* allows more games to light all their lamps
* fixed(?) large extender hookup so that all lamps light, eg. m4andybt
* gave m4andybt better inputs (is mostly playable now, but some 7segs in the display still aren't hooked up)
* move some sets to mpu4mod2 and mpu4mod4yam based on sound chip use
Added support for wildcards in .flt filter files. You'll need to quote
them to avoid /* being parsed as a comment initiator, like "seta/*.cpp"
on a line including the quotes.
Added an XSLT filter for listing system driver sources, like
mame -lx | xsltproc scripts/xslt/list-system-sources.xslt
Converted the ci subtarget (which isn't really used much) into a .flt
rather than .lua and .lst files.
Added SOURCEFILTER option to specify a driver filter file in your make
options, e.g. like make SUBTARGET=custom SOURCEFILTER=mydrivers.flt (or
put it in your useroptions.mak if you'll be using it a lot). It
functions more-or-less like SOURCES on steroids.
Changed the way system/device source file paths are displayed to suit
the new source layout better. INI file loading hasn't changed, that
still just uses the base file name.
Added overlooked trigger to src/bus.lua to include NES controller bus if
the NES zapper sensor is needed.
Driver projects now use globs to search for files. There's less effort
editing the Lua files when things are moved around. Remember it won't
automatically pick up a change, so if you add/remove/change files, you
should touch makefile to get it to find the change.
Driver projects no longer get the top-level MAME directory as an include
path. This means you need to think about how you structure things and
not introduce nasty circular dependencies.
Subtarget projects can now be generated entirely from .flt files without
the need for separate Lua scripts and .lst files. This has been done
for the arcade, mess and virtual targets. It effectively works like a
SOURCES= build on a large scale. This means you need to organise things
so the dependency genrators can find them.
There's an issue with the mess subtarget right now. For some reason,
decmate2.cpp isn't picking up the dependency on the PDP8 CPU core for
the HD6120 device. I'll debug it later
* Add implementation of thunderl protection, implemented using a PALCE16V8.
* Corrected address range for protection write handler.
* Added recreated PAL image based on analysis.
* Fixed audio by setting a precise value for the tone pot, also removed unnecessary amplifier section resistor.
* Added impulses to coin inputs to stop j_ewnd giving credits every frame.
* Turned the audio level down a bit.
New machines marked as not working
--------------------------
Cash Nudger? (SRU) (5p Stake, £2 Jackpot)
New clones marked as not working
--------------------------
Each Way Nudger (JPM) (SRU) (revision 23C, 5p Stake, £1 Jackpot)
Each Way Shuffle (bootleg?) (SRU) (10p Stake, £3 Jackpot)
New working software list additions (gameboy.xml)
-----------------------------------
The Chessmaster (Japan, prototype) [DillyDylan, Gaming Alexandria]
Out of Gas (prototype) [Forest of Illusion]
Pang (prototype) [Forest of Illusion]
Populous (prototype) [Forest of Illusion]
Prince of Persia (Euro, prototype) [DillyDylan, Hidden Palace]
Riddick Bowe Boxing (USA, prototype) [Rezrospect, Forest of Illusion]
Taz-Mania (Europe, prototype) [Forest of Illusion]
Wordtris (V6 prototype) [Forest of Illusion]
Zoop (prototype) [Rezrospect, Forest of Illusion]
* Implemented VRAM size selection.
* Added readback for most registers that are implemented.
* Made CRTC calculations more sensible.
* Added version strings from ROMs to device descriptions.
* Improved logging and made it more configurable.