Commit Graph

7002 Commits

Author SHA1 Message Date
Phil Bennett
0410a8ff1a Fixed Touche Me visible area.
Added a couple of DIPSW settings.
2009-11-13 16:08:12 +00:00
Jonathan Gevaryahu
4e2d6d5440 Cosmic Alien (first version) [Andrew Welburn, Lord Nightmare]
Note the pcb had a lot of wire mods on it (being an early one), and the colors might not be correct yet, I'm getting some action shots from Andy to verify them. Also updated rom names for cosmica (version II) set since Andy has two of those pcbs, but I need a few more chip markings checked.
2009-11-13 07:07:53 +00:00
Brian Troha
a14c4e5b73 Documentation correction
Corrects the PCB number for the newly added Mad Crusher rom set
2009-11-13 04:40:38 +00:00
Brian Troha
c92a7bf1d7 New Clone Added: Mad Crusher
New Clone Added
----------------------------
Mad Crusher (Japan) [David Haywood, Andrew Welburn]
2009-11-13 04:33:10 +00:00
Ryan Holtz
6df78b8321 Added missing BLTZAL opcode to the RSP core. [angrylion] 2009-11-12 22:47:57 +00:00
Angelo Salese
d3673703a9 Kludged TMS check in the VS Net clones, no credit please 2009-11-11 22:37:17 +00:00
Angelo Salese
59b4c0429c This allows the parent set to boot too, it works just like the Japanese set (including same protection)
new working game
----------------
Run & Gun 2 [David Haywood, Angelo Salese]

-----Messaggio originale-----
Da: David Haywood [mailto:neohaze@nildram.co.uk]
Inviato: mercoledì 11 novembre 2009 19.34
A: Angelo Salese
Oggetto: Minor change to Soccer Superstars roz double copy

This treats pens as transparent, prevents it from blacking out the screen on the 'Winners' display, although does cause some nasty flicker in the select sceren.  I guess that's more down to proper source clipping needed to.  It's on my -todo list.  (video/konamigx)
2009-11-11 21:29:03 +00:00
Curt Coder
1ebbb32298 Inverted DACK polarity since it wasn't working in MESS PC driver. 2009-11-11 19:38:22 +00:00
Angelo Salese
d1b0f47a48 (There are a bunch of things that I want to check on it, I'll do them after a clean compile...)
-----Messaggio originale-----
Da: David Haywood [mailto:neohaze@nildram.co.uk]
Inviato: mercoledì 11 novembre 2009 13.38
Cc: Angelo Salese
Oggetto: Re: Slam Dunk 2

Improved video offsets for these games (they're not perfect, I think in reality they depend on layers enabled etc. but they're much improved)

apply after previous.

David Haywood wrote:
> with this I think you can mark it as working
>
> - added a workaround for it not enabling the display (tied to the 
> type4/rushing heroes hack we already have)
> - fixed rom loading for other sets (also swapped the data roms on 
> vsnet around so that the load positions match up with the working 
> games)
> - moved most of machine/konamigx.c to video/konamigx.c (mixer code
> etc.) left the protection related code in machine/konamigx.c
>
> note, you'll need to DELETE machine/konamigx.h from svn and ADD 
> includes/konamigx.h to it.
>
2009-11-11 17:45:53 +00:00
Phil Bennett
1b41e6ab71 'Jaleco Mega System 32 update: [David Haywood]' continued:
- Added the alt tilemap layout used by f1superb for the backgrounds


Date: Tue, 10 Nov 2009 14:47:56 +0000
From: David Haywood <neohaze@nildram.co.uk>
CC: Philip Bennett <p.j.bennett@gmail.com>
Subject: Re: MS32 update

It actually decodes as 2048 wide line data.

I don't know how to use it tho, I guess it's possible the buffers aren't 
valid for the same reason that the road is always straight (maths dsp / mcu)


David Haywood wrote:
> this adds the alt tilemap layout used by f1superb for the backgrounds.
>
> I'm trying to make sense of the extra roms, they don't seem to be for 
> an extra roz layer as first thought, maybe they're line data for some 
> kind of line drawing / blitter device isntead.
>
2009-11-11 11:13:32 +00:00
Angelo Salese
484beef022 Fixed Konami GX type 4 protection seed $d15, used to protect a sprite bank in Run & Gun 2 / Slam Dunk 2 [Angelo Salese]
Fixed sprite ROM loading in Slam Dunk 2 [David Haywood]

(run with -debug switch and write a 1 at $d8001f after the POST for now)

