<?xml version="1.0" encoding="utf-8"?>
<!-- generator="FeedCreator 1.7.2-ppt (info@mypapit.net)" -->
<feed xmlns="http://www.w3.org/2005/Atom">
    <title>MAME Bug Database J</title>
    <subtitle></subtitle>
    <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/"/>
    <id>http://www.e2j.net/bugs/</id>
    <updated>2010-07-31T03:55:40+09:00</updated>
    <generator>FeedCreator 1.7.2-ppt (info@mypapit.net)</generator>
<link rel="self" type="application/atom+xml" href="http://www.e2j.net/bugs/" />
    <entry>
        <title>00232: [グラフィック] exerizrb, skyfox: 背景の星空は奥行きがあるようにそれぞれ速度をずらして描画される。MAMEでは一枚の面がスクロールするだけになっている。</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=232"/>
        <published>2008-01-27T05:29:43+09:00</published>
        <updated>2010-07-30T05:57:31+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=232</id>
        <author>
            <name>Kold666</name>
        </author>
        <content type="html">Recently I have played an Exerizer bootleg pcb and I have noticed there is a parallax effect missing in mame.&lt;br /&gt;
Some group of stars placed horizontally should scroll with a 3-4 layer parallax effect.&lt;br /&gt;
In mame those groups of stars are placed on the same layer and scroll together with it with no parallax.</content>
    </entry>
    <entry>
        <title>03963: [サウンド] tfrceac &amp; clones: Some sound flaws</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=3963"/>
        <published>2010-07-29T17:22:44+09:00</published>
        <updated>2010-07-30T02:22:44+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=3963</id>
        <author>
            <name>Ace</name>
        </author>
        <content type="html">In Thunder Force AC, there are a few sound flaws I noticed: &lt;br /&gt;
&lt;br /&gt;
1) The SN76496 is considerably louder than on the original board&lt;br /&gt;
2) Some sound effects coming from the YM3438 are incorrect&lt;br /&gt;
3) Music is a bit too fast&lt;br /&gt;
&lt;br /&gt;
Compare the recording I've provided of Thunder Force AC in MAME to this video of the original arcade board:&lt;br /&gt;
&lt;br /&gt;
&lt;div style=&quot;clear: both;&quot;&gt;&lt;object width=&quot;480&quot; height=&quot;385&quot;&gt;&lt;param name=&quot;movie&quot; value=&quot;http://www.youtube.com/v/X-xCP3x4blc&amp;hl=en&amp;fs=1&quot;&gt;&lt;/param&gt;&lt;param name=&quot;allowFullScreen&quot; value=&quot;true&quot;&gt;&lt;/param&gt;&lt;param name=&quot;allowscriptaccess&quot; value=&quot;always&quot;&gt;&lt;/param&gt;&lt;embed src=&quot;http://www.youtube.com/v/X-xCP3x4blc&amp;hl=en&amp;fs=1&quot; type=&quot;application/x-shockwave-flash&quot; allowscriptaccess=&quot;always&quot; allowfullscreen=&quot;true&quot; width=&quot;480&quot; height=&quot;385&quot;&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/div&gt;&lt;br /&gt;
&lt;br /&gt;
Ignore the lower sound pitch, that's caused by the equipment used by this YouTube user to capture the video.</content>
    </entry>
    <entry>
        <title>03898: [クラッシュ/フリーズ] Atomiswave-based games in naomi.c: 起動プロセス中に固まる。(aaron)</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=3898"/>
        <published>2010-06-22T17:58:51+09:00</published>
        <updated>2010-07-29T22:23:23+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=3898</id>
        <author>
            <name>hap</name>
        </author>
        <content type="html">Game gets stuck in boot process.</content>
    </entry>
    <entry>
        <title>03961: [クラッシュ/フリーズ] racedriv and clones: キャリブレーション後、ゲーム起動中にリセットを繰り返す。</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=3961"/>
        <published>2010-07-28T23:06:07+09:00</published>
        <updated>2010-07-29T11:02:37+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=3961</id>
        <author>
            <name>Tafoid</name>
        </author>
        <content type="html">When you have configured controls for Race Drivin' and clones and then attempt to restart the machine, the game almost starts and resets/restarts the boot sequence again.&lt;br /&gt;
</content>
    </entry>
    <entry>
        <title>03954: [グラフィック] garou: テリーの第3ラウンドで背景のループ表示が乱れている。</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=3954"/>
        <published>2010-07-24T06:47:56+09:00</published>
        <updated>2010-07-29T08:51:18+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=3954</id>
        <author>
            <name>Samurai Fox</name>
        </author>
        <content type="html">On the 3rd round of Terry's stage (the one with the looping background), the loop sequence is messed up.</content>
    </entry>
    <entry>
        <title>03924: [実機資料] animaljr: 参照用のオリジナル実機映像。</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=3924"/>
        <published>2010-07-06T20:41:04+09:00</published>
        <updated>2010-07-28T23:08:30+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=3924</id>
        <author>
            <name>Smitdogg</name>
        </author>
        <content type="html">Original PCB running attract mode through an RGB board and into my PC. &lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;http://smitdogg.mameworld.info/mametesters/excitinganimallandjr.wmv&quot;&gt;http://smitdogg.mameworld.info/mametesters/excitinganimallandjr.wmv&lt;/a&gt;</content>
    </entry>
    <entry>
        <title>03960: [実機資料] puzznicj: 参照用の実機映像。</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=3960"/>
        <published>2010-07-27T21:20:28+09:00</published>
        <updated>2010-07-28T10:19:06+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=3960</id>
        <author>
            <name>Smitdogg</name>
        </author>
        <content type="html">Original PCB running attract mode through an RGB board and into my PC. My RGB board washes out the colors badly for this game so the video portion probably isn't all that useful but it has a nice recording of the audio which is funky on this game and should be a useful reference.&lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;http://smitdogg.mameworld.info/mametesters/puzznicj.wmv&quot;&gt;http://smitdogg.mameworld.info/mametesters/puzznicj.wmv&lt;/a&gt;&lt;br /&gt;
</content>
    </entry>
    <entry>
        <title>03947: [実機資料] tknight, wildfang: 参照用の実機映像。</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=3947"/>
        <published>2010-07-19T18:14:36+09:00</published>
        <updated>2010-07-28T06:50:07+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=3947</id>
        <author>
            <name>Smitdogg</name>
        </author>
        <content type="html">Original PCB running attract mode through an RGB board and into my PC. &lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;http://smitdogg.mameworld.info/mametesters/tknight-good.wmv&quot;&gt;http://smitdogg.mameworld.info/mametesters/tknight-good.wmv&lt;/a&gt;</content>
    </entry>
    <entry>
        <title>03959: [実機資料] mystwarr: 参照用の実機映像。</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=3959"/>
        <published>2010-07-27T20:43:16+09:00</published>
        <updated>2010-07-28T06:03:49+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=3959</id>
        <author>
            <name>Smitdogg</name>
        </author>
        <content type="html">This is an original board running attract mode through an RGB / S-Video into my PC. My PCB has some age issues and needs minor repairs as you will be able to tell from the video but I think it's still a useful reference video. I'll replace it in the future if I can get a better one.&lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;http://smitdogg.mameworld.info/mametesters/mystwarr.wmv&quot;&gt;http://smitdogg.mameworld.info/mametesters/mystwarr.wmv&lt;/a&gt;&lt;br /&gt;
</content>
    </entry>
    <entry>
        <title>03956: [実機資料] captcomm: 参照用の実機映像。</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=3956"/>
        <published>2010-07-24T18:24:09+09:00</published>
        <updated>2010-07-28T05:21:56+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=3956</id>
        <author>
            <name>Smitdogg</name>
        </author>
        <content type="html">Original PCB running through an RGB board and into my PC.&lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;http://smitdogg.mameworld.info/mametesters/captcomm-japan910928.wmv&quot;&gt;http://smitdogg.mameworld.info/mametesters/captcomm-japan910928.wmv&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
</content>
    </entry>
    <entry>
        <title>03955: [実機資料] robocop: 参照用の実機映像。</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=3955"/>
        <published>2010-07-24T17:41:42+09:00</published>
