MAME v0.133u2 - 模擬器

Victoria avatar
By Victoria
at 2009-08-13T18:11

Table of Contents

http://www.mamedev.com/

0.133u2
-------


MAMETesters Bugs Fixed
----------------------
- 00191: [Graphics] miaj: some text of the boot-up screen is not
correctly displayed (hap)
- 02267: [Graphics] devilw, darkadv, majuu: Some rogue sprites (hap)
- 03370: [Sound] gng and clones: Music slows down while shooting
(Corrado Tomaselli)
- 03373: [Misc.] looping: Unmapped I/O read/writes result in large
error log and major performance drop (robiza)
- 03381: [Crash/Freeze] pc_moglf, pc_mtoid: Crashes with access
violation a short time after boot. (hap)
- 03376: [Crash/Freeze] All Sets with Rev 1 Sound Board in gottlieb.c:
Access Violation (hap)
- 03175: [Crash/Freeze] cham24: Game doesn′t start correctly
- 03354: [DIP/Input] cobram3: Infinite lives dip switch triggers service mode
- 03352: [DIP/Input] cobram3: No demo (attract) sound (Xander)
- 03370: gng and clones: Music slows down while shooting



Source Changes
--------------
Add PCB locations to the rom names for Dream Land (Bubble Bobble
bootleg). [Briah Troha]

Added preliminary sound to 39in1, still buggy. [MooglyGuy]

Hand-tuned BGM tempo in Tryout thanks to a side-by-side reference.
[Angelo Salese]

SNES fixes (mostly MESS specific) [Angelo Salese]
- Fixed Super Kick Boxing booting and sound.
- Preliminary open bus emulation for allowing Shien′s Revenge /
Shien the Blade Chaser to boot
- Fixed mode 5/6 bg drawing cutted in half bug
- Fixed (presumably) broken gfxs in nss_sten
- More accurate behaviour of the last scroll register.
- Improved mode 5/6 gfxs when tile size = 16x16.
- Fixed rowscroll line bugs in many games
- Made the unsupported reads on i/o open bus, fixed a layer enable
in Super Kick Boxing
- Fixed vram size when in hires mode
- Hooked up interlace mode
- Fixed doubled y-axis sprites when in interlace mode
- Improved window effects when in H-512 mode.
- Removed a kludge with color windows.
- Fixed buggy layer clearance when in H-512 modes
- Fixed the x scrolling wrap around bug when hscroll == 0
- Fixed a bug that were causing a row of corrupted tiles during
scrolling situations
- Fixed irq ack and fixed TIMEUP register open bus behaviour.
- Even more aggressive open bus fixes.
- Fixed a partial update bug when the screen is in interlace mode
- Fixed 8bpp layer colors.

Patched progolfa rom like progolf. Removed bad dump flag in progolf;
with progolfa you get the same rom error in test mode and progolfa
have different encryption. [robiza]

Added a stop4 input to slot default and remapped slot default keys to
better suit Amcoe games. [Fabio Priuli]

Updated sfbonus.c to use the new gambling inputs. Fixed many years
and descriptions. Reworked parent/clone relationships so that parent
is the higher revision and/or the Export version. Also, tried to
establish common rules in the choice of the romset names.
[Fabio Priuli]

Added default input mappings for Hanafuda games. Updated most of the
Hanafuda games to use them. Like for Mahjong games, keys A->H are used.
"Yes" is mapped to M, "No" is mapped to N. [Fabio Priuli]

Add correct color PROM for panther. [Mr. Do, Angelo Salese]

Removed fake P3 Start from Nichibutsu mahjong games and properly
called "Credit Clear" that input. Also, added back Bet button in
nb1413m3.c fixing omotesnd. [Fabio Priuli]

nmk16.c driver documentation update / clean up: [Briah Troha]
- Moved the PCB layout for S.B.S Gomorrah (Bio-Ship Paladin) down by
the game′s romdef.
- Added PCB layout for Spectrum 2000 & corrected company name to
YONA Tech
- Added PCB layout for Red Hawk
- Moved decryption routines (if needed) to between the info/PCB
layout header and game romdef.

