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SubjectRe: 32 .88.4 Reply to this message
Posted bylux_92886
Posted on11/12/04 10:16 AM



> diff file as usual from here: http://haze.mame.net/
>
> whatsnew.txt follows:
>
> 0.88u4
> ------
>
> General Improvements
> --------------------
>
> Fixed Sprint2 watchdog issues [Stefan Jokisch]
>
> Fixed nmg5.c crash [Pierpaolo Prazzoli]
>
> Fixed nitrobal inputs [Sonikos]
>
> Jalmah.c updates [Angelo Salese]
> Fixed various stuff with the protection in the first version of this HW.This
> includes
> perfect color protection emulation,preliminary sound & preliminary tile transfer
> emulation
>
> Various Sega system 16/18 updates (moonwalker decryption keys etc.) [Chris
> Hardy]
> * note moonwalker needs a cpu core for the mcu (i8051 core?) before it will
> work
>
> Fixed a bug in the fd1094dp.c and fd1094.c decryption to allow for cotton to be
> decrypted [Nicola Salmoria]
>
> Added other hyperstone models, converted vamphalf driver to use 16-bit version
> [Pierpaolo Prazzoli]
>
>
> Discrete Sound Update [Derrick Renaud]
>
> Discrete Sound Changes
> ======================
> * Removed the memory mapping system from the discrete inputs. It served no
> purpose and was never functional. It only added a layer of confusion to the
> code by forcing it's use on all current drivers that do not need it. If
> memory mapped inputs are needed in the future (not likely), then they can be
> added with a DISCRETE_INPUT_MAP function.
> * Now the discrete inputs are written to by their node name only.
> eg: discrete_sound_w(NODE_xx, data)
> * DISCRETE_INPUT and DISCRETE_INPUTX have been removed in favour of new
> easier to use input modules.
> * modified all current drivers to use new code.
> * moved discrete sound code from drivers and put in sndhrdw\
>
> New Discrete Modules Added
> ==========================
> * DISCRETE_INPUT_DATA(node) - accepts 8-bit data from discrete_sound_w.
> Output at reset is 0.
> * DISCRETE_INPUT_LOGIC(node) - 0 if data=0; 1 if data=!0. Output at reset
> is 0.
> * DISCRETE_INPUT_NOT(node) - 0 if data=!0; 1 if data=0. Output at reset
> is 1.
>
> * DISCRETE_INPUTX_DATA(node, gain, offset, init)
> * DISCRETE_INPUTX_LOGIC(node, gain, offset, init)
> * DISCRETE_INPUTX_NOT(node, gain, offset, init)
> - same as above, but will modify the output by the
> given GAIN and OFFSET. At reset the output will
> be INIT modified by GAIN and OFFSET.
>
> Game Driver Changes
> ===================
> * skydiver - added proper watchdog. Merged memory map and added proper
> mirroring. Fixed coin input bug skydiver078u3yel. It's not a 100% accurate
> fix, but will work until I get the exact interrupt time. The current
> interrupt time was 100% off. It is now less then 25% off. :-)
>
>
>
>
>
> Windows Debugger Updates
> ------------------------
>
> Fixed some compile errors [Nathan Woods]
>
> Misc updates [Aaron Giles]
> * Added a "PC" register to the I386 core so that it should work in the new
> debugger
> * Cleaned up stepping code
> * Now refresh the display and all debugger windows after each step while
> stepping
> * When running with the debugger window open (F5 or 'go'), now update the
> debugger views
> 4 times per second
> * Can now break into the debugger even if you are focused on a debugger window
> * Memory/disasm windows now come up with the currently active CPU selected by
> default
> * added a new command: focus , which is equivalent to ignoring all
> other CPUs
> * changed ignore and observe to support multiple parameters so you can say
> "ignore 2,3,4"
> * changed ignore so that you are not allowed to ignore the last CPU
> * fixed ignore behavior so that other CPUs are truly ignored
> * fixed register window so that change hilights are maintained during scrolling
> and updates
> * changed debug memory accessors so they don't log on invalid memory accesses
> * tweaked the help text to indicate that help works
> * added a new text attribute DCA_CURRENT, which is separate from DCA_SELECTED --
> the main
> visible difference is that the memory view editing cursor is now hilighted red
> instead of
> yellow
>
> In-line memory editing is now supported. To do this, I added a generic
> cursor concept to the view system. Each view can handle it however they
> want. Right now only the memory view supports a cursor. [Aaron Giles]
>
> Click in the memory view to place the cursor. Type over nibbles with 0-F, or
> use the arrow keys to navigate around. Tab cycles between the edit box and
> the memory editor. [Aaron Giles]
>
> updated psx core to show more registers [smf]
>
>
>
>
> New Games supported or promoted from GAME_NOT_WORKING status:
> -------------------------------------------------------------
>
> Woodpecker [Tomasz Slanina, Pierpaolo Prazzoli]
>
> Max-A-Flex driver [Mariusz Wojcieszek]
> Astro Chase (Max-A-Flex)
> Bristles (Max-A-Flex)
> Flip & Flop (Max-A-Flex)
> Boulder Dash (Max-A-Flex)
>
> Cotton [Chris Hardy, Lodewijk, Asure, Nicola Salmoria, David Haywood]
> many gfx problems, no sound yet
>
>
> New Clones supported or promoted from GAME_NOT_WORKING status:
> --------------------------------------------------------------
>
> Jr Pacman (bootleg on pengo hw) [smf]
> Shinobi (set 3, 317-0049) [Chris Hardy]
>
> New Non-Working games / clones supported
> ----------------------------------------
>
> Raiden Fighters Jet (US SPI, Asia SPI)
> incomplete tile/sprite decryption
>
> Twin Squash
> protection issues
>
> Wonderboy 3, System 16a [Chris Hardy]
> incomplete s16a emulation
>




-
Entire Thread
Subject  Posted byPosted On
*MAME 0.88u4  IceMan11/11/04 03:33 PM
..Re: 32 .88.4  lux_9288611/12/04 10:16 AM
..*Mame32fx & Mame32Hp4 updated also  Hawq11/12/04 10:56 AM
.*Woodpecker? Holy crap! *nt*  MooglyGuy11/11/04 04:01 PM