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acdacd
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Mame 0.175 is out !!!
#356057 - 06/29/16 10:58 AM


http://mamedev.org/release.php


0.175
-------


MAMETesters Bugs Fixed
----------------------
- 06244: [Speed] (namconb1.c) machbrkr, outfxies: Degraded performance speed (Osso)
- 06241: [Crash/Freeze] Most sets in neodriv.hxx: cheats enabled cause MAME to crash (cuavas)
- 06235: [Graphics] (pacman.c) pacman: X and Y flip bits are ignored when sprite is rendered at top of screen due to vertical wrapping (Robbbert)
- 06234: [DIP/Input] (nbmj9195.c) mscoutm, imekura, mjegolf: Incorrect inputs in some mahjong games (Tourniquet)
- 03321: [DIP/Input] (mario.c) mario: Dip switch titles for bonus life don't match gameplay (anikom15)
- 06225: [Crash/Freeze] (midtunit.c) mk, mk2: Game doesn't start - crash while loading (cuavas)
- 06196: [Interface] Window mode, can't set window size anymore (bradhugh)
- 06222: [Graphics] Artwork + HLSL + Vector Game = Cropped Screen and Wrong Screen Position (Jezze)
- 06195: [Crash/Freeze] -video BGFX is crashing after selecting 'Select New Machine' and launching another machine (Ryan Holtz)
- 06223: [Crash/Freeze] (ataxx.c) All sets in ataxx.cpp: Fatal error: Missing some required objects, unable to proceed (Tafoid)
- 06221: [Interface] PLUGINS: pluginspath option not fully recognized (crazyc)
- 06236: [Misc.] (ptcsol.c) sol20: SVT format file names problem! (Robbbert)
- 05783: [Misc.] (ptcsol.c) sol20: SVT format differs from Solace emu! (Robbbert)
- 06215: [Misc.] (sorcerer.c) sorcererd: Refuse to load some cpm programs! (Robbbert)



MooglyGuy
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The whatsnew is too long for a single post (I think), if anyone wants to know why he didn't post it new [Re: acdacd]
#356058 - 06/29/16 11:49 AM


The board simply takes you to a "500 Internal Server Error" page if you try to post the full whatsnew. Nice one.

> http://mamedev.org/release.php
>
>
> 0.175
> -------
>
>
> MAMETesters Bugs Fixed
> ----------------------
> - 06244: [Speed] (namconb1.c) machbrkr, outfxies: Degraded performance speed (Osso)
> - 06241: [Crash/Freeze] Most sets in neodriv.hxx: cheats enabled cause MAME to crash
> (cuavas)
> - 06235: [Graphics] (pacman.c) pacman: X and Y flip bits are ignored when sprite is
> rendered at top of screen due to vertical wrapping (Robbbert)
> - 06234: [DIP/Input] (nbmj9195.c) mscoutm, imekura, mjegolf: Incorrect inputs in some
> mahjong games (Tourniquet)
> - 03321: [DIP/Input] (mario.c) mario: Dip switch titles for bonus life don't match
> gameplay (anikom15)
> - 06225: [Crash/Freeze] (midtunit.c) mk, mk2: Game doesn't start - crash while
> loading (cuavas)
> - 06196: [Interface] Window mode, can't set window size anymore (bradhugh)
> - 06222: [Graphics] Artwork + HLSL + Vector Game = Cropped Screen and Wrong Screen
> Position (Jezze)
> - 06195: [Crash/Freeze] -video BGFX is crashing after selecting 'Select New Machine'
> and launching another machine (Ryan Holtz)
> - 06223: [Crash/Freeze] (ataxx.c) All sets in ataxx.cpp: Fatal error: Missing some
> required objects, unable to proceed (Tafoid)
> - 06221: [Interface] PLUGINS: pluginspath option not fully recognized (crazyc)
> - 06236: [Misc.] (ptcsol.c) sol20: SVT format file names problem! (Robbbert)
> - 05783: [Misc.] (ptcsol.c) sol20: SVT format differs from Solace emu! (Robbbert)
> - 06215: [Misc.] (sorcerer.c) sorcererd: Refuse to load some cpm programs! (Robbbert)



