- change the way custom modules are handled
- updated drivers mario and dkong accordingly
- minor change to stream input handling
- no more linear lists for nodes. All node processing switched to linked lists.
- module step and reset now only get a node pointer passed
- Added discrete_info * pointer to node
- Only nodes with a step routine actually get processed.
- Fixed a bug: discrete logs did not work since some time
- preliminary parallel task constants; depending on results these may vanish again.
- Overall slight performance increase. dkong 940% to 960%, galaxian 740% to 790%
- implemented carts banking and multiple EEPROMs
- added "pen replacement" blit mode
- fixed palette size
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Galaxy Games StarPak 2 [Luca Elia, Siftware]
* Switched to pre-defined Xtal clock.
* Changed the way how graphics are banked/accessed.
* Fixed the graphics offset and number of tiles per bank.
* Added new set: Noraut Red Hot Joker Poker.
* Added new set: Noraut Poker (NTX10A).
* Added new set: Noraut Joker Poker (V3.010a).
* Fixed the tile size/decode for the first GFX bank.
* Added proper norautrh inputs, including the readout button.
* Added partial DIP switches to norautrh.
* Added more technical notes.
Also fix Mantis 03284.
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Noraut Red Hot Joker Poker [Roberto Fresca, Alan Griffin]
New games marked as GAME_NOT_WORKING
------------------------------------
Noraut Poker (NTX10A) [Roberto Fresca, Alan Griffin]
Noraut Joker Poker (V3.010a) [Roberto Fresca, Alan Griffin]
- added unidasm to the tools build
- split the disassemblers out of libcpu and into new libdasm
- ensured the disassembly entry points for all disassemblers are
in the source file for the disassembler (sometimes new generic
versions were created)
Still needs command line options and file loading, but the
fundamentals are present, and it links.
- added discrete sound to battle zone
- engine frequency (resistor R11) can be changed with slider
- discrete sound may be disabled by setting BZONE_DISCRETE to 0 in bzone.h
DISCRETE_RCDISC3
- added diode junction voltage
- junction voltage also indicates polarity
DISCRETE_OPAMP_FILTER
- added type DISC_OP_AMP_FILTER_IS_LOW_PASS_1M
- INP2 takes role of v_ref in this type
DISCRETE_OPAMP
- Fixed a bug (possible divide by 0)
DISCRETE_LFSR
- Fixed bug preventing output of shift reg to sub node 1
> Sent: Thursday, August 20, 2009 4:20 PM
> Cc: Aaron Giles
> Subject: Re: Brap Boys progress
>
> Last one for tonight. I'm sending these because I have no idea when
> the
> next source update will be and I'd prefer it to be as up to date as
> possible so that this info can't be lost.
>
> We're almost half way there as far as decrypting brapboysj tables is
> concerned, however, we still need to better understand how the
> protection device uses them.
>
> These all apply against a clean SVN, not the previous patches I sent.
>
> David Haywood wrote:
> > more progress in decrypting the tables.
> >
> > David Haywood wrote:
> >> current progress, 2 extra tables decrypted.
> >>
> >>
> >> David Haywood wrote:
> >>> Further work on the decrypting of tables from the ROM. Added a
> >>> status table of the data I've decrypted, data I have to study etc.
> >>>
> >>> David Haywood wrote:
> >>>> Missed an 'else' sorry, wasn't decoding the table correctly.
> >>>>
> >>>> David Haywood wrote:
> >>>>> here's another which will decrypt table 0x19 for brapboys. (use
> >>>>> this instead of previous)
> >>>>>
> >>>>> I guess I need to understand something else like where it REALLY
> >>>>> writes the table data, or some other maths related ops, because
> it
> >>>>> just does a trap #0 to an infinite loop and then watchdog resets
> >>>>> now without requesting any more tables than the ones I've
> >>>>> decrypted. I'll work on decrypting the rest of them tho, as we
> >>>>> have a trojan that can supply whatever tables we request, however
> >>>>> understanding how to use them is becoming more important.
> >>>>>
> >>>>> David Haywood wrote:
> >>>>>> this decrypts table 11 (ugly ... but correct compared to the
> >>>>>> extracted data which is included for verification at this point)
> >>>>>>
> >>>>>> I may send newer versions as more tables are decrypted,
> depending
> >>>>>> on progress. This is so that nothing gets lost, and can be
> >>>>>> included.
Changed to mono both Downtown and Caliber 50: these pcbs don't have a
stereo connector.
Regarding the conversion to mono, I would like to know if it's good to
lower the output of the channels to 0.50 if each channel was previously
1.0 in stereo.
[Corrado Tomaselli]
> model sy6845.
> I tested it under my MESS z80ne driver.
> I don't know any other system using transparent access mode.
>
> src/emu/video/mc6845.c
>
>
> Best Regards
> Roberto Lavarone
- Use new dump for ic31/32, ROM board test passes now
- Add protection hookup for Marvel vs. Capcom 2, game is playable w/sound
I'm not removing GAME_NOT_WORKING because I don't trust the Naomi emulation
in general that much yet, although I was able to coin up and play (slowly ;-)
Dump is uploading.
------------------------------------
Dirt Dash (Rev. DT2) [Guru]
Olivier, this one's all yours. It pretty much nukes the existing video h/w
emulation but maybe you'll have better luck with it on your rewrite.
New Clone Added
----------------------------------------
Saulabi Spirits / Jin Saulabi Tu Hon (Korean release of Samurai Shodown II) [Guru / David Haywood]
>
> Currently MESS supports single system cheat xmls
>
> eg ALL cheats for any SNES game must be in snes.xml, this means that
> there will be a lot of cheats
> that are not applicable to the game being played.
>
> This change reverts MESS to a close approximation of how it used to
> handle cheats. It will get the
> crc32 of the image and load only the appropriate cheats to go with that
> image/game by loading
> crc32.xml (eg. DEADBEEF.xml).
>
>
> These changes are within ifdef MESS structures so should have no
> affect on MAME, and my testing has
> not encountered any problems.
>
> Diff File attached
Sent: Thursday, August 13, 2009 12:22 PM
To: Aaron Giles
Subject: Re: Fw: Triple draw poker!
adding this fixes the colours.
