MAMEdev kant spel (Ubuntu/Canonical cares about this) [wallyweek]
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53b25817d0
@ -252,7 +252,7 @@ static const struct {
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{ FEATURE_I83C751, 0x1fe, "idle" },
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{ FEATURE_I83C751, 0x1ff, "i2sta.7" },
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/* unkown
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/* unknown
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* "ibf", "obf", "idsm", "obfc", e8 - eb
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* "ma0", "ma1", "mb0", "mb1", ec - ef
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*/
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@ -59,9 +59,9 @@ enum
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static const char *const opmode[] =
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{
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"000 continous mode",
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"000 continuous mode",
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"001 freq comparison mode",
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"010 continous mode",
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"010 continuous mode",
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"011 pulse width comparison mode",
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"100 single shot mode",
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"101 freq comparison mode",
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@ -581,7 +581,7 @@ static void display_profiling(const discrete_info *info)
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/* print statistics */
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printf("Total Samples : %16" I64FMT "d\n", info->total_samples);
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tresh = total / count;
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printf("Treshold (mean): %16" I64FMT "d\n", tresh / info->total_samples );
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printf("Threshold (mean): %16" I64FMT "d\n", tresh / info->total_samples );
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for (entry = info->node_list; entry != NULL; entry = entry->next)
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{
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node_description *node = (node_description *) entry->ptr;
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@ -41,7 +41,7 @@ static WRITE8_DEVICE_HANDLER( qix_vol_w )
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/* qix Sound System Analog emulation */
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/************************************************************************/
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/*
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* This hardware is capable of independant L/R volume control,
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* This hardware is capable of independent L/R volume control,
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* but only sdungeon uses it for a stereo effect.
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* Other games just use it for fixed L/R volume control.
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*
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@ -1360,7 +1360,7 @@ static const discrete_mixer_desc btime_sound_mixer_desc =
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*/
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#define BTIME_R49 RES_K(47) /* pcb: 47.4k */
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/* The input divider R51 R50 is not independant of R52, which
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/* The input divider R51 R50 is not independent of R52, which
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* also depends on ay internal resistance.
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* FIXME: Develop proper model when I am retired.
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*
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@ -75,7 +75,7 @@ Warzard / Red Earth 1996 96/11/21 CAP-W
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** NOT DUMPED but known to exist
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The Game Region / No CD Flags / Development flags etc. are controlled by a byte in the bios roms. The CDs
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contain revisions of the game code and are independant of the region.
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contain revisions of the game code and are independent of the region.
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The CP SYSTEM III comprises a main board with several custom ASICs, custom 72-pin SIMMs for program
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and graphics storage (the same SIMMs are also used in some CPS2 titles), SCSI CDROM and CDROM disc,
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@ -1178,14 +1178,14 @@ INPUT_PORTS_END
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PORT_DIPSETTING( 0x00, "8" )
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#define POPN_DSW2_GAUGEDECREMENT \
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PORT_DIPNAME( 0x0c, 0x0c, "Guage Decrement Level" ) PORT_DIPLOCATION("SW2:6,5") \
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PORT_DIPNAME( 0x0c, 0x0c, "Gauge Decrement Level" ) PORT_DIPLOCATION("SW2:6,5") \
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PORT_DIPSETTING( 0x04, "0" ) \
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PORT_DIPSETTING( 0x0c, "1" ) \
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PORT_DIPSETTING( 0x08, "2" ) \
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PORT_DIPSETTING( 0x00, "3" )
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#define POPN_DSW2_GAUGEINCREMENT \
