[多街机模拟器]MAME 0.142
0.142-----
MAMETesters Bugs Fixed
----------------------
- 04286: deadang and clones: Missing ADPCM Audio (Aaron Giles)
- 04288: goodejan, goodejana, totmejan, sengokmi: Crash
after OK (Aaron Giles)
- 04290: honeydol: Crash after OK (Aaron Giles)
- 04291: Many sets in 8080bw.c: Assert before OK
(Aaron Giles)
- 04289: twinadv, twinadvk: Crash after OK (Aaron Giles)
- 04287: wintbob: Video missing (Aaron Giles)
- 04295: stdragon: The game description is "Saint
Dragon". (Fujix)
- 04285: tenkaid: Missing NO_DUMP label for rom tydg002.u8 (hap)
- 04294: jrpacman, jrpacmbl: pac-man and the ghosts are not
visable. (hap)
Source Changes
--------------
Converted Super Shanghai Dragon's Eye to use the common deco video
files functions, fixing a rowscroll bug in it
Fix font loading in sdlmame. BDF files are just loaded as TTF by
TTF_OpenFont. Load is now protected by a magic check. Also fixed a bug
in SDL1.3 keyboard mapping and changed SDL1.3 code to be compatible
with recent 1.3 API changes.
sdl-config flags are now separated into INCFLAGS and COMFLAGS in
sdl.mak. This fixes "make depend".
softlist.c: split the <info> field (added some time ago to handle
compatibility requirements) into<info> and <sharedfeat>. the former
stays tied to the whole software entry, the latter gets inherited by
each part.
Added device_t::memory() to fetch a reference to the memory interface,
or assert if not present.
Split address_space::install_handler into
install_read_handler, install_write_handler, and
install_readwrite_handler.
Added variants of address_space handler installers which don't take
mirror or mask parameters, since this is by far the most common case.
Deprecated API cleanup.
cpu_suspend ==> device_suspend
cpu_resume ==> device_resume
cpu_yield ==> device_yield
cpu_spin ==> device_spin
cpu_spinuntil_trigger ==> device_spin_until_trigger
cpu_spinuntil_time ==> device_spin_until_time
cpu_spinuntil_int ==> device_spin_until_interrupt
cpu_eat_cycles ==> device_eat_cycles
cpu_adjust_icount ==> device_adjust_icount
cpu_triggerint ==> device_triggerint
cpu_set_input_line ==> device_set_input_line
cpu_set_input_line_vector ==> device_set_input_line_vector
cpu_set_input_line_and_vector ==> device_set_input_line_and_vector
cpu_set_irq_callback ==> device_set_irq_callback
device_memory(device) ==> device->memory()
device_get_space(device, spacenum) ==> device->memory().space(spacenum)
cpu_get_address_space(cpu, spacenum) ==> cpu->memory().space(spacenum)
cputag_get_address_space(mach, tag, spacenum) ==> mach->device("tag")->memory().space(spacenum)
cputag_get_clock(mach, tag) ==> mach->device("tag")->unscaled_clock()
cputag_set_clock(mach, tag, hz) ==> mach->device("tag")->set_unscaled_clock(hz)
Created new enum type address_spacenum for specifying an address space
by index. Update functions and methods that accepted an address space
index to take an address_spacenum instead. Note that this means you
can't use a raw integer in ADDRESS_SPACE macros, so instead of 0 use
the enumerated AS_0.
Standardized the project on the shortened constants AS_* over the
older ADDRESS_SPACE_*. Removed the latter to prevent confusion. Also
centralized the location of these definitions to memory.h.
