Changelog:
Completely re-written AltSound (mode 1) processing
Fixed existing bugs and regressions in the original AltSound code
Compatible with all existing AltSound library formats
New G-Sound library format. Provides a new option for authors to develop
immersive, multi-layered AltSound packages
New AltSound configuration options via per-table .ini file
Independent and configurable always-on AltSound logger
Ability to record live game sound commands. Useful for testing sounds without
having to repeatedly create a live game.
Ability to script game sound commands (currently dev only feature). Useful
for testing specific scenarios like mode progressions or sound mix behavior
without having to create them in a live game
Ability to playback recorded sound commands via standalone AltSound driver
preserving original game timing (currently dev only feature)
Ability to stop
Added altsound command processing support for Gottlieb System 80A
Improved master/rom volume processing for DCS machines
*** GENERAL ***
Updated LISY support to 5.28-93 (Linux for Gottlieb System1 & System80, Bally, Atari, Williams and ‘Home’ Pinballs)
Fix crashes in debugger command handling
Fix Capcom crashes in 64bit builds
Fix window/display rotation in 64bit builds
Fix some external DMD alphanumeric mappings: GTS80B, GTS3, Hankin, Police Force, Riverboat Gambler, Algar, Alien Poker, Hyperball and 7 digit variants of Firepower
Added the emulation of physical bulbs & LEDs connected to binary outputs, for WPC, GTS3, SAM, Whitestar, Capcom, S9 and S11 hardware.
This allows to dramatically improve e.g. lamp or flasher modulation (for example the pulsing lights below the princess of TOTAN,
or the Sauron eye of LOTR, or slowly fading lamps in Breakshot). This needs to be enabled before use, the same way as for the existing
‘modulated’ solenoids: by setting SolMask(2) to 1 for legacy modulated solenoids or 2 for physical model of all outputs.
To be emulated correctly, devices connected to binary output must be defined. PinMAME already has the definition for lots of them
(to be found in MACHINE_INIT of each driver) but if the one you want is missing, or you want to modify it, use ‘SolMask(xx) = type’
to change it, where xx is the output to be modified (see vp_setSolMask), and yy is the type (see core.h). Also see the updated core
scripts coming with VPX 10.8+
This also includes emulation of dimmed alphanumerical segments for GTS3 and WPC (for now NOT exposed via VPMs COM-API, so only visible via the
internal segment rendering, and partially/per-character-dimming-only via the dmddevice.dll interface), and opens up the path for emulation
of strength modulated solenoids (for example most magnets, Capcom Kingpin, or the way most modern hardware handle Power/Hold and EOS switch).
In addition to the TILDE key, now also the YEN key on respective keyboard mappings will work to bring up the internal PinMAME menu
Support WPC UARTs (8251 from Printer Option Kit & 16C450 from WPC95), also enabling the ‘Championship Link’ mode of NBAFB (incl. PinMAME <-> real machine). Configured via -serial_device command-line option.
Note that the NBAFB Championship Link usually gets out of sync and aborts when connected to a real machine. If trying to link two copies of PinMAME, it’s necessary to have different WPC serial numbers (hardcoded in nbaf.c) for each instance of PinMAME.
Also, NBAFB now supports a full builtin simulator instead of only a preliminary one
*** CORE/CPU ***
Fixed WPC General Illumination (GI) Dimming (most noticably if more than one GI line is involved, also all 8 levels are now handled properly)
Fixed SAM FG/Shrek and WOF modulated LEDs behavior (now work the same as the rest)
Added Wheel Of Fortune and World Poker Tour LED matrix as a group of modulated lamps
Reworked Capcom emulation & timings, allowing all tables to behave ‘normally’ (no more delay on Flipper Football, DMD’s animation at the right speed,…)
Fixed CRTC6845 <-> GTS3 DMD interaction (e.g. leading to fixed Tee’d Off DMD timings)
Improved DMD brightness level mapping (once more :)) for Gottlieb GTS3 & AlvinG. (always mapping to 16 instead of 4 or 5 levels, improving e.g. Waterworlds or Mystery Castles DMD fading; note that 24/25 would be optimal, but not really necessary)
Improved DMD brightness level mapping for WPC (fixing fading e.g. in T2 and other flickering)
Improved DMD brightness level mapping for DataEast/Whitestar, incl. 128×16/192×64 DMDs (fixing brightness levels and DMD timings, incl. video modes and the like)
Added Cosmic Flash sound emulation (Bell stole it from Bally’s Squalk&Talk, but removed speech and DAC chips)
Improved Zaccaria 11178 sound emulation a little (clown, poolcham, bbeltzac, mexico, zankor, spooky)
Fixed Zaccaria strsphnx sound, background music works correctly now
Found a cleaner way to prevent garbled speech on Zaccaria
Used YMFM’s YM2151 core for a more accurate emulation (GTS3, Older Bally/Williams WPCs, Older Data Easts)
Improved HC555XX CVSD sound emulation once more (most Williams/Bally machines in the Gorgar up to Twilight Zone range)
Distinguish between HC55516 and newer chip-variants (Sys6/7 now uses the older HC55516 chip)
Fixed regression in DCS Audio decoding
Also fixed one subtle DCS emulation bug that leads to slight buzzing/crackling on some samples though (mainly audible when using good speakers or headphones or if the internal volume is cranked up very high)
one of the longest standing bugs in the history of PinMAME!
