After an exhaustive analysis to the unknown writes, finally figured out the missing sound device.
- Added sound support to "Poker 4-1" and "Pull Tabs".
- Figured out the output ports. Documented each bit accessed.
- Added button lamps support. Created layouts for both games.
- Switched the 8255 port C to be used as output port.
- Adjusted the coin pulse timing.
- Updated technical notes.
- Splitted the driver to driver + video.
- Final clean-up.
Ikari Warriors, Victory Road
removed ROM patches
simulated "hard flags" behaviour
proper memory maps
fixed ikarijp color test
renamed dogosokj to dogosokb and loaded the correct palette PROMs
inputs, dip locations, etc.
removed NO_COCKTAIL flag since these games don't have a flip screen dip switch
02035: gwarb: Guerrilla War bootleg doesn't need a rotary joy
00869: ikari: The title screen and high score screen do not have a black background, as MAME displays.
New clones added
----------------
Ikari Warriors (US) [Corrado Tomaselli]
TNK3, Athena, Fighting Golf, Country Club
converted to tilemaps
removed hacks
proper memory maps
screen flip / cocktail mode support
dip locations
better implementation of sound CPU communication
hooked sound cpu interrupts to YM chips
fitegolf hax 1xYM3812, not 2xYM3526
Subject: few patch based on u5
Hi,
since it seems there will be one more update in this cycle, it is probably
better to submit these patches. Hopefully, not too many changes have been
done to the source and these will apply cleanly. Let me know if I have to
re-submit any of the patches.
content of the zip
* Ndriv.diff, OPQdriv.diff and RSdriv.diff: clean up of input ports in drivers
N->R and partially S. as usual AM_READ_PORTs, conversions to full 32bit inputs
where suitable, CUSTOM_PORTs for eeprom bits etc.
* cps1.diff: small clean up of the inputs in cps1.c. In particular, I exploited
a few port_include (modeled on cps2.c) and added specific inputs for sf2 hacks
so that I could simplify input readings in video/cps1.c. Also, I added the 3rd
buttons to games which test it in Service Mode even if they don't use it in game:
if the game code tests for them in the service mode, they were supposed to be
present...
* deco.diff, pgm.diff, psikyo.diff, nbmj.diff, jaleco.diff: clean up for
specific large drivers
* other.diff: some usage of PORT_CUSTOM that I missed to implement previously
Regards,
Fabio Priuli
Before this patch a:
cpunum_set_input_line(5, ASSERT_LINE);
cpunum_set_input_line(3, ASSERT_LINE);
cpunum_set_input_line(3, CLEAR_LINE);
loses the state of line 5. This patch fixes it by adding an explicit
but optional "virtual irq line" support to the 68k interface.
Fix m68k interrupt handling by some drivers.
Clearing the NMI line to clear all the IRQ lines worked, but it just
doesn't make sense. Now that the irq lines are really independant,
the handling can be simplified.
Subject: [patch] fd1089 external keys
Hi mamedev,
The attached patch moves the fd1089 decryption keys out of the source
of MAME and into the ROM files. Nicola suggested this would now be
reasonable, so long as the incomplete ones were marked with BAD_DUMP.
~aa
Subject: [patch] More reset/multisession cleanup
Hi mamedev,
This patch eliminates more cases of .data objects, in an effort to
make more drivers multisession/reset safe. The changes should not
change the first time run behavior at all, except perhaps the ygv608.c
change, which had a suspicious use of a static rectangle.
~aa
Currently not working any better then the parent
Restores old Wave Runner (Rev A, Model 2B) as a single non clone game
New clones added
----------------
Top Skater (USA) [Gerald (COY)]
My mail is broken (or I'm not on the list anymore?) so I don't know how the suggestion went down, but given that within the space of a week simply updating the tree completely broke my compile again I *need* these files maintained to develop with if we're going to see accurate genesis emulation in MAME. There's too much to split out of MAME.
I haven't included driver definitions, but the source files at least need to compile or I'm going to go completely bananas.
