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Over-Optimizing for Performance
Recently on the csharp subreddit, the post C# 9.0 records: immutable classes linked to a surprisingly controversial article discussing how C# 9.0's records are, underneath it all, immutable classes. The comments are full of back-&-forth over whether one should use records for ease or structs for performance. The pro-struct argument revolved around the belief that performance should always be a developer's #1 priority, and anything less was the realm of the laggard. Here is a real-world example that shows with stark clarity why that kind of thinking is wrong. Consider the following scenario:
You're working on a game with dozens, maybe hundreds of people on the team; you don't know because when you were cross with facilities about them removing all the fluorescents, you got accused of being against the new energy saving initiative. Now you swim in a malevolent ocean of darkness that on some very late nights alone in the office, you swear is actively trying to consume you.
The team that preceded you inherited an engine that is older than OOP, when source repositories were stacks of 8-inch floppies, and it looked as if Jefferson Starship was going to take over the world. One year ago they bequeathed upon the company this nightmare of broken, undocumented GOTO spaghetti & anti-patterns. You're convinced this was their sadistic revenge for all getting fired post-acquisition.
Management denied your request to get headcount for an additional technical artist, but helpfully supplied you with an overly nervous intern. After several weeks working alongside them, you're beginning to suspect they're pursuing something other than a liberal arts degree.
Despite the many getting started guides you spent countless evenings writing, the endless brownbags nobody attended, and the daily dozen emails you forward to oppressively inquisitive artists comprised of a single passive-aggressive sentence suggesting they scroll down to the part that begins FW: FW: FW: FW: FW: FW: RE: WE BROKE TOOL NEED WORKAROUND ASAP ...
...yes, despite all of that, the engineering team still spent days tracking down why the game kept crashing with Error 107221: У вас ошибка after re-re-re-re-re-throwing an ex_exception when it couldn't (and should never even try to) load a 16K-textured floor mat.
Despite your many attempts to politely excuse yourself, one blissfully unaware artist exhausts 48 minutes of your lunch break explaining how the Pitchfork review for the latest "dope slab" of this TikTok-Instagram-naphouse artist you never heard of was just sooooo unfair.
And then in their hurry to finish up & catch the 2:30 PM bus home, they forget to toggle Compress To CXIFF (Custom Extended Interchange File Format), set the Compression slider 5/6ths of the way between -3 & -2, look to their left, look to their right, click Export As .MA 0.9.3alpha7, and make absolutely, positively, 100% SURE not to be working in prod. And THAT is how the game explodicated.
You know better than anyone the intermediate file format the main game loop passes to Game.dll, memory mapping it as a reverse top-middle Endian binary structure.
You know for 381 of the parameter fields what their 2-7 character names probably mean.
YOU know which 147 fields always have to be included, but with a null value, and that the field ah_xlut must ALWAYS be set to 0 unless it's Thursday, in which case that blackbox from hell requires its internal string equivalent: TRUE.
YOU know that the two tech artists & one rapidly aging intern that report to you would totally overhaul tooling so artists would never "happen" again, but there just aren't enough winters, springs, summers, falls, July 4ths, Christmas breaks, Presidents Days, and wedding anniversaries in a year to properly do so.
And so somehow you do. A blurry evening or two here. A 3:00 AM there. Sometimes just a solitary lunch hour.
Your dog no longer recognizes you.
You miss your wife calling to say she's finally cleaning out the hall closet and if you want to keep this box of old cards & something in plastic that says Underground Sea Beta 9.8 Grade, you better call her back immediately.
And your Aunt Midge, who doesn't understand how SMS works, bombards you one evening: your father is... no longer with us... they found him... 1 week ago... in an abandoned Piggly Wiggly... by an old culvert... split up... he was then... laid down to rest... sent to St. Peter's... and your father... he's in a better place now... don't worry... it's totally okay... we decided we will all go... up to the mountain
You call your sister in a panic and, after a tidal wave of confusion & soul-rending anxiety, learn it was just Hoboken Wireless sending the messages out of order. This causes you to rapidly cycle.
On your bipolar's upswing, you find yourself more productive than you've ever been. Your mind is aglow with whirling, transient nodes of thought careening through a cosmic vapor of invention. It's like your brain is on 200mg of pure grade Adderall.
Your fingers ablaze with records, clean inheritance, beautiful pattern matching, bountiful expression syntax, aircraft carriers of green text that generate the most outstanding CHM for an internal tool the world has ever seen. Readable. PERFECTLY SOLID.
After much effort, you gaze upon the completed GUI of your magnum opus with the kind of pride you imagine one would feel if they hadn't missed the birth of their son. Clean, customer-grade WPF; tooltips for every control; sanity checks left & right; support for plugins & light scripting. It's even integrated with source control!
THOSE GODDAMNED ARTISTS CAN'T FAIL. YOUR PIPELINE TOOL WON'T LET THEM.
All they have to do is drag content into the application window, select an options template or use the one your tool suggests after content analysis, change a few options, click Export, and wait for 3-5 minutes to generate Game.dll-compatible binary.
Your optimism shines through the commit summary, your test plan giddy & carefree. With great anticipation, you await code review.
A week goes by. Then two. Then three. Nothing. The repeated pinging of engineers, unanswered.
Two months in you've begun to lose hope. Three months, the pangs of defeat. Four months, you write a blog post about how fatalism isn't an emotion or outlook, but the TRANSCENDENCE of their sum. Two years pass by. You are become apathy, destroyer of wills.
December 23rd, 2022: the annual Winter Holidays 2-hour work event. The bar is open, the Kokanee & Schmidt's flowing (max: 2 drink tickets). The mood a year-high ambivalent; the social distancing: acceptable. They even have Pabst Blue Ribbon, a beer so good it won an award once.
Standing beside you are your direct reports, Dave "Macroman" Thorgletop and wide-eyed The Intern, the 3 of you forming a triumvirate of who gives a shit. Dave is droning on & on about a recent family trip to Myrtle Beach. You pick up something something "can you believe that's when my daughter Beth scooped up a dead jellyfish? Ain't that something? A dead jellyfish," and "they even had a Ron Jons!"
You barely hear him, lost as you are in thought: "I wishIhad 2 days of vacation." You stare down ruefully at your tallboy.
From the corner of your eye you spot Milbert, index finger pointed upward, face a look of pure excitement.
"Did I tell you about my OpenWinamp project? It's up on SourceForge", he says as he strides over. It's unsettling how fast this man is.
Dave snickers. The Intern keeps staring wide-eyed. You position yourself somewhat close to the studio's 3 young receptionists, hoping they serve as a kind of ritual circle of protection.
It works... kind of. Milbert is now standing uncomfortably close to The Intern, Dave nowhere to be seen.
From across the room you distinctly hear "Think about it, the 1st-person UI could be Lua-driven Electron."
The Intern clearly understands that words are being spoken to them, but does not comprehend their meaning.
You briefly feel sorry for the sacrificial lamb.
You slide across the wall, putting even more distance between you & boredom made man. That's when you spot him, arrogantly aloof in the corner: Glen Glengerry. Core engineering's most senior developer.
Working his way up from a 16-year old game tester making $4.35 an hour plus free Dr. Shasta, to pulling in a cool $120K just 27-years later, plus benefits & Topo Chicos. His coding style guides catechism, his Slack pronouncements ex cathedra; he might as well be CTO.
You feel lucky your team is embedded with the artists. You may have sat through their meetings wondering why the hell you should care about color theory, artistic consistency, & debates about whether HSL or CMYK was the superior color space (spoiler: it's HSL), you were independent and to them, a fucking code wizard, man.
And there he stands, this pseudo-legend, so close you could throw a stapler at him. Thinning grey-blonde tendrils hanging down from his CodeWarrior hat, white tee with This Guy VIMs on the back, tucked into light blue jeans. He's staring out into the lobby at everything and yet... nothing all at.
