whatsold


0.131u4
-------


MAMETesters Bugs Fixed
----------------------
- 02730: [Crash/Freeze] fiveside: Doesn't past rom check
(Angelo Salese)
- 03226: [Crash/Freeze] dadandrn, mmaulers: Game sits at black screen.
(Tafoid)
- 03222: [Sound] ctribe + clones: Music is missing (ShimaPong)
- 03221: [Crash/Freeze] demonwld + clones: Game fails to start
(Tafoid)
- 03217: [Misc.] All sets in twinkle.c: Beatmania IIDX chds were
added in chdformat < 4 (smf)
- 03218: [Crash/Freeze] anteatgb: Game sits at POST screen (Tafoid)



Source Changes
--------------
Fixed megadrive PAL refresh rate (for MESS). [Enik Land]

Simplified megadriv.c input reading. [Fabio Priuli]

Fixed NMI firing in Goal 92 (same sound hook-up as Euro League).
[Angelo Salese]

Replaced almost all remaining cpu[num] occurrences in src/mame/ with
tags. [Fabio Priuli]

Converted Dallas DS1302 RTC to a device. [Fabio Priuli]

Fix coin issue sqixr1. [ShimaPong]

Updated Intruder & Moon Base roms with PCB locations. [Brian Troha]

Corrected some rom names & added some PCB locations to pipedrm. Added
dipswitch locations. [Brian Troha]

Corrected dipswitches in Konami's Wizz Quiz and added dipswitch
locations. [Brian Troha]

Significant improvements to the Super Crowns Golf video. Also hooked
up inputs and DIP switches. [Angelo Salese, Yasuhiro Ogawa]

Decrypted Mirax main program roms. [Olivier Galibert]

Cleaned up Namco 5xxx docs, listing both MB88xx pin IDs and Namco
custom IDs where appropriate. [Aaron Giles]

Added clocks to the Namco 06xx in anticipation of improved device
interconnection. [Aaron Giles]

Added new file devtempl.h which can be used to generate the
DEVICE_GET_INFO function. Updated all the Namco I/O devices to use
this, along with the 6821pia and voodoo. [Aaron Giles]

Updated galaga driver to use computed video timing. [Aaron Giles]

Added configuration settings and analog adjusters to xml output (see
e.g. mario or crbaloon). Also, added port categories for MESS.
[Fabio Priuli]

Correct BPROM names, added PCB location and documented the BPROM type
for Moon Base. [Smitdogg, Dumping Union]

Corrected rom names for Wing Shooting Championship and added
documentation of the new game features of v2.00.
[Brian Troha, Dumping Union]

Converted DS1302 to use devtemplate. [Fabio Priuli]

Converted ADC083x converters to be MAME devices. [Fabio Priuli]

Converted Fujitsu MB3773 to be a MAME device. [Fabio Priuli]

Converted NEC uPD4701 to be a MAME device. [Fabio Priuli]

Tekken Tag Tournament Japanese versions: Mark the in-practice undumped
roms as NO_DUMP. The versions used in the source were from where from
the export version and they're incompatible with the japanese program
roms. [Olivier Galibert]

Converted ADC1213x converters to be MAME devices. [Fabio Priuli]

Converted RP5H01 to be a MAME device. [Fabio Priuli]

Added DIP Locations and verified defaults for Speed Rumbler/Rush and
Crash (using Speed Rumbler manual). [Tafoid]

Fixed digitalker mode 2. [Olivier Galibert]

Partially converted NEC uPD4990A RTC to be a MAME device. Moved clock
init to device_start. [Fabio Priuli]

Added CPU core for the Manchester Small-Scale Experimental Machine
(SSEM) from 1948. [MooglyGuy]

Updated the dipswitches and listed the dipswitches in the hvyunit
driver. [Brian Troha]

Added documentation about the Galaxian bootleg hardware known as
Artic Multi-System. [Brian Troha]

Added alternate read/write handlers to the Z80 PIO implementation.
[Curt Coder]

Converted Motorola 6840PTM to be a MAME device. [Fabio Priuli]

Fixed VIA address map in 86 Lions. [Palindrome]

Fixed ROM filenames of CVS Hunchback and Logger. [Andrew Welburn]

Verified clocks and corrected 6502 cpu speed on "the deep".
[Corrado Tomaselli]



New clones added
----------------
Off Road Challenge v1.63 [Tormod, Smitdogg, Dumping Union]
Touchmaster 5000 (v7.10 California) [Tormod, Smitdogg, Dumping Union]
Touchmaster 7000 (v8.1X Evaluation) [Incog, Smitdogg, Dumping Untion]
Bucky O'Hare (ver AA) [Irongiant]
Street Fighter II - The World Warrior (World 910214, TAB Austria
bootleg) [TeamEurope]


0.131u3
-------


MAMETesters Bugs Fixed
----------------------
- 03101: [Sound] jantotsu: Game gives incorrect calls (Angelo Salese)
- 03196: [DIP/Input] daisyari: Game resets itself after full strip of
girl (Tafoid)
- 02329: [Graphics] iganinju, plusalph and others: Very bad sprite lag
(Angelo Salese)
- 03190: [Documentation] 86lions: 'Wrong' colours seem fixed when you
swap R/B values (Angelo Salese)
- 03149: [Crash/Freeze] All sets in cps3.c: Access Violation
(Aaron Giles)
- 03187: [Documentation] scin: Game title is different as shown in
picture (Fabio Priuli)
- 03176: [Graphics] cheekyms: Graphic Regression (Pierpaolo Prazzoli)
- 03182: [Sound] Many sets in system1.c: Missing Sound (Aaron Giles)
- 03178: [DIP/Input] dragngun: Unable to move Crosshair (Fabio Priuli)



Source Changes
--------------
Fixed Oki banking in Grand Cross. [Angelo Salese]

Added basic ADPCM support to Grand Cross [Angelo Salese]

Fixed title screen display in Joshi Volleyball [Angelo Salese]

Fixed sound mute for system 2 games. [Aaron Giles]

The logic for detecting merged roms did not check all the rom sources
in the parent, leading to cases where roms from devices aren't
detected as merged (e.g. ldv1000 in superdqs). This fixes it.
[Atari Ace]

Added save state to artmagic.c and runaway.c. [Xander]

Added newly-dumped PROMs to Robocop. [Irongiant]

Added static qualifiers to recently-added code. [Atari Ace]

Added missing coin lockout to lottofun. [Luigi30]

Improved lamp output in MPU4.c. Redrawing now only occurs on the peaks
of the 50Hz AC Power. [AGEMAME]

Updated the megatech.c parts list with info from more carts and
fixed some errors in the notes for the rom definitions, and arranged
them in correct order. [Smitdogg]

Added LSHIFT and RSHIFT as alises to << and >> for cheat files.
[Pugsy]

Added Guru-readme(TM) for Triforce. [Guru]

Added Guru-readme(TM) for Sega model3 and I/O board. [Guru]

Moved the configuration of m6502-family callbacks to the cpu
configuration. [Wilbert Pol]

Split Naomi video ram access into 32-bit / 64-bit areas pending more
information on how they actually mirror (it's not a straight mirror).
[David Haywood]

psattack CF card redump and ID metadata added to create a CHD. [Guru]

H8 series MCU updates: [R. Belmont]
- Implemented 8-bit timers and free-running counter for H8/3334
- Added bld #imm, @Rd instruction
- Improvements to interrupts and the serial ports

Namco System 23 update: [R. Belmont]
- Changes and documentation added on how the I/O board is hooked up.
The H8/3334 based TSS-I/O board sometimes handshakes successfully in
Time Crisis 2 now but timing-related problems remain.

Namco System Super 22 update: [R. Belmont]
- Reimplemented SPOT RAM - Tokyo Wars relied on some details not
previously seen
- Fixed uninitialized RAM area that caused random sprite colors
since 0.120 (thanks to Phil Bennett for debugging the problem)
- Updated Guru Readme(tm)

Fixed Aliens P2 inputs. [stephh]

Gladiator coinage fix. [Tafoid]

Fixed regressed sound in wc90b.c. Also fixed nested NMIs, improving
msm sound, and converted memory maps to current standards.
[Angelo Salese]

Corrected the 202 entry in the LFO Frequency Table (and comments for
it) for the YMF271 based on a formula by Olivier Galibert.
[Brian Troha, Roman Scherzer]

Added PCB rom locations to Dog Fight (Thunderbolt) romdef as well as
the bprom type. [Brian Troha]

Fixed ROM filename for Battle Zone. [Andrew Welburn]

Added basic MSM support for Super Crowns Golf, and fixed NMI
generation. Also found & hooked up the flip screen bit, and cleaned
up the memory maps. [Angelo Salese]

Hooked up sprite buffering in the Jaleco Mega System 1 driver.
[Angelo Salese]

Corrected Euro League clock speeds. [Mike Coates]

Fixed ADPCM stop flag in Jantotsu, and cleaned up some routines in the
driver. Added an heuristic table for the msm samples. Fixed MSM
frequency. [Angelo Salese]

Hooked up sound in Super Shanghai Dragon's Eye. [Angelo Salese]

Fixed some dip-switches quirks in the Mexico 86 driver and enabled the
single board 4 players mode. [Angelo Salese]

Improved timing of communication between the main and sound cpus in
the megadriv driver. [Wilbert Pol]

Fixed flickering in Super Shanghai Dragon's Eye on girl presentation
screens. Split memory maps for the different sshangha version, and
fixed sound in the parent set. [Angelo Salese]

Added I8751 ROM to sqixu [Dr. Decapitator, Nicola Salmoria]

Fixed sqix/sqixa bootleg MCU bad dump by comparison with the original.
[Nicola Salmoria]

Fixed coin lockout in Tetris (Arkanoid HW) and removed the
GAME_WRONG_COLORS flag since the colors are correct. [Angelo Salese]

Added MSM hook-up for Ganbare Chinsan Ooshoubu. [Angelo Salese]

Fixed background colors in Tryout and cleaned-up the NMI firings on
coin insertion. [Angelo Salese]

Cleaned-up the Mazer Blazer driver. [Angelo Salese]

Fixed foreground color offsets in Tryout, game colors should now be
100% accurate. Also fixed flip X on the sprites, fixed scrolling
issues, and added screen disable flag. [Angelo Salese]

Disabled unused variables in the project that were only assigned to
but never used. [Oliver Stoeneberg]

Removed the pulse input on the touchscreen for the touchmaster
drivers, making centipede returns (tm4k), breakout3k (tm3k),
wordsearch (tm8k) and possibly other games playable do to the need for
"dragging" the screen. An example of this is the word search game
where it is necessary to drag from the start letter to the end to
highlight the selection, which is not possible with a pulse input.
[Mike Green]

Corrected the clock speed for Pirate Ship Higemaru. [Stefan Lindberg]

Hand-tuned bgm OKI sound chip frequency in mirage.c. [Angelo Salese]

Added readmes to Jail Break, Ninja Warriors, Operation Wolf and
Rainbow Islands. [Guru]

Fixed sound banking and priorities in Mirage Youjuu Mahjongden.
[Angelo Salese]

Decoded color proms and fixed bitplanes in Mirax. [Angelo Salese]

CPUs actually take some time to reset. Changed the 68000/68010 to
eat an appropriate number of cycles after a reset. [Aaron Giles]

Sega System 16A changes: [Aaron Giles, Dr. Decapitator]
* Added MCU dumps to quart21 and bodyslam
* Hooked up MCU in these games
* Marked games using simulated MCU as "unemulated protection"
as the MCUs clearly do more than what we are simulating

Eliminated SMH_* usage in all memory maps in drivers beginning with
A and B. [MooglyGuy]

Added some security custom info to the Sega drivers
(from http://www.higenekodo.jp/sega_n.htm). [Yasuhiro Ogawa]

Converted the Namco 50xx, 51xx, 52xx, 53xx, 54xx, and 06xx into
proper devices. [Aaron Giles]

Added DERIVED_CLOCK() macro which can be used by sub-devices to
derive their clock from the parent device. [Aaron Giles]

Tweaked some of the laserdisc interfaces to use ROM_NAME() and
MACHINE_DRIVER_NAME() macros. [Aaron Giles]

Changed the Namco 52xx and 53xx devices to run the actual MCU instead
of simulating the behavior. Hooked them up properly in bosco, digdug,
and polepos. [Aaron Giles]

Fixed Bronx regression. [Angelo Salese]

Guessed ADPCM PAL shuffling in Idol Janshi Suchie-Pai Special, it
sounds better but I'm not sure if it's 100% accurate (I need a
side-by-side test). [Angelo Salese]

Added mirrors to Pole Position memory maps. [Aaron Giles]

DIP switch changes: [kanikani]
- added DIPLOCATION to scontra and thunderx
- added some DEF_STRs (Difficult, Very Difficult, etc.) and modified
drivers using them

Added internal memory maps and internal clock divider to the MB88xx
CPUs. Removed now-redundant memory maps from drivers and removed
explicitly-specified clock dividers. [Aaron Giles]

Continued changing CPU references from numbers to tags in drivers.
[Fabio Priuli]

Preliminary work on beatmania iidx, still lots to do. [smf]

Several MB88xx changes/fixes: [Aaron Giles]
- internal timer support now works; prescaler is guessed based
on Pole Position sample playback frequency
- external counter support works
- a basic mechanism for reading serial input has been added; it
is not sufficient for a full implementation, but good enough
to sample the SI pin at startup
- fixed TSTS/TSTV to clear their respective flags
- fixed CI and CYI to compute imm-reg instead of reg-imm
- added masking of the PA register upon RTI/RTS to prevent bogus
PC values

Fixes compilation with ARM7_DEBUG_CORE enabled.
[Reijo Tomperi, Oliver Stoeneberg]

Added support for parsing horizont.ini or vertical.ini based on the
game's orientation. [Krick]

Made a pass at shuffling/improving the system 16 and 18 bootlegs.
Some games are probably more broken now, but they are better
structured for future improvements. [David Haywood]

Fixed a few potential memory leaks detected by cppcheck and also added
an errormessage to verinfo. [Oliver Stoeneberg]

Added Guru-readme(TM) for TWINKLE hardware. [Guru]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Aqua Jet (Rev. AJ2 Ver.B) [Guru, R. Belmont, Phil Bennett]



New clones added
----------------
Wizard Fire (Over Sea v2.1) [Irongiant]
US AAF Mustang (TAB Austria bootleg) [Klaus Sommer]
Chaos Heat (World) [Tormod / Brian Troha]
Bloody Roar (Japan) [D. Alves, Smitdogg, Dumping Union]
Fighters' Impact (Japan) [TH60]
Ehrgeiz (Japan) [Uki]
Super Qix (World, Rev 2) [Stefan Lindberg]
High Impact Football (rev LA5 02/15/91)
[Tormod, Smitdogg, Dumping Union]
Intruder [Smitdogg, jmurjr, ranger_lennier]
Pro. Sports (alternate) [Smitdogg] -- not working
Forgotten Worlds (World) [Corrado Tomaselli]
Cherry Bonus III (alt) [David Haywood]



New games marked as GAME_NOT_WORKING
------------------------------------
Alpine Racer 2 (Rev. ARS2 Ver.A) [Guru]
Tokyo Wars (Rev. TW2 Ver.A) [Guru, R. Belmont, Phil Bennett]
Microman Battle Charge [Guru]
Technical Bowling [Guru]
Enchanted Forest (E - 23/06/95, Local) [AGEMAME]
Golden Pyramids (B - 13-05-97, USA) [AGEMAME]
Queen of the Nile (B - 13-05-97, NSW/ACT) [AGEMAME]
Super Cherry Master / New Cherry Gold '99 [David Haywood]
Super Cherry Master / Super Cherry Gold [David Haywood]
Super Cherry Master / Grand Cherry Master [David Haywood]


0.131u2
-------


MAMETesters Bugs Fixed
----------------------
- 03173: [Sound] Many sets using atarijsa.c: Audio samples are
incorrectly pitched (Phil Bennett)
- 03171: [Crash/Freeze] pang, spang, pompingw, pkladies: Ram error
during the boot checking of the games. (Pierpaolo Prazzoli)
- 03170: [Sound] mtrap and clones: Sound effects cycle constantly
while playing (Fabio Priuli)
- 03169: [Crash/Freeze] All sets in hvyunit.c: Access Violation
(Angelo Salese)
- 03168: [Sound] All sets in halleys.c: Audio is missing completely
(Fabio Priuli)
- 03167: [Color/Palette] fromancr, fromanc4: Second screen has
incorrect palette/colors (Fabio Priuli)
- 03166: [Graphics] tattass, tattassa: Missing Graphics (Fabio Priuli)
- 03153: [Crash/Freeze] penbros: Access Violation (Mamesick)
- 03163: [Graphics] sailormn, sailormo: Playfield Graphics regression
(Mamesick)
- 03150: [Crash/Freeze] metmqstr, nmaster: Access Violation (Mamesick)
- 03162: [Sound] baddudes, hbarrel, birdtry, robocop, hippodrm,
ffantasa : Game has no sound at all (Angelo Salese)
- 03147: [Misc.] shtngmst, shtngmst1: wrong sha1 values for shooting
master ic74 (Nicola Salmoria)
- 03160: [Crash/Freeze] tubepb: Access Violation (Fabio Priuli)
- 03152: [Crash/Freeze] All Sets in nss.c: Access Violation
(Fabio Priuli)
- 03151: [Crash/Freeze] jajamaru, mightybj, topgun, vsgshoe: Access
Violation (Fabio Priuli)
- 03154: [Crash/Freeze] All sets in pooyan.c: Access Violation
(Fabio Priuli)
- 03157: [Crash/Freeze] All Sets in policetr.c: Access Violation
(Fabio Priuli)
- 03159: [Crash/Freeze] superchs: Access Violation (Fabio Priuli)
- 03148: [Crash/Freeze] All sets in konamigx.c: Access Violation
(Fabio Priuli)
- 03146: [Compiling] cpu\vtlb.c 64 bit warning: 64bit vs compile
warnings (smf)



Source Changes
--------------
Added notes to several drivers indicating specifically that an MCU
is needed for decapping. [Angelo Salese]

Naomi renderer: add all 64 blending modes, and made it anal-retentive
where it comes to position precision. [Olivier Galibert]

Converted Irem M14 HW to tilemaps and cleaned-up the driver.
[Angelo Salese]

Renamed yumefuda.c/hanaroku.c drivers to albazg.c/albazc.c (like they
should be properly named). [Angelo Salese]

Added MCU no dumps for the Grand Striker driver. [Angelo Salese]

Fixed background colors in Alien Command. [Angelo Salese]

Added profile markers to naomi, to see what % of cpu time things are
using. [David Haywood]

Lowered the AY-8910 volumes in the adp driver. [Angelo Salese]

Some Maple fixes, now Street Fighter Zero 3 Upper should be fully
playable. [Angelo Salese]

Added cart info documentation update for the two resent Mega-Tech cart
dumps: Shadow Dancer & Streets of Rage. [Brian Troha]

Merged memory maps in the following remaining drivers and cleaned up
some comments: homedata.c, intrscti.c, inufuku.c, irobot.c, jack.c,
kaneko16.c, naughtyb.c, scobra.c, scramble.c, slapfght.c, spaceg.c.
[MooglyGuy]

Fixed Naomi bug in computedilated, was causing bad portraits in
shikgam2. [David Haywood]

Removed second parameter from MDRV_CPU_PROGRAM_MAP, MDRV_CPU_DATA_MAP,
and MDRV_CPU_IO_MAP. For the remaining drivers that used multiple
address maps, converted them to use AM_IMPORT_FROM to import the base
map. [Aaron Giles]

Added bilinear filtering to Naomi video emulation. Textures are still
a bit crawly since we're always using the lowest MIP level.
[MooglyGuy, Aaron Giles]

Short-circuit the naomi rendering in non-textured cases, prevents a
lot of bad graphics. [David Haywood]

Fixed tubepb regression. [Fabio Priuli]

Added MC-8123 key for Gigas. Of course the game still doesn't work
because the program ROM is missing. [Nicola Salmoria]

Applied some of the Naomi exclusive texture mode rules.
[David Haywood]

Added a work-around for the UART FIFO read only status register on the
SH-4 to make Tetris Kiwamemichi happy to boot. It crashes shortly
after that like La Keyboard though (jumps to an unmapped address).
[Angelo Salese]

Hacked the Naomi YUV interrupt to fire when the base register is
written. (Currently looking at implementing properly, but this
prevents KuruCham and SS2005 from hanging). [David Haywood]

Converted namcos2.c, niyanpai.c and nbmj9195.c to use AM_IMPORT_FROM
instead of macros. [Angelo Salese]

Fixed regression for mitchell.c games. [Pierpaolo Prazzoli]

Added MCU no-dump to Air Buster. [Angelo Salese]

Commented out the ACIA irq, was causing missing bgms in Street
Fighter Zero 3 Upper. [Angelo Salese]

Improved the debugging on the Naomi Wave DMA handler. [Angelo Salese]

Converted DJ Boy memory maps to current standards. [Angelo Salese]

Fixed pipedrm tag problem. [Fabio Priuli]

Fixed ninjakd2 DIPSW and notes. [kanikani]

Fixed a couple of bugs in cave.c and seta2.c introduced with the
memory map merges. [Fabio Priuli]

MCS-51 fixes: [Aaron Giles]
* jb int0, loops are now broken out of if int0 comes and is
taken
* externally-clocked counters only count when enabled
* internal RAM no longer wraps when accessed out of bounds

System 1 changes: [Aaron Giles]
* hooked up 8751 properly
* removed old 8751 hacks
* shuffled Shooting Master sets

Fixed tattass regression from map merging. [Fabio Priuli]

Fixed P2 palette write handlers for fromancr and fromanc4.
[Fabio Priuli]

Fixed halleys.c sound: ay8910 write handlers work on two bytes.
[Fabio Priuli]

Marked polystar, hellngt and totlvice CHDs as bad. Will be replaced
soon. [Guru]

Added missing YMZ280B ROM to evilngt/hellngt. [Guru]

Fixed regression on homedata.c driver. [Angelo Salese]

Fixed Legend of Makai regression. [Angelo Salese]

Removed "BAD_DUMP" from the Red Baron AVG bprom, it has been verified
correct (contents and label) by the Dumping Union. [Smitdogg]

Improved the single board 4p mode in Kick N Run / Mexico 86. It
basically works but 2p mode is broken so I still keep it as disabled
by default. [Angelo Salese]

Fixed Kiki Kai Kai exception. [Angelo Salese]

Dumped io board rom to Dynamic Golf. [Guru]

Fixed King Derby sprites wrap-around and flip x positioning.
[Angelo Salese]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
PT Reach Mahjong [Angelo Salese]
Otenami Haiken (V2.04J) [Joerg Hartenberger, Guru]
Shanghai Sangokuhai Tougi (Ver 2.01J) [Joerg Hartenberger, Guru]
Choplifter (8751 315-5151) [The Decapping Project, Aaron Giles]
Shooting Master (EVG, 8751 315-5159a)
[The Decapping Project, Aaron Giles]
Noboranka [The Decapping Project, Aaron Giles]



New clones added
----------------
Samurai Nihon-ichi (set 3, harder) [f205v]
Hatris (US) [Andrew Welburn]



New games marked as GAME_NOT_WORKING
------------------------------------
IQ Pipe [SoftwareThis]


0.131u1
-------


MAMETesters Bugs Fixed
----------------------
- 03144: [DIP/Input] piratpet: [possible] Button 2 skips level
(Fabio Priuli)
- 03126: [Gameplay] sbishi: When Player 2 plays alone, strange things
happen. (David Haywood)
- 03143: [Graphics] screwloo: screwy graphics area on one screen
(Pierpaolo Prazzoli)
- 03129: [DIP/Input] xmen: Directional controls re-arranged
(Fabio Priuli)
- 00487: [Misc.] groundfx: It has wrong default NVRAM settings,
especially about the lap number (1) and the coin/credit
settings (1/2). (Angelo Salese)
- 03104: [Graphics] captaven and clones: No enemies appear in the
second phase. (Pierpaolo Prazzoli)



Source Changes
--------------
Deprecated device_set_info. Almost all devices had a NULL or empty
function here. Remaining devices have been converted to have
device-specific functions to do the same thing with proper type
checking. CPUs still have a set_info function but it is CPU-specific
now and no longer piggybacks on the general device function.
[Aaron Giles]

Changed UI to ignore selection from lightguns when off screen. This
stops selection of Gun X Gun Y if you move the gun out of range.
[Derrick Renaud]

Moved stv_vdp2_dynamic_res_change() function outside of VIDEO_UPDATE
in ST-V. [Angelo Salese]

Memory map merging for the NMK16 driver and cleaned-up some unneeded
video code. [Angelo Salese]

Made Hyper Pacman run with protection code from decapped MCU rather
than simulation. [Guru, David Haywood]

Added a large gfx decode using macros to allow the textures on hng64
to be viewed, handy for verifying the dumps. [David Haywood]

Audited code and added savestate support to the following drivers:
[MooglyGuy]
- dotrikun.c (dotrikun, dotriku2)
- espial.c (espial, netwars)
- zodiack.c (zodiack, dogfight, moguchan, percuss, bounty)

Merged memory maps in the Dottori Kun driver [MooglyGuy]

Merged memory maps for the following drivers: [MooglyGuy]
- battlex.c, buggychl.c, bwing.c, carjmbre.c, cbuster.c, chaknpop.c
- changela.c, chqflag.c, circus.c, cischeat.c
- cave.c, circusc.c, citycon.c, cninja.c, combatsc.c, compgolf.c,
contra.c, cop01.c, cosmic.c, cps2.c, crimfght.c, crospang.c,
crshrace.c, and cshooter.c
- ssv.c
- dambustr.c, darius.c, darkhors.c, darkseal.c, dassault.c, dbz.c,
dcon.c, dday.c, ddenlovr.c, ddragon3.c, ddrible.c, dec0.c, dec8.c,
deco32.c, deco_mlc.c, deniam.c, dietgo.c, discoboy.c, diverboy.c,
dogfgt.c, dooyong.c, dragrace.c, dribling.c, drmicro.c
- egghunt.c, epos.c, esd16.c, espial.c, exedexes.c, exzisus.c
- f1gp.c, fastlane.c, firetrap.c, flkatck.c, flstory.c, freekick.c,
fromanc2.c, fromance.c, funkybee.c, funkyjet.c, funybubl.c,
fuukifg2.c, fuukifg3.c
- gaelco.c, gaelco2.c, gaiden.c, galaga.c, galastrm.c, galaxold.c,
galivan.c, gaplus.c, gbusters.c, gcpinbal.c, genesis.c, gijoe.c,
ginganin.c, glass.c, gng.c, goal92.c, goindol.c, gomoku.c,
gotcha.c, gotya.c, gridlee.c, gstriker.c, gumbo.c, gunbustr.c
- halleys.c, hanaawas.c, hanaroku.c, hcastle.c, hexa.c, hexion.c,
higemaru.c, hnayayoi.c, holeland.c, homedata.c, hshavoc.c,
hyhoo.c, hyperspt.c

Merged memory map in ltcasino.c, Lemmings, quizdna.c, pushman.c,
popper.c, sshangha.c. [Angelo Salese]

Added irq acks to the snowbros.c driver and merged memory maps on it.
[Angelo Salese]

TLCS-900/H cpu core fixes: [Wilbert Pol]
- Reimplemented hdma
- Fixed bugs in the EX (mem), R instructions.

Merged memory map and worked out some sound related stuff in Pass.
[Angelo Salese]

Hooked up standard paletteram16_xbgr() function instead of a custom
one in sshangha.c driver. [Angelo Salese]

Replaced the use of CPU numbers with tags where possible across most
drivers. [Fabio Priuli]

hng64.c improvements / changes: [David Haywood]
- Stripped out some old HNG64 code / some improvements
- disabled the floor stuff in Fatal Fury Wild Ambition (looking for a
cleaner implementation)
- disabled zooming code for the same reasons (it was causing many
issues)
- understood and implemented the 'auto-animate' registers for the
tilemaps (animated waterfalls etc. in Fatal Fury Wild Ambition)
- reorganized graphic decoding
- documented + hooked up 4bpp/8bpp select on layers.
- fixed tile flipping
- fixed a bug in the hng64 dma

goldstar.c improvements / changes: [David Haywood]
- added scroll registers for the girl when enabled in attract mode
- documented how you can swap the blue/green bonus colours (but left
the code disabled, I think versions with it swapped probably just
have different proms)
- added gfxdecode for cmasterc

Memory maps merges for the following drivers: [Angelo Salese]
* groundfx.c
* lastduel.c
* macrossp.c
* madmotor.c (also cleaned-up some video variables in it)
* mcatadv.c (also reduced a 1.0 clipping out volume setting)
* moo.c

Changed the way memory allocation is handled. Rather than allocating
in terms of bytes, allocations are now done in terms of objects. This
is done via new set of macros that replace the malloc_or_die() macro:

alloc_or_die(t) - allocate memory for an object of type 't'
alloc_array_or_die(t,c) - allocate memory for an array of 'c' objects of type 't'
alloc_clear_or_die(t) - same as alloc_or_die but clears the memory
alloc_array_clear_or_die(t,c) - alloc_array_or_die with clearing

All original callers of malloc_or_die have been updated to call these
new macros. If you just need an array of bytes, you can use
alloc_array_or_die(UINT8, numbytes). [Aaron Giles]

Made a similar change to the auto_* allocation macros. In addition,
added 'machine' as a required parameter to the auto-allocation macros,
as the resource pools will eventually be owned by the machine object.
The new macros are:

auto_alloc(m,t) - allocate memory for an object of type 't'
auto_alloc_array(m,t,c) - allocate memory for an array of 'c' objects of type 't'
auto_alloc_clear(m,t) - allocate and clear
auto_alloc_array_clear(m,t,c) - allocate and clear

All original calls or auto_malloc have been updated to use the new
macros. In addition, auto_realloc(), auto_strdup(),
auto_astring_alloc(), and auto_bitmap_alloc() have been updated to
take a machine parameter. [Aaron Giles]

Changed validity check allocations to not rely on auto_alloc* anymore
because they are not done in the context of a machine. [Aaron Giles]

Removed of SMH_BANKn macros. Just use SMH_BANK(n) instead, which is
what the previous macros mapped to anyhow. [Aaron Giles]

Added missing casts and made other tweaks to appease some more strict
settings on the compiler. [Aaron Giles]

Merged memory maps in the seta.c, sf.c, nbmj8688.c, megasys1.c
drivers. [Angelo Salese]

Merged memory maps in the overdriv.c and demoted it tothe GNW flag.
[Angelo Salese]

Added engine noise hook-up to Chequered Flag. [Angelo Salese]

Fixed nested NMIs on Chequered Flag sound cpu, this fixes the sound
loops and the music tempo. [Phil Bennett]

Memory maps merges for the following drivers: [Angelo Salese]
* metlclsh.c
* mexico86.c (also added a basic hook-up for the 4p communication cpu,
disabled by default)
* mirage.c
* mjkjidai.c
* mjsister.c
* mogura.c
* news.c
* ohmygod.c
* ojankohs.c (also cleaned-up some video variables in it)
* oneshot.c
* opwolf.c

Fixed player controls in the 4 player version of tank force (thanks to
tip posted by sxevious on mantis #3127) [David Haywood]

Memory maps merges for the following drivers: [Angelo Salese]
* mayumi.c (also cleaned-up the video routines)
* mazerbla.c
* momoko.c
* mosaic.c
* mouser.c
* mrflea.c
* mrjong.c (also cleaned-up the spriteram routines)
* srmp2.c
* shaolins.c
* shisen.c
* shootout.c (and cleaned-up the NMIs on coin insertions)
* sidearms.c
* sidepckt.c (merged the two per-game memory maps and moved the
protection simulation hook-up to be called on DRIVER_INIT)
* skyarmy.c
* skyfox.c (and cleaned-up the NMIs on coin insertions)
* skyraid.c
* slapfght.c (also cleaned-up the ram sharing)
* slapshot.c
* spbactn.c
* spcforce.c
* spdodgeb.c
* speedspn.c
* senjyo.c
* seta2.c
* sfkick.c
* shangha3.c
* puckpkmn.c
* punchout.c
* qdrmfgp.c
* quizpani.c
* rabbit.c
* rainbow.c
* rcorsair.c
* redclash.c (also cleaned-up the irq/nmi generation on coin
insertion)
* renegade.c
* rmhaihai.c
* rockrage.c
* rocnrope.c
* rollerg.c
* rollrace.c
* runaway.c
* rungun.c
* sangho.c
* sauro.c (also cleaned-up a video function)
* sbasketb.c
* sbugger.c
* scregg.c
* segae.c
* powerins.c
* psikyo.c
* psikyo4.c
* psikyosh.c
* rohga.c
* sbugger.c
* spy.c
* nycaptor.c
* olibochu.c
* othldrby.c
* pandoras.c
* parodius.c
* pbaction.c
* pcktgal.c
* pingpong.c
* pirates.c
* pitnrun.c
* pktgaldx.
* pokechmp.c
* popeye.c
* nbmj9195.c
* niyanpai.c
* ninjaw.c
* metro.c
* mitchell.c
* ms32.c
* msisaac.c
* mugsmash.c
* lkage.c
* lsasquad.c
* lwings.c
* m62.c
* m90.c
* magmax.c
* mainevt.c
* marinedt.c
* markham.c
* mastboy.c
* matmania.c
* megadriv.c
* megazone.c
* karnov.c
* kchamp.c
* kingobox.c
* klax.c
* koikoi.c
* konamigq.c
* ladyfrog.c
* liberate.c

Modified my coin_insertion() function to use ASSERT & CLEAR instead
of PULSE_LINE in cntsteer.c & ssozumo.c. [Angelo Salese]

Made sure that both the RESET and BUSREQ lines are honored by the
megadriv sound cpu. [Wilbert Pol]

Properly hooked-up player 2 mahjong panel in mj4simai. [Angelo Salese]

Moved paletteram_IIBBGGRR_w() from senjyo.c to emu/video/generic.c.
[Angelo Salese]

Removed deprecat.h dependancy for usgames.c. [Angelo Salese]

Add READY line readback to the SN76496 core, cleaned up the structs a
bit, cleaned up comments, added more TODOs, Fixed some unsaved
savestate related stuff. [Lord Nightmare]

Added sn76496 ready line hook-up for spcforce.c, doesn't make a
difference since it's not actually used. [Angelo Salese]

Added RTC emulation for hng64 driver [Angelo Salese]

Fixed sprite trail for mnight and robokid [kanikani]

Factored out some more MESS specific code for Atari 8bit.
[Fabio Priuli]

Splitted Naomi / Atomiswave memory maps and improved sorting of the
driver. [Angelo Salese]

Added sound to Pocket Gal Deluxe (bootleg) [Angelo Salese]

lordgun - Fix: P1 Button2 is really P2 Button1. [Cananas]

Changed Lunar Lander thrust control to a pedal. This more accurately
emulates the control. Note: the current code uses IPT_PADDLE. This
causes the game to start with the thrust at 50%. This is not correct.
The control is really a hand operated pedal. [Derrick Renaud]

Merged memory maps for nycaptor, nbmj8991, nbmj8891, mystwarr.
[Angelo Salese]

First layer of memory map merging for namcos2.c and namcos21.c, needs
a second hand in order to remove all the SMH references (they both
are macroized to hell). [Angelo Salese]

Fixed Yellow Cab (Japan) booting, promoted to working status
[Angelo Salese]

Attempted to fix colors in Koi Koi Part 2 [Angelo Salese]

Lowered DAC volume in Karate Champ from 0.50 to 0.15, it was having
sound clipping problems since day one. [Angelo Salese]

Cleaned-up HNG64 system ports. [Angelo Salese]

Changed the z80_bank_addr in megadriv.c into a simple 9 bit shift
register. Fixes mantis 2817. [Enik Land]

Improved interrupt handling for the 8/16 bit H8s. [R. Belmont]

System 23: hooked up serial comms between subcpu and I/O board.
[R. Belmont]

Added a driver for Irem M14 HW. [Angelo Salese]

Removed deprecat.h dependancy for kopunch.c. [Angelo Salese]

Naomi: hacked up 3D renderer. Still quite preliminary but allows most
games to show graphics. [Olivier Galibert, David Haywood]

Converted the WAVE sound device to stereo (for MESS). [Curt Coder]

Various improvements to Parent Jack driver. [Tomasz Slanina]

Modified mahjong games in Naomi to be loaded with a specific
configuration, will add the proper JVS hook-up later. [Angelo Salese]

Added proper MCU dump for Black Tiger.
[Dr. Decapitator, Guru, Angelo Salese]

Fixed display of the i8085's SP register when in the debugger.
[MooglyGuy]

Added proper MCU dump for Meikyuu Hunter G.
[Dr. Decapitator, Guru, Angelo Salese]

Moved Taito 'skip to next level' buttons from BUTTON_2 to Q/W keys.
[Fabio Priuli]

Fix MCS51 disassembler to work properly when there are two memory
arguments (the second would overwrite the first). [Aaron Giles]

Added and began hooking up the 8751's for the System 1 games. Still
some work to do. [Aaron Giles]

Added proper JVS I/O board init string for Idol Janshi Suchie-Pai 3
to allow it to boot. [Angelo Salese]

Corrected sauro main cpu to 5Mhz and YM3812 to 2.5Mhz as verified on
the pcb. [Corrado Tomaselli]

Improved protection emulation in galpani2 driver: [Luis Faria]
- modified somewhat the protection handling, geeting rid of the need
to call galpani2_mcu_run from VIDEO_UPDATE, as that function is
performed by CPU2's INT7 and it now works. And added support for
command 2, making gp2se go into demo mode and allowing to go
ingame, nice skulls! ;-) Unfortunately, this set is still not
playable because of missing gals in the background and sometimes
there's an ADDRESS ERROR, causing a reset. Included in these
changes, I added support for MCU triggering by CPU2.
- changed some 8 bit writes disguised as 16 bit to AM_WRITE8 and
AM_DEVWRITE8 and some AM_WRITE(SMH_NOP)s to AM_WRITENOP.
- "crystallized" the clocks of the M68000s and OKIs, deriving the
latter from the former.
- fixed a Copy&Paste mistake I made in the previous submission, in
the sound rom mappings for galpani2/2t/2g.
- reduced the input port definition duplication by using PORT_INCLUDE
where applicable instead of defining everything again.
- reduced the CPU#2 Code region size to the effectively used size,
and expanded the CPU#2 Backgrounds Data region size to the maximum
usable size, making it the same for all sets.

Fixed bug when setting breakpoints on Z80 CPUs at addresses A-F.
[Xander Xander]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Pit Boss Supertouch 30 [Mariusz Wojcieszek]



New clones added
----------------
Legend of Kage (oldest) [Uki]
Final Star Force (Japan) [Uki]
Yellow Cab (Japan) [Uki]
Zero Team (set 4) - not working [Uki]
The Combatribes (Japan) [Chack'n]
Super Xevious (Japan) [TH60]
Crazy Kong 2 (Japan) [Team Japump!!!]
Aliens (Asia) [Irongiant]
Noraut Joker Poker [Alan Griffin]
Pit Fighter (Rev 5) [Smitdogg, The Dumping Union]
Cabal (bootleg set 2) [Klaus]
Special Criminal Investigation (Negro Torino hack) [Corrado Tomaselli]
Cruis'n World v1.7 [MSN]



New games marked as GAME_NOT_WORKING
------------------------------------
Ferrari F355 Challenge [Guru]
Samurai Shodown 64 [Guru]
Dancing Stage Featuring Disney's Rave [smf/Mike DX]
Xtreme Rally / Off Beat Racer! [Guru]
Beast Busters 2nd Nightmare [Guru]
Skimaxx [Phil Bennett]
Panic Park (PNP2 Ver. A) [Guru]
Triple Star 2000 [f205v]
Super Star [f205v]
Gigas [Andy Welburn]
Shadow Dancer (Mega-Tech)
[Smitdogg, cricri_pingouin, incog, B. Sparks, ANY]
Streets of Rage (Mega-Tech)
[Smitdogg, cricri_pingouin, incog, B. Sparks, ANY]


0.131
-----


MAMETesters Bugs Fixed
----------------------
- 02399: [Known Issues/To-Do's] qmhayaku : Sound CPU is running at 4MHz in
real machine. (Luigi30)
- 03115: [Graphics] nss_smw: Tilemap issue when displaying game map
(Angelo Salese)
- 00767: [DIP/Input] bshark, bsharkj: Analog stick input is broken since
0.112u4. (Derrick Renaud)
- 03070: [DIP/Input] harddriv, racedriv, steeltal and clones: Games map
some P1 inputs to P2 controls (Fabio Priuli)
- 03105: [Documentation] quizmeku: Year is listed as 1994, but title
screen shows 1992. (Fabio Priuli)



Source Changes
--------------
Removed the last use of PORT_PLAYER(2) for P1 inputs. [Fabio Priuli]

Merged memory maps in the suna8, supbtime, superchs, suprnova,
suprslam, subs, suna16, stepstag, stfight, strnskill drivers.
[Aaron Giles]

Numerous improvements to the roul driver. [robiza]

Merged findout.c memory map. [Angelo Salese]

Added basic implementation of the TMS9927 video controller.
[Aaron Giles]

Status games driver rewrite: [Aaron Giles]
- Reduced multiple drivers down to a primary one with minor tweaks
- Hooked up TMS9927 video generator
- Fixed statriv2v character generator to be more accurate
- Fixed incorrect colors
- Correct video timing

Miscellaneous Naomi work and improvements. Some refactoring done,
new games hooked up. Moved NAOMI DRIVER_INITs to specific
machine/naomi.c & includes/naomi.h files, in preparation to add
per-game JVS settings. [Angelo Salese, David Haywood]

Changed generic NVRAM behavior so that all the variants look for a
memory region named "nvram". If it is found and is of the same length
as the generic_nvram_size, data is copied from there instead of
filling the RAM with the fallback pattern. [Aaron Giles]

Fixed mouse/lightgun buttons to individually select when using
-mouse/-multimouse and -lightgun. Meaning you will not receive Mouse
Button 0 Gun Button 0 when selecting in the UI. [Derrick Renaud]

Merged memory map and attempted to add proper colors in Carrera.
[Angelo Salese]

Fixed verbose output of RAW device names for XP. [Derrick Renaud]

When using RawInput - Fixed UI selection of Gun axis so Gun 1 is not
always selected with the desired gun. [Derrick Renaud]

Fixed XF flag in the 8085A core. [Aaron Giles]

Fixed frontend messages to leave enough space for clone longer names.
[Fabio Priuli]

Added Toshiba TLCS-900/H cpu core. [Wilbert Pol]

Added T6W28 sound core (SNK(?) custom sn76489a clone). [Wilbert Pol]

removed YM2151 from gijoe which is not present on real PCB.
[Yasuhiro Ogawa]

Fixed P2 gun reload in Lethal Enforcers II. [Derrick Renaud]

Fixed bug where repeating axis values were being selected for button
input in UI. [Derrick Renaud]

Documented PALs from Xenophobe board. [Kevin Eshbach]

Crystallized 1945kiii.c, maygay1b.c, maygayv1.c, mwarr.c, n8080.c
(20.16MHz crystal confirmed with schematics), pacman.c, panicr.c,
rallyx.c. [Luigi30]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Fantastic Journey [Olivier Galibert]
Super Lucky Roulette [robiza]
Status Blackjack [Aaron Giles]
Status Fun Casino [Aaron Giles]
Multi Game 2 [Mariusz Wojcieszek]



New clones added
----------------
Asterix (Japan) [Chack'n]
Ashura Blaster (World) [Tirino73]



New games marked as GAME_NOT_WORKING
------------------------------------
Marvel vs. Capcom 2 [Guru]
Zombie Revenge [Guru]
Guilty Gear X [Guru]
Virtua Striker 4 (Japan) [Guru]
Virtua NBA [Guru]
Giant Gram Zen-Nippon Pro Wresring 2 [Guru]
Dengen Tenshi Taisen Janshi Shangri-la [Guru]
Virtua Striker 4 ver. 2006 (Rev D) (Japan)
[Alex's Rom Dumping Project]
The Key Of Avalon - The Wizard Master - Server (GDT-0005C) (V4.001)
[Alex's Rom Dumping Project]
Virtua Striker 2002 (GDT-0001) [Alex's Rom Dumping Project]
Derby Owners Club II [Guru]
Wild Riders [Guru]
WWF Royal Rumble [Guru]
Quiz Ah Megamisama [Guru]
Dynamite Baseball Naomi [Guru]
Dynamite Baseball '99 [Guru]
Death Crimson OX [Guru]
Tripple Draw [Aaron Giles]
Casino Strip [Aaron Giles]


0.130u4
-------


MAMETesters Bugs Fixed
----------------------
- 03106: [Sound] mouja: Sound Effects/Voice missing (Angelo Salese)
- 03065: [Crash/Freeze] All sets in namcos12.c: [debug] MAME asserts
during load time (Aaron Giles)
- 03069: [Crash/Freeze] All sets in midzeus.c: [debug] MAME asserts
during load time (Aaron Giles)



Source Changes
--------------
Documented the www.segaresurrection.com decrypted Ninja Kids II sound
rom so it doesn't show up as newly "found" bootleg version.
[Brian Troha]

Converted downtown, gondo, hbarrel, midres, timesold, topgunbl to use
IPT_POSITIONAL. [Derrick Renaud]

Fixed Analog Settings to return to default when IPT_UI_SELECT (enter)
pressed. Fixed misplaced brackets, allowing upper/lower case
extensions for crosshair graphics and ldplayer chd files.
[Derrick Renaud]

Naomi updates: [Angelo Salese, David Haywood]
* Added H-Blank IN interrupt hook-up
* Generate a few more interrupts (ISP end of render, VIDEO end of
render)
* Some minor improvements to the irq system
* Added a bunch of Maple-DMA fixes, now moeru boots too

Factored out MESS-specific code from machine/atari.c (cart init,
loading & unloading) [Fabio Priuli]

Correctly implemented 'trail' function in ninjakd2. [kanikani]

Changed galgbios service switch to be a toggle. [David Haywood]

Fixed CPU_GET_INFO issues spotted by -validate in MESS debug build.
[Fabio Priuli]

Added Dip Locations to jalmah.c. [Fabio Priuli]

Improved test mode behaviour on the jalmah.c. [Angelo Salese]

Added display of frame number to the beamx/y info in the register
view in the debugger. [Aaron Giles]

munch mobile improvements: [robiza]
* implemented priorities
* removed unnecessary tile index check

Memory map merging for naughtyb.c, ssrj.c. [Angelo Salese]

Converted jangou & nightgal drivers to use resistors with the color
proms. [Angelo Salese]

Reverted to older behavior for how modified input port fields are
handled. The originally intended behavior is that a new field that
intersected a previous field would completely wipe out the original
field. Recently a change was made that changed the behavior to only
remove a portion of the bits from the original field. This is actually
problematic behavior, so the original behavior was restored.
[Aaron Giles]

Fixed auto-center bug on analog joysticks. [Derrick Renaud]

Fixed UI when modifying the inc/dec/analog fields of an analog control
in sequence. [Derrick Renaud]

Corrected System 1 Z80 clocking: [Aaron Giles]
* each opcode fetch is 2 cycles with /M1 low, so each byte of
opcode fetching causes slightly longer delays than the previous
tables
* implemented approximate wait state timing for videoram access;
further accuracy will rely on getting a dump of the PAL16R4
that controls the horizontal video timing

Merged memory maps in taito_l.c, taito_x.c, taito_b.c, taito_f2.c,
taito_f3.c, surpratk.c, system16.c, system18.c. Also removed some word
handlers in favor of using READ8/WRITE8 directly in address maps.
Removed some additional unnecessary handlers in favor of using
AM_READ_PORT. [Aaron Giles]

Changed the PPU2C0x implementation to be a device. [Nathan Woods]

Simplified the gun port handling in the Sammy Outdoor Shooting games.
[Derrick Renaud]

Small System 1 update: [Aaron Giles]
* correct video timing
* removed "small" video drivers for games that properly mask the
scrolling areas

Correct sound ROM for T-Mek 4.4 [Lars Bull]

Partial fix to bug MT 3070 (harddriv & racedriv do not show anymore
P2 inputs for analog controls). Still thinking about steeltal.
[Fabio Priuli]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Tekken Tag Tournament (world versions) [Olivier Galibert]



New clones added
----------------
Might! Pang (Euro 000925) [Corrado Tomaselli]
Night Warriors: Darkstalkers' Revenge (Asia 950302?)
[Smitdogg Jones, Nicola Salmoria]
Trivia Master (set 4) [SoftwareThis]
Wolf Fang -Kuhga 2001- (Rohga Japan Ver.) [Team Japump!!!]
Mystic Warriors (JAA) [Guru]



New games marked as GAME_NOT_WORKING
------------------------------------
The Typing of the Dead [Alex's Rom Dumping Project]
OutTrigger [Guru]
Cannon Spike / Gun Spike
Heavy Metal Geomatrix
Super Lucky Roulette? [robiza, Angelo Salese]



0.130u3
-------


MAMETesters Bugs Fixed
----------------------
- 01030: [Side-by-side] starjack: "Star Jacker" side-by-side test.
(Aaron Giles)
- 00983: [Graphics] pitfall2: Once you lose your last life, any object
not in the background shows up on the high score and continue
screens. (Aaron Giles)
- 00984: [Graphics] 4dwarrio: The game resolution changes in the 2nd
players turn in the cocktail mode. (Aaron Giles)
- 00257: [Graphics] wbmlb, wbmljb: When the player sprite reaches the
right side of the playfield, some garbage gfx appear on the
left side. (Aaron Giles)
- 00303: [Graphics] regulus: In cocktail mode when it is player 2's
turn graphics from the top of the screen flash at the bottom
of the screen (Aaron Giles)
- 00256: [Graphics] seganinj: [possible] Sprites leaving on the left
side on the screen aren't clipped properly. (Aaron Giles)
- 03098: [Color/Palette] all sets in mcatadv.c: Palette regression
(Christophe Jaillet, Fabio Priuli)
- 03087: [Graphics] daireika: Graphic artifacts on attract mode.
(Angelo Salese)
- 03093: [Graphics] mazinger: the boss of 4th level is black (robiza)
- 03092: [Sound] spuzbobl: Some sound samples are being played
indefinitely (David Haywood)
- 01163: [DIP/Input] popbounc: [possible] MAME doesn't support paddle
input. (Fabio Priuli)
- 02187: [Documentation] All games of "Technos": Fix for manufacturer.
(Fabio Priuli)
- 02558: [Graphics] Graphic priority is not fully understood.
(Angelo Salese)
- 02557: [Graphics] All games in jalmah.c: There are square gaps
during gameplay. (Angelo Salese)
- 00598: [DIP/Input] popbounc: Regardless of whether the "paddle" or
"joystick" option is activated in the dipswitch, the controls
are broken. (Fabio Priuli)
- 00947: [Graphics] batsugun: At the level 4 boss there's a sprite
problem. (robiza)
- 02562: [Interface] Ability to choose arbitrarily named crosshair
pictures (Derrick Renaud)



Source Changes
--------------
Crosshair update: [Derrick Renaud]
* Added Crosshair Options menu
- ability to individually enable/disable crosshairs
- ability for them to automatically disappear after a set amount
of time (this is now the default)
- ability to select crosshair graphic
- all settings are saved in the cfg file
* Removed F1 toggle for crosshairs
* Added new command option -crsshairpath
- store all selectable graphics here
- see config.txt for further info

Merged memory maps, renamed sets in the following drivers: vendetta,
videopkr, wrally, vball, unico, tsamuri, triplhnt, toypop, tnzs,
topshoot, topspeed, tecmo, tecmo16, tecmosys, terracre, thoop2,
tunderx, tiamc1, timelimt, taito_z. [Aaron Giles]

Added direct mode JVS command, used by the i/o for the later Naomi
games [ElSemi, Angelo Salese]

hyprduel fix [Hau]

Force cpu resyncs main<->protection on pgm. [David Haywood]

trackfld cleanups: [Aaron Giles]
- derived clocks where possible
- complete memory maps from the schematics
- hooked up proper sound command latching
- reimplemented 6802-based ADPCM samples for the bootlegs
- merged memory maps
- extended NVRAM to the full RAM range (according to schematics)
- created common include file and modified drivers to use it instead
of explicit externs

Removed msb/lsb handlers from taitosnd. Updated all drivers to
call the 8-bit versions directly from the address maps. [Aaron Giles]

Did bulk replace of AM_READ/WRITE(SMH_NOP) -> AM_READ/WRITENOP.
[Aaron Giles]

Reverted recent TMS32025 timing change which busted Cool Pool sound.
[Olivier Galibert]

exctsccr update: [Uki]
- verified clock frequency (including 4KHz NMI)
- position 6A is not populated in JAPAN ver.
- sound tempo is wrong in all sets (with or without this change)
- clock for AY-3-8910 is 14.31818M/8 except for main melody

taito_l input updates: [Fabio Priuli]
* added plgirls cheat dip-switch [found by Gatinho]
* added plgirls2 coin mode B

Fixed crshrace coinage dips. [stephh, Fabio Priuli]

Fixed mechattu coinage dips. [Fabio Priuli]

Redumped GFX ROM of kakumei2. [Uki]

Improved the Wave-DMA behaviour in Naomi, added PVR-DMA support.
[Angel Salese]

Naomi video cleanups/reworking. [David Haywood]

DIPSW update [kanikani]
- added DIP location to following drivers: djmain.c, fitfight.c,
gaiden.c, hornet.c, namcos1.c, namcos86.c, nwk-tr.c, skykid.c,
zr107.c
- enabled some DIPSW settings

PGM update [XingXing]
- added video ram mirroring (fixes a glitch in kovsh)
- corrected some set names

neogeo fixes: [Fabio Priuli]
* fixed popbounc controls bug (MT 598)
* removed use of sprintf
* added a note about service menu browsing when mahjong panel is ON

Konami inputs improvements: [Fabio Priuli]
* Added source file konamipt.h to unify Konami inputs where possible
(e.g. most 80s-90s games were using basically the same coinage
settings and joystick inputs).
* While at it, verified all 0x00 coinage effects in drivers which now
use konamipt.h (fixing a few mistakes: hexion, mikie, crimfgtj...)
* Added finalizb service coin. Removed roadf coin4 & asterix coin3
(neither used by the games nor present in service mode).
* Fixed gberetb coin inputs (they were switched).
* Added port_condition to hcrash so that brake appears only when
present in the chosen cabinet.
* Cleaned up mystwarr.c & moo.c input handlers.
* Verified 0x00 coinage settings in remaining Konami drivers (and two
Banpresto ones using same coinage settings)

Fixed the priority system in the jalmah.c driver [Uki, Angelo Salese]

Simulate 'keyoff' in the SPU. The envelopes aren't actually emulated,
but the sound is silenced after a key-off (by placing the sound in a
'release' state) This prevents audiable sound from looping forever.
[David Haywood]

Build the IDE features table only when there is a CHD available.
[Curt Coder]

Added device-based implementations of the eeprom and i2c deevices.
[Samuele Zannoli]

Added diplocations to finalizr.c, gradius3.c, pandoras.c, rollerg.c
and ultraman.c based on Guru's notes (thanks to AJG, who fwded them
to me). [Fabio Priuli]

Dumped 1 BPROM of suchipi [Uki]

Changed Z80 cycle table definitions to be per-device. Removed
old set_info constants for the tables; they are now set up via
the z80_set_cycle_tables function. [Aaron Giles]

m90: reduced volume for all games, removed wrong graphics flag and
added no cocktail flag for risky challenge. [robiza]

Reduced volume for bombrman, added wrong graphics flag for quizf1.
[robiza]

Removed old hardcoded keyboard handling for Atari 8bit systems and
used more reasonable key matrix scan. No regressions expected in MAME
(tested maxaflex.c games). [Fabio Priuli]

Many Naomi tweaks and improvements, plus a number of new sets added
but with no credit specified. [David Haywood]

Corrected names for Champion Italian PK boards (thank f205v for
spotting this). [Mirko Buffoni]

Sega System 1/2 rewrite: [Aaron Giles]
* accurate collision detection in all games
* correct full memory maps
* hooked up 8255 and Z80 PIO correctly
* unified many hacked variants into common hardware models
* proper mixing using the mixing PROM
* converted to tilemaps
* fixed shtngmst sprites
* correct Z80 timing
* proper sound interrupt signaling and feedback
* full description of video hardware
* proper input hookup in dakkochn
* cleaned up rendering code
* fixed cocktail mode in pretty much all games
* fixed stuck sprites in some games
* partial 8751 simulation for choplift
* proper global muting (attract sound off works in older games)
* yes, the Pitfall 2 title is missing; more work to be done

Put tables used for RGB utilities in a single object file rather
than compiling them as statics in every object that uses them.
[Vas Crabb]

Added small workaround to get Thunder Hoop 2 past the "bad
coprocessor" screen, but the game still has issues. [Peter Ferrie]

Fixed incorrect DIP location for dealer in epos.c. [Tafoid]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Unknown Poker [robiza, Angelo Salese]



New clones added
----------------
Exciting Soccer (Japan) [Uki]
Super Megatouch IV Tournament Edition
(9255-51-01 ROB, Standard version) [Brian Troha]
Pit Fighter (rev 7) [Smitdogg]
Chase H.Q. (US) [Smitdogg]
Crush Roller (bootleg?) [Tafoid, f205v]



New games marked as GAME_NOT_WORKING
------------------------------------
Key of Avalon 1.30 - Client [Alex's Rom Dumping Project]
Key of Avalon 2.0 - Client [Alex's Rom Dumping Project]
Sega Network Taisen Mahjong MJ 2 [Alex's Rom Dumping Project]
Sega Network Taisen Mahjong MJ 3 (Rev D) [Alex's Rom Dumping Project]
Triforce DIMM Updater [Alex's Rom Dumping Project]
Virtua Fighter 4 Final Tuned (Rev D) [Alex's Rom Dumping Project]
Virtua Fighter 4 Final Tuned (Rev A) [Alex's Rom Dumping Project]
Initial D : Arcade Stage Ver. 3 (Japan) (Rev B) [Alex's Rom Dumping Project]
Virtua Fighter 4 Evolution (Rev A) [Alex's Rom Dumping Project]
Wangan Midnight Maximum Tune 2 (Japan?) [Alex's Rom Dumping Project]



0.130u2
-------

(Due to an oversight, credit for the new Neo Geo BIOS was incorrectly
given in the previous whatsnew. Thanks to Massimiliano Macri for the
donation.)



MAMETesters Bugs Fixed
----------------------
- 02382: [Graphics] peke1012: Bad ROM dump causes graphics glitches
(Jim Stolis)
- 02977: [Crash/Freeze] rdft2j2: Access Violation (Haze)
- 03071: [Sound] tndrcade tndrcadj: music problem (Phil Bennett)
- 03063: [Misc.] psyvaria, psyvarrv, usagi, nightrai, xiistag: Some
G-Net cards were dumped without restoring them to defaults
first (Guru)
- 03068: [DIP/Input] leprechn: Lives are incorrect in Dip Settings
(Tafoid)
- 03024: [DIP/Input] jrpacmbl: All inputs perform wrong function in-
game (Fabio Priuli)
- 02972: [Documentation] shuttlei: Year is listed as 197?, confirmed
as 1979. (incog)
- 02978: [Documentation] suprgolf: Year is listed as 19??, confirmed
as 1989. (incog)
- 02970: [Documentation] sfbonus, sfbonusa, sfbonusb, sfbonusd,
sfbonusv: The year is 2003 according to the attract mode.
(incog)
- 02968: [Documentation] parrot3: The year is 2003 according to the
attract mode. (incog)
- 02969: [Documentation] parrot3b: The year is 2004 according to the
attract mode. (incog)
- 02999: [DIP/Input] taotaida: need more 3 buttons (Fabio Priuli)
- 03029: [DIP/Input] jitsupro, kazan, p47, rodland, stdragon and
clones: "Demo sounds" dip-switch inverted (Fabio Priuli)
- 03042: [Documentation] mjclub: Dip-Switch settings for mjclub
(Fabio Priuli)
- 03031: [DIP/Input] seganinj and clones: Player 1 button 3 not
present (Fabio Priuli)
- 03048: [Sound] equites and clone: strange noise ingame
(Phil Bennett)
- 03035: [Save/Restore] frogg, froggrmc: Autosave does not work
correctly (couriersud)
- 02172: [DIP/Input] some driving games: MAME allocates Player 2 - 4
inputs for deficient Player 1 inputs. (Fabio Priuli)



Source Changes
--------------
Added board description to Zodiack. [Guru]

Demoted some games to have the GAME_NOT_WORKING flag:
- Alligator Hunt (protected version);
- Glass;
- Great Guns;
- Name Club Ver. 3;
- Snow Board Championship;
- Tetris Korean bootleg;
- Thunder Hoop 2: TH Strikes Back;
- Touryuu Densetsu Elan-Doree / Elan Doree - Legend of Dragoon;
- World Grand Prix;
- World Rally 2 - Twin Racing;

Some various Naomi improvements and SH4 hacks to get more Naomi games
booting farther. [David Haywood, Angelo Salese]

Added a PCB layout for the large single plane PCB that Incredible
Technologies used for the Golden Tee 3D series (3D through Classic),
Shuffleshot, World Class Bowling and World Class Bowling Deluxe.
[Guru]

Added PCB layout & hardwared documentation for Atari's Badlands [Guru]

WIP driver for Cubo CD32 [Mariusz Wojcieszek]:
- AGA palette
- AGA bitplane data fetching
- support for up to 8 standard bitplanes
- HAM8 mode

Further annotated the game lists is mamedriv.c. [Yasuhiro Ogawa]

Fixed pending IRQs handling in the TLCS-90 CPU core [Luca Elia]

Updated video timing in bestbest to match PCB [Guru]

ejsakura fix: added ymz280b_r to memory map to prevent musics to stop
while playing [Cs9ph7Rg0]

nemesis.c fix [Hau]
- Fixed screen priority problems in Kitten Kaboodle.
- Added flip screen & cocktail support.
- Merged memory maps in hyprduel.c

CPU cores are now enabled on a per cpu core family basis instead of
per cpu core variant. As a result CPUDEFS is no longer needed in the
makefile. [Wilbert Pol]

TMS320C25 fixes and enhancements: [Olivier Galibert]
- accept IRQs on IDLE
- actually count irq processing and instruction fetching cycles
- add support for external serial frame sync with internal
triggering (aka TXM=1 and FSM=1).

Updated G-Net CHDs (reset to factory default settings and clear
high-score table) [Guru]

Added description of G-Net card/PCB [Guru]

Fixed crash due to recent cheat engine changes. [Pugsy]

Fixed the sprite collision code of the mcu simulation in
'machine\mexico86.c'. [Aladar]

Improved sound banking in galpani2 driver. [Luis Faria]

Gameplan improvements: [Tafoid]
- verified and simplified the DIPs, adding locations
- adjusted clocks in Leprechaun and Pirate Treasure based on info
from the manual

Implemented model2 inputs through direct AM_READ_PORT access rather
than using read handlers. The patch also fixes daytona brakes (which
were previously labeled with the wrong tag). [Fabio Priuli]

Simplified input handling in Taito F3 games. [Fabio Priuli]

Various PGM fixes and improvements [XingXing]

Fixed rdft2j2 set, it was using rdft roms instead of the rdft2 ones.
[David Haywood]

Additional PGM improvements: [David Haywood]
- Added emulation of the earlier type of ARM (ASIC27A, 5585E type)
Used this for protection emulation on Photo Y2k, Knights of
Valour Superheroes instead of old simulation code
- Disabled protection simulation for several sets. This demotes
Knights of Valour / Knights of Valour Plus to NOT working as there
is no dump of the internal rom.
- Photo Y2k still works because it's using the emulation added above,
but You can no longer change region as this is supplied by the
ASIC27A device which is now emulated. This is correct.
- Added several new sets, several of which are re-releases of the
games using the ASIC 27A instead of the previous protection
devices. (oldss, killbldp)
- Removed per-game speedup hacks, as they're no longer needed for the
ARM based games to boot correctly.

Fixed core_strwildcmp by increasing the limit from 8 to 16 characters.
[smf]

Verified and simplified munchmo DIPs, and added locations. Also fixed
clock speeds and AY-8910 clock to match recordings. [Tafoid]

Verified DIPs and added locations for Road Fighter. Adjusted defaults
to match the manual. [Tafoid]

In bublbobl, emulated CPU1 (slave) <-> AUDIOCPU communications and
AUDIOCPU reset at startup, previously this was disabled. [Mamesick]

Added samples emulation to Rough Ranger (V2.0), write ports A & B of
YM2203 are used. [Mamesick]

Added game-specific kludge to get music in SD Gundam Psycho Salamander.
[Mamesick]

Fixed G-NET on big-endian hosts. [R. Belmont]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Hidden Catch 3 [Pierpaolo Prazzoli, Tomasz Slanina]
Iron Fortress [Smitdogg Jones, Dumping Project]
Mahjong Vegas (unprotected set) [Luca Elia, Uki]
E-Jan Sakurasou [Cs9ph7Rg0]
Kollon [Guru]
Otenki Kororin [Guru]
Shikigami no Shiro [Guru]
Magical Error wo Sagase [Hau]
Knights of Valour Superheroes [XingXing, David Haywood]



New clones added
----------------
Super Puzzle Bobble (2.04J) [Guru]
Zooo [Guru]
Operation Wolf (Japan) [Guru]
Puzz Loop (Asia) [Brian Troha]



0.130u1
-------

IMPORTANT NOTE: The CHD format has undergone a change with this
release. The main reason for this change is to include some of the
key metadata into the hashes for the CHDs. This ensures that the
metadata is valid and prevents abuse.

The first impact you will find is that all of your CHD differencing
files are invalid. Just delete your "diff" directory contents
entirely.

The second impact is that all your existing CHDs will warn you that
they have incorrect hashes. This is expected. Your old CHDs should
still work fine, so if you can live with the "bad ROM" warnings, you
don't really need to do anything. However, if this bugs you or you
want to be "clean", you can update your CHDs, using this command
line:

chdman -update

for each one of your CHDs. This will take a while, but will produce
CHDs that match the new checksums posted in the drivers.



MAMETesters Bugs Fixed
----------------------
- 03017: [Crash/Freeze] bmfinal: crash after cutting edge logo
(Phil Bennett)
- 02875: [Sound] Any Game that uses AY-3-8910: Envelope Fix causes
notes tones to be played back incorrectly (couriersud)
- 03026: [Graphics] retofinv, retofin1, retofin2: The remaining lives
are not shown. (Pierpaolo Prazzoli)
- 02981: [Cheat System] CHEAT.C: MAX_ARGUMENTS doesn't seem to work.
(Pugsy)
- 00827: [Graphics] wc90b1, wc90b2: On the Credit display screen, the
PCB shows the upper part of the stadium. (robiza)
- 00230: [Graphics] troangel: I just checked mame emulation against my
pcb. (robiza)
- 03018: [Sound] f1gpstr2: Sounds not playing (Phil Bennett)



Source Changes
--------------
Fixed C140 ROM loading in winrun, winrun91 and driveyes [Phil Bennett]

Added Champion Italian PK blue board and promoted Champion Italian
PK green board (previously citalian) and Champion Italian Cup
(previously citaliana) to GAME_WORKING status
[Mirko Buffoni, David Haywood]
- Added cpokerpk (also known as CPK blue board for the color of the
board)
- Renamed citalian -> cpokerpkg (green board, can be seen in rom too)
- Renamed citaliana -> citalcup
- added PAL decryption, making all games playable
- Updated input ports and fixed gfx layout to use 6 bitplanes like
all others
- Changed number10 and cpokerpk video udpate to not use transparency

Updated CHD format to version 4. Checksums are now computed and
stored separately for raw data and metadata, and metadata is now
checksummed by default. [Aaron Giles]

Updated chdman to support a generic metadata addition system:
chdman -addmetatext []
chdman -addmetabin []
[Aaron Giles]

Changed the CHD verify interfaces to pass back a structure containing
all the necessary data for verification and fixing. [Aaron Giles]

NeoGeo update [Johnboy]
- maglordh - Renamed p1 to correct chip label (MichaelNet)
- Renamed maglordh to maglord (MVS) and maglord to maglordh (AES)
- whp - Renamed several roms to correct chip label (MichaelNet)
- kof2001 - Renamed p's to correct chip label; added note (MichaelNet)
- Added mv1c bios, redump/reverification required
- Updated documentation (see neogeo.c)
- cyberlip - Added correct m1 (Guru/Smitdogg)
- eightman - Removed BAD_DUMP from m1, is correct (Guru/Smitdogg)

Merged Casino Winner and Royal Casino drivers [Angelo Salese]
* Fixes Royal Casino colors;
* Added flip screen support to the driver;
* Changed Casino Winner to be a clone of Royal Casino;
* Cleaned-up the driver;

Fixed Midnight Landing gfx bitplanes [Angelo Salese]

PGM updates: [Xing Xing, David Haywood]
- added kov2p205, martmasc romset
- fixed some descriptions
- experimental video change with a view to fix priorities on kov2

Modified cdrom.c to expose metadata read/write functions, and changed
chdman to use them. Also changed chdman to parse old-style metadata
and convert it to new-style metadata. [Aaron Giles]

Fixed regressed sound in the deco MLC driver. [Angelo Salese]

Preliminary protection simulation in olds100a [XingXing]

Added an older Japanese neogeo bios [Corrado Tomaselli]

Improvements to Counter Steer [Angelo Salese]

Added new function core_fload() to load a file into an allocated
buffer. Updated src2html, regrep, and chdman tools to use this
function where appropriate. [Aaron Giles]

Fix f1gpstr2 sound regression [Phil Bennett]

Added default nvrams to sfbonus.c using rom_load_optional. This should
save some time renaming and reparenting these in the future.
[David Haywood]

Minor video/psx.c changes that were needed for raycrisis.
[David Haywood]

Fixed Heavy Unit main CPU bankswitch. This fixes the enemy appearing
in attract mode. [Mamesick]

Added text tilemap flickering to pzletime. It allows to see the
selected options. [Pierpaolo Prazzoli]

Changed the CPU cores to use the get_safe_token() pattern like other
devices. [Aaron Giles]

System16 update [kanikani]
- Enabled some buttons previously marked as 'unused'.
Manuals say 'No Connection', but programs read them and do
something. i.e. button2 in Tetris: can rotate the piece

More Counter Steer progress. [Angelo Salese]

Added PCB layout for Jumping Break and additional information.
Corrected the sound clocks on PCBs that only have a 28MHz OSC. Only
Super Lup Lup Puzzle has the 14.318180MHz OSC. Rearranged the rom
def section to group the F-E1-16-0xx PCB based games in order.
[Brian Troha]

troangel: better support of line scroll with wrap. The scroll offsets
are split in LOW byte and HIGH byte. [robiza]

Add specific support for NEC VR4300/4310 CPUs. [R. Belmont]

Fixed paletteram in Super Crowns Golf. Hooked up text background.
[Angelo Salese]

Updated CHD hashes. [Yasuhiro Ogawa, Aaron Giles, David Haywood]

Added default eeprom to skullfng, so that it appears less broken by
default. (doesn't boot without one) [David Haywood]

wc90b1 and wc90b2: fix fg and bg vertical scroll [robiza]

Implemented a multi-sprite bit in toaplan2 driver. [robiza]

Changed mapping of start key in multfish.c to standard key (1) like
other gambling games, added extra set. [David Haywood]

Fixed bug where chdman -extract would not truncate to the logical
size. [Aaron Giles]

Silenced out heavy accesses to Sound RAM expansion area for Stress
Busters [Angelo Salese]

Added better descriptions and dates to a number of drivers in the
mamedriv.c file. [Yasuhiro Ogawa]

Minor hack to fix start countdown sound bug in the Buggy Boys.
[Phil Bennett]

Added idle skipping and a number of new sets to the Naomi driver.
[David Haywood]

Burger Time: Added resistor values measured on real pcb [Anoid]

Adjusted volume in the galaxian driver. [couriersud]

Adjusted Volume and removed dc component from sound in the gyruss
driver. [couriersud]

AY-3-8910 improvements: [couriersud]
* Fixed Gyruss audio regression
* Measured RU and RD on AY-3-8910
* Modelled ZX Spectrum audio circuit in SwitcherCAD and derived
resistor values for AY-3-8910

MIPS III: Update RA before executing the delay slot. [R. Belmont]

Added inputs for galaxia and astrowar. Galaxia is semi-playable.
Note: After inserting a coin, it can take a few seconds to respond.
[Robbbert]

Fixed build of ldplayer on OS X. Since the CUSTOM sound module no
longer exists, I arbitrarily changed it to WAVE, as ar gets upset if
it has no input files. I also removed the -all_load flag for ldplayer
from the main makefile as it upsets the linker on OS X. [Vas Crabb]

Fix build for PPC64 Linux. (This slightly messes up static branch
prediction hints on OS X and AIX, but OS X for PPC64 is dead, and
no-one builds MAME for AIX, and it will still build, anyway.)
[Vas Crabb]

Paramaterise the arguments to check for NULL in the ATTR_NONNULL macro
rather than just checking the first argument. This requires compiler
support for C99 variadic macros (MSVC2005 and GCC4 have this AFAIK).
[Vas Crabb]

Z80PIO: When outputting from a port to the hardware in pio mode 3,
only those bits defined by the mask should be output. Mame currently
outputs everything. [Robbbert]

Changed the One-Shot List or Selectable value cheats to display "Set"
instead of "Off". Also stopped the cheat options being activated in
order when you are going through the possibilities in this case.
These cheats are now activated by pressing ENTER after you have
chosen an option. [Pugsy]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Buggy Boy/Speed Buggy (cockpit) [Phil Bennett]
Chaos Heat [Olivier Galibert]
Ray Crisis [Olivier Galibert, David Haywood]
Chaos Heat [Olivier Galibert, David Haywood]
Flip Maze [Olivier Galibert, David Haywood]
Super Puzzle Bobble [Olivier Galibert, David Haywood]
Soutenryu [Olivier Galibert, David Haywood]
Shanghai Shoryu Sairin [Olivier Galibert, David Haywood]
Psyvariar -Medium Unit- [Olivier Galibert, David Haywood]
Psyvariar -Revision- [Olivier Galibert, David Haywood]
Zoku Otenamihaiken [Olivier Galibert, David Haywood]
Usagi [Olivier Galibert, David Haywood, Angelo Salese]
Mahjong Oh [Olivier Galibert, David Haywood, Angelo Salese]
XII Stag [Olivier Galibert, David Haywood]
Jumping Break [Pierpaolo Prazzoli]
Champion Super III [Mirko Buffoni, David Haywood, Angelo Salese]
Champion Super 2 [Mirko Buffoni, David Haywood]



New clones added
----------------
Millennium 4000 (version 1.5) [Mirko Buffoni]
American Poker II (bootleg, v4) [Mirko Buffoni]



New games marked as GAME_NOT_WORKING
------------------------------------
Go By RC [Olivier Galibert, David Haywood]
Space Invaders Anniversary [Olivier Galibert, David Haywood]
Night Raid [Olivier Galibert, David Haywood]
Tokyo Cop (Italy) [David Haywood]
California Chase [Angelo Salese]
Street Games II [Guru, Angelo Salese]
Street Games [Smitdogg, Angelo Salese]
Bonanza [Smitdogg, Angelo Salese]
Thunderbirds [AGEMAME]


0.129u6
-------


MAMETesters Bugs Fixed
----------------------
- 02963: [Documentation] All games in aristmk5.c: Added region info
to all games (Heihachi_73)
- 00015: [Sound] Noticeable static in OKI 6295 audio. (Aaron Giles)
- 02698: [DIP/Input] royalmah.c: BET games: Bet button does not work
by default. (Angelo Salese)
- 02180: [Core] Corrupt archives are read without problems (couriersud)
- 02694: [DIP/Input] demoderb, demoderm: Duplicated input definitions
for P1 and P2 buttons. (couriersud)
- 02983: [Crash/Freeze] racedriv and clones: Race Drivin' and clones
loop after "downloading DSP" screen (Phil Bennett)
- 02998: [Crash/Freeze] pkunwar, ninjakun, raiders5: These games don't
make it through their rom checks. (Phil Bennett)
- 02368: [DIP/Input] fourtrax: Controls are glitched (Phil Bennett)
- 02996: [Crash/Freeze] hotchase: [debug] Access Violation
(Phil Bennett)
- 02894: [Graphics] cprosocc: Ingame graphics corruption.
(Phil Bennett)
- 02711: [DIP/Input] spacegun: EE-ROM error after gun calibration.
(Phil Bennett)
- 02478: [Graphics] finalapr, finalapo, finalapb, speedrcr: Some
graphics are not displayed. (Phil Bennett)
- 02877: [Sound] deadang, leadang, ghunter: Music drowns out sound
effects (Phil Bennett)
- 02995: [Crash/Freeze] liberate, dualaslt: Black screen shows after
disclaimer (Phil Bennett)
- 02994: [Crash/Freeze] labyrunr, labyrunk, tricktrp: Booting is never
completed (Phil Bennett)
- 02991: [Graphics] polyplay: Broken graphics when playing
(Phil Bennett)
- 02526: [Graphics] mahmajn2: Missing 'special' linescroll mode.
(Olivier Galibert)
- 02979: [Graphics] All sets in m10.c: Dialog box on all sets in m10.c
(couriersud)
- 02988: [Crash/Freeze] blswhstl, detatwin: ROM RAM EEPROM Check fails
at startup (Phil Bennett)
- 02980: [Documentation] wsbbgd: Year is listed as 200?, flyer
confirms as 2001 (incog)
- 02986: [Documentation] ggxx: Year listed as 200?, confirmed as 2002
(incog)
- 02985: [Documentation] ggxxrl: Year is listed as 200?, confirmed as
2003. (incog)
- 02973: [Crash/Freeze] chmplst2: Access Violation (Phil Bennett)
- 02964: [Sound] dingo: No Audio (Phil Bennett)
- 02965: [Crash/Freeze] gradius, gwarrior, rf2, twinbee: Bootup
process is never completed/No Sound (Phil Bennett)
- 02909: [Original Reference] boothill: Specification of discrete
filters for shot and hit sounds doesn't agree with schematic.
(Derrick Renaud)



Source Changes
--------------
Added built-in layouts for a large number of games: 280zzzap,
buggyboy, buggychl, cbombers, changela, chasehq, chqflag, contcirc,
dblaxle, finallap, grchamp, hotchase, lagunar, outrun, overdriv,
pdrift, polepos, radr, roundup5, sci, slipstrm, stocker, superchs,
topspeed, toutrun, turbotag, tx1, wecleman. [Mr. Do!]

Merged memory maps in nemesis.c. [Aaron Giles]

Scramble now is a lot closer to reports and recordings (background
sound, sound of bullets). [couriersud]

Fixed descriptions of the games running on NAOMI series hardware,
and NAOMI game list. [Yasuhiro Ogawa]

Input ports clean-up for the jangou driver. [Angelo Salese]

Finally low pass filtering on channel 2A in btime driver: [couriersud]
* Changed resistor to bill of material value
* Adjusted volume level and added more documentation

Fixed regression (missing graphics) in ipminvad (m10). [couriersud]

Added support for System 24 tilemap linescroll modes.
[Olivier Galibert]

Various improvements to Heavy Unit:
[Angelo Salese, Tomasz Slanina, David Haywood]
- Added a VERY preliminary simulation of the protection, just enough to get the game to boot, not make it playable
- Corrected CPU communication, IRQ/NMI generation etc.
- Fixed some video emulation issues (added tilemap scroll etc.)
- Corrected GFX rom loading (at least for the graphics used in attract mode)

Fixed King Derby sprite colors [Stefan Lindberg, Angelo Salese]

Merged tetrisp2 memory maps. Renamed teplus2->tetrisp2j. [Aaron Giles]

Merged labyrunr memory maps. [Phil Bennett]

Added GAME_IMPERFECT_GRAPHICS to Tutankham & clones. [couriersud]

Hooked up layer enables in goldstar.c driver, fixes 'girl' in Cherry
Master. [David Haywood]

Scaled up renegade and mjkjidai ADPCM levels in line with recent
clock_adpcm() change. [Phil Bennett]

Converted all drivers to the new device-based 6821 PIA. [Aaron Giles]

Added new function memory_install_read_port_handler() to more
easily allow you to install read handlers for ports based on tag.
[Aaron Giles]

Removed input_port_read_handler8/16/32/64 functions, since they
were really only used for getting a memory handler for a port by
tag, and this is no longer necessary. [Aaron Giles]

Moved input port handlers to internal code in the memory system.
[Aaron Giles]

Added port names to the taito8741 device pending its proper
devicification. [Aaron Giles]

Removed all remaining uses of input_port_n_r() functions, and
purged them from src/emu/machine/generic. [Aaron Giles]

Removed device types from device queries that use tags, under the
assumption that all device tags are unique. Specifically, the
following no longer need to provide a device type:

AM_DEVREAD/WRITE
DEVCB_DEVICE_HANDLER
devtag_get_device
devtag_reset
device_list_find_by_tag

as well as several device interfaces that referenced other devices.
[Aaron Giles]

Moved SH2 set info functions to direct calls. [Aaron Giles]

Various improvements to the Zero Target / Counter Steer HW and
cleaned-up the driver. Fixed foreground & background colors and
hand-tuned sound in Zero Target based on a side-by-side test.
Fixed sprite colors. [Angelo Salese]

Fixed pedals in Final Lap 3. [Phil Bennett]

Hooked up correct C75 MCU in namcofl.c (based on RB's namconb1.c
implementation) [Phil Bennett]

Corrected Dip-Switch settings for Zero Target.
[Yasuhiro Ogawa, Angelo Salese]

maketms: Free strings on exit. [Olivier Galibert]

tms57002 - don't abort on unimplemented instructions.
[Olivier Galibert]

Changed eeprom erase command to write 0xff values.
[Pierpaolo Prazzoli]

Fixed handling of corrupt archives: [couriersud]
* corrupt files in archives now generate an error
* archive files ending in "/" will not be tested for crc - skip path entries
* add new flag FILE_OPEN_NO_PRELOAD to skip decompressing on open
This is used in audit.c, which only tests whether files exist
* added error checking to all calls to load_file_zipped

Added flags to the CHD metadata entries, encoded in the top bit. Right
now it is a no-op, but eventually will be used to indicate which bits
of metadata are included in the overall checksum. [Aaron Giles]

Fixed gcc 4.4 compilation error. [Belegdol]

Fixed auditing of ROM-less systems (for MESS). [Rene Reucher]

Another round of static/const qualifier additions, plus a rename of
has_addon_chip to snes_has_addon_chip. Notably a number of
z80ctc_interface are now const (devicification must have removed the
cases where it was dynamically modified). [Atari Ace]

Added the correct gfx roms to jjsquawkers bootleg. [David Haywood]

sfbonus version cleanups part 1. [David Haywood]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Great Sluggers 94 (Japan) [Phil Bennett]
Daisyarin [Yasuhiro Ogawa]
Mahjong Club [Yasuhiro Ogawa]



New clones added
----------------
Violence Fight (Japan)
Joker Poker (Version 16.03BI) [Jim Stolis] (not working)
Scud Race (Japan) [Leif Hurst] (not working)
Splatter House (World new version) [Andy Henderson]
New clones: T-MEK (3 sets) [Lars Bull]



New games marked as GAME_NOT_WORKING
------------------------------------
Tokimeki Mahjong Paradise Doki Doki Hen [Uki]
E-Jan Sakurasou [Uki]


0.129u5
-------


MAMETesters Bugs Fixed
----------------------
- 02923: [Misc.] sonicbom: [debug] Writes extensively to the console
(Aaron Giles)
- 02930: [Compiling] cpu.mak typo and fix (emuman)
- 02825: [Crash/Freeze] crossbow: Crash on "Crossing Bridge" stage
(Aaron Giles)
- 02949: [Documentation] chocomk: Year is 2002 and the manufacturer is
Ecole Software. (incog)
- 02950: [Documentation] bestri: Year of release is 1998. (incog)
- 02958: [Documentation] magictg, magictga: The year is 1997 according
to flyer (incog)
- 02951: [Documentation] vgoalsoc, vgoalsca: The year is 1994. (incog)
- 02952: [Documentation] nss_sten: Year is shown on title screen as
1991. (incog)
- 02955: [Documentation] parentj: Year is 1989 according to the title
screen. (incog)
- 02939: [Documentation] gp98: Year and manufacturer are 1998, Romtec
Co. LTD according to the title screen. (incog)
- 02938: [Documentation] mblkjack: Black Jack (Mirco) is actually
Called 21 and the year is 1976. (incog)
- 02956: [Documentation] bigkong: Year is 1981 according to the title
screen. (incog)
- 02962: [Sound] All Sets in thepit.c: No Audio (Aaron Giles)
- 02954: [Crash/Freeze] sfiii: SFIII crashes when it hits the Capcom
logo on load. (David Haywood)
- 02944: [Crash/Freeze] mustangb, tdragonb: Access Violation
(Phil Bennett)
- 02946: [Crash/Freeze] pachifev: [debug] Assertion (Angelo Salese)
- 02947: [Crash/Freeze] turbosb6, turbosb7: [debug] Assertion
(Phil Bennett)
- 02927: [Crash/Freeze] Many Sets using segaic16.c: Crash/Freeze while
starting (Atari Ace)
- 02943: [Crash/Freeze] majxtal7, mjelct3, mjelct3a, mjelctrb,
mjelctrn, neruton : Unable to locate input port 'DSW2'
(Fabio Priuli)
- 01059: [Sound] brubber: Low pass filtering on engine and explosion
sounds is not emulated in MAME. (couriersud)
- 02935: [Crash/Freeze] All Sets in zn.c: Various Freeze/Hang/Reset
Issues (smf)
- 02920: [Crash/Freeze] tetrsark: devcb_resolve_read8 error
(Fabio Priuli)
- 02940: [Crash/Freeze] horshoes, plotting and clones: Game Hangs upon
startup (Fabio Priuli)
- 02937: [Sound] silkroad: Sound not playing. (Angelo Salese)
- 02212: [Save/Restore] bzone: vector drawing corruption when using a
save state (couriersud)
- 02931: [Sound] Many sets using YM2151 Sound Core: Distorted or
otherwise incorrect sound (Phil Bennett)
- 02921: [Crash/Freeze] bkraidj, bkraidu, bkraiduj: [debug]
Assertion (Phil Bennett)
- 02924: [Crash/Freeze] frogs: [debug] Assertion (Phil Bennett)
- 02929: [Sound] All sets using k007232.c Sound Core: Garbled Music
(Phil Bennett)
- 02928: [Sound] prehisle, gensitou: Many sound FX are missing
(Phil Bennett)
- 02922: [Crash/Freeze] Most sets in cave.c: Game Freeze during
demontration/Intro (Phil Bennett)



Source Changes
--------------
Fixed Pachi Fever ADPCM test regression. [Angelo Salese]

Added ATTR_NOTNULL to DAC sound calls. [Nathan Woods]

Decrypted new opcodes for Fire Barrel. [Chris Hardy]

Fixed regressed rowscroll effect for Fire Barrel [Angelo Salese]

Corrected gfx bitplane for Astro Wars [Angelo Salese]

Device-ized the SID code. [Nathan Woods]

Apache 3 improvements [Phil Bennett/Guru]:
* Experimental road layer emulation (currently disabled).
* Fixed text layer alignment.
* Corrected CPU clock frequencies.
* Fixed YM-2151 volume.
* Added road stripe PROM.

Removed earom from bzone. [couriersud]

Impemented CRCL command in hd63484 (used in skattv test mode).
[robiza]

Added save state support to tomcat, tempest, quantum, asteroid,
bwidow, mhavoc, omegrace. [couriersud]

Device-ified the Atari mathbox. [couriersud]

Device-ified the Atari vector generators. [couriersud]

Added register SXFER (0x05) to the 53c810 - Nothing more. This reg
determines SCSI transfer speeds. scud / scuda now fatalerror with
writes to reg # 0x70. [couriersud]

Added mtonic decryption. [Olivier Galibert]

Provided color prom to Cow Race [Tomasz Slanina, Angelo Salese]

Quick hack to delay installing the spu dma handler until the first
write to the spu as driver init is now called after the devices are
created. [smf]

Added discrete filtering and fixing to bking.c. [couriersud]

Added some missing robadv2 sets to sfbonus.c. [David Haywood]

Partially fixed asurabld/asurabus sound regression. [Phil Bennett]

XTAL and divisors for rocnrope verified in schematics. [couriersud]

Added a debug viewer for the blitter-based gfxs in the itgambl3.c.
[Angelo Salese]

Added a debug viewer for the blitter-based gfxs in the itgambl2.c.
[Angelo Salese]

Renamed a number of commonly-used but confusing device tags. The plan
is to move away from generic names like "main" to names that capture
the device type as well. This will allow searches for devices to be
based on tags alone. Added validity checks to prevent the continuance
of this pattern (which I started :), and to ensure that all devices
have unique tags, regardless of type. [Aaron Giles]

Changes:
CPU/"main" -> "maincpu"
CPU/"audio" -> "audiocpu"
CPU/"sound" -> "soundcpu"
SCREEN/main -> "screen" (since it's the only one)
SPEAKER/"left" -> "lspeaker"
SPEAKER/"right" -> "rspeaker"
SCREEN/"left" -> "lscreen"
SCREEN/"right" -> "rscreen"
SCREEN/"middle" -> "mscreen"
SCREEN/"center" -> "cscreen"

Corrected rom names in tnzs.c for older TNZS sets. [Brian Troha]

Hooked up the reel background colour writes to cherry master / new
fruit bonus '96 etc. [David Haywood]

Fixed rom loading in secretab. [Angelo Salese]

Added BellFruit Scorpion 1, Bellfruit System 85, Maygay M1B and
Maygay M2 systems from AGEMAME. MPU4 Mechanical improvements have been
made, making mpu4.c the mechanical driver, and mpu4drvr the non-
mechanical one. This only leaves JPM impact (mechanical skeleton),
Maygay M2 and MPU3 (mechanical skeleton) to be ported from the
AGEMAME codebase. There's also been a cleanup sweep on Scorpion2, we
were declaring too many versions of the same function, and the reel
drawing code had stopped working. Both of these are now fixed.
[James Wallace]

Improved note about cherry master girl display [David Haywood]

M79-Ambush - Added Discrete sounds, fixed DIPs and added Self Test
Lamp Output. [Derrick Renaud]

Fixed oki frequency in galhustl. [Sonikos]

Optimized the rendering loop in mcatadv. [Christophe Jaillet]

Added missing static qualifiers to the code. [Atari Ace]

Added correct ROMs for Super Triv III. [Smitdogg]

Fixed mjelctrn DSW read handler to agree with new tags. [Fabio Priuli]

Added support for the /PC output pin to the CIA emulation. [Dirk Best]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Monoshiri Quiz Osyaberi Macha [Yasuhiro Ogawa]
Gals Panic S3 [Uki, David Haywood]
(see http://mamedev.emulab.it/haze/ for details)
King Derby
[Stefan Lindberg, Andrew Gardner, Angelo Salese, Roberto Fresca]
Makaijan [Yasuhiro Ogawa]



New clones added
----------------
The Pit Boss (set 4) [Brian Troha]
Apache 3 (Kana Corporation license) [Guru]
Great Sluggers 94 (Japan) (not working) [Yasuhiro Ogawa]
Dangerous Dungeons (The Game Room) (newer?) [Smitdogg]
Automat (bootleg of Robocop)
[Andrew Welburn, Philip Bennett, David Haywood]
10's or Better [Gyrovision]
Super Heli (Super Cobra bootleg) [Smitdogg]
The New Zealand Story (World, old version, older pcb) [Corrado Tomaselli]
Pipe Dream (World) [Corrado Tomaselli]
U.S. Championship V'ball (US) [Smitdogg]



New games marked as GAME_NOT_WORKING
------------------------------------
Gran Tesoro? [f205v]
Heavy Unit (3 sets) [Tomasz Slanina, Corrado Tomaselli]
Kung-Fu Roushi [Angelo Salese, Roberto Fresca]
Diamond Touch (E - 30-06-97, Local) [Heihachi_73]
Adonis (A - 25-05-98, NSW/ACT) [Heihachi_73]
Super Jolly [f205v]


0.129u4
-------

WARNING: This build has a major change in it (sound chips are now
devices) that may lead to some unexpected errors or sound problems.
Please report any issues you find over at
http://mametesters.org/mantis



MAMETesters Bugs Fixed
----------------------
- 02893: [Crash/Freeze] Most sets in galdrvr.c: Crashes with devcb
dialog. (Aaron Giles)
- 02890: [Crash/Freeze] pitboss, pitbossa: Pit Boss and clone crashes
with devcb dialog (Roberto Fresca)
- 00754: [Sound] mikie: Background music problem in the locker room
level. (Nicola Salmoria)
- 02918: [Graphics] psychosj psychos: Title screen graphic glitch
(Nicola Salmoria)
- 02907: [Gameplay] spnchout, spnchotj: Time count on insert coin screen
runs out very quickly - Play buttons not working
(Nicola Salmoria)
- 02917: [Misc.] himesiki: Array index out of bound (Phil Bennett)
- 02895: [Color/Palette] macrossp: Wrong colors in "area clear" screen
(Angelo Salese)
- 02860: [Crash/Freeze] mach3, usvsthem: Error at the start (Aaron Giles)
- 00808: [Graphics] xsleena: There appears to be a small line of
graphics missing on a couple of characters.
- 02801: [Misc.] cafetime: Clock shows AM instead of PM (couriersud)
- 01785: [Misc.] mjmyornt and more: AM/PM is ignored when the clock time
is retrieved from RTC (couriersud)
- 02896: [Misc.] Drivers using MSM6242.h: MSM6242 ignores AM/PM bit
(couriersud)
- 02897: [Sound] soldivid: Audio regression (Haze)



Source Changes
--------------
Fixed Casino 5 hang on the Horse Racing game [Angelo Salese]

Fixed compile quirk with Funcube2/4 [Angelo Salese]

Added minor additional information and OSC info to volfied driver.
Also added two BPROMs not included before. [Brian Troha]

Opcode accesses are now marked debugger_access. This is important
with the recent changes to automatically call the read handler if the
opcode base cannot be found. Changed logging for non-RAM opcode bases
so that it does not output in the case of debugger_access being set.
[Aaron Giles]

Fixed logic for deriving direct ranges so that it uses the non-
watchpoint-infected tables for its lookups. [Aaron Giles]

Changed memory_set_direct_region to pass the address returned from
the DIRECT_UPDATE_HANDLER back to the memory read function. [smf]

6850acia: Only adjust the rx/tx bit timers on a control write if the
divide ratios have changed. [Phil Bennett]

Added the ability to invoke CPU input lines with devcb callbacks.
Changed sp0256 to use devcb callbacks. Updated sauro driver to use
this new feature. [Nathan Woods]

Added PCB layout for Funcube and corrected rom names based on a hi-
res photo of the PCB. [Brian Troha]

Improve disassembly of R3000 code that uses the TLB or FPU.
[R. Belmont]

Added new game Number Dieci [Mirko Buffoni]
- Seems a IGS poker hack to comply with 2000's Italian law
- Sound synthesys have been replaced by OKIM Adpcm samples
- Some patched out routines have been recovered to allow test mode
dsw mapping
- Mapped Stelle e Cubi to this memory map, something shows but
graphic is from a bad dump

Added new game PK Tetris [Mirko Buffoni]
- Strange game with an amusement part (sort of Tetris mixed with
Poker)
- Amuse input not mapped, may be necessary for the amusement part
which can be disabled via DSW

Fixed various issues with "Il Pagliaccio" driver: [Angelo Salese]
* Fixed rom source reading for the blitter;
* Properly use height/width params for the blitter;
* Hooked up the backup ram;
* Added basic inputs;
* Removed deprecat.h dependancy;

Moved over some of the AGEMAME drivers
[David Haywood, thanks to James Wallace / ageMAME]

Further fixes with "Il Pagliaccio" blitter: [Angelo Salese]
* Fixed Transparency pens;
* Fixed color pens for the charset;

Merged Strip Teaser and Il Pagliaccio driver, fixed the layer
clearance for both and added a preliminary MCU simulation for the
former. [Angelo Salese]

Relaxed 8 letter setname limitation for clone sets - this is designed
to make it easier to add simple suffixes to clone names without
truncating the original set name, it isn't designed to be abused and
used as an alternate description. [Olivier Galibert]

Made the 6522 VIA implementation use devcb. [Nathan Woods]

Changed 6526cia to use devcb. [Nathan Woods]

Added redumped sound CPU rom for Sega Water Ski. [Brian Troha]

Added original Super Poker 115IT [Mirko Buffoni]
* Added because 3 Super 8 have SUPER POKER 115IT string inside.
3Super8 may be a hack, strings are the same, but code is different
though still partially encrypted

Added "global column coloring" for Super Draw Poker, colors are now
100% accurate [Angelo Salese]

Fixed disassembler for CPUs with address bus shifts. [Aaron Giles]

TMS57002 preliminary implementation. [Olivier Galibert]

Added digital i/o board layout & initial information on the memory
card board to the Konami System 573 driver. [smf]

Added redumped non JEDEC roms to Rock 'n Rage (World).
[Corrado Tomaselli]

Added extensive readme doc to the Sega X Board driver. [Guru]

Decrypted a large number of games in goldstar.c and sfbonus.c.
[Olivier Galibert]

WIP mario update with some FIXMEs [Couriersud, Smitdogg]
- Created custom module for run sounds. Running the discrete sound
system at 480KHz was not really optimal.
- Reviewed parts list, schematics and pcb pictures
- Brought mario run sound in line with recordings from Smitdogg
- VCO voltage needs to be 0V for this to happen. Verification
outstanding
- Capacitors needed some ageing applied as well. To be removed once
the VCO issue is clarified.

Refactored the ACIA6850 to use devcb. [Curt Coder]

Added a patch to Jackie driver, game now works [Mirko Buffoni]
* Added complete reel emulation (thanks to Luca, Angelo and David
drivers studied to better understand hardware similarities).
* Press T to toggle amuse game, used to mask gambling activities.

Added Champion League [Mirko Buffoni]
* Same encryption and patches used in Numero10, but on standard IGS
Poker V220I board
* Reworked expansion rom memory map handler

Added effect sound banking, coin counters and sprites - sprites
priority to silkroad. [Pierpaolo Prazzoli]

Made a bunch of improvements to the goldstar driver now that the sets
are decrypted. [David Haywood]

Revisited seibu decryption. [Nicola Salmoria]

Converted all sound chips into proper devices. Merged the sound chip
interface into the device interface, removing any differences (such
as the whole ALIASing concept). [Aaron Giles]

Modified every sound chip in the following ways: [Aaron Giles]
* updated to match the device interface
* reduced read/write handlers down to the minimal number
* added the use of get_safe_token() for ensuring correctness
* other minor cleanup

Removed the custom sound device. The additional work to just make
custom sound cases into full devices is minimal, so I just converted
them all over to be actual devices. [Aaron Giles]

Vastly simplified the sound interfaces, removing the ghastly
sndti_* business and moving everyone over to using tags for
sound identity. sndintrf, like cpuintrf, is now just a header
file with no implementation. [Aaron Giles]

Modified each and every driver that references a sound chip:
[Aaron Giles]
* all memory maps explicitly reference the targeted device via
AM_DEVREAD/AM_DEVWRITE/AM_DEVREADWRITE
* 16-bit and 32-bit accesses to 8-bit chips no longer use
trampoline functions but instead use the 8-bit AM_DEVREAD/WRITE
macros
* all references to sound chips are now done via tags
* note that these changes are brute force, not optimal; in many
cases drivers should grab pointers to devices in MACHINE_START
and stash them away

Fixed a couple of dipswitches for Progress. [Brian Troha]

goldstar improvements: [Roberto Fresca]
- Full inputs & DIP switches from the scratch for schery97, schery97a
and skill98.
- Changed the sets description to match the program version.
- Cleaned-up the game driver zone for better organization purposes.
- Added GAME_NO_SOUND flag to schery97, schery97a and skill98.
- Added some program version notes.

Fixed a contact MAMEDEV message in cps1.c. [Nicola Salmoria]

Changed sfbonus to use tilemaps. [David Haywood]

Added sound and some scrolling registers to the sfbonus driver.
Added flipx and basic inputs to the sfbonus.c driver. [Angelo Salese]

Updated the wheelfir.c driver with some additional information.
[Brian Troha]

Correct rom names and PCB locations in the twincobr driver. Corrected
and added missing proms for Flying Shark (and clones).
[Brian Troha, Stefan Lindberg]

Merged brasil.c and highvdeo.c drivers [Angelo Salese]

Added basic support of RP5C01 to remove (most) protection kludges in
Super Punchout. [Nicola Salmoria, Bob Seidel]

Added correct Midnight Run ROM names [Guru]

Added Read Parameter Register support to the hd63484. Moved logging
behind a define. [Phil Bennett]

Added PCB layout for Zoar. Corrected AY-3-8910 clocks and added
missing PROM. [Guru]

More improvements to goldstar.c: [Roberto Fresca]
- Added 3 new machine drivers for the different Amcoe games hardware.
- Added OKI M6295 support for speech/sounds to schery97, schery97a,
skill98, pokonl97 and match98.
- Fixed sound support to nfb96, nfb96a, nfb96b, nfb96c, nfb96txt,
roypok96, roypok96a, roypok96b, nc96, nc96a, nc96b, nc96c,
nc96txt, nfb96se, nfb96sea, nfb96seb, carb2002 and carb2003.
- Full inputs & DIP switches from the scratch for pokonl97, match98,
nfb96, nfb96a, nfb96b, nfb96c, nfb96txt, roypok96, roypok96a,
roypok96b, nc96, nc96a, nc96b, nc96c, nc96txt, nfb96se, nfb96sea,
nfb96seb, carb2002 and carb2003. All these were promoted to
working state.
- Fixed size and position of tilemaps visible area to match98.
- More driver cleanups.

Cidelsa changes: [Curt Coder]
- Combined CDP1869 video and sound parts to one device
- Refactored CDP1852 to use devcb

Fixed input in hanaawas (note: for the second playere used mahjong
input like A,B,C....), also fixed yes/no button in hanaroku.
[Sonikos]

Changes safarir CPU to 8085A, the disassembly has 8085A-specific code
that an 8080 can't execute. [Luigi30]

Removed some unused code from deco_mlc.c. [Christophe Jaillet]

Added PALs and readme to midxunit.c. [Guru]

Properly added the PPI8255 devices to Pit Boss and reorganized the
inputs in these two games. [Angelo Salese]

Corrected memory map for gardiab and promoted it to working.
[Angelo Salese]

Added the ability for devices to have their own custom inline config
management. This was primarily added to allow for sound routes to be
supported in a way that is compatible with the current driver
structure. A device can now define a DEVICE_CUSTOM_CONFIG callback
which is called whenever one of the
MCONFIG_TOKEN_DEVICE_CONFIG_CUSTOM_* tokens is encountered. A special
token MCONFIG_TOKEN_DEVICE_CONFIG_CUSTOM_FREE is defined to clean up
memory allocated and/or reset the custom configuration, and is called
when the device is torn down to allow for memory cleanup.
[Aaron Giles]

Various improvements to Far West (Iron Horse bootleg) [Tomasz Slanina]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Monopoly [Phil Bennett]
Monopoly Classic [Phil Bennett]
Monopoly Deluxe [Phil Bennett]
Player's Edge Plus (XMP00024) Multi-Poker [Gyrovision]
Super Draw Poker [Angelo Salese]
Squash (Itisa) [Angelo Salese]
Age Of Heroes - Silkroad 2 (v0.63 - 2001/02/07) [Pierpaolo Prazzoli]
Fever Soccer [Nicola Salmoria, Angelo Salese]
Jackie [Mirko Buffoni]
TomCat (prototype) [Mariusz Wojcieszek]
Go 2000 [Angelo Salese]
Dakkochan House [Angelo Salese]
Skill Cherry '97 (two sets)
[Roberto Fresca, Olivier Galibert, David Haywood]
Skill '98 [Roberto Fresca, Olivier Galibert, David Haywood]
Poker Only '97 [Roberto Fresca, Olivier Galibert, David Haywood]
Match '98 [Roberto Fresca, Olivier Galibert, David Haywood]
New Fruit Bonus '96 Special Edition (5 sets)
[Roberto Fresca, Olivier Galibert, David Haywood]
Royal Poker '96 (3 sets)
[Roberto Fresca, Olivier Galibert, David Haywood]
New Cherry '96 Special Edition (5 sets)
[Roberto Fresca, Olivier Galibert, David Haywood]
New Fruit Bonus '96 Special Edition (bootleg, 3 sets)
[Roberto Fresca, Olivier Galibert, David Haywood]
Carriage Bonus 2003 (bootleg)
[Roberto Fresca, Olivier Galibert, David Haywood]



New clones added
----------------
Magic Card (set 3) [Chris Hardy]
Volfied (Japan, older) [Brian Troha]
Tecmo World Cup '90 (Euro set 2) [Tomasz Slanina]
Extermination (World) [Stefan Lindberg]
Pyschic 5 (set 2) [Dazzer]
Head Panic (15/06/1999) [Corrado Tomaselli] (not working)
Image Fight (revision A, Japan) [Arzeno Fabrice]
Skull Fang (World) [Mexa]
GTI Club (EAA) [Mexa]
Operation Thunder Hurricane (ver EAA) [Mexa]
Heavy Smash (Europe version -2) [Mexa]
Phoenix (Taito Japan Ver.) [Team Japump!!!]
Virtua Striker 3 (Cart) (USA, EXP, KOR, AUS) [Andrea Turci]
Raiden Fighters 2 (Japan set 2, SPI) [Corrado Tomaselli]
Master of Weapon (Japan) [Team Japump!!!]
Mahjong If...? (2 sets) [Uki]
Mahjong Shinkirou 2 [Uki]
Pit Boss (Set 3) [Brian Troha]
American Poker II (iamp2 v28) [Roberto Fresca]



New games marked as GAME_NOT_WORKING
------------------------------------
Pachi Fever [Angelo Salese]
Sweet Hearts II (C - 07/09/95, Venezuela version) [Heihachi_73]
Margarita Magic (A - 07/07/2000) [Heihachi_73]
Ciclone [f205v, Mirko Buffoni]


0.129u3
-------


MAMETesters Bugs Fixed
----------------------
- 01017: [Sound] nslasher: The music stops at some points in the game
when fighting bosses and some points in level 2. (Mamesick)
- 02862: [Graphics] Many sets in taitosj.c: During the scroling the
lower part of the screen becomes black (Aaron Giles)
- 02860: [Crash/Freeze] mach3, usvsthem: Error at the start
(Aaron Giles)
- 02880: [Original Reference] stactics: Scratchpad RAM is too large
(currently 2 KB, should be 256 bytes with mirroring).
(chowell)
- 02843: [Original Reference] schaser, schasrcv, polaris: Only half
the color RAM is emulated. (chowell)
- 02884: [Original Reference] kopunch: CPU is specified as a 4 MHz
8080 when it should be a 4 MHz Z80. (Tomasz Slanina)
- 02888: [Graphics] All sets in megaplay.c: Large black box obscuring
game (Aaron Giles)
- 02827: [Compiling] 64-bit build fails (Phil Bennett)
- 02804: [Documentation] dkongf: In game information: year should be
2004, not 1981. (Fabio Priuli)
- 02803: [DIP/Input] dkongf: "5 Coins/1 Credit" coinage dipswitch is
freeplay. (Fabio Priuli)
- 02719: [DIP/Input] arkbloc2, arkgcbl, paddle2: you can't go to the
left (Fabio Priuli)
- 02697: [DIP/Input] hkagerou: Inputs apparently incorrectly mapped or
not mapped (Fabio Priuli)
- 02574: [DIP/Input] yumefuda: Game controls are not fully implemented
(Fabio Priuli)
- 02873: [Graphics] Many sets in system1.c: Missing text layer
(David Haywood)
- 02866: [Misc.] bublbobl and clones: Bubble Bobble vertical sync value
seems slightly off (Phil Bennett)
- 02792: [DIP/Input] Missing HARDDIP settings in 'STANDARD_DIPS' for
DIP's 4,5 and 6 ("COMM Setting") (Fabio Priuli)



Source Changes
--------------
Cleaned up and remapped Big 10 inputs. Updated the game notes. Added
other minor changes. [Roberto Fresca]

Improved the sound in Double Wings by appling the same handling of
Night Slashers (they are actually similar if not same memory map)
[Angelo Salese]

Fixed scrolling layer in Magic's 10 [Angelo Salese]

Added NO_DUMP for the H8/330 MCU for Magic's 10 2, Super Pool, Hot
Slot and Magic Colors. [Angelo Salese]

Several discrete sound refinements, mainly targeted at mario:
[couriersud]

* Use formula derived from figures 2 and 3 in LS624 datasheet.
Coefficients were calculated using least square approximation.
This approach gives a bit better audible results compared to the
prior approach.

* Fixed energy calculation for LS624

* Use energy values as input for XOR. This seems to better reflect
the superimposition of the two signals. On the long term, both
LS629 and the XOR need to be converted into a custom module to
properly model mixing if the two frequencies are close to each
other.

* Adjusted C41 to 60% for skid sound.

Fixed the remaining CPS3 sets that were left broken from the previous
half-done set renames. Also reworked the code a bit to make it harder
for somebody to break it in future (removed the config table & moved
keys to driver inits, define region sizes, allocate memory in init
for CD based games.) Should be no functional changes, although it
might be a fraction of a % faster due to there being less region
lookups. [David Haywood]

Added preliminary sound for the Aero Fighters bootlegs (aerfboot &
aerfboo2) [Angelo Salese]

Added some 'new fruit bonus '96' sets, unsure what they are.
[David Haywood]

Added a mess of sets marked as 'time dog' to the goldstar driver.
These seem to be mismatched, and some lack program roms. One set has
encrypted code, the other appears to have plain code. These will need
some tidy-up work. I've added them, because there is no doubt at
least one valid set in here but the dumps contain no useful info at
all. [David Haywood]

Preliminary protection hook-up for Sexy Gal/Sweet Gal [Angelo Salese]

Fixed colors, visible area and soft resets in the Magic Card 68k
version. Started to convert the Magic Card 68k version driver with
proper infos & added some basic video registers. It actually runs on
more or less modified Philips CD-i architecture. [Angelo Salese]

Imported Archimedes code from MESS. [R. Belmont]

Fixed foreground tilemap colors in Diamond Derby [Angelo Salese]

Added new module devcb, which can generically handle conversions
between device read/write functions and various other types of
functions. Introduced new structures and macros to make this possible:
[Aaron Giles]

To take advantage of this, a device must change its interface to
replace any read/write callbacks with the new devcb_read/write
structures. During device start time, the device then uses this new
devcb module to resolve the information in the devcb_read/write
structures into a more efficient form. When the device needs to call
one of the callbacks, it uses the inline devcb_call_read/write
functions.

Once a device has defined its callbacks as devcb_read/write
structures, users of the device must use the DEVCB_* macros to
specify the type and information about the handler to use:

DEVCB_NULL = no handler
DEVCB_HANDLER = a standard device read/write handler
DEVCB_MEMORY_HANDLER = a memory address space read/write handler
DEVCB_DEVICE_HANDLER = a device read/write handler for a different
device
DEVCB_INPUT_PORT = an input port

Converted the 8255PPI device to use this new structure, and updated all
users to use the DEVCB macros, removing some unnecessary trampoline
functions along the way. [Aaron Giles]

Added calculation for caps >= 100pf to buck rogers LS626 frequency
calculation. Formula was derived from figure 6 of LS624/628/629 &
625/626/627 datasheet. "BUCK ROGERS" is now centered and big ship
appears centered over br's ship. [couriersud, Guru]

Converted 6821new device to use devcb. Updated Williams drivers to
remove trampoline functions. [Nathan Woods]

Improvements to norautp.c driver: [Roberto Fresca]
- Merged GTI Poker (gtipoker.c) with this driver.
- Added new memory map and machine driver for gtipoker.
- Hooked 2x PPI 8255 to gtipoker.
- Hooked the video RAM access ports to gtipoker.
- Changed norautpn description from Noraut Poker (No Payout),
to Noraut Poker (bootleg), since the game has payout system.
- Some clean-ups.

Fixed encryption in Cabaret and added sound emulation [Mirko Buffoni]
- Moved to a separate driver
- Not fully playable, press reset to exit from pitfalls

Implemented a few more H8/3xx instructions, and added funcube to
seta2.c [Luca Elia]

Added a default backup ram for the jolyc980 set, to get it boot to
the end-user. [Angelo Salese]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Big 10 [Angelo Salese, Roberto Fresca, Tomasz Slanina]
Bottle 10 (italian, 2 sets) [Roberto Fresca]
Super Poker (v116IT) [Mirko Buffoni]
Casino Five [Mariusz Wojcieszek]
Big Apple Games [Mariusz Wojcieszek]
Funcube 2 [Luca Elia]
Funcube 4 [Luca Elia]



New clones added
----------------
Turbo Sub (prototype rev. TSC7) [Jay Gallagher]
Noboranka (Japan) (NOT WORKING, undumped 8751 MCU)
Battle Bakraid - Unlimited Version (U.S.A.) [Josh W.]
Armed Police Batrider (several versions) [Josh W.]
Mortal Kombat (prototype, rev 8.0 07/21/92) [Brian Troha]



New games marked as GAME_NOT_WORKING
------------------------------------
Jansou
Noraut Poker [Roberto Fresca, Angelo Salese]


0.129u2
-------


MAMETesters Bugs Fixed
----------------------
- 02810: [DIP/Input] hanaroku,hanaawas: Input keys are
inconsistent with other hanafuda games [Sonikos]
- 02852: [Known Issues/To-Do's] cloak and clones: Message "SLAVE
COM BAD" flashes before game startup (Phil Bennett)
- 02847: [Crash/Freeze] all cloak.c and midzeus.c sets: [debug]
Access Violation (Phil Bennett)
- 02842: [Graphics] logger: gfx issue (Aaron Giles)



Source Changes
--------------
Fixed compilation errors if HAS_SAMPLES is 0. [Nathan Woods]

Stop crash/assert when trying to decrease the debugger memory window
bytes per line to 0. [Phil Bennett]

Improved implementations for undocumented instructions 63, 67, 6f, 73,
77, 7b, 7f, 9c, 9e, ab, e3, e7, ef, f3, f7, fb, and ff in the n2a3
cpu core. [Wilbert Pol]

Force recalculation of screen parameters when only the MC6845 input
clock changes. [Wilbert Pol]

Seibu CRTC part 1: [Angelo Salese]
* Merged Sengoku Mahjong & Good e Jong video HWs
* Added correct scrolling functions for Sengoku Mahjong
* Removed some positioning kludges in both drivers

Fixed Sengoku Mahjong hopper error after first winning match.
[Angelo Salese]

Removed deprecat dependancy from Good e Jong, one irq wasn't needed
at all (points to a reti). [Angelo Salese]

Fixed cpu reset for upd78c06. [Wilbert Pol]

Added new #define ENDIANNESS_NATIVE, which maps to either
ENDIANNESS_LITTLE or ENDIANNESS_BIG based on the LSB_FIRST definition.
Unlink LSB_FIRST, ENDIANNESS_NATIVE always exists and can be used in
expressions without invoking the preprocessor. [Aaron Giles]

Added macro ENDIAN_VALUE_LE_BE() which selects one of two values based
on the endianness passed in. Also added NATIVE_ENDIAN_VALUE_LE_BE()
which calls ENDIAN_VALUE_LE_BE with ENDIANNESS_NATIVE. [Aaron Giles]

Updated a number of drivers and call sites to use these macros in
favor of #ifdef LSB_FIRST. [Aaron Giles]

Removed some stray ADDR2BYTE/BYTE2ADDR macros that have been replaced
by inline functions. [Aaron Giles]

DRC frontends must now do their own opcode fetching unfortunately.
Updated all DRC cores to do this. Also tweaked a few oddities in the
SH2 DRC. [Aaron Giles]

drw80pkr changes: [Jim Stolis]
- Added bankswitching to program memory
- Partial graphics support
- Partial sound support

Preliminary ADPCM hook-up to Jantotsu, it plays something but it's
not yet right. [Angelo Salese]

Removed redundant config parameter from SND_START. [Aaron Giles]

Fixed gfx regression with 18 Holes Pro Golf and added proper memory
map for the second cpu. [Angelo Salese]

Sound cores no longer allocate their own tokens. Instead they return
a new integer value indicating the size of token they want, and the
core allocates it for them. This mirrors the standard device behavior.
[Aaron Giles]

SRMP5 update [tsBTN0640]
- sound pitch is low with current st0016 driver.

Fixed Perfect Soldiers input (added missing button3) [a3SEybxT0]

Added missing key for sfiiij and sfiii2j [swzp1Dp/0]

Tidied up the micro3d driver and fixed sound. [Phil Bennett]

Increased Cloak & Dagger interleave quantum to eliminate 'SLAVE COM
BAD' startup message. [Phil Bennett]

Major cleanup to IGS poker games [Mirko Buffoni]
- Renamed csk driver to igspoker. This includes Champion Poker,
Champion Skill, New Champion Skill
- Converted drivers to tilemap system and unified video section
- Unified memory maps and checked all input ports
- Removed obsolete palette handlers and made use of generic handlers
- Added layout for lamps handling
- Added hopper simulation
- Added New Champion Skill (different set, maybe original
international release) and renamed current igs_ncs to igs_ncs2
(2000 version for italian market)
- Promoted igs_ncs2 to working state, but set GAME_IMPERFECT_GRAPHICS
(missing initial notice screen)
- Moved Jackie to a separate driver (it's a slot machine game)
- Made some progress on Jackie which now boots (toggle mode to play,
but work still needs to be done)

Virtual Combat and Shadow Fighters update. [Phil Bennett]
* Fixed framebuffer handling & screen parameters.
* Added sound.
* Corrected RAM sizes to match what is present on the PCBs.
* Hooked up NVRAM.

Fixed clamping to 12 bit range to Okim6376, and adjusted volume
attenuation accordingly. [Mirko Buffoni]

Fixed TMS5220 speech in Turbo Sub [Phil Bennett, Jay Gallagher]

adp improvements: [robiza]
- implemented p1 inputs in skattv and fashiong (service mode is
working)

Defined ROM_LOAD64_WORD/ROM_LOAD64_WORD_SWAP in emu/romload.h.
[Phil Bennett]

cb2001: mapped two more opcodes. [robiza]

Fixed Soul Calibur (vs. Inferno) [4oj9/xJ+0]

Added custom 3-screen layout to Stepping Stage driver. [Naibo Zhang]

Changed yunsung8 oki xtal to 400khz, verified on pcb. Unfortunately
I couldn't verify the main xtal which was missing on my pcb.
[Corrado Tomaselli]

Restored previous cycle eating behavior in gstream. [Mamesick]

Changed device start routines to no longer return a status. Instead,
if a device needs to delay its initialization pending the startup
of another device, it must call the new function device_delay_init().
[Olivier Galibert]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Give us a Break (2 sets) [Phil Bennett]
Ten Up (2 sets) [Phil Bennett]
Himeshikibu (Japan) [Uki]
Super Othello [Tomasz Slanina]



New clones added
----------------
Cannon Ball (Yun Sung) (vertical) [David Haywood]
Sega Water Ski (Japan, Revision A) [Smitdogg Jones]
Raiden Fighters 2 (USA, SPI) [Arzeno Fabrice]
Stepping 3 Surperior [Naibo Zhang]


0.129u1
-------


MAMETesters Bugs Fixed
----------------------
- 02731: [Sound] various: List of games that have OKI6295 volume
messages appear. (Phil Bennett)
- 00976: [Crash/Freeze] vaportrx: Crashes during the results section
immediately after the race. (Aaron Giles)
- 02823: [Misc.] astorm, shdancer and clones: Error Messages
(Aaron Giles)
- 02824: [Save/Restore] deadlock when using -state with -mngwrite/
-aviwrite (Aaron Giles)
- 02820: [Graphics] sf2ue: Scrambled graphics in Street Fighter II
set: sf2ue (Phil Bennett)
- 02805: [Graphics] turbosub, turbosba: Dropped lines in video output
rendering (Phil Bennett)
- 02371: [Misc.] All Sets in namcos12.c: day, date, and year from the
RTC appear to be ignored. (R. Belmont)
- 02802: [Gameplay] parodius, parodisj: ram rom check fails
(R. Belmont)
- 02815: [Crash/Freeze] zaryavos: Game never reaches title screen.
(Angelo Salese)
- 02787: [Original Reference] nratechu: DIP switch settings from
manual. (Tafoid)



Source Changes
--------------
cb2001 improvements: [robiza]
- Decoded "gfx" rom region

Added a validity check to the 6526 CIA emulation. [Nathan Woods]

Added savestate support to the games in 8080bw.c, ace.c, actfancr.c,
aerofgt.c, airbustr.c, ajax.c and alpha68k.c: [MooglyGuy]
- sitv, sicv, sisv, sisv2, galxwars, galxwar2, galxwart, starw,
lrescue, mlander, lrescuem, grescue, dsterth, invadpt2, invaddlx,
cosmo, schaser, schasrcv, sflush, lupin3, polaris, polarisa,
ballbomb, indianbt, searthin, searthia, invadrmr, spaceatt,
spaceat2, sinvzen, sinvemag, tst_invd, alieninv, spceking, spcewars,
astropal, spacewr3, invaderl, invader4, jspecter, jspectr2,
cosmicmo, cosmicm2, superinv, invasion, darthvdr, moonbase,
invrvnge, invrvnga, spclaser, laser, spcewarl, rollingc, ozmawars,
ozmawar2, solfight, spaceph, yosakdon, yosakdoa, shuttlei, ace,
actfancr, actfanc1, actfancj, triothep, triothej, spinlbrk,
spinlbru, spinlbrj, pspikes, pspikesk, svolly91, pspikesb,
spikes91, pspikesc, karatblz, karatblu, karatblj, turbofrc,
aerofgt, aerofgtb, aerofgtc, sonicwi, aerfboot, aerfboo2, wbbc97,
airbustr, airbustj, airbusb, ajax, typhoon, ajaxj, sstingry, kyros,
kyrosj, jongbou, paddlema, timesold, timesol1, btlfield, btlfildb,
skysoldr, goldmedl, goldmeda, goldmedb, skyadvnt, skyadvnu,
skyadvnj, gangwars, gangwarb, sbasebal, tnexspce

Fixed multisession bug in the Jaguar implementation. [Nathan Woods]

Added savestate support to the games in ambush.c and ampoker2.c:
[MooglyGuy]
- ambush, ambushv, ambusht, ampoker2, ampkr2b1, ampkr2b2, ampkr2b3,
ampkr95, pkrdewin, videomat, sigmapkr, sigma2k

Added check to debug_cpu_set_dasm_override(), because callers do not
know if we are in debug mode or not. [Nathan Woods]

goldstar improvements: [Roberto Fresca]
- Added Kkuj Nol-i / Kkoj Noli (better romanization). It runs on a
reduced/modified version of lucky8 hardware.
- Added proper memory map, machine driver, PPI interfaces and inputs.
- Added placeholder for the 4 undumped cmast91's PLD's
- Removed the imperfect colors flag from lucky8 sets (colors look a
bit dark, but seems properly decoded).
- Added full inputs / DIP switches to the Cherry Master II sets.
- Started a tedious clean-up to all driver inputs.
- Added a new set based on Cherry Master V4. The game is supposed to
boot as a Tetris game (there are Tetris graphics inside), and can
be turned into Cherry Master (probably designed for countries
where gambling games are/were illegal). The game is booting into
Cherry Master and is working properly. Still flagged as
GAME_NOT_WORKING till can figure out how to switch games.
- Added notes about the Tetris/Cmaster game.
- fixed some default DIP switches.
- Splitted the cmaster gfxdecode to cover different sets.
- Created a new machine driver for sets without the extra bitmap.
- Renamed the old sets cm2v841 and cm2841a to cmasterb and cmasterc
respectively, since they are in fact different sets of Cherry
Master I (ver.1.01).
- Promoted cmasterb & cmasterc to working state. The last one was
flagged as GAME_IMPERFECT_GRAPHICS, since reels graphics have a
different decode, or simply are bad dumps.
- Reparented some sets.
- Switched to use pre-defined clocks (CPU, PSG, AY and OKI) for all
machine drivers.
- Changed all z80's CPU frequency to 3 MHz (Xtal/4).

Decoded the extra bitmap for Cherry Master I and V4 sets. Still
need to figure out how is called. [David Haywood]

Fixed sloppy rendering in CDP1869 that caused occasional crashes.
[Curt Coder]

Improvements to Cherry 10: [Roberto Fresca]
- Decrypted the program ROM.
- Bypassed the PIC protection.
- Hooked proper inputs & DIP switches.
- Promoted to working state.

Changes to peplus driver: [Jim Stolis]
- Added wingboard (5-n-1 daughterboard) support
- Added E16/E17 jumper support
- Sound clock changed to global
- Removed graphics layout and replaced with generic gfx_8x8x4_planar
- Increased palette lengths
- Adjusted incorrect ROM_REGION sizes
- Correct color prom length definitions

Renamed filetto.c to pcxt.c and made several improvements to the
driver [Angelo Salese]
* Merged tetriunk.c and filetto.c, and renamed tetriunk set to
tetriskr;
* Fixed inputs & gameplay quirks in tetriskr,so it's now playable;
* Added preliminary external graphics emulation hook-up for the
backgrounds in tetriskr;
* Rearranged & cleaned up the palette initialization, now 0x000-0x1ff
offsets are for the char modes and 0x200-0x2ff are for the bitmap
modes;
* Fixed color attributes bits;
* Cleaned up and fixed colors in CGA bitmap mode for Filetto;

Fixed most graphic banking bugs & colors in the coinmaster driver.
[David Haywood]

Converted the CDP1802 cpu core to use a state table. [Curt Coder]

Cherry Master '91: [Roberto Fresca]
- Fixed memory map.
- Added proper PPI 8255 devices.
- Worked inputs / DIP switches from the scratch.
- Fixed reels tilemaps visible area.
- Fixed reels colors.
- Removed all the flags and promoted to working status.

Fixed 64-bit issue in the k053260 emulation. [R. Belmont]

Introduced a parallel 6821 PIA implementation, as a MAME device
(6821new.c). Ported the Williams drivers over to use this new PIA
implementation. [Nathan Woods]

Fixed clock used in Namco systems 12 & 23. [R. Belmont]

Added savestate support to the games in amspdwy.c, angelkds.c,
appoooh.c, aquarium.c, arabian.c, and arcadecl.c: [MooglyGuy]
- amspdwy, amspdwya, angelkds, spcpostn, appoooh, robowres, robowrb,
aquarium, arabian, arabiana, arcadecl, sparkz

Improved the rom loading in tenkai and clones. [Luca Elia]

Various improvements to the Jackpool driver [Angelo Salese]
* Added a second screen for some extra gfxs that are displayed on it;
* Fixed colors;
* Preliminary implementation of the transparency pens for the
graphics, might not be correct;
* Added inputs;
* Cleaned-up the driver;

Added save state support to the turbosub driver. [Phil Bennett]

Improvements to coinmastr.c driver: [David Haywood, Roberto Fresca]
- Added maximum intensity to the color decode.
- Switched pokeroul to use global memory map and eliminated the
redundant one.
- Eliminated the GAME_WRONG_COLORS flag to all games.
- Some clean-ups.

Added OKIM6376 emulation ADPCM Speech Synthesizer.
[Mirko Buffoni, Phil Bennett]

Added OKIM6376 sound emulation to High Video games [Mirko Buffoni]
* Removed GAME_NO_SOUND from newmcard, brasil and fashion
* Sound frequency may be incorrect

Major drawgfx cleanup, global removal, and feature enhancements:
[Aaron Giles]

- Added built-in dirty tile tracking to the gfx_element. This removes
the need for all drivers that had dynamically populated graphics
to do their own dirty tracking. Tiles are marked dirty via the
new function gfx_element_mark_dirty(). Any driver that needs
access to the decoded data must call gfx_element_get_data() in
order to ensure that the referenced tile is clean before
proceeding.

- In order to support dirty tracking, the gfx_element was enhanced to
keep track of the original source pointer, so that it can go back
and regenerate tiles on demand. For systems that set NULL for the
region in the gfxdecode, they must use gfx_element_set_source()
to specify a pointer to the raw data before drawing anything.

- Changed allocgfx() to gfx_element_alloc(), and added parameters to
specify the source data pointer, base color index, and total
colors. Many drivers had to whack these values in after the fact,
so this allowed for some minor additional cleanup.

- Added a dirtyseq member to the gfx_element struct. This is
incremented on each tile dirty, and can be used to sniff if
something has changed.

- Added logic in the tilemap engine to track which gfx_elements are
used for a given tilemap, and automatically detect changes to the
tiles so that drivers no longer have to explicitly invalidate the
tilemap when tiles change. In the future, this may grow smarter to
only invalidate the affected tiles, but for now it invalidates the
entire tilemap.

- Updated a number of drivers to remove their own dirty handling and
leverage the new internal dirty marking.

- Because the source data must always be present, updated the
atarigen zwackery and mystwarr graphics handing code to support
this.

- Thanks to the dirty tracking, this actually allows all gfx decoding
to happen on the fly instead of all at once up front. Since there
was some concern that this would cause undesirable behavior due to
decoding lots of tiles on the fly, it is controlled with a
compile-time constant in mame.h (PREDECODE_GFX). Set this to 1 to
get the old behavior back.

- Moved decodechar() and decodegfx() to deprecat.h. All drivers in
MAME have been updated to simply mark tiles dirty and let the
rendering system decode them as needed, so these functions may go
away in the future.

- Rewrote entirely the rendering code in drawgfx. This code
previously used extensive recursive #includes and tricks to build,
and was very difficult to understand. The new code is based off of
a set of macros defined in drawgfxm.h. These new macros separate
the core rendering logic from the per-pixel operation, allowing
the operation to be easily "plugged" into any of the renderers.
These macros are also available to any driver that wants custom
rendering behavior that is similar to existing core behavior,
without needing to populate the core with esoteric one-off
rendering behaviors.

- Added a set of new functions for [p]drawgfx[zoom], one for each
transparency type. The old [p]drawgfx[zoom] functions are still
present, but now switch off the transparency type and call through
to one of these new transparency-specific functions. The old
functions are also now reduced to only supporting
TRANSPARENCY_NONE, TRANSPARENCY_PEN, and TRANSPARENCY_PENS. All
other rendering types must use the new functions.

- All new rendering functions have extensive asserts to catch
improper clipping rectangles and other common errors.

- All new rendering functions automatically downgrade to optimized
versions where appropriate. For example, calling drawgfx_transpen
with an out-of-range pen automatically falls back to
drawgfx_opaque. And drawgfxzoom_* with xscale=yscale=1.0
automatically falls back to drawgfx_*. And many other examples.
In general, this relieves drivers from needing to make these
sorts of decisions.

- All new rendering functions have a consistent parameter order that
is a bit different from the existing functions. The cliprect
parameter is now specified immediately after the destination
bitmap, to match the convention used throughout the rest of the
system. The core parameters are followed by the scale parameters
(for the zoom functions), and then followed by the priority
parameters (for the pdrawgfx* functions), finally followed by any
PIXEL_OP*-specific parameters (such as transparent pen, alpha,
drawing tables, etc.)

- Removed drawgfx_alpha_cache, alpha_set_level(), and the inline
functions alpha_blend16() and alpha_blend32(). To render graphics
with alpha, use the new [p]drawgfx[zoom]_alpha functions, which
take an explicit alpha value. To render tilemaps with alpha, the
TILEMAP_DRAW_ALPHA option now takes an explicit alpha parameter.
And to do you own alpha blending, use the alpha_blend_r16() and
alpha_blend_r32() functions, which take an explicit alpha.

- Updated a number of drivers as a result of removing the implicit
alpha in the drawgfx_alpha_cache.

- Removed drawgfx_pen_table and TRANSPARENCY_PEN_TABLE. To achieve
the same effect, build your own table and pass it to
[p]drawgfx[zoom]_transtable, along with a pointer to the
machine->shadow_table to use for shadows. Eventually
machine->shadow_table is likely to go away, and drivers will need
to fetch the shadow table from the palette directly.

- Updated a number of drivers to remove use of drawgfx_pen_table.

- Removed TRANSPARENCY_ALPHARANGE; it was only used by the psikyosh
driver, so it is now moved locally into that driver and built
using the macros in drawgfxm.h.

- Removed TRANSPARENCY_PEN_RAW; to achieve the same effect, call the
new [p]drawgfx[zoom]_transpen_raw() functions. Updated drivers to
make this change.

- Removed the unused mdrawgfx* functions entirely.

- Added new function gfx_element_set_source_clip() to specify a
source clipping rectangle for any element. This replaces the nasty
hacks that were being used in bnstars, ms32, namcos86, and namcos1
to achieve similar behaviors.

- Added new function gfx_element_build_temporary() to safely build a
temporary gfx_element. Updated the drivers that did this to use
the new function.

- Simplified the copyrozbitmap() functions to match the copybitmap()
functions in having separate opaque and transparent versions. Also
removed the 'priority' parameter which was only used by one driver,
and moved that logic into a custom renderer built using macros in
drawgfxm.h. Updated copyrozbitmap* to use the destbitmap, cliprect
parameter ordering convention as well.

- Simplified the draw_scanline*() functions to always render opaque.
Only one driver was doing otherwise, and it now does its work
internally (draw_scanline is dead-simple ever since we moved
rotation to the OSD code; I almost just removed it entirely).

Added a cliprect to the bitmap_t type, which describes the full
bitmap. [Aaron Giles]

Removed tilemap_set_pen_data_offset; unfortunately, this adds a
random tile offset behind the scenes and goes against the dirty
tile detection and invalidation. Updated the mainsnk, snk, and
snk68 drivers to use old fashioned tile banking. [Aaron Giles]

Changed zac2650 gfxdecode to use scale factors. [Aaron Giles]

Added function video_assert_out_of_range_pixels() to help find
the source of invalid pixels (generally out-of-range palette
entries due to invalid data or sloppy calculations). Place this
after each step in your rendering in a debug build to discover
which code is generating improper pixels. [Aaron Giles]

COP400 cpu core refactoring: [Curt Coder]
- added state table for the debugger
- grouped all cpu types under a single makefile entry
- removed duplicate code

CDP1802 cpu core: [Curt Coder]
- improved register layout
- randomized register contents on initialization

Made the treatment of SOUND_xxx the same as that of CPU_xxx. That is,
they are function pointers to the SND_GET_INFO routine for the sound.
[Atari Ace]

Made direct (opcode) access more robust. Direct access now crawls the
memory table to find its ranges, and caches them for fast access in
the future. It invalidates intersecting regions when new ones are
installed, and now properly handles mirrored ranges. [Aaron Giles]

Changed the disassembly view to call the decrypted read routines
for each opcode byte/word instead of fetching from a pointer, which
prevented opcodes that crossed range boundaries from working correctly,
even though they would execute correctly. [Aaron Giles]

Improvements to skylncr.c driver. [Roberto Fresca]
- Hooked all the PPI 8255 devices.
- Reworked the inputs based on them.
- Fixed the reels visible area.
- Reorganized and cleaned-up the driver.
(only remains to split in driver + video)

Added ROM_DEFAULT_BIOS to diehard, critcrsh, and smleague.
[Aaron Giles]

Removed extraneous bitmap clear in the deco32 driver.
[Christophe Jaillet]

Added static/const where appropriate, updated out-of-sync header
files, and fixed some minor source confusion/abuse: [Atari Ace]
- arm7core.[ch],segas24.[ch]: Rewrote some abuses of the HANDLER
macros to use _func types instead.
- m37710: Removed some long dead state save functions.
- spc700: Removed the interface declarations and functions. Most of
it is handled by CPU_GET_INFO, some of it was no longer
implemented, and since pointerization it wasn't possible to call
it externally anyhow.
- segac2: removed the palette variables aliasing the megadrive ones
and just used the megadrive ones directly.
- snes: All the obc1_, DSP1_, DSP2_ exports were made static.

Added DIPs for Naratte Chu. Added DIP locations for all games in the
st0016 driver. [Tafoid]

Removed the sndindex parameter from SND_START, in favor of using the
device pointer or tag as appropriate. [Atari Ace]

Removed several useless occurrences of "#define INLINE" in CPU and
sound cores. [Dirk Best]

Hooked up the preliminary decryption code for Tarzan, but it is not
complete. [David Haywood]

Added digitalker speech emulation. [Olivier Galibert]

Added digitalker support to scorpion driver. [Olivier Galibert]

Cleaned up a bunch of unreachable bits of code. [Oliver Stoeneberg]

Fixed the 3rd graphics bank decode of cmast91. [David Haywood]

Pre-Seibu CRTC update: [Angelo Salese]
* Fixed gfx banking in goodejan/totmejan;
* Fixed vertical scrolling in Sengoku Mahjong (check title screen);
* Made some clean-ups in either drivers;

Updated OKIM6295 volume table to reflect actual chip behaviour.
Removed "contact MAMEDEV" message. [Phil Bennett]

Virtual Combat driver improvements: [Jason Eckhardt, Andrew Gardner]
* Graphics decoded, video improved, inputs mapped.

Intel i860 CPU core added. [Jason Eckhardt]

Reorganized and simplified the megasys1.c inputs. [Sonikos]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Lady Liner [Roberto Fresca]
Kkoj Noli (Kill the Bees) [Roberto Fresca]
Cherry 10 (bootleg with PIC16F84)
[Roberto Fresca, Andreas Naive, David Haywood]
Player's Edge Plus (XMP00017) 5-in-1 Wingboard [Jim Stolis]
Tetris (bootleg of Mirrorsoft PC-XT Tetris version) [Angelo Salese]
Cherry Master '91 (ver.1.30) [Roberto Fresca]
Cherry Master (ver.4, set 2) [Roberto Fresca, Angelo Salese]
Cherry Master I (ver.1.01, set 2) [Roberto Fresca]
Cherry Master I (ver.1.01, set 3) [Roberto Fresca]
Mahjong Tenkaigen (3 sets) [Wei Mingzhi, Luca Elia]
Tour 4000 [Mirko Buffoni]
Casino Fever 4.0 [Mirko Buffoni]
Casino Fever 5.0 [Mirko Buffoni]
Tour 4010 [Mirko Buffoni]
Casino Fever 5.1 [Mirko Buffoni]
Casino Fever 6.1 [Mirko Buffoni]
Casino Fever 1k [Mirko Buffoni]
GiroTutto [Mirko Buffoni]
Trivia Hangup [Mariusz Wojcieszek]
Sure Shot [Mariusz Wojcieszek, ranger_lennier]



New clones added
----------------
Hit the Ice (Japan) [Phil Bennett]
New clones: Salamander 2 (ver AAB) [Corrado Tomaselli]



New games marked as GAME_NOT_WORKING
------------------------------------
Skill Cherry '98 [David Haywood]
Skill Cherry '97 [David Haywood]
Skill Fruit Bonus [David Haywood]
86 Lions [Chris Hardy, Angelo Salese, Roberto Fresca]
Lucky Girl [David Haywood]
Poker Roulette
[Chris Hardy, Angelo Salese, Roberto Fresca, David Haywood]
Magical Tonic [Roberto Fresca]
3 Super 8 (Italy) [David Haywood]
New Champion Skill (v100n) [David Haywood]
Buster [David Haywood]
Unknown ACE Fruits Game [David Haywood]
Spiel Bude (German) [David Haywood, Roberto Fresca]


0.129
-----


MAMETesters Bugs Fixed
----------------------
- 02644: [Gameplay] tdragon, tdragon1, hachamf: Coin counter doesn't
decrease (Angelo Salese)
- 02799: [DIP/Input] mace: No player 2, button 4 available for mapping
(Phil Bennett)
- 02676: [Color/Palette] All Laserdisc Games: Wrong colors using
Direct3D on ATI cards. (Aaron Giles)
- 02104: [Crash/Freeze] metlhawk, metlhwkj: Crash while decoding with
'-debug' trigger (Aaron Giles)
- 02575: [Misc.] taitogn: Not marked as bios in -listxml (Aaron Giles)
- 02779: [Crash/Freeze] sfiii2j: Access Violation with -debug
(Aaron Giles)
- 02141: [Crash/Freeze] sunaq: At the Title, Game is Crash
(Aaron Giles)
- 01961: [Crash/Freeze] jdreddp: [debug] Access Violation when loading
savestate with -autosave and -debug (Aaron Giles)
- 02012: [Crash/Freeze] fatalerror with "symlist" while running game
(Aaron Giles)
- 02760: [Crash/Freeze] Games using MC6845: Crash with an error on
startup before OK. (Phil Bennett)
- 02714: [Sound] 3stooges: Speech works for a while, then starts going
in and out of horrible noise and static (Aaron Giles)
- 02793: [DIP/Input] funkyjet: Unable to locate input port 'P1'.
(Phil Bennett)
- 02776: [Crash/Freeze] mwalk, mwalkj, mwalku: Crash when starting
game (Aaron Giles)
- 02790: [Core] Mame will crash on single monitor system if set to
numscreens 2 in the *.ini. (Aaron Giles)
- 02791: [Crash/Freeze] cafetime: Access Violation with -debug
(Phil Bennett)
- 02788: [Misc.] jjack, dorunrun and clones: Immense emulation speed
drop (smf)
- 02742: [Crash/Freeze] xsleena and clones: Game freezes (Mamesick)
- 02768: [Documentation] mk3, mk3r20, mk3r10, mk3p40, umk3, umk3r10,
umk3r11 : Roms incorrectly named as umk3 instead of mk3 + two
versions of U2 SOUND ROM. (Aaron Giles)
- 02773: [Crash/Freeze] all gamecstl.c sets: [debug] Assertion
(Aaron Giles)
- 02781: [Documentation] mt_mwalk: Change title to "Michael Jackson's
Moonwalker (Mega-Tech)" (Aaron Giles)
- 02780: [Crash/Freeze] nss_smw: Integer Overflow with -debug
(Aaron Giles)
- 02782: [Crash/Freeze] swa: [debug] Access Violation with -debug
(Aaron Giles)
- 02783: [Crash/Freeze] SMS-Based megatech.c sets: [debug] Access
Violation with -debug (Aaron Giles)
- 02785: [Crash/Freeze] a51site4: Interger Overflow with -debug
(Aaron Giles)
- 01092: [Crash/Freeze] debugger crashes when exiting during "run to
cursor" (robiza)
- 02738: [Documentation] zoar: The rom marked as bad dump is not bad.
(Aaron Giles)
- 02758: [Compiling] linking ldplayer fails (Aaron Giles)
- 02764: [Crash/Freeze] liberatb: [debug] Access Violation (Atari Ace)
- 02765: [Crash/Freeze] all naomi.c sets: Assertion (Aaron Giles)
- 02771: [Crash/Freeze] all ddragon3.c, shadfrce.c and wwfsstar.c sets:
[debug] Assertion (Mamesick)
- 02770: [Crash/Freeze] aceattac: Interger Overflow (Aaron Giles)
- 01437: [Sound] hardhead: MAME has the clock frequency of the YM3812
wrong. (Phil Bennett)
- 02772: [Crash/Freeze] hanayara: [debug] Access Violation
(Phil Bennett)
- 02186: [Misc.] vliner, vlinero: Typo of manufacturer. (Phil Bennett)
- 02747: [Compiling] Compile error on openSUSE 11.1 / gcc 4.3.2 with
OPTIMIZE=3 (Aaron Giles)
- 02763: [Crash/Freeze] some leland.c sets: Access Violation
(Phil Bennett)
- 02766: [Crash/Freeze] topgunnr: Hangs (Phil Bennett)
- 02761: [Crash/Freeze] cntrygrl: [debug] Access Violation
(Phil Bennett)
- 02762: [Crash/Freeze] galkaika, galkoku, hyouban, mcontest,
tokimbsj, tokyogal, uchuua: Access Violation (Phil Bennett)



Source Changes
--------------
Significantly optimized the inner execution loop. arknoid2 is ~2.5x
faster with maximum interleave now. [Aaron Giles]

CPU interface organization shuffle. The file cpuintrf.h now merely
describes the interface, but does not contain any implementation.
All remaining bits of implementation have been migrated either to
cpuexec.c or to debugcpu.c. Specifically, cpu_dasm() is now
debug_cpu_disassemble(), and cpu_set_dasm_override() is now
debug_cpu_set_dasm_override(). Also moved memory_address_physical()
to debug_cpu_translate(), since it was only ever used for
debugging. [Aaron Giles]

Changed all CPU and sound cores to use memory_find_address_space()
instead of cpu_get_address_space(). The former is reliable even
during early initialization when the CPU cores generally need it.
[Aaron Giles]

Removed the dummy CPU core and cpuintrf.c. [Aaron Giles]

Changed the core execution loop to directly call the execute function
instead of using the inline helper (which has been removed).
[Aaron Giles]

Virtual Combat improvments: [Jason Eckhardt, Andrew Gardner]
* Improved memory map
* Fixed the palette

Turned on perfect interleave for remaining tnzs games, and for qix
hardware games. [Aaron Giles]

Perfect synchronization for thunderj, which has always been iffy.
Removed synchronization hacks. [Aaron Giles]

Updated wc90b2 to use newly-dumped roms. [robiza]

Changed the F3853 implementation into a device. [Wilbert Pol]

Cleaned up the SID interface. [Wilbert Pol]

Put some namcos21 logging behind a (disabled) compile-time define.
[Aaron Giles]

Converted 68000 core to use state tables. [Aaron Giles]

Corrected cpu_attotime_to_clocks() calculation. [Phil Bennett]

Correctly setup the MC6845 device in the rockola, usgames, coinmstr,
carrera drivers. [Phil Bennett]

Added proper inputs to Jongkyo [Angelo Salese]

Added extremely preliminary i860 disassembler and hooked it up to the
vcombat driver. [Jason Eckhardt, Andrew Gardner]

Cleaned up cycle handling in the 68k core. [Aaron Giles]

Updated all the sound core header files to declare their SND_GET_INFO
functions, which will be needed once the sound cores become proper
devices. It also makes a handful of other header declaration fixes in
emu/sound, and makes one SND_RESET routine static. Note: votrax.h is
a new include file altogether. [Atari Ace]

Converted the following drivers to use scanline interrupts, partial
updates, and raw video parameters: [Mamesick]
* ddragon
* gstream
* vball
* xain
* chinagat

Replaced the bad (likely hacked) Gururin dump with a fresh one, and
fixed some rom names in Double Axle according to the pcb.
[Smitdogg, Guru]

Cleaned up mcs48 to be dependent on a single makefile define, rather
than separate defines for each CPU which didn't really buy us anything
in terms of code size or performance. [Aaron Giles]

Correctly setup the MC6845 device in the Funworld driver. Added common
device interface and eliminated the screen size & visible area
parameters to Magic Card 2. [Roberto Fresca]

Correctly setup the MC6845 device in the Goldnpkr driver. Added common
device interface, merged witchcrd and sloco93 machine drivers, and
added/corrected the 50/60 Hz. DIP switches to all games. The 50hz mode
needs to be corrected. Some games as most bsuerte sets have the 50/60
Hz. DIP switch connection patched. [Roberto Fresca]

Correctly setup the MC6845 device in the Calomega driver. Added common
device interface. [Roberto Fresca]

Fixed crash when mouse-clicking without a valid mouse_target set
(typically after startup when no mouse movement events have occurred).
[Phil Bennett]

Improvements to lucky8... [Roberto Fresca]
- Fixed memory map.
- Fixed NVRAM. (please delete the old .nv)
- Added sound through sn76496.
- Added 3x PPI 8255.
- Created basic inputs from the scratch to match the PPI connections.
- Defined the output port.
- Change description to "New Lucky 8 Lines"
- Change manufacturer to Wing Co.Ltd.
- Added an alternate set.

Fixed Top Landing ADPCM ROM loading. [Phil Bennett]

Fixed Cherry Bonus III and Cherry Bonus III (Version 1.40) colors.
[Roberto Fresca]

Added preliminary sound & colors to the Mahjong Shiyou driver, game
now throws a sound error. Merged Mahjong Shiyou to the Royal Mahjong
driver, graphics are improved because of that. [Angelo Salese]

Fixed ddrago3p gfx ROM loading. [Creamymami]

Cherry I Gold improvements: [Roberto Fresca]
- Completed the missing inputs.
- Mapped 4 of the 5 DIP switches banks. (can't find the 5th)
- Worked out the conditional DIPs.
- Documented all DIP switches bank.
- Added PORT_DIPLOCATION to all switches.

Cherry Bonus III (Version 1.40) improvements: [Roberto Fresca]
- Worked the remaining inputs.
- Mapped and documented all 5 DIP switches banks.
- Worked out the conditional DIPs.
- Added PORT_DIPLOCATION to all switches.
The game is working, but need a workaround for the status connection.
Each time the player press 'Take' to get the credits, a "call
attendant" msg appear and credits must be taken pressing 'Key Out'.

Improvements to New Lucky 8 Lines: [Roberto Fresca]
- Proper 3x PPI 8255 connections.
- Created a new AY8910 interface due to different ports addressing.
- Hooked all the input banks (8).
- Improved DIP switches with main game and D-UP rates, keyin values,
D-UP game type (reels/cards) and other options to both sets.
- Added PORT_DIPLOCATION to all DSW banks.
- Promoted both sets to working state.
The game has 2 sets of controls. Once coined, both players can switch
control through their own 'BIG' key. If the game boots with 'Coin Jam'
error, press RESET to normalize. Please delete your old .nv and .cfg
files before run this update.

