HILO de MAME

Muy buenas a ver si podéis ayudarme hace muchos años que no descargo mame tengo uno ya muy viejo y he visto la versión 0.195 en una página, pero me vienen varios torrents por bajar y es una burrada de gigas a ver que es necesario si me podéis echar una mano, me viene: mame 0.195 extras, mame 0.195 rollback, mame 0.195 multimedia, mame bios, rom de la lista de sofware split, rom de la lista de sofware fusionadas, no fusionadas. estoy perdidísimo antes venía el romset completo y plin ahora me estoy volviendo loco, perdonar mi ignorancia, a ver si podéis echarme un cable y luego para configurar que ya no me acuerdo. Muchas gracias de antemano.
Yo lo hago es tener la ROMSET (solo roms, seran unas 60 gigas) en split, en Mame Extras me bajo solo los snaps y cheats (por si tengo que utilizar alguno), y poco más.

Saludos.
muchas gracias, AlterNathan,disculpa mi ignorancia,¿ sabes lo que sonlos roms 0.195 merged? son casi 60 gigas, también y los Rollback roms, estoy perdidísimo, hace años que no uso Mame. Un saludo.
@ROSSONERO81 Si no recuerdo mal Merged son todas las roms juntas en un fichero, sea clon o parent, pero vamos yo siempre he sido pro-split toda la vida, pero elijas la que elijas siempre tendrás los mismos juegos no se complementa la una con la otra.

Los rollback roms creo que es para ir a una versión de roms anterior, tampoco son necesarias, luego no te lo he mencionado pero también necesitas el mame bios (es raro que esté separado) y el Mame CHD si vas a meter juegos que requieran disco duro aunque los CHDs pueden ocupan 200 gigas tranquilamente xD.

Para emular yo utilizo el Arcade 0.195 de insertmorecoins (busca la página en google) para mi es el mejor fork de Mame porque últimamente el mame ha incluido el mess que yo al menos no lo utilizo para nada.

Saludos.
AlterNathan escribió:@ROSSONERO81 Si no recuerdo mal Merged son todas las roms juntas en un fichero, sea clon o parent, pero vamos yo siempre he sido pro-split toda la vida, pero elijas la que elijas siempre tendrás los mismos juegos no se complementa la una con la otra.

Los rollback roms creo que es para ir a una versión de roms anterior, tampoco son necesarias, luego no te lo he mencionado pero también necesitas el mame bios (es raro que esté separado) y el Mame CHD si vas a meter juegos que requieran disco duro aunque los CHDs pueden ocupan 200 gigas tranquilamente xD.

Para emular yo utilizo el Arcade 0.195 de insertmorecoins (busca la página en google) para mi es el mejor fork de Mame porque últimamente el mame ha incluido el mess que yo al menos no lo utilizo para nada.

Saludos.



Pero por que quitan los juegos de poker?
Yo solo he conseguido hacer funcionar uno, supuestamente el que mas megusta, pero ya desconozco si hay mejores.
@gamer10 No sé exactamente que quieres decir, yo solo quito el Mess que es donde están las consolas y ordenadores para esos menesteres prefiero utilizar emuladores como el Retroarch para consolas y para ordenador su emulador especifico.

Saludos.
muchísimas gracias, AlterNathan, ya me voy enterando un poco más, son por lo menos 7 años sin usar el mame, perdidísimo iba jaja. por cierto me sale otro archivo mame 0.195 multimedia que ocupa 19 gigas es necesario descargarlo?y otro archivo más que pone,mame 0.195 software list roms split de 55 gb, gracias por tu paciencia, y perdona por tanta pregunta. Un saludo.
@ROSSONERO81 El mame 0.195 multimedia, si te digo la verdad no sé lo que es xD, y el software list son las roms del mess, es decir los juegos de Snes, Megadrive... etc

Saludos.
@ROSSONERO81 el multimedia tiene vídeos de los juegos. En principio mejor baja un pack de imágenes (snapshot) y lo pones en la carpeta snap.
Primero que funcionen los juegos, y luego lo que vayas echando en falta.
Muchas gracias,AlterNathan y cuclis, se agradece vuestra ayuda,ahora a descargar todo el set,luego una vez descargado para instalar ya veré que no recuerdo mucho que había que hacer. Un saludo me habéis ayudado mucho.
AlterNathan escribió:@gamer10 No sé exactamente que quieres decir, yo solo quito el Mess que es donde están las consolas y ordenadores para esos menesteres prefiero utilizar emuladores como el Retroarch para consolas y para ordenador su emulador especifico.

Saludos.



Juegos del mame, juegos "video poker". De muchso que he probado, solo uno me iba. Y los de tragaperras no se que tal son, pero tampoco van. Salen luces, pero le faltan graficos. Un poco raro.. No se para que meten esas roms si no van.
No sé si es el caso pero más de la mitad de roms de mame aún no funcionan y puede que no lo hagan en la vida.

Hay que tener clara la finalidad del proyecto mame.
josete2k escribió:No sé si es el caso pero más de la mitad de roms de mame aún no funcionan y puede que no lo hagan en la vida.

Hay que tener clara la finalidad del proyecto mame.


Una respuesta clara jeje
@gamer10 ¿Y no será como el pinmame? Que necesitabas otro emulador para hacerlo funcionar entero, la verdad es que no tengo ni idea.

Saludos.
AlterNathan escribió:@gamer10 ¿Y no será como el pinmame? Que necesitabas otro emulador para hacerlo funcionar entero, la verdad es que no tengo ni idea.

Saludos.



No se, pero no he visto ningun dato en ningun sitio de como hacerlo funcionar. Ni packs que funcionen ni nada.

Tenia curiosidad, pero bueno.

Juegos de mame/arcade ya no hacen hoy en dia no?
Por alguna razon en concreto?

Se supone que en japon, siguen triunfando los recreativos de los años 80.

No conocia yo este juego, esta curioso, me recuerda a juegos del spectrum de pantallas.

un poco simple, pero parece interesante.

Imagen

Imagen

Imagen

Imagen
@gamer10 Al final baje un romset de la versión 0.195 y me funciona correctamente

@InsertMoreCoins Utilize el clrmamepro y no me lo reconstruyo, pero no pasa nada, como le comente a gamer10, ya descargue un romset para la versión 0.195 y va de lujo.

Ahora lo que me gustaría es encontrar un archivo mame.ini con una configuración de vídeo que se asemeje mucho a un monitor CRT, he leído que lo mejor es que lo configure yo mismo a mi gusto, pero si no tengo un monitor CRT para comparar no es posible, y comparándolo desde una foto tampoco creo que pueda.
¿De donde se puede descargar una database de Mame para Hyperspin? A ser posible algo que se vaya actualizando cada mes, ahora seria para la 0.195...
Se que hay una utilidad, mame xml generator o algo asi pero no me funciona, al terminar siempre me deja el directorio vacio :(
elpalencia93 escribió:@gamer10 Al final baje un romset de la versión 0.195 y me funciona correctamente

@InsertMoreCoins Utilize el clrmamepro y no me lo reconstruyo, pero no pasa nada, como le comente a gamer10, ya descargue un romset para la versión 0.195 y va de lujo.

Ahora lo que me gustaría es encontrar un archivo mame.ini con una configuración de vídeo que se asemeje mucho a un monitor CRT, he leído que lo mejor es que lo configure yo mismo a mi gusto, pero si no tengo un monitor CRT para comparar no es posible, y comparándolo desde una foto tampoco creo que pueda.



Imagen

Imagen

Yo te puedo pasar el archivo in. Esta configurado por mi mismo. Pero le tengo que dar el ultimo retoque de curvado hacia adelante. Estos dias he estado muy liado. Y hacerlo por ini, no me lo cambia creo. Tengo que mirarlo otra vez. Tiene curvado, scanlines y 4:3. No se si algo mas. Para mi gusto, es lo mejor. necesita pequeños retoques, y bordes algo mas disfuminados, pero minimo.

Clikea las capturas a pantalla completa, se aprecia mejor.

Lo que no se, es como meter en el ini, el reducir un poco el screen. Tengo que hacerlo manualmente en cada juego. Para que se vea todos los bordes.

Ya me estoy esperando a la version 0.196 y centrarme en ella. Ya he aprendido bastantes cosas, y queiro ahcerlo bien en algo nuevo. Pero como los hiscore no se queden grabados de todos, ahi se queda, que sigo con la 0.185. Por ahora, cero problemas.
elpalencia93 escribió:
@InsertMoreCoins Utilize el clrmamepro y no me lo reconstruyo, pero no pasa nada, como le comente a gamer10, ya descargue un romset para la versión 0.195 y va de lujo.



Es que ClrMamePro no te lo va a actualizar mágicamente, necesitas hacer un rebuild con los update roms que van saliendo a cada versión y si no sabes usar ese programa muy bien tendrías que ir 1 a 1 aplicando los updates hasta que llegues a la numeración de la versión del emulador que estas usando.

Yo tengo un par de videotutoriales básicos de este programa en Youtube, por si quieres aprender a usarlo, aunque yo diría más, son tutoriales obligados para los que quieren mantener las roms actualizadas, pero no ya de Mame, sino de Demul,Supermodel, sets no-intro etc...

Y esto es solo la punta del iceberg de lo que se puede hacer con este programa


alex2005 escribió:¿De donde se puede descargar una database de Mame para Hyperspin? A ser posible algo que se vaya actualizando cada mes, ahora seria para la 0.195...
Se que hay una utilidad, mame xml generator o algo asi pero no me funciona, al terminar siempre me deja el directorio vacio :(


En mi foro las tienes que las acabo de subir (no pongo links aquí por si infrinjo reglas)
@gamer10 Esta muy chula tu configuracion, te ha tenido que llevar horas. Digo yo que solo copiando de tu archivo mame.ini los apartados de vídeo me funcionara aun que tu tengas la versión 0.185 y yo la 0.195 ¿no?

@InsertMoreCoins De hecho visito mucho tu pagina para web para ponerme al corriente y he visto alguno de tus vídeos, mire los vídeos que tienes de mame clrmamepro, pero no encontré por google ningún pack de update de la versión 0.185 a la versión 0.195 (seguramente por mi malisimo ingles), y probé ha actualizarlo creando un perfil en clrmamepro utilizando la versión de mame que tengo pero no hubo suerte, y tuve que buscar un romset. Ahora intentare siempre actualizar mame con un pack de updates que comentas, pero conozco ninguna web donde los proporcionen.
elpalencia93 escribió:@gamer10 Esta muy chula tu configuracion, te ha tenido que llevar horas. Digo yo que solo copiando de tu archivo mame.ini los apartados de vídeo me funcionara aun que tu tengas la versión 0.185 y yo la 0.195 ¿no?

@InsertMoreCoins De hecho visito mucho tu pagina para web para ponerme al corriente y he visto alguno de tus vídeos, mire los vídeos que tienes de mame clrmamepro, pero no encontré por google ningún pack de update de la versión 0.185 a la versión 0.195 (seguramente por mi malisimo ingles), y probé ha actualizarlo creando un perfil en clrmamepro utilizando la versión de mame que tengo pero no hubo suerte, y tuve que buscar un romset. Ahora intentare siempre actualizar mame con un pack de updates que comentas, pero conozco ninguna web donde los proporcionen.


es facil hacerlo.
Si, te tiene que funcionar sin problemas. No lo he probado, pero no creo que haya problemas.

Lo dificil es centrar la pantalla con el streetch. QUe en el ini no se hacerlo y lo hago juego por juego.

Te dejo ahi eso. hazte una copia de seguridad de tu ini.

#
# DIRECT3D POST-PROCESSING OPTIONS
#
hlslpath hlsl
hlsl_enable 1
hlsl_oversampling 0
hlsl_write 1
hlsl_snap_width 1024
hlsl_snap_height 768
shadow_mask_tile_mode 0
shadow_mask_alpha 0.0
shadow_mask_texture aperture.png
shadow_mask_x_count 320
shadow_mask_y_count 240
shadow_mask_usize 0.09375
shadow_mask_vsize 0.109375
shadow_mask_uoffset 0.0
shadow_mask_voffset 0.0
screen_horiz_stretch 0.974
screen_vert_stretch 0.966
distortion 0.0
cubic_distortion 0.10
quadric_distortion_amount 0.07
distort_corner 0.27
round_corner 0.07
smooth_border 0.15
reflection 0.0
vignetting 0.0
scanline_alpha 0.5
scanline_size 1.0
scanline_height 0.5
scanline_variation 1.0
scanline_bright_scale 0.4
scanline_bright_offset 0.2
scanline_jitter 0.0
hum_bar_alpha 0.0
defocus 0.0,0.0
converge_x 0.3,0.0,-0.3
converge_y 0.0,0.3,-0.3
radial_converge_x 0.0,0.0,0.0
radial_converge_y 0.0,0.0,0.0
red_ratio 1.0,0.0,0.0
grn_ratio 0.0,1.0,0.0
blu_ratio 0.0,0.0,1.0
saturation 1.0
offset 0.0,0.0,0.0
scale 0.95,0.95,0.95
power 1.2,1.2,1.2
floor 0.05,0.05,0.05
phosphor_life 0.0,0.0,0.0
@gamer10 A esa config del hlsl yo le agregaría algo de shadow_mask_alpha, vignetting, scanline_jitter, phosphor_life...
In_Flames_81 escribió:@gamer10 A esa config del hlsl yo le agregaría algo de shadow_mask_alpha, vignetting, scanline_jitter, phosphor_life...


Ya, por eso dije que lo estoy mejorando poco a poco. Pero gracias. Aunque el mask alpha no se que es, ni el phosphor_life. Tendria que mirarlos en tiempo real con un juego.

Por cierto, sabes donde se cambia estos parametros? Los he puesto ahi, pero no hace nada.
Cada juego tengo que hacerlo desde la consola de cada juego, uno por uno. Un royo.

screen_horiz_stretch 0.974
screen_vert_stretch 0.966
El stretch modifica el aspect ratio de los juegos.

Algunos pixel te van a salir mal dibujados.
@gamer10 creo que esos parámetros son individuales de cada juego.
josete2k escribió:El stretch modifica el aspect ratio de los juegos.

Algunos pixel te van a salir mal dibujados.



No, salen todos bien de los 400 juegos que llevo puestos.

Solo lo estrecho un 5% -7%, algo casi insignificante. Pero al poner la pantalla 4:3, hace el efecto curvado y corta los bordes un poco en los puntos...etc. Aparte, me meto un 4% de disfuminado de bordes. Para que se vea algo borroso.

Amplia esta foto, se ve bastante bien. Pero tengo que mejorar algunos parametros de curvados y otros efectos.
Si te fijas en la barra del enemigo, creo que esta bien alineados los graficos.

A ver si mañana que no cre oque salga, me pongo a ello, hoy me he pasado 5 horas buscando nuevos juegos. :-|

Imagen

Imagen


@In_Flames_81 Se debería de poner, porque es un parámetro común, como otro cualquiera. Pero no he logrado hacerlo ni verlo por ningún lado.
gamer10 escribió:
josete2k escribió:El stretch modifica el aspect ratio de los juegos.

Algunos pixel te van a salir mal dibujados.



No, salen todos bien de los 400 juegos que llevo puestos.

Solo lo estrecho un 5% -7%, algo casi insignificante. Pero al poner la pantalla 4:3, hace el efecto curvado y corta los bordes un poco en los puntos...etc. Aparte, me meto un 4% de disfuminado de bordes. Para que se vea algo borroso.

Amplia esta foto, se ve bastante bien. Pero tengo que mejorar algunos parametros de curvados y otros efectos.
Si te fijas en la barra del enemigo, creo que esta bien alineados los graficos.

A ver si mañana que no cre oque salga, me pongo a ello, hoy me he pasado 5 horas buscando nuevos juegos. :-|

Imagen

Imagen


@In_Flames_81 Se debería de poner, porque es un parámetro común, como otro cualquiera. Pero no he logrado hacerlo ni verlo por ningún lado.




gamer10, que monitor tienes??

precisamente ando pensando en la idea de poner bien un monitor de 27" 16:9 o uno de 26" 16:10 a un mueble arcade que tengo....

