MAMETesters Bugs Fixed ---------------------- - 00100: [Sound] (galdrvr.c) froggermc: After starting a game, the sound cuts off. (Osso) - 05596: [Color/Palette] (thunderj.c) thunderj & clones: palette problem in the briefing (hap) - 06049: [Gameplay] (ibmpcjr.c) ibmpcjr [kingqst, mouser, pitfall2, scubavnt] : some softlist games are broken (crazyc)
Source Changes -------------- -piggypas.c: fixed CPU type, added layout and some inputs. [Sandro Ronco]
-firebeat: add proper dongle dumps for kbm3rd, pop4 and popn5 [Guru, Ville Linde]
-Fix reversion for PI. PI transfers round length up, not down. Add [Happy] field for VI interlaced modes. Display of interlaced video still needs work.
-adding ROM dump of Commodore MPS-1000 dot matrix printer [Felipe Sanches]
-dvk_ksm: update memory map, rom checksums. [shattered]
-ec1840, ec1841: clean up memory options [shattered]
-Victor 9000 Keyboard: Added two key labels I realized I'd forgotten. Updated comments to be more clear about keys with multiple contacts underneath but only one metal contact on the key. Noted in comments that the symbolic and mode keys on the numeric keypad (except for decimal point) are beige, not white. [Lord Nightmare]
-DEC LA120: Make the status leds and 7seg displays a popmessage(), for now. [Lord Nightmare]
-Votrax TNT: fixed the memory map mirroring based on schematic. [Lord Nightmare, Kevtris]
-added correct sprite rom dumps to Led Storm Rally 2011 (US) [Guru]
-adjusted the rom loading / gfxdecoding in the driver to accommodate the correct ROMs for Led Storm Rally 2011 [David Haywood]
-z80scc rework [Joakim Larsson] * z80scc_channel class rebased on device_t instead of z80sio_channel * Improved LOG printouts * Interrupt support started * Made register pointer bits shared bewtween A and B channel as per spec * Variant type keeping moved from channel class to device class where it belongs * Clocks are blocked until Rx/Tx enabled by ROM code * Improved logging * Started variant handling
-tiki100: Added 8088 expansion ROMs. [Person]
-tiki100: Used PROM for memory mapping. [Curt Coder]
-tiki100: Added expansion bus and skeleton for 8088 card. [Curt Coder]
-tiki100: Connected the I/O space to the expansion bus, and added the 360KB floppy format for MS-DOS. [Curt Coder]
-tiki100: Added raw screen parameters. [Curt Coder]
-tiki100: Added skeleton for Winchester controller. [Curt Coder]
-tiki100: Added the expansion bus slots to the Z80 daisy chain. [Curt Coder]
-tiki100: Added BUSRQ, BUSAK, and EXIN to the expansion bus. [Curt Coder]
-PTY support for u*x OSes [F.Ulivi]
-Fix to allow mips3 exceptions to detect branch delay slots for setting EPC. Minor cleanup/correction for n64.c [Happy]
-Added Siemens Sicomp PC16-05 BIOS ROM (Multitech MPF-PC/700 mainboard) [rfka01]
-Split cat.c into separate drivers for canon cat and iai swyft. [Lord Nightmare]
-PSX GPU: Fix the 24bit rendering of video sequences on games such as GranTurismo and Digimon World 3 [Felipe Sanches]
-ETI-660 fixed and working [Robbbert]
-Camputers Lynx 48k, 96k, 128k fixed and working. [Robbbert]
-Game-A-Tron gambling hardware changes [Roberto Fresca]: * Added siren/alarm input to Pull Tabs, and beeps/alarm input to Four In One Poker. All these are present in the Test Mode. However, their functions aren't clear. * Switched the PSG to SN76489, since it's present in the Bingo PCB. * Added technical notes and more documentation.
-Pinball, Bally early solid state (by17.c by35.c) [Quench] * Add mockup playfield layouts for Playboy, PowerPlay and Matahari that includes input/output devices * Add sound to first gen -35 games * Various fixes based on schematics and measurements.
-TMS52xx: Fix a bug where if the FIFO contained exactly 0 bytes and a SPEAK (VSM) command was issued, the command would instantly terminate due to the FIFO being empty even though the chip wasn't in SPEAK EXTERNAL mode. Fixes speech in TI Extended Basic [Lord Nightmare]
-wackygtr: added inputs and internal layout. [Sandro Ronco]
-Aristocrat MKV driver: Added the undumped PLD devices to Adonis (parent) ROM_LOAD since is running in the same hardware than the recent added clon. [Roberto Fresca]
-Aristocrat MKV driver: Added PCB ASCII layout and components description. Added extra documentation and some notes. [Roberto Fresca]
-Aristocrat MKV driver improvements [Roberto Fresca] Added the undumped ST93C46 serial EEPROMS to Adonisa, and added a placeholder to the parent set for the same devices, flagged as NO_DUMP. Added master crystal via #define, and derived the CPU clock. Added some technical notes.
