- Removed VIDEO_START_CALL(generic_bitmapped) from jpmimpct. By the way, Clueo has a bug where the screen is not cleared properly obscuring instructional text. This happens after the demo mode takes a photo of the 'body'
- Final pass on single-stepping behavior [SGINut]
- Corrected VRCP element lookup [SGINut]
- Corrected unaligned DMA behavior [Ville Linde] (Ville, do you mind that I submit this?)
ROMs were downloaded from softwarethis.com and uploaded to /roms/current/n
One program ROM is different, which adds an additional screen in service mode. I'm sure there are other differences as well.
I would have added the PAL dump, but it's all 0's, and I'm guessing that isn't correct.
Documents various priority issues as being original game bugs, and makes note of a missing alpha effect.
These notes will likely live in a new bug database someday, but were added to the driver so they won't be lost in the short term.
If it's whatsnew worthy, credit Guru for his time spent testing.
- cleaned up and merged ninjakd2, mnight and omegaf drivers into a single driver
- added flip screen support to all games
- fixed sprite overdraw mode:
- ninjakd2 congratulations screen (e.g. stage 3) shows japanese characters which were previously missing
- in ninjakd2, at the beginning of a level items are visible during the initial fade in. I'm not sure if this is correct but the other effects wouldn't work otherwise
- in mnight attract mode, when the big ship is firing the other sprites no longer leave trails
- in mnight at the end of a level the screen is slowly filled with balls and then slowly cleared to begin the following level. Same effect in the death sequence during attract mode.
- added proper computation of sprites to be drawn taking into account double size sprites. This fixes sticking shots in mnight without need for a hack.
- lowered ninjakd2 PCM playback rate to 13020 (from 16000). This seems to sound better and is a round division from one of the master clocks.
- removed ROM patch that was used to avoid the input protection in omegaf, added a rough but effective protection simulation.
- corrected some dip switches
- hooked up sound cpu reset line
- simplified ROM loading for the older games swizzling address lines in driver init.
- Emulated external OR circuit for all drivers using the PIA chip. This used to be internal to the PIA emulation, but, in fact, this is external logic. The PIA has two seperate INTA and INTB out lines. This fixes at least PlayBall