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vash
30-10-2004, 19:37
-----------
update 1
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General Improvements
--------------------

Namco Update [Phil Stroffolino]
Fixes priority in the NB1 games.
POSIRQ support for Namco System 2 games no longer requires game-specific hacks.
Hack for Metal Hawk tile size is no longer needed.
Screen blanking (window) support added for System 2 hardware.
Sprite-tilemap orthogonality for System 2 rendering.

Mametesters bugs:
nebulray066gre (kludge, real behavior not understood)
namcosx36rc2gre (for system2)
finehour053gre
ordyne080u1gre
rthun237b16gre

i960 fix [R.Belmont, Stephan Cecchinel]
Fixed errors in atanr and logepr

Improvements to FD1094 emulation [Charles MacDonald, Nicola Salmoria]
more sets now run (eswatu, fpoint, goldnaxc, cltchitr)

Fixed scroll offset and rain priority in mwarr [Pierpaolo Prazzoli]

Added EEprom support to Steel Force [Pierpaolo Prazzoli]

Misc Fixes [Curt Coder]
* 1943
drivers/1943.c
vidhrdw/1943.c

- Converted to use tilemaps
- Cleaned up driver
- Merged memory maps
- Fixed inputs/dips based on manuals
- Renamed 1943j to "1943: Midway Kaisen (Japan)"
- Renamed 1943kai to "1943 Kai: Midway Kaisen (Japan)"

* Gun.Smoke
drivers/gunsmoke.c
vidhrdw/gunsmoke.c

- Converted to use tilemaps
- Cleaned up driver
- Merged memory maps
- Fixed inputs/dips based on manuals
- Removed GUNSMOKE_HACK and fake dips

* Blue Print
drivers/blueprnt.c
vidhrdw/blueprnt.c

- fixed clocks per schematic, sound pitch now higher
- tilemap conversion
- merged memory maps
- fixed inputs/dips per manual
- fixed rom names per schematic
- clean up
- correct 2H/4H clocks

* Night Driver
drivers/nitedrvr.c
machine/nitedrvr.c
vidhrdw/nitedrvr.c

- removed gear/track display hack
- merged memory map
- fixed clock per schematic
- added early revision roms info
- fixed rom names per schematic
- clean up

* 1942
drivers/1942.c
vidhrdw/1942.c

- merged memory maps
- fixed inputs/dips per manual


Confirmed Libble Rabble Custom IO chip numbers [Shaun Stephenson]

jalmah.c improvements [Angelo Salese]
Further improved the first version protection.Now you can boot in
urashima/mjzoomin/daireika,with wrong colors(data is extracted from MCU
code) and wrong tilemap positioning(these games uses the RANGE
register,which needs further investigation).


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

Twin Brats [Pierpaolo Prazzoli]
incorrect sound banking

B.C. Story [David Haywood]

Clutch Hitter [Charles MacDonald, Nicola Salmoria, David Haywood]
incomplete sound emulation, some gfx problems

D. D. Crew [Charles MacDonald, Nicola Salmoria, David Haywood]
incomplete sound emulation, still some serious gfx problems in places

Ping Pong Masters '93 [David Haywood]
sound not yet emulated

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

Flash Point (Japan, Original) [Charles MacDonald, Nicola Salmoria]

Senkyu (set 2) [Fabrice Arzeno]


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

several system18 sets

date un'occhiata anche a questo post
http://forum.hwupgrade.it/showthread.php?s=&threadid=775536&pagenumber=2

vash
02-11-2004, 10:57
-----------
update 2
-----------

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

Further improvements to the FD1094 decryption, this is now almost fully understood,
additional FD1094 cpus are needed to work out the remaining details. Keys are now
stored in the romsets as they should be a close representation of the data stored in
the FD1094 CPUs [Nicola Salmoria]

Fixed a few things which missed the Namco update in u1 [Phil Stroffolino]

Corrected some rom names in Crowns Golf [ShinobiZ]

Corrected some rom names in Pengo [Gerald]

Improvements in Mighty Warriors Driver [Pierpaolo Prazzoli]
Added sprites buffer which fixed the "invisible" sprites
Fixed text tilemap scrollx offset
Haze added palette brightness

Improvements to Twin Brats [Pierpaolo Prazzoli]
Fixed sound banking
Changed service switch button
Changed visible area
Merged memory map

Moved gamename prefixes to end in pc10, nss and megatech [Aaron Giles]

Fixed Joystick Axis problem [Aaron Giles]

Discrete Sound Improvements [Derrick Renaud]

Discrete Sound Changes
======================
* DISCRETE_555_ASTABLE - added option to use quick charge diode (will be
needed for frogs.) Added option to disable oscillation if R1 (charge) is out
of circuit (will be needed by invaders.)
* DISCRETE_555_CC - modified to discharge cap due to natural losses if there
is no charging current (needed by frogs.) This makes it more accurate then
the current perfect cap that will retain a charge forever.
* modified all current drivers to use new code.

New Discrete Modules Added
==========================
* DISCRETE_555_MSTABLE - 555 Monostable simulation

Game Driver Changes
===================
* frogs - added sound hooks. Added discrete "tongue" sound effect.

Fixed bug in discrete code [Brad Oliver]

Improvements to Astrocade driver [Frank Palazzolo]
- Professor Pacman Driver - works but fails 2 self-tests yet
- Fixed collision detection in all games
- Added NVRAM handling to robby (and profpac) - still not working
always but self-tests pass.
- Fixed bugs in astrocade sound code
- Switched astrocade sound to stream system
- Support stereo in wow, robby, gorf, profpac (Sounds great now!!)
- Leds and coin counters added
- All activecpu_get_reg() calls from astrocde games have been
replaced with proper 16-bit Z80 port support through memory system
- Renamed sndhrdw/astrocde.c to sndhrdw/wow.c since it is game-
specific

Fixed NMI handling in NEC cores [Bryan McPhail]

Cleaned up Twins driver and changed to use V20 [Pierpaolo Prazzoli]

Some hyperstone debugger cleanups [Pierpaolo Prazzoli]

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

Bonks Adventure [Sebastien Volpe]
some gfx/sound issues

Professor Pacman [Frank Palazzolo]

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

Superman (Japan) [Fabrice Arzeno]

Gun Ball [Bryan McPhail] *edit - actually i missed this one from driver.c, it'll be in u3

Hot Bubble [David Haywood]

Force Break [Pierpaolo Prazzoli]

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

Super Lup Lup Puzzle
hyperstone CPU core bugs

Raiden Fighters Jet
encrypted gfx

Born to Fight
gfx emulation problems

Krusty
02-11-2004, 12:25
:winner: :winner: :winner:

AGGIORNATO TUTTOOOOOO!!!! :D

roms, samples, flyers, marquees, snap, titles, control panels alla versione 0.88... che fatica perņ!

ora si va di backup :)

camillozzo
02-11-2004, 14:15
Naaaa tutto da capo, arghhhhhhhhhh

vash
13-11-2004, 10:42
-----------
update 4
-----------

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

Krusty
24-11-2004, 12:34
MAME 0.89!!!!

cheppalle ancora tutto il lavoro... :D