MAME v0.124u1 - 模擬器

Sierra Rose avatar
By Sierra Rose
at 2008-04-03T18:15

Table of Contents

http://www.mamedev.com/

0.124u1
-------


MAMETesters Bugs Fixed
----------------------
01650: [Gameplay] ridgerac: Unstable Freezes that ends with Crash
and needs totally reboot under XP (Aaron Giles)
01542: [Graphics] 3wonders, 3wonderu, wonder3: Wrong colour of
background in game selection and start screens (Nicola Salmoria)
00403: [Graphics] 3wonders: Points are displayed between lives of
first player and the word INSERT COIN: (Nicola Salmoria)
00410: [Graphics] xmcota: After a couple passes through the demo
mode, the background on the qsound screen will go to a shade of
green. (Nicola Salmoria)
01519: [Graphics] msh: After beating the game, the screen turns
different colors for the endings and everything (Nicola Salmoria)
01468: [Graphics] ldrun2: Priority problem at titlescreen
(Nicola Salmoria)
01469: [Graphics] ldrun2: Compared to the PCB does MAME show less
graphic at the bottom of the screen. (Nicola Salmoria)
01661: [Graphics] rougien: sprite disappear (Robiza)
01613: [Graphics] swcourt, swcourtj: Strange sprites cutting on the
edge of screen (Pierpaolo Prazzoli)
01622: [Core] -refreshspeed has no effect (Aaron Giles)
01629: [Graphics] raiga, stratof: broken colors on sprites
(Aaron Giles)
01630: [Graphics] fstarfrc, ginkun, riot: broken colors on sprites
(Aaron Giles)
01627: [Misc.] spbactn, spbactnj: Crashes with Access Violation
(Aaron Giles)
01598: [Graphics] 4in1, gmgalax, pacmanbl: Sprites are cut off on
the top row (Aaron Giles)
01563: [DIP/Input] gmgalax: Duplicated Inputs (Aaron Giles)
00300: [Graphics] zigzag: in cocktail mode player 2 screen is shift
over to the right. (Aaron Giles)
01623: [DIP/Input] ssprint and clones: Coins don′t seem to match
machine order. (RansAckeR)
01454: [Graphics] mshuttle, mshuttlj, mshutlj2: The display of the
screen is shifted. (Aaron Giles)
01473: [Graphics] orbitron: Orbitron graphics not correctly
displayed (Aaron Giles)
01600: [Graphics] pacmanbl, batman2: The background is shifted to
the right and cut off on the right side. (Aaron Giles)
01602: [Misc.] luctoday: Messed up graphics. (Screen Offset)
(Aaron Giles)
01599: [Graphics] omega: Screen is vertically offset. (Aaron Giles)
01605: [Graphics] gteikokb, gteikob2: Wrong screen offset
(Aaron Giles)

Source Changes
--------------
Renamed galaxian.c -> galaxold.c. Updated all drivers accordingly.
[Aaron Giles]

Cidelsa driver updates: [Curt Coder]
- de-deprecated the timer callbacks
- moved PCB RAM to the heap and fixed index overflow
- converted CDP1869 to the new device system
- refactored to represent how the hardware actually works
- added PMA latching on OUT5
- separated Cidelsa video to its own file

COP CPU updates: [Curt Coder]
- implemented interrupt
- implemented serial input/output
- fixed XAD/LDD, XIS1, RMB3 opcodes
- fixed clock divider
- fixed internal memory map size
- added some cpu variants
- fixed serial timer
- fixed clocks
- fixed COP410 RMB3, XAD instructions
- general cleanup

Fix cfg file corruption if joystick is not connected; itemclass now
part of token if item is not found. Settings for joysticks which use
a custom item id will still be lost. A fallback has to be provided
here since those will use a token generated from the input item name.
[couriersud]

Memory system changes: [smf]
* Now passing mem_mask to the read and write debug hooks. This
allows the address & size of the memory access to be correctly
calculated when using a memory call that takes a mem_mask.
* New macros added for checking mem_mask. ACCESSING_BITS_m_n,
These check for any access within the bounds between bit ′m′ and bit
′n′ (counting bit 0 as the least significant bit). Currently the
pattern for checking whether both bytes of a word is written is to
make two byte checks.
* All occurrences of ACCESSING_LSB, ACCESSING_MSB, ACCESSING_LSB16,
ACCESSING_MSB16, ACCESSING_LSB32, ACCESSING_MSB32,
ACCESSING_LSW32, ACCESSING_MSW32 & simple mem_mask checks have
been replaced with the new macros.

