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
Please disreguard the previous "Not Working" submission of the same in the what's new. Thank you!
New Clone Added
--------------------------------
Super Puzzle Fighter II Turbo (Hispanic 960531) [Artemio Urbina, David Haywood]
* drop almost completely the use of generic sizes with struct members
* reduce as much as possible accesses to cputag calls during emulation (they are now mainly concentrated at MACHINE_START & DRIVER_INIT)
unfortunately I had been away for half a day and I have found only now rev 7446 (which could have been used in many of these cases). too late to use the new macro, sorry (almost 3AM here)
Date: Sat, Nov 28, 2009 at 5:49 PM
Subject: [patch] Eliminate spriteram3
To: submit@mamedev.org
Cc: atariace@hotmail.com
Aaron's patch to move the generic pointers into machine conflicts with
a patch I'd worked on some time ago to start eliminating those globals
altogether, so I've become motivated to finally submit it ;-). This
patch eliminates spriteram3, which unlike the other spriteram
variables, is only a convenience for some drivers.
~aa
This one needs a decrypt key.
WARNING: Due to the small size of encrypted code and the requirements of the key finding code, this set may never have a key. Haze tried and ran the key exctractor for 25 hours with "no key found"... Nicola or Andreas will have to work this one over.
New Clone Added
--------------------------------
Super Puzzle Fighter II Turbo (Hispanic 960529) [Artemio Urbina]
---------- Forwarded message ----------
From: Barry Rodewald <bsr@xnet.co.nz>
Date: Sat, Nov 28, 2009 at 6:55 AM
Subject: Another i386 fix
To: submit@mamedev.org
Hi,
Small fix this time. This fixes an issue with the FM Towns version of
MS-DOS where it was feeding nonsense parameters to the CD-ROM
controller. MS-DOS uses REP OUTSB to send the parameters, and I
noticed that the expected data was not what was sent to the I/O port.
Looking at the i386 code, I saw that it always used segment:ESI,
regardless of address size. This fix makes it use segment:SI when
address size is 16-bit (ie: when using OUTSB or OUTSW).
Patch is based on 0.135u1.
Thanks,
Barry Rodewald
mailto:bsr@xnet.co.nz
----------------
Wizard of Wor (with German Language ROM) [Volker Hann]
Gorf (program 1, with German Language ROM) [Volker Hann]
---------- Forwarded message ----------
From: David Haywood <neohaze@nildram.co.uk>
Date: Fri, Nov 27, 2009 at 10:52 AM
Subject: Re: new dumps
To: klaus@hotsummer.at, Philip Bennett <p.j.bennett@gmail.com>
new clones
------------
Wizard of Wor (with German Language ROM) [Volker Hann]
Gorf (program 1, with German Language ROM) [Volker Hann]
------------------------------------
Iron Commando (SNES bootleg) [Volker Hann & Team Europe]
--------- Forwarded message ----------
From: David Haywood <neohaze@nildram.co.uk>
Date: Thu, Nov 26, 2009 at 11:34 PM
Subject: Re: new dumps
To: Klaus Sommer <klaus@hotsummer.at>, Philip Bennett <p.j.bennett@gmail.com>
It dosen't work as a rom-swap (boot vector probably needs to be
different at least, maybe swaps, haven't checked against the snes
version)
New NOT WORKING
-------------------------
Iron Commander (SNES bootleg) [Volker Hann & Team Europe]
* Added specific memory map & machine driver to Kimble Double Hi-Lo.
* Fix the Kimble Double Hi-Lo CPU type.
* Added notes about the code obfuscation and PPI's handling/offsets.
Aaron: Please, in the New games marked as GAME_NOT_WORKING,
change the line: "Kimble Joker Poker [Roberto Fresca, Alan Griffin]"
to: "Kimble Double Hi-Lo [Roberto Fresca, Alan Griffin]"
Added equivalent pointers to machine->generic. Updated all
references.
Now that accessing these is more awkward, it is probably best
to put these pointers in the driver data structures instead
of using the generic pointers. The main reason to continue
using generic pointers is to allow use of paletteram shortcuts
and buffered spriteram handling.