Klaus Sommer wrote:
> Attached is the bprom from "Triple Draw Poker"
>
> Klaus
- added cycle tables and cleaned up source layout. This was done very carefully, it should be errorfree.
- removed HLT cycle eating (earlier, HLT after EI could theoretically fail)
- fixed parity flag on add/sub/cmp. Bug was caused by z80 overflow detection accidentally left in
- renamed temp register XX to official name WZ
- renamed flags from Z80 style S Z Y H X V N C to S Z X5 H X3 P V C, and fixed X5 / V flags where accidentally broken due to flag names confusion
- Fixed X/Y flags in CCF/SCF/BIT, ZEXALL is happy now
- Simplified DAA, renamed MEMPTR (3.8) to WZ (same temp register as the officially named WZ in the 8080), added TODO
the cycle fix by Marshmellow, in the 3.9 z80.c comments was already committed in june, just added there for documentation
integers. This is defined to be "I64" on MSVC and recent mingw compilers,
and "ll" for all others.
Updated all instances of 64-bit prints to use the new macro.
Fixed visible area on logic pro and logic pro 2 to match real PCBs.
Add comment about what ym3812 clone is used.
Add note about missing graphical effect in logic pro (screen dim on coin insert) and marked as IMPERFECT_GRAPHICS.
Add note about 4 pixels at left edge of screen.
[Charles Macdonald, Lord Nightmare]
- Added Rabbit Poker / Arizona Poker? set (with GAL22V10 and PIC16F84A).
- Added proper decryption algorithms.
- Updated technical notes.
New games marked as GAME_NOT_WORKING
------------------------------------
Rabbit Poker (Arizona Poker v1.1?) [Roberto Fresca, Andreas Naive, Tomasz Slanina]
- Put some life into RCDISC5 enable mode. This now acts as a switch between R and C. Capacitor voltage will be preserved if disabled.
- Made galaxian use the above. Saved 2 nodes and increased accuracy.
- Added DISC_LFSR_FLAG_OUTPUT_SR_SN1 flag to shift register noise generator. This will output the value of the shift register to sub-node 1. This is needed for future bzone discrete sound emulation. BTW: RCDISC5 will be used as well.
- Left a note on RCDISC3 on what is needed to be implemented for bzone.
- Optimized the LFSR a bit. LFSRs running at high frequency (> sample_freq) should benefit.
Colorama is a standalone game driven for 1x VGA board plus a mechanical arm.
Roulette is just the bet station, since the phisical wheel has its own controller. Each roulette has 10/15 stations.
New games marked as GAME_NOT_WORKING
------------------------------------
Colorama (english) [Roberto Fresca, Angelo Salese]
Roulette V75 (spanish) [Roberto Fresca, Angelo Salese]
reverted names back to just "1" versus multi_fish.001. It was pointed out the actual rom labels read just "1"... though in Igrosoft's list of hashes the full "multi_fish.001" name is used.
Stripped out the "hack" comments per game in lieu of a single comment about the first set being the "official" has while the other sets may be hacks or alt regions version.
- Use DISCRETE_NOTE for pitch generation; it is more accurate (within the one ms where the pitch changes :-) ) and saves a node
- Use DISCRETE_BITS_DECODE and save 2 nodes.
updated rom name based on listed files and hashes listed by Igrosoft. Added additional info about rom changes and found a bad_dump rom so 1 set gets removed.
- decodes individual bits from input values
- Updated drivers which had macro DISCRETE_BITSET (which was a bit misleading)
- This should be slightly faster than using DISCRETE_TRANSROM
Added some 2006 revisions that are at least 3 years old to the driver. Minor formating / white space clean up. Minor header information change / clean up.
Added copyright year to mamedriv.c for the Multifish sets.
New Clones Added
--------------------------------
Fruit Cocktail (060111) [Vampirz]
New Games Added
--------------------------------
Island 2 (060529) [Vampirz]
Pirate (060210) [Vampirz]
Keks (several sets) [Vampirz]
- Split YM2612/3834 to a separate file to avoid disturbing other OPN chips
- SSG-EG, envelope, LFO, and CSM behavior all improved to better match
tested behavior on real YM2612 chips
- Moon Cresta and Galaxian now have their respective schematics emulated, i.e. Moon Cresta has a slightly different mixing stage.
- Cleaned up driver, added some section titles and comments, removed old code.
Discrete sound
- removed global variable discrete_current_context
- discrete_info is now passed instead of device, we may get device by using disc_info->device
- Added DISCRETE_IMPORT(*block): imports another discrete block
- Added DISCRETE_REMOVE(node1, node2): removes a range of nodes
- Added DISCRETE_REPLACE: next node replaces existing node, thus preserving run order
- Added DISCRETE_NOP(node): does nothing, to be replaced.
- Added a prescanning stage to build final block list after execution of the above.
- The additions provide an easy way to document subtle difference between boards.
- Please see audio/galaxian.c for an example
Sent: Wednesday, August 12, 2009 4:27 PM
To: submit@mamedev.org
Subject: twin16 update
Hello,
Attached is an update for the Konami twin16 driver, see diff for details.
Functional changes:
- improved sprite status register, this fixed the rogue sprites problem in devilw
- added fround coin counters
- lowered k007232 volume
- added savestate support
- added shadows
- fixed devilw and gradius2 sprite lag
- added text layer x/y flipping
- reverted gradius2 sprite-background priority hack, this fixes severe priority problems in
devilw, but reintroduces bugs on gradius2 level 7 and ending
affected mametesters bugs:
fixed: 02267, 00191, 02553
partial, due to revert: 02523 (intro is ok again, but old priority bugs are reintroduced),
02268 (ok in-game, small priority problem in prologue)
Greets,
hap
Sent: Wednesday, August 12, 2009 1:39 PM
Cc: Aaron Giles
Subject: Re: Fw: [The Dumping Union] Triple Draw Poker
after double checking, the correct credit on this should be
New Games
-------------
Triple Draw Poker [Team Europe, David Haywood] (Wrong Colours)
David Haywood wrote:
> This adds it, seems to be playable. Colours are bad due to lack of
> proper Prom
>
> Klaus Sommer wrote:
>> hi!
>>
>> i know there should be a bprom....i contacted the owner
>> already....hopefully he will/could dump it! Can it be added anyway?
