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92 files

  1. Tur-Game Controller Order

    --[ Purpose ]-------------------------------------------------
    Controls the order the controllers appear in the "Game Controllers" list in Windows.
     
    --[ Reason ]--------------------------------------------------
     
    The order they appear in are used in some emulators and games to define the order they should be used.
    For example, the top one in the list is Joy1. Second one Joy2 etc.
     
    Problem here is threefold.
    1: The list is not always the same after a restart so you have to remap all your controllers in the emulators
    that use this setup.
    2: If you plug in another controller, it will (most of the time) not go to the end of the list but in the
    middle somewhere, messing up the order of the other controllers.
    3: Even if everything is as you think it should be, your first joystick might be called Joy3 in the
    games/emulators and it just looks ugly =)
     
    --[ Usage ]---------------------------------------------------
     
    Connect all the controllers that you want to have a permanent location in the list.
    Run "Tur-Game_Controller_Order.exe" as administrator and it will list all the controllers and ask
    you, one by one which location it should have in the list (basically, where you want it to appear. 1 = top)
     
    That will create a Settings.ini file. If that file exists the next time you run it, it will simply
    go through the controllers and reorder them, silently. Remove or rename Settings.ini to get it to run
    again.
     
    You can also create more then one Settings.ini file if you have different setups. Simply specify which
    .ini file it should work with when running it, for example "Tur-Game_Controller_Order.exe Settings2.ini"
     
    By default, when you run it with a Settings.ini present, it will just run once and exit, but you can have
    it running all the time, checking the order every few seconds or so. This is good if you have some controllers
    plugged in some of the time but want to be able to plug in others without them appearing in the middle of the
    list. Edit Settings.ini and change DaemonMode=False to True.
    DaemonModeDelay= is how many seconds to wait between each check. 5-10 seconds is a good value IMO.
     
    --[ Notes for BlissBox users ]--------------------------------
     
    If you own a BlissBox you must update the firmware first so the ports get unique HIDs and names.
    See here: http://atarigalore.wix.com/4play
    They should appear as 4-Play_port1 to port4 (at least at the time of writing. As long as they are unique
    its OK.)
     
    --[ Limitations ]---------------------------------------------
     
    One big limitation is this. Say you have 3 controllers connected that are Joy1, Joy2 and Joy3 in the
    emulators/games. If you unplug the first controller in the list (Joy1), the others will shift up and Joy2
    will become Joy1 etc. There is no way around that at the moment, except for creating a dummy Joy1 controller
    to put at the top of the list. I have yet to figure that one out easely.
    Always keep your permanetly connected controllers at the top of the list to overcome this.
     
    --[ Other hints ]---------------------------------------------
     
    You must set UAC to "Never Notify" if you want this program to run on startup automatically as its
    running as a local administrator. You also can not just make a shortcut to your Startup folder for it
    as windows will not allow it. In the "Extras" folder you'll find a small VBS script that just runs it
    from the same location as the exe, so copy the VBS to where you have Tur-Game_Controller_Order.exe
    and make a shortcut to the VBS file to your Startup folder in Windows.
     
    Any controllers connected that are NOT in the Settings.ini file when you run it will automatically go
    to the end of the list.
     
    I include a program called "List_Controllers.exe" as well. This only lists all the connected controllers
    and the HID for it. You can use this if you want to add a controller to an already existing Settings.ini
    file. Just copy the HID shown into Settings.ini.
     
    When manually editing Settings.ini, make sure the ports start with Port1, Port2 and there are no gaps in the
    numbering.

    1,245 downloads

    5 comments

    Updated

  2. Fart File and replace text

    This will change any folder or text string that you want just edit at the end of the script what you want . So if your hyperspin contains a folder called Emulateur and you want that folder renamed add Emulator in the second example ..
    @echo on
    # CD %~dp0
    for %%x in (ini ahk cfg xml ink lnk) do (
    set extension=%%x
    call:reemplazar
    )
    goto:fin
    :reemplazar
    for /r %%a in (*.%extension%) do (
    fart -i "%%a" "Emulator" "Emulateur"
    )
    goto:eof
    :fin

    136 downloads

    5 comments

    Submitted

  3. Mame v0.195 no nag screen

    Here is another mame64  verson 0.195
    enjoy 

    372 downloads

    3 comments

    Submitted

  4. Instant Sheller

    A one click utility to change the windows shell to any application or front end and completely hide the windows environment.
    Use at your own risk, if you have problems post on the forum, but make sure you understand what you are doing here.
    What's New in Version 0.8 (See full changelog)
    •13th November 2012 - Version 0.8
    •◾A step forward with Windows 7. This version hides the Welcome.. and Shutting Down text
    The article below was taken from the MAMEworld forums, in case it ever becomes lost.
    In addition to the guide below I have developed a small application that automates all the process called InstantSheller. It allows you to one click shell GameEx or any other front end. It does “everything” in the guide below automatically. Its for Windows XP Service pack 2 and above, Vista and Windows 7 although for full functionality XP is required. It also requires the .net framework 2 service pack 1 or above. It now also features a one click ‘Undo’.
    Use at your own risk, if you have problems post on the forum, but make sure you understand what you are doing here.
    How to completely hide windows, and SHELL directly into a Front-End
    Okay, I finally succeeded in hiding windows completely this morning. I’ll give you a quick heads-up!
    The first thing that you need to do is get a CmdLine MAME up and running with a good FrontEnd. I use The Dragon King by Howard Castro (mainly coz’ it looks feckin’ awsome and it’s easy to skin! Also, it supports automated shutdown of Windows, YOU REALLY WANT THIS TO HIDE WINDOWS COMPLETELY!)
    http://www.oscarcontrols.com/lazarus/
    I run this setup under WinXP Pro, simply because the USB support is second to none, you’ll find out what I mean if you stick an I-pac into it! NOTE: this quick guide assumes you are using XP Pro, if not I don’t really know how accurate it will be!
    Right, now you’ve got your actual emulator up and running, lets hide that OS!
    ***PLEASE NOTE*** THE FOLLOWING GUIDE COULD REALLY MESS UP YOUR SYSTEM! MAKE SURE THAT ALL OF YOUR ROMS AND ANYTHING ELSE THAT YOU WANNA’ KEEP HOLD OF IS SAFELY BACKED UP FIRST, I CAN’T BE HELD RESONSIBLE, SO DON’T COME CRYING TO ME!
    Right, now that’s outta’ the way, on with the show!
    Google for a cursor editing package (shareware will do, you’ll only be using it once!). Install and leave it for the time being. I used this one:

    There’s two ways to get ride of that bootscreen. Use a package designed for it, or make your own.
    1. The safest way is to get a program and screen from the net. If you’re not a fan of trial and serious error, this is the way to go, although if you create a custom skin for your FE, you may want them to match! Download BootSkin from Stardock:
    http://www.stardock....ducts/bootskin/
    And get a decent skin. Either google, or try this one:

