MAME/UI/SDL v0.130u3 - 模擬器

Vanessa avatar
By Vanessa
at 2009-04-11T15:49

Table of Contents

SDLMAME v0.130u3

http://rbelmont.mameworld.info/?page_id=163

SDLMAME
The latest version is 0.130u3. More great bugfixes and some nice Naomi
progress.

NOTE: SDLMAME compiling assistance for a variety of platforms (including
popular Linux distros) is located here. It tells how to install the required
packages so you can build and run SDLMAME.


MAMEUI v0.130u3

http://mameui.classicgaming.gamespy.com/



MAME v0.130u3

http://www.mamedev.com/

0.130u3
-------


MAMETesters Bugs Fixed
----------------------
- 01030: [Side-by-side] starjack: "Star Jacker" side-by-side test.
(Aaron Giles)
- 00983: [Graphics] pitfall2: Once you lose your last life, any object
not in the background shows up on the high score and continue
screens. (Aaron Giles)
- 00984: [Graphics] 4dwarrio: The game resolution changes in the 2nd
players turn in the cocktail mode. (Aaron Giles)
- 00257: [Graphics] wbmlb, wbmljb: When the player sprite reaches the
right side of the playfield, some garbage gfx appear on the
left side. (Aaron Giles)
- 00303: [Graphics] regulus: In cocktail mode when it is player 2′s
turn graphics from the top of the screen flash at the bottom
of the screen (Aaron Giles)
- 00256: [Graphics] seganinj: [possible] Sprites leaving on the left
side on the screen aren′t clipped properly. (Aaron Giles)
- 03098: [Color/Palette] all sets in mcatadv.c: Palette regression
(Christophe Jaillet, Fabio Priuli)
- 03087: [Graphics] daireika: Graphic artifacts on attract mode.
(Angelo Salese)
- 03093: [Graphics] mazinger: the boss of 4th level is black (robiza)
- 03092: [Sound] spuzbobl: Some sound samples are being played
indefinitely (David Haywood)
- 01163: [DIP/Input] popbounc: [possible] MAME doesn′t support paddle
input. (Fabio Priuli)
- 02187: [Documentation] All games of "Technos": Fix for manufacturer.
(Fabio Priuli)
- 02558: [Graphics] Graphic priority is not fully understood.
(Angelo Salese)
- 02557: [Graphics] All games in jalmah.c: There are square gaps
during gameplay. (Angelo Salese)
- 00598: [DIP/Input] popbounc: Regardless of whether the "paddle" or
"joystick" option is activated in the dipswitch, the controls
are broken. (Fabio Priuli)
- 00947: [Graphics] batsugun: At the level 4 boss there′s a sprite
problem. (robiza)
- 02562: [Interface] Ability to choose arbitrarily named crosshair
pictures (Derrick Renaud)



Source Changes
--------------
Crosshair update: [Derrick Renaud]
* Added Crosshair Options menu
- ability to individually enable/disable crosshairs
- ability for them to automatically disappear after a set amount
of time (this is now the default)
- ability to select crosshair graphic
- all settings are saved in the cfg file
* Removed F1 toggle for crosshairs
* Added new command option -crsshairpath
- store all selectable graphics here
- see config.txt for further info

Merged memory maps, renamed sets in the following drivers: vendetta,
videopkr, wrally, vball, unico, tsamuri, triplhnt, toypop, tnzs,
topshoot, topspeed, tecmo, tecmo16, tecmosys, terracre, thoop2,
tunderx, tiamc1, timelimt, taito_z. [Aaron Giles]

Added direct mode JVS command, used by the i/o for the later Naomi
games [ElSemi, Angelo Salese]

hyprduel fix [Hau]

Force cpu resyncs mainprotection on pgm. [David Haywood]

trackfld cleanups: [Aaron Giles]
- derived clocks where possible
- complete memory maps from the schematics
- hooked up proper sound command latching
- reimplemented 6802-based ADPCM samples for the bootlegs
- merged memory maps
- extended NVRAM to the full RAM range (according to schematics)
- created common include file and modified drivers to use it instead
of explicit externs

Removed msb/lsb handlers from taitosnd. Updated all drivers to
call the 8-bit versions directly from the address maps. [Aaron Giles]

Did bulk replace of AM_READ/WRITE(SMH_NOP) -> AM_READ/WRITENOP.
[Aaron Giles]

