* Added missing PALs as reference to most of remaining sets
* Dumped and added TK24B1.1A to dynwar [Corrado Tomaselli]
* Fixed LW-13.10D rom loading in forgottn to match real pcb
* Identified, verified and documented a ton of pcbs, adding/fixing missing/wrong infos as ROMs labels and positions, B-Board, C-Board and CPSB IDs, PALs [Stefan Lindberg, Dlfrsilver, MKL]
* Reordered all sets per release date in cps1.c and video\cps1.c
* Updated games table in video\cps1.c and added some notes on PALs table
* Minor cleanups
Correct rom names as per labels which lists the sum16 values of the roms.
Marked the tms320e15.bin as BAD_DUMP with a note about it being hand repaired.
Eventually the MCU from this PCB will be sent for decapping to compare against what we have.
New Clone Added
--------------------------------
AmeriDarts (set 3) [Brian Troha, The Dumping Union]
Standardized rom names, reordered the Mortal Kombat sets to descending order like all the other sets. Added "Prototype" to the Trog PA6 game description.
New Clone Added
--------------------------------------
Terminator 2 - Judgment Day (rev LA4 08/03/92) [Gor, Smitdogg, The Dumping Union]
- Updated parse_ini_file so before INI is loaded set of driver name is done, and therefore needed callback is executed.
This fixes issue that when running MESS you are able to mount images even if you did not start driver directly, before this change we got unknown ini options warnings. (no whatsnew)
Made better use of PORT_INCLUDE / PORT_MODIFY
New Clone Added
-------------------------------------------
Wild Fang [Stefan Lindberg, The Dumping Union]
Not working as the CPU FD1094 317-0069 isn't dumped.
New Clone Added
------------------------------------------------
Juuouki (set 5, Japan, FD1094 317-0069) [Stefan Lindberg, The Dumping Union]
Tokio/Scramble Formation (japanese?, newer) [Guru, Roger Coltrane, Smitdogg, The Dumping Union]
cleaned up chip locations for tokio sets to be consistent.
(controlled by a #define like the SH-2 core) [Atari Ace]
---------- Forwarded message ----------
From: Atari Ace <atari_ace@verizon.net>
Date: Mon, Jul 5, 2010 at 3:50 PM
Subject: [patch] Fixup non-DRC rsp core
To: submit@mamedev.org
Cc: atariace@hotmail.com
Hi mamedev,
This patch fixes the non-DRC rsp core to be buildable again
(controlled by a #define like the sh2 core). It also cleans up the
whitespace/commented-out code in that core as well.
~aa
* Corrected the way the steering wheel is hooked up, fixing the jittery
steering in the sets with MCUs.
* Added a new layout file for the bootleg sets without MCUs (topracern and polepos2bi).
* Converted clock frequencies to crystal values from xtal.c.
* Added correct ROM names for the Namco-manufactured sets (polepos and polepos2).
* Completely removed the unused global variable polepos_gear_bit.
* Fixed a couple of bootleg ROMs that were very likely bit-rotted.
* Added official SNK Playmore title catalogue
* Identified and tagged all MVS sets which were not officially released for the AES system
(according to official SNK Playmore title catalogue and Neo-Geo Masterlist)
* Several sets have been identified (AES / MVS VERSION) and tagged properly
* Documented MULTI PLAY MODE (unemulated); Missing MCU
* Updated game PCB information
* Renamed kof99n to kof99k (KOREAN VERSION)
* Renamed P's in mslug3 to correct chip label, added SMA comment
* Renamed ROMs in jockeygp according to original cart, added some comments
* Renamed ROMs in vliner/vlinero according to original cart, added some comments
* neodrvr.c cleanup
- new rendering code
- preliminary zooming (based on lookup table)
- preliminary communication between main and sound cpu
- scanline interrupts and scroll
New Clone Added
--------------------------------------------
Street Fighter Zero (Hispanic 950718) [Layne, N. Francfort, R. Mucciarelli, Smitdogg, The Dumping Union]
- kyros
- kyros (alt, original MCU dump?)
- arkanoid (I think the supported MCUs are bootlegs..)
