Commit Graph

7197 Commits

Author SHA1 Message Date
Phil Bennett
aa14c5764e New clones added
----------------

Cannon Ball (bootleg on Crazy Kong hardware) (set 3, no bonus game) [Volker Hann, Team Europe]


From: David Haywood <neohaze@nildram.co.uk>
Date: Wed, Nov 25, 2009 at 1:57 PM
Subject: Cannon Ball bootleg
To: Philip Bennett <p.j.bennett@gmail.com>


this one has the bonus round ripped out to avoid the protection
check.... of course that introduces it's own visual glitches, but
bootleggers will be bootleggers and I guess not crashing was more
important ;-)

new clones
-----------

Cannon Ball (bootleg on Crazy Kong hardware) (set 3, no bonus game) [Volker Hann & Team Europe]
2009-11-27 12:24:11 +00:00
Phil Bennett
1430bdc1a2 Temp fix for namcos23.c validity check warning 2009-11-27 12:10:39 +00:00
Fabio Priuli
832b946cc5 Added driver data struct and save states to btime.c and scregg.c 2009-11-27 10:09:27 +00:00
Fabio Priuli
5ea417d583 Added driver data struct and save states to fantland.c and firetrap.c
Added driver data struct to dcheese.c
2009-11-27 10:08:26 +00:00
Fabio Priuli
7e6ff401f5 Added driver data struct to dday.c
Unfortunately, if you load a save state too early the game starts with no sound. For the moment, no SUPPORT_SAVE flag, but the game goes in my list of drivers which needs a second look. Feel free to step up and fix saves, if you like
2009-11-27 00:44:28 +00:00
Fabio Priuli
6379e9c903 Added driver data struct to bwing.c and slightly simplified the video code (by removing a couple of redundant variables).
More work would be needed to fully clean it up, but I'm not expert enough right now.
2009-11-27 00:42:04 +00:00
Angelo Salese
792adf6a07 On behalf of Dave, added tc ram popmessage debug logging 2009-11-27 00:40:29 +00:00
Fabio Priuli
330341d5e3 Added driver data struct and save states to the following drivers: chinagat.c, esd16.c, f-32.c, fcombat.c, finalizr.c.
Also, added driver data struct to ddragon.c, ddragon3.c and fgoal.c

fgoal.c suffers of pending timers and hence no save state flag
2009-11-27 00:30:00 +00:00
Aaron Giles
cdd9d7c757 Introduced a generic_pointers structure within machine that is
designed to hold generic pointers that are commonly used. For
now, only generic_nvram has moved there. Added AM_BASE_GENERIC
and AM_SIZE_GENERIC macros for initializing generic pointers
in memory maps. Also added AM_BASE_SIZE_GENERIC to set both
base and size in one step.

Moved global variables out of machine/generic and into a private
data structure hanging off of the running_machine. Added newly-
needed machine parameters to coin_counter_w, coin_lockout_w, and
coin_lockout_global_w. Also added machine parameter to 
set_led_state.

Added interface functions to get the number of dispensed tickets
and to increment the count, to remove the need for direct access
to these global variables. Also added functions to get the
current count on a particular coin counter and to determine the
lockout state.

Future checkins will move the remaining generic pointers (for
paletteram, videoram, spriteram, colorram, etc.) into the new
generic_pointers structure.
2009-11-26 23:43:19 +00:00
Roberto Fresca
1583458859 Just minor cosmetic changes to get the thing aligned. 2009-11-26 19:48:40 +00:00
Angelo Salese
f67d21fad3 Fixed regression in magicard.c driver [Angelo Salese] 2009-11-26 18:58:58 +00:00
Angelo Salese
372642ca14 hng64: Implemented sprite disable bit [David Haywood] 2009-11-26 17:53:37 +00:00
smf-
4f90eda49b DEVCB_INPUT_PORT(tag) can be used for write callbacks. 2009-11-26 17:25:09 +00:00
Roberto Fresca
680cf15e6a Added Magic Card Jackpot and Magic Lotto Export to Impera Magic Card driver.
Also added PCB layouts, hardware description and technical notes.
Changed the bipolar prom dumps to serial I2C bus EEPROM.


New games marked as GAME_NOT_WORKING
------------------------------------
Magic Card Jackpot (4.01) [Roberto Fresca, Team Europe, krick & The Dumping Union]
Magic Lotto Export (5.03) [Roberto Fresca, Team Europe, krick & The Dumping Union]
2009-11-26 17:08:14 +00:00
Roberto Fresca
b32e17a0a2 Improvements to Noraut Poker driver:
* A lot of work in memory maps and machine driver stuff.
 * Improved Inputs / DIP switches for some games.
 * Added lamps support / layouts to new working games.
 * Added preliminary support to Kimble hardware.
 * Added support to CGI's Credit Poker 30x games.
 * Added new (and fixed old) technical notes.
 * Added Noraut Deluxe Poker (console).
 * Added Noraut Joker Poker (original).
 * Added Noraut Red Hot Joker Poker (alt HW).
 * Added Noraut Joker Poker (V3.011a).
 * Added Noraut unknown set 1 (console).
 * Added Noraut unknown set 2 (console).
 * Added Mainline Double Joker Poker.
 * Added Double Joker Poker (45%-75% payout).
 * Added Royal on Ten (Noraut Deluxe hack).
 * Added Credit Poker (ver.30c, standard).
 * Added Poker / Black Jack (Model 7521).
 * Added Kimble Joker Poker.
 * Added DRHL Poker (v.2.89).
 * Renamed norautpn descripion to Noraut Deluxe Poker (bootleg).
 * Added a placeholder for tpoker2's undumped 68705 MCU.
 * Reorganized the driver, plus some clean-ups.


