Professional Documents
Culture Documents
140610
140610
12a
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No other changes (I've been investigating some of the other issues but thus far
have been unable to find a fix that doesn't break other games)
Made the 'Arcade' bootleg of the Genesis version of Super Street Fighter 2 work.
This version takes coins and plays like an arcade game, (takes coins, reads dips)
but is based on the Japanese Genesis release of the game. Probably made either
because it was low-cost, or because nobody had found a way to bootleg CPS2 at the
time. (set name ssf2ghw )
Lion King 3
Chinese Fighter 3
Top Fighter 2000
Super King Kong 99
King of Fighters 99
Pokemon Stadium
+ more
Some of these appear to work fine now (Lion King 3, Pokemon Stadium) others still
have
issues (Chinese Fighter 3, Top Fighter 2000)
Changed way sprite masking works, fixes Mercs L1 boss (sound still problematic in
this game tho)
Many fixes in this update are thanks to 'notaz' posting comments on the site.
---
Fixed IRQ6 pending (required by Warlock to avoid GFX corruption caused by bad DMA)
(thanks notaz)
Elf Wor - title now displayed, doesn't lock up, but I can't pass level 1?
Mahjong Lover - boots instead of showing unhappy girl
Lion King 2 - parent set boots
KOF98 - boots, but still has remaining issues
Smart Mouse - no longer fades out after a few seconds of play
Squirrel King - fixed graphics on player select screen, oh what original names
for this highly original game ;-)
(thanks notaz)
Fixed some parent / clone relationships for the Megadrive games. Added a few
extra sets.
Added the rest of the SMS sets. There have been no improvements to SMS emulation
yet, but this will make testing / updating the driver easier.
Added a 'region' dipswitch. If you change the region from the default a reset
(Shift+F3) is required. Please don't change a PAL game to NTSC or vice versa
due to some bug (in MAME?) it causes the DAC samples to be played incorrectly.
Changed sound output from Mono to Stereo. The Megadrive could output Stereo
sounds.
Added some preliminary 6-button code, hooked it up for a few games which can
benefit from it.
I'm working on 6-button support, the code isn't in the current build but I
currently have it working with SSF2, but for some reason UMK3 and Bruce Lee don't
work with it. Does anybody know which other games make use of the 6-button pad?
Added some extra sets, mostly unlicensed titles, many don't work because they're
protected and I haven't looked at the protection
with real dumps, these are byteswapped compared to the roms used by the all
standard Genesis emulators, but this byteswapped format is correct, if you look
in MAME you'll see that practically every single program rom 68k game is like
this. Also preserved the rom label information from the carts. Thanks to Chris
Hardy.
Nothing to write home about, no real improvements to the Genesis or SMS emulation,
although I may look into trying some things to improve the timing soon, time
permitting.
Added a callback to the 68k TAS instruction, this allows Gargoyles and Ex-Mutants
to work again and is cleaner than the previous solution of simply hacking out the
TAS writeback in all cases.
Started adding some SMS support in an attempt to improve the Sega System E drivers
for MAME. Hang On Jr. now runs with less glitches, for example, the scoreboard
after
Game Over now displays properly (although I still don't think the roadside
objects /
background priority 'problem' is a real bug, probably just a limitation of the
hardware)
A handful of SMS and Game Gear games are also supported for testing purposes,
however
the SMS emulation is highly prelminary so many SMS games don't currently work.
Again this should be considered more of a 'current progress' backup than anything
else,
however you're welcome to enjoy it.
There are many issues, and it really needs a cleanup and a rewrite with the
knowledge gained from working on it.
1. It runs Sun Mixing's Super Bubble Bobble (actually maybe this should be in the
other list..)
2. It runs Dino Dini's Soccer Properly
3. It runs the Realtec titles
4. The Star Wars scroller text is present in Monster World 4 (but backup ram
isn't, yet)
5. You can probably use MAME's INP recording to record some cool replays
6. You can use MAME's cheat engine
7. It's based on MAME, you can modify it very easily
8. The MAME debugger (although there seems to be a small bug in the .107
releases causing the scanline counters to fail when in the debugger)
The eventual goal is to get this to a standard I'm happy with so that it can be
used for emulation of the Megadrive based Arcade systems in MAME. As things stand
I'm far from happy with it, many things need doing, especially real HV & DMA timing