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