¿¿podria configurar mame para que se usase el formato 4:3 original de los juegos en estos monitores con su resolucion nativa?? (es decir, 1920x1080 en 27" o 1920x1200 en 26").

gracias.
ryuks escribió:
gamer10 escribió:
josete2k escribió:El stretch modifica el aspect ratio de los juegos.

Algunos pixel te van a salir mal dibujados.



No, salen todos bien de los 400 juegos que llevo puestos.

Solo lo estrecho un 5% -7%, algo casi insignificante. Pero al poner la pantalla 4:3, hace el efecto curvado y corta los bordes un poco en los puntos...etc. Aparte, me meto un 4% de disfuminado de bordes. Para que se vea algo borroso.

Amplia esta foto, se ve bastante bien. Pero tengo que mejorar algunos parametros de curvados y otros efectos.
Si te fijas en la barra del enemigo, creo que esta bien alineados los graficos.

A ver si mañana que no cre oque salga, me pongo a ello, hoy me he pasado 5 horas buscando nuevos juegos. :-|

Imagen

Imagen


@In_Flames_81 Se debería de poner, porque es un parámetro común, como otro cualquiera. Pero no he logrado hacerlo ni verlo por ningún lado.




gamer10, que monitor tienes??

precisamente ando pensando en la idea de poner bien un monitor de 27" 16:9 o uno de 26" 16:10 a un mueble arcade que tengo....

¿¿podria configurar mame para que se usase el formato 4:3 original de los juegos en estos monitores con su resolucion nativa?? (es decir, 1920x1080 en 27" o 1920x1200 en 26").

gracias.



Uno de 27" 2k. (Pero vale cualquiera, ya sabes)

Yo lo tengo en 4:3. Y lo malo que ves bordes negros. Antes tenia puesto los artwork en los bordes. Pero desde que hago pruebas con el CRT a 4:3, los he quitado.

Estirar los graficos a pantalla completa pierde toda la gracia. (hay gente que lo estira en panoramico)
En temas de resolucion, no soy la persona adecuada para responderte. Lo tengo en auto en mame. Esos parametros no los he tocado.

Si usas monitor, metele algo de bloom. Yo en unos dias subire mi configuracion, pero tengo que testear mucho hasta encontrar el punto mas cercano a un CRT.
igual me equivoco, pero uno de 27" 16:9 equivale a uno de 22" en 4:3, correcto??

Solo por curiosidad para que "strechas"?? pensaba que lo hacias para rellenar pantalla y que te ocupase mas espacio disponible...
ryuks escribió:igual me equivoco, pero uno de 27" 16:9 equivale a uno de 22" en 4:3, correcto??

Solo por curiosidad para que "strechas"?? pensaba que lo hacias para rellenar pantalla y que te ocupase mas espacio disponible...


Mis capturas son de 4:3. Lo malo que se ve esos bordes negros que no me gustan.

por si te interesa.

Ahora llevo desde ayer con el tema del bloom para monitor, e intentar igualarlo con un CRT.
El tema del bloom, que solo funciona con fondos en negro y pocos colores en pantalla. Por si te interesa, estoy haciendo un post en vertical de los mejores juegos y compatibles con este efecto.

Version mate sin bloom: (Ciertamente no me gusta nada para este tipo de juegos)

Imagen

Con bloom y modificaciones de niveles de bloom. Se acerca bastante al CRT si se configura bien. Jugando se ve mas definido que verlo en una foto. para mi gusto, le da mas vida a los juegos clasicos de pantallas y fondos negros u oscuros.


Imagen

Imagen

Imagen

Imagen

Imagen

Imagen

Imagen
pero con el bloom tambien te siguen quedando los fondos laterales negros, verdad?
ryuks escribió:pero con el bloom tambien te siguen quedando los fondos laterales negros, verdad?



Si. A ver si termino esa fase ya. Tiene 9 niveles de bloom y cada uno hace lo suyo. Luego ya me meto con el vintange y demás efectos, auqnue no se si voy a tocar en vertical.

Hay gente que ni se fija en estos detalles, te peuden decir el bloom, pero sin dar ejemplos de sus origenes. En peliculas como la de tiburon o piraña, salen los juegos con mucho bloom y fondos negros. Y lo vi claro, lo que realmente buscaba.

Si te quieres esperar unas horas o mañana a ver si he terminado una parte, lo comparto el ini. Ciertamente, me gusta bastante más que el mate.
gamer10 escribió:
ryuks escribió:pero con el bloom tambien te siguen quedando los fondos laterales negros, verdad?



Si. A ver si termino esa fase ya. Tiene 9 niveles de bloom y cada uno hace lo suyo. Luego ya me meto con el vintange y demás efectos, auqnue no se si voy a tocar en vertical.

Hay gente que ni se fija en estos detalles, te peuden decir el bloom, pero sin dar ejemplos de sus origenes. En peliculas como la de tiburon o piraña, salen los juegos con mucho bloom y fondos negros. Y lo vi claro, lo que realmente buscaba.

Si te quieres esperar unas horas o mañana a ver si he terminado una parte, lo comparto el ini. Ciertamente, me gusta bastante más que el mate.


Hola! Increible esas capturas te ha quedado fenomenal ! Me encanta ^^
Mi Mame no se ve tan bien.. Podrias compartir con tu permiso tu archivo ini me gustaria probarlo tambien a ver que tal queda en mi monitor !

Gracias y genial tu trabajo ! [inlove]
julian75 escribió:
gamer10 escribió:
ryuks escribió:pero con el bloom tambien te siguen quedando los fondos laterales negros, verdad?



Si. A ver si termino esa fase ya. Tiene 9 niveles de bloom y cada uno hace lo suyo. Luego ya me meto con el vintange y demás efectos, auqnue no se si voy a tocar en vertical.

Hay gente que ni se fija en estos detalles, te peuden decir el bloom, pero sin dar ejemplos de sus origenes. En peliculas como la de tiburon o piraña, salen los juegos con mucho bloom y fondos negros. Y lo vi claro, lo que realmente buscaba.

Si te quieres esperar unas horas o mañana a ver si he terminado una parte, lo comparto el ini. Ciertamente, me gusta bastante más que el mate.


Hola! Increible esas capturas te ha quedado fenomenal ! Me encanta ^^
Mi Mame no se ve tan bien.. Podrias compartir con tu permiso tu archivo ini me gustaria probarlo tambien a ver que tal queda en mi monitor !

Gracias y genial tu trabajo ! [inlove]


Gracias.

Pero aun no esta terminado y tiene que testearse mucho. Hoy ni he tenido tiempo.

Toma, pero pruebalo con juegos antiguos con fondos en negro y pocos colores. Intenta no poner juegos que tengan graficos en blanco o muy claros tirando a blando.

Es un pack que estoy haciendo para juegos verticales con esa configuracion.
Mirate el de popeye, a ver si se ve igual que en mi captura.

#
# DIRECT3D POST-PROCESSING OPTIONS
#
hlslpath hlsl
hlsl_enable 1
hlsl_oversampling 0
hlsl_write 1
hlsl_snap_width 1024
hlsl_snap_height 768
shadow_mask_tile_mode 0
shadow_mask_alpha 0.0
shadow_mask_texture aperture.png
shadow_mask_x_count 320
shadow_mask_y_count 240
shadow_mask_usize 0.09375
shadow_mask_vsize 0.109375
shadow_mask_uoffset 0.0
shadow_mask_voffset 0.0
screen_horiz_stretch 0.974
screen_vert_stretch 0.966
distortion 0.0
cubic_distortion 0.13
quadric_distortion_amount 0.12
distort_corner 0.27
round_corner 0.07
smooth_border 0.15
reflection 0.0
vignetting 0.10
scanline_alpha 0.5
scanline_size 1.0
scanline_height 0.5
scanline_variation 1.0
scanline_bright_scale 0.4
scanline_bright_offset 0.2
scanline_jitter 0.0
hum_bar_alpha 0.0
defocus 0.0,0.0
converge_x 0.3,0.0,-0.3
converge_y 0.0,0.3,-0.3
radial_converge_x 0.0,0.0,0.0
radial_converge_y 0.0,0.0,0.0
red_ratio 1.0,0.0,0.0
grn_ratio 0.0,1.0,0.0
blu_ratio 0.0,0.0,1.0
saturation 1.0
offset 0.0,0.0,0.0
scale 0.95,0.95,0.95
power 1.2,1.2,1.2
floor 0.05,0.05,0.05
phosphor_life 0.0,0.0,0.0

#
# NTSC POST-PROCESSING OPTIONS
#
yiq_enable 0
yiq_jitter 0.0
yiq_cc 3.59754545
yiq_a 0.5
yiq_b 0.5
yiq_o 1.570796325
yiq_p 1.0
yiq_n 1.0
yiq_y 6.0
yiq_i 1.2
yiq_q 0.6
yiq_scan_time 52.6
yiq_phase_count 2

#
# VECTOR POST-PROCESSING OPTIONS
#
vector_beam_smooth 0.0
vector_length_scale 0.8
vector_length_ratio 500.0


#
# BLOOM POST-PROCESSING OPTIONS
#
bloom_blend_mode 0
bloom_scale 0.800
bloom_overdrive 1.0,1.0,1.0
bloom_lvl0_weight 1.0
bloom_lvl1_weight 0.21
bloom_lvl2_weight 0.19
bloom_lvl3_weight 0.17
bloom_lvl4_weight 0.15
bloom_lvl5_weight 0.14
bloom_lvl6_weight 0.40
bloom_lvl7_weight 0.12
bloom_lvl8_weight 0.11
http://mamedev.org/?p=455

28 Mar 2018
MAME 0.196, our March release, is here just in time for Easter, and it’s packed with all the goodness you’ve come to expect. In a very exciting development, Team Caps0ff have extracted the C-chip data for Volfied, Superman, Rainbow Islands, and most importantly, Bonze Adventure. This cleanly fixes some of the most long-standing emulation issues in MAME. The improvements to Sega Model 2 have continued, with Virtua Fighter 2 and Motor Raid now considered working. Other Model 2 games are greatly improved as well.

For fans of 8-bit home computers, MAME 0.196 has improved ZX Spectrum family emulation, fixing many graphical glitches. A QuikLoad option has been added to several CP/M-80 machines, allowing .COM files to be loaded directly after the operating system has booted. Emulated IEEE-488 (GPIB) can now be tunnelled over sockets, opening up the possibility to simulate peripherals outside MAME. Interpro progress has continued, and is now at the point where you can boot the rebuild floppy.

Other new working arcade games include Big Buck Hunter, an older joystick-controlled version of Ghox, and a rare unprotected version of Opa Opa. With some fixes to our vector maths, War: The Final Assault is working, and Gunpey has been made playable using decompressed sprite data extracted from a working board. New LCD hand-helds include Dennis the Menace, Double Dragon 3, Jurassic Park, Spider-Man, The Addams Family, The Flash, and X-Men - Project X.

In an emulation first, MAME 0.196 supports QSound DSP emulation. For now, it’s only enabled for the vgmplay driver by default, and it requires a fairly fast computer to emulate at full speed. It will be enabled by default when system requirements are a bit more modest. The SH-4 recompiler has been enabled by default for Dreamcast-derived systems, giving substantial performance improvements.

Of course, there are plenty of other improvements that you can read about in the whatsnew.txt file. As always, source and Windows binaries are available from the download page.

Resumiendo, que han conseguido dumpear el C-Chip que usan varios juegos de Taito, solucionando algunos de los errores de emulación más antiguos de mame. Interesantes artículos aqui y aquí. Genial para los fans del Rainbow Islands, como yo, que abre la puerta a su certera emulación.

Mejoras en juegos Sega Model 2, Virtua Fighter 2 ya es jugable.

Mejoras en la emulación de los ZX Spectrum y CP/M 80.

Añadidos como jugables Big Buck Hunter, una versión desprotegida de Opa Opa. War: The Final Assault y Gunpey. Añadidas algunas máquinas LCD.

Por primera vez se soporta la emulación DSP QSound (requiere mucha máquina). Añadido recompilador para Hitachi SH-4, mejorando el rendimiento de Dreamcast y sistemas derivados.

¡Una pedazo de versión!

whatsnew_0196.txt

0.196
-----


MAMETesters Bugs Fixed
----------------------
- 00205: [Crash/Freeze] (asuka.cpp) bonzeadv: After dying in cave accessed via the secret hole, you restart trapped in darkness
(Caps0ff)
- 00377: [Crash/Freeze] (asuka.cpp) bonzeadv: From third level, game hangs on dying because restart level is wrong (Caps0ff)
- 06287: [Graphics] (spectrum.cpp) spectrum, spec128, specpl3e: All in-game sprites from Comando Tracer flicker when moving (geecab)
- 06425: [Graphics] (spec128.cpp) specpl3e: Sprites flickering at level 2 and 6 in Terminator 2 - Judgement Day (geecab)
- 06869: [Plugins] Lua Cheat Plugin: Some cheat commands are ignored using Lua cheat engine (Carl)
- 06894: [Crash/Freeze] (taito_f3.cpp) ridingf, ringrage and clones: Exception after logo is displayed (cam900)
- 06895: [Graphics] (rohga.cpp) Many sets in rohga.cpp: Graphic "strips" of corruption (cam900)
- 06900: [Graphics] (holeland.cpp) holeland, holeland2: Priority bug on the boss level (Angelo Salese)
- 06908: [Speed] (iteagle.cpp) bbhcotw, bbh2sp: Game runs slow on certain levels despite being 100% in MAME (snow?) (Ted Green)
- 06917: [Sound] (artmagic.cpp) cheesech: New NVRAM causes a blasted sound on Get Ready screen at beginning of game (AJR)
- 06921: [Sound] (vigilant.cpp) All sets in vigilant.cpp: No sound (AJR)


New working machines
--------------------
Big Buck Hunter (v1.00.14) [coolmod]
Casio RZ-1 [Arashikage, Dirk Best, R. Belmont]
Dennis the Menace (Tiger handheld) [hap, Sean Riddle]
Double Dragon 3 - The Rosetta Stone (Tiger handheld) [hap, Sean Riddle]
Jurassic Park (Tiger handheld) [hap, Sean Riddle]
Spider-Man (Tiger handheld) [hap, Sean Riddle]
The Addams Family (Tiger handheld) [hap, Sean Riddle]
The Flash (Tiger handheld) [hap, Sean Riddle]
Warai no Hana Tenshi [yukaritamura]
X-Men - Project X (Tiger handheld) [hap, Sean Riddle]


New working clones
------------------
Acorn Electron (64K Master RAM Board) [Nigel Barnes]
Big Buck Hunter II - Sportsman's Paradise (v2.02.08) [Ted Green]
Big Buck Hunter II - Sportsman's Paradise (v2.02.09) [Ted Green]
Dragon 64 (HD6309E CPU) [David Ladd]
Ghox (joystick, older) [caius]
Irion [Robbbert, mcp]
Master Boy (Spanish, PCB Rev A) [ARPA, Recreativas.org]
Opa Opa (Rev A, unprotected) [ShouTime, Charles MacDonald, Smitdogg, The Dumping Union]
Street Fighter II: The World Warrior (Thunder Edition, bootleg, set 2) [coolmod, The Dumping Union]
Street Fighter III 3rd Strike: Fight for the Future (Japan 990512) [Guru]
Street Fighter III 3rd Strike: Fight for the Future (Japan 990608) [Guru]
Super Cobra (bootleg, set 2) [Belike]
Tano Dragon 64 (NTSC; HD6309E CPU) [David Ladd]
The Real Broadway (9131-20-00 R0C) [Brian Troha, The Dumping Union]
TI-73 Explorer (bootleg) [Julian Lachniet, critor]


Machines promoted to working
----------------------------
Gunpey (Japan) [Peter Wilhelmsen, Morten Shearman Kirkegaard, David Haywood]
Mephisto Amsterdam [Sandro Ronco]
Motor Raid - Twin [Angelo Salese, R. Belmont, O. Galibert, ElSemi]
Virtua Fighter 2 (Version 2.1) [Angelo Salese, R. Belmont, O. Galibert, ElSemi]
War: The Final Assault (EPROM 1.9 Mar 25 1999, GUTS 1.3 Apr 20 1999, GAME Apr 20 1999) [Ted Green]


