> 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 >
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