Commit Graph

776 Commits

Author SHA1 Message Date
Angelo Salese
2f0d3d3d25 Replaced Stocker dump with a good set [Kevin Eshbach]
Hooked up default NVRAM for Golly Ghost / Bubble Trouble [David Haywood]

clones
---
Moon Base (set 2) [jmurjr, D. Maeby, Charles MacDonald, The Dumping Union]
Vapor Trail - Hyper Offence Formation (World revision 3?) [f205v, Tirino73]
Cherry Bonus III (alt, set 2) [Anonymous]


new NOT WORKING games
---------------------
Lucky Boy / Poker 72 [David Haywood]
2010-03-28 19:53:10 +00:00
Fabio Priuli
b7d6cf77c1 metro.c: added driver data class [Fabio Priuli]
vmetal: added driver data class and save states [Fabio Priuli]

no save states in metro.c (yet) because some games like 3kokushi have serious glitches when loading a state. any help is welcome...
2010-03-17 16:38:26 +00:00
Fabio Priuli
47a1fe17f8 spc700.c: Added save states [Fabio Priuli]
snes.c: Updated the snes sound device to use device handlers, to store its internals in a struct, and to save them [Fabio Priuli]
2010-03-17 09:33:15 +00:00
Fabio Priuli
462128d7a8 Added driver data class and save states to: paradise.c, pasha2.c and pbaction.c
Enabled saves states in pass.c (everything was already saved)
2010-03-16 07:53:12 +00:00
Roberto Fresca
1388839de7 More improvements to Funworld driver. [Roberto Fresca]
* Reworked button-lamps layouts per game. Cleaned-up the code.
 * Added specific button-lamps layout for bigdeal games.
 * Added specific button-lamps layout for royalcrd & jolycdit,
    but there is a bug in the d-up select code that lights the
    wrong lamp. This is a leftover from jollycrd routines.
 * Flagged vegasfte as GAME_NOT_WORKING, since is not receiving
    any coins or remote credits anymore.
2010-03-16 01:51:08 +00:00
Angelo Salese
8a376dc6e6 Added default NVRAM for Namco FL games and some Namco System 2 games [David Haywood] 2010-03-15 19:13:44 +00:00
Curt Coder
5826c45ea4 Imported Z80 DART and Z80 STI from MESS. (no whatsnew) 2010-03-08 16:47:53 +00:00
Roberto Fresca
f84bb3da43 New driver for Five Clown, from IGS. This is a dual 6502 system
with CRT controller, AY8910 and OKI M6295. Main program, graphics
and sound samples are encrypted. [Roberto Fresca, Grull Osgo]

 - Hooked both 6502 CPU's.
 - Hooked the M6845 CRT.
 - Decrypted main program and bulk GFX.
 - Decoded GFX and color PROM.
 - Hooked both PIA's 6821.
 - Worked inputs from the scratch.
 - Hooked DIP Switches banks 2 & 4.
 - Hooked proper interrupts for audio CPU.
 - Hooked the AY8910 latches...
 - Hooked the OKI6295.
 - Hooked DIP switches ports $C400 & $CC00.
 - Found the sound samples decryption algorithm.
 - Added NVRAM support.
 - Added a complete PCB layout.
 - Added game notes.
 - Added technical notes.


New games added or promoted from NOT_WORKING status
---------------------------------------------------
Five Clown (english) [Roberto Fresca, Grull Osgo]
Five Clown (spanish hack) [Roberto Fresca, Grull Osgo]
2010-03-08 05:23:44 +00:00
Angelo Salese
e65d75cfee Merged kingdrby.c and cowrace.c drivers [Angelo Salese] 2010-03-02 20:37:30 +00:00
Angelo Salese
8ba44d6bad new NOT WORKING
---------------

Royal Gum [Siftware]
2010-03-02 19:57:37 +00:00
R. Belmont
beeffeb5e7 Add MAME-ified version of SoftFloat library [John R. Hauser]
As previously discussed, this will be used for the MC680x0 FPU in 
order to handle high-precision floats portably.  The license is 
included in README.txt and is MAME compatible.
2010-03-02 04:26:48 +00:00
Fabio Priuli
19723cecd0 Added driver_data class and save states to the following drivers: oneshot.c, onetwo.c, orbit.c, othello.c and othldrby.c
Added driver_data class to the following drivers: nemesis.c and nyny.c
2010-03-01 09:10:49 +00:00
Fabio Priuli
bb91514d13 Added missing files from rev.8444 2010-03-01 05:39:34 +00:00
Fabio Priuli
745d7c0f68 Added driver_data class and save states to the following drivers: backfire.c, boogwing.c, cbuster.c, cninja.c, dassault.c, dblewing.c, deco156.c, rohga.c, simpl156.c [Fabio Priuli]
and yes, this completes driver data class for all the deco16ic drivers ;)
2010-02-25 21:17:06 +00:00
Fabio Priuli
ef97820c1b Renamed decodev->deco16ic [Fabio Priuli]
Added driver data class to funkyjet.c [Fabio Priuli]

Added driver data class and save states to vaportra.c and tumbleb.c [Fabio Priuli]
2010-02-25 16:21:27 +00:00
Fabio Priuli
acf08c5b70 Made deco32.c independent of deco16ic.c (it only needed a drawing routine) and removed deco16ic.c now that it is not needed anymore [Fabio Priuli] 2010-02-25 13:11:59 +00:00
stephh
56c1f02268 wardner, wardnerj, pyros (wardner.c driver) :
- Fixed Dip Switches and Inputs (after verification of the Z80 code)
2010-02-25 10:51:37 +00:00
Fabio Priuli
9c435fdb38 Implemented device version of the deco16ic tilemap chip [Fabio Priuli]
Converted backfire.c, boogwing.c, dietgo.c, mirage.c, pktgaldx.c, simpl156.c, supbtime.c, tumblep.c to use the device-fied video chips [Fabio Priuli]

Added driver data struct and save states to the following drivers: dietgo.c, mirage.c, pktgaldx.c, supbtime.c and tumblep.c [Fabio Priuli]


side note: the device-fied code (currently included in video/decodev.c) still needs various refinements, but I will clean it up after all the drivers have been converted.
2010-02-25 00:33:25 +00:00
Fabio Priuli
a47eb26d5b Added driver_data struct and save states to the following drivers: matmania.c, metlclsh.c, mexico86.c, mouser.c, mrflea.c, mrjong.c, munchmo.c and mwarr.c
Added driver_data struct to the following drivers: mgolf.c, minivadr.c, mosaic.c and mrdo.c

Enabled save states to mugsmash.c (everything was already saved)
2010-02-23 19:18:49 +00:00
Fabio Priuli
02ef38f4bd forgotten headers 2010-02-21 00:37:26 +00:00
Fabio Priuli
c34df5727c Added driver_data struct and save states to the following drivers: madmotor.c, mazerbla.c, mikie.c, mjsister.c, mogura.c, mole.c and momoko.c 2010-02-20 17:44:46 +00:00
Fabio Priuli
9ec77c765d es5506.c: added save state to both ES5505 and ES5506 [Fabio Priuli]
added driver_data struct and save states to the following drivers: attckufo.c, m79amb.c, macrossp.c, marinedt.c, markham.c, mayumi.c and mcatadv.c
2010-02-20 12:09:42 +00:00
Dirk Best
1ad1e26df8 Moved ins8154 emulation from MESS to MAME, needed by future drivers 2010-02-20 02:57:56 +00:00
Fabio Priuli
3a7a4dfe3c skyfox.c: added driver data struct and save states [Fabio Priuli] 2010-02-18 18:24:51 +00:00
Fabio Priuli
1fd0720ac2 hexa: merged the remaining code into arkanoid.c 2010-02-18 18:23:58 +00:00
Scott Stone
784e015f66 Preliminary merging of hexa.c into the arkanoid.c driver.
Comments:  Further cleaning up of code and merging is possible as the includes/hexa.c and video/hexa.c haven't been merged at all and still exist.
2010-02-17 22:38:21 +00:00
Fabio Priuli
f26c5bf115 attckufo: Imported MOS6560 device emulation from MESS and removed the existent custom audio/video emulation [Fabio Priuli] 2010-02-17 17:07:06 +00:00
Angelo Salese
fd0f63de72 new working
-----------

Uncle Poo [Team Europe, Dumping Union, René Single, David Haywood, Angelo Salese]
2010-02-14 22:56:03 +00:00
Couriersud
f529fad8b3 Move functions from sdlclip.c to sdlos_*
- X11 clipboard code will now be compiled and will honor -DNO_X11
2010-02-12 21:21:42 +00:00
Miodrag Milanovic
0a6b13608d - Moved natural keyboard support from MESS to MAME
- Moved OSD file functions and clipboard access functions into OSD core
2010-02-12 15:40:11 +00:00
Couriersud
0898987bc3 Internal debugger using the mame rendering infrastructure
- added support for arbitrary number of containers for render_target
- added command-line parameter -debug_internal (-di) to use the internal debugger when in debug mode
- internal debugger supports all views except memory view
- added "Debug" view to layout/vertical.lay to create more place for debug views in vertical games.

The colors are ugly. Font rendering needs improvement. There are no shortcut keys right now. There is still a lot of room for more improvements.
However, it works and does not depend on any ui toolkit. The interface has been designed to support displaying views programmatically e.g. from the ui. 

Currently, the ui render target is used. In order to support views being displayed in separate windows further changes are needed:
- the osd layer must support creating and closing windows (render targets) on demand.
- There must be a mode for render targets where their bounds follows the window size - Currently the render target size depends on the aspect of currently selected "artwork" view.
- Render target needs a name property.

Short HowTo:

- Start MAME with "-debug -di"
- Console, register and disasm views will be shown. Place them by dragging the view on the title bar.
- Views can be resized by dragging the bottom-right yellow square.
- The view having the focus has a green background title bar.
- Hit "Tab" (IPT_UI_CONFIGURE) to show the menu.
- Console and disasm views support a very simple facility to support entering commands and addresses. Just start typing. Hit "enter" when finished.
2010-02-11 23:59:36 +00:00
Roberto Fresca
0f5caa3cfb New driver for Sigma B52 system.
ACRTC implementation is a bit hacky due to its preliminary emulation status.


New games marked as GAME_NOT_WORKING
------------------------------------
Joker's Wild (B52 system, set 1) [Roberto Fresca, Tomasz Slanina, Gerald Vanderick]
Joker's Wild (B52 system, set 2) [Roberto Fresca, Tomasz Slanina]
Joker's Wild (B52 system, Harrah's GFX) [Roberto Fresca, Tomasz Slanina, Gerald Vanderick]
2010-02-07 06:08:58 +00:00
R. Belmont
49e9851b24 Add and hook up ZOOM ZSG-2 skeleton [Olivier Galibert]
Doesn't do much at the moment, but the increase in documentation value is
significant (we're documenting the sample compression format, for one thing).
2010-02-07 04:59:42 +00:00
Scott Stone
1aa3fa6dcd Source Cleanup: Setname fixes and other minor changes - Drivers starting with D (part 1). 2010-02-04 18:59:33 +00:00
R. Belmont
01efae2c12 Preliminary Panasonic MN10200 CPU core and Taito ZOOM ZSG-1 sound system [Olivier Galibert]
---

This is just stage one of converting OG's stuff, please do not touch any 
of it yet.  Next up is the skeleton of the ZOOM chip, finishing up 
the missing bits of the CPU core (the interrupt controller and timers), and
debugging the results.
2010-02-04 05:20:18 +00:00
Roberto Fresca
7b22bc982c Improvements to Treasure Island:
- Added proper inputs.
 - Added coin/keyin/keyout/payout counters.
 - Limited the bet and coin pulses to avoid repeats and coin jams.
 - Added complete coinage and keyin DIP switches.
 - Added main game and double-up rates DIP switches.
 - Added minimum bet DIP switches.
 - Added maximum bet DIP switches.
 - Added main game and double-up limit DIP switches.
 - Added payout mode and auto take DIP switches.
 - Added DIP locations as seen in the settings mode.
 - Added demo sounds DIP switch.
 - Created proper button-lamps layout.
 - Added technical notes.
 - Some clean-ups...

