- updated carts to be slot devices
- simplified loading and bankswitch mechanism
- added support for real Sonic & Knuckles lock-on emulation (you can combine it freely
with other carts, through the -cart2 slot which gets added automatically)
- remove need for "pcb_type" feature from xml softlist, since the new "slot" feature is enough
- moved SVP emulation to src/mess/ in view of conversion to a slot device as well
I don't plan to add more tapes any time soon (I simply did not want to lose these two), so anyone willing to
add more elements to the list would be welcome....
- Add MIDI in and out ports as image device types
- Add OSD calls to check for and read MIDI input
- Add MIDI in image device which reads input and converts it to a serial bitstream
nw section:
Note that the MIDI In device uses the new image device override to prevent the core from attempting to fopen() the "file" name and instead it handles open/close itself in call_load/call_unload. This allows greater flexibilty than the hack used for sockets/ptys/named pipes where the OSD file layer has to know about them.
softlists: added preliminary softlists to Apogee, Bashkiria-2M, BK-0010, Galaksija, Korvet, Lviv, Mikrosha, Ondra ViLi, Orao,
Orion-128/OrionPro, Partner-01.01, Pecom64, Pyldin-601, Radio-86RK, Specialist/Specialist MX and UT-88. [Fabio Priuli]
After 0.148 I will clean up the file descriptions, but it's good to have these documented at last :-)
Loading instructions are already present at projectMESS and will be in next sysinfo update.
------------------------------
Milton Bradley MicroVision [kevtris, Wilbert Pol]
Because of the tiny screen use -prescale 3 to
get decent video output.
Bowling Try [H.A. Pontes, R. Mucciarelli, Tormod, Yohji, Smitdogg, The Dumping Union]
CPU: H8 3008 (currently set to H8 3002 because 3008 doesn't exist in the core)
GFX: YGV631-B (we have no docs for this, might be related to the Namco ND1 chip?)
SOUND: TT5665 (there are datasheets about, but I don't think we have a core)
I claim no ownership over this, I won't be working on it, up for grabs.
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Kuru Kuru Pyon Pyon (Japan) [Roberto Fresca, hap, Fyrecrypts, anonymous,
btribble, Yohji, Smitdogg, The Dumping Union]
note, external submission, cleaned up a bit by me, was sent with the following message
From Brian Griffin:
To Haze:
I've made some changes to the drivers for the fruities by continuing to split things into proper versions and adding some you were missing continuing with the patterns you have set. We had some Maygay machines come in and I saw they hadn't been done yet.
No 'Brian Griffin' isn't my real name I'd rather remain anonymous / not be in the credits if that's alright with your team because of my job my employer or customers could take issue with me helping.
I work as a repair technician for these fruities and what's happening in Mame is the best thing to happen in the last 10 years. By that I mean the effort being made to recognize the different rom versions of each game, it's invaluable when it comes to repairing these and fitting programs the operators are happy with. Until Mame came along everybody was just sticking with one set and that was only good for people wanting to play the games on a PC not people operating and maintaining the original machines where you often need a specific version for a specific hardware profile.
It is with great lament we threw away many different 'sets' at my former place of employment 5 years back because nobody at all was interested in them at the time. I wish Mame had shown an interest back then but they're long gone now.
Regarding sound roms I'm not hopeful of you finding the missing ones, what you don't realise is except for the most popular / profitable they were in and out in under 3 months, scrapped for parts, reskinned, fitted with new roms, and recycled. We had arcade video games on location test for longer than some of these were around if they weren't bringing in the money or worse were instead bleeding it because people had found emptier exploits. You could probably consider many of them to be 'prototypes' using Mame terminology they were so short lived. Nobody I work with has seen some of them for 15-20 years and these machines are sizeable enough so you can't just misplace them. Anything more than a few years old not owned by a collector or retro-arcade more than likely no longer exists anywhere.
Everything you need is at (speedy share link removed)
New games marked as GAME_NOT_WORKING
------------------------------------
Dragon's Lair 2: Time Warp (US v3.19)
Space Ace (DL2 Conversion) (US v1.3)
New clones added
----------------
Dragon's Lair 2: Time Warp (Euro v3.19) (not working)
Dragon's Lair 2: Time Warp (Spanish v3.19) (not working)
Dragon's Lair 2: Time Warp (US v3.18) (not working)
Dragon's Lair 2: Time Warp (Euro v3.16) (not working)
Dragon's Lair 2: Time Warp (US v3.15) (not working)
Dragon's Lair 2: Time Warp (Spanish v3.15) (not working)
Dragon's Lair 2: Time Warp (US v3.14) (not working)
Dragon's Lair 2: Time Warp (US v3.12) (not working)
Dragon's Lair 2: Time Warp (US v3.00) (not working)
Dragon's Lair 2: Time Warp (US v2.11) (not working)
Space Ace (DL2 Conversion) (Euro v1.3) (not working)
(rather ugly for now, the code *should* be collapsible to a single set of functions but we're not there yet, not even close, lots of push and pull of system specific bits needed before everything is in the right place)
Added Dip Locations to vastar.c driver [Tafoid]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Planet Probe [Alberto Grego, Corrado Tomaselli, f205v, David Haywood]
based on Z80 family, plus 2x 8255 PPI, and YM3812 / Y3014
for sound. The status is still preliminary. [Roberto Fresca]
New games marked as GAME_NOT_WORKING
------------------------------------
Super Card (encrypted) [Roberto Fresca, Team Europe]
- Renamed the internal layout artwork: bigdeal --> bonuscrd.
- Default Bonus Card & Big Deal DIP switches positions, that
allow boot the system without errors.
-avr8: Implemented MULS, ANDI, STD Z+, LD -Z, LD Y+, LD -Y, LD -X, SWAP, ASR,
ROR, and SBIS opcodes. [MooglyGuy]
-avr8: Moved Timer 0-2 into the CPU core itself, 30x driver speedup [MooglyGuy]
-cratft.c: Fixed DAC bit order, audio now plays but is 40% too slow [Mooglyguy]
- Fixed some glitches with the SE/30's built-in video
- Added preliminary infrastructure for LC and '030-type processor-direct slots
- Support for SE/30 processor-direct slot version of RasterOps Colorboard 264
types. Created a binding_type_exception which is thrown when
a bind attempt fails due to mismatched types.
Added helper templates to driver_device to wrap legacy
device read/write handlers into driver_device member functions.
This should help move some things forward until more common
code is converted into proper devices.
Introduce new module devcb2 which contains modernized
versions of devcb. Compared to previous implementation
this one is simpler overall, trampolining calls through
a single internal set of adapter functions. The new
versions are also designed to be specified in the
machine_config rather than in structures, so they are
no longer simple POD types. Additional new/changed
features:
* reads and writes can map to delegates for line or 8/16/32/64-bit
* reads and writes can map to an I/O port
* reads can be mapped to a constant value, with or without logging
* writes can be mapped to a device's input line
* all reads/writes can have a shift, mask, and/or xor applied
* devices can opt to make the functions safe-if-NULL when resolving
* only member function types are supported
Rewrote the YM2151 interface to be fully modernized, and
removed the ym2151_interface struct in favor of inline configs
using the new devcb2 mechanism. In many cases, removed
no longer needed trampolines, instead taking advantage of
direct support for input line writes.
greatly improving performaces (e.g. Manic Miner demo went from 20% to 380%
ingame). Plus added some very preliminary softlists. [David Haywood]
(MESS) spectrum_cass.xml: added very preliminary softlist containing some
interesting test case for emulation. [David Haywood]
Remaining TODO list:
- take WP into account
- test the amstrad, implement its observational format (edsk) using
pasti as a start. Or find the legendary amstrad IPFs. Or both.
- correct read track, the implementation is completely wrong. See
previous for testing, it's only used in protections the check the
inter-sector gaps.
- shake and bake on the amstrad, protections are the best to find bugs
in a fdc
- add the scan id commands, but nothing seems to use them
- debug the 2.88M formatting which is unreliable. Fix its IDAM/DAM
gap size on formatting too (but that's not what's making it
unreliable)
- test all the systems that were hit, and fix what needs to be fixed.
Beware that multiple problems may happen:
- upd765 may be wrong
- the driver may not be working
- the hookup may be wrong/incomplete (bitrate selection and floppy
rpm in particular)
- the driver may be too limited for the new implementation (the x68k
dma device does not handle non-instant dma yet for instance)
- report invalid command when appropriate depending on the actual chip
emulated
- add the russian clones with their real names
and added a new command line option of "-viewlist" which will print out a list
of all the devices that can be viewed in human readable logic equations.
Also updated the jedutil regression test to support passing in an additional argument of "debug" to print out a detailed log. Also moved the jedutil regression test
data into separate directories composed of the device's name to make things
more organized. [Kevin Eshbach]
non-templatized helper class so that the code can live
co-located, rather than invading device.h.
Changed the read/write delegates to derive from
device_delegate. Updated the address map macros to create
these properly.
Removed remnants of the old AM_BASE/SIZE macros from the
memory system.
eventually, nes_mmc and its pieces (nes_pcb, nes_ines & nes_unif) will contain a cart slot device and allow for
things like on-cart sound chips and eeprom devices to be properly emulated
---------------------
Blankity Bank (PCP) (SYSTEM80) [TTX]
Changed FME drivers to use per-driver layouts, rather than awpvid generic ones - should make tiny builds a bit easier, and gives more opportunity to tweak for hardware specific stuff. (nw)
Made some modifications to the jedutil tool to allow the viewing of simple combinatorial jeds (adding support for registered and gals in the future) by taking a jed file and printing out human-readable equations. Changed the command line options of the jedutil tool to know take an initial argument to specify what the tool should do.
For example to convert a jed to bin the command is now:
jedutil –convert <source.jed> <dest.bin>
jedutil –convert <source.bin> <dest.jed>
To view a jed file with human-readable equations the command is
jedutil –view <source.jed> <pal type>
Added a simple regression test for the tool that just verifies that the currently known pals have the row and column fuse location mapped correctly and at the moment this tool runs under windows only.
Under the directory src/regtests/jedutil there is a Windows Script File with the name jedtest.wsf that if run from the command line with the command “cscript jedtest.wsf” will verify that a dump of the jeds in src/regtests/jedutil/jeds matches the good dumps in src/regtests/jedutil/baseline. Reference jed files created using the tool eqn2jed which is included with Opal Jr and these files are in src/regtests/jedutil/eqns.
and a sparse bitmap for tracking which areas got updated.
This allows sprites to be rendered independently to their own
bitmap and then mixed in a final step. Converted the Sega
sprite device over to this new model, and moved the mixing
steps out of the sprite implementations and into the driver-
specific video updates where it belongs. [Aaron Giles]
Added some further methods and helpers to the bitmap_t and
rectangle classes. [Aaron Giles]
Created a sega_16bit_common_base class which handles the
common Sega palette RAM mappings and open bus reads.
[Aaron Giles]
(MESS) vic20: Added floating bus read support to VIC and cartridge interface.
(MESS) vic10: Added floating bus read support to VIC-II and cartridge interface.
(MESS) c64: Added floating bus read support to cartridge interface. [Curt Coder]
(MESS) plus4: Added floating bus read support to TED and cartridge interface. Implemented some Diag264 test cartridge loopback connectors. [Curt Coder]
(MESS) c16: Added PAL/NTSC variants. (nw)
(MESS) v364: Fixed speech ROM mapping. (nw)
(MESS) compis: Separated keyboard to its own file. (nw)
(MESS) huebler: Cleanup. (nw)
out of whatsnew: I also hooked up the list to the driver, even if I have no idea to which degree the system works these days (I don't know much about this machine).
out of whatsnew: the disk dumps do not come from original media, but given that no more program disks ever appeared in the past two years and that even the website which originally hosted these disks disappeared, it is definitely worth documenting them before they get lost forever...
also mame\includes\multfish.h can/must be removed from source tree coz it is not used by driver. by MetalliC (no whatsnew)
update Megadrive cart module for support "Pier Solar" cart (mapper and "ST M95" eeprom code) by MetalliC (no whatsnew)
Comment: note, could still do with andreas seeing if he can find a relationship between the encryption tables we've derived from studying the
protection (used to decrypt the various blocks in the protection data
rom) and the final block in the protection data rom..
