Author Topic: MAME v0.123u2 [NAOMI updated again]  (Read 6930 times)

Offline CaptainCPS

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MAME v0.123u2 [NAOMI updated again]
« on: February 22, 2008, 12:35:20 AM »
MAME v0.123u2

I think this deserves a little review of what I think will happen with emulation of NAOMI, I think the time is not far as lot of ppl say and that there is a great possibility that NAOMI will get emulated very soon at least in MAME, and since ElSemi is working with this too, a new emulator like CPS3 Emu by ElSemi would not be a big surprise for NAOMI.

The NAOMI core has been through lot of updates since CPS3 was in progress too, the only thing is that CPS3 took all the attention, but now that CPS3 is mostly done, things are going pretty nice for NAOMI and the ARM7 core.

Sooo, I don't know if I'm the only one, but I'm suspecting that some news are very close to get released about NAOMI, ..just look it this way,...If I were working on emulating a system and I could get some nice results so far, why stop it's development?... If I had the experience like those talented programmers out there, ufff I would be working day and night to get it done, but hey, that's just me ^^. I said about CPS3... time will tell...and time will tell if we will be able to see something like NAOMI in FBA, uff that would be not amazing,, but just the a event to make a global party like celebrating a new year or something xDD LOL... nah but talking seriously, that would be amazing  :p

Finally, here you have the latest changes in this last update from MAME =)...



MAMETesters Bugs Fixed
progear0123u1gra [stephh]

Source Changes
csk.c driver improvements: [Mirko Buffoni]
 * Added DIPLOCATION macros to all Dip Switches. All DSW are verified
    through test mode.
 * Fixed custom_io_r which is used for protection but also for
    keyboard input.

Fixed build with external zlib. [R. Belmont]

Completed old-style colortable removal. Removed
MDRV_COLORTABLE_LENGTH macro. Updated uigfx to display new-style
color tables if present. [Zsolt Vasvari]

Reorganized/minor clean-ups to Mad Alien driver. [Zsolt Vasvari]

Fixed Xenophobe sprite aligment. [Derek Ledbetter]

Converted SNES (except debug code) to RGB32 as it was a serious
abuser of the palette system. [Zsolt Vasvari]

Added colortable_palette_get_size() to emupal. Added some more
asserts to catch errors. [Zsolt Vasvari]

Fixed Dip Switches (especially coinage) and inputs for 'mpatrol' and
'troangl' (and their clones). Tried to "unify" the two drivers (I
still think that some things can be merged). Added iremipt.h source
file (same purpose as taitoipt.h). Fixed Dip Switches and inputs for
'alpha1v'. The game is now more playable to me but I left the
GAME_NOT_WORKING flag as I think there are still some things to look
at). [stephh]

Changed IREM cpu decryption to be 'real-time' (it's a feature of the
CPU). Moved decryption table setup to 'config' struct for the CPU.
Added latest tables from robiza, making Risky Challenge playable,
promoted it to working. Told CPU core to not decrypt code after
brkn instruction, enabling it again on iret, allowing me to remove
several 'don't decrypt range' hacks in the code. Updated all drivers
accordingly. Currently the disassembly is a bit weird now, this will
need looking at. [David Haywood, robiza]

Added and hooked up AICA (Naomi sound chip). Naomi boot sounds now
play. Since it's an SCSPx2 with ADPCM instead of FM it's already
feature-complete except filter envelopes. A bug in the ARM7 core
causes incorrect pan/level values to be computed in e.g. the Naomi
SOUND TEST menu. This is not a defect in the AICA.
[ElSemi, Deunan Knute, kingshriek, R. Belmont]

Fixed Dip Switches (especially coinage) and inputs for '10yard' (and
its clones). Tried to "unify" the driver with m52 and m57 drivers
(I still think that some things can be merged). [stephh]

Fixed unaligned 32-bit reads in the ARM7 core. [R. Belmont]

