the PROG line is to read/write/and/or to ports 4-7. Since the board doesn't
list an 8243 port expander, it is likely the "writes" to port 4 are really
just a mechanism to get the PROG line to toggle to clear the interrupt.
Added new sets, created new machine drivers, fixed colors, added PPI devices, created new 8255 and ay8910 interfaces, worked out inputs and DIP switches from the scratch, fixed memory maps, merged the cherrym2.c driver with goldstar.c and much more...
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Cherry Master (Corsica, ver.8.01) [Roberto Fresca]
Cherry Master (ver.4) [Roberto Fresca, David Haywood]
Cherry Master I (ver.1.01) [Roberto Fresca, David Haywood]
========
Actually fixed hackish things from the last update by "Mike Green",I'll finish this off tomorrow,it's playable if you hack the 8880-888f areas to ff just
before the "token error"...
(this works thanks to recent changes from Nathan; in fact, any input can
affect the state of an artwork element). Removed debug build hack to popmessage
the shifter state.
=============
Several Seibu games (i.e. D-Con,sdgndmps,Sengoku Mahjong,goodejan/totmejan and the raiden2.c/legionna.c games) all have a standard 0x48 (0x50?)
regs-wide C.R.T.C.
I wonder if it is a custom Seibu crap or a known video chip,would be good if somebody can do tests on it. For sure,it should be abstracted,this
commit was made by looking mostly at Sengoku Mahjong.
- added running_machine to internal structure, removed as explicit parameter
- added new function rom_file_size() to compute the size of a ROM
- removed rom_first_chunk() and rom_next_chunk() which are no longer needed
- changed progress display to be based on size of ROMs loaded, not number
- changed temporary load buffer to be dynamically allocated
- fixed reload logic to handle skipped BIOSes
Also changed rand_memory() to use a fixed seed for consistent behavior.
Fixed auto_malloc() along the way to randomize its memory when allocated in
the debug build. This used to be the standard, but it seems to have been removed
when the pool allocation was moved into the library.
inlining the check to see if it is running. Removed obsolete entries
and updated the text to more accurately describe each one. Added CPU
tags to the CPU names. Switched to using an astring for building the
final string.
Unfortunately, still a bit too much overhead to leave it on in all builds.
==============
irq 5 code is this one:
04425A: 007C 0500 ori #$500, SR
04425E: 0279 FFEF 0060 000C andi.w #$ffef, $60000c.l
044266: 0079 0010 0060 000C ori.w #$10, $60000c.l
04426E: 48E7 0080 movem.l A0, -(A7)
044272: 206D 1C18 movea.l ($1c18,A5), A0
044276: 30F9 0070 0002 move.w $700002.l, (A0)+
04427C: 2B48 1C18 move.l A0, ($1c18,A5)
044280: 4CDF 0100 movem.l (A7)+, A0
044284: 4E73 rte
60000c is an unknown port,but 700002 is for arm power sensor. So I'm guessing that's not related at all with the ym sound chip.
I'll check this again at some point...
New games marked as GAME_NOT_WORKING
------------------------------------
AV Hanafuda Hana no Christmas Eve [Angelo Salese]
AV Hanafuda Hana no Ageman [Angelo Salese]
Adds Jeff's Romhack Donkey Kong Foundry set. I spoke with him before the d2k thing and he gave his permission to use this set with MAME
No credit please ;-)
that shares the work ram with the main z80) [Angelo Salese]
New games marked as GAME_NOT_WORKING
------------------------------------
Mahjong Senka [Angelo Salese]
Mahjong Yarou [Angelo Salese]