RECLAIMING MY TIME, MOTHERFUCKER

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Haze
Reged: 09/23/03
Posts: 5242
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Re: MAMEinfo 0.196GIT (r94403)
#374853 - 03/26/18 06:09 PM


the loud auto-playing music loop on your site just got my friend fired from work.

if you're going to put such shit on your site then all links to it need to come with a warning, it isn't 1998, that shit hasn't been cool for 20 years, around the 'my first geocities page' era

> MAMEINFO.DAT
>
> * Updated to MAME 0.196GIT - https://git.redump.net/mame/log/
>
> * Added Source/Listinfo changes
>
> * Newest Bugs (17th Mar)
>
> * Added/Reorganized 'Recommended Games'
>
> * Fixed Mameinfo.dat infos
>
>
> Download at: http://mameinfo.mameworld.info/
>
> MAME Testers at:
> http://mametesters.org/view_all_set.php?sort=last_updated&dir=DESC&type=2
>
>
> 0.196GIT
>
> - New games: Big Buck Hunter - Original (v1.00.14) and Warai no Hana Tenshi (Japan)
> - New Working games: Gunpey, Motor Raid - Twin, Virtua Fighter 2 and War: The Final
> Assault
> - New Non-Working games: Badlands (Konami, set 1) and Photo Play 2004
> - New clones: Badlands (Konami, set 2), Big Buck Hunter II - Sportsman's Paradise
> (v2.02.08), Big Buck Hunter II - Sportsman's Paradise (v2.02.09), Daytona USA (GTX
> 2004 Edition), Game King (EZ Pay, v4.0), Ghox (joystick, older), Irion, Master Boy
> (Spanish, PCB Rev A), Opa Opa (Rev A, unprotected), The Real Broadway (9131-20-00
> R0C), Street Fighter II: The World Warrior (Thunder Edition, bootleg, set 2), Street
> Fighter III 3rd Strike: Fight for the Future (Japan 990512), Street Fighter III 3rd
> Strike: Fight for the Future (Japan 990608), Super Cobra (bootleg, set 2) and Super
> Seven
> - New PinMAME games: Earthshaker (Prototype) (PA-4) and Lucky Draw (Pinball)
> - New drivers: konblands.cpp and lckydraw.cpp
> - New devices: pit_counter
> - ADSP21062 CPU
> . Added Rn = Rn FDEP Rx BY : opcode, used by Last Bronx for a vital geometrizer
> function (sharc\sharcops.hxx).
> . Added fmul abs multi opcode (used by Gunblade NY) (sharc\compute.hxx, sharc.h and
> sharcops.hxx)
> . Added SET_UREG case $67 (Zero Gunner 2B) (sharc\sharcops.hxx)
> . Fixed LSHIFT negative operations to not extend the sign on result, fixes Last
> Bronx frame flickering (sharc\sharcops.hxx).
> - I8051 / MCS-51 CPU: Use callbacks for parallel ports
> - MB86233 CPU: Some dasm changes
> - uPD7810 CPU: Dasm fix (cpu\upd7810\upd7810_dasm.cpp)
> - ES8712 sound: The ES8712 is actually a controller for MSM5205/MSM6585 and
> 74157-type TTL pair (gcpinbal.cpp, lastbank.cpp, metro.cpp and witch.cpp). Added
> notes.
> - Namco C352 sound
> . Changed mulaw algorithm to match Namco's WII VC emulator. This appears to be the
> original algorithm used in the hardware.
> . Fixed static noise between fights in Tekken 3
> . Fixed the order of the phase inversion flags
> - QSound (HLE)
> . Improved DSP16 disassembler - less ambiguous, more like the manual
> (cpu\dsp16\dsp16dis.cpp).
> . Cycle-accurate DSP16 core (disabled in QSound for performance reasons). Start
> adding DSP16 recompiler boilerplate.
> . QSound LLE available with a 3-character change. Clean up host and DAC comms a bit,
> hopefully fix desync.
> - QS1000 sound: Converted set_irq into WRITE_LINE_MEMBER
> - Sega PCM sound: De-staticify initializations. Added device_clock_changed. Minor
> cleanup (sound\segapcm.cpp; drivers\segahang.cpp, segaorun.cpp, segaxbd.cpp and
> segaybd.cpp).
> - ER2055 EAROM: Separated CLK writes to make emulation usable for (MESS) CIT-101
> - INS8250 UART: Added hack to reset transmitter when baud rate is changed. This is
> needed to make the (MESS) VT102 printer loopback test pass because
> ins8250_uart_device does not fully emulate the baud rate generator as the independent
> block it really is, but relies on the all-purpose, somewhat faulty
> device_serial_interface implementation.
> - Intel 8251 USART: Added XMIT FLAG polling to (MESS) DEC VT100 using new i8251 line
> read handler
> - Intel 8253 PIT: Counters are now subdevices
> - Intel 8257 DMA: Cleanup
> - Kaneko Custom: Added device_rom_interface instead memory pointer
> (video\sknsspr.cpp; drivers\galpani3.cpp, jchan.cpp and suprnova.cpp)
> - PCI bus: De-staticize callbacks and remove both device parameters
> (machine\lpci.cpp)
> - Rockwell 10937 video: Cleanup
