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Vas Crabb
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MAME 0.232
#390951 - 05/27/21 01:45 PM


MAME 0.232

It’s time for MAME 0.232, and do we have a surprise for you! The incredibly rare Universal game Mrs. Dynamite has finally been found and dumped! This is an early example of a game where you place bombs to kill enemies that walk over them, showing Universal’s flair for cute characters and cutscenes. Mrs. Dynamite is believed to had performed poorly on location tests, and never had a widespread release. The graphics in the version that has been dumped don’t match what’s shown on flyers. Other arcade additions include Dokaben 2 and a prototype of Spinal Breakers.

Namco racing games have taken a leap forward this month. Final Lap has its sprite chip hooked up subtly differently to later games on the System II platform, which had been causing graphical issues on the title screen. Lack of playback status register emulation in the C140 sound chip was causing issues with engine sounds in Final Lap, Suzuka 8 Hours, and Four Trax. The horizontal position of the road layer has also been adjusted to better match videos made using original hardware.

A number of bug fixes allow previously unplayable Japanese home computer games, including µPD7220 issues affecting the Madou Monogatari games on PC-98, the missing 1-bit DAC sound on PC-98, broken sprites in Asuka 120% Burning Fest. on FM Towns, and background bugs on Sharp X68000. Mac media support continues to improve, with working CD-ROM drives on more Macs, and fixes for high density floppy drives. The V.Smile Smart Keyboard is now supported, in US, French, and German variants. Tim Lindner has continued to fix long-standing bugs in Tandy CoCo 3 emulation.

Software list additions include Taiwanese Game Gear cartridges, Master System prototypes, a big batch of software for the Australian MicroBee series, and quite a few add-on ROMs for the Acorn BBC Micro. We’ve also got the latest Apple II floppy dumps and cracks, FM Towns floppies and CDs, and PC floppies.

You can read all the development activity this month in the whatsnew.txt file, and the source and 64-bit Windows binary packages are right there on the the download page.

Read the rest of this entry »



StilettoAdministrator
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Re: MAME 0.232 new [Re: Vas Crabb]
#390953 - 05/27/21 06:48 PM


Official MAME 0.232 Twitter and Facebook links!

https://www.facebook.com/mamedev.org/posts/2855308964718758

https://twitter.com/mamedev_org/status/1397956160297353218

If you can support MAME on social media, please show our social media posts some love with Likes/Loves/Retweets/Shares

- Stiletto



celeriacsoup
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Re: MAME 0.232 new [Re: Vas Crabb]
#390955 - 05/27/21 11:25 PM


Excellent release. Have been following the progress on Haze's youtube including the Mrs Dynamite and Namco game fixes.

Well done and thank you to all the mamedev team



roscian
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Re: MAME 0.232 new [Re: Stiletto]
#390956 - 05/28/21 01:57 AM


Thanks, all!



MKFAN
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So what's holding back Model 2 to be fully emulated ? new [Re: Vas Crabb]
#390972 - 05/28/21 08:41 PM


I'm not complaining just asking. Just seems like it's been at the same state forever. It would be so awesome if Model 2 was fully working.



jonwil
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Re: MAME 0.232 new [Re: Vas Crabb]
#390979 - 05/29/21 11:52 AM


Nice to see the Namco System 2 fixes, are there any known remaining issues with Suzuka 8 Hours series?



Vas Crabb
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Re: MAME 0.232 new [Re: jonwil]
#390980 - 05/29/21 01:54 PM


> Nice to see the Namco System 2 fixes, are there any known remaining issues with
> Suzuka 8 Hours series?

There are still some graphics glitches on System 2 games.



