* Made "MOV AL, offset" etc (opcodes A0-A3) properly indicate a segment override prefix.
* Corrected the disassembly of various NEC-only instructions (mainly V25/V35-only instructions)
* Changed CPUINFO_INT_MAX_INSTRUCTION_BYTES on i86 and NEC from 15 to 8.
* drivers\othunder.c: Changed Operation Thunderbolt output names to something more appropriate. (They were routed to LEDs.)
* video\rastan.c: Hooked up output for Operation Wolf.
* machine\midwunit.c: Hooked up outputs for Revolution X.
* machine\midyunit.c: Hooked up outputs for Terminator 2.
* drivers\seta.c: Hooked up outputs for Zombie Raid.
side-note: CX4_read should return open_bus as well in a few cases, but passing an address_space to the handler would require more changes than are worth right now (especially because no game needs it). It will be taken care of when I convert all add-on chip handlers to become read/write handlers...
- Fixed a bug in SPC7110 handlers (now Tengai Makyou Zero test reaches RTC tests and fails them, instead of getting stuck at MUL/DIV tests)
- Implemented very preliminary (and currently broken) SPC7110 RTC emulation
- Updated DSP2 handlers to better reflect Overload's docs (problem and fix actually found by byuu)
- Updated add-on chips handlers to reflect byuu's findings
snes.c: moved some more variables to driver state, set a few addresses as open bus and slightly changed SuperFX handlers not to access SNES WRAM [Fabio Priuli]
- BCD packed decimal now supported, including k-factor
- Improved FSAVE/FRESTORE including FPU reset when restoring a NULL frame
- FREM instruction supported
- Better disassembly of FPU instructions
Hooked up default NVRAM for Golly Ghost / Bubble Trouble [David Haywood]
clones
---
Moon Base (set 2) [jmurjr, D. Maeby, Charles MacDonald, The Dumping Union]
Vapor Trail - Hyper Offence Formation (World revision 3?) [f205v, Tirino73]
Cherry Bonus III (alt, set 2) [Anonymous]
new NOT WORKING games
---------------------
Lucky Boy / Poker 72 [David Haywood]
Interesting note: There is only 1 day difference between this revision and the LA3 revision. So there must have been some outstanding issue / bug for a 1 day fix ;-)
New Clone Added
-------------------------------
High Impact Football (rev LA2 12/26/90) [A. Hoekman, tormod, Smitdogg, The Dumping Union]
segaybd.c: Redumped IC26 for Rail Chase, added PCB board ID numbers and corrected the rom names for Rail Chase [ANY]
New Clone Added
------------------------------------
Rail Chase (World) [Dumping Union]
-----------
Oriental Legend / Xi You Shi E Zhuan (ver. ???, Chinese Board) [Anonymous]
Knights of Valour Super Heroes / Sangoku Senki Super Heroes (ver. 103, CN) [Anonymous]
Martial Masters (ver. 102, 101, 101CN) [Anonymous]
- Added proper sprite priorities
- Added pseudo-hires effect
out of whatsnew: in the code there is also the hookup for a small artifact hack which blurs hires and pseudo-hires pixels like on a tv. this will be a Driver Config in MESS (Off by default) and won't affect any MAME driver. Moreover, I plan to commit soon a more verbose version of the current code, with more comments to better describe the way priorities work and to stress where the artifact hack enters into play (namely, where the "OPTION" input is read)
Texture tiles are in to ll/lm/um/uu order. By extension, sprites are
probably the same.
Texture tilemap low rom is 16bits le (or be if you _swap them but they
don't seem CPU reachable anyway), with bits 0-15 of the tile numbers.
Texture tilemap high rom is 4bits/tile with bits 16-17 and two
attribute bits (probably x/y swap, rarely used, needs to be checked).
Point roms ae 32be, text in the header of the ss23 games proves the
"be" part, and addresses inside refer to 32-bits blocks. They're
CPU-reachable.
Duplicate roms are put in a "dups" region.
* Added a second set of Jolly Card Professional.
Documented the code differences.
* Added another Royal Vegas Joker Card set, from Mile.
These sets aren't intended to work with coins. Only remote credits
are allowed. There are external modules that can manage up to 4
machines simultaneously, adding/removing/watching credits.
* Added default NVRAM to the above sets.
* Added proper inputs and DIP switches to vegasmil.
* Replaced the jolyc980 default NVRAM with one totally clean.
Temporal and total meters are cleared to zero.
New clones added
----------------
Jolly Card Professional 2.0 (MZS Tech) [Roberto Fresca]
Royal Vegas Joker Card (fast deal, Mile) [Roberto Fresca]
- Better IRQ generation and hookup to MAME IRQ system
- Preliminary 8-bit timer hookup including prescalers and IRQs
- Fixed issue with debugger not showing registers correctly
---------------------------------------------------
Tobikose! Jumpman [tormod, R. Howard, K. Svensson, D. Beneke, Smitdogg, Luca Elia, The Dumping Union]
* Added dual-state palette (addressable through PLDs).
This allow to choose which half of the palette will be addressed.
* Splitted the main machine driver to cover both palette states.
* Reworked inputs / DIP switches for vegasslw, vagasfst and vegasfte.
* Created new default NVRAM for Royal Vegas Joker Card sets.
These need to be configurated to be valid ones. Now vegasfte can
receive remote credits, and all three in the family have valid
min-max bet value and payout.
* Removed the not working flag from vegasfte.
* Improved colors for Big Deal sets.
* Correct colors for Royal Vegas Joker Card sets.
now add the drivers ...