        <updated>2010-07-28T04:52:35+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=3955</id>
        <author>
            <name>Smitdogg</name>
        </author>
        <content type="html">Original PCB running through an RGB board and into my PC.&lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;http://smitdogg.mameworld.info/mametesters/robocop.wmv&quot;&gt;http://smitdogg.mameworld.info/mametesters/robocop.wmv&lt;/a&gt;</content>
    </entry>
    <entry>
        <title>03864: [サウンド] cottonbm, cotton2 : 1面ボス以降BGMがおかしくなる。</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=3864"/>
        <published>2010-05-26T19:36:17+09:00</published>
        <updated>2010-07-28T02:15:30+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=3864</id>
        <author>
            <name>abelardator2</name>
        </author>
        <content type="html">Music becomes glitchy at the 1st stage boss scene. It stays the same in later stages.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
The music is more inaccurate than in previous versions. After completing the first stage and view sequence, is a point where it becomes clear. I put a picture of the moment.</content>
    </entry>
    <entry>
        <title>03957: [ドキュメント] samsh5sp &amp; clones: リリース年度は2003年ではなく2004年。</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=3957"/>
        <published>2010-07-25T13:15:29+09:00</published>
        <updated>2010-07-27T18:34:08+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=3957</id>
        <author>
            <name>moa</name>
        </author>
        <content type="html">When you start samurai shodown 5 special&lt;br /&gt;
MAME  title says year 2003&lt;br /&gt;
&lt;br /&gt;
According to title screen it's 2004</content>
    </entry>
    <entry>
        <title>03318: [クラッシュ/フリーズ] ベクターゲームで-burninオプションを使うとクラッシュする。(Atari Ace)</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=3318"/>
        <published>2009-07-20T22:41:21+09:00</published>
        <updated>2010-07-26T20:55:35+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=3318</id>
        <author>
            <name>smf</name>
        </author>
        <content type="html">-burnin causes crash in vector games.&lt;br /&gt;
&lt;br /&gt;
&lt;blockquote&gt;&lt;br /&gt;
Program received signal SIGSEGV, Segmentation fault.&lt;br /&gt;
0x00abdc9d in video_update_burnin (machine=0xbc91efc) at src/emu/video.c:2633&lt;br /&gt;
2633                            int srcwidth = srcbitmap-&amp;gt;width;&lt;br /&gt;
&lt;/blockquote&gt;&lt;br /&gt;
</content>
    </entry>
    <entry>
        <title>03777: [マルチセッション] a51site4: 内部UIでロードするとハングする(マルチセッション)。(Atari Ace)</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=3777"/>
        <published>2010-03-12T19:12:48+09:00</published>
        <updated>2010-07-26T20:47:06+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=3777</id>
        <author>
            <name>-Misc Reporters-</name>
        </author>
        <content type="html">When loading the 2nd time via the internal UI, the game 'hangs'&lt;br /&gt;
</content>
    </entry>
    <entry>
        <title>01989: [システムコア] captcomm: キャラクタ紹介のデモシーンで、電気ショックは右を向いて表示されなければいけない。</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=1989"/>
        <published>2008-07-08T06:42:14+09:00</published>
        <updated>2010-07-26T18:43:40+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=1989</id>
        <author>
            <name>emuman</name>
        </author>
        <content type="html">captcomm demo screen, Captain Commando's electric shock should be facing right. Mack's demo replay is totally incorrect, other's too.&lt;br /&gt;
&lt;br /&gt;
Verified on arcade and on any m68k ASM based emulator such as mame 0.67, nebula, kawaks, fba (asm)&lt;br /&gt;
&lt;br /&gt;
the problem is in the C version of m68k core</content>
    </entry>
    <entry>
        <title>00524: [グラフィック] rougien: トンネルシーンの最後の部分が化けている。残機が無い状態でここに突っ込み、ゲームオーバーになると、タイトル画面が現れるまで画面左下から弾を撃てる。</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=524"/>
        <published>2008-01-30T12:06:04+09:00</published>
        <updated>2010-07-25T17:10:24+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=524</id>
        <author>
            <name>Kekule</name>
        </author>
        <content type="html">In the very end of the tunnel screen, the graphics of the exit gate is broken. &lt;br /&gt;
&lt;br /&gt;
If you loose the last ship crashing into the &amp;quot;gate&amp;quot;, a weird case happens: you still can shoot from the left corner of the screen pressing the fire button, until the title screen arrives. Occasionally (maybe rarely), the game can freeze in the &amp;quot;continue&amp;quot; screen.</content>
    </entry>
    <entry>
        <title>03948: [クラッシュ/フリーズ] mvsc: [バグかもね] 親セットのみ、エンディングのスタッフロールでゲームがリセットする。</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=3948"/>
        <published>2010-07-19T19:54:33+09:00</published>
        <updated>2010-07-25T02:38:16+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=3948</id>
        <author>
            <name>SgtSarros</name>
        </author>
        <content type="html">As soon as the credits roll after beating the game, the words 'staff roll' bounces around the screen a bit and the game restarts itself.</content>
    </entry>
    <entry>
        <title>03952: [グラフィック] gaiden, wildfang, raiga: 画面反転を有効にすると、下側に32ピクセルずれる。</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=3952"/>
        <published>2010-07-22T10:21:44+09:00</published>
        <updated>2010-07-23T22:19:52+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=3952</id>
        <author>
            <name>hap</name>
        </author>
        <content type="html">Screen is shifted 32 pixels down with flip-screen.</content>
    </entry>
    <entry>
        <title>03293: [その他] all twinkle.c sets: [デバッグ限定] メモリリーク。</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=3293"/>
        <published>2009-07-01T11:59:26+09:00</published>
        <updated>2010-07-23T10:34:34+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=3293</id>
        <author>
            <name>Firewave</name>
        </author>
        <content type="html">&lt;pre&gt;
allocation #006986, 9792 bytes (src/lib/util/cdrom.c:165)
allocation #006985, 3188 bytes (src/lib/util/cdrom.c:117)
allocation #006963, 64 bytes (src/emu/machine/scsi.c:108)
&lt;/pre&gt;</content>
    </entry>
    <entry>
        <title>03953: [色/パレット] pzlbreak: [バグかもね] フリープレイを有効にすると、背景のパレットがおかしくなる。</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=3953"/>
        <published>2010-07-22T21:26:55+09:00</published>
        <updated>2010-07-23T09:30:14+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=3953</id>
        <author>
            <name>moa</name>
        </author>
        <content type="html">Hello&lt;br /&gt;
&lt;br /&gt;
There is background palette corruption when freeplay enabled&lt;br /&gt;
&lt;br /&gt;
normal game is OK</content>
    </entry>
    <entry>
        <title>03889: [その他] 0.138u2で大幅に速度が落ちたドライバ一覧。</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=3889"/>
        <published>2010-06-19T15:49:20+09:00</published>
        <updated>2010-07-22T05:12:13+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=3889</id>
        <author>
            <name>Tafoid</name>
        </author>
        <content type="html">These are driver which showed a significant performance drop that cannot be explained by addition of emulation or other driver changes from 0.138u1 -&amp;gt; 0.138u2.&lt;br /&gt;
</content>
    </entry>
    <entry>
        <title>03950: [DIP/入力] hachamf: デモサウンドと画面反転のDIPスイッチ設定が動作しない。</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=3950"/>
        <published>2010-07-20T21:04:36+09:00</published>
        <updated>2010-07-21T22:13:22+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=3950</id>
        <author>
            <name>Smitdogg</name>
        </author>
        <content type="html">The dip switch for demo sounds doesn't work. Maybe other switches are broken as well, flip screen doesn't seem to work either.</content>
    </entry>
    <entry>
        <title>02813: [サウンド] amerdart, amerdart2: ROMが未吸い出しのため、サウンドが出ない。(Quench)</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=2813"/>
        <published>1997-02-05T00:00:00+09:00</published>
        <updated>2010-07-21T06:42:21+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=2813</id>
        <author>
            <name>-MAME Source-</name>
        </author>
        <content type="html">&lt;PRE&gt;
    The second CPU in AmeriDarts is a 32015, whose built-in ROM hasn't
    been read. A simulation of the I/O behavior is included, but since the
    second CPU controls sound, there is no sound.
