- Reworked PMMU/core interface so PMMU now sees all cop 0 instructions
- Improved disassembly of PMMU instructions
- Preliminary 68LC040 support
- Fixed disassembly for EC/LC variants of '030/'040
NOTE: Please "co-credit" the original dumper for these last 2 CPS2 games [Artemio Urbina]
Originally the key extractor generated a false positive, but David had it continue after the first key and the second one generated works correctly
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Dungeons & Dragons: Shadow over Mystara (Hispanic 960223) [David Haywood]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Mega Man 2: The Power Fighters (Hispanic 960712) [David Haywood]
At some point the driver was updated and the CPU region for all other games is set to ROMREGION_ERASE00 while Final Gorodi & Wyvern Wings were marked as "0" ... changing this to ROMREGION_ERASE00 gets them running again.
New games added or promoted from NOT_WORKING
--------------------------------------------
Super Poker [Mariusz Wojcieszek]
GEI Multi Game [Mariusz Wojcieszek]
Sport Authority [Mariusz Wojcieszek]
New clones added
----------------
Joker Poker (Version 16.04BI 10-19-88, Joker Poker ICB 9-30-86) [Mariusz Wojcieszek]
Joker Poker (Version 16.03BI 5-10-85, Poker No Raise ICB 9-30-86) [Mariusz Wojcieszek]
Amuse (Version 30.08 IBA) [Mariusz Wojcieszek]
Da: David Haywood [mailto:neohaze@nildram.co.uk]
Inviato: venerdì 13 novembre 2009 15.45
Cc: Angelo Salese
Oggetto: Re: Soccer Superstars tilemaps
slightly better fix.
David Haywood wrote:
> this allows the full width tilemaps to be shown without wrapping
> problems.. probably not an ideal fix, but it works until I find
> something better.
>
Nicola will need to derive the key to get it working
New Clone Added
--------------------------------------
Dungeons & Dragons: Shadow over Mystara (Hispanic 960223) [Artemio Urbina]
- Added f1superb notes and IRQ generation code from nuapete
---------- Forwarded message ----------
From: David Haywood <neohaze@nildram.co.uk>
Date: Thu, Nov 12, 2009 at 4:28 PM
Subject: Re: MS32 f1superb notes
To: Philip Bennett <p.j.bennett@gmail.com>
- Hide quoted text -
Thinking about it, let's just use the code to generate irqs that he
sent, this lets the sprites go nuts, but I've noticed that since I
hooked up the line ram buffer it actually draws the sky in lineram,
thus confirming that it really is lineram.
David Haywood wrote:
>
> I dug up these old notes from nuapete and added them to the driver. Maybe they will help somebody...
>
Note the pcb had a lot of wire mods on it (being an early one), and the colors might not be correct yet, I'm getting some action shots from Andy to verify them. Also updated rom names for cosmica (version II) set since Andy has two of those pcbs, but I need a few more chip markings checked.
new working game
----------------
Run & Gun 2 [David Haywood, Angelo Salese]
-----Messaggio originale-----
Da: David Haywood [mailto:neohaze@nildram.co.uk]
Inviato: mercoledì 11 novembre 2009 19.34
A: Angelo Salese
Oggetto: Minor change to Soccer Superstars roz double copy
This treats pens as transparent, prevents it from blacking out the screen on the 'Winners' display, although does cause some nasty flicker in the select sceren. I guess that's more down to proper source clipping needed to. It's on my -todo list. (video/konamigx)
-----Messaggio originale-----
Da: David Haywood [mailto:neohaze@nildram.co.uk]
Inviato: mercoledì 11 novembre 2009 13.38
Cc: Angelo Salese
Oggetto: Re: Slam Dunk 2
Improved video offsets for these games (they're not perfect, I think in reality they depend on layers enabled etc. but they're much improved)
apply after previous.
David Haywood wrote:
> with this I think you can mark it as working
>
> - added a workaround for it not enabling the display (tied to the
> type4/rushing heroes hack we already have)
> - fixed rom loading for other sets (also swapped the data roms on
> vsnet around so that the load positions match up with the working
> games)
> - moved most of machine/konamigx.c to video/konamigx.c (mixer code
> etc.) left the protection related code in machine/konamigx.c
>
> note, you'll need to DELETE machine/konamigx.h from svn and ADD
> includes/konamigx.h to it.
>
- Added the alt tilemap layout used by f1superb for the backgrounds
Date: Tue, 10 Nov 2009 14:47:56 +0000
From: David Haywood <neohaze@nildram.co.uk>
CC: Philip Bennett <p.j.bennett@gmail.com>
Subject: Re: MS32 update
It actually decodes as 2048 wide line data.