>>
>>
>>
>> ----- Original Message ----- From: "David Haywood"
>> <neohaze@nildram.co.uk>
>> To: "Klaus Sommer" <klaus@hotsummer.at>
>> Sent: Wednesday, August 12, 2009 10:02 PM
>> Subject: Re: Fw: [The Dumping Union] Triple Draw Poker
>>
>>
>>> I'm guessing there should be a PROM somewhere? Galaxian hardware
>>> uses one for colour.
>>>
>>> Klaus Sommer wrote:
>>>> Maybe you can add it, if you want!
>>>>
>>>> Klaus
>>>>
>>>> ----- Original Message ----- From: "Sommer" <klaus@hotsummer.at>
>>>> To: <the-dumping-union@googlegroups.com>
>>>> Sent: Wednesday, August 12, 2009 12:41 PM
>>>> Subject: [The Dumping Union] Triple Draw Poker
>>>>
>>>>
>>>>> hi!
>>>>>
>>>>> just got this dump from an teammember in germany! The Game is
>>>>> called "Triple Draw Poker" and it's based on (Galaxian Hardware).
>>>>> the game is made by "Thomas Automatics INC (T.A.I.)" in 1983.
>>>>>
>>>>>
>>>>>
>>>>> attached are the roms, an ingame-screenshot, a board-picture and a
>>>>> rom-position-picture!
>>>>>
>>>>> If the game get's added to mame please mention "Team Europe".
>>>>>
>>>>> thx,
>>>>> Klaus
>>>>>
>>>>>
>>>>> --~--~---------~--~----~------------~-------~--~----~
>>>>> To send an e-mail to the group: the-dumping-union@googlegroups.com
>>>>> Group home page: http://groups.google.com/group/the-dumping-union
>>>>> -~----------~----~----~----~------~----~------~--~---
>>>>>
Sent: Sunday, August 09, 2009 6:38 PM
To: submit@mamedev.org
Subject: Patch file with some minor documentation updates
Enclosed is a patch file with the following minor documentation updates:
* Added placeholders for the PALs that Sarge uses
* Added documentation on the boards used by Sarge and Spy Hunter
Kevin Eshbach
> Sent: Sunday, August 09, 2009 11:38 AM
> To: Angelo Salese; Aaron Giles
> Subject: Re: SkyLove
>
> This adds 'skylove'
>
> I don't know who to credit
>
> New Games
> ----
>
> Sky Love [????, David Haywood]
>
> I've assumed (for lack of any better information) that it uses the same
> layout as shuttle invader.
>
> Angelo Salese wrote:
--
From: bbmmamoh [bbmmamoh@mx9.ttcn.ne.jp]
Sent: Friday, August 07, 2009 9:37 AM
To: Aaron Giles
Subject: "SKYLOVE (OEC, 1980)" has been uploaded !
Hello Aaron,
The ROM images of "SKYLOVE (OEC, 1980)"
have been uploaded at
http://rapidshare.com/files/264778937/SKYLOVE.ZIP
Also,
the ROM images of "PROGOLF (bootleg, 9 holes, ROM ver.)"
have been uploaded at
http://rapidshare.com/files/264778938/PROGOLFB.zip
Please use these files for the MAME project.
BBM
Sent: Friday, August 07, 2009 2:36 PM
To: submit@mamedev.org
Subject: spacwalk color overlay
Hello,
Here's a color overlay for spacwalk, based on the photo in this thread:
http://www.mameworld.info/ubbthreads/showflat.php?Number=197946
NOTE: this diff is not complete, mame/drivers/mw8080bw.c needs some small
changes manually due to the diff being incorrect for others since I
changed that file already:
at the includes: #include "spacwalk.lh"
at the gamelist: /* 640 */ GAMEL(1978, spacwalk, 0, spacwalk, spacwalk, 0, ROT0, "Midway", "Space Walk", GAME_NO_SOUND | GAME_SUPPORTS_SAVE , layout_spacwalk )
Greets,
hap
Sent: Friday, August 07, 2009 9:33 AM
To: submit@mamedev.org
Subject: z180 daatable removed
Since I removed the daatable from i8085, and the z180 one is exactly the
same, I might as well remove that one too, see attached diff.
hap
Sent: Friday, August 07, 2009 8:49 AM
To: Aaron Giles
Subject: Qix alt set
Klaus / Team Europe dumped this alt Qix set.
Qix (set 2, smaller roms) [Team Europe]
It actually appears to be the same set as one of the supported ones, but
with smaller roms. This one is definitely from an original Taito board
(he sent a picture), I'm not so sure about the other set because it's
the odd one out as far as rom sizes go. I've left both in the driver
for best reference.
I've also renamed 'qixa' to 'qixo' as it seems to be an older version
and tagged it as such. Language selection is disabled, and there is a
spelling error on the screen not present in the other sets. Please
update mamdriv.c accordingly.
Sent: Friday, August 07, 2009 6:45 AM
To: submit@mamedev.org
Subject: spacwalk dips and player2 support
Hello,
Attached is a diff for 0133u1 Space Walk that adds game time and coinage
DIP switches, as well as service mode and input test. DIP switches 5 and 6
are still unknown. It also adds support for the 2nd controller and
coincounter, similar to clowns. I've removed the GAME_NOT_WORKING flag, since
other than a glitch with the CPU controlled pad on the left side, the gameplay
is working fine. The fact that the middle section is inaccessible looks
deliberate: there's probably a vertical-shape object in the original artwork
the clown (astronaut in this case:P) can bump into.
Greets,
hap
Sent: Thursday, August 06, 2009 7:09 AM
To: submit@mamedev.org
Subject: i8080 daa + multiple memreads fix, gottlieb audio, looping log
Hello,
i8080_daa_multiplememreads.zip: diff for 0133u1 i8080/i8085 cpu, removing the
DAA table and fixing multiple memory reads on some opcodes (which would possibly
only trigger on memorymapped I/O), and making M_ANA(R) halfcarry calculation a
bit more straightforward. The functionality is basically the same as before.
i8080_newdaa_test.zip was used to test the new DAA implementation.
src/emu/cpu/i8085/i8085daa.h can be removed in 0.134, or is DIFF capable of
removing files completely?
Greets,
hap
Made the changes. I don't have svn access so if someone can submit the
attached diff for me...