Fixed misaligned backgrounds in mpatrol caused by recent changes.
[Zsolt Vasvari]

Minor code cleanups. Added static/const where appropriate, plus some
include fixes. Reverted some of the changes to build.mak from u1
which made some MSVC builds fail, and adjusted/optimized an m10.c
gfx_layout. Added some missing cores to cpuintrf.c, sndintrf.c and
added some missing #if's to 5220intf.c. [Atari Ace]

Fixed one or two dips in the mirage.c driver and found the "service"
switch and likely start of inputs. [Brian Troha]

Removed expand_machine_driver(). Replaced with machine_config_alloc()
and machine_config_free(). Updated all call sites. Normalized info.c
style and simplified some of the code. [Aaron Giles]

Renamed machine->drv to machine->config to reduce overloading of the
term "driver". [Aaron Giles]

Simplified collision detection in taitosj and tank8. [Zsolt Vasvari]

New module: devintrf.c/.h. Implements a generic device interface
similar to the sound and CPU interfaces. [Aaron Giles]

New module: mconfig.c/.h. Moved all machine_config and MDRV_* macros
here, out of driver.c/.h. Added MDRV macros for adding/removing/
configuring devices. [Aaron Giles]

Deprecated the following constants because global constants that
pretend to document things but which are only guesses are dumb:
Updated all drivers to explicitly specify the equivalent bogus
times. Added comments for the "REAL" VBLANK durations to indicate
that they are not accurate. [Aaron Giles]

Improved some DIP switches, added some DIP locations, replaced
IPT_COINx with IPT_SERVICE1 where appropiate, and simplified some
control definitions in the following drivers: alpha68k.c, actfancr.c,
aeroboto.c, aerofgt.c, aliens.c, ambush.c, amidar.c, amspdwy.c,
angelkds.c, appoooh.c, arabian.c, argus.c, arkanoid.c. [RansAckeR]

Connected the Shadow Warriors buttons like they are wired on the
original pcb (which is jamma). [Corrado Tomaselli]

Added DIP locations to: cclimbr2 , legion, terraf, ultennis, cheesech,
stonebal, stoneba2,  scessjoe, ashnojoe, asteroid, llander, llander1,
astdelux. [RansAckeR]

Fixed multi-session crash with Namco System 2 games. [Atari Ace]

Improved Print Club DIP switches. [Edward Swiftwood]

Fixed a few corner cases in the 6840 emulation based on running the
MPU4 test ROMs, and added the ability to dynamically alter the
external clock frequencies in game. [James Wallace]

Changed the 6850 core to allow dynamic RX and TX clock alteration,
to at least try to remove a few of the MPU4 timing problems.
[James Wallace]

Updated documentation of the MPU4 Video board. Added documentation of
the Cosmic Chasm crystals, and merged the memory maps. [James Wallace]

Fixed validation fail of '_mul_32x32_hi()' and '_mulu_32x32_hi()'
inline function when compiled GCC v3.3.5 with I686 optimization.
[KO Myung-Hun]

Verified clocks on Rainbow Islands and Rambo 3 and Raiden 2. Reverted
sound OSC of Truxton 2 to 27mhz/8 since the original OST runs at this
speed. The pcb I measured the previous clock was 28mhz/8 and it's a
different pcb version from the common one. Since mame doesn't support
multiple OSC I prefer to use the 27mhz one. [Corrado Tomaselli]

Fixed some incorrect rom dumps for Double Dragon 3 (Some of the dumps
were based of the bootleg and not the original.) and updated the name
and location to actually match that of a real board. [Kevin Eshbach]

Added DIP locations to Combatribes and Battletoads. [Kevin Eshbach]

Added video_screen_update_now(int scrnum) to force a screen update up
to the current beam position. [Zsolt Vasvari]

Pulled remaining vestiges of old-style colortables: [Aaron Giles]
 * PALETTE_INIT no longer has a colortable parameter
 * removed game_colortable and remapped_colortable from machine_config
 * updated a few stragglers that still referenced these fields
 * removed tile_draw_colortable from tilemap.c

