Sent: Tuesday, January 13, 2009 2:20 PM
To: submit@mamedev.org
Subject: megasys1 Big input Clean
Hi Folk
I returned wit a tough work (for me!), i've maed a big input clean up
in the drive (they were a lot messy), now all looks more tidy ;-)
- Delete input port definition in "includes/megasys1.h"
- Added generic input in megasys1.c
- General input clean
Bye Sonikos
* Graphics decoded, video improved, inputs mapped.
Intel i860 CPU core added. [Jason Eckhardt]
(The CPU core doesn't have accurate cycle counts for each opcode yet, but it'll have them soon. I believe that is the main culprit behind the sync of the two i860s and the 68k being outta' whack. You can still see the i860s do their thing and rasterize a voxel? groundplane and some simple polygon bad guys).
-----------------
Hit the Ice (Japan) [Phil Bennett]
Added IC locations and PAL dumps to hitice. Flagged both sets with GAME_IMPERFECT_GRAPHICS as the bitmap layer implementation is incorrect.
* Fixed gfx banking in goodejan/totmejan;
* Fixed vertical scrolling in Sengoku Mahjong (check title screen);
* Made some clean-ups in either drivers;
==================================================
The (likely) custom Seibu CRTC is used at least in the following games:
Raiden (probably the first game to use it)
Sengoku Mahjong
Good e Jong
Tottemo de Jong
Blood Bros.
Sky Smasher
D-Con
SD Gundam Psycho Salamander no Kyoui
(all games in legionna.c)
(all games in raiden2.c)
All of these games have 4 layers with 2048 (0x800) bytes of ram each,a palette ram with xRRRRRGGGGGBBBBB format and (at least) 72 (0x48) video registers.
The idea here is to merge everything in a single file and to understand the issues with some of them,namely the "bitmap_fill" color (goodejan/totmejan
needs a black pen on the service mode and a white-to-black fade out effect at start-up?),some kludges with the tilemaps/sprites positioning (in both
sd gundams,sdgndmsp and sdgndmrb for example) plus obviously anything that isn't yet understood from these regs.
Sent: Sunday, January 11, 2009 5:52 AM
To: submit@mamedev.org
Subject: unreachable code cleanup
This patch cleans up the usage of unreachable code (mostly
unnecessary breaks after returns in switch - case). A few case of
really unused code were also discovered. I marked thos with FIXME
comments.
I based this cleanup on teh output of cppcheck. It does still missing
a few cases of unreachable code, so there might be future patches to
address more cases.
isn't complete?
-----Messaggio originale-----
Da: David Haywood [mailto:neohaze@nildram.co.uk]
Inviato: venerdi 9 gennaio 2009 9.42
A: Angelo Salese
Oggetto: tarzan
I don't think the decryption is complete.. the graphics are also
encrypted.. so don't decode properly.
i guess sar might need to take a 2nd look at it.
Sent: Friday, January 09, 2009 4:14 AM
To: submit@mamedev.org
Subject: Patch to remove useless INLINE defines
Hello,
this patch removes several occurrences of "#define INLINE" in CPU and
sound cores, which I assume are useless since the makefile already
defines this.
--Dirk
Sent: Tuesday, January 06, 2009 7:39 PM
To: submit@mamedev.org
Cc: atariace@hotmail.com
Subject: [patch] Remove sndindex from SND_START
Hi mamedev,
This is a baby step towards making the sound cores proper devices. It
removes the sndindex parameter from SND_START. Cores should use the
device pointer or tag as appropriate. I also removed a few
address_space hacks taking advantage of the existing fake sound
device.
~aa
After adding these, I also added DIP LOCATIONS for all sets in the driver.
There was an issue where a manual setting was different than what MAME
expected (Demo_Sound in the manual listed OFF, but MAME likes them ON).
Kale helped me a bit with some pointers about PORT_BIT reassignment which
helped clear up the duplicate Service Mode assignments. I'm sure I made
errors, but it's a start :)
This .DIFF is based on 0.128u7 sources and resolves MAMETesters Bug #02787.
