Interesting note: There is only 1 day difference between this revision and the LA3 revision. So there must have been some outstanding issue / bug for a 1 day fix ;-)
New Clone Added
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High Impact Football (rev LA2 12/26/90) [A. Hoekman, tormod, Smitdogg, The Dumping Union]
segaybd.c: Redumped IC26 for Rail Chase, added PCB board ID numbers and corrected the rom names for Rail Chase [ANY]
New Clone Added
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Rail Chase (World) [Dumping Union]
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Oriental Legend / Xi You Shi E Zhuan (ver. ???, Chinese Board) [Anonymous]
Knights of Valour Super Heroes / Sangoku Senki Super Heroes (ver. 103, CN) [Anonymous]
Martial Masters (ver. 102, 101, 101CN) [Anonymous]
- Added proper sprite priorities
- Added pseudo-hires effect
out of whatsnew: in the code there is also the hookup for a small artifact hack which blurs hires and pseudo-hires pixels like on a tv. this will be a Driver Config in MESS (Off by default) and won't affect any MAME driver. Moreover, I plan to commit soon a more verbose version of the current code, with more comments to better describe the way priorities work and to stress where the artifact hack enters into play (namely, where the "OPTION" input is read)
Texture tiles are in to ll/lm/um/uu order. By extension, sprites are
probably the same.
Texture tilemap low rom is 16bits le (or be if you _swap them but they
don't seem CPU reachable anyway), with bits 0-15 of the tile numbers.
Texture tilemap high rom is 4bits/tile with bits 16-17 and two
attribute bits (probably x/y swap, rarely used, needs to be checked).
Point roms ae 32be, text in the header of the ss23 games proves the
"be" part, and addresses inside refer to 32-bits blocks. They're
CPU-reachable.
Duplicate roms are put in a "dups" region.
* Added a second set of Jolly Card Professional.
Documented the code differences.
* Added another Royal Vegas Joker Card set, from Mile.
These sets aren't intended to work with coins. Only remote credits
are allowed. There are external modules that can manage up to 4
machines simultaneously, adding/removing/watching credits.
* Added default NVRAM to the above sets.
* Added proper inputs and DIP switches to vegasmil.
* Replaced the jolyc980 default NVRAM with one totally clean.
Temporal and total meters are cleared to zero.
New clones added
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Jolly Card Professional 2.0 (MZS Tech) [Roberto Fresca]
Royal Vegas Joker Card (fast deal, Mile) [Roberto Fresca]
- Better IRQ generation and hookup to MAME IRQ system
- Preliminary 8-bit timer hookup including prescalers and IRQs
- Fixed issue with debugger not showing registers correctly
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Tobikose! Jumpman [tormod, R. Howard, K. Svensson, D. Beneke, Smitdogg, Luca Elia, The Dumping Union]
* Added dual-state palette (addressable through PLDs).
This allow to choose which half of the palette will be addressed.
* Splitted the main machine driver to cover both palette states.
* Reworked inputs / DIP switches for vegasslw, vagasfst and vegasfte.
* Created new default NVRAM for Royal Vegas Joker Card sets.
These need to be configurated to be valid ones. Now vegasfte can
receive remote credits, and all three in the family have valid
min-max bet value and payout.
* Removed the not working flag from vegasfte.
* Improved colors for Big Deal sets.
* Correct colors for Royal Vegas Joker Card sets.
now add the drivers ...
New Clones Added
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Virtua Striker 2 '99 (Revision A) [The Dumping Union]
Hot Shocker [The Dumping Union]
Note: The new Hot Shocker becomes the parent as it's the Domino license and the old "Dudly" set is actually a bootleg
New Clones Added
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Virtua Striker 2 '99 (Revision A) [The Dumping Union]
Hot Shocker [The Dumping Union]
Note: The new Hot Shocker becomes the parent as it's the Domino license and the old "Dudly" set is actually a bootleg
New Clone Added
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Star Gladiator (JAPAN 960627) [tormod, W. Belk, ranger_lennier, R. Howard, R. Mucciarelli, Smitdogg, The Dumping Union]
have the same hookup for SW2 (bit 0 is free game with no bookkeeping update
if pressed on the high score screen. Bit 7 is bookkeeping/statistics view).
Other bits are open bus but pulled high by resistors.