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Sega Strike Fighter [f205v, The Dumping Union]
Derby Owner's Club (Ver. C) [f205v, The Dumping Union]
Kick '4' Cash [f205v, The Dumping Union]
* Fixed serial comms. As a result, most games actually boot now.
* Fixed colours.
* Fixed SAA1099 sound.
* Added Characteriser tables for all games (a complete
implementation is still needed for most games).
New games marked as GAME_NOT_WORKING
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Adders and Ladders
Strike it Lucky [4 sets]
Quiz Grid [4 sets]
Eyes Down [2 sets]
Blox [2 sets]
Prize Space Invaders [2 sets]
Also redumped the program roms for v4.02 as they were overdumps at twice the correct size. This is verified on 5 sets of chips ;-)
New Clone Added
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Touchmaster 2000 (v4.00 Standard) [Brian Troha, The Dumping Union]
- Fixed Dip Switches and Inputs (after verification of the M68000
code)
ssgbl (ssgbl.c driver + megadriv.c) [stephh] :
- Fixed stack vector so coins are now correctly handled (the game
shall be fully playable now)
- Fixed Dip Switches and Inputs (after verification of the M68000
code)
NOTE: May or may not need a speed-up like the other games in this series. See naomi.h & /machine/naomi.c
New Game Added
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Guilty Gear XX Accent Core (GDL-0041) [Joerg Hartenberger]
New Clone Added
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Megatouch IV Tournament Edition (9255-50-01 ROA, Standard version) [Phil Bennett, MikeDX, Smitdogg, The Dumping Union]
Lattice Filter, Multiplier, and clipping redone.
TMS5220C multi-rate feature added.
Now using the same LPC table file (and format, as created by couriersud) as the TMS51xx is.
Unvoiced-Voiced transitioning adjusted to match patent.
Command handling redone to better match patent.
Reasonably significant speech quality improvements: Separate tables for TMS5200, TMS5220 and TMS5220C are implemented, though all still need to be verified from hardware.
Fixes: Garbled speech in Escape from the Planet of the Robot Monster's Canal Mazes is fixed, as well as some other garbled speech in game (when saying 'throwing switch' for instance).
Known Regressions (being worked on): Victory fails its startup self test with an error 5, but speech works in-game.
are triggered, and what channel is returned. The
interrupts are masked or enabled based on what PCM memory bank is
used, rather than the physical channel that was used.
[Barry Rodewald]