Sent: Friday, May 30, 2008 5:46 AM
Subject: dealer ROM U04 bankswitch
Hello,
ROMs U01-U03 are checked with the same code in a loop.
There's a separate ROM check for banked U04 at Z80:30F3.
It looks like dealer/revenger uses ppi8255 to control bankswitching.
- Added bankswitch for ROM U04 and removed BAD_DUMP from u4.bin
- Renamed the games to "Poker 4-1" and "Pull Tabs"
as shown in the ROMs stickers.
- Renamed the ROMs in each set according to their own stickers.
- Moved the driver into gametron.a group.
- Added the missing input port C to 8255 PPI I/O chip.
Poker41 and pulltabs don't make use of it, but is present in the Test/Setting Mode.
- Updated technical notes.
* added NODE_RELATIVE(NODE, offset) macro to discrete.h
* fix asteroid.c, canyon.c, skydiver.c and tank8.c to use this macro instead of adding directly to the node
- Switched the color system to RESNET calculations.
- Hooked the infamous bit7 of Input Port 0x3004 in parallel to DIP switch 1.
This allow to use the PAYOUT button to trigger the Super Game instead of STOP 5.
- Demultiplexed lamps matrix.
- Added lamps support, but is still imperfect.
- Updated technical notes.
u28 (color PROM) now has the proper size and seems correct.
u68 (graphics) is far way better, but still have some bad bits.
Removed all patched bits from the driver. These bits now are correct.
fixed Testers bug [01039]
-------------------------------
Updated cheat sytem drastically
* Supported (preliminary) new cheat format
- Added new operations
PDWWrite, RWrite, VRWrite, CWrite, Move, Branch, Loop, Popup
- Added new options
ValueSelectNegative, Return, AddressReadFrom, DataReadFrom
- Added cheat variables
You can store data with Write or Move operations and
read as an address or data from each fields
- Added condition check
for CWrite, Branch and Popup operations
- Added new custom codes
Separator, Layer
- Supported Shared Code [MESS ONLY]
different machine shares common code for a game
* Allowed mixed label-select or user-select with standard code
* Added label selector menu for label-selection code
* Added extend comment displayer for multi-line comments
* Added command menu for cheat list and watchpoint
Easy selectable cheat commands in this menu
* Added debug view menu [DEBUG BUILD ONLY]
It displays internal info to debug cheat system
* Supported unique separator by ui_draw_menu() in several menus
* Added user defined search region
You can set free memory range from cheat database
* Enhanced error check for cheat code to prevent from unexpected working
Error code is locked. If you select this code, the analyser works
instead of the code activater
* Enhanced value input with keyboard-less
Cheat edit key gives new input system in several menus
Left/right keys moves the edit cursor and up/down keys changes a value
* Added cheat command save, reload, reset in option menu
* Supported address shift in searching
Now searchable default region in TMS340*0 cpu games (Trog, Smash T.V. etc)
* Refined cheat menu handling with function pointer called cheat_menu_handler
* Added format strings table to manage in an integrated fashion
* Deleted unused hacks of default search region for Neo Geo and TMS34010
* Refined code based on MAME coding guidelines
- Renamed many functions/structures/constants
But not complete due to too many items
- Converted small but often used functions to INLINE
- Fixed a comparison in case of 0 or NULL
- Added missing function prototype for several functions
names are generated.
Added new astring functions astring_del, astring_replace, and astring_replacec
to help perform simple search/replace substitution.
1. In the MIPS core:
- renamed struct mips3_config -> mips3_config
- updated all drivers to the new names
- removed MIPS3DRC_STRICT_COP0 flag, which is no longer used
- a few minor cleanups
2. In the CPU interface:
- added new 'intention' parameter to the translate callback to
indicate read/write/fetch access, user/supervisor mode, and
a flag for debugging
- updated all call sites to pass an appropriate value
- updated all CPU cores to the new prototype
3. In the UML:
- added new opcode SETC to set the carry flag from a source bit
- added new opcode BSWAP to swap bytes within a value
- updated C, x86, x64 back-ends to support the new opcodes
- updated disassembler to support the new opcodes
4. In the DRC frontend:
- fixed bug in handling edge case with the PC near the 0 or ~0
01153: clshroad: [possible] The game is slow, the frame rate suffers, and even the calorie bar flickers.
