Novedades MAME (versión 0.183)

0.182

"As we approach the 20th anniversary of the first MAME release, we’ve got a really exciting update for you. There’s so much awesome stuff in this month’s release that there’s no way we can possibly cover it all here. MAME is a team effort, and we’d like to thank everyone who’s contributed towards making this release as awesome as we think it is. One very exciting addition is support for another version of the East German Poly-Play system, with German and Czech ROM sets providing ten games, six of which are new. Protection on Future Flash/Laser Base has finally been emulated, so you can take a look at Hoei’s take on Missile Command. A dump of the damaged microcontroller (MCU) from Tatakae! Big Fighter makes this title and Sky Robo finally playable. Another eagerly awaited addition is the Hot-B prototype Hangzo.

Serial ports have been hooked up on Race Drivin’ allowing you to link two MAME instances over TCP, reproducing the multi-player experience with linked cabinets. To do this, use a null modem slot device and configure it for 38,400 Baud, 8 data bits, even parity, and 1 stop bit. It would also be possible to connect a MAME instance to a real board set by forwarding the connection to a serial port on the host system.

We’ve received a contributed PortAudio output module and integrated it in this release. This provides a cross-platform low latency audio output solution. Performance should be similar to Steinberg ASIO on Windows 7 or later without the licensing issues, and better than SDL audio on Linux. It can be enabled by setting the sound parameter to portaudio on the command line or in an ini file. Of course, all the other audio output modules are still supported, so if you're happy with your current setup you don’t have to change anything.

Although we haven’t added a huge number of new microcontroller (MCU) dumps in this release, substantial work has gone into improving systems where we already have dumps but the emulation is lacking. MCU emulation was added to Puzznic, Joshi Volleyball and Gladiator. For Puzznic, this places player data at the correct location in RAM and supplies the game with a pseudo-random number sequence rather than a stream of zeros. Joshi Volleyball now behaves better in service mode, allowing coins and inputs to be tested. Gladiator now honours the coinage DIP switches. The MC68705 core has had a complete overhaul, and all drivers using it have been reviewed. This fixes lots of subtle issues: for example Change Lanes will now skip the full memory tests if configured to ignore them in DIP switches, timings have improved in Arkanoid, and the Apple II mouse card is slightly improved. We now emulate the ’705 family well enough to support stand-alone MCU programmer boards.

Other improvements include working sound in Pole Position bootlegs, improved video in Winning Run, preliminary banked 256 colour mode for the NEC PC-9821, kana input on the Sharp X1, a VME bus system with preliminary support for the miniFORCE 2P21 chassis, additional Aristocrat Mark 5 peripheral emulation allowing non-US games to boot, Corvus hard disks for the DEC Rainbow 100, preliminary work on Atari Stunt Cycle (displays the playfield), fixes for the Aussie Byte and Otrona Attaché, and support for octal and binary numbers in debugger expressions.

For more detail on what’s changed, check out the whatsnew.txt file, or grab the source or Windows binaries from the download page straight away."


0.181
Happy new year from the MAME team! To help you celebrate, we’re unwrapping an extra-special release this month, with enough improvements to put anyone in a good mood. The exciting news that’s got people talking is that protected microcontrollers (MCUs) from a number of games have been read out and hooked up in MAME. This gives real, emulated sound in Toaplan’s Vimana, Fire Shark (also known as Same! Same! Same!) and Teki Paki, proper emulation of Tokio/Scramble Formation, M-chip emulation for Taito Extermination, Dr Toppel and Plump Pop, MCU emulation for Sega Altered Beast and Golden Axe, and partial sound in World Beach Volley. There’s more coming on this front, so stay tuned for upcoming releases!

MAME 0.181 also marks the debut of Votrax SC-01 emulation in MAME, based on reverse-engineering die photographs. The digital section should be pretty much perfect, although there are still some issues in the analog section (plosives don’t sound quite right). Overall, it’s a huge improvement in Votrax speech synthesis emulation, and a great leap forward in our understanding of how the hardware works. It also means speech samples are no longer required for a number of games.

Building on the ARM improvements in last month’s release, we now have working floppy drives and sound in the Acorn Archimedes driver, and default NVRAM images for the US Aristocrat Mark 5 games. This greatly increases the amount of RISC OS software you can try out, improves the gameplay experience in the Archimedes-based arcade games, and allows you to play the Aristocrat gamblers without having to make your way through the setup process first.

MAME’s discrete netlist emulation library has been expanded substantially in this release, including some new classes of devices like ROMs, and many newly supported logic chips. This will make it substantially easier to emulate arcade games which used discrete TTL logic, and as a test of this new functionality, the TTL video board from the Hazeltine 1500 intelligent terminal is now emulated using the netlist system. There’s ongoing work in this area involving multiple developers, so look out for more exciting updates in this space.

We’ve fixed some fairly significant bugs, including one preventing the debugger from working on Linux or Mac with drivers that use a dynamic recompiler core, and one that could cause MAME to crash when using BDF fonts. The internal UI should be more efficient if you’re using icons now, and issues with spurious key repeats should be reduced. The Beezer driver has been rewritten and should be improved overall.

There are quite a few newly dumped arcade games in this release, including Eeekk!, Simpson Junior (a Korean bootleg of J. J. Squawkers), Power Flipper Pinball Shooting (an updated version of Grand Cross), a version of Momoko 120% with English text, Miss World 2002 (an adult Qix game), and alternate versions of The NewZealand Story, Real Bout Fatal Fury, Space Dungeon, Flicky and Turbo Force. The Apricot PC and Xi are now working, further increasing MAME’s coverage of DOS-based computers that aren’t IBM-compatible. You can also play with the COP44L version of Entex Space Invader, and Mattel Funtronics Jacks and Red Light Green Light.

There are far too many improvements to list here, including lots of fixes for graphics and flip screen issues, but you can read all about it in thewhatsnew.txt file, or grab the source or Windows binaries from the download page and start playing.


0.180

Hello everybody! Are you ready for the November MAME release? It’s definitely ready for you, and there are lots of reasons to get excited this time around. First and foremost, a number of ARM CPU core fixes mean you can now boot to the RISC OS desktop on an emulated Acorn Archimedes, and try some of the included applications. The same bug fixes allow a number of Aristocrat Mark 5 gambling machines to boot and run in demonstration mode. There are still some issues to iron out, but things have definitely improved enormously.

On the arcade front, protection on Atari Space Lords has finally been reverse-engineered making the game playable. This is an interesting space combat game for one or two players, where the second player takes on the role of the gunner/co-pilot. In another improvement that’s been a long time coming, The Acclaim RAX sound board is now emulated, bringing sound to Batman Forever and NBA Jam Extreme. There are substantial improvements to the Magnet System emulation (added in last month’s release) making these rare prototype bootlegs playable. David Haywood also fixed some graphical issues in Altered Beast, and Angelo Salese fixed graphical issues in The Lost Castle in Darkmist.

There are some other notable improvements in computer emulation, too. Barry Rodewald has added support for IC Card (PCMCIA SRAM) storage on the FM Towns, and substantially improved LSI Octopus emulation. The Mac 128/512/Plus drivers have been modernised, and serial port support has been added to the Apple IIgs driver. Another DEC Rainbow 100 update from Bavarese fixes colours in high-resolution mode among other improvements.

Newly supported systems include RC De Go (Go By RC outside Japan), newly dumped versions of 1945k III, Forgotten Worlds, Sol Divide and Vendetta, the Italian release of Mustache Boy, 286-based versions of the Intel iSBC, bootlegs of Blue Shark, Pole Position II and Ozma Wars, more Fidelity and Mephisto chess computers, and more electronic toys.