Maybe it's the 4.8% ABV. Maybe it's the years of crushing down anger into a singularity, waiting for it to undergo rapid fiery expansion, a Big Bang of righteous fury. Maybe it's those sandals with white socks. Maybe it's all three. But whatever it is, it's as if God himself compels you to march over & give him a piece of your mind, seniority be damned.
"Listen, you big dumb bastard..."
That... is maybe a little too aggressive. But Glen Glengerry barely reacts. Pulling a flask out of his back pocket, he doesn't look over as he passes it to you.
Ugh. Apple Pucker.
"I thought bringing in your own alcohol was against company policy", wiping sticky green sludge from your lips. He turns with a look of pure disdain & snorts.
"You think they're going to tell ME what I can & can't bring in?" He grabs the flask back, taking a big swig.
For what feels like an eternity, you both stand in silence. You swallow, speaking softly. "None of you even looked at my code. I worked very, very hard on that. My performance review for that year simply read 'recommend performance improvement plan." The words need no further context.
"I know", Glen² replies. "That was me."
Now you're not a weak man, and maybe in some other circumstance you would have punched him in the goddamn lip. But you feel nothing, just a hollowness inside. "Why?", you ask, wondering if the answer would even matter.
"Because you don't use Bulgarian notation. Because your method names aren't lower camel case. Because good code doesn't require comments. Because you use classes & records over more performant structs, pointlessly burdening the heapstack. BECAUSE. YOUR CODE. IS. SHIT."
You clinch your fists so tightly the knuckles whiten.
He looks away from you, taking another sip of green goo. "You're not a coder. You're an artist masquerading as one" he speaks, as if it were fact.
The only thing artistic about you is the ability to create user-friendly internal tooling using nothing but a UI framework, broken down garbage nobody wants to touch, & sheer willpower. If your son's life depended on you getting accepted into art instruction school, you couldn't even draw a turtle.
He doesn't pause. "I'll champion ruthless micro-optimization until the day I die. But buddy, I'm going to let you in on a little secret: you aren't here to improve workflow. You're here to LOOK like you're doing something NOBODY else can."
He goes on. "What do you think those artists are going to do when they have to stare at a progress bar for 4, 5 minutes? They're going to complain your tool is slow."
"Sure, it may take them 20, 30 minutes to do it the old way, there'll be an error, and either they'll stare at it for 30 minutes before adding that missing semi-colon or they'll come get you. And you'll fix it. And 1 week later, they won't remember how. And you'll stay employed. And every. Body. Wins."
A little bit of the pride, the caring, wells back up inside from somewhere long forgotten.
"You don't think we should care about rapid application development & KISS, quickly getting things out that help our team, instead devoting ourselves to shaving off ticks here & there? What do you think artists are going to do with those 4 minutes you talk about?
You don't stop. "I'll tell you what they'll do. They'll 9GAG for 20 minutes straight. They'll listen to podcasts about dialectical materialism vis-a-vis the neo-feudalism that is a natural extension of the modern world's capitalist prison. They'll Reddit."
His silence gives you the bravery to push the limits.
"Christ, man. Are you only in it for the $120K..."
He corrects you: "...$123K."
"...only in it for the $123K/year? The free snacks from the microkitchen? The adulation? Have you no sense of comraderie?? No desire to push us to something better?! No integrity?!!!"
His eyes sharply narrow, face creases in anger. You clearly have overstepped your bounds.
"You thinkIdon't have integrity? No sense of teamwork? I'm only in it for the cold cash? You think I don't care about you all?", he roars.
A light volley of small green flecks land on your face.
"Why do you think they made a 16-year old tester the lead developer of a 1993 Doom clone?! Because my code was clean & painless to work with?! Because I made coding look easy?! No! IT WAS BECAUSE I WAS A GOD TO THEM.
And from a God, a PANTHEON. We built monuments to over-engineering! We crafted that of 7 weeks onboarding, that of immortal bugs, demonic hosts spawned by legion from the very loins of a fix. It took 2 years before a developer could BEGIN to feel confident they knew what they were doing. And by that time, they were one of US!
You think the team we laid off November '19 was fired because they were bad at their jobs? NO! It was because they worked themselves out of one. They didn't leave us a broken pipeline. They left an internal Wiki, a wealth of tools & example projects, and a completely transparent code base.
We couldn't have THAT, now could we? No, we couldn't. So we got rid of it. ALL OF IT. Poof. Gone. Just like that. Before anyone even knew a THING."
He leans forward, so close his psoriasis almost touches yours. With an intensity that borders on frightening, he whispers "You think they left us Game.dll? I fucking *MADE** Game.dll."*
The words hit hard like a freight train.
And without another word, he turns & leaves. You're left there, alone, coworkers milling about, with only one thought.
Were one to get a hobby, should it be cocaine?
It's these kinds of situations that make me believe there are far more important considerations than a ruthless dedication to performance, even in the game industry as my real-world scenario so clearly demonstrates.
Hi, I am trying to cross-compile a C++ file to AVR using clang. I am running Ubuntu from a windows laptop using WSL. I am using clang built from source to enable AVR support. I checked that AVR was indeed a registered target by running the command llc --version. Here is the output running llc --version:
Here is a screenshot (imgur) of the terminal as well. When I try to compile a simple C++ file, it fails to link. You can find the code I am trying to compile here (pastebin). This is the command I run to compile: [path-to-custom-build-of-clang] -Os -std=c++17 -fno-exceptions -ffunction-sections -fdata-sections -fno-threadsafe-statics -flto --target=avr -mmcu=atmega328p -DF_CPU=16000000L -DARDUINO=10813 -DARDUINO_AVR_UNO -DARDUINO_ARCH_AVR blink.cpp -v This is the error I get when running the said command:
clang-12: warning: no avr-gcc installation can be found on the system, cannot link standard libraries [-Wavr-rtlib-linking-quirks] clang-12: warning: standard library not linked and so no interrupt vector table or compiler runtime routines will be linked [-Wavr-rtlib-linking-quirks] clang version 12.0.0 (https://github.com/llvm/llvm-project.git e1c38dd55d9dab332ccabb7c83a80ca92c373af0) Target: avr Thread model: posix InstalledDir: [path-to-custom-clang-build-directory] clang-12: error: 'avr': unable to pass LLVM bit-code files to linker
Here is a screenshot (imgur) of the terminal as well. I have tried specifying the path to the linker with the argument --ld-path but I got the same error. I have read somewhere that the option -flto was not supported, so I tried the same command minus the -flto option. Here is the output of compiling without -flto:
clang-12: warning: no avr-gcc installation can be found on the system, cannot link standard libraries [-Wavr-rtlib-linking-quirks] clang-12: warning: standard library not linked and so no interrupt vector table or compiler runtime routines will be linked [-Wavr-rtlib-linking-quirks] clang version 12.0.0 (https://github.com/llvm/llvm-project.git e1c38dd55d9dab332ccabb7c83a80ca92c373af0) Target: avr Thread model: posix InstalledDir: [path-to-custom-clang-build-directory] "[path-to-custom-clang-build-directory]/build/bin/clang-12" -cc1 -triple avr -emit-obj --mrelax-relocations -disable-free -disable-llvm-verifier -discard-value-names -main-file-name blink.cpp -mrelocation-model static -mframe-pointer=all -fmath-errno -fno-rounding-math -mconstructor-aliases -target-cpu atmega328p -fno-split-dwarf-inlining -debugger-tuning=gdb -v -ffunction-sections -fdata-sections -resource-dir [path-to-custom-clang-build-directory]/build/lib/clang/12.0.0 -D F_CPU=16000000L -D ARDUINO=10813 -D ARDUINO_AVR_UNO -D ARDUINO_ARCH_AVR -Os -std=c++17 -fdeprecated-macro -fdebug-compilation-dir [path-to-project]/source -ferror-limit 19 -fgnuc-version=4.2.1 -fno-threadsafe-statics -fcolor-diagnostics -vectorize-loops -vectorize-slp -faddrsig -o /tmp/blink-1f28ec.o -x c++ blink.cpp clang -cc1 version 12.0.0 based upon LLVM 12.0.0git default target x86_64-unknown-linux-gnu #include "..." search starts here: #include <...> search starts here: /uslocal/include [path-to-custom-clang-build-directory]/build/lib/clang/12.0.0/include /usinclude End of search list. "/usbin/avr-ld" /tmp/blink-1f28ec.o -o a.out --gc-sections
Here is a screenshot (imgur) of the terminal as well. It does produce a binary file; however, when checking the size, it outputs zero. This is the output of llvm-size ran on the output binary a.out:
text data bss dec hex filename 0 0 0 0 0 a.out
And sure enough, when I try to upload it with AVRDude, nothing gets written and nothing happens. I can compile the same program using gcc (built from source) upload it and run it on an Arduino board. Finally, the question, are there people who have run into similar issues when trying to cross-compile to AVR and more importantly, how did you solve them? If you are missing pieces of information to understand the situation, I am happy to provide more details. Cheers.
