the information needed to connect to the CPU and other devices
specified in the definition.
Updated drivers to use this new device.
(I notice that the bosco shoot sound no longer changes pitch during
another explosion. Not sure if this was fixed prior or if the
recent device-ification cleaned something up....)
--------------------------------------
Aqua Jet (Rev. AJ2 Ver.B)
Game is now fully playable - I was able to finish a race and everything.
OG take note - the test mode is *very* extensive now that it's navigable.
Look under "OTHERS".
Converted Namco 51xx and 53xx into proper devices. The MB84xx is not
yet emulated, but is now present.
Converted 51xx and 53xx interfaces to use the devcb system for
port I/O callbacks.
Dig Dug is known to be somewhat broken at the moment.
Extended the Namco 60xx and namcoio_init() interfaces to accept
a device name string in addition to an interface struct, until
all the interfaces are replaced with devices.
Added DERIVED_CLOCK() macro which can be used by sub-devices to
derive their clock from the parent device.
Tweaked some of the laserdisc interfaces to use ROM_NAME() and
MACHINE_DRIVER_NAME() macros.
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Forgotten Worlds (World) [Please added the right name]
Made the "World" set the new parent and the old parent, which is the US set, a clone.
Date: Tue, 19 May 2009 12:24:35
To: submit@mamedev.org<submit@mamedev.org>
Subject: Added Aristocrat dumps from Heihachi_73
ROMs at http://agemame.fruit-emu.com/aristo/
Original email follows..
Here's another ROM dump to add to the list of non-working games in
aristmkv.c (only another 3000-odd to go!).
Enchanted Forest (E - 23/06/95, Local)
Both games are essentially the same game but half a world apart. One is
unfortunately known for being a kiddie magnet on the fruit-emu forums.
Both are in the same zip file.
=================================
Golden Pyramids (B - 13-05-97, USA)
Queen of the Nile (B - 13-05-97, NSW/ACT)
Golden Pyramids is a 9 line game with a 90 credit (10x) max bet, whereas
Queen of the Nile is a 20 line game with a 500 credit (25x) max bet.
Note: The Golden Pyramids ROM reads QUEEN OF THE NILE, the same date and
'NSW/ACT' as the region inside, but it is a proper US romset (with
English and Portuguese languages selectable). Both games have identical
graphics but different percentage variations (reel strips). However, the
string 'GOLDEN PYRAMIDS' is at 0x043148, and is not present at all in
Queen of the Nile. I never received any label info for Golden Pyramids
either, except for this text file:
Checksum for u7.BIN ==> $4DD8
Checksum for u8.BIN ==> $9D11
Checksum for u11.BIN ==> $F8F6
Checksum for u12.BIN ==> $F8BF
> Here is a small patch for the touchmaster driver
>
> This removes the pulse input on the touchscreen for the touchmaster
> drivers, making centipede returns (tm4k), breakout3k (tm3k),
> wordsearch (tm8k) and possibly other games playable do to the need for
> "dragging" the screen. An example of this is the word search game
> where it is necessary to drag from the start letter to the end to
> highlight the selection, which is not possible with a pulse input.
>
> Best regards
>
> Mike
Sent: Friday, May 15, 2009 9:13 AM
To: submit@mamedev.org
Subject: Unused Variables - second try
This is a new version of the patch, that disables some unused
variables. It fixes some warnings, that came up in an optimized build
and adds a few more things.
Sorry I forgot to mention, can you make sure the credits for this also
include jmurjr and ranger_lennier when it gets added, they paid for
part of it.
