- the return type is UINT8, consequently the designer needs to ensure that the node delivers adequately scaled data.
- input nodes allow the input data to be scaled. The return value is the node value *after* scaling.
Sent: Wednesday, September 23, 2009 2:54 PM
To: submit@mamedev.org
Subject: Tiny speed up in 'src\mame\video\neogeo.c'
Hi,
here is a patch against 'src\mame\video\neogeo.c'
This patch give a tiny speed up in neogeo rendering and, IMO, gives the
source code more readable.
This is achieved by unrolling a loop in 'draw_fixed_layer'
Doing so, the logic inside the loop is simplified, less arithmetic is
performed and branches are avoided.
Hope this helps,
Best regards,
Christophe Jaillet
> Sent: Wednesday, September 23, 2009 4:41 AM
> To: submit@mamedev.org
> Subject: optional flag in -listxml
>
> This patch:
> - adds an "optional" flag for rom/disk entries to -listxml output
> - removed the obsolete "dispose" flag from the DTD in the -listxml
> output
Sent: Monday, September 21, 2009 2:54 PM
To: Aaron Giles
Subject: Photo2 coinage
I've added dipswitches for the coins, you can now select between 1 and 6
minutes per coin.
I've also added information about the original games that these have
been bootlegged from.
> Sent: Monday, September 21, 2009 9:02 AM
> To: Aaron Giles
> Subject: NeoGeo update from JohnBoy
>
> roms are public.
>
> - Renamed sets based on them being used for the initial AES production
> runs
> Renamed tophuntra to tophuntrh, added correct s1
> Renamed kof97a to kof97h
> Renamed bstars to bstarsh
>
> . Added correct c1 to neocup98
> . Added correct m1 and v1 to androdun (MVS version layout)
> . Tagged lastbld2 as newer revision
> . Identified pbobblena as bootleg, renamed to pbobblenb, renamed roms
> to
> 'correct' chip label
> . Renamed p1 in mslug4, see notes
>
> New sets added: [Johnboy]
> . Added Baseball Stars Professional (set 1)
> . Added Metal Slug 4 (set 2)
> From: Atari Ace [mailto:atari_ace@verizon.net]
> Sent: Sunday, September 20, 2009 9:54 AM
> To: submit@mamedev.org
> Cc: atariace@hotmail.com
> Subject: [patch] Eliminate more #ifdef LSB_FIRST
>
> Hi mamedev,
>
> This patch recodes more cases where LSB_FIRST is used to conditionally
> compile separate code for LSB and MSB targets. The atari.h chunk was
> dead code (both in MAME and MESS) so I simply removed it.
>
> ~aa
----------------
Exzisus (Japan, dedicated) [Stefan Lindberg, Phil Bennett]
(This is now the parent set. The existing set becomes exzisusa)
Added correct ROM locations for exzisus and flagged exzisusa b23-03.14l as BAD_DUMP. [Phil Bennett]
- implemented reset for TMS5220C if /RS and /WS are pulled down together
- Inserted LNs email and corrections as comment into source
- Created a TODO section.
> From: Sandro Ronco [mailto:sandroronco@gmail.com]
> Sent: Wednesday, September 16, 2009 12:48 AM
> To: submit@mamedev.org
> Subject: MAME cheat update
>
> I have added the byte swap to the cheat search.
Sent: Thursday, September 10, 2009 7:10 AM
To: submit@mamedev.org
Cc: upstephh_wip@yahoo.com
Subject: Quick fix for the F6 toggle
Hi
My last diff got altered before getting included, I appreciate this would likely get done (and many
thanks for doing it) but it did lose the F6 functionality when a cheat was selected. Eg. if you have
the cursor bar over Infinite Time then F6 will not work. My original solution using numbered calls
was not ideal but it did work, I'd spent ages trying to find the appropriate routine to call without
joy. Annoyingly I just tried again with 0.134 and it took less than 5 minutes to fix it
properly....DOH!!!
Anyway I've attached a simple one-line diff for 0.134 to hook up F6 wherever the cursor bar is on
the cheat menu screens.
It just changes this in uimenu.c.:-
- if (exclusive_input_pressed(menu, IPT_UI_TOGGLE_CHEAT, 0))
+ if (ui_input_pressed_repeat(menu->machine, IPT_UI_TOGGLE_CHEAT, 0))
Martin 'Pugsy' Pugh
- this emulates the RS/WS and READY handshaking according
to the tms5220 manual. Drivers reading the ready line
should most probably use it.
- Note: For cases where the READY handshake is done by the cpu
sufficient cycles have to be burnt to simulate that the
cpu waited. This yet has to be implemented.
- use tms rom clock as sense input for the s2650. darkwar now speaks again on startup.
- only one latch used for sound & speech.
- hooked up 393Hz signal to "dac3"
- pcb pictures indicate discrete logic on the sound board. Marked all games as GAME_IMPERFECT_SOUND since we seem to miss some sounds.
