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* Cleanups and version bump.mame0129u1 Aaron Giles2009-01-1558-1116/+1116
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* Fixed previous change to always clear the alpha bitmap. Aaron Giles2009-01-151-2/+1
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* New games added or promoted from GAME_NOT_WORKING status Aaron Giles2009-01-155-518/+867
| | | | | | | | | | -------------------------------------------------------------------------------------------------- Trivia Hangup [Mariusz Wojcieszek] Sure Shot [Mariusz Wojcieszek] Mariusz.
* New clones: Salamander 2 (ver AAB) [Corrado Tomaselli] Aaron Giles2009-01-153-2/+36
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* From: abcd efgh [cix_999@yahoo.it] Aaron Giles2009-01-152-1324/+1010
| | | | | | | | | | | | | | | | | | Sent: Tuesday, January 13, 2009 2:20 PM To: submit@mamedev.org Subject: megasys1 Big input Clean Hi Folk I returned wit a tough work (for me!), i've maed a big input clean up in the drive (they were a lot messy), now all looks more tidy ;-) - Delete input port definition in "includes/megasys1.h" - Added generic input in megasys1.c - General input clean Bye Sonikos
* Virtual Combat driver improvements. [Jason Eckhardt, Andrew Gardner] Andrew Gardner2009-01-158-173/+6342
| | | | | | | | * 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).
* New clones added Phil Bennett2009-01-142-10/+43
| | | | | | ----------------- Hit the Ice (Japan) [Phil Bennett] Added IC locations and PAL dumps to hitice. Flagged both sets with GAME_IMPERFECT_GRAPHICS as the bitmap layer implementation is incorrect.
* Updated OKIM6295 volume table to reflect actual chip behaviour. Phil Bennett2009-01-141-13/+9
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* Pre-Seibu CRTC update: [Angelo Salese] Angelo Salese2009-01-144-47/+73
| | | | | | | | | | | | | | | | | | | | | | | | * Fixed gfx banking in goodejan/totmejan; * Fixed vertical scrolling in Sengoku Mahjong (check title screen); * Made some clean-ups in either drivers; ================================================== The (likely) custom Seibu CRTC is used at least in the following games: Raiden (probably the first game to use it) Sengoku Mahjong Good e Jong Tottemo de Jong Blood Bros. Sky Smasher D-Con SD Gundam Psycho Salamander no Kyoui (all games in legionna.c) (all games in raiden2.c) All of these games have 4 layers with 2048 (0x800) bytes of ram each,a palette ram with xRRRRRGGGGGBBBBB format and (at least) 72 (0x48) video registers. The idea here is to merge everything in a single file and to understand the issues with some of them,namely the "bitmap_fill" color (goodejan/totmejan needs a black pen on the service mode and a white-to-black fade out effect at start-up?),some kludges with the tilemaps/sprites positioning (in both sd gundams,sdgndmsp and sdgndmrb for example) plus obviously anything that isn't yet understood from these regs.
* Added Spiele Bude to slotcarn.c driver. The game is working properly with ↵ Roberto Fresca2009-01-142-32/+212
| | | | | | | | full inputs/DSWs and sound. However is tagged as not working due to incomplete video emulation (reels support for the slots stage). [David Haywood, Roberto Fresca] New games marked as GAME_NOT_WORKING ------------------------------------ Spiel Bude (German) [David Haywood, Roberto Fresca]
* Switched the goldstar.c driver to use pre-defined clocks (CPU, PSG, AY and ↵ Roberto Fresca2009-01-141-87/+56
| | | | | | OKI) for all machine drivers. Changed all z80's CPU frequency to 3 MHz (Xtal/4).