Clones promoted to working
--------------------------
Eyes (Italy) [Corrado Tomaselli, The Dumping Union]
Mephisto Dallas [Sandro Ronco]
Mephisto Dallas 16 Bit [Sandro Ronco]
Mephisto Dallas 32 Bit [Sandro Ronco]
Mephisto Roma [Sandro Ronco]
Mephisto Roma 32 Bit [Sandro Ronco]
Virtua Fighter 2 [Angelo Salese, R. Belmont, O. Galibert, ElSemi]
Virtua Fighter 2 (Revision A) [Angelo Salese, R. Belmont, O. Galibert, ElSemi]
Virtua Fighter 2 (Revision B) [Angelo Salese, R. Belmont, O. Galibert, ElSemi]
War: The Final Assault (EPROM 1.3 Apr 7 1999, GUTS 1.3 Apr 7 1999, GAME Apr 7 1999) [Ted Green]
War: The Final Assault (EPROM 1.6 Jan 14 1999, GUTS 1.1 Mar 16 1999, GAME Mar 16 1999) [Ted Green]
War: The Final Assault (EPROM 1.91 Apr 13 1999, GUTS 1.3 Apr 7 1999, GAME Apr 7 1999) [Ted Green]


New machines marked as NOT_WORKING
----------------------------------
Badlands (Konami, set 1) [Angelo Salese]
Casio CZ-101 [Dirk Best]
Casio HT-6000 [Dirk Best]
CIT-101 [Doug Crawford]
Diablo HyType II Series 1300 CPU [Edstrom]
e-kara (US?) [Sean Riddle, Peter Wilhelmsen]
e-kara Volume 1 (US?) [Sean Riddle, Peter Wilhelmsen]
e-kara Volume 2 (US?) [Sean Riddle, Peter Wilhelmsen]
EA Sports Madden Football (NTSC) [Sean Riddle, Peter Wilhelmsen]
Excite Fishing DX (Japan) [Sean Riddle, Peter Wilhelmsen]
Let's! TV Play Classic - Namco Nostalgia 1 [Sean Riddle, Mr. Do]
Let's! TV Play Classic - Namco Nostalgia 2 [Sean Riddle, Peter Wilhelmsen]
Let's! TV Play Classic - Taito Nostalgia 2 [Sean Riddle, Mr. Do]
Lord Of The Rings - Warrior of Middle-Earth [Sean Riddle, Peter Wilhelmsen]
Lucky Draw (Pinball) [PinMAME]
Milton Bradley Electronic Milton [Sean Riddle]
MX Dirt Rebel [Sean Riddle, Peter Wilhelmsen]
Photo Play 2004 [Asure, The Dumping Union]
Play TV Football (NTSC) [Sean Riddle, Peter Wilhelmsen]
Play TV Rescue Heroes [Sean Riddle, Peter Wilhelmsen]
Play TV Snowboarder (Blue) (NTSC) [Sean Riddle, Peter Wilhelmsen]
Poly Proteus (Standalone) [Nigel Barnes, Andrew Trotman]
TV Wild Adventure Mini Golf [Sean Riddle, Peter Wilhelmsen]


New clones marked as NOT_WORKING
--------------------------------
Arbiter Discmonitor A-01 [Nigel Barnes]
Badlands (Konami, set 2) [Angelo Salese]
ConnecTV Snowboarder (Blue) (PAL) [Sean Riddle, Peter Wilhelmsen]
Daytona USA (GTX 2004 Edition) [anonymous]
Earthshaker (Prototype) (PA-4) [PinMAME]
Game King (EZ Pay, v4.0) [unknown]
Strange Science (Rev C) [Gerald (COY), The Dumping Union]
Super Seven [caius, The Dumping Union]
TI-83 Plus (bootleg) [Julian Lachniet, critor]
TI-84 Plus (Boot Code 1.02) [Julian Lachniet, critor]
TI-84 Plus (Boot Code 1.03) [Julian Lachniet]
TI-84 Plus (bootleg) [Julian Lachniet, critor]
TI-84 Plus Color Edition (Boot Code 5.00) [Julian Lachniet, critor]
TI-84 Plus Color Edition (Boot Code 5.15) [Julian Lachniet]
TI-84 Plus Color Edition (Boot Code 5.30) [Julian Lachniet]
TI-84 Plus Orion (Boot Code 1.02) [Julian Lachniet]
TI-84 Plus Orion (Boot Code 1.03) [Julian Lachniet]
TI-84 Plus Orion (bootleg) [Julian Lachniet]
TI-84 Plus Silver Edition (Boot Code 1.03) [Julian Lachniet]
TI-84 Plus Color Silver Edition (Boot Code 4.0) [Julian Lachniet]
TI-84 Plus Silver Edition (bootleg) [Julian Lachniet, critor]


New working software list additions
-----------------------------------
archimedes: 3D Construction Kit [Nigel Barnes]
camplynx_flop:
BASIC-80 Rev.5.2, BASIC-E Compiler v2.0, Battleships, C/80 Compiler 3.1, CalcStar v1.0, CP/M ver 2.2 BIOS 1.00,
CP/M ver 2.2 BIOS 1.02, DataStar v1.4, dBASE II, Delta Wing, fig-FORTH 1.1A, FORTRAN-80, Gomoku, Hangman,
Introductory Tape (128K), LogiChess 2.2, Lynx JM Utilities Disk v1.0, Lynx Revival Group - Volume 1, Micro-COBOL v2.1,
Monster Mine, PeachCalc v1.01, ReportStar v1.00, Roader, Slot Machine, Treasure Island, TURBO Pascal v2.00A, WordMaster v1.20,
WordStar v3.00 [Nigel Barnes]
ibm5150:
Blockout, Secret Agent, SimCity (3.5", v1.02), SimCity (3.5", v1.07), SimCity (5.25", v1.02), SimCity (5.25", v1.07),
Speedball (re-release), Stunts (3.5") (USA), Stunts (5.25") (USA) [ArcadeShadow]
DeluxePaint II-PC (French), HP Terminal Program HP24597A, Links - The Challenge of Golf (v1.45), Lombard RAC Rally [breiztiger]
Bodyworks - An Adventure in Anatomy [Dan Tootill]
Banner Blue Movie Guide, Dungeon of Pun III (Gemini Shareware), Roger Ebert's Deluxe Movie Home Companion - 1986-1992 Editions,
Video Companion: The Software (Spring '92 Edition) [Foone Turing]
ibm5170:
Crystal Caves, Hocus Pocus, Monster Bash! [ArcadeShadow]
Links - Championship Course - Firestone Country Club, Microsoft Macro Assembler 5.1 (MS OS/2 Tools) [breiztiger]
AudioClips Digital Sounds for Windows 3.1 - Star Trek: The Next Generation - "Encounter at Farpoint",
Business Clip Art PicturePak 1, Programming Examples for Advanced Programmer's Guide to SuperVGAs [Foone Turing]
Alone in the Dark, Alone in the Dark (French), Home Repair Encyclopedia [Justin Kerk]
megadriv: LEGO Batman (Rus) [VedsaGolfer]
snread: A Ghost in the House, The Third Circle [David Viens]
snspell: Les Mots Difficiles (Module No. 2) [David Viens]
x1_flop: Donkey Kong 3 - Dai Gyakushuu [famicomical]


New NOT_WORKING software list additions
---------------------------------------
3do_m2: Shooter 2D [incog]
dc:
4x4 Evo (Euro, Prototype 20010109), Bokomu no Tatsujin (Jpn), Card of Destiny: Hikari to Yami no Tougousha - Genteiban (Jpn),
Castle Fantasia: Seima Taisen (Jpn), Chaos Field (Jpn, Sega Direct), Chaos Field (Jpn, Sega Direct, Rev. 1),
Christmas Seaman: Omoi o Tsutaeru Mou Hitotsu no Houhou - Message Kit (Jpn),
Christmas Seaman: Omoi o Tsutaeru Mou Hitotsu no Houhou - Present Disc (Jpn), Comic Party (Jpn), Confidential Mission (Jpn),
Cool Cool Toon (Jpn), CR Hissatsu Shigotonin: Pachitte Chonmage @VP@CHI (Jpn),
Dave Mirra Freestyle BMX (World, Prototype 20000907), Dave Mirra Freestyle BMX (World, Prototype 20001016),
Daytona USA 2001 (Euro, Prototype 20010227), Dead or Alive 2 (Euro), Dead or Alive 2 (Euro, Prototype 20000611),
Dead or Alive 2/Fur Fighters (Euro), Dead or Alive 2 (Jpn), Dead or Alive 2 - Shokai Genteiban (Jpn), Dead or Alive 2 (USA),
Death Crimson 2: Meranito no Saidan (Jpn), Death Crimson OX (USA), Deep Fighter (Euro), Deep Fighter (Fra),
Deep Fighter (Fra, Prototype 20000505), Deep Fighter (Ger), Deep Fighter (USA), Dejiko no Maibura (Jpn),
Demolition Racer: No Exit - Demo Version (USA), Demolition Racer: No Exit (USA), Dengen Tenshi Taisen Mahjong Shangri-La (Jpn),
Denpa Shounen-teki Kenshou Seikatsu Soft: Nasubi no Heya (Jpn), Densha de Go! 2: Kousoku-hen 3000 Bandai (Jpn),
Derby Tsuku 2 (Jpn), Derby Tsuku: Derby Ba wo Tsukurou! (Jpn), deSPIRIA (Jpn), Di Gi Charat Fantasy (Jpn),
Di Gi Charat Fantasy - Shokai Genteiban (Jpn), Digital Keiba Shinbun: My Trackman (Jpn), Dino Crisis (Euro), Dino Crisis (Fra),
Dino Crisis (Ger), Dino Crisis (Ita), Dino Crisis (Jpn), Dino Crisis (USA),
Disney Les 102 Dalmatiens a la rescousse ! (Fra, Ger, Ita, Spa), Disney/Pixar Buzz Lightyear of Star Command (Euro),
Disney/Pixar Buzz Lightyear of Star Command (USA), Disney/Pixar Captain Buzz Lightyear: Star Command (Ger),
Disney/Pixar Les aventures de Buzz l'Eclair (Fra), Disney/Pixar Toy Story 2: Buzz l'Eclair a la rescousse ! (Fra),
Disney/Pixar Toy Story 2: Buzz Lightyear eilt zur Hilfe! (Ger), Disney/Pixar Toy Story 2: Buzz Lightyear to the Rescue! (Euro),
Disney/Pixar Toy Story 2: Buzz Lightyear to the Rescue! (USA), Disney's 102 Dalmatians: Puppies to the Rescue (Euro),
Disney's 102 Dalmatians: Puppies to the Rescue (Euro, Prototype 20000110), Disney's 102 Dalmatians: Puppies to the Rescue (USA),
Disney's Dinosaur (Euro), Disney's Dinosaur (USA), Disney's Donald Duck "Goin' Qu@ckers" (USA),
Disney's Donald Duck "Qu@ck Att@ck"?*! (Euro), Doguu Senki: Haou (Jpn), Doki Doki Idol Star Seeker Remix (Jpn),
Dorimaga GD Vol. 10 (Jpn), Dorimaga GD Vol. 11 (Jpn), Dorimaga GD Vol. 12 (Jpn), Dorimaga GD Vol. 1 (Jpn),
Dorimaga GD Vol. 2 (Jpn), Dorimaga GD Vol. 3 (Jpn), Dorimaga GD Vol. 4 (Jpn), Dorimaga GD Vol. 5 (Jpn), Dorimaga GD Vol. 6 (Jpn),
Dorimaga GD Vol. 7 (Jpn), Dorimaga GD Vol. 8 (Jpn), Dorimaga GD Vol. 9 (Jpn), Dousoukai 2: Again & Refrain (Jpn),
Draconus: Cult of the Wyrm (USA), Draconus: Cult of the Wyrm (World, Prototype 20000127), DragonRiders: Chronicles of Pern (Euro),
DragonRiders: Chronicles of Pern (USA), Dragons Blood (Euro), Dreamcast Express Extra (Jpn), Dreamcast Express Vol. 1 (Jpn),
Dreamcast Express Vol. 2 (Jpn), Dreamcast Express Vol. 3 (Jpn), Dreamcast Express Vol. 4 (Jpn), Dreamcast Express Vol. 5 (Jpn),
Dreamcast Express Vol. 6 (Jpn), Dreamcast Express Vol. 7 (Jpn), Dreamcast Middleware Conference Demo Disc Part 2 (World),
Dreamcast System-Disc 2 (World), Dreamcast Visual Memory Data Issue (Jpn), DreamFlyer (Jpn), DreamKey 3.0 (Euro), DreamKey (Euro),
DreamKey (Euro, Rev. 1), DreamKey Version 1.5 (Euro), DreamKey Version 1.5 (Fra), DreamKey Version 2.0 (Bel, Fin, Ned, Swe, Swi),
DreamOn Collection 2 (Euro), DreamOn Collection 3 (Euro), DreamOn Collection 4 (Euro), DreamOn Volume 10 (Euro),
DreamOn Volume 10 (Ger), DreamOn Volume 11 (Euro), DreamOn Volume 12 (Euro), DreamOn Volume 13 (Euro), DreamOn Volume 14 (Euro),
DreamOn Volume 15 (Euro), DreamOn Volume 16 (Euro), DreamOn Volume 17 (Euro), DreamOn Volume 18 (Euro), DreamOn Volume 19 (Euro),
DreamOn Volume 1 (Euro), DreamOn Volume 20 (Euro), DreamOn Volume 21 (Euro), DreamOn Volume 22 (Euro), DreamOn Volume 2 (Euro),
DreamOn Volume 3 (Euro), DreamOn Volume 4 (Euro), DreamOn Volume 5 (Euro), DreamOn Volume 6 (Euro), DreamOn Volume 7 (Euro),
DreamOn Volume 8 (Euro), DreamOn Volume 9 (Euro), Dream Passport 2 for LAN (Jpn), Dream Passport 2 (Jpn),
Dream Passport 2 (Jpn, Rev. 1), Dream Passport 3 (Jpn), Dream Passport 3 (Jpn, Alt), Dream Passport 3 (Jpn, Alt 2),
Dream Passport 3: Urban Style (Jpn), Dream Passport (Jpn), Dream Passport Premier (Jpn), Dream Passport Ver. 1.01 (Jpn),
Dream Preview Vol. 8 (Jpn), Dreamstud!o: 3D Adventure Construction (Jpn), Ducati World (Euro),
Ducati World Racing Challenge (USA), D+Vine [Luv] - Shokai Genteiban (Jpn), Dynamite Cop (Euro), Dynamite Cop! (USA),
Dynamite Deka 2 (Jpn), Dynamite Deka 2 - Taikenban (Jpn), Ecco 3D (World, Prototype 19990506),
Ecco II: Sentinels of the Universe (World, Prototype 20010219), Ecco the Dolphin: Defender of the Future (Euro),
Ecco the Dolphin: Defender of the Future (Euro, Prototype 20000417 2PM),
Ecco the Dolphin: Defender of the Future (Euro, Prototype 20000417 7AM),
Ecco the Dolphin: Defender of the Future (Euro, Prototype 20000419),
Ecco the Dolphin: Defender of the Future (Euro, Prototype 20000421), Ecco the Dolphin: Defender of the Future (Jpn),
Ecco the Dolphin: Defender of the Future (USA), Ecco the Dolphin: Defender of the Future (USA, Prototype 20000606),
Ecco the Dolphin: E3 Demo (USA, Prototype 19990508), ECW Anarchy Rulz (Euro), ECW Anarchy Rulz (USA),
ECW Hardcore Revolution (Euro), ECW Hardcore Revolution (USA), Eisei Meijin III: Game Creator Yoshimura Nobuhiro no Zunou (Jpn),
Eldorado Gate Vol. 1 (Jpn), Eldorado Gate Vol. 2 (Jpn), Eldorado Gate Vol. 3 (Jpn), Eldorado Gate Vol. 4 (Jpn),
Eldorado Gate Vol. 5 (Jpn), Eldorado Gate Vol. 6 (Jpn), Elemental Gimmick Gear (Jpn), Elemental Gimmick Gear (USA),
Elysion: Eien no Sanctuary (Jpn), E.O.S.: Exhibition of Speed (Euro), ESPN International Track & Field (Euro),
ESPN International Track & Field (USA), ESPN NBA 2Night (USA), European Super League (Euro),
Eve Zero Kanzenban: Ark of the Matter - Shokai Gentei Pack (Jpn), Evil Dead: Hail to the King (Euro),
Evil Dead: Hail to the King (Fra), Evil Dead: Hail to the King (USA), Evil Twin: Cyprien's Chronicles (Euro),
Evolution 2: Far Off Promise (Euro), Evolution 2: Far Off Promise (USA), Evolution: The World of Sacred Device (Euro),
Evolution: The World of Sacred Device (USA), Exodus Guilty Neos (Jpn), Expendable (USA), F1 Racing Championship (Euro),
F1 World Grand Prix for Dreamcast (Euro), F1 World Grand Prix for Dreamcast (Euro, Prototype 19990903),
F1 World Grand Prix for Dreamcast (Jpn), F1 World Grand Prix II for Dreamcast (Euro),
F1 World Grand Prix II for Dreamcast (Euro, Prototype 20000728), F1 World Grand Prix II for Dreamcast (Jpn),
F1 World Grand Prix (USA), F355 Challenge (Jpn), F355 Challenge: Passione Rossa (Euro), F355 Challenge: Passione Rossa (USA),
F355 Challenge: Passione Rossa (USA, Alt), F355 Challenge: Passione Rossa (USA, Prototype 20000501),
F355 Challenge: Passione Rossa (USA, Prototype 20000821), Fatal Fury: Mark of the Wolves (USA), Fighting Force 2 (Euro),
Fighting Force 2 (Euro, Prototype 19991202), Fighting Force 2 (Ger), Fighting Force 2 (USA), Fighting Force 2 (USA, Alt),
Fighting Force 2 (USA, Alt 2), Fighting Vipers 2 (Euro), Fighting Vipers 2 (Euro, Prototype 20001226), Fighting Vipers 2 (Jpn),
Flag to Flag (USA), Floigan Bros. - Episode 1 (Euro), Floigan Bros. - Episode 1 (USA), For Symphony: With All One's Heart (Jpn),
Frame Gride (Jpn), Frame Gride - Test Operation Disc (Jpn), Frogger 2: Swampy's Revenge (USA), Fur Fighters (Euro),
Fur Fighters (Euro, Demo), Fur Fighters (Euro, Prototype 20000602), Fur Fighters (Euro, Prototype 20000612), Fur Fighters (USA),
Fushigi no Dungeon: Fuurai no Shiren Gaiden: Onnakenshi Asuka Kenzan! (Jpn), GaiaMaster: Kessen! Seiki-ou Densetsu (Jpn),
Gakkyuu-ou Yamazaki: Yamazaki Oukoku Daifunsou! (Jpn), Ganbare! Nippon! Olympics 2000 (Jpn), Garou: Mark of the Wolves (Jpn),
Gauntlet Legends (Euro), Gauntlet Legends (USA), Generator Vol. 1 (USA), Generator Vol. 1 (USA, Alt),
Generator Vol. 1 (USA, Alt 2), Generator Vol. 1 (USA, Alt 3), Generator Vol. 1 (USA, Alt 4), Generator Vol. 2 (USA),
Generator Vol. 2 (USA, Alt), Generator Vol. 2 (USA, Alt 2), Get!! Colonies (Jpn),
Giant Gram 2000: Zen Nihon Pro Wres 3 Eikou no Yuusha-tachi (Jpn),
Giant Gram 2000: Zen Nihon Pro Wres 3 Eikou no Yuusha-tachi (Jpn, Alt), Giant Gram: Zen Nihon Pro Wres 2 in Nihon Budoukan (Jpn),
GigaWing 2 (Jpn), GigaWing 2 (USA), GigaWing (Euro), GigaWing (Jpn), GigaWing (USA), GK: Giant Killers (Euro),
GK: Giant Killers (Euro, Prototype 20010109), Godzilla Generations: Maximum Impact (Jpn),
Golf Shiyou yo 2: Aratanaru Chousen (Jpn), Golf Shiyou yo: Course Data-shuu Adventure-hen (Jpn), Golf Shiyou yo (Jpn),
Grandia II (Euro), Grandia II (Jpn), Grandia II - Special Package (Jpn), Grandia II - Tentou-you Demo (Jpn), Grandia II (USA),
Grand Theft Auto 2 (USA), GTA 2 (Euro), GTA 2 (Fra), Guilty Gear X (Jpn), Guilty Gear X - Taikenban (Jpn), Gunbird 2 (Euro),
Gunbird 2 (Jpn), Gunbird 2 (USA), Gundam Battle Online (Jpn), Gundam Battle Online - Trial Edition (Jpn),
Gundam Side Story 0079: Rise from the Ashes - Premium Disc (Jpn), Gundam Side Story 0079: Rise from the Ashes (USA),
Gunspike (Jpn), Guru Guru Onsen 2 (Jpn), Guru Guru Onsen 3 (Jpn), Half-Life (Video) (World), Happy Lesson: First Lesson (Jpn),
Happy Lesson (Jpn), Harusame Youbi (Jpn), Headhunter (Euro), Heavy Metal: Geomatrix (Euro), Heavy Metal: Geomatrix (USA),
Hello Kitty no Dream Passport 2 (Jpn), Hello Kitty no Garden Panic (Jpn), Hello Kitty no Lovely Fruit Park (Jpn),
Hello Kitty no Magical Block (Jpn), Hello Kitty no "Otonaru" Mail (Jpn), Hidden & Dangerous (Euro), Hidden & Dangerous (USA),
Hoyle Casino (USA), Hundred Swords (Jpn), Hydro Thunder (Euro), Hydro Thunder (Euro, Prototype 19990908), Hydro Thunder (USA),
Hydro Thunder (USA, Rev. 1), Hydro Thunder (World, Prototype 19990616),
Kidou Senshi Gundam Gaiden: Colony no Ochita Chide... (Jpn), Millennium Soldier: Expendable (Euro),
Millennium Soldier: Expendable (Euro, Prototype 19990715), Promotion Disc (Jpn), Resident Evil: Code: Veronica (Spa),
Shinkisekai Evolution 2: Tooi Yakusoku (Jpn), Shinkisekai Evolution (Jpn), Super Speed Racing (Jpn), Tee Off (Euro),
Tee Off (USA), Tee Off (USA, Alt), The Flintstones: Viva Rock Vegas (Euro) [FakeShemp]
ibm5170: Alien Legacy (v1.00) [Justin Kerk]
interpro: Diagnostic Floppies, Intergraph System Software, Rebuild Floppies [Patrick Mackinlay]
leapster:
Cars (Spa), Disney Fairies (Spa), Disney Princesa - La Magia De Aprender (Spa), Dora the Explorer - Camping Adventure (USA),
Dora the Explorer - Pinata Party! (USA), Spongebob Squarepants - Through The Wormhole (USA), Star Wars - Matematicas Jedi (Spa),
The Batman - El Poder De Los Numeros (Spa), Up (Spa), Wall-E (Spa) [Connie, Clawgrip, TeamEurope]
1st Grade (US), Dora the Explorer - Wildlife Rescue (USA, L-MAX), Letters on the Loose (USA, L-MAX), Madagascar (USA, L-MAX),
NASCAR (USA, L-MAX), Scholastic OutWit! (US), Spider-Man - The Case of the Sinister Speller (USA, L-MAX),
Spongebob Squarepants - Saves the Day (USA, L-MAX), Talking WORDS Factory (US) [TeamEurope, HardcoreHubz]
poly_flop:
Proteus 6809 FLEX Operating System (Version 2.8:3 - 1.1:2), Proteus Z80 CP/M Operating System (CP/M 2.2, BIOS 3.3)
[Andrew Trotman]
vsmile_cart:
ABC Land Aventure (Fra), Disney Winnie l'Ourson - La Chasse au miel de Winnie (Fra, Rev. 2),
Le Monde d'ELMO - Les Grandes Decouvertes D'Elmo (Fra), Oui-Oui - Detective d'un Jour (Fra),
Roi Lion - Simba Decouvre la Jungle (Fra), Thomas er ses Amis - Les locomotives s'entraident (Fra)
[TeamEurope, Buddybenj]


