[多街机模拟器]MAME 0.141u1
0.141u1-------
MAMETesters Bugs Fixed
----------------------
- 04199: barbball: Typo in title
- 01879: All sets in toaplan2.c: Cocktail mode (Player 2)
has no background images (David Haywood)
- 01004: chinhero, chinhero2, chinherot: There is a bad
sprite on level 7 of the game. (Pierpaolo Prazzoli)
- 02111: madalien, madaliena: Missing lightup when enemies
explode in dark
- 02041: smgp and clones: Voice samples incorrectly played (hap)
- 00992: hangon: The pitch of the engine sound is wrong (hap)
- 03460: starfire, starfirea: Incorrect color at bottom
of screen
- 04190: heiankyo: wrong colors (hap)
- 02080: armedf: DAC Chip playing Orchestra Hit Sample too low
(hap)
- 03501: batsugun, batsuguna, batsugunsp: Missing music and some
sound effects (Alex Jackson)
- 04147: raiden: crashes if you use -debug switch
(Alex Jackson)
- 03808: starsldr, vivdolls: Garbled screen (MooglyGuy)
- 04079: mtrain: Access Violation before OK (Luca Elia)
- 04178: cmmb162: Year should be 2002
- 00865: blandia: In Jurane stage, the whole bottom of the
screen is filled with solid gray. (Pierpaolo Prazzoli)
- 04180: dunkmniaj: To key press "OK" the game has only a
blue screen. (Tafoid)
- 02883: debugger: Pressing F10 (Step Over) occasionally
causes Debug menu to light up (hap)
- 04165: vbowl, vbowlj: Crash after OK
- 04166: arabian, arabiana: After several cycles of the
attact mode, the game halts (Phil Bennett)
Source Changes
--------------
Added Rockwell PPS4 CPU core (not finished)
Added GAME_MECHANICAL flag to mark games having mechanical
interface (such as pinball, redemption, bowling games ...)
Imported games from PinMAME as skeletons.
Removed fast IMEM and DMEM handlers from the RSP DRC in favor of the
core memory system; fixes RSP DRC on 32-bit targets.
Changed DMADAC interleave in the Aleck 64 driver from 2 to 1; fixes
monaural and poppy audio.
ARM7: fix for "39in1" (MAME) and removed a duplicate line
Hooked up preliminary Seibu COP macro command 0x6200, used on SD
Gundam Rainbow Tairiku Senki for the Homing weapon
ARM7+: Various cycle timing fixups
39in1: Fix to work with newer ARM7 cores
MIPS: make DRC selectable by #ifdef
Fixed BADCOP exception handling in the MIPS III interpreter.
Fixed midground banking in Raiden 2
Implemented DMA slot concept to the Raiden 2 driver, giving correct
sprite tables for X Se Dae and Zero Team
Fixed start-up banking in Raiden DX
Implemented Seibu COP macro command 0x904 (variant of 0x905), used on
X Se Dae and Zero Team.
Implemented program bank read-back in Raiden 2, allowing it to not
crash anymore during attract / gameplay
Fixed Compare interrupts in the MIPS III interpreter core.Aleck 64
games can now run under the MIPS III interpreter.
Implemented proper TLB handling in the MIPS III interpreter.
cb2001: some gfx improvements
Fixed Seibu COP command 0x7e05, used by Raiden DX fg video banking
osd/sdl again compiles against latest SDL 1.3 svn.
Enabled flipscreen in Mr. Dig
Implemented "-watchdog" option for SDLMame.
"Copy-and-Paste" the "-bench" option from win32 to sdl.
Add uPD7725 16-bit DSP core and hookups for SNES hardware
Removed no longer needed SNES HLE code
Added support for MSB shadows in STV VDP2. This improves
Soukyugurentai shadows
Fixed RSP core VRSQL implementation.
spaceg.c improvements:
* less garbage trails, though it's not completely good yet
* fixed jerky x-movement
* fixed crash on loadstate
* marked color proms as undumped
New Namco 62xx device with internal ROM.
MIPS3 DRC: Fix case where branch delay slot straddles a page
boundary and the page check confirms that the block is paged in.
Correct Coin Mode & Coinage for Heavy Unit (World)
makedep now ignores "-include" which is used by sdlmame to include
sdlprefix.h before all other includes.
Remove "makedep" stuff from sdl.mak now that the core supports it.
Also split sdl-config output between INCPATH and CCOMFLAGS for linux
targets. makedepend now works.
Fixed rendering of not rotated RBG layer in STV VDP2. This fixes
garbage on level 4 of Soukyugurentai
Added dipswitch locations to moo.c, mystston.c, mystwarr.c, prehisle.c
and pushman.c drivers
Added dipswitch locations to jchan.c driver
MIPS3 DRC: Include delay slots in checksum calculations.
