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DU: Wai oh wai

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Fabrice Arzeno got Wai Wai Drive



[Posted by: Smitdogg]

Wayder XML Cheat Collection for MAME 0.187

DU: Wake a cowboy up, before you go go

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Ryan Holtz and Brian Troha got Cowboy Go Go



[Posted by: Smitdogg]

DU: Unbelievable news

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In un fucking believable news, Haze just discovered that what we thought was a boring rom chip version of Lucky Poker (Deco Cassette) that Brian Troha picked up the other day is actually Explorer and he has it working.













[Posted by: Smitdogg]

DU: Icing on the cake for a historically badass dump/acquisition day

QMC2 0.187 released

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http://qmc2.batcom-it.net/index.php/2017/07/02/qmc2-0-187-released/

QMC2 0.187 has been released!

This version comes with a number of more or less important bug-fixes and improvements for system- and software-notes, software-lists and QMC2 Arcade (which also supports the icon cache database now). For more details see the change-log below!

The source code is now available in the download section. As always, expect updated binary packages within the next few hours and days.

Have fun,

The QMC2 dev-team

Full change-log for 0.187:

fix: software-lists: reverted a change from v0.183 which prevented multi-part software from being mounted correctly (BT #145)
fix: fixed that the system-notes widget gets hidden when a machine is launched while the “notes” tab is the current one (BT #147)
fix: corrected loading zipped custom artwork data for notes templates (BT #149)
fix: notes-editor: avoid a potential (temporary) hang caused by text-wrapping the generated JS/HTML code when switching to the HTML tab (BT #150)
fix: QMC2 Arcade / ToxicWaste theme: some theme-specific settings were not correctly restored
fix: software-lists: software images weren’t correctly updated on the search results page
imp: updated the alternative system- and software-notes templates contributed by José Marcio Rezende Franco
imp: notes-editor: the notes-editor’s tab-bar uses a smaller font size now (2/3 of the general application font’s size)
imp: updated category.ini to MAME 0.187
imp: QMC2 Arcade / ToxicWaste theme: delay image, video and info updates when the user flicks the machine list quickly
imp: QMC2 Arcade / ToxicWaste theme: the cabinet can now be scaled independently from its automatic positioning (mouse wheel) and the menu bar’s fade-in/out is animated
new: added optional support for dynamically filtering machines according to their potentially changing ROM states during full audits (BT #144)
new: QMC2 Arcade: added support for the icon cache database (used if enabled in the main GUI)
new: QMC2 Arcade: added the new CLI option -debugqt which will enable logging of Qt debug messages (which are now suppressed by default)

[Posted by: abelenki]

DU: Weekend warriors

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The weekend dump fest continues, this time rtw dumped VIRTUA STRIKER 4 VER.2006 (GDT-0020B)

[Posted by: Smitdogg]

New MAME 0.187 working games video


MAME Artwork Update?? ... MAME Artwork Update

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SITE UPDATE - July 2, 2017


In-Game Artwork: 8 new games; 6 games updated artwork; much other stuff fixed


It has been three and a half years since artwork on this site had any type of update; almost five years since we had regular updates. That stops today. We will save the "where have I been" news for another day, and get straight to the artwork.


NOTE: this is NOT all the artwork that has been released on the forum in the past three years... there is way, way more that I still have to sort through. I figured it would be best to update what I have looked at now, and continue to go through the rest as quick as I can.


  • Starship 1 has full artwork. Thanks to pics and scans from TrevEB, it is like playing on the full cabinet. Update includes marquee, all inner artwork, control panel with flashing start button and working speed shifter, and outer bezel. comboman did the bulk of the cleanup here, including the LAY file, and I touched up a few things at the end.

  • Antny did an outstanding job with the bezel for Clowns. And gregf was kind enough to supply scans of the various instruction cards that are taped to the inside of the bezel. All of the different variations are in the artwork file, but I have not added all the different views yet (which simply changes the card). That will come next update.

  • comboman was able to completely revamp the artwork for Drag Race. TrevEB supplied a scan of the outer bezel, which comboman cleaned up nicely, and I touched up a bit more. comboman added the text to the inner bezel. The game has a whole control panel now, including blinking start button, working gear shift (which he also submitted a code change for) thanks to pics by blinddog, and working tachometer (which works thanks to a code update from hap... in 2014).

  • With Drag Race done, comboman was able to apply the gearshift artwork to Sprint 1, and gave it a whole control panel. This also adds gear shifters to the view for Sprint 2.

