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MASH
MASH
Reged: 09/26/03
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MAMEinfo 0.212 :)
08/03/19 02:53 PM


MAMEINFO.DAT

* Updated to MAME 0.212 - http://git.redump.net/mame/log/

* Added Source/Listinfo changes

* Newest Bugs (2nd Aug)

* Added/Fixed 'Recommended Games'

* Fixed Mameinfo.dat infos

* Updated Artwork.ini



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

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

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



0.212

- New games: The Boat, Double Joker Poker (CGI) and Super 21
- New Working games: Street Fighter II: The World Warrior (RK, bootleg)
- New Non-Working games: Bingo Time, Bonanza Enterprises' Joker Poker, 'Kodai Ouja Kyouryuu King - Mezame yo! Arata-naru Chikara!! (Japan, Ver 4.000) (MDA-C0061)', Lucky 21, Lucky 21-D, Lucky 25, Lucky 37, 'unknown Chang Yu Electronic gambling game 1' and 'unknown Chang Yu Electronic gambling game 2'
- New clones: Black Tiger (Modular System), Casino Poker (Ver PM88-01-21, German), 'Dragon World 3 EX / Zhongguo Long 3 EX / Dungfong Zi Zyu 3 EX / Chuugokuryuu 3 EX (ver. 101CN)', F1 Super Lap (World, Unprotected), Gold Strike (Barcrest) (MPU5) (V1.00, Spanish, Bilso S.A.), Legend of Hero Tonma (Gaelco bootleg, Modular System), New Lucky 8 Lines (set 7, W-4, encrypted), 'Photo Y2K 2 / Chaoji Bi Yi Bi 2 / Dajia Lai Zhao Cha 2 / Real and Fake 2 Photo Y2K (ver. 100, Japanese Board)', Royal Casino (D-2608208A1-1, Smaller Board, set 2), Teenage Mutant Ninja Turtles - Turtles in Time (4 Players ver UEA), Video Hustler (bootleg, set 4), Wyvern F-0 and Zip & Zap (Less Explicit)
- New PinMAME games: Cue (Prototype)
- New drivers: blktiger_ms.cpp, changyu.cpp, lucky37.cpp and tvg01.cpp
- New devices: cdd2000, cdr4210, cdrn820s, cw7501, i80c51gb, m68hc05l11, m68hc05l9 and scsi_s1410
- New mame.ini options: skip_mandatory_fileman (CORE MISC OPTIONS). Removed use_backdrops, use_overlays, use_bezels, use_cpanels and use_marquees.
- New artworks
. bm7thmix, bmclubmx, bmfinal, dplay, einning, myhero, ripcord, swtrilgy, tornbase and truxton
. Updated bm1stmix, bm2ndmix, bm3rdmix, bm4thmix, bm5thmix, bm6thmix, bmcompm2, bmcompmx, bmcorerm, bmdct, cheyenne, choplift, crbaloon, ebases, frogger, hmcompm2, hmcompmx, kod, outrun, panic, shdancer, spyhunt, subroc3d, toutrun, turbo and wboy
- CPU
. DEC T11: Switch to MACRO-11 syntax, decode deferred addressing modes (cpu\t11\t11dasm.cpp)
. Fujitsu Micro F2MC-16: Preliminary Fujitsu F2MC-16 CPU core. Added MB90610A and MB90611A microcontrollers. First pass with working IRQs. Added F2MC-16 to unidasm.
. Hitachi H8/3002, H8/3003, H8/3006, H8/3008 and H8/3048
. Added configuration option to restrict address space to 20 bits
. Undo variable shadowing for H8/3048
. Intel I80186: Fixed weird handle_eoi bug
. Intel I386
. Added hardware breakpoint functionality
. vm86 segment flags are 0xf3 as cs must be read/write like real mode
. Use floatx80_scale for fscale
. MCS-48: Workaround for interrupt latency issue. A better fix for the JNI problem. Documented a few more variants (mcs48\mcs48.cpp).
. MCS-51: Disassembler update: Restored some 8052 SFR and bit names that were inadvertently omitted for more advanced models. Added a few more T2-related names. Added i8xc51fx and i8xc51gb disassemblers with additional SFR and bit names. Removed i80c51 from unidasm (actual differences from i8051 are not significant).
. MIPS-I
. Added bus error line
. Diagnostic fixes. Some fixes identified by MIPS Rx3230 diagnostics: Assert/clear irq based on fpu exception state and mask entryhi/lo reserved bits.
. Mitsubishi M37710S4
. Kill the unnecessary set_line indirection. Break up m37710_internal_r/w and m_m37710_regs block. Fixed interrupt-related regression. Added internal clock divider.
