- resnet conversion - colors are now signficantly less saturated because of the 1K pull-ups.
This is noticable in the agent's coat and the sky color, for example. As far as I can tell this
correct from the schematics.
- Added bitmap palette selection based on the 128H line. Not sure where this is actually used in
the game
* verinfo: New syntax.
verinfo now uses the following syntax: verinfo.exe -b windows|winui|mess.
Does not depend on compile time defines any longer.
* makefile will include - if it exists - src/osd/$(CROSS_BUILD_OSD)/build.mak.
This was necessary to enable cross builds for winui. winui adds mkhelp to build tools and the rules for mkhelp thus had to be moved outside src/osd/winui/winui.mak
* Tested on Linux 64bit, Linux 32bit, Windows 32bit mingw, Windows 32bit MSVC
* Cross build environment to be posted to the list
ALL DRIVERS MUST NOW EXPLICITLY DECLARE THEIR SCREENS.
Read on for more detail....
Added device tag as a parameter to the start function for devices.
Updated MC6845 to accept this tag.
Added new functions for iterating through the device list and
counting devices of a given type. Updated search and iteration
functions to accept DEVICE_TYPE_WILDCARD to work across all
devices.
Added new macro MDRV_DEVICE_CONFIG_DATA() which is used to set a
single item in an inline data structure.
Removed the per-screen palette_base. This was an idea that never
really worked out, nor have we really needed it.
Defined a new device type VIDEO_SCREEN. Currently this has no
live functionality, but merely serves as a placeholder/identifier
for video screens. Eventually some of the screen management code
may move into the start/stop/reset functions.
Changed MDRV_SCREEN_* macros to build up VIDEO_SCREEN devices
rather than storing values in the screen[] array.
Changed MDRV_SCREEN_ADD to specify a screen type (RASTER, VECTOR,
LCD for the moment).
Removed the older VIDEO_TYPE_RASTER and VIDEO_TYPE_VECTOR; this
information is now determined by walking the screen list.
Removed the screen[] array from machine_config. Modified all code
referencing Machine->config->screen[] and changed it to iterate
over the devices using the new video_screen_first() and
video_screen_next() functions.
(The next step will be to add video_* functions that accept a tag
instead of screen index, and then move systems over to always
referencing screens by tag instead of index.)
Removed implicit screen #0. This means that ALL DRIVERS MUST
EXPLICITLY DECLARE THEIR SCREENS. Updated all drivers to do
so. While there, grouped all MDRV_SCREEN_* parameters together.
Also removed unnecessary VIDEO_TYPE_RASTER and VIDEO_TYPE_VECTOR.
Also removed VBLANK and bitmap format information from vector
games. This was painful and very tedious.
Changed game information to display info about all screens.
* PALETTE_INIT no longer has a colortable parameter
* removed game_colortable and remapped_colortable from machine_config
* updated a few stragglers that still referenced these fields
* removed tile_draw_colortable from tilemap.c
(From Zsolt): Added support for the new colortable object in the palette viewer
Changed the input port tokens to use a union instead of casting everything to FPTR.
In the future, C99-enabled compilers will be able to achieve type safety with
designated initializers.
Subject: Assorted dumps and other fixes
Hi,
I have enclosed a patch file that:
* Fixed some of the rom dumps for Double Dragon 3 (Some of the dumps were based of the bootleg and not the original.) and updated the name and location to actually match that of a real board
* Updated the dip switches for Combatribes to actually show their position on the physical board.
* Dumped the six GAL's on Battletoads and updated the existing rom names to make their locations easier to understand.
* Updated the dip switches of Battletoads to actually show their position on the physical board.
* Added placeholders for pals that need to be dumped for the various games in mcr68 driver. I got the information by looking at the manuals except I couldn't find a manual for Arch Rivals or Pigskin 621AD though I'm sure they probably have pals that need to be dumped.
* Added placeholders for the two pals that are on the bootleg version of Hyper Olympics and corrected the rom names to match their location on the board.