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PORT_DIPNAME( 0x03, 0x03, "Guage Increment Level" ) PORT_DIPLOCATION("SW2:8,7") \
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PORT_DIPNAME( 0x03, 0x03, "Gauge Increment Level" ) PORT_DIPLOCATION("SW2:8,7") \
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PORT_DIPSETTING( 0x01, "0" ) \
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PORT_DIPSETTING( 0x03, "1" ) \
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PORT_DIPSETTING( 0x02, "2" ) \
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@ -1343,12 +1343,12 @@ static INPUT_PORTS_START( popnstage )
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PORT_DIPSETTING( 0x80, DEF_STR ( Medium ) )
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PORT_DIPSETTING( 0x40, DEF_STR ( Low ) )
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PORT_DIPSETTING( 0x00, "Silent" )
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PORT_DIPNAME( 0x30, 0x30, "Guage Decrement Level" ) PORT_DIPLOCATION("SW1:4,3")
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PORT_DIPNAME( 0x30, 0x30, "Gauge Decrement Level" ) PORT_DIPLOCATION("SW1:4,3")
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PORT_DIPSETTING( 0x20, "0" )
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PORT_DIPSETTING( 0x30, "1" )
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PORT_DIPSETTING( 0x10, "2" )
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PORT_DIPSETTING( 0x00, "3" )
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PORT_DIPNAME( 0x0c, 0x0c, "Guage Increment Level" ) PORT_DIPLOCATION("SW1:6,5")
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PORT_DIPNAME( 0x0c, 0x0c, "Gauge Increment Level" ) PORT_DIPLOCATION("SW1:6,5")
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PORT_DIPSETTING( 0x08, "0" )
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PORT_DIPSETTING( 0x0c, "1" )
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PORT_DIPSETTING( 0x04, "2" )
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@ -393,7 +393,7 @@ static INPUT_PORTS_START( exterm )
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PORT_DIPSETTING( 0x0000, DEF_STR( 1C_8C ) )
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PORT_DIPNAME( 0x0040, 0x0040, "Memory Test" )
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PORT_DIPSETTING( 0x0040, "Once" )
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PORT_DIPSETTING( 0x0000, "Continous" )
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PORT_DIPSETTING( 0x0000, "Continuous" )
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PORT_DIPNAME( 0x0080, 0x0080, DEF_STR( Free_Play ) )
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PORT_DIPSETTING( 0x0080, DEF_STR( Off ) )
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PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
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@ -237,7 +237,7 @@ static INPUT_PORTS_START( gijoe )
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KONAMI16_MSB_40(2, IPT_BUTTON3 )
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PORT_DIPNAME( 0x8000, 0x8000, "Coin mechanism" ) PORT_DIPLOCATION("SW1:2")
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PORT_DIPSETTING( 0x8000, "Common" )
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PORT_DIPSETTING( 0x0000, "Independant" )
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PORT_DIPSETTING( 0x0000, "Independent" )
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PORT_START("P3_P4")
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KONAMI16_LSB_40(3, IPT_BUTTON3 )
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@ -14,7 +14,7 @@ Ram:
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3 Windbond W24257AK-15 (near TM29F550ZX)
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2 UM61256AK-15 (near Z80)
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P1, P2 & P3 4-pin connectors (unkown purpose)
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P1, P2 & P3 4-pin connectors (unknown purpose)
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2008-08:
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Added Dips and Dip locations based on Service Mode.
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@ -399,7 +399,7 @@ static ADDRESS_MAP_START( cpu0_io, ADDRESS_SPACE_IO, 8 )
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AM_RANGE(0x11,0x11) AM_WRITE(mux_w)
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AM_RANGE(0x12,0x17) AM_WRITE(blitter_process_w)
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AM_RANGE(0x20,0x2f) AM_WRITE(blit_vregs_w)
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AM_RANGE(0x30,0x30) AM_WRITENOP //? polls 0x03 continously
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AM_RANGE(0x30,0x30) AM_WRITENOP //? polls 0x03 continuously
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AM_RANGE(0x31,0x31) AM_WRITE(sound_latch_w)
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ADDRESS_MAP_END
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@ -470,7 +470,7 @@ static ADDRESS_MAP_START( cntrygrl_cpu0_io, ADDRESS_SPACE_IO, 8 )
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AM_RANGE(0x11,0x11) AM_WRITE(mux_w)
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AM_RANGE(0x12,0x17) AM_WRITE(blitter_process_w)
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AM_RANGE(0x20,0x2f) AM_WRITE(blit_vregs_w )
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AM_RANGE(0x30,0x30) AM_WRITENOP //? polls 0x03 continously
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AM_RANGE(0x30,0x30) AM_WRITENOP //? polls 0x03 continuously
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// AM_RANGE(0x31,0x31) AM_WRITE(sound_latch_w)
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ADDRESS_MAP_END
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@ -1506,7 +1506,7 @@ static INPUT_PORTS_START( le2 )
