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Cypress
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Reged: 09/02/08
Posts: 30
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MAME 0.141u1
#244388 - 01/24/11 08:51 AM


Huge u1 version

http://mamedev.org/updates.html


Quote:



0.141u1
-------


MAMETesters Bugs Fixed
----------------------
- 04199: [Documentation] barbball: Typo in title
- 01879: [Graphics] All sets in toaplan2.c: Cocktail mode (Player 2)
has no background images (David Haywood)
- 01004: [Graphics] chinhero, chinhero2, chinherot: There is a bad
sprite on level 7 of the game. (Pierpaolo Prazzoli)
- 02111: [Graphics] madalien, madaliena: Missing lightup when enemies
explode in dark
- 02041: [Sound] smgp and clones: Voice samples incorrectly played (hap)
- 00992: [Sound] hangon: The pitch of the engine sound is wrong (hap)
- 03460: [Color/Palette] starfire, starfirea: Incorrect color at bottom
of screen
- 04190: [Color/Palette] heiankyo: wrong colors (hap)
- 02080: [Sound] armedf: DAC Chip playing Orchestra Hit Sample too low
(hap)
- 03501: [Sound] batsugun, batsuguna, batsugunsp: Missing music and some
sound effects (Alex Jackson)
- 04147: [Crash/Freeze] raiden: crashes if you use -debug switch
(Alex Jackson)
- 03808: [Graphics] starsldr, vivdolls: Garbled screen (MooglyGuy)
- 04079: [Crash/Freeze] mtrain: Access Violation before OK (Luca Elia)
- 04178: [Documentation] cmmb162: Year should be 2002
- 00865: [Graphics] blandia: In Jurane stage, the whole bottom of the
screen is filled with solid gray. (Pierpaolo Prazzoli)
- 04180: [Crash/Freeze] dunkmniaj: To key press "OK" the game has only a
blue screen. (Tafoid)
- 02883: [Debugger] debugger: Pressing F10 (Step Over) occasionally
causes Debug menu to light up (hap)
- 04165: [Crash/Freeze] vbowl, vbowlj: Crash after OK
- 04166: [Crash/Freeze] arabian, arabiana: After several cycles of the
attact mode, the game halts (Phil Bennett)



Source Changes
--------------
Added Rockwell PPS4 CPU core (not finished) [Miodrag Milanovic]

Added GAME_MECHANICAL flag to mark games having mechanical
interface (such as pinball, redemption, bowling games ...)
Imported games from PinMAME as skeletons. [Miodrag Milanovic]

Removed fast IMEM and DMEM handlers from the RSP DRC in favor of the
core memory system; fixes RSP DRC on 32-bit targets. [Harmony]

Changed DMADAC interleave in the Aleck 64 driver from 2 to 1; fixes
monaural and poppy audio. [Harmony]

ARM7: fix for "39in1" (MAME) and removed a duplicate line
[Tim Schuerewegen]

Hooked up preliminary Seibu COP macro command 0x6200, used on SD
Gundam Rainbow Tairiku Senki for the Homing weapon [Angelo Salese]

ARM7+: Various cycle timing fixups [Tim Schuerewegen]

39in1: Fix to work with newer ARM7 cores [Tim Schuerewegen]

MIPS: make DRC selectable by #ifdef [R. Belmont]

Fixed BADCOP exception handling in the MIPS III interpreter.
[MooglyGuy]

Fixed midground banking in Raiden 2 [Angelo Salese]

Implemented DMA slot concept to the Raiden 2 driver, giving correct
sprite tables for X Se Dae and Zero Team [Angelo Salese]

Fixed start-up banking in Raiden DX [O. Galibert]

Implemented Seibu COP macro command 0x904 (variant of 0x905), used on
X Se Dae and Zero Team. [Angelo Salese]

Implemented program bank read-back in Raiden 2, allowing it to not
crash anymore during attract / gameplay [Angelo Salese]

Fixed Compare interrupts in the MIPS III interpreter core. Aleck 64
games can now run under the MIPS III interpreter. [Harmony]

Implemented proper TLB handling in the MIPS III interpreter. [Harmony]

cb2001: some gfx improvements [David Haywood]

Fixed Seibu COP command 0x7e05, used by Raiden DX fg video banking
[Angelo Salese]

osd/sdl again compiles against latest SDL 1.3 svn. [Couriersud]

Enabled flipscreen in Mr. Dig [Pierpaolo Prazzoli]

Implemented "-watchdog" option for SDLMame. [Couriersud]

"Copy-and-Paste" the "-bench" option from win32 to sdl. [Couriersud]

Add uPD7725 16-bit DSP core and hookups for SNES hardware
[byuu, R. Belmont]

Removed no longer needed SNES HLE code [R. Belmont]

Added support for MSB shadows in STV VDP2. This improves
Soukyugurentai shadows [Mariusz Wojcieszek]

Fixed RSP core VRSQL implementation. [Harmony]

spaceg.c improvements: [hap]
* less garbage trails, though it's not completely good yet
* fixed jerky x-movement
* fixed crash on loadstate
* marked color proms as undumped

New Namco 62xx device with internal ROM.
[Dr. Decapitator, Phil Bennett, Andrew Gardner]

MIPS3 DRC: Fix case where branch delay slot straddles a page
boundary and the page check confirms that the block is paged in.
[Aaron Giles]

Correct Coin Mode & Coinage for Heavy Unit (World) [Brian Troha, Guru]

makedep now ignores "-include" which is used by sdlmame to include
sdlprefix.h before all other includes. [Couriersud]

Remove "makedep" stuff from sdl.mak now that the core supports it.
Also split sdl-config output between INCPATH and CCOMFLAGS for linux
targets. makedepend now works. [Couriersud]

Fixed rendering of not rotated RBG layer in STV VDP2. This fixes
garbage on level 4 of Soukyugurentai [Mariusz Wojcieszek]

Added dipswitch locations to moo.c, mystston.c, mystwarr.c, prehisle.c
and pushman.c drivers [Brian Troha]

Added dipswitch locations to jchan.c driver [Brian Troha]