Due to the above, removed DCS low pass filtering (introduced in 2.8) again and prefer 1:1 DCS output quality
Refined Bally-32 sound emulation (so it also does not require the sample package s3250u3.zip anymore now)
Improved SP0250 and SP0256 sound emulation, most notably in Technoplays Scramble, and ManilaMatics Top Sound and Master
Disabled mechanical sample use (solenoids, bumpers, etc) via the pinmame.zip sample package if running VPinMAME or libPinMAME (as this should be handled by the table itself then)
Fixed 6 million dollar man 7 digit conversion display
Fixed inverted switches for ffv101
Fixed fast flip detection for im_185 and trn_174h
Implemented fast flips for avr_120h, avs_170h, im_186, im_186ve, mt_145, mt_145hb, mtl_180, rsn_110, sman_261, st_162, st_162h, trn_174, wof_602h and xmn_151
this finalizes fast flip support for all Stern SAM machines, (at least) for all its newest game revisions (both Pro and LE)
Fixed crash of Mustang Boss mt_145hb
Fixed regressions by reducing the pre-shutdown time for Joctronic, NSM and Juegos Populares, after fixing a timeslice issue related to the VGM file dump feature (which uses a fast timer)
Added support for the old SC-01 Votrax ROM version (wired only to the Mars – God of War Prototype so far)
Made it possible to increase the volume slider setting (e.g. using the Tilde key) above 0db (for now on windows only)
try to avoid it though, as it can result in sound clipping artifacts!
in order to permanently save the setting, one needs to apply this workaround: please open the PinMAME options menu and press OK to save the volume adjustment to the registry like all the other settings
Fixed regression/crashes for Elvis and Monopoly (introduced in 3.1)
Improved emulation robustness when running multiple machines from the same generation (e.g. System11) one after another (e.g. from within VPX)
or when resetting certain machines
Clean-up Metallica Coffin Magnet processor board to cleanly report its mode of operation (see https://missionpinball.org/mechs/magnets/stern_magnet_pcb/ for detailed operations)
Rewrite SAM nodeboard emulation (ACDC LE, MTL Premium, ST LE, Mustang LE, TWD LE)
Fixed AT91 USART emulation
Fixed reset and slam-tilt problems of Baby Pac-Man
Fixed PPS4 emulation: ADCSK and ADSK instructions did both respect the carry-in flag because of one wrong byte in the Gottlieb System 1 spider chip reads! Also, regular instructions only increase the six lowest PC bits.