00267: clshroad: [possible] Occasionally a cycler who's graphics are garbled will come along,
New Games Supported
-------------------
ChuckECheese's Match Game [Exodus]
New Clones Supported
--------------------
Fred Flintstones' Memory Match (US, High Score version, 3/10/95) [Exodus]
Fred Flintstones' Memory Match (UK, 3/17/95) [Exodus]
Fred Flintstones' Memory Match (Japan, High Score version, 3/20/95) [Exodus]
Fred Flintstones' Memory Match (Mandarin Chinese, 3/17/95) [Exodus]
Fred Flintstones' Memory Match (Spanish, 3/17/95) [Exodus]
Changed error reporting during input port detokenization to fill a buffer
rather than fatalerror-ing immediately. Should now properly skip over
any invalid tokens.
Enhanced error detection during input port detokenization to catch
duplicate bits. There are a lot of these!
Updated initialization code to print errors and fatal only if the input
ports were unable to be constructed at all.
problem was double mapped input bits. Aaron, could we have a validity check for this? looks like it affects an number of drivers?
maybe also a validty check for unmapped port bits? surely all ports should be either 8-bit, 16-bit, 32-bit or 64-bit, and nothing else.. unused bits should be mapped as unused...
this is in addition to his previous 'japan' set addition.
(this driver seems to have developed some sound problems? no sound in several 'fred' sets, and no sound in chuck e cheese, lottofun reports eeprom error sometimes? any ideas?)
New games
---------
CheeseECheese's Match Game [Exodus]
New clones
----------
Fred Flintstones' Memory Match (US, High Score version, 3/10/95) [Exodus]
Fred Flintstones' Memory Match (UK, 3/17/95) [Exodus]
Fred Flintstones' Memory Match (Mandarin Chinese, 3/17/95) [Exodus]
Coastal Amusements", "Fred Flintstones' Memory Match (Spanish, 3/17/95) [Exodus]
----------------
Atomic Boy (revision B) [Stefan Lindberg]
Different size roms... During game play, player helmet is green not blue. Different colors in the splash screen and text.
Typedef'ed a real eeprom_interface structure.
Added a PORT_CUSTOM for the eeprom bit reading. Updated several
drivers to use that by specifying it in their input ports instead
of having a custom read handler that inserted the bit forcefully.
Added a PORT_CUSTOM for the ticket dispenser callback as well.
Updated the dcheese driver to use it.
Many more drivers can be updated to use these new PORT_CUSTOMs
in the future, eliminating hacky input port read handlers.
Not a true svn revert since changes were made since, but Rapid River is gone from namcos23.c now.
The ROMs have been removed from /roms/current/r and put back in /roms/unemulated/Namco/system23.
The Wiki GAME_NOT_WORKING page has been edited accordingly.
------------------------------------
Rapid River
Please credit Guru for his dump and his readme.
The ROMs and readme were put in namcos23.c since they fit well, but the set doesn't get as far as the rest of the games in the driver.
Roms moved from /roms/unemulated/Namco/system23 to /roms/current/r.
Updated the GAME_NOT_WORKING page on the Wiki.
Merges Sega System 16b info in MAME with latest Guru readme.
Adds Namco System 22 readme to MAME (removes previously-added, redundant Prop Cycle info).
Merges Namco System 23 info in MAME with latest Guru readme.
mode DIPs on the top of the menu
Fixed behavior of toggle switches so that they don't lose their value
when the UI is up. They also can now be used for multibit DIP switch
settings in which case they toggle through all the options.
New functions input_field_select_next_setting() and
input_field_select_previous_setting() which can be used to iterate
properly through DIP switches. Fixed the behavior for cases where
conditional ports are in play (you could get stuck). Changed uimenu.c
to call these instead of implementing its own.
Changed uimenu.c so that hitting ENTER on a DIP switch resets it to
its default value. This is analagous to how the OSD sliders behave.
* Extended memory address range of DUART
* Fixed overlapping input port bits
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Player's Edge Plus (XP000112) White Hot Aces Poker [hammer300]
- Reworked the color routines switching to resnet system.
- Added a resistor network diagram.
- Switch to pre-defined crystal value.
- Changed the WATCHDOG_TIME_INIT to be based on miliseconds instead of hertz.
- Other minor cleanup/fixes.
- Updated technical notes.
(original message)
From: Fabio Priuli [mailto:doge.fabio@gmail.com]
Sent: Thursday, May 22, 2008 10:45 PM
To: submit@mamedev.org
Subject: fix for bug MT 01690
Hi, enclosed please find a one line change to fix graphical regression in goldstar.c games. I guess it's been a typo.