* Split segas16.h header into separate headers for each system
* Fully modernize segas16a
* Convert multiply, divide, and compare/timer chips into
modern devices
* Fix bug causing tturfu and wrestwar to hang at startup
baseboard there (most of these ones actually run quite well apart from
some moaning about reels) This board used the AY8913, the mod4 board
didn't have that, so it's a logical split point. Also some more identification / tagging etc. of other sets. From Haze (nw)
* Converted FD1089/FD1094 into proper devices, derived
from m68000. They now handle their own decryption and
memory management, so we can remove all the calls for
initialization/reset/etc. The key now lives as a 'key'
subdevice under the CPU, and the FD1089/1094 are now
specified just like any other CPU.
* Removed the horrible s16fd and s24fd files. Good riddance.
* Created a helper class for managing fd1094 decryption
caches.
* Converted the memory mapper into a new modern device
and updated the segas16b, segaorun, and segas18 drivers
to use it. Fixed ROM memory mapping so that the source
ROMs can be loaded contiguously, removing a bunch of
hacks.
* Untangled the joined segas1x_state and split the states
for each system into their own classes. Cleaned up some
implementations.
* Added support for member functions to be called as
DRIVER_INIT functions. To do this, #define
MODERN_DRIVER_INIT prior to #including "emu.h" and you
will be required to specify a class and member function
for your driver init.
* Fully modernized the segas16b and segas18 drivers.
New working games added
-----------------------
GP Rider (Japan) [ShouTime, Charles MacDonald, Aaron Giles]
Last Survivor [ShouTime, Charles MacDonald, Aaron Giles, 9ofzeven, TrevEB,
Dr. Spankenstein, ghoolster, Surgeville, Tormod, Tjaberg, Waremonger]
(Note: A couple games are still busted, but most are working. Will
follow up with more updates.)
(mpu4dealem.c) because it's a unique expansion, no point in having all
that stuff in the main state. The standard video board it's own state class too, and moved specifics to that, plus converted the scn2674 video chip to be a device (new files there too) again reducing the amount of junk in the base mpu4 state. From Haze (nw)
- Based on timeslot modelling, the implementation models gate delays in logic chips.
- Design ready to be split into a generic and a MAME implementation part.
- Design prepared to merge in discrete components from discrete.*
- Supports code based as well as external net list parsing.
Ultimately, net lists and discrete emulation should share one code base. The class design was set up to accomplish this. There is no point in having multiple 555, 7474 implementations around.
Most of the code will be moved to lib/netlist going forward to allow usage in other projects.
------------------------------------
Beach Head 2000 Install - 05/27/03 [Smitdogg, The Dumping Union]
Beach Head 2000 Install - 09/16/01 [Smitdogg, The Dumping Union]
Beach Head 2002 Install - 05/27/03 [Smitdogg, The Dumping Union]
Beach Head 2003 Desert War Install - 05/27/03 [Smitdogg, The Dumping Union]
Global VR XP OS Install - 09/30/01 [Smitdogg, The Dumping Union]
Global VR XP OS Update/Install - 06/11/02 [Smitdogg, The Dumping Union]
Hyper V2 (Global VR) Install - 09/30/0l [Smitdogg, The Dumping Union]
Hyper V2 (Global VR) Install - 06/12/02 [Smitdogg, The Dumping Union]
Need For Speed: Underground Install (2 Discs) (v1.1) [Smitdogg, The Dumping Union]
-----------------------------------
Skins Game (1.08) [Mr. CAST, M. Ponweiser, Mojo2000, Smitdogg, The Dumping Union, R. Belmont]
Skins Game (unknown alt. version) [Guru, R. Belmont]
------------------------------------
Pong (Rev E) [Couriersud]
Work in progress. The games is playable and has sound, however I suspect some minor bugs due to the order of expression evaluation.
I commit this mainly for documentation purposes. The modelling of the TTL circuits will change to a device/connection class infrastructure updating inputs immediately if they changed going forward.
and wait state generation. Previous implementation has been renamed to
*l.{c,h} and drivers point to the old implementation until they are
adapted to the new version. [Michael Zapf]
* Inputs from the scratch.
* Completely demuxed the output lines.
* Added lamps support.
* Added a nice button-lamps layout.
* Found and added the FEVER! lamp.
* Fixed the Oki6295 and CRTC 6845 clocks.
* Corrected the refresh rate to 52.786 Hz (similar to Major Poker).
* Hooked the vblank input line.
* Figured out the following DIP switches:
Auto Max Bet, Flip Screen, Maximum Bet,
Auto Hold, Double-Up Type, Remote Credits,
Bet Limit, and Coinage Multiplier.
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Chance Thirty Two [Roberto Fresca]
* Identified the slots game as Super Stars.
* Changed am_uslot to suprstar.
* Reworked inputs from the scratch.
* Added support for outputs: lamps & counters.
* Added a button-lamps layout.
* Promoted the game to working state.
* Added technical notes.
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Super Stars [Roberto Fresca, Angelo Salese, Andreas Naive]
* Reworked Inputs for all games.
* Added button-lamps support.
* Created internal control layout for all games.
* Added mech counters support.
* Promoted all games to working state.
* Renamed the mdrawpkra ROMs based on PCB picture.
* Renamed the driver to meyc8080.c
* Added technical and game notes.
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Draw Poker - Joker's Wild (Standard) [hap, Roberto Fresca]
Draw Poker - Joker's Wild (02-11) [hap, Roberto Fresca]
- This game has mechanical parts so it's not exactly playable, but it is possible try it until the end giving the expected inputs.
- Imported the i8279 device from MESS and updated to support sensor
mode and mask nibble.
- Made a simple layout and the defined input ports.
New clones marked as GAME_NOT_WORKING
------------------------------------
Zeke's Peak [Sandro Ronco]
Renamed driver overrides to MCFG_MACHINE/SOUND/VIDEO_START_OVERRIDE to
explicitly indicate they are overriding the default behavior.
Put liberatr back the way it used to be.
Normalized soundlatch helper function names.
Created delegates for machine/sound/video_start/reset callbacks and
added necessary infrastructure to use them going forward.
- General update which fleshes out some of the 68307 code (not 100% correct hookups, just improved logging and enough to get us somewhere).
- Added various devices to the SC4 emulation, added a default layout showing the VFD, to which most of the earlier games will now write 'Initializing'. Timers and other devices still need to be implemented properly before they actually initialize.
- Put the actual SC4 hardware emulation in drivers/bfm_sc4h.c so that it doesn't get lost in the swamp of sets (scrolling through a file is quite hard when it's almost entirely set definitions)
and the insane 16 graphics banks scheme. Improved the Wild Witch and
Jolli Witch inputs, and switched them to the extended hardware. Got
accurate colors for all the extended sets. Worked inputs and lamps
from the scratch. Added technical notes. [Roberto Fresca]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Witch Up & Down (Export, 6T/12T ver 0.99) [Roberto Fresca, Team Europe, Marcus Jendroska, Video Klein]
Witch Up & Down (Export, 6T/12T ver 1.02) [Roberto Fresca, Team Europe, Marcus Jendroska, Video Klein]
Wild Witch (Export, 6T/12T ver 1.74A) [Roberto Fresca]
Z80 + CTC + DAC systems with artwork and lamps + LEDs, running
the well-known game "Rock-Paper-Scissors". Also added a complex
internal artwork layout. [Roberto Fresca]
New games marked as GAME_NOT_WORKING
------------------------------------
Janken Man (Pretty Carnival) [Roberto Fresca, anonyMous donator]
spriteram. Removed core support for legacy buffered spriteram, and
updated all drivers to use the new devices instead. [Aaron Giles]
Removed required/optional_shared_size helpers. Instead the existing
required/optional_shared_ptr helpers now have a bytes() method that
can be used to query the size of the shared region. [Aaron Giles]
New games marked as GAME_NOT_WORKING
------------------------------------
World Soccer Winning Eleven Arcade Game Style [Team Japump, Guru]
World Soccer Winning Eleven Arcade Game 2003 [Team Japump, Guru]
- enforced short names for slot card devices
- updated validation, romverify and listxml output accordingly
- slotoptions now also contain shortnames so it's possible to link
slot option and device
similar to Ludo, derivated from the indian game Parchisi. Coin-op
machine for 1-4 players. No screen, just artwork and lamps.
[Roberto Fresca]
New games marked as GAME_NOT_WORKING
------------------------------------
Mann, oh-Mann [Roberto Fresca, Team Europe]
from 4 to 5. This means any diff CHDs will no longer work. If you
absolutely need to keep the data for any existing ones you have,
find both the diff CHD and the original CHD for the game in question
and upgrade using these commands:
rename diff\game.dif diff\game-old.dif
chdman copy -i diff\game-old.dif -ip roms\game.chd -o diff\game.dif -op roms\game.chd -c none
Specifics regarding this change:
Defined a new CHD version 5. New features/behaviors of this version:
- support for up to 4 codecs; each block can use 1 of the 4
- new LZMA codec, which tends to do better than zlib overall
- new FLAC codec, primarily used for CDs (but can be applied anywhere)
- upgraded AVHuff codec now uses FLAC for encoding audio
- new Huffman codec, used to catch more nearly-uncompressable blocks
- compressed CHDs now use a compressed map for significant savings
- CHDs now are aware of a "unit" size; each hunk holds 1 or more units
(in general units map to sectors for hard disks/CDs)
- diff'ing against a parent now diffs at the unit level, greatly
improving compression
Rewrote and modernized chd.c. CHD versions prior to 3 are unsupported,
and version 3/4 CHDs are only supported for reading. Creating a new
CHD now leaves the file open. Added methods to read and write at the
unit and byte level, removing the need to handle this manually. Added
metadata access methods that pass astrings and dynamic_buffers to
simplify the interfaces. A companion class chd_compressor now
implements full multithreaded compression, analyzing and compressing
multiple hunks independently in parallel. Split the codec
implementations out into a separate file chdcodec.*
Updated harddisk.c and cdrom.c to rely on the caching/byte-level read/
write capabilities of the chd_file class. cdrom.c (and chdman) now also
pad CDs to 4-frame boundaries instead of hunk boundaries, ensuring that
the same SHA1 hashes are produced regardless of the hunk size.
Rewrote chdman.exe entirely, switching from positional parameters to
proper options. Use "chdman help" to get a list of commands, and
"chdman help <command>" to get help for any particular command. Many
redundant commands were removed now that additional flexibility is
available. Some basic mappings:
Old: chdman -createblankhd <out.chd> <cyls> <heads> <secs>
New: chdman createhd -o <out.chd> -chs <cyls>,<heads>,<secs>
Old: chdman -createuncomphd <in.raw> <out.chd> ....
New: chdman createhd -i <in.raw> -o <out.chd> -c none ....
Old: chdman -verifyfix <in.chd>
New: chdman verify -i <in.chd> -f
Old: chdman -merge <parent.chd> <diff.chd> <out.chd>
New: chdman copy -i <diff.chd> -ip <parent.chd> -o <out.chd>
Old: chdman -diff <parent.chd> <compare.chd> <diff.chd>
New: chdman copy -i <compare.chd> -o <diff.chd> -op <parent.chd>
Old: chdman -update <in.chd> <out.chd>
New: chdman copy -i <in.chd> -o <out.chd>
Added new core file coretmpl.h to hold core template classes. For now
just one class, dynamic_array<> is defined, which acts like an array
of a given object but which can be appended to and/or resized. Also
defines dynamic_buffer as dynamic_array<UINT8> for holding an
arbitrary buffer of bytes. Expect to see these used a lot.
Added new core helper hashing.c/.h which defines classes for each of
the common hashing methods and creator classes to wrap the
computation of these hashes. A future work item is to reimplement
the core emulator hashing code using these.
Split bit buffer helpers out into C++ classes and into their own
public header in bitstream.h.
Updated huffman.c/.h to C++, and changed the interface to make it
more flexible to use in nonstandard ways. Also added huffman compression
of the static tree for slightly better compression rates.
Created flac.c/.h as simplified C++ wrappers around the FLAC interface.
A future work item is to convert the samples sound device to a modern
device and leverage this for reading FLAC files.
Renamed avcomp.* to avhuff.*, updated to C++, and added support for
FLAC as the audio encoding mechanism. The old huffman audio is still
supported for decode only.
Added a variant of core_fload that loads to a dynamic_buffer.
Tweaked winwork.c a bit to not limit the maximum number of processors
unless the work queue was created with the WORK_QUEUE_FLAG_HIGH_FREQ
option. Further adjustments here are likely going to be necessary.