New games added or promoted from NOT_WORKING status
---------------------------------------------------
Noraut Deluxe Poker (console) [Roberto Fresca, ByteMaster]
Noraut Joker Poker (original) [Roberto Fresca, ByteMaster]
Noraut Red Hot Joker Poker (alt HW) [Roberto Fresca, ByteMaster]
Mainline Double Joker Poker [Roberto Fresca, ByteMaster]
Double Joker Poker (45%-75% payout) [Roberto Fresca, ByteMaster]
Royal on Ten (Noraut Deluxe hack) [Roberto Fresca, ByteMaster]
Credit Poker (ver.30c, standard) [Roberto Fresca, ByteMaster]


New games marked as GAME_NOT_WORKING
------------------------------------
Noraut unknown set 1 (console) [Roberto Fresca, ByteMaster]
Noraut unknown set 2 (console) [Roberto Fresca, ByteMaster]
Noraut Joker Poker (V3.011a) [Roberto Fresca, Alan Griffin]
Poker / Black Jack (Model 7521) [Roberto Fresca]
Kimble Joker Poker [Roberto Fresca, Alan Griffin]
DRHL Poker (v.2.89) [Roberto Fresca, Siftware]
2009-11-26 16:23:09 +00:00
Angelo Salese
ce92948dcd hng64: slight optimization to the tile dirty marking [David Haywood]
hng64: better documentation of mosaic and floor modes [David Haywood]
 
 -----Messaggio originale-----
 Da: David Haywood [mailto:neohaze@nildram.co.uk] 
 Inviato: giovedì 26 novembre 2009 15.35
 Cc: Angelo Salese
 Oggetto: Re: Slight optimization to tile dirty marking
 
 attempted to better document how it swaps between mosaic and floor modes 
 as they seem to use the same bits... although this still doesn't really 
 seem logical, so I'm probably missing something.
 
 It might allow me to hook up the floor in Fatal Fury without breaking 
 other things tho.
 
 
 David Haywood wrote:
 > oops, left a bug in that, use this
 >
 > David Haywood wrote:
 >> marking the entire tilemap as dirty is expensive, this only does so 
 >> if the tile size / tile depth flag changes.
 >>
 >> this prevents the crippling slowdowns in sams64_2
 >>
 >
2009-11-26 15:06:10 +00:00
Angelo Salese
7037370cb4 hng64: Implemented preliminary additive blending [David Haywood] 2009-11-26 12:36:37 +00:00
Miodrag Milanovic
149c6aa7ca CF clear after binary operations on Intel 8008 CPU core 2009-11-26 09:37:12 +00:00
Angelo Salese
6693a2612e hng64: re-implemented zooming in Fatal Fury WA, and added alternative zooming mode used by the other games, they have some precision bugs though [Angelo Salese] 2009-11-26 01:59:15 +00:00
Angelo Salese
58e1ff522a Removed an useless debug thing ;) 2009-11-26 00:48:24 +00:00
Angelo Salese
81b88a907c Small addendum of the previous update (and yes, this HW cannot do per-sprite bpp switch but can do per-sprite mosaic) 2009-11-26 00:46:33 +00:00
Angelo Salese
72954ce864 hng64: documented some sprite findings [Angelo Salese] 2009-11-26 00:12:37 +00:00
Fabio Priuli
e021bc1c14 Added save states to equites.c, exedexes.c, exerion.c and exprraid.c 2009-11-25 21:07:22 +00:00
Angelo Salese
c8178c6b75 Implemented use of per tile colour lookup ROM in Portraits, colour decode is still wrong [David Haywood] 2009-11-25 20:29:10 +00:00
Fabio Priuli
8617017844 Added save states to the following drivers: dynadice.c, dwarfd.c, dunhuang.c, enigma2.c, epos.c, drgnmst.c and egghunt.c
Also, added driver data struct to embargo.c (which was already supporting saves)
2009-11-25 16:38:19 +00:00
Fabio Priuli
0b7a91267e converted the following drivers to use EEPROM device: deco156.c, eolith.c, eolith16.c, limenko.c, taito_f3.c, taito_z.c, taito_b.c, taitojc.c, toaplan2.c and kaneko16.c 2009-11-25 16:33:02 +00:00
Aaron Giles
409223e919 Switched from linear interpolation to antialiased point sampling
when upconverting low-frequency sound streams. This should
de-muffle low-frequency streams, treating them has having
hard edges at sample boundaries.
2009-11-25 14:41:09 +00:00
Angelo Salese
fe2987870a Fixed sprite flipping and sprite disabling (actually a bit that invertes the x offset value) 2009-11-25 14:21:55 +00:00
Curt Coder
f47855ec04 CDP1869 changes:
- converted page RAM functions to use devcb
- added pull interface for predisplay
2009-11-25 11:15:10 +00:00
smf-
8836834f08 added memory_install_write_port_handler & memory_install_readwrite_port_handler to be consistent with installing handlers. 2009-11-25 09:48:44 +00:00
Aaron Giles
f1f5ea0287 The one-line fix below fixes a problem where aviio.c writes out ridiculously
large lengths for the audio stream of an AVI file. The occurrence of the
bug depends on the way that audio buffers are filled by the calling code;
if there are never two or more chunk's worth of audio samples queued then
the bug will not occur. [CDiFan]
2009-11-25 06:41:07 +00:00
Scott Stone
bdc6c1cc6a Updated DIP LOCATIONS in Submarine for Lives and Coinage options. 2009-11-25 04:36:41 +00:00
R. Belmont
b7de2e3da0 New games marked as GAME_NOT_WORKING
------------------------------------
Airline Pilots (Rev. A) [f205v]
Sega Tetris [Guru]
2009-11-25 03:21:41 +00:00
Angelo Salese
31547688c3 Small comment adjustement before I forgot the existance of this HW ;-) 2009-11-25 02:21:40 +00:00
Angelo Salese
610d57597b new working game
----------------
Submarine [Volker Hann, Team Europe, David Haywood, Angelo Salese]