Translations added or modified
------------------------------
Chinese (Simplified) [YuiFAN]
Chinese (Traditional) [YuiFAN]
Dutch [Jos van Mourik]
French [noxx09]
Portuguese (Brazil) [Wellington Uemura]
Spanish [A. Viloria]


Source Changes
--------------
-fidlstix, rndrndqs: Fixed interface between MCU and LCD controller and added 7-segment digits. [AJR]

-tms9927: Configure using character clock rather than dot clock. [AJR]

-pit8253: Converted counters to subdevices. [AJR]

-sega_315_5195: Internalized communication latches - sound now works in fpointbla. [AJR]

-sol20: Added RS-232 port. [AJR]

-mcb216, cb308: Replaced UART with TMS5501. [AJR]

-hnayayoi.cpp: Use HD6845 CRTC for video; improved screen parameters. [AJR]

-vt100_kbd: Rewrote as UART-based serial device. [AJR]

-vt100: Restored bottom lines of screen. [AJR]

-vt100, la120: Made ER1400 non-volatile storage actually work. [AJR]

-debugger: Fixed extent of debug view, wplist output, watchpoint view, and find command for address-shifted memory spaces. [AJR]

-ins8250: Added hack to reset transmitter when Baud rate is changed. [AJR]

-trs80.cpp: Derived almost all clocks from actual crystals, including raw screen parameters. [AJR]

-d9final: Added NVRAM. [AJR]

-qtsbc: Rewrote driver based on SBC-880 schematics. [AJR]

-ay31015: Fixed receiver desync when next start bit arrives early, and synchronization at start bit. [AJR]

-unkitpkr: Added switch to disable card graphics in bookkeeping mode. [AJR]

-Separated TLCS-90 external IRQ line state from internal request register - fixes tenkai slowdowns. [AJR]

-artmagic.cpp: Replaced NVRAM with parallel EEPROM, and improved ADPCM banking. [AJR]

-Added DEC 12-15336-00 RS232 loopback connector type (required for VT102 modem control self-test). [AJR]

-rainbow: Corrected bit rate generator clocks and types. [AJR]

-g65816: Allow use of separate address spaces for program, data, opcodes, and vectors. [AJR]

-scn2674: Added preliminary support for SCN2672 variant. [AJR]

-vgmplay: Disable POKEY and QSound devices if not required. [AJR]

-Include option and file names in fatal error message for failure to load media image. [AJR]

-model2.cpp updates: [Angelo Salese]
* Added custom debugger commands to dump geometrizer disassembly and triangle list.
* Worked around ld rN, (rN) read on FIFO - fixes multiple crashes.
* Skip normals for every triangle/quad in geo mode 2/3 - fixes multiple graphical glitches.
* Fixed untextured path colors (used by Motor Raid and Daytona USA).
* Added direct framebuffer drawing (used by Last Bronx title screen).

-sharc: Implemented additional instructions used by Model 2 games. [Angelo Salese]
* Added Rn = Rn FDEP Rx BY <bit6>:<len6> opcode (used by Last Bronx for a vital geometrizer function).
* Added fmul abs multi opcode (used by Gunblade NY).
* Added SET_UREG case $67 (used by Zero Gunner 2B).
* Fixed LSHIFT negative operations to not sign-extend the result (fixes Last Bronx frame flickering).

-segaic24.cpp: Added xhout and xvout register callbacks (fixes Model 2 3D viewport positions). [Angelo Salese]

-Wrote a preliminary TGPx4 interpreter core. [Angelo Salese]

-i960.cpp: Added support for burst stall on writes. [Angelo Salese]

-ddayjlc.cpp: Fixed clouds priority and title screen colors, added flip screen. [Angelo Salese]

-amstrad: Ignore invalid PSG register selection - fixes input issues with Monty on the Run and Airborne Ranger. [Barry Rodewald]

-metro.cpp: Enabled button 2 in daitorid* - it's used to reorient tiles. [cam900]

-hyprduel.cpp: Cleaned up, converted to use imagetek_i4220_device, changed sound output to mono. [cam900]

-imagetek_i4220.cpp: Only draw portion of tilemaps exposed by clipping rectangle (improves performance). [cam900]

-sknsspr: Converted to device_rom_interface, allocate decode buffer at start time. [cam900]

-galpani3.cpp: Cleaned up code, added notes, allocate buffers at start time, improved alpha blending, sprite/background priorities
and background/background priorities, and reduced code duplication. [cam900]

-jchan.cpp: Minor improvements to sprite/sprite priorities. [cam900]

-rohga.cpp: Fixed graphics decoding. [cam900]

-segapcm: Added support for clock speed changes, and cleaned up code. [cam900]

-vgmplay updated: [cam900]
* Implemented Sega PCM interface registers.
* Convert QSound pitch to DSP clock input frequency.

-eolith.cpp: Corrected title/distributor for Chinese-language version of Iron Fortress. [cam900, Vas Crabb]

-kaneko16.cpp: Cleaned up OKI bank switching and sound latch handling. [cam900]

-es5510/taito_en updated: [cam900]
* es5510: Fixed DRAM read/write, and moved buffer allocation to start time.
* taito_en: Verified ESP input clock and output channels from GunBuster schematics, reduced runtime tag map lookups.
* esqpump.cpp: Split ES5506 out of interface.
* esqkt.cpp: Added esqpump for ES5510 interface, and fixed company tags.