Regards,
Fabio Priuli
p.s. diff'ed over 0.125u2
I'm doing the ROMs in /roms/redundant-mostly from largest size to smallest size. When adding info to the drivers, I'm erring on the side of completeness, so please excuse me if some of this information can be collated into more interesting tables (namcos22, model2).
I haven't deleted these zips from the ftp yet. If anyone sees a problem, please feel free to point it out before the zips find a new permanent home on my local drive.
1. (propcycl.zip) Added prop cycle readme to ROM definition region (even though it was almost the same as alpine racer, the PICs were different, as was the RAM chip type)
2. (invasn.zip) Uploaded Invasion PCB pic.
3. (bel.zip) Added readme to ROM Definition region of Behind Enemy Lines driver.
4. (coolridr.zip) Tightened up the readme in coolridr.c.
5. (tekken2.zip) The Namco System 11 documentation contains all the information the tekken2.zip readme has. Nothing to do here.
6. (dendeg.zip) The taitojc driver already contained the FILE_ID.DIZ (ah, the memories) verbatim.
This will clear ~120 mb off the FTP.
> From: deaconblue@worldofretro.net [mailto:deaconblue@worldofretro.net]
> Subject: shuttle invader (shuttlei)
>
> i remember that there was a three coloured pressure-sensitive decal on
> the screen, i mean the monitor itself.
>
> maybe 75 percent was green (the aliens are in "green" status, green
> area), then 10 percent was orange (they come closer, two lines in total)
> and from that below was red, to show up, they as close as they never
> should be (red alert state)
>
> i can't say, how much lines they spend for each color, but i surely
> know, that my memories is very close to that what it was....
>
>
>
> maybe you can use this, thanks in advance for your answer...
>
> Deacon
Subject: MAME Submission Attached 2-2
Again, re-submitting in case this wasn't received.
This is a new set of official Gorf sound samples which I recorded from my pcb.
The file contains a .diff to raise the default samples volume from 0.25 to 0.85.
To prove the accuracy of these samples, I made an uninterrupted 20 minute long
direct MP3 recording of the gameplay which can be downloaded HERE.
Anyone interested in the documentation of the Votrax speech for Astrocade hardware
can download my file posted on MAME World HERE. The file contains pcb recordings of
every possible word and phrase used in Gorf and Wizard of Wor, and includes detailed
notes indicating where words are spoken and when.
Chris Law
gyrovision@gmail.com
Subject: [patch] Missed Machine->machine changes
Hi mamedev,
A short incremental to my last deprecat.h patches. This one is the
result of a slightly improved fixup script, which finds more cases
where Machine can be replaced with machine. Six more files lose
deprecat.h.
~aa
Subject: [patch] More Machine->machine changes, add machine to irq
callbacks
Hi mamedev,
Here are two more patches to eliminate Machine globals. The first
patch was autogenerated by the attached fixup script. That script has
been updated to catch additional cases which it previously missed
(when Machine is the last parameter to a function or Machine is used
in an assignment). This makes ~50 more files deprecat.h free.
A sizable chunk (~20%) of the remaining uses of the Machine global in
the drivers are due to irq callbacks for sound and machine updates.
Typically such callbacks need to call cpunum_set_input_line, which
requires a machine parameter, so if the callbacks don't pass the
machine parameter, these routines have no choice but to reference the
global variable.
The second patch attempts to address most cases of this by adding the
machine parameter to the callback interfaces. This allows us to
remove #include "deprecat.h" from ~150 files, at the cost of having to
fix up hundreds of callbacks.
In total, these patches reduced the number of files with deprecat.h
from 783 to 575.
~aa
Subject: saturn CPU patch
Dear MAMEDev,
The attached patch corrects several bugs in the emulation of the saturn
CPU. These corrections are needed to make new HP48 drivers (to be
submitted to MESS imminently) work.
AFAIK, MESS is the only place where this CPU is used, so, the patch
should
not cause any regression in MAME.
The patch is against 0125u1.
Best regards,
-
Antoine Mine
* Added new opcode LZCNT which returns the number of leading zeros in
a parameter.
* Added new opcode XTRACT which is a combined rotate/mask (basically
rlwinm from PowerPC)
* Added new opcode INSERT which is a combined rotate/mask/blend
(basically rlwimi from PowerPC). Best. Opcode. Ever.
