Commit Graph

6765 Commits

Author SHA1 Message Date
Aaron Giles
b12ea76a0d Fixed stupid unidasm bug that double-counted bytes. 2009-09-06 22:37:41 +00:00
Aaron Giles
191fe9cdc3 > From: Atari Ace [mailto:atari_ace@verizon.net]
> 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
2009-09-06 22:28:58 +00:00
Aaron Giles
c15d83d0da added various notes + checksums for Chihiro board [Alex's Rom Dumping
Project, Mr Mudkips, Philip Burke]
2009-09-06 21:59:02 +00:00
Aaron Giles
ad2a5144ad > From: Gabriele Gorla [mailto:gorlik@penguintown.net]
> 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.
>
2009-09-06 21:56:17 +00:00
Aaron Giles
f0189a6234 > From: David Haywood [mailto:neohaze@nildram.co.uk]
> 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.
2009-09-06 21:52:31 +00:00
Aaron Giles
095f6923fd unidasm.c needs some type casts.
Juergen
2009-09-06 21:51:39 +00:00
Aaron Giles
e1d0914552 From: David Haywood [hazemamewip@hotmail.com]
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
2009-09-06 21:51:12 +00:00
Aaron Giles
34b73aeace From: David Haywood [mailto:hazemamewip@hotmail.com]
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.
2009-09-06 21:50:18 +00:00
Aaron Giles
a455f4e173 > This layout makes the lamping a little easier to read, and connects the
> various inputs up. It should now be possible to see everything that
> goes
> on in game, which makes it fully playable.

[AGEMAME]
2009-09-06 21:49:22 +00:00
Aaron Giles
cbcad6c378 From: David Haywood [neohaze@nildram.co.uk]
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.
2009-09-06 21:46:24 +00:00
Aaron Giles
bc1f1a449d From: David VanVoorhis [mailto:iq_132@hotmail.com]
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. :)
2009-09-06 21:44:37 +00:00
Aaron Giles
3745cd514f > From: Robert [mailto:pac0446@bigpond.net.au]
> 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
2009-09-06 21:42:59 +00:00
Aaron Giles
4ef3afec0a > From: David Haywood [mailto:neohaze@nildram.co.uk]
> Sent: Saturday, August 29, 2009 10:22 AM
> To: Aaron Giles
> Subject: [Fwd: some dumping additions]
> 
> added proms to scherrym [Team Europe]
2009-09-06 21:34:56 +00:00
R. Belmont
b7eefe60a6 Naomi/Atomiswave video hardware update [David Haywood]
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.
2009-09-06 20:44:05 +00:00
R. Belmont
e1d9781c93 Namco S10 minor update
- Added mask ROMs for Mr. Driller 2 + clone program