    After you install BootSkin, simply double click the downloaded skinfile and apply it. Simple!
    2. The second method. Caution, SCREW THIS UP AND YOU MAY BE LOOKING AT A REFORMAT! REMEMBER TO BACK UP YOUR NTOSKRNL FIRST! Now download and install BootEditor. This will give you your custom boot screen. Be aware that you will certain runtime files for this! One of them that I can remember off the top of my head is CMDCTL32.OCX I think. Run the program in compatablily mode for Win2K and any errors will be reported on screen, then just google for the files you need.
    http://www33.brinkst.../booteditor.zip
    **UPDATE** I Just DL’d Ultimard I-Pac utility, and it seems like all the runtime files you need come with it! Just download and install! **Update**
    http://www.andywarne...k/ipd_setup.zip
    To create your bootscreen you will need a decent art package. Believe it or not I use Ulead PhotoImpact. Okay, it’s cheap, but it does for most of the basic stuff! The instructions included with BootEditor (you’ll find a readme in the extracted folder, FOR GOD’S SAKE, PRINT, READ, AND READ AGAIN! This can really screw your system up if you cock up!)
    Once you’ve created an NTOSKRNL that you’re happy with (by the time you’ve got this far, you should know what I mean!), the only thing you have left to do is actually hide windows itself. Start by going into control panel\sounds and make sure that your default scheme is set to NOSOUND (silent). Open your cursor editor and create a cursor 1pixel in size, and in a dark colour (remember that you may need to be able too see it, a shade of gray will do). Export the cursor you’ve made with a name you can remeber, and place it in the \windows\cursors\ folder, we’ll be coming back to that later!
    Now we’re going to disable the startup\shutdown screens.
    Change from the default windows XP welcome screen to the older style by going to Control Panels>User Accounts>Change the way users logon or off. Deselect the “Use Welcome Screen” checkbox.
    To get rid of the startup and shutdown messages, enter regedit (Start>Run>Type “regedit” without the quotes.). Using the tree on the left, browse through to the following entry:
    HKEY_LOCAL_MACHINE >Software>Microsoft >Windows>CurrentVersion> Policies>System
    If there’s a DisableStatusMessages dword there, change it to 1, otherwise add it (right click, add dword) and change it to 1.
    Now you’ll have to change the background colour of the login screen. Even though you’ve disabled the login, the screen will still load up in blue as it laoding the personal settings. Again, this is a registry hack like before. Browse to the following entry:
    HKEY_USERS>.DEFAULT>Control Panel>Colors>Background
    The default value of this is an RGB value. For the sake of ease, if you change this to 0 0 0, you will get a black screen.
    While you’re in regedit, here’s the final hack:
    HKEY_CURRENT_USER \Software\Microsoft\Windows NT\CurrentVersion\Winlogon
    Look for a string entry called ‘Shell’. If it is not there, create a string entry and name it ‘Shell’. Set the value of this entry to the name and location of your Front-end. For Dragon King, the shell entry may be “C:\MAME\The Dragon King.exe” or wherever your Frontends executable is located. To repair this if anything happs, bbot via safe mode, go into regedit, and change this value to “explorer.exe”. When you reboot, you will find that you enter windows, and not your frontend! Simple!
    Right, now for the cursor! If this isn’t changed at the logon level, you’ll see the mouse cursor for around five seconds while windows loads your personal settings. This really spoils the effect! Download TweakUI:
    http://www.systemsme...s/TweakUIXP.exe
    NOTE: I got a newer version of this from MS and it was missing the option that I needed!
    Once this is installed, go to Control Panel>Mouse>Pointers and change all of your cursors to the one that you created earlier. Save this scheme as “MAME Single Point Cursor Set” or something. Don’t apply this yet, it’ll make things bloody hard to do!
    Right, the last thing to do is finish off making the cursor invisible. Go back to the cursor screen in control panel, load your scheme and hit apply. It’ll be hard to see your cursor, which is why I left this till last! Squint your way into your start menu and open TweakUI. Go to the LOGON option, and somewhere there is the option to copy your wall paper etc. across to the Logon Screen. Hit apply and you’re done!
    Restart your machine, and you should no longer notice windows at all! The only thing that really gives it away is the status bar scrolling on the boot screen, but you can get rid of this using BootEditor, but I think it’s handy to have a guide as to whether or not the systems crashed! While you’re in the front end, if you need to revert back to windows, press CtrlAltDelete, enter the task manager (you will have you mouse back at this point, if you can see it, or simply use the keyboard), end your Frontends, click on New Task, and type in explorer.exe. Taa Daa! Windows! Simply navigate to control panel with your invisible cursor (once you hit the start
    button things get easier!), and change your scheme back to the windows deault! Do your maintenance, and restart the machine. Back into your FE! Y ou like!?!
    Well, that’s how I did it. I think that using TweakUI would be able to sort the screens out the same way as it did the mouse, but I haven’t tried it. If anybody has the time, creating something in VB to make this a ‘Tick The Box’ process should be quite easy I would have thought?
    Whilst most of this was put into my own words,I can’t take credit for most of this guide, I found it whilst trying to do the same thing myself! The links were all active at the time of writing this. The original guide can be found here, as well as a full WIP report for a scratch-built cab. It’s indispensible! Check it out, sign the guestbook, and tell ‘im Ritchie sent ya!
    http://www.upup.us/o..._09_01_old.html
    If anyone has any corrections for this, PM me and I’ll edit the post, and give credit of course!

    540 downloads

    2 comments

    Submitted

  5. HyperSpin FullScreen Launcher

    This package contains two files to be placed with HyperSpin.exe
     
    You can select to start them instead of HyperSpin.exe.
    HyperSpinFullScreen.exe = Starts HyperSpin in fullscreen mode.
    HyperSpinNotFullScreen.exe = Starts HyperSpin in windowed mode.
     
    I do not expect a lot of people to use this, but I have my HyperSpin setup on the network for multiple machines.
    On my work computer, where I set everything up, I do not want to start HS in fullscreen.
    On my arcade machines, I do want to start it fullscreen.
     
    I always forgot to change manually so it always opens the "wrong" way.
     
    Running HyperSpinNotFullScreen.exe on my work computer and HyperSpinFullScreen.exe on my arcade machines makes sure they always start HS in the correct way.
     
    All it really does it change the FullScreen value in Settings.ini to either true or false before launching "HyperSpin.exe".
     
    Sources are included...

    470 downloads

    2 comments

    Submitted

  6. List Generator

    dir /a /b /-p /o:gen >C:\WINDOWS\Temp\file_list.txt
    start notepad C:\WINDOWS\Temp\file_list.txt

    181 downloads

    2 comments

    Submitted

  7. Daemon Tools Lite

    Here you find version 10.2 of Daemon Tools Lite. Currently version 10.3 does not work with RocketLauncher.
     
    Care must be taken when installing this product as the "Free" version as it will install other software onto your PC.
     
    Please see the screen shots for the best way to install.
     
    Remember to set your DT Lite path in RocketLauncher UI to "C:\Program Files\DAEMON Tools Lite\DTAgent.exe" or wherever you installed it.

    2,115 downloads

    2 comments

    Updated

  8. MAME V0.194 NO NAG SCREEN

    Mame V0.194 has been reloaded 
    enjoy 

    97 downloads

    2 comments

    Submitted

  9. Mame64 0.185 + nonag

    mame64 0.185 for Windows + nonag patch (no white square!)

    194 downloads

    1 comment

    Submitted

  10. mame64 v0.196

    Here is the next update mame v0.196 no nag version
    enjoy

    449 downloads

    1 comment

    Submitted

  11. Mame v0179 no nag screen

    here is anther mame0.179 update no nag screen
    hope you enjoy this .

