![]() |
#1 |
Marciano
|
busco mame antiguo
Con un 0.8xx me vale perfectamente, pero lo busco de alguien que lo tenga compilado sin los mensajes de aviso. Yo he podido recompilar sin problemas las ultimas versiones y adaptarlas a mis necesidades pero lo que quiero es una antigua ya que las 0.8xx me van bien con la maquina que tengo y en cambio las nuevas (no se bien por que) hay juegos como el double dragon (el original, no el de neogeo) que la musica da tirones. Y mira que es antiguo el juego....
La maquina es un duron 1,2 con 384 megas de ram y grafica integrada Saludos y gracias |
![]() |
#2 |
Administrador
![]() |
Lo siento, Almeyda, pero por el foro no se podrá suministrar un enlace a un MAME compilado sin los mensajes de aviso. Los programadores de MAME prohiben expresamente eso.
Un saludo. |
![]() |
#3 |
Marciano
![]() |
Pero si buscas en la página oficial de mame (pon mamedev en google), a la izquierda pone Downloads - Previus releases, ahi tienes los mames antiguos compilados y sin compilar.
![]() |
![]() |
#4 |
Editor Marciano
|
Las versiones 0.8x no necisitas compilarlas. Ya que puedes editar mame.ini y cambiar los dos 0's a 1's:
skip_disclaimer 1 skip_gameinfo 1 |
![]() |
#5 | |
Marciano
|
Quote:
Perfecto. Con eso me es mas que suficiente. Gracias |
|
![]() |
#6 |
Marciano
![]() |
yo tengo el mame32 version 0.80 y 0.81 y en el ini no veo esas opciones, solo las veo en el mameplus, en el mame32 como se hace?
|
![]() |
#7 |
Editor Marciano
|
Cada version es diferente. Pero tiene que estar en una de las opciones en Mame32. La que yo uso es la de linea de commandos.
|
![]() |
#8 | |
POKE Moderador,255
![]() |
Eso de
Quote:
![]() |
|
![]() |
#9 |
Marciano
|
Alguien sabe a partir de que version el mame empezó a cargar las roms de neogeo?
|
![]() |
#10 | |
Editor Marciano
|
Quote:
Code:
$info=neodrvr.c $drv 0.116u1 [Zsolt Vasvari] 0.34b1 [Shin Emu Keikaku team, AVDB, Bryan McPhail, Fuzz] TODO: - Fatal Fury 3 crashes during the ending, this doesn't occur if the language is set to Japanese, maybe the English endings are incomplete / buggy? - Graphical Glitches caused by incorrect timing? Ninja Combat sometimes glitches. Some raster effects are imperfect (off by a couple of lines). - Mult-cart support is not implementd, the MVS can take up to 6 carts depending on the board being used. NONBUGS: - Bad zooming in the Kof2003 bootlegs - this is what happens if you try and use the normal bios with a pcb set, it looks like the bootleggers didn't care. - Glitches at the edges of the screen - the real hardware can display 320x240 but most of the games seem designed to work with a width of 304, some less. - Distorted jumping sound in Nightmare in the Dark NOTES: - The NeoGeo rendering code has been rewritten to be fully scanline based, this will allow for more accurate rendering. Partial updates are forced whenever a video ram write occurs. Currently Blazing Star seems to have some issues with the new code (flickering during the Tunnel level, there are probably some timing bugs elsewehre in the driver). - NeoGeo games (at 320 pixel width) (various): Scrolling near the screen edges looks incorrect in many games. Check the left side of the screen in lbowling when bowling, kotm when walking to the right. Happens on the real machine, sadly. Check this pic of King of the Monsters MVS. Thanks to Reznor007 - realbout2: Using a usa bios rom if you insert a coin on the 'winners dont use drugs' screen on a single slot the games will use the neogeo bios s1 tileset rather than the game tiles, this causes most of the graphics to be hidden and the games to be unplayable, it will also end up using the mainboard z80 bios so sound will be broken, the games should fix themselves if you let them run another attact loop after gameover, on a multi-slot the games will reset. These were the first 4 'gigapower' games, the bug was fixed after that. Happens on a real MVS. Razoola WIP: - 0.120u3: Hairu fixed the JAMMA PCB games (ms5pcb, svcpcb,svcpcba, kf2k3pcb), which crashed on startup. - 0.120: Updates to various