> 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
> 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.
>
> 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.
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
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.
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.
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. :)
> 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
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.
- Added mask ROMs for Mr. Driller 2 + clone program
New games marked as GAME_NOT_WORKING
------------------------------------
Mr. Driller 2 (DR22 Ver.A)
- 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
* 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]
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)
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.
- 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
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
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.
> 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
>
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
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.