    793 downloads

    0 comments

    Submitted

  12. Mame .174 64bit + NoNag + Hi-score + Forced Directinput

    64bit MAME 174 patched with no-nag, no white windows, hi-score and forced direct input. Key items with this release:
     
    I promised an emailer earlier that I would put this out, and if I say I'm going to do it...it's gonna happen. So here it is. PLEASE stop asking for x86 versions, MAMEUIFX, etc. My rig doesn't use either one, so I don't compile them. Not being a jerk (at least, not deliberately).
     
    The good news:
    I don't THINK you need to update your file structure with this release. So you should be able to just overwrite your MAME 173 with the attached .exe and you're off and running. If you're upgrading from 172 or prior, do a full install from the MAME DEV website, then the overwrite the main program with the attached .exe. You might want to back up your mame.ini file and generate a new one, as the nonag diff used for 174 is much more integrated and KISS than ever before. EDIT - Skipgameinfo needs to be set to "1" in the mame.ini for all messages to be suppressed. The nonag allows you to keep the gameinfo if you still want it, but removes the "click OK or go LR" dialogue.
     
    The bad news?:
    On a minor note, the HLSL programming has changed, AGAIN. So the video settings you tweaked for hours to get "just right" might not look exactly the way they did in 173. The description of the changes was accidentally left out of the "whatsnew" file for this version, but can be seen at the very bottom of the Change Log below. Apparently one of the devs forgot to update that part of the .txt file when it was sent out to the dev team 2 days prior to release date. Not saying the changes are bad - it's just that your screen might not look exactly the same as it did in 173. If you're using 172 or earlier, you should already know the new file structure has completely changed the way HLSL settings are handled. Read my 172 or 173 download descriptions for more details on that.
     
    6/8/2016 - IMPORTANT EDIT - The post.fx file in this release had an error that has since been corrected in the .git. Not my fault - it was part of the 174 source. MAME devs have since corrected the error and uploaded it to github. But if you don't want to wait for 175, I've already gotten it for you. It's now included as a second attachment - just overwrite the 174 post.fx file in the HLSL directory with this one and you're GTG.
     
    On a major note...
    Oh I'll just come out and say it... Who really cares about this release? It's not faster. If anything, the restructuring of the drivers, carts, etc continues to slow down the emulation. YES, I KNOW IT'S MORE ACCURATE TO THE WAY THE REAL HARDWARE WORKS. But when you just want to play the games do you really care?
     
    And what's new? MINOR bug fixes. Yet another incredibly-obscure title that now works on the Tiger Game handheld MESS emu and some improvements to the Apple 2 driver? More clones added? The improvement to Golden Tee Fore is notable, but it's really just a fix from the break that occurred from 172 to 173. The better support for DirectInput 8 is great and appreciated, but if your rig already works you don't care about this.
     
    The work on the MAME project is vast, requiring hundreds, perhaps thousands, of man-hours to produce. And to think of how far it's come in the last few years...astonishing. As a simple end-user, I am humbled and grateful to the MAME dev team. But guys...how about fixing Sega Model 1? Virtua Fighter is still broken. YEAH, IT RUNS, but look at it - shameful. HydroThunder? Or get Sammy Atomiswave / Naomi / Sega Model 2 to play at full speed? Who doesn't love some Capcom VS SNK? MetalliC over at Demul has done an EXCELLENT job with some of these. And Bart and Ian dev-ing Sega Model 3 over at SuperModel continue to pioneer development in the true spirit of bringing old games back to life.
     
    I told my emailer I wouldn't rant on this post, but it has to be said. This compile works great, so feel free to use it. And if you're using 173 already, I guess there's really no reason not to upgrade aside from the potential HLSL issues and romset updating. But personally, I'm still using 172 and couldn't be happier.

    2,976 downloads

    0 comments

    Updated

  13. Atari 2600 Database No Adult Games

    This Is a Database for the Atari 2600 But  no Adult Games

    30 downloads

    0 comments

    Updated

  14. Arcade64

    personal patch of no nag

    117 downloads

    0 comments

    Updated

  15. epsxe ahk for RL

    This is a roughly edited module for rocketlauncher to limit frameskip and use petes ogl driver v2.9 instead of core, win10 doesnt work with v2.05 of ePSXe and v2.01 runs at 1000+ fps without this.
    Should be able to use any plugin by renaming it to "gpuPeteOpenGL2.dll"

    493 downloads

    0 comments

    Updated

  16. arcade64 0.181 no nag patch

    personal patch of arcade64 no nag

    217 downloads

    0 comments

    Submitted

  17. MameUIFX 64bit + NoNag

    please go download the 0.175.1 release

    222 downloads

    0 comments

    Updated

  18. Arcade64 0.179 no nag

    not my personal compiled, but here is one from Insertmorecoin, enjoy and thank him if you know him
    I will compiled the next release with my own edit of Arcade64, so until next time!
    hope thing get resolve soon

    112 downloads

    0 comments

    Submitted

  19. mame v0.179 no nag patch

    here is mame no nag patch if u would like to compile it your self

    290 downloads

    0 comments

    Submitted

  20. *Dual-Lightguns fix* Mame 64 bit 0.176

    Personal no nag patch + Patch with pitou's fix for dual lightguns
     
    ----------SETTINGS--------
    joystick 1
    lightgun 1
    multimouse 1
    offscreen_reload 1
     
    lightgun_device lightgun
     
    lightgun provider = auto

    595 downloads

    0 comments

    Updated

  21. mame64

    Good evening all, its a dark stormy night i thought i'd just get this out of my system, this was my first time trying to create a no nag version of mame0.178
    well, here you go. let me know what u think.
     

    390 downloads

    0 comments

    Updated

  22. Arcade64 no-nag patch

    Arcade64 no-nag patch 0.178
    copy over to mame 0.178 install then run arcade64

    339 downloads

    0 comments

    Updated

  23. Demul Xbox 360 Control Configs

    Original thread
    http://www.hyperspin-fe.com/topic/7830-demul-full-xbox-360-controls-for-naomi-and-atomiswave-enjoy/?hl=%2Bdemul+%2Bcontrol
     
    Demul - Sega Naomi & Sammy Atomiswave control configs for Xbox 360 Controller
    By urbangangsta101
    Demu 0.582
    Sammy Atomiswave XML v1.1
    Sega Naomi XML v1.2
     
    Installation: (Essential)
    - Put the nvram folder into your Demul emulator folder (Overwrite any existing files)
    - Put the Demul (v0.5.8).ini into your Hyperlaunch Demul module folder (Overwrite any existing file)
     
    Extra Steps: (Not essential)
    - Enable Keyboard in Port C of the Demul plugins menu (Config->Maple Device Manager->Port C = Keyboard) - For 'Keyboard' style games
    - Add 'Mahjong' controls to your padDemul.ini (see demul-naomi-non-standard-controls.pdf)
    - Map controls for the 4 'Trackball' style games using Xpadder (see demul-naomi-non-standard-controls.pdf)
    - Map controls for the 11 'Lightgun' style games using Xpadder (see demul-naomi-non-standard-controls.pdf & demu-atomiswave.pdf) You should really use an Aimtrak Lightgun
    - Map controls for 1 'Touch Screen' style game using Xpadder (see demul-naomi-non-standard-controls.pdf)
     
    Enjoy!