* 00976: vaportrx: Crashes during the results section immediately after the race. Aaron Giles2009-01-141-2/+2
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* - Fixed the 3rd graphics bank decode of cmast91. [David Haywood] Roberto Fresca2009-01-141-13/+41
| | | | - Confirmed the kkojnoli dump as a good dump. Added proper bipolar PROMs. [Roberto Fresca]
* 02823: astorm, shdancer and clones: Error Messages Aaron Giles2009-01-141-78/+0
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* 02824: deadlock when using -state with -mngwrite/-aviwrite Aaron Giles2009-01-141-0/+1
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* Fix inverted function name. Aaron Giles2009-01-141-11/+11
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* From: Oliver Stoeneberg [mailto:oliverst@online.de] Aaron Giles2009-01-1460-546/+74
| | | | | | | | | | | | | | | Sent: Sunday, January 11, 2009 5:52 AM To: submit@mamedev.org Subject: unreachable code cleanup This patch cleans up the usage of unreachable code (mostly unnecessary breaks after returns in switch - case). A few case of really unused code were also discovered. I marked thos with FIXME comments. I based this cleanup on teh output of cppcheck. It does still missing a few cases of unreachable code, so there might be future patches to address more cases.
* Added digitalker support to scorpion driver. [Olivier Galibert] Aaron Giles2009-01-147-25/+752
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* This hooks-up the preliminary decryption code for Tarzan, I'd guess that Aaron Giles2009-01-141-68/+69
| | | | | | | | | | | | | | | | | isn't complete? -----Messaggio originale----- Da: David Haywood [mailto:neohaze@nildram.co.uk] Inviato: venerdi 9 gennaio 2009 9.42 A: Angelo Salese Oggetto: tarzan I don't think the decryption is complete.. the graphics are also encrypted.. so don't decode properly. i guess sar might need to take a 2nd look at it.
* From: Duke [mailto:startaq@gmail.com] Aaron Giles2009-01-1415-60/+0
| | | | | | | | | | | | | | | Sent: Friday, January 09, 2009 4:14 AM To: submit@mamedev.org Subject: Patch to remove useless INLINE defines Hello, this patch removes several occurrences of "#define INLINE" in CPU and sound cores, which I assume are useless since the makefile already defines this. --Dirk
* From: Atari Ace [mailto:atari_ace@verizon.net] Aaron Giles2009-01-1429-95/+85
| | | | | | | | | | | | | | | | | | Sent: Tuesday, January 06, 2009 7:39 PM To: submit@mamedev.org Cc: atariace@hotmail.com Subject: [patch] Remove sndindex from SND_START Hi mamedev, This is a baby step towards making the sound cores proper devices. It removes the sndindex parameter from SND_START. Cores should use the device pointer or tag as appropriate. I also removed a few address_space hacks taking advantage of the existing fake sound device. ~aa
* New non-working games: Unknown ACE Fruits Game [David Haywood] Aaron Giles2009-01-142-0/+27
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* Forgot a file. Aaron Giles2009-01-142-0/+246
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* NON-WORKING GAMES Aaron Giles2009-01-145-0/+253
| | | | | | | | ----------------- 3 Super 8 (Italy) [David Haywood] New Champion Skill (v100n) [David Haywood] Buster [David Haywood]
* Initially, this was to address adding the DIPs for the game, Naratte Chu. Aaron Giles2009-01-141-49/+65
| | | | | | | | | | | | | | | After adding these, I also added DIP LOCATIONS for all sets in the driver. There was an issue where a manual setting was different than what MAME expected (Demo_Sound in the manual listed OFF, but MAME likes them ON). Kale helped me a bit with some pointers about PORT_BIT reassignment which helped clear up the duplicate Service Mode assignments. I'm sure I made errors, but it's a start :) This .DIFF is based on 0.128u7 sources and resolves MAMETesters Bug #02787. Tafoid tafoid@yahoo.com
* From: Atari Ace [mailto:atari_ace@verizon.net] Aaron Giles2009-01-1460-311/+180
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Sent: Saturday, January 03, 2009 10:20 AM To: submit@mamedev.org Cc: atariace@hotmail.com Subject: [patch] static/const/include fixes Hi mamedev, Here's my aperiodic code cleanup patch for MAME, adding static/const and adjusting header files. In a few places I went a bit further. 1. arm7core.[ch],segas24.[ch]: Rewrote some abuses of the HANDLER macros to use _func types instead. 2. m37710: Removed some long dead state save functions. 3. spc700: Removed the interface declarations and functions. Most of it is handled by CPU_GET_INFO, some of it was no longer implemented, and since pointerization it wasn't possible to call it externally anyhow. 4. segac2: I removed the palette variables aliasing the megadrive ones and just used the megadrive ones directly. 5. snes: All the obc1_, DSP1_, DSP2_ exports were made static. I'd avoided doing this previously for fear it might break MESS, but after auditing I'm fairly certain this shouldn't cause problems. ~aa
* Removed extraneous bitmap clear. [Christophe Jaillet] Aaron Giles2009-01-141-1/+0
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* Added new function gfx_element_build_temporary() to safely build a temporary Aaron Giles2009-01-147-113/+62
| | | | | | | gfx_element. Updated the drivers that did this to use the new function, fixing random crashes. Fixed a couple of other minor regressions with recent drawgfx changes.