New games marked as GAME_NOT_WORKING
------------------------------------
Mr. Driller 2 (DR22 Ver.A)
2009-09-06 20:13:21 +00:00
Couriersud
1b22c69b58 Discrete emulation
- added node parameter to RC_(DIS)CHARGE_EXP
- added const where appropriate
- removed some dead code
2009-09-06 19:53:02 +00:00
Couriersud
c15bc6c38b Modified a comment 2009-09-06 18:38:50 +00:00
Couriersud
64c1866c1b Good bye for node->node 2009-09-06 17:36:56 +00:00
Couriersud
ac6238dc59 DSO_TASK_END now builds it's own dependence list.
- now simply DSO_TASK_END() ends a task
- updated drivers accordingly
- fixed dependence on disc_sys.c in sound.mak
2009-09-06 14:54:10 +00:00
Curt Coder
872eabafb2 Fixed 64-bit MSVC compile. 2009-09-06 13:51:54 +00:00
Curt Coder
814b15eaf3 Fixed 64-bit MSVC compile. 2009-09-06 13:48:20 +00:00
Curt Coder
09dc72412f Fixed 64-bit MSVC compile. 2009-09-06 13:40:00 +00:00
Couriersud
dfbdaa0357 Cleaned up task processing a bit 2009-09-06 13:35:13 +00:00
Curt Coder
778f268c74 Fixed 64-bit MSVC compile. 2009-09-06 13:33:41 +00:00
Yasuhiro Ogawa
a081ace60b New game addded
Kero Kero Keroppi no Issyoni Asobou [Team Japump!!!, Hau]
2009-09-06 12:37:37 +00:00
Couriersud
a2b2075dea 03240: topracra: Error Message: devcb_resolve_read8: unable to find input port 'IN0L' 2009-09-06 12:04:42 +00:00
Brian Troha
85512ecb2e Added missing rom to a GEI Poker set [Team Europe, Dumping Union] 2009-09-05 17:38:53 +00:00
Couriersud
9812bf4edf discrete wav and csv logs now are treated as nodes
- 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
2009-09-05 13:26:34 +00:00
Couriersud
e58e1a413a Added disc_syc.c as a container for core modules (output, task) currently. 2009-09-05 10:24:04 +00:00
Roberto Fresca
b776194d51 Golden Poker driver...
* 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]
2009-09-05 07:48:43 +00:00
Ryan Holtz
3548990629 Fixed carry handling in ADC, ADCI, SBC and SBCI opcodes. Fixes many SNES SuperFX bugs. [Harmony] 2009-09-05 04:34:51 +00:00
Ryan Holtz
652a7ca441 Made numerous corrections to SNES S-DD1 chip emulation, SFA2 and Star Ocean still do not boot [Harmony] 2009-09-05 00:46:41 +00:00
Couriersud
698949fe6a Discrete: Added DISCRETE_INPUT_BUFFER
Added DISCRETE_INPUT_BUFFER to use a stream to buffer an input node.
For input nodes with a lot of writes this prevents a stream_update 
on the whole discrete module which is very ineffective. Instead,
the data is buffered and the discrete emulation can process a lot 
of samples in one go later.
Updated dkong.c to use this instead of using the DAC device.
This change requires a recompile of all files referencing the discrete 
system. A "rm `grep -rl discrete obj/`" should do the trick (at least
on .+nix)
2009-09-04 20:15:48 +00:00
Scott Stone
810c3a67ef Fixed #03422: porter: Missing in-game graphics 2009-09-04 17:46:18 +00:00
Scott Stone
86ae64bcb2 Fixed #03426: wtennis: Missing ball sound 2009-09-04 17:44:56 +00:00
Scott Stone
521ae5e5b3 Cleaned up drivers that write files which are not being actively developed. Also, commented our or changed the printf-ing of some messages to LOGERROR.
Comments:
I did this largely due to the difficulty in running regression testing - scanning the text as it flows to the screen has been becoming increasingly annoying, mostly due to excessive amount of specifc printf's used in some instances.  Putting them into LOGERROR keeps them available and makes them transparent to the normal end user.  As for the files, if a driver is not in active development (it's been over a year on Raiden/Seibu - High Seas Havoc almost 3 years), they shouldn't need to output files.
2009-09-04 16:38:57 +00:00
Michaël Banaan Ananas
b62bb71918 fixed another NULL tilemap crash,
mametesters bug 3421
2009-09-04 13:21:14 +00:00
Curt Coder
1c56a127d5 Added preliminary Zilog Z8 CPU core for MESS. 2009-09-04 12:40:47 +00:00
Ryan Holtz
f09c9059f9 Added a compile-time flag to select between ABI and Manual register names in the MIPS core. [Harmony]
Fixed a MESS-side compile warning in the SNES S-DD1 code. [Harmony]
2009-09-04 11:40:49 +00:00
Ryan Holtz
faf695bfc9 SNES updates: [R. Belmont, Harmony]
- Corrected ROM loading behavior for SuperFX games
- Added more ROM mirroring needed by certain SuperFX 2 games
- Corrected the behavior of certain bit-restricted SuperFX registers.  Doom, Yoshi's Island, Dirt Trax FX and Voxel Demo show things now.
- Improved S-DD1 emulation, neither game using S-DD1 boots yet
2009-09-04 05:00:05 +00:00
Jonathan Gevaryahu
7e1e776505 Add loopback mode and counter/timer modes 3 and 6 to 68681 DUART, self-tests now pass in dectalk in MESS. [Lord Nightmare] 2009-09-04 02:43:24 +00:00
Ryan Holtz
b54790792a Fixed numerous opcodes in the AVR8 core [Harmony]
Fixed a register naming issue in the MIPS core [Harmony]
Numerous SuperFX updates: [Harmony]
 - Hooked up RAM and ROM buffering
 - Inlined several more functions
 - Removed debug spew
 - Added the ability to define an external IRQ line callback, and hooked it up to the 65C816
 - Fixed flag calculation for HIB opcode
 - Hooked SuperFX chip up to the SNES machine driver
2009-09-03 23:53:43 +00:00
R. Belmont
85d9b4decb M377xx: fix CLB/SEB when not in bank 0 2009-09-03 23:21:51 +00:00
Michaël Banaan Ananas
78dd38f508 fixed crash: mametesters bug 3420 2009-09-03 21:10:34 +00:00
Couriersud
73b9245008 03416: bradley: Exits with DISCRETE_ADJUSTMENT_TAG - NODE_88 has invalid tag.
- removed old bzone sound code as well.
2009-09-03 19:19:29 +00:00
Aaron Giles
a0dc0e0196 Added new function mame_fclose_and_open_next() which will close a file
and then keep searching the searchpath for the next valid file. Did some
internal rearranging in fileio.c to make this work.

