Commit Graph

7426 Commits

Author SHA1 Message Date
Jonathan Gevaryahu
6371d8dc1c Trashed the old pre-accurate-clocking STEP based sample averaging scheme from sn76489 and friends, vastly simplifying the code. Made the output bipolar rather than only above the 0 line.
Added missing statement to the get_safe_token function for the recently added SN94624
2009-11-15 03:59:28 +00:00
Angelo Salese
8be9626ae2 Patched NVRAM check in Jackpot Cards, makes the game playable but you cannot save settings so it's not yet working 2009-11-14 19:02:52 +00:00
R. Belmont
fa216ba6f9 MC680x0 update
- Reworked PMMU/core interface so PMMU now sees all cop 0 instructions
- Improved disassembly of PMMU instructions
- Preliminary 68LC040 support
- Fixed disassembly for EC/LC variants of '030/'040
2009-11-14 18:28:47 +00:00
mariuszw1
e3dfa2d83e Fixed superbwl and gs4002 broken with previous updates. 2009-11-14 18:23:40 +00:00
Angelo Salese
f81dab2b56 Removed dual layout, added Map base video register and fixed transparent issues in the Jackpot Cards driver [Angelo Salese] 2009-11-14 18:11:40 +00:00
Brian Troha
3818630dd8 Decryption key for Dungeons & Dragons: Shadow over Mystara (Hispanic 960223) [David Haywood]
NOTE: Please "co-credit" the original dumper for these last 2 CPS2 games [Artemio Urbina]

Originally the key extractor generated a false positive, but David had it continue after the first key and the second one generated works correctly

New games added or promoted from NOT_WORKING status
---------------------------------------------------
Dungeons & Dragons: Shadow over Mystara (Hispanic 960223) [David Haywood]
2009-11-14 17:27:51 +00:00
Brian Troha
b3e6359d4f Decryption key for Mega Man 2: The Power Fighters (Hispanic 960712)Megaman 2 [David Haywood]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Mega Man 2: The Power Fighters (Hispanic 960712) [David Haywood]
2009-11-14 16:45:37 +00:00
R. Belmont
1d78601a85 getrivia: fix GCC compile 2009-11-14 16:22:42 +00:00
Angelo Salese
50317532f4 Fixed gfx decoding and hooked up mc6845 in the Forte Card driver [Angelo Salese] 2009-11-14 15:41:33 +00:00
mariuszw1
5b8b5afe2d Even better fix for Greyhound gfx. 2009-11-14 15:26:01 +00:00
mariuszw1
699a4a9d1a Further improved graphics in Greyhound games. 2009-11-14 14:56:12 +00:00
Yasuhiro Ogawa
bf161f27dd minor ROM name fix (no need for whatsnew) [Team Japump] 2009-11-14 07:20:32 +00:00
Brian Troha
7706277180 Restores Final Gorodi and Wyvern Wings to working.
At some point the driver was updated and the CPU region for all other games is set to ROMREGION_ERASE00 while Final Gorodi & Wyvern Wings were marked as "0" ... changing this to ROMREGION_ERASE00 gets them running again.
2009-11-14 04:20:54 +00:00
mariuszw1
18501f9f8f Fixed colors in Greyhound games [Mariusz Wojcieszek]
New games added or promoted from NOT_WORKING
--------------------------------------------
Super Poker [Mariusz Wojcieszek]
GEI Multi Game [Mariusz Wojcieszek]
Sport Authority [Mariusz Wojcieszek]

New clones added
----------------
Joker Poker (Version 16.04BI 10-19-88, Joker Poker ICB 9-30-86) [Mariusz Wojcieszek]
Joker Poker (Version 16.03BI 5-10-85, Poker No Raise ICB 9-30-86) [Mariusz Wojcieszek]
Amuse (Version 30.08 IBA) [Mariusz Wojcieszek]
2009-11-13 22:32:20 +00:00
Jonathan Gevaryahu
f3dcc0209c Marked cosmic alien colors as wrong, added TODO to the driver for fixing colors. Added new XTAL value for cosmic alien and switched driver to use it. 2009-11-13 21:30:22 +00:00
Scott Stone
808ec88e8d Control fix for Strike Gunner S.T.G. to allow a 3rd button mapping for each player - thus allowing for the feature of merging ships in 2 player games. 2009-11-13 21:16:20 +00:00
Brian Troha
5ccb3fdfa9 Mark new CPS2 (ddsomh) clone as not working until someone (Nicola) finds the key. 2009-11-13 20:21:54 +00:00
Angelo Salese
e456ca90cc -----Messaggio originale-----
Da: David Haywood [mailto:neohaze@nildram.co.uk]
Inviato: venerdì 13 novembre 2009 15.45
Cc: Angelo Salese
Oggetto: Re: Soccer Superstars tilemaps

slightly better fix.

