Encore une nouvelle version de Mame dont voici les améliorations depuis 0.86u5:

General Improvements:

– Small update to the Kaneko drivers [Sebastien Volpe]
– correct dipswitches for bonkadv
– galpanib protection moved to machinekaneko16.c, and sandscrp uses it
– merged read/write memory maps for the 3 galpanic sets
– Support 16 Joystick buttons [Norix]
– 8-way input fix for some mappy.c games (grobda, motos, phozon)
– These games were set to 4-way input in the previous update. [anonymous]
– Various Improvements [Angelo Salese]

vamphalf.c
improvements to vamphalf making it almost playable* it actually
is now playable thanks to further improvements from others (see
below)

yumefuda.c
temporarly patched eeprom check,fixed the graphics bankswitching
& added sound in Yumefuda.I don’t have added controls yet so it
isn’t playable.

acommand.c
Preliminary driver for Alien Command.Doesn’t work yet…

gstriker.c
Very preliminary MCU emulation for World Cup ’94.Hangs in
various places since I don’t have worked on them yet…

– Implements the LEDs in « copsnrob » [Stefan Jokisch]
– Fixed res_net.h related crash in Strike Bowling [Jarek Burczynski]
– Improvements to Paint and Puzzle, game is almost playable [Nicola Salmoria]
– Taito F3 Improvements [Bryan McPhail]
Recalhorn now up to a playable standard. This game exposed some bugs in the
way the sprite renderer handled the special command bits (ie, the sprite
list jump command occurs _after_ the current sprite has been processed, not
before, plus bankswitch & global positioning flags can be set on the same
sprite – they aren’t exclusive, all makes perfect sense from a hardware
point of view). These fixes really should be put into taito_f2 and hybrid
f3 games as well, though I doubt it will make any visual difference.

Command War is playable too, except for the fact a layer doesn’t seem to
disappear when in the fighting sequence, and it’s offset by 8 pixels in the
movement sequence.
– Rohga driver Improvements [Bryan McPhail]
Rohga – Despite massive amounts of time spent on writing trojan’s to probe
the protection this still isn’t complete. The game hangs at the end of
level 5. A quick look at decoprot.c should reveal just how nasty this game
is… Graphics emulation is complete but the priority register never seems
to be written properly (protection?) so some things look wrong.

Schmeiser Robo – Not working 100%. The game puts graphics info through the
protection chip so in this case the game looks wrong even though the
gameplay is actually running correctly. Uses a strange double buffer
feature of the protection chip that the Deco games don’t (seem to) use.
– Truco Clemente driver [Ernesto Corvi]
This is as good I could get it working…
Problems:
– Wrong Colors
– Audio is not 100% yet, I think.

The board is definitely a conversion of some other board. My guess is a
Pacman-style board, since
some of the addresses match (watchdog, etc). Maybe somebody more
familiar with those type
of boards can figure out if they used the same color proms (I tried the
MsPacman ones, and didn’t
match).
– SPI background Decryption improvements [Ville Linde]
– Fixed mrtnt colours (verified to use pacman proms) [vernimark]
– Hyperstone core fixes [Tomasz Slanina, Pierpaolo Prazzoli]
Tomasz Slanina
– Added « undefined » C flag to shift left instructions

Pierpaolo Prazzoli
– Added interrupts-block for delay instructions
– Fixed get_emu_code_addr
– Added LDW.S and STW.S instructions
– Fixed floating point opcodes

New Clones supported or promoted from GAME_NOT_WORKING status:

– Super Pang (Japan) [Nicola Salmoria]
set was decrypted, game now working

New Games supported or promoted from GAME_NOT_WORKING status:

– Wizz Quiz [Pierpaolo Prazzoli]
– Miss Bingo [Brian Troha]
– Recalhorn [Brian McPhail]
may crash on hi-score screen
– Command War [Brian McPhail]
still some clipping / layer problems
– Vamp 1/2 [Angelo Salese, Pierpaolo Prazzoli]
first working hyperstone based game
Truco Clemente [Ernesto Corvi]
some graphical problems (see notes above)

New Non-Working games / clones supported:

– Alien Command [Angelo Salese]
parts of the hardware still unemulated
– Schmeiser Robo [Bryan McPhail]
protection issues

La version complète des améliorations se trouve ICI.

Télécharger MAME(Arcade) [Debug] v0.161 (19.7 Mo)


Télécharger MAMEUI32 v0.264 (54.8 Mo)


Télécharger vSNES 2.91 (942.6 Ko)


Télécharger Nintendulator (64 bits) v0.985 Beta (2024/02/20) (543.6 Ko)


Télécharger Nintendulator (Ansi) v0.980 (454.8 Ko)

Site Officiel

Tour d’horizon rapide par CT :

Vamp 1/2 original mais sans plus. (animation, jouabilité décevante)

Command War est un proto taito original, mais en japonais.

Les fans de shoot seront content de voir que les couleurs de background de certains SPI sont corrects. L’écran de titre de Raiden Fighters ou Viper Phase 1 mettent l’eau à la bouche à présent.


(mais c’est toujours injouable ou illisible ingame)…

Recalhorn, à présent jouable, est mignon et vaut le coup d’oeil, bien qu’enfantin.

pour les fan de pacman, Namco Classics Vol 2 ne plante plus au 3ème tableau, ca vaut le détour….

(c’est jouable à deux en même temps)

Ensuite : Super Pang en japonais, un mauvais puzzle (miss bingo), un jeu de carte argentin avec les couleurs qui flashent (truco), et un jeu de combat partiellement émulé (Schmeiser Robo), un nouveau quiz avec des thèmes originaux, comme les Beatles (Wizz Quiz).
La surprise (sonore) du jour, pour les fans de foot : lancez World Cup 94 (not working), ça chante « olé olé olé »

En savoir plus…