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MAMEdev: Keeping up with C++

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Starting with the December 2020 development cycle (after the anticipated release of MAME 0.227), we will switch to compiling MAME as C++17. Compiler and standard library support for C++17 is now sufficiently widespread that we can update and benefit from the new functionality. The minimum compiler versions and corresponding standard library versions with adequate C++17 support are GCC/libstdc++ 7, clang/llvm/libc++ 6, and Visual C++/MSVCPRT 19.14 (Visual Studio 2017 15.7). This will be an increase in the required clang/llvm/libc++ version.



https://www.mamedev.org/?p=487

[Posted by: Stiletto]

progetto-SNAPS 0.225 update!

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Ready the MAME 0.225 update of "MAME progetto-SNAPS".
• It's available this folder on Mega.nz that allows individually download files to update from version to version. The folder will be temporarily available until the next update.
• This month, after a long time without resource updates, I'm back at least with snapshots. I already warn all affected users that there will be no resource updates in November.
• The next update is scheduled for Sunday, December 20, 2020 last update scheduled for this year to forget




1,431 snaps, downloadable here:

• Snapshots (Arcade): progetto-SNAPS Other Snaps
• Snapshots (MAME): progetto-SNAPS Snapshots

---------------------------------------
Snapshots update:
---------------------------------------
GameOver: 75 new & 4 upd (tot. 8,200 png) UPDATE1 pack, 1.27Mb
HowTo: 30 new & 1 upd (tot. 1,975 png) UPDATE1 pack, 913Kb
Logo: 75 new & 2 upd (tot. 3,025UPDATE1 pack, 1.18Mb
Scores: 1 del, 46 new & 3 upd (tot. 7,575 png) UPDATE1 pack, 1.26Mb
Select: 75 new & 2 upd (tot. 4,900 png) UPDATE1 pack, 2.83Mb
Snap: 25 del, 503 new & 47 upd (tot. 42,395* png) UPDATE1 pack, 21.6Mb
Snap Arcade: 96 del, 48 new & 65 upd (tot. 11,028 png) UPDATE1 pack, 3.25Mb
Titles: 25 del, 503 new & 36 upd (tot. 42,395* png) UPDATE1 pack, 20.3Mb
TitlesArcade: 96 del, 48 new & 65 upd (tot. 11,028 png) UPDATE1 pack, 2.53Mb
Versus: 9 new (tot. 1,210 png) UPDATE1 pack, 813Kb
Warning: 20 new (tot. 1,315 png) UPDATE1 pack, 164Kb

*: Not full! 421 png of clones are missing (I hope to complete this category in the December update).

Resource Chart:


Counting and Dimensions (not compressed):


If you want to support my work, you can make small donations via PayPal.
The list (short...) of those who have made donations is visible in my thanks page, here.

[Posted by: AntoPISA]

MAME 0.226

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MAME 0.226

You know what day it is? It’s MAME 0.226 day! A lot has happened in this development cycle, and plenty of it is worth getting excited about! First of all, there’s a change that affects all systems with keyboard inputs, including most computers. MAME now allows you to activate and deactivate keyboard and keypad inputs per emulated device in the Keyboard Mode menu. When a system has multiple keyboards (for example a computer with a terminal connected to a serial port), you can choose which keyboard you want to type on rather than effectively typing on all the keyboards at once. If a system has multiple devices with keyboard inputs, MAME will start with only one enabled by default. Sadly, MAME doesn’t have mind-reading capabilities yet, so it may not always choose the keyboard you want to type on. If you find you can’t type on an emulated computer, check that the right keyboard is enabled in the Keyboard Mode menu.

Another batch of layout/artwork system updates are ready this month. More image formats are supported, several long-standing alignment and clipping bugs have been fixed, more parameter animation features are available, and external artwork loads faster. Lots of systems using built-in layouts look prettier, but Cosmo Gang probably shows the biggest improvement in this release (yes, the electromechanical redemption game). Try it out in MAME 0.226, and maybe do a before/after comparison to see how far we’ve come.

Apple II systems have seen some significant development this month. Firstly, a number of issues with demos using raster split effects have been fixed. The Apple II has no hardware support for raster effects, so these demos rely on open bus read behaviour to work out what the video hardware is doing. Getting this to work requires precise emulation of memory access timings. Secondly, two parallel printer cards are now working: Orange Micro’s popular Grappler+ and Apple’s Parallel Interface Card. The Grappler+ is well-supported by Apple II software and provides a better out-of-the-box experience if you want to try one of them.

Sega’s Tranquillizer Gun was a somewhat ambitious title for 1980, but was largely overlooked at the time. It’s finally fully emulated in MAME, with audio emulation and protection simulation being added in this release. We’ve also added support for Must Shoot TV, an unreleased prototype developed at Incredible Technologies. Step into the shoes of disgruntled ITS Cable employee Chuck and go on a rampage!

Far more has been added this month than we can cover in detail here, like another batch of TV games (including several Vs Maxx titles), support for Mattel Aquarius CAQ format cassette images, and working Sega Mega Play games. You can read all the updates in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page.

Read the rest of this entry »

[Posted by: Vas Crabb]

HBMAME 0.226

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https://arcade.mameworld.info/hbmame
https://hbmame.1emulation.com

What's new in HBMAME
====================

2020-10-28 0.226

- Metal Slug 1,2,3,4,5 and X remix has been massively updated
- The Metal slug 3 Ghost Wu Zuoma / The Random Enemies Resetting Version 1.0
roms have been made working and compatible with the emulator.