-kaneko_grap2: Converted to device_rom_interface, added device address map, added internal palette, and implemented brightness
control. [cam900]

-mcatadv.cpp: Reduced code duplication, improved ROM region names, and converted to mono sound output. [cam900]

-wecleman.cpp: Added notes, cleaned up code, improved ROM region names, and converted to stereo sound output. [cam900]

-ES8712: removed sound output as it's just a controller for an Oki MSM5205/6585 and 74157. [cam900]

-gcpinball.cpp, metro.cpp, lastbank.cpp, witch: Added notes, cleaned up code, and reduced runtime tag map lookups. [cam900]

-blzntrnd: Corrected stereo/mono outputs according to PCB type, fixed sound bank switching, and added notes. [cam900]

-lastbank: Use generic latch device for sound communication. [cam900]

-gcpinball.cpp: Improved ROM region names. [cam900]

-qs1000.cpp: Converted set_irq to WRITE_LINE_MEMBER. [cam900]

-eolith.cpp, eolith16.cpp, vegaeo.cpp: Cleaned up VRAM handling and drawing. [cam900]

-eolith.cpp, ghosteo.cpp, limenko.cpp, vamphalf.cpp, vegaeo.cpp: Modernized sound latches, reduced runtime tag map lookups, and
improved ROM region names. [cam900]

-hidctch3: Replaced driver init with machine configuration. [cam900]

-mastboy.cpp: Cleaned up code, moved banked RAM handler into address_map_bank_device, fixed RAM error, added notes, and improved ROM
region names. [cam900]

-xexex.cpp: Cleaned up code, reduced runtime tag map lookups, added notes, and marked with MACHINE_IMPERFECT_GRAPHICS. [cam900]

-tecmosys.cpp: Fixed background color, cleaned up bank switching, reduced code duplication, reduced runtime tag map lookups, added
notes, and marked with MACHINE_IMPERFECT_GRAPHICS (due to imperfect linescroll/mixing) and MACHINE_NO_COCKTAIL (due to incorrect
tilemap scroll when flipped). [cam900]

-ultraman.cpp, chqflag.cpp: Minor code clean-up. [cam900]

-k051649.cpp: Add scc_map to reduce duplication in driver memory maps. [cam900]

-divebomb.cpp: Use generic_latch_8_device for CPU communication and input_merger_any_high_device for interrupts, and improved tags.
[cam900]

-ddragon.cpp: Identified CPU types. [cam900]

-x68k: Implemented ADPCM panning and corrected ADPCM timer. [cam900]

-gstream.cpp: Added pre-calculated RGB palette for X2222, reduced code duplication, and removed unnecessary parameters. [cam900]

-Added extracted C-chip EPROM data for Volfied, Superman, Bonze Adventure, and Rainbow Islands; removed simulation. [Caps0ff]

-plugins/portname: Described revised format. [Carl]

-Added a hand-crafted C-chip EPROM for Rainbow Islands Extra, allowing simulation to be removed. [David Haywood]

-XaviX: Added notes on IRQ source register. [David Haywood]

-Added HDB-DOS device for Color Computer 1/2. [David Ladd]

-Added uPD934G percussion generator device, used by Casio RZ-1. [Dirk Best]

-hp64k: Added support for HPIB bus, and made extensive improvement to PHI emulation (BIST now passes). [F.Ulivi]

-Added slot device to tunnel IEEE-488 between processes over a socket connection. [F.Ulivi]

-Corrected Intellivision keyboard 6502 clock rate (was running at double speed). [Frank Palazzolo]

-spectrum: Fixed sprite flicker and missing graphics in several games. [geecab, R. Belmont]

-emscripten: Fixed issue causing drivers using netlists to fail, and disabled currently unsupported multithreading. [Justin Kerk]

-notetaker.cpp: Started to hook up EmulatorCPU 8086. [Lord Nightmare]

-naomi.cpp: Updated ROM board and BIOS documentation. [MetalliC]

-Dreamcast and derivatives: Enabled SH-4 recompiler by default. [MetalliC, Ryan Holtz]

-lynx96k: Added Scorpion and Danish ROMs as BIOS options. [Nigel Barnes]

-kr2376: Added keyboard matrix callbacks. [Nigel Barnes]

-bbc: Added cassette relay samples. [Nigel Barnes]

-bbc: Fixed shadow RAM corruption in Master/B+, and sideways RAM access in Model B. [Nigel Barnes]

-electron: Set CPU clock 2MHz/1MHz according to ROM/RAM access. [Nigel Barnes]

-model2.cpp: Fixed Zero Gunner background priorities. [O. Galibert]

-nes_apu: Derive frame counter from clock input. [O. Galibert]

-Removed macros from address maps. [O. Galibert]

-interpro: Various improvements, culminating in the ability to boot the "blue screen" rebuild floppy. [Patrick Mackinlay]
* Nearly boots CLIX - hangs trying to mount the filesystems.
* Refactored CPU/MMU memory access, added alignment faults, and added support for DMA virtual addressing.
* Implemented most C400 instructions, and fixed wait instruction.
* Removed broken forced interrupt handling.

-gunpey: Extracted decompressed sprite data - loaded to fix graphics until compression is understood.
[Peter Wilhelmsen, Morten Shearman Kirkegaard]

-midvunit.cpp: Cleaned up inputs and outputs, improved motion inputs, and sorted main buttons. [Risugami]

-seattle.cpp: Cleaned up outputs. [Risugami]

-Added ability to start/stop AVI recording during emulation session, and improved handling of native aspect screenshots on systems
with arbitrary numbers of screens. [Ryan Holtz, Vas Crabb]

-M1COMM, M2COMM, S32COMM: Improved simulation: [SailorSat]
* Fixed partial frame read and added VSYNC packets.
* Added relay mode (used by stcc), detect/handle connection loss, improved sync.
* Converted to use osd_file rather than emu_file.
* Added comm_framesync option to force instances to stay in sync.
* Added preliminary MB89374 emulation - works well enough for Virtua Racing ad Virtua formula to link using real firmware.
* Removed m1comm from the default model1 configuration, as not every game has one.

-Converted glasgow.cpp to use mmboard device for chess board I/O. [Sandro Ronco]

-Corrected size of MK48T12 timekeeper RAM. [smf]

-validity check: Test all 33 possible results from count_leading_zeros() and count_leading_ones(). [smf]

-Donkey Kong: Changed orientation so that -norotate matches direct feed recordings. [smf]

-Added QuikLoad option for several CP/M-80 systems (Altos 5, Aussie Byte II, Decision Mate V, Kaypro, QX-10, Xerox 820). [Stefano]

-c352.cpp: Changed mu-law algorithm to match Namco's Wii VC emulator, fixed static noise between fights in Tekken 3, and fixed order
of phase inversion flags. [superctr]

-rgbsse: Fixed scaling functions for negative values - fixes graphical anomalies in warfa. [Ted Green]

-kayproii: Fixed Baud rate generator connections (serial port and keyboard were reversed). [Vas Crabb]

-Changed build options to make deprecated declaration warnings non-fatal and enabled by default. [Vas Crabb]

-Started deprecating and removing poorly-performing output system APIs. [Vas Crabb]

-Deprecated and removed all uses of running_machine::first_screen. [Vas Crabb, Ryan Holtz, AJR, R. Belmont, Nigel Barnes]

-dsp16: Rewrote interpreter and disassembler. [Vas Crabb]
* Interpreter implements almost all features and has machine cycle accuracy/granularity.
* PIO and a subset of SIO output excluding multiplexed modes are implemented.
* Disassembler syntax mostly matches that used by assembler, and shows live comments for predicated operations.

-qsound: Added low-level emulation using DSP program (only enabled in vgmplay for performance reasons). [Vas Crabb]

-qsoundhle: Changed sample rate and playback behaviour to better match DSP. [Vas Crabb]

-Restricted ROM names to a shell-friendly subset of printable ASCII. [Vas Crabb]

-Reduced use of naked pointers, using namespace, and preprocessor macros in recompiling CPU cores. [Vas Crabb]

-Converted most machine configuration helpers to non-static member functions and adjusted macros to match. [Wilbert Pol]

-crospang.cpp: Corrected clock speeds based on oscillators and PCB info. [Brian Troha]

-gameboy.xml, gbcolor.xml, leapster.xml, vsmile_cart.xml, vsmile_cd.xml, vsmilem_cart.xml: Corrected Spanish titles. [ClawGrip]

-sauro.cpp: Verified clocks for Sauro. [Corrado Tomaselli, The Dumping Union]

-sf2b: Identified manufacturer. [f205v]

-atetris.cpp: Updated documentation for atetrisb2 and atetrisb3. [f205v]

-Dumped PLA from CBM plus4 family. [Guru]

-spaceg: Dumped PROMs. [Guru]

-opwolf.cpp: Measured C-chip clock on a working PCB. [Guru]

-shuttlei: Corrected main CPU clock divider and added PCB description. [Guru]

-ti85.cpp: Added OS v4.0 as a BIOS option for ti84pcse. [Julian Lachniet]

-leland.cpp: Corrected ROM labels and documented undumped PALs for Pig Out: Dine Like a Swine! [Kevin Eshbach, The Dumping Union]

-leland.cpp: Corrected ROM name for revision 5 of Ataxx. [Kevin Eshbach, The Dumping Union]

-Updated hiscore.dat for recent changes. [Leezer]

-alphatro.cpp: Improved ROM names, and added real ROM for machine with BICOM graphics extension. [rfka01]

-Corrected year for San Francisco Rush: The Rock. [sjy96525]

-argus.cpp: Dumped PROM for valtric. [system11, The Dumping Union]
Sería interesante poder jugar a los 2d fighters de Dreamcast en mame (Vampire Chronicles,SFA3 por ejemplo), supongo que a pesar de estas mejoras los juegos todavía van mal no?
kaironman escribió:http://mamedev.org/?p=455

28 Mar 2018
MAME 0.196, our March release, is here just in time for Easter, and it’s packed with all the goodness you’ve come to expect. In a very exciting development, Team Caps0ff have extracted the C-chip data for Volfied, Superman, Rainbow Islands, and most importantly, Bonze Adventure. This cleanly fixes some of the most long-standing emulation issues in MAME. The improvements to Sega Model 2 have continued, with Virtua Fighter 2 and Motor Raid now considered working. Other Model 2 games are greatly improved as well.

For fans of 8-bit home computers, MAME 0.196 has improved ZX Spectrum family emulation, fixing many graphical glitches. A QuikLoad option has been added to several CP/M-80 machines, allowing .COM files to be loaded directly after the operating system has booted. Emulated IEEE-488 (GPIB) can now be tunnelled over sockets, opening up the possibility to simulate peripherals outside MAME. Interpro progress has continued, and is now at the point where you can boot the rebuild floppy.

Other new working arcade games include Big Buck Hunter, an older joystick-controlled version of Ghox, and a rare unprotected version of Opa Opa. With some fixes to our vector maths, War: The Final Assault is working, and Gunpey has been made playable using decompressed sprite data extracted from a working board. New LCD hand-helds include Dennis the Menace, Double Dragon 3, Jurassic Park, Spider-Man, The Addams Family, The Flash, and X-Men - Project X.

In an emulation first, MAME 0.196 supports QSound DSP emulation. For now, it’s only enabled for the vgmplay driver by default, and it requires a fairly fast computer to emulate at full speed. It will be enabled by default when system requirements are a bit more modest. The SH-4 recompiler has been enabled by default for Dreamcast-derived systems, giving substantial performance improvements.

Of course, there are plenty of other improvements that you can read about in the whatsnew.txt file. As always, source and Windows binaries are available from the download page.

Resumiendo, que han conseguido dumpear el C-Chip que usan varios juegos de Taito, solucionando algunos de los errores de emulación más antiguos de mame. Interesantes artículos aqui y aquí. Genial para los fans del Rainbow Islands, como yo, que abre la puerta a su certera emulación.

Mejoras en juegos Sega Model 2, Virtua Fighter 2 ya es jugable.

Mejoras en la emulación de los ZX Spectrum y CP/M 80.

Añadidos como jugables Big Buck Hunter, una versión desprotegida de Opa Opa. War: The Final Assault y Gunpey. Añadidas algunas máquinas LCD.

Por primera vez se soporta la emulación DSP QSound (requiere mucha máquina). Añadido recompilador para Hitachi SH-4, mejorando el rendimiento de Dreamcast y sistemas derivados.

¡Una pedazo de versión!

whatsnew_0196.txt

0.196
-----


MAMETesters Bugs Fixed
----------------------
- 00205: [Crash/Freeze] (asuka.cpp) bonzeadv: After dying in cave accessed via the secret hole, you restart trapped in darkness
(Caps0ff)
- 00377: [Crash/Freeze] (asuka.cpp) bonzeadv: From third level, game hangs on dying because restart level is wrong (Caps0ff)
- 06287: [Graphics] (spectrum.cpp) spectrum, spec128, specpl3e: All in-game sprites from Comando Tracer flicker when moving (geecab)
- 06425: [Graphics] (spec128.cpp) specpl3e: Sprites flickering at level 2 and 6 in Terminator 2 - Judgement Day (geecab)
- 06869: [Plugins] Lua Cheat Plugin: Some cheat commands are ignored using Lua cheat engine (Carl)
- 06894: [Crash/Freeze] (taito_f3.cpp) ridingf, ringrage and clones: Exception after logo is displayed (cam900)
- 06895: [Graphics] (rohga.cpp) Many sets in rohga.cpp: Graphic "strips" of corruption (cam900)
- 06900: [Graphics] (holeland.cpp) holeland, holeland2: Priority bug on the boss level (Angelo Salese)
- 06908: [Speed] (iteagle.cpp) bbhcotw, bbh2sp: Game runs slow on certain levels despite being 100% in MAME (snow?) (Ted Green)
- 06917: [Sound] (artmagic.cpp) cheesech: New NVRAM causes a blasted sound on Get Ready screen at beginning of game (AJR)
- 06921: [Sound] (vigilant.cpp) All sets in vigilant.cpp: No sound (AJR)


New working machines
--------------------
Big Buck Hunter (v1.00.14) [coolmod]
Casio RZ-1 [Arashikage, Dirk Best, R. Belmont]
Dennis the Menace (Tiger handheld) [hap, Sean Riddle]
Double Dragon 3 - The Rosetta Stone (Tiger handheld) [hap, Sean Riddle]
Jurassic Park (Tiger handheld) [hap, Sean Riddle]
Spider-Man (Tiger handheld) [hap, Sean Riddle]
The Addams Family (Tiger handheld) [hap, Sean Riddle]
The Flash (Tiger handheld) [hap, Sean Riddle]
Warai no Hana Tenshi [yukaritamura]
X-Men - Project X (Tiger handheld) [hap, Sean Riddle]


New working clones
------------------
Acorn Electron (64K Master RAM Board) [Nigel Barnes]
Big Buck Hunter II - Sportsman's Paradise (v2.02.08) [Ted Green]
Big Buck Hunter II - Sportsman's Paradise (v2.02.09) [Ted Green]
Dragon 64 (HD6309E CPU) [David Ladd]
Ghox (joystick, older) [caius]
Irion [Robbbert, mcp]
Master Boy (Spanish, PCB Rev A) [ARPA, Recreativas.org]
Opa Opa (Rev A, unprotected) [ShouTime, Charles MacDonald, Smitdogg, The Dumping Union]
Street Fighter II: The World Warrior (Thunder Edition, bootleg, set 2) [coolmod, The Dumping Union]
Street Fighter III 3rd Strike: Fight for the Future (Japan 990512) [Guru]
Street Fighter III 3rd Strike: Fight for the Future (Japan 990608) [Guru]
Super Cobra (bootleg, set 2) [Belike]
Tano Dragon 64 (NTSC; HD6309E CPU) [David Ladd]
The Real Broadway (9131-20-00 R0C) [Brian Troha, The Dumping Union]
TI-73 Explorer (bootleg) [Julian Lachniet, critor]


Machines promoted to working
----------------------------
Gunpey (Japan) [Peter Wilhelmsen, Morten Shearman Kirkegaard, David Haywood]
Mephisto Amsterdam [Sandro Ronco]
Motor Raid - Twin [Angelo Salese, R. Belmont, O. Galibert, ElSemi]
Virtua Fighter 2 (Version 2.1) [Angelo Salese, R. Belmont, O. Galibert, ElSemi]
War: The Final Assault (EPROM 1.9 Mar 25 1999, GUTS 1.3 Apr 20 1999, GAME Apr 20 1999) [Ted Green]


Clones promoted to working
--------------------------
Eyes (Italy) [Corrado Tomaselli, The Dumping Union]
Mephisto Dallas [Sandro Ronco]
Mephisto Dallas 16 Bit [Sandro Ronco]
Mephisto Dallas 32 Bit [Sandro Ronco]
Mephisto Roma [Sandro Ronco]
Mephisto Roma 32 Bit [Sandro Ronco]
Virtua Fighter 2 [Angelo Salese, R. Belmont, O. Galibert, ElSemi]
Virtua Fighter 2 (Revision A) [Angelo Salese, R. Belmont, O. Galibert, ElSemi]
Virtua Fighter 2 (Revision B) [Angelo Salese, R. Belmont, O. Galibert, ElSemi]
War: The Final Assault (EPROM 1.3 Apr 7 1999, GUTS 1.3 Apr 7 1999, GAME Apr 7 1999) [Ted Green]
War: The Final Assault (EPROM 1.6 Jan 14 1999, GUTS 1.1 Mar 16 1999, GAME Mar 16 1999) [Ted Green]
War: The Final Assault (EPROM 1.91 Apr 13 1999, GUTS 1.3 Apr 7 1999, GAME Apr 7 1999) [Ted Green]