Fixed bug in aviio.c which caused errors when reading some AVI files.
- The SDL team has moved from 1.3 to 2.0. At the same time, changes were made to allow SDL1.2 and SDL2.0 to coexist. All SDL2.0 include files are now in /usr/include/SDL2.
- Added sdlinc.h to avoid having tons of #ifdef .. #include in the code.
- Scalemode is no longer a per-window setting
- Fixed a bug in YUV rendering.
- Use SDL_GetClipboard (SDL2.0)
- Updated README_SDL20.txt
Currently, SDL 2.0 is only supported on *nix. Volunteers welcome.
(nw) If anyone has any suggestions on how better to sync per-scanline state than what I'm currently doing, I'd be all ears. The renderer is now pretty darn fast, but every little bit counts.
new not working:
---------------
Unknown BMC Poker Game,
Gone Fishing 2
Chess Challenge 2
EZ Touch
Sega Shooting Zone
new clones
---------
Warriors of Fate ('sgyxz' bootleg) (not working)
and paths consistently for devices, I/O ports, memory
regions, memory banks, and memory shares. [Aaron Giles]
NOTE: there are likely regressions lurking here, mostly
due to devices not being properly found. I have temporarily
added more logging to -verbose to help understand what's
going on. Please let me know ASAP if anything that is being
actively worked on got broken.
As before, the driver device is the root device and all
other devices are owned by it. Previously all devices
were kept in a single master list, and the hierarchy was
purely logical. With this change, each device owns its
own list of subdevices, and the hierarchy is explicitly
manifest. This means when a device is removed, all of its
subdevices are automatically removed as well.
A side effect of this is that walking the device list is
no longer simple. To address this, a new set of iterator
classes is provided, which walks the device tree in a depth
first manner. There is a general device_iterator class for
walking all devices, plus templates for a device_type_iterator
and a device_interface_iterator which are used to build
iterators for identifying only devices of a given type or
with a given interface. Typedefs for commonly-used cases
(e.g., screen_device_iterator, memory_interface_iterator)
are provided. Iterators can also provide counts, and can
perform indexed lookups.
All device name lookups are now done relative to another
device. The maching_config and running_machine classes now
have a root_device() method to get the root of the hierarchy.
The existing machine->device("name") is now equivalent to
machine->root_device().subdevice("name").
A proper and normalized device path structure is now
supported. Device names that start with a colon are
treated as absolute paths from the root device. Device
names can also use a caret (^) to refer to the owning
device. Querying the device's tag() returns the device's
full path from the root. A new method basetag() returns
just the final tag.
The new pathing system is built on top of the
device_t::subtag() method, so anyone using that will
automatically support the new pathing rules. Each device
has its own internal map to cache successful lookups so
that subsequent lookups should be very fast.
Updated every place I could find that referenced devices,
memory regions, I/O ports, memory banks and memory shares
to leverage subtag/subdevice (or siblingtag/siblingdevice
which are built on top).
Removed the device_list class, as it doesn't apply any
more. Moved some of its methods into running_machine
instead.
Simplified the device callback system since the new
pathing can describe all of the special-case devices that
were previously handled manually.
Changed the core output function callbacks to be delegates.
Completely rewrote the validity checking mechanism. The
validity checker is now a proper C++ class, and temporarily
takes over the error and warning outputs. All errors and
warnings are collected during a session, and then output in
a consistent manner, with an explicit driver and source file
listed for each one, as well as additional device and/or
I/O port contexts where appropriate. Validity checkers
should no longer explicitly output this information, just
the error, assuming that the context is provided.
Rewrote the software_list_device as a modern device, getting
rid of the software_list_config abstraction and simplifying
things.
Changed the way FLAC compiles so that it works like other
external libraries, and also compiles successfully for MSVC
builds.
test driver that (ab)uses the core to single step a CPU executing
arbitrary instructions and capturing before/after state and
tracking memory. Currently this driver is always compiled, but is
not referenced in mame.lst.
Also updated and modernized the dummy empty driver.
almost certainly some regressions lurking. Let me know if
something seems busted.
Bitmaps are now strongly typed based on format. bitmap_t still
exists as an abstract base class, but it is almost never used.
Instead, format-specific bitmap classes are provided:
bitmap_ind8 == 8bpp indexed
bitmap_ind16 == 16bpp indexed
bitmap_ind32 == 32bpp indexed
bitmap_ind64 == 64bpp indexed
bitmap_rgb32 == 32bpp RGB
bitmap_argb32 == 32bpp ARGB
bitmap_yuy16 == 16bpp YUY
For each format, a generic pix() method is provided which
references pixels of the correct type. The old pix8/pix16/pix32/
pix64 methods still exist in the short term, but the only one
available is the one that matches the bitmap's pixel size. Note
also that the old RGB15 format bitmaps are no longer supported
at all.
Converted model1, megadriv, and stv drivers away from the RGB15
format bitmaps.
New auto_bitmap_<type>_alloc() macros are provided for allocating
the appropriate type of bitmap.
Screen update functions now must specify the correct bitmap type
as their input parameters. For static update functions the
SCREEN_UPDATE macro is now replaced with SCREEN_UPDATE_RGB32 and
SCREEN_UPDATE_IND16 macros. All existing drivers have been
updated to use the correct macros.
Screen update functions are now required for all screens; there
is no longer any default behavior of copying a "default" bitmap
to the screen (in fact the default bitmap has been deprecated).
Use one of the following to specify your screen_update callback:
MCFG_SCREEN_UPDATE_STATIC(name) - static functions
MCFG_SCREEN_UPDATE_DRIVER(class, func) - driver members
MCFG_SCREEN_UPDATE_DEVICE(tag, class, func) - device members
Because the target bitmap format can now be deduced from the
screen update function itself, the MCFG_SCREEN_FORMAT macro is
no longer necessary, and has been removed. If you specify a
screen update callback that takes a bitmap_ind16, then the screen
will be configured to use a 16bpp indexed bitmap, and if you
specify a callback that takes a bitmap_rgb32, then a 32bpp RGB
bitmap will be provided.
Extended the bitmap classes to support wrapping a subregion of
another bitmap, and cleaner allocation/resetting. The preferred
use of bitmaps now is to define them directly in drivers/devices
and use allocate() or wrap() to set them up, rather than
allocating them via auto_bitmap_*_alloc().
Several common devices needed overhauls or changes as a result
of the above changes:
* Reorganized the laserdisc base driver and all the laserdisc
drivers as modern C++ devices, cleaning the code up
considerably. Merged ldsound device into the laserdsc
device since modern devices are flexible enough to handle
it.
* Reorganized the v9938 device as a modern C++ device. Removed
v9938mod.c in favor of template functions in v9938.c directly.
* Added independent ind16 and rgb32 callbacks for TMS340x0 devices.
* All video devices are now hard-coded to either ind16 or rgb32
bitmaps. The most notable is the mc6845 which is rgb32, and
required changes to a number of consumers.
* Added screen_update methods to most video devices so they can be
directly called via MCFG_SCREEN_UPDATE_DEVICE instead of creating
tons of stub functions.
out of log:
This way it is possible to link two or more separated executables with different
copyright/xml out/name/... in one compilation, just one step closer...
multislot support [David Haywood]
Please note: launching convention for Neo-Geo games is now the same as
MESS software lists "mame neogeo gamename" or "mame neogeo -cart
gamename".
------------------------------------
Arcana Heart Full [Tormod, Smitdogg, The Dumping Union]
Comments from Haze: Note, I haven't marked this as a bootleg, but 75% of the rom is actually MAME ROM zips, they've clearly recycled flash chips from one of the MAME multi-boots, so I have a feeling that this might have been a 3rd party upgrade. I doubt they shipped like this from the factory, so I've added a comment to that effect because it should definitely be verified against other copies of the game at some point.
(not-for-whatsnew section)
Note: extremely preliminary. No music, just sfx. No per-voice volume/panning. No attempts to optimize. Lots of hardcoding for how the CV1000 uses the chip. I will fix all of these later, but I gotta get to sleep now ;-)
A kind of MSX2 hardware on steroids...
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Kasino '89 [Roberto Fresca, Rob Ragon, Tomasz Slanina]
Data/address lines are scrambled. Main program is selectable through banks.
New games marked as GAME_NOT_WORKING
------------------------------------
Unknown TMS9980 Poker Game [Roberto Fresca, Team Europe]
Comment: This is mostly konami stuff.. if anybody knows the cpu on konendev please hook it up.. i think the sets are all incomplete, but unless it's missing a bios it should be possible to run the code at least.
Added missing inputs, fixing structure. Added button-
lamps support and layout to saiyukip, coin counters
and complete documented outputs to both games.
Also reworked the DIP switches structure to match
what the test mode shows, with their respective DIP
locations [Roberto Fresca]
and GFX offsets. Both sets are working properly. [Roberto Fresca]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Bingo (set 1) [Roberto Fresca, EMMA Italian Dumping Team]
Bingo (set 2) [Roberto Fresca, The Dumping Union]
- It is used by MESS side i8251 and 6551 are using it now
- Also created simple serial source devices (used by some cassette interface)
This will be optimized and rechecked after new chips are converted to use it
No whatsnew for now, but there will be info for the release.
- adds some additional skeletons BGT, Stella
- adds even more MPS sets, and basic support for what looks like something which was an earlier unknown system similar to MPS/System 80, but with different mappings etc. by Haze (no whatsnew)
- Removed LOADBYNAME, since it is deprecated by using per device rom load_software_part_region
- Created makedev tool to generate array of devices, and created lst file according to current devices usage.
- Changed listxml command to output device roms too
using one cothread for each executable device. This functionality is
strictly internal and should result in no changes in scheduling
behavior. However, it now becomes possible to exit out of a device's
execution in the midst of an instruction by calling
machine().scheduler().make_active(). Note that this is somewhat dangerous
for cores that have logic at the start of their execute loop to check for
interrupts or other conditions, as those checks will be skipped upon
resume, so consider this sort of early exiting to be highly experimental
for now. [Aaron Giles, Miodrag Milanovic, byuu]
- Added the ability to render screenshots at arbitrary resolutions.
- Added the ability to record AVI videos (albeit with no audio) at arbitrary resolutions.
- Added a 43-tap-wide FIR-based NTSC filter with tunable Y, I and Q frequency response.
- Updated scanlines to have a user-tunable pixel-height ratio in addition to the current screen-height ratio.
- Fixed a VRAM leak that was causing many dynamic-resolution drivers to run out of memory mid-run.
Low-level input upgrade. Classes now exist for input_codes, input_items,
input_devices, and input_seqs. Also created an input_manager class to
hold machine-global state and made it accessible via machine.input().
Expanded the device index range (0-255, up from 0-16), and the OSD can
now specify the device index explicitly if they can better keep the
indexes from varying run-to-run. [Aaron Giles]
Note that I've built and run SDL on Windows, but not all the code paths
were exercised. If you use mice/joysticks extensively double-check them
to be sure it all still works as expected.
This is mainly an OSD and core change. The only thing impacting drivers
is if they query for specific keys for debugging. The following S&Rs
took care of most of that:
S: input_code_pressed( *)\(( *)([^, ]+) *, *
R: \3\.input\(\)\.code_pressed\1\(\2
S: input_code_pressed_once( *)\(( *)([^, ]+) *, *
R: \3\.input\(\)\.code_pressed_once\1\(\2
- The defocus pass is now switched off when defocus_x and defocus_y are zero, allowing finer-grained performance tuning.
- Removed YIQ convolution from the main color-convolution shader and replaced it with a full composite encode/decode pass. This is slower, but looks amazing(ly like a terrible TV) and can be turned off.
- More authentic NTSC dot crawl and bandwidth limiting.
- Potential fix for some crashing reported by John IV
- Split color convolution and deconvergence into separate shaders for potential GPU savings down the line
- Added light and heavy variants of the color convolution shader, the former with YIQ colorspace removed
- Re-worked defocus to occur prior to shadow mask application, as it would be on a real monitor.
- Removed Edge Detection, as it was just for fun and can easily be added in by users if desired.
- Split "pincushion" into "Pincushion" and "Screen Curvature", the former affecting the only the displayed image and the latter only affecting the shadow mask.
