MAME/0.37 Part 1
From GamerWiki
A warts and all look through the history of MAME as described by the MAME Dev team themselves through their releases.
MAME 0.37b1 "Seta"
Released: 2000-04-06
These drivers have improved GRAPHICS
- Background in Exerion. [Aaron Giles]
- Artwork support in Space Encounters. [Zsolt Vasvari]
- Fixed sprite colors in the MCR2 games, however overlapping sprites are still wrong. [Aaron Giles]
- Fixed colors and stars in the Astrocade games (Gorf, Wizard of Wor, etc.). [Nicola Salmoria]
- Fixed front layer in Turbo Force. [Nicola Salmoria]
- Fixed colors in Lupin III. [Zsolt Vasvari]
These drivers have improved SOUND
- Emulated saucer sound in Space Invaders - sample no longer used (the other samples are still required). [Zsolt Vasvari]
- Completed sound in Splash. [Manuel Abadia]
- Samples support in Got-Ya. [Zsolt Vasvari]
- Sound in Berlin Wall. [Luca Elia]
Changes to the main program
- Support for 24-bit artwork. [Mathis Rosenhauer]
Source
- Support for a priority buffer, updated by
tilemap.c, which can be used to draw sprites using the newfunction pdrawgfx(). This allowed to fix many tile/sprite priority bugs e.g. in Ajax, Lightning Thunder, Simpsons, Vendetta, Punk Shot, Gradius III and others. [Phil Stroffolino, Nicola Salmoria]
- Change the API for
tilemap_mark_tile_dirty()and theget_tile_infohooks, now a single parametertile_indexis used instead of(col,row). A function passed totilemap_create()does the(col,row)->tile_indexmapping, two standard functions are provided for the common cases.
- All drivers have been converted to the new API except for
namcos2.c, which is therefore broken at the moment. [Phil Stroffolino]
- New
GAME_UNEMULATED_PROTECTIONflag.
- 6803/63701 external port writes no longer set to 1 the bits that are set as inputs in the DDR register. Instead, they are set to the value returned by a read from the port. [Tatsuyuki Satoh]
- Updated all memory handlers to the new
READ_HANDLER()/WRITE_HANDLER()macro declarations. The old "function(int offset,int data)" style must not be used anymore.
New games supported
- Air Duel [Nicola Salmoria]
- Pound for Pound [Nicola Salmoria]
- Rabio Lepus / Rabbit Punch [Aaron Giles]
- Super Volleyball [Aaron Giles]
- Funky Fish [Zsolt Vasvari]
- Mr. Jong / Crazy Blocks [Takahiro Nogi]
- Karate Blazers [Nicola Salmoria]
- Spinal Breakers [Nicola Salmoria]
- Thundercade [Luca Elia]
- Twin Eagle [Luca Elia]
- DownTown [Luca Elia]
- U.S. Classic [Luca Elia]
- Arbalester [Luca Elia]
- Meta Fox [Luca Elia]
- Zing Zing Zip [Luca Elia]
- War of Aero [Luca Elia]
New clones supported
- Ninja Ryukenden (= Ninja Gaiden)
- Spy Hunter 2 (revision 2)
- R-Type (Japan)
- Dyger (set 2)
MAME 0.37b2 "GDR"
Released: 2000-05-06
These drivers have improved GRAPHICS
- Accurate sprite drawing in MCR 1 & 2 games (see Satan's Hollow) [Aaron Giles]
- Fixed sprite / tile priority in Mad Gear and Garyo Retsuden. [Bryan McPhail]
- Fixed rowscroll in Ghostbusters. [Bryan McPhail]
- Correct colors in Lasso. [Phil Stroffolino]
- Fixed colors in Reactor. [Fabrice Frances]
These drivers have improved SOUND
- Fixed adpcm decoding in the K053260, this improves several Konami games. [Ernesto Corvi]
- Sound in Demon. [Zsolt Vasvari]
- Samples in Warrior. [Mathis Rosenhauer]
- Sound in Lasso. [Phil Stroffolino]
Other drivers changes
- Fixed Gang Wars original version, Super Baseball, Battlefield, Time Soldiers rev 1. [Bryan McPhail]
Changes to the main program
- Massive rewrite of the cheat system user interface. This is still a work in progress. [Brad Oliver]
- First pass for multi language support with external translation files. [Brad Oliver]
- Extended the internal font to support characters 128-255 (ISO Latin-1). [Juergen Buchmueller]
- Fixed Hu6280 emulation bugs which caused missing levels in Trio the Punch. [Bryan McPhail]
Source
- Replaced instances of "
if (errorlog) fprintf(errorlog," with a call to the newfunction logerror().
