MAME 0.53 was released on 12 August 2001.
As of this release, the "beta" numbering scheme has been abandoned. This version is 0.53 because 0.36 (the last "non-beta" release) + .16 (the number of "beta" releases since then) = 0.52.
The known contributors for this version are, in alphabetical order:
The known contributions for this version are, in the order specified in the whatsnew:
- Nicola Salmoria added real shadows to some Konami games (88 Games, Chequered Flag, X-Men, Asterix, Surprise Attack, Sunset Riders, etc.).
- David Haywood added real shadows to some SNK games (Ikari Warriors, Victory Road, etc.).
- Luca Elia added real shadows to Cisco Heat and F1 Grand Prix Star.
- Bryan McPhail and Nicola Salmoria decrypted the sound CPU in Gunforce, Blade Master, Lethal Thunder, Undercover Cops, Mystic Riders, Major Title 2, Hook, R-Type Leo, In the Hunt, and Perfect Soldiers.
- Aaron Giles fixed a EX550x bug that caused Taito F3 and Incredible Tech games to sound bad.
- Aaron Giles fixed the remaining issues in Slapstic emulation.
- Pit Fighter works to the end
- Rampart works to the end
- Tetris now uses the slapstic code
- Fabrice Frances added support for the target data extracted from the laserdisc to MACH 3.
- The Windows port is now called "MAME" (instead of "MAMEW"). The DOS port is called "DMAME".
- Paul Priest and Bernd Wiebelt improved the CLI support in the Windows version:
- config option for steadykey (default: OFF)
- parse debug.ini in debug builds
- mamew \anywhere\roms\pacman.zip works
- improved -log option
- mame will now parse argv.ini instead of mame.ini. i.e. if the mame executable is called "m37b17.exe" it will parse m37b17.ini instead of mame.ini
- Aley Keprt added support for C64/Atari/Sinclair joysticks connected via DB9 or Turbografix interface to the DOS version.
- Big changes to the palette system. 8-bit modes are no longer supported, only 16-bit ones are used. 8-bit support may be removed from the OS dependant code; the core will never ask for an 8-bit deep screen. 8-bit bitmaps could still be used though.
- Palette compression has been removed. palette_recalc(), palette_transparent_pen and palette_used_colors* [] are not available anymore. Drivers that relied on PALETTE_COLOR_TRANSPARENT for transparency effects must be rewritten to implement them differently. As a result of this, all games using the Taito TC0480SCP video chip, and all Taito F3 games, are broken in this release.
- tilemap_update() is gone. Everything is handled by tilemap_draw().
- IMPORTANT CHANGE FOR PORTERS: the OS dependant code is now required to guarantee, in 16-bit palettized mode, that Machine->pens* i == i. The "pens" argument to osd_allocate_colors() will be NULL, actually it has been renamed "rgb_components" since direct RGB modes are the only ones that will pass that argument.
- Remove VIDEO_MODIFIES_PALETTE and the "modifiable" parameter from osd_allocate_colors().
- Nicola Salmoria added new flags VIDEO_HAS_SHADOWS and VIDEO_HAS_HIGHLIGHTS that automatically extend the palette creating a darker(brighter copy for shadows handling. palette_set_shadow_factor() and palette_set_highlight_factor() allow to control the adjustment to apply (shadow can be > 1.0, making it an highlight, and highlight can be < 1.0 making it a shadow - the names are just conventional).
- Nicola Salmoria added the function palette_set_brightness(), allowing selective control of palette brightness independently of the palette RAM contents.
- MachineDriver.color_table_len can now be 0, meaning that the colortable is a 1:1 mapping from the palette. Note that you CANNOT use this feature if you use TRANSPARENCY_COLOR; but of course, if you need TRANSPARENCY_COLOR you'll not have a 1:1 colortable.
- Aaron Giles added the function auto_malloc(); this is the same as malloc(), but the memory is automatically freed when the driver exits.
- osd_bitmap.line is now a void ** to prevent confusion.
New Games added or promoted from GAME_NOT_WORKING status
New clones added
- Speak & Rescue bootleg (identical to Speak & Rescue with copyright notice removed)