MAME v0.121u4 - 模擬器
By Carol
at 2007-12-14T00:27
at 2007-12-14T00:27
Table of Contents
0.121u4
-------
MAMETesters Bugs Fixed
----------------------
namcos22.c_0121u1red [Aaron Giles]
Source Changes
--------------
Added new option -update_in_pause which enables updating the screen
bitmap while the game is paused. This is useful for debuggin in
some scenarios (and gets in the way in others). [Olivier Galibert]
Added new VIDEO_TYPE_NONE to indicate that there is no screen, and
fixed internal UI displays to ignore resolution parameters if it is
specified. [Dirk Best]
Added missing consts to the files in the emu, lib, and osd
directories. [Atari Ace]
Updated drivers to use const structs and arrays where possible.
[Atari Ace]
shisen improvements: [Sonikos]
- added dips location
- added dips condition
- remove fake dips coinage
- fix tow dips in matchit
Updated inputs in qrouka to support the 3rd and 4th stick. [Sonikos]
Fixed crash in mngwrite if the game does not have a palette.
[Nathan Woods]
SCSP updates: [kingshriek]
- Added effect-in mixer
- Added DSP floating-point support
- Added bounds check to the DECAY1 EG output
- Fixed the saw PLFO waveform
- Fixed loop points so loops no longer go out of tune/include
garbage samples
Fixed missing profiler call in video.c. [Christophe Jaillet]
Implemented status flag in Star Wars matrix processor, which affects
gameplay speed. [Mathis Rosenhauer]
Changed M37710 CPU to use the CPU clock for its internal timer rather
than a hard-coded value. Fixes tempo in Namco NA-1 games.
[Phillip Bennett]
Fixed accidentally included change that allowed MAME to run in
windowed mode if switchres was off. [Aaron Giles]
Midway Zeus improvements: [Aaron Giles]
* Cleaned up video code, removed unnecessary math
* Added bilinear filtering
* Removed perspective correction
* Added proper video timing configuration
* Added lightgun support to invasn
* Increased resolution on fixed point math to prevent overflows
* Fixed texture addresses to only count even rows
* Added missing U/V scale factors
* Added solid polygon rendering support
* Fixed screen clear trigger
* Implemented fade out effect
* Added Z offsets
* Added support for splitting model commands
* Hooked up FIFO empty IRQ to make invasn work nicely
* Correct PIC values for invasn
* Implemented per-quad texture offsets
* Hooked up writes to registers during model data processing
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Mortal Kombat 4 [Aaron Giles]
Shin Nihon Pro Wrestling Toukon Retsuden 3 Arcade Edition
[R. Belmont, smf, Guru]
Super World Stadium ′98 [R. Belmont, smf, Guru]
New clones added
----------------
Trivia Master (set 3) [Eric Marks]
New games marked as GAME_NOT_WORKING
------------------------------------
Kaiun Quiz [R. Belmont, smf, Guru]
Super World Stadium 2000 [R. Belmont, smf, Guru]
http://www.mamedev.org/
--
-------
MAMETesters Bugs Fixed
----------------------
namcos22.c_0121u1red [Aaron Giles]
Source Changes
--------------
Added new option -update_in_pause which enables updating the screen
bitmap while the game is paused. This is useful for debuggin in
some scenarios (and gets in the way in others). [Olivier Galibert]
Added new VIDEO_TYPE_NONE to indicate that there is no screen, and
fixed internal UI displays to ignore resolution parameters if it is
specified. [Dirk Best]
Added missing consts to the files in the emu, lib, and osd
directories. [Atari Ace]
Updated drivers to use const structs and arrays where possible.
[Atari Ace]
shisen improvements: [Sonikos]
- added dips location
- added dips condition
- remove fake dips coinage
- fix tow dips in matchit
Updated inputs in qrouka to support the 3rd and 4th stick. [Sonikos]
Fixed crash in mngwrite if the game does not have a palette.
[Nathan Woods]
SCSP updates: [kingshriek]
- Added effect-in mixer
- Added DSP floating-point support
- Added bounds check to the DECAY1 EG output
- Fixed the saw PLFO waveform
- Fixed loop points so loops no longer go out of tune/include
garbage samples
Fixed missing profiler call in video.c. [Christophe Jaillet]
Implemented status flag in Star Wars matrix processor, which affects
gameplay speed. [Mathis Rosenhauer]
Changed M37710 CPU to use the CPU clock for its internal timer rather
than a hard-coded value. Fixes tempo in Namco NA-1 games.
[Phillip Bennett]
Fixed accidentally included change that allowed MAME to run in
windowed mode if switchres was off. [Aaron Giles]
Midway Zeus improvements: [Aaron Giles]
* Cleaned up video code, removed unnecessary math
* Added bilinear filtering
* Removed perspective correction
* Added proper video timing configuration
* Added lightgun support to invasn
* Increased resolution on fixed point math to prevent overflows
* Fixed texture addresses to only count even rows
* Added missing U/V scale factors
* Added solid polygon rendering support
* Fixed screen clear trigger
* Implemented fade out effect
* Added Z offsets
* Added support for splitting model commands
* Hooked up FIFO empty IRQ to make invasn work nicely
* Correct PIC values for invasn
* Implemented per-quad texture offsets
* Hooked up writes to registers during model data processing
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Mortal Kombat 4 [Aaron Giles]
Shin Nihon Pro Wrestling Toukon Retsuden 3 Arcade Edition
[R. Belmont, smf, Guru]
Super World Stadium ′98 [R. Belmont, smf, Guru]
New clones added
----------------
Trivia Master (set 3) [Eric Marks]
New games marked as GAME_NOT_WORKING
------------------------------------
Kaiun Quiz [R. Belmont, smf, Guru]
Super World Stadium 2000 [R. Belmont, smf, Guru]
http://www.mamedev.org/
--
Tags:
模擬器
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