asst128_dsk: add support for asst128 ssqd 360K disks (nw)
--
Added a new format class for asst128 floppies because the 360K SSQD disk format conflicts with the standard 360K DSDD type. The Assistant 128 BIOS translates disk commands so 360K DSDD disks boot fine though.
-mc1502: FDC xtal freq is 16 MHz
-pc, ec1841: unbreak DBG_LOG macro
-asst128: another PC XT clone
-ec1841: add softlist, set 'v2' as default BIOS to avoid resets
-----------------------------------
Golden Tee Fore! 2004 [R. Belmont, Brian Troha, uncletom]
Golden Tee Fore! 2005 [R. Belmont, Brian Troha, uncletom]
- converted carts, mappers and pcbs to use slot devices
- fixed starting of Famicom, Famicom Twin and Dr. PCJr
- fixed handling of "no disk" in FDS so that the system displays Mario and Luigi
jumping around as expected
- added AY8910 sound to Sunsoft-5B (Gimmick JPN sfx)
- added YM2413 to VRC-7 (Lagrange Point OST)
- added support for recorded samples to Jaleco sport titles and to Bandai Family Trainer
Aerobics Studio, thanks to notes by hap and egoh, and recordings by Pongbashi
(samples are needed because these games use a currently undumpable speech chip)
- added support for NES-EVENT pcb used by Nintendo World Championship 1990,
including dipswitches
- added support for Galoob Game Genie real usage (in addition to the codes which
Puggsy added to his cheat collections): when you load ggenie, a second cartslot
becomes available to load another game attached to the cheat device (e.g. with
"mess.exe nes -cart ggenie -cart2 smb") and you can enter the cheat codes as in a
real NES
- added support for Nantettatte!! Baseball lock-on mechanism, based on the tests
performed by naruko on his carts: when you load nantbb, a second cartslot
becomes available to load one of the two update minicarts (91 Hen or OB Hen)
- improved emulation of Namcot 163, 175 and 340 boards, based on the tests
performed by naruko, lidnariq and bootgod on the real hardware
- moved Nantettatte!! Baseball minicarts to a separate list (nes_ntbrom.xml) because
they cannot be loaded in the NES directly, but only through the nantbb subslot
- emulated bus conflict (CPU/PRG) in PCBs documented as having it
- partial emulation of open bus, enough to make working the games using it as a sort
of protection
- fixed crash when loading files using FFE mappers
- fixed mirroring in some boards (Sunsoft DCS and UNL-CC-21) and in some games
(e.g. Paris Dakar Rally Special and Escape from Atlantis)
- fixed a few bugs in Tengen 800032 emulation (mapper 64), promoting Klax, Xybots
and Road Runner to work state
- fixed Tengen 800037 emulation (mapper 158), promoting US Alien Syndrome to work
state
- added working emulation of many bootleg pcbs used for pirate conversions from FDS
(Ai Senshi Nicol, Doki Doki Panic, Fuuun Shaolin Kyo, Green Beret, Monty no Doki
Doki Daidassou, Tobidase Daisakusen, Super Mario Bros Malee 2 / Genius Merio Bros...)
- improved emulation of many pirate pcb (BMC-GOLDENCARD-6IN1, KS7013B,
KS7012, BMC-GHOSTBUSTERS63IN1, UNL-MALISB, MAXI15 and more...)
- improved RacerMate Challenge II emulation, but the game is still not working due to
unemulated bicycle controller
- added CPU-based IRQ mode in Tengen 800032 emulation (mapper 64), fixing
Skulls & Crossbones gfx (but the game is still not working)
- fixed many small inaccuracies in the old code, spot during the conversion
- added support for most other known pcbs, even if in most cases emulation is only
sketchy
- reduced the need of fake alt pbcs for boards which only differed by mirroring handling
(these are now recognized through the "mirroring" feature)
- removed fake wram which was added to a lot of partially documented pcbs and
re-added it only where actually present, so to more accurately document what was
really in the carts
Out of whatsnew: There's still a lot to do (e.g. to clean up the implementation of the pirate pcbs)
but I hope that submitting this now I can get some wider testing help so to catch and fix regressions
before next release :)
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Fruit [Any, R. Belmont]
nw: This game based on a 486+PC h/w+VGA SoC appears to boot into MS-DOS successfully (based on logging IDE commands) and the game may even be running, but there is no video at all. If any of the PC experts could take a look it's probably something relatively obvious :)
It also has a Sound Blaster compatible sound system which isn't currently hooked up.
