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* Renamed 6821new.* -> 6821pia.* Aaron Giles2009-03-031-2/+2
| | | | | | Renamed pia_* functions to pia6821_* Fixed a couple of compiler errors.
* Delete old PIA implementation. Aaron Giles2009-03-031-2/+0
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* From: Mr. Do. Note I just wired up the layouts he provided, I left the ↵ Aaron Giles2009-02-261-0/+22
| | | | | | | | | | | | | | | | | | | | | | | 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
* M79-Ambush - Added Discrete sounds, fixed DIPs and added Self Test Lamp Output. Derrick Renaud2009-02-261-0/+2
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* Agemame Integration [James Wallace] davidhay2009-02-251-0/+4
| | | (I haven't verified this works, just checking it in for now)
* New games marked as GAME_NOT_WORKING Angelo Salese2009-02-231-0/+1
| | | | ------------------------------------ Kung-Fu Roushi [Angelo Salese, Roberto Fresca]
* Heavy unit - very preliminary driver Tomasz Slanina2009-02-231-0/+1
| | | | | New games marked as GAME_NOT_WORKING ------------------------------------ Heavy Unit (3 sets) [Tomasz Slanina, Corrado Tomaselli]
* New games marked as GAME_NOT_WORKING Angelo Salese2009-02-191-0/+1
| | | | | | | | | ------------------------------------ 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...
* Multifish for reconsideration as the HW is the same era as 'Fever Soccer' ↵ davidhay2009-02-181-0/+1
| | | | | | | | | | 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
* Undo premature PinMAME stuff. Aaron Giles2009-02-161-6/+0
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* Cidelsa changes: Curt Coder2009-02-161-2/+0
| | | | | - Combined CDP1869 video and sound parts to one device - Refactored CDP1852 to use devcb
* Merged brasil.c and highvdeo.c drivers [Angelo Salese] Angelo Salese2009-02-141-1/+0
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* Ok, this is The Big One. Aaron Giles2009-02-111-3/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
* Driver for TomCat mariuszw12009-02-101-0/+1
| | | | | | | 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.
* Wrote a driver for Fever Soccer, not working due of incomplete gfx decyption ↵ Angelo Salese2009-02-081-0/+1
| | | | | | | (uses RISE11 algorythm as SPI HW). New games marked as GAME_NOT_WORKING ------------------------------------ Fever Soccer [Angelo Salese]
* TMS57002 preliminary implementation [Olivier Galibert] davidhay2009-02-061-0/+4
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* PinMAME --- davidhay2009-02-061-0/+6
| | | | | | | | | | | | | | | | | | | | | 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.
* Merged Strip Teaser and Il Pagliaccio driver, fixed the layer clearance for ↵ Angelo Salese2009-02-031-1/+0
| | | | both and added a preliminary MCU simulation for the former. [Angelo Salese]
* getting the AGEMAME ball rolling. davidhay2009-02-021-0/+11
| | | Moved over some of the drivers (thanks to James Wallace / ageMAME)
* nuke fruit.c, obsolete davidhay2009-02-021-1/+0
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* Wrote a skeleton driver for Pachi Fever, not working due of ↵ Angelo Salese2009-02-011-0/+1
| | | | | | | encrypted/incomplete program rom. New games marked as GAME_NOT_WORKING ------------------------------------ Pachi Fever
* New games added or promoted from NOT_WORKING status Phil Bennett2009-01-311-0/+1
| | | | | | | | | --------------------------------------------------- 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.
* Fixed encryption in Cabaret and added sound emulation (Mirko Buffoni) Mirko Buffoni2009-01-281-0/+2
| | | | | | | | - Moved to a separate driver - Not fully playable, press reset to exit from pitfalls Added new game Super Poker (Mirko Buffoni)
* Improvements to norautp.c driver: Roberto Fresca2009-01-281-1/+0
| | | | | | | | | | - 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.
