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    History Archive - June 2006

 

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  June 30, 2006

MAME source update 0.106u8!

Providing the info as given; this sequel will be going up to 'U11'. This is a 'must come through' situation since there are A LOT of changes done and many more to follow till then. Technical details of this release are here:

0.106u8
-------

MAMETesters Bugs Fixed
----------------------
listxmlvaridation0106u7ora [Aaron Giles, VGR]
screenshot0106u5ora [Aaron Giles]

Source Changes
--------------
Changed -listxml to accept a wildcard gamename like most other
frontend options to limit which games are output.
[Aaron Giles, Buddabing]

More generic 6840 module improvements. [El Condor]

Moved MESS-specific Atari FDC code into a MESS specific file, in
addition to fixing bugs. [Nathan Woods]

Updated the Psikyo4 and Backfire drivers to support multiple
screens. [David Haywood]

Moved some common code into taito_en.c (taito ensoniq sound system).
[David Haywood]

Added 16-bit color support for the DirectDraw renderer (only used if
switchres is off or in a window). Fixed 16-bit line rendering in the
software rasterizer. [Aaron Giles]

Fixed ddraw bug where switching views sometimes didn't clear out the
edges of the screen. [Aaron Giles]

The UI is now limited to a single screen. [Aaron Giles]

Download is available from the usual site. Compile and report any bugs at mametesters as usual...

Whacker

June 24, 2006

MAME source update 0.106u7!

DirectDraw is back! Well, in a different form but it really is, only this time it requires DirectX 7 or later. Details follow:

0.106u7
-------

MAMETesters Bugs Fixed
----------------------
namcond1_0106u3yel [Aaron Giles]

Source Changes
--------------
Improvements to the Sang Ho driver, making them somewhat playable.
[David Haywood, Tomasz Slanina]

Fixed off-by-one drawing error in the Pasha Pasha 2 driver.
[Pierpaolo Prazzoli]

Fixed some instruction forms in the 6309 diassembler to consume
the correct number of bytes. [Nicola Salmoria]

Added back support for DirectDraw. Unlike the old support, this
requires DirectX 7 or later. There is now a new option to control
what video system is being used for rendering. Use -video d3d to use
Direct3D. Use -video ddraw to use DirectDraw. And use -video gdi to
force the use of GDI for rendering. Also added back the -hwstretch
option to control whether or not DirectDraw does stretching. Added
support for the -prescale option when using DirectDraw as well. It
should also work ok with multiple screens. [Aaron Giles]

Added a compile-time option to rendersw.c to prevent reads from the
destination. This removes the ability to do a number of blends and
effects, but allows you to point the software renderer at a video
memory target and not kill performance. It also improves performance
of software rendering in general by avoiding expensive alpha blending
operations. [Aaron Giles]

Improved font logic so that small fonts are scaled more appropriately
at low resolutions. It's not perfect, but works well for most games
when running with the new DirectDraw option, which always renders
games at minimum resolution. [Aaron Giles]

Fixed bug that messed up partial updating. Hopefully it all should be
back to normal again. [Aaron Giles]

Usual stuff @ the usual site. Compile and report any bugs at mametesters...

Whacker

June 24, 2006

MAME source update 0.106u6!

Multithreading postponed, core is back to normal mode. This as the previous release must be considered 'experimental'. Here's what's new:

 

0.106u6
-------

New games added or promoted from NOT_WORKING status
---------------------------------------------------
Pasha Pasha 2 [Pierpaolo Prazzoli]
Rock Tris [Pierpaolo Prazzoli]
Mahjong X-Tal 7 / Mahjong Diamond 7 [Luca Elia]
Janputer '96 (Japan) [Luca Elia]
Watashiha Suzumechan [Luca Elia]

New clones added
----------------
Space Fury (revision B) [Highwayman]
Double Point (Dong Bang Electron) [David Haywood]

New games marked as GAME_NOT_WORKING
------------------------------------
Red Corsair [David Haywood]
Puzzle Star? (Sang Ho) [David Haywood, Tomasz Slanina]
Sexy Boom [David Haywood, Tomasz Slanina]
Super Free Kick [David Haywood]
High Seas Havoc [David Haywood]
Bombs Away [David Haywood, Andrew Gardner]


Usual stuff @ the usual site.

ClrMAME Pro version 3.89a

A new version with some more fixes.

3.89a

  • fixed: searching for illegal crc32 values in setinfo (up/down arrows) crashes
  • fixed: unneeded file shows zips as folders and didn't show the full path in the zip
  • fixed: zip path info with drive letter caused aren't handled correctly
  • added: profiler html report for currently selected folder

Read more here and download it from here.

Whacker

June 10, 2006

MAME source update 0.106u5!

Multithreading reality is finally coming to MAME! OK, not really, but from this version MAME Windows run on a separate thread. I don't know if this is the kickstart that leads to a way of using the sleeping multicore power that many cpus out there are coming with, but it's a nice scenario to think of...

00.106u5
-------

WARNING: Starting with this version, the MAME windows run on a
separate thread. There may be issues relating to this, especially
when running unthrottled. If you see any crashes or odd behavior
under normal operation, be sure to report it to
http://mametesters.org.

