Added some basic video emulation to Hit Poker, to let it show "9rror / 3hut 5own -achine"
=========================================================================================
http://mamedev.emulab.it/kale/fast/files/0013_1049739007.png
------------------------------------
Hit Poker
=======================================================================
No credit please, it's just a skeleton driver with another unknown CPU
(Haze did the gfxdecoding iirc)
Sent: Tuesday, June 16, 2009 3:50 PM
To: Aaron Giles; Angelo Salese
Subject: System16 bootlegs
I've made some of them use the original sprite functions
(bayrouteb2, goldnaxeb1, goldnaxeb2, tturfbl, dduxbl, eswatbl, fpointbl,
fpointbj, tetrisbl, astormbl, astormb2, mwalkbl, shdancbl)
which starts to improve things again for some of them.
--
From: David Haywood [neohaze@nildram.co.uk]
Sent: Wednesday, June 17, 2009 2:31 PM
To: Aaron Giles; Angelo Salese
Subject: Better bootleg sprites
This also adds handling for the sprites on
wb3bbl
shinobld
passshtb
which differ in various ways to the original sprite systems. The code
is modeled on the original drawing code, and added as new, clearly
marked, bootleg cases.
still needs work, but at least things are starting to take shape with
proper handling
apply instead of previous diff..
Sent: Tuesday, June 16, 2009 7:09 AM
To: submit@mamedev.org
Cc: atariace@hotmail.com
Subject: [patch] Pointerify minx cpu
Hi mamedev,
I noticed that the minx CPU was never pointerified. It's only used by
MESS, which might be why it wasn't noticed.
~aa
==========
Grand Striker (Americas) [ClawGrip, ShengLuc]
Best League (World) [ClawGrip, ShengLuc]
Grand Striker 2 (Europe and Oceania) [ClawGrip, ShengLuc]
From: Tomas Garcia-Meras Capote [mailto:clawgrip@hotmail.com]
Sent: Tuesday, June 09, 2009 4:01 AM
To: submit@mamedev.org
Subject: Three new clones and a little dip fix
Hello,
some clones added, I dumped them by myself, plus a little dipswitch fix:
Fixed dipswitches on "ShaoLin's Road" and "Kicker"
Accordin to the manual [attached] and the PCB snapshot at MAWS, the
last dipswitches bank only have four switches.
Added "Grand Striker (Americas)" to Grand Striker driver
Also changed ROMs names also for parent set, with some more info (from
the mask ROMs).
Added a partial dump of "Grand Striker 2 (Europe and Oceania)". I've sent
the board to Guru so he can dump the surface mounted ROMs and send the
Altera protection chip to decap. In the meantime I've used the ROMs from
the Japanese set and marked them as BAD_DUMP.
Added a non-working (bad graphics) new "Best League (World)".
The dump seems good, but if needs some more work to make it work 100%.
Best regards: ClawGrip.
PS: Please, credit also ShengLuc, he donated the three boards.
Hi,
I copy/paste a message from http://romkeeper.com/board/read.php?7,640,640 (maybe you could do something about it):
===============================================
Hi,
On "Super Visual Football: European Sega Cup" and "JLEAGUE" :
JLEAGUE was the original code developed and released in early
1994 in Japan which than got translated and updated to be
released as the European Sega Cup.
So, JLEAGUE is the Original.
and
"Super Visual Football: European Sega Cup" is the clone.
My source of information?
I wrote the simulation ( in assembly ) while working in the SEGA
Haneda ( Tokyo ) office in 1993. We even filed a patent on the
team/individual player task synchronization. After I finished JLEAGE,
we handed it off to the satellite groups for localization.
Cheers,
MIB.42
===============================================
Thanks to have read, I hope it's revelant and you'll have time to answer!
Keep the good work.
Subject: Shogun Warriors / BRAP Boys
Aaron / Kale,
I got a private request to take a look at these, and made a few
discoveries about the external protection data rom.
Basically it's a 'linked list' of encrypted tables and command types /
modes. The encryption is pretty straightforward, although working out
the tables could be tricky. It also has an 'inline table' mode, but
it's only used for a few tables. There is a large 0x1000 block at the
end of all the data which could be related to the normal tables.
I've added some rather verbose code to process the rom, and dump out
some data, so that if somebody wants to look at it further they can.
Understanding how it works properly before decapping it would help to
verify and implement the proper emulation of the device later. (the
actual protection device is a completely unemulated cpu type, so could
prove tricky even with results)
I don't fully understand all the parameters at the moment, although I
suspect that with this newfound knowledge getting the game(s) up and
running would only take a few trojans to figure out the behaviors that
aren't understood, and get the decryption tables (which could be time
consuming otherwise)
The previous implementation of the protection simulation was also wrong,
it copies the first 'block' of data (worked out at the time with a
trojan) upon the first mcu command (0xff) but infact, it shouldn't be
transfered at that point, as the command containing the number of the
table to transfer (0x19 in the list) comes later. The game seems to
provide lists of transfer operations to perform, I suspect some are
direct, and some are indirect. I've also added code to calculate the
CRC of the protection rom, rather than hard coding it.
I haven't yet moved the decrypted startup code out of the driver, which
should be possible as we can correctly copy that from the external rom
using the command system at this point.
I know Andreas was looking at this in the past, so this new information
might be of interest to him, as it provides clearer blocks of encrypted
data, and the 0x1000 block at the end might be of interest to him if it
relates in some way to the smaller 0x40 byte tables used for decrypting
the data.
