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- 0.33 (0.32 doesn't exist to avoid confusion with MAME32)
-
- A lot of ROM renaming and moving around has been done. I know this is annoying
- but it was necessary. See merged.txt for details.
-
- New ROM sets supported (in no particular order):
- ------------------------------------------------
-
- Faster, Harder, More Challenging Q*Bert
- Pac-Land [Ernesto Corvi]
- Punk Shot [Nicola Salmoria]
- Teenage Mutant Ninja Turtles [Alex Pasadyn]
- Lock'n'Chase [Zsolt Vasvari]
- Side Pocket [Ernesto Corvi]
- Satan of Saturn / Zarzon [Dan Boris]
- Xain'd Sleena/Solar Warrior [Carlos A. Lozano]
- Up'n Down [Thierry Lescot]
- Magic Sword [Paul Leaman]
- Space Dungeon [Dan Boris]
- Slap Fight (preliminary) [Keith Wilkins]
- Hexa [Howie Cohen]
- Space Encounters [Al Kossow, Brad Oliver]
- Clowns [Al Kossow, Brad Oliver]
- Guided Missile [Al Kossow, Brad Oliver]
- Sea Wolf [Al Kossow, Brad Oliver]
- Gunfight [Al Kossow, Brad Oliver]
- Lupin III [Al Kossow, Brad Oliver]
- Shoot Out [Ernesto Corvi]
- Curve Ball [Mike Balfour]
- Challenger [Al Kossow]
- Kaos [Chris Moore]
- F1 Dream (preliminary) [Paul Leaman]
- Double Dragon / Double Dragon 2 [Carlos A. Lozano, Rob Rosenbrock,
- Phil Stroffolino, Ernesto Corvi]
- Aeroboto (preliminary) [Carlos A. Lozano]
- Blasto [Frank Palazzolo]
- Shinobi [Mirko Buffoni]
- Golden Axe [Mirko Buffoni]
- Alien Syndrome [Mirko Buffoni]
- Altered Beast [Mirko Buffoni]
- Passing Shot (preliminary - the System 16 driver needs to support rotation)
- [Mirko Buffoni]
- Tetris (Sega, bootleg) [Mirko Buffoni]
- Juno First [Chris Hardy]
- Darwin 4078 [Ville Laitinen]
- Safari [Zsolt Vasvari]
- Pnickies [Paul Leaman]
- Ghouls and Ghosts [Paul Leaman]
- Knights of the Round (preliminary) [Paul Leaman]
- Carrier Air Wing (preliminary) [Paul Leaman]
- Zoar [Zsolt Vasvari]
- Klax [Aaron Giles]
- Red Alert [Mike Balfour]
- I, Robot (preliminary) [Dan Boris]
- Paperboy [Aaron Giles]
- Super Sprint [Aaron Giles]
- Championship Sprint [Aaron Giles]
- 720 Degrees [Aaron Giles]
- APB (preliminary, and bad ROMs) [Aaron Giles]
- Zyyzzyxx [Brad Oliver]
- Eyes [Zsolt Vasvari]
- Space Seeker [Nicola Salmoria]
- Ponpoko [Zsolt Vasvari]
- Head On [Al Kossow]
- Invinco / Deep Scan [Al Kossow]
- Tranquilizer Gun [Al Kossow]
- Space Trek [Al Kossow]
- Money Money [Nicola Salmoria]
- Jack Rabbit [Nicola Salmoria]
- Blasteroids [Aaron Giles]
- Xybots [Aaron Giles]
- Escape from the Planet of Robot Monsters [Aaron Giles]
- Xenophobe [Bryan McPhail]
- Super Space Invaders '91 (preliminary) [Howie Cohen]
- Crazy Balloon [Nicola Salmoria]
- Nemesis [Allard van der Bas]
- Konami GT (preliminary) [Allard van der Bas]
- Depth Charge [Al Kossow]
- Cosmic Alien [Lee Taylor]
- Spiders [Keith Wilkins]
