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Letzte Beiträge im Forum
TopicReplies  Views  Poster  Date  Time
goto Post Arcade: Supermodel-Sinden 0.3a-d43fd3f-dbx 1  135  Juttar  12. Feb 09:01
goto Post Steam / Epic / etc.: Angebote und Aktionen 321  472.753  retroK  11. Feb 17:01
goto Post Arcade: MAME v0.274 1  710  retroK  05. Feb 08:41
goto Post Schriftgröße 3  456  krysmopompas  29. Jan 17:48
goto Post Atari Jaguar: BigPEmu 1.17 13  2.192  Juttar  28. Jan 18:35
goto Post N64: gopher64 0.1.23 3  1.293  Juttar  28. Jan 15:17
goto Post Erwähnenswerte Neuerungen bei Dolphin & ... 92  213.952  Juttar  26. Jan 23:12
goto Post Arcade: Lindbergh Loader Build v127 2  981  retroK  26. Jan 15:24
goto Post Chat von AEP wird mir nicht angezeigt 14  20.270  retroK  25. Jan 13:03
goto Post PS1: Duckstation 2025.01.17 rolling release 6  773  Juttar  21. Jan 12:49
goto Post Translations: Shining Force 3 Translation Pro... 3  1.758  Q-Marine  18. Jan 20:06
goto Post N64: gopher64 0.1.19 2  777  pYRo  17. Jan 22:57


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Q-MarineOffline
Post subject: Arcade: MAME 0.93u1  PostPosted: Mar 01, 2005 - 01:50 AM
AEP Team Member


Joined: Jul 04, 2004
Posts: 5.929


Status: Offline

Haze hat MAME 0.93u1 veröffentlicht, da in MAME 0.93 einige Bugs entdeckt wurden. Der Download wird in Kürze verfügbar sein.

Die Änderungen findet ihr im erweiterten Text.


Haze has released MAME v0.93u1, because there where several bugs in v0.93.


0.93u1
---------

Some quick fixes, please test with this build now.

Do a clean compile or this won´t work.

----

Sound system update fixes [Aaron Giles]
* cninja games OKI frequency fixed
* cps1 games OKI frequency fixed
* cps1 QSound games properly remove the 2151
* nemesis no longer references non-existant k005289
* tnzs has missing 2203 interface reinstated
* ay8910 no longer attempts to free memory allocated with auto_malloc
* streams engine oversamples by averaging now
* removed some obsolete code from the streams code
* konamigx crash (R.Belmont)
* fixed swapped left/right samples in Cyberball
* fixed crash in Darius
* made bbakraid mono again
* fixed running with -nosound
* fixed several issues with banking and playback in the OKI6295
* removed obsolete macro in sound/streams.c
* nbmj9195 crashes
* adding missing memset when initializing the tms5110 and tms5220 structures;
should prevent the crashes
* fixed signed/unsigned error in 5110 core
* as an experiment, removed oversampling from namco.c now that the sound
core will do it for you

10 Yard Fight driver update [Curt Coder]
- converted to use tilemaps
- cleaned up driver
- conditional coinage doesn´t work due to PORT_DIPCONDITION limitations
- fixed rom names slightly
- changed names to match title screen and flyer

Flash ROM support update [R.Belmont]
- Added support for arbitrary manufacturer and chip IDs instead of hardcoding
- Added support for the extended chip ID protocol favored by AMD and Fujitsu
- Bumped limit up to 8 chips

Rebalanced Gyruss sound [Nicola Salmoria]

UI Changes [Nicola Salmoria]
- Now shows grouped consecutive identical CPUs and sound chips in the game
information screen, so games like Gyruss fit again.
- Bumped the MAX dip switches that can be handled by the dip switch menu
to 256 (and adds bounds checking so it doesn´t crash anyway).

Fixed visible area in Steel Force driver [Pierpaolo Prazzoli]

Misc compiler fixes [Lawrence Gold]

Fixed Itech32 64-bit crash [R.Belmont]

Input corrections in Bubble Bobble (dipswitches etc.) [Nicola Salmoria]

Discrete Sound Update [Derrick Renaud]

Discrete Sound Changes
======================
Various tweaks to the discrete modules and updated all
drivers to use new code.
* DISCRETE_COUNTER, DISCRETE_LFSR_NOISE, DISCRETE_NOTE
- added different clocking types to be more flexable.
* DISCRETE_COUNTER_FIX - removed and merged with
DISCRETE_COUNTER.

New Discrete Modules
======================
* DISCRETE_DIODE_MIXERx - Mixes signals through
diodes.
* DISCRETE_MULTIPLEXx - 1 of 2/4/8 signal multiplexer.
* DISCRETE_RCDISC4 - Various charge/discharge
circuits.

Game Driver Changes
===================
* tank8 - added explosion gain control




New games marked as GAME_NOT_WORKING
------------------------------------

Time Crisis 2
added to namcos23, skeleton rom loader, does nothing.


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JohnPlayerOffline
Post subject: Arcade: MAME 0.93u1  PostPosted: Mar 01, 2005 - 01:12 PM
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Joined: Sep 26, 2004
Posts: 256


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Wie ist denn das mit den Samples ab der Version 0.93 ? Laut der Readme werden diese nicht mehr benötigt! Den Ordner gibt es allerdings noch..! Kann ich jetzt die kompletten Samples löschen oder wie ?!
 
 
 
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retroKOffline
Post subject: Arcade: MAME 0.93u1  PostPosted: Mar 01, 2005 - 02:47 PM
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Joined: Jul 04, 2004
Posts: 12.811

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Die Samples werden weiterhin benötigt. Du musst etwas falsch verstanden haben.
 
 
 
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JohnPlayerOffline
Post subject: Arcade: MAME 0.93u1  PostPosted: Mar 01, 2005 - 02:59 PM
Retrokenner


Joined: Sep 26, 2004
Posts: 256


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Dieses steht unter Core changes:
mame.h:
* Machine->samples is history (yay!)
 
 
 
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Guest
Post subject:   PostPosted: Mar 01, 2005 - 07:01 PM







ja wie jetzt ?
 
 
 
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JohnPlayerOffline
Post subject:   PostPosted: Mar 01, 2005 - 07:13 PM
Retrokenner


Joined: Sep 26, 2004
Posts: 256


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Also nehmen wir z.B. Donkey Kong (US Set1) unter Mame32 0.93! Rechte Maustaste auf Properties und nun auf Audit. Unter Sample Check steht nun None required, was wohl "nicht benötigt" bedeutet.
 
 
 
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retroKOffline
Post subject:   PostPosted: Mar 01, 2005 - 07:33 PM
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Posts: 12.811

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Da gehts nur um die interne Sourcecode Struktur!
 
 
 
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JohnPlayerOffline
Post subject:   PostPosted: Mar 01, 2005 - 08:53 PM
Retrokenner


Joined: Sep 26, 2004
Posts: 256


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Aha..na toll Wink
 
 
 
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