Changed the input port tokens to use a union instead of casting
everything to FPTR. In the future, C99-enabled compilers will be able
to achieve type safety with designated initializers. [Aaron Giles]

Added i8749 CPU variant for MESS. [Curt Coder]

Added missing SH4 instructions and bugfixed the FPU. Improved Naomi
I/O board emulation and added working controls. [Samuele Zannoli]

jedi.c improvements: [Zsolt Vasvari]
 - Complete memory map
 - Crystals
 - Driver state structure
 - Text layer is rendered at the same time as the background

Reorganized Qix driver (driver state, decoupled audio section, etc.)
[Zsolt Vasvari]

Changed all drivers using the MC6845 chip to use the new device
interface. Removed mc6845_config. [Zsolt Vasvari]

Reorganized Gameplan driver. Changed Trivia Quest use the Gameplan
video code. Added crystal for Gameplan pixel clock. [Zsolt Vasvari]

Removed the unnecessary pen array lookup from some INDEXED16 drivers.
[Zsolt Vasvari]

Removed the per-screen palette_base. This was an idea that never
really worked out, nor have we really needed it. [Aaron Giles]

Defined a new device type VIDEO_SCREEN. Currently this has no
live functionality, but merely serves as a placeholder/identifier
for video screens. Eventually some of the screen management code
may move into the start/stop/reset functions. [Aaron Giles]

Changed MDRV_SCREEN_ADD to specify a screen type (RASTER, VECTOR,
LCD for the moment). Removed the older VIDEO_TYPE_RASTER and
VIDEO_TYPE_VECTOR; this information is now determined by walking
the screen list. [Aaron Giles]

Changed MDRV_SCREEN_* macros to build up VIDEO_SCREEN devices
rather than storing values in the screen[] array. Removed the
screen[] array from machine_config. Modified all code referencing
Machine->config->screen[] and changed it to iterate over the devices
using the new video_screen_first() and video_screen_next()
functions. [Aaron Giles]

Removed implicit screen #0. This means that ALL DRIVERS MUST
so. While there, grouped all MDRV_SCREEN_* parameters together.
Also removed unnecessary VIDEO_TYPE_RASTER and VIDEO_TYPE_VECTOR.
Also removed VBLANK and bitmap format information from vector
games. This was painful and very tedious. [Aaron Giles]

Changed game information to display info about all screens.
[Aaron Giles]

Changed Beathead driver to use partial updates instead of caching
scanline level information. [Zsolt Vasvari]

Added state_save_combine_module_and_tag(). Its purpose is to create
a unique name for state saving purposes in modules that are tag
based (no index). [Zsolt Vasvari]

New games added or promoted from NOT_WORKING status
Champion Poker [Mirko Buffoni]
Risky Challenge [robiza]

New clones added
Fighting Soccer (Japan) [Yasuhiro Ogawa]
Red Hawk (Excellent Co., Ltd) [Brian Troha]

New games marked as GAME_NOT_WORKING
Toy Fighter [Corrado Tomaselli]


Offline CaptainCPS

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Re: MAME v0.123u2 [NAOMI updated again]
« Reply #1 on: February 22, 2008, 01:32:37 PM »
I have some nice pics from R.Belmont webpage, I forgot to take a look there for more news about NAOMI yesterday, but here you have them...he have improvements with the Audio too, but I don't know if those improvements were the ones included into MAME 123u2, ..probably they are, but anyway these are  some very good news ^^.

Naomi, now more than ever

Samuele Zannoli is at it again. Here’s a few SH-4 bugfixes and Naomi I/O board improvements later…

I’ve also further improved the Naomi audio emulation. No new samples this time, sorry.

Check the attachment for Toy Fighter WIP pictures (Yeah the one flagged as GAME NOT WORKING in the latest MAME update xD)

Original News: