MAMEWorld >> News
View all threads Index   Threaded Mode Threaded  

Pages: 1

MASH
MASH
Reged: 09/26/03
Posts: 1774
Loc: Germany
Send PM


MAMEinfo 0.252 :) *DELETED*
#395700 - 02/22/23 01:02 AM


Post deleted by MASH



MASH
MASH
Reged: 09/26/03
Posts: 1774
Loc: Germany
Send PM


MAMEinfo 0.253GIT (25th Mar) new [Re: MASH]
#395776 - 03/10/23 06:12 PM


MAMEINFO.DAT

* Updated to MAME 0.253GIT - http://git.redump.net/mame/log/

* Added Source/Listinfo changes

* Newest Bugs (25th Mar)

* Added/Fixed 'Recommended Games'

* Fixed Mameinfo.dat infos





Download at: http://mameinfo.mameworld.info/

MAME Testers at: https://mametesters.org/view_all_set.php?sort=last_updated&dir=DESC&type=2

Recent MAME builds: https://github.com/mamedev/mame/actions
('Sign in' + Click on 'CI (Windows)' and then on a MAME post with a green check mark to download the mame-windows-gcc-XXXXXXXXXXXXXXX file)

Ashura-X's Nightly MAME builds: http://ashura.mameworld.info/nightlybuilds/builds.html




