Removed opbase globals to the address_space structure.
Cleaned up names of pointers (decrypted and raw versus rom and ram).
Added inline functions to read/write data via any address space.
Added macros for existing functions to point them to the new functions.
Other related cleanups.
(SMPC irq bit/introdon irq register hack/pblbeach framebuffer hack plus some more)
(Note: some games have issues with it,but they'll be hopefully fixed on the next couple of updates)
into the core proper and removed unused macros. Changed all
external interfaces to pass the CPU device. Enabled 64-bit
operations by default. Re-derived the interface functions to
cascade and share code more aggressively.
These changes also seem to have cured the taito_f3 issues as
far as I can tell (at least pbobble3 seems right now).
state_save_combine_module_and_tag() function in favor of passing
the tag when registering. Revisited all save state item registrations
and changed them to use the tag where appropriate.
This patch implements a "plug-in board" device for the Naomi.
It represents the rom boards for the various games and the dimm board for the gdrom.
Now the dimm board part contains only a routine to load the "rom file" from the gdrom chd, but in the future it will be fully implemented with its own sh4 processor, security chip and so on.
Extracted .rom files are no longer needed, rom file is extracted in code from the CHD.
(needs a little cleanup as it was based on pre-aaron 'change everything' code, but it's functional)
(yes I did a quick test,current implementation makes (for example) human skin colors memory address to be equal to the palaces colors memory address in the intro)
* Fixed Final Arch broken Test Mode;
* Demoted Super Major League / Final Arch as GAME_NOT_WORKING,they hangs randomly due of SH-2 master/slave communication RAM issues;
* Removed GAME_NOT_WORKING flag to Fighting Dragoon Legend Elan Doree,because protection affects only in-game graphics and not gameplay;