> From: Atari Ace [mailto:atari_ace@verizon.net]
> Sent: Wednesday, September 30, 2009 7:56 AM
> To: submit@mamedev.org
> Cc: atariace@hotmail.com
> Subject: [patch] More static qualifiers
>
> Hi mamedev,
>
> This patch makes more of MAME static, primarily targeting functions
> exported by header files that are in fact unused outside their own
> file, and the chip emulators in machine/snes.c. It also degenericizes
> some exported names in archimds, bublbobl, and lucky74.
>
> ~aa
- preparation work so that a task node output buffer may be read by
more than one following task.
- target: implementation of task groups: tasks in a task group run parallel, task groups serial. The current main task may than just be task (in the last task group)
Sent: Thursday, October 01, 2009 5:25 AM
To: Aaron Giles
Subject: MD update
I'm trying to get the HazeMD code running again (by request, and so
that
I can look at fixing some of the bugs that have surfaced, including
ones
which affect MAME)
This shuffles a bunch of stuff around in order to help with that
process, I've also killed off some old megaplay code which wasn't
really
needed anymore, and used the newer code instead.
> From: Atari Ace [mailto:atari_ace@verizon.net]
> Sent: Sunday, September 27, 2009 7:58 AM
> To: submit@mamedev.org
> Cc: atariace@hotmail.com
> Subject: [patch] More _NAME macros
>
> Hi mamedev,
>
> MAME's idiom for function/data macros is to first implement
> <name>_NAME, then implement the other macros in terms of the _NAME
> macro. Then in principle only a single line needs editing to change
> the naming convention.
>
> This patchset implements this idiom more completely. The first patch
> adds some missing _NAME macros and fixes cases in source files that
> should be using the macros. The second patch then changes header
> files where the macros should have been used, but weren't. This
> required changing the idiom for removing a machine driver function
> pointer from MDRV_<FUNCTION>(NULL) to MDRV_<FUNCTION>(0), to avoid
> problems with NULL being macro expanded. This actually unifies the
> handling of all such cases, as we already had ipt_0 and driver_init_0.
> It also required reworking the devtempl.h implementation in a way that
> triggered a warning on MSVC about using empty macros, so vconv.c
> needed to be updated. The third patch then renames all the _NAME and
> _0 macros to verify that all the cases have been covered, so it isn't
> intended to be applied.
>
> ~aa
> Sent: Sunday, September 27, 2009 5:45 AM
> To: submit@mamedev.org
> Subject: Increase the number of PROFILER_USERx slots when profiling
>
> Hi,
>
> sometimes, when I profile a game in order to see what is the most time
> consuming part of its emulation, the 4 PROFILER_USERx are just not
> enough.
> The attached patch increases this number to 8 in order to give more
> flexibility.
>
> It also removes the now unused and obsolete PROFILER_END constant in
> order
> to be sure that 'profiler_mark_start' will never be called with it
>
> Hope this help.
> Best regards,
>
> CJ
Sent: Friday, September 25, 2009 12:15 PM
To: Aaron Giles
Subject: 360 pad crash
This 'fixes' the bug where MAME crashes and corrupts your config files
if you connect a pad at runtime. Previously there was an assert, now it
simply doesn't execute that block of code if devcode is null.
I don't know if this is the best fix (it would probably be quite nice if
it could detect pads being added removed at runtime and adapt to that)
but at least it stops it crashing and corrupting files.
> Sent: Wednesday, September 30, 2009 4:05 AM
> To: submit@mamedev.org
> Subject: Cheat
>
> I have added a simple system for auto-detect the ram region for make
> more fast the cheatinit. But I have a problem on some address
> translation, for example in seattle.c the ram region have a physical
> address of 0x00000000 - 0x007fffff and the logical address is
> 0x80000000 - 0x807fffff, I not have found a way for convert the
> physical
> address to the logical address. For now the only way for initialize the
> cheat on seattle.c is force the address to the right range ("ci ub,
> 0x80000000, 0x7fffff") but is not a good solution.
> I hope can help me to fix this problem.
>
> Regards
>
> Sandro Ronco
Fixed the logical/physical issue by having the cheat system always
work at the physical layer and output cheats that explicitly point
to the physical space.
by prepending with an 'l' or 'p'. Logical remains the default. Example:
ppb@1000 = physical program space byte at address $1000. ldw@2000 =
logical data space word at address $2000.
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Othello (version 3.0) [Tomasz Slanina, Stefan Lindberg]
------------------------------------
48-in-1 MAME bootleg (ver 3.09) [Guru]
48-in-1 MAME bootleg (ver 3.02) [Guru]
I lost the decrypt for these in an inbox cleaning accident, but even with
that out of the way the protection is much heavier than 39in1's so they're
not really worth the effort.
Credit: MetalliC
MAMETesters bug ID 03403 "Can't init Roll Fruit game."
Hooked up inputs for Roll Fruit
Added hopper emulation, payout now works
Added information on how to initialize Roll Fruit
Added in missing rom to a few MultiFish sets
----------------
Street Fighter II - The World Warrior (Quicken Pt-I, bootleg) [D. Beneke, Guru, Smitdogg, The Dumping Union]
Street Fighter II' - Champion Edition (Accelerator!, bootleg) [D. Beneke, Guru, Smitdogg, The Dumping Union]