STklos is a free Scheme system mostly compliant with the languages features defined in R7RS small. The aim of this implementation is to be fast as well as light. The implementation is based on an ad-hoc Virtual Machine. STklos can also be compiled as a library and embedded in an application. The salient points of STklos are:
an efficient and powerful object system based on CLOS providing
an efficient MOP (Meta Object Protocol)
a simple to use module system
a full tower of numbers implementation, as defined in R5RS,
I've had some thoughts about file extensions and MIME types, and how inadequate they are at telling the OS, applications or humans anything truly useful about type of data in a file or stream, and how to improve the situation. A good example might be Application/pdf - which tells you very little. It doesn't say that it's ultimately a page layout, or a human readable document, or that it's binary. A file or stream can also be viewed as different types depending on how high or low level you are considering it. For example, an SVG image is also an XML document, which is also a text stream. This could be useful information for a system, which even if it doesn't know what to do with SVG, it may still be able process it as an XML stream. There's also extra information that usually has to be determined heuristically each time a file is opened, such as the character encoding of a text file, the endian-ness of the byte order for multi-byte values, and whether the text is left-to-right or vice versa. All of this useful information could be assembled to describe a data stream in a meaningful way, which has lead me to propose some examples of how this could look. A plain text file, could be described thus:
A CSV file, which has always been plagued with difficulties as there's no way of marking the many optional configurations, could be described something like this:
Such descriptions could be examined by programs which could then decide if they're capable of consuming or handling the data even if not at every level. Would anyone be interested in exploring this idea further, with a look to perhaps defining a useful language for describing data streams?
It’s time for MAME 0.218, the first MAME release of 2020! We’ve added a couple of very interesting alternate versions of systems this month. One is a location test version of NMK’s GunNail, with different stage order, wider player shot patterns, a larger player hitbox, and lots of other differences from the final release. The other is The Last Apostle Puppetshow, an incredibly rare export version of Home Data’s Reikai Doushi. Also significant is a newer version Valadon Automation’s Super Bagman. There’s been enough progress made on Konami’s medal games for a number of them to be considered working, including Buttobi Striker, Dam Dam Boy, Korokoro Pensuke, Shuriken Boy and Yu-Gi-Oh Monster Capsule. Don’t expect too much in terms of gameplay though — they’re essentially gambling games for children. There are several major computer emulation advances in this release, in completely different areas. Possibly most exciting is the ability to install and run Windows NT on the MIPS Magnum R4000 “Jazz” workstation, with working networking. With the assistance of Ash Wolf, MAME now emulates the Psion Series 5mx PDA. Psion’s EPOC32 operating system is the direct ancestor of the Symbian operating system, that powered a generation of smartphones. IDE and SCSI hard disk support for Acorn 8-bit systems has been added, the latter being one of the components of the BBC Domesday Project system. In PC emulation, Windows 3.1 is now usable with S3 ViRGE accelerated 2D video drivers. F.Ulivi has contributed microcode-level emulation of the iSBC-202 floppy controller for the Intel Intellec MDS-II system, adding 8" floppy disk support. Of course there are plenty of other improvements and additions, including re-dumps of all the incorrectly dumped GameKing cartridges, disassemblers for PACE, WE32100 and “RipFire” 88000, better Geneve 9640 emulation, and plenty of working software list additions. You can get the source and 64-bit Windows binary packages from the download page (note that 32-bit Windows binaries and “zip-in-zip” source code are no longer supplied).
MAME Testers Bugs Fixed
04300: [DIP/Input] (cliffhgr.cpp) cliffhgr, cliffhnga: DIP switch values are reversed for “Short Scenes”. (italiandoh)
06897: [Graphics] (stfight.cpp) empcity: Red screen during scene transitions. (sasuke)
07336: [Sound] (intv.cpp) intv, intvoice [b17bomb]: No speech in Mattel Intellivision games. [iwilliamson]
07516: [Crash/Freeze] (twins.cpp) twins, twinsed2: Games lock up or reset after level 1-5. (Angelo Salese)
07530: [Crash/Freeze] (apollo.cpp) dn3000, dn3500, dn5500: Resetting via typing RE crashes the emulator. (Ivan Vangelista)
07531: [Crash/Freeze] (pong.cpp) breakout: MAME crashes with exception with -video bgfx. (Couriersud)
07533: [Graphics] (bnstars.cpp) bnstars1: Broken sprites and missing graphics. (cam900)
07534: [Timing] (apple2e.cpp) apple2ee: Time advances too quickly when using Thunderclock. (R. Belmont)
07554: [Graphics] (m68705prg.cpp) All machines in m68705prg.cpp no longer show LED values (default 000) when booting. (hap)
New working machines
The Apprentice (Senario, Plug and Play) [Sean Riddle, David Haywood]
Big Bonus Slots (Senario, Plug and Play) [Sead Riddle, David Haywood]
Conny PDC100 - Pocket Dream Console [Sean Riddle, David Haywood]
Cosmo Girl (Senario, Plug and Play) [Sean Riddle, David Haywood]
Takara / SSD Company LTD / newgent e-kara (Spain, includes 3 songs) [Sean Riddle, ClawGrip]
VS Computer Mahjong [ShouTime]
Wild Cat 3 (CMV4 hardware) [Ioannis Bampoulas]
ZIDA 4DVS [rfka01]
New working software list additions
Air Navigation Trainer (cleanly cracked), Barron's Computer SAT Study Program (Version 1.0) (cleanly cracked), The Boy Jesus (cleanly cracked), Diascriptive Reading I (cleanly cracked), Green Globs and Graphing Equations (cleanly cracked), In Search of the Most Amazing Thing (First Revision) (cleanly cracked), Instant Recall (Version 1.1) (cleanly cracked), Magic Mailer (Version 1.1) (cleanly cracked), MicroChess (Version 2.0) (cleanly cracked), Mind Over Minors (cleanly cracked), The Spy's Adventures in North America (Version 1987-10-31) (cleanly cracked), Temple of Apshai (cleanly cracked), What's My Logic? (Version 1.0) (cleanly cracked), Wiziprint (Version 2.01) (cleanly cracked) [4am, Firehawke]
Adventure Creator (cleanly cracked), Construct-A-Word II (cleanly cracked), Life Science (cleanly cracked), MIDI/4 (Revision 5) (cleanly cracked), The Quarter Mile (Version 4.0) (800K 3.5") (cleanly cracked) [4am, san, Firehawke]