Subject: Profiler related
Hi,
here is a smalll patch that :
- remove include "profiler.h" to files that do not use profiling function
* emu/machine/laserdsc.c
* osd/windows/video.c
- use PROFILER_USER2 instead of PROFILER_USER1 in mame/video/tx1.c
USER1 was used twice, USER3 once. I guess that USER1 should be used
only once and USER2 used in the 2nd place
- remove unused MACRO in emu/memory.c
Best regards,
Christophe JAILLET
Subject: Various cleanups
A couple of minor cleanups sitting on my disk for a while:
- removed obsolete ENABLE_DEBUGGER occurance
- removed more unprintable characters in SH-2 disassembler
- memset() usage cleanups
- removed duplicated TMS5110 entry in sound.mak
- use machine in uigfx.c where it's already available
Removes bad_dump from WW3 as readme said "most" reads matched the Red Alert sound rom. Also it the read me stated the BPROM also matched the Red Alert BPROM.
Subject: small submission
Hi,
enclosed please find a tiny diff which makes megadriv_vdp_r & megadriv_vdp_w
handlers in megadriv.c non-static (and includes them in megadriv.h).
This small change, while making essentially no difference for MAME, would make
life easier to maintain pico emulation in MESS.
--
From: Fabio Priuli [mailto:doge.fabio@gmail.com]
Subject: fix for MT bug 2115
Hi, enclosed please find a small fix for the typo causing berlwall inputs
breakage. No matter how extensively I test my changes, some typos always
succeed to slip through my cross checks :(
Anyway, this regression is fixed.
--
From: Fabio Priuli [mailto:doge.fabio@gmail.com]
Subject: Fix for MT bug 2114
Hi,
enclosed please find a patch which fixes the red/blue inversion for eolith.c
games. It regressed in 0.124, when the driver it's been converted from bitmap_format_rgb15
to bitmap_format_indexed16 with the wrong palette_init.
Hi there,
Astro Wars (Zaccaria 1980) can be added to the galaxia.c.
The attract mode works and it uses the same hardware and
the rom names/lacations are identical.
The picture shows three screenshots of Astro Wars, the left and middle uses
only one of the gfx roms and the right both.
M*A*S*H
New game NOT WORKING: Astro Wars
* Added roms/unemulated/Irem/iremM10_incomplete.zip as ipminva1 to m10.c
* Marked as GAME_NOT_WORKING
* The roms are all different from ipminvad, one is missing. The game does
enough to see that it is some sort of invaders type game.
* Added roms/unemulated/Irem/ww3_roms.zip as ww3 to redalert.c
* Dumped by Stefan Lindberg
* Please credit Stefan Lindberg as well
* Either redalert is the clone or ww3 is the clone. Redalert has a speech board in addition
to the m37b audio board.
New games marked as GAME_NOT_WORKING
------------------------------------
I P M Invader (Incomplete Dump) [unknown dumper, Couriersud]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
WW III [Stefan Lindberg, Couriersud]
This handler works for both disc-only games and those with overlays.
For disc-only games, the base macro is sufficient. For games with
overlays, an additional set of configuration macros are provided:
MDRV_LASERDISC_OVERLAY - specifies update function, width, height,
and bitmap format of the overlay
MDRV_LASERDISC_OVERLAY_CLIP - specifies the visible area of the
overlay bitmap
MDRV_LASERDISC_OVERLAY_POSITION - specifies default x,y position
MDRV_LASERDISC_OVERLAY_SCALE - specifies default x,y scale factors
The update function provided to MDRV_LASERDISC_OVERLAY is identical to
a normal VIDEO_UPDATE callback, so a standard one can be used. All
existing laserdisc drivers have been updated to support this new
rendering mechanism, removing much duplicated code.
Added the ability to configure the overlay position and scale
parameters at runtime. Added OSD menus to control them. Added logic
to save/restore the data in the game's configuration file.
Added new macros MDRV_LASERDISC_SCREEN_ADD_NTSC and _PAL, which
defines a standard screen with the correct video timing characteristics
and update function for laserdiscs. Updated all drivers to use these
macros instead of defining their own screens.
Added DISK_REGIONS to all laserdisc drivers.
Added DISK_IMAGE_READONLY_OPTIONAL to support games (like Cube Quest)
where the disk is non-essential to the game's operation.
Fixed bug in identifying the custom sound driver for the laserdisc.
Updated ldverify to identify blank regions of the disc for post-
processing.
Fixed rendering 16bpp with alpha using bilinear filters (fixes
screenshots of laserdisc games with overlays).
Included support for parsing .gdi files in chdman. [ElSemi]
Added new driver for Cube Quest. This includes CPU cores for the three
bitslice processors, as well as laserdisc support for the hacked
laserdisc that was used to drive the games.