(promoted from not working status....)

New games added or promoted from NOT_WORKING status
---------------------------------------------------
Treasure Island (Subsino) [Team Europe, Dumping Union, Angelo Salese, David Haywood, Roberto Fresca]
2010-02-03 07:25:49 +00:00
Angelo Salese
a165af4b1b new not working
----------------

Neptune's Pearls 2 [Tomasz Slanina]
2010-01-31 22:57:10 +00:00
Fabio Priuli
eac9b402ba Forgot to remove a file 2010-01-31 18:38:13 +00:00
Fabio Priuli
5f458ac103 Sega misc wip:
- split dependences of system16 games from bootleg ones
- moved some .h files to includes/
- removed some unneeded include
- removed some dead code
- added driver data struct to segahang.c, segaorun.c, segas16a.c, sega16b.c, segas18.c, segaxbd.c & segaybd.c
- added save states to segas16a.c


Side notes: 
* save states for other drivers do not work atm due to timer issues and/or missing item registrations in video/segaic16.c
* next, I'm going to see if bootlegs can be cleaned up a bit and if some segaic16 components can be device-fied
2010-01-31 18:07:57 +00:00
Roberto Fresca
e717512127 Moved HD63484 ACRTC device from mame/video to emu/video. 2010-01-26 07:46:49 +00:00
Angelo Salese
ab0df04b93 new not working
----------------

Pinkiri 8 [Gyrovision, Smitdogg, The Dumping Union]
2010-01-23 12:07:53 +00:00
Couriersud
10bee5ce78 The return of the "misc"
- Added sdlmisc_<targetos>.c again. This was necessary since
  certain tools create stubs for e.g. osd_break_into_debugger.
  If we do not have this in a separate file, the link stage may
  break.
- Applied OS/2 patch [Credit: KO Myung-Hun]
- Cleaned up #includes. Removed stdlib.h were possible.
- More malloc to osd_malloc rename.
- SDL monitor modes are read now when they are needed. This is now consistent across platforms.
2010-01-21 22:54:49 +00:00
mariuszw1
8683a494e9 New games marked as NOT_WORKING
-------------------------------
Penguin Adventure (bootleg) [Mariusz Wojcieszek]

Game is playable, but coin system is missing, so I left NOT_WORKING flag.
2010-01-20 22:15:23 +00:00
Phil Bennett
1227bbfd0c Converted the following drivers to use a driver_data structure: [Atari Ace]
bigstrkb, mugsmash, pass, sbugger, sderby, shadfrce, shootout,
silkroad, spbactn, sslam, stlforce, taitojc, tunhunt,
welltris, wwfsstar, xyonix


---------- Forwarded message ----------
From: Atari Ace <atari_ace@verizon.net>
Date: Fri, Jan 15, 2010 at 4:21 PM
Subject: [patch] [resubmit] More driver_data conversions
To: submit@mamedev.org
Cc: atariace@hotmail.com


Another driver_data patch, this one converting the following drivers
(same as last submission, minus taitoair):

bigstrkb, mugsmash, pass, sbugger, sderby, shadfrce, shootout,
silkroad, spbactn, sslam, stlforce, taitojc, tunhunt,
welltris, wwfsstar, xyonix

~aa
2010-01-17 21:56:15 +00:00
Phil Bennett
51f56f0eb6 Missed a file 2010-01-17 16:49:39 +00:00
Phil Bennett
2860295205 New games added or promoted from NOT_WORKING
--------------------------------------------
F-15 Strike Eagle (2 sets) [Phil Bennett]
Battle of the Solar System (rev. 1.1) [Phil Bennett]
Tank Battle (prototype rev. 4/21/92) [Phil Bennett]


Added Am29000 CPU core [Phil Bennett]
2010-01-17 16:21:57 +00:00
Roberto Fresca
51d5cf69e3 Properties were screwed-up... 2010-01-17 02:13:35 +00:00
Roberto Fresca
4a6e0d1c3c Improvements to subsino.c
(general):

 - Lowered CPU clock to 1.5 MHz.
 - Reworked former inputs.
 - Added specific game and technical notes.
 - Added lamps support.
 - Cleaned-up a bit the driver.

 Victor 5:

 - Mapped the M6295 but commented out due to missing sample roms.
 - Added keyin, keyout, payout, stats and settings inputs.
 - Added coin/keyin/keyout counters.
 - Limited the bet and coin pulses to avoid repeats and coin jams.
 - Added complete coinage and keyin DIP switches.
 - Added main game and double-up rates DIP switches.
 - Added minimum bet DIP switches.
 - Added maximum bet DIP switches.
 - Added attract music DIP switch.
 - Added button-lamps layout.

 Victor 21:

 - Mapped the M6295 but commented out due to missing sample roms.
 - Added bet x10, keyin, keyout, stats and settings inputs.
 - Added coin/keyin/keyout/payout counters.
 - Limited the bet and coin pulses to avoid repeats and coin jams.
 - Added complete coinage and keyin DIP switches.
 - Added main game rate DIP switches.
 - Added minimum bet DIP switches.
 - Added attract music DIP switch.
 - Added button-lamps layout.

 Poker Carnival (crsbingo):

 - Added change card, keyin, keyout, stats and settings inputs.
 - Added coin/keyin/keyout/payout counters.
 - Limited the bet and coin pulses to avoid repeats and coin jams.
 - Added complete coinage and keyin DIP switches.
 - Added double-up rate DIP switches.
 - Added minimum bet DIP switches.
 - Added maximum bet DIP switches.
 - Added cards graphics DIP switches.
 - Added double-up type DIP switches.
 - Added button-lamps layout.

 Super Rider, Super Moto:

 - Added stats and settings inputs.
 - Added coin counters.
 - Added main game and double-up rates DIP switches.
 - Added double-up and control type DIP switches.
 - Added coinage and demo sounds DIP switches.
 - Added button-lamps layout.

 Shark Party:

 - Added stats and settings inputs.
 - Added coin counters.
 - Added main game and double-up rates DIP switches.
 - Added double-up, coinage and demo sounds DIP switches.
 - Added button-lamps layout.
2010-01-17 02:03:49 +00:00
R. Belmont
cfa1a02096 Add SDLMAME keymaps (no whatsnew) 2010-01-16 14:40:50 +00:00
Phil Bennett
5758be57e9 New games marked as GAME_NOT_WORKING
------------------------------------
King Tut (Australia) [David Haywood]
Money Bank (Australia) [David Haywood]
2010-01-16 11:30:32 +00:00
Ryan Holtz
8d183da738 Added a mostly-complete SunPlus u'nSP core based on the one in Segher's "Unununium". [Harmony] 2010-01-14 05:35:34 +00:00
R. Belmont
b53bb2c6ac SDLMAME initial import [R. Belmont, Couriersud] 2010-01-13 04:01:20 +00:00
Aaron Giles
4498faacd9 First round of an attempted cleanup of header files in the system.
- Created new central header "emu.h"; this should be included
    by pretty much any driver or device as the first include. This
    file in turn includes pretty much everything a driver or device
    will need, minus any other devices it references. Note that
    emu.h should *never* be included by another header file.
 - Updated all files in the core (src/emu) to use emu.h.
 - Removed a ton of redundant and poorly-tracked header includes
    from within other header files.
 - Temporarily changed driver.h to map to emu.h until we update
    files outside of the core.

Added class wrapper around tagmap so it can be directly included
and accessed within objects that need it. Updated all users to
embed tagmap objects and changed them to call through the class.

Added nicer functions for finding devices, ports, and regions in
a machine:

   machine->device("tag") -- return the named device, or NULL
   machine->port("tag") -- return the named port, or NULL
   machine->region("tag"[, &length[, &flags]]) -- return the
      named region and optionally its length and flags
      
Made the device tag an astring. This required touching a lot of 
code that printed the device to explicitly fetch the C-string
from it. (Thank you gcc for flagging that issue!)
2010-01-10 00:29:26 +00:00
Fabio Priuli
cbfecc9d6b Added driver data struct + save states to darius.c & othunder.c
Added driver data struct to ninjaw.c, slapshot.c, warriorb.c, wgp.c

There is still some TC0100SCN issue when reloading, which corrupts tilemap2, hence no save states in the latter drivers atm
2010-01-09 08:36:34 +00:00
Aaron Giles
ab68710ce5 Oops, forgot these files. 2010-01-08 06:11:00 +00:00
Aaron Giles
91a1b8d634 NOTE: This change requires two new osd functions: osd_malloc() and
osd_free(). They take the same parameters as malloc() and free().

Renamed mamecore.h -> emucore.h.

New C++-aware memory manager, implemented in emualloc.*. This is a
simple manager that allows you to add any type of object to a
resource pool. Most commonly, allocated objects are added, and so
a set of allocation macros is provided to allow you to manage
objects in a particular pool:

  pool_alloc(p, t) = allocate object of type 't' and add to pool 'p'
  pool_alloc_clear(p, t) = same as above, but clear the memory first
  pool_alloc_array(p, t, c) = allocate an array of 'c' objects of type
                              't' and add to pool 'p'
  pool_alloc_array_clear(p, t, c) = same, but with clearing
  pool_free(p, v) = free object 'v' and remove it from the pool

Note that pool_alloc[_clear] is roughly equivalent to "new t" and
pool_alloc_array[_clear] is roughly equivalent to "new t[c]". Also
note that pool_free works for single objects and arrays.

There is a single global_resource_pool defined which should be used
for any global allocations. It has equivalent macros to the pool_*
macros above that automatically target the global pool.

In addition, the memory module defines global new/delete overrides
that access file and line number parameters so that allocations can
be tracked. Currently this tracking is only done if MAME_DEBUG is
enabled. In debug builds, any unfreed memory will be printed at
the end of the session.

emualloc.h also has #defines to disable malloc/free/realloc/calloc.
Since emualloc.h is included by emucore.h, this means pretty much
all code within the emulator is forced to use the new allocators.
Although straight new/delete do work, their use is discouraged, as
any allocations made with them will not be tracked.

Changed the familar auto_alloc_* macros to map to the resource pool
model described above. The running_machine is now a class and contains
a resource pool which is automatically destructed upon deletion. If
you are a driver writer, all your allocations should be done with
auto_alloc_*.

Changed all drivers and files in the core using malloc/realloc or the 
old alloc_*_or_die macros to use (preferably) the auto_alloc_* macros 
instead, or the global_alloc_* macros if necessary.

Added simple C++ wrappers for astring and bitmap_t, as these need
proper constructors/destructors to be used for auto_alloc_astring and
auto_alloc_bitmap.

Removed references to the winalloc prefix file. Most of its 
functionality has moved into the core, save for the guard page 
allocations, which are now implemented in osd_alloc and osd_free.
2010-01-08 06:05:29 +00:00
Fabio Priuli
3b7a8c389c Misc Taito wip:
* added driver data struct to taito_l.c & opwolf.c

* added driver data struct + save states to asuka.c (cadash was not supporting saves), rainbow.c, rastan.c, taito_f2.c, taito_h.c, taito_o.c, taito_z.c, topspeed.c & volfied.c

not worth mentions:
* renamed a couple of megablst clones for consistency (as per stephh's remark)
* slightly changed tnzs RAM/ROM banks behaviour to avoid writes on ROM banks
2010-01-07 22:32:22 +00:00
Fabio Priuli
10b94ff0a7 added driver data struct to taitoair.c and taito_b.c
more taito drivers will follow...
2010-01-07 07:30:37 +00:00
Phil Bennett
5be4dc8d54 Added some missing header declarations and static qualifiers. Added validity.h to the core for consistency as well as an explicit foo.h in each foo.c. [Atari Ace]
---------- Forwarded message ----------
From: Atari Ace <atari_ace@verizon.net>

Date: Sat, Dec 26, 2009 at 5:01 PM
Subject: [patch] Header/static cleanups
To: submit@mamedev.org
Cc: atariace@hotmail.com

- Hide quoted text -
Hi mamedev,

This patch add some missing header declarations and static qualifiers,
and adjusts a few names.  In the core, it adds validity.h for
consistency as well as an explicit foo.h in each foo.c.