apple2_flop_orig: The Abyssal Zone, Adventure, Adventure Construction Set, Alien Typhoon, The Alpine Encounter, Amazon, Amnesia, The Ancient Art of War, Arthur: The Quest for Excalibur, The Bard's Tale, Borg, The Breckenridge Caper of 1798, Chess (Odesta) (Version 7.0), Crown of Arthain, Cuban Fantasy, The Dark Heart of Uukrul, Dave Winfield's Batter Up!, Diamond Mine, Dinosaur Days Plus!, Drug Alert!, Dunjonquest: Hellfire Warrior (Version 1), Dunjonquest: Hellfire Warrior (Version 2), Dunjonquest: Hellfire Warrior (Version 3), Dunjonquest: The Temple of Apshai (Revision 1), Dunjonquest: The Temple of Apshai (Revision 2), Dunjonquest: The Temple of Apshai (Revision 3), Dunjonquest: The Temple of Apshai (Revision 4), Earth Orbit Stations, Ecology Simulations II, Galactic Attack, Gears, Gold Rush! (Version 1.0M), Green Globs and Graphing Equations, Horizon V, The Hunt for Red October, In Search of the Most Amazing Thing, Interpreting Graphs, Into The Eagle's Nest, Journey (version 16), King's Bounty, Koronis Rift, Lords of Karma, Neuromancer, New World, Nord and Bert Couldn't Make Head or Tail of It (Release 19 / 870722), Now You See It, Now You Don't - Was it there? Was it missing?, Portal, Quest for the Scarlet Letter, Questprobe featuring The Hulk (Version 2.3/127), Rambo: First Blood Part II, Shogun, Southern Command, Space Quest: The Sarien Encounter, Star Trek: Strategic Operations Simulator, SwordThrust, Tangled Tales, Thrilogy, Wizardry II: The Knight of Diamonds (Version PV3S2V1/10-MAR-82), Wizardry IV: The Return of Werdna, Wizardry: Proving Grounds of the Mad Overlord (Version 2.1), Wiziprint (Version 2.1), Xyphus, Zork Zero [4am, Firehawke]
bbcb_flop: AMX Stop Press, BBC-Z88 Transfer Link, Beeb OPL: AdLib Christmas Carols, Beeb OPL: AdLib Classical Favourites #1, Beeb OPL: AdLib Jukebox, Beeb OPL: AdLib Jukebox Bonus Disc, Beeb OPL: AdLib Pop/Rock Grooves, Beeb OPL: Brix, Beeb OPL: Droplay, Beeb OPL: DynaBlaster, Beeb OPL: Jill of the Jungle, Beeb OPL: KiloBlaster, Beeb OPL: Solar Winds, Beeb OPL: Wacky Wheels, Beeb OPL: Xargon, Beeb OPL: Zone 66, BeebSID 19 - Classical, Chauffeur, Christmas Crackers, Enigma, EV1 Camera Interface, Harston ADFS System Disk 6.10, Icon Art Master, The Krystal Connection, MagScan - The Beebug Bibliography Disc v1.31, MEDL Tracker Ball Utilities, Mountain Panic, MR4200 32K RAM Board, Paranoid, UTILRAM: The Utility RAM, Video Camera Interface, VideoNuLA Support Disc, The Wapping Editor Utilities 1.21, The Wapping Editor Utilities 1.30, White Light, Zap! [Nigel Barnes]
BMX Racers (set 4, Visiload loaders), The CF Power Pack Tape 5, Hero of the Golden Talisman, Match Point (set 2), Mermaid Madness, On Court Tennis, On Field Football, Outlaws, Rad Ramp Racer, Run the Gauntlet, Short Circuit, Skate Rock Simulator, Space Hunter, Spellbound, Sweep, Talladega, Yogi's Great Escape (set 2) [FakeShemp]
Hole In One [FakeShemp, c64tapes.org]
Emit Vol. 3 - Watashi ni Sayonara o, The New Zealand Story (HMA-213) [redump.org, r09]
Shooting Towns [rockleevk, r09]
gameking: 4 in 1 - SeaGuard + Whirlybird + Spectask + Captain (set 2), 4 in 1 - Three Battles + Light Sword + Risker + Metal Deform (1MB cartridge), 4 in 1 Vol. 10 - Soldier + Seatercel + General + Seafight (1MB cartridge), [TeamEurope, SSJ]
gmaster: Finite Zone [SSJ, Maxime Cohin, PeT]
UCSD p-System [Davide Cavalca]
Apogee Software Bonus Disk (Jumpman Lives!, Commander Keen in Invasion of the Vorticons) [Justin Kerk]
ibm5170: Goal!, Street Fighter II [ArcadeShadow]
jupace_cass: Forth Surround, Superchess II [Robbbert]
jupace_snap: Casse Briques, Champs De Mines, Millipede, Pacman, Valkyr [Robbbert]
megadriv: Sonic the Hedgehog 2 (World, prototype 19920821), Sonic the Hedgehog 2 (World, prototype 19920914) [drx, FakeShemp]
n64: 007 - The World Is Not Enough (prototype, version 21) [Paulweeze71, FakeShemp]
casloopy: Little Romance, Video Seal Wordprocessor [SSJ, TeamEurope]
gmaster: Space Warrior [SSJ, Maxime Cohin, PeT]
iqunlim_cart: Englisch für Anfänger [TeamEurope]
pi_storyreader_cart: Toy Story 2 [Sean Riddle, ClawGrip]
pi_storyreader_v2_cart: Toy Story 2 [Sean Riddle, ClawGrip]
sega_beena_cart: Kazoku Minna no Nouryoku Trainer, Meet Bub-Bub to Eigo Tanken, Oshare Majo Love and Berry-Cute ni Oshare, Oshare ni Henshin HeartCatch PreCure!, Pocket Monsters Best Wishes! Chinou Ikusei Pokémon Daiundoukai [TeamEurope]
telestory_cart: La Cenicienta - Bellezas en Flor / Cinderella - Beauties in Bloom (Spain), El Rey León II - El orgullo de Simba / The Lion King II - Simba's Pride (Spain), Winnie the Pooh - Salta, Tigger, Salta / Winnie the Pooh - Bounce, Tigger, Bounce (Spain) [Sean Riddle, ClawGrip]
vbaby_cart: El Jardín de los Sueños... (Spain) [Sean Riddle, ClawGrip]
bus/ss50/dc5.cpp: Added configuration option to force ready when motor is enabled. [68bit]
Allows SWTBUG to boot without patching the ROM to ignore the ready status.
formats/ap2_dsk.cpp: Don’t use symbolic names in the options specification, as the values are used as preprocessor tokens. [68bit]
cpu/t11: Changed disassembler and register display to use octal number format, and fixed disassembly of SOB instruction. [AJR]
cpu/v60: Sign-extend displacements for various addressing modes and DB/TB instructions. [AJR, Tahg]
Added disassembler and preliminary emulation for National Semiconductor PACE CPU architecture. [AJR]
Added disassembler AT&T WE32100 CPU architecture. [AJR]
rendebgfx: Fixed incorrect swapping of red and blue components of screen tint. [AJR]
MAME 0.219 arrives today, just in time for the end of February! This month we’ve got another piece of Nintendo Game & Watch history – Pinball – as well as a quite a few TV games, including Dream Life Superstar, Designer’s World, Jenna Jameson’s Strip Poker, and Champiyon Pinball. The previously-added Care Bears and Piglet’s Special Day TV games are now working, as well as the big-endian version of the MIPS Magnum R4000. As always, the TV games vary enormously in quality, from enjoyable titles, to low-effort games based on licensed intellectual properties, to horrible bootlegs using blatantly copied assets. If music/rhythm misery is your thing, there’s even a particularly bad dance mat game in there. On the arcade side, there are fixes for a minor but long-standing graphical issue in Capcom’s genre-defining 1942, and also a fairly significant graphical regression in Seibu Kaihatsu’s Raiden Fighters. Speaking of Seibu Kaihatsu, our very own Angelo Salese significantly improved the experience in Good E-Jan, and speaking of graphics fixes, cam900 fixed some corner cases in Data East’s innovative, but little-known, shoot-’em-up Boogie Wings. Software list additions include the Commodore 64 INPUT 64 collection (courtesy of FakeShemp) and the Spanish ZX Spectrum Load’N’Run collection (added by ICEknight). New preliminary CPU cores and disassemblers include IBM ROMP, the NEC 78K family, Samsung KS0164 and SSD Corp’s Xavix 2. As always, you can get the source and 64-bit Windows binary packages from the download page.