- blackt96
- amerdarts
- cshooter
- josvolly (there are other chips still need decapping)
- invasnab (i'm not convinced this one is good)
- pasha2
- empcity
- topshoot
- topbladv (no CPU core for this yet)
- officeye (no CPU core for this yet)
- revx
Added the proms to Magical Odds [Smitdogg, The Dumping Union]
new clones
-----------
Mystic Riders (bootleg?) [David Raingeard]
------------------
Puzzle Break [David Haywood, Smitdogg, The Dumping Union] (pzlbreak)
new NOT WORKING
-----------------
Gundam Battle Operating Simulator (GDX-0013) [Team Europe, Joerg Hartenberger]
Sega Club Golf 2006 Next Tours (Rev A) (GDX-0018A) [Team Europe, Joerg Hartenberger]
First to go is devtag_get_device() (what a stupid name).
Use machine->device() instead.
This was strictly a bulk replace:
Search: devtag_get_device([ \t]*)\(([ \t]*)([^,]+),[ \t]*
Replace: \3->device\1\(\2
- listsoftware option now return only original software lists
- UI is updated to enable mounting software items per device, it will display only items from list that are for specific device
- Separate compatible software lists in UI
devices. Debugger now creates one for each device. C++-ified most
debugger operations to hang off the debugging class, and updated
most callers. This still needs a little cleanup, but it fixes most
issues introduced when the CPUs were moved to their own devices.
Got rid of cpu_count, cpu_first, cpu_next, etc. as they were badly
broken. Also removed cpu_is_executing, cpu_is_suspended,
cpu_get_local_time, and cpu_abort_timeslice.
Some minor name changes:
state_value() -> state()
state_set_value() -> set_state()
Exerizer (Japan) [N. Francfort, blib, Smitdogg, The Dumping Union]
roms are a mixup of Sky Fox and the bootleg, but they've been dumped from an original board (and label are correct)
- Software list xml files are now read in full such that information for clone and parent sets is available.
- Added validity check to check for existence of parent sets.
------------
Model Racing Shooting Game (unknown title) [Luigi, Volker Hahn, Team Europe]
Out Run 2 (Rev. A) [GDX-0004A] [Team Europe, The Dumping Union, Alex]
DECLARE_LEGACY_CPU_DEVICE and DEFINE_LEGACY_CPU_DEVICE. Changed CPUs
to be their own device types, rather than all of type CPU with a
special internal subtype. Note that as part of this process I removed
the CPU_ prefix from the ALL-CAPS device name, so CPU_Z80 is just
plain old Z80 now. This required changing a couple of names like
8080 to I8080 so that there was an alphabetic first character.
Added memory interfaces to the list of fast-access interfaces. To do
this properly I had to add a separate method to devices which is
called immediately after construction, when it is possible to perform
dynamic_casts on fully-constructed objects. (This is just internal,
no changes necessary to the devices themselves.)
Some additional notes:
* SH2 and SH4 had typedefs that conflicted with their CPU_-less names
so I bulk renamed to structures to sh2_state and sh4_state; RB, feel
free to choose alternate names if you don't like 'em
* SCSP was caught doing something to the 3rd indexed CPU. Since several
systems that use SCSP don't even have 3 CPUs, I had no idea what
this was supposed to do, so I changed to it reference "audiocpu"
assuming that stv was the assumed target. This is really gross and
should be a configuration parameter, not a hard-coded assumption.
* created dynamic_bind<> template class to handle dynamically binding to
optionally-supported functions
* wrapped stack walking code in a class
* wrapped symbol lookup code in a class
* added support for parsing objdump-produced symbol dumps which include
non-global functions for much better stack dumps and profiling in gcc builds
Also: modified makefile for win32 targets to automatically run objdump and
produce a .sym file if SYMBOLS is enabled.
New games marked as GAME_NOT_WORKING
------------------------------------
Raiden DX (Great Britain) [arcaderelics]
change to:
New clones added
----------------
Raiden DX (UK) [Irongiant]
out of whatsnew: the code is maybe not the ideal solution, but dipswitches were neither, imho. test mode shows no change in functionalities compared to the old code, but the new implementation makes a lot easier the actual use of shifter in-game
cpu_get_total_cycles() == cpudevice->total_cycles()
cpu_clocks_to_attotime() == cpudevice->cycles_to_attotime()
cpu_attotime_to_clocks() == cpudevice->attotime_to_cycles()
In some cases, I updated existing code that fetched and cached
devices to fetch them as cpu_device so that these can be called
without casting.