NeoGeo ROMsets. Some ROM names updated to match verified names from chip labels. A lot of "older" sets have been redumped to investigate the "64k m1/s1 issue" (also the m1 "overdumps"). Result was, ALL m1 ARE at least 128kx8; ALL s1 ARE 128kx8. The old m1 "overdumps" were incomplete dumps. In addition, it has been discovered that all "p-roms" do have a minimum size of 4mbit. A number of sets have been restored to their "original" state, and a number of others have been marked as bad dumps where appropriate. Specific changes include [Johnboy]: bjourney: readded 128k m1 from Mame v0.34b5, bstars: fully redumped, added correct m1, bstars2: fully redumped, added correct m1, goalx3: readded 128k m1 from Mame v0.34b5, janshin: readded 128k m1 from Mame v0.34b5, joyjoy: added correct m1, legendos: readded 128k m1 from Mame v0.34b5, maglord: fully redumped, added correct m1, mutnat: partially redumped, added correct m1, nam1975: fully redumped, added correct m1/s1, ncombata: fully redumped, renamed set to ncombath, neomrdo: readded 128k s1 from Mame v0.34b5, pbobblen: readded 128k m1 from Mame v0.34b5, puzzledp: readded 128k s1 from Mame v0.34b5, ridhero: fully redumped, added correct s1, socbrawl: readded 128k s1 from Mame v0.34b5, ssideki2: fully redumped, strhoop: readded 128k m1 from Mame v0.34b5, svc: removed MVS tag, only one version exists (AES/MVS/PCB), svcboot: removed MVS tag, tws96: readded 128k m1 from Mame v0.34b5, viewpoin: readded 128k m1/s1 from Mame v0.34b5, wh2j: partially redumped, renamed to wh2jh, is verified AES version, wh2j: fully redumped, is verified MVS version, wh1h: fully redumped, is verified AES version and wh1ha: renamed from wh1h to wh1ha. - 0.118u3: Atari Ace added new AM_READ_PORT() macro which lets you define an input port read callback based on a port tag. This is now preferred over the previous technique of calling port_tag_to_handler() within an AM_READ() macro. Updated Neo-Geo driver that uses the latter pattern to the new system. - 0.117u1: Neo-Geo update [Zsolt Vasvari]: BIOS only driver 'neogeo' no longer crashes. Cleaned up memory banking code to use memory_set_bank() instead of memory_set_bank_ptr(). Fixed LEDs. - 0.116u3: Zsolt Vasvari updated FM emulator to use mame_time instead of double. Removed old neogeo hack from FM code as it appears to no longer be necessary. - 0.116u2: Neo-Geo updates [Zsolt Vasvari]: Fixed several regressions from previous update. Added LED outputs. Improved smaller visible area configuration. Fixed missing sounds and music in all ADK / Alpha Denshi games (adk0116yel). Fixed crashes in svcpcb, ms5pcb and kf2k3pcb (neodrvr0116u1red). JohnBoy fixed some incorrect information in the Neo Geo ROMsets. - 0.116u1: Splitted driver into neodrvr.c and neogeo.c. Removed machine\neogeo.c. Rewrote Neo-Geo driver again based on information from Charles MacDonald. This update fixes a number of issues with the previous attempt [Zsolt Vasvari]. - 0.113u3: Some minor NeoGeo set updates [Johnboy]. Aaron Giles fixed glitches in Neo-Geo driver introduced in last update. - 0.113u2: Zsolt Vasvari updated NeoGeo driver to the new video timing code and raw screen parameters, this fixed also the messed up graphics. Changed VSync to 59.185606 Hz. - 0.112u3: JohnBoy fixed naming and identification of several NeoGeo roms. - 0.108u4: R. Belmont fixed neocrypt.c to work on big-endian machines. - 0.104u6: Xvi added save state support to PD4990a device for NeoGeo. - 0.104u5: Aaron Giles fixed memcards properly. They are no longer hardcoded for the NeoGeo. The implementation has moved to generic/machine.c, and a callback handler very similar to NVRAM is now supported in the machine driver definition. Cards are created per-game, so the memcard directory now has a subfolder per game with each game's cards stored underneath. - 0.104u2: Aaron Giles fixed typo bug (typo0104ora). - 0.104: More NeoGeo cleanups. - 4th February 2006: R. Belmont - It turns out that the Sega CD and Neo-Geo CD use the same CD controller chip. - 0.103u5: David Haywood hooked up