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MAMEMAME v0.135u2 is released. MAME stands for Multiple Arcade Machine Emulator. When used in conjunction with images of the original arcade game's ROM and disk data, MAME attempts to reproduce that game as faithfully as possible on a more modern general-purpose computer. MAME can currently emulate several thousand different classic arcade video games from the late 1970s through the modern era.
what's news in MAME v0.135u2:

MAMETesters Bugs Fixed
----------------------
- 03553: [Crash/Freeze] extdwnhl: Game does not start (Phil Bennett)
- 03544: [DIP/Input] mgdh, sdmg2: The joystick function missed in
mgdh and sdmg2 (Luca Elia)
- 03547: [Graphics] mgdh,sdmg2: Donden graphics in mgdh and sdmg2 are
inaccurate (Luca Elia)
- 03546: [Documentation] nkishusp: Black screen after the game start.
(Luca Elia)
- 03540: [Sound] glpracr3, hvnsgate, raystorm: Missing sound.
(Phil Bennett)
- 03545: [Graphics] tekken3, tektagt: Tekken games do not proceed
into attract mode after initial screen (Phil Bennett)
- 03542: [Sound] Sets/Drivers using YM2610: Missing sounds
(Phil Bennett)



Source Changes
--------------
Added driver data structs to: [Fabio Priuli]
- beaminv.c
- cball.c and capbowl.c
- changela.c, circus.c and circusc.c
- crgolf.c and clayshoo.c
- decocass.c
- docastle.c, dotrikun.c, cloud9.c and destroyr.c
- cheekyms.c
- embargo.c
- ddragon.c, ddragon3.c and fgoal.c
- bwing.c
- dday.c
- dcheese.c
- flyball.c
- freekick.c

Added driver data and save state support to: [Fabio Priuli]
- blmbycar.c
- zerozone.c, yunsun16.c, dominob.c, dogfgt.c and bogeyman.c
- blockout.c and bigevglf.c
- chaknpop.c
- albazg.c
- chinagat.c, esd16.c, f-32.c, fcombat.c, finalizr.c
- fantland.c and firetrap.c
- btime.c and scregg.c
- fitfight.c, flstory.c and funkybee.c
- fuukifg2.c and fuukifg3.c

Added save state support to: [Fabio Priuli]
- 2mindril.c, ashnojoe.c, bigfghtr.c, bublbobl.c, cchance.c,
champbwl.c, missb2.c
- compgolf.c, champbas.c, copsnrob.c, cop01.c, cosmic.c, cntsteer.c,
dacholer.c and dec8.c
- armedf.c, calorie.c, canyon.c, chanbara.c, citycon.c, commando.c,
crospang.c & cultures.c
- astrocorp.c
- ddayjlc.c, ddealer.c, deniam.c, discoboy.c, diverboy.c, dorachan.c,
dragrace.c, dreamwld.c, dribling.c, drmicro.c, drtomy.c
- dynadice.c, dwarfd.c, dunhuang.c, enigma2.c, epos.c, drgnmst.c
and egghunt.c
- equites.c, exedexes.c, exerion.c and exprraid.c
- funybubl.c, galaxi.c, gaiden.c and rocnrope.c

Removed some rogue occurrences of 'x1snd' resulting from device tag
mass-change. [Phil Bennett]

drw80pkr.c updates: [Jim Stolis]
- Added Save State Support
- Added Preliminary Dip Switch Settings
- Corrected CPU Clock Value
- Corrected Sound (Now Works)
- Narrowed Down More IO R/W Areas

tms7000: Fixed disassembly of PCREL addressing mode. [Wilbert Pol]

Added device support to the input system. Internally this replaces
PORT_CUSTOM/PORT_CHANGED, backward compatibility is achieved with an
internal dummy device. Added output lines (IPT_OUTPUT), which can be
written using new input_port_write* functions or directly from a
memory map using AM_WRITE_PORT converted adc083x to use io lines.
[smf]

