looks like the protection on vgoal might do more than just return jump
addresses, it seems to be in charge of the game timers too, so who knows
if there is additional subtle behavior on both.
Subject: some more diff
Hi, attached please find a few more patches about indexed port reads.
* g_patch01 & g_patch02 cover drivers starting with g (it seems I never sent you these ones :) ). With these patches I also simplified gaplus inputs, fixed a small problem with grchamp coin lockout (it was reading the accelerator rather than the right dipswitch) and removed some old code from galaxold.c (driver & machine).
* k_patch & l_patch cover drivers starting with k & l. Notice that I simplified a bit konamigx ports and used input_port_read_safe to avoid the need of too many fake ports
* snes.diff removes indexed port reads from snes based drivers (nss.c & kinstb.c). Please let Arbee know that if he's still using the debug graphic inputs in his local builds, he has to add tags (DEBUG1, DEBUG2, DEBUG3, see kinstb.c). OTOH If he's not using those anymore, it's now easier to remove the dead code searching for those 3 tags.
* md.diff removes most of indexed port reads from megadrive/genesis based drivers (plus segas18, that I realized later it was sharing only video code). It also removes some dead code (handlers used only by megaplay/megatech, with a local copy in the driver).
Notice that port_read_indexed is still used to read pad inputs: indeed, the natural 'tagged' replacement has issues with 6 button pad (and therefore breaks ssf2ghw). hopefully, I'll find a clean solution to be submitted after u6 :)
Regards,
Fabio
From: Fabio Priuli [mailto:doge.fabio@gmail.com]
Subject: 3 more
Hi,
"thanks" to a sleepless night (due to jet lag) a few more patches. Let me know if something fails to apply, as usual.
Regards,
Fabio
Subject: ddragon3 fix & The Combatribes (Italian bootleg)
Added The Combatribes (Italian bootleg) to the ddragon3 drive, the game has an different z80's rom sound and the sprites roms are split in more small.
I've also done some fixes in ddragon3 drive (on mama tester ID 01441,00417,00181):
- Fixed the mess dips location in ctribe
- Added dips location in all sets of ddragon3
- Added the missing dips (now are 8x2) on ctribe,ctribe1,ctribeb,ctribb2 and ddrago3b
- Fixed the "Stage Clear Energy" dips in ctribe
- Adjusted the frame rate from 60hz to around 57 as reported on mametester ID 00417
- Adjusted OKI frequency to 1.000mhz (according to recording on mametester ID 00181)
- Adjusted the ddragon3 & ctribe volume (according to recording on mametester ID 00181 and 01441)
Bye Sonikos
Subject: more indexed read removed
Thanks to long flight connections in my trip back to Europe, here you can find more patches removing input_port_read_indexed and adding (where suitable) AM_READ_PORT.
In details:
* d_patch02.diff, d_patch03.diff, d_patch04.diff complete the removal among drivers starting with d
* e_patch.diff, f_patch.diff do the same with drivers starting with e & f
* atari.diff removes the occurrences in atari drivers using atari JSA sound chip and changes atarijsa_init to pass a tag in place of a port number (to remove input_port_read_indexed from atarijsa.c as well)
Let me know if something doesn't apply cleanly (diff generated from u5).
Also, notice I tested all the patches with mame_regtest to be sure there are no missing/unrecognized tags & I extensively tested many games to be sure I haven't made any typo... However, the list of supported sets for these drivers is huge (e.g. dynax.c, ddenlovr.c and various deco) and, even if I'm confident to have tested at least one set for each INPUT_PORT, I'll keep checking Mametesters to fix promptly any regression!
Subject: cps1 clocks
Changed all games after Street Fighter 2 CE to have a 12mhz clock.
Verified on Megaman and Quiz and dragons (original kits with plastic
case).
I am resonable sure all the other games after ST2CE have the DASH cps1
board with 12mhz clock
konamigx: set screen refresh rate to 58Hz (parameters from developer manual are not 100% correct)
Removed sound CPU clock hack. tbyahhoo doesn't require 9.2MHz to boot.
tecmosys: set screen refresh rate to 57.4458Hz according to Guru's measurements. Credit Guru for this.