Improved WPC emulation: implementing FIRQ and the highres timer
*** ROM SUPPORT *** Thanks to Laszlo (www.zaccaria-pinball.hu), ipdb.org, Valerio Curzio, Matt’s Basement Arcade, inkochnito, flipprojets.fr, Idleman, idealjoker, João Pedras & João Carneiro, ingo333, Ronaldo, Quench, Museo del Recreativo, caius, Stephan Semmler (Flippermuseum Seligenstadt), Doug Cope, Michel Maignaut, Thierry Ailloud, Francis Voglioso, Chad Hendrickson, watacaractr, indisc, Dr.Boely, Scott Charles, empee3, random_overflow, Corrado Tomaselli, www.zaccaria-pinball.com, grisu2, Miwi123, Garzol, Paulo Gordinho, Matt Walsh, jordigahan, Corrado Tomaselli, Tom Collins, Ken Sumrall
New:
Jeutel: Papillon
Seeben: Brooklyn (Bingo) (not working)
Brooklyn (set 2) (Bingo) (not working)
Continental 3 in 1 (Bingo) (not working)
Domino II (Bingo) (not working)
Golden Gate (set 1) (Bingo) (not working)
Golden Gate (set 2) (Bingo) (not working)
New Dixieland (Bingo) (not working)
Penalty (Bingo) (not working)
Super Dixieland (Bingo) (not working)
Triple Joker (Bingo) (not working)
Spinball: Gun Shot (vending machine in a pinball cabinet – https://www.recreativas.org/gun-shot-6590-spinball-sa)
Splin: Golden Game Bingo Stake 6/10 (Bingo) (not working)
Golden Game Bingo New (Bingo) (not working)
Golden Game Kit 1 Generation (Bingo) (not working)
Michigan (Bingo) (not working)
Michigan Bingo Kit 1 Generation (Bingo) (not working)
Michigan Kit Bingo Stake 6/10 (Bingo) (not working)
Michigan Bingo Stake 6/10 (Bingo) (not working)
Michigan Bingo New (Bingo) (not working)
Montana Bingo Stake 6/10 (Bingo) (not working)
Top Game Laser L10 (Bingo) (not working)
Top Game Turbo (Bingo) (not working)
Kinda new:
Bad Cats (The Cat’s Meow) (MOD)
Batman Forever 5.00, 5.01 (unofficial MODs)
X-Files 3.04 (unofficial MOD)
Correct Dumps:
Bell: Cosmic Flash (sound ROM – might need a redump because it contains an illegal instruction in one byte?)
Super Bowl (sound ROM redump showed one byte of difference)
Gottlieb: All System 1 based games now use the correct A1752CF dump
Inder: Moon Light (ROMs for bonus lamps board)
LTD: Space Poker
WMS: Black Knight 2000: redumped LG-1 (German) version, startup text is no longer corrupt
NBA Fastbreak: Changed 2.1, 2.2 & 2.3 to also use the newer sound ROM S3.0
Scared Stiff: The publically available S2 sound ROM is named 1.1, but actually contains 1.0. Game versions 1.2, 1.4 & 1.5 now use the proper 1.1 S2 ROM.
The Shadow: Fix checksum of LH-6 with wrong text index patch
Zaccaria: Devil Riders (French speech correct sound ROMs)
Star God (correct sound ROMs)
Clones:
Free Play Knocker sound fixes for all System 6 games/variants:
Algar
Alien Poker
Blackout
Firepower
Flash
Gorgar
Laser Ball
Scorpion
Time Warp
Tri Zone
Airborne Avenger (Free Play)
Ali (7-digit conversion Free Play rev. 76), (7-Digit conversion Free Play rev. 85)
American Country (ACDC MOD)
Atarians (Free Play)
Attack From Mars (0.3 with 0.6 Sound Prototype)
Bad Girls (alternate set)
Batman Forever (3.02 Dutch, unfortunately without matching display ROMs), (4.0 Italian, Display 4.0), (4.0 Italian, Display 4.0, Early sound)
Baywatch 3.00 (German)
Beavis and Butt-Head (Class of 1812 MOD)
Big Game (MOD rev. 12), (MOD rev. 13)
Black Knight L-2
Bugs Bunny’s Birthday Ball LG-2 (German)
Cheetah (Prototype Sounds + MOD 84)
Cue Ball Wizard (older display rev.)