- Last Duel (preliminary; the ROM set is incomplete) [Bryan McPhail]
- Mad Gear (preliminary; the ROM set is incomplete) [Bryan McPhail]
- Cobra Command [Bryan McPhail]
- Bowl-O-Rama [Zsolt Vasvari]
- 1941 [Darren Olafson]
- Nemo [Darren Olafson]
- Nova 2001 [Howie Cohen, Frank Palazzolo, Alex Pasadyn]
- Super Bond [Chris Hardy]
- Avalanche [Mike Balfour]
- Gladiator [Victor Trucco, Steve Ellenoff, Phil Stroffolino]
- Lazer Command [Juergen Buchmueller]
- Dead Eye [Juergen Buchmueller]
- Gypsy Juggler [Juergen Buchmueller]
- Fax [Mike Balfour]
- Heli Fire [Al Kossow]
- Space Fever [Al Kossow]
- Birdie King 2 (preliminary) [Ed Mueller, Mike Balfour]
- Lizard Wizard [Mike Balfour]
- Pioneer Balloon [Juergen Buchmueller]
- Jackal/Top Gunner [Kenneth Lin]
- Contra/Gryzor [Carlos A. Lozano, Jose Tejada Gomez, Phil Stroffolino,
- Eric Hustvedt]
- Solomon's Key [Mirko Buffoni]
- Round-Up [Zsolt Vasvari]
- Tehkan World Cup [Ernesto Corvi, Roberto Fresca]
- Tee'd Off (preliminary) [Ernesto Corvi, Roberto Fresca]
- Vindicators [Aaron Giles]
- Space Tactics [Frank Palazzolo]
- Polaris [Victor Trucco]
- The Main Event [Bryan McPhail]
- Devastators (not working) [Bryan McPhail]
- Dark Seal / Gate of Doom [Bryan McPhail]
- Golden Star [Mirko Buffoni]
- The Glob [Mike Balfour]
- Ninja Kid 2 [Jarek Parchanski]
- Centipede (rev 1) [Brad Oliver]
- Tutankham (Konami). Note that the old version has been renamed "tutankst".
- [Marc Vergoossen]
- Nibbler (alternate) Note that I also replaced a bad sound ROM in the previous
- set with the good one in this set. [Nicola Salmoria]
- Heavy Barrel (new, complete set). The old one has been renamed & modified to
- include 4 ROMs which were missing. [Bryan McPhail]
- Strider (Japanese) [Marco Cassili]
- Willow (Japanese) [Marco Cassili]
- Final Fight (Japanese) [Marco Cassili]
- Chicki Chicki Boys (Japanese Mega Twins) [Marco Cassili]
- MotoRace USA [Nicola Salmoria]
- 1943 (Japanese) [Nicola Salmoria]
- Sinistar (allegedly from a prototype machine that was displayed at the 1982
- AMOA show in Las Vegas) [Brian Deuel]
- Exerion (bootleg?) [Nicola Salmoria]
- Moon Alien Part 2 [Al Kossow]
- Masao [Hugh McLenaghan]
- Fighting Fantasy [Marco Cassili]
- 1941 (Japanese) [Marco Cassili]
- Nemo (Japanese) [Sawat Pontree]
- Ghouls'n Ghosts (Japanese) [Marco Cassili]
- Magic Sword (Japanese) [Marco Cassili]
- 1942 (alternate) [Nicola Salmoria]
- Bagman (original Valadon Automation version; the Stern version has been renamed
- "bagmans") [Nicola Salmoria]
- Kicker [Nicola Salmoria]
- Tempest version 2 and 3 ("tempest" has been renamed "tempest1"; "tempest" is
- now version 3) [Darrin Redick]
- Gladiator (Japan) [Nicola Salmoria]
- Zoo Keeper (alternate) [Nicola Salmoria]
- Two new Mikie sets (US/Japan). The old one was bad and has been removed.
