---------------------------------------------------
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]
- Added a new implementation of the I8255A device. Rewritten from scratch to properly support handshaking in modes 1 and 2.
- Refactored sg1000a.c to use the new implementation.
------------------------------------
Shootout Pool [f205v]
==================================================================================
Moans about the JVS hopper in service mode, moans about the 31kHz monitor in game,
no idea about where is physically located the bd dip-sw atm...
Sent: Thursday, July 09, 2009 12:20 PM
To: Aaron Giles
Subject: Jclub2 update
added different machine drivers for the different sets.
added an st0016 to the 'older hardware' machine driver, that's what the
'z80' rom on it is for (see st0016.c) the newer hardware and bootleg
don't use it.
Gerald said he'll provide more information on this, so hopefully the
real graphic roms can be dumped.
Groups questions by known series sets (IE: 8 through 11)
New Game Added
-----------------------------------
(Greyhound) Trivia (Questions Series 11) [Brian Troha, Dumping Union]
-----------
SportTime Table Hockey (Arcadia, set 2) [SoftwareThis]
World Darts (Arcadia, set 2) [SoftwareThis] (NOT WORKING, BAD DUMP)
Ninja Mission (Arcadia, set 2) [SoftwareThis]
Sidewinder (Arcadia, set 2) [SoftwareThis]
Sent: Sunday, July 05, 2009 11:47 PM
To: Aaron Giles
Subject: Bugfix - MT # 3019
http://www.mametesters.org/view.php?id=3019
Looks like I messed up a few of the driving games. Here are the fixed layout files,
along with a small change in \src\mame\drivers\mw8080.c, as lagunar was referencing 280zzzap.
Date: Sun, 5 Jul 2009 18:20:44 -0700
To: submit@mamedev.org<submit@mamedev.org>
Subject: Patch with a few minor documentation updates
Enclosed is a patch file with the following documentation updates.
* For Super Basketball adds the rom locations for those that were missing before and adds the jumper settings
* Documents the SEGA cpu part number for Future Spy and Super Zaxxon
Kevin Eshbach
Sent: Thursday, July 02, 2009 3:59 PM
To: Angelo Salese; Aaron Giles
Subject: 'Peter Pan' bootleg
Video Hw is different, Sound Hw is different.
I haven't looked at it much, this just loads the roms and lets it run
without crashing.
to be working reliably.
Deprecated the ROMREGION_DISPOSE flag, as 98% of the use of it no
longer is applicable with on-the-fly decoding, and the remaining
cases are difficult to identify among the others.
constants to cpuintrf, as those names are really only applicable to
CPUs. Added new ADDRESS_MAP_0/1/2/3 constants to identify address maps
more generically.
Updated memory system to be more general about address map handling.
Added the concept of default address maps (in addition to the already
existing internal memory maps). The difference between internal and
default memory maps is that internal memory maps always override
everything (including user-specified maps), but default memory maps
simply provide a default that can be overridden.
Converted the okim6295 sound driver to use address maps for access.
By default, it defines a ROM address map that overlays its full
region. As a result, the validity checks require all okim6295 regions
to be at least 256k, unless you provide your own address map. Updated
all regions to meet this requirement.
Updated the atarijsa code to use a custom address space for its
okim6295 accesses (which are banked on the first half and static on
the second half), as an example of configuring a device with a
custom address space.
For now, attempts to use okim6295_set_bank_base() will still work,
though banking for the okim chips should be moved to custom address
maps in the drivers eventually. The first time okim6295_set_bank_base()
is called, it will install a banked memory handler over the region
and use memory_set_bankptr() to change the base on subsequent bank
switches.
Moved address map validity checks to be run for each device instead of
just each CPU.
to devintrf (including endianness). Removed space array from the
CPU class header. Made the memory system much more device-neutral.
Various other cleanups along the way.
MDRV macros in the device for specifying address maps. Changed
the memory system to fetch the maps from the new location.
This is just a small step toward the end goal of getting address
maps into arbitrary devices.