Devil Riders (French speech, Free Play)
Devil’s Dare (Sound & Speech alternate set)
Diner LG-2 (German)
Dracula (One Ball MOD)
Dragonfist (MOD 15), (MOD 16)
Earth, Wind & Fire (Free Play), (alternate sound)
Elvira and the Party Monsters LG-3 (German) (incomplete dump)
Elvis 1.00
Farfalla (French Speech), (alternate, incl. Italian/French/German Speech versions)
Fire Mountain (Free Play)
Flipper Football 1.03
Frankenstein 1.03 (Italian)
Future World (Free Play)
Galaxy (7-Digit conversion, Fixes & modified rules)
Grand Lizard L-1
Hook 4.01 (French), 4.00 (incomplete dumps)
Hot Wheels (Free Play)
House of Diamonds (Free Play)
Jungle Lord (new tricks) L-2beta, L-2 & L-3beta (MOD)
La Rana (alternate set)
Last Action Hero 1.08 Spanish with Display 1.05 (not working correctly :/)
Lightning (Free Play & MOD rev. 25), (Free Play & MOD rev. 27)
Locomotion (Free Play)
Metallica 0.52
Mexico 86 (Italian Speech)
Middle Earth (Free Play)
Mr. & Mrs. Pac-Man Pinball (alternate version)
Odin (Prototype)
Pinball Champ (French Speech)
Pin-Bot J-2, J-3 (PEMBOT (no relation)) (MOD)
Pentacup (rev. S, rev. T)
Pool Champion (Italian Speech, Free Play) (incomplete dump)
Quicksilver (Free Play & modified rules rev. 8.1)
Rollergames LA-1
Royal Flush Deluxe rev. 1
Scared Stiff 1.1, 1.1 with Sound 1.0
Seawitch (MOD rev. 9), (MOD rev. 9.3)
Secret Service 4.0 Europe
Sexy Girl (exact clone of Bally Playboy but using an additional image projector)
Shadow, The LF-4 (French)
Shooting the Rapids (Free Play)
Space Riders (Free Play)
Space Shuttle (Zaccaria) (Free Play)
Spirit (initial release) & rev. 3 (MOD)
Star God (Free Play), (alternate sound, Free Play)
Stars (MOD rev. 103), (MOD rev. 103, 7-digit conversion)
Striker (German Speech), (French Speech)
STTNG LX-8 (MOD) (using the special L-1 sound roms, note that the special callouts can be turned off completely within the game menu)
Swords of Fury LG-2 (German)
Teenage Mutant Ninja Turtles A 0.7 VUK (Prototype)
Terminator 2 L-8.4 (MOD)
Time 2000 (Free Play)
Time Machine (Zaccaria, Italian Speech), (Zaccaria, alternate)
Tommy 1.02 (Belgian), 2.01 (Dutch), 3.01 (German)
Transporter the Rescue LA-1, LU-3
Victory (1.01 multiplayer MOD)
Whirlwind LG-1 (German), LG-2 (German) (no U26 dumps available, seem to work with known one)
White Water P-6 (Prototype)
Wildfyre (One Ball MOD)
Winter Sports (Free Play)
Zankor (TMS5220 Italian Speech), (English Speech, and English Speech Free Play) & (German Speech, and German Speech Free Play) (the latter being an incomplete dump)
Removed Clones:
NBA Fastbreak: 3.1 with Sound S1.0 (as this was just created to be able to use S1.0, which is nowadays wired to 1.1/1.15 instead)
Star God (alternate version) (These game ROMs are the correct ones for the main set)
Star Trek: The Next Generation S7/DS (as these were just created to be able to use a P-1 sound rom, (for now) wired to P-4 instead)
White Water P-1/P-2 (as these were just created to be able to use the P-1 sound roms, now wired to P-6 as found on a real machine)
Atualizações:
Processamento de AltSound (modo 1) completamente reescrito
Corrigidos bugs existentes e regressões no código original do AltSound
Compatível com todos os formatos de biblioteca AltSound existentes
Novo formato de biblioteca G-Sound. Oferece uma nova opção para os autores desenvolverem pacotes AltSound imersivos e multilayer
Novas opções de configuração do AltSound via arquivo .ini por tabela
Logger AltSound independente e configurável sempre ativo
Capacidade de gravar comandos de som de jogos ao vivo. Útil para testar sons sem precisar criar repetidamente um jogo ao vivo.