----------------
Cannon Ball (bootleg on Crazy Kong hardware) (set 3, no bonus game) [Volker Hann, Team Europe]
From: David Haywood <neohaze@nildram.co.uk>
Date: Wed, Nov 25, 2009 at 1:57 PM
Subject: Cannon Ball bootleg
To: Philip Bennett <p.j.bennett@gmail.com>
this one has the bonus round ripped out to avoid the protection
check.... of course that introduces it's own visual glitches, but
bootleggers will be bootleggers and I guess not crashing was more
important ;-)
new clones
-----------
Cannon Ball (bootleg on Crazy Kong hardware) (set 3, no bonus game) [Volker Hann & Team Europe]
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
designed to hold generic pointers that are commonly used. For
now, only generic_nvram has moved there. Added AM_BASE_GENERIC
and AM_SIZE_GENERIC macros for initializing generic pointers
in memory maps. Also added AM_BASE_SIZE_GENERIC to set both
base and size in one step.
Moved global variables out of machine/generic and into a private
data structure hanging off of the running_machine. Added newly-
needed machine parameters to coin_counter_w, coin_lockout_w, and
coin_lockout_global_w. Also added machine parameter to
set_led_state.
Added interface functions to get the number of dispensed tickets
and to increment the count, to remove the need for direct access
to these global variables. Also added functions to get the
current count on a particular coin counter and to determine the
lockout state.
Future checkins will move the remaining generic pointers (for
paletteram, videoram, spriteram, colorram, etc.) into the new
generic_pointers structure.
Also added PCB layouts, hardware description and technical notes.
Changed the bipolar prom dumps to serial I2C bus EEPROM.
New games marked as GAME_NOT_WORKING
------------------------------------
Magic Card Jackpot (4.01) [Roberto Fresca, Team Europe, krick & The Dumping Union]
Magic Lotto Export (5.03) [Roberto Fresca, Team Europe, krick & The Dumping Union]
* A lot of work in memory maps and machine driver stuff.
* Improved Inputs / DIP switches for some games.
* Added lamps support / layouts to new working games.
* Added preliminary support to Kimble hardware.
* Added support to CGI's Credit Poker 30x games.
* Added new (and fixed old) technical notes.
* Added Noraut Deluxe Poker (console).
* Added Noraut Joker Poker (original).
* Added Noraut Red Hot Joker Poker (alt HW).
* Added Noraut Joker Poker (V3.011a).
* Added Noraut unknown set 1 (console).
* Added Noraut unknown set 2 (console).
* Added Mainline Double Joker Poker.
* Added Double Joker Poker (45%-75% payout).
* Added Royal on Ten (Noraut Deluxe hack).
* Added Credit Poker (ver.30c, standard).
* Added Poker / Black Jack (Model 7521).
* Added Kimble Joker Poker.
* Added DRHL Poker (v.2.89).
* Renamed norautpn descripion to Noraut Deluxe Poker (bootleg).
* Added a placeholder for tpoker2's undumped 68705 MCU.
* Reorganized the driver, plus some clean-ups.
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Noraut Deluxe Poker (console) [Roberto Fresca, ByteMaster]
Noraut Joker Poker (original) [Roberto Fresca, ByteMaster]
Noraut Red Hot Joker Poker (alt HW) [Roberto Fresca, ByteMaster]
Mainline Double Joker Poker [Roberto Fresca, ByteMaster]
Double Joker Poker (45%-75% payout) [Roberto Fresca, ByteMaster]
Royal on Ten (Noraut Deluxe hack) [Roberto Fresca, ByteMaster]
Credit Poker (ver.30c, standard) [Roberto Fresca, ByteMaster]
New games marked as GAME_NOT_WORKING
------------------------------------
Noraut unknown set 1 (console) [Roberto Fresca, ByteMaster]
Noraut unknown set 2 (console) [Roberto Fresca, ByteMaster]
Noraut Joker Poker (V3.011a) [Roberto Fresca, Alan Griffin]
Poker / Black Jack (Model 7521) [Roberto Fresca]
Kimble Joker Poker [Roberto Fresca, Alan Griffin]
DRHL Poker (v.2.89) [Roberto Fresca, Siftware]
hng64: better documentation of mosaic and floor modes [David Haywood]
-----Messaggio originale-----
Da: David Haywood [mailto:neohaze@nildram.co.uk]
Inviato: giovedì 26 novembre 2009 15.35
Cc: Angelo Salese
Oggetto: Re: Slight optimization to tile dirty marking
attempted to better document how it swaps between mosaic and floor modes
as they seem to use the same bits... although this still doesn't really
seem logical, so I'm probably missing something.
It might allow me to hook up the floor in Fatal Fury without breaking
other things tho.
David Haywood wrote:
> oops, left a bug in that, use this
>
> David Haywood wrote:
>> marking the entire tilemap as dirty is expensive, this only does so
>> if the tile size / tile depth flag changes.
>>
>> this prevents the crippling slowdowns in sams64_2
>>
>