MAME 0.106 R1.7 2025 / 10 / 23
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 R1.7 since R1.6 ?
- new features:
- MUI Game list:
- Two new columns have been added! One indicates the game's genre,
from among 44 genres (shootnup, platform, beatnup, sports, ...)
Some games also have specific tags in this column (Childish, Violent,
3D, Girly, Funny,...).
A column that gives you an identifier of the machine that runs
the game was also added, useful for knowing which games share the same hardware.
- A new menu allow you to filter the game list by genre or tags.
- Column sorting is way better and you can also sort the genre and machine columns.
This is great if you're into a specific game genre.
- "Number of players" information in the list is more accurate and differentiates
simultaneous and alternative number of players.
- The Control Panel, which already manages 7 buttons CD32 Pads, mouses,
parallel port 4 joystick extensions and analog proportional joysticks,
now also manage "MIDI IN" music controllers, as infinite buttons controllers,
and sliders/pots has analog entries.
optionally,the keyboard notes can be seen as a single analog input,
or used as a set of buttons. More information in the guide.
- During game you can "throttle" by maintaining key Shift+F10 pressed,
that is to say: "accelerate the emulation so it uses 100% of the CPU".
If a given game does not already reach 100% speed (press help to know),
it will do nothing. throttle is sometimes usefull to "skip intros".
- reading options from icon tooltips is repaired, and now you can also
create "Project icons per game" with .info file in project mode,
with no file associated, Mame106 as tool, and tooltip "ROM=myrom",
so a "project icon" can directly boot a given game.
- Bug Corrections:
- Machine Taito F3 corrected (biggest news of the year):
machine taito_f3 and anything using 68EC020 has been 100% corrected,
and 10 to 20% speed optimized after weeks of work !
It is some kind of "super NeoGeo" with alpha blending and pixel
rendering capabilities, and an incredible Ensoniq sound chip
(based on "Subtractive synthesis", and made by the same team as the C64 SID).
Machine Taito_f3 supports 83 roms amongst: Bubble BobbleII (bublbob2),
space invader 95 (spcinv95), the incredible "Riding Fight" (ridingf),
vertical shooter "Grid seeker" (gseeker). Anyway, sort the new machine column to
find out the list of taito F3 supported games.
Yet taito f3 emulation is still a bit too slow because of video mixing
hard to emulate: frameskip will help.
- "Demon's world" enemies are back and game 100% working (Was ca long way, sorry.).
- The automatic screen mode choice function (used with "best mode" option) was
wrong on some recent drivers, so now we use our own version.
- Tons of games with sprite priorities issues corrected, this times very horizontaly
and definitively, once for all.
- a memory hit with menu in 32bit mode was corrected.
- Games added in r1.7:
Since 68EC020 is ok, Games from editors still supporting 68000 and 68020
in the 1995/2000 period were added: Cave, Psikyo, Banpresto,...
There is 75 more roms supported, of high quality with excellent graphics
and musics, well emulated and tested games:
- Vertical shooter of that time, with lots of bullets on screens, known as the "*Danmaku*"
genre, are a lot more present:
"DonPachi"(donpachi), "DoDonPachi"(ddonpach),"ESP Ra.De."(esprade), "Gunbird"(gunbird),
"Striker 1945"(s1945), R-shark (rshark) "Dangun Feveron/Fever SOS"(dfeveron,feversos)
, "Air Gallet"(agallet).
(note the "raizing" danmakus were already supported: "Armed police batrider"(batrider),
"Battle Garrega"(battleg),...)
...filtering the list with vertical shooters genre and then sorting by years
will give you the full list anyway !
- Support for the excellent Banpresto franchise games
(MazingerZ "Goldorak" game(mazinger), Sailor Moon.(sailormn) ).
- other excellent Psikyo and cave games: Tengai(tengai),Samurai Aces(samuraia),
Battle K-road (btlkroad).
- The Dooyong games (1990/1996), sort machine dooyoog to know.
- also more missing konamis: Wild cow boys of moo mesa, super contra, Thunder cross,
super slam, vendetta (4p beatnup), escape kids, rollergames.
- About sources (for developpers around)
- Management of controllers has been heavily rewritten so it uses a
plugin-like "abstract interface", amiga_inputs.cpp code
is way more clear and maintainable.
= = = = = = = 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.
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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