--
Due to updateflip _always_ flipping visarea when flip is set (confusing!), visarea X was flipped twice when globally going from off->on, causing broken cocktail mode in a bunch of drivers (galaga, digdug, warpwarp, ..). This symptom turned up when these drivers were updated with 'raw' screen params, causing visarea-1 != screen width/height due to blanking area info inside width/height.
New games added or promoted from NOT_WORKING status
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Brasil 86 [Roberto Fresca, Rob Ragon]
Brasil 87 [Roberto Fresca, Rob Ragon]
Brasil 89 (set 2) [Roberto Fresca, Rob Ragon]
Brasil 93 [Roberto Fresca, Rob Ragon]
[ Out of whatsnew.txt ]
* I haven't implemented stereo yet. Is there an example of a modern sound core
that outputs stereo?
* Also added "MODERN" READ|WRITE handlers to sigma98b & hooked up read function.
* This should make all the games in sigma98b sound perfect (only because
none of them use stereo panning). Luca, I'll leave the flag removal up to your judgement.
* The ADPCM2 decoding in the funcube games sounds pretty good (be sure you're
running at 100% framerate though - they're demanding).
Screen update function is now per screen device
(it was before but was attached to machine driver)
MCFG_VIDEO_UPDATE -> MCFG_SCREEN_UPDATE
MCFG_VIDEO_EOF -> MCFG_SCREEN_EOF
EOF is now executed for all screens, so for all existing it
is defined just for one screen. This part will be updated in future.
Note that there are now screen_update and screen_eof virtual functions
for "modern" drivers which are called same as they did before.
All drivers are updated and in places where update function was separated per
screen I did name separate function.
This change will enable us to put screen definition fully into device.
-------------------------------
Point Blank 3 (GNN2 Ver. A) [Kevin Eshbach, hap, D. Edwardson, Paratech, ranger_lennier, M. Ponweiser, T. Petersen, Smitdogg, The Dumping Union]
Uchuu Daisakusen: Chocovader Contactee (CVC1 Ver. A) [R. Mucciarelli, W. Belk, Yohji, Roberto Malone, Smitdogg, The Dumping Union]
- fixed: if set to invisible(0xff), it could still show (due to 0x100-zoom), showed glitches in eg. koshien
- +12 made no sense, changed to +15 so it just always rounds up if low 4 bits are nonzero
- add note that bigsprite zoom implementation is incorrect
- Instruction cache emulated on '020 and later
- Fixed interaction between MMU and bfextu/bfexts/bfins
- Added fsgldiv, fsglmul, and fscc FPU instructions
- Fixed fault address in stack frame
- Fixed supervisor violation bit in MMU status register
- Add fmovem modes 1 and 3
- Various other MMU fixes
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Guilty Gear X 1.5 [gamerfan, TrevEB, Falcone, M. Viste, john666, Cah4e3, Smitdogg, The Dumping Union]
New games added as GAME_NOT_WORKING
-----------------------------------
Initial D Arcade Stage Ver. 2 (Japan) (Rev. B) (GDS-0026B) [The Dumping Union]
Initial D Arcade Stage Ver. 2 (Export) (GDS-0027) [Gerald, The Dumping Union]
Initial D Arcade Stage Ver. 3 (Japan) (Rev. C) (GDS-0032C) [f205v, The Dumping Union]