David Haywood wrote:
> this allows the full width tilemaps to be shown without wrapping 
> problems..  probably not an ideal fix, but it works until I find 
> something better.
>
2009-11-13 20:09:56 +00:00
Brian Troha
8255c65387 correct checksum values that I made typos for in case conversion for cosmica1 2009-11-13 20:09:05 +00:00
Brian Troha
7965fe73da New Clone added: Last Duel (Japan)
New Clone Added
--------------------------
Last Duel (Japan) [Chack'n, Team Japump!!!]
2009-11-13 20:01:14 +00:00
Brian Troha
6dc059c3f0 adds redumped / verified color prom to cosmica1 as well as change some rom names in cosmica2 to match cosmica 2009-11-13 19:35:37 +00:00
Jonathan Gevaryahu
de50083d60 Marked cosmica1 rom 9 dump (color map) as bad pending redump, rom is all 0xFF. Flagged cosmica1 as imperfect colors for now. 2009-11-13 19:20:31 +00:00
Brian Troha
d60c9fb4d9 New Clone (not working) Dungeons & Dragons: Shadow over Mystara (Hispanic 960223)
Nicola will need to derive the key to get it working

New Clone Added
--------------------------------------
Dungeons & Dragons: Shadow over Mystara (Hispanic 960223) [Artemio Urbina]
2009-11-13 17:24:05 +00:00
Phil Bennett
8a95619389 'Jaleco Mega System 32 update: [David Haywood]' continued:
- Added f1superb notes and IRQ generation code from nuapete



---------- Forwarded message ----------
From: David Haywood <neohaze@nildram.co.uk>
Date: Thu, Nov 12, 2009 at 4:28 PM
Subject: Re: MS32 f1superb notes
To: Philip Bennett <p.j.bennett@gmail.com>


- Hide quoted text -
Thinking about it, let's just use the code to generate irqs that he
sent, this lets the sprites go nuts, but I've noticed that since I
hooked up the line ram buffer it actually draws the sky in lineram,
thus confirming that it really is lineram.


David Haywood wrote:
>
> I dug up these old notes from nuapete and added them to the driver.  Maybe they will help somebody...
>
2009-11-13 16:33:05 +00:00
Phil Bennett
0410a8ff1a Fixed Touche Me visible area.
Added a couple of DIPSW settings.
2009-11-13 16:08:12 +00:00
Jonathan Gevaryahu
4e2d6d5440 Cosmic Alien (first version) [Andrew Welburn, Lord Nightmare]
Note the pcb had a lot of wire mods on it (being an early one), and the colors might not be correct yet, I'm getting some action shots from Andy to verify them. Also updated rom names for cosmica (version II) set since Andy has two of those pcbs, but I need a few more chip markings checked.
2009-11-13 07:07:53 +00:00
Brian Troha
a14c4e5b73 Documentation correction
Corrects the PCB number for the newly added Mad Crusher rom set
2009-11-13 04:40:38 +00:00
Brian Troha
c92a7bf1d7 New Clone Added: Mad Crusher
New Clone Added
----------------------------
Mad Crusher (Japan) [David Haywood, Andrew Welburn]
2009-11-13 04:33:10 +00:00
Ryan Holtz
6df78b8321 Added missing BLTZAL opcode to the RSP core. [angrylion] 2009-11-12 22:47:57 +00:00
Angelo Salese
d3673703a9 Kludged TMS check in the VS Net clones, no credit please 2009-11-11 22:37:17 +00:00
Angelo Salese
59b4c0429c This allows the parent set to boot too, it works just like the Japanese set (including same protection)
new working game
----------------
Run & Gun 2 [David Haywood, Angelo Salese]

-----Messaggio originale-----
Da: David Haywood [mailto:neohaze@nildram.co.uk]
Inviato: mercoledì 11 novembre 2009 19.34
A: Angelo Salese
Oggetto: Minor change to Soccer Superstars roz double copy

This treats pens as transparent, prevents it from blacking out the screen on the 'Winners' display, although does cause some nasty flicker in the select sceren.  I guess that's more down to proper source clipping needed to.  It's on my -todo list.  (video/konamigx)
2009-11-11 21:29:03 +00:00
Curt Coder
1ebbb32298 Inverted DACK polarity since it wasn't working in MESS PC driver. 2009-11-11 19:38:22 +00:00
Angelo Salese
d1b0f47a48 (There are a bunch of things that I want to check on it, I'll do them after a clean compile...)
-----Messaggio originale-----
Da: David Haywood [mailto:neohaze@nildram.co.uk]
Inviato: mercoledì 11 novembre 2009 13.38
Cc: Angelo Salese
Oggetto: Re: Slam Dunk 2

Improved video offsets for these games (they're not perfect, I think in reality they depend on layers enabled etc. but they're much improved)

apply after previous.

