Mameinfo.dat v0.133u5 is released.detailed mame game information (including version added, number of players, game status, cpu/audio chips, display info and maws hall of fame ratings). Provides Recommended Games for GameEx.
Mameinfo.dat v0.133u5 changelog:
- New games: Cal Omega - Game 7.4, Dolphin Blue, Kero Kero Keroppi no Issyoni Asobou, Knights of Valour - The Seven Spirits and The Rumble Fish
- New Working games: Shogun Warriors
- New Non-Working games: Club Kart: European Session, Guilty Gear Isuka, Gun Survivor 2: Bio Hazard Code Veronica, House of the Dead 2, The King of Fighters Neowave, Neo-Geo Battle Coliseum, Super Major League '99 and Virtua Fighter 4 (Cart).
- New clones: Karate Champ (US, VS version set 2), Master Ninja (bootleg of Shadow Warriors / Ninja Gaiden), Mortal Kombat (Turbo 3.1 09/09/93, hack), Mr. Driller 2 (Japan, DR22 Ver.A), Narc (rev 2.00), Strong X, Witch Card (german, set 2) and Witch Card (english, witch game, lamps)
- Atmel 8-bit AVR CPU: Fixed numerous opcodes in the core
- I386 CPU
. Fixed carry/borrow flag in ADC/SBB
. Fixed LOOP instructions in 16-bit mode
- M377xx CPUs: Fixed CLB/SEB when not in bank 0
- MIPS CPUs: Enabled alternate register naming in the core
- PIC16C5x CPUs
. Indirect addressing was not taking into account special purpose memory mapped locations.
. 'iorlw' instruction was saving the result to memory instead of the W register
. 'tris' instruction no longer modifies Port-C on PIC models that do not have Port-C implemented.
- Z8 CPU: Added preliminary Zilog Z8 CPU core for MESS
- Discrete sound:
. Fixed comments for DISCRETE_TRANSFORM
. FatalError if formula is bad
. Fixed two bugs in DISCRETE_RCDISC3
. Fixed some ugly bugs around DISCRETE_FILTER_SW: No more iterations. The CD4066 internal resistance largely determines sound amplitude. This may vary significantly depending on VCC and type (74HC, 74HCV, CD4066, ...). The current choice makes scramble sound "about right".
. Added some profiling code for discrete tasks
. Added DISCRETE_INPUT_BUFFER to use a stream to buffer an input node. For input nodes with a lot of writes this prevents a stream_update on the whole discrete module which is very ineffective. Instead, the data is buffered and the discrete emulation can process a lot of samples in one go later.
. Added disc_syc.c as a container for core modules (output, task)
. Discrete wav and csv logs now are treated as nodes
. Added DISCRETE_START and DISCRETE_STOP functions to be called at device start/stop
. As a side effect, profiling measures log overhead as well.
. DSO_TASK_END now builds it's own dependence list - now simply DSO_TASK_END() ends a task.
. Added node parameter to RC_(DIS)CHARGE_EXP
. Added const where appropriate
. Removed some dead code
- 68681 DUART: Added loopback mode and counter/timer modes 3 and 6, self-tests now pass in dectalk in MESS.
- 6526/8520 CIA: Added different TOD implementation
- cb2001.c
. Added proms to Super Cherry Master
. Changed region user1/2 to proms in Cherry Bonus 2001 and Super Cherry Master
- chihiro.c: Added various notes + checksums for Chihiro board
- cojag.c (Jaguar update)
. Added RGB 24-bit pixels (for Iron Soldier)
. Added depth 0 and 1 to scaled bitmaps (for Val Disere Skiing)
. Preliminary work on PIT support
- dkong.c: Removed 2nd Discrete sound in 8ballact, dkong, drakton, radarscp, shootgal, spcfrcii, spclforc and strtheat
- kaneko16.c
. Simplified Kaneko16 decryption functions by working out what each of the bits does and removing game specific references. Re-based the decryption tables as a result. End result is verified to be the same.
. Fixed a small bug with Kaneko16 graphic decoding and removed old comment about bad sound banking.
. Temporarily added a hack to the collision function to only use the B.Rap Boys code if the game is B.Rap Boys until we have a single function that works with both.