. Fixed Alpine Racer regression (port writes are blocked when direction register = 0, not FF). Fixed UART control register 1 writes and raveracw regression. More UART register adjustments.
. Motorola M6805: Allow vectors to be placed at an internal boundary other than the end of the address space. Eliminated the generic m6805_device type.
. Motorola MC68040: Stop CINV DATA instruction from causing F-line exception (cpu\m68000\m68k_in.lst and m68kops.cpp)
. Motorola MC68HC11: Implemented more of the instructions. Limited testing of these additions on 6800 code. The fdiv instruction appears the only one remaining now. Cleaned up some of the existing definitions to make the patterns more consistent, and to make it easier to spot inconsistencies and errors.
. NEC V5x: Removed v33_internal_port_map() (derives from v30 not v33)
. Philips SCC68070: Converted device to use logmacro
. Zilog Z8681: Fixed Z8 calculation of half carry flag. Z8671 BASIC no longer prints "12" when the result is 18 (z8\z8ops.hxx).
- SOUND
. MIDI: Fixed reception of several System Common messages (midi\portmidi.cpp)
. Taito Ensoniq Sound System: Saner dividers for MB87078, fixes regression with Taito F3 volume control being too quiet (audio\taito_en.cpp).
- DEVICE
. 6522 VIA: Changed most mappings into m()
. Cassette image: Cleanup and fixed a few minor but annoying bugs: Create new tape, hit Reset: fatal error - internal error. Load empty file to record onto, same error. Randomly have to hit Play a number of times before it takes. Randomly tape "plays" silently with the motor off.
. Floppy
. First stab at weak zones handling (imagedev\floppy.cpp)
. Surpass some copy-protected tracks (formats\dsk_dsk.cpp)
. Intel 8155 RIOT: Update port outputs upon mode change
. Intel 8212 I/O Port: Simplified read/write handlers
. Intel 8275 CRTC
. Continue DMA bursts when display is stopped
. Added LC output callback
. Calculate refresh rate from software-configured parameters
. K053936 Video Controller: Added zoom draw for bitmap_rgb32
. Namco C355 (Sprites): Don't added shadow offset to black_pen, it will crash MAME (and black+shadow = black anyway). Fixes crash during attract mode in sws95, sws96 and sws97 (ID 07370).
. SCSI
. Moved modern SCSI CD/HD devices into devices\bus\nscsi. Default list of nscsi devices.
. Class overhaul: SCSI slot options are no longer required to implement nscsi_device themselves. Instead they implement nscsi_slot_device_interface, which contains a finder for a nscsi_device. This is to accommodate LLE SCSI drives with their own LSI interface chips. SCSI bus device connection is now done through device_resolve_objects rather than device_config_complete (The pessimized code to access the device finder is because that will not have been resolved yet). Added a validity checking method for nscsi_connector.
. Minor sequence bug (machine\ncr5390.cpp)
. Sega 315-5124 SMS1 VDP: Adjusted horizontal screen positions
. Western Digital WD33C9x SCSI Controller: Added interrupt on reset. Don't fatalerror. The SGI 4D/20 boot prom likes to write to the command register immediately after a hard reset (which raises an interrupt), so we can't die here.
- bfm_ad5sw.hxx and bfm_sc5sw.hxx: Dumped the PLDs from the Bellfruit Scorpion Five main PCB and it's ISS Adder 5 Video Card
- bfm_sc5sw.hxx: Added PCBs ASCII layouts
- bzone.cpp: Simplified handlers and silence some dummy reads
- cdi.cpp: Moved Quizard MCU HLE from SCC68070 device to CD-I driver and converted SCC68070 to use logmacro
- cps1.cpp
. Moved palette init into machine_config
. Provided correct dump of CDT 21 rom for clone Cadillacs and Dinosaurs (Asia TW 930223)
. Redumped clone Street Fighter II: The World Warrior (RK, bootleg). Added correct gfx roms and promoted to working.
