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Thread: Mame 0.119u3 released!

  1. #1
    Off The Scale azoreseuropa's Avatar
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    Default Mame 0.119u3 released!

    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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  2. #2
    Zoo Keeper Epsi's Avatar
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    Default Re: Mame 0.119u3 released!

    0.119u2
    -------


    MAMETesters Bugs Fixed
    ----------------------
    model2c_crx0119u1red [R. Belmont]



    Source Changes
    --------------
    Changed gfx_decode structures so that they are defined abstractly
    by macros rather than directly specifying the structures. Added
    new macros GFXDECODE_START/GFXDECODE_ENTRY/GFXDECODE_END to
    describe the gfx_decode information. Converted all drivers over to
    using the new macros. [Atari Ace]

    Fixed NMI handling in h6280 CPU core. [Wilbert Pol]

    Fixed vaportra to use an ASSERT/CLEAR mechanism instead of PULSE_LINE
    for interrupt signally. [Wilbert Pol]

    Cleaned up input ports in sg1000a.c. Added DIP switch for the coins
    in dokidoki and service switch. Added DIP switch for flip screen in
    psychic5. [sonikos]

    Cleans up the input port for macrossp.c driver and adds dip
    locations. [Brian Troha]

    Adds dip locations and changes the Japanese inputs into
    PORT_INCLUDE and PORT_MODIFY. [Brian Troha]

    Added macros to clean up definitions of the discrete sound
    interfaces. At the same time, made them all const. [Atari Ace]

    Some miscellaneous changes to the megatech driver. [David Haywood]

    More srmp6 improvements. [686]

    Two small Model 2 fixes: [Ernesto Corvi]
    - fixed triangle parser; all objects should be structurally
    correct now
    - fixed normal transform to not use the translation vectors

    Cleaned up code to make code and data static where possible and
    remove some dead code. [Atari Ace]

    SCSP improvements: [R. Belmont, ElSemi]
    - fixed issue with changing the pitch of an active voice set to
    backwards or bidirectional loop
    - removed fake reverb
    - fixed internal DSP to operate properly
    - rewrote timers and interrupt handling
    - fixed operation when 2 SCSPs are present

    Fixed sound in almost all SCSP-equipped Model 2 games. [R. Belmont]

    Added sound hardware and fixed sound ROM loading in Model 3 games.
    [R. Belmont]

    Created an options_output_diff_ini_file() API, which is similar to
    options_output_ini_file(), but only outputs the options which are
    different than a base core_options. Changed INI outputting (and
    hence the -cc option) to omit headers that do not contain any
    options. [Nathan Woods]

    Hooked up sound in discoboy. [Tomasz Slanina]

    Renamed old gfx_decode structure to gfx_decode_entry in order to
    catch remaining/new drivers that aren't using the new macros.
    [Aaron Giles]

    Changed profiler so that it is independently selected versus the
    debug build. Built with MAME_PROFILER=1 to enable the profiler on
    a non-debug build. [Aaron Giles]

    Fixed MIPS3 disassembly of j/jal instructions. [Aaron Giles]

    Switched MIPS3 64-bit DRC over to new system that is more aggressive
    about register allocation and mapping. Sadly, there is little to no
    obvious performance benefit, but the resulting code is better
    organized. [Aaron Giles]

    Fixed nasty x86emit bug involving 16-bit opcodes on 64-bit systems.
    [Aaron Giles]

    Created new generic x86/x64 logging system x86log, and updated both
    MIPS3 DRC cores to use it. [Aaron Giles]

    Created new generic DRC frontend management. Future work involves
    retooling the MIPS3 frontend around this new architecture.
    [Aaron Giles]



    New games added or promoted from NOT_WORKING status
    ---------------------------------------------------
    Loverboy [David Haywood]
    Mahjong Shinkirou Deja Vu (Japan) [Luca Elia]
    Final Godori (Korea, version 2.20.5915) [Pierpaolo Prazzoli]
    Jibun wo Migaku cultures School Mahjon Hen [Pierpaolo Prazzoli]
    Mahjong Fantastic Love (Japan) [Luca Elia]
    Domino Block [Tomasz Slanina, David Haywood]



    New clones added
    ----------------
    Fighter's History (Japan ver 42-03) [Team Japump!]
    Janyou Part II (ver 7.03, July 1 1983) [Team Japump!]