As usual you can read all the gory details in the whatsnew.txt file, or go right ahead and get source or Windows binaries from the download page and have some fun.


0.179

Are you getting fidgety waiting for Halloween to arrive? Well now you can take your mind off the wait by giving the brand-new MAME release a spin! We've changed the release slightly this month: the whatsnew file is formatted differently, the 32-bit Windows binary package has "32bit" in its filename, and we're no longer providing a pre-built debug binary package for Windows. We've dropped the debug binaries as they don't seem to have a target demographic. All builds include the MAME debugger. The release packages are built with symbols that will give a meaningful stack trace. The debug build was still optimised, so stack traces were no more precise. The main difference is that debug builds have assertions enabled which is mainly useful if you're working on the source. In short, we don't see a use case where someone would be better off with the debug build if they aren't compiling MAME themselves anyway.

With that out of the way, what surprises does MAME have in store for you all this month? We're pretty confident that we have something for everyone! First of all, we're proud to present the Soviet arcade game Istrebiteli ("Fighters", as in aircraft). We've also emulated Ocean to Ocean, an early video slots game on the DECO Cassette system. ShouTime has worked his magic again, allowing the masses to see the rare Alpha Denshi title Splendor Blast II. But possibly most interesting is preliminary emulation of the Magnet arcade system, a prototype floppy disk-based system from Spain.

We've also added a number of non-arcade systems. There's the Gakken Game Robot 9 handheld game, and several Fidelity chess systems. Getting away from games altogether, we've added a working driver for a VeriFone Trans payment terminal. There have been some substantial updates to the software lists, too. The Sega CD software list has been completely updated to use the latest and best dumps known to exist, we've replaced a number of pirate Apple II disk images with clean cracks, there are some notable additions to the Sharp X68000 floppy list, and even an obscene Pokémon hack for Game Boy that's being sold in China.

As always, there isn't enough space to cover everything here, so so why not check out the whatsnew.txt file, or head straight for the download page and try it out.


0.178

"The end of the month is almost here, and it's time to unwrap another shiny MAME release. This time around we've had the pleasure of seeing Angelo Salese show us all that he's a bug-fixing machine, resolving many long-standing bugs in playable games (including graphical glitches in Combat School, and issues with slopes in Sunset Riders). Highlights from newly emulated machines include the Esselte 100 classroom computer from Sweden (thanks Edstrom), Slap Shooter (courtesy of ShouTime and the Dumping Union), the French version of the Apple //e Enhanced, the original Japanese version of Street Fighter with pneumatic buttons (thanks ShouTime), and the original version of Nintendo's Popeye on Sky Skipper hardware (yet another gem from ShouTime).

On the gambling front, we have another batch of layouts from John Parker, clickable button lamps for more machines from einstein95, and improved inputs/output for a number of games from AJR. Speaking of inputs and outputs, Risugami added/improved outputs and layouts for a number of Midway games.

This release includes preliminary support for persistent controller ID mappings from Tomer Verona. This may help if you're having issues with Xbox controllers appearing in a different order when you relaunch MAME. If you're interested, check out the documentation and see if it helps. It's still not particularly easy to use, but it's ready for testing and improvement and may be useful, particularly for people with wireless controllers.

Other notable improvements include working envelope and LFSR emulation for Mega Duck, better emulation of MCU communication for Taito Super Qix hardware, support for multiple BBC Micro floppy drive controllers, restoring the ability to have MAME accept incoming socket connections to communicate with an emulated serial port, and more features for the UI graphics viewer.

MAME 0.178 also adds software list updates with the latest prototype cartridge dumps, numerous bootlegs and alternate versions of supported games, and steady progress on non-working systems like the CMI IIx and LSI Octopus. For details, see the whatsnew.txt file, or go right ahead and grab the binaries/source from the download page."

Fuente http://www.mamedev.org/


0.177

"Today marks the end of the southern winter/northern summer, and time for the hotly anticipated August MAME release. Possibly most importantly, we've fixed the issues that were causing menus to display off the edge of the screen on Windows (MT06335). We've integrated a fix for Aimtrack Dual Lightguns on windows from new contributor Pitou, and the behaviour of XAudio2 sound output should be much improved when adjusting game speed to match monitor refresh rate. Mouse behaviour on SDL builds (Linux/Mac) is also improved. Thanks very much to all the users who reported issues and helped out testing fixes.

We have lots of newly working computer systems to show off: Xerox Alto-II, TeleNova Compis (a 16-bit educational computer from Sweden), Victor 9000, Wang Professional Computer (DOS-based but not IBM compatible), Atari Portfolio (of Terminator 2 fame), and Vector-06C (a mass-produced Soviet home computer). Newly working games include Namco Techno Drive, the original Japanese release of Orca's River Patrol, Korean puzzle game Intergirl, and gambling game Magical Butterfly. Speaking of gambling games, this release is a huge update for BFM, JPM and Maygay fruit machines. John Parker has created a tool that converts MFME layouts to MAME layouts and contributed layouts for hundreds of games. This should make it far easier and more rewarding to work on these drivers.

MAME now includes a driver for a VGM music file player virtual machine (VGM is a popular video game music file format). This feature is primarily intended as a way for developers to test sound cores and do A/B comparisons, as it's a lot easier to just load a VGM test case than to play a game until it uses the sound chip feature you want to test, but it's also a convenient way to enjoy a wide variety of video game music. You can try it out by running mame vgmplay -bitb file.vgm or choosing "VGM player" from the list of systems and loading a VGM file in the appropriate media slot through the internal file manager.

The generic serial terminal and keyboard devices have been greatly improved. This should make computers controlled via serial port far more usable. (Keyboard layout, key repeat, simultaneous keypresses, local echo, auto CR/LF and audible bell have all been improved and/or made configurable.)

There are a number of improvements for MAME developers and contributors. We now allow Unicode characters in C++ and Lua source comments. This can make documentation clearer when referring to original machine labels. Source files must be encoded in UTF-8 with no initial byte order mark. Non-ASCII characters are allowed in comments, but not in most other parts of source files. Source and comments must still be written in English. We've improved build times a little, and migrated a lot of MAME-specific constructs to standard C++14 library features. A number of MAME APIs have been streamlined and modernised. The palette viewer now shows some details about the colour swatch under the mouse pointer (press F4 during gameplay to show, this may be interesting to regular users as well).

Of course, this release also comes with more alternate versions of games supported (including The NewZealand Story, Metamorphic Force, Super Hang-On, Terminator 2, Golden Tee '98, Gulf Storm, and Teenage Mutant Ninja Turtles), and other fixes and improvements for machines already emulated by MAME (including Midway V-Unit outputs/layouts from Risugami and input/output improvements for gambling/medal games from AJR). For a more complete list of changes, see the whatsnew.txt file. As always, you can get MAME 0.177 binaries and source at the download page."

Fuente http://www.mamedev.org/
"The end of the month is almost here, and it's time to unwrap another shiny MAME release. This time around we've had the pleasure of seeing Angelo Salese show us all that he's a bug-fixing machine, resolving many long-standing bugs in playable games (including graphical glitches in Combat School, and issues with slopes in Sunset Riders). Highlights from newly emulated machines include the Esselte 100 classroom computer from Sweden (thanks Edstrom), Slap Shooter (courtesy of ShouTime and the Dumping Union), the French version of the Apple //e Enhanced, the original Japanese version of Street Fighter with pneumatic buttons (thanks ShouTime), and the original version of Nintendo's Popeye on Sky Skipper hardware (yet another gem from ShouTime).