- New filetypes that must be supported by the OS dependant code:
-
FILETYPE_HIGHSCORE_DB -
FILETYPE_HISTORY -
FILETYPE_CHEAT -
FILETYPE_LANGUAGE - new functions:
-
osd_readkey_unicode -
osd_fgetc -
osd_ungetc -
osd_fgets -
osd_feof -
osd_ftell - new filed in
struct Gameoptions: language_file. The OS dependant code must initialize it if it wants to use a translation file. - [Brad Oliver]
- I added a new parameter to the end of the EEPROM interface to enable multiple reads to occur after a single read command. Added an
EEPROM_set_data()routine that can be used to explicitly initialize the contents of the EEPROM if the NVRAM file isn't found. [Aaron Giles]
New games supported
- Pipe Dreams [Bryan McPhail, Aaron Giles]
- Tail to Nose [Nicola Salmoria]
- Poly-Play [Martin Buchholz]
- Kyros [Bryan McPhail]
- Super Stingray [Bryan McPhail]
- Battle Rangers / Bloody Wolf [Bryan McPhail]
- Dangun Feveron [Luca Elia]
- Esprade [Luca Elia]
- Uo Poko [Luca Elia]
- Insector (prototype) [Fabrice Frances]
- Screw Loose (prototype) [Fabrice Frances]
- Mermaid [Zsolt Vasvari]
New clones supported
- Psycho-Nics Oscar (2 Japanese sets)
- Astro Blaster (version 3)
- Grind Stormer (= V-Five)
- Sheriff (= Bandido)
- Super Burger Time (World)
- Vapor Trail (World)
- In The Hunt (US)
- Space Chaser (CV)
- Space Attack (older)
- 800 Fathoms (= Mariner)
- Spinal Breakers (US)
- Bosconian (older)
- Juno First (Gottlieb)
MAME 0.37b3 "Leland"
Released: 2000-05-27
These drivers have improved GRAPHICS
- Fixed colors in Joyful Road. [Phil Stroffolino]
These drivers have improved SOUND
- Sound in Jumping. [Jarek Burczynski]
Other drivers changes
- Lots of fixes to the 8080bw games. [Zsolt Vasvari]
- Fixed dipswitches in many games. [Gerardo Oporto]
- Alternate control system in Assault, only available when cheats are enabled. [Maurizio Zanello]
Source
- Lots of changes to some CPU cores (mostly i86). I186 support. [Peter Trauner, Juergen Buchmueller, Aaron Giles]
- Preliminary MIPS CPU emulation. [smf]
- New makefile, easier to port, split into multiple files. [Juergen Buchmueller]
- New modes for
drawgfx():TRANSPARENCY_NONE_RAW,TRANSPARENCY_PEN_RAW,TRANSPARENCY_PENS_RAW,TRANSPARENCY_THROUGH_RAW. The purpose of these is to allow you to work in "raw" colorspace (that is, unremapped pens) and then perform the palette lookup at the end. This is useful for a number of games that do collision detection or foreground/background blends (e.g., the palette index is((fgpen << 4) | bgpen)).
- When you use these modes, the "color" parameter doesn't refer to the palette any longer. Instead, it is just a value that is added to the raw pen value of the graphics you are drawing. That way, if your background layer uses pens 0-63 and your foreground layer uses pens 64-127, you can pass in a color of 0 when drawing the background layer and 64 when drawing the foreground.
- Also added
copybitmap_remap()andcopyscrollbitmap_remap(). These take the same parameters as the originals, but don't make the assumption thatTRANSPARENCY_NONEmeansTRANSPARENCY_NONE_RAW(which, if you think about it, is the way they work). - This means that you can do all your work with raw palette indexes until the very end, and then do a
copybitmap_remap(TRANSPARENCY_NONE)to copy the result and do the remap step in the end. - Finally, there's a new pair of modes that are only supported in
copybitmap():TRANSPARENCY_BLENDandTRANSPARENCY_BLEND_RAW. For these modes, the source bitmap is shifted left by the "color" parameter and thenORed into the destination bitmap. This lets you compute the palette indexes and optionally do the lookup) for games that look up the palette by combining forground and background pen indices. [Aaron Giles]
- Moved
logerror()frommame.cto the OS dependant code, and removed errorlog from theGameOptionsstructure.