watchdog for NeoGeo games and removed a number of hacks. - 24th January 2006: David Haywood - Not strictly MAME work but I thought I'd take a crack at emulating the NeoCD system (probably for MESS) using the MAME NeoGeo driver and some information from ElSemi as the basis of the work. So far I've hooked up some basic code to allow it to write the C data on the fly and boot the BIOS. - 0.103u3: David Haywood rewrote NeoGeo video system, removing distinction between raster and non-raster games and cleaning up the code significantly. He also cleaned with Razoola the NeoGeo mess from 0.103u2. Changed visible area to 320x224. - 12th January 2006: David Haywood - Razoola cleaned up the NeoGeo sets as they were quite a mess in 0.103u2 to say the least. - 0.103u2: Added code to support remaining NeoGeo sets [http://neosource.1emulation.com/forums/]. - 0.103: Added machine\neoboot.c and machine\neoprot.c. David Haywood cleaned up/reorganized some of the messy NeoGeo code. Separated out bootleg-specific hacks into additional files. - 0.91u2: Razoola corrected NeoGeo mirroring + additional information on coin counters etc. - 0.91: Fixed some GFX bugs and changed VSync to 59.185608 Hz. - 27th January 2005: Mamesick forwarded some NeoGeo video hardware emulation changes/improvements from an anonymous contributor which remove a hack previously used for kof94 and fix the auto-anim speed. He also fixed a few minor text errors in MAME. MameSick fixed many graphical issues, including those in Thrash Rally, TWS96, Top Players Golf and possibly more. - 0.90u3: Added Japan MVS (Ver. 1) bios rom. - 0.84: Carlos Santillan added some minor NeoGeo rendering speedups. - 0.79u2: HPMAN updated the NeoGeo sets to use correct roms. - 0.78: Removed NeoMAME / CPMAME. - 13th November 2003: Brian Troha cleaned up a few unnecessary ROM loads in the Neo Geo driver. - 0.76u2: Some input fixes in neogeo.c [HowardC]. - 0.70: Paul Priest improved bios selection code, now -bios japan can be used with the NeoGeo driver for example. - 0.69u3: Changed visible area to 320x224. - 0.69b: Aaron Giles changed NeoGeo to use boost_interleave for tight CPU communications instead of throwing cyces away. Changed visible area to 304x224. - 0.69a: Mame32Plus team improved Save-State support for NeoGeo games. David Haywood changed NeoGeo resolution to be 320 wide, this is correct, the glitches it causes are verified against a real MVS. Guru verified and corrected clock speeds. Changed VSync back to 60Hz. - 26th May 2003: David Haywood forwarded the 68k CPU core select and Neo Geo save states from MAME32 Plus! - 0.69: David Haywood added NeoGeo Mahjong control panel support. Changed NeoGeo framerate to 59fps based on Mametesters report about Kof98 intro sync. It would be nice if somebody could give a real accurate measurement of this. Added USA 2-Slot bios and Asia Bios to NeoGeo Driver (recompile to use), also readded line removed by mistake, fixed coinage bug when using USA Bios. Adds the system option "bios". Rom loading is now modified so that if any of the 4 bits in ROM_BIOSFLAGSMASK of the rom flags are set, it will only be loaded if the value+1 == options.bios. NeoGeo has been modified to take advantage of this as follows: 0 - "sp-s2.sp1"- Europe, 1 Slot (also been seen on a 4 slot) (default), 1 - "sp-s.sp1" - Europe, 4 Slot, 2 - "usa_2slt.bin" - US, 2 Slot, 3 - "sp-e.sp1" - US, 6 Slot (V5?), 4 - "asia-s3.sp1" - Asia S3 Ver 6, 5 - "vs-bios.rom" - Japan, Ver 6 VS Bios and 6 - "sp-j2.rom" - Japan, Older. Removed NeoGeo Memory Card Manager RESET / CALL option from UI, this feature is only available on the AES console and should be in Mess (and probably won't be needed at all with a real AES bios. - 19th May 2003: Paul Priest added support for choosing the BIOS in the Neo Geo driver without recompiling. - 18th May 2003: David Haywood added support for the mahjong control panel in the Neo Geo driver. - 0.68: Removed 'Territory' and 'Game Slots' dipswitches in all games. Renamed all BIOS roms in neogeo.zip and added new user1 roms. - 26th March 