-----Messaggio originale-----
Da: David Haywood [mailto:neohaze@nildram.co.uk]
Inviato: mercoledì 11 novembre 2009 1.04
A: Angelo Salese
Oggetto: compile fixes

noticed these when doing a clean compile, didn't realise this was called from elsewhere.
2009-11-11 02:44:46 +00:00
Angelo Salese
4052fb063b Safely assumed that sound rom in Rushing Heroes is bad too, there are very noticeable sample distortions during gameplay... 2009-11-10 22:45:07 +00:00
Angelo Salese
d3268ae431 Forgot to actually remove the GNW... 2009-11-10 21:59:39 +00:00
Angelo Salese
299acca433 new working game
----------------
Rushing Heroes [David Haywood, Angelo Salese]

-----Messaggio originale-----
Da: David Haywood [mailto:neohaze@nildram.co.uk]
Inviato: martedì 10 novembre 2009 21.19
Cc: Angelo Salese
Oggetto: Re: Rushing Heroes shadows

Correct video/konamigx to go with that, forgot to save first.

David Haywood wrote:
> here, I've made it a more generic Rushing Heroes kludge, which also 
> takes care of the priority in that game for the field of play.  Not 
> ideal by a long shot, but the GX Mixer is getting to me, and I'd 
> rather have a proof of concept than perfect emulation until the time 
> it's rewritten.
>
> Note, the driver change, (just a 1-0)
>
> David Haywood wrote:
>> (I haven't touched the driver file so you should be safe with your 
>> protection hacks)
>>
>> after working my way through the code, and working out what was going 
>> on I realised the shadow change put in before was liable to break 
>> more than it fixed, so I've turned it into  a local hack for Rushing 
>> Heroes instead (which seems to pass very strange values in)
>>
>> emupal.c's shadowtable code is as bad as acho code.. I mean, you have 
>> to downconvert your data to RGB555 format, for it to look it up in a 
>> table, and give it you back in RGB555 or RGB888 format?  It's 
>> inherently lossy, and if you pass in negative values what exactly is 
>> meant to happen?  it just seems to end up creating wacky colours.
>>
>> not that clamping the negative values helps because Rushing Heroes 
>> only sets 2 of the RGB values for the shadows to -127, so you end up 
>> with dark blue for everything shadowed even if you fix that..  No 
>> idea what's going on, so I've kludged it for now, and at least added 
>> a comment to some acho code about why it's converting to 555.
>>
>
2009-11-10 21:52:39 +00:00
Angelo Salese
3fbd30fc8d Fixed resolution, offset and shadowing in Rushing Heroes [David Haywood] 2009-11-10 17:01:49 +00:00
Angelo Salese
cd9b2b713f Optimized Soccer Superstars graphics [David Haywood]
Implemented input buffer copy protection in Rushing Heroes, game is now somewhat playable with heavy gfx glitches [Angelo Salese]
2009-11-10 15:35:28 +00:00
Angelo Salese
c67e1bbe2f Missed a change... 2009-11-10 12:52:31 +00:00
Angelo Salese
a4fa48eeb0 Fixed remaining issues with Konami GX type 4 games rom loadings [Angelo Salese]
And since we're here...

new working game
-----------------------
Soccer Superstars [David Haywood, Angelo Salese]

...since that I believe that a bunch of missing right-most status bars isn't enough to justify a GNW mark ;) 

-----Messaggio originale-----
Da: David Haywood [mailto:neohaze@nildram.co.uk]
Inviato: martedì 10 novembre 2009 13.11
Cc: Angelo Salese
Oggetto: Type 4 Roz - take 2

try again...

Currently it obscures the sprites, so I've put it on a debug key of W.  
Colours are wrong for it but you can see the field in rushing heroes.  
(and the title screen with corrupt tiles because the roz tile rom is half size)

Don't you just love custom roz drawing code, which assumes that wraparound means 'just use the next line in the buffer, nobody will notice' without actually checking if you're still inside the buffer?  
No?, me neither.  I've kludged machine/konamigx.c with a saftey check, hopefully it's right, but the code really is something of nightmares.
2009-11-10 12:29:51 +00:00
Angelo Salese
b9bb41cd65 More Rushing Heroes / Run & Gun 2 fixes 2009-11-10 01:44:15 +00:00
Angelo Salese
f3bff56f6a Started to look at Rushing Hero, it now shows some graphics [David Haywood, Angelo Salese] 2009-11-10 01:00:09 +00:00
Angelo Salese
f311570712 Fixed a palette bug with Konami GX Type 4 games [David Haywood] 2009-11-10 00:03:28 +00:00
Angelo Salese
9ed78d5d0b Fix compile 2009-11-09 23:45:53 +00:00
Angelo Salese
3231222d87 Patched sound checks in the Japanese versions, just to be sure that there isn't any issue with them (luckily there aren't afaik) 2009-11-09 23:22:07 +00:00
Angelo Salese
6d8a3c67fc Improved Soccer Superstars rendering [David Haywood] 2009-11-09 22:55:37 +00:00
Angelo Salese
350260f055 -----Messaggio originale-----
Da: David Haywood [mailto:neohaze@nildram.co.uk]
Inviato: lunedì 9 novembre 2009 22.59
A: Angelo Salese
Oggetto: Change order in which KonamiGX sprite offsets are applied

this allows the soccerss sprites to not clip at the edges due to offset we apply  (there is still 8 pixel clipping, but this is part of the game and should be hidden by a missing part of the text layer)

note, I haven't tested other GX games, if it breaks you get to keep the pieces because the achocode in machine/konamigx.c  (which really should be video/konamigx.c ...) is impossible to follow*