New machines marked as NOT_WORKING
----------------------------------
Badlands (Konami, set 1) [Angelo Salese]
Casio CZ-101 [Dirk Best]
Casio HT-6000 [Dirk Best]
CIT-101 [Doug Crawford]
Diablo HyType II Series 1300 CPU [Edstrom]
e-kara (US?) [Sean Riddle, Peter Wilhelmsen]
e-kara Volume 1 (US?) [Sean Riddle, Peter Wilhelmsen]
e-kara Volume 2 (US?) [Sean Riddle, Peter Wilhelmsen]
EA Sports Madden Football (NTSC) [Sean Riddle, Peter Wilhelmsen]
Excite Fishing DX (Japan) [Sean Riddle, Peter Wilhelmsen]
Let's! TV Play Classic - Namco Nostalgia 1 [Sean Riddle, Mr. Do]
Let's! TV Play Classic - Namco Nostalgia 2 [Sean Riddle, Peter Wilhelmsen]
Let's! TV Play Classic - Taito Nostalgia 2 [Sean Riddle, Mr. Do]
Lord Of The Rings - Warrior of Middle-Earth [Sean Riddle, Peter Wilhelmsen]
Lucky Draw (Pinball) [PinMAME]
Milton Bradley Electronic Milton [Sean Riddle]
MX Dirt Rebel [Sean Riddle, Peter Wilhelmsen]
Photo Play 2004 [Asure, The Dumping Union]
Play TV Football (NTSC) [Sean Riddle, Peter Wilhelmsen]
Play TV Rescue Heroes [Sean Riddle, Peter Wilhelmsen]
Play TV Snowboarder (Blue) (NTSC) [Sean Riddle, Peter Wilhelmsen]
Poly Proteus (Standalone) [Nigel Barnes, Andrew Trotman]
TV Wild Adventure Mini Golf [Sean Riddle, Peter Wilhelmsen]


New clones marked as NOT_WORKING
--------------------------------
Arbiter Discmonitor A-01 [Nigel Barnes]
Badlands (Konami, set 2) [Angelo Salese]
ConnecTV Snowboarder (Blue) (PAL) [Sean Riddle, Peter Wilhelmsen]
Daytona USA (GTX 2004 Edition) [anonymous]
Earthshaker (Prototype) (PA-4) [PinMAME]
Game King (EZ Pay, v4.0) [unknown]
Strange Science (Rev C) [Gerald (COY), The Dumping Union]
Super Seven [caius, The Dumping Union]
TI-83 Plus (bootleg) [Julian Lachniet, critor]
TI-84 Plus (Boot Code 1.02) [Julian Lachniet, critor]
TI-84 Plus (Boot Code 1.03) [Julian Lachniet]
TI-84 Plus (bootleg) [Julian Lachniet, critor]
TI-84 Plus Color Edition (Boot Code 5.00) [Julian Lachniet, critor]
TI-84 Plus Color Edition (Boot Code 5.15) [Julian Lachniet]
TI-84 Plus Color Edition (Boot Code 5.30) [Julian Lachniet]
TI-84 Plus Orion (Boot Code 1.02) [Julian Lachniet]
TI-84 Plus Orion (Boot Code 1.03) [Julian Lachniet]
TI-84 Plus Orion (bootleg) [Julian Lachniet]
TI-84 Plus Silver Edition (Boot Code 1.03) [Julian Lachniet]
TI-84 Plus Color Silver Edition (Boot Code 4.0) [Julian Lachniet]
TI-84 Plus Silver Edition (bootleg) [Julian Lachniet, critor]


New working software list additions
-----------------------------------
archimedes: 3D Construction Kit [Nigel Barnes]
camplynx_flop:
BASIC-80 Rev.5.2, BASIC-E Compiler v2.0, Battleships, C/80 Compiler 3.1, CalcStar v1.0, CP/M ver 2.2 BIOS 1.00,
CP/M ver 2.2 BIOS 1.02, DataStar v1.4, dBASE II, Delta Wing, fig-FORTH 1.1A, FORTRAN-80, Gomoku, Hangman,
Introductory Tape (128K), LogiChess 2.2, Lynx JM Utilities Disk v1.0, Lynx Revival Group - Volume 1, Micro-COBOL v2.1,
Monster Mine, PeachCalc v1.01, ReportStar v1.00, Roader, Slot Machine, Treasure Island, TURBO Pascal v2.00A, WordMaster v1.20,
WordStar v3.00 [Nigel Barnes]
ibm5150:
Blockout, Secret Agent, SimCity (3.5", v1.02), SimCity (3.5", v1.07), SimCity (5.25", v1.02), SimCity (5.25", v1.07),
Speedball (re-release), Stunts (3.5") (USA), Stunts (5.25") (USA) [ArcadeShadow]
DeluxePaint II-PC (French), HP Terminal Program HP24597A, Links - The Challenge of Golf (v1.45), Lombard RAC Rally [breiztiger]
Bodyworks - An Adventure in Anatomy [Dan Tootill]
Banner Blue Movie Guide, Dungeon of Pun III (Gemini Shareware), Roger Ebert's Deluxe Movie Home Companion - 1986-1992 Editions,
Video Companion: The Software (Spring '92 Edition) [Foone Turing]
ibm5170:
Crystal Caves, Hocus Pocus, Monster Bash! [ArcadeShadow]
Links - Championship Course - Firestone Country Club, Microsoft Macro Assembler 5.1 (MS OS/2 Tools) [breiztiger]
AudioClips Digital Sounds for Windows 3.1 - Star Trek: The Next Generation - "Encounter at Farpoint",
Business Clip Art PicturePak 1, Programming Examples for Advanced Programmer's Guide to SuperVGAs [Foone Turing]
Alone in the Dark, Alone in the Dark (French), Home Repair Encyclopedia [Justin Kerk]
megadriv: LEGO Batman (Rus) [VedsaGolfer]
snread: A Ghost in the House, The Third Circle [David Viens]
snspell: Les Mots Difficiles (Module No. 2) [David Viens]
x1_flop: Donkey Kong 3 - Dai Gyakushuu [famicomical]


New NOT_WORKING software list additions
---------------------------------------
3do_m2: Shooter 2D [incog]
dc:
4x4 Evo (Euro, Prototype 20010109), Bokomu no Tatsujin (Jpn), Card of Destiny: Hikari to Yami no Tougousha - Genteiban (Jpn),
Castle Fantasia: Seima Taisen (Jpn), Chaos Field (Jpn, Sega Direct), Chaos Field (Jpn, Sega Direct, Rev. 1),
Christmas Seaman: Omoi o Tsutaeru Mou Hitotsu no Houhou - Message Kit (Jpn),
Christmas Seaman: Omoi o Tsutaeru Mou Hitotsu no Houhou - Present Disc (Jpn), Comic Party (Jpn), Confidential Mission (Jpn),
Cool Cool Toon (Jpn), CR Hissatsu Shigotonin: Pachitte Chonmage @VP@CHI (Jpn),
Dave Mirra Freestyle BMX (World, Prototype 20000907), Dave Mirra Freestyle BMX (World, Prototype 20001016),
Daytona USA 2001 (Euro, Prototype 20010227), Dead or Alive 2 (Euro), Dead or Alive 2 (Euro, Prototype 20000611),
Dead or Alive 2/Fur Fighters (Euro), Dead or Alive 2 (Jpn), Dead or Alive 2 - Shokai Genteiban (Jpn), Dead or Alive 2 (USA),
Death Crimson 2: Meranito no Saidan (Jpn), Death Crimson OX (USA), Deep Fighter (Euro), Deep Fighter (Fra),
Deep Fighter (Fra, Prototype 20000505), Deep Fighter (Ger), Deep Fighter (USA), Dejiko no Maibura (Jpn),
Demolition Racer: No Exit - Demo Version (USA), Demolition Racer: No Exit (USA), Dengen Tenshi Taisen Mahjong Shangri-La (Jpn),
Denpa Shounen-teki Kenshou Seikatsu Soft: Nasubi no Heya (Jpn), Densha de Go! 2: Kousoku-hen 3000 Bandai (Jpn),
Derby Tsuku 2 (Jpn), Derby Tsuku: Derby Ba wo Tsukurou! (Jpn), deSPIRIA (Jpn), Di Gi Charat Fantasy (Jpn),
Di Gi Charat Fantasy - Shokai Genteiban (Jpn), Digital Keiba Shinbun: My Trackman (Jpn), Dino Crisis (Euro), Dino Crisis (Fra),
Dino Crisis (Ger), Dino Crisis (Ita), Dino Crisis (Jpn), Dino Crisis (USA),
Disney Les 102 Dalmatiens a la rescousse ! (Fra, Ger, Ita, Spa), Disney/Pixar Buzz Lightyear of Star Command (Euro),
Disney/Pixar Buzz Lightyear of Star Command (USA), Disney/Pixar Captain Buzz Lightyear: Star Command (Ger),
Disney/Pixar Les aventures de Buzz l'Eclair (Fra), Disney/Pixar Toy Story 2: Buzz l'Eclair a la rescousse ! (Fra),
Disney/Pixar Toy Story 2: Buzz Lightyear eilt zur Hilfe! (Ger), Disney/Pixar Toy Story 2: Buzz Lightyear to the Rescue! (Euro),
Disney/Pixar Toy Story 2: Buzz Lightyear to the Rescue! (USA), Disney's 102 Dalmatians: Puppies to the Rescue (Euro),
Disney's 102 Dalmatians: Puppies to the Rescue (Euro, Prototype 20000110), Disney's 102 Dalmatians: Puppies to the Rescue (USA),
Disney's Dinosaur (Euro), Disney's Dinosaur (USA), Disney's Donald Duck "Goin' Qu@ckers" (USA),
Disney's Donald Duck "Qu@ck Att@ck"?*! (Euro), Doguu Senki: Haou (Jpn), Doki Doki Idol Star Seeker Remix (Jpn),
Dorimaga GD Vol. 10 (Jpn), Dorimaga GD Vol. 11 (Jpn), Dorimaga GD Vol. 12 (Jpn), Dorimaga GD Vol. 1 (Jpn),
Dorimaga GD Vol. 2 (Jpn), Dorimaga GD Vol. 3 (Jpn), Dorimaga GD Vol. 4 (Jpn), Dorimaga GD Vol. 5 (Jpn), Dorimaga GD Vol. 6 (Jpn),
Dorimaga GD Vol. 7 (Jpn), Dorimaga GD Vol. 8 (Jpn), Dorimaga GD Vol. 9 (Jpn), Dousoukai 2: Again & Refrain (Jpn),
Draconus: Cult of the Wyrm (USA), Draconus: Cult of the Wyrm (World, Prototype 20000127), DragonRiders: Chronicles of Pern (Euro),
DragonRiders: Chronicles of Pern (USA), Dragons Blood (Euro), Dreamcast Express Extra (Jpn), Dreamcast Express Vol. 1 (Jpn),
Dreamcast Express Vol. 2 (Jpn), Dreamcast Express Vol. 3 (Jpn), Dreamcast Express Vol. 4 (Jpn), Dreamcast Express Vol. 5 (Jpn),
Dreamcast Express Vol. 6 (Jpn), Dreamcast Express Vol. 7 (Jpn), Dreamcast Middleware Conference Demo Disc Part 2 (World),
Dreamcast System-Disc 2 (World), Dreamcast Visual Memory Data Issue (Jpn), DreamFlyer (Jpn), DreamKey 3.0 (Euro), DreamKey (Euro),
DreamKey (Euro, Rev. 1), DreamKey Version 1.5 (Euro), DreamKey Version 1.5 (Fra), DreamKey Version 2.0 (Bel, Fin, Ned, Swe, Swi),
DreamOn Collection 2 (Euro), DreamOn Collection 3 (Euro), DreamOn Collection 4 (Euro), DreamOn Volume 10 (Euro),
DreamOn Volume 10 (Ger), DreamOn Volume 11 (Euro), DreamOn Volume 12 (Euro), DreamOn Volume 13 (Euro), DreamOn Volume 14 (Euro),
DreamOn Volume 15 (Euro), DreamOn Volume 16 (Euro), DreamOn Volume 17 (Euro), DreamOn Volume 18 (Euro), DreamOn Volume 19 (Euro),
DreamOn Volume 1 (Euro), DreamOn Volume 20 (Euro), DreamOn Volume 21 (Euro), DreamOn Volume 22 (Euro), DreamOn Volume 2 (Euro),
DreamOn Volume 3 (Euro), DreamOn Volume 4 (Euro), DreamOn Volume 5 (Euro), DreamOn Volume 6 (Euro), DreamOn Volume 7 (Euro),
DreamOn Volume 8 (Euro), DreamOn Volume 9 (Euro), Dream Passport 2 for LAN (Jpn), Dream Passport 2 (Jpn),
Dream Passport 2 (Jpn, Rev. 1), Dream Passport 3 (Jpn), Dream Passport 3 (Jpn, Alt), Dream Passport 3 (Jpn, Alt 2),
Dream Passport 3: Urban Style (Jpn), Dream Passport (Jpn), Dream Passport Premier (Jpn), Dream Passport Ver. 1.01 (Jpn),
Dream Preview Vol. 8 (Jpn), Dreamstud!o: 3D Adventure Construction (Jpn), Ducati World (Euro),
Ducati World Racing Challenge (USA), D+Vine [Luv] - Shokai Genteiban (Jpn), Dynamite Cop (Euro), Dynamite Cop! (USA),
Dynamite Deka 2 (Jpn), Dynamite Deka 2 - Taikenban (Jpn), Ecco 3D (World, Prototype 19990506),
Ecco II: Sentinels of the Universe (World, Prototype 20010219), Ecco the Dolphin: Defender of the Future (Euro),
Ecco the Dolphin: Defender of the Future (Euro, Prototype 20000417 2PM),
Ecco the Dolphin: Defender of the Future (Euro, Prototype 20000417 7AM),
Ecco the Dolphin: Defender of the Future (Euro, Prototype 20000419),
Ecco the Dolphin: Defender of the Future (Euro, Prototype 20000421), Ecco the Dolphin: Defender of the Future (Jpn),
Ecco the Dolphin: Defender of the Future (USA), Ecco the Dolphin: Defender of the Future (USA, Prototype 20000606),
Ecco the Dolphin: E3 Demo (USA, Prototype 19990508), ECW Anarchy Rulz (Euro), ECW Anarchy Rulz (USA),
ECW Hardcore Revolution (Euro), ECW Hardcore Revolution (USA), Eisei Meijin III: Game Creator Yoshimura Nobuhiro no Zunou (Jpn),
Eldorado Gate Vol. 1 (Jpn), Eldorado Gate Vol. 2 (Jpn), Eldorado Gate Vol. 3 (Jpn), Eldorado Gate Vol. 4 (Jpn),
Eldorado Gate Vol. 5 (Jpn), Eldorado Gate Vol. 6 (Jpn), Elemental Gimmick Gear (Jpn), Elemental Gimmick Gear (USA),
Elysion: Eien no Sanctuary (Jpn), E.O.S.: Exhibition of Speed (Euro), ESPN International Track & Field (Euro),
ESPN International Track & Field (USA), ESPN NBA 2Night (USA), European Super League (Euro),
Eve Zero Kanzenban: Ark of the Matter - Shokai Gentei Pack (Jpn), Evil Dead: Hail to the King (Euro),
Evil Dead: Hail to the King (Fra), Evil Dead: Hail to the King (USA), Evil Twin: Cyprien's Chronicles (Euro),
Evolution 2: Far Off Promise (Euro), Evolution 2: Far Off Promise (USA), Evolution: The World of Sacred Device (Euro),
Evolution: The World of Sacred Device (USA), Exodus Guilty Neos (Jpn), Expendable (USA), F1 Racing Championship (Euro),
F1 World Grand Prix for Dreamcast (Euro), F1 World Grand Prix for Dreamcast (Euro, Prototype 19990903),
F1 World Grand Prix for Dreamcast (Jpn), F1 World Grand Prix II for Dreamcast (Euro),
F1 World Grand Prix II for Dreamcast (Euro, Prototype 20000728), F1 World Grand Prix II for Dreamcast (Jpn),
F1 World Grand Prix (USA), F355 Challenge (Jpn), F355 Challenge: Passione Rossa (Euro), F355 Challenge: Passione Rossa (USA),
F355 Challenge: Passione Rossa (USA, Alt), F355 Challenge: Passione Rossa (USA, Prototype 20000501),
F355 Challenge: Passione Rossa (USA, Prototype 20000821), Fatal Fury: Mark of the Wolves (USA), Fighting Force 2 (Euro),
Fighting Force 2 (Euro, Prototype 19991202), Fighting Force 2 (Ger), Fighting Force 2 (USA), Fighting Force 2 (USA, Alt),
Fighting Force 2 (USA, Alt 2), Fighting Vipers 2 (Euro), Fighting Vipers 2 (Euro, Prototype 20001226), Fighting Vipers 2 (Jpn),
Flag to Flag (USA), Floigan Bros. - Episode 1 (Euro), Floigan Bros. - Episode 1 (USA), For Symphony: With All One's Heart (Jpn),
Frame Gride (Jpn), Frame Gride - Test Operation Disc (Jpn), Frogger 2: Swampy's Revenge (USA), Fur Fighters (Euro),
Fur Fighters (Euro, Demo), Fur Fighters (Euro, Prototype 20000602), Fur Fighters (Euro, Prototype 20000612), Fur Fighters (USA),
Fushigi no Dungeon: Fuurai no Shiren Gaiden: Onnakenshi Asuka Kenzan! (Jpn), GaiaMaster: Kessen! Seiki-ou Densetsu (Jpn),
Gakkyuu-ou Yamazaki: Yamazaki Oukoku Daifunsou! (Jpn), Ganbare! Nippon! Olympics 2000 (Jpn), Garou: Mark of the Wolves (Jpn),
Gauntlet Legends (Euro), Gauntlet Legends (USA), Generator Vol. 1 (USA), Generator Vol. 1 (USA, Alt),
Generator Vol. 1 (USA, Alt 2), Generator Vol. 1 (USA, Alt 3), Generator Vol. 1 (USA, Alt 4), Generator Vol. 2 (USA),
Generator Vol. 2 (USA, Alt), Generator Vol. 2 (USA, Alt 2), Get!! Colonies (Jpn),
Giant Gram 2000: Zen Nihon Pro Wres 3 Eikou no Yuusha-tachi (Jpn),
Giant Gram 2000: Zen Nihon Pro Wres 3 Eikou no Yuusha-tachi (Jpn, Alt), Giant Gram: Zen Nihon Pro Wres 2 in Nihon Budoukan (Jpn),
GigaWing 2 (Jpn), GigaWing 2 (USA), GigaWing (Euro), GigaWing (Jpn), GigaWing (USA), GK: Giant Killers (Euro),
GK: Giant Killers (Euro, Prototype 20010109), Godzilla Generations: Maximum Impact (Jpn),
Golf Shiyou yo 2: Aratanaru Chousen (Jpn), Golf Shiyou yo: Course Data-shuu Adventure-hen (Jpn), Golf Shiyou yo (Jpn),
Grandia II (Euro), Grandia II (Jpn), Grandia II - Special Package (Jpn), Grandia II - Tentou-you Demo (Jpn), Grandia II (USA),
Grand Theft Auto 2 (USA), GTA 2 (Euro), GTA 2 (Fra), Guilty Gear X (Jpn), Guilty Gear X - Taikenban (Jpn), Gunbird 2 (Euro),
Gunbird 2 (Jpn), Gunbird 2 (USA), Gundam Battle Online (Jpn), Gundam Battle Online - Trial Edition (Jpn),
Gundam Side Story 0079: Rise from the Ashes - Premium Disc (Jpn), Gundam Side Story 0079: Rise from the Ashes (USA),
Gunspike (Jpn), Guru Guru Onsen 2 (Jpn), Guru Guru Onsen 3 (Jpn), Half-Life (Video) (World), Happy Lesson: First Lesson (Jpn),
Happy Lesson (Jpn), Harusame Youbi (Jpn), Headhunter (Euro), Heavy Metal: Geomatrix (Euro), Heavy Metal: Geomatrix (USA),
Hello Kitty no Dream Passport 2 (Jpn), Hello Kitty no Garden Panic (Jpn), Hello Kitty no Lovely Fruit Park (Jpn),
Hello Kitty no Magical Block (Jpn), Hello Kitty no "Otonaru" Mail (Jpn), Hidden & Dangerous (Euro), Hidden & Dangerous (USA),
Hoyle Casino (USA), Hundred Swords (Jpn), Hydro Thunder (Euro), Hydro Thunder (Euro, Prototype 19990908), Hydro Thunder (USA),
Hydro Thunder (USA, Rev. 1), Hydro Thunder (World, Prototype 19990616),
Kidou Senshi Gundam Gaiden: Colony no Ochita Chide... (Jpn), Millennium Soldier: Expendable (Euro),
Millennium Soldier: Expendable (Euro, Prototype 19990715), Promotion Disc (Jpn), Resident Evil: Code: Veronica (Spa),
Shinkisekai Evolution 2: Tooi Yakusoku (Jpn), Shinkisekai Evolution (Jpn), Super Speed Racing (Jpn), Tee Off (Euro),
Tee Off (USA), Tee Off (USA, Alt), The Flintstones: Viva Rock Vegas (Euro) [FakeShemp]
ibm5170: Alien Legacy (v1.00) [Justin Kerk]
interpro: Diagnostic Floppies, Intergraph System Software, Rebuild Floppies [Patrick Mackinlay]
leapster:
Cars (Spa), Disney Fairies (Spa), Disney Princesa - La Magia De Aprender (Spa), Dora the Explorer - Camping Adventure (USA),
Dora the Explorer - Pinata Party! (USA), Spongebob Squarepants - Through The Wormhole (USA), Star Wars - Matematicas Jedi (Spa),
The Batman - El Poder De Los Numeros (Spa), Up (Spa), Wall-E (Spa) [Connie, Clawgrip, TeamEurope]
1st Grade (US), Dora the Explorer - Wildlife Rescue (USA, L-MAX), Letters on the Loose (USA, L-MAX), Madagascar (USA, L-MAX),
NASCAR (USA, L-MAX), Scholastic OutWit! (US), Spider-Man - The Case of the Sinister Speller (USA, L-MAX),
Spongebob Squarepants - Saves the Day (USA, L-MAX), Talking WORDS Factory (US) [TeamEurope, HardcoreHubz]
poly_flop:
Proteus 6809 FLEX Operating System (Version 2.8:3 - 1.1:2), Proteus Z80 CP/M Operating System (CP/M 2.2, BIOS 3.3)
[Andrew Trotman]
vsmile_cart:
ABC Land Aventure (Fra), Disney Winnie l'Ourson - La Chasse au miel de Winnie (Fra, Rev. 2),
Le Monde d'ELMO - Les Grandes Decouvertes D'Elmo (Fra), Oui-Oui - Detective d'un Jour (Fra),
Roi Lion - Simba Decouvre la Jungle (Fra), Thomas er ses Amis - Les locomotives s'entraident (Fra)
[TeamEurope, Buddybenj]