. Corrected roms for clone Street Fighter II': Champion Edition (M6, bootleg), which was incorrectly using standard ROMs but for 2 of the program roms.
- cps1.cpp, cps2.cpp and fcrash.cpp: Made use of the standard romentry.h macros
- deco32.cpp: Simplified handlers. Reduced unnecessary handlers, runtime tag lookups, region spaces and unnecessary lines. Fixed spacings. Use shorter/correct type values.
- dooyong.cpp: Simplified handlers. Use callback for ROM based tilemap attributes. Implemented tilemap ROM limitation. Added notes. Allow tilemap drawing with masked priority. Reduced unnecessary lines. Fixed namings and spacings. Use shorter/correct type values.
- dwarfd.cpp: Fixed regression by reducing CRTC clock
- gstriker.cpp: Added DIP locations and fixed CPU order. Confirm defaults.
- gticlub.cpp, hornet.cpp, nwk-tr.cpp and zr107.cpp
. Greatly improved inputs (among other things). Fixes analog controls do not respond in Jet Wave (ID 07188).
. Restored PORT_PLAYER() for gticlub.cpp and hornet.cpp. Added DIP location for gticlub.cpp.
- iteagle.cpp: Fixed gtfore02, gtfore03, gtfore04, gtfore05 and gtfore06 fails to boot into the game (machine\iteagle_fpga.cpp) (ID 07373)
- itech32.cpp
. Reduced logging noise
. Use generic latch device for sound communications and added second latch to 68EC020 systems. This is an attempted fix for (ID 07098; Incorrect sounds playing during gameplay in all Golden Tee sets). It might not be enough, but it at least undoes the ITech32 machine config modernization in MAME 0.201 and thr inversion of CPU order.
- ksys573.cpp: 'Konami 573 digital I/O board' now correctly reports the actual number of samples already played (instead of rounding up by one discrete mpeg frame in advance and disregarding samples that have been copied to the stream but not yet actually played) (sound\mas3507d.cpp).
- legionna.cpp and raiden2.cpp: Fixed flipped sprites alignment in macro command $c480 for 'SD Gundam Sangokushi Rainbow Tairiku Senki', noticeable for stage 3 mid-boss (seibucop\seibucop_cmd.hxx). Added notes.
- m72.cpp: Use buffered_spriteram16_device for buffered spriteram. Reduced duplicates, runtime tag lookups and unnecessary lines. Simplified handlers. Use seperated address map related to config and shorter/correct type values. Correct PCM sample rates. Rounding fixes.
- metro.cpp and hyprduel.cpp: Converted screen update method to bitmap_rgb32 (video\imagetek_i4100.cpp)
- midtunit.cpp
. Added MIDTUNIT_LOG_PNG define to log unscaled 32bpp PNGs of all DMA draw calls. Added optional debug #define to emit JSON metadata about each DMA draw call. Removed #define-based PNG/JSON logging and moved it to a debugger command (video\midtunit.cpp).
. Clarified the ROM offset values in metadata by splitting into byte and bit offsets
- model2.cpp: Changed .lay workaround, also fix lightgun cursor not showing in Virtua Cop (create "screen" before "ioboard").
- mpu5.hxx: Added some game hardware info and PCB ASCII layout
- namcos2.cpp: Drop ROZ optimization hack, which was causing missing backgrounds for Phelios.
- nemesis.cpp
. Gradius (Bubble System)
. Fixed 72-scanline timer for bubble system hardware, which fixes the logo draw speed, respawn time and other issues in the Bubble System version of Gradius. Fixed the sound Z80 speed, which was too fast on the pre-Salamander hardware and fixed the sound cpu timer to run at the correct rate based on the Nemesis schematics. Added lots of hardware notes and TODOs based on tracing and PCB pictures.
. Demoted Gradius (Bubble System) to MACHINE_UNEMULATED_PROTECTION. Note: Game requires ~16 seconds to resume after each death (way too much?), has missing gfxs on title screen logo and still needs proper MCU emulation.
