MAME 0.125u4 - 模擬器

Ursula avatar
By Ursula
at 2008-06-06T09:53

Table of Contents

6-5-2008

The biggest arcade emulator around gets another update now and it
seems the old cheat format will work again, as long as the option
is set, there's also some Hornet & Model 3 bits in there as well
so lets dive into the news: MAMETesters Bugs Fixed

01829: [Core] bermudat, gwar, ikari, victroad + clones: MAME
freezes at "initializing" screen (Aaron Giles)
01845: [Core] all games: cheats are broken (ShimaPong)
01846: [Misc.] -CHEAT trigger causes MAME crash with PSX-type
CPU drivers (ShimaPong)
01843: [DIP/Input] Many Sets: Input Port Errors (Aaron Giles)
01855: [Misc.] thayers, thayers: Fatal Error crash (Aaron Giles)
01859: [Misc.] looping, loopinga, skybump: Fatal Error crash (Aaron Giles)
01860: [Core] revx: -CHEAT trigger causes MAME crash (ShimaPong)
00779: [Graphics] gunnail: After you kill a boss, always a number
of vertical lines will appear. (Nicola Salmoria)
00778: [Graphics] gunnail: The background in stage 5 is wrong.
(Nicola Salmoria)
00788: [DIP/Input] Problem about Joy Axis Input for Pedal. (couriersud)
01853: [Gameplay] shadfrce, shadfrcj: Game doesn't start (Haze)
01847: [DIP/Input] Various: Unable to construct input ports!
(Nicola Salmoria)
01840: [Interface] MAME 0.125u3 error in xml output (Nathan Woods)
01699: [Sound] asteroid, asteroi1, asteroib, asterock, meteor,
meteorts: Abnormal discrete sounds (couriersud)
01844: [Core] compiling 125u3 with VS2008 64bit fails (Aaron Giles)

Source Changes

Made it possible to pass a NULL errorbug to input_port_config_alloc().
Fixes -listxml crashes. [Nathan Woods]
Updated calomega driver with correct dumps. [Roberto Fresca]

Sandii' games improvements: [Roberto Fresca]

- Switched the color system to RESNET calculations.
- Hooked the infamous bit7 of Input Port 0x3004 in parallel to
DIP switch 1. This allow to use the PAYOUT button to trigger
the Super Game instead of STOP 5.
- Demultiplexed lamps matrix.
- Added lamps support, but is still imperfect.
- Updated technical notes.

Discrete sound update: [couriersud]

* added NODE_RELATIVE(NODE, offset) macro to discrete.h
* fix asteroid.c, canyon.c, skydiver.c and tank8.c to use this
macro instead of adding directly to the node

* Fixed duplicate input port bits. [Aaron Giles, Nicola Salmoria,
David Haywood]
* Added simulaton of tecmosys protection. [nuapete]

Improvements to gatron.c: [Roberto Fresca]

- Renamed the games to "Poker 4-1" and "Pull Tabs" as shown in
the ROMs stickers.
- Renamed the ROMs in each set according to their own stickers.
- Moved the driver into gametron.a group.
- Added the missing input port C to 8255 PPI I/O chip. Poker41
and pulltabs don't make use of it, but is present in the
Test/Setting Mode.
- Updated technical notes.

- Added proper bankswitching to the dealer driver, validating a
ROM previously thought to be bad. [nupete]
- Many improvements to the tecmosys video and sound emulation.
[David Haywood]
- Adjusted NamcoNA output rate to match pitch with F/A and Cosmo
Gang the Puzzle soundtrack CDs. [R. Belmont]

Some Nintendo Minx cpu core updates: [Wilbert Pol]

- Styling changes
- Added instruction cycle counts.
- Added interrupt support.
- Added HALT support.
- Fixed INT instruction.
- Added incomplete support for DIV and MUL instructions.
- Fixed MOV [#nnnn],BA and MOV [#nnnn],HL instructions.
- Fixed interrupt handling.
- Fixed opcodes 45, 4D, 55, 5D, B5, B6, B7, FC, FD, and CF 70-7F
- Fixed flag results for INC, DEC, AND, OR, and XOR instructions

Improvements to ampoker2 driver: [Roberto Fresca]

- Reworked the input system for Sigma Poker 2000.
- Promoted Sigma Poker 2000 to 'WORKING' state.
- Updated technical notes.

