0.127u7 ------- 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]