. Documented PCB ID for Salamander/Lifeforce; note possibly undumped speech ROM for clone Lifeforce (Japan).
. Converted driver to screen raw parameters
. Fixed irq generation for Hyper Crash, fixes coin insertion and gameplay glitches.
- nmk16.cpp: Reduced duplicates. Moved Afega related stuffs into afega_state. Cleanup Twin Action OKI bankswitching routine. tdragon2 and raphero has address-swapped main RAM; related to protection? Simplified handlers. Reduced unnecessary lines and runtime tag lookups. Fixed spacings and namings. Use shorter/correct type values. Correct sound output (Afega games aren't have a stereo output). Fixed metadata. Added/Fixed notes. Clone Vince (bootleg of Red Hawk) seems like bootlegger name. Added 'horizontal' in horizontal screen version of Red Hawk games. Fixed tilemap RAM bankswitching behavior - mark tilemap dirty when RAM bank is changed. Fixed sound output balance. Fixed metadata related to regional notice. Correct clocks related to on-board XTALs.
- pgm.cpp
. Added configs related to ARM7 speed and on-board XTALs. Reduced duplicates and unnecessary lines. Added notes and version infos. Fixed metadatas.
. Correct 'The Killing Blade Plus' ARM7 clock (machine\pgmprot_igs027a_type3.cpp). Reference: http://www.gc8tech.com/
- playch10.cpp and vsnes.cpp: Fixed light gun regression in Duck Hunt (PlayChoice-10), Hogan's Alley (PlayChoice-10), Wild Gunman (PlayChoice-10), Vs. Duck Hunt and Vs. Hogan's Alley (ID 07331)
- seta.cpp: Clickable artwork flag for some games
- seta2.cpp: Verified sound tempo, pitch and cpu clock.
- taitojc.cpp: Stop CINV DATA instruction from causing F-line exception for MC68040 CPU, fixes reset loop after startup screen in all sets (ID 07357).
- vamphalf.cpp: Don't change screen size/fps when flipscreen state is changed. Make sprite drawing routine related to cliprect. Reduced duplicates and unnecessary lines. Simplified handlers. Fixed spacings. Added notes.
- usgames.cpp: Converted to MC6845 update row, fixes screen alignment.
- 1943
. Decapped and dumped C8751H-88 MCU for 1943: The Battle of Midway (Euro) and clones (US), (US, Rev C), (Japan), (Japan, Rev B) and (Japan, no protection hack) and 1943: The Battle of Midway Mark II (US) and 1943 Kai: Midway Kaisen (Japan).
. Hooked up MCU and removed simulation.
- Bagman: Mark clones Bagman (Stern Electronics, set 1) and Bagman (Taito) PROMs as bad, as per MT #02508 (Incorrect colors on Stern/Seeburg logo)
- Battletoads: Correct typo in audiocpu->set_periodic_int
- Bionic Commando: Proper MCU hookup and removed hacks. Correct audio CPU NMI source.
- Choplifter: Redumped Choplifter MCU and removed patches
- Cycle Shooting: Mark some roms as BAD_DUMP as they contain significantly less data than the bootlegs, and will definitely need to be checked if/when an original PCB shows up to dump the MCU.
- Fuusen Pentai: Dumped color proms
- Gardia: Added known PALs to clone Gardia (Japan, 317-0006)
- Guilty Gear Isuka: Dumped "Sammy Atomiswave MPSYSTEM" device. Note: 4-cabinet splitter device, likely was used in GG Isuka and maybe in 2-player AW-NET games too.
- Hebereke no Popoon: Documented debug mode
- Kicker: Workaround for Service Mode (ID 00349)
- Legend of Hero Tonma: Make clone Legend of Hero Tonma (unprotected bootleg) boot. Seems the graphics hw is rather different.
- Moon Cresta: Marked clone Moon Cresta (bootleg set 4) as not working pending a redump. Note: The second half of code is missing in rom $03800.
- Night Driver: Changed resolution to 256x240. Draw tiles manually.
- Rainbow Islands - Extra Version: Dumped C-CHIP EPROM data
- Sega Rally Championship: Dumped correct sound roms for clones 'Sega Rally Championship - DX' and 'Sega Rally Championship - DX (Revision A)'
- Senjyo: Fixed background pixel layer width/enable long standing regression