> - RS232 Port: Moved devcb resolution to device_resolve_objects. Added V.24 cross
> reference.
> - SCN2674 Video: Use same character width for text and graphics modes. This change
> has been made partly to bring the implementation in line with other character-based
> video devices. It is also consistent with the documented ability of the SCN2674 to
> combine text and graphics modes on the same screen, which rules out bitmap resolution
> changes.
> - Sega Custom
> . Added xhout and xvout register callbacks (video\segaic24.cpp), and hooked them up
> to Model 2 driver, fixing 3D viewport positions.
> . Internalized communication latches for sega_315_5195. 315-5195 mapper has same
> clock as CPU (segaorun.cpp, segas16b.cpp and segas18.cpp)
> - Taito Ensoniq ES5505-based sound
> . Moved imperfect_features() into es5510.h. Verify ESP input clock/output channels
> (from Gunbuster schematics, same in other PCBs?). Added m_bankmask instead runtime
> tag lookups. Added notes.
> . ES5510 CPU: Fixed dram read/write. Converted gpr, instr and dram into
> std::unique_ptr. Added save states and notes. Minor cleanup.
> . Ensoniq 5505/5506 to 5510 interface (sound\esqpump.cpp): Cleanup unused
> m_otis/m_otto and converted e[0x4000] into std::unique_ptr if used.
> - TMS9927 video: Configure device using character clock rather than dot clock
> - VGA video: Internalized palette
> - Voodoo GFX: Added rasterizers for cartfury, roadburn, sfrushrk and warfa
> (video\voodoo_rast.hxx)
> - asuka.cpp: Fixed clock speeds & misc updates. Both Galmedes & U.N. Defense Force:
> Earth Joker are chip swaps for Asuka & Asuka so use the Asuka machine config. Note
> that both games don't use the OKI MSM5205, but it's still on the PCB.
> - crospang.cpp: Fixed clock speeds based on OSC & PCB info. Note: 68000P10 is a 10MHz
> part, so it's not going to be overclocked to 14.318MHz. All PCBs on this platform
> have only a single 14.31818MHz OSC so the Oki clock is either ~1.7MHz (OSC/8) or
> ~.89MHz (OSC/16).
> - eolith.cpp, eolith16.cpp, ghosteo.cpp, limenko.cpp, vamphalf.cpp and vegaeo.cpp
> . Converted QS1000 set_irq into WRITE_LINE_MEMBER
> . Cleanup vram handler/drawing pixel (eolith.cpp, eolith16.cpp, vegaeo.cpp)
> . Modernize soundlatches (eolith.cpp, ghosteo.cpp, limenko.cpp, vamphalf.cpp,
> vegaeo.cpp)
> . Minor cleanup. Added object finders instead runtime tag lookup. Replaced user* ->
> saner ROM areas (eolith.cpp, eolith16.cpp, ghosteo.cpp, limenko.cpp, vamphalf.cpp,
> vegaeo.cpp).
> . Minor cleanup of sprite drawing (limenko.cpp)
> . Added machine_config instead driver_init for Hidden Catch 3
> - gcpinbal.cpp: Minor cleanup. Added object finder instead runtime tag lookup.
> Replaced gfx* -> saner ROM areas.
> - goldstar.cpp: Merged TCL (Taiwan Chess Legend) driver into Goldstar, since it's
> same hardware.
> - hnayayoi.cpp: Use HD6845 CRTC for video and improved screen parameters
> - hyprduel.cpp
> . Cleanups
> . Added imagetek_i4220_device
> . Allocated sound output from real PCB (real PCB only has mono sound output)
> . Boost tilemap drawing routines when VIDEO_UPDATE_SCANLINE case of screen video
> attributes and fixed tilemap drawing at tilemap offset X/Y !=0 case
> (video\imagetek_i4100.cpp)
> - kaneko16.cpp: Cleanup OKI banking and soundlatch handler
> - mcatadv.cpp: Cleanup duplicates. Allocate sound output (Magical Cat Adventure PCB
> has mono sound output only). Updated notes (PCB hasn't any delta-t ROM).
> - metro.cpp
> . Boost tilemap drawing routines when VIDEO_UPDATE_SCANLINE case of screen video
> attributes and fixed tilemap drawing at tilemap offset X/Y !=0 case
> (video\imagetek_i4100.cpp). Added notes. Reorder romsets in a sane order.
> . Added object finder instead runtime tag lookup
> . Manual for Daitoride says button 2 is used for change direction of mount of tiles
> . Enabled Puzzli raster irq
> . Fixed _3kokushi config name
> . Allocated sound outputs from real PCB for Blazing Tornado (HUM-002 PCB has stereo
> speaker connector, HUM-003 doesn't). Fixed sound bankswitching.
> - model1.cpp: Clear up some memory issues with very recent GCC (includes\model1.h and
> video\model1.cpp). Minor updates (machine\m1comm.cpp).
> - model2.cpp
> . Standardized protection accessors for Model2/3 315-5881 device
> . Added geo dasm dump and trilist to a custom debugger command
> . Work around for 'ld rN, (rN)' read on FIFO. Fixes crashes for desert, overrev,