- Major redesign of the artwork support. All the drivers need to do is call
overlay_create()oroverlay_load()and the rest is handled by the core.
- Opacity/translucency support in 16-bit mode. Check out Space Invaders for example, the colored strips that make up the overlay is faintly visible under the black areas. [Mathis Rosenhauer, Zsolt Vasvari]
- Fixed YM2608 adpcm support. [Aaron Giles]
New games supported
- Oh My God! [Nicola Salmoria]
- Power Instinct [Luca Elia]
- Magix [Luca Elia]
- Hatris [Aaron Giles]
- Cerberus [Aaron Giles, Paul Leaman]
- Mayhem 2002 [Aaron Giles, Paul Leaman]
- World Series: The Season [Aaron Giles, Paul Leaman]
- Alley Master [Aaron Giles, Paul Leaman]
- Danger Zone [Aaron Giles, Paul Leaman]
- Baseball The Season II [Aaron Giles, Paul Leaman]
- Super Baseball Double Play Home Run Derby [Aaron Giles, Paul Leaman]
- Strike Zone [Aaron Giles, Paul Leaman]
- Redline Racer (2 players) [Aaron Giles, Paul Leaman]
- Quarterback [Aaron Giles, Paul Leaman]
- Viper [Aaron Giles, Paul Leaman]
- John Elway's Team Quarterback [Aaron Giles, Paul Leaman]
- All American Football (rev E) [Aaron Giles, Paul Leaman]
- Ironman Stewart's Super Off-Road [Aaron Giles, Paul Leaman]
- Ironman Stewart's Super Off-Road Track Pack [Aaron Giles, Paul Leaman]
- Pigout [Aaron Giles, Paul Leaman]
- Ataxx (set 1) [Aaron Giles, Paul Leaman]
- World Soccer Finals [Aaron Giles, Paul Leaman]
- Danny Sullivan's Indy Heat [Aaron Giles, Paul Leaman]
- Nastar / Rastan Saga 2 [Jarek Burczynski]
- Crime City [Jarek Burczynski]
- Ashura Blaster [Jarek Burczynski]
- Safari Rally [Zsolt Vasvari]
New clones supported
MAME 0.37b4 "Taito-B"
Released: 2000-06-16
PORTERS: THERE ARE A FEW API CHANGES, READ CAREFULLY THE SOURCE SECTION.
These drivers have improved GRAPHICS
- Background smoothing in Return of the Jedi. [Nicola Salmoria]
- Fixed final fireworks in Ajax. [Nicola Salmoria]
These drivers have improved SOUND
- Fixed sound in the Exidy games. [Aaron Giles]
- Improved YM2413 emulation. [Paul Leaman]
Source
- [DOS] The SEAL patch was bugged on mono sound cards, a new one is included.
- Fixed
save_screen_snapshot()to saveVIDEO_PIXEL_ASPECT_RATIO_1_2games with the correct aspect ratio. Also introducedsave_screen_snapshot_as(). Porters are STRONGLY ADVISED to use one of these functions to save screen shots, instead of providing their own. Note thatosd_save_snapshot()now takes a bitmap argument, so it must not be hardwired to saveMachine->scrbitmap(overlays wouldn't be saved otherwise). [nathan]
- A few changes were made to allow run time changes to the visible area, and to simplify the OS dependant code by moving some functionality to the core.
- Added
visible_areatostruct RunningMachine. Drivers must now useMachine->visible_areainstead ofMachine->drv->visible_area. The field instruct MachineDriverhas been renameddefault_visible_areaand it should normally be used by the core only. - New function
set_visible_area()that can be used by drivers to change the active display area at run time. - New function
osd_set_visible_area()used to tell the OS dependant code the portion of the bitmap that has to be drawn on screen. It is passed coordinates relative to the actual bitmap, so no further processing is required for rotated games. The OS dependant code is allowed to display a smaller portion of the bitmap if necessary, but it must not draw a larger portion (which might contain garbage).
