- Use DISCRETE_NOTE for pitch generation; it is more accurate (within the one ms where the pitch changes :-) ) and saves a node
- Use DISCRETE_BITS_DECODE and save 2 nodes.
updated rom name based on listed files and hashes listed by Igrosoft. Added additional info about rom changes and found a bad_dump rom so 1 set gets removed.
- decodes individual bits from input values
- Updated drivers which had macro DISCRETE_BITSET (which was a bit misleading)
- This should be slightly faster than using DISCRETE_TRANSROM
Added some 2006 revisions that are at least 3 years old to the driver. Minor formating / white space clean up. Minor header information change / clean up.
Added copyright year to mamedriv.c for the Multifish sets.
New Clones Added
--------------------------------
Fruit Cocktail (060111) [Vampirz]
New Games Added
--------------------------------
Island 2 (060529) [Vampirz]
Pirate (060210) [Vampirz]
Keks (several sets) [Vampirz]
- Split YM2612/3834 to a separate file to avoid disturbing other OPN chips
- SSG-EG, envelope, LFO, and CSM behavior all improved to better match
tested behavior on real YM2612 chips
- Moon Cresta and Galaxian now have their respective schematics emulated, i.e. Moon Cresta has a slightly different mixing stage.
- Cleaned up driver, added some section titles and comments, removed old code.
Discrete sound
- removed global variable discrete_current_context
- discrete_info is now passed instead of device, we may get device by using disc_info->device
- Added DISCRETE_IMPORT(*block): imports another discrete block
- Added DISCRETE_REMOVE(node1, node2): removes a range of nodes
- Added DISCRETE_REPLACE: next node replaces existing node, thus preserving run order
- Added DISCRETE_NOP(node): does nothing, to be replaced.
- Added a prescanning stage to build final block list after execution of the above.
- The additions provide an easy way to document subtle difference between boards.
- Please see audio/galaxian.c for an example
Sent: Wednesday, August 12, 2009 4:27 PM
To: submit@mamedev.org
Subject: twin16 update
Hello,
Attached is an update for the Konami twin16 driver, see diff for details.
Functional changes:
- improved sprite status register, this fixed the rogue sprites problem in devilw
- added fround coin counters
- lowered k007232 volume
- added savestate support
- added shadows
- fixed devilw and gradius2 sprite lag
- added text layer x/y flipping
- reverted gradius2 sprite-background priority hack, this fixes severe priority problems in
devilw, but reintroduces bugs on gradius2 level 7 and ending
affected mametesters bugs:
fixed: 02267, 00191, 02553
partial, due to revert: 02523 (intro is ok again, but old priority bugs are reintroduced),
02268 (ok in-game, small priority problem in prologue)
Greets,
hap
Sent: Wednesday, August 12, 2009 1:39 PM
Cc: Aaron Giles
Subject: Re: Fw: [The Dumping Union] Triple Draw Poker
after double checking, the correct credit on this should be
New Games
-------------
Triple Draw Poker [Team Europe, David Haywood] (Wrong Colours)
David Haywood wrote:
> This adds it, seems to be playable. Colours are bad due to lack of
> proper Prom
>
> Klaus Sommer wrote:
>> hi!
>>
>> i know there should be a bprom....i contacted the owner
>> already....hopefully he will/could dump it! Can it be added anyway?
>>
>>
>>
>> ----- Original Message ----- From: "David Haywood"
>> <neohaze@nildram.co.uk>
>> To: "Klaus Sommer" <klaus@hotsummer.at>
>> Sent: Wednesday, August 12, 2009 10:02 PM
>> Subject: Re: Fw: [The Dumping Union] Triple Draw Poker
>>
>>
>>> I'm guessing there should be a PROM somewhere? Galaxian hardware
>>> uses one for colour.
>>>
>>> Klaus Sommer wrote:
>>>> Maybe you can add it, if you want!
>>>>
>>>> Klaus
>>>>
>>>> ----- Original Message ----- From: "Sommer" <klaus@hotsummer.at>
>>>> To: <the-dumping-union@googlegroups.com>
>>>> Sent: Wednesday, August 12, 2009 12:41 PM
>>>> Subject: [The Dumping Union] Triple Draw Poker
>>>>
>>>>
>>>>> hi!
>>>>>
>>>>> just got this dump from an teammember in germany! The Game is
>>>>> called "Triple Draw Poker" and it's based on (Galaxian Hardware).
>>>>> the game is made by "Thomas Automatics INC (T.A.I.)" in 1983.
