MAME 0.35b2 was released on 24 January 1999.
The known contributors for this version are, in alphabetical order:
The known contributions for this version are, in the order specified in the whatsnew:
- Bryan McPhail fixed the sprite/playfield and playfield/playfield priorities in Bad Dudes / Dragon Ninja and Sly Spy.
- Nicola Salmoria attempted to emulate some raster effects in the NeoGeo games. The IRQ2 handling is still 99% unknown, however you can see the field in Super Sidekicks 3 and 4. This is largely unaccurate, and VERY slow. Hit F1 to toggle the emulation on or off (by default it's on).
- Paul Leaman improved row scrolling in Street Fighter 2, plus several other fixes to the CPS1 games.
- Nicola Salmoria fixed sprites disappearing abruptly in TMNT end of game credits.
- Nicola Salmoria fixed the green and white flags in Championship Sprint / Super Sprint, and maybe other Atari System 2 sprites as well.
- Brad Oliver fixed sprite flipping in Jack the Giant Killer end sequence.
- Mike Balfour added support for the 7751 sound chip in Monster Bash. Two samples are still needed (discrete circuits).
- Dan Boris made good progress in sound emulation of the Exidy games (Venture, Pepper 2, etc.)
- Howie Cohen fixed speech in TMNT. Sound should now be 100% complete.
- Howie Cohen added uPD7759 support in Golden Axe, Shinobi, Passshtb, Alien Syndrome, Altered Beast.
- Alex Pasadyn emulated speech in Sinistar. Samples are no longer used.
- Paul Leaman added sound fade timer ports in the CPS1 games (see Willow's Test mode for an example).
- David Widel added high score support to Side Pocket, Rolling Thunder.
- Nicola Salmoria emulated the protection in Seicross, Radical Radial, Frisky Tom. However Frisky Tom is still not playable (hangs when you fall).
- Paul Leaman emulated the protection in Knights of the Round and Carrier Air Wing.
- Nicola Salmoria changed the key to change frameskip from F8 to F9 in the DOS version.
- Karl Stenerud added a new 68000 C core. For testing purposes, this is also being used in the DOS version instead of the asm core.
- Faster. This code is, barring ram fetch time, almost twice as fast as the existing C core in MAME. I've done extensive speed profiling on both engines. The only problem now is the slow memory access in MAME due to bankswitching et al.
- Emulation more correct. I found many bugs in the MAME engine (and many, many more in mine for that matter) when I pitted them head-to-head. I have run random instructions from each opcode class at least 10 million times, comparing the resultant CPU states, and have left it running random instructions for 1 billion iterations. In every case, I have adhered to the specs defined in M68000PM/AD REV. 1.
- Disassembler is correct. The current M68000 disassembler in mame has a tendency to disassemble instructions that have an invalid EA mode.
- Cycle counting is 99.9% correct. The only instructions which don't have correct cycle counts are divs, divu, muls, mulu, and they're not worth counting correctly. (I'm not about to waste emulation time counting 0-1 and 1-0 sequences).
- > 32 bit friendly. I've taken care to ensure maximum portability without sacrificing speed. The result is conditional compiling dependant on your architecture. I've also implemented and tested a compatible solution for architectures that lack 8, 16, or 32 bit signed storage types.
- The code is carefully laid out to be readable. (I beg to differ - NS)
- Larry Bank and Alex Pasadyn added CVSD emulation, used for speech in Sinistar and in the 34010 games (Smash TV etc.).
New games added or promoted from NOT_WORKING status
New clones added