is drcuml.c, which defines a universal machine language
syntax that can be generated by a frontend recompiler and
then retargeted via a generic backend interface to any of
a number of different architectures. A disassembler for the
UML is also included to allow examination of the generated
UML code.
Currently supported backend architectures include 32-bit x86,
64-bit x86, and a platform-neutral interpreted C backend that
can be used as a fallback for platforms without native
support. The C backend also performs additional validation
to ensure assumptions are met.
Along with the new architecture is a new MIPS III/IV
recompiler frontend. This frontend has been rewritten from
the old x64-specific recompiler to generate UML opcodes
instead. This means that the single recompiler can be used
to target multiple backend architectures and should in
theory produce identical results across all of them.
The old 32-bit and 64-bit MIPS recompilers are now officially
retired. The new system provides similar performance (within
5% generally) to the old system and has similar compatibility.
The only currently known issues are some problems with the
two Gauntlet 3D games.
- Properly decoded graphics.
- Proper memory map.
- Added NVRAM support.
- Proper Inputs through 8255 PPI I/O chip.
- Both games are working.
- Added technical & game notes.
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Card Games? [Roberto Fresca]
Slots Game? [Roberto Fresca]
The key observation was that when decryptiong the second word, both encrypted and decrypted bits of the first word are used.
Many thanks to Javier Valero for the detailed information that made this possible.
* adds a model to calculate mixing of channels with different resistance loads.
* based on above, each channel may be assigned a different load in individual case
i.e. channels not tied together
* rewrote ay8910.c to make emulation simpler
* changed the config structure to include a flag field and output resistor loads.
* Updated all drivers affected.
* Added some "Todos" related to stuff I discovered when reading datasheets.
* Fixed a bug in disc_flt.c (konami filters)
galaxian.c:
* Fixed discrete sound and konami filter addressing
* Changed addressing of AY-3-8910 to be in line with schematics
gyruss.c:
* Added discrete sound for filtering ("konami"-style) and mixing.
Attached is diff which makes Touchmaster games playable.
General changes:
- Added preliminary 68681 DUART (machine\68681.c)
- Moved Microtouch touch screen controller emulation to separate module (machine\microtch.c)
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Touchmaster [Mariusz Wojcieszek]
Touchmaster 3000 [Mariusz Wojcieszek]
Touchmaster 4000 [Mariusz Wojcieszek]
Touchmaster 5000 [Mariusz Wojcieszek]
Touchmaster 7000 [Mariusz Wojcieszek]
Funworld updates:
- Removed the temporary hack to jolyc980.
- Updated technical notes regarding Magic Card II & Jolly Card Professional 2.0.
- Moved snookr10 to its own driver.
- Minor clean-up.
New games marked as GAME_NOT_WORKING
------------------------------------
Apple 10 (Ver 1.21) [Roberto Fresca]
Ten Balls (Ver 1.05) [Roberto Fresca]
Subject: pit8253 device
I have converted the pit8253 implementation into a device. To make it
easier to use I've also created a src/emu/devconv.h in the same style
as src/emu/memconv.h.
I do not have all roms/disk images to test all drivers. I have only
been able to test pf2012, filetto, and topgunnr.
Subject: Internal LAY File - Armor Attack
This is becoming kind of fun. Here's an internal LAY file for Armor Attack.
Re-created the overlay using just rectangles.
And finally got to use flipx and flipy for the first time (main reason I did it).
* Give us a Break [2 sets]
* Ten Up [2 sets]
Neither are playable; they don't register coins for some reason.
2. Fixed interrupt handling and 16-bit memory accessors in 6840ptm.c
Also cleaned up code for the sake of readability.
3. JPM games now have their own object archive file.
for galaxian, scramble, frogger, scobra, amidar, and dambustr.
For the moment, only a subset of games are implemented in the
new system; the remainder are running on the old code.
Main features are accurate video timing, correct stars
implementation, better organization, simplified input ports,
and many other smaller fixes. In addition, the following
MAMETesters bugs are addressed:
- 01598: [Graphics] 4in1, gmgalax, pacmanbl: Sprites are cut off on the top row
- 01563: [DIP/Input] gmgalax: Duplicated Inputs
- 00300: [Graphics] zigzag: in cocktail mode player 2 screen is shift over to the right
- 01454: [Graphics] mshuttle, mshuttlj, mshutlj2: The display of the screen is shifted
- 01473: [Graphics] orbitron: Orbitron graphics not correctly displayed
- 01600: [Graphics] pacmanbl, batman2: The background is shifted to the right and cut off on the right side
- 01602: [Misc.] luctoday: Messed up graphics. (Screen Offset)
- 01599: [Graphics] omega: Screen is vertically offset
- 01605: [Graphics] gteikokb, gteikob2: Wrong screen offset (aaron)
This is still WIP bug I've been working on it for sveral weeks and I want to get it out before leaving for holidays.