Added the 8751 MCU code to Saigo no Nindou (nspiritj).
[Guru, David Haywood]

Implemented preliminary bg map banking in 18 Holes Pro Golf.
[Angelo Salese, Robiza]

Fixed a mapping error with Maikobana [BET] (mmaiko) which caused the
NVRAM not to save correctly. [Tafoid]

Aristocrat MK-4 HW: Hooked up mc6845, fixed a rom crc in goldenc and
implemented flip y. [Angelo Salese]

DIP switch cleanups in gberet, mainevt, ninjakd2, and taito_z.
[kanikani]

Added GAME_IMPERFECT_SOUND flag to all sets that use external samples
which were not already flagged for sound. Flagged Speed Freak
(speedfrk) as GAME_SUPPORTED_SAVE to match the rest of the driver.
[Tafoid]

SNES video updates: [Fabio Priuli]
* re-enabled video debug functionalities in debug build (to toggle
background layers)
* added proper priority tables for various bg/obj layers
* largely simplified tile and line drawing routines, and fixed small
bits here and there
* further simplification of tile drawing routines
* added palette index to 8bpp tiles (correct color_shift still unsure,
though)
* reworked video drawing routine to simplify the various graphic
mode drawing and to allow proper implementation of priority orders
(especially bg3 priority bit and mode 7 priority order)
* improved mode 7 extbg (still missing mosaic)
* added some more debugging options
* improved Mode 7 math precision (but still some issues remain) and
added a few elements to PPU struct
* implemented Mosaic in Mode 7
* merged OAM functions
* added a few elements to PPU struct (this might be handy if we ever
come to convert SNES PPU to a device)
* fixed Mode 7 shared scrolling/matrix registers
* slightly optimized Mode 7 math (by using Anomie′s recursive
formula)
* moved some more register contents to PPU struct
* added PPU1/PPU2 Open Bus support, STAT77/STAT78 registers should be
more accurate (even if still not perfect)
* simplified window masking code and moved some more regs to PPU
struct

More NES work: [Robert Bohms]
* Fixed bug in nes_apu that caused errors reading $4015
* Added length counter status bits to $4015
* Fixed 4-screen mirroring (PPU regression)
* Fixed cham24
* Improved Sprite Overflow emulation of NES PPU (this fixes the first
of blargg′s Sprite Overflow tests)

Added remaining PCB "U" locations to roms that didn′t have for
G-Stream G2020. [Brian Troha]

Atomiswave updates: [R. Belmont, Cah4e3]
- Hooked up flash ROM at 0
- Use proper AW memory map
- Emulate AW ROM board (different from Naomi)

Fixed buggy breakpoints in the g65816 cpu core. [Angelo Salese]

Fixed Atomiswave COIN ERROR. [Wind]

n8080 update [Team Japump!!!]
- corrected ROM names for Space Fever and SF High Splitter
- renamed spacefeva to spacefevo2
- added spacefevo
- added highspltb

Updated Sega Hikaru readme [Guru]

Discrete sound update: [couriersud]
- Added "abs" function to DISCRETE_TRANSFORM
- Fixed a bug in DISCRETE_RCDISC5

Added 1 missing sample to safarir.c [Team Japump!!!]

Created discrete sound emulation for galaxian [couriersud]
- Changed all audio related AM_WRITE to AM_DEV_WRITE
- Moved discrete sound related pieces such as initialization into
audio/galaxian.h
- Split some memory maps into sound related and not sound related
parts.
- Added possibility in discrete.h to select hardware (galaxian/moon
cresta) at compile time. This leads to slightly different volume
levels. Hit sound (explosion) has been hacked to increase volume.
Currently, we can not accurately model the switch/opamp filter
circuit.
- Rewrote timer code so that the pitch timer is only used when it
produces audible results.

Cojag/jaguar video updates (primarily for MESS) [Robbbert]
* Added variable pixel width.
* Fixed display of screens wider than 360 pixels.
* Enabled use of RGB16.

looping: modified the cop420 rom region, fixed mcu rom region in clone
set, added mcu support. [robiza]

Redumped bingor2 program roms [Klaus Sommers]

Corrected Kamakazi III′s dipswitch setting (the same as superg) and
relabeled it a superg hack. Also the dipswitch setting for the Taito
license was the same as superg so I eliminated one. [Brian Troha]

Improved speaker-toggle emulation with alias filter.
[Anders Hallstrom]

NES: Fixed bank switching in multigm3 (broken due to a mistake of
mine when including original Rob Bohms′ code). The game still refuses
to work, unfortunately. [Fabio Priuli]

vsnes update [Team Japump!!!]
- fixed ROM names
- added vssoccerj

ROM name fixes for sicv, sisv, and sisv2 [Team Japump!!!]