ADC devices updates: [smf]
- adc08x chips are all hooked up using input/output ports
- reversed racing force steering wheel input and gas pedal, which
is enough to get the game to boot.
- reversed steering wheel input on winding heat, the usa cabinets
are however hooked up the other way.
- renamed adc0831_interface to adc083x_interface.
- fixed adc083x gnd input
- removed stray call logerror from adc083x.c
- fixed default adc083x sars value
- adc083x reset only affects outputs

Added set name to -romident. [smf]

Updated ddr 3rd mix plus protection to remove display corruption.
[smf]

RDP Updates: Fixed TMEM size, removed separate tlut, fixed tlut
uploads [angrylion]

hng64 updates:
- Added preliminary hook-up for multi-byte chain mode for sprites,
used by Buriki One and the two Samurai Shodown games
[David Haywood, Angelo Salese]
- Fixed back plane color, thus giving characteristic blue background
for POST screen [Angelo Salese]
- Improved Dual Port emulation, fixing the POST errors about it
[Angelo Salese]
- Implemented "simple" scroll register layout [David Haywood]
- Implemented "complex" scroll register layout [David Haywood]
- Corrected sprite end boundary, fixes credit messages in Buriki One
[Angelo Salese]
- Fixed scrolling text in Buriki One attract mode [Angelo Salese]
- Hooked up global bpp switch for sprites, HW doesn't seem capable
of doing per-sprite bpp switch, fixes coin credit text in Buriki
One [Angelo Salese]
- Implemented V-Blank register, fixes palette uploading in Samurai
Shodown 1 & 2 [Angelo Salese]
- Fixed sprite wrap-around [David Haywood]
- Implemented irq 11, used by the racing games for network check,
currently crashes due to an invalid parameter inside the 3d
packets [Angelo Salese]
- Added 16x16 / 8x8 tilemap mode select, fixes one scene in Extreme
Rally and transition layer in Fatal Fury WA (squares on title
screen) [David Haywood]
- Added alt layout for the roz, fixes Roads Edge graphics before the
title screen [David Haywood]
- Implemented sprite clearance capability, fixes garbage gfxs as
seen in Samurai Shodown 64 1 & 2 [Angelo Salese]
- Implemented x/y sprite global offsets, used by Samurai Shodown 64
1 ranking screen [David Haywood]
- Hooked-up backup ram [Angelo Salese]
- Documented some sprite findings [Angelo Salese]
- Re-implemented zooming in Fatal Fury WA, and added alternative
zooming mode used by the other games, they have some precision
bugs though [Angelo Salese]
- Implemented preliminary additive blending [David Haywood]
- Slight optimization to the tile dirty marking [David Haywood]
- Better documentation of mosaic and floor modes [David Haywood]
- Implemented sprite disable bit [David Haywood]
- Implemented dynamic visible area [Angelo Salese]
- Start to document 3d / framebuffer video registers, implemented a
quick hook-up that fixes Buriki One 3d model colors minus one
case [Angelo Salese]
- Implemented screen disable when the visible area regs are equal to
zero and fixed back layer [Angelo Salese]

Updated the albazg driver to use hanafuda standard inputs, eeprom
device, and memory_set_bank in place of memory_set_bankptr.
[Fabio Priuli]

System 23 update [Naibo Zhang]
- Corrected memory mapping of palette RAM and handling of palette
data. Power-On Self Test now shows correct colors.
- Changed Panic Park from SS23 to S23 game.

Galaxian3 update [Naibo Zhang]
- Fleshed out skeleton driver. Each CPU board passes many self-tests
- Master and slave CPU comms hooked up

Designated Puzzle Bang Bang (vamphalf.c) as Korean version. For this
set the title and language cannot be change. [Brian Troha]

Added new module tagmap which is a simple hashed string map. Updated
device and input port lists to use the tagmap for tag searches. Also
removed the whole "quark" thing from the validity checker in favor of
using the tagmaps. [Aaron Giles]

Added Intel 8008 and National Semiconductor SC/MP CPU cores.
[Miodrag Milanovic]

INS 8060 SC/MP II support (using clock divider 2), main model renamed
to INS 8050 SC/MP. [Miodrag Milanovic]

Updated the astrocorp.c and groundfx.c drivers to use EEPROM device.
[Fabio Priuli]

