Première version intermédiaire de MAME 0.97 avec pas mal de corrections.

0.97u1

MAMETesters Bugs Fixed
wwfwfsta37b16gre1 [Pierpaolo Prazzoli]
ddragon336rc2gre [Pierpaolo Prazzoli]
cookrace093u2red [ShimaPong]
ddragn2u077gre [Pierpaolo Prazzoli]
starforc097gre [Aaron Giles]
wotw094u3gra [Aaron Giles]

Source Changes
* Changed v60 CPU to clock multiple cycles per instruction instead of requiring
every driver to divide the clock; updated all drivers to use the correct clock
speed. [Aaron Giles]
* Made the expression engine in the debugger a little more generic to support
its use in other tools. [Aaron Giles]
* Began cleanup of the Sega System 32 driver. Things may not work as well as
before; this will be fixed over time. Do not report bugs on it. [Aaron Giles]
* Hooked up Pest Place redump, fixed dkong3b colors, and added support for Control
Type dipswitch in Street Heat. [Pierpaolo Prazzoli]
* Fixed vblank handling and some bad sprites in wwfsstar. [Pierpaolo Prazzoli]
* Fixed missing speech in Hyper Crash. [MASH]
* Some better understanding of the protecton in Dream World. Still not
working. [David Haywood]
* Moved gearshift display in polepos to debug-only build. [Mamesick]
* Fixed sync rate in Demon World. [SUZ, Mamesick]
* Fixed Z80 frequency in Toki bootleg. [Mamesick]
* Added workaround for bad shadow sprites in Dyna Gear. [Mamesick]
* Improved SAA5050 emulation for Malzak. [Barry Rodewald]
* Added proper C-chip emulation to Operation Wolf. [Bryan McPhail]
* Major update to Namco System 21 driver [Phil Stroffolino]
– Starblade is working with emulated master/slave DSPs. Graphic updates
are a bit choppy; I believe there are 4 slaves and one master on the
real PCB, with work distributed across the slaves. Some background
objects are still missing in Starblade – the giant « starships » in the
background of the first stage, for example (sprites are present showing
burning fires which are supposed to be superimposed on them). The
« direct drawing » feature is used during the high score presentation;
colors are likely wrong, and there are missing graphics there as well
(hexagons).
– Solvalou works, but occasionally 3d graphics stop updating; press « A »
to unblock the pipeline and resume drawing them.
– The other System 21 titles are not working for various reasons.
Solvalou needed cuskey support (used from the master DSP). Cybersled
appears to use a different mechanism for uploading DSP code.
* Fixed road colors in the Suzuka games. [Phil Stroffolino]
* Added home/end key support in the history display. [Samuele Zannoli]
* Added debugger suppot for the decrementer register in the PowerPC
core. [Nathan Woods]
* Implemented column scroll in TC0100SCN chip; used on (at least)
Ninja Kids, Gun Frontier, Growl and Galemedes. [Bryan McPhail]
* Added ADSP-21062 core and partially hooked it up for the Model 2B
games. [Ville Linde]
* Additional progress on the PowerPC DRC (faster), support for
more exceptions, better support for the PPC internal serial ports.
[Ville Linde]
* Progress on the Konami PowerPC drivers [Ville Linde]
– Cleaned up and consolidated common hardware
– Hooked up ADSP-21062 and 3dfx chips
– Initial reverse-engineering work on the KS001005
custom 3D chipset in GTI Club
– Initial NVRAM values plugged in for many games.
(They’re used as a crude protection, similar to the
EEPROM on GV System).
– No games are playable or even show much yet, but
nearly all of them do pass POST now.
* Fixed a minor bug in the SCSP timer handling. [Ville Linde]
* Fixed memory leak in the cpu subsystem. [Aaron Giles]

New games added or promoted from NOT_WORKING status
N-Sub (upright) [Pierpaolo Prazzoli]
Hana Kanzashi (Japan) [Luca Elia]
Hana Kagerou [BET] (Japan) [Luca Elia]
Mahjong Reach Ippatsu (Japan) [Luca Elia, bnathan]

New clones added
Falcon (bootleg set 2) [Pierpaolo Prazzoli]
Malzak II [Barry Rodewald]
Battle Field (bootleg) [Pierpaolo Prazzoli]
The Great Ragtime Show (Japan v1.5, 92.12.07) [David Haywood, NAmag]

New games marked as GAME_NOT_WORKING
Driver’s Eyes [Phil Stroffolino]
Winning Run [Phil Stroffolino]



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