MAME/0.88

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A warts and all look through the history of MAME as described by the MAME Dev team themselves through their releases.

Contents

Version 0.88 "FD1094"

Released: 2004-10-24

General Improvements

  • Emulation of Sega FD1094 encrypted 68k CPUs, this will allow for significant progress in the emulation of the remaining encrypted Sega games. Note that we require working CPUs to extract encryption data from in order to emulate the encrypted titles, see http://cgfm2.emuviews.com/ for more details. As a result of this code several of the encrypted games will now boot (astorm, ddcrew, wb3a, wb3b, tetris, ddux, sonicbom etc.)
[Charles MacDonald - extracting data from CPUs, Nicola Salmoria - decryption code]
  • Misc fixes from Mame32Plus
  • ay.diff: add save state support for AY8910 and friends
  • crbaloon.diff: add music support
  • darius.diff: adjust FM/ADPCM balance
  • f3.diff: fix landmakr sound loading
  • harddriv.diff: fix undersized array causing memory trashing
  • mario.diff: added save state support
  • qsound.diff: added save state support
  • renegade.diff: fixed missing break; in MCU simulation
  • s16.diff: adjust FM/ADPCM balance
  • scsp.diff: fixed undersized array causing stack trashing
  • ssv.diff: fixed hypreac2 sound loading
  • i960 and model 2 update [R.Belmont, ElSemi]
i960:
  • Fixed bug in movl (ElSemi)
model2:
  • Removed hotd and lastbrnx hacks, the i960 fix obsoletes them
  • Added port 0 switching, player 2 start works in several games now (ElSemi)
  • Added working timer support, including timer IRQs
  • Updated game status listing
  • Fixed some c99 related compiler issues [Jeff Mitchell, Lawrence Gold]
  • update to ppmast93 driver, still not playable [David Haywood]
  • Discrete sound changes [Derrick Renaud]
Discrete Sound Changes
  • Continued cleanup of code to make it more readable
New Discrete Modules Added
  • DISCRETE_NOTE - counter circuit used to create tones/music.
  • DISCRETE_INTEGRATE - various op amp integration (ramp) circuits.
  • DISCRETE_OP_AMP_TRIG_VCA - Did not know what to call this. :-) Basically it is a programable voltage controlled amp. But uses only an on/off trigger. It has resistors to select the rise/fall times. Also it is not a true VCA. It actually adjusts amplitude by clipping more/less off the bottom of the input signal. But it is a common circuit.
Game Driver Changes
  • polaris - complete sound rewrite to use new component value code. Hooked up watchdog timer.
  • New watchdog functionality [Derrick Renaud]
Game Driver Changes
  • dominos, sprint1, sprint2, dragrace, canyon, nitedrvr - added watchdog and set to proper time using new MDRV_WATCHDOG_VBLANK_INIT function.
  • firetrk, montecar, superbug, pacman, polaris - changed watchdog to proper time using new MDRV_WATCHDOG_VBLANK_INIT function.
  • galpania, galpanib - changed to MDRV_WATCHDOG_VBLANK_INIT because these games need watchdog init at game start.
Core Changes
  • Changed watchdog to allow it to start at machine run start. If not used, the previous watchdog functionality is retained. Only define 1 of the 2 watchdogs per game. If both are defined then MDRV_WATCHDOG_VBLANK_INIT will be used only.
  • MDRV_WATCHDOG_VBLANK_INIT(watch_count)- Initializes the watchdog in MACHINE_DRIVER_. watch_count is the # of vertical blanking intervals before a forced reset. If the time is unkown then you can use these defaults: DEFAULT_60HZ_3S_VBLANK_WATCHDOG or DEFAULT_30HZ_3S_VBLANK_WATCHDOG
  • MDRV_WATCHDOG_TIME_INIT(time)- Initializes the watchdog in MACHINE_DRIVER_. time is the time in seconds before a forced reset.