2003: David Haywood resubmitted the alternate BIOS support for Neo Geo, this time using a compile time switch. - 0.63: Added 'Game Slots' dipswitch to all games. - 9th January 2003: David Haywood removed the Neo Geo BIOS hacks and added support for other BIOS ROMs than the one that is currently used. - 0.62: ElSemi fixed cracking and missing sounds in some neogeo games. Especially kof99 ("how to play" loop) and shocktro (end of attract missing sound). - 27th September 2002: ElSemi and Paul Priest fixed the Neo Geo memory card interface. - 0.61: Improved raster effects handling in NeoGeo games [Razoola]. - 2nd July 2002: smf added proper emulation of the LFSR random number generator in the Neo Geo driver. - 30th June 2002: smf fixed the random number emulation in the Neo Geo driver thanks to information from Razoola. - 28th June 2002: Nicola Salmoria adjusted the Neo Geo raster effects emulation thanks to information from Razoola. - 10th May 2002: Dan Gendreau submitted a change to the Neo Geo driver so that Pop 'n Bounce can be controlled with a paddle. - 0.58: Added includes\neogeo.h. - 0.57: Moved ng-sfix.rom from gfx1 to gfx2 and ng-lo.rom from gfx3 to gfx4. Move all gfx2 roms to gfx3. - 0.56: Added machine\neocrypt.c. Added gfx3 rom 'ng-lo.rom' to neogeo.zip. - 17th September 2001: Nicola Salmoria implemented correct y zoom for the Neo Geo hardware thanks to help from Miguel Angel Horna, but it causes some problems with games using raster effects. - 0.37b13: Nicola Salmoria fixed NeoGeo raster effects. - 4th March 2001: Nicola Salmoria improved the C 68k core so that it can use separate memory handlers for different width data, and he fixed it from crashing in many Neo Geo games. - 28th February 2001: Nicola Salmoria improved the Neo Geo raster effects emulation. - 16th February 2001: Nicola Salmoria fixed the Qsound ROM loading and also fixed Neo Geo games from crashing. - 0.37b12: Ralf Willenbacher fixed auto animation speed in the NeoGeo games. - 7th February 2001: Nicola Salmoria improved the raster effects emulation in the Neo Geo driver. - 0.36RC2: [DOS] There are now two options for Hot Rod key mapping, -hotrod and -hotrodse. The latter remaps NeoGeo games to use the lower row of buttons. - 0.36RC1: [DOS] -hotrod selects a more appropriate button configuration when NeoGeo games are played [Paolo Fiorani]. - 0.36b8: Massimo Morra speed up a little the NeoGeo raster effects. - 0.36b1: Changed visible area to 304x224 in all NeoGeo games. - 0.35RC2: Nicola Salmoria incresed the horizontal resolution for NeoGeo to 320 (320x224). This looks strange with some games, but it is definitely the correct value as I verified it on the real thing. Games like Puzzle Bobble and Baseball Stars use the extra area, while most of the other games draw just two bars in there. If a game looks odd, adjust your monitor to send the extra area offscreen. IMPORTANT FOR PORTERS: the "safety area" allocated by osd_new_bitmap() must now be 16 pixels instead of 8. This is required by the NeoGeo driver. - 0.35RC1: Brian Lewis and Andrea Mazzoleni added new tweaked VGA modes: 384x240 (for CPS1, Pang etc.), 384x256 (for Lode Runner etc.), 336x240 (for Gauntlet and other Atari games), 320x240 (for NeoGeo and others). - 28th May 1999: Andrew Prime added cycle skipping to the most recent Neo Geo games, and Nicola partly fixed a small graphics glitch in Thrash Rally. - 0.35b12: Fabrice Martinez added memory card support in the NeoGeo driver. Card data is saved to the MEMCARD directory (you have to create it). Use the TAB menu to access the memory card options. Nicola Salmoria drastically reduced load times of the larger NeoGeo games. - 0.35b10: Nicola Salmoria added "kbmame" multi-button key equivalents for the NeoGeo games. They are only available if cheats are enabled. - 25th April 1999: Nicola modified the Neo Geo driver to load the roms MUCH faster, and it's not any minor improvement, the minutes waiting at the black screen is completely eliminated. - 17th February 1999: Fabrice Martinez has emulated the