> pltkids, sgt24h, skytargt and zerogun.
> . Bump renderer max polygons to 0x10000 (includes\model2.h)
> . Added Rn = Rn FDEP Rx BY : opcode, used by Last Bronx for a vital geometrizer
> function (cpu\sharc\sharcops.hxx).
> . Added geo/raster state saving. Added save state registration.
> . Added xhout and xvout register callbacks (video\segaic24.cpp), and hooked them up
> to Model 2 driver, fixing 3D viewport positions.
> . Stateized float_to_zval, fixed z code (video\model2.cpp). Cleanup culling.
> . In geo mode 2 & 3 normals are skipped for every triangle/quad. Fixes graphical
> glitches in Virtual-On, Gunblade NY, Dead or Alive, Sonic the Fighters, Rail Chase 2,
> Virtua Fighter 2 and Desert Tank.
> . Added fmul abs multi opcode (used by Gunblade NY) (sharc\compute.hxx, sharc.h and
> sharcops.hxx)
> . Fixed untextured path colors (Motor Raid, Daytona USA) (video\model2rd.hxx)
> . MB86235: Make TGPx4 to be debuggable even in non-DRC mode
> (cpu\mb86235\mb86235.cpp). generate_reg_read and generate_ea fixes. Added ALU OR /
> XOR (cpu\mb86235\mb86235drc.cpp).
> . SCSP / Interrupt ports cleanups
> . Added direct framebuffer drawing, used by Last Bronx title screen.
> . Fixed Model 2/2A garbage 3D when exiting test mode. clip_plane belongs to
> clip_polygon function.
> . Apply focus in a specific function. Overhauled inputs. Added dipswitch bank (Zero
> Gunner Debug mode).
> . Added inputs to bel, gunblade, indy500, overrev, segawski, sgt24h, skisuprg,
> skytargt, stcc, topskatr, von and waverunr. Handle brake input in srallyc. Cleanup
> vcop inputs. Fixed rchase2 inputs.
> . Fixed obc == 0 case for Cyber Troopers Virtual-On and Gunblade NY
> . Workaround hardlocks in Fighting Viper and Sonic Championship
> . Avoid Daytona USA with master controller to crash
> . Fixed black screen in Zero Gunner (Export, Model 2A)
> . Fixed Motor Raid and Virtua Fighter 2 (Games now playable)
> . Attempt to fixing Sky Target gameplay speed
> . Fixed Zero Gunner background priorities
> - piggypas.cpp
> . Fixed interface between MCU and LCD controller for Fiddle Stix and Round and Round
> . Added 7-segment digits to Fiddle Stix and Round and Round
> - rohga.cpp: Fixed gfxdecode instead garbage (ID 06895)
> - segas32.cpp: ACCESSING_BITS cleanup
> - segaybd.cpp: Soundlatch modernization
> - taito_f3.cpp: Fixed exception after logo is displayed in Riding Fight and Ring Rage
> (ID 06894)
> - tecmosys.cpp
> . Updated driver. Fixed background color. Cleanup bankswitching. Reduced duplicates.
> Cliprect related mixing.
> . Added object finders instead runtime tag lookup. Demoted games with
> MACHINE_IMPERFECT_GRAPHICS, because some graphic features (linescroll and mixing) is
> not perfectly emulated. Added MACHINE_NO_COCKTAIL tags, because tilemap scroll is
> wrong when flipscreen case. Fixed sprite drawing and transparent drawing. Minor
> cleanup and added notes.
> . More const, keep scope tight and use lambdas in preference to macros.
> - wecleman.cpp: Added stereo output for both WEC Le Mans 24 and Hot Chase. Because
> real hardware has stereo sound output with seperated sound board. Added enum for
> m_gameid and m_sound_hw_type. Minor cleanup. Replaced gfx* -> saner ROM areas. Added
> notes.
> - A-Plan: Make game capable of reaching at least a couple of test screens, like
> Cherry Master '99.
> - Bombjack Twin: Moved clone 'Atom (bootleg of Bombjack Twin)' from NMK16 driver to
> Power Balls driver. Gives sprites, though it needs some more work.
> - Bonze Adventure, Rainbow Islands, Superman and Volfied
> . Use dumped C-Chip for Bonze Adventure, Rainbow Islands, Superman and Volfied and
> removed simulation.
> . Bonze Adventure: This most likely fixes the 1st level of Bonze Adventure, if you
> go into the secret hole and die in the cave, you restart in a totally black area and
> you can't do anything. And when you die in the 3rd level, an error message popped up
> and you was unable to do anything (had to restart the game) (ID 00205). This also
> fixed the 3rd level of Bonze Adventure, if you die, the game hangs because the
> restart level is wrong (ID 00377).
> . Rainbow Islands: Simulation isn't yet removed because Rainbow Islands Extra still
> needs it (Haze is checking if he can make a temporary ROM until it is so that we can
> clean it up in the meantime).
> . Superman and Volfied: Made the 68k and uPD7810 use different banked windows into