Translations added or modified
------------------------------
Chinese (Simplified) [YuiFAN]
Chinese (Traditional) [YuiFAN]
Dutch [Jos van Mourik]
French [noxx09]
Portuguese (Brazil) [Wellington Uemura]
Spanish [A. Viloria]


Source Changes
--------------
-fidlstix, rndrndqs: Fixed interface between MCU and LCD controller and added 7-segment digits. [AJR]

-tms9927: Configure using character clock rather than dot clock. [AJR]

-pit8253: Converted counters to subdevices. [AJR]

-sega_315_5195: Internalized communication latches - sound now works in fpointbla. [AJR]

-sol20: Added RS-232 port. [AJR]

-mcb216, cb308: Replaced UART with TMS5501. [AJR]

-hnayayoi.cpp: Use HD6845 CRTC for video; improved screen parameters. [AJR]

-vt100_kbd: Rewrote as UART-based serial device. [AJR]

-vt100: Restored bottom lines of screen. [AJR]

-vt100, la120: Made ER1400 non-volatile storage actually work. [AJR]

-debugger: Fixed extent of debug view, wplist output, watchpoint view, and find command for address-shifted memory spaces. [AJR]

-ins8250: Added hack to reset transmitter when Baud rate is changed. [AJR]

-trs80.cpp: Derived almost all clocks from actual crystals, including raw screen parameters. [AJR]

-d9final: Added NVRAM. [AJR]

-qtsbc: Rewrote driver based on SBC-880 schematics. [AJR]

-ay31015: Fixed receiver desync when next start bit arrives early, and synchronization at start bit. [AJR]

-unkitpkr: Added switch to disable card graphics in bookkeeping mode. [AJR]

-Separated TLCS-90 external IRQ line state from internal request register - fixes tenkai slowdowns. [AJR]

-artmagic.cpp: Replaced NVRAM with parallel EEPROM, and improved ADPCM banking. [AJR]

-Added DEC 12-15336-00 RS232 loopback connector type (required for VT102 modem control self-test). [AJR]

-rainbow: Corrected bit rate generator clocks and types. [AJR]

-g65816: Allow use of separate address spaces for program, data, opcodes, and vectors. [AJR]

-scn2674: Added preliminary support for SCN2672 variant. [AJR]

-vgmplay: Disable POKEY and QSound devices if not required. [AJR]

-Include option and file names in fatal error message for failure to load media image. [AJR]

-model2.cpp updates: [Angelo Salese]
* Added custom debugger commands to dump geometrizer disassembly and triangle list.
* Worked around ld rN, (rN) read on FIFO - fixes multiple crashes.
* Skip normals for every triangle/quad in geo mode 2/3 - fixes multiple graphical glitches.
* Fixed untextured path colors (used by Motor Raid and Daytona USA).
* Added direct framebuffer drawing (used by Last Bronx title screen).

-sharc: Implemented additional instructions used by Model 2 games. [Angelo Salese]
* Added Rn = Rn FDEP Rx BY <bit6>:<len6> opcode (used by Last Bronx for a vital geometrizer function).
* Added fmul abs multi opcode (used by Gunblade NY).
* Added SET_UREG case $67 (used by Zero Gunner 2B).
* Fixed LSHIFT negative operations to not sign-extend the result (fixes Last Bronx frame flickering).

-segaic24.cpp: Added xhout and xvout register callbacks (fixes Model 2 3D viewport positions). [Angelo Salese]

-Wrote a preliminary TGPx4 interpreter core. [Angelo Salese]

-i960.cpp: Added support for burst stall on writes. [Angelo Salese]

-ddayjlc.cpp: Fixed clouds priority and title screen colors, added flip screen. [Angelo Salese]

-amstrad: Ignore invalid PSG register selection - fixes input issues with Monty on the Run and Airborne Ranger. [Barry Rodewald]

-metro.cpp: Enabled button 2 in daitorid* - it's used to reorient tiles. [cam900]

-hyprduel.cpp: Cleaned up, converted to use imagetek_i4220_device, changed sound output to mono. [cam900]

-imagetek_i4220.cpp: Only draw portion of tilemaps exposed by clipping rectangle (improves performance). [cam900]

-sknsspr: Converted to device_rom_interface, allocate decode buffer at start time. [cam900]

-galpani3.cpp: Cleaned up code, added notes, allocate buffers at start time, improved alpha blending, sprite/background priorities
and background/background priorities, and reduced code duplication. [cam900]

-jchan.cpp: Minor improvements to sprite/sprite priorities. [cam900]

-rohga.cpp: Fixed graphics decoding. [cam900]

-segapcm: Added support for clock speed changes, and cleaned up code. [cam900]

-vgmplay updated: [cam900]
* Implemented Sega PCM interface registers.
* Convert QSound pitch to DSP clock input frequency.

-eolith.cpp: Corrected title/distributor for Chinese-language version of Iron Fortress. [cam900, Vas Crabb]

-kaneko16.cpp: Cleaned up OKI bank switching and sound latch handling. [cam900]

-es5510/taito_en updated: [cam900]
* es5510: Fixed DRAM read/write, and moved buffer allocation to start time.
* taito_en: Verified ESP input clock and output channels from GunBuster schematics, reduced runtime tag map lookups.
* esqpump.cpp: Split ES5506 out of interface.
* esqkt.cpp: Added esqpump for ES5510 interface, and fixed company tags.

-kaneko_grap2: Converted to device_rom_interface, added device address map, added internal palette, and implemented brightness
control. [cam900]

-mcatadv.cpp: Reduced code duplication, improved ROM region names, and converted to mono sound output. [cam900]

-wecleman.cpp: Added notes, cleaned up code, improved ROM region names, and converted to stereo sound output. [cam900]

-ES8712: removed sound output as it's just a controller for an Oki MSM5205/6585 and 74157. [cam900]

-gcpinball.cpp, metro.cpp, lastbank.cpp, witch: Added notes, cleaned up code, and reduced runtime tag map lookups. [cam900]

-blzntrnd: Corrected stereo/mono outputs according to PCB type, fixed sound bank switching, and added notes. [cam900]

-lastbank: Use generic latch device for sound communication. [cam900]

-gcpinball.cpp: Improved ROM region names. [cam900]

-qs1000.cpp: Converted set_irq to WRITE_LINE_MEMBER. [cam900]

-eolith.cpp, eolith16.cpp, vegaeo.cpp: Cleaned up VRAM handling and drawing. [cam900]

-eolith.cpp, ghosteo.cpp, limenko.cpp, vamphalf.cpp, vegaeo.cpp: Modernized sound latches, reduced runtime tag map lookups, and
improved ROM region names. [cam900]

-hidctch3: Replaced driver init with machine configuration. [cam900]

-mastboy.cpp: Cleaned up code, moved banked RAM handler into address_map_bank_device, fixed RAM error, added notes, and improved ROM
region names. [cam900]

-xexex.cpp: Cleaned up code, reduced runtime tag map lookups, added notes, and marked with MACHINE_IMPERFECT_GRAPHICS. [cam900]

-tecmosys.cpp: Fixed background color, cleaned up bank switching, reduced code duplication, reduced runtime tag map lookups, added
notes, and marked with MACHINE_IMPERFECT_GRAPHICS (due to imperfect linescroll/mixing) and MACHINE_NO_COCKTAIL (due to incorrect
tilemap scroll when flipped). [cam900]

-ultraman.cpp, chqflag.cpp: Minor code clean-up. [cam900]

-k051649.cpp: Add scc_map to reduce duplication in driver memory maps. [cam900]

-divebomb.cpp: Use generic_latch_8_device for CPU communication and input_merger_any_high_device for interrupts, and improved tags.
[cam900]

-ddragon.cpp: Identified CPU types. [cam900]

-x68k: Implemented ADPCM panning and corrected ADPCM timer. [cam900]

-gstream.cpp: Added pre-calculated RGB palette for X2222, reduced code duplication, and removed unnecessary parameters. [cam900]

-Added extracted C-chip EPROM data for Volfied, Superman, Bonze Adventure, and Rainbow Islands; removed simulation. [Caps0ff]

-plugins/portname: Described revised format. [Carl]

-Added a hand-crafted C-chip EPROM for Rainbow Islands Extra, allowing simulation to be removed. [David Haywood]

-XaviX: Added notes on IRQ source register. [David Haywood]

-Added HDB-DOS device for Color Computer 1/2. [David Ladd]

-Added uPD934G percussion generator device, used by Casio RZ-1. [Dirk Best]

-hp64k: Added support for HPIB bus, and made extensive improvement to PHI emulation (BIST now passes). [F.Ulivi]

-Added slot device to tunnel IEEE-488 between processes over a socket connection. [F.Ulivi]

-Corrected Intellivision keyboard 6502 clock rate (was running at double speed). [Frank Palazzolo]

-spectrum: Fixed sprite flicker and missing graphics in several games. [geecab, R. Belmont]

-emscripten: Fixed issue causing drivers using netlists to fail, and disabled currently unsupported multithreading. [Justin Kerk]

-notetaker.cpp: Started to hook up EmulatorCPU 8086. [Lord Nightmare]

-naomi.cpp: Updated ROM board and BIOS documentation. [MetalliC]

-Dreamcast and derivatives: Enabled SH-4 recompiler by default. [MetalliC, Ryan Holtz]

-lynx96k: Added Scorpion and Danish ROMs as BIOS options. [Nigel Barnes]

-kr2376: Added keyboard matrix callbacks. [Nigel Barnes]

-bbc: Added cassette relay samples. [Nigel Barnes]

-bbc: Fixed shadow RAM corruption in Master/B+, and sideways RAM access in Model B. [Nigel Barnes]

-electron: Set CPU clock 2MHz/1MHz according to ROM/RAM access. [Nigel Barnes]

-model2.cpp: Fixed Zero Gunner background priorities. [O. Galibert]

-nes_apu: Derive frame counter from clock input. [O. Galibert]

-Removed macros from address maps. [O. Galibert]

-interpro: Various improvements, culminating in the ability to boot the "blue screen" rebuild floppy. [Patrick Mackinlay]
* Nearly boots CLIX - hangs trying to mount the filesystems.
* Refactored CPU/MMU memory access, added alignment faults, and added support for DMA virtual addressing.
* Implemented most C400 instructions, and fixed wait instruction.
* Removed broken forced interrupt handling.