MooglyGuy
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Posts: 2257
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Whatsnew test new [Re: MooglyGuy]
#356060 - 06/29/16 12:08 PM


0.175
-------


MAMETesters Bugs Fixed
----------------------
- 06244: [Speed] (namconb1.c) machbrkr, outfxies: Degraded performance speed (Osso)
- 06241: [Crash/Freeze] Most sets in neodriv.hxx: cheats enabled cause MAME to crash (cuavas)
- 06235: [Graphics] (pacman.c) pacman: X and Y flip bits are ignored when sprite is rendered at top of screen due to vertical wrapping (Robbbert)
- 06234: [DIP/Input] (nbmj9195.c) mscoutm, imekura, mjegolf: Incorrect inputs in some mahjong games (Tourniquet)
- 03321: [DIP/Input] (mario.c) mario: Dip switch titles for bonus life don't match gameplay (anikom15)
- 06225: [Crash/Freeze] (midtunit.c) mk, mk2: Game doesn't start - crash while loading (cuavas)
- 06196: [Interface] Window mode, can't set window size anymore (bradhugh)
- 06222: [Graphics] Artwork + HLSL + Vector Game = Cropped Screen and Wrong Screen Position (Jezze)
- 06195: [Crash/Freeze] -video BGFX is crashing after selecting 'Select New Machine' and launching another machine (Ryan Holtz)
- 06223: [Crash/Freeze] (ataxx.c) All sets in ataxx.cpp: Fatal error: Missing some required objects, unable to proceed (Tafoid)
- 06221: [Interface] PLUGINS: pluginspath option not fully recognized (crazyc)
- 06236: [Misc.] (ptcsol.c) sol20: SVT format file names problem! (Robbbert)
- 05783: [Misc.] (ptcsol.c) sol20: SVT format differs from Solace emu! (Robbbert)
- 06215: [Misc.] (sorcerer.c) sorcererd: Refuse to load some cpm programs! (Robbbert)


Source Changes
--------------
-Further improvements to the Patinho Feio driver & CPU [Felipe Sanches]

-atarigen: Remove the slapstic direct update handler, which hasn't been
necessary since direct access has been enhanced to work correctly on
handlers, years ago [O. Galibert]

-sloop: Direct update handler unneeded too [O. Galibert]

-esb: Direct update for slapstic gone too [O. Galibert]

-gameboy: Improved support for M161 and MMM01 mappers. [Tauwasser]

-n64dd: Change N64DD to use harddisk device instead of quikload device.
Updated checksum for Randnet disk, previous conversion was faulty. [Happy]

-West Story improvements: the NMI story [AJR]
* Thoroughly reworked weststry memory map based on M68000 code
* FG tilemap scrolling implemented for weststry
* Sound hooked up, but doesn't fully work (YM3812 stops sending IRQs)
* Various things documented in other bloodbro.cpp games

-Added color proms to Ozma Wars. [MASH]

-Merged ataxx.cpp into leland.cpp as they had a completely shared main
header file (leland.h). [Tafoid]

-ui refactoring [Vas Crabb]
* Make ARRAY_LENGTH cause a compile error if used with a pointer/vector
* move menu classes into ::ui namesapce and reduce scope of many symbols
* Clean up text input code, move common operations to inline
templates
* Fix numerous one-byte buffer overruns
* Don't flat-out ignore input beyond the C1 hole
* Fix decoding of SDL text input

-Added highly experimental SHARC recompiler (disabled by default)
[Ville Linde]

-psx.xml: Added more information and small fixes to Japanese discs.
[Fabio Priuli]

-Tetris + Cherry Master (+K, Canada Version, encrypted) hidden switch
documentation... [Ioannis Bampoulas]

-Merit Match Games driver: [Roberto Fresca]
* Added technical notes and corrected CRT 810 layout + old notes.
* Some cleanup for coding standards, and fixed Coinage DIP switches.

-Magic Fly driver: Refactored PCB layout and pinout with new findings
and PCB trace. Also added some technical notes [Roberto Fresca].

