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Unknown Poker Game by Chain Leisure [Gerald (COY), The Dumping Union]
My name as the copyright holder is a placeholder. Please remove as soon as someone fleshes this driver out. (nw)
* tee allows two peripherals to be connected in parallel
* glinkhle is an RS232 (9600 8N1) adaptor
* bitsock sends raw assert/release line signals to/from a bitbanger device
* monospkr is a speaker connected between tip/ring in parallel and sleeve
* stereospkr is two speakers: left across tip and sleeve, right across ring and sleeve
Use glinkhle to make emulated calculators talk with cooked sockets, e.g.
mame ti82 -linkport glinkhle -linkport:glinkhle:rs232 null_modem -bitb socket.127.0.0.1:2345
Use bitsock to make emulated calculators talk with cooked sockets, e.g.
mame ti82 -linkport bitsock -bitb socket.127.0.0.1:2345
You can use tee to do stuff like listen to data activity for debugging purposes, e.g.
mame ti82 -linkport tee -linkport:tee:a stereospkr -linkport:tee:b glinkhle -linkport:tee:b:glinkhle:rs232 null_modem -bitb socket.127.0.0.1:2345
* Remove fake interrupts and rewrite coin handling
* Use correct CPU type
* Use screen raw parameters
* Use generic 8x8x1 gfx layout
* Update ROM filenames
- Use tilemap system to draw background/foreground characters (and use
generic gfx_8x8x2_planar layout)
- Add mario and dkong3 bootlegs running on extended hardware (color
PROMs for those haven't been dumped, using the PROMs from the original
currently)
- Update and correct dip switches
- Document tile attribute RAM and sprite RAM layout bits
- Use screen raw parameters
- Add connector layout
- Update TODO list
- Update ROM filenames
New working driver:
-------------------
Donkey Kong 3 (bootleg on Ambush hardware)
* Use size_t for sizes and <algorithm> for algorithms
* Fix up some files that were getting linked into multiple libs
* Add missing virtual method to sh2 peripheral class
* Put shortname in driver struct for locality
* Use shared pointers in config LRU cache for safety
- Created devices for the galaxy games carts (EEPROM + Flash + PIC) and the slot(s)
- Removed code patches and emulated the PIC communication and bank switching
- Converted the blitter to a device (cesblit.cpp)
- moved the Galaxy Games from tmaster.cpp to their own driver (galgames.cpp)
Provided the PIC code for all four StarPak cartridges [Keith M. Kolmos]
New working machines
--------------------
Galaxy Games StarPak 3
[Keith M. Kolmos, Rod_Wod, Sean Sutton, Soren Skou Nielsen, Russell Howard, Francis Ramirez,
Tourniquet, BrianT, coolmod, Smitdogg, The Dumping Union, Luca Elia]
- Create EFO, Promat, Terminal, Wing projects to help reduce the weight of libmisc
- Eliminate Veltmeijer Automaten project (only two games by this company are in MAME, and one actually on Excellent System hardware)
m68705: expose more more internal registers through the state interface
* shows contents of registers that can't be read by program code
i8251: make receive more reliable clean up a little
zorba: meat on the bones
* create emulated keyboard device
- 88 of 96 matrix keys identified, 6 of 8 DIP switches identified, 3 of 6 outputs identified
* connect IEEE-488, RS232 and Centronics ports
* hook up all IRQ sources and connect PIT to UARTs
* more notes
osborne1, gladiatr: use input changed member (nw)
* remove non-obvious mcu_status_r and semaphore_r members and move to drivers (varies by system)
* slap fight functionality can be safely folded into base class so do so
* remove leftover crud from driver state classes
qix.cpp, bub68705, changela: use new MC68705P3 core
- Conversion of the Cedar Magnet board from a base device class to a mix-in interface
- Emulate EFO ZSU as main variant of the Cedar Magnet sound board
- Hook up ZSU1 to Skill Flight and Phantom Ship
- Modernize ZSU soundlatch/IRQ mechanism
- More hardware notes (nw)
- Various associated code cleanups (nw)
we've been sitting on this for a while, progress was shown a few years ago, but is apparently lost. Smitdogg should be able to clarify the exact part numbers, they're not readable in the pictures.
Mario driver now uses netlist audio implementation instead of discrete
implementation. The previous discrete sound emulation has not been
removed yet because it still contains a lot of documentation.
[Couriersud]
Mario driver now uses netlist audio implementation instead of discrete
implementation. The previous discrete sound emulation has not been
removed yet because it still contains a lot of documentation.
[Couriersud]
in the mizar lib. This is suboptimal, but the code seems to
crossreference across object files and from the bus code into the driver
code.
At least the source now links again. (nw)
- MSM5205 hooked up through 40105 FIFO
- Various notes based on Z80 code and schematics for related pinball sound board
40105 device improvements (nw)
- Split up configuration macros
- Tweaked device name and device type name
- New callback for automatic output write
- A few bug fixes for so_w
- Many comments and pinout added