Reverted recent TMS32025 timing change which busted Cool Pool sound.
[Olivier Galibert]

exctsccr update: [Uki]
- verified clock frequency (including 4KHz NMI)
- position 6A is not populated in JAPAN ver.
- sound tempo is wrong in all sets (with or without this change)
- clock for AY-3-8910 is 14.31818M/8 except for main melody

taito_l input updates: [Fabio Priuli]
* added plgirls cheat dip-switch [found by Gatinho]
* added plgirls2 coin mode B

Fixed crshrace coinage dips. [stephh, Fabio Priuli]

Fixed mechattu coinage dips. [Fabio Priuli]

Redumped GFX ROM of kakumei2. [Uki]

Improved the Wave-DMA behaviour in Naomi, added PVR-DMA support.
[Angel Salese]

Naomi video cleanups/reworking. [David Haywood]

DIPSW update [kanikani]
- added DIP location to following drivers: djmain.c, fitfight.c,
gaiden.c, hornet.c, namcos1.c, namcos86.c, nwk-tr.c, skykid.c,
zr107.c
- enabled some DIPSW settings

PGM update [XingXing]
- added video ram mirroring (fixes a glitch in kovsh)
- corrected some set names

neogeo fixes: [Fabio Priuli]
* fixed popbounc controls bug (MT 598)
* removed use of sprintf
* added a note about service menu browsing when mahjong panel is ON

Konami inputs improvements: [Fabio Priuli]
* Added source file konamipt.h to unify Konami inputs where possible
(e.g. most 80s-90s games were using basically the same coinage
settings and joystick inputs).
* While at it, verified all 0x00 coinage effects in drivers which now
use konamipt.h (fixing a few mistakes: hexion, mikie, crimfgtj...)
* Added finalizb service coin. Removed roadf coin4 & asterix coin3
(neither used by the games nor present in service mode).
* Fixed gberetb coin inputs (they were switched).
* Added port_condition to hcrash so that brake appears only when
present in the chosen cabinet.
* Cleaned up mystwarr.c & moo.c input handlers.
* Verified 0x00 coinage settings in remaining Konami drivers (and two
Banpresto ones using same coinage settings)

Fixed the priority system in the jalmah.c driver [Uki, Angelo Salese]

Simulate ′keyoff′ in the SPU. The envelopes aren′t actually emulated,
but the sound is silenced after a key-off (by placing the sound in a
′release′ state) This prevents audiable sound from looping forever.
[David Haywood]

Build the IDE features table only when there is a CHD available.
[Curt Coder]

Added device-based implementations of the eeprom and i2c deevices.
[Samuele Zannoli]

Added diplocations to finalizr.c, gradius3.c, pandoras.c, rollerg.c
and ultraman.c based on Guru′s notes (thanks to AJG, who fwded them
to me). [Fabio Priuli]

Dumped 1 BPROM of suchipi [Uki]

Changed Z80 cycle table definitions to be per-device. Removed
old set_info constants for the tables; they are now set up via
the z80_set_cycle_tables function. [Aaron Giles]

m90: reduced volume for all games, removed wrong graphics flag and
added no cocktail flag for risky challenge. [robiza]

Reduced volume for bombrman, added wrong graphics flag for quizf1.
[robiza]

Removed old hardcoded keyboard handling for Atari 8bit systems and
used more reasonable key matrix scan. No regressions expected in MAME
(tested maxaflex.c games). [Fabio Priuli]

Many Naomi tweaks and improvements, plus a number of new sets added
but with no credit specified. [David Haywood]

Corrected names for Champion Italian PK boards (thank f205v for
spotting this). [Mirko Buffoni]

Sega System 1/2 rewrite: [Aaron Giles]
* accurate collision detection in all games
* correct full memory maps
* hooked up 8255 and Z80 PIO correctly
* unified many hacked variants into common hardware models
* proper mixing using the mixing PROM
* converted to tilemaps
* fixed shtngmst sprites
* correct Z80 timing
* proper sound interrupt signaling and feedback
* full description of video hardware
* proper input hookup in dakkochn
* cleaned up rendering code
* fixed cocktail mode in pretty much all games
* fixed stuck sprites in some games
* partial 8751 simulation for choplift
* proper global muting (attract sound off works in older games)
* yes, the Pitfall 2 title is missing; more work to be done

Put tables used for RGB utilities in a single object file rather
than compiling them as statics in every object that uses them.
[Vas Crabb]

