----------------
The Big Breakfast (5 sets) [AGEMAME Development]
---------- Forwarded message ----------
From: AGEMAME Development <agemame@gmail.com>
Date: Thu, Nov 5, 2009 at 9:12 AM
Subject: Re: Big Breakfast ROMs - resend
To: submit@mamedev.org
Just realised the parent/clone settings were wrong, since I'd been
testing them all as parents. This is now fixed.
AGEMAME Development wrote:
>
> Added more Big Breakfast ROMs for testing purposes. The sound ROM is the same as the original, but the split sets are at:
>
> http://agemame.fruit-emu.com/bb/
Improved Super Nova sprite shrinking, used by Gals Panic S2 and Sengeki Striker [David Haywood]
Date: Thu, 05 Nov 2009 13:13:25 +0000
From: David Haywood <neohaze@nildram.co.uk>
CC: Philip Bennett <p.j.bennett@gmail.com>
Subject: Re: fix for mantis 3509 (skns)
Just noticed that I left a debug line in which turned off column scroll, gals panic 4 wasn't very happy about that ;-) use this instead
-----
David Haywood wrote:
This patch replaces the previous one and also fixes mantis 3498
With both these fixes Sengeki Striker looks much, much better than it did in 135 ;-)
-----
David Haywood wrote:
http://mametesters.org/view.php?id=3509
I'm not 100% convinced by this, but it at least fixes the text problem, and the enemies look much better in sengekis when you shoot them down.
This only affects the games where the special 'srhink' flag is set. There are still general precision issues with the normal sprite placement / zooming in the emulation tho, the Jackie Chan games make it very obvious
Ultimate Tennis (Japan) - NOT WORKING
Touche Me
Comments:
Ultimate Tennis is waiting for some special code in order to boot - so it doesn't work past playing the introduction music. Touche Me fit into ladyfrog.c driver pretty well - graphics layout needs to be adjusted as the sprites are wrong (or bad rom?). I added DIP LOCATIONS for that driver while I was there and verified all that I could for Touche Me.
* Added Nested Task flag, and I/O Privilege flags. They aren't
implemented in any way, but can now be set or reset. Can be used to
detect a 80386 or later CPU.
* Implemented ENTER instruction.
* Made IRQ vectors treated as 8 bytes when in protected mode, and made
the addresses pushed onto the stack 32-bit if the gate descriptor used
is a 386 interrupt or trap gate (also when in protected mode, will
always be 16-bit if in real mode).
---------- Forwarded message ----------
From: Barry Rodewald <bsr@xnet.co.nz>
Date: Tue, Nov 3, 2009 at 10:12 PM
Subject: i386 update
To: submit@mamedev.org
Hi,
Here's a few small fixes for the i386 core, based from the work I've
been doing on emulating the FM Towns in MESS. Mostly based from the
i386 Programmer's Reference Manual.
The fixes are as follows:
* Added Nested Task flag, and I/O Privilege flags. They aren't
implemented in any way, but can now be set or reset. Can be used to
detect a 80386 or later CPU.
* Implemented ENTER instruction, this is used by the FM Towns version of MS-DOS.
* Made IRQ vectors treated as 8 bytes when in protected mode, and made
the addresses pushed onto the stack 32-bit if the gate descriptor used
is a 386 interrupt or trap gate (also when in protected mode, will
always be 16-bit if in real mode).
I've tested a few i386 games (Seibu SPI, PC-AT, and Wolf System) in
MAME 0.135, with no obvious regressions.
Diff is based on MAME 0.135.
