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- 0.37 BETA 11
-
-
- These drivers have improved GRAPHICS:
- -------------------------------------
-
- - Fixed sprite zooming in the Cave games. [Shiriru]
-
-
- Other drivers changes:
- ----------------------
-
- - Fixed collision detection in Thunder Cross. [Eddie Edwards]
-
- - Some fixes to YMZ280B emulation. [Shiriru]
-
- - Better fixes to Rainbow cchip, the secret rooms now work and display the
- correct secret codes. [Stefan Jokisch]
-
-
- Source:
- -------
-
- - Some support for discrete component sound emulation. [Keith Wilkins]
-
- - ES5505/6 emulation. [Aaron Giles]
-
-
- New games supported:
- --------------------
-
- Space Gun [David Graves]
- Operation Wolf [David Graves, Jarek Burczynski]
- Operation Thunderbolt [David Graves]
- Darius [David Graves, Jarek Burczynski]
- Slap Shot [David Graves]
- Butasan [Yochizo]
- Jump Shot [David Widel]
- Strata Bowling [Aaron Giles]
- Arlington Horse Racing [Aaron Giles]
- Time Killers [Aaron Giles]
- Hard Yardage [Aaron Giles]
- Blood Storm [Aaron Giles]
- Last Fortress - Toride [Luca Elia]
- Pang Poms [Luca Elia]
- Sky Alert [Luca Elia]
- Dharma [Luca Elia]
- Daitoride [Luca Elia]
- Bal Cube [Luca Elia]
- Block Carnival [Luca Elia]
- Ninja Kid [David Haywood]
- Black Panther [Eisuke Watanabe]
- Nyan Nyan Panic [Eisuke Watanabe]
- City Bomber [Eisuke Watanabe]
- Shanghai II [Nicola Salmoria]
- Battle City [Howie Cohen]
- Vs Castlevania [Howie Cohen]
- Clu Clu Land [Howie Cohen]
- Dr Mario [Howie Cohen]
- Duck Hunt [Howie Cohen]
- Excitebike [Howie Cohen]
- VS The Goonies [Howie Cohen]
- Hogan's Alley [Howie Cohen]
- Ice Climber [Howie Cohen]
- Lady Golf [Howie Cohen]
- Mach Rider [Howie Cohen]
- Atari RBI Baseball [Howie Cohen]
- VS Super Mario Bros [Howie Cohen]
- Super SkyKid [Howie Cohen]
- VS TKO Boxing [Howie Cohen]
- VS Golf [Howie Cohen]
- Pinball [Howie Cohen]
- VS Slalom [Howie Cohen]
- Unisystem Soccer [Howie Cohen]
- VS Gradius [Howie Cohen]
- VS Tetris [Howie Cohen]
- Platoon [Howie Cohen]
- VS Tennis [Howie Cohen]
- VS Wrecking Crew [Howie Cohen]
- VS Balloon Fight [Howie Cohen]
- VS Mahjong [Howie Cohen]
- VS Baseball [Howie Cohen]
- Ring Rage [Bryan McPhail]
- Arabian Magic [Bryan McPhail]
- Riding Fight [Bryan McPhail]
- Grid Seeker: Project Stormhammer [Bryan McPhail]
- Gunlock [Bryan McPhail]
- Super Cup Finals [Bryan McPhail]
- Top Ranking Stars [Bryan McPhail]
- Lightbringer [Bryan McPhail]
- Kaiser Knuckle [Bryan McPhail]
- Bubble Bobble 2 [Bryan McPhail]
- Space Invaders DX [Bryan McPhail]
- Power Goal [Bryan McPhail]
- Quiz Theater - 3tsu no Monogatari [Bryan McPhail]
- Akkanvader [Bryan McPhail]
- Moriguchi Hiroko no Quiz de Hyuuhyuu [Bryan McPhail]
- Puzzle Bobble 2 [Bryan McPhail]
- Kyukyoku Tiger 2 [Bryan McPhail]
- Bubble Memories - The Story Of Bubble Bobble 3 [Bryan McPhail]
- Cleopatra Fortune [Bryan McPhail]
- Puzzle Bobble 3 [Bryan McPhail]
- Arkanoid Returns [Bryan McPhail]
- Kirameki Star Road [Bryan McPhail]
- Puchi Carat [Bryan McPhail]
- Pop 'N Pop [Bryan McPhail]
-
-
- New clones supported:
- ---------------------
-
- The Ninja Warriors (Japan)
- World Grand Prix (joystick)
- Gun Dealer (Tecmo)
- Super Basketball (encrypted)
-
-
- ==========================================================================
-
-
- 0.37 BETA 10
-
-
- These drivers have improved GRAPHICS:
- -------------------------------------
-
- - Fixed priorities in Pac 'n Pal [Aaron Giles]
-
- - Improved colors in Mr. Do!. [Nicola Salmoria]
-
- - Fixes to Xexex. [Olivier Galibert]
-
-
- These drivers have improved SOUND:
- ----------------------------------
-
- - Improved sound in World Cup '90 [John (and Philip) Bennett]
-
- - Fixed a YMZ280B bug that caused bad sound in the Cave games. [Bernd Wiebelt]
-
-
- Other drivers changes:
- ----------------------
-
- - Improved C-chip simulation in Rainbow Island, fixing secret rooms.
- [Stefan Jokisch]
-
- - Improved collision detection in Thunder Cross. [Eddie Edwards]
-
-
- Changes to the main program:
- ----------------------------
-
- - Paddles now map linearly to the analog joystick.
