Date: Tue, 28 Jul 2009 14:14:42
To: submit@mamedev.org<submit@mamedev.org>
Subject: Aristocrat updates
Addition of more games from Heihachi_73 - email included:
Hey again. I was just greeted with a heap of ROM dumps for the older
8-bit MK4 hardware. They all show more than a black screen at least!
Enchanted Forest - 4VXFC818 (1995) [eforesta]
Top Gear - 4VXFC969 (1996) [topgear]
K.G. Bird - 4VXFC5341 - (1996, New Zealand, 87.98%) [kgbird]
K.G. Bird - 4VXFC5341 - (1996, New Zealand, 91.97%) [kgbirda]. Only U87
differs from the parent set.
Enchanted Forest - 3VXFC5343 (1996, New Zealand) [eforestb]
Black Rhino - 3VXFC5344 (1996, New Zealand) [blkrhino]
3 Bags Full - 3VXFC5345 (1996, New Zealand) [3bagflnz]. Graphics ROMs
need redumping, this causes small glitches in-game.
Phantom Pays - 4VXFC5431 (1998, New Zealand) [phantomp]
Fantasy Fortune - 1VXFC5460 (1998, New Zealand) [ffortune]
Sweet Hearts II - 1VXFC5461 (1998, New Zealand) [swtht2nz]
Golden Canaries - 1VXFC5462 (1998) [goldenc]
Autumn Moon - 1VXFC5468 (1999) [autmmoon]
Coral Riches II - 1VXFC5472 (2000, New Zealand) [coralr2]
Not all those were in the ZIP, those that were are at
http://agemame.fruit-emu.com/aristo/
Also m_brkfst is in the same directory, that's a Scorpion 2 game, The
Big Breakfast which is being used to test whether any new code is needed
to support Starpoint disc reels (basically vertically mounted
turntables, rather than drums). Much more work is needed to hook up the
inputs before the clones are added.
Date: Tue, 28 Jul 2009 11:43:54
To: Aaron Giles<aaron@aarongiles.com>
Subject: Re: Neo Print
helps if i attach it. please add to mamedriv.c yourself
David Haywood wrote:
> new not working
> ----
>
> '98 NeoPri Best 44 (Neo Print) [JohnBoy]
>
> thanks to Gridle for properly identifying it, maybe one day we'll find
> more out about this rather obscure system / variation on the NeoGeo.
>
>
>
Date: Mon, 27 Jul 2009 01:12:34
Cc: Aaron Giles<aaron@aarongiles.com>; Angelo Salese<salese_corp_ltd@email.it>
Subject: Re: Calc 3 update
wrong file, sorry.
David Haywood wrote:
> Shuffled a few things around based on new findings
> Added an extra decryption table used for the Brap Boys startup code
> (still doesn't do anything interesting)
> Noted that one of the unknown parameters for the MCU Init command is
> where it reads / writes eeprom data from.
> Noted that an additional parameter in the MCU commands may cause
> further displacement of the writeback address, as BRap Boys seems to
> rely on this (needs further testing) - added a hack for now so that
> BRap Boys places the writeback address of the initial table somewhere
> that causes it to get executed.
>
> The MCU generally seems to be annoying, and places restrictions on
> what you can call, when you can call it etc.
Date: Sun, 26 Jul 2009 09:31:24
To: Aaron Giles<aaron@aarongiles.com>; Angelo Salese<salese_corp_ltd@email.it>
Subject: Space Walk?
I got the Software This guy to redump the 'Space Walk' rom which was
obviously bad, and added it to the driver.
A second opinion is needed, maybe there is something else wrong because
the gameplay doesn't appear to make any sense at all. It's a similar
game to clowns, but more often than not the character falls through the
pad, and the pads jump and flip positions when they reach the middle of
the screen. Since this falls into the 'ultra rare' category I think it
would be a good idea if somebody with a good knowledge of the CPU made
absolutely sure that things are correct.