David Haywood wrote:
> with this I think you can mark it as working
>
> - added a workaround for it not enabling the display (tied to the 
> type4/rushing heroes hack we already have)
> - fixed rom loading for other sets (also swapped the data roms on 
> vsnet around so that the load positions match up with the working 
> games)
> - moved most of machine/konamigx.c to video/konamigx.c (mixer code
> etc.) left the protection related code in machine/konamigx.c
>
> note, you'll need to DELETE machine/konamigx.h from svn and ADD 
> includes/konamigx.h to it.
>
2009-11-11 17:45:53 +00:00
Phil Bennett
1b41e6ab71 'Jaleco Mega System 32 update: [David Haywood]' continued:
- Added the alt tilemap layout used by f1superb for the backgrounds


Date: Tue, 10 Nov 2009 14:47:56 +0000
From: David Haywood <neohaze@nildram.co.uk>
CC: Philip Bennett <p.j.bennett@gmail.com>
Subject: Re: MS32 update

It actually decodes as 2048 wide line data.

I don't know how to use it tho, I guess it's possible the buffers aren't 
valid for the same reason that the road is always straight (maths dsp / mcu)


David Haywood wrote:
> this adds the alt tilemap layout used by f1superb for the backgrounds.
>
> I'm trying to make sense of the extra roms, they don't seem to be for 
> an extra roz layer as first thought, maybe they're line data for some 
> kind of line drawing / blitter device isntead.
>
2009-11-11 11:13:32 +00:00
Angelo Salese
484beef022 Fixed Konami GX type 4 protection seed $d15, used to protect a sprite bank in Run & Gun 2 / Slam Dunk 2 [Angelo Salese]
Fixed sprite ROM loading in Slam Dunk 2 [David Haywood]

(run with -debug switch and write a 1 at $d8001f after the POST for now)

-----Messaggio originale-----
Da: David Haywood [mailto:neohaze@nildram.co.uk]
Inviato: mercoledì 11 novembre 2009 1.04
A: Angelo Salese
Oggetto: compile fixes

noticed these when doing a clean compile, didn't realise this was called from elsewhere.
2009-11-11 02:44:46 +00:00
Angelo Salese
4052fb063b Safely assumed that sound rom in Rushing Heroes is bad too, there are very noticeable sample distortions during gameplay... 2009-11-10 22:45:07 +00:00
Angelo Salese
d3268ae431 Forgot to actually remove the GNW... 2009-11-10 21:59:39 +00:00
Angelo Salese
299acca433 new working game
----------------
Rushing Heroes [David Haywood, Angelo Salese]

-----Messaggio originale-----
Da: David Haywood [mailto:neohaze@nildram.co.uk]
Inviato: martedì 10 novembre 2009 21.19
Cc: Angelo Salese
Oggetto: Re: Rushing Heroes shadows

Correct video/konamigx to go with that, forgot to save first.