New Games
---------------------------------
- [captcomms107] Captain Commando (Masters Competition Edition 2020-10-18)
- [dinos279] Cadillacs and Dinosaurs (God of War Edition Update 2020-10-18)
- [dinos280] Cadillacs and Dinosaurs (The Warriors Edition Update 2020-10-18)
- [dinos281] Cadillacs and Dinosaurs (Commemorative Edition 2020-10-18)
- [dkongst2] Donkey Kong Springs Trainer 2
- [doubledrs09] Double Dragon (Edition Language China 2015-04-06)
- [kof2k2s120] Kof2002 (Combo Simplified Edition 2020-09-18)
- [kof97s210] Kof'97 (Angry Athena-Snake Slayer War Original 2020-09-16)
- [kof97s211] Kof'97 (Angry Athena-Snake Slayer War Simplified 2020-09-16)
- [kof97s212] Kof'97 (Chaos Edition 1.9 Original 2020-08-26)
- [kof97s213] Kof'97 (Chaos Edition 1.9 Simplified 2020-08-26)
- [kof97s214] Kof'97 (Mad Dragon Edition Original 2020-09-25)
- [kof97s215] Kof'97 (Mad Dragon Edition Simplified 2020-09-30)
- [kof97s216] Kof'97 (Imitation 13 Flash Version Original 2020-09-30)
- [kof97s217] Kof'97 (Imitation 13 Flash Version Simplified 2020-09-30)
- [kof97s218] Kof'97 (Chaos Edition 2.0 Original 2020-09-05)
- [kof97s219] Kof'97 (Chaos Edition 2.0 Simplified 2020-10-14)
- [kof98hh137] Kof'98 (Simple Edition 2020-08-08)
- [kof99s106] Kof'99 (Imitation 14 BC Version (AC open BC) 2020-09-30)
- [kov2h29] Knights of Valour 2 (Green Edition 2020-09-16)
- [kov2h30] Knights of Valour 2 (Green Edition 2020-10-15)
- [kov2p204s106] Knights of Valour 2 Plus (God of War Musou 2020-09-14)
- [kov2p204s107] Knights of Valour 2 Plus (Mingyue Huacai 2019-03-21)
- [kov2p204s108] Knights of Valour 2 Plus (Tianhuo Mingming 2019-10-17)
- [kov2p204s109] Knights of Valour 2 Plus (Evil Phoenix Tianchi 2017-07-26)
- [kovpluss381] Knights of Valour Plus 2012 (Warriors Classic Edition 2020-09-17)
- [kovpluss382] Knights of Valour Plus 2012 (World Unification 2020-09-20)
- [kovpluss383] Knights of Valour Plus 2012 (Warriors Edition 2020-10-10)
- [kovpluss384] Knights of Valour Plus 2012 (Heroes Dance 2020 2020-10-11)[NOT WORKING]
- [kovpluss385] Knights of Valour Plus 2012 (Heroes Dance 2020 Special Edition 2020-10-11)
- [kovpluss386] Knights of Valour Plus 2012 (Heroes Dance 2 2020 Special Edition 2020-10-16)[NOT WORKING]
- [kovsho191] Knights of Valour Super Heroes Plus (Random Edition 2020-09-17)
- [kovsho192] Knights of Valour Super Heroes Plus (Zhao Yun Dead World Edition 2020-09-19)
- [mslug4hh29] Metal Slug 4 (Mummy Edition 2020-08-31)
- [mslug5dh81] Metal Slug 5 (Final Edition 2020-09-19)
- [mslugxate08] Metal Slug X (Apocalyptic Time 5.3 2R Edition 2020-08-04)
- [neotrisd3] Neo Tris (beta 2)
- [olds100ass178] Oriental Legend Special (Return of the Great Saint 2020-10-14)
- [sailormnts06] Pretty Soldier Sailor Moon (Rabbit Edition 2020-09-17)
- [sengoku3s15] Sengoku 3 (Full Attack Enhanced Edition 2020-09-18)
- [theglad100s03] The Gladiator (Full Attack Enhanced Edition 2020 2020-09-18)
- [tk2h163] Tenchi wo Kurau II (Master Edition Update 2020-09-13)
- [tk2h164] Tenchi wo Kurau II (Master Edition Revised 2020-09-28)

[Posted by: Robbbert]

[Annc] MAMEUI64 .226 w/ icons & snaps released.

MAMEinfo 0.226 :)

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MAMEINFO.DAT

* Updated to MAME 0.226 - http://git.redump.net/mame/log/

* Added Source/Listinfo changes

* Newest Bugs (28th Oct)

* Added/Fixed 'Recommended Games'

* Fixed Mameinfo.dat infos

Download at: http://mameinfo.mameworld.info/

MAME Testers at: https://mametesters.org/view_all_set.php?sort=last_updated&dir=DESC&type=2

Ashura-X's Nightly MAME builds: http://ashura.mameworld.info/nightlybuilds/builds.html



