- Added World version as new parent (nightstr)
- Renamed already-supported US version to nghtstru
- Added Japanese version (nghtstrj)
- Removed unnecessary analog input remapping
- Added analog stick adjusting port
* fixes assert: src/emu/video.c:664: visarea->min_x < width
* Test whether screen type is vector and ignore min_x < width in this case
* This affected a number of vector games and the only other fix would be to rewrite the vector code
Fixed dip switches and added dip locations
Changed game name from flower --> flowerk (Flower (Komax)
Changed game name from flowerbl --> flower (Flower (Sega/Alpha) and is the new parent
Added a little info to driver about the oficial Sega game number
Subject: another Machine -> machine cleanup
This cleans up most of the Machine stuff in src/emu/machine. There is
a bit left to clean up, but it's mostly stuck at some interfaces now.
Subject: [patch] make MSVC_BUILD=1 -j<n> build fix
Hi mamedev,
The following build tweak fixes make MSVC_BUILD=1 -j2. It also fixes
an oversight in the cross-build support.
~aa
Subject: ddragon3 clean
Finish the work on ddragon3:
- Mapped the correct dip "SW1-8" before was incorrect
- Added "FBI Logo" dips in ctribe
- Fixed the dips condition's implementation to avoid the mame crash in ctribe
- Change the name of (Italian bootleg) in a better (bootleg Set 2)
In gotcha :
- Set OKI's pin 7 to high
Bye Sonikos
Subject: [patch] Fix minor CPU/SOUND core build issues
Hi mamedev,
This small patch fixes a few build problems with the cpu/sound cores
M65CE02, ALPHA8201, TMC0285, TMS5200 and corrects the dependencies for
the mips core.
~aa
Subject: two more (last ones for a couple of weeks)
Hi, attached please find
* r_patch.diff which removes indexed read from drivers starting with r (and slightly simplify inputs in royalmah.c)
* nbmj.diff which unifies nichibustu mahjong input ports (using common ports in nbmj9195.c as well as in the other drivers), removes indexed read and exploit tags to reduce complexity in a couple of handlers
Tomorrow I'll leave for a work trip, so no more patches from me for some time.
Regards,
Fabio Priuli
Subject: fix for missing sha1 sums.
This fixes missing sha1 values in ampoker2.c, atarigx2.c, cabal.c, and ksys573.c for 0125u6.
mame -listroms|grep -v SHA1|grep CRC
Keeps SHA1 based librarians happy.
John G.
Subject: more indexed reads removed
Hi,
attached please find a bunch of patches (against u6) to change input_port_read_indexed and AM_READ to their tagged counterparts. As in the case of the last patches I sent, I tested with mame_regtest the changes and no port is missing.
In details:
* midway.diff updates the whole mid*unit family of drivers + seattle & zeus which shared some input code. You may want to take a look at the fact that hyperdriv seems to have a redundant 9th analog port the driver never check (I added a comment about it in the source)
* namco.diff updates most namco systems + a couple of old drivers sharing the input handling. Notice I haven't modified system22 which seems to have problems with the new strict checks and I guessed it could have changed since the last release (I'll take a look to it later)
* patch1.diff -> patch9.diff update most of the M->Q drivers + finally removes indexed reads from megadriv.c (without breaking ssf2ghw)
Let me know if something fails to apply.
Regards,
Fabio
Subject: fix to MT bug 1911
Hi,
the attached patch fixes the DSW read in nomnlnd using input_port_read_safe (rather than adding a fake DSW port). Hopefully, this will be the last missing tag due to my patches: since last week all my changes are tested with mame_regtest before submit and, therefore, no missing inputs can be there anymore!
Regards
Fabio
Subject: gtmr (kaneko16.c) update
Hi,
Please find attached a diff containing a small update to 'Great 100 Miles Rally', within the kaneko16 driver:
* Added 360degree wheel (dial) input to GTMR, which is available when the Controller dip is set to 'Wheel', and Controls dip is set to '1P Side'. Note when Controls dip is set to 'Both Sides', 270degree wheel (paddle) input is used.
I have tested this in the test screen and in-game, and it works as expected. Also note I made a small comment with regard to the GTMR2 wheel controls, which are noted to be not working - they seem to work fine for me.
Any questions/problems please let me know.
Cheers,
Minwah
macro from the source code. All MAME builds now include
the debugger, and it is enabled/disabled exclusively by
the runtime command-line/ini settings. This is a minor
speed hit for now, but will be further optimized going
forward.
Changed the 'd' suffix in the makefile to apply to DEBUG
builds (versus DEBUGGER builds as it did before).
Changed machine->debug_mode to machine->debug_flags.
These flags now indicate several things, such as whether
debugging is enabled, whether CPU cores should call the
debugger on each instruction, and whether there are live
watchpoints on each address space.
Redesigned a significant portion of debugcpu.c around
the concept of maintaining these flags globally and a
similar, more complete set of flags internally for each
CPU. All previous functionality should work as designed
but should be more robust and faster to work with.
Added new debugger hooks for starting/stopping CPU
execution. This allows the debugger to decide whether
or not a given CPU needs to call the debugger on each
instruction during the coming timeslice.
Added new debugger hook for reporting exceptions.
Proper exception breakpoints are not yet implemented.
Added new module debugger.c which is where global
debugger functions live.
Wonder League Star - Sok-Magicball Fighting (Korea)
Wonder League '96 (Korea)
Like coinage, Credits for full 2 player game, Demo Sounds (though for Wonder League '96 it doesn't seem to work) and play field color for wl96
Minor whitespace clean-up
Hope this doesn't colide with addition work being done by Haze