- Changed the Berzerk driver to set the S14001A clock as per the schematics. This proves that the schematics are correct and the comment suggesting the contrary can be removed.
- Correct colors, perhaps not the background, but probably is
- Added some sound
- Marked it NOT_WORKING, due to the (still) missing 3rd gfx layer that makes it impossible to pass the 2nd level. Don't suppose anybody has a PCB? It would be helpful even if I knew what I was supposed to be seeing
- correct colors -- in places different from the manual's description, but matches the flyer perfectly
- added speech
- fixed AY-8910 sounds
- odds and ends
- for now, broke Demon Eye X, but I wanted to get this out
- Removed VIDEO_START_CALL(generic_bitmapped) from jpmimpct. By the way, Clueo has a bug where the screen is not cleared properly obscuring instructional text. This happens after the demo mode takes a photo of the 'body'
- Final pass on single-stepping behavior [SGINut]
- Corrected VRCP element lookup [SGINut]
- Corrected unaligned DMA behavior [Ville Linde] (Ville, do you mind that I submit this?)
ROMs were downloaded from softwarethis.com and uploaded to /roms/current/n
One program ROM is different, which adds an additional screen in service mode. I'm sure there are other differences as well.
I would have added the PAL dump, but it's all 0's, and I'm guessing that isn't correct.
Documents various priority issues as being original game bugs, and makes note of a missing alpha effect.
These notes will likely live in a new bug database someday, but were added to the driver so they won't be lost in the short term.
If it's whatsnew worthy, credit Guru for his time spent testing.
- cleaned up and merged ninjakd2, mnight and omegaf drivers into a single driver
- added flip screen support to all games
- fixed sprite overdraw mode:
- ninjakd2 congratulations screen (e.g. stage 3) shows japanese characters which were previously missing
- in ninjakd2, at the beginning of a level items are visible during the initial fade in. I'm not sure if this is correct but the other effects wouldn't work otherwise
- in mnight attract mode, when the big ship is firing the other sprites no longer leave trails
- in mnight at the end of a level the screen is slowly filled with balls and then slowly cleared to begin the following level. Same effect in the death sequence during attract mode.
- added proper computation of sprites to be drawn taking into account double size sprites. This fixes sticking shots in mnight without need for a hack.
- lowered ninjakd2 PCM playback rate to 13020 (from 16000). This seems to sound better and is a round division from one of the master clocks.
- removed ROM patch that was used to avoid the input protection in omegaf, added a rough but effective protection simulation.
- corrected some dip switches
- hooked up sound cpu reset line
- simplified ROM loading for the older games swizzling address lines in driver init.