0.253GIT

- New games: Akazukin (Japan) and Hot Body I
- New Working games: Baby Suprem
- New Non-Working games: Ballroom Glitz, Honoo no Invader (main ver. 1.35, video ver. 1.35), Hot Body II, Multi Game IV (AMGSK_VA3.85), Shimura Ken no Bakatono-sama Ooedomatsuri, Sweetheart and VJ: Visual & Music Slap
- New clones: Bloxeed (bootleg), Desert Wars (bootleg of Battle Zone), Fruit Star Bonus (Ver 8.2.00ITL), Gals Panic SU (Korea, Gals Panic 4 re-release), Heroes (World ver EM-1), Jockey Club II (USA v4.00, bootleg), The Ocean Hunter (Japan, Revision A), The Pit (US set 3), Sauro (set 4, easier), VJ Dash (ver 1.0), WWF Superstars (Canada) and Yakyuu Kakutou League-Man (Japan, set 2)
- New PinMAME games: Flipper Football (v1.03)
- New drivers: akazukin.cpp, babysuprem.cpp, brglitz.cpp and gameace.cpp
- New devices: centennial_sl01m_15_11194, centennial_sl02m_15_11194, centennial_sl04m_15_11194, cpcdigiblst, dac_5bit_bw, dac_5bit_r2r, ds1397, fdc37c93x, i82371sb_ide, i82371sb_isa, i82439hx, jaleco_vj_pc, jaleco_vj_sound, ks0066_f00, mitsubishi_mf31m1_lycat01, ncr53c96, nlq401, rs232_densei_ups, sega_315_5006, virge_pci, virgedx_pci and z180csio
- CPU
. AMD Athlon XP: The Athlon processor has been updated to support writes in the as_opcodes space (i386\athlon.cpp)
. Analog Devices ADSP-21xx: Fixed regression with ABS opcode S flag (adsp2100\2100ops.hxx). Fixes Fight End/Game Over tone fade-in issue in Killer Instinct and Killer Instinct 2 (ID 06643).
. ARM7: Clean up various code using util::sext and multiply inlines (cpu\arm7\arm7*.cpp)
. Fujitsu MB86235 "TGPx4": One more use of util::sext (mb86235\mb86235drc.cpp)
. Hitachi H8: Made clock mode a scoped enumeration and fixed a save state issue (h8\h8_sci.cpp). Replaced sprintf with type-safe equivalents.
. Hitachi H8/5xx: Fixed silly mistake in disassembly of illegal instructions (h8500\h8500dasm.cpp)
. I386, MIPS and PPC: Wrap the constants (emu\divtlb.cpp)
. MCS-48: Cleanup (mcs48\mcs48.h)
. MCS-96: Translate first 256 bytes of main memory space to register space (mcs96\mcs96.cpp)
. Mitsubishi M37450: Correct PC value following LDA ($zz, X) (m6502\om740.lst)
. Motorola MC68000
. First try at wait states (emu\emumem*). Implemented the passthrough handler priority ordering, fixes a number of 68000 interrupt problems (emu\emumem.cpp).
. New implementation, generated from the micro/nanocode. Fixed byte order in movep and bit number modulo on bxxx, thanks qkumba. The ext-derived over ALU operation should clear aluo (it's actually slightly more complicated but clearing is the end result). Fixes some address calculations in div (thanks qkumba again) (m68000\m68000.h).
. Correct when interrupt testing happens, fixes stop. Fixed the vpa timings. Properly acknowledge interrupts when no mixer is present. Fixed the vpa wait state, make using irq 7/NMI a little more transparent.
. Ensure start_interrupt_vector_lookup/end_interrupt_vector_lookup are called only once per lookup (m68000\m68000*.cpp). Ensure tas rmw cycle is actually uninterruptible enough (m68000\m68000*.cpp).
. Move to sr/ccr must also update the internal flags (was preventing (MESS) Atari ST's 'The Union Demo' from booting)
. Re-added debugger exception hook for interrupt/trap vectors and register IR for debug state.
. Ensure exception hook is called before SP is updated
. Bus and address errors do *not* disable the write part of the micro-instruction. Fixes the (MESS) Atari ST's delta force protections (Syntax Terror, Punish your machine).
. Motorola MC68040: Reduce error logging spam for some unemulated instructions (m68000\m68k_in.lst and m68kops.cpp)
. Motorola MC68HC11xx: Clean up interrupt code and generalize handling. Enable all timer output compare and count overflow interrupts (only TOC1 was fully supported before). Use standard interrupt handling for RESET vector and added XIRQ input. Fixed WAI handling and STOP recovery (mc68hc11\mc68hc11.cpp).
. NEC Vxx: Implemented bitfield instructions INS and EXT (nec\necinstr.hxx)
. Sony CXD8xxxx: Modernized logging in subdevices (cpu\psx\*)