&lt;/pre&gt;&lt;br /&gt;
</content>
    </entry>
    <entry>
        <title>03949: [実機資料] ST-V各種ゲームの実機動作画面詰め合わせ。</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=3949"/>
        <published>2010-07-20T15:40:14+09:00</published>
        <updated>2010-07-21T04:19:35+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=3949</id>
        <author>
            <name>Smitdogg</name>
        </author>
        <content type="html">Collection of pictures of ST-V games running on the original hardware for reference. The resolution isn't very good but it's better than nothing. I'll attach more pictures in the future as I get them.</content>
    </entry>
    <entry>
        <title>03946: [その他] spacduel: アートワークの特定のビューで、ゲーム画面のアスペクト比がおかしくなる。</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=3946"/>
        <published>2010-07-19T01:55:37+09:00</published>
        <updated>2010-07-21T03:29:00+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=3946</id>
        <author>
            <name>Nightvoice</name>
        </author>
        <content type="html">When using Windowed mode for this game, there's a problem in sizing the game with an artwork file.  No matter what settings I use, it doesn't seem to want to stretch the game to the correct aspect ratio if I stretch it to the correct height.</content>
    </entry>
    <entry>
        <title>03930: [コンパイル] LDプレーヤーのリンクに失敗する。</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=3930"/>
        <published>2010-07-07T05:07:32+09:00</published>
        <updated>2010-07-21T01:03:24+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=3930</id>
        <author>
            <name>-Misc Reporters-</name>
        </author>
        <content type="html">When LDPLAYER links:&lt;br /&gt;
&lt;br /&gt;
&lt;blockquote&gt;&lt;br /&gt;
Linking ldplayer.exe...&lt;br /&gt;
obj/windows/ldplayer/libemu.a(ldpr8210.o):ldpr8210.c:(.text+0x511): undefined reference to `I8049'&lt;br /&gt;
obj/windows/ldplayer/libemu.a(ldpr8210.o):ldpr8210.c:(.text+0x51f): undefined reference to `I8748'&lt;br /&gt;
obj/windows/ldplayer/libemu.a(ldv1000.o):ldv1000.c:(.text+0x91): undefined reference to `Z80'&lt;br /&gt;
obj/windows/ldplayer/libemu.a(ldvp931.o):ldvp931.c:(.text+0x111): undefined reference to `I8049'&lt;br /&gt;
obj/windows/ldplayer/libemu.a(z80ctc.o):z80ctc.c:(.text+0xb8e): undefined reference to 'device_config_z80daisy_interface::device_config_z80daisy_interface(machi&lt;br /&gt;
ne_config const&amp;amp;, device_config&amp;amp;)'&lt;br /&gt;
obj/windows/ldplayer/libemu.a(z80ctc.o):z80ctc.c:(.text+0xc6e): undefined reference to `device_config_z80daisy_interface::device_config_z80daisy_interface(machi&lt;br /&gt;
ne_config const&amp;amp;, device_config&amp;amp;)'&lt;br /&gt;
obj/windows/ldplayer/libemu.a(z80ctc.o):z80ctc.c:(.text+0xd35): undefined reference to `device_z80daisy_interface::device_z80daisy_interface(running_machine&amp;amp;, d&lt;br /&gt;
evice_config const&amp;amp;, device_t&amp;amp;)'&lt;br /&gt;
obj/windows/ldplayer/libemu.a(z80ctc.o):z80ctc.c:(.text+0xf45): undefined reference to `device_z80daisy_interface::device_z80daisy_interface(running_machine&amp;amp;, d&lt;br /&gt;
evice_config const&amp;amp;, device_t&amp;amp;)'&lt;br /&gt;
obj/windows/ldplayer/libemu.a(z80ctc.o):z80ctc.c:(.text+0x15ab): undefined reference to `device_config_z80daisy_interface::device_config_z80daisy_interface(mach&lt;br /&gt;
ine_config const&amp;amp;, device_config&amp;amp;)'&lt;br /&gt;
obj/windows/ldplayer/libemu.a(z80ctc.o):z80ctc.c:(.text$_ZN20z80ctc_device_confi&lt;br /&gt;
gD1Ev[z80ctc_device_config::~z80ctc_device_config()]+0x55): undefined reference to `device_config_z80daisy_interface::~device_config_z80daisy_interface()'&lt;br /&gt;
obj/windows/ldplayer/libemu.a(z80ctc.o):z80ctc.c:(.text$_ZN13z80ctc_deviceD1Ev[z&lt;br /&gt;
80ctc_device::~z80ctc_device()]+0x50): undefined reference to `device_z80daisy_i&lt;br /&gt;
nterface::~device_z80daisy_interface()'&lt;br /&gt;
obj/windows/ldplayer/libemu.a(z80ctc.o):z80ctc.c:(.text$_ZN13z80ctc_deviceD0Ev[z&lt;br /&gt;
80ctc_device::~z80ctc_device()]+0x50): undefined reference to `device_z80daisy_interface::~device_z80daisy_interface()'&lt;br /&gt;
obj/windows/ldplayer/libemu.a(z80ctc.o):z80ctc.c:(.text$_ZN20z80ctc_device_confi&lt;br /&gt;
gD0Ev[z80ctc_device_config::~z80ctc_device_config()]+0x55): undefined reference to `device_config_z80daisy_interface::~device_config_z80daisy_interface()'&lt;br /&gt;
collect2: ld returned 1 exit status&lt;br /&gt;
make: *** [ldplayer.exe] Error 1&lt;br /&gt;
</content>
    </entry>
    <entry>
        <title>01182: [グラフィック] ssf2xj: ごく稀に画面全体が化けることがある。一回のプレイで一回起こるくらいで、1フレームが完全に化ける。実機でも起こるかどうかは不明だが、SSF2Tの実機では起きていないと思う。</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=1182"/>
        <published>2008-02-12T09:41:24+09:00</published>
        <updated>2010-07-20T00:29:58+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=1182</id>
        <author>
            <name>Smitdogg</name>
        </author>
        <content type="html">The entire screen glitches up every once in a while, it's pretty rare, sometimes just once in an entire game (beating the whole game) but for 1 frame every once in a while, either the whole screen is scrambled garbage or most of it is. It's a glitch in the original game. Here is a video of the original PCB running:&lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;http://smitdogg.mameworld.info/mametesters/ssf2xj.mpg&quot;&gt;http://smitdogg.mameworld.info/mametesters/ssf2xj.mpg&lt;/a&gt;&lt;br /&gt;
</content>
    </entry>
    <entry>
        <title>02510: [クラッシュ/フリーズ] a51site4: 黒画面のまま固まる。(micko)</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=2510"/>
        <published>2008-10-10T02:04:28+09:00</published>
        <updated>2010-07-19T23:04:00+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=2510</id>
        <author>
            <name>incog</name>
        </author>
        <content type="html">Area 51: Site 4 used to play its intro in full, now it hangs on a black screen.</content>
    </entry>
    <entry>
        <title>03606: [マルチセッション] altbeast, aliensyn3: シングルセッション内でsegas16b.cのゲームを連続して起動するとグラフィックがおかしくなる。(Atari Ace)</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=3606"/>
        <published>2009-12-26T21:21:51+09:00</published>
        <updated>2010-07-18T22:21:12+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=3606</id>
        <author>
            <name>john_iv</name>
        </author>
        <content type="html">The ~third launch of a segas16b.c results in corruption if done within the same session.&lt;br /&gt;
&lt;br /&gt;
Easily repro'ed in MameUI; you can do it in baseline w/ the 'select new game' option in the [tab] menu.</content>
    </entry>
    <entry>
        <title>03536: [その他] PowerPC core: PowerPCコアのデータバッファ重複。(Atari Ace)</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=3536"/>
        <published>2009-11-15T14:59:55+09:00</published>
        <updated>2010-07-18T04:37:31+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=3536</id>
        <author>
            <name>Firewave</name>
        </author>
        <content type="html">cppcheck reports the following:&lt;br /&gt;
&lt;br /&gt;
&lt;pre&gt;
[c:\svn\mess\src\emu\cpu\powerpc\ppc_dasm.c:454]: (error) Overlapping data buffer dest
[c:\svn\mess\src\emu\cpu\powerpc\ppc_dasm.c:518]: (error) Overlapping data buffer dest
[c:\svn\mess\src\emu\cpu\powerpc\ppc_dasm.c:1107]: (error) Overlapping data buffer oprs
[c:\svn\mess\src\emu\cpu\powerpc\ppc_dasm.c:1112]: (error) Overlapping data buffer oprs
&lt;/pre&gt;&lt;br /&gt;
&lt;br /&gt;
The code of the first report looks like this:&lt;br /&gt;
&lt;br /&gt;
&lt;pre&gt;
		default:	sprintf(dest, &amp;quot;%s%d&amp;quot;, dest, spr); break;
&lt;/pre&gt;&lt;br /&gt;
&lt;br /&gt;
The destination and source are the same variable, so I guess that's the reason for the warning. It's the same in the other three cases.</content>
    </entry>
    <entry>
        <title>03943: [グラフィック] tknight, wildfang: 実機ではキャラクタがジャンプしたり壁を抜けるとき、画面全体が揺れる。(hap)</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=3943"/>
        <published>2010-07-15T20:06:24+09:00</published>