MIPS3 DRC: Include delay slots in checksum calculations.
[Aaron Giles]

C++-ified drcfe and the associated frontends. You now create a
frontend by deriving from drc_frontend and implementing the describe
method. [Aaron Giles]

Added support for MSB enabled color calculation for sprites in STV.
This improves some sprites in Soukyugurentai [Mariusz Wojcieszek]

Start moving the discrete subsystem towards C++. Changed some structs
to classes and most of the list processing now uses a linked list
template which is type-safe. [Couriersud]

Improved sprite-tile priorities in SD Gundam Sangokushi Rainbow
Tairiku Senki [David Haywood]

V25: fix false warnings from some GCC versions [R. Belmont]

Improve TLB mismatch handling in PPC DRC, so that if we fill from an
empty entry, we re-dispatch to previously compiled code instead of
always recompiling the target. This greatly reduces the DRC overhead
on 603-based games. [Aaron Giles]

Moved MESS RAM device into emu core. Added COMP and CONS macros in
driver.h [Miodrag Milanovic]

Marking mechanical games as such in XML [Miodrag Milanovic]

Moved image devices implementation and related UI functions to emu
section from MESS [Miodrag Milanovic]

Converted drccache to C++. [Aaron Giles]

Flagged a number of existing gamesi n MAME with GAME_MECHANICAL to
indicate the presence of un-emulatable mechanical parts. [Tafoid]

Preliminary implementation of the Seibu COP palette brightness mode 4,
used by Denjin Makai fade in/out effects [Angelo Salese]

Redumped PSAC2 rom in Rushing Heroes [Smitdogg, The Dumping Union]

z80.c: Allow daisy chain functionality to be used in a situation where
there are more interrupt sources besides the daisy chain devices.
[Wilbert Pol]

Redumped sprite roms in Rushing Heroes [Smitdogg, The Dumping Union]

Added HD61700 CPU core used for emulate Casio PB-1000/PB-2000c in MESS
[Sandro Ronco]

Work around for Seibu COP command 0x8100 / 0x8900, used in all games
for direction of objects. Fixes many sync bugs in all legionna.c /
raiden2.c games [Angelo Salese, Tomasz Slanina]

Fixed sprite flickering and stage 5 crash in Raiden 2 [Angelo Salese]

Build vconv in all circumstances as part of win32 build. Always use
gcc to build vconv. Add missing extern "C" to intrinsic definitions.
Change vconv to call link.exe instead of lib.exe for libraries.
[Aaron Giles]

Fixed background gfx issues in later levels of Raiden 2
[Angelo Salese]

Added SBY line read to SP0256 interface. [Curt Coder]

Implemented Seibu Audio variant with a single YM2151 sound chip,
giving working sound to Air Raid [Angelo Salese]

bishjan.c update [Luca Elia]
* Implemented dynamic tile sizes
* Generalized video routines to support more layers
* Moved mtrain in from subsino.c

Fixed BCD score display bug in Raiden 2 and Zero Team [Angelo Salese]

naomi.c: Documentation additions [f205v]

Added dipswitch locations for Zodiack [Brian Troha]

Corrected play speed on Mr. Kicker. [David Haywood]

Added CHD support in softlists [Miodrag Milanovic]

Fixed handling 80186 instructions [Phill Harvey-Smith]

SDL OS/2 fixes [K.O. Myung-Hun]

naomi: support texture stride selection [O. Galibert]

Corrected bitmap palette number for RBG0 in STV VDP2. This fixes
colors in boss gfx in Soukyugurentai level 4 & 5 [Mariusz Wojcieszek]

Fixed some input issues in meosism, vasara, vasara2 and twineag2
(ssv.c) [Tafoid]

Correct grom01.bin BAD_DUMP in Golden Par Golf [MASH]

Discrete sound system:
* all nodes are now class based
* removed all support for "legacy", i.e. procedural node functions.
* nodes are created using a class factory whose instances are set up
in discrete blocks. There is no separation of node vs. module any
longer.
* Custom modules are now just implemented like "normal" nodes.
* Converted all custom modules.
- Context variables can now be migrated to be private class members.
[Couriersud]

cheat.c: added support for cheats with software list shortnames
[Fabio Priuli]

video.c: added support for a new template to -snapname so that it is
possible to use the name of images mounted in the devices (for MESS).
Namely, it is now possible to use %d_XXXX to prescribe usage of the
image mounted in the device XXXX. [Fabio Priuli]

clifront.c: improved the behavior of -listsoftware by updating DTD, by
adding output of most missing elements and attributes (softlist
description, features & diskdata) and by fixing size and offset
formats [Fabio Priuli]

clifront.c: added remaining loadflags to -listsoftware output
[Fabio Priuli]

Fixed an ARM7 R15 bit ignoring behaviour while in ARM state, fixes
Lupin the Third: the Typing ARM crashing when you coin it up.
[Tim Schuerewegen]

softlist.c: added best match suggestions to software lists
[Fabio Priuli]

softlist.c: only output best match if a list is present, limit the
scan for best match to the devices with the same interface and fixed a
corner case with shortname=listname [Miodrag Milanovic]

romload.c: added support for split set to softlist (for cart, cd and
hd) [Fabio Priuli]

devimage.c: added support for split set to softlist for cass and flop
too [Fabio Priuli]

allow software lists to look for files in the rompath too
[Fabio Priuli]

Figured out and made comments of math tables in roms 14/15 of Seibu
Cup Soccer bootleg inside machine/seicop.c [O. Galibert]

SSV: improvements to flipscreen support [Roberto Zandona']

H8: Fix unterminated string buffer [R. Belmont, Belegdol]

clifront.c: added "-lsoft" option as short version of "-listsoftware"
[Fabio Priuli]

clifront.c: prevented -lsoft from output DTD if no list is found
[Fabio Priuli]

Placed full megadrive code in MAME section [David Haywood]

softlists: added WARNING if loading a software with
supported="partial" or "no" [Fabio Priuli]

model3: redumped Daytona 2 Battle on the Edge CROMs [Guru]

