MAME 0.98u1

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Revision as of 09:16, 30 April 2007 by Georg (talk | contribs) (Initial version.)
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Release Date

MAME 0.98u1 was released on 16 July 2005.


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:

  • 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.


Game Support

New games added or promoted from NOT_WORKING status


New clones added


New games marked as GAME_NOT_WORKING