C++-ified drcfe and the associated frontends. You now create a
frontend by deriving from drc_frontend and implementing the describe
method.
Added support for MSB enabled color calculation for sprites in STV.
This improves some sprites in Soukyugurentai
Start moving the discrete subsystem towards C++. Changed some structs
to classes and most of the list processing now uses a linked list
template which is type-safe.
Improved sprite-tile priorities in SD Gundam Sangokushi Rainbow
Tairiku Senki
V25: fix false warnings from some GCC versions
Improve TLB mismatch handling in PPC DRC, so that if we fill from an
empty entry, we re-dispatch to previously compiled code instead of
always recompiling the target. This greatly reduces the DRC overhead
on 603-based games.
Moved MESS RAM device into emu core. Added COMP and CONS macros in
driver.h
Marking mechanical games as such in XML
Moved image devices implementation and related UI functions to emu
section from MESS
Converted drccache to C++.
Flagged a number of existing gamesi n MAME with GAME_MECHANICAL to
indicate the presence of un-emulatable mechanical parts.
Preliminary implementation of the Seibu COP palette brightness mode 4,
used by Denjin Makai fade in/out effects
Redumped PSAC2 rom in Rushing Heroes
z80.c: Allow daisy chain functionality to be used in a situation where
there are more interrupt sources besides the daisy chain devices.
Redumped sprite roms in Rushing Heroes
Added HD61700 CPU core used for emulate Casio PB-1000/PB-2000c in MESS
Work around for Seibu COP command 0x8100 / 0x8900, used in all games
for direction of objects. Fixes many sync bugs in all legionna.c /
raiden2.c games
Fixed sprite flickering and stage 5 crash in Raiden 2
Build vconv in all circumstances as part of win32 build. Always use
gcc to build vconv. Add missing extern "C" to intrinsic definitions.
Change vconv to call link.exe instead of lib.exe for libraries.
Fixed background gfx issues in later levels of Raiden 2
Added SBY line read to SP0256 interface.
Implemented Seibu Audio variant with a single YM2151 sound chip,
giving working sound to Air Raid
bishjan.c update
* Implemented dynamic tile sizes
* Generalized video routines to support more layers
* Moved mtrain in from subsino.c
Fixed BCD score display bug in Raiden 2 and Zero Team
naomi.c: Documentation additions
Added dipswitch locations for Zodiack
Corrected play speed on Mr. Kicker.
Added CHD support in softlists
Fixed handling 80186 instructions
SDL OS/2 fixes
naomi: support texture stride selection
Corrected bitmap palette number for RBG0 in STV VDP2. This fixes
colors in boss gfx in Soukyugurentai level 4 & 5
Fixed some input issues in meosism, vasara, vasara2 and twineag2
(ssv.c)
Correct grom01.bin BAD_DUMP in Golden Par Golf
Discrete sound system:
* all nodes are now class based
* removed all support for "legacy", i.e. procedural node functions.
* nodes are created using a class factory whose instances are set up
in discrete blocks. There is no separation of node vs. module any
longer.
* Custom modules are now just implemented like "normal" nodes.
* Converted all custom modules.
- Context variables can now be migrated to be private class members.
cheat.c: added support for cheats with software list shortnames
video.c: added support for a new template to -snapname so that it is
possible to use the name of images mounted in the devices (for MESS).
Namely, it is now possible to use %d_XXXX to prescribe usage of the
image mounted in the device XXXX.
clifront.c: improved the behavior of -listsoftware by updating DTD, by
adding output of most missing elements and attributes (softlist
description, features & diskdata) and by fixing size and offset
formats
clifront.c: added remaining loadflags to -listsoftware output
Fixed an ARM7 R15 bit ignoring behaviour while in ARM state, fixes
Lupin the Third: the Typing ARM crashing when you coin it up.
softlist.c: added best match suggestions to software lists
softlist.c: only output best match if a list is present, limit the
scan for best match to the devices with the same interface and fixed a
corner case with shortname=listname
romload.c: added support for split set to softlist (for cart, cd and
hd)
devimage.c: added support for split set to softlist for cass and flop
too
allow software lists to look for files in the rompath too
Figured out and made comments of math tables in roms 14/15 of Seibu
Cup Soccer bootleg inside machine/seicop.c
SSV: improvements to flipscreen support
H8: Fix unterminated string buffer
clifront.c: added "-lsoft" option as short version of "-listsoftware"
clifront.c: prevented -lsoft from output DTD if no list is found
Placed full megadrive code in MAME section
softlists: added WARNING if loading a software with
supported="partial" or "no"
model3: redumped Daytona 2 Battle on the Edge CROMs
Added FSAVE mode 2 support to the M68040 FPU.
ssv: improvements to the sprite position
SH4: cleanup and better common/interpreter separation
Documentation update to beezer driver for facilitating future sound
work
Add missing XYZ latch readback on beezer, gets sound closer to working
SH4: Port preliminary SH3 support from DRC.
