Release Date

MAME 0.132u5 was released on 16 July 2009.


Contributors

The known contributors for this version are, in alphabetical order:


Specific Contributions

The known contributions for this version are, in the order specified in the whatsnew:

  • kanikani provided a DIPSW update:
    • Fixed default setting of jjsquawk, marked the game as IMPERFECT_SOUND, and added some notes.
    • Added DIPLOCATION for toypop and liblrabl.
  • Curt Coder updated the Intel 8255A PPI:
    • Added a new implementation of the I8255A device. Rewritten from scratch to properly support handshaking in modes 1 and 2.
    • Refactored sg1000a.c to use the new implementation.
  • Guru and Angelo Salese redumped Konami Viper CF and NVRAM for all games and updated drivers.
  • Phil Bennett fixed Aqua Jet sample ROM loading offset again.
  • Angelo Salese fixed screen masking and left screen call drawing in tmmjprd.
  • Aaron Giles added mechanism for the laserdisc core to return 0 for the philips codes if video is squelched. Updated the Gottlieb and Cliff Hanger drivers to request it this way, since they decode externally.
  • Aaron Giles made a couple of minor tweaks to the Cliff Hanger driver. Fixed interrupt timing (was not taking into account interlacing) to fix up glitches in playback and ensure the disk test passes. Added SHA1 and marked the game as working.
  • Angelo Salese promoted Final Lap 2 & Final Lap 3 to working since they just require to init their analog controls (same sequence as Final Lap R).
  • Aaron Giles added basic support in bitmap.c for 64-bit indexed bitmaps. As a result, you will need a full recompile with this change, since the bitmap formats enum was altered.
  • Aaron Giles introduced new feature -burnin, which can be used to generate a PNG that represents the overall brightness seen during the course of running a game. This PNG can be used as a fake "bezel" that overlays the screen via the artwork systems (with a low alpha, say 0.1 or 0.2) to simulate running a game with a monitor that has been burned in from another game.
  • Aaron Giles fixed the -crsshairpath option to be spelled properly.
  • Aaron Giles made pr8210 serial processing a little more robust.
  • Braille fixed year for Mighty Monkey (and clones) based on US Copyright Searches.
  • R. Belmont and Ryan Holtz provided ARM7 updates:
    • Prepped to support multiple architecture versions.
    • Added ARM9 CPU type (ARMv5TE).
    • Added mostly-stubbed system coprocessor/MMU support.
  • Joerg Hartenberger added IDE Lock mechanism to the IDE Driver in MAME, so games on gnet v2 bios are working correct now (idectrl.c / idectrl.h) & taitogn.c.
  • David Haywood and Tomasz Slanina provided further improvements for Shogun Warriors:
    • decoded tables for several of the startup commands, made some observations, was unable to properly decode table 0x80, second byte scrambling is.. odd, so just using extract data right now.
    • Properly mapped inputs in Shogun Warriors.
    • Decodes a block of data used by the Japanese version (fjbuster) for the character select screen. Basically block 0x40 is the same as mcu block/table 0x41, but using different encryption (inline encryption table + additional overlay table instead of each byte being bit shifted).
  • f205v verified Fruits & Bunny PROM.
  • Aaron Giles added new split tool that can be used for splitting giant files with per-file hashes and without corrupting them.

Game Support

New games added or promoted from NOT_WORKING status


New clones added


New games marked as GAME_NOT_WORKING