-Major Poker: [Roberto Fresca]
* Added missing G2 gal16v8d.
* Added missing PLDs, plus technical notes.

-Royal Card (Austrian, set : [Roberto Fresca]
* Added mirrored VRAM to $4000/$5000.
* Worked and added a default NVRAM. The game now is working properly.

-Buena Suerte: Completed the Protel PCB set. Rearranged the graphics
ROMs to get accurate gfx banks. Discrete sound needs to be traced.
Game is working properly. [Roberto Fresca]

-Buena Suerte (Protel PCB): Added technical notes and a WIP edge
connector and mech counters pinout. [Roberto Fresca, Gaby]

-Flaming 7: [Roberto Fresca]
* Added new technical notes.
* Flaming 7: Decrypted the graphics ROMs & fixed the gfxdecode.
Bipolar PROM decode is still wrong.
* Graphics Bank 1 is color-accurate. Added some technical notes
about the missing extra layer for bonus graphics with the
related VRAM used range
* Dedicated inputs + DIP switch bank #1.
* DIP switches bank #2: bonus pay & internal progressive.
* DIP switches bank #3: Maximum Bet, Coin-In Timeout, Denomination,
and Progressive Sign.
* DIP switches bank #2: Notes about Bonus Pay...
* DIP switches bank #3: Added Progressive Sign notes...
* Added a DIP switches table ASCII layout...
* Added Pay Table Diagram...
* Added Pinout Diagram...
* Documented the Cyberdyne Printer Harness circuitry.
* Fixed the bipolar PROM load. Also improved both graphics banks
colors. Colors now are close, but still imperfect.

-Flaming 7 (Taiwanese): Splitted a new machine driver, and added proper
gfxdecode. Improved the GFX bank #2. Still needs work... [Roberto Fresca]

-Flaming 7 (W-4 hardware): [Roberto Fresca]
* Added hand made electronic serial DS2401 dump, as a start of
electronic serial number support. Added technical notes.
* Added electronic serial DS2401 device. Still remaining the
connection and read routines.
* Connected the electronic serial DS2401 device to the proper
PPI8255 (PC6) line.

-Flaming 7 (W-4 hardware): correct DS2401 hookup and reverse-engineer
protection to get required serial number [Vas Crabb]

-Commodore PET Joysticks and Sound Device [Ken White]

-sun2: Preliminary MMU implementation, still has issues. [R. Belmont]

-sun2: MMU fixes, both VME and Multibus variants now POST and show
something. [R. Belmont]

-gbcolor.xml: Documented more Game Boy Color PCBs, based on no-intro
pictures [Fabio Priuli]

-vboy.xml: Documented a few Virtual Boy PCBs, based on no-intro
pictures [Fabio Priuli]

-Ignore cylinders, heads and sectors from identify device data, based
on the ATA 5 specification. [smf]

-Added CHS and LBA limits when the chd doesn't contain identify device
data [smf]

-Fix NeoGeo CD P2 inputs [fuzzbop]

-Update rainbow.cpp [Bavarese]

-Added comlist and commit commands to debugger.
comlist prints available comments in debugger console, commit will do
a bulk comadd and comsave operation. [Angelo Salese]

-Don't use AM_MASK on ram, you end up with an incorrect allocation size [O. Galibert]

-rainbow: led polarity [Baverese]

-sun2: fixed more MMU issues, added serial ports. [R. Belmont]

-Fix TGP parser crashing in Model 1 [SailorSat]

-Fixed network output to include all data [headkaze]

-naomi docs: 'Samba de Amigo Rev.A' cartridge contents identical to
already dumped Rev.B [f205v, ShouTime]

-lk201: fix 6805 clock to verified value [Lord Nightmare]

-sun3 updates: [R. Belmont]
* Split sun3 and sun3x archiectures, they're different enough
* Sun3 MMU and unique hardware implemented, all models now POST
including 3/2xx [R. Belmont]

-sun4 updates: [R. Belmont]
* Preliminary implementation of sun4c MMU and related hardware.