[Philip Bennett, Joe Magiera, Warren Ondras]
Note that the SHA1/MD5 for the laserdisc will likely undergo at least
one more change before being finalized.
- Moved IRQ handling front-end into recompiled code
- Added TSTM/ANDM/XORM instructions
- Added SH-1 CPU support, including lower precision on MAC.W and locking out SH-2 only instructions
- Simulated the co-processor to pass the initial test.
- All Inputs worked from the scratch.
- Fixed position of tilemap layers.
- Added scroll register preliminary support.
- Fixed Super Pool graphics.
New games marked as GAME_NOT_WORKING
------------------------------------
Hot Slot (ver 05.01) [Roberto Fresca]
Magic Colors (ver 1.7a) [Roberto Fresca]
Subject: cps3 sfiii3 title+linear zoom effect fix
fix the sfiii3's title animation (cps3.c line 1055)
also fix the linear zoom effect that OopsWare didn't improve properly
since 0.122u7(cps3.c line 1168,1189,1190)
i've attached 2 images to show the difference between the priginal and
fixed one~
hope this helps~
Subject: two more patches
Hi,
enclosed please find the following patches
* portM.diff which completes the basic port cleanup in
drivers starting with M. It's mostly conversion of 8bit
-> 16/32bit inputs and usage of AM_READ_PORT in memory maps
(plus a couple of eeprom_bit_r replaced with PORT_CUSTOM
and daitorid_soundstatus_r in metro.c converted to a
CUSTOM_INPUT as well)
* avgdvg.diff converts most of the games checking avgdvg_done()
in inputs to use a CUSTOM_INPUT (which I added to video/avgdvg.c).
avgdvg_done() is still in use in mhavoc.c (which requires some
more changes, so I'll take a look later) and in omegrace.c (which
reads it directly and not through inputs). While at it, I've
also done a small cleanup of inputs in starwars.c and tempest.c.
Regards,
Fabio
Subject: [patch] Collapse timer callbacks
Hi mamedev,
The following patch collapses timer callbacks in some cases to avoid
duplicating code. In the case of crystal.c, it also refactors two DMA
handlers and shuffles the init/reset code around a bit. I noticed
while doing this that h8_itu_read8 is missing cases 0x96,0x97 which is
almost certainly a bug, but I left it alone.
~aa
Subject: [patch] Fix i386 bsr implementation
Hi mamedev,
The i386 cpu emulator will return the wrong result for bsr when the
highest bit is set (0 instead of 15 or 31). The attached patch fixes
this.
~aa
Subject: few more patches
Hi,
enclosed please find a few patches to continue the input port
clean up (and to fix a mistake in the previous submission). In
detail:
* hal21.diff: with my last submission I made a mistake in hal21.c
(I converted it only partially to custom inputs, still returning
1<<5 instead of 1 from the handler). please revert that change
(it was in u4_custom04.diff) and apply this one, to fix the
communication with sound cpu
* clean_new.diff: introduce AM_READ_PORT & c. in drivers starting
with M (only few of them updated, more to come)
* custom_new.diff: improves input handling in mainsnk.c and marvins.c
by using CUSTOM_INPUTs and AM_READ_PORTs
* gaelco3d.diff: converts radilkalb inputs to 32bit inputs (as
they are), removing the need of AM_READ16 for those
* itech32.diff: converts inputs of later games to 32bit inputs and
updates all the occurrences as needed. It also simplifies input
handling by removing special_port_r from most of the maps (replaced
by a CUSTOM_INPUT). Now only drivedge still uses 16bit inputs and
special_port_r, but I'll investigate it later.
* arkanoid.diff: changes mcu reads to CUSTOM_INPUTS (and muxed
inputs as well). Bootleg inputs has been slightly changed as well
to cope with the new implementation of the protection
* irem.diff: this patch changes a lot of input related things in
m10->m107 irem boards. First of all, it moves input definitions from
drivers/m92.h to include/iremipt.h (which was already there, just
a bit unused ;) ) and it removes completely drivers/m92.h (which
only contained those definitions). Moreover, it adds more common
inputs to iremipt.h and starts to use that file in m62->m107 instead
of local #defines. Finally, it adds diplocations to all the games in
m62->m107 which were missing and it implements coinage mode 2 through
dipconditions in the drivers which didn't support it.
I tested as much as I could these changes and I can see no regressions.