*  it contains actual operations in if statements, extensive reuse of 'temp' variables for 200 different meanings to save creating a new variable, pseudo asm code, and arbitary sized buffers to do sorting, and code which generally makes no sense at all.  99^ of it iv video related reimplemnetations of konamigx.c with no safety checking and hacks for gx system.
2009-11-09 22:17:32 +00:00
Angelo Salese
4c00d7f29f Also fixes some missing tilemap displays [David Haywood]
-----Messaggio originale-----
Da: David Haywood [mailto:neohaze@nildram.co.uk]
Inviato: lunedì 9 novembre 2009 20.56
Cc: Angelo Salese
Oggetto: Re: Further improvements

This un-breaks the palette, bad pointers and casts, fake ram areasand writing the same data to multiple places are bad mmmmk ?



David Haywood wrote:
> note, eyes may hurt, but it proves the roz / sprites work.
>
> check in please.
>
2009-11-09 20:47:06 +00:00
Angelo Salese
c4ad0d37e3 Also aligned plain tilemaps too, apparently there are some huge clip issues as well...
-----Messaggio originale-----
Da: David Haywood [mailto:neohaze@nildram.co.uk]
Inviato: lunedì 9 novembre 2009 19.06
A: Angelo Salese
Oggetto: Further improvements

note, eyes may hurt, but it proves the roz / sprites work.

check in please.
2009-11-09 18:56:45 +00:00
Phil Bennett
63c78cd01c Corrected YM2413 frequency 2009-11-09 18:44:01 +00:00
Angelo Salese
96e24489fd Improved ROZ layer in Soccer Superstars [David Haywood]
Fixed sprite transfers, sprite layout and added preliminary frame bit toggle, game is now somewhat playable without the pitch [Angelo Salese]

---------- Forwarded message ----------
From: David Haywood <neohaze@nildram.co.uk>
Date: Mon, Nov 9, 2009 at 7:41 AM
Subject: Soccer Superstars pitch
To: Philip Bennett <p.j.bennett@gmail.com>, Angelo Salese <salese_corp_ltd@email.it>


some mods to allow the Soccer Superstars pitch to be rendered with a debug key.  The layout / bank select for it should now be correct.
There is a lot of unknown data in the 'PSAC2 data rom' tho, which is probably for something else? (or it's bad?)

Hold down W to show the ROZ output.   I need to work out how the mixer works, because everything just crashes horribly if you attempt to use it right now due to unsafe code and cliprects ;-)
2009-11-09 16:15:56 +00:00
Phil Bennett
c83b81873e Tournament Solitaire (pcat_dyn) improvements [luigi30]:
* Added newer version of toursol, renamed existing to toursol1 and the
   new one is now toursol
 * Set toursol date to 1995
 * Set toursol CPU speed to 40MHz



From: Luigi30 <luigi30@gmail.com>
Date: Thu, Nov 5, 2009 at 3:30 PM
Subject: PC
To: submit@mamedev.org


Added newer version of toursol, renamed existing to toursol1 and the
new one is now toursol
Set toursol date to 1995
Set toursol CPU speed to 40MHz
2009-11-09 09:31:02 +00:00
Phil Bennett
948d0c66cc Jaleco Mega System 32 update: [David Haywood]
* Added correct RAM sizes as per Charles McDonald's notes
 * Implemented priority in the same manner as tetrisp2
 * Add shadows via custom mixing (gametngk and tetrisp / tp2m32 are much improved)


Date: Sun, 08 Nov 2009 14:59:36 +0000
From: David Haywood <neohaze@nildram.co.uk>
CC: Philip Bennett <p.j.bennett@gmail.com>
Subject: Re: Megasystem 32 ram sizes

and this patch (which replaces the last two) takes things one step 
further, and attempts to add shadows via custom mixing.

in reality per-pixel use of the priority ram will be needed, but this 
does a pretty good job, albeit in a rather unoptimized way.

Shadows in gametngk and tetrisp / tp2m32 are much improved.