Thanks,
Barry Rodewald
mailto:bsr@xnet.co.nz
- Renamed driver to igs011.c and cleaned it up
- Renamed some sets according to chinese title
- Implemented hopper in lhb, lhb2, wlcc
- Decrypted ryukobou
New clones added
----------------
Mahjong Ryukobou (Japan, V030J) [Luca Elia, Guru, Dyq, Bnathan]
New games marked as GAME_NOT_WORKING
------------------------------------
Mahjong Nenrikishu SP [Guru, Dyq, Bnathan]
Removed Namco devices from bootlegs which don't have them. [David Haywood]
From: David Haywood <neohaze@nildram.co.uk>
Date: Sat, Oct 31, 2009 at 6:47 PM
Subject: Re: Top Racer
Cc: Philip Bennett <p.j.bennett@gmail.com>
David Haywood wrote:
>
> this documents which of the Pole Position bootleg (Top Racer) sets have copied Namco customs, and which don't. Added board information about the bootleg board that DOESN'T have them.
>
> It also removes the Namco devices I could get away with removing from the bootlegs which don't have them.
>
> Renamed sets to reflect these changes.
- Merged in some IGS031 based games (igs_m68.c, tarzan.c)
- Implemented tiles flip x and video disable
- Added hopper simulation to mgcs
- Decrypted mgdh
Almost complete decryption of starzan and tarzana [iq_132]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Mahjong Super Da Man Guan II [Luca Elia, Pierpaolo Prazzoli, Guru, Xing Xing]
Mahjong Man Guan Da Heng [Luca Elia, Guru, The Dumping Union]
New clones added
----------------
Tarzan (V107) (not working) [iq_132]
New games marked as GAME_NOT_WORKING
------------------------------------
Super Tarzan [f205v, Mirko Buffoni, iq_132]
----------------
Super Street Fighter II: The New Challengers (Hispanic 930911) [Artemio]
New games marked as GAME_NOT_WORKING
------------------------------------
Mega Man 2: The Power Fighters (Hispanic 960712) [Artemio]
Date: Thu, 29 Oct 2009 20:26:27 +0000
From: David Haywood <neohaze@nildram.co.uk>
User-Agent: Thunderbird 2.0.0.23 (Windows/20090812)
MIME-Version: 1.0
To: Philip Bennett <p.j.bennett@gmail.com>
Subject: new zero team
new zero team uses copd3 not copd2, so I've changed it to not call the
copd2 functions. not very tidy for now, but it's a work in progress.
the table it uploads (encrypted mcu code probably) is identical to the
table raiden2/dx 'v33' version uploads....
this should be applied after the previous patch
Date: Thu, 29 Oct 2009 19:56:07 +0000
From: David Haywood <neohaze@nildram.co.uk>
CC: Philip Bennett <p.j.bennett@gmail.com>
Subject: Re: Seibu Notes
This is an updated version of the previous patch (which replaces it)
It shows the data tables in an alternative arrangement too, which makes
it easy to cross-reference the tables between games and highlights a
couple of cases which might make for interesting real hardware testing.
David Haywood wrote:
> oh, and I renamed the set for the gundam game to save my sanity,
> grainbow is much easier to remember than every word abbriviated to 2
> letters ;-)
>
> David Haywood wrote:
>> I added some notes to the seibu cop stuff.. just to reflect current
>> feelings (which haven't really changed much)
>>
>> I've documented the various tables the games upload, and the
>> mechanism by which they're uploaded in the text. Hopefully it makes
>> more sense visually than trying to follow the code. The same should
>> be done for the other opeations which are understood.
>>
>> This should also help when trojanning as it will be possible to add
>> notes near the various commands.
>>
>> As I've said before, if you have any questions about this lot, feel
>> free to ask.
>>
>> The CopD3 ones are different, I haven't documented those because IMO
>> they're a plain MCU with encrypted code instead.
---------- Forwarded message ----------
From: David Haywood <neohaze@nildram.co.uk>
Date: Thu, Oct 29, 2009 at 11:14 PM
Subject: Ddayc
To: Philip Bennett <p.j.bennett@gmail.com>
this adds the 2nd button back to ddayc, you hold it when firing to do
long shots.
the parent doesn't have this feature, and the clone has been
unplayable since mame 0.100 because the button was removed thus making
it impossible to shoot enemies at the top of the screen before they
kill you.
From: Mamesick <mamesick@libero.it>
Date: Fri, Oct 30, 2009 at 9:44 AM
Subject: Fixed bug 03496
To: submit@mamedev.org
As title says, this is a fix for bug 03496.
