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* Jaleco 'Bomb's Away' Improvements [aDG4W+qp0] davidhay2008-09-151-0/+1
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* Namco NA-2: Use real C70 BIOS. Removed sound and input simulation code. ↵ Phil Bennett2008-09-141-2/+0
| | | | Changed the NA-1/2 MCU type to M37702.
* preliminary firefox emulation. smf-2008-09-131-0/+3
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* Added lamps support + layout to magjoker and galaxi. Roberto Fresca2008-09-121-0/+1
| | | | | Magjoker has a good lamps sequence in the attract.
* Improvements to Croupier (Playmark Roulette): Roberto Fresca2008-09-101-0/+1
| | | | | | | | | | - Simulated the MCU communication/protection. The game seems to work properly, but is hard to win. I conserved the game flags till we have the MCU decapped, and emulated properly. - Added full sound support. - Added lamps support + layout.
* More cleanups and improvements to Super Derby driver. Roberto Fresca2008-09-091-0/+1
| | | | | | | | | | | - Fixed memory maps. - Documented Super Derby outputs. - Added lamps support + layout to Super Derby. - Fixed the phisical RAM size to all games. - Fixed the wrong NVRAM size to spacewin (16Kb instead of 16KB). - Added proper NVRAM to sderby and pmroulet. - Added the missing 3rd input to pmroulet (needed for 3-button mode). - Cleaned up the driver.
* Changed DEVICE_START functions to return an error code. Currently this Aaron Giles2008-09-091-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | is either DEVICE_START_OK or DEVICE_START_MISSING_DEPENDENCY. The latter should be returned by a device if there is another device it depends on which hasn't been started yet. Added new flag in the device interface to indicate whether a device has been started. Changed laserdisc interface to explicitly specify the screen and sound devices it should route to. Drivers no longer have to manually call laserdisc_vsync(). Instead, the laserdisc code connects up to the routed screen device and works based on that screen's VBLANK timing. Removed all existing calls to laserdisc_vsync(). Changed laserdisc behavior so that it completes the previous video read and initiates the next read at the end of VBLANK instead of the beginning. This gives player logic time during VBLANK to alter the slider position prior to fetching the next frame. Added new laserdisc callback for vsync begin and changed the update callback to be called at the end of VBLANK. Also added functions to set the slider speed, advance the slider, and directly control the video/ audio squelch. In addition, there is a new status function to get the slider position in general terms. Added parameter to the VBLANK callbacks supported in emu/video.c. Updated all callers to provide a callback value. Fixed bug that would cause watchpoints to trigger if you had a memory window open to the watchpoint address. Further updates to the PR-8210 ROM simulation. Still not quite there but the system is much better understood now. Added layout to the PR-8210 which displays the state of the front-panel LEDs.
* Space Win changes: Roberto Fresca2008-09-091-0/+1
| | | | | | | | | | | | | | | | - Some corrections to the memory map. - Added proper working RAM. - Added Dallas DS1220Y NVRAM. - Added output port. - Added lamps layout. - Added complete inputs. - Changed description to "Scacco Matto / Space Win" since the default game is Scacco Matto. You must enter the service mode and change graphics in order to switch the game. New games added or promoted from NOT_WORKING status --------------------------------------------------- Scacco Matto / Space Win [David Haywood, Roberto Fresca]
* Changes to magic10 driver. Roberto Fresca2008-09-061-0/+1
| | | | | | | | | | | | - Better structure and organization. - Added Super Gran Safari. - Added improved lamps layout to Super Gran Safari and Magic's 10. New games added or promoted from NOT_WORKING status --------------------------------------------------- Super Gran Safari [Roberto Fresca]
* fixed emulation of the "SNK Wave" custom sound used by Marvin's Maze and ↵ Nicola Salmoria2008-09-041-2/+2
| | | | | | | Vanguard II and made it into a proper sound core fixed palette decoding of early SNK games (from marvins to athena + fitegolf). The least significan bits were assigned incorrectly. merged marvins.c into snk.c, with all resulting fixes (removed hacks, correct shadows, scroll offsets etc)
* Split core laserdisc functionality into separate file ldcore.c. Aaron Giles2008-09-041-0/+4
| | | | | | | | | | Each player now gets its own source file, along with new hooks which enable more precise control over the behavior. Updated the PR-8210 and LD-V1000 implementations to the new spec. Other players will come online shortly. Changed scan behavior so that it requires a constant stream of signals to continue scanning. Updated ldplayer accordingly.
