MAME v0.158 Çıktı Final Fight Revenge Artık Oynanabiliyor


Bu Konu Sayfasındaki Bilgiler

Konu Hakkında Merhaba, tarihinde MAME kategorisinde mctuna tarafından oluşturulan MAME v0.158 Çıktı Final Fight Revenge Artık Oynanabiliyor başlıklı konuyu okuyorsunuz. Bu konu şimdiye dek 1,547 kez görüntülenmiş, 4 yorum ve 4 tepki puanı almıştır...
Kategori Adı MAME
Konu Başlığı MAME v0.158 Çıktı Final Fight Revenge Artık Oynanabiliyor
Konbuyu başlatan mctuna
Başlangıç tarihi
İlk mesaj tepki puanı
Son Mesaj Yazan mctuna


PS3 - PS4 - Swicth Teknik Servis
Mar 29, 2008
Perpa Ticaret Merkezi
Siteye Git

0.76 sürümünden beri beklediğim Final Fight Revenge oyununu nihayet 0.158. sürümünde oynayabildim :)

Değerli ziyaretçimiz lütfen, içeriği görüntüleyebilmek için Giriş yap veya Kayıt ol anlayışınız için teşekkürler.


MAMETesters Bugs Fixed
- 01214: [Graphics] (dec0.c) bouldash, bouldashj: Fadeout/Fadein on
screen is the wrong speed slightly off (Angelo Salese)
- 05507: [Misc.] (model2.c) zerogun, zerogunj, zerogunaj, zeroguna:
AddressSanitizer: global-buffer-overflow (David Haywood)
- 05828: [Gameplay] (punchout.c) spnchout,spnchouta,spnchoutj: Game
automatically resets at KO Time Best 3/Hit Average screen during attract mode. (hap)
- 05790: [Known Issues/To-Do's] (senjyo.c) All sets in senjyo.c:
m_int_delay_kludge removal. (Angelo Salese)
- 05816: [Crash/Freeze] (bfm_sc2.c) Several bfm_sc2.c sets:
[debug] Assertion (Osso)
- 05812: [Crash/Freeze] (maygay1bsw.c) m1bankrl, m1bankrl2p, m1bankrlp
/ m4nod - mpu4.c: FATALERROR: Missing some required objects, unable to proceed (Osso)
- 05811: [Crash/Freeze] (maygay1bsw.c) Many sets in maygay1bsw.c: Crash after OK (Osso)
- 05763: [Interface] SDL-based builds (Windows only): If a path does not
exist, a file is not written.
- 02515: [Crash/Freeze] (zn.c) nbajamex: Hangs at black screen

Source Changes
-m68k: implement FTRAP instruction, add "68020 with FPU" CPU type.
[R. Belmont]

-MCU simulation has been fixed
[Chris Hard, Adrian Smethurst, Philip Campbell]

-winprefix: support some C99 extensions in older MSVC [Peter Ferrie]

-Make cross-compilation easier [Ramiro Polla]

-luaengine: add HUD-like capabilities [Luca Bruno]

-Added irq ack mechanism in Senjyo HW and removed long standing hack
from the driver [Angelo Salese]

-SDL: Driver accel (draw13.c) now supports "-filter", i.e. bilinear
filtering. [Couriersud]

-ui: Added "Reset" option to DipSwitch and ConfSettings menu, as well
as to the File Manager, for consistency with other menus where an hard
reset is of help [Fabio Priuli]

-ui: Fixed DipLocation drawing so that it remains on screen also when
highlighting switches without locations [Fabio Priuli]

-Fix bug in work_osd.c causing discrete sound to crash.
[Tafoid, Haze, Couriersud]

-Move definition of -DOSD_WINDOWS, -DOSD_SDL and -DOSD_MINI into
$(OSD).mak. Added sanity check to makefile. [Couriersud]

-zn: implement (incomplete?) ROM banking in nbajamex, shows some
graphics now [Peter Ferrie]

