[多街机模拟器]Mame 0.138u1
0.138u1-------
MAMETesters Bugs Fixed
----------------------
- 00948: batsugun: The ending and credits text is in gibberish
language. (David Haywood)
- 03832: monymony, jackrabt: Missing speech (couriersud)
- 00946: batsugun, batsuguna, batsugunsp: Some graphics garbage
at level one start and first boss. (David Haywood)
- 03445: znpwfv: Segmentation Fault (Angelo Salese)
- 02642: myfairld: Black screen in Virtual
Mahjong 2 MFL (Angelo Salese)
- 01009: grdforce: Test mode doesn't work. (Angelo Salese)
- 03710: sokyugrt: Game crash after player select
(Angelo Salese)
- 02567: All Sets in zaccaria.c: Minor color issues (hap)
- 00799: monymony: Sprite priority is incorrect when the player
is pulled underwater. (hap)
- 03474: wilytowr: Background music is very low. (hap)
- 03853: ssriders and clones: Sprites stuck error. (hap)
- 03817: popflame + clones: Color regression (Angelo Salese)
- 03816: popflame: The game resets after the third round.
(Angelo Salese)
- 03852: 20pacgal, 20pacgala: Severe slowdown after initials
are entered. (couriersud)
- 03476: quartet, quarteta, dumpmtmt: Games do not start.
(Alex Jackson)
Source Changes
--------------
Remove all references to the nonexistent "premov" instruction from the
NEC-V core.
Corrected stack walk by using UNICODE_POSTFIX.Fixed some incorrect
function declarations in winmain.c.
cps2: Made ssf2t a parent set
New driver: sigmab98.c
astrocorp.c: Added PCB layout for Astro M1.1 & M1.2 PCBs
Documented an energy bar debug switch in aladbl, disabled by default
Fixed crashes when you fall into pitfalls in aladbl
Improved Z180 timer and HALT processing. This fixes MT03852.
Konami devices: Fixed sprite Z code rejection regression
Basic hook-ups of the Nintendo Super System BIOS
namcos2: Optimized pixmap rotation, improving performance of Assault
and other games that use it
tecmo.c: Included Rygar PCB documentation
Documented and worked around a long standing level 3 protection fault
in Pop Flamer
Rewritten palette initialization in Naughty Boy HW by using the RESNET
Rewrote Z180 cycle accounting to create a basis for more exact
internal I/O and timer operations as well as implementing interrupt
priorities. Removed unused BIG_SWITCH code as well.
MPU4 Updates :
* Added trackball support
* Fixed quiz game controls
* Restructured AWP games' characteriser handling
Added photo y2k2 decryption table
Improved Z180 interrupt and timer handling. Added some missing save
state entries and fixed HALT.
Rewrote rom/ram banking. 20pacgal now supports save state.
Added DIP LOCATIONS to Pengo, Jr. Pac-Man and clones.
zaccaria.c: Improved sprite drawing, added DIP locations
Ported Super Famicom Box from MESS to MAME
Modified the naomi clipping a bit to avoid so many black lines
at the bottom
New Super 3D Golf Simulation - Waialae No Kiseki / Super Mahjong 2
(Super Famicom Box)
Removed Groove on Fight boot hack, not anymore needed
Added x/y boundary checking to ST-V bitmaps
atarigx2.c: More rom name corrections as verified against a Moto
Frenzy Mini Deluxe PCB. Added ROM for the "Clarn" game link sub PCB.
Added lfsr-driven starfield to 20pacgal. The general principle is
understood now but star set selection and the star drawing condition
are guesses.
Moved global and static variables in driver galaga into a machine
class. Renamed some variables, e.g. galaga_videoram and bosco_videoram
to just videoram.
Added new DECO Cassette bios set and updated rom names/locations/types
to be more accurate.
micro3d.c : Added some PLD dumps to botssa
Removed unneeded danchih title screen hack
Reverified TMS5200 clock and measured Vsync clocks from Zaccaria
hardware
Added debug_global_input_code_pressed_once() function to input.c
Added a readyq callback to the TMS5220 interface. This is needed to
solve MT #3832. In zaccaria games, the intq and readyq are connected
to pia 6821 lines ca2 and cb1 which are edge driven. Just reading
readyq would miss to detect a state change if between reads readyq
went 0-1-0. Updated zaccaria.c and looping.c. Fixes MT #3832.
Reworked rendering in toaplan2 to render tilemaps / sprites in a
single pass, should be more accurate to hardware. Note, this further
breaks the mixing in Batsugun and Dogyuun because the previous hacks
can no longer work with the new rendering code. These games have been
demoted to NOT_WORKING status until a better solution is found; they
never worked properly anyway due to the extent of the video hacks
needed to support them
documentation: Cleaned up company names
Added NSC800 CPU emulation to the Z80 core
Updated Legendary Wings with actual PCB speed readings.
Update decocass comments/bios names with more info from D.Widel's
page.
toaplan2: fixed sprite-sprite priorities in batsugun and dogyuun
Added bare-bones work around for the Network board in Super GT 24h and
Over Rev, they now enters into attract mode
Revision 9295 by rbelmont
SDL: fix compilation for GTK+ 2.20 and later
New games added or promoted from NOT_WORKING status
---------------------------------------------------
GeGeGe no Kitarou Youkai Slot
Video Carnival / Super Royal Card
Mouse Attack
Super Game III
New clones added
----------------
Golden Tee 2K (v1.00) (alt protection)
1943 (Euro)
Fantasy Zone (NEC 0317-5000 encrypted Z80)
X-Men Vs. Street Fighter (Asia 960910)
X Multiply (Japan, M81)
The Crystal Maze (2 sets)
The Crystsl Maze Team Challenge (2 sets)
The New Crystal Maze Featuring Ocean Zone (2 sets)
Road Riot's Revenge (prototype, set 3)
Indoor Soccer (set 2)
Ms. Pacman Champion Edition / Zola-Puc Gal
Heavyweight Champ (Japan, FD1094)
Super Draw Poker (bootleg)
Ms. Pac-Man/Galaga - 20 Year Reunion (2 sets)
New games marked as GAME_NOT_WORKING
------------------------------------
Win Win Bingo (2 sets)
Zoo
X Five Jokers
Magic Number (Italian Gambling Game)
Magic Class
Abacus
Euro Class
Book Theatre
Super Famicom Box BIOS
官方网站:http://mamedev.org 什么东西来着的??、 怎么全是E文的?看不懂···
页:
[1]