Welcome to Emulationworld

Forum Index | FAQ | New User | Login | Search

Make a New PostPrevious ThreadView All ThreadsNext Thread*Show in Threaded Mode


Subject89u1 new Reply to this message
Posted bylux_92886
Posted on11/28/04 05:08 PM



0.89
----

General Improvements
--------------------

Sega Improvements [Aaron Giles]

Sega System 16A:
* included detailed readme in the driver file
* hooked up column/row scroll (see quartet title screen) -- don't know if
it's really right yet
* reintroduced tilemap/text priorities
* corrected Z80 clock speed
* incorporated Brian Troha's updated DIPs
* minor cleanups

Sega System 16B:
* fixed ROM bank mapping so it doesn't fall through to unmapped handlers
* incorporatedBrian Troha's updated DIPs
* minor cleanups
* fixed column scroll after talking to Charles about how it
works

Sega System 18:
* fixed ROM bank mapping so it doesn't fall through to unmapped handlers
(fixes Shadow Dancer crash)
* expanded memory mapping code so it works from the 8751 as well as the
68000
* hooked up the 8751 in mwalk/mwalka/mwalkb -- these all work now
* removed coin lockouts as they were breaking several games' coin inputs
* hooked up Laser Ghost controls and added crosshair drawing (not 100% yet,
feel free to tweak)
* hooked up Where's Wally controls
* fixed astorm's Player 3 controls
* cleaned up ddcrew's inputs
* fixed sound ROM loading in astorma/astorm2p/mwalk*
* incorporated Brian Troha's updated DIPs
* minor cleanups
* added sprite masking effect used by Where's Wally
* fixed column scroll after talking to Charles about how it
works (ddcrew attract mode scrolls properly now)
* went through and fixed VDP priorities in all S18 games; everything should
be correct now, let me know if you find anything not right

Fixed i8051 cpu core bugs [Aaron Giles]
uses correct read/write memory routines for external accesses
support for external IRQs

Fixed an rf5c68 memory access bug [Aaron Giles]

Improvements to Hyper Crash [Angelo Salese]
now mostly working apart from controls and a gfx glitch on the player car

More Taito F2 Blending Improvements [Bryan McPhail]
Added the TC0360PRI blending modes to the games with rotation layers. This
includes Pulirula & Liquid Kids. One of the blending modes is new to these
games (not used in Gun Frontier) and I have no way to verify it's actually
correct - someone with a working board will need to verify (Liquid Kids -fish
going in water in attract mode, Pulirula - crystals on level 2).

Fixed colours in Flower [Bryan McPhail]

Modified Frogs driver to only use samples when actually needed [Derrick Renaud]

Misc Compiler Patches [Lawrence Gold]

Workaround for excessive RAM use in Hyperstone based games [Pierpaolo Prazzoli]

Fixed small problem in CHDCD [R.Belmont]

Fixed stereo sound in Jaleco MegaSystem1 games [R.Belmont]

Several fd1094 games now run with new keys [Thierry, Gerald]

PPC Core improvements (603 support) for Sega Model 3 [Ville Linde]

Temporarily disabled ym2151 save states until we work out why its crashing in
debug/symbol/map builds

Various cleanups [Atari Ace]

New Games / Clones supported or promoted from GAME_NOT_WORKING status:
----------------------------------------------------------------------

Passing Shot (World, 2 Player) [Gerald]
Where's Wally [Thierry, Aaron Giles]
Ryu Kyu [Thierry]
Bloxeed (Japan) [Thierry]
DD Crew (World, 4 Players) [Thierry]
Bayroute (World) [Thierry]
Alien Storm (World, 3 Players) [Thierry]
Shinobi (System 16A) [Thierry]
Moonwalker (3 original sets) [Aaron Giles]
Laser Ghost [Aaron Giles]

(note: Line of Fire does not work yet)

New Non-Working games / clones supported
----------------------------------------

Super Monaco GP (another set) [Gerald]

Sega Model 3 preliminary driver [Ville Linde, Andrew Gardiner, R. Belmont]
some basic 2d hooked up, nothing more

Deadeye [R.Belmont]
CD-Rom emulation problems




SubjectRe: 32 89.1 new Reply to this message
Posted bylux_92886
Posted on11/28/04 11:59 PM