- Fixed Alpha 8201/830x MCU simulation.
- all hacks from the equites driver removed
- fixed equites restart position after going underground
- fixed hvolume, splndrbt 2 players
- removed hacks from exctsccr2
- fixed CPU gameplay in shougi
- Gekisou promoted to working
- added dump of Alpha 8201 MCU to games that use it (the ROM isn't used yet, HMCS44 CPU core needs to be written first)
- major cleanup of the mess in equites.c:
- many thanks to Corrado Tomaselli for precious hardware info.
- implemented bg perspective scrolling using PROMs
- fixed sprite flip & disable
- fixed bg color
- converted bg to tilemaps
- fixed fg banking
- fixed screen flip
- removed meaningless banking of player inputs
- added UI adjuster for MSM5232 frequency
- MSM5232 volume control
- fixed MSM5232 noise LFSR formula (done by Jarek Burczynski; thanks to Corrado Tomaselli for samples)
- changed MSM5232 emulator to output channels separately
- added output of SOLO channels to MSM5232 emulator.
- mametesters bugs fixed:
- 00217 splndrbt: On boot the pcb displays a clean light blu screen while in mame there is a black road.
- 00220 splndrbt: Concerning the gfx, on the pcb the background is not linear as shown in mame.
- 00223 splndrbt: On the first level when you pass the asteroid belt the star road should be light blue instead of black like mam
- fixed champbas inputs
- merged talbot with champbas, some driver clenaup
- fixed shougi inputs
- switched exctsccb to use the correct gfx ROMs (matches screenshot found in 01058 exctsccb: Exciting soccer bootleg should be placed in champbas.c.)
- fixed sprite bpp in exctscrr, removed the horrible hacks that were used to fix colors and transparency.
- fixed sound clipping in exctsccr
Subject: patch for SVP (Sega Virtua Processor) emulation
hello,
this patch adds support for Sega Virtua Processor, to run
Genesis/MegaDrive version of Virtua Racing, intended to be used by
MESS. It consists of a CPU core SSP1601, and updates in megadriv.c:
* SSP1601 replaces SSP1610, as it has been confirmed by Stiletto and
other sources that SVP actually contains SSP1601. The current SSP1610
is placeholder only (nearly completely unimplemented) anyway.
* Changes in megadriv.c add a new driver for Genesis/MegaDrive+SVP
combination, also add SVP memory controller logic and memory map.
The diff has already been reviewed by Reip and SSP1610 removal was one
of his suggestions (SSP1610 is not used by any drivers).
This fixes the ape sprite positioning in Crazy Kong -- no more gap between feet and platform
- Merged Yamato driver with Crazy Climber
- XX Mission tilemap conversion
- Removes VIDEO_START(generic) -- no longer used
A lot of sets were added. Also System 903/905 diag ROMs.
Submitted the driver at this point because it's growing as a monster.
Parent/clone relationship for official games is not defined yet.
Changes:
- Renamed the driver to calomega.c.
- Extended the driver to support all the other Cal Omega systems.
- Switched to XTAL def.
- Fixed CPU & sound clocks based on official diagrams.
- Replaced the AY-8910 with AY-8912 to match the real hardware.
- Unified some memory maps.
- Splitted machine in sys903 and sys905.
- Fixed memory map offsets for sys905.
- Added support to the following games:
Game 7.6 (Arcade Poker)
Game 7.9 (Arcade Poker)
Game 9.4 (Keno)
Game 12.5 (Bingo)
Game 12.7 (Keno)
Game 12.8 (Arcade Game)
Game 13.4 (Nudge Bingo)
Game 14.5 (Pixels)
Game 15.7 (Double-Draw Poker)
Game 15.9 (Wild Double-Up)
Game 16.4 (Keno)
Game 16.8 (Keno)
Game 17.2 (Double Double Poker)
Game 17.51 (Gaming Draw Poker)
Game 17.6 (Nudge Bingo)
Game 18.1 (Nudge Bingo)
Game 18.3 (Pixels)
Game 18.5 (Pixels)
Game 18.6 (Pixels)
Game 20.4 (Super Blackjack)
Game 20.8 (Winner's Choice)
Game 22.7 (Amusement Poker, d/d)
Game 23.6 (Hotline)
Game 23.9 (Gaming Draw Poker) --> EX gdrawpkr.