- The function must call
set_ui_visarea()to tell the core the portion of the bitmap which is actually visible (which might be smaller than requested), so the user interface can be drawn accordingly.
-
osd_update_video_and_audio()takes a bitmap parameter so must not be hardwired to drawMachine->scrbitmap. - New fields
vector_widthandvector_heightinstruct GameOptions. The OS dependant code must initialize them to force different resolutions for vector games. If left at0, the default 640x480 is used. -
osd_create_display()must no longer create the screen bitmap, this is done by the core. It must only create the display screen / window, and return0on success.
- Note that the width and height parameters passed are now the dimensions of the visible area, not of the bitmap as they were before; therefore the function only has to create a screen / window of the requested size, without further processing, and without peeking into the
drv->visible_areafield. - This applies to
osd_set_display()as well.
- Changed
osd_new_bitmap()and renamed itosd_alloc_bitmap()to avoid confusion with old drivers. The function is the same as before but it must not swap width and height for vertical games - this is done by the core.
-
osd_new_bitmap()andosd_free_bitmap()must not be called by drivers, they are reserved to the core. Drivers must call the equivalentbitmap_alloc()andbitmap_free()which take care of rotation for vertical games.
- Added
- [Nicola Salmoria]
- The meaning of the
full_refreshparameter tovh_screenrefresh()has been slightly extend. It usually means "don't make incremental updates to the screen bitmap, redraw it completely", however if the driver wants it can also mean "redraw all temporary bitmaps". This happens when using the functions below. This way, drivers doing lots ofmemset(dirtybuffer,1)can be simplified and schedule it just at the beginning ofvh_screenrefresh. - Added some functions that make flip screen handling a little more eloquent:
-
flip_screen_x_w(),flip_screen_y_w(),flip_screen_w()to set theflip_screen bits, and 3 variablesflip_screen_x,flip_screen_y,flip_screento read them back. If the flipscreen changes, the funtions automatically setfull_refreshto true for the next call ofvh_screenrefresh. - The functions also call
tilemap_set_flip(ALL_TILEMAPS), so no further operations are required when usingTileMaps. - Finally, the functions also adjust the visible area, mirroring it, in case it is asymmetrical. For example,
rockola.crelies on this.
- Also added 2 helper functions:
-
void set_vh_global_attribute( data_t *addr, data_t data )This takes a pointer to any variable and a value, and sets the variable to the value. In addition, if the value has changed, it setsfull_refreshto true by calling the next function. -
void schedule_full_refresh(void)This just setsfull_refreshto true for the next screenrefresh. Seevidhrdw/galaxian.cfor examples on this andset_vh_global_attribute.
-
- [Zsolt Vasvari]
New games supported
- Victory [Aaron Giles]
- Hana Awase [Zsolt Vasvari]
- Hit the Ice [Jarek Burczynski]
- Rambo III [Jarek Burczynski]
- Quiz Sekai wa SHOW by shobai [Jarek Burczynski]
New clones supported
- Rescue Raider (Stand-Alone)
- Pang 3 (Euro)
- Sangokushi II (= Warriors of Fate)
- Ashura Blaster (US)
- Exodus (= Defend the Terra Attack on the Red UFO)
MAME 0.37b5 "Wolf Unit / T-Unit / Taito F2 / Taito B / Cave / Psikyo / Seta / Tecmo16 / Shanghai3 / LSASquad / Mahjong"
Released: 2000-07-27
These drivers have improved GRAPHICS
- Fixed black blobs in Carrier Air Wing. [Nicola Salmoria]
- Fixed multiple beer trucks in Cops 'n Robbers [Colin Douglas Howell]
Other drivers changes
- Complete rewrite of the 34010 drivers. [Aaron Giles]
- Fixed protection in Slam Masters. [Nicola Salmoria]
- Lots of improvements to the Taito F2 driver. [David Graves]
- Fixed Terminator 2 crashes. [Ernesto Corvi]
Source
- New video flag
VIDEO_NEEDS_6BITS_PER_GUNto indicate to the OS dependant layer that a 16-bit display is not enough to reproduce the whole game's palette and a 24-bit display is preferred.
