vmetal: added driver data class and save states [Fabio Priuli]
no save states in metro.c (yet) because some games like 3kokushi have serious glitches when loading a state. any help is welcome...
split.c: made the "split" return the actual result instead of just 0. [Oliver Stöneberg]
clifront.c: made the identation of the CPU device in -listdevices the same like the others [Oliver Stöneberg]
i386.c: gave some fatalerror() calls in the i386 proper messages [Oliver Stöneberg]
ssem.c: fixed compilation of SSEM core with SSEM_DISASM_ON_UNIMPL [Oliver Stöneberg]
srcclean.c: small wording change in the srcclean summary [Oliver Stöneberg]
sdl/window.c: fixed a potential memory leak in sdlwindow_video_window_create() [Oliver Stöneberg]
"png2bdf" instead of "png2bdc"; this changes it by retrieving
the name of the executable at runtime, so it will always
be correct now. [Christophe Jaillet]
when they cross a page boundary. Previously, if pages
were not ordered in contiguous RAM, then a cross-boundary
read or write would read partially incorrect data or write
some of the data in the wrong page. [Barry Rodewald]
ddenlovr.c, dynax.c: replaced memory_set_bankptr with memory_set_bankp and added save state support [Fabio Priuli]
side note: this and rev.8619 took definitely more time than I expected (especially to test as many drivers as possible), but there should be no regressions
/me crossing fingers
- Added default NVRAM to Cybersled
- Limited the range of the analog inputs in Cybersled (the game glitches, causing you to move backwards if they hit the minimum / maximum)
- Setup default key mapping in Cybersled to be similar to other dual joystick 'tank' style games, eg. Assault, rather than the default keyboard mapping where the sticks appear to be swapped.
- Reworked the input ports a bit so that they include a common base rather than duplicating common inupts
(This makes Cybersled 'playable' again. I assume it must have been at some point in the past, but in current versions it really wasn't, not even if you calibrated it. )
- Renamed aircombu to aircomb, and made it the parent instead of the Japanese set.
Cave cleanups [David Haywood]
- Removed fake Region dipswitch that modified the region byte in the EEPROM each reset for Sailor Moon, Air Gallet and Mazinger Z
- Split out different regions into clones with different default EEPROMs instead, and ensured all EEPROMs are factory default for that region.
(this is a cleaner solution and more accurately represents the PCBs)
New Games
-------------
Crusher Makochan [tormod, R. Gatto, S. Rietscha, krick, jeremymtc, Smitdogg, The Dumping Union]
Fun World Quiz to working state.
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Fun World Quiz (austrian) [Roberto Fresca, David Haywood]
* Reworked button-lamps layouts per game. Cleaned-up the code.
* Added specific button-lamps layout for bigdeal games.
* Added specific button-lamps layout for royalcrd & jolycdit,
but there is a bug in the d-up select code that lights the
wrong lamp. This is a leftover from jollycrd routines.
* Flagged vegasfte as GAME_NOT_WORKING, since is not receiving
any coins or remote credits anymore.
-----------
Final Lap 3 (World, set 2) [Charles MacDonald, hap, Smitdogg, The Dumping Union]
- changed the parent finalap3 set to use the new graphic roms from the new finalap3a set. It was using the Japanese ones before,
which are incorrect (corrupt text on Course Select screen) [David Haywood]
- added a kludge to workaround the cpu race condition / communication bug that was causing the Assault Plus mode select screen to be automatically bypassed.
This isn't ideal, but I don't see a better solution. [David Haywood]
-----------
Berzerk (Germany) [Team Europe, Volker Hann, David Haywood]
new not working
------------------
Moon War (prototype on Frenzy hardware) [Team Europe, Volker Hann, David Haywood]
* Improved inputs for Fun World Quiz.
* Proper handlers and banking for Fun World Quiz questions.
* Partial decryption for royalcdc and multiwin.
* Complete Fun World Quiz DIP switches with dip locations.
* Promoted Fun World Quiz to working state.
* Added Fun World Quiz bookkeeping instructions notes.
* Removed all hacks in the rom load section. Now the involved sets
are properly loaded in the same way the hardware does.
* Replaced hardcoded values on graphics decode routines with proper
RGN_FRAC calculations.
* Fixed graphics bitplanes to involved games.
* Added more hardware/technical info.
* Modify the mongolnw machine driver. Now can see it starts.
* Added Multi Win, from Funworld. The set is encrypted and use a
custom CPU. Seems similar hardware than (multi) Joker Card.
* Added Fun World Quiz. Needs proper banking, and both graphics
and bipolar PROM redumps.
New games marked as GAME_NOT_WORKING
------------------------------------
Multi Win (Ver.0167, encrypted) [Roberto Fresca]
Fun World Quiz (austrian) [Roberto Fresca, 9ofzeven]
- Rewritten to use SoftFloat instead of unportable native FP math
- Support added for Motorola 96-bit extended floats
- More addressing modes and conditions supported
The taitojc games function identically to the old implementation (I stepped
through the main matrix multiply in dendeg and the registers never diverged)
and speed on Core 2 Duo is a wash - sometimes softfloat's faster, sometimes
not, but the difference on -str 90 never exceeded 1%.
- set display enable to be ON by default. LE2 doesn't turn it on until after the test screens, which would seem to indicate that the register should default to on, otherwise they're always invisible.
- added a kludge to use the right palette for the text layer in LE2, I haven't checked, but I wonder if this could also be related to internal defaults for the mixer chip which the game doesn't change.
This allows you to see the ram/rom tests anyway, which is better than an invisible startup.