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MAMEMAME v0.144u7 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 v0.144u7:

0.144u7
-------


MAMETesters Bugs Fixed
----------------------
- 04610: [Crash/Freeze] Multiple sets in cave.c: Segfaults in various
places; sprites clipped in middle of screen. (Aaron Giles)
- 04268: [Crash/Freeze] All sets using OKI6295 audio: Use of save
states eventually crashes MAME upon loading (R. Belmont)
- 04629: [Crash/Freeze] topgunnr: [debug] Assert after OK
(Aaron Giles)
- 04630: [Crash/Freeze] skyraid: [debug] Assert after OK (Aaron Giles)
- 03761: [Graphics] edrandy and clones: Do not see the clouds in the
background (hap)
- 04508: [Graphics] charlien: Little graphic garbage (David Haywood)
- 04623: [Timing] drivers that use SCREEN_VBLANK: change from
SCREEN_EOF to SCREEN_VBLANK regressed timing (hap)
- 04637: [Graphics] chukatai: Garbage sprites on the left side of the
screen. (David Haywood)
- 04633: [Graphics] rollerg and clones: Graphics corruption on right
side of screen (Aaron Giles)
- 04638: [Graphics] All sets in hng64.c: Missing 3D graphics.
(Aaron Giles)
- 04639: [Graphics] wheelfir: Missing foreground layer. (Aaron Giles)
- 04643: [Crash/Freeze] All sets in chsuper.c: [debug] Exception after
OK with debug build (Aaron Giles)
- 04620: [Documentation] j6cpalb: In according with ACE flyer, the
exact release year is 1998.
- 04606: [Graphics] mach3, cobram3: Missing and/or corrupted graphics
(Aaron Giles)
- 04624: [Graphics] blswhstl, detawin: Missing graphics (hap)
- 03600: [Gameplay] gberet: 30fps framerate seems abnormal (hap)
- 04618: [Documentation] All sets in taito.c: All sets in this driver
are made by "Taito do Brasil".
- 04617: [Documentation] rally: According to ipdb.org reports, the
exact release year is 1980.
- 04616: [Documentation] radcl_l1 and clones: The correct description
is "Radical!..." with the exclamation point.
- 04615: [Documentation] rackempp: The correct description is "Rack
'em Up! (Pinball)".
- 04613: [Graphics] pballoon: Scrolling problem (hap)
- 04612: [Crash/Freeze] All sets in aleck64.c: Crash before OK
(MooglyGuy)
- 04611: [Crash/Freeze] galpanis galpanisj: both sets freeze on region
information (hap)
- 04595: [Crash/Freeze] cryptklr: Crashes MAME before it can display
the disclaimer. (Curt Coder)

Source Changes
--------------
Rewrote tilemap.c as a C++ class. For now kept the global functions
and just inline mapped them to the class. Will do a pass soon to
actually update drivers to use the C++ methods directly. Also, the
tilemap callbacks are now delegates which should make for cleaner
integrating into modern devices and drivers going forward.
[Aaron Giles]

Add libjpeg; converted Sliver to decompress pictures on the fly
[David Haywood, R. Belmont]

Remove support for 4bpp packed graphics. These only manifested for
drivers that used GFX_RAW support for 4bpp systems, and yet we had a
bunch of extra code to support it. Updated these drivers to do without
it and removed all the extra code for supporting it. [Aaron Giles]

tagmap is just a C++ template now. Added iterators to it as well.
Updated a few outlying uses. [Aaron Giles]

VGA: Fixed Double Scan / Maximum Scan Lines condition, and removed a
bunch of kludges [Angelo Salese]

CGA: fixed display disable read flag [Angelo Salese]

i386: BTR and page fault fixes [Carl]

i386: basic implementation of FIST and FBLD FPU instructions. [Barry
Rodewald]

i386: Fixed BSR/BSF and CMPS based on test-i386 output. [Barry Rodewald]

VGA: first attempt at adding proper refresh rates [Angelo Salese]

i386: Fixed STR and SLDT instructions. [Barry Rodewald]

Added Intersil IM6402 UART emulation. [Curt Coder]

Added documentation (pinout/dips/chip ID) for popobear based on PCB
picture and manual. [Tafoid]

i386: fixed a bug with JCXZ opcode [Carl]

Changes for GCC 4.7 compatibility [Belegdol]

Added FLAC (lossless audio) codec support plus experimental hooks in
samples and chdman. Bumped up CHD-CD hunk size to get better
compression ratios on both zlib and flac. [David Haywood, R. Belmont]

i386: Made stack limit checks better handle the difference between 16
and 32-bit stacks in IRET and RETF. [Barry Rodewald]

i386: Stopped IOPL from being changed by IRET when CPL is zero. [Barry
Rodewald]

ppu2c0x: converted NES PPU to be a modern device. [Fabio Priuli]

Further Stepper clean-ups [J. Wallace]

floppy: Do specific UI handling [O. Galibert]

Added Pluto 5 technical notes about clocks, EPROM config, and
addresses/data scrambling for different EPROM types on 16-bit mode.
[Roberto Fresca]

Move devices into a proper hierarchy and handle naming and paths
consistently for devices, I/O ports, memory regions, memory banks, and
memory shares. [Aaron Giles]

Fixed pcap network device search [Carl]

Converted Lemmings, Wizard Fire, Desert Assault, Rohga and Schmeiser
Robo to use deco generic sprite device [David Haywood]

Major overhaul of VGA memory handlers, added CGA, monochrome emulation and
fixed text banking while at it [Angelo Salese]

