http://mamedev.com/0.127u7
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MAMETesters Bugs Fixed
----------------------
- 02482: [Graphics] bubblemj: Demonstration screen trouble
(Couriersud)
- 02483: [Graphics] gunlock, rayforcj: Title screen trouble
(Couriersud)
- 02498: [Graphics] lightbr: Trouble of title screen (Couriersud)
- 02221: [Sound] blzntrnd: Sound is almost completely broken
(Aaron Giles)
- 02467: [Crash/Freeze] qsww: Game Crashes (Olivier Galibert)
- 02479: [Misc.] Various: Memory leak (Aaron Giles)
- 02266: [Multisession] tceptor: Thunder Ceptor crashes out when run
as the second game. (Aaron Giles)
- 02439: [Multisession] tx1: TX1 quits out on second launch.
(Aaron Giles)
- 02488: [Multisession] All sets with using 2+ monitors: Crash to
desktop on second play. (Aaron Giles)
- 02321: [Crash/Freeze] mpu4utst, mpu4tst2, mpu4met0: Screenless
systems crash due to problems in some display core functions
(Aaron Giles)
- 02476: [Misc.] some neodrvr.c sets: Memory leak
- 02324: [Gameplay] dokyusei, dokyusp, gakusai, gakusai2: Game doesn't
start (Aaron Giles)
- 02292: [Crash/Freeze] dcclubfd, gground, ggroundj, roughrac,
sgmastc, sgmastj : Game doesn't start (Olivier Galibert)
- 02480: [Crash/Freeze] Various: CPU x: PULSE_LINE used with level-
detected IRQ y (Aaron Giles)
- 02489: [Color/Palette] All Sets in namcos22.c: Garbled colours and
graphics (Aaron Giles)
- 02470: [Crash/Freeze] Various: Access Violation (Aaron Giles)
- 02475: [Crash/Freeze] kf10thep: Access Violation (Johnboy)
- 02502: [Crash/Freeze] fax, hardhat, mtrap, pepper2, teetert,
venture and clones: Accessing a certain portion of memory in
the debugger causes crash. (Aaron Giles)
- 00998: [Crash/Freeze] dcclubfd: Hangs during playing with an access
violation error. (Olivier Galibert)
- 02460: [DIP/Input] qrouka: Coin 1+2 no longer work. (David Haywood)
- 00081: [Crash/Freeze] dcclub: Game crash and freeze.
(Olivier Galibert)
- 00989: [Graphics] qgh: If you do a metamorphose, the screen turns
black without displaying words/pictures. (David Haywood)
- 02458: [Color/Palette] enforce: Road layer colors are wrong.
(M.A.S.H., Phil Bennett)
- 02469: [Graphics] geebee and clones: Appears to be missing its
middle swinging gate (Couriersud)
- 02477: [DIP/Input] most merit.c sets: Unable to locate input port
'IN3'
- 02468: [Compiling] 64 bit build fails (Aaron Giles)
Source Changes
--------------
Removed unneeded UI keys by removing the constants. Readded
UI_ON_SCREEN_DISPLAY to be changed again in the "Inputs" menu.
[stephh]
Added missing support of normal joystick for player 2 in 'gwarb'.
[stephh]
Fixed a number of regressions due to recent 68000 IRQ changes.
[Aaron Giles]
Added new functions for building device-relative tags. Changed machine
configuration builder to use these functions. Also changed the
laserdisc player devices to use them. Updated Z80 CTC/SIO code to
assume that the CPU provided for the clock is relative to the device
that the CTC/SIO belong to. Updated memory code to assume that regions
and devices referenced by the memory map are relative to the device
the associated CPU belongs to. [Aaron Giles]
Neo-Geo cleanups (still in progress): [Johnboy]
- Sorted OEM / Bootleg sets
- Renamed roms on non OEM / Bootleg sets to ONE naming sheme
- Renamed functions
- Added some comments
System 24 cleanups: [Aaron Giles, Olivier Galibert]
* correct memory map for both CPUs
* reduced RAM size to 256k
* correct video timings
* renamed regions
* proper interrupt handling
* fixed dcclub magic latch
Checked, via Z80 code analysis, inputs and Dip Switches for the
following games in snk.c driver: [stephh]
- ikari, ikaria, ikarinc, ikarijp, ikarijpb
- victroad, dogosoke, dogosokb
- bermudat, bermudaj
- worldwar, bermudaa
- psychos, psychosj
Added correct overlay positioning, font, and behavior to PR-8210
emulation. [Aaron Giles, Warren Ondras]
Sonic Blast Man 2 Special Turbo (SNES bootleg) changes:
[Andreas Naive, Tomasz Slanina]
- added rom decryption
- patched protection checks
- mapped extra inputs
Fixed timers in i8051 core. [Grull Osgo]
Fixed the i8051 AJMP opcode to take 2 bytes instead of 3. [Grull Osgo]
Improved the button-lamps layout to all games in ampoker2.c driver.