- Updated the 53c810 SCSI adapter to pass IRQ state with the
IRQ callback. [R. Belmont]
- Remove port_input_read_indexed in favor of the use of proper
tags in a number of drivers. [Fabio Priuli, couriersud]
- Upped max directory size for ST-V/Saturn driver. [R. Belmont]

COP4xx updates: [Curt Coder]

- Added HALT opcode and halt mode to the COP410
- Added Microbus support, clock divisor selection, and CKO mode
selection to the COP420
- Changed Thayer's Quest keyboard interface to at least slightly
resemble the schematics

- Changed suprnova blending implementation a bit. Still not right.
[David Haywood]
- Optimised tilemap_draw rowscroll case to avoid overhead when
used with clip rects smaller than the tilemap. This reduces
by an order of magnitude the time taken to render the bg in
Gunnail stage 5. [Nicola Salmoria]

PowerPC dynamic recompiler: [Aaron Giles]

- rewrote PowerPC implementation as a dynamic recompiler on top
of the universal recompiler engine
- wrote a front-end to analyze PowerPC code paths and register usage
- wrote a common shared module with C implementations of tricky
CPU behaviors
- added separate CPU types for the variants supported, instead of
relying on a hidden model enum
- rewrote the serial port emulation for the 4xx series to be more
accurate and not rely on separate DMA handlers
- rewrote the MMU handling to implement a software TLB that faults
in pages and handles changed bits appropriately
- implemented emulation of the PowerPC 603's software TLB, which
allows the model 3 games to run without a hack to disable the MMU

- Updated the PowerPC disassembler to share constants with the rest
of the core, and to more aggressively use simplified mnemonics,
especially for branches. [Aaron Giles]

Universal recompiler:

- fixed frontend to handle opcode widths different from bus width
- added several new opcodes:
* (D)GETFLGS - copies the UML flags to a destination operand
* FDRNDS - rounds a double precision value to single precision
- renamed several opcodes:
* SETC -> CARRY
* XTRACT -> ROLAND
* INSERT -> ROLINS
- consolidated the following opcodes:
* LOAD?U -> LOAD
* LOAD?S -> LOADS
* STORE? -> STORE
* READ?U -> READ
* READ?M -> READM
* WRITE? -> WRITE
* WRITM? -> WRITEM
* SEXT? -> SEXT
* FTOI?? -> FTOINT
* FFRI? -> FFRINT
* FFRF? -> FFRFLT
- removed some opcodes:
* FLAGS - can be done with GETFLGS/LOAD4/ROLINS
* ZEXT - can be achieved with AND
* READ?S - can be achieved with READ/SEXT
- updated C, x86, and x64 back-ends to support these opcode changes
- updated disassembler to support these opcode changes

MIPS3 dynamic recompiler: [Aaron Giles]

- fixed Cause register for bad COP instructions
- updated to use new/changed opcode forms
- changed context switch so that it only swaps a single pointer

Konami Hornet changes: [Aaron Giles]

- updated to new PowerPC configurations
- updated some memory handlers to be native 8-bit handlers
- cleaned up JVS implementation to work with new serial code
- added fast RAM for the work RAM to give a small speed boost

Konami GTI Club changes: [Aaron Giles]

- updated to new PowerPC configurations
- updated some memory handlers to be native 8-bit handlers

Konami Viper/ZR107 changes: [Aaron Giles]

- updated to new PowerPC configurations

Sega Model 3 changes: [Aaron Giles]

- updated to new PowerPC configurations
- reimplemented/centralized interrupt handling
- these games are broken for the moment

- Fixed crasher due to some Konami games using 8 layers in the K056832
- implementation, even though it was only written for 4. [Aaron Giles]
- Added fisttp opcode to i386 disassembler. [Aaron Giles]
- Verified clock frequencies on Air Raid/Cross Shooter. [Corrado Tomaselli]
- Introduced/updated some include files for files that export
functions whose apis will need to be changed to handle machine
parameters (cps1.h, decocrpt.h, ms32.h, pgm.h, fd1089.h,
konami1.h). In the case of konami.c, renamed the file konami1.c
and changed the api and callers to only require one function
export. Pulled memory_region*() calls out of for loops and
folded the occasional duplicated call. The compiler can't
likely infer that the results are constant, so this should be
a minor performance win as well. [Atari Ace]
- Fixed some dips and added correct inputs for wpksocv2, despite
still missing the correct input for begin the left right
movement the game is almost playable. [Sonikos]

Updated cheat system: [ShimaPong]

