MAME v0.142u4 is released. MAME stands for Multiple Arcade Machine Emulator. When used in conjunction with images of the original arcade game's ROM and disk data, MAME attempts to reproduce that game as faithfully as possible on a more modern general-purpose computer. MAME can currently emulate several thousand different classic arcade video games from the late 1970s through the modern era.
what's news in MAME v0.142u4:
0.142u4 ------- MAMETesters Bugs Fixed ---------------------- - 04354: [Crash/Freeze] bigappg, casino5, dodge, slither, slithera, ssingles: Heap corruption detected by VS2010 RTC (R. Belmont) - 04350: [Graphics] buggyboy, buggyboyjr: Missing/corrupt graphics (Alex Jackson) - 04346: [Graphics] dangar, galivan and clones: Scrolling incorrectly changes scene (Angelo Salese) Source Changes -------------- Removed deprecat.h usage for the following drivers: [Angelo Salese] - galpanic.c, gradius3.c, halleys.c, hexion.c Inputs from the scratch for Champion Poker (v100) [Roberto Fresca] Cleaned-up protection simulation in Yam Yam!? [Angelo Salese] Implemented an almost complete Konami k053252 device emulation, adds accurate refresh rate timings and irq acks to many mid-90-era Konami games [Angelo Salese, O.Galibert] Various changes for PSX HW [smf] - Modernised internal memory map; - MDEC is now an internal device of the PlayStation CPU; - Root counter & Serial I/O converted to internal CPU devices; - Moved PlayStation IRQ code to sub device of the CPU; Switch input ports to use function-based constructors instead of tokens. Remove the old tokenizing helpers. Add basic classes for ports, fields, settings, and dip locations as a first step. These will be fully cleaned up later. Added machine() method to field to hide all the necessary indirection. Changed custom/changed handlers into generic read/write handlers, and added wrappers to convert them to device read/write lines. [Aaron Giles] Changed input read/write and crosshair callbacks into delegates. Changed signature for callbacks to take an input_field_config reference instead of pointer. [Aaron Giles] Removed legacy trampolines from eeprom_device, taking advantage of new input port support for delegates. [Aaron Giles] mc6845.c: Converted to C++. [Wilbert Pol] Fixed the disassembly of the "mov ax, mem" instructions (opcodes A0- A3) in the i386 and NEC disassemblers. The argument (the memory address) was being displayed as a signed number, which doesn't make any sense. [Alex Jackson] Fixed a tiny bug with the debugger hex dump command: the printable characters in ASCII range from 32 to 12*6*, not 127. [Alex Jackson] Fixed input regression with Racin' Force, allowing it to boot again [Angelo Salese] Gave labels to many inputs in Midway's T, Wolf and Y Unit games as well as CPS1 and CPS3. [Joe Caporale] Implemented experimental HLSL post-processing support on Direct3D 9 targets. [Ryan Holtz, Bat Country Entertainment] * 5-pass post-processing: Upscale, Post-Process, Store Last Frame, Defocus 1, Defocus 2 * Many tunable effects including: Scanlines, defocus, linear deconvergence, radial deconvergence, pincushion, RGB colorspace convolution, YIQ colorspace convolution, saturation, simulated dot crawl, simulated chroma subsampling, aperture masking, and more. * Requires a GPU that supports Shader Model 3.0 to be enabled and a powerful GPU, the entire pipeline consists of approximately 30 texel fetches and approximately 230 arthimetic ops. * Will supersample the framebuffer up to 9x in both X and Y, but this requires an enormously powerful GPU that has not been invented; users with Radeon 5000-class cards should limit themselves to 3x, Radeon 4000 to 1.5x. * The default configuration will NOT appear to do anything; it requires tuning to the user's liking. * Should nicely fall back in all cases except missing shaders, and it might fall back correctly in that case as well. Report any anomalies. - For obvious reasons, the Direct3D8 renderer cannont support this. Enable Visual Studio basic run-time checks in non-optimized builds [Oliver Stoneberg] Flush stderr, so the data is actually written when output is being redirected [Oliver Stoneberg] i286 - Added 286 LOADALL and triple fault resets. [Carl] i286 - Added support for 16-bit protected mode far calls and segment privilege checks. [Carl] i86 - Fixed shift instructions, helps detecting proper CPU [Miodrag Milanovic] i86 - Fixed handling of invalid instructions in 0x60-0x6f section [Miodrag Milanovic] Major clean-up and state machine conversion for the Sega ST-V / Saturn driver [Angelo Salese] HLSL Updates [Ryan Holtz, Bat Country Entertainment] * Split color convolution and deconvergence into separate shaders for potential GPU savings down the line * Added light and heavy variants of the color convolution shader, the former with YIQ colorspace removed * Re-worked defocus to occur prior to shadow mask application, as it would be on a real monitor. * Split "pincushion" into "Pincushion" and "Screen Curvature", the former affecting the only the displayed image and the latter only affecting the shadow mask. * Made major fixes to CVBS simulation, significantly increasing color saturation * Added magnet deconvergence via a shader uniform * Improved phosphorescence * Improved YIQ codec * Added adjustable color carrier in YIQ processing mode. * Fixed resolution-change crash and likely D3D performance regression with -nohlsl on low-spec cards * Created a new OSD function, osd_get_slider_list, which allows OS-specific slider controls. HLSL Post-Processing Updates: [Ryan Holtz, Bat Country Entertainment, cgwg] * The defocus pass is now switched off when defocus_x and defocus_y are zero, allowing finer-grained performance tuning. * Removed YIQ convolution from the main color-convolution shader and replaced it with a full composite encode/decode pass. This is slower, but looks amazing(ly like a terrible TV) and can be turned off. * More authentic NTSC dot crawl and bandwidth limiting. i86 - Implemented POP CS and MOV CS,reg instructions that are 8086 specific [Miodrag Milanovic] Implemented multi-cart support to ST-V driver [Angelo Salese, Tafoid] Managed to get the multiplexer/state machine emulated, amongst some watchdog fixes for BFM games. [J. Wallace] Added missing bipolar PROM dumps to Lucky Lady (Wing) [Team Europe] pic8259 - updated to be more according to documentation [Carl] Initial frameworking for upcoming artwork updates [Mr. Do] New games added or promoted from NOT_WORKING status --------------------------------------------------- Doraemon no Eawase Montage (prototype) [dopefishjustin, Smitdogg, Luca Elia, The Dumping Union] New clones added ---------------- Champion Poker (v100) [Roberto Fresca, Team Europe] Gunbarl (Japan, GNB4/VER.A) [The Dumping Union] Amidar (Konami/1982) [Patrik Styrnell] New games marked as GAME_NOT_WORKING ------------------------------------ Baryon Future Assault [ Corrado Tomaselli, f205v, The Dumping Union] Brixian [ Corrado Tomaselli, f205v, The Dumping Union] Orbatak (prototype) Popeye (20p/8 GBP Token) [J. Wallace] |
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