Not sure how the guns are read yet but this fixes the CALL ATTENDENT immediate
death and the game runs fine now.
This game generates a *ton* of "voodoo_w while stalled!" messages, I don't
know if that's bad (the graphics look perfect to me).
------------------------------------
Teraburst (1998/07/17 ver UEL) [Guru, Mark Frisbee]
This is the new parent set given that it's 5 months newer than the previous
1997/02/25 ver. AAA dump. NOT_WORKING because Ville's JVS simulation doesn't
handle lightguns. I'll try and fix that next :)
------------------------------------
Johnny Nero Action Hero [R. Belmont, The Dumping Union]
The boot ROM has a lot to say on two different TTY ports (really).
---------------------------------------------------
Tokimeki Mahjong Paradise - Dear My Love [David Haywood, Angelo Salese]
Tokimeki Mahjong Paradise - Doki Doki Hen [David Haywood, Angelo Salese]
changes:
- split tmmjprd / tmpdoki from rabbit.c as it uses the graphic chip in a very different way, and having them together was making it more difficult to make progress on [David Haywood]
- changed them to use custom rendering code instead of tilemaps, as they can address tile data at a sub-tile level, this fixes the girls in the intro [David Haywood]
- added inputs [Angelo Salese]
- added some notes about a hang, and possible reason [David Haywood]
- marked the graphic roms of tmpdoki as BAD as it appears to be using tiles which are not present in the tmmjprd roms for the title screen [David Haywood]
Better rom load / decode for Last Duel sets [Haze]
Readme / PCB layout [Guru]
Corrected rom labels and added PCB locations to Mad Gear / LED Storm sets [Brian Troha]
The plan is to add the on-chip peripherals on the magicard.c driver then, when I get some consistency, hardwire it to the cpu core.
Please check this modification asap (should be fine, but I haven't compiled with a clean build)
Sent: Monday, June 29, 2009 3:58 AM
To: submit@mamedev.org
Subject: Patch for i86.c to fix an assert
Hello,
attached is a small patch for i86.c that fixes an assert when the
80188 CPU is used.
--Dirk
Inviato: domenica 28 giugno 2009 23.58
A: Angelo Salese
Oggetto: Konami GX
the following kludges are needed to get racin force / open golf past the initial check screens with the TMS emulation enabled.
However, it appears that the adc (same as the one used on konami573) has stopped working at some point?
(or at least none of the inputs will work on Racin' Force, which makes fixing the graphics somewhat harder)
Maybe Olivier could take a look at what's happened, just incase it's related to some of his changes?
Lost World (older) [Team Japump]
renamed some sets
daimakr2 -> daimakair (this is not hack, this is resale version)
stridrja -> striderj
striderj -> striderjr (this is resale version, also fixed STH_09.BIN)
dump includes an new unknown bprom dump (maybe the color prom??) Correct several rom names
New Clone Added
-------------------------------------
Mario Bros. (US, Revision F) [MrGoodwraith, Smitdogg, Dumping Union]
Based on new dumps, the region is controlled via a setting in the AT28C16 EEPROM on the mainboard and is preprogrammed for each region. The EEPROM for each has been created and fixed for each region and marked as "BAD_DUMP" until they can be verified.
New Clones Added:
----------------------------------
Bloody Roar 2 (World)
Bloody Roar 2 (USA)
Bloody Roar 2 (Asia)
Fixed internal RAM/internal I/O start-up state, and updated Hit Poker driver to use it like it should.
Taito JC driver seems unaffected by this change.
======================================================================================================
http://mamedev.emulab.it/kale/fast/files/memory_map.png
----------------
E-Jan Sakurasou (v1.2) [The Guru]
also added Guru-readme for SYS386F
New games marked as GAME_NOT_WORKING
------------------------------------
Mahjong Shiseikatsu [mNyz49s8]
ROM definition only. Please have a look at this.
Sent: Sunday, June 21, 2009 6:15 PM
To: submit@mamedev.org
Cc: atariace@hotmail.com
Subject: Re: [patch] Convert most legacy drawgfx apis to new apis
On Sun, 21 Jun 2009 18:12:39 -0700, you wrote:
Woops, hit send before I attaches the patches.