- 4bit dac remains mysterious
(Off the record)
I verified this thing against IDA Pro's 56156 disassembler and the docs.
Every time I found a bug in IDA's disassembler, I cross-referenced the
manual. There remain 3 opcodes which are questionably disassembled,
since even the manual is ambiguous on the details, but beyond that,
this thing should be 100% correct.
Whew. This might have actually fleshed out a bug in the
disassembly/execution. Time will tell...
CVS:
- hook up speech cpu
- get rid of "temporary" code which hardwire ctl & pdc writes
tms5110:
- Implement ctl port input/output for status reads.
- Input/output is switched by clocking pdc after a TALK STATUS command.
- update drivers to support new tms5110_ctl_r
Not worth mentioning, I think. NSS bios does not need update, so it's a minor change for MAME (but necessary for the possible legal issues of including those bits in the source)
This system is based on a custom CPU. Graphics are decoded but only 2 bitplanes hooked.
All the needed devices are in the driver, but commented out till can properly decrypt the program ROMs and identify the CPU.
About the encryption scheme, see the driver notes about my findings.
New games marked as GAME_NOT_WORKING
------------------------------------
Amatic Unknown Slots Game [Roberto Fresca, Team Europe]
Multi Game I (V.Ger 2.4) [Roberto Fresca, Team Europe]
Multi Game III (V.Ger 3.5) [Roberto Fresca, Team Europe]
* Hooked up protection for Power Stone 2 and Toy Fighter [R. Belmont, Guru, Cah4e3]
* Redumped bad rom in Heavy Metal Geomatrix [Guru]
* Redumped bad roms in Virtua Fighter 4 (cartridge version) [Guru]
New games marked as GAME_NOT_WORKING
------------------------------------
Net Select Keiba Victory Furlong [Guru]
Salary Man Kintarou [Guru]
-----------
I tend to agree if they've regressed, we should leave them marked working and accept bug reports on them.
-----------
After a chat with Tafoid, I'm unsure about whether or not I should have demoted kazan and dirtfoxj, as these games worked fine before, and broke due to a bug somewhere. What's the policy on the 'not working' flag? Does it only apply to games that were always broken since the 1st day it was submitted? This can also be important regarding mametesters bugs: reports on non-working games are not accepted.
Corrected one rom name in the 2 player Asia version
Added clones per driver standard (ie: corrected rom names for the Euro x-men set)
Changed the Asia set name to "xmen2pa" for a more unified naming convention
New Clones Added
--------------------------------
Undercover Cops (US) [Corrado Tomaselli]
X-Men (2 Players ver EAA) [Corrado Tomaselli]
> Sent: Monday, September 07, 2009 8:08 PM
> To: submit@mamedev.org
> Cc: atariace@hotmail.com
> Subject: [patch] const/static/include fixes
>
> Hi mamedev,
>
> A result of some code auditing, this patch adds missing static and
> const qualifiers, and fixes up some header files.
>
> ~aa
> Sent: Wednesday, September 09, 2009 10:32 PM
> To: submit@mamedev.org
> Subject: cheat update
>
> Simple update for add "increase or equal" and "decrease or equal" in
> cheatnext conditions
[Sandro Ronco]
This fix mantis 03433: Jolly Card, Royal Card, Lucky Lady, Royal Vegas sets (and others)...: All games that need NVRAM initialized aren't working anymore.
* Discovered and documented new features in Jolly Card (Evona Electronics).
* Removed the commented hack for joly980 driver init since is not needed anymore.
* Fixed a bug introduced with the massive input change, that didn't allow initialize
all sets that need the normal procedure to do it.
* Updated technical notes.
so this code will crash if machine == NULL and the keycode was not a built in
keycode. Changing this so that it will gracefully fail if machine == NULL
- Emulated Atomiswave coin slots and standard Dreamcast controller.
Non-lightgun games without other problems are now playable. [R. Belmont]
- Added protection data to Moero Justice Gakuen, Heavy Metal Geomatrix,
WWF Royal Rumble, Gigawing 2, Toy Fighter, and Guilty Gear X (all are now
playable but still marked GAME_NOT_WORKING due to general Naomi concerns).
[R. Belmont, Guru, Deunan Knute, Cah4e3]
- Completed partial dumps: Derby Owners Club II, Slashout, WWF
Royal Rumble, Gigawing 2, Moero Justice Gakuen, Wild Riders, Virtua Fighter 4
(cartridge) [Guru]
New games marked as GAME_NOT_WORKING
------------------------------------
The House of the Dead 2 [Guru]
Super Major League '99 [Guru]
Gun Survivor 2: Bio Hazard Code Veronica [Guru]
Club Kart: European Session [Guru]
The King of Fighters Neowave [R. Belmont, Guru]
Neo Geo Battle Coliseum [R. Belmont, Guru]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Dolphin Blue [R. Belmont, Guru]
The Rumble Fish [R. Belmont, Guru]
Knights of Valour: The Seven Spirits [R. Belmont, Guru]
> Sent: Sunday, September 06, 2009 7:25 AM
> To: submit@mamedev.org
> Cc: atariace@hotmail.com
> Subject: [patch] Deglobalize input.c
>
> Hi mamedev,
>
> These patches deglobalize input.c. The first adds running_machine to
> some driver apis. The (large) second patch adds the machine parameter
> to the most input_code_pressed apis (generated by script, not
> compilable). The last patch then actually changes those apis and
> others to take running_machine, and adds struct _input_private to hold
> the input state variables.
