Refactor the display to use a buffer of the size of the total margins.
Remove the deprecated MCFG_SCREEN_REFRESH_RATE().
Try to synchronize the CPU on the vertical sync generated by mame
calling the screen_update() function.
Instead of a fixed CROM/CRAM configuration defined through macros,
make this a machine configuration parameter. You can now choose
between the 3 setups:
1 = 1K CROM, 1K CRAM, 1 S register bank
2 = 2K CROM, 1K CRAM, 1 S register bank
3 = 1K CROM, 3K CRAM, 8 S register banks
TODO: Some games which used to work in Salto do no longer work with
this driver, e.g. pacman7 from the allgames.chd
ys3 wants to load the intro disk first, but fails after loading the IPL. ys2 wants you to insert disk A (flop2) into the first drive (drive 0) at that screen, then press Enter.
notes: pinkswtsb (2006/04/06 MASTER VER.) and pinkswtsx (2006/xx/xx MASTER VER.) uses same U2 graphics content with 1 bad bit difference in pnkswtsb_u2.
normally after manual changes in roms BAD_DUMP flag must be raised, but here we have 4 dumps with almost identical contents (only two 128kb files different/changed from oldest to latest version), so 99.9% with these changes we have full good Pink Sweets U2 nand dumps now.
sad stats: 4 dumps, 2 of them was a bit bad, i.e. 50% cases - so bad quality components was used by Cave in theirs 'expensive' SH3 PCBs...
Turbosub had a ROM_COPY declaration with an expression ('ROM_COPY( "main_code", 0x18000 + 0x2000,...) and this simply did not work with the new model. This required changing ROM_* declarations to more resemble how they used to be and to perform the conversion on load.
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The Key Of Avalon 2.5 - War of the Key (server) (Rev B) [ShouTime, rtw]
The Key Of Avalon 2.5 - War of the Key (client) (Rev B) [ShouTime, rtw]
- Add NVRAM to Power Kick and Othello Derby; document the reset mechanism for the latter
- Add ticket dispenser to Power Kick (seems to work for the most part)
- Remove numerous bogus DIP switches
- Thoroughly reconfigure coin inputs in Power Kick, adding counters and lockouts for all three (including the "Key In" input that really isn't)
- More meaningful settings for the "Payout" DIP switch in Power Kick (based on program code)