Part II: Artwork.
aperture.png: Based on Aaron's aperture_4x6 mask but with more prominent notching to bring out the "brick" pattern that was used on many period colour monitors, including the Commodore 1702 - which was, admittedly, not an arcade monitor, but it looks believable and can be changed.
white.png: Default 8x8 255,255,255,255 texture.
Focus: 8-sample blur that averages 7 samples around a center sample.
Phosphor: Not currently used, treated as a pass-through by drawd3d.c, but could be used to implement additional convolutions in a second pass.
Pincushion: Used (when commented in in drawd3d.c) to pincushion an entire full-screen texture but not otherwise apply any convolutions.
Post: The meat and potatoes. It does scanlines, it does aperture masking, it does dot crawl, it does chroma subsampling, it does YIQ colorspace convolution, it does RGB colorspace convolution, it does pincushioning, it walks, it talks, it does the dishes, it'll screw your wife for you, and if you don't have a wife it will find one for you, get you married to her, and screw her for you, IT IS THAT GOOD, LADIES AND GENTLEMEN.
Primary: Simple passthrough for UI and artwork.
Remove the old tokenizing helpers. Add basic classes for ports, fields,
settings, and dip locations as a first step. These will be fully cleaned
up later. Added machine() method to field to hide all the necessary
indirection. Changed custom/changed handlers into generic read/write
handlers, and added wrappers to convert them to device read/write
lines. [Aaron Giles]
MDEC is now an internal device of the PlayStation CPU [smf]
PlayStation DMA uses delegates so devices can be hooked up.
device_t::siblingdevice() uses device list on mconfig() so it can work before the machine is constructed.
moved unused console code back to mess.
Note that msm8251 would be nice to have on emu section but it depends of serial.c which needs to be rewritten in order to be useful. Also upd765 is used only by MESS and it's pain to keep it in emu since it is not yet bug free.
Converted PlayStation DMA to an internal device to the CPU core. DMA to external devices can be set in the machine config, the old calls are still there until the rest of the code is converted. [smf]
The following MAME core changes have been required to allow internal devices to be configurable by the main machine config & to work with internal memory maps.
device.machine_config_additions() are now processed as soon as the device is added, so sub devices can be configured straight away.
replacing or removing a device removes any devices owned by the device being removed, as now they are added straight away.
device_t::subdevice() uses the machine config device list instead of the machine to find the device as the machine is not created until after all the devices have been created.
devices in an internal address map are assumed to be owned by the CPU, while devices in a standard address maps are assumed to be siblings of the CPU.
A code review and regression test would be a good idea.
mpu4.c: Documented MOD 4 OKI program card ROM banking and improved the BwB characteriser emulation. [James Wallace]
New games added as GAME_NOT_WORKING:
------------------------------------
MPU3 Unit Test (Program 5)
Hyper Viper
loader rewrite, which is still in progress....)
Replaced mamedriv.c with a new driver list mechanism that is generated
by the build tools. The emulator core now expects the presence of a
file called src/$(TARGET)/$(SUBTARGET).lst which is just a raw list of
driver names, one per line. C and C++ comments are still permitted.
This file is parsed by a new build tool makelist which extracts the
driver names, sorts them, and generates a file called drivlist.c, which
is consumed by the core. [Aaron Giles]
Added new osdcore function osd_malloc_array() which is identical to
osd_malloc() but obviously hints that the underlying allocation is for
an array. Updated all callers to use the appropriate form. Modified the
Windows allocator to only use guard pages for array-style allocations,
allowing us to enable them once again in debug builds. [Aaron Giles]
Created new static class driver_list to wrap accesses to the list of
available drivers. Improved speed of driver lookups by relying on the
presorting done by makelist. [Aaron Giles]
Created helper class driver_enumerator as a helper for iterating through
the list of drivers. This class supports basic filtering and iteration,
and also serves as a temporary cache of machine_configs. [Aaron Giles]
Created cli_frontend object to wrap all the CLI handling code in
clifront.c. Updated/simplified all the code to take advantage of the
driver_enumerator. [Aaron Giles]
Created media_auditor object to wrap all the auditing functions in
audit.c. Updated all users to the new interface. Note that the new
auditing mechanism is slightly out of sync with the romload code in
terms of finding ROMs owned by devices, so it may mis-report some
issues until the new ROM loading code is in. [Aaron Giles]
Added concept of a per-device searchpath. For most devices, their
searchpath is just the short name of the device. For driver_devices, the
searchpath is driver[;parent[;bios]]. This searchpath will eventually be
used by the rom loader to find ROMs. For now it is used by the media
auditor only. [Aaron Giles]
Created info_xml_creator object to wrap all the info generation functions
in info.c. Converted the file to C++ and cleaned up the input processing
code. [Aaron Giles]
(not for whatsnew ... Known issues: auditing of CHDs appears busted, and
debug builds report unfreed memory if you use the built-in game picker)
-------------------------------
Home Run Classic [Mariusz Wojcieszek]
Country Club Classic [Mariusz Wojcieszek]
Trap Shoot Classic [Mariusz Wojcieszek]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Water-Nymph (Ver. 1.4) [Team Europe, Luca Elia]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Major Poker (v2.0) [Roberto Fresca, Tomasz Slanina, Rob Ragon]
conversion efforts: [Atari Ace]
* taito_f3 is disentangled from a number of other drivers by using
an AM_SHARE tag instead of a common variable.
* Several drivers are made into explicit subclasses of other drivers:
8080bw from mw8080bw, missb2 from bublbobl, quasar from cvs, taito_x
from seta.
* arcadecl is separated from rampart by duplicating the bitmap
rendering code.
* jaleco decryption code is moved to jalcrpt.c.
* cischeat is separated from megasys1 by duplicating some video code.
* mcr3 is partly separated from mcr.
* machine/midwunit.c is split into wunit and xunit files with some
code duplication.
* midtunit gfx_rom variables are made distinct from midyunit
variables, making midyunit independent of midtunit.
* contants in namconb1 are duplicated/renamed in namcofl.
* namcos2 uses of namcos21 are eliminated by introducing
namcos2_kickstart.
* toypop is separated from mappy by duplicating some video code.
- Some sets reparented and renamed as well as a cleanup of source comments:
grindstm (parent), vfive (clone)
kingdmgp (parent), shippumd (clone)
The set formerly known as "sstrikera" is now "sstriker" and is now the parent of mahoudai (clone).
Reverted batrid to batrider and bkraid to bbakraid.
- Put common init code into MACHINE_START, leaving DRIVER_INITs only for games that actually need unique initialization.
- Dead code cleanup: Removed old hacks and some no-longer-used used member variables from the driver class.
- ROM banking cleanup: Added a device address map for the OKI in fixeightbl. Stopped misusing the bank system for memory that isn't actually bankswitched (fixeightbl again) Simplified the Z80 ROM banking (and loading) in the Raizing games.
- Address map cleanup: Unified 8-bit shared RAM handling between the Z80-based and the V25-based games. Replaced lots of pointless READ_HANDLERs with AM_RAM_WRITE. Moved fixeight EEPROM handling into the input ports instead of using READ/WRITE_HANDLERs. Incidentally, this makes toaplan2.c the very first MAME driver to use the AM_READWRITE_PORT macro.
- Removed IPT_VBLANK input ports (no longer used since the video rewrite)
- Removed Truxton 2 player 2 "button 4" (after confirming that the game never reads it) and changed player 1 "button 4" to an IPT_OTHER not bound to any key by default, since it's clearly some kind of test/debug input not meant to be hooked up in a regular cabinet (for one thing, it works whether you're actually playing or in attract mode)
- Added button 3 to Batsugun Special Version. It's a full auto fire button like Cave games have. The service mode input test doesn't show it, presumably because Toaplan didn't bother to update the service mode code from the original version of the game.
- Fixed region jumpers and dipswitches in many sets, based on analysis of the program code and strings in the ROMs.
- Added a #define to optionally make Truxton 2 stereo (commented out by default). See the comments at the top of the driver and in the MACHINE_CONFIG.
- Corrected kbash ROM names, thanks to information from Charles MacDonald. Also fixed inconsistent ROM naming between some of the batrider clones.
- Loaded bbakraid default EEPROM as a ROM rather than hardcoding the contents into the driver.
- Completely removed audio/toaplan2.c, which isn't needed any more now that all the V25s are decrypted and hooked up.
memory map, and complete multiplexed inputs/outputs for
Lucky Roulette type games. Also added NVRAM and inverted
blitter [Roberto Fresca]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Lucky Roulette (6-players, Spanish) [Roberto Fresca, Rob Ragon]
New games marked as GAME_NOT_WORKING
------------------------------------
Winners Circle (81) [Roberto Fresca, Rob Ragon]
Winners Circle (82) [Roberto Fresca, Rob Ragon]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Ruleta RE-800 (earlier) [Roberto Fresca]
Ruleta RE-800 (v1.0) [Roberto Fresca]
Ruleta RE-800 (v3.0) [Roberto Fresca, Grull Osgo]
- Removed unneeded #include lines (gal3.c galaxold.c asic65.c)
- Split part of the driver include into a separate multi-driver
include file (audio/exidy.h audio/exidy440.h audio/wiping.h
machine/segag80.h)
- Moved code to a new file/include to be referenced in multiple
drivers (ms32crpt.[ch] opwolf.c rainbow.c)
- Duplicated some code (palette related) between drivers (mainsnk
rollrace sslam)
- Moved a driver specific routine to a generic device file (atarimo)
- Cleaned up a few include files (cubocd32 cidelsa metalmx seicross
thoop2).
[out of whatsnew]
It sounds ~60% correct, and appears to play the right stuff, but there is still much to do.
I'm not respecting the volume command.
I'm not taking sample rate into account.
I'm not doing anything with stereo yet (though funcube doesn't tickle that functionality).
The ADPCM(2?) decoding clearly isn't perfect (I've made a local copy of the oki_adpcm class to mess around with).
The way i set the clock in the seta2 driver should show I don't know what I'm doing :).
None of the channel flags are being interpreted yet.
I haven't hooked up Luca's sigma98 games yet.
--------------------
Dream Fruit [Yohji, Smitdogg, The Dumping Union]
(being very busy lately, so if somebody wants to do this be my guest, shouldn't be too hard as the basics are inside Taito L driver ...)
No-whatsnew explanation: this takes OPTIMIZE=3 compile time for this core from
over 1 hour down to about 2 minutes on PS3 Linux. (Yes, the tms57002 itself
took over an hour to compile before - the thing has 256 MB of RAM and
a very slow HDD so when it hits swap, swap hits back).
- Rewritten some checks to be runtime instead of compile dependent
- Added winmenu.c and "menu" option in windows build
- winmenu.c provide just dummy implementation, and makes linking with actual menu implementation easier.
* New inputs from the scratch for Music Sort.
* Complete DIP Switches and DIP locations for Music Sort.
* Added a new button-lamps layout for Music Sort.
* Created a default NVRAM that allow Music Sort work properly.
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Music Sort (ver 2.02, English) [Roberto Fresca, Team Europe]
- Implemented reel layer
- Fixed rogue tiles in xplan
- Hopper emulation in bishjan
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Express Card / Top Card [Smitdogg, The Dumping Union, Luca Elia]
Magic Train [Grull Osgo, Roberto Fresca, David Haywood, Luca Elia]
X-Train [Smitdogg, The Dumping Union, Luca Elia]
into one file, and separated the speaker device into its own file.
Generalized the concept of dynamically assigned inputs and re-wired the
speaker to work this way, so it is now treated just like any other
sound device. Added methods to the device_sound_interface for controlling
output gain and mapping device inputs/outputs to stream inputs/outputs.
Also made the sound_stream_update() method pure virtual, so all modern
sound devices must use the new mechanism for stream updates.
Primary changes outside of the core are:
stream_update(stream) == stream->update()
stream_create(device,...) == machine->sound().stream_alloc(*device,...)
sound_global_enable(machine,enable) == machine->sound().system_enable(enable)
Beyond this, the patterns are relatively obvious for the remaining calls.
- SoftList is incompelte, I hate working with the XML, if somebody wants to add the remaining titles, be my guest
- SMS games have issues, the CPU isn't being properly reset (or something) when moving between games, so stick to only a single SMS game for now or the z80 will crash.
It used to work, but the code has been out of use for a while.
- syntax is MAME megatech -cart1 mt_beast -cart2 mt_soni2 -cart8 mt_shar2
Notes out of whatsnew.txt
* This uses modern devices, but has not been tested in a driver yet, so I may
have done something wrong. I will fix it when the time comes.