- reactivated back-end validation mechanism
- added back-end validation for ADD/SUB/MUL/DIV/CMP forms
- fixed several errors in dealing with more obscure flag combinations
---------------------------------------------------
Alien Storm 2 player World [Frederic Canoen]
New clones added
----------------
Turbo Outrun - White Cockpit version [Frans van Egmond]
New games marked as GAME_NOT_WORKING
------------------------------------
Wonderboy 3 System16A FD1089A [Volker Hann]
redump of Tetris (Volker Hann) to pass self test in menu
Check in Chris Hardy... made new Turbo Outrun the parent and change the upgrade set to a clone with a new name "toutrunu"....
on a command-line parameter and the configuration. Changed Windows OSD
code to use this instead of its own logic. Changed -snapview to share the
logic as well, enabling 'auto' as a -snapview option.
Enabled by default for snapshots and movie rendering.
Added new option: -snapsize, which lets you specify the target
resolution for snapshots and movies. The existing behavior is still
the default: create snapshots and movies at native pixel
resolutions.
Added new option: -snapview, which lets you specify a particular
view to use for rendering snapshots and movies. The existing
behavior is still the default: use a special internal view and
render each screen to its own snapshot in its own file. When using
this option to specify a view other than 'internal', only a single
snapshot file will be produced regardless of how many screens the
game has.
Improved AVI and MNG recording to properly duplicate/skip frames
as appropriate to keep the correct framerate.
it's playable, but it resets in attract mode so I've left it as non-working.
would be nice to know what the real MCU is on these so that they can be emulated properly ;-)
Changes:
========
Updated Neo-Geo game pcb infos
Marked kof2001h AES VERSION
Marked samsho3a MVS VERSION
Marked 2020bba AES VERSION, renamed p1 and added a note
Renamed lastsold p1 to correct chip label 134-p1k
-> Checked other Korean sets, found similar ID change; renamed accordingly
Renamed rbff2k p1 to 140-p1k
Renamed fswords p1 tp 187-p1k
Renamed aof3k p1 to 196-p1k
Added comment to kof99n: Korean version?
Renamed mslug3n to mslug3h, Marked AES VERSION, changed mamedriv.c
Remove BAD_DUMP from kotm, add correct m1
Correct s1 layer size in samsh5sp + clones
Removed BAD_DUMP from burningf + clone
Added correct m1 to lbowling
Added correct m1 to socbrawl + clone
Added correct m1 to mutnat
Added correct m1 to joyjoy
Added correct c1/c2 and s1 to marukodq
Renamed p-roms in wh1 and wh1h, added comment
Added some comments about 'M1' and 'S1' roms
Renamed files in kof2001 to correct chip label, changed m1
Corrected set pbobblen as found on MVS cart, added notes
Subject: last 2 patches (now attached for real!)
Hi,
attached please find a couple of patches, again input related:
* d_patch01.diff removes a few more read_indexed from a bunch of drivers which were easy to test (just few supported sets)
* backpatch.diff replaces the sprintf I added (in my first submission) with the cleaner solution you suggested
Regards,
Fabio
Subject: a few more
Last batch of diff to replace input_port_read_indexed occurrencies for this u4. I widely tested the changes, so everything should be ok.
As usual 5/6 driver each patch: let me know if something fails to apply.
A final note: I added 2 'empty' ports to bullsdrt in centiped.c. This is a bit of paranoia to cover the possibility that one unknown dip is a flipscreen one (so that centiped_IN2_r has something to read for the second player as well). If bullsdrt is known not to have flip screen code, please remove these.
Anyway tags allowed me to remove an empty 5th input_port in bullsdrt, which was there to have trackballs as 6th input (like centiped & milliped have), so the code is a bit cleaner now :)
Regards
Fabio
p.s. I also changed a few AM_READ(input_port_N_read) with AM_READ_PORT... as usual more to come after u5 is out!
MAMETesters Bugs Fixed
----------------------
00277: [Misc.] groundfx.c, gunbustr.c, superchs.c, taito_f3.c,
undrfire.c, psikyosh.c: Cheat search causes fatal error
Source Changes
--------------
Updated cheat system
- Changed the function of default memory read in case of the search
to prevent from crashing if a game uses cpu_spinutil()
Now basically used do_memory_read() instead of do_cpu_read()
(Try to search in actfancr between this and previous version)
NOTE : It's not fundamental solution but no longer crash
- Cleaned up read_data() and write_data()
- Cleaned up save/load routine and added open_cheat_database()
- Added new menu "Cheat Commands" into the cheat main menu
the following commands are supported in this menu
* reload cheat code (the same as Reload Database key)
* cheats ON/OFF (the same as Toggle Cheat key)
* watchpoints ON/OFF (the same as Shift + Toggle Cheat key)
* save description (save the title of the game)
* save raw code (save raw cheat code with new format)
- Fixed several bugs which has found in testing
- Renamed functions based on coding guidlines