Le topic des nouveaux Mame

Pour parler des jeux d'arcade ou du genre arcade (baston, beat, shoots, puzzle...) sortis ou non en arcade, anciens ou récents, ainsi que de l'actualité arcade.
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RainMakeR
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#26 Message par RainMakeR »

"An anonymous reader submits "Zophar's Domain is reporting that the CEO of commerical multi-arcade kit seller Ultracade has applied to trademark the name and logo of the ubiquitous open-source multi-arcade emulator MAME and is planning to sue MAME's authors.""

En bref, UltraCade a déposé le nom et le logo Mame et à terme voudrait attaquer les auteurs de MAME.
S'ils le font, je serai dégouté

La source de l'info : http://games.slashdot.org/article.pl?si ... 21/0415209

A priori ca a ete mal interprete. Il s'agirait plutot d'une demarche visant a empecher des constructeurs de commercialiser des bornes d'arcades Mame (donc commerciales) sans penser aux ayants droits. Il n'y aurait donc aucun impact sur la communaute Mame elle meme.

La source originale de l'info repiquee sur Gamasutra : According to an official statement by UltraCade CEO David R. Foley: "We are making an effort to stamp out the commercial sales of MAME based systems that advertise the ability to play thousands of games while relying on the customer to obtain the ROMs which cannot legally be obtained. What we are not doing is trying to claim ownership of the MAME open source emulator or sue its authors. We are concerned about the commercial marketplace, and not the readers of the many MAME user groups and forums."
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Wovou
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#27 Message par Wovou »

Apres Mame093... (je copie/colle ma new du site)
Voila enfin la version 0.93 de Mame, avec comme grosse nouveauté l'émulation de tous les jeux sur drivers Seibu SPI. Apres Raiden Fighters 2, c'est au tour des excellents Raiden Fighters, Raiden Fighters Jet, Viper Phase 1 et Senkyu d'être maintenant émulés ! De grosses parties de shoot'em up en perspective.
Un grand merci à Nicola Salmoria pour avoir décrypté ces jeux et ainsi avoir permis leur émulation.

L'autre grosse update de cette version est la refonte complete des drivers audio par Aaron, ce qui peut provoquer sur certains jeux des crashs ou des bugs. La mameteam demande donc aux utilisateurs de relever ces bugs et de leur mentionner pour qu'ils puissent regler rapidemment les problemes pour la prochaine version.
.. voila donc Mame 093u1 qui corrige les nombreux bugs rencontrés apres la refonte des drivers audio !

Le whats new ici:
http://www.emu-france.com/images/news/2 ... _093u1.txt

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Wovou
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#28 Message par Wovou »

Deja Mame 0.94 !
Enfin l'ajout de Galaxy Force 2, Power Drift, Strike Fighter et Rail Chase, déja dans final burn depuis 2 ans mais pas encore dans mame. C'est enfin chose faite.
Et amélioration de l'émulation SPI (raiden fighters)

0.94
----

SPI update [Ville Linde]
preliminary sprite Alpha (no tilemap alpha)
added sprite / tilemap DMA
proper RTC emulation

Removed SAMPLES support from sndhrdw/galaxian.c [Aaron Giles]

Removed extraneous clipping when passing streams from one output to the
next input [Aaron Giles]

Added macros for ROM_REGION64_LE and ROM_REGION64_BE [Aaron Giles]

SegaPCM now does stream_update on reads/writes for slightly better
accuracy [Aaron Giles]

Fixed System24 crash due to sound update [Aaron Giles]

ADSP2100 big endian fix [Alex Eddy]

Fixed Star Force crash [Aaron Giles]

New Games / Clones supported or promoted from GAME_NOT_WORKING status:
----------------------------------------------------------------------

Galaxy Force 2 [Aaron Giles]
Power Drift [Aaron Giles]
Strike Fighter [Aaron Giles]
Rail Chase [Aaron Giles]

clones
------

Mortal Kombat (Yawdim bootleg) [Aaron Giles]

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RainMakeR
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#29 Message par RainMakeR »

on approche de la 1 petit a petit mine de rien.

Tjs pas d'info sur lintegration des roms impact et du model 2 ?
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#30 Message par Wovou »

Model 2 visiblement c'est à l'arret là.