>Hi mamedev,
>
>The following set of patches migrates much of MAME from the legacy
>drawgfx apis to the new drawgfx apis introduced in January.
>
>0. This removes the machine parameter from some custom drawgfx
>routines to align them better with the current idiom.
>1. This changes some custom drawgfx routines to follow the (bitmap,
>cliprect, gfx, ...) convention of the new drawgfx apis and adjusts a
>few apis to use an explicit transparency constant.
>2. This patch is entirely mechanical (generated by gfx07.pl) and
>converts legacys apis to the new apis.
>3. This patch fixes a few cases where the last patch mangled the
>code.
>
>This leaves about twenty uses of the legacy drawgfx apis in MAME. I'll
>likely try to modify most of these before moving the legacy apis to
>deprecat.h
>
>~aa
Date: Sun, 21 Jun 2009 11:36:01 -0700
To: submit@mamedev.org<submit@mamedev.org>
Subject: Patch file with various changes and updates
Hi,
Attached is a patch file that has the following changes:
* GALs dumped from Klax with Set 3 ROMs (All revisions has been updated to use these GALs.)
* Fixed the ROM names in Klax by including the board location as the file extension
* Updated Bally Sente Spiker with the cartridge type and added notice that it has an undumped PAL
* Added some information to the Gottlieb driver about the board ids of Q*Bert and M.A.C.H. 3 and the various known Gottlieb assigned game ids
* Removed Shooting Master Unprotected set since the initial dump was bad and turned out to match the EVG revision
Kevin Eshbach
Kaneko16 improvements.
This is the one that eliminates the hardcoded table with the initial
program snippet in, gets it from the rom instead, and generally cleans
things up.
- fixed sprite data fetching and sprite colors
Cubo CD32 update [Stephane Humbert]
- fixed inputs
- found why inputs are not read (protection ?), hacked to work now
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Candy Puzzle [Mariusz Wojcieszek, Stephane Humbert]
Harem Challenge [Mariusz Wojcieszek, Stephane Humbert]
Added some basic video emulation to Hit Poker, to let it show "9rror / 3hut 5own -achine"
=========================================================================================
http://mamedev.emulab.it/kale/fast/files/0013_1049739007.png
------------------------------------
Hit Poker
=======================================================================
No credit please, it's just a skeleton driver with another unknown CPU
(Haze did the gfxdecoding iirc)
Sent: Tuesday, June 16, 2009 3:50 PM
To: Aaron Giles; Angelo Salese
Subject: System16 bootlegs
I've made some of them use the original sprite functions
(bayrouteb2, goldnaxeb1, goldnaxeb2, tturfbl, dduxbl, eswatbl, fpointbl,
fpointbj, tetrisbl, astormbl, astormb2, mwalkbl, shdancbl)
which starts to improve things again for some of them.
--
From: David Haywood [neohaze@nildram.co.uk]
Sent: Wednesday, June 17, 2009 2:31 PM
To: Aaron Giles; Angelo Salese
Subject: Better bootleg sprites
This also adds handling for the sprites on
wb3bbl
shinobld
passshtb
which differ in various ways to the original sprite systems. The code
is modeled on the original drawing code, and added as new, clearly
marked, bootleg cases.
still needs work, but at least things are starting to take shape with
proper handling
apply instead of previous diff..
Sent: Tuesday, June 16, 2009 7:09 AM
To: submit@mamedev.org
Cc: atariace@hotmail.com
Subject: [patch] Pointerify minx cpu
Hi mamedev,
I noticed that the minx CPU was never pointerified. It's only used by
MESS, which might be why it wasn't noticed.