Ruben
-----Original Message-----
From: Derrick Renaud [mailto:derrickrenaud@yahoo.com]
Sent: Wednesday, 5 August 2009 6:19 AM
To: mamedev@dspnet.fr.eu.org
Subject: RE: [MAME] Stern Cliffhanger Tone Sounds Fix
Thanks. So it looks like the code needs to be changed from 19k resistors to
10k. That should make it sound right.
I'm not near a computer with svn access at the moment. So if anyone want to
make the change, feel free.
D.
--- On Sun, 8/2/09, Ruben Panossian <malcor@tpg.com.au> wrote:
> From: Ruben Panossian <malcor@tpg.com.au>
> Subject: RE: [MAME] Stern Cliffhanger Tone Sounds Fix
> To: mamedev@dspnet.fr.eu.org
> Received: Sunday, August 2, 2009, 4:39 AM
> > From those schematics, the
> enclosed pic shows what parts need to be
> verified.
>
>
> Verified values.
> See attachment.
>
> From: Atari Ace [mailto:atari_ace@verizon.net]
> Sent: Monday, August 03, 2009 10:52 PM
> To: submit@mamedev.org
> Cc: atariace@hotmail.com
> Subject: [patch] De-globalize romload.c/validity.c
>
> Hi mamedev,
>
> Static and global variables in the core of MAME have slowly been
> replaced with opaque structures latched onto the running machine. This
> patch extends this idiom to two more files, romload.c and validity.c.
> validity.c in fact didn't need any global state (it was used only to
> pass data between function calls), and romload.c already had a struct
> that largely served that purpose.
>
> ~aa
> To: submit@mamedev.org
> CC: atariace@hotmail.com
> Subject: [patch] Introduce tilemap_private to running_machine
> Date: Thu, 23 Jul 2009 18:49:08 -0700
>
> Hi mamedev,
>
> Tilemaps in MAME are currently globally tracked. If multiple machines
> with different tilemaps are ever to be supported, this needs to be
> changed, which this patchset does.
>
> 0. This patch add tilemap_private to running_machine, adds machine to
> a few apis and adds two new apis to replace the convention that tmap =
> NULL => all tilemaps.
> 1. This patch mechanically converts all the uses of ALL_TILEMAPS to
> use the new apis.
> 2. This patch removes ALL_TILEMAPS and makes tilemap_private
> dynamically allocated per machine.
>
> ~aa
I have done Intel 4004 implementation, here is a patch (it also
contain a POC driver for 4004 Nixie tube clock, that runs under MESS).
4004clk is artwork file, and roms file contain needed roms (just rename ZIP).
Regards,
Miodrag
> -----Original Message-----
> From: Micko [mailto:mmicko@gmail.com]
> Sent: Tuesday, August 04, 2009 8:11 AM
> To: Aaron Giles
> Subject: Intel 4004 core
>
> Hi Aaron,
>
> Here is a final version of CPU core for MAME submition.
>
> Regards,
> Miodrag
Sent: Monday, August 03, 2009 5:33 AM
To: submit@mamedev.org
Subject: with attachment: fixing bootleg + sonson fixes
Woops, forgot the attachment..
Hello,
Thanks for including my fixes in the u1 release :)
Attached diff for 0133u1 fixes 2 small things related to u1 fixes:
- description bootleg inconsistency didn't include goldnpkr.c
- forgot Y in sonson sprite wrap (see titlescreen when the 2 guys jump up)
hap
Probably not harmful currently, but if the UML core ever gets more aggressive
with optimization (e.g. if we spliced in something like LLVM as a code
generator) it could've become an issue.
---------------------------------------------------
Ridge Racer (3 screen? Rev. RR2, World) [Guru, Smitdogg]
Claimed to be 3 screen but it comes up fine in the driver as-is. The I/O
test does complain about the C139 serial being unable to talk to anything so
I'm assuming that's how the 3-screen-ness works and will not purse that
angle :)
This was submitted in May and never put in because nobody from MESS commented.
I just tried it hooked up to the Apple II in MESS and it sounds quite nice.
* Fixed Mode 7 shared scrolling/matrix registers
* Slightly optimized Mode 7 math (by using Anomie's recursive formula)
* Moved some more register contents to PPU struct
* merged OAM functions,
* fixed a small bit in Mode 7 math,
* added a few elements to PPU struct (this might be handy if we ever come to convert SNES PPU to a device)
- Must be enabled in includes/galaxian.h: GALAXIAN_USE_DISCRETE = 1
- Changed all audio related AM_WRITE to AM_DEV_WRITE
- Moved discrete sound related pieces such as initialization into audio/galaxian.h
- Split some memory maps into sound related and not sound related parts.
You need a Core2 to really enjoy the sound.
All dumped AW games now boot into attract mode with sound.
Controls work the same as the home console DC controller and lightgun (none of
this Maple to JVS nonsense), so that'll be handy for MESS as well :)
- Hooked up flash ROM at 0
- Use proper AW memory map
- Emulate AW ROM board (different from Naomi)
All dumped AW games now boot and show something. Unfortunately they all
show "COIN ERROR" for as-yet unknown reasons, and only sprtshot actually
continues in spite of the error.
---------------------------------------------------
Pop n' Music 2 [Guru]
ROMs are already up, CHD is uploading now (~465 MB) to:
roms/unemulated/Konami/DJMain/831jhdda01.chd
* reworked video drawing routine to simplify the various graphic
mode drawing and to allow proper implementation of priority orders
(especially bg3 priority bit and mode 7 priority order)
* improved mode 7 extbg (still missing mosaic)
* added some more debugging options
Fixed: 03373: looping: Unmapped I/O read/writes result in large error log and major performance drop [hap]
Both are from the FW: i8080 daa + multiple memreads fix, gottlieb audio, looping log
* Fixes bug in nes_apu that caused errors reading $4015
* Adds length counter status bits to $4015
* Fixes 4-screen mirroring (PPU regression)
* Fixed cham24
Also, I fixed the tab lengths in nes_apu.c
* Re-enabled video debug functionalities in debug build (to toggle background layers)
* Added proper priority tables for various bg/obj layers
* Largely simplified tile and line drawing routines, and fixed small bits here and there
Minor reorganization of decryption routines. Clone set rename and new clone added.
