MAME 0.113u1 was released on 8 March 2007.
The known contributors for this version are, in alphabetical order:
The known contributions for this version are, in the order specified in the whatsnew:
Zsolt Vasvari began converting drivers over to the new more accurate video timing functions (video_screen_* functions instead of cpu_*). This first batch includes all the games using the TMS34010 chip and the Atari games that use atarigen.c.
couriersud and Aaron Giles fixed Windows-isms in regrep.c.
Sebastien Volpe made improvements to the kaneko driver. All the protection data should be correct now.
Justin Szczap added DIP switch locations based on information from the manuals for the following drivers: Karnov, Magmax, Omega Race, Spiders, Bagman, and Bank Panic.
Nathan Woods added a call winwindow_ui_exec_on_main_thread() to allow code on the window thread to cause a function to be executed on the main thread. He also fixed a crash when verifying samples when a sample has a NULL name.
Ville Linde built the iButton data for keyboardmania 2nd mix and Pop'n Music 7. With this update Pop'n Music will also show the self tests.
David Haywood properly fixed tile flipping in Mustache Boy.
Ian Patterson built iButton data for ppd.
BUT fixed sample audit to report all missing samples.
Mike Ellery marked unknown dips for 005 according to manual.
[Zsolt Vasvari] updated the drivers from C-E to use the newer video timing system.
Don Maeby fixed timer dipswitch in Alien Syndrome set 1.
Aaron Giles moved throttling, frameskipping, fast forwarding, and timing into the core. Removed the equivalent code from the Windows OSD layer. This now relies on options being set for controlling these features by the OSD layer via options.c. Deprecated the old osd_get_fps_text() function. Changed osd_update() to take a parameter indicating whether or not the frame was skipped. Added new function osd_sleep() to the OSD core timing library.
Aaron Giles added a new mechanism for building in fonts. A new tool, png2bdc can convert a specially formatted PNG file into a binary cached MAME font. This cached font can be embedded into MAME. A new default small UI font is now included, and built via this process to replace the old hard-coded one. The new font is proportional, so there is better use of limited screen real estate in small video modes. Some balancing/ tweaking of the actual font still needs to be done, and some basic functionality still needs to be added to png2bdc. Consider this a work-in-progress.
New games marked as GAME_NOT_WORKING