(This patch also includes a lot of whitespace cleanups,
the removal of Aaron's MIPS MMU debugging comments,
and the removal of a bunch of other comments that I'm sure I created and I'm sure are
no longer accurate)
* Reworked inputs to match the standard poker inputs names/layout.
* Hooked the payout switch.
* Hooked a watchdog circuitery, that seems intended to reset
the game and/or an external device.
* Added machine start & reset.
* All clocks pre defined.
* Added ay8910 interfase as a preliminary attempt to analyze the unknown
port writes when these ports are set as input.
* Figured out the following DIP switches:
Auto Bet (No, Yes).
Allow Raise (No, Yes).
Double-Up (No, Yes).
Minimal Winner Hand (Jacks or Better, Two Pair).
Deal Speed (Slow, Fast).
Aces Type (Normal Aces, Number 1).
Cards Deck Type (english cards, french cards).
Max Bet (5, 10, 15, 20).
* Added NVRAM support.
* Reorganized and cleaned-up the driver.
New clones added
----------------
Super Draw Poker (set 2) [Roberto Fresca, Team Europe, Dumping Union]
* Made "MOV AL, offset" etc (opcodes A0-A3) properly indicate a segment override prefix.
* Corrected the disassembly of various NEC-only instructions (mainly V25/V35-only instructions)
* Changed CPUINFO_INT_MAX_INSTRUCTION_BYTES on i86 and NEC from 15 to 8.
* drivers\othunder.c: Changed Operation Thunderbolt output names to something more appropriate. (They were routed to LEDs.)
* video\rastan.c: Hooked up output for Operation Wolf.
* machine\midwunit.c: Hooked up outputs for Revolution X.
* machine\midyunit.c: Hooked up outputs for Terminator 2.
* drivers\seta.c: Hooked up outputs for Zombie Raid.
side-note: CX4_read should return open_bus as well in a few cases, but passing an address_space to the handler would require more changes than are worth right now (especially because no game needs it). It will be taken care of when I convert all add-on chip handlers to become read/write handlers...
- Fixed a bug in SPC7110 handlers (now Tengai Makyou Zero test reaches RTC tests and fails them, instead of getting stuck at MUL/DIV tests)
- Implemented very preliminary (and currently broken) SPC7110 RTC emulation
- Updated DSP2 handlers to better reflect Overload's docs (problem and fix actually found by byuu)
- Updated add-on chips handlers to reflect byuu's findings
snes.c: moved some more variables to driver state, set a few addresses as open bus and slightly changed SuperFX handlers not to access SNES WRAM [Fabio Priuli]
- BCD packed decimal now supported, including k-factor
- Improved FSAVE/FRESTORE including FPU reset when restoring a NULL frame
- FREM instruction supported
- Better disassembly of FPU instructions
Hooked up default NVRAM for Golly Ghost / Bubble Trouble [David Haywood]
clones
---
Moon Base (set 2) [jmurjr, D. Maeby, Charles MacDonald, The Dumping Union]
Vapor Trail - Hyper Offence Formation (World revision 3?) [f205v, Tirino73]
Cherry Bonus III (alt, set 2) [Anonymous]
new NOT WORKING games
---------------------
Lucky Boy / Poker 72 [David Haywood]
Interesting note: There is only 1 day difference between this revision and the LA3 revision. So there must have been some outstanding issue / bug for a 1 day fix ;-)
New Clone Added
-------------------------------
High Impact Football (rev LA2 12/26/90) [A. Hoekman, tormod, Smitdogg, The Dumping Union]
segaybd.c: Redumped IC26 for Rail Chase, added PCB board ID numbers and corrected the rom names for Rail Chase [ANY]
New Clone Added
------------------------------------
Rail Chase (World) [Dumping Union]
-----------
Oriental Legend / Xi You Shi E Zhuan (ver. ???, Chinese Board) [Anonymous]
Knights of Valour Super Heroes / Sangoku Senki Super Heroes (ver. 103, CN) [Anonymous]
Martial Masters (ver. 102, 101, 101CN) [Anonymous]
- Added proper sprite priorities
- Added pseudo-hires effect
out of whatsnew: in the code there is also the hookup for a small artifact hack which blurs hires and pseudo-hires pixels like on a tv. this will be a Driver Config in MESS (Off by default) and won't affect any MAME driver. Moreover, I plan to commit soon a more verbose version of the current code, with more comments to better describe the way priorities work and to stress where the artifact hack enters into play (namely, where the "OPTION" input is read)