Added FSAVE mode 2 support to the M68040 FPU. [Barry Rodewald]

ssv: improvements to the sprite position [Roberto Zandona']

SH4: cleanup and better common/interpreter separation [R. Belmont]

Documentation update to beezer driver for facilitating future sound
work [Lord Nightmare]

Add missing XYZ latch readback on beezer, gets sound closer to working
[Lord Nightmare]

SH4: Port preliminary SH3 support from DRC. [R. Belmont]

Discrete subsystem: [couriersud]
* all list handling now based on dynamic_array_t (discrete.h)
* more code rewrite to get rid of fixed allocations.
* performance about the same as 0.140

Added a mostly complete NEC V25/V35 CPU core, added working sound to
Batsugun and hooked up proper V35-controlled interrupts in Cosmic Cop
/ Gallop and Kengo [Alex Jackson]

Implemented proper RNG mechanism in Seibu COP emulation
[Tomasz Slanina, Angelo Salese]

romload.c: implemented handling of parent-clone CHDs in software lists
[Fabio Priuli]

bfm_sc2.c: Removed old-style NVRAM handlers in preparation for
mechanical game support [AGEMAME]

MPU4 Changes: [AGEMAME]
* Added fix for lamp 'open circuit' errors which in turn make Connect
4 work better.
* Fixed layout typo that caused the wrong piece to be displayed in
Connect 4.
* Documented the DUART and PTM better in MPU4 to allow for sampled
sound changes later.
* Changed 'serial_card_connected_ to link 7a, as it is the jumper on
the ROM card that changes the IRQ priority, not the serial
interface itself.

dogyuun: decrypted some opcodes [Roberto Zandona']

raiden2: Command 0205 changes data at +1c too [dox, O. Galibert]

raiden2: First stab at a cop "disassembler" [trap15, O. Galibert]

Redo most of the DRC/backend support as C++. Yes, it is intentional
that the x86/x64 backends compile everywhere. Backends are now
derived from drcbe_interface and implement several required overrides.
x86emit.h now uses namespaces so that the x86/x64 emitters can
co-exist. New file uml.h/uml.c actually describes the UML language,
separating out several concepts from drcuml.c. [Aaron Giles]

Cleaned up clocks of mid to late 80s Nichibutsu non-Mahjong games.
Though not completely accurate yet, this should improve music speed
and DAC audio pitch a bit. [hap]

romload.c: made -bios option case insensitive [Fabio Priuli]

starfire.c: Improved color emulation and added driver data [Qwi Jibo]

toaplan2:
* found a lot more kbash opcodes by matching code with batsugun's
[Alex Jackson]
* correct m68k and v25 address maps for kbash [Alex Jackson]
* corrected truxton2 program ROM [Alex Jackson]

fixeight: added several opcodes [Roberto Zandona']

Simplified UML parameters, as follows: [Aaron Giles]
* immediates can be passed raw, no IMM() wrapper required (and it's
gone now)
* fixed integer registers now use constants I0,I1,I2,etc instead of
IREG(0),...
* same for float registers F0,F1,F2,etc instead of FREG(0)
* dynamic integer/float regs use inline functions ireg(),freg()
* MEM macro is now a lower-case inline function mem()

Fixed a trivial boot vector program init bug in Lethal Thunder /
Thunder Blaster [Angelo Salese]

Added an opcode in Mystic Riders decryption table, makes BGMs to work
in mysticrib [Angelo Salese]

Added sound reset line for Irem M92 HW, and safely removed
GAME_IMPEFECT_SOUND flag to Perfect Soldiers [Angelo Salese]

Fix a bug in makedep which will caused includes on the first line of
the file like in skyraid.h to be ignored. [Couriersud]

Added working sound to Dogyuun and V-Five
[Roberto Zandona', Alex Jackson]

toaplan2 improvements [Alex Jackson]
* Figured out which bit controls V25 RESET in each game by comparing
the 68000 code
* Added a comment about fixeight's I/O map, which we'll have to
determine once we start decrypting it
* Put #ifndef USE_ENCRYPTED_V25S around some simulation crap that was
hiding in fixeight's DRIVER_INIT

segapcm.c: Fixed loop address, hangon engine sounds better now. Also
included documentation in source of known register functions. [hap]

madalien.c: Fixed highlighting in tunnel. [Qwi Jibo]

Fixed regressed flip screen support in Toaplan 2 games [David Haywood]

Changed the discrete sound system to be class based: [Couriersud]
* Former modules are now classes being derived from
discrete_base_node
* Moved all context variables to be private class members.
* For "standard nodes", DISCRETE_CLASS_STEP_RESET provides a simple
way to implement a node.
* All information around a node (additional info struct, constants
and input mappings may be defined on a class level centralizing
all information. An example is dss_inverter_osc.
* Significantly simplified the task handling.
* Fixed a bug which would not buffer secondary outputs.
* All lists in sound/disc_* are now based on dynamic_array_t
(discrete.h)
* Changed all drivers to reflect the changes.
* Custom modules are now just another node class.
* No performance hit observed due to these changes.

Improvements to goldnpkr.c [Roberto Fresca]
* Lots of changes to get working the Video Klein games.
* Renamed witchcde to witchjol --> Jolly Witch (Export, 6T/12T ver
1.57D).
* Added Wild Witch (Export, 6T/12T ver 1.74A).
* New video hardware and machine driver for Video Klein's extended
tiles games.
* Added Dallas DS1210 + battery backed RAM support to the Video Klein
CPU boxed games.
* Improved inputs for Jolli Witch and Wild Witch. Added the game
selector switch.
* Cleaned up some witch card sets.
* Added technical and game notes.

m90: modified interrupt [Alex Jackson]

Replaced BSMT2000 HLE emulator with emulation of the original
TMS32015.
[Dr. Decapitator, Andrew Gardner, Quench, Guru, Ernesto Corvi, Peter
Grounds, Lord Nightmare, Aaron Giles]