-saa5050: graphics generator and character rounding [Nigel Barnes] * implemented graphics generator, no longer read from fake ROM * added character rounding * improved control code handling * added ROMs for variants saa5051, saa5053, saa5054, saa5055, saa5056, saa5057
-osborne1: add SCREEN-PAC support [Vas Crabb] * implement 104-column and pseudo-80-column modes * correct scrolling in 52-column mode according to schematics * approximate scrolling in 104-column and pseudo-80-column modes * rework Osborne 1 memory and I/O maps to match schematics
-bbc: floppy formats and rom updates [Nigel Barnes] * improved ssd, dsd handling * added Acorn DOS and CPM formats * added known good rom configuration for acw443 (Cambridge Workstation) * removed some BAD_DUMP flags
-bbc: various softlists [Nigel Barnes] * bbca_cass - new titles and additional info added * bbcb_cass - new titles and additional info added * bbcb_flop - preliminary list containing test cases * bbcm_flop - preliminary list * bbc_32016_flop - requires additional hardware emulated * bbc_65c102_flop - requires additional hardware emulated * bbc_80186_flop - requires additional hardware emulated * bbc_arm_flop - requires additional hardware emulated * bbc_z80_flop - requires additional hardware emulated * pro128s_flop - all known available dumps
-bbc: fdc intrq/drq causes nmi [Nigel Barnes]
-HLSL changes [ImJezze] * Unified HLSL render pipline for raster and vector graphics * simplified draw call of render pass functions * reduced number of used render targets from 7 to 4 (2 native and 2 pre-scaled) * made render pass functions (nearly) independent from each other * unified render pipeline for raster and vector graphics, which means that all effects are now also available for vector graphics (except scan-lines) * removed/replaced simple.fx by primary.fx * removed CU_PHOSPHOR_IGNORE uniform, which was only used in phosphor pass function and is now directly set * added CU_TARGET_DIMS uniform based on the current render target * added CU_QUAD_DIMS uniform based on the current full screen polygon quad * removed pre-scale knowledge from shaders * fixed DX9 related half pixel offset in most shaders * reduced shadow mask color bleeding * fixed defocus strength with different pre-scales * added slight noise to bloom effect to reduce the color banding of lower bloom levels * fixed position of reflection effect when screen is rotated or flipped * fixed roundness and size of rounded corners in any aspect ratio * added distortion pass, which is applied after the bloom pass and moved curvature, vignetting, rounded corners and reflection effect to this pass * fixed bloom stair-step artifacts when screen is curved * added smooth border effect and option, its amount is limited by the amount of rounded corners * added bloom overdrive effect and options, this effect allows to overdrive pure colors like red, green and blue to become more brighter * merged vector and raster bloom options, use vector.ini or raster.ini to distinguish * added raster.ini and lcd.ini to parse_standard_inis() * added bounds() and screen_bounds() getter to layout_view * added current_view() getter to render_target * many other small changes and refactoring * fixed vector intensity * fixed vector flicker * replace beam width by beam width min. and beam width max. width, this makes it possible to create a linear dynamic beam width by the amount of intensity of the beam * added beam intensity weight, this adds an exponential factor to the dynamic beam width (values greater than 0 will push larger intensities more than smaller intensities) * fixed ratio of "vector points" (zero-length lines)
-psxcd: Declaring ROM images for the CDROM controller MCU. [Felipe Sanches]
-Apollo changes: [Hans Ostermeyer] * fixed the Apollo floppy disk emulation * added the media option -node_id resp. -ni to set the node ID from a node ID rom image file * fixed the unmapped ISA Bus access to return 0xff instead of 0x00 * removed excessive log entries from unmapped ISA Bus access * fixed date (and some other issues) in mc146818 (new in MAME 0166)
-Fix for imds2 driver after i8271 modernization [F.Ulivi]