Added support for SCSI command 0x2a (Write w/ 32-bit LBA), upped
input buffer size in WD33C93 controller [Harmony]

Hooked up eepromdev.c using PORT_READ_LINE_DEVICE/
PORT_WRITE_LINE_DEVICE in groundfx.c. Output ports are now affected
by IP_ACTIVE_HIGH/IP_ACTIVE_LOW (eepromdev.c has active low cs).
The previous value for callbacks in inptport.c is now tracked per
field. This saves recalculating it for PORT_CHANGED & conditional
fields wouldn't always get updated correctly. Tidied up eepromdev.c
interface. [smf]

Added sprites list stop to igs017.c. Implemented joystick mode in
mgdh and sdmg2 [Luca Elia]

Fixed audio output lengths in aviio.c. [CDiFan]

Added memory_install_write_port_handler &
memory_install_readwrite_port_handler to be consistent with
installing handlers. [smf]

CDP1869 changes: [Curt Coder]
- converted page RAM functions to use devcb
- added pull interface for predisplay

Switched from linear interpolation to antialiased point sampling
when upconverting low-frequency sound streams. This should de-muffle
low-frequency streams, treating them has having hard edges at sample
boundaries. [Aaron Giles]

Converted the following drivers to use EEPROM device: deco156.c,
eolith.c, eolith16.c, limenko.c, taito_f3.c, taito_z.c, taito_b.c,
taitojc.c, toaplan2.c and kaneko16.c. [Fabio Priuli]

Implemented use of per tile colour lookup ROM in Portraits, colour
decode is still wrong [David Haywood]

CF clear after binary operations on Intel 8008 CPU core.
[Miodrag Milanovic]

Improvements to Noraut Poker driver: [Roberto Fresca]
* A lot of work in memory maps and machine driver stuff.
* Improved Inputs / DIP switches for some games.
* Added lamps support / layouts to new working games.
* Added preliminary support to Kimble hardware.
* Added support to CGI's Credit Poker 30x games.
* Added new (and fixed old) technical notes.
* Renamed norautpn descripion to Noraut Deluxe Poker (bootleg).
* Added a placeholder for tpoker2's undumped 68705 MCU.
* Reorganized the driver, plus some clean-ups.
* Renamed kimblejp to kimbldhl. Changed game description to Kimble
Double Hi-Lo.
* Added specific memory map & machine driver to Kimble Double Hi-Lo.
* Fix the Kimble Double Hi-Lo CPU type.
* Added notes about the code obfuscation and PPI's handling/offsets.

Added Magic Card Jackpot and Magic Lotto Export to Impera Magic Card
driver. Also added PCB layouts, hardware description and technical
notes. Changed the bipolar prom dumps to serial I2C bus EEPROM.
[Roberto Fresca]

Made DEVCB_INPUT_PORT(tag) work for write callbacks. [smf]

Fixed regression in magicard.c driver [Angelo Salese]

Introduced a generic_pointers structure within machine that is
designed to hold generic pointers that are commonly used. Moved
generic_nvram, videoram, colorram, spriteram*, paletteram* pointers
there. Added AM_BASE_GENERIC and AM_SIZE_GENERIC macros for
initializing generic pointers in memory maps. Also added
AM_BASE_SIZE_GENERIC to set both base and size in one step.
[Aaron Giles]

Moved global variables out of machine/generic and into a private data
structure hanging off of the running_machine. Added newly-needed
machine parameters to coin_counter_w, coin_lockout_w, and
coin_lockout_global_w. Also added machine parameter to
set_led_state. [Aaron Giles]

Added interface functions to get the number of dispensed tickets and
to increment the count, to remove the need for direct access to these
global variables. Also added functions to get the current count on a
particular coin counter and to determine the lockout state.
[Aaron Giles]

Intel 8255A: clear input latch after reading it. [Curt Coder]

Actually use the speaker interface if provided. [Curt Coder]

Purged remaining globals from video/generic.c and audio/generic.c.
[Aaron Giles]

Fixed i386 REP prefix to use segment:SI when address size is 16-bit
(ie: when using OUTSB or OUTSW). [Barry Rodewald]