* 60% of the disassembler is complete. I will finish it over the next few days.
* There are many similarities in execution to the dsp32, and the existing 32 code
will come in handy when it's time to write the execution engine.
* This thing is a pleasure compared to the dsp56k.
- Now supports uPD7725 and uPD96050
- Hooked up SNES common code to use uPD96050 for ST-010/011
- Removed ST-010 HLE simulation
Non-whatsnew: ST-010 is also found in some ssv.c games so this will be
hooked up there soon.
* machine/megadriv.c + md_pcb.c (originally from MESS) -> machine/md_cart.c [since they only contained code to handle cart loading]
* first half of drivers/megadriv.c (the code shared by mtech/mplay/c2 with MESS) -> machine/megadriv.c [since these are the 'machine' functions shared by arcade and console systems]
* second half of drivers/megadriv.c (the part recently imported from MESS) -> it remains where it was [since it is 'driver'-specific, even if in this case it is a MESS driver]
* drivers/segamsys.c (SMS part of the code used for mtech/mplay) -> machine/segamsys.c [again, these are 'machine' functions]
among other things, this new setup makes the MESS-specific parts (machine/md_cart.c & drivers/megadriv.c) independent from the MAME files, i.e. if we ever decide to change the tree structure, it will be much easier to move these files in any other location of the tree without affecting MAME (or MESS) compile process
This is a proof-of-concept commit. It works but is far from stable. Synchronization between two mame processes is *somehow* (trying to avoid hacked) in. However, this is not HLE. Shared memory is used to share the serial interface lines.
If the shared memory code is not enable, stub functions are used. If you set the link mode to master or slave, "not linked" will be shown in the game. That's better than the previous hang.
Please, no whatsnew.
Yes, it is intentional that the x86/x64 backends compile everywhere.
Backends are now derived from drcbe_interface and implement several
required overrides.
x86emit.h now uses namespaces so that the x86/x64 emitters can co-exist.
New file uml.h/uml.c actually describes the UML language, separating
out several concepts from drcuml.c.
Lots of other changes/fixes.
- Also fixes bzone regression.
- Contexts have disappeared now. All modules use class level private variables now.
- Reorganized code and added more include files.
- This is still work in progress. It is working though.
- all nodes are now class based
- removed all support for "legacy", i.e. procedural node functions.
- nodes are created using a class factory whose instances
are set up in discrete blocks. There is no separation of
node vs. module any longer.
- Custom modules are now just implemented like "normal" nodes.
- Converted all custom modules.
- Context variables can now be migrated to be private class members.
[Couriersud]
- Implemented dynamic tile sizes
- Generalized video routines to support more layers
- Moved mtrain in from subsino.c
New games added or promoted from NOT_WORKING status
---------------------------------------------------
X-Plan [Bicycle Repair Man, Luca Elia]
---------
X-Plan [Bicycle Repairman]
vram is weird to say the least but run out of time, if somebody (Haze, Arbee, Dox?) wants to look at it be my guest.
* Note: This patch simply adds the ROM to MAME. Much work still needs to be done to
hook it up to gaplus and document the chip itself.
Please note the MCU is currently disabled because the device has a
MCFG_DEVICE_DISABLE() in namco62.c.
- Added GAME_MECHANICAL flag to mark games having mechanical interface (such as pinball,redemption, bowling games ...)
- Imported games from PinMAME as skeletons
New games marked as GAME_NOT_WORKING
------------------------------------
Bank Robbery (Ver. 2.00) [ChrisQC, Smitdogg, Luca Elia, The Dumping Union]
Bank Robbery (Ver. 3.32) [ChrisQC, Smitdogg, Luca Elia, The Dumping Union]
Deuces Wild 2 - American Heritage (Ver. 2.02F) [ChrisQC, Smitdogg, Luca Elia, The Dumping Union]
Maxi Double Poker (Ver. 1.10) [ChrisQC, Smitdogg, Luca Elia, The Dumping Union]
Mega Double Poker (Ver. 1.63 Espagnol) [ChrisQC, Smitdogg, Luca Elia, The Dumping Union]
Mega Double Poker Jackpot (Ver. 1.26) [ChrisQC, Smitdogg, Luca Elia, The Dumping Union]
Poker 52 (Ver. 1.2) [ChrisQC, Smitdogg, Luca Elia, The Dumping Union]
The Hermit (Ver. 1.14) [ChrisQC, Smitdogg, Luca Elia, The Dumping Union]
---------------------------------------------------
Dai San Wakusei Meteor - Hau, Chack'n
Comments:
This is the initial check-in of the driver which was posted (plus some driver notes based on some quick tests). If anyone has work they need to add (discrete audio, dip/input improvements), please work with this as a base.
Date: Sun, Nov 7, 2010 at 3:43 PM
Subject: [patch] Split entangled drivers
To: submit@mamedev.org
Cc: atariace@hotmail.com
Hi mamedev,
This patch takes some driver_device classes that cover multiple
drivers and splits them so that each driver gets their own
driver_device class. In most cases, these drivers got entangled
because of audio/mcu code that was shared between multiple drivers.
The first patch breaks that dependency by making a separate base class
for the common code and having each driver_device derive from that.
That solution isn't really the typical MAME approach, so the second
incremental patch changes them into proper devices.
espial/marineb/zodiak
- common code duplicated
m52/m57/m58/m62/travrusa
- common code in audio/irem.c
junofrst/pooyan/rallyx/rocnrope/timeplt/tutankm
- common code in audio/timeplt.c
hyperspt/sbasketb/trackfld/yiear
- common code in audio/trackfld and audio/hyprolyb.c
40love/bking/buggychl/msisaac
- common code in machine/buggychl.c
module osdepend.c with default empty implementations. Changed
mame_execute() and cli_execute() to accept a reference to an
osd_interface which is provided by the caller.
Updated SDL and Windows OSD to create an osd_interface-derived
class and moved their OSD callbacks to be members.
This needs an unfortunate hack with a dummy driver added to seed references to
the devices that are only otherwise referenced by libemu.a.
Also removed SOUNDS += CUSTOM since such a sound device no longer exists.
* Almost accurate memory map.
* Decoded graphics.
* Decoded the bipolar PROM.
* Detected a CRTC (MC6845 type) reversing the code.
* Guessed the CRTC clock to get proper values.
* Hooked the AY-3-8910.
* Added games notes.
* Added technical notes.
New games marked as GAME_NOT_WORKING
------------------------------------
Symbols (ver 1.4) [Roberto Fresca, Dave Ormiston]
Symbols (ver 2.5) [Roberto Fresca, Dave Ormiston]
Arrow Bingo [Roberto Fresca, Dave Ormiston]
NFL (ver 109) [Roberto Fresca, Dave Ormiston]
Does basic dependency analysis and supports excluding paths.
Makefile now supports a depend target which will run makedep
on the src/$(TARGET) tree and create dependencies. It deliberately
excludes the root of src/emu as well as the osd directories in
order to keep the dependency file down to a reasonable size, so
if a core header file changes, you still need to clean and build
all.
New games marked as GAME_NOT_WORKING
------------------------------------
Swiss Poker ('50 SG-.10', V2.5) [Roberto Fresca, Tomasz Slanina, Team Europe & Housi]
out of megadriv.c [Sonikos]
---------- Forwarded message ----------
From: abcd efgh <cix_999@yahoo.it>
Date: Thu, Sep 2, 2010 at 8:50 PM
Subject: megadrvb.c - ssgbl
To: submit@mamedev.org
Hi
This is the finished work for megadrvb.c:
Merge ssgbl into megadrvb
Moved inputs game from megadriv.c to megadrvb.c
if you use R2 diff i change also the roms names for a better fit the
drive in ending with "mdb" wich means "mega drive bootleg" so the
result is:
aladbl -> aladmdb
mk3ghw -> mk3mdb
ssf2ghw -> ssf2mdb
ssgbl -> srmdb
The R2 diff is the better way but you choose the best for you.
Bye Sonikos
have no core use, they are simply there for the convenience of drivers.
Now that drivers are required to have devices, the data should move there.
[Atari Ace]
---------- Forwarded message ----------
From: Atari Ace <atari_ace@frontier.com>
Date: Sun, Sep 5, 2010 at 4:45 PM
Subject: [patch] Eliminate generic.videoramm generic.videoram_size
To: submit@mamedev.org
Cc: atariace@hotmail.com
Hi mamedev,
This set of patches removes generic.videoram and
generic.videoram_size. These generics have no core use, they are
simply there for the convenience of drivers. Now that drivers are
required to have devices, the data should move there.
The first patch sets the stage for the rest of the patch. It includes
several changes.
1. It replaces all the uses of generic.videoram_size with appropriate
constants.
2. It eliminates the write handlers from pc_video.c. These are
unused in MAME and MESS appears to have a private copy.
3. It splits some drivers:
a. It separates mcr68 from the mcr driver, mostly by dividing
machine/mcr.c.
b. It separates naughtyb from the phoenix driver by introducing an
audio/pleiads.h include.
c. It replaces video/system1.h with includes/system1.h.
4. It fixes some videoram related bugs.
a. balsente, mole didn't need videoram.
b. sbowling has a dangling reference to videoram from an earlier
driver_data conversion
5. It expands some namcona functions to multiple lines so that later
scripted-edits look sensible.
The second patch is generated by vram01_1.pl. It introduces videoram
local variables in function that use videoram read-only and removes
AM_SIZE_GENERIC(videoram).
The third patch is generated by vram01_2.pl. It replaces all
occurances of generic.videoram with state->videoram,
introducing/modifying driver_device classes as needed.
The fourth patch then actually removes the generics, and fixes one
issue the scripts didn't handle.
~aa
properly. Hooked the correct TMS9980 CPU, added a preliminary memory
map and some technical notes. [Roberto Fresca]
New games marked as GAME_NOT_WORKING
------------------------------------
Jubilee Double-Up Poker [Roberto Fresca]
work just like required_device<> and optional_device<> for retrieving a
pointer by tag from an address space that specifies AM_SHARE("tag").
Also added templates required_shared_size<> and optional_shared_size<>
for retrieving the size of the AM_SHARE region.
Created a new generic NVRAM device. It can be configured to default to
0-fill, 1-fill, random-fill, or custom fill. In all cases, a same-named
memory region overrides the default fill. The address range where the
NVRAM can be found is now identified by an AM_SHARE() region of the
same tag as the NVRAM device. Drivers can also explicitly configure a
separately-allocated NVRAM region via nvram_device::set_base().
Replaced all instances of MDRV_NVRAM_HANDLER(generic_*) with
MDRV_NVRAM_ADD_*("nvram"). Replaced all AM_BASE_GENERIC/AM_SIZE_GENERIC(nvram)
with AM_SHARE("nvram"). For all remaining drivers that referenced the
generic.nvram directly, changed them to hold a required_shared_ptr<UINTx>
to the NVRAM in their driver state, and use that instead. Removed
nvram and nvram_size from the generic_ptrs.
[Atari Ace]
---------- Forwarded message ----------
From: Atari Ace <atari_ace@frontier.com>
Date: Sun, Aug 29, 2010 at 10:35 PM
Subject: [patch] Add missing include files for multi-file drivers
To: submit@mamedev.org
Cc: atariace@hotmail.com
Hi mamdev,
Converting a driver to use driver_data requires that multi-file
drivers have a common include file to host the driver_data class. Thus
this patch, which gets ahead of the curve and adds missing include
files to all multi-file drivers (minus ones covered by my last
driver_data patch). The first patch is include-related cleanup of the
existing drivers. The second patch then adds ~100 files to
mame/includes.
~aa
address_space. Also added unaligned variants that can read
unaligned values. Rewrote the core handler as a template that
handles all cases, along with a simple unit test to verify that
everything is correct.
Updated 68k, v60, i86, and nec cores to use unaligned read/
write instead of their own stubs for handling misalinged reads.
Fixed memory management of ga2 decryption.
supporting cleaner implementations of drivers in the explicitly OO world.
Expect a follow-on of several more changes to clean up from this one, which
deliberately tried to avoid touching much driver code.
Converted address_space to a class, and moved most members behind accessor
methods, apart from space->machine and space->cpu. Removed external references
to 8le/8be/16le/16be/32le/32be/64le/64be. All external access is now done via
virtual functions read_byte()/read_word()/etc. Moved differentiation between
the endianness and the bus width internal to memory.c, and also added a new
axis to support small/large address spaces, which allows for faster lookups
on spaces smaller than 18 bits.