- [Nicola Salmoria]
- Moon Cresta (bootleg on Galaxian hardware) [Nicola Salmoria]
- Pengo (encrypted version of set 2. The unencrypted version has been renamed
- "pengo2u") [Tim Lindquist]
-
-
- These drivers have improved GRAPHICS:
- -------------------------------------
-
- - Fixed glitches in Gemini Wing and Rygar. [Li Jih Hwa]
-
- - Fade-in/fade-out in Robocop [Nicola Salmoria]
-
- - Fixed colors in Centipede, including service mode multiplexed color test.
- [Nicola Salmoria]
-
- - Fixed background layer colors in Trojan [Paul Leaman]
-
- - Fixed invisible ball in Champion Baseball. Some of the graphics are still
- broken. The reason is unknown. [Nicola Salmoria]
-
- - Adjusted the brightness of the background in Popeye, which should make it
- correct according to the schematics. Maybe now it's too dark?
- [Nicola Salmoria]
-
- - Fixed colors in Road Runner. [Aaron Giles]
-
- - Accurate colors:
- Zoar [Zsolt Vasvari]
- Warp Warp [Nicola Salmoria]
- Wonder Boy Deluxe, Up'n Down, Pitfall II [Nicola Salmoria]
- Eggs [Gerald Vanderick]
- Fast Freddie/Fly-Boy (not sure about this one) [Zsolt Vasvari]
- Jump Coaster [Zsolt Vasvari]
- Warlords [Zsolt Vasvari]
- Mega Attack and possibly the other Gameplan games [Chris Moore]
- Road Fighter [Paul Swan]
-
- - Some fiddling with the Atari vector games frame rates. [Nicola Salmoria]
-
- - Slightly reduced the visible area of the Williams games, I'm not sure which
- would be the correct setting though. [Nicola Salmoria]
-
- - Better colors in Red Alert. [Mike Balfour]
-
- - Zaxxon and Congo Bongo support rotation. [John Butler]
-
- - Fixed colors in Space Firebird. [Chris Hardy]
-
- - Fixed sprite/background priority in Gemini Wing. [Nicola Salmoria]
-
- - Fixed some wrong graphics in Lode Runner. [Nicola Salmoria]
-
- - Accurate colors, and many other fixes, in TNZS. [Richard Mitton]
-
- - Fixed colors in Crater Raider. [Aaron Giles]
-
- - Cocktail mode support in some games (invaders, btime, etc.).
- [Martin Sandiford]
-
- - Inspired by Retrocade and Vector Dream, changed the vector games to use
- translucent vectors. Color intensities had to be lowered, if it feels too dark
- for you now, increase the gamma correction value. [Bernd Wiebelt]
-
- - Fixed sprite priorities and tile flip in Pinball Action. [Nicola Salmoria]
-
- - Fixed Motos High Score display. [Zsolt Vasvari]
-
- - Moon Cresta uses the original gfx ROMs, fixing graphics glitches on the title
- screen.
-
-
- These drivers have new or improved SOUND:
- -----------------------------------------
-
- - New Zealand Story [Carlos A. Lozano]
-
- - Fixed fuel alert sound in Lunar Lander. [Keith Wilkins]
-
- - Added speech to Champion Baseball. [Nicola Salmoria]
-
- - Put back sample support in Q*Bert Qubes. [Rodimus Prime]
-
- - Music in 3 Stooges. [Nicola Salmoria]
-
- - Emulated sound in Lunar Lander. [Keith Wilkins]
-
- - Sound in the Gameplan games. [Chris Moore]
-
- - Increased music tempo in Snow Bros.
-
- - Updated VLM5030 emulation (Punch Out etc.). Since quality is still bad, the
- emulator is only used when samples are not available. [Tatsuyuki Satoh]
-
- - Sped up music tempo in Gun Dealer.