Regards,
Fabio
Subject: [patch] Fix 1802 cybrcomm, raveracw, raveracj, raveraja,
ridgerac, ridgerab, ridgeraj, acedrvrw, victlapw: No sound in games
after reloading via the MAME UI
Hi mamedev,
The problem with namcos22 games losing sound when running multisession
is actually an m37710 cpu initialization bug. The attached patch
fixes it, and also collapses all the timer callbacks together as an
unrelated code cleanup.
Note: namcos22 has a lot of uninitialized state, so I wouldn't be
surprised if there are other multisession issues.
Subject: some more input clean-ups
Hi,
attached please find a few patches against u4. These diffs improve
input ports for drivers starting with F->L. In particular: they add
AM_READ_PORT whenever suitable, they make inputs fully 32bit where
needed, they remove indexed input read handlers from INITs, they
replace many read handlers with appropriate CUSTOM_INPUTs.
Additional improvements:
* added dip switches and locations to go2000 (even if they were
partially documented in the source)
* fixed artmagic protection (it used a wrong tag, which probably
I added somewhere in 0.125uX); even if I haven't experienced any
problems due to the bug since the regression now it's fixed
More details on the patches:
* u4_clean01 -> u4_clean07: these are standard changes like the
one I submitted previously (no custom inputs involved)
* u4_custom01 -> u4_custom04: here there are also changes involving
custom inputs (they mainly deal with eeprom reads, but a few were a
bit more interesting); I separated these from the other ones in
case you want to check them more in detail
* itech8.diff: this patch improves ports & their handling in itech8.c.
In particular, it replaces the 'special' handlers with a single
custom input and I would like a confirmation that it was the right
choice in this case.
Patches are independent one from the other and should apply with
no problems. Let me know if this is not the case.
Regards,
Fabio
included by generic components in emu/ and thus should have no
dependencies on the MAME code.
Added new target ldplayer, which is based on MAME but serves as
a standalone laserdisc player for CHDs. Right now only the
Pioneer LD-V1000 is connected, and limited commands are available.
Each player type is a driver, so you specify the player type on
the command-line. The driver then opens the first CHD it finds
in your ROM path and uses that as the laserdisc. The intention is
that you specify the -rompath each time on the command-line, so
a typical approach might be:
ldplayer ldv1000 -rompath j:\mach3
where it will pick up the mach3.chd lurking in your j:\mach3
folder. Several basic commands are supported:
Space = play/pause
Alt = toggle frame display
Left = scan forward (when playing) or step forward (when paused)
Right = scan backward (when playing) or step backward (when paused)
0-9 = enter numbers for search
Enter = execute search to frame
item will be visible but not selectable.
Fixed bug that prevented the cheat engine from working when the
debugger was disabled.
Modified xmlfile.c to accept integer values in decimal or hex. The
default is decimal. Numbers may be prefixed by '#' for decimal
values, or by '$' or '0x' to indicate hexadecimal values. Also
added function xml_get_attribute_int_format() to return the format
of the attribute, so that it can be later replicated.
Updated cheat parser to preserve the format of attribute values
used for cheat parameters and items.
Added support for information-only cheat items, which will be
displayed in the menu but which are not selectable and have no
action associated with them. Empty information-only items are
automatically converted to menu separators.
The structures/names were getting too complex for my macros to handle. They would require hand editing and my computer is too slow to keep re-compiling.
Passes a clean compile.
Removed channels parameter from avcomp decode configuration.
Fixed incorrect test in winwork that led to spinning instead
of using the nicely allocated events we had on hand.
Forced a sound synchronization on each vsync in the laserdisc
playback. This prevents overwriting the tail end of the
buffer which was fouling up the MACH 3 audio decoding.
Removed obsolete size check for uncompressable audio data.
1) convert framebuffer's ram from 8 bit to 16 bit
2) convert dma command from 8 bit to 16 bit
3) convert gfx command from 8 bit to 16 bit
4) implemented all gfx mode: 1,2,4,8,16 bpp
for now the rendering is only 8 bpp
now we can use this gfx chip for adp driver that use 4bpp
streams and a delta-RLE pre-encoding. Added optimized
case for the Y/Cb/Y/Cr video encoding case. Cleaned up
the code.
Updated avcomp.c to use the new huffman.c functions.
Reworked configuration options to allow for both input
and output of naturally aligned data streams. Updated
chdman and laserdsc to use the new interfaces. New
compression gives an additional 3-7% over previous
attempt and compresses the dummy CHDs down significantly.