David Haywood wrote:
> here, I've made it a more generic Rushing Heroes kludge, which also 
> takes care of the priority in that game for the field of play.  Not 
> ideal by a long shot, but the GX Mixer is getting to me, and I'd 
> rather have a proof of concept than perfect emulation until the time 
> it's rewritten.
>
> Note, the driver change, (just a 1-0)
>
> David Haywood wrote:
>> (I haven't touched the driver file so you should be safe with your 
>> protection hacks)
>>
>> after working my way through the code, and working out what was going 
>> on I realised the shadow change put in before was liable to break 
>> more than it fixed, so I've turned it into  a local hack for Rushing 
>> Heroes instead (which seems to pass very strange values in)
>>
>> emupal.c's shadowtable code is as bad as acho code.. I mean, you have 
>> to downconvert your data to RGB555 format, for it to look it up in a 
>> table, and give it you back in RGB555 or RGB888 format?  It's 
>> inherently lossy, and if you pass in negative values what exactly is 
>> meant to happen?  it just seems to end up creating wacky colours.
>>
>> not that clamping the negative values helps because Rushing Heroes 
>> only sets 2 of the RGB values for the shadows to -127, so you end up 
>> with dark blue for everything shadowed even if you fix that..  No 
>> idea what's going on, so I've kludged it for now, and at least added 
>> a comment to some acho code about why it's converting to 555.
>>
>
2009-11-10 21:52:39 +00:00
Angelo Salese
3fbd30fc8d Fixed resolution, offset and shadowing in Rushing Heroes [David Haywood] 2009-11-10 17:01:49 +00:00
Angelo Salese
cd9b2b713f Optimized Soccer Superstars graphics [David Haywood]
Implemented input buffer copy protection in Rushing Heroes, game is now somewhat playable with heavy gfx glitches [Angelo Salese]
2009-11-10 15:35:28 +00:00
Angelo Salese
c67e1bbe2f Missed a change... 2009-11-10 12:52:31 +00:00
Angelo Salese
a4fa48eeb0 Fixed remaining issues with Konami GX type 4 games rom loadings [Angelo Salese]
And since we're here...

new working game
-----------------------
Soccer Superstars [David Haywood, Angelo Salese]

...since that I believe that a bunch of missing right-most status bars isn't enough to justify a GNW mark ;) 

-----Messaggio originale-----
Da: David Haywood [mailto:neohaze@nildram.co.uk]
Inviato: martedì 10 novembre 2009 13.11
Cc: Angelo Salese
Oggetto: Type 4 Roz - take 2

try again...

Currently it obscures the sprites, so I've put it on a debug key of W.  
Colours are wrong for it but you can see the field in rushing heroes.  
(and the title screen with corrupt tiles because the roz tile rom is half size)

Don't you just love custom roz drawing code, which assumes that wraparound means 'just use the next line in the buffer, nobody will notice' without actually checking if you're still inside the buffer?  
No?, me neither.  I've kludged machine/konamigx.c with a saftey check, hopefully it's right, but the code really is something of nightmares.
2009-11-10 12:29:51 +00:00
Angelo Salese
b9bb41cd65 More Rushing Heroes / Run & Gun 2 fixes 2009-11-10 01:44:15 +00:00
Angelo Salese
f3bff56f6a Started to look at Rushing Hero, it now shows some graphics [David Haywood, Angelo Salese] 2009-11-10 01:00:09 +00:00
Angelo Salese
f311570712 Fixed a palette bug with Konami GX Type 4 games [David Haywood] 2009-11-10 00:03:28 +00:00
Angelo Salese
9ed78d5d0b Fix compile 2009-11-09 23:45:53 +00:00
Angelo Salese
3231222d87 Patched sound checks in the Japanese versions, just to be sure that there isn't any issue with them (luckily there aren't afaik) 2009-11-09 23:22:07 +00:00
Angelo Salese
6d8a3c67fc Improved Soccer Superstars rendering [David Haywood] 2009-11-09 22:55:37 +00:00
Angelo Salese
350260f055 -----Messaggio originale-----
Da: David Haywood [mailto:neohaze@nildram.co.uk]
Inviato: lunedì 9 novembre 2009 22.59
A: Angelo Salese
Oggetto: Change order in which KonamiGX sprite offsets are applied

this allows the soccerss sprites to not clip at the edges due to offset we apply  (there is still 8 pixel clipping, but this is part of the game and should be hidden by a missing part of the text layer)

note, I haven't tested other GX games, if it breaks you get to keep the pieces because the achocode in machine/konamigx.c  (which really should be video/konamigx.c ...) is impossible to follow*

*  it contains actual operations in if statements, extensive reuse of 'temp' variables for 200 different meanings to save creating a new variable, pseudo asm code, and arbitary sized buffers to do sorting, and code which generally makes no sense at all.  99^ of it iv video related reimplemnetations of konamigx.c with no safety checking and hacks for gx system.
2009-11-09 22:17:32 +00:00
Angelo Salese
4c00d7f29f Also fixes some missing tilemap displays [David Haywood]
-----Messaggio originale-----
Da: David Haywood [mailto:neohaze@nildram.co.uk]
Inviato: lunedì 9 novembre 2009 20.56
Cc: Angelo Salese
Oggetto: Re: Further improvements

This un-breaks the palette, bad pointers and casts, fake ram areasand writing the same data to multiple places are bad mmmmk ?



David Haywood wrote:
> note, eyes may hurt, but it proves the roz / sprites work.
>
> check in please.
>
2009-11-09 20:47:06 +00:00