  • New function to enable/disable the watchdog in game.
watchdog_enable(0 or 1) - used to 0=disable or !0=enable.
Made a macro that calculates the pulse time of a 74LS122 or LS123.
TIME_OF_74LS123(r,c)
r is in Ohms. c is in Farads.
c must be greater then 1000pF to use this function
  • Added runtime option to disable validity checks [Derrick Renaud]
Added run time option:
-[no]skip_validitychecks
Forces MAME to skip doing the code validity checks. The default is OFF (-noskip_validitychecks).
This new option will default to doing the test and force you to confirm you do not want to use it. This way users can test their submissions easily and then speed things up when confirmed ok.
NOTE: DO NOT disable the checks when submitting code
  • Fixed voodoo code broken by cleanup in u3 [Aaron Giles]
  • Fixed qdrmfgp broken by cleanup in u3 [Olivier Galibert]
  • Fixed cut and paste error in chdman [RenĂ© Single]
  • Fixed mayday inputs [Stefan Jokisch]
  • Input Port System Update [Aaron Giles]
PORT_INCLUDE() works the same as before.
PORT_MODIFY("tag") allows you to modify any given input port by specifying its tag.
Any PORT_BIT() entries that you put after a PORT_MODIFY will nuke any matching entries in the previous definition, allowing you to overwrite them with new stuff.
I also added a few new functions:
readinputportbytag_safe() takes a tag and a default value. If the tag is not found, the default value is returned.
port_tag_to_handler8()
port_tag_to_handler16()
port_tag_to_handler32() -- these 3 new functions take a tag string, find the input port, and return the appropriate handler. They can be used in AM_READ, so instead of:
AM_RANGE(0x00, 0x00) AM_READ(input_port_1_r)
You can use
AM_RANGE(0x00, 0x00) AM_READ(port_tag_to_handler8("MyPortName"))
I've modified exidy.c to use these features as a testbed. Let me know if you see any problems.
  • Memory system changes / fixes [Aaron Giles]
  • added explicit casting to the memory handler width when computing the shifted data/mask values for read/write handlers -- this should in theory fix R. Belmont's 64-bit issues
  • added memory_install_read/write8/16/32/64_matchmask_handler functions to allow dynamic installation of match/mask (AM_SPACE-style) memory ranges -- this should satisfy Frank P's request for the astrocade driver
  • changed masking behavior for match/mask pairs so that an AM_SPACE with an AM_MASK does not expand the explicitly-specified mask value -- this should fix dwidel's problem getting Pac-Man accurate
  • changed dynamic bank assignment to always assign a bank if you have explicitly specified a mask value via AM_MASK -- this should allow mirroring via AM_MASK if you want to, though AM_MIRROR is still preferred
  • Fixed OKI banking in Fixeight bootleg [Quench]
  • More changes [Derrick Renaud]
Game Driver Changes
  • firetrk, montecar - added proper CPU clock frequency change when going in/out of service mode.
Core Changes
  • Fixed some last remaining issues with the new watchdog. The watchdog would not remain disabled after a watchdog_enable(0) in some conditions.
  • Added a new function to change CPU clock speed in game. The current scaling factor will still apply. eg. If you force the CPU to change clock to 1MHz while the scaling is at 50%, the effective CPU speed will be 500kHz. Then reading the clock speed will give 1MHz, because clock scaling is transparent to the driver.
/* Returns the current CPU's actual unscaled running clock speed */
int cpunum_get_clock(int cpunum);
/* Sets the current CPU's clock speed and then adjusts for scaling */
void cpunum_set_clock(int cpunum, int clock);
  • Fixed some problems in Steel Force [Pierpaolo Prazzoli]