    New games marked as GAME_NOT_WORKING
    ------------------------------------
    Jan Oh [Luca Elia]
    Mahjong Vegas (Japan) [Luca Elia]
    Esh's Aurunmilla [Andrew Gardner]
    Mirage Youjuu Mahjongden (Japan) [Team Japump!]




    0.119u1
    -------


    MAMETesters Bugs Fixed
    ----------------------
    createconfig+debug0119yel [Nathan Woods]
    jrpacman0119gre [Aaron Giles]



    Source Changes
    --------------
    Fixed crash/display corruption in System C2 and System 18 games.
    [David Haywood]

    Synchronized the MB86233 core with ElSemi's, fixing a few bugs
    along the way. [Ernesto Corvi]

    Fixed synchronization code in the Model 2 driver. [Ernesto Corvi]

    Fixed SCALER, SCALERL, and ATANRL opcodes in the i960 core.
    [Ernesto Corvi]

    Updates to the gdrawpkr driver: [Roberto Fresca]
    - Added sound support to "El Grande - 5 Card Draw".
    - All CPU and sound clocks derived from #defined crystal values.
    - Some minor input cleanups.

    ARM7 core fixes: [R. Belmont]
    - Fixed unaligned reads/writes (again)
    - Fixed minimum instruction bytes to account for Thumb mode
    - Fixed missing dependency in ARM7 build rule
    - Fixed Thumb mode ASR instruction

    Added newly-dumped BIOS ROMs and preliminary emulation of the SPU
    board in Pop'n Music 7 to the Firebeat driver. [Ville Linde]

    Cleaned up input ports in the taito_z.c driver. [Brian Troha]

    Updated the sources to support removing -wno-unused-function. Dead
    code has been identified with #ifdef UNUSED_FUNCTION to allow for
    further analysis and potential future removal. [Atari Ace]

    Fixed a number of issues in the h6280 CPU core: [Wilbert Pol]
    - Taking of interrupts is delayed to respect a pending instruction
    already in the instruction pipeline.
    - Added 1 cycle for decimal mode ADC and SBC instructions.
    - Changed cycle counts for CSH and CSL instructions to 3.
    - Added T flag support to the SBC instruction.
    - Fixed ADC T flag to set the Z flag based on the value read.
    - Added 3 cycle penalty to ADC, AND, EOR, ORA, and SBC instructions
    when the T flag is set.
    - Fixed cycle count and support for 65536 byte blocks for the TAI,
    TDD, TIA, TII, and TIN instructions.
    - Fixed RDWORD macro in the disassembler.
    - Fixed setting of N and V flags in the TST instructions.
    - Removed unneeded debug_mmr code.
    - Fixed TSB and TRB instructions.
    - Added 1 delay when accessing the VDC or VCE areas.
    - Implemented low and high speed cpu modes.

    Moved srmp5 (Super Real Mahjong P5) to separate driver (from
    st0016.c). Preliminary video hw emulation. Not playable, no sound.
    [Tomasz Slanina]

    Fixed DIP switches in the mario driver. [stephh]

    Major Namco System 21 update. Changes include: [Phil Stroffolino]
    - corrections to eprom handling (affects Namco System2 as well)
    - scroll fix for sprite emulation in namcoic.c
    - working Starblade, Cybersled, Solvalou with full 3d
    - graphics should be 100% except for the depth cueing tables, which
    are internal and need to be reconstructed
    - Air Combat is improved, but is locking up in 118s because of
    incomplete watchdog emulation
    - Winning Run hardware is not yet working in this update

    Fixed regression in undoukai caused by the REGION_CPU1 decoupling
    from RAM. [Pierpaolo Prazzoli]

    SCSP fixes: [R. Belmont]
    * Fix writes to the hole in the SCSP address space (0x430 to 0x5ff)
    to not trash global registers
    * Fixed SCSP DMA to not read random memory for its' registers

    Added minimal built-in layout for showing the lamps in Video Pinball.
    [Mr. Do!]

