- Hooked up palette bank selector from schematics, though I am not sure if it is actually used by the code
- Changed set names to match title screen, which is why baseball is spelt as "Base Ball"
Added #include "deprecat.h" where necessary to make this happen.
Cleaned up cpuexec.c/.h to latest core style.
Cleaned up implementation of extended INP header in inptport.c.
Removed external access to cycles_currently_ran().
Replaced use of cycles_currently_ran() in v9938 code with mame_rand(), since that is effectively the same thing. :)
Subject: 1942.c 1943.c segas16a.c segas16b.c system16.c DIPs
Made some minor improvements to 1942.c & 1943.c DIPs.
Improved segas16a.c, segas16b.c & system16.c DIPs and added DIP
locations from manuals.
Subject: Fixed MAME Testers bug STRAHL0122u6YEL
Hello. Attached diff fixes the bug STRAHL0122u6YEL. Sprites are simply
allocated in a different memory range from all other nmk16 games.
Regards.
Subject: Update for galpani2 driver
Hi,
Here's a small update for gals panic 2, the diff is made against 122u7.
I've resolved all unknown dips according to kaneko's docs, unified
memory maps of both CPUs and repositioned a pair of graphic ROMS.
Regards,
LFaria
Subject: AGEMAME upstream patches for u8/0.123
I thought I'd push a few minor coding improvements in now, while I still
have something resembling free time.
Firstly, I've made a few changes to the 6840 interrupt handling, to be
more like that in the 6821 driver, and to hopefully reduce the IRQ
swamping that could occur using the old setup. In the process, I've
added the 6840 IRQ handler to the wire-OR in the MPU4 driver, as that's
what the schematic shows (there's just one track for each interrupt
class, all the way down the PCB to the cartridge loading point). Since I
was looking at that, I made MPU4 games that didn't use a CRT as
screenless as they can get at present, and altered the logging options
to avoid a redefinition issue if you wanted the core and driver portions
to log at different levels.
Scorpion 2 has also been altered to match the MPU4 coding style, where
proper handlers re now included for the stepper motor data, which can
then be expanded on in AGEMAME.
* full memory maps
* partial machine driver removes need for replicating filtering logic
* updated all relevant drivers
Cleaned up Time Pilot and Tutankham drivers:
* correct clocks where possible
* merged memory maps
* fully decoded memory maps
* replaced hacky sprite rendering in Time Pilot with partial updates
* save state support
* removed Power Surge kludge, replaced with unmapped handler control
* Tutankham runs at 60fps, with IRQs every other frame
* Proper IRQ ack in Tutankham
Subject: proper fix for stadhero0122u3gra
Fixes Demo Sound DIP.
---
From: RansAckeR [mailto:RansAckeR@pandora.be]
Subject: system1.c dips / wboy3_0119u3gra fix
Fixed wboy and chplft DIPs according to manuals and added diplocations.
Also fixes wboy3_0119u3gra:
"Clone wboy3: In this clone, you get 2 lives less than indicated in the
dipsw menu. So, instead of 3, 4, 5 (or infinite) lives, you respectively
get 1, 2, 3 (or infinite)."
---
From: RansAckeR [mailto:RansAckeR@pandora.be]
Subject: fix for zerohour0122u6gra
Fixed Bonus_Life DIP values.
You might want to adjust the example in
http://mamedev.org/devwiki/index.php/DIP_Switches_in_MAME accordingly.
---
From: RansAckeR [mailto:RansAckeR@pandora.be]
Subject: seta.c DIP locations
Added dip locations from manuals for extdwnhl and zingzip.
---
From: RansAckeR [mailto:RansAckeR@pandora.be]
Subject: zaxxon.c dip fixes
Improved DIP switches for zaxxon and congo from manuals and added dip
locations.
---
From: RansAckeR [mailto:RansAckeR@pandora.be]
Subject: rockola.c dip fixes
Improved DIP switches for vanguard, zarzon & nibbler and added dip
locations according to manuals.