- Spinal Breakers: Fixed regression in machine config (ID 02060)
- Standard Change-Makers System 500 / 500E: Identified CPU type as 80C51GB (specific differences obviously not emulated)
- Star Rider: Added fake CHD
- Super Masters Golf: Fixed the swing power controller emulation (ID 04159)
- Survival: State BPROM type and verified colors
- Toki: Added missing prom to clone Toki (Modular System)
- Witch Card: More accurate, less hacky interface between PIA and PSG for clone Witch Card (Falcon, enhanced sound).
- World Rally: Fixed output latch addressing. Fixes Coin1 + Coin2 do not function (ID 07385).
- Wyvern F-0: Dumped and hooked up TAITO68705 MCU
- Fixed rom names in berzerk.cpp, cps1.cpp, phoenix.cpp, system1.cpp and wyvernf0.cpp
- Dipswitch fixes in gstriker.cpp, gticlub.cpp, hornet.cpp, legionna.cpp, nwk-tr.cpp and zr107.cpp
- Description changes of Blue Hawk (Japan, NTC license), 'Dragon World 3 EX / Zhongguo Long 3 EX / Dungfong Zi Zyu 3 EX / Chuugokuryuu 3 EX (ver. 100)', 'DoDonPachi Dai-Ou-Jou (Japan, 2002.04.05.Master Ver, 68k Label V100)', 'DoDonPachi Dai-Ou-Jou (Japan, 2002.04.05.Master Ver, 68k Label V101)', 'DoDonPachi Dai-Ou-Jou Black Label (Japan, 2002.10.07.Black Ver)', 'DoDonPachi Dai-Ou-Jou Black Label (Japan, 2002.10.07 Black Ver)', 'DoDonPachi Dai-Ou-Jou Black Label (Japan, 2002.10.07 Black Ver., bootleg Knights of Valour Super Heroes conversion)', Gemcrush (Japan, prototype), Gulf Storm (Japan, Media Shoji license), Primella (Japan, NTC license), Red Hawk (horizontal, bootleg), Red Hawk (horizontal, Greece), Red Hawk (horizontal, Italy). Sadari (Japan, NTC license), Royal Casino (D-2608208A1-1, Smaller Board, set 1), Spectrum 2000 (vertical, Korea), Wyvern F-0 (Rev 1) and Zip & Zap (Explicit).
- MAME
. VIDEO RENDERING SYSTEM
. Make layout format more flexible:
. There is no longer a concept of "layers" - there are only screens and elements
. Elements are now instantiated with
. Screens and elements can have explicit blending mode specified with blend="..."
. Default blending mode for screens is "add" and default for other elements is "alpha"
. Other supported modes are "none" and "multiply"
. This removes the options to enable/disable layers individually - use views instead
. Legacy layouts can still be loaded and support won't be removed for at least a year
. The current artwork model is over-stretched. It's based on a Space Invaders cabinet model, and isn't applicable to a lot of the systems MAME emulates now. The fact that MAME has to switch to an "alternate" mode to deal with games like Golly! Ghost! without requiring pre-matted bitmaps shows that the Space Invaders model wasn't even adequate for general arcade use. It shows in that for a lot of the systems that heavily depend on artwork, people just seem to randomly choose layers for elements until they get something that works. Also, the fact that MAME will switch to an alternate (Golly! Ghost!) mode depending on the combination of elements is a trap for people learning to make artwork. There are cases that the current approach of implying the blending mode from the layer doesn't work with. Examples include LEDs behind diffusers (requires additive blending for layout elements), and mutliple stacked LCD panels (requires RGB multiplication for screens). For configurability, it's now a lot easier to make multiple views using groups. For example, if you want to make it possible to hide the control panel section of your layout, you can put the control panel elements in a group and create views with and without it. I will gradually migrate the internal artwork to use the new approach. I have an XSLT stylesheet that helps with this, but I'm not comfortable adding it because it isn't a complete solution and it still requires manul steps. I wanted to get the re-worked pointer handling done sooner so I could push them both at the same time, but unfortunately various things have prevented me from progressing as quickly as I wanted to. Sorry guys, that stuff's going to have to wait.
