| Commit message (Collapse) | Author | Age | Files | Lines |
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Bygone [Cananas, Mr. Do, S. Brown, J. Bijl,ranger_lennier, F. Xerri, Gor, Kevin Eshbach, Smitdogg, Tormod, Guru, Tomasz Slanina , The
Dumping Union]
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Janputer Special [gamerfan, ranger_lennier, Smitdogg, The Dumping Union]
New clones added
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Mahjong Neruton Haikujiradan (Japan, Rev. A?) [Smitdogg, The Dumping Union]
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added PCB # for Big Karnak and correct rom names for the Touchmaster v2.xx & v3.00 sets - not worth mentioning ;-)
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Zero Gunner 2 [The Dumping Union]
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Swedish/Finnish keyboard layout. [Curt Coder]
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Game still doesn't boot in MAME (works in Demul) - Kale, if you're bored... :)
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Added Motor 0 & 1, and Zings sounds.
Zings sound not hooked up until address for Fires & Zings is found.
Fixed operation of DISCRETE_COUNTER_7492 [Derrick Renaud]
---------- Not Whats New stuff ----------
If anyone can figure out the address/bits for the Zings/Fires sounds that would be great. I figured out all the others. FWIW, it does not seem to be any of the bits at 0x1000, The bits should be high, then go low to trigger the sound effect.
Zings has a oneshot with a minimum 0.2s length which is extended while the trigger is low.
Fires goes low to fully charge a cap. As long as it is low, the shot will be at full volume, then decay after it goes high.
Thanks,
D.
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Shooting Star [Tomasz Slanina]
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. maglord/maglordh - Mixed up crc's, fixed
. flipshot - Added correct p1
. kotm2 - Tagged MVS AND AES VERSION
. miexchng - Added correct c3/c4
. Updated game pcb info
. Continued to document mask ROM types
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Converted controls to Positional type.
Started Discrete sounds. (Motor 2 & 3, Crash sounds implemented)
Optimized speed of DISCRETE_DAC_R1 [Derrick Renaud]
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and arpl instructions. [Wilbert Pol]
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[Wilbert Pol]
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(Aaron, please feel free to hate this and redo it correctly. It does seem to work for me though).
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debugger. [Wilbert Pol]
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-----------------------------------
The King of Fighters XI (Cah4e3)
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Redumped Kick 4 Cash to fix bad dumps [f205v]
Completed dump of Neo Geo Battle Coliseum [Guru]
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Odeon Twister 2 [XoreX, Mariusz Wojcieszek]
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that had empty bitmaps.
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Removed old DISCRETE_74LS624 code and replaced it with new 74LS629 based code.
Updated Mario to use new DISCRETE_74LS624 and DISCRETE_XTIME_logic modules.
----
Some not whats.new stuff:
I also fixed the regression to Galaxian.
I made a DISCRETE_DECLARE_CONTEXT() macro to clean up the discrete module code and make it easier for any future possible C++ conversion.
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system16.c driver for Inputs and Dip Switches. [Tafoid]
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The original chars were switched automatically to question signs "?".
Now replaced by "'".
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Mega Double Poker (conversion kit, set 2) [Roberto Fresca]
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(found 1 case so far).
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Still need to reparent the sets.
New games added or promoted from NOT_WORKING status
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Royal Card (TAB original) [Roberto Fresca]
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adds a small epsilon value to the wrap width to allow for FP computation
tweaks.
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Make UI backgrounds a bit more opaque.
Fix crash when passing NULL filename to OSD code.
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if it owns a given font (based on the name), and if it does, it is
responsible for generating bitmaps on the fly as characters are requested.
Added new option -uifont to specify the UI font. It can be set to a filename,
in which case a BDF font will be loaded. It can also be set to a font name
(assuming the OSD support is present), in which case the OSD font by that
name is used. The default value is 'default' which can be used by the OSD
to substitute a default font or by the OSD, which will default to ui.bdf
as before. In all cases, it falls back to the built-in font by default if
none of the previous options works.
On Windows, the OSD will default to Tahoma as the font name. Also on
Windows, font names can be specified with [b] to indicate bold or [i] to
indicate italic.
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the main debugger window on startup. [Andrew Gardner]
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