0.226

- New Working games: Gondomania (World), 'Pacman Club / Club Lambada (Argentina)', Pacman Club (set 1, Argentina), *All* Mega Play games (except for Shinobi III), Vs. Super Mario Bros. (bootleg with Z80, set 1) and Vs. Super Mario Bros. (bootleg with Z80, set 2)
- New Non-Working games: Cow Tipping - Shake Cattle & Roll (set 1), Mega Double Strip (Ver. 1.10b), Mushiking The King Of Beetles 2006 Second (Japan), Must Shoot TV (prototype), Photo Play Spirit Xtreme (Spanish) and Santa Fe Golden
- New clones: Astro Fighter (Famaresa bootleg, set 2), Bagman (Stern Electronics, revision A3), Cow Tipping - Shake Cattle & Roll (set 2), Diana Bifuca (v9.25), Diana Bifuca (v7.43), Photo Play Spirit Xtreme (update, Spanish), Ray Crisis (V2.03O 1998/11/15 15:43), Reality Tennis (set 2), 'unknown IGS game (V100A)' and VF (bootleg of Hang-On)
- New PinMAME games: Cosmic Flash (NSM) and The Games (NSM) and Lethal Weapon 3 (2.04, display A2.02)
- Removed games: Pacman Club (set 2, Argentina) and Vs. Super Mario Bros. (bootleg with Z80, set 3)
- New drivers: cowtipping.cpp, photoplysx.cpp and rfslotspcpent.cpp
- New devices: borderline_audio, filter_biquad, frogs_audio, hc55532, mc68328, n2a03_core, ppu2c04c, tmp95c061 and tt5665
- CPU
. MCS-48: Check irq before opcode to fix Fire Fox, but re-added (MESS) WY-100 hack (mcs48\mcs48.cpp). Execute_jcc param is a bool, not u8.
. Microchip PIC16C5x: Initialised a couple of variables that can be problematic (pic16c5x\pic16c5x.cpp)
. Motorola MC68000: Separated FPU code from header
. Texas Instruments TMS9995: Initialized one variable which caused crashes in 'Formula 1'
- SOUND
. Biquad Filter: Added a biquad-based 2nd order filter emulation for an audio stream (to go along with flt_rc 1st order filter emulation).
. DAC
. Improved sound\dac.cpp performance. Modified DAC to accept streams of any input rate to avoid resampling. Modified DAC to assume input voltage streams are constant by only grabbing the first input sample. Restructure the DAC sound devices a bit. Centralized implementation based on lookup tables. Added set_constant_vref() method for the common case where references are constant, thus avoiding the need for voltage regulator devices. Converted williams.cpp to using this new method as a test.
. Various improvements: Default to output range -1..1, by far the most common case. Detect if inputs are specified and use those for output range. Make default range for 1-bit DACs 0-1 instead of -1-1.
. Filtered 1-bit DAC: Fixed sample volume averaging
. HC-55516: Major update for HC55516 CVSD audio device and related filtering, as well as hooking it to drivers. Splitted HC55516 core into separate cores/subclasses for HC55516 and HC55532 (new 'digital' implementation based on decap/die tracing) as well as MC3417 and MC3418 (old existing 'analog' implementation left alone) and hooked the HC55516 and MC3417 implementations to the appropriate hardware drivers. This should vastly improve CVSD sound quality in drivers that use the HC55516.
. Midway Sounds Good Sound Board: Added DAC filtering to Midway "Sounds Good" hardware and added notes/mirroring regarding the undumped memory mapper PAL.
. Midway Turbo Cheap Squeak Sound Board: Added DAC filtering to Midway "Turbo Cheap Squeak" sound hardware
. MSM5232: Fixed behaviour when the 'ARM' flag set while envelope generator is on a decay state. MSM5232, a tone generator chip which is used by some early TAITO and Alpha Denshi arcade PCBs, has 'ARM' flag that alters behavoiur of envelope generation. Basically, the 'ARM' flag turns Attack-Decay-Release envelope generation to simpler ON/OFF states. If the 'ARM' flag set, the transition from Attack to Decay doesn't occur unless explicitly indicated. On current implement, when this 'ARM' flag is set on a channel which is on a Decay state, the Decay state continues. It seems that, the state should be turned into a Attack state in this situation.
. Namco: Eliminated auto_alloc
. Sound Interface
. Complete sound modernization of remaining devices. Removed legacy stream support and stream_sample_t.
. Removed silly mixer tables in favor of math in gomoku and wiping. Removed tiny vectors in favor of fixed arrays in micro3d. Went back to std::unique_ptr array for LFSR in phoenix. Fixed the scale factor inwiping.
. Reserved space before taking addresses of new vector items. This code is still unsafe, 16 just happens to be enough for the systems in MAME (The old vector_t implicitly reserved space for 16 items on construction) (sound\discrete.cpp). Fixed more crashes and modernise a little. Reserved some space in another vector that it takes addresses to members of (fixes lack of sound in dkong and dkongjr). Removed dependence on auto_alloc and friends. There's one more problematic make_unique_clear now, but there are several fewer auto_alloc family calls (sound\discrete.cpp). Get rid of vtables in factories. This speeds up compilation (sound\discrete.cpp).
. Use some vaguely C++-like code internally (sound\tiasound.cpp)
. Sample rate now saved as part of the stream (emu\sound.cpp). Fixes distorted sound in sfrush and sfrushrk when loading from save state (ID 07765).
. Fixed bug where gain was doubly-applied in some cases (emu\sound.cpp)
. Sound Interface: Created m_specified_inputs_mask to track which inputs have been specified (emu\disound.cpp)
. Sound streams: Updated the following sound cores to the new stream update callback: cps3, cassette, dsbz80, exidy, exidy440, floppy, flower, geebee, gomoku, gridlee, gus, istrebiteli, hyprolyb, laserdsc, micro3d, paula, phoenix, pleiads, polepos, redbaron, s2636, segag80r, segausb, seibu, snk6502, special, tiamc1, turrett, tx1, warpwarp and wiping.
. Voltage Regulator: Removed Voltage Regulator uses that are not needed anymore with the recent DAC changes (sound\volt_reg.cpp)
. Votrax SC-01: Adjust the final filter
- DEVICE
. Cassette tape image: Make the interface look something like C++. Finished encapsulation of cassette_image class (formats\cassimg.cpp).
. Discrete Netlist
. Fixed Astro Blaster sonar sound and two singular matrices being created. Fixed slowdown, a connection error and order of PARAM overwrite (static_solvers.cpp and audio\nl_astrob.cpp).
. Removed "extended validation mode". No longer added value.
. Implemented stricter validation. Devices like BJTs and FETs which are defined but not used will now cause an error. An unused device will create an additional solver with a singular matrix. This is adding unnecessary performance overhead. It complicates debugging because the unused device will cause an arithmetic signal if used with --fperr (nltool). Fixed all validation errors.
. Use C++ std::vector and range-based for sound\discrete.cpp
. Applied some Clang tidy recommendations. Rewrote frontier documentation. Also includes a small optimization for FP signal code.
. Fixed a net splitting issue with four term devices. Under cirtum circumstances the splitter would create "ghost" solvers consisting of terminals already used in another and complete solver. This may impact all netlist which use opamps and thus is committed early in the cycle. This commit adds functionality to instruct the splitter code to include terminals which will not create matrix elements into the parsing of net groups for solvers. Fixed build on old compilers not compliant with retroactive C++11 revisions (sound\discrete.h).