Tafoid
tafoid@yahoo.com
Sent: Saturday, January 03, 2009 10:20 AM
To: submit@mamedev.org
Cc: atariace@hotmail.com
Subject: [patch] static/const/include fixes
Hi mamedev,
Here's my aperiodic code cleanup patch for MAME, adding static/const
and adjusting header files. In a few places I went a bit further.
1. arm7core.[ch],segas24.[ch]: Rewrote some abuses of the HANDLER
macros to use _func types instead.
2. m37710: Removed some long dead state save functions.
3. spc700: Removed the interface declarations and functions. Most of
it is handled by CPU_GET_INFO, some of it was no longer implemented,
and since pointerization it wasn't possible to call it externally
anyhow.
4. segac2: I removed the palette variables aliasing the megadrive ones
and just used the megadrive ones directly.
5. snes: All the obc1_, DSP1_, DSP2_ exports were made static. I'd
avoided doing this previously for fear it might break MESS, but after
auditing I'm fairly certain this shouldn't cause problems.
~aa
gfx_element. Updated the drivers that did this to use the new function, fixing
random crashes.
Fixed a couple of other minor regressions with recent drawgfx changes.
- Hooked all the PPI 8255 devices.
- Reworked the inputs based on them.
- Fixed the reels visible area.
- Reorganized and cleaned-up the driver.
(only remains to split in driver + video)
memory table to find its ranges, and caches them for fast access in
the future. It invalidates intersecting regions when new ones are
installed, and now properly handles mirrored ranges.
Also changed the disassembly view to call the decrypted read routines
for each opcode byte/word instead of fetching from a pointer, which
prevented opcodes that crossed range boundaries from working correctly,
even though they would execute correctly.
Sent: Monday, December 22, 2008 3:00 PM
To: submit@mamedev.org
Cc: atariace@hotmail.com
Subject: [patch] Make SOUND_xxx pointers to SND_GET_INFO functions
Hi mamedev,
This patch probably should wait till after 0.129 goes out, but may be
of interest regardless. It makes the treatment of SOUND_xxx the same
as that of CPU_xxx. That is, they are function pointers to the
SND_GET_INFO routine for the sound.
The first patch just adds some missing include files and modifies a
few cases where a sound_type was used as an integer. This could go in
now. The second patch then adds the needed #defines to all the sound
headers (it assumes the previous patch I sent to add the SND_GET_INFO
declarations was applied), and modifies the sound code accordingly. It
also moves the sound clock to the device object. Note that the dummy
sound core is removed entirely. I cheated a bit and made VERIFY_SNDTI
also declare and fill in the sndnum, making this an INLINE function
would probably be more appropriate, but all of this code's days are
numbered.
There may be some performance loss in drivers that expect sndti_xxx
routines to be fast, since sound_matrix has been removed. The
performance however should be similar to looking up items in a
devicelist, so those drivers will have to adjust eventually.
~aa
- Added built-in dirty tile tracking to the gfx_element. This removes
the need for all drivers that had dynamically populated graphics
to do their own dirty tracking. Tiles are marked dirty via the
new function gfx_element_mark_dirty(). Any driver that needs access
to the decoded data must call gfx_element_get_data() in order to
ensure that the referenced tile is clean before proceeding.
- In order to support dirty tracking, the gfx_element was enhanced to
keep track of the original source pointer, so that it can go back
and regenerate tiles on demand. For systems that set NULL for the
region in the gfxdecode, they must use gfx_element_set_source()
to specify a pointer to the raw data before drawing anything.
- Changed allocgfx() to gfx_element_alloc(), and added parameters to
specify the source data pointer, base color index, and total colors.
Many drivers had to whack these values in after the fact, so this
allowed for some minor additional cleanup.
- Added a dirtyseq member to the gfx_element struct. This is
incremented on each tile dirty, and can be used to sniff if
something has changed.
- Added logic in the tilemap engine to track which gfx_elements are
used for a given tilemap, and automatically detect changes to the
tiles so that drivers no longer have to explicitly invalidate the
tilemap when tiles change. In the future, this may grow smarter to
only invalidate the affected tiles, but for now it invalidates the
entire tilemap.