MAME Testers Bugs Fixed
06790: [Graphics] (surpratk.cpp) suratk: Missing star field rotation effect in final level. (MetalliC)
07079: [Gameplay] (suna8.cpp) sparkman, sparkmana: Player 2 button inputs are not read correctly. (dink)
The Walking Dead: Battleground (JAKKS Pacific TV Game) [Sean Riddle, David Haywood]
The Walking Dead: Zombie Hunter (JAKKS Pacific TV Game) [Sean Riddle]
WinFun / KidConnection SmarTV Adventures [Sean Riddle, David Haywood]
New clones marked as NOT_WORKING
3 Cards Poker 96 (V1.0) [Ioannis Bampoulas]
Cherry Angel (set 2) [Ioannis Bampoulas]
Club Kart: European Session (2003, prototype, set 2) [coolmod, MetalliC]
Ferrari F355 Challenge (private show version) [coolmod]
Roland D-50 Linear Synthesizer (Ver. 1.xx) [DBWBP]
Roland D-550 Linear Synthesizer [DBWBP]
Sanyo MBC-16LT [rfka01]
Sirio II (Calfesa S.L. Spanish Moon Cresta bootleg, set 1) [Juan Romero, ClawGrip]
Time Crisis 4 (Japan, TSF1001-NA-A) [Guru]
Victor V286C [rfka01]
New working software list additions
altos8600: Altos Diagnostic Executive [Robbbert]
apple2_flop_clcracked: Algebra Volume 6 (Version 1.0) (cleanly cracked), Alkemstone (cleanly cracked), Building Perspective (cleanly cracked), The Dragon's Eye (cleanly cracked), Fraktured Faebles (cleanly cracked), Generic Computer Games (cleanly cracked), Gruds in Space (cleanly cracked), Other-Venture #3: The Escape from Traam (cleanly cracked), Pick The Part (cleanly cracked), Ulysses and the Golden Fleece (Version 1.1) (cleanly cracked), World Atlas Action: Geography Facts (cleanly cracked) [4am, Firehawke]
apple2_flop_orig: 221B Baker Street (Version 1.1), Adventure Programming Kit (Versoin 10.84), Alter Ego (female version), Alter Ego (male version), The Dallas Quest, The Dragon's Eye, Expedition Amazon, Garfield Trivia Game, Generic Computer Games, Legacy of the Ancients, Manhunter: New York (Version 1.0I), MasterType (Version 2.1), Micro Cookbook (Version 3.00), Miner 2049er II, Ming's Challenge, The Serpent's Star (Version 1.0), Spectrum: Programs and Patterns, Summer Games II, Time Zone (Version 1.1), The Tracer Sanction, Transylvania (1985 Version), Treasure Island, Tumble Bugs [4am, Firehawke]
applix: Boot disk [Robbbert]
aussiebyte: Boot disk [Robbbert]
buzztime_cart: Series 1 - Everything Trivia, Series 1 - History Trivia, Series 1 - Sports Trivia, Series 1 - TV Trivia [Sean Riddle, David Haywood]
The CF Power Pack Tape 6, The CF Power Pack Tape 9, Dan Dare - Pilot of the Future, Excaliba, Postman Pat 2, Saracen [FakeShemp]
gamegear: Sonic The Hedgehog 2 (World, final prototype 19920925) [drx, FakeShemp]
hp86_rom: Advanced programming 1 ROM, Advanced programming 2 ROM, Assembler ROM, Extended Mass Storage ROM, I/O ROM, Language ROM, Matrix 1 ROM, Matrix 2 ROM, MIKSAM ROM, Printeplotter ROM [F.Ulivi]
Magic Pockets [ArcadeShadow]
Domino 1.0 [FakeShemp]
Cannon Fodder 2, Epic Pinball (shareware version - Mr. Disk release), Epic Pinball: Crash and Burn, Epic Pinball: Cyborgirl, Epic Pinball: Enigma [ArcadeShadow]
Tågplusguiden - Vinter–Våren 1998 [FakeShemp]
jakks_gamekey_nm: Pac-Man & Bosconian (01 APR 2005 A SKU G) [Sean Riddle, Ryan Holtz, David Haywood]
jazz: Windows NT Workstation Version 3.5, Windows NT Workstation Version 3.51, Windows NT Workstation Version 4.0 Service Pack 1 [Patrick Mackinlay]
lynx: Weltenschlächter [anonymous]
megadriv: Sonic the Hedgehog 2 (World, final prototype 19921102), Sonic the Hedgehog 3 (World, prototype 19931103) [drx, FakeShemp]
nes: English Pyramid (Pirate) [Gaming Alexandria]
Death Race (Euro) [anonymous]
Death Race (USA) [SSJ, TeamEurope]
sbrain: Boot disk [Robbbert]
sdk85: Mastermind [AJR]
Load'N'Run (Spain) (Especial) [Manu128k]
Load'N'Run (Spain) (Issue 00), Load'N'Run (Spain) (Issue 01), Load'N'Run (Spain) (Issue 02), Load'N'Run (Spain) (Issue 03), Load'N'Run (Spain) (Issue 04), Load'N'Run (Spain) (Issue 05), Load'N'Run (Spain) (Issue 06), Load'N'Run (Spain) (Issue 07), Load'N'Run (Spain) (Issue 08), Load'N'Run (Spain) (Issue 09), Load'N'Run (Spain) (Issue 10), Load'N'Run (Spain) (Issue 11), Load'N'Run 2ª época (Spain) (Issue 00), Load'N'Run 2ª época (Spain) (Issue 01), Load'N'Run 2ª época (Spain) (Issue 02), Load'N'Run 2ª época (Spain) (Issue 03), Load'N'Run 2ª época (Spain) (Issue 04), Load'N'Run 2ª época (Spain) (Issue 05), Load'N'Run 2ª época (Spain) (Issue 06), Load'N'Run 2ª época (Spain) (Issue 07), Load'N'Run 2ª época (Spain) (Issue 08) [SPA2, RetroLEL, Jander, ICEknight]
uzebox: Final Blood, Frog Feast, Laser Puzzle, Laser Puzzle II, Melli's RetroLand, Reels of Fortune, Uzebox Tactics, Uzi Wars [uzebox.org]
Software list items promoted to working
King's Quest V - Absence Makes the Heart Go Yonder, Kyuukyoku Tiger, Mixed-Up Mother Goose, Panzer Division - Kikou Shidan, Taito Chase H.Q. (Demo), The Case of the Cautious Condor [Barry Rodewald, Carl, r09]
Life & Death [redump.org, Barry Rodewald, Carl, r09]
How to Play your Casio ROM Keyboard (RO-251) [Sean Riddle, avlixa, ClawGrip]
World Songs (RO-551) [Sean Riddle]
fmtowns_cd: Doki Doki Vacation - Kirameku Kisetsu no Naka de, Para Para Paradise [redump.org, r09]
