| 0.117u1 -------
 
 MAMETesters Bugs Fixed
 ----------------------
 brkthru091u1gra [Luigi30]
 debbuger+psx_0117ora [Aaron Giles]
 cbtime0117red [Zsolt Vasvari]
 hotpinbl0117gra [Roberto Fresca]
 batrider0114red [Alex Jackson]
 battleg0113u4red [Alex Jackson]
 battleg0116u1ora [Alex Jackson]
 
 
 
 Source Changes
 --------------
 Fixed bug in screenless systems. [Nathan Woods]
 
 Fixed crash in chd code if reading beyond the end of the file.
 [Roman Scherzer]
 
 Moved Sand Scorpian and Gals Panic over to use the Pandora emulation.
 Also fixed some problems in the pandora emulation which improves the
 sprites in Djboy. [David Haywood]
 
 Added new function timer_call_after_resynch(), which effectively
 sets a zero-duration timer for resynchronization. Replaced instances
 of zero-duration timers in the code with this more descriptive call.
 [Zsolt Vasvari]
 
 Defined new macro TIMER_CALLBACK, which should be used to wrap
 timer callbacks. Added a running_machine * parameter to timer
 callbacks. Updated all existing timer callbacks to use the new
 macro. [Zsolt Vasvari]
 
 Added more opcode decryption to gussun. [Robiza]
 
 Added discrete sound to headon and clones in vicdual.c. [couriersud]
 
 Added two inverter oscillators supporting enable and mixing in signals
 to discrete.h / disc_wav.c. [couriersud]
 
 Fixed a few bugs in the change lanes video emulation. [Adam Bousley]
 
 Updated the monzagp driver into a somewhat playable state. There are
 still some graphics problems. LEDs still need to be hooked up for
 score/time-remaining display. [Phil Stroffolino]
 
 Neo-Geo update: [Zsolt Vasvari]
 - BIOS only driver 'neogeo' no longer crashes
 - Cleaned up memory banking code to use memory_set_bank() instead
 of memory_set_bank_ptr()
 - Fixed LEDs
 
 Improvements to the toaplan2 driver: [Alex Jackson]
 - Replaced byteswapped truxton2 M68K program ROM with correct one
 - Fixed sound CPU communications in the Raizing games. This is
 educated guesswork, but it's more complete and probably more
 correct than what was there before, and doesn't rely on excessive
 use of cpu_yield()
 - Added more information about the Raizing sets to the comments in
 the driver, and corrected some errors
 - Reorganized the Battle Garegga sets in a more sensible fashion
 
 Reworked input system to push more features into the core. Cleaned
 up architecture to properly separate dependencies. Please note that
 this change only addresses the lower layer of input handling. The
 upper layer (i.e., input port handling at the driver layer) remains
 the same. [Aaron Giles]
 
 Major changes include:
 
 * Removed the concept of os_code from the system. Now all codes
 are defined via a set of macros in input.h. Each code is a 32-bit
 value that encodes a device class, device index, item class,
 item modifier, and item ID.
 
 * Removed OSD functions osd_get_code_list() and osd_get_code_value().
 Instead, the OSD layer during osd_init() must register one or more
 devices and the input items attached to each device via two new
 functions input_device_add() and input_device_item_add().
 
 * Separated input sequence code into new module inputseq.c.
 
 * Moved support for the following options into the core: -mouse,
 -joystick, -lightgun, -steadykey, -offscreen_reload, -joy_deadzone,
 -joy_saturation, -paddle_device, -adstick_device, -pedal_device,
 -dial_device, -trackball_device, -lightgun_device,
 -positional_device, -mouse_device. The OSD layer should simply
 register all devices at osd_init() time and allow the core to
 enable/disable them according to the options.
 
 * Added two new options: -multikeyboard and -multimouse. By default,
 both options are OFF. When OFF, the core will combine all keyboard
 or mouse input into a single keyboard or mouse device. When ON,
 these options instruct the core to keep inputs for each keyboard
 and/or mouse independent.
 
 * Added new option: -joystick_map. This option allows for a 9x9 grid
 to be specified which controls analog-to-digital mapping of
 joystick inputs.
 
 * Changed the Windows implementation of input handling to fully
 support the raw input interfaces for keyboard and mouse.
 DirectInput is still used for all joystick inputs, as well as for
 keyboard and mouse inputs on pre-Windows XP systems. This allows
 for multiple keyboards and mice to be supported. Also changed
 keyboard and mouse behavior to use non-exclusive mode in
 DirectInput, and to keep the devices alive during pause for more
 consistent input handling.
 
 * Broke windows.txt into config.txt, which contains all common
 core-supported options and commmands, and windows.txt, which now
 only lists Windows-specific additions.
 
 Added support for frame update callbacks, similar to pause and exit
 callbacks but called at the same time as osd_update(). [Aaron Giles]
 
 Changed osd_init() to no longer return a value. OSD initialization
 should now rely on fatalerror() to report fatal initialization
 problems. [Aaron Giles]
 
 Added new function mame_schedule_new_driver() which allows for a new
 driver to be queued after a hard reset. [Aaron Giles]
 
 Added experimental new minimal game selection user interface. This
 interface can be accessed if MAME is started with no parameters, or
 via the main menu by choosing "Select a New Game". This interface
 allows you to select a game driver by typing in the name of the game.
 As you type, MAME's fuzzy name matching code will list the top 15
 selections that match. The interface will only display games that
 it finds in your rompath. [Aaron Giles]
 
 Added "empty" driver which is used to host the game selection screen
 when no valid game is selected. [Aaron Giles]
 
 Changed behavior in the Windows build so that double-clicking on
 MAME brings up the new game selection interface. [Aaron Giles]
 
 Removed the NOT_A_DRIVER flag which was overloaded to mean two
 different things. There are now two new flags: GAME_IS_BIOS_ROOT
 indicates that a particular driver represents a BIOS rather than
 a full game. And GAME_NO_STANDALONE indicates that the given driver
 should not be listed or permitted to execute on its own. For MAME,
 most BIOSes are executable on their own, so they have the
 GAME_IS_BIOS_ROOT flag set but not the GAME_NO_STANDALONE flag.
 [Aaron Giles]
 
 Added new routines mame_openpath(), mame_readpath(), and
 mame_closepath() for iterating over all files in a path specification,
 including support for multiple paths. [Aaron Giles]
 
 Changed audit interfaces to take a game_driver * instead of a game
 index. [Aaron Giles]
 
 Changed driver_get_approx_matches() and driver_get_count() APIs to
 work on arbitrary driver lists rather than being hard-coded to the
 static driver list. Renamed the functions from driver_get_* to
 driver_list_get_* [Aaron Giles]
 
 
 
 New games added or promoted from NOT_WORKING status
 ---------------------------------------------------
 Sliver [Tomasz Slanina]
 
 
 
 New clones added
 ----------------
 Space Dragon (Moon Cresta bootleg) [David Haywood]
 Battle Garegga - Type 2 (Europe / USA / Japan / Asia) [Alex Jackson]
 
 
 
 New games marked as GAME_NOT_WORKING
 ------------------------------------
 Gals Panic (US, EXPRO-02 PCB) [David Haywood]
 Balloon & Balloon [Tomasz Slanina]
 
 http://mamedev.org/
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