>
> ~aa
> Sent: Saturday, September 05, 2009 2:11 PM
> To: submit@mamedev.org
> Subject: I386: fix loop instructions when address_size is 16-bit
>
> Original code always assume address_size to be 32-bit
> The patch will use the correct size based on the status of the
> address_size flag.
>
> Sent: Friday, September 04, 2009 1:47 AM
> To: Aaron Giles
> Subject: Master Ninja
>
> this adds the basics of the 'Master Ninja' bootleg
>
> new clones
> -----------
>
> Master Ninja (bootleg of Ninja Gaiden) [f205v, David Haywood] (NOT
> WORKING)
>
> it needs work on the sprites and sound which are different to the
> original.
Sent: Thursday, September 03, 2009 12:25 PM
To: Mamedev Submission
Subject: Black Touch '96 improvements
I'm sending the complete file this time. Unzip it after applying the previous update.
It improves the sprite emulation (still wrong tho) Seems Seta/Taitoish
Sent: Thursday, September 03, 2009 4:50 AM
To: Mamedev Submission
Subject: gfxdecode fixes
This fixes the plane order in the gfx deodes for Black Touch '96 sprites, and Poke Champ sprites.
The Poke Champ backgrounds make absolutely no sense to me tho, it seems impossible to get the
colours in palette ram to align with the planes of the tile data, see the Korean flag ingame with
the obvious R/B colours in the palette which can't be achieved through any combination of order swapping.
Sent: Tuesday, September 01, 2009 12:05 PM
To: Aaron Giles
Subject: Little Robin debug code
I've added some verbose debug logging to the little robin 'vdp' writes,
which might come in handy.
I plan on looking at this further, but would rather check in these
changes as they give a clearer picture of what's happening with the VDP
which may help determine when it writes data, what modes it attempts to
set, and therefore allow more educated guesses at the expected behavior.
I can't imagine it will actually be too hard to get working, we're just
missing some key piece of information right now.
Sent: Tuesday, September 01, 2009 12:50 AM
To: submit@mamedev.org
Subject: Source diff
Here's a fix to get vandykeb up and running.
Please credit iq_132 . Thanks in advance. :)
> Sent: Sunday, 30 August 2009 20:58
> To: Aaron Giles
> Subject: mame update submission
>
>
> Hi Aaron,
>
> I meant to submit this before u3 came out but just been too busy with
> real
> life.
>
> So, I'll send it now before it gets overwritten again.. it doesn't
> appear to
> cause any problem in cojag but maybe you should do a quick check just
> to
> make sure..
>
> The changes (which are only for MESS): [Robbbert]
> - Added RGB 24-bit pixels (for Iron Soldier)
> - Added depth 0 and 1 to scaled bitmaps (for Val Disere Skiing)
> - Preliminary work on PIT support
>
> The files go into src/mame/video
>
> Thanks,
> - Robert
Basically the region array is processed, and the data from the accumulation
buffer where we render is now copied into the framebuffer depending on the
tiles specified in the tile list. This isn't full 'tile-based rendering' as
that would require more work on the preprocessing side, and writing out the
data pointers and data in real formats, however it's a step in the right
direction.
Currently only 565 formats are supported for both framebuffer write and
framebuffer read. The accumulation buffer is alwys 8888, data is converted
down to the specified format. The real accumulation buffer is 32x32 and
filled per tile, ours is still full screen.
The video update now just displays the framebuffer using the framebuffer read
parameters specified (again only 565 is currently supported) This allows the
Atomiswave bios screens and the rendered output to co-exist.
- Added mask ROMs for Mr. Driller 2 + clone program
New games marked as GAME_NOT_WORKING
------------------------------------
Mr. Driller 2 (DR22 Ver.A)
- added DISCRETE_START and DISCRETE_STOP functions to be called at device start/stop
- used these to move log code in disc_sys.c
- As a side effect, profiling measures log overhead as well
* Added 2 new Witch Card sets.
* Reworked inputs for Witch Card (german set 1).
* Created new inputs for Witch Card (english, witch game, lamps).
* Added and connected lamps for both sets.
* Added minimal bet and 50/60 Hz. switches to both sets.
* Added DIP switches info for Witch Card (german, set 2).
New clones added
----------------
Witch Card (english, witch game, lamps) [Roberto Fresca, Team Europe]
New games marked as GAME_NOT_WORKING
------------------------------------
Witch Card (german, set 2) [Roberto Fresca, Team Europe]