* moved a few routines (used for sorting graphics layers) to konicdev.c since they are shared by several drivers
* added driver data struct to ajax.c and aliens.c
* added driver data struct + save states to: asterix.c, bishi.c, blockhl.c, bottom9.c, chqflag.c, crimfght.c, dbz.c,
gbusters.c, gijoe.c, lethal.c, mainevt.c, moo.c, overdriv.c, parodius.c,
rollerg.c, rungun.c, simpsons.c, spy.c, surpratk.c, tail2nos.c, thunderx.c,
tmnt.c, ultraman.c, vendetta.c, xexex.c and xmen.c
* updated some Konami drivers above to separately allocate palette/extra/work RAM instead of appending them to maincpu ROM; also, reduced maincpu rom regions where appropriate
* replaced memory_set_bankptr with memory_set_bank where necessary
Added PCB layout for PROMAT bootleg hardward used by Wiggie Waggie and Super Bar [Brian Troha]
New Clone Added
-----------------------------
Super Bar [Brian Troha, David Haywood, Dumping Union]
- Changed INLINE to map to "static inline"
- (Windows only) Made -static-libgcc standard for both 32-bit and 64-bit
- (Windows only) Some fixes for MSVC builds
00266: Add dynamic bank configuration for pre/post line blending, fixes gradient in daraku and fades on special moves and adds (more) effects to soldivid
------------------------------------
Vortex [tormod, Team Europe, Smitdogg, The Dumping Union]
This one appears to use an encrypted 8080. Do any decryption gurus fancy a challenge? :)
Verified and corrected clocks in halleys and exctsccr [Corrado Tomaselli]
New clones added
----------------
Exciting Soccer (Japan set 2) [Corrado Tomaselli]
NOTES NOT IN WHATSNEW:
This makes all games in hng64.c display a good amount of 3d.
The read handler I modified definitely seems to have something to do with
the missing 3d in these games. It's only read if the frame being drawn
is missing geometry. My new hack is a lucky guess, but hopefully we'll
figure out what this function is really looking for sometime soon.
Snaps here: http://www.mameworld.info/ajg/
---------------
Fun Station Spielekoffer 9 Spiele [Tomasz Slanina]
==================================================
MAME crashes if I return a latch at 0x800100? HD ACRT bug?
1. Removed CPP_COMPILE option. All files (except expat and zlib)
are now compiled as C++ by default. For now, imagine nothing has
changed. The goal is not to go hog-wild with C++isms, but to
leverage it where it makes the most sense.
2. Mapped INLINE to plain old C++ inline now, fixing several
cases where this was problematic.
3. Marked global const structures explicitly extern since consts
are locally-scoped by default in C++.
4. Added new 'default' make target which just builds the emulator.
Use 'make all' to build everything including the tools.
5. 64-bit builds now get a '64' suffix on them. We might want to
just make this true for Windows builds, but it's on for everyone
at the moment.
6. (Windows) Removed UNICODE option. UNICODE is enabled by default
on all Windows builds now. The 32-bit version links against
libunicows.a for continued Win9x compatibility.
7. (Windows) Removed hacks surrounding unicode handling of main().
They are no longer necessary with the new tools.
---------- Forwarded message ----------
From: Atari Ace <atari_ace@verizon.net>
Date: Fri, Jan 1, 2010 at 5:27 PM
Subject: [patch][resubmit] Convert goldstar/liberate/sidearms/sidepckt
to use driver_data
To: submit@mamedev.org
Cc: atariace@hotmail.com
Hi mamedev,
This is a resubmit of my last driver_data patch. It should be
non-controversial, although it contains some additional whitespace
cleanup in the affected files.
~aa
Vs. Net Soccer improvements:
Emulated DMA protection for startup-checks in Vs. Net Soccer [Olivier Galibert]
Fixed Data ROM loading in Vs. Net Soccer, game now boots [David Haywood]
Marked Sprite + Sound ROMs as BAD_DUMP in Vs. Net Soccer [David Haywood]
NOTES:
The sams64 games had vertex ROMs loading over previously-loaded ROMs.
After fixing this, some 3d started to appear, but it looks like
I'm not doing the FIFO correctly yet. Maybe.
Okay, now I'm *really* done for the weekend. I swear.