New Clone Added
--------------------------------------
Dragon World (V021O) [f205v, Olivier Galibert, David Haywood]
Moved the PCB layout for S.B.S Gomorrah (Bio-Ship Paladin) down by the game's romdef.
Added PCB layout for Spectrum 2000 & corrected company name to YONA Tech
Added PCB layout for Red Hawk
moved decryption routines (if needed) to between the info/PCB layout header and game romdef.
includes a redump of Megatouch 5 (9255-60-01 ROC, Standard version) U38 rom, which ironicly is also a BAD_DUMP... it doesn't work. The rom gives consist read but the game just will not fire up.
New Clone Added
---------------------------------
Megatouch 5 (9255-60-01 ROI, Standard version) [Brian Troha, Dumping Union]
Added in PCB locations to Point Blank / Gun Bullet and where possible in other sets.
Gun Bullet GN3 all English version with no "for use in" copyright notice.
New Clone Added
----------------------------------
Gun Bullet (World, GN3 Rev B) [Brian Troha, Dumping Union]
Protection cheat, now playable, removed GAME_NOT_WORKING.
Yes, the cheat sucks and yes this redefines slow, but I was able to coin up
and play Mappy :)
Sent: Sunday, August 02, 2009 11:02 AM
To: submit@mamedev.org
Subject: Patch file with minor documentation updates
Enclosed is patch file with some minor documentation changes:
* Updated all of the TRON sets with location of the roms and the board they belong to
* Updated the name of the PROM on the Super Sound I/O board
* Added notes about PALs that need to be dumped (The same PAL part numbers are also
used on Xenophobe and probably other MCR II & III games.)
Kevin Eshbach
Date: Sat, 1 Aug 2009 13:07:41 -0700
To: submit@mamedev.org<submit@mamedev.org>
Subject: sbrkout paddle fix
Hi,
Attached diff for 0133 is a simple fix to mametesters bug 02645, the paddle now correctly has a range of 00 to FF.
hap
Sent: Saturday, August 01, 2009 5:20 AM
To: submit@mamedev.org
Subject: quizf1, mslug4, description changes
Hi,
Attached diff for 0133 changes 2 descriptions:
"Quiz F-1 1,2finish" to "Quiz F1 1-2 Finish (Japan)"
manufacturer for mslug4 "Mega" to "Mega / Playmore"
Another thing: if the manufacturer is unknown, MAME either puts "????", "<unknown>", "Unknown", or "unknown".
Just pick 1 for consistency :P
hap
Sent: Friday, July 31, 2009 12:46 PM
To: submit@mamedev.org
Subject: galaxian background hum speed better with NEW_LFO
Hello,
The background hum of Galaxian sounds better, though not perfect yet,
with NEW_LFO enabled (audio/galaxian.c). Maybe it was disabled by default
because the quite drastic frequency change was thought to be inaccurate?
While the truth is that MAME has been wrong forever.
mametesters bug: http://www.mametesters.org/view.php?id=443
see attachment for fix, it's not much
Greets,
hap
super pang, block block, yie ar kungfu and kikikaikai
Corrected sn76459 clock to Ye Ar Kungfu and verified the other clocks.
Changed the main clock of Pang, Super Pang and Block Block
[Corrado Tomaselli]
Date: Wed, 29 Jul 2009 13:31:56 -0700
To: submit@mamedev.org<submit@mamedev.org>
Subject: starblade polys fix
Hello,
See attachment for a diff that fixes a regression (mametesters 03317) with
Starblade in machine/namcos2.c while still allowing Rolling Thunder and
Fine Hour to work. I've also changed the comments a bit, since the extra 3
IRQ lines are nonsense: The C148 only has 5 IRQ lines.
Greets,
hap
--
From: hoge hoge
Date: Thu, 30 Jul 2009 11:48:37 -0700
To: submit@mamedev.org<submit@mamedev.org>
Subject: namcos2 multiple posirq
Hello,
I went ahead and properly added support for namcos2 multiple posirq anyway.
Attached diff for 0133 fixes the following issues:
- fourtrax track and mirror
- dirtfoxj game start spotlight effect, game still locks up tho
- burnforc 'hiccup' glitches when scrolling left/right
- luckywld tunnel glitch (still a bit glitchy though)
(this diff includes starblad_polys_fix too)
hap
--
From: hoge hoge
Date: Fri, 31 Jul 2009 09:34:20 -0700
To: submit@mamedev.org<submit@mamedev.org>
Subject: namcos2 posirq update
Hi,
Here's a small update to my namcos2 submit of yesterday, it simplifies
namcos2_GetPosIrqScanline, making both burnforc and fourtrax work fine, and
increases MDRV_QUANTUM_TIME because finehour didn't work properly anymore
in the 2nd attract demo. The posirq fix also fixes bad sprite colours in
finehour by the way.
hap
Date: Wed, 29 Jul 2009 13:06:35
To: Aaron Giles<aaron@aarongiles.com>
Subject: Soccer Superstars JAC
this adds the JAC version dumped by f205v, it replaces the current JAA
version which is renamed to soccerssja
DRIVER( soccerssja ) is needed in mamedriv.c after DRIVER( soccerssj )
new clones
-----------
Soccer Superstars (ver JAC) [f205v] (NOT WORKING)
Date: Tue, 28 Jul 2009 23:56:42
To: Aaron Giles<aaron@aarongiles.com>
Subject: Led Storm Rally 2011 (US)
I've marked the sprite roms on this as bad again.
There is no possible way that I can see to get good sprites with the
sprite roms we have. If those sprite roms were really on Guru's board,
then Guru's board has the wrong sprite roms too.
The tile numbering of the sprites simply doesn't match what the game
requests at all, many of them are offset by a varying amount of tiles
due to additional tiles that should have been inserted into the graphics
for this game. It is entirely inconceivable that these are correct.
Date: Tue, 28 Jul 2009 14:14:42
To: submit@mamedev.org<submit@mamedev.org>
Subject: Aristocrat updates
Addition of more games from Heihachi_73 - email included:
Hey again. I was just greeted with a heap of ROM dumps for the older
8-bit MK4 hardware. They all show more than a black screen at least!