Trebor
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Re: So what's holding back Model 2 to be fully emulated ? new [Re: MKFAN]
#390987 - 05/30/21 01:01 AM


> I'm not complaining just asking. Just seems like it's been at the same state forever.
> It would be so awesome if Model 2 was fully working.

https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp
[Latest commit...15 days ago]


TODO:
- z-sort, focal distance, color gamma and Mip Mapping still needs to be properly sorted in the renderer;

- sound comms still needs some work (sometimes m68k doesn't get some commands or play them with a delay);

- 2C games needs TGPx4 emulation;

- outputs and artwork (for gearbox indicators);

- clean-ups;


TODO (per-game issues):
- daytona: crashes when coining it up with master network active culprit is a wrong command parameter in geo_parse texture data opcode;

- daytona: car glasses doesn't get loaded during gameplay;

- doa, doaa: corrupted sound, eventually becomes silent;

- doa, doaa: Kasumi model has many culled polygons;

- dynamcopc: corrupts palette for 2d (most likely unrelated with the lack of DSP);

- fvipers, schamp: rasterizer has issues displaying some characters @see video/model2.cpp

- fvipers: enables timers, but then irq register is empty, hence it crashes with an "interrupt halt" at POST (regression);

- lastbrnx: uses external DMA port 0 for uploading SHARC program, hook-up might not be 100% right;

- lastbrnx: has wrong graphics, uses several SHARC opcodes that needs to be double checked (compute_fmul_avg, shift operation 0x11, ALU operation 0x89 (compute_favg));

- manxtt: no escape from "active motion slider" tutorial (needs analog inputs), bypass it by entering then exiting service mode;

- manxtt: no bikes are visible (not a z-sort issue!);

- manxtt: course select island map doesn't rotate properly: timing issue, i960 sends read/write geo addresses to bufferram 0x918000/4 which TGP never reads in time.

- sgt24h: first turn in easy reverse course has ugly rendered mountain in background;

- skytargt: really slow during gameplay (fixed?);

- skytargt: short draw distance (might be down to z-sort);

- srallyc: some 3d elements doesn't show up properly (tree models, last hill in course 1 is often black colored);

- vcop: sound dies at enter initial screen (i.e. after played the game once) (untested);

- vcop: missing 3d at stage select screen (priority?);

- vstriker: stadium ads have terrible colors (they uses the wrong color table, @see video/model2rd.hxx)



jonwil
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Re: MAME 0.232 new [Re: Vas Crabb]
#391002 - 06/01/21 11:54 PM


Are the road colors still wrong in some games (per the driver) and if so is that a driver issue or incorrect road color ROM?



MAMEfan2000
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Re: MAME 0.232 new [Re: Vas Crabb]
#391013 - 06/05/21 03:32 PM


I heard that the American version of Thrill Drive is finally emulated. I can't wait to play that! Is it working?



Vas Crabb
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Re: MAME 0.232 new [Re: MAMEfan2000]
#391015 - 06/05/21 05:48 PM


> I heard that the American version of Thrill Drive is finally emulated. I can't wait to play that! Is it working?

Well, it’s listed in the not working section, so if it breaks you get to keep the pieces.



Hydreigon
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Re: MAME 0.232 new [Re: MAMEfan2000]
#391016 - 06/05/21 07:56 PM


> I heard that the American version of Thrill Drive is finally emulated. I can't wait
> to play that! Is it working?

Analog controls aren't hooked and even if they were, there are other major issues; freezing and screwed up tilemaps. I have also yet to disable the ADSP's recompiler since it's slightly more stable without it running but not by a whole lot.

Interestingly enough, the tilemap roms for both NWK-TR and Hornet versions are identical meaning the tilemap custom for Hornet, 037122, may as well be a clone of 001604. That's not saying much since it's difficult to deal with (is there some mcu in one or both these tilemap chips?).



-.-



MAMEfan2000
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Re: MAME 0.232 new [Re: Hydreigon]
#391024 - 06/07/21 01:54 AM


I will try as much from that rom as I can. I hope it won't take too long for it to be fixed.



Ville Linde
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Re: MAME 0.232 new [Re: Hydreigon]
#391044 - 06/09/21 06:33 PM


> Interestingly enough, the tilemap roms for both NWK-TR and Hornet versions are
> identical meaning the tilemap custom for Hornet, 037122, may as well be a clone of
> 001604. That's not saying much since it's difficult to deal with (is there some mcu
> in one or both these tilemap chips?).

There's no tilemap roms in either system. It's all RAM-based.


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