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- 0.31
-
- SOME DEFAULT SETTINGS HAVE CHANGED. MAKE SURE TO DELETE MAME.CFG TO MAKE THEM
- UP TO DATE.
-
- BEFORE COMPLAINING THAT 0.31 IS SLOWER THAN 0.30, READ THIS WHOLE SECTION, OK?
- ESPECIALLY WHERE IT TALKS ABOUT 16 BIT COLOR SUPPORT.
- You'll need -depth 8 and -sr 11025 to run some of the bigger games at an
- acceptable speed.
-
- In the MS-DOS version, some games might require you to increase the memory
- available to DPMI.
-
-
- New ROM sets supported (in no particular order):
- ------------------------------------------------
-
- City Connection [Mirko Buffoni]
- Tazz-Mania [Chris Hardy]
- Starfire (preliminary) [Dan Boris]
- Guzzler [Mirko Buffoni]
- Rygar [Nicola Salmoria]
- Gemini Wing [Mirko Buffoni]
- Crash [Mike Coates]
- Bandido [Mike Coates]
- Super Breakout [Mike Balfour]
- Boot Hill [Mike Balfour]
- Arkanoid (BETA bootleg) (preliminary) [Thierry Lescot]
- Arkanoid (Tayto bootleg) (working) [Thierry Lescot]
- Arkanoid (bootleg) (preliminary) [Aaron Giles]
- Speed Rumbler [Paul Leaman]
- Return of the Jedi [Dan Boris]
- Punch Out [Nicola Salmoria]
- MegaTack [Chris Moore]
- Killer Comet [Chris Moore]
- Dark Planet (preliminary) [Mike Balfour]
- Strategy X [Lee Taylor]
- Mania Challenge (preliminary) [Brad Oliver]
- Sprint 1 [Mike Balfour]
- Dominos [Mike Balfour]
- Night Driver [Mike Balfour]
- Atari Basketball [Mike Balfour]
- Jump Coaster [Zsolt Vasvari]
- Checkman [Brad Oliver]
- Tank Battalion [Brad Oliver]
- Rainbow Islands (preliminary) [Mike Coates]
- Lode Runner [Lee Taylor]
- Liberator [Paul Winkler]
- Wiz [Zsolt Vasvari]
- Crater Raider [Aaron Giles]
- Block Out [Nicola Salmoria]
- Fast Freddie [Zsolt Vasvari]
- Fly-Boy [Brad Oliver]
- The Pit [Zsolt Vasvari]
- Trojan [Paul Leaman]
- Super Qix [Mirko Buffoni, Nicola Salmoria]
- Toki [Jarek Parchanski]
- Ping Pong [Jarek Parchanski]
- Snow Bros [Mike Coates]
- Strider (preliminary - huge memory requirements) [Paul Leaman]
- Willow (preliminary - huge memory requirements) [Paul Leaman]
- Final Fight (preliminary - huge memory requirements) [Paul Leaman]
- Mega Twins (preliminary - huge memory requirements) [Paul Leaman]
- UN Squadron (preliminary - huge memory requirements) [Paul Leaman]
- Gun Dealer [Nicola Salmoria]
- The New Zealand Story (preliminary) [Chris Moore]
- Route 16 [Zsolt Vasvari]
- Stratovox [Darren Olafson]
- Tetris [Zsolt Vasvari]
- D-Day [Zsolt Vasvari]
- World Cup 90 [Ernesto Corvi]
- Bad Dudes [Bryan McPhail]
- Robocop [Bryan McPhail]
- Heavy Barrel (preliminary) [Bryan McPhail]
- Sly Spy [Bryan McPhail]
- Hippodrome (preliminary) [Bryan McPhail]
- Midnight Resistance [Bryan McPhail]
- Karnov [Bryan McPhail]
- Chelnov (preliminary) [Bryan McPhail]
- Tiger Road [Phil Stroffolino]
- Toobin' [Aaron Giles]
- Blockade/Comotion [Frank Palazzolo]
- Leprechaun [Zsolt Vasvari]
- Wonder Boy Deluxe [Jarek Parchanski]
- Wonder Boy in Monster Land (preliminary) [Mirko Buffoni]
- Pitfall 2 [Jarek Parchanski]
- Choplifter [Jarek Parchanski]
- Jack the Giant Killer [Brad Oliver]
- Ninja Gai Den [Alex Pasadyn]
- Marble Madness [Aaron Giles]
- Peter Packrat [Aaron Giles]
- Indiana Jones [Aaron Giles]
- Road Runner [Aaron Giles]
- Road Blasters [Aaron Giles]
- Astro Invader [Lee Taylor]
- Space Chaser [Lee Taylor]
- Zzap (not working) [Lee Taylor]
- Tornado Baseball [Lee Taylor]
- Kamikaze [Lee Taylor]
- Amazing Maze Game [Lee Taylor]
- Commando (Sega, nothing to do with the Capcom one) (preliminary) [Brad Oliver]
- Jungler [Nicola Salmoria]
- Lotto Fun [Mike Balfour]
- Video Hustler [Al Kossow]
- Road Fighter [Nicola Salmoria]
- original version of Gauntlet, Gauntlet 2 and two intermediate releases. Note
- that only the original version are now supported, the slapstic hacked ones
- no longer are. [Aaron Giles]
- Gauntlet (2 players). [Aaron Giles]
- Capcom Bowling (the real one; the previous one, Coors Light Bowling, has been
- renamed "clbowl") [Michael Appolo]
- Pleiads (Tehkan) [Paul Swan]
- Venture (alternate) [Mike Balfour]
- Frogger (yet another alternate version) [Nicola Salmoria]
- Far West (a Iron Horse bootleg running on different hardware, not working yet)
- [Nicola Salmoria]
- Scrambled Egg [Gerald Vanderick]
- Eagle [Al Kossow]
- Super Missile Attack [Mike Balfour]
- another Galaga bootleg [Marco Cassili]
- Swimmer (alternate version) [Brad Oliver]
- Car Action [Ivan Mackintosh]
- Espial (European version). Also changed Espial to use the correct ROM set.
- [David Winter]
- Monkey Donkey [Mike Coates]
- Moon Patrol (Irem copyright). Note that the previous version (Williams
- license) has been renamed "mpatrolw". [Gary Walton]
- Savage Bees [Jim Hernandez]
- Gorf (Program 1) [Alex Judd]
- Extra Bases (not playable) [Alex Judd]
- Suntory Tapper [Paul Sommers, Ruben Panossian]
-
-
- These drivers have improved GRAPHICS:
- -------------------------------------
-
- - Accurate colors in:
-
- Roc'n Rope [Paul Swan]
- Frogger [Gerald Vanderick]
- Traverse USA [Gerald Vanderick]
- Donkey Kong 3 [Tim Lindquist]
- Minefield (apart from the background which is approximate) [Al Kossow]
- Circus Charlie [Paul Swan]
- Hyper Sports [Paul Swan]
- Iron Horse [Paul Swan, Gerald Vanderick]
- Zaxxon [Gerald Vanderick]
- Millipede [Nicola Salmoria]
- Shao-Lin's Road [Gerrit Van Goethem]
- Radarscope (probably) [Andy White, Tim Lindquist]
- Kangaroo [Mike Balfour]
- Rally X [Gary Walton, Simon Walls]
- Locomotion [Kevin Klopp]
- Swimmer [Gary Walton, Simon Walls]
- Pooyan [Martin Binder]
- Motos [Aaron Giles]
-
- - Consolidated the Exidy drivers. Accurate colors in Venture, Mouse Trap and
- Pepper 2. [Mike Balfour]
-
- - Fixed aspect ratio in Major Havoc [Al Kossow]
-
- - Fixed pixel doubled sprites in Exerion [John Butler]
-
- - Proper overlay emulation in Circus. [Zsolt Vasvari]
-
- - Fixed double size sprites in Galaga when screen is flipped. [ehrhard@csd.de]
-
- - Better colors in Blue Print. [Martin Searle]
-
- - Fixed disappearing background at the end of the tunnel in Super Zaxxon.
- [Nicola Salmoria]
-
- - Support for the complete Swimmer set. No more bad graphics. [Brad Oliver]
-
- - Gradient filled background in Rescue and Minefield. [Mike Coates]
-
- - New antialiasing code for the vector games. A bit slower than before, but it
- looks terrific. You can turn it off with -noantialias.
- Also two new options:
- -beam # # in the range of 1.00 through 16.00 (# is float)
- -flicker % % is optional (% is float), no number sets default flicker
- valid range is 0.00 to 100.00 (0=none 100=maximum)
- -beam sets the width in pixels of the vectors, while -flicker makes them
- flicker to simulate the behavior of a real monitor. [Andrew Caldwell]
-
- - Improved handling of vector games. Battlezone and Major Havoc now do correct
- clipping. [Aaron Giles, Bernd Wiebelt]
-
- - 16 bit color support for games which need it (e.g. Rastan, Gauntlet, Black
- Tiger, and many others). It is on by default, since it looks much better;
- of course it's also slower, so you can turn it off and revert to the previous
- 8 bit downgraded palette using (in the DOS version) the -depth 8 command line
- option. [Aaron Giles]
-
- - I discovered that Locomotion runs on (almost) the same graphics hardware as
- Rally X. This fixed the smoke which was using wrong graphics (and had instead
- to be drawn like the dots in the Rally X radar). [Nicola Salmoria]
-
- - Improved the blitter for the Williams games. Sinistar now works correctly.
- [Aaron Giles, Brad Oliver]
-
- - Fixed sprites in Gauntlet. [Aaron Giles]
-
- - Merged the Qix and Zookeeper drivers, they now also support rotation.
- [John Butler]
-
-
- These drivers have new or improved SOUND:
- -----------------------------------------
-
- - New YM2151 emulator, used by Rastan and others. [Jarek Burczynski]
-
- - Improved YM2203 and YM2151 emulator, and DAC interface, with 16 bit samples
- support. (Use -sb 16 to turn on 16 bit samples). [Tatsuyuki Satoh]
-
- - AY8910 and SN76496 support 16 bit samples as well. [Tatsuyuki Satoh]
-
- - Improved ADPCM support, plus support for the OKIM6295 ADPCM chip. Several
- drivers use these. [Aaron Giles]
-
- - Fixed sound in Exed Exes; it has one 8910 and two 76496, not two 8910.
- [Nicola Salmoria]
-
- - Added back speech sample support to Q*Bert. [John Butler, Howie Cohen]
-
- - Sound in Zaxxon and Berzerk, through samples. [Alex Judd]
-
- - Better speech in Gorf. [Alex Judd]
-
- - Better sound in Nibbler. [Brian Levine]
-
- - Fixed missing/bad sound effects in Jungle King. [Nicola Salmoria]
-
- - A first attempt at sound in Donkey Kong 3 / Punch Out. These two Nintendo
- games use the same sound hardware as the NES console. [Nicola Salmoria]
-
- - Music tempo and pitch in Locomotion, Time Pilot, Pooyan, Tutankham and
- Roc'n Rope should be accurate (I believe they all use the same sound board)
- [Jim Hernandez]
-
- - Improved pitch in many games.
-
- - Sound in Targ and Spectar (need samples). [Dan Boris]
-
- - Fixed ADPCM sample support in Rastan. [Jarek Burczynski]
-
- - Fixed sound pitch and Mario jump in Donkey Kong. [Howie Cohen, Brad Oliver]
-
- - Speech in Mat Mania [Nicola Salmoria]
-
- - Speech in Sinistar, through samples. [Howie Cohen]
-
- - Sound in Fire Trap and Silkworm (Sound Blaster needed) [Nicola Salmoria]
-
- - Music in Bubble Bobble (Sound Blaster needed) [Nicola Salmoria]
-
- - Sound in Break Thru (Sound Blaster needed) [Bryan McPhail]
-
- - Added support for missing samples to Donkey Kong Jr. [Howie Cohen]
-
-
- These drivers have HIGH SCORE support:
- --------------------------------------
-
- - Sidearms, Breakthru, Mikie, 1943 Kai, Shaolin's Road, pengoa.
- [Gerrit Van Goethem]
-
- - The first time you play Q*Bert, Q*Bert Qubes, Krull, Mad Planets,
- Three Stooges, the high scores are automatically initialized to the default.
- Note: your old high scores will be lost, sorry. [Nicola Salmoria]
-
- - The first time you play Track'n Field and Hyper Sports the high scores are
- automatically initialized to the default. Your old high scores will NOT be
- be lost here ;-) [Nicola Salmoria]
-
- - Astro Fighter. [Santeri Saarimaa]
-
- - Tazz-Mania, Space Firebird. [Chris Moore]
-
- - Targ, Spectar. [Mike Balfour]
-
- - Fire Trap, Fantasy. [Dani Portillo]
-
- - Fixed Espial. [Dani Portillo]
-
- - Fixed scores over 100000 in Donkey Kong/Donkey Kong Jr. [Wiebo de Wit]
-
-
- Other drivers changes:
- ----------------------
-
- - Added the missing third button to Iron Horse. [Stuart Campbell]
-
- - Fixes to dip switches and input ports in several games. [Marco Cassili]
-
- - Better collision detection in the Exidy games (most noticeable in Venture
- upper left room) [Mike Balfour]
-
- - Added missing action button to Diamond Run. [Yves Colombani]
-
- - Added Invulnerability dip switch to Japanese Ghosts'n Goblins.
- [mbeighau@iies.es]
-
- - Fixed Bubbles. [Marc Lafontaine]
-
- - Major cleanup of the Williams drivers. [Aaron Giles]
-
- - Fixed disappearing guards and other wrong behaviors in Bagman which were
- caused by copy protection. [Jarek Burczynski]
-
- - Fixed crashes in Rastan. [Barry Rodewald]
-
- - Fixed service mode in Food Fight. [Aaron Giles]
-
-
- Changes to the main program:
- ----------------------------
-
- - New -norotate option. This is supposed to disable all internal rotations
- of the image, therefore displaying the video output as it is supposed to be
- (so you need a vertical monitor to see vertical games). However, many
- drivers still don't use MAME centralized rotation, but instead rotate the
- image on their own, so -norotate has no effect on them.
- In some cases, the image will be upside down. To correct that, use
- -norotate -flipx -flipy, or use the Flip Screen dip switch if available.
- [Nicola Salmoria]
-
- - Fixed a bug in the 8086 emulator which caused unexpected deaths in Krull.
- [Fabrice Frances]
-
- - Improved analog input handling. [Bernd Wiebelt]
-
- - New 6808 emulator. [John Butler]
-
- - Native .zip file support. [John Butler]
-
- - Bugfix: "Dial Joy Inc" can now be properly set (e.g. Tron). [Brad Oliver]
-
- - 6805 emulator, needed by Arkanoid. [Aaron Giles]
-
- - High score load/save is disabled when -record or -playback is used. This
- prevents undesired side effects. [Nicola Salmoria]
-
- - Fixed 68000 emulator to properly handle interrupt priorities. [Aaron Giles]
-
- - In the DOS version, screen snapshots are saved as "gamename.pcx" (the first
- one) and "nameNNNN.pcx" (the following ones), no longer the too generic
- "snapNNNN.pcx". [Nicola Salmoria]
-
- - New commands -verifyroms and -verifysamples. They check an existing ROM
- set for missing and incorrect ROMs, and for missing samples. You can
- use "mame -verifyroms *" to check all your romsets.
- [Tormod Tjaberg]
-
- - Reworked the automatic screen resolution picker. It now selects a resolution
- appropriate for the game's visible area, not the game's physical screen size
- (which is larger). [Nicola Salmoria]
-
- - improved mame.cfg and commandline parameter handling:
- [Valerio Verrando, Maurizio Zanello, Bernd Wiebelt]
- * Added a few new config options (look into mame.cfg)
- * In mame.cfg, a [gamename] section can override global config options.
- * In the [directories] section, replaced ROMS and SAMPLES options with
- "rompath" and "samplepath", these take a standard DOS path as argument.
- (for example rompath=\callus;\raine;\retrocade;\mame\roms;.)
- This is option is also available on the commandline and in the
- [gamename] section.
- * Removed support for -savecfg.
- * Removed support for -width (e.g. -640) to select the resolution.
- You have to use -widthxheight (e.g. -640x480). Frontend authors
- are advised to use the new -resolution widthxheight semantics.
- "resolution" is also a mame.cfg option now.
- * Tweaked resolutions are directly selectable.
- * (DOS) Wildcard support for the frontend commands:
- "mame * -verifyroms" will check all your existing romsets
- "mame a* -listfull" will list all games starting with "a".
- * removed -vesa1, -vesa2b, -vesa2l. -vesa will try VESA 2.0 and fall back
- automatically.
- * playback data is stored in INP/gamename.inp
- * a boolean option can be specified as -option, -nooption, -autooption.
