Also added PCB layouts, hardware description and technical notes.
Changed the bipolar prom dumps to serial I2C bus EEPROM.
New games marked as GAME_NOT_WORKING
------------------------------------
Magic Card Jackpot (4.01) [Roberto Fresca, Team Europe, krick & The Dumping Union]
Magic Lotto Export (5.03) [Roberto Fresca, Team Europe, krick & The Dumping Union]
* A lot of work in memory maps and machine driver stuff.
* Improved Inputs / DIP switches for some games.
* Added lamps support / layouts to new working games.
* Added preliminary support to Kimble hardware.
* Added support to CGI's Credit Poker 30x games.
* Added new (and fixed old) technical notes.
* Added Noraut Deluxe Poker (console).
* Added Noraut Joker Poker (original).
* Added Noraut Red Hot Joker Poker (alt HW).
* Added Noraut Joker Poker (V3.011a).
* Added Noraut unknown set 1 (console).
* Added Noraut unknown set 2 (console).
* Added Mainline Double Joker Poker.
* Added Double Joker Poker (45%-75% payout).
* Added Royal on Ten (Noraut Deluxe hack).
* Added Credit Poker (ver.30c, standard).
* Added Poker / Black Jack (Model 7521).
* Added Kimble Joker Poker.
* Added DRHL Poker (v.2.89).
* Renamed norautpn descripion to Noraut Deluxe Poker (bootleg).
* Added a placeholder for tpoker2's undumped 68705 MCU.
* Reorganized the driver, plus some clean-ups.
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Noraut Deluxe Poker (console) [Roberto Fresca, ByteMaster]
Noraut Joker Poker (original) [Roberto Fresca, ByteMaster]
Noraut Red Hot Joker Poker (alt HW) [Roberto Fresca, ByteMaster]
Mainline Double Joker Poker [Roberto Fresca, ByteMaster]
Double Joker Poker (45%-75% payout) [Roberto Fresca, ByteMaster]
Royal on Ten (Noraut Deluxe hack) [Roberto Fresca, ByteMaster]
Credit Poker (ver.30c, standard) [Roberto Fresca, ByteMaster]
New games marked as GAME_NOT_WORKING
------------------------------------
Noraut unknown set 1 (console) [Roberto Fresca, ByteMaster]
Noraut unknown set 2 (console) [Roberto Fresca, ByteMaster]
Noraut Joker Poker (V3.011a) [Roberto Fresca, Alan Griffin]
Poker / Black Jack (Model 7521) [Roberto Fresca]
Kimble Joker Poker [Roberto Fresca, Alan Griffin]
DRHL Poker (v.2.89) [Roberto Fresca, Siftware]
hng64: better documentation of mosaic and floor modes [David Haywood]
-----Messaggio originale-----
Da: David Haywood [mailto:neohaze@nildram.co.uk]
Inviato: giovedì 26 novembre 2009 15.35
Cc: Angelo Salese
Oggetto: Re: Slight optimization to tile dirty marking
attempted to better document how it swaps between mosaic and floor modes
as they seem to use the same bits... although this still doesn't really
seem logical, so I'm probably missing something.
It might allow me to hook up the floor in Fatal Fury without breaking
other things tho.
David Haywood wrote:
> oops, left a bug in that, use this
>
> David Haywood wrote:
>> marking the entire tilemap as dirty is expensive, this only does so
>> if the tile size / tile depth flag changes.
>>
>> this prevents the crippling slowdowns in sams64_2
>>
>
large lengths for the audio stream of an AVI file. The occurrence of the
bug depends on the way that audio buffers are filled by the calling code;
if there are never two or more chunk's worth of audio samples queued then
the bug will not occur. [CDiFan]
hng64: Added alt layout for the roz, fixes Roads Edge graphics before the title screen [David Haywood]
-----Messaggio originale-----
Da: David Haywood [mailto:neohaze@nildram.co.uk]
Inviato: martedì 24 novembre 2009 16.04
A: Angelo Salese
Oggetto: Hyper 64 alt layout
here..
apply over previous
alt layout for the roz.
From David Haywood (thru IM channels):
...and added 8x8 and 16x16 tilemaps for each mode.
corrects one scene in Xrally intro, and also transition layer in fatfurwa (see squares when you press start on title screen)
(doesn't fix road edge alt tilemap mode yet)
note: includes/hng64.h added, 3d disabled in driving games.
Output ports are now affected by IP_ACTIVE_HIGH/IP_ACTIVE_LOW (eepromdev.c has active low cs).
The previous value for callbacks in inptport.c is now tracked per field. This saves recalculating it for PORT_CHANGED & conditional fields wouldn't always get updated correctly.
Tidied up eepromdev.c interface.
hng64: Implemented irq 11, used by the racing games for network check, currently crashes due to an invalid parameter inside the 3d packets [Angelo Salese]
-----Messaggio originale-----
Da: David Haywood [mailto:neohaze@nildram.co.uk]
Inviato: martedì 24 novembre 2009 0.23
A: Angelo Salese
Oggetto: Sprite Wrap
Samurai Shodown 64 / 2 character select seems to indicate that the
sprite sign bit is 0x200, not 0x8000 as it sets sprites to 0x3ff
co-ordinate range when they move off the top of the screen (used for the
pictures which are meant to zoom when you select them)
------------------------------------
Dragon Chronicles (DC001 Ver. A) [Guru]
Netchuu Pro Yakyuu 2002 (NPY1 Ver. A) [Guru]
Soul Calibur II (SC23 Ver. A) [Guru]
Soul Calibur II (SC21 Ver. A) [Guru]
Tekken 4 (TEF3 Ver. C) [Guru]
Tekken 4 (TEF2 Ver. A) [Guru]
Tekken 4 (TEF1 Ver. A) [Guru]
Mobile Suit Z-Gundam: A.E.U.G. vs Titans (ZGA1 Ver. A) [Guru]
Capcom Fighting Jam (JAM1 Ver. A) [Guru]
Quiz and Veriety Suku Suku Inufuku 2 (IN2 Ver. A) [Guru]
Mobile Suit Z-Gundam: A.E.U.G. vs Titans DX (ZDX1 Ver. A) [Guru]
Soul Calibur III (SC31001-NA-A) [Guru]
Kinnikuman Muscle Grand Prix (KN1 Ver. A) [Guru]
Taiko No Tatsujin 9 (TK91001-NA-A) [Guru]
Tekken 5.1 (TE51 Ver. B) [Guru]
This covers the BIOSes and memory card keys. DVDs will be added later. Please credit only Guru for these games.
Converted groundfx.c to use EEPROM device.
The latter was mainly a test for the eepromdev_bit_r PORT_CUSTOM introduced in svn7301. It seems to works perfectly fine.