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PORT_DIPSETTING( 0x00000000, DEF_STR( Mono ))
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PORT_DIPNAME( 0x02000000, 0x02000000, "Coin Mechanism")
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PORT_DIPSETTING( 0x02000000, "Common")
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PORT_DIPSETTING( 0x00000000, "Independant")
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PORT_DIPSETTING( 0x00000000, "Independent")
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PORT_DIPNAME( 0x04000000, 0x04000000, "Stage Select" )
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PORT_DIPSETTING( 0x04000000, DEF_STR( Off ) )
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PORT_DIPSETTING( 0x00000000, DEF_STR( On ) )
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@ -470,7 +470,7 @@ ROM_START( marioo )
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ROM_LOAD( "tma1-c-4p.4p", 0x0000, 0x0200, CRC(afc9bd41) SHA1(90b739c4c7f24a88b6ac5ca29b06c032906a2801) )
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ROM_REGION( 0x0020, "unk_proms", 0 ) /* is this the color prom? */
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ROM_LOAD( "tma1-c-5p.5p", 0x0000, 0x0020, CRC(58d86098) SHA1(d654995004b9052b12d3b682a2b39530e70030fc) ) /* BPROM was a TBP18S030N read as 82S123, unkown use */
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ROM_LOAD( "tma1-c-5p.5p", 0x0000, 0x0020, CRC(58d86098) SHA1(d654995004b9052b12d3b682a2b39530e70030fc) ) /* BPROM was a TBP18S030N read as 82S123, unknown use */
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ROM_END
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ROM_START( marioj )
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@ -504,7 +504,7 @@ ROM_START( marioj )
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ROM_LOAD( "tma1-c-4p.4p", 0x0000, 0x0200, CRC(afc9bd41) SHA1(90b739c4c7f24a88b6ac5ca29b06c032906a2801) )
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ROM_REGION( 0x0020, "unk_proms", 0 ) /* is this the color prom? */
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ROM_LOAD( "tma1-c-5p.5p", 0x0000, 0x0020, CRC(58d86098) SHA1(d654995004b9052b12d3b682a2b39530e70030fc) ) /* BPROM was a TBP18S030N read as 82S123, unkown use */
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ROM_LOAD( "tma1-c-5p.5p", 0x0000, 0x0020, CRC(58d86098) SHA1(d654995004b9052b12d3b682a2b39530e70030fc) ) /* BPROM was a TBP18S030N read as 82S123, unknown use */
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ROM_END
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ROM_START( masao )
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@ -650,7 +650,7 @@ static INPUT_PORTS_START( mystwarr )
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PORT_DIPSETTING( 0x00, DEF_STR( Stereo ) )
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PORT_DIPNAME( 0x20, 0x20, "Coin Mechanism" )
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PORT_DIPSETTING( 0x20, "Common" )
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PORT_DIPSETTING( 0x00, "Independant" )
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PORT_DIPSETTING( 0x00, "Independent" )
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PORT_DIPNAME( 0x40, 0x40, "Number of Players" )
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PORT_DIPSETTING( 0x00, "4" )
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PORT_DIPSETTING( 0x40, "2" )
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@ -691,7 +691,7 @@ static INPUT_PORTS_START( metamrph )
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PORT_DIPSETTING( 0x00, DEF_STR( Stereo ) )
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PORT_DIPNAME( 0x20, 0x20, "Coin Mechanism" )
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PORT_DIPSETTING( 0x20, "Common" )
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PORT_DIPSETTING( 0x00, "Independant" )
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PORT_DIPSETTING( 0x00, "Independent" )
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PORT_DIPNAME( 0x40, 0x40, "Number of Players" )
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PORT_DIPSETTING( 0x00, "4" )
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PORT_DIPSETTING( 0x40, "2" )
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@ -737,7 +737,7 @@ static INPUT_PORTS_START( viostorm )
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PORT_DIPSETTING( 0x00, DEF_STR( On ) )
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PORT_DIPNAME( 0x40, 0x40, "Coin Mechanism" )
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PORT_DIPSETTING( 0x40, "Common" )
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PORT_DIPSETTING( 0x00, "Independant" )
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PORT_DIPSETTING( 0x00, "Independent" )
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PORT_DIPNAME( 0x80, 0x80, "Number of Players" )
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PORT_DIPSETTING( 0x00, "3" )
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PORT_DIPSETTING( 0x80, "2" )
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@ -9,7 +9,7 @@ Driver's Eyes works,
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DIP4 ON for Screen on the right
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should not toggle on both
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-The left, center and right screens have separate programs and boards, each would work independantly.
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-The left, center and right screens have separate programs and boards, each would work independently.
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About projection angles of left and right screen, the angle is correct on "DRIVER'S EYES" title screen, however in the tracks of demo mode it doesn't seem correct.
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-On demo screen, should fog effects be turned off?