On the gambling front, we have another batch of layouts from John Parker, clickable button lamps for more machines from einstein95, and improved inputs/output for a number of games from AJR. Speaking of inputs and outputs, Risugami added/improved outputs and layouts for a number of Midway games.

This release includes preliminary support for persistent controller ID mappings from Tomer Verona. This may help if you're having issues with Xbox controllers appearing in a different order when you relaunch MAME. If you're interested, check out the documentation and see if it helps. It's still not particularly easy to use, but it's ready for testing and improvement and may be useful, particularly for people with wireless controllers.

Other notable improvements include working envelope and LFSR emulation for Mega Duck, better emulation of MCU communication for Taito Super Qix hardware, support for multiple BBC Micro floppy drive controllers, restoring the ability to have MAME accept incoming socket connections to communicate with an emulated serial port, and more features for the UI graphics viewer.

MAME 0.178 also adds software list updates with the latest prototype cartridge dumps, numerous bootlegs and alternate versions of supported games, and steady progress on non-working systems like the CMI IIx and LSI Octopus. For details, see the whatsnew.txt file, or go right ahead and grab the binaries/source from the download page."

Fuente http://www.mamedev.org/
Ayer comentó logaran de fasebonus que la última versión había muchos juegos que le tiraban mal, entre otros Kung Fu Master...

[mad]
@aki7 , te he unido el nuevo el hilo al existente, para no tener un hilo suelto por versión (y así evitar que posibles líos al postear).

A modo propuesta, te he editado el primer post. [oki]
Está bien. Aunque escribiera hace tiempo sobre la aparición de otras versiones del MAME que eran anteriores a la 0.177 por si también las quieres añadir. No me acuerdo cuál fue la primera de la que comenté en el foro. Pero bueno, por alguna hay que empezar. [+risas]

@D_Skywalk ,no sé a que se refiere con que va mal, a mí el Kung Fu Master me funciona igual que en previas versiones al MAME actual. No he notado que funcione peor.
Según me dijo desde la versión 163 le han empezado a ir mal algunos y en esta última ha sido uno de los que más le da, Kung Fu Master :?

Yo es que sigo con un mame 0.143 - hiscore que le puse a la maca y no lo he tocao [amor]
D_Skywalk escribió:Según me dijo desde la versión 163 le han empezado a ir mal algunos y en esta última ha sido uno de los que más le da, Kung Fu Master :?

Yo es que sigo con un mame 0.143 - hiscore que le puse a la maca y no lo he tocao [amor]

Dile que actualize a la última versión que es gratis y puede seguir funcionando igual con versiones anteriores a la 0.163. [+risas]
Nada, yo la verdad siempre mantengo una versión anterior porque siempre pueden fallar determinados juegos que me gustan pero también me gusta ver las novedades, como de mejor van ciertos juegos que antes no iban tan bien, probar nuevos sistemas o juegos que antes no habían sido emulados y esas cosas pero no es incompatible con tener la última versión. A veces, las mejoras en la emulación de determinadas recreativas que se producen en cada nueva versión, también son una excusa para volver a ciertos juegos, mismo ayer volví a jugar al Sunset Riders tras mucho tiempo debido a eses motivos y me encantó como siempre. Además, en éste se emula la última recreativa que faltaba por emular del del Sega System E hardware, que es el juego de hockey Slap Shooter, y merece la pena verlo, entre otras cosas.
pradogalder está baneado por "Saltarse un ban con un clon"
¿Para cuando compatibilidad con Windows 10?
@pradogalder ni idea, yo aún estoy en el xp sp3 y en el windows 7 y no sabía que el MAME no fuese compatible con el windows 10. A ver si alguién que utilice dicho sistema operativo te puede comentar al respecto.

Aprovecho para comentar que ya hay nueva versión:

"Are you getting fidgety waiting for Halloween to arrive? Well now you can take your mind off the wait by giving the brand-new MAME release a spin! We’ve changed the release slightly this month: the whatsnew file is formatted differently, the 32-bit Windows binary package has « 32bit » in its filename, and we’re no longer providing a pre-built debug binary package for Windows. We’ve dropped the debug binaries as they don’t seem to have a target demographic. All builds include the MAME debugger. The release packages are built with symbols that will give a meaningful stack trace. The debug build was still optimised, so stack traces were no more precise. The main difference is that debug builds have assertions enabled which is mainly useful if you’re working on the source. In short, we don’t see a use case where someone would be better off with the debug build if they aren’t compiling MAME themselves anyway.

With that out of the way, what surprises does MAME have in store for you all this month? We’re pretty confident that we have something for everyone! First of all, we’re proud to present the Soviet arcade game Istrebiteli (« Fighters », as in aircraft). We’ve also emulated Ocean to Ocean, an early video slots game on the DECO Cassette system. ShouTime has worked his magic again, allowing the masses to see the rare Alpha Denshi title Splendor Blast II. But possibly most interesting is preliminary emulation of the Magnet arcade system, a prototype floppy disk-based system from Spain.

We’ve also added a number of non-arcade systems. There’s the Gakken Game Robot 9 handheld game, and several Fidelity chess systems. Getting away from games altogether, we’ve added a working driver for a VeriFone Trans payment terminal. There have been some substantial updates to the software lists, too. The Sega CD software list has been completely updated to use the latest and best dumps known to exist, we’ve replaced a number of pirate Apple II disk images with clean cracks, there are some notable additions to the Sharp X68000 floppy list, and even an obscene Pokémon hack for Game Boy that’s being sold in China.

As always, there isn't enough space to cover everything here, so so why not check out the whatsnew.txt file, or head straight for the download page and try it out."

Fuente http://www.mamedev.org/
Resaltar la incorporación del sistema Magnet de Efosa, poco a poco va apareciendo más material patrio.

MAGNÉT SYSTEM EFOSA

En la base de datos del recreativo español.

MAGNET SYSTEM

Muy recomendable la base de datos del recreativo.
pradogalder escribió:¿Para cuando compatibilidad con Windows 10?


MAME funciona perfectamente bajo Windows 10. ¿A qué te refieres con esa pregunta?

Un saludo.
pradogalder está baneado por "Saltarse un ban con un clon"
Con windows 8.1 si con windows no se abre
pradogalder escribió:Con windows 8.1 si con windows no se abre


Pues será algún problema concreto en tu PC porque yo tengo dos ordenadores funcionando con Windows 10 y en ambos funciona perfectamente.

Un saludo.
Que versión de mame utilizados para poder jugar a dobles con las pistolas aimtrak, no logro que me vayan las pistolas con el mame 0.176
Hodor escribió:
pradogalder escribió:Con windows 8.1 si con windows no se abre


Pues será algún problema concreto en tu PC porque yo tengo dos ordenadores funcionando con Windows 10 y en ambos funciona perfectamente.

Un saludo.


Igual, instalada ayer la 179b en win10 pro 64bits y sin problema alguno.
Alguien podría ser tan amable de decirme como actualizo mi vieja version 1.58 de mame plus a la ultima??? desde ya muchas gracias..
@gruposeele No es muy concreta tu pregunta. Pero bueno, bajando la última versión oficial que han sacado del MAME de la página de http://mamedev.org/ ya sea en version 32 bit o 64 bit ya tienes el MAME actualizado a la última versión. Si pasas de la emulación de otras plataformas que no sean máquinas recreativas pues te recomiendo especialmente el multiemulador ARCADE que puedes encontrar en http://www.1emulation.com/forums/forum/127-arcade/ y que viene a ser la continuación del desaparecido MAMEUI FX.