-
-
- Source:
- -------
-
- - New functions draw_scanline8() and draw_scanline16() to help bitmap based
- games in supporting display rotation and 16-bit video modes. Converted a
- number of drivers to this new system. [Aaron Giles]
-
-
- New games supported:
- --------------------
-
- Hole Land [Mathis Rosenhauer]
- American Speedway [Luca Elia]
- Cosmos [Mike Coates]
- Dark Warrior [Mike Coates]
- Video Eight Ball [Mike Coates]
- Logger [Mike Coates]
- Dazzler [Mike Coates]
- Wall Street [Mike Coates]
- Radar Zone [Mike Coates]
- Gold Bug [Mike Coates]
- Heart Attack [Mike Coates]
- Hunchback [Mike Coates]
- Superbike [Mike Coates]
- Hero [Mike Coates]
- Hunchback Olympic [Mike Coates]
- Beat Head (prototype) [Aaron Giles]
- Stompin' [Aaron Giles]
- Wheel Of Fortune [Aaron Giles]
- Golden Tee Golf [Aaron Giles]
- Slick Shot [Aaron Giles]
- Golden Tee Golf II [Aaron Giles]
- Peggle [Aaron Giles]
- Hot Shots Tennis [Aaron Giles]
- Rim Rockin' Basketball [Aaron Giles]
- Ninja Clowns [Aaron Giles]
- Atomic Robokid [Yochizo]
- Omega Fighter [Yochizo]
- Syvalion [Yochizo]
- Record Breaker [Yochizo]
- Dynamite League [Yochizo]
- Argus [Yochizo]
- Valtric [Yochizo]
- Mr. F. Lea [Phil Stroffolino]
- World Grand Prix [David Graves]
- Darius 2 [David Graves]
- Warrior Blade [David Graves]
- Top Speed [David Graves]
- Ninja Warriors [David Graves]
- China Town [Bryan McPhail]
- Performan [Quench]
-
-
- New clones supported:
- ---------------------
-
- Indiana Jones (German)
- Ghost Muncher (= Pac Man)
- Battle Zone (cocktail)
- Pipe Dreams (US)
- Poker Ladies (Leprechaun)
-
-
- ==========================================================================
-
-
- 0.37 BETA 9
-
-
- A handful of drivers haven't been converted to the new memory API yet, and therefore
- don't work. On startup, they will give the error
- cpu # uses wrong data width memory handlers!
- and refuse to start.
-
-
- These drivers have improved GRAPHICS:
- -------------------------------------
-
- - Fixed last two levels in Act Fancer. [Bryan McPhail]
-
-
- Source:
- -------
-
- - Major rewrite of the memory interface.
- The interface to the system is nearly identical, but the core has been
- rewritten. Input ports are now handled just like memory accesses. Input ports
- are also the same width as memory for a given CPU. For example, a 16-bit CPU
- now needs both 16-bit memory handlers and 16-bit port handlers. Interfaces
- for 16-bit and 32-bit port handlers have been added.
-
- New macros exist now for generating and declaring a set of memory handlers.
- This makes it very easy to add a new address space. The "voodoo constants"
- ABITS1_xx, ABITS2_xx and ABITSMIN_xx are no longer necessary.
-
- The number of supported banks has been expanded to 24. The
- memory_set_bankhandler_* functions now take an additional parameter which
- serves as an additional offset into the memory space. The namcos1 driver
- has been modified to take advantage of these features.
-
- It is now possible to manually limit the number of active address bits by
- using a special MEMPORT_SET_BITS() macro in the read or write memory
- definitions. See the rpunch driver for an example (Rabio Lepus only maps
- the low 20 bits of the 68000's 24-bit address space.)
-
- A new function cpu_get_pc_byte returns the byte offset of the current CPU's
- PC, adjusted for Harvard architecture CPUs and CPUs which track the PC at the
- bit or word level.
-
- Several functions and macros have been renamed. All drivers have been updated
- accordingly:
-
- cpu_setbankhandler_* -> memory_set_bankhandler_*
- cpu_setOPbaseoverride -> memory_set_opbase_handler
- memoryswapcontext -> memory_set_context
- cpu_readport -> cpu_readport16
- cpu_writeport -> cpu_writeport16
- change_pc -> changepc_16
-
- [Aaron Giles]
-
- - Major rewrite of the ROM loading interface.
- The previous ROM loading system was showing its limitations, and was often
- the source of confusion about byte ordering. The new system attempts to
- address these concerns. All drivers have been converted to use the new
- system exclusively; the old macros are deprecated immediately.
-
- The ROM_REGION macro now takes a third parameter, which holds the various
- flags for the region. These flags have been expanded to describe the data
- width and endianness of the region (except for CPU regions, which obtain
- their width and endianness from the associated CPU). This information is
- used after the region has been loaded in order to appropriately byte-
- swap the data for the native endianness of the target platform.
-
- Additional region flags are now provided: ROMREGION_INVERT performs a
- logical NOT on all data in the region. And ROMREGION_ERASE can be used to
- clear the region to a specific byte value before loading ROMs.
-
- For ROM loading, the old collection of ROM_LOAD_XXX_EVEN/ODD macros is
- gone. To load a ROM into every other byte in a region, use the new macro
- ROM_LOAD16_BYTE. All data should now be loaded in the natural alignment and
- endianness of the region. Only after the ROMs are loaded will the data
- be modified to correspond to what the CPU needs.
-
- If you are loading data for a CPU into a non-CPU region (for example, you
- are loading 68000 code into REGION_USER1), you need to make sure to tag
- the region the same as the CPU. For a user region containing 68000 code,
- you should use the ROM_REGION16_BE() macro to declare the region. This
- isn't necessary for REGION_CPUxx because the ROM loader automatically
- determines the information it needs from the CPU interface.
-
- If you have old drivers to convert, these conversions cover 99% of all
- cases (the (0) or (1) indicates that the offset field should be an even
- (0) or an odd (1) address):
-
- ROM_LOAD_EVEN -> ROM_LOAD16_BYTE(0)
- ROM_LOAD_ODD -> ROM_LOAD16_BYTE(1)
- ROM_LOAD_WIDE -> ROM_LOAD16_WORD
- ROM_LOAD_WIDE_SWAP -> ROM_LOAD16_WORD_SWAP
-
- ROM_LOAD_GFX_EVEN -> ROM_LOAD16_BYTE(0)
- ROM_LOAD_GFX_ODD -> ROM_LOAD16_BYTE(1)
- ROM_LOAD_GFX_SWAP -> ROM_LOAD16_WORD_SWAP
-
- ROM_LOAD_V20_EVEN -> ROM_LOAD16_BYTE(1)
- ROM_LOAD_V20_ODD -> ROM_LOAD16_BYTE(0)
- ROM_LOAD_V20_WIDE -> ROM_LOAD16_WORD
-
- These new macros are built upon a more flexible collection of ROM-
- loading operations. ROM data is now loaded in "groups" of 1-16 bytes,
- with 0-15 bytes of empty space left between each group. The data in
- each group can be loaded in standard order, or in reversed order. And
- each byte of data loaded can be masked and shifted to blend with other
- data that has been previously loaded.