-ui: start displaying the device tag close to input names for the
dynamical inputs which use PORT_DEVICE, so to avoid some weird quirks
in the input menus when slot devices are modified. [Fabio Priuli]

-Converted png2bcd tool to python [Andrew Gardner]

-luaengine: expose device state entries [Luca Bruno]

-ui: added "[Internal]" string to slot options that are not
user-configurable and fixed some internal options displayed as
"scrollable". [Fabio Priuli]

-ui: simplified Image Information code and made it fully display for
systems with many image devices. [Fabio Priuli]

-Redumped ROM and made Eleven Beat to surpass "Joystick Type Error"
message. Crashes at kick off though [brizzo, Zoinkity, Angelo Salese]

-chdman: added -s/--size parameter for "createhd" to create blank
harddisk based on size and sector size [Oliver Stöneberg]

-ui: added barebone menu for device-specific options. click on any slot
device option to see whether it is currently mounted or not, and which
additional options depend on the selected value. [Fabio Priuli]

-ui: fixed bug where slot options set via internal UI did not properly
create their sub-options. [Fabio Priuli]

-Partial netlist sound implementation for Mario Bros. Luigi sound is
missing. By default, the previous discrete.h based sound is compiled.
Those curious can change OLD_SOUND to 0 in mario.h. [Couriersud]

-naomi.c: redumped vstrik3c, both existing and new dumps were BAD, made
one good-looking from them [ANY, MetalliC]

-naomi.c: redumped vstrik3c, both existing and new dumps were BAD, made
one good-looking from them [ANY, MetalliC]

-twinkle.c: the 68000 & SPU board now process commands, some sound f/x
play now. [R. Belmont]

-ui: stop the game selector reporting systems with no roms as missing
files. [Fabio Priuli]

-ui: when launching systems with mandatory carts, either from command
line or from the game selector, prompt the user with the file manager
menu so that he can mount a game where needed, instead of killing
emulation with an error. [Fabio Priuli]

-Updates to SEGA 315-5881 encryption / compression device emulation
[Andreas Naive, Metallic, David Haywood, ANY]
* update algorithm based on based on findings from Virtua Striker 2 '98
* correctly hooked up chip in ST-V, Model 2 and Model 3 drivers
* added support for multiple blocks in encrypted streams
* added support for different height/widths of compressed data steams
* found keys for many games allowing for per-game simulations to be removed
and fixing badly decompressed graphics in several games
* found some correlation between keys and Sega part numbers

- For ST-V :
- Final Fight Revenge boots and is playable
- Elandoree has correct textures, more playable
- Astra Super Stars no longer relies on a fake ROM from the Saturn
- Tecmo World Cup '98 has correct Tecmo logo / Title screen
- Steep Slope Sliders, Radiant Silvergun no longer use custom protection
simulations (end result is the same)

- For Model 2:
- Zero Gunner, Pilot Kids and Dynamite Cop no longer use custom protection
simulations (end result is the same)

- For Model 3:
- Dirt Devils, Magical Truck Adventure, Virtual On 2 and Machineguns
correctly decrypts 2D graphics
- Daytona USA 2 correctly decrypts encrypted code block, no longer
requires ROM patches to avoid it
* key for Daytona USA 2 Power Edition cannot be found with current
understanding of the algorithm
- Star Wars Trilogy, Spikeout, Fighting Vipers 2, Emergency Call
Ambulance, and The Ocean Hunter no longer use custom protection
simulation (end result is the same)
- Virtua Striker 2 '98 / '99 (Model 3) no longer hang at kickoff
(previous simulation was wrong?)

- For Hikaru:
- Star Wars Arcade Racer now has a key (315-5881 is not hooked up
in the driver because it does not get far enough in MAME)

-updates to the Sega 315-5838 / 317-0029 compression device [David Haywood]
* Documented 315-5838 as the Decathlete protection chip
* Identified 317-0029 (Dead of Alive) as another version of the same thing
based on information from Guru
* Split 'decathlt' handling from stv.c and made into a device, moved the
'doa' simulation from model2.c in there too (preliminary, preparation
to merge code)
* No functional improvements at this time, just refactoring.