Thanks,
Smitdogg
==========
Intruder [Smitdogg]
From: Smitdogg <smitdoggjones@gmail.com>
Date: Fri, 1 May 2009 15:35:07
To: submit@mamedev.org<submit@mamedev.org>; the-dumping-union@googlegroups.com<the-dumping-union@googlegroups.com>
Subject: Intruder
Here's my dump of Intruder. Pics:
http://smitdogg.mameworld.info/pics/intruderpcb1.jpghttp://smitdogg.mameworld.info/pics/intruderpcb2.jpghttp://smitdogg.mameworld.info/pics/intruderpcb3.jpg
Romident:
01 = n01prm.6b Moon Base
= cv01-7643.2c Lunar Rescue (Model Racing bootleg)
= cv01_1.bin Space Invaders (CV Version)
= cv01_1.bin Space Invaders (SV Version)
= cv01_1.bin Space Invaders (SV Version 2)
02 = n02prm.6a Moon Base
= cv02-7643.1c Lunar Rescue (Model Racing bootleg)
= cv02_2.bin Space Invaders (CV Version)
= cv02_2.bin Space Invaders (SV Version)
= cv02_2.bin Space Invaders (SV Version 2)
la01-1 = la01 Space Laser
la02-1 = spcewarl.2 Space Laser
= spcewarl.2 Space War (Leijac Corporation)
la03-1 NO MATCH
la04-1 = la04 Space Laser
Smitdogg
New Clone Added
----------------------
Super Qix (World, Rev 2) [Stefan Lindberg]
Dumping missing SQ-IU3 mask rom and added it to the non bootleg sets. Added NO_DUMP for the B03-03 I8751 MCU and added additional documentation about the roms. Rearranged the sets and names based on known information (Stefan Lindberg, Dumping Union)
Fighters' Impact (Japan) [TH60]
Ehrgeiz (Japan) [Uki]
also fixed ROM filename in mgcldate (contents of E32-07 is the same as E32-10 in mgcldtex, but we should use correct name)
========================================================================================
I don't know who uploaded the snaps from the original pcb on the ftp, but they matches
current emulation.
New Clone Added
----------------------
Bloody Roar (Japan) [D. Alves, Smitdogg, Dumping Union]
This is more then a simple region byte change for the program roms, and of course dumped from a legit Japanese version board ;-)
- Reimplemented SPOT RAM - Tokyo Wars relied on some details not previously seen
- Fixed uninitialized RAM area that caused random sprite colors since 0.120 (thanks to Phil Bennett for debugging the problem)
- Updated Guru Readme(tm)
Help wanted:
Tokyo Wars would be fully playable but it doesn't write complete sprite lists and doesn't erase old sprite list entries on scene changes. Possibly a missing DMA function somewhere.
Aqua Jet needs the analog controls hooked up and possibly some other TLC. It accesses the keycus in a very odd way but appears to run fine and coin up without it returning anything in particular. I just don't have time right now and I didn't want to "hoard" this stuff when someone else could be making it better.
New games marked as GAME_NOT_WORKING
------------------------------------
Alpine Racer 2 (Rev. ARS2 Ver.A) [Guru]
Tokyo Wars (Rev. TW2 Ver.A) [Guru, R. Belmont, Phil Bennett]
Aqua Jet (Rev. AJ2 Ver.B) [Guru, R. Belmont, Phil Bennett]
- Changes and documentation added on how the I/O board is hooked up.
The H8/3334 based TSS-I/O board sometimes handshakes successfully in
Time Crisis 2 now but timing-related problems remain.
US AAF Mustang (TAB Austria bootleg) [Klaus Sommer]
(see http://www.hotsummer.at/guru/Mustang.JPG incase anybody wants to do a quick text mockup of the PCB for reference)
not especially interesting (mainly just minor sound program changes compared to the other bootleg) but it is a complete dump of the bootleg roms, and it documents the TAB Austria bootleg at least.
New Clone Added
-----------------
Wizard Fire (Over Sea v2.1) [Irongiant]
New set becomes the parent... renamed the old "JF" prefixed roms to JE. Added PCB location to rom name where needed and added a note about rom label prefixs.
