Release Date

MAME 0.106u1 was released on 18 May 2006.


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:

  • Alex Jackson updated the taito_x driver:
    • fixed sound problems in twinhawk
    • fixed a couple of dipswitch mistakes introduced recently
    • added PORT_DIPLOCATIONs for superman and twinhawk
  • Nathan Woods improved MSVC compiler support:
    • modified vconv to support multiple versions of MSVC based on version info
    • added support for more parameter translations
    • makefile now displays compiling and linking messages when building vconv
  • Nathan Woods converted the Windows blitters to use the DRC engine for generation. RGB effects are officially broken with this change.
  • Nathan Woods fixed a bug that caused a crash when the -debugscript command line option was used with an invalid filename.
  • Alex Jackson and Aaron Giles corrected the ordering of the DIP_PORTLOCATION() macros to be consistent. Multi-bit DIP switches should be specified in LSB-first order. Added a comment to this effect in inptport.h.
  • MAME32Plus fixed a potential crash in the micro3d driver.
  • R. Belmont made improvements to CHD-CD support:
    • additional RAW CD sector conversion support, so a game can request e.g. 2048-byte data sectors from a RAW CHD-CD and still get the right data
    • reversed CHDMAN error message - now non-RAW CHD-CDs are deprecated
    • susume now uses a RAW CHD-CD read directly from an original pressed Konami disc
  • Andrew Gardner made some improvements to the Polygonet Commanders driver:
    • adds change_PC() calls to the dsp56k core
    • removed hacky dsp56k initialization, enabling, and disabling
    • added preliminary implementation of banking hardware tied to the dsp56k in Polygonet Commanders
  • El Condor fixed MSB accesses and latch reading in the 6840 emulator.
  • R. Belmont improved N64 audio output:
    • rewrote Audio Interface as a stereo DMADAC (which it actually is), greatly simplifying the code along the way
    • fixed AI interrupt semantics
  • Aaron Giles changed a number of games that were incorrectly using IPT_LIGHTGUN to use IPT_AD_STICK instead.
  • Aaron Giles made some preparations for proper multiple screen support. The visible_area and refresh_rate values in the Machine structure are now defined as arrays (1 per screen). The machine_config structure has been altered as well, removing the following fields:
    • frames_per_second
    • aspect_x, aspect_y
    • screen_width, screen_height
    • default_visible_area
    • vblank_duration

These are all stored per-screen in a new screen_config structure.

  • Aaron Giles reorganized the user interface code to better support the new render system.