-
- - added an NTSC video mode for use with a VGA2TV converter (this is definitely
- not the TV output some newer graphic cards offer). It is untested, use at own
- risk. More info: http://www.hut.fi/Misc/Electronics/circuits/vga2tv/
- [Zerza]
-
- - Fixed bug in the 6808 emulation of TSX and TXS. [Larry Bank]
-
- - Cleaned up the I86 emulator, including 286 instructions (but with 8088
- timing). [Fabrice Frances]
-
- - Added support for HD63701YO extra opcodes to the M6808 emulation. [Ernesto
- Corvi]
-
-
- Source:
- -------
-
- VERY IMPORTANT NOTE FOR PORTERS: now the function osd_new_bitmap() must
- allocate also a "safety area" 8 pixels wide all around the bitmap. This is
- required because, for performance reasons, some graphic routines don't clip
- at boundaries of the bitmap.
-
- - The DOS version is now compiled with GCC 2.8.0, optimized for Pentium.
-
- - New timer-based event scheduler. This is a major change which is used
- throughout the code. See timer.c and cpuintrf.c to get an idea of the many
- things it does.
- One of the many benefits this has is that dip switches in Do's Castle now
- work, but there's an endless list of things affected. [Aaron Giles]
-
- - New vblank_duration field in MachineDriver, which controls how long to
- delay screen refresh after a vblank interrupt. This is important to get
- video properly in sync in some games (e.g. sprites and background in
- Commando). [Aaron Giles]
-
- - Memory for the 68000 is allocated automatically. You no longer have to do it
- yourself. The memory interface reads/writes 16 bits at a time to improve
- performance. Writing a single byte is a bit tricky, because the 68000 can
- cause write to either the high or the low byte without affecting the other;
- thus the second parameter for a 16-bit write is a bit more complicated.
- The top 16 bits are a mask which is supposed to be ANDed with the 16-bit
- value already in memory; the bottom 16 bits are the actual data values,
- to be ORed with the result. To aid in doing these operations, use the macros
- READ_WORD(), WRITE_WORD(), COMBINE_WORD() and COMBINE_WORD_MEM().
- [Aaron Giles]
-
- - new function: cpu_setOPbaseoverride(). This function is called whenever the
- code jumps into an area of memory that is in a different bank than the
- current one (i.e., the code jumps from RAM to BANK1).
- It takes the destination PC as a parameter and returns a new PC which is to
- be used to determine which bank to switch to by the standard function.
- The main purpose of adding this is for slapstic coding. Empire Strikes
- Back and at least one of the System 1 games jumps to code in the slapstic
- memory region, but since we read the opcodes directly out of ROM, we never
- call the read handler. Although this won't solve the problem completely,
- we can at least detect when the code jumps into the slapstic memory region,
- and based on the registers and the PC, cause the proper bank switching to
- occur. [Aaron Giles]
-
- - Improved debugger [Martin Scragg, Mirko Buffoni, John Butler]
-
- - Moved the speed throttling code to the OS dependent stuff. [Nicola Salmoria]
-
- - Support for Z80 daisy chain interrupts. [Tatsuyuki Satoh]
-
- - Migration to the new input port definitions is complete. The obsolete
- structures have been removed from struct GameDriver. [Marco Cassili]
-
- - Better handling of sound subsystems, thanks to new fields in the
- MachineDriver structure. You can now use several subsystems at the same time,
- without any problem and without having to write sh_start(), sh_stop() and
- sh_update() functions.
- Samples have a better interface too.
-
- - There is some new graphics code, handling abstracted layers and optimized
- refresh. It is used only by a few drivers, and is still work in progress -
- don't use it in new code until further notice. [Phil Stroffolino,
- Nicola Salmoria]
-
- VERY IMPORTANT NOTE FOR PORTERS: now the function osd_new_bitmap() must
- allocate also a "safety area" 8 pixels wide all around the bitmap. This is
- required because, for performance reasons, some graphic routines don't clip
- at boundaries of the bitmap.
-
- ==========================================================================
-
-
-
- 0.30
-
- There have been some changes to the MAME license, please check it in readme.txt.
-
-
- New ROM sets supported (in no particular order):
- ------------------------------------------------
-
- Swimmer (some corrupt graphics due to the lack of one ROM) [Brad Oliver]
- Astro Blaster [Mike Balfour]
- 005 [Mike Balfour]
- Monster Bash [Mike Balfour]
- Space Odyssey [Mike Balfour]
- Frenzy [Brad Oliver, Keith Gerdes, Mirko Buffoni, Mike Cuddy]
- Exerion [Brad Oliver]
- Arkanoid (preliminary) [Brad Oliver]
- Pinball Action [Nicola Salmoria]
- Gauntlet [Aaron Giles]
- Gauntlet 2 [Aaron Giles]
- Food Fight [Aaron Giles]
- Bump 'n Jump / Burnin' Rubber [Kevin Brisley]
- Traverse USA [Lee Taylor, John Clegg]
- Circus [Mike Coates]
- Robot Bowl [Mike Coates]
- Track & Field / Hyper Olympic [Chris Hardy]
- Hyper Sports [Chris Hardy]
- Roc'n Rope [Chris Hardy]
- Circus Charlie [Chris Hardy]
- Super Zaxxon [Tim Lindquist, Nicola Salmoria]
- Future Spy (not working due to code encryption) [Nicola Salmoria]
- Major Havoc [Michael Appolo, Brad Oliver, Neil Bradley, Aaron Giles, Bernd Wiebelt]
- Colony 7 [Mike Balfour]
- Quantum [Paul Forgey, Hedley Rainnie, Aaron Giles]
- Mat Mania / Exciting Hour [Brad Oliver]
- Astro Fighter [Lee Taylor]
- Mikie [Allard Van Der Bas, Mirko Buffoni, Stefano Mozzi]
- Shao-Lin's Road [Allard van der Bas]
- Iron Horse [Mirko Buffoni]
- Sprint 2 [Mike Balfour]
- Sarge [Brad Oliver, Aaron Giles]
- Triple Punch [Nicola Salmoria]
- Vastar [Allard van der Bas]
- Break Thru [Phil Stroffolino]
- Fire Trap [Nicola Salmoria]
- Targ / Spectar [Dan Boris]
- Zoo Keeper [John Butler]
- Jumping Jack [Mirko Buffoni]
- Super Piero [Mirko Buffoni]
- 10 Yard Fight (Vs. version) [Mirko Buffoni]
- Qix II [Mike Balfour]
- Space Phantoms [Lee Taylor]
- Rolling Crash [Lee Taylor]
- Cosmic Monsters [Lee Taylor]
- Make Trax [Mike Balfour]
- Armored Car [Mike Balfour]
- Minefield [Mike Balfour, Nicola Salmoria]
- Original, security chip version of the Sega G-80 vector games:
- Space Fury
- Zektor
- Tac/Scan
- Eliminator (2 and 4 players)
- Star Trek
- note that the versions previously supported have all been removed [Brad Oliver]
- Star Force (The real set. Note that the previous one has been removed.)
- [Valerio Verrando]
- Mega Force (licensed version of Star Force) [Dave W.]
- Ghosts'n Goblins (Japanese) [Nicola Salmoria]
- Legendary Wings (Japanese) [Marco Cassili]
- Sidearms (Japanese) [Marco Cassili]
- Tempest Tubes [Valerio Verrando]
- Gunsmoke, Capcom copyright - note that I renamed the previous set
- (Romstar license) "gunsmrom" [Nicola Salmoria]
- Gunsmoke (Japanese) [Marco Cassili]
- 1943 Kai [Mirko Buffoni]
- Black Dragon (Japanese version of Black Tiger) [Mirko Buffoni]
- Donkey Kong Jr. (original Japanese) [Mirko Buffoni]
- Amidar running on Scramble hardware [Mike Coates]
- Crazy Kong (Alca bootleg) [Lee Taylor]
- Space Invaders Part 2 (Taito) [Lee Taylor]
- Mr. Du! [Lee Taylor]
- Tip Top (UK version of Congo Bongo) [Gary Walton]
- Super Pac-Man (Namco) [Gary Walton]
- Pootan (bootleg Pooyan) [Marc Vergoossen]
- Root Beer Tapper [Brad Oliver]
- Joust (White/Green) Note that the previous one has been renamed "joustr"
- [Valerio Verrando]
- Joust (Green) [Marco Cassili]
- Joust (White/Red) [Marco Cassili]
- Robotron (Yellow/Orange) [Valerio Verrando]
- Bubbles (Red) [Valerio Verrando]
-
-
- These drivers have improved GRAPHICS:
- -------------------------------------
-
- - Accurate colors in Gunsmoke. [Paul Swan, Nicola Salmoria]
-
- - Colors in Super Basketball should now be correct for real (the opponent's
- shirts weren't changing color in each level).
- [Marco Cassili, Nicola Salmoria]
-
- - Accurate colors in Vulgus. [Pete Ground, Mirko Buffoni]
-
- - Background in Millipede [Brad Oliver]
-
- - Fixed sprites in Gunsmoke. [Nicola Salmoria]
-
- - Emulation of AVG sparkling bit (Tempest stars/fireworks) [Brad Oliver]
-
- - Fixed sprites and background in Sidearms. Colors should be correct as well.
- There probably is another scrolling background missing.
- [Nicola Salmoria]
-
- - A note about Zaxxon colors: we are aware that they are wrong. The reason is
- that we are using the Super Zaxxon color PROM. As soon as we'll have the
- correct Zaxxon color PROM, they will be fixed.
-
- - Better colors in Eggs [Petter Sjölund]
-
- - Appropriate blue background in Scramble, Super Cobra and other games
- running on the same hardware. [Mike Coates]
-
- - Fixes to Star Wars brightness. [Bernd Wiebelt]
-
- - Added the background star field to Bosconian. [Martin Scragg]
-
- - Slightly better colors in Locomotion. [Gonzalo Casas <gonzaloc@adinet.com.uy>]
-
- - Fixed character colors in Black Tiger [Michael Appolo]
-
-
- These drivers have new or improved SOUND:
- -----------------------------------------
-
- - Changed the way 8910 sound is updated: there's no longer a fixed "updates
- per frame" value defined in the driver, instead the audio is stream is
- generated whenever a chip register is written to (and at every vblank).
- This improves sound quality in several games. [Nicola Salmoria]
- - Same change to the POKEY interface. [Aaron Giles]
-
- - YM2203 emulation not using the SoundBlaster OPL3 chip. This is more
- accurate than the previous one, which used the SoundBlaster OPL chip,
- however it is also slower. You can still revert to the old behavior
- using the -fm command line option. [Tatsuyuki Satoh]
-
- - YM2151 emulation. [Tatsuyuki Satoh]
-
- - Completely rewritten the 8910 emulator and interface. This affects a lot
- of games, but the one which benefits more is Gyruss: it now plays many
- sound effects which were missing. [Tatsuyuki Satoh, Fabrice Frances,
- Nicola Salmoria, Pete Ground]
-
- - Full emulated sound in Gyruss. You can remove all the samples, they are no
- longer needed. Also, music tempo should now be correct.
- Due to the increased emulation overhead, it now runs slower than before.
- To improve speed, you can use the new -sr option (see below) to lower the
- sample rate. [Nicola Salmoria]
-
- - Cleaned up the SN76496 emulation, now it is similar to the 8910 one and all
- games use Tatsuyuki's code. This affects several games, most notably the
- Mr. Do! series. [Tatsuyuki Satoh, Nicola Salmoria]
-
- - 8039 emulator, and _emulated_ sound in Donkey Kong, Donkey Kong Jr. and
- Mario Bros. Since the boards also use discrete circuits to generate sound,
- some samples are still needed to get complete sound support.
- Also partial sound in Radarscope.
- [Ron Fries, Dan Boris, Mirko Buffoni]
-
- - Sound (through samples) in Yie Ar Kung Fu [Phil Stroffolino, Kevin Estep]
-
- - Completely rewritten the Namco waveform audio subsystem. This gets rid of
- some artifacts in Pac Man (eating a ghost) and Ms Pac Man (eating dots
- while a fruit is bouncing). [Nicola Salmoria, Aaron Giles]
-
- - TI TMS5220 emulator. This handles speech in Star Wars and other games.
- [Frank Palazzolo]
-
- - Speech in Discs of Tron. [Aaron Giles]
-
- - Sound in Three Stooges. Actually the code had always been there, it just
- had to be activated... [Fabrice Frances]
-
- - Music tempo in Scramble, Frogger, Amidar and derivatives should now be
- correct [Frank Palazzolo]
-
- - Music in Spy Hunter, sound in Rampage. [Aaron Giles]
-
- - Sound in Qix. [Aaron Giles]
-
- - Sound in Super Basketball [Nicola Salmoria]
-
- - Sound in Rastan [Tatsuyuki Satoh]
-
- - Sound in Naughty Boy and Pop Flamer, using the Pleiads driver. Not very
- good, but it's a start. [Brad Oliver]
-
- - Sound in Espial. [Brad Oliver]
-
- - Fixes to Missile Command. [Eric Anschuetz]
-
- - Music in Phoenix, via samples. [Brad Oliver]
-
- - Partial emulated sound in Bubble Bobble (only the YM2203 chip, therefore
- only some sound effects - no music) [Nicola Salmoria]
-
- - Sound in Coors Light Bowling [Nicola Salmoria]
-
- - Better tempo and pitch in Blue Print [Alan J McCormick]
-
-
- These drivers have HIGH SCORE support:
- --------------------------------------
-
- - Fixed Asteroids [Brad Oliver]
-
- - Legendary Wings, Section Z, Espial, Black Tiger, Gunsmkoke. [Juan Carlos
- Lorente]
-
- - Fixed Popeye. [Juan Carlos Lorente]
-
- - 1943. [Jeff Johnson]
-
- - Tac/Scan, Star Trek, pacmanbl, Red Ufo [Valerio Verrando]
-
-
- Other drivers changes:
- ----------------------
-
- - A note about Tempest:
- Several people complained that mouse control is reversed. This is not the
- case. The more obvious place where this can be seen is the level selection
- screen at the beginning: move the mouse right, the block goes right.
- Anyway, you can now reverse the controls (see below).
-
- - Radarscope works. [Andy White]
-
- - Dirty rectangles support in Qix, all Williams games, Cloak & Dagger,
- Berzerk, Arabian, Space Invaders & clones, Kangaroo, Space Panic,
- Warp Warp. [Aaron Giles]
-
- - Some tweaks to dip switches in the Super Cobra / Lost Tomb / Rescue
- driver. [James R. Twine]
-
- - Fixes to dip switches and input ports in several games. [Marco Cassili]
-
- - Space Panic supports rotation. [Mike Coates]
-
- - Fixed Invinco (it was missing a ROM) [Mike Coates]
-
- - Framerates in the Atari vector games should now be correct [Neil Bradley]
-
- - In Cloak & Dagger, the background bitmap is now aligned properly with the
- playfield graphics, and boxes no longer get stuck at the corners of the
- conveyors [Dan Boris]
-
- - Added the missing third button to Sidearms [Nicola Salmoria]
-
- - Spy Hunter displays an extra line of text at the bottom indicating
- the status of the lamps that were on the arcade machine. [Aaron Giles]
-
- - Fixed Bosconian crashing: This was the speech processor being used for a
- protection check. [Martin Scragg]
-
- - Alternate controls in Defender and Stargate, to control the ship using the
- standard 8-way directional controls instead of up/down/reverse/thrust.
- Available only when the -cheat option is specified. [Maurizio Zanello]
-
- - Alternate controls in Battle Zone, Sarge, Defender and Stargate are
- available only when the -cheat option is specified. [Nicola Salmoria]
-
- - Better emulation of the custom I/O chip in the Namco games. [Aaron Giles]
-
-
- Changes to the main program:
- ----------------------------
-
- - Right control and right alt work again. [Nicola Salmoria]
-
- - Enhancements to the analog input controllers emulation. Their keyboard
- counterparts can be changed, the sensitivity adjusted, and the direction
- reversed. This is all controlled by the analog setup menu. [Brad Oliver]
-
- - Support for true analog joystick input in games like Star Wars; moreover,
- the whole range of joystick types supported by Allegro is now supported.
- To handle that, use the new command line option -joy N, where N can be
- 0 - normal 2 button joystick
- 1 - CH Flightstick Pro
- 2 - Stick/Pad with 4 buttons
- 3 - Stick/Pad with 6 buttons
- 4 - dual joysticks
- 5 - Wingman Extreme (or Wingman Warrior without spinner)
-
- Press F7 to calibrate the joystick. Calibration data will be saved in
- mame.cfg. If you're using different joytypes for different games,
- you may need to recalibrate your joystick every time.
-
- Note that if you enable joystick support, games like Star Wars will work
- ONLY with the joystick - mouse emulation will be disabled.
- [Bernd Wiebelt]
-
- - When the -vsync option is specified, the program checks whether the video
- mode is compatible with it (i.e. whether the video refresh rate is a
- multiple of the target frame rate), and fails otherwise. Some sensible
- default values for -vgafreq are built-in and automatically picked when
- -vsync is requested.