To: submit@mamedev.org
Subject: LSHIFT/<< expression diff fix
Tafoid pointed out that it's currently impossible to use '<<' in a
cheat xml file, this fix adds an alternate LSHIFT to cheat.c and
express.c and also adds the working '>>' as an alternate RSHIFT to
express.c (not needed in cheat.c as >> parses fine)
diff file attached
To: submit@mamedev.org
Subject: megatech.c notes
I updated the megatech.c parts list with info from more carts and
fixed some errors in the notes for the rom definitions, and arranged
them in correct order. The diff is kind of messy so I included the c
file too.
Smitdogg
Sent: Monday, May 11, 2009 10:36 AM
To: submit@mamedev.org
Subject: MPU4 lamp smoothing
Lamp output in MPU4.c smoothed. Redrawing now only occurs on the peaks
of the 50Hz AC Power.
(Based on documentation from FME Forever)
(After fixing the silly beginnner C errors)
Sent: Sunday, May 10, 2009 5:41 PM
To: submit@mamedev.org
Cc: atariace@hotmail.com
Subject: [patch] Static qualifier update
Hi mamedev,
Here's my periodic static qualifier patch for MAME, mostly adding
static to new code introduced over the past couple of months.
~aa
Remember me, I sent you the Aliens ASIAN EPROM dump a few days ago?
Anyhow, I've just been repairing an original Data
East Robocop boardset and noticed that only the
PROM at 2A on the ROM board had been dumped - the
two PROMs on the CPU board were undumped. So I
desoldered those two from my boardset and dumped
them for you. They didn't have labels on them so
the attached filename dumps are made up of the
type of PROM followed by the IC location on the PCB.
I also noticed that the filename of the already
dumped PROM at 2A (which I verified okay against
mine) didn't include the PROM type, although it's mentioned here:
http://maws.mameworld.info/maws/driverinfo/dec0.c
so I renamed that file and re-sent it. Up to you
or the MAME team to decide whether to change the
name, although I guess it's no big deal, although
it makes life a bit easier for anyone repairing a
boardset and wishing to know the PROM type (the
boardset itself is screened wrong I believe - for
the PROM at 2A it's screened as MB7130, yet the
PROM used (and mentioned on the above page) is in fact an MB7124).
For further info, this is what happens when the
relevant PROMs are removed from the board (one at a time!):
MB7122E (EN-24) PROM at 17E on CPU board --
Removing this causes all text to disappear along
with the sprites and the foreground layer of the
background graphics to be absent (but the background layer is still visible)
MB7116E at 12C on CPU board -- Removing this causes all sprites to disappear
MB7124E at 12A on ROM Board (although the board
is screened as MB7130) -- Removing this causes the
display to disappear, although coining up makes
the correct text appear (and sound to play),
intro graphics appear on starting a game, then
nothing, it won't even play blind (although the
coin up sound still plays on coin insert)
There's also a PAL on the ROM board but
unfortunately it's protection fuse is of course
blown so I can't read it. Ah well.
If you need to credit me when these are
incorporated into the code, just put in my name Irongiant
Hope all this helps.
Cheers,
Phil
Sent: Sunday, May 10, 2009 1:28 AM
To: submit@mamedev.org
Subject: Save state for artmagic.c and runaway.c
I have added the save state to artmagic.c and runaway.c
Xander
> To: submit@mamedev.org
> CC: atariace@hotmail.com
> Subject: [patch] Search all rom sources for merges
> Date: Sat, 18 Apr 2009 20:32:15 -0700
>
> Hi mamedev,
>
> The logic for detecting merged roms does not check all the rom sources
> in the parent, leading to cases where roms from devices aren't
> detected as merged (e.g. ldv1000 in superdqs). This fixes it.
>
> ~aa
* jb int0,<self> loops are now broken out of if int0 comes and is taken
* externally-clocked counters only count when enabled
System 1 changes:
* hooked up 8751 properly
* removed old 8751 hacks
* shuffled Shooting Master sets
New Games Marked Working
------------------------
Choplifter (8751 315-5151)
Shooting Master (EVG, 8751 315-5159a)
New Clone Added:
--------------------
Hatris (World) [Andrew Welburn]
Also corrected the the difficulties in the dipswitches to stated "Hat Fall Velocity" and "End Line Position" as found in a scanned PDF manual.