  • comboman recreated the bezel for Aztarac, as best as it can be done for now, based on some pics we had lying around.
  • I plan to overhaul all of the Neo Geo games at some point... for now, Metal Slug 2 and the generic MVS file are done. The mini marquee is a better scan, cleaned up; it includes a new generic bezel provided by N.I.B., and the buttons have been updated, thanks to a posting at Deviant Art by atebitninja. The quality on the buttons is almost perfect, but they are currently raster copies of the pic posted there; if he ever gets back to me, that will change. We will also be able to use these buttons in all forthcoming control panels in MAME Artwork.

  • As it is now in base MAME, the artwork for Donkey Kong: Pauline Edition has been added to In-Game Artwork. (I have not updated the Other Artwork page yet.)

  • Added the Taito F3 bezel to spacedx; added files for dankuga and dariusgx, as they were made to parent games in 0.182.

  • Added files for cocean1a and cfboy0a1, which are new DECO Cassette games added since the last artwork update.

  • Updated the overlay for Solar Quest, to include a scan of the actual sunburst in the middle, thanks to, um... I am not sure. I know where I got the scan from, but do not remember who originally supplied the scan. I will try to find out and update.

  • Updated the LAY file on the following games, as overlay settings in these were incorrect, and I finally noticed last year: armora, astdelux, invaddlx, invaders, omegrace, seawolf, seawolf2, solarq.

  • Many games where the filename was a clone, these have been renamed to the current parent, with slight LAY file changes. The current names for these games are: cobra, decocass, fantjour, feversos, grindstm, kingdmgp, nvs_machrider, redearth, secretag, sstriker, travrusa. This also resulted in deleting two files where the game is now the clone of something else, and the artwork in the file was already duplicated: cobraseg and trivia12. I am not sure if I had them "wrong" this whole time, or if parents for these games changed in the last couple years. The rule I try to use is: all clone artwork goes in one file, named after the parent game. The exception is if the artwork for the clone is made specifically for EXACTLY one clone only, and keeping that artwork in a separate file makes sense. (Subject to change without notice).

  • I was missing a bunch of screenshots here and there; this should all be fixed now.


That will be all for tonight. Happy downloading!!! I will post in a week or two, just to update what I have been up to, then the artwork updates will continue for a good long time.


NOTE: mirror2 link for new files is not working at the moment... looks like I need to get a new password.



[Posted by: Mr. Do]

Rod-Land disassembled, reassembled, flipped on its head, slapped, spanked and lept into

MESSinfo 0.187

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Update for 0.187 version, this is the web page for download: progetto-SNAPS MESSINFO.DAT.

Clean version with no additional files, can be found here: progetto-SNAPS Naked MESSINFO.DAT.

For MAME users: put the file "messinfo.dat" in a folder called "\history".
This is in how information is displayed with MAME:


For MAMEUI/MESSUI users: put the file "messinfo.dat" in a folder called "\dats".
This is how information is displayed with MESSUI:


Whatsnew:
* 10.31 04/07/2017: Aligned files to 0.187 version.
* 10.30 30/06/2017: Finished the inversion of "whatsnew.txt" comments. Deleted from the package the "changelog.txt" file (which is now only available on the web page).

[Posted by: AntoPISA]

new hiscore.dat for mame 0.187

NPlayers 0.187

Flyer Fever Update - July

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Chanbara - Data East DECO (1985) [Japanese]
Dodge Man - Omori Electric Co., Ltd. (1984) [Japanese]
Esh's Aurunmilla - Funai ESP, Inc. (1985) [Japanese, Laserdisc]
Finalizer - Super Transformation - Konami (1985) [Japanese]
Intersellar Zangus - Funai ESP, Inc. (1985) [Japanese, Laserdisc]
Jack Rabbit - Zaccaria (1984) [German]
Mr. Do! - Electrocoin (1982) [Licensed by Universal]
Riviera - Merit Industries (1984)
Tank Busters - Tehkan (1985) [Developed by Valadon Automation]
Waiwai Jockey Gate In - Jaleco (1984) [Japanese]

Comments:
Esh's Aurunmilla and Interstellar Zangus Japanese flyers are two-sided unlike the US flyers; The Zangus flyer shows screen shots. The Mr. Do! Electrocoin flyer shows unique cab designs.