Added fatal error if AM_READ_PORT() references a non-existent port.
[Aaron Giles]

Converted special-case DIP switches (service, unknown, unused) into
their own token type rather than expanding into other tokens. The
reduces the number of redundant strings and data. [Aaron Giles]

Galaxian rewrite. Ultimately will combine the existing drivers
for galaxian, scramble, frogger, scobra, amidar, and dambustr.
For the moment, only a subset of games are implemented in the
new system; the remainder are running on the old code. Main features
are accurate video timing, correct stars implementation, better
organization, simplified input ports, and many other smaller fixes.
[Aaron Giles, stephh]

Minor cleanup and simplification in the video and palette code.
Removed palette_config(). [Aaron Giles]

Fixed interrupt handling and 16-bit memory accessors in 6840ptm.c.
Also cleaned up code for the sake of readability. [Philip Bennett]

Added multiplier (same as wecleman) to Flak Attack. Info provided by
VU801qCf. [Yasuhiro Ogawa]

Namco NA1 improvement: [Pierpaolo Prazzoli]
* Fixed sprites shadow in namcona1 driver and removed Emeraldia hack.
* Added tilemaps and sprites 4bpp mode
* Added preliminary ROZ implementation (disabled until the enable /
disable register is found)
* Changed background pen to fix emeralda demo

Discrete sound system improvements: [couriersud]
* Added DISCRETE_RCFILTER_SW to discrete sound. This implements
multiple RC networks with CD4066 switches to connect/disconnect
capacitor.
* Implemented discrete mixing in circusc using DISCRETE_RCFILTER_SW
and sound routing to route 76416 output to discrete logic.
* Added discrete filtering and mixing to galaxian.c games using
konami_sound.
* Fixed timing of stream_update in discrete_sound_w. All sound
cores update before processing changed data.
* Added streeam_update to discrete_sound_r
* Now supports multiple output nodes per module.
In this case, NODE_XXX is the default output. Alternative outputs
may be accessed by using NODE_XXX_YY where 00<Y<08.

You may also access nodes with macros:

NODE_XXX = NODE_SUB(XXX, 0)
NODE_XXX = NODE(XXX)
NODE_XXX_YY = NODE_SUB(XXX, YY) with YY != 00

This should e.g. make discrete sound emulation easier when dealing
with e.g. flip flops (Q & QQ) and binary counters.
* Added sanity checks to check consistency issues introduced by this
change
* Modules specify number of outputs ==> Certain special modules
(WAVELOG) may no longer be used as input nodes
* Removed explicit (NODE_XX + expr) from a couple of drivers

Fixed encoding/decoding of negative denormal floats in the AICA/SCSP
DSP. Shouldn′t actually affect any games. [kingshriek, Deunan Knute]

Changed Seibu sound CPU to use AM_READ_PORT("COIN") instead of
input_port_0_r. [stephh]

bloodbro.c driver improvements to DIP locations and coin modes.
Added notes for ′bloodbra′. [RansAckeR, stephh]

Add input ITEM_IDs for additional axes and switches. Also added
ITEM_IDs for up to 4 hats/POVs. [couriersud]

Merged memory maps for half of the W drivers. Also made a couple of
random touchups for X, Y, and Z drivers. [Andrew Gardner]

Added a little magic to make the Atomiswave BIOS try to be more
verbose, but our video emulation isn′t good enough to cooperate.
[R. Belmont, ElSemi]

Added bootleg of badlands - heavily modified, not working.
[David Haywood]

Fixed DS2401 state loading now that the digital i/o board′s serial
number has been changed to a const by not saving it. As the serial
number cannot be changed at run time it was rather pointless. [smf]

BFCobra improvements: [Anonymous]
* Added plane priority to blitter, fixing Treble Top signature
writing
* Video output now supports all modes - lores, hires, mixedres,
8/7/4/3 bits/pixel, fixing Every Second Counts colour problems
* Added line draw, fixing missing stuff from Question Of Sport
* Change blitter loop type control - there are 4 types of loop.
* Corrected video frame rate to 50Hz.
* Corrected Z80 speed to 5.91mhz
* Accounted for Z80 cycles stolen during a blit operation. Improves
gfx/sound sync and seems to fix the final round lockup in Every
Second Counts.

Various SCSI devices register state items by their disk ID, which are
not unique across device types. Introduced a device-type offset for
CD-ROMs so their registrations don′t clash with harddisks.
[R. Belmont]

Fixed tilemap viewer to draw the whole tilemap when categories are
used. Added new option TILEMAP_DRAW_ALL_CATEGORIES to do this
efficiently. Updated several drivers to use this instead of rendering
each category independently where appropriate. [Nicola Salmoria]

Added DIP locations to blueprnt.c [RansAckeR]

Fixed ledutil.c so it compiles cleanly under MSVC. [Mike Haaland]

Astrocade update: [Dirk Best]
- Update src/mame/includes/astrocde.h to use an XTAL value
- Clear interrupts if they are no longer valid
- Add the knob inputs

Added new makefile flag VERBOSE which enables gcc′s verbose output
during compile. [Marc Sandusky]

Corrected clocks on Rygar. [Corrado Tomaselli]

Changed "Machine" to "machine" in a number of places when the
running machine parameter is already available. In some cases this
also allowed for the removal of deprecat.h. [Oliver Stoenberg]

Did some major cleanup and gutting of pcshare.c. [Wilbert Pol]

Created a built-in overlay for Armor Attack using just rectangles.
[Mr. Do!]