- Support for compressed PCM playback in the C140 emulator. [CAB]
- YMZ280B sound emulation, used by the Cave games. [Aaron Giles]
- ADSP2105 cpu emulation, used by Mortal Kombat 2 sound. [Ernesto Corvi]
- New functions in
cpuintrf.c:cpu_get/set_cycle_table(),cpu_set_irq_callback(). [Juergen Buchmueller]
- New cpu cores and fixes to old ones. [Juergen Buchmueller]
- New graphic primitive
copyrozbitmap(). This replacescopybitmapzoom()which was a special case.
- A side effect is that, thanks to the better precision, the boxer on the Punch Out hall of fame looks much better. [Nicola Salmoria]
- Abstracted Taito F2 gfx chip emulation to
vidhrdw/taitoic.c(there's also some non-gfx chips in there). There are many other Taito games using these chips. [Nicola Salmoria]
New games supported
- Final StarForce [E. Watanabe]
- Ganbare Ginkun [E. Watanabe]
- Dodonpachi [Luca Elia]
- Sengoku Ace [Luca Elia]
- Gun Bird [Luca Elia]
- Caliber 50 [Luca Elia]
- Dragon Unit [Luca Elia]
- Blandia [Luca Elia]
- Shanghai 3 [Nicola Salmoria]
- Hebereke no Popoon [Nicola Salmoria]
- Blocken [Nicola Salmoria]
- LSA Squad [Nicola Salmoria]
- Oli-Boo-Chu [Nicola Salmoria]
- TT Mahjong [Takahiro Nogi, PongKang]
- Royal Mahjong [Zsolt Vasvari]
- Gun Frontier [David Graves, Nicola Salmoria]
- Ah Eikou no Koshien [David Graves, Nicola Salmoria]
- Thunder Fox [David Graves, Nicola Salmoria]
- Ninja Kids [David Graves, Nicola Salmoria]
- Solitary Fighter [David Graves, Nicola Salmoria]
- Dino Rex [David Graves, Nicola Salmoria]
- Quiz Chikyu Bouei Gun [David Graves, Nicola Salmoria]
- Quiz Torimonochou [David Graves, Nicola Salmoria]
- Quiz HQ [David Graves, Nicola Salmoria]
- Yuuyu no Quiz de GO!GO! [David Graves, Nicola Salmoria]
- Mahjong Quest [David Graves, Nicola Salmoria]
- Quiz Quest - Hime to Yuusha no Monogatari [David Graves, Nicola Salmoria]
- Don Doko Don [David Graves, Nicola Salmoria]
- PuLiRuLa [David Graves, Nicola Salmoria]
- Dead Connection [David Graves, Nicola Salmoria]
- Football Champ [David Graves, Nicola Salmoria]
- Final Blow [David Graves, Nicola Salmoria]
- Drift Out [David Graves, Nicola Salmoria]
- Camel Try [David Graves, Nicola Salmoria]
- Yes/No Sinri Tokimeki Chart [David Graves, Nicola Salmoria]
- Quiz Jinsei Gekijoh [David Graves, Nicola Salmoria]
- Quiz Crayon Shinchan [David Graves, Nicola Salmoria]
- Quiz Crayon Shinchan Orato Asobo [David Graves, Nicola Salmoria]
- Rambo III - Release 2 [Jarek Burczynski]
- Space Invaders DX [Jarek Burczynski]
- Violence Fight [Jarek Burczynski]
- Master of Weapon [Jarek Burczynski]
- Silent Dragon [Jarek Burczynski]
- Toypop [Edgardo E. Contini Salvan]
- Mortal Kombat 3 [Aaron Giles]
- Ultimate Mortal Kombat 3 [Aaron Giles]
- WWF: Wrestlemania [Aaron Giles]
- 2 On 2 Open Ice Challenge [Aaron Giles]
- NBA Maximum Hangtime [Aaron Giles]
- Rampage: World Tour [Aaron Giles]
- Brute Force [Aaron Giles]
New clones supported
- Blasteroids (with heads)
- Cyberball (version 2)
- Rack' em Up (= The Hustler)
- Super Formula (= Tail to Nose)
- Tokusyu Butai UAG (= Thundercade)
- Double Dragon (original)
- Tournament Arkanoid
- TMNT (Oceania)
- Legend of Kage (2 new bootlegs)
- Sonic Wings (= Aero Fighters)
MAME 0.37b6 "Dooyong / Deniam / PC10"
Released: 2000-08-20
Other drivers changes
- Several fixes and improvements to the Taito L games (sound, priorities, speed). [Nicola Salmoria, Jarek Burczynski]
- I hope you didn't throw away unused PROMs from your archives.