. Added parse optimization to pfunction: * "(1 + 2)*a" now during parse step will be rewritten to "3*a". Moved core_terms to netlist_state. These are used during creation and reset only. No need to maintain them on net_t level. Simplified code.
. Reverted changes intended to make the code work on OSX 10.10 (plib\pmatrix2d.h and pmatrix_cr.h)
. Catch parenthesis count mismatch in formulas. Fixed error in formula in audio\nl_boxingb.cpp. Explicitly trim connection names.
. Hook up netlist for Borderline and Tranquillizer Gun. Added static solver, using dynamic timestep and update driver flags. Added frontiers and reduced timestep to improve performance (audio\nl_brdrline.cpp and generated\static_solvers.cpp).
. Added Frogs netlist. Added AFUNC frontiers to improve performance.
. Added LM348, CD4071 and CD4081 devices.
. Use constexpr where it won't change semantics. The other function-like macros will invoke type decay or promotion depending on what the argument expressions evaluate to, so chaning them to constepr functions could change semantics (machine\rescap.h).
. K001005 Polygon Renderer: Added a missing command only used in Jet Wave's "How to Control" screen. This screen would show some model of the jetski in turning the handlebars and leaning on the jetski for controls. This fixes an issue where not only the model(s) wouldn't be present but the game would slow down complaining about an unknown polygon command (video\k001005.cpp).
. Keyboard
. Fixed natural mods for pc_keyboard & at_keyboard devices. Added more logging (emu\natkeyboard.cpp).
. Internalized input ports for PC Keyboard (machine\pckeybrd.cpp)
. MC6840 PTM: Initialized array to fix listxml and validate crash. Updated m_gate initialization. It seems to fix the remaining on and off crashes in (MESS) Fairlight CMI IIx.
. Motorola MC6845 CRTC: Fixed some uninitialised variables. Enabled strobe output (RA4) in transparent mode.
. Sega 315-5124 SMS1 VDP: Improved registers 03 and 04 behavior in mode 4. Registers 03 and 04 behavior in mode 4. Disable sprites in mode 3 for real. Use logmacro.h for configurable logging.
. Z80 SCC Channel: Fixed vector modification in high bits (machine\z80scc.cpp)
- bagman.cpp
. Redumped and corrected color proms for clones Bagman (Stern Electronics, revision A3), (Stern Electronics, revision A4) and Bagman (Stern Electronics, revision A5). New color prom produces title screens that match screenshots from PCBs (ID 02508).
. Updated clone Super Bagman (Stern Electronics) and now the title also match screenshots from PCBs
- cham24.cpp, famibox.cpp, multigam.cpp, playch10.cpp and vsnes.cpp:
. Added 2C04 PPU clone device and use the real palette ROMs for the bootlegs. Implemented most PPU behavior differences for VS System bootlegs. Added the 2c04 clone's delayed sprite rendering (video\ppu2c0x.cpp).
. Working sound and improved graphics in clones 'Vs. Super Mario Bros. (bootleg with Z80, set 1)' and (bootleg with Z80, set 2) based on kevtris' schematics/video. Removed clone 'Vs. Super Mario Bros. (bootleg with Z80, set 3)'.
- chihiro.cpp: Type-1 media-board dumped
- cinemat.cpp: Removed redundant code and move speakers to game drivers
- deco_mlc.cpp: Zoom algorithm is incorrect/unverified, reference: https://www.youtube.com/watch?v=eCwAVt0GbhQ
- gaelco.cpp, gaelco2.cpp and wrally.cpp: Added PLDs to bang, bangj, bigkarnk, squash, thoop and wrally.
- galaga.cpp: Re-added max quantum for multi cpu synchronization. Fixes strange players behaviour in attract mode (ID 07764).
- igs017.cpp
. Added inputs for Happy Skill, Super Tarzan and unknown IGS game
. Added some state saving to igs017.cpp and machine\igs025.cpp
- itech32.cpp: Added additional safety to prevent out-of-bounds GROM access, at the cost of some cycles.
- kpython.cpp: Internal ROM of H8 MCU isn't 32 bit
- leland.cpp and williams.cpp: Updated drivers to leverage new DAC capabilities
- mcr68.cpp: Added a biquad-based 2nd order filter emulation for an audio stream (to go along with flt_rc 1st order filter emulation) and hooked it to to archrivl, pigskin and trisport (HC55516) following the original schematics. This is necessary as the original HC55516 chip produces a very pronounced audible 16khz 'carrier' in its output audio even on the real chip, and these filters suppress this. This also happens to a lesser extent with the 8khz quieting waveform noise on both MC3417 and HC55516.
- megaplay.cpp
. Fixed a Genesis VDP status bit which was breaking Mega Play MC68000 -> Z80 communications. Note: Only set interlace frame status bit when interlace is enabled (video\315_5313.cpp). This fixed the interaction between BIOS and 68k side is not fully understood. The BIOS often doesn't register that a game has been started and leaves the 'PRESS P1 OR P2 START' message onscreen during gameplay as a result.If this happens, the games usually then crash when you run out of lives as they end up in an unknown state.
. Promoted all games to working (except for Shinobi III)
- metro.cpp: Initialized a couple of variables (video\imagetek_i4100.cpp)
- ms32.cpp: Extend ROZ notes (video\ms32.cpp)
- namcos10.cpp: Added EXIO, MEM(P3) PCB config skeleton and notes.
- namcos12.cpp: Added notes for RAM size
- ninjaw.cpp and warriorb.cpp: Fixed inverted stereo output channels
- nwk-tr.cpp
. Updated documentation as well as added some code from hornet.cpp's driver to correct the the whole "dual screen" situation.
. Added the second K001604. Since NWK-TR does use two CG boards, there should be a second K001604 as well. Also had to add additional read/write parameters to support using two K001604s for now.
. Updated network board documentation to better explain the chip at 2G, XICOR X76F041, and functions. Added NO_DUMP placeholders to the games that use this specific network board with the added EEPROM.
. Renamed 'Thrill Drive (EAA)' to 'Thrill Drive (EAB)' because the program rom used for this set uses the 'B' version. Also removed the "BAD_DUMP" flag from the timekeeper because the network board and timekeeper region data do not match. I would add a parameter for thrilldbe to change the network region data to "EA" but I don't know if it's even worth changing the simulation (imo better to hook the correct device like with ksys573).
. Demoted Thrill Drive (JAE) and clone Thrill Drive (JAB) to NOT_WORKING. The two never really worked to begin with and have gotten worse in later versions (freezes and crashes more often). I did test versions of mame with and without my edits and both act the same.
. Added Voodoo and screen parameter changes by cam900 from hornet.cpp. So far so good for this driver too.
. Added additional CG board roms for Racing Jam (JAC) and clones Racing Jam: Chapter 2 (EAE) and (JAE). According to Racing Jam: Chapter 2 (EAE)'s kit manual, it prompts the operator to change roms from the master and slave CG boards thus giving proof of the two using extra CG board roms. Thrill Drive's kit manual doesn't prompt the operator to replace the slave CG board roms.
. Made some attempts to fix the handbrake with no avail. Adding another pedal input port may have to be necessary.
- psikyo.cpp: Fixed side effect in debugging
- s11.cpp/s11a/s11b/s11c: Made Williams System 11 and s11_bg relative sound mixing more accurate to the original audio flow on the PCB itself. Fixed tiny build (missing s11c_bg_device).
