MAME 0.107u4
From MAMEDEV Wiki
Release Date
MAME 0.107u4 was released on 17 August 2006.
Contributors
The known contributors for this version are, in alphabetical order:
Specific Contributions
The known contributions for this version are, in the order specified in the whatsnew:
- Brian Troha fixed the DIP switches for Apache 3 and Dark Mist.
- Mr. Do! added built-in overlays for clowns and maze.
- David Haywood converted Final Romance 2 to be dual screen.
- El Condor converted the VFD display in the BFM games to use a second screen rather than hacking onto the main screen.
- Ben Rudiak-Gould fixed detection of left/right modifier keys when paused. Also added support for recently added keys so they are detected by MAME when paused.
- Aaron Giles changed render_target_alloc() to take a bitmask of flags. In addition to loading a single file, targets can also be marked "hidden", and only non-artwork views can be made visible.
- Aaron Giles added new render target layer config flag to disable screen overlays.
- Aaron Giles changed snapshot taking code to render the particular screen to a temporary render target. This allows vector games to have snapshots again.
- Aaron Giles normalized the naming of several functions in video.c, most importantly:
- force_partial_update -> video_screen_update_partial
- configure_screen -> video_screen_configure
- set_visible_area -> video_screen_set_visarea
- Aaron Giles added new functions that do accurate per-screen timing based on video parameters:
- video_screen_get_hpos
- video_screen_get_vpos
- video_screen_get_hblank
- video_screen_get_vblank
- video_screen_get_time_until_pos
- Aaron Giles fixed a bug that caused the VIDEO_EOF to be called repeatedly while in the debugger.
- Aaron Giles split render.c into rendutil.c, rendlay.c, and render.c to keep the code more organized.
- Aaron Giles abstracted the notion of outputs. A new module, output.c, now controls all outputs. Each output is tagged with a name; some standardization eventually needs to happen on these names, but at the moment it's fully open. The OSD layer can register with output.c to be notified when outputs change. From there, it is free to do what it wants. LEDs have now been converted to outputs with the name "led0", "led1", etc.
- Aaron Giles added support for notifying external clients of changes in output states in the Windows OSD system. See windows/output.h for a list of messages that external clients can register to receive. Removed the built-in hacky LED support in the Windows OSD layer. Created a sample application ledutil.exe which subscribes to the external events and routes the "led0", "led1", and "led2" outputs to the keyboard LEDs just like before. If you want to continue to have LED support, simply copy ledutil.exe into your startup folder and let it run in the background.
- Aaron Giles modified the Q*Bert driver to signal a "knocker0" output when the knocker is triggered.
- Aaron Giles added new layout element component type "text", which lets you draw text in the built-in MAME font onto an element in a layout. This can be used for basic lamps and built-in layouts. See maxaflex.c for an example.
- Aaron Giles added new layout element component type "led7seg", which constructs a 7-segment LED in an element in a layout. This is commonly used for external score and timer displays. See maxaflex.c for an example.
- Aaron Giles added built-in layouts for Turbo, Subroc 3D, Buck Rogers, Atari Football, Atari Baseball, and Super Speed Racer using the new primitives.
- Aaron Giles fixed an overflow computation in the S2650 core.
- Aaron Giles finished more Sega G-80 raster cleanups:
- consolidated the video hardware implementations
- fixed cocktail mode video and controls in all games
- fixed Monster Bash (2 board version) video
- revived Sindbad Mystery and fixed sound chip frequencies
Game Support
New games added or promoted from NOT_WORKING status
New clones added