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Revert of: r8912 - A workaround for the warnings in Visual Srudio when compiling unidasm
It was breaking the GCC compile of unidasm.
If anyone else has a better fix who uses VS2008/2010, please feel free to reapply a proper fix
By 'Replaced', I mean documented, as the actual extracted table exactly
matched the table already in MAME.
Changed TMS5220C to use the same energy table as 5220 does, since my previous
assumption based on the Quadravox tables was probably wrong.
Updated the ranout condition code of tms5220.c to be slightly more
accurate to the chip, and added TODOs.
Re-enabled the timers for deactivating the READY line on /WS or /RS as this
is probably slightly more accurate to hardware, but the difference is 2 or
3 clock cycles max. [Lord Nightmare]
Out Run set, and reorganized the sets so that the parent is the FD1094
317-0118 set, the "newest" set based on both EPROM and security chip
part numbers. [Andrew Jackson]
* segas32.c: Hooked up all digital outputs for all games (radm, alien3,
radr, f1en, arescue, f1lap, jpark, slipstrm, orunners, harddunk,
scross, titlef)
Emulation needs to progress more on the analog output data before
those outputs can be hooked up.
* audio\mw8080bw.c: Changed output name for desertgn to something more
descriptive (Player1_Gun_Recoil)
* bbusters.c: Added new output handling functions and hooked up outputs
for bbusters and mechatt
* opwolf3.c: Added gun outputs for opwolf3 (man that game is terrible)
* machine\williams.c: Fixed existing outputs in tshoot (they needed
inverted) and hooked up the rest, including the feather blower. :-D
* gunbustr.c: Hooked up all outputs for gunbstr
* namcos12.c: Hooked up outputs for all system 11 gun games
(ptblank2, ghlpanic, tenkomor)
* segaybd.c: Hooked up all digital outputs (gloc, glocr360, gforce2,
pdrift, rchase, strkfghtr), also hooked up motor/analog outputs for
Power Drift and G-Loc/ Strike Fighter
The remaining games with motors could be hooked up as well
assuming emulation can progress enough to get past the error messages.
* namcos2.c: Hooked up gun recoils for golly ghost. Also noted that
the outputs for the remaining gun games are also in that area.
Someone who can find the offsets should be able to hook them up.
* segas18.c: Hooked up gun recoils for lghost.
* taito_z.c: Hooked up outputs for spacegun and made a few prototype
functions to help in hooking up the remaining games. Someone familiar
with the driver should take a look.
I hooked up a few, but they don't work like they should
according to the comments.
* 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.
* Reworked and cleaned-up the inputs.
Most buttons have more than one single function.
* Added DIP locations.
* Figured out the following DIP Switches:
Complete Coinage (1/2/5/10/20/25/50/100).
Remote Credits (1/2/5/10/20/25/50/100).
Minimum Bet (1/8/16/32).
Max Bet (16/32/64/80).
Demo Sounds (Off/On).
Game Limit (10000/20000/30000/60000).
Double-Up (No/Yes).
Win Rate (84/86/88/90/92/94/96%).
Double-Up Level (0/1/2/3/4/5/6/7).
Double-Up Game (Dancers / Panties Colors / Cards / Seven-Bingo).
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Treasure Bonus [Team Europe, The Dumping Union, David Haywood, Angelo Salese]
(please delete the older:
Super Treasure Island [Team Europe, The Dumping Union])
* 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.