Changes to the main program
- [DOS] Instead of the internal game name, you can use on the command line the .zip file name, it can also include path, so for example
MAME G:\MyBoards\pacman.zip- will be equivalent to
MAME pacman -rompath G:\MyBoards- [David Widel]
Source
- [DOS] The makefile now uses rm instead of deltree. If you don't have rm you can find it here: http://www.simtel.net/pub/simtelnet/gnu/gnuish/gnufut21.zip
- TMS5110 emulator, used by Bagman. [Jarek Burczynski]
- Several changes to have the debugger run in the game screen under DOS.
- The debugger display is now entirely rendered in the core using a standard bitmap, instead of relying on the OS dependant code to simulate a character mapped display.
- Changes affecting porters are:
-
osd_set_display()removed -
osd_set_screen_size()removed -
osd_screen_update()removed -
osd_wait_keypress()removed -
osd_debugger_focus()added -
osd_dbg.hremoved -
osd_update_video_and_audio()has extra debug_bitmap argument -
osd_allocate_colors()has parameters for the debugger palette -
mamedbg.cno longer requiresclock_tandclock() - It's entirely up to the OS dependant code what to do with the game and debug bitmaps. They can be shown one at a time (giving the user a means to switch between them), or in two separate windows.
osd_debugger_focus()is used to request that one of the two bitmaps be made visible to the user. - Under DOS, you can switch at any time between the game and debugger display by pressing F5.
- [Juergen Buchmueller]
- Removed
osd_poll_joysticks(). Ports requiring polling of the joystick can do so inosd_update_video_and_audio().
- True HD6309 emulation (instead of using the M6809). [Tim Lindner].
New games supported
- Mega Blast [Brad Oliver]
- Metal Black [David Graves]
- Big Karnak [Manuel Abadia]
- Biomechanical Toy [Manuel Abadia]
- Back Street Soccer [Luca Elia]
- Sky Fox / Exerizer [Luca Elia]
- Space Beam [Peter Trauner]
- Kuri Kinton [Nicola Salmoria]
- Play Girls [Nicola Salmoria]
- Play Girls 2 [Nicola Salmoria]
- Karian Cross [Nicola Salmoria]
- Logic Pro [Nicola Salmoria]
- Logic Pro 2 [Nicola Salmoria]
- The Last Day [Nicola Salmoria]
- Pollux [Nicola Salmoria]
- Blue Hawk [Nicola Salmoria]
- Primella [Nicola Salmoria]
- R-Shark [Nicola Salmoria]
- Gals Pinball [Nicola Salmoria]
- Video Pinball [Sebastien Monassa]
- Truxton II / Tatsujin II / Tatsujin Oh [Yochizo]
New clones supported
- Knights of the Round (US)
- Slam Masters (US)
- Batsugun (Special version)
- Pipi & Bibis (bootleg?)
MAME 0.37b7 "Shocking moral values with Buggy Challenge"
Released: 2000-09-05
-- FIRST, A WORD FROM OUR SPONSOR --
Some time ago I (Nicola) mistakenly removed Lotto Fun because I thought it was a gambling machine. After some more careful evaluation, it is evident that this is a game of skill, therefore it is now supported again. This was my mistake and I apologize for that.
As a reminder, the exclusion of gambling machines is purely technical, not moral or legal. Gambling machines are not video games, and just like MAME doesn't support mechanical pinballs (but it supports software pinballs), it also doesn't support gambling machines (but it supports games with a gambling theme). Both mechanical pinballs and gambling machines can be found in the same places where video games are; this doesn't make them all the same thing. The distinction between gambling machines and video games is not arbitrary: gambling machines usually require more money to play than a video game (e.g. 10 tokens to start), and they have settings that allow the operator to decide how much of the money that comes in should come out. No amount of skill can improve a player's chances of winning: this is entirely predetermined by the machine.