Marked madalien and madalina as Imperfect Graphics. They are missing an effect. When you shoot an enemy in the dark, the whole screen lights up. Basically the headlights fill the whole screen.
credit Guru, Derrick Renaud
I did not do much to the following files because I did not know the best way to name them.
aicadsp.h
sid.h
sidenvel.h
sidvoice.h
ymdeltat.h
I did not update structures only used in the src\emu\sound\*.c files. They are only used locally in the file so they were not worth the effort.
Credit Guru.
(This completes adding all of Guru's readmes to the MAME source. There remain ~20 readmes that I still need to compare to what's in MAME to see if they have any additional information, but beyond that, this little project is done!)
---------------------------------------------------
Killer Instinct (SNES bootleg) [Tomasz Slanina]
Final Fight 2 (SNES bootleg) [David Haywood, Tomasz Slanina, Kowal]
New games marked as GAME_NOT_WORKING
------------------------------------
Sonic Blast Man TURBO 2 (SNES bootleg) [Corrado Tomaselli]
- General clean up (merged memory maps, inputs, readme's)
- Marked vbowl program rom as bad, patched to not crash (fixes bug 00492)
- Protection emulation / patches, promoting to working:
dbc, xymg, lhba (fixes bug 02027), drgwrld3 (fixes bug 00491), chindrac, chindrah
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Da Ban Cheng [Pierpaolo Prazzoli, Luca Elia]
Xing Yen Man Guan [Luca Elia, Wei Mingzhi]
New clones added
----------------
Zhong Guo Long (China, V010C) [Luca Elia]
Zhong Guo Long? (Hong Kong, V011H) [Luca Elia]
- Pass chip type around and restore Jarek's original behavior for YM2203/YM2610
- Always recalculate attack rate in set_ar_ksr, fixes Megadrive/Genesis "Batman & Robin"
What a PITA. :) I'll have to go back and do A-J to lower case the handlers to match the new structure names I already did.
Sorry Mess and other port developers, but the code should match what is stated on the official WIKI. But don't worry, I don't plan on updating anything but the sound cores.
- Reverse engineering of custom IC's 06B49P, 06B53P & 09R81P.
- Mapped the missing 3x SN76489.
- Measured and traced all clocks on the board.
- Measured and fixed the interrupt system.
- Implemented timings/clocks from custom 06B49P.
- Added sound support. All regular game sounds/musics are working.
- Implemented the ADPCM samples system through 09R81P + M5205 emulation.
- Added pinouts and technical notes about custom IC's 06B49P, 06B53P & 09R81P.
- Added flip screen mode.
- Inverted the order of double-up difficult DIP switches.
(Seems to be the opposite of the indicated in the instruction sheet).
- Changed 'Key In' to be active LOW instead of HIGH (checked in the PCB).
- Complete memory map and ports scheme.
- Created handlers for USART port and co-processor communication.
- Renamed the sets accordingly.
- Updated all notes.
- Cleaned-up the driver.
Please co-credit Grull Osgo.
You may have to do a clean compile, or delete the affected driver object files.
struct C140interface to c140_interface
struct cem3394_interface to cem3394_interface
struct ES5503interface to es5503_interface
struct ES5505interface to es5505_interface
struct ES5506interface to es5506_interface
struct ssg_callbacks to ssg_callbacks
struct gaelcosnd_interface to gaelcosnd_interface
struct ics2115_interface to ics2115_interface
I'll stop until my posted question about chip names and upper case is answered.
FWIW, I first check for variables named name_interface and rename them as name_cofig, so they don't conflict with the new interface names.
struct YMF262interface to ymf262_interface
struct YM2151interface to ym2151_interface
struct YM2203interface to ym2203_interface
struct YM2608interface to ym2608_interface
struct YM2610interface to ym2610_interface
struct YM2612interface to ym2612_interface
struct YM3812interface to ym3812_interface
struct Y8950interface to y8950_interface
struct YM3526interface to ym3526_interface
struct TMS5110interface to tms5110_interface
struct TMS5220interface to tms5220_interface
struct AICAinterface to aica_interface
Added a new Japanese version of Ghouls'n Ghosts.
This could be a hack since, running on a 91634B board, it must have been made at least three years after the initial release of the game. However, if if it's a hack, it's exceptionally well made since all ROM stickers look original and the B-board DAM63B PAL label is printed on the chip.
Also, hack or not, the code alignment of none of the already supported versions matches this one so it appears to at least be based on a new version.