Capacidade de script de comandos de som do jogo (atualmente funcionalidade para desenvolvedores). Útil para testar cenários específicos como progressões de modo ou comportamento de mixagem de som sem precisar criá-los em um jogo ao vivo
Capacidade de reproduzir comandos de som gravados via driver AltSound independente, preservando o tempo original do jogo (atualmente funcionalidade para desenvolvedores)
Capacidade de parar
Suporte ao processamento de comandos AltSound para Gottlieb System 80A
Melhorado o processamento de volume mestre/rom para máquinas DCS
*** GERAL ***
Suporte atualizado do LISY para 5.28-93 (Linux para Gottlieb System1 & System80, Bally, Atari, Williams e ‘Home’ Pinballs)
Corrigidos erros de crash no gerenciamento de comandos do depurador
Corrigidos erros de crash no Capcom em builds de 64 bits
Corrigida rotação de janela/display em builds de 64 bits
Corrigidas algumas mapeações externas de DMD alfanuméricos: GTS80B, GTS3, Hankin, Police Force, Riverboat Gambler, Algar, Alien Poker, Hyperball e variantes de 7 dígitos de Firepower
Adicionado emulação de lâmpadas e LEDs físicos conectados a saídas binárias, para WPC, GTS3, SAM, Whitestar, Capcom, S9 e S11. Isso melhora dramaticamente a modulação de lâmpadas ou flashes (por exemplo, as luzes pulsantes abaixo da princesa de TOTAN, ou o olho de Sauron de LOTR, ou lâmpadas com desvanecimento lento em Breakshot). Isso precisa ser habilitado antes de usar, da mesma forma que para os solenoides “modulados” existentes: configurando SolMask(2) para 1 para solenoides modulados legados ou 2 para o modelo físico de todas as saídas. Para emular corretamente, os dispositivos conectados à saída binária devem ser definidos. O PinMAME já tem a definição de muitos deles (encontrados em MACHINE_INIT de cada driver), mas se o que você precisa estiver faltando ou quiser modificá-lo, use ‘SolMask(xx) = tipo’ para alterá-lo, onde xx é a saída a ser modificada (veja vp_setSolMask), e yy é o tipo (veja core.h). Também veja os scripts atualizados do núcleo que acompanham o VPX 10.8+
Isso também inclui a emulação de segmentos alfanuméricos atenuados para GTS3 e WPC (por enquanto NÃO expostos via a interface COM-API do VPM, então apenas visíveis via renderização interna de segmentos e parcialmente/por-personagem-atenuados-apenas via a interface dmddevice.dll), e abre o caminho para a emulação de solenoides modulados por força (por exemplo, a maioria dos ímãs, Capcom Kingpin, ou a forma como a maioria dos hardwares modernos lidam com os interruptores Power/Hold e EOS).
Além da tecla TILDE, agora também a tecla YEN nos respectivos mapeamentos de teclado funcionará para abrir o menu interno do PinMAME
Suporte a UARTs WPC (8251 do Printer Option Kit & 16C450 do WPC95), habilitando o modo ‘Championship Link’ de NBAFB (incl. PinMAME <-> máquina real). Configurado via opção de linha de comando -serial_device.
Note que o Championship Link do NBAFB geralmente fica fora de sincronização e aborta quando conectado a uma máquina real. Se tentar vincular duas cópias do PinMAME, é necessário ter números de série WPC diferentes (hardcoded em nbaf.c) para cada instância do PinMAME.
Agora o NBAFB suporta um simulador interno completo em vez de apenas um preliminar
*** NÚCLEO/CPU ***
Corrigida a Dimming da Iluminação Geral (GI) do WPC (mais notavelmente se mais de uma linha GI estiver envolvida, agora todos os 8 níveis são tratados corretamente)
Corrigidos comportamentos de LEDs modulados do SAM FG/Shrek e WOF (agora funcionam da mesma forma que os outros)
Adicionado LED matrix do Wheel Of Fortune e World Poker Tour como um grupo de lâmpadas moduladas
Refeito a emulação e temporização do Capcom, permitindo que todas as tabelas se comportem de ‘forma normal’ (sem mais atraso no Flipper Football, animação do DMD na velocidade correta,…)
Corrigida a interação CRTC6845 <-> DMD GTS3 (por exemplo, levando a uma temporização fixa no DMD do Tee’d Off)
Melhorado o mapeamento de níveis de brilho do DMD (mais uma vez 🙂 para Gottlieb GTS3 & AlvinG. (agora mapeando para 16 em vez de 4 ou 5 níveis, melhorando, por exemplo, o desvanecimento em Waterworlds ou Mystery Castles; note que 24/25 seria ideal, mas não realmente necessário)
Melhorado o mapeamento de níveis de brilho do DMD para WPC (corrigindo desvanecimentos, por exemplo, no T2 e outros piscando)
Melhorado o mapeamento de níveis de brilho do DMD para DataEast/Whitestar, incluindo DMDs 128×16/192×64 (corrigindo níveis de brilho e temporizações do DMD, incluindo modos de vídeo e afins)
Adicionada a emulação de som de Cosmic Flash (Bell roubou da Bally’s Squawk&Talk, mas removeu os chips de fala e DAC)
Melhorada a emulação de som Zaccaria 11178 um pouco (clown, poolcham, bbeltzac, mexico, zankor, spooky)
Corrigido som de Zaccaria strsphnx, música de fundo agora funciona corretamente
Encontrada uma forma mais limpa de evitar fala distorcida em Zaccaria
Usado o núcleo YMFM do YM2151 para uma emulação mais precisa (GTS3, Bally/Williams WPCs mais antigos, Data Easts mais antigos)
Melhorada a emulação de som HC555XX CVSD mais uma vez (maioria das máquinas Williams/Bally do intervalo Gorgar até Twilight Zone)
Distinção entre os chips HC55516 e as variantes mais novas (Sys6/7 agora usa o chip mais antigo HC55516)
Corrigido uma regressão na decodificação de áudio DCS
Corrigido um erro sutil de emulação DCS que leva a leve zumbido/estalo em algumas amostras (principalmente audível ao usar bons alto-falantes ou fones de ouvido ou se o volume interno for muito alto)
Um dos erros mais antigos da história do PinMAME!
