* Cannon Spike / Gun Spike
* Heavy Metal Geomatrix
==========================================================================
They are both heavily protected, Cannon Spike doesn't even enter into
specific test mode...
* Power Stone
* Power Stone 2
* Samba de Amigo
* Spawn
==========================================================================================
Power Stone and Samba de Amigo executes some of their code and displays some wire-frame polygons too,
they both dies on the proper gameplay for whatever reason (protection or jvs)
------------------------------------
OutTrigger [Guru]
(or:)
"Fully dumped the following Naomi carts [Guru]:
* OutTrigger
* ...",
no idea about what's best for the whatsnew in this circumstance...
This rom is available at: http://citylan.it/crollerb/crollerb.zip
The set shares 6 parts with Magic Brush (mbrush) including all 4 GFX
roms and 2 MAINCPU roms, 1 part (a PROM) from Crush Roller (Sidam Bootleg)
(crushs) and 2 other roms filling in the missing MAINCPU roms.
Other Information about the dump is at http://citylan.it/lista.php?id=799
I play tested the game a bit - getting to level 3 and tested the DIPs to
assure they worked. No crashes and everything seemed stable.
Credit should goto f205v for the dump.
This .DIFF is based on 0.130u2 sources.
Tafoid
tafoid@yahoo.com
- toki_fix matches MAME to the on-screen copyright date (changed from
1989 to 1990. Also defined it as a Datsu bootleg, again from in-game
title)
These .DIFFs is based on 0.130u2 sources.
Tafoid
tafoid@yahoo.com
Sent: Monday, March 09, 2009 8:39 PM
To: submit@mamedev.org
Subject: Pit Fighter (rev 7)
I dumped and added a new Pit Fighter set. It is the newest revision we have dumped.
I made it the new parent and the old parent was renamed to pitfigh6. As far as I can
tell, the old parent isn't rev 5 and should have been named rev 6 when it was added.
If we are going by program rom names to name them their rev, then whoever added it
named it incorrectly because its program roms all start with a 6 after the dash. The
real rev 5 is not dumped yet (I attached a pic proving that it exists and is different
but I don't currently own the board).
That is unless there is another source of where you are supposed to derive the rev
info, if there is can someone let me know what/where it is. All I could find were
some dates in service mode.
Smitdogg
Sent: Sunday, March 29, 2009 4:12 AM
To: submit@mamedev.org
Subject: Fw: Another speed up in 'src\mame\video\mcatadv.c'
Hi, in the attached patch I sent on 16th February 2009 (see mail below), I
made a mistake.
The purpose of the patch was to reorder code in order to avoid useless
computation. It was *not* to modify the behaviour of the code.
The following lines were included in my patch at line 140. They should have
not !
- destline[drawxpos] = (pix + (pen<<4));
+ destline[drawxpos] = (pix + pen);
So please, revert this part of the patch and put back the now missing
(pen<<4) in the code.
Games like 'nost' just look horrible without it !
Sorry for the mistake in the previous patch, it was a mix of two patches...
Best regards.
CJ
I have another minor patch to MAME which does the following:
* Put tables used for RGB utilities in a single object file rather
than compiling them as statics in every object that uses them.
Vas Crabb
* accurate collision detection in all games
* correct full memory maps
* hooked up 8255 and Z80 PIO correctly
* unified many hacked variants into common hardware models
* proper mixing using the mixing PROM
* converted to tilemaps
* fixed shtngmst sprites
* correct Z80 timing
* proper sound interrupt signaling and feedback
* full description of video hardware
We now have:
* proper input hookup in dakkochn
* cleaned up rendering code
* fixed cocktail mode in pretty much all games
* fixed stuck sprites in some games
* partial 8751 simulation for choplift
* proper global muting (attract sound off works in older games)
Sent: Sunday, March 08, 2009 5:58 PM
To: submit@mamedev.org
Subject: Patch with minor documentation changes
Attached is a patch file with the following minor documentation changes:
* Added placeholders for the two PAL's on Atari's version of Pole
Position 1 and 2 (I could not read the last digit of the PAL at 5c.)
* Added board numbers to SEGA's Quartet 2 documentation
* Corrected the rom names for Tutankham (A guess was made on the names
for Konami's version of the roms at 3h and 6h.)