The dip switches need to be checked. The Lives dips, and the two unused dips after those, also change the starting level. This could be further evidence that the game is a hack.
New clones added
----------------
Dai Makai-Mura (Japan new version)
struct CustomSound_interface to custom_sound_interface
struct Samplesinterface to samples_interface
struct SN76477interface to SN76477_interface
struct AY8910interface to AY8910_interface
The algorithm is more complex than it should be, but I haven't been able to simplify it more.
The keys are still embedded in the source. It would now be reasonable to move them to external files; however, for several games we only have partial keys so the files would need to be BAD_DUMP.
memory regions. Extended error codes to report incorrect memory
spaces, memory names, or memory sizes. Added verification callback
to the debugger to validate CPU and memory region names, as well
as verifying that a requested address space exists for a given
CPU.
Added support for oneshot cheats (those with only an "on" script).
They are activated via UI_SELECT in the cheat menu, and pop up a
message when activated. Also added a "Reset All" item in the cheat
menu to reset all cheats back to their default state, and added
support for UI_SELECT on a non-oneshot cheat so that it resets that
cheat to its default value.
Restored previous behavior that allowed popmessage() messages to
overlay menus and other UI.
and reports if no white flags were seen.
Fixed bug in aviio.c which could cause an infinite loop if attempting
to read sound beyond the end of the file.
Rewrote the white flag detection to use a histogram for outlier detection
and peak identification.
+ plus
- minus
* times or mul
/ div
% mod
! not
~ bnot
&& and
& band
|| or
| bor
^ bxor
lt <
le <=
gt >
ge >=
eq ==
ne !=
Changed cheat escaping to automatically escape && & < and <=
to and band lt and le.
Subject: New russian game
Dear Aaron,
thanks to the very kind and good guys at the "Soviet Arcade Games Museum"
(www.15kop.ru), namely Alex and Max; and thanks to Antro (a good friend of
mine), we have a new dump for a previously unknown Russian game: S.O.S. by Terminal.
It works on the same hardware as Konek (already in MAME), it's a simple rom
swap. I still have to chek about PROMs.
A diff file is included, together with roms.
All the best
Antonio (f205v)
Subject: some diplocations
Hi, enclosed please find a patch to add diplocations to the some
drivers which still missed them. The patch assumes my changes to
drivers starting with C,D,E have been applied (port01.diff -
>port09.diff I sent on Aug 1st... there is at least crshrace.c w
hich could fail to correctly patch, due to possibly different tags,
and probably 1 or 2 more... not many, but maybe annoying anyway).
It adds diplocations to the following drivers: combatsc.c, copsnrob.c,
cosmic.c, crgolf.c, crimfght.c, crospang.c (here I also added service
dips to heuksun and bestri, which allowed me to verify locations),
crshrace.c, dambustr.c, darkseal.c, dassault.c, dblewing.c, ddrible.c,
deadang.c
It also adds locations to the following games: ddragon & ddragon2 on
ddragon.c and docastle, dorunrun & dowild in docastle.c
Regards,
Fabio Priuli
From: Fabio Priuli [mailto:doge.fabio@gmail.com]
Subject: to simplify cischeat inputs
Hi,
the enclosed diff has a twofold effect on cischeat.c:
on one side: it adds diplocations to bigrun, scudhamm,
cischeat & f1gpstar
on the other side: it removes the current hacky handling of
f1gpstar coinage dips (check video/cischeat.c to see what I
mean with hacky!) to use conditional ports instead. BUT in
order to do this, I had to add more possible values for the
PORTCOND in iptport.c. The problem is that f1gpstar has a set
of coinage settings when you set the region to JPN or USA and
another one when you set the region to EUR or FRA. To implement
this I added the following self-explanatory new PORTCOND:
ISLARGER (>), ISNOTLARGER (<=), ISSMALLER (<), ISNOTSMALLER (<=).
Only two were really needed to implement f1gpstar dips, but
the other two seemed costless to me while offering even more
flexibility to the PORT_CONDITION macro.
Also notice that the handling of conditional ports in 'TAB>Dip
Switches' menu doesn't work well (in the current source, not
affected by my patch) with contracted expressions like
PORT_DIPUNKNOWN_DIPLOC: the wrong items remain listed in the
UI menu even when you change the condition! If you leave the
DEF_STR( Unknown ) with ON/OFF cases, everything is displayed
correctly in the menu. However, I was not able to track down
what part of code is responsible for this bug.
