| Commit message (Collapse) | Author | Age | Files | Lines |
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sharing the information!
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version.
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this was verified on real hardware. [Eke-Eke, Nemesis, Alone Coder, AamirM]
- implemented PG overflow, aka "detune bug" (Ariel, Comix Zone, Shaq Fu, Spiderman...)
- fixed SSG-EG support
- modified EG rates and frequency
- fixed EG attenuation level on KEY ON (Ecco 2 splash sound)
- fixed LFO phase update for CH3 special mode (Warlock, Alladin)
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to have been broken for a while tho.
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MB8841 CPU
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bombjack, boogwing, and bottom9.
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Instead, they are identified by the region they were loaded in. This
generally means one disk per region. get_disk_handle() now takes a
region name in place of an index. Updated all callers to do this.
The SCSI modules in particular posed a challenge to make this work,
so watch out for potential bugs there.
Changed the IDE interfaces to default to choosing the region with the
same tag as the device for its master disk (assuming no slave). Added
support for specifying explicit master/slave disk regions as part of
the configuration, though slave disks are still not supported yet.
Change the laserdisc interface to no longer require a disk number or
a custom sound device. Both are now assumed to be tagged the same as
the laserdisc device. Updated all drivers accordingly.
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maps and behaviors according to the schematics. Hooked up coin
counters.
Added new functions cputag_set_input_line() to assert input lines
via CPU tag instead of index.
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- hooked up inputs
- promoted to working
dipswitcha are not implemented; for this reason are necessary 5 coins for 1 credit
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Formerly known as pokerigs in iqblock.c (wrong driver).
I've renamed it to cpokert and moved it to csk.c.
It works now.
New clones added
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Champion Poker (v200G) [Luca Elia]
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Changed game names to INDY 500 Twin & INDY 500 Deluxe.
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Note: it works as well as the parent ;-)
You can watch it run in MAME
New clones added
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Indianapolis 500 Deluxe [Kris Anks]
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now simply requires an AVI file input.
Relaxed VBI Manchester code clocking to allow for a little bit
of wiggle when finding the clock.
Changed laserdisc support to parse white flags and other data
from the VBI data directly, rather than relying on the textual
metadata. Expanded video frame cache to 3. Changed the way
frames are assembled to decrease the likelihood of getting an
interlaced weave. Fixed sound creation so that it is done at
reset time instead of device start, when the sound devices aren't
yet live.
Fixed bug in winwork that caused the creation of single work
items to return NULL, and thus lead to massive memory leaks when
using A/V CHDs.
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calculated when a discrete_sound_w() is called instead of each step in the simulation.
Removed the Enable line from the DISCRETE_ADJUSTMENT modules. They should never be disabled.
Some before/after speed tests:
dkong - from 203% to 204%
firetrk - from 418% to 429%
phoenix - from 253% to 257%
polaris - from 448% to 476%
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(roms in current/j/jingbell.zip)
The background (slot reels) is not emulated properly,
hence it's not playable and marked as not working.
New games marked as GAME_NOT_WORKING
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Jingle Bell [Luca Elia]
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Like some other Space games (mosaic.c), it is protected by an MCU
that supplies the addresses to jump to.
I've done some basic simulation that at least shows the service mode.
This is a candidate for decapping / trojaning, or for Nicola to examine
like he did with Mosaic ;-)
Note to Guru: u118 is probably bad, it fails the rom test.
New games marked as GAME_NOT_WORKING
------------------------------------
Quiz Punch 2 [Luca Elia]
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to whole functions. The other one I'm not so sure about. Commented
code is usually hilighted differently, making it very easy to spot.)
Hi mamedev,
This set of patches has one aim only, to identify chunks of code that
have been disabled by the use of C/C++ comments, and to disable them
instead by using the preprocessor. The C comment approach to
disabling code isn't safe (embedded comments will trip it up), and the
C++ comment approach isn't elegant (you shouldn't need to touch every
line to disable a chunk of code). Using #if...#endif is preferable
always, excepting perhaps if (0) { ... }.
The patch has three parts. The first only handles cases where full
functions were disabled. The second handles cases where parts of
functions were disabled. The third then tries to restore the
whitespace that the use of comments converted from tabs to spaces via
srcclean.exe. It also cleans up the whitespace in a handful of the
files in areas outside of the original two patches.