. Texas Instruments TMS32010 and TMS32025: Replaced sprintf with type-safe equivalents (tms32010\32010dsm.cpp and tms32025\32025dsm.cpp)
. Zilog Z80180/Z8S180/Z80182 and Hitachi HD64180RP: Added CSIO emulation (z180\z180csio.cpp). Fixed SLP instruction (z180\z180ops.h).
- SOUND
. Atari C012294 POKEY: Improved some subtle aspects of keyboard handling
. CD/DA: Added an actual write callback for audio playback end event. Fixed longstanding regression with get_channel_volume, rename it to get_channel_sample (sound\cdda.cpp).
. DAC: Added generic 5bit DAC (sound\dac.h)
. Ensoniq ES5503: Preserve fractional phase, allows high-freq sample play. Cleaner fix for preserving the full accumulator phase on looping.
. Ensoniq ES5506: Converted comments to C++ style and added notes and additional logging (sound\es5506.cpp)
. NEC uPD7759: Only detect mode change in idle state (sound\upd7759.cpp)
- DEVICE
. Floppy: Eliminated superfluous return value for load callback (imagedev\floppy.h). Encode certain tracks as single density in .d88 floppy format (formats\d88_dsk.cpp).
. MOS 6522 VIA: Made input ports read transparently when corresponding interrupt flag is clear (machine\6522via.cpp)
. PC Card Slot: Added callbacks for card detect, battery voltage and write protect to the PCCard interface. Added helpers to read/write data swapped (similar to the existing support in the ATA device). Updated the linear Flash PCMCIA card emulation to use the new card detection support (machine\linflash.cpp)
. PCI: Added new config read/write functions to support bridges that allow software to issue both Type 0 and Type 1 config addresses (machine\pci.cpp)
. SCSI CD-ROM: Added vendor-specific Read TOC command for Apple SCSI CD-ROM drive. Included track numbers in results of AppleCD Read TOC command (nscsi\cd.cpp and util\cdrom.cpp)
- aerofgt.cpp: Splitted the driver class up a little. It's still a mess.
- aleck64.cpp
. Simplified N64 RDP disassembler. Removed all snprintf and reduced duplication (nintendo\n64_v.cpp).
. Made out-of-range shift deterministic. Matches the SSE and VMX implementation. Fixes obvious rendering artefacts with the N64 RDP on AArch64 targets (emu\video\rgbgen.h and emu\validity.cpp).
- amaticmg.cpp: Identified decryption keys for Multi Game I and Multi Game V. Removed tag lookup.
- cchance.cpp and tnzs.cpp
. Made lightweight base class for tnzs.cpp with only the parts shared with with cchance.cpp. Use a single view for RAM/ROM bank. Untangled inheritance a bit (taito\tnzs.cpp).
. Reduced duplication in address maps. Got rid of bankdev and inaccessible RAM hiding under sprite chip (it used to use shares, but now allocates its own memory). Got rid of unnecessary I/O ports in Cherry Chance.
- chihiro.cpp: The PCI devices shared with the Xbox have been updated to support DMA on the LPC bus (shared\xbox.*).
- cvs.cpp, galaxia.cpp and quasar.cpp: Created a base class (cvs\cvs_base.cpp) from which cvs.c, galaxia.c and quasar.c derive
- dec0.cpp: Cleaned up code. Suppress side effects of reads for debugger. Split up class, reducing optional object finders and replaced bankdev with views.
- eolith.cpp, eolith16.cpp and vegaeo.cpp
. Isolated the speedup code in the Eolith base state, so eolith16 and vegaeo driver aren't inheriting a pile of stuff they don't need.
. Added basic support for partial screen updates
. Fixed oversight causing stealsea to crash on start. Renamed base state class to make its purpose more obvious (eolith\eolith_speedup.cpp).
. Set EEPROM write/erase timing to make klondkp happy. Note: Game locks up on the title screen if you don't insert a coin soon enough before.
- exprraid.cpp: Minor cleanup
- flstory.cpp: Consolidated source files, replaced literal tags and removed some vestigial code from the old MCU simulation. Clean up driver a little.
- gaelco.cpp and wrally.cpp: Fixed screen decryption (gaelco\gaelcrpt.cpp)
- hng64.cpp