I don't know how to use it tho, I guess it's possible the buffers aren't
valid for the same reason that the road is always straight (maths dsp / mcu)
David Haywood wrote:
> this adds the alt tilemap layout used by f1superb for the backgrounds.
>
> I'm trying to make sense of the extra roms, they don't seem to be for
> an extra roz layer as first thought, maybe they're line data for some
> kind of line drawing / blitter device isntead.
>
Fixed sprite ROM loading in Slam Dunk 2 [David Haywood]
(run with -debug switch and write a 1 at $d8001f after the POST for now)
-----Messaggio originale-----
Da: David Haywood [mailto:neohaze@nildram.co.uk]
Inviato: mercoledì 11 novembre 2009 1.04
A: Angelo Salese
Oggetto: compile fixes
noticed these when doing a clean compile, didn't realise this was called from elsewhere.
----------------
Rushing Heroes [David Haywood, Angelo Salese]
-----Messaggio originale-----
Da: David Haywood [mailto:neohaze@nildram.co.uk]
Inviato: martedì 10 novembre 2009 21.19
Cc: Angelo Salese
Oggetto: Re: Rushing Heroes shadows
Correct video/konamigx to go with that, forgot to save first.
David Haywood wrote:
> here, I've made it a more generic Rushing Heroes kludge, which also
> takes care of the priority in that game for the field of play. Not
> ideal by a long shot, but the GX Mixer is getting to me, and I'd
> rather have a proof of concept than perfect emulation until the time
> it's rewritten.
>
> Note, the driver change, (just a 1-0)
>
> David Haywood wrote:
>> (I haven't touched the driver file so you should be safe with your
>> protection hacks)
>>
>> after working my way through the code, and working out what was going
>> on I realised the shadow change put in before was liable to break
>> more than it fixed, so I've turned it into a local hack for Rushing
>> Heroes instead (which seems to pass very strange values in)
>>
>> emupal.c's shadowtable code is as bad as acho code.. I mean, you have
>> to downconvert your data to RGB555 format, for it to look it up in a
>> table, and give it you back in RGB555 or RGB888 format? It's
>> inherently lossy, and if you pass in negative values what exactly is
>> meant to happen? it just seems to end up creating wacky colours.
>>
>> not that clamping the negative values helps because Rushing Heroes
>> only sets 2 of the RGB values for the shadows to -127, so you end up
>> with dark blue for everything shadowed even if you fix that.. No
>> idea what's going on, so I've kludged it for now, and at least added
>> a comment to some acho code about why it's converting to 555.
>>
>
And since we're here...
new working game
-----------------------
Soccer Superstars [David Haywood, Angelo Salese]
...since that I believe that a bunch of missing right-most status bars isn't enough to justify a GNW mark ;)
-----Messaggio originale-----
Da: David Haywood [mailto:neohaze@nildram.co.uk]
Inviato: martedì 10 novembre 2009 13.11
Cc: Angelo Salese
Oggetto: Type 4 Roz - take 2
try again...
Currently it obscures the sprites, so I've put it on a debug key of W.
Colours are wrong for it but you can see the field in rushing heroes.
(and the title screen with corrupt tiles because the roz tile rom is half size)
Don't you just love custom roz drawing code, which assumes that wraparound means 'just use the next line in the buffer, nobody will notice' without actually checking if you're still inside the buffer?
No?, me neither. I've kludged machine/konamigx.c with a saftey check, hopefully it's right, but the code really is something of nightmares.
Da: David Haywood [mailto:neohaze@nildram.co.uk]
Inviato: lunedì 9 novembre 2009 22.59
A: Angelo Salese
Oggetto: Change order in which KonamiGX sprite offsets are applied
this allows the soccerss sprites to not clip at the edges due to offset we apply (there is still 8 pixel clipping, but this is part of the game and should be hidden by a missing part of the text layer)
note, I haven't tested other GX games, if it breaks you get to keep the pieces because the achocode in machine/konamigx.c (which really should be video/konamigx.c ...) is impossible to follow*
* it contains actual operations in if statements, extensive reuse of 'temp' variables for 200 different meanings to save creating a new variable, pseudo asm code, and arbitary sized buffers to do sorting, and code which generally makes no sense at all. 99^ of it iv video related reimplemnetations of konamigx.c with no safety checking and hacks for gx system.
-----Messaggio originale-----
Da: David Haywood [mailto:neohaze@nildram.co.uk]
Inviato: lunedì 9 novembre 2009 20.56
Cc: Angelo Salese
Oggetto: Re: Further improvements
This un-breaks the palette, bad pointers and casts, fake ram areasand writing the same data to multiple places are bad mmmmk ?
David Haywood wrote:
> note, eyes may hurt, but it proves the roz / sprites work.
>
> check in please.
>