memory card and the calendar in the NeoGeo driver. - 0.35b3: Nicola Salmoria added 16-bit color support in the NeoGeo driver. It's enabled in a few games which were particularly affected by reduction to 256 colors. Changed Z80 CPU2 clock speed to 6MHz. - 0.35b2: Nicola Salmoria attempt at emulating some raster effects in the NeoGeo games. The IRQ2 handling is still 99% unknown, however you can see the field in Super Sidekicks 3 and 4. This is largely unaccurate, and VERY slow. Hit F1 to toggle the emulation on or off (by default it's on). - 0.35b1: Nicola Salmoria emulated some raster effects in the NeoGeo games. The IRQ2 handling is still 99% unknown, however you can see the field in Super Sidekicks 3 and 4. This is largely unaccurate, and VERY slow. Hit F1 to toggle the emulation on or off (by default it's on). Fixed NeoGeo palette - it's 5 bits per gun, not 4. Of course this makes the reduction to 256 colors even more difficult. 16-bit video modes will be supported in a later version. - 0.34b8: Neo Geo status: All games work, both in arcade and home mode. If you are stuck with a copyright message or the coin inputs don't work, delete the .CFG and .HI file for that game. This will fix the problem. Super Sidekicks controls still stop working after a couple of minutes, though. Sound support is 95% complete. If you experience garbled sound and you get NO GOOD DUMP EXISTS errors, this is caused by bad ROMs, not by imperfect emulation. There is NO WAY to fix that apart from redumping the bad ROMs. If you get a Z80 ERROR message, it means that the sound program ROM is bad. Run the game without sound. A few games have graphics glitches which are not easily fixed. "ROM length mismatch" errors. If you get these, you are just using ROMs larger than the ones MAME expects. This is not a fatal error and the game will still run fine (provided the ROMs are good, of course). You can "fix" the ROMs yourself just by removing the second half of the file. Note that the sizes used by MAME are sort of arbitrary. In many cases it is difficult to know for sure which size the ROMs are really supposed to be, so we decided to consistently use the smallest possible files. The real ROMs *might* be larger than that, but the extra space is not used by the game - it is either all FF, or contains a verbatim copy of the first half. - 0.34b6: MAME - FULL sound support, FM synth and ADPCM samples, on 90% of games using the YM2610 emulator [Hiromitsu Shioya]. Auto-animations are supported, these are used in many games. The Neogeo graphics hardware can cause animation without intervention from the main cpu. You can see this in the backgrounds of games such as Karnov's Revenge, Street Hoops, Samurai Shodown, King Of Fighters etc. Very accurate scaling support, including full screen zooms. No more 'missing tiles' on zoomed graphics. Major speedup! You should see at least 20-50% increase on all games. The downside is you will see a black screen for a few seconds at the start of every game as the graphics are converted to a custom format. There are many other optimisations in the video code too. Fixed bug in y-flipped tiles glitched when y<0 (Thrash Rally). Several games have experimental 68000 idle cycle skipping, for these games you should see increases of between 5% and 20%. Games currently using this method are: Puzzle De Pon, Karnov's Revenge, Wind Jammers, Street Hoops and Neo Bomberman. SRAM save size has been reduced to 0x2000 bytes from 0x10000. The NeoGeo has 8 memory frames and will store sram data for upto 8 games regardless of how many physical cartridges the machine can take. The Mame emulation emulates a fixed 1 cartridge neogeo, therefore only the first 0x2000 bytes of the SRAM should ever be used. Due to bullet-proofed(!) memory handling there should be no more corrupt sram saves either. Remember you can delete a game settings by deleting it's file in the 'hi' directory. Bug where SRAM states were reloaded upon every reset is fixed. Issues: Some games will give a piracy warning. You can still play the games