-gba.xml: documented some more Game Boy Advance PCBs. [Fabio Priuli]

-gba.cpp: several improvements [Fabio Priuli]
* Implemented emulation of the "General Purpose I/O" port (GPIO) of
GBA.
* Hooked up S-3511 RTC emulation through the GPIO port. This allows
to avoid the "Internal battery has run dry [...] clock-based
events will no longer occur" messages in Pokemon Emerald / Ruby /
Sapphire. This also promotes Sennen Kazoku to working state.
* Hooked up Boktai Light Sensor emulation through the GPIO port. This
allows to avoid the "Solar Sensor is broken" message in Boktai /
Bokura no Taiyou, which is now playable and to recharge your
weapons in all three games of the series. Light level has to be
chosen via the "Machine Configuration" menu, until we get some
kind of camera input.
* Hooked up Warioware Twist Gyroscope emulation through the GPIO
port. This allows to play the minigames, even if in some case the
input sensibility might need a few tweaks.
* Hooked up Warioware Twist & Drill Dozer Rumble emulation through



abelenki
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Reged: 10/20/03
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Re: Mame 0.175 is out !!! new [Re: acdacd]
#356061 - 06/29/16 12:32 PM


http://mamedev.org/releases/whatsnew_0175.txt



MAME Stuff | MAME favorites | Bubble Bobble Series chart / wiki | PC configuration



CiroConsentino
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Reged: 09/21/03
Posts: 6211
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Re: Mame 0.175 is out !!! new [Re: acdacd]
#356067 - 06/29/16 01:11 PM


Thank you for the update.
Emu Loader will soon follow



Emu Loader
Ciro Alfredo Consentino
home: http://emuloader.mameworld.info
e-mail: ciroconsentino@gmail.com



SmitdoggAdministrator
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Re: The whatsnew is too long for a single post (I think), if anyone wants to know why he didn't post it new [Re: MooglyGuy]
#356072 - 06/29/16 04:40 PM


There are some bugs with the message board being looked at. I also can't get attachments to work or emailed replies.



CiroConsentino
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Re: The whatsnew is too long for a single post (I think), if anyone wants to know why he didn't post it new [Re: Smitdogg]
#356075 - 06/29/16 05:12 PM


This morning I was getting error 500 at uptobox.com, but it's back to normal there now.

Something fishy is going on, and it's not just in this message board.



Emu Loader
Ciro Alfredo Consentino
home: http://emuloader.mameworld.info
e-mail: ciroconsentino@gmail.com



DarkMoe
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Tektronix 4404 question new [Re: acdacd]
#356089 - 06/30/16 04:36 AM


Hi all,

So in the what's new it says that we have working support for "Tektronix 4404 [R. Belmont, Al Kossow]".

I tried searching it with mame search filter, and found other Tektronix revisions (not 4404), and when trying to load it as a command parameter (tried with tek4404), get a this game does not work, and then black screen.

I'm sure I'm somehow missing it, since in previous versions, some of the new working handhelds had a different name than the one in the what's new (like without the company name).

What's the correct way to load this title ?
Thanks,



TafoidAdministrator
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Re: Tektronix 4404 question new [Re: DarkMoe]
#356091 - 06/30/16 05:05 AM


> Hi all,
>
> So in the what's new it says that we have working support for "Tektronix 4404 [R.
> Belmont, Al Kossow]".
>
> I tried searching it with mame search filter, and found other Tektronix revisions
> (not 4404), and when trying to load it as a command parameter (tried with tek4404),
> get a this game does not work, and then black screen.
>
> I'm sure I'm somehow missing it, since in previous versions, some of the new working
> handhelds had a different name than the one in the what's new (like without the
> company name).
>
> What's the correct way to load this title ?
> Thanks,

Looks like that title it got auto-detected incorrectly. The commit for this machine is here:
https://github.com/mamedev/mame/commit/71c500d93174212cc309df13060aa2dd69b04768
.. which clearly denotes it as not working.

Sorry for the confusion.