. Improved Hyper Neo Geo 64 sprite drawing. Render sprites to intermediate buffer buffer and blend when mixing (fixes sprite/sprite priorities). Implemented mesh/checkerboard fake transparency (previously sprites using this were skipped). Improved precision of sprite scaling (fixes gaps and smoothness of scale in many places). Improved floor layer rendering for buriki and fatfurwa. Added preliminary sprite mosaic effect support.
. Use 44.1kHz for sound stream, disable all sounds on device_reset and added QA notes. Misc notes (sound\l7a1045_l6028_dsp_a.cpp).
. Improved sprite mosaic effect. Implemented mosaic effect in Y direction. Improved transition control register use for fade effects on Buriki One jumbotron. Updated notes.
. Use 16-bit indexed format for 3D layer buffer (snk\hng64_3d.ipp)
. Further video improvements: Identified 'blend' flag for 3D objects and added minimal implementation. Emulated 'split' tilemap effect. Don't draw sprites with zero zoom values, rather than using an unscaled sprite. Made 'sprite erase' code less aggressive (prevent it from wiping out palette values). Implemented 'texture scrolling' (used for glass and water effects).
. Implemented raster interrupt (used to enable fatfurwa floor layer). Improved layer priorities - still needs a proper per-pixel mixer. Improved colour mixer effects - still imperfect, but highlights areas needing attention.
. Improved rendering: Fixed Roads Edge name entry screen. Render sprites before mixing. Fixed texture scroll (visible on Roads Edge billboards). Added safety checks on texture fetches.
. Implemented texture wrap size table. Fixes many texturing issues in Roads Edge and Xtreme Rally.
. Added 'wraparound enable' bit to the tilemaps, this bit gets disabled on the Fatal Fury: Wild Ambition title screen and Roads Edge name entry screen, both cases where tilemap wrap definitely looks to need to be disabled.
. Added a global disable for the tile replacement 'animation' (aka 'auto-anim') which is used to stop the crowd animating in some scenes of Buriki One attract.
. Reenable using the lighting information in the final mix, plus attempt to match refresh frequency.
- homedata.cpp and thunderx.cpp: Cleaned up a little. Replaced bankdev with views, cleaned up ROM banking and split up classes for fewer optional object finders.
- jangou.cpp: Splitted driver into derived classes so all object finders are required and device_remove isn't necessary. Also use the data pending callback on latches as it's there.
- kinst.cpp: Fixed regression with ABS opcode S flag (adsp2100\2100ops.hxx). Fixes Fight End/Game Over tone fade-in issue in Killer Instinct and Killer Instinct 2 (ID 06643).
- leland.cpp: Modernized log function using logmacro
- m72.cpp: Corrected rom names and added IC locations for many sets
- m92.cpp: Added IC locations and PLDs to most sets, minor rom label corrections.
- micro3d.cpp: Record the timer input level always, even if the timer is off (machine\mc68901.cpp).
- neogeo.cpp
. Added a BIOS found on a restored Japanese Irritating Maze cabinet. Sadly it appears to be a hack by the arcade distributor who restored it.
. Don't treat Puzzle De Pon! R! (puzzldpr) as a clone
- nmk16.cpp: Ignore lane select for main RAM writes for Vandyke and Bio-ship Paladin. This is necessary for high score entry to work.
- plygonet.cpp
. Updated string formatting code. Removed vestigial (and excessively slow) "new" execution code (cpu\dsp56156\*). Use digit grouping in large integer literals (dsp56156\dsp56ops.hxx).
. Install memory directly when logging is disabled (small performance improvement) (konami\plygonet.cpp)
- psychic5.cpp: Cleaned up and modernised a little. Splitted system-specific code into derived classes.
- royalmah.cpp: Moved games with banked ROM to a separate class. Fixes clone Janyou Part II crashes with exception (ID 08580).
- system1.cpp: Fixed SN76489A clocks for Gardia and Noboranka to match videos from PCB
- taito_f3.cpp: Implemented line RAM palette offset effect. Improved line clipping effects and palette for landmakr/quizhuhu. Cleaned up code a little and got some stuff out of the global namespace (taito\taito_f3_v.cpp).