if you set them to run in Console (Home) mode. For some games you can set the game back to arcade mode after the protection check is done and leave it that way (because some games leave a flag in SRAM as to whether the game has passed it's security check). Line (row) scrolling is not implemented. This is used for the floor in Karnov's Revenge, special effects in Spinmasters, etc, and many others. The calendar chip is not yet implemented. This release should give a substantial speed boost over previous betas, and there are some more optimisation ideas to be tried. The Neorage team will support all fixes to the bad roms and make sure their emulator is compatible. Most fixed romsets will work on Neorage already. Added bios zip file 'neogeo.zip'. Added Z80 (4MHz) CPU2 and YM-2610 (8Mhz) sound. - 0.34b4: MAME - This beta contains a major update to the NeoGeo driver. It is still far from perfect but has many improvements over the previous version. This is still very much a 'work-in-progress' driver with many known problems. Hopefully these problems will be fixed soon. How to: You need a zip file called neogeo.zip in your rompath. It should contain at least two files: neo-geo.rom (128k) and ng-sfix.rom (128k). There should also be two other roms which are not yet used by Mame, they _will_ be used in future versions of this driver so do not delete them. You also need to place the game zip in your rompath. If you do not know what 8 character filename the NeoGeo game you want to play has you can type: mame -listclones neogeo. That will list the 8 character zip names of all currently supported games. What's New? Many graphics improvements: * 'Missing tiles' in games such as Puzzle Bobble are fixed. * Scaling is improved, but still not perfect. Full screen zooms tend to break (eg, Thrash Rally, Art of Fighting). * 'Japan/Europe/USA' territory selection in dipswitch menu. * Start & coin key positions are moved to their 'standard' MAME positions. * Coin inputs work, freeplay is no longer the default.* Soft dipswitches are fully emulated and saved per game, the files are saved to the hiscore directory for now. * Custom drawgfx routine in place. This is slower than the previous MAME release but allows the graphics to be drawn from their native data. This allows: * MEMORY REQUIREMENTS APPROXIMATELY HALVED! And also quicker loading time.* If you experience a 'black screen' for a few seconds after loading it is because the 'pen usage' arrays are being calculated. MAME NeoGeo uses a compressed palette system to give the full NeoGeo 12 bit colour on an 8 bit display (this is nothing new, almost every other MAME driver for high colour games works in the same way, by choosing only the colours that are actually displayed at any one time). Although this gives better quality it actually takes around 10-15% of the processor time each frame. * There is no 'black screen' at the end of each games demo. All games now behave as per the arcade version and cycle to the 'NeoGeo logo' screen. Notes on soft dipswitches: You can access these from pressing F2 (self test) or setting the test mode dipswitch and resetting the virtual machine. Both soft dips and cabinet settings are saved for each game. If, for some reason, you experience strange gameplay (NOT graphics glitches), the soft dips may have become corrupt (this _is_ still a beta release!), to clear them you can wipe the file in the hiscore directory for the game OR go into the hardware test and select the 'clear backup ram' option (recommended). Other Fixes: Emulation of soft dips fixed many problems games had in previous versions, for example, the game timers being set low in games such as KOTM and Art of Fighting are fixed. Almost all 'gameplay' issues are fixed by this. Sidenote: The 'blood bios' is not needed, nor supported. All games affected by the blood bios actually have the 'blood' option in their soft dip options. It can be turned on & off there without having to use a special bios. In fact any non-standard bios may not work at this point. Due to the much decreased memory requirements large games such as Karnov's Revenge now work. What isn't fixed? 