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SubjectMAME 0.120u1 new 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.
[stephh]

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:
http://mamedev.org/release.html

-Trebor




SubjectDoes Teraburst actually work? (NT) new Reply to this message
Posted byOoga
Posted on10/26/07 00:33 AM



> Here's whatsnew:
> MAMETesters Bugs Fixed
> ----------------------
> ikki0120yel [robiza]
> buckrog0118u2yel [couriersud]
>
>
>
> Source Changes
> --------------
> Documented information about the various Cannonball sets.
> [stephh]
>
> 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:
> http://mamedev.org/release.html
>
> -Trebor
>



Ooga Booga. Kicking Ass and Taking Names!!


SubjectCrashes out of MAME here *nt* Reply to this message
Posted byPr3tty F1y
Posted on10/28/07 03:13 PM



> > Here's whatsnew:
> > MAMETesters Bugs Fixed
> > ----------------------
> > ikki0120yel [robiza]
> > buckrog0118u2yel [couriersud]
> >
> >
> >
> > Source Changes
> > --------------
> > Documented information about the various Cannonball sets.
> > [stephh]
> >
> > 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:
> > http://mamedev.org/release.html
> >
> > -Trebor
> >
>
>
>
> Ooga Booga. Kicking Ass and Taking Names!!
>


_ _ - - = = Pr3tty F1y = = - - _ _


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