- Updated a number of drivers to remove their own dirty handling and
leverage the new internal dirty marking.
- Because the source data must always be present, updated the atarigen
zwackery and mystwarr graphics handing code to support this.
- Thanks to the dirty tracking, this actually allows all gfx decoding
to happen on the fly instead of all at once up front. Since there
was some concern that this would cause undesirable behavior due to
decoding lots of tiles on the fly, it is controlled with a compile-
time constant in mame.h (PREDECODE_GFX). Set this to 1 to get the
old behavior back.
- Moved decodechar() and decodegfx() to deprecat.h. All drivers in MAME
have been updated to simply mark tiles dirty and let the rendering
system decode them as needed, so these functions may go away in the
future.
- Rewrote entirely the rendering code in drawgfx. This code previously
used extensive recursive #includes and tricks to build, and was
very difficult to understand. The new code is based off of a set of
macros defined in drawgfxm.h. These new macros separate the core
rendering logic from the per-pixel operation, allowing the operation
to be easily "plugged" into any of the renderers. These macros are
also available to any driver that wants custom rendering behavior
that is similar to existing core behavior, without needing to
populate the core with esoteric one-off rendering behaviors.
- Added a set of new functions for [p]drawgfx[zoom], one for each
transparency type. The old [p]drawgfx[zoom] functions are still
present, but now switch off the transparency type and call through
to one of these new transparency-specific functions. The old
functions are also now reduced to only supporting TRANSPARENCY_NONE,
TRANSPARENCY_PEN, and TRANSPARENCY_PENS. All other rendering types
must use the new functions.
- All new rendering functions have extensive asserts to catch improper
clipping rectangles and other common errors.
- All new rendering functions automatically downgrade to optimized
versions where appropriate. For example, calling drawgfx_transpen
with an out-of-range pen automatically falls back to drawgfx_opaque.
And drawgfxzoom_* with xscale=yscale=1.0 automatically falls back
to drawgfx_*. And many other examples. In general, this relieves
drivers from needing to make these sorts of decisions.
- All new rendering functions have a consistent parameter order that
is a bit different from the existing functions. The cliprect
parameter is now specified immediately after the destination bitmap,
to match the convention used throughout the rest of the system.
The core parameters are followed by the scale parameters (for the
zoom functions), and then followed by the priority parameters (for
the pdrawgfx* functions), finally followed by any PIXEL_OP*-specific
parameters (such as transparent pen, alpha, drawing tables, etc.)
- Removed drawgfx_alpha_cache, alpha_set_level(), and the inline
functions alpha_blend16() and alpha_blend32(). To render graphics
with alpha, use the new [p]drawgfx[zoom]_alpha functions, which
take an explicit alpha value. To render tilemaps with alpha, the
TILEMAP_DRAW_ALPHA option now takes an explicit alpha parameter.
And to do you own alpha blending, use the alpha_blend_r16() and
alpha_blend_r32() functions, which take an explicit alpha.
- Updated a number of drivers as a result of removing the implicit
alpha in the drawgfx_alpha_cache.
- Removed drawgfx_pen_table and TRANSPARENCY_PEN_TABLE. To achieve
the same effect, build your own table and pass it to
[p]drawgfx[zoom]_transtable, along with a pointer to the
machine->shadow_table to use for shadows. Eventually
machine->shadow_table is likely to go away, and drivers will need
to fetch the shadow table from the palette directly.
- Updated a number of drivers to remove use of drawgfx_pen_table.
- Removed TRANSPARENCY_ALPHARANGE; it was only used by the psikyosh
driver, so it is now moved locally into that driver and built
using the macros in drawgfxm.h.
- Removed TRANSPARENCY_PEN_RAW; to achieve the same effect, call the
new [p]drawgfx[zoom]_transpen_raw() functions. Updated drivers to
make this change.
- Removed the unused mdrawgfx* functions entirely.
