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MAMEMAME Git (2015/12/19) is compiled. 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.

MAME Git Changelog:
* Stop internal debugger windows from drawing space characters, speeds rendering up quite a bit.
* Emscripten build fixes (nw)
* peplus.cpp: Minor doc update - NW
* new NOT WORKING clones
Dragon World (Korea, V040K) [Ryan Holtz, Smitdogg, The Dumping Union]
needs proper decryption and protection handling for this set (iq_132?)
* rename some glass sets based on tests by system11
* Split Taito TC0780FPA into its own device [Ville Linde]
* megasys1 apparently runs at 56.18hz, based on video references, this is the same as nmk16.cpp
* new clones
Ring of Destruction: Slammasters II (Hispanic 940902) [Raul Delgado]
* Fixed some that were auto_alloc_array_clear and made them use proper template (nw)
* By request, nw
* Fix offsets for type 3/4, nw
* added option to clear with value for arrays (nw)
* don't run vsmahng at perfect interleave, it doesn't boot, needs further investigation (nw)
* taitotz: fix inputs (nw)
* Merge pull request #501 from einstein95/segajw-patch
Promote segajw to working
* Dipswitches, notes, renamed to "Joker's Wild (Rev. B)" as "Golden Poker Series" isn't part of the title and promoted to working
* make_unique_clear instead of clear memset (nw)
* removed auto_bitmap_ind*_alloc and auto_bitmap_rgb32_alloc and replaced with std::unique_ptr (nw)
auto_alloc_array to unique_ptr
Added make_unique_clear
* Note fix, nw
* Make new internal debugger windows appear in a cascade-like position, and give some windows better default sizes. Change render_target::debug_top() to put targets at the end of the target list, fixing the order in which windows are rendered (nothing else uses this function).
* Merge branch 'mash/patch-6'
* Replaced strlen(device->shortname())!=0 with device->shortname()[0]!='\0' in info.cpp
Increased listxml output ==> 18%
* Claim this, nw
* tasman: reinstated CCU again, added preliminary irq masking, added some better gfxdecoding, nw
* Note and revert MT #5423
* Merge pull request #502 from fulivi/hp9845_dev
First version of HP9845B driver [F.Ulvi]
* Make Lazarian playable
* Decode PLA bitstream and use for video mixing
* Document colour format and make up usable colour values
* Implement shell and area effects
* Use proper video timings - yes there is blank space on the right
* Add PLA from lazarian to laserbat as bad dump as it's needed now
* Yes it's impossible to get black because there's no LSB for blue
* Colours are still wrong, but at least it's only the intensities now
* There are still alignment issues between layers
* catnmous is completely broken, need schematic for PLA hookup
* Add INTREQ/INTACK to S2636, not used by any drivers yet
* Merge pull request #500 from MASHinfo/patch-4
Fixed listxml sample output.
* Fixed listxml sample output.
The listxml dosn't output the game samples.
This fixed commit: tagmap_t to std::unordered_map or std::unordered_set where applicable…
https://github.com/mamedev/mame/commit/3414b0166e77c5353373d655e3def0251571722d
* Stop internal debugger window title and editors from drawing text outside the bounds of the window.
* mark finalap2j (Final Lap 2 Japan version) gfx roms as BAD_DUMP
The Japanese versions of these games should use different gfx roms to the World versions, there is corrupt text in attract mode otherwise.
* scale our gun input to screen size, otherwise it's massively inaccurate near the bottom (nw)
* MT00363 ?
* peplus.cpp: Correct DO_DUMP prom size - NW
* peplus.cpp: Add in actual missing CG numbers - NW
After some research I found the actual CG numbers needed for Treasure Chest and Royal Deuces as well as XP000074 is needed for the Double Down Stud Poker set.
* this looks more like a debug port on this game actually (nw)
* MT03860
* no need for all these ROM_RELOADS in the dooyong banking, it's not 199x/early 2000s anymore :-)
* Merge branch 'master' of https://github.com/mamedev/mame
* Before I get crazy, logged all irqs for MS1, nw
* fix gfx set mismatch (nw)
* Fix tagged_list (nw)
* this bit alows the flying tiger title text to colour cycle, probably vblank like other games (nw)
* tlcs900: fix duplicate tags (nw)
* New working game added
---------------------------
Mattel Dungeons & Dragons - Computer Labyrinth Game [hap, Sean Riddle]
* hitting save helps (nw)
* revert part of previous MASH change, no evidence to suggest this isn't just how the PCB was, many of these are exactly like this (nw)
* Merge pull request #495 from MASHinfo/patch-3
new WORKING game

Download:MAME Git (2015/12/19) x86
Download:MAME Git (2015/12/19) x64
Source: Here



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