* Updated all back-ends to support these new opcodes.
* Fixed several bugs relating to shifts/rotates and optimizing out
cases incorrectly.
MIPS3 DRC changes:
* Updated to use INSERT and XTRACT where appropriate
* Cleaned up register usage to enable an additional direct mapping;
this means Linux gets 1 now and Windows gets 3
- Confirmed the CPU clock after some PCB measurements.
- Changed the SND clock to 1MHz to match the PCB measurement.
- Corrected the internal OKI6295 frequency turning the pin 7 state to HIGH.
- Inputs: Eliminated all pulse limitations.
Affected buttons have a rattled sound in the real thing too.
- Updated technical notes.
Please also co-credit f205v for the measurements.
machine registers if the machine supports it. Currently only x64 on
Windows has enough free registers to do so, though PowerPC will almost
certainly be able to take advantage of this. Gives a minor speedup.
I was able to clean up 24 meg of already-emulated ROMs from /roms/unemulated/Misc. Only one of the sets had a readme that wasn't in MAME.
I have a local copy of discoboy.zip, FishingManiac3.zip, PashaPasha2.zip, and PashaPasha2_redump.zip, and will continue to keep these around in case anyone needs them.
* Fixed front-end so that virtual no-op instructions are still targeted
as branch targets.
* Fixed front-end to mark the beginning of each sequence as needing TLB
validation, since any sequence can be jumped to from anywhere.
* Redid the MIPS3 TLB implementation. Fixed the exception vector and
type handling. Changed the bitfields to directly map from the MIPS TLB
format. Added distinction between TLB fill and TLB valid/modified
exceptions.
* Added separate modes for user, supervisor, and kernel modes. Each mode
does proper verification of addresses now and generates address errors
for invalid accesses.
* Fixed several bugs in the TLB implementation; not everything works
yet but it's a lot closer.
* Made COP0 access checking mandatory in non-kernel modes.
* Fixed several crashes when recompiling virtual no-ops.
* Fixed TLB bug where entries for virtual address 0 were present by
default.
* Fixed bug in the map variable implementation that would sometimes
result in incorrectly recovered values.
This will be expanded in the future.
Added two new opcodes: SAVE and RESTORE to save and restore the entire
virtual machine state for examination/setup.
Added new back-end function get_info() which returns information from
the back-end about how many actual registers will be mapped.
Fixed a bug that mapped the high a low parts of registers to the same
address. This should help the C back-end run better on big-endian
architectures.
He has the Atari manual that clearly says that the game has one pedal (accel) and the gear shift.
He has done some tests between the PCB and driver and now both behave the same.
Sorry if I caused some confusion...
- a wheel
- 2 analog pedals (acceleration, brake)
- gear shift
Currently if you use the analog controls, it takes a lot of time to accelerate and there is no gear shift mapped. I have sent an email to Mirko so probably he will figure out the missing bits of non joystick mode.
Adjustment to roz layer priority - prevents roz layer from incorrectly being displayed over backgrounds in some games (i.e. numanathj)
Added a mask when processing the roz tilemap to avoid defects in emeraldj
The problem is that original submission was sent with reversed diff, I applied it (after Aaron request to commit external submissions), and then Aaron applied it again (with original reversed diff), effectively reverting to old version of code.
* Input ports are now maintained hierarchically. At the top
level are input ports, which contain a list of fields. Each
field represents one or more bits of the port. Certain fields
such as DIP switches and configuration switches contain a
list of settings, which can be selected. DIP switch fields
can also contain a list of DIP switch locations.
* Normalized behavior of port overrides (via PORT_INCLUDE or
by defining multiple overlapping bits). All fields within a
port are kept in strict increasing bit order, so altered DIP
switches are now kept in the appropriate order. This addresses
MAMETesters bug 01671.
* Live port state is now fully separate from configured
state. This is manifested in a similar way to devices, where
a const list of ports can be managed either offline or live.
Each port has a pointer to an opaque set of live state which
is NULL when offline or valid when live. Each port also has
a running_machine * which is also NULL when offline.
* Because of this new arrangement, the conversion from tokens
to a list of ports now requires reasonably complex memory
allocation, so these port lists must be explicitly allocated
and freed (they are not mantained by automatic resource
allocation).
* Custom and changed callbacks now take a pointer to a field
config instead of a running machine. This provides more
information about what field triggered the change notification.