- Added new function gfx_element_set_source_clip() to specify a
source clipping rectangle for any element. This replaces the nasty
hacks that were being used in bnstars, ms32, namcos86, and namcos1
to achieve similar behaviors.
- Simplified the copyrozbitmap() functions to match the copybitmap()
functions in having separate opaque and transparent versions. Also
removed the 'priority' parameter which was only used by one driver,
and moved that logic into a custom renderer built using macros in
drawgfxm.h. Updated copyrozbitmap* to use the destbitmap, cliprect
parameter ordering convention as well.
- Simplified the draw_scanline*() functions to always render opaque.
Only one driver was doing otherwise, and it now does its work
internally (draw_scanline is dead-simple ever since we moved
rotation to the OSD code; I almost just removed it entirely).
Other changes:
- Added a cliprect to the bitmap_t type, which describes the full
bitmap.
- Removed tilemap_set_pen_data_offset; unfortunately, this adds a
random tile offset behind the scenes and goes against the dirty
tile detection and invalidation. Updated the mainsnk, snk, and
snk68 drivers to use old fashioned tile banking. (Sorry Nicola.)
- Changed zac2650 gfxdecode to use scale factors.
- Added function video_assert_out_of_range_pixels() to help find
the source of invalid pixels (generally out-of-range palette
entries due to invalid data or sloppy calculations). Place this
after each step in your rendering in a debug build to discover
which code is generating improper pixels.
* At the moment only the ADPCM part is implemented, while it's missing the BEEP
generator and the 2nd channel handling, used mainly for echoing or continuous
speech.
Added OKIM6376 sound emulation to High Video games [Mirko Buffoni]
* Removed GAME_NO_SOUND from newmcard, brasil and fashion
* Sound frequency may be incorrect
* Although the manual says OKIM6376 is straight ADPCM, generated sound is
distorted (over-clamped?)
- Added maximum intensity to the color decode.
- Switched pokeroul to use global memory map and eliminated the redundant one.
- Eliminated the GAME_WRONG_COLORS flag to all games.
- Some clean-ups.
* Added a second screen for some extra gfxs that are displayed on it;
* Fixed colors;
* Preliminary implementation of the transparency pens for the graphics,might not be correct;
* Added inputs;
* Cleaned-up the driver;
Game seems to work fine,but can't accept coins,might be related to the eeprom.
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Mahjong Tenkaigen (3 sets) [Wei Mingzhi, Luca Elia]
From David Haywood:
- Decoded the extra bitmap for Cherry Master I and V4 sets. Still need to figure out how is called.
From Roberto Fresca:
- Added notes about the Tetris/Cmaster game.
- fixed some default DIP switches.
- Splitted the cmaster gfxdecode to cover different sets.
- Created a new machine driver for sets without the extra bitmap.
- Renamed the old sets cm2v841 and cm2841a to cmasterb and cmasterc respectively, since they are in fact different sets of Cherry Master I (ver.1.01).
- Promoted cmasterb & cmasterc to working state. The last one was flagged as GAME_IMPERFECT_GRAPHICS, since reels graphics have a different decode, or simply are bad dumps.
- Reparented some sets.
- Added Magical Tonic.
- More fixes/cleanups.
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Cherry Master I (ver.1.01, set 2) [Roberto Fresca]
Cherry Master I (ver.1.01, set 3) [Roberto Fresca]
New games marked as GAME_NOT_WORKING
------------------------------------
Magical Tonic [Roberto Fresca]
- Added full inputs / DIP switches to the Cherry Master II sets.
- Started a tedious clean-up to all driver inputs.
- Added a new set based on Cherry Master V4. The game is supposed to boot as a Tetris game (there are Tetris graphics inside), and can be turned into Cherry Master (probably designed for countries where gambling games are/were illegal). The game is booting into Cherry Master and is working properly. Still flagged as GAME_NOT_WORKING till can figure out how to switch games.
- Some other minor corrections.
New games marked as GAME_NOT_WORKING
------------------------------------
Cherry Master (ver.4, set 2) [Roberto Fresca, Angelo Salese]