~aa
2010-01-06 21:09:25 +00:00
Phil Bennett
f7e0c31d80 Metal Maniax improvements [Phil Bennett/luigi30]
* Fixed frame buffer display
* Started to add the other CPUs
* Added PCB layouts for layers 1 and 2
2010-01-06 20:37:21 +00:00
Fabio Priuli
2336b51f2f Forgot to commit these:
- added driver data struct & save states to gradius3.c
2010-01-06 11:38:48 +00:00
Fabio Priuli
005ca1d374 misc Konami wip:
* moved a few routines (used for sorting graphics layers) to konicdev.c since they are shared by several drivers

* added driver data struct to ajax.c and aliens.c

* added driver data struct + save states to: asterix.c, bishi.c, blockhl.c, bottom9.c, chqflag.c, crimfght.c, dbz.c,
gbusters.c, gijoe.c, lethal.c, mainevt.c, moo.c, overdriv.c, parodius.c, 
rollerg.c, rungun.c, simpsons.c, spy.c, surpratk.c, tail2nos.c, thunderx.c, 
tmnt.c, ultraman.c, vendetta.c, xexex.c and xmen.c

* updated some Konami drivers above to separately allocate palette/extra/work RAM instead of appending them to maincpu ROM; also, reduced maincpu rom regions where appropriate

* replaced memory_set_bankptr with memory_set_bank where necessary
2010-01-05 23:24:07 +00:00
Angelo Salese
e0b72fd796 new not working
---------------

Monza GP [Tomasz Slanina]

================================

roms at current/m/monzagp.zip
2010-01-04 19:37:50 +00:00
Angelo Salese
113e36effd new not working
---------------

Vega [David Haywood]

================================

roms at current/v/vega.zip
2010-01-04 16:40:47 +00:00
Phil Bennett
aba256db9a Converted the goldstar, liberate, sidearms and sidepckt drivers to use driver_data [Atari Ace]
---------- Forwarded message ----------
From: Atari Ace <atari_ace@verizon.net>
Date: Fri, Jan 1, 2010 at 5:27 PM
Subject: [patch][resubmit] Convert goldstar/liberate/sidearms/sidepckt
to use driver_data
To: submit@mamedev.org
Cc: atariace@hotmail.com


Hi mamedev,

This is a resubmit of my last driver_data patch.  It should be
non-controversial, although it contains some additional whitespace
cleanup in the affected files.

~aa
2010-01-03 17:03:27 +00:00
Aaron Giles
09d0cb8e12 Rename taiicdev.* -> taitoic.* 2009-12-30 03:28:44 +00:00
Aaron Giles
c05d24eb38 Delete old taitoic.* 2009-12-30 03:26:48 +00:00
Ryan Holtz
dc8b59fa8d Optimized RDP implementation further with more flattened branches. [Harmony] 2009-12-28 10:34:33 +00:00
Angelo Salese
c91275ca17 new clones
-----------

Spark Man (v 2.0, set 2) [Stefan Lindberg] (Not Working)


New not working
---------------

Race Drivin' Panorama
Metal Maniax
2009-12-28 00:49:59 +00:00
Aaron Giles
86a9e3e217 Rename eepromdev.c/h back to eeprom.c/h 2009-12-27 23:20:05 +00:00
Aaron Giles
ccc24c02f1 Remove old eeprom implementation. 2009-12-27 23:11:58 +00:00
Fabio Priuli
479c405c79 Misc Taito stuff:
* split I/O devices from video ones
* converted all taito drivers to use these I/O devices
* removed old I/O code from taitoic.c
* added preliminary tc0180vcu video device
2009-12-27 22:14:54 +00:00
Fabio Priuli
53f2a873a2 Added preliminary device version of Konami video ICs used in PowerPC games (001005, 001006, 001604 and 037122).
Added preliminary device version of Taito custom video ICs.
2009-12-26 02:02:17 +00:00
Angelo Salese
f64aa7e017 Basic driver for Cycle Mahbou 2009-12-24 17:17:17 +00:00
Fabio Priuli
b99e364eae Split ADC1038, Konami 033906 and Konami 056230 emulation from gticlub.c and konppc.c. Also, converted them to be devices and updated PPC Konami games to use the new code
Just out of curiosity: did sscope/sscope2 ever pass through the initial hw checks or did they regressed at some point?
2009-12-24 11:38:43 +00:00
Aaron Giles
79b8f09ad8 From: Samuele Zannoli <samuele.zannoli@sparkbio.it>
Date: Tue, Dec 22, 2009 at 11:57 AM
Subject: Core for PIC 16c62x series of processors
To: submit@mamedev.org


Hello,
         this patch contains a core for the PIC 16c62x series of processors.

It has been made starting from the pic16c5x that is already present.
This version stil misses the various internal devices, however the
opcodes and i/o ports work, and it is enough to run the emulation of
the security pics used with the gd-roms.

Bye,
       Samuele Zannoli
2009-12-23 18:01:49 +00:00
Fabio Priuli
ff7213f6f1 Added save states to ics2115 sound device
Added driver data struct and save states to psikyo.c and pgm.c

Added driver data struct to psikyo4.c and psikyosh.c
2009-12-22 14:49:27 +00:00
Ryan Holtz
9f1f17d6cd Forgot a few files. 2009-12-20 20:34:01 +00:00
Ryan Holtz
7ab8a6d8f6 More RDP optimization through branch flattening. [Harmony] 2009-12-20 20:12:04 +00:00
Ryan Holtz
d47b36dae1 Optimized N64 RDP renderer by using function pointers to function variants that eliminate costly branches. [Harmony] 2009-12-20 01:10:21 +00:00
Ryan Holtz
f9045e7268 [RSP] Preliminary RSP recompiler, with all vector ops stubbed out to C functions for now. [Harmony] 2009-12-16 23:26:58 +00:00
Fabio Priuli
dc96a004e6 some more Konami work (again):
* fixed 053936 init which was giving problems to f1gp2 (in debug build only, apparently)

* removed banptr preventing proper save states in rockrage.c: now save works fine

* added driver data struct and saves states to f1gp.c, fastlane.c, flkatck.c, hcastle.c, labyrunr.c and suprslam.c
2009-12-16 21:59:36 +00:00
Fabio Priuli
334c553890 some more Konami wip:
* fixed 056832 device start order to avoid wrong settings for layer 0. updated asterix.c and moo.c to use the device implementation now that it's working correctly.

* added driver data struct to 88games.c, combatsc.c and rockrage.c

* added driver data struct and save states to battlnts.c, bladestl.c, crshrace.c and contra.c

* renamed combasc to combatsc now that clones can have longer names
2009-12-16 10:47:22 +00:00
Fabio Priuli
f2a4c06f27 Misc Konami updates:
* moved k056800 sound device to emu/sound and removed the old code (mame/machine/konamiic.c )
* updated gticlub.c, hornet.c, nwk-tr.c, ultrsprt.c and zr107.c to use this implementation
* fixed various small (and not so small) problems in konicdev.c
* as a result Konami 007342, 007420, 052109, 052160 and 051316 devices are now working and 88games.c, battlnts.c, bladestl.c and rockrage.c have been updated to use them
2009-12-14 17:58:20 +00:00
Fabio Priuli
bf07322216 Added preliminary device versions of all the Konami custom ICs currently emulated in machine/konamiic.c and video/konamiic.c.
In particular, device-fied Konami 007121, 051733 and 053251 work fine and combatsc.c, contra.c, crshrace.c, f1gp.c, fastlane.c, flkatck.c, hcastle.c, labyrunr.c and suprslam.c have been converted to use the new code.


Side notes: 
* chips which have their own tilemap in MAME (e.g. 056832 and 052109) are not working yet, and other chips cannot be fully tested because they're used together with these... it's still wip
* some cleanup is in order (especially for interfaces), once I get the remaining chips to working state
* converting the drivers above, I noticed that f1gp2 was only using half of the k053936 regs: this is now fixed and, even if I don't know of any visible improvements, now there are definitely less unmapped writes logged by the debugger ;)
2009-12-14 01:32:51 +00:00
Fabio Priuli
d8e3212c7b Added driver data struct to 8080bw.c and mw8080bw.c. Also merged the .h files. 2009-12-14 01:17:45 +00:00
Fabio Priuli
8bdb970d1d Made MB14241 Shifter IC a device and moved its source to emu/machine. Updated mw8080bw.c and 8080bw.c accordingly. Also converted fgoal.c to use this implementation in place of its own version. 2009-12-13 12:03:51 +00:00
Fabio Priuli
4d2eba9882 Added TILE_GET_INFO_DEVICE macro to tilemap.c
Added driver data struct and save states to malzak.c
2009-12-13 11:59:35 +00:00
Fabio Priuli
30e421aac2 Added driver data struct to cvs.c
Added driver data struct and save states to: cbasebal.c, chinsan.c, mitchell.c and quasar.c


Not to be mentioned: I also removed use of memory_set_bankptr from CPS1 sound banking and renamed a couple of rallyx.c constants to be less generic
2009-12-12 19:03:40 +00:00
Fabio Priuli
9ccef5fb60 Imported SAA5050 emulation from MESS and made it a device. Updated malzak.c to use it, removing the almost identical implementation in the driver.
Out of whatsnew: Unfortunately, I was unable to make both malzak and p2000t (in MESS) to work without a small kludge, clearly documented in the source. I plan to further investigating the problem once I manage to merge the other 505x variants (later)
2009-12-12 18:22:43 +00:00
Fabio Priuli
66f8650aac misc small updates:
* added saves to 6522via.c. this fixes problems of gameplan.c and trvquest.c games with -autosave
* added driver data struct and save states to toratora.c and sf.c
* enable GAME_SUPPORTS_SAVE flag to dday.c because some of the core changes have fixed the sound problem at loading
* added a couple of comments about header inclusions
2009-12-11 23:59:11 +00:00
Fabio Priuli
72d156a858 of course, you could not compile without these files ;) 2009-12-11 10:54:02 +00:00
Fabio Priuli
dcd164adc7 Converted Signetics 2636 video chip to be a MAME device and updated drivers using it accordingly
Also, added driver data struct and save states to laserbas.c, laserbat.c, lastfght.c, lazercmd.c and lemmings.c

Finally, added driver data struct to lasso.c
2009-12-11 01:34:38 +00:00
Fabio Priuli
4a396461b3 Added driver data struct and save states to the following drivers:
ladybug.c, ladyfrog.c, lastduel.c, lwings.c, redclash.c and yunsung8.c
2009-12-10 14:22:37 +00:00
Fabio Priuli
637085584b Added driver data struct and save states to the following drivers:
kangaroo.c, karnov.c, kchamp.c, kickgoal.c, kingobox.c, kncljoe.c, koikoi.c, kopunch.c, ksayakyu.c and kyugo.c
2009-12-09 23:42:28 +00:00
Fabio Priuli
3781da05a5 Added driver data struct and save states to jack.c 2009-12-09 14:10:54 +00:00
Fabio Priuli
eb9e1e53e5 Added common driver data struct to timeplt.c, tutankhm.c, junofrst.c, pooyan.c, rallyx.c and rocnrope.c (these drivers all use audio/timeplt.c). As a side effect, we now have save states in junofrst.c and rallyx.c.
Added driver data struct to jackal.c

out of the whatsnew, a couple of remarks: 
- rallyx and nrallyx might require a separate driver data struct to deal with namco_soundregs, but I'll take care of this eventually (if really needed)
- jackal does not properly save the work ram banks atm, hence no SUPPORTS_SAVE flag, but I keep looking for a clean solution to the problem
2009-12-09 14:09:22 +00:00
Fabio Priuli
970edeb987 Added driver data struct to ironhors.c 2009-12-09 00:46:57 +00:00
Fabio Priuli
0c3290533f Added save states and driver data struct to the following drivers: fromance.c, fromanc2.c, ikki.c, imolagp.c, inufuku.c
Added driver data struct to pipedrm.c and added devices to gameplan.c driver data struct (to remove a few cputag calls)

Also, removed a couple of memory_set_bankptr that I had forgotten (buggychl.c & homedata.c)
2009-12-09 00:45:33 +00:00
Fabio Priuli
d1a758c12a Added save states and driver data struct to glass.c & homedata.c
Added driver data struct to hyprduel.c
2009-12-08 10:36:43 +00:00
Fabio Priuli
9872266cbb Added driver data struct and save states to: galspnbl.c, gcpinbal.c, ginganin.c, go2000.c, goal92.c, goindol.c, good.c, gotcha.c, gotya.c, gstream.c, gumbo.c, gundealr.c, hitme.c, holeland.c & homerun.c
Added driver data struct to: aerofgt.c and gyruss.c
2009-12-02 00:24:14 +00:00
Fabio Priuli
9ac246d99d Added driver data struct and save states to: hnayayoi.c, hanaawas.c, higemaru.c, himesiki.c and sonson.c
Also, added driver data struct to: alpha68k.c, amspdwy.c, gng.c, gunsmoke.c, hotblock.c

Finally, removed a couple of memory_set_bankptr I hadn't noticed in ddrible.c and gberet.c
2009-12-01 11:36:05 +00:00
Phil Bennett
0cd4d21890 Converted cabal, mappy, toypop and zaxxon to use driver_data structure [Atari Ace]
---------- Forwarded message ----------
From: Atari Ace <atari_ace@verizon.net>
Date: Sun, Nov 29, 2009 at 3:28 AM
Subject: [patch] Convert cabal/mappy/toypop/zaxxon to use driver_data
To: submit@mamedev.org
Cc: atariace@hotmail.com


Hi mamedev,

This patch is a resubmit of my earlier patch to have mappy and zaxxon
store their state in driver_data.  It extends the patch to toypop
(which uses some mappy code), and also converts cabal which I also did
some time ago.  cabal.h and toypop.h are new header files.