> the RAM, this seems to prevent the fighting I was seeing, and also Superman suggests
> that it might be correct, as it puts response values in a bank for the 68k but then
> changes the window so the 68k can't see them. Needs further testing tho (other C-Chip
> dumps might tell us more later). Removed debug structure.
> . Volfied: Interrupt source still needs to be verified, but I've tested this to the
> end and it works fine with the real dump.
> - Chequered Flag: Minor cleanup
> - Connect 4: Fixed digit segment
> - Dream 9 Final: Added NVRAM
> - Eyes: Redumped maincpu and gfx1 roms for clone Eyes (Italy) (Game now playable)
> - Flash Point: Sound works now in clone (Japan, bootleg set 2)
> - Gals Panic 3
> . Bit of improves on bg-bg priorities. Fixed some galpani3 alpha blending and
> sprite-bg/bg-bg priorities. Cleanup duplicates. Added notes.
> . Kaneko GRAP2: Added device_rom_interface instead runtime tag lookup. Converted
> address map related defines into device address map. Added internal palette configs.
> Implemented brightness. Added m_brightreg on save state. Fixed color.
> - Game King (Set Chips): Clear chips
> - Gunpey: Extracted decompressed sprite data from Gunpey. Hooked these up for now
> while we study the compression scheme, fixing graphics. Added sprite zooming (Game
> now playable).
> - Hana Jingi: Simplify bitswap for clone Hana Oriduru (Japan)
> - Hole Land: Fixed priority bug on the boss level (ID 06900)
> - King Derby: Use output finders instead of set_digit_value
> - Last Bank: Added object finder instead runtime tag lookup. Added
> generic_latch_8_device instead internal value.
> - Liberator: Separated CLK writes (machine\er2055.cpp)
> - Master Boy: Minor cleanup. Moved banked ram handler into address_map_bank_device.
> Fixed "RAMM err.". Added notes. Replaced gfx*/user* -> saner ROM areas.
> - Operation Wolf: Measured C-Chip clock on working PCB
> - Pig Out: Fixed rom labels and documented undumped PALs
> - Space Guerrilla: Added missing PROMs (74s288.6a and 74s288.6b; the 2 PROMs are
> identical)
> - Street Fighter III 3rd Strike: Dumped Japanese BIOS
> - Tetris: Documentation updates for clones Tetris (bootleg set 2) and Tetris (bootleg
> set 3)
> - Ultraman: Minor cleanup
> - unknown Italian poker game: Added switch to disable card graphics in bookkeeping
> mode
> - War: The Final Assault: Fixed scaling functions for negative values
> (video\rgbsse.h). Fixes graphical anomalies (Game now playable).
> - Xexex: Minor cleanup. Added object finder instead runtime tag lookup. Add notes.
> Demoted Xexex/Orius with MACHINE_IMPERFECT_GRAPHICS, because it has alpha blending
> issue and MACHINE_NO_COCKTAIL flag, because tilemap scroll is wrong when cocktail
> mode.
> - Fixed rom names in leland.cpp
> - Description changes of Daytona USA (Turbo hack, set 1), Daytona USA (Turbo hack,
> set 2), Daytona USA (To The MAXX), Gongtit Jiucoi Iron Fortress (Hong Kong), Mahjong
> Ougon No Hai, Mahjong Ougon No Hai (bootleg), Master Boy (Spanish, PCB Rev A, hack?),
> Pig Out: Dine Like a Swine! (rev 1), Pig Out: Dine Like a Swine! (rev 2?), Rainbow
> Islands - Extra Version, Street Fighter II: The World Warrior (Thunder Edition,
> bootleg, set 1) and Super Cobra (bootleg, set 1)
> - Renamed (gkigtez) to (gkigtezms), (ironfortj) to (ironfortc), (mastboy) to
> (mastboya), (ougonpai) to (ougonhai), (ougonpaib) to (ougonhaib) and (realbrod) to
> (realbroda)
> - MAME
> . VIDEO RENDERING SYSTEM
> . Fixed scaling functions for negative values (video\rgbsse.h). Fixes graphical
> anomalies in War: The Final Assault.
> . Address performance concerns with previous change to screen.cpp/h
> . Better handling for arbitrary numbers of screens
> . MEMORY SYSTEM
> . Renamed some memory stuff (emu\addrmap.cpp)
> . Address maps macros removal (AM_RANGE() -> map(); AM_DEVICE16() -> .m(m_XXX,
> FUNC(); AM_DEVICE32() -> .m(m_XXX, FUNC()); AM_DEVICE8() -> .m("XX", FUNC());
> AM_DEVREAD -> .r(); AM_DEVREADWRITE() -> .rw(); AM_DEVWRITE() -> .w(); AM_NOP ->
> .noprw(); AM_RAM -> .ram(); AM_RAM_READ() -> .ram().r(); AM_RAM_WRITE() ->
> .ram().w(); AM_RAMBANK() -> .bankrw(); AM_READ() -> .r(); AM_READ_PORT() -> .portr();
> AM_READ16() -> .r(this, FUNC()); AM_READ8() -> .r(this, FUNC()); AM_READNOP ->
> .nopr(); AM_READONLY -> .readonly(); AM_REGION() -> .region(); AM_ROM -> .rom();
> AM_ROMBANK() -> .bankr(); AM_SHARE() -> .share(); AM_WRITE() -> .w(this, FUNC());