M6801 changes: [Curt Coder]
* added operating mode enum
* fixed port writes
* implemented SCI status follower bits

toaplan2:
* Found a few more fixeight opcodes, by matching code in the
interrupt routines with batsugun [Alex Jackson]
* Corrected fixeight V25 address map (the YM2151 and OKI6295 are at a
different location than the other games) [Alex Jackson]
* Preliminary implementation of V25/V35 port output [Alex Jackson]

Optimized RC_INTEGRATE and TRANSFORM. Nice improvement. [Couriersud]

Changed all "output[0] = ..." into "set_output(0, ..)" calls. Rewrote
modules using "output[0]" as a latch as well. The purpose is to
decouple nodes from the discrete infrastructure implementation.
[Couriersud]

Added a virtual stream update function to the device sound interface.
Added a new stream_create that takes fewer parameters and calls the
device's stream update. Removed the stream update stub template.
Updated BSMT2000 and OKIM6295 to use the new interface for their
streams. [Aaron Giles]

fixeight: hooked up EEPROM [David Haywood]

Added preliminary working sound to beezer. [Lord Nightmare]

M6801 changes: [Curt Coder]
* implemented port 3 strobed mode
* fixed port writes some more

Discrete subsystem now uses the sound_device stream_update function.
[Couriersud]

Improve nmi handling in mouser. [Couriersud]

i8085.c: Fixed inte callback not being called when the IE flag was
cleared after the CPU received an interrupt. This fixes interrupts in
n8080.c helifire and spacelnc. [Qwi Jibo]

raiden2: Write down the rather weird results of a series of tests
[dox, O. Galibert]

Added "-syncrefresh" option to osd/sdl. This will *limit* the game
speed to the video refresh rate and works in -mt mode as well. The
option has an effect only if "-waitsync" is specified.
[Couriersud, Chris Kennedy]

Fixed 01004: chinhero, chinhero2, chinherot: There is a bad sprite on
level 7 of the game. [Corrado Tomaselli, Pierpaolo Prazzoli] Added
sprites wrap around-y in Chinese Hero to fix gorilla sprites entering
from the left [Pierpaolo Prazzoli]

fixeight: decrypted all used opcodes and added EEPROMS for all
countries; now the sound works
[Andrew Jackson, David Haywood, Roberto Zandona']

fixeight: cleaned up the inputport for fixeight (no dips)
[David Haywood]

ARM7 updates [Tim Schuerewegen]:
* Disable 26-bit back compatibility for ARM7 variants other than
ARM7500
* Fix carry flag issue on add/subtract in ARM mode

cb2001: reworked interrupt [Alex Jackson]

720 - added Driver Configuration option to allow the controls to be
set to Real 720 Controller Input; fake joystick; or fake spinner. It
defaults to fake spinner for mouse/spinner use. [Derrick Renaud]

Changed the Analog Controls menu to only list controls selected in the
Driver Configuration. [Derrick Renaud]

ARM7 updates [Tim Schuerewegen]:
* Fixed "MOV x, R15, LSL #y" form as tested by ARMWrestler
* Added unimplemented Thumb MOV variant used by GBA Moto GP

Reorganized megadrive/sms sourcefiles for better sharing between
MAME/MESS. [Fabio Priuli]

NEC DSP updates [R. Belmont, byuu, Dr. Decapitator]:
* Now supports uPD7725 and uPD96050
* Hooked up SNES common code to use uPD96050 for ST-010/011
* Removed ST-010 HLE simulation

Display suggestions in case commands that require game name are
called and there were no matching games [Miodrag Milanovic]

Carved out a discrete_sound_device from discrete_device. This now has
all the stream related code. discrete_device thus now contains all the
generic code and may be used going forward to implement not sound
related use cases. [Couriersud]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Mr. Kicker [Pierpaolo Prazzoli]
X-Plan [Bicycle Repair Man, Luca Elia]
Penfan Girls [hap, N. Francfort, Smitdogg, The Dumping Union]
Witch Card (Video Klein CPU box) [Roberto Fresca]
Jolli Witch (Export, 6T/12T ver 1.57D) [Roberto Fresca]
Wild Witch (Export, 6T/12T ver 1.74A) [Roberto Fresca, Team Europe]



New clones added
----------------
Sega Touring Car Championship (Newer) [briantro]
Sega Touring Car Championship (Unknown Revision) [Brian Troha]
Mahjong Man Guan Da Heng (Taiwan, V125T1) [Luca Elia]
Zero Team Suicide Revival Kit [Angelo Salese]
Bombjack Twin (prototype? with adult pictures)
[ranger_lennier, Smitdogg, The Dumping Union]
Sexy Parodius (ver AAA) [Tormod]
Ring of Destruction: Slammasters II (Asia 940831)
[john666, Smitdogg, David Haywood, The Dumping Union]
Street Fighter Alpha 2 (USA 960430)
[Ricky74, Layne, Smitdogg, The Dumping Union]
Football Champ (World, bootleg) [Clawgrip] (not working)
Gekirindan (Ver 2.30 1995/09/21)
[Corrado Tomaselli, J. Bijl, The Dumping Union]
1943: Battle of Midway (bootleg, hack of Japan set)
[Smitdogg, The Dumping Union]
Road Riot 4WD (set 1, 13 Nov 1991) (not working)
[Smitdogg, The Dumping Union]
Scramble (bootleg?) [Roberto Fresca, Team Europe & Hal9k]
Zero Target (World, CW)
[ranger_lennier, B. Sparks, Kevin Eshbach, Smitdogg, The Dumping Union]



New games marked as GAME_NOT_WORKING
------------------------------------
X-Plan [Bicycle Repairman]
Fantasy Zone (Mega-Tech, SMS based) [Ace]
Brave Fire Fighters [Guru]
NASCAR Racing [Guru]
Lucky Lady (Wing, encrypted) [Roberto Fresca, Team Europe & Willi.O]
ATV Track
[hap, ANY, ranger_lennier, dopefishjustin, gamerfan, gatt9, N.
Francfort, Smitdogg, The Dumping Union, David Haywood]





redk9258
Regular
Reged: 09/21/03
Posts: 3968
Loc: Troy, Illinois USA
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MAME0141u1b_64bit new [Re: Cypress]
#244400 - 01/24/11 10:16 AM Attachment: MAME0141u1b_64bit.7z 11476 KB (46 downloads)


See attached..



redk9258
Regular
Reged: 09/21/03
Posts: 3968
Loc: Troy, Illinois USA
Send PM


MAME0141u1b new [Re: Cypress]
#244401 - 01/24/11 10:26 AM Attachment: MAME0141u1b.7z 10607 KB (56 downloads)


See attached...