-
- Furthermore, since almost every ROM_RELOAD and ROM_CONTINUE was used to
- load the ROM with the exact same parameters, these macros now inherit
- the behavior of the previous operation. This eliminates the need for
- ROM_RELOAD_GFX_EVEN and all the other macros that cluttered up the old
- system. For example, if you use ROM_LOAD16_BYTE to load some data, and
- follow it with a ROM_CONTINUE to load additional data at a separate
- offset, the ROM loader will continue loading every other byte.
-
- Finally, there are two new entries that can be used to help fill in
- unused or duplicated ROM data:
-
- ROM_FILL( offset, length, byteval)
- ROM_COPY( source_region, source_offset, offset, length )
-
- ROM_FILL simply clears blocks of a region to a specific byte value.
- ROM_COPY can be used to copy previously-loaded data from the same or
- another region.
- [Aaron Giles]
-
- - The 68EC020 core now uses 32-bit memory handlers. The Psikyo driver has been
- updated to use the new interface. Unfortunately, this support has yet to make
- it into the x86 asm 68000 core, so it is once again disabled for this build.
- [Aaron Giles]
-
- - The CCPU and TMS32C010 cores are now full 16-bit cores. Appropriate changes
- to the drivers that use them have already been made. This fixes the input
- ports on the Cinematronics games, and gameplay in several Toaplan games.
- [Aaron Giles]
-
-
- New games supported:
- --------------------
-
- Cavelon [Paul Swan]
- M660 [Paul Swan]
- The FairyLand Story []
- Balloon Brothers [Yochizo]
- Gigandes [Yochizo]
- Daisenpu [Yochizo]
- Battle Garegga [Yochizo]
- Armed Police Batrider [Yochizo]
- After Burner [Phil Stroffolino, Dave]
- After Burner II [Phil Stroffolino, Dave]
- Bloxeed [David Haywood, Aaron Giles]
- Columns [David Haywood, Aaron Giles]
- Columns II - The Voyage Through Time [David Haywood, Aaron Giles]
- Borench [David Haywood, Aaron Giles]
- ThunderForce AC [David Haywood, Aaron Giles]
- Tant-R (Puzzle & Action) [David Haywood, Aaron Giles]
- Puyo Puyo [David Haywood, Aaron Giles]
- Stack Columns [David Haywood, Aaron Giles]
- Poto Poto [David Haywood, Aaron Giles]
- Zunzunkyou No Yabou [David Haywood, Aaron Giles]
- Puyo Puyo 2 [David Haywood, Aaron Giles]
- Ichidant-R [David Haywood, Aaron Giles]
- Hard Drivin' [Aaron Giles, Ernesto Corvi]
- Saboten Bombers [Mirko Buffoni]
- Scud Hammer [Luca Elia]
- Thunder & Lightning [Luca Elia]
- Rezon [Luca Elia]
- Athena no Hatena [Luca Elia]
- Oishii Puzzle Ha Irimasenka [Luca Elia]
- Eight Forces [Luca Elia]
- Pro Mahjong Kiwame [Luca Elia]
- Krazy Bowl [Luca Elia]
- Battle K-Road [Luca Elia]
- Naname de Magic! [Nicola Salmoria]
- Asuka & Asuka [David Graves, Brian Troha]
- Maze of Flott [David Graves, Brian Troha]
- Galmedes [David Graves, Brian Troha]
- Earth Joker [David Graves, Brian Troha]
- Kokontouzai Eto Monogatari [David Graves, Brian Troha]
- Cadash [David Graves]
-
-
- New clones supported:
- ---------------------
-
- The King of Dragons (US)
- Street Smart (World version 1)
- Two Tigers (dedicated)
- Manhattan 24 Bunsyo (= Jail Break)
-
-
- ==========================================================================
-
-
- 0.37 BETA 8
-
-
- These drivers have improved GRAPHICS:
- -------------------------------------
-
- - Fixed scrolling in Major Title and priority in Hammerin' Harry.
- [Nicola Salmoria]
-
-
- These drivers have improved SOUND:
- ----------------------------------
-
- - Preliminary sound in Blade Master, Gunforce, UUCops and Lethal Thunder.
- [Bryan McPhail]
-
-
- Source:
- -------
-
- - Major changes to the memory interface.
- Drivers must use the new MEMORY_READ_START etc. macros, and for 16-bit CPUs
- the API is completely changed: the new READ16_HANDLER, WRITE16_HANDLER
- function types must be used for memory handlers. The macros READ_WORD(),
- WRITE_WORD() etc. are obsolete: handlers must directly access 16-bit wide
- arrays (use data16_t * instead of the old unsigned char *); always use the
- new macro COMBINE_DATA() to store data in the arrays correctlyhandling 8-bit
- wide memory accesses. Use ACCESSING_MSB and ACCESSING_LSB to know if the
- specified byte is being accessed (necessary for 8-bit wide external hardware).
- You no longer have to use MRA_BANKx for sparse RAM areas, you can use MRA_RAM
- just like with the 8-bit games.
-
- A handful of drivers haven't beenconverted to the new API yet, and therefore
- don't work. On startup, they will give the error
- cpu # uses wrong data width memory handlers!
- and refuse to start.
-
- The cheat system might be broken for 16-bit CPUs (untested).
- [Juergen Buchmueller]
-
- - Changes to the tilemap API:
- - tilemap_render() is obsolete
- - struct tilemap is private - can't be accessed directly
- - tilemap_set_transparent_pen() and tilemap_set_transmask() replace direct
- poking in the tilemap
- - tilemap_mark_all_pixels_dirty() is obsolete (replaced by
- tilemap_dirty_palette() which is automatically called by palette_recalc())
- - additional parameter to tilemap_draw() to specify the priority mask to be
- stored in the priority buffer
- [Phil Stroffolino]
-
- - Removed palette_transparent_color which is no longer needed by any driver.
- [Nicola Salmoria]
-
- - Removed the "ui" parameter from osd_mark_dirty(). [Nicola Salmoria]
-
- - Removed osd_clearbitmap(). The correct way to black the screen in drivers
- is, and has always been, fillbitmap(). osd_alloc_bitmap() no longer has to
- clear the bitmap (it isn't necessary since it's cleared by the drivers
- anyway).
- extern int need_to_clear_bitmap removed as well; use schedule_full_refresh()
- instead (clearing the bitmap is not necessary because drivers are required to
- redraw the whole screen when full_refresh is 1). [Nicola Salmoria]
-
- - Rewritten the Nec CPU core, with correct timing and support for encryption.
