hng64: Added alt layout for the roz, fixes Roads Edge graphics before the title screen [David Haywood]
-----Messaggio originale-----
Da: David Haywood [mailto:neohaze@nildram.co.uk]
Inviato: martedì 24 novembre 2009 16.04
A: Angelo Salese
Oggetto: Hyper 64 alt layout
here..
apply over previous
alt layout for the roz.
From David Haywood (thru IM channels):
...and added 8x8 and 16x16 tilemaps for each mode.
corrects one scene in Xrally intro, and also transition layer in fatfurwa (see squares when you press start on title screen)
(doesn't fix road edge alt tilemap mode yet)
note: includes/hng64.h added, 3d disabled in driving games.
Output ports are now affected by IP_ACTIVE_HIGH/IP_ACTIVE_LOW (eepromdev.c has active low cs).
The previous value for callbacks in inptport.c is now tracked per field. This saves recalculating it for PORT_CHANGED & conditional fields wouldn't always get updated correctly.
Tidied up eepromdev.c interface.
hng64: Implemented irq 11, used by the racing games for network check, currently crashes due to an invalid parameter inside the 3d packets [Angelo Salese]
-----Messaggio originale-----
Da: David Haywood [mailto:neohaze@nildram.co.uk]
Inviato: martedì 24 novembre 2009 0.23
A: Angelo Salese
Oggetto: Sprite Wrap
Samurai Shodown 64 / 2 character select seems to indicate that the
sprite sign bit is 0x200, not 0x8000 as it sets sprites to 0x3ff
co-ordinate range when they move off the top of the screen (used for the
pictures which are meant to zoom when you select them)
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Dragon Chronicles (DC001 Ver. A) [Guru]
Netchuu Pro Yakyuu 2002 (NPY1 Ver. A) [Guru]
Soul Calibur II (SC23 Ver. A) [Guru]
Soul Calibur II (SC21 Ver. A) [Guru]
Tekken 4 (TEF3 Ver. C) [Guru]
Tekken 4 (TEF2 Ver. A) [Guru]
Tekken 4 (TEF1 Ver. A) [Guru]
Mobile Suit Z-Gundam: A.E.U.G. vs Titans (ZGA1 Ver. A) [Guru]
Capcom Fighting Jam (JAM1 Ver. A) [Guru]
Quiz and Veriety Suku Suku Inufuku 2 (IN2 Ver. A) [Guru]
Mobile Suit Z-Gundam: A.E.U.G. vs Titans DX (ZDX1 Ver. A) [Guru]
Soul Calibur III (SC31001-NA-A) [Guru]
Kinnikuman Muscle Grand Prix (KN1 Ver. A) [Guru]
Taiko No Tatsujin 9 (TK91001-NA-A) [Guru]
Tekken 5.1 (TE51 Ver. B) [Guru]
This covers the BIOSes and memory card keys. DVDs will be added later. Please credit only Guru for these games.
Converted groundfx.c to use EEPROM device.
The latter was mainly a test for the eepromdev_bit_r PORT_CUSTOM introduced in svn7301. It seems to works perfectly fine.
Updated device and input port lists to use the tagmap for
tag searches. Also removed the whole "quark" thing from the
validity checker in favor of using the tagmaps.
-Corrected memory mapping of palette RAM and handling of palette data. Power-On Self Test now shows correct colors.
-Changed Panic Park from SS23 to S23 game.
New games marked as GAME_NOT_WORKING
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Final Furlong (FF2 Ver. A) [Guru]
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The King of Fighters Neowave (Japan) [Cah4e3]
This is just the EPROM - he said he'll send the cart to Guru to get the mask
ROMs done. The AX number on the EPROM matches the current (world?) set but
the contents are different (same encryption key works though).
hng64: Fixed back plane color, thus giving characteristic blue background for POST screen [Angelo Salese]
hng64: Improved Dual Port emulation, fixing the POST errors about it [Angelo Salese]
all statics are stored in struct, memory_set_bankptrs have been replaced by memory_configure_banks... yet save states do not work.
either I'm blind and I can't see some typo of mine, or all the memcpys in VIDEO_EOF do not work well with save states.
suggestions are welcome ;)
Added save states to 2mindril.c, ashnojoe.c, bigfghtr.c, bublbobl.c, cchance.c, champbwl.c, missb2.c
Removed use of memory_set_bankptr where possible (in the drivers above and in angelkds.c)
i.e. some Taito love :)
as usual, drivers with only save state added also have almost complete driver_data struct, but the missing items do not affect saves (generic palette/sprite ram is automatically saved)
added output lines (IPT_OUTPUT), which can be written using new input_port_write* functions or directly from a memory map using AM_WRITE_PORT
converted adc083x to use io lines.
adc08x chips are all hooked up using input/output ports
reversed racing force steering wheel input and gas pedal, which is enough to get the game to boot.
reversed steering wheel input on winding heat, the usa cabinets are however hooked up the other way.
renamed adc0831_interface to adc083x_interface.
fixed adc083x gnd input
removed stray call logerror from adc083x.c
fixed default adc083x sars value
adc083x reset only affects outputs
- Added Save State Support
- Added Preliminary Dip Switch Settings
- Corrected CPU Clock Value
- Corrected Sound (Now Works)
- Narrowed Down More IO R/W Areas
Out of whatsnew: I also added driver_data struct to these drivers (and to bombjack.c & blktiger.c as well) BUT, as in bionicc.c, some memory pointers (spriteram, paletteram or nvram) are commented out due to use of generic handlers