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Whats New:
----------
Special Note:
Why do we have to double certain roms? Well, because we dont use any game specif
ic
drivers. We allocate dynamically as much memory as the roms require and restrict
NeoGeo to fetching gfx from any location outside of that. MAME has the possiblit
y
to allocate any amount of memory they want and load the same rom twice or just f
ill
the area with Zeros because of their driver system. Then you may ask why we dont
use drivers as MAME? Because we want NeoRAGEx to be able to run any dump not jus
t
those that are out for the moment. But remember... we dont claim these dumps to
be
incorrect... just not correct for NeoRAGE(x).
V0.6b:
------
- Floating shadow problems in some games fixed.
- ADPCM Delta channel bug fix (Metalslug & Neo Turf Masters random crash).
- Overclocking support.
- Support for altered version of Gururin (MAME version).
- Small fixes (little here, little there, little everywhere).
V0.6:
-----
- Major Changes in the drawing routines (faster and more accurate).
- Optimised ADPCM decoding.
- Sound drop bug fix (first boss in Aero Fighters 2 etc).
- 44khz sound output.
- VSYNC option if Tripple buffering enabled.
- Interpolated Sound option (44khz/MMX only).
- Possibility to record sound into wave file while playing(Output format will al
ways be 22khz).
- Frameskip option (AUTO/0-11 out of 12).
- Full throttle mode supported (only if VSYNC is turned off) have always been th
ere but undocumented.
- Option to show Frames/Sec.
- Volume +/- buttons remaped to '5' & '6'.
- Preview shot save (8-bit mode only) have always been there but undocumented.
- Faster loading times.
- And other stuff we have forgotten.
V0.5c
-----
- Sound bugfixes for some games that had problems before.
- Autofire option.
- Ability to select/deselect all objects in Shotfactory.
- And some other small fixes.
V0.5b
-----
- Joystick bug-fix.
- S3-chip hang at startup fix(If it still not works for you turn off 3dhardware
accelaration).
- Samurai Shodown 4 hang fix (could fix some other oddities in other games too).
- Neo Bomberman support for existing sound dump.
- Gfx or exit bug fixed (occured when running several games without exiting the
menu).
- Possibility to select Alternative background color in shots factory.
- Launch game with double click in gamelist.
- Vsync replaced with tripple buffering (no more tearing).
- Super sidekick works.
- Hit ENTER,SPACE or klick to skip menu init sequence.
- COIN is replaced with SELECT Buttons in consol mode.
Requirements:
-------------
Any Windows95/98/NT3.1 or later compatible computer with DirectX 3.0 or later in
stalled.
COMMON KEYS:
------------
'TAB' - Toggle in/out to system menu (Key redefenition etc)
'1' - start 1 player game
'2' - start 2 player game
'3' - Coin1/Select
'4' - Coin2/Select
'5' - Volume -
'6' - Volume +
'7' - Record sound output
'8' - Show/Hide frames/Sec
'9' - Full throttle (ON/OFF)
'0' - Save preview shot (8-bit only)
'F1' - Reset (Toggle in/out to MVS-settings)
'F2' - Audio Setting (ADPCM/FM/OFF)
'F3' - 8/16-bit audio output
'F4' - Audio channels (MONO/STEREO)
'F5' - 8/16-bit colordepth
'F6' - Scanlines (ON/50%/OFF)
'F7' - Interpolation (ON/OFF)
'F8' - Edge enhancement (ON/OFF)
'F9' - Take Screenshot
'F11' - Save state menu
'F12' - Load state menu
'ESC' - Hmmmm... what might this key do?
----------------------------------------------------------------------
KEYSETTINGS:
----------------------------------------------------------------------
Keys:
UP - pl1 up
DOWN - pl1 down
LEFT - pl1 left
RIGHT - pl1 right
A - pl1 Button1
S - pl1 Button2
D - pl1 Button3
F - pl1 Button4
NUMP 8 - pl2 up
NUMP 2 - pl2 down
NUMP 4 - pl2 left
NUMP 6 - pl2 right
B - pl2 Button1
N - pl2 Button2
M - pl2 Button3
, - pl2 Button4
Z - pl1/pl2 hotkey1
X - pl1/pl2 hotkey2
C - pl1/pl2 hotkey3
V - pl1/pl2 hotkey4
You can change the key layout in the options menu.
We will not respond on any questions about NeoGeo roms or bios.
e-mail:
-------
Anders Nilsson
anders.nilsson@mbox8.swipnet.se
Janne Korpela
janne@mbox370.swipnet.se
A FINAL WORD:
-------------
- We do not claim that we are the best and that all the other emu authors are lo
usy
programmers as certain other emu authors do.
- We do not claim that we code entirely in machine code cause we stopped do that
when
we threw our C64's away. Only a fool would claim such a thing. Besides why do
that
when writing in asm compiles just as fast code as writing it in machine code?
Remeber
there is a difference between asm and machine code.
- We do not promise things that we cant keep as certain other emu authors do. We
let
the users create their own opinion after using our emu.
- Our emu will cost exactly as much as it always has... nothing, nada, zippa, nj
etto!
- But, perhaps we are just two stupid swedes :-)