Added small workaround to get Thunder Hoop 2 past the "bad
coprocessor" screen, but the game still has issues. [Peter Ferrie]

Fixed incorrect DIP location for dealer in epos.c. [Tafoid]


New games added or promoted from NOT_WORKING status
---------------------------------------------------
Unknown Poker [robiza, Angelo Salese]



New clones added
----------------
Exciting Soccer (Japan) [Uki]
Super Megatouch IV Tournament Edition
(9255-51-01 ROB, Standard version) [Brian Troha]
Pit Fighter (rev 7) [Smitdogg]
Chase H.Q. (US) [Smitdogg]
Crush Roller (bootleg?) [Tafoid, f205v]



New games marked as GAME_NOT_WORKING
------------------------------------
Key of Avalon 1.30 - Client [Alex′s Rom Dumping Project]
Key of Avalon 2.0 - Client [Alex′s Rom Dumping Project]
Sega Network Taisen Mahjong MJ 2 [Alex′s Rom Dumping Project]
Sega Network Taisen Mahjong MJ 3 (Rev D) [Alex′s Rom Dumping Project]
Triforce DIMM Updater [Alex′s Rom Dumping Project]
Virtua Fighter 4 Final Tuned (Rev D) [Alex′s Rom Dumping Project]
Virtua Fighter 4 Final Tuned (Rev A) [Alex′s Rom Dumping Project]
Initial D : Arcade Stage Ver. 3 (Japan) (Rev B) [Alex′s Rom Dumping Project]
Virtua Fighter 4 Evolution (Rev A) [Alex′s Rom Dumping Project]
Wangan Midnight Maximum Tune 2 (Japan?) [Alex′s Rom Dumping Project]


--

All Comments

Ootake 2.10

Puput avatar
By Puput
at 2009-04-11T15:43
http://www.ouma.jp/ootake/ ◇速度とタイミングを、実機の動作に丹念に近づけました。and#34;サイバードッジand#34;で、試合 開始時に画面が化けてしまうことがあった問題(最近のバージョンで発生)が解消しまし た。and#34;プリンスオブペルシャand#34;で、Level ...

15年前的賽車遊戲

Regina avatar
By Regina
at 2009-04-11T12:05
各位正在為期中考拼命的鄉民們大家好 我想要問的是一個約15年前的大台賽車遊戲 它的操作方式除了方向盤之外 還可以發射飛彈(還是炸彈我忘了) 它跟一般賽車遊戲不同的是 它是在一個2D平面的地圖(像炸彈超人的那種)上繞來繞去 我之前都是在嘉義的舊三商百貨頂樓玩的 線索很少 不知道有沒有人有印象 這 ...

ps 龍魂騎士救世傳說

David avatar
By David
at 2009-04-11T10:30
記得那時候是國中的時候跟同學一起接觸到PS 透過同學介紹開始玩這款遊戲~ 當時就被這款遊戲的畫面以及系統深深吸引~ 除了按了很多次就為了完整發動一次的普通攻擊~ (常常會按不成功然後爆走) 還有帥氣的變身畫面~ (但是到後來為了練功就關掉了~XD) 當時因為是跟同學一起再比進度~ 所以兩個人都 ...

DC版惡靈古堡2代執行不能....

Kyle avatar
By Kyle
at 2009-04-11T07:06
基於一個惡靈老玩家喜愛惡靈古堡的想法 所以我一直希望能夠蒐集惡靈古堡全系列的遊戲! 目前尚缺少2代的DC版遊戲,偏偏這也是2代所有版本中最完美的一代...(殘念) 我本身已經有DC版惡靈古堡2代的美版、日版、歐版... 我之所以會蒐集那麼多版本,是因為這些版本『通通』都不能再nullDC 103上執行 ...

用PS可以跑SFC模擬器嗎?

Ula avatar
By Ula
at 2009-04-11T02:33
之前有上版問一些問題,也很謝謝大家的回答! 小弟我大約一年多以前有玩過SFC的模擬器. 由於我跟家姐是電腦類的白痴,但是又想玩一些兒時的遊戲 我跟姐姐都很要求and#34;實機and#34;接電視玩的感覺 (他愛玩瑪莉歐賽車,我喜歡聖劍傳說類) 所以之前有上網買一兩片超任遊戲來玩,但是卻遇到了 an ...