* Wrote a driver for Noraut Poker,working without sound (discrete) [Roberto ↵ Angelo Salese2009-01-271-0/+1
| | | | | | | Fresca,Angelo Salese] New games added or promoted from NOT_WORKING status --------------------------------------------------- Noraut Poker [Roberto Fresca,Angelo Salese]
* Added new module devcb, which can generically handle conversions between device Aaron Giles2009-01-261-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* Adding first-cut shared Archimedes code and hooked it up to MK5. R. Belmont2009-01-261-0/+2
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* added skeleton driver for aristocrat mk5 davidhay2009-01-251-0/+1
| | | this is apparently somewhat based on the acorn archimedies home computer system
* Wrote a driver for Big 10,working with sound [Angelo Salese,Roberto ↵ Angelo Salese2009-01-221-0/+1
| | | | | | | Fresca,Tomasz Slanina] New games added or promoted from NOT_WORKING status --------------------------------------------------- Big 10 [Angelo Salese,Roberto Fresca,Tomasz Slanina]
* From: naibo zhang [naibo_zhang@hotmail.com] Aaron Giles2009-01-221-0/+1
| | | | | | | | | | | 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".
* Super Othello driver Tomasz Slanina2009-01-211-0/+1
| | | | | | | | /current/s/sothello.zip New games added or promoted from NOT_WORKING status --------------------------------------------------- Super Othello [Tomasz Slanina]
* Major cleanup to IGS poker games (Mirko Buffoni) Mirko Buffoni2009-01-201-3/+3
| | | | | | | | | | | | | | | | | | - 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)
* New games added or promoted from NOT_WORKING status Phil Bennett2009-01-201-0/+2
| | | | --------------------------------------------------- Himeshikibu (Japan) [Uki]
* Seibu CRTC part 1: [Angelo Salese] Angelo Salese2009-01-171-2/+2
| | | | | | | | | * 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]
* New games added or promoted from GAME_NOT_WORKING status Aaron Giles2009-01-151-1/+1
| | | | | | | | | | -------------------------------------------------------------------------------------------------- Trivia Hangup [Mariusz Wojcieszek] Sure Shot [Mariusz Wojcieszek] Mariusz.
* Virtual Combat driver improvements. [Jason Eckhardt, Andrew Gardner] Andrew Gardner2009-01-151-0/+2
| | | | | | | | * 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).
* Added digitalker support to scorpion driver. [Olivier Galibert] Aaron Giles2009-01-141-0/+2
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* Forgot a file. Aaron Giles2009-01-141-0/+1
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* NON-WORKING GAMES Aaron Giles2009-01-141-0/+2
| | | | | | | | ----------------- 3 Super 8 (Italy) [David Haywood] New Champion Skill (v100n) [David Haywood] Buster [David Haywood]
* COP400 cpu core refactoring: Curt Coder2009-01-121-6/+2
| | | | | | - added state table for the debugger - grouped all cpu types under a single makefile entry - removed duplicate code
* Major drawgfx cleanup, global removal, and feature enhancements: Aaron Giles2009-01-121-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | - 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.
* Added V30-based High Video gambling games [Mirko Buffoni] Mirko Buffoni2009-01-121-0/+1
| | | | | | | * 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)
* Added OKIM6376 emulation ADPCM Speech Synthesizer [Mirko Buffoni] Mirko Buffoni2009-01-121-0/+2
| | | | | | | | | | | | | * 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?)
* 1. Introduced a parallel 6821 PIA implementation, as a MAME device (6821new.c) Nathan Woods2009-01-111-0/+2
| | | | | 2. Ported the Williams drivers over to use this new PIA implementation
* Renamed filetto.c to pcxt.c and made several improvements to the driver ↵ Angelo Salese2009-01-091-2/+1
| | | | | | | | | | | | | | [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]
* Wrote a driver for 86 Lions,not working due of missing inputs... Angelo Salese2009-01-061-0/+1
| | | | | New games marked as GAME_NOT_WORKING ------------------------------------ 86 Lions [Chris Hardy,Angelo Salese,Roberto Fresca]
* Another non-working driver from Haze, supporting Skill Fruit Bonus. Roberto Fresca2009-01-061-0/+1
| | | | | | New games marked as GAME_NOT_WORKING ------------------------------------ Skill Fruit Bonus [David Haywood]
* Removed bogus port 4-7 definitions from MCS-48. Added i8243 Aaron Giles2009-01-041-0/+2
| | | | | | implementation. Connected 8243 properly to monsterb and system 16a sound. Changed draw80pkr to connect the PROG line like videopkr.
* New driver for Slot Carnival. (1985, Wing Co. Ltd) [David Haywood, Roberto ↵ Roberto Fresca2009-01-031-0/+1
| | | | | | | | | | 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]
* Wrote a preliminary driver for the original Magic Card [Roberto Fresca,David ↵ Angelo Salese2009-01-031-0/+1
| | | | | | | | | | | | 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?