-
- - Wizard of Wor supports word samples. Only 70% of the needed samples are
- available, however. [Alex Judd]
-
- - Fixed D-Day. [Zsolt Vasvari]
-
- - Sound in Space Firebird. [Dan Boris]
-
- - Fixed bug in ADPCM sample playback. Many games are affected, e.g. Robocop,
- Bad Dudes. [Nicola Salmoria]
-
- - Attempt at making the main Galaxian / Moon Cresta sound channel more
- accurate. [Nicola Salmoria]
-
- - Fixed bug in VLM5030 emulator which caused samples not to work.
- [Tatuyuki Satoh]
-
- - Sound in Toki. [Nicola Salmoria]
-
- - The YM3812 emulator still passes commands to the Sound Blaster OPL chip, but
- it handles timers in software. osd_ym3812_status and osd_ym3812_read removed.
- [Aaron Giles]
-
- - Emulated sound in Yie Ar Kung Fu (speech is missing for now) [Nicola Salmoria]
-
- - Sound in Pinball Action. [Mirko Buffoni]
-
- - Partial sound in Midnight Resistance and Sly Spy. [Bryan McPhail]
-
- - Emulated music in Carnival, and support for a new set of samples.
- [Peter Clare]
-
-
- These drivers have HIGH SCORE support:
- --------------------------------------
-
- - Swimmer, Pop Flamer [Brad Oliver]
-
- - Fixed Wonder Boy Deluxe [Chris Moore]
-
- - Locomotion, Jungler, Commando (Sega), Wonder Boy in Monster Land, Rygar,
- Gemini Wing, Silkworm, City Connection, Trojan, Up'n Down. [Dani Portillo]
-
- - Fixed Diamond Run. [Mike Balfour]
-
- - Front Line. [Steve Ellenoff]
-
- - Fixed Black Tiger, Bank Panic and The End. [Nicola Salmoria]
-
- - World Cup '90 [Juan Carlos Lorente]
-
- - Challenger, MegaTack, Killer Comet. [Santeri Saarimaa]
-
- - TNZS. [Santeri Saarimaa]
-
- - Vastar. [Dani Portillo]
-
- - Fixed Rygar (you'll have to delete your old .hi file) [Dani Portillo]
-
-
- Other drivers changes:
- ----------------------
-
- - Fixed Atari System 1 games not accepting coins with -fm (actually -fm was
- supposed to be a no-op in this case since emulation of the YM2151 through
- OPL is not supported). You still have to keep sound on, however; disabling
- it will disable coins. Of course you can set the dip switches to Free Play
- and forget about coins.
-
- - Service mode in Centipede and Millipede works. [Brad Oliver]
-
- - Added support for coin counters to some games. [Brad Oliver]
-
- - Heavy Barrel is playable to the end, but there are still some problems.
- [Bryan McPhail]
-
- - Improved speed in the CPS1 games. [Paul Leaman]
-
- - Fixed speed in Berzerk/Frenzy [Zsolt Vasvari]
-
- - Adjusted timing in the vector games. [Bernd Wiebelt]
-
- - Another step forward in getting Super Punch Out to work (still NOT
- playable). [Tatsuyuki Satoh]
-
- - Proper emulation of the ROM decryption in Burger Time. [Zsolt Vasvari]
-
- - Improved Spy Hunter controls (you can play with the mouse or even a wheel
- now). [Alex Judd]
-
- - Changed the 6502 emulation to disable interrupts on a reset. Not sure if
- this is the correct behavior, but Centipede needed it for the service mode
- to work.
-
- - Support for the complete Curveball set. This also fixes the crash.
-
- - Many improvements to the DECO games, especially Heavy Barrel. [Bryan McPhail]
-
- - Sped up Route 16. [Zsolt Vasvari]
-
- - Lots of clean up, consolidation, dip switches additions, color fixes to the
- Carnival driver (which is now called vicdual.c, since Carnival is just one of
- the many games which run on that hardware). [Marco Cassili]
-
- - Slowed down a little the Sega raster games.