Removed limited use of spriteram_3 global. [Atari Ace]

Added AM_BASE_SIZE_MEMBER() macro for specifying both base and size
structure members at once. Updated all cases where this could be
used. [Aaron Giles]

Cleaned up many driver data structs: [Fabio Priuli]
* dropped almost completely the use of generic sizes with struct
members
* reduced as much as possible accesses to cputag calls during
emulation (they are now mainly concentrated at MACHINE_START &
DRIVER_INIT)

Joker's Wild: bypassed the rng test [Angelo Salese]

Joker's Wild: implemented bare minimum to allow it to go into gameplay
and fixed tilemap graphics [Angelo Salese]

Memory regions now use a tagmap for lookups. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Submarine [Volker Hann, Team Europe, David Haywood, Angelo Salese]
Noraut Deluxe Poker (console) [Roberto Fresca, ByteMaster]
Noraut Joker Poker (original) [Roberto Fresca, ByteMaster]
Noraut Red Hot Joker Poker (alt HW) [Roberto Fresca, ByteMaster]
Mainline Double Joker Poker [Roberto Fresca, ByteMaster]
Double Joker Poker (45%-75% payout) [Roberto Fresca, ByteMaster]
Royal on Ten (Noraut Deluxe hack) [Roberto Fresca, ByteMaster]
Credit Poker (ver.30c, standard) [Roberto Fresca, ByteMaster]
Iron (SNES bootleg) [Tomasz Slanina, Volker Hann & Team Europe]



New clones added
----------------
Cannon Ball (bootleg on Crazy Kong hardware) (set 3, no bonus game)
[Volker Hann, Team Europe]
X-Men (4 Players ver EBA) [Irongiant]
Wizard of Wor (with German Language ROM) [Volker Hann]
Gorf (program 1, with German Language ROM) [Volker Hann]
Super Puzzle Fighter II Turbo (Hispanic 960531)
[Artemio Urbina, David Haywood]



New games marked as GAME_NOT_WORKING
------------------------------------
The King of Fighters Neowave (Japan) [Cah4e3]
Final Furlong (FF2 Ver. A) [Guru]
Dragon Chronicles (DC001 Ver. A) [Guru]
Netchuu Pro Yakyuu 2002 (NPY1 Ver. A) [Guru]
Soul Calibur II (SC23 Ver. A) [Guru]
Soul Calibur II (SC21 Ver. A) [Guru]
Tekken 4 (TEF3 Ver. C) [Guru]
Tekken 4 (TEF2 Ver. A) [Guru]
Tekken 4 (TEF1 Ver. A) [Guru]
Mobile Suit Z-Gundam: A.E.U.G. vs Titans (ZGA1 Ver. A) [Guru]
Capcom Fighting Jam (JAM1 Ver. A) [Guru]
Quiz and Veriety Suku Suku Inufuku 2 (IN2 Ver. A) [Guru]
Mobile Suit Z-Gundam: A.E.U.G. vs Titans DX (ZDX1 Ver. A) [Guru]
Soul Calibur III (SC31001-NA-A) [Guru]
Kinnikuman Muscle Grand Prix (KN1 Ver. A) [Guru]
Taiko No Tatsujin 9 (TK91001-NA-A) [Guru]
Tekken 5.1 (TE51 Ver. B) [Guru]
Airline Pilots (Rev. A) [f205v]
Sega Tetris [Guru]
Noraut unknown set 1 (console) [Roberto Fresca, ByteMaster]
Noraut unknown set 2 (console) [Roberto Fresca, ByteMaster]
Noraut Joker Poker (V3.011a) [Roberto Fresca, Alan Griffin]
Poker / Black Jack (Model 7521) [Roberto Fresca]
Kimble Double Hi-Lo [Roberto Fresca, Alan Griffin]
DRHL Poker (v.2.89) [Roberto Fresca, Siftware]
Magic Card Jackpot (4.01)
[Roberto Fresca, Team Europe, krick & The Dumping Union]
Magic Lotto Export (5.03)
[Roberto Fresca, Team Europe, krick & The Dumping Union]

Download:MAME v0.135u2 diff
Source:Here



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