Discrete subsystem:
* all list handling now based on dynamic_array_t (discrete.h)
* more code rewrite to get rid of fixed allocations.
* performance about the same as 0.140
Added a mostly complete NEC V25/V35 CPU core, added working sound to
Batsugun and hooked up proper V35-controlled interrupts in Cosmic Cop
/ Gallop and Kengo
Implemented proper RNG mechanism in Seibu COP emulation
romload.c: implemented handling of parent-clone CHDs in software lists
bfm_sc2.c: Removed old-style NVRAM handlers in preparation for
mechanical game support
MPU4 Changes:
* Added fix for lamp 'open circuit' errors which in turn make Connect
4 work better.
* Fixed layout typo that caused the wrong piece to be displayed in
Connect 4.
* Documented the DUART and PTM better in MPU4 to allow for sampled
sound changes later.
* Changed 'serial_card_connected_ to link 7a, as it is the jumper on
the ROM card that changes the IRQ priority, not the serial
interface itself.
dogyuun: decrypted some opcodes
raiden2: Command 0205 changes data at +1c too
raiden2: First stab at a cop "disassembler"
Redo most of the DRC/backend support as C++. Yes, it is intentional
that the x86/x64 backends compile everywhere. Backends are now
derived from drcbe_interface and implement several required overrides.
x86emit.h now uses namespaces so that the x86/x64 emitters can
co-exist. New file uml.h/uml.c actually describes the UML language,
separating out several concepts from drcuml.c.
Cleaned up clocks of mid to late 80s Nichibutsu non-Mahjong games.
Though not completely accurate yet, this should improve music speed
and DAC audio pitch a bit.
romload.c: made -bios option case insensitive
starfire.c: Improved color emulation and added driver data
toaplan2:
* found a lot more kbash opcodes by matching code with batsugun's
* correct m68k and v25 address maps for kbash
* corrected truxton2 program ROM
fixeight: added several opcodes
Simplified UML parameters, as follows:
* immediates can be passed raw, no IMM() wrapper required (and it's
gone now)
* fixed integer registers now use constants I0,I1,I2,etc instead of
IREG(0),...
* same for float registers F0,F1,F2,etc instead of FREG(0)
* dynamic integer/float regs use inline functions ireg(),freg()
* MEM macro is now a lower-case inline function mem()
Fixed a trivial boot vector program init bug in Lethal Thunder /
Thunder Blaster
Added an opcode in Mystic Riders decryption table, makes BGMs to work
in mysticrib
Added sound reset line for Irem M92 HW, and safely removed
GAME_IMPEFECT_SOUND flag to Perfect Soldiers
Fix a bug in makedep which will caused includes on the first line of
the file like in skyraid.h to be ignored.
Added working sound to Dogyuun and V-Five
toaplan2 improvements
* Figured out which bit controls V25 RESET in each game by comparing
the 68000 code
* Added a comment about fixeight's I/O map, which we'll have to
determine once we start decrypting it
* Put #ifndef USE_ENCRYPTED_V25S around some simulation crap that was
hiding in fixeight's DRIVER_INIT
segapcm.c: Fixed loop address, hangon engine sounds better now. Also
included documentation in source of known register functions.
madalien.c: Fixed highlighting in tunnel.
Fixed regressed flip screen support in Toaplan 2 games
Changed the discrete sound system to be class based:
* Former modules are now classes being derived from
discrete_base_node
* Moved all context variables to be private class members.
* For "standard nodes", DISCRETE_CLASS_STEP_RESET provides a simple
way to implement a node.
* All information around a node (additional info struct, constants
and input mappings may be defined on a class level centralizing
all information. An example is dss_inverter_osc.
* Significantly simplified the task handling.
* Fixed a bug which would not buffer secondary outputs.
* All lists in sound/disc_* are now based on dynamic_array_t
(discrete.h)
* Changed all drivers to reflect the changes.
* Custom modules are now just another node class.
* No performance hit observed due to these changes.
Improvements to goldnpkr.c
* Lots of changes to get working the Video Klein games.
* Renamed witchcde to witchjol --> Jolly Witch (Export, 6T/12T ver
1.57D).
* Added Wild Witch (Export, 6T/12T ver 1.74A).
* New video hardware and machine driver for Video Klein's extended
tiles games.
* Added Dallas DS1210 + battery backed RAM support to the Video Klein
CPU boxed games.