-
- - You can assign a joystick button to the gear shift in Spy Hunter.
-
- - Red Alert accepts coins. [Mike Balfour]
-
- - Mapped the unknown dip switch in Wonder Boy Deluxe. [David Calandra]
-
- - Fixes to the Gameplan games. [Santeri Saarimaa]
-
- - Us vs Them is playable, though of course you can't see the backgrounds which
- were stored on the laser disc. MACH 3 still doesn't work.
-
- - Fixed bug in the I8086 emulator which caused MACH3 not to work. MACH3 now
- does the attract mode, but it will never be playable without the laser disc.
-
- - Fixed Snow Bros hanging after level 30. [Nicola Salmoria]
-
- - Fixed hangs in Tapper, and hopefully other MCR games as well. [Aaron Giles]
-
- - Some fixes to Quantum. [Paul Forgey]
-
- - The default scores in Paperboy and Super Sprint are correct (though of course
- you must delete the .HI files) [Aaron Giles]
-
- - Super Qix might be running at the proper speed now. [Nicola Salmoria]
-
-
- Changes to the main program:
- ----------------------------
-
- - [DOS] Increased the default gamma correction to 1.2. This will not have
- effect unless you change it in MAME.CFG (or just delete the file).
-
- - [DOS] Set back the default vgafreq to -1 (=auto). This is necessary for
- -vsync to pick the correct freq (most of the time) when used with tweaked
- VGA modes. This will not have effect unless you change it in MAME.CFG
- (or just delete the file).
-
- - Fixed -ror and -rol with ORIENTATION_SWAP_XY games (e.g. Kick) and
- ORIENTATION_FLIP_X games (e.g. Discs of Tron). [Nicola Salmoria]
-
- - [DOS] -vsync is supported for games running at 57fps (e.g. Moon Patrol).
- However, due to the sync rate being different, the game runs 6% faster than
- it should. [Nicola Salmoria]
-
- - [DOS] New -listgames command, which lists all games along with production
- year and manufacturer.
- Also -noclones option which removes clones from -list, -listfull etc.
- [Nicola Salmoria]
-
- - [DOS] Fixed the NTSC mode. For feedback on this mode, please contact
- sta@carinthia.com [Zerza]
-
- - [DOS] Allegro (3.0+diffmay) now supports SideWinders and Gravis Gamepad Pro's
- and so does Mame. [Bud Crittenden]
-
- - Emulating analog devices via joystick no longer deactivates the mouse.
- IMPORTANT NOTE FOR PORTERS: osd_analog_read() had to be changed.
- The mame.cfg setting for joysticks was renamed to "joystick" instead of
- "joytype". The numbering of joystick types has changed, look into
- readme.txt [Bernd Wiebelt]
-
- - Close to accurate 68000 instruction timing. [Brian Verre]
-
- - Slightly improved speed of the 68000 emulator. [Darren Olafson]
-
- - Some game information is displayed in the introduction screen.
- The copyright disclaimer and driver credits screens are shown only the first
- time a game is run. The game information screen is always shown since it may
- contain important info.
- [Nicola Salmoria]
-
- - [DOS] New -listdetails option, to create a detailed list of drivers and the
- hardware they use. [Santeri Saarimaa]
-
- - Improved handling of 4 way joysticks. [Martin Sandiford]
-
- - [DOS] Modified the code so that to start a game you can use
- a) the full game name as listed in "mame -listfull"
- b) any ordered subset of the characters used in the full game name
-
- So you can start Asteroids Deluxe like:
-
- mame "Asteroids Deluxe" !note the quotes!
- mame astdelx
- mame adlx
-
- The less characters you use, the more likely you'll be surprised which
- game actually gets chosen. [Bernd Wiebelt]
-
- - [DOS] To improve compatibility, older VESA modes are back. If your card
- doesn't work in VESA mode, try "vesamode=vesa2b" or "vesamode=vesa1" in
- mame.cfg [Bernd Wiebelt]
-
- - [DOS] Slightly changed the resolution picker, so that when -vesa and
- -noscanlines are requested, it will use e.g. 320x240 instead of 640x480
- with pixel doubling, and 400x300 instead of 800x600 with pixel doubling.