    738 downloads

    0 comments

    Updated

  24. Arcade64 0.177 *Reborn Mameuifx*

    first release of the project thanks to Robert for continuing where Mamesick has left off. Mamesick is not gone but just not greatly active
     
    this has my personal patching for no nag

    321 downloads

    0 comments

    Submitted

  25. Mame64 .177 No Nag

    No Nag patch added.
     

    0.177
    -------
     

    MAMETesters Bugs Fixed
    ----------------------
    - 00550: [Graphics] (atarisy2.c) apb: There is a graphics problem with
    your police car at the point you drive away from your starting
    square. (crazyc)
    - 01455: [DIP/Input] (segas18.c) lghost: Problem with crosshair (Pitou)
    - 05584: [Gameplay] (konamigx.c) rungun2, slamdnk2: during run mame
    produces several messages about unknown protection command (Tafoid)
    - 05823: [Core] (coco12.c) -ramsize does nothing for emulation although
    it does change the .ini file (Nathan Woods)
    - 06185: [DIP/Input] LIGHTGUNS: Aimtrak Dual Lightguns no longer
    properly detect (Pitou)
    - 06269: [Debugger] DEBUGGER: Unable to use any valid cheats while
    using debug (Ryan Holtz)
    - 06292: [Crash/Freeze] (victor9k.c) victor9k [cpm86]: Freeze with
    'cpm86' disk (Curt Coder)
    - 06314: [Crash/Freeze] Fatal error - All sets using '-centronics p72'
    slot/option (Ryan Holtz)
    - 06315: [Crash/Freeze] Fatal error - All sets using c4023, c1526,
    mps802 devices (Ryan Holtz)
    - 06316: [Crash/Freeze] (pc1512.c) pc1512, pc1512dd, pc1512hd10: Use of
    'ibm_mfc' slot option causes Fatal error (Ryan Holtz)
    - 06317: [Crash/Freeze] (pc1512.c) pc1512, pc1512dd, pc1512hd10: Use of
    '3c503' slot option causes Fatal error (Ryan Holtz)
    - 06326: [Crash/Freeze] (megadriv.c) megadriv, 32x and clones, some
    segac2.c sets: Selecting machine and game via softlist though
    internal menu results exception/crash (Osso)
    - 06328: [Crash/Freeze] Various ISA using machines: Crash/Exception at
    Initialization (crazyc)
    - 06330: [Crash/Freeze] (altos5.c) altos5: Crash/.Exception on
    start (crazyc)
    - 06331: [Crash/Freeze] (apollo.c) dn3500_19i, dsp3000, dsp3500,
    dsp5500: Crash/Exception on start (Osso)
    - 06332: [Graphics] (galaga.c) digdug and clones: Graphics from
    Tilemap 0 are missing (Osso)
    - 06335: [interface] UI:: Input (general) selection menus do not
    display correctly or at all (Vas Crabb)
    - 06342: [Crash/Freeze] pc (pccga): System crashing while
    loading (crazyc)
    - 06343: [DIP/Input] (taito_l.c) plottingu: Coinage dipswitches are
    labeled incorrectly. (Tafoid)
    - 06349: [Gameplay] brapboys: MAME crashed when exiting
    game (O. Galibert)
    - 06352: [Crash/Freeze] (cps1.c) mbombrd, mbombrdj: Crash in
    demonstration mode (Osso)
     

    Source Changes
    --------------
     
    -maygay1b: [David Haywood]
    * Fixed second set of lamps
    * Partially investigated MCU hookup
     
    -apple2gs.cpp: Redumped 341-0748 FE-FF ROM for the ROM03 Apple IIGS,
    confirming that 341-0748 and 341-0749 ROMs are identical.
    [brian Troha]
     
    -mpu4.cpp: Added all known expansions as fragments for DRIVER_INIT.
    This will permit 'per set' configuration to make the games
    playable. [James Wallace]
     
    -naomi.cpp: Added all known Sega DIMM board firmware dumps. [TylerDurden67]
     
    -amstrad.cpp: Added pause button to GX4000. [barry Rodewald]
     
    -debugimgui: Added images menu, with crude file select dialog, added
    very crude create image dialog. [barry Rodewald]
     
    -ALTOS5: Fixed banking, all disks can boot. [Robbbert]
     
    -Renamed the arcade "sun" project to avoid conflict with the mess "sun"
    project [Robbbert]
     
    -Playmatic Pinball: All MPU-1 games working, plus other WIP. [Robbbert]
     
    -MK14: [Robbbert]
    * Fixed a memory bug.
    * Added paste facility, cassette, sound, and notes.
     
    -Pro-80: Added devices. [Robbbert]
     
    -Separated the LDP-1450 laserdisc player into its own device
    [James Wallace]
     
    -Added support for MPU4 layouts for games beginning with 'a', based on
    MFME2MAME conversion. CHR protection data is still not hooked up for
    many of these sets, so lamping behaviour is incorrect. [James Wallace]
     
    -Dumped Ferrari F355 Japan BIOS. [shouTime]
     
    -Fixed TNZS ROM locations/labels [brian A. Troha, Lord Nightmare]
     
    -hiscore.dat: updates [Leezer]
     
    -Various netlist fixes: [couriersud]
    * Minor include cleanup
    * Fixed a memory hole caused by assign operators
    * More C++
    * Use noexcept in netlist code where appropriate
     
    -abc80x: Fixed ABC-838 disk image cell size. [Curt Coder]
     
    -c64: Optimized the 1541 bit read/write function slightly without
    noticable effect on driver speed, since the 2 CIA's are the current
    bottlenecks. [Curt Coder]
     
    -compis improvements: [Curt Coder]
    * Created a bus for the graphics card slot
    * Fixed keyboard
    * Promoted driver to working
    * Fixed RTC to use 24 hour mode
     
    -victor9k improvements: [Curt Coder]
    * Set floppy RPM after track step
    * Implemented hires graphics
    * Implemented display brightness control
    * Fixed keyboard line Y12
    * Implemented SCP communications
    * Boots to CP/M and MS-DOS now - promoted driver to working
     
    -pofo improvements: [Curt Coder]
    * Implemented the A: credit card memory
    * Fixed the RTC
    * Added memory card slot interface and ROM/RAM cards
     
    -im6402: Reset receive/transmit registers after data frame is changed
    [Curt Coder]
     
    -wangpc improvements: [Curt Coder]
    * Fixed interrupt handling - boots to DOS now
    * Fixed keyboard error on POST
     
    -Fixed missing region report when DEVICE_SELF is used. [O. Galibert]
     
    -dirom: device_rom_interface for sound chips with rom/memory map
    alternative [O. Galibert]
    * Make robust for oversize ROMs
     
    -dirom,okim6295: Added/fixed banking support. [O. Galibert]
     
    -Preliminary VGM player (vgmplay) [O. Galibert]
     
    -kaneko_calc3: Stop trashing memory. [O. Galibert]
     
    -Fairlight CMI IIx driver: [Ryan Holtz]
    * Modernization of Phil's CMI IIx driver
    * Hooked up serial callbacks, alphanumeric keyboard now works
    * Fixed FDC DMA, QDOS now boots
    * Fixed MSM5832 RTC hookup
    * Hook up second floppy
     
    -vgmplay.cpp enhancement: [Ryan Holtz]
    * Added HuC6280, NES APU, Gameboy DMG, YM2203, YM3812, YM3526,
    AY-3-8910, Namco C352, Sega MultiPCM, Konami K053260, Atari POKEY
    and Oki M6295 support.
    * Added support for looping.
    * Added dual-chip support for AY-3-8910, YM2203, MultiPCM, and
    POKEY.
     