- updated carts to be slot devices
- simplified loading and bankswitch mechanism
- removed drivers snessfx and snespsfx: SuperFX/GSU games can now
be loaded in snes and snespal
- removed drivers snesdsp and snespdsp: NEC DSPx games can now
be loaded in snes and snespal from softlist
- removed drivers snesst10 and snesst11: Seta DSP games can now
be loaded in snes and snespal from softlist
- removed driver snesst: when you load Sufami Turbo, two more cart slots
(-cart2 and -cart3) become available to load ST carts
- added preliminary support for games with BS-X slots: when you load
one of these, a -cart2 slot becomes available to load a 8MB memory pack
(only a few of these work at the moment, e.g. Same Game)
- added support for loading DSPx games with DSP dump appended at the
end of the .sfc file
- added two "legacy" drivers snes_add and snesp_add containing the
DSP dumps in the bios, to allow loading of old .sfc dumps missing the DSP
content (these drivers are of course marked as GAME_UNOFFICIAL)
out of whatsnew:
- I have removed the DSP1B dump from NSS, because I plan to update NSS
to use slot devices as well and that will cover everything needed by SMK, if we
ever find its NSS release and dump it
- Also, I will take care of fixing snes entries in messnew before u2, because
part of this set of changes supersede the log for 21546 (e.g. no more snesnew
or snespnew wip drivers)
6809 datasheet. Inferred 6309 cycle exact timings. Not sure about the Konami
timings; they are definitly different from the previous core but the previous
timings were a guess.
Get ready for regressions...
- moved Sufami Turbo and BSX carts to separate lists
- added two new drivers snesnew and snespnew, using slot devices for carts
- added emulation for DSP1/4, ST-010/011, S-DD1, SPC7110, SuperFX, BS-X
and Sufami Turbo as slot devices
- added emulation for the protection device used in some pirate carts
out of whatsnew. there are one or two (possibly stupid) bugs in the new drivers
causing glitches in several games (e.g. SameGame, or F1 ROC 2) which prevent
us from removing the fake driver clones with add-on CPUs. if anyone is willing to
help to trace them, you're all welcome.
- updated carts to be slot devices
- simplified loading and bankswitch mechanism
- fixed MMM01 emulation
- removed need for "mapper" feature from xml softlist, since the new "slot" feature is enough
- updated carts to be slot devices
- simplified loading and bankswitch mechanism
- added support for real Sonic & Knuckles lock-on emulation (you can combine it freely
with other carts, through the -cart2 slot which gets added automatically)
- remove need for "pcb_type" feature from xml softlist, since the new "slot" feature is enough
- moved SVP emulation to src/mess/ in view of conversion to a slot device as well
I don't plan to add more tapes any time soon (I simply did not want to lose these two), so anyone willing to
add more elements to the list would be welcome....
- Add MIDI in and out ports as image device types
- Add OSD calls to check for and read MIDI input
- Add MIDI in image device which reads input and converts it to a serial bitstream
nw section:
Note that the MIDI In device uses the new image device override to prevent the core from attempting to fopen() the "file" name and instead it handles open/close itself in call_load/call_unload. This allows greater flexibilty than the hack used for sockets/ptys/named pipes where the OSD file layer has to know about them.
softlists: added preliminary softlists to Apogee, Bashkiria-2M, BK-0010, Galaksija, Korvet, Lviv, Mikrosha, Ondra ViLi, Orao,
Orion-128/OrionPro, Partner-01.01, Pecom64, Pyldin-601, Radio-86RK, Specialist/Specialist MX and UT-88. [Fabio Priuli]
After 0.148 I will clean up the file descriptions, but it's good to have these documented at last :-)
Loading instructions are already present at projectMESS and will be in next sysinfo update.