- segaorun.cpp: Fixed port tag/mask for shifters in 'widescreen' views (layout\outrun.lay)
- segasp.cpp: Added MACHINE_IMPERFECT_GRAPHICS to GAME_FLAGS and changed MACHINE_NO_SOUND to MACHINE_IMPERFECT_SOUND
- vicdual.cpp
. Hook up netlist for Borderline and Tranquillizer Gun
. Tranquillizer Gun uses the same sound board as Borderline. Sound improvements: Cleaned some parts of audio\nl_brdrline.cpp (removed test points). Changed MB4391 function to pow2 to shorten sounds a bit. Changed trigger inputs in audio\vicdual.c to fit more to the sounds i remember. Moved trigger mapping from vicdual to audio\nl_brdrline.
. Added protection handling to Tranquillizer Gun so that the game plays correctly
- Astro Fighter: Dumped proms for clone Asterion
- Bare Knuckle II (bootleg of Megadrive version): Added PIC dump
- Bowling Try!: Implemented TT5665 emulation. Similar as OKIM6295, but with support more ROM capacity, phrase spaces and 2 sound outputs.
- Cosmo Gang: Make internal artwork more fun
- Dardomania: Added some basics, still seems to do nothing of note. There are clear signs this is just a bad dump anyway. Fixed loading issue from refactor. Improved patches.
- Darius: Fixed swapped MSM5205 left/right channels volume control
- Enigma II: Added PCB infos, DIP locations and corrected colors (ID 03181).
- Exciting Soccer II: Redumped Exciting Soccer II. Added correct color proms, fixes graphic glitches (ID 05026). Verified it only has 2x AY8910. Measured clocks.
- Fatal Fury 2: Fixed bitswap and added notes
- Fire Fox: Check I8049 irq before opcode (mcs48\mcs48.cpp)
- Frogs: Added Frogs netlist. Make sound board interface more general.
- Gladiator: Extracted AQ 007 microcontroller program from original PCB
- Gondomania: Redumped maincpu dt02.f6 for Gondomania (World). Note: Same label as the US version, but content identical to Japanese version. Added also hand-crafted I8751 MCU from the US version (Game now playable).
- Gradius III: Fixed K007232 sound glitch in clone Gradius III (Japan, program code S, split) (ID 07769)
- Jet Wave: Added a missing command to video\k001005.cpp only used in Jet Wave's "How to Control" screen. This screen would show some model of the jetski in turning the handlebars and leaning on the jetski for controls. This fixes an issue where not only the model(s) wouldn't be present but the game would slow down complaining about an unknown polygon command.
- Joust 2: Switched game to use the s11_bg common sound device rather than its own implementation
- Jungle: Started work on decryption
- Major Havoc: Verified AVG prom. All PCB pics point to this game using the 136002-125 PROM. Page 4-30 of the operation manual states 6c is 136002-125, too. However MAME had it using the 036408-01 PROM. They have identical contents, anyway.
- Midnight Resistance: Fixed 'Lives' dipswitch
- Mouse Trap
. Made 'Mouse Trap' use a timer to clock the MC3417 and update the state readable by the Z80 rather than relying on the MC3417 to accept a clock parameter and update the Z80 state via a callback. The timer implementation ensures proper synchronization and prevents missed clock transitions from the Z80 side causing noise in the CVSD audio.
. Added a biquad-based 2nd order filter emulation for an audio stream (to go along with flt_rc 1st order filter emulation) and hooked it to 'Mouse Trap' (MC3417) and williams drivers (HC55516) following the original schematics. For HC55516 this is necessary as the original chip produces a very pronounced audible 16khz 'carrier' in its output audio even on the real chip, and these filters suppress this. This also happens to a lesser extent with the 8khz quieting waveform noise on both MC3417 and HC55516.
- Net Select Horse Racing: Victory Furlong: Redumped game
- Pacman Club
. Promoted 'Pacman Club / Club Lambada (Argentina)' and clone Pacman Club (set 1, Argentina) to working. Corrected inputs and restructured I/O stuff a bit for 'Pacman Club / Club Lambada (Argentina)'. Added inputs and protection latch for clone Pacman Club (set 1, Argentina).
. Removed clone Pacman Club (set 2, Argentina), since it's a bad dump.
- Pop'n Music 9: Moved game into kpython driver. Added notes for DS2430 data.
- Power Drift: Fixed small oversight in widescreen layout
- Reality Tennis: Added bruteforced but verified PLD dump to parent set. Fixed the clock per the crystal on the PCB. As per the game speed, we've recorded a small video for reference: https://www.youtube.com/watch?v=C1rzWiFDItA
- Side Pocket: Hook up MCU and removed simulation. Added correct sound rom for clone Side Pocket (Japan, Cocktail). Correct rom labels and misc informational updates.
- Wedding Rhapsody: Added option to use joystick/button inputs. Control panel type can be selected in service mode. This allows playing with joystick/button inputs, and also allows the completely unused second and third button inputs to be tested in service mode. It's still possible to navigate service mode and correct the control panel setting if the wrong type is selected.
- Fixed rom names in champbas.cpp, enigma2.cpp, segasp.cpp, sidepckt.cpp and tmaster.cpp
- Dipswitch fixes in dec0.cpp, igs017.cpp and pacman.cpp
- Description changes of Astro Fighter (Famaresa bootleg, set 1), Bagman (Stern Electronics, revision A4), Bagman (Stern Electronics, revision A5), Bowling Try!, Diana Bifuca (v7.27), 'Net@Select: Horse Racing - Victory Furlong', 'Net@Select: Salaryman Kintaro', Pacman Club (Argentina), Reality Tennis (set 1), Side Pocket (Japan, Cocktail) and Thrill Drive (EAB)
- Renamed (bagmans2) to (bagmans4), (dibifuca) to (dibif727), (raycris) to (raycrisj) and (thrilldae) to (thrilldbe)
- MAME
. VIDEO RENDERING SYSTEM
. Cleaned up bitmap API: Made const-qualified pixel accessors (pix, pixt, raw_pixptr) return const-qualified references/pointers to pixesl, and added non-const versions. This makes bitmap more like standard library containers where const protects the content as well as the dimensions. Made the templated pixt accessor protected - having it public makes it too easy to inadvertently get a pointer to the wrong location. Removed the pix(8|16|32|64) accessors from the specific bitmaps. You could only use the "correct" one anyway, and having the "incorrect" ones available prevented explicit instantiations of the class template because the static assertions would fail. You can still see the pixel type in the bitmap class names, and you can't assign the result of &pix(y, x) to the wrong kind of pointer without a cast. Added fill member functions to the specific bitmap template, and added a explicit instantiations. This allows the bitmap size check to be skipped on most bitmap fills, although the clipping check is still there. Also fixed a couple of places that were trying to fill an indexed 16-bit bitmap with rgb_t::black() exposed by this (replaced with zero to get the same net effect). The explicit template instantiations in the .cpp file mean the compiler can inline the function if necessary, but don't need to generate a local out-of-line body if it chooses not to. Extended the size of the fill value parameter in the base bitmap class to 64 bits so it works correctly for 64-bit bitmaps. Fixed places where IE15 and VGM visualiser weren't accounting for row bytes potentially being larger than width. Fixed an off-by-one in an HP-DIO card where it was treating the Topcat cursor right edge as exclusive. Updated everything to work with the API changes, reduced the scope of many variables, added more const, and replaced a few fill/copy loops with stuff from .