* Improved inputs for Jolli Witch and Wild Witch. Added the game
selector switch.
* Cleaned up some witch card sets.
* Added technical and game notes.
m90: modified interrupt
Replaced BSMT2000 HLE emulator with emulation of the original
TMS32015.
[Dr. Decapitator, Andrew Gardner, Quench, Guru, Ernesto Corvi, Peter
Grounds, Lord Nightmare, Aaron Giles]
M6801 changes:
* added operating mode enum
* fixed port writes
* implemented SCI status follower bits
toaplan2:
* Found a few more fixeight opcodes, by matching code in the
interrupt routines with batsugun
* Corrected fixeight V25 address map (the YM2151 and OKI6295 are at a
different location than the other games)
* Preliminary implementation of V25/V35 port output
Optimized RC_INTEGRATE and TRANSFORM. Nice improvement.
Changed all "output = ..." into "set_output(0, ..)" calls. Rewrote
modules using "output" as a latch as well. The purpose is to
decouple nodes from the discrete infrastructure implementation.
Added a virtual stream update function to the device sound interface.
Added a new stream_create that takes fewer parameters and calls the
device's stream update. Removed the stream update stub template.
Updated BSMT2000 and OKIM6295 to use the new interface for their
streams.
fixeight: hooked up EEPROM
Added preliminary working sound to beezer.
M6801 changes:
* implemented port 3 strobed mode
* fixed port writes some more
Discrete subsystem now uses the sound_device stream_update function.
Improve nmi handling in mouser.
i8085.c: Fixed inte callback not being called when the IE flag was
cleared after the CPU received an interrupt. This fixes interrupts in
n8080.c helifire and spacelnc.
raiden2: Write down the rather weird results of a series of tests
Added "-syncrefresh" option to osd/sdl. This will *limit* the game
speed to the video refresh rate and works in -mt mode as well. The
option has an effect only if "-waitsync" is specified.
Fixed 01004: chinhero, chinhero2, chinherot: There is a bad sprite on
level 7 of the game. Added
sprites wrap around-y in Chinese Hero to fix gorilla sprites entering
from the left
fixeight: decrypted all used opcodes and added EEPROMS for all
countries; now the sound works
fixeight: cleaned up the inputport for fixeight (no dips)
ARM7 updates :
* Disable 26-bit back compatibility for ARM7 variants other than
ARM7500
* Fix carry flag issue on add/subtract in ARM mode
cb2001: reworked interrupt
720 - added Driver Configuration option to allow the controls to be
set to Real 720 Controller Input; fake joystick; or fake spinner.It
defaults to fake spinner for mouse/spinner use.
Changed the Analog Controls menu to only list controls selected in the
Driver Configuration.
ARM7 updates :
* Fixed "MOV x, R15, LSL #y" form as tested by ARMWrestler
* Added unimplemented Thumb MOV variant used by GBA Moto GP
Reorganized megadrive/sms sourcefiles for better sharing between
MAME/MESS.
NEC DSP updates :
* Now supports uPD7725 and uPD96050
* Hooked up SNES common code to use uPD96050 for ST-010/011
* Removed ST-010 HLE simulation
Display suggestions in case commands that require game name are
called and there were no matching games
Carved out a discrete_sound_device from discrete_device. This now has
all the stream related code. discrete_device thus now contains all the
generic code and may be used going forward to implement not sound
related use cases.
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Mr. Kicker
X-Plan
Penfan Girls
Witch Card (Video Klein CPU box)
Jolli Witch (Export, 6T/12T ver 1.57D)
Wild Witch (Export, 6T/12T ver 1.74A)
New clones added
----------------
Sega Touring Car Championship (Newer)
Sega Touring Car Championship (Unknown Revision)
Mahjong Man Guan Da Heng (Taiwan, V125T1)
Zero Team Suicide Revival Kit
Bombjack Twin (prototype? with adult pictures)
Sexy Parodius (ver AAA)
Ring of Destruction: Slammasters II (Asia 940831)
Street Fighter Alpha 2 (USA 960430)
Football Champ (World, bootleg) (not working)
Gekirindan (Ver 2.30 1995/09/21)
1943: Battle of Midway (bootleg, hack of Japan set)
Road Riot 4WD (set 1, 13 Nov 1991)(not working)
Scramble (bootleg?)
Zero Target (World, CW)
New games marked as GAME_NOT_WORKING
------------------------------------
X-Plan
Fantasy Zone (Mega-Tech, SMS based)
Brave Fire Fighters
NASCAR Racing
Lucky Lady (Wing, encrypted)
ATV Track
[hap, ANY, ranger_lennier, dopefishjustin, gamerfan, gatt9, N.
Francfort, Smitdogg, The Dumping Union, David Haywood]
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