>>>>>
>>>>>
>>>>>
>>>>> attached are the roms, an ingame-screenshot, a board-picture and a
>>>>> rom-position-picture!
>>>>>
>>>>> If the game get's added to mame please mention "Team Europe".
>>>>>
>>>>> thx,
>>>>> Klaus
>>>>>
>>>>>
>>>>> --~--~---------~--~----~------------~-------~--~----~
>>>>> To send an e-mail to the group: the-dumping-union@googlegroups.com
>>>>> Group home page: http://groups.google.com/group/the-dumping-union
>>>>> -~----------~----~----~----~------~----~------~--~---
>>>>>
Sent: Sunday, August 09, 2009 6:38 PM
To: submit@mamedev.org
Subject: Patch file with some minor documentation updates
Enclosed is a patch file with the following minor documentation updates:
* Added placeholders for the PALs that Sarge uses
* Added documentation on the boards used by Sarge and Spy Hunter
Kevin Eshbach
> Sent: Sunday, August 09, 2009 11:38 AM
> To: Angelo Salese; Aaron Giles
> Subject: Re: SkyLove
>
> This adds 'skylove'
>
> I don't know who to credit
>
> New Games
> ----
>
> Sky Love [????, David Haywood]
>
> I've assumed (for lack of any better information) that it uses the same
> layout as shuttle invader.
>
> Angelo Salese wrote:
--
From: bbmmamoh [bbmmamoh@mx9.ttcn.ne.jp]
Sent: Friday, August 07, 2009 9:37 AM
To: Aaron Giles
Subject: "SKYLOVE (OEC, 1980)" has been uploaded !
Hello Aaron,
The ROM images of "SKYLOVE (OEC, 1980)"
have been uploaded at
http://rapidshare.com/files/264778937/SKYLOVE.ZIP
Also,
the ROM images of "PROGOLF (bootleg, 9 holes, ROM ver.)"
have been uploaded at
http://rapidshare.com/files/264778938/PROGOLFB.zip
Please use these files for the MAME project.
BBM
Sent: Friday, August 07, 2009 2:36 PM
To: submit@mamedev.org
Subject: spacwalk color overlay
Hello,
Here's a color overlay for spacwalk, based on the photo in this thread:
http://www.mameworld.info/ubbthreads/showflat.php?Number=197946
NOTE: this diff is not complete, mame/drivers/mw8080bw.c needs some small
changes manually due to the diff being incorrect for others since I
changed that file already:
at the includes: #include "spacwalk.lh"
at the gamelist: /* 640 */ GAMEL(1978, spacwalk, 0, spacwalk, spacwalk, 0, ROT0, "Midway", "Space Walk", GAME_NO_SOUND | GAME_SUPPORTS_SAVE , layout_spacwalk )
Greets,
hap
Sent: Friday, August 07, 2009 9:33 AM
To: submit@mamedev.org
Subject: z180 daatable removed
Since I removed the daatable from i8085, and the z180 one is exactly the
same, I might as well remove that one too, see attached diff.
hap
Sent: Friday, August 07, 2009 8:49 AM
To: Aaron Giles
Subject: Qix alt set
Klaus / Team Europe dumped this alt Qix set.
Qix (set 2, smaller roms) [Team Europe]
It actually appears to be the same set as one of the supported ones, but
with smaller roms. This one is definitely from an original Taito board
(he sent a picture), I'm not so sure about the other set because it's
the odd one out as far as rom sizes go. I've left both in the driver
for best reference.
I've also renamed 'qixa' to 'qixo' as it seems to be an older version
and tagged it as such. Language selection is disabled, and there is a
spelling error on the screen not present in the other sets. Please
update mamdriv.c accordingly.
Sent: Friday, August 07, 2009 6:45 AM
To: submit@mamedev.org
Subject: spacwalk dips and player2 support
Hello,
Attached is a diff for 0133u1 Space Walk that adds game time and coinage
DIP switches, as well as service mode and input test. DIP switches 5 and 6
are still unknown. It also adds support for the 2nd controller and
coincounter, similar to clowns. I've removed the GAME_NOT_WORKING flag, since
other than a glitch with the CPU controlled pad on the left side, the gameplay
is working fine. The fact that the middle section is inaccessible looks
deliberate: there's probably a vertical-shape object in the original artwork
the clown (astronaut in this case:P) can bump into.