    Big Model 2 update. There's so much stuff improved, I'm just going to
    list what's not working: [Ernesto Corvi, El Semi]
    - There's still a glitch on the triangle parser somewhere.
    Noticeable on the Sega logo in motoraid, the selection arrow in
    dynamcop's player select screen and many other games. It might be
    the culprit of the road in daytona looking wacky.
    - There's a problem with the z clipping. Some tri's close to the
    camera are clipped before they should. Some others should be
    clipped but are not, and are blocking the viewport for a frame
    or two.
    - Sub-windows are not implemented yet. Visible on dynacop's mission
    select, Sega Rally car select, and others.
    - Most decal textures flicker on and off between frames. Maybe a z
    coordinate float resolution issue after projection?
    - Textures wrap by default. They should only wrap when the
    appropriate flag is set only. Not sure what to do when we're not
    wrapping.

    Improvements to the Z180 core: [Pierpaolo Prazzoli]
    - added the 2 Programmable Reload Timers
    - fixed the Internal I/O Registers remapping
    - added logical -> physical memory translation
    - disabled loops hack
    - removed "extra icount"
    - changed interrupts handling. Now they're checked as in Z80 core
    - simplified RETN and EI opcodes
    - fixed PRT interrupts
    - cleared both interrupts flip flops when taking any irq
    - added _IFF2 = _IFF1; just before _IFF1 = 0; when taking an NMI

    Removed kludge in 20pacgal which is no longer necessary with proper
    Z180 emulation. Sound now works as well. [Pierpaolo Prazzoli]

    Fixed some Dip Switches and added some extra notes to othunder.c
    driver. Also added some notes to opwolf.c driver. [stephh]

    Began moving the MegaTech/MegaPlay drivers over to the new Genesis
    core code. [David Haywood]

    Identified a number of additional new opcodes for Risky Challenge/
    Gussun. [robiza]

    Fixed Voodoo video timing according to the manual, including blanking
    periods and vsync interrupts. This makes Carnevil and some other games
    run once again at their proper speed. [Aaron Giles]

    Updated Voodoo drawing code to track changes to the front buffer and
    allow skipping unrendered frames for more even framerates.
    [Aaron Giles]

    Fixed hang when attempting to move windows with the debugger active
    and multithreading enabled. [Aaron Giles]

    Added preliminary attempt at a new x64 dynamic recompiler for the
    MIPS 3/4 CPUs. The current version works enough to run a few basic
    games (kinst, carnevil), but many others fail. Furthermore, this
    version is already being supplanted by a more advanced version that
    does register allocation and constant folding. For now it is disabled
    by default. [Aaron Giles]

    Fixed a few more 64-bit disassembler problems in i386dasm.c. Also
    fixed several 64-bit errors in the code generators in x86emit.h.
    [Aaron Giles]

    Added support in the debugger memory view for 8-byte chunk sizes.
    Fixed long-standing bug that failed to show unmapped logical addresses
    as asterisks. Also added new menu items to the Windows debugger to
    support viewing logical or physical memory. [Aaron Giles]

    Removed limitation that tilemap tile widths must be divisible by
    2, except in the 4bpp case, where an assert now catches this case.
    [Aaron Giles]

    Experimentally changed full screen behavior when using Direct3D so
    that if -switchres is NOT enabled, then we don't create a fullscreen
    Direct3D device. This minimizes large graphics card transitions (in
    particular it does not disable glass in Vista) when you go full
    screen. If you want the old behavior, run with -switchres and specify
    a -resolution parameter equal to your desktop screen size.
    [Aaron Giles]



