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Mame 0,119u3 released!

spotanjo3

Active member
0.119u3
-------

IMPORTANT NOTE FOR OSD PORTERS: This build requires a pair of new primitives in the OSD synchronization module, as well as some extended functionality in the work item management. See below for details.


MAMETesters Bugs Fixed
-----------------------------------
cabal0119u2ora [David Haywood]


Source Changes
------------------------
Fixed Cabal (joystick) submission from previous release. [David Haywood]

Made a few improvements to dealem (well you can see the game now..) [David Haywood]

Fixed broken SCSP from last update. [R. Belmont]

Changed parameters to read/write handlers from "address" to an unmodified "original_address" parameter (having the passed parameter being unmodified makes it easier to determine the original value while debugging). [Nathan Woods]

Fixed colors in dynduke. [David Haywood]

Changed the following x86 instructions to read/write an entire word rather than two separate bytes: [Philip Bennett]
- mov_axdisp
- mov_dispax
- stosw (8086 only)
- rep stosw (8086 only)
Also tweaked handling of x86 WAIT instruction.

Several more opcode fixes for Risky Challenge. [robiza]

Cleaned up the include file usage in the code: [Atari Ace]
- Removed dead prototypes
- Added missing self-#includes
- Added missing source comments in mame/includes
- Migrated the few #include "driver.h" lines from driver header files to source files (which is the common idiom).
- Eliminated #include "mame.h", "osdcore.h" et cetera from driver files where #include "driver.h" would suffice.
- Removed unused srmp6.h and 9900stat.h

Added the rom loading for the various 5*XX roms, which are dumped but not yet hooked up. [David Haywood]

Fixed error messages output from option.c. [Christophe Jaillet]

gstream driver update: [Pierpaolo Prazzoli]
- Changed to use a default nvram handler
- Checked the inputs
- Aligned the sprites
- Added some comments about oki banking

Major Sega Model 2 rewrite: [Ernesto Corvi]
- Decoupled the geometry engine code from the hardware rasterizer. At this point, we could add emulation of the geometry DSPs for the 2B and 2C models, and hook them directly to the rasterizer. For the original and 2A models, an HLE geometry engine is provided (currently in use for all models).
- Full Geometry Engine simulation, including support for specular, multiple centers and dual polygon RAM.
- Support for all textured/transparent/checkered rendering modes.
- Improved texel/luma modulation
- Improved viewport clipping
- Improved z clipping
- Extensive notes and documentation.
- Greatly improved near Z-Clipping, still not perfect though.
- Improved perspective-correct texturing for large textures.
- Improved Z-Sorting

Changed Machine to machine in several places where feasible. [Atari Ace]

Added decryption of Jongkyo. [Nicola Salmoria]

The OSD layer is now required to supply to additional synchronization primitives: osd_compare_exchange32() and osd_compare_exchange64(). These primitives should implement an atomic compare and exchange of 32-bit and 64-bit values, respectively. Added implementations of these functions to the Windows OSD layer. [Aaron Giles]

Defined two new inline functions that are built on the new OSD primitives: osd_compare_exchange_ptr(), which performs an atomic compare/exchange on a pointer of the appropriate size, and osd_sync_add() which atomically adds a value to a location in memory. [Aaron Giles]

Changed implementation of OSD work queues that are created with the WORK_QUEUE_FLAG_MULTI hint. Such queues now create n-1 threads, where n in the number of logical processors in the system. This allows the main thread to continue accomplishing things while other threads process the work. If the main thread subsequently calls osd_work_queue_wait(), it will then dynamically "jump in" and help the other threads complete all the work items. [Aaron Giles]

Added new work item flag WORK_ITEM_FLAG_SHARED. When specified on a work item that is queued to a work queue created with the WORK_QUEUE_FLAG_MULTI hint, it means that all threads will be dispatched to process the one work item, instead of the first thread removing it. These "shared" work items are only considered complete when all processing threads have returned. [Aaron Giles]