'New' games such as Metal Slug, Pulstar, Shock Troopers do not work, either due to protection or bankswitching used in these games (information needed!). The animation in the 'rain' scenes of Karnov's Revenge does not animate! As mentioned before, full screen zooms are not correct. The MVS memory card is not supported. Probably many other small bugs too. - 0.34b4: Bryan McPhail - All graphics nearly fixed, including missing tiles on zooms (pbobble etc). All zooms nearly 100%. Added USA/Japan/Europe mode. Altered start/select button placement, hardly anything uses select so I put start in it's usual Mame place (1 & 2). The 68000 can read back the byte it sends to the z80, at 0x320000. Fixed soft dips! And implemented backup ram to save them. No crash at end of demo when trying to switch cartridges. Coin inputs work. - 0.34b1: Added neogeo.c driver. TODO: Properly emulate the hard and soft dipswitches. Bring memory requirements down. The system is trying to switch games. Leaving it running in attract mode will cause the game to hang, because the system thinks it has got 255 cartridges inserted (see test mode). Implement proper scaling. Properly emulate the uP4990. Fix coin inputs. NeoRage has American, Japan & Europe setting, we only have Jap/English for now, NeoRage also has 'censor' dipsetting. - 3rd Augsut 1998: AVDB - All drivers now load the bios rom from the dummy parent no need for zipping the rom in every set. Removed all CPP style comments. - 1st Augsut 1998: Bryan McPhail - Currently, the 4bpp NeoGeo graphics are expanded to 8bpp Mame graphics, giving HUGE memory requirements. We have to use a custom zoom function anyway, why not just change it to draw from the 4bpp data... Would save a lot of memory. Compressed all the machine drivers. Added colour fade at start. Fixed the crash when going into soft dips. (bpx at c19c0a). RAM at 10f300 to 10ffff seems to be static? - 31st July 1998: Bryan McPhail - Started new layout of drivers, below. Added first attempt at zoom graphics. Made all games clone of NeoGeo parent, so the bios will load from it's own zip file (doesn't work yet). Added Thrash Rally - has lots of full screen zooms. - 30th July 1998: Bryan McPhail - Found sound byte. Found test switch (from hardware test). Coin inputs still dont work... Note: puzzle de pon, puzzle bobble, karnov revenge have tiles lowered for testing.. fix later. Changed all REAL_60HZ to just 60HZ - no vbl is used here, slight speedup. Fix the drivers at bottom. - 29th July 1998: Bryan McPhail - Added Karnovs Revenge. Core change: Make sure 'total' in GfxLayout is an INT not a short. Unsigned int in GfxElement. - 28th July 1998: Bryan McPhail - Removed prom init function, added compressed palette code. - 20th July 1998: AVDB - Palette banking activated. Used by Alpha Mission 2. Now featuring Mac friendliness (tm). rom loading should work on the Mac and the colors should be OK (tip from Brad). - 14th July 1998: AVDB - Implemented banking to bring down the memory requirements. Unfortunately debugging memory area 0xc00000 does not work anymore (weird?). - 13th July 1998: AVDB - Small change to the y tile parameters. - 9th July 1998: AVDB - Neo Geo can have 2 meg of ROM, the second bank is mapped to 0x200000 - 0x2fffff. - 4th July 1998: AVDB - Converted to Mb6 with old allegro. The new allegro library does not work with my graphics card (a Matrox Millenium 2 MB). - 30th June 1998: AVDB - Added fake dipswitch settings for Language and system. - 29th June 1998: AVDB - Finally fixed Y scrolling (YES!). Implemented a very crude zoom, probably have to write my own zoom function. - 28th June 1998: AVDB - Palette stuff implemented but not activated. A number of shadow registers found. - 27th June 1998: AVDB - Fixed some shadow registers, Puzzle de Pon now works 100 %. New tile banking code, Sidekicks now works. New name, Shin Emu Keikaku team. Shin Emu Keikaku team is now: AVDB, Bryan McPhail and Fuzz. $end |
|