Provided methods for most global memory operations within the new address_space
class. These will be bulk converted in a future update, but for now there are
inline wrappers to hide this change from existing callers.
Created new module delegate.h which implements C++ delegates in a form that
works for MAME. Details are in the opening comment. Delegates allow member
functions of certain classes to be used as callbacks, which will hopefully
be the beginning of the end of fetching the driver_data field in most
callbacks. All classes that host delegates must derive from bindable_object.
Today, all devices and driver_data do implicitly via their base class.
Defined delegates for read/write handlers. The new delegates are always
passed an address_space reference, along with offset, data, and mask. Delegates
can refer to methods either in the driver_data class or in a device class.
To specify a callback in an address map, just use AM_READ_MEMBER(class, member).
In fact, all existing AM_ macros that take read/write handlers can now accept
delegates in their place. Delegates that are specified in an address map are
proto-delegates which have no object; they are bound to their object when
the corresponding address_space is created.
Added machine->m_nonspecific_space which can be passed as the required
address_space parameter to the new read/write methods in legacy situations
where the space is not provided. Eventually this can go away but we will
need it for a while yet.
Added methods to the new address_space class to dynamically install delegates
just like you can dynamically install handlers today. Delegates installed this
way must be pre-bound to their object.
Moved beathead's read/write handlers into members of beathead_state as an
example of using the new delegates. This provides examples of both static (via
an address_map) and dynamic (via install_handler calls) mapping using delegates.
Added read/write member functions to okim6295_device as an example of using
delegates to call devices. Updated audio/williams.c as a single example of
calling the device via its member function callbacks. These will be bulk
updated in a future update, and the old global callbacks removed.
Changed the DIRECT_UPDATE_CALLBACKs into delegates as well. Updated all users
to the new function format. Added methods on direct_read_data for configuring the
parameters in a standard way to make the implementation clearer.
Created a simple_list template container class for managing the common
singly-linked lists we use all over in the project.
Many other internal changes in memory.c, mostly involving restructuring the code
into proper classes.
---------- Forwarded message ----------
From: abcd efgh <cix_999@yahoo.it>
- Hide quoted text -
Date: Sat, Aug 14, 2010 at 8:41 PM
Subject: topshoot/genesisb
To: submit@mamedev.org
Hi
I merge topshoot into genesisb driver.
bye sonikos
---------- Forwarded message ----------
From: abcd efgh <cix_999@yahoo.it>
Date: Mon, Aug 9, 2010 at 7:51 PM
Subject: genesisb.c
To: submit@mamedev.org
Hi everybody !
I made just a little work, i moved ssf2md in to aladinb.c driver and
renamed this one genesisb.c for create a new driver for all the
Genesis\Megadrive bootleg.
Bye Sonikos.
--------------------------------------------
The Last Starfighter (prototype) [Phil Bennett, Ken Van Mersbergen]
Air Race (prototype) [Phil Bennett, Ken Van Mersbergen]
--
From: Atari Ace <atari_ace@frontier.com>
Date: Tue, Aug 3, 2010 at 3:03 PM
Subject: [patch] Convert seta/seta2/ssv to driver_data
To: submit@mamedev.org
Cc: atariace@hotmail.com
Hi mamedev,
This patch removes all global variables from seta.c, seta2.c and
ssv.c. The number of AM_BASE() macros drops by 4% from 3111 to 2989.
Note: ssv.h and seta2.h are new files.
~aa
up the definition, rather than the whole tokenizing system, which lost type
checking. Added a new module addrmap.c which implements the address map
classes, and changed the macros to call methods on the address_map and
address_map_entry classes which are strongly typed.
Fixed a few incorrectly specified memory map entries along the way. Please
double-check to make sure the behavior is expected in: twincobr.c, lordgun.c,
galaxold.c.
This change also means that since the address_maps are now constructor
functions, they are detected when not used, so a number of #ifdef UNUSED_CODE
were added around dangling address map definitions.
Also included with this change:
- removed cputag_clocks_to_attotime() and cputag_attotime_to_clocks() in
favor of just expanding the class
- same for cputag_suspend() and cputag_resume()
* Initial release.
* Preliminary memory map.
* Hooked both PIAs, but need more analysis to confirm the offsets.
* Accurate graphics and color decode.
* Added main PCB and daughterboard layouts.
* Added partial docs and diagrams about the CPU/MCU/ROMs addressing.
* Added debug and technical notes.
New games marked as GAME_NOT_WORKING
------------------------------------
Mega Double Poker (conversion kit) [Roberto Fresca, ChrisQC, Smitdogg]
* Corrected the way the steering wheel is hooked up, fixing the jittery
steering in the sets with MCUs.
* Added a new layout file for the bootleg sets without MCUs (topracern and polepos2bi).
* Converted clock frequencies to crystal values from xtal.c.
* Added correct ROM names for the Namco-manufactured sets (polepos and polepos2).
* Completely removed the unused global variable polepos_gear_bit.
* Fixed a couple of bootleg ROMs that were very likely bit-rotted.
running_machine definition and implementation.
Moved global machine-level operations and accessors into methods on the
running_machine class. For the most part, this doesn't affect drivers
except for a few occasional bits:
mame_get_phase() == machine->phase()
add_reset_callback() == machine->add_notifier(MACHINE_NOTIFY_RESET, ...)
add_exit_callback() == machine->add_notifier(MACHINE_NOTIFY_EXIT, ...)
mame_get_base_datetime() == machine->base_datetime()
mame_get_current_datetime() == machine->current_datetime()
Cleaned up the region_info class, removing most global region accessors
except for memory_region() and memory_region_length(). Again, this doesn't
generally affect drivers.
like them, but it's a start. Split implementation of individual view
types out to separate files. Updated all callers.
Also:
* fixed okim6295 memory view
* changed emualloc to free resource pools from earliest to latest
so that early objects can safely clean up stuff they allocated
- moved image legacy device implementation to devimage.c
- created image.c implementation with initialization of devices/configuration for image devices, used those calls from mame.c
- some minor cleanup of legacy device and initial implementation of some calls
(no whatsnew for now, this is just for log,will put more info on final commit)
- Created legacy image device
- Moved opresolv implementation from MESS
- listmedia is option is available in MAME too
- listxml output now contains image devices
performance as a result of this change. Do not panic; report issues to the
list in the short term and I will look into them. There are probably also
some details I forgot to mention. Please ask questions if anything is not
clear.
NOTE: This is a major internal change to the way devices are handled in
MAME. There is a small impact on drivers, but the bulk of the changes are
to the devices themselves. Full documentation on the new device handling
is in progress at http://mamedev.org/devwiki/index.php/MAME_Device_Basics
Defined two new casting helpers: [Aaron Giles]
downcast<type>(value) should be used for safe and efficient downcasting
from a base class to a derived class. It wraps static_cast<> by adding
an assert that a matching dynamic_cast<> returns the same result in
debug builds.
crosscast<type>(value) should be used for safe casting from one type to
another in multiple inheritance scenarios. It compiles to a
dynamic_cast<> plus an assert on the result. Since it does not optimize
down to static_cast<>, you should prefer downcast<> over crosscast<>
when you can.
Redefined running_device to be a proper C++ class (now called device_t).
Same for device_config (still called device_config). All devices and
device_configs must now be derived from these base classes. This means
each device type now has a pair of its own unique classes that describe
the device. Drivers are encouraged to use the specific device types
instead of the generic running_device or device_t classes. Drivers that
have a state class defined in their header file are encouraged to use
initializers off the constructor to locate devices. [Aaron Giles]
Removed the following fields from the device and device configuration
classes as they never were necessary or provided any use: device class,
device family, source file, version, credits. [Aaron Giles]
Added templatized variant of machine->device() which performs a downcast
as part of the device fetch. Thus machine->device<timer_device>("timer")
will locate a device named "timer", downcast it to a timer_device, and
assert if the downcast fails. [Aaron Giles]
Removed most publically accessible members of running_device/device_t in
favor of inline accessor functions. The only remaining public member is
machine. Thus all references to device->type are now device->type(), etc.
[Aaron Giles]
Created a number of device interface classes which are designed to be mix-
ins for the device classes, providing specific extended functionality and
information. There are standard interface classes for sound, execution,
state, nvram, memory, and disassembly. Devices can opt into 0 or more of
these classes. [Aaron Giles]
Converted the classic CPU device to a standard device that uses the
execution, state, memory, and disassembly interfaces. Used this new class
(cpu_device) to implement the existing CPU device interface. In the future
it will be possible to convert each CPU core to its own device type, but
for now they are still all CPU devices with a cpu_type() that specifies
exactly which kind of CPU. [Aaron Giles]
Created a new header devlegcy.h which wraps the old device interface using
some special template classes. To use these with an existing device,
simply remove from the device header the DEVICE_GET_INFO() declaration and
the #define mapping the ALL_CAPS name to the DEVICE_GET_INFO. In their
place #include "devlegcy.h" and use the DECLARE_LEGACY_DEVICE() macro.
In addition, there is a DECLARE_LEGACY_SOUND_DEVICE() macro for wrapping
existing sound devices into new-style devices, and a
DECLARE_LEGACY_NVRAM_DEVICE() for wrapping NVRAM devices. Also moved the
token and inline_config members to the legacy device class, as these are
not used in modern devices. [Aaron Giles]
Converted the standard base devices (VIDEO_SCREEN, SPEAKER, and TIMER)
from legacy devices to the new C++ style. Also renamed VIDEO_SCREEN to
simply SCREEN. The various global functions that were previously used to
access information or modify the state of these devices are now replaced
by methods on the device classes. Specifically:
video_screen_configure() == screen->configure()
video_screen_set_visarea() == screen->set_visible_area()
video_screen_update_partial() == screen->update_partial()
video_screen_update_now() == screen->update_now()
video_screen_get_vpos() == screen->vpos()
video_screen_get_hpos() == screen->hpos()
video_screen_get_vblank() == screen->vblank()
video_screen_get_hblank() == screen->hblank()
video_screen_get_width() == screen->width()
video_screen_get_height() == screen->height()
video_screen_get_visible_area() == screen->visible_area()
video_screen_get_time_until_pos() == screen->time_until_pos()
video_screen_get_time_until_vblank_start() ==
screen->time_until_vblank_start()
video_screen_get_time_until_vblank_end() ==
screen->time_until_vblank_end()
video_screen_get_time_until_update() == screen->time_until_update()
video_screen_get_scan_period() == screen->scan_period()
video_screen_get_frame_period() == screen->frame_period()
video_screen_get_frame_number() == screen->frame_number()
timer_device_adjust_oneshot() == timer->adjust()
timer_device_adjust_periodic() == timer->adjust()
timer_device_reset() == timer->reset()
timer_device_enable() == timer->enable()
timer_device_enabled() == timer->enabled()
timer_device_get_param() == timer->param()
timer_device_set_param() == timer->set_param()
timer_device_get_ptr() == timer->get_ptr()
timer_device_set_ptr() == timer->set_ptr()
timer_device_timeelapsed() == timer->time_elapsed()
timer_device_timeleft() == timer->time_left()
timer_device_starttime() == timer->start_time()
timer_device_firetime() == timer->fire_time()
Updated all drivers that use the above functions to fetch the specific
device type (timer_device or screen_device) and call the appropriate
method. [Aaron Giles]
Changed machine->primary_screen and the 'screen' parameter to VIDEO_UPDATE
to specifically pass in a screen_device object. [Aaron Giles]
Defined a new custom interface for the Z80 daisy chain. This interface
behaves like the standard interfaces, and can be added to any device that
implements the Z80 daisy chain behavior. Converted all existing Z80 daisy
chain devices to new-style devices that inherit this interface.
[Aaron Giles]
Changed the way CPU state tables are built up. Previously, these were data
structures defined by a CPU core which described all the registers and how
to output them. This functionality is now part of the state interface and
is implemented via the device_state_entry class. Updated all CPU cores
which were using the old data structure to use the new form. The syntax is
currently awkward, but will be cleaner for CPUs that are native new
devices. [Aaron Giles]
Converted the okim6295 and eeprom devices to the new model. These were
necessary because they both require multiple interfaces to operate and it
didn't make sense to create legacy device templates for these single cases.