(Is it ok now?)
2009-11-25 02:18:24 +00:00
Fabio Priuli
9b5b396d06 ooops... forgot that I added driver data struct to cheekyms.c as well. here it is. 2009-11-25 01:14:45 +00:00
Fabio Priuli
c2d537c3dd Added save states to the following drivers: ddayjlc.c, ddealer.c, deniam.c, discoboy.c, diverboy.c, dorachan.c, dragrace.c, dreamwld.c, dribling.c, drmicro.c, drtomy.c 2009-11-25 01:13:14 +00:00
Fabio Priuli
3ac828ef36 Added driver data struct to the following drivers: docastle.c, dotrikun.c, cloud9.c and destroyr.c
Notice that save states do not work in destroyr.c due to timers issues, atm.
2009-11-25 01:01:14 +00:00
Fabio Priuli
59fdf8232b Updated a few more drivers to use EEPROM device: cps1, cps2, konamigq and zr107.
More to come in the next few days...
2009-11-25 00:50:46 +00:00
Fabio Priuli
5258619fcb Updated drivers using EEPROM devices (20pacgal.c, albazg.c & astrocorp.c) to use the new input_port_write handlers. No need to mention this in the whatsnew. 2009-11-25 00:47:07 +00:00
Angelo Salese
092b3ac559 new not working
---------------
Submarine [David Haywood, Angelo Salese]
2009-11-24 23:31:30 +00:00
Luca Elia
ddfa89f822 Added sprites list stop to igs017.c. Implemented joystick mode in mgdh and sdmg2 [Luca Elia] 2009-11-24 22:24:15 +00:00
Angelo Salese
ad1876757a hng64: Implemented x/y sprite global offsets, used by Samurai Shodown 64 1 ranking screen [David Haywood]
hng64: Hooked-up backup ram [Angelo Salese]
2009-11-24 21:30:12 +00:00
Angelo Salese
8307ee05d0 hng64: Implemented sprite clearance capability, fixes garbage gfxs as seen in Samurai Shodown 64 1 & 2 [Angelo Salese] 2009-11-24 17:08:48 +00:00
Angelo Salese
70c71abae8 Fixed video register comment layout, no credit please 2009-11-24 15:44:12 +00:00
Angelo Salese
a7a09f29d5 hng64: added 16x16 / 8x8 tilemap mode select, fixes one scene in Extreme Rally and transition layer in Fatal Fury WA (squares on title screen) [David Haywood]
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.
2009-11-24 15:28:16 +00:00
smf-
2877513af1 Hooked up eepromdev.c using PORT_READ_LINE_DEVICE/PORT_WRITE_LINE_DEVICE in groundfx.c.
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.
2009-11-24 12:05:35 +00:00
Angelo Salese
c09db0e234 hng64: Fixed sprite wrap-around [David Haywood]
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)
2009-11-24 00:42:22 +00:00
Ryan Holtz
603ebf6ac7 (from MESS) Added support for SCSI command 0x2a (Write w/ 32-bit LBA), upped input buffer size in WD33C93 controller [Harmony] 2009-11-23 23:29:56 +00:00
Angelo Salese
40e2a10729 hng64: Implemented V-Blank register, fixes palette uploading in Samurai Shodown 1 & 2 [Angelo Salese] 2009-11-23 21:31:03 +00:00