0.81 General Source Changes ---------------------- Various ZN related updates [smf, R.Belmont] several games now display more, for example primrag2 plays the intro movie i386 CPU core (used by the SPI driver) [Ville Linde] ST-V Improvements [Mariusz Wojcieszek] gfx in colmns97 / sassisu / ejihon are improved CHDMan CHDCD creation fix [R.Belmont] Improved timing of several 68k instructions [Sebastien VOLPE] these changes could do with being verified on a real 68k m68kcpu.h, m68kcpu.c: --------------------- A) scc (68000 only): CYC_SCC_R_FALSE was defined, not used, and misnamed as the extra 2 cycles happens when CC is true: now used and renamed to CYC_SCC_R_TRUE m68kmake.c: ----------- B) add/adda/and/or/sub/suba (68000 only): the 'extra 2 cycles' cases were not handled correctly: corrected to be effective on .l only, and also on register direct (previously, all sizes were affected, and only in immediate mode) C) jmp d(An,Xn) / pea (An) (68000/68010): tables corrected D) movem (68000/68010): generated basecount were incorrect in many cases, so I added a dedicated table m68k_in.c: ---------- E) movem.l d(PC),reglist / movem.l d(PC,Xn),reglist (68000/68010): changed basecount F) asr/asl/lsr/lsl/ror/rol/roxr/roxl (68000/68010): added '+2n' cycles where missing, as the shift/rotate memory is the only case where '+2n' does not apply, and is treated in a specific opcode handler. Fixed small v60 bug related to Aaron's recent changes [Olivier Galibert] Fixed several small Hyperstone CPU core bugs [Pierpaolo Prazzoli, Mooglyguy] Fixed a couple of compile warnings for other compilers [Lawrence Gold] New Games supported or promoted from GAME_NOT_WORKING status: ------------------------------------------------------------- Gallop Racer [smf] Beastorizer [R.Belmont, smf] both of these have very bad sound emulation New Non-Working games / clones supported ---------------------------------------- Seibu SPI System (+ related hardware) [Ville Linde] gfx are encrypted, sound communication not understood, help on this is welcome. Senkyu / Battle Balls Viper Phase 1 E-Jan High School Raiden Fighters Raiden Fighters 2 D-Day (Jaleco) [Pierpaolo Prazzoli] unemulated Jaleco protection chip 0.80u3 General Source Changes ---------------------- CHDCD / Konami GV update [R.Belmont] - Preliminary CD-ROM support for CHDMAN. Input is from CDRDAO .toc/.bin images (cdrdao.sourceforge.net). CDRDAO comes with utilities to convert CDRWIN .cue/.bin images to .toc/.bin format. - Intel Flash ROM emulation support - CDROM emulation primitives, including Red Book audio playback - CDROM support for the AM53cf96 SCSI controller - Konami GV System driver. GV System is identical to a home Playstation/PSOne console, except the CD-ROM is SCSI instead of proprietary. Stuff still in progress: - The SPU emulation needs a lot of help, especially on Wedding Rhapsody. smf is working on it. - The SCSI CD-ROM emulation needs to be separated out from the AM53cf96 if we ever emulate other SCSI controllers or CD-ROM drives. - CHDMAN doesn't output anything useful when you extract a CHD-CD. It should write out a CDRDAO image. - Audio tracks on CDs are not compressed at present (or more accurately they're gzip compressed, which is useless). The plan is to use FLAC at some point. Misc Fixes [Nathan Woods] src/mame.c: src/mame.h: src/windows/config.c: - Changed options.savegame to be a string. If this is a one character string, then the save state is loaded as before. If it is a larger string, then cpu_loadsave_schedule_file() is used. src/state.c: src/state.h: - Added a state_save_check_file(); a call that front ends can use to validate a state save file New Games supported or promoted from GAME_NOT_WORKING status: ------------------------------------------------------------- Baby Phoenix/GV System [R.Belmont] Powerful Baseball '96 Hyper Athlete Susume! Taisen Puzzle-Dama Wedding Rhapsody 0.80u2 General Source Changes ---------------------- Various Sega 16-bit game driver updaes [Charles MacDonald, http://cgfm2.emuviews.com] (03/18/04) - Added correctly dumped ROM set for eswat to replace the old one. Game is encrypted and unplayable. - Moved Ace Attacker to system16.c, it's not a System 18 game. - Added sound support for tturf, tturfu, tturfbl (no samples), fpointbl, fpointbj - Fixed toryumon RAM test - Cleaned up timscannr, toryumon drivers - Added Where's Wally? (wwally) Game is encrypted and unplayable. - Fixed System 18 sample ROM banking. This doesn't help