Improved colors of New Lucky 8 Lines. [David Haywood]

Implemented GTE divider using reciprocal table derived by pSXAuthor,
this should allow the results to be calculated as inaccurately as the
real hardware. [smf]

Fixed AT28C16 so that a write isn't allowed to start if there is one
in progress and a write isn't started if the data is already correct.
This allows my dream horse to boot again. Further investigation is
needed. [smf]

Maps all docastle.c games' third CPU rom to 0x0000 so that MAME
doesn't log unmapped reads constantly. [smf, David Haywood]

Improvements to goldstar.c driver: [Roberto Fresca]
- Added another set of Cherry Bonus III.
- Reworked and cleaned ncb3, cb3a, lucky8 and lucky8a inputs.
- Added the 2nd set of controls to the above games.
- Removed the OKI references from machine driver and rom load for the
above games.
- Promoted ncb3 and cb3a to working status.
- Reparented sets.

Wrote a placeholder driver for an unknown "fruit" ROM set. Anything
might be wrong about it... [David Haywood, Angelo Salese]

Improved bishjan.c: [Luca Elia]
- Converted the tilemaps chip to an 8-bit bus width, and added 16-bit
handlers using the macros in memconv.h.
- Improved bishjan memory map.
- Implemented line scroll emulation.

Merged i8x41 (UPI-41) core into MCS-48 core: [Aaron Giles]
* all code now lives in mcs48.c
* rewrote disassembler as unified MCS-48/UPI-41 disassembler
* changed UPI-41 interfaces to match MCS-48
* added new master read/write interfaces for external access
* unified interface to 8243 expander chip
* converted tnzs and decocass to the new interfaces

DECO Cassette fixes/cleanups: [Aaron Giles]
* converted tape handling to a device
* changed tape handling to use a timer callback
* updated to work with new UPI-41 core
* corrected clock speeds for all chips (esp. the 8041)
* fixed very wrong CRC implementation (how did it ever work?)
* corrected sound IRQ rate
* corrected video timing

Burger Time hardware fixes: [Aaron Giles]
* corrected sound IRQ rate and handling
* removed lnc audio reset hack
* full audio memory maps based on schematics
* corrected video timing

Disassembled PCs are now forcibly aligned to the minimum opcode size
and explicitly masked. [Aaron Giles]

Normalized the CPU cores to always do while (icount > 0), in order
to remove the kludge in cpuexec.c that caused us to overeat by 1 cycle
to accommodate those cores that there looping while (icount >= 0).
[Aaron Giles]

Fixed System 18 rendering so that System 16 sprites don't attempt to
shadow VDP pixels (causes crash downstream in debug builds).
[Aaron Giles]

Hooked up DSA/ESA instructions for PowerPC 602 (as no-ops for now).
Also hooked up PPC602 IBR. polystar gets a little farther but crashes
due to a TLB issue. [Aaron Giles]

Removed HAS_PPC* in favor of a single HAS_POWERPC, and a single
definition in cpu.mak for all PowerPC variants. [Aaron Giles]

Made xsleena run at perfect interleave and simplified the shared RAM.
Also moved to modern banking and cleaned up memory maps a bit.
[Aaron Giles]

Added two new Windows OSD options: -debugger_font and
-debugger_font_size, which control the font and size used in the
debugger text Windows. These default to "Lucida Console" and 9pt,
which is the same face as previously hard-coded but 1pt larger.
Personally, I prefer "Consolas" 9pt, which is one of the new "C" fonts
included with Windows Vista and later (also available for free
download on older systems). Note that only fixed-width fonts really
work here, for obvious reasons. [Aaron Giles]

Added new frontend option -listbrothers. This will list all "brothers"
of a given driver, meaning those drivers that come from the same
source file, along with their parent names if they are clones. If a
wildcard name is specified for the driver, then the first driver in a
given source file will trigger a list of his brothers, and any other
drivers in the same source file which match the wildcard will be
flagged. [Aaron Giles]

Corrected Mr. Do clocks, video parameters, merged memory maps.
[Aaron Giles]

Fixed i86 core so that REP instructions with high interleave actually
make forward progress. Also fixed cpu.mak dependencies for i286.
[Aaron Giles]

Added polling hooks for SP0250 DRQ line. The callback is now optional.
If not provided, then the kick timer is not used. Converted gottlieb
speech driver to use polling for SP0250 DRQ line. [Aaron Giles]

Added kludge to 6502 core such that CLI followed by RTI does not allow
any interrupts through. In the future, the 6502 interrupt handling
needs further revisiting. [Aaron Giles]

Improved graphics and sound in Grand Prix '98 [David Haywood]

Added the ability for a ROMset to specify a default BIOS. Use
ROM_DEFAULT_BIOS("biosname") in the ROM definition. This can be used
to ensure a correct default BIOS for ROM versions that care.
[Aaron Giles]

atarisy1 changes: [Kevin Eshbach]
* Support for new Atari System 1 TTL Motherboard dump (previously
MAME would crash when using it and now it just seems to hang.)
* PROMs dumped from Atari System 1 TTL Motherboard (one PLA needs
dumping though.)
* Added notes on the Atari System 1 Motherboard and some of its
supported games

Added placeholders for various PALs on the following systems: balsente,
galaga, ms32, namcofl, rocnrope, tx1. [Kevin Eshbach]

popeye.c improvements: [Kevin Eshbach]
* Corrected the rom names for Popeye
* Added save state support to Popeye
* Added the dip location to the encrypted Popeye and fixed the coin
settings according to the manual (unencrypted Popeye not changed)

Added the dip locations to Tutankham. [Kevin Eshbach]

Some minor MCS-48 cleanup. Added 8040/8050 variants. [Aaron Giles]

Fixed buggyboy I/O, engine sound and tilemap scrolling. [Phil Bennett]

ldplayer works again. Added MDRV_LASERDISC_GET_DISC callback hook
which allows for dynamically finding the CHD, rather than relying
on the DRIVER_INIT hackery that was there before. [Aaron Giles]

Added a work-around for 2 Minute Drill, to get it booting again.
[Angelo Salese]

Fixed rendering of slider controls so it doesn't overlap when menus
get large. [Aaron Giles]

Fixed speed-up for Vamf x1/2 (Europe) [Pierpaolo Prazzoli]

Cleaned up the profiler. Reduced its runtime overhead significantly by
inlining the check to see if it is running. Removed obsolete entries
and updated the text to more accurately describe each one. Added CPU
tags to the CPU names. Switched to using an astring for building the
final string. Unfortunately, still a bit too much overhead to leave
it on in all builds. [Aaron Giles]

Added NO_DUMPS for the VHS on hnxmasev, hnageman, av2mj1bb and
av2mj2rg. [Angelo Salese]

Fixed auto_malloc() to randomize its memory when allocated in the
debug build. This used to be the standard, but it seems to have been
removed when the pool allocation was moved into the library. Also
changed rand_memory() to use a fixed seed for consistent behavior.
[Aaron Giles]

Removed a couple of unnecessary typedefs from mamecore.h. Updated
romload to use an astring for accumulating errors (I always feared
busting that buffer with some huge romlist). [Aaron Giles]

romload cleanups: [Aaron Giles]
- added running_machine to internal structure, removed as explicit
parameter
- added new function rom_file_size() to compute the size of a ROM
- removed rom_first_chunk() and rom_next_chunk() which are no longer
needed (all users can use rom_file_size() now)
- changed progress display to be based on size of ROMs loaded
- changed temporary load buffer to be dynamically allocated
- fixed reload logic to handle skipped BIOSes

Fixed layer enable,flip x & x/y position in goodejan.c driver.
[Angelo Salese]

Fixed for odd word DMA transfers in the namcos12 driver.
[Olivier Galibert]

Added simple built-in layout for polepos showing the position of the
shifter. Removed debug build hack to popmessage the shifter state.
[Aaron Giles]

Added savestate support to all games in mrdo.c: mrdo, mrdoy, mrdot,
mrdofix, mrlo, mrdu, yankeedo. [MooglyGuy]

Added savestate support to all games in docastle.c: docastle,
docastl2, docastlo, douni, dorunrun, dorunru2, dorunruc, dorunrca,
spiero, dowil, jjack, kickridr, idsoccer. [MooglyGuy]

Added savestate support to all games in statriv2.c: statusbj, hangman,
trivquiz, statriv2, statrv2v, statriv4, sextriv, quaquiz2, supertr2,
supertr3. [MooglyGuy]

Lots of improvements to the different Cherry Master hardware: added
new sets, created new machine drivers, fixed colors, added PPI
devices, created new 8255 and ay8910 interfaces, worked out inputs
and DIP switches from the scratch, fixed memory maps, merged the
cherrym2.c driver with goldstar.c and much more...
[Roberto Fresca, David Haywood]

Added savestate support to 4enraya. [MooglyGuy]

Changed videopkr MCS-48 P4 control register to the PROG line, which is
more likely. The way to toggle the PROG line is to read/write/and/or
to ports 4-7. Since the board doesn't list an 8243 port expander, it
is likely the "writes" to port 4 are really just a mechanism to get
the PROG line to toggle to clear the interrupt. [Aaron Giles]

Fixed Super Triv colors. [Pierpaolo Prazzoli]

Discovered numerous new opcodes for cb2001. [robiza]

Improved mgcs. It now runs through attract mode. It still locks up as
soon as one coins up though, due to the unemulated IGS029 protection.
[Luca Elia]

Fixed more stuff with Diamond Derby, game is playable but not yet
working (due of a subtle bug, see source) [Angelo Salese]

Slot Carnival: [Roberto Fresca]
- Added gfxdecode & palette length to the machine driver, so tiles
can be viewed through F4 in case of someone wants to help.
- Defined SND_CLOCK for the ay8910.

Removed bogus port 4-7 definitions from MCS-48. Added i8243
implementation. Connected 8243 properly to monsterb and system 16a
sound. Changed draw80pkr to connect the PROG line like videopkr.
[Aaron Giles]

Changed Status Trivia 2 (and related games) clock to 13.684MHz to fix
game speed. Still wrong, but better than before. [MooglyGuy]

Fixed a few out-of-bounds errors revealed by randomly initializing
auto_malloc() memory. These would manifest themselves as difficult-to-
reproduce crashes on some systems. Affects laserbat, progolf, seta2,
and cubeqst drivers. [Aaron Giles]

Removed dangling old obsolete code from scramble.c, scobra.c, and
galaxold.c. [Aaron Giles]

Added savestate support to the TTL74148 and TTL74153 devices.
[MooglyGuy]

Removed anonymous timers from gridlee and added savestate support.
[MooglyGuy]

Added savestate support to all games in 40love.c, 88games.c, 1943.c,
carpolo.c, circus.c and exidy.c: 40love, fieldday, undoukai, 88games,
konami88, hypsptsp, 1943, 1943j, 1943kai, carpolo, circus, circusse,
robotbwl, crash, ripcord, sidetrac, targ, targc, spectar, spectar1,
rallys, phantoma, mtrap, mtrap3, mtrap4, venture, venture2, venture4,
teetert, pepper2, hardhat, fax, fax2. [MooglyGuy]

Cleaned up some memory and file handles in the error cases of
ldverify. [Oliver Stoeneberg]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Turbo Sub (2 versions) [Phil Bennett]
Mahjong Jong-Tei [Luca Elia]
Barline [David Haywood, Angelo Salese]
New Lucky 8 Lines (2 sets) [Roberto Fresca]
Cherry Bonus III (Version 1.40, 2 sets) [Roberto Fresca]
Cherry Bonus III (version 1.40, encrypted)
[Andreas Naive, Roberto Fresca]
Ying Hua Lian 2.0 [Luca Elia, Angelo Salese, David Haywood]
M.A.C.H. 3 [Aaron Giles, Bobby Tribble]
Us vs. Them [Aaron Giles, Smitdogg]
Soul Calibur [Olivier Galibert]
Cherry Master (Corsica, ver.8.01) [Roberto Fresca]
Cherry Master (ver.4) [Roberto Fresca, David Haywood]
Cherry Master I (ver.1.01) [Roberto Fresca, David Haywood]



New clones added
----------------
Space Echo (set 2) [Roberto Fresca]
Show Hand (China) [Luca Elia]
Don Den Lover Vol. 1 (Korea) [Luca Elia]
Vamf x1/2 (Europe) [Smitdogg]
DownTown / Mokugeki (Joystick Hack) [Corrado Tomaselli]
New Lucky 8 Lines (set 2) [Roberto Fresca]
Pit Boss (Set 2) [David Haywood]
R-Type (world, bootleg) [mameitalia]
Thunder Cross II (World) [Stefan Lindberg]
Trivia ? Whiz (Horizontal) (question set 3) [David Haywood]
Trivia ? Whiz (Edition 2) (question set 2) [David Haywood]
Trivia ? Whiz (Edition 3 - Horizontal) (set 2) [David Haywood]
Trivia ? Whiz (Edition 4) (question set 2) [David Haywood]
Phraze Craze (set 2) [David Haywood]
9-Ball Shootout Championship (not working) [David Haywood]
Dogyuun (Licensed to Unite Trading For Korea) [Smitdogg]



New games marked as GAME_NOT_WORKING
------------------------------------
Night Bunny / Royal Night [David Haywood, Angelo Salese]
Night Gal [David Haywood, Angelo Salese]
Night Gal Summer [David Haywood, Angelo Salese]
Sexy Gal / Sweet Gal [David Haywood, Angelo Salese]
Mahjong Cafe Break [Guru]
Bingo Circus [David Haywood, Angelo Salese]
Status Black Jack [Angelo Salese, Roberto Fresca]
Merit Poker [David Haywood, Angelo Salese]
Cherry Chance [David Haywood, Angelo Salese]
Dancing Stage Euro Mix [smf]
Landing High Japan [Ordyne, Phil Bennett]
Lucky Girl [David Haywood]
X Se Dae Quiz [David Haywood]
Mahjong Senka [Angelo Salese]
Mahjong Yarou [Angelo Salese]
AV Hanafuda Hana no Christmas Eve [Angelo Salese]
AV Hanafuda Hana no Ageman [Angelo Salese]
Mahjong Gaiden [David Haywood]
Operation Tiger [Chris Hardy, Phil Bennett]
Magic Card [Roberto Fresca, David Haywood, Angelo Salese]
Slot Carnival [David Haywood, Roberto Fresca]
Cross Bingo [f205v]


0.128u7
-------

NOTE: As of this release, we have two more major changes. These should
be the last "huge" changes of this dev cycle.

The most major change is the final retirement of the global Machine
pointer, which has been part of MAME for many years. Frankly, I never
thought we'd hit this point so quickly, so my hats off to Atari Ace
who helped push through the final round of changes needed to make this
happen finally. As a result of this change, it should be possible in
the coming year to finally write a driver that runs two full machines
simultaneously.

The second big change is that the CPUs are now full-fledged devices,
and participate like all other devices in the system configuration.
This is mainly an internal structural change, but in the end removes
some redundant code and behavior. In a future dev cycle, a similar
thing will happen with the sound cores.

Starting now, the focus for MAME will be to iron out remaining issues
and release a 0.129 sometime around the 1st of the year. Please keep
reporting bugs to MAMETesters as you find things.



MAMETesters Bugs Fixed
----------------------
- 02745: [Crash/Freeze] all sets using autosave: Games using autosave
segfault on startup (Aaron Giles)
- 02750: [Sound] All Sets in equites.c: no background music
(Aaron Giles)
- 02757: [Documentation] sengoku3: manufacturer should be "Noise
Factory / SNK" (Phil Bennett)
- 02753: [Crash/Freeze] gradius4: hardware error -1 (Aaron Giles)
- 02755: [Crash/Freeze] All Sets in metro.c: Crash with access
violation. (Aaron Giles)
- 02756: [Crash/Freeze] hyprduel, hyprdelj: Colors on the title screen
wrong, games crash mame with ACCESS VIOLATION (Mamesick)



Source Changes
--------------
Removed old cherrym driver (meant to be removed last time, oops).
[Aaron Giles]

Funworld.c improvements [Roberto Fresca]
- Added new set: Jolly Card (italian, encrypted bootleg).
No coins... Only remote credits. After nvram init, set the Payout
DIP to 'manual' to allow the remote credits mode to work.
- Created inputs from the scratch for jolycdib.
- Updated technical notes.

Made CPUs into proper devices. CPUs are now added in the machine
configuration just as any other device, and the standard CPU
configuration is performed via the inline configuration macros.
[Aaron Giles]

Changed cpu_type from an enumeration into a pointer to the CPU's
get_info function, very similar to device behavior. Updated all
drivers to #include the necessary header files for the CPU's they
reference. [Aaron Giles, Atari Ace]

Added function cpu_get_type() to return the CPU type. [Aaron Giles]

Changed several cpu_* functions over to the device_* equivalents,
specifically for get/set info and for reset. [Aaron Giles]

The device system now maintains a parallel list of devices based on
type and class, for faster iteration through all devices of a given
type or class. [Aaron Giles]

Cleaned up code that looped over CPUs via the machine->cpu array to
now loop using the type-based device list. [Aaron Giles]

Removed start/stop/reset/nvram functions from the device_config in
favor of grabbing them as needed. [Aaron Giles]

Cleaned up the generic interrupt_enable code to work with CPU devices
instead of numbers. [Aaron Giles]

Mapped the devtag_* functions to device_* functions via macros instead
of parallel implementations. [Aaron Giles]

Removed cpuintrf_init() which is no longer necessary. [Aaron Giles]

Changed a number of APIs in the system to accept running_machine,
address_space, or device_config types, in order to remove the use of
the global Machine variable. Removed the global Machine variable now
that it is no longer directly references. [Atari Ace, Aaron Giles]

Added the concept of device "owner", for devices owned by other
devices. [Aaron Giles]

Modified laserdisc players to walk back to their global device state
via the owner, rather than brute-force searching for the first
instance and hoping that is the right one. [Aaron Giles]

Finalizer update [poUzVdb90]
- converted to tilemap
- added flipscreen
- changed sound chip name from SN76496 to SN76489A

Made the concept of a "clock" native to devices. The clock is now
specified when the device is added, and the clock is available in
the device_config directly via device->clock. Updated all devices
that have a clock to specify it when adding the device, rather than
as part of their configuration. As part of this work, also created
device-specific _ADD and _REMOVE macros to simplify configuration.
[Aaron Giles]

Defined a generic device execute function callback, though it
is not used yet. The long term plan is that any device with an
execute callback will be scheduled along with the CPUs. Now that
CPUs are devices, their scheduling will be moved over to this
logic eventually. [Aaron Giles]

Changed various NVRAM devices to fetch their default memory region
from the device->region rather than specifying it in the
configuration. [Aaron Giles]

Moved device startup to *before* the DRIVER_INIT is called. This
is to allow the DRIVER_INIT to configure devices that have been
properly allocated. So far I don't see any negative effects, but
be on the lookout if something weird shows up. [Aaron Giles]

Rewrote the device iteration logic to make use of the typenext
field and the newly-introduced classnext field for iterating more
efficiently through devices of a given type or class. [Aaron Giles]

Modified the parameters of the stream_update_func callback. As part of
this work, macro-ized all the callbacks to STREAM_UPDATE, and added
the sound device as a parameter. [Atari Ace]

Cleaned up i86/i286/i386/nec/v30mz headers: [Aaron Giles]
* renamed i86.h -> i86priv.h
* renamed i86intrf.h -> i86.h
* consolidated i88intrf.h, i186intf.h, i188intf.h, etc into i86.h

Cleaned up many other CPU headers to move memory read/write macros
out of them, since they are inappropriate and should be prive to the
CPU core. [Aaron Giles]

Removed index and clock parameters from CPU_INIT function.
[Aaron Giles]

Some PIC8259 updates: [Wilbert Pol]
- Fixed operation of edge-triggered interrupts
- INT output line is now cleared when an IRQ is acknowledged
- Implemented basic OCW3 features

Fixed proms in boobhack. [robiza]

Decoded some graphics and setup some RAM in the Virtual Combat driver.
[Andrew Gardner]

Cleaned up device and sound interfaces to match the CPU interfaces
when handling strings. Namely, the generic get_info functions
allocate a temporary string and the device in question copies its
string to the target, instead of assigning a const char *. Updated
all device and sound cores to operate this way. [Aaron Giles]

Added the concept of a cpu_state_table, which is supplied by the CPU
cores and which describes all the register state accessible to the
debugger and other subsystems. The format of the table is such that
most data can be simply fetched from memory without the further
involvement of the CPU core, including the display of common formats.
Extensibility points are available for custom display and for
importing/exporting the data to intermediate variables for more
complicated scenarios. Updated the ADSP21xx, TMS340x0, i86, Z80, Z180,
and 8085 cores to use this. [Aaron Giles]

Removed the old debugger register list, which was never used. Replaced
it with using ordering from the cpu_state_table. [Aaron Giles]

Renamed REG_PC -> REG_GENPC, REG_SP -> REG_GENSP, and
REG_PREVIOUSPC -> REG_GENPCBASE. Updated a few spots that were using
these directly. Moved these definitions into the end of the register
area rather than leaving them outside which put them in a weird range.
[Aaron Giles]

More cleanup. Added address-space-specific constants for the various
bus width and shift CPU interface constants. Changed all the cores
to use them. [Aaron Giles]

Changed ADSP21xx cores to accept a configuration struct instead of
using set_info to specify serial port callbacks. Simplified the
ADSP21xx get/set info significantly. Removed support for only
including certain variants of the chips; they are now either all
supported or all unsupported. [Aaron Giles]

Memory view fixes: [Aaron Giles]
* Fixed bug that computed the wrong total size if the address
space was a full 32 bits
* Improved display to show unmapped memory with *s
* Disabled enumeration of disk and 0-length regions

Added PAL to arkgcbl. [robiza]

Added Country Girl to the Jangou driver,working with sound
[David Haywood, Angelo Salese]
- Fixed transparency pens in the Jangou driver (so removed the
GAME_IMPERFECT_GRAPHICS flag); [Angelo Salese]
- Added a kludge for Jangou Lady RNG,will be worked on in the future;
[Angelo Salese]

Added running_machine callbacks for the Amiga code. [Nathan Woods]

Updated sscope2 to use newly-dumped roms. [robiza]

Added running_machine parameters to the f3853 callbacks. [Wilbert Pol]

Added running_machine parameter to the callback in the sid interface.
[Wilbert Pol]

Removed MDRV_INTERLEAVE(x), which specified the minimum scheduling
quantum in terms of "frames" (a dubious concept now with multiple
screens and changing refresh rates). Replaced it with a new
MDRV_QUANTUM_TIME(x) which specifies the minimum scheduling quantum
as a time value. Time can be specified as HZ(x), NSEC(x), USEC(x),
etc. Updated all drivers to use this, assuming 60 was the frame
rate (this is not perfect but should work for almost all cases).
[Aaron Giles]

Changed MDRV_WATCHDOG_INIT_TIME(x) to automatically prepend
UINT64_ATTOTIME_IN_ to the parameter, ensuring there is no improper
use of this macro and bringing it in line with the MDRV_QUANTUM_TIME()
macro. Updated all callers. [Aaron Giles]

Added new MDRV_QUANTUM_PERFECT_CPU(x) to specify that the minimum
quantum should be enough to ensure that the specified CPU tag only
ever executes a single instruction at a time. This can be used to
explicitly require "perfect" synchronization for drivers that have
multiple CPUs with shared memory. Turned this on for the arknoid2
driver for now as a test (the interleave on that driver was already
very close to perfect anyway). [Aaron Giles]

Fixed some color issues in the goldstar.c driver [David Haywood]

Merged goldstar and lucky8 drivers. [David Haywood]

Improvements to ddragon3/shadfrce/wwfsstar/wwfwfest: [Mamesick]
- converted driver to be fully scanlines based using timers
- updated driver to new video screen raw parameters
- hooked up interrupts (ddragon3, wwfwfest)

Fixed Agress' title screen. [David VanVoorhis]

Fixed update_handler for the dsp56k and polygonet. [Andrew Gardner]

Improvements to the dmndrby.c driver. [Mike Green]

Continued rewrite of the Motorola DSP56k CPU core. [Andrew Gardner]
* Fixed flag calculation and sign extension for numerous ops.
* Added rnd, mpysuuu, and dmac ops.
* Fixed do loop behavior to skip empty loops.
* Added stack underflow exception handling.

Improvements to the skylncr.c driver: [Roberto Fresca, David Haywood]
- Complete reel support from the scratch.
- Full inputs, outputs & DIP switches from the scratch.
- Added new games.
- Updated technical and game notes.

Rewrote 8080/8085 interrupt handling so that it makes sense. Changed
callbacks to be specified in a config structure. Converted core to
cpu_state_table. Changed to a single HAS_808X define for both cores.
Fixed several drivers that used 8080/8085 interrupts in odd ways.
[Aaron Giles]

Converted warpwarp driver to raw video parameters. [Aaron Giles]

Fixe 'run to cursor' and 'toggle breakpoint' operations in the
debugger when dealing with CPUs that have shifted address spaces.
[Andrew Gardner]

Improvements to goldstar.c driver. [Roberto Fresca]
- Hooked the 3x PPI 8255 devices to chryigld and ncb3.
- Reworked the chryigld and ncb3 inputs based on PPI 8255 connections.
- Added the unmapped PSG sound to chryigld and ncb3.
- Some works on their machine driver.
- Some cleanups.



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Country Girl [David Haywood, Angelo Salese]
4nin-uchi Mahjong Jantotsu [David Haywood, Angelo Salese]
Three Ds - Three Dealers Casino House [David Haywood, Angelo Salese]
Sky Lancer (Bordun, ver.U450C) [Roberto Fresca, David Haywood]
Butterfly Video Game (ver.U350C) [Roberto Fresca, David Haywood]
Mad Zoo (ver.U450C) [Roberto Fresca, David Haywood]
Casino Winner [Chris Hardy, Angelo Salese]
Cherry I Gold (bootleg of Golden Star) [Roberto Fresca]



New clones added
----------------
Jolly Card (italian, encrypted bootleg) [Roberto Fresca]
Double Dragon 3 - The Rosetta Stone (prototype) [Guru]



New games marked as GAME_NOT_WORKING
------------------------------------
Grand Prix 98 [David Haywood]
Leader [Roberto Fresca, David Haywood]
Parent Jack [David Haywood]
Janshi [David Haywood]
Cherry Master I (v1.01) [Roberto Fresca, David Haywood]


0.128u6
-------


MAMETesters Bugs Fixed
----------------------
- 02728: [Crash/Freeze] galpani3: 'Illegal Instruction' after ROM Check
(R. Belmont)
- 02739: [Sound] skysoldr: In-game music (three level BGMs and boss theme)
plays one octave higher. (Phil Bennett)
- 02718: [Crash/Freeze] zigzag, zigzag2: Don't boot correctly. The screen
just flashes over and over. (Aaron Giles)
- 02730: [Crash/Freeze] fiveside: locks up at rom check (Aaron Giles)
- 02740: [Debugger] resizing the debug window, the text is only in the
old area (Aaron Giles)
- 02721: [Crash/Freeze] All Sets in arcadia.c: Games not booting, they
just keep resetting to a white screen. (Aaron Giles)
- 02661: [Gameplay] f1gpstr2: Game freezes upon reaching track (Mamesick)
- 02708: [Crash/Freeze] wildplt: Gameplay freezes at start (Mamesick)
- 02724: [DIP/Input] elgrande, jjpoker, ssipkr24: Unable to locate input
port 'SW2'. (Roberto Fresca)
- 02677: [Graphics] eprom, eprom2: missing graphical brightness effect,
verified on real machine w/video (Nicola Salmoria)



Source Changes
--------------
Pointer-ified the following CPU cores:
- DSP32 [Aaron Giles]
- m6805 [Andrew Gardner]
- MIPS 3 [Aaron Giles]
- PowerPC [Aaron Giles]
- Konami [Aaron Giles]
- ARM [Andrew Gardner]
- SHARC [Atari Ace]
- V60 [Aaron Giles]
- Z8000 [Aaron Giles]
- Z180 [Aaron Giles]
- V810 [Aaron Giles]
- V30MZ [Aaron Giles]
- PDP1/TX0 [Wilbert Pol]
- H6280 [Andrew Gardner]
- F8 [Atari Ace]
- TLCS-90 [Atari Ace]
- Cube Quest CPUs [Aaron Giles]
- i86/i286 [Aaron Giles]
- i386 [Aaron Giles]
- ALPHA-8201 [Aaron Giles]
- i8085 [Aaron Giles]
- APEXC [Aaron Giles]
- RSP [Aaron Giles]
- MB88 [Aaron Giles]
- MB86233 [Aaron Giles]
- TMS7000 [Aaron Giles]
- SH2 [Aaron Giles]
- SH4 [Aaron Giles]
- uPD7810 [Aaron Giles]
- TMS32051 [Aaron Giles]
- MC68HC11 [Aaron Giles]
- CP1610 [Aaron Giles]
- LH5801 [Aaron Giles]
- LR35902 [Aaron Giles]
- PDP1 [Aaron Giles]
- Saturn [Aaron Giles]
- SC61860 [Aaron Giles]
- TMS32010 [Quench]
- PIC16C5x [Quench]
- TMS99xx [Aaron Giles]
- TMS32025 [Quench]
- dsp56k [Quench]

Enabled all CPU cores/variants. Fixed compile issue revealed as a
result. [Aaron Giles]

Changed konami setlines callback to pass a device. Updated all drivers
accordingly. [Aaron Giles, Atari Ace]

Added best-known CRC in wb90b2 and jjsquawb "bad dump" roms. [robiza]

Made the PCI bus a device. The bus is declared in the machine config,
and the devices attached to it are enumerated there. Eventually, the
PCI config read/write functions should be moved to well-known
functions within the device, but for now they are kept separate.
[Aaron Giles]

Added correct proms for arkgcbl. [robiza]

Changed many, many global Machine references to use machine,
device->machine, etc. instead. [Atari Ace]

Changed megadriv.c to pass running_machine to I/O callbacks plus other
MESS support. [R. Belmont]

Re-synced f3853 core with MESS. [Nathan Woods]

Introduced function macros for SAMPLES_START, CUSTOM_{START,STOP,RESET},
and ANTIC_RENDERER. Pushed the running_machine * passing through these
functions. In other locations added "running_machine *machine = Machine"
to the top of functions to isolate the dependencies. [Atari Ace]

Added logic to track OSD debugger updates separately from internal
view updates. In order to get the OSD to update, a new function
debug_view_flush_updates() must be called. Currently this is
automatically called before osd_wait_for_debugger(), and during the
periodic updates while executing. The OSD code may occasionally need
to call it under other circumstances (for example, the Windows code
calls it explicitly while tracking scrollbar thumbs to get live
scrolling). [Aaron Giles]

Updated gradius2 to use proper gfx2 roms (same values of vulcan but
byteswapped). [robiza]

Disabled the use of PULSE_LINE for any input lines except NMI and
RESET. Added a helper function generic_pulse_irq_line() for doing a
single-cycle assert/deassert for those few drivers remaining that were
trying to use PULSE_LINE directly. [Aaron Giles]

Updated z8000 tables to reflect recent findings. [Juergen Buchmueller]

Fixed the widely used konamiic/taitoic/deco16ic/segaic16 video cores
to no longer reference the global Machine. [Atari Ace]

Added wrappers for ADSP21xx callbacks. Added device parameters to them.
Updated IRQ setters to use generic_pulse_irq_line(). [Aaron Giles]

Added MDRV_PIC8259_ADD, MDRV_PIT8353_ADD, MDRV_PIT8254_ADD, and
MDRV_DMA8237_ADD macros. [Wilbert Pol]

Added the sound device to the parameters passed to stream_create so
that the global Machine can be removed from streams.c. [Atari Ace]

Improvements to Millennium 4000 driver: [Roberto Fresca]
- Completed normal Inputs/Outputs.
- Added button-lamps calculation.
- Created button-lamps layout.
- Documented the PCB RAM.
- Fixed NVRAM size based on PCB picture (2x CY62256L-70PC near the
battery).
- Added notes about the method to make appear the real poker cards.
- Fixed the OKI 6295 frequency (1000 kHz resonator near). Now the
game has more decent sounds.
- Corrected CPU clock to 12 MHz. (main Xtal).

Updated adp driver: now fashiong show something. [robiza]

Widened some machine init interfaces to pass the machine parameter,
allowing more Machine global references to be eliminated. Eventually
most of these need to be converted to devices, but this change reduces
the deprecation surface in the meantime. [Atari Ace]

Relaxed the OKI 6295 command validity check. [Nicola Salmoria]

Added new function cpuexec_describe_context(machine) which can be
used in logerror() and other printf-style functions to return a
description of the current CPU/PC given only the machine. Changed
several dozen sites to use this instead of directly interrogating
the activecpu. [Aaron Giles]

Removed all other uses of activecpu throughout the system. Removed
activecpu from the machine structure to prevent future abuse.
[Aaron Giles]

Removed cpu_push_context() and cpu_pop_context(), and all call
sites. [Aaron Giles]

Voodoo devices now require a CPU to be defined in the configuration
in order to know whom to steal cycles from or stall when FIFOs get
full. Updated all voodoo users to specify one. [Aaron Giles]

CPD1869 devices now also require a CPU to be defined in the
configuration, in order to know which CPU's registers to fetch.
Updated all cdp1869 users to specify one. [Aaron Giles]

Removed get context/set context calls from the CPU interface entirely.
[Aaron Giles]

Removed safe_cpu_get_pc() which doesn't really make sense anymore.
[Aaron Giles]

Moved cpu_execute() to be an inline function. [Aaron Giles]

Writes to a pit8253 timer control word always restart the timer.
[Wilbert Pol]

Updated the fcompress APIs to allow for specifying a compression level.
[Aaron Giles]

Removed the concept of state saving tags, which was a hack to get save
states to work with multiple CPU cores. Simplified the state saving
system as a result, performing the operation in a single pass and
without allocating a full blob of memory. Also enabled minimal
compression. [Aaron Giles]

Squashed another deprecated use of Machine from the mame core by
plumbing machine_config into rendlay.c. [Atari Ace]

Fix Altivec RGB primitives on newer GCCs. [budge, Vas Crabb]

Changed commonly-used verboselog to require a machine parameter.
[Atari Ace]

Removed remaining deprecat.h references from the CPU and sound cores.
[Atari Ace]

i8085: added INTE and state word callbacks [Curt Coder]

n8080.c changes: [Curt Coder]
- rewrote interrupt handling according to schematics
- added interrupt acknowledge

Re-ordered SCSP init to fix crash. [R. Belmont]

Modified regrep to display the soruce file. [Aaron Giles]

Expanded cpuexec cycles <-> attotime functions to handle UINT64s.
[Aaron Giles]

Reduced all alpha68k.c YM2413 clocks from 8MHz to 3.579545MHz.
[Philip Bennett]

Changed attotime_to_ticks/ticks_to_attotime to use UINTs and the
eminline functions where possible. [Aaron Giles]

Changed the 6522 VIA implementation to be a device. [Nathan Woods]

Removed the ACIA6850 device from Cal Omega System 905 machine driver.
It fixes the wrong lack of SW2. [Roberto Fresca]

Fixed EI handling in the 8080/85 core to have a shadow like the Z80.
[Miodrag Milanovic]

Modified the tms34010.h, pc16552.h, and tms34061.h interfaces to
eliminate some more global Machine variables. Six more deprecat.h
includes eliminated. [Atari Ace]

Eliminated the #include "deprecat.h" from tilemap.c. The main change
is to require callers of tilemap_create to provide a machine pointer.
This pointer is then attached to the tilemap and used when needed
inside tilemap.c. [Atari Ace]

Eliminated the #include "deprecat.h" from drawgfx.h. It does so in a
fashion similar to my recent tilemap patch, adding the machine pointer
to gfx_element, changing allocgfx to take a machine, and then
adjusting the internals to use the machine field as needed.
[Atari Ace]

i960: fixed nor opcode and added notor opcode [robiza]

Fixed raster effects in nbbatman by altering the V33 prefetch timing
(just a guess as no documentation has been found). [couriersud]

Removed unnecessary address masking in disassembly view. Changed
console subview computations to leave the registers portion fixed.
[Aaron Giles]

Removed hack for setting mcs51 serial callbacks. Updated micro3d to
use new functions. [Aaron Giles]

Merged goldstar.c & cmaster.c drivers. Converted the Reels video to
tilemaps. [David Haywood]

Added proper artwork for the LEDs in Gridiron Fight. [David Haywood]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Super Pool 99 [David Haywood, Angelo Salese]
Bra$il / Fashion [Angelo Salese]
Pesadelo [Mariusz Wojcieszek, hap]
Super Free Kick [Tomasz Slanina]
Jangou [David Haywood, Angelo Salese, Phil Bennett]
Jangou Lady [David Haywood, Angelo Salese, Phil Bennett]



New clones added
----------------
Europa 2002 Space (Ver 3.0) [Roberto Fresca]
Triv Two (Vertical) [David Haywood]
Super High Impact (prototype, rev 6.0 09/23/91) [Smittdogg]
Giga Man 2: The Power Fighters [David Haywood, Arzeno Fabrice]
CarnEvil (v1.0.3) [Brian Troha]
(New?) Cherry Bonus III (not working) [David Haywood]
Cherry Bonus III (not working) [David Haywood]



New games marked as GAME_NOT_WORKING
------------------------------------
Cherry Bonus 2001 [David Haywood, robiza]
Four Roses (encrypted, 2 sets) [Roberto Fresca]
Queen [David Haywood]
Cherry Master (Corsica, v8.01) [David Haywood]
Cherry Master 91? [David Haywood]
Jackie [David Haywood]


0.128u5
-------


MAMETesters Bugs Fixed
----------------------
- 02638: [Compiling] various cpu cores don't compile anymore
(Aaron Giles)
- 02709: [Documentation] nstockr2: nstockr2 not defined as clone of
nstocker? (Luigi30, Edward Swiftwood)
- 02713: [Crash/Freeze] demndrgn, profpac: demndrgn gives a black
screen only. profpac doesn't accept coins. (Aaron Giles)
- 01442: [Sound] wwfsstar: The OKI6295 playback frequency is too high.
(Phil Bennett)
- 00894: [Crash/Freeze] elecyoyo: Inserted coins and pressing start
sometimes leads back to the test menu. (Mamesick)
- 02658: [Interface] Supplement game status reports with yellow screen
(Edward Swiftwood)
- 02689: [Multisession] jumpbug: Jumpbug won't start second time
around (Atari Ace)
- 02673: [Crash/Freeze] All Sets with HuC6280 as Audio Device
(PCE-Based titles): Fatal Error after OK (Aaron Giles)
- 02676: [Color/Palette] All Laserdisc Games: Wrong colors using
Direct3D on ATI cards. (Aaron Giles)
- 02680: [Misc.] carnevil: -verifyrom fails to consider if a CHD is a
BAD_DUMP (Aaron Giles)
- 02705: [Crash/Freeze] connect4: connect4 crashes if nvram file is
present (Aaron Giles)
- 02702: [Sound] tturf: no audio (Aaron Giles)
- 02691: [Sound] Some drivers with z80/ay8910 Audio: Audio tempo has
changed (Aaron Giles)
- 02669: [Sound] pandoras: music tempo is too fast (Aaron Giles)
- 02683: [Crash/Freeze] Pressing F5 while running debugger causes
access violation (Aaron Giles)
- 02687: [Core] emuopts.c: CORE INPUT AUTOMATIC ENABLE OPTIONS
(Aaron Giles)
- 02688: [DIP/Input] DIP switch settings are not being stored in INP
files. (Aaron Giles)
- 02693: [Crash/Freeze] dacholer, kickboy: Freeze on the title or
credit. (Mamesick)
- 02653: [Sound] all games on artmagic.c: OKI clipping in artmagic
games (Nicola Salmoria)
- 02690: [Graphics] jantouki: The upper screen is totally garbled.
(Mamesick)
- 02672: [Crash/Freeze] Most Sets using MCS48/51.C (intel 80xx family):
Fatal Error when using -cheat trigger (Aaron Giles)
- 02670: [Core] Many sets using SH2: The SH2 timers aren't firing at
the correct speed / time, causing various issues (Aaron Giles)



Source Changes
--------------
Fixes subtle timing calculation problems that affected SH-2 timers.
[Aaron Giles]

Fixed copy/paste error on viostorm rom names. [David Haywood]

Made non-critical UI warnings yellow instead so that they stand out.
[BarnacleEd]

Added Treasure Island to the Burger Time HW. It doesn't work because
I highly suspect that there's an unhandled encryption scheme in it.
[Angelo Salese]

Pointer-ified the CCPU and T-11 cores. [Aaron Giles]

Removed globals from cpuexec. Also removed ATTOTIME_TO_CYCLES() and
ATTOTIME_IN_CYCLES(). Replaced them with functions in cpuexec:
cpu_clocks_to_attotime() and cpu_attotime_to_clocks(), both of which
take CPU devices instead of indexes. Updated all callers, many of
which were using the functions dubiously. [Aaron Giles]

Added placeholders for interrupt callback and Z80 daisy chain
functions in Z80DMA. [Curt Coder]

Pool items are now tracked globally, and freed in reverse order of
allocation. This enables proper nesting. [Aaron Giles]

Changed timer_alloc, timer_set, timer_pulse, timer_call_after_resynch,
and timer_get_time to pass the machine parameter. Moved timer globals
to hang off of the running_machine. [Aaron Giles]

Pointer-ified the hyperstone core, and removed all activecpu refs.
[Aaron Giles]

Removed cpunum_get_active() calls and activecpu references from all
of the CPU cores. [Aaron Giles]

Normalized several local CPU state variables to the generic 'cpustate'
instead of names_with_underscores. [Aaron Giles]

Added macros to access ROM and MACHINE_DRIVER by name. [Curt Coder]

Normalized CDP1802 state variables to 'cpustate'. [Curt Coder]

Removed all references to cpunum_get_active() and removed the function
entirely. [Aaron Giles, Andrew Gardner]

Updated t5182 memory mapping a bit to properly handle mirrored areas;
added comments about how shared ram works. [Lord Nightmare]

Fixed reversed VBLANK-IN/OUT events in ST-V. Fixes hanagumi/groovef 2
credits at start-up. [Angelo Salese]

Added ATTR_NONNULL to various declarations. [Nathan Woods]

Pointer-ified the 65816. [R. Belmont]

Many improvements on the irq handling of the ST-V driver:
[Angelo Salese, Charles MacDonald]
* Fixed a bug with irq timings;
* Added ODD bit emulation;
* Fixed vblank period timings;
* Optimized a bit the whole interrupt routines, getting a 4x speed
gain
* Fixed an irq mask handling bug;
This fixes at least Astra SuperStars and Pebble Beach booting, but
the latter still fails the timer 1 irq routines...I need to check why)

Pointer-ified the SPC700. [R. Belmont]

Fixed stepping in the debugger. [R. Belmont]

ARM7 updates: [R. Belmont]
- Pointer-ified ARM7 core
- Added disassembler and execution support for ARMv5 LDRD/STRD
instructions. 39in1 now makes it until it needs the MMU.

The jchan gamse aren't really clones even if they share most of the
same roms. They're very different. [David Haywood]

Pmpoker.c major rewrite (part 2): [Roberto Fresca]
- Changed the driver name to goldnpkr.c (Golden Poker is the most
representative hardware).
- Splitted the PIA interfases to cover witchcrd/pottenpkr connections.
- Fixed the witchcrd/pottnpkr/sloco93 double up mode.
- Replaced the pottenpkr layout with goldnpkr one in all Jack
Potten's Poker sets.
- Updated game notes for Witch Card and Super Loco 93 sets.
- Fixed al inputs & lamps to allow double up mode to the above games.
- Added Witch Card (Video Klein) but still not working.
- Added several Buena Suerte! sets.
- Added new games: Maverik, Brasil 89 & Poker'91.
- Reworked the sets parent-clone relationship (still in progress).

Cleaned up gfx decode on Sengoku Mahjong. [Angelo Salese]

Improvements to funworld.c driver [Roberto Fresca, Andreas Naive]
- Decripted saloon's program, graphics and color PROM.
- Created a new memory map and machine driver for saloon.
- Removed set jolycdae (it's not coming from a real board).
- Renamed the sets magiccrd, magiccda and magiccdb, to magicrd2, magicd2a and magicd2b.
- Updated technical notes.

Fixed RGB565 bugs in Ghost Eolith driver. [Angelo Salese]

Changed oki 6295 to use a reasonable volume table derived from the
manual. Added popmessages to notify of invalid commands so we can
investigate them if some game uses them. It should also be noted that
many games using this chip are clipping at the moment. This is
something that might date back to when sound mixing was upgraded to
32-bit. It is sensible for the 6295 emulator to output at this level
because it ensures that bits of precision are not lost, so the mixing
levels in the drivers should be adjusted to avoid clipping.
[Nicola Salmoria]

Cool Riders: added an hack for the SH-2, fixed some irqs and some
memory maps/ram sharing. Got to the point that area 0x03e00000 on the
SH-2 loads some DMA-style tables. (and this is going to be REALLY
nasty to do without docs...) [Angelo Salese]

Added layer enable register, coin counter, coin lockout and cleaned-up
the Sengoku Mahjong driver. [Angelo Salese]

Big debugger cleanup: [Aaron Giles]

Important note for OSD ports: the get/set property functions have
been retired for debug_views. Instead, there are specific functions
to perform each get/set operation. In addition, the format of the
update callback has changed to pass the osd private data in, and
the update callback/osd private data must be passed in at view
allocation time. And osd_wait_for_debugger() now gets a CPU object
instead of the machine.

Removed extra debugger tracking for address spaces and added some
of the useful data to the address_space structure. Updated all
debugger commands and views to use CPU and address space objects
where appropriate.

Added new memory functions for converting between bytes and
addresses, and for performing translations for a given address
space. Removed debugger macros that did similar things in favor
of calling these functions.

Rewrote most of the memory view handling. Disasm and register views
still need some additional tweaking.

Added the concept of 'subviews' to the debugger views. The core
now creates a list of possible subviews, and the OSD can select
between them. This removes code from the OSD that was previously
required to find all possible memory and disassembly views.

Added machine parameters to debugger console output functions.

Moved globals to hang off of the machine structure.

Fixed bug where the visiblecpu was not updated immediately upon
a break.

Made the 6850 ACIA a device. [Nathan Woods]

Re-enabled the OSD key for master volume control. All other sliders
are still only accessible via the menus. [Aaron Giles]

Renamed constants: [Aaron Giles]
CPU_IS_LE -> ENDIANNESS_LITTLE
CPU_IS_BE -> ENDIANNESS_BIG

To fix 02688 (DIP switch settings are not being stored in INP files),
old INP files had to be broken. Since they were already broken, the
corefile module was enhanced to support streaming compression, and
the new INP files are output and processed compressed. [Aaron Giles]

Added a number of new cputag_* macros to cpuexec.h. [Aaron Giles]

Removed fillbitmap() macro in favor of direct calls to bitmap_fill().
Note that the parameters to the latter are in a different order
(bitmap, clip, color). [Atari Ace]

Furthered the process of aligning the sound cores with the recent cpu
core changes. Added a fake device implementation similar to the one
the cpu cores are using. Made some interface adjustments aligned to
128u4 (i.e. adding snd_class_header, adding get_ to various getter
functions). The primary benefit of this change is the removal of
"deprecat.h" from 23 sound cores. Also adjusted ui.c to stop calling
sndnum_clock and access the clock data similarly to how it does the
cpu clock data. (Note from Aaron: further changes to the sound
interfaces will be kept to a minimum until the CPUs are sorted out.)
[Atari Ace]

Fixed 8080 interrupt handling: [Miodrag Milanovic]
1. previous implementation cleared interrupt enable bit on interrupt
trigger which is wrong since interrupts should stay enabled
2. service interrupt number was not cleared after interrupt is
executed, so if same one is triggered it will not be catched.

Made the 6526/8520 CIA implementations be devices. Added
differentiation between the r1 and r2 versions of the 6526; not acting
on it yet. [Nathan Woods]

Save state system improvements: [Aaron Giles]
Changed save state system to accept machine parameters where
appropriate, and to keep all global variables hanging off the
machine structure. Once again, this means all state registration
call sites have been touched:

- state_save_register_global* now takes a machine parameter
- state_save_register_item* now takes a machine parameter
- added new state_save_register_device_item* which now uses
the device name and tag to generate the base name

Extended the fake sound devices to have more populated fields.
Modified sound cores to use tags from the devices and simplified
the start function. [Aaron Giles]

Renumbered CPU and sound get/set info constants to align with
the device constants, and shared values where they were perfectly
aligned. [Aaron Giles]

Set the type field in the fake device_configs for CPU and sound
chips to a get_info stub which calls through to the CPU and sound
specific get_info functions. This means the device_get_info()
functions work for CPU and sound cores, even in their fake state.
[Aaron Giles]

Changed device information getters from device_info() to
device_get_info() to match the CPU and sound macros. [Aaron Giles]

Removed cpunum_get_active(). Main important change is that IDE
controllers with bus mastering (DMA) need to specify the target
address space in the IDE device configuration. [Aaron Giles]

Removed mame_find_cpu_index(). Use cputag_get_cpu() instead.
Updated all drivers calling this to the newer function, and
generally simplified their code as a result. [Aaron Giles]

Added NVRAM emulation to Sengoku Mahjong. [Angelo Salese]

Merged The Couples driver with Merit, fixing most of the graphics/
color bugs in it. [Angelo Salese]

Removed mostly silly uses of activecpu from the CPU cores.
[Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Tennis (bootleg of Pro Tennis) [Angelo Salese]
Maverik [Roberto Fresca]
Brasil 89 [Roberto Fresca]
Poker'91 [Roberto Fresca]
New Magic Card [David Haywood, Angelo Salese]
Millenium Nuovo 4000 [David Haywood, Angelo Salese]



New clones added
----------------
Buena Suerte (21 new sets) [Roberto Fresca]
Royalea [Roberto Fresca]
Black Tiger (bootleg alt) [mameitalia]
Surf Planet (Version 4.0) [Smittdogg]
Worldcup 90 (bootleg) [robiza]
J.J. Squawkers (bootleg) [robiza]
Loco-Motion (bootleg) [David Haywood]



New games marked as GAME_NOT_WORKING
------------------------------------
Treasure Island [Angelo Salese]
Destiny Horoscope [Angelo Salese]
Galaxian 3 [Andy Welburn]
Witch Card (Video Klein) [Roberto Fresca, Guru]
Bra$il [David Haywood, Angelo Salese]
Fashion (Version 2.14) [David Haywood, Angelo Salese]
Il Pagliaccio [David Haywood, Angelo Salese]


0.128u4
-------

IMPORTANT NOTICE: This update represents the first part of a
monumental internal change within MAME in the way CPU cores are
managed and how memory is addressed. There are two ways you can help
get these changes sorted out.

1. Test the games you are familiar with, and some you are not. Report
bugs at http://mametesters.org/mantis for anything out of the
ordinary.

2. If you are up to coding, help us by submitting patches that remove
the use of [Mm]achine->activecpu and/or cpunum_get_active(). You
should be able to derive which CPU you are referencing through other
means. To avoid duplication of effort, either send these quickly in
small bunches, or better yet, send a message to the submission address
announcing your intention to work on a certain class of drivers.



MAMETesters Bugs Fixed
----------------------
- 02668: [DIP/Input] vendetta + clones: NVRAM being corrupted
(Mamesick)
- 02656: [Crash/Freeze] elevator: Elevator Action freezes after coin
insert with "8" (David Haywood)
- 02660: [Crash/Freeze] All sets in decocass.c: Games freeze when the
count reach 15, 14 or 13. (couriersud)
- 02654: [Crash/Freeze] timecris, timecrsa: Unable to start game due
to improper initialization (robiza)
- 02667: [Sound] bbmanwj: No sound since 0.123u2. (robiza)
- 02655: [Misc.] Some games using MC6845: A message reading "Mode
Control 88 is not supported!!!" is displayed (couriersud)
- 02092: [Graphics] spinlbrk and clones: Priorities issues (robiza)
- 02641: [Graphics] strider and clones: Problem with graphics layer
(Nicola Salmoria)
- 02196: [DIP/Input] scross: Five Player 2 buttons are mapped twice
(Luigi30)



Source Changes
--------------
UPI-41/42 (still I8x41.c) changes: [couriersud]
* cpu/i8x41 should be renamed to UPI-4x, since UPI-41/42 was an
intel chip family postponed for now until core moved to pointers.
* removed I8041 definition from mcs48
* removed I8x41 cpu definition and config struct
* added I8041, I8741, I8042, I8242 and I8742 cpus to i8x41.c
* added internal memory maps
* internal ram now uses DATA memory space
* updated drivers
* increased interleave to 70 in decocass. This fixes decocass hanging
in countdown around 13. No idea when this bug was introduced.
* converted i8x41 to use pointers for state access
* separated opcodes into i8x41ops.c

Populated tag and static_config parts of fake CPU device. Removed
'config' parameter from CPU_INIT. Modified CPU cores to pull config
from the device static_config. [Aaron Giles]

s14001a.c: added chip pinout and operation notes. [Lord Nightmare]

Clean-ups in the ST-V driver and corrected protection number seeds
for elandore. [Angelo Salese]

Video emulation fixes to the Ghost Eolith HW (not yet working).
[Angelo Salese]

i960 core switched to pointer state access. [couriersud]

Major cpuintrf changes: [Aaron Giles]
* added a set of cpu_* calls which accept a CPU device object;
these are now the preferred means of manipulating a CPU
* removed the cpunum_* calls; added an array of cpu[] to the
running_machine object; converted all existing cpunum_* calls
to cpu_* calls, pulling the CPU device object from the new
array in the running_machine
* removed the activecpu_* calls; added an activecpu member to
the running_machine object; converted all existing activecpu_*
calls to cpu_* calls, pulling the active CPU device object
from the running_machine
* changed cpuintrf_push_context() to cpu_push_context(), taking
a CPU object pointer; changed cpuintrf_pop_context() to
cpu_pop_context(); eventually these will go away
* many other similar changes moving toward a model where all CPU
references are done by the CPU object and not by index
* added CPU device parameters to all CPU callbacks except for the
context ones (which are going away), and the validity check.

Converted TMS340x0 cores to be pointer-based. [Aaron Giles]

Fixed Dip Switches for 'lkage' and clones. Fixed bootlegs visible
area to match original sets. [stephh]

Fixed Dip Switches for 'magmax'. [stephh]

Fixed Dip Switches for all games in mermaid.c driver. [stephh]

peplus.c updates: [couriersud]
* changed the 6845 type to R6545_1 (Rockwell as mentioned in the
driver).
* use transparent addressing
* lightpen code now generates a "lightpen_assert" at the right screen
position.
* Completely hooked up 6545 without wrappers.

abc_step and abc_reset now declared as DISCRETE_STEP( abc ) and
DISCRETE_RESET( abc ). [couriersud]

Fixed Dip Switches for 'momoko'. [stephh]

Fixed Dip Switches for 'joyfulr' and clone. [stephh]

Fix state save in discrete sound: [couriersud]
* sndindex now considered as well in state save
* expose discrete_sound_n_r(void *chip, ...) to enable accessing
multiple discrete sound cores

Kaneko changes: [David Haywood, Andreas Naive]
* Added Simulation of Toybox external data rom decryption
* Converted Blood Warrior, Bonk's Adventure, Great 1000 Miles Rally
1+2 to use the new code.
* Updated suprnova rendering to allow 2 sprite chips.
* Started work on Jackie Chan & Gals Panic 3

Massive API cleanup/change: [Aaron Giles]

The primary goal is that all CPU-related APIs now take a device
pointer instead of an index. All functions that take a CPU device
are prefixed with cpu_*. All functions that are globally related to
cpu execution are prefixed with cpuexec_*. Below is a list of some
of the mappings:

cpu_boost_interleave -> cpuexec_boost_interleave
cpunum_suspend -> cpu_suspend
cpunum_resume -> cpu_resume
cpunum_is_suspended -> cpu_is_suspended
cpunum_get_clock -> cpu_get_clock
cpunum_set_clock -> cpu_set_clock
cpunum_get_clockscale -> cpu_get_clockscale
cpunum_set_clockscale -> cpu_set_clockscale
cpunum_get_localtime -> cpu_get_local_time
cpunum_gettotalcycles -> cpu_get_total_cycles
activecpu_eat_cycles -> cpu_eat_cycles
activecpu_adjust_icount -> cpu_adjust_icount
cpu_trigger -> cpuexec_trigger
cpu_triggertime -> cpuexec_triggertime
cpunum_set_input_line -> cpu_set_input_line
cpunum_set_irq_callback -> cpu_set_irq_callback

In addition, a number of functions retain the same name but now
require a specific CPU parameter to be passed in:

cpu_yield
cpu_spin
cpu_spinuntil_time
cpu_spinuntil_int
cpu_spinuntil_trigger
cpu_triggerint

Merged cpuint.c into cpuexec.c. One side-effect of this change is
that driver reset callbacks are called AFTER the CPUs and devices
are reset. This means that if you make changes to the CPU state and
expect the reset vectors to recognize the changes in your reset
routine, you will need to manually reset the CPU after making the
change (since it has already been reset).

Added a number of inline helper functions to cpuintrf.h for
managing addresses.

Removed cpu_gettotalcpu(). This information is rarely needed
outside of the core and can be obtained by looking at the
machine->cpu[] array.

Changed CPU interrupt acknowledge callbacks to pass a CPU
device instead of machine/cpunum pair.

Changed VBLANK and periodic timer callbacks to pass a CPU
device instead of machine/cpunum pair.

Renamed all information getters from cpu_* to cpu_get_* and
from cputype_* to cputype_get_*.

Defined macros for standard sound core functions and updated all sound
cores to use them. [Atari Ace]

Replaced the Machine parameter where an running_machine * is
available and removes the deprecat.h where unnecessary.
[Atari Ace, Oliver Stoeneberg]

Cleaned up use of running_machine in the Windows debugger code.
[Oliver Stoeneberg]

Fixed Dip Switches and Inputs for 'jchan' and clone. [stephh]

Documented the CPS2 Phoenix sets, and what happens to a dead CPS2
board. [MAMEPlus]

Pointer-ified the 6800, 6809 and hd6309 cpu cores: [couriersud]
* temporarily named the state var m68_state in the 68xx cores
* reorganized some code for simpler comparison of 68xx cores

Pre-irq rewrite submission in ST-V driver: [Angelo Salese]
* Better management of hblank/vblank bits;
* Makes dynamic resolutions to be called with a timer instead of
run-time;
* Makes dynamic resolutions to not be changed at every frame but
only when there's an actual change;
* Fixed Final Arch broken Test Mode;
* Demoted Super Major League / Final Arch as GAME_NOT_WORKING, they
hangs randomly due of SH-2 master/slave communication RAM issues
* Removed GAME_NOT_WORKING flag to Fighting Dragoon Legend Elan
Doree, because protection affects only in-game graphics and not
gameplay
* Removed all the read/write handler speed-up hacks, they aren't
needed anymore and they were doing more damage than being useful.
This fixes Golden Axe: the Duel gameplay speed at the cost of breaking
up Groove on Fight coin counter at start-up.

Major memory system change: [Aaron Giles, couriersud, smf, R. Belmont]

Changed READ/WRITE handlers to accept an address_space * instead of
a machine *. The address_space object was enhanced to contain a
machine and a pointer to the relevant CPU object.

Added new function cpu_get_address_space() to fetch the address
space for calling in manually to these functions. In some instances,
code which should eventually be converted to a device is hard-coding
fetching the program space of CPU #0 in order to have something
valid to pass.

Converted cultures driver to have separated color tables for each
plane. [Angelo Salese]

Significantly pared down the 68k core. Merged outer MAME shell into
the core proper and removed unused macros. Changed all external
interfaces to pass the CPU device. Enabled 64-bit operations by
default. Re-derived the interface functions to cascade and share code
more aggressively. These changes also seem to have cured the taito_f3
issues as far as I can tell (at least pbobble3 seems right now).
[Aaron Giles]

Disentangled the 68000 core, converting it to be much simpler and less
overly abstracted. Hard-coded it for the options that are relevant
and never going to change. Removed old unused CPS2 encryption junk.
Changed encryption interfaces to pass the CPU core object.
[Aaron Giles]

Updated CPS1 documentation. [Nicola Salmoria]

Added m6809 config option to control where opcodes 10 and 11 fetch
the second byte. [Nicola Salmoria]

Changed kram3 to use a partially understood decryption algorithm and
removed external tables. [Nicola Salmoria]

Fixed Dip Switches for 'scotrsht'. [stephh]

Naomi improvements: [Samuele Zannoli]
* This patch implements a "plug-in board" device for the Naomi.
It represents the rom boards for the various games and the dimm
board for the gdrom.
* Now the dimm board part contains only a routine to load the "rom
file" from the gdrom chd, but in the future it will be fully
implemented with its own sh4 processor, security chip and so on.
* Extracted .rom files are no longer needed, rom file is extracted
in code from the CHD.

Added "tag" parameter to state_save_register_item_* calls. Removed
state_save_combine_module_and_tag() function in favor of passing
the tag when registering. Revisited all save state item registrations
and changed them to use the tag where appropriate. [Aaron Giles]

Changed 6809 disassembler to work with kram3. [Nicola Salmoria]

Added template support to regrep. Changed output to not color the
entire background of each cell. Switched to astrings and core_files
internally. [Aaron Giles]

ST-V IRQ rewrite and that removes several global hacks/game specific
hacks. (SMPC irq bit/introdon irq register hack/pblbeach framebuffer
hack plus some more). Note: some games have issues with it, but
they'll be hopefully fixed on the next couple of updates.
[Angelo Salese]

Generalized the concept of opbase access into "direct" access.
Removed opbase globals to the address_space structure. Cleaned up
names of pointers (decrypted and raw versus rom and ram). Added inline
functions to read/write data via any address space. Added macros for
existing functions to point them to the new functions. Other related
cleanups. [Aaron Giles]

Pointerized the CDP1802 CPU core. [Curt Coder]

Tweaked gun handling in beast busters a bit.. by halving the
precision of the guns to 7-bit they can be calibrated more easily,
maybe the originals were like this. I've also added a default
eeprom with them calibrated in a 'reasonable' way for MAME. Sound
is pretty awful on this, maybe the sound ROMs should be checked?
[David Haywood]

Cleaned up macro mess in the Z80 core. Switched to using generic
memory calls instead of program_* and io_*. [Aaron Giles]

Pointer-ified the ASAP core. [Aaron Giles]

Pointerized the COP400 CPU cores. [Curt Coder]

Switched mcs48, mcs51, m68000 to new memory functions. [couriersud]

Documented alt Ajax rom board [Phil Morris]

Fixed basic controls in 2 Minutes Drill & added preliminary shutter/
defender sensors. Still need proper ball hit/run sensors to get this
working however. [Angelo Salese]

Big H8 update: [R. Belmont]
- Added support for 8-bit H8 family MCUs, starting with the H8/3344
- Pointer-ified all H8 cores
- Some cleanup and renames toward additional future work

System 23: [R. Belmont]
- Added extremely preliminary support for I/O boards with the H8/3344

Removed the change_pc() macro. Changed memory_set_direct_region() to
return a boolean indicating whether the given address was successfully
located in a bank. Change raw/decrypted access to look at this result,
and if the given address is not in a bank, calls through to the
standard read handlers. This should prevent most crashes when
accessing opcodes. [Aaron Giles]

Fixed address space mapping handlers to invalidate direct access
regions if a change is made to the mapping. This is needed to prevent
the Sega dynamic memory mapping chips from falling over. [Aaron Giles]

Refactored the CDP1802 and COP400 CPU cores to use the new memory
functions. [Curt Coder]

Switched m6809 and hd6309 to new memory functions: [couriersud]
* cleaned up some macros
* aligned code a bit more
* interrupts now checked in cpu_execute instead of set_context

Pointerified the psx cpu core & switched it to the new memory
functions. Changed some MIPS_* to PSXCPU_*. [smf]

Fixed broken crazywar eeprom. [David Haywood]

Another significant memory system change: [Aaron Giles]

Moved memory global state into a struct hanging off of the machine.
Updated almost all memory APIs to take an address_space * where
appropriate, and updated all callers. Changed memory internals to
use address spaces where appropriate. Changed accessors to point
to the memory_* functions instead of the address space-specific
functions. Improved internal handling of watchpoints.

Added cputag_* functions: cputag_reset(), cputag_get_index(),
cputag_get_address_space(). These just expand via macros to an
initial fetch of the CPU via cputag_get_cpu() followed by the
standard CPU call.

Added debugger_interrupt_hook() and debugger_exception_hook() calls
which intelligently look at the debugger flags before calling.

Memory banking now requires a machine object. This makes the memory
system fully global-free.

Pointer-ified the jaguar CPU core. [Aaron Giles]

Pointer-ified the TMS32031 core. [Aaron Giles]

Replaced parent crkdown image with one containing valid settings data
(prevents game booting with 0 seconds and invalid highscore data
which it can't restore correctly). [David Haywood]

Converted H8 CPUs to the new memory functions. [R. Belmont]

Debugger interfaces cleanup. Added callback parameters to the
expression engine. Improved CPU parsing so you can use a CPU tag or
index in most commands that take one. Switched to passing CPU and
address space objects around where appropriate. Symbol tables now have
a global ref as well as a per-symbol ref. Debugcpu is now clear of
active CPU references and global Machine references. Lots of other
minor tweaks. [Aaron Giles]

Pointer-ified cpu/nec (V30). [couriersud]

Switched adsp21xx to new memory functions. [couriersud]

Fixed several protection issues with Double Wings, improved video
and sound. [Angelo Salese]

Converted ssp1601 to pointers (still works, tested virtua racing
genesis). [Curt Coder]

Pointer work on se3208 (although I haven't touched the disassembler..)
[David Haywood]

Adjusted bbusters volume balance slightly. [David Haywood]

MC6845: Hsync needs to toggle on every scanline. [Curt Coder]

Converted remaining CPU cores over to new memory functions.
[Aaron Giles]

Un-deprecat'ed the H8. [R. Belmont]

Removed cpu_read_byte/cpu_write_byte. Thesea are replaced with
memory_read_byte/memory_write_byte. [Aaron Giles]

Pointer-ified the M377xx. [R. Belmont]

Removed all direct memory accesses via program_read/write_* from
game drivers. All drivers now use the memory_read/write_* and pass in
an address space. [Aaron Giles]

Removed ROM banking kludges from bublbobl, ninjakd2, tnzs, lsasquad,
missb2, and other drivers. [Nicola Salmoria, David Haywood]

Pointer-"ified" the s2650 core. [couriersud]

Removed memory context switch. All memory accesses now specify an
address space explicitly. There is no longer any concept of a
"current" memory context. [Aaron Giles]

Enhanced the runtest.cmd to use all available processors.
[Aaron Giles]

Removed cpu_num info from SH2 in favor of just keeping the device
object. [Aaron Giles]

Better fix for vendetta eeprom. [Mamesick, Fabio Priuli]

Removed all vestiges of the old change_pc macro, which is no longer
needed with the banking improvements. [Aaron Giles]

Added the latest "what we know" to the plygonet driver. [Phil Bennett]

More accurately describes the aux board behavior for Ms. Pac-Man.
There is a thorough description of how the board works. mspacman is a
more faithful emulation. In particular you can now enter service mode
(F2) at anytime during game play. [Steve Golson]

Derived clocks from crystals in in ace.c, asteroid.c, avalnche.c,
blockade.c, boxer.c, bzone.c, cosmic.c, firetrk.c, galaga.c,
lazercmd.c, meadows.c, missile.c, orbit.c, skydiver.c, sprint2.c,
warpwarp.c, williams.c. [Luigi30]

Added diplocations to meadows.c, mugsmash.c, orbit.c. [Luigi30]

Unified sprint2.c memory map. [Luigi30]

Unified galaga.c CPU4 memory maps. [Luigi30]

Changed flyball CPU clock to a #defined crystal. Added dip locations.
[Luigi30]

Added new sound core for the Oki MSM6258. [Barry Rodewald]

Added dates to Tron revisions. Swapped tron/tron2 now that we know
tron2 is the later version. [Tim Lindquist]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Filetto [Angelo Salese]
Jackie Chan - The Kung-Fu Master
[David Haywood, Andreas Naive, stephh, Angelo Salese]
Firefox [Aaron Giles, smf]



New clones added
----------------
Beast Busters (US, Version 2) [Brian Hargrove]
Puzzle Bobble 2 (Ver 2.3O 1995/07/31) [Ross Myers]
Street Fighter II' - Champion Edition (Rainbow set 3, bootleg)
[Bill DeLeo]
Violent Storm (ver UAC) [Bill DeLeo]
Daitoride (YMF278B version) [Stefan Lindberg]
Soldam (World?) [Gerald]



New games marked as GAME_NOT_WORKING
------------------------------------
Motocross Go! (MG3 Ver. A) [Guru]


0.128u3
-------


MAMETesters Bugs Fixed
----------------------
- 02633: [Crash/Freeze] Many sets using the MC6845: Crash/hanging in
many games. (Curt Coder)
- 02626: [DIP/Input] crimfgt2, crimfgtj: Cannot start a game
(Fabio Priuli)
- 02618: [Sound] samuraia and clones: No SFX sound
(Pierpaolo Prazzoli)
- 02544: [Core] Dip Condition / Port Include limitation (Aaron Giles)
- 02542: [DIP/Input] ghoulsu: Doesn't remove the original port when
replacing it with a conditional port (Aaron Giles)
- 02607: [Crash/Freeze] frogs: Taking a screenshot in Frogs (Gremlin) exits the game with an error. (aaron)



Source Changes
--------------
Changed 74123 into a device. Clarified behavior from datasheet. Added
logic to avoid recursive calls. [couriersud]

Fixed Dip Switches for all games in halleys.c driver.
Added Dip locations for 'halleys' and clones. [stephh]

More improvements to the 32x code. [David Haywood]

Irem M10: first results from schematics: [couriersud]
* Updated video timing and cpu/pixel clocks
* Rewrote irq for m10/m11 to use two 74LS123

AICA: fix missing instruments in DTPK driver games.
[R. Belmont, Deunan Knute, kingshriek]

Naomi: unmapped words in the AICA address range must read as zero.
[R. Belmont]

Corrected YM2203 balance in powerins. [Jim Hernandez]

Converted toobin to RGB32 to allow for mid-screen palette updates.
Also added correct video timing and full memory map, and connected
watchdog. [Aaron Giles]

Added Dip locations for 'exprraid' and clones, and for 'gyruss' and
clones. [stephh]

Hooked up 6845 to peplus driver: [couriersud]
* Hooked up 6845 in a daisy chain way into existing "6845 emulation"
* Clocks from schematics
* Video size issues - 6845 code related, discussion started on list

Re-inlined core attotime functions. This makes a significant
difference when running with high interleaves. [Aaron Giles]

Added support for recently-discovered internal Z80 register to the
Z80 core. Improves accuracy of undefined flags. [Miodrag Milanovic]

Reverted MC6845 changes as they broke a number of things. [Curt Coder]

Converted Z80, R3000, ADSP2100, and M680x0 cores to reference their
data via pointers instead of global structs, in anticipation of
future changes. [Aaron Giles]

Fixed coinage in Speed Attack! and cleaned-up the driver to current
standards. [Angelo Salese]

Converted the MCS-48, MCS-51, and m6502 cores to reference data via
pointers. [couriersud]

Added concept of scheduling quanta to the timer system. Also added
means of setting the minimum useful scheduling quantum, and clamping
all quanta to that value. [Aaron Giles]

Changed interleave/boost handling to use scheduling quanta instead
of timers. [Aaron Giles]

Added machine parameter to cpu_boost_interleave. [Aaron Giles]

Updated cpuexec to compute the "perfect" interleave value taking into
account the minimum number of cycles per instruction specified by the
CPU core. Updated Z80 core to indicate that the minimum cpi is 2.
Fixed incorrect minimum cpi in the 68020+ cores. [Aaron Giles]

Changed core cycle computations to use div_64x32 instead of full
64-bit divides. This involves tossing a few bits of resolution at
divide time, but should make no real difference in practice.
[Aaron Giles]

Began the process of pruning options from the 68000 core, hard-coding
it for MAME's needs. We've hacked on it sufficiently that it is no
longer generic, so this is a good opportunity to simplify the code
so that it can actually be followed (still in progress). [Aaron Giles]

Defined macros for all core CPU functions, along with macros for the
name and for calling, in the spirit of the devintrf.h macros.
[Aaron Giles]

Changed init, reset, exit, and execute interfaces to be passed a
const device_config * object. This is a fake object for the moment,
but encapsulates the machine pointer and token. Eventually this will
be a real device. [Aaron Giles]

Changed the CPU IRQ callbacks to a proper type, and added a device
parameter to them. [Aaron Giles]

Fixed background color of srmp1/srmp2. [EdxGROfS0]

Various improvements in the ST-V driver: [Angelo Salese]
* Fixed bitmap zooming in Virtual Mahjong 2 - My Fair Lady;
* Worked around a major graphic bug in ElanDoree;
* Added some missing alpha blending effects,Pro Mahjong Kiwame S
title screen needs it but it doesn't work yet due to other
problems (still investigating)
* Fixed a crash bug with Astra Super Stars when the debugger is
active.

Merged DS5002FP into MCS51: [couriersud]
* Merged DS5002FP
* Disassembler now uses type specific memory names
* Merged DS5002FP disasm
* added 83C751 memory names to disassembler
* delete DS5002FP specific files
* removed unnecessary cpu callback in wrally
* DATA_MAP ==> IO_MAP in wrally

Continued rewrite of the Motorola DSP56k CPU core:
[Andrew Gardner, PhilB, RBelmont]
* Added proper clock speed to plygonet.c and internal divider to
dsp56k.c
* Fixed up disassembler add/sub, 05xx, and bsr ops.
* Handle mysterious uuuuF instruction found in plygonet add op.
* Partially implemented add, sub, mac, mpy, inc, cmpm, macr, asr16,
jscc, lea, and movec ops.
* Added dual X memory read and data move with short displacement
parallel moves.

Some improvements to the Forte Card driver, not yet working.
[Angelo Salese]

Changed Psicho Nics Oscar (japan revision 0) to (world revision 0)
since there is no japan disclaimer. [Corrado Tomaselli]

Fixed missing inputs in expro02. [Sonikos]

CPS2 ROM updates to match PCB labels. [Razoola]

Added ADDRESS_MAP_NAME macro, updated CPU cores to use it to reference
internal address maps. [Atari Ace]

Added include files for many drivers that never bothered before.
[Atari Ace]

Improved Star Castle drone sound. [Jim Hernandez]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Snezhnaja Koroleva [Antro]


0.128u2
-------


MAMETesters Bugs Fixed
----------------------
- 02268: [Graphics] devilw, darkadv, majuu : Sprite-background
priority isn't correct. (Mamesick)
- 02042: [Color/Palette] jjparad2: Wrong background color (Mamesick)
- 01679: [Crash/Freeze] kuniokub, kuniokun, renegade: Game freezes
after Title Screen. (Mamesick)
- 00224: [Sound] macross2: After stage 1, the sound keeps going out
and coming back. (Nicola Salmoria)
- 02605: [Color/Palette] funnymou, suprmous: Wrong colors in Funny
Mouse and clone. (David Haywood)
- 02587: [Gameplay] lohtb2: lohtb2 protection emulation is imperfect
(couriersud)
- 02456: [Core] wrong sector size at CD_TRACK_MODE2 conversion routine
(R. Belmont)
- 02011: [Sound] superchs: ES5505 clockspeed too low (Phil Bennett)
- 02199: [DIP/Input] banbam, pettanp: The 4th 'Unused' dipswitch is
the 'Freeze' switch. (Angelo Salese)
- 00893: [Sound] All games in playch10.c, punchout.c, vsnes.c: It
seems that some sound channels are missing. (Aaron Giles)



Source Changes
--------------
Added sound banking to the mirage.c driver. [Angelo Salese]

Removed parent clone relationship from "Street Fighter Zero/Alpha 2"
and "Street Fighter Zero 2 Alpha". [David Haywood]

Removed parent clone relationship between missb2 and bublbobl. We
don't usually make the 'korean hacks' as clones as they have very
little to do with the original releases except for the stolen cpu
code. GFX / Sound / Gameplay are completely redesigned.
[David Haywood]

Changed VBLANK to irq0_line_assert and added a CLEAR_LINE in the
peplus driver. This greatly increases speed on all video slots.
[Jim Stolis]

Cleaned up the sample rom loading in mirage.c. [Angelo Salese]

MCS-51 improvements: [couriersud, Jim Stolis]
* Fixed split timer mode
* No interrupts for timer 0 modes 0,1,2 while timer 1 in mode 3
* mcs51 core now supports 4 interrupt levels depending on cpu type
* According to Philips, 80C31 is a 80C52 family member with 128K
internal ram and no rom
* Implemented cmos features: powerdown & idle
* Added comments about special function registers on Philips 80C52
* cleaned up reset routines
* Fixed INT0 & INT1 interrupt line handling
* Finally move cpu/i8051 to cpu/mcs51, rename files and some
constants
* Quotes from the documentation added to the source as well
* Started DS5002FP integration

Updated nes pcm dma to read data through the cpu address map.
[Wilbert Pol]

Fixed Dip Switches for 'ambush' and clones. [stephh]

Improvements to magicfly driver: [Roberto Fresca]
- Added sound support to magicfly and 7mezzo.
- Hooked coin counters to magicfly and 7mezzo.
- Inverted the graphics banks to be straight with the hardware accesses.
- Updated the memory map description and technical notes.
- Added game notes and documented the test/settings/bookkeeping modes.

Fixed Dip Switches for 'arabian' and clones. [stephh]

Fixed Dip Switches for 'spaceint' and clones. [stephh]

Fixed MSM5205 ADPCM and sound comms in Ashita no Joe/Success Joe.
[Philip Bennett]

Changed superchs ES5505 clock rate to 15238050Hz. [Philip Bennett]

Fixed Dip Switches for all games in astrof.c driver. [stephh]

Various improvements to the jalmah.c driver: [Angelo Salese]
* Fixed tilemaps paging / tilemap positioning;
* Fixed a protection issue in Mahjong Daireikai,not giving correct
colors for the girls in-game;
* Fixed a rom-loading issue in Mahjong Daireikai;
* Fixed 'ZA' sound banking behaviour,this fixes at least the sound
in kakumei2;
* Removed VIDEO_EOF and added a TIMER_DEVICE_CALLBACK function for
MCU simulations;
* Added WIP code for the priority system;
* Added a NO_DUMP for the MCU for all the sets;

Rewrite of the Motorola DSP56k CPU core. [Andrew Gardner]
* Partially implemented inc24, asl4, bcc, brkcc, and doForever ops.
* Added code for parallel address register update.
* Partially implemented tfr op.
* Polygonet now allows test mode to be run for a few seconds. Most
IO is now known, though coin2 is still a mystery.
* Partially implemented move, asr4, and mpy ops.

YM2608/2612: applied latest fixes/discoveries. [Eke-Eke, Nemesis]

Added palette fading effect on macrossp.c driver. [Angelo Salese]

Fixed skewing and display area in MC6845. [Curt Coder]

Fixed Dip Switches and inputs for 'dreamwld'. [stephh]

NEC CPU core improvements: [couriersud]
* removed another speed hack in the NEC core
* renamed "FETCH" to "FETCH()" (macros used as functions should
look like functions)
* Preparation for opcode prefetch timing
* improved prefetch timing calculation
* prefetch timing now also used by V20 and V33
* moved some static variables into cpu context
* nec_reset now explicitly clears context variables
* all cpus now share nec_execute

More Discrete module optimizations. Added optimized custom mixer to
Donkey Kong. [Derrick Renaud]

lohtb2: Improved mcu emulation [couriersud]
* The whole startup cycle now works. No more timeouts and erratic
behavior.
* lohtb2 will however not display the "Warning" screen due to a
priority issue. With color/attribute of 0x80 in videoram at 0xd0000 and 0xd8000, videoram at 0xd80000 will be displayed. Some tilemap guru has to look into this.

Fix GCC 4.3 "array bounds exceeded" error in disc_flt.c. [R. Belmont]

plygonet improvements: [R. Belmont]
- Turned off network IRQ. Game now boots without "network error"
- Hooked up palette RAM
- Improved text layer emulation (flip bits still missing)
- Fixed text layer emulation and visible area. FBI logo and color
test now display properly.

Fixed sound,hooked-up generic inputs and added some notes in Alien
Command (not yet working). [Angelo Salese]

Fixed m72 tilemap group 2 priorities. [couriersud]

Fixed Joker's Wild graphics to 2 bits per pixel. [Roberto Fresca]

NeoGeo updates [JohnBoy}
* Updated NeoGeo game pcb infos
* Renamed p's in kof2000n to correct chip label
* Renamed v's in mahretsu to correct chip label, readded 128k m1
from Mame 0.34b6 / s1 from older dump
* breakrev: Renamed c's to correct chip label, added correct c5/c6
* Marked mslug3h MVS AND AES VERSION
* Marked mslug4 2nd revision, added mslug4 1st revision missing set
comment
* Marked trally MVS AND AES VERSION
* Marked ncombath MVS AND AES VERSION
* Marked sengoku MVS VERSION
* Marked superspy MVS AND AES VERSION
* Marked mutnat MVS AND AES VERSION

Modified src2html to use a template source file instead of hard-coding
to the MAME site. Changed from explicit styles to classes.
[Aaron Giles]

Changed magictg to use (hopefully correct) roms. [David Haywood]

Naomi / DC improvements [Samuele Zannoli]
* cvs2gd stops looping forever. However with no 3d emulation nothing
is shown on the screen.
* implemented the naomi RTC and there are a few verbose messages
about transfers not implemented yet.

Fixed Dip Switches for 'exprraid' and clones. [stephh]

Improvements to re900.c driver [Roberto Fresca, Grull Osgo]
- Reworked inputs to allow 6 players through a selector.
- Hooked all lamps (even the ball simulator array).
- Added a internal layout and support for external artwork.
- Extended the hardware to support Buena Suerte '94.
- Cleaned up the driver.

Fixed Dip Switches for 'gyruss' and clones. [stephh]

Fix NES APU to work with high sample rates (don't know the bug #).
[Aaron Giles]

Synchronized 6502 disassembly with CPU core. [Pugsy]

Added missing const/statics, added/removed entries in header files,
and fixed a few potential multisession issues by explicitly adding
initializers. asic65.c has significant changes to accomodate using a
struct instead of 16 variables, otherwise the changes are modest and
obvious. [Atari Ace]

expro02 driver improvements: [Sonikos]
- Fixed dips in all galsnew sets and fantasia.
- Added dips location.
- A little driver clean up.

Added save state support to the toaplan2 driver. [Atari Ace]

Changed the coinage settings and swapped coin A mech with coin B to
match the behaviour of Chelnov (world) pcb. [Corrado Tomaselli]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Ruleta RE-900 [Grull Osgo]
Buena Suerte '94 [Grull Osgo, Roberto Fresca]
Virtual Mahjong 2 - My Fair Lady



New clones added
----------------
Power Instinct (USA) [Jim Hernandez]



New games marked as GAME_NOT_WORKING
------------------------------------
Joker's Wild (encrypted) [Roberto Fresca]


0.128u1
-------


MAMETesters Bugs Fixed
----------------------
- 01722: [Crash/Freeze] sokonuke: Game hangs after you choose stage.
(Aaron Giles)
- 00468: [DIP/Input] gogomile, gogomilj: Inserting coins or pressing
start has no effect at the continue screen. (Phil Bennett)
- 00436: [Sound] kyukaidk: Some of sound effects are wrong. Umpire's
voice is most notable. Also, music is not correct.
(Phil Bennett)
- 01702: [Gameplay] cloak + clones: Can´t pick up items (Phil Bennett)
- 02140: [Save/Restore] cubeqst: cube quest crashes mame when saving
state (Phil Bennett)
- 02577: [DIP/Input] crush and clones: Broken Dips (Fabio Priuli)
- 00359: [Sound] blocken: Some of the enemy voices are totally wrong
(Phil Bennett)



Source Changes
--------------
MC6845 changes: [Curt Coder]
- added cursor and display enable skewing
- added preliminary support for SY6545-1's transparent addressing mode
- Hsync should be pulsed even when vsync is active.

Removed per-game hacks from CPS3 (moved to DMA callback in SH2 core).
Removed Speedups from CPS3 / PsikyoSH, while they do still give a
decent speed boost they're not really needed with the DRC and just
clutter the code. [David Haywood]

Minor NeoGeo cleanups [JohnBoy]

Rewrite of the Motorola DSP56k CPU core. [Andrew Gardner]
* Complete rewrite focusing on legibility and extensibility.
* 27/121 opcodes (mostly) implemented.
* Bugfix for reset status of interrupt priority bits.
* Bugfix for disassembly of register-to-register parallel data move.
* Added additional branch, move and bitfield ops.
* Plygonet now passes its memory test and uploads a new program.
* Implemented tst, or, jsr, rti, tst2, and 2 new movec ops.
* Added opbase handler to plygonet.c

Increase cubeqst interleave factor to eliminate LDP timeout countdown
flicker. [Philip Bennett]

Added redumped B-Rap Boys sample ROMs. [Guru]

Cleaned up STV rom loading a bit. [David Haywood]

NamcoNBx: fixed C75 BIOS loading for big-endian targets. [R. Belmont]

Updated tnzs.c driver: [stephh]
- renamed sets :
* 'tnzsjn' -> 'tnzsj'
* 'tnzsj' -> 'tnzsjo'
* 'kagekia' -> 'kagekih'
- fixed Dip Switches for all games (2 remaining unknown Dips in
'plumppop' and 'jpopnics' though)
- added many notes

Small cleanups to the ST-V driver. Make some work for magzun, still
not working. [Angelo Salese]

AICA: fix sample addressing for the full 8 MB [kingshriek].

Fixed bnstars1 screens. [David Haywood]

MCS51/I8051 overhaul, micro3d improvements and full m72 protection
emulation for lohtb2: [couriersud, Jim Stolis]
* improved serial port timing
* better infrastructure for adding more variants like DS5002
* Fixed port reading
* Rewrote Macros for better readibility
* Fixed and rewrote Interrupt handling
* Now returns INTERNAL_DIVIDER, adjusted cycle counts
* Remove unnecessary and duplicated code
* Remove unnecessary functions
* Rewrite to have sfr-registers stored in int_ram.
* Debugger may now watch sfr-registers as well.
* implemented interrupt callbacks (HOLD_LINE now supported)
* Runtime switch for processor type - remove ifdefs
* internal memory maps for internal rom versions (internal ram now
displayed in debugger)
* more timer cleanups from manual
* fix timer 2 interrupts
* implement serial mode 2/3 rx and tx clock handling
* Remaining games checked and adapted to changes in cpu core
* Cardline still broken. I need the exact and complete cpu name.
* Added more variants 803X, 80CXX, AT89C4051
* Fix segas18.c (segaic16.c) mcu maps.
* Fix sslam.c
* Fix limenko.c videopkr.c : Issue with core allocation of ram (duplicate savestate)

micro3d improvements: [couriersud]
* serial port communication between main cpu and sound board works
* sound board now works

m72 - lohtb2 improvements: [couriersud]
* full emulation of protection device
* Samples are now piped through the mcu

Added sound and corrected wrong DIP-SW in the Double Dealer driver.
Completed protection vectors, fixed video emulation and added coin
setting simulation. [Angelo Salese]

Fixed recently regressed raster interrupt issues in fuukifg*
drivers. [Philip Bennett]

Added flip screen / cocktail support to yumefude driver. Completed
DIP-Switches (manual-wise) and made better comments. [Angelo Salese]

Separated umk3 and breakrev from their parents. [David Haywood]

Some reorganization in megadriv.c, porting over some code to attempt
to get it working again, bit by bit. [David Haywood]

Improved dakkochn gfx; the priority are ok but there are various
offset so i marked also the game as "inperfect gfx". [Sonikos]

Fixed a subtle bug in the 65c02 emulation where the result of the BIT
instruction differs on the 65c02 (from the 6502), when executed
in immediate mode. [Phill Harvey-Smith]

Added samples suppor to Cosmic Alien. [T. Bellm]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
(Medal) Yumefuda [Bet] [Angelo Salese]
Grudge Match (Yankee Game Technology) [Aaron Giles]
Double Dealer [Angelo Salese, David Haywood]
Super Megatouch IV (9255-41-07 ROG, New Jersey version)
[Mariusz Wojcieszek]
Mirage Youjuu Mahjongden [Angelo Salese]



New clones added
----------------
The King of Fighters 2002 (bootleg) [Kawaks]
Police Trainer (v1.3B Newer) [Brian Troha]
Egg Venture (Release 8) [Brian Troha]
Kick for the Goal [Brian Troha] (Not Working)
Fire Shark (Korea, set 1, easier) [Guru]
Fire Shark (Korea, set 2, harder) [Guru]
Seibu Cup Soccer (set 2) [Chris Hardy] (NOT WORKING)



New games marked as GAME_NOT_WORKING
------------------------------------
P's Attack [Guru]
Magic the Gathering: Armageddon [David Haywood]


0.128
-----


MAMETesters Bugs Fixed
----------------------
- 02539: [Crash/Freeze] phrcraze, phrcrazs: [debug] Access Violation
(Couriersud)
- 02531: [Sound] mshuttle, mshuttlj, mshutlj2: Moon shuttle speech
wrong (Corrado Tomaselli)



Source Changes
--------------
Connected firefox audio enables and improved volume balance so you
can hear the speech chip. Also fixed speech chip frequency.
[Aaron Giles, Philip Bennett]

marked Hacha Mecha Fighter (nmk16.c) BG rom as a bad dump.
[David Haywood]

Improved the poker41 and pulltabs button-lamps layouts to look more
realistic. [Roberto Fresca]

Fixed the colors of Yumefuda. Added two new palette functions in
generic.c: paletteram_xRRRRRGGGGGBBBBB_split1_w() and
paletteram_xRRRRRGGGGGBBBBB_split2_w() (used by Yumefuda).
[Angelo Salese]

Added function to get the status of CA2 on the 6821 PIA emulator.
[Phill Harvey-Smith]

Added new tool ldresample to assist in resynchronizing audio tracks in
a CHD with frames. Currently still WIP but useful if you know what
you're doing. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Good [David Haywood, Angelo Salese]



New clones added
----------------
Giga Wing (Brazil 990222) [Luis]


0.127u8
-------


MAMETesters Bugs Fixed
----------------------
- 02522: [Graphics] cubeqst: Cubequest showing its laserdisc footage under
black regular graphics in demo. (Aaron Giles)
- 01867: [DIP/Input] plygonet: Duplicated Inputs (R. Belmont)
- 01716: [DIP/Input] backfire, backfira: Coin 1+2, Service1 and Service
Mode mapped twice. (Couriersud)
- 00106: [DIP/Input] le2: Impossible to reload. (R. Belmont)
- 01708: [DIP/Input] stargrds: stargrds duplicate inputs (Couriersud)
- 02532: [DIP/Input] lunarba1: Unable to locate input port 'DSW2'
(Aaron Giles)
- 02533: [Crash/Freeze] nbapbp: CPU audio: PULSE_LINE used with level-
detected IRQ 1 (Aaron Giles)
- 02530: [Crash/Freeze] Various: Assertion in cpuint.c (Couriersud)
- 01821: [Crash/Freeze] lohtb2: Game stops at PCB test (Couriersud)
- 02529: [DIP/Input] catch22: Credits do not register in game. (Couriersud)
- 02528: [Core] xexex and clones: Game checks halt with "VERSION ERROR"
(R. Belmont)
- 01447: [DIP/Input] propcycl: Analog input roll over problem. (R. Belmont)
- 02211: [Sound] soldivid: missing music (R. Belmont)
- 00978: [Graphics] columns2: There is some garbage on the place where you
drop the 2 small squares at the bottom, after the Game Over
image drops down. (David Haywood)
- 02521: [Color/Palette] ichir and clones, tantr and clones: Some colors
are missing and other graphics errors (David Haywood)
- 02511: [Crash/Freeze] dkong: Donkey Kong crashes after quiting.
(Aaron Giles)
- 02512: [Misc.] dkong: Artwork and gameplay area are getting squished/
distorted. (Aaron Giles)



Source Changes
--------------
Updated Dip Switches and Inputs for 'yesnoj' (taito_f2.c driver).
[stephh]

Fixed several things in the jalmah.c driver: [Angelo Salese]
* Fixed Mahjong Daireikai pseudo-random number generator;
* Fixed Otogizoushi Urashima Mahjong to make it playable;
* Fixed a start-up crashing bug in mjzoomin/urashima/daireika

Simplified expro02 decryption. [Nicola Salmoria]

Completed general NeoGeo cleanup: [JohnBoy]
* Sorted OEM / bootleg sets
* Renamed roms on non OEM / bootleg sets to ONE naming sheme
* Renamed functions
* Cleaned up bootleg sets
* Added some comments
* Renamed sma in garou/garouo, added comment

Changed Cube Quest laserdisc override logic. It's still a little hacky
but this works better than the previous attempt. [Aaron Giles]

Updated segac2 driver to use updated megadriv code. [David Haywood]

Moved fantasia -> expro02.c, however, the extra layer is misplaced on
it. Scroll regs probably differ from the original. [David Haywood]

PsikyoSH: hook up VBL IRQ ack [R. Belmont]

SH2: fix DRC's handling of internally generated IRQs, and fix
compiling in interpreter mode. [R. Belmont]

Rewrote pmpoker.c driver (first part). [Roberto Fresca, Grull Osgo]
- Added discrete sound support to Golden Poker hardware games based
on schematics.
- Added discrete sound support to Potten's Poker hardware games based
on PCB analysis.
- Added discrete circuitry diagrams for both hardware types.
- Adjusted the CPU adressing to 15 bits for pmpoker/goldenpkr
hardware.
- Adjusted the CPU adressing to 14 bits for pottnpkr hardware.
- Rewrote all the ROM loads based on these changes.
- Defined MASTER Xtal & CPU clock.
- Fixed the visible area based on M6845 registers.
- Improved the lamps layouts to be more realistic.
- Added Good Luck (potten's poker hybrid running in goldnpkr hardware).
- Added Buena Suerte (spanish) x 2 sets.
- Added set Royale.
- Added Witch Card and spanish variants.
- Added Super Loco 93 (spanish) x 2 sets.
- Renamed set goldnpkc to pottnpkr (parent Jack Potten's Poker set).
- Renamed set jokerpkr to potnpkra, since is another Jack Potten's
Poker set.
- Added other 2 clones of Jack Potten's Poker.
- Renamed/cleaned all sets based on code/hardware analysis.
- Added intensity bit to the color system.
- Implemented the blue killer bit for Witch Card hardware.
- Implemented the extended graphics addressing bit for Witch Card
hardware.
- Added proper visible area to sloco93.
- Rewrote the graphics & color decode system based on schematics. No
more patched codes.
- Changed the char gfx bank structure and rom load according to the
new routines.
- Adjusted the amount of color codes and PROM region size accordingly.
- Updated all notes.

Large update to comments in smstrv.c for SMS Manufacturing boards.
Documented how the input/output ports are hooked up, and what the PALS
do, still need to document the video output port and add the smssshot
roms, and actually hook stuff up (like the z80) based on the comments.
[Lord Nightmare]

Removed speedups from sokyugrt, they break the game (make it too slow)
the SH2 DRC is sufficient. [David Haywood]

Did most of the protection work for Double Dealer. It appears to use
a funky video register setting involving locations $8c1e0-8c1ef range
for cards movements so it isn't playable yet. [Angelo Salese]

Added DIP LOCATIONS to items in the driver and cleaned up some of the
comments mentioning duplicate dips configurations. Not fully
understanding how the FREE PLAY was implemented, I left that not to
show a location. [Tafoid]

cubeqst changes: [Aaron Giles]
* removed custom sound in favor of individual DACs
* simplified palette management logic
* hooked up the "disc on" signal

Cleaned up Firefox video implementation: [Aaron Giles]
- proper sprite/tile priorities
- adjusted X offset to match screenshots
- converted to tilemaps

Added cawing B-Board PAL dumps [Corrado Tomaselli]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Mahjong Daireikai [Angelo Salese]
Otogizoushi Urashima Mahjong [Angelo Salese]
Good Luck! [Roberto Fresca]
Buena Suerte! (spanish) [Roberto Fresca]
Witch Card (english) [Roberto Fresca]
Super Loco 93 (spanish) [Roberto Fresca]



New clones added
----------------
Matrimelee / Shin Gouketsuji Ichizoku Toukon (bootleg) [Kawaks]
Jack Potten's Poker (2 sets) [Roberto Fresca]
Witch Card (spanish)(2 sets) [Roberto Fresca]
Buena Suerte (spanish, set 2) [Roberto Fresca]
Super Loco 93 (spanish, set 2) [Roberto Fresca]



New games marked as GAME_NOT_WORKING
------------------------------------
Royale [Roberto Fresca]


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]


0.127u6
-------


MAMETesters Bugs Fixed
----------------------
- 02323: [DIP/Input] geebeeb: Unable to coin - Always coin lockout
(stephh)
- 01090: [Crash/Freeze] invadpt2, sicv: Watchdog reset. (couriersud)
- 02440: [Crash/Freeze] abcop, gprider1, rachero: abcop just shows a
black flickering screen, rachero gives an error and crashes
on exit (couriersud)
- 02442: [Core] -aviwrite produces faulty files (Aaron Giles)
- 02441: [Crash/Freeze] rdft22kc: rdft22kc just shows a black screen
and fails to boot (couriersud)
- 02194: [Misc.] All Sets in othunder.c: Black screen, game does not
start (couriersud)
- 02410: [Misc.] -aviwrite: files over 2 gigs sometimes get cut off
(Aaron Giles)
- 02024: [Color/Palette] pbobble3, pbobble4, ringrage and clones:
Color Regression (Nicola Salmoria)



Source Changes
--------------
NeoGeo Update: [Johnboy]
* Updated Neo-Geo game pcb infos
* 2020bba: Marked MVS and AES version
* sonicwi2: Added correct sized v2
* kof95 / kof95a:
. Renamed kof95 to kof95h
. Renamed p1 to correct chip label
. Added note
. Renamed kof95a to kof95
. Renamed p1
* samsho3 / samsho3a:
. Renamed samsho3a to samsho3
. Renamed samsho3 to samsho3h
. Renamed p1 to correct chip label
. Marked AES version
* kof98 / kof98n:
. Renamed m1 in kof98 to correct chip label
. Renamed m1 in kof98n to correct chip label
(kof98n should be latest revision, cart had very high SN
1xx.xxx)
* kof97: Marked MVS version
* samsho5 / samsho5h:
. Correct text layer size
. Marked samsho5h AES version
* neogeo:
. Updated system set to what is found on NEO-MVH MV1FS
. Added note
* ms5pcb:
. Hooked up bios dip
. Renamed bios to correct chip label
. Renamed p1 / p2 to correct chip label, marked NO_DUMP
. Added note

Added pen_mask tile attribute to the tilemap system. Implemented
dynamic tile & sprite bit depth in the Taito F3 driver.
[Nicola Salmoria]

Changed MAKE_RGB macro to set the alpha to 255 instead of 0. Updated
palette.c to preserve the alpha when transforming palette values.
These changes should be transparent to almost all drivers and
rendering (ha-ha), but there may be an occasional instance where a
driver relied on the alpha being 0 in the system palette. This also
means that the palette_set_color() function preserves any alpha value
that is set. [Aaron Giles]

Changed Firefox to RGB32 to allow for mid-screen palette changes.
Because of the above change, the hacky alpha manipulation that was
previously required is no longer necessary; the alpha is set directly
in the palette entry. [Aaron Giles]

Removed render_container_set_palette_alpha() hack. Now the alpha value
can be set directly in the palette entry and will be respected for
laserdisc overlays. [Aaron Giles]

Minor NSS/SNES cleanups [Fabio Priuli]

Updated warpwarp.c driver: [stephh]
- reworked 'geebee', 'navarone' and 'warpwarp' INPUT_PORTS
definitions by using conditional Dip Switches.
- added 'geebeeb' INPUT_PORTS definition (this game has specific
"Replay" settings).

Removed unneeded keys: [stephh]
- UI_ON_SCREEN_DISPLAY (there is now a "Slider Controls" menu)
- UI_ADD_CHEAT, UI_DELETE_CHEAT, UI_SAVE_CHEAT, UI_WATCH_VALUE,
UI_EDIT_CHEAT, UI_RELOAD_CHEAT (these keys belonged to the old
cheat engine)

Converted the z80pio implementation into a device. [Wilbert Pol]

Verified watchdog behaviour in schematics for 8080bw.c. [couriersud]

ldverify improvements: [Aaron Giles]
- uses back-end decoding for CHDs directly to bitmaps
- changed min/max detection to only check 0/255
- fixed off-by-one bug in min/max computation
- separated white code detection from frame number detection
- track cadence with frame numbers as well as white codes
- use vbiparse.h constants where appropriate

Plumbed machine parameters through the renderer. Removed need for
deprecat.h. [Aaron Giles]

Changed render_texture_set_bitmap() to accept a palette object
instead of a palette index. The renderer remains optimized for the
system palette but will work if objects have their own palette as
well. [Aaron Giles]

Changed renderer to permit palettes for RGB and YUY textures. If
specified, these palettes specify a 32-entry (RGB15) or 256-entry
(others) lookup for applying additional brightness/contrast/gamma
on a per-texture basis. [Aaron Giles]

Removed rescale notification. It never really worked that well and
violated proper layering. [Aaron Giles]

Renamed palette_set_brightness() to palette_set_pen_contrast() for
clarity. [Aaron Giles]

Changed palette objects to support global brightness/contrast/gamma
in addition to per-group and per-entry controls. [Aaron Giles]

Simplified core deinterlacing logic based on availability of pre-
decoded VBI data. Added plumbing for allowing for overall brightness/
contrast/gamma corrections on laserdisc video. Fixed bug when
combining brightness values in the palette logic. [Aaron Giles]

Converted Z80 CTC to a proper device. Updated all drivers. Added new
item to the interface which is the tag of a CPU to take the base clock
from. [Aaron Giles]

Changed Z80 daisy chain interface to simply be a list of devices in
the chain. Interrupt callback functions are now fetched via the
standard device interface and referenced by the daisy chain code.
[Aaron Giles]

Changed Z80 PIO interrupt callback to pass a device instead of the
machine. All device callbacks should provide the device. [Aaron Giles]

merit.c: [couriersud]
* Implemented palette & colour decoding from crt 200 schematics.
* Hooked up 6845
* Hooked up lscnblk line
* Fixed Phraze Craze gfx rom ordering
* Clocks from schematics
* Ram palette moved to static var. This should not be in RAM.
* Added save state support

expro02.c: [DITraI4D0]
- fixed DIPSW
- added graphics decode routine (probably it can be simpler)

video/kaneko16.c [DITraI4D0]
- tilemap scroll position is different for expro02, so added new
function (is it better to fix current one?)

Converted Z80 SIO to device. Updated drivers accordingly.
[Aaron Giles]

Added additional Motorola DSP56k reset behavior. [Andrew Gardner]

Added mechanism to generically specify input port tags in place of
machine/device handlers. Unfortunately, the implementation relies on
sentinel values to distinguish a port tag versus a pointer to function
code. However, since this is a very common situation, it will
hopefully be worth the slight grossness. New macros are defined in
inptport.h:

DEVICE8_PORT(name) - use this to specify the name of a port to read
wherever a read8_device_func would normally be used

MACHINE8_PORT(name) - same as DEVICE8_PORT except it can be used
wherever a read8_machine_func would normally be used

IS_HANDLER_PORT(ptr) - accepts a read8_device_func or
read8_machine_func and determines if it is an actual function or
a reference to a port; intended for use by devices that accept
DEVICE8_PORT-style functions

CALL_DEVICE8_READ(ptr,device,offset) - either calls through the
given read8_device_func, or calls input_port_read with the
appropriate tag, depending on the result of IS_HANDLER_PORT;
intended for use by devices that accept DEVICE8_PORT-style
functions

CALL_MACHINE8_READ(ptr,machine,offset) - same as CALL_DEVICE8_READ
except for read8_machine_func

Note that in order for these to be useful, the consumer of the
function pointer must be enhanced to use the CALL_* macros above
instead of directly calling through the function. So far, only the
8255 PPI is set up to do this, as part of the cleanup below. Also
note that the sentinel value is currently 4 consecutive 0 bytes; this
may need to change in the future, in either length or value, so it is
important to stick to the macros above. [Aaron Giles]

8255 PPI interface cleanup: [Aaron Giles]
- added MDRV_PPI8255_ADD, MDRV_PPI8255_RECONFIG and
MDRV_PPI8255_REMOVE macros; updated all drivers to use them
- changed callbacks to device read/write handlers intead of
machine read/write handlers; updated all drivers accordingly
- normalized function and variable names to be lower_under
- removed a number of redundant interfaces from the galaxian/
scamble line of games

LD-V1000: added some (compile-time removed) information about the
ROM and memory map [Aaron Giles]

Changed 68000 interrupts to only trigger during execution. This
means that multiple changes without any execution will be seen as
atomic. It also means that PULSE_LINE no longer works for signalling
IRQs. [Aaron Giles]

Added checks in the debug build to catch people who try to use
PULSE_LINE for non-NMI and non-RESET input lines on CPUs that no
longer support direct interrupt generation. Over time expect this
list to increase. [Aaron Giles]

Fixed edge case bug in the Cube Quest line CPU involving adding with
carry. [Matt Ownby]

Fixed sbasketb DIP switch reading. [Fabio Priuli]

Continued work on System1 inputs: [Sonikos]
- Added dips location in all game
- Moved in generic Cabinet dip for eliminate the redundancy
- Better implementation of generic input

Changed the NSS/SNES loading code to support more cart/memory layouts
and generally be more in line with the MESS way of handling SNES
cartridges. [Fabio Priuli]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Gals Panic (US, EXPRO-02 PCB)
Pit Boss [Couriersud]



New clones added
----------------
20 Year Reunion (V1.04) [Johan Samuelsson]
Capcom Sports Club (EURO 971017) [Corrado Tomaselli]


0.127u5
-------


MAMETesters Bugs Fixed
----------------------
- 01187: [Graphics] gseeker: In attract mode, there is a priority
error where a stealth bomber is coming out of a hanger.
(couriersud)
- 02381: [DIP/Input] peke1012: Lightpen not mapped in option
(Fabio Priuli)
- 02191: [Sound] wseries, basebal2, dblplay, strkzone: Speech quality
regression (couriersud)
- 02322: [Core] All Drivers using 8080 CPU: 8080 Core problem with
score/credit counts and other variables (Miodrag Milanovic)
- 02254: [DIP/Input] All Sets in namcond1.c: Unable to coin/start
game properly (Fabio Priuli)
- 02156: [Color/Palette] naughtyb: Wrong RESNET calculation of the
green component. (couriersud)
- 02280: [Misc.] any set with multiple CPUs: Disassembler freezes when
doing a Run on any CPU other than CPU 0 (Aaron Giles)
- 02259: [Misc.] tinklpit: Debug messages displayed on exit
(Phil Bennett)
- 02258: [Crash/Freeze] srmp6: Game displays black screen, plays two
NiLe samples every three seconds over and over again
(Fabio Priuli)



Source Changes
--------------
Added newest Naomi 2 BIOS. [Brian Troha]

Correct NeoGeo M1 decryption for all CMC50 sets [Andreas Naive]

Rewrite of the Motorola DSP56k disassembler. [Andrew Gardner]
* Removes arbitrary opcode groupings in favor of flat decode model.
* Fixes a number of small issues with unknown opcodes.
* Added the final ALU parallel move ops.
* Fixes branch relative offset decoding.

NB1/NB2: fix default dips, added diplocations, used latest idioms.
IMPORTANT: you must delete all cfg and nv files for these games!
[R. Belmont]

Removed sprite to tile priority in firefox, it doesn't exist. [smf]

System 23 updates: [R. Belmont]
* Fixed text layer to show (colors are wrong)
* Added very preliminary support for Gorgon h/w
* Added Rapid River readme
* Adjusted Gorgon h/w MIPS clock to 133 MHz based on readme
* Renamed GP500 to 500GP, which is it's correct name
* Fixed sound CPU shared RAM. Comms not yet correct.

65816/377xx: fix disassembly of BRL [ShimaPong]

Fixed AF calculation in mcs48. [Aaron Giles]

Fixed Leland ay8910/12 output combining. [couriersud]

rescale_notifier() changed to always allow rescaling for screenless
drivers. [Wilbert Pol]

Added 22VP931 emulation, which is mostly working. Communication works
fine and basic searching/playback/skipping is functional. Still a bit
glitchy. [Aaron Giles]

Firefox improvements: [Aaron Giles]
- memory map is complete from schematics
- gutted laserdisc hacks in favor of actual laserdisc implementation
- fixed all CPU and sound clocks
- removed need for deprecat.h

Added generic timer devices, which simply allocate a timer but don't
prime it. This is the preferred method for allocating timers, and may
eventually be the only mechanism for doing so in the future.
[Aaron Giles]

Fixed copy + paste error in geebeeg romset. [David Haywood]

Move dkong memory_region calls into initialization routines.
[couriersud]

Fixed -listroms to know about device-specific ROMs. [Aaron Giles]

Another pass to make static functions static, almost entirely
affecting code added in the last few months to MAME. The fixes are
the usual lot, changing enum definitions so they aren't declared,
decorating dead code/declarations with #if...#endif, and of course,
adding static where appropriate. In addition, I fixed a bunch of
UNUSED_FUNCTON symbols to be spelled correctly (I didn't introduce
this). [Atari Ace]

More system1.c input cleanups. [Sonikos]

Naomi update: [Samuele Zannoli]
* now show the contents of the framebuffer if the 3d accelerator is
not used so that now the atomiswave logo and messages are shown
(if you wait enough).
* removed a maple bug (no more strange messages in cvs2gd).
* improveed documentation of the communication registers with the
dimm board
* if DEBUG_VERTICES is defined as 1 the vertices sent to the tile
accelerator are collected and then drawn connected by a segment to
give a wireframe-like view of the scene.

Minor optimization to fillbitmap when non-zero fills are done.
[Christophe Jaillet]

Moved memory_region() call (which is slow) out of core sprite loop in
the neogeo renderer, giving a dramatic speed boost.
[Christophe Jaillet]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
TX-1 (Atari/Namco/Taito license) [Phil Bennett, Guru]
Chanbara [Tomasz Slanina, David Haywood]
Paradise Deluxe 2 [Chris Hardy]



New games marked as GAME_NOT_WORKING
------------------------------------
Rapid River (RD3 Ver. C) [Guru, R. Belmont]
Time Crisis 2 (TSS2 Ver. B) [Guru]
GameCristal (version 2.613) [ANY, f205v]


0.127u4
-------


MAMETesters Bugs Fixed
----------------------
- 02210: [Misc.] fieldday, undoukai: Game doesn't start. Source typo in
0.126u2. (MASH)
- 02240: [Crash/Freeze] All Sets in namcos12.c: Game Freeze (Aaron Giles)
- 02241: [Sound] kncljoe, kncljoea: Missing AY-3-8910A sound effects.
(Aaron Giles)
- 02248: [Sound] All sets in m58.c: No sound in game (Aaron Giles)
- 02239: [Sound] stunrun: No OKI6295 sound. (Aaron Giles)
- 02249: [Crash/Freeze] All Sets in zn.c: Game Hangs (Aaron Giles)
- 02233: [Speed] chboxing, chwrestl, dokidoki: Game Speed/Timing issue
(Curt Coder)
- 01897: [Original Reference] birdtry: DIP switch settings from manual.
(Tafoid)
- 02242: [Gameplay] ikarijp, ikarijpb: Test screen now required to be
cycled to enter game. (Nicola Salmoria)



Source Changes
--------------
Added redump of indytemc. There's sprite/playfield flipping issues,
hence GAME_IMPERFECT_GRAPHICS. [Dazzer]

Improvements to Funworld driver: [Roberto Fresca]
- Added new clone: Pool 10 (italian, set 4).
- Improved lamps layout for all games.
- Added Pool 10 pinout and DIP switches info.
- Updated technical notes.

Continued I/O map merging. [Andrew Gardner]

Changed Namco NB-x to use real C75 BIOS, read controls the real
hardware way. [R. Belmont]

Added lamps support + layout to magjoker and galaxi. Magjoker has a
good lamps sequence in the attract. [Roberto Fresca]

Fixed crash when hitting watchpoints on static handlers. [Aaron Giles]

Changed Namco NA-2 to use real C70 BIOS. Removed sound and input
simulation code. Changed the NA-1/2 MCU type to M37702. [Phil Bennett]

Added correct colour PROMS to arkatour. [Dazzer]

Fixed inputs in Main Event (SNK) based on the info in
http://otoya.sheep-cloud.net/dipsw/ma-mo/mainevent.html. [9IEM1smI0]

Jaleco 'Bomb's Away' Improvements [aDG4W+qp0]

Fixed refresh rate and interrupts in sg1000a driver, added 8255PPI and
coin counter. [Curt Coder]

Changed requirements for laserdisc CHDs to require a new chunk of
metadata with pre-decoded frame information. Modified chdman to
automatically produce this for CHDs that are of the appropriate
parameters. To fix up existing CHDs, use chdman -fixavdata on the
CHD. [Aaron Giles]

Modified the laserdisc core to leverage the pre-decoded frame
metadata, which is now required. This improves seek times when
searching and allows the player-specific emulation access to the
VBI data as soon as it would really be available. Changed update
callback timing to fire just before the first line of VBI data
would be read; at that point, the frame selection is assumed to
be committed. [Aaron Giles]

Converted PR-8210 emulation over to using the actual MCU from the
laserdisc player. This MCU controls low-level functions such as
slider position and laser on/off, and receives decoded vertical
blanking data in order to make decisions. Removed old HLE behavior.
Note that the overlay text is displayed via the UI; this is
temporary and will be fixed shortly. [Aaron Giles]

Converted Simutrek-hacked laserdisc emulation to using the actual
MCU from the game, which in turn hands off commands to the PR-8210
MCU. This is still not 100% but is pretty close at this point and
achieves the correct behaviors in most cases. [Aaron Giles]

Fixed Cube Quest overlay scaling to cover the whole screen.
[Aaron Giles]

Changed laserdisc video parameters to position the screen area at
the bottom rather than the top, since this corresponds more closely
to standard line numbering. [Aaron Giles]

Extended the vbiparse code to support pack/unpack, and to more
fully document all the meanings of the VBI codes. [Aaron Giles]

Updated ldplayer to support slow/fast forward movement, frame/chapter
display, and separate controls for scanning/stepping. [Aaron Giles]

Added new built-in variable "frame" to the debugger. [Aaron Giles]

Fixed device-based ROM loading to support loading ROMs from the
game's ZIP as well. [Aaron Giles]

CPU-internal regions now have priority again. Fixed mario by installing
a handler in the SOUND_START function. [Aaron Giles]

Improved DIP switch handling and added DIP locations in epos.c. [Tafoid]

Added DIP locations to the dec0 driver. [Tafoid]

Separate NBA Jam TE from NBA Jam as they are not technically clones of
each other. [Atari Ace]

Verified cpu clocks and corrected/verified OKI M6295 frequencies and pin
for Shadow Force. [Corrado Tomaselli]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Fire Fox (still needs proper laserdisc support) [smf]



New clones added
----------------
Tengai (World) [Jet Black / Tormod]
Pool 10 (italian, set 4) [Roberto Fresca]
Hot Mind (adjustable prize) [David Haywood, Roberto Fresca]
Marvel Vs. Capcom: Clash of Super Heroes (Euro 980123) [bonky_0013]
Three Wonders (hack?) [EMMA team]



New games marked as GAME_NOT_WORKING
------------------------------------
Funny Land de Luxe [Tomasz Slanina]


0.127u3
-------


MAMETesters Bugs Fixed
----------------------
- 00614: [DIP/Input] sspeedr: The pedal controls don't work at all,
in game or in the test. (Mike Green)
- 02198: [DIP/Input] stocker: Coinage Dip Switch has incorrect
configuration (Mike Green)
- 02206: [Sound] cubeqst: Cubequest now missing narrator and music
during attract mode. (Aaron Giles)
- 02166: [Cheat System] garou and clones: Work RAM Error (Aaron Giles)
- 02200: [Cheat System] galaga: Locks up (Aaron Giles)
- 02189: [Cheat System] gradius4: C'ant pass Setup (Aaron Giles)
- 02214: [Cheat System] rchase: Player's lorry doesn't move at all.
(Aaron Giles)
- 02177: [Cheat System] All lethal.c sets: T 4 EEPROM error(BAD)
(Aaron Giles)
- 02188: [Cheat System] Many sets in neodrvr.c: Freeze on start up
with a Work RAM Error. (Aaron Giles)
- 02207: [Crash/Freeze] marioj, marioo: Access Violation (Aaron Giles)
- 02204: [Crash/Freeze] masao: Memory bank error (Aaron Giles)
- 02202: [Crash/Freeze] Many Sets in segas16a.c: Access Violation
(Aaron Giles)
- 02222: [Crash/Freeze] monsterb, monster2: Monster Bash crashes on
launch. (Aaron Giles)
- 02205: [Graphics] jackal, jackalj, topgunbl, topgunr: Enemy tank
colors are wrong (Nicola Salmoria)
- 02201: [Compiling] 64 bit compiling error (Aaron Giles)
- 01689: [Graphics] riskchal, gussun: Missing raster effect
(Pierpaolo Prazzoli)



Source Changes
--------------
Implemented m90 playfield 1 and playfield 2 y-offset table. This
fixes, at least, the water effect in riskchal and the text fading
effect in the matchit2 demo. [Pierpaolo Prazzoli, Tomasz Slanina]

Started changing naomi gdrom sets to load the CHDs. [David Haywood]

Additional documentation for Egg Venture & Lethal Justice:
[Brian Troha]
- Added JAMMA pinout
- Gun Connector pinout
- Sound & Amp information

snk.c coin inputs seem to be active high (except for jcross)
[Nicola Salmoria]

Fixed bg tile banking in Canvas Croquis. Removed snkwave since it
doesn't seem to be used and might not be present on the pcb at all.
General driver cleanup, bringing it in line with snk.c but not
merging it since somthing doesn't quite fit. [Nicola Salmoria]

Merged memory maps in munchmo.c. [Nicola Salmoria]

Changes to magic10 driver: [Roberto Fresca]
- Better structure and organization.
- Added Super Gran Safari.
- Added improved lamps layout to Super Gran Safari and Magic's 10.

Added new device interface selector: DEVINFO_PTR_ROM_REGION. This
allows a device to provide a set of ROM regions to be loaded along
with the game ROMs. It is expected that most regions defined for
devices will use the ROMREGION_LOADBYNAME flag to enable the ROMs to
live in a central location. [Aaron Giles]

Added new device interface selector: DEVINFO_PTR_MACHINE_CONFIG. This
allows a device to specify a partial machine driver which is appended
to the end of the machine driver for any game using that device. The
intention for this is to allow devices which have their own BIOS logic
to specify CPUs and other characteristics common to all systems using
the device. [Aaron Giles]

Added new ROMREGION flag: ROMREGION_LOADBYNAME, which means that if
the ROMs in that region are not found in the usual driver files, then
the name of the region will be used as a driver filename for loading.
[Aaron Giles]

Extended the ldcore interface structure to allow each player type to
provide its own ROM region and partial machine driver. [Aaron Giles]

Moved preliminary PR-8210 emulation code from ldplayer.c to
ldpr8210.c. It is currently disabled behind the EMULATE_PR8210_ROM
compile time flag. [Aaron Giles]

Added built-in "Off" states to the cheats with parameters. This is
also the default state, obviating the need for a default value.
Removed the "default" attribute as a result. Switching from "Off" to
another state first executes the "on" script followed by the "change"
script. Switching to "Off" from another state executes the "off"
script. While not off, the "run" script is executed each frame.
[Aaron Giles]

Moved reset to default behavior in the cheat menu to IPT_UI_CLEAR.
[Aaron Giles]

Moved all naomi-gd keys to external. [David Haywood]

Cleaned up shadfrce.c input port mapping. [David Haywood]

Merged I/O maps in a number of drivers. [Andrew Gardner]

Fixed sprites in imago [Pierpaolo Prazzoli, Tomasz Slanina]

Added concept of rom sources to the rom loader. Updated auditing,
CLI utilities, validity checks, and ROM loading to use these new
functions so that device-specific ROMs are handled properly.
[Aaron Giles]

Added a core_fopen_ram_copy() call, similar to core_fopen_ram()
except that it copies the memory. [Nathan Woods]

Added redumped welltris program ROMs. [Dazzer]

CPUs, sound chips, devices, and ROM-regions which are specified by
devices now have their tags auto-prefixed with the device's tag. This
allows for multiple instances to be present. For example, the PR-8210
laserdisc player has a CPU with a tag of "pr8210". When it is included
as a device by a driver, the driver may tag the device "laserdisc".
The resulting final CPU tag name will be "laserdisc:pr8210". Also
updated the debugger expression engine to support names with embedded
colons. [Aaron Giles]

Added checks to ensure that tags used for CPUs, sound chips, regions,
and devices follow some basic rules: they should be less than 15
characters long, be all lower-case, and only contain letters, numbers,
underscores, or dots (no spaces). This is to ensure that they can be
used properly in debugger expressions and don't get too long or
unwieldy to type (even 15 chars is rather long). Fixed up all tags in
the system that failed these checks. [Aaron Giles]

Space Win changes: [Roberto Fresca]
- Some corrections to the memory map.
- Added proper working RAM.
- Added Dallas DS1220Y NVRAM.
- Added output port.
- Added lamps layout.
- Added complete inputs.
- Changed description to "Scacco Matto / Space Win" since the
default game is Scacco Matto.
- Fixed memory maps.
- Documented Super Derby outputs.
- Added lamps support + layout to Super Derby.
- Fixed the phisical RAM size to all games.
- Fixed the wrong NVRAM size to spacewin (16Kb instead of 16KB).
- Added proper NVRAM to sderby and pmroulet.
- Added the missing 3rd input to pmroulet (needed for 3-button mode).
- Cleaned up the driver.
You must enter the service mode and change graphics in order to
switch the game.

Changed DEVICE_START functions to return an error code. Currently
this is either DEVICE_START_OK or DEVICE_START_MISSING_DEPENDENCY.
The latter should be returned by a device if there is another device
it depends on which hasn't been started yet. Added new flag in the
device interface to indicate whether a device has been started.
[Aaron Giles]

Changed laserdisc interface to explicitly specify the screen and sound
devices it should route to. Drivers no longer have to manually call
laserdisc_vsync(). Instead, the laserdisc code connects up to the
routed screen device and works based on that screen's VBLANK timing.
Removed all existing calls to laserdisc_vsync(). [Aaron Giles]

Changed laserdisc behavior so that it completes the previous video
read and initiates the next read at the end of VBLANK instead of the
beginning. This gives player logic time during VBLANK to alter the
slider position prior to fetching the next frame. [Aaron Giles]

Added new laserdisc callback for vsync begin and changed the update
callback to be called at the end of VBLANK. Also added functions to
set the slider speed, advance the slider, and directly control the
video/audio squelch. In addition, there is a new status function to
get the slider position in general terms. [Aaron Giles]

Added parameter to the VBLANK callbacks supported in emu/video.c.
Updated all callers to provide a callback value. [Aaron Giles]

Fixed bug that would cause watchpoints to trigger if you had a memory
window open to the watchpoint address. [Aaron Giles]

Further updates to the PR-8210 ROM simulation. Still not quite there
but the system is much better understood now. Added layout to the
PR-8210 which displays the state of the front-panel LEDs.
[Aaron Giles]

Clickable input support. Layouts can now have items which when clicked
will alter the state of an input port. This is done via the new
attributes 'inputtag' and 'inputmask', which specify an input port tag
and mask. When the given element is clicked, the state of the element
changes to 1 and the given bits in the input port are set the same as
if you had pressed the equivalent switch. [Nathan Woods]

Started adding naomi2 sets. [David Haywood]

Added sprites buffering to Limenko driver and removed imperfect video
flag from spotty. [Pierpaolo Prazzoli]

Improvements to Croupier (Playmark Roulette): [Roberto Fresca]
- Simulated the MCU communication/protection.
The game seems to work properly, but is hard to win.
I conserved the game flags till we have the MCU decapped,
and emulated properly.
- Added full sound support.
- Added lamps support + layout.

Fixed memory handling of internal banks. They should be LOWER priority
than the driver's memory maps. Reverted recent changes to MCS-48 core
that were very hacky and which crashed many games. You can now
properly override the internal memory map and do your own banking.
[Aaron Giles]

8080/8085 CPU core updates: [Miodrag Milanovic]
1. ANA/ANI instruction, HF flag was not set right because error in
calculation of it (missing brackets)
2. 8080 have NF flag always set (it is not used flag but bit is
always set)
3. Added support for status output lines.

Moved more static data into const and added some more explicit
initialization. [Atari Ace]

Added LSI BIOS to the Atari System 1 driver. Made the System 1 BIOS
a proper BIOS. Removed restriction that BIOS-related ROMs must
immediately follow the BIOS definition. [Kevin Eshbach, Aaron Giles]

cave.c changes: [Kevin Eshbach]
* Changed the hardcoded MHz values in the Cave driver to the XTAL
equivalents
* Updated the Cave driver for the game Guwange with gals that need
to be dumped

Jail Break changes: [Kevin Eshbach]
* Updated the Jail Break driver with the dip locations
* Corrected the Jail Break driver sound chip from a SN76496 to a
SN76489
* Corrected the Jail Break rom names
* Redumped the Jail Break VLM rom dump

Super Basketball changes: [Kevin Eshbach]
* Corrected the Super Basketball Revision H rom dump
* Updated the Super Basketball driver with the dip locations
* Corrected the Super Basketball VLM XTAL
* Corrected the Super Basketball parent/child relationships by making
the Revision H the parent
* Turned on save state support for the Super Basketball driver

Updated the Sega System 1 driver with more board information on the
Choplifter bootleg and updated the placeholders for the pals that need
to be dumped. [Kevin Eshbach]

Updated the WWF Wrestlefest driver rom names. Added save state support
to the WWF Wrestlefest driver. [Kevin Eshbach]

C352 cleanup: Removed an unused volume table dating from before the
volume was (correctly) implemented as linear. [Olivier Galibert]

Added memory checking and error logic to ledutil.c.
[Christophe Jaillet]

Added running_machine * to some more locations in the system. Updated
drivers accordingly. [Oliver Stoeneberg]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Super Gran Safari [Roberto Fresca]
Scacco Matto / Space Win [David Haywood, Roberto Fresca]



New clones added
----------------
The Great Ragtime Show (Japan v1.3, 92.11.26) [Stefan Lindberg]
Imago (cocktail set) [Chris Hardy]
The NewZealand Story (Japan, newer) [Tirino73]
Marble Madness (set 5 - LSI Cartridge) [Kevin Eshbach]


0.127u2
-------


MAMETesters Bugs Fixed
----------------------
- 00596: [DIP/Input] pocketrc: The car turns only to the right and
there is no way to calibrate controls. (smf)
- 02075: [DIP/Input] mooncrgx: Cabinet DIP setting is duplicated.
(MikeDX)
- 02137: [DIP/Input] rockduck: DIP setting for LIVES is incorrect
(MikeDX)
- 02179: [DIP/Input] lethalej: lethalej crosshairs backwards
(Luigi30, MikeDX)
- 02035: [DIP/Input] gwarb: Guerrilla War bootleg doesn't need a
rotary joy (robiza)
- 02174: [Sound] dkongjr and clones + mario and clones + pestplce:
Music speed regression (Aaron Giles)
- 02173: [Crash/Freeze] radarscp, radarsc1: Hang or Reset before game
start. (Aaron Giles)



Source Changes
--------------
Optimized DISCRETE_RCDISC_MODULATED. Added X_TALs to circus. Optimized
DISCRETE_RCINTEGRATE and DISCRETE_555_ASTABLE. Optimized
DISCRETE_555_ASTABLE_CV and DISCRETE_MIXER. Optimized DISCRETE_555_CC.
The 555 and mixer changes also speed up just about every current
discrete game. [Derrick Renaud]

Added updated information about Sorcer Striker and moved Fix Eight
bootleg PCB layout down by the roms like the other layouts in the
driver. [Brian Troha]

Added redumped roms for the Bubble Symphony (bootleg with OKI6295)
set. [Brian Troha]

Started removing extraneous enable lines from the discrete modules.
Most modules are always enabled anyways. [Derrick Renaud]

Changed MCS-48 core to write p1 and p2 on reset. [couriersud]

dkong/dkongjr: use MB8884 as sound cpu / verified on schematics.
[couriersud]

mcs48.c: Use banking to handle ea line: [couriersud]
* Adds MCS48_INTERNAL_ROMBANK define to header
* Drivers which need to control the ea line have to initialize
banking for internal/external rom
This is not yet optimal but works as expected with existing drivers
and modified mario.c

Changed MCS-48 EA line handling to use an explicit bank for now.
[couriersud]

Added EggVenture readme to lethalj.c. [Guru]

Changed sound cpu type in saiyugb1 to I8748. [couriersud]

dkong.c: S2650 based games consolidated [couriersud]
* consolidated memory maps for S2650 based games
* renamed handlers to s2650_*
* joined protection handlers

Added Cruis'n USA and new Raiden DX/2 readme. Cleaned up some
documentation in raiden2.c. Renamed "Raiden DX (set 2)" to "Raiden DX
(Tuning license)", and renamed ROMs to match the actual PCB.
[Guru]

Updated documentation and disk/ROM names in segas24 based on new
information. [Brian Troha, T.Fujita]

Removed "game_no_sound" from the 2 Hotrod games (in segas24.c) as all
3 seem to have the same sound capabilities. [Brian Troha]

toaplan2: [Brian Troha]
* removed duplicate info
* changed most speeds to "xtal_xxMHz" define
* corrected Battle Battle Bakraid Z80 clock based on readme info

Fixed Dip Switches and Inputs for 'aso', 'alphamis', 'arian' (same as
'alphamis'), 'tnk3', 'tnk3j' (same as 'tnk3') and 'athena'. [stephh]

Improvements to galaxi driver... [Roberto Fresca]
- Added Magic Joker.
- Fixed the 3rd background offset to Galaxi.
- Remapped inputs to match the standard poker games.

Began the "big IO_MAP merge of 2008". A number of drivers have had
their I/O space address maps merged. [Andrew Gardner]

Changed the default bootleg gwar pcb to be joystick only, and removed
code duplication. Fixed jcross cabinet dip switches. [Nicola Salmoria]

M377xx: 8-bit I/O port reads no longer cause bogus reads of
neighboring ports. [R. Belmont]

Removed unnecessary ARM7 hooks so MRC and MCR disassemble properly.
[R. Belmont]

Updated TMS5100 LPC tables based on mathematical analysis of 1st and
2nd derivatives of the values and comparison to the best quality
patent image, which nearly always showed which values were in error.
Some off-by-one issues may remain, but it is now nearly perfect.
Further perfection will require PROMOUT dumping, which is planned.
[Lord Nightmare]

snk update: [Nicola Salmoria]
* added another ikari us clone
* renamed ikaria to ikarinc (for Ikari No Continues)
* ikari is the JAMMA board, with conitnues
* ikaria is the non-JAMMA board, with continues
* ikarinc is the non-JAMMA board, without continues
* fixed sound in Jumping Cross
* adjusted some input bits in several games
* merged hal21.c into snk.c
* removed hacks and kludges
* fixed colors (I think--though some sprites do look weird)
* fixed emulation of the "SNK Wave" custom sound used by Marvin's
Maze and Vanguard II and made it into a proper sound core
* fixed palette decoding of early SNK games (from marvins to
athena + fitegolf). The least significan bits were assigned
incorrectly.
* merged marvins.c into snk.c, with all resulting fixes (removed
hacks, correct shadows, scroll offsets etc)

Replaced aso ROMs (which were possibly from a bootleg) with split ones
that are definitely from an original. Renamed ROMs across sets
accordingly. [Nicola Salmoria]

Converted timekeeper to a device, all default contents are loaded from
disk. slapshot & opwolf3 read/write memory map have been merged.
[smf]

Shadow Force changes: [Pierpaolo Prazzoli]
- Added irqs ack
- Implemented raster irq
- Fixed coin2 and service input not working during the game
- Added watchdog
- Fixed visible area
- Added video enable and irqs enable flags

Added decryption of 39in1. Doesn't get far due to very odd RAM check
routine. [Andreas Naive]

Changed all MCS-48 chips to have a 12-bit address space, regardless
of internal ROM size. [Aaron Giles]

Enabled internal COP410 program map. [Curt Coder]

Fixed Dip Switches and Inputs for 'hal21', 'hal21j' (same as 'hal'),
'fitegolf', 'fitegol2' (same as 'fitegolf') and 'countryc'. [stephh]

Changed refreshspeed target to 0.25Hz below rate provided, in order to
guarantee that inexact timings do not lead to sound stuttering.
[Aaron Giles]

Added Fist of the North Star and (partial) Demolish Fist sets
(Atomiswave) and decryption. [Andreas Naive]

Added PCB info for Hard Yardage & earlier World Class Bowling.
Corrected a few rom names. [Brian Troha]

Split core laserdisc functionality into separate file ldcore.c.
Each player now gets its own source file, along with new hooks
which enable more precise control over the behavior. Updated the
PR-8210 and LD-V1000 implementations to the new spec. Other
players will come online shortly. [Aaron Giles]

Changed laserdisc scan behavior so that it requires a constant stream
of signals to continue scanning. Updated ldplayer accordingly.
[Aaron Giles]

Updated debugger to pass running_machine around where appropriate.
Added running_machine to several devices which really should
eventually be converted into proper devices. [Oliver Stoenberg]

Concluded input port cleanups for drivers W->Z. Changed Primal Rage
start buttons into input buttons. Removed unused protection bit in
Driver's Edge. Introduced a new PORT_CUSTOM which returns a tagged
input that can be used to route bits from one port into another.
[Fabio Priuli]

Added the missing SHA1 checksums to the atrowar set.
[Oliver Stoenberg]

Added basic implementation of the "update ended" interrupt flag to the
MC146818. [Barry Rodewald]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Video Poker [Grull Osgo, Roberto Fresca]
Black Jack [Grull Osgo, Roberto Fresca]
Video Dado [Grull Osgo, Roberto Fresca]
Video Cordoba [Grull Osgo, Roberto Fresca]
Magic Joker (v1.25.10.2000) [Roberto Fresca]



New clones added
----------------
Egg Venture (A.L. Release) [Guru]
Ikari Warriors (US) [Nicola Salmoria]
Double Dragon (bootleg) [Sonikos]



New games marked as GAME_NOT_WORKING
------------------------------------
Mad Zoo [Roberto Fresca]


0.127u1
-------


MAMETesters Bugs Fixed
----------------------
- 00228: [Graphics] sgladiat: Emulation is missing some enemy sprites
that are present on the pcb. (Nicola Salmoria)
- 02147: [Interface] Annoying behaviour of highlighted entries in
minimal UI (Aaron Giles)
- 02159: [Crash/Freeze] cubeqst: Cubequest crashes on ATI hardware
w/ prescale > 1 (Aaron Giles)
- 02035: [DIP/Input] gwarb: Guerrilla War bootleg doesn't need a
rotary joy (Nicola Salmoria)
- 00650: [DIP/Input] stv.c games: P1 and P2 Button 4 are duplicated.
(Fabio Priuli)
- 02154: [DIP/Input] ckongg: Coinage settings are wrong.
(Fabio Priuli)
- 02143: [Graphics] ozmawars, ozmawar2, solfight, spaceph: Streaks
and dashes appear on screen after playing awhile
(Fabio Priuli)
- 02142: [Sound] centipdb, magworm, millpac: No Sound (couriersud)
- 02150: [DIP/Input] spacegun: Missing crosshairs (Nicola Salmoria)
- 02144: [DIP/Input] ozmawars, ozmawar2, solfight, spaceph: DIP
settings for coinage are incorrect (Fabio Priuli)
- 02126: [Core] corrupt CHDs are reported as missing (Aaron Giles)
- 02133: [Misc.] chindrah: The title of Zhong Guo Long?(Hong Kong,
V011H) is Dong Fang Zhi Zhu(Hong Kong, V011H) (Aaron Giles)
- 02139: [Misc.] In audio/system16.c, there is a reference to
REGION_SOUND1 (Aaron Giles)
- 02138: [Cheat System] flamegun: Debugger/Cheat System upper case
cpu tag of MAIN doesn't work (Aaron Giles)
- 02110: [Side-by-side] All sets in cps3.c: video from a DV cam
proves the refresh rate of CPS3 in MAME is wrong (Aaron Giles)
- 02127: [Documentation] xymg: The game name should be Xing Yun Man
Guan and "Pin Yin:"should be omitted (Aaron Giles)
- 02136: [Interface] cubeqst: from minimal UI cubeqst requires the
optional CHD (Aaron Giles)
- 00869: [Graphics] ikari: The title screen and high score screen do
not have a black background, as MAME displays.
(Nicola Salmoria)
- 02135: [DIP/Input] rtypej: DIP Switch "Demo Sounds" is wrong
(Fabio Priuli)
- 00429: [Gameplay] fastlane: the random function of this doesn't work
well and always gives a "no bonus"... (ShimaPong)



Source Changes
--------------
Changed DIRECTINPUT & DIRECT3D handling, so they can be overridden by
environment variables. [smf]

Readded generic calls to install memory handlers that were in long
before 0.126u5 - these are useful on the MESS side for things like
the PC driver. [Nathan Woods]

HD63484 improvements: [robiza]
* fixed cpx and cpy when a ptn or a agcpy command is executed
* fixed for PTN command: copy direction and dot color
* first implementation of PAINT command (for now only 4bpp and 8bpp
supported and the pattern is not supported)

Cleaned up the discrete code and fixed discrete logging.
[Derrick Renaud]

Fixed handling of a number of static variables to avoid multisession
issues. [Atari Ace]

Moved FD1089 decryption keys to external files. [Atari Ace]

Changed 68000 IRQ support so that the IRQ lines explicitly simulate
a standard demux chip connected to the IRQ lines. This means that the
sequence:

cpunum_set_input_line(5, ASSERT_LINE);
cpunum_set_input_line(3, ASSERT_LINE);
cpunum_set_input_line(3, CLEAR_LINE);

now works as expected. This required fixes to several Atari and other
drivers. [Olivier Galibert]

Input port cleanup pass over drivers from N-V, leveraging
AM_READ_PORT, converting to full 32-bit inputs where suitable, using
CUSTOM_PORTs for EEPROM bits, etc. [Fabio Priuli]

Additional input port cleanups in the cps1, deco, pgm, psikyo, nbmj,
and jaleco drivers. [Fabio Priuli]

snk.c rewrite: [Nicola Salmoria]
- fixed sprite-sprite priorities
- TNK3, Athena, Fighting Golf, Country Club
- converted to tilemaps
- removed hacks
- proper memory maps
- screen flip / cocktail mode support
- DIP locations
- better implementation of sound CPU communication
- hooked sound CPU interrupts to YM chips
- fitegolf hax 1xYM3812, not 2xYM3526
- Ikari Warriors, Victory Road
- removed ROM patches
- simulated "hard flags" behaviour
- proper memory maps
- fixed ikarijp color test
- renamed dogosokj to dogosokb and loaded the correct palette PROMs
- inputs, dip locations, etc.
- removed NO_COCKTAIL flag since these games don't have a flip
screen dip switch
- Guerrilla War, Psycho Soldier, Chopper I, TouchDown Fever /
Fighting Soccer
- tilemaps
- proper memory map
- input, dip locations, etc.
- Bermuda Triangle / World Wars
- removed ROM patches
- simulated "turbo front" check
- renamed bermudao->bermudaj
- clarified the relationship between the four sets
- made World Wars a main set instead of a clone of Bermuda Triangle
- tliemaps, proper memory maps, inputs, etc.
- ASO
- moved from hal21.c to snk.c
- removed hacks, fixed bg color
- Gladiator
- moved from sgladiat.c to snk.c
- fixed shadows, visible area, tilemaps, inputs, etc.
- Jumping Cross
- moved from jcross.c to snk.c
- fixed fg layer and visible area
- the game seems to be ok now? is there still something wrong?

Added 8303 ROM to the games using it and updated MCU simulation to
match the new findings. [Nicola Salmoria]

Removed duplicate buttons in sf2hack. Promoted sf2m2 clone to
working. [robiza]

Added helper function devtag_get_device(machine, type, tag) to
retrieve the device_config for (type, tag). [couriersud]

Hooked up sound CPU comms in Power Instinct 2. This enables
synchronized dancing for the background characters. [ShimaPong]

Fixed bug when writing AVI files with more than one RIFF chunk.
Added missing chdman error messages when extracting to an AVI file.
[Aaron Giles]

Derived CPS2/CPS3 video timing based on measurements. These are
educated guesses. The logic behind the derivations is shown in the
source. [Aaron Giles]

Game-A-Tron gambling hardware updates: [Roberto Fresca]
- Added sound support to "Poker 4-1" and "Pull Tabs".
- Figured out the output ports. Documented each bit accessed.
- Added button lamps support. Created layouts for both games.
- Switched the 8255 port C to be used as output port.
- Adjusted the coin pulse timing.
- Updated technical notes.
- Splitted the driver to driver + video.
- Final clean-up.

Fixed problem that would cause the "Return To Prior Menu" menu item to
not stick if one is calling ui_menu_reset() with
UI_MENU_RESET_REMEMBER_POSITION, and that menu item is selected.
[Nathan Woods]

Added PR-8210 support to the ldplayer. Fixed step forward command on
the PR-8210. [Aaron Giles]

Changed Journey and Domino Man to 4-way joysticks. [John Rieman]

Added Discrete Sound for Starship 1. Still need to properly emulate
the MC3340. [Derrick Renaud]

Changed some decryptions in igs_blit.c to use program roms loaded
byteswapped. Decrypted Mahjong Man Guan Cai Shen, Mahjong Long
Hu Zheng Ba 2, Mahjong Shuang Long Qiang Zhu 2, and Mahjong Super
Da Man Guan 2. [Pierpaolo Prazzoli]

Added save state for discrete node->output to ensure that input nodes
save states. [couriersud]

Added a new generic latch device. Generic emulation of 74LS174/175,
74LS259 and other latches. Apart from providing synched latch
operation, these latches can be configured to read their input
bitwise from other devices as well and individual bits can be
connected to discrete nodes. Please see audio/dkong.c for examples.
[couriersud]

dkong & friends: Use new latch device [couriersud]
* adds new latch device where appropriate
* increased accuracy since now all main/sound cpu communications
are properly latched
* removed quite some code as a consequence
* minor cosmetic edits

Updated adp memory map. [robiza]

m4510 core fixes: [robiza]
- banking in read and write operations
- jsr and jsrx instruction
- fixed TSY instruction

Optimized ycc_to_rgb conversion code. [couriersud]

Added readme for The Simpsons. [Guru]

zn.c improvements: [smf]
- Improved dip switch emulation, ram hacks to get games booting are
no longer required.
- Added gun emulation for judge dredd.
- Fixed judge dredd ide emulation when building with visual studio.
- Mapped primal rage 2 inputs
- Mapped player 3 & 4 inputs for 1 on 1 government, these are now
the default with the 6 button inputs only mapped for games that
need them.
- Converted AT28C16 to a device.
- Added preliminary support for devices to load/save nvram.

Added some initial logic to boot and run the PR-8210 ROM (i8049)
in ldplayer.c. Currently this is disabled behind a compile-time
switch. Once this is working, the plan is to incorporate this into
the existing PR-8210 emulation, but we're not there yet. [Aaron Giles]

Changed Trivia Quest clocks based on some really old information.
[Pierpaolo Prazzoli]

Added new function tilemap_set_pen_data_offset(). While this isn't
'free' as tilemap_set_palette_offset() is (when the offset changes,
the pixmap cache needs to be invalidated), it helps removing some
redundant code from drivers. Updated snk.c and snk68.c to take
advantage of the new function. [Nicola Salmoria]

Significant cleanup/rewrite of the MCS-48 CPU core:
* renamed from i8039 to mcs48
* changed to use data address space for internal RAM
* added internal memory maps for variants with internal RAM/ROM
* added a number of variants from documentation
* removed redundant and unused definitions from header file
* renamed constants and functions to be MCS48* prefixed
* re-verified all opcode behaviors and timing
* changed illegal opcodes to count 1 cycle to avoid infinite loops
* changed EA behavior so that it is a push from the driver instead of a pull on each opcode fetch
(this may change further in the future).
* reimplemented IRQ generation and timer behavior according to documentation
* updated all drivers accordingly
* fixed several uses of PULSE_LINE, which no longer works

SH4, Naomi, and Hikaru updates [Samuele Zannoli]
- Fixed SH-4 core to support multiple SH-4s
- Fixed LDCSR instruction
- Fixed SH-4 I/O ports
- Skeleton Hikaru driver with memory maps and both SH-4s
- Fixed JVS/Maple translation so Naomi 2 BIOS runs

Fixed Dip Switches and Inputs for 'jcross' and 'sgladiat'. [stephh]

Changed slider controls into a menu. For now, removed the old direct
access mechanism; instead, you must access the sliders via the main
menu. While in the menu, you can use the ~ key to turn off the menu
display and leave only the bar display, in order to see more of the
screen. [Aaron Giles]

Namco NB 1/2 work: [Olivier Galibert]
- Shares the memory with the c75.
- Renames the c75 region to c7x from user4.
- Implements the c75 reset/halt control.
- Implements the irqs more correctly.

Small optimization to memory handling for 68000 core.
[Christophe Jaillet]

Fixed input port confusion in the 8080bw driver. Connected AVGDVG
status bits via PORT_CUSTOM. [Fabio Priuli]

Updated stepper motor code to use a MAME-style config interface,
rather than a load of setting functions. Changed optic functions to
use clearly defined start and end points. Added standard layout for
Starpoint units used in many machines. Updated all affected drivers.
[James Wallace]

Removed useless backslashes lurking throughout the code. [Atari Ace]

Improvements to magic10.c driver: [Roberto Fresca]
- Added Magic's 10 version 16.15
- Remapped all inputs to match other poker games.
- Added a missing input to Magic's 10 games.



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Aero Fighters Special (Tiawan) [smf]
Super Football Champ [smf]
Magical Date / Magical Date - dokidoki kokuhaku daisakusen [smf]
Fighters' Impact [smf]
Judge Dredd [smf]



New clones added
----------------
Top Skater (USA) [Gerald (COY)]
Ikari Warriors (US) [Corrado Tomaselli]
Magic's 10 (ver. 16.15) [Roberto Fresca]


0.127
-----


MAMETesters Bugs Fixed
----------------------
- 02105: [Graphics] qbert and clones: Misplaced graphics.
(Aaron Giles)
- 02119: [Sound] cischeat, bigrun: no sound (Aaron Giles)
- 02121: [DIP/Input] reactor: input controls and startup tone
(Aaron Giles)
- 02116: [Graphics] all sets in cps2.c : corrupted graphics (robiza)
- 01992: [Crash/Freeze] timecrsa, timecris: SubCPU start wait fails
test (robiza)
- 02114: [Color/Palette] all sets in eolith.c: colors shifted to blue
(Fabio Priuli)
- 02115: [DIP/Input] berlwall, berlwalt: Player 1 inputs not working
(Fabio Priuli)



Source Changes
--------------
Converted adp to 4bpp rendering. [robiza]

Began implementing 68681 device in skattv. Improved hd63484 core to
support some initial graphics. [robiza]

Added correct CRCs for DOA2. [Guru]

Fixed graphics in cps2 games. [robiza]

Updated documentation in paradise.c: [Brian Troha]
- Added PCB layout for Torus & Mad Ball
- Corrected rom names and / or added U locations

Changed at28c16 memory handlers to 8 bits and perform the conversion
in the memory mapping. [smf]

Update the t5182.c documentation/pinout. [Lord Nightmare]

Magic10 updates: [Roberto Fresca]
- Simulated the co-processor to pass the initial test.
- All Inputs worked from the scratch.
- Fixed position of tilemap layers.
- Added scroll register preliminary support.
- Fixed Super Pool graphics.