. Consider that screens can be hidden when choosing a default view (emu\render.cpp)
. OpenGL: Fixed stray space char in osd_opengl.h
. Pre-load image components when changing video options (emu\render.cpp and rendlay.cpp)
. Allow item animation to emu\rendlay.cpp
. Various improvements to image file handling: Moved MS DIB parser out of ICO file reader and made it available for artwork and layout images. Added more efficient I/O and better error checking for JPEG file loading (MAME will no longer exit immediately on a bad JPEG file). Made caller responsible for opening files for loading images, to avoid decompressing images used in ZIP/7z artwork multiple times. Added support for JPEG and Windows DIB to picture_image_device. Added support for SVG image files in external artwork. Added support for using I/O port value for animation state and masking animation state values. Made bounds elements more flexible in layouts. Reworked headers to reduce dependencies. Updated layout file format documentation.
. Allow layout files to embed image data. Also improved symmetry of disk components, fixed positioning of components when fitting to the pixel grid, and fixed inherited color when item has no color specified. Removed the dotmatrix components from complay.py - there are more flexible ways to achieve the same thing.
. C99 doesn't need float-to-double-float for floor (emu\rendutil.h)
. Use steady clock for timing double-clicks (osd\windows\window.cpp)
. Load from all external artwork paths (emu\render.cpp). Made real component drawing code a bit less gross (emu\rendlay.cpp). Less screaming now that things aren't macros (debug\debugcon.cpp).
. Draw disk components with area-based anti-aliasing. Also fixed alpha blending within an element for rect and disk components. Fixed accumulation error causing black pixels on certain transparent colours (emu\rendlay.cpp).
. Got rid of an unused capture that upsets Clang (emu\rendlay.cpp). Fixed an issue reporting the full path of files found in archives that was breaking artwork (emu\fileio.cpp).
. Fixed issue causing elements to be clipped on bottom/right (emu\render.cpp). Tidied up and optimised ellipse drawing code a little (emu\rendlay.cpp). Reduced space between LEDs on several systems with matrix displays. Work around error accumulation issue that could cause hang with x87 floating-point (emu\rendlay.cpp).
. Avoid another issue with floating point error accumulation when drawing disk components. Fixed one more place where disk drawing had error accumulation issues (emu\rendlay.cpp)
. DEVICE
. Don't clear memory before constructing devices, with the exception of drivers for now. This substantially reduces the overhead of running -validate, -romident, etc. and brings us a little closer to not needing to disable lifetime dead store elimination optimisations. There are likely to be some issues that weren't fixed while this was still on a branch, so everyone be alert (emu\device.h).
. UI
. Show software selection menu before doing system audit, for casual browsing.
. Made the event type a scoped enum (emu\uiinput.cpp). Show device descriptions as well as tag paths (ui\inputmap.cpp).
. Only populate BIOS Selection menu with system and slot cards that actually have BIOS options (ui\miscmenu.cpp and ui\info.cpp) (ID 06675)
. Apply shift to analog fields in preview (ui\analogipt.cpp)
. INPUT
. Allow keyboard devices to be enabled/disabled. This fixes the "typing on all keyboards at once" issue. You can now enable and disable keyboard/keypad inputs per device in the Keyboard Mode menu. Default is to enable the first device with keyboard inputs and all device with keypad inputs but no keyboard inputs. The settings are saved in the CFG file for the machine. Typing in natural keyboard mode only ever types on one keyboard at a time, but now you can control which keyboard it types on, as it will be the first enabled keyboard. You can easily try this out with something like: mame64d zorba -rs232 terminal cpm.
. Improved initial keyboard enable settings when changing slot options (emu\ioport.cpp)
. 3rdparty
. Updated to SQLite 3.33.0 and 3rdparty/expat to 2.2.10
. Sync Nano SVG with upstream (3rdparty\nanosvg). This version is supposed to be less sensitive to the global locale.
. MULTI-LANGUAGE: Updated Turkish translation
. Got rid of most of the remaining problematic uses of make_unique_clear and on 'manager' objects (emu\machine.cpp)
. Got rid of global_alloc/global_free. The global_alloc/global_free functions have outlived their usefulness. They don't allow consistently overriding the default memory allocation behaviour because they aren't used consistently, and we don't have standard library allocator wrappers for them that we'd need to use them consistently with all the standard library containers we're using. If you need to change the default allocator behaviour, you can override the new/delete operators, and there are ways to get more fine-grained control that way. We're already doing that to pre-fill memory in debug builds. Code was already starting to depend on global_alloc/global_free wrapping new/delete. For example some parts of the code (including the UI and Windows debugger) was putting the result of global_alloc in a std::unique_ptr wrappers without custom deleters, and the SPU sound device was assuming it could use global_free to release memory allocated with operator new. There was also code misunderstanding the behaviour of global_alloc, for example the GROM port cartridge code was checking for nullptr when a failure will actually throw std::bad_alloc. As well as substituting new/delete, I've made several things use smart pointers to reduce the chance of leaks, and fixed a couple of leaks, too.
. Fixed failure to recognise device ROMs that use continue/ignore load commands (mame\audit.cpp). Better heuristics for matching shared ROMs (ID 07410). This should address at least some of the remaining issues from MT07410 and GitHub #7314. If this causes issues like MT07756 to reappear, it will need to be fixed/reverted before release.
. Optimised some SVG images (images\MAMElogo.svg and images\mahjongpanel.svg). Cleaned up some geometry on MAME logo.
- VGM player: Added 43 new entries and updated 24 entries based on recent releases. Adjusted a few short names to correct some badly applied machine tags (hash\vgmplay.xml).
- Compiling
. FreeBSD fixes. Use gl includes from pkg-config. GenieOS is named simple BSD.
. Fixed link errors with new versions of Emscripten (scripts\genie.lua)
. Created GitHub Actions for CI. This is intended as a replacement for AppVeyor and parts of TravisCI. It will create full builds of MAME (including tools) for the following platforms: Linux (GCC and Clang), macOS (Clang) and Windows (GCC and MSVC 2019). It will also upload the resulting executable as artifact so that it can be used for regression testing. This commit also removes the unused TeaCI drone files.
. Allow memory size to grow at runtime for Emscripten when targeting WebAssembly as there is no longer a performance hit (scripts\src\main.lua)
. Added build fix for older OS X versions (scripts\src\3rdparty.lua)
- Debugger: Removed more macros, added more const and make a couple more things use smart pointers (emu\debug\*).