the current working games, but will support others when/if they are decrypted. - Fixed RF5C68A clock (7.15 MHz -> 8.00 MHz). - Fixed Z80 clock (8.192 Mhz -> 8.00 MHz). - Cleaned up shdancbl sound hardware a little. (03/15/04) - Fixed 2nd 68000 ROM visibility in hangon, ROM test works. - Fixed sprite RAM, tile RAM, and shared RAM size in hangon, RAM test works. - Fixed shared RAM and road RAM visibility to hangon, road layer works again. - Added proper emulation of the I/O hardware in hangon, no patches needed and test mode doesn't crash anymore. - Migrated aurail, riotcity, bayroute to use sys16_sprite_shinobi. - Cleaned up altbeast, riotcity, bayroute, aurail drivers (no junk in error logs, took care of unused inputs/outputs, etc.) - Removed 'extra' RAM in some drivers and replaced with sys16_tilebank_w. - Fixed sprite zooming in sys16_sprite_shinobi (corrects sprite placement in Heavyweight Champ) - Fixed sprite list parsing (fixes output test progression in Heavyweight Champ) - Added Shadow Dancer (Rev.B) - Checked and fixed speed-ups for shdancer, shdancrj, shdancbl, shdancrb. - Added I/O chip and partial VDP emulation for shdancer, shdancrj, shdancbl, shdancrb, moonwlkb, astormbl. - Added Datsu bootleg sound hardware support for shdancrb and fixed sound crash. - Fixed shdancbl sprite loading. - Cleaned up shdancbl driver, now fully playable with only minor graphics problems. - Fixed sys16_paletteram_w and removed sys16_dactype. - Palette now generated using routines in res_net.h to properly make normal, shadow, and highlight colors. Discrete Sound System updates [Aaron Giles, Derrick Renaud] (Aaron) * major internal cleanup and reworking of how nodes are created * fixed bug in 555 timer that led to whiny noise in Hit Me * added new input port type for analog adjuster * changed osd interface for discrete sound adjusters to use the new input port type * changed NODE_ADJUSTMENT to get its value from an input port * adjuster values are now saved in the config file * changed all games using adjusters to use the new system (Derrick) Discrete Sound Changes ====================== * Continued cleanup of code to make it more readable New Discrete Modules Added ========================== * DISCRETE_OP_AMP_OSCILLATOR - various op amp oscillator circuits that are entered using component values. * DISCRETE_OP_AMP_VCO - various op amp voltage controlled oscillator circuits that are entered using component values. Game Driver Changes =================== * Finished updating games to use Aaron's DISCRETE_ADJUSTMENT changes. Misc Fixes [Nathan Woods] src/fileio.c: src/fileio.h: src/windows/fileio.c: - Changed MESS specific file type from FILETYPE_CRC to FILETYPE_HASH src/hash.c: src/hash.h: - Added hash_data_insert_printable_checksum() call - Made things more const correct Nintendo 8080 based games update [Stefan Jokisch] All games: - fixed CPU speed - unified memory maps - changed ROM labels Space Fever / High Splitter / Space Launcher: - relabelled ROM sets: Space Fever color => Space Fever Space Fever b & w => Space Fever High Splitter - uncloned High Splitter from Space Fever - fixed High Splitter ROM loading (wrong sound ROM in one set) - color support (Space Launcher needs its color PROM dumped) - implemented red screen flash (when the player dies) - implemented red laser cannon flash (when the player shoots) - implemented UFO color cycling - properly hooked up SN76477 (needs to be verified) - properly hooked up I8035 sound CPU - added bonus life DIPs to High Splitter and Space Launcher - added cocktail mode - documented diagnostic ROM location Sheriff / Bandido: - fixed scheduling of SN76477 sound effects (shots + hits) - added second coin input in Bandido - removed unused cocktail mode controls from Bandido - properly hooked up I8035 sound CPU - removed fake color overlay from Bandido - added colours based on screenshots - PROM still needs dumping - implemented color effects (e.g. red heart after round 3) - implemented screen flashing (when the players dies) - documented diagnostic ROM location Helifire: - corrected bonus life DIP - fixed starfield pattern, confirmed by shots on the flyer - fixed starfield priority (no more stars in the water) - fixed video bugs related to pausing and frame skipping - properly hooked up sound CPU (different from the other games) - added partial support for cocktail mode - added IMPERFECT_GRAPHICS and NO_COCKTAIL flags - various audio and video effects are still