Merging back in the PinMAME drivers is proposed every now and again, and since we've just added other non-video based things I figured that now might be a good time to look at it.
This is likely to be a HUGE undertaking as PinMAME is based on old code, and is Macro-hell, I see it as a several step plan.
1) Convert all the PinMAME drivers to compile their ROM Loading with current versions of MAME
2) Clean up the ROM loading, removing the excessive Macros which really don't help readability at all IMO
3) Hook up the Machine Drivers again for each system, so that the CPU core runs again
4) Look at ways in which the artwork system can be used to simulate the display parts etc. (there is a scary amount of code in PinMAME for handling this stuff)
5) See how feasible it is to allow MAME to communicate with another program, as it's unlikely we'll be able to simulate the full table physics in MAME.
I've updated the System11 rom loading to compile for now. The old PinMAME code which hasn't been updated is there #if 0'd out for reference for when a stab is made at hooking back up the actual CPUs to run etc.
Part of me wonders if just rewriting it from scratch would be easier, but it would be a shame to throw away the information that was figured out in PinMAME.
This was done by request, so I'm not especially bothered if it doesn't get included, PinMAME is rather hideous ;-)
If anybody wants to help they're more than welcome. The other Williams systems should be easy to hook up the rom loading for because they share most of the Macros that have already been updated to compile.
---
Pyschic 5 (set 2) [Dazzer]
I haven't checked the differences in any detail, but the player appears to survive for longer in attract mode so there are probably some subtle gameplay differences.
* Added because 3 Super 8 have SUPER POKER 115IT string inside.
3Super8 may be a hack, strings are the same, but code is different
though still partially encrypted
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Super Draw Poker [Angelo Salese]
==========================================
For "work-around for the rng" I mean that I've mame_rand'ed it, but obviously that isn't accurate.
* Fixed Transparency pens;
* Fixed color pens for the charset;
===========================
Actually, only the "layer clearance" is puzzling me out, when it's enabled the h/w values are 0.
Really weird...
* Fixed rom source reading for the blitter;
* Properly use height/width params for the blitter;
* Hooked up the backup ram;
* Added basic inputs;
* Removed deprecat.h dependancy;
- Seems a IGS poker hack to comply with 2000's Italian law
- Sound synthesys have been replaced by OKIM Adpcm samples
- Some patched out routines have been recovered to allow test mode dsw mapping
- Mapped Stelle e Cubi to this memory map, something shows but graphic is from a bad dump
Added new game PK Tetris (Mirko Buffoni)
- Strange game with an amusement part (sort of Tetris mixed with Poker)
- Amuse input not mapped, may be necessary for the amusement part which can be disabled via DSW
---------------------------------------------------
Monopoly [Phil Bennett]
Monopoly Classic [Phil Bennett]
Monopoly Deluxe [Phil Bennett]
6850acia: Only adjust the rx/tx bit timers on a control write if the divide ratios have changed.
changes to automatically call the read handler if the opcode base cannot be
found.
Changed logging for non-RAM opcode bases so that it does not output in the case
of debugger_access being set.
Fixed logic for deriving direct ranges so that it uses the non-watchpoint-
infected tables for its lookups.
Added minor additional information and OSC info. Also added two BPROMs not included before.
New clones added
----------------
Volfied (Japan, older) [Brian Troha]