~aa
2009-12-01 10:56:22 +00:00
Fabio Priuli
883dd6f1fd Added driver data struct and save states to: gberet.c, ddrible.c, gaelco.c, trackfld.c, hyperspt.c, yiear.c
Added driver data struct to: galivan.c, jailbrek.c, sbasketb.c
2009-11-30 21:19:55 +00:00
Fabio Priuli
9694fca5f2 Added save states to funybubl.c, galaxi.c, gaiden.c and rocnrope.c
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
2009-11-30 00:03:05 +00:00
Phil Bennett
960f3b1d7a Added missing includes for r7445 2009-11-28 23:26:25 +00:00
Fabio Priuli
b716ea8271 Added driver data struct to freekick.c
Also (but no need to mention it), removed some SMH_RAM occurrences in fitfight.c and fixed regression I caused in bowlrama (capbowl.c)
2009-11-27 23:31:21 +00:00
Fabio Priuli
6ab509cb8d Added driver data struct and save states to fitfight.c, flstory.c and funkybee.c
Also, added driver data struct to flyball.c and merged video emulation
2009-11-27 22:15:46 +00:00
Fabio Priuli
5ea417d583 Added driver data struct and save states to fantland.c and firetrap.c
Added driver data struct to dcheese.c
2009-11-27 10:08:26 +00:00
Fabio Priuli
7e6ff401f5 Added driver data struct to dday.c
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
2009-11-27 00:44:28 +00:00
Fabio Priuli
6379e9c903 Added driver data struct to bwing.c and slightly simplified the video code (by removing a couple of redundant variables).
More work would be needed to fully clean it up, but I'm not expert enough right now.
2009-11-27 00:42:04 +00:00
Fabio Priuli
330341d5e3 Added driver data struct and save states to the following drivers: chinagat.c, esd16.c, f-32.c, fcombat.c, finalizr.c.
Also, added driver data struct to ddragon.c, ddragon3.c and fgoal.c

fgoal.c suffers of pending timers and hence no save state flag
2009-11-27 00:30:00 +00:00
Fabio Priuli
e021bc1c14 Added save states to equites.c, exedexes.c, exerion.c and exprraid.c 2009-11-25 21:07:22 +00:00
Fabio Priuli
9b5b396d06 ooops... forgot that I added driver data struct to cheekyms.c as well. here it is. 2009-11-25 01:14:45 +00:00
Fabio Priuli
c2d537c3dd Added save states to the following drivers: ddayjlc.c, ddealer.c, deniam.c, discoboy.c, diverboy.c, dorachan.c, dragrace.c, dreamwld.c, dribling.c, drmicro.c, drtomy.c 2009-11-25 01:13:14 +00:00
Fabio Priuli
3ac828ef36 Added driver data struct to the following drivers: docastle.c, dotrikun.c, cloud9.c and destroyr.c
Notice that save states do not work in destroyr.c due to timers issues, atm.
2009-11-25 01:01:14 +00:00
Angelo Salese
092b3ac559 new not working
---------------
Submarine [David Haywood, Angelo Salese]
2009-11-24 23:31:30 +00:00
Angelo Salese
a7a09f29d5 hng64: added 16x16 / 8x8 tilemap mode select, fixes one scene in Extreme Rally and transition layer in Fatal Fury WA (squares on title screen) [David Haywood]
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.
2009-11-24 15:28:16 +00:00
R. Belmont
c28a73c485 New games marked as GAME_NOT_WORKING
------------------------------------
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.
2009-11-23 17:50:55 +00:00
Miodrag Milanovic
d98fa09e1f Added Intel 8008 and National Semiconductor SC/MP CPU cores 2009-11-23 08:19:29 +00:00
Aaron Giles
65250dc49c Oops, forgot to add these. 2009-11-23 06:42:47 +00:00
Fabio Priuli
7ce018db1d Added save states to the following drivers: compgolf.c, champbas.c, copsnrob.c, cop01.c, cosmic.c, cntsteer.c, dacholer.c and dec8.c
Also, removed a memory_set_bankptr I forgot in cultures.c
2009-11-23 01:01:03 +00:00
Fabio Priuli
7b8c510c95 and finally, the best part: added save states to armedf.c, calorie.c, canyon.c, chanbara.c, citycon.c, commando.c, crospang.c & cultures.c 2009-11-22 00:26:08 +00:00
Fabio Priuli
9307f270e5 And now, something worth a mention: added full driver data struct to changela.c, circus.c and circusc.c 2009-11-22 00:15:07 +00:00
Fabio Priuli
db53fd5203 Not worth credit: added as complete as possible driver data struct to 1945kiii.c, actfancr.c, aquarium.c and ccastles.c.
some palette/sprite/nvram regions require generic handlers, and are commented out
2009-11-22 00:03:39 +00:00
Fabio Priuli
715bbec027 Added driver_data struct and save states to chaknpop.c
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)
2009-11-21 01:00:09 +00:00
Fabio Priuli
01afdeded1 Added driver_data struct and save states to blockout.c and bigevglf.c 2009-11-20 15:32:12 +00:00
Fabio Priuli
d20689a4f8 Added save states to zerozone.c, yunsun16.c, dominob.c, dogfgt.c and bogeyman.c
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
2009-11-20 15:29:53 +00:00
Fabio Priuli
737b583448 Added driver data struct to beaminv.c
Added driver data struct and save states to blmbycar.c
2009-11-20 09:58:37 +00:00
Fabio Priuli
dcb1342d42 - Added driver_data struct to arkanoid.c
- Added driver_data struct and save states to hexa.c
2009-11-20 00:41:58 +00:00
Fabio Priuli
cba7af8e5b Added save states to bionicc.c
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 :-)
2009-11-19 23:22:24 +00:00
Fabio Priuli
205846afd7 Added driver_data struct to astrof.c, ambush.c and angelkds.c 2009-11-19 23:16:22 +00:00
Fabio Priuli
5020027c32 Added driver_data struct to appoooh.c and boxer.c. Also merged boxer video emulation into drivers/boxer.c.
Notice that state saves still do not work for boxer, due to timers which need to be untangled. I hope to work more on this issue in the weekend.
2009-11-19 20:36:19 +00:00
Fabio Priuli
d6ab329f41 Added driver_data struct and save states to bankp.c, battlane.c, blockade.c, blueprnt.c, brkthru.c and bsktball.c 2009-11-19 20:32:12 +00:00
Fabio Priuli
a7d1114325 Added driver_data struct and save states to battlex.c, carjmbre.c, popper.c and spaceg.c
...some Omori love ;)
2009-11-19 08:40:17 +00:00
Fabio Priuli
69e98c3a1e Forgot to commit this: Added driver_data struct to aeroboto.c 2009-11-18 23:26:26 +00:00
Fabio Priuli
0e9664b331 Added driver_data struct to 1942.c and 1943.c. Also moved 1943.c to use memory_configure_bank in place of memory_set_bankptr.
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?
2009-11-18 15:30:40 +00:00
Fabio Priuli
1a9e28c419 Added driver_data struct to 4enraya.c 2009-11-18 12:51:25 +00:00
Fabio Priuli
d8588f632f Added save state support and driver data struct to m10.c, m14.c, m52.c, m57.c, m58.c, m62.c, m63.c and travrusa.c.
Merged some include files and merged audio/fghtbskt.c in drivers/m63.c.
2009-11-18 06:47:40 +00:00
Fabio Priuli
112a759ceb Added driver data struct and save state support to pandoras.c 2009-11-17 18:07:30 +00:00
mariuszw1
de54fe04aa Merged findout.c and getrivia.c into gei.c [Mariusz Wojcieszek] 2009-11-16 22:02:33 +00:00
Phil Bennett
e21bdc37b0 New games added
---------------
Oh! Paipee [Takahiro Nogi]
Tougenkyou [Takahiro Nogi]
2009-11-15 14:59:54 +00:00
Angelo Salese
d1b0f47a48 (There are a bunch of things that I want to check on it, I'll do them after a clean compile...)
-----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.
>
2009-11-11 17:45:53 +00:00
Angelo Salese
cde6c20e79 new working game
---------------
Dream 9 Final [Angelo Salese, David Haywood]
2009-11-07 18:48:53 +00:00
Luca Elia
92372b6cc6 IGS blitter based games update [Luca Elia]
- 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]
2009-11-04 23:20:45 +00:00
Luca Elia
03726a87ef igs017.c update [Luca Elia]
- 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]
2009-11-03 23:32:58 +00:00
Phil Bennett
47750172e9 New games marked as GAME_NOT_WORKING
------------------------------------
Tournament Solitaire [Angelo Salese, Siftware]
2009-10-25 09:53:08 +00:00
Aaron Giles
eb2ba6cf6c Cleanups and version bump. 2009-10-25 05:34:14 +00:00
Aaron Giles
c57cc3659d Forgot to delete this. 2009-10-25 05:28:55 +00:00
mariuszw1
0ed3ab66b4 New games added as GAME_NOT_WORKING
-----------------------------------
Go! Go! Connie chan Jaka Jaka Janken [Mariusz Wojcieszek, Dumping Union]
2009-10-23 22:30:49 +00:00
Phil Bennett
ebfdf7e0d1 New games marked as GAME_NOT_WORKING
------------------------------------
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.
2009-10-22 19:33:27 +00:00
Angelo Salese
57dd9e65f1 i386: implemented SLDT & STR opcodes 2009-10-17 17:02:27 +00:00
Aaron Giles
357e36fc84 Eliminated osd_cpu.h.
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.
2009-10-12 08:37:04 +00:00
Aaron Giles
3851b425b7 Moved all the OSD/windows code over to straight BSD license.
Updated osdmini to work again and compile as an actual target
(doing nothing at the moment). Converted all of its code over
to straight BSD as well.
2009-10-12 05:56:47 +00:00
R. Belmont
17fc4a4a78 m680x0 update:
- Added working PMMU address translation (not feature complete, but sufficient
  to boot several 68030 Macs in MESS)
- Fixed up disassembly of some PMMU instructions
- Added "68020 with 68851" CPU type
2009-10-12 02:50:35 +00:00
Fabio Priuli
a52fce206d Removing old and duplicate code for genesis/megadrive from MAME (part 2): updated bootlegs to use latest genesis code and finally removed src/mame/drivers/genesis.c! 2009-10-09 08:54:02 +00:00
Fabio Priuli
60235cf525 Renamed hazemd_s files to segamsys, as per Aaron advice...
I'm planning to contact Haze in order to organize some cleanup for these.
2009-10-03 17:34:10 +00:00
Fabio Priuli
b3adef6de8 From: David Haywood [mailto:neohaze@nildram.co.uk]
Sent: Thursday, October 01, 2009 5:25 AM
To: Aaron Giles
Subject: MD update

I'm trying to get the HazeMD code running again (by request, and so
that
I can look at fixing some of the bugs that have surfaced, including
ones
which affect MAME)

This shuffles a bunch of stuff around in order to help with that
process, I've also killed off some old megaplay code which wasn't
really
needed anymore, and used the newer code instead.
2009-10-01 21:47:09 +00:00
Tomasz Slanina
7ca608cabe Driver for Othello/Success. Incomplete sound emulation.
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Othello (version 3.0) [Tomasz Slanina, Stefan Lindberg]
2009-10-01 15:50:42 +00:00
Derrick Renaud
54d913bda8 DISCRETE_555_MSTABLE - optimized speed and added new operating modes.
Sprint 8 - started discrete sound.
2009-10-01 04:12:28 +00:00
Derrick Renaud
ecffbf4c3b Discrete Updates:
Added DISCRETE_LOGIC_SHIFT - generic shift register
  Fixed DISCRETE_BIT_DECODE to apply proper voltage instead of clipping to INT.