- Locked search region when malloc fails to allocate gigantic
memory instead of fatal error. Also locked zero malloc error
in case of search speed = all memory in 32-bit CPU. And added
search region range checker to lock a search region with a big risk
- Fixed a bug that old code is always converted to specified
separator in enable/disable menu
- Refined new cheat format.
* Rewritten cheat format again. newest format is
":gamename::type::address::data::extend_data:
- (description:comment)"
- Expanded type field now requires 10 bytes (not 8 bytes) and
it divides internal cpu (2 bytes) and type (8 bytes) parameters
* Removed VWrite, VRWrite. The flag of Value Selection is merged
into expanded type field now.
* Added CBit (Condition Bit). This checks bit in read data then
set or clear bit in case of true.
* Rearranged cheat code viwer based on newest cheat format
- Fixed unworking Load Old Format option. If you want to load old
or older format code, set it (default is OFF)
- Renamed functions/structures based on coding guidlines
All structures and included parameters are completed
- Merged resize_*_no_dispose() into resize_*()
- Removed the hack of search region for SH-2 CPU because required
region is now set as expected without this hack

- Made duplicate input port bits an error now that all the
warnings are fixed. [Aaron Giles]
- Added compile-time error if PTR64 is incorrectly set. [Aaron Giles]

New games added or promoted from NOT_WORKING status

- Deroon DeroDero [nuapete, David Haywood]
- Sigma Poker 2000 [Roberto Fresca]
- Touki Denshou -Angel Eyes- [nuapete, David Haywood]
- Black Touch (Korea) (bootleg / hack of Dragon Punch) [David Haywood]

New clones added

- Touki Denshou -Angel Eyes- (VER. 960427) [Tomasz Slanina]
- Raiden Fighters 2 (Taiwan, SPI) [Corrado Tomaselli]

New games marked as GAME_NOT_WORKING

- Capitan Uncino (Ver 1.2) [David Haywood]
- Capitani Coraggiosi (Ver 1.3) [David Haywood]
- La Perla Nera (Ver 2.0) [David Haywood]
- La Perla Nera Gold (Ver 2.0) [Roberto Fresca]
- Europa 2002 (Ver 2.0, set 1) [Roberto Fresca]
- Top Blade V [David Haywood]
- Office Yeo ln Cheon Ha [David Haywood]
- Carta Magica (Ver 1.8) [Roberto Fresca]
- Laser 2001 (Ver 1.2) [Roberto Fresca]
- Magic Drink (Ver 1.2) [Roberto Fresca]
- Millennium Sun [Roberto Fresca]
- NtCash [Roberto Fresca]
- Super Space 2001 [Roberto Fresca]
- Unknown italian gambling game [Roberto Fresca]
- Wizard (Ver 1.0) [Roberto Fresca]
- Elvis? [Roberto Fresca]
_______________________________________________________________________________

下載:http://mamedev.org/updates/0125u4_diff.zip

官方:http://www.mamedev.org/

--
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All Comments

Sega Model 2的死亡之屋

Hedda avatar
By Hedda
at 2008-06-06T08:22
請問可以使用2P遊戲嗎? 因為叫出2P可是無法調整光槍 等於是沒有辦法打怪 一台電腦應該是不能出現兩個不同的滑鼠鼠標吧...( ̄▽ ̄#)﹏﹏ 渴求有玩Sega Model 2大大的幫忙 \⊙▽⊙/ - ...

請問SSF有辦法錄影嗎?

Barb Cronin avatar
By Barb Cronin
at 2008-06-05T22:44
請問SSF這款模擬器有辦法錄影嗎? 內建似乎沒這種功能,Windows上是否有工具, 可以錄下執行程式的錄像? 又或者是否有板友有成功錄下畫面的經驗,可以給小弟指導 謝謝 andlt;(_ _)andgt; - ...

PCSX2好像很吃CPU...

Rebecca avatar
By Rebecca
at 2008-06-05T21:38
最近換掉了用了將近6年的電腦 新電腦很便宜很強大,跑最近的game特效全開也很順: intel C2D 2G, DDR 800 2G, 8600GT 最近爬到了PS2模擬器,大吃一驚 因為之前聽到它是好久以前的事了,現在看起來模擬幾近完全了 馬上把家中的片子弄成image,想說能用電腦跑PS2就能賣了.. ...

SS手把

Adele avatar
By Adele
at 2008-06-05T16:47
不知道這東西放這裡問可不可以 不過似乎也沒有更適合的地方了 最近成功的開始玩了SS模擬器 終於可以一償小時候SF系列沒全破的夙願 但是總覺得用鍵盤玩起來很沒FU 市面上的類PS手把感覺又不對 因為家中舊的SS還在 手把健全 想請問現在還有沒有SS手把轉USB之類的轉接器 在台北哪邊可以買到 價位呢??? ...

Model 2 emulator 0.7a

Kristin avatar
By Kristin
at 2008-06-05T14:55
※ 引述《OPWaug (哼哼)》之銘言: : 更新出來嘍 : Fixed network code not fully working (I accidentally left a part disabled in : the last build). : Improved daytona video an ...