--------------
Otenami Haiken (V2.04J) [Joerg Hartenberger]
Shanghai Sangokuhai Tougi (Ver 2.01J) [Joerg Hartenberger]
they're g-net games and the metadata is currently wrong (used ident from another game) but I'll fix it when I get sent the proper one. Both work fine.
Changed bilinear filter to use faster rgbutil.h version. It would
be even faster if the texture code downconverted to fixed-point
earlier and then used the integer values when doing the texture
lookups.
right now cvs title screen
48% main CPU
11% Memory Read
16% Memory WRITE64_HANDLER
20% User1 (Start Render->End Render)
at 8% speed
So.. main CPU and Memory Access are still the main bottlenecks, although the video rendering is significant.
Sent: Wednesday, May 06, 2009 12:01 PM
To: submit@mamedev.org
Subject: MAME Debugger
In some processors (like Z80), it is not possible to put the BPs to
0x000A, 0x000B, 0x000C, 0x000D, 0x000E with the key F9, and if it
is inserted more than 10 BP, the BP A, B, C, D, E cannot be removed
with the key F9.
Xander
Smitdogg, cricri_pingouin, incog, B. Sparks, ANY. I have some carts to
go through for the driver notes but no time today to update the
source. For these 2 carts, both pcb's are 171-5782. Shadow Dancer uses
an intel 27256 and a MASK uPD27c4000, sticker on the pcb is
837-6963-43. Streets of Rage uses TMS 27c256 and MASK uPD27c4000. pcb
sticker is 837-6963-51.
Smitdogg
Sent: Tuesday, April 28, 2009 6:20 AM
To: submit@mamedev.org
Subject: Some protection fixes for galpani2
Hi, I'm submitting a fix for the current protection emulation in
galpani2 driver, based in MAME0131.
I've modified somewhat the protection handling, geeting rid of
the need to call galpani2_mcu_run from VIDEO_UPDATE, as
that function is performed by CPU2's INT7 and it now works.
And added support for command 2, making gp2se go into
demo mode and allowing to go ingame, nice skulls! ;-)
Unfortunately, this set is still not playable because of missing
gals in the background and sometimes there's an ADDRESS
ERROR, causing a reset. Included in these changes, I added
support for MCU triggering by CPU2 .
Also:
- changed some 8 bit writes disguised as 16 bit to
AM_WRITE8 and AM_DEVWRITE8 and some
AM_WRITE(SMH_NOP)s to AM_WRITENOP.
- "crystallized" the clocks of the M68000s and OKIs,
deriving the latter from the former.
- fixed a Copy&Paste mistake I made in the previous
submission, in the sound rom mappings for galpani2/2t/2g.
- reduced the input port definition duplication by using
PORT_INCLUDE where applicable instead of defining
everything again.
- reduced the CPU#2 Code region size to the effectively
used size, and expanded the CPU#2 Backgrounds Data
region size to the maximum usable size, making it the
same for all sets.
Keep on the good work!
Regards,
Luis Faria
Special Criminal Investigation (Negro Torino hack)
I added this hack running on the original pcb. There are some changes in
the gfx of the game.
The company is the same that did Puzznic hack (again running on original
pcb). An arcade owner once told me Negro s.a.s from Turin was once the
official dealer of Taito games. I wonder if taito knew they hacked their
games ;)
Cabal (bootleg set 2) [Klaus]
this one is closer to the original sets, basically it's just a version of the game with the sound cpu pre-decrypted & split into decrypted data / encrypted data. Came from a legitimate bootleg board tho.
===============================================================================
Notice that I'm not sure about who I should properly credit for the dump (Dr. Decapitator or Decapping Project?).