-- WE NOW RETURN YOU TO YOUR USUAL PROGRAMMING --
These drivers have improved GRAPHICS
- Stars in Strider and Forgotten Worlds. [Nicola Salmoria, Tim Lindquist]
- Fixed sprite/tile priority in Black Tiger. [Nicola Salmoria]
- Fixed startup garbage in Vastar. [Zsolt Vasvari]
Other drivers changes
- Fixed the Pokey emulation so that the Tempest reset bug is fixed, this time for real and forever. [Juergen Buchmueller]
Source
- Important for porters: changes to the dirty marking system. The blitting code was previously required to support two types of dirty marking: a "correct" one, used for vector games, where only the screen portions marked dirty during the current frame should be copied to the video card; and a "wrong" one, relying on a hack, where the blitter was also required to remember the dirty regions from *previous* frame, and copy those as well.
- Only the "correct" one is left, which should somewhat simplify dirty handling in the OS dependant code. Moreover, the code must not check for
VIDEO_TYPE_VECTORto know whether to use dirty marking: it must check onlyVIDEO_SUPPORTS_DIRTY, which is set for vector games.
- Important for porters: the
HAS_XXXconstants for cpu and sound emulation are no longer#definedincpuintrf.hif they were not already defined. They are set by the makefile (rules.mak). If you are not using that in your port, you'll have to make sure that all constants are initialized somewhere.
- Removed
osd_led_w(); instead, an additional leds_status parameter is passed toosd_update_video_and_audio(). Drivers now have to useset_led_status().
- [DOS] The makefile now uses GNUs mkdir instead of the built-in one. If you don't have mkdir you can find it here: http://www.simtel.net/pub/simtelnet/gnu/gnuish/gnufut21.zip
- Added
VIDEO_PIXEL_ASPECT_RATIO_2_1, this should be honored by the OS dependant code just likeVIDEO_PIXEL_ASPECT_RATIO_1_2.
- Backdrops are handled by the core like overlays, specific support in the drivers is no longer necessary. [Mathis Rosenhauer]
New games supported
- dozens of PlayChoice-10 games [Ernesto Corvi]
- Mahou Daisakusen [Yochizo]
- Shippu Mahou Daisakusen [Yochizo]
- Hot Pinball [Nicola Salmoria]
- Fantasia [Nicola Salmoria]
- New Fantasia [Nicola Salmoria]
- Miss World '96 Nude [Nicola Salmoria]
- Big Twin [Nicola Salmoria]
- World Beach Volley [Nicola Salmoria]
- Xexex [Olivier Galibert]
- Mag Max [Takahiro Nogi, Jarek Burczynski]
- Thief [Phil Stroffolino]
- NATO Defense [Phil Stroffolino]
- Super Invader Attack [Mike Coates]
- Buggy Challenge (preliminary, feedback needed) [Ernesto Corvi, Nicola Salmoria]
- Knuckle Joe [Ernesto Corvi]
New clones supported
- Winter Bobble (= Snow Bros) [David Haywood]
MAME 0.37b8 "First ever 68000 game emulated / Banana Mahjong!"
Released: 2000-10-02
These drivers have improved GRAPHICS
- Fixed scrolling in Major Title and priority in Hammerin' Harry. [Nicola Salmoria]
These drivers have improved SOUND
- Preliminary sound in Blade Master, Gunforce, UUCops and Lethal Thunder. [Bryan McPhail]
Source
- Major changes to the memory interface.
- Drivers must use the new
MEMORY_READ_STARTetc. macros, and for 16-bit CPUs the API is completely changed: the newREAD16_HANDLER,WRITE16_HANDLERfunction types must be used for memory handlers. The macrosREAD_WORD(),WRITE_WORD()etc. are obsolete: handlers must directly access 16-bit wide arrays (usedata16_t *instead of the oldunsigned char *); always use the new macroCOMBINE_DATA()to store data in the arrays correctlyhandling 8-bit wide memory accesses. UseACCESSING_MSBandACCESSING_LSBto know if the specified byte is being accessed (necessary for 8-bit wide external hardware). - You no longer have to use
MRA_BANKxfor sparse RAM areas, you can useMRA_RAMjust like with the 8-bit games. - A handful of drivers haven't beenconverted to the new API yet, and therefore don't work. On startup, they will give the error cpu # uses wrong data width memory handlers! and refuse to start.