Added save states to 65816 CPU. [R. Belmont]

SH-2 DRC updates: [R. Belmont]
- Moved IRQ handling front-end into recompiled code
- Added TSTM/ANDM/XORM instructions
- Added SH-1 CPU support, including lower precision on MAC.W and
locking out SH-2 only instructions

Split out SH-4 non-interpreter-specific stuff to sh4comn.c.
[R. Belmont]

Identified compatible timekeeper used by Midway Zeus II. Removed all
the timekeeper memory handlers, except for 8 bit & changed the drivers
to use the conversion built into the memory system. [smf]

Added new generic laserdisc VIDEO_UPDATE handler to the laserdisc code.
This handler works for both disc-only games and those with overlays.
For disc-only games, the base macro is sufficient. For games with
overlays, an additional set of configuration macros are provided:

MDRV_LASERDISC_OVERLAY - specifies update function, width, height,
and bitmap format of the overlay
MDRV_LASERDISC_OVERLAY_CLIP - specifies the visible area of the
overlay bitmap
MDRV_LASERDISC_OVERLAY_POSITION - specifies default x,y position
MDRV_LASERDISC_OVERLAY_SCALE - specifies default x,y scale factors

The update function provided to MDRV_LASERDISC_OVERLAY is identical to
a normal VIDEO_UPDATE callback, so a standard one can be used. All
existing laserdisc drivers have been updated to support this new
rendering mechanism, removing much duplicated code. [Aaron Giles]

Added the ability to configure the overlay position and scale
parameters at runtime. Added OSD menus to control them. Added logic
to save/restore the data in the game's configuration file.
[Aaron Giles]

Added new macros MDRV_LASERDISC_SCREEN_ADD_NTSC and _PAL, which
defines a standard screen with the correct video timing characteristics
and update function for laserdiscs. Updated all drivers to use these
macros instead of defining their own screens. [Aaron Giles]

Added DISK_REGIONS to all laserdisc drivers. [Aaron Giles]

Added DISK_IMAGE_READONLY_OPTIONAL to support games (like Cube Quest)
where the disk is non-essential to the game's operation. [Aaron Giles]

Fixed bug in identifying the custom sound driver for the laserdisc.
[Aaron Giles]

Updated ldverify to identify blank regions of the disc for post-
processing. [Aaron Giles]

Fixed rendering 16bpp with alpha using bilinear filters (fixes
screenshots of laserdisc games with overlays). [Aaron Giles]

Included support for parsing .gdi files in chdman. [ElSemi]

Added new driver for Cube Quest. This includes CPU cores for the three
bitslice processors, as well as laserdisc support for the hacked
laserdisc that was used to drive the games.
[Philip Bennett, Joe Magiera, Warren Ondras]

Updated cps1 to use proper gfx ROMs (+ PALs) for varthj, and to load
correct A-Board PALs for QSound games. [Nicola Salmoria]

Added address decode prom 5e to dkong3/dkong3j. [couriersud]

Reduced YM2612 DAC level relative to FM. This better matches real
hardware. [R. Belmont]

Added validity check to ensure that AM_READ_PORT() macros reference
valid ports. Fixed several cases where the check failed. [Aaron Giles]

Added new Guru readme for namcos22 driver. [Guru]

Added validity check to ensure that ports referenced by a condition
actually exist. Fixed a case where this was violated. [Aaron Giles]

Added DIP locations to dooyong.c. [Guy Hufkens]

Added cheat functions frombcd() and tobcd() to convert numbers to/from
BCD format. Changed "Activate" to "Set" in the menus. [Aaron Giles]

A couple of minor cleanups: [Oliver Stoenberg]
- removed obsolete ENABLE_DEBUGGER occurance
- removed more unprintable characters in SH-2 disassembler
- memset() usage cleanups
- removed duplicated TMS5110 entry in sound.mak
- use machine in uigfx.c where it's already available

Removed included "profiler.h" from files that do not use profiling
functions. [Christophe Jaillet]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Cube Quest [Philip Bennett, Joe Magiera, Warren Ondras]
WW III [Stefan Lindberg, Couriersud]



New clones added
----------------
Red Hawk (Haedong Corp.) [David Haywood, Tirino73 / Mame Italia]
Snow Bros. - Nick & Tom (Dooyong license) [Tirino73 / Mame Italia]
Shogun Warriors (Europe Rev.xx)(Kaneko 1992) [Pythagoras573]



New games marked as GAME_NOT_WORKING
------------------------------------
Hot Slot (ver 05.01) [Roberto Fresca]
Magic Colors (ver 1.7a) [Roberto Fresca]
I P M Invader (Incomplete Dump) [unknown dumper, Couriersud]
Astro Wars [MASH]


0.126u5
-------


MAMETesters Bugs Fixed
----------------------
- 02095: [Misc.] chqflag, chqflagj, -listxml: memory leaks
(Aaron Giles)
- 02110: [Side-by-side] All sets in cps3.c: video from a DV cam
proves the refresh rate of CPS3 in MAME is wrong (Aaron Giles)
- 02113: [Misc.] xymg: xymg title mispelled (Aaron Giles)
- 01802: [Multisession] cybrcomm, raveracw, raveracj, raveraja,
ridgerac, ridgerab, ridgeraj, acedrvrw, victlapw: No sound
in games after reloading via the MAME UI (Atari Ace)
- 00233: [Graphics] ikari: The current implementation of the shadow
in Ikari Warriors and Victory Road is wrong. (Nicola Salmoria)
- 02059: [Crash/Freeze] panicstr: Game hangs after choosing Stage.
(R. Belmont)
- 02027: [Crash/Freeze] lhba: lhba does not work (Luca Elia)
- 02101: [Crash/Freeze] wboy, wboysys2: Access Violation
(Nicola Salmoria)
- 00492: [Crash/Freeze] vbowl: In every case, after the 3rd launched
ball, the game resets. (Luca Elia)
- 00491: [Crash/Freeze] drgwrld3: When you continue by inserting
credit and play, the game crashes. (Luca Elia)
- 02021: [Graphics] cottonbm: Sprite layer offset toward upper-left
(R. Belmont)
- 02022: [Crash/Freeze] cottonbm: Fatal Error Crash (R. Belmont)
- 02071: [Crash/Freeze] coolridr: Access Violation (R. Belmont)



Source Changes
--------------
Updated the FD1089 decryption algorythm to use the real keys generated
by the LCG as found by Andreas Naive. The algorithm is more complex
than it should be, but I haven't been able to simplify it more. The
keys are still embedded in the source. It would now be reasonable to
move them to external files; however, for several games we only have
partial keys so the files would need to be BAD_DUMP. [Nicola Salmoria]

Changed ad2083 to load PROM data instead of using hardcoded values.
[couriersud]

Updated structure and naming conventions of sound and CPU cores to
match core conventions. [Derrick Renaud]

Added discrete sound for Mad Alien. [Derrick Renaud]

Hooked up discrete filtering to SN76477 in Space Chaser.
[Derrick Renaud]

Improvements to Lucky74.c driver: [Roberto Fresca, Grull Osgo]
- Reverse engineering of custom IC's 06B49P, 06B53P & 09R81P.
- Mapped the missing 3x SN76489.
- Measured and traced all clocks on the board.
- Measured and fixed the interrupt system.
- Implemented timings/clocks from custom 06B49P.
- Added sound support. All regular game sounds/musics are working.
- Implemented the ADPCM samples system through 09R81P + M5205
emulation.
- Added pinouts and technical notes about custom IC's 06B49P,
06B53P & 09R81P.
- Added flip screen mode.
- Inverted the order of double-up difficult DIP switches.
- Changed 'Key In' to be active LOW instead of HIGH
- Complete memory map and ports scheme.
- Created handlers for USART port and co-processor communication.
- Renamed the sets accordingly.
- Updated all notes.
- Cleaned-up the driver.

Merged memory maps for drivers tigeroad, timelimt, toobin, tumbleb.c,
tbowl, thedeep, and thief. Also changed gfx memory region tags in
obvious cases. [Andrew Gardner]

Added sprite wrapping to Irem m63 driver.
[Tomasz Slanina, Stefan Lindberg]

More FM OPN fixes [Eke, R. Belmont]
- Pass chip type around and restore Jarek's original behavior for
YM2203/YM2610
- Always recalculate attack rate in set_ar_ksr, fixes Megadrive/
Genesis "Batman & Robin"

Added readmes for Cosmo, Don Den Lover, Beatmania (CHD dumping),
Dragon Master, Gals Panic, Fantasia II, Grand Tour, New Dyna Blaster
Global Quest, Daytona "To The MAXX" upgrade, Namco System FL, Great
Sluggers, Gun Nail, Gun & Frontier, Elevator Action Returns, Battle
Bakraid, Koro Koro Quest, Gigas (bootleg), Race Drivin', Hexa, IQ
Block, Open Golf Championship, Macross Plus, Malzak, Puzzle Club,
Naomi, Puzzle Star, Puckman Pockimon, Raiden 2, Raiden Fighters 2
(single board), Light Bringer, Landmaker, Knuckle Bash 2, Mahjong
Fight Club, Vivid Dolls, Tower and Shaft, Star Soldier Vanishing
Earth, Stone Ball, Sky Lancer, Squash, Winning Spike, Versus Net
Soccer, Undercover Cops, War Gods, Space Fever, Strikers 1945, Rohga,
Super Eagle Shot, Treasure Hunt (stv), Tickee Tickats, Great 1000
Miles Rally 2 and Super Monaco GP. [Guru, Andrew Gardner]

Implemented MWR (memory width register) in shanghai to avoid
hardcoded 384 value for screen width. [robiza]

Added the Plotting PAL to the Japanese set. Also corrected the PAL
ROM name. [Brian Troha]

KO Punch boxer graphics had to be doubled. [Nicola Salmoria]

Fixed NMI on Mad Alien sound CPU. This fixes shot sound and various
other sound glitches. Marked madalien and madalina as Imperfect
Graphics. They are missing an effect. When you shoot an enemy in the
dark, the whole screen lights up. Basically the headlights fill the
whole screen. [Guru, Derrick Renaud]

Added reverse engineered PLD images to CPS1 games (A-board to all
and B-board and C-board to many).
[Corrado Tomaselli, Charles MacDonald]

Rejiggered huffman.c to support multiple interleaving streams and a
delta-RLE pre-encoding. Added optimized case for the Y/Cb/Y/Cr video
encoding case. Cleaned up the code. [Aaron Giles]

Updated avcomp.c to use the new huffman.c functions. Reworked
configuration options to allow for both input and output of naturally
aligned data streams. Updated chdman and laserdsc to use the new
interfaces. New compression gives an additional 3-7% over previous
attempt and compresses the dummy CHDs down significantly.
[Aaron Giles]

Some improvements to shanghai video drivers: [robiza]
1) convert framebuffer's ram from 8 bit to 16 bit
2) convert dma command from 8 bit to 16 bit
3) convert gfx command from 8 bit to 16 bit
4) implemented all gfx mode: 1,2,4,8,16 bpp
Now we can use this gfx chip for adp driver that use 4bpp.

updated Alpha 8302 MCU simulation to match newly dumped internal ROM.
Added the ROM to Champion Baseball 2. [Nicola Salmoria]

Added video level detection and reporting to ldverify. [Aaron Giles]

Fixed incorrect test in winwork that led to spinning instead
of using the nicely allocated events we had on hand. [Aaron Giles]

Forced a sound synchronization on each vsync in the laserdisc
playback. This prevents overwriting the tail end of the buffer which
was fouling up the MACH 3 audio decoding. [Aaron Giles]

Fixed ROM mapping and added preliminary video emulation to galaxia.
[Tomasz Slanina]

Fix coolridr crash with DRC, now hangs waiting for impossible
conditions again. [R. Belmont]

Added new flag to menu items: MENU_FLAG_DISABLE, which means the
item will be visible but not selectable. [Aaron Giles]

Fixed bug that prevented the cheat engine from working when the
debugger was disabled. [Aaron Giles]

Modified xmlfile.c to accept integer values in decimal or hex. The
default is decimal. Numbers may be prefixed by '#' for decimal
values, or by '$' or '0x' to indicate hexadecimal values. Also
added function xml_get_attribute_int_format() to return the format
of the attribute, so that it can be later replicated. [Aaron Giles]

Updated cheat parser to preserve the format of attribute values
used for cheat parameters and items. [Aaron Giles]

Added support for information-only cheat items, which will be
displayed in the menu but which are not selectable and have no
action associated with them. Empty information-only items are
automatically converted to menu separators. [Aaron Giles]

Moved several include files from mame/ to emu/, as they were included
by generic components in emu/ and thus should have no dependencies
on the MAME code. [Aaron Giles]

Added new target ldplayer, which is based on MAME but serves as a
standalone laserdisc player for CHDs. Right now only the Pioneer
LD-V1000 is connected, and limited commands are available. Each player
type is a driver, so you specify the player type on the command-line.
The driver then opens the first CHD it finds in your ROM path and
uses that as the laserdisc. The intention is that you specify the
-rompath each time on the command-line, so a typical approach might
be:

ldplayer ldv1000 -rompath j:\mach3

where it will pick up the mach3.chd lurking in your j:\mach3 folder.
Several basic commands are supported:

Space = play/pause
Alt = toggle frame display
Left = scan forward (when playing) or step forward (when paused)
Right = scan backward (when playing) or step backward (when paused)
0-9 = enter numbers for search
Enter = execute search to frame

[Aaron Giles]

Implemented proper shadow handling in SNK drivers. [Nicola Salmoria]

Corrected rom names with PCB locations for Lady Bug and verified the
dump against an original Universal Lady Bug PCB. Added information
about the Universal PCB number and prom type. [Brian Troha]

Improved input ports for drivers starting with F->M. In particular:
they add AM_READ_PORT whenever suitable, they make inputs fully 32bit
where needed, they remove indexed input read handlers from INITs, they
replace many read handlers with appropriate CUSTOM_INPUTs.
[Fabio Priuli]

Additional input port improvements: [Fabio Priuli]
* added dip switches and locations to go2000 (even if they were
partially documented in the source)
* fixed artmagic protection (it used a wrong tag, which probably
I added somewhere in 0.125uX)
* changed a lot of input related things in irem m10->m107 irem boards.
First of all, moved input definitions from drivers/m92.h to
include/iremipt.h and removed completely drivers/m92.h (which
only contained those definitions). Added more common inputs to
iremipt.h and started to use that file in m62->m107 instead
of local #defines. Finally, added diplocations to all the games
in m62->m107 which were missing and it implemented coinage mode 2
through dipconditions in the drivers which didn't support it.
* converted most of the games checking avgdvg_done() in inputs to use
a CUSTOM_INPUT (defined in video/avgdvg.c)

Fixed the i386 CPU core's BSR implementation for the case where the
high bit is set. [Atari Ace]

Added DIP locations to clshroad.c. [RansAckeR]

Collapsed timer callbacks in some cases to avoid duplicating code. In
the case of crystal.c, also refactored two DMA handlers and shuffleed
the init/reset code around a bit. [Atari Ace]

Cleaned up and grouped the sound chip entries based on sound.mak.
[Oliver Stoeneberg]

Fixed sfiii3's title animation and the linear zoom effect that
OopsWare didn't improve properly since 0.122u7. [Joshua Chang]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Da Ban Cheng [Pierpaolo Prazzoli, Luca Elia]
Xing Yen Man Guan [Luca Elia, Wei Mingzhi]
Killer Instinct (SNES bootleg) [Tomasz Slanina]
Final Fight 2 (SNES bootleg) [David Haywood, Tomasz Slanina, Kowal]



New clones added
----------------
Dai Makai-Mura (Japan new version) [Corrado Tomaselli]
Defender (White label) [Andy Welburn]
Free Kick (bootleg set 2) [David Haywood]
Zhong Guo Long (China, V010C) [Luca Elia]
Zhong Guo Long? (Hong Kong, V011H) [Luca Elia]
Sonic Blast Man TURBO 2 (SNES bootleg) [Corrado Tomaselli]



0.126u4
-------


MAMETesters Bugs Fixed
----------------------
01958: [Crash/Freeze] skns: Segfaults on load (Pierpaolo Prazzoli)
01817: [Crash/Freeze] intrepi2: Game stops at PCB test
(Pierpaolo Prazzoli)
02090: [Crash/Freeze] thedeep: Game didn't start (black screen).
(Pierpaolo Prazzoli)
02067: [Crash/Freeze] mustangb, tdragonb: Access Violation
(Aaron Giles)
02069: [Crash/Freeze] astrofl: Access Violation (Aaron Giles)
02068: [Crash/Freeze] All sets in mhavoc.c: Access Violation
(Aaron Giles)
02070: [Crash/Freeze] atlantol: Access Violation (Aaron Giles)
02066: [Graphics] All sets in mhavoc.c: all graphics is missing
(Aaron Giles)
02033: [Crash/Freeze] soccerss and clones: the romtest report
two bad roms (robiza)
02049: [Graphics] invaders: Built in red color overlay goes too low
and shows on top line of invaders heads in Vista only. (robiza)
02079: [DIP/Input] radr, radru: Dipswitch info (robiza)
02056: [DIP/Input] pbobble, qzshowby, spacedx, spacedxj: Unable to
enter coins (Fabio Priuli)
02060: [Graphics] spinlbrk, spinlbru, spinlbrj: Priorities wrong in
second level (robiza)



Source Changes
--------------
Added information to the 1943 driver (video) about priorities encoded
in PROM. [robiza]

Minor optimization to the DISCRETE_INPUT modules. The node output is
now calculated when a discrete_sound_w() is called instead of each
step in the simulation. Also removed the Enable line from the
DISCRETE_ADJUSTMENT modules. They should never be disabled.
[Derrick Renaud]

Removed per-frame metadata support from chdman. Creating an A/V now
simply requires an AVI file input. [Aaron Giles]

Changed laserdisc support to parse white flags and other data from
the VBI data directly, rather than relying on the textual metadata.
Expanded video frame cache to 3. Changed the way frames are assembled
to decrease the likelihood of getting an interlaced weave. Fixed sound
creation so that it is done at reset time instead of device start,
when the sound devices aren't yet live. [Aaron Giles]

Fixed bug in winwork that caused the creation of single work items to
return NULL, and thus lead to massive memory leaks when using A/V
CHDs. [Aaron Giles]

Added new functions cputag_set_input_line() to assert input lines
via CPU tag instead of index. [Aaron Giles]

Disks opened by the romload module are no longer identified by index.
Instead, they are identified by the region they were loaded in. This
generally means one disk per region. get_disk_handle() now takes a
region name in place of an index. Updated all callers to do this.
The SCSI modules in particular posed a challenge to make this work,
so watch out for potential bugs there. [Aaron Giles]

Changed the IDE interfaces to default to choosing the region with the
same tag as the device for its master disk (assuming no slave). Added
support for specifying explicit master/slave disk regions as part of
the configuration, though slave disks are still not supported yet.
[Aaron Giles]

Change the laserdisc interface to no longer require a disk number or
a custom sound device. Both are now assumed to be tagged the same as
the laserdisc device. Updated all drivers accordingly. [Aaron Giles]

Merged memory maps for drivers: blmbycar, blockade, blockhl, blockout,
bombjack, boogwing, and bottom9. [Andrew Gardner]

Added readmes for Galaga, The Outfoxies, Splatter House, Top Racer,
Kyros No Yakata, Bombs Away, Meikyuu Hunter G, Crazy Kong, Moero Pro
Yakyuu Homerun Kyousou, Lucky & Wild, Match It, Country Club,
Enforce, Elevator Action, Chuka Taisen, The New Zealand Story,
Buck Rogers Zoom 909, Head On, Victorious Nine, Youma Ninpou Chou,
Pairs, Woodpecker, Slap Fight, Alcon, Tiger Heli, Superman,
WWF Superstars, Area 51, Animalandia Jr, Avengers In Galactic Storm,
Alien 3: The Gun, Aquajack, and Missile Command. [Guru]

Fix region jumper on psikyo4 (loderndf). [David Haywood]

Backported a bunch of FM OPN (YM2608/2612) fixes from Genesis Plus
GX. All of this was verified on real hardware.
[Eke-Eke, Nemesis, Alone Coder, AamirM]
- implemented PG overflow, aka "detune bug" (Ariel, Comix Zone,
Shaq Fu, Spiderman...)
- fixed SSG-EG support
- modified EG rates and frequency
- fixed EG attenuation level on KEY ON (Ecco 2 splash sound)
- fixed LFO phase update for CH3 special mode (Warlock, Alladin)

Scanline exact rendering for dkong & clones [couriersud]
* Sprite limit of 16 sprites per scanline implemented from
schematics.
* Proper wrap around from bottom to top
* Added some notes about sprite limits and hardware to dkong
driver (thanks to R. Belmont)

Added edge connector pinout info to flower.c. [Brian Troha]

Some initial work on the adp driver. [robiza]

Fixed window in shanghai and shangha2. [robiza]

8257dma and z80dma devices now require device callback handlers
instead of machine handlers. Updated affected drivers accordingly.
[couriersud]

Improved Dsp56k CPU interrupt handling. Polygonet Commanders now
advances past its first dsp handshake. [Andrew Gardner]

Added proper laserdisc support for MACH 3, Us vs. Them, and Cobra
Commander (MACH 3 hardware). Old laserdisc hacks are now removed.
The code now talks to the standard Pioneer PR-8210 interface. Also
removed hacky "target list" from the MACH 3 ROMs; this information
is now decoded on the fly from the right channel laserdisc audio.
[Aaron Giles]

Other Gottlieb cleanups: [Aaron Giles]
- fixed rev 2 sound again
- fleshed out memory maps and behaviors according to the schematics
- hooked up coin counters.
- moved sound inputs to audio/gottlieb and included them in
all relevant drivers
- ordered input ports and ROM definitions consistently

Other laserdisc changes: [Aaron Giles]
- changed PR-8210 interface to work consistently for both Gottlieb
and Stern games
- added audio callback mechanism to allow drivers to peek at the
raw audio streams

Set the initial 8253 timer output to 2 to indicate that it is
undetermined. [Wilbert Pol]

Removed obsolete makemeta tool. Replaced it with new ldverify
tool which walks through either an AVI or CHD capture from a
laserdisc and ensures that there are no anomalies lurking in
the VBI data. [Aaron Giles]

Added new option to chdman, where if you use -createav with
a special filename (either 2:2 or 3:2) it will create a fake
laserdisc files with the equivalent cadence. This can be used
for testing until full captures are available. Most games used
2:2 apart from Dragon's Lair and Space Ace, which were 3:2.
Note that even though these files are essentially blank, they
are Huffman-compressed, meaning that the maximum compression
ratio you will get is 8:1, so they still end up ~5GB. [Aaron Giles]

Moved error strings from chdman.c to chd.c, where they can be
fetched from any caller via the new chd_error_string()
function. [Aaron Giles]

Updated vbiparse to improve Manchester code decoding. It now
assigns a confidence level per bit based on how solid the
data is. Also added a new function vbi_parse_all which parses
the white flag and all three lines of metadata from a
laserdisc frame. It then compares line 17 and 18 against each
other and selects the most likely candidate based on per-bit
confidence and other factors. [Aaron Giles]

Added frame number display to laserdsc.c. It is off by
default, though most players can be configured to turn it on
(not sure if any actually do). It can be manually toggled via
the backslash key during playback. [Aaron Giles]

Discrete sound core optimizations: [couriersud]
* moved a couple of exp(x) from _step into _reset where appropriate
* use tabulated function values for the transfer function in
DSS_INVERTER_OSC

Forced synchronization (stream_update()) before the YM2151 status is
actually read. [Jarek Burczynski]

Added Discrete Sound to Fantasy, Nibbler and Pioneer Balloon.
[Derrick Renaud]

Fixed I/O watchpoints. [Aaron Giles]

Changes to the cheat.xml format: [Aaron Giles]
- new tag (within ) is read and preserved
when saved
- removed variable attribute from ; it is now
assumed to be 'param'
- added default attribute for

Added new variable 'frame' accessible from cheat scripts. This
can be used in the conditional to prevent execution on every
frame, or for other effects (like displaying temporary messages).
[Aaron Giles]

Added new variable 'argindex' which is the index when processing
an with a count attribute greater than 1. [Aaron Giles]

Reinstated the cheat menu. It now displays all loaded cheats and
allows for them to be activated. All known cheat behaviors should
be working now. Cheats are toggled on/off with the left/right
arrow keys. Oneshot cheats are activated by hitting enter. Pressing
enter on other cheats resets them to their default values.
[Aaron Giles]

Continued the cleanup of inputs in drivers starting with C (the
remaining ones), D and E. Improvements include conditional dips
added to dynduke and diplocations for chinagat, chqflag, circus,
citycon, cloak, contra and dynduke. [Fabio Priuli]

Added tags to EVERY input port in drivers starting with F->Z.
[Fabio Priuli]

Removed PORT_START macro. Renamed old PORT_START_TAG to PORT_START.
All input ports must have tags. [Aaron Giles]

Added support for DEL as well as BS for backspacing in the game
select menu. Also limited input to ASCII characters. [Aaron Giles]

Fixed Rim Rockin' Basketball to use the HD6309 core. [Tim Lindner]

Added diplocations to bigrun, scudhamm, cischeat & f1gpstar.
Removed the current hacky handling of f1gpstar coinage dips to use
conditional ports instead. In order to do this, the possible
conditions were extended to support less than/greater than
comparisons. [Fabio Priuli]

Fixed bug that would break conditions on ports using the
PORT_DIPUNKNOWN_DIPLOC macro. [Aaron Giles]

Added diplocations to the following drivers: combatsc.c, copsnrob.c,
cosmic.c, crgolf.c, crimfght.c, crospang.c (here I also added service
dips to heuksun and bestri, which allowed me to verify locations),
crshrace.c, dambustr.c, darkseal.c, dassault.c, dblewing.c,
ddrible.c, deadang.c. Also added locations to the following games:
ddragon & ddragon2 on ddragon.c and docastle, dorunrun & dowild in
docastle.c. [Fabio Priuli]

Verified CPU clocks for athena. [Corrado Tomaselli]

Added module profiling to discrete sound core [couriersud]
* added DISCRETE_PROFILING macro to discrete.h
* Upon discrete_stop, the worst performing modules will be listed

Verified and corrected CPS1 refresh rate. [Corrado Tomaselli]

Changed sound cpu clock of Spinal Breakers to 5Mhz as verified on the
pcb. [Corrado Tomaselli]

Corrected MPU4 AY8910 output weightings. [James Wallace]

Added word alternates for operators in expressions: [Aaron Giles]
+ plus
- minus
* times or mul
/ div
% mod
! not
~ bnot
&& and
& band
|| or
| bor
^ bxor
lt <
le <=
gt >
ge >=
eq ==
ne !=

Changed cheat escaping to automatically escape && & < and <=
to and band lt and le. [Aaron Giles]

Decrypted Da Ban Cheng (dbc set in igs_blit.c) [Pierpaolo Prazzoli]

Removed bad dumps from ad2083. [Pierpaolo Prazzoli]

Fixed bug in aviio.c which could cause an infinite loop if attempting
to read sound beyond the end of the file. [Aaron Giles]

Added expression validation callback to verify names for CPUs and
memory regions. Extended error codes to report incorrect memory
spaces, memory names, or memory sizes. Added verification callback
to the debugger to validate CPU and memory region names, as well
as verifying that a requested address space exists for a given
CPU. [Aaron Giles]

Restored previous behavior that allowed popmessage() messages to
overlay menus and other UI. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Kyuukyoku no Othello [robiza, Fabio Priuli]
S.O.S. [Alex, Max, Antro]



New clones added
----------------
Indianapolis 500 Deluxe [Kris Anks]
Champion Poker (v200G) [Luca Elia]
Megatouch III (9255-20-01 RON) [Brian Troha]
New clone: Crystal Castles (joystick version) [Guru]



New games marked as GAME_NOT_WORKING
------------------------------------
Quiz Punch 2 [Luca Elia]
Jingle Bell [Luca Elia]



0.126u3
-------


MAMETesters Bugs Fixed
----------------------
- 02023: [Crash/Freeze] irobot: hang (Aaron Giles)
- 02043: [Crash/Freeze] All games in cps2.c: All Parent Sets for CPS2
Games Abort (Firewave)
- 02046: [DIP/Input] cachat, tubeit: screen upsidedown (Fabio Priuli)
- 00456: [Graphics] combascb: Missing Most Graphics (Fabio Priuli)
- 02050: [DIP/Input] skyfox, exerizrb: Issue with credits input
(Fabio Priuli)
- 02045: [DIP/Input] wofhfh: Player 3 inputs aren't working (stephh)



Source Changes
--------------
More documentation on the Kiki KaiKai MCU. [Guru, Brian Troha]

A bit more cleanup in the gottlieb driver, still incomplete.
[Aaron Giles]

Verified Free Kick PROMs and improved documentation. [Brian Troha]

Added the ability to pass an optional destructor to
ui_menu_alloc_state(). [Nathan Woods]

Updated to build with the latest DirectX SDK, which doesn't support
Direct 3D 8 & Direct Input 7. By default, the makefile is set up to
compile the old way, but you can set DIRECT3D=9 and DIRECTINPUT=8 in
windows.mak or on the command-line to build with a more modern SDK.
[smf, RansAckeR, uRebelScum]

Irem m63 - adjusted AY frequencies to proper 1.5 MHz [Stefan Lindberg]

DSP56156 CPU Core updates [Andrew Gardner]
- Rewrote core logic, communications, and interfaces.
- Added three parallel memory moves to the disassembler.
- Initial interrupt logic in place.

Plygonet.c updates [Andrew Gardner]
- All communication hacks have been removed.
- Memory maps have been temporarily reverted while new DSP56k cpu
core catches up.

Merged memory maps for beezer.c, bishi.c, and bladestl.c.
[Andrew Gardner]

AICA updates [Deunan Knute, ajax16384, R. Belmont]
- Fixed ADPCM decoder to remove bad optimization and match YMZ280B.
DC offset is fixed and output quality is higher
- Improved handling of slot monitor and timers B and C
- Simplified interpolation code

SH2DRC: Add PC-relative load optimization and ability to disable if
necessary [R. Belmont, based on an idea by Mariusz Wojcieszek]

Changed the way memory regions are referenced. Instead of a single
integer value, regions are now referred to by a region tag. The
region tag must be unique among all regions defined for a given
game. This change required updating all the ROM region definitions
in the project to specify the tag instead of region number.
[Aaron Giles]

Updated the core memory_region_* functions to accept a tag instead
of an integer. Added new memory_region_next() function to allow for
iteration over all memory regions. [Aaron Giles]

Changed the auto-binding behavior of CPU regions. Previously, the
first CPU would auto-bind to REGION_CPU1 (that is, any ROM references
would automatically assume that they lived in the corresponding
region). Now, each CPU automatically binds to the region with the
same tag as the CPU itself. This behavior required ensuring that
all previous REGION_CPU* regions were changed to regions with the
same tag as the CPU. [Aaron Giles]

Introduced a new auto-binding mechanism for sound cores. This works
similarly to the CPU binding. Each sound core that requires a memory
region now auto-binds to the region with the same tag as the sound
core. In almost all cases, this allowed for the removal of the
explicit region item in the sound configuration, which in turn
allowed for many sound configurations to removed altogether.
[Aaron Giles]

Updated the expression engine's memory reference behavior. A recent
update expanded the scope of memory references to allow for referencing
data in non-active CPU spaces, in memory regions, and in EEPROMs.
However, this previous update required an index, which is no longer
appropriate for regions and will become increasingly less appropriate
for CPUs over time. Instead, a new syntax is supported, of the form:
"[tag.][space]size@addr", where 'tag' is an optional tag for the CPU
or memory region you wish to access, followed by a period as a
separator; 'space' is the memory address space or memory class you
wish to access (p/d/i for program/data/I/O spaces; o for opcode space;
r for direct RAM; m for memory regions; e for EEPROMs); and 'size' is
the usual b/w/d/q for byte/word/dword/qword. [Aaron Giles]

Cleaned up ROM definition flags and removed some ugly hacks that had
existed previously. Expanded to support up to 256 BIOSes. Updated
ROM_COPY to support specifying a tag for the source region. Also
updated the address map AM_REGION macro to support specifying a
tag for the region. [Aaron Giles]

Updated debugger windows to display the CPU and region tags where
appropriate. [Aaron Giles]

Updated -listxml to output region class and tag for each ROM entry.
[Aaron Giles]

Changes to lucky74.c driver: [Roberto Fresca]
- Pre-defined CPU and SND clocks.
- Switched the color system to RESNET calculations.
- Completed the remaining DIP switches.
- Added lamps support. Created a layout to show them.
- Changes on the interrupt system (need to be verified on the PCB).
- Renamed the graphics regions to more descriptive names.
- Corrected the manufacturer's name.
- Splitted the driver to driver + video.
- Updated technical notes.

Changed unmapped read for mspacman to see if it changes tunnel
behavior. [David Haywood, as suggested by dwidel]

SH2DRC: add SUBV, replace ADDV with C version as a precaution. (Fixes
most of Mantis #2026, except the part which is a separate bug). Added
new implementation which uses flags directly, keeping the C versions
in reserve in case they are needed. [R. Belmont, Aaron Giles]

Added more validation to the address map detokenization, in order to
catch cases where multiple read/write handlers are assigned to a range.
Fixed cases in the code that failed these checks. [Atari Ace]

i8051 cpu core timer updates: [Wilbert Pol]
- Added support for timer mode 0 (13 bit timer)
- Cleaned up timer code a bit, fixing some off-by-one errors when
timers overflow.

Naomi updates [Samuele Zannoli]
1) refactors many global and static variables in video\dc.c into a
structure to hold the tile accelerator state
2) textures should be better decoded with more pixel formats
3) adds placeholders for some register probably used by the dimm board
4) corrects a little error in a rom board register (very important,
now at least the gdrom games try to start)

Added region and regionbytes fields to the deviceconfig, which are
auto-filled by the device manager before starting the device. This
simplifies the auto-binding process for devices. Added new selector
for device-specific ROM regions. Not yet wired up in the ROM loader.
[Aaron Giles]

Simplified SH2 DRC shift/rotate instruction implementations.
[Aaron Giles]

Fixed menu handling so it doesn't swallow the tab key. [Aaron Giles]

Changed symbol table reference parameters to void * from UINT32.
[Aaron Giles]

Enable strict PC relative loads for ST-V games; at least Cotton
Boomerang needs them. [R. Belmont]

Added new option 'cheatpath' to specify one or more paths for cheat
files. Removed old option 'cheat_file'. [Aaron Giles]

Updated xmlfile.c to specify the line number for each node, for more
accurate error reporting. [Aaron Giles]

Removed old cheat.c/.h and replaced them with code that will read and
write the new XML-based cheat format using the new cheatpath option
(cheats still need to be enabled in order to load at all). Note that
the cheats are not implemented yet, but they are fully parsed. To test
saving, whenever a cheat file is successfully loaded, it is immediately
written back out as 'output.xml' to the cheat directory for validation.
[Aaron Giles]

Minor cleanups: [Oliver Stoenberg]
- removed of unprintable chars (newlines) in SH-2 disassembler
- removed a few unnecessary checks after malloc_ort_die() calls
- changed two romload.c warnings to use GAMENOUN instead
- added "deprecat.h" in a few src/mame/drivers files
- cleaned up the mame.mak by adding all missing defines and grouping
them based on cpu.mak
- renamed video_exit() to winvideo_exit() for consistency in function
names

Changed commented-out functions to #ifdefs. [Atari Ace]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Galaxi [Luca Elia]



New clones added
----------------
Pool 10 (italian, set 3) [Roberto Fresca]
Killer Instinct 2 (v1.3k, upgrade kit) [Brian Troha] (NOT WORKING)



New games marked as GAME_NOT_WORKING
------------------------------------
Bust a Move 2 (JAPANESE ROM ver. 1999/07/17 10:00:00) [R. Belmont]


0.126u2
-------


MAMETesters Bugs Fixed
----------------------
- 01448: [DIP/Input] twotiger: If you have your controller centered,
it is in fact tilted slightly to the right. (Aaron Giles)
- 00595: [DIP/Input] playch10.c games: Button 1 and 2 are reversed
with respect to all other standard mapping. (Fabio Priuli)
- 02007: [Misc.] avengrgs: SH2 Recompiler Bug: Avenrgs crash
(R. Belmont)
- 01892: [Sound] calspeed: Refreshspeed causes horrible screetching
in some games [Calspeed used for example]. (Aaron Giles)
- 01472: [DIP/Input] flower: Starting a game doesn't always register.
(David Haywood)
- 02029: [DIP/Input] aurail and clones: Coinage Dip Switches ignored
(Fabio Priuli)
- 01902: [Core] galpani3: crash at start (Fabio Priuli)
- 01718: [DIP/Input] bishi: Coin 1 and Service 1 mapped twice.
(Fabio Priuli)
- 01572: [DIP/Input] hypreact: Kan, Pon, Chi, Reach, Ron are mapped
twice. (Fabio Priuli)
- 01568: [DIP/Input] gstrik2: Service mode is mapped twice.
(Fabio Priuli)
- 02019: [Core] vfkids: Logging for the SH-2 has been left on.
(R. Belmont)
- 01113: [Speed] btlkroad: [possible] This game runs like slow-motion
during gameplay, with 60/60 on fps. (Nicola Salmoria)
- 00479: [DIP/Input] livegal: P1 Start start a P2 game (and some
inputs are misread in Test Mode) (Fabio Priuli)



Source Changes
--------------
Robustified key behavior when the debugger is visible. Should now
properly ignore the "break into debugger" keypress and not allow
related characters to filter through. Removed some hacks related to
making that work in the past. [Aaron Giles]

Changed osd_wait_for_debugger() to take a machine parameter and a
"firsttime" parameter, which is set to 1 the first time the function
is called after a break. The Windows debugger uses this to ensure
that the debugger has focus when you break into it. [Aaron Giles]

Changed short names for STV BIOS back to single words. [Brian Troha]

Added information on how to toggle the built-in speedup in Ms Pacman
or the fast shot in Galaga in 20pacgal. [Brian Troha]

Removed MDRV_SOUND_ADD. Renamed MDRV_SOUND_ADD_TAG to MDRV_SOUND_ADD.
All sound chips must now include a tag. Changed all existing drivers
to define a unique tag for each sound chip. [Aaron Giles]

Fixed incorrect i960 behavior when generating interrupts. [ElSemi]

Changed -listxml to now output the tag names for CPUs and sound chips.
[Aaron Giles]

Added validity checks to ensure no duplicate sound or CPU tags.
Fixed several duplicates. [Aaron Giles]

Changed MDRV_CPU_ADD to require a tag. Removed MDRV_CPU_ADD_TAG.
Tagged all CPUs. [Aaron Giles]

TGP / Model 2 fixes [ElSemi]
- TGP now correctly uses table roms (model1/2 updated accordingly)
- removed FIFO hack on srallyc (game now runs)
- added analog ports reading for model 2A/B/C
- fixed some loading instructions in the TGP. that fixes srallyc
automatic transmission bug

Merged CPU0 and 1 memory maps in flower, improved interrupt generation
[David Haywood]

Dsp56156 Disassembler rewrite. [Andrew Gardner]
- Rearranged decoding behavior.
- Updated code style to MAME standards.
- Tested each single-word opcode with custom ROMs.

Laserdiscs are now devices. Updated all drivers accordingly.
[Aaron Giles]

Merged memory maps in battlnts, bbusters, bigevglf, bigstrkb, and
bionicc. [Aaron Giles]

Added new functions attotime_to_ticks() and ticks_to_attotime() to
convert between attotimes and a clock tick at an integral frequency.
[Aaron Giles]

Changed the 6532 RIOT device into a proper device. Rewrote the
logic to be simpler and leverage the new attotime functions. Changed
the I/O port setters to specify a mask, and changed the I/O port
callbacks to pass in the previous value. Updated tourtabl and
gameplan drivers to use the new device interface. [Aaron Giles]

Converted audio/starwars.c, audio/exidy.c, and audio/gottlieb.c to
use the new RIOT implementation instead of rolling their own.
[Aaron Giles]

Began gottlieb.c cleanup. Converted palette calculations to resistor
weights. Corrected video timing. Reduced the number of separate
machine drivers. Fixed incorrect spriteram sizes. Populated full
memory maps for the main CPU and the rev 1 sound board. More to
come. [Aaron Giles]

Fixed 8257 DMA terminal count stop for autoload mode and added
callback function existance check. [Miodrag Milanovic]

Completed removal of all explicit calls to input_port_read_indexed().
[Fabio Priuli]

Converted tinklpit keycus implementation from a table to a LFSR.
[Olivier Galibert]

Removed unnecessary ROM shuffling code in namconb2. [Olivier Galibert]

Made the initialization of various Konami PPC drivers consistent
from run to run, hopefully fixing most multisession issues. Also moved
some allocations from static to dynamic storage. [Atari Ace]

Made input_port_read_indexed() private to machine/generic.c.
Eventually it will probably disappear altogether. Fixed the two
remaining instances. [Aaron Giles]

Converted a number of drivers from A-C to using tagged input ports,
and AM_PORT_READ in the address maps. [Fabio Priuli]

Added DIP locations to a large number of drivers: bwidow.c, bzone.c,
bestleag, blackt96, bogeyman, bombjack, boogwing, bottom9, brkthru,
darwin, buggychl, squaitsa, btime, bnj, lnc, zoar, disco, cabal,
canyon, cbuster, cclimber, swimmer and guzzler. [Fabio Priuli]

Made DIP switch renderings consistent regardless of UI aspect.
[Aaron Giles]

Moved more items out of .data by either applying const, removing the
non-zero initializer (if its overwritten by init/reset) or by adding
appropriate initialization code. [Atari Ace]

Removed conditional logging code in favor of allowing the compiler to
optimize it out. This prevents bitrot of #ifdef'ed code. [Atari Ace]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Shinobi III (Mega Play) [Tomasz Slanina, Kowal]
Player's Edge Plus (X002069P) Double Double Bonus Poker [Hammer300]



New clones added
----------------
Major Title (World) [Tirino73 / MAME Italia]
Winding Heat (EAA, Euro v1.11) [Highwayman]
Demon's World / Horror Story (set 5) [Corrado Tomaselli]



New games marked as GAME_NOT_WORKING
------------------------------------
Rail Chase 2 [AndyGeezer]


0.126u1
-------

NOTE: The cheat engine is disabled as of this version. It is
currently undergoing a desperately-needed complete redesign and
rewrite from scratch. By the time 0.127 is ready, we should have
support for the vast majority of existing cheats working once
again.


MAMETesters Bugs Fixed
----------------------
- 00368: [Graphics] aliens: There are a few graphics glitches.
(Nicola Salmoria)
- 00871: [Graphics] pow: At 3/4 of the 1st level, there is a large
pillar, which pops up too late. (Nicola Salmoria)
- 02006: [DIP/Input] rtriv: All four buttons for player 1 are mapped
twice (Fabio Priuli)
- 02009: [Graphics] frogger and clones: background doesn't rotate in
cocktail mode (couriersud)
- 01547: [Sound] cabalbl: Cabal (bootleg) soundfx wrong
(Nicola Salmoria)
- 00244: [Graphics] aliens: In two player mode, there are some
problems with the player sprites. (Nicola Salmoria)
- 01910: [DIP/Input] changela: Gear Shift defaults to Reverse
(RansAckeR)
- 00900: [Color/Palette] kaiserkn, kaiserkj, gblchmp, dankuga: When
thrown by Azteca's medium punch throw the palette of the
thrown character gets all messed up. (Nicola Salmoria)
- 00895: [Color/Palette] arabianm and clones: During level 6, there
is a rain effect, but the water is coloured green.
(Nicola Salmoria)
- 01917: [Color/Palette] gunlock, rayforce, rayfocj: The color of
Battleships is wrong in the 1st stage. (Nicola Salmoria)
- 01058: [Documentation] exctsccb: Exciting soccer bootleg should be
placed in champbas.c. (Nicola Salmoria)
- 00079: [Graphics] faceoff: When you go for a penalty shot the
screen is upside down. (Nicola Salmoria)
- 01887: [DIP/Input] pushman, pushmana, pushmans: Flip screen DIP
switch doesn't work. (Nicola Salmoria)
- 01891: [DIP/Input] matchit, shisen, sichuan2, sichuana: Flip screen
DIP switch doesn't work. (Nicola Salmoria)
- 01574: [DIP/Input] dankuga, gblcmhp, kaiserkj, kaiserkn: Player 1
and Player 2 Button 4 mapped twice. (Nicola Salmoria)
- 01925: [Color/Palette] gunlock, rayforce, rayforcj: The explosive
color of the demo is different. (Nicola Salmoria)
- 01973: [Core] champbbj: Game resets itself in the middle of test
process (Nicola Salmoria)



Source Changes
--------------
makemeta changes: [Aaron Giles]
* Split out Manchester code parsing into a separate utility module.
* Rewrote Manchester code parsing to be clock based.
* Updated makemeta to call the new functions.
* Changed makemeta to parse a different format for metadata.
* Fixed Huffyuv decompression in aviio.
* Added more robust logic to parse out the white flag.

Newest Japanese Naomi BIOS added [batman2509, starke/peap]

pit8253 updates: [Wilbert Pol]
- Changed the implementation to use timers internally.
- Removed the frequency change callbacks.

slapfght driver update: [stephh]
* Renamed sets :
- tigerh2 -> tigerhb1 ("Japan set 2" -> "bootleg set 1")
- tigerhb1 -> tigerhb3 ("bootleg set 1" -> "bootleg set 3")
- gtstarba -> gtstarb1 ("bootleg set 2" -> "bootleg set 1")
- getstarb -> gtstarb2 ("bootleg set 1 -> "bootleg set 2")
* "Performan" :
- cleaned/fixed Dip Switches and added port locations
* "Tiger Heli" :
- added MCU simulation for 'tigerhb1' (in fact, I only had to
return the correct value for the hardware test as there
doesn't seem to be any other communication - I'm still not
convinced that this bootleg had a MCU)
- cleaned/fixed Dip Switches and added port locations
- added notes with the differences between the different sets
* "Get Star" / "Guardian" :
- added MCU simulation for 'getstar' and 'getstarj' heavily based
on 'gtstarb1' bootleg
- cleaned/fixed Dip Switches and added port locations
- added notes with the differences between the different sets
(and especially detailed the numerous ingame bugs in
'gtstarb2')

Added new module uiinput.c which manages input for the user interface.
The OSD is responsible for pushing mouse events and character events
to this interface in order to support mouse movement and text-based
input (currently only used for the select game menu). Added support
for navigating through the menus using the mouse.
[Nathan Woods, Aaron Giles]

Redesigned the UI menus so that they can maintain a richer state. Now
the menus can be generated once and reused, rather than requiring
them to be regenerated on each frame. All menus also share a comment
eventing system and navigation through them is managed centrally.
Rewrote all the menus to use the new system, apart from the cheat
menus, which are now disabled. Reorganized the video menu to make it
easier to understand. [Aaron Giles]

Converted UI startup screens to use astrings. [Aaron Giles]

Fixed edge case in the DRC front-end that would incorrectly tag the
end of a sequence as "return to start" even if the last instruction
did not abet the starting instruction. [Aaron Giles]

Replaced the crazy number of get/set functions for render containers
with a single get/set of a user settings struct. [Aaron Giles]

merged exctsccr.c into champbas.c. [Nicola Salmoria]

UDRC-based SH-2 dynamic recompiler: [R. Belmont]
- All games on all drivers should work as before except "colmns97"
and "stress" which crash due to sound system trouble.
- All idle skips are still included. They are quite a bit less
effective than they were on the interpreter, but they still give a
boost.
- Fast RAM bypass is not included yet so this does not represent
final performance. That said, it's consistently faster than the
interpreter even now. Example: sfiii3 on 0.126 gets 609% on the
interpreter and 961% on the DRC.

Added ST-V BIOS info based on text at 0x800 (byte swapped).
Reorganized the BIOS list & description. Added the USA bios to
smleague and it's a USA only cart. [Brian Troha]

Added save state suport to Konami CPU & Aliens. [Nicola Salmoria]

Moved kodb to fcrash.c (which will probably end up being the home of
the cps1 bootlegs). [David Haywood]

SH-4 update [Samuele Zannoli]
- Fixed TRAPA and some versions of FMOV
- Improved disassembly for MOV.W, MOVA, MOV.L, FIPR, and FSCA.

Fixed memory leak in romcmp. [Nicola Salmoria]

Merged memory maps in the cabal driver. [Nicola Salmoria]

i960: respect the rounding mode for CVTRI [ElSemi]

Corrected g13knd wave ROM 0 offset. [Philip Bennett]

Fixed cocktail sprite position in galaxian.c. Fixes that the frog
disappears for player 2 if moved backwards. [couriersud]

Changed direct access EEPROM interface to return the "bus width" of
the EEPROM data, and the size is in terms of units, not bytes.
Updated all drivers accordingly. [Aaron Giles]

Changed the ROM loading code to actually alter the region flags based
on the CPU endianness and bus width when creating the region, rather
than fixing them up on the fly. This means that callers to
memory_region_flags() will get the correct results. [Aaron Giles]

Changed the expression engine to use two callbacks for read/write
rather than relying on externally defined functions. [Aaron Giles]

Expanded memory access support in the expression engine. Memory
accesses can now be specified as [space][num]@
.
'space' can be one of the following:

p = program address space of CPU #num (default)
d = data address space of CPU #num
i = I/O address space of CPU #num
o = opcode address space of CPU #num (R/W access to decrypted opcodes)
r = direct RAM space of CPU #num (always allows writes, even for ROM)
e = EEPROM index #num
c = direct REGION_CPU#num access
u = direct REGION_USER#num access
g = direct REGION_GFX#num access
s = direct REGION_SOUND#num access

The 'num' field is optional for p/d/i/o/r, where is defaults to the
current CPU, and for e, where it defaults to EEPROM #0. 'num' is
required for all region-related prefixes. Some examples:

w@curpc = word at 'curpc' in the active CPU's program address space
dd@0 = dword at 0x0 in the active CPU's data address space
r2b@100 = byte at 0x100 from a RAM region in CPU #2's program space
ew@7f = word from EEPROM address 0x7f
u2q@40 = qword from REGION_USER2, offset 0x40

The 'size' field is always required, and can be b/w/d/q for byte, word,
dword, and qword accesses. [Aaron Giles]

Added World Rally support to tiny.mak/.c. [Macareno]

changela input improvements: [RansAckeR]
- DIP switch fixes
- Added DIP locations.

Minor srmp5 update: [Sonikos]
- Removed hack in drive machine R3000
- Adjusted R3000 frequency to 25 Mhz according to speglsht
(the hardware is the same)
- Adjusted visible area (but i'm not sure it's correct)
- Fix one rom loading

Changed partial refresh policy in snk68.c and updated comments.
[Nicola Salmoria]

More conversion to input_port_read(): [Fabio Priuli]
* converted to use tagged inputs and handlers all drivers starting
with S & T
* simplified input reads in system24 (removing a redundant handler)
* cleaned up a bit inputs in system 16 & 18 bootlegs (among the
other things, now coinage and P2 inputs in fpointbl & fpointbj
work again)
* removed a lot of redundant #define from taito drivers, replacing
them with PORT_INCLUDEs and definitions from taitoipt.h



New clones added
----------------
World Class Bowling v1.6N [Brian Troha]
Tiger Heli (bootleg set 1) [stephh]
Guardian (US) [stephh]
Get Star (Japan) [stephh]
Virtua Fighter 2 (Revision A) [Peabo / ElSemi]



New games marked as GAME_NOT_WORKING
------------------------------------
Daytona USA Deluxe '93 [Peabo / ElSemi]


0.126
-----


MAMETesters Bugs Fixed
----------------------
- 01896: [Misc.] bigfight, cyclwarr: Access Violation crash
(Aaron Giles)
- 01964: [Misc.] gtg2j: Access Violation (Aaron Giles)
- 01951: [Misc.] cybrcycc: Crash during intro. (Aaron Giles)
- 01965: [Misc.] driveyes: Access Violation (Aaron Giles)
- 01983: [Cheat System] Force Range cheats not working (couriersud)
- 00388: [Graphics] gaia: sometimes fails to display shadows beneath
enemies or the sprites of the old man that talks to you.
(David Haywood)
- 01984: [Cheat System] Incorrectly populating empty spacer comment
cheats (Aaron Giles)
- 01980: [Cheat System] Enable Cheats menu only showing the first 24
cheats for ANY game (Aaron Giles)
- 01971: [Cheat System] Cheat menu flickers. (Aaron Giles)
- 01967: [Misc.] output.c unregister_client crash (Jeff Shanholtz)
- 01963: [Misc.] screenless systems: memory leak with -mngwrite
(Aaron Giles)
- 01854: [Graphics] All sets in thepit.c: Player 2 in cocktail mode
has screen reversed (couriersud)
- 01952: [Cheat System] sfex2p: Cheat crash. (Shimapong)
- 01968: [Cheat System] -CHEAT trigger causes MAME crash when starting
or exiting with some sets. (Shimapong)
- 01969: [Cheat System] some problem with cheat system (Shimapong)



Source Changes
--------------
Replaced kodb set with complete dump from known bootleg board
(different gfx rom layout). Added wofhfh bootleg from mame32plus.
Added SF2 Magic Turbo Delta bootleg as non-working. [David Haywood]

Added skeleton hikaru driver. [David Haywood, Guru]

Fixed possible 64-bit crash/hang with survival. [nuapete]

Driver's Eyes improvements: [Naibo]
- the communication work between CPU and 3D DSP should be limited
to the master M68000, if the address mapping is done in the shared
memory, master CPU would be disturbed by the slave one.
- DIP Switches
DIP3 ON for Screen on the left
DIP4 ON for Screen on the right
should not toggle on both
- The left, center and right screens have separate programs and
boards, each would work independantly. About projection angles of
left and right screen, the angle is correct on 'DRIVER'S EYES'
title screen, however in the tracks of demo mode it doesn't seem
correct.
- The game also features a pretty nice 2D sprite layer, which still
doesn't show up yet. It is known that the CPU does constantly feed
the 2D video memory some meaningful and logical data.

New driver for Lucky 74 (Wing Co.Ltd, 1988)
[Roberto Fresca, Tomasz Slanina]
- Set the proper screen size.
- Decoded graphics.
- Decoded the dual-state color circuitry.
- Mapped the NVRAM, VRAM1-1, VRAM1-2, VRAM2-1 and VRAM2-2 properly.
- Emulated 2x PPI 8255 devices.
- Mapped the 4x DIP switches banks.
- Added PORT_DIPLOCATION to all DIP switches.
- Added DIP switches for 'Bet Max' and 'Limit'.
- Added DIP switches for 'Jackpot' and 'Pay Table'.
- Added the Memory Reset Switch.
- Added the 2nd video & color RAM.
- Added a 2nd tilemap for background graphics.
- Simplified the graphics banks.
- Fixed colors for foreground graphics.
- Fixed visible area to show the top of background graphics.
- Finally fixed colors for background graphics.
- Added all coinage DIP switches.
- Mapped all remaining inputs (service and player buttons).
- Added pulse time limitation to coins A, B & C.
- Switched to use 4x 8255 in replace of 2x 82c255 for I/O.
- Created a handler to feed the z80 port0 requests.
- Promoted lucky74s to 'working' state.
- Added an alternate set, but the program ROM looks like incomplete,
protected or just a bad dump.
- Parent/clone relationship.
- Added technical notes.
- Hooked interrupts.
- Hooked the AY8910 and therefore the NMI trigger.
- Changed the input "Key In" to active high.

Fix scrolling speed in case a cheat dat has invalid (i.e. 0) settings.
[couriersud]

Added per-device and per-CPU validity checks. [Nathan Woods]

Added new Ferrari F355 USA BIOS to Naomi.c [AndyGeezer]

Improved sprite rendering on gaia crusaders (animate at 60fps now,
not 30). [David Haywood]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Lucky 74 (small) [Roberto Fresca]



New clones added
----------------
Virtua Fighter 3 (Revision A) [Chris Hardy]
Lucky 74 (big) [Roberto Fresca]
Emergency Call Ambulance (Export) [AndyGeezer]



New games marked as GAME_NOT_WORKING
------------------------------------
Hikaru Bios [Guru]
Air Trix [Guru]
Planet Harriers [Guru]
Star Wars Pod Racer [Guru]
Wave Runner [David Haywood]


0.125u9
-------


MAMETesters Bugs Fixed
----------------------
- 01962: [DIP/Input] tailg: "Fatal error: Input ports cannot be read
at init time!" with -debug (Aaron Giles)
- 01948: [Misc.] All alg.c and cliffhgr.c sets: Access Violation when
taking a snapshot (Aaron Giles)
- 01940: [Misc.] All cps3.c sets: Access Violation (Aaron Giles)
- 01946: [DIP/Input] Various: Fatal error: Input ports cannot be read
at init time! (part 2) (Aaron Giles)
- 01957: [Core] Access Violation on hardreset with -debug (Aaron Giles)
- 01955: [DIP/Input] gauntleg: Unable to locate input port 'IN1' /
gauntleg cannot start (Aaron Giles)
- 00654: [DIP/Input] usclssic: Can't start 2P game. Seems like 2P
Start key has no effect. (stephh)
- 01945: [Misc.] All asteriod.c sets: Assertions (couriersud)
- 01939: [Misc.] All sega80v.c sets: Assertions (couriersud)
- 01947: [DIP/Input] All omegrace.c sets: Assertions (couriersud)
- 01941: [Misc.] pleiads, pleiadbl, pleiadce: Fatal error:
activecpu_get_info_int() called with no active cpu!
(src/emu/cpuintrf.c:1160) (couriersud)
- 01944: [DIP/Input] hachamf: Unable to locate input port 'DSW'
(robiza)
- 01936: [DIP/Input] All namcos21.c sets: Unable to locate input port
'AN7' (robiza)
- 01938: [Gameplay] vaportrx: Game freeze (Aaron Giles)
- 01937: [Interface] All Sets: Fatal Exception on In-Game Menu
(couriersud)



Source Changes
--------------
SH2 core: [R. Belmont]
* refactored to separate out things that aren't part of the
interpreter.
* converted context struct to go through a pointer

Fixed nile pitch calculation. [h0pdmiYX0]

MIPS3 recompiler: [Aaron Giles]
* don't generate compare interrupts unless the compare register was
written to; fixes hangs in blitz, calspeed, and others
* stash jump target address before executing delay slot; also, don't
update link register until delay slot has finished executing;
fixes hang in gauntleg
* marked IDT instructions for R4650 only
* accounted for time taken in throwaway likely branch slots
* fixed jalr to respect the correct link register
* fixed c.eq, c.lt, c.le to fail if unordered
* fixed swxc1, sdxc1 to use the correct source register
(fixes many Gauntlet problems)
* fixed CCR31 display in debugger
* fixed LWXC1/LDXC1; corrects gauntleg camera

ADded state saving for flower.c. [couriersud]

Corrected dip setting for Risky Challenge. [Brian Troha]

Changed how watchpoints work so that supporting them adds 0 overhead
unless some are actually live. [Aaron Giles]

Removed calls to memory_set_context() in favor of
cpuintrf_push_context(). [Aaron Giles]

Renamed wilytowr.c to m63.c. Added Irem M63 PCB layout (based on
Atomic Boy). [Tomasz Slanina, Stefan Lindberg]

Fixed 32031 so that it doesn't call the debugger if not enabled.
[Aaron Giles]

Fixed assertion in astring.c when compiled against MSVC and the
string is UTF-8. [Nathan Woods]

Night Striker update: [kanikani]
- Added World version as new parent (nightstr)
- Renamed already-supported US version to nghtstru
- Added Japanese version (nghtstrj)
- Removed unnecessary analog input remapping
- Added analog stick adjusting port

Added diplocations to all games in taito_z.c. [kanikani]

Added pot wheel support to world rally 2. [Mirko Mattioli]

Split ADSP2100 execution loop between debug/non-debug. [Aaron Giles]

Improved behavior of PGM on big-endian. The ARM7 boots properly now
but can't sync with the 68k for some reason. [R. Belmont]

Update S14001A core: improved filtering to be more accurate to the
chip, changed internal audio renderer to produce 4 bit sound as the
real chip does. Moved filter outside of the main rendering loop into
the glue code. Note: with this update, you may hear a whining noise
that was not previously present. This is accurate to the chip! The
real chip would almost always have an analog filter placed on its
output to suppress this whine. [Lord Nightmare]

Fixed some save state problems in the DCS driver. Still comes out
garbled on a load, however. Extended memory.c to support up to 4096
banks. [Aaron Giles]

Improvements to Cal Omega driver: [Roberto Fresca]
- Unified MACHINE_RESET for systems 903/904/905.
- Created a new handler to manage the first 4 bits of system 905's
PIA1 portB as input mux selector (905 is still not working)
- Updated technical notes.

Fixed incorrect assumption in the x86/x64 implementation of HASHJMP
that the base table for a mode will always be allocated when a fixed
mode is first used. [Aaron Giles]

Fixed 64-bit writes in UML C back-end. [Aaron Giles]

Preliminary emulation of video hardware (simple blitter) in Strip
Teaser. [Tomasz Slanina]

I80286: Fixed POP ES in protected mode. [Wilbert Pol]

tumbleb.c update: [stephh]
- updated Dip Switches for 'wlstar' and 'wondl96'
- added notes for these 2 games and updated some others
- added port tags and updated memory definitions and read handlers

Updated cheat system [ShimaPong]
- Roll back older periodic function
Now standard/old format work in this function
Otherwords, several operations which doesn't exist in older
function and added recently are now disabled
- Separated load_cheat_code() to 3 indipendent functions
And added new cheat options, "Load New/Standard/Old Format Code"
(Default : load all format codes)
NOTE : delete all cheat options in the database before start
or reload default options (Shift + Reload key)
in cheat general menu
- Added format strings structure to accept huge size strings
in loading a database to prevent from breaking other strings
- Changed Link in new format
Label code is now "Link-Label" and sub-label is "Label-Sub-Link"
"Standard-Link" is no longer label
- Added choose_label_index() to manage label selection
- Fixed build_label_index_table() to prevent from crashing
And disabled to build label index table in case of
standard/old format
- Fixed memory free problem in case of standard/old code
- Fixed several reported/found bugs

Cleaned up input handling in seta.c and bigevglf.c. [stephh]

Adds rom loading for the cadillacs & dinosaurs sets with PICs, and
for several similar punisher sets. No good dumps of the PICs exist,
and this is mainly for reference so that we don't forget the graphic
rom loading on them. They don't work. They're basically the same set
from different PCBs, so one will probably be removed eventually.
[David Haywood]

Fixed memory leak in ledutil.c. [HeadKaze]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Touchmaster 8000 (v9.04 Standard) [Brian Troha]
Galactic Storm [Hau, Team Japump!]



New clones added
----------------
Night Striker (Japan) [kanikani]
Night Striker (US) [kanikani]
Wiz (Taito, set 2) [David Haywood]
Moon Lander [David Haywood]
Star Force (encrypted, set 2) [highwayman]
Spy Hunter (Playtronic license) [stefanocsw]
Captain Commando (bootleg) [highwayman] (NOT WORKING)



New games marked as GAME_NOT_WORKING
------------------------------------
King of Football [Tomasz Slanina]
Hell Night (ver EAA) [Guru]


0.125u8
-------


MAMETesters Bugs Fixed
----------------------
- 01935: [Core] All output commands (-listxml, -cc, -listfull, ETC)
crash with error (couriersud)



Source Changes
--------------
Updated config.txt to describe debugger. Turned off debugger flag by
default. [Aaron Giles]

Fixed input port read during init on most (Super) System 22 games.
[R. Belmont]

Fixed dip switches and added dip locations. [Brian Troha]



New clones added
----------------
Mahjong Electron Base (parts 2 & 4, Japan, BOOTLEG) [XingXing]


0.125u7
-------


MAMETesters Bugs Fixed
----------------------
- 01931: [Gameplay] sqix: [possible] sprites slowdown (couriersud)
- 01631: [Core] sqixbl, perestro, perestrf: game resets after starting
game (couriersud)
- 01874: [Core] windheat: Game freeze (Aaron Giles)
- 01905: [Misc.] Many Sets: Fatal Error crash - Fatal error: Input
ports cannot be read at init time! (src/emu/inptport.c:1278)
(Aaron Giles)
- 01928: [DIP/Input] chplft, chplftb, chplftbl: Choplifter player 2
video is upside down (couriersud)
- 01712: [DIP/Input] exerizrb, skyfox: Coin 1 mapped twice.
(couriersud)
- 01886: [Graphics] gradius4: 3D gfx problem. (Aaron Giles)
- 01927: [Misc.] Effects overlay showing in snapshots (Aaron Giles)
- 01901: [Graphics] kinst13, kinst14, kinstp: Attract mode graphics
regression (Aaron Giles)
- 01916: [Misc.] srmvs: Assertion (Aaron Giles)
- 01900: [DIP/Input] All sets in kinst.c: Mass coin input disables
dipswitch access, and thus further coin input during a fight.
(Aaron Giles)
- 01709: [DIP/Input] startrek, tacscan, zektor: Duplicate P1 + P2
Starts Mapped (couriersud)
- 01715: [DIP/Input] ballbomb: Player 1 Left+Right and Button 1 mapped
twice. (couriersud)
- 01714: [DIP/Input] ssfindo: Player 2 Start mapped twice.
(couriersud)
- 01818: [DIP/Input] All sets in rastan.c: 2nd (unused) Service Mode
DIP assigned. (stephh)
- 01912: [DIP/Input] Various: Unable to construct input ports!
(part 2) (Aaron Giles)
- 01889: [DIP/Input] realbrk, realbrkk, realbrkj: Flip screen DIP
switch doesn't work. (couriersud)
- 01869: [DIP/Input] alienar, alienaru, splat: Duplicated Inputs
(couriersud)
- 01575: [DIP/Input] joust, joustr, joustwr: Player 1 and Player 2
Start buttons are mapped twice. (couriersud)
- 01866: [DIP/Input] gstream: Duplicated Inputs (couriersud)
- 01903: [Graphics] mooncrst and most clones: 3rd+4th Wave have
enemies that are corrupted. (couriersud)
- 01908: [Misc.] Various: Access Violation when saving a snapshot
(Aaron Giles)
- 01911: [DIP/Input] nomnlndg: Unable to locate input port 'DSW'
(Fabio Priuli)
- 01906: [Misc.] All sets in atartig1.c: Fatal Exception crash
(Aaron Giles)
- 01904: [DIP/Input] teetert: Player movement has slowed from
previous MAME (Aaron Giles)



Source Changes
--------------
Fixed input port read at init time in grchamp.c. [Curt Coder]

Fixed input port read validation. The previous check was way too
aggressive, and prevented CUSTOM_INPUT handlers from reading other
ports. This one sets an "all clear" flag as soon as the configuration
data is loaded. [Aaron Giles]

GX era haradware: update video parameters to use actual values written
to the CCU. [Yasuhiro Ogawa]

MultiPCM/315-5560 rewrite. All features are now supported including
PLFO and ALFO. [ElSemi]

Fixed read from input port during VIDEO_START in namcofl.c.
[couriersud]

Cleaned up z80dma interface [couriersud]
* removed compatibility to old z80dma driver
* now uses std. callbacks (READ8_HANDLER, WRITE8_HANDLER)
* updated mario and dkong3 accordingly

Implemented 8257 dma controller as proper device [couriersud]
* rewrote 8257dma.[ch]
* updated dkong.c accordingly

dkong.c: Merge driver init code for drakton and strtheat [couriersud]
* made decryption for drakton and strtheat more compact
* moved decryption and driver init code into dkong.c
* deleted drakton.c and strtheat.c

Added emulation of ST-0026 NiLe (sound). Added audio to Super
Real Mahjong P6. [Tomasz Slanina, R. Belmont]

i8x41 improvements: [Wilbert Pol]
- Removed i8x41.ram hack from the i8x41 cpu core.
- Fixed disassembly for opcode 0x67.
- Added configurable i8x41/i8x42 subtype support.
- Fixed carry flag handling in ADDC A,#N instruction.
- Fixed carry flag handling in RLC A instruction.
- Updated the ram sizes. 8041 uses 128 bytes, 8042
8042 uses 256 bytes.
- Added support for re-enabling interrupts inside
an interrupt handler.
- Fixed cycle count for DJNZ instruction.

Converted voodoo into a proper device. Updated drivers accordingly.
[Aaron Giles]

Cal Omega driver updates: [Roberto Fresca]
- Lots of improvements on the input system.
- Adjusted the CPU adressing to 14 bits for systems 903/904.
- Adjusted the CPU adressing to 15 bits for system 905.
- Rewrote all the ROM loads based on these changes.
- Defined CPU, UART and sound clocks.
- Splitted the sound interface to cover different systems.
- Splitted the PIAs interfaces to cover different systems.
- Added sound to system 905 games.
- Added MACHINE_START and MACHINE_RESET to initialize the devices
properly.
- Documented the systems 903/904 UART connections.
- Traced and added PIAs connection diagrams for systems 903/904/905.
- Hooked the missing DIP Switches bank to the AY8912 for system 903.
- Added preliminary serial/UART support to systems 903/904.
- Hooked the missing DIP Switches bank to the ACIA 6850 for systems
903/904. It allow to choose the proper transfer rate for UART.
- Fixed graphics ROM loads for different Hotline versions.
- Added support to Game 8.0 (Arcade Black Jack).
- Added support to Game 12.3 (Ticket Poker).
- Added support to Game 23.0 (FC Bingo (4-card)).
- Renamed all roms of each set according to the systems schematics and official list.
- Cleaned-up the sets.
- Cleaned-up the driver.
- Updated technical notes.

Save state support: [Aaron Giles]
* added save state support to the MIPS3 recompiler
* added save state support to CAGE audio system
* added save state support to the voodoo emulator
* added save state support to the smc91c9x emulator
* added save state support to the kinst, seattle, and vegas drivers
* fixed core video handling of save states with dynamic screen resolutions
* added save state support to the SHARC CPU core
* added save state support to the PowerPC recompiler
* added save state support to the virtual TLB system
* added save state support to the RF5C400 sound core
* added save state support to konppc module
* added save state support to K056800 host controller
* added save state support to the Konami hornet driver

SMC91C9x: [Aaron Giles]
* converted to proper device
* updated seattle and vegas drivers to allocate devices
* added separate 91C96 device for eventual 2049 use
* cleaned up code

Added machine parameter to memory_region() and memory_region_length()
functions. Cleaned up usage of these throughout the code to cache
pointers rather than calling these functions repeatedly during loops.
[Atari Ace]

Fixed poor default CLUT handling in the voodoo driver. [Aaron Giles]

Added additional Naomi BIOSes. [Brian Troha, Guru]

DRC fixes: [Aaron Giles]
* Fixed WRITEM opcode on 64-bit to call through memory instead of
directly. Solves assertions with gcc 4.3 and 64-bit linux.
* Fixed DCMP opcode on the 32-bit back-end
* Fixed LZCNT opcode in x86 and x64 back-ends
* Added support for flags in LZCNT and BSWAP opcodes on x86 and x64
back-ends

Changed debugger so it does not stop while we are waiting for a
pending event to occur. This eliminates some confusion during reset
and state loading. [Aaron Giles]

Explicitly disabled overlays for non-native snapshots (native
snapshots already had them disabled). [Aaron Giles]

Added more complete readmes for Konami PowerPC games. [Guru]

Cleaned up system register access in Konami PowerPC games. Connected
EEPROM in hornet driver (doesn't seem to affect much). Altered network
IRQ timing to fix several problems. Most games are back to their
previous "working" states. [Aaron Giles]

Changed DRC frontend to pass a pointer to the previous instruction
when describing. Updated PowerPC frontend to approximately take into
account branch and CR logic folding in timing computations.
[Aaron Giles]

Updated cheat system: [Shimapong]
- Merged 3 different search menu functions to search_main_menu()
- Added new cheat options, "Vertical/Horizontal Key Repeat Speed"
NOTE : delete all cheat options in the database before start
or reload default options (Shift + Reload key)
in cheat general menu
- Changed assignment of Entry for Activation Key and Pre-enable
command code. Now there are check the tag in comment field
instead of index number. But it's only for new format command
and old is as before
- Added tag output in save_activation_key() and save_pre_enable()
- Cleaned up save_cheat_options() to output description
- Changed memory read function in watchpoints
No longer "Debugger" watchpoint mis-hit "Cheat" watchpoint
- Fixed several reported/found bugs
- Renamed funcitons/enum based on coding guidlines
All functions are completed in this update

Removed DEBUGGER flag from makefile and ENABLE_DEBUGGER macro from
the source code. All MAME builds now include the debugger, and it is
enabled/disabled exclusively by the runtime command-line/ini settings.
This is a minor speed hit for now, but will be further optimized going
forward. [Aaron Giles]

Changed the 'd' suffix in the makefile to apply to DEBUG builds
(versus DEBUGGER builds as it did before). [Aaron Giles]

Changed machine->debug_mode to machine->debug_flags. These flags now
indicate several things, such as whether debugging is enabled, whether
CPU cores should call the debugger on each instruction, and whether
there are live watchpoints on each address space. Redesigned a
significant portion of debugcpu.c around the concept of maintaining
these flags globally and a similar, more complete set of flags
internally for each CPU. All previous functionality should work as
designed but should be more robust and faster to work with.
[Aaron Giles]

Added new debugger hooks for starting/stopping CPU execution. This
allows the debugger to decide whether or not a given CPU needs to call
the debugger on each instruction during the coming timeslice. Also
added new debugger hook for reporting exceptions. Proper exception
breakpoints are not yet implemented. [Aaron Giles]

Added 360degree wheel (dial) input to GTMR, which is available when
the Controller dip is set to 'Wheel', and Controls dip is set to
'1P Side'. Note when Controls dip is set to 'Both Sides', 270degree
wheel (paddle) input is used. [Minwah]

Verified clocks and adjusted sound volumes in Fairyland Story.
[Corrado Tomaselli]

More conversion to input_port_read: [Fabio Priuli]
* updated the whole mid*unit family of drivers + seattle & zeus
which shared some input code.
* updated most namco systems + a couple of old drivers sharing the
input handling, minus namcos22
* updated most of the M->Q drivers + finally removed indexed reads
from megadriv.c (without breaking ssf2ghw)
* removed indexed read from drivers starting with r (and slightly
simplify inputs in royalmah.c)
* unified nichibustu mahjong input ports (using common ports in
nbmj9195.c as well as in the other drivers), removed indexed read
and exploited tags to reduce complexity in a couple of handlers

Fixed missing sha1 values in ampoker2.c, atarigx2.c, cabal.c, and
ksys573.c. [John Gilbert]

Fixed a few build problems with the cpu/sound cores M65CE02,
ALPHA8201, TMC0285, TMS5200 and corrected the dependencies for
the mips core. [Atari Ace]

Finish the work on ddragon3: [Sonikos]
- Mapped the correct dip "SW1-8" before was incorrect
- Added "FBI Logo" dips in ctribe
- Fixed the dips condition's implementation to avoid the mame crash
in ctribe
- Change the name of (Italian bootleg) in a better (bootleg Set 2)

Set OKI 6295 pin 7 to high in gotcha driver. [Sonikos]

Fixed make MSVC_BUILD=1 -j2 and corrected an oversight in the
cross-build support. [Atari Ace]

Cleaned up most of the Machine stuff in src/emu/machine. There is
a bit left to clean up, but it's mostly stuck at some interfaces now.
[Oliver Stoeneberg]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Survival [nuapete]
WonderLeague '96 [David Haywood]



New games marked as GAME_NOT_WORKING
------------------------------------
Cal Omega - Game 8.0 (Arcade Black Jack) [Roberto Fresca]
Cal Omega - Game 12.3 (Ticket Poker) [Roberto Fresca]
Cal Omega - Game 23.0 (FC Bingo (4-card)) [Roberto Fresca]


0.125u6
-------


MAMETesters Bugs Fixed
----------------------
- 00181: [Sound] ddragon3: OKI volume is too low in MAME. (sonikos)
- 00417: [Sound] ddragon3: the title voice should start when the
background tune hits its highest note. (sonikos)
- 01441: [Sound] ctribe, ddragon3: The OKI6295 playback frequency is
too high. (sonikos)
- 01888: [DIP/Input] raidena, raidenk, raident: Flip screen DIP switch
doesn't work. (couriersud)



Source Changes
--------------
MIPS3 recompiler: [Aaron Giles]
* added UML comments for common state variables
* removed some unused fields
* implemented LL/LLD/SC/SCD (only works single-processor for now)

Added sound emulation to Wily Tower, Atomic Boy and Fighting
Basketball. [Tomasz Slanina]

Improvements to squahitsa. [David Haywood]

Progress on protection simulation for 2 Crystal System titles. Still
not working. [ElSemi]

Some progress on tankfrc4 inputs. [David Haywood]

Created common virtual TLB managment module. Updated MIPS and PowerPC
code to make use of it. [Aaron Giles]

Added a validity check against reading input ports at init time.
[Curt Coder]

Cleaned up software bilinear filtering code. Added bounds checking.
Enabled by default for snapshots and movie rendering. [Aaron Giles]

Added new option: -snapsize, which lets you specify the target
resolution for snapshots and movies. The existing behavior is still
the default: create snapshots and movies at native pixel
resolutions. [Aaron Giles]

Added new option: -snapview, which lets you specify a particular
view to use for rendering snapshots and movies. The existing
behavior is still the default: use a special internal view and
render each screen to its own snapshot in its own file. When using
this option to specify a view other than 'internal', only a single
snapshot file will be produced regardless of how many screens the
game has. [Aaron Giles]

Improved AVI and MNG recording to properly duplicate/skip frames
as appropriate to keep the correct framerate. [Aaron Giles]

Added new function video_get_view_for_target() which selects a view
based on a command-line parameter and the configuration. Changed
Windows OSD code to use this instead of its own logic. Changed
-snapview to share the logic as well, enabling 'auto' as a -snapview
option. [Aaron Giles]

Renamed "Nintendo z80gb" cpu core to "Sharp LR35902". [Wilbert Pol]

UML: [Aaron Giles]
- reactivated back-end validation mechanism
- added back-end validation for ADD/SUB/MUL/DIV/CMP forms
- fixed several errors in dealing with more obscure flag combinations

konamigx frequency tweaks: [Yasuhiro Ogawa]
- set screen refresh rate to 58Hz (parameters from developer manual
are not 100% correct)
- removed sound CPU clock hack

Set tecmosys screen refresh rate to measured 57.4458Hz. [Guru]

Added missing machine parameters and removed deprecat.h usage in a
number of drivers/ and machine/ files. [Oliver Stoenberg]

Changed all games after Street Fighter 2 CE to have a 12mhz clock.
Verified on Megaman and Quiz and dragons (original kits with plastic
case). I am resonably sure all the other games after ST2CE have the
DASH cps1 board with 12mhz clock. [Corrado Tomaselli]

Converted many drivers in the d-j alphabetical range to use
input_port_read() instead of input_port_read_indexed(). [Fabio Puiuli]

ddragon3 driver cleanups/fixes: [sonikos]
- Fixed the mess dips location in ctribe
- Added dips location in all sets of ddragon3
- Added the missing dips (now are 8x2) on ctribe,ctribe1,ctribeb,
ctribb2 and ddrago3b
- Fixed the "Stage Clear Energy" dips in ctribe
- Adjusted the frame rate from 60hz to around 57 as reported on
mametester ID 00417
- Adjusted OKI frequency to 1.000mhz (according to recording on
mametester ID 00181)
- Adjusted the ddragon3 & ctribe volume (according to recording on
mametester ID 00181 and 01441)

Some protection improvements for vgoalsoc / tecmo world cup 98.
[nuapete]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Alien Storm 2 player World [Frederic Canoen]



New clones added
----------------
Terra Force (bootleg with additional Z80) [David Haywood]
Turbo Outrun - White Cockpit version [Frans van Egmond]
The Combatribes (Italian bootleg) [Sonikos]



New games marked as GAME_NOT_WORKING
------------------------------------
Wonderboy 3 System16A FD1089A [Volker Hann]


0.125u5
-------


MAMETesters Bugs Fixed
----------------------
- 01863: [Multisession] mwalk and clones: Crash on multisession.
(Atari Ace)
- 00971: [Color/Palette] spdcoin: In a reverse of the artwork bug,
the blue background has been replaced with a black one.
(couriersud)
- 00251: [Sound] spdcoin: Sound isn't perfect. There are many static
pops to be heard, and volume is very low. (couriersud)
- 01884: [Core] mtetrisc, vivdolls, starsldr (maybe all): (MAC OS)
crashes with "Illegal instruction" message (Aaron Giles)
- 01827: [Interface] All sets in galaga.c: DIP switch information is
not being readded properly when .CFG is read. (couriersud)
- 01865: [Graphics] nbapbp: The graphic is completely wrong
(Aaron Giles)
- 01864: [Interface] -listxml still crashes (Aaron Giles)
- 01885: [Misc.] astdelux, astdelu1, astdelu2: Fatal Error: Unable to
locate input port 'DSW' (Fabio Priuli)
- 01190: [Color/Palette] punchout, spnchout: The colors of the title
logo and letters on the top and bottom should be different
than each other. (Nicola Salmoria)
- 01693: [Sound] jackal, jackalj, topgunbl, topgunr: After you get in
the jeep the music stops. (Nicola Salmoria)
- 01880: [Color/Palette] All sets in mrdo.c: Color Regression
(Nicola Salmoria)
- 01870: [Graphics] skylance, skylancr: cocktail mode, player 2's shots
are offset from player's position (Nicola Salmoria)
- 01871: [Documentation] officeye: Misspelled title (robiza)



Source Changes
--------------
Updated 68681 DUART: [Mariusz Wojcieszek]
- converted to device interface
- converted to 8 bit device
- added input and output port
- added X1/16 timer

Fixed compilation error when neither HAS_PPC403GA nor HAS_PPC403GCX
are defined. [Nathan Woods]

Additional documentation in the TMS5220 and SN76496 cores.
[Lord Nightmare]

Fixed handling of the U register in the RET instructions and when
taking an interrupt in the Nintendo Minx cpu core. [Wilbert Pol]

suprnova updates: [David Haywood]
- now uses its own draw roz function, which supports linescroll
or columnscroll, and will give us the ability to 'render'
priority data (with roz applied) from the flagsmap to a temp
bitmap to work with.
- priorities should be correct from start to end in cyvern now..
still not perfect tho.
- added a note about what needs fixing for the sengekis sprite zoom
(shrink flag we're not handling)
- allow wraparound to be turned off (sarukani..)

Italian gambling games based on H8/3337 MCU + NEC D7759GC:
[Roberto Fresca]
- Corrected year and manufacturer to ntcash and wizard.
- Sorted the games by year.

Simplified m90 video update routine. [robiza]

Improvements to bomblord (bbmanw clone): [robiza]
- partially fixed the background
- fixed the sprites
- implemented video register for selecting different resolutions;
this fixes graphic in the game screen
- fixed scroll video register
- cleaned up offset and priorities
- implemented linescroll
- promoted to working

Improvements to dynablsb (dynablst clone): [robiza]
- partially fixed the background
- fixed the sprites
- fixed mark for last sprite
- fixed player #1 and player #2 controls
- fixed graphics layer and offset
- fixed layer select
- implementated the scroll video register
- cleaned up offset and priorities
- promoted to working

Numerous improvements to the blackt96 driver. [David Haywood]

Fixed colortable creation in Mr. Do driver. Fixed diode voltage drop
value which caused apples to be orange instead of red-orange. The
title screen now perfectly matches
http://www.flickr.com/photos/arecee/2384126902/sizes/l/ including the
logo outline. [Nicola Salmoria]

Jackal driver improvements: [Nicola Salmoria]
- Fixed palette animation (very subtle!)
- Verified on the schematics and on the pcb that the high score table
text cannot change color.
- Removed the IMPERFECT_GRAPHICS flag
- Fixed music with a kludge (overclock sound CPU)
- Added dip switch locations and sorted input ports

Simplified palette handling in punchout. Fixed big sprite palette in
top monitor. [Nicola Salmoria]

Cal Omega driver: [Roberto Fresca]
- Cleaned up the driver following the MAME Coding Conventions.
- Added support to Game 18.7 (Amusement Poker).
- Improved the input system for some games.
- Fixed some wrong color codes.
- Updated technical notes.

New driver for italian gambling games based on Mitsubishi/Renesas
M16C MCU family. Added dumper notes, hardware details and hooked the
sound devices. Moved Euro Jolly X5 to this new driver, and add
support for Grand Prix. [Roberto Fresca]

Improvements to Sandii' games driver: [Roberto Fresca]
- Fixed the tilemap size.
- Fixed the screen size.
- Updated technical notes.

Changed map command in the debugger to now perform separate
read/write/fetch lookups. [Aaron Giles]

Fixed AY-3-8910 output mode in Draco. [Curt Coder]

Thayer's Quest changes: [Curt Coder]
- cleaned up driver
- added LED layout from Dragon's Lair
- mapped keyboard and dips correctly
- added laser disc drive selection
- fixed Z80-COP communications
- figured out ports from disassembly
- added cart presence detection logic
- fixed SSI-263 timings, service mode works now
- changed to use COP421

COP4xx: [Curt Coder]
- fixed LEI instruction
- added COP421 variant

Moved calipso, spdcoin, superbon, moonwar and moonwara to galaxian.c:
[couriersud]
- superbon: Change name to Agent Super Bond and Manufacturer to
"Signatron USA"
- superbon: Change year to 1985 following information on
arcadeflyers.com
- removed armorcar remains from scobra.c

In the i8051 core, timer 0's second split counter was incorrectly
checking the Timer 1 Run Control Bit. Fixed it. [Jim Stolis]

PEPlus driver updates: [Jim Stolis]
- All video slot titles now accept coins and play normally
- Renamed peps0716 to its proper name "River Gambler Slots", instead
of "Quarter Mania Slots"
- Updated peps0716 to use the proper CAP
- Replaced peps0615 to use a CAP with closer colors (still wrong)

Added alternate layout for World Rally 2 PCB. [Mirko Mattioli]

Added sound emulation to Dacholer and Kick Boy. [Tomasz Slanina]

Cleaned up the usage of Machine in many of the src/video files.
[Oliver Stoenberg]

Correctness pass over the source tree: [Atari Ace]
- added static qualifiers where appropriate
- added missing #include statements, source comments and header
declarations
- removed dead declarations
- added ~30 header files for a number of drivers
- consolidated various cchip declarations

Improved 8085 timing and fixed flag calculations based on differences
between it and the 8080. [Miodrag Milanovic]

Converted a number of drivers over to using input_port_read() from
input_port_read_indexed(). [Fabio Priuli]

Updated cheat system: [ShimaPong]
- Changed the function of default memory read in case of the search
to prevent from crashing if a game uses cpu_spinutil()
Now basically used do_memory_read() instead of do_cpu_read()
(Try to search in actfancr between this and previous version)
NOTE : It's not fundamental solution but no longer crash
- Cleaned up read_data() and write_data()
- Cleaned up save/load routine and added open_cheat_database()
- Added new menu "Cheat Commands" into the cheat main menu
the following commands are supported in this menu
* reload cheat code (the same as Reload Database key)
* cheats ON/OFF (the same as Toggle Cheat key)
* watchpoints ON/OFF (the same as Shift + Toggle Cheat key)
* save description (save the title of the game)
* save raw code (save raw cheat code with new format)
- Fixed several bugs which has found in testing
- Renamed functions based on coding guidlines

Added option -[no]coin_lockout (-[no]coinlock) to control coin
lockout behavior. [Aaron Giles]

NeoGeo updates: [Johnboy]
- Updated Neo-Geo game pcb infos
- Marked kof2001h AES VERSION
- Marked samsho3a MVS VERSION
- Marked 2020bba AES VERSION, renamed p1 and added a note
- Renamed lastsold p1 to correct chip label 134-p1k
-> Checked other Korean sets, found similar ID change; renamed
accordingly
Renamed rbff2k p1 to 140-p1k
Renamed fswords p1 tp 187-p1k
Renamed aof3k p1 to 196-p1k
Added comment to kof99n: Korean version?
- Renamed mslug3n to mslug3h, Marked AES VERSION, changed mamedriv.c
- Remove BAD_DUMP from kotm, add correct m1
- Correct s1 layer size in samsh5sp + clones
- Removed BAD_DUMP from burningf + clone
- Added correct m1 to lbowling
- Added correct m1 to socbrawl + clone
- Added correct m1 to mutnat
- Added correct m1 to joyjoy
- Added correct c1/c2 and s1 to marukodq
- Renamed p-roms in wh1 and wh1h, added comment
- Added some comments about 'M1' and 'S1' roms
- Renamed files in kof2001 to correct chip label, changed m1
- Corrected set pbobblen as found on MVS cart, added notes

Added bilinear filter option to software rendering. Not hooked up to
anything yet. [Aaron Giles]

DRC UML changes: [Aaron Giles]
- separated conditions and flags into two separate fields
- added more extensive per-opcode information
- made validation more thorough using the extended information
- disabled back-end validation for now until it can be revisited
using the new tables
- changed GETFLGS encoding so that the mask is in parameter 2 instead
of the flags field
- wrote new disassembler based on enhanced opcode info structure
- moved disassembler into drcuml.c and removed old code
- extended disassembler buffer sizes to at least 256 bytes
- removed explicit flag requests from the shorthand opcodes
- added optimization function to drcuml which is called at block end
- added logic to compute the necessary flags based on upcoming opcodes
and only select those flags which are required
- added NOP opcode
- added logic to simplify opcodes as much as possible at the UML layer
- removed similar logic in the x86 and x64 back-ends
- added stricter parameter validation for registers and mapvars
- improved disassembly output
- added simple symbol table to the UML for improved disassembly
- changed optional disassembler cache parameter to a drcuml object
- fixed STORE opcode description to allow immediate source operands

DRC frontend changes: [Aaron Giles]
- changed from tracking "live" registers to tracking "necessary"
registers
- genericized register tracking to be more flexible
- added previous instruction pointer to opcode descriptions

PowerPC recompiler: [Aaron Giles]
- fixed bug where a branch and link to the link register would
overwrite the link register before fetching the target address
- updated to no longer explicitly specify flags
- added symbols for most common variables
- fixed bug in handling XER carry flag for subo. forms
- simplified flag insertion logic for opcodeo. forms
- rewrote lswi/stswi as subroutines
- made accesses to tempdata explicitly dword or qword
- fixed SRR0 when generating a syscall
- removed no longer necessary TESTs on extsb/w, rlwinm, rlwnm,
rlwimi, cntlzw
- fixed bug where the SO flag was not being computed for compares
- fixed flag computations for mulhw/mulhwu/mullw
- fixed subtlety of shifts between 32 and 63 in srw/sraw
- fixed mffs/mtfsf to use FP registers
- fixed mtfsfi to use the immediate value properly
- now marking terminal count bit in DMA status register
- added support for 4xx protection registers via the MMU
- added TLBH, TLBU, and DEC to the list of registers in the debugger
- turned off "end of transfer" DMA signals in favor of "transfer
count 0" signals; fixes memory-to-memory DMA in fiveside
- minor flags optimizations:
* broke CR into several individual bits of state
* extracted the SO bit from XER into its own state
- cleaned up register tracking implementation
- fixed numerous errors and shortcomings in the tracking
- added support for removing unnecessary XER CA and CR0 computations
- updated UML logging to output new frontend statistics
- added basic cycle counts for longer instructions
- added penalty for polling timebase and decrementer registers
- fixed dependencies in cpu.mak
- reduced address bus width of 4xx series to 31 bits per the
documentation
- fixed bug that would jump to incorrect PC after filling the
TLB during a mismatch event
- added explicit address truncation to 31 bits for 4xx series
- added new PPCDRC_ACCURATE_SINGLES option, which removes the
excessive (and very likely unecessary) extra rounding when
performing the "fast" single-precision floating point ops
- fixed TLB filling for 4XX protection ranges
- fixed parameter ordering for masked reads/writes
- added detection of MMU enablement in 403GCX case
- fixed bug in protection bounds violation detection for 4XX
- changed SPU receive model to a push model; updated drivers accordingly
- added macros for setting the SPU transmit handler and sending bytes
- cleaned up ppc.h
- fixed lmw/stmw if rA is one of the loaded/stored registers
- removed unnecessary variables & structure members
- optimized for the XER and CR0 case where XER doesn't need an overflow
calculation

MIPS recompiler: [Aaron Giles]
- updated to no longer explicitly specify flags
- tweaked register tracking to match new DRC frontend system
- updated UML logging to output new frontend statistics
- fixed left/right accesses to work with recent memory handler changes

x86/x64 back-ends: [Aaron Giles]
- added flag support to SEXT, ROLAND, ROLINS, LZCNT opcodes
- fixed bug where sometimes the flags would be corrupted; in
particular, we always clobbered the flags for the subfze
instruction, which broke the nbapbp camera and some other things
- fixed DIVS/DIVU opcode so they properly compute SZ flags when
requested; fixes camera wackiness in nbapbp
- added a "hop" around the prolog of the HANDLE opcode to allow
fall-through
- redesigned x86 stack management to keep the stack at the same 16-byte
alignment
- fixed adc/sbb so that they don't optimize out ever
- fixed detection of special and/or/xor cases
- fixed GETFLGS opcode so that it doesn't return anything other than
requested flags
- changed LZCNT/BSWAP to be more flexible in register selection

gticlub driver: [Aaron Giles]
- converted sysreg_r/w to 8-bit handlers
- added hack to make network IRQs work; brings some games back to life

Konami PowerPC drivers: [Aaron Giles]
- designated fast RAM accesses for work RAM
- removed unnecessary mirroring

Firebeat driver:
- added VBLANK IRQ clear
- added ATAPI IRQ clear
- tried to add UART IRQ clear but it doesn't yet work
- most of the games start to show something again with these changes
- added fast RAM region

Model 3 driver: [Aaron Giles]
- identified and fixed VBLANK bit in real3d status which was
causing the system to hang at startup
- designated fast RAM accesses for work RAM

53C810 SCSI controller: [Aaron Giles]
* changed read/write handles to proper READ8/WRITE8_HANDLER
callbacks so they can eventually be used directly



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Super Rider (Italy) [Luca Elia]
SWAT Police [Brian Troha]
Player's Edge Plus (PS0014) Super Joker Slots [Jim Stolis]
Player's Edge Plus (PS0022) Red White & Blue Slots [Jim Stolis]
Player's Edge Plus (PS0043) Double Diamond Slots [Jim Stolis]
Player's Edge Plus (PS0045) Red White & Blue Slots [Jim Stolis]
Player's Edge Plus (PS0308) Double Jackpot Slots [Jim Stolis]



New clones added
----------------
Tank Force (US, 4 Player) [Brian Troha]
Videomat (polish bootleg) [Roberto Fresca]
Head Panic (ver. 0117, 17/01/2000) [Brian Troha]



New games marked as GAME_NOT_WORKING
------------------------------------
Mystery Number [Roberto Fresca]
Shark Party (Italy) [Luca Elia]
Victor 5 [Luca Elia]
Victor 21 [Luca Elia]
Euro Jolly X5 [Roberto Fresca]
Cal Omega - Game 18.7 (Amusement Poker) [Roberto Fresca]
Grand Prix [Roberto Fresca]
Squash (Itisa) [f205v]


0.125u4
-------


MAMETesters Bugs Fixed
----------------------
01829: [Core] bermudat, gwar, ikari, victroad + clones: MAME freezes
at "initializing" screen (Aaron Giles)
01845: [Core] all games: cheats are broken (ShimaPong)
01846: [Misc.] -CHEAT trigger causes MAME crash with PSX-type CPU
drivers (ShimaPong)
01843: [DIP/Input] Many Sets: Input Port Errors (Aaron Giles)
01855: [Misc.] thayers, thayers: Fatal Error crash (Aaron Giles)
01859: [Misc.] looping, loopinga, skybump: Fatal Error crash
(Aaron Giles)
01860: [Core] revx: -CHEAT trigger causes MAME crash (ShimaPong)
00779: [Graphics] gunnail: After you kill a boss, always a number of
vertical lines will appear. (Nicola Salmoria)
00778: [Graphics] gunnail: The background in stage 5 is wrong.
(Nicola Salmoria)
00788: [DIP/Input] Problem about Joy Axis Input for Pedal.
(couriersud)
01853: [Gameplay] shadfrce, shadfrcj: Game doesn't start (Haze)
01847: [DIP/Input] Various: Unable to construct input ports!
(Nicola Salmoria)
01840: [Interface] MAME 0.125u3 error in xml output (Nathan Woods)
01699: [Sound] asteroid, asteroi1, asteroib, asterock, meteor,
meteorts: Abnormal discrete sounds (couriersud)
01844: [Core] compiling 125u3 with VS2008 64bit fails (Aaron Giles)


Source Changes
--------------
Made it possible to pass a NULL errorbug to input_port_config_alloc().
Fixes -listxml crashes. [Nathan Woods]

Updated calomega driver with correct dumps. [Roberto Fresca]

Sandii' games improvements: [Roberto Fresca]
- Switched the color system to RESNET calculations.
- Hooked the infamous bit7 of Input Port 0x3004 in parallel to DIP
switch 1. This allow to use the PAYOUT button to trigger the
Super Game instead of STOP 5.
- Demultiplexed lamps matrix.
- Added lamps support, but is still imperfect.
- Updated technical notes.

Discrete sound update: [couriersud]
* added NODE_RELATIVE(NODE, offset) macro to discrete.h
* fix asteroid.c, canyon.c, skydiver.c and tank8.c to use this macro
instead of adding directly to the node

Fixed duplicate input port bits.
[Aaron Giles, Nicola Salmoria, David Haywood]

Added simulaton of tecmosys protection. [nuapete]

Improvements to gatron.c: [Roberto Fresca]
- Renamed the games to "Poker 4-1" and "Pull Tabs"
as shown in the ROMs stickers.
- Renamed the ROMs in each set according to their own stickers.
- Moved the driver into gametron.a group.
- Added the missing input port C to 8255 PPI I/O chip. Poker41 and
pulltabs don't make use of it, but is present in the Test/Setting
Mode.
- Updated technical notes.

Added proper bankswitching to the dealer driver, validating a ROM
previously thought to be bad. [nupete]

Many improvements to the tecmosys video and sound emulation.
[David Haywood]

Adjusted NamcoNA output rate to match pitch with F/A and Cosmo Gang
the Puzzle soundtrack CDs. [R. Belmont]

Some Nintendo Minx cpu core updates: [Wilbert Pol]
- Styling changes
- Added instruction cycle counts.
- Added interrupt support.
- Added HALT support.
- Fixed INT instruction.
- Added incomplete support for DIV and MUL instructions.
- Fixed MOV [#nnnn],BA and MOV [#nnnn],HL instructions.
- Fixed interrupt handling.
- Fixed opcodes 45, 4D, 55, 5D, B5, B6, B7, FC, FD, and CF 70-7F
- Fixed flag results for INC, DEC, AND, OR, and XOR instructions

Improvements to ampoker2 driver: [Roberto Fresca]
- Reworked the input system for Sigma Poker 2000.
- Promoted Sigma Poker 2000 to 'WORKING' state.
- Updated technical notes.

Updated the 53c810 SCSI adapter to pass IRQ state with the IRQ
callback. [R. Belmont]

Remove port_input_read_indexed in favor of the use of proper tags in
a number of drivers. [Fabio Priuli, couriersud]

Upped max directory size for ST-V/Saturn driver. [R. Belmont]

COP4xx updates: [Curt Coder]
- Added HALT opcode and halt mode to the COP410
- Added Microbus support, clock divisor selection, and CKO mode
selection to the COP420
- Changed Thayer's Quest keyboard interface to at least slightly
resemble the schematics

Changed suprnova blending implementation a bit. Still not right.
[David Haywood]

Optimised tilemap_draw rowscroll case to avoid overhead when used
with clip rects smaller than the tilemap. This reduces by an order of
magnitude the time taken to render the bg in Gunnail stage 5.
[Nicola Salmoria]

PowerPC dynamic recompiler: [Aaron Giles]
- rewrote PowerPC implementation as a dynamic recompiler on top
of the universal recompiler engine
- wrote a front-end to analyze PowerPC code paths and register usage
- wrote a common shared module with C implementations of tricky
CPU behaviors
- added separate CPU types for the variants supported, instead of
relying on a hidden model enum
- rewrote the serial port emulation for the 4xx series to be more
accurate and not rely on separate DMA handlers
- rewrote the MMU handling to implement a software TLB that faults
in pages and handles changed bits appropriately
- implemented emulation of the PowerPC 603's software TLB, which
allows the model 3 games to run without a hack to disable the MMU

Updated the PowerPC disassembler to share constants with the rest of
the core, and to more aggressively use simplified mnemonics,
especially for branches. [Aaron Giles]

Universal recompiler:
- fixed frontend to handle opcode widths different from bus width
- added several new opcodes:
* (D)GETFLGS - copies the UML flags to a destination operand
* FDRNDS - rounds a double precision value to single precision
- renamed several opcodes:
* SETC -> CARRY
* XTRACT -> ROLAND
* INSERT -> ROLINS
- consolidated the following opcodes:
* LOAD?U -> LOAD
* LOAD?S -> LOADS
* STORE? -> STORE
* READ?U -> READ
* READ?M -> READM
* WRITE? -> WRITE
* WRITM? -> WRITEM
* SEXT? -> SEXT
* FTOI?? -> FTOINT
* FFRI? -> FFRINT
* FFRF? -> FFRFLT
- removed some opcodes:
* FLAGS - can be done with GETFLGS/LOAD4/ROLINS
* ZEXT - can be achieved with AND
* READ?S - can be achieved with READ/SEXT
- updated C, x86, and x64 back-ends to support these opcode changes
- updated disassembler to support these opcode changes

MIPS3 dynamic recompiler: [Aaron Giles]
- fixed Cause register for bad COP instructions
- updated to use new/changed opcode forms
- changed context switch so that it only swaps a single pointer

Konami Hornet changes: [Aaron Giles]
- updated to new PowerPC configurations
- updated some memory handlers to be native 8-bit handlers
- cleaned up JVS implementation to work with new serial code
- added fast RAM for the work RAM to give a small speed boost

Konami GTI Club changes: [Aaron Giles]
- updated to new PowerPC configurations
- updated some memory handlers to be native 8-bit handlers

Konami Viper/ZR107 changes: [Aaron Giles]
- updated to new PowerPC configurations

Sega Model 3 changes: [Aaron Giles]
- updated to new PowerPC configurations
- reimplemented/centralized interrupt handling
- these games are broken for the moment

Fixed crasher due to some Konami games using 8 layers in
the K056832 implementation, even though it was only written
for 4. [Aaron Giles]

Added fisttp opcode to i386 disassembler. [Aaron Giles]

Verified clock frequencies on Air Raid/Cross Shooter.
[Corrado Tomaselli]

Introduced/updated some include files for files that export functions
whose apis will need to be changed to handle machine parameters
(cps1.h, decocrpt.h, ms32.h, pgm.h, fd1089.h, konami1.h). In the case
of konami.c, renamed the file konami1.c and changed the api and
callers to only require one function export. Pulled memory_region*()
calls out of for loops and folded the occasional duplicated call. The
compiler can't likely infer that the results are constant, so this
should be a minor performance win as well. [Atari Ace]

Fixed some dips and added correct inputs for wpksocv2, despite still
missing the correct input for begin the left right movement the game
is almost playable. [Sonikos]

Updated cheat system: [ShimaPong]
- Locked search region when malloc fails to allocate gigantic memory
instead of fatal error. Also locked zero malloc error in case of
search speed = all memory in 32-bit CPU. And added search region
range checker to lock a search region with a big risk
- Fixed a bug that old code is always converted to specified
separator in enable/disable menu
- Refined new cheat format.
* Rewritten cheat format again. newest format is
":gamename::type::address::data::extend_data:
(description:comment)"
Expanded type field now requires 10 bytes (not 8 bytes) and
it divides internal cpu (2 bytes) and type (8 bytes) parameters
* Removed VWrite, VRWrite. The flag of Value Selection is merged
into expanded type field now.
* Added CBit (Condition Bit). This checks bit in read data then
set or clear bit in case of true.
* Rearranged cheat code viwer based on newest cheat format
- Fixed unworking Load Old Format option. If you want to load old or
older format code, set it (default is OFF)
- Renamed functions/structures based on coding guidlines
All structures and included parameters are completed
- Merged resize_*_no_dispose() into resize_*()
- Removed the hack of search region for SH-2 CPU because required
region is now set as expected without this hack

Made duplicate input port bits an error now that all the warnings are
fixed. [Aaron Giles]

Added compile-time error if PTR64 is incorrectly set. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Deroon DeroDero [nuapete, David Haywood]
Sigma Poker 2000 [Roberto Fresca]
Touki Denshou -Angel Eyes- [nuapete, David Haywood]
Black Touch (Korea) (bootleg / hack of Dragon Punch) [David Haywood]



New clones added
----------------
Touki Denshou -Angel Eyes- (VER. 960427) [Tomasz Slanina]
Raiden Fighters 2 (Taiwan, SPI) [Corrado Tomaselli]



New games marked as GAME_NOT_WORKING
------------------------------------
Capitan Uncino (Ver 1.2) [David Haywood]
Capitani Coraggiosi (Ver 1.3) [David Haywood]
La Perla Nera (Ver 2.0) [David Haywood]
La Perla Nera Gold (Ver 2.0) [Roberto Fresca]
Europa 2002 (Ver 2.0, set 1) [Roberto Fresca]
Top Blade V [David Haywood]
Office Yeo ln Cheon Ha [David Haywood]
Carta Magica (Ver 1.8) [Roberto Fresca]
Laser 2001 (Ver 1.2) [Roberto Fresca]
Magic Drink (Ver 1.2) [Roberto Fresca]
Millennium Sun [Roberto Fresca]
NtCash [Roberto Fresca]
Super Space 2001 [Roberto Fresca]
Unknown italian gambling game [Roberto Fresca]
Wizard (Ver 1.0) [Roberto Fresca]
Elvis? [Roberto Fresca]


0.125u3
-------


MAMETesters Bugs Fixed
----------------------
- 01827: [Interface] galaga: DIP switch information is not being
readded properly when .CFG is read. (Aaron Giles)
- 01837: [DIP/Input] Missing input definitions (Aaron Giles)
- 01039: [Interface] trog: Memory area limit of the cheat engine.
(ShimaPong)
- 01690: [Graphics] goldstar, goldstbl: Damaged and partially missing
graphic. (Fabio Priuli)
- 01153: [Speed] clshroad: The game is slow, the frame rate suffers,
and even the calorie bar flickers. (Nicola Salmoria)
- 00267: [Graphics] clshroad: Occasionally a cycler who's graphics are
garbled will come along, (Nicola Salmoria)
- 01692: [Graphics] athena: Corrupt sprites in game. (robiza)
- 01834: [Graphics] fitegolf, countryc: Graphics corruption (robiza)
- 01780: [Graphics] pingpong: Level select arrow's not displayed
(Nicola Salmoria)
- 01822: [Interface] OSD causes crash when try to show the Screen
Refresh Rate menu. (Aaron Giles)
- 01830: [DIP/Input] All sets in m58.c: Conditional coinage dip not
visible/working for coin mode 1 (Aaron Giles)
- 01836: [DIP/Input] qcrayon2: Conditional input not visible/working
for dip game control joystick (Aaron Giles)
- 01833: [Graphics] spikes91: missing text layer (David Haywood)
- 01832: [DIP/Input] finalgdr: Cannot insert coins (all coin slots
are disabled) (David Haywood)
- 00240: [Gameplay] galaga88: Most of the time the shooting accuracy
shown on the screen when the game is over is not computed
correctly. (Nicola Salmoria)
- 01741: [Graphics] ldrun4: Sprites are misplaced two pixels to the
right. (Nicola Salmoria)
- 01816: [DIP/Input] onetwo, onetwoe: credit problem and maybe sound
problem (David Haywood)
- 00245: [DIP/Input] tomahawk: There are no separate keys for player
2 in cocktail mode. (Nicola Salmoria)
- 01735: [Graphics] sf2m4, sf2m5, sf2m6, sf2m7, sf2yyc, sf2koryu:
games with bootleg kludge doesn't work (Nicola Salmoria)
- 00070: [Misc.] nettoqc: In-game message. (couriersud)
- 01756: [Sound] 800fath, knockout, marine, triplep: No sound in game.
(couriersud)
- 01825: [Interface] Toggling Tab menu works as F2 key in games with
their service mode DIPs on the top of the menu. (Aaron Giles)
- 00407: [Misc.] qtono2: At the game over scene, MAME reports "layer
c000 contact MAMEDEV". (Nicola Salmoria)
- 00237: [Sound] jumping: I have a Jumping bootleg and the music has
the same tempo of the original rainbow islands.
(Nicola Salmoria)
- 00208: [Original Reference] monymony: I am measuring clocks on my
Money Money pcb but I have a problem with the tms5200 clock.
(Nicola Salmoria)
- 01776: [Misc.] pzloop2, pzloop2j: In-game message "write to CPS-A
register 24 contact MAMEDEV" at startup. (Nicola Salmoria)
- 01755: [Misc.] mmatrix, mmatrixj: CPS-B read port 10
(Nicola Salmoria)
- 01823: [Graphics] digdug, xevious, galaga + all clones: cocktail
mode, player 2 has all sprites offset by an inch or two
(couriersud)
- 01826: [Graphics] All sets in mappy.c: All cocktail modes are
displayed incorrectly for 2nd player (couriersud)
- 01819: [Misc.] "Coinlock disabled coin x" message displayed upon
startup (couriersud)
- 01828: [DIP/Input] Most sets in taito_f3.c driver: Coin slots locks
information does not disappear (couriersud)
- 01719: [DIP/Input] bking, bking2, bking3: Player 1 and 2 Start
mapped twice. (couriersud)



Source Changes
--------------
Changed default DIP switches in onetwo.c. Common coinslot mode seems
broken, or our code is wrong. [David Haywood]

Updated documentation in several drivers based on old readmes and
other data that might get lost. [Andrew Gardner]

Fixed COP420 instructions JSRP, LBI, LQID, and SKT. Draco now has
sound. Also fixed COP420 instructions XAS and INIL. Fixed cycle count
for extended opcodes. Added CKO general purpose input. [Curt Coder]

Improvements to American Poker II driver. [Roberto Fresca]
- Reworked the color routines switching to resnet system.
- Added a resistor network diagram.
- Switch to pre-defined crystal value.
- Changed the WATCHDOG_TIME_INIT to be based on miliseconds instead
of hertz.
- Other minor cleanup/fixes.
- Updated technical notes.

peplus driver changes: [Jim Stolis]
* Updated coin-in timing
* Extended memory address range of DUART
* Fixed overlapping input port bits

Fixed PORT_IMPULSE handling. The old code would force inputs to be
asserted for at least the number of frames indicated, but keeping the
button pressed would keep the input asserted. Now the input is
asserted far exactly the number of frames indicated. [Nicola Salmoria]

Fixed memory access in the 80286 cpu core which made i286.h obsolete.
Changed CPUINFO_INT_MAX_INSTRUCTION_BYTES to prevent crashes during
disassembly. [Wilbert Pol]

Fixed behavior of toggle switches so that they don't lose their value
when the UI is up. They also can now be used for multibit DIP switch
settings in which case they toggle through all the options. Added
new functions input_field_select_next_setting() and
input_field_select_previous_setting() which can be used to iterate
properly through DIP switches. Fixed the behavior for cases where
conditional ports are in play (you could get stuck). Changed uimenu.c
to call these instead of implementing its own. [Aaron Giles]

Changed uimenu.c so that hitting ENTER on a DIP switch resets it to
its default value. This is analagous to how the OSD sliders behave.
[Aaron Giles]

Renamed EEPROM_* to eeprom_*. Updated all drivers accordingly.
Typedef'ed a real eeprom_interface structure. [Aaron Giles]

Added a PORT_CUSTOM for the eeprom bit reading. Updated several
drivers to use that by specifying it in their input ports instead
of having a custom read handler that inserted the bit forcefully.
Also added a PORT_CUSTOM for the ticket dispenser callback as well.
Updated the dcheese driver to use it. Many more drivers can be updated
to use these new PORT_CUSTOMs in the future, eliminating hacky input
port read handlers. [Aaron Giles]

Changed text used to specify a menu separator in uimenu.c, and added
a #define for the new string. [Nathan Woods]

Added TOKEN_SKIP_* macros to tokenize.h. [Aaron Giles]

Changed error reporting during input port detokenization to fill a
buffer rather than fatalerror-ing immediately. Should now properly
skip over any invalid tokens. Enhanced error detection during input
port detokenization to catch duplicate bits. There are a lot of these!
Updated initialization code to print errors and fatal only if the
input ports were unable to be constructed at all. [Aaron Giles]

Fixed duplicate input port bits in pacman.c, gottlieb.c, cps1.c,
megadriv.c, segae.c. [David Haywood]

Added support for a NULL set of input ports, used by the empty driver.
[Aaron Giles]

Fixed cpu_getiloops() which was not returning the correct value.
[Nicola Salmoria]

Made gijoe not crash, but still don't understand what the original
code was trying to do. [David Haywood]

Moved suprpool to a better match hardware. Fixed the ROM load and
added a list of PCB components. [Roberto Fresca]

Implemented autoload mode in 8257 DMA: [Miodrag Milanovic]
* added support for autoload mode
* fixed bug in calculating count

Fixed duplicate input port bits in dkong.c. [couriersud]

MIPS core changes: [Aaron Giles]
- renamed struct mips3_config -> mips3_config
- updated all drivers to the new names
- removed MIPS3DRC_STRICT_COP0 flag, which is no longer used
- a few minor cleanups
- moved implementation-specific state into a pointer hanging off of
the core MIPS3 state
- removed large context in favor of a pointer to the large context
to help improve context switch times

Changed the behavior of the translate callback in the CPU interface:
[Aaron Giles]
- added new 'intention' parameter to the translate callback to
indicate read/write/fetch access, user/supervisor mode, and
a flag for debugging
- updated all call sites to pass an appropriate value
- updated all CPU cores to the new prototype

UML updates: [Aaron Giles]
- added new opcode SETC to set the carry flag from a source bit
- added new opcode BSWAP to swap bytes within a value
- updated C, x86, x64 back-ends to support the new opcodes
- updated disassembler to support the new opcodes

DRC frontend changes: [Aaron Giles]
- fixed bug in handling edge case with the PC near the 0 or ~0
- added new flag to tag privileged instructions

Added new option -snapname which lets you provide a template for how
snapshot names are generated. See config.txt for details. [Aaron Giles]

Added new astring functions astring_del, astring_replace, and
astring_replacec. [Aaron Giles]

Removed meaningless service_coin_lockout_w function. Updated the
zaxxon driver to correctly handle the coin enable lines.
[Nicola Salmoria]

Fixed bug that caused DIP switches to be improperly read from game
cfg file in certain circumstances. [Aaron Giles]

Added internal default tags for input ports when saving/loading.
[Aaron Giles]

Updated cheat sytem drastically: [ShimaPong]

* Supported (preliminary) new cheat format
- Added new operations
PDWWrite, RWrite, VRWrite, CWrite, Move, Branch, Loop, Popup
- Added new options
ValueSelectNegative, Return, AddressReadFrom, DataReadFrom
- Added cheat variables
You can store data with Write or Move operations and
read as an address or data from each fields
- Added condition check
for CWrite, Branch and Popup operations
- Added new custom codes
Separator, Layer
- Supported Shared Code [MESS ONLY]
different machine shares common code for a game

* Allowed mixed label-select or user-select with standard code

* Added label selector menu for label-selection code

* Added extend comment displayer for multi-line comments

* Added command menu for cheat list and watchpoint
Easy selectable cheat commands in this menu

* Added debug view menu [DEBUG BUILD ONLY]
It displays internal info to debug cheat system

* Supported unique separator by ui_draw_menu() in several menus

* Added user defined search region
You can set free memory range from cheat database

* Enhanced error check for cheat code to prevent from unexpected
working. Error code is locked. If you select this code, the
analyser works instead of the code activater

* Enhanced value input with keyboard-less
Cheat edit key gives new input system in several menus
Left/right keys moves the edit cursor and up/down keys changes a
value

* Added cheat command save, reload, reset in option menu

* Supported address shift in searching
Now searchable default region in TMS340*0 cpu games (Trog,
Smash T.V. etc)

* Refined cheat menu handling with function pointer called
cheat_menu_handler

* Added format strings table to manage in an integrated fashion

* Deleted unused hacks of default search region for Neo Geo and
TMS34010

* Refined code based on MAME coding guidelines
- Renamed many functions/structures/constants
But not complete due to too many items
- Converted small but often used functions to INLINE
- Fixed a comparison in case of 0 or NULL
- Added missing function prototype for several functions



New games added or promoted from NOT_WORKING status
---------------------------------------------------
beatmania THE FINAL (ver JA-A) [Chizzy]
Player's Edge Plus (XP000112) White Hot Aces Poker [hammer300]
ChuckECheese's Match Game [Exodus]
Coronation Street Quiz Game [Phil Bennett]



New clones added
----------------
Fred Flintstones' Memory Match (5 new sets) [Exodus]
Mighty! Pang (Euro 001010) [Bonky]
Dynamite Cop (USA, Model 2C) [The Guru]
Atomic Boy (revision B) [Stefan Lindberg]


0.125u2
-------


MAMETesters Bugs Fixed
----------------------
01815: [Save/Restore] All Sets: Saved machine states do not properly
adjust to changes in -samplerate (Aaron Giles)
01671: [Interface] every set with PORT_MODIFY used for DIPs (e.g.
arknoidj): the modified dipswitches are always listed at the
bottom of the list (Aaron Giles)
01814: [Sound] YM2608 games (tail2nos, sformula, wc90, mechatt): Only
basic music, no more samples (couriersud)
01497: [Graphics] numanath, numanatj: Graphics corruption on
title screen. (Phil Stroffolino)
01804: [Core] carnevil, sfrush: Seattle games crash on startup
(Aaron Giles)



Source Changes
--------------
Fixed long-standing bug with Emeralda text colors. A sprite
attribute exists which signals an alternate interpretation of
palette ram. Fixed priority for the bitmap layer used in Numan
Athletics. [Phil Stroffolino]

Restructured input port internals and cleaned up inptport.c:
[Aaron Giles]

* Input ports are now maintained hierarchically. At the top
level are input ports, which contain a list of fields. Each
field represents one or more bits of the port. Certain fields
such as DIP switches and configuration switches contain a
list of settings, which can be selected. DIP switch fields
can also contain a list of DIP switch locations.

* Normalized behavior of port overrides (via PORT_INCLUDE or
by defining multiple overlapping bits). All fields within a
port are kept in strict increasing bit order, so altered DIP
switches are now kept in the appropriate order. This addresses
MAMETesters bug 01671.

* Live port state is now fully separate from configured
state. This is manifested in a similar way to devices, where
a const list of ports can be managed either offline or live.
Each port has a pointer to an opaque set of live state which
is NULL when offline or valid when live. Each port also has
a running_machine * which is also NULL when offline.

* Because of this new arrangement, the conversion from tokens
to a list of ports now requires reasonably complex memory
allocation, so these port lists must be explicitly allocated
and freed (they are not mantained by automatic resource
allocation).

* Custom and changed callbacks now take a pointer to a field
config instead of a running machine. This provides more
information about what field triggered the change notification.
The machine can be found by referenced field->port->machine.

* The inptport.c module has been cleaned up and many
ambiguities resolved. Most of this is internal, though it did
result in osd_customize_inputport_list() being changed to
osd_customize_input_type_list(). The parameter to this function
is now a linked list instead of an array, and the structures
referenced have been reorganized somewhat.

* Updated config.c to pass machine parameters to its callbacks.

* Updated validity checks, XML output, and UI system to handle
the new structures.

* Moved large table of default input settings to a separate
include file inpttype.h.

* Removed gross hacks in trackfld and hyperspt NVRAM. These
may be broken as a result.

Further Namco NA-1 changes: [Phil Stroffolino]
* Adjusted alternate palette handling weights to more accurately
match real hardware - text anti-aliasing is much more noticable.
* Adjustment to roz layer priority - prevents roz layer from
incorrectly being displayed over backgrounds in some games (i.e.
numanathj)
* Added a mask when processing the roz tilemap to avoid defects in
emeraldj

Fixed black pixel patches present in the TC0100SCN fg layer of
undrfire and groundfx. [Philip Bennett]

Universal DRC system updates and improvements: [Aaron Giles]

UML:
* Added back-end validation mechanism, and a handful of tests as
examples. This will be expanded in the future.
* Added several new opcodes:
- SAVE dumps the entire virtual machine state to a struct
- RESTORE applies the data in a struct to the live state
- LZCNT counts leading zeros in an operand
- XTRACT extracts a bitfield to another register (rlwinm)
- INSERT inserts a bitfield into a register (rlwimi)
* Added new back-end function get_info() which returns information
from the back-end about how many actual registers will be
mapped.

x86 back-end:
* Implemented all new opcodes.
* Implemented get_info() function.
* Fixed several bugs relating to shifts/rotates and optimizing out
cases incorrectly.

x64 back-end:
* Implemented all new opcodes.
* Implemented get_info() function.
* Added defines for new Penryn opcodes to x86emit.h.
* Added support for ROUNDSS and ROUNDSD on Penryn architectures.
This hasn't been tested. If you have a Penryn-based system,
give it a try.
* Fixed several bugs relating to shifts/rotates and optimizing out
cases incorrectly.

C back-end:
* Implemented all new opcodes.
* Implemented get_info() function.
* Cleaned up operand sizing.
* Fixed several errors that made it not work on bigendian systems

MIPS DRC:
* Added some instrumentation for the MMU. To enable it, turn on
PRINTF_MMU at the top of the file.
* Fixed front-end so that virtual no-op instructions are still
targeted as branch targets.
* Fixed front-end to mark the beginning of each sequence as
needing TLB validation, since any sequence can be jumped to
from anywhere.
* Redid the MIPS3 TLB implementation. Fixed the exception vector
and type handling. Changed the bitfields to directly map from
the MIPS TLB format. Added distinction between TLB fill and TLB
valid/modified exceptions.
* Added separate modes for user, supervisor, and kernel modes.
Each mode does proper verification of addresses now and
generates address errors for invalid accesses.
* Fixed several bugs in the TLB implementation; not everything
works yet but it's a lot closer.
* Made COP0 access checking mandatory in non-kernel modes.
* Fixed several crashes when recompiling virtual no-ops.
* Fixed TLB bug where entries for virtual address 0 were present
by default.
* Fixed bug in the map variable implementation that would
sometimes result in incorrectly recovered values.
* Implemented IDT instructions. All invalid instruction asserts
are now runtime-only.
* Added support to map a few common registers to machine registers
if the machine supports it. Currently only x64 on Windows has
enough free registers to do so, though PowerPC will almost
certainly be able to take advantage of this. Gives a minor
speedup.
* Updated to use INSERT and XTRACT where appropriate.
* Cleaned up register usage to free up one machine register for
x64 on Linux.

Added World Rally wheel support. [Mirko Mattioli]

Fixed spikes91 sprite colours without resorting to hacks.
[David Haywood]

Fixed N64 rendering on big-endian targets. [R. Belmont]

Fixed CDP1869 character memory access, and Cidelsa sprite flashing.
[Curt Coder]

Fixed 80286 databus widths. [Wilbert Pol]

Added proper interpolation sub-cycles to the TMS5110 and TMS5220
('PC' cycles and A/B subcycles of each) and updated comments.
[Lord Nightmare]

Fixed World Rally MCU comms on big-endian. [R. Belmont]

Changed defaults so that joysticks are enabled standard. [Aaron Giles]

Some improvements to Sandii' games: [Roberto Fresca, f205v]
- Confirmed the CPU clock after some PCB measurements.
- Changed the SND clock to 1MHz to match the PCB measurement.
- Corrected the internal OKI6295 frequency turning the pin 7 state to HIGH.
- Inputs: Eliminated all pulse limitations.
Affected buttons have a rattled sound in the real thing too.
- Updated technical notes.

Corrected several bugs in the emulation of the saturn CPU. These
corrections are needed to make new HP48 drivers (to be submitted to
MESS imminently) work. [Antoine Mine]

Eliminated a large number of global Machine references. Added machine
parameters to IRQ callbacks throughout the system to help remove
more. Reduced the number of files needing deprecat.h by ~200.
[Atari Ace]

Some work on lwings.c: Input clean up, added dip locations, fixed
lwingsb life DIP switches, and merged machine drivers. [Sonikos]

Updated Gorf sample volume to match new samples from Chris Law.
[Chris Law]

Added built-in overlay for Moon Shuttle. [Deacon Blue]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
1991 Spikes (Italian bootleg) [robiza]



New clones added
----------------
Last Fortress - Toride (Korea) [The Guru]
Miss Puzzle (Clone of Gumbo) [The Guru]
Gals Panic SU (Korea) [The Guru]



New games marked as GAME_NOT_WORKING
------------------------------------
Beauty Block [David Haywood]


0.125u1
-------


MAMETesters Bugs Fixed
----------------------
01795: [Misc.] tm, tm3k, tm4k, tm5k, tm7k: Day on clock doesn't work
(Luigi30)
01717: [DIP/Input] arcadecl, sparkz: Service Key mapped twice.
(stephh)
01713: [DIP/Input] spaceg: All joystick/buttons mapped twice. Button 1
is mapped 3 times! (stephh)
01791: [DIP/Input] asterock: Unable to credit up or play the game.
Also, there are discrete sound issues. (Fabio Priuli)
01790: [DIP/Input] zerowng2: Last "Unused" dipswitch is for territory.
(Roberto Fresca)
01738: [Misc.] neruton: Typo in title (Roberto Fresca)
01787: [DIP/Input] columnsu: 1st unknown dip switch indentified
(Roberto Fresca)



Source Changes
--------------
Improved cbombers sprites [Philip Bennett]

Renamed ports and used AM_READ_PORT macros in arcadecl. [stephh]

Add feature to the cia6526: in READ operation the value can be forced
by a external circuit; this feature is necessary for MESS. [robiza]

undrfire.c improvements: [Philip Bennett]
* Hooked up cbombers steering wheel input.
* Changed ES5505 clock rate to 30476100/2.
* Unified cbombers memory maps and tidied up some code.
* Removed the undrfire speedup hack.

Marked the sound roms on Q*Bert's Qubes as bad and changed the flag to
imperfect sound. The current sound cpu roms are the same as on a
normal Q*Bert board, which is incorrect. At least three sound effects
are present in the real qq-snd roms but not the Q*Bert qb-snd ones.
[Lord Nightmare]

Fixed the ROZ effect in Namco NA1 driver. ROZ tilemap is actually an
additional tilemap. Fixes a bug where a "roz enable" test was causing
a normal layer to be rendered with ROZ effects in-game. There is no
roz enable register - it's always available for mixing with other
tilemaps and sprites. This also adds a missing NAMCO logo zoom/spin
effect in Emeralda's attract mode. [Phil Stroffolino]

Added memory address parameter to CDP1802 DMA callbacks, and added a
macro for the CPU interface. [Curt Coder]

Rewrote the Gaelco video ram encryption, which finally makes sense.
The key observation was that when decrypting the second word, both
encrypted and decrypted bits of the first word are used. Many thanks
to Javier Valero for the detailed information that made this possible.
[Nicola Salmoria]

Fixed coin inputs, added validator input, and added notes on inputs to
the tmaster driver. [Luigi30]

Merged memory maps for drivers: tagteam, tail2nos, tankbatt, tankbust,
taotaido, targeth, and taxidrvr. [Andrew Gardner]

New driver for old Game-A-Tron gambling games hardware.
[Roberto Fresca]
- Properly decoded graphics.
- Proper memory map.
- Added NVRAM support.
- Proper Inputs through 8255 PPI I/O chip.
- Both games are working.
- Added technical & game notes.

New universal dynamic recompiler system: [Aaron Giles]

The central module is drcuml.c, which defines a universal
machine language syntax that can be generated by a frontend
recompiler and then retargeted via a generic backend
interface to any of a number of different architectures. A
disassembler for the UML is also included to allow
examination of the generated UML code.

Currently supported backend architectures include 32-bit x86,
64-bit x86, and a platform-neutral interpreted C backend that
can be used as a fallback for platforms without native
support. The C backend also performs additional validation
to ensure assumptions are met.

Along with the new architecture is a new MIPS III/IV
recompiler frontend. This frontend has been rewritten from
the old x64-specific recompiler to generate UML opcodes
instead. This means that the single recompiler can be used
to target multiple backend architectures and should in
theory produce identical results across all of them.

The old 32-bit and 64-bit MIPS recompilers are now officially
retired. The new system provides similar performance (within
5% generally) to the old system and has similar compatibility.
The only currently known issues are some problems with the
two Gauntlet 3D games.

Added DS5002FP CPU core. [Manuel Abadia]

Added CDP1852 I/O buffer chip, and used it in Altair/Draco.
[Curt Coder]

Found the proper algorithm to decrypt the blue TAB PCB in the funworld
driver. Replaced the old decryption tables with the proper decryption
scheme. Updated technical notes. [Roberto Fresca]

Added uncompressed AVI recording: [Aaron Giles]

Extended aviio to be able to write RGB bitmaps. Unfortunately,
the only option is fully uncompressed, which means the resulting
AVIs are *HUGE* and may not play correctly in realtime due to
high data rate. The intention is that these uncompressed AVIs
are post-processed by other utilities to compress the video and
produce a realtime playable result.

Added new command-line option -aviwrite which works just like
-mngwrite, except it produces AVIs and streams sound to them.
Updated documentation accordingly.

Shift+F12 still produces MNGs for now, though this might change
in the future.

Modified fileio.c to retain the full pathname to the file so
that it can be queried while the file is open.

Updated TMS5200/5220 documentation and comments. Fixed the chirp table
implementation in both the 51xx and 52xx chips. [Lord Nightmare]

Fixed default dipswitches on thoop to give more than 1 life.
[David Haywood]

Bug fixes for NamcoNA Hardware: [Phil Stroffolino]
- support for scanline effect (fixes invisible dolphin in Emeralda
attract mode)
- ROZ implementation no longer breaks Numan Athletics pixmap layer
- blitter fixes; xday graphics are now correct
- identified extra communications RAM used by xday (probably to
control printer)

Fixed crash in dynax games due to missing MSM6242 device. [Dirk Best]

Changed Black tiger main Z80 clock to 6MHz and sound Z80 clock to
3.579545MHz as verified on PCB. [Corrado Tomaselli]

Consolidated opbase variables into a structure and rescoped them so
they are hidden for general access. [Atari Ace]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Pit Boss Superstar [Hugh McLenaghan]
Chase Bombers [Phil Bennett]
Card Games? [Roberto Fresca]
Slots Game? [Roberto Fresca]
World Rally [Manuel Abadia, GAELCO SA]
beatmania 7th MIX (ver JA-B) [Chizzy]



New clones added
----------------
The Legend of Kage [Stefan Lindberg]
Megatouch III (9255-20-06 RON) [Brian Troha]
Ghox (set 2) [Tormod Tjaberg]
Demon's World / Horror Story (early edition) [Brian Troha]
Legendary Wings (bootleg) [Sonikos]



New games marked as GAME_NOT_WORKING
------------------------------------
beatmania THE FINAL (ver JA-A) [Chizzy]


0.125
-----


MAMETesters Bugs Fixed
----------------------
01743: [Sound] anteater: Music is really loud and clips (Aaron Giles)
01770: [Misc.] hanayara, mjangels, mjcomv1, mjreach, quiztvqq, tenkai,
tenkaibb, tenkaicb, yarunara: msm6242 device assert (Duke)
01778: [Sound] all sets in m62.c driver: low ay8910 volume
(Aaron Giles)
01771: [Misc.] arescue, f1en: space_map_range errors (Aaron Giles)
01772: [Misc.] daireika: space_map_range assertion (Aaron Giles)
01773: [Misc.] steelta1, steeltag, steeltal, steeltap: space_map_range
error (Aaron Giles)
01774: [Misc.] racedcb4, racedcg4, racedrc1, racedrc2, racedrc4,
racedrcb, racedrcg, racedrvc: space_map_range error
(Aaron Giles)
01775: [Misc.] newtangl, troangel: Crash with Access Violation
(robiza)
01767: [Sound] Various neodrvr.c games: Various sound effects broken
(couriersud)
01769: [Sound] All games using YM2610: SSG volume more than 1.0 causes
no audio output. (couriersud)



Source Changes
--------------
Added video enable/disable feature in m90 driver. [robiza]

Fixed ROZ centering in namcona1 driver [Phil Stroffolino]

Added extra tile banking and layer enable for denjinmk.
[David Haywood]

Fixed an envelope corner case in the SCSP and AICA. [kingshriek]

Removed bogus assertion in device code - DEVICE_TYPE_WILDCARD is NULL.
[Nathan Woods]

Added xchg and a few other missing opcodes to x86emit.h. [Aaron Giles]

Added -watchdog to runtest.cmd. [Aaron Giles]

Verified clocks on Bomberman pcb which runs on M90 hardware.
[Corrado Tomaselli]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Paparazzi [Tomasz Slanina]



New clones added
----------------
Touchmaster 7000 V8.04 [Brian Troha]
Megatouch III Tournament Edition [Hugh McLenaghan]
Megatouch III [Mariusz Wojcieszek]
Heated Barrel (World version 3) [Tomasz Slanina]
Raiden 2 (set 7) [Tomasz Slanina]


0.124u5
-------


MAMETesters Bugs Fixed
----------------------
01752: [Core] Warnings making standard .124u4 in GCC 4.3.0 (mingw)
(Aaron Giles)
00149: [Misc.] No error report for invalid BIOS setting. (Aaron Giles)
01628: [Sound] bgaregga, bgareghk, bgaregnv, bgaregcn, bgaregt2:
Sound broken (robiza)
01757: [Graphics] fieldday, undoukai: Graphics Corruption. (robiza)
00249: [Graphics] vangrd2: [possible] In cocktail mode, or when the
flip screen dip is set, the score display is not flipped.
(robiza)
00506: [Graphics] marvins: Screen flipping isn't correctly supported
(robiza)
01744: [Graphics] gradius3, grdius3a, grdius3e: missing title text in
intro (robiza)
01747: [Graphics] dietgo, dietgoe, dietgou, dietgoj: A ToDo note no
more needed into the driver. (robiza)
01430: [Graphics] riskchal: Sprite-tile priority problem (robiza)
01750: [Graphics] troangel, newtangl: Corrupt sprite graphics in game
(robiza)


Source Changes
--------------
snookr10 updates: [Roberto Fresca]
- Decrypted the apple10 tile matrix.
- Partially decrypted the apple10 color codes.
- Added encryption notes.
- Updated technical notes.

Added DISCRETE_KEY_SALLEN_FILTER to discrete sound system.
[couriersud]

Added discrete mixing and filtering to irem games using m52-sound-c
boards: mpatrol, travrusa. [couriersud]

Proper implementation of the tile/sprite priorities in m90 driver.
This fix priorities in quizf1, riskchal amd maybe more m90 games.
[robiza, Corrado Tomaselli]

Fix AY-3-8910/YM2149 and derivatives envelope handling. [couriersud]

Funworld games: [Roberto Fresca]
- Fixed AY8910 volume to all games to avoid clips.
- Merge bigdeal and funworld machine drivers thanks to the AY8910 rewrite.
- Removed old unaccurate commentary about magiccrd tiles.

De-hacked metro tilemaps. [David Haywood]

Sandii' Games: [Roberto Fresca]
- Created a new machine driver for tenballs due to different memory
map.
- Worked all the input ports from the scratch.
- Fixed the sound ROM_REGION.
- Added the oki6295 emulation to all games.
- Hooked output ports.
- Documented and calculated all bits related to lamps.
- Adjusted palette lenght to 256 colors.
- Totally decrypted the apple10 color matrix. Now colors are perfect.
- Created a new machine driver for apple10 due to encryption.
- Reverse engineering the code to complete the DIP switches.
- Added diplocations to DIP switches.
- Promoted snookr10, apple10 and tenballs to 'WORKING' state.
- Added game instructions & notes.
- Updated encryption & technical notes.

NES/PlayChoice 10 changes: [Mariusz Wojcieszek]
- added support for mapping rom and ram in PPU video memory space
- added PinBot mapper (H board)

All CMC italian games: [Roberto Fresca]
- Added TICKET and HOPPER buttons to allow payout through the SUPER
GAME.
- Documented the featured SUPER GAME with complete instructions.
- Improved DIP switches to properly set the payout system.

Changed the implementation of the cocktail mode in marvins.c.
[robiza]

Merged memory maps for tunhunt, tumblep, tugboat, trucocl, and truco.
[Andrew Gardner]

meritm driver updates: [Brian Troha, Tafoid]
- Consolidated, corrected and updated info
- Verified Megatouch IV program rom
- Corrected many rom names
- Add game revision to game name (IE: 9255-40-01 ROE)
- Added pals from Megatouch 6 to other sets as they all run on the
same PCB
- Add the sound clock update from Tafoid

Massive update to ROM naming in the CPS1 driver, also loading smaller
eproms for Japanese sets instead of the larger mask ROMs where
possible. Added information about B-Board revisions where possible.
There is still work to do on this regard but this is a first step in
untangling the mess. [Nicola Salmoria]

Verified more CPS1 gfx ROM mappings against PALs.
[Nicola Salmoria, Corrado Tomaselli]

Fixed another opcode in match it 2. [robiza]

Converted the MSM6242 RTC into a proper device. [Dirk Best]

Removed deprecat.h from debugger.h to prevent hiding modules that
really needed to include deprecat.h. [Atari Ace]

Added support for 8080/85 mode interrupts to the 8259 PIC.
[Miodrag Milanovic]

Verified a "not sure" opcode in bombrman. [robiza]

Changed BIOS errors so that specifying an invalid BIOS is a warning,
not a fatal error. Also re-allowed "default" as a BIOS setting with
special meaning. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Quiz F-1 1,2finish [robiza]
PinBot (PlayChoice-10) [Mariusz Wojcieszek]
Snooker 10 [Roberto Fresca]
Apple 10 [Roberto Fresca]
Ten Balls [Roberto Fresca]



New clones added
----------------
Touch Master 3000 V5.02 [Brian Troha]
Megatouch IV (9255-40-01-ROE) [Brian Troha]
Dynasty Wars (US set 2) [Corrado Tomaselli]
Final Fight (Japan 900112) [Chack'n]
Street Fighter Alpha 2 (Euro 960229) [Razoola]
Raimais (Japan / First Revision) [Corrado Tomaselli]



New games marked as GAME_NOT_WORKING
------------------------------------
Forgotten Worlds (World?) [The Guru]


0.124u4
-------


MAMETesters Bugs Fixed
----------------------
00426: [Core] tenkaibb, mjreach: don't bootup correctly. (Emuman)
01711: [Gameplay] connect4, mpu4met0, mpu4tst2, mpu4utst, bctvidbs:
Using -CHEAT trigger causes a crash (Atari Ace)
00149: [Misc.] No error report for invalid BIOS setting. (Atari Ace)
01588: [Core] timecrsa, timecris: MAME simply quits after pressing F3
in both sets, game cannot be runned (Atari Ace)
01733: [Core] diehard: Game fails to start (Aaron Giles)
01710: [DIP/Input] spacetrk, sptrekct: Cannot insert coins in both sets
(Aaron Giles)
01721: [DIP/Input] sspaceat, sspacat2, sspacat3, sspacatc : Problems
with inserting coins. (Aaron Giles)
01740: [DIP/Input] carnival, headon, heiankyo, pulsar, samurai,
tranqgun : Is not possible to insert any coin. (Aaron Giles)
01724: [Core] garou, garouo: Can't start the game (Aaron Giles)
01732: [Core] kof99, kof99a, kof99e: Game doesn't start (Aaron Giles)
01742: [Interface] punchout, armwrest + many vsnes.c and playch10.c
games: Refreshspeed causes fatal exception in punchout
(Aaron Giles)
01670: [Graphics] kungfum, kungfud, spartanx, kungfub, kungfub2: Main
character sprite not hidden at end of level. (Nicola Salmoria)
01686: [Graphics] ldrun3, ldrun3jp: visible area problem
(Nicola Salmoria)
00248: [Graphics] repulse: Once the player has been shot, a misplaced
tile appears on the screen. (robiza)
01145: [Graphics] sonofphx, 99lstwar, 99lstwrk, repulse: When you die
in the first level, there's a red graphics glitch at the lower
left. (robiza)
00498: [Graphics] sonofphx, 99lstwar, 99lstwra, 99lstwrk, repulse: When
the end-level mothership appears in the stage 4, it shows through
the trees and scrolls showing through. (robiza)



Source Changes
--------------
Improvements to aerfboo2: [robiza]
- fix bg1 and bg2 offset
- fix sprites
- promoted to "working" (NO SOUND)

Added a macro for the CDP1869 interface, and made write handlers
optional. [Curt Coder]

Fixed offset sprite/background in kyugo.c. [robiza]

Fixed the 6502 family of disassemblers to show the correct bit to
operate for BBR, BBS, RMB and SMB instructions. (65C02/65CE02 CPUs
and variants) [Roberto Fresca]

Fixed 2 opcodes for quizf1: now the little machines move correctly.
[robiza]

Converted the ppi8255 implementation to a device. [Wilbert Pol]

Changed the inline validity checks to work around GCC bug #35885.
[Wilbert Pol]

Expanded the set of memory accessor functions. In addition to
direct byte, word, dword, and qword accessors for all bus sizes,
there are now masked word, dword, and qword accessors for all
bus sizes. [Aaron Giles]

Further CPS1 improvements:
[Nicola Salmoria, Corrado Tomaselli, Charles MacDonald]
* fixed layer enable at the end of stage 4 in Varth.
* increased Varth CPU clock to 12MHz to reduce slowdowns (the game
was released after sf2ce so the faster A-board was available).
* verified more gfx rom mappings against PAL dumps (thanks to Corrado)
* verified memory maps using A-board PAL dumps (thanks to Charles)
* separated the address ranges for CPS-A and CPS-B customs. This
finally clarifies why some registers are fixed and some change
with every game.
* identified three new unknown registers in the CPS-B-21 custom.
Their purpose is unknown.
* all unhandled accesses to CPS-A/CPS-B registers will now be
reported. There shouldn't be any left. Look out for
"contact MAMEDEV" popups.
* cleaned memory maps. Moved forgotten worlds special input mmeory
handlers to DRIVER_INIT.
* moved extra input handlers to video/cps1.c since the extra
connectors are on the C-board.
* added sound to Final Crash.
* lowered SF2 clock speed to 10MHz. This is on the assumption that,
since the 12MHz A-Board is called "89626A-4 DASH", it should
have started to be used with SF2 DASH--that is, sf2ce.

Inverted the sense of the memory mask that is passed to read/write
handlers. Previously, the mask indicated which bits were NOT requested
to be read/written. Now, the mask indicates which bits ARE to be
read/written, which is more logical. Updated a number of drivers and
the MIPS CPU cores to comply. [Aaron Giles]

Funworld updates: [Roberto Fresca]
- Removed the temporary hack to jolyc980.
- Updated technical notes
- Moved snookr10 to its own driver.
- Minor clean-up.

Improved the IGS017 based games: [Luca Elia]
- iqblocka: bypassed the protection, emulated the video hardware,
inputs and sound.
- tjsb: it now boots and has partially decrypted graphics.

Added new Windows option -watchdog, which creates a watchdog thread
that forcibly kills the application after a certain number of seconds.
Primarily intended to be used in regression test runs to handle the
occasional hung game. [Aaron Giles]

Improved popper.c colors useing resistor values from schematics.
[couriersud, Joe Magiera]

Changed and verified cpu frequencies on kyugo.c games. Gyrodine and
99 the last war and clones run on the same board. [Corrado Tomaselli]

Added preliminary 68681 DUART (machine\68681.c) [Mariusz Wojcieszek]

Moved Microtouch touch screen controller emulation to separate module
(machine\microtch.c). [Mariusz Wojcieszek]

Specifying an invalid bios is now a fatalerror. Also, "default" is
no longer a special BIOS type; if you want the default BIOS, leave
the bios option blank. [Atari Ace]

DEC T-11 CPU improvements: [Miodrag Milanovic]
- HALT - now calls interrupt vector
- ILLEGAL - had PC=0 at the end which makes code not run fine
- MARK - now it is implemented

Memory map merge for twin16 driver. [Andrew Gardner]

Removed silly idle skip code in prehisle driver. [David Haywood]

AY-3-8910 rewrite: [couriersud]
* adds a model to calculate mixing of channels with different
resistance loads.
* based on above, each channel may be assigned a different load in
individual case, i.e. channels not tied together
* rewrote ay8910.c to make emulation simpler
* changed the config structure to include a flag field and output
resistor loads.
* Updated all drivers affected.
* Added some "Todos" related to stuff I discovered when reading
datasheets.
* Fixed a bug in disc_flt.c (konami filters)

Fixed discrete sound and konami filter addressing in galaxian driver.
Also changed addressing of AY-3-8910 to be in line with schematics.
[couriersud]

Added discrete sound for filtering ("konami"-style) and mixing in
gyruss.c. [couriersud]

Changed UI to allow volumes higher than 2.0. [Nicola Salmoria]

Changed code which used assignment in conditionals to break out the
assignment. [Atari Ace]

Converted a large number of Machine -> machine and removed #include
"deprecat.h" where possible. [Atari Ace]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Side by Side [Maruwa]
Jumping Pop (NICs, Korean bootleg of Plump Pop)
[Robin Cooper, David Haywood]
Touchmaster [Mariusz Wojcieszek]
Touchmaster 3000 [Mariusz Wojcieszek]
Touchmaster 4000 [Mariusz Wojcieszek]
Touchmaster 5000 [Mariusz Wojcieszek]
Touchmaster 7000 [Mariusz Wojcieszek]



New clones added
----------------
Aero Fighters (bootleg set 2) [robiza]
1942 (Williams Electronics license) [Quarterarcade]
Rygar (US set 3 Old Version) [Corrado Tomaselli]
Ghosts'n Goblins (Italian bootleg, harder) [Corrado Tomaselli]



New games marked as GAME_NOT_WORKING
------------------------------------
Apple 10 (Ver 1.21) [Roberto Fresca]
Ten Balls (Ver 1.05) [Roberto Fresca]


0.124u3
-------


MAMETesters Bugs Fixed
----------------------
01691: [Misc.] Various Sets: when exiting a game, seems to be
any game I get an eip error (Aaron Giles)
01697: [Graphics] sfa3, sfa3b, sfa3u, sfa3ur1: About the blue
background in startup screen. (Nicola Salmoria)
00206: [Graphics] ninjakd2: PCB info for Nicolas state.
(Nicola Salmoria)
01695: [DIP/Input] ptblank, gunbulet: Crosshair doesn't move (smf)
01694: [Graphics] punisher, punishrj, punishru: missing graphic
(Nicola Salmoria)



Source Changes
--------------
PSX core updates: [smf]
- removed casts and removed unnecessary decoding from NCLIP.
- added signed values to PAIR & PAIR64.
- renamed PAIR64.lw to PAIR64.q
- tidied up DPCS, improved flag calculation and added support for
lm/sf fields.
- added sf/lm support to INTPL, improved flag calculation &
calculates correct rgb
- fixed calculation of bit 31 of GTE FLAG register, when writing
to it directly.
- added lm mode to OP and fixed the calculation.
- added lm mode to SQR.