[Posted by: Flyer Fever]

DU: Xevious in 3D omg

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Rtw and invzim dumped Xevious 3D/G XV32/VER.A

I'll add a pic l8r sk8r

[Posted by: Smitdogg]

DU: Moto a gogo

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Shoutime and Bill D dumped Motocross Go! MG2 Ver. A board set.

I'll see if I can add a pic later

[Posted by: Smitdogg]

Bryan McPhail: Data East palettes

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Just short of MAME 0.187, on June 27, Bryan "Mish" McPhail wrote up his new addition to MAME: Data East paletttes:
http://www.bryanmcphail.com/wp/?p=1008

This covers what he committed in the following commits:
https://github.com/mamedev/mame/commit/dad7fca1f75e1d1e6ba766ab15bbe0e4e905a24e
https://github.com/mamedev/mame/commit/455fc201af1d74deda8b3defa08cf551d6be2ad3
https://github.com/mamedev/mame/commit/e92e9af132b2478d01544e7ca7970531ef8acf08

You can try it now by compiling MAME from git, or you can wait until MAME 0.188.

[Posted by: Stiletto]

DU: IGS Tetris

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Fabrice Arzeno dumped an IGS board labeled Tetris. He also dumped an unknown French pcb.

[Posted by: Smitdogg]

Going old-school

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For lulz, I decided to rewrite MAME’s Intel 4004 CPU core and add support for most 4040 features. The new CPU core operates at the bus cycle level, and exposes most useful signals. It also uses lots of address spaces for all the different kinds of memory and I/O it supports (thanks OG). Some CPU core bugs were fixed along the way - notably intra-page jumps on page boundaries were broken.

One nice benefit we get from this is being able to hook up the I/O for the Bally/Nutting solid-state Flicker pinball prototype (supposedly the first microprocessor-controled pinball machine) how the hardware actually worked. I also hooked up the playfield lamp matrix as outputs and the operator adjustments as machine configuration while I was at it. We need a proper thermal model of a lamp with PWM dimming support before that part can be declared perfect. (It previously used a hack, pulling the low bits of RC out of the CPU using the state interface. This worked due to a quirk of the game program, and there was no way to implement it properly without the 4004 CM-RAM signals being exposed.)

Possibly more interestingly, we can now emulate the Intel INTELLEC® 4/MOD 40 development system. There seem to be very few surviving examples of this system, but fortunately we've got monitor PROM dumps, and there's some information floating around the web. It has interesting debugging features on the front panel. There’s a scanned manual, but the schematics are very poor quality. However, with some idea of how it works, it’s possible to work out what all the chips are supposed to be. That’s the fun part. Turning it into MAME code isn’t as much fun, but it’s doable.

The front panel looks like this:


That requires clickable artwork for the switches and outputs for the LEDs to get a usable experience (writing the MAME XML layout really isn’t fun). There’s a simple monitor in PROM, designed to be used with an ASCII teleprinter with paper tape reader and punch (e.g. a Teletype Model 33 ASR). MAME’s RS-232 video terminal will have to do as a substitute for that.

If you get bleeding edge MAME (i.e. built from source no more than a day or so old), you can try it out in emulation. Did you ever wonder how developers may have debugged 4004 code in the mid to late ’70s? Well even if you didn’t, now you can find out.

The front panel looks like this in emulation (without the explanatory labels), and by default MAME shows the video terminal below this:


All those LEDs are functional, and all those switches are clickable and visually reflect their current state.

So how would you actually use it in practice? That’s where this brief instruction manual on the MAMEdev wiki comes in. It’s complete with examples of how some of the monitor commands and front panel debugging features can be used. It’s marked NOT_WORKING in MAME for now because you need to manually set up the terminal the first time you use it, and I haven’t finished implementing the universal slots and storage cards. But you can do all the things described on that page.

Does anyone care? Probably not. Will anyone actually even try this system out in MAME? Probably not (apart from Robbbbbbbert). But this is another example of something that you can only do in MAME, and how completely unrelated systems can both benefit from emulating the same chip properly. It also gets rid of one previously unavoidable hack, and gets us one step closer to feature parity with EmuAllSystems.

[Posted by: Vas Crabb]

DU: Weekend warriors meet the ninja warriors

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Shoutime dumped Chihiro SEGA QUEST OF D DVD QOD FIRMWARE UPDATE CDV-10018 disc



Irongiant sent us a dump of Ninja Warriors (World) that is older than the one in mame



[Posted by: Smitdogg]
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