In other cases, I did the quick & dirty thing which was to downcast
a generic device to a cpu_device and then call the function.
Note that cpu_clocks_to_attotime() and cpu_attotime_to_clocks()
were previously mapping to the device-level functions
clocks_to_attotime() and attotime_to_clocks(). This was different
behavior than before the big devices change, so with this update
I have fixed it to match the previous behavior (i.e., map cycles
not clocks).
This may impact timing of drivers that used these functions on
CPUs that have clock dividers or multipliers.
cpu_get_total_cycles() which is now slow. Better to use the legacy_cpu_device
directly and call device->total_cycles() which avoids the dynamic_cast to find
the execute interface from a generic device.
Also added cycles_to_attotime() and attotime_to_cycles() which is more often
what is requested. (Clocks are the raw input clock, while cycles are internal
clock after dividers/multipliers.)
- always available now, just specify -profile <n> to enable it
- supports stack walking to uniquely identify call chains; the <n> parameter
to the -profile option specifies how deep to go
- automatically turns off throttling and multithreading, and sets the number of
processors available to 1 (since we only sample the main thread)
- output now uses the common symbol lookup, which actually uses the PDB for
MSVC builds and gives excellent results (may eventually figure out how to
extract gcc symbols someday)
- the top 30 unique call chains are output
running_machine definition and implementation.
Moved global machine-level operations and accessors into methods on the
running_machine class. For the most part, this doesn't affect drivers
except for a few occasional bits:
mame_get_phase() == machine->phase()
add_reset_callback() == machine->add_notifier(MACHINE_NOTIFY_RESET, ...)
add_exit_callback() == machine->add_notifier(MACHINE_NOTIFY_EXIT, ...)
mame_get_base_datetime() == machine->base_datetime()
mame_get_current_datetime() == machine->current_datetime()
Cleaned up the region_info class, removing most global region accessors
except for memory_region() and memory_region_length(). Again, this doesn't
generally affect drivers.
Comment: I was trying to get these now working sets 'running' (set up and configured) so I could write up the comments for the MAME FAQ. Does anyone have any experience with these?
this was wrong:
New games marked as GAME_NOT_WORKING
------------------------------------
Fire Trap (Japan)
correct:
New clones added
----------------
Fire Trap (Japan) [Guru]
this object which can be called multiple times to append new devices
after the initial machine configuration is set up. Updated member
variables to match new naming convention.
Changed the running_machine to take a constructed machine_config
object in the constructor, instead of creating one itself, for
consistency. Also added machine->total_colors() as a shortcut to
machine->config->m_total_colors.
New games added or promoted from NOT_WORKING
--------------------------------------------
Slap Fight (set 1) [Phil Bennett, Dr. Decapitator]
Alcon [Phil Bennett, Dr. Decapitator]
* Tagged kof2003h AES VERSION
* Tagged the following sets as MVS AND AES VERSION: aodk, lbowling
* Renamed P1 in sengoku3 to correct chip label
* Marked v2 in strhoop BAD_DUMP
* Marked P1 in flipshot BAD_DUMP
* Identified kof98n as AES version, renamed to kof98h
New games added or promoted from NOT_WORKING
--------------------------------------------
"The King of Fighters '98 - The Slugfest / King of Fighters '98 - dream match never ends (Korean board 2)
the device_config constructor. In situations where the proper name is not
known at construction time, a generic name can be specified and then
overridden later once the configuration is complete.
like them, but it's a start. Split implementation of individual view
types out to separate files. Updated all callers.
Also:
* fixed okim6295 memory view
* changed emualloc to free resource pools from earliest to latest
so that early objects can safely clean up stuff they allocated
- moved image legacy device implementation to devimage.c
- created image.c implementation with initialization of devices/configuration for image devices, used those calls from mame.c
- some minor cleanup of legacy device and initial implementation of some calls
(no whatsnew for now, this is just for log,will put more info on final commit)