Date: Fri, 30 Oct 2009 07:45:37 +0000
From: David Haywood <neohaze@nildram.co.uk>
To: Philip Bennett <p.j.bennett@gmail.com>
Subject: Pole Position
this adds the extra z80 + tms to the machine driver at least. haven't
managed to figure out how they're used yet tho.
Galaxian driver changes: [luigi30]
* Crystallized some clock speeds, put ?s near ones that didn't look correct
* Changed references to galaxiaj in game names to galaxiana
From: Luigi30 <luigi30@gmail.com>
Date: Thu, Oct 29, 2009 at 5:53 AM
Subject: Galaxian driver stuff
To: submit@mamedev.org
Crystallized some clock speeds, put ?s near ones that didn't look correct
Changed references to galaxiaj in game names to galaxiana
Moved kamakazi3 to the nolock input template, fixing bug 3378
* Added JF table decode function.
* Added ABS, IMAC, and TFR2 opcodes.
* Fixed various flags for TST, INC24, SUB, CMP, and CMPM.
* Added hack to DO function to accommodate for the CPU core's inaccurate math.
(Polygonet Commanders goes 'ingame' yet again, but it's because of a hack I added
to the hardware DO function to ignore negative values. The do loop, of course, should
not be getting negative values, but that will require accurate math functions with
accurate rounding and limiting, and I'm not there yet. Oddly enough, i've also
broken the sky ROZ layer.)
- Added later version of analog I/O board program [Alex]
New games marked as GAME_NOT_WORKING
------------------------------------
Airline Pilots DX [ANY, The Dumping Union]
Date: Wed, 28 Oct 2009 13:57:27 +0000
From: David Haywood <neohaze@nildram.co.uk>
To: Philip Bennett <p.j.bennett@gmail.com>
Subject: Turbo Outrun Megatech
After talking with ANY and a few other people I've decided to change the
rom being used by the MegaTech version of Turbo Outrun.
In all other cases the roms in Megatech carts match the Genesis roms
(and have the same Sega part numbers where we know them)
In the case of the Turbo Outrun dump, 1 byte differed. This seems
highly unlikely, and the Megadrive dump has been verifeid by multiple
sources. ANY suspects the mask rom in his cart has developed a fault.
I've left documentation of the old dump in the file, just in case
another cart comes along which is the same as the one dumped (as long as
it isn't the same cart ;-) but chances are it's just a bad rom.
> -----Original Message-----
> From: Arthur Peale [mailto:arthurpeale@gmail.com]
> Sent: Monday, October 26, 2009 8:46 PM
> To: submit@mamedev.org
> Subject: Seattle Driver - Rush, Specifically.
>
> I've noted confusion as to where the "abort" button is for this game.
> This change labels the button for ease of use.
>
> --
> http://www.pealefamily.net
* Completed the New Lucky 8 Lines / New Super 8 Lines hardware/PCB layout.
* Added New Lucky 8 Lines (set 3, extended gfx).
This set has the New Lucky 8 Lines / New Super 8 Lines program, so bets are up to 64.
Same extended tileset for reels, but lacks of the New Super 8 Lines title tiles.
Maybe is a hidden feature, maybe just graphics for another hack.
* Added technical notes.
New clones added
----------------
New Lucky 8 Lines (set 3, extended gfx) [Roberto Fresca, Darklord & Team Europe]
- Support PMOVE modes from PMMU
- Allow the FPU to be used for both '030 and '040
- Add byte and word FPU loads/stores
- Fixed buggy FPU 64-bit stores in the (An) addressing mode
If anyone has any ideas on how to sanely handle the 68k FPU's 96-bit "take
that, Intel" mode let me know ;-)
The fix consists of two parts: I added user2/user3 regions full of 0s to avoid bankptr problems and I added all bios sets to the key table to avoid zn_sec problems.
Now bios sets reach a nice "Error B930 - Cannot Find Program Rom" blue screen instead of crashing MAME.