- [Bryan McPhail]
-
- - Preliminary Irem GA20 sound emulation. [Bryan McPhail]
-
- - The profiler also watches memory read and write handlers. They were
- previously cumulated with the CPU emulation.
- Also, the profiler is now disabled in non-debug builds because the
- performance hit is quite noticeable. [Nicola Salmoria]
-
- - The x86 asm 68000 core now has limited 68020 support and runs the Psikyo
- games, so is reenabled by default. [Darren Olafson]
-
-
- New games supported:
- --------------------
-
- dozens of Nichibutsu mahjong and quiz games [Takahiro Nogi]
- Super Dodge Ball [Paul Hampson, Nicola Salmoria]
- Macross [Mirko Buffoni]
- Macross II [Nicola Salmoria]
- Nouryoku Koujou Iinkai [Nicola Salmoria]
- Strahl [Bryan McPhail]
- Pushman [Bryan McPhail]
- Bomberman [Bryan McPhail]
- Bomberman World [Bryan McPhail]
- Donpachi [Luca Elia]
- Blaze On [Luca Elia]
- Beezer [Mathis Rosenhauer]
- Sel Feena [Jarek Burczynski]
- Libble Rabble [Edgardo E. Contini Salvan]
- STUN Runner [Aaron Giles]
-
-
- New clones supported:
- ---------------------
-
- Hissatsu Buraiken (= Avengers)
- Sky Adventure (Japan)
- Gunforce (Japan)
- Daiku no Gensan (Japan, M72)
- Warriors of Fate (US)
- Street Fighter II (US revision I)
-
-
- ==========================================================================
-
-
- 0.37 BETA 7
-
- -- FIRST, A WORD FROM OUR SPONSOR --
-
- Some time ago I (Nicola) mistakenly removed Lotto Fun because I thought it was
- a gambling machine. After some more careful evaluation, it is evident that
- this is a game of skill, therefore it is now supported again. This was my
- mistake and I apologize for that.
-
- As a reminder, the exclusion of gambling machines is purely technical, not
- moral or legal. Gambling machines are not video games, and just like MAME
- doesn't support mechanical pinballs (but it supports software pinballs), it
- also doesn't support gambling machines (but it supports games with a gambling
- theme). Both mechanical pinballs and gambling machines can be found in the
- same places where video games are; this doesn't make them all the same thing.
- The distinction between gambling machines and video games is not arbitrary:
- gambling machines usually require more money to play than a video game (e.g.
- 10 tokens to start), and they have settings that allow the operator to decide
- how much of the money that comes in should come out. No amount of skill can
- improve a player's chances of winning: this is entirely predetermined by the
- machine.
-
- -- WE NOW RETURN YOU TO YOUR USUAL PROGRAMMING --
-
-
- These drivers have improved GRAPHICS:
- -------------------------------------
-
- - Stars in Strider and Forgotten Worlds. [Nicola Salmoria, Tim Lindquist]
-
- - Fixed sprite/tile priority in Black Tiger. [Nicola Salmoria]
-
- - Fixed startup garbage in Vastar. [Zsolt Vasvari]
-
-
- Other drivers changes:
- ----------------------
-
- - Fixed the Pokey emulation so that the Tempest reset bug is fixed, this time
- for real and forever. [Juergen Buchmueller]
-
-
- Source:
- -------
-
- - Important for porters: changes to the dirty marking system. The blitting
- code was previously required to support two types of dirty marking: a
- "correct" one, used for vector games, where only the screen portions marked
- dirty during the current frame should be copied to the video card; and a
- "wrong" one, relying on a hack, where the blitter was also required to
- remember the dirty regions from *previous* frame, and copy those as well.
- Only the "correct" one is left, which should somewhat simplify dirty
- handling in the OS dependant code. Moreover, the code must not check for
- VIDEO_TYPE_VECTOR to know whether to use dirty marking: it must check only
- VIDEO_SUPPORTS_DIRTY, which is set for vector games.
-
- - Important for porters: the HAS_XXX constants for cpu and sound emulation are
- no longer #defined in cpuintrf.h if they were not already defined. They are
- set by the makefile (rules.mak). If you are not using that in your port,
- you'll have to make sure that all constants are initialized somewhere.
-
- - Removed osd_led_w(); instead, an additional leds_status parameter is passed
- to osd_update_video_and_audio(). Drivers now have to use set_led_status().
-
- - [DOS] The makefile now uses GNUs mkdir instead of the built-in one. If you
- don't have mkdir you can find it here:
- http://www.simtel.net/pub/simtelnet/gnu/gnuish/gnufut21.zip
-
- - Added VIDEO_PIXEL_ASPECT_RATIO_2_1, this should be honored by the OS
- dependant code just like VIDEO_PIXEL_ASPECT_RATIO_1_2.
-
- - Backdrops are handled by the core like overlays, specific support in the
- drivers is no longer necessary. [Mathis Rosenhauer]
-
-
- New games supported:
- --------------------
-
- dozens of PlayChoice-10 games [Ernesto Corvi]
- Mahou Daisakusen [Yochizo]
- Shippu Mahou Daisakusen [Yochizo]
- Hot Pinball [Nicola Salmoria]
- Fantasia [Nicola Salmoria]
- New Fantasia [Nicola Salmoria]
- Miss World '96 Nude [Nicola Salmoria]
- Big Twin [Nicola Salmoria]
- World Beach Volley [Nicola Salmoria]
- Xexex [Olivier Galibert]
- Mag Max [Takahiro Nogi, Jarek Burczynski]
- Thief [Phil Stroffolino]
- NATO Defense [Phil Stroffolino]
- Super Invader Attack [Mike Coates]
- Buggy Challenge (preliminary, feedback needed) [Ernesto Corvi, Nicola Salmoria]
- Knuckle Joe [Ernesto Corvi]
-
-
- New clones supported:
- ---------------------
-
- Winter Bobble (= Snow Bros) [David Haywood]
-
-
- ==========================================================================
-
-
- 0.37 BETA 6
-
-
- Other drivers changes:
- ----------------------
-
- - Several fixes and improvements to the Taito L games (sound, priorities,
- speed). [Nicola Salmoria, Jarek Burczynski]
-
- - I hope you didn't throw away unused PROMs from your archives.