- Added beatmania IIDX
- SPU board emulation improvements (memory map, IRQ controller, IDE, RF5c400)
- Change 4th mix to use real dumped security dongle data
New games added:
- beatmania IIDX [Guru]
New security key data is uploaded to roms/unemulated/Konami/Twinkle, disc
images are uploading to roms/harddisks/Konami/qg863.
Full sizes are:
863jaa01: 7911684
863jaa04: 333324658
c44jaa03: 4716442606
also included are correctly dumped proms. This does however down-grade the driver to "GAME_WRONG_COLORS" as the old version used "made up" color prom.
New Clone Added
---------------------------
Dambusters (US, set2) [N. Garnier,
D. Beneke, J. Leyda, A. Costin, W. Belk and Smitdogg]
------------------------------------
Sports Shooting USA (Guru)
Ranger Mission (Guru)
We need decryption keys for these - could whoever broke the other AW games
have a look?
Also, in case someone's bored, the AW BIOS is hanging because it wants actual
flash ROMs that respond to flash commands at 0x10000.
----------------
Give us a Break (3rd edition alt?)
Give us a Break (4th edition)
Give us a Break (6th edition alt?)
Give us a Break (7th edition)
Give us a Break (21st edition)
Give us a Break (43rd edition)
[Anonymous, alien_mame]
Sent: Sunday, June 07, 2009 9:54 AM
To: submit@mamedev.org
Cc: atariace@hotmail.com
Subject: [patch] "Regularize" some interfaces in MAME
Hi mamedev,
This patch adjusts the code in a few places to be more regular in it
object approach. It recognizes five idioms.
1. device_configs should be passed const. dsp56k.h took a non-const
device_config for no particular reason, necessitating casting where
used. A few other places cast to non-const, in most cases
unnecessarily.
2. running_machines should be passed non-const. A few places used
const in different ways on running_machines, instead of the idiomatic
non-const running_machine.
3. Eliminate passing running_machine explicitly where it can be
computed. esrip.c, m37710.c, sfbonus.c had cases where the machine
could easily be eliminated.
4. Pass the object machine/config first. In some cases this makes
the interface object oriented, in some cases it simply makes it more
idiomatic with the rest of MAME.
5. Prefer (screen, bitmap, cliprect) to (machine, bitmap, cliprect).
Fully implementing this would be a large patch, this patch simply does
it for the one core 'device', tms9928a.c.
fixes up some header files. In particular, I adjusted const char
*DEVTEMPLATE_SOURCE = __FILE__ to const char DEVTEMPLATE_SOURCE[] =
__FILE__ which makes it actually const and saves a little memory.
[Atari Ace]
Sent: Thursday, June 04, 2009 12:07 PM
To: submit@mamedev.org
Subject: Emailing: awp.patch
This replaces the patch for June, which hasn't been included.
Additional MPU4 lamp fixes, some new Aristocrat Mk5 games:
Added two new Aristocrat MK5 Roms, see note from Heihachi 83 (ROMs at
http://agemame.fruit-emu.com/aristo):
"Both of these games are the exact same game but a different version.
The first one is the original 1996 one, but the second is possibly from
1999. The combination is identical down to the date though, just like
the Queen of the Nile/Golden Pyramids dumps.
[dolphntr] Dolphin Treasure (B - 06/12/96, NSW/ACT, Rev 1.24.4.0)
[dolphtra] Dolphin Treasure (B - 06/12/96, NSW/ACT, Rev 3)
Note that the second (later) dump only has two ROMs and the later style
music."
New games not working
=====================
Dolphin Treasure
set of interfaces supported by a device, and identified by a unique
string identifier. A device may support any number of contracts,
described in a list via the DEVICE_CONTRACT_LIST* macros.
The purpose of contracts is to provide a means for devices to expose
a standard set of interfaces to other parts of the system. For
example, the PCI device should expose a contract that includes
functions for configuration register access, and 32-bit I/O. Then
any device with a PCI interface should implement the PCI contract,
so that the PCI bus device can route things appropriately.
(This change is in anticipation of a proper Namco 06xx interface,
which exposes a contract to all devices it is attached to, but I
am still struggling to get it to work reliably.)
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Super Crowns Golf [Angelo Salese, Tomasz Slanina]
------------------------------------
Janputer [alien_mame, Dumping Union]
===================================================================
A missing rom prevents this to work, it'll hopefully be dumped...
Sent: Saturday, May 30, 2009 8:30 PM
To: submit@mamedev.org
Subject: Amiga Custom sound - Paula?
As part of the conversion of custom sound devices, the sound chip for
Amiga-hardware games is now named "Amiga Custom" on the Game
Information display. The Amiga sound chip was called Paula, so it
would be nicer to show that instead, as in the attached patch. (You
could also use "MOS 8364" but that's not as catchy....)
-Justin
--
dopefish justin at gmail dot com
http://interbutt.com/
----------
Street Fighter II - The World Warrior (World 910214, TAB Austria bootleg)
From: Klaus Sommer, B.Sc [mailto:klaus@hotsummer.at]
Sent: Tuesday, May 26, 2009 10:29 PM
To: submit@mamedev.org
Subject: E-Mail schreiben an: sf2ebbl.zip, sf2tabaustria.diff
hello!
we dumped a new bootleg of Street Fighter 2. One Differenz to the original set is that the logo's (capcom) are blanked.
Attached are the romset (Maskroms are the same as in the original set) and the DIFF...which is already verified from Haze!
Your's
TeamEurope