Devido ao acima, a filtragem de baixa frequência DCS (introduzida na versão 2.8) foi removida novamente e preferimos a qualidade de saída DCS 1:1
Aperfeiçoada a emulação de som Bally-32 (agora não precisa mais do pacote de amostras s3250u3.zip)
Melhorada a emulação de som SP0250 e SP0256, especialmente em Scramble da Technoplay, e Top Sound e Master da ManilaMatics
Desativada a utilização de amostras mecânicas (solenoides, bumpers, etc) via o pacote de amostras pinmame.zip se estiver rodando VPinMAME ou libPinMAME (pois isso deve ser tratado pela própria tabela)
Corrigido display de 7 dígitos em 6 million dollar man
Corrigidos switches invertidos para ffv101
Corrigida detecção de flip rápido para im_185 e trn_174h
Implementado flips rápidos para avr_120h, avs_170h, im_186, im_186ve, mt_145, mt_145hb, mtl_180, rsn_110, sman_261, st_162, st_162h, trn_174, wof_602h e xmn_151
Isso finaliza o suporte de flip rápido para todas as máquinas Stern SAM, (pelo menos) para todas as suas versões mais recentes (tanto Pro quanto LE)
Corrigido crash do Mustang Boss mt_145hb
Corrigidas regressões reduzindo o tempo pré-desligamento para Joctronic, NSM e Juegos Populares, após corrigir um problema de fatia de tempo relacionado à funcionalidade de despejo de arquivo VGM (que usa um timer rápido)
Adicionado suporte para a versão ROM SC-01 Votrax antiga (conectada apenas ao protótipo de Mars – God of War até agora)
Possibilitado aumentar o ajuste do slider de volume (por exemplo, usando a tecla Tilde) acima de 0db (por enquanto apenas no Windows)
Tente evitar isso, pois pode resultar em artefatos de clipping de som!
Para salvar permanentemente a configuração, é necessário aplicar o seguinte método: abra o menu de opções do PinMAME e pressione OK para salvar o ajuste de volume no registro, como todos os outros ajustes
Corrigido regressão/crashes para Elvis e Monopoly (introduzidos na versão 3.1)
Melhorada a robustez da emulação ao rodar várias máquinas da mesma geração (por exemplo, System11) uma após a outra (por exemplo, dentro do VPX)
Limpeza da placa processadora do Magnet Coffin do Metallica para relatar corretamente seu modo de operação
Reescrita da emulação da placa de nó SAM (ACDC LE, MTL Premium, ST LE, Mustang LE, TWD LE)
Corrigidos problemas de emulação do AT91 USART
Corrigidos problemas de reset e slam-tilt do Baby Pac-Man
Corrigido emulação do PPS4: as instruções ADCSK e ADSK agora respeitam corretamente o flag de carry-in devido a um byte incorreto nas leituras do chip Gottlieb System 1
Melhorada a emulação do WPC: implementando FIRQ e o timer de alta resolução
*** SUPORTE A ROMS ***
Graças a Laszlo (www.zaccaria-pinball.hu), ipdb.org, Valerio Curzio, Matt’s Basement Arcade, inkochnito, flipprojets.fr, Idleman, idealjoker, João Pedras & João Carneiro, ingo333, Ronaldo, Quench, Museo del Recreativo, caius, Stephan Semmler (Flippermuseum Seligenstadt), Doug Cope, Michel Maignaut, Thierry Ailloud, Francis Voglioso, Chad Hendrickson, watacaractr, indisc, Dr.Boely, Scott Charles, empee3, random_overflow, Corrado Tomaselli, www.zaccaria-pinball.com, grisu2, Miwi123, Garzol, Paulo Gordinho, Matt Walsh, jordigahan, Corrado Tomaselli, Tom Collins, Ken Sumrall
Novas:
Jeutel: Papillon
Seeben: Brooklyn (Bingo) (não funciona)
Comentários