- taito_l.cpp: Use normal start/reset handlers rather than an elaborate maze of indirection
- tetrisp2.cpp
. Improved video emulation. Added partial emulation of PC for music games.
. Dumped hard disk for Stepping 3 Superior
. Fixed Stepping Stage Special text display (tetrisp2_v.cpp)
- Amiga (alg.cpp, arsystems.cpp, mquake.cpp and upscope.cpp)
. Simplified dsksync behaviour, makes swordsod and itcame to boot without hacks at very least (machine\amigafdc.cpp).
. Rewrote the Amiga Gayle emulation, adding support for PCMCIA (machine\gayle.cpp). Fixed an issue with Amiga interrupts arriving at the wrong time.
- Baby Suprem: Added basic layout file which makes the game playable. Promoted game to working.
- Blood Bros.: Dumped missing gfx3 roms and uncomment gfx3 gfxlayout for clone Blood Bros. (Modular System)
- Bozo's Pail Toss: Added coin inputs and sound. Actually map the handlers.
- Cow Tipping: Avoid a collision between the internal status register and the interrupt status register (machine\mc68328.cpp)
- I, Robot: Initialise mathbox stack after loading decoding opcode PROMs
- Lethal Thunder: Added correct sound roms to clone Thunder Blaster (Japan)
- Lucky Ball 96: Use the new Z180 CSIO
- Moonquake: Preserve fractional phase, allows high-freq sample play. Cleaner fix for preserving the full accumulator phase on looping (sound\es5503.cpp).
- Mortal Kombat: Fixed input descriptions for clones Mortal Kombat (rev 1.0 08/09/92) and Mortal Kombat (rev 2.0 08/18/92) (ID 08570)
- NBA Jam: Correct and documented NBA JAM sound roms
- Ninja Baseball Bat Man: Added correct sound roms to clone Yakyuu Kakutou League-Man (Japan, set 1)
- The Ocean Hunter: Fixed rom loading for the Ocean Hunter sets, they now boot and run with GFX glitches.
- PinMAME: Redumped Space Poker
- Power Drift/Power Drift - Link Version: Use default assignment for "Gear Shift" input
- Raiden Fighters 2: Added cartridge PAL dumps for Raiden Fighters 2 and clones
- Snow Bros. 2: Correct MSM6295 pitch (ID 08578)
- Soreike Kokolog and Soreike Kokology Vol. 2: Fixed reset readback and selection timeout (machine\mb89352.cpp)
- Fixed rom names in cave.cpp, m72.cpp, m92.cpp, midtunit.cpp, nemesis.cpp and psychic5.cpp
- Description changes of The FairyLand Story (earlier) (ID 08579), Harley-Davidson and L.A. Riders (Export, Revision A), Harley-Davidson and L.A. Riders (Export, Revision B), Ken-Go (Japan), Ken-Go (World), Lightning Swords (World), Multi Game I (V.Stm 2.7), Multi Game V (AMGHU_VB3.65), Red Baron (revised hardware), Scud Race / Sega Super GT - Deluxe (Export, Revision A), Scud Race Plus / Sega Super GT Plus - Twin/DX (Export), Scud Race Plus / Sega Super GT Plus - Twin/DX (Export, Revision A), Sanrin San Chan (Japan, 315-5096), Spatter (315-5096), Virtua Fighter 3 (Japan, Revision A), Virtua Fighter 3 (Japan, Revision C), Virtua Fighter 3 (Japan, Revision D), Virtua Fighter 3 Team Battle (Japan), Virtual On 2: Oratorio Tangram (Japan), Virtual On 2: Oratorio Tangram (Japan, Revision A), Virtual On 2: Oratorio Tangram (Japan, Revision B), Virtual On 2: Oratorio Tangram (Japan, ver 5.4g), Virtua Striker 2 (Step 1.5, Japan, test/debug?), Virtua Striker 2 (Step 1.5, Japan, test/debug?), Virtua Striker 2 '98 (Step 1.5, Japan), Virtua Striker 2 '98 (Step 2.0, Japan), VJ Dash (Ver 1.2) and Yakyuu Kakutou League-Man (Japan, set 1)
- Dipswitch fixes in babysuprem.cpp and midyunit.cpp
- Renamed (flstoryj) to (flstoryo), (fruitstbc) to (fruitstbd), (fruitstbb) to (fruitstbc), (fruitstba) to (fruitstbb), (fruitstb) to (fruitstba), (kengoa) to (kengoj), (oceanhun) to (oceanhuna) and (vjdash) to (vjdasha)
- MAME
. VIDEO RENDERING SYSTEM
. D3D HLSL regression fixes
. Fixed regression in distortion shader (hlsl\distortion.fx). Return an alpha of 1 rather than texel alpha (hlsl\bloom.fx). Fixed double-drawing of screen data with D3D9 HLSL and screen scale/offset (hlsl\post.fx).
. Fixed screen-container search function (fixes GitHub #10872) (render\d3d\d3dhlsl.cpp). Fixed downsample pass, fixes blocky vector bloom (render\d3d\d3dhlsl.cpp). Changed screen LUT application to be applied during the color convolution pass on raster systems (render\d3d\d3dhlsl.cpp). Fixed alpha value when clearing target (render\d3d\d3dhlsl.cpp).