Enchanted Forest - 4VXFC818 (1995) [eforesta]
Top Gear - 4VXFC969 (1996) [topgear]
K.G. Bird - 4VXFC5341 - (1996, New Zealand, 87.98%) [kgbird]
K.G. Bird - 4VXFC5341 - (1996, New Zealand, 91.97%) [kgbirda]. Only U87
differs from the parent set.
Enchanted Forest - 3VXFC5343 (1996, New Zealand) [eforestb]
Black Rhino - 3VXFC5344 (1996, New Zealand) [blkrhino]
3 Bags Full - 3VXFC5345 (1996, New Zealand) [3bagflnz]. Graphics ROMs
need redumping, this causes small glitches in-game.
Phantom Pays - 4VXFC5431 (1998, New Zealand) [phantomp]
Fantasy Fortune - 1VXFC5460 (1998, New Zealand) [ffortune]
Sweet Hearts II - 1VXFC5461 (1998, New Zealand) [swtht2nz]
Golden Canaries - 1VXFC5462 (1998) [goldenc]
Autumn Moon - 1VXFC5468 (1999) [autmmoon]
Coral Riches II - 1VXFC5472 (2000, New Zealand) [coralr2]
Not all those were in the ZIP, those that were are at
http://agemame.fruit-emu.com/aristo/
Also m_brkfst is in the same directory, that's a Scorpion 2 game, The
Big Breakfast which is being used to test whether any new code is needed
to support Starpoint disc reels (basically vertically mounted
turntables, rather than drums). Much more work is needed to hook up the
inputs before the clones are added.
Date: Tue, 28 Jul 2009 11:43:54
To: Aaron Giles<aaron@aarongiles.com>
Subject: Re: Neo Print
helps if i attach it. please add to mamedriv.c yourself
David Haywood wrote:
> new not working
> ----
>
> '98 NeoPri Best 44 (Neo Print) [JohnBoy]
>
> thanks to Gridle for properly identifying it, maybe one day we'll find
> more out about this rather obscure system / variation on the NeoGeo.
>
>
>
Date: Mon, 27 Jul 2009 01:12:34
Cc: Aaron Giles<aaron@aarongiles.com>; Angelo Salese<salese_corp_ltd@email.it>
Subject: Re: Calc 3 update
wrong file, sorry.
David Haywood wrote:
> Shuffled a few things around based on new findings
> Added an extra decryption table used for the Brap Boys startup code
> (still doesn't do anything interesting)
> Noted that one of the unknown parameters for the MCU Init command is
> where it reads / writes eeprom data from.
> Noted that an additional parameter in the MCU commands may cause
> further displacement of the writeback address, as BRap Boys seems to
> rely on this (needs further testing) - added a hack for now so that
> BRap Boys places the writeback address of the initial table somewhere
> that causes it to get executed.
>
> The MCU generally seems to be annoying, and places restrictions on
> what you can call, when you can call it etc.
Date: Sun, 26 Jul 2009 09:31:24
To: Aaron Giles<aaron@aarongiles.com>; Angelo Salese<salese_corp_ltd@email.it>
Subject: Space Walk?
I got the Software This guy to redump the 'Space Walk' rom which was
obviously bad, and added it to the driver.
A second opinion is needed, maybe there is something else wrong because
the gameplay doesn't appear to make any sense at all. It's a similar
game to clowns, but more often than not the character falls through the
pad, and the pads jump and flip positions when they reach the middle of
the screen. Since this falls into the 'ultra rare' category I think it
would be a good idea if somebody with a good knowledge of the CPU made
absolutely sure that things are correct.
New not-working
===============
Space Walk [Siftware, David Haywood]
Date: Sat, 25 Jul 2009 11:57:29 -0700
To: submit@mamedev.org<submit@mamedev.org>
Subject: 68k cpu reset eat cycles fix
Hello,
Attached is a diff for 0133 that fixes a bug related to eating cycles
during 68k cpu reset. Previously, initial_cycles had a wrong value
after reset, and if cycles were < 0, it'd always return 0, .. check
the diff to see what I mean.
This change also happens to fix a scrolling bug in Fantasy Zone,
introduced when that cycle eating thing was added.
Greets,
hap
- Video, inputs, and flash data ROM hooked up
- Improved PXA255 LCDC, DMA and I2S emulation
- Working but not great CPLD protection simulation
It now boots but fails after the initial POST (notes on that are at the
top of the driver - MG and I are chasing it, but more eyes is good too).
You can get into service mode with F2 and step through the service screens
with F2. All of them behave except the input test, which will time out after
a little bit and say "System Check Error".
Delete your .nv if it doesn't start up.
> From: David Haywood [mailto:neohaze@nildram.co.uk]
> Sent: Saturday, July 25, 2009 4:44 AM
> To: Aaron Giles; Angelo Salese; Klaus Sommer, B.Sc
> Subject: new Pinball Action clone
>
> I've asked Klaus to check if the roms which appear overdumped are the
> correct size for the rom types on the PCB he has. rom 12 in his dump
> appeared to be bad, but as it's just another plane of the sprite roms
> (the rest of which matched) I've used the one from the other sets.
>
> This is a 'less encrypted' version, which just uses the Sega encryption
> without the extra overlay / protection present on set 3.
>
> new clones
> -----------
>
> Pinball Action (set 4, encrypted) [Team Europe / Dumping Project]
>
the actual name based on the two-piece bezel and occasional flyer, but
it's only one "l".
--------------------------------------------
Stiletto
stiletto@fastmail.fm
Sent: Friday, July 24, 2009 11:18 AM
To: submit@mamedev.org
Subject: bootleg manufacturers inconsistent
Hello,
Attached is a diff that fixes some inconsistencies with bootleg
manufacturer names, eg. using Bootleg (big B), or using the
original company if the rom is a bootleg.
hap
Sent: Thursday, July 23, 2009 1:11 PM
To: submit@mamedev.org
Subject: scudhamm analog controls improved
Hi,
Attached is a diff for mame 0133 that changes Scud Hammer analog controls
from paddle to accelerometer. Previously, if you did nothing, the paddle
control caused the hammer to smash automatically.
Greets,
hap
> Sent: Wednesday, July 22, 2009 8:18 PM
> To: submit@mamedev.org
> Cc: atariace@hotmail.com
> Subject: [patch] priority_bitmap global begone!