Greets,
hap
Sent: Thursday, August 06, 2009 7:09 AM
To: submit@mamedev.org
Subject: i8080 daa + multiple memreads fix, gottlieb audio, looping log
Hello,
i8080_daa_multiplememreads.zip: diff for 0133u1 i8080/i8085 cpu, removing the
DAA table and fixing multiple memory reads on some opcodes (which would possibly
only trigger on memorymapped I/O), and making M_ANA(R) halfcarry calculation a
bit more straightforward. The functionality is basically the same as before.
i8080_newdaa_test.zip was used to test the new DAA implementation.
src/emu/cpu/i8085/i8085daa.h can be removed in 0.134, or is DIFF capable of
removing files completely?
Greets,
hap
Made the changes. I don't have svn access so if someone can submit the
attached diff for me...
Ruben
-----Original Message-----
From: Derrick Renaud [mailto:derrickrenaud@yahoo.com]
Sent: Wednesday, 5 August 2009 6:19 AM
To: mamedev@dspnet.fr.eu.org
Subject: RE: [MAME] Stern Cliffhanger Tone Sounds Fix
Thanks. So it looks like the code needs to be changed from 19k resistors to
10k. That should make it sound right.
I'm not near a computer with svn access at the moment. So if anyone want to
make the change, feel free.
D.
--- On Sun, 8/2/09, Ruben Panossian <malcor@tpg.com.au> wrote:
> From: Ruben Panossian <malcor@tpg.com.au>
> Subject: RE: [MAME] Stern Cliffhanger Tone Sounds Fix
> To: mamedev@dspnet.fr.eu.org
> Received: Sunday, August 2, 2009, 4:39 AM
> > From those schematics, the
> enclosed pic shows what parts need to be
> verified.
>
>
> Verified values.
> See attachment.
>
> From: Atari Ace [mailto:atari_ace@verizon.net]
> Sent: Monday, August 03, 2009 10:52 PM
> To: submit@mamedev.org
> Cc: atariace@hotmail.com
> Subject: [patch] De-globalize romload.c/validity.c
>
> Hi mamedev,
>
> Static and global variables in the core of MAME have slowly been
> replaced with opaque structures latched onto the running machine. This
> patch extends this idiom to two more files, romload.c and validity.c.
> validity.c in fact didn't need any global state (it was used only to
> pass data between function calls), and romload.c already had a struct
> that largely served that purpose.
>
> ~aa
> To: submit@mamedev.org
> CC: atariace@hotmail.com
> Subject: [patch] Introduce tilemap_private to running_machine
> Date: Thu, 23 Jul 2009 18:49:08 -0700
>
> Hi mamedev,
>
> Tilemaps in MAME are currently globally tracked. If multiple machines
> with different tilemaps are ever to be supported, this needs to be
> changed, which this patchset does.
>
> 0. This patch add tilemap_private to running_machine, adds machine to
> a few apis and adds two new apis to replace the convention that tmap =
> NULL => all tilemaps.
> 1. This patch mechanically converts all the uses of ALL_TILEMAPS to
> use the new apis.
> 2. This patch removes ALL_TILEMAPS and makes tilemap_private
> dynamically allocated per machine.
>
> ~aa
I have done Intel 4004 implementation, here is a patch (it also
contain a POC driver for 4004 Nixie tube clock, that runs under MESS).
4004clk is artwork file, and roms file contain needed roms (just rename ZIP).
Regards,
Miodrag
> -----Original Message-----
> From: Micko [mailto:mmicko@gmail.com]
> Sent: Tuesday, August 04, 2009 8:11 AM
> To: Aaron Giles
> Subject: Intel 4004 core
>
> Hi Aaron,
>
> Here is a final version of CPU core for MAME submition.
>
> Regards,
> Miodrag
Sent: Monday, August 03, 2009 5:33 AM
To: submit@mamedev.org
Subject: with attachment: fixing bootleg + sonson fixes
Woops, forgot the attachment..
Hello,
Thanks for including my fixes in the u1 release :)
Attached diff for 0133u1 fixes 2 small things related to u1 fixes:
- description bootleg inconsistency didn't include goldnpkr.c
- forgot Y in sonson sprite wrap (see titlescreen when the 2 guys jump up)
hap
Probably not harmful currently, but if the UML core ever gets more aggressive
with optimization (e.g. if we spliced in something like LLVM as a code
generator) it could've become an issue.