- naomi.c
. Emulated Atomiswave coin slots and standard Dreamcast controller. Non-lightgun games without other problems are now playable.
. Basically the region array is processed, and the data from the accumulation buffer where we render is now copied into the framebuffer depending on the tiles specified in the tile list. This isn't full 'tile-based rendering' as that would require more work on the preprocessing side, and writing out the data pointers and data in real formats, however it's a step in the right direction.
. Currently only 565 formats are supported for both framebuffer write and framebuffer read. The accumulation buffer is alwys 8888, data is converted down to the specified format. The real accumulation buffer is 32x32 and filled per tile, ours is still full screen.
. The video update now just displays the framebuffer using the framebuffer read parameters specified (again only 565 is currently supported) This allows the Atomiswave bios screens and the rendered output to co-exist.
. Completed partial dump of Derby Owners Club II, Giga Wing 2, Moero Justice Gakuen, Slashout, Virtua Fighter 4 (Cart), Wild Riders and WWF Royal Rumble
. Added protection data to Guilty Gear X, Giga Wing 2, Heavy Metal Geomatrix, Moero Justice Gakuen, Toy Fighter, WWF Royal Rumble (all are now playable but still marked GAME_NOT_WORKING due to general NAOMI concerns)
. Added missing user1 roms to capsnk and demofist
- norautp.c
. Corrected CPU clock to Xtal/8
. Discovered 3 new I/O lines coming from PPI-2, PC0-PC2. They are mixed with the handshake ones.
. Added the READOUT button to noraut12 games
. Splitted the main machine driver to cover 2 different Noraut systems
. Added partial support for PPI-2, PC0-PC2 output lines on noraut11 games
. Figured out other remaining I/O lines
. Added new handlers to simulate the handshake lines. Still need real support through PPI-2.
. Updated technical notes
. Rerouted norautp and norautjp READOUT button to its own place
. Routed the whole video RAM access through PPI-2 (bypassed the handshake lines for now)
. Merged back the noraut machine drivers after the 3rd PPI connection
. Added Low Level Hopper manual input
. Added a new machine driver for extended hardware. It has 2 jumpers that cut the a14 and a15 addressing lines.
- nss.c and snesb.c
. SNES updates: Corrected ROM loading behavior for SuperFX games. Added more ROM mirroring needed by certain SuperFX 2 games. Corrected the behavior of certain bit-restricted SuperFX registers. Doom, Yoshi's Island, Dirt Trax FX and Voxel Demo show things now. Improved S-DD1 emulation, neither game using S-DD1 boots yet.
. SuperFX updates: Inlined a number of functions for possible speed increase. Removed some memory buffering cruft, to be re-added later. Fixed behavior of ASR opcode. With additional MESS-side changes, Stunt Race FX is playable, and Vortex shows much more. Hooked up RAM and ROM buffering. Inlined several more functions. Removed debug spew. Added the ability to define an external IRQ line callback, and hooked it up to the 65C816. Fixed flag calculation for HIB opcode. Hooked SuperFX chip up to the SNES machine driver. Fixed carry handling in ADC, ADCI, SBC and SBCI opcodes. Fixes many SNES SuperFX bugs. Made numerous corrections to SNES S-DD1 chip emulation, SFA2 and Star Ocean still do not boot. Fixed disassembly of LMULT/FMULT ops. Fixed reads using LDW/LDB. Fixed writes using STW/STB. Fixed SBC carry behavior. Fixed GETC ROM access behavior. Some SuperFX games begin to show things in MESS. At least partly fixed PLOT and RPIX behavior. This fixes many gfxs in Star Fox and Vortex, but no polys yet.
- twin16.c: Tweaked the shadows to be slightly darker
- beatmania Club MIX and Pop'n Music 2: Fixed harddisk image (CHD version is V3) (ID 03391)
- B.Rap Boys: Temporarily added a hack to the collision function to only use the B.Rap Boys code if the game is B.Rap Boys until we have a single function that works with both.