>
> Hi mamedev,
>
> This patch set migrates priority_bitmap from a global variable to the
> running_machine object. The first patch adds it to the machine
> object, adjusting some routines to take a machine/screen object in
> preparation and others to use a local variable for the bitmap. The
> second patch then converts all the global vars to (typically)
> machine->priority_bitmap, this patch was generated by the included
> script. The last patch removes the global priority_bitmap.
>
> ~aa
- set autocenter value to 0 in deadeye
- implemented correct inputs in bowl3d and removed not working flag
New games added or promoted from NOT_WORKING status
---------------------------------------------------
3-D Bowling [robiza]
Panther [Angelo Salese, robiza]
Merging some of the duplicated code in nmk16.c, and attempting to handle the larger tilemaps used by Thunder Dragon 2, Rapid Hero and Macross 2 in a more correct way. This has fixed some glitches in the intro of Rapid Hero without breaking the ingame graphics. [David Haywood]
---------------
Panther [Mr. Do]
(issues should be very simple to fix, I don't have free time to check them out in these days so if anybody wants to fix them...)
Also, not worth mention, I've done some readability tweaks and fixed some crashes in cham24 and multigam (due to wrong copy and paste in the original diffs). multigam.c games still have some issues (which I'm trying to fix with Rob's help)
Please list the as follows under New Clone Added (and not the New Game that I had originally)
New Clone Added
------------------------------
Guardian Storm [Christian Raftopol, David Haywood, Dumping Union]
Adds game specific settings for: Terranean, Super Astro Fighter, Lock'n'Chase, Pro Golf, Explorer, Tornado, Mission-X, Cluster Buster / Graplop, Night Star, Pro Soccer, Scrum Try, Fighting Ice Hockey and Boulder Dash.
[Brian Troha]
* Hooked up basic mc6845 crtc, fixing resolution and refresh rate;
* Added the watchdog;
* Corrected system clock;
* Removed a video quirkness (tilemap h/w values were bigger than its VRAM) and cleaned up some other minor stuff;
* Hooked up basic mc6845 crtc, fixing resolution and refresh rate;
* Hooked up the ppi8255;
* Hooked up some previously unemulated system inputs;
* Added coin counter / coin lockout and added proper flip screen bit;
* Corrected system clock;
Fighter's Impact A is actually the parent, so it has to stay 8 chars this is an issue within the core. Only clone names can exceed 8 chars... not parents.
Also the decrypt table wasn't properly adjusted for the new clone names. I think I got them all.
- Added protection emulation for Cosmic Smash
- Added protection emulation for Capcom vs. SNK (cartridge ver)
New games added as GAME_NOT_WORKING
-----------------------------------
Capcom vs. SNK Millenium Fight 2000 (000904) [Deunan Knute]
Guru's old capsnk dump was 000804, the new one is 000904 so it became
the parent. The protection hookup in Cosmic Smash passes if you step it in the
debugger but it doesn't visibly improve the game so something else may be
wrong with it. capsnk and capsnka appear to be fully playable.
ROMs and protection data in roms/unemulated/Sega/Naomi
* Cleaned-up the irq / nmi firing and fixed irq acks;
* Cleaned-up the memory map;
* Added coin counter, coin lockouts and added a second coin chute;
* Documented some unclear i/os;
* Flagged the game as GAME_IMPERFECT_SOUND since it uses samples instead of proper discrete sound emulation;
argus: fixed service switch (was defined to port that does not exist), and fixed DIPLOCATION order.
valtric: fixed note for how to enter test mode.
coin1 and coin2 were swapped, and fixed DIPLOCATION order.
butasan: coin1 and coin2 were swapped, and fixed DIPLOCATION order.
To enter test mode:
argus: power ON while coin2 is ON
valtric: power ON while coin1 is ON
butasan: power ON while service SW is ON
I don't know how to map multiple MAME keys to 1 real port on PCB, so I mapped service switch of butasan to "TEST(F2)".
As a result of this, you have to press F2 twice to use as normal service switch.
- DMA protection emulation for qmegamis, fixes in-game graphics [Deunan Knute]
- Correct decryption key for Extreme Hunting [CaH4e3]
Sega scholars will find the decrypted protection data for qmegamis hilarious.
Bonus points if the game actually does a strcmp() on it.
(Protection data is uploaded to roms/unemulated/Sega/Naomi/qmegamis_prot.zip).
Sent: Sunday, July 19, 2009 8:48 AM
To: submit@mamedev.org
Subject: scudhamm interrupt fix
Hello again,
Attached is a diff for 0132u5 cischeat driver that mainly fixes a rather
stupid bug: "break;" was omitted in a switch/case, causing severe glitches
in Scud Hammer (no mametesters bug id) and Arm Champs II (bug id 03191).
hap
Sent: Saturday, July 18, 2009 7:19 AM
To: submit@mamedev.org
Subject: namcos2 bubbletr crosshair
Hi,
Attached is a diff for 0132u5 that adds a gun crosshair to namcos2
bubbletr (Bubble Trouble), it's required to be able to calibrate
the gun correctly.
If you don't mind, I've also removed the 'game not working flag', as
IMO the game is playable just fine.
Greets,
hap
Sent: Thursday, July 16, 2009 6:59 PM
To: submit@mamedev.org
Subject: namcos22 timecris crosshair fix
Hello,
Attached is a diff for 0132u5 that fixes a problem with the Time Crisis gun crosshair.
The right and bottom parts of the screen couldn't be accessed, and you couldn't shoot
off-screen. Off-screen shooting has a function in test mode, in the fix this is the
bottom edge of the screen. This fix requires the user to (re)calibrate the gun via
test mode.
Greets,
hap
Sent: Thursday, July 16, 2009 12:15 PM
To: Aaron Giles
Subject: [Fwd: small fix in patch file, final one] (Gnet update/fix to reset mechanism, tested on real hw)
The problem in the old patch was that after g-net makes a card reset,
intentionally the lock mechanism should be reenabled. I did not
implement it because
The old MAME implementation had a wrong card reset:
Bios makes an unlock and then a card reset, this was wrong because card
reset was mapped wrong
In the right way card reset is done via the PCMCIA controller, after
this card reset G-NET again has to make a UNLOCK
Applied the latest patch, PLEASE DO NOT SUBMIT OR USE THE OLD ONE
MB3773 driver is included
Best regards
*DI Joerg Peter Hartenberger*
Tel +43 (316) 403 890 53
Fax +43 (316) 403 890 40**
_j.hartenberger@zydacron.com_
ZYDACRON Austria GmbH
St.Peter Guertel 4, 8042 Graz, AUSTRIA
http://www.zydacron.com <http://www.zydacron.com/>
* Full Inputs.