Added support for controlling multithreading behavior through an environment variable OSDPROCESSORS. To override the default behavior, set OSDPROCESSORS equal to the number of logical processors you wish the OSD layer to pretend you have. [Aaron Giles]

Changed the 3dfx Voodoo emulation code to take advantage of the new threading mechanisms above. It now creates a work queue with the WORK_QUEUE_FLAG_MULTI flag set, and uses shared work items to spread rasterization work across multiple processors. Note that this support should be considered experimental; under some circumstances it is known to deadlock. If you encounter problems, set OSDPROCESSORS to 1 to effectively produce the previous behavior. [Aaron Giles]

Added "top 20" dedicated rasterizers for all the Seattle games and Gauntlet Legends/Dark Legacy. These improve rasterization performance by another 10-20%. [Aaron Giles]

Fixed several more bugs in the 64-bit MIPS recompiler. It is now capable of running the Seattle games and the 3D Gauntlets. [Aaron Giles]


New games added or promoted from NOT_WORKING status
--------------------------------------------------------------------------
Super Hana Paradise [Luca Elia]
Hanafuda Hana Gokou [Luca Elia]
Mahjong Tian Jiang Shen Bing [Pierpaolo Prazzoli]


New clones added
----------------------------
Nekketsu Koukou Dodgeball Bu (Japan) [David Haywood, Team Japump!]
Puzzle Game Rong Rong (Japan) [Luca Elia]
Legend of Hero Tonma (Japan) [David Haywood]
Legend of Hero Tonma (bootleg, set 2) [David Haywood]
IQ-Block (V127M, V113FR) [Pierpaolo Prazzoli]
Cabal (Alpha Trading) [David Haywood]
Puzzle & Action: Tant-R (Japan) (bootleg set 3) [David Haywood]
Shinobi (Datsu bootleg) [David Haywood]
Shinobi (Star bootleg, System 16A) [David Haywood]
Crack Down (World, FD1094 317-0058-04c) [Arzeno Fabrice, Chris Hardy]
Super Pang (World 900914, bootleg) [David Haywood]
Pang (bootleg, set 2) [David Haywood]
Tehkan World Cup (set 2, bootleg?) [David Haywood]
DJ Boy (set 2) [David Haywood]
Hunchback (set 2) [David Haywood]
Double Dragon (bootleg with M6803) [David Haywood]
Cannon Ball (Pacman Hardware) [David Haywood]


New games marked as GAME_NOT_WORKING
--------------------------------------------------------------
Jongkyo [David Haywood, Nicola Salmoria]
Vs. Janshi Brandnew Stars [David Haywood]
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Site @ http://mamedev.org/
 

cibomatto2002

Windows 10
That one is old now MAME 0.119u4 is out may next week 0.120 :)

Why waste time telling us about the u updates I know I put up alot of news like almost everyday but not u updates there way to often :)

0.119u4
-------

NOTE TO OSD PORTERS: The work interfaces have changed again. Please
read details below. The updated interfaces remove functionality, so
in the end it should be simpler(!) to port.



MAMETesters Bugs Fixed
----------------------
parodius0111u3gra [Mike Green]
ghostb0105u4gra [Mike Green]
seibuspisingle099u9yel [couriersud]
futspy0114gra [Mike Green]
finalizr0102u5gra [Mike Green]
gijoe0114gra [Mike Green]
playch10_0109gre [Mike Green]



Source Changes
--------------
Moved Hayaoshi Quiz Ouza Ketteisen to its own driver. [David Haywood]

Added coin counters to cabal bootleg and hooked up the 2 sample player
CPUs in cabal bootleg. It seems there still are some problems, because
the coin up music is played during the game. [Pierpaolo Prazzoli]

More improvements to the Vs. Janshi Brandnew Stars driver.
[David Haywood]

More SCSP improvements: [El Semi]
- Fixed endianness issue on 8-bit samples and added interpolation
- Disabled modulation attempt (should fix the crash problems)
- Tweeked pitch calculation

