Source Changes -------------- Removed deprecat.h usage for the following drivers: [Angelo Salese] - galpanic.c, gradius3.c, halleys.c, hexion.c
Inputs from the scratch for Champion Poker (v100) [Roberto Fresca]
Cleaned-up protection simulation in Yam Yam!? [Angelo Salese]
Implemented an almost complete Konami k053252 device emulation, adds accurate refresh rate timings and irq acks to many mid-90-era Konami games [Angelo Salese, O.Galibert]
Various changes for PSX HW [smf] - Modernised internal memory map; - MDEC is now an internal device of the PlayStation CPU; - Root counter & Serial I/O converted to internal CPU devices; - Moved PlayStation IRQ code to sub device of the CPU;
Switch input ports to use function-based constructors instead of tokens. Remove the old tokenizing helpers. Add basic classes for ports, fields, settings, and dip locations as a first step. These will be fully cleaned up later. Added machine() method to field to hide all the necessary indirection. Changed custom/changed handlers into generic read/write handlers, and added wrappers to convert them to device read/write lines. [Aaron Giles]
Changed input read/write and crosshair callbacks into delegates. Changed signature for callbacks to take an input_field_config reference instead of pointer. [Aaron Giles]
Removed legacy trampolines from eeprom_device, taking advantage of new input port support for delegates. [Aaron Giles]
mc6845.c: Converted to C++. [Wilbert Pol]
Fixed the disassembly of the "mov ax, mem" instructions (opcodes A0- A3) in the i386 and NEC disassemblers. The argument (the memory address) was being displayed as a signed number, which doesn't make any sense. [Alex Jackson]
Fixed a tiny bug with the debugger hex dump command: the printable characters in ASCII range from 32 to 12*6*, not 127. [Alex Jackson]
Fixed input regression with Racin' Force, allowing it to boot again [Angelo Salese]
Gave labels to many inputs in Midway's T, Wolf and Y Unit games as well as CPS1 and CPS3. [Joe Caporale]
Implemented experimental HLSL post-processing support on Direct3D 9 targets. [Ryan Holtz, Bat Country Entertainment] * 5-pass post-processing: Upscale, Post-Process, Store Last Frame, Defocus 1, Defocus 2 * Many tunable effects including: Scanlines, defocus, linear deconvergence, radial deconvergence, pincushion, RGB colorspace convolution, YIQ colorspace convolution, saturation, simulated dot crawl, simulated chroma subsampling, aperture masking, and more. * Requires a GPU that supports Shader Model 3.0 to be enabled and a powerful GPU, the entire pipeline consists of approximately 30 texel fetches and approximately 230 arthimetic ops. * Will supersample the framebuffer up to 9x in both X and Y, but this requires an enormously powerful GPU that has not been invented; users with Radeon 5000-class cards should limit themselves to 3x, Radeon 4000 to 1.5x. * The default configuration will NOT appear to do anything; it requires tuning to the user's liking. * Should nicely fall back in all cases except missing shaders, and it might fall back correctly in that case as well. Report any anomalies. - For obvious reasons, the Direct3D8 renderer cannont support this.
Enable Visual Studio basic run-time checks in non-optimized builds [Oliver Stoneberg]
Flush stderr, so the data is actually written when output is being redirected [Oliver Stoneberg]
i286 - Added 286 LOADALL and triple fault resets. [Carl]
i286 - Added support for 16-bit protected mode far calls and segment privilege checks. [Carl]
i86 - Fixed handling of invalid instructions in 0x60-0x6f section [Miodrag Milanovic]
Major clean-up and state machine conversion for the Sega ST-V / Saturn driver [Angelo Salese]
HLSL Updates [Ryan Holtz, Bat Country Entertainment] * Split color convolution and deconvergence into separate shaders for potential GPU savings down the line * Added light and heavy variants of the color convolution shader, the former with YIQ colorspace removed * Re-worked defocus to occur prior to shadow mask application, as it would be on a real monitor. * Split "pincushion" into "Pincushion" and "Screen Curvature", the former affecting the only the displayed image and the latter only affecting the shadow mask. * Made major fixes to CVBS simulation, significantly increasing color saturation * Added magnet deconvergence via a shader uniform * Improved phosphorescence * Improved YIQ codec * Added adjustable color carrier in YIQ processing mode. * Fixed resolution-change crash and likely D3D performance regression with -nohlsl on low-spec cards * Created a new OSD function, osd_get_slider_list, which allows OS-specific slider controls.