DarkMoe
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Re: Tektronix 4404 question new [Re: Tafoid]
#356092 - 06/30/16 05:11 AM


Thanks !



R. Belmont
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Re: Tektronix 4404 question new [Re: DarkMoe]
#356106 - 06/30/16 04:57 PM


> Hi all,
>
> So in the what's new it says that we have working support for "Tektronix 4404 [R.
> Belmont, Al Kossow]".

It's not actually working. It POSTs (silently) and then goes looking for its weird SCSI expansion box that has a 6502 controlling a floppy drive and an HDD in it. We do hope to get it to boot Tek's version of UNIX in the future.



DarkMoe
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iSBC sets new [Re: acdacd]
#356107 - 06/30/16 05:37 PM


So these are now working:

iSBC 80/10 [Nigel Barnes]
iSBC 80/10A [Nigel Barnes]
iSBC 80/10B [Nigel Barnes]
iSBC 80/30 [Nigel Barnes]

10A and 10B are clones of 10 according to MAME, so it's only 2 new additions I think.

I tried to use them, but I have no idea how they work. Any manual or some basic syntax for it ? I tried going into BASIC mode, and programming something like:

10 PRINT "HOLA"
20 END

but it always reply with "what?"

Any idea ?

Edited by DarkMoe (06/30/16 05:43 PM)



MooglyGuy
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Re: iSBC sets new [Re: DarkMoe]
#356112 - 07/01/16 12:44 AM


Who are you, the working/not-working police?



RobbbertModerator
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Re: iSBC sets new [Re: DarkMoe]
#356114 - 07/01/16 02:11 AM


-



DarkMoe
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Re: iSBC sets new [Re: MooglyGuy]
#356116 - 07/01/16 03:09 AM


I'm the guy who's making the compilation videos showing new working games on each MAME release =D



MooglyGuy
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Re: iSBC sets new [Re: DarkMoe]
#356121 - 07/01/16 09:53 AM


> I'm the guy who's making the compilation videos showing new working games on each
> MAME release =D

Haha, I know, I'm just messing around. In addition to what Robbert said above about starting up with the right -bios parameter, one thing worth noting is that the version of BASIC that's used is very limited, so a lot of BASIC programs that you find on the 'net, other than your example, might not work for a demo.



Pernod
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Re: iSBC sets new [Re: DarkMoe]
#356123 - 07/01/16 11:41 AM


> So these are now working:
>
> iSBC 80/10 [Nigel Barnes]
> iSBC 80/10A [Nigel Barnes]
> iSBC 80/10B [Nigel Barnes]
> iSBC 80/30 [Nigel Barnes]
>
> 10A and 10B are clones of 10 according to MAME, so it's only 2 new additions I think.
>
> I tried to use them, but I have no idea how they work. Any manual or some basic
> syntax for it ? I tried going into BASIC mode, and programming something like:
>
> 10 PRINT "HOLA"
> 20 END
>
> but it always reply with "what?"
>
> Any idea ?
Yep, the A and B are later board revisions with more memory.

For the 8030, from the manual (and notes in driver):

Quote:


System Initialization (Reset):
The USART clock is initially set at 9600 baud. Two "U" characters are used
to check for baud rate. When the first "U" character is entered it is
checked for 9600, 4800, 2400, and 1200 baud rate. If a match is found then
that baud rate is set into the clock. If not, then a second "U" character
must be entered. The second "U" character is checked for 600, 300, 150,
and 110 baud. When the baud rate has been successfully determined, the sign
-on message "80/30 MONITOR" will be displayed on the console. When the
monitor is ready for a command, it will prompt with a period ".".



So for proper startup just press U to get a prompt.



Dullaron
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Waiting on the MESS artwork page get updated. new [Re: acdacd]
#356124 - 07/01/16 12:01 PM


I saw there some new artworks that not on this page yet. http://www.mess.org/artwork

Entex Electronic Soccer, U.S. Games Super Sports-4 and a few more.