"Theory is when you know everthing but nothing works. Practice is when everything works but no one knows why.
In our lab, theory and practice are combined: nothing works and no one knows why."



[Posted by: MASH]

NegaMAME 0.226-1

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Along with MAME and all its fork, NegaMAME 0.226-1 is also ready for download. Go grab it at http://babelsoft.net/products/negamame.htm

This MAME derivative has been designed to be used with the front-end Negatron in order to have complete access to all the machine configuration options within Negatron, especially useful for emulated computers and consoles.

This is quite irrelevant for emulated arcade games though. If you only play arcade games, you can simply use Negatron with regular MAME.

Note: 0.226-1 must be understood as the 1st version of NegaMAME synchronised with MAME v0.226. If other issues arise with this version, I would release a v0.226-2

[Posted by: xinyingho]

History.dat 2.16


renameSET.dat 0.226

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New updated progetto-SNAPS renameSET.dat 0.226.

http://www.progettosnaps.net/renameset/

Changelog:
* 4.57 2020/10/30: Added 0.226 infos, also update all the other files of the pack.

 
 
$0.226 [#665]
2020/10/28
42.878 items, 37.718 machines (-2/+46), 12.706 parents (+33), 25.012 clones (+11), 73 BIOS, 5.087 device (-3/+21), 986 use CHDs (+4), 1.216 use Samples (-4), Working 13.565 (+32), NotWorking 24.153 (+12), Mechanical 15.355 (+6), NotMechanical 22.436 (+38), SaveState Supported 10.670 (+20), SaveState Not Supported 32.208 (+42)
316.902 roms (+341), 315.237 program roms (+334), 576 BIOS roms (+3), 1.089 CHD roms (+4), 293 sample roms (-17)
600 active SL (+2), 125.894 active software (+313)
15 ren:
bagmans2 > bagmans4
dibifuca > dibif727
nes_vt_soc > nes_vt02_vt03_soc
nes_vt_soc_4k > nes_vt369_soc
nes_vt_soc_4k_bt > nes_vtunknown_soc_bt
nes_vt_soc_4k_cy > nes_vtunknown_soc_cy
nes_vt_soc_4k_fp > nes_vt32_soc
nes_vt_soc_4k_fp_pal > nes_vt32_soc_pal
nes_vt_soc_8k_dg > nes_vtunknown_soc_dg
nes_vt_soc_pal > nes_vt02_vt03_soc_pal
nes_vt_soc_scram > nes_vt02_vt03_soc_scram
pyson > kpython
raycris > raycrisj
thrilldae > thrilldbe
unkunsp > mapacman
5 del:
clubpacmb
nes_vt_soc_4k_hh
nes_vt_soc_8k_fa
suprmriobl3
volt_reg

5 softwares renamed:
gbcolor | mrdrillrj > mrdrillrja
gbcolor | pokecarda > pokecardaa
vgmplay | konagcbh_msx2 > konagcbhab_msx2
vgmplay | konagcbh_scc > konagcbhab_scc
vgmplay | konagc1_scc > konagcbhtm_scc

2 softwares removed:
fmtowns_cd | tqodgal
gameboy | xu

2 lists merged:
kaypro484 | kaypro
kayproii | kaypro

1 lists splitted:
aquarius | aquarius_cart, aquarius_cass


NB: If some fucking user (with the super-heroine nickname) doesn't consider these counts correct, let them do it on their own and stop busting my balls!