Added dynamic control of RX and TX pins to 6850 ACIA emulation - this
is needed for correct operation of the MPU4 Video communications
system, and may be handy for some MESS systems. To use, set the rx
and tx clocks to 0 in the acia interface, then use acia_tx_clock_in()
and acia_rx_clock_in() respectively. [James Wallace]

Added proper implentation of hardware collision in mermaid. This
fixes mermaid (when the player is in the water with the sharks) and
rougien. Also fixed priorities in mermaid and rougien and a sprite
wrapping bug. [Robiza]

Fixed CPS1 background color. This fixes 3 wonder (game start) and
mtwins (explosion during attract). It seems to break Varth, however,
and has dubious effects on the boot sscreens of avsp, sfa3 and
possibly other CPS2 games. [Nicola Salmoria]

Added discrete filtering and mixing to ironhors. One driver less
using FILTER_RC. [couriersud]

Fixes for aerfboot (bootleg of aerofgt): [Robiza]
- fixes spriteram3 (previous value was too high and in the "city"
level some build disappear
- sprite gfx bank (previously some sprite appear right and some
sprite was wrong)
- fixed perfectly the sprite zoom
- removed multisprite support; in the bootleg aren′t present

Converted the pit8253 implementation into a device. To make it
easier to use I′ve also created a src/emu/devconv.h in the same style
as src/emu/memconv.h. [Wilbert Pol]

Replaced anonymous timer in tx1 with an allocated one to make state
saving closer to reality. [Hugh Allen]

Changed winwork.c from using hand-built scalable locks to using
standard Windows CriticalSections for now, to hopefully address


New games added or promoted from NOT_WORKING status
---------------------------------------------------
Multi Game III [Mariusz Wojcieszek]



New clones added
----------------
Off Road Challenge (2 sets) [Guru]
Deer Hunting USA V2 [Brian Troha]
Super Bishi Bashi Champ (Korea) [Guru]



New games marked as GAME_NOT_WORKING
------------------------------------
Give us a Break [Philip Bennett]
Ten Up [Philip Bennett]
Beeline [Philip Bennett]
Chase Bombers [Bryan McPhail]


--

All Comments

古老的GB遊戲劍勇傳說(九龍珠)

Gary avatar
By Gary
at 2008-04-02T22:36
剛剛拿起GB試了一下 總算找回從前的記憶 這把劍的拿法如下: 打完基本關卡最後會跟據你選的珠子 你決定你的招式 這樣說大家可能聽不懂 就是當你前面頭目打完 如果是裝龍珠的話 後來霸王劍就會是風車斬 如果是裝其他珠子的話 霸王劍就變成 放集氣的劍氣 所以妳一開始的基本關(好像是打金字塔之前)最後 ...

PTT GameMusic Sea 今晚可別忘了來挖寶!

Ingrid avatar
By Ingrid
at 2008-04-02T21:38
本文為轉錄文章 電台DJ xcloudx 要我轉告大家: 『想要與大家一同討論音樂的朋友們 請在 PTT 主選單 按and#34;sand#34;搜尋 GameMusic 進入 我們將在 GameMusic 板的文章中推文討論 往後電台也將於 GameMusic 板先行預告喔!』 電玩音樂 ...

超任的super e.d.f

Megan avatar
By Megan
at 2008-04-02T16:45
※ 引述《Msnbc (It Might Be You)》之銘言: : 最近在玩這款老遊戲,超任 Super E.D.F. : 但有一關卡(快接近最後的魔王--老鷹) : 像是龍還是麒麟,不會主動攻擊(我真的沒看到子彈等攻擊方式) : 但玩家卻會像觸電一樣,走到哪都遭到無形攻擊,最後死掉重來 : 看過yout ...

GBA七龍珠Z悟空傳說I&II無法執行...

Hedwig avatar
By Hedwig
at 2008-04-02T16:35
求助... 我的GBA模擬器版本 VisualBoyAdvance - 1.7.2 ROM是 七龍珠Z 悟空傳說 1andamp;2 都是美版的 但是都無法順利破關耶 都是玩到某一個遊戲點 就出現說 不能在此硬體執行 (英文) 然後就跳出了 不然就是當掉 這是代表 模擬器支援度不夠嗎 還是說美 ...

(續)PS模擬器的懶人金手指工具

Olive avatar
By Olive
at 2008-04-02T15:25
CEP其實本身還有手動設定其他版本模擬器來支援的功能, 只不過得要找出 Base Address 和設定BASEARCH 的範圍比較麻煩. 這篇續文是為了抵死不想更換成epsxe,堅持使用pSX來搭配 CEP作弊的人而寫的XDD 稍微有一點點進階,但作法其實也很簡單.請參照以下步驟: (本新增指令以 pS ...