Sky Raider - Partial discrete sound
2009-09-21 23:20:32 +00:00
Ryan Holtz
0b68bd6ab9 Ported SPC7110 support from bsnes. [Harmony]
Ported ST010 support from bsnes. [Fabio Priuli]
2009-09-19 21:10:59 +00:00
Fabio Priuli
d36e53bdf5 Ported Capcom CX4 implementation over from bsnes (original code by zsKnight, anomie and Nach). Mega Man X2 and X3 are now playable in MESS, with bugs. [Harmony]
These can be added: Nach was ok with use of his code provided the above credits were added (done in the source as well).
2009-09-17 16:24:31 +00:00
Roberto Fresca
6d812eb39c New driver for Amatic encryped gambling hardware.
This system is based on a custom CPU. Graphics are decoded but only 2 bitplanes hooked.
All the needed devices are in the driver, but commented out till can properly decrypt the program ROMs and identify the CPU.
About the encryption scheme, see the driver notes about my findings.

New games marked as GAME_NOT_WORKING
------------------------------------
Amatic Unknown Slots Game [Roberto Fresca, Team Europe]
Multi Game I (V.Ger 2.4) [Roberto Fresca, Team Europe]
Multi Game III (V.Ger 3.5) [Roberto Fresca, Team Europe]
2009-09-13 21:56:26 +00:00
Phil Bennett
2244f14323 New games added or promoted from NOT_WORKING status
---------------------------------------------------
Target Panic [Phil Bennett, Tormod, The Dumping Union]
2009-09-13 21:31:08 +00:00
Curt Coder
f53dd256f5 Added CDP1864 sound core for MESS. 2009-09-12 11:11:19 +00:00
Curt Coder
32e04ee9ef Added CDP1863 sound device for MESS. 2009-09-10 12:28:51 +00:00
Aaron Giles
6c33d53f7a Oops, missed a file. 2009-09-10 08:41:09 +00:00
Fabio Priuli
2bc4056946 SNES: Added emulation for the DSP-3 and DSP-4 add-on chips, based on latest ZSNES [ZSNES Team, Fabio Priuli]
out of the whatsnew, I hope the way I worded the license exception (at the top of the files) is fine to avoid any issue
2009-09-09 17:14:42 +00:00
Derrick Renaud
a7a271a90f Added discrete sound to the Noraut Poker games. 2009-09-09 01:21:50 +00:00
mariuszw1
2e0b4d4c1d New games added or promoted from NOT_WORKING status
---------------------------------------------------
Povar / Sobrat' Buran / Agroprom [Mariusz Wojcieszek]
Czernyj Korabl [Mariusz Wojcieszek]
Brodjaga [Mariusz Wojcieszek]
2009-09-08 20:12:07 +00:00
Couriersud
e58e1a413a Added disc_syc.c as a container for core modules (output, task) currently. 2009-09-05 10:24:04 +00:00
Curt Coder
1c56a127d5 Added preliminary Zilog Z8 CPU core for MESS. 2009-09-04 12:40:47 +00:00
Ryan Holtz
b54790792a Fixed numerous opcodes in the AVR8 core [Harmony]
Fixed a register naming issue in the MIPS core [Harmony]
Numerous SuperFX updates: [Harmony]
 - Hooked up RAM and ROM buffering
 - Inlined several more functions
 - Removed debug spew
 - Added the ability to define an external IRQ line callback, and hooked it up to the 65C816
 - Fixed flag calculation for HIB opcode
 - Hooked SuperFX chip up to the SNES machine driver
2009-09-03 23:53:43 +00:00
Roberto Fresca
4d657d4bde More improvements to Noraut Poker systems [Roberto Fresca]
* Fixed the coin counters.
 * Documented all the output ports.
 * Added a scheme with descriptions for every existent port.
 * Added full lamps support to naroutp, naroutjp, naroutrh and naroutpn.
 * Created lamps layouts for 11 and 12-lamps scheme.
 * Rerouted some inputs to mantain the inputs layout.
 * Renamed some inputs to match the text with the real cab buttons.
 * Removed the imperfect colors flag from the existent sets.
 * Added 2 different control panel layouts to the source.
 * Updated technical notes.
2009-08-29 22:42:31 +00:00
Ryan Holtz
a74320aeca Removing CX4 support until the license situation can be verified and corrected as necessary. [no whatsnew] 2009-08-26 21:20:40 +00:00
Ryan Holtz
76a4664cb9 Implemented basic Argonaut SuperFX support, needs to be hooked to the SNES driver. [Anonymous] 2009-08-23 08:06:50 +00:00
Aaron Giles
f474114e1d Added infrastructure to compile universal standalone disassembler:
- added unidasm to the tools build
 - split the disassemblers out of libcpu and into new libdasm
 - ensured the disassembly entry points for all disassemblers are
    in the source file for the disassembler (sometimes new generic
    versions were created)

Still needs command line options and file loading, but the 
fundamentals are present, and it links.
2009-08-22 06:25:07 +00:00
Ryan Holtz
b99862230d Ported Capcom CX4 implementation over from bsnes. Mega Man X2 and X3 are now playable in MESS, with bugs. [Anonymous]
Please credit as anonymous.
2009-08-22 06:12:10 +00:00
Michaël Banaan Ananas
8a74f58d3b obsolete file 2009-08-19 15:30:28 +00:00
Aaron Giles
fd1eff262e And bye bye 5110intf.* 2009-08-19 15:11:13 +00:00
Aaron Giles
e4b94176bb Bye bye 5220intf.* 2009-08-19 14:50:17 +00:00
Roberto Fresca
28e4394616 New driver for Coinmaster-Gaming VGA based games. [Roberto Fresca, Angelo Salese]
Colorama is a standalone game driven for 1x VGA board plus a mechanical arm.
Roulette is just the bet station, since the phisical wheel has its own controller. Each roulette has 10/15 stations.


New games marked as GAME_NOT_WORKING
------------------------------------
Colorama (english) [Roberto Fresca, Angelo Salese]
Roulette V75 (spanish) [Roberto Fresca, Angelo Salese]
2009-08-17 18:28:10 +00:00
R. Belmont
2a76fb52c6 YM2612/3834 updates [Eke-Eke, Nemesis]
- Split YM2612/3834 to a separate file to avoid disturbing other OPN chips
- SSG-EG, envelope, LFO, and CSM behavior all improved to better match 
  tested behavior on real YM2612 chips
2009-08-15 02:48:52 +00:00
Aaron Giles
21d9be570c From: hoge hoge [mailto:c8cv@hotmail.com]
Sent: Sunday, August 09, 2009 8:39 AM
To: submit@mamedev.org
Subject: depthch overlay

Hi,

Attached diff for 0133u1 adds a simple color overlay for Depthcharge 
based on http://www.arcadeflyers.com/?page=flyer&db=videodb&id=1701&image=1 , 
clone subhunt is excluded since that's a different cab and no good photos were 
found. Related mametesters bug: http://www.mametesters.org/view.php?id=2858

hap
________________________________________
2009-08-13 05:12:31 +00:00
Aaron Giles
9b0333264b Should have been deleted. 2009-08-13 05:02:21 +00:00
Aaron Giles
019d919850 Hi Aaron,
I have done Intel 4004 implementation, here is a patch (it also
contain a POC driver for 4004 Nixie tube clock, that runs under MESS).

4004clk is artwork file, and roms file contain needed roms (just rename ZIP).

Regards,
Miodrag


> -----Original Message-----
> From: Micko [mailto:mmicko@gmail.com]
> Sent: Tuesday, August 04, 2009 8:11 AM
> To: Aaron Giles
> Subject: Intel 4004 core
> 
> Hi Aaron,
> 
> Here is a final version of CPU core for MAME submition.
> 
> Regards,
> Miodrag
2009-08-13 04:30:33 +00:00
Ryan Holtz
e5c2064384 Improved PXA255 DMA controller emulation. [MooglyGuy] 2009-07-27 04:39:07 +00:00
Angelo Salese
acfed1e509 new not working
-----------------
Bingo Roll (4 sets) [Team Europe, Dumping Project]
2009-07-26 23:57:39 +00:00
Angelo Salese
4eea9db584 new not working
---------------
Videotronics Poker [Angelo Salese, SoftwareThis]
2009-07-26 20:43:41 +00:00
Angelo Salese
52def314ff New not working:
----------------
Photo Play [Klaus Sommers, Angelo Salese]
2009-07-22 18:54:21 +00:00
mariuszw1
5c79939388 New games added or promoted from NOT_WORKING status
---------------------------------------------------
Tetris (Photon System) [Miodrag Milanovic, Mariusz Wojcieszek]
2009-07-20 21:53:25 +00:00
Roberto Fresca
a1118b9137 Merit Multi-Poker improvements:
* Full Inputs.
 * DIP Switches.
 * Simulated spark-watchdog circuitery.
 * Demuxed custom port.
 * NVRAM support.
 * CPU clock derived from #defined crystal.
 * 8000-8007 Output ports.
 * Coin related counters.
 * Sound components and trigger found at 8000-8003, bit2.
 * Full lamps support.
 * PCBs layouts & technical notes.

The 4 games are fully playable. Sound seems to be discrete, so the circuitery need to be traced.
Colors are still wrong.