Seibu implementation cleanups: [David Haywood]
- added cop/heatbrl ram clear stuff
- tried to make cop a bit more generic, breaks a few things for
now, but better than duplicated code all over the place
- added the sound cpu to raiden2, although it doesn't make any sounds

Fixed CPS1 palette control register to match tests on msword psb.
[Nicola Salmoria, Corrado Tomaselli]

Changed the pic8259 implementation into a device. [Wilbert Pol]

Fixed an opcode in quizf1. Fixed encrypted disassembly for
bp+ix+offset8 and bp+it+offset8. [Robiza]

Modified bionicc to compute the palette based on the schematics.
[Nicola Salmoria]

Verified several CPS1 graphics ROM mappings against PAL dumps.
[Nicola Salmoria]

Changed device read/write functions to take a const device_config *.
Reverted recent hacks to get around this and removed unnecessary
casts. [Aaron Giles]

Fixed I8039 DAA instruction when A is > 0xF9. [Wilbert Pol]

Fixed crosshair update when the game is not polling the coordinates.
[smf]

Merged CPS1, CPS2 memory maps and some tweaks from schematics, though
to get perfect memory maps dumps of the A-board PALs would be needed.
[Nicola Salmoria]

Adjusted docastle refresh rate to match PCB measurement.
[Nicola Salmoria]

Finished memory map merge for W drivers. [Andrew Gardner]

Added support for using smaller-sized memory handlers directly in
memory maps. To do so, you need to use the new AM_READn/AM_WRITEn
macros and specify a mask for which bits are connected. [Aaron Giles]

Removed word-sized handlers from 6821pia.c. Updated drivers that
needed them to use these new interfaces instead. [Aaron Giles]

Updated gaelco3d.c and itech8.c to remove the need for memconv.h
by using this new feature. [Aaron Giles]

Added machine parameter and macros for the CDP1802 callback functions.
This seems to have fixed the player sprite flashing in Destroyer/
Altair/Draco. [Curt Coder]

Fixed lookup table for sprites in spikes91. [Robiza]

Made some changes to the 'v25' code in toaplan2.c. Batsugun does
upload what looks to be the entire program, unencrypted. If enabled
it runs to the point of waiting for interrupts, however, for those it
looks like it needs a real V25 core with register banks etc.
[David Haywood]

Converted the IDE controller to a device. Updated all drivers
accordingly. [Aaron Giles]

Added new functions for dynamically installing device memory
read/write handlers. [Aaron Giles]

Updated install_memory_XXX_handler() functions to take a machine
parameter. Updated all drivers accordingly. [Aaron Giles]

Merged installation of read and write handlers where appropriate.
[Aaron Giles]

Simplified memory.c code for dynamic installation so that a single
function handles all the work; a NULL read or write handler
indicates not to install anything for reads or writes. [Aaron Giles]

Fixed sprite overdraw mode to match Mutant Night movie.
[Nicola Salmoria]

Properly marked puzznici as a bootleg and disabled the MCU simulation
on it, it has it's own internally. [David Haywood]

Merged memory maps for aquarium, argus, armedf, bagman, battlera
drivers. [Aaron Giles]

Created new macro: AM_RAM_WRITE(handler) which specifies a memory
range to be RAM-like for reads but calls the given handler for writes.
[Aaron Giles]

Replaced AM_READWRITE(SMH_RAM, handler) with AM_RAM_WRITE(handler).
Also replaced AM_RAM AM_WRITE(handler) with AM_RAM_WRITE(handler).
[Aaron Giles]

Added correct rom dump for Shinobi4 set. [Arzeno Fabrice]

Added good denjinmk graphic rom. [Guru]

Removed ancient 720 kludge in the T-11 core. [Aaron Giles]

Added support in the T-11 core for an external vector via irq_callback.
Apparently the hardware actually did support this and it is necessary
for emulating the BK 0010/11 computer in MESS. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Show Hand [Luca Elia]



New clones added
----------------
Led Storm Rally 2011 (US) [Bryan McPhail]
Shinobi (alternate set) [Brian Troha]
Aero Fighters (bootleg set 2) [Robiza]



New games marked as GAME_NOT_WORKING
------------------------------------
Nandemo Seal Iinkai [Luca Elia]


0.124u2
-------


MAMETesters Bugs Fixed
----------------------
01571: [DIP/Input] stadhero: Player 1 and Player2 Start are mapped
twice. (stephh)
01673: [Graphics] sfjp: Game backgrounds replaced with other images
(Fabio Priuli)
01567: [DIP/Input] megazona, megazonb, megazonc, megazone, megaznik:
P2 button 1 key mapped twice and P2 button 2 missing (stephh)
00458: [Misc.] NEC CPU debug bug (robiza)
00029: [Sound] contcirc: Audio emits from one speaker on start up.
(Nicola Salmoria)
01609: [DIP/Input] Various - tested srmp4 (ssv.c), ttmahjng
(route16.c), vsmahjng (vsnes.c), tokkae (konamigx.c), sf2
(cps1.c): INP playback loses sync quickly (Aaron Giles)
01680: [Graphics] area88, unsquad: [possible] DOT TEST in service mode
shows garbage chars (Nicola Salmoria)
00761: [Speed] finalapr: Heavy performance hit. (couriersud)
00352: [DIP/Input] spaceskr: The cabinet DIP setting is inverted, when
you set it upright mode, control is separated for P1 and P2,
the scre (Nicola Salmoria)
01659: [Core] stereo balancing is wrong (Aaron Giles)
01622: [Core] -refreshspeed has no effect (Aaron Giles)
01663: [DIP/Input] Hat switches not working (couriersud)
00250: [Graphics] 3wonders: Various graphic glitches. (Nicola Salmoria)
00405: [Graphics] cawing: Text in the attract mode is garbled.
(Nicola Salmoria)
01021: [Side-by-side] dorunru2: Side-by-side test. (Nicola Salmoria)
00404: [Graphics] 3wonders: a glitch when u insert your record name
when game is over. (Nicola Salmoria)
01552: [Graphics] 3wonders, 3wonderu: Another little graphic glitch
on attract mode (Nicola Salmoria)
01081: (partial): megaplay.c (all games): 1 Player Start and 2
Players Start are duplicated. (couriersud)


Source Changes
--------------
Changed the system to show a message if coin-lockout is active and
a coin key is pressed. [couriersud]

Actually fixed -refreshspeed. [Aaron Giles]

Reverted previous SCSI CD change which broke some games. [R. Belmont]

Seibu COP cleanup, primarily sorting the code and identifying
similarities in different implementations. [David Haywood]

Fixed an erroneous debug change which leaked into the last version of
the namcona1 update. [Pierpaolo Prazzoli]

Fixed marineb colors. [David Haywood, Tomasz Slanina]

Rewrote INP recording from scratch, since all old INPs are broken
anyways. Header now includes timestamp, which overrides the default
time base for MAME's system time. Each frame recorded now gets a
timestamp. Analog ports are recorded once per frame and interpolated.
Analog port calculations are all done in fixed point for consistent
results. A bunch of other minor tweaks in the input port code.
NOTE: There may still be a few changes to the final INP format.
[Aaron Giles]

Improved graphic decoding for Legionnaire, the BK3 tiles are now
correctly extracted from the TXT region, map screen has correct
tiles now. [David Haywood]

Removed CPS1 tile kludges and replaced with per-game ROM mapping
tables. Ideally, the ROM mapping should be derived from mapping of
the PALs found on the B board. Note that this is a significant change
and some new bugs might be caused by it. Unlike previous bugs,
where extra garbage tiles would appear in the games, the new bugs
would be tiles or sprites MISSING--so they will be harder to notice.
This would happen because in some cases the 16x16 regions of the gfx
ROMs can be used by both scroll2 and sprites, while in other cases
they must be separated. [Nicola Salmoria]

PSX updates: [smf]
- Fixed the SR masks for MTC0.
- Added ability to test the instruction/data cache ram. The
scratchpad and BIU register are now handled internally to the CPU.
- All writes are performed with masks. SWL/SWR used to be implemented
with two writes ( one byte and one word ) when writing three bytes,
now it only ever performs one. Byte and Word writes use masks as
they leave the rest of the register on the bus, which can be
picked up by larger registers.
- The read/write functions to use are cached when the SR bits are
updated, as are the bad address masks.
- Added coprocessor 1 & 3 support, though they don't do anything
useful.
- All loads now go through the delay pipeline, a lwl/lwr will grab
the value out of the pipeline if it's updating the same register.
- Added undocumented behaviour of BLEZ/BGTZ. The comparison for zero
can be changed by specifying an alternate register in the RT field
( the documentation says you should always use register 0 ).
- Restricted to 16 COP0 registers & generate an exception if any of
the 5 for the MMU are used.
- Added BCF/BCT instructions, although I have found no conditions
that affect them yet.
- Generates an exception if any MMU instructions are executed.
- Sets the CE instruction for all exceptions, not just those
involving a coprocessor. The bits of the opcode that specify the
coprocessor are grabbed no matter what the instruction.
- Added TAR register and BT bit in SR. When an exception occurs
during a branch, BT determines whether it was taken or not. The
TAR register gets set to the destination of the branch.
- Fixed the BD bit when you are in a branch delay slot and you didn't
take the branch, this shows up in the pipeline as !pc.
- Fixed branches within a branch delay slot.
- Multiply & divide instructions can be aborted if you write to
HI/LO before reading the result. Added data breakpoints, you
don't appear to be able to set breakpoints on any of the
addresses internal to the CPU.
- Multiply/divide/GTE instructions can execute when an exception is
taken, although the EPC indicates that it hasn't. The BIOS avoids
rerunning GTE instructions as they are destructive, so you have to
make sure they run.
- Added bus error handling, PSXCPU is limited to 8mb of ram & any
access outside this range will trigger an exception. I believe
this is to be an internal limit.
- Added CXD8611R as a specific CPU type, System 12 appears to allow
more than 8mb of ram & it's possible that this is different.
- Mapped out all instructions to either generate an exception or
ignore bits.
- Updated the disassembler to match the decoding.
- Fixed disassembling of branch instructions in a branch delay slot.
- Lui checks for a ori/addiu following and will show you the result.
- Added step over/out support.
- Fixed standalone disassembler.
- Fixed SZ0 truncation.
- Fixed IRGB truncation and conversion to IR1/IR2/IR3
- Added IR1/IR2/IR3 saturation when calculating ORGB.
- Fixed OTZ sign extension
- Fixed reading from SXYP
- Fixed reading from IRGB
- Fixed writing to LZCR
- Fixed sign extension of GTE control registers
- Fixed writing to FLAG
- Fixed flag calculation in F macro.
- Fixed avsz3 & avsz4 flag & otz calculation.

Fixed unicode crashing bug with input names. [Aaron Giles]

Renamed input port functions: [Aaron Giles]
readinputport -> input_port_read_indexed
readinputportbytag -> input_port_read
readinputportbytag_safe -> input_port_read_safe
Added machine parameter to input port functions. Updated
many drivers to accomplish this.

Bulk converted drivers explicitly calling input_port_n_r() with a
bogus offset to calling input_port_read_indexed() instead.
[Aaron Giles]

Memory map merges for drivers starting with U, V, W, and Z.
[Andrew Gardner]

Mostly fixed sound in N64-based games. [Adam Gashlin]

Correct DMA functionality in N64-based games. [Ville Linde]

Aerfboot improvements: [robiza]
- sprite offset are now correct
- split spriteram in two parts
- identified last sprite for the two parts
- promoted to "working" (no sound)

Pallavol improvements: [robiza]
- fix for sprite's y-coordinate
- implement lookup table for convert sprite code in the real code
- change the name to "1991 Spikes (Italian bootleg)
- fix scroll
- fix offset

Merged sonson memory maps. [Nicola Salmoria]

Added mising TC0060DCA sound mixer to the Taito Z driver. Marked one
dblaxle ROM as BAD_DUMP. [Nicola Salmoria]

Changed the 8237dma implementation into a device. [Wilbert Pol]

Fixed wrong tile-sprite priority in m62 driver. [robiza]

Fixed nec v30 dasm when a "real-time encrypted cpu" is used. Also
fixed Execution Clocks for add,addc,and,or,xor,cmp,sub,subc
instructions. [robiza]

Removed the hardcoded dependency on a 8254 device from the 8042kbdc
code. Changed the drivers using the 8042kdbc to define their own
8042kdbc - 8254 dependency. [Wilbert Pol]

Rewrote core memory handlers as inline functions. These should be
easier to trace through in a debug build, yet should operate the same
as before. [Aaron Giles]

Created a complete set of functions for all databus sizes (8,16,32,64)
and all endiannesses. A few functions are redundant, but it is now
very clear which functions to use in which scenarios. It is also now
possible to rely on being able to access values of 8, 16, 32 or 64
bits via the built-in accessors without fear of crashing.
[Aaron Giles]

Updated all cores using 8-bit handlers to explicitly call the 8-bit
handlers with the appropriate endianness. [Aaron Giles]

Fixed a few games which were calling n-bit handlers directly to use
the generic forms. In the future, this is all the access drivers will
have. [Aaron Giles]

More opcodes fixed in gussun oyoyo and risky challenge. [robiza]

Added tags and locations to dips for marvins.c and matmania.c.
[Fabio Priuli]

Enabled roz tilemap in emeraldia, but it's not centered in the right
position when it's not in its original dimension. [Pierpaolo Prazzoli]

Fixed 'lghost*' Dip Switches. [stephh]

Reduced the number of save state callback types from 3 to 1. The
only remaining form is the one that takes a pointer parameter. Added
macros for STATE_PRESAVE and STATE_POSTLOAD to define common
functions. Added machine parameter to these functions. Updated all
drivers and CPU/sound cores to use the new macros and consolidate
on the single function type. As a result pushed the machine parameter
through a few initialization stacks. [Aaron Giles]

Removed unnecessary postload callbacks which only marked all tiles
dirty, since this is done automatically by the tilemap engine.
[Aaron Giles]

Updates for the driver wc90b.c: [ClawGrip]
- Removed the second YM2203, it isn't present on the bootleg boards
- Changed the clocks according to the oscilators found on the board

Added the running_machine* parameter to the function passed into
cpunum_set_irq_callback() and adds the IRQ_CALLBACK macro for
the callback function. [Oliver Stoenberg]

Cleaned up the Machine usage in the osd/windows files and added the
running_machine parameter where possible. [Oliver Stoenberg]

Various tweaks/fixes from MAMEPlus:
* save state support for FD1094 chips
* improved graphics in athena
* improved sound balance in armedf
* derived refresh rate for toaplan1 games
* improved sound balance in tmnt games
* derived clocks for suprridr
* tweaked xmen visible area
* derived clocks and refresh rate in twin16 driver

CPS1: Verified some gfx ROM mapping tables against PAL dumps. Improved
understanding and emulation of palette related registers.
[Nicola Salmoria, Corrado Tomaselli]




New games added or promoted from NOT_WORKING status
---------------------------------------------------
1 on 1 Government (JAPAN) [smf]



New clones added
----------------
Seibu Cup Soccer :Selection: (set 2) [Arzeno Fabrice]
Super Monaco GP (set 1, Japan, Rev A, FD1094 317-0124a)
[Corrado Tomaselli]
Added Side by Side 2 (Japan) [Yasuhiro Ogawa]



New games marked as GAME_NOT_WORKING
------------------------------------
Touchmaster 5000 (v7.10) [Brian Troha]
Touch Master 7000 [Brian Troha]


0.124u1
-------


MAMETesters Bugs Fixed
----------------------
01650: [Gameplay] ridgerac: Unstable Freezes that ends with Crash
and needs totally reboot under XP (Aaron Giles)
01542: [Graphics] 3wonders, 3wonderu, wonder3: Wrong colour of
background in game selection and start screens (Nicola Salmoria)
00403: [Graphics] 3wonders: Points are displayed between lives of
first player and the word INSERT COIN: (Nicola Salmoria)
00410: [Graphics] xmcota: After a couple passes through the demo
mode, the background on the qsound screen will go to a shade of
green. (Nicola Salmoria)
01519: [Graphics] msh: After beating the game, the screen turns
different colors for the endings and everything (Nicola Salmoria)
01468: [Graphics] ldrun2: Priority problem at titlescreen
(Nicola Salmoria)
01469: [Graphics] ldrun2: Compared to the PCB does MAME show less
graphic at the bottom of the screen. (Nicola Salmoria)
01661: [Graphics] rougien: sprite disappear (Robiza)
01613: [Graphics] swcourt, swcourtj: Strange sprites cutting on the
edge of screen (Pierpaolo Prazzoli)
01622: [Core] -refreshspeed has no effect (Aaron Giles)
01629: [Graphics] raiga, stratof: broken colors on sprites
(Aaron Giles)
01630: [Graphics] fstarfrc, ginkun, riot: broken colors on sprites
(Aaron Giles)
01627: [Misc.] spbactn, spbactnj: Crashes with Access Violation
(Aaron Giles)
01598: [Graphics] 4in1, gmgalax, pacmanbl: Sprites are cut off on
the top row (Aaron Giles)
01563: [DIP/Input] gmgalax: Duplicated Inputs (Aaron Giles)
00300: [Graphics] zigzag: in cocktail mode player 2 screen is shift
over to the right. (Aaron Giles)
01623: [DIP/Input] ssprint and clones: Coins don't seem to match
machine order. (RansAckeR)
01454: [Graphics] mshuttle, mshuttlj, mshutlj2: The display of the
screen is shifted. (Aaron Giles)
01473: [Graphics] orbitron: Orbitron graphics not correctly
displayed (Aaron Giles)
01600: [Graphics] pacmanbl, batman2: The background is shifted to
the right and cut off on the right side. (Aaron Giles)
01602: [Misc.] luctoday: Messed up graphics. (Screen Offset)
(Aaron Giles)
01599: [Graphics] omega: Screen is vertically offset. (Aaron Giles)
01605: [Graphics] gteikokb, gteikob2: Wrong screen offset
(Aaron Giles)



Source Changes
--------------
Renamed galaxian.c -> galaxold.c. Updated all drivers accordingly.
[Aaron Giles]

Cidelsa driver updates: [Curt Coder]
- de-deprecated the timer callbacks
- moved PCB RAM to the heap and fixed index overflow
- converted CDP1869 to the new device system
- refactored to represent how the hardware actually works
- added PMA latching on OUT5
- separated Cidelsa video to its own file

COP CPU updates: [Curt Coder]
- implemented interrupt
- implemented serial input/output
- fixed XAD/LDD, XIS1, RMB3 opcodes
- fixed clock divider
- fixed internal memory map size
- added some cpu variants
- fixed serial timer
- fixed clocks
- fixed COP410 RMB3, XAD instructions
- general cleanup

Fix cfg file corruption if joystick is not connected; itemclass now
part of token if item is not found. Settings for joysticks which use
a custom item id will still be lost. A fallback has to be provided
here since those will use a token generated from the input item name.
[couriersud]

Memory system changes: [smf]
* Now passing mem_mask to the read and write debug hooks. This
allows the address & size of the memory access to be correctly
calculated when using a memory call that takes a mem_mask.
* New macros added for checking mem_mask. ACCESSING_BITS_m_n,
These check for any access within the bounds between bit 'm' and bit
'n' (counting bit 0 as the least significant bit). Currently the
pattern for checking whether both bytes of a word is written is to
make two byte checks.
* All occurrences of ACCESSING_LSB, ACCESSING_MSB, ACCESSING_LSB16,
ACCESSING_MSB16, ACCESSING_LSB32, ACCESSING_MSB32,
ACCESSING_LSW32, ACCESSING_MSW32 & simple mem_mask checks have
been replaced with the new macros.

Added fatal error if AM_READ_PORT() references a non-existent port.
[Aaron Giles]

Converted special-case DIP switches (service, unknown, unused) into
their own token type rather than expanding into other tokens. The
reduces the number of redundant strings and data. [Aaron Giles]

Galaxian rewrite. Ultimately will combine the existing drivers
for galaxian, scramble, frogger, scobra, amidar, and dambustr.
For the moment, only a subset of games are implemented in the
new system; the remainder are running on the old code. Main features
are accurate video timing, correct stars implementation, better
organization, simplified input ports, and many other smaller fixes.
[Aaron Giles, stephh]

Minor cleanup and simplification in the video and palette code.
Removed palette_config(). [Aaron Giles]

Fixed interrupt handling and 16-bit memory accessors in 6840ptm.c.
Also cleaned up code for the sake of readability. [Philip Bennett]

Added multiplier (same as wecleman) to Flak Attack. Info provided by
VU801qCf. [Yasuhiro Ogawa]

Namco NA1 improvement: [Pierpaolo Prazzoli]
* Fixed sprites shadow in namcona1 driver and removed Emeraldia hack.
* Added tilemaps and sprites 4bpp mode
* Added preliminary ROZ implementation (disabled until the enable /
disable register is found)
* Changed background pen to fix emeralda demo

Discrete sound system improvements: [couriersud]
* Added DISCRETE_RCFILTER_SW to discrete sound. This implements
multiple RC networks with CD4066 switches to connect/disconnect
capacitor.
* Implemented discrete mixing in circusc using DISCRETE_RCFILTER_SW
and sound routing to route 76416 output to discrete logic.
* Added discrete filtering and mixing to galaxian.c games using
konami_sound.
* Fixed timing of stream_update in discrete_sound_w. All sound
cores update before processing changed data.
* Added streeam_update to discrete_sound_r
* Now supports multiple output nodes per module.
In this case, NODE_XXX is the default output. Alternative outputs
may be accessed by using NODE_XXX_YY where 00
You may also access nodes with macros:

NODE_XXX = NODE_SUB(XXX, 0)
NODE_XXX = NODE(XXX)
NODE_XXX_YY = NODE_SUB(XXX, YY) with YY != 00

This should e.g. make discrete sound emulation easier when dealing
with e.g. flip flops (Q & QQ) and binary counters.
* Added sanity checks to check consistency issues introduced by this
change
* Modules specify number of outputs ==> Certain special modules
(WAVELOG) may no longer be used as input nodes
* Removed explicit (NODE_XX + expr) from a couple of drivers

Fixed encoding/decoding of negative denormal floats in the AICA/SCSP
DSP. Shouldn't actually affect any games. [kingshriek, Deunan Knute]

Changed Seibu sound CPU to use AM_READ_PORT("COIN") instead of
input_port_0_r. [stephh]

bloodbro.c driver improvements to DIP locations and coin modes.
Added notes for 'bloodbra'. [RansAckeR, stephh]

Add input ITEM_IDs for additional axes and switches. Also added
ITEM_IDs for up to 4 hats/POVs. [couriersud]

Merged memory maps for half of the W drivers. Also made a couple of
random touchups for X, Y, and Z drivers. [Andrew Gardner]

Added a little magic to make the Atomiswave BIOS try to be more
verbose, but our video emulation isn't good enough to cooperate.
[R. Belmont, ElSemi]

Added bootleg of badlands - heavily modified, not working.
[David Haywood]

Fixed DS2401 state loading now that the digital i/o board's serial
number has been changed to a const by not saving it. As the serial
number cannot be changed at run time it was rather pointless. [smf]

BFCobra improvements: [Anonymous]
* Added plane priority to blitter, fixing Treble Top signature
writing
* Video output now supports all modes - lores, hires, mixedres,
8/7/4/3 bits/pixel, fixing Every Second Counts colour problems
* Added line draw, fixing missing stuff from Question Of Sport
* Change blitter loop type control - there are 4 types of loop.
* Corrected video frame rate to 50Hz.
* Corrected Z80 speed to 5.91mhz
* Accounted for Z80 cycles stolen during a blit operation. Improves
gfx/sound sync and seems to fix the final round lockup in Every
Second Counts.

Various SCSI devices register state items by their disk ID, which are
not unique across device types. Introduced a device-type offset for
CD-ROMs so their registrations don't clash with harddisks.
[R. Belmont]

Fixed tilemap viewer to draw the whole tilemap when categories are
used. Added new option TILEMAP_DRAW_ALL_CATEGORIES to do this
efficiently. Updated several drivers to use this instead of rendering
each category independently where appropriate. [Nicola Salmoria]

Added DIP locations to blueprnt.c [RansAckeR]

Fixed ledutil.c so it compiles cleanly under MSVC. [Mike Haaland]

Astrocade update: [Dirk Best]
- Update src/mame/includes/astrocde.h to use an XTAL value
- Clear interrupts if they are no longer valid
- Add the knob inputs

Added new makefile flag VERBOSE which enables gcc's verbose output
during compile. [Marc Sandusky]

Corrected clocks on Rygar. [Corrado Tomaselli]

Changed "Machine" to "machine" in a number of places when the
running machine parameter is already available. In some cases this
also allowed for the removal of deprecat.h. [Oliver Stoenberg]

Did some major cleanup and gutting of pcshare.c. [Wilbert Pol]

Created a built-in overlay for Armor Attack using just rectangles.
[Mr. Do!]

Added dynamic control of RX and TX pins to 6850 ACIA emulation - this
is needed for correct operation of the MPU4 Video communications
system, and may be handy for some MESS systems. To use, set the rx
and tx clocks to 0 in the acia interface, then use acia_tx_clock_in()
and acia_rx_clock_in() respectively. [James Wallace]

Added proper implentation of hardware collision in mermaid. This
fixes mermaid (when the player is in the water with the sharks) and
rougien. Also fixed priorities in mermaid and rougien and a sprite
wrapping bug. [Robiza]

Fixed CPS1 background color. This fixes 3 wonder (game start) and
mtwins (explosion during attract). It seems to break Varth, however,
and has dubious effects on the boot sscreens of avsp, sfa3 and
possibly other CPS2 games. [Nicola Salmoria]

Added discrete filtering and mixing to ironhors. One driver less
using FILTER_RC. [couriersud]

Fixes for aerfboot (bootleg of aerofgt): [Robiza]
- fixes spriteram3 (previous value was too high and in the "city"
level some build disappear
- sprite gfx bank (previously some sprite appear right and some
sprite was wrong)
- fixed perfectly the sprite zoom
- removed multisprite support; in the bootleg aren't present

Converted the pit8253 implementation into a device. To make it
easier to use I've also created a src/emu/devconv.h in the same style
as src/emu/memconv.h. [Wilbert Pol]

Replaced anonymous timer in tx1 with an allocated one to make state
saving closer to reality. [Hugh Allen]

Changed winwork.c from using hand-built scalable locks to using
standard Windows CriticalSections for now, to hopefully address



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Multi Game III [Mariusz Wojcieszek]



New clones added
----------------
Off Road Challenge (2 sets) [Guru]
Deer Hunting USA V2 [Brian Troha]
Super Bishi Bashi Champ (Korea) [Guru]



New games marked as GAME_NOT_WORKING
------------------------------------
Give us a Break [Philip Bennett]
Ten Up [Philip Bennett]
Beeline [Philip Bennett]
Chase Bombers [Bryan McPhail]


0.124a
------

Fixed major regression in 0.124 which caused many sound routes
to be applied incorrectly. [Aaron Giles]

Reverted gnga back to its previous state. [David Haywood]



New clones added
----------------
Ghosts'n Goblins (bootleg with Cross) [David Haywood]


0.124
-----


MAMETesters Bugs Fixed
----------------------
01586: [Multisession] bluehawk: Graphics corruption (Reip)
01433: [Graphics] marvins: If you play player 2, the maze remains
unchanged. (Reip)
01601: [Misc.] orbit: Game doesn't start. Watchdog/reset problem?
(Aaron Giles)
01584: [Misc.] exerion, exerionb, exeriont: Assertion (Aaron Giles)
01560: [DIP/Input] turpin: Cannot coin up in either slot. (RansAckeR)
01525: [Misc.] wilytowr, atomboy: watchdog resets (RansAckeR)
01524: [Misc.] btoads: Assertion (Zsolt Vasvari)
01557: [Misc.] dealem: Assertion (Zsolt Vasvari)
00059: [Graphics] commsega, locomotn, tactcian: They exhibit a problem
with screen area. (Nicola Salmoria)
00406: [Graphics] qadj: When playing as the ninja, there is one broken
frame in his animation loop when walking. (Nicola Salmoria)



Source Changes
--------------
bbusters: Fixed sprite wrapping -- this is used on the gun calibration
screen, at least. The game still hangs on a black screen after service
mode is turned off. Even exiting MAME and restarting doesn't fix it,
so it's probably a EEPROM issue. [Zsolt Vasvari]

Added Noise Output to the MSM5232 emulation. [Nicola Salmoria]

Added placeholder effects for cymbal and hihat to equites.c. These
will need further work to properly emulate the discrete circuitry.
[Nicola Salmoria]

Cleaned cidelsa driver up to the latest spec. [Curt Coder]

Added NVRAM to Gekisou. Fixed inputs and promoted to working.
[Nicola Salmoria]

Explicitly fixed unmapped handler masks so that we don't report all
unmapped addresses as 0. [Aaron Giles]

Centralized definitions of _WIN32_WINNT. Removed malloc/calloc/
realloc/free link-time overrides; we now rely exclusively on compile-
time overrides. Made a few tweaks toward getting mingw-w64 working,
but there are still linker issues. [Aaron Giles]

Fixed assertions in skullxbo and exerion. [Aaron Giles]

De-deprecat-ed ui.c. [Aaron Giles]

Changed xmlfile.c to pass in memory handlers to expat so that
our memory overrides are properly managed. [Aaron Giles]

Fixed wbbc97 regression. [Zsolt Vasvari]

Fixed crospang.c regression. Not sure why this needed to be RGB15,
works fine with INDEXED16. [Zsolt Vasvari]

[GTICLUB] Fixed crash. [R. Belmont]

[SCSI] Fixed case when no device exists (e.g. running the sys573 BIOS
directly). [R. Belmont]

Got most of the Konami PPC games running again. [R. Belmont]

Fixed crash running "kviper" BIOS. [R. Belmont]

Changed crystal.c from RGB15 to RGB32. RGB15 is not enough bits to
hold the 5-6-5 colorspace. [Zsolt Vasvari]

Updated astrof.c to use the timer device. [Zsolt Vasvari]

dgpix and eolith: Converted to INDEXED16. Removed temp bitmaps.
Changed ugly recursive video RAM code. [Zsolt Vasvari]

ddz: Removed RGB15 -- it's a "skeleton" driver, so why have it?
[Zsolt Vasvari]

video\generic.c: Added PALETTE_INIT functions for common 16-bit RGB
patterns. [Zsolt Vasvari]

Converted f-32, kinst, lethalj, ultrsprt, gamecstl, taitowlf to use
INDEXED16. [Zsolt Vasvari]

Added option in MC6845 to programatically set the clock pin. This is
needed by at least one MESS driver. Added
mc6845_set_hpixels_per_column() for the Hercules gfx adapter.
[Zsolt Vasvari]

Fixed video timing in xtheball. Still don't know why it changed
recently, but the new parameters reproduce the old values.
[Aaron Giles]

Removed unnecessary assert in video.c that broke screenless games.
[Dirk Best]

Changed the zombraid gun input ports to work with the calibrated
settings. [Derrick Renaud]

Fixed malzak2 from crashing. [Zsolt Vasvari]

Fixed graphics ROMs in gnga. [Cesare Falco]

Added validity check to ensure input port tags don't have duplicates.
Fixed several drivers where there were duplicates. [Aaron Giles]

Corrected clocks on Cabal bootleg. [Corrado Tomaselli]

blockhl.c, blockout.c: Added dip locations, fixed unknown dip
switches. [RansAckeR]

Removed improper use of PERIODIC_INT in mpu4, to use new timer
devices. Also corrected 50Hz timer in MPU4 Video games.
[James Wallace]

Fixed bug in tx1.c spotted by new compiler warnings in gcc 4.3.0.
[Atari Ace]

Another batch of pedantic static/const/include fixes. [Atari Ace]

Redid video timing in orbit with raw parameters. Added full memory map
and a few other cleanups. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Gekisou [Nicola Salmoria]
Mermaid [robiza]



New clones added
----------------
Ridge Racer (Rev. RR3, World) [Andrea Turci]


0.123u6
-------


MAMETesters Bugs Fixed
----------------------
- 01520: [DIP/Input] wilytowr, atomboy: dipswitch info
- 01236: [DIP/Input] psurge: Power Surge isn't coining up.
- 01521: [Gameplay] ar_sdwr: Game hangs on title screen
- 01477: [Gameplay] metamrph, metamrpj, metamrpu: Game doesn't start
- 01452: [Misc.] boobhack: Crashes
- 01474: [Sound] ninjakd2, ninjak2a, ninjak2b, rdaction: Ninja-Kid II
sound problem
- 01461: [Misc.] mazinger: reset caused by the watchedog message
- 01440: [Speed] mazingar, agallet: Terrible slow down in some scenes.
- 01087: [Misc.] spbactn, spbactnj: Crash in debug build. Corrupted
graphics in normal build.
- 00223: [Graphics] splndrbt: On the first level when you pass the
asteroid belt the star road should be light blue instead of
black like mam
- 00220: [Graphics] splndrbt: Concerning the gfx, on the pcb the
background is not linear as shown in mame.
- 00217: [Graphics] splndrbt: On boot the pcb displays a clean light
blu screen while in mame there is a black road.
- 01531: [Misc.] polygon-based drivers: winwork.c memory leak
- 00150: [Misc.] alpinr2b, alpinesa : Assertion with -debug
- 01462: [Save/Restore] atarimo_render-based drivers: Crash when
loading an autosave save state
- 01538: [Core] -verifysamples: Inconsistent handling of missing
sample sets
- 01491: [Interface] switchres causes Exception at EIP=009413BF:
ACCESS VIOLATION
- 01529: [Misc.] AICA memory leak
- 01511: [Save/Restore] batman: Fails to load autosave state
- 01536: [Misc.] uballoon: Access Violation with -debug
- 01535: [Misc.] usclssic: Access Violation with -debug
- 01465: [Misc.] topgunnr: Crashes
- 01534: [Misc.] ajax, ajaxj, typhoon: Access Violation with -debug
- 01019: [Sound] Various Drivers: List of drivers with sound clipping
- 01499: [Multisession] Various Drivers: Launching games from in-game
[TAB] menu 2-3 times in a row throws access violation.
- 01453: [Misc.] troangel, newtangl: Crashes
- 01463: [Misc.] connect4, mpu4met0, mpu4tst2, mpu4utst, bctvidbs:
Assertion
- 01475: [Misc.] Screenless systems are broken because of a vblank
callback
- 01486: [Gameplay] meritm.c: access violation for all games
- 01530: [Misc.] Various Drivers: bitmap memory leaks
- 01508: [Misc.] most vector-based drivers: Assertions
- 01527: [Misc.] all meritm.c drivers: Assertion
- 01528: [Misc.] pzlestar, sexyboom: Assertion
- 01522: [Misc.] all ddragon.c drivers: Assertion
- 01523: [Misc.] nkdodge, nkdodgeb, spdodgeb: Assertion
- 01524: [Misc.] btoads: Assertion
- 01526: [Misc.] futflash, laserbas, laserbsa: Assertion
- 01507: [Misc.] all naomi.c drivers: Assertion
- 01503: [Misc.] sidearjp, sidearmr, sidearms: Assertion
- 01509: [Misc.] backfire, backfira: Assertion
- 01501: [Misc.] all m107.c drivers: assertion
- 01504: [Misc.] all leland.c drivers: Assertion
- 01506: [Misc.] all ataxx.c drivers: Assertion
- 01500: [Misc.] all astrocde.c drivers: assertion
- 01514: [Misc.] all cyberbal.c drivers: Assertion
- 01515: [Misc.] all atarig42.c drivers: Assertion
- 01516: [Misc.] all atarigx2.c drivers: Assertion
- 01517: [Misc.] all atarigt.c drivers: Assertion
- 01505: [Misc.] all vicdual.c drivers: Assertion
- 01512: [Misc.] beathead: Assertion
- 01496: [Misc.] all segae.c drivers: Crashing with Access Violation
- 01498: [Gameplay] otwalls: Hangs before the game starts.



Source Changes
--------------
Added a new device type for timers. Where applicable, added a parallel
set of timer functions that take a device_config instead of an
emu_timer. Added MDRV_TIMER_* macros to define the timers in the
machine driver. Implemented both periodic and scanline-based timer
variants. Modified Space Encounters and Centipede to make use of this
feature. Going forward, this is the preferred way of creating periodic
timers. [Zsolt Vasvari]

Renamed *_vbl_cb to *_vblank_callback. [Aaron Giles]

Magicfly updates: [Roberto Fresca]
- Completed the component list & PCB layout.
- Added technical references to register $63 (magicfly).
- Switched crystal to new predefined format.

Funworld updates: [Roberto Fresca]
- Added proper inputs to jolyc980.
- Added temporary patch to allow bypass the "code" screen in jolyc980.
- Updated technical notes.

Changed exidy440_sound_command back to "UINT8." Since it's used by
both 8-bit and 16-bit systems, the automatic allocation is not worth
it if you need an ugly UINT16 ** cast. Removed deprecat.h from some of
the exidy files. [Zsolt Vasvari]

Fixed Air Buster bootleg from reseting because of the watchdog.
[Zsolt Vasvari]

The on-screen "Reset by watchdog" message only appears in debug
builds now. [Zsolt Vasvari]

Fixed the top screen in the megatech games. [Zsolt Vasvari]

Added internal artwork for Gorf. [Mr. Do!]

Fixed memory leak in clifront.c. [Zsolt Vasvari]

Added a crosshair_set_screen() to allow drivers to control which
screen(s) on which crosshairs are displayed. [Nathan Woods]

Made it a fatalerror to registr save state callbacks at the wrong time
if the current driver claims to support save states. [Aaron Giles]

Fixed chicken and egg problem with device_start callbacks:
[Aaron Giles]

- Added DEVINFO_INT_TOKEN_BYTES, which is queried before device
startup. It should return the size of the structure that will
be hung off of device->token. It must not return 0.

- Changed the core device interface to allocate and zero a block
of memory the size of DEVINFO_INT_TOKEN_BYTES before calling
device_start. The pointer to this memory is already attached
to device->token at the time device_start is called.

- The primary motivation for this is to allow the device_start
function to make internal calls and pass the device_config *
around as if the object were fully constructed. Since the token
is used to indicate whether or not a device is live, this makes
the device "live" at the time device_start is called rather
than after it completes.

Moved per-screen initialization into DEVICE_START and per-screen
cleanup into DEVICE_STOP in the core video implementation.
[Aaron Giles]

Fixed render_target_get_minimum_size() to return nominal values
if no screens are found. [Aaron Giles]

Alpha Denshi major update: [Nicola Salmoria]
- Fixed Alpha 8201/830x MCU simulation.
- all hacks from the equites driver removed
- fixed equites restart position after going underground
- fixed hvolume, splndrbt 2 players
- removed hacks from exctsccr2
- fixed CPU gameplay in shougi
- added dump of Alpha 8201 MCU to games that use it
(the ROM isn't used yet, HMCS44 CPU core needs to be written first)
- major cleanup of the mess in equites.c:
- many thanks to Corrado Tomaselli for precious hardware info.
- implemented bg perspective scrolling using PROMs
- fixed sprite flip & disable
- fixed bg color
- converted bg to tilemaps
- fixed fg banking
- fixed screen flip
- removed meaningless banking of player inputs
- added UI adjuster for MSM5232 frequency
- MSM5232 volume control
- fixed MSM5232 noise LFSR formula (done by Jarek Burczynski;
thanks to Corrado Tomaselli for samples)
- changed MSM5232 emulator to output channels separately
- added output of SOLO channels to MSM5232 emulator.
- fixed champbas inputs
- merged talbot with champbas, some driver clenaup
- fixed shougi inputs
- switched exctsccb to use the correct gfx ROMs (matches screenshot
found in 01058 exctsccb: Exciting soccer bootleg should be placed
in champbas.c.)
- fixed sprite bpp in exctscrr, removed the horrible hacks that were
used to fix colors and transparency.
- fixed sound clipping in exctsccr
- added percussions to the equites.c games using samples; sound board
emulation is still not complete. Cymbal hit and hi-hat are
missing; bassline is incorrect, and DAC output should be filtered

Fixed crash in spbactn. [Zsolt Vasvari]

In drawgfx, removed unneeded pen lookups. Did some code formatting
clean-up. [Zsolt Vasvari]

Fixed ninjakd2 PCM sample rate to match pcb measurement.
[Nicola Salmoria]

Fixed chdman -extract to a physical drive on Windows. [Aaron Giles]

Added return value to video_screen_update_partial() indicating whether
or not the VIDEO_UPDATE was called as a result. [Aaron Giles]

Fixed typo in pitnrun frequency. [Corrado Tomaselli]

DIP switch improvements: [RansAckeR]
1945kiii.c, 88games.c and 40love.c: Made use of PORT_DIPUNKNOWN_DIPLOC
40love.c: Made use of PORT_INCLUDE
8080bw.c: Added more dip locations; Made use of PORT_INCLUDE
wilytowr.c: Added dip locations for atomboy/wilytowr; Fixed coin modes
battlane.c, battlera.c, battlnts.c, bbusters.c: added dip locations
battlnts.c: made use of PORT_INCLUDE; fixed unknown dip switch
bbusters.c: added note regarding correct gun calibration
bionicc.c: Added dip locations
bladestl.c: Added dip locations, made use of PORT_INCLUDE
blockade.c: made use of PORT_INCLUDE
beezer.c: Added dip locations
bfm_sc2.c: dip switch improvements, made use of PORT_INCLUDE

Conerted the MPU4 driver to use an HD6845, as the Hitachi part was on the
PCB, while also using it to generate the VBLANK, rather than hardcoding
a value. Added the pulldown resistor to the network, and added all the
conditional inputs. Please note that on the later Cabinet Types (Ready
Steady Go-1 onwards), the 10p slot is locked out (location of the true
register for this is unknown), but the input setting is correct - you
have to use Coin 2 or higher to get money in. [James Wallace]

Fixed "garbage" (newlines) in the debugger window when debugging the
SH-4 CPU. [Oliver Stoenberg]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Gekisou [Nicola Salmoria]
Pot Game (italian) [Roberto Fresca]


New clones added
----------------
Pitfall II (315-5093, Flicky Conversion) [Corrado Tomaselli]
Thunder Dragon (4th Jun. 1991) [Corrado Tomaselli]


0.123u5
-------


MAMETesters Bugs Fixed
----------------------
01216 [Tomasz Slanina]
00898 [couriersud]
01436 [Aaron Giles]
01480 [robiza]
01482 [Zsolt Vasvari]
01429 [RansAckeR]
00593 [RansAckeR]
01478 [RansAckeR]



Source Changes
--------------
Fixed flickering in Electric Yo-Yo. Changed qix driver to use the
MC6845's VSYNC notification for interrupts. [Zsolt Vasvari]

Removed machine from the parameters of some of the device_get_info
and device_set_info calls because that information is stored
with the device now. [Aaron Giles]

Changed device interfaces to pass the device_config * rather
than tokens and individual bits to the device callbacks. Updated
all existing devices accordingly. [Aaron Giles]

A number of changes to remove references to screens by index and
make the video system based strictly upon the screen devices:
[Zsolt Vasvari]

* changed vblank_state_changed_func to now have a device_config
argument
* removed runnning_machine as the first parameter of a VBLANK
callback
* removed video_data from running_machine
* private state screen information now hangs off the public one,
instead of the other way around
* combined video_global and video_private into a single structure
* moved populating screen_state from mame.c to video.c
* removed defstate; the default screen parameters live in
screen_config directly
* moved 'refresh' from public to internal video state and renamed
it to 'frame_period'
* changed all drivers that previously accessed 'refresh' to use
video_screen_get_frame_period()
* changed VIDEO_UPDATE signature to pass the screen device
* added const device_config *primary_screen to running_machine
* changed first argument of video_screen_* functions to take a
device_config; all callers that used 0 for the screen number now
use machine->primary_screen
* changed game info screen and overlay UI to display the screen tag
instead of screen number
* added video_screen_get_visible_area()
* changed render.c to use screen devices
* removed direct driver access to machine->screen[] array
* added video_screen_auto_bitmap_alloc(screen)
* the Dynax/Don Den Lover games now do their updating in VIDEO_UPDATE
instead of VIDEO_EOF. Seems to have fixed the palette problems
* hooked up swapped videoram in Karnov properly -- same idea as
Burger Time
* removed the public screen_state object -- all access is via
functions
* removed screen[] object from running_machine
* removed MAX_SCREENS constant -- there is no longer a hardcoded
upper bound

Changed the MC6845 to take and pass device_config's only. The
following shook out from this that are applicable to other devices
as well: [Zsolt Vasvari]
- running_machine is no longer taken, passed or stored
- mc6845_t is now private
- since passing device_config's is not device type safe, I added a
get_safe_token() to mc6845.c to check the device passed in for
the valid type.

Removed video_data from running_machine. Private state screen
information now hangs off the public one, instead of the other way
around. Combined video_global and video_private into a single
structure. [Zsolt Vasvari]

Fixed the crash in Galaga caused by the slightly altered video timing.
[Zsolt Vasvari]

Converted address maps to tokens. Changed the address_map structure
to house global map-wide information and hung a list of entries off
of it corresponding to each address range. Introduced new functions
address_map_alloc() and address_map_free() to build/destroy these
structures. Updated all code as necessary. [Aaron Giles]

Fixed several instances of porttagtohandler*() in the address maps.
Drivers should use AM_READ_PORT() macros instead. [Aaron Giles]

ADDRESS_MAP_EXTERN() now is required to specify the number of
databits, just like ADDRESS_MAP_START. [Aaron Giles]

Removed ADDRESS_MAP_FLAGS() grossness. There are now three new macros
which replace its former usage. ADDRESS_MAP_GLOBAL_MASK(mask)
specifies a global address-space-wide mask on all addresses. Useful
for cases where one or more address lines simply are not used at
all. And ADDRESS_MAP_UNMAP_LOW/HIGH specifies the behavior of
unmapped reads (do they come back as 0 or ~0). [Aaron Giles]

Changed internal memory mapping behavior to keep only a single
address map and store the byte-adjusted values next in the address
map entries rather than maintaining two separate maps. Many other
small internal changes/cleanups. [Aaron Giles]

Changed MC6845 to take a screen tag instead of a screen number.
[Zsolt Vasvari]

Voodoo now takes a device_config for the screen. [Zsolt Vasvari]

Changed TMS34010 to take a screen tag instead of screen number.
[Zsolt Vasvari]

Replaced the following macros (SMH == static memory handler)

MRA*_BANK*/MRA*_BANK* -> SMH_BANK*
MRA*_RAM/MRA*_ROM -> SMH_RAM
MRA*_ROM/MWA*_ROM -> SMH_ROM
MRA*_NOP/MWA*_NOP -> SMH_NOP
MRA*_UNMAP/MWA*_UNMAP -> SMH_UNMAP

This removes the silly need for a bunch of redundant constants
with faux type definitions that didn't buy anything. [Aaron Giles]

Moved some memory system constants into memory.c. [Aaron Giles]

Converted atarigen and tms34061 to be handle based. [Zsolt Vasvari]

Changed how the PowerPC MMU is enabled at compile time, to cut down
on the amount of unused functions in MAME. [Nathan Woods]

Some additional memory system cleanups: [Aaron Giles]
* Made address versus byte offsets explicit throughout.
* Removed some unused parameters.
* Consolidated initialization process.
* Removed maximum memory block count.
* Centralized bank management.
* Added masked handlers and change_pc to the accessors.
* Added memory_get_accessors() to return a pointer to the accessors
for a given address space/databus width/endian configuration.

Adds some new 6845 varieties: MC6845-1, H46505, HD6845 and SY6545-1.
[Zsolt Vasvari]

Moved crosshair code from video.c into its own module. Simplified
crosshair logic and made it screen device based. [Zsolt Vasvari]

Saturate MultiPCM on clip and fix envelope discontinuity. [ElSemi]

Fixed loading mixer settings when the driver default value is
calculated. [Nicola Salmoria]

Removed cpu_scalebyfcount(). Changed input ports to register a frame
callback, which is called immediately after throttling and updating.
This is the proper "sync point" between emulated time and real time.
Moved all analog and digital port processing into a central place
here. Added tracking of time since the previous frame update and use
that as an estimate for the time of the current frame. This is used
to scale analog ports without the use of cpu_scalebyfcount(). This
is not perfect in the case where frame rates are dynamic (vector
games), but works well for other cases. [Aaron Giles]

Fixed VBLANK end time computation and video_screen_get_vblank() --
they weren't taking into account games that use
MDRV_SCREEN_VBLANK_TIME. [Zsolt Vasvari]

Fixed 68000 prefetching operation. Previous behavior was incorrect.
[Aaron Giles]

Changed slapstic management to always install an opbase handler to
more aggressively catch code executing in the slapstic region.
Updated all drivers to separate the slapstic region of ROM into a
different ROM section from the fixed ROM. [Aaron Giles]

superqix.c changes: [Mike Haaland]
- Changed vblank interrupts to 3 to fix screen drawing issues.
- Used memory_configure_bank() to configure memory.
- Added save states.

Added some clock frequency changes which were documented in u4 but
which did not apply due to operator error. [Corrado Tomaselli]

Added layout to crop corners in Electric Yo-Yo. [Mr. Do!]

Added support for Sega Virtua Processor, to run Genesis/MegaDrive
version of Virtua Racing, intended to be used by MESS. It consists
of a CPU core SSP1601, and updates in megadriv.c: [notaz]
* SSP1601 replaces SSP1610, as it has been confirmed that SVP
actually contains SSP1601. The current SSP1610 is only a
placeholder (nearly completely unimplemented) anyway.
* Changed megadriv.c add a new driver for Genesis/MegaDrive+SVP
combination, also add SVP memory controller logic and memory map.

Phase 2 of the Deal 'Em input changes (these work well with the
default cabinet type, I need to do some conditional input work
to fix them fully), and also a conversion to the resnet code.
Unfortunately, this still doesn't fix the apparently needed
transparency. [James Wallace]

Simplified inputs, improved DIP switches, and added DIP locations
to punchout.c, bankp.c, and baraduke.c. [RansAckeR]

In asuka.c, created MACHINE_START( asuka ) to configure cpu2 banks
with memory_configure_bank(). All drivers support save states, with
the exception of cadash and clones, the background does not load
properly. [Mike Haaland]

Fixed M68000 build logic to only include it if enabled. [Fabio Priuli]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Amuse (Version 50.08 IBA) [Pierpaolo Prazzoli]
Joker Poker (Version 16.03B) [Pierpaolo Prazzoli]
Super Bowl (Version 16.03B) [Pierpaolo Prazzoli]
Pit Boss II [Mariusz Wojcieszek]
Super Pit Boss [Mariusz Wojcieszek]
Pit Boss Megastar [Mariusz Wojcieszek]
Megatouch IV [Mariusz Wojcieszek]
Megatouch IV Tournament Edition [Mariusz Wojcieszek]
Megatouch 6 [Mariusz Wojcieszek]



New clones added
----------------
Raiden Fighters (Austria) [Corrado Tomaselli]


0.123u4
-------


MAMETesters Bugs Fixed
----------------------
00817 [RansAckeR]



Source Changes
--------------
MC6845 updates: [Zsolt Vasvari]
* now signalling both 0->1 and 1->0 transitions of synching pins
* added mc6845_assert_light_pen_input; uses a timer for latching
the light pen address
* added reset device function
* implemented VSYNC height computation difference between the
Motorola and the Rockwell devices
* since the Commodore 40xx computers program an HSYNC width that
extends past the end of the scanline, I am clamping it in lack
of anything better to do
* added support for the Commodore 6545-1 device type
* added support for the status register
* better variable names
* more asserts

Updated the "Input (This Game)" menu to support conditional inputs.
[stephh]

Converted Amiga based games to partial updating and proper scanline
based timers. [Zsolt Vasvari]

Beginning of the clean-up of Space Guerilla - fixed rotation, some
other stuff. [Zsolt Vasvari]

Removed use of tmpbitmap from some drivers. [Zsolt Vasvari]

Replaced mame_bitmap with direct use of bitmap_t. Removed mame_bitmap
typedef. [Zsolt Vasvari]

Fixed taitoic regression that caused crashes in several games.
[Zsolt Vasvari]

Changed the way VBLANK_INTs are handled:
- Defined a new MDRV_CPU_VBLANK_INT_HACK() (in deprecat.h) which is
a copy of the current MDRV_CPU_VBLANK_INT()
- Found all the places where VBLANK_INT is used with something other
than 1 interrupt per frame and changed it to the new macro
- Removed the "# per frame" parameter from MDRV_SCREEN_VBLANK_INT()
and added a screen tag in its place; updated all callers
appropriately.
- Added some validation of the interrupt setup to validate.c

Fixed SH4 refresh ticks value of 0, makes awbios not blow up the
timer system. [R. Belmont]

Updated dkong driver to use two discrete structs which were previously
not being used: [couriersud]
* dkong walk using a jump struct
* radarscp using a dkong 555 struct

MACHINE_DRIVER_EXTERN now requires a semicolon. Removed a number of
extra semicolons. [couriersud]

In memory.c: removed some code never to be executed: [couriersud]
* removed "return 0" from READ* macros since it is unreachable
* removed comparisons of type FPTR < 0 and FPTR >= 0

Identified code not used and marked with "#ifdef UNUSED_FUNCTION".
[couriersud]

Naomi: Use defines instead of magic numbers for IRQ sources, add
VBL-out. [R. Belmont]

Improved (not perfect) ACIA slot monitoring. [kingshriek]

Changed parent/clone relationship to separate SSI Poker sets from
Jackpot Joker Poker. [Roberto Fresca]

Removed a couple of unused items from the cpuexec_data structure.
Added validity check that screenless drivers cannot have a VBLANK
interrupt. [Zsolt Vasvari]

Added macros to define device functions. Updated existing devices
to use the macros. [Aaron Giles]

Added the concept of device classes. Devices specify their class
in their get_info function. Classes can be used to walk through
devices at a more general level than their type. Functions have
been added to iterate through devices by class just as you can
by type. [Aaron Giles]

Removed some unused fields from device_config. [Aaron Giles]

Moved all video timing logic from cpuexec.c to video.c. Added a
video_screen_register_vbl_cb() function for registering VBLANK
callbanks. Changed inptport.c and debugcpu.c to make use the VBLANK
callbacks. Added video_screen_get_time_until_vblank_start(). I did
some fairly extensive testing, but this is a very signficant internal
change, so some things may have broke. [Zsolt Vasvari]

Removed use of cpu_scalebyfcount() from CVS driver. [Zsolt Vasvari]

Changed a number of global functions to being static. [couriersud]

Rewrote some potentially compiler specific code: [couriersud]
* added ATTR_FORCE_INLINE to osdcomm.h
* added ATTR_NONNULL
* moved U64 S64 fram mamecore.h to osdcomm.h
* define SETJMP_GNUC_PROTECT() in osdcomm.h for use in ppc602, ppc603

Removed cpu_getcurrentframe() and replaced it with
video_screen_get_frame_number(int scrnum). Updated all callers.
[Zsolt Vasvari]

Moved watchdog processing logic into its own module. [Zsolt Vasvari]

Replaced sprite multiplexing hack in tp84.c with
video_screen_update_now() on sprite RAM write. General driver
clean-up. [Zsolt Vasvari]

Gyruss: Tilemap conversion, sprite multiplexing done properly, driver
clean-up. [Zsolt Vasvari]

Changed z80dma to new device interface, updated mario.c and dkong.c
to use new interface. Illustrates how to keep existing memory
read/write handlers. This is slower than caching the device interface,
but does not have an impact on devices accessed at a low frequency
like in this case. [couriersud]

Added video_screen_get_time_until_vblank_end() and
video_screen_get_time_until_update(). [Aaron Giles]

Fixed CCPU and QB3 to no longer rely on cpu_scalebyfcount(). Fixed
busted timing in the CCPU core. Changed watchdog to count internally
rather than using external watchdog support. Altered CCPU to accept
interrupt signals from the driver. Updated clocks in the cinemat
driver to be derived from the clock crystal. [Aaron Giles]

Normalized function pointer typedefs: they are now all
suffixed with _func. Did this throughout the core and
drivers I was familiar with. [Aaron Giles]

Added PORT_CHANGED macro which calls a callback if the given port
changes. Usage is very similar to PORT_CUSTOM. See the Astro Invader
driver for an example. [Zsolt Vasvari]

Removed input_port_set_changed_callback and converted all users to
PORT_CHANGED. The only difference between the old callback and the
ones supplied by PORT_CHANGED is that values passed by PORT_CHANGED
are normalized to start at bit 0, just like PORT_CUSTOM.
[Zsolt Vasvari]

Added running_machine* to the CUSTOM_INPUT callback - updated drivers
to use it. [Zsolt Vasvari]

Updated brkthru.c, btime.c, exerion.c, fcombat.c, astrof.c,
cheekyms.c, cinemat.c to use PORT_CHANGED. Combined memory maps where
applicable. Converted cheekyms.c to use tilemaps. [Zsolt Vasvari]

Merged memory maps for drivers X->Z. [Andrew Gardner]

Exidy440: modernized input port handling with CUSTOM_INPUT and
INPUT_CHANGED. Cleaned-up special case handling. Created better
separation between driver and video code. [Zsolt Vasvari]

Verified clocks and oki pin7 for Peek-a-boo. [Mike Ellery]

Untangled the Fire Truck driver. Many uses of PORT_CUSTOM and
PORT_CHANGED, including another good use case for the gear shift
logic. [Zsolt Vasvari]

Updated ladybug.c, lasso.c, m10.c, madalien.c, maxaflex.c to use
PORT_CHANGED for coinage. [Zsolt Vasvari]

Added running_machine * parameter to the front of all read/write
handlers. Updated all call-through handlers appropriately. Renamed
read8_handler to read8_machine_func, replicating this pattern
throughout. [Aaron Giles]

Defined new set of memory handler functions which are similar but
which pass a const device_config * in place of the running_machine *.
These are called read8_device_func, etc. Added macros
READ8_DEVICE_HANDLER() for specifying functions of this type.
[Aaron Giles]

Added running_machine * to the device_config, live while the device
is live, and NULL otherwise, just like the token. [Aaron Giles]

Meadows driver updates: [Zsolt Vasvari]
- Merged memory maps
- Uses PORT_CHANGED for coins
- Renamed 'Inferno (S2650) to 'Inferno (Meadows)'
- Renamed 'Bowling 3D' to '3-D Bowling'
- Added NO_DUMP entries for Gypsy Juggler's ball graphics and added GAME_IMPERFECT_GRAPHICS flag

Fixed sprite colors in Exerion. [Zsolt Vasvari]

Added new macros AM_DEVREAD, AM_DEVWRITE, and AM_DEVREADWRITE,
which specify device read/write handlers in address maps, along
with the type/tag of the device they reference. [Aaron Giles]

Converted MC6845 read/write handlers to READ/WRITE8_DEVICE_HANDLERs.
Updated all MC6845-using drivers to use the new macros and call
the updated functions. Removed the many little helper functions
that used to do this work. [Aaron Giles]

Added validity checks to ensure that the devices referenced
actually exist. [Aaron Giles]

Fixed display of screen information so that it shows live information,
not just the original configurations. [SailorSat]

Improved DIP switch definitions, added DIP locations, and simplified
input ports in atarisy2.c, atetris.c, avalnche.c, bagman.c,
balsente.c, lasso.c, seta.c. [RasnAckeR]

Added DIPs and locations to onetwo.c. [Sonikos]

Corrected some glitches and fixed bank reading in Deal'Em.
[James Wallace]

Changed/verified clocks on the following pcbs: 1943, Arkanoid, Action
Holliwood GalsPanic, Ben Bero Beh, 1000 Miglia, Pit and Run,
Prehistoric Isle, Rastan, Hotmind, Hardtimes, Stagger1 and
Tiger Road. [Corrado Tomaselli]

Changed/verified Oki pin 7 on the following pcbs: 1000 miglia,
Galspanic, Action Holliwood, Hotmind, HardTimes, World Rally,
Stagger1. [Corrado Tomaselli]

Added the new display types to the listxml DTD. [Oliver Stoneberg]

Internal address map constructor changes: [couriersud]
* pass running_machine parameter to construct_map_##_name
* change "Machine->" to "machine->" in AM_BASE_MEMBER, AM_SIZE_MEMBER
* pass Machine in construct_address_map

Mysterious Stones gets the "full treatment". [Zsolt Vasvari]

Fix 8085 RST75 not working with PULSE_LINE. According to datasheet,
RST7.5 is latched on rising edge, while the other maskable interrupts
are sampled. [Nicola Salmoria]

Removed AM_SPACE and matchmask support. Updated relevant drivers
to use AM_MIRROR() and AM_MASK() to achieve the same thing.
[Aaron Giles]


0.123u3
-------


MAMETesters Bugs Fixed
----------------------
connect4_0123u2red [Aaron Giles]
multiscreeninfo0123u2gre [Aaron Giles]



Source Changes
--------------
Corrected clock speeds for the megasys1.c boards. Yes, the games
actually ran _THAT_ slow! [Brian Troha]

Makefile & build system update: [couriersud]
* verinfo: New syntax. verinfo now uses the following syntax:
verinfo.exe -b windows|winui|mess.
Does not depend on compile time defines any longer.
* makefile will include src/osd/$(CROSS_BUILD_OSD)/build.mak if it
exists. This was necessary to enable cross builds for winui.

Cloak & Dagger video code cleanup: [Zsolt Vasvari]
- resnet conversion - colors are now signficantly less saturated
because of the 1K pull-ups. This is noticable in the agent's coat
and the sky color, for example.
- Added bitmap palette selection based on the 128H line. Not sure
where this is actually used in the game.

Removed unnecessary machine->pens[] lookups in a large number of
drivers. [Zsolt Vasvari]

Added built-in layout to Space Tactics. Cleaned up and reorganized the
driver. [Mr. Do!, Zsolt Vasvari]

Switched the funworld color decoding routines to use resnet code.
[Roberto Fresca]

Fixed namcos2, namcos21 crashes due to nvram allocation in
MACHINE_RESET. Created MACHINE_START and move allocation there.
[couriersud]

Updated info.c to output raw video parameters (pixclock, htotal,
hbend, hbstart, vtotal, vbend, vbstart) via -listxml if they have
been given. [couriersud]

Removed some deprecat.h includes from osd layer: [couriersud]
* add machine as parameter to osd_update and osd_update_audio_stream
* change Machine to machine and remove include deprecat.h

Added a rule in vconv.c to make VS2008 compile seamlessly.
[Aaron Giles]

bionicc.c: [couriersud]
* Added cpu clocks from schematics
* Comment about z80 nmi generation

Fixed the DAC sound in X The Ball. [Zsolt Vasvari, Mamesick]

Removed the confirmed bad dump of Virtua striker 2 2000. [Brian Troha]

Fixes crash in Raiga. [Zsolt Vasvari, David Haywood]

drawgfx.c improvments: [Zsolt Vasvari]
- Added some asserts to drawgfx and drawgfxzoom
- Moved some variable declarations so that they are only visible
where they are actually used

Removed 8bpp bitmap support from drawgfx. [Zsolt Vasvari]

Removed MDRV_PALETTE_LENGTH from vector games, which would trigger
an assert in emupal.c (debug build) [couriersud]

Added new module: tokenize.h. This centralizes the behavior of
tokenizing data structures, as currently used by the input port
system. Redid the input port tokenization to be more compact and make
use of the new macros. Added support for designated initializers in
C99 and GCC builds to enforce type safety. [Aaron Giles]

Removed bogus DIPs from the NSS driver. [R. Belmont]

Improved the global "flip_screen" macros and variables: [couriersud]
* fix issues related to flip_screen being a define
* add "int flip_screen_get(void)"
* clean up drivers with collisions
* remove flip_screen macro
* flip_screen_x and flip_screen_y made static
* add flip_screen_x_get() and flip_screen_y_get()
* change writes to flip_screen_x to flip_screen_set_no_update()
* added save state calls for flip_screen_x and flip_screen_y

Converted MACHINE_DRIVER definitions from function constructors to
tokenized lists. For the most part this is a non-invasive change,
except for those drivers using MDRV_WATCHDOG_TIME_INIT. In order to
allow for tokenization of attotimes, a set of new macros is provided
called UINT64_ATTOTIME_IN_x() which follows the same pattern as
ATTOTIME_IN_x() but packs the attotime down into a single 64-bit
value for easier tokenization. Fixed several errors in the machine
drivers which were caught by the additional checks now done in the
machine config detokenization code. [Aaron Giles]

Separated MDRV_DEVICE_CONFIG_DATA into 32-bit and 64-bit versions.
Added floating-point versions with configurable resolutions.
[Aaron Giles]

Converted speakers into devices. Machine->config no longer houses
an array of speakers; instead they are iterated through using the
new macros (defined in sound.h) speaker_output_first() and
speaker_output_next(). Updated all relevant code to do this.
[Aaron Giles]

Added typedefs for all the machine config callback functions at the
top of driver.h. [Aaron Giles]

Big changes to Cal Omega driver: [Roberto Fresca]
- Renamed the driver to calomega.c.
- Extended the driver to support all the other Cal Omega systems.
- Switched to XTAL def.
- Fixed CPU & sound clocks based on official diagrams.
- Replaced the AY-8910 with AY-8912 to match the real hardware.
- Unified some memory maps.
- Splitted machine in sys903 and sys905.
- Fixed memory map offsets for sys905.
- Added a list of official/unofficial games, and their states.
- Fixed a bug introduced when extended the color PROM region to
eliminate colortable length.
- Updated technical notes.

Merged memory maps for a number of drivers beginning with a digit or
the letter 'a'. [Aaron Giles]

Cleaned up the Crazy Climber video driver, mainly via tilemap
conversion. This fixes the ape sprite positioning in Crazy Kong - no
more gap between feet and platform. Merged Yamato driver with Crazy
Climber. [Zsolt Vasvari]

Converted XX Mission to tilemaps. [Zsolt Vasvari]

Removed VIDEO_START(generic) - no longer used. [Zsolt Vasvari]

Added PGM.c EEPROM/hiscore saving. [Creamymami]

Added support for original Omega Race state PROM. [Mathis Rosenhauer]

Added support in the MC6845 emulation for cursors. All 4 blinking
modes are supported. [Zsolt Vasvari]

Added a stub implementation of the Rockwell 6545. [Nathan Woods]

Added basic support for the NEC uPD7801, uPD78C05, and uPD78C06 CPUs
to the uPD7810 cpu core. [Wilbert Pol]

Some improvements to the 6850 ACIA CTS pin checking logic and the MPU4
ACIA clock logic. [James Wallace]

Another Risky Challenge opcode to fix a sprite bug and a general
clean up of the remarks in the driver. [robiza]

Added dip locations to astinvad, bonzeadv, cadash, asuka, mofflott,
galmedes, atarifb, atarifb4, abaseb, soccer. Added DIP locations and
improved DIP switches in seawolf2, wow, gorf, robby, profpac.
[RansAckeR]

One-line fix for the z80pio. At the moment when the interrupt control
word is sent (with interrupts enabled), an interrupt occurs. In
reality, interrupts are disabled until the interrupt mask byte is
sent. [Robert]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Jolly Joker [Roberto Fresca]
Cal Omega - Game 7.6 (Arcade Poker) [Roberto Fresca]
Cal Omega - Game 7.9 (Arcade Poker) [Roberto Fresca]
Cal Omega - Game 12.8 (Arcade Game) [Roberto Fresca]
Cal Omega - Game 17.51 (Gaming Draw Poker) [Roberto Fresca]
Cal Omega - Game 23.9 (Gaming Draw Poker) [Roberto Fresca]
El Grande - 5 Card Draw (New) [Roberto Fresca]
Jackpot Joker Poker (5 sets) [Roberto Fresca]



New clones added
----------------
Cosmic Smash (JPN, USA, EXP, KOR, AUS) (original) [icronnya77]
Jolly Card (Evona Electronic) [Roberto Fresca]
Jolly Card (croatian, set 2) [Roberto Fresca]
Super Joly 2000 - 3x [Roberto Fresca]
Royal Vegas Joker Card (fast deal, english gfx) [Roberto Fresca]
Dungeons and Dragons Tower of Doom (Japan 940412) [Razoola]
Real Bout Fatal Fury (bug fix revision) [Razoola]
Metal Slug 5 (AES Cart) [Razoola]



New games marked as GAME_NOT_WORKING
------------------------------------
A large number of Cal Omega games [Roberto Fresca]


0.123u2
-------


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:
- DEFAULT_60HZ_VBLANK_DURATION
- DEFAULT_30HZ_VBLANK_DURATION
- DEFAULT_REAL_60HZ_VBLANK_DURATION
- DEFAULT_REAL_30HZ_VBLANK_DURATION
- DEFAULT_60HZ_3S_VBLANK_WATCHDOG
- DEFAULT_30HZ_3S_VBLANK_WATCHDOG
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
EXPLICITLY DECLARE THEIR SCREENS. Updated all drivers to do
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]


0.123u1
-------


MAMETesters Bugs Fixed
----------------------
jantouki0121u3gra [RansAckeR]
mcnpshnt0120u3gra [RansAckeR]
mjdialq2_0120u3gra [RansAckeR]
mjifb0111u2gra [RansAckeR]
goldbug0105u4gra [stephh]
zn.c0122u8yel [smf]
pwrinst2_0122u8gra [Sonikos]



Source Changes
--------------
Removed 'type' parameter from tilemap_create. [Zsolt Vasvari]

audio/dkong.c: [couriersud]
* fix dkong audio over-modulation issue with DAC sound
* surround the fix with a DK_REVIEW define for later review.

Changed the use of machine->remapped_colortable to machine->pens where
the drivers weren't using color tables. [Zsolt Vasvari]

Corrected the clocks on the following pcbs: Formation Z, MagMax,
SlapFight and Tiger Heli. Changed Oki m6295 pin 7 to "high" on Toki
and Blood Bros. [Corrado Tomaselli]

Improve build independence for CPU/sound cores. Rescued the M65CE02
core from bitrot hell, and fixed some MESS cores that were broken by
the deprecat.h changes. [Atari Ace]

Corrected the initial detection of extended INP files.
[Barry Rodewald]

Moved Galaxy Games emulation to tmaster.c. [Luca Elia]

makefile/build updates: [couriersud, Aaron Giles]
* moved verinfo.c to src/build
* moved rules for verinfo to src/build/build.mak
* removed osdcore.h from file2str.c, verinfo.c, png2bdc.c

Removed color tables from gsword, hyperspt, jailbrek, magmax,
konamigx, markham, megazone, pandoras, rocnrope, strnskil, trackfld,
tp84, shaolins, scotrsht, pingpong, skykid, wiping, punchout, ikki,
rallyx, fastfred, fcombat, finalizr, flower, funworld, galivan,
gdrawpkr, goldstar, hanaawas, higemaru, ironhors, jackal, kchamp.
Added resnet.c color computations where appropriate. [Zsolt Vasvari]

Simplfied Mag Max background drawing code. [Zsolt Vasvari]

Further altered the Exidy 440 code in preparation for moving to proper
sound chip emulation. [Zsolt Vasvari]

Unified transparency handling between scotrsht, shaolins, tp84.
[Zsolt Vasvari]

Split timer_adjust() into timer_adjust_oneshot() and
timer_adjust_periodic(). Updated all call sites. [Aaron Giles]

Fixed some arkanoid clones INPUT_PORTS definitions that were curiously
using PORT_START_TAG("DSW") instead of PORT_MODIFY("DSW"). [stephh]

Fixed DIP switches and inputs for all games in cvs.c. [stephh]

Added HOTD2-specific BIOSes. [Arzeno Fabrice]

Added more accurate emulation of the priority system and the beam
logic in stactics. Removed color table. Centered crosshair. Used
proper game orientation. Unified memory maps. Switched game to use the
artwork system. Set GAME_IMPERFECT_GRAPHICS until artwork is created.
[Zsolt Vasvari]

Added sound support to Champion Skill. Removed GAME_NO_SOUND flags.
Increased interrupts per frame, music was too slow. Minor comments
adjustment. [Mirko Buffoni]

Used PORT_SERVICE and PORT_SERVICE_NO_TOGGLE macros when it was
possible. [stephh]

In the cps2 driver, Changed the GAME definitions to reflect how many
players and how many buttons there are for each game. Rewrote the
INPUT_PORTS definitions to use PORT_INCLUDE, PORT_MODIFY and
PORT_CUSTOM macros. Added a few notes about the inputs when I thought
they were needed to avoid wrong bug reports. Started to clean the
driver. [stephh]

Added PCB and/or chip docs updates for Blaze On (kaneko16.c),
Sand Scorpion (sandscrp.c), Flash Point (segas16b.c). [Brian Troha]

Fixed kangaroo colors by assuming an inversion not present in the
schematics. [Nicola Salmoria]

Added the ability to pass absolute paths to mame_schedule_save() and
mame_schedule_load(). [Nathan Woods]

Naomi/DC updates: [Samuele Zannoli]
- Add SH4 I/O ports
- Connected the 93C46 of the naomi and the x76f100 of the rom board
and filled them with dummy data to satisfy the BIOS
- Implemented some of the JVS transfers that will be needed to use
the controls
- Implemented ROM board DMA
- Set proper NAOMI RAM sizes (32 MB main, 8 MB for AICA)
- Improved PVR-TA graphics emulation

Set proper ARM7 clock for Naomi. [Deunan Knute]

ARM7 updates: [Anonymous]
- correct mode at reset (it's always 0b1....)
- HandlePSRTransfer: remove wrong code, correct detection of
privileged mode
- correct carry output for ROR
- Thumb ASR Rd,Rs: correct carry computation
- Thumb ldmia/stmia: correct value for writeback when the writeback
reg is in the list
- ARM ldm/stm ignore lower bits of the address
- most of the exceptions force the I bit
- ignore some flag bits in the CPSR

Some improvements to the Funworld driver and new games added.
[Roberto Fresca]
- Switched to XTAL def.
- Fixed Magic Card II graphics issues.
- Fixed Magic Card II inputs.
- Fixed screen and visible area to snooker10.
- Renamed set monglfir to mongolnw.
- Renamed sets description based on languages instead of countries.
- Fixed some years and manufacturers.
- Updated technical notes.
- Cleaned up the driver.

Did some cleanup of the 'special case' mess that the rallyx driver
has become. [Zsolt Vasvari]

Removed no longer used TRANSPARENCY_COLOR. [Zsolt Vasvari]

MC6845 updates: [Zsolt Vasvari]
- changed the 6845 to be handle based -- adjusted all drivers
- renamed crtc6845 to mc6845
- allow reading registers 12 and 13
- reading write-only registers return 0
- updated comments in header

Changed qix.c to RGB32 mode and made its videoram_w do the partial
updating instead of a per scanline timer. [Zsolt Vasvari]

Fixed 'mario' and 'masao' memory maps to match the Dip Switches port
name. [stephh]

Fixed pooyan transparency. Updated to use resnet code. [Zsolt Vasvari]

Changed ZN2 clock speed to 100MHz to match board notes. [smf]

Added DIP locations for sitv, sicv, invadpt2, lrescue, invasion. Fixed
coin2 for superinv & invasion. [RansAckeR]

Added initialization to machine/nmk112.c. This resolves a multi-
session audio problem reported for donpachi. Also added some variable
initialization to machine/n64.c to fix running starsldr multi-session.
[Atari Ace]

Added diplocations to policetr and marked some as unused based on
manual and schematics. [Mike Ellery]

Fixed fatal error in the maxaflex, mf_bdash and mf_achas drivers.
[Atari Ace]

Several more risky challenge opcodes. You can now see "gameplay".
[robiza]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Galaxy Games (BIOS v1.90) [Luca Elia]
Royal Vegas Joker Card [Roberto Fresca]



New clones added
----------------
Contra (US, Set 2) [Brian Troha]
Zero Wing (2 player simultaneous ver.) [Brian Troha]
Sand Scorpion (Revised Hardware) [Stefan Lindberg]
Galaxian (Taito) [Stefan Lindberg]
Jolly Card (3x3 deal) [Roberto Fresca]
Jolly Card Professional 2.0 [Roberto Fresca]
Lucky Lady (3x3 deal) [Roberto Fresca]
Lucky Lady (4x1 aces) [Roberto Fresca]



New games marked as GAME_NOT_WORKING
------------------------------------
World PK Soccer V2 (ver 1.1) [David Haywood]


0.123
-----


MAMETesters Bugs Fixed
----------------------
taito_f3.c0122u8red [Aaron Giles]
dubugchunklength0122u7gre [Aaron Giles]
m62.c0122u7yel [Aaron Giles]
qix.c0122u8red [Atari Ace]
yard.c0122u7yel [Aaron Giles]



Source Changes
--------------
Fixed crash in debugcmt with starting with no game on the command-line.
[Andrew Gardner]

Fixed PSR transfers in the ARM7 core. [R. Belmont]

Fixed regression in cpu_spinuntil* calls that broke a number of games.
[Aaron Giles]

Fixed ADPCM in m62 games. Did some additional cleanup. [Aaron Giles]

Fixed palette gradient for promutrv. [Pierpaolo Prazzoli]

Fixed watchdog behavior when not explicitly specified. [Aaron Giles]

Fixed sprite placement again in chinagat driver. [Aaron Giles]

Fixed incorrect default screen siz



New clones added
----------------
Vs. Janshi Brandnew Stars (MegaSystem32 Version) [David Haywood]


0.122u8
-------


MAMETesters Bugs Fixed
----------------------
stadhero0122u3gra [RansAckeR]
wboy3_0119u3gra [RansAckeR]
zerohour0122u6gra [RansAckeR]
strahl0122u6yel [Mamesick]
cmv801_0116gra [RansAckeR]



Source Changes
--------------
Added deprecat.h that contains some deprecated/discouraged contructs.
The idea is to create extra work if a driver wants to use these and
hopefully gives an incentive to look for an alternate solution. Added
#include of deprecat.h that rely on these contructs. Removed a bunch
of unneccassary #include's from these files. [Zsolt Vasvari]

Simplified Star Fire driver. [Zsolt Vasvari]

drawgfx changes: [Zsolt Vasvari]
- Removed copybitmap_remap and copyscrollbitmap_remap, neither which
was used by anybody
- Removed some obsolete commented out code
- Fixed up some comments
- Removed TRANSPARENCY_NONE case from copybitmap_core, which can
never happen
- Removed TRANSPARENCY_BLEND completely and TRANSPARENCY_BLEND_RAW
as an option to copybitmap. Source tree needs to be recompiled
as the transparancy mode enum has changed.
- Removed TRANSPARENCY_NONE_RAW, TRANSPARENCY_PENS_RAW and
TRANSPARENCY_PEN_TABLE_RAW as they were no longer used.
- Changed copybitmap and copyscrollbitmap. There are now 2 versions
of each, one without and with transparency.

Fixed crash in masao. [couriersud]

Corrected previous i0851 timer fix to use more accurate IE SFRs.
[Jim Stolis]

jedi.c updates: [Zsolt Vasvari]
- Changed video code to directly manipulate the game bitmap
- Background smoothing now happens at the same time as the background
is drawn

Fixed the CPS driver to at least display the correct clock in the
driver info, by degrading the clock through alternate means.
[David Haywood]

m62.c changes: [couriersud]
* fixed wrong resistor value (22K to 2.2K) - verified on spelunkr
and kidniki hires pcb pictures
* Changed resistor network calculation based on assumption that cs
line is active either on tiles or sprites color prom.

Simplified the video code for crgolf. [Zsolt Vasvari]

Added PCB layouts for Penguin Bros & Puzzle De Bowling based on
Hi-res pics. Corrected the seta2.c 68301 base clock as 50MHz / 3
(16.66666MHz) as all the Seta2 hardware has a 50MHz OSC. Secondary OSC
are for other chips (28MHz and or 32.53047MHz). [Brian Troha]

Simplified video code and adjusted some set names in the leland
driver. [Zsolt Vasvari]

Replaced tables with equations in the Sega C2 driver.
[Nicola Salmoria]

Added checks for CROSS_BUILD=1 to omit building m68kmake.exe,
verinfo.exe, png2bdc.exe and file2str. Enables building mame using
mingw on linux. [couriersud]

Various Irem driver updates: [Aaron Giles]
* Properly tagged m52 and m62 sound boards, plus variants.
* Updated all connected drivers.
* Merged memory maps.
* Proper video timing in 10 yard fight.
* Converted troangel to tilemaps.
* Moved definitions to header files.
* Updated mpatrol, yard to use resnet for colors.
* Renamed mpatrol -> m52
* Renamed troangel -> m57
* Renamed yard -> m58

Cleaned up 20pacgal driver, including driver state. Tried improving
on the ROM mirroring, without any success. [Zsolt Vasvari]

Removed colortables from a number of drivers, as part of a larger
move to phase out old-style colortables: gotya, gyruss, ampoker,
circusc, clshroad, champbas, 1943, lucky8, olibochu, yamato,
appoooh, bking, bladestl, blueprnt, carpolo, centiped, cop01,
cosmic, ddrible, irobot, ace, alpha68k, arabian, bfm_sc2, carjmbre,
cclimber, cherrym2, combatsc, contra, fastlane, hcastle, labyrunr,
cham24, multigam. [Zsolt Vasvari]

Removed non-existent, second M6295 from Hit the Ice. Fixes missing
sounds (e.g. team select screen). Hit the Ice/Violence Fight now
share the same sound CPU memory maps. [Philip Bennett]

Improved DIP switches according to manuals for the following drivers:
wboy, chplft, extdwnhl, zingzip, zaxxon, congo, vanguard, zarzon,
nibbler, segag80r.c, yard, kaneko16.c. [RansAckeR]

Verified the sound roms for Rock'n 3 and added proper names. Added
PCB layout for sound rom board only. [Brian Troha]

Cleaned up Time Pilot sound board implementation: [Aaron Giles]
* full memory maps
* partial machine driver removes need for replicating filtering logic
* updated all relevant drivers

Cleaned up Time Pilot and Tutankham drivers: [Aaron Giles]
* correct clocks where possible
* merged memory maps
* fully decoded memory maps
* replaced hacky sprite rendering in Time Pilot with partial updates
* save state support
* removed Power Surge kludge, replaced with unmapped handler control
* Tutankham runs at 60fps, with IRQs every other frame
* Proper IRQ ack in Tutankham
* Proper NMI generation in Time Pilot

Cleaned up pooyan driver. Save states, full memory maps, proper NMI
generation, etc. Flipped video to align better with Time Pilot.
[Aaron Giles]

Changed 6840 interrupt handling to work like the recent 6821 changes.
Updated MPU4 driver accordingly. Updated Scorpion 2 driver to match
MPU4 coding style. [James Wallace]

Resolved all unknown dips in the galpani2 driver according to kaneko's
docs, unified memory maps of both CPUs and repositioned a pair of
graphic ROMS. [Luis Faria]

Made some minor improvements to 1942.c & 1943.c DIPs. Improved
segas16a.c, segas16b.c & system16.c DIPs and added DIP locations
from manuals. [RansAckeR]

Removed distinction between *_gettotalcycles() and
*_gettotalcycles64(). All functions now return 64-bit results. Updated
all call sites appropriately. [Aaron Giles]

Further improvements to SCSP FM. [kingshriek]

Moved cpu_getiloops() and cpu_scalebyfcount() to deprecat.h. Added
#include "deprecat.h" where necessary to make this happen. Cleaned up
cpuexec.c/.h to latest core style. Cleaned up implementation of
extended INP header in inptport.c. Removed external access to
cycles_currently_ran(). Replaced use of cycles_currently_ran() in
v9938 code with mame_rand(), since that is effectively the same thing.
[Aaron Giles]

Added dip locations to about half the games in seta.c. [Brian Troha]

Removed champbas color PROM. Now uses TRANSPARENCY_PENS instead of
TRANSPARENCY_COLOR. Hooked up palette bank selector from schematics,
though I am not sure if it is actually used by the code. Changed set
names to match title screen, which is why baseball is spelt as
"Base Ball". [Zsolt Vasvari]

Some minor cleanup to the equites driver, including memory map
merging. [Aaron Giles]

Added new option VIDEO_UPDATE_SCANLINE, which cases VIDEO_UPDATE to
be called for every visible scanline. Removed manual implementation
of this in timeplt, in favor of using the new flag. There are
probably many more drivers that can leverage this. [Aaron Giles]

Added stream_get_sample_rate(), stream_get_time(), and
stream_get_sample_period(). These functions are not really tested yet
-- make sure they give reasonable results when first used! Updated
streams.h header to latest core style. [Aaron Giles]

Fixed reset crashes in all Z180 games. Removed the various busy loop
and non-exact optimzations from the Z180 core. [Zsolt Vasvari]

Correct colors in Birdie King 3 -- just needed a new dump. Fixed
incorrect ROM names. Switched color decoding to use the resnet code.
[Zsolt Vasvari]

Cleaned up the rockola.c driver. Fixed dip switches for all games.
Added notes about the games. [stephh]

Reorganized exidy440 audio code to make it easier to eventually use
the MC3417/18 emulation directly. Added MC3418 variant support to the
HC55516 audio code. [Zsolt Vasvari]

Updated williams driver to use VIDEO_UPDATE_SCANLINE (most bitmap-
based drivers should.) Converted to 32bpp to catch mid-screen palette
tweaks. Removed some unnecessary read/write handlers. [Aaron Giles]

Improved colors in circusc, gyruss, gotya with the resnet code.
[Zsolt Vasvari]

Significant improvements to Lock-On. Added POLL input handling to the
NEC V20/V30 core. [Philip Bennett]

Changed debugger-related code to be based off a new makefile define
(DEBUGGER) which sets a new compile-time define (ENABLE_DEBUGGER).
This means that MAME_DEBUG no longer means "enable debugger", it
simply enables debugging features such as assertions and debug code
in drivers. Also removed the various levels of opbase protection in
memory.h and always just turned on full bounds checking. [Aaron Giles]

Added some instructions to the H8/30xx CPU: [Luca Elia]
or.l ERs, ERd
rotl/shal.l ERd
not.l/neg.l ERd
exts.w Rd
sub/or/xor.l #Imm:32, ERd
bset/bnot/bclr.b Rn, @ERd
bst/bist.b #Imm:3, @ERd
bnot.b #Imm:3, @ERd

Added H8/3007 & H8/3044 variants with their memory maps. Preliminary
implementation of the H8/3007 timers. [Luca Elia]

Added AM_WRITEONLY as a shortcut for AM_WRITE(MWAx_RAM). [Aaron Giles]

Cleaned up Kangaroo driver: [Aaron Giles]
* documented MB8841 (needs to be decapped to get code)
* proper video timing
* full memory maps
* simplified and more accurate video logic

More opcode improvements to Risky Challenge. [robiza]

Added DIP locations to bking.c [RansAckeR]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Wheels Runner [Luca Elia]



New clones added
----------------
Lock-On (rev. C) [Philip Bennett]
Progressive Music Trivia (Question set 4) [Andrew Gardner]



New games marked as GAME_NOT_WORKING
------------------------------------
Puzzlet (Japan) [Luca Elia]
Galaxy Games BIOS [Andrew Gardner]


0.122u7
-------


MAMETesters Bugs Fixed
----------------------
tylz0122u5red [Zsolt Vasvari]
stadhero0122u3gre [Zsolt Vasvari]
stadhero0122u3ora [Zsolt Vasvari]
asterix_1055gre [couriersud]
blktiger37b15gre [couriersud]
newui0118u4ora [Atari Ace]
mpatrol0117u2gre [Aaron Giles]
realbrk0111u4gra [Brian Troha]
schmisr0111u5gra [Brian Troha, partial fix]
penbros0111u5gra [Brian Troha]
ninjakd2_0111u3gra [Nicola Salmoria]
mnight0102gre [Nicola Salmoria]
toki060gre [robiza, Corrado Tomaselli]



Source Changes
--------------
Added internal divider on m680* series CPUs (except the original
m6800). Updated clocks on all games using them to remove the explicit
divider. [Aaron Giles]

Reverted experimental D3D fix, since it breaks switchres.
[Aaron Giles]

dkong updates: [couriersud]
* fix dkong sound following Clock Divider update
* updated to use XTAL_*
* revert a change after sound regression in dkong.

i8085.c updates: [couriersud]
* 8085 has an internal clock divider by 2. Changed i8085.c to reflect
this for I8085. I8080 still at 1.
* Changed driver clocks to reflect internal clock divider
* Added some FIXME: comments where clocks for I8085 are outside specs

Space Fighter Mark II: [Zsolt Vasvari]
- Changed year to 1979 as per Guru's contact
- Renamed set 2 ROMs to allow merging
- Removed experimental code left in there

phoenix.c updates: [couriersud]
* Modified I8085 clock
* Added dip locations
* consolidated inputs
* tagged inputs
* combined memory maps
* fixed sound issue related to (auto) save states

pleiads updates: [couriersud]
* video timing from schematics
* palette from schematics (resnet.h)
* no more colortable

survival updates: [couriersud]
* palette from schematics (resnet.h)

Removed bogus (bad) dump of Heated Barrel US set 2. [Brian Troha]

RSP Changes: [SGINut, Nicola Salmoria, Ville Linde]
- Initialize RSP registers to 0 in lieu of mame_rand
- Re-fix RSP single-stepping mode when set by another CPU
- Reading the RSP PC returns only the least significant 12 bits
- Fixed flag behavior when read out via CFC2
- Fixed RSP VRCP instruction to match the real hardware results
- Corrected VRCP element lookup
- Corrected unaligned DMA behavior

Removed all palette_X_r functions in favor of direct RAM reads.
[Zsolt Vasvari]

Removed no longer applicable assert from VIDEO_START(generic). Removed
VIDEO_START(generic) from drivers that didn't need it. Removed
MDRV_VIDEO_START(generic_bitmapped) from drivers that don't need it.
[Zsolt Vasvari]

Made detection of dynamic attempts to install ROM/RAM handlers more
aggressive. Previous checks would not catch modifications in
DRIVER_INIT or MACHINE_START calls. Fixed a number of cases of
incorrect usage throughout the drivers. [Aaron Giles]

Changed one of the cheat calls back to using more generic switch
detection so they can be triggered via joysticks. [Aaron Giles]

Renamed sauro.c sp0256 internal rom to "sp0256-al2.bin".
Removed BAD_DUMP flag from it as well. [couriersud]

Marked HD6309 as divide-by-4 internally. Updated drivers accordingly.
[Aaron Giles]

Major cleanup to the ddragon driver: [Aaron Giles]
- improved video and interrupt timing
- consolidated common memory maps and input ports
- added save state support
- correct clocks

blktiger.c updates: [couriersud]
* combines memory maps
* input ports were tagged
* all reads use input port tags
* added dip switch locations from Romstar manual

Added all known variants of the tms5110 as proper chips. Updated
dkong, cvs and scramble to use new chips. [couriersud]

Converted atarifb.c to tilemaps. [Zsolt Vasvari]

Switched namcos11/namcos12 over to memory_configure_bank /
memory_set_bank. Simplified golgo 13 gun reading. [smf]

mpatrol driver cleanup [Aaron Giles]
- merged memory maps
- complete memory map
- correct video timing
- correct CPU clocks
- replaced protection hack with actual implementation
- cleaned up inputs

Added tilemap_get_scrollx / tilemap_get_scrolly. [Nicola Salmoria]

Preserve fractional part of sample offset when looping in SCSP. Fixes
remaining pitch stability problems. Fixed minor issue with timers
B&C expiring. [kingshriek, R. Belmont]

auto_malloc() once again actually fails when out of memory.
[Aaron Giles]

Switched zn.c to use MDRV_IMPORT_FROM. [smf]

mario.c changes: [couriersud]
* removed all traces to video/generic.h
* fix flipscreen issue with autosave
* on a hires pcb picture, verified resistor and capacitor values

Added dip locations to Real Break. Filled in a couple of dips for the
Pachinko Gindama Shoubu games. [Brian Troha]

Fixed invalid memory_install_*_handler calls in drivers/williams.c.
Emulated external OR circuit for all drivers using the PIA chip. This
used to be internal to the PIA emulation, but, in fact, this is
external logic. The PIA has two seperate INTA and INTB out lines.
This fixes at least PlayBall. [Zsolt Vasvari]

Added the ability to the HC55516 emulator to take an external
osciallator. Updated Mouse Trap to use the new interface.
[Zsolt Vasvari]

Cleaned up and merged ninjakd2, mnight and omegaf drivers into a
single driver. Additionally: [Nicola Salmoria]
- added flip screen support to all games
- fixed sprite overdraw mode:
- ninjakd2 congratulations screen (e.g. stage 3) shows japanese
characters which were previously missing
- in ninjakd2, at the beginning of a level items are visible
during the initial fade in. I'm not sure if this is correct
but the other effects wouldn't work otherwise
- in mnight attract mode, when the big ship is firing the other
sprites no longer leave trails
- in mnight at the end of a level the screen is slowly filled
with balls and then slowly cleared to begin the following
level. Same effect in the death sequence during attract mode.
- added proper computation of sprites to be drawn taking into
account double size sprites. This fixes sticking shots in mnight
without need for a hack.
- lowered ninjakd2 PCM playback rate to 13020 (from 16000). This
seems to sound better and is a round division from one of the
master clocks.
- removed ROM patch that was used to avoid the input protection in
omegaf, added a rough but effective protection simulation.
- corrected some dip switches
- hooked up sound cpu reset line
- simplified ROM loading for the older games swizzling address lines
in driver init.

Added MDRV_SOUND_ROUTE_EX to specify target input channel. Added
input id to route struct. Fixed DISCRETE_INPUT_STREAM and added input
channel # to DISCRETE_INPUT_STREAM. [couriersud]

Fixed default debugger memory view width for CPUs with >byte-sized
minimum. Made menu updating dynamic at click time, fixing issues with
incorrect checkmarks. [Aaron Giles]

Fixed Ninja Kuna. Cleaned up memory maps. Renamed files to ninjakun.c.
[Zsolt Vasvari]

Added MC3417 and MC3418 variants to the HC55516 sound emulation.
Changed Mouse Trap to use MC3417. [Zsolt Vasvari]

Fixed saving i8085 callbacks across a reset. Added 'pull' callback for
the SID pin. This is needed by the Red Alert voice board.
[Zsolt Vasvari]

Made the text displayed by the various UI sliders more intelligent.
Basically, it will only print an index for an item if there are
multiple of a given type. [Zsolt Vasvari]

Updated jailbrek clocks and video timing based on measurements.
[Aaron Giles]

Fixed i8051 timers from firing when not enabled. Checking TCON alone
is not enough to invoke timers. Added IE SFR flags in conditional.
[Jim Stolis]

Added a _CALL variant to all prototype macros. The use of these
should make it easier to change the signiture of these functions in
the future. Replaced existing calls with macro where appropriate.
[Zsolt Vasvari]

Removed VIDEO_START_CALL(generic) from all drivers not needing it,
which were all of them. Removed VIDEO_START_CALL(generic_bitmapped)
from jpmimpct. [Zsolt Vasvari]

Changed YM2203 clock in stfight to 3MHz (compared against OST)
[Yasuhiro Ogawa]

Improved linear zoom effect resolution to address gaps in CPS3
rendering. [OopsWare]

Rewrote and modernized the redalert driver: [Zsolt Vasvari]
- correct colors -- in places different from the manual's description,
but matches the flyer perfectly
- added speech
- fixed AY-8910 sounds
- odds and ends
- corrected colors in Demoneye-X
- added some sound to Demoneye-X
- marked Demoneye-X it NOT_WORKING, due to the (still) missing 3rd
gfx layer that makes it impossible to pass the 2nd level.

Added all the known Naomi BIOS dumps along with descriptions and
information about region bytes & version numbers. [Brian Troha]

Removed the freely distributable Exidy games' dependency on Berzerk.
[Zsolt Vasvari]

Added support for the BLX opcode in ARM7 THUMB mode. [SGINut]

Verified DIP locations from manuals for scramble and 800fath.
[RansAckeR]

Changed S14001A emulator to allow setting the clock frequency instead
of the clock multiplier. This is how the real chip works. Changed the
Berzerk driver to set the S14001A clock as per the schematics.
[Zsolt Vasvari]

Removed the use of the global Machine from a number of places in the
code. [Zsolt Vasvari]

Fixed issues flagged by MSVC warning C4305 (type truncation). Almost
all of these are harmless double->float narrowing in initializers, but
one warning spotlighted a bug in segasyse.c, where code to use a
higher sprite number had no effect due to the insufficient range of
UINT8. [Atari Ace]

Removed /wd4550 for VS7/VS71 compilers (expression evaluates to a
function which is missing an argument list). Fixed some VS7-specific
issues (OPTIMIZE=0 at least compiles now). [Atari Ace]

Added a missing case statement in sm8500d.c, noticed while reviewing
dead code warnings. [Atari Ace]

Corrected Diet gogo h6280 clock so that it behaves correctly with
Charles Macdonald fix to the cpu core. Verified and corrected
frequencies and pin 7 okim6295 on the following games:
The new zealand story (3 z80 version), Trio The punch, Vandyke,
paradise.c games, Downtown, Shaolin's Road and Twins.
[Corrado Tomaselli]

Removed all peplus memory hacks and game specific DRIVER_INIT. There
are now just two DRIVER_INIT, one for normal boards and one for
superboards. Temporarily disabled AutoHold Cheat but documented
addresses for future update. [Jim Stolis]

Added further unencrypted opcodes to risky challenge. The game now
boots with the intro animation. [robiza]



New clones added
----------------
Jokers Wild Poker (PP0065) [Jim Stolis]
Double Down Stud Poker (PP0250) [Jim Stolis]
Standard Draw Poker (PP0447) [Jim Stolis]
Night Stocker (set 2) [Andrew Gardner]
Trivial Pursuit (Genus I) (set 2) [Andrew Gardner]


0.122u6
-------


MAMETesters Bugs Fixed
----------------------
pangpoms098u3ora [Brian Troha]
cuebrckj0102u5gre [Zsolt Vasvari]
astinvad0106u11gre [Aaron Giles]
victory137b4gre [Zsolt Vasvari]
victory37b16gre [Zsolt Vasvari]
dcs057ora [Aaron Giles]
pleiads0111u4gre [Robbert]
armwrest35b9yel [David Haywood]
gstrik20105u4gra [Brian Troha]
narc060gra [Aaron Giles]
mia0106u5gra [RansAckeR]
nss_smw0115ora [Atari Ace]
darkplnt0119u3yel [Atari Ace]
mhhonban0120u3gra [RansAckeR]
rollerg0111u5gra [RansAckeR]
bionicc0109ora [RansAckeR]
lcasino0111ora [RansAckeR]
megaplay.c0122u4red [Atari Ace]
nmnlnd0122u3yel [Mamesick]
cocktail0119yel [Robbert]
tokisens0122u3gra [RansAckeR]
alleymas0119u3gre [RansAckeR]
crbaloon36finalgre [Zsolt Vasvari]
topsecrt0109gre2 [Bryan McPhail]
quasar0122u5red [Zsolt Vasvari]
stadhero0122u3gra [RansAckeR]



Source Changes
--------------
Swinging Singles cleanup: [Tomasz Slanina]
- hooked up crt6845
- converted to tilemaps
- simplified protection(?) emulation
- removed tilemap, a bit more low level video hw emulation
- fake colors

Lowerd FPS in lasso.c to avoid corrupting Chameleon's high score
table. [Zsolt Vasvari]

Removed obsolete uitext.c and all references to it. [Aaron Giles]

Some more modernization/clean-up in the exidy driver. [Zsolt Vasvari]

Added VIDEO_ALWAYS_UPDATED for reliable collision detection in the
CVS driver. [Zsolt Vasvari]

Cleaned up astinvad driver: [Aaron Giles]
* Proper video timing
* Hooked up 8255 PPIs
* Correct interrupt timing
* Consolidated code into single file

i8039.c/mario.c updates: [couriersud]
* 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
* hooked up EA line for M58715
* fixed portA startup value
* documented hardware changes to use a I8039 on a mario board

sauro.c: [couriersud]
* revert promsize to 256 for trckydoc

Added XTAL clocks to zaxxon.c. [Aaron Giles]

Cleaned up cojag/jaguar driver: [Aaron Giles]
* 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

Consolidated exidy and victory drivers. Removed complicated dirty
tracking from victory.c. Reorganized the exidy audio hardware code.
Changed Targ to use a loaded PROM instead of a hard-coded one. Renamed
Side Trak to Side Track as per the title screen. [Zsolt Vasvari]

6821 PIA changes: [Zsolt Vasvari]
- 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

Disabled code in the TMS5220 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. [Zsolt Vasvari]

Hooked up revx dcs reset line. Signaled IRQ on correct CPU when DCS
sends data back (duh). [Aaron Giles]

Removed unnecessary check that could cause SCSP hangs in grdforce.
[kingshriek]

Tweaked deco156 clock speed to be 28 to prevent the games from running
in slow motion. I suspect the 156 chip has an internal multiplier, the
usual input pin is 7Mhz IIRC. [David Haywood]

dkong.c changes: [couriersud]
* added equivalence circuit for Sanyo EZV audio amplifier
* Set DK_C159 = 0 to avoid over-aggressive high-pass filter. Solely
based on observations.
* added comment on above to source
* Added define DK_NO_FILTERS to turn of DAC filters and post-mixer
filters for debugging

Adds dips for Water Balls. Adds dip port locations to all dips.
[Brian Troha]

Added CPUINFO_INT_CLOCK_MULTIPLIER to support CPU clock multipliers.
Updated all CPU cores to return a CPUINFO_INT_CLOCK_MULTIPLIER of 1.
Changed the core to actually respect both CPUINFO_INT_CLOCK_MULTIPLIER
and CPUINFO_INT_CLOCK_DIVIDER. Updated a number of drivers to use
cpunum_get_clock() instead of Machine->drv->cpu[x].clock. Raw input
clock speeds should now be specified for all CPUs in the
MACHINE_DRIVER. [Aaron Giles]

Changed TLC43076 and games using it to RGB32. Removed global Machine
variable where possible. [Zsolt Vasvari]

Removed dirtybuffer from video/generic.c and all drivers still using
it. Good riddance... Removed videoram_w, colorram_w and spriteram_w
and changed all drivers using it to access RAM directly. Removed
videoram_r, colorram_r, spriteram_r, spriteram16_r and spriteram16_w
from video/generic.c and changed all games to use (possibly shared)
RAM. [Zsolt Vasvari]

Cleaned up memory maps in the seibu sound interfaces. Changed to use
shared sound configs instead of statically copying them in each
driver. [Aaron Giles]

Verified and changed cpu frequencies and oki m6295 pin 7 on the
following pcbs: Asuka&Asuka, Cadash, Equites h/w games and sound
board, F1GP, Super Formula, Gladiator, Ping Pong king, Great
Swordsman, Irem m52 sound board, Tropical Angel, Explosive Breakers,
Magical Crystal, Mad Gear, Roller Aces, Chinese Hero, Simpsons,
Golfing Greats, Time Pilot 84. [Corrado Tomaselli]

Added some more static qualifiers on recent new/changed code.
[Atari Ace]

Fixed dbreed72 crash introduced in 0.122u5. [Mamesick]

Fixed HuC6280 low-speed mode so it uses 4 cycles instead of 3.
[Charles MacDonald]

Hand fixed Road Runner's corrupted ROM. We are 99.99% sure that the
bad bytes are the same as the Desert Gun ones. [Zsolt Vasvari]

Cleaned up leland clocks a little. Made the i186 divide-by-2 clock
internal. [Aaron Giles]

Added clocks to the MCR sound boards and some of the MCR games. Added
TMS5220 variants TMS5200 and TMC0285 as proper chips. Changed MCR
squawk & talk to use the TMS5200 as documented. [Aaron Giles]

Cleaned up Crazy Baloon driver: proper memory maps, crystals, etc.
Implemented the missing features of the collision detector custom IC.
[Zsolt Vasvari]

First pass at fixing the cpu clock speeds on the playstation based
hardware. The system 10 & 12 clock speeds have been raised as they
run on an upgraded chipset. The internal divide in the CPU core has
been set to 4 as we have no wait states, incorrect dma timing,
no gpu timing, no dma bus stealing and no gte timing. [smf]

Fixed RET instruction on the i960 core. [Ernesto Corvi, ElSemi]

Removed speedups in the gstream and limenko drivers which were
breaking the games. [David Haywood]

Fixed regression on i8039 T1 counter mode. [couriersud]

Added CUSTOM_INPUT macro for defining input port callbacks. Pushed
its usage throughout the code. [Aaron Giles]

phoenix and clones: [couriersud]
* video timing from schematics
* palette from schematics (resnet.h)
* no more colortable
* added save state

Minor RSP fixes: [SGINut]
- Fixed accumulator state on powerup by testing against real hardware
- Fixed single-step behavior by testing against real hardware

Added save state support to atetris.c. [Svante Gerhard]

Fixed up atetris memory maps and clocks according to schematics.
[Aaron Giles]

Added targ and spectar to TinyMAME. [neoforma]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Ripper Ribbit [Aaron Giles]
Chicken Farm [Aaron Giles]
Crazzy Clownz [Aaron Giles]
Space Fighter Mark II [Zsolt Vasvari, Guru]



New clones added
----------------
Heated Barrel (US set 2) [Corrado Tomaselli]
Player's Edge Plus (XMP00006) Multi-Poker [Jim Stolis]



New games marked as GAME_NOT_WORKING
------------------------------------
International Toote (Germany) [Luca Elia]
Dodge City [Roberto Fresca]


0.122u5
-------


MAMETesters Bugs Fixed
----------------------
scorpion0111u5gra [couriersud]
qbert37b14gre1 [Zsolt Vasvari]
blktiger060gre [robiza]
kinstc081u7gre [Aaron Giles]
kinst2083gre [Aaron Giles]
umk3059gre [Aaron Giles]
umk3137b5gre [Aaron Giles]
lasso056gre_1 [Zsolt Vasvari]
lasso056gre_2 [Zsolt Vasvari]
term20103u4gre [Aaron Giles]
term20104u2gre [Aaron Giles]
m72_0115u3yel [Mamesick, Aaron Giles]
deadang0119u2red [David Haywood]
tmnt095gre [Zsolt Vasvari]
memleak0122u2ora [Atari Ace]
junglek055gre [Zsolt Vasvari]



Source Changes
--------------
Fixed flipped tilemap offset for scramble and clones (playable
cocktail mode). [couriersud]

Changed Exidy driver to draws the background directly from memory
avoiding having to decode the gfx repeadately. [Zsolt Vasvari]

Added machine and cpunum parameters to INTERRUPT_GEN callbacks. Fixed
several places that were not using INTERRUPT_GEN or OPBASE_HANDLER
macros. [Atari Ace]

Minor bugfixes to the gfxlayout cleanups included in u4. [Atari Ace]

Added code to debug 64-bit builds to allocate all address space below
4GB to help find 64-bit errors. Added environment variable
OSDDEBUGMALLOC which, if set, explicitly overrides the debug malloc
debug settings. Added environment variable OSDDEBUG4GB which, if set,
explicitly overrides the new 64-bit address space allocations. (Sadly
this is necessary due to some D3D drivers being 64-bit unclean....)
[Aaron Giles]

Fixed winwork to use proper tchar functions for getenv. [Aaron Giles]

Fixed bug where the 64-bit DRC was not saving rbp. [Aaron Giles]

Cleaned up the lasso driver. [Zsolt Vasvari]

Simplified Y-unit DMA rendering, fixing bugs and removing the macro
voodoo. [Aaron Giles]

Removed a bunch of dead code from othunder.c. [Zsolt Vasvari]

Implemented proper video timing and scanline interrupts in the m72
driver. [Mamesick, Aaron Giles]

mario.c improvements: [couriersud]
* discrete sound
* hooked up z80dma
* combined memory maps
* statics in mario_state struct
* fixed save state issues
* combine sh_* writes into one routine

audio/dkong.c: [couriersud]
* fixed LS123 constant to match TI datasheet diode circuit constant

TX-1 improvements [Philip Bennett, Guru]:
* Fixed remaining arithmetic unit issues
* Added correct object colour pixel LUT PROM to tx1a
* Fixed x-flipping
* Added engine sounds

Added correct DIP switch settings for Big Fight. Also corrected Cycle
Warriors DIP switches. [Philip Bennett]

Changed and verified frequencies on Ikari Warriors h/w, Tnk3, Hyper
Sports, Jackal and S.A.R. [Corrado Tomaselli]

Verified and corrected a lot of frequencies and oki6295 pin 7 on pcbs:
Double Dribble, Chequered Flag, Diet gogo, Boulderdash, Sly Spy,
Psycho Nics Oscar, Captain Silver, Magical Cat Adventure, Raiden,
Superman, Twin Hawk, Vimana, Ghox, Dogyunn, truxton2, Pipi and Bibis,
Fix Eight and Money Money. [Corrado Tomaselli]

Cleaned up brkthru/darwin memory maps. Changed both games to use
identical video timing parameters based on measurements of darwin.
Guessed based on available information at the master clock and
derived all game clocks from it. [Aaron Giles]

Reogranized and started to clean up the CVS driver. Added emulation
of the speech CPU. Removed CVS BIOS entry. Removed unnecessary
patching. [Zsolt Vasvari]

sauro.c: [couriersud]
* Hooked up sp0256 sound
* analyzed and commented some ports
* added palette_bank support without real success

Reorganized the Raiden 2 driver.. a bit of extra documentation of the
'V33' based set, which has been renamed. Nothing new working.
[David Haywood]

Fixed scan functions for kickgoal background, which were swapped.
[David Haywood]

Fixed 2650 disassembly of the sense and flag bits. Fixed incorrect
argument order in OUT instruction. Corrected spacing. [Zsolt Vasvari]

Fixed hang/crash on empty config file. [Wilbert Pol]

Cleaned up tceptor memory maps. [Zsolt Vasvari]

Atari System 2 driver cleanup: [Aaron Giles]
* Proper video timing.
* Full memory maps.
* Save state support.
* Removed 720 sound CPU hack in favor of prepopulated EEPROM like
the other games.

Added support for outputting 64-bit target addresses in the i386dasm.
[Aaron Giles]

Added MESS PC-Engine emulatation system. Fixed MAME debug build under
VC2003. [David Haywood]

Unified memory maps in tmnt.c and twin16.c. Reversed ROM set names
of Cuebrick World and Japan versions. Changed some function names to
reflect parent set. [Zsolt Vasvari]

Changed Konami drivers to allocate and decode graphics using the same
layouts. Removed the layout parameter from the decodechar() calls.
[Atari Ace]

Fixed C++ compilation errors. [Dave Dribin]

Made INPs compatible between 64-bit MAME and 32-bit MAME. [Chad]

Complete taitosj memory map from Nicola's ancient notes. General code
clean-up. [Zsolt Vasvari]

src2html improvments: [Aaron Giles]
- added line numbers
- added link to the raw file if the src and dst dirs are the same

"Fix" for full screen switch, which makes no sense, but is included
based on empirical evidence that is somehow works. [Emuman]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Name Club Ver.3 (J 970723 V1.000) [David Haywood]
Blazing Lazers [David Haywood, Charles MacDonald, Mr. Do]



New clones added
----------------
Lead Angle (Japan) [Guru]
A Question of Sport (39-960-107) [Highwayman]
Gee Bee (F.lli Bertolino license) [Corrado Tomaselli]



New games marked as GAME_NOT_WORKING
------------------------------------
Road Runner (Midway) [Zsolt Vasvari, Guru]
Paranoia [David Haywood]


0.122u4
-------


MAMETesters Bugs Fixed
----------------------
gui0121u1gre [Aaron Giles]
drivedge0121u4gre [Aaron Giles]
bking3076u2red [Pierpaolo Prazzoli]
btoads0102u5gre [Aaron Giles]
btoads0103u1gre [Aaron Giles]
editableui0120u4red [Aaron Giles]
cheat0118red [Aaron Giles]
altf4_0111u4gre [Aaron Giles]
beastrzb097u2red [Oliver Stoneberg]
memoryleak0118u1ora [Oliver Stoneberg]
memory_leak0111u6ora [Oliver Stoneberg]
mahoudai0106u7yel [Philip Bennett]
gridiron079gre [David Haywood]
maniach37b11gre [David Haywood]
matmaniac37b14gre [David Haywood]
qzkklgy2_0106u6red [David Haywood]
warriorb0109u2gre [David Haywood]
vball071u1gre [Bryan McPhail]
d3dwindow0117u3red [Aaron Giles, Emuman]
arkanoid061gre [Bryan McPhail]
flkatck058gre [David Haywood]
memleak0119u3ora [Oliver Stoneberg]
system24_0120u3red [Atari Ace, Aaron Giles]
aleck64_0120red [Aaron Giles]
mtetrisc0115u1red [Aaron Giles]
suratk0122u3gra [Pierpaolo Prazzoli]
suratk0122u3ora [Pierpaolo Prazzoli]
skychut37b1yel [couriersud]
skychut37b6gre [couriersud]
darius2_0114gre [Bryan McPhail]
ad2083_0111u5gra [couriersud]
abaseb0122u3red [Zsolt Vasvari]
ladybug080u1gre [Zsolt Vasvari]
suprridr0122u2gra [Zsolt Vasvari]
invho2_0122u3red [Zsolt Vasvari]
narc37b16yel [Aaron Giles]
kingofb37b6gre [robiza]
stonebal0117u2gre [Aaron Giles]
wotw36b1gre [Zsolt Vasvari]
wallst071gre [Zsolt Vasvari]
mtrap37b14gre [Zsolt Vasvari]
pitfight0109u2gre [Aaron Giles]



Source Changes
--------------
Corrected btoads clocks according XTALs on the PCB. [Aaron Giles]

"Simplified" MC8123 decryption, though it's still more complicated
than I'd like it to be. [Nicola Salmoria]

Cleaned up clocks in the itech32 driver. [Aaron Giles]

Added partial key for FD1089B 317-0037. [Nicola Salmoria]

Fixed bking3 clocks as per Guru readme. Added GAME_WRONG_COLORS flag
to bking3. [Pierpaolo Prazzoli]

TMS34020 fixes: [Aaron Giles]
* Allowed 32-bit pixel sizes
* Fixed RPIX instruction

Added new function input_poll_keyboard_switches to poll for only key
events. Expanded the size of the maximum simultaneously pressed
switches. [Aaron Giles]

Removed GAME_IMPERFECT_GRAPHICS from all jpmimpct games bar Cluedo
(see driver note). [Philip Bennett]

mario driver improvements: [couriersud]
- Hooked up flipscreen
- Changed monitor orientation to ROT0

Added Z80 DMA chip [couriersud]
- only implements intelligence to emulate dkong3
- fixed a misleading comment in 8257dma.h

dkong driver improvements: [couriersud]
- hooked up z80dma
- removed 2nd player inputs from sdbk input_ports
- fixed some dump "copy/paste" bugs in dip locations

Added redumped Turkey USA to the seta2.c driver. [Brian Troha]

Fixed bad ram pages errors in stactics service mode.
[Pierpaolo Prazzoli]

Atari updates: [Aaron Giles]
- Added save state support to slapstic.
- 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 support

Implemented decent-sounding FM in the SCSP. [kingshriek]

Updated Naomi driver, now boots and shows some test menus (press F2
to get into test, use 9 to navigate). Also hooked up ROM board PIO
and skeleton for DMA. [R. Belmont, Samuele Zannoli, ElSemi]

N64 improvements: [SGINut]
- 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)

ad2083 improvements: [couriersud]
* 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

Cleaned up graphics layouts in preparation for new format. Added new
GFXLAYOUT_RAW() macro to normalize definition. Added new validation
code. Made all remaining instances of gfx_layouts const. [Atari Ace]

Updated Amiga driver to use formal XTALs. [Dirk Best]

Changed 6522 emulation such that 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. [Wilbert Pol]

Added XTAL defines to bfm_sc2.c and cleaned up lvcards.c.
[James Wallace]

Added default layout to neogeo games allowing for either cropping or
stretching to the alternate 304x224 layout. Removed default cropping
in the driver. [David Haywood, Aaron Giles]

Fixed crash when saving state of older DCS-based games. Added save
state support to the midvunit driver. [Aaron Giles]

Major improvements to Cycle Warriors video code (still not perfect,
but road layer works now). [Bryan McPhail]

Major rewrite of skychut.c. There are still some glitches and it is
not perfect but the following has been achieved: [couriersud]
* 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

Updated memory configuration for Superboard game versions in peplus
driver. Fixes CMOS DATA errors on reload. [Jim Stolis]

Rewrote the CVS system video code. [Zsolt Vasvari]

Fixed S2650 register window display. [Zsolt Vasvari]

Added sound to Cycle Warriors and Big Fight. Corrected OKI M6295
clock values. [Philip Bennett]

Fixed missing arrow in Venture on the zoomed out map, and the
incorrect fading twister in Hard Hat. [Zsolt Vasvari]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Dangerous Curves [Philip Bennett, Dazzer]
Big Fight [Bryan McPhail]



New clones added
----------------
Invasion - The Abductors (version 5.0) [Brian Troha]
Alien Syndrome (set 5, System 16A, FD1089B 317-0037) [Nicola Salmoria]
Dragon Spirit (Atari license) [Satoshi Suzuki]


0.122u3
-------


MAMETesters Bugs Fixed
----------------------
hstennis0103u2gra [Brian Troha]
edrandy0113gra [Brian Troha]
robocop2_0106u3gra [Brian Troha, Bryan McPhail]
mario0110u1gre [couriersud]
sbrkout0118yel [R. Belmont, Adam Bousley]
pestplce0122red [couriersud]
funkyjet055yel [Bryan McPhail]
liberate074u1gre [Bryan McPhail]
tokiu056gre [Bryan McPhail]
powerbls0112u4red [Pierpaolo Prazzoli]
wwestern0115u1yel [Atari Ace]
namcos1_0118u2yel [Atari Ace]
victnine0116u2red [Pierpaolo Prazzoli]
btoads0103gre [Aaron Giles]



Source Changes
--------------
Fixes clocks for Orbs. [David Haywood, Tomasz Slanina]

Fixed various 64-bit GCC warnings. [R. Belmont]

Improves accuracy and documentation of NSS/SNES DSP-1.
[Andreas Naive, R. Belmont]

Added new file xtal.h, documenting all known arcade PCB clock cystals.
Drivers should be updated to use these as a basis for their clocks,
and the list should be augmented as additional crystals are found.
[Guru, Aaron Giles]

suprloco improvements: [Pierpaolo Prazzoli]
* Fixed IC.34 memory test
* Fixed 2nd player cocktail mode
* Changed coin3 to service1

Cleaned up inputs/DIP switches in cninja driver. [Brian Troha]

Rewrote mario.c: [couriersud]
- rewrote driver, separate MACHINE_DRIVER(mario_audio)
- palette from schematics
- video timing from schematics
- driver configuration switch Nintendo/Std Monitor
- got rid of COLORTABLE

Fixed typo for IO1 irq callback in hyperstone core.
[Pierpaolo Prazzoli]

Added memory_get_bank() function. Fixed logging in memory.c to to use
%p for pointer values. [Aaron Giles]

Fixed save states in i8051 cpu core [Pierpaolo Prazzoli]

Implemented a few SysCtrl, Maple, and PVR/HOLLY bits for Naomi. The
BIOS gets slightly further but is nowhere near starting up.
[R. Belmont]

Zeus updates: [Aaron Giles]
* Better documented various bit latches.
* Hooked up crusnexo lamp board (added layout).
* Fixed year in MK4 startup test.

Fixed TMS5110 tables. [couriersud, Lord Nightmare]

Removed ui_popup(). Drivers should always be using popmessage()
instead (has been this way for a while). Augmented popmessage() so
that you can pass NULL to immediately dismiss any messages.
[Aaron Giles, thanks to Oliver Stoneberg's suggestion]

Added ATTR_PRINTF to a number of functions that have printf semantics.
[Oliver Stoneberg]

Rewrote sbrkout driver based on schematics: [Aaron Giles]
* XTAL-based timing
* Correct video timing
* Full memory map
* Correct memory usage ("zero page" RAM is shared with videoram)
* Removed all input hacks
* Fixed interrupt generation
* Connected coin counters
* Added save state support

Fixed several UNICODE=1 issues in the debugger. Changed the Windows
build process to always enable UNICODE=1 for 64-bit builds.
[Oliver Stoneberg, Aaron Giles]

Added save state support to btoads. [Aaron Giles]

Fixed onna34ro mcu simulation properly. [Pierpaolo Prazzoli]



New clones added
----------------
Mutant Fighter (World, EM-3) [Stefan Lindberg]
The Simpsons (2 Players Asia) [Arzeno Fabrice]


0.122u2
-------


MAMETesters Bugs Fixed
----------------------
pestplce0122red [couriersud]
hunchbkd0122red [couriersud]
radarscp0122yel [couriersud]
mwalk0122red [couriersud]
qtheater0122u1ora [Philip Bennett]



Source Changes
--------------
Fixed M65C02 optimization. [Peter Trauner]

TMS51xx and M58817 speech updates: [couriersud]
- radarsc1 uses tms5110 speech synth
- cvs games: according to PCBInfos speech chip is TMS5100.
Changed driver to use TMS5100 and "game system operational" now
sounds more natural
- removed sound/m58817.*
- added support for multiple coefficients maps to tms5110.*
- added coefficient maps for TMS5100 and M58817 from documented
sources to tms5110r.c
- fixed interpolation factors (see tms5110r.c for reason)
- made lattice calculation precision 9bit
- added support for READBIT and LOADADDRESS commands to tms5110.c
- more changes in line with various patents
- documented TRS-02, TKG-02/03 "voice" interface

Completed the addition of static qualifiers to all MAME symbols that
aren't explicitly exported. [Atari Ace]

Named the input_seq_type enumeration and used it explicitly in several
places. [Nathan Woods]

Corrected tx1 and tx1a coinage DSW assignments. Reversed buggyboy/
buggybjr 'Game Time' settings. [Philip Bennett]

TMS3203x core updates: [Aaron Giles]
* fixed interrupt handling
* added support for edge-triggered interrupts on '32
* expanded interrupt support for the '32
* updated drivers using TMS3203x core to deassert interrupts
* added externally accessible functions for converting '3x floating point
format
* updated gaelco3d driver to use new functions

Zeus2 (+related) updates: [Aaron Giles]
* fixed save states for DCS games
* cleaned up Zeus2 waveram handling
* added Zeus2 save state support
* added preliminary model and quad rendering support for Zeus2
* added support to timekpr for the ZPRAM used on Zeus2
* hooked up ZPRAM in Zeus2 games
* hooked up controls in Zeus2 games
* updated poly.c to ensure it is idle before saving state
* Added artifical Z offset of -2 to make the full screen show in crusnexo

Replaced tekken2/tekken2a/tekken2b 'tes1wave.8k' ROM with the
correct, non-byte-swapped dump. [Philip Bennett]

Added discrete 74LS624(56789) implementation [couriersud]
- DISCRETE_74LS624 is a VCO needed for dkongjr
- Supports Logic, Energy and Count outputs

dkong updates: [couriersud]
- Added dkongjr discrete sound
- Proper interface Z80 - I8035 for dkongjr
- Changed discrete sound output factors
- removed samples support for dkongjr
- Cosmetic changes
- Fixed regression in radarscp sound
- Added dipswitch locations to dkong3b

Documentation and clock frequency improvements for seta.c: [Brian Troha]
- Added the Guru's readme info for Thundercade
- Corrected rom name for Thundercade
- changed clocks to OSC by divider IE: 16000000/2 /* 8MHz */
- Changed Orbs clock to 16MHz with note about 14.xx MHz
- Changed Meta Fox's x0-006 (65c02) to same as Thundercade
- Changed the YM3438 in Ultra Toukond Densetsu from 6MHz to 1600000/4
/* 4MHz */ as there is no mention of 6MHz OSC on PCB

Verified a number of clock frequencies from real PCBs.
[Corrado Tomaselli, Zsolt Vasvari]

Fixed several memory leaks related to SCSI CD emulation.
[Oliver Stoneberg]

Removed the increasing of the R register from each IX/IY related
(FD xx or DD xx) instruction on the Z80. According to documentation
and the behavior of the Amstrad CPC driver, this is incorrect.
[Barry Rodewald]

Added initial FPU support to the SH4 core. [Samuele Zannoli]

Adjusted most conditional logging in MAME to use the idiom
"do { if (VERBOSE) logerror x; } while (0)". This has the benefit that
the compiler checks the syntax of the logging even in the case it will
be eliminated, and in fact a number of cases here needed adjustments
to compile because of this. [Atari Ace]


0.122u1
-------


MAMETesters Bugs Fixed
----------------------
ym2610_0119u2gre [Philip Bennett]



Source Changes
--------------
Zeus updates: [Aaron Giles]
* Figured out data format of 2 matrix form.
* Extracted data for lights.
* Added backface culling which mostly works but fails sometimes, so
it is disabled.
* Started on some initial lighting calculations.
* Cleaned up zeus wave RAM accessors.
* Changed rendering code to allow for greater parallelism on multicore
systems.
* Removed some vestigial zeus 2 hacks.
* Reduced visible area to remove artifacts.
* Made right/bottom vertices inclusive to fix some gapping issues.
* Fixed invasn lightgun offset.

Zeus 2 hardware:
* Fixed ROM loading, added banking support.
* Separated zeus 2 video implementation from zeus implementation.
* Implemented direct pixel accesses; enough to get startup screens
to show.
* Hooked up ZPRAM.
* Fixed digital inputs for crusnexo.
* Fixed default screen parameters to match the games.

Afega/nmk16 cleanups: [David Haywood, Tomasz Slanina]
* Merged afega.c and nmk16.c drivers
* Removed many hacks from both.
* Fixed a number of games

Fixed C219 sample read order and implemented sign+magnitude format.
Removed GAME_IMPERFECT_SOUND flag from all Namco NA-1 games.
[Philip Bennett]

Fixed ROM-based DCS2 system to ignore HLE transfers. (Fixes broken
sound in invasn.) Properly reduced internal memory on the ADSP-2104
variants. [Aaron Giles]

Fixed bug that would cause events to leak through to the game when the
debugger was up. [Aaron Giles]

Verified some cpu clocks of original boards using a frequency counter:
[Corrado Tomaselli]
* Changed Success Joe Ym2203 clock from 3mhz to 4mhz
* Changed Pang M6295 clock from 990khz to 1Mhz
* Changed Halley Comet main cpu clock to 1.664mhz (it's not a
mistake, the clock is very low)
* Besides confirming clocks on some games, I modified:
* Aerofighters and Turbo Force sound z80 to 5mhz
* Midnight Resitance 68k cpu to 10mhz (20mhz crystal) and modified
m6295 clock to 1mhz. Also confirmed pin 7 is high.
(Midnight resistance has a lot of slow downs on the pcb too)

Minor "code quality" improvements: [Atari Ace]
* fixed some remaining static/const qualifier missed cases
* fixed some missing #include "foo.h"
* a few global names were modified to make them less generic/more
consistent (voodoo.c, vrender0.c, lethal.c, rungun.c, zac2650.c)
* some dead/useless code was removed (i8051.c,model1.c,romcmp.c)



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Invasion [Aaron Giles]
Buggy Boy Junior/Speed Buggy (Upright) [Philip Bennett]
Task Force Harrier [David Haywood, Tomasz Slanina]
US AAF Mustang [David Haywood, Tomasz Slanina]
Black Heart [David Haywood, Tomasz Slanina]
Red Hawk [David Haywood, Tomasz Slanina]
Stagger I [David Haywood, Tomasz Slanina]
Sen Jin - Guardian Storm [David Haywood, Tomasz Slanina]
Spectrum 2000 [David Haywood, Tomasz Slanina]
Fire Hawk [David Haywood, Tomasz Slanina]



New clones added
----------------
World Class Bowling (v1.3) [Brian Troha]


0.122
-----


MAMETesters Bugs Fixed
----------------------
fightfev37b2gre [johnboy]
shootgal0121u4red [couriersud]
mk4_0121u4ora [Aaron Giles]
tmnt2_0121u4ora [Aaron Giles]
lcdlightgun0121u3gra [Aaron Giles]



Source Changes
--------------
Continued to add const qualifiers on remaining items in the project.
[Atari Ace]

Added explicit clears on Neo Geo initialization. [Haze]

Neo Geo updates: [johnboy]
* Added Neo-Geo game pcb info
* Corrected a number of incorrect ROMs
* Added MVS VERSION tag to fightfva, renamed 'P'-rom
* Added MVS AND AES VERSION tag to joyjoy
* Added AES VERSION tag to kof99
* Added MVS VERSION tag to kof99a

Cleaned up input ports for cave.c and rpunch.c. [Sonikos]

Another big dkong.c driver update: [couriersud]
- wrote M58817 sound driver and hooked it up
Uses tms5110 speech synthesis. LPC format is identical, however
coefficients seem to be different. Until coefficients are known,
samples are used.
- changed dkong/radarscp based games to use hardware-conformant
I8035 memory maps
- Added drakton clone drktnjr on dkongjr hardware
- moved address remapping proms to REGION_USER1 (hunchbkd & co)
- Service now adds credit
- Hooked up coin_counters
- remove GAME_NOT_WORKING GAME_WRONG_COLORS from hunchbkd
- dkongjr: mapped more interface lines between sound and cpu boards
- tagged all inputs, all reads use tag names
- moved more static vars into dkong_state

More major SCSP fixes: [kingshriek]
- Rewrote much of the interpolation code
- Improved key-rate scaling calculation
- Fixed playback of non-looping samples with a zero loop-end address
- Fixed backwards looping mode so that it initially reads forward
until encountering the loop-start address
- Preliminary but reasonable-sounding FM support
- Fixed overflow in frequency calculation
- Improved FM, but it's disabled for now because it doesn't sound
right yet
- Improved DSP wet/dry mix (should be correct now)
- Fixed a minor LPSLNK problem

Fixed Hopper Empty and Coin-Out Timeout issues in the peplus.c driver.
[Jim Stolis]

Removed obsolete crosshair code. [Oliver Stoneberg]

Fixed several minor memory leaks. [Oliver Stoneberg]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Orbs (10/7/94 prototype?) [Tomasz Slanina]



New clones added
----------------
Soccer Brawl (set 2) [johnboy]
Drakton (DKJr conversion) [couriersud]


0.121u4
-------


MAMETesters Bugs Fixed
----------------------
namcos22.c_0121u1red [Aaron Giles]



Source Changes
--------------
Added new option -update_in_pause which enables updating the screen
bitmap while the game is paused. This is useful for debuggin in
some scenarios (and gets in the way in others). [Olivier Galibert]

Added new VIDEO_TYPE_NONE to indicate that there is no screen, and
fixed internal UI displays to ignore resolution parameters if it is
specified. [Dirk Best]

Added missing consts to the files in the emu, lib, and osd
directories. [Atari Ace]

Updated drivers to use const structs and arrays where possible.
[Atari Ace]

shisen improvements: [Sonikos]
- added dips location
- added dips condition
- remove fake dips coinage
- fix tow dips in matchit

Updated inputs in qrouka to support the 3rd and 4th stick. [Sonikos]

Fixed crash in mngwrite if the game does not have a palette.
[Nathan Woods]

SCSP updates: [kingshriek]
- Added effect-in mixer
- Added DSP floating-point support
- Added bounds check to the DECAY1 EG output
- Fixed the saw PLFO waveform
- Fixed loop points so loops no longer go out of tune/include
garbage samples

Fixed missing profiler call in video.c. [Christophe Jaillet]

Implemented status flag in Star Wars matrix processor, which affects
gameplay speed. [Mathis Rosenhauer]

Changed M37710 CPU to use the CPU clock for its internal timer rather
than a hard-coded value. Fixes tempo in Namco NA-1 games.
[Phillip Bennett]

Fixed accidentally included change that allowed MAME to run in
windowed mode if switchres was off. [Aaron Giles]

Midway Zeus improvements: [Aaron Giles]
* Cleaned up video code, removed unnecessary math
* Added bilinear filtering
* Removed perspective correction
* Added proper video timing configuration
* Added lightgun support to invasn
* Increased resolution on fixed point math to prevent overflows
* Fixed texture addresses to only count even rows
* Added missing U/V scale factors
* Added solid polygon rendering support
* Fixed screen clear trigger
* Implemented fade out effect
* Added Z offsets
* Added support for splitting model commands
* Hooked up FIFO empty IRQ to make invasn work nicely
* Correct PIC values for invasn
* Implemented per-quad texture offsets
* Hooked up writes to registers during model data processing



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Mortal Kombat 4 [Aaron Giles]
Shin Nihon Pro Wrestling Toukon Retsuden 3 Arcade Edition
[R. Belmont, smf, Guru]
Super World Stadium '98 [R. Belmont, smf, Guru]



New clones added
----------------
Trivia Master (set 3) [Eric Marks]



New games marked as GAME_NOT_WORKING
------------------------------------
Kaiun Quiz [R. Belmont, smf, Guru]
Super World Stadium 2000 [R. Belmont, smf, Guru]


0.121u3
-------


Source Changes
--------------
Fixed colors in loverboy. [David Haywood]

Fixed buffer overflow in K054539. [BUT]

SCSP improvements: [kingshriek]
- Added logarithmic envelope table
- Set envelope level to start at 0x17f in the ATTACK state
(0x3ff-0x280) as per Neill's notes
- Changed EG_SHIFT from 8 to 16 - more precision is needed to
differentiate the longer decay envelope times
- In the DECAY1-->DECAY2 transition, changed the "<=" to "<"
- Decreased the output of the effect out mixer a bit
- Fixed unaligned 16-bit samples
- Prevented keyoffs from killing slots when already in the release
state
- Envelope steps in the attack state are apparently exponential. To
account for this, I change the envelope output to linear for
attacks.
- Change the release rate calculation to use the decay table instead
of the attack one.

Fixed uninitialized variable in h6280 core. [Wilbert Pol]

Added meter support to the Cobra games. Cleaned up some of the
steppers code. [James Wallace]

Const-ified a number of data structures in the MAME system.
[Atari Ace]

Added PowerPC 604 processor support. Moved PowerPC opcode tables to
the CPU context to allow multiple simultaneous processors with
different opcode tables. [Ville Linde]

dkong driver updates: [couriersud]
- Added configuration switch to change palette between TKG02
(radarscp conversion) and TKG04 (dkong 2board)
- Added speech support (samples) to radarsc1
- Fixed sound for drakton and strtheat
- Hooked up and written 8257 dma controller
All dkong and dkongjr based games now use the 8257
All epos and 2650 based games now use the 8257
- Fixed 2650 games to use dkong audio as well - only cpu replaced
by addon board ...
- Updated game flags and added missing rom entries
- straightened memory maps
- Fixed bug in dkong3b memory map
- Externalized sound drivers to MACHINE_START in audio/dkong.c
- DAC Filter now uses lowpass sallen key filter
- Reorganized INPUT_PORTS
- Added Dip-Switch locations to 8ballact
- Fixed 8ballact according to conversion manual
- Reorganized code

Corrected a potential issue if more than one 8039/8035 is used by
a driver. Also should fix a potential inconsistency between saving
and loading a state. [couriersud]

Added an assert to ensure that the sound clear latch value is only
set at init time, since its value is not saved. [Aaron Giles]

Modified src2html to sort by filename rather than assuming that the
osd file finding routines would do so. [Aaron Giles]

Fix memory system regression caused by recent optimization. Fixed
another bug uncovered as a result in the decrypted opcode management.
[Aaron Giles]

More Zeus improvements. Converted over to 64-bit data and simplified
the logic to work more like the hardware. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
The Block Kuzushi (JAPAN) [Guru, smf]
Wrestle War (Mega-Tech) [Mame Italia]



New clones added
----------------
Puzzle & Action: BoMulEul Chajara (Korea) [Guru, David Haywood]
DaeJeon! SanJeon SuJeon (Korea) [Guru, David Haywood]
Success Joe (World) [Corrado Tomaselli]



New games marked as GAME_NOT_WORKING
------------------------------------
Stress Busters [Guru, David Haywood]
Magical Zunou Power [Guru, David Haywood]
Draw 80 Poker [Jim Stolis]
1 on 1 Government (JAPAN) [Guru, smf]


0.121u2
-------


MAMETesters Bugs Fixed
----------------------


Source Changes
--------------
Added speedup hack to the mosaicf2 driver. [David Haywood]

Fixed BCD math error in i8051 core. [stephh]

Fixed the m6800 cpu core so that the cpu variants can be compiled
independently once again. [Atari Ace]

More formally separated the RSP core from the N64 driver. [Atari Ace]

Fixed invalid dips in panicr and added dip locations. [Sonikos]

Switched some #defines in the core over to enums. Also adjusted the
GAME macro so that it results in const data, and that it is defined
in terms of the more generic GAMEL macro. [Atari Ace]

Converted some more unnecessary globals into statics. [Atari Ace]

Fixes the M68008 data bus to properly use 8-bit accesses. [Curt Coder]

Cleaned up the peplus.c driver. Added MACHINE_RESET to fix autohold
option. Added layouts for several types of games. [stephh]

Fix array overrun in get_num_dips. [Nathan Woods, Michael Zapf]

Moved redundant check for bank switching out of inline code, which
nets a small speedup in the midwunit driver. [Christophe Jaillet]

Added save state support to a number of Konami custom chips. [Lei Wu]

Add -pipe flag for GCC in makefile (GCC will pipe between cpp, cc and
as rather than using temporary files, which speeds up compiling).
[Vas Crabb]

Cleanups to the inline functions: [Vas Crabb]
* Add attributes to functions in eigccppc.h and eigccx86.h to cause
GCC to always inline them, and to treat them as arithmetic
operators when appropriate (so GCC can identify loop invariants
or common subexpressions involving these functions)
* Mark locals in functions in eigccppc.h and eigccx86.h as register,
so GCC won't always allocate stack space even at O0 optimisation
level
* Add dummy +m operands to atomic access functions in eigccppc.h so
that GCC will not cache values across calls even if values are
not volatile - this will cause GCC to allocate an additional
register at O0 optimisation, but not if optimisation is on
* Don't include in rgbvmx.h if __APPLE_ALTIVEC__ is
defined, as this will cause a compiler warning.

Cleaned up inputs in the System 24 driver: [Sonikos]
- Fixed dips in qrouka, sgmastc, sgmastcj, roughrac, qsww
- Fixed input in dcclub, sgmastc, sgmastj, qrouka (the last is still
missing input for the 3rd & 4th player)
- Added more description for each game: region, system (rom or floppy
based), version

Removed useless pen_array in the midtunit driver, saving some memory
and getting a small speed boost. [Christophe Jaillet]

Added 3D glasses support to the tceptor driver. [BUT]

Unified timer callbacks. All timer callbacks are now passed both a
pointer and a parameter. The pointer can only be set at timer
allocation time; the parameter can be changed whenever the timer
is adjusted. Removed most explicit uses of timer_*_ptr functions in
favor of the more generic routines. [Aaron Giles]

Deprecated cpu_yield* functions except for cpu_yield() itself, which
yields for the current timeslice only. Drivers that relied on the
other yielding functions should be updated to use
cpu_boost_interleave() instead, as it does not have the same negative
side effects on time management. [Aaron Giles]

Changed video_frame_update() internally to accept a debug parameter
which forces updates and does not meddle with synchronization/time
accountiing. [Aaron Giles]

Some more internal improvements to the midzeus driver. [Aaron Giles]

Removed the burgeoning list of architecture optimization options.
Instead, if you want to make a build optimized for a specific
architecture, you explicitly specify the options in a new ARCHOPTS
variable. You can control the name of the final executable via the
existing PREFIX and SUFFIX variables, which are now documented.
[Aaron Giles]

MSVC-based builds now automatically get a 'v' prefix unless otherwise
specified. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Maze Invaders (prototype) [Aaron Giles]
Guts 'n Glory (prototype) [Aaron Giles]
Jumbo Ozaki Super Masters Golf [Sonikos]



New clones added
----------------
Sky Kid (Manufactured by Sipem) [Corrado Tomaselli]
Next Fase (bootleg of Phoenix) [David Haywood]
Hang-On (Rev A) [Tony Beason]
Shooting Master (set 2, 8751 315-5159a) [Kevin Eshbach]
Super Burger Time (World, set 2) [Patrik Styrnell]


0.121u1
-------


Source Changes
--------------
Added an API to access the current amiga_machine_interface.
[Nathan Woods]

Added more static qualifiers to core files. [Atari Ace]

Fixed reversed clock speeds in mexico86. [Brian Troha]

Changed malloc tracking to be decided at runtime in a function
use_malloc_tracking(). This makes it easy to turn it on or off by
recompiling only a single file. [Nathan Woods]

Split up MSVC inline assembler functions into MSVC specific headers,
and removed the assumption that Window's osinline.h would only be
used by MSVC. [Nathan Woods]

Optimized the hyperstone core, gaining ~50% speed improvement in most
games. Implemented clock prescaling and corrected interrupt priority
handling. Then fixed the clock speeds on the most of the games and
killed most of the speed gains in quite a number of them. (Sorry!)
[Aaron Giles]

Added explicit Core2 architecuture support to the makefile (CORE2=1).
Note that gcc 4.2.0 doesn't understand core 2, so this is equivalent
to compiling with pentium-m architecture and -sse3. Also note that
compiling native on a Core2 is not what you want because native will
think you are on a Prescott, which is P4-era hardware. [Aaron Giles]

Changed alignment of rgbint values in the namcos22 driver to work
around 32-bit gcc's lack of proper alignment handling. [Aaron Giles]

Fixed attotime routines to use unsigned math for multiply/divide,
solving problems with some games which errantly passed in -1 for the
factor. The new behavior matches the original behavior. [Aaron Giles]

Renamed colortable to colortable_t. Added a Machine->colortable
entry to hold the global colortable for games that use it. Updated
several more drivers to just use palettes directly rather than
hacking colortables. [Aaron Giles]



New clones added
----------------
Fighting Soccer (version 4) [Corrado Tomaselli]
Stadium Cross (US) [Arzeno Fabrice]


0.121
-----


MAMETesters Bugs Fixed
----------------------
dunhuang0120u3gra [Vas Crabb]



Source Changes
--------------
Updated DIP locations in the following drivers: [Vas Crabb]
- bublbobl.c: bublbobl, tokio
- cps1.c: all games
- dunhuang.c: dunhuang
- mario.c: marked all as active high (confirmed from manuals)
- segag80r.c: astrob2, astrob1, spaceod and pignewt
- segag80v.c: all games, fixed switch ordering

Made more functions static to reduce namespace pollution.
[Atari Ace]

Improvements to the Touchmaster driver, still labelled not working.
You can actually play tm and tm3k, but sometimes you have to reset
because they stop registering the touchscreen input. tm4k is
protected and hence totally unplayable. [Luca Elia]

Fixed compilation problems with altivec accelerators. [Vas Crabb]

Fixed bug in Voodoo statistics accumulation. [Atari Ace]

Reverted to old behavior where even with -switchres disabled,
MAME will use exclusive mode when rendering with Direct3D. This
means some of the switching to/from fullscreen mode problems will
come back, but should prevent confusion over poor performance by
default. [Aaron Giles]

Made it a non-fatal error if we are unable to change a joystick to
absolute mode in the Windows input code. Some drivers apparently
freak out about this. [Aaron Giles]

Defined a couple more inline functions: div_64x32_rem and the
unsigned equivalent divu_64x32_rem. Added inline implementations
for GCC x86 and MSVC. [Aaron Giles, Vas Crabb]

Cleaned up timer interfaces. Created new module attotime which manages
a new structure type attotime, equivalent to the old mame_time. All
time math functions are now implemented in attotime and have been
removed from timer.h. The following search/replace over the code has
been made:

mame_time -> attotime
subseconds_t -> attoseconds_t
time_zero -> attotime_zero
time_never -> attotime_never

make_mame_make -> attotime_make
mame_time_to_subseconds-> attotime_to_attoseconds
mame_time_to_double -> attotime_to_double
double_to_mame_time -> double_to_attotime
add_mame_times -> attotime_add
add_subseconds_to_mame_time -> attotime_add_subseconds
sub_mame_times -> attotime_sub
sub_subseconds_from_mame_time -> attotime_sub_subseconds
scale_up_mame_time -> attotime_mul
scale_down_mame_time -> attotime_div
compare_mame_times -> attotime_compare

SUBSECONDS_TO_DOUBLE -> ATTOSECONDS_TO_DOUBLE
DOUBLE_TO_SUBSECONDS -> DOUBLE_TO_ATTOSECONDS
USEC_TO_SUBSECONDS -> ATTOSECONDS_IN_USEC
SUBSECONDS_TO_HZ -> ATTOSECONDS_TO_HZ
HZ_TO_SUBSECONDS -> HZ_TO_ATTOSECONDS
MAME_TIME_IN_HZ -> ATTOTIME_IN_HZ
MAME_TIME_IN_SEC -> ATTOTIME_IN_SEC
MAME_TIME_IN_MSEC -> ATTOTIME_IN_MSEC
MAME_TIME_IN_USEC -> ATTOTIME_IN_USEC
MAME_TIME_IN_NSEC -> ATTOTIME_IN_NSEC
MAME_TIME_TO_CYCLES -> ATTOTIME_TO_CYCLES
MAME_TIME_IN_CYCLES -> ATTOTIME_IN_CYCLES

In addition, all the mame_timer_* functions have been renamed back to
their original names timer_*, so it is timer_set() instead of
mame_timer_set() once again. The mame_timer object itself has been
renamed to emu_timer.



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Best Of Best [Luca Elia]



New clones added
----------------
Cluedo (prod. 2) [James Wallace]


0.120u4
-------


MAMETesters Bugs Fixed
----------------------
gradius4_0120u3yel [Aaron Giles]
vegas.c0120u3yel [Aaron Giles]



Source Changes
--------------
Made some minor changes in the inline code. The result of
atomic_add32 isn't used a lot of the time, so the final addition was
brought out to allow it to be optimized away. Removed the unnecessary
delta argument from atomic_increment32 and atomic_decrement32 in
eminline.h, and added implementations. Changed the condition for
using rgbsse.h to include 32-bit platforms with SSE enabled.
[Vas Crabb]

Did a major clean-up of the input ports in ssv.c. Brought out the
common joystick, mahjong and quiz input setups, and then used
PORT_INCLUDE to pull them in when needed. Also brought out the
common coinage settings, to avoid needless repetition. [Vas Crabb]

Analyzed all driver interfaces (DRIVER_INIT, READ8_HANDLER, etc.) to
determine which ones should be made static and properly tagged them
all to reduce global namespace pollution. Some cases turned out to be
dead code, which was also properly tagged. [Atari Ace]

Updated the Tube Panic driver, fixing the background scroll-in (it's
smooth again now). The problem was caused by wrong synchronization
between main and slave CPUs. Also modified the video driver to be
scanline accurate and implemented more accurate interrupt handling.
[Jarek Burczynski]

Altered TTL low high levels in res_net.c. This will broaden the color
range a bit. Since the results are normalized, there is only a limited
effect visible. [couriersud]

Cleaned up inputs and added dip locations in ms32.c. Also fixed dips
in "47pie2" and "akiss". [Sonikos]

Fixed bug that caused incorrect input to be read if multiple inputs
were mapped to the same mouse input under Windows. [Nathan Woods]

Fixed a bug in the i8051 core that improperly fired the Timer2
interrupt when it wasn't enabled. [Jim Stolis]

Updates to the peplus driver: [Jim Stolis]
* Added lightpen support
* Added PE+ Superboard support
* Added ABC coin optics support
* Added full I2C eeprom support
* Added NVRAM support
* Corrected door closure issues
* Removed most memory hacks
* Consolidated machines and inputs
* New layout for pepp0158

Split up the MPU4 driver into a core and driver set up a la NeoGeo.
Also made some timer fixes, and added some new ROMs added.
[James Wallace]

Fixed problems introduced when the junofrst blitter code was
simplified. [Chris Hardy]

American Poker II major rewrite: [Roberto Fresca]
- Properly dervied clocks from crystals
- Reworked TILE_GET_INFO to handle the proper tiles/color codes.
- Fixed interrupts (NMI).
- Corrected AY8910 frequency to 1.5 MHz to match the real thing.
- Arranged the AY8910 volume in all games avoiding clips.
- Corrected the screen visible area.
- Added NVRAM support.
- Reworked the memory map, mapping all the hardware I/O ports.
- Reworked the Inputs for all sets.
- Added implementation of Operator and Supervisor Keys.
- Fixed some timing troubles.
- Added partial DIP switch support with diplocations to all sets.
- Removed the hack in DRIVER_INIT.
- Hooked write handlers for output ports.
- Added watchdog routines.
- Dumped, hooked, wired and decoded the color PROM in all sets.
- Modified the refresh rate according to hardware measurements.
- Wired the lamps for all sets. Created their respective layouts.
- Splitted the driver to driver/video.
- Other minor fixes.

SCSP fixes: [kingshriek]
* Fixed DECAY1 envelope state to not exit immediately
* Improved support for LPSLNK and SBCTL
* Fixed panning calculation bug
* Fixed case where key-rate scaling is off

Added support for indicating that DIP switches are reversed in the
DIP locations view. [Vas Crabb]

Added DIP locations for Midway Tron and the Nintendo Donkey Kong
series (dkong.c). [Vas Crabb]

Added an Altivec/VMX implementation of the RGB utilities for our
friends with G4, G5 and POWER5 CPUs (rgbvmx.h) and added
rgbint_bilinear_filter and rgbaint_bilinear_filter to rgbsse.h (based
on rgb_bilinear_filter/rgba_bilinear_filter) for completeness, as
these functions exist in rgbgen.h. [Vas Crabb]

Updated model2.c, taitojc.c, and gticlub.c to use the new polygon
routines. Deprecated the old poly.c and renamed polynew.* to poly.*.
[Aaron Giles]

Unified poly.c callbacks so that tri and quad callbacks work the
same way. [Aaron Giles]

Fixed display of floating point TMS32031 registers in the debugger.
[Aaron Giles]

Fixed TMS32031 ABSF opcode to work as documented and not produce a
proper negative. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Player's Edge Plus (PP0516) Double Bonus Poker [Jim Stolis]
Player's Edge Plus (PP0158) 4 of a Kind Bonus Poker [Jim Stolis]
Player's Edge Plus (PP0188) Standard Draw Poker [Jim Stolis]
Player's Edge Plus (Set038) Set Chip [Jim Stolis]
Player's Edge Plus (BE0014) Blackjack [Jim Stolis]
Player's Edge Plus (KE1012) Keno [Jim Stolis]
Player's Edge Plus (PS0615) Video Slots [Jim Stolis]
Player's Edge Plus (PS0716) Video Slots [Jim Stolis]
Player's Edge Plus (XP000019) Deuces Wild Poker [Jim Stolis]
Player's Edge Plus (XS000006) Triple Triple Diamond Slots [Jim Stolis]
MPU4 Unit Test [James Wallace]
Sigma Poker [Roberto Fresca]



New clones added
----------------
Slipstream (950515 HISPANIC) [Guru]
Kick and Run (US) [Brian Troha]
American Poker 95 [Roberto Fresca]
Poker De Win [Roberto Fresca]



New games marked as GAME_NOT_WORKING
------------------------------------
Vegas Poker (Prototype) [James Wallace]
Sigma Poker 2000 [Roberto Fresca]


0.120u3
-------


MAMETesters Bugs Fixed
----------------------
neodriv0117u3red [Hairu]
kof10th0120u2yel [Robbbert]
6800basedgames0120u2red [Curt Coder]
mpatrol0120u2yel [Curt Coder]



Source Changes
--------------
Cleaned up the inline assembly for both x86 and PPC, enabled the
mul32 family assembly stuff on 32-bit x86, and fixed some compiler
warnings on 64-bit GCC. In addition: [Vas Crabb]
* Provided single-precision reciprocal approximation code for
PowerPC and x86 with SSE2.
* Filled in all other TBD functions in eigccx86.h for completeness.
* Conditionalised some code in eigccppc.h so that it isn't used
when the compiler has 64-bit instructions available.

Added static qualifiers and renamed symbols in MAME in an effort
to further tidy up the global namespace. Generally generic names were
targeted and some symbols that were both static and extern. Some
specifics: [Atari Ace]
* K053247_ram was made static throughout and the existing
K053247_export_config was used to obtain the value in xmen.c.
* The enums DS1991_STATE and DSP_TYPE were unused and were therefore
removed.
* Dead code in cps3.c and thayers.c was discovered and commented out.

Made almost all input port definitions static. [Aaron Giles]

Obsoleted the GAMEB macro, which is no longer necessary. [Atari Ace]

Fixed casting issues in new inline validity checks. [R. Belmont]

Some build-related improvements to the sound cores: [Atari Ace]
* The SCSP dependency on mame/drivers/stv.c was removed allowing it
to built independent of the driver.
* The WAVE dependency on MESS code was made explicit, so it can be
built independentally of MESS.
* VOTRAX can now be built independentally of SAMPLES.
* The YM2612 core now can be built without including the YM3438 core.
* Unnecessary uses of BUILD_ and HAS_ macros have been removed.
* BUILD_ instead of HAS_ macros are used in 3812intf.c for
consistency with the other fm cores.

