Commit Graph

7976 Commits

Author SHA1 Message Date
Aaron Giles
93671925bd Memory regions now use a tagmap for lookups. 2009-11-30 00:48:31 +00:00
Fabio Priuli
9694fca5f2 Added save states to funybubl.c, galaxi.c, gaiden.c and rocnrope.c
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
2009-11-30 00:03:05 +00:00
Angelo Salese
6dd4c78bcd Joker's Wild: implemented bare minimum to allow it to go into gameplay and fixed tilemap graphics [Angelo Salese] 2009-11-29 23:00:22 +00:00
Angelo Salese
8be42ffeeb Joker's Wild: bypassed the rng test [Angelo Salese] 2009-11-29 21:54:34 +00:00
Angelo Salese
d638e3b6b3 hng64: implemented screen disable when the visible area regs are equal to zero and fixed back layer [Angelo Salese] 2009-11-29 20:39:09 +00:00
Brian Troha
47af70d471 Figured out 2 dipswitch setting for Sigma Submarine (sub.c), Demo Sounds and Cabinet. 2009-11-29 19:34:38 +00:00
Brian Troha
85a220b9a4 New clone added: Super Puzzle Fighter II Turbo (Hispanic 960531)
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]
2009-11-29 18:09:25 +00:00
Aaron Giles
be41f9036b Make use of AM_BASE_SIZE_MEMBER macros. 2009-11-29 04:06:34 +00:00
Fabio Priuli
6446f7ffa5 same as 7449 (less cputag calls during emulation and no generic sizes for struct elements) for a few remaining drivers
both changes are not really worth mention in the whatsnew, imho
2009-11-29 01:57:36 +00:00
Fabio Priuli
1a309ff78b Cleaned up many driver data structs to obtain two results:
* 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)
2009-11-29 01:49:13 +00:00
Tomasz Slanina
796b597e06 New games added or promoted from NOT_WORKING status
---------------------------------------------------
Iron (SNES bootleg) [Tomasz Slanina, Volker Hann & Team Europe]
2009-11-29 01:09:07 +00:00
Phil Bennett
960f3b1d7a Added missing includes for r7445 2009-11-28 23:26:25 +00:00
Aaron Giles
6895fc3b66 Added AM_BASE_SIZE_MEMBER() macro for specifying both base and size
structure members at once. Updated all cases where this could be
used.
2009-11-28 19:41:12 +00:00
Aaron Giles
90560a421d From: Atari Ace <atari_ace@verizon.net>
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
2009-11-28 19:33:18 +00:00
Brian Troha
bd4199f31c New clone added (not working): Super Puzzle Fighter II Turbo (Hispanic 960529)
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]
2009-11-28 18:42:08 +00:00
Phil Bennett
a6dc556396 Fixed i386 REP prefix to use segment:SI when address size is 16-bit (ie: when using OUTSB or OUTSW). [Barry Rodewald]
---------- 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
2009-11-28 18:26:43 +00:00
Phil Bennett
07d42fe3d9 New clones added
----------------

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]
2009-11-28 18:20:45 +00:00
Phil Bennett
e58f69f66c New games marked as GAME_NOT_WORKING
------------------------------------
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]
2009-11-28 18:06:54 +00:00
Phil Bennett
b6072ef38c New clones added
-----------------
X-Men (4 Players ver EBA) [Irongiant]
2009-11-28 17:59:00 +00:00
Angelo Salese
d168f1b8c0 hng64: Start to document 3d / framebuffer video registers, implemented a quick hook-up that fixes Buriki One 3d model colors minus one case [Angelo Salese] 2009-11-28 17:33:46 +00:00
Angelo Salese
723bf8dfe3 hng64: implemented dynamic visible area [Angelo Salese] 2009-11-28 15:54:30 +00:00
Roberto Fresca
c682f844d4 * Renamed kimblejp to kimbldhl. Changed game description to Kimble Double Hi-Lo.
* 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]"
2009-11-28 13:14:35 +00:00
Phil Bennett
26bbf78480 03553: extdwnhl: Game does not start [Phil Bennett] 2009-11-28 13:11:22 +00:00
Aaron Giles
5e643c1251 Purged remaining globals from video/generic.c and audio/generic.c 2009-11-28 08:31:22 +00:00
Aaron Giles
6bfe172c78 Removed global videoram, colorram, paletteram, and spriteram.
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.
2009-11-28 03:06:46 +00:00
Fabio Priuli
b716ea8271 Added driver data struct to freekick.c
Also (but no need to mention it), removed some SMH_RAM occurrences in fitfight.c and fixed regression I caused in bowlrama (capbowl.c)
2009-11-27 23:31:21 +00:00
Fabio Priuli
6ab509cb8d Added driver data struct and save states to fitfight.c, flstory.c and funkybee.c
Also, added driver data struct to flyball.c and merged video emulation
2009-11-27 22:15:46 +00:00
Curt Coder
abb8ad1fb6 Actually use the speaker interface if provided. 2009-11-27 13:11:19 +00:00
Curt Coder
a2e82426fe Intel 8255A: clear input latch after reading it 2009-11-27 13:10:50 +00:00
Phil Bennett
aa14c5764e New clones added
----------------