        <updated>2010-07-17T06:48:24+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=3943</id>
        <author>
            <name>Smitdogg</name>
        </author>
        <content type="html">When characters jump around and break through walls, the entire screen other than your timer etc. should sometimes rapidly shake for a second. I have a video of the PCB. Unfortunately, it has some glitches on some of the character sprites, but you can still see this effect taking place. &lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;http://smitdogg.mameworld.info/mametesters/tknight.wmv&quot;&gt;http://smitdogg.mameworld.info/mametesters/tknight.wmv&lt;/a&gt;</content>
    </entry>
    <entry>
        <title>03945: [色/パレット] cosmica: エイリアンフォーメーション時のスプライト色が間違っている。</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=3945"/>
        <published>2010-07-16T15:51:36+09:00</published>
        <updated>2010-07-17T00:56:23+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=3945</id>
        <author>
            <name>-MAME Source-</name>
        </author>
        <content type="html">The colors for the text on the &amp;quot;titlescreen&amp;quot; (with the 1979 universal&lt;br /&gt;
copyright), and the status bars are correct in mame, but the sprite colors&lt;br /&gt;
for the aliens when in formation are clearly wrong as compared to reference pics.&lt;br /&gt;
When 'breaking formation' in mame change to colors which match the ones in reference pictures.  There is probably a missing bit for color prom banking or for&lt;br /&gt;
forcing all sprites on a row to have an added blue component.&lt;br /&gt;
</content>
    </entry>
    <entry>
        <title>00790: [ドキュメント] armwrest: DIPスイッチ情報。(hap)</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=790"/>
        <published>2008-02-05T08:01:21+09:00</published>
        <updated>2010-07-16T03:14:41+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=790</id>
        <author>
            <name>stephh</name>
        </author>
        <content type="html">All the &amp;quot;unknown Dip switches&amp;quot; are used for coinage and number of units needed&lt;br /&gt;
for 1 play (1 coin = n units / 1 play = n units).&lt;br /&gt;
&lt;br /&gt;
There is also a switch which changes the table of coins/units :&lt;br /&gt;
&lt;br /&gt;
  - when bit 6 of DSW1 == 0, table 1 is used&lt;br /&gt;
  - when bit 6 of DSW1 == 1, table 2 is used&lt;br /&gt;
&lt;br /&gt;
You'll notice that &amp;quot;table 2&amp;quot; is less complicated ;)&lt;br /&gt;
&lt;br /&gt;
Table 1 :&lt;br /&gt;
&lt;br /&gt;
    DSW1 DSW0 left right&lt;br /&gt;
bit 3210 5432 slot slot  1play&lt;br /&gt;
&lt;br /&gt;
    0000 0000   1    1     1&lt;br /&gt;
    0000 0001   8    1     1&lt;br /&gt;
    0000 0010   2    1     1&lt;br /&gt;
    0000 0011   8    3     3&lt;br /&gt;
    0000 0100   3    1     2&lt;br /&gt;
    0000 0101   3   12     4&lt;br /&gt;
    0000 0110   1    2     2&lt;br /&gt;
    0000 0111   3   24     2&lt;br /&gt;
    0000 1000   1    3     3&lt;br /&gt;
    0000 1001   4    1     3&lt;br /&gt;
    0000 1010   1    4     4&lt;br /&gt;
    0000 1011   3    3     4&lt;br /&gt;
    0000 1100   1    5     5&lt;br /&gt;
    0000 1101   1    1     1&lt;br /&gt;
    0000 1110   2    3     3&lt;br /&gt;
    0000 1111   5    5     3&lt;br /&gt;
&lt;br /&gt;
    0001 0000   1    2     1&lt;br /&gt;
    0001 0001   1    8     1&lt;br /&gt;
    0001 0010   2    2     1&lt;br /&gt;
    0001 0011   3    8     3&lt;br /&gt;
    0001 0100   3    2     1&lt;br /&gt;
    0001 0101  12    3     4&lt;br /&gt;
    0001 0110   1    4     2&lt;br /&gt;
    0001 0111  24    3     2&lt;br /&gt;
    0001 1000   1    6     3&lt;br /&gt;
    0001 1001   1    4     3&lt;br /&gt;
    0001 1010   1    8     4&lt;br /&gt;
    0001 1011   3    3     4&lt;br /&gt;
    0001 1100   1   10     5&lt;br /&gt;
    0001 1101   1    1     2&lt;br /&gt;
    0001 1110   2    6     3&lt;br /&gt;
    0001 1111   5    5     4&lt;br /&gt;
&lt;br /&gt;
    0010 0000   1    3     1&lt;br /&gt;
    0010 0001   9    1     1&lt;br /&gt;
    0010 0010   2    3     1&lt;br /&gt;
    0010 0011   3    4     4&lt;br /&gt;
    0010 0100   3    3     1&lt;br /&gt;
    0010 0101   4    4     1&lt;br /&gt;
    0010 0110   1    6     2&lt;br /&gt;
    0010 0111   3    1     2&lt;br /&gt;
    0010 1000   1    9     3&lt;br /&gt;
    0010 1001  10    1     3&lt;br /&gt;
    0010 1010   1   12     4&lt;br /&gt;
    0010 1011   1    1     6&lt;br /&gt;
    0010 1100   1   15     5&lt;br /&gt;
    0010 1101   2    2     1&lt;br /&gt;
    0010 1110   2    9     3&lt;br /&gt;
    0010 1111   2    2     5&lt;br /&gt;
&lt;br /&gt;
    0011 0000   1    4     1&lt;br /&gt;
    0011 0001   1    9     1&lt;br /&gt;
    0011 0010   2    4     1&lt;br /&gt;
    0011 0011   4    3     4&lt;br /&gt;
    0011 0100   3    4     1&lt;br /&gt;
    0011 0101   4    4     1&lt;br /&gt;
    0011 0110   1    8     2&lt;br /&gt;
    0011 0111   1    3     2&lt;br /&gt;
    0011 1000   1   12     3&lt;br /&gt;
    0011 1001   1   10     3&lt;br /&gt;
    0011 1010   1   16     4&lt;br /&gt;
    0011 1011   1    1     6&lt;br /&gt;
    0011 1100   1   20     5&lt;br /&gt;
    0011 1101   1    1     4&lt;br /&gt;
    0011 1110   2   12     3&lt;br /&gt;
    0011 1111   8    8     1&lt;br /&gt;
&lt;br /&gt;
    0100 0000   1    5     1&lt;br /&gt;
    0100 0001  10    1     1&lt;br /&gt;
    0100 0010   2    5     1&lt;br /&gt;
    0100 0011   2    5     5&lt;br /&gt;
    0100 0100   3    5     1&lt;br /&gt;
    0100 0101   4    4     1&lt;br /&gt;
    0100 0110   1   10     2&lt;br /&gt;
    0100 0111  10    1     2&lt;br /&gt;
    0100 1000   1   15     3&lt;br /&gt;
    0100 1001  20    1     3&lt;br /&gt;
    0100 1010   1   20     4&lt;br /&gt;
    0100 1011  16    1     2&lt;br /&gt;
    0100 1100   1   25     5&lt;br /&gt;
    0100 1101   1    1     5&lt;br /&gt;
    0100 1110   2   15     3&lt;br /&gt;
    0100 1111   8    8     3&lt;br /&gt;
&lt;br /&gt;
    0101 0000   1    6     1&lt;br /&gt;
    0101 0001   1   10     1&lt;br /&gt;
    0101 0010   2    6     1&lt;br /&gt;
    0101 0011   5    2     5&lt;br /&gt;
    0101 0100   3    6     1&lt;br /&gt;
    0101 0101   4    5     1&lt;br /&gt;
    0101 0110   1   12     2&lt;br /&gt;
    0101 0111   1   10     2&lt;br /&gt;
    0101 1000   1   18     3&lt;br /&gt;
    0101 1001   1   20     3&lt;br /&gt;
    0101 1010   1   24     4&lt;br /&gt;
    0101 1011  20   20     0       Not a &amp;quot;Freeplay&amp;quot; : you MUST insert a coin !&lt;br /&gt;
    0101 1100   1   30     5&lt;br /&gt;
    0101 1101   3    3     3&lt;br /&gt;
    0101 1110   2   18     1&lt;br /&gt;
    0101 1111   9    9     1&lt;br /&gt;
&lt;br /&gt;
    0110 0000   2    1     2&lt;br /&gt;
    0110 0001  12    1     1&lt;br /&gt;
    0110 0010   4    1     2&lt;br /&gt;
    0110 0011  10    2     1&lt;br /&gt;
    0110 0100   6    1     2&lt;br /&gt;
    0110 0101   3    8     2&lt;br /&gt;
    0110 0110   1    1     2&lt;br /&gt;
    0110 0111   3    2     4&lt;br /&gt;
    0110 1000   2    3     6&lt;br /&gt;
    0110 1001   9    4    12&lt;br /&gt;
    0110 1010   1    2     4&lt;br /&gt;
    0110 1011   1    1     1&lt;br /&gt;
    0110 1100   2    5    10&lt;br /&gt;
    0110 1101   4    4     1&lt;br /&gt;
    0110 1110   4    3     6&lt;br /&gt;
    0110 1111   9    9     2&lt;br /&gt;
&lt;br /&gt;
    0111 0000   3    1     3&lt;br /&gt;
    0111 0001   1   12     1&lt;br /&gt;
    0111 0010   6    1     3&lt;br /&gt;
    0111 0011   2   10     1&lt;br /&gt;
    0111 0100   9    1     3&lt;br /&gt;
    0111 0101   8    3     2&lt;br /&gt;
    0111 0110   3    2     6&lt;br /&gt;
    0111 0111   2    3     4&lt;br /&gt;
    0111 1000   1    1     3&lt;br /&gt;
    0111 1001   4    9    12&lt;br /&gt;
    0111 1010   3    4    12&lt;br /&gt;
    0111 1011   1    1     1&lt;br /&gt;
    0111 1100   3    5    15&lt;br /&gt;
    0111 1101   6    6     1&lt;br /&gt;
    0111 1110   2    2     3&lt;br /&gt;
    0111 1111  10   10     1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    1000 0000   4    1     4&lt;br /&gt;
    1000 0001   3    2     2&lt;br /&gt;
    1000 0010   8    1     4&lt;br /&gt;
