System 23:
* Added Rapid River readme
* Adjusted Gorgon h/w MIPS clock to 133 MHz based on readme
* Renamed GP500 to 500GP, which is it's correct name
Game Cristal:
* Use correct BIOS [f205v]
Uploaded to roms/current/g.
Includes mamedriv.c I missed with the System 23 checkin.
New games marked as GAME_NOT_WORKING
------------------------------------
GameCristal (version 2.613) [ANY, f205v]
* Fixed text layer to show (colors are wrong)
* Added very preliminary support for Gorgon h/w
* Added Rapid River and an alternate Time Crisis 2
New games marked as GAME_NOT_WORKING
------------------------------------
Rapid River (RD3 Ver. C) [Guru, R. Belmont]
Time Crisis 2 (TSS2 Ver. B) [Guru]
* Removes arbitrary opcode groupings in favor of flat decode model.
* Fixes a number of small issues with unknown opcodes.
* Added the final ALU parallel move ops.
I've ported Andreas' code over, it doesn't work for ms5pcb, there is probably an additional lineswap or something, I've asked him to look at it. Some of the bootlegs are still using decrypted roms but that should be correct IMO.
Sent: Thursday, September 18, 2008 6:01 AM
To: submit@mamedev.org
Subject: fix for MT 2252
1 line fix (silly mistake that I was sure I had fixed BEFORE sending the patch) :(
Regards,
Fabio
Sent: Wednesday, September 17, 2008 10:31 PM
To: submit@mamedev.org
Subject: Shadow Force clocks
Verified cpu clocks and corrected/verified OKI M6295 frequencies and pin
7 status. Updated Xtal.h file
Sent: Sat 9/13/2008 5:15 PM
To: submit@mamedev.org
Cc: atariace@hotmail.com
Subject: [patch] Make NBA Jam TE a set
Hi mamedev,
This patch treats NBA Jam TE versions as a set, rather than treating
them as clones of NBA Jam. The treatment of sets varies throughout
MAME, this choice is emphasizing the fact that the games were distinct
from NBA Jam, with different marquees et cetera.
~aa
After adding these, I downloaded all manuals for the driver (couldn't find a
Boulder Dash manual) and I validated the DIPs with the manual and ensured that
the service mode (when available) matched up as well. I also added DIP
LOCATIONS for all sets in the driver. There were also a couple DIP items set
up in the source which did not show in the manuals I obtained - so I noted
these facts in the driver.
This .DIFF is based on 0.127u3 sources and resolves MAMETesters Bug #01897.
Tafoid
tafoid@yahoo.com
due to bad roms had a fully working service mode. I also noticed the DIP
locations were well documented on-screen and differed some from the ones in
source. I took the time to read up on how to assign DIPs correctly - but I was
frustrated initially thinking I didn't understand it. I spoke to ETABETA about
this and it seems I picked an uncommon game/driver which doesn't have normal
mapping locations (for whatever reason) and that I'd need to find out what each
value is actually doing. As a result and some work and some more help - I was
able to understand how to do this and reworked the DIPs to what is output in the
service mode for all games (except for Revenger) which did not work enough at all.
While I was there, I added DIP LOCATIONS for all sets. I would assume this
eventually benefit from a PORT_CUSTOM implementation.
This .DIFF is based on 0.127u3 sources.
Tafoid
tafoid@yahoo.com
Sent: Monday, September 15, 2008 5:31 AM
To: submit@mamedev.org
Subject: Patch for new dumps
Hi,
I have attached a patch which adds support for the following;
* The "Three Wonders (Hack?)" dump from the EMMA dumping team (I'm not
100% sure of the CPS B-ID this should use)
* The "Marvel vs. Capcom (Euro 980123)" dump by bonky_0013 (this becomes
the parent set).
Regards,
Barry Harris
installing a handler in the SOUND_START function.
02249: All Sets in zn.c: Game Hangs
02248: All sets in m58.c: No sound in game
02241: kncljoe, kncljoea: Missing AY-3-8910A sound effects.
02240: All Sets in namcos12.c: Game Freeze
02239: stunrun: No OKI6295 sound.
metadata with pre-decoded frame information. Modified chdman to
automatically produce this for CHDs that are of the appropriate
parameters. To fix up existing CHDs, use chdman -fixavdata on the
CHD.
Modified the laserdisc core to leverage the pre-decoded frame
metadata, which is now required. This improves seek times when
searching and allows the player-specific emulation access to the
VBI data as soon as it would really be available. Changed update
callback timing to fire just before the first line of VBI data
would be read; at that point, the frame selection is assumed to
be committed.
Converted PR-8210 emulation over to using the actual MCU from the
laserdisc player. This MCU controls low-level functions such as
slider position and laser on/off, and receives decoded vertical
blanking data in order to make decisions. Removed old HLE behavior.
Note that the overlay text is displayed via the UI; this is
temporary and will be fixed shortly.
Converted Simutrek-hacked laserdisc emulation to using the actual
MCU from the game, which in turn hands off commands to the PR-8210
MCU. This is still not 100% but is pretty close at this point and
achieves the correct behaviors in most cases.
Fixed Cube Quest overlay scaling to cover the whole screen.
Changed laserdisc video parameters to position the screen area at
the bottom rather than the top, since this corresponds more closely
to standard line numbering.
Extended the vbiparse code to support pack/unpack, and to more
fully document all the meanings of the VBI codes.
Updated ldplayer to support slow/fast forward movement, frame/chapter
display, and separate controls for scanning/stepping.
Added new built-in variable "frame" to the debugger.
Fixed device-based ROM loading to support loading ROMs from the
game's ZIP as well.
Full controls, plus complete DIP switches and port locations. Promoted to working.
This set has adjustable prize.
New clones added
----------------
Hot Mind (adjustable prize) [David Haywood, Roberto Fresca]