Kevin Eshbach
Super Megatouch IV Tournament Edition (9255-51-01 ROB, Standard version) [Brian Troha]
also replaced nvram dumps with settings changed to default and cleared high scores for the 3 Mega Touch 4 sets that use actual NVRAM dumps.
other 2 BPROMs are same as current set (and other titles running on this hardware)
This new BPROM sits between sample ROM and M6295, and works like PAL.
The eepromdev.* files are the device impementation for the serial eeproms
The i2cmemdev.* files are the device impementation for the i2c memory
These aren't currently hooked up
I'm committing this so that the Naomi changes don't accidentally get applied. The idea seems good, but they conflict with the current driver and I'd rather not have them accidentally slipping in and breaking things just yet.
The envelopes aren't actually emulated, but the sound is silenced after a key-off (by placing the sound in a 'release' state) This prevents audiable sound from looping forever.
Not extensively tested, but good for my sanity when running some of the gnet additions, and the tgmj siren looping.
I may consider doing a better implementation if I can manage to get my head around all the envelope stuff.
* Added source file konamipt.h to unify Konami inputs where possible (e.g. most 80s-90s games were using basically the same coinage settings and joystick inputs).
* While at it, verified all 0x00 coinage effects in drivers which now use konamipt.h (fixing a few mistakes: hexion, mikie, crimfgtj...).
* Added finalizb service coin. Removed roadf coin4 & asterix coin3 (neither used by the games nor present in service mode).
* Fixed gberetb coin inputs (they were switched).
* Added port_condition to hcrash so that brake appears only when present in the chosen cabinet.
* Cleaned up mystwarr.c & moo.c input handlers.
Exciting Soccer (Japan) [Uki]
- verified clock frequency (including 4KHz NMI)
- position 6A is not populated in JAPAN ver.
- sound tempo is wrong in all sets (with or without this change)
- derived clocks where possible
- complete memory maps from the schematics
- hooked up proper sound command latching
- reimplemented 6802-based ADPCM samples for the bootlegs
- merged memory maps
- extended NVRAM to the full RAM range (according to schematics)
- created common include file and modified drivers to use it instead of explicit externs
===================================================================================
At the moment I've only checked Ikaruga, and it seems to work fine (with wire-frame)... ;)
* Added Crosshair Options menu
- ability to individually enable/disable crosshairs
- ability for them to automatically disappear after a set amount of time
- ability to select crosshair graphic
- all settings are saved in the cfg file
* Removed F1 toggle for crosshairs
* Added new command option -crsshairpath
- store all selectable graphics here
- see config.txt for further info
OSD NOTE: render_load_png() has been changed to no longer force usage of the artwork directory.
Do a search for "render_load_png(" and replace with "render_load_png(OPTION_ARTPATH, " if needed.
----------------------------
F1 is now free to use for something new. I was thinking it would be perfect for a context sensitive help file. Each menu item could have a help tag, that it would look up and display info from an HTML file.
- emulated CPU1 (slave) <-> AUDIOCPU communications even if they are not used at all
- emulated AUDIOCPU reset at startup, previously this was disabled
* rranger.diff
- added samples emulation to Rough Ranger (V2.0), write ports A & B of YM2203 are used
* seibu.diff
- hooked up music in SD Gundam Psycho Salamander, this doesn't affect any other game
for the driver. I adjusted the default settings also based on manual information.
There was duplicate DSW1 data between games which I created a separate assignment
for and PORT_INCLUDE to allow each game to use it.
This .DIFF is based on 0.130u1 sources.
Tafoid
tafoid@yahoo.com
adding proper LOCATIONS for both sets in the driver. There was a very large and
convoluted solution for the DIPS - which in fact are not (in the manual) linked
together and probably should stay separated.
- Using the fact that the Board as a 15mhz Xtal, I redid the clock speed assignments
to take in this in account. While doing this, I found a reference recording of Munch
Mobile and was able to adjust the AY-8910 clock speeds to allow it to match the
recording.
Recording Source: http://coinopvideogames.com/mp3/videogames03/32-munchmobile.mp3
This .DIFF is based on 0.130u1 sources.
Tafoid
tafoid@yahoo.com
Added emulation of the earlier type of ARM (ASIC27A, 5585E type)
Used this for protection emulation on Photo Y2k, Knights of Valour Superheroes instead of old simulation code
This means KOV Superheroes now works.