ique: Dòngwù Sēnlín (version 8), F-Zero X Wèilái Sàichē (manual, version 2), F-Zero X Wèilái Sàichē (manual, version 4), F-Zero X Wèilái Sàichē (trailer), F-Zero X Wèilái Sàichē (version 3), iQue Club (version 1), iQue Club (version 2), iQue Club (version 3), Mǎlìōu Kǎdīngchē (manual, version 2), Mǎlìōu Kǎdīngchē (manual, version 6), Mǎlìōu Kǎdīngchē (trailer), Mǎlìōu Kǎdīngchē (version 4), Mǎlìōu Kǎdīngchē (version 5), Mǎlìōu Yīshēng (manual, version 2), Mǎlìōu Yīshēng (manual, version 4), Mǎlìōu Yīshēng (trailer), Mǎlìōu Yīshēng (version 4), Rèntiāntáng Míngxīng Dà Luàn Dǒu (manual, version 1), Rèntiāntáng Míngxīng Dà Luàn Dǒu (version 5), Shuǐ Shàng Mótuō (manual, version 2), Shuǐ Shàng Mótuō (manual, version 4), Shuǐ Shàng Mótuō (trailer, version 1), Shuǐ Shàng Mótuō (trailer, version 2), Shuǐ Shàng Mótuō (version 4), Shén Yóu Mǎlìōu (manual, version 2), Shén Yóu Mǎlìōu (manual, version 6), Shén Yóu Mǎlìōu (trailer, version 1), Shén Yóu Mǎlìōu (trailer, version 2), Shén Yóu Mǎlìōu (version 4), Sàiěrdá Chuánshuō: Shíguāng zhī Dí (manual, version 2), Sàiěrdá Chuánshuō: Shíguāng zhī Dí (manual, version 4), Sàiěrdá Chuánshuō: Shíguāng zhī Dí (trailer), Sàiěrdá Chuánshuō: Shíguāng zhī Dí (version 1), Sàiěrdá Chuánshuō: Shíguāng zhī Dí (version 4) [FakeShemp]
leapster: The Disney-Pixar Collection (USA), Letterpillar (v1.0, USA) [TeamEurope]
Ben 10 - UltimateAlien - Mine der Gedanken (Germany) (80-250604), Cars 2 (Germany) (80-251904), Chuggington (Germany) (80-251804), Cars Toon - Hooks unglaubliche Geschichten (Germany) (80-251204), Disney Princess (Germany) (80-251104), Dora - Tag des Zwillings (Germany) (80-250804), Für immer Shrek (Germany) (80-250004), Kung Fu Panda 2 (Germany) (80-252004), Micky Maus - Wunderhaus (Germany) (80-250504), Mobigo Kiosk (Germany), Die Pinguine aus Madagascar - Operation Krone (Germany) (80-250304), Rapunzel - Neu Verföhnt (Germany) (80-251704), Team Umizoomi - Die große Umiauto Rettung (Germany) (80-252504), Toy Story 3 (Germany) (80-250104) [TeamEurope]
Mickey Mouse, Tangled, Toy Story 3 [Sean Riddle]
n64: Aidyn Chronicles - The First Mage (USA, prototype 20000210), Aidyn Chronicles - The First Mage (USA, prototype 20000509), Cruis'n World (Europe), Die Hard 64 (prototype 20000315, set 1), Die Hard 64 (prototype 20000315, set 2), Die Hard 64 (prototype 20000315, set 3), Dragon Sword (prototype), Duke Nukem - Zero Hour (USA, final prototype), ECW Hardcore Revolution (Germany), Frogger 2 (USA, prototype, "Milestone 4"), GT64 - Championship Edition (prototype 19980525), International Superstar Soccer 2000 (USA, rev 1), Madden NFL 99 (USA, prototype 19980805, "Beta 10 NTSC"), Madden NFL 99 (USA, rev 1), Mario Kart 64 (USA, set 2), Mission: Impossible (Spain, rev 1), Mortal Kombat Trilogy (prototype 19960513), NBA Hangtime (USA, set 2), Robotech: Crystal Dreams (USA, prototype, earlier), SpaceStation Silicon Valley (USA, rev 1), Top Gear Hyper-Bike (prototype), Top Gear Rally (Asia), Top Gear Rally 2 (prototype 19990831), Turok 3 - Shadow of Oblivion (Europe, prototype 20000606), Wipeout 64 (prototype) [FakeShemp]
Barney: Barney Cares / Best Manners Show / Let's Work Together, Blue's Perfect Picnic Spot, Disney No Rumbly In Pooh's Tumbly, Disney Pooh Windy Day, Disney Princess: Jasmine / Mulan / Pocahontas, Disney Princess: The Little Mermaid / Snow White / Beauty and the Beast, Disney's Bambi / Lady and the Tramp / Peter Pan, Disney's Pinocchio / Disney/Pixar Toy Story 2 / The Jungle Book, Disney's The Lion King, Disney's The Little Mermaid, Disney/Pixar Cars / The Incredibles / Monsters Inc., Disney/Pixar Finding Nemo, Dora the Explorer: Dora's Garden Adventure / The Gingerbread Boy / Dora's Art Adventure, Dora's Garden Adventure, Noah's Ark, Petter Rabbit / Jemima Puddle-Duck / Tom Kitten, Scooby-Doo! Miniature Golf Mistery, Sesame Street: Elmo's Colorful Adventure / Grover Stays Up Very Very Late / Me Loves Cookies, Spongebob Squarepants Grand Price Winner!, Spongebob Squarepants Grand Price Winner! / Dora's Garden Adventure / Blue's Perfect Picnic Spot, Thomas & Friends: Cheer up Cranky! / The Big Race / Carnival Capers [Sean Riddle, ClawGrip] Cars (Germany), Das Dschungelbuch (Germany), Findet Nemo (Germany), Der König der Löwen (Germany), Peter Pan (Germany), Winnie Puuh - Ein stürmischer Tag (Germany), Winnie Puuh hat keinen Hunger (Germany) [TeamEurope]
sdk85: AP-29 Serial I/O Routines [AJR]
smarttv_cart: Amusement Park [Sean Riddle, David Haywood]
Dora the Explorer - En la feria ambulante / Dora va a la escuela (Spanish), Power Rangers Mystic Force - Code Busters / Whispering Voices (UK / USA?) [TeamEurope, David Haywood]
Cinderella - Cinderella / Beauties in Bloom (USA), Dora the Explorer - At the Carnival / Dora Goes to School (USA), The Lion King - The Lion King / The Lion King II - Simba's Pride (USA), SpongeBob SquarePants - Ice-Cream Dreams / Stop the Presses! (USA), Winnie the Pooh - Bounce Tigger Bounce / Pooh's Honey Tree (USA) [Sean Riddle, TeamEurope]
Thomas & Friends - Thomas Visits the Toy Shop / Thomas' Milkshake Mix [Sean Riddle, ClawGrip]
formats/wd177x_dsk.cpp: Allowed derived classes to override the format per track/head. [68bit]
formats/flex_dsk.cpp: Simplified code, and added support for variants with single-density initial tracks. [68bit]
formats/os9_dsk.cpp: Added support for variants with single-density initial track and base sector zero. [68bit]
floptool: Added OS9 disk format. [68bit]
bus/ss50: Added MFI, OS9 and UniFLEX formats to DC5 floppy drive controller. [68bit]
gimix.cpp updates: [68bit]
Connected interrupts, removed timed interrupt hack, and added two additional floppy drivers.
Added disassembly override for OS9 system calls.
Added OS9 Level 1 version 1.2 BIOS option.
tti.cpp: Made the two firmware revisions BIOS options. [AJR]
sdk85.cpp improvements: [AJR]
Made second 8355 into a ROM expansion slot that can load custom 8755 programs.
Added optional TTY interface.
Added vectored interrupt and soft reset buttons.