* merged hal21.c into snk.c Nicola Salmoria2008-09-021-1/+0
| | | | | removed hacks and kludges fixed colors (I think--though some sprites do look weird)
* New working driver for older InterFlip gambling games. [Grull Osgo, Roberto ↵ Roberto Fresca2008-08-301-0/+1
| | | | Fresca]
* Revert change 2597 Aaron Giles2008-08-281-3/+0
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* merged jcross.c into snk.c Nicola Salmoria2008-08-271-2/+0
| | | | | fixed fg layer and visible area the game seems to be ok now? is there still something wrong?
* merged sgladiat.c into snk.c Nicola Salmoria2008-08-271-2/+0
| | | | | fixed shadows, visible area, tilemaps, inputs, etc. 00228: sgladiat: Emulation is missing some enemy sprites that are present on the pcb.
* i8039 -> mcs48 Aaron Giles2008-08-261-3/+3
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* Adds new generic latch device Couriersud2008-08-221-0/+2
| | | | | | | | | | | 8 bit latch interface and emulation Generic emulation of 74LS174/175, 74LS259 and other latches. Apart from providing synched latch operation, these latches can be configured to read their input bitwise from other devices as well and individual bits can be connected to discrete nodes. Please see audio/dkong.c for examples.
* added Discrete Sound for Starship 1. I still need to properly emulate the ↵ Derrick Renaud2008-08-221-0/+1
| | | | MC3340.
* Added PR-8210 support to the ldplayer. Fixed step forward command on the ↵ Aaron Giles2008-08-221-1/+0
| | | | | | | | | | | | PR-8210. 02136: cubeqst: from minimal UI cubeqst requires the optional CHD 02127: xymg: The game name should be Xing Yun Man Guan and "Pin Yin:"should be omitted 02138: flamegun: Debugger/Cheat System upper case cpu tag of MAIN doesn't work 02139: In audio/system16.c, there is a reference to REGION_SOUND1 02133: chindrah: The title of Zhong Guo Long?(Hong Kong,V011H) is Dong Fang Zhi Zhu(Hong Kong, V011H) 02126: corrupt CHDs are reported as missing
* Bells and whistles to Game-A-Tron gambling hardware. Roberto Fresca2008-08-211-0/+3
| | | | | | | | | | | | | After an exhaustive analysis to the unknown writes, finally figured out the missing sound device. - Added sound support to "Poker 4-1" and "Pull Tabs". - Figured out the output ports. Documented each bit accessed. - Added button lamps support. Created layouts for both games. - Switched the 8255 port C to be used as output port. - Adjusted the coin pulse timing. - Updated technical notes. - Splitted the driver to driver + video. - Final clean-up.
* snk.c rewrite (WIP) Nicola Salmoria2008-08-201-0/+1
| | | | | | | | | | | | | TNK3, Athena, Fighting Golf, Country Club converted to tilemaps removed hacks proper memory maps screen flip / cocktail mode support dip locations better implementation of sound CPU communication hooked sound cpu interrupts to YM chips fitegolf hax 1xYM3812, not 2xYM3526
* minor updates to megadriv.c / genesis code. davidhay2008-08-191-0/+3
| | | | | My mail is broken (or I'm not on the list anymore?) so I don't know how the suggestion went down, but given that within the space of a week simply updating the tree completely broke my compile again I *need* these files maintained to develop with if we're going to see accurate genesis emulation in MAME. There's too much to split out of MAME. I haven't included driver definitions, but the source files at least need to compile or I'm going to go completely bananas.