Si te refieres a actualizar las roms, pues a través de google o cualquier buscador puedes encontrar tutoriales detallados de utilidades como Crlmamepro, Romulus o Romvault que son los principales gestores de roms que hay actualmente para saber los pasos que hay que dar para utilizarlos, aunque eso no siempre impedirá, según los juegos que emules, que determinados juegos pues se deban volver a bajar si es que quieres jugar a ellos en versiones actuales del MAME.

@OsQuiLLa Esperemos que se avance en la emulación de la Magnet System. La verdad que más que ports de arcades ya existentes me encantaría poder ver de que van los juegos originales que sacaron para ese sistema, pero no sé si están localizados. Por otra, parece ser que tienen una fuerte protección esos disquettes que añaden también más dificultad a que puedan ser emulados en el caso de encontrarse.

Offtopic: me ha mareado el Splendor Blast 2 con esos graficos pseudo 3D.
pradogalder está baneado por "Saltarse un ban con un clon"
¿Que pasa con los samurai shodown ultimamente no me van bien o me falta la bios de neogeo?
pradogalder escribió:¿Que pasa con los samurai shodown ultimamente no me van bien o me falta la bios de neogeo?

Pues, ¿a qué juegos de Samurai Shodown te refieres en concreto y qué mensaje de error te ofrece cuando ejecutas el juego? Qué version del MAME estás utilizando? A que te refieres con qué no van bien? Bueno, ya está la versión 0.180. Las novedades que trae consigo están al inicio de la primera página.
Actualizado a nueva versión.
Pues ya está aquí la versión 0.182 que trae estas novedades y mejoras que señalan en mamedev.org

"As we approach the 20th anniversary of the first MAME release, we’ve got a really exciting update for you. There’s so much awesome stuff in this month’s release that there’s no way we can possibly cover it all here. MAME is a team effort, and we’d like to thank everyone who’s contributed towards making this release as awesome as we think it is. One very exciting addition is support for another version of the East German Poly-Play system, with German and Czech ROM sets providing ten games, six of which are new. Protection on Future Flash/Laser Base has finally been emulated, so you can take a look at Hoei’s take on Missile Command. A dump of the damaged microcontroller (MCU) from Tatakae! Big Fighter makes this title and Sky Robo finally playable. Another eagerly awaited addition is the Hot-B prototype Hangzo.

Serial ports have been hooked up on Race Drivin’ allowing you to link two MAME instances over TCP, reproducing the multi-player experience with linked cabinets. To do this, use a null modem slot device and configure it for 38,400 Baud, 8 data bits, even parity, and 1 stop bit. It would also be possible to connect a MAME instance to a real board set by forwarding the connection to a serial port on the host system.

We’ve received a contributed PortAudio output module and integrated it in this release. This provides a cross-platform low latency audio output solution. Performance should be similar to Steinberg ASIO on Windows 7 or later without the licensing issues, and better than SDL audio on Linux. It can be enabled by setting the sound parameter to portaudio on the command line or in an ini file. Of course, all the other audio output modules are still supported, so if you're happy with your current setup you don’t have to change anything.

Although we haven’t added a huge number of new microcontroller (MCU) dumps in this release, substantial work has gone into improving systems where we already have dumps but the emulation is lacking. MCU emulation was added to Puzznic, Joshi Volleyball and Gladiator. For Puzznic, this places player data at the correct location in RAM and supplies the game with a pseudo-random number sequence rather than a stream of zeros. Joshi Volleyball now behaves better in service mode, allowing coins and inputs to be tested. Gladiator now honours the coinage DIP switches. The MC68705 core has had a complete overhaul, and all drivers using it have been reviewed. This fixes lots of subtle issues: for example Change Lanes will now skip the full memory tests if configured to ignore them in DIP switches, timings have improved in Arkanoid, and the Apple II mouse card is slightly improved. We now emulate the ’705 family well enough to support stand-alone MCU programmer boards.

Other improvements include working sound in Pole Position bootlegs, improved video in Winning Run, preliminary banked 256 colour mode for the NEC PC-9821, kana input on the Sharp X1, a VME bus system with preliminary support for the miniFORCE 2P21 chassis, additional Aristocrat Mark 5 peripheral emulation allowing non-US games to boot, Corvus hard disks for the DEC Rainbow 100, preliminary work on Atari Stunt Cycle (displays the playfield), fixes for the Aussie Byte and Otrona Attaché, and support for octal and binary numbers in debugger expressions.

For more detail on what’s changed, check out the whatsnew.txt file, or grab the source or Windows binaries from the download page straight away."
Hace hoy 20 años, un 5 de febrero de 1997, se publicaba la primera versión del MAME consiguiendo ya emular en su primera versión las recreativas Pacman, Ms. Pac Man (bootleg), Crush Roller, Pengo y Lady Bug. Más información sobre esta y quienes se embaracaron en dicho proyecto en http://wiki.mamedev.org/index.php/MAME_0.1

Asimismo comentar que The Dumping Union ha celebrado este 20 aniversario mostrando también nuevas recreativas, algunas extremadamente raras, que han podido ser preservadas. Información sobre éstas, imagenes y videos se pueden ver en http://www.mameworld.info/ubbthreads/sh ... ber=363236
"Hi everyone! It’s been a busy month for MAME development, and we’ve got a whole lot of surprises to unwrap today as we continue to celebrate twenty years of MAME. First up, we’ve added some incredibly rare systems to MAME. Omega is an Arkanoid-inspired arcade game with a production run of about ten boards. Dodge Man is a rare Omori title from 1983. The vertical version of Flash Boy, a DECO Cassette title that borrows more than a little from a well known anime is another very rare game that was at risk of becoming nothing but a memory. Westinghouse Test Console #5 is possibly a one-of-a-kind wire-wrapped prototype machine for field-programming some kind of interlocking equipment (it has a rude easter egg – press X|TRAN in calculator mode to see it). Less rare, but still awesome, are arcade titles Galaxy Games StarPak 3, Sega Sonic Cosmo Fighter, and a U.S. release of Puzznic with the digitised photos intact.

This release adds support for a number of electronic toys/handheld games, including Atari’s Touch Me (a clone of Simon, which is itself a clone of an Atari arcade game), GAF Melody Madness, Lakeside Le Boom, and with possibly the most awesome title if not gameplay, LJN’s I Took a Lickin’ From a Chicken. Many of these games have colourful, clickable artwork. MAME is dedicated to preserving more than just video games, and these systems are great examples of some of the other experiences you can relive through emulation.

If you use MAME’s computer emulation and have been frustrated by modifiers not working properly in natural keyboard mode, you’ll be pleased to know that this release addresses that. Natural keyboard mode now works properly with many more systems, including Amiga, Sun and RM Nimbus. Speaking of Amiga, we’ve emulated a 3rd-party variant of the Amiga 1200 keyboard and added support for many different language variants, so chances are you’ll be able to use keyboard that matches your Workbench language. And speaking of keyboards, the Zorba keyboard now works properly, so you can try out one of the last luggable CP/M machines.

Other improvements include fixing the crash on encountering invalid cheats, allowing multi-part software list entries to load each part on the correct interface, emulation of the Poly-Play light organ, a brand new preliminary Interpro 2800 driver and Clipper CPU core, support for VIC-20 and C64 speech synthesiser cartridges, support for the Osborne-1 Nuevo Video 80-column modification, protection MCU emulation in Bad Dudes vs. Dragonninja and Bouncing Balls, audio improvements to a number of supported games, and optimisation of the netlist emulation.