New Clones Added
-----------------------------
Virtua Striker 2 '99 (Revision A) [The Dumping Union]
Hot Shocker [The Dumping Union]
Note: The new Hot Shocker becomes the parent as it's the Domino license and the old "Dudly" set is actually a bootleg
New Clones Added
-----------------------------
Virtua Striker 2 '99 (Revision A) [The Dumping Union]
Hot Shocker [The Dumping Union]
Note: The new Hot Shocker becomes the parent as it's the Domino license and the old "Dudly" set is actually a bootleg
New Clone Added
-------------------------------
Star Gladiator (JAPAN 960627) [tormod, W. Belk, ranger_lennier, R. Howard, R. Mucciarelli, Smitdogg, The Dumping Union]
have the same hookup for SW2 (bit 0 is free game with no bookkeeping update
if pressed on the high score screen. Bit 7 is bookkeeping/statistics view).
Other bits are open bus but pulled high by resistors.
Added conditional Hyperflip button to moonwar, only seems present in upright mode? (in cocktail mode the same input is used by player 2 for a different button)
vmetal: added driver data class and save states [Fabio Priuli]
no save states in metro.c (yet) because some games like 3kokushi have serious glitches when loading a state. any help is welcome...
split.c: made the "split" return the actual result instead of just 0. [Oliver Stöneberg]
clifront.c: made the identation of the CPU device in -listdevices the same like the others [Oliver Stöneberg]
i386.c: gave some fatalerror() calls in the i386 proper messages [Oliver Stöneberg]
ssem.c: fixed compilation of SSEM core with SSEM_DISASM_ON_UNIMPL [Oliver Stöneberg]
srcclean.c: small wording change in the srcclean summary [Oliver Stöneberg]
sdl/window.c: fixed a potential memory leak in sdlwindow_video_window_create() [Oliver Stöneberg]
"png2bdf" instead of "png2bdc"; this changes it by retrieving
the name of the executable at runtime, so it will always
be correct now. [Christophe Jaillet]
when they cross a page boundary. Previously, if pages
were not ordered in contiguous RAM, then a cross-boundary
read or write would read partially incorrect data or write
some of the data in the wrong page. [Barry Rodewald]
ddenlovr.c, dynax.c: replaced memory_set_bankptr with memory_set_bankp and added save state support [Fabio Priuli]
side note: this and rev.8619 took definitely more time than I expected (especially to test as many drivers as possible), but there should be no regressions
/me crossing fingers
- Added default NVRAM to Cybersled
- Limited the range of the analog inputs in Cybersled (the game glitches, causing you to move backwards if they hit the minimum / maximum)
- Setup default key mapping in Cybersled to be similar to other dual joystick 'tank' style games, eg. Assault, rather than the default keyboard mapping where the sticks appear to be swapped.
- Reworked the input ports a bit so that they include a common base rather than duplicating common inupts
(This makes Cybersled 'playable' again. I assume it must have been at some point in the past, but in current versions it really wasn't, not even if you calibrated it. )
- Renamed aircombu to aircomb, and made it the parent instead of the Japanese set.
Cave cleanups [David Haywood]
- Removed fake Region dipswitch that modified the region byte in the EEPROM each reset for Sailor Moon, Air Gallet and Mazinger Z
- Split out different regions into clones with different default EEPROMs instead, and ensured all EEPROMs are factory default for that region.
(this is a cleaner solution and more accurately represents the PCBs)
New Games
-------------
Crusher Makochan [tormod, R. Gatto, S. Rietscha, krick, jeremymtc, Smitdogg, The Dumping Union]
Fun World Quiz to working state.
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Fun World Quiz (austrian) [Roberto Fresca, David Haywood]
* Reworked button-lamps layouts per game. Cleaned-up the code.
* Added specific button-lamps layout for bigdeal games.
* Added specific button-lamps layout for royalcrd & jolycdit,
but there is a bug in the d-up select code that lights the
wrong lamp. This is a leftover from jollycrd routines.
* Flagged vegasfte as GAME_NOT_WORKING, since is not receiving
any coins or remote credits anymore.
-----------
Final Lap 3 (World, set 2) [Charles MacDonald, hap, Smitdogg, The Dumping Union]
- changed the parent finalap3 set to use the new graphic roms from the new finalap3a set. It was using the Japanese ones before,
which are incorrect (corrupt text on Course Select screen) [David Haywood]
- added a kludge to workaround the cpu race condition / communication bug that was causing the Assault Plus mode select screen to be automatically bypassed.
This isn't ideal, but I don't see a better solution. [David Haywood]
-----------
Berzerk (Germany) [Team Europe, Volker Hann, David Haywood]
new not working
------------------
Moon War (prototype on Frenzy hardware) [Team Europe, Volker Hann, David Haywood]
* Improved inputs for Fun World Quiz.
* Proper handlers and banking for Fun World Quiz questions.
* Partial decryption for royalcdc and multiwin.
* Complete Fun World Quiz DIP switches with dip locations.
* Promoted Fun World Quiz to working state.
* Added Fun World Quiz bookkeeping instructions notes.
* Removed all hacks in the rom load section. Now the involved sets
are properly loaded in the same way the hardware does.
* Replaced hardcoded values on graphics decode routines with proper
RGN_FRAC calculations.
* Fixed graphics bitplanes to involved games.
* Added more hardware/technical info.
* Modify the mongolnw machine driver. Now can see it starts.
* Added Multi Win, from Funworld. The set is encrypted and use a
custom CPU. Seems similar hardware than (multi) Joker Card.
* Added Fun World Quiz. Needs proper banking, and both graphics
and bipolar PROM redumps.
New games marked as GAME_NOT_WORKING
------------------------------------
Multi Win (Ver.0167, encrypted) [Roberto Fresca]
Fun World Quiz (austrian) [Roberto Fresca, 9ofzeven]