David Haywood wrote:
> This implements the priority in the same way as the Standalone Tetris 
> Plus 2 driver, I've also made them share the sprite drawing function 
> (although by the looks of it the older hardware doesn't support sprite 
> zoom)
>
> This isn't perfect as a lot of the priority ram still doesn't get 
> used, but it does make an improvement.
>
> It appears that the places they want to render shadows they draw the 
> sprite under the tilemap, I'm starting to wonder if this is how 
> shadowing works on this hardware (and again, if only the ms32 version 
> of the hardware supports it, because there are some subtle differences 
> in the way things are done in tetris plus 2)  I haven't implemented 
> any shadows yet however.
>
> This replaces the previous patch.
>
> David Haywood wrote:
>> this implements the Jaleco Megasystem 32 RAM Sizes / Widths as per 
>> the notes from Charles MacDonald.  There should be no visible changes 
>> but it at least documents the correct mirrors instead of them being 
>> guessed from game behavior.
2009-11-09 09:16:36 +00:00
Phil Bennett
e24aa82627 Fixed toucheme sprites
On Sat, Nov 7, 2009 at 5:37 PM, David Haywood <neohaze@nildram.co.uk> wrote:
> this quickly improves the sprites..
>
> I imagine the nasty looking tiles on the title screen are just a gamma
> problem, and if you make it darker you won't see them (like cps1 games etc.)
>
>
2009-11-09 09:10:53 +00:00
Curt Coder
a2f29cedb4 Allowed child CPUs to be used in read8/write8 callbacks. 2009-11-08 21:32:27 +00:00
Curt Coder
f7c7162cba Removed useless assert. 2009-11-08 20:36:09 +00:00
Angelo Salese
11bbffcec4 Fixed RGB555 palette RAM format in Soccer Superstars [Angelo Salese] 2009-11-08 20:20:33 +00:00
Angelo Salese
6c39a9475f By request, added a quick & dirty hack for Soccer Superstars to let it pass the POST. No credit please. 2009-11-08 19:48:04 +00:00
Brian Troha
ce6cbc4bd7 New clones added
Gals Panic S (Korea) plus a note about Gals Panic 4 (Korea)
Newer version of Light Bringer (World) <-- New parent

New Clones Added
-------------------------
Gals Panic S - Extra Edition (Korea) [Choi Sung Ho]
Light Bringer (Ver 2.20 1994/04/08) [Choi Sung Ho]
2009-11-08 19:43:11 +00:00
Curt Coder
9cffc02d91 Refactored Z80 DMA to use devcb. 2009-11-08 17:24:39 +00:00
Curt Coder
a149d0af3a Fixed i8237 DACK polarity. 2009-11-08 16:22:26 +00:00
Angelo Salese
1f919672fe Converted to tilemaps 2009-11-08 15:25:21 +00:00
Curt Coder
9186e3c549 Refactored i8237 DMA to use devcb. 2009-11-08 14:26:53 +00:00
Curt Coder
ff9e79ecea Refactored i8257 DMA to use devcb. 2009-11-07 22:52:06 +00:00
Angelo Salese
1cac2edcaa Added Dip-switches 2009-11-07 20:34:48 +00:00
Angelo Salese
79ec9b5933 Fixed lame protection check in d9final 2009-11-07 19:15:31 +00:00
Angelo Salese
cde6c20e79 new working game
---------------
Dream 9 Final [Angelo Salese, David Haywood]
2009-11-07 18:48:53 +00:00
Luca Elia
4ae63a9782 Added emulation of background graphics (blitter), sound and inputs to skimaxx.c [Luca Elia]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Skimaxx [Luca Elia, Phil Bennett]


Note: 68EC030 disassembler is busted
2009-11-07 14:43:44 +00:00
Luca Elia
479de012c4 Improved dips in Mahjong Vegas [nightsoil] 2009-11-07 11:39:11 +00:00
Aaron Giles
cfb33f006a Ultimate Tennis (Japan) now works. 2009-11-06 15:52:48 +00:00
Fabio Priuli
055cc978b9 Fix for MT03494: batridc, batrid, batridk, batridu: 'Guest Player', 'Special Course', 'Player Select' dipswitch settings reversed 2009-11-06 15:16:56 +00:00
Phil Bennett
bd69f439f4 New clones added
----------------
The Big Breakfast (5 sets) [AGEMAME Development]



---------- Forwarded message ----------
From: AGEMAME Development <agemame@gmail.com>
Date: Thu, Nov 5, 2009 at 9:12 AM
Subject: Re: Big Breakfast ROMs - resend
To: submit@mamedev.org


Just realised the parent/clone settings were wrong, since I'd been
testing them all as parents. This is now fixed.

AGEMAME Development wrote:
>
> Added more Big Breakfast ROMs for testing purposes. The sound ROM is the same as the original, but the split sets are at:
>
> http://agemame.fruit-emu.com/bb/
2009-11-06 09:29:39 +00:00