Regards,
Fabio Priuli
Subject: another small fix
Hi,
with this last patch I hope to have fixed all regressions I could
had introduced with my past submissions. This time it was a small
problem due to my fix to bug 1565 (alleymas duplicated inputs):
the game was unplayable in u3 (even if not reported to MT).
Regards,
Fabio Priuli
Subject: fix for MT bug 2056
I failed to see this wrong tag for almost 2 days!! One would guess that
looking for the cause of coins problems, an handler with the comment "coin
inputs" should have been noticed immediately. I saw it only this morning :(
However, fix in attachment.
Regards,
Fabio Priuli
PORT_START_TAG to PORT_START.
From: Fabio Priuli [mailto:doge.fabio@gmail.com]
Subject: let's say goodbye to untagged input ports ;)
Hi,
enclosed please find a few patches against 126u3 source
* port01.diff -> port09.diff : these patches continues the
cleanup of inputs in drivers starting with C (the remaining ones),
D and E. No ambiguous situations this time, so I guess there should
be no problem with the changes. Improvements include conditional dips
added to dynduke and diplocations for chinagat, chqflag, circus,
citycon, cloak, contra and dynduke
* tag01.diff -> tag09.diff : these patches add tag to EVERY input port
in drivers starting with F->Z. Notice that only tags are added, no
AM_READ_PORT, nor PORT_INCLUDE (and I saw a lot of drivers would need
it ;) ), nor other cleanups contained in the patches above. I'll keep
cleaning input next week, probably, but at least we can definitely
remove the untagged version of PORT_START :) Notice I was able to
compile the source commenting out the definition of PORT_START, so
I guess every occurrence is covered...
- new tag <comment> (within <cheat>) is read and preserved
when saved
- removed variable attribute from <parameter>; it is now
assumed to be 'param'
- added default attribute for <parameter>
Added new variable 'frame' accessible from cheat scripts. This
can be used in the conditional to prevent execution on every
frame, or for other effects (like displaying temporary messages).
Added new variable 'argindex' which is the index when processing
an <argument> with a count attribute greater than 1. Can be used
in expressions like:
<argument count="3">main.pb@(1000+argindex)</argument>
Reinstated the cheat menu. It now displays all loaded cheats and
allows for them to be activated. All known cheat behaviors should
be working now.
* moved a couple of exp(x) from _step into _reset where appropriate
* use tabulated function values for the transfer function in DSS_INVERTER_OSC
==> 40% speed increase in dkong - from 520% to
$ ./mame64 -noautosave -nothrottle -str 30 -video none dkong -nomt -nosleep
Average speed: 722.48% (29 seconds)
tool which walks through either an AVI or CHD capture from a
laserdisc and ensures that there are no anomalies lurking in
the VBI data.
Added new option to chdman, where if you use -createav with
a special filename (either 2:2 or 3:2) it will create a fake
laserdisc files with the equivalent cadence. This can be used
for testing until full captures are available. Most games used
2:2 apart from Dragon's Lair and Space Ace, which were 3:2.
Note that even though these files are essentially blank, they
are Huffman-compressed, meaning that the maximum compression
ratio you will get is 8:1, so they still end up ~5GB.
Moved error strings from chdman.c to chd.c, where they can be
fetched from any caller via the new chd_error_string()
function.
Updated vbiparse to improve Manchester code decoding. It now
assigns a confidence level per bit based on how solid the
data is. Also added a new function vbi_parse_all which parses
the white flag and all three lines of metadata from a
laserdisc frame. It then compares line 17 and 18 against each
other and selects the most likely candidate based on per-bit
confidence and other factors.
Added frame number display to laserdsc.c. It is off by
default, though most players can be configured to turn it on
(not sure if any actually do). It can be manually toggled via
the backslash key during playback.
Commander (MACH 3 hardware). Old laserdisc hacks are now removed.
The code now talks to the standard Pioneer PR-8210 interface. Also
removed hacky "target list" from the MACH 3 ROMs; this information
is now decoded on the fly from the right channel laserdisc audio.
Other Gottlieb cleanups:
- moved sound inputs to audio/gottlieb and included them in
all relevant drivers
- ordered input ports and ROM definitions consistently
Other laserdisc changes:
- changed PR-8210 interface to work consistently for both Gottlieb
and Stern games
- added audio callback mechanism to allow drivers to peek at the
raw audio streams
- extended the VBI parser to be even more lenient