- It is also possible to successfully use -vsync with scanline video modes.
- Note that for VESA modes you might have to configure your card in order
- to make it use the 60Hz refresh rate.
- [Nicola Salmoria]
-
- - Support for default configuration file. Start MAME with the -saveconfig
- parameter, and the current configuration will be saved to mame.cfg,
- becoming the default. You can still override the mame.cfg settings giving
- parameters on the command line. [Valerio Verrando]
-
- - Modified the tweaked video modes to be as close as possible to 60Hz.
- However please note that on some systems the new modes might not work,
- while the old do. You can work around that by changing the line
- syncedtweak=yes to syncedtweak=no in mame.cfg [Valerio Verrando]
-
- - The default directory for screen snapshots (F12) is now PCX instead of the
- current directory, so make sure you create it or snapshots will not be
- saved. [Valerio Verrando]
-
- - New command line options, -sr N, where N is the required audio sample rate,
- and -sb N, where N is the number of sample bits (8 or 16).
- For example,
- mame gyruss -sr 22050 -sb 16
- will use a 22kHz sample rate and 16 bits.
- The -sb option currently doesn't change anything because none of the audio
- subsystems support 16 bit samples.
- [Nicola Salmoria]
-
- - You can keep the ROMs in a subdirectory called "ROMS", if you want to.
- When loading ROMs for 'gamename', the program will look in these
- directories in this order:
- 1) gamename
- 2) gamename.zip
- 3) ROMS\gamename
- 4) ROMS\gamename.zip
- The same applies to samples, you can put them in a subdirectory called
- SAMPLES - therefore separating them from the ROMs.
- [Nicola Salmoria]
-
- - Samples can also be loaded from a common directory for variations of the
- same hardware. For example, all Space Invaders clones will load samples
- from the invaders directory. [Valerio Verrando]
-
- - In the DOS version, dirty rectangles are supported in all resolutions.
- [Bernd Wiebelt]
-
- - Several changes to the cheat subsystem [James R. Twine, Marc Lafontaine]
-
- - Fixed bug in drawgfx() which caused Crazy Climber's big sprites to be
- corrupted when horizontally flipped. [Vince Mayo]
-
- - New options, -record and -playback. They allow you to record, and later
- playback, joystick input. Useful to document certain bug reports, or to
- show your friends how good you are ;-)
-
- - New option -romdir which allows to specify a different directory where to
- load the ROMs from. [Mike Balfour]
-
- - High score and configuration save now support ZipFolders/ZipMagic to
- directly use .zip archives. If you want to use this feature, make sure
- there are no HI or CFG directories, otherwise the files will be saved
- there, not in the .zip archive. [Valerio Verrando]
-
-
- Source:
- -------
-
- - Now using Allegro 3.0 - this fixed problems 0.29 had under NT with mouse
- enabled.
-
- - Integrated debugger. You must compile with MAME_DEBUG defined to activate
- it. Start MAME with the -debug option, then press tilde to enter the
- debugger. [Martin Scragg, John Butler, Aaron Giles]
-
- - cpu_setbankhandler_r() / cpu_setbankhandler_w() for better bank switching
- support. The Williams drivers take advantage of it. [Tatsuyuki Satoh]
-
- - Removed samples field from the MachineDriver structure; added sound_prom
- field to the GameDriver structure. [Nicola Salmoria]
-
- - Some changes to the 68000 emulator memory interface, and a new 68000
- disassembler. Improved the 68000 cpu interface. [Aaron Giles]
-
- - Redesigned cpuintrf.c to be more modular and readable. [Aaron Giles]
-
- - added a cpu_reset() call so that a single processor can be reset during
- execution; Gauntlet needs this to work properly. [Aaron Giles]
-
- - The 6502 supports bank switching via cpu_setbank(). [Aaron Giles]
-
- - Centralized dac.c for dac sound emulation. Several drivers use it.
- [Tatsuyuki Satoh]
-
- ==========================================================================
-
-
-
- 0.29
-
- IMPORTANT: CONFIGURATION AND HIGH SCORE SAVE FILES HAVE BEEN MOVED. MAKE
- SURE YOU MOVE THE OLD ONES TO THE NEW DIRECTORIES "CFG" AND "HI". This will
- be done automatically by the provided batch file mov.bat, but PLEASE read
- on for details.
-
- NOTE: Bubble Bobble doesn't work in this release. We are aware of that. Use
- Bobble Bobble or Super Bobble Bobble instead, they work much better than
- Bubble Bobble ever did.
-
-
- New ROM sets supported (in no particular order):
- ------------------------------------------------
-
- Legendary Wings [Paul Leaman]
- Section Z [Paul Leaman]
- Cloak & Dagger [Dan Boris, Mirko Buffoni]
- Berzerk [Zsolt Vasvari, Christopher Kirmse]
- Coors Light Bowling [Zsolt Vasvari]
- Gunsmoke [Paul Leaman]
- Black Tiger [Paul Leaman]
- 1943 [Mirko Buffoni, Paul Leaman, Nicola Salmoria]
- Champion Baseball (preliminary) [Nicola Salmoria]
- Silkworm [Nicola Salmoria]
- Sidearms (preliminary) [Paul Leaman]
- Defend the Terra Attack on the Red UFO [Nicola Salmoria]
- Pulsar [Mike Coates]
- Invinco [Mike Coates]
- Invinco / Head On 2 (dual game) [Mike Coates]
- Space Attack [Mike Coates]
- Motos [Aaron Giles]
- The Tower of Druaga [Aaron Giles]
- New Rally X [Nicola Salmoria]
- Radarscope (untested due to lack of good ROMs) [Nicola Salmoria]
- Rastan Saga. Note that Rastan requires some new ROMs as well, which were
- missing from the previous release. [Brad Oliver]
- bootleg version of Pac Man running on Galaxian hardware [Nicola Salmoria]
- Bosconian (Namco) [Toninho]
- Mappy (Japanese) [Toninho]
- bootleg version of Donkey Kong Jr., with levels playing in the
- order 1-2-3-4 instead of 1-4-1-3-4-1-2-3-4 [Nicola Salmoria]
- ORIGINAL version of Donkey Kong Jr. (Japanese), with levels playing in the
- order 1-2-3-4 instead of 1-4-1-3-4-1-2-3-4 [Nicola Salmoria]
- Moon Cresta (Gremlin) [Valerio Verrando]
- Gyruss (Konami). Note that I renamed the other set (licensed to Centuri)
- from "gyruss" to "gyrussce" [Nicola Salmoria]
- Super Bobble Bobble [Brad Oliver]
-
-
- These drivers have improved GRAPHICS:
- -------------------------------------
-
- - accurate colors in
-
- Donkey Kong Jr.
- Congo Bongo
- Phoenix
- 10 Yard Fight
- Moon Patrol
- Pop Flamer
- War of the Bugs
- Espial (not sure about this one - red and blue could be inverted)
- Super Cobra
- Yie Ar Kung-Fu
- Mario Bros.
- Super Basketball
- Seicross
- 1943
- Donkey Kong 3 (well, not really)
- Gyruss
- Crazy Kong.
- Zaxxon is getting there (sprites are mostly correct, background isn't).
- [Tim Lindquist, Nicola Salmoria]
-
- - accurate colors in Bagman and Super Bagman
- [Tim Lindquist, Jarek Burczynski]
-
- - accurate colors in Naughty Boy (probably) [Virtu-Al, Nicola Salmoria]
-
- - Minor fix to Donkey Kong colors (black was dark blue). [Nicola Salmoria]
-
- - Clouds in Time Pilot are correct. [Edward Massey]
-
- - Lives left are correctly displayed in Burger Time, sprites are turned off
- appropriately, and the switch test in test mode works correctly.
- The hardware of this game is more similar to Eggs than I thought.
- [Nicola Salmoria]
-
- - Some fixes to 10 Yard Fight. [John Butler]
-
- - The background was clipped too low in Phoenix. [Nicola Salmoria]
-
- - Added the missing scrolling background to Exed Exes. [Nicola Salmoria]
-
- - Fixed sprite/character priority in Gyruss. [Nicola Salmoria]
-
- - Fixed blinking in the Galaga starfield. [Martin Scragg]
-
- - Galaga supports rotation (-ror and -rol). [Nicola Salmoria]
-
- - Improved the blitter for Sinistar, but there are still some problems. [Sean
- Riddle, Pat Lawrence]
-
-
- These drivers have new or improved SOUND:
- -----------------------------------------
-
- - All the Williams games. Samples are no longer needed and may be deleted.
- [Steven Hugg, Mirko Buffoni, Nicola Salmoria]
-
- - Q*Bert Qubes. You just have to use Q*Bert's sound ROMs, they are the
- same. [Fabrice Frances]
-
- - Tac/Scan (through samples). [Brad Oliver]
-
- - Fixed some sound problems in Asteroids. [Andrew Scott]
-
- - Added music to Kick. [Aaron Giles]
-
- - Improved the Galaxian background hum, it also is no longer incorrectly
- played in Moon Cresta & others. [Andrew Scott]
-
- - Digital audio in the Taito games (used for some sound effects, most
- notably Tarzan's yell in Jungle King). Also, music plays in Jungle King.
- [Nicola Salmoria]
-
- - Moon Patrol, 10 Yard Fight, Kung Fu Master. [Aaron Giles]
-
- - Mario Bros (partial, through samples). [Brad Oliver, Shane Monroe]
-
- - Eggs. [Nicola Salmoria]
-
- - Fixed the sound in Omega Race. It was playing too slow.
- Thanks to Stacy Joe Dunkle, Mike Cuddy and Al Kossow. [Bernd Wiebelt]
-
- - Congo Bongo (samples are needed to get full sound).
- [Ville Laitinen, Tim Lindquist]
-
-
- These drivers have HIGH SCORE support:
- --------------------------------------
-
- - Moon Patrol, Rally X, Vanguard, Super Cobra, Turtles, Xevious,
- Galaxy Wars. [Valerio Verrando]
-
- - Fixed Krull and Donkey Kong 3. [Nicola Salmoria]
-
- - Fixed Galaga. [Valerio Verrando]
-
- - Starforce, Jump Bug, Bagman, Super Bagman, Time Pilot 84, Warp Warp.
- [Juan Carlos Lorente]
-
-
- Other drivers improvements:
- ---------------------------
-
- - The attract mode of Galaga works correctly. Qix runs correctly and
- without slowdowns. Test mode in Mr. Do's Castles & family works correctly,
- (dip switches in Do's Castle still don't work).
- All these changes are due to the interleaved CPU execution described
- below. [Nicola Salmoria]
-
- - New fix to avoid lockup in Tempest after 150,000 points - this one should
- really work. [Keith Gerdes]
-
- - Fixed the Fantasy driver. [Brian Levine]
-
- - Several fixes and enhancements to the Williams driver. [Aaron Giles]
-
- - Several fixes to the Williams driver: Blaster is finished, Sinistar is
- playable but there are some blitter bugs, Bubbles is better but still
- resets itself from time to time. [Marc Lafontaine]
-
- - Fixed bug in Naughty Boy coin insertion/start game handling.
- [Nicola Salmoria]
-
- - Some fixes to the Star Wars mathbox. [Aaron Giles]
-
- - The hardware of the Taito games (Elevator Action, Jungle King, Wild Western,
- Front Line) is emulated more faithfully. Playfield priority is accurate in
- Jungle King, however this broke Wild Western - strange.
- Front Line works.
- Merged all the drivers into taito.c [Nicola Salmoria]
-
- - Tried to plug Triple Punch into the Scramble driver, but it doesn't work.
- [Nicola Salmoria]
-
- - Support for New Rally X; colors are accurate in New Rally X ONLY - still
- wrong in Rally X until we find the color PROMs. Sound should finally be
- correct, both in Rally X and New Rally X. [Nicola Salmoria]
-
- - Video drawing optimization to Mappy, plus test mode now works both in Mappy
- and Dig Dug 2. [Aaron Giles]
-
- - In some games (e.g. Pacman, Galaxian, Rally X) the NumLock and CapsLock
- leds emulate the 1 player/2 players start lamps. [Sean Gugler]
-
- - Fixed dip switches in Missile Command. [Marco Cassili]
-
- - Early attempt at a Zookeeper driver, based on the Qix one, which
- unfortunately doesn't work yet. [John Butler, Ed Mueller]
-
- - Moved the Hunchback driver into dkong.c, since that's where it belongs (but
- it still doesn't work due to encryption). [Nicola Salmoria]
-
-
- Changes to the main program:
- ----------------------------
-
- - Added Gamma correction controls. Use Shift + Numeric pad +/- to change it.
- There are some games which are too dark on the default setting, instead of
- using the monitor settings use these controls to brighten the picture.
- Gamma correction also affects colors, like the girders in Donkey Kong.
- [Nicola Salmoria]
-
- - Added a "Pro Action Replay"-like cheat finder. It is only available when
- -cheat is specified on the command line. [Marc Lafontaine]
-
- - Some optimizations to the 6809 emulator. [Tatsuyuki Satoh]
-
- - Some optimizations to the 6809, and modified it to always fetch opcodes
- directly from RAM (much faster). The Ghosts 'n Goblins, Star Wars and
- Williams drivers needed reworking to support that. [Aaron Giles]
-
- - Moved configuration and high score files to the CFG and HI subdirectories.
- They are not stored in the games subdirectories.
- I have provided a batch file (MOV.BAT) to automatically move your old
- settings in the new directories. Just start it from inside the MAME
- directory. It will spit out some error messages for missing files, don't
- worry and let it finish its job. [Nicola Salmoria]
-
- Having configuration files in a separate directory makes it easier to
- keep ROMs in .zip files. This is already done by some front-ends, but
- you can do it from the command line as well, just use this batch file.
- PKUNZIP must be in your path. The .zip files must be in the MAME directory
- and named after the game (i.e. pacman.zip).
- @echo off
- md %1
- pkunzip >nul: %1 %1
- MAME.EXE %1 %2 %3 %4 %5 %6 %7 %8 %9
- deltree >nil: /y %1
-
- But even better, if you have ZipFolders or ZipMagic installed, MAME will
- automatically look into the .zip or .zif directory.
- ZipFolders and ZipMagic are trademarks of Mijenix Corporation. You can
- download a trial version from www.mijenix.com. I am in no way associated
- with Mijenix Corp. - I'm just a happy costumer.
-
- - Removed "-trak" and "-mouse" options. Mouse support is now enabled by
- default. To disable it, use "-nomouse". [Bernd Wiebelt]
-
- - "-vesa" picks the best VESA mode available. The new "-vesa1" forces VESA
- 1.2. [Bernd Wiebelt]
-
- - "-vg" removed. It is on by default now. [Bernd Wiebelt]
-
-
- Source:
- -------
-
- - We are now using the "WIP 2.8" version of Allegro to compile the DOS
- version. You can get it from http://www.talula.demon.co.uk/allegro/.
-
- - Two new OSD_KEY definitions: RCONTROL and ALTGR. CONTROL has been replaced
- by LCONTROL.
-
- - Aligned to version 1.2 of Marcel de Kogel's Z80 emulator.
-
- - New memory handling functions, about 10%-30% faster than before. Moved the
- memory code from cpuintrf.c to memory.c.
- Banked ROMs can now be handled in a cleaner and faster way. Use the new
- MRA_BANK1... types in the memory handler arrays, and cpu_setbank() to set
- the current bank. The Z80 and M6809 emulators natively support bank
- switching.
- IMPORTANT: for 24 bit addressing (i.e. 68000) you cannot associate a memory
- handler to a single byte. You must use four consecutive bytes, longword
- aligned. This was done to speedup word (2 bytes) and dword (4 bytes)
- operations.
- [Tatsuyuki Satoh, Aaron Giles]
-
- - New ROM_LOADEVEN and ROM_LOADODD macros. [Aaron Giles]
-
- - CPU execution is interleaved. The cpu_slices_per_frame field in the
- MachineDriver controls how often control is passed from one CPU to
- another. 1 is the minimum, meaning that each CPU runs for the whole video
- frame before giving control to the others. The higher this setting, the
- more closely CPUs are interleaved and therefore the more accurate the
- emulation is. However, an higher setting also means slower performance.
- [Nicola Salmoria]
-
- - Removed osd_obtain_pen(), the palette is passed to osd_create_display()
- instead. Also moved clearbitmap() to osd_clearbitmap(), which does a
- slightly different thing from what clearbitmap() did: it sets the bitmap
- to be generically "black", which doesn't necessarily imply filling it
- with Machine->pens[0]. Avoid using osd_clearbitmmap() in drivers: use the
- new fillbitmap(), instead, which accepts a pen number and a clip region.
- [Nicola Salmoria]
-
- - Replaced file related functions (fopen(), fread() and so on) with osd_
- equivalents. This avoids a good amount of hacking in the Mac port; plus
- it allows some system specific extensions, like supporting
- ZipMagic/ZipFolders under Windows 95. [Nicola Salmoria]
-
- - Tweaked input port code. Added new fields for analog controls - clip,
- min, and max. Also added 2 new analog joystick types - IPT_AD_STICK_X and
- IPT_AD_STICK_Y.
