SDL MAME UpdateD on Oct 4th


I’m a little late posting this, by a day or so, but the Mac OSX version of SDL MAME saw an update. Several tweaks in the what’s new txt file. Check out what’s new and download from the link below.


MAMETesters Bugs Fixed
- 03403: [DIP/Input] rollfr_2: Can't init Roll Fruit game. (MetalliC)
- 03458: [Sound] bzone and clones: Broken engine sound (couriersud)

Source Changes
Added genuine sets of Rally-X and New Rally-X [Team Japump!!!]

discrete_sound_r now can inquiry any node: [couriersud]
 - the return type is UINT8, consequently the designer needs to ensure
    that the node delivers adequately scaled data.
 - input nodes allow the input data to be scaled. The return value is
    the node value *after* scaling.

DISCRETE_74LS624 - optimized for some more speed. [Derrick Renaud]

DISCRETE_566 - started making a more accurate simulation based on
testing of a real IC. This makes the rest of Sky Raider sounds work.
[Derrick Renaud]

Completed dump of Gun Survivor 2 cart [Guru]

Hacked in the dsp56156's "Long Interrupts."  Added SUB opcode.
Polygonet Commanders now goes in-game! [Andrew Gardner]

plygonet.c: hooked up 53936 roz layer. [R. Belmont, David Haywood]

Fleshed out SCC68070 definition in m68k core, for CD-i use in MESS

m68k: disassemble PMOVE instruction (move to/from PMMU). [R. Belmont]

exp is slow, but pow is even slower [couriersud]
 - more LS624 optimization, replace pow(10, x) by pow10(x)
 - mixer loop optimizations

Impromved discrete performance for mario: [couriersud]
 - pow to exp : 5%
 - parallel tasks : 45%
 - minor tweaks

M680x0 update: [R. Belmont]
 - Add CPU types 68EC030, 68030, and 68EC040
 - Start of 030/040 PMMU, including stubbed PMOVE

Fixed up RAM bank names to prevent crashes with memdump. Extended
explicit banks to 96. [Aaron Giles]

multfish.c driver fixes and improvements: [MetalliC]
 - Hooked up inputs for Roll Fruit
 - Added hopper emulation, payout now works
 - Added information on how to initialize Roll Fruit
 - Added in missing rom to a few MultiFish sets

DISCRETE_555_MSTABLE - optimized speed and added new operating modes.
[Derrick Renaud]

Fixed ROM name of warpwarp. Also removed 4th program ROM which is not
present on real board. [Team Japump!!!]

Memory references can now explicitly specify logical or physical
access by prepending with an 'l' or 'p'. Logical remains the default.
Example: ppb@1000 = physical program space byte at address $1000.
ldw@2000 = logical data space word at address $2000. Changed cheat
finder to explicitly reference physical memory when writing out new
cheats. [Aaron Giles]

Added simple system for auto-detecting cheat-worthy RAM areas.
[Sandro Ronco]

Added NULL check to prevent MAME from crashing if a new input device
was connected at runtime. [David Haywood]

Expanded PROFILER_USERx to support up to 8 custom profiler areas.
[Christophe Jaillet]

Added more _NAME macros to be consistent with the standard naming
conventions. [Atari Ace]

Shuffled code around to better integrate HazeMD implementation.
[David Haywood, Fabio Priuli]

Sped up mario_custom_run() discrete sound. [Derrick Renaud]

Added discrete sound to Sprint 8. [Derrick Renaud]

Removed capacitor aging code and assumed range input is gnd for all
74LS629. [couriersud]

Omplemented m:n logic for buffered task nodes in discrete sound
 - preparation work so that a task node output buffer may be read by
    more than one following task.
 - target: implementation of task groups: tasks in a task group run
    parallel, task groups serial. The current main task may than just
    be task (in the last task group)

Space Walk - started discrete sounds. [Derrick Renaud]

Added static qualifiers where possible throughout the code.
[Atari Ace]

Discrete task groups [couriersud]
 - DISCRETE_TASK_START now requires a parameter TASK_GROUP (>=0, <=9)
 - Tasks are scheduled in the order of their task group
 - Nodes are automatically buffered between task groups
 - Discrete core determines nodes which need buffering to minimize
    overhead (information in DISCRETE_LOG)
 - A discrete block list now must put each stepped node into a task
    if it uses tasks
 - Drivers not using tasks will get one task allocated automatically
 - Updated drivers accordingly
 - Some more constification

Optimized tab removal in srcclean. [Atari Ace]

Centralized color definitions and made some colors more specific.

Hooked up Polynet Warriors joystick properly. [Andrew Gardner]

New games added or promoted from NOT_WORKING status
Othello (version 3.0) [Tomasz Slanina, Stefan Lindberg]

New clones added
Total Vice (ver UAC) [Phil Bennett]
Street Fighter II - The World Warrior (Quicken Pt-I, bootleg)
   [D. Beneke, Guru, Smitdogg, The Dumping Union]
Street Fighter II' - Champion Edition (Accelerator!, bootleg)
   [D. Beneke, Guru, Smitdogg, The Dumping Union]
Ironman Ivan Stewart's Super Off-Road Track-Pak (2 Players) [Darran]
Gals Panic 4 (Korea) [Choi Sung Ho]
Mortal Kombat II (rev L3.1 (European)) [Andy Welburn]
Cadash (Germany) [Volker Hann, Team Europe]
Space Empire (bootleg) [Team Europe]
Target Hits (ver 1.0) [Andrew Conroy]
Vulcan Venture (Older) [Irongiant]
Astro Blaster (German) [Volker Hann & Team Europe]
Pac-Man (Galaxian hardware, set 2) [Team Europe]
Zaxxon (Japan) [Team Japump!!!]

New games marked as GAME_NOT_WORKING
Virtua Fighter 4 Evolution (Cartridge) [f205v, David Haywood]
48-in-1 MAME bootleg (ver 3.09) [Guru]
48-in-1 MAME bootleg (ver 3.02) [Guru]
Seta Roulette? [Team Europe]

Check out the homepage or download from the link below.

SDLMame For Mac OSX – Version .134u2

Frontend Program (Needed for SDL MAME if you don’t know how to use terminal)

About Mac Emulators
I am an Old School gamer with roots in emulation and gaming. I love video games, but mostly I love the old ones from our past. Emulation is a way to experience all these old games on your personal computer.

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