> AM_WRITE_PORT() -> .portw(); AM_WRITE32() -> .w(this, FUNC()); AM_WRITE8() ->
> .w(this, FUNC()); AM_WRITENOP -> .nopw(); AM_WRITEONLY -> .writeonly() )
> . Fixed issue causing drivers using netlists to fail on the Emscripten target
> . Implemented Sega PCM interface registers in VGM player
> . PLUGINS
> . Use print_error to make testing easier (plugins\cheat\init.lua) (ID 06869)
> . Changed Port name to address objections, also as suggested converted the
> controls.ini in repo https://github.com/cracyc/portname. Removed the import but will
> still load parent if available (plugins\portname\init.lua). Describe revised format.
> . Use QSound DSP emulation in VGM player
> - Compiling
> . De-staticify initializations for src\devices\video, devices\sound and others
> . Removed poor-performing parts of the output_manager (emu\output.cpp): Turn
> deprecated declaration warnings on by default and make them non-fatal. Make
> output_finder iterable in algorithms and range-based for loops. Replaced a lot of
> set_something with output_finder. Fixed end()/cend() on output_finder (acefruit.cpp,
> bfm_sc4.cpp, by17.cpp, by35.cpp, dlair.cpp, ecoinf2.cpp, ecoinf3.cpp, gts1.cpp,
> jp.cpp, jpmsys5.cpp, maxaflex.cpp, maygay1b.cpp, mpu3.cpp, mpu4.cpp, mwsub.cpp,
> peyper.cpp, segaufo.cpp, sigmab52.cpp, stactics.cpp, twinkle.cpp, wacky_gator.cpp,
> machine\bfm_bd1.cpp and bfm_bda.cpp).
> . Forward some objects; line continuations are not scope (machine\6532riot.h, pla.h
> and r10788.h).
> . Deprecate first_screen - there's been plenty of warning (emu\machine.h)
> . Use device_video_interface and configured screens instead of first_screen
> (drivers\gambl186.cpp, gamtor.cpp, photoply.cpp, pntnpuzl.cpp, machine\i82371sb.cpp,
> isa\svga_cirrus.cpp, svga_s3.cpp, svga_trident.cpp, svga_tseng.cpp, vga.cpp and
> vga_ati.cpp)
> . Added device_video_interface and eliminated first_screen (video\psx.cpp)
> . Use screen_device_iterator rather than first_screen (mame\luaengine.cpp)
> . Removed first_screen usage from bartop52.cpp, cham24.cpp, famibox.cpp,
> ghosteo.cpp, laserbat.cpp, maxaflex.cpp, multigam.cpp, playch10.cpp, popper.cpp,
> punchout.cpp, rungun.cpp, stv.cpp, vsnes.cpp, machine\archimds.cpp, audio\dkong.cpp,
> machine\namco51.cpp, machine\s3c24xx.cpp/hxx, machine\smpc.cpp, video\avgdvg.cpp,
> video\huc6270.cpp, video\stvvdp2.cpp, sound\nes_apu.cpp, render\aviwrite.cpp and
> render\d3d.
> . Removed all uses of first_screen from core files (emu\crsshair.cpp,
> emu\debug\debugcpu.cpp, emu\debug\dvstate.cpp, emu\inpttype.h, emu\ioport.h,
> emu\mconfig.cpp, emu\screen.cpp, emu\video.cpp, ui\cheatopt.cpp, ui\ui.cpp,
> ui\viewgfx.cpp and osd\modules\input\input_windows.cpp)
> . Get rid of the last set_indexed_value in drivers/devices, this ends up a bit ugly
> to maintain backwards compatibility with layouts/web UI (emu\output.h)
> . Fixed issue causing drivers using netlists to fail on the Emscripten target
> (netlist\plib\pdynlib.cpp)
> . Disable multithreading on the Emscripten target as it is not currently supported.
> Fixes e.g. drivers using discrete audio components (scripts\src\main.lua and
> osd\osdsync.cpp).
> . Removed stray address maps on spaces that don't exist (drivers\twincobr.cpp and
> (MESS) drivers). Cleanup address map remnants (de_2.cpp, s11c.cpp, segaybd.cpp and
> techno.cpp).
> . Added missing override (sound\coreaudio_sound.cpp and sound\pa_sound.cpp)
> . Apply same flags when building with SOURCES= as when building normally
> (scripts\build\makedep.py). This fixes the issue which prompted "model1: clear up
> some memory issues with very recent gcc (nw)" (which only occurred in a SOURCES=
> build).
> . Use more constexpr and literal classes in UML to give compiler more optimisation
> opportunities (cpu\drcfe.cpp and uml.cpp)
> - Debugger
> . Fixed extent of debug view of address-shifted memory spaces (debug\dvmemory.cpp)
> . Fixed output of wplist debug command and find command for address-shifted spaces
> (debug\debugcmd.cpp)
> . Fixed watchpoint view for address-shifted spaces (debug\dvwpoints.cpp)
> . Fixed masking of offset expressions in debug view of address-shifted spaces
> (debug\dvmemory.cpp)
>
>
> "Theory is when you know everthing but nothing works. Practice is when everything
> works but no one knows why.
> In our lab, theory and practice are combined: nothing works and no one knows why."