Now buttons are more realistic. Also improved the Lucky 74 button-
lamps layout to be more realistic.[Roberto Fresca]
Improvements to InterFlip / Recreativos Franco driver: [Grull Osgo, Roberto Fresca]
- Added Baby Poker Game.
- Added sound support to Baby Poker Game.
- Reworked the color routines.
- Added Baby Dado Game.
- Added new color routines for Baby Games.
- Redumped the videocba color PROM.
- Added color switch. (It changes background color in some games).
- Added "hopper full" switch support (for diverter function).
- Added diverter function decoder.
- Added full functional mechanical counters decoding.
- Added 7 Segment decoder and 7 Digit Counter functions.
- Added button-lamps layout & mechanical counters simulation on
layout. Mechanical counters to layout: Coin-In, Coin-Out and Coin
to Drop.
- Added NVRAM support to mechanical counters.
- Mapped "Hand Pay" button for Baby Games.
- Added decoder to Jackpot mechanical counter.
- Added tower lamps to Baby Games layouts.
- Reworked layouts for Baby Games.
Fixed old regression bug in Sengoku Mahjong that made the controls
not work when the V30 CPU core was converted to 16-bit. Specifically,
the game accesses the multiplexer with a word write instead of a byte
write. [Angelo Salese]
Checked, via Z80 code analysis, inputs and Dip Switches for the
following games in snk.c driver: [stephh]
- gwar, gwarj, gwara, gwarb
- chopper, choppera, chopperb, legofair
- tdfever, tdfeverj, tdfever2
- fsoccer, fsoccerj, fsoccerb
MCU protection now working for lohtb2 (m72.c) [Couriersud]
* Hooked up 6751
* Synchronized protection ram writes with timer callbacks
* Removed speed hack from NEC CPU emulation, which breaks the
protection code
snes.c - Fixed problem with OAM address reset at start of vblank.
[Tomasz Slanina]
Made the Z80 daisy chain aware of referencing device-specific devices.
[Aaron Giles]
Added preliminary LD-V1000 emulation. Not fully working yet, but
mostly there. [Aaron Giles]
Cleaned up and normalized the three existing laserdisc emulations.
Removed obsolete code from the laserdisc core. [Aaron Giles]
Optimized st0016 RAM tile behavior to lazy decode the graphics,
giving a big speed boost to some of the mahjong games. [Aaron Giles]
Space Duel: Added the P10/11 dip switch (only 4 switches instead of
the standard 8) [Franklin Bowen]
Improvements to Sandii' games (snookr10, apple10 & tenballs):
[Roberto Fresca]
- Reworked the button-lamps matrix system.
- Documented both output ports.
- Connected coin in, key in and payout counters.
- Improved the lamps layout to be more realistic.
- Updated technical notes.
Minor optimization to the Neo-Geo sprite clearing code.
[Christophe Jaillet]
Added emulation for snes special chips DSP-2 & OBC-1.
[Fabio Priuli, byuu]
- added sources snesdsp2.c & snesobc1.c
- removed special chips detection from MAME
- modified memory handlers to account for the new chips
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Megatouch 5 (9255-60-07 RON, New Jersey version) [Brian Troha]
Astropal (Sidam?) [Couriersud]
Baby Poker [Grull Osgo, Roberto Fresca]
Baby Dado [Grull Osgo, Roberto Fresca]
Sonic Blast Man 2 Special Turbo (SNES bootleg)
[Andreas Naive, Tomasz Slanina]
New clones added
----------------
Megatouch III (9255-20-07 ROG, New Jersey version) [Brian Troha]
Super Megatouch IV (9255-41-07 ROG, New Jersey version) [Brian Troha] (Not Working)
Armored Warriors (US 940920) [Razoola]
Mortal Kombat 3 (rev 1 chip label p4.0) [Andrea Turci]
Decathlete V1.001 [Andrea Turci]