-
-
- Changes to the main program:
- ----------------------------
-
- - [DOS] Instead of the internal game name, you can use on the command line
- the .zip file name, it can also include path, so for example
- MAME G:\MyBoards\pacman.zip
- will be equivalent to
- MAME pacman -rompath G:\MyBoards
- [David Widel]
-
-
- Source:
- -------
-
- - [DOS] The makefile now uses rm instead of deltree. If you don't have rm you
- can find it here: http://www.simtel.net/pub/simtelnet/gnu/gnuish/gnufut21.zip
-
- - TMS5110 emulator, used by Bagman. [Jarek Burczynski]
-
- - Several changes to have the debugger run in the game screen under DOS.
- The debugger display is now entirely rendered in the core using a standard
- bitmap, instead of relying on the OS dependant code to simulate a character
- mapped display.
- Changes affecting porters are:
- osd_set_display() removed
- osd_set_screen_size() removed
- osd_screen_update() removed
- osd_wait_keypress() removed
- osd_debugger_focus() added
- osd_dbg.h removed
- osd_update_video_and_audio() has extra debug_bitmap argument
- osd_allocate_colors() has parameters for the debugger palette
- mamedbg.c no longer requires clock_t and clock()
- It's entirely up to the OS dependant code what to do with the game and debug
- bitmaps. They can be shown one at a time (giving the user a means to switch
- between them), or in two separate windows. osd_debugger_focus() is used to
- request that one of the two bitmaps be made visible to the user.
- Under DOS, you can switch at any time between the game and debugger display
- by pressing F5.
- [Juergen Buchmueller]
-
- - Removed osd_poll_joysticks(). Ports requiring polling of the joystick can do
- so in osd_update_video_and_audio().
-
- - True HD6309 emulation (instead of using the M6809). [Tim Lindner].
-
-
- New games supported:
- --------------------
-
- Mega Blast [Brad Oliver]
- Metal Black [David Graves]
- Big Karnak [Manuel Abadia]
- Biomechanical Toy [Manuel Abadia]
- Back Street Soccer [Luca Elia]
- Sky Fox / Exerizer [Luca Elia]
- Space Beam [Peter Trauner]
- Kuri Kinton [Nicola Salmoria]
- Play Girls [Nicola Salmoria]
- Play Girls 2 [Nicola Salmoria]
- Karian Cross [Nicola Salmoria]
- Logic Pro [Nicola Salmoria]
- Logic Pro 2 [Nicola Salmoria]
- The Last Day [Nicola Salmoria]
- Pollux [Nicola Salmoria]
- Blue Hawk [Nicola Salmoria]
- Primella [Nicola Salmoria]
- R-Shark [Nicola Salmoria]
- Gals Pinball [Nicola Salmoria]
- Video Pinball [Sebastien Monassa]
- Truxton II / Tatsujin II / Tatsujin Oh [Yochizo]
-
-
- New clones supported:
- ---------------------
-
- Knights of the Round (US)
- Slam Masters (US)
- Batsugun (Special version)
- Pipi & Bibis (bootleg?)
-
-
- ==========================================================================
-
-
- 0.37 BETA 5
-
-
- These drivers have improved GRAPHICS:
- -------------------------------------
-
- - Fixed black blobs in Carrier Air Wing. [Nicola Salmoria]
-
- - Fixed multiple beer trucks in Cops 'n Robbers [Colin Douglas Howell]
-
-
- Other drivers changes:
- ----------------------
-
- - Complete rewrite of the 34010 drivers. [Aaron Giles]
-
- - Fixed protection in Slam Masters. [Nicola Salmoria]
-
- - Lots of improvements to the Taito F2 driver. [David Graves]
-
- - Fixed Terminator 2 crashes. [Ernesto Corvi]
-
-
- Source:
- -------
-
- - New video flag VIDEO_NEEDS_6BITS_PER_GUN to indicate to the OS dependant
- layer that a 16-bit display is not enough to reproduce the whole game's
- palette and a 24-bit display is preferred.
-
- - Support for compressed PCM playback in the C140 emulator. [CAB]
-
- - YMZ280B sound emulation, used by the Cave games. [Aaron Giles]
-
- - ADSP2105 cpu emulation, used by Mortal Kombat 2 sound. [Ernesto Corvi]
-
- - New functions in cpuintrf.c: cpu_get/set_cycle_table(),
- cpu_set_irq_callback(). [Juergen Buchmueller]
-
- - New cpu cores and fixes to old ones. [Juergen Buchmueller]
-
- - New graphic primitive copyrozbitmap(). This replaces copybitmapzoom() which
- was a special case.
- A side effect is that, thanks to the better precision, the boxer on the
- Punch Out hall of fame looks much better. [Nicola Salmoria]
-
- - Abstracted Taito F2 gfx chip emulation to vidhrdw/taitoic.c (there's also
- some non-gfx chips in there). There are many other Taito games using these
- chips. [Nicola Salmoria]
-
-
- New games supported:
- --------------------
-
- Final StarForce [E. Watanabe]
- Ganbare Ginkun [E. Watanabe]
- Dodonpachi [Luca Elia]
- Sengoku Ace [Luca Elia]
- Gun Bird [Luca Elia]
- Caliber 50 [Luca Elia]
- Dragon Unit [Luca Elia]
- Blandia [Luca Elia]
- Shanghai 3 [Nicola Salmoria]
- Hebereke no Popoon [Nicola Salmoria]
- Blocken [Nicola Salmoria]
- LSA Squad [Nicola Salmoria]
- Oli-Boo-Chu [Nicola Salmoria]
- TT Mahjong [Takahiro Nogi, PongKang]
- Royal Mahjong [Zsolt Vasvari]
- Gun Frontier [David Graves, Nicola Salmoria]
- Ah Eikou no Koshien [David Graves, Nicola Salmoria]
- Thunder Fox [David Graves, Nicola Salmoria]
- Ninja Kids [David Graves, Nicola Salmoria]
- Solitary Fighter [David Graves, Nicola Salmoria]
- Dino Rex [David Graves, Nicola Salmoria]
- Quiz Chikyu Bouei Gun [David Graves, Nicola Salmoria]
- Quiz Torimonochou [David Graves, Nicola Salmoria]
- Quiz HQ [David Graves, Nicola Salmoria]
- Yuuyu no Quiz de GO!GO! [David Graves, Nicola Salmoria]
- Mahjong Quest [David Graves, Nicola Salmoria]
- Quiz Quest - Hime to Yuusha no Monogatari [David Graves, Nicola Salmoria]
- Don Doko Don [David Graves, Nicola Salmoria]
- PuLiRuLa [David Graves, Nicola Salmoria]
- Dead Connection [David Graves, Nicola Salmoria]
- Football Champ [David Graves, Nicola Salmoria]
- Final Blow [David Graves, Nicola Salmoria]
- Drift Out [David Graves, Nicola Salmoria]
- Camel Try [David Graves, Nicola Salmoria]
- Yes/No Sinri Tokimeki Chart [David Graves, Nicola Salmoria]
- Quiz Jinsei Gekijoh [David Graves, Nicola Salmoria]