- The new fields are packed into the same int field (arg) as the
- sensitivity and as such they can only be in the range of 0-255. The clip
- field clips the trackball/dial/stick deltas, a common callback routine
- task. Min and Max are so far only used in the AD_STICK types. They limit
- the range of motion for those sticks - used in Star Wars and Red Baron.
- [Brad Oliver]
- Additional tweaking of analog inputs, allowing them to be updated more
- than once per frame. This is needed by some games. [Bernd Wiebelt]
-
- - removed osd_track_center(). We always use relative mouse movement now.
- [Bernd Wiebelt]
-
- - Formalized support for dirty rectangles, via the function osd_mark_dirty().
- [Aaron Giles]
- It is mostly used by MacMAME, limited DOS support added by Bernd Wiebelt.
-
- - updated pokyintf.c to be more like 8910intf.c. Variable clock frequency,
- port callbacks, a clipping parameter, variable updates per frame. Most
- noticeably, Tempest has much improved sound with more frequent updates.
- [Brad Oliver]
-
-
-
- ==========================================================================
- 0.28
-
- New games supported in this release (in no particular order):
- Omega Race
- Bank Panic
- Pop Flamer
- Super Basketball
- Kick
- Solar Fox
- Tron
- Two Tigers
- Domino Man
- Satan's Hollow
- Wacko
- Kozmik Kroozr
- Journey
- Tapper
- Discs of Tron
- Demolition Derby
- Timber
- Spy Hunter
- Rampage
- Espial
- Time Pilot 84
- Rastan
-
- Program:
- - Fabrice Frances added *emulated* sound to Q*Bert, Reactor, Krull and Mad
- Planets. The samples are no longer needed and may be removed.
- Q*Bert Qubes would work as well, if we had the sound ROM ;-(
- Speech is not emulated... yet! Please do not complain because there is no
- speech in Q*Bert. We are aware of that.
-
- - John Butler provided a new 6809 emulator. It is faster than the previous
- one, and fixes some bugs including the ship moving in the wrong direction
- on the tower level of Star Wars and the bonus maze in Pac & Pal.
-
- - John Butler also added optimizations to some Williams games, GnG and Qix.
- He also fixed several problems in Qix.
-
- - Bernd Wiebelt provided a driver for Omega Race and added a "director's cut"
- mode to Battle Zone. DELETE BZONE\BZONE.CFG OTHERWISE THE GAME WILL NOT
- WORK CORRECTLY.
-
- - Nibbler and Vanguard are back to (hopefully) normal speed.
-
- - Christopher Kirmse, Aaron Giles and Brad Oliver provided a MCR I/II/III
- driver, supporting:
- Kick
- Solar Fox
- Tron
- Two Tigers
- Domino Man
- Satan's Hollow
- Wacko
- Kozmik Kroozr
- Journey
- Tapper
- Discs of Tron
- Demolition Derby
- Timber
- Spy Hunter
- Rampage
-
- - Aaron Giles perfected the CTC emulation, needed by the MCR driver.
-
- - Sean Trowbridge found a workaround to make Tempest not lock up at 150,000
- points.
-
- - Mike Balfour (overload@primenet.com) did some fixes to the Exidy games
- (Venture, Mouse Trap, Pepper II)
- Collision detection is now supported, Venture is playable.
-
- - Mike Balfour also added high score support to Elevator Action, Pisces, War
- of the Bugs, Eggs, Exed Exes, Diamond Run, Jungle King, Wizard of Wor,
- Robby Roto, Gorf, Space Zap, Seawolf II, Loco-Motion, Mysterious Stones,
- Blue Print, Carnival, Snap Jack, Cosmic Avenger, Yie Ar Kung Fu, Scramble,
- Battle of Atlantis and The End.
-
- - Mike Balfour also pointed out that ROM 2H of Battle of Atlantis seems to
- be bad; that's the cause of the strange coins per credit values.
-
- - Many thanks to Luis Longeri (llongeri@cbb.cl) for helpful tips about Exed
- Exes' background, which is now partially working.
-
- - Tatsuyuki Satoh made several fixes to the Xevious driver.
-
- - Aaron Giles provided a driver reference sheet (mamelist.txt)
-
- - Steve Baines fixed color intensities in Star Wars - objects now fade out
- properly. You might find it a bit too dark now, but this is done to
- reproduce the differences in brightness that the original has.
-
- - Frank Palazzolo fixed the "bad trench vectors" and "fail to approach Death
- Star" bugs in Star Wars.
-
- - David Winter provided a driver for Amigo (a bootleg version of Amidar)
-
- - Brad Oliver provided drivers for Pop Flamer and Espial.
-
- - Zsolt Vasvari supplied a Super Basketball driver.
-
- - Marc Lafontaine provided a driver for Time Pilot 84. John Butler optimized
- it.
-
- - Mirko Buffoni added explosions to Rally X, using a sample.
-
- - Jarek Burczynski adapted the M68000 emulator from the System 16 Arcade Emulator
- by Thierry Lescot. The only known problem of this emulator is that it doesn't
- count CPU cycles, only instructions.
- The first driver to use the 68000 is Rastan, also provided by Jarek.
-
- Sources:
- - New osd_modify_pen() function, proposed by Aaron Giles. It allows drivers
- to dynamically modify the palette. WARNING: since this feature can severely
- reduce performance on some systems, it must only be used when necessary -
- that is, when the emulated game dynamically modifies the palette. The other
- games should continue to use the static palette as before.
- Many games already use this feature (e.g. Crystal Castles, the Gottlieb
- games, Tapper, Bubble Bobble, and many others).
- There's also osd_get_pen(), which is used by usrintf.c to dynamically pick
- the pens used to render menus.
-
-
- The following changes were done by Nicola Salmoria:
-
- Program:
- - Crystal Castles now has accurate colors and load/save of high score and
- settings (I mean the settings done in the service menu).
-
- - Nibbler and Fantasy have sound, using the Vanguard driver. I don't know
- how accurate it is.
-
- - Thanks to Gary Walton and Simon Walls, Son Son now has accurate colors.
-
- - Son Son also has sound.
-
- - Since there are now many games which don't run at 60fps (e.g. Popeye and
- the vector games), F11 was confusing and lead people to think the emulation
- was slow, while it was running at the correct speed. F11 now displays the
- percentage of the speed of the real machine. 100% is the correct speed,
- 200% is twice as fast, 50% is half as fast.
-
- - Snap Jack and Cosmic Avenger are oriented correctly, and small sprites in
- Cosmic Avenger (bullets, bombs etc.) and Snap Jack (wheels) are properly
- supported.
-
- - Some of the games now support Cocktail mode (only the graphics, not the
- controls yet)
-
- - New command line option: "-cheat". Cheats like the speedup in Pac Man or
- the level skip in many other games are disabled by default. Use this switch
- to turn them on.
-
- - The speedup cheat in Pac Man can now be permanently set to ON from the dip
- switch settings menu.
-
- - Zaxxon and Congo Bongo can go in service mode (F2).
-
- - Bank Panic support. Thanks to Virtu-Al, colors are correct.
-
- - Colors in Donkey Kong are now 100% accurate. Several people complained that
- girders should be pink instead of red, but to the best of my knowledge the
- current colors are an accurate conversion of the color PROMs, and this has
- been confirmed by some people. There might be two different versions of
- Donkey Kong, with slightly different colors. If someone has a "pink" board
- and wants to read the PROMs from there, I'll be happy to include them.
-
- - Dip switches now work in Xevious. Also fixed a bug in the targeting cursor
- colors (black corners while firing). Super Xevious works.
- Explosions are emulated with samples, thanks to Andrew Scott.
-
- - Support for another version of Mr Do's Castle ("docastl2").
-
- - Support for the Japanese version of Commando ("commandj").
-
- - Thanks to Gary Walton, fixed sprite placement in Turtles.
-
- Sources:
- - All-new handling of rotation. The GameDriver structure now has a
- "orientation" field which allows driver writers to handle fairly easily
- games which run on the same hardware but with different orientations.
- Crazy Climber/Crazy Kong, Lady Bug/Snap Jack/Cosmic Avenger and the Gottlieb
- games are examples of drivers using this feature.
- Rotation is handled automatically by gfxdecode(), which creates a prerotated
- charset, and drawgfx(), which swaps the arguments appropriately. Drivers
- which use only the standard functions to render their display will
- automatically handle the "orientation" field. If a driver writes directly to
- the bitmap, it must handle the rotation itself.
- IMPORTANT NOTE: osd_create_bitmap() swaps width and height when a rotation
- is requested. Take that into account or you'll risk trashing memory.
- IMPORTANT NOTE TO PORTERS: remember to update osd_create_bitmap() and
- osd_create_display() to take into account the rotation. Check msdos.c to
- see how this must be done.
-
- - Totally new Input port definition structure. See driver.h for the new
- structures definition; several drivers already use it, check them for
- working examples.
- The new definition is much more powerful and easier to maintain than the
- previous one. It isn't complete yet, but it will eventually handle
- everything, including trackballs and analog joysticks. Drivers using the
- old definition will gradually be converted to the new one. Please do not
- submit new drivers using the old definition. It is obsolete and will be
- removed as soon as the conversion of the existing drivers is finished.
-
- - Moved the input handling to the new source file inptport.c.
-
- - Some driver compacting:
- - merged Pengo and Pac Man vidhrdw
- - merged Dkong and Dkong 3 driver and vidhrdw
- - merged Crazy Climber and Crazy Kong driver and vidhrdw
- - merged mooncrst, moonqsr and scramble vidhrdw into the new "galaxian.c"
-
- - Rewritten the decryption routines in Pengo and Crazy Climber.
-
- - MachineDriver/init_machine is now a void (*)(void), and the function is
- called by cpu_run() during a reset. Some games, like Espial and the MCR
- games, needed that to perform a reset correctly.
-
-
- 0.27
-
- REMEMBER: IF A GAME DOESN'T WORK, TRY DELETING THE .CFG FILE IN ITS DIRECTORY
-
- There has been much talk about the License under which MAME is released. We
- had to drop the GPL because it was not applicable. See readme.txt for the new
- rules.
-
- New games supported in this release (in no particular order):
- Xevious
- Star Wars
- Bubble Bobble
- Eliminator
- Space Fury
- Star Trek
- Tac-Scan
- Zektor
- Super Bagman
- Warlords
- 10 Yard Fight
- Bosconian
- Dig Dug 2
- Pac & Pal
- Son Son
- Loco-Motion
- Blue Print
- Snap Jack
- Cosmic Avenger
- Eggs
- ... plus many alternate versions which are not listed here.
-
-
- Program:
- - The Energy shields in Vanguard now work.
- What about the speed of Nibbler, Vanguard and Fantasy? Are they too fast?
-
- - Support for a GnG version with different graphics (cross instead of shield)
-
- - Thanks to the precious information on the Pokey random number generator
- provided by Eric Smith, Hedley Rainnie and Sean Trowbridge, some problems
- with Centipede (start with 18 credits) and Tempest (hang after level 13)
- are now solved.
-
- - Thanks to Virtu-Al and Peter Clare, Carnival now has 100% accurate colors.
-
- - Mirko Buffoni and Tatsuyuki Satoh provided a preliminary Xevious driver.
-
- - Al Kossow and Brad Oliver provided drivers for the Sega vector games
- (Eliminator, Space Fury, Star Trek, Tac-Scan, Zektor).
- Partial sound support (speech) is available through samples for some of
- them.
-
- - Jarek Burczynski provided better colors for Bagman and also added support
- for Super Bagman.
-
- - Andrew Scott improved sound in Pleiads.
-
- - Thanks to Virtu-Al, Rescue now has accurate colors.
-
- - Lee Taylor (nxsl2819@defender.demon.co.uk) and John Clegg provided a
- Warlords driver.
-
- - Andrea Fregoli added a scroll routine used when the keyboard/joystick
- settings menu doesn't fit on the screen.
-
- - Andrew Scott and Robert R. Anschuetz II improved sound support in Galaxian
- and clones. The background noise is now emulated, while the shoot noise
- still requires a sample. These changes also affect other games using
- the same sound routines.
-
- - Thanks to Brian Levine's freely available Rockulator, Andrew Scott was
- able to add sound support to Vanguard.
-
- - Mike Coates improved again the Gorf driver. It's now (sort of) playable.
-
- - Lee Taylor and John Clegg provided preliminary 10 Yard Fight support.
-
- - Martin Scragg added Bosconian support.
-
- - Aaron Giles did a major rewrite of his Super Pac man and Mappy drivers:
- - support for Dig Dug 2 and Pac & Pal
- - High score save in all games
- - 100% colors and sound samples (in Super Pac man the siren clicks a bit,
- but neither I nor jrok can figure it out; the sample data *is* correct)
- - better sound playback frequency (was missing some high bits!)
- - arcade accurate frequency calculation (thanks to jrok!)
- - removed all palette hacks; everything is clean
- - added loop optimizations for speed
- - video now properly displayed, including high priority characters
-
- - John Butler and Aaron Giles fixed sound and trackball support in Millipede.
-
- - Steve Baines, with the help of Frank Palazzolo and Brad Oliver, implemented
- Star Wars. It's playable, but far from perfect. There's even some
- preliminary sound support (slows the game down a lot).
-
- - Bernd Wiebelt implemented a new option for vector games: "-vg".
- This adapts the Vector games to a given screen resolution (default 800x600).
-
- - Lot of work on the Atari Vector games (Brad Oliver & Bernd Wiebelt)
- - Quite a few bugs hunted down.
- - Thanks to Aaron Giles, the Atari vector games do correct scaling
- now and we can do cycle counting on the vector CPU.
- Aaron also fixed the scaling in the Sega vector games.
- - Tempest does no longer crash after level 13, has better colors
- (colorram emulation) and is overall a bit faster.
- - Highscore saving for all games except Black Widow and Starwars
- - Trackball support for Tempest and Red Baron.
- Red Baron tries to calibrate its analog joystick at the start, so you'll
- have to move the "joystick" a bit before you can fly in all four
- directions. Thanks to baloo@kaiwan.com for his suggestions.
- - Mauro Minenna made Battlezone playable with one joystick.
- - Changes to game resolutions. On MSDOS, they now use tweaked VGA modes.
-
- REMEMBER TO DELETE EVERY *.CFG AND .HI FILE FOR VECTOR GAMES, OTHERWISE
- THE GAMES MIGHT NOT WORK CORRECTLY.
-
- - Mike Coates added partial sound support (through samples) to the Carnival driver.
-
- - Bubble Bobble support, provided by Chris Moore (chris@aethos.co.uk).
-
- - Son Son support (dedicated to Roberto Ventura! ;)
-
- - Preliminary Exed Exes support, implemented by Richard Davies.
- Thanks to Paul Swan, it has 100% accurate colors.
- To do: find where tile ram is located and how it works, and whether banked
- ROMs contain code or only data. The structure of this game is similar to
- the other Capcom games.
-
- - Mirko Buffoni and Tatsuyuki Satoh added Starforce sound emulation.
-
- - Mike Coates tidied up the wow drivers, added definable keys to most games,
- and joystick & 2 player support to Seawolf II.
-
- - Fabrice Frances added hiscore saving support to all Gottlieb drivers.
-
- - Ray Giarratana included trackball support to Missile Command.
-
- - Added support for Mr'Do vs Unicorns (earlier version of Do's Castle).
- Thanks to Lee Taylor for info)
-
- - Sound support in Tutankham.
-
- - Elevator action sound is perfect now.
-
- - Improvements in Zaxxon colors by Marc Vergoosen.
-
- - Jarek Burczynski changed showcharset() in usrintrf.c. Now you can use PGUP
- and PGDN to scroll through a charset which doesn't fit in the screen.
-
- Sources:
- - Brad Oliver wrote the new sndhrdw/pokyintf.c file. It handles most of the
- pokey interface to pokey.c. Rather than call milliped_sh_start() or
- whatever, call pokeyx_sh_start(), where x is the number of pokeys. It will
- keep track of the pokey count and use the appropriate clipping. I'm not
- sure 3 pokeys is a possible combination so there is no such
- pokey3_sh_start() routine.
-
- - Christopher Kirmse <ckirmse@ricochet.net> ported MAME to Win32.
- It compiles from the same source tree as the DOS version; to compile using
- visual c++ 5, just do
- nmake -fmakefile.w32
- To build mame32.exe, you also need the SEAL audio library for win32.
-
- - Changes in SN76496 emulation (added SN76496UpdateB function to emulate 2
- chips on 8 channel PCM sound cards), added Z80PIO and Z80CTC emulator, in
- COMMON.C, 'TRANSPARENCY_PEN' and 'TRANSPARENCY_COLOR' mode were speeded up
- (for X/Y dual scroll games). All this was done by Tatsuyuki Satoh.