    -tv990/995: Added save state support and LPT port. [R. Belmont]
     
    -tv950: New redumps, fleshed out the skeleton, needs a CRTC expert to
    draw anything. [R. Belmont, Al Kossow]
     
    -ti99 improvements: [Michael Zapf]
    * Fixed stuck INT line in TMS9902
    * Improved logging
    * Fixed missed CTS signal, outgoing RTS, incoming DTR
    * Fixed RS232 line mapping
    * Fixed debugger access to cartridge
    * Use proper RAM devices instead of ROM_REGIONS
    * Fix a problem with formatted disk images that do not match the
    expected file size
    * Fixed another issue with double stepping
     
    -ti99_dsk: Fixed issue with deleted data marks in FM. [Michael Zapf]
     
    -hdc92x4: Added 9224 emulation. [Michael Zapf]
     
    -Added PC-AT mode (still untested), some preparations for 9224
    emulation. [Michael Zapf]
     
    -floppy: Improved floppy sound emulation with new sound samples.
    [Michael Zapf]
     
    -Funworld driver: Added technical notes to Inter Games poker.
    [Roberto Fresca]
     
    -Jolly Card (Austrian, set 2):
    * Added specs [Roberto Fresca, Team Europe]
    * Added GAL16V8S dump [Team Europe, caius]
     
    -Jolly Joker (Apple Time): Added technical notes. [Roberto Fresca]
     
    -Amatic multigames: Corrected technical notes. [Roberto Fresca]
     
    -alto2 improvements: [Juergen Buchmueller]:
    * Added speaker sound
    * Further cleanup and removed cruft
    * Get rid of the fake status display. Refactor mouse positioning code.
    * Removed extra screen buffer
    * Save copying odd/even frame scanlines by immediately updating bitmap
    * Fixed I/O memory read
    * Reduced frame rate (really 30 frames/60 fields per second)
    * Replaced decoded MIR bit fields
    * Removed member function pointers
    * Refactored videotiming, use attoseconds_t
     
    -apricot improvements: [Dirk Best]
    * Moved expansion bus to its own directory
    * Created bus interface for the keyboard interface
    * Made HLE keyboard emulation a bus device
    * Use device_buffered_serial_interface and
    device_matrix_keyboard_interface for the HLE keyboard emulation to
    reduce duplication and implement a FIFO
    * Added rtc support to keyboard
     
    -Keyboard/terminal improvements: [Vas Crabb]
    * Added base classes for HLE matrix keyboard and buffered RS232 device
    * Made generic keyboard/terminal more usable: configurable typematic
    delay/rate, selectable JIS/ANSI layout, handle simultaneous
    keypresses more intuitively, use meta to set high bit, configurable
    auto LF on CR, auto CR on LF and local echo, audible bell
    * Untangled Olivetti M20 keyboard from generic_keyboard, add notes, use
    physical layout
    * Untangled RM Nimbus keyboard from generic_keyboard aand fix -natural
    * Untangled x68k keyboard from generic_keyboard, improve key names,
    default mapping and typematic behaviour
    * Untangled QX-10 keyboard from generic_keyboard
    * Kept NGEN keyboard barely working
     
    -Rewrote srcclean to be cool with UTF-8, C++14 and Lua. [Vas Crabb]
     
    -Fixed UTF-16 encode, pass UTF-16 to Windows character drawing. [Vas Crabb]
     
    -Made path_iterator copy search path to fix use-after-free [Vas Crabb]
     
    -devfind improvements: [Vas Crabb]
    * Made object finders behave like pointers (not pointer/reference/
    vector) hybrids
    * Removed some default argument values and dangerous accessors
    * Use single uniform class for object array finders, using real arrays
    to avoid double indirection
    * Use a format string to allow more flexible tag names in object array
    finders
    * Use template using typedefs to greatly reduce bolerplate code
    * Consolidated template instantiations speeding up the build
    * Added Doxygen comments to many key classes
     
    -Fixed cosmic.cpp and mpu4.cpp games that had too few tags passed to
    I/O port array finder [Vas Crabb]
     
    -dooyong.cpp: Video improvements: [Vas Crabb]
    * Mix two 4bpp tilemaps for the 8bpp layer in popbingo
    * Made ROM tilemap generator into a device, moving a whole lot of stuff
    from video start to machine config and removing trampolines
    * Changed tile/sprite ROM regions to be 16-bit to better match hardware
    * Represent 16-bit text layer block on Z80 games as a device
    * Split up state classes some more and use derived machine configs
     
    -Fixed regression: using IPT_START in sms makes mame think joypad 1 is
    occupied and inserts joypad 2&3 instead of joypad 1&2 [hap]
     
    -dotrikun improvements: [hap]
    * Much better video timing, but still shows glitches in ccovell's ROM
    * eat_cycles clamps to 0, adjust_icount does do what I intended
    * Try another method for video timing
     
    -gx4000: Don't use IPT_KEYBOARD for console pause button. [hap]
     
    -al520ex: Use correct key name for tvordiy znak. [hap]
     
    -hh_tms1k: Gamelist notes update. [hap]
     
    -hh_hmcs40: Added sag internal artwork (external artwork still
    recommended). [hap]
     
    -tlcs90: Fixed a nonsense check. [hap]
     
    -chessmst: Added reset and halt buttons. [hap]
     
    -champbasjb: Fixed MAME complaining about missing MCU device, correct
    romlabels. [hap]
     
    -lghost: Allow gun offset correction to be disabled. [hap]
     
    -tiamc1: Tilemap bit layers disable control. [MetalliC]
     
    -i8080: Fixed status callbacks during stack and IO access [MetalliC]
     
    -vector06: Improvements: [MetalliC]
    * RAM expansion emulated, MicroDOS and software works now
    * Fixed ROM cartridge address decoding, boots now
    * Changed to use KR1818VG93 FDC
    * Added "Sound Tracker" and "R-Sound" AY8910 sound
    * Added pit8253 sound
    * Fixed vblank interrupt generation
     
    -cv1k.cpp: Found and corrected bad bits in Pink Sweets U2 graphics ROMs
    based on comparison 4 dumped versions. [MetalliC, rtw]
     
    -aica: Added ADPCM diff value clamp based on encoder research.
    [kode54, MetalliC]
     
    -hp9845: Added correct character generator ROMs. [fulivi, A.Kueckes]
     
    -Use emumem.h defines whenever possible. [Giuseppe Gorgoglione]
     
    -gba: Reworked and simplified code. [Giuseppe Gorgoglione]
     
    -gba: First batch of code refactorings: [Giuseppe Gorgoglione]
    * Attempt at modernizing the code by taking advantage of C++ features
     
    -Made hiscore path configurable by ini file, fix .hi file path
    resolution. [stengun]
     
    -Fixed Gun#2 not working in MAME #618 [Pitou]
     
    -Fixed read case in kaneko_calc3.cpp and made kaneko_toybox.cpp safe as
    well. [David Haywood]
     
    -Various Seibu Refactoring: [David Haywood]
    * Air Raid, Street Fight and Dark Mist all use very similar video
    systems;this takes some steps towards allowing a common
    implementation
    * Street Fight and Cross Shooter use a common mmainboard wiht
    different Video Boards; makes video boards into devices to
    faciliate this
     