- Quiz Crayon Shinchan [David Graves, Nicola Salmoria]
- Quiz Crayon Shinchan Orato Asobo [David Graves, Nicola Salmoria]
- Rambo III - Release 2 [Jarek Burczynski]
- Space Invaders DX [Jarek Burczynski]
- Violence Fight [Jarek Burczynski]
- Master of Weapon [Jarek Burczynski]
- Silent Dragon [Jarek Burczynski]
- Toypop [Edgardo E. Contini Salvan]
- Mortal Kombat 3 [Aaron Giles]
- Ultimate Mortal Kombat 3 [Aaron Giles]
- WWF: Wrestlemania [Aaron Giles]
- 2 On 2 Open Ice Challenge [Aaron Giles]
- NBA Maximum Hangtime [Aaron Giles]
- Rampage: World Tour [Aaron Giles]
- Brute Force [Aaron Giles]
-
-
- New clones supported:
- ---------------------
-
- Blasteroids (with heads)
- Cyberball (version 2)
- Rack' em Up (= The Hustler)
- Super Formula (= Tail to Nose)
- Tokusyu Butai UAG (= Thundercade)
- Double Dragon (original)
- Tournament Arkanoid
- TMNT (Oceania)
- Legend of Kage (2 new bootlegs)
- Sonic Wings (= Aero Fighters)
-
-
- ==========================================================================
-
-
- 0.37 BETA 4
-
- PORTERS: THERE ARE A FEW API CHANGES, READ CAREFULLY THE SOURCE SECTION.
-
-
- These drivers have improved GRAPHICS:
- -------------------------------------
-
- - Background smoothing in Return of the Jedi. [Nicola Salmoria]
-
- - Greatly improved Star Fire / Fire One. [Aaron Giles]
-
- - Fixed final fireworks in Ajax. [Nicola Salmoria]
-
-
- These drivers have improved SOUND:
- ----------------------------------
-
- - Fixed sound in the Exidy games. [Aaron Giles]
-
- - Improved YM2413 emulation. [Paul Leaman]
-
-
- Source:
- -------
-
- - [DOS] The SEAL patch was bugged on mono sound cards, a new one is included.
-
- - Fixed save_screen_snapshot() to save VIDEO_PIXEL_ASPECT_RATIO_1_2 games with
- the correct aspect ratio. Also introduced save_screen_snapshot_as(). Porters
- are STRONGLY ADVISED to use one of these functions to save screen shots,
- instead of providing their own. Note that osd_save_snapshot() now takes a
- bitmap argument, so it must not be hardwired to save Machine->scrbitmap
- (overlays wouldn't be saved otherwise). [nathan]
-
- - A few changes were made to allow run time changes to the visible area, and
- to simplify the OS dependant code by moving some functionality to the core.
- - Added visible_area to struct RunningMachine. Drivers must now use
- Machine->visible_area instead of Machine->drv->visible_area. The field in
- struct MachineDriver has been renamed default_visible_area and it should
- normally be used by the core only.
- - New function set_visible_area() that can be used by drivers to change the
- active display area at run time.
- - New function osd_set_visible_area() used to tell the OS dependant code the
- portion of the bitmap that has to be drawn on screen. It is passed
- coordinates relative to the actual bitmap, so no further processing is
- required for rotated games. The OS dependant code is allowed to display a
- smaller portion of the bitmap if necessary, but it must not draw a larger
- portion (which might contain garbage).
- The function must call set_ui_visarea() to tell the core the portion of
- the bitmap which is actually visible (which might be smaller than
- requested), so the user interface can be drawn accordingly.
- - osd_update_video_and_audio() takes a bitmap parameter so must not be
- hardwired to draw Machine->scrbitmap.
- - New fields vector_width and vector_height in struct GameOptions. The OS
- dependant code must initialize them to force different resolutions for
- vector games. If left at 0, the default 640x480 is used.
- - osd_create_display() must no longer create the screen bitmap, this is done
- by the core. It must only create the display screen / window, and return 0
- on success.
- Note that the width and height parameters passed are now the dimensions of
- the visible area, not of the bitmap as they were before; therefore the
- function only has to create a screen / window of the requested size, without
- further processing, and without peeking into the drv->visible_area field.
- This applies to osd_set_display() as well.
- - Changed osd_new_bitmap() and renamed it osd_alloc_bitmap() to avoid
- confusion with old drivers. The function is the same as before but it must
- not swap width and height for vertical games - this is done by the core.
- osd_new_bitmap() and osd_free_bitmap() must not be called by drivers, they
- are reserved to the core. Drivers must call the equivalent bitmap_alloc()
- and bitmap_free() which take care of rotation for vertical games.
- [Nicola Salmoria]
-
- - The meaning of the full_refresh parameter to vh_screenrefresh() has been
- slightly extend. It usually means "don't make incremental updates to the
- screen bitmap, redraw it completely", however if the driver wants it can also
- mean "redraw all temporary bitmaps". This happens when using the functions
- below. This way, drivers doing lots of memset(dirtybuffer,1) can be
- simplified and schedule it just at the beginning of vh_screenrefresh.
- - Added some functions that make flip screen handling a little more eloquent:
- flip_screen_x_w(), flip_screen_y_w(), flip_screen_w() to set the flip_screen
- bits, and 3 variables flip_screen_x, flip_screen_y, flip_screen to read them
- back. If the flipscreen changes, the funtions automatically set full_refresh
- to true for the next call of vh_screenrefresh.
- The functions also call tilemap_set_flip(ALL_TILEMAPS), so no further
- operations are required when using TileMaps.
- Finally, the functions also adjust the visible area, mirroring it, in case
- it is asymmetrical. For example, rockola.c relies on this.
- - Also added 2 helper functions:
- - void set_vh_global_attribute( data_t *addr, data_t data ) This takes a
- pointer to any variable and a value, and sets the variable to the value. In
- addition, if the value has changed, it sets full_refresh to true by calling
- the next function.
