New working software list additions
-----------------------------------
gameboy.xml: Altered Space - A 3-D Alien Adventure (USA, prototype, 19910215) [SteelGeneral, Forest of Illusion]
gameboy.xml: Changed default NVRAM fill for dbzgeki to 0xff - this will
cause it to treat the three save files as empty rather than starting in
a glitchy state.
New working software list items
-------------------------------
Dragon Ball Z English [lana_chan_, taizou]
New working software list additions (gameboy.xml)
-----------------------------------
Super Scrabble (USA, prototype) [Zach Lambert, Forest of Illusion]
Allow cartridges to install themselves rather than putting accesses
through trampolines. Use memory banks even when they aren't installed
directly, as it exposes script bindings and declares intent.
Added support for MBC6 Flash, and MBC7 two-axis accelerometer and 128*16
or 256*16 serial EEPROM. Added basic support for Game Boy Camera image
capture (various M64282FP processing features are not implemented).
Improved MBC3 real-time clock emulation.
Added basic support for Hudson Soft HuC-1 cartridges (infrared I/O not
supported) and HuC-3 cartridges (real-time clock and infrared I/O not
supported).
Added full support for Vast Fame VF001 cartridges.
Separated Mega Duck flat and banked ROM cartridge types, and allowed
software list items to specify whether a cartridge has fixed and
selectable 16K banks or a single selectable 32K bank.
Added support for RAM sizes smaller than 8K that will be mirrored in the
0xA000-0xBFFF area. Implemented correct ROM mapping for sizes that are
not powers of two. Corrected size of MBC2 internal static RAM.
Added support for various hypothetical cartridge wirings, such as MBC5
with outer ROM banking for up to 128M, M161 and Wisdom Tree cartridges
with flat RAM, and MBC1 or MBC5 with fewer than the maximum number of
inner ROM bank lines used.
Fixed logo spoofing logic for many pirate cartridges, including Rocket
Games, Sachen MMC1 and MMC2, Sintax, Li Cheng, and Niutoude. Identified
fine bank mask register for GBCK003 board.
Added basic support for GBX format ROM images. Added heuristic for
detecting raw dumps of M161 cartridge images. Removed unreliable
unlicensed cartridge detection heuristics - these need to be
reimplemented in a better way.
Software list items promoted to working
---------------------------------------
gameboy.xml:
Game Boy Camera (Europe, USA)
Game Boy Camera Gold (USA)
Pocket Camera (Japan, Rev 1)
gbcolor.xml:
Command Master (Japan)
Kirby Tilt 'n' Tumble (USA)
Korokoro Kirby (Japan)
Street Hero (Taiwan)
Thunder Blast Man (Europe)
4 in 1 + 8 in 1 (World, 4B-001)
4 in 1 + 8 in 1 (World, 4B-002)
4 in 1 + 8 in 1 + 16 in 1 (World, 4B-005)
4 in 1 + 8 in 1 (World, 4B-007)
31 in 1 Mighty Mix (Taiwan)
31-in-1 Mighty Mix (Australia)
Nǚwáng Gédòu 2000 (Taiwan)
Chāojí Gédòu 2001 Alpha (Taiwan)
Gédòu Jiàn Shén - Soul Falchion (Taiwan)
-gameboy.xml, gbcolor.xml: Mark HuC-1 cartridges as using non-volatile
RAM, and demoted to partially supported for lack of IR transceiver
emulation.
-Various cleanups:
* midway/seattle.cpp: Turned San Francisco Rush Boot Code Version L1.06A
into a BIOS option rather than a clone - the game version is the same.
* misc/highvideo.cpp: Use a more obvious pixel loop with fewer tests,
and cleaned up spacing.
* tvgames/micom_mahjong.cpp: Use active low logic for active low key
matrix rather than inverting stuff everywhere.
* pacific/thief.cpp: Cleaned up indentation gone wild.
-hash/gbcolor.xml: Added notes on what happens if you bypass the boot
check for Rocket Games cartridges.
-bus/vboy/slot.cpp: Don't instantiate a cartridge device when no media
is loaded.
- Corrected deathtrk mistakenly being marked as not supported.
New working software list additions
-----------------------------------
Casper (prototype) [Clarkzer0, Forest of Illusion]
Outburst (Japan, prototype) [Martin Refseth, Forest of Illusion]
Primal Rage (prototype) [JakeS909, drx]
Splitz (prototype) [DillyDylan, drx]
Super Off Road (prototype) [DillyDylan, drx]
New working software list additions (gameboy.xml)
-----------------------------------
Aladdin (Europe, sample) [thevideogameproject]
Dennis (Europe, prototype) [ashthedragon]
Disney's Darkwing Duck (prototype) [FNeogeo, Forest of Illusion]
Dr. Franken (Europe, prototype) [Aetius For Real]
Eddie's Puzzle Time (prototype) [Jason McGann]
Felix the Cat (prototype) [DillyDylan, drx]
Hook (USA, prototype) [FNeogeo, Forest of Illusion]
Joe & Mac - Caveman Ninja (Europe, prototype) [ashthedragon]
Lemmings (prototype) [speedyink]
Mega Man III (USA, sample) [Skaarg, Rockman Corner]
Mortal Kombat (prototype) [ashthedragon]
R-Type II (prototype) [The Retro Future]
Tintin in Tibet (Europe, En / Es / It / Sv, prototype) [Aetius For Real]
New NOT_WORKING software list additions (gameboy.xml)
---------------------------------------
Death Track (prototype) [speedyink]
New working software list additions (gameboy.xml)
-----------------------------------
The Chessmaster (Japan, prototype) [DillyDylan, Gaming Alexandria]
Out of Gas (prototype) [Forest of Illusion]
Pang (prototype) [Forest of Illusion]
Populous (prototype) [Forest of Illusion]
Prince of Persia (Euro, prototype) [DillyDylan, Hidden Palace]
Riddick Bowe Boxing (USA, prototype) [Rezrospect, Forest of Illusion]
Taz-Mania (Europe, prototype) [Forest of Illusion]
Wordtris (V6 prototype) [Forest of Illusion]
Zoop (prototype) [Rezrospect, Forest of Illusion]
* Cleaned up spaces in software list comments.