New Games supported or promoted from GAME_NOT_WORKING status

roms redumped
some sprite problems
missing eeprom
missing music, some wrong gfx
bad sprite colours
sound problems

New Clones supported or promoted from GAME_NOT_WORKING status

  • Tetris (Sega) (2 encrypted sets) [Charles MacDonald, Nicola Salmoria]
  • Wonderboy 3 (2 encrypted sets) [Charles MacDonald, Nicola Salmoria]

New Non-Working games / clones supported

  • D.D. Crew [Charles MacDonald, Nicola Salmoria]
some issues with system18 emulation
  • Dynamite Dux (original) [Charles MacDonald, Nicola Salmoria]
some issues with system16 emulation
more protection issues?
bad rom
bad rom
same issues as VR

Version 0.88u1

Released: 2004-10-28

General Improvements

  • Namco Update [Phil Stroffolino]
  • Fixes priority in the NB1 games.
  • POSIRQ support for Namco System 2 games no longer requires game-specific hacks.
  • Hack for Metal Hawk tile size is no longer needed.
  • Screen blanking (window) support added for System 2 hardware.
  • Sprite-tilemap orthogonality for System 2 rendering.
Mametesters bugs:
  • nebulray066gre (kludge, real behavior not understood)
  • namcosx36rc2gre (for system2)
  • finehour053gre
  • ordyne080u1gre
  • rthun237b16gre
  • i960 fix [R.Belmont, Stephan Cecchinel]
Fixed errors in atanr and logepr
  • Improvements to FD1094 emulation [Charles MacDonald, Nicola Salmoria]
more sets now run (eswatu, fpoint, goldnaxc, cltchitr)
  • Fixed scroll offset and rain priority in mwarr [Pierpaolo Prazzoli]
  • Added EEprom support to Steel Force [Pierpaolo Prazzoli]
  • Misc Fixes [Curt Coder]
drivers/1943.c
vidhrdw/1943.c
  • Converted to use tilemaps
  • Cleaned up driver
  • Merged memory maps
  • Fixed inputs/dips based on manuals
  • Renamed 1943j to "1943: Midway Kaisen (Japan)"
  • Renamed 1943kai to "1943 Kai: Midway Kaisen (Japan)"
drivers/gunsmoke.c
vidhrdw/gunsmoke.c
  • Converted to use tilemaps
  • Cleaned up driver
  • Merged memory maps
  • Fixed inputs/dips based on manuals
  • Removed GUNSMOKE_HACK and fake dips
drivers/blueprnt.c
vidhrdw/blueprnt.c
  • fixed clocks per schematic, sound pitch now higher
  • tilemap conversion
  • merged memory maps
  • fixed inputs/dips per manual
  • fixed rom names per schematic
  • clean up
  • correct 2H/4H clocks
drivers/nitedrvr.c
machine/nitedrvr.c
vidhrdw/nitedrvr.c
  • removed gear/track display hack
  • merged memory map
  • fixed clock per schematic
  • added early revision roms info
  • fixed rom names per schematic
  • clean up
drivers/1942.c
vidhrdw/1942.c
  • merged memory maps
  • fixed inputs/dips per manual
  • Confirmed Libble Rabble Custom IO chip numbers [Shaun Stephenson]
  • jalmah.c improvements [Angelo Salese]
Further improved the first version protection.Now you can boot in urashima/mjzoomin/daireika,with wrong colors(data is extracted from MCU code) and wrong tilemap positioning(these games uses the RANGE register,which needs further investigation).

New Games supported or promoted from GAME_NOT_WORKING status

incorrect sound banking
  • Clutch Hitter [Charles MacDonald, Nicola Salmoria, David Haywood]
incomplete sound emulation, some gfx problems
  • D. D. Crew [Charles MacDonald, Nicola Salmoria, David Haywood]
incomplete sound emulation, still some serious gfx problems in places
sound not yet emulated

New Clones supported or promoted from GAME_NOT_WORKING status

  • Flash Point (Japan, Original) [Charles MacDonald, Nicola Salmoria]
  • Senkyu (set 2) [Fabrice Arzeno]