-
- - Added generic EAROM routines for the Atari Vector games, they
- are in src/machine/atari.c and src/machine/atari.h
-
- - Bernd Wiebelt sincerely hopes he fixed the BCD-emulation in the 6502
- emulation. At least the authentic Tempest feeling (broken X/Y monitor) is
- gone, since the game now starts without pressing Fire.
-
-
- The following changes were done by Nicola Salmoria:
-
- Program:
- - You can now turn off speed throttling (F10) even on games which use audio
- streaming (i.e. all the ones with 8910 or Pokey sound chips)
-
- - Loco-Motion support
-
- - Blue Print support
-
- - Thanks to F. Kurokawa, preliminary Snap Jack and Cosmic Avenger support.
- They run on the Lady Bug driver.
-
- - Fixes to the audio code which should fix crashes on some games and
- compatibility problems with GUS and AWE 32. However let me stress once
- again that if you have an AWE 32 you should use the plain SoundBlaster
- driver. The AWE 32 driver sounds NOTHING like the original (and is slower).
-
- - In Galaga, star scroll speed in levels > 32 should be correct now.
-
- - Pressing ESC in all menus returns to the previous menu instead of quitting.
-
- - Changed the 8910 sound chip emulation interface to allow updates more
- frequent than 60 per second. I also increased the sampling frequency to
- 44.1kHz.
- These changes provide dramatic improvements in sound quality, which you can
- appreciate in e.g. Gyruss and Pooyan.
- The price to pay is slower execution. To make things worse, I had to
- (hopefully temporarily) remove some optimizations, so the above games will
- probably not run as well as before on slower systems.
-
- - Donkey Kong has better colors. Are they entirely accurate?
-
- - Preliminary driver for Eggs.
-
- - Popeye runs at the correct speed of 30 fps.
-
- - Increased the maximum number of digital audio channels from 8 to 16, so
- there are no more missing voices in the Mr. Do! games (Castle, Unicorns,
- Wild Ride, Run Run, and Kick Rider).
-
- - Thanks to Gary Walton, speed in Pengo should now be closer to the original.
-
- - The unencrypted versions of Penta and "pengopop" are no longer supported
- because they are just hacks, not coming from a real board.
- The *original*, *encrypted* versions are now supported instead. They are
- exactly the same, the only difference is that they are encrypted and come
- from real boards.
- The names now are:
- "pengo" original Pengo with "PopCorn" music
- "pengoa" alternate version (earlier) with different music
- and no slow screen draw
- "penta" the bootleg called Penta
-
- - Elevator Action, Jungle King and Wild Western now use the same video hardware
- driver (taito.c)
-
- - ROMs are checksummed before starting the emulation. If the checksum doesn't
- match, a warning message is printed on the screen (along with the expected
- checksums). Execution resumes after pressing Return.
- Not all drivers use this feature yet, but most of them do.
-
- - Some alternate ROM sets supported: ckonga, galaganm, gallag, bzone2,
- asteroi2, panica, pacmanjp.
-
- - Some ROM renaming here and there, just to annoy you ;-)
-
- - Lots of minor fixes and enhancements.
-
- - Exchanged the infamous two sprite banks in Moon Cresta.
-
- Sources:
- - EXTREMELY IMPORTANT:
- osd_obtain_pen() now doesn't return pens sequentially. This ensures that
- MSDOS driver writers are aware of the existence of Machine->pens[] and
- use it appropriately. Drivers which don't do this will have wrong colors.
-
- - modified readinputport() to scan the keyboard only once per frame, and
- handle everything more efficiently. It is now MUCH faster than before -
- useful with games which continuously poll a port for VBlank.
-
- - generic_vh_start() now checks that videoram_size has been initialized and
- fails otherwise.
-
- - When using TRANSPARENCY_COLOR and TRANSPARENCY_THROUGH with drawgfx(), the
- argument must now be the pen code instead of the remapped pen number, e.g.
- instead of Machine->background_pen (= machine->pens[0]) you just specify 0.
- I also removed the background_pen field from Machine: use Machine->pens[0]
- instead.
-
- - The ROM_LOAD() macro now requires four parameters, the last one being the
- checksum. To quickly upgrade from previous sources you can be used
- (temporarily) ROM_OBSOLETELOAD(), however adding the checksum is easy (just
- do a cut & paste from the warning message) so it's better to put them in
- as soon as possible.
-
- - New macro ROM_RELOAD(), meaning to reload the previous ROM at a different
- address (useful with 6502 games which need reset/irq vectors at FFFx).
-
- - In common.c, new function printromlist(), used by loadroms() and mame.c.
- (-listroms).
-
- - Drivers are now allowed to modify the RAM and ROM pointers to implement
- bank switching. Bubble Bobble uses this.
- Be careful: when using this feature, you cannot use the standard MRA_RAM
- and MWA_RAM memory hooks to access RAM.
-
- - InputPorts now can automatically handle VBlank bits. No more need to write
- custom code. Lady Bug, Carnival, Mysterious Stones, Naughty Boy and Phoenix
- use this feature. Many other drivers need to be updated to use it.
- MAKE SURE TO DELETE LADYBUG\LADYBUG.DSW AND LADYBUG\LADYBUG.CFG, OTHERWISE
- THE GAME WILL NOT WORK CORRECTLY.
-
- - New support functions in cpuintrf.c:
- cpu_getfcount(), which returns the number of CPU cycles till the end of the
- current video frame (as opposed to cpu_geticount(), which returns the
- number of CPU cycles till the next call of the interrupt handler)
- cpu_getiloops(), which returns the number of times the interrupt handler
- will be called before the end of the video frame (useful in interrupt
- handlers).
- cpu_gettotalcycles(), which returns the total number of CPU cycles passed
- since the CPU was reset.
- ignore_interrupt(), companion to interrupt() and nmi_interrupt(). This
- allows interrupt handlers to be cpu-independent, avoiding use of
- CPU-specific interrupt identifiers.
-
-
-
-
-
-
-
-
- 0.26a
-
- - This is a bug fix version. I did a mess with the famous heavy modifications
- I mentioned before. Well, I was the first to try the feeling of working on
- wrong sources ;) Funny!! BTW, now everything is back to normality, Pacman,
- Galaxians, Centipede, and others. I have learned a thing: never work until
- 4.30am in the morning :>
-
- - Thanks to Gary Walton, Nicola added 100% correct colors in Mr Do's Castle
- Fixed also a bug in Ghosts 'n Goblins hiscore saving. Now GnG does the
- self test too.
-
- - Some credits that were left out in this file only, last time: Thanks to
- Al Kossow, Hedley Rainnie and Eric Smith for the code to their vecsim
- emulator which had emulated these games previously on the unix and the mac,
- and thanks to Neil Bradley for pointing out the critical bug in the vector
- generator engine which prevented Tempest from working.
-
- - Super Pac Man and Mappy have correct pitch now (thanks Aaron and Satoh).
- Also, SuperPac has speed cheat control again.
-
- - Frogger doesn't have garbled chars anymore, and Galaga has correct stars
- speed now.
-
- - Added support for KickRaider. It's a rom swap, same hardware of Mr. Do
- Wild Ride.
-
- - Patrick Lawrence added trackball sensitivity setting menu
-
- - Morten Eriksen added hiscore save support to Arabian and AntEater
-
- - Sound is back on williams games too
-
- - Changed Dig Dug Atari rom dir into "digdugat", indicating the correct
- roms archive name.
-
-
-
- 0.26
-
- - After so much time of hard work the policy of "back to quality" is starting
- to bring back the efforts. I'm proud to announce I've beaten Mr Do's Castle.
- Done one, done all. So now we have also Mr Do! RunRun and Mr Do! Wild Ride.
- Thanks to the invaluable help of Nicola, they are also arcade colors perfect,
- very fast (!) and each game has audio support and hiscore saving! :D
-
- - Me and Aaron Giles (agiles@mail1.sirius.com) have added support for MAPPY!!
- One of the most requested games. It was a pleasure working with Aaron! He
- also added sound support and very close arcade colors (I think to have found
- the color_prom... if it's the correct prom it will be added in the next
- release). Hiscore saving is supported as well.
-
- - Thanks to the outstanding combined efforts of Brad Oliver, Bernd Wiebelt
- and Allard Van Der Bas, MAME entered in vector emulation world! (YEAH!!!)
- All in a time, we have support for Asteroids, Asteroids Deluxe, Black Widow
- Battlezone, Gravitar, Lunar Lander, Red Baron, Spaceduel, Tempest!!!
-
- - Again Aaron Giles added sound support to Super Pac Man!
-
- - Patrick Lawrence (pjl@ns.net) did a great work adding trackball support to
- the main core system. Trackball is enable with -trak parameter. Trackball
- support has been added to Centipede and Reactor. Also, Patrick provided
- a driver for Crystal Castles. Great Work! ;)
-
- - And three... Aaron added support for Dig Dug!! Hey man, you're at a step
- to become a God of Arcade emulation ;)
-
- - Mike Coates has joined to the "back to quality" team. He added support for
- SeaWolf ][, and improved Space Zap and Gorf (which is still unplayable).
- Also Robby Roto is now fully playable (you'll need a bug free rom set).
-
- - Ray Giarratana (ray@loop.com) added support for Missile Command. I didn't
- include modifications for trackball for now. The code needs to be cleaned
- a bit, but the game is still playable.
-
- - Enrique Sanchez provided me documentation for Yie Air Kung Fu. Also,
- Philip Stroffolino (phil@maya.com) sent me a more complete driver than
- mine for this game which is now playable.
-
- - Eric Anschuetz fixed a bug in joystick redefinition menu. Also added the
- selection support for Any Button ("A" key), and None ("N" key).
-
- - Fabrice Frances added a driver for 3 Stooges.
-
- - Andrew Scott provided a better sound support for Phoenix. Melody is still
- missing, because Shaun's board doesn't have it.
-
- - Nicola fixed Jump Bug driver which is now perfect. Colors are still wrong
- without proms.
-
- - Morten Eriksen (Morten.Eriksen@due.unit.no) added hiscore saving to
- Ghosts 'n Goblins.
-
- - Valerio Verrando provided a new tweaked mode 256x232 for Crystal Castles.
- He also provided a new tweaked video mode to get vsynced 60Hz (perfect
- speed) with 256x256 games. It has horizontal clock recover (thus video is
- less mashed vertically, without having to modify monitor settings, and it
- doesn't be confused with 224x288 by monitors that remember settings. Really
- nice on scrolling games: try it with "-noscanlines -vsync -vgafreq 1"
-
- - Fixed Commando dip switch bonus settings. Also fixed a setting in Ant
- Eater dipswitch.
-
- - Fixed a bug that locked your PC if BLASTER variable was not found (thanks
- to James Oliver for the suggestion).
-
- - Tatsuyuki Satoh fixed sound tempo speed in Elevator Action (tempo speed
- is 37.5Khz).
-
- - Added support for two versions of Pengo (one with the music of Popcorn
- and a clone).
-
- Sources:
- - Me, Nicola, Bernd and Patrick have heavily changed the main core set of
- sources. Improvements to speed, memory access, drivers structure were
- done. We strongly suggest to developers to start their code on a clean
- 0.26 version.
-
- - Opcode decode and graphic decode are now done by a single function in
- one step.
-
- - Tatsuyuki Satoh (tatuyuki@tky.threewebnet.or.jp) optimized DrawGfx()
- function in case TRANSPARENCY_PEN and TRANSPARENCY_COLOR without remap,
- producing a speed increment of 22-25% (try yourself with Elevator Action!)
-
- - Mauro Minenna introduced a new option (-dir4) that simplify the use of
- the joysticks to be connected on the keyboard. This modify resolves the
- problem of diagonal direction in games such as PacMan, Popeye, and Kung Fu
- Master.
-
-
-
- 0.25
-
- Program:
- - We have added Starforce! Another one that rocks!!
- Sound is not supported yet.
-
- - Finally I've added Tutankham. (Hi Moose!! ;) Moose provided me a good
- bunch of information and I lost much time on a stupid bug in bank selection.
- Thanks to David Dahl (techt@juno.com) that provided me a driver too, and
- I found the light!! Also thanks to Rob Jarrett for the exhaustive memory
- map (I've included it in sources, it's better than mine).
-
- - I've decrypted the garbled graphics of AntEater and Rescue which are now
- fully playable. And Fabio Buffoni improved the decode routines with
- thrilling code. Colors are wrong, unless someone provides me a good
- set of screenshots to study. Hunchback doesn't work yet.
-
- - Nicola added a driver for Mysterious Stone.
-
- - Sal and John Bugliarisi provided us technical information about the game
- Naughty Boy. (Remember that code area is 64k long and not 32k).
- We have implemented a driver and for this game which is now supported.
-
- - I took the time to add some high score saving. So, now Junior Pacman,
- Naughty Boy, Tutankham, Kangaroo, have high score saving support.
- (So Dave will stop bothering me about that ;) heheh!!! Joking ;)
-
- - Nicola fixed Commando driver, so now intermissions have the correct
- tiles positioned.
-
- - Added JrPacman speed cheat. It works in the same way of Pacman.
- (thanks to Hugo Pi for let me notice this).
-
- - Chris Hardy added support for Space Firebird. Thanks to Chris and to
- all Sage Staff.
-
- - Nicola did some fixes to Taito Games (Jungle King and Elevator Action)
- about background placement and coins per credit dipswitch. Plus vertical
- scroll support in Jungle King (used in ground shake), correct sprite
- priority, and no more rubbish is present during change of stage.
- Finally, he also added preliminary support for WildWestern and FrontLine,
- which are not yet playable.
- DELETE ELEVATOB\ELEVATOB.DSW, JUNGLEK\JUNGLEK.DSW, JHUNT\JHUNT.DSW,
- OTHERWISE THE GAME WILL NOT WORK CORRECTLY.
-
- - Eric Anschuetz proposed me to implement a different button layout for
- joysticks. I replied with a configurable joystick setup (like the
- keyboard one). So Eric finished the work providing us a useful joystick
- setup menu. Thanks Eric and Robert! ;)
-
- - Refixed the galaga hiscore bug (it happened when syncing my sources with
- Nicola's ones)
-
- - Maurizio Zanello provided a better interface between MAME and frontends.
- And now you can select frameskip rate even while playing, without have to
- exit. Volume can be controlled with keypad PLUS and MINUS keys.
-
- - Robert Anschuetz provided me info about how to enable a shot sample with
- moonquasar, mooncresta, galaxian and clones.
-
- - Valerio Verrando fixed the Williams driver to support joystick in
- Blaster, Defender, Joust, Robotron, Splat, Stargate. Also fixed the Space
- Invaders driver to include high score saving and 100% arcade-perfect colors
- for Lunar Rescue; since some bootleg machines did not use this colorful
- overlay, Destination Earth retains the Space Invaders color scheme.
-
- - Bernd has cleaned up VESA command line options.
- No longer supported:
- '-vesascan' --> use '-vesa' or (faster, if it works) '-vesa2l'
- '-vesaskip N' --> use '-640x480 -skiplines N' instead
- '-rotate' --> use '-rol' or '-ror' instead
-
- New:
- '-ror'
- '-rol' Rotate the display (anti)clockwise. Since this uses
- the standard VESA scanline mode, you'll get *vertical*
- scanlines on rotated games (authentic?).
- '-nodouble'
- prevents pixel doubling, if you like miniaturized
- arcade emulation. It's also faster than the standard
- pixel-doubling VESA modes.
- '-skiplines N'
- does what '-vesaskip N' used to do, except it does not
- select 640x480 VESA mode.
-
- - Minor modifications to Arabian palette. Ville Laitinen also provided some
- modifications to Kangaroo driver.
-
- - Pause key back to 'P'. Sorry, you cannot use it for your redefinitions,
- but, hey, you have 101 keys left!!! ;)
-
- - Found the meaning of SW1 in Moon Cresta (Thanks to Mikiya Yadohisa)
-
- - Added Crazy Kong bootleg version by Jeutel and Ms Pac Man Attacks clones
-
- Sources:
- - Added an alternate 224x288 video mode (on my Matrox this produce correct
- aspect ratio with this tweaked mode). To select it simply add -224 or
- -224x288 parameter.
-
- - Nigel T. Barber (Nigel.Barber@sgcs.co.uk) added mouse support. We need
- some feedback, because each mouse device has its own sensitivity. Enable
- mouse support with -mouse parameter.
-
- - Time to use proper MAME fonts. I draw a good looking complete set of
- chars to be used for messages and menu system in MAME. Nicola changed
- the entire set of drivers and implemented a user interface sublevel
- (file is USRINTRF.C).
-
- - Modifications done by Eric Anschuetz to add joystick reconfiguration
- menu.
-
- - I've changed the system configuration of each game. Now a game saves all
- vital information (DSW, KEY, and JOY settings) in a unique file with
- .CFG extension. A backward compatibility is provided, so the first time
- MAME read previous settings and saves them in the .CFG file at exit/reset.
