0.142u4 2011/05/24 [#540 - Aaron Giles] --------------------------------------- New games added or promoted from NOT_WORKING status --------------------------------------------------- Doraemon no Eawase Montage (prototype ) [dopefishjustin, Smitdogg, Luca Elia, The Dumping Union] New clones added ---------------- Champion Poker (v100) [Roberto Fresca, Team Europe] Gunbarl (Japan, GNB4/VER.A) [The Dumping Union] Amidar (Konami/1982) [Patrik Styrnell] New games marked as GAME_NOT_WORKING ------------------------------------ Baryon Future Assault [ Corrado Tomaselli, f205v, The Dumping Union] Brixian [ Corrado Tomaselli, f205v, The Dumping Union] Orbatak (prototype) Popeye (20p/8 GBP Token) [J. Wallace] MAMETesters Bugs Fixed (3): --------------------------- - 04354: [Crash/Freeze] bigappg, casino5, dodge, slither, slithera, ssingles: Heap corruption detected by VS2010 RTC (R. Belmont) - 04350: [Graphics] buggyboy, buggyboyjr: Missing/corrupt graphics (Alex Jackson) - 04346: [Graphics] dangar, galivan and clones: Scrolling incorrectly changes scene (Angelo Salese) Source changes: --------------- - Removed deprecat.h usage for the following drivers: galpanic.c, gradius3.c, halleys.c, hexion.c [Angelo Salese]. - Inputs from the scratch for Champion Poker (v100) [Roberto Fresca]. - Cleaned-up protection simulation in Yam Yam!? [Angelo Salese]. - Implemented an almost complete Konami k053252 device emulation, adds accurate refresh rate timings and irq acks to many mid-90-era Konami games [Angelo Salese, O.Galibert]. - Various changes for PSX HW [smf]: * Modernised internal memory map. * MDEC is now an internal device of the PlayStation CPU. * Root counter & Serial I/O converted to internal CPU devices. * Moved PlayStation IRQ code to sub device of the CPU. - Switch input ports to use function-based constructors instead of tokens. Remove the old tokenizing helpers. Add basic classes for ports, fields, settings, and dip locations as a first step. These will be fully cleaned up later. Added machine() method to field to hide all the necessary indirection. Changed custom/changed handlers into generic read/write handlers, and added wrappers to convert them to device read/write lines [Aaron Giles]. - Changed input read/write and crosshair callbacks into delegates. Changed signature for callbacks to take an input_field_config reference instead of pointer [Aaron Giles]. - Removed legacy trampolines from eeprom_device, taking advantage of new input port support for delegates [Aaron Giles]. - mc6845.c: Converted to C++ [Wilbert Pol]. - Fixed the disassembly of the "mov ax, mem" instructions (opcodes A0-A3) in the i386 and NEC disassemblers. The argument (the memory address) was being displayed as a signed number, which doesn't make any sense [Alex Jackson]. - Fixed a tiny bug with the debugger hex dump command: the printable characters in ASCII range from 32 to 12*6*, not 127 [Alex Jackson]. - Fixed input regression with Racin' Force, allowing it to boot again [Angelo Salese]. - Gave labels to many inputs in Midway's T, Wolf and Y Unit games as well as CPS1 and CPS3 [Joe Caporale]. - Implemented experimental HLSL post-processing support on Direct3D 9 targets [Ryan Holtz, Bat Country Entertainment]: * 5-pass post-processing: Upscale, Post-Process, Store Last Frame, Defocus 1, Defocus 2. * Many tunable effects including: Scanlines, defocus, linear deconvergence, radial deconvergence, pincushion, RGB colorspace convolution, YIQ colorspace convolution, saturation, simulated dot crawl, simulated chroma subsampling, aperture masking, and more. * Requires a GPU that supports Shader Model 3.0 to be enabled and a powerful GPU, the entire pipeline consists of approximately 30 texel fetches and approximately 230 arthimetic ops. * Will supersample the framebuffer up to 9x in both X and Y, but this requires an enormously powerful GPU that has not been invented; users with Radeon 5000-class cards should limit themselves to 3x, Radeon 4000 to 1.5x. * The default configuration will NOT appear to do anything; it requires tuning to the user's liking. * Should nicely fall back in all cases except missing shaders, and it might fall back correctly in that case as well. Report any anomalies. * For obvious reasons, the Direct3D8 renderer cannont support this. - Enable Visual Studio basic run-time checks in non-optimized builds [Oliver Stoneberg]. - Flush stderr, so the data is actually written when output is being redirected [Oliver Stoneberg]. - i286: Added 286 LOADALL and triple fault resets [Carl]. - i286: Added support for 16-bit protected mode far calls and segmentprivilege checks [Carl]. - i86: Fixed shift instructions, helps detecting proper CPU [Miodrag Milanovic]. - i86: Fixed handling of invalid instructions in 0x60-0x6f section [Miodrag Milanovic]. - Major clean-up and state machine conversion for the Sega ST-V/Saturn driver [Angelo Salese]. - HLSL updates [Ryan Holtz, Bat Country Entertainment]: * Split color convolution and deconvergence into separate shaders for potential GPU savings down the line. * Added light and heavy variants of the color convolution shader, the former with YIQ colorspace removed. * Re-worked defocus to occur prior to shadow mask application, as it would be on a real monitor. * Split "pincushion" into "Pincushion" and "Screen Curvature", the former affecting the only the displayed image and the latter only affecting the shadow mask. * Made major fixes to CVBS simulation, significantly increasing color saturation. * Added magnet deconvergence via a shader uniform. * Improved phosphorescence. * Improved YIQ codec. * Added adjustable color carrier in YIQ processing mode. * Fixed resolution-change crash and likely D3D performance regression with -nohlsl on low-spec cards. * Created a new OSD function, osd_get_slider_list, which allows OS-specific slider controls. - HLSL Post-Processing updates [Ryan Holtz, Bat Country Entertainment, cgwg]: * The defocus pass is now switched off when defocus_x and defocus_y are zero, allowing finer-grained performance tuning. * Removed YIQ convolution from the main color-convolution shader and replaced it with a full composite encode/decode pass. This is slower, but looks amazing(ly like a terrible TV) and can be turned off. * More authentic NTSC dot crawl and bandwidth limiting. - i86: Implemented POP CS and MOV CS,reg instructions that are 8086 specific [Miodrag Milanovic]. - Implemented multi-cart support to ST-V driver [Angelo Salese, Tafoid]. - Managed to get the multiplexer/state machine emulated, amongst some watchdog fixes for BFM games [J. Wallace]. - Added missing bipolar PROM dumps to Lucky Lady (Wing) [Team Europe]. - pic8259: Updated to be more according to documentation [Carl]. - Initial frameworking for upcoming artwork updates [Mr. Do].