Disabled protection simulation for several sets.
This demotes Knights of Valour / Knights of Valour Plus to NOT working as there is no dump of the internal rom.
Photo Y2k still works because it's using the emulation added above, but You can no longer change region as this is supplied by the ASIC27A device which is now emulated. This is correct.
added several new sets, several of which are re-releases of the games using the ASIC 27A instead of the previous protection devices. (oldss, killbldp)
Removed per-game speedup hacks, as they're no longer needed for the ARM based games to boot correctly.
the descriptions given with the submission were misleading, in general it looks more like added sets, and an attempt to hook up the actual ARM on the other games where we have dumps.
Sent: Wednesday, March 25, 2009 10:14 AM
To: submit
Subject: more small fixes
Hi,
here a final batch of small fixes: MT 2968, 2969, 2970, 2972, 2978. It's a bunch of confirmed released year. You can credit incog for the fix.
Regards,
Fabio
Sent: Wednesday, March 25, 2009 2:56 AM
To: submit
Subject: few small bugfixes
Hi,
enclosed please find a patch to fix the following small issues:
1. MT 3031 bug: a wrong tag caused P2 Button 3 to overwrite P1 Button 3 in seganinj (pointed out by stephh, you can credit him if you like)
2. MT 3029 bug: a recent megasys1 inputs clean up (I think in 129u1) messed up Demo_Sound settings
3. MT 3024 bug: jrpacmbl used wrong tags in the memory map (pointed out by hyrulian, you can credit him if you like)
4. MT 2864 bug: pleiads and capitol do not use Button 2 (nothing is connected, as documented by Phil Bennett in the report), hence I removed it from their input ports
if the patch doesn't apply cleanly in the wip tree, let me know and I will split it into separate diffs.
Regards,
Fabio
--
From: Fabio Priuli [mailto:doge.fabio@gmail.com]
Sent: Wednesday, March 25, 2009 4:27 AM
To: submit
Subject: mjclub dsw
Hi,
enclosed please find a patch which adds DSW settings to mjclub as listed in Yasu's translation from manual (posted in MT 3042 bug report).
Regards,
Fabio Priuli
--
From: Fabio Priuli [doge.fabio@gmail.com]
Sent: Wednesday, March 25, 2009 9:56 AM
To: submit
Subject: MT 2999 fix
Enclosed please find a patch to add the three missing buttons in taotaida. I'm still looking for confirmations about taotaido being a proto, hence I haven't changed their descriptions.
Regards,
Fabio
--
From: Fabio Priuli [mailto:doge.fabio@gmail.com]
Sent: Thursday, March 26, 2009 2:04 AM
To: submit
Subject: model2 inputs
Hi,
enclosed please find a patch to implement model2 inputs through direct AM_READ_PORT access rather than using read handlers. The patch also fixes daytona brakes (which were previously labeled with the wrong tag)
Patch based on MAME 0.130u1 but I hope that there haven't been too many changes in the meanwhile.
Regards,
Fabio Priuli
--
From: Fabio Priuli [mailto:doge.fabio@gmail.com]
Sent: Friday, March 27, 2009 1:58 AM
To: submit
Subject: a couple of patches
Hi,
I hope it's not too late for 130u2. However, enclosed you can find
* pedal.diff : a patch which (finally) fixes driving games using P2 & P3 pedals and buttons for P1 pedals and view buttons (MT 2172 bug). I also added PORT_NAMES to view/gear buttons even if usually MAME drivers don't because it makes easier remapping these games with ~15 buttons. I hope I haven't broken any convention.
* taitof3.diff: a patch which simplifies input handling in taito F3 games. Depending on the status of the driver, you may also consider the possibility to remove entirely f3_control_r and simply use AM_READ_PORTs to read inputs (for now, I left there the handler because of the read accesses logging)
Let me know if there is any problem in applying the patches.
Regards,
Fabio
for all sets in the driver. I used the scanned manuals for the games I could
find - Pirate Treasure being the one I could not find.
- I adjusted the MAIN_CPU clock rate for Leprechaun + clones as well as
Pirate Treasure due to the "plain english" detail in the manaul for Pot of Gold.
