| Commit message (Collapse) | Author | Age | Files | Lines |
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* machine/generalplus_gpl16250soc_video.cpp: Treat DMA destination 0 sprite RAM to work around issue in jak_spmm.
* cpu/m6502: Use conventional call stack for SuperXaviX.
* super_tv_pc_cart.xml: Verified dump of Double Mouse Party.
* machine/spg_renderer.cpp: Fixed lower bit depth modes (added games use 6 bits per pixel modes).
New working systems
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Bandai Let's! TV Play Nou to Karada o Kitaeru Taikan Zunou Family Mattore (Japan) [David Haywood, Team Europe]
Takara / SSD Company LTD Webdiver DX W-05 Gladion (Japan) [David Haywood, TeamEurope]
New systems marked not working
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Bandai Let's! TV Play Digital Monster Battle Junction (Japan) [David Haywood, Team Europe]
Bandai / SSD Company LTD Let's! TV Play Narikiri Taikan Boukenger Hashire! Ute! Mission Start!! (Japan) [David Haywood, TeamEurope]
Bandai / SSD Company LTD Let's! TV Play Taikan Cast Off - Kamen Rider Kabuto Clock Up & Rider Kick!! (Japan) [David Haywood, TeamEurope]
Enter Tech Leadsinger II (LS-K2) [David Haywood, Sean Riddle]
Epoch / SSD Company LTD Doraemon Taikan Take-copter! Sora Tobu Daibouken (Japan) [David Haywood, TeamEurope]
Epoch / SSD Company LTD Ishikawa Ryou Excite Golf (Japan) [David Haywood, TeamEurope]
JAKKS Pacific Inc / Santa Cruz Games The Amazing Spider-Man and The Masked Menace (JAKKS Pacific TV Game) [David Haywood, TeamEurope]
Radica / FarSight Studios Connectv Real Swing Golf (set 2) [David Haywood, Sean Riddle]
WinFun TV Art Design Center [David Haywood, TeamEurope]
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This effectively reverts b380514764cf857469bae61c11143a19f79a74c5 and
c24473ddff715ecec2e258a6eb38960cf8c8e98e, restoring the state at
598cd5227223c3b04ca31f0dbc1981256d9ea3ff.
Before pushing, please check that what you're about to push is sane.
Check your local commit log and ensure there isn't anything out-of-place
before pushing to mainline. When things like this happen, it wastes
everyone's time. I really don't need this in a week when real work™ is
busting my balls and I'm behind where I want to be with preparing for
MAME release.
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This reverts commit c24473ddff715ecec2e258a6eb38960cf8c8e98e, reversing
changes made to 009cba4fb8102102168ef32870892438327f3705.
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---
XaviX Bass Fishing (XaviXPORT) [Sean Riddle, Peter Wilhelmsen]
and refactor a bit
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title (#4302)
* xavix fixes (nw)
* fix2 (nw)
* more (nw)
* more fixes (nw)
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screen) (#4213)
* ignore unaligned palette select bits in bpp modes > 4
* map some inputs in rad_ping (nw)
* fairly sure these don't use Y index (used in ttv_mx road calcs, although still not correct) (nw)
* dma IRQ allows ttv_lotr and drgqst to run further (nw)
* name fix (nw)
* change irq handling a little (nw)
* timer notes (nw)
* (nw)
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* on review of code I'm fairly sure these work with the accumulator (nw)
* get ttv_mx to show some screens (nw)
* oops (nw)
* more ops (nw)
* (nw)
* help xavtenni along (nw)
* less logging (nw)
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* stubby stub (nw)
* more (nw)
* dasm table (nw)
* some notes made while trying to figure this out (nw)
* this function just looks like buggy nonsense anyway even in the regular xavix games, but it does seem to be the same thing with different opcodes (nw)
* note again (nw)
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* disable all super xavix opcodes, ready for one-by-one reimplementation (nw)
* begin reimplementation (nw)
* get past first callf (nw)
* (nw)
* (nw)
* (nw)
* (nw)
* phx,phy etc. (nw)
* plx/ply (nw)
* more (nw)
* (nw)
* (nw)
* (nw)
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* start looking at the extra opcodes in the SSD 2000 type XaviX chip (seems some undocumented 6502 opcodes are replaced with more custom ones)
* (nw)
* the xavix memory mapping gets stranger with each piece of new evidence (nw)
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