Converted DECO BAC06 tilemap (used by dec0.c) to be a device, reducing
code duplication
Deprecate the old memory_install_* macros. Dynamic installation is now
handled directly by calling methods on the address_space, which have
been expanded with aliases to cover all previous situations. In
addition, variants with no mirror or mask value are provided to cover
the common cases:
memory_install_read*_handler(space, begin, end, mirror, mask, handler)
==> space->install_legacy_read_handler(begin, end [, mirror, mask], FUNC(handler))
memory_install_write*_handler(space, begin, end, mirror, mask, handler)
==> space->install_legacy_write_handler(begin, end [, mirror, mask], FUNC(handler))
memory_install_readwrite*_handler(space, begin, end, mirror, mask, rhandler, whandler)
==> space->install_legacy_readwrite_handler(begin, end [, mirror, mask], FUNC(rhandler), FUNC(whandler))
memory_install_read*_device_handler(space, device, begin, end, mirror, mask, handler)
==> space->install_legacy_read_handler(*device, begin, end [, mirror, mask], FUNC(handler))
memory_install_write*_device_handler(space, device, begin, end, mirror, mask, handler)
==> space->install_legacy_write_handler(*device, begin, end [, mirror, mask], FUNC(handler))
memory_install_readwrite*_device_handler(space, device, begin, end, mirror, mask, rhandler, whandler)
==> space->install_legacy_readwrite_handler(*device, begin, end [, mirror, mask], FUNC(rhandler), FUNC(whandler))
memory_install_read_port(space, begin, end, mirror, mask, port)
==> space->install_read_port(begin, end [, mirror, mask], port)
memory_install_read_bank(space, begin, end, mirror, mask, bank)
==> space->install_read_bank(begin, end [, mirror, mask], bank)
memory_install_rom(space, begin, end, mirror, mask, ptr)
==> space->install_rom(begin, end [, mirror, mask], ptr)
memory_install_ram(space, begin, end, mirror, mask, ptr)
==> space->install_ram(begin, end [, mirror, mask], ptr)
memory_unmap_read(space, begin, end, mirror, mask)
==> space->unmap_read(begin, end [, mirror, mask])
memory_nop_read(space, begin, end, mirror, mask)
==> space->nop_read(begin, end [, mirror, mask])
uiimage.c: Improved File Manager usage (in the internal UI) by
catching char inputs and searching for matching names among files and
directories
some work on the 3 games in dec8.c which use the bac06
tilemaps
Converted Act Fancer, Trio the Punch and Mad Motor to use the common
deco video functions
Converted Stadium Hero driver to use the common Deco video functions
Cleanup of machine.h. Shuffled some fields around, and moved several
to private member variables with accessors:
machine->m_respool ==> machine->respool()
machine->config ==> machine->config()
machine->gamedrv ==> machine->system()
machine->m_regionlist==> machine->first_region()
machine->sample_rate ==> machine->sample_rate()
Converted Pocket Gal to use the common deco video routines
Started moving common deco MXC06 sprite controller code to it's own
device files, reducing code duplication
Converted Act Fancer to use common deco sprite code
Converted Vapor Trail to use the common deco sprite functions
Converted Stadium Hero, Cobra-Command, Psycho-Nics Oscar to use the
common deco sprite functions
Removed redundant machine items from address_space and device_t.
Neither machine nor m_machine are directly accessible anymore. Instead
a new getter machine() is available which returns a machine reference:
space->machine->xxx ==>space->machine().xxx
device->machine->yyy==>device->machine().yyy
Globally changed all running_machine pointers to running_machine
references. Any function/method that takes a running_machine takes it
as a required parameter (1 or 2 exceptions). Being consistent here
gets rid of a lot of odd &machine or *machine, but it does mean a very
large bulk change across the project.
Remove redundant item cpu from address_space, in favor of
space->device().
Two hash_collections can only match if they have at least one matching
hash.
If we get an error parsing options, see if there was no command and
what looks like an invalid system name. In that case, provide
suggestions for the system name instead of reporting the options
error.
Move overridable device->rom_region(),
device->machine_config_additions(), and device->input_ports() to
protected methods. Added non-virtual wrappers around them.
Implemented karnov style sprites in its own file, shared with karnov
and dec8 drivers
Fixed multiwidth sprites in decmxc06.c, removed code which appeared to
serve no purpose other than to break the birdtry gfxdecode in
machine/dec0.c
Added new macro MACHINE_CONFIG_DERIVED_CLASS() which works just like
MACHINE_CONFIG_DERIVED() except you can specify an alternate
driver_device class. Used this in the 8080bw.c games which require an
_8080bw_state, but derive from mw8080bw_root which has the base class
mw8080bw_state.
lordgun.c: Corrected Dipswitch names and added dipswitch locations to
Lord of Gun & Alien Challenge
tumbleb.c: Corrected Dipswitch names and locations for Choky! Choky!
New clones added
----------------
Fashion Gambler (Set 2)
AAcrobatic Dog-Fight (USA)
New games marked as GAME_NOT_WORKING
------------------------------------
Jyunai - Manatsu no First Kiss
BiKiNikko - Okinawa de Ippai Shityaimashita
http://mamedev.org mame update is so fast and fast 可以简单说说更新了啥东西么?多谢
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