Kevin Eshbach
Subject: clock frequencies diff
Verified clocks on Rainbow Islands and Rambo 3 and Raiden 2. Reverted
sound OSC of Truxton 2 to 27mhz/8 since the original OST runs at this
speed. The pcb I measured the previous clock was 28mhz/8 and it's a
different pcb version from the common one. Since mame doesn't support
multiple OSC I prefer to use the 27mhz one.
Subject: _mul_32x32_hi() and _mulu_32x32_hi() patch
Hi/2.
I've attached patches to fix validation fail of '_mul_32x32_hi()' and
'_mulu_32x32_hi()' inline function when compiled GCC v3.3.5 with I686
optimization in according to advice of 'Vas Crabb'
Subject: Various little changes from the last month
I've been meaning to send these in for ages, but the day job has been
insane for a while now, so it's been hard to keep these up to date.
Firstly, I've fixed a few corner cases I've noticed in the 6840
emulation based on running the MPU4 test ROMs, and added the ability to
dynamically alter the external clock frequencies in game (since these
pins can be connected to other timing devices in a daisy chain, this may
well prove handy for speech chips and the like).
The 6850 core has also been changed to allow dynamic RX and TX clock
alteration, to at least try to remove a few of the MPU4 timing problems
(the ACIA clocks are triggered by the output pin of one of the 6840
timers, so the clock rate will vary according to what has been
programmed into the counter, rather than a fixed value).
MPU4 has been changed to document the Video board a bit better, and to
change a game name to match what is actually on the marquee. Other names
have changed, to better describe the program nature (AMLD versions are
legally speaking not SWPs, as there is no capacity for payout, so AMLD
SWP is an oxymoron).
Lastly, since I was smoketesting 6840ptm using cchasm anyway, I've added
some documentation of the Cosmic Chasm crystals, and merged the memory
maps.
Subject: [patch] Fix namcos2 multisession crash
Hi mamedev,
If you run a namcos2 game multi-session (say marvland), it may crash
due to an inappropriate use of auto_malloc. Fix attached.
~aa
Subject: Shadow Warriors inputs diff
Connected the buttons like they are wired on the original pcb (which is
jamma):
Button 1: Grab
Button 2: Attack
Button 3: Jump
Reviewed the following drivers:
alpha68k.c
actfancr.c
aeroboto.c
aerofgt.c
aliens.c
ambush.c
amidar.c
amspdwy.c
angelkds.c
appoooh.c
arabian.c
argus.c
arkanoid.c
Improved some DIP switches.
Added some DIP locations.
Replaced IPT_COINx with IPT_SERVICE1 where appropiate.
Simplified some control definitions.
to the sound and CPU interfaces. This is still a bit WIP, but works at
a fundamental level. Currently the only example of usage is in qix.c for
the MC6845 CRTC.
New module: mconfig.c/.h. Moved all machine_config and MDRV_* macros here,
out of driver.c/.h. Added MDRV macros for adding/removing/configuring
devices.
qix.c: Moved video part of machine driver to video/qix.c. Added MC6845
as a device in the machine driver. Removed explicit MC6845 initialization
from VIDEO_START in favor of simply retrieving the token from the device
interface code.
mc6845.c: Updated all callbacks to pass the mc6845_t * object. Updated
all drivers accordingly. Added a minimal device interface.
Deprecated the following constants because global constants that pretend
to document things but which are only guesses are dumb:
- DEFAULT_60HZ_VBLANK_DURATION
- DEFAULT_30HZ_VBLANK_DURATION
- DEFAULT_REAL_60HZ_VBLANK_DURATION
- DEFAULT_REAL_30HZ_VBLANK_DURATION
- DEFAULT_60HZ_3S_VBLANK_WATCHDOG
- DEFAULT_30HZ_3S_VBLANK_WATCHDOG
Updated all drivers to explicitly specify the equivalent bogus times.
Added comments for the "REAL" VBLANK durations to indicate that they are
not accurate.