The machine can be found by referenced field->port->machine.
* The inptport.c module has been cleaned up and many
ambiguities resolved. Most of this is internal, though it did
result in osd_customize_inputport_list() being changed to
osd_customize_input_type_list(). The parameter to this function
is now a linked list instead of an array, and the structures
referenced have been reorganized somewhat.
* Updated config.c to pass machine parameters to its callbacks.
* Updated validity checks, XML output, and UI system to handle
the new structures.
* Moved large table of default input settings to a separate
include file inpttype.h.
* Removed gross hacks in trackfld and hyperspt NVRAM. These
may be broken as a result.
Subject: lwings bootleg
Added a Legendary Wings' bootleg, it have some little difference on character's gfx and colours.
Here are attached also the rom taken from f205v web.
Bye Sonikos .
New clones added:
Legendary Wings (bootleg) [Sonikos]
Subject: [patch] Remove opbase globals from the public interface
Hi mamedev,
There are several variables associated with opbase handling which are
global and documented in memory.h and thus their use is not well
controlled. This patch attempts to remedy this. Because they are
used in various inline memory functions, they can't yet be made local
to memory.c, but by rescoping their declaration they can be hidden,
much like we hide totalcpu.
Most of the uses are in OPBASE_HANDLER() macros, so by encapsulating
the opbase state into a struct and adding that to the handler
interface those can be converted to local variable manipulation. There
is one use in missile.c in a MACHINE_START that I simply removed, it
shouldn't be needed.
One side effect of this patch is that the various unsafe memory macros
can't be used directly, they will be a compiler error now. That is
probably for the best.
~aa
Subject: fix to bug 01791
Hi,
enclosed please find a small patch to fix the issues in asterock
(asteroid.c) mentioned in bug 01791
the regression happened in 123u2, when asterock was updated to use
asteroid inputs. Unfortunately, 3 inputs went from ACTIVE_LOW to
ACTIVE_HIGH, among them INPUT_TILT. This was causing the cabinet to be
tilted with a twofold effect:
* to produce the continuous sound and
* to stop any coinage
Modifying back those 3 inputs fixes both issues
Subject: MSM6242 fixes
Sorry, seems I forgot to add the device to all machine drivers that
need it - here's an update that fixes that.
Details here: http://mess.toseciso.org/mame:regtest
--Dirk
New games added or promoted from NOT_WORKING status
---------------------------------------------------
beatmania 7th MIX (ver JA-B) [Chizzy]
New games marked as GAME_NOT_WORKING
------------------------------------
beatmania THE FINAL (ver JA-A) [Chizzy]
- support for scanline effect (fixes invisible dolphin in Emeralda attract mode)
- ROZ implementation no longer breaks Numan Athletics pixmap layer
- blitter fixes; xday graphics are now correct
- identified extra communications RAM used by xday (probably to control printer)
to write RGB bitmaps. Unfortunately, the only option is fully
uncompressed, which means the resulting AVIs are *HUGE* and
may not play correctly in realtime due to high data rate. The
intention is that these uncompressed AVIs are post-processed
by other utilities to compress the video and produce a
realtime playable result.
Added new command-line option -aviwrite which works just like
-mngwrite, except it produces AVIs and streams sound to them.
Updated documentation accordingly.
Shift+F12 still produces MNGs for now, though this might change
in the future.
Modified fileio.c to retain the full pathname to the file so
that it can be queried while the file is open.
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]
Subject: Bug 1795 fix
Fixes typo in tmaster.c causing weekday to be incorrect
(or, without a 'typo': Fixed weekday calculation in rtc emulation in tmaster.c.
)
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.
ROZ tilemap is actually an additional tilemap. The prior implementation conditionally applied ROZ effects to one of the existing tilemap planes.
The ROZ layer tilemap contains 32x32 tiles, and immediately following videoram for the other 4 tilemaps.
This fixes a bug where a "roz enable" test was causing a normal layer to be rendered with ROZ effects in-game.
There is no roz enable register - it's always available for mixing with other tilemaps and sprites
This also adds a missing NAMCO logo zoom/spin effect in Emeralda's attract mode.
Also added to this driver (but not enabled) are notes regarding a missing scanline IRQ effect, that is the root cause of a bad priority effect in Emeralda attract mode, where a dolphin sprite is incorrectly invisible.
Changed ES5505 clock rate to 30476100/2.
Unified cbombers memory maps and tidied up some code.
