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https://github.com/holub/mame
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Enough of this
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@ -71,7 +71,7 @@ Changelog:
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0A D208000D JMP NZ,$D
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0A D208000D JMP NZ,$D
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0B 00000000 NOP
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0B 00000000 NOP
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0C F8000000 ENDI
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0C F8000000 ENDI
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...
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40 00863502 MOV M0,A MOV M2,PL
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40 00863502 MOV M0,A MOV M2,PL
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41 10003009 ADD MOV ALL,MC0
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41 10003009 ADD MOV ALL,MC0
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42 D3400042 JMP T0,$42
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42 D3400042 JMP T0,$42
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@ -917,6 +917,12 @@ void dsp_execute_program(address_space &dmaspace)
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cycles_run++;
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cycles_run++;
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/* If we run this many cycles guess that the SCU DSP stalled, throw a fatalerror */
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if(cycles_run > 1000000)
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{
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fatalerror("SCU DSP stalled");
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}
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} while( cont );
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} while( cont );
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#if DEBUG_DSP
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#if DEBUG_DSP
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dsp_dump_mem( log_file );
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dsp_dump_mem( log_file );
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@ -202,7 +202,7 @@ void saturn_state::cd_exec_command( void )
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/* Guess: X-Men COTA sequence is 0x48->0x48->0x04(01)->0x04(00)->0x30 then 0x10, without this game throws a FAD reject error */
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/* Guess: X-Men COTA sequence is 0x48->0x48->0x04(01)->0x04(00)->0x30 then 0x10, without this game throws a FAD reject error */
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/* X-Men vs. SF is even fussier, sequence is 0x04 (1) 0x04 (0) 0x03 (0) 0x03 (1) 0x30 */
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/* X-Men vs. SF is even fussier, sequence is 0x04 (1) 0x04 (0) 0x03 (0) 0x03 (1) 0x30 */
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#if 0
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#if 0
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for(i=0;i<MAX_FILTERS;i++)
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for(int i=0;i<MAX_FILTERS;i++)
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{
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{
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filters[i].fad = 0;
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filters[i].fad = 0;
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filters[i].range = 0xffffffff;
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filters[i].range = 0xffffffff;
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@ -6467,39 +6467,6 @@ void saturn_state::stv_vdp2_fade_effects( void )
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//popmessage("%04x %04x %04x %04x %04x %04x",STV_VDP2_COAR,STV_VDP2_COAG,STV_VDP2_COAB,STV_VDP2_COBR,STV_VDP2_COBG,STV_VDP2_COBB);
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//popmessage("%04x %04x %04x %04x %04x %04x",STV_VDP2_COAR,STV_VDP2_COAG,STV_VDP2_COAB,STV_VDP2_COBR,STV_VDP2_COBG,STV_VDP2_COBB);
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}
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}
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/******************************************************************************************
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ST-V VDP2 window effect function version 0.04
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How it works: returns 0 if the requested pixel is drawnable,1 if it isn't.
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For tilemap and sprite layer, clipping rectangle is changed.
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Done:
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-Basic support(w0 or w1),bitmaps only.
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-W0 (outside) for tilemaps and sprite layer.
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-Window logic.
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Not Done:
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-Complete Windows on cells.A split between cells and bitmaps is in progress...
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-w0 & w1 at the same time.
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-Line window.
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-Color Calculation.
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-Rotation parameter Window (already done?).
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Window Registers are hooked up like this ATM:
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x--- ---- UNUSED
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-x-- ---- Sprite Window Area
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--x- ---- Window 1 Area
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---x ---- Window 0 Area
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(0 = Inside,1 = Outside)
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---- x--- Sprite Window Enable
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---- -x-- Window 1 Enable
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---- --x- Window 0 Enable
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(0 = Disabled,1 = Enabled)
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---- ---x Window Logic
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(0 = OR,1 = AND)
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******************************************************************************************/
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void saturn_state::stv_vdp2_get_window0_coordinates(int *s_x, int *e_x, int *s_y, int *e_y)
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void saturn_state::stv_vdp2_get_window0_coordinates(int *s_x, int *e_x, int *s_y, int *e_y)
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{
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{
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/*W0*/
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/*W0*/
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