Cypress
MAME Fan
Reged: 09/02/08
Posts: 30
Loc: France
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Re: MAME0141u1b_64bit new [Re: redk9258]
#244402 - 01/24/11 10:30 AM


Thanks



T-2000
MAME Fan
Reged: 08/02/06
Posts: 48
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Re: MAME0141u1b_64bit new [Re: Cypress]
#244405 - 01/24/11 10:57 AM


FIXED - 00992: [Sound] hangon: The pitch of the engine sound is wrong (hap)
Cannot wait to try this, Wait !!! Not april fool is it....lol.....

Thanks "hap" what was done to fix this ??

Edited by T-2000 (01/24/11 11:10 AM)



gregf
Ramtek's Trivia promoter
Reged: 09/21/03
Posts: 8588
Loc: southern CA, US
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Re: MAME 0.141u1 out new [Re: Cypress]
#244411 - 01/24/11 12:53 PM



Lots of very good updates there.

=======
0.141u1
-------

Source Changes
--------------


Added GAME_MECHANICAL flag to mark games having mechanical
interface (such as pinball, redemption, bowling games ...)
Imported games from PinMAME as skeletons. [Miodrag Milanovic]
========


Would be awesome if ever able to get Chicago Coin's Flying Tiger running, but not possible without the various parts n' pieces scanned for artwork usage. (probably uses a pcb, but no roms on pcb needing to be dealt with)

It's similar to the status of Midway's 18 Wheeler. Difference between Flying Tiger versus 18 Wheeler is proms are used for 18 Wheeler and are dumped and ready for action, but won't happen until 18 Wheeler parts can be found and scanned or photographed etc.



==
Carved out a discrete_sound_device from discrete_device. This now has
all the stream related code. discrete_device thus now contains all the
generic code and may be used going forward to implement not sound
related use cases. [Couriersud]
==

I guess this particular update only deals with CPU based games that have hardware such as an example described earlier by RB as all-ttl usage (sans audio related). That's my guess.

--
>>> Dai 3 Wakusei color...
>>That is obviously an overlay.
Nope, it's some sort of TTL maze or something.
--



* wishful thinking was this updated code might be applied for non-cpu video games, but Juergen's TTL or Adam's DICE work (netlist) is far different. *



AntoPISA
MAME Snapper
Reged: 09/15/08
Posts: 2899
Loc: Pisa, Italy
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Re: MAME 0.141u1 out. new [Re: Cypress]
#244415 - 01/24/11 03:20 PM


1,143 new sets?

There will be crazy to do this update, including Snapshots, Cabinets, Marquees, PCBs and Manuals!

Unless the wife did not desert me first...

Seriously, I have some little uncertainty about these mechanical games: in cabinets will put the image of the pinball machine as a whole and marquees the photo of the board of the scores (I think the logical thing.)
Unless they are added a new tab to the MAMEUI (for example, "Tables").
I'll wait but in the meantime these changes will take this enormous work as I explained above.

Here are some examples with "250 CC" of Inder:

Cabinet:

Marquee:



Site: https://www.progettosnaps.net/
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ShimaPong
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Re: MAME 0.141u1 out. new [Re: Cypress]
#244417 - 01/24/11 04:13 PM Attachment: bullet.png 57 KB (1 downloads)


=== cheat3.c ===
- Followed 0.141u1 update and supported shortname if softlist is found (Untested)
If no softlist, try to use default (long) name. But crc attribute on "mamecheat" node is checked even in both cases.

- Added new action tag "write"
This action generates valid expression from some keywords (cpu, address, space, size).
"cpu" is option (default : first cpu)
"address" is always required.
"space" is option (default : "r")
"size" is option. But if no "size", cheat system counts value strings automatically and set appropriate size expression.

For example :

Code:


<write address="1234">99 AA BB CC</write>



Value stiring "99AABBCC" has 8 characters so that calculate the size as "d".
And generated expression will be "maincpu.rd@1234=99AABBCC"

Also it recognizes "3 bytes" (bw), "6 bytes" (wd) and "16 bytes" (qq).
In this case, it generates two expression and the address for second expression is auto calculated from address and value strings.

For example :

Code:


<write address="123456">4EB9 0078 9ABC</write> <!-- jsr $00789abc.l -->



Generated expression is "maincpu.rw@123456=4EB9,maincpu.rd@123458=00789ABC".
Current expression doesn't support these sizes directly but you can write a seamless code in the file.

And it has little endianness adjuster.
If target cpu has little endianness, auto adjusted value to write with big endianness.

For exampe :

Code:


<:write address="5678">CD 4523</write> <!-- call $2345 -->



Generate expression is "maincpu.rw@5678=2345,maincpu.rb@567A=CD"


=== expression.c ===
- Hacked infix_to_postfix() to recognize function separator.
It requires to convert the parameter for expression function.

[ATTACHED IMAGE]

Attachment

Edited by ShimaPong (01/24/11 04:13 PM)



"Any company has no power to stop people emulating"
MAME is the emulator of no giving in the pressure from any company even if they don't allow



pongplaya
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Re: MAME 0.141u1 out. new [Re: Cypress]
#244418 - 01/24/11 04:56 PM


great work guys...

could it be that the legionaire driver(s) got better then kale's last update on his site ?...
(just because i just "played" legionaire to the end...



TrevEB
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Re: MAME 0.141u1 out. new [Re: AntoPISA]
#244424 - 01/24/11 05:26 PM


Oooh,
Does this mean Mame can now run
Ice Cold Beer?
Beer.
What about Williams Varkon?