* megadriv.xml: Improperly indented sharedfeat tag.
* gbcolor.xml: Converted "GBC only" comments into sharedfeat tags.
* a5200.hsi: Fixed a few dispossessed tags.
* Various softlists: Fixed improperly entabulated tags.
* Various softlists: More entabulation fixes.
New working software list additions (gameboy.xml)
-----------------------------------
Dangan GB [snorpung, nordloef]
Death Planet [Mackerel Interactive]
Into the Blue [Jonas Fischbach]
Retroid [Jonas Fischbach]
New working software list additions
-----------------------------------
Blade Warrior (prototype) [Hidden Palace]
Dungeon Warrior (prototype) [Hidden Palace]
Jet Pak Jak (prototype) [Hidden Palace]
Jet Pak Man (prototype) [Hidden Palace]
John Madden Football (prototype) [Hidden Palace, VGHF]
Nintendo Game Boy Aging Cartridge (Ver 1.1) [Hidden Palace]
New NOT_WORKING software list additions
---------------------------------------
Learn and Play Blackjack & Solitaire (prototype) [Hidden Palace, VGHF]
- gameboy.xml: 1 new entry and rename descriptions
New working software list addition
-----------------------------------
Sarakon (prototype) [Gaming Alexandria]
The free-for-all on labels in software lists is not working. There's no
consistency, labels are getting excessively long, people are starting to
use non-ASCII characters in labels making it harder for others to type
them when manipulating files on the command line, and there's too much
markup being put in labels.
The length limit is 127 characters, same as for labels in MAME itself.
This should be long enough to be descriptive. Remember that the Win32
path limit is 260 characters, and many applications and frameworks have
issues with longer paths, including Windows Explorer and the .NET
framework. Labels are used as filenames, so concessions need to be
made for this.
I have not abbreviated excessively long labels myself - they're
currently causing 135 validity errors. Someone else can fix them.
Printable ASCII characters are allowed, with a few exceptions. The
exceptions are limited to characters most likely to cause issues for
interactive shells and scripts:
* ! - csh event substitution (very difficult to escape properly)
* $ - sh varibale expansion
* % - csh job control, cmd variable expansion
* / - UNIX directory separator
* : - sh path separator, Windows drive qualifier
* \ - sh escape, Windows directory separator
Most of the labels that had to be edited were using ! for markup, or
using ! and % for titles in labels. Strangely, titles in labels are
often forced to lower case, despite this never being enforced for
software lists. There are also various other edits to titles used for
labels, such as moving articles to the end (with or without a comma),
or replacing spaces with underscores. As I already said, there's no
consistency at all.
There is far too much markup in labels. They're even being used for
notes in some cases (e.g. at least one case where a dumper's name is in
the label). The XML schema supports metadata - use it. For example,
you can use part_id for an unrestricted display name for a software
part. You can also use XML comments for notes.
And while on the topic of metadata, vgmplay.xml is putting the same
thing in the part_id as well as the label. The part_id should have
the actual title, not the title mangled to make it more suitable for
use as a filename. Addressing this would be a lot of work, given how
large the file is.
For now, empty data areas in software lists cause a verbose message
rather than a validation warning. There are thousands of software
lists using empty data areas to indicate the size/width of cartridge
RAM/EEPROM/etc.
Get rid of a couple of copies of the CC0 text. Add header comment to
CC0 files to remind people editing them what the terms are. Also add
some missing XML headers. The header comments in layouts won't bloat
the binary - they get stripped out before compressing, same as any other
comments.
* gameboy.xml - Update with info from No-Intro - A
* gameboy.xml - Update with info from No-Intro - B
* gameboy.xml - Update with info from No-Intro - C
* gameboy.xml - Update with info from No-Intro - D
* gameboy.xml - Update with info from No-Intro - E-F
* gameboy.xml - Update with info from No-Intro - G
* gameboy.xml - Update with info from No-Intro - H
* gameboy.xml - Update with info from No-Intro - I
* gameboy.xml - Update with info from No-Intro - J
* gameboy.xml - Update with info from No-Intro - K
* gameboy.xml - Update with info from No-Intro - L
* gameboy.xml - Update with info from No-Intro - M
* gameboy.xml - Update with info from No-Intro - N
* gameboy.xml - More documenetation of GB carts
* gameboy.xml - Document many more carts
* gameboy.xml - Update with info from No-Intro - P-Q
* gameboy.xml - Update with info from No-Intro - R
* gameboy.xml - Update with info from No-Intro - S
* More gameboy clean
* SGB info added to all
* SGB info added to all
* change endings, run formatter
* I think I fixed the broken indent
* But I also forgot to save
* revert commit 25e931611d31ab3de16db077e34dbdf00fea4282
* Remove tab/space mix
* superfluous space
* make compatibility a feature
This effectively reverts b380514764 and
c24473ddff, restoring the state at
598cd52272.
Before pushing, please check that what you're about to push is sane.
Check your local commit log and ensure there isn't anything out-of-place
before pushing to mainline. When things like this happen, it wastes
everyone's time. I really don't need this in a week when real work™ is
busting my balls and I'm behind where I want to be with preparing for
MAME release.