* Oops, missed smleague. Aaron Giles2009-01-141-0/+1
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* Added ROM_DEFAULT_BIOS to diehard and critcrsh. Aaron Giles2009-01-141-0/+2
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* Fixed duplicate savestate registration in certain 8080bw.c drivers (don't ↵ Ryan Holtz2009-01-141-42/+42
| | | | put in whatsnew)
* Improvements to skylncr.c driver. Roberto Fresca2009-01-131-81/+160
| | | | | | | | | - Hooked all the PPI 8255 devices. - Reworked the inputs based on them. - Fixed the reels visible area. - Reorganized and cleaned-up the driver. (only remains to split in driver + video)
* Fixed bug with Atari Ace's recent change that caused sound indexes to be ↵ Aaron Giles2009-01-131-2/+2
| | | | | | incorrectly computed.
* Made direct (opcode) access more robust. Direct access now crawls the Aaron Giles2009-01-133-165/+347
| | | | | | | | | | | memory table to find its ranges, and caches them for fast access in the future. It invalidates intersecting regions when new ones are installed, and now properly handles mirrored ranges. Also changed the disassembly view to call the decrypted read routines for each opcode byte/word instead of fetching from a pointer, which prevented opcodes that crossed range boundaries from working correctly, even though they would execute correctly.
* From: Atari Ace [mailto:atari_ace@verizon.net] Aaron Giles2009-01-13108-790/+260
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Sent: Monday, December 22, 2008 3:00 PM To: submit@mamedev.org Cc: atariace@hotmail.com Subject: [patch] Make SOUND_xxx pointers to SND_GET_INFO functions Hi mamedev, This patch probably should wait till after 0.129 goes out, but may be of interest regardless. It makes the treatment of SOUND_xxx the same as that of CPU_xxx. That is, they are function pointers to the SND_GET_INFO routine for the sound. The first patch just adds some missing include files and modifies a few cases where a sound_type was used as an integer. This could go in now. The second patch then adds the needed #defines to all the sound headers (it assumes the previous patch I sent to add the SND_GET_INFO declarations was applied), and modifies the sound code accordingly. It also moves the sound clock to the device object. Note that the dummy sound core is removed entirely. I cheated a bit and made VERIFY_SNDTI also declare and fill in the sndnum, making this an INLINE function would probably be more appropriate, but all of this code's days are numbered. There may be some performance loss in drivers that expect sndti_xxx routines to be fast, since sound_matrix has been removed. The performance however should be similar to looking up items in a devicelist, so those drivers will have to adjust eventually. ~aa
* 02820: sf2ue: Scrambled graphics in Street Fighter II set: sf2ue Phil Bennett2009-01-121-0/+2
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* Fixed MSM6376 distorted playback. Phil Bennett2009-01-122-39/+45
| | | Added sample ROM to newmcard.