TafoidAdministrator
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Re: MAME 0.141u1 out. new [Re: TrevEB]
#244428 - 01/24/11 05:43 PM


> Oooh,
> Does this mean Mame can now run
> Ice Cold Beer?
> Beer.
> What about Williams Varhom?

No. That and all PinMame imports are strictly rom loading only until work is started in actually emulating the parts that MAME can do. I doubt a game like Ice Cold Beer can be emulated to a "pc playable" accuracy due to the physical/mechanical elements of the game.



R. Belmont
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Re: MAME 0.141u1 out new [Re: gregf]
#244429 - 01/24/11 05:44 PM


> I guess this particular update only deals with CPU based games that have hardware
> such as an example described earlier by RB as all-ttl usage (sans audio related).
> That's my guess.

I'm not Couriersud, but I interpreted this change as in fact being aimed towards warming your cockles ;-)



Ziggy100
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Re: MAME 0.141u1 out new [Re: R. Belmont]
#244438 - 01/24/11 06:17 PM


Holy crap....

This has to go down as one of the biggest 'U' updates in MAME history..



AnimalBear
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Re: MAME 0.141u1 new [Re: Cypress]
#244446 - 01/24/11 07:40 PM


Nice Updates



CiroConsentino
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Re: MAME 0.141u1 out. new [Re: AntoPISA]
#244450 - 01/24/11 07:51 PM


gigantic update.

I smell PinMAME being merged into MAME. will there be the actual pinball table simulated or it will be just like PinMAME where pinball tables were missing ?



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TafoidAdministrator
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Re: MAME 0.141u1 out. new [Re: CiroConsentino]
#244453 - 01/24/11 08:15 PM


> gigantic update.
>
> I smell PinMAME being merged into MAME. will there be the actual pinball table
> simulated or it will be just like PinMAME where pinball tables were missing ?

No physics simulation is planned.
http://www.mameworld.info/ubbthreads/showthreaded.php?Cat=&Board=mamechat&Number=242691



russ h.
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Re: MAME 0.141u1 new [Re: Cypress]
#244458 - 01/24/11 09:08 PM


Nice update

However, Discrete sound seems to be broken, as in mario running and galaxian shot sound.
asteroids has no sound at all. anyone else getting this ?



BIOS-D
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Re: MAME 0.141u1 out. new [Re: Tafoid]
#244461 - 01/24/11 09:24 PM


> No. That and all PinMame imports are strictly rom loading only until work is started
> in actually emulating the parts that MAME can do. I doubt a game like Ice Cold Beer
> can be emulated to a "pc playable" accuracy due to the physical/mechanical elements
> of the game.

We hope someday it gets added a "Wiimote/Kinect/Move" support to MAME (just like it did with DualShock on DB25 back in the day for specific controller support) to bare with some mechanical inputs. Though that won't happen near soon as that would totally kill arcade scene.



TafoidAdministrator
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Re: MAME 0.141u1 new [Re: russ h.]
#244462 - 01/24/11 09:27 PM


> Nice update
>
> However, Discrete sound seems to be broken, as in mario running and galaxian shot
> sound.
> asteroids has no sound at all. anyone else getting this ?

I'll look into these as to when the errors surfaced. It was a major refactoring of discrete and it's likely some loose ends still need to be tied up.

EDIT - Bug added: http://www.mametesters.org/view.php?id=4202



Derrick Renaud
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Re: MAME 0.141u1 new [Re: Tafoid]
#244467 - 01/24/11 09:58 PM


> EDIT - Bug added: http://www.mametesters.org/view.php?id=4202

Oops, too late, it is already fixed. Well at least for dkongjr. There may be other bugs, so it you are brave please compile this fix in, and see if there are any other bugs.

(edit) looks like asteroids,etc are fixed too.
Less then a minute from bug report to bug fix. Is that a record?

in src/emu/sound/disc_flt.c
in DISCRETE_STEP(dst_rcfilter)
move:
set_output(0, m_v_out);
so it is the last thing before the final bracket to get this:


Code:

DISCRETE_STEP(dst_rcfilter)
{
if (EXPECTED(m_is_fast))
m_v_out += ((DST_RCFILTER__VIN - m_v_out) * m_exponent);
else
{
if (UNEXPECTED(m_has_rc_nodes))
{
double rc = DST_RCFILTER__R * DST_RCFILTER__C;
if (rc != m_rc)
{
m_rc = rc;
m_exponent = RC_CHARGE_EXP(rc);
}
}

/************************************************************************/
/* Next Value = PREV + (INPUT_VALUE - PREV)*(1-(EXP(-TIMEDELTA/RC))) */
/************************************************************************/

m_vCap += ((DST_RCFILTER__VIN - m_v_out) * m_exponent);
m_v_out = m_vCap + DST_RCFILTER__VREF;
}
set_output(0, m_v_out);
}



Edited by Derrick Renaud (01/25/11 12:31 AM)



Do not p-mail me for help compiling my updates, ask on the board.
Do not request sound for your favorite game. I work on whatever, when I get around to it.
If you have schematics for discrete sound games not easily found on the net, I would be interested.



CiroConsentino
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Re: MAME 0.141u1 out. new [Re: Tafoid]
#244478 - 01/25/11 12:28 AM


that's too bad.
very nice update though. tons of changes and fixes



Emu Loader
Ciro Alfredo Consentino
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bdam
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Re: MAME 0.141u1 new [Re: Cypress]
#244486 - 01/25/11 02:21 AM


Nice work, that is indeed a huge U release.

So what's the impetus/goals for PinMAME inclusion?

How ... or does ... Aaron's continued efforts to port parts of the code to C++ fit into supporting multiple machines?



Cyberzinho Punk
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Re: MAME 0.141u1 new [Re: Cypress]
#244494 - 01/25/11 03:48 AM


Thanks!!!!!



Sorry, my English is bad!!!
Slackware Linux 14.2 beta 2/Fluxbox 1.3.7
Linux user #438128
MAME for Slackware



Lord Nightmare
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Excuse me, what the f**k... new [Re: ShimaPong]
#244499 - 01/25/11 05:02 AM


shimapong: if you're not going to submit or release your fucking cheat engine stuff, then SHUT THE FUCK UP ABOUT IT! NOBODY CARES!
If we can't ever use it we NEVER WILL CARE!

