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Old 29-nov-2007, 21:55   #1
LOI
Editor Marciano
MAME 0.121u2 (Emulador multiarcade), versiones y extras (W, L, M)

Ha salido una nueva versión de este emulador multiarcade.


Lista de mejoras y nuevos juegos emulados:

Quote:
Source Changes
---------------------------
Added speedup hack to the mosaicf2 driver. [David Haywood]

Fixed BCD math error in i8051 core. [stephh]

Fixed the m6800 cpu core so that the cpu variants can be compiled independently once again. [Atari Ace]

More formally separated the RSP core from the N64 driver. [Atari Ace]

Fixed invalid dips in panicr and added dip locations. [Sonikos]

Switched some #defines in the core over to enums. Also adjusted the GAME macro so that it results in const data, and that it is defined in terms of the more generic GAMEL macro. [Atari Ace]

Converted some more unnecessary globals into statics. [Atari Ace]

Fixes the M68008 data bus to properly use 8-bit accesses. [Curt Coder]

Cleaned up the peplus.c driver. Added MACHINE_RESET to fix autohold option. Added layouts for several types of games. [stephh]

Fix array overrun in get_num_dips. [Nathan Woods, Michael Zapf]

Moved redundant check for bank switching out of inline code, which nets a small speedup in the midwunit driver. [Christophe Jaillet]

Added save state support to a number of Konami custom chips. [Lei Wu]

Add -pipe flag for GCC in makefile (GCC will pipe between cpp, cc and as rather than using temporary files, which speeds up compiling). [Vas Crabb]

Cleanups to the inline functions: [Vas Crabb]
* Add attributes to functions in eigccppc.h and eigccx86.h to cause GCC to always inline them, and to treat them as arithmetic operators when appropriate (so GCC can identify loop invariants or common subexpressions involving these functions)
* Mark locals in functions in eigccppc.h and eigccx86.h as register, so GCC won't always allocate stack space even at O0 optimisation level
* Add dummy +m operands to atomic access functions in eigccppc.h so that GCC will not cache values across calls even if values are not volatile - this will cause GCC to allocate an additional register at O0 optimisation, but not if optimisation is on
* Don't include <altivec.h> in rgbvmx.h if __APPLE_ALTIVEC__ is defined, as this will cause a compiler warning.

Cleaned up inputs in the System 24 driver: [Sonikos]
- Fixed dips in qrouka, sgmastc, sgmastcj, roughrac, qsww
- Fixed input in dcclub, sgmastc, sgmastj, qrouka (the last is still missing input for the 3rd & 4th player)
- Added more description for each game: region, system (rom or floppy based), version

Removed useless pen_array in the midtunit driver, saving some memory and getting a small speed boost. [Christophe Jaillet]

Added 3D glasses support to the tceptor driver. [BUT]

Unified timer callbacks. All timer callbacks are now passed both a pointer and a parameter. The pointer can only be set at timer allocation time; the parameter can be changed whenever the timer is adjusted. Removed most explicit uses of timer_*_ptr functions in favor of the more generic routines. [Aaron Giles]

Deprecated cpu_yield* functions except for cpu_yield() itself, which yields for the current timeslice only. Drivers that relied on the other yielding functions should be updated to use cpu_boost_interleave() instead, as it does not have the same negative side effects on time management. [Aaron Giles]

Changed video_frame_update() internally to accept a debug parameter which forces updates and does not meddle with synchronization/time accountiing. [Aaron Giles]

Some more internal improvements to the midzeus driver. [Aaron Giles]

Removed the burgeoning list of architecture optimization options. Instead, if you want to make a build optimized for a specific architecture, you explicitly specify the options in a new ARCHOPTS variable. You can control the name of the final executable via the existing PREFIX and SUFFIX variables, which are now documented. [Aaron Giles]

MSVC-based builds now automatically get a 'v' prefix unless otherwise specified. [Aaron Giles]


