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]
From: AGEMAME Development [agemame@gmail.com]
Sent: Monday, March 16, 2009 12:33 PM
To: submit@mamedev.org
Subject: JPM Impact
Added skeletal support for JPM Impact AWP - this is the last
of the AGEMAME drivers that is worth commiting to the MAME
codebase.
Please note, this is the first patch made using my rebuilt
toolchain, so let me know ASAP if something went wrong.
various cheat types and a table at the top to hopefully alleviate
confusion.
From: Pugsy [mailto:pugsy@gmx.net]
Sent: Sunday, March 15, 2009 11:01 AM
To: submit@mamedev.org
Subject: Cheat.c changes
I've been having a look at cheat.c, the issue with one-shot
list and one-shot select value cheats being indisguishable
from perm cheats. I decided to have a look to see if I get
it closer to the old way. I think I've managed it. I've
attached a diff file..
It changes the One-Shot List or Selectable value cheats to display
"Set" instead of "Off"
It stops the cheat options being activated in order when you are
going through the possibilities These cheats are now activated by
pressing ENTER after you have chosen an option This also pops up
a message (examples):
Activated
Select Starting Stage = 16 (0x10)
or
Activated
Select Temp. Current Shape PL1 = Yellow
Some simple examples to look at:
theroes "Select Starting Stage"
and
tetrist "Select Temp. Current Shape PL1"
Martin 'Pugsy' Pugh
Sent: Sunday, March 15, 2009 5:23 AM
To: Mamedev submit
Subject: Fx to z80pio
When outputting from a port to the hardware in pio mode 3, only those bits defined
by the mask should be output. Mame currently outputs everything.
New source code (z80pio.c) attached.
Regards,
Robbbert
* Fix build of ldplayer on OS X. Since the CUSTOM sound module no longer exists, I
arbitrarily changed it to WAVE, as ar gets upset if it has no input files. I also
removed the -all_load flag for ldplayer from the main makefile as it upsets the linker
on OS X.
* Fix build for PPC64 Linux. (This slightly messes up static branch prediction hints
on OS X and AIX, but OS X for PPC64 is dead, and no- one builds MAME for AIX, and
it will still build, anyway.)
* Paramaterise the arguments to check for NULL in the ATTR_NONNULL macro rather than
just checking the first argument. This requires compiler support for C99 variadic
macros (MSVC2005 and GCC4 have this AFAIK).
Vas
Sent: Friday, March 13, 2009 8:59 AM
To: submit@mamedev.org
Subject: Fix for Mametesters Bug 2981
Hi
Some minor fixes (in attached diff file):-
1. Fixes this http://mametesters.org/mantis/view.php?id=2981 bug, Note I've NOT touched "#define MAX_ARGUMENTS 32" - that
change is not required I've changed the cheat for the next beta xml cheat file release.
2. Minor typo in cidelsa.h, TAG starts with cpd rather than cdp, perhaps this should be maincpu though?
-#define CDP1802_TAG "cpd1802"
+#define CDP1802_TAG "cdp1802"
All the Best
Martin 'Pugsy' Pugh
Sent: Friday, March 13, 2009 4:26 AM
To: Aaron Giles
Subject: Submission for mame
This change adds inputs for galaxia and astrowar.
Galaxia is semi-playable.
Note: After inserting a coin, it can take a few seconds to respond.
- Robbbert
------------------------------------
Street Games II [Guru, Angelo Salese]
==========================================================
Basic driver, will add the other romsets soonish.
------------------------------------
California Chase [Angelo Salese]
==========================================================
Basic skelly, will improve it soonish.
trizeal / under defeat
neither boot as they need vertical orientation. you can set this in the system menu, but it doesn't get save to eeprom properly (eeprom writing seems to be busted, despite looking correct) so even in vertical mode, the system thinks it's running in horizontal mode, and reports an error.
---------------------------------------------------
Champion Super III [Mirko Buffoni, David Haywood, Angelo Salese]
====================================================================
(added inputs to the driver, probably the easiest z180 game that I've ever seen...)
corrected the sound clocks on PCBs that only have a 28MHz OSC. Only Super Lup Lup Puzzle has the 14.318180MHz OSC.
Lastly I rearranged the rom def section to group the F-E1-16-0xx PCB based games in order.