MASH
MASH
Reged: 09/26/03
Posts: 1773
Loc: Germany
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MAMEinfo 0.196GIT (r94403) new [Re: Haze]
#374855 - 03/18/18 06:08 PM


> the loud auto-playing music loop on your site just got my friend fired from work.

Fired on Sunday??? Bullshit!

Youtube autoplay videos are all over the net!

> if you're going to put such shit on your site then all links to it need to come with
> a warning, it isn't 1998, that shit hasn't been cool for 20 years, around the 'my
> first geocities page' era

That's no shit... that's entertainment!



Vas Crabb
BOFH
Reged: 12/13/05
Posts: 4453
Loc: Melbourne, Australia
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Re: MAMEinfo 0.196GIT (r94403) new [Re: MASH]
#374856 - 03/18/18 06:15 PM


> > the loud auto-playing music loop on your site just got my friend fired from work.
>
> Fired on Sunday??? Bullshit!

If he works in customer service or support, it's quite possible he'd be working on the weekend.

> Youtube autoplay videos are all over the net!

And they're annoying shit that wastes bandwidth, slows down browsers, and annoys people. It's kind of funny on a site like 4chan where the intention is to be as obnoxious as possible, but not anywhere else

> > if you're going to put such shit on your site then all links to it need to come with
> > a warning, it isn't 1998, that shit hasn't been cool for 20 years, around the 'my
> > first geocities page' era
>
> That's no shit... that's entertainment!

I agree with Haze - it's annoying shit wasting resources for people viewing your page.



Jason
Regular
Reged: 09/20/03
Posts: 551
Loc: PA
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Re: MAMEinfo 0.196GIT (r94403) new [Re: MASH]
#374857 - 03/18/18 06:27 PM


You are clueless on so many levels here ...

Entertainment?? Depends on your definition of "entertainment". Definitely not entertainment in my book. Seriously, if we want to play a video, we'll visit YouTube. I stopped going to your site a long time ago because of a similar situation.

As for working on a Sunday - I'm at work right now and we have a full staff. Sunday is a working day where I am.

Stop trying to be cool and get a dose of reality.



MASH
MASH
Reged: 09/26/03
Posts: 1773
Loc: Germany
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Re: MAMEinfo 0.196GIT (r94403) new [Re: Vas Crabb]
#374858 - 03/18/18 06:28 PM


> > > the loud auto-playing music loop on your site just got my friend fired from work.
> >
> > Fired on Sunday??? Bullshit!
>
> If he works in customer service or support, it's quite possible he'd be working on
> the weekend.

Do you really believe that Haze's friend got fired just because he has the speaker
of his computer turned up too loud. Is this story true at all?
These "hire and fire" stories are only happens in the USA?

> > Youtube autoplay videos are all over the net!
>
> And they're annoying shit that wastes bandwidth, slows down browsers, and annoys
> people. It's kind of funny on a site like 4chan where the intention is to be as
> obnoxious as possible, but not anywhere else
>
> > > if you're going to put such shit on your site then all links to it need to come
> with
> > > a warning, it isn't 1998, that shit hasn't been cool for 20 years, around the 'my
> > > first geocities page' era
> >
> > That's no shit... that's entertainment!

> I agree with Haze - it's annoying shit wasting resources for people viewing your
> page.

Really?



MASH
MASH
Reged: 09/26/03
Posts: 1773
Loc: Germany
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Re: MAMEinfo 0.196GIT (r94403) new [Re: Jason]
#374859 - 03/18/18 06:36 PM


> You are clueless on so many levels here ...