New games added or promoted from NOT_WORKING status
----------------------------------------------------------------------------
Maze Invaders (prototype) [Aaron Giles]
Guts 'n Glory (prototype) [Aaron Giles]
Jumbo Ozaki Super Masters Golf [Sonikos]


New clones added
-------------------------------
Sky Kid (Manufactured by Sipem) [Corrado Tomaselli]
Next Fase (bootleg of Phoenix) [David Haywood]
Hang-On (Rev A) [Tony Beason]
Shooting Master (set 2, 8751 315-5159a) [Kevin Eshbach]
Super Burger Time (World, set 2) [Patrik Styrnell]

Sitio oficial MameUI32 y MameUI64 0.121u2 (Línea de comandos Windows)


Versiones:

Descargar MameUI32 y MameUI64 .121.2 (Windows)

Descargar MAME Plus! 0.121u2 (Windows)

Descargar MAME 0.121 optimized (Línea de comandos Windows)

Descargar MAME32UIXT 0.121u2 (Windows)

Descargar Mame32Hp4 0.120u3 (Windows)

Descargar SDLMAME 0.121u2(Linux y Mac)

Descargar Mame32 Plus! Plus! 0.119u3 (Soporte Kaillera)

Descargar MameUIFX32 0.121u1 (Windows)

Descargar NEO·ARC MAME32 Plus! 0.121 (Windows)

Descargar MAME32 Neht 0.121u2 (Windows)

Descargar MAME32+ Ash-build 0.121u2 (Windows)

Descargar WolfMAME Plus 0.121 (Línea de comandos Windows)

Descargar AGEMame 49/0.121 (Maquinas tragaperras)


Extras:

Mameinfo.dat v0.121u2

History.dat 0.121

Dats del Mame 0.121

Mame Cheat 0.117

Unofficial Hiscore.dat v0105

Flyers

Screenshots, Icons, Cabinet Images, Background Images, Clrmame *.DATs.


Tutoriales:

Funciones especiales de Mame

Los secretos de Mame

Optimización de MAME32 para ordenadores modestos

Configurar y Jugar en Red con Mame

Configuración avanzada de controles en MAME

Editado por LOI en 03-dic-2007 a las 12:10.
   
Old 30-nov-2007, 21:53   #2
drowsy
Marciano
 
Avatar de drowsy
¿Sabeis alguno si los del Mame32 plus plus han abandonado el proyecto o qué? Creo que la página la tienen en el peor idioma para poder enterarse de algo, no sé ni cual es... :b
   
Old 01-dic-2007, 12:38   #3
Paturlas
I love music games
 
Avatar de Paturlas
¿A nadie le llama la atención este "new clone added"?



Con lo que me costó encontrar quien me dumpeara la rom...
Bueno, al menos ya no tengo que pinchar la placa para poder jugarlo

-Paturlas-
   
Old 01-dic-2007, 20:45   #4
gonchal2004
Marciano
yo esto ya lo he preguntado en otros post pero nadie me dice mada claro. Desde que me he pasado a los nuevos mames tengo problemas con muchos juegos incluso poco pesados tipo galaxian, out zone...Lo que ocurre es que se desincroniza en momentos puntuales el sonido, como si la cpu no pudiese con el juego. ¿alguien sabe algo?
   
Old 02-dic-2007, 02:22   #5
zarkon
Marciano
 
Avatar de zarkon
A mi con los nuevos mames el sonido me hace unos ruidos terribles inaguantables
cuando le da la gana.

Y no es por razones ni de potencia de cpu ni de memoria.

Estos tios no se que hacen, je.
   
Old 02-dic-2007, 12:12   #6
gonchal2004
Marciano
si, eso tambien pero los hace a 11.025 hz. a mi a 48.000 eso no lo hace. A mi lo que me hace es cada 6 o 7 seg un pequeño "tiron", con repeticion de sonido. No en todos los juegos y no siempre con la misma regularidad.