MAME 0.106 R1.6 2025 / 07 / 09
This is a Port of Mame106 (2006) to Amiga classic 68060, using
bebbo gcc6.5 crosscompiler in 2025.
It would only work on very fast Amigas with more than 64Mo, mostly
targeted for PiStorm with RaspberryPi3 or 4.
Refer to the official MAME documentation (www.mamedev.org) to
know copyright issues and how it works. Romset would be the same
as "Mame Advance", but drivers included are mostly a selection of
games from 1986 to 1998.
Picasso drivers are strongly needed, AGA works but slow.
OS3.1 and later are mandatory. AHI is needed for the sound but optional.
This is hugely based on Mame060 from triumph for the MUI part.
All these projects are under GPL licences.
Features:
- 4 players possible with 2 CD32 pads, joystick, mouse, or proportional joysticks/paddles.
+ parallel ports joystick, and keyboard.
- Screen preference per game resolution.
- A reworked sound mixer that adapt to applied speed in real time.
= = = = = = = What's new in R1.6 since R1.5 ?
- Support for "Potentiometer-based analog-absolute controllers" such as
Amiga proportional joysticks produced around 1988, Atari8Bit/ C64
"rotating Paddles", and 1990's "PC gameport" analog sticks and steering wheels.
Only on joystick port 2. This can be used by games that needs analog controllers.
"Go far in each directions at the begining of game to calibrate."
(More about this in documentation.)
- Support for a second button on "joystick3" of parallel port extension,
but you'll need to solder a wire. (More about this in documentation)
- 244 more roms supported:
- Some 1980/83 games: defender, scramble, galaxian,galaga3, tron, discs of tron,...
- a few 1985 atari and midway: Atari tetris, rampage, joust2,...
- a truckload of ntd "vs" and "playchoice" machine games.
- a few 1993 knm, (some glitchy): Gaiapolis, Mystic Warriors (glitchy),
Monster Maulers, Violent Storm,Metamorphic Force,Martial Champion.
Mame106Minimix now support 2742 roms (counting versions, bootlegs, bioses,...)
- reminder: AGA/OCS users, you should install blazeWCP patch or rendering will be slow.
That *is* the "C2P". https://www.aminet.net/util/boot/Blazewcp.lha
- a few new features:
- the vector games with vertical screen have now a display conf slot different from the vector horizontal games.
( so you can set rotate mode accordingly to vertical screen.)
- added a log line on the progressbar.
- verbose option tells more details about inits when option is used.
- bug corrections fixed:
- when using 2 mouses, buttons could be mixed : repaired.
- message of loading cheat when it was not loading cheats: repaired.
- some ui popup issue
- xml prefs save/load trashing float values: corrected.
= = = = = = = What's new in R1.5 since R1.4 ?
- Vector graphics games are implemented
(starwars,Asteroid,startrek, cosmic chasm,...
more or less 20 games.
- Vector screens have specific configuration to tune resolution,
remanance, and a special glow effect for vector screens.
- StarWars, Gauntlet, 720 degree, and all games using the "PoKey"
sound chip (Atari) got 30% or 40% accelerated.
- "Turbo OutRun" and "F1GP Star 1&2" gets the same treatment as
outrun and chasehq: input menu panel with more explicit controls,
wheel and gear optionnaly displayed.
- MUI supports dedicated appicon (skin/appicon.info) and amigaguide
can be opened from help key.
- driver list can now be correctly sorted by screen mode, it's useful
to sort vector games.
- In-game menu "Game Information" now tells the actual
Intuition Screen Mode found.
- Amigaguide Documentation updated.
- corrections for some screen rotation cases.
- the little bitmaps in menu does not crash on big resolution anymore.
- some colors trashed in 8bit screens corrected.
- Numberous little corrections here and there.
= = = = = = = What's new in R1.4 since R1.3 ?
Many bug corrections,a bit of optimization, and interface improvements.
Big round of improvements around the "Sprite Scaling games" from Sega,
Taito and Jaleco. Outrun and Thunderblade gets 8% faster, some other
Sega games also gain a little speed (Galaxy Force II).
The inter-blocking sega games bugs are all resolved.
Glitch and sprite priority corrections for CSI, chasehq and Night Strikers.
