have the same hookup for SW2 (bit 0 is free game with no bookkeeping update
if pressed on the high score screen. Bit 7 is bookkeeping/statistics view).
Other bits are open bus but pulled high by resistors.
Added conditional Hyperflip button to moonwar, only seems present in upright mode? (in cocktail mode the same input is used by player 2 for a different button)
vmetal: added driver data class and save states [Fabio Priuli]
no save states in metro.c (yet) because some games like 3kokushi have serious glitches when loading a state. any help is welcome...
split.c: made the "split" return the actual result instead of just 0. [Oliver Stöneberg]
clifront.c: made the identation of the CPU device in -listdevices the same like the others [Oliver Stöneberg]
i386.c: gave some fatalerror() calls in the i386 proper messages [Oliver Stöneberg]
ssem.c: fixed compilation of SSEM core with SSEM_DISASM_ON_UNIMPL [Oliver Stöneberg]
srcclean.c: small wording change in the srcclean summary [Oliver Stöneberg]
sdl/window.c: fixed a potential memory leak in sdlwindow_video_window_create() [Oliver Stöneberg]
"png2bdf" instead of "png2bdc"; this changes it by retrieving
the name of the executable at runtime, so it will always
be correct now. [Christophe Jaillet]
when they cross a page boundary. Previously, if pages
were not ordered in contiguous RAM, then a cross-boundary
read or write would read partially incorrect data or write
some of the data in the wrong page. [Barry Rodewald]
ddenlovr.c, dynax.c: replaced memory_set_bankptr with memory_set_bankp and added save state support [Fabio Priuli]
side note: this and rev.8619 took definitely more time than I expected (especially to test as many drivers as possible), but there should be no regressions
/me crossing fingers
- Added default NVRAM to Cybersled
- Limited the range of the analog inputs in Cybersled (the game glitches, causing you to move backwards if they hit the minimum / maximum)
- Setup default key mapping in Cybersled to be similar to other dual joystick 'tank' style games, eg. Assault, rather than the default keyboard mapping where the sticks appear to be swapped.
- Reworked the input ports a bit so that they include a common base rather than duplicating common inupts
(This makes Cybersled 'playable' again. I assume it must have been at some point in the past, but in current versions it really wasn't, not even if you calibrated it. )
- Renamed aircombu to aircomb, and made it the parent instead of the Japanese set.
Cave cleanups [David Haywood]
- Removed fake Region dipswitch that modified the region byte in the EEPROM each reset for Sailor Moon, Air Gallet and Mazinger Z
- Split out different regions into clones with different default EEPROMs instead, and ensured all EEPROMs are factory default for that region.
(this is a cleaner solution and more accurately represents the PCBs)
New Games
-------------
Crusher Makochan [tormod, R. Gatto, S. Rietscha, krick, jeremymtc, Smitdogg, The Dumping Union]