Added DIP locations to several SSV games (in ssv.c). [Vas Crabb]

Corrected some errors in the SH4 core and implemented store queues
and the basics of DMA. Added a call to simulate dma transfers with
external devices. [Samuele Zannoli]

Expanded polynew.c to support quad rendering. Converted midvunit.c
over to using the new quad rendering, which fixes a number of
rendering issues that have plagued the driver since the start.
[Aaron Giles]

Added Z-clipping logic to polynew.c. Converted namcos22 over to using
that code. Simplified namcos22 significantly, working in quads
throughout the lower-level pipeline and then handing the results off
to polynew.c. [Aaron Giles]

Updated model3.c to use the new poly code, and changed much of the
low-level implementation to make things easier. [Aaron Giles]

Defined a couple of new functions in eminline.h: atomic_increment32
and atomic_decrement32. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Every Second Counts [Philip Bennett]
Treble Top [Philip Bennett]
Quizvaders [Philip Bennett]



New clones added
----------------
Extermination (Japan) [Corrado Tomaselli]
Gang Busters (set 2) [Patrik Styrnell]
Trog (rev LA5 03/29/91) [icronnya77]



New games marked as GAME_NOT_WORKING
------------------------------------
Inquizitor [Philip Bennett]


0.120u2
-------


MAMETesters Bugs Fixed
----------------------
hornet0120u1red [Ville Linde]
srmp6_0120u1ora [Aaron Giles]



Source Changes
--------------
Rewrote ACIA6850 implementation. [Curt Coder]

Did a complete overhaul of the Mad Alien driver. [Stefan Jokish]
- merged memory maps and added mirror addresses
- doubled sound chip frequency
- implemented IRQ acknowledge for the sound CPU
- added stub functions for missing discrete sounds
- re-implemented tilemaps (now the tunnel walls scroll into view)
- hooked up 6845 CRT controller
- made several fixes related to color handling
- cleaned up inputs and added dip switch locations
- raised main CPU speed (guesswork)
- added save state support

Repaired the IC24 timer behaviour to fix some of Deal 'Em's bugs,
and also added inputs. [James Wallace]

Added save state support to skykid. [Mike Haaland]

Fixed tiny.mak based on new source reorg. [Tiago Pierezan Camargo]

Added support for CR-589 firmware to the System 573 driver. Made
substantial changes to the SCSI support, making it require fewer
hacks, and allowing one device to be derived from another. Also
added save state support. [smf]

Added SCI support to M6803/HD63701. [Curt Coder]

Fixed several misnamed sound samples interfaces. [Atari Ace]

Switched model1 lookup functions to be index based rather than
requiring a linear scan. [Atari Ace]

Added generic I2C bus memory support. Hooked up to the cubocd32
driver. [smf]

Cleaned up inline assembly support: [Aaron Giles]
* moved all inlinable functions into new module eminline.h
* defined a number of new inline functions, including:
- 32x32 -> 64 bit multiply
- fast approximate floating point reciprocal
* removed old inline definitions from osinline.h, osd_cpu.h, etc.
* eminline.h contains C implementations of everything
* new module eigccx86.h contains GCC-compatible x86/64 versions
* new module eigccppc.h contains GCC-compatible PowerPC versions
* eminline.h automatically detects GCC environments and includes
appropriate file
* osinline.h now only used in non-GCC environments
* updated osd/windows/osinline.h to contain MSVC-compatible versions

Added NORM implementation to the TMS32031 core. [Aaron Giles]

Created new rgbutil module which consists of inline functions for
common RGB manipulation. This module can be accelerated with SSE2 or
other SIMD operations. By default, only 64-bit Intel builds make use
of SSE, since it can be assumed on those platforms. Reimplemented the
namcos22 rasterizer in terms of these inline functions. Also updated
the gaelco3d rasterizer to use this module for faster bilinear
filtering. [Aaron Giles]

Made some progress on the Midway Zeus-based system. The 3d command
stream is now parsed and the format is partially understood, enough to
display some polygons but with incorrect textures in Mortal Kombat 4.
[Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Konami CD-ROM Drive Updater (700A04) [smf]
Vs. Janshi Brandnew Stars [sonikos]



New clones added
----------------
Eco Fighters (USA 940215) [Nicola Salmoria, Razoola]



New games marked as GAME_NOT_WORKING
------------------------------------
Time Machine v2.0 [James Wallace]
Jet Wave [Ville Linde, Guru]


0.120u1
-------


MAMETesters Bugs Fixed
----------------------
ikki0120yel [robiza]
buckrog0118u2yel [couriersud]



Source Changes
--------------
Documented information about the various Cannonball sets.
[stephh]

Hooked up the roz layer, fg layer and sprites to f1gpb. Still
missing some video offsets, oki banking and sprites priority.
[Pierpaolo Prazzoli]

Updates for the dominob.c driver: [stephh]
- fixed dip switches
- fixed inputs
- added a couple of notes

Updated peplus driver and related components: [Jim Stolis]
- added internal layouts for the games
- fixed several i8051 issues...
* Fixed a bug with some opcodes having the wrong cycle counts
* Fixed a bug where determining the proper timer mode
* Fixed a bug where determining the proper serial transmit mode
* Added support for split timer mode

Improved multiprocessor Voodoo performance by reducing contention
during rendering. Extended the system to allow for more overlap
between rendering and emulation. [couriersud, Aaron Giles]

Fixed a crash in the input system when you configure joypads and
then unplug them and press Esc on the system info screen.
[R. Belmont]

Defined strict types for CPU and sound chips. Removed unnecessary
cpu_ prefix from several structure members. [Atari Ace]

Fixed the m4510 cpu core from not updating the instruction cycle
counter. [Wilbert Pol]

Fixed memory access for m6509 instructions 91 and b1. [Wilbert Pol]

Changed osdcore.h to include osinline.h and allow for external
inline definitions of synchronization primitives. Also added a new
work queue hint WORK_QUEUE_FLAG_HIGH_FREQ which indicates that we
should spin aggressively waiting for new items.
[couriersud, Vas Crabb]

Enabled common linker warnings in the makefile. [Oliver Stoneberg]

Fixed a corner case in the SCSP involving timers which are polled
with their IRQ enable shut off. [R. Belmont]

Namco System 21 update: [Phil Stroffolino]
- namconb1 sprites no longer broken
- fixed missing 3d gfx in Cybersled
- gradient colors in starblade
- more accurate depth cueing
- fixed crash in 2nd stage of Starblade
- fixed lockups in Air Combat and Solvalou
- fixes to sprite priority (see Solvalou mountain range)
- hooked up translucency (palette shift) effect

Changed Model 2 rendering to use pre-clipped Z values for sorting.
[Aaron Giles]

Properly identified bill inputs in Midway Y-unit driver games.
[Aaron Giles]

Added more instrumentation and added some extra paranoia to the
winwork code. [Aaron Giles]

Fixed some incorrect code in the ADSP2100 external flag handling.
[Aaron Giles]

Created new module polynew.c which combines triangle setup,
rasterization, and Voodoo-like multiprocessor support. Coverted
Gaelco3D, Midway V-Unit, Namco System 22, and Voodoo drivers over
to the new system. [Aaron Giles]

Added threadid parameter to work item callbacks. This allows for
keeping per-thread information by the callbacks. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Mahjong Hot Gimmick Integral (Japan) [Guru, David Haywood]
Tottemo E Jong [David Haywood, Team Japump!]
Good E Jong -Kachinuki Mahjong Syoukin Oh!!-
[David Haywood, Team Japump!]
Teraburst [icronnya77, Ville Linde]



New clones added
----------------
Tube Panic (bootleg) [sonikos]
Player's Edge Plus (PP0188) Standard Draw Poker [Jim Stolis]
Player's Edge Plus (Set038) Set Chip [Jim Stolis]
Mortal Kombat 4 (set 2) [icronnya77]
Meteor [Andreas]



New games marked as GAME_NOT_WORKING
------------------------------------
GameCristal [f205v, R. Belmont]


0.120
-----


MAMETesters Bugs Fixed
----------------------


Source Changes
--------------
Added "native" architecture option to the makefile. Use this to have
gcc automatically pick the most appropriate architecture based on
the system that it is compiling on. [Christophe Jaillet]

Hooked up the KL5C80 communications CPU to the HNG64 BIOS and emulated
some of its features. [Andrew Gardner, Justin Kerk]

Fixed a few pointer truncation bugs in the Windows 64-bit code.
Enabled warnings for 64-bit pointer truncations. Merged the x86 and
x64 manifests. [Atari Ace]

Changed 6821 PIA logging so that it only logs core messages once.
[Tim Lindner]

Updates to various NeoGeo ROMsets. Some ROM names updated to match
verified names from chip labels. A lot of "older" sets have been
redumped to investigate the "64k m1/s1 issue" (also the m1
"overdumps"). Result was, ALL m1 ARE at least 128kx8; ALL s1 ARE
128kx8. The old m1 "overdumps" were incomplete dumps. In addition,
it has been discovered that all "p-roms" do have a minimum size of
4mbit. A number of sets have been restored to their "original"
state, and a number of others have been marked as bad dumps where
appropriate. Specific changes include: [Johnboy]
- bjourney: readded 128k m1 from Mame v0.34b5
- bstars: fully redumped, added correct m1
- bstars2: fully redumped, added correct m1
- goalx3: readded 128k m1 from Mame v0.34b5
- janshin: readded 128k m1 from Mame v0.34b5
- joyjoy: added correct m1
- legendos: readded 128k m1 from Mame v0.34b5
- maglord: fully redumped, added correct m1
- mutnat: partially redumped, added correct m1
- nam1975: fully redumped, added correct m1/s1
- ncombata: fully redumped, renamed set to ncombath
- neomrdo: readded 128k s1 from Mame v0.34b5
- pbobblen: readded 128k m1 from Mame v0.34b5
- puzzledp: readded 128k s1 from Mame v0.34b5
- ridhero: fully redumped, added correct s1
- socbrawl: readded 128k s1 from Mame v0.34b5
- ssideki2: fully redumped
- strhoop: readded 128k m1 from Mame v0.34b5
- svc: removed MVS tag, only one version exists (AES/MVS/PCB)
- svcboot: removed MVS tag
- tws96: readded 128k m1 from Mame v0.34b5
- viewpoin: readded 128k m1/s1 from Mame v0.34b5
- wh2j: partially redumped, renamed to wh2jh, is verified AES version
- wh2j: fully redumped, is verified MVS version
- wh1h: fully redumped, is verified AES version
- wh1ha: renamed from wh1h to wh1ha

Made several more traditional optimizations to the voodoo emulations,
gaining a few percent improvement. [Aaron Giles]

Further tweaked the work code to appropriately check for work items
versus checking for the number of outstanding items. [Aaron Giles]

Simplified some of the model2 rendering code. [Aaron Giles]

Moved a number of files from mame/machine and mame/video to
emu/machine and emu/video. In general, files that emulate a common
industry standard chip (as opposed to custom, manufacturer-specific
chips) were moved. Further moves may happen in the future to
isolate common system-level components (such as amiga, snes, etc.).
[Aaron Giles, Curt Coder]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Hayaoshi Quiz Ouza Ketteisen - The King Of Quiz [Luca Elia]



New clones added
----------------
World Heroes (set 3) [Johnboy]
World Heroes 2 Jet (set 2) [Johnboy]
Nightmare in the Dark (bootleg) [Johnboy]


0.119u4
-------

NOTE TO OSD PORTERS: The work interfaces have changed again. Please
read details below. The updated interfaces remove functionality, so
in the end it should be simpler(!) to port.



MAMETesters Bugs Fixed
----------------------
parodius0111u3gra [Mike Green]
ghostb0105u4gra [Mike Green]
seibuspisingle099u9yel [couriersud]
futspy0114gra [Mike Green]
finalizr0102u5gra [Mike Green]
gijoe0114gra [Mike Green]
playch10_0109gre [Mike Green]



Source Changes
--------------
Moved Hayaoshi Quiz Ouza Ketteisen to its own driver. [David Haywood]

Added coin counters to cabal bootleg and hooked up the 2 sample player
CPUs in cabal bootleg. It seems there still are some problems, because
the coin up music is played during the game. [Pierpaolo Prazzoli]

More improvements to the Vs. Janshi Brandnew Stars driver.
[David Haywood]

More SCSP improvements: [El Semi]
- Fixed endianness issue on 8-bit samples and added interpolation
- Disabled modulation attempt (should fix the crash problems)
- Tweeked pitch calculation

Added the repeat count register (reg 0x34) access and immediate value
load to the MB86233 core (needed by Pilot kids). [El Semi]

Cleaned up the inputs, and fixed flipscreen in dynax.c. [Luca Elia]

Fixed several issues in seibuspi.c: [couriersud]
- added sound to rdft2us
- added coin-handling to single board games
- fix interrupt handling
- for rfjetus, adds a hack to enable Test-Switch to enter testmode
if no nvram exists

Fixed several issues in the i386 core: [couriersud]
- the INTR-line for i386 is a "level" line; changed interrupt
handling to trigger on asserted line
- in 32bit mode, determine trap/interrupt from gate-header
- interrupt line is read during two bus cycles. Adjust CYCLES
accordingly.

Added coin DIP switches and "teleport hole" DIP switch to crushs.
[sonikos]

Bug fixes for the z80gb cpu core: [Wilbert Pol]
- Fixed cycle count for taking an interrupt
- Fixed cycle count for BIT X,(HL) instructions
- Fixed flags in RRCA instruction
- Fixed DAA instruction
- Fixed flags in ADD SP,n8 instruction
- Fixed flags in LD HL,SP+n8 instruction

Fixed the linking issues when specifying MSVC_BUILD=1 and DEBUG=1.
[Oliver Stoneberg]

Fixed a compile error on architectures where "char" is unsigned
(notably some PowerPC configurations). [Bill Blake]

Added two more filters to the headon crash sound. Now, only the
envelopes for the crash sound filters are missing. [couriersud]

Loverboy input fixes: [wolf676]
- added and verified all DSW
- added and verified Button1 for both players

Added color PROMs for Cannon Ball. [Rob Walmsley]

Fixed several out-of-bounds array accesses in the code. [Andi]

Fixed mask rom test in prmrsocr. [Pierpaolo Prazzoli]

Fixed 64-bit DRC bug that broke kinst in the previous release.
[Aaron Giles]

Added code to detect potential hotspots in the 64-bit DRC. Added
hotspots to all the seattle.c games and several of the vegas.c games.
[Aaron Giles]

Simplified the osd_work implementation. Removed the concept of shared
work items. Added new function osd_work_item_queue_multiple() which
allows efficient queueing of large numbers of work items. Changed
previous osd_work_item_queue() function into an inline that calls the
new function. [Aaron Giles]

Updated Voodoo code to use the new work functions. It now queues
small scanline chunks as independent items rather than using shared
items. Updated code to also copy some parameters to allow for greater
overlapping of emulation and rendering. [Aaron Giles]

For Windows work functions, added new scalable lock implementation
that hopefully has better performance characteristics when scaling
above 2 CPUs. [Aaron Giles]

For Windows work functions, added statistics gathering code. This is
on by default for the moment to help point to problems that might be
encountered with this version. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Jongkyo [David Haywood, Nicola Salmoria]
Hayaoshi Quiz Grand Champion Taikai [David Haywood]
Hayaoshi Quiz Nettou Namahousou [David Haywood]
Super Real Mahjong Part 1 (Japan) [David Haywood]
Hana wo Yaraneba! (Japan) [Luca Elia]
Hanafuda Hana Tengoku (Japan) [Luca Elia]
Player's Edge Plus (PP0516) Double Bonus Poker [Jim Stolis]



New clones added
----------------
Toride II Adauchi Gaiden (Japan) [David Haywood]
Pang (bootleg, set 3) [David Haywood]
Super Bobble Bobble (set 1) [David Haywood]
Airwolf (US) [David Haywood]
Golden Tee '97 Tournament (v2.43) [Brian Troha]



New games marked as GAME_NOT_WORKING
------------------------------------
GTI Poker [David Haywood]
Poker? (IGS) [David Haywood]
Hanajingi [Luca Elia]
GP World [Andrew Gardner]


0.119u3
-------

IMPORTANT NOTE FOR OSD PORTERS: This build requires a pair of new
primitives in the OSD synchronization module, as well as some extended
functionality in the work item management. See below for details.



MAMETesters Bugs Fixed
----------------------
cabal0119u2ora [David Haywood]



Source Changes
--------------
Fixed Cabal (joystick) submission from previous release.
[David Haywood]

Made a few improvements to dealem (well you can see the game now..)
[David Haywood]

Fixed broken SCSP from last update. [R. Belmont]

Changed parameters to read/write handlers from "address" to an
unmodified "original_address" parameter (having the passed parameter
being unmodified makes it easier to determine the original value while
debugging). [Nathan Woods]

Fixed colors in dynduke. [David Haywood]

Changed the following x86 instructions to read/write an entire word
rather than two separate bytes: [Philip Bennett]
- mov_axdisp
- mov_dispax
- stosw (8086 only)
- rep stosw (8086 only)
Also tweaked handling of x86 WAIT instruction.

Several more opcode fixes for Risky Challenge. [robiza]

Cleaned up the include file usage in the code: [Atari Ace]
- Removed dead prototypes
- Added missing self-#includes
- Added missing source comments in mame/includes
- Migrated the few #include "driver.h" lines from driver header
files to source files (which is the common idiom).
- Eliminated #include "mame.h", "osdcore.h" et cetera from driver
files where #include "driver.h" would suffice.
- Removed unused srmp6.h and 9900stat.h

Added the rom loading for the various 5*XX roms, which are dumped but
not yet hooked up. [David Haywood]

Fixed error messages output from option.c. [Christophe Jaillet]

gstream driver update: [Pierpaolo Prazzoli]
- Changed to use a default nvram handler
- Checked the inputs
- Aligned the sprites
- Added some comments about oki banking

Major Sega Model 2 rewrite: [Ernesto Corvi]
- Decoupled the geometry engine code from the hardware rasterizer.
At this point, we could add emulation of the geometry DSPs for
the 2B and 2C models, and hook them directly to the rasterizer.
For the original and 2A models, an HLE geometry engine is provided
(currently in use for all models).
- Full Geometry Engine simulation, including support for specular,
multiple centers and dual polygon RAM.
- Support for all textured/transparent/checkered rendering modes.
- Improved texel/luma modulation
- Improved viewport clipping
- Improved z clipping
- Extensive notes and documentation.
- Greatly improved near Z-Clipping, still not perfect though.
- Improved perspective-correct texturing for large textures.
- Improved Z-Sorting

Changed Machine to machine in several places where feasible.
[Atari Ace]

Added decryption of Jongkyo. [Nicola Salmoria]

The OSD layer is now required to supply to additional synchronization
primitives: osd_compare_exchange32() and osd_compare_exchange64().
These primitives should implement an atomic compare and exchange of
32-bit and 64-bit values, respectively. Added implementations of these
functions to the Windows OSD layer. [Aaron Giles]

Defined two new inline functions that are built on the new OSD
primitives: osd_compare_exchange_ptr(), which performs an atomic
compare/exchange on a pointer of the appropriate size, and
osd_sync_add() which atomically adds a value to a location in memory.
[Aaron Giles]

Changed implementation of OSD work queues that are created with the
WORK_QUEUE_FLAG_MULTI hint. Such queues now create n-1 threads, where
n in the number of logical processors in the system. This allows the
main thread to continue accomplishing things while other threads
process the work. If the main thread subsequently calls
osd_work_queue_wait(), it will then dynamically "jump in" and help
the other threads complete all the work items. [Aaron Giles]

Added new work item flag WORK_ITEM_FLAG_SHARED. When specified on a
work item that is queued to a work queue created with the
WORK_QUEUE_FLAG_MULTI hint, it means that all threads will be
dispatched to process the one work item, instead of the first thread
removing it. These "shared" work items are only considered complete
when all processing threads have returned. [Aaron Giles]

Added support for controlling multithreading behavior through an
environment variable OSDPROCESSORS. To override the default behavior,
set OSDPROCESSORS equal to the number of logical processors you wish
the OSD layer to pretend you have. [Aaron Giles]

Changed the 3dfx Voodoo emulation code to take advantage of the new
threading mechanisms above. It now creates a work queue with the
WORK_QUEUE_FLAG_MULTI flag set, and uses shared work items to spread
rasterization work across multiple processors. Note that this support
should be considered experimental; under some circumstances it is
known to deadlock. If you encounter problems, set OSDPROCESSORS to 1
to effectively produce the previous behavior. [Aaron Giles]

Added "top 20" dedicated rasterizers for all the Seattle games and
Gauntlet Legends/Dark Legacy. These improve rasterization performance
by another 10-20%. [Aaron Giles]

Fixed several more bugs in the 64-bit MIPS recompiler. It is now
capable of running the Seattle games and the 3D Gauntlets.
[Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Super Hana Paradise [Luca Elia]
Hanafuda Hana Gokou [Luca Elia]
Mahjong Tian Jiang Shen Bing [Pierpaolo Prazzoli]



New clones added
----------------
Nekketsu Koukou Dodgeball Bu (Japan) [David Haywood, Team Japump!]
Puzzle Game Rong Rong (Japan) [Luca Elia]
Legend of Hero Tonma (Japan) [David Haywood]
Legend of Hero Tonma (bootleg, set 2) [David Haywood]
IQ-Block (V127M, V113FR) [Pierpaolo Prazzoli]
Cabal (Alpha Trading) [David Haywood]
Puzzle & Action: Tant-R (Japan) (bootleg set 3) [David Haywood]
Shinobi (Datsu bootleg) [David Haywood]
Shinobi (Star bootleg, System 16A) [David Haywood]
Crack Down (World, FD1094 317-0058-04c) [Arzeno Fabrice, Chris Hardy]
Super Pang (World 900914, bootleg) [David Haywood]
Pang (bootleg, set 2) [David Haywood]
Tehkan World Cup (set 2, bootleg?) [David Haywood]
DJ Boy (set 2) [David Haywood]
Hunchback (set 2) [David Haywood]
Double Dragon (bootleg with M6803) [David Haywood]
Cannon Ball (Pacman Hardware) [David Haywood]



New games marked as GAME_NOT_WORKING
------------------------------------
Jongkyo [David Haywood, Nicola Salmoria]
Vs. Janshi Brandnew Stars [David Haywood]


0.119u2
-------


MAMETesters Bugs Fixed
----------------------
model2c_crx0119u1red [R. Belmont]



Source Changes
--------------
Changed gfx_decode structures so that they are defined abstractly
by macros rather than directly specifying the structures. Added
new macros GFXDECODE_START/GFXDECODE_ENTRY/GFXDECODE_END to
describe the gfx_decode information. Converted all drivers over to
using the new macros. [Atari Ace]

Fixed NMI handling in h6280 CPU core. [Wilbert Pol]

Fixed vaportra to use an ASSERT/CLEAR mechanism instead of PULSE_LINE
for interrupt signally. [Wilbert Pol]

Cleaned up input ports in sg1000a.c. Added DIP switch for the coins
in dokidoki and service switch. Added DIP switch for flip screen in
psychic5. [sonikos]

Cleans up the input port for macrossp.c driver and adds dip
locations. [Brian Troha]

Adds dip locations and changes the Japanese inputs into
PORT_INCLUDE and PORT_MODIFY. [Brian Troha]

Added macros to clean up definitions of the discrete sound
interfaces. At the same time, made them all const. [Atari Ace]

Some miscellaneous changes to the megatech driver. [David Haywood]

More srmp6 improvements. [686]

Two small Model 2 fixes: [Ernesto Corvi]
- fixed triangle parser; all objects should be structurally
correct now
- fixed normal transform to not use the translation vectors

Cleaned up code to make code and data static where possible and
remove some dead code. [Atari Ace]

SCSP improvements: [R. Belmont, ElSemi]
- fixed issue with changing the pitch of an active voice set to
backwards or bidirectional loop
- removed fake reverb
- fixed internal DSP to operate properly
- rewrote timers and interrupt handling
- fixed operation when 2 SCSPs are present

Fixed sound in almost all SCSP-equipped Model 2 games. [R. Belmont]

Added sound hardware and fixed sound ROM loading in Model 3 games.
[R. Belmont]

Created an options_output_diff_ini_file() API, which is similar to
options_output_ini_file(), but only outputs the options which are
different than a base core_options. Changed INI outputting (and
hence the -cc option) to omit headers that do not contain any
options. [Nathan Woods]

Hooked up sound in discoboy. [Tomasz Slanina]

Renamed old gfx_decode structure to gfx_decode_entry in order to
catch remaining/new drivers that aren't using the new macros.
[Aaron Giles]

Changed profiler so that it is independently selected versus the
debug build. Built with MAME_PROFILER=1 to enable the profiler on
a non-debug build. [Aaron Giles]

Fixed MIPS3 disassembly of j/jal instructions. [Aaron Giles]

Switched MIPS3 64-bit DRC over to new system that is more aggressive
about register allocation and mapping. Sadly, there is little to no
obvious performance benefit, but the resulting code is better
organized. [Aaron Giles]

Fixed nasty x86emit bug involving 16-bit opcodes on 64-bit systems.
[Aaron Giles]

Created new generic x86/x64 logging system x86log, and updated both
MIPS3 DRC cores to use it. [Aaron Giles]

Created new generic DRC frontend management. Future work involves
retooling the MIPS3 frontend around this new architecture.
[Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Loverboy [David Haywood]
Mahjong Shinkirou Deja Vu (Japan) [Luca Elia]
Final Godori (Korea, version 2.20.5915) [Pierpaolo Prazzoli]
Jibun wo Migaku cultures School Mahjon Hen [Pierpaolo Prazzoli]
Mahjong Fantastic Love (Japan) [Luca Elia]
Domino Block [Tomasz Slanina, David Haywood]



New clones added
----------------
Fighter's History (Japan ver 42-03) [Team Japump!]
Janyou Part II (ver 7.03, July 1 1983) [Team Japump!]



New games marked as GAME_NOT_WORKING
------------------------------------
Jan Oh [Luca Elia]
Mahjong Vegas (Japan) [Luca Elia]
Esh's Aurunmilla [Andrew Gardner]
Mirage Youjuu Mahjongden (Japan) [Team Japump!]


0.119u1
-------


MAMETesters Bugs Fixed
----------------------
createconfig+debug0119yel [Nathan Woods]
jrpacman0119gre [Aaron Giles]



Source Changes
--------------
Fixed crash/display corruption in System C2 and System 18 games.
[David Haywood]

Synchronized the MB86233 core with ElSemi's, fixing a few bugs
along the way. [Ernesto Corvi]

Fixed synchronization code in the Model 2 driver. [Ernesto Corvi]

Fixed SCALER, SCALERL, and ATANRL opcodes in the i960 core.
[Ernesto Corvi]

Updates to the gdrawpkr driver: [Roberto Fresca]
- Added sound support to "El Grande - 5 Card Draw".
- All CPU and sound clocks derived from #defined crystal values.
- Some minor input cleanups.

ARM7 core fixes: [R. Belmont]
- Fixed unaligned reads/writes (again)
- Fixed minimum instruction bytes to account for Thumb mode
- Fixed missing dependency in ARM7 build rule
- Fixed Thumb mode ASR instruction

Added newly-dumped BIOS ROMs and preliminary emulation of the SPU
board in Pop'n Music 7 to the Firebeat driver. [Ville Linde]

Cleaned up input ports in the taito_z.c driver. [Brian Troha]

Updated the sources to support removing -wno-unused-function. Dead
code has been identified with #ifdef UNUSED_FUNCTION to allow for
further analysis and potential future removal. [Atari Ace]

Fixed a number of issues in the h6280 CPU core: [Wilbert Pol]
- Taking of interrupts is delayed to respect a pending instruction
already in the instruction pipeline.
- Added 1 cycle for decimal mode ADC and SBC instructions.
- Changed cycle counts for CSH and CSL instructions to 3.
- Added T flag support to the SBC instruction.
- Fixed ADC T flag to set the Z flag based on the value read.
- Added 3 cycle penalty to ADC, AND, EOR, ORA, and SBC instructions
when the T flag is set.
- Fixed cycle count and support for 65536 byte blocks for the TAI,
TDD, TIA, TII, and TIN instructions.
- Fixed RDWORD macro in the disassembler.
- Fixed setting of N and V flags in the TST instructions.
- Removed unneeded debug_mmr code.
- Fixed TSB and TRB instructions.
- Added 1 delay when accessing the VDC or VCE areas.
- Implemented low and high speed cpu modes.

Moved srmp5 (Super Real Mahjong P5) to separate driver (from
st0016.c). Preliminary video hw emulation. Not playable, no sound.
[Tomasz Slanina]

Fixed DIP switches in the mario driver. [stephh]

Major Namco System 21 update. Changes include: [Phil Stroffolino]
- corrections to eprom handling (affects Namco System2 as well)
- scroll fix for sprite emulation in namcoic.c
- working Starblade, Cybersled, Solvalou with full 3d
- graphics should be 100% except for the depth cueing tables, which
are internal and need to be reconstructed
- Air Combat is improved, but is locking up in 118s because of
incomplete watchdog emulation
- Winning Run hardware is not yet working in this update

Fixed regression in undoukai caused by the REGION_CPU1 decoupling
from RAM. [Pierpaolo Prazzoli]

SCSP fixes: [R. Belmont]
* Fix writes to the hole in the SCSP address space (0x430 to 0x5ff)
to not trash global registers
* Fixed SCSP DMA to not read random memory for its' registers

Added minimal built-in layout for showing the lamps in Video Pinball.
[Mr. Do!]

Big Model 2 update. There's so much stuff improved, I'm just going to
list what's not working: [Ernesto Corvi, El Semi]
- There's still a glitch on the triangle parser somewhere.
Noticeable on the Sega logo in motoraid, the selection arrow in
dynamcop's player select screen and many other games. It might be
the culprit of the road in daytona looking wacky.
- There's a problem with the z clipping. Some tri's close to the
camera are clipped before they should. Some others should be
clipped but are not, and are blocking the viewport for a frame
or two.
- Sub-windows are not implemented yet. Visible on dynacop's mission
select, Sega Rally car select, and others.
- Most decal textures flicker on and off between frames. Maybe a z
coordinate float resolution issue after projection?
- Textures wrap by default. They should only wrap when the
appropriate flag is set only. Not sure what to do when we're not
wrapping.

Improvements to the Z180 core: [Pierpaolo Prazzoli]
- added the 2 Programmable Reload Timers
- fixed the Internal I/O Registers remapping
- added logical -> physical memory translation
- disabled loops hack
- removed "extra icount"
- changed interrupts handling. Now they're checked as in Z80 core
- simplified RETN and EI opcodes
- fixed PRT interrupts
- cleared both interrupts flip flops when taking any irq
- added _IFF2 = _IFF1; just before _IFF1 = 0; when taking an NMI

Removed kludge in 20pacgal which is no longer necessary with proper
Z180 emulation. Sound now works as well. [Pierpaolo Prazzoli]

Fixed some Dip Switches and added some extra notes to othunder.c
driver. Also added some notes to opwolf.c driver. [stephh]

Began moving the MegaTech/MegaPlay drivers over to the new Genesis
core code. [David Haywood]

Identified a number of additional new opcodes for Risky Challenge/
Gussun. [robiza]

Fixed Voodoo video timing according to the manual, including blanking
periods and vsync interrupts. This makes Carnevil and some other games
run once again at their proper speed. [Aaron Giles]

Updated Voodoo drawing code to track changes to the front buffer and
allow skipping unrendered frames for more even framerates.
[Aaron Giles]

Fixed hang when attempting to move windows with the debugger active
and multithreading enabled. [Aaron Giles]

Added preliminary attempt at a new x64 dynamic recompiler for the
MIPS 3/4 CPUs. The current version works enough to run a few basic
games (kinst, carnevil), but many others fail. Furthermore, this
version is already being supplanted by a more advanced version that
does register allocation and constant folding. For now it is disabled
by default. [Aaron Giles]

Fixed a few more 64-bit disassembler problems in i386dasm.c. Also
fixed several 64-bit errors in the code generators in x86emit.h.
[Aaron Giles]

Added support in the debugger memory view for 8-byte chunk sizes.
Fixed long-standing bug that failed to show unmapped logical addresses
as asterisks. Also added new menu items to the Windows debugger to
support viewing logical or physical memory. [Aaron Giles]

Removed limitation that tilemap tile widths must be divisible by
2, except in the 4bpp case, where an assert now catches this case.
[Aaron Giles]

Experimentally changed full screen behavior when using Direct3D so
that if -switchres is NOT enabled, then we don't create a fullscreen
Direct3D device. This minimizes large graphics card transitions (in
particular it does not disable glass in Vista) when you go full
screen. If you want the old behavior, run with -switchres and specify
a -resolution parameter equal to your desktop screen size.
[Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Deer Hunting USA [Luca Elia]
Turkey Hunting USA [Luca Elia]
Wing Shooting Championship [Luca Elia]
Trophy Hunting - Bear & Moose [Luca Elia]
Panel & Variety Akamaru Q Jousyou Dont-R [Team Japump]
Cyber Sled [Phil Stroffolino]
Solvalou [Phil Stroffolino]
Super Real Mahjong P6 (Japan) [686]
Ippatsu Gyakuten [BET] (Japan) [Luca Elia]
Joryuu Syougi Kyoushitsu (Japan) [Luca Elia]
Mazin Wars / Mazin Saga (Mega Play) [David Haywood]
Grand Slam (Mega Play) [David Haywood]



New clones added
----------------
Scramble (bootleg) [David Haywood]
Alien Storm (bootleg, set 2) [David Haywood]
Zero Team Selection [David Haywood]
Passing Shot (Japan, 4 Players, System 16A, FD1094 317-0071)
[Arzeno Fabrice, ShinobiZ, Gerald Coy]
Pound for Pound (Japan) [Team Japump]
Big Event Golf (Japan) [Team Japump]
Special Criminal Investigation (Japan) [Team Japump]
Royal Mahjong (Japan, v1.13) [Team Japump]
Cyber Sled (Japan) [Brian Troha]
Crowns Golf (new set) [Arzeno Fabrice]
Don Den Lover Vol. 1 - Shiro Kuro Tsukeyo! (Japan) [Team Jampump]
Mario Bros. (US, set 2) [stephh]
Puzznic (Italy) [Corrado Tomaselli]
Don Den Lover Vol. 1 (Korea, bootleg) [David Haywood]
Boomer Rang'r / Genesis (set 2) [Team Japump]
Narazumono Sentai Bloody Wolf (Japan) [Team Japump]
Open Mahjong [BET] (Japan) [Team Japump]



New games marked as GAME_NOT_WORKING
------------------------------------
Laser Grand Prix [Andrew Gardner]
Saloon (France, encrypted) [Roberto Fresca]
Mahjong Cafe Doll (Japan) [Team Japump]


0.119
-----


MAMETesters Bugs Fixed
----------------------
vr0118u6yel [Aaron Giles]



Source Changes
--------------
Improved graphics and cleaned up driver for srmp6.
[David Haywood, Tomasz Slanina]

Fixed bug in model 2 polygon clipping. [Ernesto Corvi]

Fixed input port so that shadfrcj doesn't skip straight to the end
sequence. [stephh]

Fixed recent changes to the MB86233 core that broke Virtua Racing.
[Aaron Giles]

Added intelligence around the UPDATE_HAS_NOT_CHANGED flag, which is
returned from VIDEO_UPDATE. If all screens in the game return
UPDATE_HAS_NOT_CHANGED, then that frame is effectively skipped (up
to 3 frames in a row) in terms of throttling. This allows games that
render every other frame to not throttle during their "off frames".
Updated the midvunit driver to return UPDATE_HAS_NOT_CHANGED. You
should see an improvement in framerate with throttling enabled for
these games. Note that this only kicks in if frameskip is set to 0.
[Aaron Giles]



New clones added
----------------
Turpin (bootleg on Scramble hardware) [David Haywood]
Operation Wolf (World, set 2) [David Haywood]
Star Force (encrypted, bootleg) [David Haywood]
Galaxian (bootleg) [David Haywood]
Crazy Kong (bootleg on Galaxian hardware, set 2) [David Haywood]
Vandyke (bootleg with PIC16c57) [David Haywood]


0.118u6
-------


MAMETesters Bugs Fixed
----------------------
cave0118u5red [Aaron Giles]
radikalb0118u5red [Aaron Giles]
chdrewrite0118u5red [smf]
pacland0118u5yel [Aaron Giles]
sspaceat0118u1red [Aaron Giles]
yamato0118u5red [Aaron Giles]
ym2203_0118u1yel [Aaron Giles]
profiler0116u2yel (maybe) [Aaron Giles]



Source Changes
--------------
Updated TMS5220 core to use shifts instead of divides for the
parameter interpolation. Also added support for internal clamping to
8-bit output when using the internal DAC. [Lord Nightmare]

Fixed regression that caused CHD games to crash if the CHD was not
present. Also fixed change that required write access to CHDs. [smf]

Fixed CHD search paths again so that they look in parent
subdirectories. [Aaron Giles]

Fixed security cassette contents to get Guitar Freaks 3rd Mix
(GE949 VER. JAB) in game. [smf]

Exposed core_vfprintf(), and implemented mame_vfprintf() in terms of
that call. [Nathan Woods]

Some improvements to the Wheels + Fire driver. Still not right.
[David Haywood]

Added SCSIOP_GET_INQUIRY_BUFFER to scsicd & scsihd. [smf]

MB86233 core changes: [ElSemi]
* fixed a double move opcode
* added a previously unknown double move opcode

Changed the way MAME handles options internally. Changed
mame_options_init() to return a core_options object, which is now
passed into mame_execute(). Moved mame_options() to mame.c, which is
now only valid while the emulation is running. Audit functions now
take a core_options parameter. [Nathan Woods]

More HD6309 fixes: [Tim Lindner]
* the SEXW instruction not longer clears the overflow flag
* now generating an illegal instruction trap if invalid registers
specified for TFM

Changed Windows message filtering to only apply to MAME game windows.
[Nathan Woods]

Improved graphics and cleaned up driver for srmp6.
[David Haywood, Tomasz Slanina]

Made a cleanup pass through the new x86emit.h code emitters, changing
the way memory is referenced and replacing macros with inline
functions. [Aaron Giles]

Updated MIPS and PowerPC drc cores to use the new emitters. Removed
the old macro-based ones in x86drc.h. [Aaron Giles]

Added save state support to pacland. [Aaron Giles]

Made -autoframeskip aware of the -speed setting. [Aaron Giles]

Fixed stack buffer overrun in install_mem_handler() that broke the
Hyperstone-based games under gcc 4.2.1. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Yukon [Al Kossow, Aaron Giles]
Mega Man - The Power Battle [Nicola Salmoria, David Haywood]



New clones added
----------------
Hard Times (set 2) [David Haywood]
Scorpion (set 3) [David Haywood]
Satan of Saturn (set 2) [David Haywood]
Street Fighter Alpha 3 (Euro 980904) [David Haywood]
Dimahoo (Euro 000121) [David Haywood]
Crush Roller (bootleg) [David Haywood]
Crush Roller (Sidam bootleg) [David Haywood]
Moon War (Moon Cresta bootleg) [David Haywood]
Port Man (bootleg on Moon Cresta hardware) [David Haywood]
Turpin (bootleg on Scramble hardware) [David Haywood]
Operation Wolf (World, set 2) [David Haywood]
Star Force (encrypted, bootleg) [David Haywood]



New games marked as GAME_NOT_WORKING
------------------------------------
Astropal [David Haywood]
Come On Baby [MooglyGuy]


0.118u5
-------


MAMETesters Bugs Fixed
----------------------
mappyc0118u1red [Aaron Giles]
mappy0116u2gre [Aaron Giles]
namcona1c057red [Atari Ace]
9ballsh3097red [Atari Ace]



Source Changes
--------------
Updated memconv.h to convert from basically any to any widths
(8/16/32/64), on both little and big endian. Also added macros to
create the stubs for the most commonly used mappings, both in the
1:1 fashion, or the LSB/MSB/LSW/MSW style. [Ernesto Corvi]

CuboCD32/Amiga updates: [Ernesto Corvi]
- Finished implementing the CDROM controller, so now the games boot
- Moved the entire Akiko code to machine/cubocd32.c to make things
a little more easier to work with
- Added CDDA audio support to the CDROM controller and driver
- Systems with the AGA chipset no longer connect bit 0 of the CIA
that was previously connected to the Overlay pin not connected
- Made BLTDDAT return it's value. This is a readable register which
we were not handling.
- Initialized the SERDATR register upon reset to reflect that the
transfer buffer/shift reg is empty.

Added support for the PowerPC 601. [Ville Linde]

Fixed missing PLD region in -listxml. [MASH]

Changed all comparison for CPU and sound chip types to compare
against CPU_DUMMY or SOUND_DUMMY instead of 0. Also updated usages
of sndti_to_sndnum() so that they use sndti_exists() where appropriate.
[Atari Ace]

Removed CHD interface structure. CHDs now rely on the corefile
routines to perform file I/O. Updated the rest of the system to
handle this reality. A side-effect is that "split" CHDs, which never
got much play, have now been deprecated. [Nathan Woods]

Added new core library utility module palette.c for managing palettes.
Renamed emulator-specific palette code to emupal.c and restructured
to live on top of the core library code. [Aaron Giles]

Added support for attaching palettes to bitmaps in the core. Removed
support for the 16-pixel bitmap "safety" zone by default, since most
drivers do not need it. Added new function bitmap_alloc_slop() which
supports creating bitmaps with caller-specified slop values.
[Aaron Giles]

Removed the gfx_element.colortable element and replaced it with a new
element color_base which specifies the global color offset. This
breaks an awkward dependency between the palette and graphics code,
and removes a lot of odd pointer arithmetic in the system.
[Aaron Giles]

Tagged Machine->pens, Machine->colortable, and
Machine->remapped_colortable as const to prevent their abuse. Fixed
several abusing drivers, and tagged the remainder for future
cleanup. [Aaron Giles]

Added new colortable management functions in emupal.c. These functions
can be used to manage a colortable on top of the core palette in
cases where TRANSPARENCY_COLOR is currently used (essentially mapping
to a pen mask for TRANSPARENCY_PENS). Updated pacman, mappy, toypop,
and several other drivers to use the new functions. [Aaron Giles]

Vastly simplified the rendering code in docastle. [Aaron Giles]

Fixed remaining errors and warnings when building under gcc 4.2.1.
[Aaron Giles]

Added new function render_target_set_max_update_rate() which allows
the OSD layer to inform MAME of the target's refresh rate (or 0 if
there is no maximum). This is used to allow for the dynamic speed
adjustment parameter below. [Aaron Giles]

Added new parameter -refreshspeed (-rs for short) which dynamically
adjusts the -speed parameter to keep the effective refresh rate below
that of the lowest screen refresh rate. [Aaron Giles]

Added more opcode emitters to x86emit.h. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Last Fighting [Luca Elia]
Bishou Jan [Luca Elia]
Almond Pinky [Luca Elia]
Mahjong Cafe Time [Luca Elia]
Mahjong Comic Gekijou Vol.1 [Luca Elia]
Super Eagle Shot [Tomasz Slanina, pSXAuthor]
Date Quiz Go Go Episode 2 [Pierpaolo Prazzoli]
Dancing Stage featuring Dreams Come True [smf]



New clones added
----------------
X-Men: Children of the Atom (Japan 941222) [Nicola Salmoria]
Quintoon (UK, Game Card 95-750-206) [James Wallace]



New games marked as GAME_NOT_WORKING
------------------------------------
Super Real Mahjong Part 1 [Luca Elia]
Dance Dance Revolution Extreme [smf]


0.118u4
-------


Source Changes
--------------
Converted the inputs in galaga.c to tags, using INCLUDE/MODIFY for
clones, and fixing the conditional extra lives dips in xevious and
digdug (bosco and galaga still need doing). Also added much more
information on the digdug sets, thanks to some excellent work by
stephh. [Alex Jackson]

Fixed sound chip frequency in the superdq driver. [Jim Hernandez]

chdman improvements: [smf]
* Fixed toc parsing to allow spaces and quotes in file names
* Supports "offset start length" track syntax that cdrdao creates
if you don't read subcode
* Tracks are always padded with zeros & not whatever data happens
to follow
* Moved cdrom_track_input_info out of src/lib/util/cdrom.h and
into src/tools/chdcd.h
* Added audio byte swapping support

Fixed DIP switches for Oscar (Japan Revision 0). [Corrado Tomaselli]

Added DIP locations to the aerofgt driver. [Fabio Priuli]

Amiga updates: [Erneso Corvi]
- Implemented ECS-Only BLTCON0L register
- Modified the amiga_interface structure to add a nmi callback and
a flags variable.
- Added AGA chipmem mask definition
- Added 32 bit data bus support to chipram. It's automatically used
if the chipset is AGA.
- Added clock chip constants in machine/amiga.h for 68k PAL and NTSC,
and 68EC00 NTSC. Updates drivers to use those constants.
- Added convenience macros to determine wether we're running with an
ECS chipset, AGA chipset, or 'ECS or AGA chipset'.
- Changed autoconfig reads to return 0x0000 instead of 0xffff.
- Fixed MSB value timer reads on the 8520 cia. We were previously only
updating the count for the timer when the LSB value was read.
- Added basic Akiko emulation to the cubocd32 driver. Both the Chunky
to Planar converter, and the I2C NVRAM should be fully implemented,
however, the CDROM functionality is not complete. It's only enough
to make the kickstart pass the Akiko checks.

Taito input ports cleanup, continued: [stephh]
- Updated includes/taitoipt.h with macros for games with only 1 button
- Converted the following drivers and added more documentation, fixing
incorrect inputs and DIP switches along the way: taitoair.c,
taito_h.c, taito_x.c
- Slightly changed the C-Chip emulation for 'superman' to behave in a
similar way as other Taito games
- Corrected some notes in some other Taito drivers

Changed verinfo code to parse the version.c file instead of relying
on linking against version.o. This appears to fix the link ordering
problem and also prevents it from being constantly regenerated on
each build. [Aaron Giles]

Significantly improved the i386 disassembler. Changed it so that it
no longer outputs 'byte ptr' except for ambiguous cases. Updated for
full 64-bit disassembly support. Added support for the full IA32
opcode matrix as specified by recent Intel manuals, including all
SSE opcodes and variants. [Aaron Giles]

Updated the x86 drc helper code to support externally-allocated cache.
Also added support for allocating data structures out of the cache.
Modified initialization so that it does not immediately generate code
but rather waits for a reset to do that. Fixed code generation bug
when generating [reg*scale] modrm forms. [Aaron Giles]

Added new functions to the memory system to support CPU cores
explicitly specifying the access mask on 32-bit and 64-bit data bus
systems. This enables the MIPS core to handle SWL/SWR and SDL/SDR
without a read/modify/write cycle. Updated the C and DRC MIPS cores
to use this new mechanism. [Aaron Giles]

Added new module x86emit.h which supports dynamic code generation for
both x86 and x64 systems. This new system is a far more complete
solution, though not all opcodes are defined yet. The interface for
this is also cleaner than the previous one defined in x86drc.h.
Existing DRC cores are still using the old interface, but the new one
is preferred for new development. [Aaron Giles]

Fixed recently introduced bug in the mips3 core that caused the C
core to launch off into nowhere after the first instruction.
[Aaron Giles]



New clones added
----------------
Undercover Cops (Alpha Renewal Version) [Guru]
Final Fight (US) [Corrado Tomaselli]



New games marked as GAME_NOT_WORKING
------------------------------------
Interstellar Laser Fantasy [Andrew Gardner]


0.118u3
-------


MAMETesters Bugs Fixed
----------------------
qbert0118u2gra [Aaron Giles]
zoom909_0118u2ora [Aaron Giles]



Source Changes
--------------
Updated dacholer.c driver with now all known Dip Switches. [stephh]

Changed MDRV_VBLANK_DURATION macro to accept subseconds directly
instead of converting from double. Added new macro USEC_TO_SUBSECONDS
to assist in this. Converted all drivers over to using it.
[Atari Ace]

Improved/fixed validation of memory maps to match current logic in
memory.c. Fixed a few problems that were identified this way.
Also removed construct_map_0 and isolated map construction to a
single function. [Atari Ace]

Added new AM_READ_PORT() macro which lets you define an input port
read callback based on a port tag. This is now preferred over the
previous technique of calling port_tag_to_handler() within an
AM_READ() macro. Updated all drivers that were using the latter
pattern to the new system. [Atari Ace]

Fixed subtle monymony regression from 0.36b10(!) [Atari Ace]

Fixed F8 CPU core to not clobbert the irq_callback on a reset.
[Wilbert Pol]

Amiga system updates: [Ernesto Corvi]
- Implemented the ECS-only BLTSIZV and BLTSIZH custom registers,
and modified BLTSIZE and the blitter to use them.
- Properly implemented the bit in VPOSR that indicates if we're
running on a PAL or NTSC Amiga.
- Fixed the PAL clock on the Pictomatic driver in alg.c

Added counter emulation to the COP420 CPU core. Hooked it up to
Thayer's Quest and added an alternate set. [Andrew Gardner]

Added missing PROMs to the Status Trivia driver. [Brian Troha]

Cleaned up several Taito drivers (opwolf.c, othunder.c, topspeed.c,
warriorb.c, wgp.c, rastan.c, rainbow.c, volfied.c) to use common
input port macros. Fixed the Dip Switches for all games (a few still
remain unknown though) and added many notes. Also fixed a couple of
things which were wrong in ninjaw.c driver. Improved the C-chip
emulation for "Operation Wolf" and its clones so it can now handle
multiple coinage settings. [stephh]

Improved the MCU simulation for aladbl so now the game handles coins
correctly. Fixed the Inputs to match an arcade cabinet and added
Dip Switches according to the game M68000 code. [stephh]

Added build tool to extract version information and add it to the
Windows version resource. [Nathan Woods]

Added a fairly complete WD33C93 SCSI controller emulation, and also
updated the cps3.c driver to use it. [Ernesto Corvi]

Hooked up lamps in Chase HQ. [R. Belmont, couriersud]

Changed NEC V30 CPU core to use a 16-bit data bus. Updated affected
drivers: raiden, raiden2, m72, m90, m92, m107, segas32, hng64,
deadang, dynduke, sengokmj, shanghai, lockon, tatsumi, fantland,
twins, gunpey, ttchamp. Separated V-series disassembler from the
i386 disassembler and updated it to use proper register and
opcode terminology. [Aaron Giles, Philip Bennett, Pierpaolo Prazzoli]

Changed I8086 CPU core to use a 16-bit data bus. Updated affected
drivers: gottlieb, leland, tx1, fantland, tetriunk. Cleaned up
naming of CPUs (i86 -> i8086, etc.) [Aaron Giles]

Added 16-bit handlers to a number of the shared PC components.
[Nathan Woods]

Consolidated common code between drc and non-drc MIPS cores.
[Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Aladdin (bootleg of Japanese Megadrive version) [stephh]



New clones added
----------------
Raiden Fighters (Italy) [Corrado Tomaselli]


0.118u2
-------

NOTE: If you are experiencing sound stuttering due to not being able
to run your display at >60Hz, please give the -speed option a try.
You should be able to run MAME at a small emulation speed decrease
in order to get the game under your monitor's refresh rate.



MAMETesters Bugs Fixed
----------------------
boogwing0118yel [Aaron Giles]
starblad0113u3red [Atari Ace]
mgakuen0106u1red [Atari Ace]



Source Changes
--------------
Fixed recently introduced regression in nemesis driver. [Atari Ace]

Improved fixes to the chdman CD creating code. [smf]

Updated amspdwy.c driver to fix the DIP Switches for 'amspdwy' which
are slightly different than the ones for 'amspdwya' which were
correct. [stephh]

Fixed HP Saturn CPU core disassembler. [Wilbert Pol]

Fixed clock speed and colors in Trivia Genius. [Lord Nightmare]

Cleaned up Taito drivers to use common defines for common input
ports across drivers. [stephh]

Removed redundant hard-coded definitions for Pole Position pedals.
[Alex Jackson]

Improved DIP switches for bombjack. [stephh]

Changed default layouts in BFM games to hide VFD by default since it
is not visible. [James Wallace]

Further improvements to the TMS5220 emulation and more unification
with the TMS5110 core. [Lord Nightmare]

Changed INI parsing to look for source file INIs in /source
first. This is to disambiguate INIs where the game name matches the
source filename. If the INI file is not found in /source,
then it is looked for in the as before. [Aaron Giles]

Merged Raiden memory maps. Cleaned up the COP emulation code in
Raiden 2. [Aaron Giles]

Added new experimental control for overall emulation speed. This
lets you specify how fast/slow the gameplay should happen relative to
the original. -speed 1.0 means run at normal speed. -speed 2.0 means
run at 2x speed. -speed 0.5 means run at half speed. Note that the
sound pitch is shifted as a result. If you are running early Namco
games that normally run at 60.60Hz, you can run them at -speed 0.99
and it should run at under 60Hz, which should prevent sound stuttering
if your monitor is not capable of greater than 60Hz refresh rates.
If this turns out to be useful, future versions may support a
-speed refresh parameter that automatically tweaks the speed to keep
you under your monitor's refresh rate. [Aaron Giles]

Fixed disassembly of V30 bit instructions. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
El Grande - 5 Card Draw [Roberto Fresca]



New clones added
----------------
Kickman [Aaron Giles]
Trivia ? Whiz (Edition 3 - Vertical) [Pierpaolo Prazzoli]



New games marked as GAME_NOT_WORKING
------------------------------------
Big Apple Games [Pierpaolo Prazzoli]
Thayer's Quest [Andrew Gardner]


0.118u1
-------


MAMETesters Bugs Fixed
----------------------
boogwing0118yel [Aaron Giles]



Source Changes
--------------
Fixed behavior of auto_realloc() so that it always reallocs from its
original pool. [Atari Ace]

Fixed divide-by-zero when running with -video none in some cases.
[Atari Ace]

ARM7 core fixes: [R. Belmont, Ryan Holtz]
- Fixed behavior when R15 is the source of a MOV
- Fixed flags calc for ADC/SBC
- Fixed flags calc for NEG
- Fixed flags calc for CMP
- Fixed time running backwards on Thumb instructions
- Fixed some ARM instructions doing indiscriminate change_pc()s

Fixed converting CD's containing audio that were ripped by cdrdao,
which was broken recently. The code is cleaner and more maintainable
now. [smf]

Fixed chdman_open() "w" to always create/truncate the file, leaving
"r+" to try opening first and then truncating. This matches behavior
in the core. [smf]

Added missing port 3/4 to M6803 cpu core. [Curt Coder]

Changed 6850ACIA to use MSB/LSB read handlers. [Curt Coder]

Fixed two minor bugs in the COP400 CPU disassembler. Hooked up the
internal 64 bytes of DATA RAM to the core. [Andrew Gardner]

Added support in the debugger for reading/writing memory without
translation. [Olivier Galibert]

MSM6242 updates: [Ernesto Corvi]
- Added support for 12/24 hour mode
- Added support for the HOLD bit

Galaxian driver updates: [stephh]
- fixed 'spcdraga' GFX ROMS loading
- 100% verified Dip Switches for all sets
- added long notes for all sets

Significantly revamped the tilemap rendering code. There are now only
two tilemap types, based on whether or not you want transparency
based on pen or color. All existing tilemap effects are built on top
of these two modes. The internal tilemap handling code has been
reorganized and simplified in a number of cases. For most games, this
change is transparent (har har), apart from the change in tilemap
type values. Several concepts within the tilemap system now have
different terminology for clarity and to remove some ambiguous naming
('priority', for example, was overloaded). A small tutorial and better
documentation is now present at the top of tilemap.h and provides
more details of the changes. [Aaron Giles]



New games marked as GAME_NOT_WORKING
------------------------------------
Mahjong Almond Pinky [BET] (Roberto Fresca)
Jack Potten's Poker (bootleg 2) (Roberto Fresca)


0.118
-----


Source Changes
--------------
Changed INI parsing so that mame.ini is parsed twice, picking up
changes to the inipath. [Aaron Giles]

Fixed bug in options handling introduced with recent changes.
[Nathan Woods]

Fixed macros in stvcd.c to work with C89 compilers. [Mike Haaland]

Fixed some more 64-bit warnings and unused functions.
[Oliver Stoneberg]

Fixed DIP switch "Difficulty" in fstarfrc. Also added DIP locations
to the tecmo16 driver. [BisonSAS]

Simplified the nemesis video driver code. [Atari Ace]

Modularized the TMS5220 code. [Lord Nightmare]

Fixed issues with recent R-Type ROMset. [Brian Troha]

Fixed a number of issues in the HD6309 core. [Darren Atkinson]

Sync with AGEMAME: [James Wallace]
* removed the 'lamps.c' module from the source tree
* cleaned up names in the BFM BD1 driver
* moved VFD drawing functions out of the video update
* overhauled the sound system in the MPU4 driver

Changed windows builds so that all tools use the utf8_main entry
point consistently. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Dancing Stage Euro Mix 2 [smf]



New clones added
----------------
Maximum Force (No Gore version) [Brian Troha]



0.117u3
-------


MAMETesters Bugs Fixed
----------------------
headon0117u2ora [Aaron Giles]
numpadremap0117u2gra [Aaron Giles]
joystick0117u2gra [Aaron Giles]
NewUI0117u2ora [Aaron Giles]
mtrap0117u2ora [Aaron Giles]
verifyroms0117u2ora [Aaron Giles]



Source Changes
--------------
Added some more setup code for the Naomi driver. [R. Belmont]

Improved DIP switches in powerins driver. [BisonSAS]

Added some basic cdrom switching to the system 573 driver. Hooked it
up for best of cool dancers to work and the Club versions. Added
DIP locations. Moved fake switches to the configuration menu. [smf]

Added preliminary video hw emulation and sound support to the
2 Minute Drill driver. [Tomasz Slanina]

Added an optional vsync callback to the TIA emulation to allow a
driver to dynamically change the screen configuration. [Wilbert Pol]

Cleaned up redundant function names. [Atari Ace]

Changed CreateWindowEx() call to be win_create_window_ex_utf8(),
removing the need for a string conversion. [Nathan Woods]

Fixed running the konamigx BIOS on its own do what it should:
display a scrolling marquee telling the operator to attach
a ROM board. [Alex Jackson]

Added new debugger commands for hardreset and softreset.
[Nathan Woods]

Added built-in support for 14-segment and 16-segment LEDs with
comma/period additions. Split vacfdisp into component specific
drivers. The system now supports the Rockwell 10937 (aka MSC1937)
and 10957, as well as the BD1. All relevant drivers have been
updated with the new code, and new layouts have been prepared.
[James Wallace]

Fixed a few more 64-bit build errors. [Aaron Giles]

Separated build tools from general tools. Build tools are now located
in the build/ subdirectory. [Aaron Giles]

Added new general library module astring.c, which supports allocated
strings of arbitrary length and a number of basic functions on them.
[Aaron Giles]

Replaced assemble_x_strings() functions with the astring equivalents.
Updated code in several places to use astrings where appropriate.
[Aaron Giles]

Added new tool src2html which is used to convert the MAME source tree
to HTML format with linked include files and color coded keywords
and comments. [Aaron Giles]

Converted the memory pool code to a more generic resource pool.
Changed internal MAME tracking of timers and save state registrations
over to using the new system. [Aaron Giles]

Removed underscores from some keycode token names. Thus,
KEYCODE_0_PAD now becomes KEYCODE_0PAD. This is to prevent confusion
when parsing multiple keyboard items. Due to this change, also removed
imperfect backward compatibility with older configs; some mappings
will still work, but some won't. Note that this change will also
break some existing ctrlr files; new ones will be provided.
[Aaron Giles]

Did some cleanup of the tilemap interfaces. Changed tilemap type
constants to be an enum prefixed by TILEMAP_TYPE_* instead of simply
TILEMAP_*. Removed unused members from the tile_info structure.
[Aaron Giles]



New clones added
----------------
Cross Blades! (Japan) [Stefan Lindberg]
Shadow Force (Japan Version 2) [Stefan Lindberg]
Dig Dug (Sidam bootleg) [David Haywood]
Dance Dance Revolution Best of Cool Dancers [smf]



New games marked as GAME_NOT_WORKING
------------------------------------
Astron Belt [Andrew Gardner]
Cobra Command (Sega LaserDisc Hardware) [Andrew Gardner]
Galaxy Ranger [Andrew Gardner]
Star Blazer [Andrew Gardner]



0.117u2
-------


MAMETesters Bugs Fixed
----------------------
joystickremap0117u1gra [Aaron Giles]
mallocerror0117u1gra [Aaron Giles]
mouse0117u1gra [Aaron Giles]
newinterface0117u1gra [Aaron Giles]
tapper0102gre2 [Ernesto Corvi]
timber0100u3gre [Ernesto Corvi]
tapper0102gre1 [Aaron Giles]
timber099gre [Aaron Giles]
mcr0103u3yel [Aaron Giles]
dotrone0101u5yel [Aaron Giles]



Source Changes
--------------
Imola GP updates: [Phil Stroffolino]
- renamed from "monzagp"
- the leds are fully mapped
- fixes for blitter modes, that affect the "tunnel" area
- dipswitch/port fixes; game now starts in attract mode, rather
than immediately starting
- placeholder (handpicked) colors

Updated DIP switches for topland & ainferno according to their
manuals. [Fabio Priuli]

More SH-4 core improvements: [Samuele Zannoli]
- fixes some problems in the disassembly and instruction execution
from the previous patch
- adds interrupt management
- implements register bank switching
- adds RTC timer counters
- adds memory refresh timer
- adds three timers of the TMU
- adds a configuration structure that specifies the processor mode
pin settings
- internal processor clock frequencies calculated from mode pins and
cpu clock
- systems using the sh4 processor secify its configuration structure

Fixed some DIP switches in littlerb. [Sonikos]

Made some minor code quality changes across the code: [Atari Ace]
- avoided exporting a few global variables
- fixed variable names that conflicted with typedef names
- removed some shadow variables that were bugs or unnecessary
- removed extraneous #defines

Fixed up sc61860 core, f3853 core, and pckeybd.c to work with new
timing code. [Nathan Woods]

More TIA improvements: [Wilbert Pol]
- fixed some minor missile graphics positioning issues
- moved some initialization code from tia_init to tia_reset

Fixed a few errors related to headers in the source code. Added
missing self-includes, removed dead prototypes, and added location
comments in headers in mame/includes. In a few cases the audit
showed items that didn't need to be exported so they were made
static. [Atari Ace]

Cleaned up the inputs in gdrawpkr and changed the hold buttons to
"discard" since they are in fact discard buttons. [Roberto Fresca]

Added support for 14- and 16-segment LED displays to the MAME
artwork system. [Dirk Best]

Fixed button 4 of player 2 inputs in bloodwar. [Barry Harris]

Connected S14001A speech to the wolfpack driver. [Lord Nightmare]

Fixed incorrect implementation of SSIO volume controls in the MCR
driver. This makes the engine sound in Spy Hunter audible again,
among other things. [Ernesto Corvi]

Added support back for the "none" option for the various *_device
options. [Nathan Woods]

Fixed HD6309 dissaembly of the post-byte for ,W++ and ,--W.
[Captain Ahab]

Updated the 6532 riot interface to be more like the 6522via and
6821pia interfaces. [Wilbert Pol]

Improved -listxml output to reflect new BIOS flag. New attribute
isbios="yes" indicates that a given game is a BIOS. [Aaron Giles]

Further tweaks to the game selection UI: [Aaron Giles]
- disabled the tab key
- added hook for general input configuration from the menu
- split set names from friendly names into left/right columns
- added a background to the descriptive names of clones
- if you start with the game selection menu, hitting Esc to exit
a game brings you back to the menu rather than quitting
immediately
- fixed logic so that INI files are reloaded for each game

Moved INI file handling fully into the core. As a side-effect of this
change, .ini is no longer parsed. Changed -createconfig to
always output mame.ini instead of .ini as a result.
[Aaron Giles]

Renamed run_game() to mame_execute(). The game driver is no longer
specified as a parameter; rather, this information is extracted from
the options via OPTION_GAMENAME. [Aaron Giles]

Fixed raw input-based lightgun buttons. [Aaron Giles]

Cleaned up options.c code. Added priority levels to options as they
are set. New options are only accepted if they have greater or equal
priority to a previous change. Added new function options_revert() to
revert options below a given priority to their defaults. Changed
options_get_string() so that it always returns a valid string
(never NULL). Invalid strings are returned as empty strings.
[Aaron Giles]

Added new functions core_filename_extract_base() and
core_filename_ends_with() to corefile.h. [Aaron Giles]

Changed menu rendering a bit. Added a background hilight to more
strongly emphasize the current item. Added rendered arrows to indicate
more items on the top/bottom and to indicate selection options in the
DIP switch menus. Changed hilighting to be a bit less garish. Fixed
repeat rates on keys to no longer be tied to the framerate.
[Aaron Giles]

Added support for page up/page down generically in menus. Also made
pause toggle work while menus are visible. [Aaron Giles]

Changed render_textures to allocate in a pool model, to avoid high
memory overhead when allocating large numbers of textures (for example
in the 14- and 16-segment LED displays). [Aaron Giles]

Fixed a number of 64-bit compiler warnings. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
King Pin [Andrew Gardner]
King Pin Multi-Game [Andrew Gardner]



0.117u1
-------


MAMETesters Bugs Fixed
----------------------
brkthru091u1gra [Luigi30]
debbuger+psx_0117ora [Aaron Giles]
cbtime0117red [Zsolt Vasvari]
hotpinbl0117gra [Roberto Fresca]
batrider0114red [Alex Jackson]
battleg0113u4red [Alex Jackson]
battleg0116u1ora [Alex Jackson]



Source Changes
--------------
Fixed bug in screenless systems. [Nathan Woods]

Fixed crash in chd code if reading beyond the end of the file.
[Roman Scherzer]

Moved Sand Scorpian and Gals Panic over to use the Pandora emulation.
Also fixed some problems in the pandora emulation which improves the
sprites in Djboy. [David Haywood]

Added new function timer_call_after_resynch(), which effectively
sets a zero-duration timer for resynchronization. Replaced instances
of zero-duration timers in the code with this more descriptive call.
[Zsolt Vasvari]

Defined new macro TIMER_CALLBACK, which should be used to wrap
timer callbacks. Added a running_machine * parameter to timer
callbacks. Updated all existing timer callbacks to use the new
macro. [Zsolt Vasvari]

Added more opcode decryption to gussun. [Robiza]

Added discrete sound to headon and clones in vicdual.c. [couriersud]

Added two inverter oscillators supporting enable and mixing in signals
to discrete.h / disc_wav.c. [couriersud]

Fixed a few bugs in the change lanes video emulation. [Adam Bousley]

Updated the monzagp driver into a somewhat playable state. There are
still some graphics problems. LEDs still need to be hooked up for
score/time-remaining display. [Phil Stroffolino]

Neo-Geo update: [Zsolt Vasvari]
- BIOS only driver 'neogeo' no longer crashes
- Cleaned up memory banking code to use memory_set_bank() instead
of memory_set_bank_ptr()
- Fixed LEDs

Improvements to the toaplan2 driver: [Alex Jackson]
- Replaced byteswapped truxton2 M68K program ROM with correct one
- Fixed sound CPU communications in the Raizing games. This is
educated guesswork, but it's more complete and probably more
correct than what was there before, and doesn't rely on excessive
use of cpu_yield()
- Added more information about the Raizing sets to the comments in
the driver, and corrected some errors
- Reorganized the Battle Garegga sets in a more sensible fashion

Reworked input system to push more features into the core. Cleaned
up architecture to properly separate dependencies. Please note that
this change only addresses the lower layer of input handling. The
upper layer (i.e., input port handling at the driver layer) remains
the same. [Aaron Giles]

Major changes include:

* Removed the concept of os_code from the system. Now all codes
are defined via a set of macros in input.h. Each code is a 32-bit
value that encodes a device class, device index, item class,
item modifier, and item ID.

* Removed OSD functions osd_get_code_list() and osd_get_code_value().
Instead, the OSD layer during osd_init() must register one or more
devices and the input items attached to each device via two new
functions input_device_add() and input_device_item_add().

* Separated input sequence code into new module inputseq.c.

* Moved support for the following options into the core: -mouse,
-joystick, -lightgun, -steadykey, -offscreen_reload, -joy_deadzone,
-joy_saturation, -paddle_device, -adstick_device, -pedal_device,
-dial_device, -trackball_device, -lightgun_device,
-positional_device, -mouse_device. The OSD layer should simply
register all devices at osd_init() time and allow the core to
enable/disable them according to the options.

* Added two new options: -multikeyboard and -multimouse. By default,
both options are OFF. When OFF, the core will combine all keyboard
or mouse input into a single keyboard or mouse device. When ON,
these options instruct the core to keep inputs for each keyboard
and/or mouse independent.

* Added new option: -joystick_map. This option allows for a 9x9 grid
to be specified which controls analog-to-digital mapping of
joystick inputs.

* Changed the Windows implementation of input handling to fully
support the raw input interfaces for keyboard and mouse.
DirectInput is still used for all joystick inputs, as well as for
keyboard and mouse inputs on pre-Windows XP systems. This allows
for multiple keyboards and mice to be supported. Also changed
keyboard and mouse behavior to use non-exclusive mode in
DirectInput, and to keep the devices alive during pause for more
consistent input handling.

* Broke windows.txt into config.txt, which contains all common
core-supported options and commmands, and windows.txt, which now
only lists Windows-specific additions.

Added support for frame update callbacks, similar to pause and exit
callbacks but called at the same time as osd_update(). [Aaron Giles]

Changed osd_init() to no longer return a value. OSD initialization
should now rely on fatalerror() to report fatal initialization
problems. [Aaron Giles]

Added new function mame_schedule_new_driver() which allows for a new
driver to be queued after a hard reset. [Aaron Giles]

Added experimental new minimal game selection user interface. This
interface can be accessed if MAME is started with no parameters, or
via the main menu by choosing "Select a New Game". This interface
allows you to select a game driver by typing in the name of the game.
As you type, MAME's fuzzy name matching code will list the top 15
selections that match. The interface will only display games that
it finds in your rompath. [Aaron Giles]

Added "empty" driver which is used to host the game selection screen
when no valid game is selected. [Aaron Giles]

Changed behavior in the Windows build so that double-clicking on
MAME brings up the new game selection interface. [Aaron Giles]

Removed the NOT_A_DRIVER flag which was overloaded to mean two
different things. There are now two new flags: GAME_IS_BIOS_ROOT
indicates that a particular driver represents a BIOS rather than
a full game. And GAME_NO_STANDALONE indicates that the given driver
should not be listed or permitted to execute on its own. For MAME,
most BIOSes are executable on their own, so they have the
GAME_IS_BIOS_ROOT flag set but not the GAME_NO_STANDALONE flag.
[Aaron Giles]

Added new routines mame_openpath(), mame_readpath(), and
mame_closepath() for iterating over all files in a path specification,
including support for multiple paths. [Aaron Giles]

Changed audit interfaces to take a game_driver * instead of a game
index. [Aaron Giles]

Changed driver_get_approx_matches() and driver_get_count() APIs to
work on arbitrary driver lists rather than being hard-coded to the
static driver list. Renamed the functions from driver_get_* to
driver_list_get_* [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Sliver [Tomasz Slanina]



New clones added
----------------
Space Dragon (Moon Cresta bootleg) [David Haywood]
Battle Garegga - Type 2 (Europe / USA / Japan / Asia) [Alex Jackson]



New games marked as GAME_NOT_WORKING
------------------------------------
Gals Panic (US, EXPRO-02 PCB) [David Haywood]
Balloon & Balloon [Pierpaolo Prazzoli]


0.117
-----


MAMETesters Bugs Fixed
----------------------
gauntleg0116u4red [Zsolt Vasvari, Aaron Giles]
vlm5030_0116u4gre [Zsolt Vasvari]
tetrisp2_0116u4red [Zsolt Vasvari]
primrage0116u3yel [Aaron Giles]
debuggerandmt_0116u2red [Aaron Giles]
memleak0116u4ora [Aaron Giles]
term2_0116u1yel [Aaron Giles]



Source Changes
--------------
Added save state support to bzone.c games. [R. Belmont]

Fixed missing sound in Leprechaun. [Zsolt Vasvari]

Fixed some bugs involving empty or null ROM regions. [Nathan Woods]

Fixed potential crash in speglsht driver. [Atari Ace]

Changed the 6532riot code to split r6532_init into r6532_init and
r6532_reset. [Wilbert Pol]

Fixed CPS3 code to be big-endian friendly. [R. Belmont]

Added alpha blending effects to the CPS driver and improved sprite
positioning. [David Haywood]

Moved "Pandora" sprite chip implementation to its own file. Updated
Snow Bros, Air Buster, DJ Boy and Heavy Unit to use ths new generic
implementation. [David Haywood]

Fixed regression in segasyse driver. [Zsolt Vasvari]

Reverted patch to the 6526CIA as it was causing issues with Amiga/
Arcadia emulation. [Pete Rittwage]

Deduced a few more opcodes for gussun. The game now boots and you
can coin up. [robiza]

Fixed regression in vmetal and tatsumi drivers. [Zsolt Vasvari]

Fixed Taito version of chinhero. [Zsolt Vasvari]

Simplified code in tms9928 video system. [Zsolt Vasvari]

Fixed ROL opcode in the 68000 emulator. [Zsolt Vasvari]

Cleaned up tiny MAME target. [neoforma]

Fixed regression in Exidy sounds. [Zsolt Vasvari]

Improved accuracy of mame_timer_scale_up. [Aaron Giles]

Rotated the mame_rand() results by 16 bits to reduce periodicity of
the resuls. [Aaron Giles]

Fixed winalloc.c to be thread-safe. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Taisen Hot Gimmick 4 Ever (Japan) [Guru, David Haywood]



New clones added
----------------
Photo Finish [Tomasz Slanina]
Golden Poker (no double up) [Roberto Fresca]



New games marked as GAME_NOT_WORKING
------------------------------------
39 in 1 MAME bootleg [R. Belmont, Guru]
Super Pool (Italy) [Roberto Fresca]
Guitar Freaks 6th Mix (G*B06 VER. JAA) [smf]
Guitar Freaks 11th Mix (G*D39 VER. JAA) [smf]



0.116u4
-------


MAMETesters Bugs Fixed
----------------------
kinst0116u3gra [Zsolt Vasvari]



Source Changes
--------------
Changed system1 driver back to using SN7489A. [Lord Nightmare]

Fixed the road graphics, fixed the rest of the missing gfx, added
collision detection, and added save states to the changela driver.
Also fixed the colors. [Adam Bousley]

Changed all drivers to use the mame_timer_* calls. Deprecated the
old double-based timer calls. [Zsolt Vasvari]

Changes the last few instances of rand() to mame_rand() and added a
#define to prevent it from being used again. [Zsolt Vasvari]

Made many of the static info_list*() functions in clifront.c public.
[Dave Dribin]

Fixed regression crashes in maxaflex.c, megadriv.c, monzagp.c,
tetriunk.c, and gticlub.c. [Atari Ace]

Some more TIA graphics and sound improvements: [Wilbert Pol]
- INPT4 and INPT5 are now read when needed instead of by a timed
function. This removes the need for the tia_init_pal function.
- Improved handling of the HMOVE functionality
- Added code to reduce the flickering caused by some Atari 2600 games
- Improved the sound poly generation.
- Improved the handling of POLY5_DIV3 sound mode.

Updated djboy driver: [Phil Stroffolino]
- support for djboyj; same MCU, but ROM banking bits need to be XOR'd
- fixed state handling for game over/win transitions
- fixes for dipswitches
- added coinage support

Fixed a few places where driver code was not properly hooked up.
Most cases were benign, but in a couple of instances, save state
support was disconnected, and in one case it fixes a potential crash.
[Atari Ace]

Fixed regression in Space Raider. [Zsolt Vasvari]

Improved frameskip behavior in the Gaelco 3d driver. [couriersud]

Fixed palette regression in warpwarp/geebee. [Atari Ace]

Added support to chdman to cope with toc files created with cue2toc.
[smf]

CPS3 updates: [David Haywood, ElSemi]
- Corrected Clock speed, used idle skipping instead of reducing the
clock speed.
- Optimized some GFX functions. It now only decodes RAM based tiles
when it needs to draw them, not every single time the data changes
- Added support for CD flashing
- Added support for alternate BIOS sets
- Changed code to use a custom render function

Found a number of additional encrypted opcodes for gussun. [robiza]

Simplified the internal handling of BIOS sets. Instead of there being
an extra structure, the BIOS information is now embedded in the ROM
definition for each BIOS. [Atari Ace]

Fixed 2nd player inputs in Millipede. [Mike Haaland]

Fixed crash in evilngt due to missing CD image. [R. Belmont]

Fixed crash in cfarm/cclown due to out-of-bounds parameter.
[R. Belmont]

Added stricter checking in cdrom.c to prevent crashes in games when
no CD-ROM is present. [R. Belmont]

Fixed regressions in dkongjr and pestplce due to incorrect memory map
and rendering too many sprites. [couriersud]

Fixed SUBTARGET=tiny builds. [neoforma]

Hooked up P1 joystick inputs for P2 in Upright mode in a number of
black & white 8080 games. Removed cocktail settings for games where
it is not appropriate. Enabled dual player game in spclaser.
[Mike Haaland]

x64 compilation fixes: [Oliver Stoneberg]
- some VS2005 x64 warning fixes
- enables the x64 porting warnings in VS2005
- adds win_create_window_ex_utf8() to get rid of some
tstring_from_utf8() usage
- removed win_extract_icon_utf8()

Improved color decoding in Irem M62 games. [Zsolt Vasvari]

Synchronized MAME and AGEMAME versions of the MPU4 code. Improved
Connect4 layout. Simplified much of the code.
[James Wallace, Atari Ace]

Improved the 6532riot timer implementation. Implemented irq callback
support. [Wilbert Pol]

Updates to the minx CPU core: [Wilbert Pol]
- Fixed TEST (94,95,96, and 97) instructions.
- Fixed 2 MOV instructions (BE and BF).
- Fixed one AND instruction (DC).

Simplified interrupt handling in the z80gb core. [Wilbert Pol]

Hooked up lamps in Afterburner 2 driver. [Zsolt Vasvari]

Fixed missing sound in PGM games. [Zsolt Vasvari]

Fixed Millipede sprites in cocktail mode. [Mike Haaland]

Fixed behavior of the RC filter in ddrible and ironhors. [couriersud]

Added wrap around x for sprites in the m92 driver.
[Pierpaolo Prazzoli]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Change Lanes [Adam Bousley]
DJ Boy [Phil Stroffolino]



New clones added
----------------
B.Rap Boys (World) [Brian Troha]



New games marked as GAME_NOT_WORKING
------------------------------------
Final Godori [Pierpaolo Prazzoli]



0.116u3
-------


MAMETesters Bugs Fixed
----------------------


Source Changes
--------------
Simplified CPS3 decryption function. [Nicola Salmoria]

Fixed potential double free in PNG code. [Nathan Woods]

Fixed warnings generated by newer gcc compilers. [R. Belmont]

General driver cleanups: [Zsolt Vasvari]
- changed some more global ęMachineł to local ęmachineł
- standardized on the function name ędraw_spritesł
- removed some antiquated boilerplate comments

Updated FM emulator to use mame_time instead of double. Removed old
neogeo hack from FM code as it appears to no longer be necessary.
[Zsolt Vasvari]

Updated all sound cores to use mame_time instead of double.
[Zsolt Vasvari]

Populated several more Irem CPU opcodes for gussun. [robiza]

Fixed CPS3 code to work on big-endian systems. [R. Belmont]

Fixed code_to_token() to prevent potential buffer overflows.
[Atari Ace]

Fixed crashes in non-working drivers dynablsb and driveyes.
[Atari Ace]

Changed all CPU coresł internal timers to the mame_timer* functions
as well as the remaining couple of core files that still used
timer_alloc(). After this, none of the emu/* files have any old style
timing code left. [Zsolt Vasvari]

Various CPS3 updates as documented on Haze's blog. [David Haywood]

Fixed type in BLENDER2_32 function in the n64 video code.
[Christophe Jaillet]

Created a new resistor network interface for computing palettes from
color PROMs and component values on the PCB. Fixed several issues
with the previous implementation. [couriersud]

Donkey Kong driver update: [couriersud]
- added sprite ram bank switching from schematics
- combined memory maps
- first attempts on decoding m58815
- radarsc1 driver for radarscope trs01 hardware
- all drivers use VIDEO_RAW now
- fixed cocktail issues
- combined io and sound memory maps
- implemented background handling (disable prom /CS line) in all
dkong drivers

Extended the flt_rc filter to support highpass filtering. Fixed the
lowpass filter to actually do a lowpass filter. Hooked up the filter
to King & Balloon and updated several other drivers to the new
interface. [couriersud]

Added support in the main makefile for profiling. Set PROFILE=1 to
turn this on. [Christophe Jaillet]

Updated djboy driver to almost fully playable state.
[Phil Stroffolino]

Temporarily reverted input code back to 0.116 baseline pending deeper
analysis and upcoming core changes to simplify the OSD layer for input
management. [Aaron Giles]

Changed a number of stderr fprintf's in the Windows OSD code to
mame_printf_error and mame_printf_warning calls, as appropriate.
[Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
DaiDaiKakumei (Japan) [Hau, Team Japump!]
CPS3 games: [David Haywood, Andreas Naive, ElSemi]
Street Fighter III: New Generation
Street Fighter III 2nd Impact: Giant Attack
Street Fighter III 3rd Strike: Fight for the Future
JoJo's Venture
JoJo's Bizarre Adventure: Heritage for the Future
Warzard



New clones added
----------------
The Tin Star (set 2) [David Haywood]
Car 2 (bootleg of Head On 2) [David Haywood]
Radar Scope (TRS01) [couriersud]
Crouching Tiger Hidden Dragon 2003 Super Plus alternate [JohnBoy]
Pop Flamer (bootleg on Naughty Boy PCB) [David Haywood]



New games marked as GAME_NOT_WORKING
------------------------------------
Missile Combat (Videotron bootleg) [David Haywood]
Aladdin (bootleg of Japanese Megadrive version) [David Haywood]



0.116u2
-------


MAMETesters Bugs Fixed
----------------------
adk0116yel [Zsolt Vasvari]
neodrvr0116u1red [Zsolt Vasvari]
strhoop0116u1red [Zsolt Vasvari]
wb3_0116u1gre [Aaron Giles]



Source Changes
--------------
Fixed regressions in Gridlee and Gomoku. [Zsolt Vasvari]

Fixed some unicode build issues in the Windows code.
[Oliver Stoneberg]

Updated a number of games to correctly use the SN76489 instead of the
SN76496, which was a later design. [Justin Kerk, Lord Nightmare]

Cleaned up the exports from a number of drivers, adding static
qualifiers to functions and variables t hat don't need to be exported
and have generic sounding names. [Atari Ace]

Updated numerous drivers to remove the use of global Machine wherever
possible. Also reviewed the clipping regions and made changes to
ensure the passed-in cliprect was honored. [Zsolt Vasvari]

Cleaned up the Dooyong driver: [Vas Crabb]
* Consolidated and streamlined tilemap callbacks
* Took better advantage of MAME's tilemap caching by building
larger tilemaps so they don't need to be invalidated as often
* Interpreted sprite Y position as signed 9-bit value in
rshark/superx (fixes some glitches)
* Added more explanatory comments to help others reading the code

Changed a number of mame timer objects from void * to mame_timer *.
[Atari Ace]

Fixed a couple more Irem CPU opcodes to improve Match It 2.
[Robiza]

Fixed collision detection bug in thunderX. [Shimapong]

Initial cut at working CPS3 driver. Basically works but has a lot
more work to be done to finish it up.
[David Haywood, Andreas Naive, Tomasz Slanina, ElSemi, Philip Bennett]

Fixed minor cycle timing issue in 6809 CPU core. [Ernesto Corvi]

Neo-Geo updates: [Zsolt Vasvari]
* Fixed several regressions from previous update
* Added LED outputs
* Improved smaller visible area configuration

Fixed some incorrect information in the Neo Geo ROMsets. [JohnBoy]

Integrated platform-specific changes into the core makefile, mostly
taken from the SDLMAME makefile. Changed the MAMEOS configuration
variable to OSD, indicating which OSD layer is being compiled. Added
a new configuration variable TARGETOS which specifies the target OS
platform. [Aaron Giles]



New clones added
----------------
Punch-Out!! (Italian bootleg) [David Haywood]



New games marked as GAME_NOT_WORKING
------------------------------------
Mini Boy 7 [Roberto Fresca]



0.116u1
-------


MAMETesters Bugs Fixed
----------------------
shanghai0116red [Aaron Giles]
bldwolf061gre [Robiza]
superx0116gre [Robiza]
matchit2_0116ora [Robiza]
qix0116yel [Aaron Giles]



Source Changes
--------------
Fixed scanline address reporting in the qix driver. [Zsolt Vasvari]

Rewrote Neo-Geo driver again based on information from Charles
MacDonald. This update fixes a number of issues with the previous
attempt. [Zsolt Vasvari]

Added support for multiple keyboards: [Andrew Kurushin]
- added multikeyboard input support through RAWINPUT mechanism
(up to 8 simultaneous keyboard inputs
- fixed RAWINPUT device registry enumeration bugs

Fixed the reset mode in CDP1802. [Curt Coder]

Fixed a number of errors and simplified the code significantly in the
ptm6840 code. [Atari Ace]

Fixed offset for sprite and layers in fcrash driver. [Robiza]

SH4 CPU core improvements: [Samuele Zannoli]
- corrected opcode decoding and decodes all opcodes of sh4
- corrected disassembly and added support for all instruction of
sh4 not in sh2
- now disassembles all fpu instructions
- changed cpu to little-endian (sh4 can be either big or little)
- corrected which data is read and written from memory
- added registers fpul and dbr
- added (non-fpu) instructions of sh4 non present in sh2
- added four fpu instructions
- modified memory-mapped internal register management so that all
internal registers can be actually used
- added file sh4regs.h with defines for all sh7750 internal registers
- implemented internal registers for memory refresh
- removed some internal registers of sh2 not present in sh4
- added preliminary support for internal cache used as ram

Updated CPS2 decryption bit order to match what is likely the original
order. [Nicola Salmoria]

Fixed a few warnings that show up with -Wextra.
[Atari Ace, Zsolt Vasvari]

Fixed toaplan2.c so that OKI6295 sample ROM bankswitching via one
of the spare data lines on the coin mechanism port is only hooked up
in the one game that's actually wired this way (shippumd). [AWJ]

Updated the scrambls protection implementation to use equations based
on the implementation from fpgaarcade.com. [Mark McDougall]

Improved GCD computations in the rendlay.c code. [Christophe Jaillet]

Fixed numerous regressions in the 0.116 release.
[Zsolt Vasvari, Aaron Giles]

Switched driver code to exclusively using mame_rand() instead of
rand(), to improve consistency of results. [Aaron Giles]

Improved MCU timing and communication in the qix driver. Still a few
issues remain. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Match It II [Robiza]


0.116
-----


MAMETesters Bugs Fixed
----------------------
oscar0111u3yel [ShimaPong]
toypop0115u4red [Aaron Giles]
profpac0115u4gre [Aaron Giles]
seawolf2_0115u2gra [Aaron Giles]
konek0115u4yel [Aaron Giles]
9ballsht0115u3gre [Aaron Giles]
csuperas0104u7gre [ShimaPong]
exerion0112u4yel [ShimaPong]



Source Changes
--------------
Major Donkey Kong driver update: [couriersud]
- Implemented discrete sound from schematics: dkong, radarscp
- Implemented discrete background from schematics for radarscp and
various effects:
- blue to black to blue background
- exact priorities
- Grid will flip open and close, vertical flipping on hit.
- Changed inputs for radarscp
- Color generation from schematics (resistor mixer) for
radarscp, dkong, dkongjr and dkong3

Added new components to the discrete sound system: [couriersud]
- Added a "inverter oscillator" component. This can also be used as
a raw sine generator - needed by radarscp.
- Added a "integration circuit" based on transistor and RC
- Added a "modulated RC discharge" component.

Removed unused return value from VIDEO_START callbacks.
[Zsolt Vasvari]

Improved independence of CPU and sound core variants in order to make
them more properly separated by the existing compile-time flags.
[Atari Ace]

More TIA updates from MESS: [Wilbert Pol]
- Rewrote drawing of playing graphics
- Improved handling of player graphics reset signals
- Improved handling of HMOVE signals

Updates to Change Lanes: [Adam Bousley]
- fixed the broken graphics
- fixed the dipswitches
- hooked up the steering wheel controls
- made some changes to the sprite and text layers based on schematics

Fixed up a number of places where malloc results weren't being checked
correctly. [Atari Ace]

Renamed palette_set_color() to palette_set_color_rgb().
palette_set_color() now matches palette_get_color() and deals in
rgb_t data only. Also changed palette_set_colors() to deal with rgb_t
data instead of R,G,B triples. [Aaron Giles]

Flattened colormap and palette in the 1942 driver. [Aaron Giles]

Removed usage of unsigned char/short/int from the drivers code in
favor of UINT8/UINT16/UINT32.



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Mahjong G-Taste [David Haywood]



New clones added
----------------
Buzzard [Zsolt Vasvari]



0.115u4
-------


Source Changes
--------------
Fixed a number of games to explicitly use the SN76489 now that it
behaves differently from the SN76496. [Lord Nightmare]

Fixed inputs in Ace Attacker. [Barry Gemma]

Fixed ledutil.c to work for USB keyboards again. [ahofle]

Improved colors in Safari Rally. [Zsolt Vasvari]

Fixed stobe light in Space Encounters. [Zsolt Vasvari]

Refactored the Dooyong video hardware to take advantage of tilemaps.
Also included priority fixes. [Vas Crabb]

Astro Fighter driver update: [Zsolt Vasvari]
- Added memory map/interrupt/video timings from schematics
- Hooked up SN76477 to Tomahawk 777
- Switched the two Tomahawk 777 sets. The newer version is now the
main set and the older has been renamed to tomahaw1
- General driver clean-up

Removed unused return value from MACHINE_START and SOUND_START.
[Zsolt Vasvari]

Changed save state code to not save any palette information if no
palette is used. [Zsolt Vasvari]

Simplified a number of videoram write handlers by removing extraneous
dirty checking. [Aaron Giles]

Added support for scaling graphics layouts automatically. The X and Y
scale factors are specified in the gfx_decodeinfo structures. Updated
the MCR driver to use this feature. [Aaron Giles]

Removed colortables from a number of drivers that didn't need them.
Also converted pacman and mappy drivers to collapse the colortable
and palette. [Aaron Giles]

Removed a number of common but useless and/or frequently incorrect
comment patterns throughout the code. [Aaron Giles]



New clones added
----------------
Asuka & Asuka (World) [Corrado Tomaselli]



0.115u3
-------


MAMETesters Bugs Fixed
----------------------
connect4_0115u1ora [Luigi30]



Source Changes
--------------
Fixed PIA numbers in revamped Spiders driver. [Zsolt Vasvari]

Updated TIA graphics code is the code from the MESS repository. Also
updated tourtabl driver to accommodate the changes. [Wilbert Pol]

Fixed Space Firebird so that the sprites are opaque with respect to
each other and bullets, but transparent with respect to the star
field. [Zsolt Vasvari]

Fixed subtle behavior in handling of PIA port A. This allows for the
removal of hacks in the Qix driver and the Williams driver.
[Zsolt Vasvari]

Cleaned up the tilemap get_info callbacks: [Atari Ace]
* regularized and clean up the existing callbacks
* changed some callbacks to use int tile_index as the parameter
so that all callbacks use consistent naming
* folded some direct uses of tile_info.flags into calls to
SET_TILE_INFO()
* changed the Konami drivers to manipulate the tile_info global only
within the tile_get_info callbacks
* replaced all the callback declarations with TILE_GET_INFO()
wrappers
* changed the interface to pass tile_info as a parameter and made
tile_info a static variable only accessible inside tilemap.c.

Significant changes to the berzerk driver: [Zsolt Vasvari]
- Video timings, memory map and interrupt system implemented from
schematics
- Hooked up colors according to the schematics as well. The colors
changed significantly. For example the yellow robots are now
more like a mustard color.

More ARM wrestling: [R. Belmont]
- Fixed error in carry propagation on ALU opcodes of the form
ALU r1, r2, r3 SHIFTEROP #imm
- Fixed Thumb ADD instructions where the PC is involved
- Fixed LDMIA to mask off bits 0 and 1 of the destination address
- MSR instruction now properly respects processor mode and field
code flags

Modernized the Beam Invaders, Clay Shoot, and Embargo drivers.
[Zsolt Vasvari]

Changed the sound balance in Thunder Dragon 2 to match the original
PCB. Also verified the 68000 clock. [Corrado Tomaselli]

Fixed several more opcodes in the encrypted Irem CPU. [Robiza]

Fixed disassembly of brset and brclr opcodes in the 68HC11 core.
[Phil Skuse]

Fixed tilemap colors in the Konami ZR107 driver. [Ville Linde]

Fixed bug in INR/DCR opcodes in 8085 CPU core. [allentown_john]

Updated PIA interfaces to support masks for port A/B inputs. This
allows proper behavior of unconnected pins, according to the specs.
Updated a number of games to use the new interfaces. [Zsolt Vasvari]

Fixed bug that failed to initialize all IRQ states in the 6809 core
on a reset. Also fixed cycle timing and removed obsolete code from
the core. [Ernesto Corvi, Zsolt Vasvari]

Cleaned up vec_mult implementation. [Nathan Woods]

Improved toratora driver: [Zsolt Vasvari]
- added SN76477 from the schematics, but it sounds terrible; no doubt
the schematics are incorrect in many places
- updated to the recent PIA changes

Fixed input.c to use osd_ticks() instead of clock(). [Nathan Woods]

Fixed bit calculation in 6526cia.c which broke joysticks in the C64
driver in MESS. [Pete Rittwage]

Improvements to the rd2tank driver: [Zsolt Vasvari]
- fixed colors, based on the Red Tank flyer
- added AY8910's, sounds fine, but how exactly they are hooked up
to the PIA is not fully understood.
- hooked up CRTC properly



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Wild Arrow [Zsolt Vasvari]
G-Stream G2020 [David Haywood]



New clones added
----------------
Multi Game (set 2) [Roberto Fresca]
19XX: The War Against Destiny (Brazil 951218) [Nicola Salmoria]
Thunder Dragon 2 (9th Nov. 1993) [Corrado Tomaselli]
Flicky (128k Version, System 2, not encrypted) [Corrado Tomaselli]
Flicky (64k Version, System 1, 315-5051, set 2) [Corrado Tomaselli]



0.115u2
-------


MAMETesters Bugs Fixed
----------------------
cidelsa0114u4gre [Aaron Giles, for real this time]
pignewta0115u1gra [ShimaPong]
gorf0115u1ora [Aaron Giles]



Source Changes
--------------
Merged in a couple of minor tweaks from MAME Plus! [MAME Plus!]

Fixed China Gate high scores. [Robbert]

Fixed Final Lap R/Speed Racer graphics. [Zsolt Vasvari]

Added a new opcode for Match It 2. There still are 4 unknown opcodes
and the "no tiles" bug before it will be promoted to working status.
[Pierpaolo Prazzoli]

Changed the CRTC6845 emulator to optionally control the screen
configuration and video rendering. Updated the Qix and Spiders driver
to use the new functionality. Added notifications for when the
display enable pin changes in order to drive blanking signals.
[Zsolt Vasvari]

New 74123 timer emulator. It supports different ways a 74123 can be
hooked up that affect the timing period. The old implementation was
incorrect in lots of respects. [Zsolt Vasvari]

Removed the addressing order parameter from pia_config() and replaced
it with dedicated write and read handlers. [Zsolt Vasvari]

Rewrote nyny driver: [Zsolt Vasvari]
- Game speed should now be correct. It was way too slow before
- Added star field. The game can stop and reverse the direction of
the star field by changing a delay counter
- General driver clean-up
- Fixed DIP switches and the voices

Fixed bug in win_get_window_text_utf8() for when a window's text is
an empty string. [Nathan Woods]

Fixed some page 1 opencode lengths in the 6309 dissasembler.
[Tim Lindner]

Added DIP switches to Master Boy according to the game manual.
[ClawGrip]

Added DIP switch information to the Poizone driver. [Luigi30]

Changed png2bdc to support multiple input PNGs. [Aaron Giles]

Fixed recently introduced bug in Astrocade driver relating to
collision detection. [Aaron Giles]

Added support for controlling the default scale/offset for screens
at the driver level. This allows us to properly describe the screen
width/height and blanking in the driver independent of specifying a
good default size to crop the image to. [Aaron Giles]

Added border support to the Astrocade driver. Extended the starfield
generation out into it. Extended the blanking region out farther to
match information from the flyers and set the default scale/offset
of the games to crop appropriately. [Aaron Giles]

Fixed the CDP1869 to fill the border area with the background color.
Added cropping to the Cidelsa games. [Aaron Giles]

Corrected speaker locations and placement for Gorf and Wizard of Wor.
Added missing mux to Gorf's audio, which controls speech versus
sound effects during the game. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Multi Game [Mariusz Wojcieszek]



New games marked as GAME_NOT_WORKING
------------------------------------
Chameleon 24 [Mariusz Wojcieszek]



0.115u1
-------


MAMETesters Bugs Fixed
----------------------
asserts0115ora [Aaron Giles]
scregg0115red [Zsolt Vasvari]
mysticri36rc2gre [Pierpaolo Prazzoli]
m92c053gre2 [Pierpaolo Prazzoli]
aerofgt.c0115ora [Roberto Fresca]
midyunit0115red [couriersud]
nekkyoku0115red [couriersud]
exerion0112u4yel [Pierpaolo Prazzoli]
dragngun067yel [R. Belmont, Ryan Holtz -- please verify]
cidelsa0114u4gre [Aaron Giles]
missile0115yel [Aaron Giles]



Source Changes
--------------
Added support for playback of "extended" INP files that are commonly
found on compete sites. [David Haywood]

Added lswx and stswx opcodes to the PowerPC core. [Ville Linde]

Changed DRIVER_INIT macro to prepend driver_init_* instead of simply
init_* to be consistent with the other initialization functions.
[Atari Ace]

Corrected the pulse shape of the timer output in the MPU4 driver,
and also correctly identified the AY sound chip as an AY8913.
[James Wallace]

Merged leprechn driver into the gameplan driver and added correct
video timings. [Zsolt Vasvari]

Cleaned up the dorachan driver. Replaced fake color map with actual
color PROM decoding. [Zsolt Vasvari]

Cleaned up the supertnk driver. [Zsolt Vasvari]

Move Atari vector PROMs into separate regions. [Mathis Rosenhauer]

Added DIP switches for Excite League. [Barry Harris, Yasuhiro Ogawa]

Improved m92 sprite drawing. [Pierpaolo Prazzoli]

Rewrote the magicfly driver: [Roberto Fresca]
- Figured out how the protection works.
- Removed the hacks/patchs that formerly allow boot the games.
- Figured out how the buffered inputs works.
- Demuxed all inputs for both games.
- Unified the memory maps from both games.
- Added NVRAM support to both games.
- Mapped DIP switches.
- Managed the planes to get the 3bpp GFX colors accurate.
- Renamed the ROMs acording to pcb pictures and ROM contents.
- Cleaned up and optimized the driver.

Fixed throttle range in gforce2. [David Haywood]

Moved Win32 UTF-8 wrappers into a new module (winutf8.c), and added
some new wrappers that Oliver Stoeneberg created for MAME32.
[Nathan Woods]

Aleck64/N64 update: [Ryan Holtz]
- RSP: some opcodes bugfixed plus should work on big-endian targets
- Real PIF ROM dump now used and required
- Various other fixes

Fixed eeprom handling in surfplnt. [couriersud]

Fixed carry flag calculation for SUB/SBC/CMP family instructions in
the ARM core. [R. Belmont, Ryan Holtz]

Improvements to the ARM7 core: [R. Belmont, Ryan Holtz]
- fixed 32-bit unaligned reads to "scramble" properly
- fixed carry flag calc for SUB/SBC/CMP family instructions
- fixed multiply-and-accumulate instructions
- added more instructions to the disassembler
- fixed logical and arithmetic shifts
- added more Thumb instructions
- fixed relative loads and stores
- fixed LSL/LSR with zero shift values
- fixed the disassembly of CMN
- verified behavior when ADD destination is the PC on real h/w

Rewrote the Space Firebird driver: [Zsolt Vasvari]
- Added star field, matches with the screen shot perfectly
- Video timings/memory map/interrupts from schematics
- Added support for the color fade effect

Identified a couple of new opcodes in the Irem V30 CPU which improves
matchit2. [Pierpaolo Prazzoli]

Significantly cleaned up the Spiders driver. [Zsolt Vasvari]

Changed memory system behavior so that masks can be specified
independently of mirrors. By default if the mask is 0 and a mirror
is present, the mask is implicitly ~mirror, just as before. But if a
mask is specified, it is not limited to the non-mirrored bits. This
allows you to independently control the mapping versus what is
returned to the read/write handler. [Aaron Giles]

Rewrote Astrocade driver: [Aaron Giles]
- fully implemented all function generator modes
- implemented pattern board according to schematics, including timing
- fixed interrupt handling
- added crosshairs to SeaWolf II
- added stereo sound and panning to SeaWolf II samples
- rewrote Astrocade sound emulation according to patent
- sound generation now uses proper LFSR for noise effects
- added partial support for Ten Pin Deluxe, including sound board
emulation and internal layout

Fixed sound in Inferno after all these years. Sadly, it required a
hack. [Aaron Giles]

Added correct video timings for the Williams games. [Aaron Giles]

Added support for misaligned PIXBLT operations in the TMS34010 core.
The code still needs cleanup but improves the new JPM driver.
[Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Magic Fly [Roberto Fresca]
7 e Mezzo [Roberto Fresca]



New clones added
----------------
Captain Silver (World) [David Haywood]



New games marked as GAME_NOT_WORKING
------------------------------------
Ten Pin Deluxe [Aaron Giles]


0.115
-----


MAMETesters Bugs Fixed
----------------------
ym2203slowdown0114u2gre [Aaron Giles]
powerins0104yel [Aaron Giles]
k007232_0114u1gre [Aaron Giles]
rfjetus0114u2red [Aaron Giles]
namcos2_0114yel [Zsolt Vasvari]
term2_0114u4yel [Aaron Giles]



Source Changes
--------------
Additional ARM7 core fixes: [R. Belmont]
* Fixed SWI instruction in Thumb mode
* Rewrote SWP instruction to work properly
* Added some missing change_pc()s

Fixed Mustache Boy interrupt behavior and visible area.
[Lord Nightmare]

Updated Windows exit code to ensure cursor is shown again.
[Nathan Woods]

Moved Space Stranger/Space Stranger 2 into its own driver and fixed
cocktail mode. [Zsolt Vasvari]

Major rewrite of pmpoker driver: [Roberto Fresca]
* Removed all inputs hacks.
* Connected both PIAs properly.
* Demuxed all inputs for each game.
* Documented all outputs.
* Added lamps support.
* Created different layout files to cover each game.
* Add NVRAM support to all games.
* Corrected the color PROM status for each set.
* Figured out most of the DIP switches.
* Added diplocations to goldnpkb.

Updates Enigma 2 video and interrupt systems from the schematics.
Changed the color gun layout to match the flyers as much as possible.
[Zsolt Vasvari]

Converted Raiders 5 driver to tilemaps. [Zsolt Vasvari]

Updated 68705 clocks to take into account the internal divide by 4.
Added constant so that it is clear why this is being done.
[Aaron Giles]

Hooked up 6845 CRTC to the qix-based games. All games now generate
display resolutions and frame rates on the fly. Cleaned up memory
maps and a few other bits along the way. Added save state support.
[Aaron Giles]



New clones added
----------------
Viper Phase 1 (Hong Kong, Metrotainment license) [Corrado Tomaselli]



0.114u4
-------


MAMETesters Bugs Fixed
----------------------
gauntlet0114u2gre [Aaron Giles]
psxbasedgames0114u3red [couriersud]
successstv0114u2red [R. Belmont]
asserts0113ora [Aaron Giles]
hginga0114u2gra [Aaron Giles]
ckongg0114u2gra [Aaron Giles]
sample0114u3 [Aaron Giles]
rampage0114u2gra [Aaron Giles]



Source Changes
--------------
Updated clocks in Arkanoid based on measurements from a real PCB.
[Tormod Tjaberg]

Rewrote the vp906iii driver: [Roberto Fresca]
- Decoded GFX properly.
- Rewrote the memory map based on program ROMs analysis.
- Hooked two SY6520/6280 (M6821) PIAs for I/O.
- Hooked the SY6545 (6845) CRT controller.
- Fixed size for screen total and visible area based on SY6545 CRTC
registers.
- Added partial inputs through PIAs.
- Added proper sound through AY8910 (mapped at $0840-$0841).
- Proper colors through color PROM decode.
- Added some game-protection workaround.
- Added NVRAM support.

Removed some unnecessary NULL checks and fixed some incorrect usage
of auto_malloc. [Atari Ace]

Fixed layer drawing and polygon sorting order in Model 1 games.
Improves wingwar significantly. [Yochizo]

Significant ARM7 update: [R. Belmont]
* Cleaned up disassembly
* Added support for many more Thumb instructions
* Removed unnecessary logging
* Unaligned reads/writes are supported

Fixed crash due to lack of CD in the Success ST-V games. [R. Belmont]

Added calls to support enumerating through options. [Nathan Woods]

Removed set_vh_global_attribute() and
get_vh_global_attribute_changed() from the dozen or so drivers that
used it. In the process, made an effort to clean up the video system
for these games. The biggest improvements are route16, hyhoo,
tutankhm and liberatr. [Zsolt Vasvari]

Added a cpu core for a cpu nicknamed minx. This cpu core is used to
emulate the cpu in the nintendo pokemon mini handheld console.
[Wilbert Pol]

Fixed and documented clocks in Omega Race. [Tafoid]

Improved accuracy of 6502 CPU cores to implement the read/write that
happens on every cycle. Moved the "undocumented" instructions from
the 6510 cores into the main 6502 core, since there were several
other versions of the 6502 cores which have the same undocumented
instructions. Removed some of the #define override magic that was
going on to make the code easier to read and understand. Updated the
6510 core port_read and port_write functions to include the ddr
register in the parameters. [Wilbert Pol]

Updated the MIPS3 DRC to align the stack to sixteen-byte boundaries
at the point of calls, as required by Mac OS X calling conventions.
It doesn't break compatibility with Windows or Linux calling
conventions. This fixes crashes in MIPS3 games when running on OS X
for Intel. [Vas Crabb]

Moved the -verbose option into the core. Added new function
mame_printf_verbose() which is governed by this option. Changed all
existing verbose output to use the new functions. [Aaron Giles]

Changed cpu_boost_interleave(), cpu_spinuntil_time(), and
cpu_yielduntil_time() to take mame_time parameters instead of
doubles. [Aaron Giles]

Changed MDRV_CPU_PERIODIC_INT() to take a frequency parameter instead
of a time. This is converted internally to a subseconds value.
[Aaron Giles]

Fixed asteroid and llander controls to be buttons not joysticks.
[Aaron Giles]

Simplified register and flags management in the TMS34010 core.
Reviewed all flag handling and fixed a couple of minor discrepancies.
[Aaron Giles]

Hooked up actual TMS32015 on Road Riot 4WD and Steel Talons.
[Aaron Giles]

Improved access to system registers in i386 core. Added explicit
caching of segment data and flags. Fixed several minor issues.
[Aaron Giles]

Added several AY8910 variants so we can better specify the use of
compatible but slightly different chips. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Excite League [Guru, Aaron Giles]
Super League [Guru, Aaron Giles]
Road Riot 4WD [Aaron Giles]
Gaming Draw Poker [Roberto Fresca]



New clones added
----------------
Freeze (several clones) [Aaron Giles]
Racin' Force (ver EAC) [David Haywood]



0.114u3
-------


MAMETesters Bugs Fixed
----------------------
cannonb078u6yel [couriersud]
hatris0111u4gre [couriersud]
pipedrm0111u4gre [couriersud]
galaxianc058gre [couriersud]
ssf2ghw0114u1yel [Aaron Giles]



Source Changes
--------------
Additional CDP1802 updates, taken from MESS. [Curt Coder]

Fixed colors in One + Two. [Tomasz Slanina]

Made the PowerPC dynarec options runtime configurable. [Ville Linde]

Added save state support to the hatris/pipedrm driver. [couriersud]

Corrected Moustache Boy main cpu interrupt rate, main cpu clock freq,
and screen refresh rate according to measurements on a real PCB.
[Tormod Tjaberg]

Separated the DECO and Mitchell games in the simpl156 driver and added
more extensive documentation. [Brian Troha]

Fixed analog controls in Solar Assault. [Ville Linde]

Changed the options code so that ranges are specified on the
option_entry structure, and enforced when option values are changed.
[Nathan Woods]

Further improved the ROZ layer emulation in the K001604. [Ville Linde]

Konami ZR107 update: [Ville Linde]
- Fixed sound hardware check in Winding Heat
- Changed to use the correct tilemap chip type
- Hooked up analog controls
- Fixed texture rom loading and texture decoding
- Improved the 2D tilemaps

Introduced a mame_options_exit() call to complement
mame_options_init(). [Nathan Woods]

Added a mame_fopen_options() call, similar to mame_fopen() but with
the ability to specify a core_options object to use. [Nathan Woods]

Improved noise emulation in the SN76496 emulator. Added several
variants which differ based on the noise generator and other
parameters. [Lord Nightmare]

Changed all plot_pixel and read_pixel calls to BITMAP_ADDRXX macros.
Removed the now-obsolete functions. [Zsolt Vasvari]

Added support for aliasing sound types. This allows minor variants in
sound cores to share the same fundamental "type" so that the same
sndti_* functions can be used regardless of the subtype. [Aaron Giles]

Changed location of save state files. Now they are placed in the
/ directory. Auto-generated save state files have
the name "auto.sta". All other save state files are named .sta.
[Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Midnight Run [Ville Linde]
Winding Heat [Ville Linde]



New clones added
----------------
Night Warriors: Darkstalkers' Revenge (Euro 950316)
[Johan Samuelsson, Nicola Salmoria]
Terra Force (set 2) [Stefan Lindberg]



New games marked as GAME_NOT_WORKING
------------------------------------
Kokoroji 2 [David Haywood]



0.114u2
-------


MAMETesters Bugs Fixed
----------------------
revx060gre [Aaron Giles]
totcarn063gre1 [Aaron Giles]
term20104u2gre [Aaron Giles]
term20103u4gre [Aaron Giles]
openice093u2gre [Aaron Giles]
mk095gre [Aaron Giles]
rmpgwt060gre [Aaron Giles]
psyforce0105u5red [couriersud]
raystorm0111u1red [couriersud]
sfex20103red [couriersud]
pkscram0111u4red [couriersud]
looping0111u3yel [couriersud]
cpsgfxpage4_0111red [couriersud]
rfjetus0101u5red [couriersud]
policetr059yel [couriersud]



Source Changes
--------------
Fixed cdp1802 DMA emulation. [Curt Coder]

More Konami updates: [Ville Linde]
- Hooked up vblank interrupt to Voodoo in all Voodoo-based games
- Fixed a rom loading issue in Silent Scope
- Added ADC1213x A/D converter emulation (machine/adc1213x)
- Hooked up analog controls in NWK-TR games

MPU4 improvements: [James Wallace]
- Added NMI pulsing so Deal 'Em at least starts to boot.
- Decommissioned machine/mpu4.c, as the 6850acia code from Phil
does the same job, making one less thing to maintain.

Moved frontend commands and command-line handling into a central,
core-managed location clifront.c. This eliminates the need for
windows/fronthlp.c and windows/config.c and should make creating
command-line based ports much easier in the future. [Aaron Giles]

Fixed many of the remaining polygon glitches in GTI Club / Solar
Assault / Operation Thunder Hurricane. [Ville Linde]

Added save state support to the pkscram driver. [couriersud]

Removed all the timing kludges from machine/konppc.c. GTI Club is
kind of playable now. You can finish a lap or two, but eventually it
will hang on network error. [Ville Linde]

Fixed the SUBTARGET=tiny build and removed some duplicate entries in
mame.mak. [Atari Ace]

Added full discrete emulation of Space Invaders. I think people are
going to be too used to the current samples and their relative
levels. The new relative levels are determined by the mixing
resistors. There are all different versions of the sound board, that
all have slightly different sounds/components. This should be the
proper Midway sounds. [Derrick Renaud]

Updated stvcd to be working enough that most Saturn games at least
die for some other reason, and a few actually do useful things.
Also included a small update to the core cdrom code so you can fetch
a sector without knowing in advance what format it is. [R. Belmont]

Added a concept of a "crosshair screen mask" internal to video.c and
created a static call to retrieve the mask. [Nathan Woods]

Converted Roller Aces to stereo sound like the real hardware. Fixed
the clocks and NMI rates to match the PCB. [Corrado Tomaselli]

Added save state support to the Midway Y, T, X and Wolf Unit games.
[Aaron Giles]

Added preliminary 64-bit disassembly support to i386dasm.c.
[Aaron Giles]

Cleaned up internal interrupt handling in the TMS34010 core.
[Aaron Giles]

Added more accurate video timing to most of the Atari 68000-era
games. [Aaron Giles, couriersud]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Quiz Olympic [Tomasz Slanina]



New clones added
----------------
Cameltry (World, YM2203 + M6295) [David Haywood]
Lightning Fighters (Asia) [David Haywood]
Street Fighter EX (EURO 961219) [Guru]
Tekken 3 (TET3/VER.A) [Guru]
Soul Calibur (SOC13/VER.B) [Guru]



New games marked as GAME_NOT_WORKING
------------------------------------
Filetto (v1.05 901009) [Angelo Salese, Chris Hardy]



0.114u1
-------


MAMETesters Bugs Fixed
----------------------
segas32pedal0114gra [Derrick Renaud]
klaxp1_0114red [Couriersud]
savestate0114gre [Couriersud]
exerion0114yel [Aaron Giles]
arcadecl0114red [Aaron Giles]
apb0114gre [Aaron Giles]



Source Changes
--------------
Added actual emulation of the microcontroller used for the Namco 50xx
chip as found in Bosconian and Xevious. [Nicola Salmoria]

In the COp420 core, fixed the XABR opcode, added LBI skip for
extended opcodes, and fixed the CPU name in save states. Added
GAME_SUPPORTS_SAVE flag to the Cidelsa games. Draco still has no
sound though. [Curt Coder]

Fixed crash in playch10 driver when run standalone. [Curt Coder]

Added skeleton driver for Konami Viper system. [Ville Linde]

Added skeleton driver for Dreamcast-based systems.

Added very preliminary SH4 CPU core. [R. Belmont]

Added DIP locations to the mario, mrdo, sheriff, and spacefb drivers.
[Justin Szczap]

Added debug attribute to the XML output. [Firewave]

Got the Hang Pilot driver working. The analog controls are still
missing, however, so it's still marked as non-working. [Ville Linde]

Fixed crash with multithreaded rendering and the graphics viewer.
[Couriersud]

Improved the NWK-TR driver to get Thrill Drive mostly working.
[Ville Linde]

Fixed bug that caused video glitches when frameskipping due to using
out of sync textures. [Nathan Woods]

Updated video timing in the Sega System 16, Hang On, Out Run, and
X-Board games according to measurements from the boards. [Aaron Giles]

Substantially changed the TMS340x0 interfaces to allow the CPU
emulator to directly manage the video screen. Glitches in several
games are now fixed as a result (for example the flashing screens in
NBA Jam are now gone at last). [Aaron Giles]

Fixed internal timer counting in the TMS32025 core. This makes the
music in Cool Pool and 9 Ball Shootout bearable. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Combat Hawk [David Haywood, stephh]
Koi Koi Shimasho [Tomasz Slanina]
Hanafuda Hana Ginga [Luca Elia]
Mahjong The Mysterious Orient [Luca Elia]
Mahjong The Mysterious Universe [Luca Elia]
Mahjong Dunhuang [Luca Elia]



New clones added
----------------
Mahjong The Mysterious World (set 2) [Luca Elia]


0.114
-----


MAMETesters Bugs Fixed
----------------------
fghthist0113u2red [Aaron Giles]
dsound0113u4ora [Aaron Giles]
hardreset0113u3yel [Aaron Giles]
hardreset0113u3red [Aaron Giles]



Source Changes
--------------
Fixed autoframeskip so it doesn't immediately spike on startup or
after a pause. [Dave Dribin]

Made behavior of ES5503 IRQ status register more accurate.
[R. Belmont]

Fixed bug introduced in the memory pool code when hashing was added.
[Nathan Woods]

Added complete discrete sound to Double Play/Extra Inning. Emulated
foul sound in Bowling Alley. Emulated all sounds except the screech
and wind sounds in Space Encounters. [Derrick Renaud]

Updated Virtua Racing to use the TGP core, based on guessing from the
Daytona TGP code. [Ernesto Corvi]

Added save state to several Atari games: batman, eprom, eprom2, klaxp1,
klaxp2. Also added general save state support to the atarijsa and
atarigen modules. [couriersud]

Added save state support to the konamigv driver, specifically enabled
for nagano98 and simpbowl. [couriersud]

Added DIP locations to the commando driver. [Justin Szczap]

Avoided a memset in the hyperstone core to give ~4% speedup in hidden
catch. [David Haywood]

Added small optimization to rand_memory(). [Nathan Woods]

Konami NWK-TR update: [Ville Linde]
- Improved the LANC board emulation
- Improved the graphics board emulation so that it passes all the
self-tests.

Adds save state support to the Cidelsa games and fixed reset behavior.
[Curt Coder]

Added validity checks to ensure that LSB_FIRST and PTR64 are set
correctly for the current platform. [Aaron Giles]

Removed obsolete assembly code and compiler definitions. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Virtua Racing [Ernesto Corvi, ElSemi]



New clones added
----------------
Air Attack (set 2) [Guru]



New games marked as GAME_NOT_WORKING
------------------------------------
Wonder League '96 (Korea) [David Haywood]


0.113u3
-------


MAMETesters Bugs Fixed
----------------------
eprom0113u2gre [Zsolt Vasvari]



Source Changes
--------------
Added proper MC8123 decryption code. Hooked up a number of games that
were using the chip, making many of them playable. [Nicola Salmoria]

Fixed several SHARC opcodes where data transfer was done regardless
of the condition. This fixes many things, like the upside-down
geometry in Model 2B games. And also, probably all the remaining
clipping issues in Gradius 4. At least the planet zooming out in the
intro works now. [Ville Linde]

Added Z-clipping to the Model 2 driver. [Ville Linde]

Replaced old Sega System E driver with new one based on HazeMD.
[David Haywood]

Fixed a large pile of DIP switches in the Sega System E games.
[Brian Troha]

Fixed crashing bugs in SCSP emulation. [David Haywood]

ES5503 improvements: [R. Belmont]
- Fixed extraneous click at end of samples
- Improved timing behavior. Fixes music tempo in many Apple IIgs
apps and games in MESS.

Fixed display of immediate word and long operands in the TMS340x0
disassembler. [Philip Bennett]

Updated Ultra Tank to component value code instead of a generic
emulation and added Sprint 4 audio. [Derrick Renaud]

Added save state support to the gaelco3d driver. Also added save
state support to tms32031.c and dmadac.c. [couriersud]

"Fixed" analog controls in some vector games by adding back a faux
VBLANK timing. [Derrick Renaud]

Changed the TMS340x0 core to clear the HSTCTLH NMI bit on an
acknowledge. [Philip Bennett]

Externalized CDP1869 color bit handling to a callback function for
MESS. [Curt Coder]

Refactored the options code into a new generic utility module
options.c. Moved the MAME core options into a new module emuopts.c.
[Nathan Woods]

Some minor NeoGeo set updates. [Johnboy]

Updates to the cybertnk driver: [PS]
- inter CPU communications
- inputs (almost complete)
- sound
- program ROMs marked as bad dumps
- unmapped reads

Updated some more drivers updated to the new video timing.
[Zsolt Vasvari]

Did a ground-up rewrite of the VIC Dual driver. [Zsolt Vasvari]

Added a preliminary MB86233 CPU core. Still needs to be hooked up to
the Sega Model 2 driver. [Ernesto Corvi]

Fixed an interrupt delay slot problem in the SHARC core. [Ville Linde]

Improved K001005 polygon rendering. [Ville Linde]

Introduced a video_screen_exists() call, to determine whether a given
screen exists. Updated the debugger to use this so as not to crash
if no screens are present. [Nathan Woods]

Fixed glitches in neogeo driver introduced in last update.
[Aaron Giles]

Added extensive (but still WIP) FD1094 debugging tools for help in
brute force searching for keys. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Opa Opa [Nicola Salmoria, David Haywood]
Fantasy Zone II [Nicola Salmoria, David Haywood]
Ganbare Chinsan Ooshoubu [Nicola Salmoria, David Haywood]
Block Gal [Nicola Salmoria, David Haywood]
Master Boy [David Haywood, Charles MacDonald, Clawgrip]
7 Ordi [Brian Troha, stephh]
Koi Koi Part 2 [Tomasz Slanina]
Heuk Sua Baek Sa [David Haywood, Brian Troha]
Bestri [David Haywood, Brian Troha]
Guitar Freaks 2nd Mix Ver 1.01 [smf]
SD Fighter (Korea) [David Haywood, Brian Troha]



New clones added
----------------
Funny Bubble (In Chang Electronic Co) [Brian Troha]
Twin Adventure (Korea) [Brian Troha]
One + Two (earlier) [Brian Troha]



New games marked as GAME_NOT_WORKING
------------------------------------
Sheng Dan Wu Xian [Xing Xing]
Super Dou Di Zhu [Xing Xing]
Da Ban Cheng [Xing Xing]
Dou Di Zhu [Xing Xing]
Mahjong Long Hu Zheng Ba 2 [Xing Xing]
Mahjong Man Guan Cai Shen [Xing Xing]
Mahjong Shuang Long Qiang Zhu 2 [Xing Xing]
Mahjong Super Da Man Guan 2 [Xing Xing]
Mahjong Tian Jiang Shen Bing [Xing Xing]
Big D2 [David Haywood]
Good (Korea) [David Haywood, Brian Troha]
Long Hu Zheng Ba 3 [Xing Xing]
Long Hu Zheng Ba 4 [Xing Xing]
Kuai Le Xi You Ji [Xing Xing]
Man Guan Fu Xing [Xing Xing]
WonderLeague Star [David Haywood, Brian Troha]
Dance Maniax [smf]
Guitar Freaks 3rd Mix [smf]


0.113u2
-------

Note to OSD porters: several OSD-related changes are in this build.
Many options in the system are now defined by the core and looked up
using the options_* functions. This should allow a bunch of code to
be removed from most OSD ports. In addition the mame_file_error type
has been renamed to file_error, so a little search & replace action
is necessary.



MAMETesters Bugs Fixed
----------------------
neogeo0113u1red [Zsolt Vasvari]



Source Changes
--------------
Updated a number of Sega games to use the new video timing code.
[Zsolt Vasvari]

Added very preliminary SSP1610 CPU core. [Pierpaolo Prazzoli]

Created a utility call win_is_gui_application() to determine if the
current process is a console or a non-console application. Added a
call to direct error output to message boxes if MAME is running as a
windows application (such as MAME32). This will allow MAME32 failures
to be reported to the user rather than silently fail. [Nathan Woods]

Updated NeoGeo driver to the new video timing code and raw screen
parameters. [Zsolt Vasvari]

Firebeat driver updates: [Ville Linde]
- Fixed the hardware error in Keyboardmania 2nd mix
- Added iButton for Keyboardmania
- Hooked up inputs for Pop'n Music 7

Updated Gridlee and Bally/Sente driver to use new video timing code
and raw screen parameters. [Zsolt Vasvari]

Created a UTF-8 wrapper for the Win32 API GetModuleFileName().
[Nathan Woods]

Updated Voodoo-based games to use the new video timing code and newer
MAME timers. [Zsolt Vasvari]

Major cleanup/rewrite of the Ultra Tank driver. [Stefan Jokisch]

Update to Sprint 4. This fixes the gear shift levers which were broken
with a recent previous change, and improves a few other bits.
[Stefan Jokisch]

Added back joystick deadzone handling behind a compile-time define as
a pattern for other OSD ports. [Derrick Renaud]

Implemented the mw8080bw interrupt generation more to how the real
hardware works (equivalent result as before). Added detailed
description of the video timing and the interrupt generation systems.
[Zsolt Vasvari]

Fixes cdp1869 double width mode (for MESS). [Curt Coder]

Removed stupid sprite hack from Riddle of Pythagoras. [David Haywood]

Updated Starfire driver to use video timing from schematics.
[Zsolt Vasvari]

Some more 8080bw fixes: [Zsolt Vasvari]
- fixed Lupin III crash due to invalid sample.
- added video timing from mw8080bw. This caused the visible areas of
most games to change, so they will fail regression.
- Shuttle Invaders display is shifted off screen now
but the PCB
notes confirm that itłs a different hardware, so it will need its
own driver anyhow.
- created a new file for MB14241, which is the shifter IC used by
Invaders hardware games.

Renamed mame_file_error to file_error, since it is used throughout
the code including the utilities. [Aaron Giles]

Added stronger priority boosting when sleeping on Windows in the hopes
of getting more consistent frame rates. [Aaron Giles]

Added remaining Unicode characters up to 0100h in the built-in font.
[Aaron Giles]

Added a 'flags' parameter to osd_work_item_queue() and defined one
new flag: WORK_ITEM_FLAG_AUTO_RELEASE, which means that the work item
should be automatically released when completed. [Aaron Giles]

Changed the Windows OSD work code to only allocate events for items
when necessary, in order to conserve system resources. [Aaron Giles]

Changed refresh and VBLANK timing parameters throughout the system to
be specified in subseconds_t instead of as floating point frequencies.
[Aaron Giles]

Updated video timing in the Midway V-unit driver. [Aaron Giles]

Changed gaelco3d driver to use osd_work_items for rendering, allowing
multi-CPU systems to shift most of the rendering burden to a second
CPU. [Aaron Giles]

Moved support for the following options into the core: [Aaron Giles]
-state
-autosave
-playback
-record
-mngwrite
-wavwrite
-rotate
-ror
-rol
-autoror
-autorol
-flipx
-flipy
-artwork_crop
-use_backdrops
-use_overlays
-use_bezels
-brightness
-contrast
-gamma
-pause_brightness
-antialias
-beam
-flicker
-sound
-samples
-volume
-ctrlr
-log
-debug
-debugscript
-bios
-cheat
-skip_gameinfo

Cleaned up the Food Fight driver, giving it complete memory maps,
finished implementing sprite/playfield priorities, and corrected
timing - sort of. [Aaron Giles]

Cleaned up initialization paths in mame.c. Tried to organize things
a bit more logically. Removed a number of return codes in favor of
more descriptive fatalerror messages. [Aaron Giles]

Changed throttling behavior to only throttle on non-skipped frames.
This should give a little better performance on games where
frameskipping is necessary. [Aaron Giles]

Added srcclean tool to the tools directory. This is the tool that is
run over the source before each release to do some minor code tidying.
[Aaron Giles]

Added new driver flag VIDEO_SELF_RENDER which indicates that the
driver will talk to the renderer on its own in its VIDEO_UPDATE
callback. Added the flag to all the laserdisc game drivers. Changed
the logic in the core video to only empty screen containers when
doing the final render, rather than emptying them at the start of
each frame. [Aaron Giles]

Changed pause behavior so that on non-debug builds, we simply keep
the most recent list of primitives and re-render that. Debug builds
keep the current default behavior which is to run the VIDEO_UPDATE
code each frame even while paused in order to help identify issues
in the emulation. [Aaron Giles]



New clones added
----------------
ParaParaParadise v1.1 [Ville Linde]
Sky Robo [Stefan Lindberg]
Captain America and The Avengers (US Rev 1.4) [chaneman]
Hex Pool (Senko) [Pierpaolo Prazzoli]
Daytona USA (With Saturn Adverts) [Guru, David Haywood]



New games marked as GAME_NOT_WORKING
------------------------------------
Motoraid [Guru, David Haywood]


0.113u1
-------

NOTE TO OSD PORTERS: There are some major changes happening in this
version. Most importantly, throttling and frameskipping are now part
of the core. Please read the whatsnew carefully!



MAMETesters Bugs Fixed
----------------------
janptr96_0110u4gra [Mike Ellery]
dokidoki0111u5gra [Mike Ellery]



Source Changes
--------------
Began converting drivers over to the new more accurate video timing
functions (video_screen_* functions instead of cpu_*). This first
batch includes all the games using the TMS34010 chip and the Atari
games that use atarigen.c. [Zsolt Vasvari]

Fixed Windows-isms in regrep.c. [couriersud, Aaron Giles]

Improvements to the kaneko driver. All the protection data should be
correct now. [Sebastien Volpe]

Added DIP switch locations based on information from the manuals for
the following drivers: Karnov, Magmax, Omega Race, Spiders, Bagman,
and Bank Panic. [Justin Szczap]

Added a call winwindow_ui_exec_on_main_thread() to allow code on the
window thread to cause a function to be executed on the main thread.
[Nathan Woods]

Fixed a crash when verifying samples when a sample has a NULL name.
[Nathan Woods]

Built the iButton data for keyboardmania 2nd mix and Pop'n Music 7.
With this update Pop'n Music will also show the self tests.
[Ville Linde]

Properly fixed tile flipping in Mustache Boy. [David Haywood]

Built iButton data for ppd. [Ian Patterson]

Fixed the rest of the Atari games and the Cinematronics CCPU games to
use the newer video timing system. Also fixed reset problem in
Destroyer. [Zsolt Vasvari]

Fixed sample audit to report all missing samples. [BUT]

Marked unknown dips for 005 according to manual. [Mike Ellery]

Updates drivers from C-E to use the newer video timing system.
[Zsolt Vasvari]

Fixed timer dipswitch in Alien Syndrome set 1. [Don Maeby]

Moved throttling, frameskipping, fast forwarding, and timing into the
core. Removed the equivalent code from the Windows OSD layer. This
now relies on options being set for controlling these features by the
OSD layer via options.c. Deprecated the old osd_get_fps_text()
function. Changed osd_update() to take a parameter indicating whether
or not the frame was skipped. Added new function osd_sleep() to the
OSD core timing library. [Aaron Giles]

Added a new mechanism for building in fonts. A new tool, png2bdc can
convert a specially formatted PNG file into a binary cached MAME font.
This cached font can be embedded into MAME. A new default small UI
font is now included, and built via this process to replace the old
hard-coded one. The new font is proportional, so there is better use
of limited screen real estate in small video modes. Some balancing/
tweaking of the actual font still needs to be done, and some basic
functionality still needs to be added to png2bdc. Consider this a
work-in-progress. [Aaron Giles]



New clones added
----------------
A Question of Sport (39-960-089) [Highwayman]



New games marked as GAME_NOT_WORKING
------------------------------------
Megatouch 6 [chaneman]


0.113
-----


MAMETesters Bugs Fixed
----------------------
fastlane0112u4gra [Canim]
diamond0112u4gra [Canim]
calorie0112u4gra [Canim]
qcrayon237b9gra [stephh]
leftover0112u4ora [Aaron Giles]
asserts0112u4ora [Aaron Giles, Derrick Renaud]
nes0112u4red [Aaron Giles]



Source Changes
--------------
Removed unnecessary idle skipping code from the m92 and deco32
drivers. This allows removal of a couple of now-unused functions
from cpuexec. [Zsolt Vasvari]

Minor cleanup of Berzerk driver. [Lord Nightmare]

Removed cpu_gethorzbeampos() and replaced it with calls to
video_screen_get_hpos(). Also changed TMS34010 configuration to take
a screen number, and changed atarigen_get_hblank() to take a screen
number as well. [Zsolt Vasvari]

Fixed the model2.c ROM definitions for some games that weren't even
loading and made the infamous unknown z-sort mode not a fatal error.
[R. Belmont]

Fixed a number of BIOS-only drivers to not crash when run.
[R. Belmont, Aaron Giles]

Fixed bug where the window thread would stop processing events when
mame was paused. [BUT]

Changed the 'Tournament' Street Fighter games to not have a network
adapter present by default. [David Haywood]

Fixed incorrect Eolith speedup patch from u3. [David Haywood]

Fixed regressions in 3 of the discrete games from 0.112u4.
[Derrick Renaud]

Fixed all analog controls for the newly enabled validity checks
including the following: [Derrick Renaud]

* demndrgn - changed to proper IPT_AD_STICK controls.
* konamigt, hcrash, rf2 - set to proper PADDLE control and fixed mask.
* overdriv - changed to proper PADDLE control.
* sspeedr - changed to IPT_POSITIONAL with PORT_REMAP_TABLE controls
for gas and steering fixing both.
* midvunit.c - changed games so the brake pedal shows on player1
* simpbowl - fixed port mask, now trackball works proper without
glitching
* ssrj - fixed gas pedal
* namcos2 - fixed inputs on all games (may need to delete nv files)

Added diplocations to the driver segas16a, segas16b, segas18, megaplay,
news, ninjadks2 and nemesis drivers. In segas16b, added in SDI
allow_continue. In megaplay (Mazin Wars) updated the name of dip with
the real name from game setting. [Ruben]

Actually included the RF5C400 changes mentioned for u4.
[hoot development team]

Split the sprint4 and ultratnk drivers again. Brought the Sprint 4
driver up to date. [Stefan Jokisch]

Added save state support to Combatribes and Jail Break. [Kevin Eshbach]

Added preliminary sound to Destroyer and Altair. White noise is
missing, and Draco is still silent. [Curt Coder]

Added tools to generate regression tests and mamedev.org-compatible
reports. The report generator is cross-platform, but the test running
code is Windows-only at the moment. [Aaron Giles]

Fixed regression in Nintendo games that did not specify a clock for
the NES APU. [Aaron Giles]

Rewrote the BSMT2000 to be more accurate. Various modes are now
software selected at startup based on the register value at reset
time. Changed all existing drivers so they properly hooked up the
reset line on the chip in order to make this control work. Also added
correct BSMT2000 ADPCM output. [Aaron Giles]

Defined several new exit codes for "unknown game" and "invalid config"
and changed the Windows OSD layer to output them. [Aaron Giles]

Removed obsolete joystick calibration junk from the osdepend layer.
If anyone needs this functionality, I will look into providing a way
for the OSD code to add menus in the UI. [Aaron Giles]

Changed file2str to be built into the obj directory. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
beatmania 3rd MIX [Yasuhiro Ogawa]
A Question of Sport [Philip Bennett]



New clones added
----------------
Jail Break (Bootleg) [Kevin Eshbach]
The Combatribes (US) - Set 1? [Kevin Eshbach]
Plotting (World set 3, Earliest) [Stefan Lindberg]
Flipull (Japan) [Stefan Lindberg]



New games marked as GAME_NOT_WORKING
------------------------------------
DrumMania [smf]
Percussion Freaks 3rd Mix [smf]
Guitar Freaks 4th Mix [smf]
Guitar Freaks 5th Mix [smf]
Snooker 10 [Roberto Fresca]
ParaParaDancing [Ian Patterson]
Keyboardmania [Ian Patterson]
Keyboardmania 2nd Mix [Ian Patterson]
Pop n' Music 7 [Ian Patterson]


0.112u4
-------


MAMETesters Bugs Fixed
----------------------
speakres0112yel [Zsolt Vasvari]
minigolf0112u2gra [Derrick Renaud]
empcity36finalyel [Aaron Giles]
rdtsc0101u5yel [Aaron Giles]



Source Changes
--------------
Discrete sound for Checkmate: [Derrick Renaud]
* new DISCRETE_ADJUSTMENT_TAG module that uses tags instead of port
numbers. Updated all games to use it, because it is now the
preferred method.
* added PORT_CROSSHAIRs to triplhnt.

Minor Konami 573 system update: [smf]
* marks two games as working which were incorrectly tagged
* adds the correct hashes for 845jab02
* added NO_DUMP's for all the flash roms

Fixed a number of issues related to the new streaming engine and
sound code: [Aaron Giles]
* fixed crash when restoring from a save state
* fixed crash when running with -nosound
* fixed loud looping when halted in the debugger
* fixed crash when changing sample rates (YM2203 mainly)
* fixed crash in k054539 sound core

Added SN76477 noise RNG polynomial. [Zsolt Vasvari, Derrick Renaud,
Jarek Burczynski]

Midway 8080 driver updates: [Zsolt Vasvari]
* fixed bug where mw8080bw games would freeze after state load.
* corrected DIP SW order in M-4
* converted Dog Patch to PORT_POSITIONAL

RF5C400 sound core improvements: [hoot development team]
* implemented volume envelopes
* ccorrected the channel volume calculation
* documented registers for reverb, chorus, and per-channel digital
filter (actual effects are not implemented yet)

Fixeed most Dip Switches and Inputs in the galspnbl driver.
[stephh, Justin Szczap]

Updated a number of drivers to use the new PORT_DIPUNUSED macros.
[stephh]

Improvements to the memory pool routines: [Nathan Woods]
- added a pool_clear() call, to clear out a memory pool without
freeing the pool itself
- added support for pool_realloc() with a size of zero, which
effectively frees a pointer within a pool
- added testing code to validate pool behavior

Added support for more flexible word wrapping with CJK characters.
Also added wrapping on hyphens. [MAME Plus! team, Aaron Giles]

Added T5182 support, which gives sound to darkmist, mustache and
panicr. Also changed the YM2151 to prevent timer problems, and added
the missing flip X in Mustache Boy. [Nicola Salmora, Lord Nightmare,
Ernesto Corvi]

More input fixes and improvements: [Derrick Renaud]
* fixed some obscure masking, shifting, overflow, and signed
problems in the input system. Most noticeably this fixes the
analog controls in sfootbal and stops the pedal in redlin2p from
rotating through gas/no gas as the pedal is pressed.
* analog ports no longer save and load their default value from the
config file. It should only ever use the value specified in the
driver, and storing it can cause problems the more the game is
restarted and the value starts to change.
* added a bunch of validity tests to the analog ports. Some are
commented out until the problems they uncovered are fixed.
* analog ports now defalt to a PORT_MINMAX of (0,mask). This means
you no longer have to specify PORT_MINMAX if you are not using
any limits. Removed a bunch of no longer needed PORT_MINMAX
entries.

Bitmaps are now cleared to 0 by default. This fixes a number of random
crashes in games. [Aaron Giles]

Modified the raster position calculations to round to the nearest
pixel which produces more consistent results. [Aaron Giles]

Changed most sound cores to generate audio at their internal clock
rates (or some multiple/divisor of them) rather than at the user
specified output rate. This completes the second step of decoupling
audio emulation from the user's sample rate choice. [Aaron Giles]

Removed a big pile of goofiness from the DMA-driven DAC driver now
that it is no longer necessary. [Aaron Giles]

Removed custom sound code from cchasm and replaced it with a simple
DAC implementation. [Aaron Giles]

Cleaned up attckufo driver, making it perform like a 1MHz 6502 game
once again. [Aaron Giles]



New games marked as GAME_NOT_WORKING
------------------------------------
Tokimeki Memorial Oshiete Your Heart [R. Belmont]
Tokimeki Memorial Oshiete Your Heart Seal version PLUS [R. Belmont]


0.112u3
-------


MAMETesters Bugs Fixed
----------------------
ghouls097u4yel [MAME Italia Forum]
hotchase0111u2gra [Brian Troha]
bigtwin0111u4gra [Brian Troha]



Source Changes
--------------
Modified ledutil to save the LED state when returning from pause.
[Bob Seidel]

Fixed the crashing in debug builds and added controls for Ski Champ.
[Ville Linde]

Updated makefile to remove the map file when making clean. [Dirk Best]

Significant changes to the input system: [Derrick Renaud]
* Added the -vol shortcut to -volume to match the docs.
* Added new joystick options -joy_deadzone & -joy_saturation.
Removed -a2d_deadzone. These now apply to the analog and
digital-from-analog data. See windows.txt for more info.
* Analog joystick data is divided into chunks for IPT_POSITIONAL
controls. e.g., for a 7 position emulated control, a joystick
axis will move 3 positions each way from center + center =
7 positions. One good use for this is 49way sticks. The driver
input code just needs to be set to IPT_POSITIONAL
PORT_POSITIONS(7) and use a PORT_REMAP_TABLE.
* IPT_PEDAL controls are now nothing special in the core. They can
use any control like a paddle does. At the OS input level, the
code has been changed to supply full joystick axis and the +/-
axis. This means any half axis or full axis can be used for any
emulated control. e.g., a pedal that only outputs Y- data can be
used for the full range of the gun in boothill. Or a full axis
slider on a joystick can be used in its full range as an emulated
pedal. INC now increases the pedal value, not DEC.
* When seting up the player controls in the menu, the first time an
analog joystick axis is selected it will use the full range. If
you immediately select the same joystick axis it will toggle to
the half +/- axis.
* Analog joysticks can now simulate relative devices such as a
trackball. The further you move the joystick, the faster the
trackball spins. Use the sensitivity setting to adjust.
* Added support for mouse +/- axis to be used as button input.
* Modified IPT_PADDLE and IPT_AD_STICK so they do not behave as
pedals using half the joystick range if their default value is
equal to one of the PORT_MINMAX values. Now you can select it as
the full or +/- part axis.

Updates to the acefruit driver: [stephh]
* added 'sidewndr' and 'spellbnd' (was 'sidewnda') which were missing
in previous releases
* reorganised the layout to have all lamps and solenoids at the top
(where there's nothing)
* also renamed some lamps and solenoids
* added 'starspnr' ... unfortunately, the game is not working due
to a bad dump (H11)

Updated the DISCRETE_OP_AMP_OSCILLATOR circuit to get it ready for a
future driver. It allows the DISC_OP_AMP_OSCILLATOR_1 |
DISC_OP_AMP_IS_NORTON oscillator to use nodes to adjust the
resistance values instead of only being static values.
[Derrick Renaud]

Fixed thrust control in Lunar Lander. [Derrick Renaud]

Created new utility module pool.c for managing memory pools. Rebuilt
auto_malloc on top of this concept. [Nathan Woods]

Added speedups to many of the Eolith games. [David Haywood]

Added sprite rotation to the realbrk driver. This fixes the jigging
reels in the pachinko games and the cue position and orientation in
the pool games.

Added discrete sound for Amazing Maze. Also added new Discrete
modules: DISCRETE_LOOKUP_TABLE & DISCRETE_LOGIC_JKFLIPFLOP.
[Derrick Renaud]

Fixed the small graphic issues in the Cidelsa driver. Draco still has
imperfect colors. [Curt Coder]

Fixed naming and identification of several Neo Geo ROMs. [JohnBoy]

Fixed regression in the GeeBee driver. [David Haywood]

Major update to the Konami System 573 driver: [smf]
* added state saving to emu\sound\cdda.c & mame\drivers\ksys573.c
* added DS2401 emulation
* added X76F100 emulation
* added ZS01 emulation (HLE of System 573 PIC)
* added write support to X76F041 emulation
* many new games partially supported

Connected brightness support on the CPS1 board (not just CPS2) after
verifying that the real board does support it. [MAME Italia forum]

Improved the K001604 tilemap chip emulation. [Ville Linde]

Fixed garbage in fonts on some systems. [Aaron Giles]

Added new tool makemeta.exe, which can generate properly formatted
metadata for laserdisc CHDs using either a specially captured AVI as
input (preferred) or a hand-crafted set of encoded Philips codes.
[Aaron Giles]

Rewrote throttling code to be more forgiving of OSD-level glitches
and uneven frame rates. [Aaron Giles]

Changed sound streaming engine to be emulated time based instead of
sample based. This means that emulation behavior is independent of
the user-specified sample rate (except that some sound cores still
use this value; to fixed in a future update). Also separated sound
generation from video frame rate. Sound is now pushed to the OSD
layer at a fixed rate of 50 updates per emulated second. This entailed
a change in the way sound is handed to the OSD layer. Instead of the
OSD layer requesting arbitrary numbers of samples each frame, the
core now pushes the appropriate number of samples based on the
emulated time. [Aaron Giles]

Simplified the OSD interface for sound. Removed osd_start_audio_stream
and osd_stop_audio_stream; OSD initialization code is now responsible
for initialization. Removed osd_get_mastervolume and osd_sound_enable,
keeping management of the main volume in emu/sound.c. [Aaron Giles]

Changed K054539 to run at native sample rate. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Crazy War [Pierpaolo Prazzoli]



New clones added
----------------
Super Puzzle Fighter II Turbo (Asia 960529) [Nicola Salmoria]
Meikyuu Hunter G (Japan, set 2) [David Haywood]
Chinese Heroe (Taito) [David Haywood]



New games marked as GAME_NOT_WORKING
------------------------------------
Dance Dance Revolution (GC845 VER. JAB) [smf]
Dancing Stage featuring TRUE KiSS DESTiNATiON (G*884 VER. JAA) [smf]
Dance Dance Revolution Solo Bass Mix (GQ894 VER. JAA) [smf]
Dance Dance Revolution Solo 2000 (GC905 VER. AAA) [smf]
Dance Dance Revolution 3rd Mix [smf]
Dance Freaks (G*874 VER. KAA) [smf]
DrumMania 2nd Mix (GE912 VER. JAA) [smf]
Dance Dance Revolution 3rd Mix Plus (G*A22 VER. JAA) [smf]
Dance Dance Revolution 4th Mix (G*A33 VER. AAA) [smf]
Dance Dance Revolution Solo 4th Mix (G*A33 VER. ABA) [smf]
Dance Dance Revolution USA (G*A44 VER. UAA) [smf]
Dance Dance Revolution 4th Mix Plus (G*A34 VER. JAA) [smf]
Dance Dance Revolution 4th Mix Plus Solo (G*A34 VER. JAA) [smf]
Dance Maniax 2nd Mix (G*A39 VER. JAA) [smf]
Dance Dance Revolution 5th Mix (G*A27 VER. JAA) [smf]
Dance Maniax 2nd Mix Append J-Paradise (G*A38 VER. JAA ) [smf]
Salary Man Champ (G*A18 VER. JAA) [smf]
DDR Max - Dance Dance Revolution 6th Mix (G*B19 VER. JAA) [smf]
DDR Max 2 - Dance Dance Revolution 7th Mix (G*B20 VER. JAA) [smf]


0.112u2
-------


MAMETesters Bugs Fixed
----------------------
analog0112u1gra [Derrick Renaud]
UItext0112u1yel [Aaron Giles]
layout0112u1gre [Aaron Giles]
pinbo0112u1gre [Aaron Giles]



Source Changes
--------------
Improved the cidelsa driver: [Curt Coder]
- rewrote the cdp1802 cpu emulation as a state machine
- fixed Draco dips and inputs (what a strange game!)
- added NVRAM to Destroyer/Draco (Altair has no battery on the PCB)
- fixed some clocks

Fixed mapping of spaceship controls in spcenctr. [Canim]

Removed the inclusion of unnecessary header files across the project.
[Atari Ace]

Added discrete filters to the new Namco 54xx sound effects. Also
implemented filters for the 52xx sound effects in preparation for
future changes. [Derrick Renaud]

Added pause support to the output system: [Bob Seidel]
- added "pause" message through the Output system to let clients
know when MAME is paused
- the state of an item is now sent when the item is first created
- updated ledutil to use the pause state

Added cocktail mode and DIP locations to the Millipede driver.
[Mike Haaland]

Many more CPS2 keys added. Removed all XORs and support for them from
MAME. [Nicola Salmoria, Andreas Naive]

Fixed regression in the ar_xeon driver sprites. [Ernesto Corvi]

Kaneko driver improvements:
- bloodwar: [Gary Walkling, Sebastien Volpe]
* protection data extracted, still needs to be verified
* collision detection simulation thanks to tests on real board
- bonkadv: [Guru, Sebastien Volpe]
* protection data fully verified: corrects tilemap colors in levels 2 and 3
* correct implementation of MCU command 43

Fixed behavior of MOVEC instruction on later 680x0 chips, and in the
disassembler. [Ernesto Corvi]

Properly idenitified sound ROMs for Altered Beast set 2. [Brian Troha]

Fixed bad bits in a couple of FD1094 keys. [Aaron Giles]

Fixed bug in debugger that caused incorrect end offsets to be
computed on CPUs with an address shift. [Ville Linde]

Moved some additional pieces of core functionality in the the core
utility library. [Nathan Woods]

Added sound to porky. [Tomasz Slanina]

Changed font scaling again. Fonts 24 pixels tall and above are scaled
the old way. Fonts smaller than that are scaled via integral scale
factors and adjusted the new way. [Aaron Giles]

Added a small optimization to the FD1094 decoding step. [Aaron Giles]

Added several new modules to the utility library libutil. First is a
generic huffman encoding module. Second is a module that allows you to
read/write AVI files in a platform-independent way. And third is a
lossless A/V compression module. These three pieces together, plus
some changes in the CHD code, allow for the creation of CHDs with
compressed audio and video. [Aaron Giles]

Added two new commands to chdman: -createav converts an AVI file in
uncompressed YUY format or HuffYUV-compressed YUY format with "left"
prediction into a CHD. And -extractav converts a CHD containing
compressed audio & video into an uncompressed YUY format AVI file.
[Aaron Giles]

Finished hooking up laserdisc support to the new audio/video
compression. Note that we still do not have canonical CHDs of
laserdisc data at the moment, but all the support is now present for
when they start to appear. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Altair [Curt Coder]
Draco [Curt Coder]
Wyvern Wings [Pierpaolo Prazzoli]
Choko [Guru]
Asura Buster - Eternal Warriors (Japan) [David Haywood, Guru]
Blood Warrior [Sebastien Volpe]
Deal 'Em (MPU4 Conversion Kit) [James Wallace]
Jyangokushi: Haoh no Saihai (Japan) [Guru]
Dynamite Bomber (Korea) (Rev 1.5) [Guru, Pierpaolo Prazzoli]
Search Eye 2 Plus V2.0 [Guru, David Haywood]



New clones added
----------------
Dungeons & Dragons: Tower of Doom (Asia 940113) [Nicola Salmoria]
X-Men: Children of the Atom (Hispanic 950331) [Nicola Salmoria]
Armored Warriors (Asia 940920) [Nicola Salmoria]
Street Fighter Zero (4 sets) [Nicola Salmoria]
Dungeons & Dragons: Shadow over Mystara (Brazil 960223) [Nicola]
Mega Man 2: The Power Fighters (Asia 960708) [Nicola Salmoria]
Street Fighter Zero 2 (6 sets) [Nicola Salmoria]
X-Men Vs. Street Fighter (7 sets) [Nicola Salmoria]
Battle Circuit (Asia 970319) [Nicola Salmoria]
Marvel Super Heroes Vs. Street Fighter (2 sets) [Nicola Salmoria]
Super Gem Fighter: Mini Mix (Hispanic 970904) [Nicola Salmoria]
Hyper Street Fighter 2 (Japan 031222) [Nicola Salmoria]
Giga Wing (Asia 990222) [Nicola Salmoria]
1944: The Loop Master (Japan 000620) [Nicola Salmoria]
Progear (Asia 010117) [Nicola Salmoria]
X-Men (4 Players ver JBA) [Brian Troha]
Garou - Mark of the Wolves (bootleg) [David Haywood, JohnBoy]
Puzzle Bang Bang (version 2.8 / 990106) [Guru]
Space Battle Ship Gomorrah [Guru]



New games marked as GAME_NOT_WORKING
------------------------------------
Candy Puzzle [David Haywood]
Harem Challenge [David Haywood]
Laser Quiz [David Haywood]
Laser Quiz '2' Italy [David Haywood]
Magic Premium [David Haywood]
Laser Stixx [David Haywood]
Koi Koi [David Haywood]
Ski Champ [R. Belmont]


0.112u1
-------

IMPORTANT: This release brings with it a major source code
reorganization. Because of this, there is no diff update, since the
diff would be enormous.