    1000 0011  12    2     1&lt;br /&gt;
    1000 0100  12    1     4&lt;br /&gt;
    1000 0101   5    5     1&lt;br /&gt;
    1000 0110   2    1     4&lt;br /&gt;
    1000 0111   3    3     2&lt;br /&gt;
    1000 1000   4    3    12&lt;br /&gt;
    1000 1001   4    2     3&lt;br /&gt;
    1000 1010   1    1     4&lt;br /&gt;
    1000 1011   1    1     1&lt;br /&gt;
    1000 1100   4    5    20&lt;br /&gt;
    1000 1101   1    1     6&lt;br /&gt;
    1000 1110   8    3    12&lt;br /&gt;
    1000 1111  10   10     3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    1001 0000   5    1     5&lt;br /&gt;
    1001 0001   2    3     2&lt;br /&gt;
    1001 0010  10    1     5&lt;br /&gt;
    1001 0011   2   12     1&lt;br /&gt;
    1001 0100  15    1     5&lt;br /&gt;
    1001 0101   5    5     1&lt;br /&gt;
    1001 0110   5    2    10&lt;br /&gt;
    1001 0111   3    3     2&lt;br /&gt;
    1001 1000   5    3    15&lt;br /&gt;
    1001 1001   2    4     3&lt;br /&gt;
    1001 1010   5    4    20&lt;br /&gt;
    1001 1011   1    1     1&lt;br /&gt;
    1001 1100   1    1     5&lt;br /&gt;
    1001 1101   2    2     3&lt;br /&gt;
    1001 1110  10    3    15&lt;br /&gt;
    1001 1111  11   11     1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    1010 0000   3    2     3&lt;br /&gt;
    1010 0001   5    2     2&lt;br /&gt;
    1010 0010   6    2     3&lt;br /&gt;
    1010 0011   3    4     2&lt;br /&gt;
    1010 0100   9    2     3&lt;br /&gt;
    1010 0101   6    6     1&lt;br /&gt;
    1010 0110   3    4     6&lt;br /&gt;
    1010 0111   4    9     6&lt;br /&gt;
    1010 1000   1    2     3&lt;br /&gt;
    1010 1001  10    2     3&lt;br /&gt;
    1010 1010   3    8    12&lt;br /&gt;
    1010 1011   1    1     1&lt;br /&gt;
    1010 1100   2   10    15&lt;br /&gt;
    1010 1101   5    5     1&lt;br /&gt;
    1010 1110   2    2     3&lt;br /&gt;
    1010 1111  11   11     3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    1011 0000   3    5     3&lt;br /&gt;
    1011 0001   2    5     2&lt;br /&gt;
    1011 0010   6    5     3&lt;br /&gt;
    1011 0011   4    3     2&lt;br /&gt;
    1011 0100   9    5     3&lt;br /&gt;
    1011 0101   6    6     1&lt;br /&gt;
    1011 0110   3   10     6&lt;br /&gt;
    1011 0111   9    4     6&lt;br /&gt;
    1011 1000   1    5     3&lt;br /&gt;
    1011 1001   2   10     3&lt;br /&gt;
    1011 1010   3   20    12&lt;br /&gt;
    1011 1011   1    1     1&lt;br /&gt;
    1011 1100   3   25    15&lt;br /&gt;
    1011 1101   3    3     2&lt;br /&gt;
    1011 1110   2    5     3&lt;br /&gt;
    1011 1111  12   12     1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    1100 0000   4    5     4&lt;br /&gt;
    1100 0001   9    2     2&lt;br /&gt;
    1100 0010   8    5     4&lt;br /&gt;
    1100 0011   3    8     4&lt;br /&gt;
    1100 0100  12    5     4&lt;br /&gt;
    1100 0101   3   12     2&lt;br /&gt;
    1100 0110   2    5     4&lt;br /&gt;
    1100 0111   8    9     6&lt;br /&gt;
    1100 1000   4   15    12&lt;br /&gt;
    1100 1001  11    2     3&lt;br /&gt;
    1100 1010   1    5     4&lt;br /&gt;
    1100 1011   1    1     1&lt;br /&gt;
    1100 1100   4   25    20&lt;br /&gt;
    1100 1101   1    1     3&lt;br /&gt;
    1100 1110   8   15    12&lt;br /&gt;
    1100 1111  20   20     3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    1101 0000   4    1     1&lt;br /&gt;
    1101 0001   2    9     2&lt;br /&gt;
    1101 0010   4    2     1&lt;br /&gt;
    1101 0011   8    3     4&lt;br /&gt;
    1101 0100   4    3     1&lt;br /&gt;
    1101 0101  12    3     2&lt;br /&gt;
    1101 0110   8    1     2&lt;br /&gt;
    1101 0111   9    8     6&lt;br /&gt;
    1101 1000  12    1     3&lt;br /&gt;
    1101 1001   2   11     3&lt;br /&gt;
    1101 1010  12    2     3&lt;br /&gt;
    1101 1011   1    1     1&lt;br /&gt;
    1101 1100  20    1     5&lt;br /&gt;
    1101 1101   5    5     2&lt;br /&gt;
    1101 1110  18    2     3&lt;br /&gt;
    1101 1111   3    3     4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    1110 0000   5    5     1&lt;br /&gt;
    1110 0001   4    4     3&lt;br /&gt;
    1110 0010   5    2     1&lt;br /&gt;
    1110 0011  11    2     1&lt;br /&gt;
    1110 0100   5    3     1&lt;br /&gt;
    1110 0101   3   24     4&lt;br /&gt;
    1110 0110  10    1     2&lt;br /&gt;
    1110 0111   1    6     4&lt;br /&gt;
    1110 1000  15    1     3&lt;br /&gt;
    1110 1001   9    8    12&lt;br /&gt;
    1110 1010  20    1     4&lt;br /&gt;
    1110 1011   1    1     1&lt;br /&gt;
    1110 1100  25    1     5&lt;br /&gt;
    1110 1101   4    4     3&lt;br /&gt;
    1110 1110  20    4     4&lt;br /&gt;
    1110 1111  20   20     0       Not a &amp;quot;Freeplay&amp;quot; : you MUST insert a coin !&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    1111 0000   6    1     1&lt;br /&gt;
    1111 0001   3    4     3&lt;br /&gt;
    1111 0010   6    2     1&lt;br /&gt;
    1111 0011   2   11     1&lt;br /&gt;
    1111 0100   6    3     1&lt;br /&gt;
    1111 0101  24    3     1&lt;br /&gt;
    1111 0110  12    1     2&lt;br /&gt;
    1111 0111   6    1     4&lt;br /&gt;
    1111 1000  18    1     3&lt;br /&gt;
    1111 1001   8    9    12&lt;br /&gt;
    1111 1010  24    1     4&lt;br /&gt;
    1111 1011   1    1     1&lt;br /&gt;
    1111 1100  15    2     3&lt;br /&gt;
    1111 1101   3    3     4&lt;br /&gt;
    1111 1110    &amp;quot;Freeplay&amp;quot;&lt;br /&gt;
    1111 1111    &amp;quot;Freeplay&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Table 2 :&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    DSW1 DSW0 left right&lt;br /&gt;
bit 3210 5432 slot slot  1play&lt;br /&gt;
&lt;br /&gt;
    0000 0xxx   1    1     1&lt;br /&gt;
    0000 1xxx   5    5     3&lt;br /&gt;
&lt;br /&gt;
    0001 0xxx   1    1     2&lt;br /&gt;
    0001 1xxx   5    5     4&lt;br /&gt;
&lt;br /&gt;
    0010 0xxx   2    2     1&lt;br /&gt;
    0010 1xxx   2    2     5&lt;br /&gt;
&lt;br /&gt;
    0011 0xxx   1    1     4&lt;br /&gt;
    0011 1xxx   8    8     1&lt;br /&gt;
&lt;br /&gt;
    0100 0xxx   1    1     5&lt;br /&gt;
    0100 1xxx   8    8     3&lt;br /&gt;
&lt;br /&gt;
    0101 0xxx   3    3     1&lt;br /&gt;
    0101 1xxx   9    9     1&lt;br /&gt;
&lt;br /&gt;
    0110 0xxx   4    4     1&lt;br /&gt;
    0110 1xxx   9    9     2&lt;br /&gt;
&lt;br /&gt;
    0111 0xxx   6    6     1&lt;br /&gt;
    0111 1xxx  10   10     1&lt;br /&gt;
&lt;br /&gt;
    1000 0xxx   1    1     6&lt;br /&gt;
    1000 1xxx  10   10     3&lt;br /&gt;
&lt;br /&gt;
    1001 0xxx   5    1     5&lt;br /&gt;
    1001 1xxx  11   11     1&lt;br /&gt;
&lt;br /&gt;
    1010 0xxx   5    5     1&lt;br /&gt;
    1010 1xxx  11   11     3&lt;br /&gt;
&lt;br /&gt;
    1011 0xxx   3    3     2&lt;br /&gt;
    1011 1xxx  12   12     1&lt;br /&gt;
&lt;br /&gt;
    1100 0xxx   1    1     3&lt;br /&gt;
    1100 1xxx  20   20     3&lt;br /&gt;
&lt;br /&gt;
    1101 0xxx   5    5     2&lt;br /&gt;
    1101 1xxx   3    3     4&lt;br /&gt;
&lt;br /&gt;
    1110 0xxx   4    4     3&lt;br /&gt;
    1110 1xxx  20   20     0       Not a &amp;quot;Freeplay&amp;quot; : you MUST insert a coin !&lt;br /&gt;
&lt;br /&gt;
    1111 xxxx &amp;quot;Freeplay&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm sorry, but I don't know how to code the &amp;quot;Dip switches&amp;quot; this way 8(&lt;br /&gt;
The &amp;quot;Dip switches&amp;quot; are noted this way in the &amp;quot;Service mode&amp;quot; :&lt;br /&gt;
&lt;br /&gt;
  DSW0 bit 0 = K&lt;br /&gt;
  DSW0 bit 1 = L&lt;br /&gt;
  DSW0 bit 2 = M&lt;br /&gt;
  DSW0 bit 3 = N&lt;br /&gt;
  DSW1 bit 0 = A&lt;br /&gt;
  DSW1 bit 1 = B&lt;br /&gt;
  DSW1 bit 2 = C&lt;br /&gt;
  DSW1 bit 3 = D&lt;br /&gt;
  DSW1 bit 6 = RIB (R18 ?)&lt;br /&gt;
&lt;br /&gt;
Units are BCD coded (00-0x99) and are stored at address 0xD7C9.&lt;br /&gt;
&lt;br /&gt;
Note that inserting a coin once you have 70 units has no effect : the coin is &amp;quot;lost&amp;quot; !&lt;br /&gt;
</content>
    </entry>
    <entry>
        <title>01056: [システムコア] V30コアの問題。</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=1056"/>
        <published>2008-02-09T04:16:25+09:00</published>
