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ravatar.com/avatar/f11b312e0165731d05c5f2bedbe9520c?s=128&d=retro' /> MASH1-1/+1 The listxml dosn't output the game samples. This fixed commit: tagmap_t to std::unordered_map or std::unordered_set where applicable… https://github.com/mamedev/mame/commit/3414b0166e77c5353373d655e3def0251571722d 2015-12-15scale our gun input to screen size, otherwise it's massively inaccurate near ↵ David Haywood1-8/+12 the bottom (nw) 2015-12-15MT00363 ? David Haywood1-0/+2 2015-12-14peplus.cpp: Correct DO_DUMP prom size - NW briantro1-1/+1 2015-12-14peplus.cpp: Add in actual missing CG numbers - NW briantro1-14/+17 After some research I found the actual CG numbers needed for Treasure Chest and Royal Deuces as well as XP000074 is needed for the Double Down Stud Poker set. 2015-12-14this looks more like a debug port on this game actually (nw) David Haywood1-1/+1 2015-12-14MT03860 David Haywood2-3/+25 2015-12-14no need for all these ROM_RELOADS in the dooyong banking, it's not ↵ David Haywood1-40/+22 199x/early 2000s anymore :-) 2015-12-14fix gfx set mismatch (nw) David Haywood1-5/+5 2015-12-14Before I get crazy, logged all irqs for MS1, nw angelosa1-3/+12 2015-12-14Fix tagged_list (nw) Miodrag Milanovic2-2/+2 2015-12-14this bit alows the flying tiger title text to colour cycle, probably vblank ↵ David Haywood2-13/+11 like other games (nw) 2015-12-14tlcs900: fix duplicate tags (nw) Ville Linde1-12/+12 2015-12-14New working game added hap1-4/+115 --------------------------- Mattel Dungeons & Dragons - Computer Labyrinth Game [hap, Sean Riddle] 2015-12-14hitting save helps (nw) David Haywood1-2/+2 2015-12-14revert part of previous MASH change, no evidence to suggest this isn't just ↵ David Haywood1-2/+2 how the PCB was, many of these are exactly like this (nw) 2015-12-14backlog clear (nw) David Haywood1-0/+34 2015-12-14tms32051: add I/O space (nw) Ville Linde4-37/+103 2015-12-14renamed TYomy pinball to Power House Pinball (USA set + is less generic) hap2-40/+48 2015-12-14Made internal debugger window editors appear over the window to which it is ↵ mahlemiut1-30/+25 related (makes it a little bit clearer). 2015-12-14get rid of unneeded/confusing comment hap11-207/+2 2015-12-14mattel D&D WIP hap3-14/+102 2015-12-13new PE Poker clone briantro2-22/+41 New Clone Added ------------------------------------------------- Player's Edge Plus (X002315P+XP000112) Triple Bonus Poker Plus [BrianT] 2015-12-14New working game added hap1-3/+16 ----------------- Tomy Pinball (handheld) [hap, Sean Riddle] 2015-12-13sun3: switch to new Z80SCC device, add RS232 ports (not functioning yet) [R. ↵ arbee3-44/+89 Belmont] 2015-12-13fix regression (nw) David Haywood3-2/+11 2015-12-13pollux bombs now cause brightness change David Haywood3-18/+46 2015-12-13pollux, add vblank read, allows palette to animate.. David Haywood2-10/+10 use darker palette bank as the primary one, this seems to be where the correct colours get set 2015-12-14const-qualify source bitmaps in drawgfx Vas Crabb2-39/+39 2015-12-14S2650 CPU: expose INTACK signal Vas Crabb2-3/+14 2015-12-13(nw) David Haywood1-1/+1 2015-12-13new clones David Haywood4-0/+114 Ninja-Kid II / NinjaKun Ashura no Shou (set 4) [system11] 2015-12-14[spc1000] Using timing difference for cassette deck motor on/off Miso Kim1-7/+8 A motor on/off signal in the cassette deck is a pulse instead of digital on/off in spc-1000. It needs a timing check for emulating cassette deck precisely. m_motor binary variable has been removed and m_time variable for pulse timing control. It can make it more proper emulation by my cassette tape play test. 2015-12-13attempt to emulate the sprite trail effect (partial sprite framebuffer clear ↵ David Haywood3-42/+128 etc.) of megasys1, probably not accurate yet