~aa
==========
Grand Striker (Americas) [ClawGrip, ShengLuc]
Best League (World) [ClawGrip, ShengLuc]
Grand Striker 2 (Europe and Oceania) [ClawGrip, ShengLuc]
From: Tomas Garcia-Meras Capote [mailto:clawgrip@hotmail.com]
Sent: Tuesday, June 09, 2009 4:01 AM
To: submit@mamedev.org
Subject: Three new clones and a little dip fix
Hello,
some clones added, I dumped them by myself, plus a little dipswitch fix:
Fixed dipswitches on "ShaoLin's Road" and "Kicker"
Accordin to the manual [attached] and the PCB snapshot at MAWS, the
last dipswitches bank only have four switches.
Added "Grand Striker (Americas)" to Grand Striker driver
Also changed ROMs names also for parent set, with some more info (from
the mask ROMs).
Added a partial dump of "Grand Striker 2 (Europe and Oceania)". I've sent
the board to Guru so he can dump the surface mounted ROMs and send the
Altera protection chip to decap. In the meantime I've used the ROMs from
the Japanese set and marked them as BAD_DUMP.
Added a non-working (bad graphics) new "Best League (World)".
The dump seems good, but if needs some more work to make it work 100%.
Best regards: ClawGrip.
PS: Please, credit also ShengLuc, he donated the three boards.
Hi,
I copy/paste a message from http://romkeeper.com/board/read.php?7,640,640 (maybe you could do something about it):
===============================================
Hi,
On "Super Visual Football: European Sega Cup" and "JLEAGUE" :
JLEAGUE was the original code developed and released in early
1994 in Japan which than got translated and updated to be
released as the European Sega Cup.
So, JLEAGUE is the Original.
and
"Super Visual Football: European Sega Cup" is the clone.
My source of information?
I wrote the simulation ( in assembly ) while working in the SEGA
Haneda ( Tokyo ) office in 1993. We even filed a patent on the
team/individual player task synchronization. After I finished JLEAGE,
we handed it off to the satellite groups for localization.
Cheers,
MIB.42
===============================================
Thanks to have read, I hope it's revelant and you'll have time to answer!
Keep the good work.
Subject: Shogun Warriors / BRAP Boys
Aaron / Kale,
I got a private request to take a look at these, and made a few
discoveries about the external protection data rom.
Basically it's a 'linked list' of encrypted tables and command types /
modes. The encryption is pretty straightforward, although working out
the tables could be tricky. It also has an 'inline table' mode, but
it's only used for a few tables. There is a large 0x1000 block at the
end of all the data which could be related to the normal tables.
I've added some rather verbose code to process the rom, and dump out
some data, so that if somebody wants to look at it further they can.
Understanding how it works properly before decapping it would help to
verify and implement the proper emulation of the device later. (the
actual protection device is a completely unemulated cpu type, so could
prove tricky even with results)
I don't fully understand all the parameters at the moment, although I
suspect that with this newfound knowledge getting the game(s) up and
running would only take a few trojans to figure out the behaviors that
aren't understood, and get the decryption tables (which could be time
consuming otherwise)
The previous implementation of the protection simulation was also wrong,
it copies the first 'block' of data (worked out at the time with a
trojan) upon the first mcu command (0xff) but infact, it shouldn't be
transfered at that point, as the command containing the number of the
table to transfer (0x19 in the list) comes later. The game seems to
provide lists of transfer operations to perform, I suspect some are
direct, and some are indirect. I've also added code to calculate the
CRC of the protection rom, rather than hard coding it.
I haven't yet moved the decrypted startup code out of the driver, which
should be possible as we can correctly copy that from the external rom
using the command system at this point.
I know Andreas was looking at this in the past, so this new information
might be of interest to him, as it provides clearer blocks of encrypted
data, and the 0x1000 block at the end might be of interest to him if it
relates in some way to the smaller 0x40 byte tables used for decrypting
the data.
- Added beatmania IIDX
- SPU board emulation improvements (memory map, IRQ controller, IDE, RF5c400)
- Change 4th mix to use real dumped security dongle data
New games added:
- beatmania IIDX [Guru]
New security key data is uploaded to roms/unemulated/Konami/Twinkle, disc
images are uploading to roms/harddisks/Konami/qg863.