Improved accuracy of button labels and changed default key mappings.
jaguar: Eliminated unsafe raw memory pointer use from blitter (fixes several exceptions, including tempst2k). [AJR]
i8155.cpp: Made timer more efficient by not counting each cycle. [AJR]
bus/a2bus: Added 8251-based RS-232 serial interface described in BYTE magazine. [AJR]
Added disassemblers for NEC 78K/0, 78K/I, 78K/II and 78K/III microcontrollers. [AJR]
naomi.cpp: Made “Gun Sense” board used by hotd2 a separate device. [AJR]
wd_fdc.cpp updates: [AJR]
Predicate command completion interrupt on busy flag having been set.
Increased HLD idle timeout to fifteen revolutions for variants other than FD1771 and FD1781.
i8279.cpp updates: [AJR]
Removed timing hack, ensuring SL3 is output (required by Pied Piper Communicator 1).
Corrected keyboard scan rate and logging thereof.
goodejan.cpp updates: [Angelo Salese]
Corrected OKI M6295 pin 7 level to high (fixes voice pitches).
Added difficulty DIP switches
Converted to raw screen timing parameters.
toki.cpp: Converted screen refresh rate to raw timing parameters. [Angelo Salese]
ddenlovr.cpp: Added coin counters and corrected metadata for all games. [Angelo Salese]
subsino2.cpp: Fixed missing ron button. [Angelo Salese]
Synchronized with upstream GENie (addresses GitHub #6248). [Belegdol]
armedf.cpp updates: [cam900]
Converted to use single-pass priority drawing for sprites.
Fixed I/O writes for systems without NB1414M4.
Cleaned up code, memory maps, ROM loading and graphics decoding, and expanded comments.
twin16.cpp: Restrict sprite drawing to clipping rectangle. [cam900]
sound/vrc6.cpp, sound/ym2413.cpp: Changed descriptions to match chip markings/part numbers. [cam900]
sound/msm5205.cpp updates: [cam900]
Added support for MSM5205 10-bit DAC.
Derive timing and sample rate from input clock
video/stvvdp1.cpp: Fixed Gouraud shading flag test. [cam900]
vgmplay.cpp: Fixed YMF262 register mapping and YMF278B volume. [cam900]
sound/ymf262.cpp: Added support for variants with different clock dividers. [cam900]
sound/ymf278b.cpp: Fixed FM output rate and clock divider, fixed mixing behavior, and expanded notes. [cam900]
With the end of November in sight, it’s time to check out MAME 0.216! We’ve addressed the reported issues with last month’s bgfx update, and made a whole lot of little improvements to MAME’s internal user interface. In particular, setting up controls should be easier, and several issues affecting macOS users with non-English number format settings have been fixed. Some of the issues caused bad settings to be written to INI files. If you still don’t see the filter list panel on the system selection menu, try removing the ui.ini file. This month, we’re able to present two unreleased 1970s prototypes from Italian developer Model Racing: their internal code names are Cane and Orbite. With the assistance of former Model Racing employees, the source code was extracted from the original disks. These games are incomplete, but they provide a unique look into early CPU-based arcade development. Game & Watch titles continue to be emulated, with the addition of Mario The Juggler, and the panorama screen Mickey Mouse and Donkey Kong Circus games in this release. This release brings GameKing emulation to MAME. The system-on-a-chip used in this low-cost, low-resolution hand-held console from the early 2000s has been identified and emulated. Games for the colour-screen GameKing III are also playable. Acorn BBC Micro emulation has been re-worked to support internal expansion boards, and a number of additional peripherals are now available. ZX Spectrum emulation has been enhanced with better open bus read behaviour and support for two Miles Gordon Technology peripherals. Of course, these are just the highlights. You can get the source and Windows binary packages from the download page.
MAMETesters Bugs Fixed
05177: [Crash/Freeze] (studio2.cpp) All studio2 variants: Memory map does not support cartridges larger than 1 kB. (Robbbert)
05600: [Graphics] (popeye.cpp) popeye and clones: Games use interlaced video output. (Couriersud)
07386: [DIP/Input] (qix.cpp) zookeep, kram and clones: Unable to start game or use first coin slot. (O. Galibert)
Vs Maxx Texas Hold'em TV Poker - 6 Player Edition (UK) [David Haywood, Morten Shearman Kirkegaard, Peter Wilhelmsen]
VTech DynamiDesk (Germany) [TeamEurope]
VTech Mis Primeras Lecciones (Spain) [ClawGrip]
Yu-Gi-Oh Monster Capsule [SpinalFeyd, R. Belmont]
New clones marked as NOT_WORKING
286 motherboards with Suntac ST62C303-A chipset [rfka01]
Abit AB-AH4 [rfka01]
Abit AB-PI4 [rfka01]
AEG Olympia Olystar 20F [rfka01]
Arstoria AS496 [rfka01]
Biostar MB-1433UCV [rfka01]
Channel Three [TeamEurope, Grull Osgo, Ivan Vangelista]
Chicago Cubs' Triple Play (German) [PinMAME]
Comus Instruments Ltd. Comus Daisy [Nigel Barnes, Centre for Computing History]
Corona Data Systems, Inc. Cordata PPC-400 [rfka01]
Eagle EAGLEN486 GC10A [rfka01]
First International Computer 486 KVD [rfka01]
Highscreen 486-25 [rfka01]
Leading Edge Hardware Products, Inc. Model D [rfka01]
Mephisto (Stargame) (newer?) [jordigahan]
NAT48PV-1.00 VL [rfka01]
Oba-Oba (old hardware) [PinMAME]
Philips NMS 9100 [rfka01]
Shuttle Computer International HOT-307H [rfka01]
Shuttle Computer International HOT-419 [rfka01]
SOYO SY-4SAW2 [rfka01]
Space Train (Pinball, old hardware) [PinMAME]
Tandy Radio Shack Videotex [cuba200611]
Video Technology PreComputer 2000 (Spain) [ClawGrip]
VTech Pitagorin [ClawGrip]
Wang Laboratories, Inc. PC-250/16 [rfka01]
New working software list additions
Certificates and More! (cleanly cracked), The Cosmic Balance (cleanly cracked), Empire III: Armageddon (Version 1.1) (cleanly cracked), Fractions: Addition (cleanly cracked), Labyrinth of Crete (cleanly cracked), Labyrinth: The Computer Game (Lucasfilm Games) (cleanly cracked), MECC-A315 Freedom! (Version 1.0) (cleanly cracked), Questron (cleanly cracked), The Tournament Manager (cleanly cracked) [4am, Firehawke]
The Adventures of Kristen and Her Family (cleanly cracked), Korg 800 4-Track MIDI Sequencer (Version 1.0) (cleanly cracked), Leadsheeter (cleanly cracked), MIDI/8 Plus (Version 1.2) (cleanly cracked), PolyWriter (Version 1.2) (cleanly cracked), PolyWriter Utilities (Version 1.2) (cleanly cracked) [4am, san, Firehawke]
The Railroad Works (CBS Version) (cleanly cracked) [Tom Greene, Firehawke]
Anti-M (version 1.6) [4am, Firehawke]
Best of Muse (16 Sector + LC Patch) [Tom Greene, Firehawke]
apple2_flop_orig: Appilot Edu-Disk, Asteroid, Beneath The Pyramids, The Best of MUSE, Bloody Murder, Buck Rogers: Planet of Zoom, Checker King, Deadline (Release 26 / 821108), Earthquake: San Francisco 1906, Empire III: Armageddon (Version 1.1), Flight Simulator I (A2-FS1), Gammon Gambler, Gulf Strike, Hacker II: The Doomsday Papers, How The West Was One + Three x Four, In Search of Space: Introduction to Model Rocketry, Indiana Jones and the Temple of Doom, Indiana Jones in Revenge of the Ancients, Lane Mastodon vs. The Blubbermen, Law of the West, Little Computer People, Lords of Conquest, Master of the Lamps, MicroChess (Version 2.0), Might and Magic Book Two, Pandora's Box, Pharaoh's Revenge, Physics of Model Rocketry, Punctuation: Building Better Language Skills, Realm of Impossibility, Roadwar 2000 (Version 1.1), Super Zaxxon, Video Vegas (Version 12501), Word Zapper [4am, Firehawke]
