Added driver data struct to fuukifg2.c and fuukifg3.c (no save states yet due to anonymous timers)
Also, added more devices to dkong driver data (to minimize # of cputag_xxxx calls)
As a side note, now drgnbowl (one of the worst game ever) supports saves! enjoy :-P
Unfortunately, if you load a save state too early the game starts with no sound. For the moment, no SUPPORT_SAVE flag, but the game goes in my list of drivers which needs a second look. Feel free to step up and fix saves, if you like
hng64: Added alt layout for the roz, fixes Roads Edge graphics before the title screen [David Haywood]
-----Messaggio originale-----
Da: David Haywood [mailto:neohaze@nildram.co.uk]
Inviato: martedì 24 novembre 2009 16.04
A: Angelo Salese
Oggetto: Hyper 64 alt layout
here..
apply over previous
alt layout for the roz.
From David Haywood (thru IM channels):
...and added 8x8 and 16x16 tilemaps for each mode.
corrects one scene in Xrally intro, and also transition layer in fatfurwa (see squares when you press start on title screen)
(doesn't fix road edge alt tilemap mode yet)
note: includes/hng64.h added, 3d disabled in driving games.
------------------------------------
Dragon Chronicles (DC001 Ver. A) [Guru]
Netchuu Pro Yakyuu 2002 (NPY1 Ver. A) [Guru]
Soul Calibur II (SC23 Ver. A) [Guru]
Soul Calibur II (SC21 Ver. A) [Guru]
Tekken 4 (TEF3 Ver. C) [Guru]
Tekken 4 (TEF2 Ver. A) [Guru]
Tekken 4 (TEF1 Ver. A) [Guru]
Mobile Suit Z-Gundam: A.E.U.G. vs Titans (ZGA1 Ver. A) [Guru]
Capcom Fighting Jam (JAM1 Ver. A) [Guru]
Quiz and Veriety Suku Suku Inufuku 2 (IN2 Ver. A) [Guru]
Mobile Suit Z-Gundam: A.E.U.G. vs Titans DX (ZDX1 Ver. A) [Guru]
Soul Calibur III (SC31001-NA-A) [Guru]
Kinnikuman Muscle Grand Prix (KN1 Ver. A) [Guru]
Taiko No Tatsujin 9 (TK91001-NA-A) [Guru]
Tekken 5.1 (TE51 Ver. B) [Guru]
This covers the BIOSes and memory card keys. DVDs will be added later. Please credit only Guru for these games.
Added save states to 2mindril.c, ashnojoe.c, bigfghtr.c, bublbobl.c, cchance.c, champbwl.c, missb2.c
Removed use of memory_set_bankptr where possible (in the drivers above and in angelkds.c)
i.e. some Taito love :)
as usual, drivers with only save state added also have almost complete driver_data struct, but the missing items do not affect saves (generic palette/sprite ram is automatically saved)
Out of whatsnew: I also added driver_data struct to these drivers (and to bombjack.c & blktiger.c as well) BUT, as in bionicc.c, some memory pointers (spriteram, paletteram or nvram) are commented out due to use of generic handlers
Out of whatsnew: this driver also has 99% of driver data stored in the struct.
it still misses paletteram16, which currently uses a generic handler(and hence does not fit the struct approach), but I wanted save states so much for this game that I commit it anyway :-)
Side-notes (not worth mention):
* I fear we were missing a local static array in 1942 save states (now it is saved)
* I haven't found a better way to configure 1943 banks than to split the 0x4000 bank into 4 pieces. can anyone come up with a better approach?
-----Messaggio originale-----
Da: David Haywood [mailto:neohaze@nildram.co.uk]
Inviato: mercoledì 11 novembre 2009 13.38
Cc: Angelo Salese
Oggetto: Re: Slam Dunk 2
Improved video offsets for these games (they're not perfect, I think in reality they depend on layers enabled etc. but they're much improved)
apply after previous.
David Haywood wrote:
> with this I think you can mark it as working
>
> - added a workaround for it not enabling the display (tied to the
> type4/rushing heroes hack we already have)
> - fixed rom loading for other sets (also swapped the data roms on
> vsnet around so that the load positions match up with the working
> games)
> - moved most of machine/konamigx.c to video/konamigx.c (mixer code
> etc.) left the protection related code in machine/konamigx.c
>
> note, you'll need to DELETE machine/konamigx.h from svn and ADD
> includes/konamigx.h to it.
>
- Renamed driver to igs011.c and cleaned it up
- Renamed some sets according to chinese title
- Implemented hopper in lhb, lhb2, wlcc
- Decrypted ryukobou
New clones added
----------------
Mahjong Ryukobou (Japan, V030J) [Luca Elia, Guru, Dyq, Bnathan]
New games marked as GAME_NOT_WORKING
------------------------------------
Mahjong Nenrikishu SP [Guru, Dyq, Bnathan]
- Merged in some IGS031 based games (igs_m68.c, tarzan.c)
- Implemented tiles flip x and video disable
- Added hopper simulation to mgcs
- Decrypted mgdh
Almost complete decryption of starzan and tarzana [iq_132]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Mahjong Super Da Man Guan II [Luca Elia, Pierpaolo Prazzoli, Guru, Xing Xing]
Mahjong Man Guan Da Heng [Luca Elia, Guru, The Dumping Union]
New clones added
----------------
Tarzan (V107) (not working) [iq_132]
New games marked as GAME_NOT_WORKING
------------------------------------
Super Tarzan [f205v, Mirko Buffoni, iq_132]
------------------------------------
Miracle Derby - Ascot [Stefan Lindberg, David Haywood]
Date: Thu, 22 Oct 2009 19:03:48 +0100
From: David Haywood <neohaze@nildram.co.uk>
CC: Philip Bennett <p.j.bennett@gmail.com>
Subject: Re: Miracle Derby
Well here is some initial rom loading, gfx decode, palette decode.
I haven't mapped the CPUs yet, but I imagine it will end up using mostly
the home data code in the end (although that seems to have game specific
code for a lot of games anyway, so there are probably some issues with
that driver)
You can check this in for now, and it can be returned to later.
Types are pretty much unified now.
Multiply operations are handled by eminline.h.
Divide operations were just silly in macros.
64/32-bit combination/extraction macros moved to osdcomm.h and renamed.
Also fixed compile errors in recent 68k changes.