* Added new generic laserdisc VIDEO_UPDATE handler to the laserdisc code. Aaron Giles2008-08-181-0/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This handler works for both disc-only games and those with overlays. For disc-only games, the base macro is sufficient. For games with overlays, an additional set of configuration macros are provided: MDRV_LASERDISC_OVERLAY - specifies update function, width, height, and bitmap format of the overlay MDRV_LASERDISC_OVERLAY_CLIP - specifies the visible area of the overlay bitmap MDRV_LASERDISC_OVERLAY_POSITION - specifies default x,y position MDRV_LASERDISC_OVERLAY_SCALE - specifies default x,y scale factors The update function provided to MDRV_LASERDISC_OVERLAY is identical to a normal VIDEO_UPDATE callback, so a standard one can be used. All existing laserdisc drivers have been updated to support this new rendering mechanism, removing much duplicated code. Added the ability to configure the overlay position and scale parameters at runtime. Added OSD menus to control them. Added logic to save/restore the data in the game's configuration file. Added new macros MDRV_LASERDISC_SCREEN_ADD_NTSC and _PAL, which defines a standard screen with the correct video timing characteristics and update function for laserdiscs. Updated all drivers to use these macros instead of defining their own screens. Added DISK_REGIONS to all laserdisc drivers. Added DISK_IMAGE_READONLY_OPTIONAL to support games (like Cube Quest) where the disk is non-essential to the game's operation. Fixed bug in identifying the custom sound driver for the laserdisc. Updated ldverify to identify blank regions of the disc for post- processing. Fixed rendering 16bpp with alpha using bilinear filters (fixes screenshots of laserdisc games with overlays). Included support for parsing .gdi files in chdman. [ElSemi] Added new driver for Cube Quest. This includes CPU cores for the three bitslice processors, as well as laserdisc support for the hacked laserdisc that was used to drive the games. [Philip Bennett, Joe Magiera, Warren Ondras] Note that the SHA1/MD5 for the laserdisc will likely undergo at least one more change before being finalized.
* Split out SH-4 non-interpreter-specific stuff to sh4comn.c. R. Belmont2008-08-171-0/+2
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* Oops, missed deleted file. Aaron Giles2008-08-141-1/+0
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* Moved several include files from mame/ to emu/, as they were Aaron Giles2008-08-131-3/+6
| | | | | | | | | | | | | | | | | | | | | | | | | | | included by generic components in emu/ and thus should have no dependencies on the MAME code. Added new target ldplayer, which is based on MAME but serves as a standalone laserdisc player for CHDs. Right now only the Pioneer LD-V1000 is connected, and limited commands are available. Each player type is a driver, so you specify the player type on the command-line. The driver then opens the first CHD it finds in your ROM path and uses that as the laserdisc. The intention is that you specify the -rompath each time on the command-line, so a typical approach might be: ldplayer ldv1000 -rompath j:\mach3 where it will pick up the mach3.chd lurking in your j:\mach3 folder. Several basic commands are supported: Space = play/pause Alt = toggle frame display Left = scan forward (when playing) or step forward (when paused) Right = scan backward (when playing) or step backward (when paused) 0-9 = enter numbers for search Enter = execute search to frame
* now shanghai and adp use hd63484.c e hd63484.h in video folder Roberto Zandona2008-08-121-0/+2
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* New games added or promoted from NOT_WORKING status Tomasz Slanina2008-08-101-1/+1
| | | | | | | | | --------------------------------------------------- Killer Instinct (SNES bootleg) [Tomasz Slanina] Final Fight 2 (SNES bootleg) [David Haywood, Tomasz Slanina, Kowal] New games marked as GAME_NOT_WORKING ------------------------------------ Sonic Blast Man TURBO 2 (SNES bootleg) [Corrado Tomaselli]
* Discrete sound for Mad Alien Derrick Renaud2008-08-081-0/+1
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* Added Discrete Sound to Fantasy, Nibbler and Pioneer Balloon. (mantis# 00227) Derrick Renaud2008-08-061-0/+1
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* Removed obsolete makemeta tool. Replaced it with new ldverify Aaron Giles2008-08-051-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | tool which walks through either an AVI or CHD capture from a laserdisc and ensures that there are no anomalies lurking in the VBI data. Added new option to chdman, where if you use -createav with a special filename (either 2:2 or 3:2) it will create a fake laserdisc files with the equivalent cadence. This can be used for testing until full captures are available. Most games used 2:2 apart from Dragon's Lair and Space Ace, which were 3:2. Note that even though these files are essentially blank, they are Huffman-compressed, meaning that the maximum compression ratio you will get is 8:1, so they still end up ~5GB. Moved error strings from chdman.c to chd.c, where they can be fetched from any caller via the new chd_error_string() function. Updated vbiparse to improve Manchester code decoding. It now assigns a confidence level per bit based on how solid the data is. Also added a new function vbi_parse_all which parses the white flag and all three lines of metadata from a laserdisc frame. It then compares line 17 and 18 against each other and selects the most likely candidate based on per-bit confidence and other factors. Added frame number display to laserdsc.c. It is off by default, though most players can be configured to turn it on (not sure if any actually do). It can be manually toggled via the backslash key during playback.