New games added or promoted from NOT_WORKING status
---------------------------------------------------
Multi-Poker [Roberto Fresca]
2009-07-20 01:54:58 +00:00
Aaron Giles
d879a67a4a Never send a monster to do the work of an evil scientist... 2009-07-16 07:10:16 +00:00
Yasuhiro Ogawa
00cdb38daf renamed rockola.c to snk6502.c as the hardware is made by SNK, not by Rock-ola 2009-07-16 04:43:17 +00:00
Angelo Salese
6f2d3f59e0 New games marked as GAME_NOT_WORKING
------------------------------------
Time Traveller [Angelo Salese]
2009-07-13 23:29:15 +00:00
Angelo Salese
ba36cda75e New games marked as GAME_NOT_WORKING
------------------------------------
Cobra Command (Data East LD) [Angelo Salese]
Road Blaster (Data East LD) [Angelo Salese]
2009-07-13 21:37:09 +00:00
Angelo Salese
f026a7e02a New games marked as GAME_NOT_WORKING
------------------------------------
Multipede [Angelo Salese]
2009-07-13 20:02:46 +00:00
Curt Coder
3bf122986c Intel 8255A PPI:
- Added a new implementation of the I8255A device. Rewritten from scratch to properly support handshaking in modes 1 and 2.
- Refactored sg1000a.c to use the new implementation.
2009-07-10 13:26:54 +00:00
Aaron Giles
c1b119d3e5 New not working: Turret Tower [SoftwareThis] 2009-07-09 08:45:23 +00:00
Aaron Giles
ddc3fe4a5d New net working: Quake Arcade Tournament [SoftwareThis] 2009-07-09 08:42:57 +00:00
Aaron Giles
2dca7f9cee From: Mr. Do [mailto:mrdo_emu@hotmail.com]
Sent: Sunday, July 05, 2009 11:47 PM
To: Aaron Giles
Subject: Bugfix - MT # 3019


http://www.mametesters.org/view.php?id=3019

Looks like I messed up a few of the driving games.  Here are the fixed layout files, 
along with a small change in \src\mame\drivers\mw8080.c, as lagunar was referencing 280zzzap.
2009-07-09 08:35:13 +00:00
Aaron Giles
f287f4646f Oops forgot this one. 2009-07-09 08:26:36 +00:00
R. Belmont
e9d09a6073 New games marked as GAME_NOT_WORKING
------------------------------------
Johnny Nero Action Hero [R. Belmont, The Dumping Union]


The boot ROM has a lot to say on two different TTY ports (really).
2009-07-06 04:42:33 +00:00
Angelo Salese
ce8e7c07ab New games added or promoted from NOT_WORKING status
---------------------------------------------------
Tokimeki Mahjong Paradise - Dear My Love [David Haywood, Angelo Salese] 
Tokimeki Mahjong Paradise - Doki Doki Hen [David Haywood, Angelo Salese]

changes:

- split tmmjprd / tmpdoki from rabbit.c as it uses the graphic chip in a very different way, and having them together was making it more difficult to make progress on [David Haywood]
- changed them to use custom rendering code instead of tilemaps, as they can address tile data at a sub-tile level, this fixes the girls in the intro [David Haywood]
- added inputs [Angelo Salese]
- added some notes about a hang, and possible reason [David Haywood]
- marked the graphic roms of tmpdoki as BAD as it appears to be using tiles which are not present in the tmmjprd roms for the title screen [David Haywood]
2009-07-05 13:56:07 +00:00
Phil Bennett
2246b5eeba New games marked as GAME_NOT_WORKING
------------------------------------

Skeet Shot [Phil Bennett, Andy Welburn, Angelo Salese]
2009-06-26 22:50:10 +00:00
Wilbert Pol
75ce6af133 Added TMS0980 cpu core. 2009-06-26 17:49:45 +00:00
Ryan Holtz
c2965b8335 Added extremely rudimentary Atmel 8-bit AVR CPU core, missing most opcodes and any attempt at proper cycle counts. [MooglyGuy] 2009-06-20 12:13:48 +00:00
Angelo Salese
ef09d0e61e New games marked as GAME_NOT_WORKING
------------------------------------
Hit Poker

=======================================================================

No credit please, it's just a skeleton driver with another unknown CPU
(Haze did the gfxdecoding iirc)
2009-06-18 18:47:57 +00:00
Aaron Giles
ef0a31ca13 From: Atari Ace [mailto:atari_ace@verizon.net]
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.
2009-06-08 06:24:21 +00:00
Angelo Salese
c447385c2f Nuked unneeded system18.c file 2009-06-07 22:15:24 +00:00
Angelo Salese
56fb451d7e New games marked as GAME_NOT_WORKING
------------------------------------
Enchanted Forest [Palindrome]
2009-06-04 21:15:10 +00:00
Ryan Holtz
7ef80f9393 Added CPU core for the Manchester Small-Scale Experimental Machine (SSEM) from 1948 [MooglyGuy] 2009-06-02 01:11:11 +00:00
Aaron Giles
a9d29f2d78 Cleaned up Namco 5xxx docs, listing both MB88xx pin IDs and
Namco custom IDs where appropriate.

Added clocks to the Namco 06xx in anticipation of improved
device interconnection.

Added new file devtempl.h which can be used to generate the
DEVICE_GET_INFO function. Updated all the Namco I/O devices
to use this.

Updated galaga driver to use computed video timing.
2009-05-31 22:04:15 +00:00
Aaron Giles
0c0affd00e Replaced Namco 52xx sound simulation with emulation of the MCU.
Updated polepos and bosco drivers to use the new 52xx sound
emulation, wiring up the output through the discrete mixer that
Derrick had already plumbed but left disabled.

This required several MB88xx changes/fixes:
 - internal timer support now works; prescaler is guessed based
    on Pole Position sample playback frequency
 - external counter support works
 - a basic mechanism for reading serial input has been added; it
    is not sufficient for a full implementation, but good enough
    to sample the SI pin at startup
 - fixed TSTS/TSTV to clear their respective flags
 - fixed CI and CYI to compute imm-reg instead of reg-imm
 - added masking of the PA register upon RTI/RTS to prevent bogus
    PC values
2009-05-28 09:15:09 +00:00
smf-
c96c490060 preliminary work on beatmania iidx, still lots to do but I didn't want to waste anyones time. 2009-05-28 07:13:38 +00:00
Aaron Giles
8048a37ae7 Split the Namco 06xx interface into a separate device, which has
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....)
2009-05-27 05:03:08 +00:00
Aaron Giles
adffaf795b Split out Namco 51xx and 53xx into separate modules.
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.
2009-05-26 15:16:58 +00:00
Angelo Salese
88c1d2db97 Renamed yumefuda.c/hanaroku.c drivers to albazg.c/albazc.c (like they should be properly named) 2009-05-08 12:38:13 +00:00
Tomasz Slanina
0d71c2d7c8 Various improvements to Parent Jack driver. 2009-05-04 15:49:40 +00:00
Angelo Salese
0e77ecc1d2 test svn commit 2009-05-03 20:27:01 +00:00
Angelo Salese
eafc1367bf Added a preliminary driver for Irem M14 HW, will finish it soon if possible. 2009-05-03 15:07:54 +00:00
Aaron Giles
9eb86548bb Added missing casts and made other tweaks. The entire project
can now be optionally compiled with the C++ compiler (mingw g++
only for the moment; MSVC still has issues).
2009-04-27 09:18:17 +00:00
Phil Bennett
aa82f73e7e New games marked as GAME_NOT_WORKING
------------------------------------

Skimaxx [Phil Bennett]
2009-04-26 22:09:14 +00:00
Angelo Salese
176ec7a804 Moved NAOMI DRIVER_INITs to specific machine/naomi.c & includes/naomi.h files, in preparation to add per-game JVS settings. 2009-04-22 10:09:58 +00:00
Wilbert Pol
2ef8ba4347 Added T6W28 sound core (SNK(?) custom sn76489a clone). 2009-04-20 20:40:47 +00:00
Wilbert Pol
4f2a65da42 Added Toshiba TLCS-900/H cpu core. 2009-04-20 16:49:10 +00:00
Aaron Giles
7a0f34cb33 Added basic TMS9927 implementation. Hooked it up to the statriv2
and thief drivers.

Bunch of improvements to the Status system emulation. Correct
video timing, hooked up TMS9927, corrected colors, etc. Still
some work to do.

New games
=========
Status Blackjack
Status Fun Casino
2009-04-20 09:31:18 +00:00
davidhay
d6f87205c1 refactoring of naomi.c 2009-04-19 10:01:53 +00:00
Roberto Zandona
51023c0b6a roul:
- added a simple layout for the roulette
- promoted to working status
2009-04-18 09:39:18 +00:00
Roberto Zandona
2d90be3636 skeleton for Super Lucky Roulette? 2009-04-12 15:59:33 +00:00
Aaron Giles
7e5b973c25 Missed a file. 2009-04-09 17:09:47 +00:00
Roberto Zandona
1005577743 unkpoker:
renamed to murogmbl
promoted to working
2009-04-08 18:00:53 +00:00
Roberto Zandona
d03013df49 New games marked as GAME_NOT_WORKING
------------------------------------
Unknown Poker [Roberto Zandonà, Angelo Salese]
2009-04-07 06:14:51 +00:00
davidhay
10f7d87f23 Eeprom and i2c implemeted as devices [Samuele Zannoli]
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.
2009-04-02 20:48:28 +00:00
Fabio Priuli
bcc3b3a3d9 Konami inputs improvements:
* 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.
2009-04-01 13:42:58 +00:00
Aaron Giles
61f3b183db trackfld cleanups:
- 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
2009-03-30 07:38:00 +00:00
davidhay
dc169055da killed off the no-longer-used photoy2k simulation.
not sure if it would have been a useful reference for photoyk2 2 when that gets dumped (Guru has one..) but it's unused now, and liable to just rot.
2009-03-28 16:03:09 +00:00
Yasuhiro Ogawa
5dcec26757 missing from last commit 2009-03-27 23:24:20 +00:00
mariuszw1
8acbfec6a4 WIP driver for Cubo CD32 [Mariusz Wojcieszek].
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
2009-03-22 22:04:10 +00:00
Angelo Salese
c67011a342 New games marked as GAME_NOT_WORKING
------------------------------------
Street Games II [Guru, Angelo Salese]

==========================================================

Basic driver, will add the other romsets soonish.
2009-03-18 21:03:27 +00:00
Angelo Salese
f706da3eb7 New games marked as GAME_NOT_WORKING
------------------------------------
California Chase [Angelo Salese]

==========================================================

Basic skelly, will improve it soonish.
2009-03-17 19:35:43 +00:00
davidhay
1bacb8e642 added button lamp display to some sfbonus.c sets 2009-03-15 22:23:58 +00:00
davidhay
9848fe625d added tokyocop set (not working, no PC bios, no emulation of a 'recent' PC system) 2009-03-15 15:00:44 +00:00
Mirko Buffoni
6c522222c7 New games marked as GAME_NOT_WORKING
------------------------------------
Champion Super 3 [Mirko Buffoni]
Champion Super 2 [Mirko Buffoni]
2009-03-12 12:48:54 +00:00
Aaron Giles
d98a6ba381 Taito G-NET support
New games added:
Chaos Heat [Olivier Galibert]
Super Puzzle Bobble [Olivier Galibert]
2009-03-12 08:22:50 +00:00
Angelo Salese
053ca07fdd Merged Casino Winner and Royal Casino drivers [Angelo Salese]
* Fixes Royal Casino colors;
* Added flip screen support to the driver;
* Changed Casino Winner to be a clone of Royal Casino;
* Cleaned-up the driver;
2009-03-09 21:40:32 +00:00
Pierpaolo Prazzoli
930081c98c New WORKING game:
Puzzle Time (Prototype) [Angelo Salese, Pierpaolo Prazzoli, Yoshi]
2009-03-06 15:09:50 +00:00
Aaron Giles
8dd5d2b953 Renamed 6821new.* -> 6821pia.*
Renamed pia_* functions to pia6821_*

Fixed a couple of compiler errors.
2009-03-03 06:58:07 +00:00
Aaron Giles
9fbb1e6d7b Delete old PIA implementation. 2009-03-03 06:34:32 +00:00
Aaron Giles
6f59a149a9 From: Mr. Do. Note I just wired up the layouts he provided, I left the PORT_TOGGLE alone.
OK, here we go so far.  Layouts for all the games that have a simple one-input shifter.  Except 
Turbo, because I'll need to update the whole file, which will take a little more work.
 
And below is the rest of the games that have shifters, but use a separate input for each gear, 
so something different will need to be done.
 
There are also six games that use a simple shifter, but the button isn't set to toggle.  So to 
play the game, you hold the button for low gear, then let go for high gear.  Not sure if you 
wanted to change these or not, so I just included the layout file for now.

