Moved -effect implementation out of OSD code and into core since
the implementations were identical across Windows/SDL and implemented
in the core itself.
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Devil Island (2 sets) [Brian Troha, The Dumping Union]
their state like other devices. [Atari Ace]
--
From: Atari Ace <atari_ace@frontier.com>
Date: Mon, Oct 11, 2010 at 12:32 AM
Subject: [patch] Audio device conversions
To: submit@mamedev.org
Cc: atariace@hotmail.com
Hi mamedev,
I've been working on auto-converting the majority of the remaining
drivers to use driver_data (by finding global and static state and
moving it to a state class programmatically), but a number of issues
make it tricky to do. One problem is the various audio device drivers
that are in src\mame\audio that don't encapsulate their state and thus
get pulled accidentally into the driver_device by my scripts. Here's
a patch that fixes most of them. The first patch makes sure the
interface is always a device (mostly changing space handler to device
handlers) and does some minor cleanup. The second patch then places
the state into an appropriate token.
~aa
---------- Forwarded message ----------
From: Atari Ace <atari_ace@frontier.com>
Date: Sat, Sep 25, 2010 at 7:46 PM
Subject: [patch] Introduce psx_state
To: submit@mamedev.org
Cc: atariace@hotmail.com
Hi mamedev,
This set of patches introduces psx_state. The first patch introduces
driver_device skeletons, adding psxram to the common psx_state and
makes a variety of minor adjustments to the code to prepare for the
conversion of the remaining static state. The second patch then does
the heavy lifting to fill in all the skeletons.
~aa
Comment:
It's hard to know if a 4th button is even used as the test mode only shows SHOT1 through SHOT3. Pressing SHOT4 for player one as mapped toggles the all 3 bits that are to the right of the DIP bank status display at the bottom of the test screen. Pressing mapped buttons for player 2-4 do not appear to have any effect.
- Found the appropriate patch values for Quizard 2.2 and promoted it to working. [Harmony]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Quizard 2.2 [Harmony]
* Created proper inputs for all Victor 6 sets.
* Fixed/extended Magic Train technical notes.
* Eliminated the 3 undumped bipolar PROMs from Magic Train
since these are in fact Darlington Arrays instead of bipolar PROMs.
From Barry Rodewald <bsr@xnet.co.nz>
To submit@mamedev.org
Date Wed, Sep 29, 2010 at 6:30 AM
Subject A couple of fixes...
Hi,
Here are a couple more small fixes, one is an i386 fix, the other for Neo Geo.
The first one is a fix for unaligned word and doubleword I/O reading and writing. It makes 16 and 32-bit I/O accesses become effectively a set of 8-bit accesses, preventing accesses from being re-aligned to an incorrect I/O port. This fixes issues in the FM-Towns where programs would set the palette by using MOV DX,FD92; OUT DX,EAX; (or similar) which would cause it to write to I/O ports 0xfd90-93, instead of 0xfd92-95 as it should.
The second is not so much of a fix, but as a convenience for the Neo Geo CD, by calling optimize_sprite_data() at VIDEO_RESET(), which will re-convert sprite data after it has been copied into RAM. Otherwise, sprites will always be wrong.
Thanks,
Barry Rodewald
mailto:bsr@xnet.co.nz
* Almost accurate memory map.
* Decoded graphics.
* Decoded the bipolar PROM.
* Detected a CRTC (MC6845 type) reversing the code.
* Guessed the CRTC clock to get proper values.
* Hooked the AY-3-8910.
* Added games notes.
* Added technical notes.
New games marked as GAME_NOT_WORKING
------------------------------------
Symbols (ver 1.4) [Roberto Fresca, Dave Ormiston]
Symbols (ver 2.5) [Roberto Fresca, Dave Ormiston]
Arrow Bingo [Roberto Fresca, Dave Ormiston]
NFL (ver 109) [Roberto Fresca, Dave Ormiston]