looks like the protection on vgoal might do more than just return jump
addresses, it seems to be in charge of the game timers too, so who knows
if there is additional subtle behavior on both.
Subject: some more diff
Hi, attached please find a few more patches about indexed port reads.
* g_patch01 & g_patch02 cover drivers starting with g (it seems I never sent you these ones :) ). With these patches I also simplified gaplus inputs, fixed a small problem with grchamp coin lockout (it was reading the accelerator rather than the right dipswitch) and removed some old code from galaxold.c (driver & machine).
* k_patch & l_patch cover drivers starting with k & l. Notice that I simplified a bit konamigx ports and used input_port_read_safe to avoid the need of too many fake ports
* snes.diff removes indexed port reads from snes based drivers (nss.c & kinstb.c). Please let Arbee know that if he's still using the debug graphic inputs in his local builds, he has to add tags (DEBUG1, DEBUG2, DEBUG3, see kinstb.c). OTOH If he's not using those anymore, it's now easier to remove the dead code searching for those 3 tags.
* md.diff removes most of indexed port reads from megadrive/genesis based drivers (plus segas18, that I realized later it was sharing only video code). It also removes some dead code (handlers used only by megaplay/megatech, with a local copy in the driver).
Notice that port_read_indexed is still used to read pad inputs: indeed, the natural 'tagged' replacement has issues with 6 button pad (and therefore breaks ssf2ghw). hopefully, I'll find a clean solution to be submitted after u6 :)
Regards,
Fabio
From: Fabio Priuli [mailto:doge.fabio@gmail.com]
Subject: 3 more
Hi,
"thanks" to a sleepless night (due to jet lag) a few more patches. Let me know if something fails to apply, as usual.
Regards,
Fabio
Subject: ddragon3 fix & The Combatribes (Italian bootleg)
Added The Combatribes (Italian bootleg) to the ddragon3 drive, the game has an different z80's rom sound and the sprites roms are split in more small.
I've also done some fixes in ddragon3 drive (on mama tester ID 01441,00417,00181):
- Fixed the mess dips location in ctribe
- Added dips location in all sets of ddragon3
- Added the missing dips (now are 8x2) on ctribe,ctribe1,ctribeb,ctribb2 and ddrago3b
- Fixed the "Stage Clear Energy" dips in ctribe
- Adjusted the frame rate from 60hz to around 57 as reported on mametester ID 00417
- Adjusted OKI frequency to 1.000mhz (according to recording on mametester ID 00181)
- Adjusted the ddragon3 & ctribe volume (according to recording on mametester ID 00181 and 01441)
Bye Sonikos
Subject: more indexed read removed
Thanks to long flight connections in my trip back to Europe, here you can find more patches removing input_port_read_indexed and adding (where suitable) AM_READ_PORT.
In details:
* d_patch02.diff, d_patch03.diff, d_patch04.diff complete the removal among drivers starting with d
* e_patch.diff, f_patch.diff do the same with drivers starting with e & f
* atari.diff removes the occurrences in atari drivers using atari JSA sound chip and changes atarijsa_init to pass a tag in place of a port number (to remove input_port_read_indexed from atarijsa.c as well)
Let me know if something doesn't apply cleanly (diff generated from u5).
Also, notice I tested all the patches with mame_regtest to be sure there are no missing/unrecognized tags & I extensively tested many games to be sure I haven't made any typo... However, the list of supported sets for these drivers is huge (e.g. dynax.c, ddenlovr.c and various deco) and, even if I'm confident to have tested at least one set for each INPUT_PORT, I'll keep checking Mametesters to fix promptly any regression!
Subject: cps1 clocks
Changed all games after Street Fighter 2 CE to have a 12mhz clock.
Verified on Megaman and Quiz and dragons (original kits with plastic
case).
I am resonable sure all the other games after ST2CE have the DASH cps1
board with 12mhz clock
konamigx: set screen refresh rate to 58Hz (parameters from developer manual are not 100% correct)
Removed sound CPU clock hack. tbyahhoo doesn't require 9.2MHz to boot.
tecmosys: set screen refresh rate to 57.4458Hz according to Guru's measurements. Credit Guru for this.
- reactivated back-end validation mechanism
- added back-end validation for ADD/SUB/MUL/DIV/CMP forms
- fixed several errors in dealing with more obscure flag combinations
---------------------------------------------------
Alien Storm 2 player World [Frederic Canoen]
New clones added
----------------
Turbo Outrun - White Cockpit version [Frans van Egmond]
New games marked as GAME_NOT_WORKING
------------------------------------
Wonderboy 3 System16A FD1089A [Volker Hann]
redump of Tetris (Volker Hann) to pass self test in menu
Check in Chris Hardy... made new Turbo Outrun the parent and change the upgrade set to a clone with a new name "toutrunu"....
on a command-line parameter and the configuration. Changed Windows OSD
code to use this instead of its own logic. Changed -snapview to share the
logic as well, enabling 'auto' as a -snapview option.
Enabled by default for snapshots and movie rendering.
Added new option: -snapsize, which lets you specify the target
resolution for snapshots and movies. The existing behavior is still
the default: create snapshots and movies at native pixel
resolutions.
Added new option: -snapview, which lets you specify a particular
view to use for rendering snapshots and movies. The existing
behavior is still the default: use a special internal view and
render each screen to its own snapshot in its own file. When using
this option to specify a view other than 'internal', only a single
snapshot file will be produced regardless of how many screens the
game has.
Improved AVI and MNG recording to properly duplicate/skip frames
as appropriate to keep the correct framerate.
it's playable, but it resets in attract mode so I've left it as non-working.
would be nice to know what the real MCU is on these so that they can be emulated properly ;-)