W11 Home 64-bit + Nobara OS / AMD Radeon RX 5700 XT / AMD Ryzen 7 3700X 8-Core 3.59 GHz / RAM 64 GB



TafoidAdministrator
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Re: Waiting on the MESS artwork page get updated. new [Re: Dullaron]
#356125 - 07/01/16 02:36 PM


> I saw there some new artworks that not on this page yet. http://www.mess.org/artwork
>
> Entex Electronic Soccer, U.S. Games Super Sports-4 and a few more.

Those handhelds being added (like all the current ones) now have internal SVG as part of the romset as it is implemented on the fly. No need for external artwork packages for the newer versions of MAME for those machines.



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Re: iSBC sets new [Re: MooglyGuy]
#356127 - 07/01/16 04:14 PM


> > I'm the guy who's making the compilation videos showing new working games on each
> > MAME release =D
>
> Haha, I know, I'm just messing around. In addition to what Robbert said above about
> starting up with the right -bios parameter, one thing worth noting is that the
> version of BASIC that's used is very limited, so a lot of BASIC programs that you
> find on the 'net, other than your example, might not work for a demo.

His program is sufficient for what his videos do though



Dullaron
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Re: Waiting on the MESS artwork page get updated. new [Re: Tafoid]
#356132 - 07/01/16 07:28 PM


> Those handhelds being added (like all the current ones) now have internal SVG as part
> of the romset as it is implemented on the fly. No need for external artwork packages
> for the newer versions of MAME for those machines.

Nice

I will delete those artwork files from the folder then.

By the way. We can use the bgfx on these.



W11 Home 64-bit + Nobara OS / AMD Radeon RX 5700 XT / AMD Ryzen 7 3700X 8-Core 3.59 GHz / RAM 64 GB



StilettoAdministrator
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Re: Waiting on the MESS artwork page get updated. new [Re: Dullaron]
#356145 - 07/02/16 01:04 AM


> > Those handhelds being added (like all the current ones) now have internal SVG as
> part
> > of the romset as it is implemented on the fly. No need for external artwork
> packages
> > for the newer versions of MAME for those machines.
>
> Nice
>
> I will delete those artwork files from the folder then.

Updated http://mess.org/artwork just now - if it's not there, then no one's come forward with it yet.

But yeah, most handheld artworks will now be submitted with ROM updates unless it's something that can't yet be drawn by the MAME Artwork system, such as a scan or photograph.

- Stiletto



Dullaron
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Re: Waiting on the MESS artwork page get updated. new [Re: Stiletto]
#356154 - 07/02/16 05:48 AM


> > > Those handhelds being added (like all the current ones) now have internal SVG as
> > part
> > > of the romset as it is implemented on the fly. No need for external artwork
> > packages
> > > for the newer versions of MAME for those machines.
> >
> > Nice
> >
> > I will delete those artwork files from the folder then.
>
> Updated http://mess.org/artwork just now - if it's not there, then no one's come
> forward with it yet.
>
> But yeah, most handheld artworks will now be submitted with ROM updates unless it's
> something that can't yet be drawn by the MAME Artwork system, such as a scan or
> photograph.
>
> - Stiletto

Simon

I love that artwork. I save that one.



W11 Home 64-bit + Nobara OS / AMD Radeon RX 5700 XT / AMD Ryzen 7 3700X 8-Core 3.59 GHz / RAM 64 GB



StilettoAdministrator
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Re: Waiting on the MESS artwork page get updated. new [Re: Dullaron]
#356164 - 07/02/16 04:44 PM


> > Updated http://mess.org/artwork just now - if it's not there, then no one's come
> > forward with it yet.
> >
> > But yeah, most handheld artworks will now be submitted with ROM updates unless it's
> > something that can't yet be drawn by the MAME Artwork system, such as a scan or
> > photograph.
> >
> > - Stiletto
>
> Simon
>
> I love that artwork. I save that one.

Yeah, that's one of the cases where the external artwork isn't necessary - there's internal clickable artwork that works just fine and is functional - but is a huge enhancement. Still, it's filed as "decorative" rather than "required".

Most of the "required" games are meaningless bits of dots and dashes without their artwork, not to mention that putting them in the ROMs has now made their presence mandatory.

- Stiletto


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