Games to update for PORT_TOGGLE
buggychl - src/mame/drivers/buggychl.c
chasehq - src/mame/drivers/taito_z.c
contcirc - src/mame/drivers/taito_z.c
sci - src/mame/drivers/taito_z.c
roundup5 - src/mame/drivers/tatsumi.c
superchs - src/mame/drivers/superchs.c
2009-02-26 10:44:59 +00:00
Derrick Renaud
4e365930b2 M79-Ambush - Added Discrete sounds, fixed DIPs and added Self Test Lamp Output. 2009-02-26 04:45:02 +00:00
davidhay
ca96cfadad Agemame Integration [James Wallace]
(I haven't verified this works, just checking it in for now)
2009-02-25 22:46:15 +00:00
Angelo Salese
bab0d8e76b New games marked as GAME_NOT_WORKING
------------------------------------
Kung-Fu Roushi [Angelo Salese, Roberto Fresca]
2009-02-23 01:09:47 +00:00
Tomasz Slanina
efb90c1023 Heavy unit - very preliminary driver
New games marked as GAME_NOT_WORKING
------------------------------------
Heavy Unit (3 sets)  [Tomasz Slanina, Corrado Tomaselli]
2009-02-23 00:59:27 +00:00
Angelo Salese
af11f60eda New games marked as GAME_NOT_WORKING
------------------------------------
King Derby? [Stefan Lindberg, Andrew Gardner, Angelo Salese, Roberto Fresca]

======================================

aka the original "Cow Race", made by Tazmi in 1981 -> http://mamedev.emulab.it/kale/fast/files/0000(183371730).png
HW is pretty much hellish...
2009-02-19 00:46:52 +00:00
davidhay
bd741103e9 Multifish for reconsideration as the HW is the same era as 'Fever Soccer' which was added in u4.
Some of these sets might not be available, they're based off operator manuals, so should be accurate.  The sets which are not available will be disabled once it's been firmly established exactly which ones they are I'm not 100% sure.

No credit wanted / anonymous submission
2009-02-18 23:10:21 +00:00
Aaron Giles
cd9086819a Undo premature PinMAME stuff. 2009-02-16 08:39:22 +00:00
Curt Coder
6fc10ff553 Cidelsa changes:
- Combined CDP1869 video and sound parts to one device
- Refactored CDP1852 to use devcb
2009-02-16 07:45:00 +00:00
Angelo Salese
9249b10aa9 Merged brasil.c and highvdeo.c drivers [Angelo Salese] 2009-02-14 23:28:18 +00:00
Aaron Giles
5cb6bf00e9 Ok, this is The Big One.
Please note: regression testing is in progress, but the first round 
of glaring regressions have already been taken care of. That said, 
there is likely to be a host of regressions as a result of this 
change.

Also note: There are still a few rough edges in the interfaces. I
will try to clean them up systematically once the basic system is
working.

All sound chips are now proper devices.

Merged the sound chip interface into the device interface,
removing any differences (such as the whole ALIASing concept).

Modified every sound chip in the following ways:
 * updated to match the device interface
 * reduced read/write handlers down to the minimal number
 * added the use of get_safe_token() for ensuring correctness
 * other minor cleanup

Removed the custom sound device. The additional work to just make
custom sound cases into full devices is minimal, so I just converted
them all over to be actual devices.

Vastly simplified the sound interfaces, removing the ghastly
sndti_* business and moving everyone over to using tags for
sound identity. sndintrf, like cpuintrf, is now just a header
file with no implementation.

Modified each and every driver that references a sound chip:
 * all memory maps explicitly reference the targeted device via
    AM_DEVREAD/AM_DEVWRITE/AM_DEVREADWRITE
 * 16-bit and 32-bit accesses to 8-bit chips no longer use
    trampoline functions but instead use the 8-bit AM_DEVREAD/WRITE
    macros
 * all references to sound chips are now done via tags
 * note that these changes are brute force, not optimal; in many
    cases drivers should grab pointers to devices in MACHINE_START
    and stash them away
2009-02-11 19:48:39 +00:00
mariuszw1
cea86cdab1 Driver for TomCat
New games added or promoted from NOT_WORKING status
---------------------------------------------------
TomCat (prototype) [Mariusz Wojcieszek]

There are still some small issues (complete list in driver), if somebody with more experience with Atari and/or vector hardware wants to take a look, feel free.
2009-02-10 22:19:15 +00:00
Angelo Salese
29064cb779 Wrote a driver for Fever Soccer, not working due of incomplete gfx decyption (uses RISE11 algorythm as SPI HW).
New games marked as GAME_NOT_WORKING
------------------------------------
Fever Soccer [Angelo Salese]
2009-02-08 16:44:44 +00:00
davidhay
845e4900b3 TMS57002 preliminary implementation [Olivier Galibert] 2009-02-06 22:50:40 +00:00
davidhay
21fd26ebd3 PinMAME ---
Merging back in the PinMAME drivers is proposed every now and again, and since we've just added other non-video based things I figured that now might be a good time to look at it.

This is likely to be a HUGE undertaking as PinMAME is based on old code, and is Macro-hell, I see it as a several step plan.

1) Convert all the PinMAME drivers to compile their ROM Loading with current versions of MAME
2) Clean up the ROM loading, removing the excessive Macros which really don't help readability at all IMO
3) Hook up the Machine Drivers again for each system, so that the CPU core runs again
4) Look at ways in which the artwork system can be used to simulate the display parts etc.  (there is a scary amount of code in PinMAME for handling this stuff)
5) See how feasible it is to allow MAME to communicate with another program, as it's unlikely we'll be able to simulate the full table physics in MAME.

I've updated the System11 rom loading to compile for now.  The old PinMAME code which hasn't been updated is there #if 0'd out for reference for when a stab is made at hooking back up the actual CPUs to run etc.

Part of me wonders if just rewriting it from scratch would be easier, but it would be a shame to throw away the information that was figured out in PinMAME.

This was done by request, so I'm not especially bothered if it doesn't get included, PinMAME is rather hideous ;-)

If anybody wants to help they're more than welcome.  The other Williams systems should be easy to hook up the rom loading for because they share most of the Macros that have already been updated to compile.
2009-02-06 22:09:40 +00:00
Angelo Salese
6f1af08290 Merged Strip Teaser and Il Pagliaccio driver, fixed the layer clearance for both and added a preliminary MCU simulation for the former. [Angelo Salese] 2009-02-03 18:08:47 +00:00
davidhay
ed3bf17889 getting the AGEMAME ball rolling.
Moved over some of the drivers (thanks to James Wallace / ageMAME)
2009-02-02 22:52:37 +00:00
davidhay
6bd40937d5 nuke fruit.c, obsolete 2009-02-02 00:14:23 +00:00
Angelo Salese
9e9a5ad24b Wrote a skeleton driver for Pachi Fever, not working due of encrypted/incomplete program rom.
New games marked as GAME_NOT_WORKING
------------------------------------
Pachi Fever
2009-02-01 23:47:44 +00:00
Phil Bennett
e4aeab1a20 New games added or promoted from NOT_WORKING status
---------------------------------------------------
Monopoly [Phil Bennett]
Monopoly Classic [Phil Bennett]
Monopoly Deluxe [Phil Bennett]


6850acia: Only adjust the rx/tx bit timers on a control write if the divide ratios have changed.
2009-01-31 20:00:30 +00:00
Mirko Buffoni
1ae43ea1d7 Fixed encryption in Cabaret and added sound emulation (Mirko Buffoni)
- Moved to a separate driver
- Not fully playable, press reset to exit from pitfalls

Added new game Super Poker (Mirko Buffoni)
2009-01-28 10:32:54 +00:00
Roberto Fresca
ed11fa3318 Improvements to norautp.c driver:
- Merged GTI Poker (gtipoker.c) with this driver.
 - Added new memory map and machine driver for gtipoker.
 - Hooked 2x PPI 8255 to gtipoker.
 - Hooked the video RAM access ports to gtipoker.
 - Changed norautpn description from Noraut Poker (No Payout),
   to Noraut Poker (bootleg), since the game has payout system.
 - Some clean-ups.
2009-01-28 06:08:22 +00:00
Angelo Salese
34a275e72f Wrote a driver for Noraut Poker,working without sound (discrete) [Roberto Fresca,Angelo Salese]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Noraut Poker [Roberto Fresca,Angelo Salese]
2009-01-27 15:15:46 +00:00
Aaron Giles
2fd8c5122b Added new module devcb, which can generically handle conversions between device
read/write functions and various other types of functions. Introduced new
structures and macros to make this possible. 

To take advantage of this, a device must change its interface to replace and 
read/write callbacks with the new devcb_read/write structures. During device 
start time, the device then uses this new devcb module to resolve the information 
in the devcb_read/write structures into a more efficient form. When the device 
needs to call one of the callbacks, it uses the inline devcb_call_read/write 
functions.

Once a device has defined its callbacks as devcb_read/write structures, users
of the device must use the DEVCB_* macros to specify the type and information
about the handler to use:

   DEVCB_NULL = no handler
   DEVCB_HANDLER = a standard device read/write handler
   DEVCB_MEMORY_HANDLER = a memory address space read/write handler
   DEVCB_DEVICE_HANDLER = a device read/write handler for a different device
   DEVCB_INPUT_PORT = an input port

Converted the 8255PPI device to use this new structure, and updated all users
to use the DEVCB macros, removing some unnecessary trampoline functions along
the way.
2009-01-26 16:25:48 +00:00
R. Belmont
adf3ac320d Adding first-cut shared Archimedes code and hooked it up to MK5. 2009-01-26 03:18:44 +00:00
davidhay
46fa64f1f8 added skeleton driver for aristocrat mk5
this is apparently somewhat based on the acorn archimedies home computer system
2009-01-25 18:24:51 +00:00
Angelo Salese
581006125c Wrote a driver for Big 10,working with sound [Angelo Salese,Roberto Fresca,Tomasz Slanina]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Big 10 [Angelo Salese,Roberto Fresca,Tomasz Slanina]
2009-01-22 17:23:19 +00:00
Aaron Giles
6c61906589 From: naibo zhang [naibo_zhang@hotmail.com]
Sent: Thursday, January 15, 2009 12:16 PM
To: submit@mamedev.org
Subject: stepstag.c
-added custom 3-screen layout;
-added recently dumpped game "Stepping 3 Surperior"(incomplete ROM/CHD set);

The game name of "stepstag" romset is actually "Stepping Stage Special", not the original "Stepping Stage".
2009-01-22 10:07:50 +00:00
Tomasz Slanina
f05b6469ce Super Othello driver
/current/s/sothello.zip

New games added or promoted from NOT_WORKING status
---------------------------------------------------
Super Othello [Tomasz Slanina]
2009-01-21 20:02:13 +00:00
Mirko Buffoni
517c33a847 Major cleanup to IGS poker games (Mirko Buffoni)
- Renamed csk driver to igspoker.  This includes Champion Poker, Champion Skill,
  New Champion Skill
- Converted drivers to tilemap system and unified video section
- Unified memory maps and checked all input ports
- Removed obsolete palette handlers and made use of generic handlers
- Added layout for lamps handling
- Added hopper simulation
- Added New Champion Skill (different set, maybe original international release)
  and renamed current igs_ncs to igs_ncs2 (2000 version for italian market)
- Promoted igs_ncs2 to working state, but set GAME_IMPERFECT_GRAPHICS (missing
  initial notice screen)
- Moved Jackie to a separate driver (it's a slot machine game)
- Made some progress on Jackie which now boots (toggle mode to play, but work
  still needs to be done)
2009-01-20 16:59:52 +00:00
Phil Bennett
e03f020244 New games added or promoted from NOT_WORKING status
---------------------------------------------------
Himeshikibu (Japan) [Uki]
2009-01-20 16:50:25 +00:00
Angelo Salese
65efabec37 Seibu CRTC part 1: [Angelo Salese]
* Merged Sengoku Mahjong & Good e Jong video HWs
* Added correct scrolling functions for Sengoku Mahjong
* Removed some positioning kludges in both drivers

Fixed Sengoku Mahjong hopper error after first winning match [Angelo Salese]

Removed deprecat dependancy from Good e Jong,one irq wasn't needed at all (points to a reti) [Angelo Salese]
2009-01-17 14:07:56 +00:00
Aaron Giles
db8a1fc748 New games added or promoted from GAME_NOT_WORKING status
--------------------------------------------------------------------------------------------------

Trivia Hangup [Mariusz Wojcieszek]
Sure Shot [Mariusz Wojcieszek]

Mariusz.
2009-01-15 07:57:19 +00:00
Andrew Gardner
6ea9ca0589 Virtual Combat driver improvements. [Jason Eckhardt, Andrew Gardner]
* Graphics decoded, video improved, inputs mapped.

