so this code will crash if machine == NULL and the keycode was not a built in
keycode. Changing this so that it will gracefully fail if machine == NULL
- Emulated Atomiswave coin slots and standard Dreamcast controller.
Non-lightgun games without other problems are now playable. [R. Belmont]
- Added protection data to Moero Justice Gakuen, Heavy Metal Geomatrix,
WWF Royal Rumble, Gigawing 2, Toy Fighter, and Guilty Gear X (all are now
playable but still marked GAME_NOT_WORKING due to general Naomi concerns).
[R. Belmont, Guru, Deunan Knute, Cah4e3]
- Completed partial dumps: Derby Owners Club II, Slashout, WWF
Royal Rumble, Gigawing 2, Moero Justice Gakuen, Wild Riders, Virtua Fighter 4
(cartridge) [Guru]
New games marked as GAME_NOT_WORKING
------------------------------------
The House of the Dead 2 [Guru]
Super Major League '99 [Guru]
Gun Survivor 2: Bio Hazard Code Veronica [Guru]
Club Kart: European Session [Guru]
The King of Fighters Neowave [R. Belmont, Guru]
Neo Geo Battle Coliseum [R. Belmont, Guru]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Dolphin Blue [R. Belmont, Guru]
The Rumble Fish [R. Belmont, Guru]
Knights of Valour: The Seven Spirits [R. Belmont, Guru]
> Sent: Sunday, September 06, 2009 7:25 AM
> To: submit@mamedev.org
> Cc: atariace@hotmail.com
> Subject: [patch] Deglobalize input.c
>
> Hi mamedev,
>
> These patches deglobalize input.c. The first adds running_machine to
> some driver apis. The (large) second patch adds the machine parameter
> to the most input_code_pressed apis (generated by script, not
> compilable). The last patch then actually changes those apis and
> others to take running_machine, and adds struct _input_private to hold
> the input state variables.
>
> ~aa
> Sent: Saturday, September 05, 2009 2:11 PM
> To: submit@mamedev.org
> Subject: I386: fix loop instructions when address_size is 16-bit
>
> Original code always assume address_size to be 32-bit
> The patch will use the correct size based on the status of the
> address_size flag.
>
> Sent: Friday, September 04, 2009 1:47 AM
> To: Aaron Giles
> Subject: Master Ninja
>
> this adds the basics of the 'Master Ninja' bootleg
>
> new clones
> -----------
>
> Master Ninja (bootleg of Ninja Gaiden) [f205v, David Haywood] (NOT
> WORKING)
>
> it needs work on the sprites and sound which are different to the
> original.
Sent: Thursday, September 03, 2009 12:25 PM
To: Mamedev Submission
Subject: Black Touch '96 improvements
I'm sending the complete file this time. Unzip it after applying the previous update.
It improves the sprite emulation (still wrong tho) Seems Seta/Taitoish
Sent: Thursday, September 03, 2009 4:50 AM
To: Mamedev Submission
Subject: gfxdecode fixes
This fixes the plane order in the gfx deodes for Black Touch '96 sprites, and Poke Champ sprites.
The Poke Champ backgrounds make absolutely no sense to me tho, it seems impossible to get the
colours in palette ram to align with the planes of the tile data, see the Korean flag ingame with
the obvious R/B colours in the palette which can't be achieved through any combination of order swapping.
Sent: Tuesday, September 01, 2009 12:05 PM
To: Aaron Giles
Subject: Little Robin debug code
I've added some verbose debug logging to the little robin 'vdp' writes,
which might come in handy.
I plan on looking at this further, but would rather check in these
changes as they give a clearer picture of what's happening with the VDP
which may help determine when it writes data, what modes it attempts to
set, and therefore allow more educated guesses at the expected behavior.
I can't imagine it will actually be too hard to get working, we're just
missing some key piece of information right now.
Sent: Tuesday, September 01, 2009 12:50 AM
To: submit@mamedev.org
Subject: Source diff
Here's a fix to get vandykeb up and running.
Please credit iq_132 . Thanks in advance. :)
> Sent: Sunday, 30 August 2009 20:58
> To: Aaron Giles
> Subject: mame update submission
>
>
> Hi Aaron,
>
> I meant to submit this before u3 came out but just been too busy with
> real
> life.
>
> So, I'll send it now before it gets overwritten again.. it doesn't
> appear to
> cause any problem in cojag but maybe you should do a quick check just
> to
> make sure..
>
> The changes (which are only for MESS): [Robbbert]
> - Added RGB 24-bit pixels (for Iron Soldier)
> - Added depth 0 and 1 to scaled bitmaps (for Val Disere Skiing)
> - Preliminary work on PIT support
>
> The files go into src/mame/video
>
> Thanks,
> - Robert
Basically the region array is processed, and the data from the accumulation
buffer where we render is now copied into the framebuffer depending on the
tiles specified in the tile list. This isn't full 'tile-based rendering' as
that would require more work on the preprocessing side, and writing out the
data pointers and data in real formats, however it's a step in the right
direction.
Currently only 565 formats are supported for both framebuffer write and
framebuffer read. The accumulation buffer is alwys 8888, data is converted
down to the specified format. The real accumulation buffer is 32x32 and
filled per tile, ours is still full screen.
The video update now just displays the framebuffer using the framebuffer read
parameters specified (again only 565 is currently supported) This allows the
Atomiswave bios screens and the rendered output to co-exist.
- Added mask ROMs for Mr. Driller 2 + clone program
New games marked as GAME_NOT_WORKING
------------------------------------
Mr. Driller 2 (DR22 Ver.A)
- added DISCRETE_START and DISCRETE_STOP functions to be called at device start/stop
- used these to move log code in disc_sys.c
- As a side effect, profiling measures log overhead as well
* Added 2 new Witch Card sets.
* Reworked inputs for Witch Card (german set 1).
* Created new inputs for Witch Card (english, witch game, lamps).
* Added and connected lamps for both sets.
* Added minimal bet and 50/60 Hz. switches to both sets.
* Added DIP switches info for Witch Card (german, set 2).
New clones added
----------------
Witch Card (english, witch game, lamps) [Roberto Fresca, Team Europe]
New games marked as GAME_NOT_WORKING
------------------------------------
Witch Card (german, set 2) [Roberto Fresca, Team Europe]