"...clueless on so many levels here" Where do you want to get that from?
I don't know what you mean?

> Entertainment?? Depends on your definition of "entertainment". Definitely not
> entertainment in my book. Seriously, if we want to play a video, we'll visit YouTube.
> I stopped going to your site a long time ago because of a similar situation.
>
> As for working on a Sunday - I'm at work right now and we have a full staff. Sunday
> is a working day where I am.
>
> Stop trying to be cool and get a dose of reality.

Cool???? I'll do the mameinfo file!



Vas Crabb
BOFH
Reged: 12/13/05
Posts: 4453
Loc: Melbourne, Australia
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Re: MAMEinfo 0.196GIT (r94403) new [Re: MASH]
#374860 - 03/18/18 06:38 PM


> Really?

Yes, really.

Also, your MAMEinfo file is really useless, unless you're aiming for comedy. Your categorisation of just about every single one of my changes is wrong every time. I hope no-one actually takes it seriously.



MASH
MASH
Reged: 09/26/03
Posts: 1773
Loc: Germany
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Re: MAMEinfo 0.196GIT (r94403) new [Re: Vas Crabb]
#374861 - 03/18/18 06:52 PM


> > Really?
>
> Yes, really.
>
> Also, your MAMEinfo file is really useless, unless you're aiming for comedy. Your
> categorisation of just about every single one of my changes is wrong every time. I
> hope no-one actually takes it seriously.

???

[From Mr. Do: Please DON'T do that again]

Edited by Mr. Do (03/20/18 08:22 AM)



Jason
Regular
Reged: 09/20/03
Posts: 551
Loc: PA
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Re: MAMEinfo 0.196GIT (r94403) new [Re: MASH]
#374862 - 03/18/18 07:08 PM


This is what I meant earlier ... how can someone take you seriously when you reply with stupid stuff like this? Can you at least TRY to have an adult conversation with someone without resorting to this kind of behavior? This is how a child would reply.

Not trying to gang up on you Mash but hey, if it's broke, fix it. If you want people to take your MAME info files seriously, listen to what the devs are saying. Clearly there is a disconnect and you should play nice and try to fix the issue and not ignore it. Think about it - you have senior MAME devs laughing at what you think is a positive contribution.



Haze
Reged: 09/23/03
Posts: 5242
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Re: MAMEinfo 0.196GIT (r94403) new [Re: Jason]
#374863 - 03/18/18 07:20 PM


> This is what I meant earlier ... how can someone take you seriously when you reply
> with stupid stuff like this? Can you at least TRY to have an adult conversation with
> someone without resorting to this kind of behavior? This is how a child would reply.
>
> Not trying to gang up on you Mash but hey, if it's broke, fix it. If you want people
> to take your MAME info files seriously, listen to what the devs are saying. Clearly
> there is a disconnect and you should play nice and try to fix the issue and not
> ignore it. Think about it - you have senior MAME devs laughing at what you think is a
> positive contribution.

right, it's feedback.

maybe my original post was a bit rude, but I'd just got off the phone to a friend who would have probably been quite willing the murder MASH and done the time for it had he been in the same room.

I get that some people still go to the Mameinfo page for an easily digestible version of what's been going on in MAME, but at the same time it's no longer even covering most of MAME, it's *inventing* categories (things like AGEMAME existed for about a 1-2 year period in the life of MAME, there's no such thing anymore) and a lot of what is there is just slightly reformatted copy+paste job without any real understanding of the work being done.

The presentation of the site really is that of a teenager in the late 90s getting the internet for the first time, auto-play wasan't cool then, it isn't cool now, it's basically akin to attention seeking. the animated backgrounds and random javascript crap that ends on there during holidays etc. is the same thing, it isn't cool, it isn't entertaining, it's just annoying (one of the more recent ones caused the browser to extend the page continuously until it ran out of memory and crashed if left in the background)



R. Belmont
Cuckoo for IGAvania
Reged: 09/21/03
Posts: 9711
Loc: ECV-197 The Orville
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Re: MAMEinfo 0.196GIT (r94403) new [Re: Vas Crabb]
#374917 - 03/19/18 09:21 PM


> Also, your MAMEinfo file is really useless, unless you're aiming for comedy. Your
> categorisation of just about every single one of my changes is wrong every time. I
> hope no-one actually takes it seriously.

No kidding.



BIOS-D
MAME Fan
Reged: 08/07/06
Posts: 1686
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Re: MAMEinfo 0.196GIT (r94403) new [Re: MASH]
#374932 - 03/20/18 01:43 AM


> ??????????????????????????????????????????????????????????????????????????????
> ??????????????????????????????????????????????????????????????????????????????
> ??????????????????????????????????????????????????????????????????????????????
> ???????????????????????????????????????????????????????????