MAMETesters Bugs Fixed
----------------------
cheat_menu0106u3ora [Aaron Giles]
cheat_file_option0106u3ora [Aaron Giles]

Source Changes
--------------
Cleaned up decocass driver: [Juergen Buchmueller]
- All hardcoded tables are gone now
- cexplore.pro 32 byte PROM reverse engineered

Fixed windows.mak to support 64-bit builds. [Malice]

Fixed bug where the gamename was reallocated out from under us by
the new config system. [Nathan Woods]

Added the ability to specify a callback when a given option is
parsed. This is used on the MESS side to add system-specific
command line options. [Nathan Woods]

More generic 6840 improvements. [El Condor]

Some improvements to the Pasha Pasha 2 driver. [Pierpaolo Prazzoli]

Added experimental OSD locks: [Aaron Giles]
- osd_lock_alloc() allocates a lock
- osd_lock_acquire() acquires a lock, blocking until success
- osd_lock_try() tries to acquire a lock and returns whether or
not it succeeded
- osd_lock_release() releases a lock
- osd_lock_free() frees memory used by a lock
If the OSD layer is not using multiple threads, these can just be
stubbed out (return TRUE for osd_lock_acquire and fake the rest).

Fixed ESC key not cancelling out of initial UI screens. [Aaron Giles]

More rendering changes/fixes: [Aaron Giles]
- Added new render_view_item_get_state() function to return the
state of a given item
- Changed render_target_get_primitives to return a new structure
render_primitive_list, which contains the list of primitives
along with an osd_lock which must be held while the list is
being traversed
- Added "Rotate View" option to the video menu for dynamic in-game
rotation
- Moved window creation and management to a separate thread; this
means all software rendering and all Direct3D calls are done on
a separate thread from the main game, and will take advantage of
multiple CPUs/dual cores
- Changed throttling behavior to skip rendering if we are already
pending; this makes for a better "fast forward" effect
- Added -prescale option to pre-scale the game bitmaps before
rendering to the screen; this helps get rid of the "fuzzy" look
when running with -filter enabled, at the expense of some speed.
Note that only integral values are currently supported (no "auto")

New games added or promoted from NOT_WORKING status
---------------------------------------------------
Hard Times [Pierpaolo Prazzoli]


Usual stuff @ the usual site.

Whacker

June 6, 2006

MAME source update 0.106u4!

Sooner than we thought there's a new update of the main MAME core. The most important bit in this one is the fix that the previous update had caused. Here's what's new:

0.106u4
-------

MAMETesters Bugs Fixed
----------------------
atarigt0106u3red [Aaron Giles]
bestmatch0106u3ora [Aaron Giles]
midyunit0106u3red [Aaron Giles]

Source Changes
--------------
Added new function mame_debug_is_active() which can be used by
core code to identify when we are paused in the debugger.
[Aaron Giles]

Fixed crash when passing an invalid driver name on the command line.
Centralized the approximate matching logic into driver.c so other
ports can use it as well. [Aaron Giles]

Now properly extracting path from driver name and adding it to the
rompath so that drag & drop of ZIP files works once again.
[Aaron Giles]

More renderer updates: [Aaron Giles]
- Fixed feature detection bug that led to false-positive warnings
when starting up
- Removed extra vertex padding since some graphics cards could not
cope with it
- Added shims to support both Direct3D 9 and Direct3D 8; D3D9 is
the default, with an automatic fallback to d3d8 if not available
- New option -d3dversion can be used to specify preferred version
for testing
- Added 1 pixel black border around all textures to ensure filtering
on some cards doesn't result in garbage at the edge of the screen
- Enabled "do not wait" feature when unthrottled and using D3D9; this
greatly speeds up unthrottled games, but seems to only work in
full screen mode
- Switched from triangle fans to triangle strips
- Ensured that render states are only being set minimally
- Added code to reset the device if lost, allowing application
switching out of full screen mode and fixing multi-monitor mode
with resolution switching

Added new function verbose_printf() which is used instead of checking
the verbose global to print information to the screen. Changed all
locations that were checking the global to use this new function.
[Aaron Giles]

New games added or promoted from NOT_WORKING status
---------------------------------------------------
Card Line [Tomasz Slanina]



Usual stuff @ the usual site.

Whacker

June 3, 2006

MAME source update 0.106u3!

Happy Summer everybody. I'm pretty near my June math exams (16 June) but I manage to steal a little time in order to build a new version and update this site. From this release, MAME implements the new video core as the default rendering engine:

0.106u3
-------

WARNING: As of this build, the new rendering system is enabled by
default. The primary focus at this point is compatibility, not
performance. Compared to the old -ddraw system, it will appear
slower when fully unthrottled because there is not a good mechanism
to skip the render if the graphics hardware is still busy like we
used to do. If you have any trouble getting a correct display or
if you get warning messages printed out when starting MAME, please
post about them on http://mametesters.org.

SECONDARY WARNING: The command line and INI parsing code was
rewritten. If you notice any problems with handling of parameters
in either case, please report the bugs on http://mametesters.org.



There are a few new clones and games added in this version too, but believe me; you won't want to run them yet (or better, they won't run good on your system under the current circumstances, so please wait...) ;)


New games added or promoted from NOT_WORKING status
---------------------------------------------------
Mario Lemieux Hockey (Mega-Tech) [David Haywood, Guru]
Highway Chase (Cassette) [David Widel, Juergen Buchmueller]
Critter Crusher [Mariusz Wojcieszek, gbluma]
Daikaiju no Gyakushu [Tomasz Slanina, Guru]


New clones added
----------------
Turtle Ship (North America) [Brian Troha]


Usual download of source update from the mamedev site.

ClrMAME Pro version 3.88

A new version to match the current MAME core updates. I don't know why, but Roman used VS2005 to build this one. He may has his reasons ;)... Read more about it here and download from here.

Whacker

 

 
     
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