New Non-Working games / clones supported

Version 0.88u2

Released: 2004-10-31

General Improvements

  • Further improvements to the FD1094 decryption, this is now almost fully understood,additional FD1094 cpus are needed to work out the remaining details. Keys are now stored in the romsets as they should be a close representation of the data stored in the FD1094 CPUs [Nicola Salmoria]
  • Fixed a few things which missed the Namco update in u1 [Phil Stroffolino]
  • Corrected some rom names in Crowns Golf [ShinobiZ]
  • Corrected some rom names in Pengo [Gerald]
  • Improvements in Mighty Warriors Driver [Pierpaolo Prazzoli]
  • Added sprites buffer which fixed the "invisible" sprites
  • Fixed text tilemap scrollx offset
  • Haze added palette brightness
  • Improvements to Twin Brats [Pierpaolo Prazzoli]
  • Fixed sound banking
  • Changed service switch button
  • Changed visible area
  • Merged memory map
  • Moved gamename prefixes to end in pc10, nss and megatech [Aaron Giles]
  • Fixed Joystick Axis problem [Aaron Giles]
  • Discrete Sound Improvements [Derrick Renaud]
Discrete Sound Changes
  • DISCRETE_555_ASTABLE - added option to use quick charge diode (will be needed for frogs.) Added option to disable oscillation if R1 (charge) is out of circuit (will be needed by invaders.)
  • DISCRETE_555_CC - modified to discharge cap due to natural losses if there is no charging current (needed by frogs.) This makes it more accurate then the current perfect cap that will retain a charge forever.
  • modified all current drivers to use new code.
New Discrete Modules Added
  • DISCRETE_555_MSTABLE - 555 Monostable simulation
Game Driver Changes
  • frogs - added sound hooks. Added discrete "tongue" sound effect.
  • Fixed bug in discrete code [Brad Oliver]
  • Improvements to Astrocade driver [Frank Palazzolo]
  • Professor Pacman Driver - works but fails 2 self-tests yet
  • Fixed collision detection in all games
  • Added NVRAM handling to robby (and profpac) - still not working always but self-tests pass.
  • Fixed bugs in astrocade sound code
  • Switched astrocade sound to stream system
  • Support stereo in wow, robby, gorf, profpac (Sounds great now!!)
  • Leds and coin counters added
  • All activecpu_get_reg() calls from astrocde games have been replaced with proper 16-bit Z80 port support through memory system
  • Renamed sndhrdw/astrocde.c to sndhrdw/wow.c since it is game-specific
  • Fixed NMI handling in NEC cores [Bryan McPhail]
  • Cleaned up Twins driver and changed to use V20 [Pierpaolo Prazzoli]
  • Some hyperstone debugger cleanups [Pierpaolo Prazzoli]

New Games supported or promoted from GAME_NOT_WORKING status

some gfx/sound issues

New Clones supported or promoted from GAME_NOT_WORKING status

  • Gun Ball [Bryan McPhail] *edit - actually i missed this one from driver.c, it'll be in u3

New Non-Working games / clones supported

hyperstone CPU core bugs
encrypted gfx
gfx emulation problems

Version 0.88u3

Released: 2004-11-07

General Improvements

  • More FD1094 improvements, a program to produce the key tables from dumped state data is now included as etc/fd1094dp.c, please note the key table format has changed slightly to reflect some new findings [Nicola Salmoria]
  • Various fixes to prevent crashes in X86-64 compiles [Hans de Goede]
  • Misc Fixes [Nathan Woods]
src/cpuintrf.c:
src/cpuintrf.h:
  • Adds a MESS specific CPU core
src/inptport.c:
  • Fixed a few input group declarations on MESS specific input types
src/sound/astrocde.c:
  • Moved some variable declarations to the tops of their respective groups.
  • Converted mermaid.c to tilemaps [Curt Coder]
  • Mermaid
drivers/mermaid.c
vidhrdw/mermaid.c
  • tilemap conversion
  • cleaned up driver
  • merged memory map
  • removed fake input port
  • Improvements to the Liberator driver, correct proms now used [Aaron Giles]
  • Fixed addc, subc, mulu, muls in Hyperstone Core [Tomasz Slanina]
(fixes title screen objects in suplup, and bullets in misncrft)
  • Hyperstone updates [Pierpaolo Prazzoli]
  • Fixed software opcodes when used as delay instructions
  • Added nested delays
  • Improvements to SPI decryption [Ville Linde]
  • Jr Pacman driver cleanups [Aaron Giles]