------------------------------
Milton Bradley MicroVision [kevtris, Wilbert Pol]
Because of the tiny screen use -prescale 3 to
get decent video output.
Bowling Try [H.A. Pontes, R. Mucciarelli, Tormod, Yohji, Smitdogg, The Dumping Union]
CPU: H8 3008 (currently set to H8 3002 because 3008 doesn't exist in the core)
GFX: YGV631-B (we have no docs for this, might be related to the Namco ND1 chip?)
SOUND: TT5665 (there are datasheets about, but I don't think we have a core)
I claim no ownership over this, I won't be working on it, up for grabs.
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Kuru Kuru Pyon Pyon (Japan) [Roberto Fresca, hap, Fyrecrypts, anonymous,
btribble, Yohji, Smitdogg, The Dumping Union]
note, external submission, cleaned up a bit by me, was sent with the following message
From Brian Griffin:
To Haze:
I've made some changes to the drivers for the fruities by continuing to split things into proper versions and adding some you were missing continuing with the patterns you have set. We had some Maygay machines come in and I saw they hadn't been done yet.
No 'Brian Griffin' isn't my real name I'd rather remain anonymous / not be in the credits if that's alright with your team because of my job my employer or customers could take issue with me helping.
I work as a repair technician for these fruities and what's happening in Mame is the best thing to happen in the last 10 years. By that I mean the effort being made to recognize the different rom versions of each game, it's invaluable when it comes to repairing these and fitting programs the operators are happy with. Until Mame came along everybody was just sticking with one set and that was only good for people wanting to play the games on a PC not people operating and maintaining the original machines where you often need a specific version for a specific hardware profile.
It is with great lament we threw away many different 'sets' at my former place of employment 5 years back because nobody at all was interested in them at the time. I wish Mame had shown an interest back then but they're long gone now.
Regarding sound roms I'm not hopeful of you finding the missing ones, what you don't realise is except for the most popular / profitable they were in and out in under 3 months, scrapped for parts, reskinned, fitted with new roms, and recycled. We had arcade video games on location test for longer than some of these were around if they weren't bringing in the money or worse were instead bleeding it because people had found emptier exploits. You could probably consider many of them to be 'prototypes' using Mame terminology they were so short lived. Nobody I work with has seen some of them for 15-20 years and these machines are sizeable enough so you can't just misplace them. Anything more than a few years old not owned by a collector or retro-arcade more than likely no longer exists anywhere.
Everything you need is at (speedy share link removed)
New games marked as GAME_NOT_WORKING
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Dragon's Lair 2: Time Warp (US v3.19)
Space Ace (DL2 Conversion) (US v1.3)
New clones added
----------------
Dragon's Lair 2: Time Warp (Euro v3.19) (not working)
Dragon's Lair 2: Time Warp (Spanish v3.19) (not working)
Dragon's Lair 2: Time Warp (US v3.18) (not working)
Dragon's Lair 2: Time Warp (Euro v3.16) (not working)
Dragon's Lair 2: Time Warp (US v3.15) (not working)
Dragon's Lair 2: Time Warp (Spanish v3.15) (not working)
Dragon's Lair 2: Time Warp (US v3.14) (not working)
Dragon's Lair 2: Time Warp (US v3.12) (not working)
Dragon's Lair 2: Time Warp (US v3.00) (not working)
Dragon's Lair 2: Time Warp (US v2.11) (not working)
Space Ace (DL2 Conversion) (Euro v1.3) (not working)
(rather ugly for now, the code *should* be collapsible to a single set of functions but we're not there yet, not even close, lots of push and pull of system specific bits needed before everything is in the right place)