-namcos23: fix the polynew conversion [O. Galibert]
-namcos23: Go back to z-sorting [O. Galibert]
-deorphaned the software lists for cd32, 3do_m2 and pippin so that they get parsed by the validity checker etc. [Shideravan]
-Changed the qotna set to run in a US-Export hardware. Even when is NSW/ACT, the program seems to run in that hardware. Added more documentation. [Roberto Fresca]
-apple2: fixed "The Mill" 6809 card so OS9 can boot. [robj, R. Belmont]
-Changed the vpoker set description to Videotronics Draw Poker, since the game is "Draw Poker". Two companies sold it with different name. Documented the legal issues and added links. [Roberto Fresca]
New machines added or promoted from NOT_WORKING status ------------------------------------------------------ Attack Pla Rail (Japan, AP1/VER.A) [Guru, R. Belmont] Led Storm Rally 2011 (US) [Guru, David Haywood] Player's Edge Plus (X002287P+XP000057) Pay the Aces NO Faces Bonus Poker [BrianT] Exidy Sorcerer II [Robbbert] Unisonic Champion 2711 [David Viens] SegaSonic Popcorn Shop (Rev B) [ShouTime, The Dumping Union - insert full credit list here]
New clones added or promoted from NOT_WORKING status ---------------------------------------------------- Final Fight (USA 900424) [Bonky0013] Lightning Swords [System11, The Dumping Union] Air Duel (World, M82) [system11, The Dumping Union] Ken-Go (set 2) [caius] Master Boy (Italian, PCB Rev A, set 2) [Any, The Dumping Union] WEC Le Mans 24 (v1.26) [Any, The Dumping Union] Wonder Stick (set 2, censored) [Any, The Dumping Union] Sliver (set 2) [Any, The Dumping Union] Joe & Mac Returns (Japan, Version 1.2, 1994.06.06) [rtw, The Dumping Union] Led Storm Rally 2011 (World) [system11] Player's Edge Plus (KE0004) Keno [Badbaud, BrianT] Player's Edge Plus (KE1006) Keno [Badbaud, BrianT] Player's Edge Plus (KE1013) Keno (set 2) [Badbaud, BrianT] Player's Edge Plus (PP0042) 10's or Better (set 2) [Badbaud, BrianT] Player's Edge Plus (PP0045) 10's or Better (Gambler Downtown Reno) [Badbaud, BrianT] Player's Edge Plus (PP0045) 10's or Better (Par-A-Dice Riverboat Casino) [Badbaud, BrianT] Player's Edge Plus (PP0045) 10's or Better (Annie Oakely's Central City) [Badbaud, BrianT] Player's Edge Plus (PP0055) Deuces Wild Poker (set 2, Skyline Casino) [Badbaud, BrianT] Player's Edge Plus (PP0158) 4 of a Kind Bonus Poker (set 2, Skyline Casino) [Badbaud, BrianT] Player's Edge Plus (PP0430) Deuces Joker Wild Poker [Badbaud, BrianT] Player's Edge Plus (PP0459) Joker Poker [Badbaud, BrianT] Player's Edge Plus (PP0515) Double Bonus Poker (set 4) [Badbaud, BrianT] Player's Edge Plus (X000055P+XP000038) Deuces Wild Poker (Sunset Station Hotel-Casino) [Badbaud, BrianT] Player's Edge Plus (X000426P+XP000038) Joker Poker [Badbaud, BrianT] Player's Edge Plus (X002179P+XP000119) Double Bonus Poker [BrianT] Player's Edge Plus (XM00006P+XMP00002) Multi-Poker (The Orleans) [Badbaud, BrianT]
New machines marked as NOT_WORKING ---------------------------------- Micral 80-22G [Robbbert] Data RD100 [Robbbert] Proteus III [Robbbert] Neo Print (Japan) (T2d) [Bonky0013] Cuckoo (MV4104, Export) [Roberto Fresca] Mine, Mine, Mine (Export) [Roberto Fresca] Party Gras (MV4115/6, Export) [Roberto Fresca] Penguin Pays (Export) [Roberto Fresca] Wild Cougar (Export) [Roberto Fresca] Boot Scootin' (Export, 92.767%) [Roberto Fresca] Bumble Bugs (Export, 92.691%) [Roberto Fresca] Cash Chameleon (Export) [Roberto Fresca] Sub Hunter [Piero Andreini] The Chariot Challenge (04J00714, NSW/ACT) [Roberto Fresca] Eagle 1600 [SomeGuy]
New clones marked as NOT_WORKING -------------------------------- Dolphin Treasure (Export) [Roberto Fresca] Magic Mask (MV4115, Export, set 2) [Roberto Fresca] Adonis (MV4124/1, Export) [Roberto Fresca] Mega-CD with 32X (Japan, NTSC) [Shideravan] Mega-CD with 32X (Europe, PAL) [Shideravan] Adonis (0100751V, NSW/ACT) [Roberto Fresca] Dolphin Treasure (Export) [Roberto Fresca] Queen of the Nile (MV4091, NSW/ACT) [Roberto Fresca]
New WORKING software list additions ----------------------------------- a2600.xml: Atari 2600 cartridges - Stella's Stocking 2008 [The Dumping Union] megadriv.xml: - Putty Squad (prototype) [?]