Changed cheat search so that it loads *all* cheat files in all search
paths. Note that it is easy to end up with duplicate entries this way.
Some currently disabled code is present which filters out duplicates,
but the logic for doing this is quite unclear with the presence of
text-only cheats, which is why the code is disabled for now.
2009-09-03 15:54:07 +00:00
Michaël Banaan Ananas
43b28f89a5 (slightly darker shadows) 2009-09-03 12:34:25 +00:00
Aaron Giles
214379d953 > From: Pugsy [mailto:pugsy@gmx.net]
> Sent: Sunday, August 30, 2009 6:00 PM
> To: submit@mamedev.org
> Cc: upstephh_wip@yahoo.com
> Subject: Added display of cheat comments
> 
> Hi
> 
> One more cheat engine related change. This diff was made against u3
> with the last two diffs I sent
> already applied.
> 
> This patch reintroduces the display of the individual cheat comments,
> in the old cheat engine this
> worked by showing SET,ON or OFF in reverse video to show there was a
> comment available which could
> be displayed by pressing Shift + Enter. I've done things slightly
> different though as I've added a
> display comment key of SPACE along with a different way of showing that
> a comment is available.
> 
> It now works automatically as soon as you move over a cheat with a
> comment it uses popmessage to
> display the comment. As soon as you move or press any key (other than
> space) it nulls the
> popmessage, and by pressing space it will redisplay the comment which
> is handy if the comment is a
> lengthy one.
> 
> To see it in action look at the bottom two cheats in mslug (or any
> neogeo game for that matter).
> 
> Martin 'Pugsy' Pugh
> 
> 
> MAME Cheat File Maintainer http://mamecheat.co.uk
> Gamebase64 Team Member http://www.gamebase64.com
>
2009-09-03 09:15:18 +00:00
Aaron Giles
959fcd6269 From: Pugsy [pugsy@gmx.net]
Sent: Friday, August 28, 2009 5:20 PM
To: submit@mamedev.org
Cc: upstephh_wip@yahoo.com
Subject: Add 'Reload All' to cheat menus

Hi

This update I made against u3 with the last diff I sent already applied. What this does is to add a
'Reload All' option to the cheat menus. This allows you to edit/replace the XMLs and see the changes
quickly, without this patch you have to exit and restart MAME to see any cheat file changes.

Martin 'Pugsy' Pugh


MAME Cheat File Maintainer http://mamecheat.co.uk
Gamebase64 Team Member http://www.gamebase64.com
2009-09-03 09:01:59 +00:00
Aaron Giles
6b159dfd11 From: Sandro Ronco [mailto:sandro.ronco@alice.it]
Sent: Wednesday, August 26, 2009 5:57 AM
To: submit@mamedev.org
Subject: MAME cheat search engine

This is a diff of my cheat search engine with help of Pugsy.  
This is only a first part, not has the same functions of the old search engine, but is better than nothing

I have update the search engine to support search of byte, word, dword
and qword signed and unsigned.
2009-09-03 08:54:11 +00:00