(okim6295 needs the sound interface and the memory interface, while eeprom
requires both the nvram and memory interfaces). [Aaron Giles]
Changed parameters in a few callback functions from pointers to references
in situations where they are guaranteed to never be NULL. [Aaron Giles]
Removed MDRV_CPU_FLAGS() which was only used for disabling a CPU. Changed
it to MDRV_DEVICE_DISABLE() instead. Updated drivers. [Aaron Giles]
Reorganized the token parsing for machine configurations. The core parsing
code knows how to create/replace/remove devices, but all device token
parsing is now handled in the device_config class, which in turn will make
use of any interface classes or device-specific token handling for custom
token processing. [Aaron Giles]
Moved many validity checks out of validity.c and into the device interface
classes. For example, address space validation is now part of the memory
interface class. [Aaron Giles]
Consolidated address space parameters (bus width, endianness, etc.) into
a single address_space_config class. Updated all code that queried for
address space parameters to use the new mechanism. [Aaron Giles]
* Improved the input system, added missing buttons.
* Figured out the full coinage DIP switches. (Coins A, B, C, Key In)
* Found and documented the output ports.
* Added full lamps support.
* Created a new button-lamps layout.
* Hooked the coin and key in counters.
* Added technical notes.
- added VGA emulation from MESS
- added INS8250 emulation from MESS
- added format decimal support to Microtouch
- added rom banking and inputs to pcat_nit games
- streetg(2) now boot properly
Modified the naomi clipping a bit to avoid so many black lines at the bottom [David Haywood]
new clones
----------
Road Riot's Revenge (prototype, set 3) [Siftware]
Indoor Soccer (set 2) [Siftware]
new not working
---------------
Super Famicom Box BIOS [Angelo Salese]
New Super 3D Golf Simulation - Waialae No Kiseki / Super Mahjong 2 (Super Famicom Box) [Angelo Salese]
snes.c: moved some more elements to driver_data class and added skeleton support for the BS-X satellaview addon (which will be used by MESS, eventually). No whatsnew.
New games added or promoted from NOT_WORKING status
---------------------------------------------------
GeGeGe no Kitarou Youkai Slot [A. Hoekman, ranger_lennier, Smitdogg, The Dumping Union, Luca Elia]
New games marked as GAME_NOT_WORKING
------------------------------------
Win Win Bingo (2 sets) [f205v, Filippo Tarderia]
Zoo [Brian Troha, The Dumping Union]
* Added lamps support to lucky8, lucky8a, lucky8b,
ns8liner, ns8linew and kkojnoli.
* Created lamps layout for the above sets.
* New inputs for ns8linew. This set has a second set of inputs,
and can be switched between them. No lamps activity or Big/Small
buttons are present while this alternative controls are used.
Maybe is a leftover.
* Some DIP switches were figured out. Coinage and limits are still
a real mystery since all DIP switches are reflected in the test mode.
* Remapped inputs to be straightforward with the control panel.
* Added the type (W-4/F-5) to the sets description.
* General inputs clean-up.
New games added or promoted from NOT_WORKING status
---------------------------------------------------
New Lucky 8 Lines / New Super 8 Lines (F-5, Witch Bonus)
[Roberto Fresca, incog, Smitdogg, The Dumping Union]
* Fixed inverted functions and buggy inputs.
* Added lamps support.
* Created button-lamps layout.
* Remapped inputs to reflect the controls layout. This way is more
user-friendly since controls are straight with button-lamps.
* Added coin/keyin/keyout/payout counters.
* Removed the pulse limitation in the BET input. This allow it to work
as BET and STOP2 properly.
* Added technical notes.
* Created complete inputs from the scratch.
* Added coin/keyin/keyout counters.
* Added main game and double-up rates DIP switches.
* Added minimum bet DIP switches.
* Added maximum bet DIP switches.
* Added complete coinage and remote credits DIP switches.
* Added jokers and demo sounds DIP switches.
* Figured out and documented all the game outputs.
* Created proper button-lamps layout.
Now the game is in full-working state.
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]
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...
* 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.
with CRT controller, AY8910 and OKI M6295. Main program, graphics
and sound samples are encrypted. [Roberto Fresca, Grull Osgo]
- Hooked both 6502 CPU's.
- Hooked the M6845 CRT.
- Decrypted main program and bulk GFX.
- Decoded GFX and color PROM.
- Hooked both PIA's 6821.
- Worked inputs from the scratch.
- Hooked DIP Switches banks 2 & 4.
- Hooked proper interrupts for audio CPU.
- Hooked the AY8910 latches...
- Hooked the OKI6295.
- Hooked DIP switches ports $C400 & $CC00.
- Found the sound samples decryption algorithm.
- Added NVRAM support.
- Added a complete PCB layout.
- Added game notes.
- Added technical notes.
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Five Clown (english) [Roberto Fresca, Grull Osgo]
Five Clown (spanish hack) [Roberto Fresca, Grull Osgo]
As previously discussed, this will be used for the MC680x0 FPU in
order to handle high-precision floats portably. The license is
included in README.txt and is MAME compatible.
Converted backfire.c, boogwing.c, dietgo.c, mirage.c, pktgaldx.c, simpl156.c, supbtime.c, tumblep.c to use the device-fied video chips [Fabio Priuli]
Added driver data struct and save states to the following drivers: dietgo.c, mirage.c, pktgaldx.c, supbtime.c and tumblep.c [Fabio Priuli]
side note: the device-fied code (currently included in video/decodev.c) still needs various refinements, but I will clean it up after all the drivers have been converted.
Added driver_data struct to the following drivers: mgolf.c, minivadr.c, mosaic.c and mrdo.c
Enabled save states to mugsmash.c (everything was already saved)
- added support for arbitrary number of containers for render_target
- added command-line parameter -debug_internal (-di) to use the internal debugger when in debug mode
- internal debugger supports all views except memory view
- added "Debug" view to layout/vertical.lay to create more place for debug views in vertical games.
The colors are ugly. Font rendering needs improvement. There are no shortcut keys right now. There is still a lot of room for more improvements.
However, it works and does not depend on any ui toolkit. The interface has been designed to support displaying views programmatically e.g. from the ui.
Currently, the ui render target is used. In order to support views being displayed in separate windows further changes are needed:
- the osd layer must support creating and closing windows (render targets) on demand.
- There must be a mode for render targets where their bounds follows the window size - Currently the render target size depends on the aspect of currently selected "artwork" view.
- Render target needs a name property.
Short HowTo:
- Start MAME with "-debug -di"
- Console, register and disasm views will be shown. Place them by dragging the view on the title bar.
- Views can be resized by dragging the bottom-right yellow square.
- The view having the focus has a green background title bar.
- Hit "Tab" (IPT_UI_CONFIGURE) to show the menu.
- Console and disasm views support a very simple facility to support entering commands and addresses. Just start typing. Hit "enter" when finished.
ACRTC implementation is a bit hacky due to its preliminary emulation status.
New games marked as GAME_NOT_WORKING
------------------------------------
Joker's Wild (B52 system, set 1) [Roberto Fresca, Tomasz Slanina, Gerald Vanderick]
Joker's Wild (B52 system, set 2) [Roberto Fresca, Tomasz Slanina]
Joker's Wild (B52 system, Harrah's GFX) [Roberto Fresca, Tomasz Slanina, Gerald Vanderick]
Doesn't do much at the moment, but the increase in documentation value is
significant (we're documenting the sample compression format, for one thing).
---
This is just stage one of converting OG's stuff, please do not touch any
of it yet. Next up is the skeleton of the ZOOM chip, finishing up
the missing bits of the CPU core (the interrupt controller and timers), and
debugging the results.
- Added proper inputs.
- Added coin/keyin/keyout/payout counters.
- Limited the bet and coin pulses to avoid repeats and coin jams.
- Added complete coinage and keyin DIP switches.
- Added main game and double-up rates DIP switches.
- Added minimum bet DIP switches.
- Added maximum bet DIP switches.
- Added main game and double-up limit DIP switches.
- Added payout mode and auto take DIP switches.
- Added DIP locations as seen in the settings mode.
- Added demo sounds DIP switch.
- Created proper button-lamps layout.
- Added technical notes.
- Some clean-ups...
(promoted from not working status....)
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Treasure Island (Subsino) [Team Europe, Dumping Union, Angelo Salese, David Haywood, Roberto Fresca]
- split dependences of system16 games from bootleg ones
- moved some .h files to includes/
- removed some unneeded include
- removed some dead code
- added driver data struct to segahang.c, segaorun.c, segas16a.c, sega16b.c, segas18.c, segaxbd.c & segaybd.c
- added save states to segas16a.c
Side notes:
* save states for other drivers do not work atm due to timer issues and/or missing item registrations in video/segaic16.c
* next, I'm going to see if bootlegs can be cleaned up a bit and if some segaic16 components can be device-fied
- Added sdlmisc_<targetos>.c again. This was necessary since
certain tools create stubs for e.g. osd_break_into_debugger.
If we do not have this in a separate file, the link stage may
break.
- Applied OS/2 patch [Credit: KO Myung-Hun]
- Cleaned up #includes. Removed stdlib.h were possible.
- More malloc to osd_malloc rename.
- SDL monitor modes are read now when they are needed. This is now consistent across platforms.
-------------------------------
Penguin Adventure (bootleg) [Mariusz Wojcieszek]
Game is playable, but coin system is missing, so I left NOT_WORKING flag.
--------------------------------------------
F-15 Strike Eagle (2 sets) [Phil Bennett]
Battle of the Solar System (rev. 1.1) [Phil Bennett]
Tank Battle (prototype rev. 4/21/92) [Phil Bennett]
Added Am29000 CPU core [Phil Bennett]
(general):
- Lowered CPU clock to 1.5 MHz.
- Reworked former inputs.
- Added specific game and technical notes.
- Added lamps support.
- Cleaned-up a bit the driver.
Victor 5:
- Mapped the M6295 but commented out due to missing sample roms.
- Added keyin, keyout, payout, stats and settings inputs.
- Added coin/keyin/keyout counters.
- Limited the bet and coin pulses to avoid repeats and coin jams.
- Added complete coinage and keyin DIP switches.
- Added main game and double-up rates DIP switches.
- Added minimum bet DIP switches.
- Added maximum bet DIP switches.
- Added attract music DIP switch.
- Added button-lamps layout.
Victor 21:
- Mapped the M6295 but commented out due to missing sample roms.
- Added bet x10, keyin, keyout, stats and settings inputs.
- Added coin/keyin/keyout/payout counters.
- Limited the bet and coin pulses to avoid repeats and coin jams.
- Added complete coinage and keyin DIP switches.
- Added main game rate DIP switches.
- Added minimum bet DIP switches.
- Added attract music DIP switch.
- Added button-lamps layout.
Poker Carnival (crsbingo):
- Added change card, keyin, keyout, stats and settings inputs.
- Added coin/keyin/keyout/payout counters.
- Limited the bet and coin pulses to avoid repeats and coin jams.
- Added complete coinage and keyin DIP switches.
- Added double-up rate DIP switches.
- Added minimum bet DIP switches.
- Added maximum bet DIP switches.
- Added cards graphics DIP switches.
- Added double-up type DIP switches.
- Added button-lamps layout.
Super Rider, Super Moto:
- Added stats and settings inputs.
- Added coin counters.
- Added main game and double-up rates DIP switches.
- Added double-up and control type DIP switches.
- Added coinage and demo sounds DIP switches.
- Added button-lamps layout.
Shark Party:
- Added stats and settings inputs.
- Added coin counters.
- Added main game and double-up rates DIP switches.
- Added double-up, coinage and demo sounds DIP switches.
- Added button-lamps layout.
- Created new central header "emu.h"; this should be included
by pretty much any driver or device as the first include. This
file in turn includes pretty much everything a driver or device
will need, minus any other devices it references. Note that
emu.h should *never* be included by another header file.
- Updated all files in the core (src/emu) to use emu.h.
- Removed a ton of redundant and poorly-tracked header includes
from within other header files.
- Temporarily changed driver.h to map to emu.h until we update
files outside of the core.
Added class wrapper around tagmap so it can be directly included
and accessed within objects that need it. Updated all users to
embed tagmap objects and changed them to call through the class.
Added nicer functions for finding devices, ports, and regions in
a machine:
machine->device("tag") -- return the named device, or NULL
machine->port("tag") -- return the named port, or NULL
machine->region("tag"[, &length[, &flags]]) -- return the
named region and optionally its length and flags
Made the device tag an astring. This required touching a lot of
code that printed the device to explicitly fetch the C-string
from it. (Thank you gcc for flagging that issue!)