New NOT_WORKING software list additions ---------------------------------------
-- -Pinball, Bally early solid state (by17.c by35.c) [Quench] * Add mockup playfield layouts for Playboy, PowerPlay and Matahari that includes input/output devices * Add sound to first gen -35 games * Various fixes based on schematics and measurements. --
Another bit of progress for the pinball fans.
>-wackygtr: added inputs and internal layout. [Sandro Ronco]
I also enjoy the printer progress that Haze posted regarding the previous release. Hopefully more progress later.
- Ramiro Polla was busy pushing more boundaries in the emulator with emulation of a printer, including emulating the motors, print head position etc. and rendering what would go to the paper on a virtual screen (we eventually need to decide on an actual output format for virtual printers) he uploaded his own video of this (with the printer running a self-test) which can be seen below. -
> > Nevermind, got that ROM. Though I don't understand why it's needed only by that > > KETARR set and not all the others.... Stunning. > > I'm not sure, the code came from HBMAME, it's a blank file, I'll remove it.
It would have come with the original rompack. Until now, nobody complained.
> >-Votrax TNT: fixed the memory map mirroring based on schematic. > [Lord Nightmare, Kevtris] > > *hopes Votrax SC-01 hardware becomes fully working*
I was wondering the same thing. I believe the TNT uses the SC-01 (?) so curious if LN's work gets us any closer to actually having decent sound in q*bert and friends for the first time in... ever.
Lots of other really nice stuff in the whatsnew too as per usual. Amazing and cool momentum.
Am I the only one missing a truckload of samples? Actually it's only genpin, but for some reason it seems to be a sampleparent set for A LOT of other games. Is this right?
>I was wondering the same thing. I believe the TNT uses the SC-01 (?) so curious if LN's >work gets us any closer to actually having decent sound in q*bert and friends for the >first time in... ever.
I believe it had been mentioned earlier that a fair amount of analog/discrete circuitry also involved with SC-01.....definitely a while before it gets done. 10 to 15 years earlier, it didn't seem possible of the hardware being emulated since no documents were available other than filed patents by the company. I'd like to believe the way progress has been going in recent years that maybe almost there of SC-01 being fully emulated.
The other hardware that catches my interest would be what is used for the Mattel Electronics handheld games. I hope that can be figured out. Sort of same scenario with Votrax SC-01....no documents available from the company other than filed patents. What has already been accomplished with other handheld games is impressive so I hope it might be possible for Mattel Electronics handheld games also being emulated.
> I believe it had been mentioned earlier that a fair amount of analog/discrete > circuitry also involved with SC-01.....definitely a while before it gets done. 10 to > 15 years earlier, it didn't seem possible of the hardware being emulated since no > documents were available other than filed patents by the company. I'd like to believe > the way progress has been going in recent years that maybe almost there of SC-01 > being fully emulated. > > The other hardware that catches my interest would be what is used for the Mattel > Electronics handheld games. I hope that can be figured out. Sort of same scenario > with Votrax SC-01....no documents available from the company other than filed > patents. What has already been accomplished with other handheld games is impressive > so I hope it might be possible for Mattel Electronics handheld games also being > emulated.
Agreed on both accounts, but especially the SC-01. I'd love to think someday we'll hear q*bert accurately belt out his semi-random phonemes as we may remember from the arcades! So yeah, any progress here, even if it's just an inch, is so cool to see.
I'm not sure if it's something specific to my system here, but with 0.167, I created a fresh mame.ini and noticed I had to manually add a line for bloom_scale because it's missing from mame.ini and defaulted value of 0.250 is way too much.
Must be something with your system. Bloom Scale is in mine. Also, you should have bloom_overdrive 0.0,0.0,0.0 under bloom scale instead of vector_bloom_scale and raster_bloom_scale. Those two have been depreciated. And, your missing smooth_border 0.0 which should be under round _corner.