Full sizes are:
863jaa01: 7911684
863jaa04: 333324658
c44jaa03: 4716442606
also included are correctly dumped proms. This does however down-grade the driver to "GAME_WRONG_COLORS" as the old version used "made up" color prom.
New Clone Added
---------------------------
Dambusters (US, set2) [N. Garnier,
D. Beneke, J. Leyda, A. Costin, W. Belk and Smitdogg]
------------------------------------
Sports Shooting USA (Guru)
Ranger Mission (Guru)
We need decryption keys for these - could whoever broke the other AW games
have a look?
Also, in case someone's bored, the AW BIOS is hanging because it wants actual
flash ROMs that respond to flash commands at 0x10000.
----------------
Give us a Break (3rd edition alt?)
Give us a Break (4th edition)
Give us a Break (6th edition alt?)
Give us a Break (7th edition)
Give us a Break (21st edition)
Give us a Break (43rd edition)
[Anonymous, alien_mame]
Sent: Sunday, June 07, 2009 9:54 AM
To: submit@mamedev.org
Cc: atariace@hotmail.com
Subject: [patch] "Regularize" some interfaces in MAME
Hi mamedev,
This patch adjusts the code in a few places to be more regular in it
object approach. It recognizes five idioms.
1. device_configs should be passed const. dsp56k.h took a non-const
device_config for no particular reason, necessitating casting where
used. A few other places cast to non-const, in most cases
unnecessarily.
2. running_machines should be passed non-const. A few places used
const in different ways on running_machines, instead of the idiomatic
non-const running_machine.
3. Eliminate passing running_machine explicitly where it can be
computed. esrip.c, m37710.c, sfbonus.c had cases where the machine
could easily be eliminated.
4. Pass the object machine/config first. In some cases this makes
the interface object oriented, in some cases it simply makes it more
idiomatic with the rest of MAME.
5. Prefer (screen, bitmap, cliprect) to (machine, bitmap, cliprect).
Fully implementing this would be a large patch, this patch simply does
it for the one core 'device', tms9928a.c.
fixes up some header files. In particular, I adjusted const char
*DEVTEMPLATE_SOURCE = __FILE__ to const char DEVTEMPLATE_SOURCE[] =
__FILE__ which makes it actually const and saves a little memory.
[Atari Ace]
Sent: Thursday, June 04, 2009 12:07 PM
To: submit@mamedev.org
Subject: Emailing: awp.patch
This replaces the patch for June, which hasn't been included.
Additional MPU4 lamp fixes, some new Aristocrat Mk5 games:
Added two new Aristocrat MK5 Roms, see note from Heihachi 83 (ROMs at
http://agemame.fruit-emu.com/aristo):
"Both of these games are the exact same game but a different version.
The first one is the original 1996 one, but the second is possibly from
1999. The combination is identical down to the date though, just like
the Queen of the Nile/Golden Pyramids dumps.
[dolphntr] Dolphin Treasure (B - 06/12/96, NSW/ACT, Rev 1.24.4.0)
[dolphtra] Dolphin Treasure (B - 06/12/96, NSW/ACT, Rev 3)
Note that the second (later) dump only has two ROMs and the later style
music."
New games not working
=====================
Dolphin Treasure
set of interfaces supported by a device, and identified by a unique
string identifier. A device may support any number of contracts,
described in a list via the DEVICE_CONTRACT_LIST* macros.
The purpose of contracts is to provide a means for devices to expose
a standard set of interfaces to other parts of the system. For
example, the PCI device should expose a contract that includes
functions for configuration register access, and 32-bit I/O. Then
any device with a PCI interface should implement the PCI contract,
so that the PCI bus device can route things appropriately.
(This change is in anticipation of a proper Namco 06xx interface,
which exposes a contract to all devices it is attached to, but I
am still struggling to get it to work reliably.)
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Super Crowns Golf [Angelo Salese, Tomasz Slanina]
------------------------------------
Janputer [alien_mame, Dumping Union]
===================================================================
A missing rom prevents this to work, it'll hopefully be dumped...