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]
2009-11-27 12:24:11 +00:00
Phil Bennett
1430bdc1a2 Temp fix for namcos23.c validity check warning 2009-11-27 12:10:39 +00:00
Fabio Priuli
832b946cc5 Added driver data struct and save states to btime.c and scregg.c 2009-11-27 10:09:27 +00:00
Fabio Priuli
5ea417d583 Added driver data struct and save states to fantland.c and firetrap.c
Added driver data struct to dcheese.c
2009-11-27 10:08:26 +00:00
Fabio Priuli
7e6ff401f5 Added driver data struct to dday.c
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
2009-11-27 00:44:28 +00:00
Fabio Priuli
6379e9c903 Added driver data struct to bwing.c and slightly simplified the video code (by removing a couple of redundant variables).
More work would be needed to fully clean it up, but I'm not expert enough right now.
2009-11-27 00:42:04 +00:00
Angelo Salese
792adf6a07 On behalf of Dave, added tc ram popmessage debug logging 2009-11-27 00:40:29 +00:00
Fabio Priuli
330341d5e3 Added driver data struct and save states to the following drivers: chinagat.c, esd16.c, f-32.c, fcombat.c, finalizr.c.
Also, added driver data struct to ddragon.c, ddragon3.c and fgoal.c

fgoal.c suffers of pending timers and hence no save state flag
2009-11-27 00:30:00 +00:00
Aaron Giles
cdd9d7c757 Introduced a generic_pointers structure within machine that is
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.
2009-11-26 23:43:19 +00:00
Roberto Fresca
1583458859 Just minor cosmetic changes to get the thing aligned. 2009-11-26 19:48:40 +00:00
Angelo Salese
f67d21fad3 Fixed regression in magicard.c driver [Angelo Salese] 2009-11-26 18:58:58 +00:00
Angelo Salese
372642ca14 hng64: Implemented sprite disable bit [David Haywood] 2009-11-26 17:53:37 +00:00
smf-
4f90eda49b DEVCB_INPUT_PORT(tag) can be used for write callbacks. 2009-11-26 17:25:09 +00:00
Roberto Fresca
680cf15e6a Added Magic Card Jackpot and Magic Lotto Export to Impera Magic Card driver.
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]
2009-11-26 17:08:14 +00:00
Roberto Fresca
b32e17a0a2 Improvements to Noraut Poker driver:
* 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]
2009-11-26 16:23:09 +00:00
Angelo Salese
ce92948dcd hng64: slight optimization to the tile dirty marking [David Haywood]
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
 >>
 >
2009-11-26 15:06:10 +00:00
Angelo Salese
7037370cb4 hng64: Implemented preliminary additive blending [David Haywood] 2009-11-26 12:36:37 +00:00
Miodrag Milanovic
149c6aa7ca CF clear after binary operations on Intel 8008 CPU core 2009-11-26 09:37:12 +00:00
Angelo Salese
6693a2612e hng64: re-implemented zooming in Fatal Fury WA, and added alternative zooming mode used by the other games, they have some precision bugs though [Angelo Salese] 2009-11-26 01:59:15 +00:00
Angelo Salese
58e1ff522a Removed an useless debug thing ;) 2009-11-26 00:48:24 +00:00
Angelo Salese
81b88a907c Small addendum of the previous update (and yes, this HW cannot do per-sprite bpp switch but can do per-sprite mosaic) 2009-11-26 00:46:33 +00:00