Meteors [Andrew Welburn, Trevor Brown]
It's a clone of Space Force, but Horizontal, not Vertical, also the outputs are swapped around (irq enable moved for example)
Fighter's History (US ver 42-09, DE-0396-0 PCB) [Brian Troha, The Dumping Union]
seems to be the newest revision, uses a Z80 as a sound CPU instead of the HuC6280, like several games seems to miss sound commands sometimes (I tried using the more complex assert_line hookup in here that nslashers uses and it made it worse)
This broke auto-frameskipping. MAME was unable to correct itself after a hickup and would continue frameskipping and fluctuate speed between 95 and 105%.
m_. Rewrote code accessing members to use seconds() and attoseconds().
The changes were triggered by a test how gcc __int128_t would perform as
the internal representation. This test revealed that the current
implementation is still faster. (nw)
support for 128 bit resolution on systems supporting it. This is however
disabled since all platforms I know don't have native support but
emulate 128 bit. (nw)
- full memory map for the audio cpu
- proper irq set/clear for the audio cpu
- add mirrors for watchdog/coincount/audioirq ports (address decoding
pals need to be dumped for more improvements)
- add coin b settings, not used in game but can be verified in service
mode
- the system can read back some bankswitch port values using the port
shared with dsw3, emulating this fixes the wrong status display of the
service mode dipswitch in service mode (previously inverted)
should be significantly more accurate and allow the cores to be much more easily merged in the future.
This also allowed finally getting rid of the COEFF_ENERGY_SENTINEL hack in tms5110r.inc [Lord Nightmare]
@MSVC Users: I checked the MSVC++ documentation prior to committing
this. I also checked on a MSVC2010 installation that "long long" and
"%lld" actually work at least in MSVC2010.
Please let me know if this now works. (nw)