Nouvelle version de Mame.



Source Changes


Fixed the data fetch and scrolling calculation for almost all video

modes in the Amiga driver. [Ernesto Corvi]

Emulated the trench circuit in Space Encounters. [Adam Bousley]

Added win_output_debug_string_utf8(); a UTF-8 wrapper for

OutputDebugString(). Changed code to use it. [Nathan Woods]

Fixed the disassembly, operation, and cycle timing of many Thumb

instructions in the ARM7 core. [MooglyGuy]

Defined new osd core function osd_is_absolute_path(). Changed behavior

of core fileio so that absolute paths are identified and search paths

ignored in that case. [Nathan Woods]

Improved validity check for coinage order so that it prints out the

correct order if an error is detected. [Ernesto Corvi]

Fixed clocks and other details in Dream World based on new

measurements. [David Haywood, Guru]

Implemented video circuits in the Midway 8080 driver based on

schematics. Note that this affected the visible area, so overlays will

need to be adjusted. Standardized the visible area across all games.

Implemented Phantom II cloud generator. [Zsolt Vasvari]

Changed the contract of the tilemap_create() call so that it is

guaranteed to succeed or die trying. Cleaned up code paths that

checked the result of this operation to be simpler as a result.

[Atari Ace, Aaron Giles]

Added preliminary support for the built-in effects DSP in the SCSP,

which lots of games use for reverb, QSound, and other effects.


Removed archaic i8080_EXACT flag from the 8085 core. [Zsolt Vasvari]

Updated Midway 8080 driver to use properly computed video timings and

scanline interrupts. [Zsolt Vasvari]

Fixed assertion in MPU4 driver. Fixed the mechanical meter operation,

enabling coin entry in Connect 4. [James Wallace]

Added mappings for break and pause keys. [Dirk Best]

Incorporated changes to MESS CPU cores to fix asserts and improve

Z80GB emulation. [Nathan Woods, Wilbert Pol]

Correctly connected sound IRQ in GX400/Nemesis driver. [R. Belmont]

Rewrote the SN76477 emulator from scratch. The main difference between

the old one and the new one is that it is based on measurements from a

real chip. Also the emulator is fully analog, meaning that

timings/frequencies, etc. are based on voltage levels. This gives a

much more true-to-life emulation where the weird behavior of the real

chip comes emulated for free. The code itself is also a lot simpler

and more understandable. [Zsolt Vasvari, Derrick Renaud]

Cleaned up stray variables from the crosshair drawing removal. Also

removed some orphaned function declarations. [Oliver Stoneberg]

Added the missing volume and frequency controls to the Berzerk driver

and s14001a core. Fixed the issue with random words being spoken

instead of the proper ones. Word is now latched at the proper time.

[Lord Nightmare]

Implemented flickering of the strobe light in Space Encounters, to be

eventually connected with artwork. [Zsolt Vasvari]

Changed driver_add/find/remove functions to fatalerror if they cannot

find their targets. [Aaron Giles]

Added support for screenless drivers. [Aaron Giles, Nathan Woods]

Fixed a couple of errors introduced in the OKI6295 pin shuffling.

[David Haywood]

Cleaned up DIP switches and added documentation to the Outrun driver.

[Brian Troha]

Fixed sound clock frequency in the NMG5 driver. [Brian Troha]

Fixed sound clock frequency in Night Slasher. [Sonikos]

Updated Sega System 16/18 drivers to be mono, and swapped button 1/2

to match instruction card. [Corrado Tomaselli]

Moved some of the tool sources to a new subdirectory tools.

[Aaron Giles]

Tweaked the main makefile to better support parallel builds.

[Aaron Giles]

Removed line array from mame_bitmap. Converted dozens of drivers over

to using BITMAP_ADDR macros instead. [Aaron Giles]

Changed automatic crosshairs so they are not quite so automatic.

They now need to be explicitly specified by the driver in the input

ports. Also changed the PORT_CROSSHAIR macro to take a shorter form

of the axis name. Updated all lightgun drivers to have this macro in

its default state. [Aaron Giles]

Added sliders for debugging crosshair positioning (debug build only).

[Aaron Giles]

Changed xevious to use irq0_assert_line instead of irq0_pulse_line

to prevent it from dropping interrupts. [Aaron Giles]

Changed Gorf to use HOLD_LINE instead of PULSE_LINE for scanline

interrupts. The timing is still off, but the game runs now.

[Aaron Giles]

Fixed time H/V position reporting during the first frame of execution

using the new video routines. [Aaron Giles]

New games added or promoted from NOT_WORKING status


Magical Tetris Challenge [Ville Linde]

Star Soldier: Vanishing Earth [Ville Linde, Guru]

Vivid Dolls [Ville Linde, Guru]

Connect 4 [James Wallace]

Martial Masters [MooglyGuy]

Knights of Valour 2 [MooglyGuy]

New games marked as GAME_NOT_WORKING


Super Real Mahjong VS [Ville Linde, Guru]

Tower & Shaft [Ville Linde, Guru]