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@ -646,7 +646,7 @@ MACHINE_DRIVER_END
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Paradise / Paradise Deluxe
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(c) Yun Sung year unkown
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(c) Yun Sung year unknown
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Another porn qix like game
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@ -257,7 +257,7 @@ static INPUT_PORTS_START( speglsht )
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PORT_DIPSETTING( 0x00000030, DEF_STR( 1C_2C ) )
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PORT_DIPSETTING( 0x00000028, DEF_STR( 1C_3C ) )
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PORT_DIPSETTING( 0x00000000, "2C Start/1C Continue" )
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PORT_DIPNAME( 0x00000040, 0x00000040, "Unkown / Unused" )
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PORT_DIPNAME( 0x00000040, 0x00000040, "Unknown / Unused" )
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PORT_DIPSETTING( 0x00000040, DEF_STR( Off ) )
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PORT_DIPSETTING( 0x00000000, DEF_STR( On ) )
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PORT_DIPNAME( 0x00000080, 0x00000080, "Bonus for PAR Play" )
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@ -175,7 +175,7 @@ usage for each character/tile.
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The 16 colours at offset $C0 appear to be the text palette. This group of
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colours does not appear to change throughout the game, and the lower 192
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colours fade in/out independantly of these 16 - consistent with observations
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colours fade in/out independently of these 16 - consistent with observations
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of the real game. You'd think then that the palette would be reaonably
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easy to deduce from the text video ram attribute byte - go ahead and try! :P
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@ -63,7 +63,7 @@ Linescroll:
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R,G,B Brightness:
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The Electro Design games have this set darker than 0xff for sprites and bg's anyway.
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Galpanis uses it to dim the bg's in attract on the stats screens for the characters (bg's hidden by white pen atm).
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Lots of games use them to fade, haven't seen r,g,b used independantly yet but you never know.
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Lots of games use them to fade, haven't seen r,g,b used independently yet but you never know.
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etc.etc.
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@ -288,7 +288,7 @@ VIDEO_UPDATE( fuuki16 )
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UINT16 scrollx_offs, scrolly_offs;
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/*
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It's not independant bits causing layers to switch, that wouldn't make sense with 3 bits.
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It's not independent bits causing layers to switch, that wouldn't make sense with 3 bits.
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See fuukifg3 for more justification
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*/
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static const int pri_table[6][3] = {
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UINT16 scrollx_offs, scrolly_offs;
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/*
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It's not independant bits causing layers to switch, that wouldn't make sense with 3 bits.
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It's not independent bits causing layers to switch, that wouldn't make sense with 3 bits.
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*/
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static const int pri_table[6][3] = {
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@ -150,7 +150,7 @@ VIDEO_START( irobot )
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Word 0, Slope (0xFFFF = side done)
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Word 1, bits 7..15: Ending Y of vector
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Each side is a continous set of vectors. Both sides are drawn at
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Each side is a continuous set of vectors. Both sides are drawn at
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the same time and the space between them is filled in.
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***************************************************************************/
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@ -328,7 +328,7 @@ Quick review of the system16 hardware:
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probably because they had it handy and it handles medium res.
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System32:
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5-layer tilemap hardware consisting of 4 independant rom-based
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5-layer tilemap hardware consisting of 4 independent rom-based
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layers with linescroll, lineselection, linezoom and window
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clipping capability and one simpler ram-based text plane. Mixed
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ram/rom sprite engine with palette indirection, per-color priority
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@ -923,7 +923,7 @@ WRITE16_HANDLER( toaplan2_1_scroll_reg_select_w )
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static void toaplan2_scroll_reg_data_w(running_machine *machine, offs_t offset, UINT16 data, UINT16 mem_mask, int controller)
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{
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/************************************************************************/
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/***** layer X and Y flips can be set independantly, so emulate it ******/
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/***** layer X and Y flips can be set independently, so emulate it ******/
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/************************************************************************/
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//printf("toaplan2_scroll_reg_data_w %04x %04x\n", offset, data);
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@ -447,7 +447,7 @@ static int sdl_init(running_machine *machine)
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// set up the audio specs
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aspec.freq = machine->sample_rate;
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aspec.format = AUDIO_S16SYS; // keep endian independant
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aspec.format = AUDIO_S16SYS; // keep endian independent
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aspec.channels = n_channels;
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aspec.samples = sdl_xfer_samples;
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aspec.callback = sdl_callback;
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@ -312,6 +312,6 @@ int main(int argc, char *argv[])
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if (err != 0)
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return 1;
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printf("Target file written succesfully\n");
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printf("Target file written successfully\n");
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return 0;
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}
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