-
- - Bernd changed the VESA code to provide '-rol' and '-ror'
- replacing '-rotate'. Rotation modes are now supported in all
- VESA resolutions. The '-nodouble' option prevents pixel doubling
- in VESA modes, resulting in more speed and a smaller display.
-
-
-
-
- 0.24
-
- Program:
- - Nicola added support for Jr. Pacman. Decryption method provided by
- David Caldwell (david@indigita.com). Colors should be 100% right too.
- Hiscore saving not supported yet. Nicola also thanks Lee Taylor for
- help.
-
- - I've found the decryption scheme for garbled chars of Lost Tomb which is
- now playable. Colors are still wrong.
-
- - Also, I've finally fixed my problems with ADPCM decoding, so now Kung Fu
- Master doesn't need separate samples anymore (I didn't distribute them
- because of copyright on sounds). The samples are now calculated during
- bootstrap of the game.
-
- - Again Nicola added Turpin (Another version of Turtles) support. Also
- colors are 100% correct the two games now.
-
- - Fabrice Frences added support for Qbert Qubes. Only hitch with the
- driver: you have to reset (F3) the game at first time when the empty
- supreme noser table appears, then the table will be correctly filled.
- Alternatively, you can insert a coin before this empty table appears...
- Hiscore save not supported yet.
-
- - New option in the setup menu: "CREDITS". It displays a list of the people
- who contributed to the current driver. I have surely left out many people,
- and apologize in advance for that. If you contributed to a driver and your
- name doesn't appear in the list, please let me know.
-
- - Since many people asked for this and Bernd Wiebelt was so kind to do me
- this gift for my birthday, MAME has now -rotate option. You'll have to
- turn your monitor (or your head (!) ;)
-
- - Nicola fixed definitively Kung Fu Master driver which has now 100% perfect
- colors and sprite positioning. Thanks to Paul Swan for color scheme.
- Original version (copyright Irem) is now supposed to be in 'kungfum'
- directory, while the bootleg (O.K.) is supposed to be in 'kungfub'. Test
- mode doesn't work for bootleg version (as is right to be).
- Hi Score Support in each version as well.
-
- - In Seicross now shots are enabled. REMEMBER TO DELETE PREVIOUS .DSW FILE,
- AND SET "DEMO & DEBUG MODE" TO OFF, AND "SW7B" to 1. Setting SW7B to 0
- will cause to play the game without FIRE facility.
-
- - Marc LaFontaine provided drivers for Robotron, Splat, Defender, Joust,
- Stargate, Bubbles, Blaster and Sinistar. Bubbles doesn't start, and
- Sinistar do weird things at startup. The other games work very well,
- though. For this version I provide a set of fonts that can be used
- to avoid jerkiness in williams games. If you use zipped roms remember
- to include them in the ZIP files.
-
- - Added SpaceZap support. It is based mainly on WOW driver. Mike Coates
- provided a more stable driver too.
-
- Sources:
- - Bernd Wiebelt provided new Vesamodes: 320x240 and 512x384. You can select
- a mode either by -X (e.g. -640) or -XxY (e.g. -640x480). Also fixed a bug
- that caused -vesaskip 0 not to run properly. Also added -rotate option.
- Also, any vesa mode in combination with -noscanlines option can be used
- to achieve correct aspect ratio on most monitors. This method is of
- course slower, and can work flawlessly on P166+ class.
-
- - Modifications to support Driver Description and Credits.
-
- - Nicola added a new mode in drawgfx: TRANSPARENCY_THROUGH. When background
- has a higher priority of sprites, it's a lot faster using this option than
- draw sprites and then apply a bitmap with TRASPARENT_COLOR.
-
- - Fabrice Frances submitted a new faster I86 emulator. The entire I86
- directory is changed, and most of Gottlieb games are now faster.
-
- - Mike Coates provided a modification to COMMON.C to support multi bank
- characters. It uses bits 8-15 of the charset array (short int - so
- hopefully at least 16 bits on all implementations) to signify bank number.
-
- - Changed the PAUSE key to Scrl-Lock key. This permits to redefine the
- P key for playing.
-
- - TO ALL CONTRIBUTORS: Please do not make use of C++ // comments in your
- sources. I loose a lot of time every release to adjust them. Then use
- official source release as a base for your next updates. Use a comment
- style like in Williams.c sources (this is actually my comment style and
- almost clear to read). Thanks.
-
-
-
-
- 0.23
-
- Program:
- - "And there was MUSIC!". Thanks to Ishmair's FM engine, music is supported
- in Commando, Ghosts 'n Goblins, Diamonds. Since the synthesis is based
- on FM generation via OPL, you must have a SoundBlaster, Adlib, or compatible
- to get the music. However I heavily dislike this approach and I'm looking
- for documentation on FM generation. If anyone want to join to the party
- forward me a mail!
-
- - I've also fixed GALAGA hiscore saving, which is now flawlessly supported! ;)
-
- - I've added Kung Fu Master driver to MAME. Credits fly to Ishmair for the
- hardware information and to Nicola for fixing my sprite bugs.
-
- - Steven Hugg (hugg@pobox.com) provided a Williams games driver. Stargate,
- Robotron and Joust are currently supported and playable. However Robotron
- and Joust have some glitches yet.
-
- - Tormod Tjaberg (tormod@sn.no) provided several modifications to Invaders
- Deluxe driver which has now Hi-score Name saving feature (the only one
- Space Invaders Emulator doing so at the moment!). All Invaders have now
- Tilt too. Keys and Dip Switch adjusted. REMEMBER TO DELETE PREVIOUS
- .DSW and .KEY FILES.
-
- - John Butler and Ed. Muller provided a driver for QIX! High Score saving
- supported too.
-
- - Thankx to Dock Cutlip (dockc@cyberplanet.net) Pacman Plus has now 100%
- arcade correct colors.
-
- - While talking of colors, Ghosts 'n Goblins has 100% correct colors too!
- Thanks to Gabrio Secco that provided us the complete colors LOG file ;)
-
- - I've fixed Seicross which is now playable and has music too. REMEMBER TO
- DELETE PREVIOUS .DSW FILE, AND SET "DEMO & DEBUG MODE" TO OFF.
-
- - Also fixed Nibbler colors: I should say 100% correct colors, but I
- remember the Nibbler hairs were Green versus Purple. Maybe I played a
- bootleg version.
-
- - Added Phoenix TPN clone ("phoenix3"). I've also added hiscore support to
- all Phoenix and Pleiads as well.
-
- - Fixed the "ape" bug in Kangaroo.
-
- - Full rotation allowed in Mad Planets (Thanks to Andrew Scott).
-
- - Some fix to Popeye and Burgertime sound pitch.
-
- Sources:
- - Modifications were done to M6809 emulator to support FIRQ.
-
- - Changes were done to MSDOS.C to fix OSD_READ_KEY for people having
- problems with keyboard.
-
- - Dip Switches and Key Settings are now selectable thru a menu system.
- F8 key is no longer supported.
-
-
-
-
- [ Sorry to be late, but this is my birthday MAME release and I wanted it to
- be as good as possible. Enjoy, and send a postcard if you like ;) NdMix ]
-
- 0.22
-
- Program:
- - Nicola added COMMANDO!! Another of my favorite games back to life ;)
- High score supported as well. Original Sound is done by YM2203
- (FM synthesis) while now is done by 8910 (no FM).
- So music is not present.
-
- - And here it is: thanks to Roberto Ventura's superdetailed documentation
- I've added Ghost 'n Goblin support. I lost one week because of a bug in
- the new 6809 emulator, so I switch back to the previous one. Big thanks
- to Nicola that fixed some stupid bugs in color palette generation. ;)
- We need a skilled player. READ THE README.TXT FILE!
-
- - Another one added: based on GnG hardware I've added Diamond Run support.
- Don't know if the banks mode switch is right, it's too slow for me
- to go further the first level!
-
- - Added Vulgus support. Colors are wrong unless I find the color proms.
- High score save supported. I played around with Dip Switches: they are
- almost right, though, but there should be also a sound toggle while in
- attract mode.
-
- - Rick Wirch (wirch@execpc.com) proposed a better optimization to Cpu_readmem
- and Cpu_writemem. Speed results are good under DOS and Windows.
-
- - Brad Oliver provided me a lot of suggestions to improve portability and
- fixed a lot of bugs.
-
- - Paul Berberich fixed some colors of Congo Bongo. They are not right but
- a lot better of the previous. Screenshots could be useful.
-
- - I have fixed colors in Centipede. Thanks to Ivan Mackintosh for sending
- me the info.
-
- - Nicola added cars in radar update of RallyX and improved color palette
- emulation in Bombjack which has now perfect colors.
-
- - Fixed credit bugs in Elevator Action and Turtles. REMEMBER TO DELETE
- THE PREVIOUS .DSW FILES OTHERWISE THE GAMES WON'T WORK PROPERLY!
-
- - Added preliminary sound support to Elevator Action and Jungle King.
- Tarzan yell scream sample missing.
-
- - Time pilot has now 100% correct colors (thanks Virtu-Al!).
-
- - Some fixes to sprite priority in Frogger.
-
- - Added high score support to Amidar, Frogger.
-
- - Added Phoenix Amstar (clone) support, Pac Man Plus (clone) and fixed
- all Invader's clones bugs. Also fixed charset of all Invader's clones.
-
- Sources:
- - Changed CPUIntrf regarding readmem/writemem optimizations
-
- - Minor fixes to some drivers
-
- - Bernd Wiebelt provided modifications to MSDOS.C for Vesa 2.0 linear
- and banked extensions. Also inline assembly double pixeling provided
- a faster approach on slower videocards. Check the readme.txt file for
- new video options.
-
-
-
- 0.21.5
- - Nicola fixed a bug in Memory addressing that caused Galaga to trash
- under DOS. Also, fixed colors in Elevator Action (100% correct colors)
- and Jungle King (I have some screenshots and colors doesn't match. BTW
- these are much better than previous). Finally Jungle King doesn't need
- to select the graphic bank, but still have some glitches on sprites.
-
- - Fixed a bug in sound init of phoenix/pleiads that caused the game to
- crash under dos.
-
- - Fixed a bug in keys redefinition routine: ALT, SHIFT, and CONTROL are
- now selectable.
-
- - Fixed 224x288 noscanline video mode. It's centered again now.
-
- Sources:
- - Changed MSDOS.C to support 240x272 (video mode provided by V.Verrando)
-
- - Changes in COMMON.C to copyscrollbitmap()
-
-
-
- 0.21
-
- Program:
- - I'd like to say I've finished, but Nicola is too fast as always! ;)
- So thanks to Nicola we have GALAGA!! And very special thanks to Martin
- Scragg that provided us crucial information on custom I/O chips.
-
- - Thanks to Dark Schneider (DS wanted to be anonymous, so I'll call him
- this way) that provided 6809 support and the first driver working on this
- CPU: Super Pac Man. The driver is based on the super-detailed KEG file
- of Replay emulator by Kevin Brisley (kevin@isgtec.com).
- Thanks to everyone.
-
- - Ville Laitinen provided a driver for Kangaroo, based on the Arabian
- hardware. I've also adjusted the number of frames per second to 60
- to the two drivers. Sync with sound should be better, though.
-
- - Thank to Virtu-Al (Alan J McCormick (gonzothegreat@JUNO.COM)) Amidar
- and Turtles now have 100% correct colors.
-
- - Arabian has correct colors now.
-
- - Fixed a bug in all games with starbackground: using a frameskip > 0
- introduced slowdowns. Now the speed remains unchanged.
-
- - Fixed tempo speed in 1942. It was playing at half speed. Should be
- correct now. Also fixed a bug in noise volume of PSG. Noise was
- playing at half volume.
-
- - Added support for Donkey Kong japanese version
-
- - Minor adjustment to Space Invaders color strips
-
- - Mad Planets doesn't crash anymore with the new samples (shorter!)
-
- - Added colors to Warp Warp. Thanks again Chris.
-
- - Fixed Dipswitch in Elevator Action. YOU'LL HAVE TO DELETE THE PREVIOUS
- DSW FILE IN "ELEVATOB" DIRECTORY IN ORDER TO GET IT RUN CORRECTLY.
-
- Sources:
- - Added M6809 CPU support. Changes in CPUIntrf.c and Driver.h to accommodate
- the new CPU.
-
- - Nicola introduced changes to the Z80 emulator code that intercept some
- sorts of tight loop used during an interrupt waitstate. Normal games
- should not be affected, while Galaga and 1942 are now very fast!!
-
- - Added MasterVolume in MSDOS.C, and changed MAME.C to support this feature.
- You can change the volume thru various volume percentage [100,75,50,25,0]
- pressing F9.
-
- - Sound is frozen now during GFXView, Pause and DipSwitch settings.[Ahhh! ;)]
-
- - I've added redefinable keys in MAME. A new structure contains which
- input ports and bits have a certain meaning. The KEY settings will be
- saved in a .KEY file, in the game directory.
-
- - Changes in COMMON.H for the sample structure. Now it has infos on
- replayrate, resolution and volume of the sample to be played.
- BE SURE TO DOWNLOAD THE NEW SET OF SAMPLES, OR THE "MAMESAM" CONVERTER
- OR YOU WILL GET NO SOUND FOR SAMPLE BASED GAMES!!
-
-
-
-
- 0.20
-
- Program:
- - Yes!! Finally I wrote a driver for Gyruss, one of my favorite games
- and one of the reasons why I started emulation. Big special thanks
- to Michael Cuddy, without help and information this game would probably
- never be done; and to Nicola Salmoria that fixed some of the sprites
- bugs that turned me mad and cleaned the code! ;)
-
- - The following changes were done by Nicola Salmoria:
- - 1942 has correct colors. Also fixed rom paging, so now it has no more
- slowdowns. Fixed jerkiness. Sound is better, too. How about the
- tempo? How about the pitch? Are they right?
- - fixed missing sprites when exiting from doors in Elevator Action. There
- are still some sprite priority bugs. Also better colors.
- - Thanks to Marc LaFontaine's invaluable help, Popeye is now fully playable
- and has 100% accurate colors. Supports high score saving, too.
- Still very slow.
-
- - Brad Oliver found a lot of bugs around the code. Fixed 1942 background
- scroll, Arabian video driver, and Phoenix sound init routine (all those
- caused trashes on MAC).
-
- - Paul Berberich fixed some colors of Donkey Kong that is now quite close
- to original arcade. Also Donkey Kong Jr. has better colors now.
-
- - Fabrice Frences provided a driver for Krull. Also fixed some bugs in
- qbert, and returned audio to Mad Planets.
-
- - Ron Fries created a new set of Donkey Kong samples, using Mike Cuddy's
- 8039 emulator. The new samples no longer have static, they are aliased
- and louder. All names are now generic, so the same name can be used
- across Nintendo line (DK, DKjr, DK3, Mario).
-
- - Chris Hardly kindly provided a working driver for Warp Warp.
-
- - Dave W. provided a new set of invaders samples. Should be better, though.
-
- - Frogger music tempo bring back to original value. Fast but flawless!
-
- Sources:
- - Changed 8910intf to support 5 PSGs (Gyruss have them!)
-
- - Changes in MAME.C: added -list option. This is useful for maintaining
- the readme file. It lists currently supported games. Thanks to Zanello
- Maurizio for suggestion.
-
- - Changes in MSDOS.C: vesa and vesascan are now mutex. Also fixed a bug
- caused by calling joystick initialize before starting allegro.
-
- - To UNIX users: sorry for the mess I did in my previous distribution.
- All names and patches should be ok now.
-
- - Nicola Salmoria provided the following changes:
- - changed GENERIC.C to add sound_command_latch_r(): this always return the
- last command, instead of 0, if there are no more pending commands. This
- was required by 1942.
-
- - new flag for the cpu type: CPU_AUDIO_CPU. For example, you'll define a CPU
- type as CPU_Z80 | CPU_AUDIO_CPU. This indicates that the CPU is a slave
- used for audio only, and is therefore not needed if sound is disabled.
- The CPU will not be emulated when sound is turned off, therefore speeding
- up the emulation a lot.
-
- - also, 8910_sh_update() doesn't emulate the 8910 audio if sound is disabled
- (the I/O ports of the chip are still emulated, since some games use them
- for input).
-
-
-
-
-
- [ Sorry to be late, I just taken my graduation in Computer Science and I
- was a little busy. Here we go! :> ][NdMix]
-
- 0.19
-
- Program:
- - Thanks to Marc LaFontaine we have now support for Popeye. It's not yet
- playable (when the game starts the machine resets) but it has music already.
- It's also very slow, since it uses a 512x480 screen. I'm looking for
- decryption scheme for original Popeye board using Lionel's idea [pain!].
-
- - Fabrice Frences fixed the Qbert driver and added support for Reactor.
-
- - Jarek Burczynski provided a preliminary but playable driver for Arabian.
- Colors are wrong, but it support sound already.
