[多街机模拟器]MAME 0.137
0.137-----
IMPORTANT NOTE: As of this release of MAME, several important things
about the system have changed. Please read the following items before
attempting to compile this new version.
1. A new tool chain for Windows, based off of gcc 4.4.3 prerelease,
is now REQUIRED. Go to http://mamedev.org/tools to get the new tools.
The code included with 0.137 WILL NOT BUILD with the old tools.
The new tool chain has support for building 64-bit MAME builds with
gcc, as well as built-in DirectX headers, and C++ support, which was
missing from the old tools.
2. Non-Unicode builds of Windows MAME are no longer supported. The
options to turn this off in the makefile have been removed, and
future changes are likely to solidify this requirement. If you are
still (God forbid) running on Win9x, you will need the unicows.dll
library to run MAME. Download unicows from Microsoft.
3. All code in MAME is now compiled as C++, plus there have been a few
small changes that take advantage of the C++ language. For the most
part, there is no effect on how drivers are written, except for some
nicer accessors to devices and address spaces. Future improvements to
take advantage of the C++ syntax will evolve slowly, and will be done
internally. We are not interested in outside attempts to do this work
for now.
4. The SDL OSD for MAME is now shipped as part of the main source
package. SDL builds for Windows are now regularly built as part of the
validation sequence for a new release. Thanks to R. Belmont,
couriersud, and Olivier Galibert for their work on the SDL port over
the years.
MAMETesters Bugs Fixed
----------------------
- 03533: All 68020 cpu based drivers: 68020 disassembler
bug: a 32-bit address displacement's upper 16-bit is
desappear (R. Belmont)
Source Changes
--------------
snes.c: simplified drawing routines, added support for
offset-per-tile, cleaned up the code
H8/3334: add analog input ports
snes.c: fixed remaining issues in hires modes
snes.c: fixed serial joystick reads
snes.c: slightly simplified palette handling
Re-dumped oceanhun CROMs 5-16 as 64Mb
namcos23: Cleanups
namcos23: Add dips
snes.c: Added very preliminary driver_data class for snes based
drivers (it only contains input-related items for the moment, because
these are needed to add support for additional controller types in
MESS)
snes.c: Fixed Offset-per-tile graphics
snes.c: Fixed scrolling problems
namcos23: More cleanups
Implemented default EEPROMs to the following drivers
* deco_mlc.c
* esd16.c
* gijoe.c
* konamigx.c
* moo.c
* mystwarr.c
* rabbit.c
* rungun.c
* tmnt.c
* vendetta.c
* xexex.c
Added support for the 'simple' rowscroll mode used by sams64_2
Fixed Z80 DMA ready signal handling.
namcos23 update:
* Updated Guru Readme
* More IRQ tests pass
* Gunmen Wars I/O board runs and syncs
* SH-2 shared RAM added for Gunmen Wars
Implemented default EEPROMs to Bubble Memories, Lethal Enforcers and
Puzzle Time
Implemented default EEPROMs for GTIClub, Hang Pilot, Asterix, X-Men
and Polygonet Commanders
Fixed the texture ROM loading/order in Wave Shark.Textures look
better now, and the ROM check passes
namcos23: pass C422 IRQ test
Added ARDY/BRDY signal read handlers to Z80 PIO.
Implemented 'key matrix' inputs in King Derby (1986 version)
namcos23 updates:
* Preliminary SH-2 hookup for GMEN games.SH-2 boots and copies the
loader to private RAM then jumps to it.Transfer protocol for
main program not yet understood.
* Final Furlong 2 has a GMEN board and camera; update it to use that
subdriver.
Implemented sound to King Derby (1986 version)
Implemented coins to King Derby (1986 version), game can be considered
as working right now
namcos23 updates:
* Hooked up start/coin/buttons for Gorgon
* Fixed Panic Park crash
* Enabled I/O board for timecrs2c so it can coin up
* Cleanup
SDL: fix Fortify-reported stack smash
New driver for Five Clown, from IGS. This is a dual 6502 system with
CRT controller, AY8910 and OKI M6295. Main program, graphics and sound
samples are encrypted.