Thank you.

LN



"When life gives you zombies... *CHA-CHIK!* ...you make zombie-ade!"



StilettoAdministrator
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Re: MAME 0.141u1 new [Re: bdam]
#244501 - 01/25/11 05:04 AM


> Nice work, that is indeed a huge U release.
>
> So what's the impetus/goals for PinMAME inclusion?

Not speaking on behalf of the team, but... Thricefold:
1. More food for the CPU cores. Importing PinMAME code brings the project a sound chip emulation and a CPU emulation that it didn't already have in the emulation source (which were basically reimplemented from scratch), and ROMs to test them with. The more food for testing the CPU cores, the happier MAMEDEV is.

2. Bringing modernization to an emulation that has historically used an outdated MAME core. You can have an updated core and rapidly updated drivers, the two are not mutually exclusive.

3. They feel like it. More and more the project becomes "what could be found in the arcades".

As for goals - what Tafoid said. A modern architecture for pinball games, and the eventual output is expected to be no better than PinMAME other than:
a. several years' worth of CPU and sound emulation updates
b. modernization
c. "proper" documentation using current thoughts on the matter
d. make use of fancy artwork features, like the Doctor Who fruit machine.

> How ... or does ... Aaron's continued efforts to port parts of the code to C++ fit
> into supporting multiple machines?

I may be way off base, but I see it as mostly "updating the architecture to make use of modern compiler features" - in other words, just to update. That it may benefit running multiple machines simultaneously is "just a nice side effect."

- Stiletto



krick
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Re: MAME 0.141u1 new [Re: Stiletto]
#244526 - 01/25/11 08:48 AM


> > How ... or does ... Aaron's continued efforts to port parts of the code to C++ fit
> > into supporting multiple machines?
>
> I may be way off base, but I see it as mostly "updating the architecture to make use
> of modern compiler features" - in other words, just to update. That it may benefit
> running multiple machines simultaneously is "just a nice side effect."


Not to make light of the C programming community, but I think at this point, there's more active C++ programmers than C programmers. By moving to C++, I think the MAME source becomes more accessible to more of the programmer population and hopefully attracts more people to submit source contributions and fixes.

Just because someone is a good C++ programmer and C++ is a super-set of C, doesn't mean that that person is necessarily a good C programmer.

C is kind of a lowest common denominator thing, so the down side of moving to C++ is potentially giving up the ability to easily port MAME to older architectures that have poor (or no) C++ compiler support. However, in practice I don't know how much that really occurs. Most hardware that doesn't have a C++ compiler isn't going to be able to run the modern MAME codebase anyway. You'd be better off porting from an old C version of MAME and back-porting ROM updates and fixes on a case by case basis.



GroovyMAME support forum on BYOAC



Naoki
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Re: MAME 0.141u1 new [Re: Stiletto]
#244533 - 01/25/11 12:11 PM


> 3. They feel like it. More and more the project becomes "what could be found in the
> arcades".

So anything that was a game in the arcade will hopefully get implemented in MAME?



bdam
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Thanks Stiletto - NT new [Re: Stiletto]
#244538 - 01/25/11 02:45 PM





russ h.
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Re: MAME 0.141u1 new [Re: Derrick Renaud]
#244543 - 01/25/11 03:41 PM


That fix works great. Thank you :-)



CrapBoardSoftware
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Re: Excuse me, what the f**k... new [Re: Lord Nightmare]
#244549 - 01/25/11 04:13 PM


> shimapong: if you're not going to submit or release your fucking cheat engine stuff,
> then SHUT THE FUCK UP ABOUT IT! NOBODY CARES!
> If we can't ever use it we NEVER WILL CARE!
>
> Thank you.
>
> LN

I think he somehow acts like xacrow: j/off in public on stuff that other's can't get their hands onto too.

Otherwise, +1



pongplaya
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Re: Excuse me, what the f**k... new [Re: CrapBoardSoftware]
#244566 - 01/25/11 06:54 PM


like the great buddah-pong once said... there will be a time when mame unites the cheat engines to create the mother of all cheat engines ...
btw i have to stand on shima's side (all part of the great pong familiy )... and a comparision with X-a.. is just not fair...

watashi wa yumi shima-sama



CiroConsentino
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Re: MAME 0.141u1 new [Re: Cypress]
#244571 - 01/25/11 07:43 PM


question about this new setting in mame.ini file:

"ramsize". what values can be used in there ? what format(s) ?

thank you.

PS.: a new Emu Loader build with support for the mechanical tag and the new mame.ini settings is in the works



etabeta
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Re: MAME 0.141u1 new [Re: CiroConsentino]
#244578 - 01/25/11 08:07 PM


> question about this new setting in mame.ini file:
>
> "ramsize". what values can be used in there ? what format(s) ?
>
> thank you.
>
> PS.: a new Emu Loader build with support for the mechanical tag and the new mame.ini
> settings is in the works

no driver use it in MAME. it's an option taken from MESS...



CiroConsentino
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Re: MAME 0.141u1 new [Re: etabeta]
#244580 - 01/25/11 08:46 PM


ok. I asked because this option is listed in mame.ini
no need to support this option for MAME then.



etabeta
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Re: MAME 0.141u1 new [Re: CiroConsentino]
#244593 - 01/25/11 10:29 PM


it's part of the process of importing devices from MESS into the MAME core. some of the imported options might become of use later (e.g. -cart for multicart emulation in pc10 or megaplay), other ones are mainly MESS-oriented.