New not-working
===============
Space Walk [Siftware, David Haywood]
Date: Sat, 25 Jul 2009 11:57:29 -0700
To: submit@mamedev.org<submit@mamedev.org>
Subject: 68k cpu reset eat cycles fix
Hello,
Attached is a diff for 0133 that fixes a bug related to eating cycles
during 68k cpu reset. Previously, initial_cycles had a wrong value
after reset, and if cycles were < 0, it'd always return 0, .. check
the diff to see what I mean.
This change also happens to fix a scrolling bug in Fantasy Zone,
introduced when that cycle eating thing was added.
Greets,
hap
- Video, inputs, and flash data ROM hooked up
- Improved PXA255 LCDC, DMA and I2S emulation
- Working but not great CPLD protection simulation
It now boots but fails after the initial POST (notes on that are at the
top of the driver - MG and I are chasing it, but more eyes is good too).
You can get into service mode with F2 and step through the service screens
with F2. All of them behave except the input test, which will time out after
a little bit and say "System Check Error".
Delete your .nv if it doesn't start up.
> From: David Haywood [mailto:neohaze@nildram.co.uk]
> Sent: Saturday, July 25, 2009 4:44 AM
> To: Aaron Giles; Angelo Salese; Klaus Sommer, B.Sc
> Subject: new Pinball Action clone
>
> I've asked Klaus to check if the roms which appear overdumped are the
> correct size for the rom types on the PCB he has. rom 12 in his dump
> appeared to be bad, but as it's just another plane of the sprite roms
> (the rest of which matched) I've used the one from the other sets.
>
> This is a 'less encrypted' version, which just uses the Sega encryption
> without the extra overlay / protection present on set 3.
>
> new clones
> -----------
>
> Pinball Action (set 4, encrypted) [Team Europe / Dumping Project]
>
the actual name based on the two-piece bezel and occasional flyer, but
it's only one "l".
--------------------------------------------
Stiletto
stiletto@fastmail.fm
Sent: Friday, July 24, 2009 11:18 AM
To: submit@mamedev.org
Subject: bootleg manufacturers inconsistent
Hello,
Attached is a diff that fixes some inconsistencies with bootleg
manufacturer names, eg. using Bootleg (big B), or using the
original company if the rom is a bootleg.
hap
Sent: Thursday, July 23, 2009 1:11 PM
To: submit@mamedev.org
Subject: scudhamm analog controls improved
Hi,
Attached is a diff for mame 0133 that changes Scud Hammer analog controls
from paddle to accelerometer. Previously, if you did nothing, the paddle
control caused the hammer to smash automatically.
Greets,
hap
> Sent: Wednesday, July 22, 2009 8:18 PM
> To: submit@mamedev.org
> Cc: atariace@hotmail.com
> Subject: [patch] priority_bitmap global begone!
>
> Hi mamedev,
>
> This patch set migrates priority_bitmap from a global variable to the
> running_machine object. The first patch adds it to the machine
> object, adjusting some routines to take a machine/screen object in
> preparation and others to use a local variable for the bitmap. The
> second patch then converts all the global vars to (typically)
> machine->priority_bitmap, this patch was generated by the included
> script. The last patch removes the global priority_bitmap.
>
> ~aa
- set autocenter value to 0 in deadeye
- implemented correct inputs in bowl3d and removed not working flag
New games added or promoted from NOT_WORKING status
---------------------------------------------------
3-D Bowling [robiza]
Panther [Angelo Salese, robiza]
Merging some of the duplicated code in nmk16.c, and attempting to handle the larger tilemaps used by Thunder Dragon 2, Rapid Hero and Macross 2 in a more correct way. This has fixed some glitches in the intro of Rapid Hero without breaking the ingame graphics. [David Haywood]
---------------
Panther [Mr. Do]
(issues should be very simple to fix, I don't have free time to check them out in these days so if anybody wants to fix them...)
Also, not worth mention, I've done some readability tweaks and fixed some crashes in cham24 and multigam (due to wrong copy and paste in the original diffs). multigam.c games still have some issues (which I'm trying to fix with Rob's help)