-gunpey: Extracted decompressed sprite data - loaded to fix graphics until compression is understood.
[Peter Wilhelmsen, Morten Shearman Kirkegaard]

-midvunit.cpp: Cleaned up inputs and outputs, improved motion inputs, and sorted main buttons. [Risugami]

-seattle.cpp: Cleaned up outputs. [Risugami]

-Added ability to start/stop AVI recording during emulation session, and improved handling of native aspect screenshots on systems
with arbitrary numbers of screens. [Ryan Holtz, Vas Crabb]

-M1COMM, M2COMM, S32COMM: Improved simulation: [SailorSat]
* Fixed partial frame read and added VSYNC packets.
* Added relay mode (used by stcc), detect/handle connection loss, improved sync.
* Converted to use osd_file rather than emu_file.
* Added comm_framesync option to force instances to stay in sync.
* Added preliminary MB89374 emulation - works well enough for Virtua Racing ad Virtua formula to link using real firmware.
* Removed m1comm from the default model1 configuration, as not every game has one.

-Converted glasgow.cpp to use mmboard device for chess board I/O. [Sandro Ronco]

-Corrected size of MK48T12 timekeeper RAM. [smf]

-validity check: Test all 33 possible results from count_leading_zeros() and count_leading_ones(). [smf]

-Donkey Kong: Changed orientation so that -norotate matches direct feed recordings. [smf]

-Added QuikLoad option for several CP/M-80 systems (Altos 5, Aussie Byte II, Decision Mate V, Kaypro, QX-10, Xerox 820). [Stefano]

-c352.cpp: Changed mu-law algorithm to match Namco's Wii VC emulator, fixed static noise between fights in Tekken 3, and fixed order
of phase inversion flags. [superctr]

-rgbsse: Fixed scaling functions for negative values - fixes graphical anomalies in warfa. [Ted Green]

-kayproii: Fixed Baud rate generator connections (serial port and keyboard were reversed). [Vas Crabb]

-Changed build options to make deprecated declaration warnings non-fatal and enabled by default. [Vas Crabb]

-Started deprecating and removing poorly-performing output system APIs. [Vas Crabb]

-Deprecated and removed all uses of running_machine::first_screen. [Vas Crabb, Ryan Holtz, AJR, R. Belmont, Nigel Barnes]

-dsp16: Rewrote interpreter and disassembler. [Vas Crabb]
* Interpreter implements almost all features and has machine cycle accuracy/granularity.
* PIO and a subset of SIO output excluding multiplexed modes are implemented.
* Disassembler syntax mostly matches that used by assembler, and shows live comments for predicated operations.

-qsound: Added low-level emulation using DSP program (only enabled in vgmplay for performance reasons). [Vas Crabb]

-qsoundhle: Changed sample rate and playback behaviour to better match DSP. [Vas Crabb]

-Restricted ROM names to a shell-friendly subset of printable ASCII. [Vas Crabb]

-Reduced use of naked pointers, using namespace, and preprocessor macros in recompiling CPU cores. [Vas Crabb]

-Converted most machine configuration helpers to non-static member functions and adjusted macros to match. [Wilbert Pol]

-crospang.cpp: Corrected clock speeds based on oscillators and PCB info. [Brian Troha]

-gameboy.xml, gbcolor.xml, leapster.xml, vsmile_cart.xml, vsmile_cd.xml, vsmilem_cart.xml: Corrected Spanish titles. [ClawGrip]

-sauro.cpp: Verified clocks for Sauro. [Corrado Tomaselli, The Dumping Union]

-sf2b: Identified manufacturer. [f205v]

-atetris.cpp: Updated documentation for atetrisb2 and atetrisb3. [f205v]

-Dumped PLA from CBM plus4 family. [Guru]

-spaceg: Dumped PROMs. [Guru]

-opwolf.cpp: Measured C-chip clock on a working PCB. [Guru]

-shuttlei: Corrected main CPU clock divider and added PCB description. [Guru]

-ti85.cpp: Added OS v4.0 as a BIOS option for ti84pcse. [Julian Lachniet]

-leland.cpp: Corrected ROM labels and documented undumped PALs for Pig Out: Dine Like a Swine! [Kevin Eshbach, The Dumping Union]

-leland.cpp: Corrected ROM name for revision 5 of Ataxx. [Kevin Eshbach, The Dumping Union]

-Updated hiscore.dat for recent changes. [Leezer]

-alphatro.cpp: Improved ROM names, and added real ROM for machine with BICOM graphics extension. [rfka01]

-Corrected year for San Francisco Rush: The Rock. [sjy96525]

-argus.cpp: Dumped PROM for valtric. [system11, The Dumping Union]


Gracias, estaba esperando esta version para empezar desde cero.
DSP QSound, con este ya van los juegos de Capcom bien? Por que yo tenia problemas en la version 0.95, y me la quite del medio por varios juegos que no arrancaban.
@gamer10 no creo que por eso no te funcionasen las roms, creo que no tiene nada que ver. Si no entendí mal esto del DSP qsound es una emulación a bajo nivel (LLE) del qsound y en la 0.195 no estaba implementada. Supongo que debería mejorar la calidad del audio porque los requerimientos de hardware aumentan una barbaridad.
In_Flames_81 escribió:@gamer10 no creo que por eso no te funcionasen las roms, creo que no tiene nada que ver. Si no entendí mal esto del DSP qsound es una emulación a bajo nivel (LLE) del qsound y en la 0.195 no estaba implementada. Supongo que debería mejorar la calidad del audio porque los requerimientos de hardware aumentan una barbaridad.


Ah, gracias. Pensaba que igual era eso. De todas formas luego probare algunos juegos que antes no iban en la anterior version
In_Flames_81 escribió:Sería interesante poder jugar a los 2d fighters de Dreamcast en mame (Vampire Chronicles,SFA3 por ejemplo), supongo que a pesar de estas mejoras los juegos todavía van mal no?


Yo he estado probando algunos de Naomi (que también utilizan el SH4), pero no he podido extensivamente porque no me ha quedado tiempo al tener que seguir haciendo compilaciones. Si puedo mañana os subo unos vídeos al canal de Youtube para que os hagais una idea de como van (los de Naomi y si puedo de DC también)
A mi ahora me han ido todos los de capcon que queria. Ya me estoy quitando del medio la version 0.185. Pero tambien tengo que mirar el hiscore haber si graban.
@InsertMoreCoins Gracias Insert quedamos a la espera por los vídeos para ver como van los juegos.
gamer10 escribió:

Si. A ver si termino esa fase ya. Tiene 9 niveles de bloom y cada uno hace lo suyo. Luego ya me meto con el vintange y demás efectos, auqnue no se si voy a tocar en vertical.



#
# DIRECT3D POST-PROCESSING OPTIONS
#
hlslpath hlsl
hlsl_enable 1
hlsl_oversampling 0
hlsl_write 1
hlsl_snap_width 1024
hlsl_snap_height 768
shadow_mask_tile_mode 0
shadow_mask_alpha 0.0
shadow_mask_texture aperture.png
shadow_mask_x_count 320
shadow_mask_y_count 240
shadow_mask_usize 0.09375
shadow_mask_vsize 0.109375
shadow_mask_uoffset 0.0
shadow_mask_voffset 0.0
screen_horiz_stretch 0.974
screen_vert_stretch 0.966
distortion 0.0
cubic_distortion 0.13
quadric_distortion_amount 0.12
distort_corner 0.27
round_corner 0.07
smooth_border 0.15
reflection 0.0
vignetting 0.10
scanline_alpha 0.5
scanline_size 1.0
scanline_height 0.5
scanline_variation 1.0
scanline_bright_scale 0.4
scanline_bright_offset 0.2
scanline_jitter 0.0
hum_bar_alpha 0.0
defocus 0.0,0.0
converge_x 0.3,0.0,-0.3
converge_y 0.0,0.3,-0.3
radial_converge_x 0.0,0.0,0.0
radial_converge_y 0.0,0.0,0.0
red_ratio 1.0,0.0,0.0
grn_ratio 0.0,1.0,0.0
blu_ratio 0.0,0.0,1.0
saturation 1.0
offset 0.0,0.0,0.0
scale 0.95,0.95,0.95
power 1.2,1.2,1.2
floor 0.05,0.05,0.05
phosphor_life 0.0,0.0,0.0

#
# NTSC POST-PROCESSING OPTIONS
#
yiq_enable 0
yiq_jitter 0.0
yiq_cc 3.59754545
yiq_a 0.5
yiq_b 0.5
yiq_o 1.570796325
yiq_p 1.0
yiq_n 1.0
yiq_y 6.0
yiq_i 1.2
yiq_q 0.6
yiq_scan_time 52.6
yiq_phase_count 2

#
# VECTOR POST-PROCESSING OPTIONS
#
vector_beam_smooth 0.0
vector_length_scale 0.8
vector_length_ratio 500.0


#
# BLOOM POST-PROCESSING OPTIONS
#
bloom_blend_mode 0
bloom_scale 0.800
bloom_overdrive 1.0,1.0,1.0
bloom_lvl0_weight 1.0
bloom_lvl1_weight 0.21
bloom_lvl2_weight 0.19
bloom_lvl3_weight 0.17
bloom_lvl4_weight 0.15
bloom_lvl5_weight 0.14
bloom_lvl6_weight 0.40
bloom_lvl7_weight 0.12
bloom_lvl8_weight 0.11


Se ve de escándalo, gracias por compartirlo. Lo único que he alterado es bajar el brillo a 0,90 porque en otros juegos como Street Fighter II era excesivo el bloom.
VEGARO_EOL escribió:
gamer10 escribió:

Si. A ver si termino esa fase ya. Tiene 9 niveles de bloom y cada uno hace lo suyo. Luego ya me meto con el vintange y demás efectos, auqnue no se si voy a tocar en vertical.



#
# DIRECT3D POST-PROCESSING OPTIONS
#
hlslpath hlsl
hlsl_enable 1
hlsl_oversampling 0
hlsl_write 1
hlsl_snap_width 1024
hlsl_snap_height 768
shadow_mask_tile_mode 0
shadow_mask_alpha 0.0
shadow_mask_texture aperture.png
shadow_mask_x_count 320
shadow_mask_y_count 240
shadow_mask_usize 0.09375
shadow_mask_vsize 0.109375
shadow_mask_uoffset 0.0
shadow_mask_voffset 0.0
screen_horiz_stretch 0.974
screen_vert_stretch 0.966
distortion 0.0
cubic_distortion 0.13
quadric_distortion_amount 0.12
distort_corner 0.27
round_corner 0.07
smooth_border 0.15
reflection 0.0
vignetting 0.10
scanline_alpha 0.5
scanline_size 1.0
scanline_height 0.5
scanline_variation 1.0
scanline_bright_scale 0.4
scanline_bright_offset 0.2
scanline_jitter 0.0
hum_bar_alpha 0.0
defocus 0.0,0.0
converge_x 0.3,0.0,-0.3
converge_y 0.0,0.3,-0.3
radial_converge_x 0.0,0.0,0.0
radial_converge_y 0.0,0.0,0.0
red_ratio 1.0,0.0,0.0
grn_ratio 0.0,1.0,0.0
blu_ratio 0.0,0.0,1.0
saturation 1.0
offset 0.0,0.0,0.0
scale 0.95,0.95,0.95
power 1.2,1.2,1.2
floor 0.05,0.05,0.05
phosphor_life 0.0,0.0,0.0

#
# NTSC POST-PROCESSING OPTIONS
#
yiq_enable 0
yiq_jitter 0.0
yiq_cc 3.59754545
yiq_a 0.5
yiq_b 0.5
yiq_o 1.570796325
yiq_p 1.0
yiq_n 1.0
yiq_y 6.0
yiq_i 1.2
yiq_q 0.6
yiq_scan_time 52.6
yiq_phase_count 2

#
# VECTOR POST-PROCESSING OPTIONS
#
vector_beam_smooth 0.0
vector_length_scale 0.8
vector_length_ratio 500.0


#
# BLOOM POST-PROCESSING OPTIONS
#
bloom_blend_mode 0
bloom_scale 0.800
bloom_overdrive 1.0,1.0,1.0
bloom_lvl0_weight 1.0
bloom_lvl1_weight 0.21
bloom_lvl2_weight 0.19
bloom_lvl3_weight 0.17
bloom_lvl4_weight 0.15
bloom_lvl5_weight 0.14
bloom_lvl6_weight 0.40
bloom_lvl7_weight 0.12
bloom_lvl8_weight 0.11


Se ve de escándalo, gracias por compartirlo. Lo único que he alterado es bajar el brillo a 0,90 porque en otros juegos como Street Fighter II era excesivo el bloom.


No se si lo dije, pero solo vale para juegos de pantalla que tenga fondo negro. Estoy metiendo horas para hacer un pack bloom, tanto en vertical como horizontal.

Juegos con muchos colores y fondos claros, pierde todo.

Mas o menos asi es perfecto para monitor, pero te quita el scanline casi.

Yo recomiendo hacerlo juego por juego, no usar el INI para todos los juegos. Y le pondria unos 700 y en el level 6 unos 40, ya que tiene otro tipo de iluminacion. Pero es ir probando poco a poco.

Imagen

Imagen
Imagen

Imagen

Imagen


Y esta es en TV CRT. Pero no consigo llegar a su calidad al 100% por el tipo de pantalla de un monitor.

Imagen
@In_Flames_81 te dejo lo que me ha dado tiempo a probar relativo al SH4 con juegos de Naomi (a dreamcast aun no he llegado que hay muchas cosas que probar en esta revisión).

Zero Gunner 2

https://youtu.be/eUj_MVTz6kg

Crazy Taxi (hasta 1cc he podido hacer)

https://youtu.be/ZQJtlPrMzE0

Guilty Gear X

https://youtu.be/tA5Abl3AW70

Al del crazy taxi y guilty gear dale unos minutillos que se están procesando que son varios GB de vídeo (sobre todo el del Crazy taxi)
Pregunta chorra... Sobre los juegos con qsound...

Si antes con un equipo modesto iban "bien" ahora con los nuevos requisitos ¿no es posible desactivar la emulación nueva?

Me interesa sobre todo por el tema de los taito.
josete2k escribió:Pregunta chorra... Sobre los juegos con qsound...

Si antes con un equipo modesto iban "bien" ahora con los nuevos requisitos ¿no es posible desactivar la emulación nueva?

Me interesa sobre todo por el tema de los taito.


El qsound es solo en cps2, cps3 cps1 y zn-1 creo

Pero de momento no viene activado, hay que forzar y compilar.

El rendimiento baja en picado, hasta que no optimizen

El sfa2 con esto activado corre al 145% (suficiente ya que supera el 100%) pero con un i7 4790
Bien pues, voy a ver si puedo compilar groovymame.
@InsertMoreCoins Muchas gracias, se ve que el recompilador ayuda mucho en la velocidad. Pude probar el Capcom vs Snk de naomi y el SFZ3 Upper de naomi gd, ambos van como el Guilty Gear en el vídeo que has subido, se ve que aún falta optimización, aunque los avances son muy buenos. Eso si, el SFZ3 se queda colgado bastante seguido.
Con respecto a DC, se debe utilizar Mess verdad? Supongo que hay que convertir los juegos a .chd... y deben funcionar bastante similar a los de naomi.
3162 respuestas