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Bjrn
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Titel: Arcade: MAME v0.107u3
Verfasst am: 10.08.2006, 23:27 Uhr
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Retrokenner
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Anmeldungsdatum: 30. Sep 2004
Beiträge: 414
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Das neueste MAME Update mit vielen, schönen Spiele-Updates ist nun draussen. Hervorzuheben ist nun die Emulation der MCU von Bubble Bubble, dank des Dumps durch Trinity und ein fast spielbares Virtua Racing. Alle News im erw. Text - Sourceupdate auf MAMEDev.
0.107u3
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MAMETesters Bugs Fixed
----------------------
pignewt0106u3gre [Aaron Giles]
ui_draw_text0.107u2red [Aaron Giles]
blueprnt0107u2red [Aaron Giles]
Source Changes
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Improved DIP switches in benberob. [Brian Troha]
Added support for real Bubble Bobble MCU. [Trinity, Nicola Salmoria]
Fixed track lookup implementation in Virtua Racing, bringing the
game much closer to playable. [Olivier Galibert]
Minor cleanup and speed hack removal in the konamigx.c [R. Belmont]
Improved magicfly driver. All graphics are properly decoded / banked
now. [Roberto Fresca]
More improvements to the 6840 timer module. Updated the MPU4 driver
to the most recent implementation. Convert Cosmic Chasm over to
using the new system. [El Condor]
65816/377xx update: [R. Belmont]
* Made block transfer instructions interruptable as they are on
both actual chips (previously a single opcode could eat >400,000
cycles with obvious consequences for interrupt timing)
* M377xx block transfers move one less byte than the 65816, fixed
Adjusted the DAC sound level on the 2612 to something more
reasonable. [David Haywood]
Taito JC update: [Ville Linde]
* Some general improvements to the driver
* Added some more opcodes to the TMS320C51 core
Improved the M2 driver so that the M2 kernel starts to boot, but it
hangs quite soon due to some multiprocessor issues. [Ville Linde]
Updated several games´ input ports to use IPT_BILL1 for bill
acceptors. [ClawGrip]
Properly documented and connected the MCU code in the Namco System 1,
System 86, Baraduke, Pacland, and Sky Kid drivers. [Brian Troha]
Renamed "Native" views to "Pixel Aspect" views to avoid the confusion
that they are anything but artificial aspect ratios. [Aaron Giles]
Added beam width control to the UI sliders. [Aaron Giles]
More Zaxxon driver cleanups/fixes: [Aaron Giles]
* fixed sound problems in Razmataz
* corrected background and sprite positioning
* fixed bugs introduced in sample handling
* bootlegs and alternate versions work again
* added state saving support to the Sega universal sound board
Added several common generic graphics layouts to vidhrdw/generic.c,
for use by multiple drivers. [Aaron Giles]
Added new option -video none which can be used for CPU benchmarking
without the overhead of the video system. [Aaron Giles]
Fixed remaining crashes in GDI/ddraw mode when drawing vector games.
[Aaron Giles]
Removed the -artwork option to avoid confusion. If you want to run
without any artwork, use -view standard instead. [Aaron Giles]
Added options -screen, -aspect, -resolution, and -view which apply
to all windows. These values can be individually overridden for each
specific window by using the existing -screen, -aspect,
-resolution, and -view options. [Aaron Giles]
Fixed bug that caused the sound sampling code to not track changes in
the refresh rate. [Aaron Giles]
Began cleanup/rewrite of the Sega G-80 raster games. This is still
very much a WIP, so don´t report any bugs: [Aaron Giles]
* cleaned up input port handling similar to the G-80 vectors
* proper clock and video speeds
* reimplemented Space Odyssey background including collision detect
* fully implemented Pig Newton background
* connected 2-board Monster Bash more correctly
Added new macro PORT_SERVICE_DIPLOC for specifying a PORT_SERVICE
and a DIPLOCATION. [Aaron Giles]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Trivia ? Whiz (Edition 3) [Pierpaolo Prazzoli]
Legend of Heroes [Pierpaolo Prazzoli]
Super Bubble 2003 [Pierpaolo Prazzoli]
Dambusters [Norbert Kehrer]
Catacomb [Mike Coates]
New clones added
----------------
Galaga (Midway set 1 with fast shoot hack) [David Widel]
Versus Net Soccer (3 new versions) [R. Belmont, f205v]
Ace Attacker (System 16A) [Arzeno Fabrice]
Arm Champs II v2.6 [Gerald Coy]
Ace Attacker (System 16A) [Arzeno Fabrice]
New games marked as GAME_NOT_WORKING
------------------------------------
Casino 5 [Pierpaolo Prazzoli]
Related links:
[ Arcade Multi Emus ][ Arcade Single Emus ] |
Zuletzt bearbeitet von Björn am 11.08.2006, 16:23 Uhr, insgesamt ein Mal bearbeitet
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JohnPlayer
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Titel: Arcade: MAME v0.107u3
Verfasst am: 11.08.2006, 11:11 Uhr
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Retrokenner
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Anmeldungsdatum: 26. Sep 2004
Beiträge: 256
Status: Offline
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Virtua Racing ist Model1 oder? Was werde ich da für einen Rechner brauchen? Ich hoffe, meine 1,4 Ghz werden reichen. |
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Titel: Arcade: MAME v0.107u3
Verfasst am: 11.08.2006, 11:14 Uhr
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--Beitrag auf Wunsch des Users geloescht!-- |
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JohnPlayer
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Titel: Arcade: MAME v0.107u3
Verfasst am: 12.08.2006, 12:42 Uhr
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Retrokenner
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Anmeldungsdatum: 26. Sep 2004
Beiträge: 256
Status: Offline
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Jau, dann kann's ja losgehen . Sag mal, wie sieht es bei Dir mit TaitoF3 aus? Ich habe da wirklich Probleme mit dem Sound. Könnte das an meinen 1.4Ghz liegen? |
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Jezze
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Titel: Arcade: MAME v0.107u3
Verfasst am: 12.08.2006, 12:54 Uhr
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Banned Team Member
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Anmeldungsdatum: 30. Okt 2004
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Ich habe selbst mit 2.4GHz einige kleine Ruckler im Sound; z.B. bei Gunlock. |
_________________ Test your limits and break through!
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JohnPlayer
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Titel: Arcade: MAME v0.107u3
Verfasst am: 12.08.2006, 13:25 Uhr
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Retrokenner
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Anmeldungsdatum: 26. Sep 2004
Beiträge: 256
Status: Offline
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Bei mir sind es Puzzle Bubble, Bobble Bobble , Elevator Action Returns...etc. Ich bin mir ganz sicher, dass bei einer alten MAME32-Version die emulation perfekt war. K.a. welche das gewesen sein könnte! Ach, es kotzt mich an ![Mad](modules/PNphpBB2/images/smiles/icon_mad.gif) |
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Rickenharp
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Titel:
Verfasst am: 12.08.2006, 14:07 Uhr
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Retrohling
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Anmeldungsdatum: 11. Aug 2006
Beiträge: 24
Wohnort: Hamburg
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Aus irgend einem Grund laufen bei mir die meisten Spiele nur mit 95 %, und das obwohl die CPU-Auslastung z.B. bei CPS2-Spielen höchstens bei 45 % liegt (Athlon 64 3500+).
Könnte wohl am neuen Renderer liegen, der ja aber ansonsten brillante Ergebnisse liefert (insbesondere in Verbindung mit den neuen Scanlines).
Viel ärgerlicher finde ich, dass es ab 0.107 keinen High-Score Support mehr gibt ... |
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