missing, including a few which were previously implemented and which I hope to re-add soon Various Timer Fixes, correcting some problems with SlySpy etc. [Aaron Giles] Fixed some problems with the 32010 update [Quench] Misc bug fixes (HuC6280 problems) [Bryan McPhail] Some Task Force Harrier Improvements [Tomasz Slanina] - fixed sprite rendering - hacks for bg scrolling - patched some protection issues (sprites are rendered, no more strange resets) Game is NOT playable (controls doesn't work). Maybe something is not mapped correctly or it's problem with protection (for example , player2 buttons works durning boot - it's possible to enter service mode). ST-V update [Angelo Salese] fixes bitmap transparencies,adds the RBG0 layer(no scroll/roz effects yet) adds a really preliminary window effect(just for get tile-based sprites in shanhigw) and readded the VDP1 PTM register support which has been lost in the past. Cleaned up Capcom Bowling driver and fixed crash on reset [Aaron Giles] IREM GA20 Update [R.Belmont] adds the channel status readback for the GA-20, which fixes some occasional odd voice-stealing behavior I've heard playing R-Type Leo. Reverted some Star Wars code back to older working version New Games supported or promoted from GAME_NOT_WORKING status: ------------------------------------------------------------- Rock 'n' Roll Trivia (part 2) [Pierpaolo Prazzoli] Scooter Shooter [Pierpaolo Prazzoli] Dynamic Dice [Tomasz Slanina] - might be a gambling game Lovely Cards - doesn't actually appear to be a gambling game, just gambling themed New Clones supported or promoted from GAME_NOT_WORKING status: -------------------------------------------------------------- 2020 Super Baseball (set 2) (2020bba) [HPMAN] Spinner (Spiders bootleg) [Pierpaolo Prazzoli] Gyrodine (Crux license?) [Pierpaolo Prazzoli / f205v] Griffon [Pierpaolo Prazzoli] Blaster (early 30 wave version) New Non-Working games / clones supported ---------------------------------------- Various Non-working CPS2 clones Swinging Singles [Tomasz Slanina] - not much work done on it Taiwan Chess Legend [Tomasz Slanina] - only partially decrypted Parallel Turn [Tomasz Slanina] - Jaleco protection chip not emulated Change Lanes [Phil Stroffolino, Jarek Burczynski, Tomasz Slanina] - weird early Taito hardware Dragon World 3 - unemulated protection Zero Target [Bryan McPhail, Pierpaolo Prazzoli, David Haywood] - various things not yet understood Counter Steer [Bryan McPhail, Pierpaolo Prazzoli, David Haywood] - various things not yet understood 0.80u1 General Source Changes ---------------------- Improved Discrete Sound System / Sound in HitMe [Aaron Giles] * new node type DISCRETE_LOGIC_DFLIPFLOP * changed the way multichannel output is done; affects some existing drivers * support for up to 16 channels of sound Also included is a new Hit Me driver * discrete sound support for Hit Me * fixed incorrect video (missing scanlines and inverting logic) * added controls to handle card width and game/sound speed * cleaned up memory maps C89 compiler fixes [Lawrence Gold] Hyperstone Cleanups [Pierpaolo Prazzoli] Change for MESS [Nathan Woods] src/inptport.c: src/inptport.h: - Minor changes related to MESS's mouse device (within #ifdef MESS) Sound supoprt in Varia Metal [Quench] Dipswitch fixes in Varia Metal [David Haywood] Improvements to fitfight driver [Luis Faria] Fixed the opcode view which in some cases displayed too many bytes on 32 bit CPUs such as 68020 and Hyperstone [Bryan McPhail] ST-V fixes [Mariusz Wojcieszek] - improved scaling tilemap backgrounds. Vfkids, colmns97 and vfremix backgrounds are better now. - fixed a problem where entering and existing service mode during game causes master / slave communication to fail. It turned out that slave cpu should be reset when it is turned off and on. This helps all games in driver. New Clones supported or promoted from GAME_NOT_WORKING status: -------------------------------------------------------------- Invasion (clone of invaders) [Pierpaolo Prazzoli] Super Earth Invasion (set 2) [David Haywood] Ninja Combat (set 2) New Non-Working games / clones supported ---------------------------------------- Air Rescue uses an unemulated math DSP and may also require emulation of two system32 boards at once, not an easy task. Buriki One (Hyper NeoGeo 64) very preliminary driver, loads and decodes the gfx, attempts to run some of the code. No Video or Sound emulation is done. For now the GFX can be viewed with F4