The new layout at a high level looks like this:

makefile
docs/
src/
emu/ (generic emulation files from the old src/ directory)
cpu/ (CPU cores from src/cpu)
sound/ (sound cores from src/sound)
debug/ (debugger code from src/debug)
audio/ (generic audio files from src/sndhrdw)
layout/ (generic layout files from src/layout)
machine/ (generic machine files from src/machine)
video/ (generic video files from src/vidhrdw)

mame/ (MAME-specific drivers)
drivers/ (drivers from src/drivers)
includes/ (includes from src/includes)
layout/ (majority of files from src/layout)
machine/ (majority of files from src/machine)
audio/ (majority of files from src/sndhrdw)
video/ (majority of files from src/vidhrdw)
etc/ (misc files from src/etc)

lib/ (libraries)
util/ (various files with light dependencies from src)
zlib/ (zlib library)
expat/ (expat library)

osd/ (OS-dependent code)
osdmini/ (mini OS-dependent code)
windows/ (Windows OS-dependent code)

tools/ (misc tools)

Along with these changes come a number of makefile alterations to
better distribute the build knowledge within each major subdirectory.
There may be some build issues or other interesting side effects to
this change. Report them on MAMETesters and future updates will
include fixes.



MAMETesters Bugs Fixed
----------------------
m4_0111u4gra [Mike Ellery]
mouser0112yel [Mamesick]
bnj0111u5ora [Canim]



Source Changes
--------------
Improvements to the Cidelsa driver: [Curt Coder]
- Fixed the disassembly of cdp1802 opcode LSKP
- Changed the cdp1802 opcode OUT to increment R(X) after calling the
write handler
- Set cdp1869 display size and visible area according to data sheet
- Added cdp1869 CFC emulation (probably never used by anything but
just for completeness' sake)
- Cleaned up driver

Improvements to the M2 driver: [Ville Linde]
- Added preliminary CD controller emulation
- Hooked up some more multi-processor functionality and interrupts

Improvements to C352 sound emulator: [cync, hoot development team]
- Rewrote loop and flag handling, added support for global key-on
register
- Fixed state saving

Worked around compilation error on MSVC that caused "Calendar error"
in the Neo Geo games. [Atari Ace]

Rewrote much of the RF5C400 sound emulator to support looping, stereo
panning, and 8-bit sample support.
[hoot development team, Ville Linde]

Removed patch from mjleague now that it is not needed.
[Arenzo Fabrice]

Fixed bubbletr crosshairs. [Canim]

Cleaned up information in mamedriv.c. [Brian Troha]

Added save state support for all games in gng.c, gunsmoke.c, lasso.c,
solomon.c and terracre.c. [Vas Crabb]

Replaced implementation of Namco 54xx sound chip with new MB8844 CPU
core running the original embedded ROM code. Removed old sound core.
Pole Position and Bosconian no longer require samples as a result.
[Nicola Salmora, Ernesto Corvi, Guru]

Added new function driver_get_count() to return the number of drivers.
[Nathan Woods]

Added a bunch of new protection routines for SD Gundam & Heated
Barrel. [Angelo Salese]

Input system changes: [Derrick Renaud]
- Added new IPT_POSITIONAL control type. This is for Ikari type
rotary controls and gray-code devices like Seawolf. This makes
rotary and gray-code controls easy to enter without custom
handlers.
- Fixed some rounding and min/max errors in the core input code.
- Modified crosshair code to be based on real scaling, see Seawolf
for an example. It can now also have multiple crosshairs on one
input port if needed.
- Added back in the namcos2 crosshairs. Turns out they are needed
for calibration.
- Removed the gwar control hack from the Ikari games that did not
need it. Modified the gwar control hack so it is only used for 1
frame, making it unnoticeable.
- Updated boothill, gunfight, seawolf, spcenctr to use the new
PORT_REMAP_TABLE.

Fixed the exidy/stern-sb1000 6840-based sound hardware to use what
is believed (based on the schematic) to be the proper LFSR/PRNG
waveform for its secondary clock source. [Lord Nightmare]

Updated Dragon Bowl to use HOLD_LINE for sound IRQs. Also did the same
for the following drivers: afega, ettrivia, funybubl, jack, mustache,
seta, trvmadns, wink. [Pierpaolo Prazzoli]

Changed 6809/6309 CPU cores to call the MAME debugger when CWAI/SYNC
is used. [Nathan Woods]

Fixed uninitialized use of video_dma_address to address the rfjet
crash in 64-bit builds. [Ville Linde]

Added support for the Motorola MPC8240 to the PowerPC core.
[Ville Linde]

Improved ZIP file searching to look first for name + CRC match, second
for CRC-only match, and lastly for name-only match. [Ben Rudiak-Gould]

Verified and improved stepper behavior based on comparison with a
real machine. [James Wallace]

Changed file2str to work for any binary file and output the data as
an array of bytes rather than a string. [Aaron Giles]

Made UI font size computations more flexible. This ensures that fonts
are scaled vertically by an integral factor and should produce nice
proportions for most fonts now. [Aaron Giles]

Added new function sound_find_sndnum_by_tag() to look up a sound
index by its tag. [Aaron Giles]

Made osd_uchar_from_osdchar a member of the osdcore file library.
[Aaron Giles]

Created new generic bitmap management code with fewer dependencies on
the rest of MAME so that it can be used by utility code. Changed
bitmap_alloc to always take a format parameter. Deprecated
bitmap_alloc_format. Updated all drivers to pass an explicit format
when allocating a bitmap. Changed auto_bitmap_alloc in the same
fashion. [Aaron Giles]

Split some functionality from fileio.c into new module corefile.c,
which can be used by utilities to get unicode support and fopen-style
file I/O built on top of the OSD routines. Rebuilt fileio.c on top of
the core file code. Added mame_core_file() to get the underlying
core_file object from a mame_file so it can be used with png and
xmlfile code. [Aaron Giles]

Changed the way the tiny build works. There is now the concept of a
SUBTARGET. By default SUBTARGET is set equal to TARGET (which is mame)
and everything builds as normal. The makefile that is included is now
src/$(TARGET)/$(SUBTARGET).mak. Thus, to do a tiny build, you now
have to specify "make SUBTARGET=tiny". This will produce an output
executable with a name $(TARGET)$(SUBTARGET) (mametiny in this case).
[Aaron Giles]

Turned ENABLE_BORDER_PIX back on, since so many people seem to be
having trouble without it. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Cash Quiz [Pierpaolo Prazzoli]
Sidewinder [smf]



New clones added
----------------
Power Spikes (China) [Pierpaolo Prazzoli]
Rastan Saga (Japan Rev 1) [Gerald Coy]
Eco Fighters (USA 931203) [Nicola Salmoria]
Ultimate Ecology (Japan 931203) [Nicola Salmoria]
Eco Fighters (Asia 931203) [Nicola Salmoria]
Night Warriors: Darkstalkers' Revenge (Hispanic 950403) [Nicola]
Night Warriors: Darkstalkers' Revenge (Brazil 950403) [Nicola]


0.112
-----

Happy 10th Anniversary! Today's release marks 10 years since the
original release of 0.1. After 10 years, hundreds of developers,
thousands of games, and tens of thousands (if not more) of hours of
hard work, MAME development is still going strong. Thanks to everyone
who has supported this project over the years!

To recognize all the work that has gone into the project, this
version's whatsnew includes all the whatsnew reports dating back to
the 3rd release of MAME. Take a good look at the full history of MAME!

Also a big thanks goes out to everyone who has contributed. Although
I am certain there are some people left out of this list, it should
give an indication of just how many people truly care about preserving
arcade history:

Aaron Giles Acho A. Tang Adam Bousley
Al Kossow Alan J McCormick Alan Kamrowski II
Alessio Manuele Alex Eddy Alex Jackson
Alex Judd Alex Pasadyn Aley Keprt
Allard van der Bas Andre Hufschmidt Andrea Mazzoleni
Andrea Turci Andreas Naive Andreas Thorsen
Andrew Caldwell Andrew Church Andrew Gardner
Andrew Prime Andrew Scott Andrew Seed
Andrew Zaferakis Andy Conroy Andy Jones
Andy Welburn Andy White Ange Albertini
Angelo Salese Anssi Antoine Mine
ANY Arthur Peale Arzeno Fabrice
Asure Atari Ace Avedis Boyajian

B.S.Ruggeri Barry Harris Barry Rodewald
Bart Tobalske Bart Trzynadlowski Battlepriest
Ben Bruscella Ben Rudiak-Gould Bernd Wiebelt
BET Bladerunner Blip
bmoto bnathan Bob Seidel
Bobby Conover BouKiCHi Brad Oliver
Brandon Kirkpatrick Bret Wallace Brian Crowe
Brian Deuel Brian Levine Brian Lewis
Brian Oberholtzer Brian Stern Brian Troha
Brian Verre Bryan McPhail Bud Crittenden
Buddabing BUT

CAB Cananas Canim
Cap Carl-Henrik Skarstedt Carlos A. Lozano
Carlos Santillan Chack'n Chad Hendrickson
Chad Hurwitz Chaneman Charles MacDonald
Charlie Miltenberger Chris Hardy Chris Kirmse
Chris Law Chris Moore Christoff Feldtmann
Christophe Verre Christopher Stone ClawGrip
Clay Cowgill Col Turner Colin Douglas Howell
Corrado Tomaselli Costa Sgantzos Craig Walker
Curt Coder cutebutwrong cync

Dan Boris DangSpot Dani Portillo
darkcoder Darren Hatton Darren Olafson
Darrin Redick Dave France Dave Spicer
Dave W. David Calandra David Graves
David Haywood David Rolfe David Silva
David Widel David Winter deadscreem
Derrick Renaud Dick Millikan Dirk Best
Don Maeby Duddie

Ed Mueller Eddie Edwards Edgardo E. Contini Salvan
Edward Massey EGCG ehrhard@csd.de
Eisuke Watanabe Elestir ENGCameraman
Eric Anschuetz Eric Hustvedt Erik Ruud
Ernesto Corvi Eugene Sandulenko Eugenio De Renzi

F.J. McCloud f205v Fabio R. Schmidlin
Fabrice Arzeno Fabrice Frances Fabrice Martinez
Fabrizio Pedrazzini Farfetch'd Flatliner
Francesco Caporali Frank Palazzolo Fredrik Sjostedt
Fujix

Gamester Gareth Hall Gary Walton
gbluma Gerald Coy Gerardo Oporto
Gerrit Van Goethem Giuseppe Gorgoglione GMB
Gondos Gonzalo Casas gregf
GreyRogue Guru

Hans Andersson Hans de Goede Hedley Rainnie
Highwayman Hiromitsu Shioya HobbesAtPlay
hoot development team Howard Casto Howie Cohen
HPMAN Hugh McLenaghan

Ian Patterson Inigo Luja inkling
insideoutboy iq_132 Ivan Mackintosh

J. Rodman Jake Stookey James R. Twine
James Rowan James Wallace Jarek Burczynski
Jarek Parchanski Jason Lo Jason Nelson
JC Alexander JCK Jeff Johnson
Jeff Mitchell Jeoff Krontz Jess Askey
Jim Hernandez Jim Thevenot Jimmy Hamm
Joachim Bassmann Joe Magiera Johan Samuelsson
John Butler John Clegg John Dickson
John Dondzila John IV John Wil
Jonathan Lunman Jose Miguel Morales Farreras
Jose Tejada Gomez Joseba Epalza Juan Carlos Lorente
Juddy Judge Juergen Buchmueller
Julian Eggebrecht Julien Frelat Justin Lee Turner
Justin Szczap

Karl Stenerud Kawaks Keith Gerdes
Keith Wilkins Ken Reneris Kenneth Lin
Kenneth Miller Kevin Bales Kevin Brisley
Kevin Eshbach Kevin Estep Kevin Jonas
Kevin Klopp Kevtris Kobat
Kopromaster Kurt Mahan

Larry Bank laugh Lawrence Gold
Leandro Dardini Lee Mitchell Lee Taylor
Leon van Rooij Li Jih Hwa Lodewijk
Logiqx Lord Nightmare Luca Elia
Luigi30 Luis Faria

M.A.S.H. M.C. Silvius Machone
MadSkunk Malcolm Lear Malice
MAME Italia Forum MAME32Plus MamePlus!
Mamesick MAN Manbow-J
Manfred Schneider Manuel Abadia Manuel Assoni
Marc Lafontaine Marc Vergoossen Marcelo de G. Malheiros
Marco Cassili Mariusz Wojcieszek Mark McDougall
Martin Adrian Martin Binder Martin Buchholz
Martin Pugh Martin Sandiford Martin Scragg
Martin Searle Martin White Massimo Morra
Mathis Rosenhauer Matthew Conte Maurizio Clementini
Maurizio Zanello mbeighau@iies.es Michael Appolo
Michael Cunanan Michael Soderstrom Micheal Schumacher
Miguel Angel Horna Miguel Figueiredo Mike Balfour
Mike Coates Mike Cuddy Mike Ellery
Mike Haaland Mike Herrin Mike O'Malley
MikeJ Minuous Mirko Buffoni
Mitsutaka Okazaki Mr. Do! Murray Melvin

NAmag Nao nathan
Nathan Barber Nathan Sturm Nathan Woods
Neil Bradley Nicola Salmoria Nomax
nono Norbert Kehrer Norix

Ohsaki Masayuki Oliver Achten Oliver Bergmann
Oliver Stabel Oliver Stoneberg Olivier Galibert
OpenMSX Team Oshah Owen Rubin

Paolo Fiorani Paolo Venturi Parodier
Patrick Lawrence Patrik Styrnell Paul Forgey
Paul Hampson Paul Leaman Paul Priest
Paul Sommers Paul Swan Paul Winkler
Peale Peo Pete Ashdown
Pete Ground Peter Clare Peter Hirschberg
Peter Rittwage Peter Sealy Peter Storey
Peter Townson Peter Trauner Petter Sjolund
Phil Hopely Phil Stroffolino Philip Bennett
Pierpaolo Prazzoli PokeMAME PongKang

Quench quzz QWERTY

R. Belmont Rainer Keuchel Ralf Willenbacher
Ramsoft Randolph Randy Hoffman
Randy Mongenel Raney Eden RansAckeR
Raphael Nabet Razoola ReAnimator
Rene Single Reznor007 Richard Bush
Richard Davies Richard Mitton Rob Bohms
Rob Rosenbrock Robert Alan Byer Robert Anschuetz
Robert Flory Robert Gallagher Roberto Fresca
Roberto Gandola Roberto Ventura Robin Merrill
robiza Rodimus Prime Roger Sanders
Roman Scherzer Ron Fries Ruben Panossian
Runik Russell Nash Ryan Ahn
Ryan Holtz RYO

Sal Bugliarisi Samuele Zannoli Santeri Saarimaa
Satoshi Suzuki Sawat Pontree Scott Brasington
Scott Kelley Sean Gugler Sean Riddle
Sean Young Sebasten Hegon Sebastian Ojeda
Sebastien Chevalier Sebastien Monassa Sebastien Volpe
sedn Shane Monroe Shaun Stephenson
The Sheep Shica ShimaPong
Shin Emu Keikaku team ShiRiRu siftware
SilverFox Simon Walls Simon White
smf Smitdogg Sonikos
Special LIU Stefan Jokisch Stefan Lindberg
Stefano Mozzi Stefano Teso Stephan Cecchinel
Stephen Behling stephh Steve Ellenoff
Steve Rice Steve S. Steven Frew
Steven Hugg sthief Stuart Campbell
Suppi-Chan Svante Gerhard Sylvain Glaize

Taiwan Takahiro Nogi Tatsuyuki Satoh
Taucher Team Japump Thierry Lescot
Thomasz Slanina Thorwak Tim Cottrill
Tim Lindner Tim Lindquist Tim Schuerewegen
Tirino73 Toby Broyad Tom Girardot
Tom McClintock Tomas Karlsson Tomasz Slanina
Ton Brouwer Toninho Tormod Tjaberg
Torsten Toshiaki Nijiura Trinity
Twisty

Uki Uncle Tom unzu
uRebelScum

Valerio Verrando Vas Crabb vernimark
Vernon C. Brooks VGR Victor Trucco
Ville Laitinen Ville Linde Vince Mayo
Virtu-Al

Weisse Eins Wiebo de Wit Wilbert Pol
William Krick wolf676 Wolfi
wpcmame wwtk@mail.com

XingXing xvi

Yasuhiro Ogawa Yochizo yong
Yves Colombani

Zerza Zonn Moore Zsolt Vasvari



MAMETesters Bugs Fixed
----------------------
debug_assertions0111u6ora [Aaron Giles]
z80update0111u6red [David Haywood]
memory_leak0111u6ora (partial) [Oliver Stoneberg]
crosshair0111u5gra [Canim, Aaron Giles]
renegade0111u4red [Aaron Giles]
subs0111u6yel [Aaron Giles]
ddraweffect0111yel [Aaron Giles]



Source Changes
--------------
Fixed popping in Berzerk speech. [Lord Nightmare]

Added osd_rmfile to the osdcore, replacing calls to remove().
[Nathan Woods]

Cleaned up a number of drivers that were using malloc from within
DRIVER_INIT to use malloc_or_die instead. [Atari Ace]

Fixed memory leak with -wavwrite switch. [Oliver Stoneberg]

Updated Tempest to support second player controls. [stephh]

Updated the dooyong driver to use the new-style banking system. Also
added some preliminary save state support. [Vas Crabb]

Some improvements to pmpoker.c: [Roberto Fresca]
- Crystal documented via #define.
- CPU clock derived from #defined crystal value.
- Replaced simulated colors with proper color prom decode.
- Cleaned up the driver a bit.
- Updated color PROMs

Some improvements to funworld.c: [Roberto Fresca]
- All crystals documented via #defines.
- All CPU and sound clocks derived from #defined crystal values.
- Added DIPLOCATIONS to all games.
- Added proper tsc87c52 MCU dumps to monglfir and soccernew.
- Modified the refresh rate to 60 fps.

Fixed SCSP DSP RAM initialization. [R. Belmont]

Improved decryption of MC8123-0054 based on a new dump.
[Nicola Salmoria]

Fixed Moon Patrol scrolling so that it matches the schematics.
[Chris Hardy]

Proper implementation of noise generator in the Exidy/Berzerk sound
circuit. [Lord Nightmare]

Fixed toaplan2.c driver to add controls for player 3 in 'fixeigh*'
(of course, main set - 'fixeight' - still remains unplayable).
[stephh]

Added DIP locations to the arabian driver. [Roberto Fresca]

Fixed random dots in Columns '97 graphics. [Mariusz Wojcieszek]

Added DIP locations to wwffest, ninjaw, and itech32 drivers.
[Brian Troha]

Rewrote faux x86 assembly in the Irem GA20 sound core. [R. Belmont]

Improvements to the Cidelsa driver. [Curt Coder, David Haywood]

Minor cleanup to the 8039 disassembler. [Nathan Woods]

Improvements to the sslam driver: [Quench]
* corrected the music sequencing simulation of the sound controller
in SSLAM based on poking a real board Guru kindly provided.
* added save state support
* added DIP locations

Fixed crash in cybrcomm due to missing ROM. [R. Belmont]

Changed alpha blending code to use multiplies instead of table
lookups to simplify it. [Aaron Giles]

Cleaned up some poorly written code in konamiic.c; there is still
much work to be done here, but it fixes the GX sprites. [Aaron Giles]

Removed linear interpolation from the BSMT2000 by default since the
original chip did not do interpolation. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Teeter Torture [Aaron Giles]
Hyper Street Fighter 2: The Anniversary Edition [Nicola Salmoria]
Lady Master of Kungfu [Juddy]
Destroyer (Cidelsa) [Curt Coder]
Witch [Tomasz Slanina]



New clones added
----------------
Double Dragon (US Set 2) [Corrado Tomaselli]
Golden Poker Double Up (Mini Boy) [Roberto Fresca]
Pool 10 (Italia, set 2) [Roberto Fresca]
Mighty! Pang (USA 001010) [David Haywood, Charles MacDonald]



New games marked as GAME_NOT_WORKING
------------------------------------
Wyvern Wings [Pierpaolo Prazzoli]
Alpha One (Vision Electronics / Kyle Hodgetts) [Gareth Hall]
Cash Quiz (Type B, Version 5) [Chris Hardy]


0.111u6

Source Changes
--------------

Fixed the data fetch and scrolling calculation for almost all video
modes in the Amiga driver. [Ernesto Corvi]

Emulated the trench circuit in Space Encounters. [Adam Bousley]

Added win_output_debug_string_utf8(); a UTF-8 wrapper for
OutputDebugString(). Changed code to use it. [Nathan Woods]

Fixed the disassembly, operation, and cycle timing of many Thumb
instructions in the ARM7 core. [MooglyGuy]

Defined new osd core function osd_is_absolute_path(). Changed behavior
of core fileio so that absolute paths are identified and search paths
ignored in that case. [Nathan Woods]

Improved validity check for coinage order so that it prints out the
correct order if an error is detected. [Ernesto Corvi]

Fixed clocks and other details in Dream World based on new
measurements. [David Haywood, Guru]

Implemented video circuits in the Midway 8080 driver based on
schematics. Note that this affected the visible area, so overlays will
need to be adjusted. Standardized the visible area across all games.
Implemented Phantom II cloud generator. [Zsolt Vasvari]

Changed the contract of the tilemap_create() call so that it is
guaranteed to succeed or die trying. Cleaned up code paths that
checked the result of this operation to be simpler as a result.
[Atari Ace, Aaron Giles]

Added preliminary support for the built-in effects DSP in the SCSP,
which lots of games use for reverb, QSound, and other effects.
[ElSemi]

Removed archaic i8080_EXACT flag from the 8085 core. [Zsolt Vasvari]

Updated Midway 8080 driver to use properly computed video timings and
scanline interrupts. [Zsolt Vasvari]

Fixed assertion in MPU4 driver. Fixed the mechanical meter operation,
enabling coin entry in Connect 4. [James Wallace]

Added mappings for break and pause keys. [Dirk Best]

Incorporated changes to MESS CPU cores to fix asserts and improve
Z80GB emulation. [Nathan Woods, Wilbert Pol]

Correctly connected sound IRQ in GX400/Nemesis driver. [R. Belmont]

Rewrote the SN76477 emulator from scratch. The main difference between
the old one and the new one is that it is based on measurements from a
real chip. Also the emulator is fully analog, meaning that
timings/frequencies, etc. are based on voltage levels. This gives a
much more true-to-life emulation where the weird behavior of the real
chip comes emulated for free. The code itself is also a lot simpler
and more understandable. [Zsolt Vasvari, Derrick Renaud]

Cleaned up stray variables from the crosshair drawing removal. Also
removed some orphaned function declarations. [Oliver Stoneberg]

Added the missing volume and frequency controls to the Berzerk driver
and s14001a core. Fixed the issue with random words being spoken
instead of the proper ones. Word is now latched at the proper time.
[Lord Nightmare]

Implemented flickering of the strobe light in Space Encounters, to be
eventually connected with artwork. [Zsolt Vasvari]

Changed driver_add/find/remove functions to fatalerror if they cannot
find their targets. [Aaron Giles]

Added support for screenless drivers. [Aaron Giles, Nathan Woods]

Fixed a couple of errors introduced in the OKI6295 pin shuffling.
[David Haywood]

Cleaned up DIP switches and added documentation to the Outrun driver.
[Brian Troha]

Fixed sound clock frequency in the NMG5 driver. [Brian Troha]

Fixed sound clock frequency in Night Slasher. [Sonikos]

Updated Sega System 16/18 drivers to be mono, and swapped button 1/2
to match instruction card. [Corrado Tomaselli]

Moved some of the tool sources to a new subdirectory tools.
[Aaron Giles]

Tweaked the main makefile to better support parallel builds.
[Aaron Giles]

Removed line array from mame_bitmap. Converted dozens of drivers over
to using BITMAP_ADDR macros instead. [Aaron Giles]

Changed automatic crosshairs so they are not quite so automatic.
They now need to be explicitly specified by the driver in the input
ports. Also changed the PORT_CROSSHAIR macro to take a shorter form
of the axis name. Updated all lightgun drivers to have this macro in
its default state. [Aaron Giles]

Added sliders for debugging crosshair positioning (debug build only).
[Aaron Giles]

Changed xevious to use irq0_assert_line instead of irq0_pulse_line
to prevent it from dropping interrupts. [Aaron Giles]

Changed Gorf to use HOLD_LINE instead of PULSE_LINE for scanline
interrupts. The timing is still off, but the game runs now.
[Aaron Giles]

Fixed time H/V position reporting during the first frame of execution
using the new video routines. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Magical Tetris Challenge [Ville Linde]
Star Soldier: Vanishing Earth [Ville Linde, Guru]
Vivid Dolls [Ville Linde, Guru]
Connect 4 [James Wallace]
Martial Masters [MooglyGuy]
Knights of Valour 2 [MooglyGuy]



New games marked as GAME_NOT_WORKING
------------------------------------
Super Real Mahjong VS [Ville Linde, Guru]
Tower & Shaft [Ville Linde, Guru]


==========================================================================

0.111u5

MAMETesters bugs fixed (there are probably more)
-----------------------
bitmapalloccore0111u4red [Aaron Giles]
8080bw0111u4red [Zsolt Vasvari]
sidvoice0111u4ora [Nathan Woods]
pyramid0111u4red [James Wallace]
dragngun0111u3gra [Canim]
mitchelc0111u3gra [Luigi30]
lockload0111u3gra [Canim]
cobracom0111u3ora [Canim]


Source Changes
--------------

Fixed a 6502 register naming bug, and fixed a size bug in the
SC61860 disassembler. [Nathan Woods]

Added built-in overlay layout for Crash. [Mr. Do]

Added save state support to Gyruss. [Buddabing]

Fixed missing sound interfaces from the MESS sound core merge.
[Nathan Woods]

Fixed several duplicated global variable names, removed unreferenced
items from header files, and added header files for several drivers.
[Atari Ace]

Changed debug console code to use auto_malloc and to detect attempts
at registering callbacks after initialization time. [Nathan Woods]

Fixed kof2003 bootleg code to work on big-endian systems. [R. Belmont]

Centralized some common Windows utility routines in new module
winutil.c. [Nathan Woods]

Cleaned up a few drivers to use input_port_dword_*_r. [smf]

Cleaned up memory maps in the MPU4 and BFM drivers. Redesigned the
MPU4 code so that the DRIVER_INIT only needs to take an address in
the ROM for the lookup table for CHR generation to be done.
[James Wallace]

Updated built-in expat code to version 2.0. [Atari Ace]

Fixed sound samples in Indian Battle. [Zsolt Vasvari]

Added state saving to mhavoc. Also fixed sparkling vectors so
slowdowns and vector list overflows can be expected. It looks much
nicer, though. [Mathis Rosenhauer]

Removed XORs from almost all CPS2 games in place of proper emulation
of the encryption. [Nicola Salmoria]

Added an assertion to prevent usage of pia_set_input_[a|b]() when
input reading callbacks are specified. [Nathan Woods]

Fixed flip screen switch and changed COIN3 to SERVICE1 in the contra.c
driver. [Canim]

Cleand up and fixed DIP switches and inputs for the nmg5 driver.
[stephh]

Rewrote Z80 interrupt handling to avoid a bad bug in the post-EI
interrupt signalling. [Aaron Giles]

Added documentation to the esd16, afega, cave, unico, vamphalf, and
yunsun16 drivers. [Brian Troha]

Changed behavior in chdman so that a 0 sector size means the default.
[Aaron Giles]

Updated several video drivers (amiga, n64, ppu2c0x, psx, stvvdp2,
tia, v9938) to use the new BITMAP_ADDR* macros instead of using the
line[] array. [Nathan Woods]

Some additional Midway 8080 B&W driver fixes: [Zsolt Vasvari]
- added PORT_CONDITION where needed
- added PORT_CONFNAME entries to the 3 baseball games and Space
Invaders
- save state support for all games
- fixed typo and a bug with the Sea Wolf lamps

Fixed a minor problem with sound clipping in the s14001a.
[Lord Nightmare]

Fixed PRNG noise in the TMS5110/5220 code and added signal wrapping
to match the patent. [Lord Nightmare]

Cleaned up usage of auto_bitmap_alloc() now that it is guaranteed not
to fail. [Aaron Giles, Atari Ace]

Added sound effects emulation to the Berzerk driver. [Aaron Giles]

Fixed font aspect ratio on non-1:1 resolutions. [Aaron Giles]

Added mechanism to cache a binary format of BDF fonts for improved
loading speed. Also added a bit of progress when loading huge BDF
fonts so that you know what's happening. [Aaron Giles]

Removed gross TMS9928a configuration in place of more standard
techniques. Updates the Cliffhanger and sg1000a drivers accordingly.
[Aaron Giles]

Added support for the custom Badlands commands to the LD-V1000
emulation. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Dream World [David Haywood, Guru]



New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Multi 5 / New Multi Game 5 (Earlier) [Brian Troha]
Bubble Bobble (bootleg with 68705) [David Haywood]
Super Street Fighter II (World 930911) [Nicola Salmoria]
Super Street Fighter II (Japan 930911) [Nicola Salmoria]
Dungeons & Dragons: Tower of Doom (Euro 940113) [Nicola Salmoria]
Super Street Fighter II Turbo (USA 940323) [Nicola Salmoria]
Armored Warriors (Euro 941024) [Nicola Salmoria]
Alien vs. Predator (Hispanic 940520) [Nicola Salmoria]
Cyberbots: Fullmetal Madness (Euro 950424) [Nicola Salmoria]
Marvel Super Heroes (Euro 951024) [Nicola Salmoria]
Marvel Super Heroes (Japan 951117) [Nicola Salmoria]
Marvel Super Heroes (Brazil 951117) [Nicola Salmoria]
Vampire Hunter: Darkstalkers' Revenge (Japan 950307) [Nicola Salmoria]
Street Fighter Alpha: Warriors' Dreams (Euro 950627) [Nicola Salmoria]
19XX: The War Against Destiny (Japan 951225) [Nicola Salmoria]
Dungeons & Dragons:Shadow over Mystara (Euro 960223) [Nicola Salmoria]
Dungeons & Dragons:Shadow over Mystara (Euro 960208) [Nicola Salmoria]
X-Men Vs. Street Fighter (Euro 961004) [Nicola Salmoria]
Capcom Sports Club (Hispanic 970722) [Nicola Salmoria]
Marvel Super Heroes Vs. SF (Euro 970625) [Nicola Salmoria]
Marvel Super Heroes Vs. SF (Japan 970625) [Nicola Salmoria]
Marvel Super Heroes Vs. SF (Hispanic 970625) [Nicola Salmoria]
Marvel Super Heroes Vs. SF (Brazil 970827) [Nicola Salmoria]
Marvel Super Heroes Vs. SF (Brazil 970625) [Nicola Salmoria]
Vampire Hunter 2 (Japan 970929) [Nicola Salmoria]
Vampire Savior (Hispanic 970519) [Nicola Salmoria]
Marvel Vs. Capcom (Euro 980112) [Nicola Salmoria]
Marvel Vs. Capcom (Asia 980123) [Nicola Salmoria]
Marvel Vs. Capcom (Hispanic 980123) [Nicola Salmoria]
Marvel Vs. Capcom (Brazil 980123) [Nicola Salmoria]
Street Fighter Alpha 3 (Brazil 980629) [Nicola Salmoria]
Street Fighter Zero 3 (Asia 980904) [Nicola Salmoria]
Vs. Super Mario Bros. (alt) [Lord Nightmare]



New games marked as GAME_NOT_WORKING
------------------------------------
Two Minute Drill [David Haywood]
Super Don Quix-ote [Ernesto Corvi]


==========================================================================

0.111u4

MAMETesters bugs fixed (there are probably more)
-----------------------
simpbowl0110u2yel [R. Belmont]
arcadiac0111u3yel [Ernesto Corvi]
mcatadv0111u3gre [David Haywood]
photoy2k0111u3yel [Aaron Giles]


Source Changes
--------------

Added support for the Pioneer PR-8210 laserdisc player.
[Ernesto Corvi]

Added two new convenience macros for input ports: PORT_DIPUNUSED and
PORT_DIPUNUSED_DIPLOC. [stephh]

Updated DIP switches in the cave driver and added locations. [stephh]

Improved DIP switches in sbrkout and converted "fake" DIP switches
into configuration switches. [stephh]

Improved DIP switches in Zero Hour. [Mike Ellery]

Added DIP locations to the m90 driver. [Brian Oberholtzer]

Unified the Forgotten Worlds driver with the cps1 driver and
connected the OKI6295 pin control properly. [David Haywood]

Modified the makefile to make it possible to independently specify
symbols generation and optimization levels. [Atari Ace]

Fixed system time counters in the Amiga code. [Ernesto Corvi]

Major rewrite of the Midway 8080 black & white driver, separating it
from the huge 8080bw driver and making the following changes:
[Zsolt Vasvari, Derrick Renaud]

- 'True-to-hardware' emulation of the shifting circuits
- Identified and stubbed sound triggers
- Fixed DIP switches, where necessary (most games)
- Added DIPLOCATION to all switches
- Added watchdog
- Added coin counter
- Added lamp outputs to Sea Wolf, Guided Missile, Space Encounters,
Phantom II, Bowling Alley
- Added stereo sound to Gun Fight, Guided Missile, M-4
- Partial sound emulation in Tornado Baseball, Boot Hill,
Desert Gun, Double Play, Dog Patch, Blue Shark
- Properly emulated shifter circuit in Boot Hill
- Added gun recoil output to Desert Gun
- Added second set of analog controls to Clowns
- Fixed analog controls in Dog Patch
- Added SN76477 sound effect to Space Encounters
- Added non-memory mapped coin counters to Space Invaders,
Blue Shark, and Space Invaders II
- Added proper watchdog times to all the games
- Breadboarded the noise clocks and ensured their frequencies
were correct

Added support for the lamp matrix to the video callback in the
Scorpion 2 driver, and updated lamps and inputs to better fit the
new UI. VFD support has been moved to a configuration switch, as
the output is actually always occurring - the switch mimics the
effect of plugging in or removing the VFD from the control point.
[James Wallace]

Improved sound output in the MediaGX driver. [Ville Linde]

Preliminary emulation of the TSI S14001A speech synthesizer as found
in Berzerk/Frenzy (and also Stern pinballs).
[Lord Nightmare, Kevtris, R. Belmont]

Added missing linescroll effect to Magical Cat Adventure and
Nostradamus. It can be seen in action on the first levels of both
games. [David Haywood]

Minor cleanup of mind-bending codce is the konamigx driver.
[R. Belmont]

Fixed crash in the Sega System 24 driver. [David Haywood]

Added a validity check that input port names are valid UTF-8 strings.
[Nathan Woods]

Improved DIP switches in the tumbleb.c driver. [stephh]

Added a large update to the legionna driver with much more
documentation on the protection and other updates. [Angelo Salese]

Added cdp1869 video emulation to the Cidelsa driver. The games still
don't work due to timing and interrupt issues. [Curt Coder]

Fixed crash in Tao Taido driver. [David Haywood]

Made suprnova RLE rendering safe from out-of-bounds accesses.
[David Haywood]

Many improvements to the Midnight Landing driver, including partial
sound, partial video emulation, and controls. Still not working,
though. [Tomasz Slanina]

Fixed TMS9928 so it recalculates the pattern mask when its
dependancies change so we don't end up in weird half-modes.
[R. Belmont]

Added support in the user interface to render all text assuming it is
UTF-8 encoded. This means that UTF-8 encoded Unicode names can be
used in in-game descriptions, etc. But first you will need a unicode
capable BDF font. [Aaron Giles]

Removed Vista build hacks from windows.mak as they are no longer
necessary. [Aaron Giles]

Removed hacky use of the 'depth' field of mame_bitmaps. Bitmaps are
now allocated with an enumerated 'format' instead. This is internally
translated into bits-per-pixel in a normalized way. Also removed
Machine->color_depth, which was often misused. [Aaron Giles]

Added new macro BITMAP_ADDR that can be used for addressing into
bitmaps. Removed the use of bitmap->line[] in the core code. The
line[] array will eventually be obsoleted, so stop using it.
[Aaron Giles]

Changed operation of plot_pixel, read_pixel, and plot_box. The first
two are now inline functions and the latter just maps to fillbitmap
via another inline function. [Aaron Giles]

Added new required machine driver entry MDRV_SCREEN_FORMAT() which
specifies the bitmap format for the screen. Removed the
VIDEO_RGB_DIRECT and VIDEO_NEEDS_6BITS_PER_GUN flags that used to
determine the bitmap format implicity. [Aaron Giles]

Deprecated the following obsolete machine driver entries:

MDRV_FRAMES_PER_SECOND -> MDRV_SCREEN_REFRESH_RATE
MDRV_VBLANK_DURATION -> MDRV_SCREEN_VBLANK_TIME(TIME_IN_USEC(x))
MDRV_VISIBLE_AREA -> MDRV_SCREEN_VISIBLE_AREA

[Aaron Giles]

Added a new mechanism for rendering the crosshairs on lightgun games.
Crosshairs are automatically rendered if lightgun controllers are
specified; the game no longer has to render them. Any other analog
axis can be configued to use crosshairs via the new PORT_CROSSHAIR
macro. Crosshairs are also now rendered in different colors for
different players, and done as an overlay using the new rendering
system instead of drawing into the game bitmap, which means they no
longer show up on screenshots. If you don't like the built-in
crosshairs, you can make your own. Just call them cross0.png
(player 1), cross1.png (player 2), etc. and place them in the root
of your artwork directory. [Aaron Giles]

Changed F1 crosshair toggle. By default crosshairs are on for all
configured players. Toggling once will turn them all off. Each
sucessive toggle will enable one player at a time until all players
are again visible. [Aaron Giles]

Added support in chd.c for lossy compressors, computing CRCs and other
hashes based on the decompressed output in those cases. Also added
support for asynchronous reads/writes using the new osd work item
interfaces. [Aaron Giles]

Fixed several bugs in the Windows implementation of the osd work item
interfaces. [Aaron Giles]

Simplified the hard disk interfaces a bit. [Aaron Giles]

Fixed several bugs and improved emulation of the Z80 SIO chip.
[Aaron Giles]

Improved behavior of the laserdisc code when seeking so it doesn't
get "stuck". Added preliminary support for the 22VP932 laserdisc
player. [Aaron Giles]



New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Date Quiz Go Go (Korea) [David Haywood]
Disco Boy [David Haywood, Stefan Lindberg]



New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Gain Ground (Japan) [Team Japump, Brian Troha]
Dynamic Country Club (Japan) [Team Japump, Brian Troha]



New games marked as GAME_NOT_WORKING
------------------------------------
Cliffhanger [Ernesto Corvi]
Goal To Go [Ernesto Corvi]
Quick Jack [David Haywood, ClawGrip]
Strip Teaser [David Haywood]
Pango Fun (Italy) [David Haywood]
Ganbare Chinsan Ooshoubu (MC-8123A, 317-5012) [David Haywood]
Stelle e Cubi (Italy) [David Haywood]
Space Ace [Aaron Giles]


==========================================================================

0.111u3

OSD porters take note of the changes to the OSD core routines.


Source Changes
--------------

Added save state support to the tubep driver. [Svante Gerhard]

Added save state support to the steppers module. [James Wallace]

Added the remaining input pins to the SN76477 Interface. If these
pins are constant, they can now be defined in the structure as
opposed to having to call functions in an init routine. Modified all
the drivers that use a 76477. [Zsolt Vasvari]

Removed file I/O functions from osd_tool.h in favor of the ones in
osdepend.h. Updated tools accordingly. Added new flag
OSD_FLAG_CREATE_PATHS to the open command. [Nathan Woods]

Moved OKIM6295 pin 7 state (internal divider) to internal structure.
Updated all drivers to specify pin state when setting the interface.
Added comments for all cases where the original frequency wasn't / 132
or /165 as the real pin state is unknown. [David Haywood]

Updated Toki driver to display visual DIPs for the game.
[Brian Oberholtzer]

Added sprite X flip and removed unneeded hack in wheelfir driver.
[Tomasz Slanina]

Fixed several issues with the new Unicode support. [Nathan Woods]

Changed uimenu.c to allow displaying DP switch banks which have
gaps (unused switches) in them. These switches are now grayed out.
[Zsolt Vasvari]

Another Amiga update: [Ernesto Corvi]
- Fixed blitter in line mode
- Modified Copper to run on odd memory bus cycles
- Fixed screen delay offset when display data fetch is not word
aligned

Fixed cheat searching. [stephh]

Replaced CPS2 CHDs with preliminary decryption function.
[Andreas Naive, Nicola Salmoria]

Added code to validate that banks are only set to point to memory
that has been allocated via auto_malloc(). Currently disabled
pending further review. [Nathan Woods]

Updated input port tokenization for MESS. Added support in MAME
for "configuration" switches which are separate from DIP switches.
These can be used to configure aspects of the game that don't
correspond to DIP switches. Modified pacman.c to use configurations
to control the speedup options. [Nathan Woods, Aaron Giles]

Fixed invalid array access in the taito_l driver. [Atari Ace]

Made a fix minor compiler compatibility tweaks to the source.
[Atari Ace]

Fixed several glitches and crashes related to the input port and
unicode changes from u2. [Aaron Giles]

Separated "core" OSD function definitions to osdcore.h. Added more
extensive documentation. [Aaron Giles]

Created a new library called osdcore, which is now built and linked
to each executable. Moved all definitions of expected components of
osdcore into new header file osdcore.h, and added consistent
documentation for them all. Removed osd_tool.c, and moved the
necessary parts of its functionality into osdcore. [Aaron Giles]

Defined a new set of interfaces for osdcore which creates an
abstract interface for queueing work items to be potentially executed
on a secondary thread. Implemented the Windows versions of these
routines, but have not done any testing yet. [Aaron Giles]

Separated Windows OSD core routines into individual files, as
folows:
windir.c - directory-related core OSD functions
winfile.c - file-related core OSD functions
winmisc.c - miscellaneous core OSD functions
winsync.c - synchronization-related core OSD functions
wintime.c - timing-related core OSD functions
winwork.c - threading-related core OSD functions
[Aaron Giles]

Created new osdmini directory with minimal implementations of all the
OSD core routines. These can be used to stub in functionality or as
a starting point for new ports. [Aaron Giles]

Cleaned up chdman, normalizing its behavior and improving error
reporting. [Aaron Giles]

More updates to the laserdisc emulation, based on more complete
understanding of how the discs are encoded and how they will
eventually be stored. [Aaron Giles]



New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Thunder Heroes [Guru]



New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Dharma Doujou (Korea) [Guru, David Haywood]



New games marked as GAME_NOT_WORKING
------------------------------------
Cobra Command [Andrew Gardner]
Gals Panic II - Quiz Version (Japan) [Guru, David Haywood]
Gals Panic II' - Special Edition (Japan) [Guru, David Haywood]
Monster Zero [Pierpaolo Prazzoli]
Unknown SemiCom Quiz [Guru, David Haywood]


==========================================================================

0.111u2

MAMETesters bugs fixed (there are probably more)
-----------------------
tourtabl0111u1red [Nathan Woods]


Source Changes
--------------

Amiga core system updates: [Ernesto Corvi]
- Updated 6526/8520 CIA to be able to set the value of the SP pin.
This is needed to emulate the Amiga keyboard.
- Updated the custom chips emulation to delay for about 24 cycles
the issuing of interrupts after a write to INTENA or INTREQ.
- Fixed a bug where if INTREQ got cleared programatically, it would
'forget' about pending CIA interrupts, causing the CIA to stop
sending further interrupts.
- Fixed the interrupt delay logic. Now it properly delays firing
the irqs, not the masking/disabling.
- Fixed return value for unused/invalid custom registers reads.
- Added Denise ID custom register to properly identify OCS, ECS and
AGA
- Added reset to custom, autoconfig and cia when a RESET opcode is
found.
- Resetting the custom chips will now clear INTENA, preventing
further interrupts.
- Fixed a bug in the RBF interrupt request code check.
- Fixed a bug on the 6526/8520 CIA that prevented chained counters
from working.
- Added support for the 'blitter-nasty' bit on the blitter. Fixes
many games that displayed wrong graphics.

Hooked up coin counter in Gun Fight. Also connected sounds properly
per schematics. Added proper watchdogs to invaders and invad2ct.
[Derrick Renaud]

Added missing initialization to the TMS5220 RNG. [Lord Nightmare]

Taito JC driver improvements: [Ville Linde]
- Implemented MC68HC11 communications
- Added analog controls via MC68HC11
- Various bug fixes and some new opcodes to the TMS320C51 core
- Moved video hardware emulation to vidhrdw/taitojc.c
- Implemented 3D hardware emulation

Cleaned up the 8080bw sound changes included with u1. [Robert]

Changed 6532riot and tia code to only allow initialization at init
time. [Nathan Woods]

Fixed several bugs in the old System 16 bootleg code. [Mamesick]

Fixed SIM opcode in i8085 emulator. [Tomasz Slanina]

Initial support for Unicode in the core and Windows OSD: [Nathan Woods]
- text file reading/writing now automatically handle UTF-8 conversion
- a number of Windows functions internally manage TCHARs
- new Windows compile-time option UNICODE can be used to build MAME
as a Unicode application (see windows.mak)

Added new visible representation of physical DIP switches for drivers
that have them defined. To see this, just pull up the DIP switch
menu on drivers that have been documented. [Brian Oberholtzer]

Corrected some incorrect DIP switch information in the 1942, toaplan2,
and segag80r drivers. [Brian Oberholtzer]

Added the remaining MESS CPU cores to MAME. They are disabled in the
build, but will be maintained along with the MAME CPU cores as future
changes are made. [Nathan Woods]

Added support for multiple instances of the samples sound system.
[Zsolt Vasvari]

Converted input port definitions from code-based constructors to
data-driven tokenized values. This reduces the overall MAME code size
by a significant amount. Note that the tokenization is a bit
different for 32-bit versus 64-bit builds, so hopefully somebody
with a 64-bit system can verify that it works (mame -listxml should
produce identical results to the 32-bit version).
[Atari Ace, Aaron Giles]

Properly implemented sound interrupts in Night Slashers. [Aaron Giles]

Improved cycle timings in the ARM CPU core. Altered the deco32 CPU
clocks to be more realistic. [Aaron Giles]

Updated copyright dates in header files and docs. [Aaron Giles]



New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Dwarfs Den [Tomasz Slanina]



New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
JuJu Densetsu (Japan, bootleg) [David Haywood]
New Tropical Angel [Stefan Lindberg]
Circus (Sub-Electro bootleg) [David Haywood]



New games marked as GAME_NOT_WORKING
------------------------------------
Backgammon [Tomasz Slanina]
Skat TV [Tomasz Slanina]
Fashion Gambler [Tomasz Slanina]
Pit Boss II [David Haywood]
Super Bitboss [David Haywood]
Pitboss Megastar [David Haywood]
Megatouch 3 [David Haywood]
Megatouch 5 [David Haywood]
Touchmaster [David Haywood]
Touchmaster 3000 [David Haywood]
Touchmaster 4000 [David Haywood]
Mahjong Shiyou [David Haywood]


==========================================================================

0.111u1

MAMETesters bugs fixed (there are probably more)
-----------------------
jspecter074gra [Robert]
spcenctr36b16gre [Robert]
spcewars0108u3red [Robert]
invad2ct0110u4gre [Robert]
mngrecording0110u1ora [Buddabing]
ninjaw0104u2gre [robiza]
orunners0105u4gre [robiza]
twinbee0105yel [Mamesick]
gwarrior0108u1yel [Mamesick]
tst_galx0101u3 [Atari Ace]
m660_0108yel [Atari Ace]
shootouj0102red [Mamesick]


Source Changes
--------------

Added more documentation for the 8080bw driver. It describes the ports
and bits for those games with no sound. In most cases, sample sounds
have been attached, in order to assist with further development. The
games modified are: invrvnge/invrvnga, rollingc, spcenctr, gunfight,
m4, gmissile, schasrcv, 280zzzap, lagunar, lupin3, phantom2, blueshrk,
desertgu, ballbomb, yosakdon/yosakdoa, and shuttlei. Two games were
marked NO_SOUND although they actually do have sound: these are cosmo
and dogpatch. [Robert]

Moved a chunk of platform specific code out of chdcd.c and romcmp.c
into the osd_tool code. [Nathan Woods]

Widespread cleanup of disassemblers and CPU interfaces across the
project: [Giuseppe Gorgoglione]
- removed from many disassemblers the dependency on eainfo.h. The
output produced by those disassemblers has been checked to be the
same as before.
- extensively rewrote the 6309dasm.c and 6809dasm.c disassemblers.
- fixed minor bugs in the v810 and hd6309 interfaces.
- removed m68000\cpudefs.h. This was used by the old assembly m68000
core. Removed from m68kmame.c and m68kmame.h as well many
references to the old core (e.g A68K0, A68K2, etc.)
- properly typedeffed the cpuinfo union, this affects cpuintrf.h and
many, many, other files
- converted 8051dasm.c, m65ce02.c and t11dasm.c to use
cpuintrf_temp_str() instead of local string pools
- moved the info.s = cpuintrf_temp_str() initialization to:
activecpu_get_info_string(), cpunum_get_info_string() and
cputype_get_info_string(). This allows us to remove tons of
info->s = cpuintrf_temp_str() statements from the xxx_get_info()
accessors of every CPU core, making them more readable

Fixed a problem with the chirp tables of both the tms5220 and the
tms5110. Also backported Jarek's PRNG implementation from tms5110.c
to tms5220.c so it no longer relies on rand(). [Lord Nightmare]

Fixed two bugs in the m68000 core: [Alex Jackson]
- fixed a miscompilation issue with GCC4 that was first noticed in
Altered Beast but also affected Moonwalker, Galaxy Force 2, and
probably many other games.
- fixed the core's compile-time self-configuration so that it uses
the same code paths on LP64 platforms (64-bit Linux, etc.) as on
LLP64 (64-bit Windows) and 32-bit platforms.

Added save state support to the magmax driver. [Svante Gerhard]

Fixed music speed in perfrman. [Mamesick]

Fixed implementation of da_a instruction in i8051 core. [Special LIU]

Third round of numerous improvements to the cheat engine: [ShimaPong]
NOTE : delete old command code and save it newly in Options menu.
* operation:
- Added preliminary direct Program Space accessor.
You can hack custom handling ROM code (eg encrypted segas16b.c
games). But it has several problems.
And added watchpoint display for Program Space.
- Added new operation, "Write if Match".
The cheat engine writes value only when read value matched
reserved value which is stored in extend data field.
* search menu:
- Added 3rd search mode, "Minimum Search Mode". It's more simple
than Classic Mode. Also added search memory initialize with
ui_clear key and extended value edit with arrow key in this mode.
- Added "View Last Results", "Restore Result", "Region Selection"
items to the advanced search menu.
* result viewer:
- Don't open this menu to avoid MAME crash in case of
no search region like sms.c in HazeMD.
- Added quick page switch by left/right arrow key.
Also changed functions for several keys in this menu.
- Improved no result page skip. But incomplete because
doesn't skip first or last page even if no result.
* code loading:
- Ignored to load old format code by default. If you need to
load, choose "Load Old Format" item in Options menu.
* input:
- Fixed activation key save on Enable/Disable menu.
- Fixed key handling for watch code addition from watch list
menu to cheat list. Now it works with ctrl + save cheat
key on the watch list menu.
- Enabled ui_clear key in editing a value (clear data)
and on watch list menu (reset all watchpoints).
* option:
- Added preliminary Debug option to check internal data.
- Added command code save. You can save command code with
save cheat key in Options menu.
* others:
- Added quick menu switch. It is assigned to ui_zoom in/out keys.
This function works in Enable/Disable, Add/Edit, Search and
Watchpoint menus.
- Rearranged several items on the menus.

Converted some isolated parts of the Win32 OSD code to use 'TCHAR'
strings rather than simple 'char' strings. [Nathan Woods]

Removed rom patches in the airbustr driver; hooked up watchdog
instead. [David Haywood]

Reimplemented one-shot timer modes in the 6526 CIA (Amiga) emulation.
[Ernesto Corvi]

Added validity check for zero refresh rates. [Nathan Woods]

Fixed DIPswitch defaults for Quartet and Quartet 2. [Alex Jackson]

Fixed incorrectly drawn graphics in troangel. [Robiza]

Fixed a few more assertions lurking with the new stricter disassembler
checks. [Aaron Giles]

Patched some protection checks in Funny Strip and Rebus. Neither game
works yet. [Tomasz Slanina]

Changed -createconfig to output the INI file using mame_file rather
than FILE. [Nathan Woods]

Improved graphics emulation in the tetriunk driver. [Tomasz Slanina]

Fixed copy/paste bug in the Irem sound hardware dealing with MSM5235
chips. [Mamesick]

Fixed visible area in Toki. [Mamesick]

Added new Toshiba TMP90840/TMP91640 CPU core. [Luca Elia]

Moved msm6242 real time clock to its own file. [Luca Elia]

Implemented blitter rom banking in dynax driver. [Luca Elia]

Added sound in Rapid Hero (samples banking is incorrect). [Luca Elia]

Fixed reset problem in the tia emulation. [Nathan Woods]

Adding remaining MESS sound cores to the core MAME sources.
[Nathan Woods]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Ms. Pac-Man/Galaga - 20 Year Reunion [Nicola Salmoria]
Mahjong If...? [Luca Elia]
Mahjong Reach (bootleg) [Luca Elia]
Mahjong Tenkaigen (bootleg) [Luca Elia]
Live Quiz Show [Luca Elia]
Pool 10 (Italia) [Roberto Fresca]
Tortuga Family (Italia) [Roberto Fresca]



New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Booby Kids (Italian manufactured graphic hack) [David Haywood]
Air Buster: Trouble Specialty Raid Unit (bootleg) [David Haywood]
Battle Balls (US) [Arzeno Fabrice]
Darth Vader [Tomasz Slanina]
R-Type (World) [Stefan Lindberg]
Puzz Loop 2 (Euro 010302) [Razoola, David Haywood]



New games marked as GAME_NOT_WORKING
------------------------------------
Moonwar (prototype on Frenzy hardware) [Lord Nightmare]
BanBam [David Haywood, Brian Troha]
Double Dealer [Tomasz Slanina]
Sky Lancer [Luca Elia]
Mahjong Tensinhai [Luca Elia]
Mahjong Raijinhai DX [Luca Elia]
Mahjong Tenkaigen Part 2 [Luca Elia]
Mahjong Tenkaigen [Luca Elia]
Cow Race [Luca Elia]
Mongolfier New (Italia) [Roberto Fresca]
Soccer New (Italia) [Roberto Fresca]


==========================================================================

0.111

MAMETesters bugs fixed (there are probably more)
-----------------------
perfrman0110u5gre [Pierpaolo Prazzoli]


Source Changes
--------------

Properly removes the "Autocenter Speed" from the UI when not used.
[Derrick Renaud]

Fixed decryption of some NeoGeo bootleg sets (specifically, kf2k2mp
and kf2k3upl) on platforms/compilers that don't implement memcpy as
memmove. [Alex Jackson]


==========================================================================

0.110u5

MAMETesters bugs fixed (there are probably more)
-----------------------
circusc0110u2gre [Derrick Renaud]
circusc37b16ora [Derrick Renaud]
64street057gre [Mamesick]
cannonb0104u8Yel [Mamesick]
gratia099u4red [Atari Ace]


Source Changes
--------------

Improvements to the Polygonet Commanders driver: [Andrew Gardner]
* Implemented various dsp56k opcodes
* Polygonet Commanders now gets past the memory tests

Fixed the background color in perfrman. [Pierpaolo Prazzoli]

Merged in some MESS-specific PC support code. [Nathan Woods]

Added mosaic effect to valtric. Yes, it looks as bad on real hardware
as in MAME :) [Tomasz Slanina]

Fixed colors in Honey Dolls. [David Haywood]

Added the final filtering stages to the sound, proper watchdog and
memory mirroring to the circusc driver. Also added PORT_DIPLOCATION
info and save state support. [Derrick Renaud]

Updated vconv.c to support preprocessor and assembly file output in
MSVC builds. [Nathan Woods]

Improved DIP switches for Honey Dolls and Twin Adventure.
[Brian Troha]

Removed the "Autocenter Speed" menu entry for Analog Controls that do
not use it. [Derrick Renaud]

Added a "Digital Speed" of 0 in the "Analog Controls" menu. This will
cause the control to only inc/decrement once per button press no
matter how long the button is pressed. Remember this is still scaled
by the "Sensitivity" setting. [Derrick Renaud]

Scaled Windows mouse Z axis by 30 to make it usable. Most mice
inc/decrement by 120 for each wheel click. Some rare ones are 30. So
this means for most mice, using a Sensitivity setting of 25%, you
will get 1 inc/decrement for each wheel click. [Derrick Renaud]

Cleaned up the cclimber driver, replacing hacks for cannonb with a
separate video update callback. [Mamesick]

Moved the ST-V protection related code into stvprot.c and added some
notes about the decathlete protection and renamed stvhacks to
stvinit, because it contains most of the inits as well as the
speedhacks. [David Haywood]

Major funworld driver rewrite: [Roberto Fresca]
- Merged/splitted some machine drivers, memory maps and inputs.
- Unified get_bg_tile_info for all games.
- Mapped the input buttons in a better format (all games).
- Added proper color PROM decode routines.
- Splitted the driver to driver/vidhrdw.
- Corrected the screen size and visible area to magiccrd.
- Added the remaining 2 GFX planes to magiccrd; GFX are imperfect.
- Royalcrd: Added all inputs and DIP switches.
- Fixed jolycdcr gfx to 4bpp.
- Other fixes to get jolycdcr running.
- Managed royalcdb to work, using the 2nd half of program ROM.
- Managed jolycdit to work, but with imperfect graphics.
- Fixed CPU clock to 2MHz. in all remaining games.
- Fixed ay8910 frequency based on elephfam audio.
- Fixed ay8910 volume in all games to avoid clipping.
- Reworked jolycdcr, jolycdit inputs.
- Set jolycdat as bigdeal clone.
- Added the bipolar PROM and GAL to jolycdit.
- Added color PROMs to cuoreuno and elephfam sets.
- Corrected jollycrd screen size and visible area.
- Hooked, wired and decoded the color prom in jollycrd sets.
- Wired and decoded the color prom in cuoreuno and elephfam sets.
- Wired and decoded the color prom in royalcrd.
- Hooked, wired and decoded the color prom in bigdeal sets.
- Decrypted jolycdit gfx roms.
- Decrypted jolycdae and managed the planes to show correct colors.

Minor Unicode changes for the Windows code. [Nathan Woods]

Added serial in/out support to the Amiga hardware. Added hooks for
output pins and light pen positioning. Also fixed the horrible static
at startup in the debug build. [Aaron Giles]

Reorganized the laserdisc support a bit to accommodate new players.
Added Sony LDP-1450 support. [Aaron Giles]

Added new render texture format TEXFORMAT_YUY16, which is used to
hold 4:2:2 Y/Cb/Cr format pixels. Updated the Windows Direct3D code
and the software renderers to use this format directly. [Aaron Giles]

Added new render texture fromat TEXFORMAT_PALETTEA16, which is the
same as TEXFORMAT_PALETTE16 but respects the alpha component of the
palette entry. Updated the Windows Direct3D code and the software
renderers to use this format. [Aaron Giles]

Changed the render system to respect blendmodes for screen elements
rather than hard-coding them. This allows individual VIDEO_UPDATE
routines to do their own compositing. [Aaron Giles]

Removed the illusion from the rendering system that you could pass in
arbitrary palettes. The system palette is all that is supported.
[Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Twin Adventure [David Haywood]
Royal Card [Roberto Fresca]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Twins (set 2) [David Haywood]
Jolly Card (Austria, encrypted) [Roberto Fresca]
Royal Card (Slovakia, encrypted) [Roberto Fresca]
Elephant Family (Italia, old) [Roberto Fresca]
Phoenix (Centuri), Set 2 [Brian Troha]

New games marked as GAME_NOT_WORKING
------------------------------------
ParaParaParadise [Ville Linde]
Keyboardmania 3rd Mix [Ville Linde]
Mad Dog McCree [Andrea Turci, Aaron Giles]
Who Shot Johnny Rock? [Andrea Turci, Aaron Giles]
Mad Dog II: The Lost Gold [Andrea Turci, Aaron Giles]
Space Pirates [Andrea Turci, Aaron Giles]
Gallagher's Gallery [Andrea Turci, Aaron Giles]
Crime Patrol [Andrea Turci, Aaron Giles]
Crime Patrol 2: Drug Wars [Andrea Turci, Aaron Giles]
The Last Bounty Hunter [Andrea Turci, Aaron Giles]
Fast Draw Showdown [Andrea Turci, Aaron Giles]
Platoon [Andrea Turci, Aaron Giles]
Zorton Brothers (Los Justicieros) [Andrea Turci, Aaron Giles]
Joker Card [Roberto Fresca]


==========================================================================

0.110u4

MAMETesters bugs fixed (there are probably more)
-----------------------
raiga0104u4yel [Mamesick]


Source Changes
--------------

SCSI CD emulation improvements: [Ville Linde]
- Added Play Audio (12) command
- Fixed track number and added MSF support to Read Sub-Channel
command

Added workaround for broken MediaGX driver. [Ville Linde]

Reworked the SNES raster timing to use MDRV_SCREEN_RAW_PARAMS() and
friends. All but one of the "electronics tests" in the SNES
diagnostics cart now pass with flying colors. [R. Belmont]

Fixed Super Breakout layout. [Mr. Do]

CPS2 updates: [David Haywood]
- Added table for Jyangoku (from Guru). Note that GFX/Sound roms
aren't dumped on this one.
- Removed old 'handcrafted' xors for games which we have CHDs for
and replaced them with xors generated from MAME using the CHD.
This means anyone with the CHD can easily generate the xors
(using the code I've left in there) if they need to be able to
run the games with a shorter startup time.
- Disabled the loading of the xors by default for all sets with a
CHD. Now only the CHD is loaded, unless the #define is changed
at the top in which case only the xors generated from the CHD
are loaded.

Added support for more than 4 mouse buttons on versions of Windows
that support it. Win98/Me with DX7+ or XP. It defaults to regular 4
buttons if not supported. [Derrick Renaud]

Fixed the crosshairs in the PlayChoice-10 gun games that got
buggered in the conversion to multi-monitor support. [Derrick Renaud]

Rewrote the Dragon's Lair driver from the schematics. Added new
module machine/laserdsc.c which has laserdisc emulation for the
PR-7280 and LD-V1000 laserdisc players. Full emulation of the
laserdisc is pending support for CHD audio/video and high quality
rips, but you can operate the game and see the frame numbers that
would be displayed. Added built-in layout to display the scores,
lives, and credit information. [Aaron Giles]

Added some hacks to windows.mak to allow limping compilation under
Windows Vista. To make these work set an environment variable called
VISTA_MINGW_ROOT equal to the base of your mingw directory, and add
%VISTA_MINGW_ROOT%\libexec\gcc\mingw32\3.4.2 to your PATH environment.
There are still a few issues, but this will let you build with MSVC,
and will compile most of the code with gcc (minus a couple of Windows
OSD files). Hopefully the mingw folks will resolve these issues.
[Aaron Giles]


==========================================================================

0.110u3

MAMETesters bugs fixed (there are probably more)
-----------------------
sandscrp0110u1yel [Mamesick]


Source Changes
--------------

Added raw decryption table to choko. Enabled the use of the large
CHD-based tables by default. [David Haywood]

Changed kram3 decryption to use external tables instead of hard-
coded ones in the source. [Atari Ace]

Konami driver updates: [Ville Linde]
* drivers/gticlub.c:
- Moved video hardware to vidhrdw/gticlub.c
- Hooked up sound emulation
- Added dual-screen support for Hang Pilot
* drivers/hornet.c:
- Added support for multiple K037122 chips
- Added dual-screen support for Silent Scope & Silent Scope 2
* drivers/nwk-tr.c:
- Added support for multiple K001604 chips
- Hooked up sound emulation
* vidhrdw/gticlub.c:
- Added texture-mapping and z-buffer to K001005 emulation
* general:
- Consolidated K056800 emulation (machine/konamiic.c)
- Improved Hang Pilot/NWK-TR gfx board emulation

STV fixes: [Mariusz Wojcieszek]
- vdp2: fixed vertical scrolling for RGB bitmaps (fixes corrupted
gfx in batmanfr)
- vdp2: fixed vertical line scrolling for zoomed layers (fixes
corrupted backgrounds in astrass)
- stv: added speedup for master sh2 in batmanfr

Fixed bug in overflow handling and SUBC emulation in the TMS32010
core. [Rainer Keuchel]

Reverted Mario Bros. graphics offset since it caused issues
elsewhere. [Derrick Renaud]

Enhanced chd.c to support hunk sizes up to 16MB, versus the previous
64k limit. [Aaron Giles]

Added hooks to chd.c to specify codec-specific configuration info.
[Aaron Giles]

Removed obsolete timing parameter from stream_update(). [Aaron Giles]

Cleaned up cdrom.c. Removed audio implementation and relocated code
into sound/cdda.c. Changed metadata format to be textual instead of
binary (old metadata format is still supported). Removed external
access to CHD positions; all accesses are now done at the physical
LBA level and converted internally. [Aaron Giles]

Added support for split CHD files. CHD files can be transparently
split into multiple pieces and left that way during read access.
Modifications to split files are always written to the last file.
A new command chdman -split is now available to split an existing
CHD file. [Aaron Giles]

Added new option -fontpath to control where the font files are loaded
from. [Aaron Giles]

Added ability for options_add_entries() to override defaults
specified in the core. To do this, simply include an option in the
list with the same name as the core option and provide a new default.
This default will override the one specified in the core.
[Aaron Giles]


New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
World Rally (set 3 - 930217) [Kevin Eshbach]
Bionic Commando (Euro) [Stefan Lindberg]


==========================================================================

0.110u2

MAMETesters bugs fixed (there are probably more)
-----------------------
vulcan137b1gre [robiza, Mamesick]
mario0110u1gre [Derrick Renaud]


Source Changes
--------------

Fixed flags access in the i286 core. [Barry Rodewald]

Updated MC146818 module to use new core date/time routines.
[Nathan Woods]

Cleaned up disassemblers to remove stubs and ensure the disassemblers
are not referenced except in debug builds. [Nathan Woods]

Added support for using CHDs to decrypt CPS2 games. This code is
disabled for the moment, but will be enabled in the future. Only a
handful of games have complete tables so far. These tables are huge
(~4GB) and uncompressable until the encryption algorithm is
understood. [David Haywood]

Fixed bug in the debugger that caused watchpoints to not be active
until the next context switch. [smf]

Cleaned up the input definitions for n-way joysticks so they are
more explicit. Added concept of a "16-way" joystick, which is a
joystick that doesn't prevent simultaneous opposing directions from
bring reported. [smf]

Major System 573 update: [smf]
* fixed PSX SIO control register behavior
* implemented several SCSI CD commands: START/STOP UNIT, PAUSE/
RESUME, READ SUB-CHANNEL, READ TOC
* added uPD4701 emulation
* fixed ATAPI reset, PIO, and command IDENTIFY PACKET DEVICE
* hooked up controls for fishing, DRR, and Guitar Freaks games
* hooked up CDDA audio
* removed some unused bytes from the Konami 80's security chips

Fixed upside down service mode in the commando.c driver. [Canim]

Added support for the Triple Hunt 8-track audio. [Derrick Renaud]

Galaxian/Scramble driver reorganization: [Atari Ace]
* machine/scramble.c is broken up into two files,
machine/galaxian.c and machine/scramble.c
* drivers/amidar.c, drivers/frogger.c, drivers/scobra.c get copies
of some of the data structures they shared from other drivers
* galaxian_base is made static and uses outside of the main driver
were rewritten
* cclimber_decode code from drivers/cclimber.c was separated into
its own machine/cclimber.c file to allow mshuttle to share it
without taking on other dependencies

Added missing x-flipping support in Major Havoc. [Mathis Rosenhauer]

Made some improvements to trivia madness driver. There still is
something wrong in the question roms banking. [Pierpaolo Prazzoli]

More updates to the ST-V driver: [Mariusz Wojcieszek]
* vdp1: added shading for sprites (used by znpwfv, cotton, others)
* vdp1: fixed sprite clipping (fixes incorrect sprites in znpwfv)
* vdp1: fixed transparency on colour lookup table sprites (fixes bad
sprites in znpwfv)
* vdp2: fixed caching of RGB layer (fixes bad backgrounds on bosses
in rsgun)
* vdp2: added additive blending for tilemaps and sprites (rsgun)
* vdp2: added vertical line scroll and linezoom (fixes diehard logo)
* stv: improved speedups for diehard
* stv: fixed speedups for znpwfv
* stv: added preliminary save state support

Significant cleanup of chd.c: [Aaron Giles]
* got rid of the horrible last_error concept; now all routines
return an error directly
* fixed several issues in managing metadata
* changed compression and verification routines to be client-driven
rather than monolithic
* changed internal codec usage to be more flexible
* altered chdman and MAME to use the new interfaces
* added new -createraw command for creating raw data CHDs

Fixed crash bug in romcmp when comparing ZIP files. [Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Fisherman's Bait * A Bass Challenge / Bass Angler [smf]
Fisherman's Bait 2 * A Bass Challenge [smf]
Fisherman's Bait * Marlin Challenge [smf]
Dancing Stage / Dance Dance Revolution [smf]
Guitar Freaks [smf]
Dance Dance Revolution 2nd Mix [smf]
Dance Dance Revolution 2nd Mix Link [smf]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Hellfire (2P Ver., first edition) [Tirino73]
Konami 80's AC Special (3 versions) [smf]
Stratovox (bootleg) [Brian Troha]

New games marked as GAME_NOT_WORKING
------------------------------------
Jyangokushi: Haoh no Saihai (Japan) [David Haywood]


==========================================================================

0.110u1

MAMETesters bugs fixed (there are probably more)
-----------------------
warriorb0109u2gre [Aaron Giles]
ballbros0109u5gre [Aaron Giles]


Source Changes
--------------

Numerous improvements to the cheat engine again. [ShimaPong]
* Operation
- Mounted copy prevous value.
- Defined link extension bit in type field.
- Improved one shot operation when restore previous value is
available.

* Menu
- Major update for classic search menu.
- Arranged the cheat general menu a bit.
- Improved item display for selection type code on the code
edit screen.
- Added entry index parameter to EditCheatMenu().

* Watchpoint
- Added watchpoint for ROM region.
- Improved adding watch from cheat list.

* Activation key
- Added save activation key.
- Added 2nd activation key.
- Added show activation key message option.

* Others
- Refined command code format.

Added support for Fixed Interval Timer to the PPC403 core.
[Ville Linde]

Polygonet Commanders update: [Andrew Gardner]
* Added more accurate host interface to dsp56k core
* Removed a bunch of hacks in plygonet.c

Added new field Machine->basename which is used to describe the path
used for various file accesses. This is a helper for MESS, and should
not have any user-visible changes. The file accesses affected are:
configuration (cfg) files, snapshots, debugger comments, NVRAM,
and memory cards. [Aaron Giles]

Changed naming of screenshots. They are now created in separate
folders per game, with numeric names 0000.png, 0001.png, etc.
[Aaron Giles]

Changed artwork layout loading to load either gamename/gamename.lay
or gamename/default.lay. The latter is preferred, and allows for
easier reuse of layouts between games. [Aaron Giles]

Fixed max instruction bytes for 68020+ CPUs to avoid assertion in
new disassembler. [Aaron Giles]

Added flip screen offsets needed with new video parameters in the
pacman.c driver. [Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Fishing Frenzy [Aaron Giles]
Freeze (Atari) [Aaron Giles]


==========================================================================

0.110

MAMETesters bugs fixed (there are probably more)
-----------------------
irobot0106u1gra [Luigi30]
astrofc057ora [Luigi30]


Source Changes
--------------

Fixes auditting sets where all the roms in the clone are also in the
parent. [smf]

Fixed assertions in 6809 and 6502 diassemblers caused by stricter
checking introduced in u5. [Aaron Giles]

Fixed crash when resetting PSX games. [smf, Aaron Giles]


New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Trivia (Version 1.01C Alt questions 1) [Brian Troha]

New games marked as GAME_NOT_WORKING
------------------------------------
M075 Poker (Version 16.03B) [Brian Troha]
Super Bowl (Version 16.03B) [Brian Troha]
Trivia (sms) [Pierpaolo Prazzoli]


==========================================================================

0.109u5

MAMETesters bugs fixed (there are probably more)
-----------------------
uicrash0108u5red [Nicola Salmoria]


Source Changes
--------------

Fixed subtle bug in the UI menu handler that only manifested on
mingw-based compiles. [Nicola Salmoria]

Updated CHD locating behavior to accept CHDs referenced by the
parent of a clone if the hash matches, even if it has a different
name. [smf]

Improved flash emulation and added support for Fujitsu flash chips.
Switches Konami games over to new flash chips. [smf]

Improved behavior of SCSI CD implementation for audio playback and
TOC reading commands. [R. Belmont]

Fixed priorities and the offset of layer 3 in fcrash. [robiza]

Added save state support to the COP4xx core. [Aaron Giles]

Changed the new disassembler and override callback prototypes to
take const parameters and to remove the generally unused 'bytes'
parameter. The disassemblers can now assume that the buffers contain
enough bytes to hold the maximum instruction length as returned by
the CPU core get_info callback. [Aaron Giles]

Converted the following disassemblers to the new format, and added
step in/out support where it was obvious: adsp21xx, alph8201,
arm, arm7, asap, ccpu, cdp1802, cop4x0, dsp32c, e132xs, g65816,
h6280, h83002, i8x41, i960, i8051, i8085, jaguar, m680x, m6805,
m37710, mc68hc11, pic16c5x, rsp, s2650, se3208, sh2, sharc, t11,
tms32010, tms32025, tms32031, tms34010, upd7810, v60, v810, z180,
and z8000. [Aaron Giles]

Deprecated the old disassembler interfaces in favor of the new ones.
[Aaron Giles]

Fixed subtle bug in subtable allocation in the memory system that
caused the Eolith games to assert with the debugger. [Aaron Giles]

Tweaked the disassembly view to detect if the disassembly for the
current instruction has changed, and if so, recompute the entire
view. This provides more dynamic updating when system states change
under certain CPUs. [Aaron Giles]

Added new symbol 'curpc' for all CPUs which represents the value of
the current instruction pointer, to avoid naming conflicts with the
'pc' register in other contexts. Changed this to be the default
value for the disassembly window in the Windows version of the
debugger (OSD ports will need to do likewise). [Aaron Giles]


New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Trivia (Version 1.01C) [Brian Troha]
Space Battle (bootleg set 2) [Brian Troha]

New games marked as GAME_NOT_WORKING
------------------------------------
Tetris (Unknown Manufacturer) [David Haywood]
Out Run (Mega-Tech) [Charles MacDonald, Brian Troha]
Forgotten Worlds (Mega-Tech) [Charles MacDonald, Brian Troha]
Super Real Basketball (Mega-Tech) [Charles MacDonald, Brian Troha]


==========================================================================

0.109u4

MAMETesters bugs fixed (there are probably more)
-----------------------
hvysmsh0103u3gre [robiza]


Source Changes
--------------

Added a COP410 core to the COP4xx collection. [Nathan Woods]

Improved banking in the alpha68k games. [robiza]

Fixed memory leak when writing MNG files. [Buddabing]

Fixed several audit bugs introduced with the rewrite. [Mamesick]

Fixed lamps in funworld/cardline drivers. [wolf676]

Normalized realtime clock accesses across drivers. Now ensure that
realtime clocks are reset when recording/saving INP files.
[Nathan Woods]

Updated documentation in pacman driver to reflect actual sync chain.
Fixed sound frequencies for 2650 conversions. [Aaron Giles]

Fixed bug in displaying disassembly of CPUs whose minimum instruction
size was larger than their data bus size. [Aaron Giles]

Added new debugger command 'history' which dumps the most recent
instructions executed. [Aaron Giles]

Improvements to the Looping driver: [Aaron Giles]
* fixed clock speeds
* proper video timing
* fixed protection (game would reset; should never have been marked
'working' in the first place!)
* various other driver cleanups

Cleaned up tms99xx core debugging and converted to new disassembler
syntax, adding step over/out support. [Aaron Giles]

Removed obsolete CPUINFO_PTR_REGISTER_LAYOUT and
CPUINFO_PTR_WINDOW_LAYOUT data items. [Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Konami 80s Gallery [R. Belmont, smf]
Dark Horse Legend [R. Belmont, smf]
Powerful Pro Baseball EX [R. Belmont, smf]
Bowling 3D [Pierpaolo Prazzoli]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Trivia (Version 1.03a) (alt 4) [Brian Troha]
Arian Mission [Brian Troha]


==========================================================================

0.109u3

MAMETesters bugs fixed (there are probably more)
-----------------------
ftroption0109u2ora [Aaron Giles]


Source Changes
--------------

Added missing InitCommonControls(), which caused the debugger UI
to fail with recent updates. [Nathan Woods]

Fixed dip switches and added second player controls for beaminv
driver. [stephh]

Major rewrite of the SHARC core: [Ville Linde]
- Bit-accurate reciprocals
- More accurate pipeline emulation
- Fixed the problems with operation latencies
- Regression tested a few floating-point operations for bit-accurate
results
- Improved DMA emulation
This update will fix most (but not all) of the clipping problems in
Gradius 4 and NBA Play by Play.

Updated cardline driver lamps and layout: [wolf676]
- converted hardcoded fake lamps to new artwork system
- added button lamps card1-5, collect, bet, start
- added simple button lamps artwork "cardline.lay".
- re-ordered buttons and added "collect" button

Updated funworld driver lamps and layout: [wolf676]
- added external credit in counter (mapped as coin 1 counter)
- added external credit out counter (mapped as coin 8 counter)
- added button lamps hold1-5, cancel, start
- added simple button lamps artwork "funworld.lay".

Added COP420 core for the Altair games. [Curt Coder]

Increased the interleave in Xevious to fix synchronization issues.
[robiza]

Added new output control system. This system is designed to support
multiple output streams, and should replace all instances of printf
in the code. You can now call one of these functions:

mame_printf_error
mame_printf_warning
mame_printf_info
mame_printf_debug

to output data. By default, these go to the console, but they can be
overridden by the OSD layer to route wherever is appropriate.
[Aaron Giles]

Some additional Grand Champion cleanup. [Aaron Giles]


==========================================================================

New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Cuore Uno (Italia) [Roberto Frecsa]
Elephant Family (Italia) [Roberto Fresca]


==========================================================================

0.109u2

IMPORTANT NOTE TO OSD DEVELOPERS: As of this release, you are now
required to make use of options.c to set core options. At a minimum,
this requires calling options_init(NULL) before calling run_game().


MAMETesters bugs fixed (there are probably more)
-----------------------
capbowl0109u1yel [Aaron Giles]


Source Changes
--------------

Improved DIP switches in the yunsun16 driver and added more
documentation. [stephh]

Improved timer accuracy and added save state support to the
6526 CIA module. [Nathan Woods]

Fixed bug in memory map dumping code that caused wrong addresses
to be dumped. [Wilbert Pol]

Connected TMS5220 speech support to the Major Havoc: Return to Vax
mod. [Jess Askey]

Changed comment shortcut in disassembly windows to avoid clash with
Ctrl+C for "Copy". [Nathan Woods]

Added checking for register symbol names to ensure they aren't
numeric (which prevents their identification by the expression
parser). Changed the M4510 CPU symbols to avoid tripping this
check. [Nathan Woods]

Fixed crash in the Win32 debugger code with small window sizes.
[Samuele Zannoli]

Fixed assertion when auditing systems with no samples or ROMs.
[Nathan Woods]

Some pmpoker driver improvements: [Roberto Fresca]
- Added service/settings mode to pmpoker.
- Added PORT_IMPULSE to manage correct timings for most inputs
in all games.

Fixed "run to cursor" functionality for CPUs that had an address
bus shift. [Andrew Gardner]

Fixed bug that caused false positive ZIP filename matches.
[Aaron Giles]

Added PATH_SEPARATOR define so that platforms with non forward-slash
path separators can get preassembled paths in their native format.
[Aaron Giles]

Some enhancements to the options manager: [Aaron Giles]
* added a simpler options_init for startup
* added support for internal options
* added support for multiple unadorned options
* moved core options definitions into the core options.c
(note that the default INI path no longer includes $HOME/.mame
since that is not cross-platform; *nix platforms will need to
explicitly override that default in their OSD code)
* added accessor to set the default value of a given option
* changed error reporting so that errors are tracked internally
and reported only once

Improved documentation in osdepend.h to better describe some of the
functions and provide a general overview of how things work. Removed
unused osd_readkey_unicode function. [Aaron Giles]

Fixed bug in the bilinear software scaler that would read out of
bounds on a bitmap. [Aaron Giles]

Added supervisor DAC support to the Max-a-Flex driver. [Aaron Giles]

Fixed clock speeds on Turbo/Buck Rogers. [Aaron Giles]

Fixed -romident with ZIP files. [Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Rock Duck [Roberto Fresca, Tomasz Slanina, David Haywood]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
DonPachi (Hong Kong) [Arenzo Fabrice]
Las Vegas, Nevada [Roberto Fresca]

New games marked as GAME_NOT_WORKING
------------------------------------
Destroyer (Cidelsa) [Curt Coder]
Altair [Curt Coder]
Draco [Curt Coder]


==========================================================================

0.109u1

IMPORTANT NOTE TO OSD DEVELOPERS: The file I/O interface has changed
significantly. It is now much simpler. Please read osdepend.h for
full details on how the new OSD-defined functions work. In addition,
you must now use the options.c to specify your search paths. If you
are parsing standard command line options and INI files, this work
is relatively straightforward. Otherwise, you can manually call
options_set_string() for each of the search paths to configure them
from whatever options store you are using.


MAMETesters bugs fixed (there are probably more)
-----------------------
silentd0108u5yel [Mamesick]
gradius30104u3gre [Mamesick]
spelunk2099u6gre [robzia]
twinactn0105u2gre [robzia]
czeroize0108u2yel [David Haywood]
listrom0109red [Aaron Giles]
chdbaddump0109ora [Aaron Giles]
ddrawcoloroverlay0109yel [Aaron Giles]
new_debugger0109ora [Aaron Giles]
ronnamelength0109ora [krick]
shtngmst0108u4ora [Pierpaolo Prazzoli]


Source Changes
--------------

More findout.c/getrivia.c improvements: [wolf676]
- added ticket dispenser to Trivia/Sexual Trivia
- found last unknown dipswitch in Selection/Poker
- added missing "Payout" button; payout hardware unknown
- added missing "Play / Raise" button and its lamp 9
- added "Button 12 ?" to selection, function unknown
- re-added PORT_IMPULSE(2) to poker games buttons because they do
not like it if two or more buttons are held; trivia games still
respond better without this
- changed coin_lockout_global to coin_lockout_w(0) and
coin_lockout_w(1) for 2 coin slots in selection;
- added missing lamps 11 (coin slot 2), 12 and 13 (unknown)
to selection

Fixed crash in the MPU4 driver. [El Condor]

Hooked up ARM ROM for kovsh, though it doesn't work yet. [ElSemi]

Some fixes for the 8080bw driver: [Robert]
- The correct samples are being used for lrescue, lrescuem,
grescue, desterth
- Dipswitch corrections for superinv, invadrmr, sinvemag,
spceking, spacewr3
- Remove extraneous beeping noise from indianbt

Converted all the toaplan2.c games to mono since the PCBs are JAMMA
without external stereo connectors. [Corrado Tomaselli]

Added bounds checking to the qsound driver. [David Haywood]

Redesigned the OSD file I/O interfaces to be simpler and more
straightforward. Also simplified the core's file I/O routines and
included some functionality that was previously left to the OSD
layer. [Aaron Giles]

Rewrote unzip.c to return richer errors and generally behave better.
[Aaron Giles]

Rewrote audit.c to simplify the code and not rely on extraneous
functions that were in the old file I/O system. [Aaron Giles]

Simplified the 68000 core generation logic to just produce one
file. Hopefully this will cure some of the build issues with the
core. [Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Five a Side Soccer [Ville Linde]
Super Street Fighter II - The New Challengers [David Haywood, stephh]
Dynamic Shooting [Tomasz Slanina, Guru]
Doki Doki Penguin Land [Tomasz Slanina, Guru]
Shooting Gallery [Pierpaolo Prazzoli]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
The Cliffhanger - Edward Randy (World) [Patrik Styrnell]
Double Dragon 3 (Japan) [Corrado Tomaselli]
Twin Brats (set 2) [Patrik Styrnell]


==========================================================================

0.109

MAMETesters bugs fixed (there are probably more)
-----------------------
pitfight0106u3gra [Canim]
turbofrc37b1gre [Canim]


Source Changes
--------------

More merit, getrivia, and findout improvements: [wolf676]
- added external coin counters and coin lockouts
- fixed lamps in upright and cocktail modes
- getrivia.c: fixed sound in selection and clone
- located ticket out bit in trivia games and commented it in
both drivers.
- fixed merge collision from u5

Input port cleanup and additional comments in the CPS1 driver.
[stephh]

Fixed ES5503 behavior for voice volumes > 127 (cures missing
sounds/music notes in several Apple IIgs demos and games).
[R. Belmont]

Made MSC1937 operation more accurately match datasheet and wiring
diagram. Added indexed getters to the output system to match the
newly introduced setters. [El Condor]

Changed input port calculations to go in two passes, to catch
out-of-order conditionals properly. [HobbesAtPlay]

Fixed priorities in the m62 driver, mainly affecting Lode Runner
sequels. [robiza]

Fixed PNG code so that it doesn't NULL terminate tEXt chunks.
[Mathis Rosenhauer]

Changed disassembler override callbacks to match new disassembler
syntax. [Nathan Woods]

Changed artwork loading to be on-demand rather than all up-front.
Also added a message during artwork resizing/loading so it's more
clear what is going on. [Aaron Giles]

Added new osd function osd_break_into_debugger() which can be hooked
to cause a break into the OSD's debugger when an assertion or
fatal error occurs. Hooked it up on Windows to do just that.
[Aaron Giles]

Normalized exit codes from mame.exe. The core-specific ones are
defined in mame.h. The Windows build will also return code 100 on
an unhandled exception now. [Aaron Giles]


New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Astro Combat (older, PZ) [f205v]
Funky Bee (bootleg, harder) [f205v]


==========================================================================

0.108u5

MAMETesters bugs fixed (there are probably more)
-----------------------
mf_bdash0108u4gre [Aaron Giles]


Source Changes
--------------

Fixed priority in galivan and danger (and clones). Added save state
support to all games in galivan.c. Fixed portability issue in DAC
audio save states. [Vas Crabb]

Fixed bug in software renderer that prevented lower-resolution
targets from being properly supported. [smf]

Rewrote the Atari vector generators, using the schematics and actual
state machine PROMs. The state machine is now emulated so timing
should be much more realistic. Clipping hardware in bzone and others
is emulated instead of hardcoded. Improved accuracy of clocks and
various other bits of cleanup. [Mathis Rosenhauer]

Some more cleanups to the getrivia, findout, and merit drivers:
[wolf676]
- corrected order of buttons and lamps in the games
- removed impulse(2) from buttons -> buttons respond much better now
- added coin 2 to Selection and Trivia
- Poker and Sexual Trivia have no coin 2 -> unique inputs defined
- used PORT_INCLUDE() and PORT_MODIFY() where possible
- connected outputs for use with artwork

Major updates to the Nintendo 64 based driver. [Ville Linde]

More improvements to the pmpoker driver: [Roberto Fresca]
- Confirmed the GFX banks (a complete dump appeared!).
- Improved technical notes and added a PCB layout based on PCB pics.
- Found and fixed the 3rd bitplane of BigBoy gfx.
- Renamed Big-Boy to Golden Poker Double Up.
- Added 'Joker Poker' (Golden Poker version without 'double-up').
- Added 'Jack Potten's Poker' (same as Joker Poker, but with
'Aces or better' instead of jacks).
- Simulated colors for all sets till color PROMs appear.
- Completed inputs in all sets (except DIP switches).

Undid previous (incorrect) 'fix' of shangha3 sound clock. [Canim]

Implemented some port conditions for gmgalax, so you only see the
relevant DIP switches for the active game. [Canim]

Numerous fixes to the cheat engine. [ShimaPong]

Updated the TN2A03 CPU to match the proper cycle timings and
unsupported opcodes revealed by Blargg's NES chip test. [Wilbert Pol]

Another big update to the ST-V driver: [Mariusz Wojcieszek]
- scsp: improved interrupt reset. diehard, dnmtdeka, vfkids,
- colmns97 have sound now
- vdp1: added mesh effect for the sprites
- vdp1: added polylines
- vdp2: optimized rbg rendering
- stv: added speedups for dnmtdeka and diehard
- stv: corrected some set names/descriptions

Fixed crash in Windows code if we are unable to create sound buffers.
[Nathan Woods]

Fixed bug that caused Turbo sprites to be exceedingly large.
[Aaron Giles]

Began rewrite of Grand Champion driver. Still work to do on collision
detection, radar, and some glitches. [Aaron Giles]

Added new output utilities: output_set_led_value(),
output_set_digit_value(), output_set_lamp_value(), which are used to
set a generic indexed data type. Changed Turbo and Max-a-Flex over to
using output_set_digit_value() for their digits. [Aaron Giles]

Rewrote the PNG reading/saving code, improving error reporting and

simplifying the code significantly. [Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Pocket Racer [smf, Guru]
PlayMan Poker (Germany) [Roberto Fresca]
Killer Instinct (SNES bootleg) [Tomasz Slanina]
Real Fun (Version 7.01) [Brian Troha]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
World Class Bowling (v1.5) [Brian Troha]
Gryzor (Set 2) [Stefan Lindberg]
Power Drift (World) [Stefan Lindberg]
Strikers 1945 (Korea) [Arzeno Fabrice]
10-Yard Fight (World) [Brian Troha]
Final Lap R (Japan Rev. C) [Arzeno Fabrice]


==========================================================================

0.108u4

MAMETesters bugs fixed (there are probably more)
-----------------------
gotya0107u3yel [David Haywood]
spcewars36rc2ora [Robert]
prehisle0104u5gre [Vas Crabb]
shangha3237b7gre [Canim]


Source Changes
--------------

Added support for reverse-order entry in the BFM code. [El Condor]

Cleaned up DIP switches and documentation in the merit.c and
coinmstr.c drivers. [wolf676]

Updated the MPU4 layout and added more documentation. [El Condor]

Fixed neocrypt.c to work on big-endian machines. [R. Belmont]

Improved DIP switches for spcewars and invadpt2. Fixed sound in
spcewars. [Robert]

Fixed UI for cheat system watchpoints, making them usable again.
[Nicola Salmoria]

Fixed flipscreen mode for liquidk and other games using the same
Taito graphics chips. [Robzia]

Added many more notes/info to the arkanoid driver. [stephh]

Added save state support for YM3812, YM3526 and uPD7759 sound chips,
and Prehistoric Isle video hardware. Also added partial save state
support for the Y8950 sound chip. [Vas Crabb]

Did a bit of object-orienting the core. All core init functions now
take a running_machine parameter. All exit, reset, and pause
callbacks now require a running_machine parameter to register, and
pass in the running_machine when called. [Aaron Giles]

Added a running_machine parameter to the following driver callbacks:
DRIVER_INIT
MACHINE_START/MACHINE_RESET
SOUND_START/SOUND_RESET
VIDEO_START/VIDEO_RESET/VIDEO_EOF/VIDEO_UPDATE
NVRAM_HANDLER/MEMCARD_HANDLER
For the most part, this didn't affect the code thanks to the macros,
apart from cases where direct calls were made. [Aaron Giles]

Altered most of the mame.c and palette.c interfaces to take a
running_machine parameter. Hung private data for these modules off of
the running_machine structure instead of using global variables.
[Aaron Giles]

Did some cleanup and de-Achoization of the palette code. Removed some
features used only by Grand Champion, which only complicated things
for all the other drivers. Marked Grand Champion as imperfect graphics
until it gets rewritten. [Aaron Giles]

Since I had to visit all call sites of palette_set_color to add the
running_machine parameter, I also updated quite a lot of them to use
the nice palnbit() inlines in palette.h, which cleaned up the code in
many cases. Since this was a manual process, I probably messed up one
or two cases, so if you notice odd colors, please report them to the
http://mametesters.org site. [Aaron Giles]

More Turbo work: cleaned up the sound code, added support for proper
speaker placement in all games, a few other minor fixes. Sprite
scaling is still not 100%, but I need some real hardware to verify.
Apart from that, no further work is planned. [Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Shooting Master [David Haywood, Tomasz Slanina]
Quizmaster (German) [wolf676]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Gals Panic II (German) [Patrik Styrnell]
Pocket Gal 2 (Japanese) [Patrik Styrnell]
Locked 'n Loaded (World) [Patrik Styrnell]
Mad Ball V2.0 (hack? With Nudity) [f205v]
Arkanoid (Tayto bootleg, harder) [stephh]
Arkanoid (Game Corporation bootleg, set 2) [stephh]
Arkanoid (bootleg with MCU, harder) [stephh]


==========================================================================

0.108u3

Source Changes
--------------

Improved offsets of the "normal spites" in the SSV games twineag2,
ultrax, and dynagear. [robzia]

Added missing video change to the lethalen driver. [David Haywood]

Some nice improvements to the debugger: [Andrew Gardner]
* added ability to tab between views in the disassembly windows
* added a 'cursor' to the dasm view and hooked up navigation keys
* added F4 'run to here' key when the disasm view has focus
* added F9 'toggle breakpoint' key when the disasm view has focus
* enhanced memory view keyboard navigation

Added workaround for crash in the sound code under some edge cases.
[David Haywood]

Fixed background ROM loading in the new wbmlbg set. [David Haywood]

Overhauled and corrected the DIP switches in the trivia and quiz
games in the findout driver. [wolf676]

Added PORT_DIPLOCATION to the airbustr driver. [Roberto Fresca]

TIA-MC1 driver improvements: [Eugene Sandulenko]
- fixed documentation
- hooked game counter and coin lockout
- added save state support

Fixed 6840 counter behavior in continuous mode. [El Condor]

Identified some unknown DIP switches in Robby Roto. [wolf676]

Big update to the arkanoid driver which improves emulation of some
bootlegs: [stephh]
- Interverted 'arkblock' and 'arkbloc2' sets for better comparaison
- Renamed sets :
* 'arkbl2' -> 'arkmcubl'
* 'arkbl3' -> 'arkgcbl'
- Changed some games descriptions
- Removed flags from the following sets :
* 'arkbloc2' (old 'arkblock')
* 'arkgcbl' (old 'arkbl3')
* 'paddle2'

Fixed a multithreading race condition at startup. [Nathan Woods]

Added some minimal validation on the sample rate configuration
parameters. [Firewave]

Fixed a few dips and added diplocation setting for Wonder Stick
in the nmg5.c driver. [Brian Troha]

Big update to the MPU4 driver: [El Condor]
- added support for reverse clocking in the VFD code.
- changed the 6840 to not run the counter clock if no frequency
is specified
- reworked the MPU4 drastically to be more in sync with AGEMAME
- MPU4 video should now be working a little better
- deprecated 6850acia.c, replacing it with a specialized driver

Updated core.mak to ensure the make clean will remove file2str.exe.
[Nathan Woods]

Added new ROM loading option, ROM_IGNORE() which works just like
ROM_CONTINUE() except that you don't need to load the data anywhere.
It can be used when larger ROMs are present and only a portion of the
data is used. See solomon.c for an example. [Aaron Giles]

Removed support for the old debugger. [Aaron Giles]

Added driver_data member to the Machine structure, where drivers can
hang data instead of using global variables. Added MDRV_DRIVER_DATA
macro so the core can allocate this structure at startup. Added
AM_BASE_MEMBER and AM_SIZE_MEMBER which are similar to AM_BASE and
AM_SIZE but let you specify a member of a struct hanging off of
driver_data. Updated the Turbo driver to use these new features as an
experiment. [Aaron Giles]

More Turbo driver cleanup: [Aaron Giles]
* doubled the horizontal resolution to better draw analog sprites
* improved Buck Rogers and Subroc video


New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Solomon's Key (US) [Bobby Conover]
Commando (bootleg) [ClawGrip]
Beam Invader (set 2) [Peter Townson]

New games marked as GAME_NOT_WORKING
------------------------------------
Connect 4 [El Condor]
PlayMan Poker (Germany) [Roberto Fresca]
Big Boy [David Haywood]


==========================================================================

0.108u2

MAMETesters bugs fixed (there are probably more)
-----------------------
loadstate0108u1red [Aaron Giles]
dooyong0108u1red [Aaron Giles]
deadang0108u1red [Aaron Giles]
pang337b15gre [robiza]
botanic080u1gra [robiza]


Source Changes
--------------

Fixed options_output_ini_file() and options_output_ini_mame_file()
to properly handle string options containing spaces. [Nathan Woods]

Fixed incorrect DIP switches in Trivia (Version 1.03), Selection,
and Poker games (getrivia.c). [wolf676]

Added PORT_DIPLOCATION macros to a number of drivers based on
research. [Roberto Fresca]

Fixed several issues with pausing and the multithreading code.
[Nathan Woods]

Cleaned up the vacfdisp module to display 14 and 16 segment displays.
Added a separate character set for the OKI MSC1937. Changes Scorpion
2 to the new system. Tidied up the 6840 emulator a bit. [El Condor]

Attempted to fix the bad Space Odyssey ROM by using data from the
previous dump. It is still marked BAD_DUMP (we would like to get an
actual dump), but the new Space Odyssey is now playable. [MASH]

Removed recently-introduced case dependency in the ROM naming.
[Buddabing]

Added new option -multithreading (-mt) which enables the previous
multithreaded rendering code. This code has had problems on some
systems, especially pre-XP systems, so consider it experimental. If
you want to help debug issues, enable LOG_THREADS in windows/window.c
and post them to MAMETesters.org with a description of your problem
and your system. If you don't have hyperthreading, dual core, or a
multi-CPU system, don't bother turning this flag on. [Aaron Giles]

Changed the behavior of the led7seg primitive. It now no longer takes
a state value but accepts states from 0-255, allowing independent
control over all 7 segments and the decimal. Ordered the segments
according to standard order. Updated the Turbo driver to do its own
BCD decoding via an LS48 decoder to control the segments directly.
This will break existing layouts using the led7seg primitive.
[Aaron Giles]

Further turbo driver cleanup. Still in WIP. [Aaron Giles]
* derived sprite scaling from PROMs and R/C values (still not 100%)
* rewrote most of the video/sprite handling
* identified all PROMs and used them where appropriate
* added a more complete 8279 implementation
* converted 7-segment LEDs to the new behavior described above


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Carrera (Version 6.7) [David Haywood]
Swinging Singles [Pierpaolo Prazzoli]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Lethal Enforcers (4 sets) [Patrik Styrnell, David Haywood]
Muroge Monaco (set 2) [Roberto Fresca]


==========================================================================

0.108u1

MAMETesters bugs fixed (there are probably more)
-----------------------
mbrush067gre [robiza]
bonzeadv0107u4red [robiza]


Source Changes
--------------

Fixed some DIP switches in bigrun and wildplt, and changed UK region
to Europe in f1gpstar and f1gpstr2. [Sonikos]

TIA-MC1 improvements: [Eugene Sandulenko]
- More documentation
- fixed inputs
- fixed video framerate and VSYNC delay
- adjusted CPU freq according to documentation
- removed hack with off-board video RAM
- implemented sound
- added NO_DUMP PROMs

Improved documentation in the asteroids and tempest drivers.
[Brian Troha]

Improved DIP switches and documentation in the Championship Bowling
driver. [Brian Troha]

Major cleanup/rewrite of the NES PPU rendering code. [Brad Oliver]

Fixed protection in the world version of Virtua Bowling. [Brian Troha]

Fixed collision detection in Halley's Comet '87. [Brian Troha]

Added missing DIP switch to Hangman driver. [Wolfi]

Added a callback to the 68000 emulator for the TAS instruction,
which allows different implementations based on external hardware.
[David Haywood]

Namco System 22 update: [R. Belmont]
- Fixed ROM loading problems reported by Guru
- Hooked up Prop Cycle fan and lamp to the new output system

Added new flag: VIDEO_ALWAYS_UPDATE, which causes the VIDEO_UPDATE
callback to be called even on skipped frames. This should be used
for games where the process of rendering has side effects such as
collision detection that need to always be present. [Aaron Giles]

Fixed the new scanline timing functions to compute things
correctly and without using unnecessary timers. [Aaron Giles]

Fixed inputs in the Sega G80 vector games which were broken in the
last release cycle. [Aaron Giles]

Began cleanup/rewrite of the Turbo driver: [Aaron Giles]
- proper video timings
- full memory map
- cleanup/simplification of the video code with better documentation
- some things are still broken, this is a WIP


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Space Bugger (set 2) [Tomasz Slanina]
Reaktor (Track & Field Conversion) [Col Turner]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Ninja Ryukenden (Japan, set 2) [Patrik Styrnell]
Silent Dragon (US) [Patrik Styrnell]


==========================================================================

0.108

MAMETesters bugs fixed (there are probably more)
-----------------------
darius2056gre [robiza]


Source Changes
--------------

Fixed bug that prevented in-game MNG recording from working.
[Rene Single]

Added more extensive documentation to several of the Sega 16-bit
drivers. [Brian Troha]

Fixed color decoding in Cheeky Mouse. [Nicola Salmoria]

Improved DIP switches for headoni and spacbeam. [wolf676]

More debugger comments fixes: [Andrew Gardner]
- adding a comment no longer redefines the disasm range.
- comments properly save and load special characters (&,", etc)

Added sample_get_base_freq() to allow for querying to the base
frequency of samples. [Aaron Giles]

More G80 work: [Aaron Giles]
- finished video cleanup
- fixed Space Odyssey controls
- added crude support for Astro Blaster attack rate
- hooked up 005 melody generator, but missing sound PROM
- finished sound cleanup

Changed debugger to default to 'on' in debug builds. [Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Konek-Gorbunok [Eugene Sandulenko]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Teenage Mutant Hero Turtles (UK 2 Players, set 2) [Patrik Styrnell]
Teenage Mutant Hero Turtles - Turtles in Time (2 Players ver EBA)
[Patrik Styrnell]
Wonder Boy (set 4) [Nicola Salmoria]


==========================================================================

0.107u4

MAMETesters bugs fixed (there are probably more)
-----------------------
mngrecording0107u1ora [Aaron Giles]
vectorsnapshot0107u1red [Aaron Giles]
tdfever087u4gra [Canim]
quizmeku087u4gra [Canim]


Source Changes
--------------

Fixed the dips for Apache 3 and Dark Mist. [Brian Troha]

Added built-in overlays for clowns and maze. [Mr. Do!]

Converted Final Romance 2 to be dual screen. [David Haywood]

Converted the VFD display in the BFM games to use a second screen
rather than hacking onto the main screen. [El Condor]

Fixed detection of left/right modifier keys when paused. Also added
support for recently added keys so they are detected by MAME when
paused. [Ben Rudiak-Gould]

Changed render_target_alloc() to take a bitmask of flags. In addition
to loading a single file, targets can also be marked "hidden", and
only non-artwork views can be made visible. [Aaron Giles]

Added new render target layer config flag to disable screen overlays.
[Aaron Giles]

Changed snapshot taking code to render the particular screen to a
temporary render target. This allows vector games to have snapshots
again. [Aaron Giles]

Normalized the naming of several functions in video.c, most
importantly: [Aaron Giles]

force_partial_update -> video_screen_update_partial
configure_screen -> video_screen_configure
set_visible_area -> video_screen_set_visarea

Added new functions that do accurate per-screen timing based on
video parameters: [Aaron Giles]

video_screen_get_hpos
video_screen_get_vpos
video_screen_get_hblank
video_screen_get_vblank
video_screen_get_time_until_pos

Fixed bug that caused the VIDEO_EOF to be called repeatedly while in
the debugger. [Aaron Giles]

Split render.c into rendutil.c, rendlay.c, and render.c to keep the
code more organized. [Aaron Giles]

Abstracted the notion of outputs. A new module, output.c, now controls
all outputs. Each output is tagged with a name; some standardization
eventually needs to happen on these names, but at the moment it's
fully open. The OSD layer can register with output.c to be notified
when outputs change. From there, it is free to do what it wants. LEDs
have now been converted to outputs with the name "led0", "led1", etc.
[Aaron Giles]

Added support for notifying external clients of changes in output
states in the Windows OSD system. See windows/output.h for a list of
messages that external clients can register to receive. Removed the
built-in hacky LED support in the Windows OSD layer. Created a sample
application ledutil.exe which subscribes to the external events and
routes the "led0", "led1", and "led2" outputs to the keyboard LEDs
just like before. If you want to continue to have LED support, simply
copy ledutil.exe into your startup folder and let it run in the
background. [Aaron Giles]

Modified the Q*Bert driver to signal a "knocker0" output when the
knocker is triggered. [Aaron Giles]

Added new layout element component type "text", which lets you draw
text in the built-in MAME font onto an element in a layout. This
can be used for basic lamps and built-in layouts. See maxaflex.c for
an example. [Aaron Giles]

Added new layout element component type "led7seg", which constructs
a 7-segment LED in an element in a layout. This is commonly used for
external score and timer displays. See maxaflex.c for an example.
[Aaron Giles]

Added built-in layouts for Turbo, Subroc 3D, Buck Rogers, Atari
Football, Atari Baseball, and Super Speed Racer using the new
primitives. [Aaron Giles]

Fixed overflow computation in the S2650 core. [Aaron Giles]

More Sega G-80 raster cleanup: [Aaron Giles]
* consolidated the video hardware implementations
* fixed cocktail mode video and controls in all games
* fixed Monster Bash (2 board version) video
* revived Sindbad Mystery and fixed sound chip frequencies


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Trivia Quest [Pierpaolo Prazzoli]
SunA Quiz 6000 Academy [David Haywood]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Zero (set 2) [David Haywood]


==========================================================================

0.107u3

MAMETesters bugs fixed (there are probably more)
-----------------------
pignewt0106u3gre [Aaron Giles]
ui_draw_text0.107u2red [Aaron Giles]
blueprnt0107u2red [Aaron Giles]


Source Changes
--------------

Improved DIP switches in benberob. [Brian Troha]

Added support for real Bubble Bobble MCU. [Trinity, Nicola Salmoria]

Fixed track lookup implementation in Virtua Racing, bringing the
game much closer to playable. [Olivier Galibert]

Minor cleanup and speed hack removal in the konamigx.c [R. Belmont]

Improved magicfly driver. All graphics are properly decoded / banked
now. [Roberto Fresca]

More improvements to the 6840 timer module. Updated the MPU4 driver
to the most recent implementation. Convert Cosmic Chasm over to
using the new system. [El Condor]

65816/377xx update: [R. Belmont]
* Made block transfer instructions interruptable as they are on
both actual chips (previously a single opcode could eat >400,000
cycles with obvious consequences for interrupt timing)
* M377xx block transfers move one less byte than the 65816, fixed

Adjusted the DAC sound level on the 2612 to something more
reasonable. [David Haywood]

Taito JC update: [Ville Linde]
* Some general improvements to the driver
* Added some more opcodes to the TMS320C51 core

Improved the M2 driver so that the M2 kernel starts to boot, but it
hangs quite soon due to some multiprocessor issues. [Ville Linde]

Updated several games' input ports to use IPT_BILL1 for bill
acceptors. [ClawGrip]

Properly documented and connected the MCU code in the Namco System 1,
System 86, Baraduke, Pacland, and Sky Kid drivers. [Brian Troha]

Renamed "Native" views to "Pixel Aspect" views to avoid the confusion
that they are anything but artificial aspect ratios. [Aaron Giles]

Added beam width control to the UI sliders. [Aaron Giles]

More Zaxxon driver cleanups/fixes: [Aaron Giles]
* fixed sound problems in Razmataz
* corrected background and sprite positioning
* fixed bugs introduced in sample handling
* bootlegs and alternate versions work again
* added state saving support to the Sega universal sound board

Added several common generic graphics layouts to vidhrdw/generic.c,
for use by multiple drivers. [Aaron Giles]

Added new option -video none which can be used for CPU benchmarking
without the overhead of the video system. [Aaron Giles]

Fixed remaining crashes in GDI/ddraw mode when drawing vector games.
[Aaron Giles]

Removed the -artwork option to avoid confusion. If you want to run
without any artwork, use -view standard instead. [Aaron Giles]

Added options -screen, -aspect, -resolution, and -view which apply
to all windows. These values can be individually overridden for each
specific window by using the existing -screen, -aspect,
-resolution, and -view options. [Aaron Giles]

Fixed bug that caused the sound sampling code to not track changes in
the refresh rate. [Aaron Giles]

Began cleanup/rewrite of the Sega G-80 raster games. This is still
very much a WIP, so don't report any bugs: [Aaron Giles]
* cleaned up input port handling similar to the G-80 vectors
* proper clock and video speeds
* reimplemented Space Odyssey background including collision detect
* fully implemented Pig Newton background
* connected 2-board Monster Bash more correctly

Added new macro PORT_SERVICE_DIPLOC for specifying a PORT_SERVICE
and a DIPLOCATION. [Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Trivia ? Whiz (Edition 3) [Pierpaolo Prazzoli]
Legend of Heroes [Pierpaolo Prazzoli]
Super Bubble 2003 [Pierpaolo Prazzoli]
Dambusters [Norbert Kehrer]
Catacomb [Mike Coates]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Galaga (Midway set 1 with fast shoot hack) [David Widel]
Versus Net Soccer (3 new versions) [R. Belmont, f205v]
Ace Attacker (System 16A) [Arzeno Fabrice]
Arm Champs II v2.6 [Gerald Coy]

New games marked as GAME_NOT_WORKING
------------------------------------
Casino 5 [Pierpaolo Prazzoli]


==========================================================================

0.107u2

MAMETesters bugs fixed (there are probably more)
-----------------------
savestate0104u7ora [Adam Bousley]
ripoff097gre [Adam Bousley]
cuebrckj0104u2gra_fix [Canim]


Source Changes
--------------

Massive cleanup/fixing of 16-bit Sega drivers: [AWJ]
* many corrections to descriptive set names, adding revision letters,
cabinet types, etc.
* fixed many DIP switches and added PORT_DIPLOCATION support
* adjusted min/max values for analog controls to improve response
* fixed button ordering between System 16A/B
* cleaned up a number of ROM names and fixed some incorrect guesses
* some cleanup of turbo.c as well
* fixed visible area in Hang-On hardware
* actually disabling 8751 in games that have a fake replacement
* hooked up 8255 PPI correctly now that it has mode 2 support
* fixed behavior of NMI line in later sega sound boards
* fixed addressing in the SegaPCM sound system
* some hardware/documentation cleanup

Some cleanups in the new UI/video code to make MESS happy.
[Nathan Woods]

Added macros to prevent use of strcasecmp and strncasecmp for
better cross-platform compatibility. [Nathan Woods]

Connected unimplemented opcode $01 on the 6809 core. [Antoine Mine]

Implemented CNT pin and some serial features of the 6526 CIA chip.
[Nathan Woods]

Mapped service button in slammast. [Canim]

Fixed bug in 8039 CPU handling of A11 latch. [Aaron Giles]

Rewrote Zaxxon driver from the schematics. This is still a WIP (not
finished yet): [Aaron Giles]
* correct clock speeds and video timing
* complete memory maps
* connected universal sound board to Ixion and Razmataz
* simplified video code and merged common cases together
* palette derived from resistor weights
* background positioning still a little off

Added service_coin_lockout_w() to lockout service coins. [Aaron Giles]

Added MDRV_SCREEN_RAW_PARAMS() which lets you specify a pixel clock,
horizontal, and vertical video timing values in place of the usual
screen size, visible area, refresh rate, and VBLANK timing values.
[Aaron Giles]

Fixed bug that prevented save/restore from working in the UI.
[Aaron Giles]

Changed mode selection logic so that refresh is weighted more strongly
when picking a mode. This allows you to specify -resolution 0x0@60 to
force MAME to pick a 60Hz screen refresh while allowing it to choose
the best resolution. [Aaron Giles]


New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Viper Phase 1 (World, New Version) [Corrado Tomaselli]
Wonder Boy in Monster Land (Galaxy Electronics English bootleg)
Gals Panic II (Asia) [Patrik Styrnell]


==========================================================================

0.107u1

MAMETesters bugs fixed (there are probably more)
-----------------------
timecrsa0100u1gra [Luigi30]
inputduplication0106u7gra (nyny, joust, lghost, hyhoo) [Luigi30]
lastduel0106u7gra [Luigi30]
jdreddp0106u1gra [Luigi30]
bzone0104u7gra [Aaron Giles]
pturn0104u7gra [ShimaPong]
tsamurai0103gra [Aaron Giles]
pause0102gra [BUT]
mameini0107ora [Aaron Giles]
omegafc0107yel [Aaron Giles]
s2650_0106u11ora [Minuous]
syvalion0107yel [Aaron Giles]
congo0107red [Aaron Giles]


Source Changes
--------------

Removed hard core dependency on samples. [Andrew Gardner]

Added what seems to be a proper fix for the background transparency
flag that was needed by champbwl to show the green background.
[Pierpaolo Prazzoli]

Updates to the MagicFly driver: [Robert Fresca]
- Figured out the MC6845 (mapped at $0800-$0801)
- Fixed the screen size based on MC6845 registers.
- Fixed the visible area based on MC6845 registers.
- Corrected the gfx rom region.
- Solved the NMI/vblank issue. Now attract works.
- Changed CPU clock to 625khz.
- Added new findings to the technical notes.
- Marked magicfly PAL as NO_DUMP (read protected).

Fixed memory write ordering bug in the 68000 core. [Charles MacDonald]

Added some PPC602 specific opcodes and registers. [Ville Linde]

Removed NEW_RENDER definition and all support for the old rendering
system from the core. Cleaned up a bunch of useless and deprecated
code as a result. [Aaron Giles]

Massively rewrote the user interface to rely on the new rendering
systems. Broke the UI into multiple pieces (ui.c, uimenu.c, uigfx.c).
The code is now verging on readable. [Aaron Giles]

Renamed ui_popup to popmessage across the code, and implemented
popmessage in mame.c. This breaks the dependency between the core
driver code and the user interface in almost all cases. [Aaron Giles]

Added a red background to serious warning messages in the vain hope
that people might take better notice. [Aaron Giles]

Fixed vector game crashes with DirectDraw rendering. [Aaron Giles]

Consolidated live screen parameters into a screen_state structure.
Machine->visible_area[num] is now Machine->screen[num].visarea.
Machine->refresh_rate[num] is now Machine->screen[num].refresh.
[Aaron Giles]

Added new function configure_screen() which can control the width,
height, visible area, and refresh rate of each screen. This function
allows for widths and heights larger than what were specified in the
game driver, so you no longer have to specify the maximum width and
height in the driver, but can instead specify a typical width and
height. This function supercedes the old set_visible_area() and
set_refresh_rate() functions. The former has been rewritten to call
configure_screen(), while the latter has been removed entirely.
[Aaron Giles]

Changed the behavior for supporting overscan and other effects. The
width and height of a screen control the overall bitmap size. The
visible area of a screen specify its non-blanked boundaries (and
default visible area, as before). [Aaron Giles]

Moved line-to-quad conversion routine into the core render.c as
another utility function. [Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
TomCat (Star Wars hardware, prototype) [Mathis Rosenhauer]
Poke Champ [David Haywood]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Dungeons & Dragons: Shadow over Mystara (Brazil 960223) [Brian Troha]


==========================================================================

0.107

NOTE: This is the first full release of MAME with the new rendering
system. Before freaking out that things don't work the way you
expected, please read the docs/newvideo.txt file that gives some
suggestions for how to set up your base configuration. If you still
encounter issues, then run your system with the -v option and post
about your problem at http://mametesters.org.


MAMETesters bugs fixed (there are probably more)
-----------------------
xxmissio0106u12yel [quzz]
laser0106u10ora [gregf]
kof10th0106u1ora [f205v]
pignewt0106u3gra [Machone]
cheatwatchpoint0106u11ora [ShimaPong]


Source Changes
--------------

Fixed keyboard inputs in the Taito Wolf driver. [Ville Linde]

Added tile flipx to tilemaps in yunsung16.c (bomb kick needs it)
and changed the DIP switches used for protection to real DIP
switches. [Pierpaolo Prazzoli]

Fixed crash in the PGM driver. [David Haywood]

Properly emulated the sprite overdraw effect in ninjakd2. Now you
can see the "opening" effect and the previously 2 bugged levels are
fixed. Converted the driver to use tilemaps as well.
[Pierpaolo Prazzoli]

Additional updates to the magicfly driver. Improved documentation
and input port mapping. [Roberto Fresca]

Fixed gamma and brightness ranges in the UI to match the limits from
the command line. [Aaron Giles]

Fixed default flicker value to 0. [Aaron Giles]

Fixed scrolling in the palette view. [Aaron Giles]

Fixed assertion when the MAME window was minimized. [Aaron Giles]

Fixed bug that prevented resizing of secondary windows. [Aaron Giles]

Rewrote Missile Command driver from schematics: [Aaron Giles]
* CPU speed now correct (slows down for lower 32 scanlines)
* proper frame rate and IRQ signal timing
* service mode works on some sets, fails on others due to 6502 bug
* accurate bitmap mapping and cycle counts for 3-bit accesses
* using bitmap access PROM for bit mode writes


New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Head On (Sidam bootleg) [David Haywood]
Super Crash (bootleg of Head On) [David Haywood]
Borderline (Sidam bootleg) [David Haywood]
Lunar Rescue (Model Racing bootleg) [David Haywood]
Agent X (prototype) [Aaron Giles]

New games marked as GAME_NOT_WORKING
------------------------------------
Ripper Ribbit [Guru]
Chicken Farm [Guru]
Crazzy Clownz [Guru]
Super Bubble 2003 [Pierpaolo Prazzoli]
Legend of Heroes [Pierpaolo Prazzoli]
Hidden Catch 3 [Pierpaolo Prazzoli]
Pro Golf [Pierpaolo Prazzoli]
Midnight Landing [David Haywood]


==========================================================================

0.106u13

MAMETesters bugs fixed (there are probably more)
-----------------------
resolutionrating0106u12yel [Aaron Giles]


Source Changes
--------------

Some more fixes for the DTD in the -listxml output. [Krick]

Added more previously dumped PLDs to a number of games. [MASH]

Fixed uninitialized variable in the debugger commenting code. Cleaned
up allocations. [Nathan Woods]

Improved multisession support with the new renderer. [Nathan Woods]

Hooked up color PROM for schaser and fixed DIP switches.
[Robert]

Fixed bug that caused -prescale in Direct3D mode to fail in the last
release. [Aaron Giles]

Fixed bug that led to black crosshairs in lightgun games.
[Aaron Giles]

Reimplemented the sparkle circuit to bring back stars in Tempest.
[Aaron Giles]

Removed the background brightness in vector games by default. If you
want to see the overlays faintly on vector games, increase the
brightness a bit. [Aaron Giles]

More Crystal Castles tweaks: [Aaron Giles]
* Connected EAROM correctly (passes POST now)
* Added a guess for what the "POTATO" chip does. If you're a CC fan
report to MAMETesters how MAME looks compared to the arcade when
the screen scrolls up inbetween level 4 and 5.

Rewrote Cloud 9 driver to mimic the Crystal Castles driver since it
is obviously an early version of the same hardware: [Aaron Giles]
* Implemented video RAM banking correctly based on tracing out a
Firebeast PCB, which appears to be identical
* Traced out color mapping and implemented correctly
* Reduced EAROM down to 4 bits
* Fixed DIP switch definitions

Some minor modernization of the xxmissio driver. [Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Firebeast (prototype) [F.J. McCloud]
Digger Man (prototype) [MAME32Plus]


==========================================================================

0.106u12

MAMETesters bugs fixed (there are probably more)
-----------------------
gaelco20106u1ora [David Haywood]


Source Changes
--------------

Added a large number of previously-dumped PALs to various games
across the whole source base. [MASH]

Some graphics improvements to the Magic Fly driver. [Roberto Fresca]

Fixed the fire button INPUT_PORT of player2 in Lethal Enforcers.
[Cananas]

Changed the coordinates where for offscreen lightgun reloading, moving
it from the upper-left to the upper-right for better compatibility.
[Cananas]

Fixed interrupt clearing function in 6840 module. [El Condor]

Added multiple input controls in -listxml output for games with more
than one type. Added pedal control type. Added more info on analog
controls as defined in the driver: minimum, maximum, sensitivity,
keydelta, and reverse. This required the 'control' attribute in the
XML to be moved into an element. There can now be more than one
'control' element in the input secction. [uRebelScum]

Improved the description of screens in -listxml. Multiple screens
are now listed, each with their own attributes. Rotation is now fully
specified (rather than just vertical/horizontal). The width and
height now describe the raw game screen before any rotation.
[Krick]

Fixed bug that caused the UI to be impacted by command-line
brightness, contrast, gamma controls. [Aaron Giles]

Fixed bug that prevented the contrast from pushing vector games to
their maximum brightness. [Aaron Giles]

Rewrote Crystal Castles driver from the schematics: [Aaron Giles]
* corrected clock speeds and frame rates
* reimplemented video system to use mixer PROM
* now using sync PROM to generate interrupts at correct times
* sync PROM is also used to determine proper visible area and
VBLANK timings
* implemented the VRAM write protection by using the WP PROM
* hooked up second player trackball properly
* fixed coin counters
* now computing palette based on resistor weights
* watchdog is now set for 8 VBLANKs to match the schematics
* added save state support
* mapped complete memory space according to schematics

Fixed bug in JED parsing code that would checksum fuses beyond the
number explicitly specified. Some programs write extra fuse data
beyond the end and this should not be part of the checksum. Also made
the checksum parsing more flexible to handle JED files with extra 0
digits in the file checksum. [Aaron Giles]

Removed xml2info utility. The -listinfo format was retired over 2
years ago. It is time to move on. [Aaron Giles]

Changed the core makefile to put back specific rules for building
EXEs to promote more commonality with platforms that don't put an
extension on executable files. [Aaron Giles]

Added gapless variants to the dual and triple screen layouts.
[Aaron Giles]

Removed 1 pixel border now that the Direct3D code is properly setting
texture clamping. This should get rid of the gaps in the Darius
layout, which were caused by bilinear filtering the last pixel on the
screen with the black pixel border. [Aaron Giles]

Fixed -effect none to longer produce an error message. [Aaron Giles]

Removed the VIDEO_PIXEL_ASPECT_RATIO_* flags for drivers. These flags
were used inconsistently, and can be effectively computed if
necessary from the screen width/height and orientation. [Aaron Giles]

Changed the on screen display so that pressing ENTER resets a value
to its default. [Aaron Giles]

Moved all options to a single central location in windows/config.c.
Cleaned up and reordered the options more logically. [Aaron Giles]

Rewrote windows.txt to reflect all of the new options and to update
the behavior of existing options to match the current implementation.
[Aaron Giles]



0.106u11
--------

MAMETesters bugs fixed (there are probably more)
-----------------------
kikstart0106u7gra [Canim]


Source Changes
--------------

Changed XML output so that BIOS sets, ROM sets, and disks are output
in the defined order. [MadSkunk]

Fixed a couple of bugs in the new screenshot taking code.
[Nathan Woods]

Improved memory map and clock speeds for the MPU4 driver. [El Condor]

Moved clipping into the core, rather than relying on the OSD layer to
do the work. Removed the PUSH_CLIP and POP_CLIP primitives as they
are no longer necessary. Added U/V coordinates to the primitives.
[Aaron Giles]

Fixed the rendering order so that overlays mixed with backdrops work
as expected. Note that over-rendering backdrop pieces (like gollygho
does) may not be supported in the future. [Aaron Giles]

Changed DirectDraw behavior so that it will render to an offscreen
system memory buffer if any blending is required, thus providing
access to all the effects with a bit of slowdown in those cases.
[Aaron Giles]

Added a new command line option: -effect , which specifies
a PNG file that is loaded and used as an RGB multiply overlay. This
allows for scanline and RGB aperture mask effects. These overlays
rotate with the game screens and only affect the game screens, not
any of the other artwork. They also only run at the raw resolution
of the render_target. This means in Direct3D or GDI modes, they
map 1:1 to the pixels on your screen. In DirectDraw mode, they map
1:1 to the source pixels of the image (for DirectDraw, you can use
-prescale n if you want an n:1 mapping; for example, you would
probably want -prescale 2 if using a 2-pixel-tall scanlines overlay).
[Aaron Giles]

Added brightness, contrast, and gamma controls per-screen in the
on-screen display section of the UI. This requires a change to the
OSD rendering code to use lookup tables when copying RGB data to
textures. Default values can be specified via the -brightness,
-contrast, and -gamma command line/configuration options. Note that
these options only affect screen areas of the final output and have
no effect on artwork or the UI. The values configured in the OSD are
saved in the config file for each game. [Aaron Giles]

Added full screen equivalents of the brightness, contrast, and gamma
controls. Unlike the screens-specific options, these only work in
full screen mode using DirectX, and apply globally, affecting
artwork and user interface as well. They are controlled via the
-full_screen_brightness, -full_screen_contrast, and
-full_screen_gamma options. [Aaron Giles]

Added generic pen changing notification callbacks to the palette
system. [Aaron Giles]

Removed vector intensity controls as they are redundant with the new
contrast controls. [Aaron Giles]

Added X and Y offset/scale controls for each screen. This allows you
to control the actual position of the screen within its container. In
order to see beyond the game-configured visible area, the game must
have set up the screen size to be larger than the core visible area.
The Williams drivers have been updated as an example. Eugene Jarvis
mentioned that if you adjust your monitor, you can see the stack in
Robotron off to the right, and now you can in MAME as well. The values
configured in the OSD are saved in the config file for each game.
[Aaron Giles]

Changed logic so that no rendering apart from the UI happens before
MAME is in a running state. Until that time, a single pixel border
will be displayed around the edges of each screen. [Aaron Giles]

Added option_get_int_range() and option_get_float_range() functions
which do added range checking on parameters, rather than requiring
the callers to do the work. Also changed the behavior on options
parsing failure to set to the default value rather than defaulting
to 0. [Aaron Giles]

Changed behavior of secondary windows so that they are not created
as children of the primary window. Please re-verify that multiple
screens still work with this change on your setup. [Aaron Giles]

Added new video option to move the user interface to secondary
screens. The selected screen is saved in the video configuration.
[Aaron Giles]


New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Emeraldia (World) [Brian Troha]

New games marked as GAME_NOT_WORKING
------------------------------------
Magic Fly [Roberto Fresca]
7 e Mezzo [Roberto Fresca]


==========================================================================

0.106u10

MAMETesters bugs fixed (there are probably more)
-----------------------
coininputs0106u6gra [Canim]
champbwl0106u9gre [Pierpaolo Prazzoli]


Source Changes
--------------

Added dual screen support for the Dynax games, TX1, RockMS, some of
the Nichibutsu mahjong games, and Subs. [David Haywood]

Complete DIP switches for Pairs Love. [Roberto Fresca]

Some misc bugfixes to the Taito JC system. [Ville Linde]

Cleaned up screenshot taking code, and re-connected the debugger
command that created them. [Nathan Woods]

Added save state support to the centiped driver. Enabled save
states in the minivadr, zaxxon drivers. [Buddabing, Aaron Giles]

Fixed PIA addressing regression in the Atari computer driver.
[Nathan Woods]

Added rudimentary progress displays during ROM loading and graphics
decoding so you have something to look at instead of a black screen.
[Aaron Giles]

Added support for remembering the selected view, rotation, and
artwork enabled states in the game's cfg file. [Aaron Giles]

The renderer no longer displays non-UI elements prior to
initialization. [Aaron Giles]

Fixed keyboard LEDs so they work again. [Aaron Giles]

Added back support for full screen brightness correction.
[Aaron Giles]

Added support for +/- keys in the palette view. Added "tick marks"
when a large number of palette or gfx entires are displayed to
indicate which row/column the header refers to. [Aaron Giles]

Made the UI keys for navigating the graphics/palette viewer
configurable. [Aaron Giles]

Fixed inheriting of artwork files from parent. [Aaron Giles]

Updated dotron, skydiver, spacewar, gorf, atarifb, sspeedr, gollygho,
and spyhunt drivers to support the new artwork system. [Aaron Giles]

Made all solid single-color overlays standard pieces that can be
easily reused. [Aaron Giles]

Converted all the internal layouts into .lay files and updated all
remaining drivers to use the new layouts. [Aaron Giles]

Updated -listxml output to display information for multiple screens.
[Aaron Giles]


New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Cruisin' World (version 2.4) [Aaron Giles]


==========================================================================

0.106u9

Source Changes
--------------

Fixed Address Error in Pairs Love (simulated 'buffered ram'
protection?) [David Haywood]

Fixed Address Error in Grand Cross Pinball (it's caused by the
sound IRQ..but the music player was ripped out by Aaron ages ago,
related?) I've disabled the IRQ rather for now rather than making
a new sound core. [David Haywood]

Fixed crash in debug builds running the Deco MLC games.
[David Haywood]

Updated the Tecmo Bowl, Gaelco 2, X-Men 6p, and Megatech drivers to
support dual screens. [David Haywood]

Changed VIDEO_UPDATE to return a set of flags. Only one flag is
currently defined, indicating that video has not changed at all
since the previous update. Most drivers should just return 0.
[Nathan Woods]

Changed the MSM5205 ADPCM decoder to no longer perform bounds
checking to prevent the signal from overflowing. The MSM5205 data
sheet clearly states that this isn't the case, and there is no
overflow protection in the chip. Also, the chip's internal DA
converter is just 10-bit, even if the processed signal is 12-bit.
[Nicola Salmoria]

Sega Model 2 driver update: [Ville Linde]
- i960 bugfixes
- SHARC improvements and bugfixes
- Added HLE of the geometry DSP for now
- Moved video hardware emulation to vidhrdw/model2.c and added
preliminary 3D graphics emulation

Taito JC driver update: [Ville Linde]
- Improved M68040 FPU emulation
- Improved the TMS320C51 core
- Added 2D graphics emulation
- Added inputs to all games
- Properly hooked up sounds in all games

Added "fast forward" function (defaults to the INSERT key). While
holding this key down, the frameskip is temporarily maxed out and
throttling is turned off. This is useful for skipping over parts of
the emulation. [Aaron Giles]

Fixed some glitchiness in font displaying where they would switch in
and out of scaled modes due to rounding errors. [Aaron Giles]

Cleaned up handling of layout dependencies in the makefile.
[Aaron Giles]

Fixed bug when clipping quads in Direct3D mode. [Aaron Giles]

Flipped Punchout and Playchoice drivers so that screen 0 is the
"main" screen. [Aaron Giles]

Added "left half" and "right half" to the Darius layouts so you can
stretch three screens over two, though you need to explicitly set
them either in the UI or using the -view0 and -view1 parameters on
the command line. [Aaron Giles]

Changed the initial UI screens to only compute their text a single
time. This reduces the CPU usage greatly when displaying some of the
"game doesn't work" warnings. [Aaron Giles]

Added support for pausing/unpausing while showing graphics and
tilemaps. [Aaron Giles]

Added get/set calls to control layers on a per-target basis. This
allows for dynamic control of visibility of artwork layers and the
option to crop to the screen. Added menu items to control these
options. [Aaron Giles]

Removed options.use_artwork from the global options. This is now
directly configured by the OSD layer. [Aaron Giles]

Fixed edge case where the extra pixel on non-wrapping textures would
sometimes lead to exceeding the maximum texture size. [Aaron Giles]

Added concept of maximum texture size to the core renderer to prevent
giant textures from being requested if the OSD layer can't handle
them. [Aaron Giles]


==========================================================================

0.106u8

MAMETesters bugs fixed (there are probably more)
-----------------------
listxmlvaridation0106u7ora [Aaron Giles, VGR]
screenshot0106u5ora [Aaron Giles]


Source Changes
--------------

Changed -listxml to accept a wildcard gamename like most other
frontend options to limit which games are output.
[Aaron Giles, Buddabing]

More generic 6840 module improvements. [El Condor]

Moved MESS-specific Atari FDC code into a MESS specific file, in
addition to fixing bugs. [Nathan Woods]

Updated the Psikyo4 and Backfire drivers to support multiple
screens. [David Haywood]

Moved some common code into taito_en.c (taito ensoniq sound system).
[David Haywood]

Added 16-bit color support for the DirectDraw renderer (only used if
switchres is off or in a window). Fixed 16-bit line rendering in the
software rasterizer. [Aaron Giles]

Fixed ddraw bug where switching views sometimes didn't clear out the
edges of the screen. [Aaron Giles]

The UI is now limited to a single screen. [Aaron Giles]

Reimplemented the palette/graphics/tilemap viewer. It is still
connected to F4, but works differently. To switch between modes,
press the ENTER key. Here are the new keys in each mode:

* Palette/colortable mode:
[ ] - switch between palette and colortable modes
up/down - scroll up/down one line at a time
pgup/pgdn - scroll up/down one page at a time
home/end - move to top/bottom of list
enter - switch to graphics viewer

* Graphics mode:
[ ] - switch between different graphics sets
up/down - scroll up/down one line at a time
pgup/pgdn - scroll up/down one page at a time
home/end - move to top/bottom of list
left/right - change color displayed
r - rotate tiles 90 degrees clockwise
- + - increase/decrease the number of tiles displayed per row
enter - switch to tilemap viewer

* Tilemap mode:
[ ] - switch between different tilemaps
up/down/left/right - scroll 8 pixels at a time
shift+up/down/left/right - scroll 1 pixel at a time
control+up/down/left/right - scroll 64 pixels at a time
r - rotate tilemap view 90 degrees clockwise
- + - increase/decrease the zoom factor
enter - switch to palette/colortable mode

Note that both graphics and tilemap modes only display data at an
integral scale factor so you are limited based on the resolution of
your render target. For -video ddraw, you can get more pixels by
using -prescale to scale the screen. For -video d3d, the render
target is at your screen's native resolution already. [Aaron Giles]

Improved scaling calculations when running with -video ddraw and no
hardware stretch to better approximate the real aspect ratio.
[Aaron Giles]

Added more internal texture reference tracking to ensure that stale
data is not being referenced if the OSD layer holds onto a render
list. [Aaron Giles]

Moved cygwin-specific compiler options to windows.mak. [Aaron Giles]

Removed screen aspect ratio specification from the machine driver.
This information is now provided by the render/view system. Games
with odd aspect ratios should include a game-specific layout to
position the screens. [Aaron Giles]

Screenshots are now properly rotated again. Also, MAME now saves one
screenshot per visible screen for multi-screen games (i.e., cyberbal
will write two PNGs per snapshot taken if both screens are visible).
[Aaron Giles]

Changed the way built-in layouts are handled. There is now a new
layout directory in the source which contains actual .lay files.
These are converted at compile time into .lh files which are
#included by various drivers and then referenced. The built-in set
of horizontal, vertical, and dual screen layouts are also handled
this way now instead of being dynamically generated. In order to
support things like "native" aspect ratios, a limited form of
variable substitution is now done on most of the XML attributes when
they are read. [Aaron Giles]

Improved default layout selection. For multiscreen games on a single
monitor, the default layout will show all screens at the same time.
For multiscreen games on multiple monitors, the default layouts will
select one screen per game. [Aaron Giles]

Converted the punchout driver to a proper dual screen game. Rewrote
the video portion to use tilemaps. [Aaron Giles]

Added dual screen support to the PlayChoice 10 and vsnes drivers.
[Aaron Giles]

Added MDRV_DEFAULT_LAYOUT to specify a default layout at the machine
driver level. [Aaron Giles]

Added triple screen support to the Darius and Ninja Warriors drivers,
and dual screen support to the Warrior Blade driver. [Aaron Giles]

Fixed palette for games which were using palette_set_brightness.
[Aaron Giles]

Changed logic so that trying to run more screens than you physically
have in full screen mode will just display as many as will fit rather
than fighting to put multiple full screen displays on a single
monitor. [Aaron Giles]

Added optimizations to figure out the minimal set of screen areas
to clear, even with complicated views and multiple screens.
[Aaron Giles]


==========================================================================

0.106u7

MAMETesters bugs fixed (there are probably more)
-----------------------
namcond1_0106u3yel [Aaron Giles]


Source Changes
--------------

Improvements to the Sang Ho driver, making them somewhat playable.
[David Haywood, Tomasz Slanina]

Fixed off-by-one drawing error in the Pasha Pasha 2 driver.
[Pierpaolo Prazzoli]

Fixed some instruction forms in the 6309 diassembler to consume
the correct number of bytes. [Nicola Salmoria]

Added back support for DirectDraw. Unlike the old support, this
requires DirectX 7 or later. There is now a new option to control
what video system is being used for rendering. Use -video d3d to use
Direct3D. Use -video ddraw to use DirectDraw. And use -video gdi to
force the use of GDI for rendering. Also added back the -hwstretch
option to control whether or not DirectDraw does stretching. Added
support for the -prescale option when using DirectDraw as well. It
should also work ok with multiple screens. [Aaron Giles]

Added a compile-time option to rendersw.c to prevent reads from the
destination. This removes the ability to do a number of blends and
effects, but allows you to point the software renderer at a video
memory target and not kill performance. It also improves performance
of software rendering in general by avoiding expensive alpha blending
operations. [Aaron Giles]

Improved font logic so that small fonts are scaled more appropriately
at low resolutions. It's not perfect, but works well for most games
when running with the new DirectDraw option, which always renders
games at minimum resolution. [Aaron Giles]

Fixed bug that messed up partial updating. Hopefully it all should be
back to normal again. [Aaron Giles]


==========================================================================

0.106u6

MAMETesters bugs fixed (there are probably more)
-----------------------
wboysys2_0106u4gra [Canim]


Source Changes
--------------

Minor fix for x64 compilation support with MSVC. [Malice]

Updated astdelux and omegrace built-in overlays for the new render
system.

Fixed inputs in the mcr68 drivers. [Peale]

Fixed new debugger support for custom register lists.
[Tim Schuerewegen]

Added workaround to make the V60 core work properly on GCC 4.x
(tested on 4.1.1). [R. Belmont]

Fixed the drc blitters better. [Olivier Galibert]

Improvements to Polygonet Commanders: [R. Belmont]
* Fixed Z80 IRQ/NMIs to go to the right CPU again
* Modernized memory map
* Added network status bit, so the initial test passes well enough
to make the DSP56k crash on unimplemented opcodes

Miscellaneous cleanups to the Atari/Max-A-Flex driver, attempting to
modernize it. [Nathan Woods]

Updated Sega multi-32 driver to support multiple screens.
[Aaron Giles]

Backed off of the multithreading for the moment in order to focus on
getting the rest of the kinks out of the new renderer. All the
infrastructure is still in place and can be re-enabled by flipping
the ENABLE_THREADS flag in window.c. [Aaron Giles]

Added support for "stretch to fit" when configuring a render target.
Added back the "-keepaspect" option as a result. [Aaron Giles]

Added clamping to the prescale effect so that it doesn't try to
create excessively large textures. Explicitly reset render states so
that the prescale step is not filtered. Fixed StretchRect usage so
that it doesn't filter on some video cards. [Aaron Giles]

Fixed behavior of pixel aspect ratio when configuring render targets
(was correcting in the wrong direction). [Aaron Giles]

Moved thread priority logic out of ticker.c and into winmain.c where
it really belongs. [Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Pasha Pasha 2 [Pierpaolo Prazzoli]
Rock Tris [Pierpaolo Prazzoli]
Mahjong X-Tal 7 / Mahjong Diamond 7 [Luca Elia]
Janputer '96 (Japan) [Luca Elia]
Watashiha Suzumechan [Luca Elia]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Space Fury (revision B) [Highwayman]
Double Point (Dong Bang Electron) [David Haywood]

New games marked as GAME_NOT_WORKING
------------------------------------
Red Corsair [David Haywood]
Puzzle Star? (Sang Ho) [David Haywood, Tomasz Slanina]
Sexy Boom [David Haywood, Tomasz Slanina]
Super Free Kick [David Haywood]
High Seas Havoc [David Haywood]
Bombs Away [David Haywood, Andrew Gardner]


==========================================================================

0.106u5

WARNING: Starting with this version, the MAME windows run on a
separate thread. There may be issues relating to this, especially
when running unthrottled. If you see any crashes or odd behavior
under normal operation, be sure to report it to
http://mametesters.org.


MAMETesters bugs fixed (there are probably more)
-----------------------
cheat_menu0106u3ora [Aaron Giles]
cheat_file_option0106u3ora [Aaron Giles]


Source Changes
--------------

Cleaned up decocass driver: [Juergen Buchmueller]
- All hardcoded tables are gone now
- cexplore.pro 32 byte PROM reverse engineered

Fixed windows.mak to support 64-bit builds. [Malice]

Fixed bug where the gamename was reallocated out from under us by
the new config system. [Nathan Woods]

Added the ability to specify a callback when a given option is
parsed. This is used on the MESS side to add system-specific
command line options. [Nathan Woods]

More generic 6840 improvements. [El Condor]

Some improvements to the Pasha Pasha 2 driver. [Pierpaolo Prazzoli]

Added experimental OSD locks: [Aaron Giles]
- osd_lock_alloc() allocates a lock
- osd_lock_acquire() acquires a lock, blocking until success
- osd_lock_try() tries to acquire a lock and returns whether or
not it succeeded
- osd_lock_release() releases a lock
- osd_lock_free() frees memory used by a lock
If the OSD layer is not using multiple threads, these can just be
stubbed out (return TRUE for osd_lock_acquire and fake the rest).

Fixed ESC key not cancelling out of initial UI screens. [Aaron Giles]

More rendering changes/fixes: [Aaron Giles]
- Added new render_view_item_get_state() function to return the
state of a given item
- Changed render_target_get_primitives to return a new structure
render_primitive_list, which contains the list of primitives
along with an osd_lock which must be held while the list is
being traversed
- Added "Rotate View" option to the video menu for dynamic in-game
rotation
- Moved window creation and management to a separate thread; this
means all software rendering and all Direct3D calls are done on
a separate thread from the main game, and will take advantage of
multiple CPUs/dual cores
- Changed throttling behavior to skip rendering if we are already
pending; this makes for a better "fast forward" effect
- Added -prescale option to pre-scale the game bitmaps before
rendering to the screen; this helps get rid of the "fuzzy" look
when running with -filter enabled, at the expense of some speed.
Note that only integral values are currently supported (no "auto")


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Hard Times [Pierpaolo Prazzoli]


==========================================================================

0.106u4

MAMETesters bugs fixed (there are probably more)
-----------------------
atarigt0106u3red [Aaron Giles]
bestmatch0106u3ora [Aaron Giles]
midyunit0106u3red [Aaron Giles]


Source Changes
--------------

Added new function mame_debug_is_active() which can be used by
core code to identify when we are paused in the debugger.
[Aaron Giles]

Fixed crash when passing an invalid driver name on the command line.
Centralized the approximate matching logic into driver.c so other
ports can use it as well. [Aaron Giles]

Now properly extracting path from driver name and adding it to the
rompath so that drag & drop of ZIP files works once again.
[Aaron Giles]

More renderer updates: [Aaron Giles]
- Fixed feature detection bug that led to false-positive warnings
when starting up
- Removed extra vertex padding since some graphics cards could not
cope with it
- Added shims to support both Direct3D 9 and Direct3D 8; D3D9 is
the default, with an automatic fallback to d3d8 if not available
- New option -d3dversion can be used to specify preferred version
for testing
- Added 1 pixel black border around all textures to ensure filtering
on some cards doesn't result in garbage at the edge of the screen
- Enabled "do not wait" feature when unthrottled and using D3D9; this
greatly speeds up unthrottled games, but seems to only work in
full screen mode
- Switched from triangle fans to triangle strips
- Ensured that render states are only being set minimally
- Added code to reset the device if lost, allowing application
switching out of full screen mode and fixing multi-monitor mode
with resolution switching

Added new function verbose_printf() which is used instead of checking
the verbose global to print information to the screen. Changed all
locations that were checking the global to use this new function.
[Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Card Line [Tomasz Slanina]


==========================================================================

0.106u3

WARNING: As of this build, the new rendering system is enabled by
default. The primary focus at this point is compatibility, not
performance. Compared to the old -ddraw system, it will appear
slower when fully unthrottled because there is not a good mechanism
to skip the render if the graphics hardware is still busy like we
used to do. If you have any trouble getting a correct display or
if you get warning messages printed out when starting MAME, please
post about them on http://mametesters.org.

SECONDARY WARNING: The command line and INI parsing code was
rewritten. If you notice any problems with handling of parameters
in either case, please report the bugs on http://mametesters.org.


MAMETesters bugs fixed (there are probably more)
-----------------------
colmns970105gra [Mariusz Wojcieszek]


Source Changes
--------------

Added a size parameter to osd_free_executable(). [Olivier Galibert]

Fixed flash rom writes in dgpix games. [Pierpaolo Prazzoli]

More fixes/improvements to jalmah.c DIP switches: [Roberto Fresca]
Kakumei:
- Added flip screen DIP switch.
Daireika, urashima & mjzoomin:
- Added flip screen DIP switch.
- Fixed test/service DIP switch.
- Fixed complete coinage.

