* This adds basic execution to XA core. It emulates enough of the XA to give fearless and superkds working sound.
* only the exact forms of the opcodes used so far have been implemented
* no optimizations have been done, use of const, inline use, templates etc. are planned for a future update; code is still primed for debugging and development
* overall structure, code style are not 100% final (see above) and will be adjusted as the CPU is better understood
* peripherals, interrupts etc. are not yet fully implemented, nor is anything outside of the page zero mode used here due to lack of test cases
Machines Promoted to WORKING
----------------------------------
Super Kids (S019CN) [David Haywood, XingXing]
Fearless Pinocchio (V101US) [David Haywood, XingXing, Peter Wilhelmsen, rtw]
---------
Co-authored-by: David Haywood <hazemamewip@hotmail.com>
* msx2_flop.xml: Added 2 items.
New working software list items
-------------------------------
Sunrise IDE firmware (v2.50) [anonymous]
Sunrise IDE firmware (v2.40) [anonymous]
* machine/atahle.cpp:
- Clear DMA modes when switching to PIO mode.
- Do not log reads when reading from the debugger.
* bus/msx/cart/ide.cpp: Add support for Sunrise ATA-IDE [msxpro, Wilbert Pol]
- Removed undocumented Z80 instructions that are not supported by the R800
- Updated basic instruction timing
- Implement MULUB and MULUW
Other R800 features are not implemented
* show size types on these for consistency with IDA output (manual indicates they're usually optional, but does show this syntax in places)
* use the real CPU type (with internal map for internal ROM space) rather than 'XA' directly.
---------
Co-authored-by: David Haywood <hazemamewip@hotmail.com>
* LDP1450: Added HLE of player and hookups to some games that use it
* LDP1450: Tweaked timings
* LDP1450 - added some more comms, and text overlay logging
* cops.cpp: Fixed loose input that stopped Nova games from booting
* cops.cpp: Add Revelations support
* LDP1450: Added multibyte command support
* Revelations: Add SHA1 for disc image (needs redump)
apple/cuda.cpp: Refactored using 68HC05E1 and 68HC05E4 devices as a base. [R. Belmont]
apple/egret.cpp: Refactored using 68HC05E1 device as a base. [R. Belmont]
apple/macquadra630.cpp: Switched to the correct Cuda 2.40, which no longer crashes during boot with the refactored devices. [R. Belmont]
- Update to Softloat 3 from 2
- FREM and FMOD now generate the quotient bits in FPSR, required by Apple's SANE to do sin/cos/tan properly.
- FMOVE of a float to a Dx integer register generates the exception status bits, fixing square roots in SANE
- Rewrote how FMOVEM instructions are decoded and executed, fixing issues including skipping too few or too many
opcode bytes and causing serious weird behavior.
- FPU instructions all now have more realistic cycle timings for a 68881.
- All FPU instructions now generate exception bits in FPSR.
3rdparty/softfloat3: Updates [R. Belmont]
- Softfloat3 was always being built for a big-endian host, causing incorrect math on LE x64 and AArch64 machines.
- Fixed up Softfloat3 to build properly as part of MAME and up-ported the Bochs extensions. In latest Bochs, they
were only partially up-ported and Softfloat3 had been hacked up to be more like 2; here they're fixed to work
with stock Softfloat3.
machine/dimm_spd.cpp: Refactored using the i2chle mix-in. [R. Belmont]
apple/valkyrie.cpp: Collected more information, fixed the display enable, and mixed in i2chle to set the pixel clock over I2C. [R. Belmont]
apple/macquadra630.cpp: Hook I2C up between Cuda and Valkyrie. [R. Belmont]
KONAMI_DUAL_PCCARD: New device, used by Punchmania 2 to allow 2 x 32MB linear flash cards to be installed in a single slot (replacing the previous 64MB linear flash card, that does not seem to exist). [smf]
Renamed the remaining 16MB and 32MB flash cards, to indicate that they are rebranded Fujitsu cards. [smf]
Linear flash cards can now be write protected. [smf]
ID245P01: New device, a rebranded Sharp linear flash card that is also used by Konami. [smf]
PM24276: New device, a 16 bit linear flash card. [smf]
ataflash creates a generic CIS and identify buffer if it is missing from the CHD, also the card can be detected. [smf]
* cpu/mipsx: add MIPS-X CPU stub device and disassembler [David Haywood]
New systems marked not working
------------------------------
Tomy Kiss-Site [TeamEurope]
New software list items marked not working
------------------------------------------
kisssite_cd.xml
Anime Karaoke Series - Pocket Monsters 1 (Japan) [redump.org]
Dance Karaoke Series 01 - Mickey Mouse March - Eurobeat Version and White Love (Japan) [redump.org]