* Driver for "Jingle Bell" by IGS Luca Elia2008-07-311-0/+1
| | | | | | | | | | | (roms in current/j/jingbell.zip) The background (slot reels) is not emulated properly, hence it's not playable and marked as not working. New games marked as GAME_NOT_WORKING ------------------------------------ Jingle Bell [Luca Elia]
* Preliminary driver for "Quiz Punch 2" Luca Elia2008-07-311-0/+1
| | | | | | | | | | | | | | | | Like some other Space games (mosaic.c), it is protected by an MCU that supplies the addresses to jump to. I've done some basic simulation that at least shows the service mode. This is a candidate for decapping / trojaning, or for Nicola to examine like he did with Mosaic ;-) Note to Guru: u118 is probably bad, it fails the rom test. New games marked as GAME_NOT_WORKING ------------------------------------ Quiz Punch 2 [Luca Elia]
* Driver for "Galaxi", an italian gambling game. Luca Elia2008-07-301-0/+1
| | | | | | | | Roms are in current/g/galaxi.zip. New games added or promoted from NOT_WORKING status --------------------------------------------------- Galaxi [Luca Elia]
* Changes to lucky74.c driver: Roberto Fresca2008-07-281-0/+2
| | | | | | | | | | | | | - Pre-defined CPU and SND clocks. - Switched the color system to RESNET calculations. - Completed the remaining DIP switches. - Added lamps support. Created a layout to show them. - Changes on the interrupt system (need to be verified on the PCB). - Renamed the graphics regions to more descriptive names. - Corrected the manufacturer's name. - Splitted the driver to driver + video. - Updated technical notes.
* DSP56156 CPU Core updates. Andrew Gardner2008-07-281-0/+3
| | | | | | | | | - Rewrote core logic, communications, and interfaces. - Added three parallel memory moves to the disassembler. - Initial interrupt logic in place. Plygonet.c updates. - All communication hacks have been removed. - Memory maps have been temporarily reverted while new DSP56k cpu core catches up.
* Missed file from last checkin. Aaron Giles2008-07-241-0/+1
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* UDRC-based SH-2 dynamic recompiler. R. Belmont2008-07-131-0/+2
| | | | | | | | | - All games on all drivers should work as before except "colmns97" and "stress" which crash due to sound system trouble. - All idle skips are still included. They are quite a bit less effective than they were on the interpreter, but they still give a boost. - Fast RAM bypass is not included yet so this does not represent final performance. That said, it's consistently faster than the interpreter even now. Example: sfiii3 on 0.126 gets 609% on the interpreter and 961% on the DRC. Major thanks to Aaron for his assistance with several sticky core bugs and other issues encountered writing this.
* merged exctsccr.c into champbas.c Nicola Salmoria2008-07-131-2/+0
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* Note: I have done some testing, but there are probably more bugs Aaron Giles2008-07-121-0/+2
| | | | | | | | | | | | | | | | | | | lurking. If you run into anything odd, please let me know. Added new module uiinput.c which manages input for the user interface. The OSD is responsible for pushing mouse events and character events to this interface in order to support mouse movement and text-based input (currently only used for the select game menu). Added support for navigating through the menus using the mouse. [Nathan Woods, Aaron Giles] Redesigned the UI menus so that they can maintain a richer state. Now the menus can be generated once and reused, rather than requiring them to be regenerated on each frame. All menus also share a comment eventing system and navigation through them is managed centrally. Rewrote all the menus to use the new system, apart from the cheat menus, which are now disabled. Reorganized the video menu to make it easier to understand. [Aaron Giles]
* some naomi stuff. no credit wanted. davidhay2008-07-111-0/+1
| | | I don't want people bugging me about this, so don't bother even mentioning it.