Rewrote i386 x87 emulation: [Phil Bennett]
* Use SoftFloat arithmetic functions
* Implemented tag word updates
* Implemented status word/exception flag updates
* Implemented stack underflow/overflow behaviour

i386: Various protection mode fixes. [Carl]

Fixed some dipswitch defaults and added diplocations to many Konami
and Namco games. [kanikani]

i386: added 32-bit operand size version of SMSW [Barry Rodewald]

Fixed bad assumption by the (pre)GX video mixer [R. Belmont]

ksys573: fix disk regions, games boot again [R. Belmont]

taitogn: fix card region, games boot again [R. Belmont]

Verified and corrected the Sega Security CPU number (317-xxxx) for one
of the two unknown Turbo Out Run sets. [Brian Troha]

oki6295: force creation of banks so loading a state from after the
game has set a bank before the game sets the bank doesn't die
[R. Belmont]

SDL: don't show misleading message for .BDF UI fonts
[R. Belmont, The Flying Ape]

i386: Major update to segment limit and protection checking. [Carl]

Fixed VGA memory map writes [Grull Osgo]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Steal See (& Get Land) [N. A. Jimenez, M. Krug, ShiggsUnderground, C.
Stefano, Ted Bailey, R. Mucciarelli, Smitdogg, The Dumping Union]


New clones added
----------------
Carrier Air Wing (bootleg) [Bonky0013] (not working)
Flying Shark (bootleg, set 2) [Bonky0013]
Arcana Heart [Dumping Union]
Rapid Fire v1.1 (Build 238) [Brian Troha, The Dumping Union]


New games marked as GAME_NOT_WORKING
------------------------------------
Ichi Ban Jyan [Guru]
Mushiking The King Of Beetle 2K3 2nd [f205v, The Dumping Union]
Virtua NBA (prototype) [Arzeno Fabrice]
Popo Bear [R. Mucciarelli, N. Francfort, Smitdogg, The Dumping Union]


Download: MAME v0.144u7 diff
Source: Here

9 Comments:

  1. waiting for sh3 build

    ReplyDelete
  2. the sh3 builds posted here are s**t anyway

    the slowpoke one was better, proper blitter speed, proper slowdown, FASTER emulation. not korean team junk.

    ReplyDelete
  3. @#3 who asked you to download them??? go find slowpoke with sh3 builds.

    ReplyDelete
  4. #3 Thank you for your comments, judging from your post we think that you have no idea of what you are talking about.

    There is a 99% chance that cave sh3 will get added in mame till 3 - 5 years. There are tons of optimized mame builds available on the internet, while our main focus is not to provide another optimized build but to continue development of sh3 source keeping it updated with mame changes.

    We have seen lot of people talking about FB Alpha or slowpoke edition being fast, the reason is because they are being compiled in vc++ which produce much faster code than gcc which makes gcc a poor choice for compiler for mame. FB Alpha is still being developed while slowpoke edition??? we don`t see it being released with 144u7???

    Mame developers are too stubborn to admit that they are using outdated tool, if your memory corrects you, it has been a long time since official plus version has been released with vc++ builds because their source do not meet the standard c++ class requirements (gcc junk). even till this release mame was not compileable with gcc 4.7.

    Regarding optimizations, we only provide them as a bonus, which makes game play a little bit faster.

    Source code is available for download, if you think that you do not like our edition, then please download the source and compile your own build.


    Regards
    maxx (Mame SH3 Team)

    ReplyDelete
  5. #2 not everyone has time / or patience to learn programming , or just too troublesome

    anyway someone will compile and release in the end , why bother ?

    #3 ok , but why doesn't that slowpoke guy release the code yet ?

    ReplyDelete
  6. 1. Copy cavesh3.c and csh3blit.c to src\mame\drivers\

    2. Go to src\mame\ folder and edit either mame.lst or mameplus.lst (it's doesn't matter which one you choose), add the following lines after cave games:

    mushisam // (c) 2004 Cave
    mushisama // (c) 2004 Cave
    espgal2 // (c) 2005 Cave
    mushitam // (c) 2005 Cave
    futari10 // (c) 2006 Cave
    futari15 // (c) 2006 Cave
    futari15a // (c) 2006 Cave
    futariblk // (c) 2006 Cave
    ibara // (c) 2006 Cave
    ibarablk // (c) 2006 Cave
    ibarablka // (c) 2006 Cave
    pinkswts // (c) 2006 Cave
    pinkswtsa // (c) 2006 Cave
    pinkswtsb // (c) 2006 Cave
    deathsml // (c) 2007 Cave
    mmpork // (c) 2007 Cave
    mmmbanc // (c) 2007 Cave


    3. Then edit mame.mak and add the following:


    A) in remaining drivers section add:

    #-------------------------------------------------
    # remaining drivers
    #-------------------------------------------------

    $(DRIVERS)/cavesh3.o \


    B) in misc dependencies section add (if not already exists):

    #-------------------------------------------------
    # misc dependencies
    #-------------------------------------------------

    $(DRIVERS)/cavesh3.o: $(MAMESRC)/drivers/csh3blit.c

    4. edit makefile ARCHOPTS="Optimization according to your cpu"
    .
    5. Then compile the source and stop complaining here

    ReplyDelete
  7. #6 love your post bro thanks
    and stop complaning sh3 in all arcade emulator :(

    ReplyDelete
  8. anyone found a ddp dfk rom yet

    ReplyDelete
  9. #6
    If you don't update cavesh3.c and csh3blit.c, this wont work since 144u2.
    So your "guide" is outdated.

    ReplyDelete

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