CiroConsentino
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Re: MAME 0.141u1 new [Re: etabeta]
#244607 - 01/26/11 12:13 AM


thank you for the input. good to know



ShimaPong
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Re: MAME 0.141u1 new [Re: Cypress]
#245984 - 02/07/11 03:38 PM Attachment: MrKicker.png 104 KB (2 downloads)


=== debugsrch3.c ===
- Conveted search_entry with linked list to multidimensional array to improve saerch speed and entry free.
- Built-in search_entry into search_map.
- Changed search_map management from map tag to map index.
- Added description section into search_map. Auto search map creator gets handlers name as description now.
- Eased internal check for dsadd command. Now userdefined region by cheat is in searchable range.
- Added new search type, "range". It takes min and max parameters and picks up a value in that range.
- Added new command, "dsdetach". It detachs requested search_map then delete other maps.
- Refined print format to console and result view.
- Disabled "dsredo" command because it is not often used.
- Version up to 3 because of huge clearned up.

>> multidimensional array
The weakpoint of linked list is that it allocates memory discontinuously.
For exapmple, if you want to add an entry in $000000 - $FFFFFF with a byte, the system will allocate 16777216 entries in a memory with discontinuous address.
Modern CPU can treat with these entries like a shot and giga size memory can allocate even if the request has a lot of entries.
But memory access is still bottleneck so that sometimes it causes freeze for a little. Especially in freeing a memory.
Converting linked list to array will prevent from (or relieve) this problem.
Also changed the timing of back up for previous values/results in searching.
Previously, back up is done before comparing in looping a search_entry. Now backed up in block before started looping.
It requires freeing previous values/results before backing up but memory free is only one action because of multidimensinonal array.

>> range search
For example, "ds r(/range/ran/~),10,80" means "pick up a value with more than 10 and less than 80". So 11 is hit but 81 is not hit.
This search always requires min and max values so that it is impossible to compare previous value though.

>> dsdetach
If current has 10 search maps and you want to pick up No.6 map then delete other maps, input "dsdetach 6" (now requires map number instead of map tag).
It is the same command as previous "dedel !xx" (xx = map tag).
I learn detach() function for simple_list template so that new detaching search_map code is very simple.


=== debugsrchview3.c ===
- Removed the inheritance of debug_view_textbuf class from debug_view_search because this class doesn't support cursor and scroll keys.
- Displayed item select cursor in the viewer.
- Overridden view_char() to enable to move cursor and scroll viewer.
- Also version up synchronized debugsrch.

=== debugwin.c ===
- Hacked Viewer Window Switch key (Ctrl + Tab) to switch other viewer in the debugger.

[ATTACHED IMAGE - CLICK FOR FULL SIZE]

Attachment



Vas Crabb
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show us the code -nt- new [Re: ShimaPong]
#246063 - 02/08/11 12:49 PM


nt



abelenki
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he'll never show it. it's easier to ban this troll [nt] new [Re: Vas Crabb]
#246077 - 02/08/11 04:30 PM


> nt



etabeta
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just ignore him as most people do at this point *nt* new [Re: abelenki]
#246080 - 02/08/11 06:05 PM





franciscohs
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Re: he'll never show it. it's easier to ban this troll [nt] new [Re: abelenki]
#246096 - 02/09/11 02:49 AM


As much as I may dislike his attitude, I don't see him breaking any forum rules or anything, don't tell me you'd ban anyone you don't like in the forum instead of simply ignoring him...



SmitdoggAdministrator
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Re: he'll never show it. it's easier to ban this troll [nt] new [Re: franciscohs]
#246097 - 02/09/11 03:37 AM


The rules aren't really all-inclusive. Certainly someone could be and have been banned for annoying others constantly over a time period even if you can't match it directly to a sentence on the rules page, and he has done this. I don't feel like I understand his point in doing this cheat engine charade and somehow finding out that has become more interesting to me than some new MAME cheats.



Foxhack
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Re: he'll never show it. it's easier to ban this troll [nt] new [Re: franciscohs]
#246099 - 02/09/11 03:44 AM


> As much as I may dislike his attitude, I don't see him breaking any forum rules or
> anything, don't tell me you'd ban anyone you don't like in the forum instead of
> simply ignoring him...

I see his posts as being exactly the same as those rom hoarders who posted screenshots of games they had running in their custom MAME builds. Remember those?

He's not contributing any of his finds to MAME. He's just a troll.



Roman
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Re: he'll never show it. it's easier to ban this troll [nt] new [Re: Smitdogg]
#246107 - 02/09/11 09:34 AM


but the NEWS board is a wrong place for his posts....auto move to mame chat or something



SmitdoggAdministrator
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Re: he'll never show it. it's easier to ban this troll [nt] new [Re: Roman]
#246108 - 02/09/11 09:40 AM


But that would be like accepting that they have worth. Maybe they should go to the bin so he can be eaten by sharks. Either way I'm not going to whip you up some script or whatever but you could try your luck with twisty I guess.



franciscohs
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Re: he'll never show it. it's easier to ban this troll [nt] new [Re: Smitdogg]
#246109 - 02/09/11 01:41 PM


> The rules aren't really all-inclusive. Certainly someone could be and have been
> banned for annoying others constantly over a time period even if you can't match it
> directly to a sentence on the rules page, and he has done this. I don't feel like I
> understand his point in doing this cheat engine charade and somehow finding out that
> has become more interesting to me than some new MAME cheats.

I know what you mean, I don't get it either. But to me if it's not public, it doesn't exist, everything could be fake and it wouldn't make a difference to me, so... I guess it's as annoying as a lot of other useless posts around here (or in any other forum for that matter).



R. Belmont
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Re: he'll never show it. it's easier to ban this troll [nt] new [Re: franciscohs]
#246120 - 02/09/11 05:24 PM


> I know what you mean, I don't get it either. But to me if it's not public, it doesn't
> exist, everything could be fake and it wouldn't make a difference to me, so... I
> guess it's as annoying as a lot of other useless posts around here (or in any other
> forum for that matter).

He really gets his own reward - he's not submitting anything, and meanwhile we just accepted some more patches from Pugsy. Now who's actually winning? Not Shima.



hap
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Posts: 296
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Re: he'll never show it. it's easier to ban this troll [nt] new [Re: abelenki]
#246126 - 02/09/11 06:24 PM


Personally, I don't mind him showing his cheat stuff. And many of his other posts are useful.


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