* DIP Switches.
* Simulated spark-watchdog circuitery.
* Demuxed custom port.
* NVRAM support.
* CPU clock derived from #defined crystal.
* 8000-8007 Output ports.
* Coin related counters.
* Sound components and trigger found at 8000-8003, bit2.
* Full lamps support.
* PCBs layouts & technical notes.
The 4 games are fully playable. Sound seems to be discrete, so the circuitery need to be traced.
Colors are still wrong.
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Multi-Poker [Roberto Fresca]
- Implemented cartridge protection chip mechanism
- Added protection data for doa2 and doa2m
- Added real dumped cartridge X76F100 data for doa2/doa2m
doa2 now hangs in a loop at c001192 waiting for some interrupt(?) that
never occurs. doa2m is similar. Kale, would you mind having a look?
Encryption fairies may wish to look and see if the protection data is derived
from the ROM contents at all, although it appears there's maybe just a ROM
inside the protection ASIC.
Sent: Wednesday, July 15, 2009 4:13 PM
Cc: Aaron Giles; Angelo Salese
Subject: Re: Back Fire (Tecmo)
Here is an improved version of the driver, with fixed dipswitches, MSM
removed (it isn't on this PCB), set tagged as bootleg (PCB was a
bootleg) etc.
David Haywood wrote:
> new games added as working
> ---------
> Back Fire (Tecmo) [Tirino73, David Haywood]
>
>
> it's not really a clone of silkworm.. it's a very different game..
>
>
>
Sent: Wednesday, July 15, 2009 3:36 PM
To: Aaron Giles; Angelo Salese; Klaus Sommer, B.Sc
Subject: new clones - witch card , scherrym
This adds the recent team europe dumps. I haven't looked at them much
'Poker' is another Witch Card set
'Super Cherry Master' runs on cb2001 hardware, but the graphic rom is
missing.
new clones
-----------
Witch Card (german?) [Team Europe / Dumping Union]
new not working
-----------------
Super Cherry Master [Team Europe / Dumping Union] (incomplete set)
> Sent: Wednesday, July 15, 2009 1:10 AM
> To: Aaron Giles; Angelo Salese
> Subject: Back Fire (Tecmo)
>
> new games added as working
> ---------
> Back Fire (Tecmo) [Tirino73, David Haywood]
>
>
> it's not really a clone of silkworm.. it's a very different game..
>
>
Date: Sun, 12 Jul 2009 10:25:38
To: Aaron Giles<aaron@aarongiles.com>
Subject: Jockey Club II notes
I've updated the notes in Jockey Club II based on the pictures from Gerald
It doesn't appear that there are any additional ROMs on the board. It
actually appears that on the original game (unlike the bootleg) the
graphics are compressed in the program roms. This may be CPS3-like
hardware. (SRMP6 uses CPS3 compression too)
Sent: Friday, July 10, 2009 11:38 PM
To: Aaron Giles; Angelo Salese
Subject: Shogun Warriors 11/07/09 backup
Fully inclusive patch
In addition to previous listed updates
-- decodes a block of data used by the Japanese version (fjbuster) for
the character select screen. Basically block 0x40 is the same as mcu
block/table 0x41, but using different encryption (inline encryption
table + additional overlay table instead of each byte being bit shifted)
Kaneko definitely wanted to be annoying with this, and all their
multiple modes, the roms contain everything from unencrypted blocks, to
simple bitshifts, 0x40 byte tables, right through to blocks which seem
to have everything enabled.
Will continue to work with dox to gather more data.
Current progress
-- decoded tables for several of the startup commands, made some
observations, was unable to properly decode table 0x80, second byte
scrambling is .. odd, so just using extract data right now.
-- properly mapped inputs in Shogun Warriors
Gets Shogun Warriors to the Titlescreen at least. Will look at further
trojan work with Dox on Sunday.
I'm not sure all the sprite roms are the right size, some non-protected
sprite elements aren't appearing correctly, not sure yet tho.
Sent: Friday, July 10, 2009 11:02 AM
To: Aaron Giles; Angelo Salese
Subject: Otenami Haiken Final (V2.07JC)
Note, I've talked this one through with him, and this is correct. Taito
sold this on a 64Mb CF card, it *requires* the V2 bios which is where CF
card support was added (it might be the reason the V2 bios exists) The
supported bios is dumped from the PCB, I know we have the actual upgrade
kit, but afaik MAME can't upgrade it properly. Only the new game uses
this bios, as it's actually a less featured bios aside from the CF support.
New Games added
--------------------
Otenami Haiken Final (V2.07JC) [Joerg Hartenberger]
Other changes
--------------
- Added flashv2.u30 (v2 bios) to the taitogn driver [Joerg Hartenberger]
- Added IDE Lock mechanism to the IDE Driver in MAME, so games on gnet
v2 bios are working correct now (idectrl.c / idectrl.h) & taitogn.c
[Joerg Hartenberger]
=================
Cobra Command (M.A.C.H 3 conversion) [Aaron Giles, Warren Ondras]
Also updated the SHA1 in deco_ld to match (they use the same disc).
result, you will need a full recompile with this change, since the
bitmap formats enum was altered.
Introduced new feature -burnin, which can be used to generate a PNG
that represents the overall brightness seen during the course of
running a game. This PNG can be used as a fake "bezel" that overlays
the screen via the artwork systems (with a low alpha, say 0.1 or 0.2)
to simulate running a game with a monitor that has been burned in
from another game.
Fixed the -crsshairpath option to be spelled properly.
philips codes if video is squelched. Updated the Gottlieb
and Cliff Hanger drivers to request it this way, since they
decode externally.
Made a couple of minor tweaks to the Cliff Hanger driver.
Fixed interrupt timing (was not taking into account
interlacing) to fix up glitches in playback and ensure the
disk test passes. Added SHA1 and marked the game as working.
New games marked working:
Cliff Hanger [Aaron Giles, Warren Ondras, Ernesto Corvi]