Special pimp-my-car treatments for those games:
Outrun, Super hang-On, Chase Hq, Criminal Special investigation (CSI), Night Striker, Big Run, Cisco Heat, and Scud Hammer.
The role of buttons and analog controls for these games were unclear, when not wrongly emulated:
Toggling gears and moving wheels with mouse couldn't work because you could not see the current gear and Steering wheel position.
So now, for these games:
- A wheel and a Gear Shift are optionnaly displayed upon the screen.
(it uses directory skin/.)
- The exact buttons and analog controls roles are explicitly displayed in
the "Tab Key Menu" affiliate panel: "Input (This Game)"
Now, CSI will not display "Button1, Button 2,..." , but "Accelerate,Brake,Fire,Gear,Turbo,Center",
(Seriously who could guess that ?) and of course this panel will let you change the default key mapping as always.
The immense "Scud Hammer" now also has explicit roles for buttons in the Input Panel,
and a hammer is displayed upon the game, to reproduce its movements,
controllable with mouse or arrows. (before,the hammer input was bugged.).
So factualy, all these games are now playable. (some may still need frameskip option).
Also in R1.4:
- The MUI game list accepts up to 4 letters tipped in a row to select an entry.
type R.A.S. to jump to rastan. Note the list need focus for this.
- Added Games Kangooroo and Arabian from 1982.
- Special progressbar state for Thunderblade which have a long boot work.
- updated documentation about a solution for the volume issues. (using tilde menu then arrows, to finetune sound chip mixing, which is a preference per game.)
- totally pimped colors for all ingame menus that were not funky enough.
- RTG windows mode is faster when window not clipped. (experimental code.)
= = = = = = = What's new in R1.3 since R1.2 ?
- A lot of games corrected:
1944 and PuzzleBobble Neogeo are back. "BigRun" corrected. Cool game.
sprite priorities error fixed on:
"Super Chase CT", 64th street (& all megasys games).
Also corrected wrong sprite flipx on some neogeo games (final fights).
outrun optimized again like just by 4%.
- Big round of corrections for AGA and OCS native modes:
More accurate color remap on 8bit screens.
Support for color depths under 8b. (256c,32c,16c,...), better screen size.
Now you can select screen mode depth or let the automatic mode on UI,
OCS machines should automatically select 32c.
No more screen glitch during progress bar.
Writing native video memory is slow on Pistorm, not mentioning the sound
engine is also writing Chip Mem, which floods the bus.
You may select a light AHI audio mode and less color depth if you are into
native screen mode.
The Chunky-To-Planar routine used by old Mame060 didn't proove better
than the "BlazeWCP" patch available on aminet, which accelerates function
"WriteChunkyPixels()". Install that to get 10 or 15% faster
than default mplementation on native display.
- Support for 2 more demoscene productions for arcade machines !
We have the pleasure to announce that MAME Minimix can run the excellent NeoGeo demo
"Vaporous" by TTE, which reached 2nd place at the recent Revision party 2025.
It is quite big, so unlike the Abyss "cruisin'5" demo included with This release,
you have to download it at:
https://files.scene.org/view/parties/2025/revision25/oldskool-demo/tte25-vaporous.zip
To install the demo: unzip tte25-vaporous, rename file mame/mslug2.zip as vaporous.zip,
then copy it to your roms/ directory, and press scan on UI or type "Mame106 vaporous".
As we were at it, we also officialy support Oxygene's neogeo3D demo from 2012
(sound not working). Download it at https://www.pouet.net/prod.php?which=59253 ,
rename puzzledp.zip as neogeo3d.zip and copy it to roms/ and scan. Finally, enjoy.
- Documentation updated.
Thanks to "Pops^Woodtower" for talking to me about the Amiga analog controllers at
the NASS party.
What's missing now ? Phasers/Lightguns ? but I don't have a CRT.
Thanks to Glames, Fred "Screetch" Boisdron and family for testing the 4 player mode.
Thanks to all that have reported problems to the issue page.
Thanks to people for having made video on YT.
Bigger thanks again to Bebbo for the great (the immense) GCC6.5 port that made it possible.
(Sadly this project has been removed.)
Report problems, but also say hello, to :
https://github.com/krabobmkd/amigamame/issues
Last releases can be watched at:
https://github.com/krabobmkd/amigamame/releases
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