MAME 094u1 !
3 nouveaux jeux émulés: Excelsior, Star Fire 2 et Tecmo World Cup Millenium


Mostly bugfixes related to problems caused by the 0.93 sound update

---

Fixed itech32 driver, the previous 64-bit fix caused graphical problems
both should be fixed now [Aaron Giles]

Fixed '3 speaker problem' with Qsound [Aaron Giles]

Fixed 'deadang' crashing [Aaron Giles]

Fixed games using the 5110 which refused to start (bagman, cvs driver
etc.) [Aaron Giles]

Other sound fixes [Aaron Giles]
* fixed initialization order problem in niyanpai
* removed unused filters in othunder
* fixed initialization order problem in rungun
* prevented setting negative timers to fix stkclmns crash
* fixed triplfun by making sure the X1-010 chip is present before trying to
reset it
* sound in outrun

fixed cheat.c typo + other [Atari Ace]

attempted to fix batrider crash [Aaron Giles]

Intel Flash improvements [smf]

Fixed Laser Ghost title screen [Aaron Giles]

Discrete sound updates [Derrick Renaud]

Started cleaning up konamigx driver [R.Belmont]

Fixed auto_malloc compiler warning with DOS tools [smf]

Updates to XML output [Logiqx]


New Games / Clones supported or promoted from GAME_NOT_WORKING status:
----------------------------------------------------------------------

Excelsior [Pierpaolo Prazzoli]
no sound (PIC not dumped)

Star Fire 2 [David Rolfe]

Tecmo World Cup Millenium [smf]


New games marked as GAME_NOT_WORKING
------------------------------------

Calorie Kun [David Haywood]
preliminary driver, basic tilemap + sprites hooked up

Pipeline [David Haywood]
rom loading, not much else.

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Wovou
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#31 Message par Wovou »

Mame 094u2/u3, 2 en 1

0.94u3
Compiler fixes [Atari Ace]
Misc fixes [Nathan Woods]

New Games / Clones supported or promoted from GAME_NOT_WORKING status:

clones
Bubble Bobble (newer set) [Tormod Tjaberg]
Puyo Puyo (World) [Fabrice Arzeno]

0.94u2

Changes from Aaron Giles
mame.c: updated documentation
cps1.c: fixed QSound routing
cps2.c: fixed QSound routing
itech32.c: fixed Driver's Edge colors (red/blue were swapped)
segaorun.c: many tweaks based on schematics
- connected some outputs via 8255 PPI
- fixed IRQ handling to match schematics
- hooked up watchdog, global mute
- fixed IRQ2 timing
segaxbd: tweaks
- added hack to make GP Rider boot; input bug prevents full playability
- fixed IRQ handling to match schematics
- hooked up watchdog, sound reset, and global mute
- hooked up dummy CPU for running SMGP communications
- reduced interleave on all games except LOF
segaybd: tweaks
- fixed CPU speeds according to schematics
- hooked up global mute
- reduced interleave on all games
machine/segaic16.c: changed divide-by-zero case to return a value
vidhrdw/segaic16.c: several updates
- implemented Y-board sprite priorities (not fully understood, but
seems to work)
- found missing 8th bit in Outrun/X-board sprite pitch
- implemented Outrun/X-board road priorities according to logic dump
from Leopardcats
- hooked up road RAM double buffering that was missing for
Outrun/X-board
- disabled direct scanline mode for Outrun road, which doesn't support
it
Fixed sample playback glitch
Fixed othunder sound clipping
Fixed Batrider sound
Fixed Dream Shopper crash
Added sound balancing assistance display to debug builds
cpuintrf.c cleanup
Removed some unwanted clamping code from sound core
Adjusted Frogger volume
Changes from Brian Troha

Changes from Derrick Renaud

Added proper watchdogs to
Bosconian, Galaga, Pole Position, Xevious
Fixed Wiggie Waggle crash
Fixed some speaker settings
schaser - updated sounds to include missle effect and
fix dot sounds per schematics.
SN76477 emulation - fixed bug where gain was 3x more
then it should be, causing effects to clip for 2/3rds
of the time.
SN76477 emulation - fixes the attack time for one-shot
envelope mode.
Fixed crash in crash, ripcord and robotbwl and added
sample support to them. Samples not currently
recorded.
robotbwl - added discrete simulation for footsteps
crash - added discrete simulation for beeper

Changes from Nathan Woods
src/sndintrf.c:
src/sndintrf.h:
- Added entries for two MESS specific sound cores

src/sound/wavwrite.c:
src/sound/wavwrite.h:
src/sound/discrete.c:
- Changed wavwrite type from 'void *' type to an opaque pointer
'wav_file *'

src/cpu/g65816/g65816op.h:
- This patch fixes a bug whereby the CPU could switch modes without
entering the set of functions for that mode. Specifically, if a mode
change occurs it will break out of the execute function and reenter the
correct function.

