src/mame/audio/berzerk.c
- Added sh_reset
src/mame/audio/exidy.c
src/mame/includes/exidy.h
- Added reset functionality
- Moved Victory hardware routines here
src/mame/drivers/victory.c
- Some clean-up, mirrored memory map for audio CPU
src/mame/video/victory.c
- Simplified code by removing complicated
dirty tracking. Now VIDEO_UPDATE is
called on every frame, further simplifing
code
src/mame/drivers/exidy.c
- Mirrored memory map for audio CPU
- Added sh_reset
src/emu/machine/6821pia.c
src/emu/machine/6821pia.h
- Added orthogonal accessors
- Removed hacky update_shared_irq_handler(), now the same
IRQ callback maybe called multiple times, but this shouldn't
be a problem
- IRQ lines are cleared on a reset
src/emu/sound/tms5220.c
- Disabled code that set the Buffer Empty flag after a stop
frame. This fixes Victory. This might be the incorrect fix
but the old code wasn't working either.
Cleaned up jaguar driver:
* proper video timing, configured by the chipset
* 32-bit rendering, removing 16bpp hacks
* support for borders
* proper object processor timing, including multiple passes per line
* added R3041 as a clone of the R3000
* fixed XTALs based on documentation
* fixed movd instructions
* add MB8884 and M58715 cpu types
* moved timer hack to M58715
* added ram_mask for internal ram access
* added R.A11 as 'M' to dasm flags
* added EA "IO" port
* mario now uses M58715 as sound cpu
diff + romset for Geebee (F.lli Bertolino license)
The dump comes from an original board marked Namco on the component
side, and F.lli Bertonlino on the solder side.
pics of the pcb: http://www.citylan.it/lista.php?id=629
F.lli Bertolino was the importer of Atari and Namco games in Italy in
end 70s early 80s
Here's a patch that fixes compile errors when compiling a C++ source file including "render.h"
and "palette.h". C++ (at least g++) does not like typedef's for an enum coming before the actual enum.
While investigating alternate gfx layout schemes, I stumbled across
the fact that some drivers are allocating graphics with one layout and
then decoding them with another (!). There's no guarantee this will
work, but for the drivers that do so (all Konami games), the layouts
are similar enough that it does. A related potential bug is that many
drivers are decoding using the layout provided to allocgfx, not the
layout attached the element returned from allocgfx. If the element
had scaling applied to it, this would be incorrect, but since scaling
is rare these are also benign. It would also be a problem if the
layout data had a different internal representation (which is
something I'm experimenting with), so to reduce the possibility of
coding errors and allow for future changes, I'd like to remove the
layout parameter from decodechar.
So here's two patches, the first fixes the affected Konami drivers to
allocate and decode using the same layouts. It changes the notion of
plane_order and bpp in the functions somewhat to let the start
routines select the appropriate layout, but acceptably so IMHO (I can
clean this up further if there are loud objections). The second patch
then removes the layout parameter from all the decodechar() calls.
I also reviewed MESS to see if it had similar problems and didn't find
any.
Reversed ROM set names of Cuebrick World and Japan versions
Changed some function names to reflect parent set
cuebrckj0102u5gre doesn't happen (I didn't fix it)
- added MESS PC-Engine emulatation
- added Blazing Lazers (working)
- added Paranoia (non-working due to lack of jamma interface
emulation)
- fixed MAME debug build under VC2003
Please co-credit Charles MacDonald & Mr. Do for Blazing Lazers.
Note to Nathan: video/vdc.* re taken as-is from MESS, for the
machine stuff I extracted common code (to be shared by MAME and
MESS) and created machine/pcecommn.*