neogeo: Real Bout Fatal Fury / Real Bout Garou Densetsu (Korean release, bug fix revision) [jysx012]
sms: Sonic the Hedgehog Chaos (Euro, prototype 19930713) [Hidden Palace]
La Mode - 1984 (Programa Computado) [ClawGrip, avlixa, ICEknight]
DISCiPLE System Tape v3b [TwistedTom]
spectrum_mgt_flop: DISCiPLE System Disk v2, DISCiPLE System Disk v2b, DISCiPLE System Disk v2c, DISCiPLE System Disk v3a, DISCiPLE System Disk v3b, DISCiPLE System Disk v3d, Pick-Poke-It, Plus D System Disk v2a, Uni-Dos [TwistedTom]
studio2: RCA demo [Robbbert]
visicom: Gambler I, Gambler II, Sansuu Drill, Space Command [unknown]
What better way to celebrate Christmas than with a new MAME release? That’s right – MAME 0.217 is scheduled for release today. Just a reminder, this will be the last MAME release that we distribute a pre-built 32-bit Windows binary package for. Compiling for 32-bit targets will still be supported, but you’ll have to build MAME releases yourself starting from next month. This will also be the last release with source code distributed in the “zip in zip” archive format. We recommend getting source code by cloning a tagged revision from one of our version control mirrors (GitHub, GitLab or SourceForge), or you can use the P7ZIP tools to extract the self-extracting 7-Zip source archive. For MAME 0.217, we’ve switched the Windows tool chain to GCC 9.2.0, and uploaded an updated tools package (the minimum supported GCC version has not changed). With all the housekeeping announcements out of the way, we can get to those juicy updates. The most exciting thing this month is the recovery of the Sega Model 1 coprocessor TGP programs for Star Wars Arcade and Wing War, making these games fully playable. We’ve been working on Virtua Fighter as well, and while the graphics are greatly improved, there are still some gameplay issues as of this release. In other arcade emulation news, sasuke has been busy fixing long-standing graphical issues in Nichibutsu games, and AJR has made some nice improvements to the early SNK 6502-based games. On the home system side, there are some nice Sam Coupé improvements from TwistedTom, support for Apple II paddle controllers, a better Apple II colour palette, and significant improvements to Acorn RiscPC emulation. TV game emulation is progressing steadily, with two Lexibook systems, the Jungle Soft Zone 40, and the MiWi 16-in-1 now working. For front-end developers, we’ve added data to the XML list format allowing you to handle software lists enabled by slot card devices (there are a few of these for Acorn and Sinclair home computers). The minimaws sample script has been updated to demonstrate a number of tasks related to handling software lists. For MAME contributors, we’ve made save state registration a bit simpler, and more manageable in the debugger. You can get the source and Windows binary packages from the download page.
Star Horse Progress Returns (live and voice) [Darksoft, rtw, MetalliC]
Star Horse Progress Returns (main screen left) [Darksoft, rtw, MetalliC]
Star Horse Progress Returns (main screen right) [Darksoft, rtw, MetalliC]
Star Horse Progress Returns (sound) [Darksoft, rtw, MetalliC]
Super Mario Fushigi no Korokoro Party (center) [SpinalFeyd]
Tetris (bartop, prototype) [Andrew Welburn]
Thomson SIMIV TO16 [rfka01]
TMC Research Corporation PCI48AF [rfka01]
VTech Storio (ES, Spanish, 2011-06-17?) [Sean Riddle, ClawGrip]
New working software list additions
Stop Press 64 [Derek Walker]
HeadFirst PD Disk E000/M000/B000, HeadFirst PD Disk E001/M005/B001, HeadFirst PD Disk E002/M006/B002, HeadFirst PD Disk E003, HeadFirst PD Disk E004, HeadFirst PD Disk E005, HeadFirst PD Disk E006, HeadFirst PD Disk E007, HeadFirst PD Disk E008, HeadFirst PD Disk E009, HeadFirst PD Disk E010/M009/B005, HeadFirst PD Disk E011, HeadFirst PD Disk E013, HeadFirst PD Disk E015/M015/B014, HeadFirst PD Disk E016/M016/B015, HeadFirst PD Disk E017, HeadFirst PD Disk M013/B012 [everygamegoing.com]
samcoupe_cass: F-16 Combat Pilot (demo) [TwistedTom]
samcoupe_flop: Boing!, Defenders Of The Earth, Sam Coupe System Disk (SAMDOS v1.1), Sam Coupe System Disk (SAMDOS v2.0), Sam Strikes Out!, Sphera [TwistedTom]
spectrum_cass: Los Gnomos - David el Gnomo [RetroLEL]
spectrum_mgt_flop: Plus D System Disk v1 [TwistedTom]
vectrex: 3D Scape Demo Collection, All Good Things, City Bomber, Continuum, Hexed!, Lord of the Robots, Moon Lander, Nebula Commander, Patriots, Performance VX, Protector and YAS*I, Revector, Rockaroids Remix, Ronen's Games Cart, Royal 21, Sectis, Spike Hoppin', Spike's Water Balloons - Analog Version, Thrust (1.2), Thrust (Final 1.01), Vector 21, Vector Vaders, Vectrex Frogger, Verzerk (Berzerk hack), War of the Robots, War of the Robots - Bow to the Queen, Zantis [Justin Kerk]
Software list items promoted to working
jaguar: Bubsy in Fractured Furry Tales, Cannon Fodder, Double Dragon V - The Shadow Falls, Dragon - The Bruce Lee Story, Hyper Force, Pinball Fantasies, Raiden, Raiden (Rev. A), Rayman, Sensible Soccer - International Edition, Soccer Kid, Soccer Kid (Re-release, Hacked), Towers II - Plight of the Stargazer, Worms, Zero 5, Zool 2 [Angelo Salese]
New NOT_WORKING software list additions
gcslottv: Aladdin TV, Ginginmaru TV, Moju-o TV, Salaryman Kintaro [Sean Riddle, Peter Wilhelmsen, ShouTime, David Haywood]
leapfrog_leappad_cart: Was ist das? von Richard Scarry (Germany) [TeamEurope, FakeShemp]
pico: The Muppets on the Go! (prototype 19950721), The Muppets on the Go! (prototype 19960301), The Muppets on the Go! (prototype 19960313), The Muppets on the Go! (prototype 19960322, set 1), The Muppets on the Go! (prototype 19960322, set 2), The Muppets on the Go! (prototype 19960324), The Muppets on the Go! (prototype 19960329), The Muppets on the Go! (prototype 19960330, set 1), The Muppets on the Go! (prototype 19960330, set 2) [Demon, FakeShemp]
sega_beena_cart: Pocket Monsters Diamond & Pearl Pokemon o Sagase! Meiro de Daibouken!, Samurai Sentai Shinkenger Battle ga Ippai! Iza Mairu!, Shoku Iku Series 1 Soreike! Anpanman-Sukikirai Nai Ko Genki na Ko!, Soreike! Anpanman Hajimete Kaketa yo! Oboeta yo! Hiragana Katakana - Gojuuon Board Kinou-tsuki, Yes! PreCure 5 Asonde Oboeyou Hiragana! [TeamEurope, FakeShemp]
snk6502.cpp: Corrected CPU speed according to schematics and added wait states for vanguard, fantasy, pballoon and nibbler. [AJR]
cpu/m6502: Added disassembler and basic execution core for Rockwell R65C19. [AJR]
cpu/bcp: Added preliminary dp8344 execution core and improved disassembly. [AJR]
cpu/mc68hc11: Fixed disassembly and execution of BRCLBRSET with Y-relative indexed addressing. [AJR]
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