    New games added or promoted from NOT_WORKING status
    ---------------------------------------------------
    Deer Hunting USA [Luca Elia]
    Turkey Hunting USA [Luca Elia]
    Wing Shooting Championship [Luca Elia]
    Trophy Hunting - Bear & Moose [Luca Elia]
    Panel & Variety Akamaru Q Jousyou Dont-R [Team Japump]
    Cyber Sled [Phil Stroffolino]
    Solvalou [Phil Stroffolino]
    Super Real Mahjong P6 (Japan) [686]
    Ippatsu Gyakuten [BET] (Japan) [Luca Elia]
    Joryuu Syougi Kyoushitsu (Japan) [Luca Elia]
    Mazin Wars / Mazin Saga (Mega Play) [David Haywood]
    Grand Slam (Mega Play) [David Haywood]



    New clones added
    ----------------
    Scramble (bootleg) [David Haywood]
    Alien Storm (bootleg, set 2) [David Haywood]
    Zero Team Selection [David Haywood]
    Passing Shot (Japan, 4 Players, System 16A, FD1094 317-0071)
    [Arzeno Fabrice, ShinobiZ, Gerald Coy]
    Pound for Pound (Japan) [Team Japump]
    Big Event Golf (Japan) [Team Japump]
    Special Criminal Investigation (Japan) [Team Japump]
    Royal Mahjong (Japan, v1.13) [Team Japump]
    Cyber Sled (Japan) [Brian Troha]
    Crowns Golf (new set) [Arzeno Fabrice]
    Don Den Lover Vol. 1 - Shiro Kuro Tsukeyo! (Japan) [Team Jampump]
    Mario Bros. (US, set 2) [stephh]
    Puzznic (Italy) [Corrado Tomaselli]
    Don Den Lover Vol. 1 (Korea, bootleg) [David Haywood]
    Boomer Rang'r / Genesis (set 2) [Team Japump]
    Narazumono Sentai Bloody Wolf (Japan) [Team Japump]
    Open Mahjong [BET] (Japan) [Team Japump]



    New games marked as GAME_NOT_WORKING
    ------------------------------------
    Laser Grand Prix [Andrew Gardner]
    Saloon (France, encrypted) [Roberto Fresca]
    Mahjong Cafe Doll (Japan) [Team Japump]

    The Video Game Database

  3. #3
    Off The Scale azoreseuropa's Avatar
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    Default Re: Mame 0.119u3 released!

    You do not need to put 119u2 right now. It is thread for 119u3 and much better than 199u2. Please for the next time... Don't put the older version, ok ?
    MacBook Pro 13" with a Retina October 2014 (Purchased on March 28, 2015) - macOS Sierra (10.12.1)

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  4. #4
    Zoo Keeper Epsi's Avatar
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    Default Re: Mame 0.119u3 released!

    but 119u1 and 119u2 is part of 119u3. So you cant post 119u3 without mention of the changes in 119u1 and 119u2.

    The Video Game Database

  5. #5
    Off The Scale azoreseuropa's Avatar
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    Default Re: Mame 0.119u3 released!

    Quote Originally Posted by Epsi View Post
    but 119u1 and 119u2 is part of 119u3. So you cant post 119u3 without mention of the changes in 119u1 and 119u2.
    Well, in other forum who handle mame that I found do not put 119u1 and 119u2 in the same page. They put each thread to avoid the confusion. They are mame developer and that's how I seen it in there so I do that in here as well.

    I have been member of there for almost 7 years.

    Doesn't matter and move on, ok ?
    MacBook Pro 13" with a Retina October 2014 (Purchased on March 28, 2015) - macOS Sierra (10.12.1)

    iPhone 6+ - iOS 10.1.1


    EMU: SDL MAME - SNES9X - FCEUX - Gens32 - No$gba - DeSmuME - ePSXe - SSF - NeoPop - OSwan - Mupen64Plus - PCSX2 - Dolphin

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