Not only you don't think about what others hear (or don't want to hear) in the background. You had to make this thread hard to read with horizontal scrolling because you can't post like the common person. That just shows how unaware nor uninterested are about the people who actually read you. :P



MooglyGuy
Renegade MAME Dev
Reged: 09/01/05
Posts: 2257
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kys *nt* new [Re: MASH]
#374935 - 03/20/18 06:16 AM





xw0lf
MAME Fan
Reged: 09/12/05
Posts: 51
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Re: MAMEinfo 0.196GIT (r94403) new [Re: Haze]
#375098 - 03/25/18 06:26 PM


i think it's not fair to be so rude on MASH.
AT least, he trying to help casual visitors/users/gamers to read some technical stuff, interesting informations...

firing at MASH in that way, you can hurt'em...
i'm feel a bit sorry for MASH



MooglyGuy
Renegade MAME Dev
Reged: 09/01/05
Posts: 2257
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Re: MAMEinfo 0.196GIT (r94403) new [Re: xw0lf]
#375109 - 03/25/18 10:17 PM


> i think it's not fair to be so rude on MASH.
> AT least, he trying to help casual visitors/users/gamers to read some technical
> stuff, interesting informations...
>
> firing at MASH in that way, you can hurt'em...
> i'm feel a bit sorry for MASH

MASH's website got someone fucking fired with its shitty 90's Geocities style, and you're bitching about people being rude to MASH? Go to fucking hell you illiterate.



xw0lf
MAME Fan
Reged: 09/12/05
Posts: 51
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Re: MAMEinfo 0.196GIT (r94403) new [Re: MooglyGuy]
#375113 - 03/26/18 02:48 AM


are you sure, someone is fired?
It sounds like a joke to me, a bit rough but still a joke. it's too unlikely that something like that happens, is it?



Farnf
MAME Fan
Reged: 09/22/09
Posts: 15
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Re: MAMEinfo 0.196GIT (r94403) new [Re: MooglyGuy]
#375123 - 03/26/18 04:35 PM


Settle down MooglyGuy. Is it a prerequisite that you need to be a total prick to be a MAME dev? English is not everybody's native language.

If a guy really did get fired, he was fired for fucking around with MAME instead of doing his real work. There's no way it's MASH's fault.

I'm just a lurker on this board, but I've learned a few things about the behavior of many of the more vocal members.

Don't take MooglyGuy or HAZE seriously. They overreact and lash out against anyone that doesn't have the entire history of the MAME project and every message related to it ever posted on any message board committed to memory. MAME is their life. They can't begin to understand the point of view of a casual user.

Beware: If you disagree with them about an issue, they will charge out of their mother's basements and attack you as if you just fucked their dog.

MooglyGuy, you are posting on a message board that has an "Insert Flash" button while complaining about a guy's website being outdated? Really? That's like you telling HAZE that his mother's basement is for losers. Look in the mirror.



Mr. DoAdministrator
MAME Art Editor
Reged: 09/21/03
Posts: 4860
Loc: California
Send PM


Re: MAMEinfo 0.196GIT (r94403) new [Re: Farnf]
#375125 - 03/26/18 05:42 PM Attachment: ntsa.jpg 13 KB (0 downloads)


> Settle down MooglyGuy. Is it a prerequisite that you need to be a total prick to be a
> MAME dev? English is not everybody's native language.
>
> If a guy really did get fired, he was fired for fucking around with MAME instead of
> doing his real work. There's no way it's MASH's fault.
>
> I'm just a lurker on this board, but I've learned a few things about the behavior of
> many of the more vocal members.
>
> Don't take MooglyGuy or HAZE seriously. They overreact and lash out against anyone
> that doesn't have the entire history of the MAME project and every message related to
> it ever posted on any message board committed to memory. MAME is their life. They
> can't begin to understand the point of view of a casual user.
>
> Beware: If you disagree with them about an issue, they will charge out of their
> mother's basements and attack you as if you just fucked their dog.
>
> MooglyGuy, you are posting on a message board that has an "Insert Flash" button while
> complaining about a guy's website being outdated? Really? That's like you telling
> HAZE that his mother's basement is for losers. Look in the mirror.

Should have done what I was going to do yesterday... post similar what you said... but not be a dick about it, then close the thread. Ah well.

Why... the fuck... does everyone here think it's okay to bitch about other people here acting like a dick... by being a dick themselves. Then when THEY get called out for being a dick... they get all defensive, because they are justified, because they weren't the original dick... they were just a dick "en passant"

A dick is a dick.

And then the people who throw gasoline on fire and are surprised it gets bigger... has no one here taken basic chemistry?

No... the guy got fired, because he was browsing a non-work website, at work, with his volume not muted. With even major news sites that have videos that auto play today, anyone would be silly not having their volume muted at work while doing non-work stuff on the internet. Common sense
-

Yes, ANYTHING that autoplays on a website, any website, is annoying and dickish.

[ATTACHED IMAGE]

Attachment

Edited by Mr. Do (03/26/18 05:46 PM)




RELAX and just have fun. Remember, it's all about the games.



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