Some of these improvements might seem inconsequential, or apply to systems you don’t use, but they often lie in common components used by many other systems. For example, the Amiga 1200 and Zorba keyboards use the same MCU family used in a lot of arcade games published by Taito. The same change that fixes the Zorba keyboard also fixes enemy spawning and timing in Xain'd Sleena. The Nuevo Video board uses a common Motorola CRT controller, so improvements made to support it stand to benefit a lot of other systems.

Of course there are plenty of other improvements not listed here, and you can read all about them in the whatsnew.txt file, or grab the source or Windows binaries from the download page and join in our 20th anniversary celebration."


0.183

MAMETesters Bugs Fixed
----------------------
- 05559: [DIP/Input] (nbmj9195.cpp) jituroku: Resolved DIP settings, on Mame most are Undefined (kamilz)
- 05577: [DIP/Input] (nbmj9195.cpp) mjanbari: DIP Settings resolved (kamilz)
- 05599: [DIP/Input] (srmp2.cpp) rmgoldyh: DIP Settings (kamilz)
- 06470: [DIP/Input] (qix.cpp) qix: Unable to map service buttons with ctrlr.cfg (OzFalcon)
- 06477: [Cheat System] All systems: MAME should ignore problematic cheats (or at least exit gracefully) (cuavas)
- 06485: [Documentation] (peyper.cpp) ator: The year of publication is 1985. (AJR)
- 06499: [Gameplay] (xain.cpp) xsleena and clones: Some enemies in the second stage has disappeared (cuavas)
- 06500: [Interface] DAT files: Unable to use multiple paths (crazyc)
- 06503: [DIP/Input] (galaxian.cpp) galaxianmo: Bonus Life dip switch information is incorrect (GoldS_TCRF)


New working machines
--------------------
Atari Touch Me [hap, Sean Riddle]
Dodge Man [Shoutime, Darksoft, Anonymous Donator, Smitdogg, The Dumping Union]
Flash Boy (vertical) [DECO Cassette MD] (No.12/Ver.0/Set.1,Japan) [Game Preservation Society]
Fonas 2 Player Baseball [hap, Sean Riddle]
GAF Melody Madness [hap, Kevin Horton]
Galaxy Games StarPak 3
[Keith M. Kolmos, Rod_Wod, Sean Sutton, Soren Skou Nielsen, Russell Howard, Francis Ramirez, Tourniquet, Brian Troha,
coolmod, Smitdogg, The Dumping Union, Luca Elia]
LJN I Took a Lickin' From a Chicken [hap, Sean Riddle]
Lakeside Le Boom [hap, Kevin Horton]
Omega [ShouTime, Darksoft, Anonymous Donator, Smitdogg, Vas Crabb, Brian Troha, The Dumping Union]
Sega Sonic Cosmo Fighter [ShouTime, Anonymous Donator, The Dumping Union]
Tandy Electronic Basketball [hap, Sean Riddle]
Tiger Half Court Computer Basketball [hap, Sean Riddle]
Tiger/Tandy Rocket Pinball [hap, Sean Riddle]
Toytronic Football (2 versions) [hap, Sean Riddle]
Westinghouse Test Console Serial #5 [Vas Crabb, NekoEd]


New working clones
------------------
Dungeons & Dragons: Shadow over Mystara (Japan 960223) [ShouTime, Steven Fairbrother, Smitdogg, The Dumping Union]
Force SYS68K/CPU-21 [Joakim Larsson Edstrom]
Force SYS68K/CPU-21A [Joakim Larsson Edstrom]
Force SYS68K/CPU-21B [Joakim Larsson Edstrom]
Force SYS68K/CPU-21S [Joakim Larsson Edstrom]
Force SYS68K/CPU-21YA [Joakim Larsson Edstrom]
Force SYS68K/CPU-21YB [Joakim Larsson Edstrom]
Gals Panic S2 (Europe) [rtw, The Dumping Union]
Head Panic (ver. 0702, 02/07/1999) [hammy, Brian Troha, The Dumping Union]
Missile Attack [f205v]
Momoko 120% (bootleg) [Paul Hogger]
Mouse Trap (version 2) [Pat Daderko]
Osborne-1 (Nuevo Video) [Vas Crabb, NekoEd]
Puzznic (US) [Coolmod]
Red Hawk (Greece) [Abelardator2]
Sitcom Timer [Vas Crabb]
Speak and Help [Andrew Welburn]
Street Fighter EX2 (USA 980312) [coolmod, The Dumping Union]
The King of Fighters '99 - Millennium Battle (Korean release) [Brian Hargrove]
The Pit Boss (2214-07, U5-0A) [Brian Troha, The Dumping Union]
VS Block Breaker (Europe) [rtw, The Dumping Union]
Zen Nippon Pro-Wrestling Featuring Virtua (Taiwan) [XeD]


Machines promoted to working
----------------------------
Gallop Racer 2 (Export) [Brian Troha, The Dumping Union]
Ideal Maniac [hap, Sean Riddle, Kevin Horton]
Milton Bradley Plus One [hap, Sean Riddle]


Clones promoted to working
--------------------------
Donkey Kong 3 (bootleg on Ambush hardware) [Dirk Best]
Gallop Racer 2 (Japan) [Brian Troha, The Dumping Union]
Gallop Racer 2 Link HW (Japan) [Brian Troha, The Dumping Union]


New machines marked as NOT_WORKING
----------------------------------
Dragon's Eye (0100521V, NSW/ACT) [Heihachi_73]
InterPro 2800 [Patrick Mackinlay]
K.G. Bird (0200024V, NSW/ACT) [Heihachi_73]
KOF Sky Stage (v1.00J) [rtw]
Mega Card (Ver.0210, encrypted) [Team Europe, f205v, Sean Riddle, Roberto Fresca]
Penguin Pirate II (0100869V, Victoria) [Heihachi_73]
Phantom Pays (0500005V, NSW/ACT) [Heihachi_73]
Star Horse 2001 (satellite, Rev B) [any, Lord Nightmare, MetalliC, rtw, ShouTime]
The King of Fighters XII (v1.00) [Niko]
Toucan Tango (0100782V, NSW/ACT) [Heihachi_73]
Tsukande Toru Chicchi [Alex Cmaylo, The Dumping Union, R. Belmont]
Winning Post (RHG0418-04, US) [Heihachi_73]
Wizard Ways (0200396V, NSW/ACT) [Heihachi_73]