Added driver data struct to ninjaw.c, slapshot.c, warriorb.c, wgp.c
There is still some TC0100SCN issue when reloading, which corrupts tilemap2, hence no save states in the latter drivers atm
osd_free(). They take the same parameters as malloc() and free().
Renamed mamecore.h -> emucore.h.
New C++-aware memory manager, implemented in emualloc.*. This is a
simple manager that allows you to add any type of object to a
resource pool. Most commonly, allocated objects are added, and so
a set of allocation macros is provided to allow you to manage
objects in a particular pool:
pool_alloc(p, t) = allocate object of type 't' and add to pool 'p'
pool_alloc_clear(p, t) = same as above, but clear the memory first
pool_alloc_array(p, t, c) = allocate an array of 'c' objects of type
't' and add to pool 'p'
pool_alloc_array_clear(p, t, c) = same, but with clearing
pool_free(p, v) = free object 'v' and remove it from the pool
Note that pool_alloc[_clear] is roughly equivalent to "new t" and
pool_alloc_array[_clear] is roughly equivalent to "new t[c]". Also
note that pool_free works for single objects and arrays.
There is a single global_resource_pool defined which should be used
for any global allocations. It has equivalent macros to the pool_*
macros above that automatically target the global pool.
In addition, the memory module defines global new/delete overrides
that access file and line number parameters so that allocations can
be tracked. Currently this tracking is only done if MAME_DEBUG is
enabled. In debug builds, any unfreed memory will be printed at
the end of the session.
emualloc.h also has #defines to disable malloc/free/realloc/calloc.
Since emualloc.h is included by emucore.h, this means pretty much
all code within the emulator is forced to use the new allocators.
Although straight new/delete do work, their use is discouraged, as
any allocations made with them will not be tracked.
Changed the familar auto_alloc_* macros to map to the resource pool
model described above. The running_machine is now a class and contains
a resource pool which is automatically destructed upon deletion. If
you are a driver writer, all your allocations should be done with
auto_alloc_*.
Changed all drivers and files in the core using malloc/realloc or the
old alloc_*_or_die macros to use (preferably) the auto_alloc_* macros
instead, or the global_alloc_* macros if necessary.
Added simple C++ wrappers for astring and bitmap_t, as these need
proper constructors/destructors to be used for auto_alloc_astring and
auto_alloc_bitmap.
Removed references to the winalloc prefix file. Most of its
functionality has moved into the core, save for the guard page
allocations, which are now implemented in osd_alloc and osd_free.
* added driver data struct to taito_l.c & opwolf.c
* added driver data struct + save states to asuka.c (cadash was not supporting saves), rainbow.c, rastan.c, taito_f2.c, taito_h.c, taito_o.c, taito_z.c, topspeed.c & volfied.c
not worth mentions:
* renamed a couple of megablst clones for consistency (as per stephh's remark)
* slightly changed tnzs RAM/ROM banks behaviour to avoid writes on ROM banks
---------- Forwarded message ----------
From: Atari Ace <atari_ace@verizon.net>
Date: Sat, Dec 26, 2009 at 5:01 PM
Subject: [patch] Header/static cleanups
To: submit@mamedev.org
Cc: atariace@hotmail.com
- Hide quoted text -
Hi mamedev,
This patch add some missing header declarations and static qualifiers,
and adjusts a few names. In the core, it adds validity.h for
consistency as well as an explicit foo.h in each foo.c.
~aa
* moved a few routines (used for sorting graphics layers) to konicdev.c since they are shared by several drivers
* added driver data struct to ajax.c and aliens.c
* added driver data struct + save states to: asterix.c, bishi.c, blockhl.c, bottom9.c, chqflag.c, crimfght.c, dbz.c,
gbusters.c, gijoe.c, lethal.c, mainevt.c, moo.c, overdriv.c, parodius.c,
rollerg.c, rungun.c, simpsons.c, spy.c, surpratk.c, tail2nos.c, thunderx.c,
tmnt.c, ultraman.c, vendetta.c, xexex.c and xmen.c
* updated some Konami drivers above to separately allocate palette/extra/work RAM instead of appending them to maincpu ROM; also, reduced maincpu rom regions where appropriate
* replaced memory_set_bankptr with memory_set_bank where necessary
---------- Forwarded message ----------
From: Atari Ace <atari_ace@verizon.net>
Date: Fri, Jan 1, 2010 at 5:27 PM
Subject: [patch][resubmit] Convert goldstar/liberate/sidearms/sidepckt
to use driver_data
To: submit@mamedev.org
Cc: atariace@hotmail.com
Hi mamedev,
This is a resubmit of my last driver_data patch. It should be
non-controversial, although it contains some additional whitespace
cleanup in the affected files.
~aa
* split I/O devices from video ones
* converted all taito drivers to use these I/O devices
* removed old I/O code from taitoic.c
* added preliminary tc0180vcu video device
Date: Tue, Dec 22, 2009 at 11:57 AM
Subject: Core for PIC 16c62x series of processors
To: submit@mamedev.org
Hello,
this patch contains a core for the PIC 16c62x series of processors.
It has been made starting from the pic16c5x that is already present.
This version stil misses the various internal devices, however the
opcodes and i/o ports work, and it is enough to run the emulation of
the security pics used with the gd-roms.
Bye,
Samuele Zannoli
* fixed 053936 init which was giving problems to f1gp2 (in debug build only, apparently)
* removed banptr preventing proper save states in rockrage.c: now save works fine
* added driver data struct and saves states to f1gp.c, fastlane.c, flkatck.c, hcastle.c, labyrunr.c and suprslam.c
* fixed 056832 device start order to avoid wrong settings for layer 0. updated asterix.c and moo.c to use the device implementation now that it's working correctly.
* added driver data struct to 88games.c, combatsc.c and rockrage.c
* added driver data struct and save states to battlnts.c, bladestl.c, crshrace.c and contra.c
* renamed combasc to combatsc now that clones can have longer names
* moved k056800 sound device to emu/sound and removed the old code (mame/machine/konamiic.c )
* updated gticlub.c, hornet.c, nwk-tr.c, ultrsprt.c and zr107.c to use this implementation
* fixed various small (and not so small) problems in konicdev.c
* as a result Konami 007342, 007420, 052109, 052160 and 051316 devices are now working and 88games.c, battlnts.c, bladestl.c and rockrage.c have been updated to use them
In particular, device-fied Konami 007121, 051733 and 053251 work fine and combatsc.c, contra.c, crshrace.c, f1gp.c, fastlane.c, flkatck.c, hcastle.c, labyrunr.c and suprslam.c have been converted to use the new code.
Side notes:
* chips which have their own tilemap in MAME (e.g. 056832 and 052109) are not working yet, and other chips cannot be fully tested because they're used together with these... it's still wip
* some cleanup is in order (especially for interfaces), once I get the remaining chips to working state
* converting the drivers above, I noticed that f1gp2 was only using half of the k053936 regs: this is now fixed and, even if I don't know of any visible improvements, now there are definitely less unmapped writes logged by the debugger ;)
Added driver data struct and save states to: cbasebal.c, chinsan.c, mitchell.c and quasar.c
Not to be mentioned: I also removed use of memory_set_bankptr from CPS1 sound banking and renamed a couple of rallyx.c constants to be less generic
Out of whatsnew: Unfortunately, I was unable to make both malzak and p2000t (in MESS) to work without a small kludge, clearly documented in the source. I plan to further investigating the problem once I manage to merge the other 505x variants (later)
* added saves to 6522via.c. this fixes problems of gameplan.c and trvquest.c games with -autosave
* added driver data struct and save states to toratora.c and sf.c
* enable GAME_SUPPORTS_SAVE flag to dday.c because some of the core changes have fixed the sound problem at loading
* added a couple of comments about header inclusions
Also, added driver data struct and save states to laserbas.c, laserbat.c, lastfght.c, lazercmd.c and lemmings.c
Finally, added driver data struct to lasso.c
Added driver data struct to jackal.c
out of the whatsnew, a couple of remarks:
- rallyx and nrallyx might require a separate driver data struct to deal with namco_soundregs, but I'll take care of this eventually (if really needed)
- jackal does not properly save the work ram banks atm, hence no SUPPORTS_SAVE flag, but I keep looking for a clean solution to the problem
Added driver data struct to pipedrm.c and added devices to gameplan.c driver data struct (to remove a few cputag calls)
Also, removed a couple of memory_set_bankptr that I had forgotten (buggychl.c & homedata.c)
Also, added driver data struct to: alpha68k.c, amspdwy.c, gng.c, gunsmoke.c, hotblock.c
Finally, removed a couple of memory_set_bankptr I hadn't noticed in ddrible.c and gberet.c
---------- Forwarded message ----------
From: Atari Ace <atari_ace@verizon.net>
Date: Sun, Nov 29, 2009 at 3:28 AM
Subject: [patch] Convert cabal/mappy/toypop/zaxxon to use driver_data
To: submit@mamedev.org
Cc: atariace@hotmail.com
Hi mamedev,
This patch is a resubmit of my earlier patch to have mappy and zaxxon
store their state in driver_data. It extends the patch to toypop
(which uses some mappy code), and also converts cabal which I also did
some time ago. cabal.h and toypop.h are new header files.
~aa
Added driver data struct to fuukifg2.c and fuukifg3.c (no save states yet due to anonymous timers)
Also, added more devices to dkong driver data (to minimize # of cputag_xxxx calls)
As a side note, now drgnbowl (one of the worst game ever) supports saves! enjoy :-P
Unfortunately, if you load a save state too early the game starts with no sound. For the moment, no SUPPORT_SAVE flag, but the game goes in my list of drivers which needs a second look. Feel free to step up and fix saves, if you like
hng64: Added alt layout for the roz, fixes Roads Edge graphics before the title screen [David Haywood]
-----Messaggio originale-----
Da: David Haywood [mailto:neohaze@nildram.co.uk]
Inviato: martedì 24 novembre 2009 16.04
A: Angelo Salese
Oggetto: Hyper 64 alt layout
here..
apply over previous
alt layout for the roz.
From David Haywood (thru IM channels):
...and added 8x8 and 16x16 tilemaps for each mode.
corrects one scene in Xrally intro, and also transition layer in fatfurwa (see squares when you press start on title screen)
(doesn't fix road edge alt tilemap mode yet)
note: includes/hng64.h added, 3d disabled in driving games.
------------------------------------
Dragon Chronicles (DC001 Ver. A) [Guru]
Netchuu Pro Yakyuu 2002 (NPY1 Ver. A) [Guru]
Soul Calibur II (SC23 Ver. A) [Guru]
Soul Calibur II (SC21 Ver. A) [Guru]
Tekken 4 (TEF3 Ver. C) [Guru]
Tekken 4 (TEF2 Ver. A) [Guru]
Tekken 4 (TEF1 Ver. A) [Guru]
Mobile Suit Z-Gundam: A.E.U.G. vs Titans (ZGA1 Ver. A) [Guru]
Capcom Fighting Jam (JAM1 Ver. A) [Guru]
Quiz and Veriety Suku Suku Inufuku 2 (IN2 Ver. A) [Guru]
Mobile Suit Z-Gundam: A.E.U.G. vs Titans DX (ZDX1 Ver. A) [Guru]
Soul Calibur III (SC31001-NA-A) [Guru]
Kinnikuman Muscle Grand Prix (KN1 Ver. A) [Guru]
Taiko No Tatsujin 9 (TK91001-NA-A) [Guru]
Tekken 5.1 (TE51 Ver. B) [Guru]
This covers the BIOSes and memory card keys. DVDs will be added later. Please credit only Guru for these games.
Added save states to 2mindril.c, ashnojoe.c, bigfghtr.c, bublbobl.c, cchance.c, champbwl.c, missb2.c
Removed use of memory_set_bankptr where possible (in the drivers above and in angelkds.c)
i.e. some Taito love :)
as usual, drivers with only save state added also have almost complete driver_data struct, but the missing items do not affect saves (generic palette/sprite ram is automatically saved)
Out of whatsnew: I also added driver_data struct to these drivers (and to bombjack.c & blktiger.c as well) BUT, as in bionicc.c, some memory pointers (spriteram, paletteram or nvram) are commented out due to use of generic handlers