> 0.89
> ----
>
> General Improvements
> --------------------
>
> Sega Improvements [Aaron Giles]
>
> Sega System 16A:
> * included detailed readme in the driver file
> * hooked up column/row scroll (see quartet title screen) -- don't know if
> it's really right yet
> * reintroduced tilemap/text priorities
> * corrected Z80 clock speed
> * incorporated Brian Troha's updated DIPs
> * minor cleanups
>
> Sega System 16B:
> * fixed ROM bank mapping so it doesn't fall through to unmapped handlers
> * incorporatedBrian Troha's updated DIPs
> * minor cleanups
> * fixed column scroll after talking to Charles about how it
> works
>
> Sega System 18:
> * fixed ROM bank mapping so it doesn't fall through to unmapped handlers
> (fixes Shadow Dancer crash)
> * expanded memory mapping code so it works from the 8751 as well as the
> 68000
> * hooked up the 8751 in mwalk/mwalka/mwalkb -- these all work now
> * removed coin lockouts as they were breaking several games' coin inputs
> * hooked up Laser Ghost controls and added crosshair drawing (not 100% yet,
> feel free to tweak)
> * hooked up Where's Wally controls
> * fixed astorm's Player 3 controls
> * cleaned up ddcrew's inputs
> * fixed sound ROM loading in astorma/astorm2p/mwalk*
> * incorporated Brian Troha's updated DIPs
> * minor cleanups
> * added sprite masking effect used by Where's Wally
> * fixed column scroll after talking to Charles about how it
> works (ddcrew attract mode scrolls properly now)
> * went through and fixed VDP priorities in all S18 games; everything should
> be correct now, let me know if you find anything not right
>
> Fixed i8051 cpu core bugs [Aaron Giles]
> uses correct read/write memory routines for external accesses
> support for external IRQs
>
> Fixed an rf5c68 memory access bug [Aaron Giles]
>
> Improvements to Hyper Crash [Angelo Salese]
> now mostly working apart from controls and a gfx glitch on the player car
>
> More Taito F2 Blending Improvements [Bryan McPhail]
> Added the TC0360PRI blending modes to the games with rotation layers. This
> includes Pulirula & Liquid Kids. One of the blending modes is new to these
> games (not used in Gun Frontier) and I have no way to verify it's actually
> correct - someone with a working board will need to verify (Liquid Kids -fish
> going in water in attract mode, Pulirula - crystals on level 2).
>
> Fixed colours in Flower [Bryan McPhail]
>
> Modified Frogs driver to only use samples when actually needed [Derrick Renaud]
>
> Misc Compiler Patches [Lawrence Gold]
>
> Workaround for excessive RAM use in Hyperstone based games [Pierpaolo Prazzoli]
>
> Fixed small problem in CHDCD [R.Belmont]
>
> Fixed stereo sound in Jaleco MegaSystem1 games [R.Belmont]
>
> Several fd1094 games now run with new keys [Thierry, Gerald]
>
> PPC Core improvements (603 support) for Sega Model 3 [Ville Linde]
>
> Temporarily disabled ym2151 save states until we work out why its crashing in
> debug/symbol/map builds
>
> Various cleanups [Atari Ace]
>
> New Games / Clones supported or promoted from GAME_NOT_WORKING status:
> ----------------------------------------------------------------------
>
> Passing Shot (World, 2 Player) [Gerald]
> Where's Wally [Thierry, Aaron Giles]
> Ryu Kyu [Thierry]
> Bloxeed (Japan) [Thierry]
> DD Crew (World, 4 Players) [Thierry]
> Bayroute (World) [Thierry]
> Alien Storm (World, 3 Players) [Thierry]
> Shinobi (System 16A) [Thierry]
> Moonwalker (3 original sets) [Aaron Giles]
> Laser Ghost [Aaron Giles]
>
> (note: Line of Fire does not work yet)
>
> New Non-Working games / clones supported
> ----------------------------------------
>
> Super Monaco GP (another set) [Gerald]
>
> Sega Model 3 preliminary driver [Ville Linde, Andrew Gardiner, R. Belmont]
> some basic 2d hooked up, nothing more
>
> Deadeye [R.Belmont]
> CD-Rom emulation problems
>





SubjectMAME32FX 0.89u1 & Mame32Hp4 .89u1 new Reply to this message
Posted byHawq
Posted on11/29/04 11:04 AM



32FX
Unofficial mame, heres whats new:

  • Updated to MAME 0.89u1 - MAME32 0.89
  • Fixed UPD7759 sound banking in E-Swat (bootleg).

