0.35b2 1999/01/24 [#058 - Nicola Salmoria] ------------------------------------------ Note: the CPU cores are still in a state of flux. Most of the problems in 35b1 have been fixed, however some still remain (e.g. Gauntlet doesn't accept coins and Exterminator crashes). New games supported: -------------------- Aero Fighters [Nicola Salmoria] Atari Baseball [Brad Oliver] Canyon Bomber [Brad Oliver] Cosmic Guerilla [Mike Coates] Gals Panic [Nicola Salmoria] Head On 2 [Nicola Salmoria] Ikari Warriors [Jarek Parchanski] Lode Runner II (also renamed ldrun2p -> ldrun4) [Nicola Salmoria] Lode Runner III [Nicola Salmoria] Lot Lot [Nicola Salmoria] Pig Newton [Mike Balfour] Radical Radial [Nicola Salmoria] Sky Diver [Brad Oliver] Street Fighter II' Champion Edition [Paul Leaman] Street Fighter II' Hyper Fighting [Paul Leaman] Super Real Darwin (not working) [Bryan McPhail] Three Wonders (preliminary) [Paul Leaman] Victory Road [Jarek Parchanski] New clones supported: --------------------- Alien Invaders 2 [Lee Taylor] Break Thru (Japan) [Bryan McPhail] Capcom Bowling (set 2) [Nicola Salmoria] Captain Commando (Japan) [Nathan Barber] Captain Commando (USA) [Nicola Salmoria] Centipede (bootleg with AY8910 instead of Pokey) [Zsolt Vasvari] Circus Charlie (Centuri) [Valerio Verrando] Defender (Green label) [Nicola Salmoria] Final Fight (USA) [Nicola Salmoria] Ghost Busters (3 players) [Bryan McPhail] Gravitar (version 3) [Nicola Salmoria] Jack the Giant Killer (set 1) [Brad Oliver] Knights of the Round (Japan) [Nathan Barber] Popeye (set 2) (not working due to encryption) [Nicola Salmoria] Solar Fight (= Ozma Wars) [Nicola Salmoria] Space Bird (= Space Firebird) [Thierry Lescot] Space Demon [Zsolt Vasvari] Space Firebird (Gremlin) [Thierry Lescot] Space Invaders (SV Version) [Lee Taylor] Space Invaders (TV Version) [Lee Taylor] Space Invaders Colour (CV Version) [Lee Taylor] Street Fighter 2 (US rev A) [Paul Leaman] Street Fighter 2 (US rev B) [Paul Leaman] Street Fighter 2 (US rev E) [Paul Leaman] The King of the Dragons (Japan) [Nathan Barber] The Main Event (version F) [Nicola Salmoria] Top Secret (= Bionic Commando) [Maurizio Clementini] Varth (Japan) [Nicola Salmoria] These drivers have improved GRAPHICS: ------------------------------------- - Accurate colors in Mariner [Gerald Coy]. - Almost accurate colors in Galivan [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) [Nicola Salmoria]. - Fixed (?) the title in Galaxian Part X [Nicola Salmoria]. - Fixed gaps in the start/finish line in Neo Drift Out [Nicola Salmoria]. - Fixed sprite colors in Euro League [Nicola Salmoria]. - Fixed sprite flipping in Jack the Giant Killer end sequence [Brad Oliver]. - Fixed sprites disappearing abruptly in TMNT end of game credits [Nicola Salmoria]. - Fixed the green and white flags in Championship Sprint / Super Sprint, and maybe other Atari System 2 sprites as well [Nicola Salmoria]. - Fixed the sprite/playfield and playfield/playfield priorities in Bad Dudes / Dragon Ninja and Sly Spy [Bryan McPhail]. - Fixed the title screen in P.O.W [Bryan McPhail]. - Improved row scrolling in Street Fighter 2, plus several other fixes to the CPS1 games [Paul Leaman]. These drivers have new or improved SOUND: ----------------------------------------- - Added support for the 7751 sound chip in Monster Bash. Two samples are still needed (discrete circuits) [Mike Balfour]. - Emulated speech in Sinistar. Samples are no longer used [Alex Pasadyn]. - Fixed the YM2203 in Ghost Busters [Bryan McPhail]. - Good progress in sound emulation of the Exidy games (Venture, Pepper 2, etc.) [Dan Boris]. - Sound fade timer ports in the CPS1 games (see Willow's Test mode for an example) [Paul Leaman]. - Sound in The Main Event [Nicola Salmoria]. - Speech in TMNT. Sound should now be 100% complete [Howie Cohen]. - uPD7759 support in Golden Axe, Shinobi, Passshtb, Alien Syndrome, Altered Beast [Howie Cohen]. These drivers have HIGH SCORE support: -------------------------------------- - Side Pocket, Rolling Thunder [Dave W.]. Other drivers changes: ---------------------- - Emulated the protection in Knights of the Round and Carrier Air Wing [Paul Leaman]. - Emulated the protection in Seicross, Radical Radial, Frisky Tom. However Frisky Tom is still not playable (hangs when you fall) [Nicola Salmoria]. - The hang in Tapper should REALLY be fixed this time [Juergen Buchmueller]. Changes to the main program: ---------------------------- - [DOS] The key to change frameskip is now F9 instead of F8 [Nicola Salmoria]. Source: ------- - CVSD emulation, used for speech in Sinistar and in the 34010 games (Smash TV etc.) [Larry Bank, Alex Pasadyn]. - Fixed some bugs in the I8039 emulation [Brian Stern]. - NEC uPD7759 emulation. This is used by TMNT, System 16, and others [Juergen Buchmueller, Mike Balfour, Howie Cohen]. - New 68000 C core. For testing purposes, this is also being used in the DOS version instead of the asm core [Karl Stenerud]. Differences: 1. Faster. This code is, barring ram fetch time, almost twice as fast as the existing C core in MAME. I've done extensive speed profiling on both engines. The only problem now is the slow memory access in MAME due to bankswitching et al. 2. Emulation more correct. I found many bugs in the MAME engine (and many, many more in mine for that matter) when I pitted them head-to-head. I have run random instructions from each opcode class at least 10 million times, comparing the resultant CPU states, and have left it running random instructions for 1 billion iterations. In every case, I have adhered to the specs defined in M68000PM/AD REV. 1. 3. Disassembler is correct. The current M68000 disassembler in mame has a tendency to disassemble instructions that have an invalid EA mode. 4. Cycle counting is 99.9% correct. The only instructions which don't have correct cycle counts are divs, divu, muls, mulu, and they're not worth counting correctly. (I'm not about to waste emulation time counting 0-1 and 1-0 sequences). 5. > 32 bit friendly. I've taken care to ensure maximum portability without sacrificing speed. The result is conditional compiling dependant on your architecture. I've also implemented and tested a compatible solution for architectures that lack 8, 16, or 32 bit signed storage types. 6. The code is carefully laid out to be readable (I beg to differ - NS). - Z8000 emulator [Juergen Buchmueller].