---------------------------------------------------
Ridge Racer (3 screen? Rev. RR2, World) [Guru, Smitdogg]
Claimed to be 3 screen but it comes up fine in the driver as-is. The I/O
test does complain about the C139 serial being unable to talk to anything so
I'm assuming that's how the 3-screen-ness works and will not purse that
angle :)
This was submitted in May and never put in because nobody from MESS commented.
I just tried it hooked up to the Apple II in MESS and it sounds quite nice.
* Fixed Mode 7 shared scrolling/matrix registers
* Slightly optimized Mode 7 math (by using Anomie's recursive formula)
* Moved some more register contents to PPU struct
* merged OAM functions,
* fixed a small bit in Mode 7 math,
* added a few elements to PPU struct (this might be handy if we ever come to convert SNES PPU to a device)
- Must be enabled in includes/galaxian.h: GALAXIAN_USE_DISCRETE = 1
- Changed all audio related AM_WRITE to AM_DEV_WRITE
- Moved discrete sound related pieces such as initialization into audio/galaxian.h
- Split some memory maps into sound related and not sound related parts.
You need a Core2 to really enjoy the sound.
All dumped AW games now boot into attract mode with sound.
Controls work the same as the home console DC controller and lightgun (none of
this Maple to JVS nonsense), so that'll be handy for MESS as well :)
- Hooked up flash ROM at 0
- Use proper AW memory map
- Emulate AW ROM board (different from Naomi)
All dumped AW games now boot and show something. Unfortunately they all
show "COIN ERROR" for as-yet unknown reasons, and only sprtshot actually
continues in spite of the error.
---------------------------------------------------
Pop n' Music 2 [Guru]
ROMs are already up, CHD is uploading now (~465 MB) to:
roms/unemulated/Konami/DJMain/831jhdda01.chd
* reworked video drawing routine to simplify the various graphic
mode drawing and to allow proper implementation of priority orders
(especially bg3 priority bit and mode 7 priority order)
* improved mode 7 extbg (still missing mosaic)
* added some more debugging options
Fixed: 03373: looping: Unmapped I/O read/writes result in large error log and major performance drop [hap]
Both are from the FW: i8080 daa + multiple memreads fix, gottlieb audio, looping log
* Fixes bug in nes_apu that caused errors reading $4015
* Adds length counter status bits to $4015
* Fixes 4-screen mirroring (PPU regression)
* Fixed cham24
Also, I fixed the tab lengths in nes_apu.c
* Re-enabled video debug functionalities in debug build (to toggle background layers)
* Added proper priority tables for various bg/obj layers
* Largely simplified tile and line drawing routines, and fixed small bits here and there
Minor reorganization of decryption routines. Clone set rename and new clone added.
New Clone Added
--------------------------------------
Dragon World (V021O) [f205v, Olivier Galibert, David Haywood]
Moved the PCB layout for S.B.S Gomorrah (Bio-Ship Paladin) down by the game's romdef.
Added PCB layout for Spectrum 2000 & corrected company name to YONA Tech
Added PCB layout for Red Hawk
moved decryption routines (if needed) to between the info/PCB layout header and game romdef.
includes a redump of Megatouch 5 (9255-60-01 ROC, Standard version) U38 rom, which ironicly is also a BAD_DUMP... it doesn't work. The rom gives consist read but the game just will not fire up.
New Clone Added
---------------------------------
Megatouch 5 (9255-60-01 ROI, Standard version) [Brian Troha, Dumping Union]
Added in PCB locations to Point Blank / Gun Bullet and where possible in other sets.
Gun Bullet GN3 all English version with no "for use in" copyright notice.
New Clone Added
----------------------------------
Gun Bullet (World, GN3 Rev B) [Brian Troha, Dumping Union]
Protection cheat, now playable, removed GAME_NOT_WORKING.
Yes, the cheat sucks and yes this redefines slow, but I was able to coin up
and play Mappy :)
Sent: Sunday, August 02, 2009 11:02 AM
To: submit@mamedev.org
Subject: Patch file with minor documentation updates
Enclosed is patch file with some minor documentation changes:
* Updated all of the TRON sets with location of the roms and the board they belong to
* Updated the name of the PROM on the Super Sound I/O board
* Added notes about PALs that need to be dumped (The same PAL part numbers are also
used on Xenophobe and probably other MCR II & III games.)
