MAME 0.98u1 was released on 16 July 2005.
The known contributors for this version are, in alphabetical order:
The known contributions for this version are, in the order specified in the whatsnew:
- Aaron Giles changed how perodic timers are defined. Previously, you would specify a number which was interpreted either as Hz (if less than 50000) or as nanoseconds (if greater than 50000). Now, the time is specified as a period and you use the standard TIME_IN_HZ or TIME_IN_NS macros.
- Aaron Giles turned on address error checking in the 68000 core. This slows things down a bit but is more accurate and allows correct behavior of a couple of badly-programmed games.
- Aaron Giles fixed several issues with address error checking in the 68000 core.
- Aaron Giles fixed a 68000 bug that treated 8-bit branches with $FF offsets as illegal, rather than allowing them and generating an address error.
- Aaron Giles created a new header file mamecore.h, which contains the core common useful macros and typedefs that were scattered throughout the header files. Also added endian swapping macros from MESS.
- Aaron Giles fully deprecated the use of cpu_setbank(), which was long ago replaced with memory_set_bankptr().
- Aaron Giles did some major cleanup on the MCR drivers:
- Implemented Super Sound I/O interrupts properly.
- Filled out all memory maps according to schematics.
- Fixed sound sync with various sound boards, allowing for kludges to be removed from Power Drive and Star Guards.
- Re-verified all connections from wiring diagrams.
- Documented various lamp and driver boards from the games.
- Atari Ace made some makefile tweaks to hopefully catch variable declaration problems that kept creeping into builds. Switched gcc compiler standard to gnu89.
- Atari Ace removed the usage of dirent.h APIs on Windows builds.
- Mamesick corrected the resolution to 256x256 in Stagger I, Red Hawk, Sen Jin - Guardian Storm. All other games still have old visible area that is correct for them.
- Nicola Salmoria fixed a crash in Volfied and Operation Wolf due to improper timer usage.
- Bryan McPhail fixed one of the TC360 sprite blending modes (used in Pulirula round 2 and Liquids Kids attract mode).
- Nathan Woods updated the PowerPC core:
- Added infrastructure to generate DSI and ISI exceptions
- Made the lbz/lbzu/lbzux/lbzx instructions properly clear out the high 24 bits in the results
- Added SRR0 and SRR1 to the debug view
- Pierpaolo Prazzoli changed Nitro Ball to use the new deco16_tilemap_34_combine_draw function Bryan added some time ago.
New games added or promoted from NOT_WORKING status
New clones added
New games marked as GAME_NOT_WORKING