NOTES:
The geometry is correct in bbust2 (and it's 'playable' - I beat the first stage),
but it's missing half of its geo and the textures are wrong. They're close to
correct though. I think there are multiple texture page sizes that I'm not taking into account.
I just noticed there might be a crash or two still lurking in there as well. Will fix soon.
NOTES:
* The driving games should now be pretty stable. Still no confirmed palette bit tho.
* The latest 3d additions should give some hints as to how some of the 2d behaves (mosaic effects,
translucency and tilemap enable in xrally's pink tilemaps, etc).
* There is still a lot of geometry missing. Maybe I'm reading the polygon ROMs wrong? Maybe
it's another symptom of the fatfurwa flicker (similar to how buriki is missing bodies)?
I'm going to go after beast busters 2 next. The geometry is stored differently for it and differently
again for the sams64 games. This hardware is really really flexible.
New clones added
----------------
Shaolin's Road (bootleg) [Kevin Eshbach]
---------- Forwarded message ----------
From: Kevin Eshbach <keshbach@comcast.net>
Date: Thu, Dec 24, 2009 at 6:33 PM
Subject: Patch file with assorted changes
To: submit@mamedev.org
Hi,
Attached is a patch file with the following updates:
Added new Shao’lins Road bootleg (colors are slightly wrong)
Corrected the sound chip type used by Green Beret (The original and
bootleg use the same chip.)
Modified the Green Beret driver to use the XTAL_??? definition instead
of the hardcoded value
Added indication that the Greet Beret bootleg has an undumped PAL and
it’s proms need to be dumped because it has four of them instead of
three as the original does.
Fixed some of the rom locations in the Sega Laserdisk driver based off
of a dump from a Galaxy Ranger boardset
I’ve already sent the Shao’lins Road bootleg dump and board pictures
to The Dumping Union group.
Kevin Eshbach
---------- Forwarded message ----------
From: Oliver Stöneberg <oliverst@online.de>
Date: Thu, Dec 31, 2009 at 1:06 AM
Subject: enhanced dipswitch/configuration information in -listxml
To: submit@mamedev.org
This patch adds some additional information to the dipswitches and
configurations in the -listxml output, so I can test
dipswitches/configurations in mame_regtest by creating .cfg files.
By using this I already found two issues in MESS and the 1943
"Service Mode" issue in MAME would have been detected.
I am also wondering, if there are any dipswitches, that rely on more
than one port. If that's the case I might have to look at them and
change the output.
MetalliC has some involved changes to driver. I will submit after 136 comes out
New Clone Added
----------------------------------
Multi Fish (030124) [MetalliC]
Date: Mon, 28 Dec 2009 00:29:31 +0000
From: Phill Harvey-Smith <afra@aurigae.demon.co.uk>
To: submit@mamedev.org
Subject: i86 patch
Hi,
Attatched is a patch correcting the operation of the hlt instruction in
the i86 core. I have done test builds with both the current mame and
mess source for both debug and normal builds, and all seems to be ok.
Cheers.
Phill.
--
Phill Harvey-Smith, Programmer, Hardware hacker, and general eccentric !
"You can twist perceptions, but reality won't budge" -- Rush.
instead of buffering scanline data [David Haywood]
- Tested against Robocop 2 road stage
Changed Deco32 driver to use Partial Updates for Raster Effects instead
of buffering scanline data (but left Dragon Gun using the buffering,
because the video rendering code is far too slow with 224 partial
updates for now) [David Haywood]
- Tested against Captain America intro
Commented out some harmful and suspicious looking interrupt generation
in NamcoND1 driver until it's being properly verified; fixes Game
Options menu in NCV2 test mode. [David Haywood]
new clones
-----------
Cherry Master I (ver.1.01) (various bootleg? sets) [David Haywood]
Block (Game Corporation bootleg, set 3) [David Haywood]
psikyo4 otoh seems to still have some input issues: saves work fine if you load them after the emulation has started, but with autosave inputs get broken. no save flag for the moment...
03603: [DIP/Input] karnov, karnovj: incorrect difficulty dipswitch
and
03604: [DIP/Input] oscar, oscaru, oscarj1, oscarj2: Incorrect difficulty dipswitch
Comment: These DECO dips need lots of work. Anyone who wants a project - here it is :)
side-effects:
- EEPROM memory is now visible in the debugger
- EEPROM memory can be accessed like any CPU/device memory
(i.e., use eeprom.b@<addr> instead of eeprom.eb@<addr>)
Removed support in the expression engine for EEPROM-specific
accesses.
Updated all systems that muck directly with EEPROM memory to
use memory accessors instead on the EEPROM address space.
Extended the devtempl.h file to support device address spaces.
Cleaned up romload a bit to make it clear that region flags are
enforced for any device with an address space, not just CPUs.
* Fixed TC0100SCN & TC0080VCO device start procedures to avoid pointers to non allocated memory and added missing multiscreen setups
* Converted asuka.c, ninjaw.c, othunder.c, taito_h.c, taito_o.c, taitoair.c, warriorb.c and wgp.c to use video devices