. BGFX: Only treat source file or more sepecific INI as higher priority than CFG file for setting screen chains (render\bgfx\chainmanager.cpp)
. Fixed various OpenGL issues, fixes -nowaitvsync not working on Windows with -video opengl. Turned shader tool/shader manager into a class so multiple screens/windows don't nuke each other. Don't try to get supported extensions without a valid GL context with Windows OSD. Use per-context GL function pointers for shader manager and for all functions when using GL dispatch. Windows doesn't guarantee extension functions from one context are valid for another. Hopefully work with more GL implementations (opengl\gl_shader_mgr.cpp).
. Fixed accumulated rounding error when drawing text (emu\rendlay.cpp) (ID 08573)
. Made out-of-range shift deterministic. Matches the SSE and VMX implementation. Fixes obvious rendering artefacts with the N64 RDP on AArch64 targets (emu\video\rgbgen.h and emu\validity.cpp).
. Swapped red and blue channels (fixes GitHub #11001) (artwork\lut-default.png)
. Marked lots of things constexpr. Bitmaps don't throw exceptions on allocation failure, they just become invalid. Almost nothing in MAME actually checks for this (util\bitmap.cpp and util\palette.cpp)
. MEMORY SYSTEM
. First try at wait states (emu\emumem*). Fixed delegates on delay methods (emu\emumem.cpp). Implemented the passthrough handler priority ordering, fixes a number of 68000 interrupt problems (emu\emumem.cpp).
. Added the target address space to translate and wrap the constants (emu\dimemory.cpp)
. Added the forgotten key, allows to distinguish ram zones at the same address in different views, including recursively (emu\emumem_mview.cpp).
. DEVICE
. Allow base device to be specified directly in delegate setters (emu\devcb.h)
. Added defer_access() method, which is useful for keeping the cpu in a loop restarting the current instruction to emulate waitstates (emu\devcpu.cpp).
. LUA engine
. Various LUA updates. Compile LUA as C++. When LUA is compiled as C, it uses setjmp/longjmpfor error handling, resulting in failure to unwind intermediate stack frames. Trying to ensure no objects with non-trivial destructors are in scope when raising a LUA error is error-prone. In particular, converting an exception to a LUA error becomes convoluted, and raising a LUA error from a constructor is effectively impossible. Updated LUA to 5.4.4 - this includes a brand-new garbage collector implementation with better performance. The main thing removed is the deprecated bitlib. Updated sol2 to version 3.3.0 - this adds support for LUA 5.4 and fixes a number of issues, including not correctly handling errors when LUA is built as C++.Updated LUAFileSystem to version 1.8.0 - this adds support for symbolic links on Windows, as well as LUA 5.4 compatibility. Updated LUASQLite3 to version 0.9.5 - this fixes issues in multi-threaded environments, as well as LUA 5.4 compatibility. Fixed double-free after attempting to construct a debugger expression from LUA with an invalid string, and exposed expression error to LUA in a better way. Added warning level print function to LUA. Fixed saving cheats with shift operators in expressions, although this code isn't actually used as there's no cheat editor.
. Updated forked linenoise to latest upstream. This removes the need to force it to build as C++, and adds proper UTF-8 support for Windows. Since this is a fork of linenoise, there's no hope for getting LUA-linenoise to sync with it upstream. I made the bare minimum changes to keep it working, but didn't add bindings for new functionality (e.g. multi-line editing).
. Cleaned up LUA thread context object a little and made it possible to pass any LUA object as a status value. Be more strict with concurrency and multiple contexts (mame\luaengine.cpp).
