MAME 0.137u1

From MAMEDEV Wiki

Release Date

MAME 0.137u1 was released on 25 March 2010.


Contributors

The known contributors for this version are, in alphabetical order:


Specific Contributions

The known contributions for this version are, in the order specified in the whatsnew:

  • David Haywood improved text layer in LE2:
    • Set display enable to be ON by default. LE2 doesn't turn it on until after the test screens, which would seem to indicate that the register should default to on, otherwise they're always invisible.
    • Added a kludge to use the right palette for the text layer in LE2, I haven't checked, but I wonder if this could also be related to internal defaults for the mixer chip which the game doesn't change. This allows you to see the ram/rom tests anyway, which is better than an invisible startup.
  • R. Belmont provided 680x0 FPU updates:
    • Rewritten to use SoftFloat instead of unportable native FP math.
    • Support added for Motorola 96-bit extended floats.
    • More addressing modes and conditions supported.
  • Quench provided updates to toaplan1.c driver:
    • Fixed flipscreen support for all toaplan1 games.
    • Added minimal Z180 place holder for SameSame/Fireshrk/Vimana.
  • Guru changed driver to match 500gp title screen, which says 1998.
  • O. Galibert hooked the 3D commands DMA in the namcos23 driver.
  • Quench provided updates to Twincobr/Wardner drivers:
    • twincobr.c
      • Added 6845 CRTC interface.
      • Restored correct DSP roms loads and proms for 'fsharkbt'.
    • wardner.c
      • Added 6845 CRTC interface.
      • Corrected some clock speeds.
  • Guru did namcos23 housekeeping: move months to mamedriv, fix 500 GP name.
  • R. Belmont fixed landgear crash, game now enters attract mode.
  • Roberto Fresca provided improvements to Funworld driver:
    • Removed all hacks in the rom load section. Now the involved sets are properly loaded in the same way the hardware does.
    • Replaced hardcoded values on graphics decode routines with proper RGN_FRAC calculations.
    • Fixed graphics bitplanes to involved games.
    • Added more hardware/technical info.
    • Modify the mongolnw machine driver. Now can see it starts.
    • Added Multi Win, from Funworld. The set is encrypted and use a custom CPU. Seems similar hardware than (multi) Joker Card.
    • Added Fun World Quiz. Needs proper banking, and both graphics and bipolar PROM redumps.
  • R. Belmont provided a 680x0 FPU update::
    • Implemented FMOVECR.
    • Added load extended PC relative indexed support.
    • Cleanup some duplicated code.
  • Roberto Fresca and David Haywood added more improvements to Funworld driver:
    • Improved inputs for Fun World Quiz.
    • Proper handlers and banking for Fun World Quiz questions.
    • Partial decryption for royalcdc and multiwin.
    • Complete Fun World Quiz DIP switches with dip locations.
    • Promoted Fun World Quiz to working state.
    • Added Fun World Quiz bookkeeping instructions notes.
  • David Haywood added default NVRAM for Namco FL games and some Namco System 2 games.
  • Angelo Salese implemented player 2 input buffer protection in Winning Spike.
  • Angelo Salese implemented irq ack in the Pastel Gal driver and implemented gfx rom readback in Three Dealers Casino House.
  • Roberto Fresca provided more improvements to Funworld driver:
    • Reworked button-lamps layouts per game. Cleaned-up the code.
    • Added specific button-lamps layout for bigdeal games.
    • Added specific button-lamps layout for royalcrd & jolycdit, but there is a bug in the d-up select code that lights the wrong lamp. This is a leftover from jollycrd routines.
    • Flagged vegasfte as GAME_NOT_WORKING, since is not receiving any coins or remote credits anymore.
  • Andrew Gardner updated the hng64 driver: Lighting calculations are now more accurate.
  • Fabio Priuli added driver data class and save states to: paradise.c, pasha2.c and pbaction.c.
  • Fabio Priuli enabled saves states in pass.c (everything was already saved).
  • Fabio Priuli reworked OAM drawing routines, implemented correct range over and time over flags (sprite limits), implemented FirstSprite priority in snes.c.
  • Fabio Priuli moved more variables to driver data class and refactored/cleaned up some code in snes.c.
  • David Haywood provided NamcoS21 cleanups:
    • Added default NVRAM to Cybersled.
    • Limited the range of the analog inputs in Cybersled (the game glitches, causing you to move backwards if they hit the minimum / maximum).
    • Setup default key mapping in Cybersled to be similar to other dual joystick 'tank' style games, eg. Assault, rather than the default keyboard mapping where the sticks appear to be swapped.
    • Reworked the input ports a bit so that they include a common base rather than duplicating common inputs.
    • Renamed aircombu to aircomb, and made it the parent instead of the Japanese set.
  • David Haywood provided Cave cleanups:
    • Removed fake Region dipswitch that modified the region byte in the EEPROM each reset for Sailor Moon, Air Gallet and Mazinger Z.