Game 24.6 (Hotline)
Game 27.2 (Keno, amusement)
Game 27.2 (Keno, gaming)
System 903 Diag.PROM
System 905 Diag.PROM
Jackpot Joker Poker (set 1)
Jackpot Joker Poker (set 2)
SSI Poker (v2.4)
SSI Poker (v3.0)
SSI Poker (v4.0)
- Added a list of official/unofficial games, and their states.
- Fixed a bug introduced when extended the color PROM region to eliminate colortable lenght.
- Other changes/fixes.
- Updated technical notes.
tokenizing data structures, as currently used by the input
port system. Redid the input port tokenization to be more
compact and make use of the new macros.
to the sound and CPU interfaces. This is still a bit WIP, but works at
a fundamental level. Currently the only example of usage is in qix.c for
the MC6845 CRTC.
New module: mconfig.c/.h. Moved all machine_config and MDRV_* macros here,
out of driver.c/.h. Added MDRV macros for adding/removing/configuring
devices.
qix.c: Moved video part of machine driver to video/qix.c. Added MC6845
as a device in the machine driver. Removed explicit MC6845 initialization
from VIDEO_START in favor of simply retrieving the token from the device
interface code.
mc6845.c: Updated all callbacks to pass the mc6845_t * object. Updated
all drivers accordingly. Added a minimal device interface.
Deprecated the following constants because global constants that pretend
to document things but which are only guesses are dumb:
- DEFAULT_60HZ_VBLANK_DURATION
- DEFAULT_30HZ_VBLANK_DURATION
- DEFAULT_REAL_60HZ_VBLANK_DURATION
- DEFAULT_REAL_30HZ_VBLANK_DURATION
- DEFAULT_60HZ_3S_VBLANK_WATCHDOG
- DEFAULT_30HZ_3S_VBLANK_WATCHDOG
Updated all drivers to explicitly specify the equivalent bogus times.
Added comments for the "REAL" VBLANK durations to indicate that they are
not accurate.
Since it's an SCSPx2 with ADPCM instead of FM it's already feature-complete except filter envelopes.
A bug in the ARM7 core causes incorrect pan/level values to be computed in e.g. the Naomi SOUND TEST menu (I've also been seeing this in DSF playback). This is not a defect in the AICA.
Please credit ElSemi, Deunan Knute, kingshriek, and myself.
Tried to "unified" the drivers (I still think that some things can be merged).
Added src/includes/iremipt.h source file (same purpose as src/includes/taitoipt.h).
Fixed Dip Switches and inputs for 'alpha1v'. The game is now more playable to me but I left the GAME_NOT_WORKING flag as I think there are still some things to look at).
Each game has 2 68000's, and one unemulated Intel i860XR CPU. I couldn't find docs for the i860 anywhere!
Virtual Combat is a stereoscopic game using an additional i860 to drive the second eye.
The ROMs all seem to check out as valid, with human-readable strings throughout.
The sound program is extremely simple for each, and the sound data ROMs are simply Creative Labs VOC files concatenated to eachother.
A MC6845P lives by the edge connector.
Additional notes in the driver.
Roms uploaded to /roms/current/v & /roms/current/s.
Wiki updated with skeleton driver status.
a new compile-time define (ENABLE_DEBUGGER). This means that MAME_DEBUG no longer means
"enable debugger", it simply enables debugging features such as assertions and debug code
in drivers.
Also removed the various levels of opbase protection in memory.h and always just turned
on full bounds checking.
Fixed build break due to missing ampoker.lay -> ampoker2.lay renaming.
* full memory maps
* partial machine driver removes need for replicating filtering logic
* updated all relevant drivers
Cleaned up Time Pilot and Tutankham drivers:
* correct clocks where possible
* merged memory maps
* fully decoded memory maps
* replaced hacky sprite rendering in Time Pilot with partial updates
* save state support
* removed Power Surge kludge, replaced with unmapped handler control
* Tutankham runs at 60fps, with IRQs every other frame
* Proper IRQ ack in Tutankham
- Tried improving on the ROM mirroring, without any success. Maybe somebody could look into it -- right now it requires all kinds of trickery and even a memcpy ;) All I know is that everything that's there right now is needed otherwise either the game fails the ROM test, or Galaga crashes