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SubjectMAME 0.120u1 Reply to this message
Posted byTrebor
Posted on10/25/07 06:12 AM

Here's whatsnew:
MAMETesters Bugs Fixed
ikki0120yel [robiza]
buckrog0118u2yel [couriersud]

Source Changes
Documented information about the various Cannonball sets.

Hooked up the roz layer, fg layer and sprites to f1gpb. Still
missing some video offsets, oki banking and sprites priority.
[Pierpaolo Prazzoli]

Updates for the dominob.c driver: [stephh]
- fixed dip switches
- fixed inputs
- added a couple of notes

Updated peplus driver and related components: [Jim Stolis]
- added internal layouts for the games
- fixed several i8051 issues...
* Fixed a bug with some opcodes having the wrong cycle counts
* Fixed a bug where determining the proper timer mode
* Fixed a bug where determining the proper serial transmit mode
* Added support for split timer mode

Improved multiprocessor Voodoo performance by reducing contention
during rendering. Extended the system to allow for more overlap
between rendering and emulation. [couriersud, Aaron Giles]

Fixed a crash in the input system when you configure joypads and
then unplug them and press Esc on the system info screen.
[R. Belmont]

Defined strict types for CPU and sound chips. Removed unnecessary
cpu_ prefix from several structure members. [Atari Ace]

Fixed the m4510 cpu core from not updating the instruction cycle
counter. [Wilbert Pol]

Fixed memory access for m6509 instructions 91 and b1. [Wilbert Pol]

Changed osdcore.h to include osinline.h and allow for external
inline definitions of synchronization primitives. Also added a new
work queue hint WORK_QUEUE_FLAG_HIGH_FREQ which indicates that we
should spin aggressively waiting for new items.
[couriersud, Vas Crabb]

Enabled common linker warnings in the makefile. [Oliver Stoneberg]

Fixed a corner case in the SCSP involving timers which are polled
with their IRQ enable shut off. [R. Belmont]

Namco System 21 update: [Phil Stroffolino]
- namconb1 sprites no longer broken
- fixed missing 3d gfx in Cybersled
- gradient colors in starblade
- more accurate depth cueing
- fixed crash in 2nd stage of Starblade
- fixed lockups in Air Combat and Solvalou
- fixes to sprite priority (see Solvalou mountain range)
- hooked up translucency (palette shift) effect

Changed Model 2 rendering to use pre-clipped Z values for sorting.
[Aaron Giles]

Properly identified bill inputs in Midway Y-unit driver games.
[Aaron Giles]

Added more instrumentation and added some extra paranoia to the
winwork code. [Aaron Giles]

Fixed some incorrect code in the ADSP2100 external flag handling.
[Aaron Giles]

Created new module polynew.c which combines triangle setup,
rasterization, and Voodoo-like multiprocessor support. Coverted
Gaelco3D, Midway V-Unit, Namco System 22, and Voodoo drivers over
to the new system. [Aaron Giles]

Added threadid parameter to work item callbacks. This allows for
keeping per-thread information by the callbacks. [Aaron Giles]

New games added or promoted from NOT_WORKING status
Mahjong Hot Gimmick Integral (Japan) [Guru, David Haywood]
Tottemo E Jong [David Haywood, Team Japump!]
Good E Jong -Kachinuki Mahjong Syoukin Oh!!-
[David Haywood, Team Japump!]
Teraburst [icronnya77, Ville Linde]

New clones added
Tube Panic (bootleg) [sonikos]
Player's Edge Plus (PP0188) Standard Draw Poker [Jim Stolis]
Player's Edge Plus (Set038) Set Chip [Jim Stolis]
Mortal Kombat 4 (set 2) [icronnya77]
Meteor [Andreas]

New games marked as GAME_NOT_WORKING
GameCristal [f205v, R. Belmont]

Get the Diff Intermediate Update here:


Entire Thread
Subject  Posted byPosted On
.MAME 0.120u1  Trebor10/25/07 06:12 AM
.*Does Teraburst actually work? (NT)  Ooga10/26/07 00:33 AM
..*Crashes out of MAME here *nt*  Pr3tty F1y10/28/07 03:13 PM