-
- - Mike Coates fixed the Space Panic background colors. Also added hiscore
- support.
-
- - Nicola Salmoria found how Elevator Action background works. Also updated
- all drivers that have a scrolling background. Support for the bootleg
- version of Elevator Action ("elevatob"). The original version doesn't
- work because of copy protection. The graphics are almost OK now,
- albeit quite slow.
-
- - Paul Leaman (author of the 1942 emulator) provided exhaustive information
- on (guess what) 1942, which is now supported.
-
- - Some changes to music tempo of Frogger
-
- - Added partial sound support to RallyX (no explosions yet). Thankx to Ron
- Fries.
-
- - Added preliminary unplayable WarpWarp. Graphic is ok, but the game hangs
- during diagnostic.
-
- - Changed noise_lenght and noise_rate values in Moon Cresta audio driver,
- so now noise is much more noisier!
-
- - Shaun Stephenson provided me original Phoenix sound samples, so I adjusted
- sound driver to achieve correct sound modulation and frequency, and
- substituted noise generator for shots and explosions with a couple of
- samples. Noise generator can be still used (just don't put the samples
- in the directory) with Phoenix and it's used in Pleiads. I changed
- white noise waveshape and adjusted frequency, so now it sounds better.
-
- Source:
- - Added input ports 5 and 6 in CPUINTRF module.
-
- - Fixes to setdipswitches() and the fps counter in COMMON.C, to make them
- work correctly with non 8x8 fonts.
-
- - Substituted strcmp() with case insensitive stricmp() in MAME.C and MSDOS.C.
- This solve the problem with upcase gamename (ex: Win95 and NDOS).
-
- - Added copyscrollbitmap() to COMMON.C, that simplifies programming for
- those games that use scroll.
-
-
-
- 0.18
- ----
-
- IMPORTANT NOTE: This will be the last version of MAME released by me (Nicola
- Salmoria). From now on, the project will be maintained by Mirko Buffoni
- (mix@lim.dsi.unimi.it). Contact him if you have material to submit for
- inclusion into MAME. Please don't send such material to me.
-
-
- Program:
- - Green Beret:
- - The speed should now be VERY accurate. It also syncs correctly with the
- music.
- - Sound pitch should be correct as well (though it changes after you die
- for the first time...)
- - High score support.
- - Fixed sprite clipping problem on the left of the screen.
- - Fixed memory trashing bug in dirtybuffer handling
-
- - I finally added some lousy, very inaccurate, noise to the 76496 emulator.
- This affects Lady Bug and Green Beret.
-
- - I also added the same lousy noise to Galaxian, Pisces, Moon Cresta, Moon
- Quasar.
-
- - Fixed bug in the 8910 emulation which caused noise to be played in Crazy
- Kong when you jumped over a barrel.
-
- - Zaxxon and Congo Bongo now save their high scores for real. The code had
- disappeared from the drivers... I _did_ write it, since I had .hi files in
- my directories ;-)
-
- - High score support in Space Invaders (Invaders only - not clones)
-
- - Bomb Jack is much faster on a 486. Now runs very well with -frameskip 1 on
- my 486/100.
-
- - Sprite placement in Pac Man, Ms Pac Man and Crush Roller should now be
- arcade perfect. Thanks to Richard Davies who verified it on a real machine.
-
- - Preliminary support for Jungle King / Jungle Hunt. Slow but playable. I
- haven't the gfx bank selector, therefore you'll have to pick the correct
- background graphics yourself. Use keys C and V to change it.
-
- - VERY preliminary support for Elevator Action. Not playable.
-
- - Preliminary support for Seicross, using the Crazy Kong driver. Not playable.
-
- - Marc Lafontaine fixed some problems in the Venture driver, and provided
- drivers for Mouse Trap and Pepper II, which run on similar hardware (Pepper
- II is not complete yet).
- Note that the required Venture ROM set has changed - the other one was
- missing one ROM.
- Collision detection doesn't work - in Mouse Trap, you can use keys 7 and 8
- to simulate a sprite-to-character and a sprite-to-sprite collision.
-
- - Rotated the controls for Q*Bert
-
- - Some changes to music tempo in Amidar, Pooyan, Time Pilot.
-
- - Added support for the original, Universal version of Mr. Do!. I renamed the
- other, which has an additional Taito copyright notice, "mrdot".
-
- - Support for a version of Crazy Kong running on Scramble hardware
-
- - Mike Coates provided a Space Panic driver.
-
- - Fixed bugs in Jump Bug and Bagman sound drivers which caused page faults
- when run under DOS.
-
- - Fabrice Frances submitted a much faster version of the 8086 emulation.
- Q*Bert now runs at full speed with -frameskip 1 on my 486/100.
-
- Source:
- - Samples are now loaded by the main engine, not the single drivers. This is
- done via the new field samplenames in the GameDriver structure. Samples can
- then be retrieved by the drivers in Machine->samples.
-
-
- 0.17
- ----
-
- Program:
- - Various fixes to Green Beret:
- - Thanks to Paul Swan, it now has 100% accurate colors.
- - Dip switches didn't work, fixed.
- - Support for Rush'n Attack (the US version)
- - I've been told that it actually was too fast, so now it runs slower.
- Let me know how accurate it is.
-
- - Fabrice Frances submitted a massive contribution: an 8086 CPU emulator, and
- drivers for Q*Bert and Mad Planets. They run quite slowly on my 486/100
- (~25 fps) but are playable. Q*Bert has sound too (with samples).
-
-
- 0.16
- ----
-
- Program:
- - Support for Green Beret, with partial sound (probably inaccurate).
- Colors are terrible. If you can see what you are doing, it's playable (but
- should it be this fast? I find it very hard)
-
- - Richard Davies and Brad Oliver provided drivers for the so-called "Sega"
- version of Jump Bug (it's actually a bootleg with the protection checks
- removed). The driver supports sound.
-
- - Added joystick support to Vanguard.
-
- - Support for Fantasy on the Nibbler driver. There are several problems, it's
- not playable.
-
- - Thanks to Mike Coates and Peter Clare, Carnival now has colors.
-
- - Stefano Mozzi provided a much better palette for Mario Bros.
-
- - Matthew Hillmer submitted a new palette for Donkey Kong 3. It is not
- intended to be correct, but at least it gets rid of the annoying
- checkerboard effect.
-
- - Tormod Tjaberg provided updated Space Invaders (+clones) drivers which
- support sound. They use samples, derived from Michael Strutts' emulator.
-
- - Support for Fantazia (bootleg version of Moon Cresta)
-
- - Fixed a couple of remaining graphic glitches in the Wizard of Wor driver.
-
- - Various fixes to Burger Time:
- - Fixed CPU clock speed to avoid slowdowns on fourth level.
- - It's much faster on a 486.
- - Sprites no longer "stick" on the screen on a level change.
- - Fixed a bug in high score save.
- DELETE BTIME\BTIME.HI, OTHERWISE THE HIGH SCORE TABLE WILL BE CORRUPTED
-
- - Marc Lafontaine provided a Venture driver. It is partially playable,
- sprites are wrong.
- On startup, keep 1 or 2 pressed to proceed.
-
- Source:
- - I wrote some general purpose routines to simplify interface with the AY8910.
- They are in 8910intf.c. See the existing drivers for usage examples.
-
- - To solve the problem with garbled text messages in Time Pilot, modified the
- GameDriver structure replacing letters_start and numbers_start with the
- array charset[36].
-
- - I finally took the time to change Z80.h/M6502.h to make them work together.
- This allowed me to remove some kludges in cpuintrf.c. I also added some new
- functions, which can be used regardless of the CPU type: cpu_getpc(),
- cpu_geticount(), cpu_seticount().
-
- - Fixed a couple of bugs in M6502 BCD arithmetic. One of them was causing the
- pepper counter in Burger Time to behave strangely.
-
- - Brad Oliver modified pokey.c and pokey.h to make them more portable.
-
-
- 0.15
- ----
-
- Program:
- - Jarek Burczynski submitted a sound driver for Bomb Jack.
- The game is now a bit slow on my 486/100, -frameskip 1 is almost good but
- not quite.
-
- - Sound support in:
- Scramble
- Super Cobra (note that the "scobra" rom set is wrong - ROMs 5c, 5d and 5e
- must be 2k, not 4k. You can take them from one of the other two
- sets).
- The End
- Battle of Atlantis
- Lost Tomb (very nice sound, pity the ROMs are corrupted)
- Amidar
- Turtles
- Frogger
- Pooyan
- Time Pilot
-
- All these require -frameskip 1 on my 486/100.
-
- I have no idea how accurate the tempo and pitch is. If you can compare it
- with a real machine, please let me know what's wrong.
-
- Note: I discovered that the garbled sound I experienced in Scramble was
- caused by a bad ROM. Therefore, if sound doesn't work, check your ROM
- set. Note that I also changed one ROM name from "2c" to "2d".
-
- - Carnival is finally working! Many thanks to Richard Davies who understood
- how to make it accept coins.
-
- - Brad Oliver deserves a prize for being the person who, alone, has
- discovered more bugs than everyone else put together. This time the bug
- was illegal memory accesses in games using 224x288 and 288x224 modes (Pengo,
- Pac Man, Rally X).
-
- - Thanks to the invaluable help of Steve Scavone, I've been able to fix
- many bugs in the Wizard of Wor driver.
-
- - Added support for a version of Galaxian which is known to be original. It
- has Namco copyright and the code is slightly different from the other
- Galaxian (which has Midway copyright). I called this version "galaxian",
- and renamed the other "galmidw".
-
- - High score support in Pac Man, Ms. Pac Man, Crush Roller, Burger Time,
- Zaxxon, Congo Bongo, Pooyan, Moon Cresta, Moon Quasar.
-
- - Support for a different version of Frogger ("frogsega").
-
- - Miscellaneous graphics fixes to Zaxxon and Congo Bongo. Also better colors
- (especially in Congo Bongo), thanks to Marc Lafontaine.
-
- - Fixed most of the graphics problems with Moon Patrol. The video driver is
- a gigantic kludge right now, but it works and at a reasonable speed
- (though I can't reach 60fps on my 486/100).
-
- - Many people requested a way to synchronize with the video beam, to avoid
- jerkiness. Here it is: -vsync. It should be used together with -noscanlines,
- and possible -vgafreq to adjust the frame rate to be as close as possible
- to 60fps (use F11 to check the actual frame rate). Note that this, unlike
- the default timer based sync, will NOT downgrade nicely if your system is
- not fast enough.
-
- - Bernd Wiebelt provided new code for -vesascan, and implemented the new
- "-vesaskip n" mode. It uses a 640x480 screen instead of the 800x600 used
- by -vesascan, and allows you to scroll the visible area using the PGUP and
- PGDOWN keys.
-
- - Maintaining the endless list of ROM subdirectories was getting quite boring,
- so I modified readroms() to make it automatically print the complete list of
- required ROMs if one is missing. I think I should add a CRC check as well.
- I also added a brief explanation of what ROMs are and why they are required -
- hoping this will cut down the flow of e-mail asking "gee, I run your program
- and it says 'unable to open file xxxx/xxxx', what should I do?"
-
-
- 0.14
- ----
-
- Program:
- - Fixed bug in Mario Bros. high score loading: it was recovering the high
- score table, but the high score at the top of the screen was not set
- accordingly.
-
- - Mario Bros. and Donkey Kong 3 now also preserve the score distributions
- (use F1 to see them)
-
- - High score support in Galaxian, Time Pilot, Centipede and Millipede.
- However, high scores don't seem to work in Millipede (you are not asked
- to enter your name).
-
- - Fixed bug which sometimes caused 6502 games not to run (actually they did
- run, but interrupts didn't happen).
-
- - Since the US version is better, I renamed amidar to amidarjp, and
- amidarus to amidar.
-
- - Renamed pleiades to pleiads.
-
- - The change in video modes suggested by ue303ey@sunmail.lrz-muenchen.de
- didn't work on some systems, so I reverted to the previous one.
-
- - Ron Fries provided a new version of his Pokey emulator which fixes problems
- in the interface with the SEAL audio library (signed vs. unsigned samples).
-
- - Ron Fries also added preliminary sound support to Donkey Kong! It uses some
- very bad samples for now. The samples are distributed in a separate archive
- - put them in the dkong subdirectory.
-
- - Richard Davies updated the audio routines in Phoenix, sound is now closer
- to the original and noise is emulated.
-
- - Brad Oliver and Mirko Buffoni provided a driver for Vanguard, based on Brian
- Levine's Vanguard emulator.
-
- Source:
- - driver.c was getting much too large and confused. I moved the GameDriver
- structures inside the single driver/xxxx.c files. This has the additional
- benefit that people sending me drivers will not forget to include the ROM
- loading addresses ;-)
-
- - I also changed the GameDriver structure, moving there fields from the
- MachineDrivers structure. The idea is that MachineDriver should describe
- the hardware, while GameDriver the software. Therefore things like colors
- (which are usually stored in a PROM) and dip switch settings go into
- GameDriver; decode_color_prom, on the other hand, goes into MachineDriver
- because it is an hardware function.
- It could be argued that input_ports belong to the hardware; but sometimes
- we have keys tied to dip switches (test switches and so on) whose function
- is determined by the software. Moreover input_ports contains the default
- values for all ports, including dip switches, and those are definitely
- software related.
-
-
- 0.13
- ----
-
- Program:
- - Added the most frequently asked feature: high score saving. Check the
- table at the beginning of readme.txt to see which games already support
- it.
- High scores are also reset-proof: you can reset the game by pressing F3
- without losing them. To reset the high scores to their default, just
- delete xxx\xxx.hi where xxx is the game name.
- Note that hi score saving will NOT work if the default hi scores have been
- modified in the ROMs. Use the original ROMs.
-
- - Fixed all of the problems in Burger Time related to ROM encryption. Slices
- fall more than one level when an enemy is on them, no more crashes when a
- bonus life is earned, the high screen table works, two players mode works,
- and other things.
-
- - Support for an alternate ROM set for Burger Time, which is likely an
- earlier version.
-
- - Millipede's dip switches now work.
- DELETE MILLIPED\MILLIPED.DSW, OTHERWISE THE GAME WILL NOT WORK CORRECTLY.
-
- - Marc Lafontaine submitted a new palette for Zaxxon.
-
- - Richard Davies provided a new Phoenix/Pleiads driver with partial sound
- support.
-
- - Fixed "froggers" (I broke it while adding sound to Scramble).
- It now also uses the correct palette. Yes, I know that it is completely
- different from the real Frogger. This is a bootleg version, remember.
-
- - As promised, I modified the 8910 emulator to set the clock frequency at run
- time, so sound in Crazy Climber and Crazy Kong is now back as normal.
-
- - ue303ey@sunmail.lrz-muenchen.de reports that changing the horizontal total
- register of the custom video modes (0x3d4, 0x00) from 0x5f to 0x61 makes
- them work on his monitor. I experimentally made the change.
- IF THE CUSTOM MODES WORKED FOR YOU IN VERSION 0.12 AND THEY DON'T WORK ANY
- MORE, PLEASE NOTIFY ME AND I WILL REVERT TO THE PREVIOUS SETTING.
-
- - Keith Smethers suggested to add -vgafreq n command line parameters,
- to select the VGA clock frequency. This may reduce flicker, especially in
- the 224x288noscanlines mode.
- WARNING: THE FREQUENCIES USED MIGHT BE WAY OUTSIDE OF YOUR MONITOR RANGE,
- AND COULD EVEN DAMAGE IT. USE THESE OPTIONS AT YOUR OWN RISK.
-
- - I began working on Moon Patrol's background. It's quite messed up now.
-
- - Fixed a couple of minor bugs in Bomb Jack background colors.
-
- Source:
- - Use latest version of Marat's 6502 engine.
-
- - Changes to struct GameDriver to accommodate the high score saving functions.
- I also moved the decryption pointers at the end, so it is not necessary to
- explicitly define them as 0 when they are not needed.
- Check driver.c to see how high score handlers should be written.
- hiscore_load() is called every vblank until it returns nonzero; this allows
- it to wait for the hi score table to be fully initialized before replacing
- it. To avoid saving an incomplete table, hiscore_save() is called only
- if hiscore_load() previously returned nonzero.
-
-
- 0.12
- ----
-
- Program:
- - Sound support in Burger Time. This is the first multiple CPU game supported
- by MAME (two 6502, one for code, one for sound).
- It's not perfect, but we're getting there.
- Also, as you can guess, this is slow. A 486/100 cannot handle it at 60 fps.
- Runs reasonably with -frameskip 1, though.
-
- - I also set up the second CPU to emulate sound in Scramble, but the sound
- that comes out is completely wrong. I don't know what I'm missing, anyone
- can help?
-
- - Since the 8910 emulator doesn't allow to set the clock frequency at runtime,
- I temporarily switched to using the default one. This affects sound in Crazy
- Climber, Crazy Kong and Bagman. Let me know whether it's better or worse
- than before.