Changes from Nicola Salmoria
documented debug mode in TNZS
Fixed some bad gfx in Sky Lancer
Rebalanced Gyruss volume
NMK004 sound simulation
playmark.c updates
- Fixed sprite/tile priorities in World Beach Volley, and fixed SOME
priorities in Excelsior - but not all of them, the high score screen is
still wrong.
- Found bitmap enable bit, fixes girl pictures sticking in Big Twin and
Excelsior, and garbage graphics in Excelsior.
- Added rowscroll support, fixes wbeachvl37b7gre.
- As previously noted, wbeachvl37b16gre could be a genuine bug of the
original - I don't see how it could work otherwise.

Changes from Pierpaolo Prazzoli
Super Slam update
- Fixed sprites
- Fixed text tilemap colors
- Fixed text tilemap scrolls
- Fixed VSync
Fixed dips in Sky Lancer
playmark.c update
- Fixed dipswitches in Excelsior
- Tweaked bitmap scroll in Excelsior
- Changed bitmap to be drawn after the fg_tilemap (this is correct in Excelsior
and looks better in Big Twin, but looking at the service mode in Excelsior
some "good" bits are trasparent)
- Added Continue dipswtich in Big Twin

Other Changes
NMK16 dipswitch fixes [Brian Troha]
Progress on TX1 / Speed Buggy driver [Phil Bennett]
Still To Do:

Buggy Boy/Speed Buggy
# Arithmetic chip support.
# Correct object drawing and attributes (e.g. zoom factors).
# Road drawing.
# Fix inter-CPU communications.
# Layer mixing.
# Fix controls.
# Discrete sound hardware

TX-1
# All of above
# Missing PROMs
Allow for more than 40 entries in the Analog menu [Christopher Stone]
Fixed dips in Dunk Shot [Sonikos]
Fixed some bad gfxlayouts [Atari Ace]
Update to Shrike Avenger, documentating the motor behavior [Peter Sealy]
game is now partially working
Added scroll mouse support [Robin Merrill]
Allowed f1en to show full attract mode [David Haywood]

New Games / Clones supported or promoted from GAME_NOT_WORKING status:

clones
Pit n Run (set 2) [MAN]
Sky Lancer (Orca) [Manuel Assoni]
Star Trek (defender bootleg) [Pierpaolo Prazzoli]
Poker Ladies (Leprechaun ver. 401) [Manuel Assoni]
Pinbo (set 2) [Pierpaolo Prazzoli]

New games marked as GAME_NOT_WORKING
TX-1 [Phil Bennett]
Buggy Boy [Phil Bennett]

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Wovou
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#32 Message par Wovou »

Mame094u4

ix crash games using FM sound chips when you load state [BUT]
Changed FD1094 state change behavior slightly to keep Gain Ground happy [Nicola Salmoria]
Improved NMK004 simulation and prevented hang in Black Heart [Nicola Salmoria]
Fixed some sprite colours in playmark.c [Pierpaolo Prazzoli]
Hooked up guns in Deadeye for when it works [smf]
Fixed memory dumping problem in debugger at very high addresses [Ville Linde]
Fixed bugs in PSX texture window (pitch in libero grande & playfield in aquarush) [smf]
Fixed Pengo ROM loading [shimapong]

New Games / Clones supported or promoted from GAME_NOT_WORKING status :
Buccaneers [David Haywood]
Calorie Kun vs Moguranian [David Haywood, Pierpaolo Prazzoli] (only bootleg works, original is encrypted)
Gain Ground [David Haywood]
Libero Grande [smf]
Pipeline [Tomasz Slanina] (no sound)

Clones :
Crazy Rally (Gecas license) [Manuel Assoni]
Passing Shot (Japan, FD1094 317-0070) [Chack'n]
Wonder Boy III (Japan, FD1094 317-0087) [Chack'n]
Tekken (TE2/VERC) [smf]

New games marked as GAME_NOT_WORKING :
Snapper [David Haywood]

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yoanna330
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#33 Message par yoanna330 »

Euh, y'a un truc qui m'intrigue au sujet de la news portant sur MAME 0.95 :
Ghost Hunter, Tut's Tomb, ou encore Streets of Rage 2 et Biohazard Battle sur hardware megaplay sont des nouveaux jeux émulés par cette version.
Streets of Rage je croyais que ça n'existait que sur console O_o??
Ou alors y'a un truc que j'ai pas suivi???

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#34 Message par ludotaku »

il y a un hardware arcade de la megadrive en fait comme les playchoice10 de la nes si tu préfères ;)
je l ai découvert il y a pas longtemps dans game museum pour la megadrive, par contre en fouillant dans mame, j ai découvert que la super famicom avait aussi eu droit a son hardware arcade, vivement que mario world soit émulé, je suis curieux d y jouer en arcade 8)