- If the lower res mode is not available, it automatically switches back to
- the pixel doubled mode. [Nicola Salmoria]
-
- - [DOS] New -listclones command, which lists in two columns the clones and the
- game they are clone of. [Nicola Salmoria]
-
- - Changed the AY8910 emulation to generate three separate audio streams for the
- three channels instead of premixing them. This improves audio quality,
- increases the volume, and doesn't seem to affect performance too much.
- [Nicola Salmoria]
-
-
- Source:
- -------
-
- - The DOS version is now compiled with GCC 2.8.1 and using Allegro 3.0 + WIP
- (30th May).
-
- - [DOS] To improve portability, the makefile is more conservative, using the
- -pedantic and -Wshadow switches. Note that to compile with these switches,
- several changes had to be made to allegro.h, which is included.
-
- - Drivers that dynamically change the palette are no longer required to
- initialize it in convert_color_prom(); they also can avoid initializing the
- color table, if the default layout for it (a 1:1 mapping) fits their needs.
- This is also useful when starting new drivers: you don't need to provide a
- fake palette or prom conversion function, the graphics will be visible
- somehow (but badly, so you had better change the defaults soon ;-) )
- Also, games using PROMs don't need to initialize the colortable if the
- GfxDecodeInfo structure is properly initialized to make the correspondence
- 1:1.
-
- - Further changes to the palette handling code.
- - osd_create_display() no longer takes the total_colors, palette, pens
- arguments. They are handled by osd_allocate_colors(), which is called after
- osd_create_display().
- - the convert_color_prom() functions now take a unsigned short *colortable
- parameter instead of unsigned char *.
- - Drivers for games which have a FIXED palette (i.e. they don't call
- osd_modify_pen()) of more than 256 colors are now allowed to declare it as
- such in the MachineDriver. The palette will be automatically shrinked to fit
- in 256 colors. Note: this assumes that the palette is actually composed of
- no more than 256 unique colors. This is currently the case in all the games.
- Examples: Kung Fu Master, Lode Runner, Arkanoid, Popeye.
- - instead of calling osd_modify_pen(Machine->pens[color],r,g,b), drivers
- should call palette_change_color(color,r,g,b). Note that the function does
- the Machine->pens[] mapping for you.
-
- - Dynamic palette support for games with >256 colors.
- Drivers who want to use it must first of all set up like
- the static palette ones (put the real number of colors in MachineDriver->
- total_colors, etc.), and call palette_recalc() in vh_screenrefresh() before
- drawing anything. A color usage table must be set before calling
- palette_recalc() so that the function knows which colors are needed.
- To help drivers in better optimizing video refreshes, palette_recalc()
- returns a pointer to an array indicating which colors have been remapped and
- need a refresh. If you don't need it (most likely), you can just consider it
- a boolean value (0 = no need to redraw). [Nicola Salmoria]
-
- - Drivers using the VIDEO_SUPPORTS_16BIT mode must use the same API as
- VIDEO_MODIFIES_PALETTE ones (palette_change_color(), palette_recalc()). The
- old setgfxcolorentry() method is discontinued.
- To use the new API, you must set BOTH the VIDEO_SUPPORTS_16BIT and the
- VIDEO_MODIFIES_PALETTE flags. Removing the _16BIT flag is all it takes to
- switch from 16-bit to dynamic mode, so you can quickly test if the palette
- can be compressed (_16BIT is much slower, so don't use it unless absolutely
- necessary). [Nicola Salmoria]
-
- - On the Mac, the dynamic palette uses 254 colors instead of 256. Due to this,
- now ALL drivers using VIDEO_MODIFIES_COLOR and 256 colors must call
- palette_recalc() like the others. Also be warned that 256 colors static
- palettes will be shrinked, so if you are using colors for copybitmap()
- transparency you'll have to make sure that they are assigned an unique pen.