New clones marked as NOT_WORKING
--------------------------------
Amazon Hunt III (rev. 1, French) [PinMAME]
Arena (French) [PinMAME]
Arena (German) [PinMAME]
Bad Girls (French) [PinMAME]
Bad Girls (German) [PinMAME]
Big House (French) [PinMAME]
Big House (German) [PinMAME]
Bone Busters Inc. (German) [PinMAME]
Bounty Hunter (German) [PinMAME]
Diamond Lady (French) [PinMAME]
Diamond Lady (German) [PinMAME]
Dolphin Treasure - Cash Express (AHG1606, US) [Heihachi_73]
Excalibur (French) [PinMAME]
Excalibur (German) [PinMAME]
Gamshara (World, 10021 Ver.A) [Bill D., The Dumping Union]
Genesis (French) [PinMAME]
Genesis (German) [PinMAME]
Gold Wings (French) [PinMAME]
Gold Wings (German) [PinMAME]
Golden Pyramids (0100878V, Victoria) [Heihachi_73]
Heathkit H-19 w/ Super-19 ROM [Mark Garlanger]
Heathkit H-19 w/ Watzman ROM [Mark Garlanger]
Hollywood Heat (French) [PinMAME]
Hollywood Heat (German) [PinMAME]
Hot Shots (French) [PinMAME]
Hot Shots (German) [PinMAME]
Margarita Magic (EHG1558, US) [Heihachi_73]
Mars - God of War (Prototype) [PinMAME]
Missile Attack [f205v]
Monte Carlo (Pinball, French) [PinMAME]
Monte Carlo (Pinball, German) [PinMAME]
Monte Carlo (Pinball, rev. 2) [PinMAME]
Panther Magic (0100716V, NSW/ACT) [Heihachi_73]
Pet Shop (0100731V, NSW/ACT) [Heihachi_73]
Q.T. Bird (0500009V, NSW/ACT) [Heihachi_73]
Raven (German) [PinMAME]
Robo-War (French) [PinMAME]
Rock (German) [PinMAME]
Rock Encore (German) [PinMAME]
Rollergames (AD-2) Prototype [PinMAME]
Rollergames (LF-2) French [PinMAME]
Rollergames (LF-3) French [PinMAME]
Spring Break (French) [PinMAME]
Spring Break (German) [PinMAME]
Street Fighter EX 2 (US 980312) [coolmod, The Dumping Union]
Tag-Team Wrestling (German) [PinMAME]
T.T. Defender
[ShouTime, Renato Mucciarelli, Jan Stuhler, Surgeville, John Wilke, Rod_Wod, Mr. Goodwraith, ranger_lennier, Antonio Jover,
ArcadeDude, Paul Vining, Ryan Gatto, joey35car, Smitdogg, The Dumping Union]
TX-Sector (French) [PinMAME]
TX-Sector (German) [PinMAME]
Victory (Pinball, French) [PinMAME]
Victory (Pinball, German) [PinMAME]
Virtua Bowling (Hong Kong, V101HJS) [Abelardator2]
Virtual On 2: Oratorio Tangram (Revision A) [twistedsymphony]


New working software list additions
-----------------------------------
abc80_flop: Hires Invasion demo [Genesis Project]
aim65_cart: AIM 65/PC100 Extended BASIC v2.1 & v2.3, AIM 65 Instant Pascal v1.0 [Nigel Barnes]
atom_flop: Manic Miner (conversion) [Nigel Barnes]
bbcb_flop: Sherston titles, Byte the Apple music demos [Nigel Barnes]
gamate: Fortune 'n Luck [Peter Wilhemsen]
ibm5150:
688 Attack Sub (5.25"), Cartooners, Cartooners in Space, Starflight 2: Trade Routes of the Cloud Nebula (Alt), Zany Golf
[Octocontrabass]
Aces High, Amnesia, Boulder Dash, Bruce Lee, Bubble Bobble, Double Dragon, Double Dragon II, Double Dragon III,
Earthly Delights, Executive Suite, Frederick Forsyth's The Fourth Protocol, The Lost Treasures of Infocom,
The Lost Treasures of Infocom II, Mega Man, Mega Man III, Metal Gear, MINIX 1.x, Prince of Persia, PSI-5 Trading Company,
RoboCop, Wendin Multiuser DOS [Justin Kerk]
pico: Ecco Jr. e la GrandeCaccia al Tesoro nell'Oceano! (Ita) [f205v]
z88_cart: game conversions and commercial applications [Nigel Barnes]
zx81_cass: over 550 games and applications [Nigel Barnes]


New NOT_WORKING software list additions
---------------------------------------
ibm5150: Astro-Dodge, BurgerTime [Justin Kerk]
zx80_cass: small selection of games [Nigel Barnes]


Source Changes
--------------
-Added preliminary Clipper CPU core Interpro 2800 driver. [Patrick Mackinlay]

-Amiga updates: [Dirk Best]
* Converted the Amiga keyboards to a bus interface with slot devices.
* Addes a German A500 keyboard variant, keyboard fixes.
* Moved and renamed Amiga sound device, added pinout and description.
* Moved audio related registers into Paula device, now independent from Amiga state class.
* Made Akiko independent from driver state.

-ambush: Rewrote driver. [Dirk Best]
* Use tilemap system to draw background/foreground characters (and use generic gfx_8x8x2_planar layout).
* Added mario and dkong3 bootlegs running on extended hardware.
- Color PROMs for these haven't been dumped, currently using the PROMs from the original.
* Updated and corrected DIP switches.
* Documented tile attribute RAM and sprite RAM layout bits.
* Use screen raw parameters.
* Added connector layout, updated TODO list and ROM filenames.

-thayers: Fixed keyboard scanning, inputs and communication. [Curt Coder]

-vic20 updates: [Curt Coder]
* Emulated the PPP SpeakEasy (Votrax SC-01-A) cartridge.
* Emulated the Data 20 Display Manager 40/80 column video cartridge.

-c64: Emulated the PPP Speakeasy 64 (Votrax SC-01-A) cartridge. [Curt Coder]

-abc800_dsk: Fixed sector interleave. [Curt Coder]

-PIC16C5x updates: [hap]
* Added basic support for the old GI PIC1650 and PIC1655.
* Made RTCC (aka T0CKI) pin an input line handler.

-PIC CPU: Fixed writes with the status register as destination. [Luca Elia]
* Write all bits except TO and PD, thus enabling e.g. bcf, bsf or clrf to change the flags.
* rlf and rrf must update the flags after the store to work correctly on this register.

-More complete Galaxy Games emulation: [Luca Elia]
* Created devices for the galaxy games carts (EEPROM + Flash + PIC) and the slot(s).
* Removed code patches and emulated the PIC communication and bank switching.
* Converted the blitter to a device (cesblit.cpp).
* Moved the Galaxy Games from tmaster.cpp to their own driver (galgames.cpp).

-ms0515.cpp: Hooked up keyboard and floppy, improved video emulation etc. [shattered]

-dsk_dsk format: Propagate CRC error flags. [shattered]

-ms7004 keyboard: Handle incoming serial data via INT pin. [shattered]

-tigerroad.cpp: replaced bballs MCU simulation with dump from MC68705R3, added to parent set as BAD_DUMP.
[TeamEurope, Brizzo, Vas Crabb]

-dec0.cpp updates: [Vas Crabb, CAPS0ff]
* Added dump for baddudes MCU with note about likely bit error.
* Replaced drgninja MCU simulation with hacked version of baddudes dump.
* Latch cleanup: 'LS374 senses positive edge, others are educted guesses.

-m6805: Added CMOS devices, miscellaneous fixes. [Vas Crabb]
* Added m146805 and m68hc05 to unidasm.
* Fixed disassembly of BIT opcodes.
* Fixed burning cycles on disabled interrupts.
* Cleaned up BIH/BIL handling.
* Made opcode tables configurable in m6805_base_device, provided tables for HMOS, CMOS and HC families.
* Implemented MUL instruction, made unimplemented STOP and WAIT raise fatal error.
* Implemented 'HC05 edge-sensitive external interrupts.
* Added partially implemented MC68HC05C4, MC68HC05C8 and MC68HC705C8A devices.
* Fixed problem with edge case in 68705 timer overflow interrupt when TDR=0.
- Fixes Zorba keyboard and MT6499.

-Fixed crash on loading invalid cheats, MAME now logs an error and continues. [Vas Crabb]

-Made debugger fall back from binary to default base on 0b prefix. [Vas Crabb]
* This makes expressions like 0B12 parse as hex in hex memory spaces.
* Where there's ambiguity (e.g 0B01) binary takes precedence.