Intel i860 CPU core added. [Jason Eckhardt]


(The CPU core doesn't have accurate cycle counts for each opcode yet, but it'll have them soon.  I believe that is the main culprit behind the sync of the two i860s and the 68k being outta' whack.  You can still see the i860s do their thing and rasterize a voxel? groundplane and some simple polygon bad guys).
2009-01-15 04:40:57 +00:00
Aaron Giles
62bddb4fe6 Added digitalker support to scorpion driver. [Olivier Galibert] 2009-01-14 06:07:26 +00:00
Aaron Giles
9df0e956f7 Forgot a file. 2009-01-14 05:44:14 +00:00
Aaron Giles
0708ba2cd6 NON-WORKING GAMES
-----------------
3 Super 8 (Italy) [David Haywood]
New Champion Skill (v100n) [David Haywood]
Buster [David Haywood]
2009-01-14 05:43:57 +00:00
Curt Coder
de81d24aab COP400 cpu core refactoring:
- added state table for the debugger
- grouped all cpu types under a single makefile entry
- removed duplicate code
2009-01-12 13:18:32 +00:00
Aaron Giles
ac0abd1706 Major drawgfx cleanup, global removal, and feature enhancements:
- Added built-in dirty tile tracking to the gfx_element. This removes
    the need for all drivers that had dynamically populated graphics
    to do their own dirty tracking. Tiles are marked dirty via the
    new function gfx_element_mark_dirty(). Any driver that needs access
    to the decoded data must call gfx_element_get_data() in order to
    ensure that the referenced tile is clean before proceeding.
    
 - In order to support dirty tracking, the gfx_element was enhanced to
    keep track of the original source pointer, so that it can go back
    and regenerate tiles on demand. For systems that set NULL for the
    region in the gfxdecode, they must use gfx_element_set_source()
    to specify a pointer to the raw data before drawing anything.
 
 - Changed allocgfx() to gfx_element_alloc(), and added parameters to
    specify the source data pointer, base color index, and total colors.
    Many drivers had to whack these values in after the fact, so this
    allowed for some minor additional cleanup.
 
 - Added a dirtyseq member to the gfx_element struct. This is 
    incremented on each tile dirty, and can be used to sniff if 
    something has changed.
 
 - Added logic in the tilemap engine to track which gfx_elements are
    used for a given tilemap, and automatically detect changes to the
    tiles so that drivers no longer have to explicitly invalidate the
    tilemap when tiles change. In the future, this may grow smarter to
    only invalidate the affected tiles, but for now it invalidates the
    entire tilemap.
 
 - Updated a number of drivers to remove their own dirty handling and
    leverage the new internal dirty marking.

 - Because the source data must always be present, updated the atarigen
    zwackery and mystwarr graphics handing code to support this.

 - Thanks to the dirty tracking, this actually allows all gfx decoding
    to happen on the fly instead of all at once up front. Since there 
    was some concern that this would cause undesirable behavior due to 
    decoding lots of tiles on the fly, it is controlled with a compile-
    time constant in mame.h (PREDECODE_GFX). Set this to 1 to get the
    old behavior back.
    
 - Moved decodechar() and decodegfx() to deprecat.h. All drivers in MAME
    have been updated to simply mark tiles dirty and let the rendering
    system decode them as needed, so these functions may go away in the
    future.

 - Rewrote entirely the rendering code in drawgfx. This code previously
    used extensive recursive #includes and tricks to build, and was
    very difficult to understand. The new code is based off of a set of 
    macros defined in drawgfxm.h. These new macros separate the core 
    rendering logic from the per-pixel operation, allowing the operation 
    to be easily "plugged" into any of the renderers. These macros are
    also available to any driver that wants custom rendering behavior
    that is similar to existing core behavior, without needing to
    populate the core with esoteric one-off rendering behaviors.
 
 - Added a set of new functions for [p]drawgfx[zoom], one for each
    transparency type. The old [p]drawgfx[zoom] functions are still
    present, but now switch off the transparency type and call through
    to one of these new transparency-specific functions. The old
    functions are also now reduced to only supporting TRANSPARENCY_NONE,
    TRANSPARENCY_PEN, and TRANSPARENCY_PENS. All other rendering types
    must use the new functions.
 
 - All new rendering functions have extensive asserts to catch improper
    clipping rectangles and other common errors.
    
 - All new rendering functions automatically downgrade to optimized
    versions where appropriate. For example, calling drawgfx_transpen
    with an out-of-range pen automatically falls back to drawgfx_opaque.
    And drawgfxzoom_* with xscale=yscale=1.0 automatically falls back
    to drawgfx_*. And many other examples. In general, this relieves 
    drivers from needing to make these sorts of decisions.
 
 - All new rendering functions have a consistent parameter order that
    is a bit different from the existing functions. The cliprect
    parameter is now specified immediately after the destination bitmap,
    to match the convention used throughout the rest of the system.
    The core parameters are followed by the scale parameters (for the
    zoom functions), and then followed by the priority parameters (for
    the pdrawgfx* functions), finally followed by any PIXEL_OP*-specific
    parameters (such as transparent pen, alpha, drawing tables, etc.)
  
 - Removed drawgfx_alpha_cache, alpha_set_level(), and the inline 
    functions alpha_blend16() and alpha_blend32(). To render graphics 
    with alpha, use the new [p]drawgfx[zoom]_alpha functions, which 
    take an explicit alpha value. To render tilemaps with alpha, the 
    TILEMAP_DRAW_ALPHA option now takes an explicit alpha parameter. 
    And to do you own alpha blending, use the alpha_blend_r16() and
    alpha_blend_r32() functions, which take an explicit alpha.
  
 - Updated a number of drivers as a result of removing the implicit
    alpha in the drawgfx_alpha_cache. 

 - Removed drawgfx_pen_table and TRANSPARENCY_PEN_TABLE. To achieve 
    the same effect, build your own table and pass it to 
    [p]drawgfx[zoom]_transtable, along with a pointer to the 
    machine->shadow_table to use for shadows. Eventually 
    machine->shadow_table is likely to go away, and drivers will need 
    to fetch the shadow table from the palette directly.
    
 - Updated a number of drivers to remove use of drawgfx_pen_table.
 
 - Removed TRANSPARENCY_ALPHARANGE; it was only used by the psikyosh
    driver, so it is now moved locally into that driver and built
    using the macros in drawgfxm.h.
 
 - Removed TRANSPARENCY_PEN_RAW; to achieve the same effect, call the
    new [p]drawgfx[zoom]_transpen_raw() functions. Updated drivers to
    make this change.
 
 - Removed the unused mdrawgfx* functions entirely.
 
 - Added new function gfx_element_set_source_clip() to specify a
    source clipping rectangle for any element. This replaces the nasty 
    hacks that were being used in bnstars, ms32, namcos86, and namcos1
    to achieve similar behaviors.
    
 - Simplified the copyrozbitmap() functions to match the copybitmap()
    functions in having separate opaque and transparent versions. Also
    removed the 'priority' parameter which was only used by one driver,
    and moved that logic into a custom renderer built using macros in
    drawgfxm.h. Updated copyrozbitmap* to use the destbitmap, cliprect
    parameter ordering convention as well.
 
 - Simplified the draw_scanline*() functions to always render opaque.
    Only one driver was doing otherwise, and it now does its work
    internally (draw_scanline is dead-simple ever since we moved 
    rotation to the OSD code; I almost just removed it entirely).
 
Other changes:

 - Added a cliprect to the bitmap_t type, which describes the full 
    bitmap.
    
 - Removed tilemap_set_pen_data_offset; unfortunately, this adds a
    random tile offset behind the scenes and goes against the dirty
    tile detection and invalidation. Updated the mainsnk, snk, and 
    snk68 drivers to use old fashioned tile banking. (Sorry Nicola.)
 
 - Changed zac2650 gfxdecode to use scale factors.

 - Added function video_assert_out_of_range_pixels() to help find
    the source of invalid pixels (generally out-of-range palette
    entries due to invalid data or sloppy calculations). Place this
    after each step in your rendering in a debug build to discover
    which code is generating improper pixels.
2009-01-12 11:05:15 +00:00
Mirko Buffoni
fa224bfe85 Added V30-based High Video gambling games [Mirko Buffoni]
* Added VCF board based games (Tour4000, Casino Fever 4.0, Casino Fever 5.0)
* Added NCF board based games (Tour4010, Casino Fever 5.1, Casino Fever 6.1)
* Added TCF board based games (Casino Fever 1k, Girotutto)
2009-01-12 09:42:36 +00:00
Mirko Buffoni
25abe62db4 Added OKIM6376 emulation ADPCM Speech Synthesizer [Mirko Buffoni]
* At the moment only the ADPCM part is implemented, while it's missing the BEEP
  generator and the 2nd channel handling, used mainly for echoing or continuous
  speech.

Added OKIM6376 sound emulation to High Video games [Mirko Buffoni]
* Removed GAME_NO_SOUND from newmcard, brasil and fashion
* Sound frequency may be incorrect
* Although the manual says OKIM6376 is straight ADPCM, generated sound is
  distorted (over-clamped?)
2009-01-12 09:25:00 +00:00
Nathan Woods
4df40b369c 1. Introduced a parallel 6821 PIA implementation, as a MAME device (6821new.c)
2.  Ported the Williams drivers over to use this new PIA implementation
2009-01-11 01:16:21 +00:00
Angelo Salese
41b8808bcb Renamed filetto.c to pcxt.c and made several improvements to the driver [Angelo Salese]
* Merged tetriunk.c and filetto.c,and renamed tetriunk set to tetriskr;
* Fixed inputs & gameplay quirks in tetriskr,so it's now playable;
* Added preliminary external graphics emulation hook-up for the backgrounds in tetriskr;
* Rearranged & cleaned up the palette initialization,now 0x000-0x1ff offsets are for the char modes and 0x200-0x2ff are for the bitmap modes;
* Fixed color attributes bits;
* Cleaned up and fixed colors in CGA bitmap mode for Filetto;

New games added or promoted from NOT_WORKING status
---------------------------------------------------
Tetris  (bootleg of Mirrorsoft PC-XT Tetris version) [Angelo Salese]
2009-01-09 00:38:28 +00:00
Angelo Salese
ebfc1010ea Wrote a driver for 86 Lions,not working due of missing inputs...
New games marked as GAME_NOT_WORKING
------------------------------------
86 Lions [Chris Hardy,Angelo Salese,Roberto Fresca]
2009-01-06 18:14:27 +00:00
Roberto Fresca
6d8e81d505 Another non-working driver from Haze, supporting Skill Fruit Bonus.
New games marked as GAME_NOT_WORKING
------------------------------------
Skill Fruit Bonus [David Haywood]
2009-01-06 01:55:36 +00:00
Aaron Giles
41879d052a Removed bogus port 4-7 definitions from MCS-48. Added i8243
implementation. Connected 8243 properly to monsterb and 
system 16a sound. Changed draw80pkr to connect the PROG
line like videopkr.
2009-01-04 03:35:12 +00:00
Roberto Fresca
bc684e993c New driver for Slot Carnival. (1985, Wing Co. Ltd) [David Haywood, Roberto Fresca]
The driver is quite complete, but need some work to get proper colors and reels support.

New games marked as GAME_NOT_WORKING
------------------------------------
Slot Carnival [David Haywood, Roberto Fresca]
2009-01-03 17:26:35 +00:00
Angelo Salese
3fbfe210ab Wrote a preliminary driver for the original Magic Card [Roberto Fresca,David Haywood,Angelo Salese]
New games marked as GAME_NOT_WORKING
------------------------------------
Magic Card [Roberto Fresca,David Haywood,Angelo Salese]

=============

This thing is pretty Amiga-ish...How much similar is this one to the Amiga HW?
2009-01-03 16:55:01 +00:00
Phil Bennett
67b625e3e9 New games marked as GAME_NOT_WORKING
------------------------------------
Operation Tiger [Chris Hardy, Phil Bennett]
2009-01-03 16:42:51 +00:00
Luca Elia
a5d9d44c00 Improved mgcs. It now runs through attract mode.
[Luca Elia]

It still locks up as soon as one coins up though,
due to the unemulated IGS029 protection.
2009-01-03 14:16:25 +00:00