~aa
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Subject: a few cleanups
This patch contains:
- removal of unprintable chars (newlines) in SH-2 disassembler (I
submitted this in the past nd it wasn't included)
- a few unnecessary checks after malloc_ort_die() calls
- changes two romload.c warnings to use GAMENOUN instead
- adds "deprecat.h" in a few src/mame/drivers files (would be
necessary, if the debugger.h one would be removed)
- cleans up the mame.mak by adding all missing defines and grouping
them based on cpu.mak
- renamed video_exit() to winvideo_exit() for consistency in function
names
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files. Removed old option 'cheat_file'.
Updated xmlfile.c to specify the line number for each node, for more
accurate error reporting.
Removed old cheat.c/.h and replaced them with code that will read and
write the new XML-based cheat format using the new cheatpath option
(cheats still need to be enabled in order to load at all). Note that
the cheats are not implemented yet, but they are fully parsed. To test
saving, whenever a cheat file is successfully loaded, it is immediately
written back out as 'output.xml' to the cheat directory for validation.
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10:00:00)
Game is NOT WORKING because it uses an H8/3644 MCU plus an IDE HDD to emulate the home PS1 version's redbook audio tracks. Cross your fingers for decapping.
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needs them.
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actual driver mod
Not working like v1.4k, upgrade kit
New clones added
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Killer Instinct 2 (v1.3k, upgrade kit) [Brian Troha]
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Not working like v1.4k, upgrade kit
New clones added
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Killer Instinct 2 (v1.3k, upgrade kit) [Brian Troha]
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Roms are in current/g/galaxi.zip.
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Galaxi [Luca Elia]
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----------------
Pool 10 (italian, set 3) [Roberto Fresca]
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The ROL/ROR/SHL/SHR opcodes provide the carry flags typically generated by
almost all CPUs. The RORC/ROLC opcdes map directly to the rotate through
carry of most CPUs as well.
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a new editor. :)
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auto-filled by the device manager before starting the device. This
simplifies the auto-binding process for devices.
Added new selector for device-specific ROM regions. Not yet wired
up in the ROM loader.
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from when we removed the CPU_AUDIO_CPU flag. Now that all the
CPU are tagged, it is quite clear which CPU is audio-related.
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1) refactors many global and static variables in video\dc.c into a
structure to hold the tile accelerator state
2) textures should be better decoded with more pixel formats
3) adds placeholders for some register probably used by the dimm board
4) corrects a little error in a rom board register (very important, now at
least the gdrom games try to start)
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- Added support for timer mode 0 (13 bit timer)
- Cleaned up timer code a bit, fixing some off-by-one errors when timers overflow.
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Sent: Sunday, July 27, 2008 2:46 PM
To: submit@mamedev.org
Subject: misc patches
Hi,
enclosed please find a few more patches based on 126u2. It's just a few
minor bugfixes because I'm quite busy and I still have to test the other
changes to tagged inputs (I will send them in the next few days)
In misc2.zip you'll find a few corrections to my previous patches and a
few new bugfixes:
* cachat.diff: It fixes bug 2046. This is a bug I introduced misreading
the default value of the flip dip when updating taito_l.c to use
taitoipt.h definitions. My bad, sorry.
* witch.diff: It fixes another small 'mistake' I introduced when tagging
the ports in witch.c. I searched and replaced a few too many 'port'
occurrences, making some comments unreadable. Again, sorry for the
inconvenience.
* btime.diff: It's an updated version of my previous patch, following
your suggestions. 'Off' comes always first now and manual settings which
do not work on the emulated game are commented out
* skyfox.diff: It fixes bug 2050. Being at it, I also added dip
locations to the driver and updated memory maps to use AM_READ_PORT
* combatsc.diff: It fixes bug 456, solving both the regression which
made disappear all sprites (they were covered by the non-transparent
text layer since 118u1) and the corruption of the graphics in title
screen (due to the wrong drawing order). Mind that bug 400 (scrolling
problems present since 0.79) is not fixed yet, unfortunately.
Regards,
Fabio
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