        <updated>2010-07-16T01:25:25+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=1056</id>
        <author>
            <name>-Misc Reporters-</name>
        </author>
        <content type="html">-Tomasz:&lt;br /&gt;
Hey .. maybe I'm wrong (as usual) - when tested Cygne with NEC v30 cpu core found something weird.&lt;br /&gt;
Maybe bug, maybe (probably) just a difference between x86 cpus and Nec ones (I have no detailed infos about nec cpus).&lt;br /&gt;
Problem is with Neg opcode and Carry flag. Value of Carry after NEG is opposite to value calculated by x86 core.&lt;br /&gt;
Inside bandai wonderswan is 80186 clone, probably designed by NEC. But carry in NEG must be calculated like in plain x86.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
for example:&lt;br /&gt;
prefix 0xf6 , opcode &amp;amp; 0x38 = 0x18  =&amp;gt; NEG&lt;br /&gt;
              I.CarryVal=(tmp==0);&lt;br /&gt;
               should be (at least for x86 and wonderswan )&lt;br /&gt;
                I.CarryVal=(tmp!=0);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
carry should be set if tmp isn't 0  ( if 0 , then neg (sub 0,tmp) = 0-0 , no carry.. all other values (non-zeros) -&amp;gt; carry is set )&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-Stephh:&lt;br /&gt;
First, I checked the NEG operand with a REAL 80x86 debugger, I mean DEBUG.EXE included in DOS 6.22&lt;br /&gt;
(who told that DOS was history ? :p) and it confirms that the carry is set ONLY if value != 0 ...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then I looked at the MAME CPU cores which have similarities :&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  - 80x86	(src/cpu/i86 folder)&lt;br /&gt;
  - NEC V30	(src/cpu/nec folder)&lt;br /&gt;
  - V60	(src/cpu/v60 folder)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) 80x86&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From the source files, you can see that Peter Trauner (MESS Dev) has worked on the CPU core ...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In src/cpu/i86/instr86.c, we have the NEG instruction :&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[BEGIN]&lt;br /&gt;
static void PREFIX86(_f6pre)(void)&lt;br /&gt;
{&lt;br /&gt;
	/* Opcode 0xf6 */&lt;br /&gt;
	unsigned ModRM = FETCH;&lt;br /&gt;
	unsigned tmp = (unsigned)GetRMByte(ModRM);&lt;br /&gt;
	unsigned tmp2;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	switch (ModRM &amp;amp; 0x38)&lt;br /&gt;
	{&lt;br /&gt;
	...&lt;br /&gt;
		case 0x18:  /* NEG Eb */&lt;br /&gt;
			ICOUNT -= (ModRM &amp;gt;= 0xc0) ? cycles.negnot_r8 : cycles.negnot_m8;&lt;br /&gt;
			tmp2=0;&lt;br /&gt;
			SUBB(tmp2,tmp);&lt;br /&gt;
			PutbackRMByte(ModRM,tmp2);&lt;br /&gt;
			break;&lt;br /&gt;
	...&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
[END]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And in src/cpu/i86/i86.h, we have the macros (split in multiple lines for easier reading) :&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[BEGIN]&lt;br /&gt;
#define SUBB(dst,src) \&lt;br /&gt;
{	unsigned res=dst-src; \&lt;br /&gt;
	SetCFB(res); \&lt;br /&gt;
	SetOFB_Sub(res,src,dst); \&lt;br /&gt;
	SetAF(res,src,dst); \&lt;br /&gt;
	SetSZPF_Byte(res); \&lt;br /&gt;
	dst=(BYTE)res; \&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#define SetCFB(x)			(I.CarryVal = (x) &amp;amp; 0x100)&lt;br /&gt;
[END]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you follow the code, you'll be given this ('tmp' being the value you want to NEG) :&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  tmp == 0 =&amp;gt; I.CarryVal = 0&lt;br /&gt;
  tmp != 0 =&amp;gt; I.CarryVal = 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2) V60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From the source files, you can see that Farfetch'd and R. Belmont have worked on the CPU core ...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In src/cpu/v60/op12.c, we have the NEG instruction :&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[BEGIN]&lt;br /&gt;
UINT32 opNEGB(void) /* TRUSTED  (C too!)*/&lt;br /&gt;
{&lt;br /&gt;
	UINT8 tmpb;&lt;br /&gt;
	F12DecodeFirstOperand(ReadAM,0);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	tmpb = (INT8)(f12Op1&amp;amp;0xFF);&lt;br /&gt;
	modWriteValB = 0;&lt;br /&gt;
	SUBB(modWriteValB, (INT8)tmpb);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	F12WriteSecondOperand(0);&lt;br /&gt;
	F12END();&lt;br /&gt;
}&lt;br /&gt;
[END]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And in src/cpu/v60/v60.c, we have the macros (split in multiple lines for easier reading) :&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[BEGIN]&lt;br /&gt;
#define SUBB(dst, src) \&lt;br /&gt;
{	unsigned res=(dst)-(src); \&lt;br /&gt;
	SetCFB(res); \&lt;br /&gt;
	SetOFB_Sub(res,src,dst); \&lt;br /&gt;
	SetSZPF_Byte(res); \&lt;br /&gt;
	dst=(UINT8)res; \&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#define SetCFB(x)		{_CY = ((x) &amp;amp; 0x100) ? 1 : 0; }&lt;br /&gt;
[END]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you follow the code, you'll be given this ('tmp' being the value you want to NEG) :&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  tmp == 0 =&amp;gt; _CY = 0&lt;br /&gt;
  tmp != 0 =&amp;gt; _CY = 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You might have noticed that the 'SUBB' macro is 99.99% the same as in the 80x86 core&lt;br /&gt;
(only additional parenthesis around 'dst' and 'src') and also for the 'SetCFB' macro&lt;br /&gt;
(the carry is stored in other variable) ...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3) Nec V30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From the source files, you can see that Bryan McPhail (&amp;quot;Mish&amp;quot;) has worked on the CPU core ...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In src/cpu/nec/nec.c, we have the NEG instruction (split in multiple lines for easier reading) :&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[BEGIN]&lt;br /&gt;
OP( 0xf6, i_f6pre )&lt;br /&gt;
{&lt;br /&gt;
	UINT32 tmp;&lt;br /&gt;
	UINT32 uresult,uresult2;&lt;br /&gt;
	INT32 result,result2;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	GetModRM; tmp = GetRMByte(ModRM);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	switch (ModRM &amp;amp; 0x38)&lt;br /&gt;
	{&lt;br /&gt;
	...&lt;br /&gt;
		case 0x18:  /* NEG */&lt;br /&gt;
			I.CarryVal=(tmp==0);&lt;br /&gt;
			tmp=(~tmp)+1; SetSZPF_Byte(tmp);&lt;br /&gt;
			PutbackRMByte(ModRM,tmp&amp;amp;0xff);&lt;br /&gt;
			nec_ICount-=(ModRM &amp;gt;=0xc0 )?2:16;&lt;br /&gt;
			break;&lt;br /&gt;
	...&lt;br /&gt;
   }&lt;br /&gt;
}&lt;br /&gt;
[END]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And in src/cpu/nec/nec.h, we have the macros (split in multiple lines for easier reading) :&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[BEGIN]&lt;br /&gt;
#define SUBB \&lt;br /&gt;
{	UINT32 res=dst-src; \&lt;br /&gt;
	SetCFB(res); \&lt;br /&gt;
	SetOFB_Sub(res,src,dst); \&lt;br /&gt;
	SetAF(res,src,dst); \&lt;br /&gt;
	SetSZPF_Byte(res); \&lt;br /&gt;
	dst=(BYTE)res; \&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#define SetCFB(x)		(I.CarryVal = (x) &amp;amp; 0x100)&lt;br /&gt;
[END]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here the 'SUBB' and 'SetCFB' macros are 100% the same as in the 80x86 core ...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
But for an obscure reason, the 'OP( 0xf6, i_f6pre )' does NOT call the 'SUBB' macro !&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, if you follow the code, you'll be given this ('tmp' being the value you want to NEG) :&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  tmp == 0 =&amp;gt; I.CarryVal = 1&lt;br /&gt;
  tmp != 0 =&amp;gt; I.CarryVal = 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And I can't guess that to be true: I know that the NEC V30 core had (has?) some bugs !&lt;br /&gt;
Do you remember the bug for 'bbmanw' about the wrong score being given at the end of level?&lt;br /&gt;
It was in fact a CPU core bug that was also caused by a BAD carry flag on the 'DAA' instr.</content>
    </entry>
    <entry>
