MAME 0.106u5: Difference between revisions

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'''New games added or promoted from NOT_WORKING status'''
'''New games added or promoted from NOT_WORKING status'''
* [http://www.mameworld.net/maws/romset/hrdtimes Hard Times]
* [http://www.mameworld.net/maws/romset/hrdtimes Hard Times]
[[Category:Releases 2006]]

Latest revision as of 12:04, 3 May 2007

Release Date

MAME 0.106u5 was released on 8 June 2006.


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:

  • Juergen Buchmueller cleaned up the decocass driver:
    • All hardcoded tables are gone now
    • cexplore.pro 32 byte PROM reverse engineered
  • Malice fixed windows.mak to support 64-bit builds.
  • Nathan Woods fixed a bug where the gamename was reallocated out from under us by the new config system.
  • Nathan Woods added the ability to specify a callback when a given option is parsed. This is used on the MESS side to add system-specific command line options.
  • El Condor made more generic 6840 improvements.
  • Aaron Giles added experimental OSD locks:
    • osd_lock_alloc() allocates a lock
    • osd_lock_acquire() acquires a lock, blocking until success
    • osd_lock_try() tries to acquire a lock and returns whether or not it succeeded
    • osd_lock_release() releases a lock
    • osd_lock_free() frees memory used by a lock

If the OSD layer is not using multiple threads, these can just be stubbed out (return TRUE for osd_lock_acquire and fake the rest).

  • Aaron Giles fixed ESC key not cancelling out of initial UI screens.
  • Aaron Giles added more rendering changes/fixes:
    • Added new render_view_item_get_state() function to return the state of a given item
    • Changed render_target_get_primitives to return a new structure render_primitive_list, which contains the list of primitives along with an osd_lock which must be held while the list is being traversed
    • Added "Rotate View" option to the video menu for dynamic in-game rotation
    • Moved window creation and management to a separate thread; this means all software rendering and all Direct3D calls are done on a separate thread from the main game, and will take advantage of multiple CPUs/dual cores
    • Changed throttling behavior to skip rendering if we are already pending; this makes for a better "fast forward" effect
    • Added -prescale option to pre-scale the game bitmaps before rendering to the screen; this helps get rid of the "fuzzy" look when running with -filter enabled, at the expense of some speed. Note that only integral values are currently supported (no "auto")


Game Support

New games added or promoted from NOT_WORKING status