Corrected TNZS vsync to 59.15 as verified on pcb. [Corrado Tomaselli]

Fixed bootleg description inconsistency in goldnpkr.c. [hap]

Fixed sprite wrapping in sonson. [hap]

Added Intel 4004 CPU core. [Miodrag Milanovic]

Converted the tilemap lists to be private information held by the
running_machine instead of global variables. Added new APIs to the
tilemap code to handle the "ALL_TILEMAPS" cases, and removed the
old ALL_TILEMAPS definition. [Atari Ace]

Added redumped gfx rom on Shogun Warrior [Guru]

Updated romload.c and validity.c to not rely on global variables.
[Atari Ace]

Corrected resistor values in Cliff Hanger discrete sound based on
actual PCB values. [Ruben Panossian]

Removed DAA tables from the 8085 and Z180 implementations in favor of
just computing the values. Also fixed code in 8085 to prevent
accidental multiple reads due to macro overuse. [hap]

Added game time and coinage DIP switches to Space Walk, along with
service mode and test. Also added support for the 2nd controller and
coin counter. Removed GAME_NOT_WORKING as it is working fine. Added
color overlay based on photo. [hap]

Added a simple color overlay for Depthcharge based on flyers. [hap]

Updated the Konami twin16 driver. Functional changes: [hap]
- improved sprite status register, this fixed the rogue sprites
problem in devilw
- added fround coin counters
- lowered k007232 volume
- added savestate support
- added shadows
- fixed devilw and gradius2 sprite lag
- added text layer x/y flipping
- reverted gradius2 sprite-background priority hack, this fixes
severe priority problems in devilw, but reintroduces bugs on
gradius2 level 7 and ending



New games added or promoted from NOT_WORKING status
---------------------------------------------------
18 Holes Pro Golf [robiza, Angelo Salese]
Python (Photon System) [Mick, Mariusz Wojcieszek]
Pop n′ Music 2 [Guru]
beatmania ClubMIX [Team Japump!!!, The Guru]
Ridge Racer (3 screen? Rev. RR2, World) [Guru, Smitdogg]
Sky Love [bbmmamoh, David Haywood]
Triple Draw Poker [Team Europe, David Haywood] (Wrong Colours)



New clones added
----------------
Gun Bullet (World, GN3 Rev B) [Brian Troha, Dumping Union]
Megatouch 5 (9255-60-01 ROI, Standard version)
[Brian Troha, Dumping Union]
Dragon World (V021O) [f205v, Olivier Galibert, David Haywood]
Winding Heat (JAA, JPN v2.11) [Guru]
Qix (set 2, smaller roms) [Team Europe]
9-Ball Shootout Championship [SiftWare]


--

All Comments

Agnes avatar
By Agnes
at 2009-08-15T19:14
阿光能真的跑不知道是民國幾年了

Dolphin Bi-Weekly Unofficial SVN build 3971

Annie avatar
By Annie
at 2009-08-13T18:06
http://www.dolphin-emu.com/news.php Okay guys and gals, it′s about that time again. This is by far the best and most stable bin release we have done so fa ...

FC樵夫兄弟的英文名稱??

Anonymous avatar
By Anonymous
at 2009-08-13T16:41
遊戲開始畫面 http://ppt.cc/j!qd 詳細遊戲名稱我不確定 只知道主人翁是兩個樵夫 搜尋and#34;樵夫兄弟and#34; 就有找到相關的拍賣連結 所以我暫且用這個名稱稱呼它 這款遊戲是我小時候的回憶 我想知道這款遊戲的英文名稱 希望現在有機會重溫 感恩 - ...

關於新超級機器人大戰許多問題...?

Kelly avatar
By Kelly
at 2009-08-13T00:54
※ 引述《timoshenko00 (第四象限愛用者)》之銘言: : 最近正式開始玩這部骨灰級作品... : 差點沒睡趴在電腦桌前= = : 我用的模擬器是SSSPSX : 實在不懂什麼原因,玩這部常常會卡死在戰鬥畫面 : 只要戰鬥畫面一結束,雖然音樂還在播放,但畫面就是整片漆黑... : 得按ESC跳出再 ...

NDS金手指

Tom avatar
By Tom
at 2009-08-12T22:04
※ [本文轉錄自 ask 看板] 作者: zs71928 (小蔡) 看板: ask 標題: [請問] NDS金手指 時間: Wed Aug 12 17:08:32 2009 大家知道為什麼我金手指用不出來嗎? 我按好了然後按ok 然後他就停在那邊沒有反應耶 有人能救就我嗎? 還是那模擬器的問題 ...

關於新超級機器人大戰許多問題...?

Michael avatar
By Michael
at 2009-08-12T19:30
※ [本文轉錄自 SRW 看板] 作者: timoshenko00 (第四象限愛用者) 看板: SRW 標題: [問題] 關於新超級機器人大戰許多問題...? 時間: Wed Aug 12 16:00:46 2009 最近正式開始玩這部骨灰級作品... 差點沒睡趴在電腦桌前= = 我用的模擬器是SS ...