New Clone Added
===============
Pit Fighter (Rev 5) [Smitdogg, The Dumping Union]
Adds Rev 5 of Pit Fighter to the driver. It works as well as the other sets ;-P
Also added correct 4megabit mask rom dumps to Rev 5 & 6.
----------------
Noraut Joker Poker [Alan Griffin]
===============================================
I don't know if he wants to be credited with his name, I guess so...
I'll also contact him for the initialize info...
It doesn't work at all the way the real hardware works and it's still
buggy as hell, but at least Kale will be able to see more than the
flat sprites.
Other people are welcome to work on something which could try to
pretend to be accurate.
=========================================================================================
Any help here is appreciated, I don't know why the gameplay looks pretty much broken,
i8085a irq bug?
New games marked as GAME_NOT_WORKING
------------------------------------
Panic Park (PNP2 Ver. A) [Guru]
If anyone wants to mess with this driver, please feel free. A few things that could use attention:
- Palette RAM is definitely not right
- The text layer isn't correct
- The I/O board now recieves a startup packet from the subcpu but doesn't send anything back, which in turn means the subcpu won't let the MIPS advance. What else does the I/O board want? It's a tiny program, shouldn't be too hard to work out.
- All the games download a giant mass of binary data through the 3D FIFO on startup. Assuming it's a DSP program, identifying what kind it's for would be nice.
* karnov.c
* kchamp.c
* kingobox.c
* klax.c
* koikoi.c
* konamigq.c
* ladyfrog.c
* liberate.c
Fixed Yellow Cab (Japan) booting, promoted to working status [Angelo Salese]
Attempted to fix colors in Koi Koi Part 2 [Angelo Salese]
Lowered DAC volume in Karate Champ from 0.50 to 0.15, it was having sound clipping problems since day one. [Angelo Salese]
(Fixed Karnov sound regression)
Note: the current code uses IPT_PADDLE. This causes the game to start with the thrust at 50%. This is not correct. The control is really a hand operated pedal.
* senjyo.c
* seta2.c
* sfkick.c
* shangha3.c
Properly hooked-up player 2 mahjong panel in mj4simai
Moved paletteram_IIBBGGRR_w() from senjyo.c to emu/video/generic.c
===================================
I'm not sure if sfkick.c memory map is 100% correct, needs double checking (it's the same on MSX MESS driver)
Also anybody is interested in rewrite senjyo.c driver from scratch? ;P
* shaolins.c
* shisen.c
* shootout.c (and cleaned-up the NMIs on coin insertions)
* sidearms.c
* sidepckt.c (merged the two per-game memory maps and moved the protection simulation hook-up to be called on DRIVER_INIT)
* skyarmy.c
* skyfox.c (and cleaned-up the NMIs on coin insertions)
* skyraid.c
* slapfght.c (also cleaned-up the ram sharing)
* slapshot.c
* spbactn.c
* spcforce.c
* spdodgeb.c
* speedspn.c
Modified my coin_insertion() function to use ASSERT & CLEAR instead of PULSE_LINE in cntsteer.c & ssozumo.c
Small region map rename for funystrp.
* groundfx.c (also fixed 00487: groundfx: It has wrong default NVRAM settings, especially about the lap number (1) and the coin/credit settings (1/2).)
* lastduel.c
* macrossp.c
* madmotor.c (also cleaned-up some video variables in it)
* mcatadv.c (also reduced a 1.0 clipping out volume setting)
* moo.c
Converted ssingles.c case of AM_READ(SMH_ROM)
sbishi is a 2 player set, it uses the 'player 3' inputs for the 2nd player.
attempting to use the inputs mapped as 'player 2' in the parent set causes the game to break in strange ways, treating that player as both player 1 and/or player 2 depending on the situation, not awarding any score etc.
this removes the broken inputs for the 2 player set and renumbers the players correctly, as they are clearly not meant to be connected in this case.