Dance Karaoke Series 02 - LOVE Machine and Goldfinger '99 (Japan) [redump.org]
Dance Karaoke Series 03 - Happy Summer Wedding and Nanda Kanda (Japan) [redump.org]
Dance Karaoke Series 04 - Koi no Dance Site and Night of Fire (Japan) [redump.org]
Dance Karaoke Series 05 - Fly High - Euro-Power Mix and Respect the Power of Love (Japan) [redump.org]
Dance Karaoke Series 06 - Chokotto Love and My Graduation (Japan) [redump.org]
Dance Karaoke Series 07 - Daite Hold on Me! and Try Me - Watashi o Shinjite (Japan) [redump.org]
Dance Karaoke Series 08 - Akai Nikkichou and Time After Time (Japan) [redump.org]
Dance Karaoke Series 09 - Kiiroi Osora de Boom Boom Boom and Don't Wanna Cry (Japan) [redump.org]
Dance Karaoke Series 10 - Manatsu no Kousen and A Walk in the Park (Japan) [redump.org]
Dance Karaoke Series 11 - Com'on! Be My Girl! and Crazy Beat Goes On! (Japan) [redump.org]
Dance Karaoke Series 12 - Kore ga Watashi no Ikiru Michi and Ai no Shirushi (Japan) [redump.org]
Dance Karaoke Series 13 - UFO and Southpaw (Japan) [redump.org]
Dance Karaoke Series 14 - Body and Soul and Long Way Home (Japan) [redump.org]
Dance Karaoke Series 15 - Steady and Alive (Japan) [redump.org]
Dance Karaoke Series 16 - Wake Me Up! and Timing (Japan) [redump.org]
Dance Karaoke Series 17 - Red Beat of My Life and Bright Daylight (Japan) [redump.org]
Dance Karaoke Series 18 - Nakatta Koto ni Shite and Otome Pasta ni Kandou (Japan) [redump.org]
Dance Karaoke Series 19 - Ride on Time and Give Me a Shake (Japan) [redump.org]
Dance Karaoke Series 20 - Love 2000 and Seishun Jidai 1.2.3! (Japan) [redump.org]
Dance Karaoke Series 21 - I Wish and Luv Is Magic (Japan) [redump.org]
Dance Karaoke Series 22 - Barashoku no Hibi and Ginga no Chikai (Japan) [redump.org]
Dance Karaoke Series 23 - Please Smile Again and Treasure (Japan) [redump.org]
Dance Karaoke Series 24 - Koi wa Thrill, Shock, Suspense and Love is Energy! (Japan) [redump.org]
Dance Karaoke Series 25 - Renai Revolution 21 and S.O.S (Japan) [redump.org]
Dance Karaoke Series - Best Selection (Japan) [redump.org]
Movie Karaoke Series - Best Selection - Ballade 1 (Japan) [redump.org]
Oha Star Series 01 - Zonapara (Japan) [redump.org]
Oha Star Series 02 - Oha Ska! (Japan) [redump.org]
psr540: Add the swx00
New machines marked as MACHINE_NOT_WORKING
------------------------------------------
Yamaha MU500 [Matt, O. Galibert]
Yamaha MU1000 [Matt, O. Galibert]
Yamaha MU2000 [Matt, O. Galibert]
Software list items promoted to working (coleco_homebrew.xml)
-------------------------------------------------------------
The Black Onyx
Boxxle
Space Shuttle: A Journey Into Space (64k)
* Feed mouse/pen/touch pointer events through UI input manager with Win32 and SDL.
* Started migrating UI code to use new API and reworking mouse/touch interaction.
* emu/render.cpp: Support pressing multiple clickable layout items simultaneously.
* emu/render.cpp: Allow UI elements to be drawn in any window.
* emu/rendlay.cpp, luaengine_render.cpp: Added layout view events for pointer input.
* ui/ui.cpp: Allow the UI handler to control pointer display.
* ui/analogipt.cpp: Added mouse/touch and more keys for navigating field state list.
* ui/menu.cpp: Use vertical swipe to scroll and horizontal swipe to adjust.
* ui/menu.cpp: Draw after processing input - greatly improves responsiveness.
* ui/menu.cpp: Ignore keyboard/gamepad input during pointer actions.
* ui/selmenu.cpp: Made left/right info pane arrows repeat when held.
* ui/selmenu.cpp: Use middle click to move keyboard focus.
* ui/selmenu.cpp: Let filter list scroll if it's too tall, and use a bit of horizontal padding.
* ui/selmenu.cpp: Improved divider sizing.
* ui/state.cpp: Don't allow clicks to pass through the confirm deletion prompt to the menu.
* ui/simpleselgame.cpp: Fixed error message display and graphics/sound status not showing.
* ui/simpleselgame.cpp: Allow tap/click to dismiss error message.
* ui/utils.cpp: Show UI for choice filters when there are no choices - it's less confusing.
* modules/input/input_sdl.cpp: Made scaling for mouse scroll better match RawInput and DirectInput.
* modules/input/input_rawinput.cpp: Added support for horizontal scroll axis.
* modules/input/input_win32.cpp: Added support for scroll axes and more buttons to mouse/lightgun.
* modules/debugger/debugimgui.cpp: Don't fight over events with the UI manager - it breaks menus.
* osd/windows/window.cpp: Translate mouse position to window cooridinates for scroll wheel events.
* osd/sdl/window.cpp: Supply last mouse position for scroll wheel events if possible.
* scripts/build/complay.py: Made zero input mask an error - it was only being used to block clicks.