- - void schedule_full_refresh(void) This just sets full_refresh to true for
- the next screenrefresh. See vidhrdw/galaxian.c for examples on this and
- set_vh_global_attribute.
- [Zsolt Vasvari]
-
-
- New games supported:
- --------------------
-
- Victory [Aaron Giles]
- Hana Awase [Zsolt Vasvari]
- Hit the Ice [Jarek Burczynski]
- Rambo III [Jarek Burczynski]
- Quiz Sekai wa SHOW by shobai [Jarek Burczynski]
-
-
- New clones supported:
- ---------------------
-
- Rescue Raider (Stand-Alone)
- Pang 3 (Euro)
- Sangokushi II (= Warriors of Fate)
- Ashura Blaster (US)
- Exodus (= Defend the Terra Attack on the Red UFO)
-
-
- ==========================================================================
-
-
- 0.37 BETA 3
-
-
- These drivers have improved GRAPHICS:
- -------------------------------------
-
- - Fixed colors in Joyful Road. [Phil Stroffolino]
-
-
- These drivers have improved SOUND:
- ----------------------------------
-
- - Sound in Jumping. [Jarek Burczynski]
-
-
- Other drivers changes:
- ----------------------
-
- - Lots of fixes to the 8080bw games. [Zsolt Vasvari]
-
- - Fixed dipswitches in many games. [Gerardo Oporto]
-
- - Alternate control system in Assault, only available when cheats are enabled.
- [Maurizio Zanello]
-
-
- Source:
- -------
-
- - Lots of changes to some CPU cores (mostly i86). I186 support. [Peter Trauner,
- Juergen Buchmueller, Aaron Giles]
-
- - Preliminary MIPS CPU emulation. [smf]
-
- - New makefile, easier to port, split into multiple files. [Juergen Buchmueller]
-
- - New modes for drawgfx(): TRANSPARENCY_NONE_RAW, TRANSPARENCY_PEN_RAW,
- TRANSPARENCY_PENS_RAW, TRANSPARENCY_THROUGH_RAW. The purpose of these is to
- allow you to work in "raw" colorspace (that is, unremapped pens) and then
- perform the palette lookup at the end. This is useful for a number of games
- that do collision detection or foreground/background blends (e.g., the palette
- index is ((fgpen << 4) | bgpen)).
- When you use these modes, the "color" parameter doesn't refer to the palette
- any longer. Instead, it is just a value that is added to the raw pen value
- of the graphics you are drawing. That way, if your background layer uses
- pens 0-63 and your foreground layer uses pens 64-127, you can pass in a
- color of 0 when drawing the background layer and 64 when drawing the
- foreground.
- Also added copybitmap_remap() and copyscrollbitmap_remap(). These take the
- same parameters as the originals, but don't make the assumption that
- TRANSPARENCY_NONE means TRANSPARENCY_NONE_RAW (which, if you think about it,
- is the way they work).
- This means that you can do all your work with raw palette indexes until the
- very end, and then do a copybitmap_remap(TRANSPARENCY_NONE) to copy the
- result and do the remap step in the end.
- Finally, there's a new pair of modes that are only supported in
- copybitmap(): TRANSPARENCY_BLEND and TRANSPARENCY_BLEND_RAW. For these
- modes, the source bitmap is shifted left by the "color" parameter and then
- ORed into the destination bitmap. This lets you compute the palette indexes
- (and optionally do the lookup) for games that look up the palette by
- combining forground and background pen indices. [Aaron Giles]
-
- - Moved logerror() from mame.c to the OS dependant code, and removed errorlog
- from the GameOptions structure.
-
- - Major redesign of the artwork support. All the drivers need to do is call
- overlay_create() or overlay_load() and the rest is handled by the core.
- Opacity/translucency support in 16-bit mode. Check out Space Invaders for
- example, the colored strips that make up the overlay is faintly visible
- under the black areas. [Mathis Rosenhauer, Zsolt Vasvari]
-
- - Fixed YM2608 adpcm support. [Aaron Giles]
-
-
- New games supported:
- --------------------
-
- Oh My God! [Nicola Salmoria]
- Power Instinct [Luca Elia]
- Magix [Luca Elia]
- Hatris [Aaron Giles]
- Cerberus [Aaron Giles, Paul Leaman]
- Mayhem 2002 [Aaron Giles, Paul Leaman]
- World Series: The Season [Aaron Giles, Paul Leaman]
- Alley Master [Aaron Giles, Paul Leaman]
- Danger Zone [Aaron Giles, Paul Leaman]
- Baseball The Season II [Aaron Giles, Paul Leaman]
- Super Baseball Double Play Home Run Derby [Aaron Giles, Paul Leaman]
- Strike Zone [Aaron Giles, Paul Leaman]
- Redline Racer (2 players) [Aaron Giles, Paul Leaman]
- Quarterback [Aaron Giles, Paul Leaman]
- Viper [Aaron Giles, Paul Leaman]
- John Elway's Team Quarterback [Aaron Giles, Paul Leaman]
- All American Football (rev E) [Aaron Giles, Paul Leaman]
- Ironman Stewart's Super Off-Road [Aaron Giles, Paul Leaman]
- Ironman Stewart's Super Off-Road Track Pack [Aaron Giles, Paul Leaman]
- Pigout [Aaron Giles, Paul Leaman]
- Ataxx [Aaron Giles, Paul Leaman]
- World Soccer Finals [Aaron Giles, Paul Leaman]
- Danny Sullivan's Indy Heat [Aaron Giles, Paul Leaman]
- Nastar / Rastan Saga 2 [Jarek Burczynski]
- Crime City [Jarek Burczynski]
- Ashura Blaster [Jarek Burczynski]
- Safari Rally [Zsolt Vasvari]
-
-
- New clones supported:
- ---------------------
-
- Pac & Pal (older)
- Tetris (B-System)
-
-
- ==========================================================================
-
-
- 0.37 BETA 2
-
- These drivers have improved GRAPHICS:
- -------------------------------------
-
- - Accurate sprite drawing in MCR 1 & 2 games (see Satan's Hollow) [Aaron Giles]
-
- - Fixed sprite / tile priority in Mad Gear and Garyo Retsuden. [Bryan McPhail]
-
- - Fixed rowscroll in Ghostbusters. [Bryan McPhail]
-
- - Correct colors in Lasso. [Phil Stroffolino]
-
- - Fixed colors in Reactor. [Fabrice Frances]
-
-
- These drivers have improved SOUND:
- ----------------------------------
-
- - Fixed adpcm decoding in the K053260, this improves several Konami games.