-Natural keyboard fixes: [Vas Crabb]
* Fixed Shift-Alt combinations.
* Fixed modifiers with LLE keyboards (shift/alt now work reliably with Sun, Amiga, RM Nimbus, etc.).
* Fixed crash on keyboard inputs with four characters.

-Amiga keyboard updates: [Vas Crabb]
* Corrected polarity of KB_DATA from Amiga to keyboard.
* Completely rewrote 68HC05CxA-based A1200 keyboard device, now working.
* Fixed KB_DATA mixing in A500 keyboard.
* Made A500 keyboard caps lock LED output name consistent with A1200.
* Added Alt- and Alt-Shift- characters to A500 US keyboard.
* Factored out matrix keys to a common module shared by A500/A1200.
* Made new German matrix based on US matrix with Alt-chars hooked up.
* Added layouts for France/Belgium, Italy and Sweden/Finland, Spain, Denmark, Switzerland, Norway and UK.
- Switzerland has French/German config option, natural mode only works for French.
* Added borderline usable dead keys for natural keyboard.

-Osborne-1 updates: [Vas Crabb]
* Added Osborne-1 with Nuevo Video board as a clone.
* Made Alpha Lock a toggling key rather than a fake DIP switch.

-Made object finder arrays meet more Container/Sequence requirements (allows use of range-based for and many standard algorithms).
[Vas Crabb]

-dl1416: Split interface into signal-level and bus-level APIs, improved support for different variants. [Vas Crabb]

-sitcom updates: [Vas Crabb]
* Implemented Boot and Reset buttons and remapping of low 32kB.
* Hooked up PIA, I/O space mirrors, and RS232 interface for downloading programs.
- PIA ports connected to LED outputs and keypad inputs.
* Added camera shutter speed measurement rig as a clone.
* Added a software list with example programs from web site.
- Software list is not connected yet, need to load software by full path.

-Cherry-picked some features from self-registering drivers PoC: [Vas Crabb]
* Use size_t for sizes and <algorithm> for algorithms.
* Fixed up some files that were getting linked into multiple libraries.
* Added missing virtual method to sh2 peripheral class.
* Put shortname in driver struct for locality.
* Made LRU cache use shared pointers for safety.

-Used known plaintext attack to obtain Omega program encryption key. [Vas Crabb]

-Converted many naked pointers to required_region_ptr. [Robbbert]

-m6845: Fixed starting address in row/column mode (used by osborne1nv). [Robbbert]

-Update GENie [Branimir Karadzic]

-List command format changes: [Tafoid]
* Changes to output produced to better deal with maximum limits of certain items.
* Fixed issue with -listroms output not displaying hapyfsh2 rom sizes correctly.

-Fixed building using system portaudio and utf8proc. [belegdol]

-Provided the PIC code for all four StarPak cartridges. [Keith M. Kolmos]

-Confirmed MC68705R3 bootstrap program matches MC68705U3 (and U5 for that matter). [Brizzo]

-Identified bad dumps and fixed info for a number of Aristocrat games. [Heihachi_73]

-aristmk5: Rearranged controls to be more playable and added PORT_NAMEs. [Heihachi_73]

-polyplay: Added light organ and layout. [SailorSat]
* Traced the lines on the board to figure out how the lightorgan worked - a zero crossing detector triggers NMI on the CPU, which
then operates the light organ.

-aristmk5: Added SPI and hopper emulation - allows non-US games to boot. [Sandro Ronco]

-imgtool: Fixed recently introduced bug that could cause hex numbers to be incorrectly emitted in usage text. [Nathan Woods]

-saa1099.cpp: Use correct LFSR polynomial for SAA1099 noise generation, added some notes about an unemulated undocumented feature of
the noise clock. [Jepael, Lord Nightmare]

-Fixed clipper CPU build. [Felipe Sanches]

-Netlist library improvements: [Couriersud]
* Refactored netlist pmf code.
* Small optimization for diode calculations.
* Remove virtual from some destructors and make them protected.
* Various cleanups and performance improvements.
* Fixed some inconsistencies.
* Reduced overhead to load data (ROMs) in netlist significantly.
- Previous solution involved a significant amount of redundant replication of information and objects. Now, a ROM name specified
as SOMEROM(x21, "romlabel") will be automatically be loaded from region "netlisttag:romlabel" (see hazl1500 and stuntcyc).
* Fix warning about non existing memory space when netlist is used.
* Logging enhancements.
* Fixed crashes on terminals without nets (i.e. connected to a rail).
* Reviewed "FIXMEs" and corrected some minor ones.
* Made m_cur_analog protected.
* Fixed pmf delegates to work with MSVC.
* More optimizations to the solver code.
* Started work on a better signal pipeline in nlwav.
* Only generate documentation for entities which are documented.
* Made it possible to have multiple update handlers per device.
- Makes device implementation more flexible and faster and improves performance slightly.
- Each input is now assigned a notification handler. Currently this is update, but going forward it may be a custom handler.
* Fixed MEMPOOL on OSX.
* Added delegate support for Emscripten, ARM processors and VS 2015 x64.
* Made sure netlist includes are not found directly on include path.
* Made Windows builds of nltool and nlwav understand Unicode.
* Added standalone VS2015 build file in src/lib/netlist/build.
* Added state saving and loading to nltool.
* Optimized 7493 device - gives some 5 to 10% improvement to pong.
* Reworked truthtables a bit: moved 9312 and 74279 to TTL macro library, renamed TTL_9312_* to more appropriate DM9312.
* Fixed a number of warnings from latest Ubuntu clang 5.0.

-huc6261.cpp: Fixed YUV colors, added palette offset and HuC6261-A mixing - fixes PC-FX boot screen graphics/colors. [Angelo Salese]

-namcond1.cpp: Enabled preliminary ROZ effects in ygv608 core. [Angelo Salese]

-segas16b.cpp: Improved inputs for Excite League / Super League. [Angelo Salese]

-sh4: Fixed FMOV* opcodes. [MetalliC]

-naomi.cpp: Redumped "Crackin' DJ Part 2". [billy16jr, Cereth, cpsystem3, MetalliC, rtw]

-naomi.cpp documentation updates: [MetalliC]
* Added two Japan Mushiking cart serial numbers.
* Documented Atomiswave game exe Build timestamps shown in Test Mode.
* Corrected few game years.
* Sorted game list by build dates.

-Mega Card (Ver.0210, encrypted) improvements:
* Added bruteforced PLD dump. [Team Europe, caius, Roberto Fresca]
* Added G65SC02 decode die dump and tech notes about the custom CPU. [Team Europe, Sean Riddle, Roberto Fresca]
* Added CY7C291A dump from inside the custom CPU. [Team Europe, Roberto Fresca]
* Fixed ASCII PCB layout and list of components. [Roberto Fresca]

-Arrow Bingo: Fixed clocks to be more accurate, hooked principal inputs to make the game playable, added technical notes.
[Roberto Fresca]

-Power Card (Ver 0263, encrypted): Dumped the CY7C291A from inside of the custom CPU, added technical notes.
[Team Europe, Roberto Fresca]

-Arrow Bingo: Added a new input requested by the code, added more technical notes about the program. [Roberto Fresca]

-mac: Fixed NuBus memory stomp. [R. Belmont]

-Fixed apple2gs regressions. [R. Belmont]

-konmedal: Improved screen display, added ROM banking, started implementing VROM readback. [R. Belmont]

-Added Preliminary TLCS-870 CPU core - work in progress. [David Haywood]

-spacecr: Added continue button. [AJR]

-De-hardcoded service inputs for gekisou and Atari games. [AJR]

-polepos.cpp input improvements: [AJR]
* Corrected DIP switches and locations for polepos2bi and polepos2bs.
* Fix bootleg manufacturer info for polepos2bs.
* Use modern DEVCB features to make extra 4-bit input ports unnecessary.