---
From: RansAckeR
Subject: sega80r.c yard.c kaneko16.c DIP improvements
Improvements to sega80r.c, yard.c & kaneko16.c DIPs.
Added DIP locations to yard.c and kaneko16.c.
longer used. Source needs to be recompiled because of the changed enum.
- Changed copybitmap and copyscrollbitmap:
There are now 2 versions of each, one without and with transparency:
void copybitmap(mame_bitmap *dest,mame_bitmap *src,int flipx,int flipy, int sx,int sy,const rectangle *clip);
void copybitmap_trans(mame_bitmap *dest,mame_bitmap *src,int flipx,int flipy, int sx,int sy,const rectangle *clip, pen_t transparent_pen);
void copyscrollbitmap(mame_bitmap *dest,mame_bitmap *src, nt rows,const int *rowscroll,int cols,const int *colscroll, const rectangle *clip);
void copyscrollbitmap_trans(mame_bitmap *dest,mame_bitmap *src, int rows,const int *rowscroll,int cols,const int *colscroll, const rectangle *clip, pen_t transparent_pen);
The version without _trans is the equivalent of the old TRANSPARENCY_NONE, The *_trans version is the equivalent
of the old TRANSPARENCY_PEN. The old TRANSPARENCY_COLOR mode is done via calling *_trans version and passing in
the pen that has been looked up via machine->pens[].
So for example, copybitmap(..., TRANSPARENCY_COLOR, 0) becomes
copybitmap_trans(..., machine->pens[0])
- Changed all drivers to the new calls. Suprising how few drivers still use these functions.
Most have still not been converted to tilemaps, or they are still writing to a tmpbitmap
which gets copied over to the real bitmap in VIDEO_UPDATE.
- Changed machine->screen[0].visarea to 'cliprect' where appropriate.
- Tried improving on the ROM mirroring, without any success. Maybe somebody could look into it -- right now it requires all kinds of trickery and even a memcpy ;) All I know is that everything that's there right now is needed otherwise either the game fails the ROM test, or Galaga crashes
Properly tagged m52 and m62 sound boards, plus variants.
Updated all connected drivers.
Merged memory maps.
Proper video timing in 10 yard fight.
Converted troangel to tilemaps.
Moved definitions to header files.
Corrects 68301 base clock as 50MHz / 3 (16.66666MHz) as all the Seta2 hardware has a 50MHz OSC.
Secondary OSC are for other chips (28MHz and or 32.53047MHz)
This purely a skeleton driver. Someone who knows anything about the m68k will likely be able to make great progress with this one.
"Galaxy Games" is a trackball-based, cocktail, multi-game cab released in 1998. It has 7 games built into the BIOS, but can also take 4 cartridges. Namco apparently licensed some software to the company who makes it (two player simultaneous Ms. Pac Man - using trackballs?!).
The company's webpage is here: http://www.cesgames.com/
They also have ROMs for their Classic Collection games available for download. There's no information about the Classic Collection hardware, but I'm guessing it's very similar to the Galaxy Games hardware. These can be likely added at a later date.
It looks like the softwarethis.com fellow has a Namco cart, but was unable to dump the ROMs?
BIOS ROMs are uploaded to /roms/g/galgbios.zip and Wiki is updated with skeleton status.
* fixed wrong resistor value (22K to 2.2K) - verified on spelunkr and kidniki hires pcb pictures
* Changed resistor network calculation based on assumption that cs line is active either on tiles or sprites color prom.
- Background smoothing now happens at the same time as the background is drawn
- Our smoothing PROMs are half the size shown on the schamatics. The schematics shows A8-A10 connected, indicating 8 different smoothing tables. Our dumps are only 0x400 bytes long, half the size they should be. I marked them BAD_DUMP and the game IMPERFECT_GRAPHICS