New Windows based debugger [Aaron Giles]

Note: The new debugger is enabled as the default debugger for the next few u releases (in a debug build only) to allow feedback, it can be disabled by changing the makefile

(description of 1st update)

There are some new behaviors and new ways of doing things you should be aware of. By default the debugger no longer "auto hides". This was a remnant of the way the old debugger worked that I have gotten rid of. If you want to hide all the debugger windows, just close the "main" debug window. It will return if you break in the debugger at a future time.

The "main" window has four panes: a register list on the left, a disassembly around the current PC at the top, a console output window in the middle, and an input line at the bottom. The input line supports full editing features, and you can also use up arrow/down arrow to cycle through recently typed commands.

Hitting Enter on a blank line in the console is equivalent to single stepping once. You can also do that with F11. To run, either use the "go" command or hit F12 (or close the "main" window). To run until the next CPU, either use the "next" command or hit F6.

You can bring up multiple independent memory and/or disassembly windows by using the Debug menu. Each window can look at a different address space on any CPU. You can enter any expression (including those using registers from the CPU) into the entry line at the top of these windows in order to specify which address to begin displaying at.

I've implemented a number of useful commands in the console. Type "help" to navigate the extensive online documentation for a number of examples on how to use these features. You can do some really cool stuff now with the conditional watchpoints and breakpoints.

This is a work-in-progress, but it's pretty good now (IMHO) and stable for common debugging operations. Let me know what you like/dislike about it and what sorts of features you feel are still lacking.

(description of 2nd update)

  • F12 now means "run and hide the debugger". I found this was too useful to get rid of entirely.
  • F5 just means "run", keeping the debugger visible.

Enabling the debugger now forces window mode and prevents you from switching to full screen mode.

(description of 3rd update)

  • Added step over/step out functionality. F10 or "over" steps over an instruction. Shift+F11 or "out" steps out of a subroutine or exception handler. Note that this feature relies on the disassembler to produce some flags indicating which instructions which need to be stepped over (generally CALLs and TRAPs) and which instructions end a step out search (generally RETURNs).
  • Modified the 680x0 and MIPS3 disassemblers to support these features.
  • Changed the disassembly view to back up 3 instructions when resetting (that is, the current PC should appear on the 4th line instead of the 1st line). This is not perfect, but works pretty well overall and should help see the previous couple of instructions when, say, a watchpoint is hit.
  • Improved filtering of keypresses so that they don't leak into the game when you are typing in the debugger.

New Games supported or promoted from GAME_NOT_WORKING status

these now run due to cpu core fixes being made

New Clones supported or promoted from GAME_NOT_WORKING status

New Non-Working games / clones supported

Galaxy Force 2, Power Drift, G-Loc, Strike Fighter, Rail Chase
*only* the driver file, no video has been ported yet so nothing works