. Better bindings for device_state_interface. This avoids creating a table every time the state property of a device is accessed, adds proper support for getting/setting floating/point state entries from Lua, calls the state entry's formatting method to convert to a string (for flags fields, etc.) and exposes more properties. This is a breaking change as the exposed properties on state entries have changed, and the value property has different semantics for floating-point state entries (mame\luaengine.cpp).
. Fixed MSVC link failure due to mismatched signature (mame\luaengine.cpp)
. Expose UI controls toggle state (mame\luaengine.cpp)
. Run everything in coroutines: This lets you use emu.wait(...) directly without mucking around creating coroutines. Allow emu.wait to accept an attotime argument. Added a couple more wait helper functions (mame\luaengine*).
. UI/OSD
. Don't pump events when reading inputs. This was a drain on performance. If anything is trying to poll inputs in a loop, it needs to call input_update() to ensure it gets up-to-date state. Cleaner way of dealing with input updates.
. Updated accumulating relative inputs exactly once per frame. This fixes "amplification" effects that would happen if the frame rate rose above 100 Hz (whether by unthrottling or otherwise). Synchronise with wall clock any time inputs are read. Not doing this has weird effects on relative inputs with frame skipping and contributes to unresponsiveness of menus. Reduced visual latency for mouse movement on menus when paused or skipping frames. The rest of the code changes to menus won't provide benefits until draw can happen after event handling.
. Moved some windows-specific stuff into osd\windows\window.cpp/h. Do not raise fatal error on -video auto -videodriver wayland (osd\sdl\osdsdl.cpp).
. Cleaned out more leftover crud and removed debug printfs (ui\ui.cpp)
. Don't pass IPT_UI_BACK event to the implementation when dismissing the menu (ui\menu.cpp). Honour UI enable for machines without keyboards (ui\ui.cpp). Moved the UI active flag from the machine to the UI manager (ui\ui.cpp).
. INPUT
. Minor fix to error message (emu\ioport.cpp). Fixed a corner case in XInput DJ Hero controller turntable handling (input\input_xinput.cpp).
. Modernised interface for enumerating DirectInput devices. Gets rid of some state in the winhybrid joystick module that's only used during initialisation (osd\modules\input\*).
. Always use DirectInput with desktop window in background mode. There are multiple issues with what MAME was doing, but the most glaring is that it violates the DirectInput interface contract that requires the window associated with an open device must not be destroyed. See documentation for IDirectInputDevice8::SetCooperativeLevel: "This parameter must be a valid top-level window handle that belongs to the process. The window associated with the device must not be destroyed while it is still active in a DirectInput device". The previous code also prevented DirectInput controllers from working when using multiple windows if any window other than the first window had focus. Also fixed SDL builds not correctly recognising when all windows lose focus, and save state menu not appearing (osd\modules\input\*).
. Changed config save/load behaviour for conditional fields. See GitHub #10937 for issues with current approach. Only save configuration for enabled fields. Apply loaded configuration to all matching fields (emu\ioport.cpp).
. PLUGINS
. Added a couple of things to the layout script sandbox (plugins\layout\init.lua)
. Fixed tab completion after linenoise update. Can now cycle through candidates by repeatedly pushing Tab (plugins\console\init.lua).
. Use local sqlite3 library variable, fixes "Show DATs view" (plugins\data\database.lua)
. Don't be so eager to create empty settings folders (plugins\autofire and plugins\inputmacro)
