the bios and turn off JP1 as part of the installation. A v1 bios flash is included, but
you aren't forced to use it. [smf]
Moved G-NET protection out of ATAFLASH and into individual devices for each type of card [smf]
Implemented enough analogue control reading on ZN1/ZN2 for RC De Go & Go By RC [smf]
Fixed ZN1/ZN2 DSW descriptions [smf]
Added build dates and times to G-NET game descriptions [smf]
New machines added or promoted from NOT_WORKING status
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Shikigami no Shiro - internal build (V1.02J 2001/09/27 18:45) [rtw, ShouTime, smf, O.Galibert]
Go By RC (V2.03O 1999/05/25 13:31) [smf]
RC De Go (V2.03J 1999/05/22 19:29) [smf]
05928: nbajamex: game crashes / nvram gets corrupted
- Emulated the Acclaim RAX sound board, adding sound to Batman Forever and NBA Jam Extreme [Phil Bennett]
- Hooked up extra NVRAM in NBA Jam Extreme [Phil Bennett]
Use standard uint64_t, uint32_t, uint16_t or uint8_t instead of UINT64, UINT32, UINT16 or UINT8
also use standard int64_t, int32_t, int16_t or int8_t instead of INT64, INT32, INT16 or INT8
with the following games
Time Scanner (TS 2.0, Magnet System, prototype)
Exzisus (EX 1.0, Magnet System, prototype)
Xain'd Sleena (SC 3.0, Magnet System, prototype)
this is a checkpoint, there is a sizeable ToDo list but I think this is a good enough state for initial inclusion before working out the remaining issues. ArcadeHacker has the hardware working for questions etc.
I would especially appreciate help with sound (haven't a clue how it hooks up, tried lots of things, no luck) and some help in going over the CPU comms, especially with the sprite CPU as I think I must be missing something important. Likewise help from somebody more familiar with the floppy code from MESS so that it can use that, I had no luck in getting it to work with the copy protection or from a rom region, I've kept all floppy related code in a device so it's very easy to swap out so for now what I've got isn't intrusive.
note, very weird idea for a system, they've ported 3 arcade games from other manufacturers, original titles were advertised, but it's likely nothing more of the system exists.
the system uses 5 PCBs, one Z80 on each and instead of having dedicated sprite / tilemap chips they have the Z80s doing software rendering, using 8bpp framebuffers. 2 of the boards are for background planes, 1 of the boards is for sprites. The hardware has various memory expansions which look like afterthoughts as they're addressed in strange ways.