I added defines for these in SRC\MAME\INCLUDES\GAMEPLAN.H and adjusted
the MACHINE_START_DRIVER for leprechn to use these new clock speeds.
Some playing with the new speeds do not seem to show any new ill effects.
Source: http://www.tamdb.net/index.php?page=ManualDetail&id=1469
"Page 10: 3.2 Game Computer
The Game Computer uses a 6502 central processor in a conventional
computer architecture containing ROM, RAM, and I/O ports. The
computer clock uses a standard 4.00 megahertz crystal which is divided
by 4 to provide a CPU clock of 1 megahertz."
- I fixed a bug in the DIPs related to Lives value being incorrect for leprechn
but correct for the other two sets (leprechp, potogold). I put up a bug report
(#3068) and have since corrected it.
This .DIFF is based on 0.130u1 sources.
Tafoid
tafoid@yahoo.com
Sent: Tuesday, March 24, 2009 2:02 PM
To: submit@mamedev.org
Subject: Sound banking fix for galpani2
Hi, I'm submitting a fix for the current sound banking in galpani2 driver.
I still wasn't able to correctly place the extra sound rom in galpan2g,
but I moved it to oki1, as its pages size is similar.
I've also separated the inputs for gp2se, as it's service mode clearly
shows there are some diferences, mainly with the card dispenser dip.
From all of these, it's clear that this driver incuded 3 different types of
board: galpani2/galpan2t/galpan2g, galpan2j/gp2quiz and gp2se,
the code also reflects these grouping.
Some memory accesses were still not mapped, I've also added them.
It would be very useful to have a video recording of the original, there
are several graphic effects that clearly aren't correct.
And finally, a little something for the okim6295 source, getting rid of that
"magic" value for the sake of readability. ;-)
Keep on the good work.
Regards,
Luis Faria
Sent: Sunday, March 22, 2009 4:09 AM
To: submit@mamedev.org
Subject: KiKi KaiKai sprite collision fix (ref. mame 0.103u1).
KiKi KaiKai sprite collision fix (ref. mame 0.103u1).
This patch fixes the sprite collision code of the mcu simulation in 'machine\mexico86.c'.
To: submit@mamedev.org
Subject: Simple cheat fix
Attached a very simple fix for a very stupid cut and paste error in my original submission..sorry.
Martin 'Pugsy' Pugh
Sent: Thursday, March 19, 2009 12:49 PM
To: submit@mamedev.org
Subject: Operation Wolf (Japan)
Guru dumped this and I added it, all the roms matched the parent except 1. I attached it and the diff.
Smitdogg
- accept IRQs on IDLE
- actually count irq processing and instruction fetching cycles
- add support for external serial frame sync with internal
triggering (aka TXM=1 and FSM=1).
===============================================================================
To boot sfz3u:
1) use bios 7 (default bios gives an error 2: "region error");
2) enter into service mode first (probably a JVS issue);
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Mahjong Vegas (unprotected set) [Luca Elia, Uki]
ElSemi said he doesn't want to be credited.
He's dumped them with .iso tracks rather than .bin, but for the purpose of these Naomi GD-ROMs it's not going to matter.
I used the following GDI to convert them
3
1 0 4 2048 track01.iso -8
2 450 0 2352 track02.raw 0
3 45000 4 2048 track03.iso -8
both of these 'require' the MMU.
Generating interrupts in VIDEO_UPDATE isn't really a good idea.
Rendering is now done when requested, to a (for now) fake framebuffer (to be converted)
Anything that writes directly to the framebuffer won't display anymore, although the only thing that does that is the Atomiswave bios which didn't use the right mode anyway.
I plan on putting it back together again, don't worry.
Done:
- AGA palette
- AGA bitplane data fetching
- support for up to 8 standard bitplanes
- HAM8 mode
To do (for devs):
- inputs (buttons/coins are connected as CD32 pad, current implementation (copied from WinUAE) doesn't work, help is welcome)
- sprites (current implementation is incomplete - see CD32 logo)
- incorrect hstart/hstop values in CD32 logo, lsrquiz & lsrquiz2
Added a PCB layout for the large single plane PCB that Incredible Technologies used for the Golden Tee 3D series (3D through Classic), Shuffleshot, World Class Bowling and World Class Bowling Deluxe. [The Guru]