Get from here

Hp4

P4 optimsed 32FX build with a quick dirty cheat.dat update, command.dat & tekken 3 save
get from here

The wise man knows when he does not know enough


SubjectI need some LOVIN...dcplzkthxiloveyoubyent Reply to this message
Posted byEvildrak
Posted on11/29/04 08:12 PM



> 0.89
> ----
>
> General Improvements
> --------------------
>
> Sega Improvements [Aaron Giles]
>
> Sega System 16A:
> * included detailed readme in the driver file
> * hooked up column/row scroll (see quartet title screen) -- don't know if
> it's really right yet
> * reintroduced tilemap/text priorities
> * corrected Z80 clock speed
> * incorporated Brian Troha's updated DIPs
> * minor cleanups
>
> Sega System 16B:
> * fixed ROM bank mapping so it doesn't fall through to unmapped handlers
> * incorporatedBrian Troha's updated DIPs
> * minor cleanups
> * fixed column scroll after talking to Charles about how it
> works
>
> Sega System 18:
> * fixed ROM bank mapping so it doesn't fall through to unmapped handlers
> (fixes Shadow Dancer crash)
> * expanded memory mapping code so it works from the 8751 as well as the
> 68000
> * hooked up the 8751 in mwalk/mwalka/mwalkb -- these all work now
> * removed coin lockouts as they were breaking several games' coin inputs
> * hooked up Laser Ghost controls and added crosshair drawing (not 100% yet,
> feel free to tweak)
> * hooked up Where's Wally controls
> * fixed astorm's Player 3 controls
> * cleaned up ddcrew's inputs
> * fixed sound ROM loading in astorma/astorm2p/mwalk*
> * incorporated Brian Troha's updated DIPs
> * minor cleanups
> * added sprite masking effect used by Where's Wally
> * fixed column scroll after talking to Charles about how it
> works (ddcrew attract mode scrolls properly now)
> * went through and fixed VDP priorities in all S18 games; everything should
> be correct now, let me know if you find anything not right
>
> Fixed i8051 cpu core bugs [Aaron Giles]
> uses correct read/write memory routines for external accesses
> support for external IRQs
>
> Fixed an rf5c68 memory access bug [Aaron Giles]
>
> Improvements to Hyper Crash [Angelo Salese]
> now mostly working apart from controls and a gfx glitch on the player car
>
> More Taito F2 Blending Improvements [Bryan McPhail]
> Added the TC0360PRI blending modes to the games with rotation layers. This
> includes Pulirula & Liquid Kids. One of the blending modes is new to these
> games (not used in Gun Frontier) and I have no way to verify it's actually
> correct - someone with a working board will need to verify (Liquid Kids -fish
> going in water in attract mode, Pulirula - crystals on level 2).
>
> Fixed colours in Flower [Bryan McPhail]
>
> Modified Frogs driver to only use samples when actually needed [Derrick Renaud]
>
> Misc Compiler Patches [Lawrence Gold]
>
> Workaround for excessive RAM use in Hyperstone based games [Pierpaolo Prazzoli]
>
> Fixed small problem in CHDCD [R.Belmont]
>
> Fixed stereo sound in Jaleco MegaSystem1 games [R.Belmont]
>
> Several fd1094 games now run with new keys [Thierry, Gerald]
>
> PPC Core improvements (603 support) for Sega Model 3 [Ville Linde]
>
> Temporarily disabled ym2151 save states until we work out why its crashing in
> debug/symbol/map builds
>
> Various cleanups [Atari Ace]
>
> New Games / Clones supported or promoted from GAME_NOT_WORKING status:
> ----------------------------------------------------------------------
>
> Passing Shot (World, 2 Player) [Gerald]
> Where's Wally [Thierry, Aaron Giles]
> Ryu Kyu [Thierry]
> Bloxeed (Japan) [Thierry]
> DD Crew (World, 4 Players) [Thierry]
> Bayroute (World) [Thierry]
> Alien Storm (World, 3 Players) [Thierry]
> Shinobi (System 16A) [Thierry]
> Moonwalker (3 original sets) [Aaron Giles]
> Laser Ghost [Aaron Giles]
>
> (note: Line of Fire does not work yet)
>
> New Non-Working games / clones supported
> ----------------------------------------
>
> Super Monaco GP (another set) [Gerald]
>
> Sega Model 3 preliminary driver [Ville Linde, Andrew Gardiner, R. Belmont]
> some basic 2d hooked up, nothing more
>
> Deadeye [R.Belmont]
> CD-Rom emulation problems
>



Previous ThreadView All ThreadsNext Thread*Show in Threaded Mode