* CDP1802 cpu core: Curt Coder2009-01-121-3/+17
| | | | | - improved register layout - randomized register contents on initialization
* COP400 cpu core refactoring: Curt Coder2009-01-1211-2604/+2126
| | | | | | - 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 Giles2009-01-12194-6074/+4817
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | - 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 Buffoni2009-01-124-0/+597
| | | | | | | * 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 Buffoni2009-01-128-4/+674
| | | | | | | | | | | | | * 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?)
* Improvements to coinmastr.c driver. [David Haywood, Roberto Fresca] Roberto Fresca2009-01-111-68/+37
| | | | | | | - Added maximum intensity to the color decode. - Switched pokeroul to use global memory map and eliminated the redundant one. - Eliminated the GAME_WRONG_COLORS flag to all games. - Some clean-ups.
* 02805: turbosub, turbosba: Dropped lines in video output rendering Phil Bennett2009-01-114-145/+245
| | | Added save state support.
* Various improvements to the Jackpool driver [Angelo Salese] Angelo Salese2009-01-111-126/+212
| | | | | | | | * Added a second screen for some extra gfxs that are displayed on it; * Fixed colors; * Preliminary implementation of the transparency pens for the graphics,might not be correct; * Added inputs; * Cleaned-up the driver; Game seems to work fine,but can't accept coins,might be related to the eeprom.
* Improved the rom loading in tenkai and clones. Luca Elia2009-01-111-25/+40
| | | | | | New games added or promoted from NOT_WORKING status --------------------------------------------------- Mahjong Tenkaigen (3 sets) [Wei Mingzhi, Luca Elia]
* - Added savestate support to the games in amspdwy.c, angelkds.c, appoooh.c, ↵ Ryan Holtz2009-01-119-52/+114
| | | | | aquarium.c, arabian.c, and arcadecl.c: [MooglyGuy] amspdwy, amspdwya, angelkds, spcpostn, appoooh, robowres, robowrb, aquarium, arabian, arabiana, arcadecl, sparkz
* More improvements to goldstar.c driver: Roberto Fresca2009-01-112-39/+154
| | | | | | | | | | | | | | | | | | | | | | | | | | | From David Haywood: - Decoded the extra bitmap for Cherry Master I and V4 sets. Still need to figure out how is called. From Roberto Fresca: - Added notes about the Tetris/Cmaster game. - fixed some default DIP switches. - Splitted the cmaster gfxdecode to cover different sets. - Created a new machine driver for sets without the extra bitmap. - Renamed the old sets cm2v841 and cm2841a to cmasterb and cmasterc respectively, since they are in fact different sets of Cherry Master I (ver.1.01). - Promoted cmasterb & cmasterc to working state. The last one was flagged as GAME_IMPERFECT_GRAPHICS, since reels graphics have a different decode, or simply are bad dumps. - Reparented some sets. - Added Magical Tonic. - More fixes/cleanups. New games added or promoted from NOT_WORKING status --------------------------------------------------- Cherry Master I (ver.1.01, set 2) [Roberto Fresca] Cherry Master I (ver.1.01, set 3) [Roberto Fresca] New games marked as GAME_NOT_WORKING ------------------------------------ Magical Tonic [Roberto Fresca]
* Improvements to goldstar.c driver: Roberto Fresca2009-01-112-164/+576
| | | | | | | | | | | | - Added full inputs / DIP switches to the Cherry Master II sets. - Started a tedious clean-up to all driver inputs. - Added a new set based on Cherry Master V4. The game is supposed to boot as a Tetris game (there are Tetris graphics inside), and can be turned into Cherry Master (probably designed for countries where gambling games are/were illegal). The game is booting into Cherry Master and is working properly. Still flagged as GAME_NOT_WORKING till can figure out how to switch games. - Some other minor corrections. New games marked as GAME_NOT_WORKING ------------------------------------ Cherry Master (ver.4, set 2) [Roberto Fresca, Angelo Salese]
* Fix clock used in Namco systems 12 & 23. R. Belmont2009-01-112-9/+14
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