| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
| |
Fixes gnga set back to its previous state and adds gngb.
Version bump to 0.124a.
|
| | |
|
| | |
|
| |
|
|
|
| |
Fragile timing broke with new video timing. Redid video timing with
raw parameters and added full memory map and a few other cleanups.
|
| |
|
|
|
|
|
|
|
|
|
|
| |
Subject: [patch] Minor static/const/include fixups
Hi mamedev,
Another batch of minor static/const/include fixes. Very boring, very
pedantic. ;)
~aa
|
| |
|
|
|
|
|
| |
Subject: lghost fix
This fixes bug 1570.
|
| |
|
|
|
|
|
| |
Subject: 1564 fix
I changed Service 3 to Service 2. The only other button that could be Service 2 (labeled unused) gives a NOT USED in service mode.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Subject: [patch] gcc 4.3.0 fixes
Hi mamedev,
GCC 4.3.0 was recently released, and some adjustments need to be made
to MAME to compile successfully with it. The idectrl.c change is only
needed to silence gcc's overwrite warnings, the code is correct as
written. The tx1.c change on the other hand is a bug spotted by the
stricter checks in the new compiler.
[Note only the tx1 changes were accepted]
|
| |
|
|
|
|
|
|
| |
Subject: Removal of Periodic int hack
Removed improper use of PERIODIC_INT in mpu4, to use new timer devices.
Also corrected 50Hz timer in MPU4 Video games.
|
| |
|
|
|
|
|
|
| |
Subject: mermaid
an implementation of "hardware sprite collision"
with collision the game works
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Subject: fix for 01560
--
From: RansAckeR
Subject: fix for 01525
As is noted in the source: "The NMI handler just handles the "Stop Mode" dip
switch."
0xf801 is written to when the game is continued in stop mode, this should
not have been changed to watchdog_reset_w in 0.73
Off course this is all just a guess.
|
| |
|
|
|
|
|
|
|
| |
Subject: blockhl.c & blockout.c inputs/dips
blockhl.c, blockout.c:
-Added dip locations
-fixed unknown dip switches
|
| |
|
|
|
|
|
| |
Subject: MSVC9 fix [Emuman]
the original macro is too long, which caused a MSVC9 internal compiler error
|
| |
|
|
|
|
|
|
|
|
| |
Subject: Ridge Racer RR3 revision
Hello,
Diff (aganist 123U6) and rom for the newer revision of Ridge Racer
Ridge Racer (Rev. RR3, World)
|
| |
|
|
|
|
|
| |
Subject: cabal bootleg fixed clocks
Corrected clocks on Cabal bootleg
|
| |
|
|
| |
Fixed several drivers where there were duplicates.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Subject: [bugfix] gnga: load correct graphics roms
I used to play the alternate version of Ghost'n'goblins in my arcade,
and I can remember the cross as the last weapon instead of the shield,
which on the other side, is shown in the square below the playing
ground.
In MAME that version was once known as a clone named "gngcross", which
was then renamed to "gnga" starting with 0.35rc2, and merged with
original set.
Unfortunately, rom list for the clone is wrong: it's been pasted from
original set "gng", whilst a couple of graphics roms must be loaded from
"makaimur" instead. You can see this by yourself comparing sources from
0.35rc1 and 0.35rc2.
The attached patch was obtained from SDLMAME on a Linux box, on release
0.123u6. I can't test it compiling MAME code, however this obviously
affects mainline too.
Thanks and keep up your good work!
Cheers,
Cesare Falco
(SDLMAME Ubuntu maintainer).
|
| |
|
|
|
| |
is shared between INDEXED16 and RGB15 rendering and we're not ready
to remove the lookups yet.
|
| |
|
|
| |
Inverted cabinet bit in madcrash (also if there's an original bug for cocktail mode)
|
| | |
|
| | |
|
| |
|
|
|
|
|
|
| |
In drivers\seta.c, the zombraid gun input ports should be changed as
per the attached text file. The current crosshair settings work only
with the default power-on settings. The updated code works with
calibrated settings.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Subject: Unnecessary assert in video.c
The assert
assert(machine->config->devicelist != NULL);
in video.c causes the MESS mk1 driver to fail because it doesn't have
any devices - no screens and no sound devices. It works fine when the
assert is removed.
--Dirk
|
| | |
|
| | |
|
| |
|
|
| |
recently, but the new parameters reproduce the old values.
|
| |
|
|
| |
important table :(, which is why I am sending it myself
|
| | |
|
| | |
|
| |
|
|
|
| |
- Added PALETTE_INIT( RRRRR_GGGGGG_BBBBB )
|
| | |
|
| | |
|
| |
|
|
|
| |
system
|
| | |
|
| | |
|
| |
|
|
| |
least one MESS driver
|
| | |
|
| |
|
|
| |
dgpix.c: fixed video RAM masking I screwed up with the last update
|
| |
|
|
|
|
|
|
|
|
| |
Removed temp bitmaps
Changed ugly recursive video RAM code
DDZ: Removed RGB15 -- it's a "skeleton" driver, so why have it?
video\generic.c: Added PALETTE_INIT(RRRRR_GGGGG_BBBBB) and PALETTE_INIT(BBBBB_GGGGG_RRRRR)
|
| | |
|
| |
|
|
|
|
| |
colorspace.
By the way, this was the first time I checked out the games in this driver. Especially, The Crystal of Kings is very nice.
|
| | |
|
| | |
|
| | |
|
| | |
|
| |
|
|
| |
fine with INDEXED16
|
| | |
|
| |
|
|
|
| |
Changed xmlfile.c to pass in memory handlers to expat so that
our memory overrides are properly managed.
|
| | |
|
| | |
|