MAME 0.142u4 was released on 24 May 2011.
The known contributors for this version are, in alphabetical order:
The known contributions for this version are, in the order specified in the whatsnew:
- Angelo Salese removed deprecat.h usage for the following drivers: galpanic.c, gradius3.c, halleys.c, hexion.c.
- Roberto Fresca reworked inputs from the scratch for Champion Poker (v100).
- Angelo Salese and O.Galibert implemented an almost complete Konami k053252 device emulation, adds accurate refresh rate timings and irq acks to many mid-90-era Konami games.
- smf provided various changes for PSX HW:
- Modernised internal memory map;
- MDEC is now an internal device of the PlayStation CPU;
- Root counter & Serial I/O converted to internal CPU devices;
- Moved PlayStation IRQ code to sub device of the CPU.
- Aaron Giles switched input ports to use function-based constructors instead of tokens. Removed the old tokenizing helpers. Added basic classes for ports, fields, settings, and dip locations as a first step. These will be fully cleaned up later. Added machine() method to field to hide all the necessary indirection. Changed custom/changed handlers into generic read/write handlers, and added wrappers to convert them to device read/write lines.
- Aaron Giles changed input read/write and crosshair callbacks into delegates. Changed signature for callbacks to take an input_field_config reference instead of pointer.
- Aaron Giles removed legacy trampolines from eeprom_device, taking advantage of new input port support for delegates.
- Alex Jackson fixed the disassembly of the "mov ax, mem" instructions (opcodes A0-A3) in the i386 and NEC disassemblers. The argument (the memory address) was being displayed as a signed number, which doesn't make any sense.
- Alex Jackson fixed a tiny bug with the debugger hex dump command: the printable characters in ASCII range from 32 to 12*6*, not 127.
- Angelo Salese fixed input regression with Racin' Force, allowing it to boot again.
- Joe Caporale gave labels to many inputs in Midway's T, Wolf and Y Unit games as well as CPS1 and CPS3.
- Ryan Holtz and Bat Country Entertainment implemented experimental HLSL post-processing support on Direct3D 9 targets.
- 5-pass post-processing: Upscale, Post-Process, Store Last Frame, Defocus 1, Defocus 2.
- Many tunable effects including: Scanlines, defocus, linear deconvergence, radial deconvergence, pincushion, RGB colorspace convolution, YIQ colorspace convolution, saturation, simulated dot crawl, simulated chroma subsampling, aperture masking, and more.
- Requires a GPU that supports Shader Model 3.0 to be enabled and a powerful GPU, the entire pipeline consists of approximately 30 texel fetches and approximately 230 arthimetic ops.
- Will supersample the framebuffer up to 9x in both X and Y, but this requires an enormously powerful GPU that has not been invented; users with Radeon 5000-class cards should limit themselves to 3x, Radeon 4000 to 1.5x.
- The default configuration will NOT appear to do anything; it requires tuning to the user's liking.
- Should nicely fall back in all cases except missing shaders, and it might fall back correctly in that case as well. Report any anomalies.
- For obvious reasons, the Direct3D8 renderer cannont support this.
- Oliver Stoneberg enabled Visual Studio basic run-time checks in non-optimized builds.
- Oliver Stoneberg flushed stderr, so the data is actually written when output is being redirected.
- Carl updated the i286 core: Added 286 LOADALL and triple fault resets.
- Carl updated the i286 core: Added support for 16-bit protected mode far calls and segment privilege checks.
- Miodrag Milanovic updated the i86 core: Fixed shift instructions, helps detecting proper CPU.
- Miodrag Milanovic updated the i86 core: Fixed handling of invalid instructions in 0x60-0x6f section.
- Angelo Salese provided a major clean-up and state machine conversion for the Sega ST-V / Saturn driver.
- Ryan Holtz and Bat Country Entertainment provided HLSL Updates:
- Split color convolution and deconvergence into separate shaders for potential GPU savings down the line.
- Added light and heavy variants of the color convolution shader, the former with YIQ colorspace removed.
- Re-worked defocus to occur prior to shadow mask application, as it would be on a real monitor.
- Split "pincushion" into "Pincushion" and "Screen Curvature", the former affecting the only the displayed image and the latter only affecting the shadow mask.
- Made major fixes to CVBS simulation, significantly increasing color saturation.
- Added magnet deconvergence via a shader uniform.
- Improved phosphorescence.
- Improved YIQ codec.
- Added adjustable color carrier in YIQ processing mode.
- Fixed resolution-change crash and likely D3D performance regression with -nohlsl on low-spec cards.
- Created a new OSD function, osd_get_slider_list, which allows OS-specific slider controls.
- Ryan Holtz, Bat Country Entertainment and cgwg provided HLSL Post-Processing Updates:
- The defocus pass is now switched off when defocus_x and defocus_y are zero, allowing finer-grained performance tuning.
- Removed YIQ convolution from the main color-convolution shader and replaced it with a full composite encode/decode pass. This is slower, but looks amazing (like a terrible TV) and can be turned off.
- More authentic NTSC dot crawl and bandwidth limiting.
- Miodrag Milanovic updated the i86 core: Implemented POP CS and MOV CS,reg instructions that are 8086 specific.
- J. Wallace managed to get the multiplexer/state machine emulated, amongst some watchdog fixes for BFM games.
- Team Europe added missing bipolar PROM dumps to Lucky Lady (Wing).
- Carl updated the pic8259 core - updated to be more according to documentation.
- Mr. Do provided initial frameworking for upcoming artwork updates.
New games added or promoted from NOT_WORKING status
New clones added
New games marked as GAME_NOT_WORKING