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MAMEMAME Git (2016/02/04) 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:
* disound: Don't crash on state load when the mixer is disabled by lack of inputs (misconfiguration or missing samples) [O. Galibert]
* Merge branch 'master' of https://github.com/mamedev/mame
* Substantial improvements to Web Audio sound backend for Emscripten port. [Grant Galitz]
* karatblzbl: fixed save state problem found by Tafoid (nw)
* SCREEN RAW PARAMS for nightgal.cpp, nw
* Added ldax_imm and stax_imm for NCS CPU core, used by Night Gal Summer, nw
* Notes for Night Gal Summer, nw
* new print club sets [Team Europe, Ryan Holtz]
Print Club 2 Warner Bros (J 970228 V1.000)
Print Club 2 '97 Winter Ver (J 971017 V1.100, set 2)
Print Club 2 '98 Summer Ver (J 980603 V1.100)
* pc9801: more egc fixes (nw)
* mc6845.cpp: fixed save state regression found during Tafoid's latest round of tests (i.e. futflash, docastle, usgames, madalien) (nw)
* timeplt.cpp: fixed save state regression found during Tafoid's latest round of tests (nw)
* New WORKING machine added
--------------
Chess Challenger 7 [hap, Berger]
* BetaDisk floppy sound (nw)
* dumped "Dead or Alive 2 (Rev A)", match existent set, fix game and EPR ROM names [Smitdogg, The Dumping Union]
dumped "King of Fighters XI" EN, match JP one, add notes [Brizzo]
* New NOT WORKING
Dragon Treasure 2 (Rev A) (GDS-0037A) [Jorge Valero, rtw, The Dumping Union]
(security PIC is missing)
add notes about Dragon Treasure sets
* Merge pull request #602 from vasilvv/master
Allow load/save state slots to be bound to joystick buttons
* Initialize m_load_save_hold
* Allow saved states to be bound to joystick buttons
* Do not read the load/save state filename while sequence is still pressed
Fixes the issue where, if the save state button was bound to something
that was a legal save state input, it would occasionally immediately
save the state onto the same button as "save state" input itself was
bound.
* Do not handle any UI inputs immediately after state load/save
Before this change, if you try to save state to a bound which already
does something as a UI button, it will save state there and then
immediately execute the bound action (sometimes it would not happen).
So, if you have state to P, with default button it would pause the game
immediately after saving state (except sometimes it would not).

Download:MAME Git (2016/02/04) x86
Download:MAME Git (2016/02/04) x64
Source: Here



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