        <title>01767: [サウンド] Various neodrvr.c games: NeoGeoゲームのいろいろな効果音がおかしい。fatfurspのキャラクタ選択やmslugのアイテム取得音など。(couriersud)</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=1767"/>
        <published>2008-05-01T21:44:18+09:00</published>
        <updated>2010-07-15T08:46:04+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=1767</id>
        <author>
            <name>LastNinja2</name>
        </author>
        <content type="html">Various sound effects in Neo-Geo games are broken, for example the cursor effect in the character selection screen of Fatal Fury Special or the item's grabbing effect in Metal Slug.</content>
    </entry>
    <entry>
        <title>01180: [グラフィック] blstroid: [バグかもね] いろいろな不具合。(aaron)</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=1180"/>
        <published>2008-02-12T09:36:56+09:00</published>
        <updated>2010-07-15T03:22:23+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=1180</id>
        <author>
            <name>-Misc Reporters-</name>
        </author>
        <content type="html">(1) Start a new game, but don't enter any of the warps. It helps to transform to Speeder so you can stay in the middle of the screen with minimal effort.&lt;br /&gt;
&lt;br /&gt;
(2) Let yourself run out of energy. You'll get text warnings about low energy, and then your ship blows up and you're taken to the continue screen. Notice that the background changes and the message reads &amp;quot;Continue at same level?&amp;quot; The background will display with odd colors.&lt;br /&gt;
&lt;br /&gt;
(3) Continue the game. You'll start at level 1, whose background displays with a bad color set. (See a screenshot here.) The level plays just fine, and is at Novice difficulty (any items you pick up during this game will show their initial information messages).&lt;br /&gt;
&lt;br /&gt;
(4) As you play, notice the number of sectors you have to clear when you exit a sector. It'll be a total of 16 sectors, but you will only be able to select from the first 9! When those 9 are done, you're stuck - you won't be able to make any more progress in the game. Also, the background music for each sector after the first one is some sort of rock-style music, which I haven't heard elsewhere in the game and I haven't had the patience to find out if it's the same as in the harder levels.&lt;br /&gt;
&lt;br /&gt;
Played around with it a little more and discovered that if you warp into Medium, Hard or Expert levels at the start of the game, defeat the first galaxy and the first round with Mukor, and THEN let yourself run out of energy on the next warp screen: The game puts you back into the last level of the galaxy you just conquered (when you continue), tells you to warp to fight Mukor, and then lets you fight him again! And I think it's a different configuration of &amp;quot;ports&amp;quot; on Mukor's body this time. When you've defeated him for the second time, you end up at the warp screen again, and running out of energy and continuing will only put you on the warp screen again and again. (In other words, you can't fight Mukor infinite times this way.) Also, the &amp;quot;rock music&amp;quot; I referred to earlier is indeed from the 4th warp in Hard and Expert levels.</content>
    </entry>
    <entry>
        <title>02582: [速度] blueprnt: サービスモードでのクロスハッチパターンテストが速すぎる。</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=2582"/>
        <published>1997-02-05T00:00:00+09:00</published>
        <updated>2010-07-15T02:13:01+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=2582</id>
        <author>
            <name>-MAME Source-</name>
        </author>
        <content type="html">The cross hatch pattern test in service mode is too fast, each phase should take 15 seconds according to the service manual.</content>
    </entry>
    <entry>
        <title>03940: [実機資料] bladestll: 参照用の実機ムービー映像。</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=3940"/>
        <published>2010-07-13T20:18:11+09:00</published>
        <updated>2010-07-15T00:06:33+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=3940</id>
        <author>
            <name>Smitdogg</name>
        </author>
        <content type="html">Original PCB running through an RGB board and into my PC. It's about 8 minutes of attract mode.&lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;http://smitdogg.mameworld.info/mametesters/bladestll.wmv&quot;&gt;http://smitdogg.mameworld.info/mametesters/bladestll.wmv&lt;/a&gt;</content>
    </entry>
    <entry>
        <title>03941: [サウンド] darkseal2: [バグかもね] キャラクタ選択後のデモシーンで、ボイスが日本語版だけぐちゃぐちゃ。</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=3941"/>
        <published>2010-07-14T01:18:39+09:00</published>
        <updated>2010-07-14T23:51:56+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=3941</id>
        <author>
            <name>Samurai Fox</name>
        </author>
        <content type="html">This occurs exclusively in the Japanese version of Wizard Fire (which is called Dark Seal 2 in Japan).  As soon as the first cut-scene starts, right after selecting your character, wrong voice samples will be playing.  I'm not sure if  Dark Seal 2 still used the English voice overs from the &amp;quot;US&amp;quot; and &amp;quot;Overseas&amp;quot; versions, but in it's current state it seems to be trying to and it's obviously glitched.</content>
    </entry>
    <entry>
        <title>03939: [実機資料] sfzh: 参照用の実機ムービー。</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=3939"/>
        <published>2010-07-12T20:50:05+09:00</published>
        <updated>2010-07-13T09:12:13+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=3939</id>
        <author>
            <name>Smitdogg</name>
        </author>
        <content type="html">Original PCB running through an RGB board and into my PC. It's about 8 minutes of attract mode.&lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;http://smitdogg.mameworld.info/mametesters/sfzh.wmv&quot;&gt;http://smitdogg.mameworld.info/mametesters/sfzh.wmv&lt;/a&gt;</content>
    </entry>
    <entry>
        <title>03938: [クラッシュ/フリーズ] torus: 1面クリア後にMAMEがクラッシュする。(etabeta)</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=3938"/>
        <published>2010-07-11T23:53:43+09:00</published>
        <updated>2010-07-13T01:00:58+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=3938</id>
        <author>
            <name>joshuaism</name>
        </author>
        <content type="html">After completing Level 1, MAME crashes with the command prompt error:&lt;br /&gt;
memory_set_bank called for bank 'bank1' with invalid bank entry 3</content>
    </entry>
    <entry>
        <title>01913: [クラッシュ/フリーズ] All sets in model3.c: ゲームがハングする。MAMEのプロセスを切るしかない。</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=1913"/>
        <published>2008-06-19T22:42:57+09:00</published>
        <updated>2010-07-12T23:00:09+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=1913</id>
        <author>
            <name>Firewave</name>
        </author>
        <content type="html">They now hang and you have to kill the MAME process. &lt;br /&gt;
&lt;br /&gt;
In 125u3 they were reporting different errors:&lt;br /&gt;
&lt;br /&gt;
dayto2pe, daytona2&lt;br /&gt;
pci_device_set_reg: Device 16, unknown reg 01, 00000002&lt;br /&gt;
&lt;br /&gt;
spikeofe&lt;br /&gt;
-----------------------------------------------------&lt;br /&gt;
Exception at EIP=007E7D08 (model3_palette_r+0x02c4): ACCESS VIOLATION&lt;br /&gt;
While attempting to read memory at 29051F80&lt;br /&gt;
-----------------------------------------------------&lt;br /&gt;
EAX=29051F80 EBX=00000000 ECX=0000003E EDX=1A841FFC&lt;br /&gt;
ESI=1A845EF8 EDI=0000001F EBP=0022F56C ESP=0022F514&lt;br /&gt;
&lt;br /&gt;
spikeout&lt;br /&gt;
was working</content>
    </entry>
    <entry>
        <title>03554: [サウンド] invaders: ショット音がかなり違う。</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=3554"/>
        <published>2009-11-29T01:20:21+09:00</published>
        <updated>2010-07-12T21:28:18+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=3554</id>
        <author>
            <name>blkwolf01</name>
        </author>
        <content type="html">During the game, if you shoot your laser at the invaders, the sound is way too high.</content>
    </entry>
