side-note: CX4_read should return open_bus as well in a few cases, but passing an address_space to the handler would require more changes than are worth right now (especially because no game needs it). It will be taken care of when I convert all add-on chip handlers to become read/write handlers...
- Fixed a bug in SPC7110 handlers (now Tengai Makyou Zero test reaches RTC tests and fails them, instead of getting stuck at MUL/DIV tests)
- Implemented very preliminary (and currently broken) SPC7110 RTC emulation
- Updated DSP2 handlers to better reflect Overload's docs (problem and fix actually found by byuu)
- Updated add-on chips handlers to reflect byuu's findings
snes.c: moved some more variables to driver state, set a few addresses as open bus and slightly changed SuperFX handlers not to access SNES WRAM [Fabio Priuli]
- BCD packed decimal now supported, including k-factor
- Improved FSAVE/FRESTORE including FPU reset when restoring a NULL frame
- FREM instruction supported
- Better disassembly of FPU instructions
Hooked up default NVRAM for Golly Ghost / Bubble Trouble [David Haywood]
clones
---
Moon Base (set 2) [jmurjr, D. Maeby, Charles MacDonald, The Dumping Union]
Vapor Trail - Hyper Offence Formation (World revision 3?) [f205v, Tirino73]
Cherry Bonus III (alt, set 2) [Anonymous]
new NOT WORKING games
---------------------
Lucky Boy / Poker 72 [David Haywood]
Interesting note: There is only 1 day difference between this revision and the LA3 revision. So there must have been some outstanding issue / bug for a 1 day fix ;-)
New Clone Added
-------------------------------
High Impact Football (rev LA2 12/26/90) [A. Hoekman, tormod, Smitdogg, The Dumping Union]
segaybd.c: Redumped IC26 for Rail Chase, added PCB board ID numbers and corrected the rom names for Rail Chase [ANY]
New Clone Added
------------------------------------
Rail Chase (World) [Dumping Union]
-----------
Oriental Legend / Xi You Shi E Zhuan (ver. ???, Chinese Board) [Anonymous]
Knights of Valour Super Heroes / Sangoku Senki Super Heroes (ver. 103, CN) [Anonymous]
Martial Masters (ver. 102, 101, 101CN) [Anonymous]
- Added proper sprite priorities
- Added pseudo-hires effect
out of whatsnew: in the code there is also the hookup for a small artifact hack which blurs hires and pseudo-hires pixels like on a tv. this will be a Driver Config in MESS (Off by default) and won't affect any MAME driver. Moreover, I plan to commit soon a more verbose version of the current code, with more comments to better describe the way priorities work and to stress where the artifact hack enters into play (namely, where the "OPTION" input is read)
Texture tiles are in to ll/lm/um/uu order. By extension, sprites are
probably the same.
Texture tilemap low rom is 16bits le (or be if you _swap them but they
don't seem CPU reachable anyway), with bits 0-15 of the tile numbers.
Texture tilemap high rom is 4bits/tile with bits 16-17 and two
attribute bits (probably x/y swap, rarely used, needs to be checked).
Point roms ae 32be, text in the header of the ss23 games proves the
"be" part, and addresses inside refer to 32-bits blocks. They're
CPU-reachable.
Duplicate roms are put in a "dups" region.
* Added a second set of Jolly Card Professional.
Documented the code differences.
* Added another Royal Vegas Joker Card set, from Mile.
These sets aren't intended to work with coins. Only remote credits
are allowed. There are external modules that can manage up to 4
machines simultaneously, adding/removing/watching credits.
* Added default NVRAM to the above sets.
* Added proper inputs and DIP switches to vegasmil.
* Replaced the jolyc980 default NVRAM with one totally clean.
Temporal and total meters are cleared to zero.
New clones added
----------------
Jolly Card Professional 2.0 (MZS Tech) [Roberto Fresca]
Royal Vegas Joker Card (fast deal, Mile) [Roberto Fresca]