Changed both games to use identical video timing parameters based on measurements of darwin.
Guessed based on available information at the master clock and derived all game clocks from it.
Changed and verified frequencies on Ikari Warriors h/w, Tnk3, Hyper Sports, Jackal and S.A.R
Updated xtal.h to support the 13.4mhz crystal found on Ikari warriors and TNK3 h/w
Verified and corrected a lot of frequencies and oki6295 pin 7 on pcbs:
Double Dribble, Chequered Flag, Diet gogo, Boulderdash, Sly Spy, Psycho
Nics Oscar, Captain Silver, Magical Cat Adventure, Raiden, Superman,
Twin Hawk, Vimana, Ghox, Dogyunn, truxton2, Pipi and Bibis, Fix Eight
and Money Money
They were all verified with frequency counter, even the strangest ones
are right.
* discrete sound
* hooked up z80dma
* combined memory maps
* statics in mario_state struct
* fixed save state issues
* combine sh_* writes into one routine
The skid sound is different from the samples. Reducing the LS123 capacitor by 40% will give the same sound, so I assume this is due to capacitor aging on the board the samples were recorded.
Added code to debug 64-bit builds to allocate all address space below 4GB to help find 64-bit errors.
Added environment variable OSDDEBUGMALLOC which, if set, explicitly overrides the debug malloc debug settings.
Added environment variable OSDDEBUG4GB which, if set, explicitly overrides the new 64-bit address space allocations.
(Sadly this is necessary due to my nvidia D3D drivers being 64-bit unclean....)
Cleaned up atarijsa memory maps.
Added save state support to atarirle, and cleaned it up a bit.
Added save state support to atarig1 driver.
Fixed pitfight0109u2gre
Added talkback to narc sound boards and wired it up to the Z-unit board.
Connected Y-unit reset for various sound boards.
Added sound IRQ state detect to ADPCM board and wired it up to the Y-unit board.
Verified and documented XTALs on the Williams sound boards and Y/Z-unit PCBs.
SGI are bastards who use a 9-bit-byte framebuffer, use the extra bits to store pixel coverage, and can use the coverage bits for pixel alpha. This wont' be implemented for a good long while.
* fixes ad2083_0111u5gra - adds cocktail switch
Note: The bug report mentions "And player 2 control is not hooked up in cocktail mode."
The game will use player 1 inputs even in cocktail mode. Probably never designed for cocktail operation