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	<title>MAME 0.89 - Revision history</title>
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	<updated>2026-04-28T05:30:13Z</updated>
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	<entry>
		<id>https://wiki.mamedev.org/index.php?title=MAME_0.89&amp;diff=961&amp;oldid=prev</id>
		<title>Georg: Initial version.</title>
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		<updated>2007-05-08T10:48:12Z</updated>

		<summary type="html">&lt;p&gt;Initial version.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== Release Date ==&lt;br /&gt;
MAME 0.89 was released on 24 November 2004.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Contributors ==&lt;br /&gt;
The known contributors for this version are, in alphabetical order:&lt;br /&gt;
&lt;br /&gt;
* [[Charles MacDonald]]&lt;br /&gt;
* [[Chris Hardy]]&lt;br /&gt;
* [[David Haywood]]&lt;br /&gt;
* [[deadscreem]]&lt;br /&gt;
* [[Derrick Renaud]]&lt;br /&gt;
* [[Nicola Salmoria]]&lt;br /&gt;
* [[Philip Bennett]]&lt;br /&gt;
* [[R. Belmont]]&lt;br /&gt;
* [[smf]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Specific Contributions ==&lt;br /&gt;
The known contributions for this version are, in the order specified in the whatsnew: &lt;br /&gt;
&lt;br /&gt;
* [[David Haywood]] improved inputs in DDCrew, all 4 players can now be used, although only	the service coin works. &lt;br /&gt;
&lt;br /&gt;
* [[smf]] hooked up the Nitro button in Turbo Outrun&lt;br /&gt;
&lt;br /&gt;
* [[R. Belmont]] improved the GPRider Sound&lt;br /&gt;
&lt;br /&gt;
* [[deadscreem]] fixed Cotton, Turbo Outrun filenames&lt;br /&gt;
&lt;br /&gt;
* Fixed Thunderblade filenames&lt;br /&gt;
	&lt;br /&gt;
* [[Nicola Salmoria]] updated the Namco System 1 driver:&lt;br /&gt;
** added a new function tilemap_draw_primask(). This takes an additional parameter, which is ANDed with the contents of priority_bitmap before ORing it with the specified priority. Essentially, the old tilemap_draw() is equivalent to tilemap_draw_pribuffer(..., 0xff). The two should probably be unified. This new handling of priority_bitmap allows a more intuitive handling of pdrawgfx(), and more layers to be used (up to 31, instead of just 5 - Namco S1 needed 8). NOTE: to implement this change, I had to disable the asm optimized routines PDT16 and PDO16 in windows/oslinline.h. If they are useful for performance, they should be updated and reenabled.&lt;br /&gt;
** fixed sprite handling and removed all the nonsense hacks from the video update&lt;br /&gt;
** made sprite/tilemap priorities orthogonal (not sure if it was needed).&lt;br /&gt;
** also updated System 86 (which uses the same sprite hardware) to the latest code. Curiously, this introduces sprite/sprite priority issues in Wonder Momo. I&amp;#039;m puzzled by this.&lt;br /&gt;
** vastly improved the key custom emulation, shrinking it down to three basic types. This also fixed issues with pistoldm (e.g. bomb explosions, and other random events).&lt;br /&gt;
** fixed DAC sounds in berabohm and faceoff, two sounds at the same time were causing severe slowdowns.&lt;br /&gt;
** fixed Namco logo in Dangerous Seed&lt;br /&gt;
** cleaned up input ports, using PORT_INCLUDE&lt;br /&gt;
** found some more debug dip switches&lt;br /&gt;
** added support for visibility window, this fixes countless issues with partial video updates and the intro of Rompers&lt;br /&gt;
** fixed berabohm inputs&lt;br /&gt;
** better ROM loading, closer to the hardware (though it uses more memory)&lt;br /&gt;
** toggling the test mode dip switch is enough to enter test mode - no need to reset&lt;br /&gt;
** removed the galaga88 set: it was a hacked version removing the key custom checks and disabling ROM checksum tests&lt;br /&gt;
** cleaned up the CUS30 wavedata/sound command/RAM interface, put it all in a single function&lt;br /&gt;
** splatter061gre: I don&amp;#039;t think this is a bug&lt;br /&gt;
** splatter061gre2: I don&amp;#039;t think this is a bug, just dark brown would look black on an arcade monitor&lt;br /&gt;
** splatter061gre3: please verify if this still applies / I don&amp;#039;t think it is a bug&lt;br /&gt;
** splatter061gre4: please verify if this still applies&lt;br /&gt;
** namcos1c070u5gre: I don&amp;#039;t think this is a bug, attract mode plays back a few seconds from the last game played. In bootup, there is no previous game, so no demo play. I agree it&amp;#039;s awkward, though.&lt;br /&gt;
&lt;br /&gt;
* [[Derrick Renaud]] updated the discrete sound system:&lt;br /&gt;
** Discrete Sound Changes&lt;br /&gt;
*** Modified Discrete core node inputs to use pointers to the data, instead of moving the data into the inputs at each step.  This speeds up discrete emulation.&lt;br /&gt;
*** modified all current modules and drivers to use new code.&lt;br /&gt;
** New Discrete Modules Added&lt;br /&gt;
*** DISCRETE_555_ASTABL has been modified to remove control voltage support.&lt;br /&gt;
*** DISCRETE_555_ASTABL_CV has been added if control voltage is used.&lt;br /&gt;
** Game Driver Changes&lt;br /&gt;
*** frogs-  Removed discrete tongue sound for now.  Added sample support. The buzz sound of flys is constant because it can&amp;#039;t be emulated properly until full discrete support is added. Samples are from the ones posted by Twisty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game Support ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;New games marked as GAME_NOT_WORKING&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* [http://www.mameworld.net/maws/romset/sgmastc Super Masters Golf]&lt;br /&gt;
* [http://www.mameworld.net/maws/romset/hcrash Hyper Crash]&lt;br /&gt;
* [http://www.mameworld.net/maws/romset/smgpu Super Monaco GP]&lt;br /&gt;
&lt;br /&gt;
[[Category:Releases 2004]]&lt;/div&gt;</summary>
		<author><name>Georg</name></author>
	</entry>
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