diff --git a/src/emu/machine/vrc4373.h b/src/emu/machine/vrc4373.h index c7de794865f..2b3e177ddfb 100644 --- a/src/emu/machine/vrc4373.h +++ b/src/emu/machine/vrc4373.h @@ -115,6 +115,7 @@ private: UINT32 m_simm_base; dynamic_array m_simm; + UINT32 m_cpu_regs[0x7c]; UINT32 m_pci1_laddr, m_pci2_laddr, m_pci_io_laddr; diff --git a/src/mame/drivers/alpha68k.c b/src/mame/drivers/alpha68k.c index d44c2239111..d65198bbc68 100644 --- a/src/mame/drivers/alpha68k.c +++ b/src/mame/drivers/alpha68k.c @@ -110,6 +110,7 @@ Stephh's additional notes (based on the games M68000 code and some tests) : - There is no Dip Switch to determine if you are allowed to continue a game or not, so you ALWAYS have the possibility to continue a game. + Stephh's log (2002.06.19) : - Create macros for players inputs and "Coinage" Dip Switch diff --git a/src/osd/sdl/README_SDL20.txt b/src/osd/sdl/README_SDL20.txt index 715e9e6d595..7787bdc5e39 100644 --- a/src/osd/sdl/README_SDL20.txt +++ b/src/osd/sdl/README_SDL20.txt @@ -21,7 +21,7 @@ Known bugs: Build SDL 2.0 from HG ====================== -Pull 2.0 from hg. Than +Pull 2.0 from hg. Then sh autogen.sh ./configure --prefix=/usr/local/sdl13/ --disable-video-svga --enable-video-directfb --enable-fusionsound @@ -66,7 +66,7 @@ The following modes are working: SDL13 ===== -This is driver using SDL texture and line drawing support. It supports +This is driver using SDL texture and line drawing support. It supports -prescale, -filter and -waitvsync. The driver determines which pixel formats perform best and converts textures to these pixel formats and at the same time performs any necessary rotation. @@ -93,7 +93,7 @@ Soft: OpenGL: ======= -Plain opengl does work. Anything more advanced like pbo, fbo or glsl will +Plain opengl does work. Anything more advanced like pbo, fbo or glsl will most probably not work with more than one screen. ./mamed -mt -video opengl mario -nogl_pbo -nogl_vbo -nogl_glsl -numscreens 2 @@ -125,6 +125,6 @@ yv12, yv12x2, yuy2, yuy2x2: Rendering in software / scaling with hardware (if supported) Whether these are actually hardware accelerated depends on the SDL driver -and the hardware. The SDL directfb driver supports all above if the hardware -supports it. However, only one YUV-texture per display is supported. +and the hardware. The SDL directfb driver supports all above if the hardware +supports it. However, only one YUV-texture per display is supported. The second window consequently will get "software" YUV blitting.