-ui: improved File Manager so that attempts to launch softlist entries
without having the necessary files don't kill emulation but simply
display a message to the user. [Fabio Priuli]

-*nix: Bump version and date in man pages. [Wallyweek]

-hikaru.c: added protection key for sgnascar [MetalliC]

-ui: fixed bug where software items that shall create new image devices
(e.g., passthru carts) or new slot options, failed to do so when
loaded through the File Manager in the internal UI. [Fabio Priuli]

-Fixed non-terrain colors in Top Landing (also fixed out-of-bounds
palette crash bug in it) [Angelo Salese]

-Emergency Call Ambulance, Daytona USA 2, L.A. Machineguns, Magical
Truck Adventure, Virtual On 2 protection keys [Metallic]

-SDL keeps adding SDL_HINTs with every patch release. [qmc2]

-nbajamex: Implemented ROM banking, game coins up and is playable.
[R. Belmont, Peter Ferrie]

-core: Add per-game parameters [O. Galibert]

Per-game parameters are (tag, value) pairs that follow the same tag
structure than everything else. They're added within a ROM section
with ROM_PARAMETER(tag, value). You look them up through the device
method parameter(tag) which returns the string, or "" if not present.

-i386: sse opcodes improvements [Samuele Zannoli]
* add opcodes MOVHLPS MOVLHPS
* The safer implementation is needed in cases where the source and
destination registers are the same.

-Solaris 11 build support. [Couriersud]

-replace 'discof' dump with a new one [f205v]

-added preliminary emulation of video screen on Caveman (Exidy
Pinball) [David Haywood]

-updated funkball.c to use intelfsh.c for Flash Rom handling, making
use of bankdev to provide a virtual space in which they map
[David Haywood]

New games added or promoted from NOT_WORKING status
Star Trek (Sidam, Head On hardware) [Piero Andreini, PaTrYcK]
Endless Riches [Brian Troha]
Pop'n Music 3 (ver JA-A) [R. Belmont]
Come Back Toto [system11, David Haywood]
NBA Jam Extreme [R. Belmont, Peter Ferrie]
Final Fight Revenge [Metallic]
Player's Edge Plus (PS0366) Double Diamond Deluxe Slots [BrianT]
Player's Edge Plus (PS0372) Double Diamond Deluxe Slots [BrianT]
Player's Edge Plus (PS0373) Double Diamond Deluxe Slots [BrianT]

New clones added
Over Drive (set 2) [ShouTime, The Dumping Union]
Over Drive (set 3) [ShouTime, The Dumping Union]
Dungeons & Dragons: Shadow over Mystara (Asia 960208) [ArcadeHacker]
Black Widow (prototype) [Mariusz Wojcieszek]
Player's Edge Plus (PP0038) Standard Draw Poker [BrianT]
Player's Edge Plus (PP0116) Standard Draw Poker (Mirage) [BrianT]
Adventure Quiz Capcom World 2 (Japan 920611, B-Board 90629B-3, no
battery) [manimani]

New games marked as GAME_NOT_WORKING
Shakatto Tambourine (Rev B) (GDS-0002B) [rtw, ShouTime]
Space Train [f205v]
Missile-X [TTL] [Andrew Welburn]​


Kayıtlı Üye
Kayıt Üyemiz
Şub 2, 2010
oyun çok yavaş ve seslerde sorun var. .iyi emule edilememiş.diğer stv oyunları gibi.oynaması zevk vermiyor.
Son düzenleme:


Kayıtlı Üye
Kayıt Üyemiz
Şub 17, 2013
o kadar zamandır oyun oynuyorum Final Fight Revenge'i ilk kez duyuyorum. halbuki eski oyunlar hakkında bilgim iyidir.

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