Kevin Eshbach
Date: Sat, 1 Aug 2009 13:07:41 -0700
To: submit@mamedev.org<submit@mamedev.org>
Subject: sbrkout paddle fix
Hi,
Attached diff for 0133 is a simple fix to mametesters bug 02645, the paddle now correctly has a range of 00 to FF.
hap
Sent: Saturday, August 01, 2009 5:20 AM
To: submit@mamedev.org
Subject: quizf1, mslug4, description changes
Hi,
Attached diff for 0133 changes 2 descriptions:
"Quiz F-1 1,2finish" to "Quiz F1 1-2 Finish (Japan)"
manufacturer for mslug4 "Mega" to "Mega / Playmore"
Another thing: if the manufacturer is unknown, MAME either puts "????", "<unknown>", "Unknown", or "unknown".
Just pick 1 for consistency :P
hap
Sent: Friday, July 31, 2009 12:46 PM
To: submit@mamedev.org
Subject: galaxian background hum speed better with NEW_LFO
Hello,
The background hum of Galaxian sounds better, though not perfect yet,
with NEW_LFO enabled (audio/galaxian.c). Maybe it was disabled by default
because the quite drastic frequency change was thought to be inaccurate?
While the truth is that MAME has been wrong forever.
mametesters bug: http://www.mametesters.org/view.php?id=443
see attachment for fix, it's not much
Greets,
hap
super pang, block block, yie ar kungfu and kikikaikai
Corrected sn76459 clock to Ye Ar Kungfu and verified the other clocks.
Changed the main clock of Pang, Super Pang and Block Block
[Corrado Tomaselli]
Date: Wed, 29 Jul 2009 13:31:56 -0700
To: submit@mamedev.org<submit@mamedev.org>
Subject: starblade polys fix
Hello,
See attachment for a diff that fixes a regression (mametesters 03317) with
Starblade in machine/namcos2.c while still allowing Rolling Thunder and
Fine Hour to work. I've also changed the comments a bit, since the extra 3
IRQ lines are nonsense: The C148 only has 5 IRQ lines.
Greets,
hap
--
From: hoge hoge
Date: Thu, 30 Jul 2009 11:48:37 -0700
To: submit@mamedev.org<submit@mamedev.org>
Subject: namcos2 multiple posirq
Hello,
I went ahead and properly added support for namcos2 multiple posirq anyway.
Attached diff for 0133 fixes the following issues:
- fourtrax track and mirror
- dirtfoxj game start spotlight effect, game still locks up tho
- burnforc 'hiccup' glitches when scrolling left/right
- luckywld tunnel glitch (still a bit glitchy though)
(this diff includes starblad_polys_fix too)
hap
--
From: hoge hoge
Date: Fri, 31 Jul 2009 09:34:20 -0700
To: submit@mamedev.org<submit@mamedev.org>
Subject: namcos2 posirq update
Hi,
Here's a small update to my namcos2 submit of yesterday, it simplifies
namcos2_GetPosIrqScanline, making both burnforc and fourtrax work fine, and
increases MDRV_QUANTUM_TIME because finehour didn't work properly anymore
in the 2nd attract demo. The posirq fix also fixes bad sprite colours in
finehour by the way.
hap
Date: Wed, 29 Jul 2009 13:06:35
To: Aaron Giles<aaron@aarongiles.com>
Subject: Soccer Superstars JAC
this adds the JAC version dumped by f205v, it replaces the current JAA
version which is renamed to soccerssja
DRIVER( soccerssja ) is needed in mamedriv.c after DRIVER( soccerssj )
new clones
-----------
Soccer Superstars (ver JAC) [f205v] (NOT WORKING)
Date: Tue, 28 Jul 2009 23:56:42
To: Aaron Giles<aaron@aarongiles.com>
Subject: Led Storm Rally 2011 (US)
I've marked the sprite roms on this as bad again.
There is no possible way that I can see to get good sprites with the
sprite roms we have. If those sprite roms were really on Guru's board,
then Guru's board has the wrong sprite roms too.
The tile numbering of the sprites simply doesn't match what the game
requests at all, many of them are offset by a varying amount of tiles
due to additional tiles that should have been inserted into the graphics
for this game. It is entirely inconceivable that these are correct.
Date: Tue, 28 Jul 2009 14:14:42
To: submit@mamedev.org<submit@mamedev.org>
Subject: Aristocrat updates
Addition of more games from Heihachi_73 - email included:
Hey again. I was just greeted with a heap of ROM dumps for the older
8-bit MK4 hardware. They all show more than a black screen at least!