* Hooked both 6502 CPU's.
* Hooked the M6845 CRT.
* Decrypted main program and bulk GFX.
* Decoded GFX and color PROM.
* Hooked both PIA's 6821.
* Worked inputs from the scratch.
* Hooked DIP Switches banks 2 & 4.
* Hooked proper interrupts for audio CPU.
* Hooked the AY8910 latches...
* Hooked the OKI6295.
* Hooked DIP switches ports $C400 & $CC00.
* Found the sound samples decryption algorithm.
* Added NVRAM support.
* Added a complete PCB layout.
* Added game notes.
* Added technical notes.
z80sio: Added register access functions to prevent trampoline
functions
Fixed debugger memdump command
Improvements to the unkch1/4 sets
Decrypted the color prom in King Derby (1986 version)
Made device->tag and devconfig->tag into private member variables
(m_tag). Added inline tag() function to return a const char * version.
Updated callers to use this instead of directly accessing tag.cstr()
which was awkward.
snes.c: Fixed OAM overflow
Improvements to funworld.c driver.
* Added external default NVRAM support to the following games:
bottle10, bottl10b, elephfam, elephfmb, jollycrd, jolyc3x3,
jolyccra, jolyccrb, jolycdev, jolycdib, jolycdit, jolyjokr,
jolyjokra, jolyjokrb, lluck3x3, lluck4x1, magicrd2, pool10,
pool10b, pool10c, pool10d, potgame, royalcrd, royalcdb, sjcd2kx3,
tortufam, vegasfst, vegasfte and vegasslw.
* Changed default settings for some games, now that NVRAM is loaded
externally.
Confirmed and hooked up i/o ports in Magical Tonic / Odds, doesn't
work due of nested NMI
snes.c: refactored joypad inputs to be consistent with other input
devices (used in MESS)
Implemented NMI enable flag in Lucky 8 Lines and Magical Odds, fixes
logic quirks in the latter
Improvements to Magical Odds graphics
Written a per-pixel function for the irq system in the ST-V driver,
disabled by default
vimana, vimanan, vimana1 (toaplan1.c driver) :
* Fixed Dip Switches and Inputs (after verification of the M68000
code)
* Improved MCU emulation to correctly handle coinage based on Dip
Switches settings and Territory Jumper
Implemented sound NMI enable flag to the Munch Mobile driver
m680x0: show FPU registers in the debugger for 030+
680x0: Improve disassembly for various FMOVE forms
Slightly fixed interrupt handling and added SBIC and MUL opcodes to
the Atmel AVR8 core.
Added FJMP/JMPF opcode to the SunPlus u'nSP core.
Performed an initial code cleanup pass on the N64 rendering code to
make use of booleans and inline variable instantiation, and removed a
number of unused variables that were exposed as a result of the
latter.
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Five Clown (english, set 1)
Five Clown (english, set 2)
Five Clown (spanish hack)
Magical Odds
New clones added
----------------
Dinosaur Hunter (Chinese bootleg of Cadillacs and Dinosaurs)
(not working)
Biaofeng Zhanjing (Chinese bootleg of The Punisher)
Cherry Master I (E-Z Spin bootleg / hack)
Lethal Enforcers II: The Western (ver JAA)
Fantastic Journey (ver AAA)
Smash T.V. (rev 3.01)
New games marked as GAME_NOT_WORKING
------------------------------------
Joker Master / Poker Master
(incomplete + encrypted)
Gunmen Wars
官方网站:http://mamedev.org 這次的更新只要是將一些原來自動生成的nv文件加到了romset中,使部分konami遊戲自動進入遊戲,而不用再按F2和F3那麽麻煩了
[ 本帖最后由 money_114 于 2010-3-12 19:50 编辑 ]
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