Added the repeat count register (reg 0x34) access and immediate value
load to the MB86233 core (needed by Pilot kids). [El Semi]

Cleaned up the inputs, and fixed flipscreen in dynax.c. [Luca Elia]

Fixed several issues in seibuspi.c: [couriersud]
- added sound to rdft2us
- added coin-handling to single board games
- fix interrupt handling
- for rfjetus, adds a hack to enable Test-Switch to enter testmode
if no nvram exists

Fixed several issues in the i386 core: [couriersud]
- the INTR-line for i386 is a "level" line; changed interrupt
handling to trigger on asserted line
- in 32bit mode, determine trap/interrupt from gate-header
- interrupt line is read during two bus cycles. Adjust CYCLES
accordingly.

Added coin DIP switches and "teleport hole" DIP switch to crushs.
[sonikos]

Bug fixes for the z80gb cpu core: [Wilbert Pol]
- Fixed cycle count for taking an interrupt
- Fixed cycle count for BIT X,(HL) instructions
- Fixed flags in RRCA instruction
- Fixed DAA instruction
- Fixed flags in ADD SP,n8 instruction
- Fixed flags in LD HL,SP+n8 instruction

Fixed the linking issues when specifying MSVC_BUILD=1 and DEBUG=1.
[Oliver Stoneberg]

Fixed a compile error on architectures where "char" is unsigned
(notably some PowerPC configurations). [Bill Blake]

Added two more filters to the headon crash sound. Now, only the
envelopes for the crash sound filters are missing. [couriersud]

Loverboy input fixes: [wolf676]
- added and verified all DSW
- added and verified Button1 for both players

Added color PROMs for Cannon Ball. [Rob Walmsley]

Fixed several out-of-bounds array accesses in the code. [Andi]

Fixed mask rom test in prmrsocr. [Pierpaolo Prazzoli]

Fixed 64-bit DRC bug that broke kinst in the previous release.
[Aaron Giles]

Added code to detect potential hotspots in the 64-bit DRC. Added
hotspots to all the seattle.c games and several of the vegas.c games.
[Aaron Giles]

Simplified the osd_work implementation. Removed the concept of shared
work items. Added new function osd_work_item_queue_multiple() which
allows efficient queueing of large numbers of work items. Changed
previous osd_work_item_queue() function into an inline that calls the
new function. [Aaron Giles]

Updated Voodoo code to use the new work functions. It now queues
small scanline chunks as independent items rather than using shared
items. Updated code to also copy some parameters to allow for greater
overlapping of emulation and rendering. [Aaron Giles]

For Windows work functions, added new scalable lock implementation
that hopefully has better performance characteristics when scaling
above 2 CPUs. [Aaron Giles]

For Windows work functions, added statistics gathering code. This is
on by default for the moment to help point to problems that might be
encountered with this version. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Jongkyo [David Haywood, Nicola Salmoria]
Hayaoshi Quiz Grand Champion Taikai [David Haywood]
Hayaoshi Quiz Nettou Namahousou [David Haywood]
Super Real Mahjong Part 1 (Japan) [David Haywood]
Hana wo Yaraneba! (Japan) [Luca Elia]
Hanafuda Hana Tengoku (Japan) [Luca Elia]
Player's Edge Plus (PP0516) Double Bonus Poker [Jim Stolis]



New clones added
----------------
Toride II Adauchi Gaiden (Japan) [David Haywood]
Pang (bootleg, set 3) [David Haywood]
Super Bobble Bobble (set 1) [David Haywood]
Airwolf (US) [David Haywood]
Golden Tee '97 Tournament (v2.43) [Brian Troha]



New games marked as GAME_NOT_WORKING
------------------------------------
GTI Poker [David Haywood]
Poker? (IGS) [David Haywood]
Hanajingi [Luca Elia]
GP World [Andrew Gardner]
 

spotanjo3

Active member
You are waste your time. Please read the thread more carefully before you post it. I already posted it before you. :)
 
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