HLSL Post-Processing Updates: [Ryan Holtz, Bat Country Entertainment, cgwg] * The defocus pass is now switched off when defocus_x and defocus_y are zero, allowing finer-grained performance tuning. * Removed YIQ convolution from the main color-convolution shader and replaced it with a full composite encode/decode pass. This is slower, but looks amazing(ly like a terrible TV) and can be turned off. * More authentic NTSC dot crawl and bandwidth limiting.
i86 - Implemented POP CS and MOV CS,reg instructions that are 8086 specific [Miodrag Milanovic]
Implemented multi-cart support to ST-V driver [Angelo Salese, Tafoid]
Managed to get the multiplexer/state machine emulated, amongst some watchdog fixes for BFM games. [J. Wallace]
Added missing bipolar PROM dumps to Lucky Lady (Wing) [Team Europe]
pic8259 - updated to be more according to documentation [Carl]
Initial frameworking for upcoming artwork updates [Mr. Do]
New games added or promoted from NOT_WORKING status --------------------------------------------------- Doraemon no Eawase Montage (prototype) [dopefishjustin, Smitdogg, Luca Elia, The Dumping Union]
New clones added ---------------- Champion Poker (v100) [Roberto Fresca, Team Europe] Gunbarl (Japan, GNB4/VER.A) [The Dumping Union] Amidar (Konami/1982) [Patrik Styrnell]
New games marked as GAME_NOT_WORKING ------------------------------------ Baryon Future Assault [ Corrado Tomaselli, f205v, The Dumping Union] Brixian [ Corrado Tomaselli, f205v, The Dumping Union] Orbatak (prototype) Popeye (20p/8 GBP Token) [J. Wallace]
I get an error in compiling with src/osd/windows/d3d9intf.c. There's also an obvious error where devs would rather add obsolete calculators to MESS than to add my arcade dumps but one needs not compile source code to find that one.
Off the top of my head, there's like 5 Konami discs (well, 5 that I've ripped correctly, I will re-rip a bunch more once those are added), like 5 or so SF2 boots, an MK boot, proms from FAX, around 5 System 246/256 games, and that last System 10 game I dumped, and I think one of the System 11 or 12 dumps was skipped. I'll have to check everything again.
> > > It looks like the 0.142u4 diff was re-posted, so make sure before compile you > have > > > the fixed one. > > > > How can I tell? What is different. > > Added the missing HLSL folder (*.fx files) needed for the Shader additions. Simply > add to your other folders or assign in .ini where you want it.
Are there going to be scale2x and hq2x filters. Can I use the direct3d (hlsl) filters from gulikoza's or ykhwong's Dosbox builds? Or they are probaly incompatible?
> > Hi, should we better delete the mame.ini, mameui.ini files with the addition of the > > new options and let MAME recreate these auto...? > > The new options are all in addition to the previous ones, so you should just be able > to run -cc with your existing inis to create a new one.
> Implemented experimental HLSL post-processing support on Direct3D 9 > targets. [Ryan Holtz, Bat Country Entertainment]
Best thing since sliced bread; was about time. Finally being able to play Twin Eagle like i remember it. No, niche stuff like actual CRT monitors don't count in today's mostly-not-arcade-cabinet context.
Btw: tweaked'n' tested a bit today, looking abso-fucking-lutely-tastic. Way better (of course, with all the approximation work done) than Nebula or WinKawaks, can't remember.
Here's my current fuzzy scanlines settings.. still trying to get scanline size correct. But I like how this looks in Pacman. I haven't seen an arcade monitor for some time, hopefully Smit or Guru will post some that may more closely match.
Adapter: ATI 4850 512M, output 1900x1200 28" Hanns
Somewhat related topic, an early 1990s Today Show (hosts Joe Gargiola and Katie Couric) talking to American Laser Games top brass demonstrating one of the laser games at the time. It seems Katie enjoyed the game while it is noticeable that Joe's area of expertise should be sticking with baseball (announcing MLB games like he did then). Notice "Pong" pronounced as "Poing".
> > Well I downloaded DX9 and HLSL is simply AMAZING! > > I totally agree. I have some more tweaking too do, but it's a start.
I couldn't agree more! HLSL is definitely godsend for all of us LCD users. I've been spending the last hours fine tuning the settings and now there's definitely no going back. I temporary disabled hlsl to see how it used to look like in the past and I wonder how I ever could use MAME/MESS without it before. I never thought it would be possible to simulate CRT phosphor bleed. It looks amazing and brings life to good ol' games that we all grew up with. I only wish that we could combine it with other shader based filters; scale2x or scale3x etc.
> > > Well I downloaded DX9 and HLSL is simply AMAZING! > > > > I totally agree. I have some more tweaking too do, but it's a start. > > > I couldn't agree more! HLSL is definitely godsend for all of us LCD users. I've been > spending the last hours fine tuning the settings and now there's definitely no going > back. I temporary disabled hlsl to see how it used to look like in the past and I > wonder how I ever could use MAME/MESS without it before. I never thought it would be > possible to simulate CRT phosphor bleed. It looks amazing and brings life to good ol' > games that we all grew up with. I only wish that we could combine it with other > shader based filters; scale2x or scale3x etc. > > Many thanks to all the developers.
I am also impressed with this, but I have a few questions.
How will these settings (particularly the pincushion) effect lightgun games and mouse games where pixel perfect precision is necessary?
Could the new shader functions be used to "place" the screen inside complex artwork? What comes to mind specifically are periscope games. Right now there isn't a way in mame to simulate the player looking through the periscope. In other words a portion of the screen is obscured and it pivots the view to the right or left as you turn the scope. This would definately add a layer of realism to games like seawolf.
> yes, but this one has tons of different settings. the effect overlay is just a .png > file.
I meant, a similar "package" of "effects" could be assembled & distributed, like the archive of different effect .pngs. Of course this would also need code support in actually loading an external HLSL configuration file.