Added save state support to the 1942, 1943 and 1945kiii drivers.
[Lee Mitchell]

Fixed blitters to work with 15-bit direct RGB modes. [Nathan Woods]

Refactored resource tracking code, auto_malloc(), auto_strdup()
etc into a separate module, restrack.c. [Nathan Woods]

Moved large stack buffers into heap buffers to work better on systems
with small stacks. [Lawrence Gold]

Fixed a subtle auditing issue when both parents and clones had
NO_DUMP ROMs in their manifests. [Hobbes@Play]

Tweaks to the MSVC compiler support: [AtariAce]
- Removed _MSC_VER specific #pragmas in nec.c
- Removed _MSC_VER specific #include in winprefix.h
- Changed makefile to bootstrap vconv.exe with cl instead of gcc
- Changed calls to lib to use link /lib instead
- Updated vconv to only use /arch:SSE2 for VC71 and later
- Cleaned up the profiler code in winmain.c
- Removed the direct dependency of MAME on shell32 has been
- Tweaked a couple of preprocessor definitions so we compile as far
back as MSVC 5.0

Massive DIP switch update to the following drivers: actfancr,
aliens, angelkds, argus, asuka, bwing, compgolf, cop01, dblewing,
dec8, dogfgt, dooyong, fuukifg2, homedata, jcross, kaneko16, m92,
mainevt, megasys1, metro, ms32, nmk16, paradise, seta, seta2,
shisen, snk, ssv, system1, taito_b, taito_f2, taito_l, tecmo,
thedeep, thepit, ultraman. [Brian Troha, Guru, Yasuhiro Ogawa]

Added code in the debug build to put random data in allocated memory.
[Aaron Giles]

Removed remaining chunks of x86 assembly code, as well as references
to NASM in the makefiles. [Aaron Giles]

Rewrote the options parsing code to be more flexible and generic.
A new core source file options.c provides the ability to add and
maintain a database of key/value pairs, which can be queried at
runtime. Reconnected all existing frontend options through this code.
Bounds checking on options for the old renderer is pretty loose, and
several more complicated options have been disconnected as a result.
If you are still running with the old renderer, be careful.
[Aaron Giles]

Reorganized fronthlp.c to be one step closer to universal. One more
layer of abstraction and hopefully it will be able to move up into
the core. [Aaron Giles]

New options to control multiple screens in the new renderer:
[Aaron Giles]
-numscreens specifies how many windows to create
-screen0/screen1/... specifies the name of the screen for each window
-resolution0/resolution1/... specifies resolution for each window
-aspect0/aspect1/... specifies aspect ratio for each screen
-view0/view1/... specifies starting view for each screen

Deprecated osd_skip_this_frame() with the new renderer. osd_update()
now returns TRUE if it wants to skip the following frame. [Aaron Giles]

Fixes to the new rendering system: [Aaron Giles]
- Enabled new renderer by default
- Fixed crash at startup due to uninitialized memory
- Fixed crash at shutdown due to incorrect shutdown order
- Fixed rendering of 15-bit direct RGB games
- Fixed weird frameskipping issues
- Fixed off-by-one error on visible area
- Added proper clipping of quad primitives
- Optimized the clearing step to avoid redundant drawing
- Brought software-only case up to support all major blending types
- Added support for -filter option
- Reconnected snapshots, though they are unrotated and screen 0 only
- Fixed several UI problems with new video options menu
- More strongly defined the blending modes to produce correct effects
- Added a flag to indicate textures that are of screen bitmaps


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Mario Lemieux Hockey (Mega-Tech) [David Haywood, Guru]
Highway Chase (Cassette) [David Widel, Juergen Buchmueller]
Critter Crusher [Mariusz Wojcieszek, gbluma]
Daikaiju no Gyakushu [Tomasz Slanina, Guru]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Turtle Ship (North America) [Brian Troha]


==========================================================================

0.106u2

IMPORTANT NOTE: The video system in this version has been completely
upended and redesigned. The old video system is still the default;
however, some features may be broken. These are not bug-worthy
reports, as the old system will soon be deprecated. The new system
can be compiled by setting the NEW_RENDER flag on in the makefile.

THE NEW SYSTEM IS STILL WORK-IN-PROGRESS! Apart from video card-
related issues (like it doesn't work on particular hardware or has
an incorrect display), bugs are not being tracked at this time.
There is already a laundry list of things that are broken at the
top of render.c, and there are many other things that still need
to be looked at.

In order to run the new video system with hardware acceleration,
your machine will require DirectX 8 or later.


MAMETesters bugs fixed (there are probably more)
-----------------------
suchipi0106u1gra [Roberto Fresca]


Source Changes
--------------

Added support for circular buffering in the SHARC core, and fixed
several minor bugs. [Ville Linde]

Added color PROM support for Nintendo's Sheriff driver.
[Stefan Jokisch]

Discrete sound updates: [Derrick Renaud]
- Typedef'ed external discrete sound structures to follow current
structure use. Statically defined their use in most drivers to
stop name pollution.
- Created new DISCRETE_555_VCO1 module. This is the 555&Op-amp
oscillator circuit used by Borderline.

Added the new video rendering system. A new file render.c contains
the bulk of the logic. Major changes include: [Aaron Giles]
- The OSD layer is now responsible for allocating one or more
render_targets at osd_init time. The old osd_create_display
and osd_close_display calls are not used with the new system,
so initialization must take place at osd_init time.
- The old osd_update_video_and_audio call has now been replaced
with a simple osd_update call. This update call passes a
mame_time to the OSD layer, which is the current emulated time.
Throttling and speed calculations should use this time instead
of the framerate.
- osd_update is responsible for calling the render system to
request a list of primitives to be drawn on each render_target
for the current frame. The primitives are simple and include
clipping rectangles, lines, and rectilinear quads only.
- If it wishes, the OSD layer can call back to a software
rasterizer in MAME. The rasterizer code is provided as an
include module so it can be tuned and optimized for platform-
specific video modes. See windows/rendsoft.c for a usage
example.
- There is a new layout file format .lay, which is XML-based and
which replaces the old .art files. The .lay files describe how
to render to a render_target. Each layout file can contain
multiple "views", which describe one of many ways the various
elements can be drawn. These views can be selected at runtime
via the new "Video Options" menu.
- The built-in UI font can be overridden with any .BDF font. Simply
name the .BDF file "ui.bdf" and place it in the MAME directory.
If you run at decent resolutions, you should choose a large
point size for this font so that the scaled results look nice.
- The windows implementation uses Direct3D 8 as the preferred
mechanism for rendering. By default, it will render at the
current resolution, rather than switching resolutions as before.
This can be changed by adding -switchres to the command line.
- There are still a number of imperfect/incomplete features with
the new renderer, which is why it is not on by default. An
incomplete list is given in render.c.


New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
WWF: Wrestlemania (rev 1.20 08/02/95) [Corrado Tomaselli]
Heavy Smash (Asia version -4) [Corrado Tomaselli]
Mad Alien (Highway Chase) [Stefan Jokisch]

New games marked as GAME_NOT_WORKING
------------------------------------
Pasha Pasha 2 [Pierpaolo Prazzoli]
Trivia Madness [Pierpaolo Prazzoli]


==========================================================================

0.106u1

IMPORTANT NOTE: Major video-related changes are beginning in the
system. Attempts will be made to keep the existing video code
working to a large degree, but some features may be broken or
working improperly until the video changes are complete. Most
notably, in this release, RGB effects are broken for non-Direct3D
blitting. For the moment, do not report anomalies or problems in
the video system. If you like a nice, stable MAME, please stick
with the 0.106 release. You have been warned.


MAMETesters bugs fixed (there are probably more)
-----------------------
gladiatr0105u4gra [Don Maeby]


Source Changes
--------------

Updates to the taito_x driver: [AWJ]
- fixed sound problems in twinhawk
- fixed a couple of dipswitch mistakes introduced recently
- added PORT_DIPLOCATIONs for superman and twinhawk

Improved MSVC compiler support: [Nathan Woods]
- modified vconv to support multiple versions of MSVC based on
version info
- added support for more parameter translations
- makefile now displays compiling and linking messages when
building vconv

Converted the Windows blitters to use the DRC engine for
generation. RGB effects are officially broken with this change.
[Nathan Woods]

Fixed a bug that caused a crash when the -debugscript command line
option was used with an invalid filename. [Nathan Woods]

Corrected the ordering of the DIP_PORTLOCATION() macros to be
consistent. Multi-bit DIP switches should be specified in LSB-
first order. Added a comment to this effect in inptport.h.
[AWJ, Aaron Giles]

Fixed background color in the Deco cassette games.
[Nicola Salmoria]

Fixed potential crash in the micro3d driver. [MamePlus!]

Improvements to CHD-CD support: [R. Belmont]
- additional RAW CD sector conversion support, so a game can request
e.g. 2048-byte data sectors from a RAW CHD-CD and still get the
right data
- reversed CHDMAN error message - now non-RAW CHD-CDs are deprecated
- susume now uses a RAW CHD-CD read directly from an original pressed
Konami disc

Some improvements to the Polygonet Commanders driver: [Andrew Gardner]
- adds change_PC() calls to the dsp56k core
- removed hacky dsp56k initialization, enabling, and disabling
- added preliminary implementation of banking hardware tied to the
dsp56k in Polygonet Commanders

Fixed MSB accesses and latch reading in the 6840 emulator. [El Condor]

Improved N64 audio output: [R. Belmont]
- rewrote Audio Interface as a stereo DMADAC (which it actually is),
greatly simplifying the code along the way
- fixed AI interrupt semantics

Changed a number of games that were incorrectly using IPT_LIGHTGUN
to use IPT_AD_STICK instead. [Aaron Giles]

Some preparations for proper multiple screen support. The
visible_area and refresh_rate values in the Machine structure are
now defined as arrays (1 per screen). The machine_config structure
has been altered as well, removing the following fields:

frames_per_second
aspect_x, aspect_y
screen_width, screen_height
default_visible_area
vblank_duration

These are all stored per-screen in a new screen_config structure.
[Aaron Giles]

Reorganized the user interface code to better support the new render
system. [Aaron Giles]


==========================================================================

0.106

Source Changes
--------------

Fixed vconv.exe so it doesn't use options that have been deprecated
in MSVC 2005. [Aaron Giles]

Fixed crash in the model3 games introduced by cleaning up empty ROM
regions. [Ville Linde]


==========================================================================

0.105u5

MAMETesters bugs fixed (there are probably more)
-----------------------
memory0105u4red [Aaron Giles]


Source Changes
--------------

Cleaned up the freekick.c driver [Sonikos]:
- added 2nd button in gigas/gias2m/oigas
- matched the Z80 chip mhz to the "confirmed" mhz of gigas

Extended the gfxlayout structure to support "extended" arrays of
x and y offsets. These are used for layouts that are larger than
32x32. This enables the standard structure to be smaller for the
vast majority of games that don't require huge graphics decodes.
The end result is that the MAME .exe is ~3MB smaller.
[Atari Ace, Aaron Giles]

Added some Amiga enhancements needed for MESS Amiga and CDTV
drivers. [Dirk Best]

Removed non-existant 3rd & 4th player controls from deadconx.
[Don Maeby]

Improvements to the MACS driver: [Tomasz Slanina]
- fixed a couple of gfx bugs in st0016 video emulation
- added hacks to allow MACS games to boot
- removed REGION_DISPOSE flag from srmp5 and speaglsht (no more
crashes)

Fixed/improved DIP switches in the powerbal.c, konamigx.c, and
gsword.c drivers. [Twisty]

More improvements to the BFM driver and the 6840 timer emulation.
[El Condor]

Improvements to the x86 drc engine and the Windows blitters:
- Blitter CPUID features now accessed by drc_x86_get_features() call
- Added win_blit_init(), to initialize the blitter
- Changes to DRC to support usage for things other than CPU cores
- Fixed drc_dasm() so it works once again
- Added macros for a number of MMX/SSE instructions
- Added a number of MMX/SSE instructions to the i386 disassembler

Actually applied the Marine Date fixes which were mentioned in a
previous u release. [Aaron Giles]

Added experimental support for building using Visual C++ 2003/2005.
To do this, you still need the mingw environment (ironically) because
we rely on the mingw make system to call out to the MSVC compilers.
Set the variable MSVC_BUILD=1 on the command line or by modifying
windows.mak, and it will build using the Microsoft compilers. This
works through the use of a stub program vconv.exe which translates
gcc options into MSVC options. As a bootstrapping measure, vconv.exe
is compiled at the start of a clean build by mingw. Most of the
standard build options just work (SYMBOLS, MAP, DEBUG, etc). If you
have a beefy computer, you can also set MAXOPT=1 and use link-time
code generation for maximum optimization effect. :) [Aaron Giles]

Added preliminary support for 64-bit targets. A new makefile define
PTR64 should be set if you are compiling for a 64-bit target. This
propogates a PTR64 define into the C files as well. Made the makefile
smart enough to auto-disable the drc cores for 64-bit, and removed
most of the roadblocks to a 64-bit build, apart from the assembly
blitters, which are currently undergoing a rewrite. [Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Hidden Catch 2 [Pierpaolo Prazzoli, Guru]
Fishing Maniac 3 [Pierpaolo Prazzoli, Guru]
Yu-Ka [Tomasz Slanina]
Yu-Jan [Tomasz Slanina]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Greyhound Selection (Version 40.02TMB) set 2 [Brian Troha]
Greyhound Poker (3 new sets) [Brian Troha]

New games marked as GAME_NOT_WORKING
------------------------------------
Master Boy [David Haywood]
Intersecti [David Haywood]


==========================================================================

0.105u4

MAMETesters bugs fixed (there are probably more)
-----------------------
invaders0105u2gre [Giuseppe Gorgoglione]
taitosj0105u3yel [Aaron Giles]
wardner0105u3red [Aaron Giles]


Source Changes
--------------

Nintendo 64 system improvements: [Ville Linde, Ryan Holtz]
- Fixed a major bug in the RSP core
- Rewrote the PIF handling
- Slightly improved triangle rendering

Added a NULL check on memory_set_bankptr(), memory_configure_bank()
and memory_configure_bank_decrypted(). [Nathan Woods]

Added support in the debugger memory window to change the number
of bytes displayed per row. [Andrew Gardner]

Started simulation of orlegend super / special protection.
[XingXing, ElSemi]

Fixed colors and music tempo in Perfect Billiard. [Sonikos]

Cleaned up 6840 implementation and revised scorpion2 driver's
handling of unmapped regions. Also updated the MPU4 memory
map. [El Condor]

Major Toaplan 2 driver cleanup: [Quench]
- Added Knuckle Bash 2 (kbash2)
- Consolidated the Read/Write memory maps
- Fixed coin counters on a few games
- Raised the volumes on a few games
- Cleaned the inputs by:
Adding input inheritance and DIPSW locations
Added conditional dependance to DIPSWs where required
Fixing a few incorrect inputs here and there

Fixed/improved DIP switches in the m92, afega, tumbleb, and yunsun16
drivers. [Twisty]

Cleaned up the liberate.c driver. [Sonikos]

Improved ARM7 thumb mode disassembler. [MooglyGuy]

Some improvements to Air Raid/Cross Shooter, but not playable
due to missing gfx roms. [Tomasz Slanina]

Fixed UI positioning when artwork is enabled. [Giuseppe Gorgoglione]

Big pile of updates/improvements to the ARM7 core thumb mode and
the PGM drivers. [David Haywood, ElSemi]

Improved OKI frequency in sslam and powerbls. [f205v]

More DIP switch improvements to m62.c, m72.c, ddragon.c. [Twisty]

Fixed bug in the debugger that would prevent you from typing a
command line longer than what was visible. [Aaron Giles]

Added a new tool jedutil, which will convert .JED files to binary
form and back again. [Aaron Giles]

Added new ROM region REGION_PLDS, which is designed to hold binary
dumps of PLD fusemaps (produced from .JED files by jedutil). Added
logic to -romident to automatically parse .JED files to identify them
against these binary dumps. Added PLD dumps to the Vindicators,
Batman, Pit Fighter, ThunderJaws, and Relief Pitcher drivers. More to
come shortly. [Aaron Giles]

Converted PLDs for catnmous and lazarian to the new binary format.
[Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Tetris (D.R. Korea) [David Haywood]
Knuckle Bash 2 (bootleg) [Quench]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Metal Slug 6 (Metal Slug 3 bootleg) [Mame32Plus]
Metal Slug 5 (JAMMA PCB) [Mame32Plus]
SVC Chaos - SNK vs CAPCOM (JAMMA PCB, set 2) [Mame32Plus]
Night Slashers (Over Sea Rev 1.2) [Stefan Lindberg]
Double Dragon (World Set 2) [Stefan Lindberg]


==========================================================================

0.105u3

MAMETesters bugs fixed (there are probably more)
-----------------------
mystston097u3yel [David Haywood]
decocass0105u2yel [Aaron Giles]
taitosj0105u2yel [Aaron Giles]
vicdual0105u2gre [Aaron Giles]
chqflag0105u2red [Aaron Giles]


Source Changes
--------------

Fixed and cleaned up the DIP switches in the dec0 driver.
[Roberto Fresca]

More improvements to the PGM video code. Also added hooks for halting
the sound CPU which allows ddp2 to boot. [David Haywood]

Fixed incorrect lightgun names. [Derrick Renaud]

Fixed Bonze Adventure levels 2 & 9. [Bryan McPhail]

Refactored the 8530 CIA code from the Amiga into a separate module
and made it support both the 6526 and 8530 variants. [Nathan Woods]

Fixed/improved DIP switches in the megasys1, dietgo, and yunsun16
drivers. [Twisty]

Fixed some DIP switches and added controls for 2nd player in cocktail
mode in Lost Castle in Darkmist. [Sonikos]

Fixed a number of issues in the Windows rendering code:
[Giuseppe Gorgoglione]
* fixed blit_vectors so it used the dirty pixel array in D3D mode
* fixed blit_vectors rotation issue for dirty pixels as well
* changed -full_screen_brightness to -full_screen_gamma
(which is a more correct description)
* changed -d3dfilter to be a boolean, since the other filtering modes
are either obsolete or not applicable to MAME
* removed limitations on windowing position so you no longer need to
be aligned on an 8-pixel boundary
* cleaned up a number of unused global variables
* improved multi-monitor support to work in GDI mode as well as in
non-full-screen modes
* added missing documentation for the -screen parameter

Fixed some remaining errors and inconsistencies in the content and
usage of MAME header files by comparing declarations against actual
definitions. Removed many orphaned/duplicate declarations. Added
#includes where appropriate, and moved a few declarations to another
file when they were in the wrong location. [Atari Ace]

Removed a number of unused ROM regions. Most (but not all) of the
empty ROM region warnings are now taken care of. Also uncommented/
added missing undumped ROMs/XORs in the Namco and CPS2 games.
[Aaron Giles]

More Amiga cleanups: [Aaron Giles]
* fixed dual playfield mode
* rewrote blitter code (fixes glitches in ar_bowl and others)
* changed Arcadia boot loading to use ROMtags instead of autoconfig
* swapped Kickstart 1.2 in for Arcadia BIOS (fixes ar_sdwr)


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Puzzle Star [XingXing]
Marine Date [MAME32Plus]
Speed Up [Aaron Giles]
Up Scope [Mariusz Wojcieszek, Tomasz Slanina, Aaron Giles]
Greyhound Poker (Version 50.02) [Pierpaolo Prazzoli]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
The Pit (Bootleg) [Brian Troha]
Amidar (Bootleg) [Brian Troha]
Moon Cresta (bootleg set 3) [Brian Troha]
Xexex (ver AAA) [Corrado Tomaselli]

New games marked as GAME_NOT_WORKING
------------------------------------
The Gladiator [David Haywood]


==========================================================================

0.105u2

MAMETesters bugs fixed (there are probably more)
-----------------------
raizing0105u1red [Ville Linde]
psbasedgames0105u1red [Nathan Woods]


Source Changes
--------------

Fixed Monster World DIP switches. [Sonikos]

Fixed floating point rounding error in the PowerPC FPU. [Ville Linde]

Some more work on the Killing Blade protection. [El Semi]

Reorganized and cleaned up the PGM sprite drawing code a bit. Added
zooming support. [David Haywood]

Did some cleanup on the 6821 PIA functions, converting to new MAME
struct conventions and enforcing that configuration/initialization
happens only at init time. [Nathan Woods]

Fixed some unknown DIP switches in Galivan and Dangar Ufo Robo.
[Twisty]

Some improvements to Playmark's Roulette, though it still doesn't
quite work properly. [David Haywood]

Fixed Showdown start button. [Don Maeby]

Fixed sound frequency in Shocking. [Brian Troha, Guru]

Fixes to Top Roller: [Tomasz Slanina]
- correct colors
- fixed gfx bugs
- better audio (added rom with samples)
There's still minor problem with fg text layer colors.

Made "This game doesn't work" text more explicit. [Olivier Galibert]

Added PAIR and PAIR64 as valid save state types. [Nathan Woods]

More Amiga/Arcadia system updates: [Aaron Giles]
- Rewrote autoconfig system to be more generically useful
- Cleaned up/rewrote the CIA emulation to be more complete
- Added dual playfield and sprite priority support
- Added collision detection support
- Tweaked COPPER timing to fix scores on Fast Break
- Shuffled the BIOSes so that the newer version is the default


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Mang-Chi [David Haywood, Brian Troha]
New Hidden Catch [Pierpaolo Prazzoli]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Abscam [David Widel]
Ms. Pac-Man (bootleg, encrypted) [David Widel]
Billiard Academy Real Break (Korea) [Corrado Tomaselli]
Carrier Air Wing (World 901009) [Stefan Lindberg]
Plasma Sword (ASIA 980316) [Chris Hardy]

New games marked as GAME_NOT_WORKING
------------------------------------
Total Vice [Curt Coder]
Sega Ski Super G [R. Belmont]
Over Rev [R. Belmont]
Sliver [David Haywood]
Puck People [David Haywood]


==========================================================================

0.105u1

MAMETesters bugs fixed (there are probably more)
-----------------------
metmqstr0105yel [Aaron Giles]


Source Changes
--------------

Cleaned up the usage of includes/*.h files across the project, by
ensuring that:
1. All includes/foo.h files are annotated with comments describing
the source of the declarations.
2. Each source file so annotated also explicitly does an
#include "includes/foo.h" to ensure consistent definitions.
Along the way a number of inconsistent, irrelevant, and incomplete
declarations were removed/cleaned up. [Atari Ace]

Moved calls to ui_set_visible_area() into set_visible_area() to work
around timing problems when they are called at separate times during
a single frame. [Nathan Woods]

Updated CPS driver to more accurately draw tilemaps, based on
evidence from a board with mixed ROMs. [David Haywood]

Fixed crash bug in old debugger introduced in the last release.
[Olivier Galibert]

Added demo sounds DIP switch to Pig Newton. [Derrick Renaud]

Fixed DIP switches in gunmast, batlbubl. [Brian Troha]

Added simulated sound for tumbleb2 and pangpang. [David Haywood]

Added accessors for the CA2, CB2 and IRQ signals on the 6821 PIA.
[Nathan Woods]

Accurate C-Chip emulation in Bonze Adventure to fix protection
problems (no more missing or made up data, all data extracted from
working pcb). [Bryan McPhail]

Some cleanups to the Taito F3 naming. [Marco, Bryan McPhail]

Fixed the Z80 PIO code to prevent an interrupt to occur between the
PIO_OP_MODE byte and mask which follows. According to the datasheet,
this is not permitted in hardware. [Robert]

Added many FPU opcodes to the M68040 core. [Ville Linde]

Fixed rom loading in all Taito JC games. [Ville Linde]

Added TMS320C51 cpu core. [Ville Linde]

Split out some of the Nintendo 64 core pieces into MESS-shareable
modules. [R. Belmont]

Removed hard linkage of game driver clones. This reduces hard
inter-driver dependencies and allows for easier usage of tiny.mak.
[Atari Ace, Aaron Giles]

Updates to the PGM driver: [El Semi]
- Corrected mask on sprite width parameter in sprite list
- Corrected decryption function for The Killing Blade
- Fixed GFX Rom loading in The Killing Blade
- Added set The Killing Blade (Taiwan?)
- Added some WIP protection simulation for The Killing Blade
(Taiwan?), game boots but at least one stage is broken

Added $(OBJ)/%.s target to the makefile for easy disassembly
analysis of generated code (you can also use the $(OBJ)/%.pp to
examine preprocessor output). [Nathan Woods]

Moved region and address space names out of the Windows-specific
code and into more common locations. [Olivier Galibert]

Fixed a bug with code comments that led to incorrect display for
long comments. [Andrew Gardner]

Added several missing H8 opcodes to the core and color DAC to
lastfght.c. [Tomasz Slanina]

Changed -romident option so that it returns errorlevels based on how
many ROMs were identified (0=all files identified, 1=all files except
some non-ROM files identified, 2=some files identified, 3=no files
identified). [Aaron Giles]

Added stricter type checking for save state registrations (only works
in gcc). [Aaron Giles]

Changed automatic ROM assignment logic in the memory system so that
it doesn't auto-assign out-of-bounds ROM regions. [Aaron Giles]

Changed memory save state registration so it doesn't register for
saving memory areas that overlap memory regions. This means that
drivers which rely on extra memory regions for RAM will need to fix
that before supporting save. [Aaron Giles]

Modified a number of drivers that were using empty RAM regions for
RAM or which had extraneous memory regions. Most significant changes
were to the arcadia, nss, and stv drivers. [Aaron Giles]

Added a warning during validity checks to point out empty memory
regions. These should either be eliminated, or marked with an
explicit fill value (ROMREGION_ERASE00 or ROMREGION_ERASEFF) to clear
the warnings. [Aaron Giles]

Rewrote a large chunk of the Amiga emulation to support sound and
additional video modes/effects including extra half-bright mode,
manual sprites, and mid-scanline changes. This is still a work
in progress. [Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Pang Pang [David Haywood]
Crazy Fight [Luca Elia]
Puzzle King (Dance & Puzzle) [Pierpaolo Prazzoli]
Fighter's History [Bryan McPhail]
Sex Triv [Pierpaolo Prazzoli]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Battle Bubble [f205v, Corrado Tomaselli]
Bonze Adventure (World, Older) [Bryan McPhail]
Fantasia II (set 2, less explicit) [HIGHWAYMAN]
The Killing Blade (Taiwan?) [El Semi]


==========================================================================

0.105

NOTICE: The official Windows binaries are no longer compressed with
UPX. This means that when you extract the files, the main MAME .EXE
file will be much larger than you are used to. This is normal. The
code has always been that big. Leaving it uncompressed will allow MAME
to use less memory when run (ironically).

IMPORTANT CHANGES FOR OSD DEVELOPERS: There have been several changes
this cycle that impact you. Please scan this file in detail for the
details.


MAMETesters bugs fixed (there are probably more)
-----------------------
sys24savestate0104u4red [Aaron Giles]


Source Changes
--------------

Added the Dev 1.061 and early Japan bioses for ST-V. [zozo]

Added sound to Jump Kids. [f205v]

Corrected DIP switches for Honey Doll and Cookie & Bipi 3.
[Brian Troha]

Some progress on Little Robin. [David Haywood]

Fixed crash in System 16 games introduced by last update.
[Aaron Giles]


==========================================================================

0.104u9

MAMETesters Bugs Fixed
----------------------
cerberus0104u7yel [Aaron Giles]
carnevil0104u7gre [Aaron Giles]
raveracw0104u7red [Aaron Giles]
f1en097u1gre1 [Anonymous]


Source Changes
--------------

Added decryption of kof2003 p3 ROM. [iq_132]

Changed comment prefix in debugger command scripts from '#' to '//'.
[Nathan Woods]

Fixed makefile to allow command-line override of MAMEOS and TARGET
variables. [smf, Aaron Giles]

Fixed gsword, which was broken in an earlier update. [Tatsuyuki Satoh]

Cleaned up error logging so that it is callback driven, allowing more
than one potential output source. Fixed the -oslog option in the
Windows build. [Nathan Woods]

Fixed "do" command in the debugger. [Aaron Giles]

Had to undo the use of timers to trigger save/restore of states. This
leads to one less timer in the system, and hence will break the save
states from previous versions. The current save state system is
extremely sensitive to such changes, unfortunately. This will be
addressed in a future version. [Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Joshi Volleyball [Tatsuyuki Satoh]
Toppy & Rappy [David Haywood]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Toride II Adauchi Gaiden (German) [Corrado Tomaselli]
River Patrol (Orca) [David Haywood]
Get Star (bootleg, set 2) [David Haywood]
Slap Fight (set 2) [David Haywood]
Puzzle Uo Poko (International) [Corrado Tomaseli]
Final Fight (US 900613) [Murray Melvin]
Ninja Kazan (World) [Stefan Lindberg]
Eyes (Zaccaria) [David Haywood]
Power Drift (World Set 2) [Uncle Tom]

New games marked as GAME_NOT_WORKING
------------------------------------
Stepping Stage [David Haywood]
Tobe! Polystars [Ville Linde]
Battle Tryst [Ville Linde]
Heat of Eleven '98 [Ville Linde]
Evil Night [Ville Linde]
Sega Rally 2 DX [Uncle Tom]


==========================================================================

0.104u8

IMPORTANT CHANGE FOR OSD DEVELOPERS: osd_logerror is no longer
used. Rather, for error logging you provide a handle to a mame_file
in the options.logfile field. If you leave this set to NULL, no
logging will be done.


MAMETesters bugs fixed (there are probably more)
-----------------------
tmnt099u1gre1 [Pierpaolo Prazzoli]
block056yel [David Haywood, Corrado Tomaselli]
block085u2gre [David Haywood]
ddenlovr0104u7ora [Aaron Giles]
toutrun0104u7red [Aaron Giles]
bounty0104u7red [Aaron Giles]
maxaflex0104u7red [Aaron Giles]
cclimber.c0104u7red [Aaron Giles]


Source Changes
--------------

Fixed hyhoo which was broken in the last round of changes.
[Takahiro Nogi]

Added emulation of the Alpha 8201/8301 MCU, and connected it to
champbbj, champbb2, talbot, shougi, shougi2, and exctsccr.
[Tatsuyuki Satoh]

Added cpunum_set_clock_period(), a variation of cpunum_set_clock()
that takes subseconds_t, providing better granularity. [Nathan Woods]

Fixed most of the remaining issues in Wink, though there is still
some unemulated protection.
[HIGHWAYMAN, Nicola Salmoria, Pierpaolo Prazzoli]

Added save state support to the galaga.c and segaybd.c based games.
Improved the "out of context" error message to indicate the source
of the problem. [Andre Hufschmidt]

Moved logerror handling into the core. OSD ports should set
options.logfile to a mame_file handle for the output file.
[Aaron Giles]

Fixed second SN76496 on Congo Bongo to have the correct frequency.
[Aaron Giles, Chris Law]

Hooked up Sega Universal Sound Board to Pig Newton. [Aaron Giles]

Added -validate command to perform system-wide validation and exit
with a proper errorcode. [Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Champion Baseball (Japan set 1/2) [Tatsuyuki Satoh]
Champion Baseball II [Tatsuyuki Satoh]
Exciting Soccer II [Tatsuyuki Satoh]
Shougi [Tatsuyuki Satoh]
Shougi 2 [Tatsuyuki Satoh]
Talbot [Tatsuyuki Satoh]
Paradise Deluxe [David Haywood]
Sea Hunter Pengiun [David Haywood]


New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Star Fighter [Pierpaolo Prazzoli]
News (set 2) [Ryan Ahn]
Rave Racer (Rev. RV1, Japan) [Arzeno Fabrice]
Final Lap R (Rev B) [Arzeno Fabrice]
OutRunners (World) [Arzeno Fabrice]
Wild West C.O.W.-Boys of Moo Mesa (ver AA) [Arzeno Fabrice]
Slap Fight (bootleg) [David Haywood]
Do! Run Run (Do's Castle hardware, set 2) [David Haywood]


New games marked as GAME_NOT_WORKING
------------------------------------
Tappy & Rappy [David Haywood]


==========================================================================

0.104u7

MAMETesters bugs fixed (there are probably more)
-----------------------
upsidedown0103yel [Takahiro Nogi]
mgion0104u6yel [Takahiro Nogi]
hyouban095u2red [Takahiro Nogi]
model1.c_0104u5yel [Aaron Giles]
ohmygod0104u6red [Aaron Giles]
stv.c_0104u5red [Aaron Giles]
ad2083_0104u5red [Aaron Giles]
gauntdl0104u6red [Aaron Giles]
zwackery0104u3red [Aaron Giles]
triviaes0104u6ora [Aaron Giles]


Source Changes
--------------

Added simulation of protection to the Parallel Turn driver.
[Tatsuyuki Satoh]

Added missing demo sounds DIP switch to spelunk2. [Roberto Fresca]

Fixed key input problems in many of the Nichibutsu mahjong drivers.
[Tatsuyuki Satoh]

Updated the Dragonball Z games to use the K056832 chip emulation,
fixing color offsets and priorities. [Pierpaolo Prazzoli]

Updated raw mouse support for Windows XP: [Derrick Renaud]
* Reversed the RAWMOUSE device list. RAWMOUSE reports the last
installed mouse as the first device. I now place new mice at the
end.
* Added clipping to RAWMOUSE support so the cursor does not leave
the game area in Windowed mode. Also fixed the non-RAWMOUSE
Windowed mode clipping I broke by my last changes.
* You can now see the names of the mice attached by using -verbose.
* Changed Lightgun functionality if using XP. You no longer need
to use -lightgun or -dual_lightgun. Use -mouse and multiple (2+)
"HID-compliant mouse" lightguns will be detected. Lightgun
support in Win98/Me remains unchanged. -offscreen_reload can
still be used on Win98/Me/XP. See windows.txt for further info.

Fixed indirect palettes in the System 32 driver. This fixes Sonic
graphics finally. [Anonymous]

Fixed window resizing bug when running in a window. [Wilbert Pol]

Switched MDEC decoding input from CbCrY to CrCbY, and switched MDEC
15bit output from rgb to bgr. [smf]

Removed unnecessary #includes from a number of files. Added #includes
to files that were defining items that were declared in the header.
Better documented where items are defined in the header files from
the includes directory. [Atari Ace]

Fixed some crashes in the debugger if you tried to set breakpoints
while the game was running and there was no active CPU.
[Nathan Woods]

Fixed crash when calling fatalerror before the system was ready for
it. [Nathan Woods]

More improvements to the Sega universal sound board. Star Trek is
almost identical to the samples. Tac/Scan is not that far off,
surprisingly. [Aaron Giles]

Added new function input_port_set_changed_callback() which lets you
receive a change notification when certain bits in an input port
have changed. See sega.c for an example. [Nathan Woods, Aaron Giles]

Added new PORT_CUSTOM() macro which allows you to specify a callback
to return the value of bits in an input port. This saves you from
needing to intercept the port read and modify the bits there. See
sega.c for an example. [Aaron Giles]

Added new PORT_DIPLOCATION() macro which allows you to specify the
physical PCB location of a DIP switch and the switches that correspond
to the bits in the DIPSETTING. See sega.c for an example.
[Aaron Giles]

Updated the i8039 disassembler to the new interface. [Aaron Giles]

Moved read/write handlers for input ports, watchdog, and interrupt
enable out of the core and into machine/generic.c. Moved generic
palette hanlders out of the core and into vidhrdw/generic.c. Clarified
the names of many of the palette handlers and simplified the code.
[Aaron Giles]

Added code to the UI to sort the per-game inputs in a standard order.
[Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Crystal Gal (Japan 860512) [Takahiro Nogi]
Crystal Gal 2 (Japan 860620) [Takahiro Nogi]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Circus Charlie (Selectable level set 2) [Brian Troha]
Mahjong Hana no Momoko gumi (Japan 881125) [Takahiro Nogi]


==========================================================================

0.104u6

MAMETesters bugs fixed (there are probably more)
-----------------------
thunderx0104u1yel [Pierpaolo Prazzoli]
baraduke.c_0104u5red [Aaron Giles]
m62.c_0104u5yel [Aaron Giles]
model1.c_0104u5yel [Aaron Giles]
rthunder0104u5red [Aaron Giles]


Source Changes
--------------

Fixed various problems introduced in the last set of changes.
[Aaron Giles, Nathan Woods, Ville Linde]

Fixed dip-switches in Action Fighter. [Chaneman]

Improved samples support for Congo Bongo. [Chris Law]

Some improvements imported from MAME Plus!
* added save state support to pd4990a device for neogeo
* fixed crash in nitrobal/gunball (stage 4, right route) [xvi]

Got Polygonet Warriors back to the POST screen. [Andrew Gardner]

Reduced global namespace pollution by marking many global functions
explicitly static, especially in the CPU cores.
[Atari Ace, Aaron Giles]

Some improvements to Magical Error. Title and attract works. No
sound. Hangs in game. Problems with shared mem and main-sub cpu
communciation. [Tomasz Slanina]

Added validity checks to ensure CPU core completeness. [Nathan Woods]

Added DIP switches for Agress. [Roberto Fresca]

Added the missing commands and proper maker/device ids to the flash
memory handlers for Fujitsu MBM29F016A, used by Konami FireBeat.
[Ville Linde]

Added preliminary support for the Jaleco color blending hardware
found in Psychic 5, Argus, and Valtric. (Some functionality is still
unknown). [Andrew Gardner]

Major update to the Aleck64 driver. Still not fully working yet.
[Ville Linde]

Fixed comment display for processors which use an ADDRBUS_SHIFT.
[Andrew Gardner]

Added accessors to return output values for the 6821 PIA.
[Nathan Woods]

Added movie recording time to the internal profiler. [Nathan Woods]

Added oversampling support to the Exidy custom sound and to the DAC
sound system. [Aaron Giles]

Sega vector game updates: [Aaron Giles]
- Rewrote vector generator from schematics. Yes, it is supposed to
be that jumpy on zooms!
- Corrected CPU speeds and cleaned up memory maps.
- Connected AY-8912 to Zektor for missing sound effects.
- Added emulation of the Universal Sound Board -- not yet perfected,
but gets rid of the need for samples in Star Trek and Tac/Scan.
Tac/Scan sounds pretty wretched now, but Star Trek is close.
- Fixed CPU clock speed on the speech board, but it appears to be a
bit too slow now.
- This is still work-in-progress. Don't report bugs yet.


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Canvas Croquis [David Haywood]
Parallel Turn [Tomasz Slanina]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
SDI - Strategic Defense Initiative (System 16B) [Arzeno Fabrice]
Trivial Pursuit (Spanish Edition) [Manuel Abadia]
Multi Champ (World) [Brian Troha]

New games marked as GAME_NOT_WORKING
------------------------------------
Solar Assault [Ville Linde]


==========================================================================

0.104u5

IMPORTANT CHANGE FOR OSD DEVELOPERS: a new function
osd_create_directory is now required in order to create memcard
subdirectories. This function was previously defined only for the
MESS core, so if there is a MESS port already available, you can
just import that function.


MAMETesters bugs fixed (there are probably more)
-----------------------
exprraid0103u1red [Pierpaolo Prazzoli]
asterix053gre [Pierpaolo Prazzoli]
asterix_2055gre [Pierpaolo Prazzoli]
asterix_3055gre [Pierpaolo Prazzoli]
namcos10104u4red [Aaron Giles]
rthunder0104u3ora [Aaron Giles]
memorycard0104u2ora [Aaron Giles]
pause0104u2ora [Aaron Giles]
undrfire0104u4yel [Aaron Giles]
wwallyj0104u4red [Aaron Giles]
scorpion0104u4red [Aaron Giles]
itech8c0104u4red [Aaron Giles]


Source Changes
--------------

Hooked up missing language jumper in the Psikyo 4 games.
[David Haywood]

Added board notes to the Namco System 12 driver, hooked up the light
gun in Ghouls Panic/Point Blank 2, and emulated Tekken Tag Tournament
DMA protection (still not playable). [Olivier Galibert, Duddie, smf]

Fixed old debugger compilation on non-Windows platforms. Added
mame_strnicmp along the way. [Lawrence Gold]

Fixed compile errors under GCC 4.1. [Lawrence Gold]

Changed the NES PPU interfaces to follow new struct conventions.
[Nathan Woods]

Updated disassembly comments support: [Andrew Gardner]
- fixed a 0-length comment bug (no more "// 0, " allowed)
- added comment output to the new debugger's dasm command
- changed the comment save path from /mame/comment to /mame/comments

Added new debugger properties: logunmap, logunmapd, logunmapi which
enable/disable logging of unmapped memory accesses. [Nathan Woods]

Added save state support to the Astrocade driver. [Adam Bousley]

Some small improvements to the Polygonet Commanders driver.
[Andrew Gardner]

Preliminary Thumb implementation for the ARM7 core. Many opcodes
present, but there are definite sign problems. [Ryan Holtz]

Hooked up ARM7 protection CPU in KOV2. Boots but does not run or
play due to the Thumb sign problems. [R. Belmont]

Fixed incorrect flags emulation in the 8080 CMA instruction.
[Kopromaster]

Added support for zero-length palettes (requires RGB direct mode) and
several validity checks related to display variables. [Nathan Woods]

Updated windows input code: [Derrick Renaud]
* Now using RAWMOUSE mode if available. This means you can now use
multiple mice in Windows XP. Lightgun support has not been
changed yet.
* Added back DX7 support for the windows input system to support
multiple mice. It was set to DX5 in 104u2.
* Removed the system mouse from the list of available mice on
non-XP systems. This allows you to now properly select the
individual mouse.
* Modified the Analog Axes selection of the player controls to be
more responsive.

Cleaned up video system in Scorpion 2 driver. [El Condor]

Converted asterix to use K056832 emulation. [Pierpaolo Prazzoli]

Reduced encryption in Gaelco games down to equations. These still
need to be optimized, but the giant encryption tables are no longer
needed. [Nicola Salmoria]

Cleaned up include files in CPU/sound cores. CPU cores should
generally only need to include cpuintrf.h. Sound cores should
generally only need to include sndintrf.h. [Atari Ace, Aaron Giles]

Fixed bug that caused a full set of validity checks even on release
builds. [Aaron Giles]

New debugger features: [Aaron Giles]
* new command "print" is a simple way to display the result of one
or more expressions
* new command "symlist" displays all the symbols registered
* all save state registered scalar globals are now available as
symbols (prefixed by a '.')
* all save state registered global arrays are now available for
viewing/editing in the memory window
* all registered memory regions are also available for viewing/
editing in the memory window

Made it a fatal error to request operations on invalid sound/CPU
indexes. These have been logged to the error.log in the past, but
really need to be cleaned up. Added a new function
safe_activecpu_get_pc() that can be used when logging PCs to smartly
detect whether or not it is safe to call activecpu_get_pc().
[Aaron Giles]

Changed CPU init/reset callbacks. The init callback now accepts a
number of parameters, including the CPU index, the clock, a generic
configuration parameter, and a pointer to the IRQ callback. The reset
callback no longer takes any parameters (the configuration parameter
has been moved to the init callback). And the IRQ_CALLBACK getter/
setter has been removed since this is now set up once at
initialization time. [Aaron Giles]

Added mame_get_phase to determine which program phase (init/reset/
running/exit) the system is in. This is intended primarily for
assertions to enforce rules about when certain actions can be taken.
[Aaron Giles]

Rewrote winalloc to be more dynamic, and to ignore memory leaks in
the runtime. [Aaron Giles]

Fixed memcards properly. They are no longer hardcoded for the neogeo.
The implementation has moved to generic/machine.c, and a callback
handler very similar to NVRAM is now supported in the machine driver
definition. Cards are created per-game, so the memcard directory now
has a subfolder per game with each game's cards stored underneath.
[Aaron Giles]


New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Fighters Swords (Korean rel. of Samurai Showdown III) [Haze, Razoola]
Art of Fighting 3 (Korean release) [Haze, Razoola]
The Last Solider (Korean release of The Last Blade) [Haze, Razoola]
Real Bout Fatal Fury 2 (Korean release) [Haze Razoola]
Tekken 3 (TET2/VER.B) [smf]
Soul Calibur (SOC11/VER.C) [smf]
Point Blank 2 (GNB5/VER.A) [smf]
Tekken Tag Tournament (TEG1/VER.B) [smf]
Tekken Tag Tournament (TEG1/VER.A3) [smf]
Golgo 13 Kiseki no Dandou (GLS1/VER.A) [R. Belmont]
Pollux (set 3) [ClawGrip]
Out Zone (set 4) [Tormod Tjaberg]

New games marked as GAME_NOT_WORKING
------------------------------------
Gamshara [smf]
Taisen Hot Gimmick 4 Ever (Japan) [Guru, David Haywood]
Taisen Hot Gimmick Integral (Japan) [Guru, David Haywood]
Mahjong G-Taste [Guru, David Haywood]


==========================================================================

0.104u4

IMPORTANT CHANGES FOR OSD DEVELOPERS:

1. osd_pause is no longer called directly. Rather, your osd_init
function should register the osd_pause callback (if necessary) using
add_pause_callback.

2. osd_die is now handled by the core; you should remove this
function from the OSD layer.

3. logerror is front-ended in the core; it calls to a new OSD
function osd_logerror which handles the OS-specific file and/or
debugger logging.


MAMETesters bugs fixed (there are probably more)
-----------------------
memwindow0104u3red [Aaron Giles]
i9600104u2ora [Aaron Giles]
dietgo0104u2red [Aaron Giles]
st0016_0104u3red [Aaron Giles]
8751MCUgames0104u3 [Aaron Giles]
warriorb0104u2gre [Pierpaolo Prazzoli]
cheat0104u3ora [Ian Patterson]


Source Changes
--------------

Added comments support to the debugger. You can now dynamically add
comments that are visible next to the disassembly view. Comments are
saved to an XML-based .cmt file in a 'comments' directory by default
upon exiting. [Andrew Gardner]

Added "wb+" disposition to osd_tool_fopen. [Nathan Woods]

Fixed cheat timer to fire at the correct rate. Also fixed
initialization order to work around dependency on the video/UI
system. [Ian Patterson]

Added save states to 3 more drivers: arkanoid.c, system1.c, and
taitosj.c, and to the SN76496 sound chip for system1. [Adam Bousley]

Fixed a couple of small memory leaks and a crash bug found by
valgrind. [Lawrence Gold]

Added save state support to the tetrisp2 driver. [Nathan Woods]

Added save state support to Cloak and Dagger, Mario Bros, Crazy
Baloon, and the SN76477 sound chip. [Adam Bousley]

Hooked up the R4650 properly in the MIPS recompiler. [R. Belmont]

More Namco System 23 progress: [R. Belmont]
- Further hardware work
- Hooked up H8/3002 MCU and sound system
- Many notes added
- Final Furlong 2 (World and Japan sets) added

Added sanity checking to the set_visible_area() call to ensure it is
not set larger than the screen bitmap. [Nathan Woods]

Added decryption of the BIOS for the Namco System 10 games using MEMN
ROM boards. [smf]

Changed the ROM banking of the Bellfruit 'Adder' card to the new
standard, as well as tidying up the MPU4 emulation with some new
information. [El Condor]

A bit more progress on Raiden 2 sprite decryption. [Olivier Galibert]

Added save states to Namco Classics Collection 1 & 2, Taito B System,
and fixed save states in Operation Wolf. [Adam Bousley]

Debugger changes/updates: [Aaron Giles]
- added new streaming text buffer system
- rewrote the console window to use the streaming text buffer
- added new log window (Ctrl+L) which displays live error.log output
- added disassembly view menu to control comments versus raw or
encrypted opcodes
- added disassembly menu to the main console window as well
- now detect expressions with assignment or ++/-- operators as
commands, do you can just say "pc=0" to modify registers instead
of needing to type "do pc=0"
- fixed bug that would sometimes lock the disassembly view to the
top line

More global system cleanup: [Aaron Giles, Atari Ace]
- remapped osd_die to fatalerror, which cleans up behind itself and
returns to the osd code by returning from run_game
- removed a number of unnecessary includes from driver.h
- moved logerror into the core
- moved 68000-specific build rules to cpu.mak
- new function skip_this_frame, should be called by drivers instead
of osd_skip_this_frame
- removed includes of osdepend.h and osd_cpu.h from drivers; only the
core should include these

More initialization/reset/pause cleanup: [Aaron Giles]
- new function add_pause_callback can be called by other modules to
register a callback for whenever MAME is paused/resumed
- converted all existing pause hooks to use the new system
- new function add_reset_callback can be called by other modules to
register a callback for whenever MAME is reset
- converted all existing reset hooks to use the new system
- removed machine_reset; replaced with mame_schedule_soft_reset
- new function mame_schedule_exit to force an exit cleanly from
external events
- removed all the "trying_to_quit" crap from the Windows code
- moved save/restore system out of cpuexec.c into mame.c
- moved core game loop out of cpuexec.c into mame.c
- added hard reset support (complete tear down and re-init)

More core file shuffling: [Aaron Giles]
- split sndintrf.c into sound.c, sndintrf.c, and sndhrdw/generic.c
- added #include vidhrdw/generic.h to mamecore.h, and removed all
explicit includes elsewhere

Added save state support to the BSMT2000 sound emulator and the
dcheese driver. [Aaron Giles]

Fixed missing save state data in the dkong driver. [Aaron Giles]

Updated the 68000 disassembler to use the new interfaces.
[Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Fred Flintstone's Memory Match [Aaron Giles]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Dragon Breed (M81 pcb version) [Pierpaolo Prazzoli]

New games marked as GAME_NOT_WORKING
------------------------------------
Crazy Fight [Pierpaolo Prazzoli]
Search for the Magical Error [David Haywood]
Final Furlong 2 [R. Belmont]
Gekitoride-Jong Space [smf]
Mr. Driller G [smf]
Kotoba no Puzzle Mojipittan [smf]
Star Trigon [smf]


==========================================================================

0.104u3

IMPORTANT CHANGE FOR OSD DEVELOPERS: osd_exit is no longer called
directly. Rather, your osd_init function should register the osd_exit
callback (if necessary) using add_exit_callback. Also, several global
variables have been moved into the Machine structure:

mame_debug -> Machine->debug_mode
playback -> Machine->playback_file
record -> Machine->record_file


MAMETesters bugs fixed (there are probably more)
-----------------------
twinhawk0104u1gra [Alex Jackson]
twinhawk0104u1gre [Alex Jackson]
gtmr0100u1gre [Luigi30]
armchmp20104u2gra [Luigi30]
boothill0104gra [Luigi30]
yiear0103u1gra [Luigi30]


Source Changes
--------------

Cleanups to the taito_x driver: [Alex Jackson]
- Converted input ports to an INCLUDE/MODIFY tree.
- Fixed Lives DSW in twinhawk and twinhwku
- Removed Cabinet DSW from twinhawk and twinhwku; they are 2psim
and do not support cocktail cabinets (the DSW does nothing).
- Fixed Coinage DSW in suprmanj
- removed MDRV_MACHINE_INIT(cchip1) from games that don't have a
c-chip (all of them except superman)

Fixed chdman to write the correct number of logical bytes when
extracting something that is not an even number of hunks large.
[Chris Hardy]

Some Raiden 2 documentation and input port updates (still not
playable). [Olivier Galibert]

Created new osd_tool file which is used by utility tools to do
file access in an OS independent manner. [Nathan Woods]

Fixed typo in Hyperstone core that led to false positive warning
popups. [Pierpaolo Prazzoli]

Added support for IDT-specific MIPS MUL instruction in the MIPS3
core, recompiler, and disassembler. [R. Belmont, Aaron Giles]

Replaced -high_priority with -priority, you can now specify from
-15 to 1. The default is -15 as this makes Dell laptop keyboards
work. It still won't raise the priority if running with the debugger,
but it will lower it. Fixed a subtle bug at the same time as
-high_priority was only working when you used rdtsc. [smf]

Added an optional xml_parse_options parameter to xml_file_read()
and xml_string_read(), to provide options for preserving whitespace,
error reporting, and parser setup. [Nathan Woods]

Added save states to 2 simple drivers - bombjack.c and blktiger.c.
[Adam Bousley]

Improved graphics ROM loading order in fredmem. [Luigi30]

New option -mngwrite, which records an MNG movie of the game from
the get-go and allows you to specify a target filename. [Buddabing]

Refactored/renamed/removed/added several core files: [Aaron Giles]
- renamed driver.c to mamedriv.c
- created a new driver.c containing functions defined in driver.h
- split common.c into video.c and machine/generic.c
- moved a number of mame.c functions to video.c

New file debugger.h contains abstracted debugging interfaces for
both debuggers. Added new call mame_debug_break() and a new macro
DEBUGGER_BREAK to make it easier to hard-code breakpoints into code.
Removed all old code that directly whacked debug_key_pressed or
called debug_halt_on_next_instruction and replaced them with calls
to DEBUGGER_BREAK. [Aaron Giles]

Added #include "state.h" to driver.h. This means most driver files
no longer need to explicitly include it. Went through and removed it
from most drivers. [Aaron Giles]

Reorganized the core initialization/exit sequencing to be "flatter"
and more straightforward to understand. System cleanup is now no
longer explicitly called by the code in mame.c. Rather, each init
function is free to register an exit handler, which will be called
in reverse order of registration upon a system exit. [Aaron Giles]

Removed default registrations from config_init() into the init
functions of the associated modules. Now each system that has config
data can register its own callbacks to process it. [Aaron Giles]

Renamed MACHINE_INIT to MACHINE_RESET to normalize the naming of the
callbacks defined in the MACHINE_DRIVER structure. Added several new
callbacks. The complete list is now:

DRIVER_INIT -- per-game init called once at startup
MACHINE_START/SOUND_START/VIDEO_START -- called once at startup
MACHINE_RESET/SOUND_RESET/VIDEO_RESET -- called each reset

Save state registrations should be performed in DRIVER_INIT or
(preferably) in the _START callbacks; they should be avoided in the
_RESET callbacks if possible. [Aaron Giles]

Removed VIDEO_DUAL_MONITOR flag. [Aaron Giles]

Added a number of new properties to the debug views to allow for more
flexibility in the way the views are displayed. Also added an option
to the disassembly window to display encrypted opcode data on the
right. [Aaron Giles]

Save state changes: [Aaron Giles]
- Audited the use of save state registrations throughout the code,
switching most cases over to using the state_save_register_global
or state_save_register_item macros to simplify the code.
- Deprecated the save_state_register_ calls since nearly all
cases can be automatically handled by the macros. For odd cases,
there is now a save_state_register_memory call which is generic.
- Simplified the save state logic, allowing for unlimited instances
and reducing the complexity of the code. This breaks existing save
states. Sorry, I'll try not to do it again.

Fixed save state support in Missile Command. [Aaron Giles]

Added oversampling support to the CEM3394 emulator. [Aaron Giles]

Added save state support to the CEM3394 and NES APU sound chips.
[Aaron Giles]

Added save state support to the jedi, balsente and dkong drivers.
[Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Choko [Guru, Charles MacDonald]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Agress (English bootleg) [Pierpaolo Prazzoli]
Tokio / Scramble Formation [Nicola Salmoria, Arzeno Fabrice]
Bomb Kick [Pierpaolo Prazzoli]


==========================================================================

0.104u2

MAMETesters bugs fixed (there are probably more)
-----------------------
zwackery0104u1gre [Aaron Giles]
typo0104ora [Aaron Giles]
x86compile0104u1ora [Aaron Giles]


Source Changes
--------------

Hooked up MCU ROM properly in the System 23 games. [R. Belmont]

Fixed tilemap sizes in Nitroball. [Bryan McPhail]

Fixed Panic Road color PROMs. [Nicola Salmoria]

Added save state support to Night Driver (still needs save state
support in the discrete core to be 100%). [Oshah]

Miscellaneous cleanups to the 8255 PPI code; changed some 'int' types
to 'offs_t' and 'UINT8'. Added ppi8255_get_portA/B/C() functions.
Also fixed some formatting problems. [Nathan Woods]

Updates to the M37710 core: [R. Belmont]
- Fixed LDM behavior when executing outside of bank 0
- Fixed various global bugs when executing outside of bank 0
- Fixed so top 8 bits of X & Y are preserved when in 8-bit index mode
- Fixed some disassembly errors
- Added save state support
- Added M37702 alias for documentation purposes

Updates to the Namco System 22 driver: [R. Belmont]
- Necessary changes to System 22 games to use the real C74 BIOS for
music/sound
- Added system controller register to boot the C74
- Speedup cheat for the CPU board C74
- Promoted Ace Driver from NO_SOUND to IMPERFECT_SOUND

Made declarations and variables in a number of drivers static and
const to reduce global namespace pollution. Fixed a number of
multiply-defined global variables. [Atari Ace]

Added state save support to the Jaleco MegaSystem 32 and YMF271
sound core. [Nathan Woods]

Fixed Windows rendering code bug where -waitvsync had no effect when
using -nohws -nod3d -notb. [Derrick Renaud]

Hooked up preliminary support for the text layer and palette in the
Namco System 23 driver. [R. Belmont]

Deprecated the use of multimon.h in the Windows build, which is only
necessary for producing Windows 95 and NT 4.0 compatible binaries.
Windows 98 is now the minimum version of Windows supported for MAME.
[Aaron Giles]

Made a few minor tweaks to the Windows sources to support the latest
build tools. See http://mamedev.org/tools if your tools are out of
date. [Aaron Giles]

Added assert_always macro which asserts even in a release build, and
requires a friendly message. [Aaron Giles]

Added new function xml_read_string, which allows for parsing of
internal strings into XML trees. [Aaron Giles]

Removed artificial gamma correction in nemesis driver. [Aaron Giles]

Removed scrbitmap and memory_region from the global Machine structure.
There is no need for non-core systems to access these directly.
[Aaron Giles]

Removed a ton of hacks that were checking for Machine->sample_rate==0,
which is now guaranteed to never be true. [Aaron Giles]

Split out ROM management from common.c and moved to a new file
romload.c. [Aaron Giles]

Added save state support to the POKEY emulator. [Aaron Giles]

Cleaned up structs/unions in the debugger and Windows code to match
the new core conventions. [Aaron Giles]

Added new function state_save_register_bitmap to simplify bitmap
saving. [Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
The Lost Castle In Darkmist [Tomasz Slanina, Nicola Salmoria]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Super Glob (Pac-Man hardware) German [Chaneman, David Widel]
Burning Force (Japan old version) [Team Japump]


==========================================================================

0.104u1

MAMETesters bugs fixed (there are probably more)
-----------------------
esb0104gre [Mathis Rosenhauer]


Source Changes
--------------

Updated the old debugger recognize ~ prepended registers.
[Juergen Buchmueller]

Fixed new makefiles to be more friendly to non-x86 builds.
[Lawrence Gold]

Improved Star Wars sound synchronization. [Mathis Rosenhauer]

Hooked up 16-segment writes to the bfm_adr2 driver. [El Condor]

More improvements to the darkmist driver. [Tomasz Slanina]

Fixed default gun location for a number of lightgun games. [SilverFox]

Altered the way MESS interacts with the core config system.
[Nathan Woods]

Added save state support to the T-11, Hu6280, and ADSP-21xx CPU
cores. [Buddabing]

GTI Club updates: [Ville Linde]
- Improved K001604 tilemap emulation
- Very preliminary K001005 & K001006 3D graphics emulation
- Added some more SHARC opcodes

Separated various Z80 peripherals (CTC, PIO) into separate modules.
Added SIO module, hooked it up to NFL Football. Still no visible
progress. [Aaron Giles]


New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Ikari 3 (Normal Joystick) [Tormod Tjaberg]
Thunder Cross (Set 3) [Stefan Lindberg]
Space Harrier (8751 317-0063?) [Zozo]
Fortress 2 Blue Arcade (ver 1.01) [Pierpaolo Prazzoli]

New games marked as GAME_NOT_WORKING
------------------------------------
Hang Pilot [Ville Linde]


==========================================================================

0.104

MAMETesters bugs fixed (there are probably more)
-----------------------
centiped0103u3ora


Source Changes
--------------

Fixed tiny.mak for the changes from 0.103u5. [Derrick Renaud]

Fixed NVRAM handling in Star Wars/ESB (only affects test mode).
[Mathis Rosenhauer]

Decrypted the question ROMs in the coinmstr.c games. [Nicola Salmoria]

Updated djboy driver with more protection information.
[Phil Stroffolino]

More NeoGeo cleanups. [David Haywood]

Phoenix Discrete Sounds - Changed R22 to 470 ohm per real board. This
should fix the remaining complaints with the discrete sound. The shot
& explosion noise sounds still need discrete emulation.
[Derrick Renaud]

Added 16-segment drawing code to the vacfdisp module. [El Condor]

Made 8-bit A,B,C,D,E,H and L registers available in the Z80
debugger. [Nicola Salmoria, Aaron Giles]

Ensured that all core and windows files have some indication of
copyright on them. [Aaron Giles]

Shuffled a few more files around in mame.mak; rebuild clean once
again to ensure correctness. [Aaron Giles]

Removed all but the default debugger font from the source
distribution. [Aaron Giles]

Fixed miscomputed registers view size in debugger. [Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Lord of Gun (USA) [Luca Elia]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Trivia ? Whiz (Vertical versions) [Pierpaolo Prazzoli]
Trivia ? Whiz (Edition 4) [Pierpaolo Prazzoli]
Phraze Craze (Sex Kit) [Pierpaolo Prazzoli]
Police Trainer (Rev 1.0) [Brian Troha]

New games marked as GAME_NOT_WORKING
------------------------------------
Huang Fei Hong [Luca Elia]


==========================================================================

0.103u5

MAMETesters bugs fixed (there are probably more)
-----------------------
esb065gre [Mathis Rosenhauer]


Source Changes
--------------

Undid fix for turbofrc37b1gre since it broke more things that it
fixed. [Pierpaolo Prazzoli]

Fixed minor color issue in Cookie & Bibi. [David Haywood]

Updates to the Hyperstone core: [Pierpaolo Prazzoli]
- Removed nested delays
- Added better delay branch support
- Fixed PC seen by a delay instruction, because a delay instruction
should use the delayed PC (thus allowing the execution of
software opcodes too)

Hooked up watchdog for NeoGeo games and removed a number of hacks.
[David Haywood]

Fixed hanging at the end of level 3 in klondkp. [Pierpaolo Prazzoli]

Fixed inputs in Renju Kizoku, Neratte Chu, Mayjinsen 2 and some dips
in Neratte Chu, Mayjinsen 2. [Sonikos]

Improved auto_malloc so it uses less memory and doesn't have a hard-
coded limit on the maximum number of allocations. Also audited the
use of auto_malloc in the code and removed unnecessary checks for
NULL (since auto_malloc doesn't return if it fails). [Atari Ace]

Fixed osd_fopen error reporting to return the correct value if you
hit MAX_OPEN_FILES. [Nathan Woods]

Changed several byte operands in the i386 disassembler to be
diassembled as unsigned rather than signed. [Nathan Woods]

Discrete sound updates: [Derrick Renaud]
- Added new DISCRETE_CSVLOG module that lets you log discrete nodes
as CSV (comma separated values) data.
- Modified discrete core to use the clock specified in the
MDRV_SOUND_ADD line. If the clock is specified as 0, then the
discrete emulation will default to the audio sample rate clock.
- Tweaked Phoenix Effect 2 sound to be more accurate matching
oscilliscope data. Changed the Phoenix discrete clock rate to
a fixed rate of 120000 allowing the simulation to be more
accurate with less alaising noise at the cost of speed.
- Fixed the bug in the DISCRETE_NOTE module that produced notes
1 count off.

Added support for registers that are not to be displayed in the
register list. This is useful for registers like AX on i386, so that
AX can be used in expressions but not represented on the register
list. Simply precede the register name with '~' to prevent display.
[Nathan Woods, Aaron Giles]

Added support for the various x86 8-bit and 16-bit derived
registers, as hidden registers in the i386 core. [Nathan Woods]

Fixed background music in ESB. Updated IRQ frequency and divider to
match the schematics. [Mathis Rosenhauer]

Improved dip switches for rocktrv2. [Chaneman]

Separated the allocation of graphics data from the decoding. This
fixes the crashes that were introduced in u4, and will allow for
decoding progress to be reported eventually. [Aaron Giles]

Made a clean-up pass over all the makefiles. rules.mak is gone now,
replaced by cpu.mak and sound.mak. mame.mak has been reorganized. All
the makefiles are now commented and should be easier to follow.
[Aaron Giles]

Rewrote artwork scaling function to compute accurate sum over all
contributing pixels. This produces better results when scaling high
resolution artwork down to lower resolutions. Kept existing bilinear
filter for scaling low resolution art to higher resolutions.
[Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Hidden Catch (World) [Pierpaolo Prazzoli]
Fortress 2 Blue Arcade [Pierpaolo Prazzoli]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Several more NeoGeo bootlegs [Razoola, David Haywood]
Jumbo Ozaki Super Masters Golf (Japan) [Team Japump]
Miss Puzzle (Nudes) [Brian Troha]


==========================================================================

0.103u4

MAMETesters bugs fixed (there are probably more)
-----------------------
xevious083gre [MASH]


Source Changes
--------------

Intel i386/i486/Pentium update: [Nathan Woods]
- Fixed A20 mask implementation
- Added A20 mask to debugger translate callback
- Implemented Pentium opcode CMPXCHG8B
- Fixed XADD, and added support for the 8 and 16 bit variants

Fixed Top Shooter sprites. Game still not playable. [Tomasz Slanina]

Changed debug view property code to pass property values as unions
rather than void pointers, in order to appease compilers that whine
about strict aliasing. [Nathan Woods]

Fixed resource allocation issue with bitmaps in the Windows code and
MESS. [Nathan Woods]

Removed a number of unnecessary video_stop and machine_stop routines.
[Atari Ace]

Converted a few more exit() calls to osd_die(). [Oliver Stoneberg]

Fixed inputs on Ninja Spirit and the Sega System 16b driver to match
the JAMMA button ordering. [Corrado Tomaselli]

Fixes to the Hyperstone core: [Pierpaolo Prazzoli]
- Removed nested delays
- Don't allow software opcodes to be executed in a delay slot

Added/changed the following discrete modules: [Derrick Renaud]
- DISCRETE_WAVELOG - easy way to log discrete nodes as a .wav file
to compare against scope waveforms.
- DISCRETE_OUTPUT - added a final gain parameter to get it to 16 bit
wav level. (The old VOL setting was disabled after the last
sound re-write.)

Fixed graphics banking in 8751-based Altered Beast sets.
[David Haywood]

Fixed some bad gfx in kdynastg when levels start. [Pierpaolo Prazzoli]

Decrypted graphics in Darkmist and Panic Road. [Nicola Salmoria]

Added stream_set_sample_rate() call, and converted the TMS5110,
TMS5220, ES5505/6, BSMT2000, AY8910, POKEY, TIA, Sega PCM/Multi-PCM,
SN76496, OKIM6295, and YMZ280B sound cores to output at their native
sample rates, allowing the core sound system to perform over/
re-sampling to the output rate. [Aaron Giles]

Moved CHD file access routines to fileio.c. [Aaron Giles]

Added assert macro to mamecore.h. [Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Laser Battle/Lazarian [Pierpaolo Prazzoli]
Cat and Mouse [Pierpaolo Prazzoli]
KlonDike+ [Pierpaolo Prazzoli]
Alien Arena
Crowns Golf in Hawaii [Aaron Giles]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Joust (Solid Green Label) [Reznor007]
Space Intruder (Japan) [Tomasz Slanina, Guru]

New games marked as GAME_NOT_WORKING
------------------------------------
Galaxia [David Haywood]


==========================================================================

0.103u3

Source Changes
--------------

H8/Last Fight update: [R. Belmont]
* (H8) Limited vector reads to 24 bits
* (H8) Added SHLL.W, EXTU.L, SUBS.L #2, and SUBS.L #4 opcodes
* Includes Guru's readme
* Loads all ROMs
* Maps RAM for the stack

Converted wcvol95 and hvysmash to use the 16-bit deco tilemap
functions. [David Haywood]

Added BCD multiply to ARM coprocessor to fix wcvol95. [David Haywood]

Cleaned up the Neo Geo mess from 0.103u2. [David Haywood, Razoola]

Added support for >4GB CHD files to chdman for non-Windows systems.
[Lawrence Gold]

Fixed leapyear calculation. [William Krick]

Converted Super Burger Time, Vapor Trail, and Crude Buster to use the
deco tilemap functions. [David Haywood]

Rewrote Neo-Geo video system, removing distinction between raster and
non-raster games and cleaning up the code significantly.
[David Haywood]

Improved DIP switches for clowns, clowns1, and bowler. [Bob Seidel]

Added CPUINFO_PTR_DEBUG_SETUP_COMMANDS: a callback that is invoked to
tell CPU cores to set up commands specific to a CPU core.
[Nathan Woods]

Added SegBase() and SegLimit() functions to the i386 core debugger.
[Nathan Woods]

Improved sound balance in Night Slashers. [MAME Italia]

Improvements to the Deco MLC games (added sprite buffering, fixed
tile banking, fixed clear colour, added sprite clipping & ARM
interrupt bug fix). The only thing left for this driver is really
raster support for the pitch in Stadium Hero. [Bryan McPhail]

Fixed Hang On stereo sound routine. [Mamesick]

Cleaned up PC keyboard code. [Nathan Woods]

Added memory_install_* calls that are not specific to specific bus
widths (only for static handlers, not for function pointers).
[Nathan Woods]

Added sound to Ping Pong Masters '93. [Tomasz Slanina]

Converted Crazy Balloon sound to use the discrete system.
[Derrick Renaud]

Major Namco System 22 update: [Phil Stroffolino]
* Hooked up the real master DSP BIOS. Many games are now working or
displaying graphics that were having problems before; removed many
hacks as a result.
* Hooked up the runtime-configurable interrupt handlers, removing
more game-specific hacks.
* Some improvements and additional documentation of video hardware.
* Emulated Alpine Surfer protection and fixed bogus loading of
Point ROMs, though the game still has problems.

Fixed the Wild Western bonus screen, where the horse would not scroll
into view. [Nicola Salmoria]

Cleaned up inputs in the bfm_sc2 driver. [El Condor]

Fixed in the old debugger the display of opcodes for word-addressed
CPUs like the TMS32010, which was completely broken before.
[Alex Jackson]

Separated debugger break key from OSD display. They can now be
programmed differently. Also fixed behavior in the new debugger when
using the break so that text doesn't get entered onto the command
line. [Aaron Giles]

Fixed the handling of address masking and display within the debugger.
[Aaron Giles, Nathan Woods]

Fixed order of operations in the expression engine if functions were
used. [Aaron Giles]

Added timer support to the ADSP cores and hooked it up for the DCS
games. [Aaron Giles]

Many Voodoo updates to add Voodoo Banshee and Voodoo 3 support.
[Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Backfire! [David Haywood]
Skull Fang [Bryan McPhail]
Thunder Hoop [Pierpaolo Prazzoli, Mike Coates, Brian Troha]
X-Files [Pierpaolo Prazzoli]
King of Dynast Gear [Pierpaolo Prazzoli, Guru]
Meijinsen [Tomasz Slanina]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Demon's World / Horror Story (first edition) [Corrado Tomaselli]
The Couples (Set 3) [f205v]
Dragon World (World, V0300) [f205v]

New games marked as GAME_NOT_WORKING
------------------------------------
Poizone [Chris Hardy, David Haywood]


==========================================================================

0.103u2

MAMETesters bugs fixed (there are probably more)
-----------------------
midres056gre [Bryan McPhail]
ddragon077u3red [Bryan McPhail]
airbustr37b9gre [Pierpaolo Prazzoli]
turbofrc0103gre [Pierpaolo Prazzoli]
turbofrc37b1gre [Pierpaolo Prazzoli]


Source Changes
--------------

Fixed sound bug in Phoenix sound effect #2 [Hans Andersson]

NeoGeo updates [http://neosource.1emulation.com/forums/]
* Fatal Fury 2 - Emulated Protection
* King of Fighters 10th Anniversary - Added code to update SRAM
tiles on the fly
* CCTHD2k3 - Fixed GFX / Colours
* Added code to support remaining NeoGeo sets

Fixed Mat Mania dipswitches [Roberto Fresca]

Fixed some Leap Year calculates [William Krick, smf]

Sync Refresh / Waitvsync / Triplebuffer changes [Alan Kamrowski II]
* Changed the waitvsync code to wait for the beginning of the
vertical blank (the previous code simply checked if it was in the
vblank and only waited if it wasn't).
* Removed the waitvsync only if game speed is above 95% restriction.
This restriction would only cause waitvsync to vacillate between
on and off depending on game speed.
* When syncrefresh and triplebuffer are used, MAME would run the
waitvsync code anyway. The triplebuffer code takes care of this
already.

Fixed typo in monzagp.c [Brad Oliver]

Documentation cleanups in ddenlovr.c [Brian Troha]

SS Mission and Air Attack dipswitch fixes [Brian Troha]

Improvements to the Data East 156 (ARM) based games [Various]
* Added Sound to Night Slashers [Tomasz Slanina]
* Added Sound to World Cup Volleyball '95 and BackFire!
[Pierpaolo Prazzoli]
* Fixed sprite flipping in the Data East MLC driver, this fixes the
graphics in Avengers in Galactic Storm [Tomasz Slanina]
* Modified ARM CPU core to allow World Cup Volleyball '95 to
start [Tomasz Slanina]
* Added BCD opcodes to 156 / ARM co-processor, needed by the above
[David Haywood]
* Fixed Sound in Data East MLC games [David Haywood]
* Split BackFire! into a separate driver and improved the graphics,
and added dual screen support [David Haywood]
* Corrected sound decoding in BackFire! [David Haywood]
* Cleanups to the ARM core [Bryan McPhail]

Fixed fileio.c buffer overrun [Lawrence Gold]

i486 CPU patch [Nathan Woods]
- Implemented the XADD, INVLPG and CMPXCHG instructions
- Made the opcode table const correct

H6280 updates [Rob Bohms]
- Added T-flag emulation
- Fixed read calls

Debugger Improvements [Nathan Woods]
- Added a 'gtime' command; like the "go" command, but breaks after
a specified delay

Corrected Frequencies in WWF Superstars [Phil Bennett]

Added sample banking to spec2k [Pierpaolo Prazzoli]

Various improvements in Airbuster driver [Pierpaolo Prazzoli]

Updated Namco NA-1 to use the real bios [R.Belmont, Charles MacDonald]

M37710 fixes [R.Belmont]
* Added another addressing mode for SBCB
* Fixed MPY to clear the carry flag

Fixed some Endian issues in the Namco drivers [R.Belmont]

Merged Lovely Cards / Lovely Poker drivers [El Condor]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
World Cup Volley '95 [Bryan McPhail, David Haywood]
Hoops '96 / Hoops / Dunk Dream '95 [Bryan McPhail]
Quintoon [ReAnimator / AGEMame]
Pokio [ReAnimator / AGEMame]
Slots [ReAnimator / AGEMame]
Paradice [ReAnimator / AGEMame]
Pyramid [ReAnimator / AGEMame]
Golden Crown [ReAnimator / AGEMame]
Rock'n Tread 1 (bootleg) [Justin Lee Turner]
Rock'n Tread 2 (bootleg) [Justin Lee Turner]
Rock'n Tread 3 (bootleg) [Justin Lee Turner]
Rock'n Tread 4 (bootleg) [Justin Lee Turner]
Twin Action [Luca Elia, David Haywood]
Arm Champs II [Luca Elia, The Guru]
Mahjong The Mysterious World [Luca Elia]
Air Attack [Pierpaolo Prazzoli]
SVC Chaos [http://neosource.1emulation.com/forums/]
King of Fighter 2003 [http://neosource.1emulation.com/forums/]
Samurai Shodown 5 [http://neosource.1emulation.com/forums/]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Alien 3: The Gun (US) [Arzeno Fabrice]
Magic Crystals (World, newer) [Uncle Tom]

New games marked as GAME_NOT_WORKING
------------------------------------
Last Fighting [R.Belmont]
The Crystal Maze [AGEMame]
Turnover [AGEMame]
Skill Trek [AGEMame]
The Mating Game [AGEMame]


==========================================================================

0.103u1

MAMETesters bugs fixed (there are probably more)
-----------------------
upsidedown0103yel [Mamesick]


Source Changes
--------------

Major cleanup/rewrite of the Berzerk driver: [smf]
* merged memory & io read/write maps.
* video ram & magic ram share the same memory.
* hooked up nvram in frenzy memory map.
* emulates magic ram shifter/flopper with 9 74LS153's as per the
schematics.
* emulates magic ram alu with 2 74LS181's hardwired to logic mode as
per the schematics.
* 74LS181 emulation based on the logic diagram from the datasheet,
supporting logic mode & arithmetic mode

Fixed Thunderstrike interrupts, visible area, and raster updates.
[Bryan McPhail]

Updates for the ARM core: [Bryan McPhail]
* Fixed software interrupts.
* Fixed several mode change bugs.
* Preliminary coprocessor support.

Deco fixes: [Bryan McPhail, Pierpaolo Prazzoli]
* Deco MLC video hardware near perfect for the most part, however
no game works properly because of an unemulated math coprocessor
attached to the DE156 chip.
* Deco 32: Night Slashers pretty much perfect apart from lack of
sound.
* Deco 32: Some graphics fixes for Tattoo Assassins.
* Deco 156: Heavy Smash pretty much perfect.

Tagged a number of constant arrays in the source as static.
[Atari Ace]

Many H6280/PCE fixes: [Rob Bohms, Charles MacDonald]
- fixed cases where sprites could render outside of the buffer
- added VRAM to VRAM DMA (Charles)
- multiple h6280 fixes (Charles)
- provided functions to correctly handle VRAM accesses for the
entire 128K range (Charles)
- added some of the I/O buffer bits from the hardware page
- fixed h6280 IRQ ranges to support proper mirroring
- hooked up h6280 IRQs to the PC Engine
- corrected sprite-to-sprite rendering priorities.
- partially enforce 16 sprite limit

Added new debugger command traceflush. [Nathan Woods]

Fixed out-of-bounds array writes in the v810 core. [Atari Ace]

Moved several BCD and date-related functions into mamecore.h.
[Nathan woods]

Hooked up sound effects in Triple Hunt.
[Derrick Renaud, Stefan Jokisch]

Fixed OKI frequency in Super Model. [Sonikos]

Added PowerPC MMU code, but enabled only for MESS due to breakage of
the Model 3 games. [Nathan Woods]

Fixed graphics layer priority in Grand Tour. [Tomasz Slanina, Guru]

Rewrote the Star Wars mathbox multiplier from the schematics.
[Mathis Rosenhauer]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Night Slashers [Bryan McPhail]
Heavy Smash [Bryan McPhail]
Avengers In Galactic Storm [Bryan McPhail]
Power Instinct Legends [Brian Troha, Pierpaolo Prazzoli, Guru]
Shuttle Invader [Tomasz Slanina]
Mahjong The Dai Chuuka Ken [Luca Elia, Guru, bnathan]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Pasha Pasha Champ Mini Game Festival [Pierpaolo Prazzoli]
Thunder Strike (Newer) [Bryan McPhail]
Super Star Battle [Pierpaolo Prazzoli]
Quiz (Revision 2.1) [Pierpaolo Prazzoli]

New games marked as GAME_NOT_WORKING
------------------------------------
Mirax [Tomasz Slanina]


==========================================================================

0.103

MAMETesters bugs fixed (there are probably more)
-----------------------
astrob0102u5gre [Nicola Salmoria]


Source Changes
--------------

Completely rewrote machine/stvcd.c and .h. There's a lot less there now,
but what's there is more understandable and works much better. [R. Belmont]

Some RF5C400 improvements. [hoot development team]

Cleaned up/reorganized some of the messy Neo Geo code. Separated out bootleg-
specific hacks into additional files. [David Haywood]

Replaced a few stray exit() calls with osd_die(). [Oliver Stoneberg]

Fixed layer 1 colors in Blandia. [Pierpaolo Prazzoli]

Corrected interrupt timing in wwfstar driver. [David Haywood]

Fixed chdman to support 64-bit file sizes on some *nix platforms.
[Lawrence Gold]

More ST-V updates: [Mariusz Wojcieszek]
* added idle loop skipping for rsgun
* added RBG caching
* added RBG "two screens" mode
* added Critter Crusher (not working due to missing inputs)
* fixed several bugs introduced recently with all the other changes

Changed i286 core to use the same INPUT_LINE_A20 that the i386 core uses.
[Nathan Woods]

Added partial updates and boosted the interleave in the ddragon driver.
[David Haywood]

Added cdrom_get_track_length() to cdrom.c. [R. Belmont]

Added an atexit handler to ensure trace files are closed in the debugger
in the event of an early exit. [Nathan Woods]

Merged the Sprint 4/Ultra Tank drivers and made the following fixes:
[Stefan Jokisch]

* Ultra Tank:
- hardware collision detection (computer is now able to manoeuvre
around barriers)
- sprite fixes (invisble tank option works, tank explosion sequence)
- playfield fixes (text colors are different)
- watchdog and coin lockout added
- sync and color proms added
- motor sound fix (previously this was hooked up to the wrong address)
- misc internal fixes like cpu speed, RAM size etc

* Sprint 4:
- sound support (inherited from Ultra Tank)
- watchdog added

Fixed bug in the Grand Champion fog effect. [Hans Andersson]

Fixed Triple Hunt and several older Atari games to use RAM mirroring for
zero page memory. [Stefan Jokisch]

Fixed several endian issues with the SE3208 core and the Crystal System
driver. [Brad Oliver]

Got the DCS-3 sound system working for Road Burners. [Aaron Giles]

Did some cleanup in the ADSP-21xx core to support program memory more
correctly and support execution from multiple banks. [Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Mad Ball [David Haywood, Brian Troha]
Super Model [David Haywood]
Garogun Seroyang (Korea) [David Haywood, Pierpaolo Prazzoli]
MuHanSeungBu (SemiCom Baseball) [David Haywood, Brian Troha]
Games V18.2 [Pierpaolo Prazzoli, Guru]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Puzzle Bang Bang [Brian Troha, Pierpaolo Prazzoli]
Super World Court (World) [Stefan Lindberg]
Out Zone (set 3) [David Haywood]
Mini Vegas 4in1 [Tomasz Slanina]
Crazy Rally (set 2) [David Haywood, Guru]
Gouketsuji Ichizoku (Japan) [Pierpaolo Prazzoli, Guru]
Dynamite Duke (Japan) [Pierpaolo Prazzoli, Guru]
The Double Dynamites (Japan) [Pierpaolo Prazzoli, Bryan McPhail, Guru]
Passing Shot (World, 4 Players, FD1094 317-0074) [Mame Italia]

New games marked as GAME_NOT_WORKING
------------------------------------
Martial Masters [David Haywood]
Demon Front [David Haywood]
Canvas Croquis [David Haywood]
Go 2000 [David Haywood, Brian Troha]
Gekisou (Japan) [David Haywood]
Critter Crusher [Mariusz Wojcieszek, Guru]
Card Line [Tomasz Slanina]
Shuttle Invader [Tomasz Slanina, Guru]


==========================================================================

0.102u5

MAMETesters bugs fixed (there are probably more)
-----------------------
dspirit099u2yel [BUT]
mjkjidai097u2gre [Mamesick]
suprnova0102u4red [Aaron Giles]
nbmj8991c095u2yel [Mamesick]
grchamp055yel [Hans Andersson]
grchamp137b12gre [Hans Andersson]
grchamp237b12gre [Hans Andersson]
vulcan137b1gre (part 2, and maybe parts 4 and 5) [Pierpaolo Prazzoli]
gunlock097u2yel [Nicola Salmoria]
gekirido096u3gre [Nicola Salmora]
ssi061gre [Nicola Salmoria]
ssi137b2gre [Nicola Salmoria]
ctribe088u4gra [Mamesick]
groundfx068gra [Mamesick]
tengai062gre [AWJ]


Source Changes
--------------

Fixed bug in discrete filtering code. [Frank Palazzolo]

Fixed speedup for znpwfv so that it boots once again. [Mariusz Wojcieszek]

Improvements to cuoreuno and elephfam: [Roberto Fresca]
* Corrected videoram and colorram (now can see the nvram initialization).
* Corrected the CPU frequency to 2 MHz.
Still not working...

Fixed Playchoice/VSNES drivers. [Rob Bohms]

Hooked up the same NES APU implementation in both MAME and MESS. Also
correctd the memory mapping of the APU in the Playchoice 10 driver.
[R. Belmont]

Hooked up Psikyo 4 PCM banking. [Anonymous]

Significant improvements to the Grand Champion driver: [Hans Andersson]
* Tunnel headlights
* Corrected rain effect
* Corrected colors
* Added speech
* Improved collision detection (removed false collision when lightning)
* Improved fog effect
* Added skeleton code for motor noise
* Fixed graphic glitch in bottom row
* Corrected CPU speed for Cpu board / Game board

Added simulated version of the N64 PIF boot rom to the Aleck64 driver, so
the cartridges now boot properly, though the cartridge CRC check fails on
both games. [Ville Linde]

Fixed instruction alignment in the old debugger. Also added support for
64-bit qword display. [AWJ]

Fixed timing between CPU and MCU in chaknpop. In previous driver, you will
notice problems in stages with water and coffee break (not always). New
driver fixes it but it is not perfect about timing. [BUT]

Added sound to Honey Doll. [David Haywood]

Changed activecpu_dasm() and activecpu_dasm_new() so that they "function"
even if the getinfo handler does not specify CPUINFO_PTR_DISASSEMBLE nor
CPUINFO_PTR_DISASSEMBLE_NEW. [Nathan Woods]

Completed the X-Multiply DIP switches. [Roberto Fresca]

Moved m6809, hd6309 and z80 disassemblers to the new interface, and did
some cleanups. [Nathan Woods]

Fixed the SUBW H flag in the SPC700 core. [Rob Bohms]

Added missing functionality needed to get rsgun working. [Olivier Galibert]

SP0250 update: [Nicola Salmoria]
* Added SP0250 speech chip to 3 Stooges.
* Streamlined the SP0250 emulation to avoid timing issues which were
preventing 3 stooges from working.
* Fixed glitches in the speech that were caused by not resetting the
filter stages when a speech frame is loaded.
* Made the SP0250 support the external clock rate
* Changed the playback rate to match the real board by making the clock
divider a reasonable number.

Added new debugger command 'map', which tells logical -> physical mappings
as well as what read/write handlers are connected to an address. Also added
'mapd' and 'mapi' for performing the same operation on data and I/O space.
[Aaron Giles]

More Voodoo updates: [Aaron Giles]
* fixed overflow in 1/W calculation that messed up some textures
* added missing color combine mode used by Gauntlet Dark Legacy

Fixed subtle bug in the MIPS3 recompiler that prevented Tenth Degree from
working. [Aaron Giles]

Implemented some more functionality of the ADSP-2181 needed for Road Burners.
[Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Mosaic (F2 System) [Pierpaolo Prazzoli]
Vs. Hot Smash [Nicola Salmoria]
Noah's Ark [David Widel]
Top Roller [Tomasz Slanina]
Squash (Ver. 1.0) [David Haywood, Mike Coates, Nicola Salmoria]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
California Speed (Version 2.1a) [Reznor007]
Gauntlet Dark Legacy (version DL 2.52) [Reznor007]
Tenkomori Shooting (Japan) [Guru]
Soul Calibur (SOC11/VER.B) [smf]
Tekken Tag Tournament (TEG3/VER.C1) [smf]
Quiz [Pierpaolo Prazzoli]
King of Gladiator (The King of Fighters '97 bootleg)
Crouching Tiger Hidden Dragon 2003 (The King of Fighters 2001 bootleg)
King Of Fighters 10th Anniversary (The King of Fighters 2002 bootleg)
The King of Fighters Special Edition 2004 (The King of Fighters 2002 bootleg)
Lansquenet 2004 (Shock Troopers - 2nd Squad bootleg)

New games marked as GAME_NOT_WORKING
------------------------------------
Real Battle Mahjong King [Tomasz Slanina, David Haywood]
Little Robin [David Haywood, Pierpaolo Prazzoli]
Ghoul Panic (OB2/VER.A) [Guru]
Knights of Valour 2


==========================================================================

0.102u4

Source Changes
--------------

Corrected some YM2151 frequencies in the dooyong.c driver. [Mamesick]

Major update to the STV driver: [Mariusz Wojcieszek]
* sh2: introduced cpu_readop16() for opcode fetching
* stv: added idle skip to various games
* stv: optimized master/slave sh2 syncing
* vdp1: fixed sprite transparency for RGB sprites
* vdp2: added linescroll
* vdp2: added 16x16 15bit tiles (fixes missing gfx in znpwfv)
* vdp2: optimized tilemap scrolling, bitmaps and framebuffer drawing
* vdp2: fixed page and map calculation
* dsp: fixed some bugs making vfremix run up to the end of second match

Fixed sprite-tilemap collision detection in Taito SJ driver when the screen
is flipped. [Nicola Salmoria]

Fixed some logical errors in sprite handling and palette reads, DMA timing,
and one invalid opcode in the NES drivers. [Rob Bohms]

Cleaned up and standardized usage of M_PI constants in the code.
[William Krick]

Added external ram read and write handlers and data read port to YMZ280B.
[Ville Linde]

Fixed sprite priorities in Tang Tang. [Pierpaolo Prazzoli]

Fixed bug in Chack'n Pop that was introduced in the recent memory system
changes. [Nicola Salmoria]

Fixes branch target address disassembly in the PSX disassembler. [smf]

More Voodoo updates: [Aaron Giles]
* fixed bug that trashed fbzMode when the fogMode was changed
* added preliminary Voodoo 2 support; Gauntlet Legends works again
* changed float-to-int conversion to be done manually


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Flame Gunner [Guru, smf]
Paca Paca Passion Special [Guru, smf]
Paca Paca Passion 2 [Guru, smf]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
WWF Superstars (US, Newer) [Philip Bennett]
Time Pilot '84 (set 3) [chaneman]
Multi Champ Deluxe (ver. 0106) [David Haywood]
Columns (US, cocktail) [Arzeno Fabrice]
Mace: The Dark Age (boot ROM 1.0ce) [Brian Troha]
Arabian Fight (World) [Arzeno Fabrice]

New games marked as GAME_NOT_WORKING
------------------------------------
Emergency Call Ambulance [Ville Linde]


==========================================================================

0.102u3

MAMETesters bugs fixed (there are probably more)
-----------------------
taotaida088u4gra [RansAckeR]
tempest095u5gre [RansAckeR]


Source Changes
--------------

Aquarium update: [Pierpaolo Prazzoli]
* Fixed tilemaps - sprites priority
* Added sprites wrap around y
* Added tiles flipx and flipy

Fixed several bugs in the SPC700 core: [R. Belmont]
* Fixed carry usage in ADC/SBC
* Fixed overflow flag in ADDW/SUBW (I think)
* BRK now modifies the status register properly
* Fixed DAA/DAS edge case

Updated driver.c with more consistent and updated info. [Brian Troha]

NSS/SNES updates from latest MESS: [R. Belmont]
* Improved memory mapping
* Improved raster timing
* Added HIRQ support and better VIRQ support
* Improved joypad support
* DSP-1 support (including all subtypes)
* Counter latching support
* Fixed OAM read/write
* Fixed stereo sound

Added a MESS specific ROM entry type, and changed ROM entry processing code
to ignore any unrecognized ROM entry types. [Nathan Woods]

Merged in recent changes to the PC share code from MESS. [Nathan Woods]

Removed several obsolete files: machine\s16math.h, vidhrdw\medlanes.h,
windows\dirty.h, windows\snprintf.c. [Giuseppe Gorgoglione]

Fixed a couple of minor compatibility exposed by VC2005.
[Giuseppe Gorgoglione]

Fixed the ADC and SBC opcodes in G65816 (for BCD math). [Rob Bohms]

Fixed $4014 sprite DMA in NES PPU. [Rob Bohms]

Updated the H8/3002 emulation: [R. Belmont]
* Added more bXXX.b #imm, (@)Rn instructions
* Added subtract with carry instructions

Implemented some N2A03 undocumented opcodes. [Rob Bohms]

Major update to Namco System 22: [Phil Stroffolino]
* depth cueing support (fog); some open issues remain
* depth bias improvements
* zbuffer has been replaced with back-to-front rendering
* sprite and text translucency
* direct access to rendering device (used by video tests)
* preliminary support for spotlight feature
* support for sprite bottom-alignment
* support for sprite, polygon priority over text

More Voodoo updates: [Aaron Giles]
* Added support for CLUT/gamma ramps; enables fade in/out effects
* Changed stall callback to notify both start and end of stalling
* Decreased bilinear resolution to 4 bits for Voodoo 1
* Fixed statistics and added some new ones
* Now properly masking off unsupported bits for earlier chipsets
* Fixed NOP command so it doesn't always reset statistics
* Fixed bug that caused the refresh rate to never be updated
* Fixed 16-bit writes to the frame buffer
* Fixed crashing bug after resetting the chip
* Added support for Voodoo 2's new fog, colorpath, and chromaRange modes
* Added correct wrapping for ARGB, W and Z values
* Fixed bug where depth was written to the Z buffer without bias
* Now aggregates shorter commands to reduce the number of context switches


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Magic Stick [Pierpaolo Prazzoli]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Progressive Music Trivia (Question set 3) [Pierpaolo Prazzoli]
Super Puzzle Fighter II Turbo (Asia 960529) [Razoola]
Funky Jet (Japan) [Guru]
Kid Niki - Radical Ninja (World) [Stefan Lindberg]

New games marked as GAME_NOT_WORKING
------------------------------------
Fortress 2 Blue Arcade [Guru]


==========================================================================

0.102u2

MAMETesters bugs fixed (there are probably more)
-----------------------
f1en097u1gre2 [Anonymous]
ozmawars055gre [RansAckeR]


Source Changes
--------------

Some minor cleanups to the System 32 driver. Air Rescue and F1 Exhaust Note
now share common multi-PCB faking logic. [Anonymous]

Properly hooked up tape samples in Thief, NATO Defense, and Shark Attack now
that sample pausing is available. [Bart Tobalske]

Fixed several uninitialized variables, incorrect string compares, and
inconsistent variable declarations found by the VC compiler. [Oshah]

Fixed 16-bit i386 disassembly so it stays within the current segment.
[Nathan Woods]

Some minor Turbo Sub changes: [Philip Bennett]
* Added some more notes.
* Corrected some hardware functions in accordance with the schematics.

Tweaked the 68000 disassembler to display F-line traps in a more obvious
fashion. Also changed to decorate jump targets for relative branches.
[Alex Jackson]

Rewrote the Voodoo emulation code to be more accurate to the original.
* Support for multiple simultaneous boards (hello Silent Scope)
* Pixel-pipelined framebuffer accesses now work
* Alpha buffer operations now supported
* Triple buffering now supported
* Proper memory allocation and handling based on configuration
* Proper FIFO handling, including low/high water marks and stalling
* Approximate timing calculations based on quoted fill rate specs
* Detail textures implemented
* All math is done in fixed point
* Proper edges calculated for polygons (stars appear in Gradius 4 now)
* Much easier to add specific rasterizers now
This is a work in progress; some stuff is not quite right yet. Voodoo 2
emulation is completely broken. [Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Lovely Pop Mahjong Jan Jan Shimasyo 2 [Guru]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Trivia Master (set 2) [Pierpaolo Prazzoli]
Tech Romancer (EURO 980914) [Arzeno Fabrice]
Splatter House (World) [Arzeno Fabrice]
Strider 2 (USA 991213) [Brian Troha]
Touch & Go (World) [Stefan Lindberg]
Wonder Boy (system 2) [David Widel]
Kageki (World?, hack) [David Haywood]

New games marked as GAME_NOT_WORKING
------------------------------------
Fighting Vipers 2 [Ville Linde]
Tang Tang [David Haywood]
Spectrum 2000 [David Haywood]
Spikeout [Ville Linde]
Spikeout Final Edition [Ville Linde]


==========================================================================

0.102u1

Source Changes
--------------

Several fixes for the kaneko16 drivers: [Pierpaolo Prazzoli]
- fixed tilemap priorities
- fixed some sprites priorities
- added some missing coin counters
- added right palette filling for games using sprite type 1
- swapped berlwall and berlwalt sets as per SebV notes in the source code

Fixed compilation issue for MSVC when using the winalloc code. [Nathan Woods]

Replaced the 68705 MCU from the bootleg Knight Boy with simulation. Added
Knight Boy to keep using the MCU code. [Nicola Salmoria]

Added redump of bad ROMs for Cruis'n World (rev L1.3). [Guru]

Changed some i386 disassembly parameters to be unsigned. [Nathan Woods]

Fixed output of mame.ini options that have spaces in them. [Nathan Woods]

Improvements to Wheels and Fire, partial understanding of the blitter.
[David Haywood, Tomasz Slanina]

Added very, very preliminary emulation of the Ricoh RF5C400. [Ville Linde]

Added new inline math functions to mamecore.h, along with mechanisms for the
OSD layer to override them with platform-specific variants:
count_leading_zeros, count_leading_ones, and fixed_mul_shift. Updated the
TMS32031 core to make use of the first two. [Aaron Giles]

Changed the Windows blitters to use an array allocated by
osd_alloc_executable() to prevent potential access violations on systems
with no-execute support. [Aaron Giles]

Fixed some minor problems with the LOD calculations in the Voodoo driver.
[Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Dark Horse [Luca Elia]
Virtua Bowling (Japan) [Luca Elia]
Honey Dolls [David Haywood]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Red Clash (set 2) [chaneman]
Stack Columns (World) [Arzeno Fabrice]
Puzzle & Action: Ichidant-R (Korea) [David Haywood]
Knight Boy [Nicola Salmoria]
Dragon World [Luca Elia]
Billiard Academy Real Break (Europe) [Corrado Tomaselli]

New games marked as GAME_NOT_WORKING
------------------------------------
Fred Flintstones' Memory Match [Brian Troha]


==========================================================================

0.102

MAMETesters bugs fixed (there are probably more)
-----------------------
bbmanw0101u4red [Pierpaolo Prazzoli]
dirtfoxj063gra [Mamesick, Pierpaolo Prazzoli]
starblad0101u5yel [Aaron Giles]
mouja0101u5gre [Hau]


Source Changes
--------------

Fixed a few more remaining issues from the 0.101u1 update.
[Aaron Giles, Pierpaolo Prazzoli]

Fixed some bad tiles in naname. [Pierpaolo Prazzoli]

Fixed music tempo in T.N.K.3/T.A.N.K. [R. Belmont, Kold666]

Began adding support for SCRIPTS programs to the 53C810 emulation.
[Nathan Woods, R. Belmont]

Fixed inputs in Passing Shot (Japan). [Ange Albertini, Barry Rodewald]

Added some missing sounds to Wonder Stick and Search Eye.
[Pierpaolo Prazzoli]

Fixed status flag from MCU in Taito SJ games, fixing the last digit of the
score in Front Line. [Nicola Salmoria]

Many fixes to the SHARC core and Konami PPC drivers. [Ville Linde]

Updated the discrete thump sound in Asteroids to use component values
instead of derived equations. [Hans Andersson, Derrick Renaud]

Added Tilemap0 color banking to esd16. [Pierpaolo Prazzoli]

Fixed save/restore of 8253 PIT. Also several updates to Top Gunner:
[Mathis Rosenhauer]
* Removed shift register since it just seems to be needed to
compensate for different DAC speeds
* Added 8254 PIT from PC emulation
* Added state saving

Fixed bug in PSX GTE flag settings. [Olivier Galibert]

Fixed 6502 initialization so that all internal states are reset properly.
[Nathan Woods]

Changed the makefile so that debug objects are not compiled on non-debug
builds. [Aaron Giles]

Marked most gfx_layout and gfx_decode structures in the code as const.
[Aaron Giles]

Fixed handling of the FR bit in the Status register on MIPS3. This fixes a
few problems in CarnEvil, and probably affects a few other games as well.
Also fixed bug where TLB exceptions were not filling in the Context and
EntryHi registers correctly. [Aaron Giles]

Removed ROMREGION_SOUNDONLY. Since -nosound no longer disables sound CPUs or
sound cores (and hasn't for a while), failing to load sound ROMs was only
leading to crashes. [Aaron Giles]

Implemented pixel-accurate dithering in the Voodoo emulation. [Aaron Giles]

Renamed my_stricmp to mame_stricmp, converted all uses of stricmp in the
code to call mame_stricmp, and #defined stricmp to something invalid to
prevent code from using it in the future. [Aaron Giles]

Fixed implementation of mame_stricmp. [William Krick]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Jockey Grand Prix [Mamesick]
Gradius 4: Fukkatsu [Ville Linde]
See See Find Out [Tomasz Slanina]
Pang Pang Car [Tomasz Slanina]
D-Day (Jaleco) [Tomasz Slanina]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Touch & Go (newer revision) [Corrado Tomaselli]
Avengers In Galactic Storm (World) [Corrado Tomaselli]
Metamorphic Force (ver EAA) [Stefan Lindberg]
Rohga v5.0 Asia/Europe [Stefan Lindberg]
Rohga v3.0 Asia/Europe (Alt) [Stefan Lindberg]
Tricky Doc (Alt) [Stefan Lindberg]
Vandyke (Jaleco lic. Alt set) [Stefan Lindberg]
Varth - Operation Thunderstorm (World 920714) [Stefan Lindberg]
Super Monaco GP (US, Rev B) [Arzeno Fabrice]
DownTown (Set 2) [Stefan Lindberg]
NFL Blitz (boot ROM 1.1) [Brian Troha]
Martial Champion (ver EAB) [Stefan Lindberg]
NBA Play By Play [Ville Linde]


==========================================================================

0.101u5

MAMETesters bugs fixed (there are probably more)
-----------------------
vf097u2gre [R. Belmont]
daytona099u4gre [R. Belmont]
memoryupdate0101u1red [Aaron Giles]


Source Changes
--------------

Added a FIFO for the sound commands in Sega Model 1 driver so they no longer
get lost at startup. Fixed the CPU speed of the 68000. [R. Belmont]

Several fixes and improvements to the C352 sound emulator.
[hoot development team]

Implemented several missing features in the Namco NA sound emulator. [cync]

Added conditional dip switches and a missing dip switch to excelsr.
[Pierpaolo Prazzoli]

Fixed J. League protection workarounds so they work for 2 player games as
well. Also fixed sonic so it works as well as the prototype version (still
major graphics issues). [Anonymous]

Marked several large arrays properly as const. [Atari Ace]

Fixed 6805 core so that CLRA does not modify the carry flag. [Ernesto Corvi]

Fixed sprites wrap around in st0016 (needed in nratechu).
[Pierpaolo Prazzoli]

Model 3 update: [Ville Linde]
* Added Daytona USA 2 Power Edition
* Huge update to the video hardware, including:
- Transparency support (polygons and textures)
- Nearly perfect rendering order (something we never got right in
Supermodel :-)
- Parallel lighting
- Texture coordinate mirroring

Added very experimental rasterizer generator for the Voodoo emulator, which
generates X86 assembly blitters optimized for each case. Unfortunately, it
doesn't help performance much and they are still too buggy so they are
disabled for now. Enable them in the makefile. [Aaron Giles]

Made some of the hack optimizations runtime enableable in the Voodoo
emulator, and added a frameskipper. Use Ctrl+1-6 to control frameskipping,
Ctrl+F/H/Q to run at full/half/quarter resolution. [Aaron Giles]

Rewrote most of the validity checks so the full set now completes in well
under 1 second, minus I/O time from paging in data. Also added region
size checking versus memory maps to the validity checks. Moved all validity
checks to a new file validity.c. [Aaron Giles]

Changed the AM_REGION() macro to store region/offset information instead of
a pointer to simplify some of the region valdation code. [Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Wonder Stick [Pierpaolo Prazzoli]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Atomic Robo-kid (Japan, Set 2) [Brian Troha]
Raimais (Japan) [Brian Troha]

New games marked as GAME_NOT_WORKING
------------------------------------
Ping Pong Car [David Haywood, Guru]
Daytona USA 2 Power Edition [Ville Linde]


==========================================================================

0.101u4

MAMETesters bugs fixed (there are probably more)
-----------------------
flstory0101u3red [Aaron Giles]
gottlieb0101u2yel [HobbesAtPlay]
lelandsound0101u3yel [Aaron Giles]
kamikcab101u2yel [Aaron Giles]
segac0101u3red [Mathis Rosenhauer]
spiders0101u3yel [Aaron Giles]
drgnmst067gre1 [Pierpaolo Prazzoli]
memoryupdate0101u1red [Aaron Giles & others]
missile0101u3red [Aaron Giles]


Source Changes
--------------

Fixed more games broken by the u1 changes. There are only a very small number
of games that are still known to have issues. [Aaron Giles with contributions
from Mathis Rosenhauer]

Improved video rendering and fixed graphics corruption on the final level of
Fairyland Story. [Nicola Salmoria]

Updated the h6280 CPU to use the new address translation system. [Aaron Giles]

Added MAME build information to the listxml output, and updated xml2info to
handle the save state tag. [cutebutwrong]

Updated PSX core to new save state and disassembler interfaces. Updated
dismips to handle the new disassemblers. [smf]

Removed code that reset the timer when reading/writing on the mk48t08
timekeeper chip. Updated the save state interfaces. Added new macro
state_save_register_item_pointer() for dynamically allocated arrays. [smf]

Updated R3000 core to the new disassembler interfaces. [Aaron Giles]

Added coin counter/lockout and rowscroll banking to the drgnmst driver.
[Pierpaolo Prazzoli]

Added missing SC/LL opcodes to the MIPS3 interpreter. [R. Belmont]

Updated Konami and R3000 disassemblers to new format. [Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
The J. League [Anonymous]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Kosmo Killer [David Haywood]
Splash 1.0 [Corrado Tomaselli]
Glass 1.1 [Corrado Tomaselli]
Match It II [Brian Troha]

New games marked as GAME_NOT_WORKING
------------------------------------
Dwarfs Den [David Haywood]
Trivia Quest [Pierpaolo Prazzoli]
Wheels & Fire [David Haywood]


==========================================================================

0.101u3

MAMETesters bugs fixed (there are probably more)
-----------------------
bigkarnk0101u2gre [Pierpaolo Prazzoli]


Source Changes
--------------

Fixed a number of games that were broken with the u1 update. Just a few
more cases remain. Most games are working at this point. [Aaron Giles, with
contributions from El Condor, R. Belmont, Ville Linde]

Added preliminary save state support to Missile Command and Battlezone.
[Buddabing]

Fixed some dips in Pop's Pop's. [Sonikos]

Fixed inputs in Woodpecker. [Pierpaolo Prazzoli]

Updated PowerPC core to use new disassembler style. [Nathan Woods]

Merged in recent updates from MESS PC emulation code. [Nathan Woods]

Fixed DTD in the -listxml output. [Oliver Stoneberg]

Added sprites banking, tile banking, sound banking, and a couple of
DIP switches to Egg Hunt. [Pierpaolo Prazzoli]

Updated 6502 family of disassemblers to the new disassembler style. Added
internal memory maps for the m6510 and m4510 CPU cores. Updated m4510 to
use address translation hooks. [Nathan Woods]

Reduced how often the debugger display is refreshed if stepping and
steps_until_stop is a high number. This makes commands like 'step
#10000' a bit more usable. [Nathan Woods]

Fixed MESS UI code that prevented P and Esc from being intercepted properly.
[Lawrence Gold]

Added check and failure for 0-sized mallocs. [Nathan Woods]

Updated i86 and i286 cores to hook into the new i386 disassembler.
[Nathan Woods]

Added MMU support to the MIPS3 dynamic recompiler. Re-enabled it by default.
Added direct fast RAM access to the dynamic recompiler, as well as optional
hotspot optimizations. Most games should show a net speedup over the pre-MMU
compiler. [Aaron Giles]

Fixed FPU decoding and a few other minor issues in the i386 disassembler.
[Aaron Giles]

Added rudimentary hotspot detection to the debugger. Type "help hotspot" for
details on how it works. [Aaron Giles]

Cleaned up the way the debugger hooks into the memory subsystem. Now, on each
CPU switch, the debugger queries the memory system for callbacks to be called
on every read/write. This allows more efficient watchpoint tracking and allows
for non-watchpoint debugging behaviors like the hotspot detection.
[Aaron Giles]

Changed the way encrypted CPU memory is allocated and managed. Previously,
memory_set_opcode_base() was used to set a single pointer to the decrypted
opcodes; however this presented a number of limitations. Now that all RAM and
ROM-like regions are assigned banks, the memory system now tracks decrypted
opcodes per bank. For implicit banks (marked RAM or ROM in the memory map),
a new function memory_set_decrypted_region() configures which areas of the
address space contain decrypted opcodes and where the decrypted opcodes live.
For explicit banks, there is a new function memory_configure_bank_decrypted()
which operates identically to memory_configure_bank() but specifies a pointer
to the decrypted opcodes on a per-bank basis. Updated all drivers using the
old mechanism to the new mechanism and removed the old system. [Aaron Giles]

Thanks to the new opcode handling, removed "RAMROM" support from the memory
subsystem altogether, and updated all drivers to simply limit their decryption
to areas that the CPU decrypted. [Aaron Giles]

Fixed activecpu_dasm() and cpunum_dasm() to detect the presence of an updated
disassembler and wraps the calls to that rather than crashing. [Aaron Giles]


New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Street Fighter EX 2 (ASIA 980312) [Corrado Tomaselli]
Batsugun (set 2) [Parodier]
Glass (Ver 1.0 set 2) [Corrado Tomaselli]
Golden Tee Royal Edition Tournament (v4.02) [Brian Troha]


==========================================================================

0.101u2

MAMETesters bugs fixed (there are probably more)
-----------------------
mgcrystl093u3gre [Pierpaolo Prazzoli]
lastmisn096u3gre, part 1 [Pierpaolo Prazzoli]


Source Changes
--------------

Fixed time stamp counter in the Pentium core. [Ville Linde]

Fixed Z80 behavior on cold versus warm reset. [Frank Palazzolo]

Fixed a number of games that were broken due to the recent memory system
changes. There are still more problems to fix; continue reporting them.
[Aaron Giles]

Added support for logical mapping to the CPU interfaces and debugger. CPUs
that have an MMU now need to support several new interface bits, including
a logical address mask and page size for each address space, as well as a
new translate function. There is also a new disassembler interface that
should be used going forward, which will make it much simpler to keep the
disassemblers standalone and not dependent on MAME functions for opcode
accesses. Converted the i386 core to use the new interfaces. [Aaron Giles]

Added MMU support to the non-drc MIPS3 emulator. Converted the Killer
Instinct, Seattle, Vegas, and Hyper Neo-Geo 64 drivers to a proper physical
memory layout. Disabled the drc MIPS3 core until MMU support is added there
as well. [Aaron Giles]

Added save state support to the S2650 CPU. [Aaron Giles]

Got rid of gross banking hack in the T11 core. Updated Atari System 2 drivers
to accommodate the lack of the hack. [Aaron Giles]

Imported a number of memory handler conversion helpers from MESS, placed
them in memconv.h. [Aaron Giles]

Cleaned up i386 disassembler to produce Intel-standard output. [Aaron Giles]


New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Gouketsuji Ichizoku (Japan, bootleg) [David Haywood]

New games marked as GAME_NOT_WORKING
------------------------------------
Alpine Surfer [R. Belmont]
Area 51: Site 4 [Ville Linde]
Psychic Force 2012 [Ville Linde]


==========================================================================

0.101u1

WARNING: There is a significant change to the memory system in this version.
It is likely that a number of games are broken. Please report these games
to http://www.mametesters.org.


MAMETesters bugs fixed (there are probably more)
-----------------------
galpanic0100u4yel [Pierpaolo Prazzoli]


Source Changes
--------------

Integrated 53C810 into the SCSI framework. [Tomas Karlsson]

Balanced the sound in Final Tetris, Boogie Wings, B.C. Story, Metal Saver.
[sonikos]

Fixed Q*Bert knocker connection. [Kevin Jonas]

Some improvements to M37710, C352 and NamcoNA sound. [cync]

Corrected CPS1 frequencies based on measurements from a real PCB.
[Philip Bennett]

Significant change to the memory system. RAM areas are now no longer
allocated out of the memory_region for a given CPU. This means that drivers
which assume that RAM is located at some offset to the base of the memory
region will be broken. [Aaron Giles]

Added save state information for streams so that dynamic volume changes
get properly restored. Unfortunately this breaks all existing save states.
[Aaron Giles]

Added save state support to the HC55516 sound chip. Added save state support
to the Williams sound boards. Added save state support to games in the
mcr3.c and mcr68.c drivers, marking them as GAME_SUPPORTS_SAVE. [Aaron Giles]

Changed timer_alloc_ptr-style timers so that the pointer parameter is
supplied at allocation time and is not changeable. This makes these timers
more easily supported in save states. [Aaron Giles]

Fixed missing save state registrations in the m6809 CPU core. [Aaron Giles]

Deferred state loading until all anonymous timers have cleared. This fixes
issues where the timers would fire after the load and would clobber data
that was just loaded. [Aaron Giles]

Cleaned up and fully mapped the Williams sound boards. Also added save state
support to them. [Aaron Giles]

Added save state support to the classic Williams drivers, marking them as
GAME_SUPPORTS_SAVE. [Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Chewing Gum [f205v]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Puzz Loop (Korea) [Corrado Tomaselli]

New games marked as GAME_NOT_WORKING
------------------------------------
Get Bass [Ville Linde, Guru]
Scud Race Plus [Ville Linde, Guru]


==========================================================================

0.101

Source Changes
--------------

Wired up save state support for all the games in pacman.c, jrpacman.c, and
pengo.c. Marked all games as GAME_SUPPORTS_SAVE. [Aaron Giles]

Added new generic macros to state.h to make it simpler to do save states.
Use state_save_register_global(var) to register a driver-related global
variable. Use state_save_register_item(module, instance, var) to register
other variables with specific module and instance names. Converted the MCR
and Cinematronics vector saves over to this. As a result, save states for
games will be incompatible with prior versions of MAME. [Aaron Giles]

Added save state support to the 8255 PPI, 7474 TTL, and the TMS5110 sound
chip. Added save state support to the galaxian.c driver and all the
associated drivers. Marked all games in galaxian.c, scramble.c, scobra.c,
frogger.c, and amidar.c as GAME_SUPPORTS_SAVE. [Aaron Giles]

Changed the timing of save state bank registration so that dynamically
installed banks will work properly. [Aaron Giles]

Added validity check to ensure driver names are 8 characters or less.
[Aaron Giles]


==========================================================================

0.100u4

MAMETesters bugs fixed (there are probably more)
-----------------------
acrobatm0100u3gra [Mamesick]


Source Changes
--------------

More NSS updates. This is mostly for MESS's benefit but nss_ncaa improves
from it too. [R. Belmont]
* SPC700: Fixed operand order for SBC to memory
* SNESHW: Implemented unknown DMA & HDMA modes
* SNESHW: Fixed SRAM sizing (used as protection in some games)
* SNESHW: Boosted interleave
* Fixed scroll registers to work like real hardware
* Fixed timing of OAM address reset and range/time over reset to better
match real hardware
* Fixed missing "break" for HDMA mode 5
* Fixed behavior of OLDJOYx registers when auto-read is enabled

Added filters back into the Scramble driver. [Hans Andersson]

Changed break/watchpoints in the new debugger to display in hex.
[Anonymous]

Updated usrintrf.c to work better with MESS. [Nathan Woods]

Merged ctribe machine driver with ddragon3. [Mamesick]

Improved Zip & Zap DIP switches. [Brian Troha]

Improved Egg Hunt DIP switches. [Brian Troha]

Fixed flipscreen in TC0100, which improves Liquid Kids. [Bryan McPhail]

Improved Metal Saver DIP switches. [Brian Troha]

Cleaned up merging of Jolly Card sets. [Roberta Fresca]

Updated 65816 and 37710 cores: [R. Belmont]
* Fixed both CPUs to set the data bank register to the destination on
an MVN/MVP
* Some minor tweeks so the debugger works properly when the 65816 is
executing out of a read handler (as it always is for the SNES)

Filled in missing asteroids DIP switches. [Kevin Jonas]

Updates to the I386 core: [Ville Linde]
* Added i486, Pentium and Cyrix MediaGX CPUs
* Replaced the opcode tables with a dynamically built one
* Rewrote the cycle counting to support different CPUs
* Added page translation
* Tons of bugfixes
Also updated the SPI driver to work with these changes.

Cleaned up the taito_f2 driver: [Brian Troha]
* Converted what I could to port_include and port_modify
* Fixed a few rom names and standardized names add a PCB layout.
* Changed the sound CPU to 240000/6 and the YM2610 to 240000/3 as there
is no 16MHz OSC on the PCB. Only a 26.686 & 24.000 MHz chips.

Fixed inputs in vliner: [Mamesick]

Added some basic zooming support to the gstriker/twcup94 driver.
[David Haywood]

Improved accuracy of joystick types reported in -listxml. [Buddabing]

Added "Uptime" to the bookkeeping info displayed in the UI. [Aaron Giles]

Added new driver flag: GAME_SUPPORTS_SAVE, to indicate drivers which have
save state support that is supposed to work. Attempting to save state on
a game without this flag will give a warning. Save state-related bugs may be
filed against drivers with this flag set. [Aaron Giles]

Removed the GAMEX and GAMEBX macros. The flags parameter has been moved into
the GAME and GAMEB macros and these are used for all games. [Aaron Giles]

Converted a few more drivers over to using the new memory_configure_bank
calls. [Aaron Giles]

Added save state support to the Cinematronics vector sound hardware and to
the Z80 CTC system. Also fixed QB3 banking when used with save states.
Marked all the games in cinemat.c with GAME_SUPPORTS_SAVE.
[Aaron Giles]

Added save state support to the TMS5220 chip. Added missing registers to
the 6800 core's save state. Cleaned up 6821 PIA initialization and save
state registration. Marked all the games in mcr.c with GAME_SUPPORTS_SAVE.
[Aaron Giles]

Changed ui_popup to display longer by default for longer messages.
[Aaron Giles]

Added new option -autosave which automatically loads a game at startup and
saves it at exit time for any game which is explicitly marked with
GAME_SUPPORTS_SAVE. For other games, this option has no effect. [Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Magic's 10 [Pierpaolo Prazzoli]
Alpine Racer 2 (Ver. 97/01/10 17:10:59) [R. Belmont]
Dark Edge [Anonymous]
Metal Saver [David Haywood, Corrado Tomaselli]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Bonanza Bros (Japan, Floppy) [David Haywood, Team Japump]
Scramble Spirits (Japan, Floppy) [David Haywood, Team Japump]
Ninja Kids (US) [Brian Troha]

New games marked as GAME_NOT_WORKING
------------------------------------
Magic's 10 2 [Pierpaolo Prazzoli]


==========================================================================

0.100u3

Source Changes
--------------

More Sega C2/Genesis-based games cleanup: [Aaron Giles]
* fixed crashes introduced in last version
* centralized interrupt generation for all Genesis-based games
* implemented protection correctly for Puyo Puyo 2

Changed validity checks to use hashes for speed. Also changed them to only
run on the drivers in the source file of the current game, rather than on all
games, in non-debug builds. And fixed the coinage sorting check so that it
doesn't depend on the linker to order the strings in a particular way.
[Paul Priest]

Removed -skip_validitychecks option now that the time to execute the checks
is not as bad. [Aaron Giles]

Improved speed in Top Gunner by pre-decoding the vector processor microcode.
Also added a shift register to produce the LCD-like look of the score and
other numbers. [Mathis Rosenhauer]

Nintendo Super System sound update: [R. Belmont]
* Fixed bugs in SPC700 ADC, SBC, ADDW, SUBW, MUL, DIV, & CLRV opcodes
* Fixed several APU hardware/timer issues
* Added accurate sound DSP emulation from the latest OpenSPC
* Fixed some timing issues that prevented ActRaiser from syncing up
Result: generally accurate sound in the working NSS games, and in many
SNES games over in MESS as well.

Added missing vertical movement to Gatsbee. [Pierpaolo Prazzoli]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Laser Battle [Pierpaolo Prazzoli]
Water Balls [David Haywood]
Pop's Pop's [David Haywood]
Egg Hunt [David Haywood]
Zip & Zip [David Haywood]
Power Balls [Pierpaolo Prazzoli]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Escape Kids (Asia, 4 Players) [David Haywood]
Gigandes (Japan) [Chack'n]

New games marked as GAME_NOT_WORKING
------------------------------------
NFL Football [Aaron Giles]
Cat'N Mouse [Pierpaolo Prazzoli]
Metal Saver [David Haywood]


==========================================================================

0.100u2

MAMETesters bugs fixed (there are probably more)
-----------------------
pepper20100u1red [Aaron Giles]
exidy440c0100u1red [Aaron Giles]
ldrun0100u1gre [Pierpaolo Prazzoli]
orld105k079yel [Mamesick]
fromanc4099u2gre [Mamesick]


Source Changes
--------------

Fixed bug that caused VIDEO_EOF routines to be called while paused. This led
to weird graphics and out of timers messages in some games. [Aaron Giles]

Improved redhawkb DIP switches. [Roberto Fresca]

Separated Sega C2 driver into several other pieces. [David Haywood]

Changed m72 video updating to use partial updates. [Aaron Giles]

Replaced old Prop Cycle input hacks with proper analog control. For best
results, delete your propcycl.nv file and calibrate (same procedure as
Cyber Cycles and Final Lap R) before playing. [R. Belmont]

Fixed error message when auditing optional files. [smf]

Bumped interleave in the elecyoyo driver to avoid attract mode hang. [MASH]

Flipped solarq overlay. [MASH]

Updates to the Sega C2 driver: [Aaron Giles]
* got Twin Squash working
* fixed column scroll with a line scroll of 8
* cleaned up input ports
* cleaned up Ribbit protection implementation
* fixed protection for Print Club games
* filled out memory map according to cgfm's documentation
* hooked up protection for Print Club v.2, 4, 5

Implemented raster split interrupt in System FL games, making Final Lap R
work fully. [El Semi]

Cleaned up driver flags and parent/child relationships in the funworld
driver. [Roberto Fresca]

Small NSS update: [R. Belmont]
* Fixed disassembly of 2 SPC700 instructions
* Fixed behavior of the APU port clear flag to not clobber the output
ports - games now can boot and run without the "APU skipper"
* Fixed SPC700 CMP instruction flags

Some under-the-hood debugger changes: [Olivier Galibert]
* Added an osd-private void * to debug_views
* Made view sizing more dynamic


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Lup Lup Puzzle [Pierpaolo Prazzoli]
Twin Squash [Aaron Giles]
Cool Minigame Collection [Pierpaolo Prazzoli]
Golden Axe - The Duel [Mariusz Wojcieszek]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Moon Light [Roberto Fresca]
Final Crash (World, bootleg) [David Haywood]
Golden Tee Supreme Edition Tournament (v5.10) [Brian Troha]

New games marked as GAME_NOT_WORKING
------------------------------------
NBA Play By Play [Ville Linde]
Top Shooter [David Haywood]


==========================================================================

0.100u1

Source Changes
--------------

Fixed incorrect voices in the NB-1 games. [R. Belmont]

Namco FL system updates: [R. Belmont, El Semi]
* complete MCU simulation including controls and coinage (see important note
about calibrating the steering at the top of the driver)
* hooked up sprite banking
* added sound/music
* fixed palette bank selection
* fixed road in both games
* fixed rotation sign

Namco System 22 improvements: [R. Belmont]
* added real MCU-managed controls and coinage for Time Crisis
* fixed reversed stereo channels for Super System 22
* Fixed RAM test failure in Ridge Racer 2, but it still won't start up
* Fixed analog controls for Cyber Cycles and Ace Driver
* MCU now reads the controls for Air Combat 22
* Added coinage for all (non-Super) System 22 games - don't use '9' to
coin up Ridge Racer anymore :)

Fixed Truco Clemente colors [David Haywood, Pierpaolo Prazzoli]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Quiz Syukudai wo Wasuremashita [Brian Troha, Guru]
Cookie & Bibi 3 [David Haywood, Corrado Tomaselli]
Rough Racer [David Haywood, Team Japump]
Final Lap R [R. Belmont, El Semi]
Speed Racer [R. Belmont, El Semi]
Dragonball Z V.R.V.S. [Anonymous]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Crack Down (Japan) [David Haywood, Team Japump]

New games marked as GAME_NOT_WORKING
------------------------------------
Thunder Hurricane (ver UAA) [R. Belmont, Guru]
Quizmaster [Pierpaolo Prazzoli]
Trail Blazer [Pierpaolo Prazzoli]
Super Nudger II [Pierpaolo Prazzoli]


==========================================================================

0.100

Source Changes
--------------

Fixed crash in some games when using a low sample rate or -nosound.
[Aaron Giles]

Fixes crashes in the following drivers: [Aaron Giles]
* Beat Head (video update)
* Hit Me (graphics decode)
* Imago (palette setup)
* Legend of Kage bootlegs (accessing invalid CPU)
* Rock Climber
* Speed Attack (palette out of range)

TumblePop driver updates: [David Haywood]
* split driver into tumblep.c and tumbleb.c
* tumblep.c runs the original tumble pop sets and use now using
deco16ic.c for the gfx.
* tumbleb.c runs the bootlegs and games which use hardware which works
in a similar way to tumble pop (semicom titles etc.)

Kludged around glitches in Monster World. [David Haywood]

Cross Pang is now using the sprite draw copied from tumbleb.c instead as
the game also seems to be based around Tumble Pop designs, as a result the
'Alpha Blend' bit has been removed and replaced with a flicker sprite bit
like Tumble Pop which looks more correct to me. Also changed some default
settings. [David Haywood]

Corrected Indian Battle DIP switches. [ShimaPong]

Updated D-Day DIP switches to use conditionals. [James Wallace]

More Namco sound/MCU updates: [R. Belmont]
* Fixed analog controls for Ridge Racer and Rage Racer
* Fixed sound/music to play in System 22 games
* Fully share the sound part of the MCU RAM for System 11. This allows
games to read back the song names and fixes the sound test menu in
Tekken and Tekken 2.


New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
G-LOC R360 [Craig Walker]

New games marked as GAME_NOT_WORKING
------------------------------------
Rebus [David Haywood]


==========================================================================

0.99u10

Source Changes
--------------

Fixed bug in INP recording that crashed MAME. [Aaron Giles]

Added some small optimizations to the Namco System 22 3D renderer.
[Aaron Giles]

Fixed interrupt problem in the M37710 core that caused problems with the
recent Namco update. [Aaron Giles]

Fixes to the recent Namco sound update: [R. Belmont]
* Fixed incorrect voices in System 11/12 games
* Fixed swapped stereo in System 11/12 games
* Fixed missing sound in Namco Classics games

Added conditional DIP switches to 10 Yard Fight driver. [Curt Coder]

Added and wired up color PROM for Truco Clemente, but still missing a
transform. [Roberto Fresca]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Monsters World [David Haywood]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Surprise Attack (World Ver. K) [Corrado Tomaselli]
Power Instinct 2 (Japan) [EGCG]
Chuugokuryuu II (ver. 100J, Japan) [EGCG]


==========================================================================

0.99u9

Source Changes
--------------

Removed tilemap_dispose call and fixed the two drivers that were using it.
This fixes improper save state registrations in megasys1 and ygv608 games.
[Aaron Giles]

Fixed bug that caused the sound cores to keep running while paused.
[Aaron Giles]

Added discrete emulation of the background music for Indian Battle.
[Derrick Renaud]

Fixed tilemap priorities in Magic Bubble. [Pierpaolo Prazzoli]

Cleaned up MESS hooks into the input port system. [Nathan Woods]

Major Namco sound improvements: [R. Belmont]
* C352 now sets output pitch correctly by input clock
* Added emulated sound and music to all NB-1, NB-2,
and System 11 games, using Prop Cycle's BIOS as a
substitute until the original can be trojaned or
otherwise obtained
* Hooked it up for plain System 22 games as well, but
they're not interested in passing down proper commands
for some reason
* Speed-cheated all instances of the M37710/C352 sound
system so CPU requirements don't go up much. This
also helped back off the requirements a hair for Prop
Cycle and Time Crisis


New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Magic Bubble (Adult version) [David Haywood]
Dynamite Dux (set 1, 8751 317-0095) [Arzeno Fabrice, David Haywood]


==========================================================================

0.99u8

MAMETesters bugs fixed (there are probably more)
-----------------------
demonwld37b5gre [Pierpaolo Prazzoli]
batrider099u1gra [Mamesick]


Source Changes
--------------

Added save/restore of tilemap parameters. [Aaron Giles]

Improvements to the ST-V driver: [Mariusz Wojcieszek]
* dma: added another checking for dma parameters
* stv: changed v-blank timing
* vdp1: implemented two framebuffers and flipping
* vdp1: added manual changing and erasing of framebuffers
* vdp1: added manual trigger for drawing
* vdp1: mapped framebuffer into memory (for 16bpp only)
* vdp1: added shadow and half luminance for RGB sprites
* vdp2: fixed bitmaps scrolling (fixes bad gfx in batmanfr and
bakubaku intro)
* vdp2: added preliminary window effect for tilemaps and sprite layer
(for batmanfr)
* vdp2: added scaling for 8bpp and 15bpp bitmaps (fixes vmahjong and
myfairld backgrounds)

Fixed sprite-sprite priorities in toaplan1 games. [Pierpaolo Prazzoli]

Fixed background color in Jolly Jogger. [Pierpaolo Prazzoli]

Made input port conditionals work more generically. This necessitated a bit
of a minor reorg in the input port code. Please verify that controls work as
before. This change has also required a modification to how analog ports are
recorded, so existing INPs may not work. [Aaron Giles]

Minor tweak to fix Time Crisis crash. [Phil Stroffolino]

Fixed spurious vectors in Top Gunner. [Mathis Rosenhauer]

Added new functions memory_configure_bank() and memory_set_bank() which
abstract bankswitching better. This allows current memory banking states to
automatically be saved for drivers that use this feature. m62.c games have
been updated to use this new feature as an example. [Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
World Trophy Soccer (Arcadia) [Mariusz Wojcieszek]
Funky Head Boxers [Mariusz Wojcieszek]
Pebble Beach - The Great Shot [Mariusz Wojcieszek]
Air Rescue [Anonymous]
Cuore Uno (Italia) [Roberto Fresca]
Elephant Family (Italia) [Roberto Fresca]
Royal Card (Austria) [Roberto Fresca]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
1000 Miglia: Great 1000 Miles Rally (94/06/13) [Corrado Tomaselli]
Frogger (Falcon bootleg) [Pierpaolo Prazzoli]

New games marked as GAME_NOT_WORKING
------------------------------------
Cookie and Bibi 3 [David Haywood]
Soccer Superstar ver EAA [Corrado Tomaselli]


==========================================================================

0.99u7

MAMETesters bugs fixed (there are probably more)
-----------------------
uccops062gre [Pierpaolo Prazzoli]
dynduke055gre [Curt Coder]
countryc087u4gra [Roberto Fresca]
analogconfig099u6 [Aaron Giles]
konami099u6red [Aaron Giles]
m92099u6red [Aaron Giles]
midvunit099u6red [Aaron Giles]
policetrc099u6red [Aaron Giles]
popupinfo099u6ora [Aaron Giles]
keyhold099u6gra [Aaron Giles]
ymsound099u6yel [Aaron Giles]


Source Changes
--------------

Removed gross cur_chip hack from the OPN emulator. [Aaron Giles]

Fixed crash when running games whose CPU core did not support save states.
[Aaron Giles]

Fixed interrupt timing in the F3 games. [Nicola Salmoria]

Fixed MNG recording size. [Mathis Rosenhauer]

Fixed colors in 8-Ball (Pac-Man hardware) [Steve Rice]

Improved emulation of the IC13 ROM loading in ST-V driver. Find Love,
Decathlete, Sokyugurentai / Terra Diver can boot without hacks or debug
tricks. Also Suikoenbu has improved gameplay. [Angelo Salese]

Added missing opcode 0 in leagueman_decryption_table (used in nbbatman).
[Pierpaolo Prazzoli]

Fixed Space Cruiser from resetting on the asteroids level when you die.
[Pierpaolo Prazzoli]

Fixed DIP switches in Space Position (Japan). [Roberto Fresca]

Fixed tilemap-tilemap drawing order in m92 driver. [Pierpaolo Prazzoli]

Fixed colors in Scooter Shooter. [Pierpaolo Prazzoli]

Fixed several bugs in the Namco System 22 sound system. [Cync]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Jolly Jogger [Pierpaolo Prazzoli]
Indian Battle [Tomasz Slanina]
Long Hu Bang [Luca Elia]
Chuugokuryuu [Luca Elia]
Champion List II [Luca Elia]
Xing Yen Man Guan (V638C) [Luca Elia]
Maru-Chan de Goo! [Angelo Salese]
Super Major League [Angelo Salese]
Sando-R [Angelo Salese]
Soukyugurentai / Terra Driver [Angelo Salese]
Suikoenbu [Angelo Salese]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Eliminator (2 Players, cocktail) [Mathis Rosenhauer]
Eliminator (4 Players, prototype) [Mathis Rosenhauer]
World Beach Volley (set 2) [Corrado Tomaselli]


==========================================================================

0.99u6

Source Changes
--------------

Fixed crash that was introduced with the state saving updates last time.
[Aaron Giles]

Finished renaming. Major changes this time: [Aaron Giles]
struct mame_bitmap -> mame_bitmap
struct rectangle -> rectangle
data8_t -> UINT8
data16_t -> UINT16
data32_t -> UINT32
data64_t -> UINT64

Renamed pbchmp95.c driver to witch.c. [David Haywood]

Fixed some bad colors in spelunkr background. [Pierpaolo Prazzoli]

Fixed background position in hharry. [Pierpaolo Prazzoli]

Added discrete sound effects to Spiders. [Hans Andersson, Don Maeby]


New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Sharpshooter v1.1 [Brian Troha]
Shuffleshot (v1.40) [Brian Troha]


==========================================================================

0.99u5

MAMETesters bugs fixed (there are probably more)
-----------------------
docastle093u2ora [Corrado Tomaselli]
sindbadm37b2gre [Pierpaolo Prazzoli]
mgakuen094u1gra [Roberto Fresca]
tdfeverj087u4gra [Roberto Fresca]


Source Changes
--------------

Completed renaming of core structures. Most pervasive change was "struct
tilemap" is now just "tilemap". [Aaron Giles]

Added save state support to the Cinematronics vector games. [Buddabing]

Added blending to the alt tilemap code in psikyosh.c, fixing the final
boss in Sol Divide. [David Haywood]

Improvements to the Witch/Pinball Champ '95 driver: [Sebasten Hegon]
* The games now show some graphics (the palette seems OK) and play some
music and sounds.
* Since the controls are not yet figured out completely, they are still
mapped as dipswitches.
* An NVRAM reset is required the first time you launch Witch (via the
associated dipswitch). Pinball Champ seems to automatically do this.
* The sound part required some patching in sound/es8712.c. I disabled
the hardcoded inconditional looping, and made the sound start when
writing at offset 0x06 (cf patch). vmetal does not seem to be affected.
* As far as gameplay is concerned, the ball will freeze (in game and
demo mode), and I don't know why. The video hardware is not completely
figured out and may be the culprit.
* The coin in/out mecanism needs some work too.

Some improvements to Jolly Card: [Roberto Fresca]
* Added extra hardware info (pinouts and dips).
* Added the correct dipswitch to Jolly Card. Hopper and Points/pulse not
tested due to preliminary driver state. The rest are working properly.
Remember to delete the nvram and reinitialize to see some changes.
* Added almost the same dipswitch to Magic Card II (Bulgaria).

Significant changes to the save state system: [Aaron Giles]
* Added alternate save state pre-/post-load function types that take
integer or pointer parameters. Updated several sound cores and other
files to take advantage of this.
* Made state handler registrations track like other scoped resources
(timers, memory) so that registrations can occur as late as
MACHINE_INIT time.
* Added logic to detect registrations after MACHINE_INIT time and prevent
saves in that case.
* Added logic to detect when CPUs or sound chips haven't registered
anything to save/load. When this happens, info is logged to error.log
and saves/loads are disallowed.
* Allocated timers are now automatically saved and restored as part of
the save state. The global time is now restored as well as a bunch of
CPU execution state. This should produce more reliable restores.
* Added logic to defer saves until all anonymous timers have cleared. If
a driver uses many anonymous timers it may not be possible to ever
successfully save, so the operation will time out after one second.
* Before restoring, the machine is now reset. This gives a more
consistent environment for the load to occur.
* Re-enabled save state support for YM2151.
* Added save state support to the classic Namco sound system.
* Added save state support to the samples sound system.
* Removed anonymous timer usage in machine/scramble.c.


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Muroge Monaco [David Haywood]
The First Funky Fighter [Luca Elia]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
SAR - Search And Rescue (Japan) [Pierpaolo Prazzoli]
American Poker II (set 4) [Roberto Fresca]


==========================================================================

0.99u4

MAMETesters bugs fixed (there are probably more)
-----------------------
quarth37b1gre [Pierpaolo Prazzoli]
devilw36b10yel [Pierpaolo Prazzoli]
vulcan137b1gre, part 7 [Pierpaolo Prazzoli]


Source Changes
--------------

Added memory card and cheat menus back into the system. [Aaron Giles]

Fixed MNG recording problem that was introduced in u3. [Aaron Giles]

Fixed crash when running vector games that was introduced in u3.
[Aaron Giles]

Cleaned up/normalized the naming of several core structures in an
attempt to impose some order on coding conventions in the core code:
struct InputPortDefinition -> input_port_default_entry
struct InputPort -> input_port_entry
struct RegionInfo -> region_info
struct RunningMachine -> running_machine
struct GameOptions -> global_options
struct GameDriver -> game_driver
struct InternalMachineDriver -> machine_config
struct MachineCPU -> cpu_config
struct MachineSoundRoute -> sound_route
struct MachineSound -> sound_config
struct MachineSpeaker -> speaker_config
struct RomModule -> rom_entry
struct SystemBios -> bios_entry
struct GfxLayout -> gfx_layout
struct GfxElement -> gfx_element
struct GfxDecodeInfo -> gfx_decode
Plus many others along the same lines (follow the pattern). Note that this
work is not yet complete. In addition, a few of the more pervasive structs
(mame_bitmap, rectangle) will be left until a non-diff release (0.100).
[Aaron Giles]

Removed -skip_disclaimer since it automatically goes away after the first
time execution. [Aaron Giles]

Created new NMK112 ROM banking module and connected it up to a number of
drivers that made use of it. Affected games are in cave.c, nmk16.c,
powerins.c, quizpani.c, toaplan2.c. [Alex W. Jackson]

Added missing buttons to Showdown. [David Widel]

Fixed the PULUW instruction on the 6309 disassembler. [Nathan Woods]

Fixed the state save facility play better on multisession ports if
initialization fails. [Tim Lindner]


New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Plotting (US) [David Haywood]


==========================================================================

0.99u3

MAMETesters bugs fixed (there are probably more)
-----------------------
hanagumi082red [Mariusz Wojcieszek]
rtypeleo062gre [Pierpaolo Prazzoli]
labyrunr080u1gre [Pierpaolo Prazzoli]
tricktrp061gre [Pierpaolo Prazzoli]
gng37b4gre [Pierpaolo Prazzoli]
battlane076u2gre [Pierpaolo Prazzoli]


Source Changes
--------------

Updates to the ST-V driver: [Mariusz Wojcieszek]
- vdp2: added rotation in RBG0 layer (improves diehard, vfkids,
vfremix, thunt, sassisu backgrounds)
- vdp2: added 15bit RGB tilemaps (used by thunt)
- vdp2: added opaque alpha blended bitmaps (fixes missing gfx in
shienryu intro)
- vdp2: added enable bit for RGB sprites (fixes some bad sprites in
vfremix)
- vdp2: added alpha blending for RGB sprites
- vdp1: fixed polygon drawing
- vdp1: added line drawing
- sh2: fixed bug in division unit
- sh2: added callback called when cpu reads FTCSR register (intended
for idle loop skipping for slave sh2 in stv)
- stv: added idle loop skipping for several games
- dsp: fixed dma (fixes some bad gfx in thunt)

Added dsp56k CPU core and hooked it up to the Polygonet Commanders
driver. [Andrew Gardner]

SCSI hard disk updates: [R. Belmont]
- Added FORMAT UNIT, READ (6 byte), WRITE (6 byte), READ (12 byte),
MODE SENSE, and READ CAPACITY commands.
- Changed INQUIRY to ID as a real Seagate model, which makes MacOS
much happier than a manufacturer code of "MAME".
- Some MESS-specific tweeks to initialization.

Fixed all the volume table calculations in the YMF271 core. [Ville Linde]

SPI Improvements: [Ville Linde, Pierpaolo Prazzoli]
- Added real coin inputs. The previously used coin input was service coin
- Hooked up eeprom in rdft2us, rfjetus and rdft22kc

Fixed recent LSI53C810 update which caused the Model 3 games to crash.
[Ville Linde]

Fixed PowerPC recompiler so that Scud Race works again. [Ville Linde]

Significant overhaul of the user interface infrastructure: [Aaron Giles]
- All user interface rendering is now cached until the end and rendered
in one pass.
- A large number of extraneous and redundant functions have been removed
and replaced with a smaller set of more flexible APIs.
- Global access to the UI fonts and colortables is now gone, they are
private to the user interface code.
- All global user interface function names have been normalized. Most
importantly, usrintf_showmessage is now ui_popup.
- Pause behavior has been redefined; instead of sitting in a tight loop,
the code proceeds normally, but the CPU execution system does not
advance time.
- Code for the menus has been reworked; some menus are temporarily not
available (cheats, memory cards).

Removed the internal display of history.dat. Cramming this kind of data
into MAME's limited UI is not really useful, and viewing the history.dat
information is supported by many frontends and websites. [Aaron Giles]

Removed the following obsolete and/or redundant command line options from
the Windows build: [Aaron Giles]
-wrongorientation
-wrongfps
-gamelist
-list
-listgames
-listdetails
-listwrongmerge
-listcpu
-listcpuclass
-listgamespersourcefile
-listnosound
-listnvram
-listpalettesize
-listromdistribution
-listromnumber
-listsound
-listdupcrc
-listsamdir
-listmd5
-listsha1
-verifysets
-vset
-vsam
-sortname
-sortdriver
-[no]clones
-crconly
-maxlogsize
-resamplefilter
-debug_resolution
-history_file
-mameinfo_file

Removed the "Press any key" prompts when displaying ROM warnings. Instead,
a warning about bad/missing ROMs is now displayed on the warnings screen.
Details of the bad/missing ROMs are still printed to the console.
[Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Taisen Tanto-R Sashissu!! (J 980216 V1.000) [Mariusz Wojcieszek]
Tetris (Japan, System E) [David Haywood]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
GTI Club (ver JAA) [Arzeno Fabrice]
Master of Weapon (US) [Arzeno Fabrice]
Sunset Riders (4 Players ver EAA) [Johan Samuelsson]

New games marked as GAME_NOT_WORKING
------------------------------------
Forte Card [David Haywood]
Jackpot Pool (Italy, bootleg) [David Haywood]


==========================================================================

0.99u2

Prior versions of MAME have excluded some drivers (primarily gambling-
related) for philosophical reasons. Since these games are legitimately at
risk of being lost to the ages, and many of them have strong similarities
to the other sorts of games MAME emulates, it has been decided to allow their
inclusion going forward. The criteria for inclusion in MAME is now simply
"any primarily video based arcade machine, driven by one of more CPUs," and
should relieve any confusion surrounding this issue going forward.


MAMETesters bugs fixed (there are probably more)
-----------------------
namcos1099u1red [Aaron Giles]
mcr3099u1yel [Aaron Giles]
zaxxon088u2gre [Derrick Renaud]
sprint1097gre [Derrick Renaud]
sdgndmps058gre [Pierpaolo Prazzoli]
gunforc2058gre [Pierpaolo Prazzoli]


Source Changes
--------------

More input port cleanup: [Aaron Giles]
- Fixed input port handlers that used the port_tag_to_handler calls.
- Simplified the reading/writing of input ports so they work more reliably.
- Only write changed settings to the .cfg files.
- Fixed saving of analog port configurations.

Updated to the latest zlib. [Atari Ace]

Added flipscreen to Pop Bingo. Added some disable registers for tilemaps/
sprites (fixing the bug in lastday demo). [Pierpaolo Prazzoli]

Fixed some video bugs in Party Time. [David Haywood]

Adjusted Namco CUS30 noise frequency. [BUT]

Fixed input ports in djmain. [BUT]

Several Konami improvements: [R. Belmont]
- Added support for "external memory address" registers on the YMZ280B,
which can be used to read the contents of attached ROM or RAM.
- Hooked up the mask ROM tests in the service menu - both the tile
character ROMS and the sound ROMs now can be tested.
- Added secondary control register.
- Hooked up IRQ control.
- Renamed ROMs for both games to include PCB location information.

Some improvements to the DECO cassette games: [Juergen Buchmueller]
- Treasure Island graphics ROMs (overlay board) mapped according to
findings by debugging the game code.
- Swapped image names for ctislnd2 and ctislnd3 to match the driver names;
ctislnd3 is the not yet working set; removed IMPERFECT_GRAPHICS flag.
- Found bitswap for Zeroize type #3 dongle; found hack to get it running w/o
the dongle ROM by debugging the game code; changed year to 1983; removed
NOT_WORKING flag.

SHARC/Model 2 updates: [Ville Linde]
- Reworked the SHARC internal ram implementation so that multiple instances
of the core work.
- Added data address space
- Added coprocessor input and output FIFO's to Model 2.
- Updated Konami zr107, gticlub, nwk-tr, hornet to work with the SHARC
changes

Seibu SPI improvements: [Ville Linde]
- Fixed sprite priority issues
- Added support for pen-based alpha to sprites and tilemaps. It's currently
using fixed alpha table for all games, but this seems to break some
games, so it probably isn't correct.

Fixed the discrete sound 555 timer modules when using actual DC mode.
[Derrick Renaud]

Added low-frequency oscillator (LFO) to YMF271 emulator. [Ville Linde]

Improvements to the dcon driver: [Pierpaolo Prazzoli]
- Fixed sprites - sprites priorities
- Fixed sprites - tilemaps priorities
- Added wrap around and flipy in sprites

Added MNG recording support (shift+F12 by default). [Mathis Rosenhauer]

Fixed 6309 division instructions overflow behavior on the HD6309.
[Tim Lindner]

Fixed more YMF271 issues: [Ville Linde]
- The mix buffer pointer was not being reset between two 2-operator FM
sounds, causing missing sounds.
- Fixed some bugs in the phase modulation of FM sounds


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Super Derby [David Haywood]
Champion Skill [Mirko Buffoni]
Pontoon (Tehkan) [Zsolt Vasvari]
Lovely Poker [Uki/El Condor]
Golden Star [Mirko Buffoni]
Jolly Card/Jolly Poker [Curt Coder, PeT]
Inter Game Poker [Curt Coder, PeT]
Magic Card II [Curt Coder, PeT]
Zeroize (casette) [Juergen Buchmueller]
Lucky Today [Curt Coder]
Chewing Gum [Curt Coder]
Royal Casino [Curt Coder]
Vegas Roulette [Curt Coder]
Jin [David Haywood]
Attack Ufo [Tomasz Slanina]

New games marked as GAME_NOT_WORKING
------------------------------------
Roulette (Playmark) [David Haywood]
Bubble Trouble [David Haywood]
American Poker II [Curt Coder]
Cherry Master [Curt Coder]
Cherry Master II v8.41 [Curt Coder]
Lucky 8 Lines [Curt Coder]
Starspinner [Curt Coder]
906III Video Poker [Curt Coder]


==========================================================================

0.99u1

MAMETesters bugs fixed (there are probably more)
-----------------------
medlanes061gre [MASH]


Source Changes
--------------

Undid a hack that was accidentally left in the MCR games in the last
release. [Aaron Giles]

Fixed bug in spiders that caused bad video in cocktail mode.
[Hans Andersson]

Fixed several problems in the H8/3002 core. Improves sound in Namco System
12 and ND-1. [cync]

Fixed sound banking in Go Go! Mile Smile. [Pierpaolo Prazzoli]

Major improvement to the YMF271 sound core: [Ville Linde]
- Fixed timer A calculation
- Fixed note pitch calculation
- Added envelope generator
- Added stereo panning and fixed other volume calculations
- Added FM sound generation

Fixed crash in mystwarr games. [R. Belmont]

Figured out encryption key for Graplop (set 2). [MASH]

Rewrote the configuration reader/writer code to be more generic and easier
for other subsystems to plug into. This necessitated a rewrite of the way
the existing code reads config data. As a result, your game.cfg files will
be invalid after this update. Your default.cfg and existing controller-
specific .cfg files should work fine. [Aaron Giles]

Fixed all the mystwarr.c games so they pass their service mode mask ROM
tests, with the exception of Metamorphic Force (it gets hung up on the road
generator ("LVC") test for some reason). [R. Belmont]

Fixed Monster Bash (2-board version) so it works now, though the graphics
are still not perfect. [David Haywood, MASH]

Turned off -fomit-frame-pointer in optimized builds. It was leading to
crashes when used with setjmp/longjmp on Windows builds. [Aaron Giles]

Fixed tilemap priorities and sprites in Flying Tiger. [Pierpaolo Prazzoli]

Added green overlay to Meadows Lanes. [MASH]

Various improvements to the simple Deco 156 games: [David Haywood]
- Modified video code to use the functions in deco16ic.c
- Changed Osman to default to 3 buttons as per Guru's eeprom dump.

Namco System 22 update: [R. Belmont]
- Hooked up MCU/CPU communications properly
- The MCU now reads the controls in Prop Cycle, Alpine Racer, and
Cyber Cycles
- Sound effects and music are now present in all Super System 22 games


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Lotto Fun 2 [Aaron Giles]
Pit Boss [Tomasz Slanina, Pierpaolo Prazzoli, Nicola Salmoria]
Trivia ? Whiz [Tomasz Slanina, Pierpaolo Prazzoli, Nicola Salmoria]
Tic Tac Trivia [Tomasz Slanina, Pierpaolo Prazzoli, Nicola Salmoria]
Phraze Craze [Tomasz Slanina, Pierpaolo Prazzoli, Nicola Salmoria]
Top Gunner [Mathis Rosenhauer]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Omni [Pierpaolo Prazzoli]


==========================================================================

0.99

Note that the next version of MAME will be 0.100. If you have code that
depends on there being only two digits after the decimal, you had better fix
it before then!


Source Changes
--------------

Fixed 1-bit errors in decryption keys for Crackdown and one of the D.D. Crew
sets. [Nicola Salmoria, Chris Hardy]

Hooked up NVRAM for World Class Bowling 1.40. [Brian Troha]

Backed out some of the Arm core changes which broke several games.