* Split out Philips code parsing into a separate utility module. Aaron Giles2008-07-081-0/+2
| | | | | Rewrote Philips code parsing to be clock based. Updated makemeta to call the new function.
* New driver for Lucky 74 (Wing Co.Ltd, 1988) Roberto Fresca2008-07-061-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | - Set the proper screen size. - Decoded graphics. - Decoded the dual-state color circuitry. - Mapped the NVRAM, VRAM1-1, VRAM1-2, VRAM2-1 and VRAM2-2 properly. - Emulated 2x PPI 8255 devices. - Mapped the 4x DIP switches banks. - Added PORT_DIPLOCATION to all DIP switches. - Added DIP switches for 'Bet Max' and 'Limit'. - Added DIP switches for 'Jackpot' and 'Pay Table'. - Added the Memory Reset Switch. - Added the 2nd video & color RAM. - Added a 2nd tilemap for background graphics. - Simplified the graphics banks. - Fixed colors for foreground graphics. - Fixed visible area to show the top of background graphics. - Finally fixed colors for background graphics. - Added all coinage DIP switches. - Mapped all remaining inputs (service and player buttons). - Added pulse time limitation to coins A, B & C. - Switched to use 4x 8255 in replace of 2x 82c255 for I/O. - Created a handler to feed the z80 port0 requests. - Promoted lucky74s to 'working' state. - Added an alternate set, but the program ROM looks like incomplete, protected or just a bad dump. - Parent/clone relationship. - Added technical notes. From Dox: - Hooked interrupts. - Hooked the AY8910 and therefore the NMI trigger. - Changed the input "Key In" to active high. New games added or promoted from NOT_WORKING status --------------------------------------------------- Lucky 74 (small) [Roberto Fresca] New clones added ---------------- Lucky 74 (big) [Roberto Fresca]
* sksleton hikaru driver. davidhay2008-07-041-0/+1
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* Galactic Storm Aaron Giles2008-07-031-0/+2
| | | | | | | (c)1992 Taito added by Hau
* New games marked as GAME_NOT_WORKING Tomasz Slanina2008-06-281-0/+1
| | | | | ------------------------------------ King of Football [Tomasz Slanina]
* Renamed wilytowr.c to m63.c. Added Irem M63 PCB layout (based on Atomic Boy). Tomasz Slanina2008-06-281-1/+1
| | | [Tomasz Slanina, Stefan Lindberg]
* Refactor SH2 to separate out things that aren't part of the interpreter. R. Belmont2008-06-271-0/+2
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* Removed DEBUGGER flag from makefile and ENABLE_DEBUGGER Aaron Giles2008-06-261-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | macro from the source code. All MAME builds now include the debugger, and it is enabled/disabled exclusively by the runtime command-line/ini settings. This is a minor speed hit for now, but will be further optimized going forward. Changed the 'd' suffix in the makefile to apply to DEBUG builds (versus DEBUGGER builds as it did before). Changed machine->debug_mode to machine->debug_flags. These flags now indicate several things, such as whether debugging is enabled, whether CPU cores should call the debugger on each instruction, and whether there are live watchpoints on each address space. Redesigned a significant portion of debugcpu.c around the concept of maintaining these flags globally and a similar, more complete set of flags internally for each CPU. All previous functionality should work as designed but should be more robust and faster to work with. Added new debugger hooks for starting/stopping CPU execution. This allows the debugger to decide whether or not a given CPU needs to call the debugger on each instruction during the coming timeslice. Added new debugger hook for reporting exceptions. Proper exception breakpoints are not yet implemented. Added new module debugger.c which is where global debugger functions live.