-
- - IMPORTANT: drawgfx(...,TRANSPARENCY_THROUGH) now requires the caller to
- do the mapping with Machine->pens[]. This was necessary to allow for
- TRANSPARENCY_THROUGH, palette_transparent_color in dynamic palette games.
-
- - Color PROMs no longer have to be included in the source. They can be loaded
- from disk just like the other ROMs. You just have to replace the color_prom
- pointer with the PROM_MEMORY_REGION() macro, to tell the core where the PROMs
- have been loaded. [Nicola Salmoria]
-
- - For drivers using the GfxLayer system, dirty rectangle support is partially
- built-in into the core. The OS dependent rendering functions must use
- Machine->dirtylayer to know which portions of the screen need to be
- refreshed. Drivers which use the GfxLayer system no longer need the
- VIDEO_SUPPORTS_DIRTY flag in the MachineDriver structure - it must be turned
- on automatically by the OS dependent code.
-
- - Added support for undocumented Z80 opcodes to the C Z80 core. [Juergen
- Buchmueller]
-
- - Improved speed of the C 68000 core. [Juergen Buchmueller]
- (this is supposed to give a good speed increase, but I don't see any
- appreciable difference on my K6 - Nicola)
-
- - Added WatchPoint support to the debugger (i.e. check a RAM location and stop
- execution when it is changed). [Ernesto Corvi]
-
- - Fixed a bug in 6502/dasm.c (this only applies if you compile it to get a
- standalone disassembler - it is not part of MAME) [Christophe Verre]
-
- - Fixed bug in the 6809 disassembler. [Keith Wilkins]
-
- - T11 CPU emulator. This is used by the Atari System 2 drivers. [Aaron Giles]
-
- - I8085 emulator. [Juergen Buchmueller]
-
- - The 68000 memory handlers can again be word-aligned instead of
- longword-aligned. [Aaron Giles]
-
- - New flag IPF_RESETCPU for input ports. When this flag is set, CPU #0 is
- reset when the key is pressed. This cleaned up the vicdual driver.
- [Nicola Salmoria]
-
- - Several fixes to improve Unix portability. [Hans de Goede]
-
- - Sygnetics 2650 emulator [Juergen Buchmueller]
-
- - Improved cycle counting in the 6809 emulator. [Mathis Rosenhauer]
-
- - Added new fields to the GameDriver structure:
- "source_file" (set it to __FILE__, this is used to automatically generate
- reference lists);
- "clone_of", used to link clones to the main version of the game.
- "year" and "manufacturer", for production year and company;
- "flags", for various info (currently only GAME_NOT_WORKING is defined).
-
- - [DOS] The average FPS is printed on exit. [Nicola Salmoria]
-
- - [DOS] Included Neil Bradley's asm M6808 emulator. Note: you need NASM to
- compile. The official DOS binary of NASM is a 16-bit application and it
- cannot compile this file; either use a recompiled version, or just use
- NASMW (of course the latter only works under Windows). [Alex Pasadyn]
-
- - The (*vh_update)() call has an additional parameter, full_refresh. When it
- is 0, the driver may assume that the screen has not been altered by the main
- engine since the last call, and do an incremental update instead of redrawing
- the full screen. [Brad Oliver]
-
- - For convenience, added some commonly used palette read/write functions to
- palette.c. [Nicola Salmoria]
-
- - Support for 16 bit samples in sndhrdw/samples.c.
- IMPORTANT NOTE FOR PORTERS: for consistency with the sound libraries,
- osd_play_sample_16() and osd_play_streamed_sample_16() now want the length in
- _bytes_ of the array, instead of the length in _shorts_ as it was before.
- [Peter Clare]
-
- - Added the I8039 to the debugger, using Mike Cuddy's disassembler.
- [Andrea Mazzoleni]
-