    • Split out different regions into clones with different default EEPROMs instead, and ensured all EEPROMs are factory default for that region. (this is a cleaner solution and more accurately represents the PCBs).
  • Fabio Priuli added driver data class to dynax.c, ddenlovr.c.
  • Fabio Priuli replaced memory_set_bankptr with memory_set_bankp and added save state support to ddenlovr.c, dynax.c.
  • Fabio Priuli updated the snes sound device to use device handlers, to store its internals in a struct, and to save them.
  • Barry Rodewald fixed unaligned memory accesses and opcode fetches when they cross a page boundary in the 1386 core. Previously, if pages were not ordered in contiguous RAM, then a cross-boundary read or write would read partially incorrect data or write some of the data in the wrong page.
  • Christophe Jaillet updated png2bdc.c: When the usage is printed, the name displayed was "png2bdf" instead of "png2bdc"; this changes it by retrieving the name of the executable at runtime, so it will always be correct now.
  • Oliver Stoeneberg provided several cleanups based on cppcheck and VS2008 Code Analysis.
  • Oliver Stoeneberg made the "split" return the actual result instead of just 0 in split.c.
  • Oliver Stoeneberg made the identation of the CPU device in -listdevices the same like the others in clifront.c.
  • Fabio Priuli added driver data class and save states to vmetal.c.
  • Corrado Tomaselli verified all the clocks from Super Contra PCB as well as the vsync.
  • David Haywood added default nvram to Cyber Commando, and improved the default control mapping in it.
  • Angelo Salese implemented pal bank in Three Dealers Casino House.
  • Tafoid updated DIPs based on Stephh's notes and fixed location status. Added GAME_NO_COCKTAIL flag until flip screen is implemented.
  • Lord Nightmare imported the same implementation of moon war proto's spinner to moon war 2; works much more smoothly now.
  • Lord Nightmare fixed very minor occasional glitches in moonwar/moonwara/moonwarp spinners caused by IPT_DIAL crossing the 0x00<->0xFF border. Added conditional Hyperflip button to moonwar, only seems present in upright mode? (in cocktail mode the same input is used by player 2 for a different button).
  • Lord Nightmare implemented many of the dipswitches for moonwarp, and re-add the color test mode to frenzy; Cocktail/upright select is still missing rom moonwarp, though I managed to trigger cocktail mode a few times by accident. Needs code study to see what it actually depends on. The p2 controls are separate in cocktail mode.
  • Angelo Salese fixed for good trasparency issues in Three Dealers Casino House.
  • Fabio Priuli updated snes.c: some internal refactoring, some new debug functions and a small mode7 fix.
  • David Haywood did the first step in refactoring the video system in metro.c driver.
  • Corrado Tomaselli and Tafoid corrected typo in Yie Ar Kung-Fu verified clock rates and tweaked the tempo slightly to better match reference recordings.
  • David Haywood did the final step in refactoring the video system in metro.c driver, replaced the video code with custom renderer functions.
  • Roberto Fresca provided improvements to funworld.c driver:
    • Added dual-state palette (addressable through PLDs). This allow to choose which half of the palette will be addressed.
    • Splitted the main machine driver to cover both palette states.
    • Reworked inputs / DIP switches for vegasslw, vagasfst and vegasfte.
    • Created new default NVRAM for Royal Vegas Joker Card sets. These need to be configurated to be valid ones. Now vegasfte can receive remote credits, and all three in the family have valid min-max bet value and payout.
    • Removed the not working flag from vegasfte.
    • Improved colors for Big Deal sets.
    • Correct colors for Royal Vegas Joker Card sets.
  • R. Belmont provided MN10200 updates:
    • Better IRQ generation and hookup to MAME IRQ system.
    • Preliminary 8-bit timer hookup including prescalers and IRQs.
    • Fixed issue with debugger not showing registers correctly.
  • Fabio Priuli updated DSP1, DSP2, DSP3, DSP4, OBC1, SRTC and ST010 addon chips to store their variables in struct and to save them.
  • Roberto Fresca provided more improvements to funworld.c driver:
    • Added a second set of Jolly Card Professional. Documented the code differences.
    • Added another Royal Vegas Joker Card set, from Mile. These sets aren't intended to work with coins. Only remote credits are allowed. There are external modules that can manage up to 4 machines simultaneously, adding/removing/watching credits.
    • Added default NVRAM to the above sets.
    • Added proper inputs and DIP switches to vegasmil.
    • Replaced the jolyc980 default NVRAM with one totally clean. Temporal and total meters are cleared to zero.
  • Curt Coder fixed Z80-DMA Load and Continue commands.
  • Angelo Salese implemented SUBD DIR & SUBD EXT opcodes in the MC68HC11 core.
  • Fabio Priuli achieved snes.c progress:
    • Added proper sprite priorities.
    • Added pseudo-hires effect.

Game Support

New games added or promoted from NOT_WORKING status


New clones added


New games marked as GAME_NOT_WORKING