    -Put DM01 matrix board CPU inside device for BFM Sc2/4. [David Haywood]
     
    -Maygay M1A, MCU bones, commuication not hooked up yet. [David Haywood]
     
    -Fixed many MPU4 set descriptions: [David Haywood]
    * Identify and mark hacks
    * Associate sets with correct games
    * Treat Casino Bar-gain and Bar-gain as different games
     
    -Treat Sc2 DMD as screen, avoid tag lookups, add correct DMD ROM to some
    sets [David Haywood]
     
    -Maygay M1A/B partial fix for lamp mapping: [John Parker]
    * Fix the lamp mapping for the first half of the matrix
    * Fix typo and add comment to function that is intended to handle the
    second half of the matrix
     
    -Added layouts to Maygay driver: [John Parker]
    * These are generated, and will be updated as I MFME2MAME converter is
    improved, reels are transcribed, etc.
    * m1albsqp, m1apollo2, m1bargnc, m1bghou, m1bigdel, m1calypsa,
    m1casclb, m1casroy1, m1chain, m1cik51o, m1clbfvr, m1cluecb1,
    m1cluedo4, m1cluessf, m1coro21n, m1dkong91n, m1dxmono51o,
    m1eastndl, m1eastqv3, m1fantfbb, m1fightb , m1frexplc, m1gladg,
    m1grescb, m1hotpoth, m1htclb, m1imclb, m1infern, m1inwinc,
    m1itjobc, m1itskob, m1jpmult, m1lucknon, m1luxorb, m1manhat,
    m1monclb, m1mongam, m1monmon, m1monou, m1nhp, m1nudbnke, m1omega,
    m1onbusa, m1przeeb, m1retpp, m1search, m1sptlgtc, m1startr,
    m1taknot, m1thatlfc, m1topstr, m1triviax, m1trtr, m1ttcash,
    m1wldzner, m1wotwa
     
    -Added new Scorpion 1 layouts: [John Parker]
    * sc1barcd, sc1bartk, sc1cl65, sc1clbtma, sc1cwcl, sc1dblch, sc1pwrl,
    sc1sirb, sc1spct, sc1str4
     
    -Scorpion 2: Added 12 internal layouts: [John Parker]
    * sc2ptytm1, sc2cpe, sc2casr2, sc2majes, sc2eggs1, sc2prom, sc2cpg,
    sc2copcl7, sc2town2, sc2suprz1, sc2heypr, sc2prem2
     
    -Scorpion 4: Added 35x Layouts. [John Parker]
     
    -Scorpion 4: Added 73 Layouts. [John Parker]
    * sc4jack, sc4kalei, sc4knokb, sc4lirb, sc4lined, sc4lockb, sc4lkbcl,
    sc4mmmg, sc4mgr, sc4mtbb, sc4mtbclb, sc4monoba, sc4mondxe,
    sc4mr2rc, sc4motor, sc4mou, sc4nmtj, sc4nudita, sc4pacqpa,
    sc4paccl, sc4pstata, sc4pgold, sc4po8, sc4ppclb, sc4pipe, sc4plumb,
    sc4polic, sc4pony, sc4potsha, sc4pwrbq, sc4pwrsg, sc4pen1c,
    sc4qmodo, sc4quidrb, sc4rhxcsa, sc4rhxcl, sc4redsq, sc4rotc,
    sc4revod, sc4richl, sc4rttt, sc4roksc, sc4rogds, sc4rmo, sc4rtc,
    sc4srrca, sc4smk7, sc4slci, sc4solgl, sc4slihd, sc4sparkd,
    sc4sbust, sc4starpk, sc4strk, sc4sahed, sc4susk, sc4suscl, sc4s6cd,
    sc4taekw, sc4takcl, sc4tempt, sc4lions, sc4tic2, sc4tbana,
    sc4tload, sc4tpshta, sc4trail, sc4ttomb, sc4tridn, sc4tfclb,
    sc4vrgclb, sc4wldjkc, sc4xmarka
     
    -JPM IMPACT: Added 58 layouts. [John Parker]
    * j6aceclb, j6acehi, j6amdrm, j6arcadee, j6big50, j6bigbukc,
    j6bigtopa, j6bnkrcl, j6bnza, j6btbwd, j6camelt, j6casclaf,
    j6cascze, j6colcsh, j6cpal, j6crack, j6drdogh, j6euphor, j6ewn,
    j6fastfr, j6ffce, j6frtpot, j6gidogh, j6gldclb, j6gogold,
    j6goldgla, j6guabc, j6guabcl, j6hapyhrb, j6impulsc, j6indyi, j6kfc,
    j6kungfud, j6megbck, j6mono60, j6monst, j6montlkb, j6oxobin,
    j6quick, j6ra, j6redarwf, j6reelmn, j6rh6cld, j6rhchil, j6rico,
    j6rollerd, j6slagng, j6snakes, j6stards, j6swpdrp, j6tombc,
    j6topflg, j6twst, j6untch, j6vindal, j6vivark, j6wizardd, j6wldkng
     
    -MPU3: Added 39 layouts. [John Parker]
    * m3acech, m3autort, m3biggam, m3bigsht, m3blkhle, m3cabreta, m3chase,
    m3circle, m3cskill, m3cunlim, m3fortun, m3gcrown, m3gmine,
    m3lineup, m3loony, m3nnice, m3oddson, m3online, m3oxo, m3ratrce,
    m3razdaza, m3replay, m3rockpl, m3rollem, m3rxchng, m3sexcu,
    m3slight, m3snaphp, m3spoof, m3supadr, m3supnud, m3supspo,
    m3supwin, m3sweep, m3tfair, m3toplin, m3winagnb, m3winstr, m3xchngg
     
    -Scorpion 4: Mostly fixed 7-segment displays. [John Parker]
     
    -Maygay: Fixed input strobe order bug [John Parker]
     
    -Updated regenerated Maygay layouts; all now initialise OK.
    [John Parker]
    * Updated due to Converter bugfixes.
     
    -Maygay: Added/updated layouts: [John Parker]
    * Layouts have the new 'MFME2MAME Debug View'
    * Layouts have new fix (same as MPU4) for 'coin slot buttons'
    * Some reel lamp improvement for 5th reel
    * Added four new layouts
     
    -JPM MPS: Added 89 Layouts: [John Parker]
    * j2adnote, j2always, j2bankch, j2bigbnk, j2bigbox, j2blustr,
    j2cashbn, j2cashrl, j2cashro, j2cashrv, j2cashtk, j2coinsh,
    j2coppot, j2cprndx, j2criscr, j2crown, j2cshalm, j2cshcrd,
    j2cshfil, j2cshnud, j2cshsmh, j2cvault, j2droplt, j2ewn, j2ews,
    j2exec, j2fasttk, j2fiveal, j2fiveln, j2fqueen, j2frucnx,
    j2fullhs, j2fws, j2ghostb, j2gldchy, j2goldbr, j2hilocl, j2hinote,
    j2hiroll, j2hitmon, j2hotpot, j2hotsht, j2hypnot, j2jackbr,
    j2kingcl, j2litean, j2litnot, j2lovshd, j2lovsht, j2luckar,
    j2lucky2, j2maxima, j2missis, j2monblt, j2mongam, j2montrp,
    j2nolimt, j2notesh, j2nudbnz, j2nudfev, j2nudmon, j2nudshf,
    j2paypkt, j2penny, j2plsmnd, j2plsnud, j2pndrsh, j2rdclb,
    j2reelbn, j2reelbo, j2reelcz, j2reelmc, j2reelmo, j2silvcl,
    j2silvsh, j2sldgld, j2slvrgh, j2spcrsv, j2sstrea, j2stahed,
    j2supfrc, j2suprsh, j2supsft, j2supstp, j2suptrk, j2swbank,
    j2take2, j2trail, j2tstplt
     