-lastbank: Working sound and music. [AJR]
* ES-8712: Added busy status read and notes on device.
* Allow sound CPU to reset the ES-8712 and M6295.
* Added NVRAM, remapped/renamed inputs, added RTC notes.

-bcruzm12: Changed PSGs to AY8912, added notes on PCB. [AJR]

-dblcrown: Simplified code by adding 8255 PPI, PSG type is YMZ284. [AJR]

-gcpinbal modernization and sound improvements: [AJR]
* Broke up the bogus IOC structure and used 8-bit handlers where appropriate
- Fixes a music playback glitch due to the old handler's failure to account for byte mirroring.
* Improved OKI M6295 sounds by using correct bit for banking.
* Load more music by sending interrupt when ES-8712 finishes playing sample.
* Added interface for 93C46 EEPROM and HCT157.
* Updated machine flags to better reflect current emulation status.

-kothello: Added DIP SW2 and identified DIP switches and locations. [AJR]

-vmetal sound improvements: [AJR]
* Implemented IRQ used to loop ES-8712 music (much like gcpinbal) - all extant samples should be playable now.
* Reduced unreasonably high OKIM6295 volume.
* Removed MACHINE_IMPERFECT_SOUND flag.
* Added a reset line callback for the ES-8712.
- Will be used to reset the MSM5205/MSM6585 when the implementation is rewritten to use those devices.
- For now, it's used for IRQ generation in vmetal.
* Removed the auto-repeat feature from the ES-8712 device. All known games that loop samples do so by status polling or IRQs.

-upd7810: Replaced fake I/O space with callbacks. [AJR]

-capbowl, bowlrama: Identified DAC type. [AJR]

-5clown.cpp, bzone.cpp: Correctly assigned service buttons. [OzFalcon]

-Force CPU-20: Added board variant handling and a few variants. [Joakim Larsson Edstrom]
* cpu-21, cpu-21a, cpu-21ya, cpu-21b, cpu-21yb and cpu-21s, differs in CPU speed and memory mainly
* Added logging.

-Prodigy: Added netlist for BCD display, got correct boot up display but no interaction yet as keypad is missing, added layout.
[Joakim Larsson Edstrom]

-VME bus: Added default bus address space and prepared for bus-specific features. [Joakim Larsson Edstrom]

-via6522 updates: [Joakim Larsson Edstrom]
* Improved logging.
* Fixed 50/50 duty cycle for T2 and O2 driven CB1 shift IN & OUT on CB2.
* Added stop of device_timer when going from internaly to externaly clocked shift modes.
* Fixed so shift out and in flank is not controlled by pcr in accordance with datasheet.
* Added missing final and leading flanks when shifting out and in respectivelly.

-68561: Improved interrupt support and LOGs messages. [Joakim Larsson Edstrom]

-BIM 68153: Fixed release irq line bug and updated LOGs. [Joakim Larsson Edstrom]

-fccpu30: Updated to new LOG system. [Joakim Larsson Edstrom]

-New netlist device: 74164 - 8bit parallel output serial shift register. [Joakim Larsson Edstrom]

-Made mcombat, mcombata and mcombats boot. They still need inputs/sound (AY8912). [Ivan Vangelista]

-Heathkit H19/H89: A few fixes and more documentation, cleaned up ROM definitions. [Mark Garlanger]

-mc6845: The device should not scan out more lines than programmed into the 'visible' register. [Mark Garlanger]

-zx81: Added tzx cassette format, changed default ramsize to 16K. [Nigel Barnes]

-z88: Fixed expanded video addressing in RAM carts. [Nigel Barnes]

-Allow softlist software parts to use different interfaces: [Nigel Barnes]
* imgcntrl: Don't assume first software part, find part with correct interface.
* swlist: Check all software parts for matching interface when populating list of software lists.
* softlist_dev: Check all software parts when finding approximate matches.

-aim65: Added 16K PROM/ROM module, 4 extra sockets required for Instant Pascal. [Nigel Barnes]

-lastbank.cpp: Filled in Coinage and Demo Sounds DIP switches. [Brian Troha]

-aquarium.cpp: Documentation and clock update. [Brian Troha]
* Replaced PCB layout with with a more informational version, listed out major chips on the PCB including customs.
* Corrected OKI M6295 clock with actual resonator.

-t10mmc: Added Play Audio MSF (0x47) command, used by Another CD Player and Astrocounter of Crescents. [Barry Rodewald]

-portaudio: Minimal const-correctness. [O. Galibert]

-Apple Laserwriter II NT: Updated driver quite a bit, improved the overlay emulation and ram mapping, passes more self tests, added
as much info about memory maps as could be easily derived without PAL dumps. [Lord Nightmare]

-LaserWriter II NT: Hooked up interrupts to 68k, got more self tests to pass. [Lord Nightmare]

-freekick.cpp: Fixed sprite rom load order in omega, derived input ports from gigas rather than fully redefining everything.
[Lord Nightmare]

-arkanoid.cpp: Added detailed memory map with proper mirroring; documented and mapped the joystick ports which, while present and
fully functional on the pcb, are unused by the game code. [Lord Nightmare]

-Updated FSF address in a few files' license headers. [Luke-Nukem]

-arm7: Added support for the second BLX form for ARMv5 and fixed behavior of second BLX form in THUMB. [Alex Marshall]

-intvkbd driver improvements: [Frank Palazzolo]
* Corrected screen alignment.
* Changed to use generic TMS9927.
* Aligned STIC and TMS9927 graphics properly.
* Added preliminary support for testing intvkbd printer.
* Added proper documented memory addresses for tape drive.
* TMS9927: added support for driver-specific overscan areas.

-pgm2: Fixed address map up a little bit and added notes. [Alex Marshall]

-namcos22: Added per-game speaker configurations based on manuals and test messages. [superctr]

-namcos22: Added 'bodysonic' speaker to airco22b (name comes from test mode). [superctr]

-C352 improvements: [superctr]
* Implemented volume ramping behavior confirmed with recording from real hardware.
- Example: Tekken 3, reduced pops in especially King's stage BGM.
* Rewrote mu-law algorithm - might not be quite perfect yet, but is closer to recordings and sounds a bit clearer.
- Example: Time Crisis.
* Byte-swapped sample ROMs as necessary.

-portaudio: Fixed issues causing crash with 32-bit builds, clamp latency. [intealls]

-Fixed Battle Cruiser M-12 sprite colors. [MASH]

-dec0.cpp: Added new and improved readme for the DEC0 based games. [Guru]

-SDK85: Added mastermind BIOS. [Paolo Forlani, Stefano Bodrato]

-hp9845 updates: [F.Ulivi]
* Fixed parallel poll logic in PHI.
* Working support for HP9895 dual floppy drive with MFI image format.
* Corrected aspect ratio of alpha and graphic video modes us


Fuente http://www.mame.net
Mame 0.182 tenía un error gordo con Xain D´Sleena que no aparecen los bichos en la segunda fase del planeta vegetal. Mejor actualizarse al actual 0.184 que ya no existe y el core de Retroarch de Mame actualizadlo también con los nightlies que la versión 1.5 llevaba ese conflictivo 0.182.
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