MAME 0.118u1
From MAMEDEV Wiki
Release Date
MAME 0.118u1 was released on 10 August 2007.
Contributors
The known contributors for this version are, in alphabetical order:
- Aaron Giles
- Andrew Gardner
- Atari Ace
- Curt Coder
- Ernesto Corvi
- Olivier Galibert
- R. Belmont
- Roberto Fresca
- Ryan Holtz
- smf
- stephh
Specific Contributions
The known contributions for this version are, in the order specified in the whatsnew:
- Atari Ace fixed the behavior of auto_realloc() so that it always reallocs from its original pool.
- Atari Ace fixed a divide-by-zero error when running with -video none in some cases.
- R. Belmont and Ryan Holtz contributed fixes to the ARM7 core:
- Fixed behavior when R15 is the source of a MOV
- Fixed flags calc for ADC/SBC
- Fixed flags calc for NEG
- Fixed flags calc for CMP
- Fixed time running backwards on Thumb instructions
- Fixed some ARM instructions doing indiscriminate change_pc()s
- smf fixed converting CD's containing audio that were ripped by cdrdao, which was broken recently. The code is cleaner and more maintainable now.
- smf fixed chdman_open() "w" to always create/truncate the file, leaving "r+" to try opening first and then truncating. This matches behavior in the core.
- Curt Coder added the missing port 3/4 to the M6803 cpu core.
- Curt Coder changed the 6850ACIA to use MSB/LSB read handlers.
- Andrew Gardner fixed two minor bugs in the COP400 CPU disassembler. Hooked up the internal 64 bytes of DATA RAM to the core.
- Olivier Galibert added support for reading/writing memory without translation to the debugger.
- Ernesto Corvi updated the MSM6242:
- Added support for 12/24 hour mode
- Added support for the HOLD bit
- stephh updated the Galaxian driver:
- fixed 'spcdraga' GFX ROMS loading
- 100% verified Dip Switches for all sets
- added long notes for all sets
- Aaron Giles significantly revamped the tilemap rendering code. There are now only two tilemap types, based on whether or not you want transparency based on pen or color. All existing tilemap effects are built on top of these two modes. The internal tilemap handling code has been reorganized and simplified in a number of cases. For most games, this change is transparent (har har), apart from the change in tilemap type values. Several concepts within the tilemap system now have different terminology for clarity and to remove some ambiguous naming ('priority', for example, was overloaded). A small tutorial and better documentation is now present at the top of tilemap.h and provides more details of the changes.
Game Support
New games marked as GAME_NOT_WORKING