. Don't crash when a layout references a conditional I/O port field (emu\rendlay.cpp)
. PWM Display: Fixed savestate problem (video\pwm.cpp)
. Removed TEXFORMAT_PALETTEA16
. Some simple screen ind16 -> rgb32 conversions (drivers\kinst.cpp and sbrkout.cpp)
. Fixed fatalerror with PRIMFLAG_TEXFORMAT(TEXFORMAT_RGB32) | PRIMFLAG_BLENDMODE(BLENDMODE_RGB_MULTIPLY). Renamed draw_quad_argb32_multiply to draw_quad_rgb32_multiply since it actually doesn't multiply per pixel alpha (emu\rendersw.hxx).
. Handle layouts that wanted screens to be opaque. if you have a layout with only screens and need to add, mark them explicitly. haven't tracked down the lightgun pointer issue yet.
. Additional fix to MAME slowdown on screenless view (MAME 0.207: Stop frameskipping constantly on screenless systems with frameskip=0 and don't use iter count).
. Render 7seg off-segments and background with alpha, this allows LCD 7segs (emu\rendlay.cpp).
. Allow per-layer blend modes supplied by driver for screens, as required for Laserdisc overlays (emu\rendlay.cpp). This is a change in behaviour, and it means that games like Golly! Ghost! will need an explicit blend mode specified in the XML. I'm not entirely happy with the situation, but a better, more general solution than this would require some serious refactoring to MAME's renderer.
. DEVICE: Reverted unnecessary change from MAME 0.211 in emu\devcb.h (isnull() checks the list of unresolved functions along with the list of resolved ones, so resolve_safe() doesn't really need a return value as long as it is called second).
. UI
. Changed the various usages of UI_*COLOR to be calls to frontend\mame\ui\moptions.h. The various UI_*COLOR macros were implemented as calls to decode_ui_color, which cached the values for the various options in a static array, which was obviously a gross hack. This refactoring is strategic because I am trying to confine awareness of mame_ui_manager to code in frontend\mame\ui, and the implementation of decode_ui_color() relied on the ability to access mame_ui_manager as a singleton from outside this code. Created a ui_colors object, so that queries for UI RGB values would not always require parsing strings. Replaced UI_TARGET_FONT_[ROWS|HEIGHT] and UI_BOX_[LR|TD]_BORDER macros with property calls. These macros were implemented with a call to a function (get_font_rows()) that opportunistically stashed the results of option accesses in static variables; in other words, a gross hack. Because get_font_rows() attempted to access mame_ui_manager as a singleton, it was an obstactle to providing an alternative implementation of ui_manager. Removed stray debugging cruft that found a way into the other PR. Converted a few more options().zyx_color() to colors().zyx_color().
. Disable ui startup screens for "-video none"
. Fixed segfault when trying to access some image option that does not exists (emu\emuopts.h and image.cpp) (ID 06654) (ID 06655) (ID 06677) (ID 06880) (ID 07377)
. LUA engine
. Added video:size(), video:pixels() and screen:refresh_attoseconds(). pixels() and size() correspond to internal game resolution covering all screens and internal pixel colors. the same values are used for bitmap dumping. similar things available for screen_device lua library take into account final UI resolution and colors, so they can't be used when accurate framebuffer is needed. refresh_attoseconds() allows to calculate precise numerator and denominator for framerate.