-
- - Sound in Centipede, through Ron Fries' POKEY emulator.
-
- - Fixed speed in Burger Time (was running at about half the real speed).
-
- - Valerio Verrando provided 288x224 video modes to be used with Rally X.
- WARNING: these video modes might be unstable (the noscanlines one hangs my
- system). Any help to make them better would be appreciated.
- As usual, if the default mode doesn't work on your system, try -noscanlines.
- If that doesn't work as well, use -vesa.
-
- - I finally found out what was causing slowdowns in Rally X and Bagman. It was
- an interrupt related issue (see later). I hope I didn't break a dozen of
- other games to fix this ;-)
-
- - Thanks to Mike Cuddy and Mirko Buffoni, Pooyan colors are now MUCH better ;-)
- I also fixed a bug in the dip switches.
- MAKE SURE TO DELETE POOYAN\POOYAN.DSW, OTHERWISE IT WILL NOT WORK CORRECTLY.
-
- - I suddenly realized that Time Pilot runs on the same hardware as Pooyan, so
- I made a driver for it. Colors come straight from Mike Cuddy's emulator.
-
- - Gary Walton confirms that the colors in Moon Cresta and Moon Quasar are 100%
- accurate. Very good!
-
- - The background stars in Scramble / Super Cobra now blink. However I don't
- know how close to the real thing it is.
-
- - Ville Laitinen pointed out that The End runs on Scramble hardware, so it now
- uses the same driver. He also fixed problems with the input controls and two
- players modes.
- IMPORTANT: MAKE SURE TO DELETE THE FILES SCRAMBLE\SCRAMBLE.DSW AND
- THEEND\THEEND.DSW, OTHERWISE THE GAMES WILL NOT WORK CORRECTLY.
-
- - Ville also fixed sprite priorities in Congo Bongo.
-
- - Doug Jefferys provided the color PROMs for Crazy Kong, so colors are now 100%
- accurate (with the possible exception of Kong itself, which uses a separate
- palette).
-
- - Support for Moon Ranger (bootleg version of Moon Patrol).
-
- - Added support for Lost Tomb (Stern game running on Super Cobra hardware),
- but it doesn't work well (crashes during the demo, and it's not playable) and
- the graphics are garbled. I think some of the ROMs might be corrupted.
-
- - Preliminary support for Jump Bug. It uses a modified Scramble driver, the
- hardware seems to be similar. It's not playable (the input bits are not even
- mapped), and resets after a few seconds.
- I'm not particularly interested in this game, anyone volunteers to complete
- the driver?
-
- - Support for the version of Super Cobra with Stern copyright.
- NOTE THAT I RENAMED THE OTHER ONE (Konami copyright) "scobrak".
-
- - Ivan Mackintosh provided a Millipede driver (dip switches are not supported
- yet). Sound doesn't work, I don't know why.
-
- - Brad Oliver provided a preliminary version of the Mr. Do's Castle driver. Not
- working yet!
-
- - Mike Coates pointed out that Carnival uses a RAM for character generation
- (like Nibbler) and provided a driver for it. It's still not playable, but
- the graphics are now correct.
-
- - Bernd Wiebelt suggested to add a new option: "-vesascan". It uses a VESA
- 800x600 screen to simulate scanlines. It is much slower than the other video
- modes. Use this if you want scanlines and the default video mode doesn't
- work.
-
- Source:
- - Multiple CPU support. All you have to do to setup multiple CPUs is add
- entries to the cpu[] array in the MachineDriver definition. Each CPU can
- have different type (currently Z80 and M6502 are supported), clock, address
- space, memory/IO port hook, interrupt handlers, number of interrupts per
- video frame.
-
- - Sometimes interrupt requests happen while interrupts are disabled. Until now
- I just ignored them, but some games need them to be processed as soon as
- interrupts are reenabled. Rally X is an example of such a game. The Z80
- engine has provision to do that, but it would make writing a driver more
- complex (need to find the interrupt acknowledge register) so I slightly
- modified the engine to automatically cache an interrupt request and execute
- it as soon as interrupts are enabled. I had already done a similar change to
- the 6502 engine, it was needed by Burger Time which wouldn't accept coins
- otherwise.
-
- - Since the functions xxx_vh_start(), xxx_vh_stop(), xxx_videoram_w(),
- xxx_colorram_w() are the same for most video drivers, I moved them,
- alongside with some variables, to vidhrdw/generic.c. This doesn't reduce
- much the size of the executable, but greatly reduces the amount of code that
- has to be put in a video driver (in many cases, you just have to write
- xxx_vh_screenrefresh())
-
- - Fixed bug in msdos.c/osd_play_streamed_sampled() which prevented it from
- handling more than one audio stream. This part of the code still needs a
- major cleanup.
-
- - Fixed bug in drawgfx() which sometimes allowed transparent non remapped
- copies to be drawn outside of the clip region.
-
-
- 0.11
- ----
-
- Program:
- - Moon Patrol support. There is no scrolling background because I don't know
- where to place it... can anyone provide a screen snapshot?
-
- - Burger Time and Donkey Kong 3 drivers provided by Mirko Buffoni.
- The colors for Burger Time should be accurate, but I'm not quite sure -
- can anyone confirm?
-
- - Fixed joystick controls for Congo Bongo.
-
- - Lionel Theunissen dumped the color PROM of his Uniwars board and... it's
- different from the one provided by Gary Walton. Galaxian boards were widely
- pirated so it's difficult to determine which one is the "correct" palette.
- What I did was set the Uniwars driver to use one palette, and the "Japanese
- Irem" to use the other. Play the one you prefer.
-
- - Marc Vergoossen provided a much better palette for Zaxxon.
-
- Source:
- - increased the maximum size of the graphic elements that can be handled by
- decodegfx() from 32x32 to 64x64. Actually I would have needed 256x64 to do
- Moon Patrol backgrounds, but that seemed slightly overkill ;-)
-
-
- 0.10
- ----
-
- Program:
- - Centipede support. This is the first 6502 game supported by MAME. I'm
- currently using Marat Fayzullin's engine.
-
- - Nibbler support. This is the second 6502 game supported by MAME ;-)
- Interesting hardware: no sprites, two playfields, and it uses RAM for
- character generation (redefining the characters to animate the worm).
-
- - I had also broken Pleiades, fixed. That's the drawback of emulating more
- than 60 games, I can't check them all before releasing a new version ;-)
-
- - Ville Laitinen provided a Congo Bongo driver! The colors are terrible ;-),
- but it's playable.
-
- - Thanks to Valerio Verrando, now -noscanlines works on Pac Man and the other
- games using a 224x288 screen. If you have problems with the default video
- mode try this one, it will hopefully solve them.
-
- - I received no less than three different palettes for Donkey Kong Jr., from
- Brad Oliver, Marc Vergoossen and Richard Davies. The one included is from
- Marc.
-
- - Thanks to Gary Walton and Simon Walls, we now have 100% accurate colors in
- Crush Roller and Uniwars/Japirem. Moon Cresta and Moon Quasar might be
- correct as well, but I'm not sure.
-
- - Fixed a small graphics glitch in the background of Bomb Jack's third level.
- Thanks to Philip Chapman for the report.
-
- Source:
- - Support for 6502 CPU. From a driver writer point of view, it is used just
- like the Z80, the only difference being that you have to specify CPU_M6502
- instead of CPU_Z80 in the MachineDriver definition.
- Multiple CPUs are still NOT supported.
-
- - New function in common.c: decodechar(). It was originally part of
- decodegfx(), and is used to convert one single char from the machine format
- to the one used by the emulator. This function was needed by the Nibbler
- driver to dynamically convert the graphics at runtime.
-
-
- 0.91
- ----
-
- Program:
- - OK, even this time I managed to screw up one game (Phoenix). It works again.
- I'm not updating the source, you can fix it yourself if you need to: the line
- ROM_LOAD("phoenix.49", 0x2000, 0x0800)
- in driver.c was missing the '2'.
-
-
- 0.9
- ---
-
- Program:
- - Bomb Jack support.
-
- - Background graphics in Zaxxon now work, albeit a bit slow (45-50 fps on my
- 486/100)
-
- - Support for the original version of Super Cobra. Note that I renamed the
- other one (which is a bootleg) "scobrab".
-
- - Support for the original Moon Cresta (Nichibutsu copyright). These ROMs are
- encrypted, and slightly different from the other version. This is very
- likely the version Chuck Cochems remembers (with aliens teleporting right in
- front of your ship). I renamed the other version (which looks like a mix of
- the code from a bootleg version and the graphics from the Gremlin original
- version) "mooncrsb".
-
- - Space Invaders now seems to work correctly. Deluxe version still doesn't
- work properly.
-
- - F12 to take a snapshot of the gfx set (displayed using F4) now works.
-
- - Better colors in Donkey Kong Jr. (thanks to Brad Oliver)
-
- - Thanks to Gary Walton, Moon Quasar dip switches now are correctly described
- in the dip switch menu.
-
- - F11 is now a toggle, also added F10 to turn off speed throttling (toggle as
- well)
-
- Source:
- - The memory handling was no longer up to the task, so I had to make it more
- flexible.
- RAM is no longer a static array; it is dynamically allocated by readroms(),
- split in memory regions (one for the CPU addressing space, one for graphics
- ROMs, and so on) so data not needed at run time, like the graphics data, can
- be unloaded from memory after conversion. The definition and usage of struct
- RomModule and struct GfxDecodeInfo has changed. struct RunningMachine
- contains an array of pointers to memory regions.
- RomModules are now defined using macros, and readroms() does some error
- checking as well. This greatly reduces the chance of making a silly mistake.
-
- And don't ask me why, but as a result of this change the emulation seems to
- run much faster than before!
-
- - New rom_decode function pointer in the GameDriver structure. It is used to
- decrypt the whole ROMs after loading them (as opposed to opcode_decode,
- which is used to decrypt only CPU opcodes).
- Also, opcode_decode is now handled differently: instead of calling it at
- runtime when the CPU reads an opcode, another 64k of memory are allocated
- and the whole ROMs decrypted. opcodes are then fetched from this new array.
- This approach is less flexible, for example it cannot handle code created
- in RAM (Pengo does that). However, it is MUCH faster (finally I get 60fps
- in Crazy Climber!), so I'll go with it for now. Should the need arise for
- a more flexible decryption, we'll think about it.
-
- - Some changes to the MachineDriver definition and mame.c needed to support
- multiple CPUs (they are NOT supported yet - this is just the first step)
-
-
- 0.81
- ----
-
- Program:
- - Sorry about screwing Donkey Kong Jr. colors... it's playable again. Colors
- are still way off though: anyone volunteers to fix them? ;-)
-
- - Zaxxon now works, but the background graphics are missing
-
-
- 0.8
- ---
-
- Program:
- - Added some support for Carnival - it boots and runs the demo, but the
- graphics are messed up.
-
- - Fixed graphics in Moon Quasar (yes it does run, but you need the correct
- ROMs)
-
- - Better error checking in the sound initialization routines. It still sucks,
- but at least will notify of problems instead of locking up the emulation.
- The "0. Silence" driver also works.
-
- - Removed the "-nosound" command line switch, replaced it with "-soundcard n"
- which allows to bypass the audio driver selection menu. Use "-soundcard 0"
- to turn off sound.
-
- - Some support for Space Invaders (+ some clones) but it doesn't work well.
-
- - Support for Battle of Atlantis (a Scramble hack)
-
- - The ROM copyright notice is displayed in the main emulation screen.
-
- - Maybe I understood how the character colors are selected in Donkey Kong, at
- least in part, but I'm not sure. Anyway, I started fixing them. I based on
- the Kong emulator by Gary Shepherdson.
-
-
- Following changes provided by Mirko Buffoni:
-
- - You can view the game graphics pressing F4. Use cursor keys to change
- graphics set/color, F4 to return to the game.
-
- - Support for Mario Bros. (wrong colors, no sound) and Zaxxon (doesn't work yet).
-
- - Better colors in Amidar and Frogger.
-
- Source:
- - Added visible_area to the MachineDriver definition. It was used in all video
- drivers, so it's better to keep it centralized.
-
- - Long-awaited function clearbitmap(), which correctly initializes a bitmap
- using background_pen. Note for people porting MAME to other systems:
- osd_create_bitmap() must call this function, the video drivers rely on that.
-
- - I got rid of machine.c and put all into mame.c... when I have time, I'll try
- to organize the source better.
-
-
- 0.7
- ---
-
- Program:
- - Support for:
- Super Cobra (version running on a modified Scramble board)
- Amidar US version
- Crazy Climber Japanese version
- Pooyan (wrong colors, no sound)
- Phoenix/Pleiades (no sound)
-
- - Scramble has 100% correct colors. The same palette is used by Super Cobra,
- but it doesn't look right.
-
- - Gorf and Robby Roto boot but don't work.
-
- - Added some support for Moon Quasar, but it doesn't work. Since the ROMs are
- encrypted, I don't know if this is due to wrong decryption, bad ROM, or
- wrong driver (I'm using the Moon Cresta one). I think that either MQ3 (which
- maps at 1000-17ff) is bad, or it uses a different encryption.
-
-
- 0.6
- ---
-
- Program:
- - Support for:
- Scramble (wrong colors, no sound)
- Uniwars (US version of Japanese Irem game)
- Frogger (including bootleg version running on a Scramble board)
- (wrong colors, no sound)
- Amidar (wrong colors, no sound)
- Turtles (wrong colors, no sound)
- Rally X (wrong colors, no sound, slowdowns)
-
- - I'm beginning to understand how the Wizard of Wor video hardware works,
- gameplay hasn't changed but the graphics are more faithfully reproduced.
-
- - Star background in Galaxians & co. The way I calculate it is probably not
- correct, anyway it looks reasonable.
-
- - Fixed staccato notes in Pacman and other games using the same hardware.
- There are still some minor glitches (especially in Ms. Pac Man) but Pac Man
- tunes are now very close to the original.
-
- Source:
- - I reorganized the source directory tree, instead of one directory for every
- game there are now four directories (drivers, machine, vidhrdw, sndhrdw)
- which contain files named after the game.
-
-
- 0.5
- ---
-
- Program:
- - Fixed some problems in the Wizard of Wor driver, but it is still far from
- complete.
-
- - Support for:
- Donkey Kong Jr. (wrong colors, no sound)
- Galaxians and the plethora of clones (correct colors, limited sound)
- Pisces (correct colors, limited sound)
- "Japanese Irem game". I believe the colors are correct, but since I've
- never seen the original game I can't know for sure.
- War of the Bugs (wrong colors, limited sound)
- Moon Cresta (wrong colors, limited sound)
- The End (wrong colors, no sound)
-
- - By popular demand, reverted to the old AY-3-8910 emulation code.
-
- Source:
- - Changed readroms() to allow scatter loading of a single ROM. This was needed
- for Donkey Kong Jr. Now the end of the RomModule array is marked by a size==0,
- while name==0 means "continue loading the previous ROM at this address".
-
- - Some bug fixes and changes to reduce porting problems (thanks to Brad Oliver)
-
- - New function copybitmap() in common.c. Limited for now, will change in the
- future.
-
-
- 0.4
- ---
-
- Program:
- - Bagman support (wrong colors)
-
- - Early Wizard of Wor support (not playable).
-
- - New experimental AY-3-8910 sound emulation code provided by Andy Milne
- (andy@canetics.com). This sounds better in some places and worse in others.
- It is used by Crazy Climber, Crazy Kong and Bagman. Let me know what you
- think.
-
- Source:
- - Optimizations in drawgfx(), Mr. Do!'s title screen and intermissions now
- run faster, Crazy Climber and Crazy Kong benefit as well.
-
- - Use version 1.1 of Z80Em by Marcel de Kogel. Faster!
- (note that I had to make a couple of changes to Z80.c to make Crazy
- Climber work).
-
- - Handle IN and OUT instructions in the same way as memory accesses (table
- of handler functions). The parameters of the functions are the same, so
- the same function can be used both for memory and ports.
- Had to change the driver structure, removed the pointers to _in and _out
- functions and added port_read and port_write array pointers.
- Also defined a generic interrupt_vector_w() function, this makes the Pac
- Man driver tinier (look at pacman/machine.c, it's now there only to handle
- the cheat).
-
-
- 0.3
- ---
-
- Program:
- - Donkey Kong support (wrong colors, no sound)
-
- - New definition of custom video modes, this will hopefully be compatible
- with more systems.
-
- - Lady Bug and Crazy Climber should run a little faster on slow machines
- (Crazy Climber is still too slow, I know).
-
- Source:
- - new general purpose readinputport() function used to handle reads of
- input ports and dip switches. This saves some work when creating a
- game driver. Required changes to struct MachineDriver.
-
- - struct GfxLayout now contains a planeoffset array instead of
- planeincrement, to better support more than 2 bitplanes. I also fixed
- (I hope) all the code which assumed 2 bitplanes. struct GfxDecodeInfo
- had to be changed as well.
-