> > # > > # BLOOM POST-PROCESSING OPTIONS > > # > > bloom_scale 0.050 > > vector_bloom_scale 1.00 > > raster_bloom_scale 0.220 > > Must be something with your system. Bloom Scale is in mine. Also, you should have > bloom_overdrive 0.0,0.0,0.0 under bloom scale instead of vector_bloom_scale and > raster_bloom_scale. Those two have been depreciated. And, your missing smooth_border > 0.0 which should be under round _corner.
Mr. Ric is right. This release is kind of a major update to HLSL. Your .ini seems wrong to me and is missing parameters. Consider a clean install of MAME. The HLSL folder for example is nearly completely reworked with even new elements. If you really created a "NEW" mame.ini with the actual MAME.exe, it shouldnt look like yours at all.
> Mr. Ric is right. This release is kind of a major update to HLSL. Your .ini seems > wrong to me and is missing parameters. Consider a clean install of MAME. The HLSL > folder for example is nearly completely reworked with even new elements. If you > really created a "NEW" mame.ini with the actual MAME.exe, it shouldnt look like yours > at all.
> Maybe I missed the bug report, but I can't launch a single game with MAME64 when HLSL > is enabled. > > I tried with a fresh install and a fresh mame.ini > > I launch the game, it crashes MAME64 and after that, MAME64 is crashing at the > opening, until I delete mame.ini > > Everything else is working fine and GLSL too.
Please explain in detail how you did the fresh install and what are your hardware specs?
Because you didnt do a fresh install What do you guys dont understand with the term "FRESH INSTALL" ??? It means the whole package, EVERYTHING. Not only just picking the Mame.exe and exchange it with your old one. Do you even know, that there are many .fx files in the HLSL folder, that could be changed in a update?
If GTA 6 is released, do you only exchange the GTA 6.exe with your old GTA 5.exe? Would you call this a fresh install?
Do you expect that your saved games from GTA 5, will work with GTA 6? Hope this clarifies it for you .
Even this is a bit of a problem the way you describe it
'a brand new MAME64 executable' isn't enough.
There are a lot of sites stupidly offering MAME distributions containing ONLY the mame64.exe file*, this is bad, bad, bad. You should specifically avoid emucr and a lot of places offering 'no nag' builds for this reason.
Why is it bad? because a lot of MAME features these days need additional files, HLSL is one of those, Software Lists are another, without the support files you have a broken install that is liable to crash.
The official distributions found on mamedev.org of course do include the correct support files, but simply saying 'new MAME64 executable' doesn't convey this message properly.
I'm glad you have it sorted now, but don't underestimate the ham-handedness of some people packaging MAME. None of this is being sarcastic or treating you like an idiot.
* or in some cases out of date support files alongside it because they didn't bother to update them either, again just dropping a new exe into an old distribution folder they had.
> When I say "Fresh Install", I do mean "Fresh Install". A brand new MAME64 executable > in a brand new folder. No need to be sarcastic. > > I thought it was a 0.167 problem as it was working with 0.166 before. I re-downloaded > 0.166 and the problem was also there. > > I reinstalled DirectX and some Redistib from MS (they were already in my computer) > and back to normal. No idea why it didn't work before. > > False alert.
OK. Thanks for your explanation. As english is not my native language, I thought I was explicit enough, but obviously not.
What I wanted to mean by fresh MAME64 is a fresh MAME64 that I found on mamedev, the complete pack with the executable and folders. I'll do my best to be more understandable next time, but it's not easy to explain something that bothers me when I don't have all the tools to explain clearly !
Well, Back to MAME and HLSL. Thanks for your time.
I noticed an issue if people download the official binary package. It doesn't contain all the slot PNGs and people may not know where to get the correct ones.
> > Hi guys! > > > > Am I the only one missing a truckload of samples? > > Actually it's only genpin, but for some reason it seems to be a sampleparent set > for > > A LOT of other games. Is this right? > > Yes you are correct. Better start looking!
Why aren't samples included in the binary pack?...
@Jaylinx If you still have the problem, can you please start MAME with the -verbose command line option and post the console output after the application crashed.
> @uman or Jezze > > I noticed an issue if people download the official binary package. It doesn't contain > all the slot PNGs and people may not know where to get the correct ones. > > I'm thinking this should be changed. > > http://i.imgur.com/8l9ozeq.png
Thx B2K24, Jezze and me are aware of this problem since yesterday and it is not only the artworks, that are missing in the binary, also the artwork_support folder inside the HLSL folder is missing. Funnily enough, the source, contains all these files. Maybe you could inform the right people, that would be nice. We both dont know, who is authorized to change this or even why this happened.
As i am just a person, who is not providing anything of value and should better shutup... i will do exactly this. have a nice day.