. Moving paste() from mame_ui_manager class to natural_keyboard class, exposing to LUA. Exposing sound_manager and natual_keyboard object to LUA. Making video_manager::effective_frameskip() public and exposing via LUA. Saving snapshots in LUA now supports absolute paths. Exposed various methods/properties on device_image_interface to LUA: Exposing must_be_loaded and display() on device_image_interface's LUA implementation. Exposing device_image_interface::create() to LUA. Exposed the ability to set input seqs on ioport_field in LUA.
. Exposed miscellaneous ioport_field methods and properties to LUA: ioport_field::type_class(), ioport_field::seq(), user values on ioport_field and writing user values on ioport_field. Exposing device_image_interface::[brief_]instance_name() to LUA. Added ui_input_manager::[set_]presses_enabled() and exposed to LUA.
. Created a -skip_mandatory_fileman option (skip prompting the user for any mandatory images with the file manager at startup). Added support for profiling LUA.
. LUA boot.lua file now handles multiple paths (delimited by semicolons) on -pluginspath.
. Sound
. Suggestion for very-low-latency mode on PortAudio. Needed to keep audio in sync when playing rhythm game machines such as Konami System 573. This is because the lowest audio_latency currently supported (audio_latency 1) introduces at least 10 ms of variable latency. I am unsure how to go about this without breaking backward compatibility so I set it to work only when audio_latency is 0 (which was previously ignored by mame itself and was treated equivalent to audio_latency 1). I am aware that setting audio_latency to 0 is not supported by many mame frontends, but this change seems natural. Otherwise, would it be better to add a new mame.ini option, or to automatically enable this low-latency mode when pa_latency is set lower than, say, 0.01 (10ms), which would break people's configurations if they already rely on the old behavior? (sound\pa_sound.cpp).
. Get rid of sound\wave.h usage
. Save state: Print all duplicate savestate entries found rather than bailing after the first one (emu\save.cpp)
. Screenshot/AVI
. Modernized imagedev\snapquik.cpp delegate and removed MCFG macro (quickload; drivers\jaguar.cpp)
. Added functionality to read RGB24 and YUV420p uncompressed video frames (util\aviio.cpp)
. Removed generic/slot macros
. Coin fixes for Big Karnak, Return of Lady Frog, Splash!, Squash, TH Strikes Back and Thunder Hoop (machine\gaelco2.cpp)
. Removed a stray (likely vestigial) variable from windows\window.cpp. Changing win_window_info::draw_video_contents()'s update parameter to be bool and winwindow_has_focus() to return bool.
. PLUGINS
. Refactored MAME's plugin system (plugins\boot.lua, mame\clifront.cpp, luaengine.cpp, mame.cpp, pluginopts.cpp/h and ui\miscmenu.cpp)
. Indicate that plugin errors are now fatal
. hiscore.dat update (plugins\hiscore\hiscore.dat)
. MULTI-LANGUAGE: Updated Turkish translation
- Debugger
. Fixed calculation of TMS34010/020 shifted memory addresses for debug save and load commands (debug\debugcmd.cpp)
. Added CMDFLAG_CUSTOM_HELP, in order to flag custom device-specific commands that have custom help text (debug\debugcon.cpp).
. Fixed bug in error-log window. New Memory Window would clear the log (debugger\win\debugwininfo.h and logwininfo.h).
. Updated debug media menu to latest version (debugger\win\consolewininfo.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."









Entire thread
Subject Posted by Posted on
* MAMEinfo 0.212 :) MASH 08/03/19 02:53 PM
. * MAMEinfo 0.213GIT (24th Aug) MASH  08/24/19 10:08 AM
. * MAMEinfo 0.213GIT (10th Aug) MASH  08/10/19 01:05 PM
. * Re: MAMEinfo 0.213GIT (10th Aug) VasiliyFamiliya  08/15/19 10:34 AM
. * Re: MAMEinfo 0.213GIT (10th Aug) MASH  08/15/19 12:07 PM
. * Re: MAMEinfo 0.212 :) agard  08/07/19 10:54 AM

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