    -JPM SYSTEM5: Added 21 layouts: [John Parker]
    * j5ar80cla, j5cira, j5fairp, j5firebl, j5hollyc, j5hotdoga,
    j5indsum, j5intr, j5movie, j5nite, j5palma, j5popeye, j5sizl,
    j5supbara, j5suphi, j5swop, j5term, j5topshp, j5trail, j5ujb,
    j5wsc
     
    -BFM DMD: Adjusted to more accurately match the colour of the real
    machines [John Parker]
     
    -Techno Drive improvements [superctr]
    * Fix H8 ADC inputs
    * Sub CPU seems to expect certain H8 SCI behavior, otherwise it locks
    up after a few minutes making controls unresponsive.
    * Bypassed 'COIN ERROR' at bootup by patching the sub CPU program
    * Swapped 'th1fl3l.12' and 'th1fl3u.13' and placed them at proper
    memory location (0x1800000) so game no longer crashes at Namco logo
     
    -namconb1: fix sound timing for some games [superctr]
    * fixes the sound tempo in nebulray, gslugrsj, gslgr94u and clones,
    and vshoot.
     
    -Byteswapped timecris sample ROM, remove MACHINE_IMPERFECT_SOUND flags
    for C352 games. [superctr]
     
    -Namco C352 improvements: [superctr]
    * Replaced C352 core with new one used in VGMPlay (fixes noise
    generation and sample interpolation)
    * Change clock frequencies for sub CPU and sound chip for
    System 12/23 drivers based on my research on the sound drivers,
    including a comparison between the ND-1 and System 12 drivers
    * Removed rear channels for systems that lack a second Sanyo
    LC78815M stereo DAC
     
    -kim1: RS & ST keys, input ports update: [Dagarman]
    * Hooked up the ST key and updated RS key function
    * Updated INPUT_PORTS to add numpad keys and better support pasting
    * Moved type definitions to kim1.h
    * Simplified kim1.lay coordinates
     
    -Documented 3 diagnostic menu bugs in the Vii's BIOS.
    [PressStartandSelect]
     
    -Fixed action on debugger 'trace'/'traceover' commands: [Nathan Woods]
    * 'trace'/'traceover' commands were registered as having three
    arguments, this fixes it so there are four arguments
     
    -Fixed some MC6847 low resolution video modes: [Nathan Woods]
    * Fixed a bug from where video data was sampled that could cause too
    many samples to be loaded in low resolution video modes
    * On the CoCo, this fixes some low resolution video modes used by
    Project Nebula and some other games
     
    -CoCo 1/2: Fixed configurable RAM sizes: [Nathan Woods]
    * Changes the 6883 SAM implementation to assume memory bank lengths
    smaller than available space are not mirrored
     
    -Made rom_entry a class that keeps copies of strings: [Nathan Woods]
    * Also introduce a POD tiny_rom_entry for static ROM definitions
    * C++-fiied code that iterates over rom_entry arrays
     
    -diimage refactoring: [Nathan Woods]
    * Changed device_image_interface::load() so that it doesn't load both
    images and softlist items
    * Remove vestigial has_been_created() API
    * Consolidated error code translation
    * Use std::string rather than C strings in more cases
    * Better encapsulation of format list
    * Better encapsulation of filename extension extraction
     
    -software list refactoring: [Nathan Woods]
    * Separation of software list data structure from runtime device
    * Use std::string rather than C strings in many cases
    * Standardized terminology for various concepts
     
    -Converted many NUL-terminated strings to std::string: [Nathan Woods]
    * Parameters to zippath and emufile
    * menu_software_list::m_filename_buffer
     
    -Check return value of CassetteLegacyWaveFiller.chunk_sample_calc()
    (this is just better error checking). [Nathan Woods]
     
    -Changed device_image_interface::determine_open_plan() to not create an
    image unless device_image_interface::create() is used. This fixes odd
    behavior where zero byte images could be created. [Nathan Woods]
     
    -Report Win32 ERROR_INVALID_NAME as osd_file::error::NOT_FOUND
    [Nathan Woods]
     
    -Fixed menu lag. [dankan1890]
     
    -Use required_ioport_array for multiple keyboards. [shattered]
     
    -ec1841: Adapted to new memory system. [shattered]
     
    -mc1502: Made serial test in BIOS work. [shattered]
     
    -poisk1, mc1502: Minor fixes. [shattered]
     
    -vt240: Fixed host comms when flow control is enabled. [shattered]
     
    -dvk_ksm: Fixed host comms, added PORT_CHARs to its keyboard.
    [shattered]
     
    -dvk_ksm: Dropped dvk_ksm01 variant and merged ROM sets; enabled tx to
    its keyboard. [shattered]
     
    -ms7004: Enabled serial rx and add PORT_CHARs. [shattered]
     
    -keyboard: Added F16..F20 keys (present on DEC terminals). [shattered]
     
    -isa_hdc: Implemented READSBUFF command (used by ec1841 diagnostics).
    [shattered]
     
    -Remapped "P1 Mahjong Score" to / key for OS X. [AJR]
     
    -New core input type: "Memory Reset": [AJR]
    * Resets settings/bookkeeping to system-provided default
    * The default key binding F1
     
    -Designated more memory reset inputs in mahjong games. [AJR]
     
    -dynax.cpp: Regularized service inputs. [AJR]
     
    -Attempted to fix distortion with -refreshspeed and -audio xaudio2.
    [Calamity]
     
    -New stretching options (as suggested by Jezze): [Calamity]
    * New option -unevenstretchy (complementary to -unevenstretchx)
    * New option -autostretchxy, to automatically apply -unevenstretchx
    or -unevenstretchy based on source native orientation.
     