. Interrupt callback rationalization: Make CPUs pass interrupt return PC as a second argument to standard_irq_callback. Added interrupt return PC to "Stopped at interrupt" message produced by debugger 'gint' command. Added messages to trace logs whenever interrupts are accepted. Attempt to step over interrupt routines for applicable debugger commands. Eliminated standard_irq_callback_member wrapper method. Updated many CPU cores to invoke standard_irq_callback at the start of or during interrupt processing, rather than at the end or when the input line changes. Removed IRQ callbacks for some input lines that never cause interrupts. MB88xx and MCS48: Added IRQ callbacks for internal interrupts.
. Actually use scope-based profiling helpers. This makes the comment at the top of emu/profile.h less dishonest and makes it easier to write exception-safe code. Got rid of some do { ... } while (0) loops that only existed so break could be used like a goto (emu\profiler.cpp). Abort if the profile stack overflows rather than throwing an exception. This is a developer feature and if it overflows, the code is broken. Calling a noreturn noexcept function generates less code than throwing an exception, which adds up (emu/profiler.cpp).
. Programmable Logic Device (PLD): Fixed a bug when logging parsed fuse values and added more useful error log messages (util\jedparse.cpp)
. Got rid of a few of the remaining MCFG macros (ninjakd2.cpp and moo.cpp)
. Got rid of bankdev: sega\model2.cpp and taito\taitocchip.cpp
. Consolidated drivers in single files (exprraid.cpp, flstory.cpp, thunderx.cpp, truco.cpp and trucocl.cpp)
. Updated documentation (machine\segacrpt_device.cpp)
. Multi-Language: Updated Czech and Slovak UI translation
. MiniMAWS: Let command-line romident identify media inside ZIP archives (scripts\minimaws\lib\auxverbs.py and minimaws.py)
- Android MAME: Removed local copy of SDL source (3rdparty\SDL2\*) and update Android build support. Updated android-project\app\build.gradle. Updated SDL2 Java support glue code. Increased minimum supported Android API version to 24. Updated required asset files for Android app. Added proper tag for Android logging. Added SDL2 hint to make BGFX work on Android.
- SDLMAME: Removed support for SDL < 2.0.6
- VGM player: Workaround for 7759 MD pin write (virtual\vgmplay.cpp)
- Compiling
. Reduced usage of sprintf. Replaced most simple uses of sprintf with type-safe equivalents.
. Prevent use-after-free warning (GCC; 3rdparty\bgfx\examples\common\nanovg\fontstash.h)
. Fixed a few "const qualifier has no effect" warnings.
. Avoid the need for buildoptions -fpermissive since Clang doesn't like it (3rdparty\*)
. Use the same rules for character literals and strings in C++. Escape 'high' Unicode characters found in strings rather than nuking them (tools\srcclean.cpp)
. Correct placement of U integer suffix in definitions of shifted LOG_xxx constant macros
. Retired the over-stretched "system type" flags. Functionally, the only difference between the system definitions is that GAMEL lets you specify an additional internal layout and SYST lets you specify a compatible system. COMP and CONS are just aliases for SYST - the aliases can be phased out.
. Removed arcade.flt and mess.flt altogether
. Traded away some unnecessary flexibility for more compact code. The stream objects must derive from std::basic_ostream now - they can't just be any old objects with the expected operators (util\strformat.cpp).
- Debugger
. Fixed debugger exception point hit message (debug\debugcpu.cpp)
. Fixed oversight in recent refactoring (uninitialized variable) (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."




Edited by MASH (03/25/23 06:17 PM)



VasiliyFamiliya
MAME Fan
Reged: 08/18/17
Posts: 88
Send PM


Re: MAMEinfo 0.253GIT (10th Mar) new [Re: MASH]
#395785 - 03/13/23 06:00 PM


What arcade platform MAMETeam would reconcentrate their power on, when Hyper Neo-Geo 64 would become "green" or, at least, "yellow"?


Pages: 1

MAMEWorld >> News
View all threads Index   Threaded Mode Threaded  

Extra information Permissions
Moderator:  John IV, Robbbert, Tafoid 
0 registered and 22 anonymous users are browsing this forum.
You cannot start new topics
You cannot reply to topics
HTML is enabled
UBBCode is enabled
Thread views: 369