- Battle Zone: Fixed inaccurate sound effects (ID 03025)
- Black Touch '96
. Fixed the plane order in the gfx (sprites) decodes
. Improved the sprite emulation (still wrong tho)
. Fixed visible area
- Bradley Trainer: Fixed invalid DISCRETE_ADJUSTMENT_TAG (ID 03416)
- Circus Charlie: Use SOUND_DAC device to "buffer" data and avoid 1 sample updates for discrete part to fixed slowdowns. This is related to "MT 03401: circusc and clones: Slowdown in attract mode with DIP SW "Demo Sounds=ON"" though I do not consider it a bug, but a implementation optimization.
- Connect 4: Improved the layout
- D-Day: Fixed access violation after coin insertion (ID 03418)
- Espial and Net Wars: Fixed access violation (ID 03420)
- Little Robin: Added verbose debug logging for the 'vdp' writes in preparation for looking at it further
- Mr. Driller 2: Added missing user2 roms
- Poke Champ: Fixed the plane order in the gfx (sprites) decodes
- Poker (Version 50.02 ICB, set 1): Added missing rom (beatthespread_icb) to clone Poker (Version 50.02 ICB, set 2)
- Pole Position: Fixed unable to find input port in clone Top Racer (set 2) (ID 03240)
- Port Man (bootleg on Moon Cresta hardware): Fixed missing in-game graphics (ID 03422)
- Royal Card: Verified color BPROM (correct) in clone Royal Card v2.0 Professional
- Samurai Aces: Fixed access violation (ID 03421)
- Scorpion: Fixed missing sound (ID 03073)
- Scramble: Fixed missing sound in clone Explorer (ID 03075)
- Shogun Warriors
. Extracted tables required for game to work
. Decrypted and verified table data
. Fixed sound banking
. Marked 2 graphic roms as BAD_DUMP
. Added new gfx1 and oki2 roms, fixes Geisya and Sumo
- Speed Ball: Battery backed 2KB RAM, fixing the default high-scores
- Vandyke: Got clone Vandyke (bootleg with PIC16c57) up and running
- Witch Card:
. Reworked inputs for Witch Card (german, set 1)
. Created new inputs for Witch Card (english, witch game, lamps)
. Added and connected lamps for both sets
. Added minimal bet and 50/60 Hz. switches to both sets
. Added DIP switches info for Witch Card (german, set 2)
- World Tennis: Fixed missing ball sound (ID 03426)
- Cheat engine
. Added 'Reload All' option to the cheat menu
. Enabled display of cheat comments from within the cheat menu. Press the SPACE key to toggle display.
. Added some basic cheat search functionality to the debugger, allowing searches on various memory sizes.
. Changed cheat search so that it loads *all* cheat files in all search paths. Note that it is easy to end up with duplicate entries this way. Some currently disabled code is present which filters out duplicates, but the logic for doing this is quite unclear with the presence of text-only cheats, which is why the code is disabled for now.
- Input port: Added PORT_CROSSHAIR_MAPPER() allowing you to specify an alternate, non-linear mapping function from the raw crosshair value to its position onscreen.
- Dipswitch fixes in bigtwin, goldnpkr.c and norautp.c
- Description changes of Mortal Kombat (Turbo Ninja T-Unit 03/19/93, hack), Jack Potten's Poker (set 2), Shogun Warriors (US) and Shogun Warriors (World)
- MAME
. Added new function mame_fclose_and_open_next() which will close a file and then keep searching the searchpath for the next valid file. Did some internal rearranging in fileio.c to make this work.
. Renamed osd_profiling_ticks() to get_profile_ticks(). Moved implemention into inline functions in eminline.h and the ei* functions.
. Cleaned up drivers that write files which are not being actively developed. Also, commented our or changed the printf-ing of some messages to LOGERROR.
- Compiling
. Fixed 64-bit compiler warnigs (ID 03413)
. De-globalified sound.c and input.c
- Debugger
. Aadded some basic cheat search functionality to the debugger, allowing searches on various memory sizes.
. Added 'options' parameter to the CPU_DISASSEMBLE prototype. For now, the debugger always passes 0 for this. unidasm has been updated to accept a mode parameter, which is passed for the options.
. Fixed stupid unidasm bug that double-counted bytes
Download:Mameinfo.dat v0.133u5
Download:MAME32 0.133 Category-, Version and Alltime inifiles
Source:Here
2009-09-08
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Arcade,
MAME,
Mameinfo.dat
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