    -Warp mode for relative mouse on OSX SDL 2.0.4 (fixes Github issue
    #1232). [bradhugh]
     
    -sengokmj: Inputs refined based on examination of program code: [AJR]
    * All service inputs are momentary switches, not DIP toggles
    * Added unused SW2 DIPs as displayed in service mode
    * Added a couple of obscure inputs not shown in service mode
     
    -pwrkick, othldrby: Various improvements: [AJR]
    * Added NVRAM to Power Kick and Othello Derby; document the reset
    mechanism for the latter
    * Added ticket dispenser to Power Kick (seems to work for the most part)
    * Removed numerous bogus DIP switches
    * Thoroughly reconfigured coin inputs in Power Kick, adding counters
    and lockouts for all three (including the "Key In" input that
    really isn't)
    * More meaningful settings for the "Payout" DIP switch in Power Kick
    (based on program code)
     
    -skylncr.cpp: Improvements to almost all games: [AJR]
    * Use standard input mappings in all games except Sonik Fighter
    * Added working hopper outputs and payout buttons
    * Promoted mbutrfly to WORKING after solving the protection (the code
    wasn't encrypted) and add the button lamps internally associated
    with it
    * Decrypted bdream97, which is almost working now with obvious
    graphical glitches and some apparent input problems
     
    -kurukuru, ppj: Input/output improvements: [AJR]
    * Ticket dispenser now works
    * Corrected "Payout Mode" DIP settings
    * Corrected DSW1 settings in Pyon Pyon Jump
    * Renamed coin inputs and coin-related DIP switches and order by
    increasing denomination
    * Removed "Unknown" inputs that aren't actually used
    * Full character names only for Kuru Kuru Pyon Pyon
    * Reset button now mapped as "Memory Reset"
    * Random notes based on program code
     
    -Show color values in palette viewer: [AJR]
    * Move the mouse over a color rectangle to show index and RGB values
    * For indirect pens, index of the corresponding color is also shown
    * For colors in normal RAM-based palettes, the raw value in memory is
    also shown (does not currently work with most buffered palettes,
    and is incompatible with PROM-based or RAMDAC-based palettes)
     
    -Validity checking improvements: [AJR]
    * Always print the name of each driver with -validate -verbose before
    check to help detect crashes
    * Softlists get validated the first time, not every time but the
    first
    * Make address maps complain when entry bounds lie outside the global
    mask
     
    -Midway V-Unit imrprovements: [Risugami]
    * Added layouts for Cruis'n USA, Cruis'n World, and Off Road Challenge
    * Added wheel force feedback reference and made notes on other outputs
    * Finished implementing the Galil command communication
    * Finished implementing motion controller
     
    -Decrypted River Patrol (Japan), game now working. [MASH]
     
    -Fixed PROMs in Dribbling (dumped a Dribbling PCB with different
    PROMs). [f205v, MASH]
     
    -Added missing PAL dump to Green Beret (bootleg). [MASH]
    * Same PAL dump also in suprmriobl, drhl and ddragon6809a
     
    -Added video proms to Turkey Shoot and Mystic Marathon. [MASH]
     
    -Fixed arcade only build (cshooter.cpp changed to airraid.cpp). [MASH]
     
    -Added proper SMT Flash dumps to deluxe4u. [system11]
     
    -dynax.cpp: dumped color PROMs for Intergirl [f205v]
     
    -arkanoid.cpp: Cleaned up comments; updated notes about which MCUs are
    used. [Lord Nightmare]
     
    -Synchronise with PinMAME and add many new pinball sets [Osso]
     

    New machines added or promoted from NOT_WORKING status
    ------------------------------------------------------
    Alto-II [Juergen Buchmueller]
    TeleNova Compis [Curt Coder]
    Atari Portfolio [Curt Coder]
    Victor 9000 [Curt Coder]
    Wang Professional Computer [Curt Coder]
    Vector 06c [MetalliC]
    Intergirl [f205v]
    Magical Butterfly (version U350C, protected) [AJR]
    River Patrol (Japan) [MASH]
    Techno Drive (Japan, TD/VER. [superctr]
    Select-A-Game: Baseball 4 [hap, Kevin Horton]
    Select-A-Game: Pinball [hap, Kevin Horton]
     

    New clones added or promoted from NOT_WORKING status
    ----------------------------------------------------
    Compis II [Curt Coder]
    The NewZealand Story (US, old version) (older PCB)
    [CoolMod, The Dumping Union]
    Metamorphic Force (ver AAA) [Abelardo Vidal]
    Virtua Cop 3 (Rev [shouTime, rtw]
    Air Gallet (older) [Artemio Urbina]
    Super Hang-On (Hang-On conversion, Japan, FD1094 317-0039)
    [Charles MacDonald, ShouTime]
    Deluxe 4 U (ver. 0107, 07/01/2000) [caius]
    Dealer's Choice (E4A1) [brian Troha, The Dumping Union]
    Terminator 2 - Judgment Day (rev LG1 11/04/91) [bicycle Repairman]
    OutRun 2 Special Tours (Japan) (Rev A) (GDX-0011A) [shouTime, rtw]
    Casino Five (3315-02, U5-2B) [brian Troha, The Dumping Union]
    Wangan Midnight Maximum Tune 2 (Japan) (Rev A) [shouTime, rtw]
    Jolly Card (Austrian, set 2) [Roberto Fresca, Team Europe]
    Golden Tee '98 Tournament (v3.02) [brian Troha, The Dumping Union]
    Gals Panic S - Extra Edition (Europe, set 2)
    [Hammy, The Dumping Union]
    Teenage Mutant Ninja Turtles (US 4 Players, version H) [The Iron Goat]
    Gulf Storm (Korea) [system11]
    Champion Base Ball (Japan set 3) [siftware, MASH]
    Escape from Mars (bootleg of Lunar Rescue) [siftware, MASH]
    New Zero Team (V33 SYSTEM TYPE_B hardware) [caius]
     

    New machines marked as NOT_WORKING
    ----------------------------------
    CMI IIx [Ryan Holtz]
    Quest of D [f205v]
    Mobile Suit Gundam 0079 Card Builder
    [any, f205v, ShouTime, soyandroid, rtw]
    Mobile Suit Gundam 0079 Card Builder Ver.2.02
    [any, f205v, ShouTime, soyandroid, rtw]
    Mobile Suit Gundam 0083 Card Builder [f205v, soyandroid]
    Mobile Suit Gundam 0083 Card Builder Check Disk
    [any, f205v, ShouTime, rtw]
    Mobile Suit Gundam 0083 Card Builder Ver.2.10
    [any, f205v, ShouTime, soyandroid, rtw]
    Ring & Ball (?) [Hammy]
    The Key Of Avalon 2.5 - War of the Key (server) (Rev
    [shouTime, rtw]
    The Key Of Avalon 2.5 - War of the Key (client) (Rev
    [shouTime, rtw]
    Tandy/Memorex Video Information System MD-2500 [Carl, Sly DC]
    Select-A-Game: Space Invader 2 [hap, Kevin Horton]
    Unknown Inter Games poker [Roberto Fresca, Team Europe]
    Unknown Funworld A7-11 game 1 [Roberto Fresca, Team Europe]
    Unknown Funworld A0-1 game [Roberto Fresca, Team Europe]
    Multi Game I (unknown V2.4) [Roberto Fresca, Team Europe]
     

    New clones marked as NOT_WORKING
    --------------------------------
    Jolly Joker (Apple Time) [Roberto Fresca, Team Europe]
    Jungler (Subelectro, bootleg on Scramble hardware)
    [Andrew Welburn]
    Unknown Funworld A7-11 game 2 [Roberto Fresca, Team Europe]
    Wangan Midnight Maximum Tune (Japan) (Rev [shouTime, rtw]
     

    New WORKING software list additions
    -----------------------------------
    pc98_cd.xml: added more disks + FM Towns hybrids [rzero9]
    fmtowns_cd.xml: new dumps [rzero9]
    coco_cart.xml: Switched 'cclimbra' to 'cclimber'. [Nathan Woods]
    pofo.xml: Dumped the File Manager/Tutorial card. [Curt Coder]
     

    New NOT_WORKING software list additions
    ---------------------------------------
    gba_ereader.xml: Animal Crossing Series 2 [shideravan]
     

    Translations added or modified
    ------------------------------
    Catalan [Jordi Mallach]
    Spanish [A.Viloria]

    879 downloads

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