- [Ernesto Corvi]
-
- - Sound in Demon. [Zsolt Vasvari]
-
- - Samples in Warrior. [Mathis Rosenhauer]
-
- - Sound in Lasso. [Phil Stroffolino]
-
-
- Other drivers changes:
- ----------------------
-
- - Fixed Gang Wars original version, Super Baseball, Battlefield,
- Time Solders rev 1. [Bryan McPhail]
-
-
- Changes to the main program:
- ----------------------------
-
- - Massive rewrite of the cheat system user interface. This is still a work
- in progress. [Brad Oliver]
-
- - First pass for multi language support with external translation files.
- [Brad Oliver]
-
- - Extended the internal font to support characters 128-255 (ISO Latin-1).
- [Juergen Buchmueller]
-
- - Fixed Hu6280 emulation bugs which caused missing levels in Trio the Punch.
- [Bryan McPhail]
-
-
- Source:
- -------
-
- - Replaced instances of "if (errorlog) fprintf(errorlog," with a call to the
- new function logerror().
-
- - New filetypes that must be supported by the OS dependant code:
- FILETYPE_HIGHSCORE_DB
- FILETYPE_HISTORY
- FILETYPE_CHEAT
- FILETYPE_LANGUAGE
-
- new functions:
- osd_readkey_unicode
- osd_fgetc
- osd_ungetc
- osd_fgets
- osd_feof
- osd_ftell
-
- new filed in struct Gameoptions: language_file. The OS dependant code must
- initialize it if it wants to use a translation file.
- [Brad Oliver]
-
- - I added a new parameter to the end of the EEPROM interface to enable multiple
- reads to occur after a single read command. Added an EEPROM_set_data()
- routine that can be used to explicitly initialize the contents of the EEPROM
- if the NVRAM file isn't found. [Aaron Giles]
-
-
- New games supported:
- --------------------
-
- Pipe Dreams [Bryan McPhail, Aaron Giles]
- Tail to Nose [Nicola Salmoria]
- Poly-Play [Martin Buchholz]
- Kyros [Bryan McPhail]
- Super Stingray [Bryan McPhail]
- Battle Rangers / Bloody Wolf [Bryan McPhail]
- Dangun Feveron [Luca Elia]
- Esprade [Luca Elia]
- Uo Poko [Luca Elia]
- Insector (prototype) [Fabrice Frances]
- Screw Loose (prototype) [Fabrice Frances]
- Mermaid [Zsolt Vasvari]
-
-
- New clones supported:
- ---------------------
-
- Psycho-Nics Oscar (2 Japanese sets)
- Astro Blaster (version 3)
- Grind Stormer (= V-Five)
- Sheriff (= Bandido)
- Super Burger Time (World)
- Vapor Trail (World)
- In The Hunt (US)
- Space Chaser (CV)
- Space Attack (older)
- 800 Fathoms (= Mariner)
- Spinal Breakers (US)
- Bosconian (older)
- Juno First (Gottlieb)
-
-
- ==========================================================================
-
-
- 0.37 BETA 1
-
- These drivers have improved GRAPHICS:
- -------------------------------------
-
- - Background in Exerion. [Aaron Giles]
-
- - Artwork support in Space Encounters. [Zsolt Vasvari]
-
- - Fixed sprite colors in the MCR2 games, however overlapping sprites are still
- wrong. [Aaron Giles]
-
- - Fixed colors and stars in the Astrocade games (Gorf, Wizard of Wor, etc.).
- [Nicola Salmoria]
-
- - Fixed front layer in Turbo Force. [Nicola Salmoria]
-
- - Fixed colors in Lupin III. [Zsolt Vasvari]
-
-
- These drivers have improved SOUND:
- ----------------------------------
-
- - Emulated saucer sound in Space Invaders - sample no longer used (the other
- samples are still required). [Zsolt Vasvari]
-
- - Completed sound in Splash. [Manuel Abadia]
-
- - Samples support in Got-Ya. [Zsolt Vasvari]
-
- - Sound in Berlin Wall. [Luca Elia]
-
-
- Changes to the main program:
- ----------------------------
-
- - Support for 24-bit artwork. [Mathis Rosenhauer]
-
-
- Source:
- -------
-
- - Support for a priority buffer, updated by tilemap.c, which can be used to
- draw sprites using the new function pdrawgfx(). This allowed to fix many
- tile/sprite priority bugs e.g. in Ajax, Lightning Thunder, Simpsons,
- Vendetta, Punk Shot, Gradius III and others.
- [Phil Stroffolino, Nicola Salmoria]
-
- - Change the API for tilemap_mark_tile_dirty() and the get_tile_info hooks,
- now a single parameter tile_index is used instead of (col,row). A function
- passed to tilemap_create() does the (col,row)->tile_index mapping, two
- standard functions are provided for the common cases.
- All drivers have been converted to the new API except for namcos2.c, which
- is therefore broken at the moment. [Phil Stroffolino]
-
- - New GAME_UNEMULATED_PROTECTION flag.
-
- - 6803/63701 external port writes no longer set to 1 the bits that are set as
- inputs in the DDR register. Instead, they are set to the value returned by a
- read from the port. [Tatsuyuki Satoh]
-
- - Updated all memory handlers to the new READ_HANDLER()/WRITE_HANDLER() macro
- declarations. The old "function(int offset,int data)" style must not be used
- anymore.
-
-
- New games supported:
- --------------------
-
- Air Duel [Nicola Salmoria]
- Pound for Pound [Nicola Salmoria]
- Rabio Lepus / Rabbit Punch [Aaron Giles]
- Super Volleyball [Aaron Giles]
- Funky Fish [Zsolt Vasvari]
- Mr. Jong / Crazy Blocks [Takahiro Nogi]
- Karate Blazers [Nicola Salmoria]
- Spinal Breakers [Nicola Salmoria]
- Thundercade [Luca Elia]
- Twin Eagle [Luca Elia]
- DownTown [Luca Elia]
- U.S. Classic [Luca Elia]
- Arbalester [Luca Elia]
- Meta Fox [Luca Elia]
- Zing Zing Zip [Luca Elia]
- War of Aero [Luca Elia]
-
-
- New clones supported:
- ---------------------
-
- Ninja Ryukenden (= Ninja Gaiden)
- Spy Hunter 2 (revision 2)
- R-Type (Japan)
- Dyger (set 2)
-