Corrected divider behaviour of OKIM6376 - needs ROM analysis to be
complete, but all supported programs only use the default mode. [J.Wallace]
Changed clock frequencies in High Video games to match what should be
the correct OKI chip frequencies - those familiar with the boards may
wish to confirm this is correct, as I couldn't find the clock signal
for the chip on the PCB scans I've seen. [J.Wallace]
Added MPU4 sampled sound hardware, an MSM6376, PIA and PTM combined to
give dynamic pitch shifting for looping ADPCM samples. [J.Wallace]
Added SRAM support for dmdtouch and geishanz. [Palindrome]
Various aristmk4.c changes [Heihachi_73]
* Added button panel artwork and renamed/remapped inputs for all games.
* Changed cgold2's PROM to a more compatible version.
Various aristmk5.c changes [Heihachi_73]
* Changed parent/clone relationship for Dolphin Treasure (later version is now parent).
* Added a US clear chip to the set chip ROMs.
* Removed the set chip loading from all games which don't use them.
* Cleaned up ROM name descriptions to match the aristmk4.c format.
marking image device to be mounted on. If soft item is found
it will be loaded on first image device that have needed
interface defined [Miodrag Milanovic]
- MAME will now save an HLSL INI file on the first run of a game that doesn't already have an INI file.
- HLSL INI files must have their parameters left in the order in which they are saved out.
- Fixed a diagonal 'crease' visible on the screen in HLSL mode.
BTW: Not sure if there is a mameteste's number associated with this, but the missing graphics in the US & Asia Ver A sets have been fixed with this update.
New clones added
----------------
Tekken 3 (Japan, TET1/VER.A) [Yohji, Smitdogg, The Dumping Union]
subcycle of IP=0 PC=0; this has no effect whatsoever on the
output, it is merely to better document how the chip works.
[Lord Nightmare]
TMS5220: Emulate circuit 412 from the patent, which should
prevent spurious clicks on interpolation-inhibited frame
transitions; This may improve the tie fighter sounds in
starwars, and some clicking in eprom/eproma. [Lord Nightmare]
- Fixed set_vector functionality and simplified shaders as a result
- Fixed HLSL presets, 0 to 3, in increasing level of terribleness
- Reduced options footprint from RGB triplets
Next plan: Separate INI writing.
Aaron, is that something not really implemented yet, or a remnant of
the previous input system? The rest of the code is pretty much not
able to cope with ITEM_ID_SEQ_DEFAULT, and disabling the recognition
seems to just work.
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Heated Barrel (Electronic Devices license) [Hurray Banana, Tormod, hotaru, Dna Disturber, F. Marsaud, N. Francfort, Smitdogg, The Dumping Union]
out of whatsnew
remark 1- this is for MESS only to my knowledge, let me know if I should credit the change in MESS instead
remark 2 (mainly for Arbee) - sorry if I touched the SDL side of the source, but mizapf was eager to fix the ti99 issues
and since tlinder approved the change and you did not object on the MESS list, I think it was time to commit it ;)
-----------------------------------
Donggul Donggul Haerong [Guru]
nw part: this is named "CrystalSystemSomething" under Misc/, which is why
everyone missed it ;-) Seems to have the same protection as the other CS games,
if someone understands that feel free to make it run.
- Reworked default shadow mask settings, eliminating rainbow banding and matching reference shots more closely
- Moved color power to occur after shadow mask, as it is intended to simulate nonlinear phosphor response
- Added a variable-width notch filter to the Y channel in NTSC post-processing, eliminating luma banding on e.g. CoCo 2 and Apple II
fix bug where we fail to ignore the permanent non-expiring anonymous
timer. Added code to log timers, and we now log them at each save
attempt as well as at restore time. Should fix most recent save state
releated regressions. [Aaron Giles]