These humble 16-pin logic devices were commonly used in 8-bit arcade games to control coin counters/lockouts, IRQ flipflops, graphics banking, slave CPU reset lines, discrete audio triggers, screen flipping, serial EEPROMs and much else. Over 100 drivers and a few bus devices have been updated to use the new implementation, and a great deal of research has gone into documenting the physical location of these devices on actual PCBs in the source. Write handlers have been provided for both orthodox and somewhat less conventional memory mappings.
Incidental to this update, coin counters and/or lockouts have been added to Atari System 1 games, Basketball, Gauntlet, Gyruss, Hana Yayoi, Hole Land, Jr. Pac-Man, Mahjong Sisters, Pooyan, Roc'n Rope, Squash, Thunder Hoop, Time Limit, Time Pilot '84 and many others. This also cleans up coin counter behavior in Sauro and Rally Bike.
(nw) The purpose of committing this change, which has been several months in the making, early in the 0.189GIT cycle will be to allow time for fixing potential regressions; I've fixed a number of drivers that lost sound from this for various reasons (hnayayoi.cpp having missing or garbage ADPCM was particularly painful, since the three games in that driver all work slightly differently), but I can't test all affected drivers exhaustively. @Tafoid, don't bother running automated screen capture comparison tests on this, as many drivers are now expected to have the screen flipped for the first few seconds after reset.
- made ds5002fp store internal ram and sfr registers to nvram as they're battery backed
- this includes the 'configuration' details which are actually programmable, so don't belong in the 'MACHINE_CONFIG' section but rather as part of the default NVRAM
- as the exact format of the NVRAM storage is not known, and as not to break compatibility with the 'wrally' set Gaelco offer these bytes are now configured in the ROM LOADING like default NVRAM. Slightly awkward, but probably the best way.
- made the SRAM (external to DS5002FP, but still powered by the same battery) also save content, some games actually use it to store scores etc. as well as the game code.
- cleaned up the Touch and Go Dallas dump, and added some preconfigured internal RAM so that it actually loads the score data from the SRAM properly
- prepared all other drivers for the adding of the SRAM dumps, removing old 'never going to work' simulation code in the process. To do this a wrapper / interface device for the Gaelco Dallas + SRAM box was created.
out of whatsnew
Alligator Hunt was dumped and works, but not yet added, want to verify on a 2nd PCB first as the process does corrupt some bytes and a couple had to be handfixed, so the only way to know for sure is multiple dumps.
* Fix save/load states in Emscripten build
* Simplified Emscripten integration points
* Moved standalone JS functions to be static member functions of running_machine
* Improved Emscripten main loop
* Use convenience functions for cleaner code
As an added bonus, this now allows for proper shutdown of the running machine when running in the Emscripten environment - previously, attempts to exit the program were just being ignored.
- Merge driver with goldnpkr.cpp source to get working sound (graphics and sound should be identical)
- Add version numbers to set names
- Promote megadpkrb to WORKING (with one caveat)
What works:
* HP85A machine with 16K of RAM
* Capricorn CPU works
* Keyboard works (with minor issues)
* CRT text / graphics modes work (correct speed is not emulated yet so service ROM complaints)
* BASIC is usable
What is missing (and I'll have hopefully working soon):
* HW timers
* Beeper
* Integral printer
* DC100 cassette drive
* Extension ROMs
* I/O modules (especially the HPIB interface so that we can hook up floppy drives)
* Other models in the family (e.g. HP86)
create a uPD78C11 derived CPU type for this purpose, with internal ROM map
use internal ROM map for other uPD78C10 chips as it's always present.
add missing NO_DUMP definitions to various games using C-Chips with correct size etc.
pump megablast through the device code as really all it ever does is bank the c-chip window and test the RAM.
* Implemented front panel mode switches/LEDs and reset switch
* Added skeleton bus for "universal" slots and connected control lines
(nw) Default keyboard mapping is annoying because left shift, Z and X
are used both for typing into the TTY and switching program bank. You're
better off changing the mapping to make it less annoying or using a
socket and talking to it with telnet.
* Renamed to MCS-40.
* Emulated 8-clock instruction cycle, interruptible at any point.
* Converted TEST input to an input line.
* Added SYNC and CM output lines.
* Added support for 4040 CY output, logical operations, extended registers, ROM banking and disassembly.
* Made I/O space mapping more flexible to support the variety of peripherals available.
* Notable missing features are 4040 interrupt and halt, and "program memory" space.
* This turns the current state save feature to a menu; one can still press 0-9, but you can also browse a menu when loading and saving state
* Fixed some issues requested by Vas Crabb
* Updated state menu to support arbitrary character slots
* WIP, transitioned 'entry_char' to std::string
Still need to address Joystick and FR keyboard concerns
* Reimplemented state save support with joystick buttons
* Changed the state menu to be "code driven" rather than "character driven"
When the menu is displayed, it will look at the filenames, and translate them to a visual representation as per the user's locale
* Vas feedback