Removed the undrfire speedup hack.
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Chase Bombers [Phil Bennett]
Just a typo. Changed game description from "Mahjong Neruton Haikujirada" to "Mahjong Neruton Haikujiradan".
But the game clearly show the legend "Hai Kujira Dan" (with spaces).
Also changed the difficulty DIPs from 'easy-medium-hard-hardest' to 'easiest-easy-normal-hard' as listed in the manual.
Now default is 'normal' instead of 'hard'.
The manual always call this system 'system 14' instead of system C/C2.
Subject: Pitboss Superstar patch and roms
This is the patch for Pitboss Superstar based on the 0.124u5 build of mame.
I'm attaching both the diff file and the roms.
Hugh McLenaghan
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Pit Boss Superstar [Hugh McLenaghan]
Subject: MSM6242 fixes
Sorry, seems I forgot to add the device to all machine drivers that
need it - here's an update that fixes that.
Details here: http://mess.toseciso.org/mame:regtest
--Dirk
Changed the Megatouch III roms 36 & 37 to be the same as the new redump based on my own redump of Megatouch IV and the rom names. IE: megat3.u36 == 9255-01_u36-ro the 01 in the rom name is the "revision" number. Normally the U36 & U37 doesn't change just U32 & U38 for program revisions.
Subject: Merit Megatouch 3 Tournament Edition
This diff includes the Merit Megatouch 3 Tournament Edition patch.
Hugh McLenaghan
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Megatouch III Tournament Edition [Hugh McLenaghan]
Megatouch III [Mariusz Wojcieszek]
Subject: PIC 8259 changes
Hello Aaron,
As I have announced before, here are some changes on pic8259.
for changelog:
[PIC8259] Adding support for 8080/85 mode interrupts
Please just check it against x86 platform, not sure if is_x86 in ICW4 is obligatory in case of using it on x86 platform.
Regards,
Miodrag
Subject: [patch] Small deprecat.h related cleanup
Hi mamedev,
While doing some work on eliminating some uses of deprecat.h, I came
across a few files that didn't have it that used deprecated features.
A little investigation revealed they were getting it through
debugger.h, typically by referencing m68000.h. Since deprecat.h is
intended to document the files that need updating (otherwise it would
just be included in a common header), I reworked debugger.h to not
import it when the debugger is not enabled, and fixed the files that
broke as a result.
~aa
Sent: Saturday, April 26, 2008 7:31 AM
To: submit@mamedev.org
Subject: Raimais (japan / First revision)
Diff + romset of Raimais (japan / first revision).
New game added: Raimais (Japan / First Revision)
0.119u3 (shinoblb, shinibld) as well as update some others. I cleaned up these flags many
releases ago for system16.c and system18.c. These two slipped in and I didn't notice until a
bug report was made on them:
http://www.mametesters.org/mantis/view.php?id=1727
Thanks,
Tafoid
Verified more gfx ROM mappings against PALs (thanks to Corrado Tomaselli)
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Dynasty Wars (US set 2) [Corrado Tomaselli]
Final Fight (Japan 900112) [Chack'n]
New games marked as GAME_NOT_WORKING
------------------------------------
Forgotten Worlds (World?) [The Guru]
(I forgot to add the following lines in my previous commit)
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Snooker 10 [Roberto Fresca]
Apple 10 [Roberto Fresca]
Ten Balls [Roberto Fresca]
Driver updates;
Consolidated, corrected and updated info
Verified Megatouch IV program rom
Corrected many rom names
Add game revision to game name (IE: 9255-40-01 ROE)
Added pals from Megatouch 6 to other sets as they all run on the same PCB
Add the sound clock update as forwarded from Aaron
- Added TICKET and HOPPER buttons to allow payout through the SUPER GAME.
- Documented the featured SUPER GAME with complete instructions.
- Improved DIP switches to properly set the payout system.
With these fixes, the payout system through SUPER GAME is now working properly.
General Changes:
- added support for mapping rom and ram in PPU video memory space
- added PinBot mapper (H board)
New games added or promoted from NOT_WORKING status
---------------------------------------------------
PinBot (PlayChoice-10)
- Created a new machine driver for tenballs due to different memory map.
- Worked all the input ports from the scratch.
- Fixed the sound ROM_REGION.
- Added the oki6295 emulation to all games.
- Hooked output ports.
- Documented and calculated all bits related to lamps.
- Adjusted palette lenght to 256 colors.