- The cheat system might be broken for 16-bit CPUs (untested).
- [Juergen Buchmueller]
- Changes to the
tilemapAPI:
-
tilemap_render()is obsolete -
struct tilemapis private - can't be accessed directly -
tilemap_set_transparent_pen()andtilemap_set_transmask()replace direct poking in the tilemap -
tilemap_mark_all_pixels_dirty()is obsolete (replaced bytilemap_dirty_palette()which is automatically called bypalette_recalc()) - additional parameter to
tilemap_draw()to specify the priority mask to be stored in the priority buffer
-
- [Phil Stroffolino]
- Removed
palette_transparent_colorwhich is no longer needed by any driver. [Nicola Salmoria]
- Removed the "ui" parameter from
osd_mark_dirty(). [Nicola Salmoria]
- Removed
osd_clearbitmap(). The correct way to black the screen in drivers is, and has always been,fillbitmap().osd_alloc_bitmap()no longer has to clear the bitmap (it isn't necessary since it's cleared by the drivers anyway).
-
extern int need_to_clear_bitmapremoved as well; useschedule_full_refresh()instead (clearing the bitmap is not necessary because drivers are required to redraw the whole screen whenfull_refreshis1). [Nicola Salmoria]
- Rewritten the Nec CPU core, with correct timing and support for encryption. [Bryan McPhail]
- Preliminary Irem GA20 sound emulation. [Bryan McPhail]
- The profiler also watches memory read and write handlers. They were previously cumulated with the CPU emulation.
- Also, the profiler is now disabled in non-debug builds because the performance hit is quite noticeable. [Nicola Salmoria]
- The x86 asm 68000 core now has limited 68020 support and runs the Psikyo games, so is reenabled by default. [Darren Olafson]
New games supported
- dozens of Nichibutsu mahjong and quiz games [Takahiro Nogi]
- Super Dodge Ball [Paul Hampson, Nicola Salmoria]
- Macross [Mirko Buffoni]
- Macross II [Nicola Salmoria]
- Nouryoku Koujou Iinkai [Nicola Salmoria]
- Strahl [Bryan McPhail]
- Pushman [Bryan McPhail]
- Bomberman [Bryan McPhail]
- Bomberman World [Bryan McPhail]
- Donpachi [Luca Elia]
- Blaze On [Luca Elia]
- Beezer [Mathis Rosenhauer]
- Sel Feena [Jarek Burczynski]
- Libble Rabble [Edgardo E. Contini Salvan]
New clones supported
- Hissatsu Buraiken (= Avengers)
- Sky Adventure (Japan)
- Gunforce (Japan)
- Daiku no Gensan (Japan, M72)
- Warriors of Fate (US)
- Street Fighter II (US revision I)
Other Versions
editEarly versions: 0.1 to 0.10 | 0.11 to 0.20 | 0.21 to 0.26 | 0.27 to 0.31
The beta 30s: 0.33b1 to 0.33 | 0.34b1 to 0.34 | 0.35b1 to 0.35b8 | 0.35b9 to 0.35f | 0.36b1 to 0.36b9.1 | 0.36b10 to 0.36 | 0.37b1 to 0.37b8 | 0.37b9 to 0.37b16
50s, 60s & 70s: 0.53 to 0.60 | 0.61 to 0.68 | 0.69 | 0.70 | 0.71 | 0.72 | 0.73 | 0.74 | 0.75 | 0.76 | 0.77 | 0.78 | 0.79
80s & 90s: 0.80 | 0.81 | 0.82 | 0.83 | 0.84 | 0.85 | 0.86 | 0.87 | 0.88 | 0.89 | 0.90 | 0.91 | 0.92 | 0.93 | 0.94 | 0.95 | 0.96 | 0.97 | 0.98 | 0.99
100s & 110s: 0.100 | 0.101 | 0.102 | 0.103 | 0.104 | 0.105 | 0.106 | 0.107 | 0.108 | 0.109 | 0.110 | 0.111 | 0.112 | 0.113 | 0.114 | 0.115 | 0.116 | 0.117 | 0.118 | 0.119
120s & 130s: 0.120 | 0.121 | 0.122 | 0.123 | 0.124 | 0.125 | 0.126

