SGI are bastards who use a 9-bit-byte framebuffer, use the extra bits to store pixel coverage, and can use the coverage bits for pixel alpha. This wont' be implemented for a good long while.
* fixes ad2083_0111u5gra - adds cocktail switch
Note: The bug report mentions "And player 2 control is not hooked up in cocktail mode."
The game will use player 1 inputs even in cocktail mode. Probably never designed for cocktail operation
* fixes skychut37b1yel
* fixes skychut37b6gre
* adds samples to ipm invaders - just rename your old invaders samples to ipminvad to test
* added - amongst others - "capsule" dip switch to ipm invaders
* sound ports identified
* demo sound and cabinet type driver configuration
* more I don't remember
- Move texture masking to occur after coordinate adjustment
- Fix 32-bit texturing in load_tile (Mario Kart 64 title screen)
- Add zero-alpha early-out (Mario 64 trees/stars, Mario Kart 64 trees/karts)
Removed hack in setting the timer in the MIPS core, which caused missed timers on the aleck64 games.
Fixed icount management in the RSP core which caused it to report negative cycle counts.
Fixes aleck64_0120red and mtetrisc0115u1red.
Added XTAL defines to bfm_sc2.c
There is also a small style cleanup for lvcards.c to remove the AGEMAME
reference which is now invalid.
I would have done the same XTAL definition for MPU4, but despite the
schematics claiming a 6.88MHz
crystal, I hven't actually had a PCB in my hands to check, and it's not
on either of the two lists in xtal.h, so I'm leaving it be.
This patch fixes the following issue in the 6522 emulation:
- When writing to the ACR register with the timer 1 in continuous
counting mode, the timer 1 value should not be reloaded but keep on
counting.
This fixes the winwork.c and poly(new).c meory leaks in the viper.c
driver. I didn't look at the x86drc.c, because Aaron said it will be
changed soon and there is no need to investigate those leaks at all.
As I wanted to update my own personal TODO about that fix I
recognised it only happens in viper.c as well, so I took a stab at
it. It was just anothe rmissing cleanup function and I also cleaned
up the *_exit() potions/usage of the cores supporting DRC a bit.
0. This patch does minor cleanup to existing layouts, trimming/padding
entries as appropriate and reformating a few layouts.
1. This patch introduces a GFXLAYOUT_RAW() macro, and uses it
throughout. It codifies the requirements for a raw layout in one
place.
2. This patch adds new validation code to the core for some previously
unchecked assumptions about layouts, and reduces the number of
references to the gfx_layout fields in preparation for a change in the
representation.
3. This patch constifies the remaining non-const gfx_layouts in MAME.
It does this by adjusting the code so that the only modification to a
layout ever needed is for the total field, which is then handled by
modifying a stack-based copy of the layout before invoking allocgfx. I
also spent some time consolidating and simplifying the layout code in
konamiic.c.
- removed years from copyright notices
- removed redundant (c) from copyright notices
- updated "the MAME Team" to be "Nicola Salmoria and the MAME Team"
* completed tms5110A code
* working speech synthesis
* documented analysis done on pcb pictures and findings
* as a consequence, marked all sound roms as BAD DUMP
* created sound driver in scramble.c
Added save state support to YM2413.
Modified slapstic code to support address range mirrors.
Cleaned up Rampart driver:
- simplified rendering code
- full memory map
- added save state
beastrzb097u2red.patch
- added GAME_NOT_WORKING flag, so this bogus bug report can be
removed (not even worth 1 buck!)
20080104_1.patch
- fixes a memory in src/mame/machine/stvcd.c
memoryleak0118u1ora.patch
- fixes a memory leak, that only happened when no RawInput API was
available
memory_leak0111u6ora_1.patch
- only a partial patch - model3.c still missing