[Posted by: AntoPISA]

NPlayers 0.226

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NPlayers 0.226 is out!

Interesting working games in this release of MAME are the 4-player Club Lambada Pac-Man clone (with 2-player simultaneous gameplay on Lambada music) and the Must Shoot TV 2-player shooting game prototype.

Get it at the usual place: http://nplayers.arcadebelgium.be

Enjoy! ;-)

[Posted by: Nomax]

CAPS0ff - Extracting the elusive TMS32010 mask ROM

pfeMAME version 2.14.1 has been released today

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As lockdown V2.0 restrictions ease in Melbourne I’ve found the renewed energy to release the latest version of pfeMAME. Nothing too visually new this time, but a number of under-the-hood changes and some code improvements. Notable changes;

• Moved the main window Refresh to the end of the setup process. Found on a new install when the initial pop ups are complete, the game categories view is not displayed correctly. Must have forgotten to move it after adding extra code to the end of the process some time ago.
• Fixed a longstanding but that would look for systems programs even if systems support was not selected. This lead to duplicates being shown in the roms list.
• Fixed a bug that would stop the pfeMAME source code from being run under Linux using ‘python3 pfemame.py’. The code that determines the directory holding the pfeMAME.py file wasn’t working right when run from the command line.
• Added CTRL-P keyboard shortcut to open default preferences
• Added CTRL-SHIFT-P to open rom specific preferences

Check out the changelog for a full list of changes.

You can download this release from HERE.

Please read the manual as it has everything you need. Please report bugs. You can email pfemame@gmail.com or use the features on the sourceforge site to create a ticket, leave a review, or chat.

pfeMAME is a front end for the Multiple Arcade Game Emulator (MAME) written in Python. It is cross platform (tested on Linux - Ubuntu and Windows). It also includes a graphical Tile View designed for MAME cabinets which allows control using joystick / gamepad. It supports favourite game flagging, MESS systems, and a Tiled view for arcade cabinets. It was written with a minimalist view in mind but also because there were some features that I wanted that other front ends just didn't provide.

[Posted by: Gfinch]

New Hiscore.dat

Flyer Fever Update

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This set of flyers promotes video games to the players instead of the arcade operators. Some are one or two page flyers while others are small booklets and comics. Some are postcards. I love the hand drawn artwork in the booklets for Ikari Warriors and Dogo Soken (Victory Road).

Arugosu no Senshi (1986) - Tecmo [AKA Rygar; Player's Booklet; Japanese text]
Blazer (1987) - Namco [Player's Flyer; Japanese text]
Dogo Soken (1986) - SNK Corporation [AKA Victory Road; Player's Booklet Part 1; Japanese text]
Dogo Soken (1986) - SNK Corporation [AKA Victory Road; Player's Booklet Part 2; Japanese text]
Dragon Buster (1984) - Namco [Player's Flyer; Japanese text]
Grobda (1985) - Namco [Player's Flyer; Japanese text]
Ikari Warriors (1986) - SNK Corporation [Player's Booklet; Japanese text]
Pac & Pal (1983) Namco [Player's Flyer; Japanese text]
Quartet (1986) - Sega Enterprises [Player's Booklet; Japanese text]
Rabio Lepus (1987) - Video System Co. Ltd. [Player's Booklet; Japanese text]
Xevious (1983) Namco [Postcards; Japanese text]

View them all

.

[Posted by: Dan@Flyer Fever]

MAME 0.227 Release Delayed to December 2020

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In case you may have missed it, the release of MAME 0.227 has been delayed and will not happen at its normally targeted interval (last Wednesday of each month).
Read more about the reasoning and explanations HERE

[Posted by: Tafoid]

MAME Artwork Update - ReBoot

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Mr. Do's Arcade

2020's almost done, so I guess it's time for a new MAME Artwork update. 173 new or updated games in this release.

We've got fresh new faces helping with the cleanup of artwork, and a newly overhauled artwork system in MAME, thanks to Vas Crabb and the rest of MAMEDev.

I made sure to include lots of different examples of how the new artwork system works in this update; there is an extensive writeup over on the MAMEDev website today. I'll be updating related pages on my site hopefully before the year is over.

Pretty sure this is the largest update on the site in years, if ever, so head on over to the main page and check out all the new artwork.

[Posted by: Mr. Do]

HBMAME 0.226.A

Zero Team released on PS4 and Switch.

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First time this game actually get a release since the arcade days.

I remember it took forever for this game to be emulated in mame.

You can choose between the original version or the easier usa version.

I'm just really surprised this obscure game came out recently.

https://www.youtube.com/watch?v=_8gpu3UPo34

[Posted by: kevenz]

CAPS0ff - TMS320BC53 Readout: HW+SW vs Decapping+SW

Team Europe - Dumper for Vtech and Leapfrog

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How to build a custom Dumper for
Vtech V.Smile
Vtech V.Smile Motion
Vtech V.Smile Smartbook
Vtech V.Smile Baby
Vtech MobiGo
Leapfrog Leapster
Leapfrog Leapster L-MAX
Leapfrog LeapPad
Leapfrog LeapPad (My first LeapPad)
Leapfrog LeapPad (Little Touch)

Preserving games - Anybody can now do it!

Arduino-dumper and/or TL866IIPlus-Adapterboard

[Posted by: RdW]
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