    <entry>
        <title>03937: [その他] CTRL-CでMAMEを終了させる動作が不安定。</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=3937"/>
        <published>2010-07-11T13:08:13+09:00</published>
        <updated>2010-07-12T19:30:39+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=3937</id>
        <author>
            <name>Tafoid</name>
        </author>
        <content type="html">When using a command prompt, historically you've been able to end mame by hitting CTRL-C at the command prompt window.  Currently, when you do this, the MAME window disappears but the application refuses to leave and requires manual killing (Task Manager) to free up the window.&lt;br /&gt;
</content>
    </entry>
    <entry>
        <title>00205: [クラッシュ/フリーズ] bonzeadv: 1面の裏ルートでやられると、真っ黒なところから再スタートしてはまる。</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=205"/>
        <published>2008-01-26T20:14:48+09:00</published>
        <updated>2010-07-12T05:12:11+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=205</id>
        <author>
            <name>Kold666</name>
        </author>
        <content type="html">On the first level, if you go into the secret hole and die in the cave, you restart in a totally black area and you can't do anything.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Addition by JonteP:&lt;/b&gt; When I died in the third level, this error message popped up and I was unable to do anything (had to restart the game).</content>
    </entry>
    <entry>
        <title>03936: [グラフィック] robocop2 and clones: 画面反転をONにしていると、ドライブシーンで表示が乱れる。</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=3936"/>
        <published>2010-07-11T00:24:49+09:00</published>
        <updated>2010-07-11T21:37:47+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=3936</id>
        <author>
            <name>Tafoid</name>
        </author>
        <content type="html">Specifically on the driving scene, as shown in the 2nd introduction run through, there are numerous issues with the graphics.  Screen flickers, cars come from opposite directions as well as an error of graphic mess scrolls up from the targeting window.&lt;br /&gt;
&lt;br /&gt;
NOTE:  I rotated the snaps so you get a better view - the original output is flipped.&lt;br /&gt;
</content>
    </entry>
    <entry>
        <title>03935: [クラッシュ/フリーズ] robocop2u, robocop2j: 画面反転をONにしていると、ゲームの警告画面でフリーズする。</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=3935"/>
        <published>2010-07-10T23:52:11+09:00</published>
        <updated>2010-07-11T08:52:57+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=3935</id>
        <author>
            <name>rricci</name>
        </author>
        <content type="html">If you are running either the US or Japan set of robocop2 while Flip Screen is in place, the introduction will freeze up on the 3rd presentation of the &amp;quot;Winners Don't Use Drugs&amp;quot; screen (US) or the &amp;quot;Warning use outside of Japan&amp;quot; screen (Japan) set.  This doesn't happen on the world set, which is the parent (robocop2).&lt;br /&gt;
&lt;br /&gt;
You are still able to credit and play - the introduction simply ceases to work.&lt;br /&gt;
</content>
    </entry>
    <entry>
        <title>03845: [クラッシュ/フリーズ] tomcat: [デバッグ限定] Access Violationエラー。</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=3845"/>
        <published>2010-05-11T21:15:41+09:00</published>
        <updated>2010-07-09T00:31:53+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=3845</id>
        <author>
            <name>Firewave</name>
        </author>
        <content type="html">It happens after the assertion and might be caused by it.&lt;br /&gt;
&lt;br /&gt;
&lt;pre&gt;
-----------------------------------------------------
Exception at EIP=018D51C8 (?ym2151_shutdown@@YAXPAX@Z+0x0018): ACCESS VIOLATION
While attempting to read memory at 0000E944
-----------------------------------------------------
EAX=00000000 EBX=0012FDBC ECX=00000000 EDX=00000000
ESI=0012F094 EDI=0012F8C8 EBP=0012F078 ESP=0012F070
&lt;/pre&gt;&lt;br /&gt;
&lt;br /&gt;
Backtrace:&lt;br /&gt;
&lt;br /&gt;
&lt;pre&gt;
Program received signal SIGSEGV, Segmentation fault.
0x0173fee4 in ym2151_shutdown (_chip=0x0) at src/emu/sound/ym2151.c:1558
1558            auto_free (chip-&amp;gt;device-&amp;gt;machine, chip);
(gdb) bt full
#0  0x0173fee4 in ym2151_shutdown (_chip=0x0) at src/emu/sound/ym2151.c:1558
        chip = 0x0
#1  0x016c2d27 in device_stop_ym2151 (device=0xbf98ce8)
    at src/emu/sound/2151intf.c:77
        info = 0xbf98d88
#2  0x00c8e6bb in running_device::stop (this=0xbf98ce8)
    at src/emu/devintrf.c:460
        stop = 0x16c2d05 &amp;lt;device_stop_ym2151(running_device*)&amp;gt;
#3  0x00c8c52b in device_list::stop_all (this=0xbef8ecc)
    at src/emu/devintrf.c:131
        device = 0xbf98ce8
#4  0x00c8c558 in device_list::static_stop (machine=0xbef8a30)
    at src/emu/devintrf.c:137
No locals.
#5  0x00c9457b in mame_execute (options=0xbfe6798) at src/emu/mame.c:361
        driver = 0x18d5c20
        machine = 0xbef8a30
        mame = 0xbef9340
        cb = 0xe95b498
        gamename = {&amp;lt;_astring_base&amp;gt; = {text = 0x22fccc &amp;quot;tomcat&amp;quot;,
            alloclen = 56,
            smallbuf = &amp;quot;tomcat\000\000£xu\001(\210?\vå??\002\000²\&amp;quot;\000O??w?\027
?w\000\000\000\000 ²\&amp;quot;\000~fu\001\000\000\000\000.\000\000\000\000\000\000&amp;quot;}, &amp;lt;N
o data fields&amp;gt;}
        exit_pending = 0
        error = 3
        firstgame = 0
        firstrun = 1
#6  0x00eff7c5 in cli_execute (argc=6, argv=0xbfe5110, osd_options=0x29a35c0)
    at src/emu/clifront.c:177
        gamename_option = 0xbee8990 &amp;quot;tomcat&amp;quot;
        driver = 0x18d5c20
        exename = {&amp;lt;_astring_base&amp;gt; = {text = 0x22fde8 &amp;quot;mamed&amp;quot;, alloclen = 56,
            smallbuf = &amp;quot;mamed\000exe\000SymGetLineFromAddr64\000s64\000\000\030?
a}\020÷a}\377\377\377\377\r÷a}\035\fM}&amp;quot;}, &amp;lt;No data fields&amp;gt;}
        options = 0xbfe6798
        result = -1
        gamename = {&amp;lt;_astring_base&amp;gt; = {text = 0x22fe28 &amp;quot;tomcat&amp;quot;,
            alloclen = 56,
            smallbuf = &amp;quot;tomcat\000\000?}\000\000?²\&amp;quot;\000$\003b}?\377\&amp;quot;\000\030?a
}?ub}\377\377\377\377?ub}xsb}\000\000Xm\210?\&amp;quot;\000\000\000\000&amp;quot;}, &amp;lt;No data field
s&amp;gt;}
#7  0x00bcfc84 in utf8_main (argc=6, argv=0xbfe5110)
    at src/osd/windows/winmain.c:318
        ext = 0x556e54d &amp;quot;.map&amp;quot;
#8  0x017acf4a in wmain (argc=6, argv=0xbfe4c08) at src/osd/windows/main.c:82
        i = 6
        rc = 14
        utf8_argv = 0xbfe5110
#9  0x004013d1 in __tmainCRTStartup () at ../mingw-w64-crt/crt/crtexe.c:268
        fiberid = &amp;lt;value optimized out&amp;gt;
        nested = &amp;lt;value optimized out&amp;gt;
        lpszCommandLine = &amp;lt;value optimized out&amp;gt;
        StartupInfo = {cb = 0, lpReserved = 0x0, lpDesktop = 0x0,
          lpTitle = 0x0, dwX = 0, dwY = 0, dwXSize = 0, dwYSize = 0,
          dwXCountChars = 0, dwYCountChars = 0, dwFillAttribute = 0,
          dwFlags = 0, wShowWindow = 0, cbReserved2 = 0, lpReserved2 = 0x0,
          hStdInput = 0x0, hStdOutput = 0x0, hStdError = 0x0}
        inDoubleQuote = &amp;lt;value optimized out&amp;gt;
#10 0x7d4e7d42 in KERNEL32!GetDateFormatW ()
   from C:\WINDOWS\syswow64\kernel32.dll
No symbol table info available.
#11 0x00000000 in ?? ()
No symbol table info available.
&lt;/pre&gt;</content>
    </entry>
    <entry>
        <title>03750: [クラッシュ/フリーズ] Many/all sets in itech32.c, ksys573.c, midzeus.c , slapshot.c, tomcat.c: [デバッグ限定] デバッグビルドでアサート。(micko)</title>
        <link rel="alternate" type="text/html" href="http://www.e2j.net/bugs/view.php?id=3750"/>
        <published>2010-02-26T16:14:22+09:00</published>
        <updated>2010-07-09T00:29:17+09:00</updated>
        <id>http://www.e2j.net/bugs/view.php?id=3750</id>
        <author>
            <name>Tafoid</name>
        </author>
        <content type="html">assert: src/emu/machine/timekpr.c:314: device-&amp;gt;region-&amp;gt;bytes() == c-&amp;gt;size&lt;br /&gt;
</content>
    </entry>
</feed>