Enchanted Forest - 4VXFC818 (1995) [eforesta]
Top Gear - 4VXFC969 (1996) [topgear]
K.G. Bird - 4VXFC5341 - (1996, New Zealand, 87.98%) [kgbird]
K.G. Bird - 4VXFC5341 - (1996, New Zealand, 91.97%) [kgbirda]. Only U87
differs from the parent set.
Enchanted Forest - 3VXFC5343 (1996, New Zealand) [eforestb]
Black Rhino - 3VXFC5344 (1996, New Zealand) [blkrhino]
3 Bags Full - 3VXFC5345 (1996, New Zealand) [3bagflnz]. Graphics ROMs
need redumping, this causes small glitches in-game.
Phantom Pays - 4VXFC5431 (1998, New Zealand) [phantomp]
Fantasy Fortune - 1VXFC5460 (1998, New Zealand) [ffortune]
Sweet Hearts II - 1VXFC5461 (1998, New Zealand) [swtht2nz]
Golden Canaries - 1VXFC5462 (1998) [goldenc]
Autumn Moon - 1VXFC5468 (1999) [autmmoon]
Coral Riches II - 1VXFC5472 (2000, New Zealand) [coralr2]
Not all those were in the ZIP, those that were are at
http://agemame.fruit-emu.com/aristo/
Also m_brkfst is in the same directory, that's a Scorpion 2 game, The
Big Breakfast which is being used to test whether any new code is needed
to support Starpoint disc reels (basically vertically mounted
turntables, rather than drums). Much more work is needed to hook up the
inputs before the clones are added.
Date: Tue, 28 Jul 2009 11:43:54
To: Aaron Giles<aaron@aarongiles.com>
Subject: Re: Neo Print
helps if i attach it. please add to mamedriv.c yourself
David Haywood wrote:
> new not working
> ----
>
> '98 NeoPri Best 44 (Neo Print) [JohnBoy]
>
> thanks to Gridle for properly identifying it, maybe one day we'll find
> more out about this rather obscure system / variation on the NeoGeo.
>
>
>
Date: Mon, 27 Jul 2009 01:12:34
Cc: Aaron Giles<aaron@aarongiles.com>; Angelo Salese<salese_corp_ltd@email.it>
Subject: Re: Calc 3 update
wrong file, sorry.
David Haywood wrote:
> Shuffled a few things around based on new findings
> Added an extra decryption table used for the Brap Boys startup code
> (still doesn't do anything interesting)
> Noted that one of the unknown parameters for the MCU Init command is
> where it reads / writes eeprom data from.
> Noted that an additional parameter in the MCU commands may cause
> further displacement of the writeback address, as BRap Boys seems to
> rely on this (needs further testing) - added a hack for now so that
> BRap Boys places the writeback address of the initial table somewhere
> that causes it to get executed.
>
> The MCU generally seems to be annoying, and places restrictions on
> what you can call, when you can call it etc.
Date: Sun, 26 Jul 2009 09:31:24
To: Aaron Giles<aaron@aarongiles.com>; Angelo Salese<salese_corp_ltd@email.it>
Subject: Space Walk?
I got the Software This guy to redump the 'Space Walk' rom which was
obviously bad, and added it to the driver.
A second opinion is needed, maybe there is something else wrong because
the gameplay doesn't appear to make any sense at all. It's a similar
game to clowns, but more often than not the character falls through the
pad, and the pads jump and flip positions when they reach the middle of
the screen. Since this falls into the 'ultra rare' category I think it
would be a good idea if somebody with a good knowledge of the CPU made
absolutely sure that things are correct.
New not-working
===============
Space Walk [Siftware, David Haywood]
Date: Sat, 25 Jul 2009 11:57:29 -0700
To: submit@mamedev.org<submit@mamedev.org>
Subject: 68k cpu reset eat cycles fix
Hello,
Attached is a diff for 0133 that fixes a bug related to eating cycles
during 68k cpu reset. Previously, initial_cycles had a wrong value
after reset, and if cycles were < 0, it'd always return 0, .. check
the diff to see what I mean.
This change also happens to fix a scrolling bug in Fantasy Zone,
introduced when that cycle eating thing was added.
Greets,
hap
- Video, inputs, and flash data ROM hooked up
- Improved PXA255 LCDC, DMA and I2S emulation
- Working but not great CPLD protection simulation
It now boots but fails after the initial POST (notes on that are at the
top of the driver - MG and I are chasing it, but more eyes is good too).
You can get into service mode with F2 and step through the service screens
with F2. All of them behave except the input test, which will time out after
a little bit and say "System Check Error".
Delete your .nv if it doesn't start up.