- Totally decrypted the apple10 color matrix. Now colors are perfect.
- Created a new machine driver for apple10 due to encryption.
- Reverse engineering the code to complete the DIP switches.
- Added diplocations to DIP switches.
- Promoted snookr10, apple10 and tenballs to 'WORKING' state.
- Added game instructions & notes.
- Updated encryption & technical notes.
To initialize NVRAM (for all games), keep pressed ESTATISTICA (key '9') + MANAGEMENT (key '0'),
then press RESET (key F3), and finally release both (ESTATISTICA + MANAGEMENT) keys.
You must delete the old NVRAM and .cfg files first.
- Fixed AY8910 volume to all games to avoid clips.
- Merge bigdeal and funworld machine drivers thanks to the AY8910 rewrite.
- Removed old unaccurate commentary about magiccrd tiles.
this fix priorities in quizf1, riskchal amd maybe more m90 games
thanks to Corrado Tomaselli for testing my trojan in a bombrman PCB
more info at http://www.emulab.it/robiza/
Subject: [patch] Remove more Machine globals, #include "deprecat.h"
Hi mamedev,
The attached patch goes through and converts a number of Machine
globals to machine locals, and then removes #include "deprecat.h" if
appropriate. The script that generated it is included, since the
patch itself is rather large and would have been time consuming to
produce otherwise.
The script doesn't convert cases of Machine that aren't in common
macros. I'll try to tackle those later if someone doesn't beat me to
it.
~aa
Subject: [patch] Eliminate assignments in conditionals
Hi mamedev,
Assignments in conditionals are never really needed in C and are
occasionally just plain bugs (== gets typed as =). As such, it would
be good to remove these from MAME so that compilers that warn on this
construct can flag the likely bugs (MSVC does this for example). The
attached patch does just that. In addition, it refactors some
repeated code which had this in taito_f3.c into a couple macros. Using
inline functions would unfortunately have required more significant
changes, perhaps I'll tackle that another day.
~aa
01740: carnival, headon, heiankyo, pulsar, samurai, tranqgun : Is not possible to insert any coin
01721: sspaceat, sspacat2, sspacat3, sspacatc : Problems with inserting coins
01710: spacetrk, sptrekct: Cannot insert coins in both sets
* change DC offset for AY-3-8910 to 0.2V
* tones are now distinguishable again
galaxian.c:
* adjust "konami" sound volume
gyruss.c:
* adjust sound volume
* 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.
Hello Aaron,
I have found few more things not ok in T11, this time I have fixed it myself.
1. HALT - should call interrupt vector
2. ILLEGAL - had PC=0 at the end which makes code not run fine
3. MARK - now it is implemented
Can you please check if your drivers are working fine with these cahanges.
After adjustments I have some things working finaly.
Please inform me,
Miodrag Milanovic
Subject: [patch] Fix 01711: connect4, mpu4met0, mpu4tst2, mpu4utst, bctvidbs: Using -CHEAT trigger causes a crash
Hi mamedev,
This patch fixes bug 01711. Given the location of the original assert
it is clear the original code wasn't quite right.
~aa
Subject: [patch] Fix 00149: No error report for invalid BIOS setting.
Hi mamedev,
This small patch makes specifying an invalid bios a fatalerror and
removes the need to expose system_bios to the drivers by reworking the
code in playch10.c to determine its bios more directly (in other
words, it removes an ugly hack). This should resolve bug 00149,
although I did not implement the popmessage as suggested.
~aa
Subject: [patch] Fix 01588 timecrsa, timecris: MAME simply quits after
pressing F3 in both sets, game cannot be runned
Hi mamedev,
This small patch fixes the crash in bug 01588 and seems to allow the
game to start in most cases. In some cases in my testing the board
failed startup tests, but that appears to be unrelated.
~aa
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]
Subject: Rygar third set dump
I named this dump as set 2 since it's the bugfix version like set 1. Set
3 was renamed old version because it has some bad bugs.
I haven't seen any visible differences, it would be interesting to see
what has changed in the program and if it's a newer revision than the
set 1 in mame...
New clones added:
Rygar (US set 3 Old Version)
that forcibly kills the application after a certain number of seconds.
Primarily intended to be used in regression test runs to handle the
occasional hung game.
- iqblocka: bypassed the protection, emulated the video hardware, inputs and sound.
- tjsb: it now boots and has partially decrypted graphics.
[Luca Elia]