Version 0.88u4

Released: 2004-11-11

General Improvements

  • Fixed Sprint2 watchdog issues [Stefan Jokisch]
  • Fixed nmg5.c crash [Pierpaolo Prazzoli]
  • Fixed nitrobal inputs [Sonikos]
  • Jalmah.c updates [Angelo Salese]
Fixed various stuff with the protection in the first version of this HW.This includes perfect color protection emulation,preliminary sound & preliminary tile transfer emulation
  • Various Sega system 16/18 updates (moonwalker decryption keys etc.) [Chris Hardy]
  • note moonwalker needs a cpu core for the mcu (i8051 core?) before it will work
  • Fixed a bug in the fd1094dp.c and fd1094.c decryption to allow for cotton to be decrypted [Nicola Salmoria]
  • Added other hyperstone models, converted vamphalf driver to use 16-bit version [Pierpaolo Prazzoli]
  • Discrete Sound Update [Derrick Renaud]
Discrete Sound Changes
  • Removed the memory mapping system from the discrete inputs. It served no purpose and was never functional. It only added a layer of confusion to the code by forcing it's use on all current drivers that do not need it. If memory mapped inputs are needed in the future (not likely), then they can be added with a DISCRETE_INPUT_MAP function.
  • Now the discrete inputs are written to by their node name only. eg: discrete_sound_w(NODE_xx, data)
  • DISCRETE_INPUT and DISCRETE_INPUTX have been removed in favour of new easier to use input modules.
  • modified all current drivers to use new code.
  • moved discrete sound code from drivers and put in sndhrdw\
New Discrete Modules Added
  • DISCRETE_INPUT_DATA(node) - accepts 8-bit data from discrete_sound_w. Output at reset is 0.
  • DISCRETE_INPUT_LOGIC(node) - 0 if data=0; 1 if data=!0. Output at reset is 0.
  • DISCRETE_INPUT_NOT(node) - 0 if data=!0; 1 if data=0. Output at reset is 1.
  • DISCRETE_INPUTX_DATA(node, gain, offset, init)
  • DISCRETE_INPUTX_LOGIC(node, gain, offset, init)
  • DISCRETE_INPUTX_NOT(node, gain, offset, init)
  • same as above, but will modify the output by the given GAIN and OFFSET. At reset the output will be INIT modified by GAIN and OFFSET.
Game Driver Changes
  • skydiver - added proper watchdog. Merged memory map and added proper mirroring. Fixed coin input bug skydiver078u3yel. It's not a 100% accurate fix, but will work until I get the exact interrupt time. The current interrupt time was 100% off. It is now less then 25% off.  :-)

Windows Debugger Updates

  • Fixed some compile errors [Nathan Woods]
  • Misc updates [Aaron Giles]
  • Added a "PC" register to the I386 core so that it should work in the new debugger
  • Cleaned up stepping code
  • Now refresh the display and all debugger windows after each step while stepping
  • When running with the debugger window open (F5 or 'go'), now update the debugger views 4 times per second
  • Can now break into the debugger even if you are focused on a debugger window
  • Memory/disasm windows now come up with the currently active CPU selected by default
  • added a new command: focus <cpunum>, which is equivalent to ignoring all other CPUs
  • changed ignore and observe to support multiple parameters so you can say "ignore 2,3,4"
  • changed ignore so that you are not allowed to ignore the last CPU
  • fixed ignore behavior so that other CPUs are truly ignored
  • fixed register window so that change hilights are maintained during scrolling and updates
  • changed debug memory accessors so they don't log on invalid memory accesses
  • tweaked the help text to indicate that help <command> works
  • added a new text attribute DCA_CURRENT, which is separate from DCA_SELECTED -- the main visible difference is that the memory view editing cursor is now hilighted red instead of yellow
  • In-line memory editing is now supported. To do this, I added a generic cursor concept to the view system. Each view can handle it however they want. Right now only the memory view supports a cursor. [Aaron Giles]
  • Click in the memory view to place the cursor. Type over nibbles with 0-F, or use the arrow keys to navigate around. Tab cycles between the edit box and the memory editor. [Aaron Giles]
  • updated psx core to show more registers [smf]

New Games supported or promoted from GAME_NOT_WORKING status

  • Cotton [Chris Hardy, Lodewijk, Asure, Nicola Salmoria, David Haywood]
many gfx problems, no sound yet

New Clones supported or promoted from GAME_NOT_WORKING status

New Non-Working games / clones supported

incomplete tile/sprite decryption
protection issues
incomplete s16a emulation

Version 0.88u5

Released: 2004-11-15. A private release.

