HBMAME (HomeBrew MAME) est une version non officielle de MAME(Arcade) permettant l’ajout de nombreux jeux maison et hacks divers. A noter que des packs de snaps et artworks sont disponibles sur le site officiel.
Les changements:
New Games
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- [ddonpachjd] DoDonPachi (Japan, demo)
- [pandajump2] Panda Jump (set 2)
- [ramokromok] RAM OK ROM OK (Galaxian hardware demo)
- [sfz3mix22] Street Fighter Zero 3 (Turbo Mix 0.22)
- [sfz3mix] Street Fighter Zero 3 (Turbo Mix 0.23)
Since 0.246, MAME has rearranged all the driver files and many others too.
This requires an almost complete rewrite of HBMAME, and I've decided not to do this.
Therefore future releases will be based on 0.245, and be released adhoc,
whenever new games are added.
Foreign users : Here the changelog in english.I made an english forum to ask your questions or others stuff. Use the forum if you want to translate Kronos with your own language. You can see the changelog in english too.
Important : We need a windows developper to help with fixing the windows port (STV games). Contact us if you’re interested.
Version 1.094
– The Checkered Flag « Uncap Framerate » option can now be switched between 30Hz and 60Hz.
– Added some sync code to the Checkered Flag script to fix possible flickering issues. (only became noticeable at 60Hz)
– Checkered Flag is generally playable at 60Hz, but you’re likely to encounter more timing bugs. Native system requirements are also significantly higher, as the Jaguar is automatically overclocked in this mode.
Version 1.093
– Added a Checkered Flag script, which features native resolution rendering, analog controller support, framerate unlocking, and lots of tweaks/options.
– Added a new Tempest 2000 script to patch some of the rotary controller bugs that existed on hardware.
– Added support for « AUDIOWITHSUB » track types in the CUE loader.
– Added an « optree » debug command. (only relevant for developer builds)
– Added a « gfxflags » debug command. (only relevant for developer builds)
– Added bigpemu_jag_op_render_bitmap_object_to_buffer to the scripting API.
– Native CRY rendering and ADDDSEL blending is now supported through the native polygon script interface.
– New scripting functionality to hook into save/load state events, allowing scripts to pack custom data into saved states.
– Fixed a potential resource leak when associating textured native polygons with a buffer.
– Fixed changes to the MSAA setting sometimes not being reflected until restarting the application.
– Fixed potential flickering and other visual problems after re-allocating native polygon hardware buffers.
– Fixed the script function bigpemu_drawui_get_virtual_to_native_scales returning incorrect values.
– Fixed an issue with one of the terrible secrets which was making the secret slightly less terrible than designed.
Bug fixes:
– Formerly, audio recordings were vulnerable to subtle distortions, but this has (hopefully) been eliminated. For example, pausing emulation during recording or starting recording immediately after loading state were causing corruption. Furthermore, the audio was randomly stretched/contracted by a few milliseconds.
– As a side effect, you might hear occasional audio glitches only while recording is in progress, but the .WAV file that is actually produced will be unaffected.
– Added new uniform bool polyAlpha to shaders Added original matrix functions back into Mat4 class though they are currently unused
– Floating point reversed z-buffer and new clipping code Also always draw nodes with culling disabled even if they test as being outside the visible frustum
– Misc fixes
A noter qu’un nouveau fork ajoutant le support du Sinden est dispo ici.