General Improvements

  • Added flower proms (not used yet)
  • New Debugger Improvement [Aaron Giles]
Improved the drawing code on the Windows side so that the background color changes align properly (mostly noticeable when using the cursor in the memory view).
  • Another jalmah.c update [Angelo Salese]
  • Fixed some filenames in track and field & scramble drivers [ShinobiZ]
  • Fixed hyperstone compile error [Brad Oliver]
  • i8x51 cpu core [Steve Ellenoff]
  • SCU DSP update [Angelo Salese]
  • Various Sega S16 decryption improvements [Nicola Salmoria, Charles MacDonald]
several more cpus read, improvements to decryption made based on those
some bits better, some bits worse for now

New Clones supported or promoted from GAME_NOT_WORKING status

New Non-Working games / clones supported

decrypted (thanks to Charles MacDonald) but still have many issues

Version 0.88u6

Released: 2004-11-17. A public release including the 0.88u5 notes. The apology given in the opening paragraph extends to the 0.88u5 whatsnew.txt information.

Sorry, these whatsnew details may be incomplete and not as detailed as they could be due to a lack of time. While there are many Sega improvements (new decrypted sets, video fixes etc.) the drivers are still in a WIP state for now.

General Improvements

  • More Sega S16 improvements [Aaron Giles]
video improvements, cotton title screen looks better but game currently suffers from other issues
  • Further improvements to S16 decryption code [Nicola Salmoria]
  • Support for Extra Effects in Taito F2 driver [Bryan McPhail]
Transparent sun in 1st level of Metal Black.
Special effect on Metal Black level 5 boss who slides in under the bottom tilemap.
All known effects in Gun Frontier (see the attract mode).
The highlight effect in Quiz Crayon 2 map.
The update also provides full 5 tilemap layer priority support in Metal Black (was previously 4 due to pdrawgfx limitation), and fixes priority problems in Ninja Kids (ninjak058gre).
  • Improved sound in ring rage [Pierpaolo Prazzoli]
  • Minor MESS specific patch [Nathan Woods]
  • Fixed tinklepit p2 input [Pierpaolo Prazzoli]
  • PPmast93 driver cleanups [Pierpaolo Prazzoli]

New Non-Working games / clones supported

not decrypted

Version 0.88u7

Released: 2004-11-20

General Improvements

  • Many improvements to Sega System Pre16,16a,16b,18 drivers [Aaron Giles]
Drivers cleaned up
Most known video issues are now fixed
Alien Storm, DDCrew, Clutch Hitter, Laser Ghost, Cotton and many others have greatly improved video.
Alien Storm is fully playable
DD Crew is fully playable but requires inputs to be fixed (currently only service coin and controls for 1 player work)
Laser Ghost would probably be playable if the controls were correctly hooked up
Moonwalker requires improvements to the MCU emulation
We will now accept bug reports at Mametesters.org for any games running on the following drivers
segas16a.c, segas16b.c, segas18.c
Most of the bootlegs are still running on system16.c, please do not report bugs for these, nor for outrun or afterburner hardware.


  • More Sega sets decrypted [Chris Hardy]
mvpj, dcclubfd etc.
  • Cleanups in bublbobl driver [Curt Coder]
  • M6803 Patch [Nathan Woods]
src/cpu/m6800/m6800.h:
src/cpu/m6800/m6800.c:
  • Modified M6803 CPU core to use an internal memory map
  • Fixed colours in Super Stingray with new proms [Pierpaolo Prazzoli]
  • Improved sample support for rockola driver [Mame32Plus]

New Clones supported or promoted from GAME_NOT_WORKING status

New Non-Working games / clones supported

bad program rom

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