Fixed the f1superb sound rom loading in ms32.c so that it doesn't crash.
[David Haywood]

Fixed a graphics glitch in Osman. [David Haywood]

Updated the Taito Z driver: [Nicola Salmoria]
- fixed road/sprite priority (cars no longer disappear when they go over a
hill in Continental Circus)
- removed bogus contcirc ROM containing 1989 copyright year
- added PROMs
- other minor changes


==========================================================================

0.98u4

MAMETesters bugs fixed (there are probably more)
-----------------------
absoluteanalog098u2gra [Anssi]


Source Changes
--------------

Improvements to the MCR games: [Aaron Giles]
- Hooked up cassette sample in Journey
- Fixed sprite colors in Journey
- Consolidated the MCR 1/2/3 drivers and documented all the PCBs

Added pause/resume support for sample playback. [Aaron Giles]

Bunch of changes/fixes to the deco156 drivers: [David Haywood]
- hooked up EEPROM correctly
- fixed sound ROM decoding and banking
- fixed tile banking
- fixed video priorities

Fixed unaligned 32-bit reads in the ARM core. [Tomasz Slanina]

Fixed several bugs in the ARM core which break Captain America but fix some
other issues. [Bryan McPhail]

Fixed sprite rendering in Double Wings. [David Haywood]

Fixed the question roms reading for Phraze Craze and fixed some loading based
on new info discovered. [Pierpaolo Prazzoli]

Fixed sound effects in The Next Space. [MASH]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Double Cheese [Aaron Giles]
Chain Reaction [David Haywood]
Magical Drop [David Haywood]
Osman [David Haywood]
Super Triv [Pierpaolo Prazzoli]
Charlie Ninja [David Haywood]
Romar Triv [Pierpaolo Prazzoli]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Cannon Dancer (Japan) [David Haywood]
Cannonball set 2 [David Widel]

New games marked as GAME_NOT_WORKING
------------------------------------
Pit Boss [Pierpaolo Prazzoli]


==========================================================================

0.98u3

MAMETesters bugs fixed (there are probably more)
-----------------------
spidman098gre [Mamesick]
astormj098u1gra [Mamesick]
ehrgeiz097u4red [smf]
rdft2us098u2red [Ville Linde]
pc_bstar079u1yel [Mamesick]
playch10c080u1gre [Mamesick]
espial096u3gra [Mamesick]


Source Changes
--------------

Added step in/out support to the Z80 disassembler. [Aaron Giles]

Fixed subtle bug in ES5505/6 interpolation code. [Jarek Burczynski]

Some more minor fixes to System 32 sprites. [Aaron Giles]

Changed memory display in the debugger so that it doesn't lock to where the
cursor is. Also fixed it so that it can align against odd addresses.
[Aaron Giles]

Some minor cleanup to the Police Trainer driver. [Aaron Giles]

Some progress on Double Cheese, still not playable. [Aaron Giles]

Fixed some problems in Power Spikes bootleg. [Weisse Eins]

Fixed wrap around issue with sprites in the aerofgt driver.
[Pierpaolo Prazzoli]

Fixed the sound banking in Raiden Fighters 2 - 2000. [Pierpaolo Prazzoli]

Fixed unknown DIP switch in SAR. [Corrado Tomaselli]

Fixed 4th player inputs and added 1 frame delay for sprites in goal92.
[Pierpaolo Prazzoli]

Added coin counter and fixed sound adding the 2 sample chips in Tecmo Bowl.
[Pierpaolo Prazzoli]

Cleaned up and fixed input ports for all games in the suprnova driver.
[Mamesick]

Fixed crash in MAME if 0-length data block was found in a WAV file.
[Roman Scherzer]

Changed the windows code so the map file isn't loaded unless the
profiler is enabled. This stops you running out of memory when the memory
tracking is enabled. [smf]

Fixed unknown DIP switches in Merlin's Money Maze. [James Wallace]

Corrected visible area in esckids. [Mamesick]

Improvements to the S2650 core: [Manfred Schneider]
- Fixed LPSU opcode
- Changed cycle counts to match technical documentation

Fully emulated deco 156 encryption. [David Haywood, Nicola Salmoria,
Olivier Galibert, Bryan McPhail]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Joe & Mac Returns [David Haywood, R. Belmont]
Party Time: Gonta the Diver II [David Haywood]
Ganbare! Gonta!! 2 [David Haywood]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Enduro Racer (YM2203, FD1089B 317-0013A) [Aaron Giles]
E.D.F. : Earth Defense Force (North America) [Aaron Giles]


==========================================================================

0.98u2

MAMETesters bugs fixed (there are probably more)
-----------------------
pleiads061gre [MASH]
47pie2077gra [Mamesick]


Source Changes
--------------

Added new 'screen' parameter to the VIDEO_UPDATE callbacks. It is not
currently used but is a placeholder for the future. [Aaron Giles]

Replaced direct access to Machine->scrbitmap in the following drivers with
the use of force_partial_update(): m92.c, m107.c, astrocde.c, battlera.c,
snes.c. [Aaron Giles]

Rewrote the Z80/Z180 daisy chaining logic to work a little closer to the
hardware. Updated the Z80 CTC and PIO modules to support the new model.
Changed the CTC module to not generate interrupts if there is an outstanding
request on the same timer is currently in service; this allows Journey to
(finally) run with the correct CPU speed. [Aaron Giles]

Partial rewrite of the MCR video system. Should still work roughly the same,
just a little different under the covers. This is still very much a work in
progress. [Aaron Giles]

Fixed clipping in nemesis.c. [Fujix]

Normalized names in Konami drivers according R. Belmont's wishes. [Mamesick]

More PowerPC updates: [Nathan Woods]
- Moved update_counters() to be executed after the DRC epilogue code
is appended; now behaves more like the non-DRC core
- Fixed some bugs in DRC exeception handling (SRR1 was not being set
up properly, and not all MSR flags were being cleared)
- Refactored DRC core to call MMU hooks
- ISI exceptions will now be thrown if the MMU hooks report an
unexecutable address in the DRC core
- Fixed a rounding error in the decrementer
- Added support for decrementer exceptions when the DEC register is
written to in both cores
- Added support for ISI/DSI exceptions with setjmp()/longjmp() in
the non-DRC core

Significant rewrite of the Legend of Kage driver: [Phil Stroffolino]
- correct/added dipswitches
- converted to use pdrawgfx; affects stage#4
- a priority effect on the title screen has been mapped - this gives the
foreground layer priority over all sprites, and screenshots now match
those from arcade flyers.
- the "virtual palette" hack has been removed; it was an optimization from
back when we used 8 bit color and hardware palettes.

Cleaned up the Soungoku Mahjong driver, fixed colors, improved sound and
fixed the hang before the match started. Also I found the output for the
coins used to play the match. It's still missing something to enable /
disable the tilemaps. [Pierpaolo Prazzoli]

Fixed the i386->z80 communication in the Seibu SPI driver. This fixes the
flash rom update and should also fix any remaining hangs/pauses. The flash
rom update should take around 5 minutes. Now all games should have proper
sample data. [Ville Linda, David Haywood]

Some progress on the Deco 156 encryption. [David Haywood]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Mahjong Chuukanejyo [Luca Elia]
PK Scramble [David Haywood]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
AmeriDarts (set 2) [Aaron Giles]
Flash Point (set 2) [Aaron Giles]
Line of Fire (US) [Aaron Giles]
Street Fighter Zero (Asia 950627) [Razoola]


==========================================================================

0.98u1

MAMETesters bugs fixed (there are probably more)
-----------------------
slither094u1red [Aaron Giles, with a hint from MASH]
sf2accp2070u5red [Aaron Giles]
nemesis097u1gre1 [Mamesick]
nemesis097u1gre2 [Mamesick]
karatblz137b4gre [Pierpaolo Prazzoli]
mystwarr098gre [Mamesick]
esckids076yel [David Haywood]
spyhunt097gre1 [Aaron Giles]
spyhunt097gre2 [Aaron Giles]
turbotag097u3gra [Aaron Giles]


Source Changes
--------------

Changed how perodic timers are defined. Previously, you would specify a
number which was interpreted either as Hz (if less than 50000) or as
nanoseconds (if greater than 50000). Now, the time is specified as a period
and you use the standard TIME_IN_HZ or TIME_IN_NS macros. [Aaron Giles]

Turned on address error checking in the 68000 core. This slows things down a
bit but is more accurate and allows correct behavior of a couple of badly-
programmed games. [Aaron Giles]

Fixed several issues with address error checking in the 68000 core.
[Aaron Giles]

Fixed 68000 bug that treated 8-bit branches with $FF offsets as illegal,
rather than allowing them and generating an address error. [Aaron Giles]

Created a new header file mamecore.h, which contains the core common useful
macros and typedefs that were scattered throughout the header files. Also
added endian swapping macros from MESS. [Aaron Giles]

Fully deprecated the use of cpu_setbank(), which was long ago replaced with
memory_set_bankptr(). [Aaron Giles]

Did some major cleanup on the MCR drivers [Aaron Giles]
- Implemented Super Sound I/O interrupts properly.
- Filled out all memory maps according to schematics.
- Fixed sound sync with various sound boards, allowing for kludges to be
removed from Power Drive and Star Guards.
- Re-verified all connections from wiring diagrams.
- Documented various lamp and driver boards from the games.

Some makefile tweaks to hopefully catch variable declaration problems that
kept creeping into builds. Switched gcc compiler standard to gnu89.
[Atari Ace]

Removed usage of dirent.h APIs on Windows builds. [Atari Ace]

Corrected resolution to 256x256 in Stagger I, Red Hawk, Sen Jin - Guardian
Storm. All other games still have old visible area that is correct for them.
[Mamesick]

Fixed crash in Volfied and Operation Wolf due to improper timer usage.
[Nicola Salmoria]

Fixed one of the TC360 sprite blending modes (used in Pulirula round 2 and
Liquids Kids attract mode). [Bryan McPhail]

Fixed sprite/tilemap placement in Legend of Kage. [Phil Stroffolino]

PowerPC core update: [Nathan Woods]
- Added infrastructure to generate DSI and ISI exceptions
- Made the lbz/lbzu/lbzux/lbzx instructions properly clear out the
high 24 bits in the results
- Added SRR0 and SRR1 to the debug view

Did some cleanups in the vamphalf.c driver. [Pierpaolo Prazzoli]

Fixed speedbal again, after breaking it in the last update.
[Pierpaolo Prazzoli]

Changed Nitro Ball to use the new deco16_tilemap_34_combine_draw function
Bryan added some time ago. [Pierpaolo Prazzoli]

Added a sprite wrap around needed in Riot level 2. [Pierpaolo Prazzoli]

Added sound to Dragon Bowl. [Pierpaolo Prazzoli]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Born To Fight [Luca Elia]
Lethal Enforcers [David Haywood]
Koro Koro Quest (Japan) [Luca Elia]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Night Slashers (Japan) [Corrado Tomaselli]
Crush Roller (Kural TWT) [Pierpaolo Prazzoli]
Sand Scorpion (set 2) [Aaron Giles]

New games marked as GAME_NOT_WORKING
------------------------------------
Wink [Pierpaolo Prazzoli]


==========================================================================

0.98

Source Changes
--------------

Nothing significant to report.


==========================================================================

0.97u5

MAMETesters bugs fixed (there are probably more)
-----------------------
srmp7077red [Luca Elia]
skybump097u3yel [MASH]
hachoo37b2gre [Mamesick]
slipstrm097u4ora [Aaron Giles]
outzone097u4ora [Aaron Giles]
centiped097gre [Aaron Giles]
goldnaxe097gra [Aaron Giles]


Source Changes
--------------

Significantly improved the 6-player version of X-Men. [David Haywood]

Added very basic 68040 support to the 68000 core. [Ville Linde]

Fixed row scroll in Thunder Fox. [Nicola Salmoria]

Added hooks to support a future MMU in the PowerPC core. [Nathan Woods]

Fixed DIP switches in Boogie Wings. [Brian Troha]

Took another crack at fixing the compilation problems caused by using
multi-monitor stubs on Windows. [Krick]

Added Coin2 and fixeed some dipswitches in phoenix3, condor, griffon
and falcona. [Pierpaolo Prazzoli]

Major cleanup of the Speed Ball driver: [Pierpaolo Prazzoli]
- Cleaned up / converted to tilemap
- Added coin counters
- Added cocktail mode
- Fixed priorities (probably they're not 100% right, because there still are
some wrong priorities with a couple of pixel in the title screen.)

Fixed visible area and tilemap scroll in Mug Smashers. [Pierpaolo Prazzoli]

Included patch to zlib for buffer overrun bug. [Santeri Saarimaa]

Abstracted memory interfaces and improved 53C810 SCSI emulation.
[Nathan Woods]

Fixed scrolling in Mario Bros. [David Haywood]

Cleaned up bank handling in Sega Multi-PCM sound core. [Aaron Giles]

Connected Sega Multi 32 games up using the new System 32 code.
[Aaron Giles]

Updated memory maps for the MCR Chip Squeak Deluxe and Sounds Good boards.
[Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Eagle Shot Golf [Luca Elia]
Super Real Mahjong P7 [Luca Elia]
Mobil Suit Gundam Final Shooting [Luca Elia]
Gun Master [David Haywood]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
X-Men (Euro 6 Players) [David Haywood]
Pinball Champ '95 (new parent) [David Haywood]


==========================================================================

0.97u4

MAMETesters bugs fixed (there are probably more)
-----------------------
getstarb093u3gra [Mamesick]
wintbob079u1gre [Mamesick]
htchctch096u1gre [Mamesick]
blswhstl36b16gre [Mamesick]
offtwall097u3red [David Haywood]
ppc096u1red [Ville Linde]
akiss077u3 [Aaron Giles]
gfxviewer097u1ora [Aaron Giles]
gtmr097u3yel [Aaron Giles]
mkla1097u1ora [Aaron Giles]
okscreen097u2yel [Aaron Giles]
topspeed097gre [Aaron Giles]
yamato097u1gra [ShimaPong]


Source Changes
--------------

Fixed v60 SBR handling to ignore the low 12 bits. This allows the hack in
tp2m32 to be removed. [Aaron Giles]

Adjusted volume balance in ddragon3, ctribe, mugsmash. [Mamesick]

Added correct sound ROMs to World Class Bowling Tournament and Deluxe.
[Brian Troha]

Replaced old Outrun bootleg with a new dump that passes the ROM test and has
proper ROM names. [David Haywood]

More PowerPC improvements: [Nathan Woods]
- Fixed exception handling; previously the MSR register was stored
in EDX, and EDX is not preserved across the call to ppc_set_msr()
- Implemented recompile_fcmpo()
- Fixed certain rules in rules.mak (some said drc_ops.h instead of
drc_ops.c)
- Commented the MSR_* values
- Moved BAT registers into their own structure
- Added DSI and ISI exceptions (non-DRC core only for now)
- Moved READ*/WRITE* functions into ppc_mem.c
- Changed memory handling so that reading and writing are done
through function pointers that can be changed at runtime (which would
be useful if, say a MMU was implemented in the future :-))

PSX/Namco System 12 improvements: [smf]
- Added Tenkomori Shooting
- Updated board notes from Guru.
- Removed rom patches from the namco system 12 driver
- Renamed sound program roms.
- Added support for dma'ing incomplete blocks from MDEC
- Added sprites x & y flipping
- Caches the decoded tpage fields.
- mask setting & dma setup updates status fields correctly.
- reverse flag only has an effect on original GPU's.

Yet another fix to the PowerPC counters, reimplementing them from scratch.
[Ville Linde]

Some improvements to the Model 2 driver: [Ville Linde]
- Added the second SHARC
- Fixed all the problems caused by the previous update

Fixed incorrect test in sauro.c video system. [Pierpaolo Prazzoli]

Improved Lethal Enforces sprites, allowing 2 sprite chips to be created.
[David Haywood]

Rewrote the System 32 mixer to support accurate implementation of the alpha
blending modes. Sprite shadows and several other effects are still not yet
implemented. And it's much slower than before. [Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Slipstream [Aaron Giles]
Tenkomori Shooting [smf]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Gaiapolis (Europe ver EAF) [Brian Troha]
Raiden DX (Metrotainment license) [Corrado Tomaselli]
Mechanized Attack (US) [Highwayman]

New games marked as GAME_NOT_WORKING
------------------------------------
Meyco game [Pierpaolo Prazzoli]


==========================================================================

0.97u3

MAMETesters bugs fixed (there are probably more)
-----------------------
irobot058gre [MASH]


Source Changes
--------------

Added some sanity checking, and changed a printf() to logerror() to
intelfsh.c. [Nathan Woods]

Made the DRC PowerPC core compilable when HAS_PPC403 is 0. [Nathan Woods]

Improvements to Sega Model 3 [Ville Linde]
- Fixed a bug in the MPC106 emulation -> Star Wars Trilogy and Sega
Rally 2 work

Improvements to the PowerPC cores [Ville Linde]
- Rewrote the interrupt handling in the interpreter core so it matches
the DRC core
- Fixed MCRXR instruction
- Fixed some timebase problems, so LeMans 24 is now working.

Improvements to the MACS driver [Angelo Salese]
- Added some inputs to the MACS driver so that Yu-Jan works. Fixed the
visible area in it.
- Also added a quick kludge for get Yu-Ka to work (Note: it's disabled by
default).

Fixed Oki frequency to match samples pitch on the pcb for Final Tetris.
[Corrado Tomaselli]

Fixed crash in the debugger when decoding instructions that were too long.
[Aaron Giles]

Fixed a number of problems with Eagle Shot Golf, removing several hacks from
the SSV driver along the way. [Luca Elia]

Decrypted tilemaps in Dark Mist and added info about missing proms.
[Tomasz Slanina]

Fixed minor bug in TIA emulation, taken from the MESS code. [Wilbert Pol]

Renamed Hollywood Action to Action Hollywood. [David Haywood]

Major video update to Taito F3 driver that amongst other things properly
implements zoom & column scroll according to how the hardware does it,
which not only fixes glitches in various games but allowed many hacks to be
removed also. Sprite & tilemap clipping is also implemented, as is
proper priority mixing and alpha-blending on the vram and pixel
layers. [Bryan McPhail]

Fixed exception handling and task switching in the V60 core. [Aaron Giles]

Add preliminary sound support for Action Hollywood. [Quench]

Improvements to the PSX CPU core [smf]
- correct behaviour for a branch in a delay slot.
- added bios and syscall logging of all known functions & their parameters
(writing to file descriptor 1 or putchar will output to the console)
- fixed disassembly of gte instructions.
- fixed dismips.mak

Did another overhaul on the PPC603 counters (timebase should increment
once every four core clock cycles and decrementer should decrement once
every four bus cycles). [Ville Linde]

Namco System 2 updates [Brian Troha]
- Added Final Lap road clut prom to all Final Lap sets
- Made Final Lap 3 World the parent, new clone is finalp3j
- Added Final Lap's road clut to Four Trax (marked as bad_dump)..
- Changed SWS sound rom to match the other sets (sws92 & sws93)


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Animalandia Jr. [Luca Elia]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Puzznic (Japan set 2) [Aaron Giles]
Tant-R (Puzzle & Action) (Korea) [laugh, David Haywood]
Raiden Fighters (Dream Island co. license) [Corrado Tomaselli]
Raiden Fighters (US, Fabtek License) [Chris Hardy]


==========================================================================

0.97u2

MAMETesters bugs fixed (there are probably more)
-----------------------
intrepi237b13gre [Pierpaolo Prazzoli]
robokid37b15gre [Pierpaolo Prazzoli]
azurian060gre [MASH]
gradius3094u5gra [Mamesick]


Source Changes
--------------

* System 32 games are seriously under construction now. Do not report any
bugs against them. The Multi-32 games are even more broken. [Aaron Giles]

* Fixed Windows build so it works again on Windows 95. [Krick]

* Added priorities, fixing 3rd level in The Combatribes. [Pierpaolo Prazzoli]

* Updated the sound balancing in donpachi, manzinger, metmqstr and pwrinst2.
[Sonikos]

* Fixed video problems in ninjaw, which broke with the new colscroll addition.
[Pierpaolo Prazzoli]

* Changed OKI volume in midres to match real pcb. [Corrado Tomaselli]

* Fixed protection in World Class Bowling v1.40 Tournament. [Brian Troha]

* Fixed NES PPU video timing. [Andrew Church]

* Fixed usage of change_pc() in PowerPC core. [Nathan Woods]

* Improvements to the SHARC CPU core [Ville Linde]
- Correct IRQ handling
- Many more opcodes, including floating-point

* Improvements to the Konami PPC games [Ville Linde]
- Fixed Gradius 4 data ROM mapping
- Fixed PPC/SHARC communications
- Fixed NVRAM protection on some games
- Stubbed out LAN interface

* Fixed Space Raider graphics 100%. [Frank Palazzolo]

* Correct colors in Pac-Man & Chomp Chomp. [Nicola Salmoria, Guru]

* Cleaned up starfield code and fixed/added starfields to Space Raider, Zero
Hour, and Red Clash. [Frank Palazzolo]

* Reapplied fix for bad shadows in Dyna Gears. [Mamesick]

* Fixed the way the VIA 6522 shift register was implemented to get rid of
the previous hacky way. [Mathis Rosenhauer]

* Fixed the remaining gfx problems in Championship Bowling.
[Pierpaolo Prazzoli]

* Added code to flush error.log every time the debugger is entered.
[Nathan Woods]

* Implemented the MCRXR instruction in the PowerPC core. [Nathan Woods]

* Added step in/out support to the v60 disassembler. [Aaron Giles]

* Added support for character constants in the expression engine.
[Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Final Tetris [David Haywood]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Turtle Ship (Japan) [Brian Troha]
Ladybug (bootleg set 2) [Sonikos]
Mr. Kougar (bootleg Set 2) [Sonikos]

New games marked as GAME_NOT_WORKING
------------------------------------
LeMans 24 [R. Belmont]


==========================================================================

0.97u1

MAMETesters bugs fixed (there are probably more)
-----------------------
wwfwfsta37b16gre1 [Pierpaolo Prazzoli]
ddragon336rc2gre [Pierpaolo Prazzoli]
cookrace093u2red [ShimaPong]
ddragn2u077gre [Pierpaolo Prazzoli]
starforc097gre [Aaron Giles]
wotw094u3gra [Aaron Giles]


Source Changes
--------------

* Changed v60 CPU to clock multiple cycles per instruction instead of requiring
every driver to divide the clock; updated all drivers to use the correct clock
speed. [Aaron Giles]

* Made the expression engine in the debugger a little more generic to support
its use in other tools. [Aaron Giles]

* Began cleanup of the Sega System 32 driver. Things may not work as well as
before; this will be fixed over time. Do not report bugs on it. [Aaron Giles]

* Hooked up Pest Place redump, fixed dkong3b colors, and added support for Control
Type dipswitch in Street Heat. [Pierpaolo Prazzoli]

* Fixed vblank handling and some bad sprites in wwfsstar. [Pierpaolo Prazzoli]

* Fixed missing speech in Hyper Crash. [MASH]

* Some better understanding of the protecton in Dream World. Still not
working. [David Haywood]

* Moved gearshift display in polepos to debug-only build. [Mamesick]

* Fixed sync rate in Demon World. [SUZ, Mamesick]

* Fixed Z80 frequency in Toki bootleg. [Mamesick]

* Added workaround for bad shadow sprites in Dyna Gear. [Mamesick]

* Improved SAA5050 emulation for Malzak. [Barry Rodewald]

* Added proper C-chip emulation to Operation Wolf. [Bryan McPhail]

* Major update to Namco System 21 driver [Phil Stroffolino]

- Starblade is working with emulated master/slave DSPs. Graphic updates
are a bit choppy; I believe there are 4 slaves and one master on the
real PCB, with work distributed across the slaves. Some background
objects are still missing in Starblade - the giant "starships" in the
background of the first stage, for example (sprites are present showing
burning fires which are supposed to be superimposed on them). The
"direct drawing" feature is used during the high score presentation;
colors are likely wrong, and there are missing graphics there as well
(hexagons).

- Solvalou works, but occasionally 3d graphics stop updating; press "A"
to unblock the pipeline and resume drawing them.

- The other System 21 titles are not working for various reasons.
Solvalou needed cuskey support (used from the master DSP). Cybersled
appears to use a different mechanism for uploading DSP code.

* Fixed road colors in the Suzuka games. [Phil Stroffolino]

* Added home/end key support in the history display. [Samuele Zannoli]

* Added debugger suppot for the decrementer register in the PowerPC
core. [Nathan Woods]

* Implemented column scroll in TC0100SCN chip; used on (at least)
Ninja Kids, Gun Frontier, Growl and Galemedes. [Bryan McPhail]

* Added ADSP-21062 core and partially hooked it up for the Model 2B
games. [Ville Linde]

* Additional progress on the PowerPC DRC (faster), support for
more exceptions, better support for the PPC internal serial ports.
[Ville Linde]

* Progress on the Konami PowerPC drivers [Ville Linde]
- Cleaned up and consolidated common hardware
- Hooked up ADSP-21062 and 3dfx chips
- Initial reverse-engineering work on the KS001005
custom 3D chipset in GTI Club
- Initial NVRAM values plugged in for many games.
(They're used as a crude protection, similar to the
EEPROM on GV System).
- No games are playable or even show much yet, but
nearly all of them do pass POST now.

* Fixed a minor bug in the SCSP timer handling. [Ville Linde]

* Fixed memory leak in the cpu subsystem. [Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
N-Sub (upright) [Pierpaolo Prazzoli]
Hana Kanzashi (Japan) [Luca Elia]
Hana Kagerou [BET] (Japan) [Luca Elia]
Mahjong Reach Ippatsu (Japan) [Luca Elia, bnathan]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Falcon (bootleg set 2) [Pierpaolo Prazzoli]
Malzak II [Barry Rodewald]
Battle Field (bootleg) [Pierpaolo Prazzoli]
The Great Ragtime Show (Japan v1.5, 92.12.07) [David Haywood, NAmag]

New games marked as GAME_NOT_WORKING
------------------------------------
Driver's Eyes [Phil Stroffolino]
Winning Run [Phil Stroffolino]


==========================================================================

0.97

IMPORTANT: As of MAME 0.96, the source code license has changed.
Please see the new file license.txt for details. The new license
is based off the BSD license, with additional prohibitions against
commercial usage. See http://mamedev.com for additional details.


MAMETesters bugs fixed (there are probably more)
-----------------------
message096u4gre


Source Changes
--------------

Fixed memory leak in hiscore system. [Nicola Salmoria]

Fixed OKI banking in Pocket Gal Deluxe. [Sonikos]


==========================================================================

0.96u4

MAMETesters bugs fixed (there are probably more)
-----------------------
peggle096u2gre
exidyc096u3gre
spiders096u3red
renegade096u2gre


Source Changes
--------------

Added 4 different crosshair styles to differentiate different players'
crosshairs. [Aaron Giles]

Rewrote vidhrdw/wecleman.c to make the code more readable. [Aaron Giles]

Fixed game reset in galaxian due to running out of timers. [Aaron Giles]

Added thrash protection emulation to the NVRAM in coolpool.c. [Aaron Giles]

Improved Windows-specific memory debugging to track file/line numbers for
allocations. This required a couple of changes to the core makefile.
[Aaron Giles]

Fixed remaining memory leaks in the new debugger code, and one in the
artwork system. [Aaron Giles]

Cleaned up several video drivers that were using non-auto memory allocation
functions for bitmaps and memory. [Aaron Giles]

Rewrote the RF5C68 sound emulator from the specs, improving sound in the
System 18 games. [Aaron Giles]

Replaced some logerror()/exit(), printf()/exit() and fprintf()/exit()
combinations against an osd_die() call. [Firewave]

Added logerror and memdump commands to the new debugger. [Nathan Woods]

In the PowerPC core, implemented the SMI input line, and added a placeholder
for the TLBISYNC input line (doesn't do anything yet). Also implemented the
TBU special variable on the 603. [Nathan Woods]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Super Bishi Bashi Championship [David Haywood]


==========================================================================

0.96u3

MAMETesters bugs fixed (there are probably more)
-----------------------
openice096u2red
1945kiii096u2gre
capbowl096u1gre


Source Changes
--------------

Fixed Wizz Quiz clone. [Pierpaolo Prazzoli]

Added shadow effects to the SSV driver. [Luca Elia]

Simplified additive path in slapstic code. This should not impact any games
that use it, but it is worth verifying. [Aaron Giles]

Improvements to The Couples driver: Improved the video hardware, added a
preliminary PPI8255 + inputs interface, added a better workaround of the
$b011 jump, and added sound. Now the game is somewhat playable, but there
are still some problems in the game. [Angelo Salese]

Fixed DIP switches in several games:
* Dream Soccer '94
* Major Title
* Seibu Cup Soccer
* Caveman Ninja (World & US)
* Spinal Breakers
* Play Girl 2
* Rohga
* Shootout
[Brian Troha]

Added 'find' command to the new debugger for performing memory searches.
[Aaron Giles]

Adjusted sound balance in a few drivers. [David Haywood]

Added preliminary video emulation to penocup.c. [David Haywood]

Added better debugging support to the the MIPS and PPC cores. [Nathan Woods]

Improved sound in Hot Shock and Explorer. [Pierpaolo Prazzoli]

Hooked up light gun properly in Golgo 13. [R. Belmont]

Fixed sprites, controls, colors, sound, many graphics problems in Panic Road,
but still not working. [Tomasz Slanina]

Fixed TMS34010 reverse blitters so they didn't perform extraneous source
memory fetches. [Aaron Giles]

Old debugger no longer forces the memory display to 16-bit words regardless
of the size specified with the M command. [Andrew Church]

Fixed OKI sample rate in Dark Seal/Crude Buster. Attempted to fix Vapor Trail
dropped sound commands. [Bryan McPhail]

Changed trace and traceover commands so they can append to existing files by
placing '>>' before the filename. [Nathan Woods]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
AmeriDarts [Aaron Giles]
A. D. 2083 [Pierpaolo Prazzoli]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Welltris (World) [Aaron Giles]
Express Raider (US set 2) [Joachim Bassmann]
The Couples (Set 2) [Angelo Salese]
Moon Shuttle (Japan set 2) [Corrado Tomaselli]
Dungeons & Dragons: Tower of Doom (Euro 940113) [Razoola]
Alien vs. Predator (Hispanic 940520) [Razoola]
X-Men Vs. Street Fighter (Asia 960919) [Razoola]
Street Fighter Zero 3 (Asia 980904) [Razoola]
Giga Wing (Asia 990222) [Razoola]
Hot Memory [David Haywood]
Borderline [Pierpaolo Prazzoli]

New games marked as GAME_NOT_WORKING
------------------------------------
Cyber Tank [Angelo Salese]
The Lost Castle In Darkmist [David Haywood/Tomasz Slanina]


==========================================================================

0.96u2

MAMETesters bugs fixed (there are probably more)
-----------------------
starforc095u5gre
fghtbskt095u2red
ncv1095gre
paperboy095gre
garyoret095u2yel
alpine37b4gre
bioatack080u1yel (this was already fixed)
hwrace37b10gre
piratpet060yel
waterski37b5yel


Source Changes
--------------

Added the ability to specify internal read/write handlers for CPUs so
that the new debugger can view internal RAM. Hooked this up for the
TMS32025 core. [Aaron Giles]

Fixed window mode 1 in the TMS34010 core, as well as bugs that prevented
misaligned stack accesses from working and a bug that didn't force the
PC to be 16-bit aligned. [Aaron Giles]

Fixed bug in MAC instructions in the TMS32025 core. Also fixed cycle
counting
problems that led to inaccurate internal timers. [Aaron Giles]

Fixed end-of-sprite list and flip screen in Hollywood Action.
[Pierpaolo Prazzoli]

Fixed colors in New Sinbad 7. [Pierpaolo Prazzoli]

Several Taito SJ sprite fixes:
- Fixed sprite priorites. This fixes several priority issues in Tin Star,
Elevator Action, High Way Race, and the car wrapping around in Elevator
Action at the end of a level.
- Added sprite clipping at the sides of the screen. This was verified to
happen on the real board, and it affects bullets wrapping around in
Elevator Action. I'm only 99% sure that the clipping is correct this
way :)
- Fixed sprite hardware collision detection. This fixes the last round in
Pirate Pete, bonuses in Alpine Ski, end of level 1 in Water Ski.
[Nicola Salmoria]

Fixed DIP switches in Rohga. [Yasuhiro Ogawa]

Several Volfied fixes:
- Fixed visible area.
- Fixed rom names.
- Improved c-chip simulation - accurate timing and correct colour data
for all levels.
[Bryan McPhail]

Added the ability to clear an input configure via the delete key.
[Curt Coder]

Added cocktail flip support to the Qix driver. [Nicola Salmoria]

Fixed graphics in Hyper Crash. [Pierpaolo Prazzoli, David Haywood]

Rewrote 8255 PPI mode 2 support, and hooked 8255 to buckrog properly.
[Nathan Woods]

Fixed a number of bugs and added support for more SCSI commands and
modes. [R. Belmont, Ville Linde]

Hooked up MSM5205 to Goal! '92 and to Euro League (bootleg), but it
doesn't sound too good yet. [Pierpaolo Prazzoli]

Cleaned up the decryption in the Epos games. [Nicola Salmoria]

Changed xday2 to use default namcona1 joystick inputs. With those, if
you wait the initial test to finish, you can play it. [Sonikos]

Fixed L button in mj4simai which was missing. [Pierpaolo Prazzoli]

Added support for Single monitor Playchoice 10 BIOS. Since the core
doesn't allow you to change aspect ratio or remove dual monitor flag at
run-time, the game always runs in the upper part of the screen.
[Pierpaolo Prazzoli]

Added a -debugscript command line parameter that invokes a debugger
script on startup [Nathan Woods]

Modified the MIPS DRC core to disable optimizations when mame_debug is
on. This makes it easier to run comparative traces when running both
with and without MIPS DRC enabled. [Nathan Woods]

Simplified the decryption code in the sun8 driver, and made some
improvements to the Brick Zone main set. [Nicola Salmoria]

Patched the non-DRC PPC core to compile properly when not all PPC
cores (403, 602, 603) are enabled. Implemented fcmpo instruction.
[Nathan Woods]

Swapped On Screen Display and Config Menu items so that accidental
key configuration changes don't kill your ability to get to the menu
by default. [Aaron Giles]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Cool Pool [Aaron Giles]
9 Ball Shootout [Aaron Giles]
Hot Mind [Pierpaolo Prazzoli]
Hyper Crash [Pierpaolo Prazzoli]
Multi Champ Deluxe [David Haywood]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Yellow Cab (bootleg) [Pierpaolo Prazzoli]
Atomic Punk (US) [Pierpaolo Prazzoli]
Gaiapolis (US) [Corrado Tomaselli]
Rock 'n Rage (Prototype?) [Brian Troha]
Cosmic Monsters 2 [David Widel]
Varia Metal (New Ways Trading Co.) [David Haywood]

New games marked as GAME_NOT_WORKING
------------------------------------
Revenger [Pierpaolo Prazzoli]
Mobile Suit Gundam Final Shooting [David Haywood]


==========================================================================

0.96u1

MAMETesters bugs fixed (there are probably more)
-----------------------
pinbo095u6yel
demndrgn095u6gra
gorf095gre
gorf095u5gre
cabal095gre
starlstr095u2gra
roldfrog095ora


Source Changes
--------------

Added ADPCM utilities to OKIM6295.c and used those to hook up sound
once again in the Seibu games. [Aaron Giles]

Fixed PPC assembly code in the TMS99xx core. [Brad Oliver]

Fixed ADC overflow condition in ADC083x code. [smf]

Fixed big endian issues in Namco System 22 driver. [Brad Oliver]

Fixed DIP switches for Schmeiser Robo. [Brian Troha]

Fixed DIP switches for Sky Kid. [Brian Troha]

Fixed big endian issues in the Arcadia driver. [Brad Oliver]

Fixed big endian issues in the Model 3 driver, the old debugger,
and the PPC core. [Brad Oliver]

Added decryption for Gardia and Space Position. [Nicola Salmoria]

Fixed big endian issues in Return of Lady Frog. [Brad Oliver]

Fixed big endian issues in Seibu SPI flash code. [Brad Oliver]

Fixed big endian issues in Namco System FL driver. [Brad Oliver]

Fixed big endian issues in SemiCom games. [Brad Oliver]

Added dynamic recompiler for PowerPC cores. [Ville Linde]

Fixed graphic banking in dietgo. [Bryan McPhail]

Fixed dipswitches in popbingo and cleaned up dooyong.c driver.
[Sonikos]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Mahjong Block Jongbou (Japan) [David Haywood]
Space Position [David Haywood, Nicola Salmoria]
Gardia [Nicola Salmoria]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Raiden Fighters 2 (Tuning License) [Brian Troha]
Burning Rival (World) [David Haywood]
Martial Champion (Asia ver AAA) [Gerald Coy]
Kickle Cubele [Avedis Boyajian]


==========================================================================

0.96

IMPORTANT: As of MAME 0.96, the source code license has changed.
Please see the new file license.txt for details. The new license
is based off the BSD license, with additional prohibitions against
commercial usage. See http://mamedev.com for additional details.


Changes
-------

Added step in/out support to TMS34010 disassembler. [Aaron Giles]

Added explanation that left/right joystick wiggle works on "OK"
screens. [Aaron Giles]

Fixed -dual_lightguns option. [Jonathan Lunman]

Hooked up Pocket Gal Deluxe bootleg graphics ROMs. [David Haywood]

Removed abort() calls from v60 CPU driver. [Brad Oliver]

Fixed collision detection in bioatack, added missing RAM to the
Taito SJ memory map. [Peter Sealy]

Decrypted Calorie Kun, and cleaned up sega Z80 encryption code.
[Nicola Salmoria]

Some improvements to Dream World. [David Haywood]

Fixed implementation of memory_get_op_ptr(). [Nathan Woods]

Fixed coin inputs and dip-switches in joinem. [Pierpaolo Prazzoli]

Fixed problem with beatmania games on the Mac. [Brad Oliver]

Updated Vendetta chip frequencies to match real PCB. [Mamesick]

Some improvements to Turbo Sub. [Philip Bennett]

Fixed endianness problems in the Sega System 32 games ROM loading.
[Brad Oliver]

A number of ST-V improvements [Angelo Salese]
* Fixed a DSP bug which was causing Treasure Hunt to hang. The game
is working but with graphics artifacts because of other DSP bugs...
* Added the possibility on the VDP1 to double the horizontal
resolution under some circumstances.This affects Astra Super Stars,
Virtual Mahjong & Virtual Mahjong 2.
* Removed the Baku Baku Animal hack since it's not needed anymore
(dunno when this was fixed).
* Fixed a bug in the A-Bus protection handling for games which have
rom data mapped here.
* Made some small fixes to the SCU.
* Added a quick hack to avoid the sound reading "hang",disabled
by default.
* There's also some WIP code for the protection in astrass & ffreveng.

Fixed endianness problems in the Eolith games. [Brad Oliver]

Fixed graphics in Joyful Road. [QWERTY]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
X the Ball [Aaron Giles]
Torus [Pierpaolo Prazzoli]
Pocket Gal Deluxe [Bryan McPhail]
Boogie Wings [Bryan McPhail]
Rohga Armour Force [Bryan McPhail]
Schmeiser Robo [Bryan McPhail]
Treasure Hunt [Angelo Salese]
Pro Mahjong Kiwame S [Angelo Salese]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Slick Shot (V1.6) [Aaron Giles]
Rong Rong (Europe) [Pierpaolo Prazzoli]
Golden Tee 3D Golf Tournament (v2.11) [Brian Troha]
Survival Arts (World) [Brian Troha]
Progressive Music Trivia (Question set 2) [Pierpaolo Prazzoli]
Rave Racer (Rev. RV1, Japan)
Ridge Racer (Rev. RR2, World)
Ridge Racer 2 (Rev. RRS2, US)
Ridge Racer 2 (Rev. RRS1, Ver.B, Japan)
Atomic Punk (US) [Brian Troha]
Lup Lup Puzzle (version 2.9 / 990108) [Brian Troha]

New games marked as GAME_NOT_WORKING
------------------------------------
Double Wings [Bryan McPhail]
Lock-On [Philip Bennett]


==========================================================================

0.95u6


Other changes
-------------

Improved auditing error reporting internally. [Brad Oliver]

Fixed inputs in several System 18/24 games and added some new standard strings.
[B.S.Ruggeri]

Updated Exterminator driver, implementing full memory map, removing speed hacks,
and fixing sound issues. [Aaron Giles]

Added new ES8712 sound core, and hooked up sound in Varia Metal. [Quench]

Fixed DIP switches in hachamf and tdragon. [Sonikos]

Fixed debugger to close all trace files when quitting. [Nathan Woods]

Fixed OKI frequency in DJ Boy. [Sonikos]

Fixed DIP switches in flytiger. [Sonikos]

Fixed background after 3rd stage in Shocking. [Pierpaolo Prazzoli]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Choky! Choky! [David Haywood]
Hollywood Action [David Haywood]
Diet Go Go [Bryan McPhail, David Haywood]
Pachinko Sexy Reaction 2 [David Haywood, Tomasz Slanina]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Space Fortress (Zaccaria) [Pierpaolo Prazzoli]
Ambush (Volt Elec co-ltd) [Corrado Tomaselli]

New games marked as GAME_NOT_WORKING
------------------------------------
Hoops '96 [David Haywood]
Dunk Dream '95 [David Haywood]
N-Sub [David Haywood]
Rough Racer [David Haywood]


==========================================================================

0.95u5

Fixed Windows-specific input bug introduced in u4. [Aaron Giles]

Fixed OKI frequency in Gal's Hustler. [Sonikos]

Figured out decryption of remaining DECO102 games. [Nicola Salmoria]


==========================================================================

0.95u4

Changes from Aaron Giles
------------------------

* removed CPU_16BIT_PORT hack; this means that all Z80 drivers must explicitly
clamp their I/O space address space to 8-bits via ADDRESS_MAP_FLAGS(AMEF_ABITS(8))
* removed CPU_AUDIO_CPU; it was no longer having any effect, and it was a poor
substitution for documentation since it wasn't used consistently across all games
* added 'emulator' target to the makefile to make it easier to build just mame.exe
* removed obsolete targets from the main makefile
* added Pentium-M optimization target to the makefile


Other changes
-------------

Fixed gsword descriptions and added documentation on the 8741s. [Nicola Salmoria]

Fixed C140 sound routing in the Namco games. [Mamesick]

Added proper sprite ROMs to G-Loc. [Mike Coates]

Fixed game logic bug in mslider. [Phil B, Dox, David Haywood]

Added hack to v60 for srmp7, though this needs a real fix eventually. [David Haywood]

Fixed DIP switches in Survival Arts and Dyna Gear. [Brian Troha]

Added several TMS9900 enhancements and variants from MESS. [Raphael Nabet]

Fixed backgrounds in Nitro Ball/Gun Ball. [Pierpaolo Prazzoli]

Added preliminary decryption to Deco 102 games. [Nicola Salmoria]

Fixed DIP switches in Pocket Gal DX and Captain and the Advengers. [Brian Troha]

Added better protection against crashing in the debugger. [Nathan Woods]


New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Space Invaders (Model Racing) [David Haywood]
Pocket Gal Deluxe (Euro v3.00) (not working) [Corrado Tomaselli]
Tecmo World Cup '94 (set 2) (not working) [Corrado Tomaselli]

New games marked as GAME_NOT_WORKING
------------------------------------
Dream World [David Haywood]
Choky Choky [David Haywood]


==========================================================================

0.95u3

Changes from Nathan Woods
-------------------------

* fixed crashes in NES games with new 6502 code
* updated some M6502 variants in accordance with my recent M6502 changes
* merged in 8255 PPI mode 2 functionality


Changes from smf
----------------

* increased MAX_INSTANCES in src\state.c
* increased FLASH_CHIPS_MAX in src\machine\intelfsh.h
* merged 8 bit & 16 bit intelflash nvram handler & passes the chip number as
a parameter
* cycle accurate emulation of ADC0831/ADC0832/ADC0834/ADC0838 serial
analogue to digital converters
* hooked up konamigx.c to use adc083x.c
* commented out logerror's in timekpr.c
* added rudimentary support in artwork.c for resizing after a visible area change


Changes from R. Belmont
-----------------------

* Made gradius 3 vis region symmetrical
* Added dx/dy settings to K052109, similar to those
known to exist in the '156 and later chips
* Fixed layer 2's X offset in gradius3


Changes from Aaron Giles
------------------------

Williams driver rewrite
* rederived all addressing from schematics
* cleaned up banking mechanisms
* fixed sound CPU clock in later games
* simplified blitter code significantly
* added timing to the blitter (just a guess right now)
* implemented clipping circuits correctly
* simplified palette handling significantly
* rewrote video system to use tilemaps for later games


Other changes
-------------

Fixed DIP switches in ghoshunt/tutstomb. [Sonikos]

Fixed ROM names in Rastan. [Bryan McPhail]

Sped up reading of input ports. [wpcmame]

Fixed cycle counts for several 68000 instructions. [Andrew Seed]

Updated tone sounds in Phoenix to use discrete system. [Derrick Renaud]

Removed fake hack ports from Battlezone and Vindicators Part II. [Aaron Giles]

Cleaned up DIP switches in the M90 games. [Brian Troha]

Added graphics decryption to panicr. [Nicola Salmoria]

Cleaned up error.log messages in atarijsa.c and marineb.c, and while displaying
sound chip info. [Sebastien Volpe]

Removed Phoenix sound from Pleiads. [Derrick Renaud]

Fixed dipswitches in Pocket Gal Deluxe. [Sonikos]

Fixed dipswitches in Vs. Sky Kid. [chaneman]

Fixed gsword sprite palettes. [Nicola Salmoria]

Added oki banking to Speed Spin driver. [Pierpaolo Prazzoli]

Fixed clock speeds and refresh rate for crimfght. [Mamesick]

Added samples to Kabuki-Z with a new redumped rom for cpu3 too and fixed the
garbage colors at startup. [Pierpaolo Prazzoli]

Fixed index addressing mode disassembly for HD6309. [Tim Lindner]


New games supported or promoted from NOT_WORKING status
-------------------------------------------------------
Flying Tiger [David Haywood]
Thunder Dragon [Angelo Salese, Nicola Salmoria]
Hacha Mecha Fighter [Angelo Salese]
World Beach Ball Championship 1997 [Pierpaolo Prazzoli]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Operation Wolf (World) [Bryan McPhail]
Great Swordsman (World?) [Nicola Salmoria, Corrado Tomaselli]
Sharpshooter (Rev 1.2) [Brian Troha]
Cascade (Avalanche bootleg) [David Haywood]
Catt (Japan) [Pierpaolo Prazzoli]

New games marked as GAME_NOT_WORKING
------------------------------------
Hollywood Action [David Haywood]
Power Spikes (bootleg) [Pierpaolo Prazzoli]
Aero Fighters (bootleg) [Pierpaolo Prazzoli]


==========================================================================

0.95u2

Incredible Tech. 8-bit update [Aaron Giles]
* added extensive documentation on all the various PCB layouts
* reorganized drivers to match PCB information
* fixed paging/flicker problems in Poker Dice/Dyno Bop
* fixed lack of announcer voices in Rim Rockin' Basketball (rimrockn057gre)
* fixed P3/P4 controls in Rim Rockin' Basketball
* added "behind the beam" updating for Super Strike Bowling
* redid Slick Shot input to use a crosshair for starting point and trackball
movement for velocity
* hooked up inputs for Dyno Bop/Super Strike Bowling, which are now somewhat
playable
* rewrote blitter implementation to be much simpler (no more macros)
* measured and implemented accurate blitter timing (fixes some speed
problems)
* cleaned up TMS34061 implementation to remove dirty pixel tracking
* fixed scanline computations in TMS34061 code
* updated Capcom Bowling driver as well to handle TMS34061 changes

Sega ST-V update [Angelo Salese]
* Fixed Batman Forever rom loading,now the game works,thanks to Runik to point this out.
* Fixed some interrupt issues because the old implementation was giving several hangs
on the above game.To be more specific added the sprite draw end irq to the INTERRUPT_GEN
structure & fixed a bug which prevented the vblank bit to not be cleared if the irq mask
has the VBLANK-IN disactivated.
* Fixed the NMI_disable/enable cmds on the SMPC device,his function is to active/disactive
a bit in the SMPC ram.This fixes the "2 credits bug at start-up" in Shanghai Triple Threat.
* Fixed a bug in the bitmap type 4 in VDP2 handling,which was causing the Sunsoft logo in
Shanghai Triple Threat to not show correctly.

Removed hack from Ghox controls so it acts like real PCB [Corrado Tomaselli]

Attempted to fix crash in Crackdown [David Haywood]

Misc Patch [Nathan Woods]
src/cpu/m6502/m6502.c:
src/cpu/m6502/m6502.h:
src/cpu/m6502/ops02.h:
- Added a hook that allows drivers to override the indexed
addressing mode (there is a certain system on the MESS side that does
some very ugly tricks to change the behavior of this mode)

src/machine/6821pia.c:
- PIA fix

Fixed error introduced in Splash when Funny Strip gfx were fixed [Pierpaolo Prazzoli]

Improved SSlam audio MCU sim [Quench]

SN76496 improvements [Sebastien Chevalier]

Megaplay dipswitch fix [Barry Rodewald]

Improved gamelist.txt generation code [Buddabing, Atari Ace]

Changed way in which MCU kludge/hack works in armedf driver [Sebastien Chevalier]

mayjisn2 input fix [WING]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Up Your Alley [Aaron Giles]
Dr. Tomy [Pierpaolo Prazzoli]
Snapper [Aaron Giles, Simon White]
Batman Forever [Angelo Salese, Runik]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Pocket Gal Deluxe (bootleg) [David Haywood]
Wally wo Sagase! (Rev. B) [Chack'n]
DD. Crew (Japan, 2 Player) [Chack'n]
Aurail (Japan) [Chack'n]
Trio the Punch (World) [Roberto Gandola]
Simpsons (4 Player alt) [Chris Hardy]

New games marked as GAME_NOT_WORKING
------------------------------------
Comad World Beach Ball Championship 1997 (skeleton driver)
Monster World (different memory map etc. to speed spin)
Peno Cup (maybe wrong title, corrupt rom data)
Panic Road [Tomasz Slanina] (encrypted gfx, like mustache boy?)
D.D Crew (3 Player, World) [Chris Hardy] (hangs when you select character, needs investigation)


==========================================================================

0.95u1

Other Changes
-------------

Irem M92 dip corrections [Brian Troha]

Patches to fix compile errors with VC [Bryan McPhail]

Link Warning Fixes [Lawrence Gold]

Misc Updates [Nathan Woods]
src/cpu/hd6309/6309ops.c:
src/cpu/hd6309/6309tbl.c:
- Fixed 6309 SEXW instruction

src/fileio.c:
- Adding a MESS specific option to FILETYPE_SCREENSHOT

Best League update [Pierpaolo Prazzoli]
- Fixed tilemaps and sprites offsets
- Fixed visible area
- Fixed dip-switches
- Added oki banking
- Added sprites wraparound
- Added sprites color masking

SemiCom dipswitch fixes [Sonikos]

Excelsior updates [Pierpaolo Prazzoli]
- Fixed sprites priorities
- Added bitmap size switch (100% or 50%)

Megaplay dip fixes [Barry Rodewald]

fixed v60 DIVFS opcodes [Sebastien Chevalier]

Flash updates [smf]
- Implemented state saving for flash chips.
- Fixed block erase on 16bit flash chips.
- Increased maximum number of flash chips.


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Crackdown [Charles MacDonald, David Haywood] (some graphical problems)
Sonic the Hedgehog 2 (Megaplay) [David Haywood] (some problems due to bad genesis emulation)
Photo Y2k [Olivier Galibert, ElSemi]
Mahjong Channel Zoom In [Angelo Salese]
Mahjong Kakumei [Angelo Salese]
Mahjong Kakumei 2 - Princess League [Angelo Salese]
Idol Janshi Su-Chi-Pie Special [Angelo Salese]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Pinball Action (set 3, encrypted) [Nicola Salmoria]
Tekken 3 (TET2/VER.A) [smf]
Ehrgeiz (EG2/VER.A) [smf]
Soul Edge Ver. II (SO3/VER.C) [smf]
Red Hawk (bootleg) [tirino73, David Haywood]
(this suffers from the same problems as the original, I'm not convinced that it really is
protection as the boards are very simple, needs investigation)


==========================================================================

0.95

Changes from Aaron Giles
------------------------

Sound rewrite crash fixes
* fixed crash in garyoret
* fixed crash in system18.c bootlegs
* fixed crash in konamigt
* fixed crash in scion
* fixed crash in double dribble
* fixed crash in iron horse

CPUs tagged as audio CPUs are no longer disabled when sound is turned off.


Changes from Nicola Salmoria
----------------------------

Sega Updates
- decrypted and added aurailj. the program roms are bad however so it doesn't work
- the Altered Beast sets were a mess. Some of them were using the wrong version of
the gfx ROMs (that's why they had to be loaded in a strange way) Should be correct now.
- bayrout1 is the us version not world
- wally1 is revision B
- added a few keys with NO_DUMP
- more fixes to descriptions and ROM names


Changes from Pierpaolo Prazzoli
-------------------------------

added sound to Excelsior

fixed title screen glitch in Super Slam

fixed sprite bug in Buccaneers

fixed crash in new Bull Fighter set

added proper PROM decoding for Ring King (Woodplace license)

fixed cocktail mode in Calorie Kun

fixed ufosensi093u3gra and ufosensi093gre


Changes from R.Belmont
----------------------

- Moved actual CD-ROM and harddisk device emulation out of am53cf96.c to new scsicd.c
and scsihd.c files.
- AM53cf96.c is now fully configurable: you can have any combination of up to 7 CD-ROMs
and/or harddisks attached to the emulated SCSI bus and specify what each one's SCSI ID
is.
- CD-ROM emulation expanded to support more SCSI commands and bugfix some existing ones.
- Changed konamigv and konamigq drivers to support the new 53cf96 configuration system.

Added -extractcd to convert CHD-CDs back into CDRDAO
.bin/.toc images.


Other Changes
-------------

Improvements to Best League [Angelo Salese]

Corrected XX mission dips [Brian Troha]

Verified Simpsons sound chip frequency against real board [Chris Hardy]

Added 24-bit cheat finding support [Thorwak]

MESS specific sndintrf update [Nathan Woods]

Fixed Buccaneers sound frequency [Corrado Tomaselli]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Demons & Dragons (prototype) [Frank Palazzolo] (no sound)
Ghost Hunter [Pierpaolo Prazzoli]
Tut's Tomb [Pierpaolo Prazzoli]
MegaPlay: Streets of Rage 2 [Guru] (may crash due to poor genesis emulation)
MegaPlay: Biohazard Battle [Guru]
Nagano Winter Olympics '98 (GX720 EAA) [R.Belmont]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Hex Pool [Brian Troha]
Hook (Japan) [Corrado Tomaselli]
Puzzle Club (set 2) [Corrado Tommaselli]
Big Kong [Tom Girardot, Joe Magiera]
Sunset Riders (Ver ADD) [Razoola]

New games marked as GAME_NOT_WORKING
------------------------------------
Pinball Action (set 3, encrypted?) (seems to be encrypted, segacrpt?)


==========================================================================

0.94u5

Changes from Aaron Giles
------------------------

segaxbd.c:
* fixed missing sound in rachero/abcop
* used explicit sync to get rid of high interleave on loffire
* marked 317-0136.key bad until Nicola fixes it
* marked loffire as working now that the divide chip is better

segaic16.c:
* fixed several divide chip behaviors, fixing loffire and gprider
- divide by zero just returns the divisor (needs to be verified)
- mode 1 divides are unsigned
- divides are only triggered by a write with A4 set

midvunit.c:
* turned off debugging code in the hotspots, giving a HUGE speed improvement
to the V-unit games (d'oh!)


Changes from Angelo Salese
--------------------------

realbrk.c
* Fixed Pachinko Gindama Shoubu sets (Normal and DX) and added specific controls to them.
Games are now playable but with a hack on the backup ram,I don't know what's going on,
probably it's just missing nvram emulation;
* Reorganized a bit the memory map in the driver;

2413intf
* Added two new functions for the YM2413 sound chip,
YM2413_register_port_0_msb_w() and YM2413_data_port_0_msb_w(),they are used by pkgnsh.

splash.c
* Fixed Funny Strip sprite graphics.

jalmah.c
* Improved the MCU protection code for Mahjong Daireikai & fixed various ROM loading issues
now more graphics are correctly displayed.


Changes from Derrick Renaud
---------------------------

dominos - updated discrete sound to the new component
value code

clowns - added coin counter and proper watchdog.
Added discrete emmulation for music and balloon
popping.

clowns - added discrete emulation of the springboard
hit

clowns - fixed dipswitches

firetrk, montecar, superbug - updated to use new 7492
counter. Changed adjusters so frequency goes higher
when adjusted to the right.


Changes from Nathan Woods
-------------------------

src/cpu/m6502/6502dasm.c:
- Implemented dasmflags
- Minor cleanups

src/cpu/m6502/m6502.c:
src/cpu/m6502/m6502.h:
src/cpu/m6502/m65ce02.c:
src/cpu/m6502/m65ce02.h:
- Removed RUNTIME_LOADED cruft


Changes from Nicola Salmoria
----------------------------

Updated FD1094 documentation

Corrected Shisen 2 visible area (it was too small)


Changes from Pierpaolo Prazzoli
-------------------------------

Fixed dipswitches in Shisen 2

Fixed transparency issue in Buccaneers


Changes from Sebastien Volpe
----------------------------

Minor update to SRMP6 driver, adding dips and updating the memory map.
The GFX format on this hardware is still not understood, however the chip used could
be related to the ST0016 chip.

Update to the Kaneko drivers, loading correct roms for Blood Warrior


Other Changes
-------------

Model 3 video emulation update [Ville Linde]
improves rendering on all the games that currently run

Risky Challenge, Pushman, Olibochu, Funny Strip dipswitches [Brian Troha]

Fixed ROM names in Shadow Dancer sets [Chack'n]

sprint1/sprint2 - updated discrete sound to the new component value code [Hans Andersson]

Fixed seibuspi link warning [Lawrence Gold]

Corrected Galaga & Bosconian Starfields [James Rowan]

Fixed problem with Nemesis sound created during sound rewrite [R.Belmont]

Reorganized makefile slightly [Atari Ace]

Added P3 Controls to Gain Ground and fixed Dips [Unknown]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Cookie & Bibi [David Haywood]
Search Eye [Pierpaolo Prazzoli]
Pachinko Gindama Shoubu [Angelo Salese]
Pachinko Gindama Shoubu Deluxe [Angelo Salese]
Shrike Avenger [Peter Sealy]
GP Rider [Aaron Giles]
Line of Fire [Aaron Giles]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Bull Fighter (without Sega license) [Brian Troha, Mame Italia Forum]
Best League (bootleg of Big Striker) [Angelo Salese, David Haywood]

New games marked as GAME_NOT_WORKING
------------------------------------
Mazin Wars (Mega Play)
Grand Slam Tennis (Mega Play)
These have problems with the MegaPlay / Genesis emulation


==========================================================================

0.94u4

Other Changes
-------------

Fix crash games using FM sound chips when you load state [BUT]

Changed FD1094 state change behavior slightly to keep Gain Ground happy [Nicola Salmoria]

Improved NMK004 simulation and prevented hang in Black Heart [Nicola Salmoria]

Fixed some sprite colours in playmark.c [Pierpaolo Prazzoli]

Hooked up guns in Deadeye for when it works [smf]

Fixed memory dumping problem in debugger at very high addresses [Ville Linde]

Fixed bugs in PSX texture window (pitch in libero grande & playfield in aquarush) [smf]

Fixed Pengo ROM loading [shimapong]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Buccaneers [David Haywood]
Calorie Kun vs Moguranian [David Haywood, Pierpaolo Prazzoli]
(only bootleg works, original is encrypted)
Gain Ground [David Haywood]
Libero Grande [smf]
Pipeline [Tomasz Slanina]
(no sound)

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Crazy Rally (Gecas license) [Manuel Assoni]
Passing Shot (Japan, FD1094 317-0070) [Chack'n]
Wonder Boy III (Japan, FD1094 317-0087) [Chack'n]
Tekken (TE2/VERC) [smf]

New games marked as GAME_NOT_WORKING
------------------------------------
Snapper [David Haywood]


==========================================================================

0.94u3

Other Changes
-------------

Compiler fixes [Atari Ace]
Misc fixes [Nathan Woods]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Bubble Bobble (newer set) [Tormod Tjaberg]
Puyo Puyo (World) [Fabrice Arzeno]


==========================================================================

0.94u2

Changes from Aaron Giles
------------------------

mame.c: updated documentation
cps1.c: fixed QSound routing
cps2.c: fixed QSound routing
itech32.c: fixed Driver's Edge colors (red/blue were swapped)
segaorun.c: many tweaks based on schematics
- connected some outputs via 8255 PPI
- fixed IRQ handling to match schematics
- hooked up watchdog, global mute
- fixed IRQ2 timing
segaxbd: tweaks
- added hack to make GP Rider boot; input bug prevents full playability
- fixed IRQ handling to match schematics
- hooked up watchdog, sound reset, and global mute
- hooked up dummy CPU for running SMGP communications
- reduced interleave on all games except LOF
segaybd: tweaks
- fixed CPU speeds according to schematics
- hooked up global mute
- reduced interleave on all games
machine/segaic16.c: changed divide-by-zero case to return a value
vidhrdw/segaic16.c: several updates
- implemented Y-board sprite priorities (not fully understood, but
seems to work)
- found missing 8th bit in Outrun/X-board sprite pitch
- implemented Outrun/X-board road priorities according to logic dump
from Leopardcats
- hooked up road RAM double buffering that was missing for
Outrun/X-board
- disabled direct scanline mode for Outrun road, which doesn't support
it

Fixed sample playback glitch

Fixed othunder sound clipping

Fixed Batrider sound

Fixed Dream Shopper crash

Added sound balancing assistance display to debug builds

cpuintrf.c cleanup

Removed some unwanted clamping code from sound core

Adjusted Frogger volume


Changes from Derrick Renaud
---------------------------

Added proper watchdogs to
Bosconian, Galaga, Pole Position, Xevious

Fixed Wiggie Waggle crash

Fixed some speaker settings

schaser - updated sounds to include missle effect and
fix dot sounds per schematics.

SN76477 emulation - fixed bug where gain was 3x more
then it should be, causing effects to clip for 2/3rds
of the time.

SN76477 emulation - fixes the attack time for one-shot
envelope mode.

Fixed crash in crash, ripcord and robotbwl and added
sample support to them. Samples not currently
recorded.

robotbwl - added discrete simulation for footsteps

crash - added discrete simulation for beeper


Changes from Nathan Woods
-------------------------

src/sndintrf.c:
src/sndintrf.h:
- Added entries for two MESS specific sound cores

src/sound/wavwrite.c:
src/sound/wavwrite.h:
src/sound/discrete.c:
- Changed wavwrite type from 'void *' type to an opaque pointer
'wav_file *'

src/cpu/g65816/g65816op.h:
- This patch fixes a bug whereby the CPU could switch modes without
entering the set of functions for that mode. Specifically, if a mode
change occurs it will break out of the execute function and reenter the
correct function.


Changes from Nicola Salmoria
----------------------------

documented debug mode in TNZS

Fixed some bad gfx in Sky Lancer

Rebalanced Gyruss volume

NMK004 sound simulation

playmark.c updates
- Fixed sprite/tile priorities in World Beach Volley, and fixed SOME
priorities in Excelsior - but not all of them, the high score screen is
still wrong.
- Found bitmap enable bit, fixes girl pictures sticking in Big Twin and
Excelsior, and garbage graphics in Excelsior.
- Added rowscroll support, fixes wbeachvl37b7gre.
- As previously noted, wbeachvl37b16gre could be a genuine bug of the
original - I don't see how it could work otherwise.


Changes from Pierpaolo Prazzoli
-------------------------------

Super Slam update
- Fixed sprites
- Fixed text tilemap colors
- Fixed text tilemap scrolls
- Fixed VSync

Fixed dips in Sky Lancer

playmark.c update
- Fixed dipswitches in Excelsior
- Tweaked bitmap scroll in Excelsior
- Changed bitmap to be drawn after the fg_tilemap (this is correct in Excelsior
and looks better in Big Twin, but looking at the service mode in Excelsior
some "good" bits are trasparent)
- Added Continue dipswtich in Big Twin


Other Changes
-------------

NMK16 dipswitch fixes [Brian Troha]

Progress on TX1 / Speed Buggy driver [Phil Bennett]
Still To Do:

Buggy Boy/Speed Buggy
# Arithmetic chip support.
# Correct object drawing and attributes (e.g. zoom factors).
# Road drawing.
# Fix inter-CPU communications.
# Layer mixing.
# Fix controls.
# Discrete sound hardware

TX-1
# All of above
# Missing PROMs


Allow for more than 40 entries in the Analog menu [Christopher Stone]

Fixed dips in Dunk Shot [Sonikos]

Fixed some bad gfxlayouts [Atari Ace]

Update to Shrike Avenger, documentating the motor behavior [Peter Sealy]
game is now partially working

Added scroll mouse support [Robin Merrill]

Allowed f1en to show full attract mode [David Haywood]


New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Pit n Run (set 2) [MAN]
Sky Lancer (Orca) [Manuel Assoni]
Star Trek (defender bootleg) [Pierpaolo Prazzoli]
Poker Ladies (Leprechaun ver. 401) [Manuel Assoni]
Pinbo (set 2) [Pierpaolo Prazzoli]

New games marked as GAME_NOT_WORKING
------------------------------------
TX-1 [Phil Bennett]
Buggy Boy [Phil Bennett]


==========================================================================

0.94u1

Mostly bugfixes related to problems caused by the 0.93 sound update

----

Fixed itech32 driver, the previous 64-bit fix caused graphical problems
both should be fixed now [Aaron Giles]

Fixed '3 speaker problem' with Qsound [Aaron Giles]

Fixed 'deadang' crashing [Aaron Giles]

Fixed games using the 5110 which refused to start (bagman, cvs driver
etc.) [Aaron Giles]

Other sound fixes [Aaron Giles]
* fixed initialization order problem in niyanpai
* removed unused filters in othunder
* fixed initialization order problem in rungun
* prevented setting negative timers to fix stkclmns crash
* fixed triplfun by making sure the X1-010 chip is present before trying to
reset it
* sound in outrun

fixed cheat.c typo + other [Atari Ace]

attempted to fix batrider crash [Aaron Giles]

Intel Flash improvements [smf]

Fixed Laser Ghost title screen [Aaron Giles]

Discrete sound updates [Derrick Renaud]

Started cleaning up konamigx driver [R.Belmont]

Fixed auto_malloc compiler warning with DOS tools [smf]

Updates to XML output [Logiqx]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Excelsior [Pierpaolo Prazzoli]
no sound (PIC not dumped)
Star Fire 2 [David Rolfe]
Tecmo World Cup Millenium [smf]

New games marked as GAME_NOT_WORKING
------------------------------------
Calorie Kun [David Haywood]
preliminary driver, basic tilemap + sprites hooked up
Pipeline [David Haywood]
rom loading, not much else.


==========================================================================

0.94

SPI update [Ville Linde]
preliminary sprite Alpha (no tilemap alpha)
added sprite / tilemap DMA
proper RTC emulation

Removed SAMPLES support from sndhrdw/galaxian.c [Aaron Giles]

Removed extraneous clipping when passing streams from one output to the
next input [Aaron Giles]

Added macros for ROM_REGION64_LE and ROM_REGION64_BE [Aaron Giles]

SegaPCM now does stream_update on reads/writes for slightly better
accuracy [Aaron Giles]

Fixed System24 crash due to sound update [Aaron Giles]

ADSP2100 big endian fix [Alex Eddy]

Fixed Star Force crash [Aaron Giles]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Galaxy Force 2 [Aaron Giles]
Power Drift [Aaron Giles]
Strike Fighter [Aaron Giles]
Rail Chase [Aaron Giles]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Mortal Kombat (Yawdim bootleg) [Aaron Giles]


==========================================================================

0.93u3

Mini-update dedicated to the guys over at the Mame Italia Forum
( http://www.mame.emuita.it/ )

----

Taito L driver update [Nicola Salmoria]
- Changed interrupt handling, this fixes test mode in Plotting
- Fixed champwr msm5205 playback, including volume.


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Twinkle
More More
XESS - The New Revolution (SemiCom 3-in-1)
[Corrado Tomaselli / Mame Italia Forum, David Haywood]



==========================================================================

0.93u2

Only a few sound fixes this time, please continue testing but don't expect
many changes in this department compared to u1 unless otherwise mentioned
in this whatsnew.txt. The majority of the changes here are other cleanups
and additional sets.

----

m48t58 / m48t58y emulation, used by hornet and others [smf]
hooked up in slapshot / operation wolf 3 / itech32

MESS specific usrintrf patch [Nathan Woods]

Fixed -wavwrite [Derrick Renaud]

0.93 link warning fixes [Lawrence Gold]

Exzisus dipswitch fix [Nicola Salmoria]

Fixed Return of Invaders Life display [Nicola Salmoria]

Dipswitches + Description fixes in Great Swordsman [Nicola Salmoria]

Fixed sound in Opeartion Wolf [Nicola Salmoria]

Fixed 2 player game in Super Qix [Nicola Salmoria]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
PuzzLoop 2 [Andreas Thorsén, Razoola]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Additional SPI sets [Bladerunner, Flatliner, The Sheep & Tormod]
Ring King (Woodplace version) [Pierpaolo Prazzoli]
Pit Fighter (version 5) [Pierpaolo Prazzoli, MAN]


==========================================================================

0.93u1

Some quick fixes, please test with this build now.

Do a clean compile or this won't work.

----

Sound system update fixes [Aaron Giles]
* cninja games OKI frequency fixed
* cps1 games OKI frequency fixed
* cps1 QSound games properly remove the 2151
* nemesis no longer references non-existant k005289
* tnzs has missing 2203 interface reinstated
* ay8910 no longer attempts to free memory allocated with auto_malloc
* streams engine oversamples by averaging now
* removed some obsolete code from the streams code
* konamigx crash (R.Belmont)
* fixed swapped left/right samples in Cyberball
* fixed crash in Darius
* made bbakraid mono again
* fixed running with -nosound
* fixed several issues with banking and playback in the OKI6295
* removed obsolete macro in sound/streams.c
* nbmj9195 crashes
* adding missing memset when initializing the tms5110 and tms5220 structures;
should prevent the crashes
* fixed signed/unsigned error in 5110 core
* as an experiment, removed oversampling from namco.c now that the sound
core will do it for you

10 Yard Fight driver update [Curt Coder]
- converted to use tilemaps
- cleaned up driver
- conditional coinage doesn't work due to PORT_DIPCONDITION limitations
- fixed rom names slightly
- changed names to match title screen and flyer

Flash ROM support update [R.Belmont]
- Added support for arbitrary manufacturer and chip IDs instead of hardcoding
- Added support for the extended chip ID protocol favored by AMD and Fujitsu
- Bumped limit up to 8 chips

Rebalanced Gyruss sound [Nicola Salmoria]

UI Changes [Nicola Salmoria]
- Now shows grouped consecutive identical CPUs and sound chips in the game
information screen, so games like Gyruss fit again.
- Bumped the MAX dip switches that can be handled by the dip switch menu
to 256 (and adds bounds checking so it doesn't crash anyway).

Fixed visible area in Steel Force driver [Pierpaolo Prazzoli]

Misc compiler fixes [Lawrence Gold]

Fixed Itech32 64-bit crash [R.Belmont]

Input corrections in Bubble Bobble (dipswitches etc.) [Nicola Salmoria]

Discrete Sound Update [Derrick Renaud]

Discrete Sound Changes
======================
Various tweaks to the discrete modules and updated all
drivers to use new code.
* DISCRETE_COUNTER, DISCRETE_LFSR_NOISE, DISCRETE_NOTE
- added different clocking types to be more flexable.
* DISCRETE_COUNTER_FIX - removed and merged with
DISCRETE_COUNTER.

New Discrete Modules
======================
* DISCRETE_DIODE_MIXERx - Mixes signals through
diodes.
* DISCRETE_MULTIPLEXx - 1 of 2/4/8 signal multiplexer.
* DISCRETE_RCDISC4 - Various charge/discharge
circuits.

Game Driver Changes
===================
* tank8 - added explosion gain control


New games marked as GAME_NOT_WORKING
------------------------------------
Time Crisis 2
added to namcos23, skeleton rom loader, does nothing.


==========================================================================

0.93

The main feature of this release is Aaron's huge update to the sound system.
There is a high chance this has introduced new sound / crashing bugs in
several drivers. A number of problems were already found and fixed prior to
the 0.93 release thanks to Aaron, Derrick and R.Belmont. Updates will follow
to correct any severe bugs found. Please test this release extensively.

----

Sound System update [Aaron Giles]
(see list below for changes)

Sound System Changes
--------------------

Core changes
-----------

common.c:
* Changed auto_malloc() behavior so that a failure is absolute (calls
osd_die); you can now assume that auto_malloc will always succeed and will
never return NULL.
* Removed all sample loading code; this is now in sound/samples.c

config.c:
* Tried to update this to the new mixer stuff in usrintrf.c, but it hasn't
been tested and I bet it's busted somehow.

driver.h:
* driver->sound_attributes is gone; if you need to detect stereo support,
count the speakers.

mame.h:
* Machine->samples is history (yay!)

timer.c:
* I created a new type of timer that has a pointer for a callback param
instead of an int. These sit next to the existing timer code, so nothing
else is affected. They made object orienting the sound cores much much
cleaner.

usrintrf.c:
* Mixing volumes are retrived from the sound core, not from the mixer (which
is gone). Mixing volumes can now be overdriven to 2.0 (could be increased in
the future)


Machine driver changes
----------------------

* MDRV_SPEAKER_ADD is how to create a new speaker. You specify a name and a
3D vector for where the speaker is relative to the player's head.
* MDRV_SPEAKER_REMOVE and MDRV_SPEAKER_REPLACE operate as expected.
* MDRV_SPEAKER_STANDARD_MONO("name") specifies a single standard mono
speaker positioned directly in front of the user.
* MDRV_SPEAKER_STANDARD_STEREO("leftname","rightname") specifies a standard
pair of stereo speakers situated to the left/right of the user.

* MDRV_SOUND_ADD now takes a 'clock' parameter instead of an interface
pointer. The clock for each chip is specified here rather than in the
interface. I have removed any 'clock'-like parameters from all the sound
interface structures.
* MDRV_SOUND_CONFIG is where you specify the interface. This mirrors
MDRV_CPU_CONFIG. Note that you do not have to specify a config; in this
case, it is NULL. This is ok. Many sound chips really only need a clock and
volume info (which has also been removed from the interface structs).
* MDRV_SOUND_ROUTE is how to control where a sound chip outputs its data.
The first parameter is the output index, or ALL_OUTPUTS if you want to route
all the outputs for a given chip to the same place. The second parameter is
either the name of a speaker or the name of another tagged sound chip. The
third parameter is a floating point gain: 1.0 is standard.
* You can specify as many sound routes as you need; multiple routes for the
same output will split the sound. For example, you can route the single mono
output of an OKIM6295 to both the left and right speakers on a stereo
system.


Sound core interface changes
----------------------------

mixer.c/.h:
* These files are gone, gone, gone. Everything is handled by the streams or
by sndintrf.c directly. Mixing is performed by code in sndintrf.c which
creates a stream to do the final mixing.

sndintrf.h:
* We now no longer #include every sound core's header. You have to include
them yourself in your driver.

sndintrf.c:
* Sound cores are now hooked up very much like CPU cores. There is a single
get_info function that is public for each core; all other functions and data
are retrieved through it.
* Similar to CPU cores, you can call sndtype_xxx() to query/set values for a
specific sound chip type; you can also call sndnum_xxx() to query/set values
for an indexed sound chip in the Machine->drv->sound array; finally, you can
call sndti_xxx() to query/set values for the nth instance of any give sound
chip type (sndti = sound type+index).
* At startup, all sound cores/filters are created. Then all the speakers are
created. Finally, everything is wired up together. There are new consistency
checks to make sure you don't do anything wildly bad.
* sndintrf.c calls the OSD layer now, and always requests stereo output. It
also does a final downmix from the various speaker streams into left/right
streams based on the X coordinate of the speaker.

sound/streams.c:
* I have added a new type defined in sound/streams.h: stream_sample_t, which
is used to represent a sample as used by the stream system. It is typedef'd
to an INT32.
* Regardless of the size of stream_sample_t, all streams should be generated
as if 16 bits were the maximum. The extra bits give us headroom to overdrive
things if we want.
* All streams have the same format callback, with support for multiple
inputs and outputs.
* Each stream has a sample rate; inputs to that stream will be
down/upsampled to that rate; outputs will be down/upsampled as necessary to
connect to the input of the next stream/speaker in line.
* Each input to a stream has its own gain, and each output has a gain as
well. These can be controlled while things are running to provide some extra
volume knobs.
* I haven't done much in the way of optimizations in order to keep things
simple and working. Once things are back to normal, I may consider some
additional optimizations.


Notes for sound core authors
----------------------------

* I marked all sound cores as Copyright the MAME Team; if you want your own
credit there, feel free to send an update.
* I removed all volume and clock speeds from the interfaces; these are
specified elsewhere now.
* I made interfaces optional for many sound chips that often don't need an
interface.
* Many sound cores used global variables and assumed a single instance of
themselves; this has been fixed in all cases.
* In some cases I removed global lookup tables and pushed them into the
sound interfaces. This can eventually be fixed but I didn't want to deal
with it.
* stream_init and stream_init_multi are gone; there is only stream_create
now.
* Streams are named for you automatically, so you don't need to pass in
names to stream_create. Volumes are also outside of your control now, so you
don't need to pass in volumes to stream_create either.
* The get_info function can return pointers to set_info(), start(), stop(),
and reset(). There is no concept of an update() function anymore -- updates
are handled via streams.
* The start() function is passed three things: a 'sound index', which
indicates which instance of chip you are (i.e., 0 if you're the first chip
of this type to be created, 1 if you're the second, etc); a 'clock' which is
specified in the driver (no clocks in the interfaces please!); and a
'config' which is a pointer to the interface for this chip (it can be NULL
too, be careful).
* The start() function now is expected to allocate memory for its data
structures and return a pointer to that if successful. If not, it should
return NULL.
* The pointer returned by the start() function is passed to the stop() and
reset() functions.
* Since there were many cases where we provided a read/write handler for the
'nth' chip, you can also fetch the pointer from the start() function by
calling sndti_token(chip_type, index).
* If you have a non-digital chip that doesn't do internal clipping, you can
probably remove the clipping code and let the mixer clip it in the end.
* If you do your mixing in a secondary buffer to get more bits of
resolution, you can probably optimize your code to mix directly into the
stream buffer.
* While fixing up all the sound cores I was VERY brute force in getting
things to work. If you don't like what I did to your sound core, feel free
to fix it up.


Sound core-specific changes
---------------------------

* ADPCM -- I removed this entirely and wired up dummy MSM5205s to most of
the drivers still using it; these need to be revisited and fixed.
* AY8910 -- cleaned up the interface for the YM chips to access this.
* Custom -- many drivers using "custom" drivers were just using hard-coded
samples and playing them with the (now-defunct) mixer. This is not "custom",
it is "samples". They have been converted over to samples.
* Filter (volume) -- this is a new very simple filter that can be used to
control the volume of a stream if you need an extra knob.
* Filter (RC) -- this is a new filter that replaces the old RC filter that
was in the streams code. Eventually, this could get replaced by some simple
discrete logic.
* IremGA20 -- Acho cod... transmission lost
* NES APU -- changed the way this worked so that it used streams properly
instead of an update function.
* Samples -- there is now a start function that allows you to create your
own custom samples if you want. This allows us to replace "custom" drivers
with "samples" in several cases. There is a new call sample_start_raw()
which lets you play a raw sample from a pointer to INT16 data.
* Votrax -- there was a dead Vortrax core that was still being
hard-compiled. I pulled this out and made it a proper sound type (which
currently isn't included).
* VRender0 -- fixed a clipping bug that was lurking there (negative clipping
wrapped to positive values -- noticeable at 32-bits)
* YM2151 -- removed the alternate version and kept only Jarek's around.
Having two cores was confusing and caused problems.
* YM2203/2608/2610 -- these chips now pass a set of functions into the FM
core with pointers to all the AY8910-compatibility routines, rather than
relying on global pointers.
* YMZ280B -- this code is just terrible now compared to when I first wrote
it! :(

----

Other changes in 0.93
---------------------

Misc patch [Nathan Woods]
src/debug/debugcpu.c:
- Changed an instance of memory_get_read_ptr() to memory_get_op_ptr()

src/cpu/g65816/g65816ds.h:
src/cpu/g65816/g65816ds.c:
src/cpu/g65816/g65816.c:
- G65816 disassembler changes; program_read_byte() is no longer used
for disassembling and also the core now reports the PC as being the full
PB or'd with PC

Fixed controls in Hyper Crash (still needs freeplay to start) [Angelo Salese]

Changed Big Striker to use its PROM [Pierpaolo Prazzoli]

Changed way .map file is generated [smf]

SPI Big Endian fix [R.Belmont]

Swapped Namco 54xx filters on Port A & C [Derrick Renaud]
(fixes xevious sound)

C89 fix [Lawrence Gold]

Decrypted GFX in all SPI games [Nicola Salmoria]

Fixed crash in WCBowling 1.2 [Derrick Renaud]

FD1089 update (adding 317-0028) [Nicola Salmoria]

Added many opcodes to Shisensho II decryption table [Pierpaolo Prazzoli]
game is *almost* working correctly, still some errors

Updated MACs driver [Tomasz Slanina]
yujan now boots but isn't playable

Fixed ddcrew (2 player) sound loading [David Haywood]

Fixed Alien Syndrome ROM names [Shinobiz]

Removed ingame debug button in rachero which was causing you to be locked
to the middle lane [David Haywood]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Ufo Senshi Yohko Chan [Pierpaolo Prazzoli, Nicola Salmoria]
Senkyu / Battle Balls [Nicola Salmoria, Ville Linde]
Raiden Fighters [Nicola Salmoria, Ville Linde]
Raiden Fighters 2 [Nicola Salmoria, Ville Linde]
Raiden Fighters Jet [Nicola Salmoria, Ville Linde]
Viper Phase 1 [Nicola Salmoria, Ville Linde]
E-Jan High School [Nicola Salmoria, Ville Linde]
sound emulation on the SPI games is still incomplete
various alpha blending effects missing

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Super Cross (Japan set 2) [Pierpaolo Prazzoli]
Alpha Mission [Dave Widel]
Aliens (World set 3, Japan set 2) [MAN]
Defense [Torsten]
(note the program roms are bad on the original board, a patch is needed)
High Impact Football Proto v8.6 [Brian Troha]
Surprise Attack (Asia Ver L.) [Andreas Thorsén]
G-Darius (Ver 2.02A)


New games marked as GAME_NOT_WORKING
------------------------------------
MoonQuake [Mariusz Wojcieszek]
Tuts Tomb
Ghost Hunter
guns not hooked up


==========================================================================

0.92u2000 (0.92u1)

Given the circumstances this seems a worthwhile update ;-).

----

Improvements to Seibu SPI decryption [Nicola Salmoria]
Tile graphics are decrypted for all Games
Sprites decrypted for Raiden Fighters 2000

Discrete Sound in Tank8 [Hans Andersson]

Added Trackballs in Championship Bowling [Pierpaolo Prazzoli]

Fixed Super Trio sound frequency [Pierpaolo Prazzoli]

Compiler Fixes [R.Belmont]

FD1089 Update [Nicola Salmoria, Charles MacDonald]
Complete table for 317-0033 (Alien Syndrome) and 317-0034 (S.Hang On)

Updated Mahjong drivers to use new default controls [James Wallace]

Updated Gladiator driver [Nicola Salmoria]
- verified with schematics (though the schematics are very hard to read
so there are still dubious places)
- converted to tilemaps, fixed scrolling
- simplified tile decoding
- flip screen support
- fixed spriteram size (this fixes gladiatr36rc2gre)
- support for sprite dual buffer (this fixes sprite trails)
- adjusted YM2203 mixing levels so bass notes can still be heard (the
audio mixing stage has some program controlled filters though which
aren't supported)
- merged with ppking, drivers/ppking.c is no longer needed
- proper blending of the fg layer (it's a palette effect not alpha
blending)

Improved video emulation in XFiles [Tomasz Slanina]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Raiden Fighters 2: 2000 [Nicola Salmoria, Ville Linde]
Sound is not yet perfect, some graphical effects are missing

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Little Hero (bootleg of KidNiki) [Pierpaolo Prazzoli]
Astro Combat (bootleg of Astro Blaster) [Pierpaolo Prazzoli]
Super Missile Attack (encrypted set) [Mowerman, Dave Widel]

New games marked as GAME_NOT_WORKING
------------------------------------
TurboSub [Tomasz Slanina]
basic driver for now, acts as a bitmap viewer for the GFX roms.


==========================================================================

0.92

This release comes prior to some major changes to the sound system from Aaron.
Once Aaron has submitted his sound system changes 0.93 will be released to
allow for easy testing of them.

----

Fixed most of the remaining issues with Taito F3 sound [Nicola Salmoria]
Sound in Ring Rage and Riding Fight still doesn't work
Quiz Theater has a bad sound rom
Bust-A-Move Again (US) sound roms need checking again real (non
-conversion) cart.

Improvements in the Microprose 3D driver [Philip J Bennett]
games not playable, but still a big improvement over the skeleton
driver

Improvements to MACs driver [Tomasz Slanina]
now using ST0016 Video, however emulation is still incomplete so
it doesn't do much more yet

Improvements to Hyperstone based drivers [Tomasz Slanina]

Added missing PROMs to many drivers [HIGHWAYMAN]

Fixed Vs. Goonies Dips [chaneman]

Lethal Enforcers Improvements [R.Belmont]
Fixes:
- Tilemap colors
- Guns hooked up and aligned properly
- Tilemap and sprite layers aligned with the guns
- Various other cleanups - added a sprite ROM that was missing previously

To do:
- Figure out the correct sprite decode
- Sprite/tilemap priorities
- "Reload" indicator is funky, probably needs tilemap
flip bits.
- Fix K056832 external linescroll RAM support (used
for high scores, parallax in scrolling stages)

Misc Changes [Nathan Woods]
src/cpu/g65816/g65816.h:
src/cpu/g65816/g65816.c:
src/cpu/g65816/g65816op.h:
src/cpu/g65816/g65816cm.h:
- Added a hook that allows a driver to install a custom read handler
for reading interrupt vectors (the 65816 has a signal that is asserted
when reading a vector and certain hardware needs to reroute the read)

src/memory.c:
src/memory.h:
- Created a memory_get_op_ptr() call. This call is equivalent to
memory_get_read_ptr() in ADDRESS_SPACE_PROGRAM with the exception that it is
aware of the opbase handler.

src/debug/debugcmd.c:
src/debug/debugvw.c:
- Modified debugger to use memory_get_op_ptr() to determine if opcode
memory is unmapped.

Misc compiler fixes [Lawrence Gold]

Taito SJ update [Nicola Salmoria]
- added sound CPU -> main CPU communication (fixes Tin Star hangs without
need for a kludge, and makes tunes between levels correctly play until the
end)
- added memory map derived from schematics
- added DAC volume control (I hear little difference, even if it's used).
- coin lockout (important otherwise games could accept more than 9 coins)

Correct Hyperstone Iram mirroring [Pierpaolo Prazzoli]

Added real noise generator to TMS5110 [Jarek Burczynski]

Workaround for Dipswitch problem in Mr Do's Castle [Nicola Salmoria]

Fixed bug in M37710 cpu core [R.Belmont]

More Sega improvements, including lots of set renaming and cleaning up of drivers
by removing unused code [Aaron Giles]

Updated some mahjong drivers to use the new standard inputs [James Wallace]
note, there was a further submission, this will need resyncing and
resubmitting

PSX based driver improvments [smf]
- new board notes from Guru
- removed 8.3 restrictions on namco system 11 rom names
- improved root counter emulation
- improved dma acknowledge emulation
- changes visible area immediately instead of during video update

hooked up sound cpu in fitfight.c [Tomasz Slanina]

Misc compiler fixes for VC [Bryan McPhail]

Sound in Minesweeper driver [Frank Palazzolo]

... and probably a whole bunch of other bits and pieces I've forgotten to mention
(the WIP updates might give a better overview)

Anything that is missing will probably need resubmitting after Aaron's changes.


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Golden Tee 3D Golf [Brian Troha, Aaron Giles]
Golden Tee 97 [Brian Troha, Aaron Giles]
Golden Tee 98 [Brian Troha, Aaron Giles]
Golden Tee 99 [Brian Troha, Aaron Giles]
Golden Tee 2k [Brian Troha, Aaron Giles]
Golden Tee Classic [Brian Troha, Aaron Giles]
World Class Bowling Deluxe [Brian Troha, Aaron Giles]
Land Breaker [Tomasz Slanina]
Point Blank II [smf]
Super Trio [David Haywood]
Join 'em [Pierpaolo Prazzoli]
Rack + Roll [Pierpaolo Prazzoli, siftware]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Updated some NeoGeo sets to match Kawaks support (not tested) [Kawaks]
Bronx (Cycle Shooting bootleg) [Tomasz Slanina]
Lightning Fighters (World) [Gerald]
Wall Crash (alt encryption) [Pierpaolo Prazzoli]
Egg Venture (ver 7) [Brian Troha]
Colt (NY Captor bootleg) [Tomasz Slanina]
Minesweeper (4 player) [Frank Palazzolo]
Puckman (Falcom bootleg) [smf]

New games marked as GAME_NOT_WORKING
------------------------------------
Wild Arrow [Tomasz Slanina]
seems to be some kind of gambling machine anyway
Ping Pong King [Tomasz Slanina]
missing MCU simulation etc.
Gunpey [Tomasz Slanina]
skeleton driver, does nothing useful yet
Dambusters [Tomasz Slanina]
skeleton driver, does nothing useful yet
Championship Bowling [Pierpaolo Prazzoli]
sprite glitches, no controls
Trivia Challenge [Pierpaolo Prazzoli]
missing question roms
Space Guerilla [Jarek Burczynski, Tomasz Slanina]
graphical problems, no sound
Laser Base / Future Flash [Tomasz Slanina]
unemulated protection
Kyuukyoku no Othello [Tomasz Slanina]
incomplete video emulation


==========================================================================

0.91u2

Main purpose of this update is to clean up the compile warnings

--

Warning Cleanups [Nathan Woods, David Haywood]

ST-V update [Angelo Salese]
-Added a kludge for Astra Super Stars to let it run past a nasty code,
nasty because I highly suspect it's a sh-2 bug,will be worked out in
the future.
-Added some new vdp2 registers,for example the DISP one for avoid
transitions draws.
-Re-added the layer disable/enable code that I sent in the past which
was lost,and removed the possibility to disable layers with non-debug
builds
-Started to add default eeproms for the various games,for now I've hooked
up the one in Shienryu to let it run already with Vertical Switch.
-Added the dynamic clocks,hopefully now 100% working.

TNZS driver update [Nicola Salmoria]
- fixed crash due to code execution across bank cboundary (tnzs36b16yel)
- removed kludges which were required to run Arkanoid 2 (they were just
mirror addresses)
- added sprite banking (same as seta.c). Insecotr X and other were obvoisly
running at 30fps before, now they are ok. Also fixes insectx13b16gre and
insectx236b16gre.
- added sprite buffering (not quite the same as seta.c). Fixes kabukiz
sprites and backgrounds, though there might still be a few glitches.
- fixed kabukiz sound

Correct NeoGeo Mirroring + additional information on coin counters etc. [Razoola]

Lethal Enforcers updates [Nicola Salmoria, R.Belmont]

uPD7759 rewrite, fixing sound in System 16 games [Aaron Giles]

Small jalmah.c update to fix a crash [Angelo Salese]

Fixed Gunsmoke transparency [Nicola Salmoria]


New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Kabuki-Z [Nicola Salmoria]
Karate Blazers (Japan) [Gerald]

New games marked as GAME_NOT_WORKING
------------------------------------
Super Trio - background emulation not complete (encrypted tiles?)
sound emulation not complete
Join 'Em [David Haywood] - basic driver, not much work done on it yet
The Couples [Angelo Salese] - basic driver, not much work done on it yet


==========================================================================

0.91u1

This has been released quickly after 0.91 due to a bug left in the Memory System.
I consider core bugs critical and prefer to see them fixed in official updates as
soon as possible.

--

Compiler Warning fixes for non-GCC compiles [Bryan McPhail]
cpuintrf.h - Duplicate enum
cpu/mh68hc11/hc11ops.c - C99 variable fix & warning fix
sound/streams.c - C99 variable fix
vidhrdw/pacman.c - C99 variable fix
vidhrdw/model3.c - C99 variable fix, unused variable fix
- macro redefinition fix
vidhrdw/namcona1.c - Fixed unused variable warning
vidhrdw/taitoic.c - Fixed unused variable warning
vidhrdw/wgp.c - Fixed unused variable warning
windows/debugwin.c - Missing #include

More compiler fixes [Lawrence Gold]
src/cpu/arm7/arm7core.h
src/cpu/powerpc/ppc.h
Trailing comma at the end of an enum.

src/cpu/mc68hc11/hc11ops.c
src/cpu/mc68hc11/mc68hc11.c
ANSI C89 unfortunately doesn't allow unnamed structs or unions, so I
had to uglify this code a bit. A cleaner solution is welcome.

src/drivers/segaorun.c
Returning a value from a void function

Even more compiler fixes [Lawrence Gold]

Fixed SFTM on 64-bit builds/systems [R.Belmont]

Changes to Lethal Enforces [R.Belmont]
- Implemented 48xx bankswitch region, which can toggle between custom chip
registers and RAM (evil!).
- Removed hack to pass POST since we now do it the right way
- Corrected 56832 RAM interface, added preliminary support for external
linescroll RAM on the 56832. This helps with the garbage tilemaps a bit
since linescroll data is no longer getting sprayed all over VRAM.

(note, with this update the driver was just crashing when I tested it,
so maybe something is wrong)

NEC disassembler update [Bryan McPhail]
Added support for encrypted opcodes in i386 disassembler (for Irem games).
Added some of the NEC V series instructions into i386 disassembler

Fixed bug in memory system introduced in 0.91, this was breaking at least Kinst,
the Seattle driver, and wwally. [Aaron Giles]

Qix driver update [Nicola Salmoria]
- fixed hang in Electric Yo-Yo attract (elecyoyo055yel)
- external volume control and stereo support [Derrick Renaud]
- decrypted kram3, which is now working, unfortunately using large tables.

Fixed missing net in Super Vollyball (svolley37b12yel) [David Haywood]

Fixed garbage around life-bars in rabiolep (rabiolep37b1gre) [David Haywood]

Fixed? blanking out of levels at certain scores in Solomons Key (solomon36b10yel)
This appears to be some basic protection, needs further investigation [David Haywood]

Fixed Zero Zone background banking [David Haywood]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Gauntlet Legends [Aaron Giles]
Tenth Degree [Aaron Giles]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Kram (encrypted) [Nicola Salmoria]

New games marked as GAME_NOT_WORKING
------------------------------------
Monza GP [Phil Stroffolino]
doesn't display anything yet
Gauntlet Dark Legacy [Aaron Giles]
War: The Final Assault [Aaron Giles]
Road Burners [Aaron Giles]
NBA Showtime: NBA on NBC [Aaron Giles]
NBA Showtime / NFL Blitz 2000 [Aaron Giles]
San Francisco Rush 2049 [Aaron Giles]
Cart Fury [Aaron Giles]


==========================================================================

0.91

Fixed pengo (was broken in u4) [smf]

Increased interleave in megasys1 driver, fixing speed in avspirit [David Haywood]

Fixed a problem in palette_get_color() causing an incorrect value to be returned
in some specific cases [Nicola Salmoria]

Fixed kaneko16.c which was broken in u4 [Sebastien Volpe]

Debugger enhancements [Nathan Woods]
src/debug/debugcmd.c:
src/debug/debugcpu.c:
src/debug/debugcpu.h:
src/debug/debughlp.c:
src/debug/debugvw.c:
- Adds a 'source' command, that reads in a set of debugger commands
similar to the UNIX shell command of the same name
- Added a debug_trace_printf() call, for use during debugging to
emit text into a trace file
- Petty compiler warning fixes

Kludged reset in Crystal System so it no longer crashes Mame [ElSemi]

Memory System update with improved mirroring support [Aaron Giles]

Removed obsolete orientation code from tilemap code and drivers [Aaron Giles]

Sega update [Aaron Giles]
segas16a:
* added proper mirroring for the memory map (needs my memory update)
* fixed sense of Time Scanner cocktail DIP
* fixed SDI

segas16b:
* fixed sense of Time Scanner cocktail DIP
* fixed SDI

machine/segaic16:
* added support for 3 multiply chips and 3 divide chips
* fixed timer/compare chip implementation to match real PCB

vidhrdw/segaic16:
* added tilemap flipping support
* added sprite flipping support for 16A and 16B sprites

Changed outrun and outruna to use a better set of GFX roms [David Haywood]

Fixed some NeoGeo G FX bugs [A nonymous]

Fixed some vasara2 dipswitch text [Mamesick]

Fixed popeye crash + water colour [Nicola Salmoria]

Fixed vs. Wrecking Crew colours [Roberto Gandola]

Improved workaround for hang bug in tnzs [Nicola Salmoria]

Improvements to PPC core / Model 3 driver [Ville Linde]
some step 2.0 games now show something

MC68HC11 CPU core [Ville Linde]

Lethal Enforcers update [R.Belmont]
Fixes/resolves:
- Both versions now boot and run
- Tilemaps and sprites display
- Sound now works
- Memory maps unified
- All digital inputs added (including DIPs)

Still to do:
- Colors
- Gun inputs
- Tilemap enable/disable
- Priorities
- K054000 protection chip hookup


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Dacholer [Pierpaolo Prazzoli]
Kick Boy [Pierpaolo Prazzoli]
both are missing proms (causes bad colours) and lack sound

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Clash Road (Status License) [Steve Rice, Pierpaolo Prazzoli]
Golden Axe RODA (Japan) [Tormod Tjaberg]
Thunder Cross (World?) [Andreas Thorsén]
PushMan (Korea) [Andreas Thorsén]

New games marked as GAME_NOT_WORKING
------------------------------------
Tarzan (IGS)
no work been done on it, might be gambling
Magical Tetris Challenge
Eleven Beat
these are n64 based, skeleton driver only with board layouts, maybe
more useful to n64 emulator authors.
See See Find Out [Tomasz Slanina]
mostly ok, but sometimes pauses


==========================================================================

0.90u4

Sega Update [Aaron Giles]
drivers/segahang.c:
* connected rowscroll/colscroll controls, though I don't think anyone uses them
* upped YM2151 mixing volume, as suggested by Arbee
* made all the 6844 dumps verified

drivers/segaorun.c:
* noted that the break LED no longer functions
* upped YM2151 mixing volume

drivers/segas16a.c:
* improved the way custom I/O controls work internally
* rewrote the N7751 path so that it is properly triggered and better described
* added support for mjleague controls
* added support for sjryukoa controls
* hooked up DIP switches for timescna
* connected up the watchdog (some games use it, some don't)
* removed unused controls from all games' input lists
* upped YM2151 mixing volume

drivers/sega16b.c:
* improved the way custom I/O controls work internally
* added support for sjryuko controls
* hooked up DIP switches for timescn
* upped YM2151 mixing volume

drivers/segas18.c:
* added P3 start button to desertbr
* included 317-0184 dump in ddcrewb

drivers/segaxbd.c:
* upped YM2151 mixing volume

vidhrdw/segaic16.c:
* cleaned up tilemap handling using the new user_data feature
* added pixel-accurate scaling to System 16B sprites
* based on this knowledge, tweaked Hang On, Space Harrier, and 16A sprite systems
* fixed documentation on Hang On/Space Harrier road chip

vidhrdw/segas18.c:
* fixed memory leak

FD1089 update [Nicola Salmoria, Charles MacDonald]
Improved decryption logic
Added complete table for Enduro Racer
Added more data to Super Hang On Table

Increased the amount of adjustable memory banks from 24 to 32. [Nathan Woods]

ST-V Update [Angelo Salese]

-Started to work with the A-Bus protection,it is a sort of data transfer with the
cartridge area,more info in the stv.c file.
Current implementation just fixes character selection screens in sss,I will work out
about this one in the future,it has various "interesting" issues which was thought
to be emulation probs(i.e booting in rsgun,textures in elandore etc.).

-Added a preliminary timer 1 irq handling,it fixes pblbeach booting but it doesn't
work yet because of incomplete VDP-1 emulation.

-Noticed that ignoring VDP-1 long word access read by SH-2 isn't correct and not
needed (because sss is protected rather than using an illegal procedure),it was
causing wrong graphics in fhboxers & boot errors in pblbeach,reversed it back to
default.

Added missing Player 2 controls to Space War (Leijac) [Steve Ellenoff]

Pacman Driver Update [Dave Widel]
Sets added:

jumpshtp: prototype from PokeMAME
vanvanb: bootleg but it looks earlier.
sprglobp: Not sure if this is the official set, or an accidental merged set with
the glob.
ctrpllrp: I consider this sig. since it came in it's own cab, and they did change
some of the music.

Other changes:

Added full memory map, this should fix the ending of Ms Pac.
Added a jumpshot dip.
I didn't remove any sets, but I mentioned which of them are junk imo and why.

Pacman Driver Update [smf]
* pacman/pengo/jrpacman use the same tile/sprite decode, palette decode & sprite
rendering
* renamed pengo sound & video hardware to pacman as it was used their first.
* converted to use tilemaps
* merged memory maps
* added rom mirroring to pacman & moved any game that needs another rom into
another map.
* tidied up the mirroring in the S2650 games.
* grouped the GAME() lines by hardware and then year.
* moved jrpacmbl back into pengo.c

Emulated protection in Golden Axe ROTD [Charles MacDonald, David Haywood]

Fixed 65816 dasm error [Nathan Woods]

Minor Debugger Fix [Nathan Woods]
Removed the VK_HOME and VK_END cases for the WM_KEYDOWN event. As far as I can
tell, the default action does the trick, and additionally, Shift+Home and
Shift+End are also handled correctly.

Added standard set of Mahjong Inputs [Aaron Giles]

Arcadia Update [Mariusz Wojcieszek]
- changed driver to use multi bios setup
- added support for TenPlay bios (from 10 games board)
- added proper Kickstart 1.3 image (256k instead of 512k)
- reverted ar_sdwr to 0.5MB chip ram, and made blitter to discard
writes above chip ram

Operation Thunderbolt Update [Nicola Salmoria]
- verified and coumented from schematics
- emulated external volume and panning control
- added othundrj (region byte change)
- fixed garbage graphics on startup with a kludge (othunder074u1gre)
- also fixed wrong plane graphics at the end of the game (othunder074u1gre3)
but I have no idea how! I completed the game three times and it's not doing
it anymore.

Tilemap Update [Aaron Giles]
Added a user_data field for tilemaps. You can call tilemap_set_user_data() to
set this field internally in the tilemaps. Before rendering, this value will
be copied into the (new) global tile_info.user_data field, so that your
tilemap callback can use it

Kaneko update in preparation for data from Blood Warriors [Sebastien Volpe]

Preliminary decryption of Shisensho II [Pierpaolo Prazzoli]
note: still being worked on

Erotictac driver update [Tomasz Slanina]
Few changes to video hw and interrupts.
Added timer.
Gameplay speed should be ok now, as well as title animation
and attract mode speed.
Added few notes about sound.


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Sukeban Jansi Ryuko [Aaron Giles]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Shot Rider (new parent, without Sigma license) [Pierpaolo Prazzoli]
Jump Shot Engineering Sample [PokeMAME]
Van Van Car (bootleg) [Dave Widel]
Super Glob (pacman HW) [Dave Widel]
Caterpillar Pacman [Dave Widel]
DD Crew (Euro, 2 players) [Andreas Thorsen, Thierry]
Operation Thunderbolt (Japan) [Nicola Salmoria]


==========================================================================

0.90u3

Sega Update [Aaron Giles]
Changes:
- hangon, sharrier, and enduror now have accurate road and sprite scaling
- renamed shangonb to shangupb to indicate it is an upgrade bootleg
- added Gerald's latest Super Hang On sets as shangonb, shangonc
- fixed graphics in Sukeban Jansi Ryuko (both versions), but no controls yet

Added support for a new command line parameter, -screen, that specifies which screen
to draw on (if the user has more than one) [Chris Kirmse]

Sound Updates [Derrick Renaud]

* Added filtering circuit to sound\namco52.c and
converted it to stream based.
* bosco, galaga, polepos, xevious - added proper
filters to Namco52 sample player. Adjusted relative
effect volumes per schematics.
* polepos - added proper filters to engine sound.
* fixed gain in asteroids etc. broken in 0.90
* montecar - added proper filter to crash sound
* bsktball - converted to component value code
* abaseb - corrected component values for crowd
filter

Removed Starfield in Tazzmania bootleg (it doesn't have one) [Pierpaolo Prazzoli]

Added conditional dips to Battle Garrega [Barry Rodewald]

Arcadia Update [Mariusz Wojcieszek]
- changed video update to be scanline based
- improved sprites rendering, fixed sprite clipping
- added hold-and-modify display mode
- changed ar_sdwr to use 1MB chip ram, this needs more investigation

Fixed Vrender0 sound broken in u2 [Lawrence Gold]

Fixed some PPC core compiler warnings [Lawrence Gold]

Added some missing SHA1s [Steve Ellenoff]

Cleanups in the Rastan driver, derived from schematics [Nicola Salmoria]
ADPCM is now played through a MSM5205


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Erotictac [Tomasz Slanina (colour fix by Nicola Salmoria)]
runs at incorrect speed, some gfx issues
SportTime Table Hockey (Arcadia) [Mariusz Wojcieszek]
Sidewinder (Arcadia) [Mariusz Wojcieszek]
Space Ranger (Arcadia) [Mariusz Wojcieszek]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Top Racer (set 3) [Steve Ellenoff]
Ant Eater (GB set) [Pierpaolo Prazzoli]
Super Hang On (2 new sets) [Aaron Giles]
Great 1000 Mile Rally 2 USA [David Haywood]
Neogeo Bios (Japan S1)


==========================================================================

0.90u2

Fixed colours in Battle City [Roberto Gandola]

Slight change to the Arcadia Driver [Nathan Woods]
src/drivers/arcadia.c:
src/includes/amiga.h:
src/machine/amiga.c:
- Refactors code specific to the Arcadia arcade system and the Amiga
computer out of src/machine/amiga.c into callbacks. This allowed me to
get rid of all #ifdef MESS code out of src/machine/amiga.c

ST-V updates [Angelo Salese]
-Fixed a bug with the VDP-1 ram reading,
SH-2 can do byte or word access, it's implicit that can't do long word access.
This fixes the Steep Slope Sliders booting so the game now works.
-VDP-1 PTM's "draw by request" was actually causing sprites to flicker in
kiwames,reversed back to old implementation until I or somebody else understand
what the current issue is (clear_framebuffer?)
-Finished the game header update,let me know if you like/don't like the system
used for the description of the games.
-fixed a ST-V visible area incorrectness which was causing Virtual Mahjong 2 to
crash after the sound ram check
-fixed a window effect bug in Double-density interlace mode,this fixes some
graphics in vmahjong & myfairld.
-Guessed a bitmap positioning issue in double-density interlace mode,this fixes
the NBG1 positioning in myfairld.
-My Fair Lady now works but only with sound disabled.I have not removed the
NOT_WORKING status due to that.

New Sound Functionality [Derrick Renaud]
Took Frank Palazzolo's DISCRETE_FILTER2 code and made it work outside of the
discrete system.
See sound\filter.h for new functions.

Added op-amp bandpass filtering circuit to sound\namco54.c

Game Driver Changes
* bosco, galaga, polepos, xevious - added proper filters to new Namco54 noise
source.

Fixed Priority bug in Kid Niki and fixed crash on last level [Nicola Salmoria]

Fixed Priority in Lot Lot [Pierpaolo Prazzoli]

Decrypted Sukeban Jansi Ryuko [Nicola Salmoria]

ARM7 CPU core [Steve Ellenoff]

G65816 CPU core patch [Nathan Woods]
src/cpu/g65816/g65816.c:
src/cpu/g65816/g65816.h:
src/cpu/g65816/g65816ds.c:
src/cpu/g65816/g65816ds.h:
src/cpu/g65816/g65816op.h:
- Cleaned up the code a bit; make some functions static and added
step over/out support to the disassembler.

fixed 6809dasm.c compile warning [Hans de Goede]

Model 3 Updates [Ville Linde]
PowerPC core:
- Better interrupt handling. Nested interrupts work properly.
- Some support for PPC602
- Major bugfixes
- Added some unimplemented opcodes

53c810 SCSI:
- Fixed single-stepping mode DMA
- Added memory moves and DMA callback

Model 3:
- Added Epson RTC-72421 emulation
- Preliminary polygon emulation
- Preliminary (not working yet) sound emulation
- Too much to list :) Most Step 1.x games show
something now, up to and including full 3D.

Fixed multiple port recording [Chad Hurwitz]

Fixed several compile warnings [Lawrence Gold]

upgraded to zlib 1.2.2 [Santeri Saarimaa]

added unused proms to Crystal Castles [Santeri Saarimaa]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Winning Spike (EAA version) [Fabrice Arzeno]

(maybe others as some of the Model 3 games such as vs215 work quite well)

==========================================================================

0.90u1

Thanks to Pierpaolo Prazzoli (Reip) for putting together the 0.90 release while I was away

General Improvements
--------------------

FD1089 decryption [Nicola Salmoria, Charles MacDonald]
- 100% accurate emulation of FD1089A, FD1089B should be considered 99%
because it will have to be verified with other CPUs (it is 100% for all
currently supported games).

- complete tables provided by Charles MacDonald for 317-0018 (Action
Fighter), 317-0022 (Dunk Shot), 317-0168 (Aurail).

- partial tables derived by comparison with the unencrypted versions for
Enduro Racer, Alex Kidd, 317-0024 (Time Scanner), 317-0033 (Alien Syndrome,
3 versions), 317-0027 (SDI). (actual working cpus are needed to obtain full
tables)

Big Sega Update [Aaron Giles]
* dunkshot graphics correct, controls hooked up
* sdioj controls hooked up
* timescna sprites fixed
* shangona, shangnle now playable
* toutrun road fixed
* all memory mapping code unified and moved into machine/segaic16.c
* all tilemap, sprite, and road code unified and moved into
vidhrdw/segaic16.c
* improved documentation on the various register layouts on the video side

Note that in the process, I broke the title screen animation for Laser
Ghost, and there is now a 1-pixel column error on ddcrew's attract mode.
These are known issues that I will try to address soon.

Some ST-V fixes which allow seabass to run [Angelo Salese]

Taken out the resource file from the windows objs when UI=1 (for MAME32) [Chris Kirmse]

Improved Polaris sound (real board differs from Schematics) [Derrick Renaud]

Fixed cloud scroll direction in Polaris [Pierpaolo Prazzoli]

Fixed enigma2 colours [Pierpaolo Prazzoli]

Fixed the m6509 core to appease the new compiler. [Nathan Woods]

Arcadia Update [Mariusz Wojcieszek]
- fixed DMACON register writing
- added horizontal scrolling for playfield
- improved coin handling
- fixed area filling mode in blitter
- kludged ar_dart to work (addind sound emulation shoud make kludge
obsolete)
- fixed attached sprites rendering
- fixed CIA registers reading
- improved vblank/video update timing

Changed rom loading for mt_gng [David Haywood]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Merlins Money Maze [Pierpaolo Prazzoli]
maybe impossible to win?
Spot (Arcadia) [Mariusz Wojcieszek]
Magic Johnson's Fast Break (Arcadia) [Mariusz Wojcieszek]
World Darts (Arcadia) [Mariusz Wojcieszek]
Xenon (Arcadia) [Mariusz Wojcieszek]
Sea Bass Fishing [Angelo Salese]
set to 1 player in system assignments menu
Dunk Shot [Nicola Salmoria, Charles MacDonald, Aaron Giles]
Action Fighter [Nicola Salmoria, Charles MacDonald, Aaron Giles]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Tazzmania (bootleg on Galaxian Hardware) [Pierpaolo Prazzoli]
Various Sega Sets [Nicola Salmoria, Charles MacDonald, Aaron Giles]
sdioj, shangona, shangnle, alexkidd


==========================================================================

0.90

General Improvements
--------------------

Fixed sound in Desert Breaker with new roms [Aaron Giles, Gerald, Thierry]

Fixed dip-switches to nmk16 driver [Brian Troha]

New Discrete Sound Functionality [Derrick Renaud, Frank Palazzolo]
DISCRETE_OP_AMP_FILTER - properly emulated DISC_OP_AMP_FILTER_IS_BAND_PASS_1M type filter. Used by many games.
see: http://home.cogeco.ca/~derrickmame/galaga/Galaga_filters.html
* atafifb, abaseb - Re-wrote to use component value only code and use new filter.

Fixed crash in i8x41 cpu core reading uninitialized internal RAM [Juergen Buchmueller]

Super Qix driver update [Nicola Salmoria]
- manually repaired the ROM code and added support for the I8751 MCU,
so the two original sets work.
- swapped sqix and sqixa, because the the former was dumped from a bootleg board
(though there's no reason to believe the ROMs were modified, so I didn't mark it as bootleg)
- merged with pbillian
- fixed pbillian/hotsmash sample playback
- fixed pbillian MCU simulation and inputs
- improved hotsmash MCU simulation, the game is playable now though still incomplete.

Bubble Bobble driver update [Nicola Salmoria]
- removed the 68705 CPU emulation, since that's not what the original used
- simulated the 68701 MCU
- enemy movement should now be correct (bublbobl36rc2yel)
- fixed clock item behaviour. Now enemies start moving again after 10 seconds (bublbobl36b3yel)
- supported coin lockout
- emulated the boblbobl protection device, getting rid of the ROM patches.
- adjusted PSG volume in tokio (tokiob067gre)

Fixed gaplus driver to use its samples [Brian Troha]

Fixes the undocumented bit test opcodes in hd6309 cpu core [Nathan Woods]

Some i386 cpu core fixes [Nathan Woods]
- Fixed algorithm for identifying 32-bit segments
- Near branches now won't force a segment reload
- Implemented RET imm16 under 16-bit mode
- Fixed SBB instruction (the borrow was deducted from the second operand, not the result)
- Fixed LDS, LSS, LES, LFS, LGS under 32-bit mode
- Partially implemented LLDT, LTR, CLTS, WAIT and MOV dr instructions

Some C89 compilers fixes [Lawrence Gold]

Renamed arcadia machine/vidhrdw/include files from arcadia.* to amiga.* [Nathan Woods]

Fixed Vs. Stroke & Match Golf name [chaneman]

Fixed oisipuzl inputs [Pierpaolo Prazzoli]

Fixed Rainbow Islands visible area [Nicola Salmoria]

ST-V fixes [Angelo Salese]
- Fixed various DMA bugs, including a missing save/update mode in indirect mode and
added a default add value for the A-Bus transfer, to avoid strange uploads.
- Further improved the SCU emulation, added two unemulated irqs (PAD and SCSP),
improved the "illegal" DMA operations and started to work out with the games headers.

Fixed a disassembler bug with the Nec cpu core [Angelo Salese]

Fixed player 2 and 3 inputs in xenophob [Hans Andersson]

Fixed sound banking in taito_f3 driver [Nicola Salmoria]

Fixed memory leaking and added a check in debug builds [Nicola Salmoria]

Hyperstone cpu core fixes
- Added and fixed the timer and removed the hack [Pierpaolo Prazzoli]
- Fixed delayed branching for delay instructions longer than 2 bytes [Tomasz Slanina]

Fixed colors and Cocktail support in Enigma 2 [chaneman, Pierpaolo Prazzoli]

Added SE3208 cpu core emulation [ElSemi]

Fixed model1 driver compiling problem with OpenVMS [Robert Alan Byer]

Fixed itech32 driver crash on AMD64 cpus [R. Belmont]

Fixed namco54 sound driver compiling in VisualC++ [Kenneth Miller]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Evolution Soccer [ElSemi]
Kabuki-Z (Japan) [Pierpaolo Prazzoli]
Karaoke Quiz Intro Don Don [Angelo Salese]
Riot (Japan) [Pierpaolo Prazzoli]
The Crystal of Kings [ElSemi]
Virtual Mahjong [Angelo Salese]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Super Qix (set 1 & 2) [Nicola Salmoria]
Astro Battle [HIGHWAYMAN, Pierpaolo Prazzoli]
Astro Fire [Pierpaolo Prazzoli]
Bay Route (Japan, FD1094 317-0115) [Chris Hardy]
Cotton (US, FD1094 317-0180) [Gerald]
Great Gurianos (Japan?) [Nicola Salmoria]
Rad Mobile (World) [Chris Hardy]
Ultimate Mortal Kombat 3 (rev 1.0) [Brian Troha]

New games marked as GAME_NOT_WORKING
------------------------------------
Arrow Flash (Mega-Tech) [Gerald, Thierry]
Buccaneers [Tomasz Slanina]
missing one program rom


==========================================================================

0.89u6

General Improvements
--------------------

MC8193 update [Nicola Salmoria]
- expanded the decryption tables, they change when bit 15 of the address is
set
- table for 317-0066 (Altered Beast) almost complete, but there are still
some uncertain values for opcodes above 8000 (not actually needed)
- incomplete table for 317-0054 (Shinobi). Still not enough to decrypt the
program.
- tables for 317-0043 (wbml) and ninjakd2 derived by comparison of the
original with the decrypted bootleg. They are incomplete but enough to fully
decrypt the program. Unfortunately Block Gal and Perfect Billiards cannot be
done in the same way because encrypted and decrypted programs are different
versions.

i386 fixes [Nathan Woods]
src/cpu/i386/i386dasm.c:
- disassembler will now list segment prefixes when appropriate

src/cpu/i386/i386op16.c:
- fixed LMSW opcode

New Sega X-Board driver [Aaron Giles]
many improvements over the old driver

-- improved sprites (see thunderblade)
-- improved road layer (see abcop, thunderblade)
-- guns in line of fire (but it hangs at the end of the level)
-- better tilemap support (from 16b)

-- gprider no longer boots (nested interrupts)

Removed a rom patch in Exzisus [Nicola Salmoria]

Rearranged TNZS sets based on new information [Nicola Salmoria]

Cleaned up Return of Invaders driver [Nicola Salmoria]

nmk16 video update [Pierpaolo Prazzoli]
- Added sprites priorities (still few problems with priority = 0)
- Fixed raphero and mmacros2 background
- Fixed manybloc (added scrolls, fixed background gfx)
- Added background banking in acrobatm

updated S2650 CPU core to count more accurate clock cycle counts [Juergen Buchmueller]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Thunder Blade [Aaron Giles]

New games marked as GAME_NOT_WORKING
------------------------------------
Megatech: Alien Storm [DangSpot]
genesis i/o problems


==========================================================================

0.89u5

General Improvements
--------------------

Adjusted NamcoS2 sound balance

Solar Warrior driver update [Bryan McPhail]
Fixed NMI & FIRQ handling according to schematics.
Fixed clock speeds.
Implemented GFX priority register/priority PROM

IremGA20 64-bit crash fix [Stephen Behling]

Misc updates [Nathan Woods]
src/cpu/i86/i86.c:
src/cpu/i86/i286.c:
- Fixed disassembler calls, so that instructions are not falsely
disassembled as 32-bit

src/cpu/i386/i386op16.c:
- Implemented SMSW instruction

src/cpu/i386/i386dasm.c:
- Marked retf instruction as DASMFLAG_STEP_OUT

src/x86drc.h:
- Added macros for pushfd() and popfd()

Added 'TRACEOVER' support to debugger (see help) [Nathan Woods]

New Debugger Commands [Aaron Giles]
- snap [] - takes a snapshot and saves it to the given ;
if is omitted, this is equivalent to hitting F12
- gi[int] [] - executes until the current CPU takes the interrupt
line specified by ; if is omitted, executes until any IRQ
is taken on the current CPU. This has been mapped to F7 as well.
- gv[blank] - executes until the next VBLANK; this is useful for stepping
frame-by-frame from within the debugger. This has been mapped to F8.

Various Improvements [Sebastien Volpe]

galpani3:
- palette, inputs, sound hooked up, backgounds 'decoded' (RLE)

jchan:
- slight cleanup, sound hooked up, tile area identified
- jchan2 now passes initial checks

kaneko16 (bonkadv):
- priorities corrected according Luca's scheme
- sound 'improvements' (both banking and rom loading)
- game name updated
- interrupts scheduling change (not correct, but somewhat improved, see
comment) and as a consequence, fake region dsw is removed.

srmp6: new driver, Seta System 12 ?
- many things todo, gfx decoding would be nice!

toki:
- correct frequencies

Started minor cleanup of System 32 driver (some things are probably broken for
now) [David Haywood]

hypereac2 sound fix, sh2 bounds overflow fix, atarijsa memcpy fix [Mame32Plus]

Improvements to Namco 54xx Noise Generator [Jarek Burczynski]
Type A, and B emulated, type C algo still unknown

Minor Sega Update [Aaron Giles]
- renamed dbrkr to desertbr
- cleaned up the math chip emulation, should be much closer now
- fixed off-by-1 column scroll in wrestwra
- fixed shadows in S18 so they don't affect any VDP-drawn pixels


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Flying Ball (Deco Cassette) [Juergen Buchmueller]
SportTime Bowling (Arcadia) [Mariusz Wojcieszek, Ernesto Corvi]
Leader Board Golf (Arcadia) [Mariusz Wojcieszek, Ernesto Corvi]
Ninja Mission (Arcadia) [Mariusz Wojcieszek, Ernesto Corvi]
Road Wars (Arcadia) [Mariusz Wojcieszek, Ernesto Corvi]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Wrestle War (Japan) [Gerald]
Shinobi (set 4, System 16B, unprotected) [Aaron Giles]

New games marked as GAME_NOT_WORKING
------------------------------------
Astro Battle (Sidam) [Highwayman, Pierpaolo Prazzoli]
Super Real Mahjong Part 6 [Sebastien Volpe]
Magic Johnson's Fast Break (Arcadia) [Mariusz Wojcieszek, Ernesto Corvi]
Xenon (Arcadia) [Mariusz Wojcieszek, Ernesto Corvi]
SportTime Table Hockey (Arcadia) [Mariusz Wojcieszek, Ernesto Corvi]
World Darts (Arcadia) [Mariusz Wojcieszek, Ernesto Corvi]
Sidewinder (Arcadia) [Mariusz Wojcieszek, Ernesto Corvi]
Space Ranger (Arcadia) [Mariusz Wojcieszek, Ernesto Corvi]
7-up Spot (Arcadia) [Mariusz Wojcieszek, Ernesto Corvi]


==========================================================================

0.89u4

General Improvements
--------------------

Added MVP dips [Brian Troha]

Fixed Reset crash in decocass driver [Juergen Buchmueller]

Added support for alt bios set and changed games to use generic unknown
dips in decocass driver [David Haywood]

Cleaned up z80 core, removing the optional inexact emulation mode and
the leading underscores from macro names to comply with C99 naming
conventions [Juergen Buchmueller]

Additional 64-bit integer related cleanups in model3/ppc [Lawrence Gold]

Fixed a history list overrun in New Debugger when the down arrow key is
pressed when the history list is empty [Nathan Woods]

Added support for DASMFLAG_STEP_OVER and DASMFLAG_STEP_OUT flags in i386
core [Nathan Woods]

Fixed memory.c MAX BANKS problem [Nathan Woods]

Added difficulty dips in Scorpion [Chaneman]

artwork070u4 fix [BUT]

074u1ora.diff fix [Rene Single]

Cleanup of Jackal and Mikie driver [Curt Coder]

Fixed missing sprites in Steel Gunner [Phil Stroffolino]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Desert Breaker (FD1094 317-0196) [Gerald, David Haywood]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Alien Storm (US, 3 Players, FD1094 317-0147) [Gerald]
Tetris (Japan, System 16A, FD1094 317-0093a) [Thierry]
Shinobi (set 3, System 16A, unprotected) [Gerald, Thierry]
Wrestle War (FD1094, 317-0102) [Andy Conroy]
Greyhound Trivia (alt questions) [Pierpaolo Prazzoli]
Jump Coaster (Taito) [Thierry, Gerald]

New games marked as GAME_NOT_WORKING
------------------------------------
Jackie Chan in Fists of Fire
protection issues


==========================================================================

0.89u3

General Improvements
--------------------

Model 3 Cleanups [R.Belmont]
- Added init for mpc105 bridge
- Synchronized VS2 CROMs
- Fixed missing VROMs in Sega Rally 2 and Virtual On 2
- Added VS2 '99 set, fixed incorrect ROMs in vs2v991
- Added Virtual On 2 v5.4g, Daytona USA 2, and Dirt Devils sets

Model 3 / PPC updates [Ville Linde]
- Major bugfixes to the PPC603 emulation, especially the FPU
- Improved MPC105 emulation
- Preliminary 53c810 SCSI emulation. Lost World now
tries to download everything necessary to the Real3D stuff
- Added export version of Scud Race

Sega System16 updates [Aaron Giles]
* hooked up sound in atomicp (tempo is just a guess right now)
* created new machine/segaic16.c to hold non-video common hardware
* preliminary multiply/compare implementation moved there
* updated some game info against Thierry's spreadsheet; altbeast needs an
encrypted Z80 for sound now
* included eswatj update from Thierry
* fixed reset bug when running 16B/18 games
* changed segaic_init_palette to take a number of palette entries

Decryption of MC-8123B 317-0066 encrypted z80 used by altbeas2 [Nicola Salmoria, Dave Widel]

Hooked up controls in some Sega X-Board games [David Haywood]
smgp, rachero, abcop

Added coin counters to prehisle driver [Pierpaolo Prazzoli]

Fixed remaining GFX issues in flower [Bryan McPhail]

Fixed GFX problem in Superman [Bryan McPhail]

Fixed? overdraw in atomic robokid [Pierpaolo Prazzoli]

Fixed some compiler related issues with >32-bit integers in PPC / Model 3 [Lawrence Gold]

Attempted to make Pokey random number generator work better with recordings (not verified
to improve things yet) [Juergen Buchmueller]

Trace in debugger now defaults to current active CPU if non specified [Nathan Woods]

Naughtyb / Popflame cocktail support [HobbesAtPlay]

Moved jrpacmbl to jrpacman driver [MASH]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Progressive Music Trivia [Pierpaolo Prazzoli]
Trivia Master [Pierpaolo Prazzoli]
Racing Hero [Gerald, David Haywood]

(AB Cop and SMGP are also now 'working' but still have some fairly serious issues)

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Blood Brothers (set 2)
E-swat (Japan) [Thierry]

New games marked as GAME_NOT_WORKING
------------------------------------
Line of Fire (Japan) [Charles Macdonald, bmoto]
no controls, xboard emulation problems


==========================================================================

0.89u2

General Improvements
--------------------

Sega Improvements [Aaron Giles]
many s18, s16a priority bugs fixed
fixed s16a end-of-spritelist marker
8751 simulation improved
backup ram hooked up
dipswitch fixes
cleanups
etc.

Fixed sound issue when in debugger [Aaron Giles]

Misc driver cleanups [Curt Coder]

Update to frogs to allow discrete sound to be used for tongue with samples
for non-simulated sounds [Derrick Renaud]

Improvements to Renegade driver based on data from real MCU [BUT]

VC compiler fix [René Single]

Removed some obsolete Mess code [Nathan Woods]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Poker Dice [Aaron Giles]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Lucky and Wild (Japan) [BUT]
Steel Gunner (Japan) [BUT]
Metal Hawk (Japan) [BUT]
Ordyne (Japan, English) [Chris Hardy]
Scorpion (Zaccaria Original) [Pierpaolo Prazzoli]
Hunchback Olympics (Scramble hardware) [Pierpaolo Prazzoli]
Arabian Fight (Japan) [Brian Troha]


==========================================================================

0.89u1

General Improvements
--------------------

Sega Improvements [Aaron Giles]

Sega System 16A:
* included detailed readme in the driver file
* hooked up column/row scroll (see quartet title screen) -- don't know if
it's really right yet
* reintroduced tilemap/text priorities
* corrected Z80 clock speed
* incorporated Brian Troha's updated DIPs
* minor cleanups

Sega System 16B:
* fixed ROM bank mapping so it doesn't fall through to unmapped handlers
* incorporatedBrian Troha's updated DIPs
* minor cleanups
* fixed column scroll after talking to Charles about how it
works

Sega System 18:
* fixed ROM bank mapping so it doesn't fall through to unmapped handlers
(fixes Shadow Dancer crash)
* expanded memory mapping code so it works from the 8751 as well as the
68000
* hooked up the 8751 in mwalk/mwalka/mwalkb -- these all work now
* removed coin lockouts as they were breaking several games' coin inputs
* hooked up Laser Ghost controls and added crosshair drawing (not 100% yet,
feel free to tweak)
* hooked up Where's Wally controls
* fixed astorm's Player 3 controls
* cleaned up ddcrew's inputs
* fixed sound ROM loading in astorma/astorm2p/mwalk*
* incorporated Brian Troha's updated DIPs
* minor cleanups
* added sprite masking effect used by Where's Wally
* fixed column scroll after talking to Charles about how it
works (ddcrew attract mode scrolls properly now)
* went through and fixed VDP priorities in all S18 games; everything should
be correct now, let me know if you find anything not right

Fixed i8051 cpu core bugs [Aaron Giles]
uses correct read/write memory routines for external accesses
support for external IRQs

Fixed an rf5c68 memory access bug [Aaron Giles]

Improvements to Hyper Crash [Angelo Salese]
now mostly working apart from controls and a gfx glitch on the player car

More Taito F2 Blending Improvements [Bryan McPhail]
Added the TC0360PRI blending modes to the games with rotation layers. This
includes Pulirula & Liquid Kids. One of the blending modes is new to these
games (not used in Gun Frontier) and I have no way to verify it's actually
correct - someone with a working board will need to verify (Liquid Kids -fish
going in water in attract mode, Pulirula - crystals on level 2).

Fixed colours in Flower [Bryan McPhail]

Modified Frogs driver to only use samples when actually needed [Derrick Renaud]

Misc Compiler Patches [Lawrence Gold]

Workaround for excessive RAM use in Hyperstone based games [Pierpaolo Prazzoli]

Fixed small problem in CHDCD [R.Belmont]

Fixed stereo sound in Jaleco MegaSystem1 games [R.Belmont]

Several fd1094 games now run with new keys [Thierry, Gerald]

PPC Core improvements (603 support) for Sega Model 3 [Ville Linde]

Temporarily disabled ym2151 save states until we work out why its crashing in
debug/symbol/map builds

Various cleanups [Atari Ace]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Where's Wally [Thierry, Aaron Giles]
Ryu Kyu [Thierry]
Bloxeed (Japan) [Thierry]
Laser Ghost [Aaron Giles]

(note: Line of Fire does not work yet)

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Passing Shot (World, 2 Player) [Gerald]
DD Crew (World, 4 Players) [Thierry]
Bayroute (World) [Thierry]
Alien Storm (World, 3 Players) [Thierry]
Shinobi (System 16A) [Thierry]
Moonwalker (3 original sets) [Aaron Giles]

New games marked as GAME_NOT_WORKING
------------------------------------
Super Monaco GP (another set) [Gerald]
Sega Model 3 preliminary driver [Ville Linde, Andrew Gardiner, R. Belmont]
some basic 2d hooked up, nothing more
Deadeye [R.Belmont]
CD-Rom emulation problems


==========================================================================

0.89

General Improvements
--------------------

Misc. Sega Improvements
Improved inputs in DDCrew, all 4 players can now be used, although only
the service coin works. [David Haywood]

Hooked up Nitro button in Turbo Outrun [smf]

Improved GPRider Sound [R.Belmont]

Fixed Cotton, Turbo Outrun filenames [deadscreem]

Fixed Thunderblade filenames

Namco System 1 update [Nicola Salmoria]

- added a new function tilemap_draw_primask(). This takes an additional
parameter, which is ANDed with the contents of priority_bitmap before ORing
it with the specified priority. Essentially, the old tilemap_draw() is
equivalent to tilemap_draw_pribuffer(..., 0xff). The two should probably be
unified. This new handling of priority_bitmap allows a more intuitive
handling of pdrawgfx(), and more layers to be used (up to 31, instead of
just 5 - Namco S1 needed 8).
NOTE: to implement this change, I had to disable the asm optimized routines
PDT16 and PDO16 in windows/oslinline.h. If they are useful for performance,
they should be updated and reenabled.

- fixed sprite handling and removed all the nonsense hacks from the video
update
- made sprite/tilemap priorities orthogonal (not sure if it was needed).
- also updated System 86 (which uses the same sprite hardware) to the latest
code. Curiously, this introduces sprite/sprite priority issues in Wonder
Momo. I'm puzzled by this.
- vastly improved the key custom emulation, shrinking it down to three basic
types. This also fixed issues with pistoldm (e.g. bomb explosions, and other
random events).
- pistoldm061yel
- fixed DAC sounds in berabohm and faceoff, two sounds at the same time were
causing severe slowdowns.
- fixed Namco logo in Dangerous Seed
- cleaned up input ports, using PORT_INCLUDE
- found some more debug dip switches
- dspirit061gre
- added support for visibility window, this fixes countless issues with
partial video updates and the intro of Rompers
- namcosx36rc2gre
- fixed berabohm inputs
- better ROM loading, closer to the hardware (though it uses more memory)
- toggling the test mode dip switch is enough to enter test mode - no need
to reset
- removed the galaga88 set: it was a hacked version removing the key custom
checks and disabling ROM checksum tests
- cleaned up the CUS30 wavedata/sound command/RAM interface, put it all in a
single function
- splatter061gre: I don't think this is a bug
- splatter061gre2: I don't think this is a bug, just dark brown would look
black on an arcade monitor
- splatter061gre3: please verify if this still applies / I don't think it is
a bug
- splatter061gre4: please verify if this still applies
- namcos1c070u5gre: I don't think this is a bug, attract mode plays back a
few seconds from the last game played. In bootup, there is no previous game,
so no demo play. I agree it's awkward, though.


Discrete Sound Update [Derrick Renaud]

Discrete Sound Changes
======================
* Modified Discrete core node inputs to use pointers to the data, instead of
moving the data into the inputs at each step. This speeds up discrete emulation.
* modified all current modules and drivers to use new code.


New Discrete Modules Added
==========================
* DISCRETE_555_ASTABL has been modified to remove control voltage support.
DISCRETE_555_ASTABL_CV has been added if control voltage is used.


Game Driver Changes
===================
* frogs- Removed discrete tongue sound for now. Added sample support.
The buzz sound of flys is constant because it can't be emulated properly until
full discrete support is added. Samples are from the ones posted by Twisty.


New games marked as GAME_NOT_WORKING
------------------------------------
Super Masters Golf [Phil Bennett, Chris Hardy, David Haywood]
controls not hooked up yet
Hyper Crash
preliminary, not investigated much yet
Super Monaco GP (2 new sets, Japan and US, without logos) [Charles MacDonald, David Haywood]
same problems as the other sets (lack of controls)


==========================================================================

0.88u7

General Improvements
--------------------

Many improvements to Sega System Pre16,16a,16b,18 drivers [Aaron Giles]
Drivers cleaned up

Most known video issues are now fixed
Alien Storm, DDCrew, Clutch Hitter, Laser Ghost, Cotton and
many others have greatly improved video.

Alien Storm is fully playable

DD Crew is fully playable but requires inputs to be fixed
(currently only service coin and controls for 1 player work)

Laser Ghost would probably be playable if the controls were
correctly hooked up

Moonwalker requires improvements to the MCU emulation

We will now accept bug reports at Mametesters.org for any games
running on the following drivers
segas16a.c, segas16b.c, segas18.c
Most of the bootlegs are still running on system16.c, please do
not report bugs for these, nor for outrun or afterburner hardware.


More Sega sets decrypted [Chris Hardy]
mvpj, dcclubfd etc.

Cleanups in bublbobl driver [Curt Coder]

M6803 Patch [Nathan Woods]
src/cpu/m6800/m6800.h:
src/cpu/m6800/m6800.c:
- Modified M6803 CPU core to use an internal memory map

Fixed colours in Super Stingray with new proms [Pierpaolo Prazzoli]

Improved sample support for rockola driver [Mame32Plus]


New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
M.V.P (Japan) [Various, see sega update notes]
Dynamic Country Club (US, Encrypted, Floppy Disk) [Various, see sega update notes]
Vanguard (Japan) [Mame32Plus]

New games marked as GAME_NOT_WORKING
------------------------------------
Wizz Quiz (Konami) [Pierpaolo Prazzoli]
bad program rom
Several Sega S16 sets


==========================================================================

0.88u6

General Improvements
--------------------

More Sega S16 improvements [Aaron Giles]
video improvements, cotton title screen looks better but game
currently suffers from other issues

Further improvements to S16 decryption code [Nicola Salmoria]

Support for Extra Effects in Taito F2 driver [Bryan McPhail]
Transparent sun in 1st level of Metal Black.
Special effect on Metal Black level 5 boss who slides in under the bottom
tilemap.
All known effects in Gun Frontier (see the attract mode).
The highlight effect in Quiz Crayon 2 map.

The update also provides full 5 tilemap layer priority support in Metal
Black (was previously 4 due to pdrawgfx limitation), and fixes priority
problems in Ninja Kids (ninjak058gre).

Improved sound in ring rage [Pierpaolo Prazzoli]

Minor MESS specific patch [Nathan Woods]

Fixed tinklepit p2 input [Pierpaolo Prazzoli]

PPmast93 driver cleanups [Pierpaolo Prazzoli]


New games marked as GAME_NOT_WORKING
------------------------------------
Bullet
MVP (Japan)
not decrypted


==========================================================================

0.88u5

General Improvements
--------------------

Added flower proms (not used yet)

New Debugger Improvement [Aaron Giles]
Improved the drawing code on the Windows side so that the background color changes
align properly (mostly noticeable when using the cursor in the memory view).

Another jalmah.c update [Angelo Salese]

Fixed some filenames in track and field & scramble drivers [ShinobiZ]

Fixed hyperstone compile error [Brad Oliver]

i8x51 cpu core [Steve Ellenoff]

SCU DSP update [Angelo Salese]

Various Sega S16 decryption improvements [Nicola Salmoria, Charles MacDonald]
several more cpus read, improvements to decryption made based on those

Sega S16 driver updates [Aaron Giles]
some bits better, some bits worse for now


New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Title Fight (US)
Plotting (set 2) [Pierpaolo Prazzoli]
WWF Wrestlefest (bootleg) [Pierpaolo Prazzoli]
Tiger Road (bootleg) [Pierpaolo Prazzoli]

New games marked as GAME_NOT_WORKING
------------------------------------
GP Rider
Turbo Outrun (upgrade kit)
Super Monaco GP
decrypted (thanks to Charles MacDonald) but still have many issues


==========================================================================

0.88u4

General Improvements
--------------------

Fixed Sprint2 watchdog issues [Stefan Jokisch]

Fixed nmg5.c crash [Pierpaolo Prazzoli]

Fixed nitrobal inputs [Sonikos]

Jalmah.c updates [Angelo Salese]
Fixed various stuff with the protection in the first version of this HW.This includes
perfect color protection emulation,preliminary sound & preliminary tile transfer emulation

Various Sega system 16/18 updates (moonwalker decryption keys etc.) [Chris Hardy]
* note moonwalker needs a cpu core for the mcu (i8051 core?) before it will work

Fixed a bug in the fd1094dp.c and fd1094.c decryption to allow for cotton to be decrypted [Nicola Salmoria]

Added other hyperstone models, converted vamphalf driver to use 16-bit version [Pierpaolo Prazzoli]


Discrete Sound Update [Derrick Renaud]

Discrete Sound Changes
======================
* Removed the memory mapping system from the discrete inputs. It served no
purpose and was never functional. It only added a layer of confusion to the
code by forcing it's use on all current drivers that do not need it. If
memory mapped inputs are needed in the future (not likely), then they can be
added with a DISCRETE_INPUT_MAP function.
* Now the discrete inputs are written to by their node name only.
eg: discrete_sound_w(NODE_xx, data)
* DISCRETE_INPUT and DISCRETE_INPUTX have been removed in favour of new
easier to use input modules.
* modified all current drivers to use new code.
* moved discrete sound code from drivers and put in sndhrdw\

New Discrete Modules Added
==========================
* DISCRETE_INPUT_DATA(node) - accepts 8-bit data from discrete_sound_w.
Output at reset is 0.
* DISCRETE_INPUT_LOGIC(node) - 0 if data=0; 1 if data=!0. Output at reset
is 0.
* DISCRETE_INPUT_NOT(node) - 0 if data=!0; 1 if data=0. Output at reset
is 1.

* DISCRETE_INPUTX_DATA(node, gain, offset, init)
* DISCRETE_INPUTX_LOGIC(node, gain, offset, init)
* DISCRETE_INPUTX_NOT(node, gain, offset, init)
- same as above, but will modify the output by the
given GAIN and OFFSET. At reset the output will
be INIT modified by GAIN and OFFSET.

Game Driver Changes
===================
* skydiver - added proper watchdog. Merged memory map and added proper
mirroring. Fixed coin input bug skydiver078u3yel. It's not a 100% accurate
fix, but will work until I get the exact interrupt time. The current
interrupt time was 100% off. It is now less then 25% off. :-)


Windows Debugger Updates
------------------------

Fixed some compile errors [Nathan Woods]

Misc updates [Aaron Giles]
* Added a "PC" register to the I386 core so that it should work in the new debugger
* Cleaned up stepping code
* Now refresh the display and all debugger windows after each step while stepping
* When running with the debugger window open (F5 or 'go'), now update the debugger views
4 times per second
* Can now break into the debugger even if you are focused on a debugger window
* Memory/disasm windows now come up with the currently active CPU selected by default
* added a new command: focus , which is equivalent to ignoring all
other CPUs
* changed ignore and observe to support multiple parameters so you can say "ignore 2,3,4"
* changed ignore so that you are not allowed to ignore the last CPU
* fixed ignore behavior so that other CPUs are truly ignored
* fixed register window so that change hilights are maintained during scrolling and updates
* changed debug memory accessors so they don't log on invalid memory accesses
* tweaked the help text to indicate that help works
* added a new text attribute DCA_CURRENT, which is separate from DCA_SELECTED -- the main
visible difference is that the memory view editing cursor is now hilighted red instead of
yellow

In-line memory editing is now supported. To do this, I added a generic
cursor concept to the view system. Each view can handle it however they
want. Right now only the memory view supports a cursor. [Aaron Giles]

Click in the memory view to place the cursor. Type over nibbles with 0-F, or
use the arrow keys to navigate around. Tab cycles between the edit box and
the memory editor. [Aaron Giles]

updated psx core to show more registers [smf]


New games supported or promoted from GAME_NOT_WORKING status:
-------------------------------------------------------------
Woodpecker [Tomasz Slanina, Pierpaolo Prazzoli]
Max-A-Flex driver [Mariusz Wojcieszek]
Astro Chase (Max-A-Flex)
Bristles (Max-A-Flex)
Flip & Flop (Max-A-Flex)
Boulder Dash (Max-A-Flex)
Cotton [Chris Hardy, Lodewijk, Asure, Nicola Salmoria, David Haywood]
many gfx problems, no sound yet

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Jr Pacman (bootleg on pengo hw) [smf]
Shinobi (set 3, 317-0049) [Chris Hardy]

New games marked as GAME_NOT_WORKING
------------------------------------
Raiden Fighters Jet (US SPI, Asia SPI)
incomplete tile/sprite decryption
Twin Squash
protection issues
Wonderboy 3, System 16a [Chris Hardy]
incomplete s16a emulation


==========================================================================

0.88u3

General Improvements
--------------------

More FD1094 improvements, a program to produce the key tables from dumped state data
is now included as etc/fd1094dp.c, please note the key table format has changed
slightly to reflect some new findings [Nicola Salmoria]

Various fixes to prevent crashes in X86-64 compiles [Hans de Goede]

Misc Fixes [Nathan Woods]
src/cpuintrf.c:
src/cpuintrf.h:
- Adds a MESS specific CPU core

src/inptport.c:
- Fixed a few input group declarations on MESS specific input types

src/sound/astrocde.c:
- Moved some variable declarations to the tops of their respective groups.

Converted mermaid.c to tilemaps [Curt Coder]
* Mermaid
drivers/mermaid.c
vidhrdw/mermaid.c

- tilemap conversion
- cleaned up driver
- merged memory map
- removed fake input port

Improvements to the Liberator driver, correct proms now used [Aaron Giles]

Fixed addc, subc, mulu, muls in Hyperstone Core [Tomasz Slanina]
(fixes title screen objects in suplup, and bullets in misncrft)

Hyperstone updates [Pierpaolo Prazzoli]
- Fixed software opcodes when used as delay instructions
- Added nested delays

Improvements to SPI decryption [Ville Linde]

Jr Pacman driver cleanups [Aaron Giles]

New Windows based debugger [Aaron Giles]
----------------------------------------

Note: The new debugger is enabled as the default debugger for the next few u
releases (in a debug build only) to allow feedback, it can be disabled by
changing the makefile

(description of 1st update)

There are some new behaviors and new ways of doing things you should be
aware of. By default the debugger no longer "auto hides". This was a remnant
of the way the old debugger worked that I have gotten rid of. If you want to
hide all the debugger windows, just close the "main" debug window. It will
return if you break in the debugger at a future time.

The "main" window has four panes: a register list on the left, a disassembly
around the current PC at the top, a console output window in the middle, and
an input line at the bottom. The input line supports full editing features,
and you can also use up arrow/down arrow to cycle through recently typed
commands.

Hitting Enter on a blank line in the console is equivalent to single
stepping once. You can also do that with F11. To run, either use the "go"
command or hit F12 (or close the "main" window). To run until the next CPU,
either use the "next" command or hit F6.

You can bring up multiple independent memory and/or disassembly windows by
using the Debug menu. Each window can look at a different address space on
any CPU. You can enter any expression (including those using registers from
the CPU) into the entry line at the top of these windows in order to specify
which address to begin displaying at.

I've implemented a number of useful commands in the console. Type "help" to
navigate the extensive online documentation for a number of examples on how
to use these features. You can do some really cool stuff now with the
conditional watchpoints and breakpoints.

This is a work-in-progress, but it's pretty good now (IMHO) and stable for
common debugging operations. Let me know what you like/dislike about it and
what sorts of features you feel are still lacking.

(description of 2nd update)

F12 now means "run and hide the debugger". I found this was too useful to
get rid of entirely.
F5 just means "run", keeping the debugger visible.

Enabling the debugger now forces window mode and prevents you from switching
to full screen mode.

(description of 3rd update)

* Added step over/step out functionality. F10 or "over" steps over an
instruction. Shift+F11 or "out" steps out of a subroutine or exception
handler. Note that this feature relies on the disassembler to produce some
flags indicating which instructions which need to be stepped over (generally
CALLs and TRAPs) and which instructions end a step out search (generally
RETURNs).
* Modified the 680x0 and MIPS3 disassemblers to support these features.
* Changed the disassembly view to back up 3 instructions when resetting
(that is, the current PC should appear on the 4th line instead of the 1st
line). This is not perfect, but works pretty well overall and should help
see the previous couple of instructions when, say, a watchpoint is hit.
* Improved filtering of keypresses so that they don't leak into the game
when you are typing in the debugger.


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Super Lup Lup Puzzle [Tomasz Slanina, Pierpaolo Prazzoli]
Mission Craft [Tomasz Slanina, Pierpaolo Prazzoli]
these now run due to cpu core fixes being made

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Hot Rod (4 player, Japan) [Chris Hardy]
Meteorites (italian clone of asteroids) [Pierpaolo Prazzoli]
Liberator (set 2) [Aaron Giles]
Street Fighter EX Plus (USA, 970407) [Brian Troha]


New games marked as GAME_NOT_WORKING
------------------------------------
Raiden Fighters Jet (Single Board, US) [J. Rodman]
Sega Y-Board skeleton driver
Galaxy Force 2, Power Drift, G-Loc, Strike Fighter, Rail Chase
*only* the driver file, no video has been ported yet so nothing works
Woodpecker (2 sets)
Yachtsman


==========================================================================

0.88u2

General Improvements
--------------------

Further improvements to the FD1094 decryption, this is now almost fully understood,
additional FD1094 cpus are needed to work out the remaining details. Keys are now
stored in the romsets as they should be a close representation of the data stored in
the FD1094 CPUs [Nicola Salmoria]

Fixed a few things which missed the Namco update in u1 [Phil Stroffolino]

Corrected some rom names in Crowns Golf [ShinobiZ]

Corrected some rom names in Pengo [Gerald]

Improvements in Mighty Warriors Driver [Pierpaolo Prazzoli]
Added sprites buffer which fixed the "invisible" sprites
Fixed text tilemap scrollx offset
Haze added palette brightness

Improvements to Twin Brats [Pierpaolo Prazzoli]
Fixed sound banking
Changed service switch button
Changed visible area
Merged memory map

Moved gamename prefixes to end in pc10, nss and megatech [Aaron Giles]

Fixed Joystick Axis problem [Aaron Giles]

Discrete Sound Improvements [Derrick Renaud]

Discrete Sound Changes
======================
* DISCRETE_555_ASTABLE - added option to use quick charge diode (will be
needed for frogs.) Added option to disable oscillation if R1 (charge) is out
of circuit (will be needed by invaders.)
* DISCRETE_555_CC - modified to discharge cap due to natural losses if there
is no charging current (needed by frogs.) This makes it more accurate then
the current perfect cap that will retain a charge forever.
* modified all current drivers to use new code.

New Discrete Modules Added
==========================
* DISCRETE_555_MSTABLE - 555 Monostable simulation

Game Driver Changes
===================
* frogs - added sound hooks. Added discrete "tongue" sound effect.

Fixed bug in discrete code [Brad Oliver]

Improvements to Astrocade driver [Frank Palazzolo]
- Professor Pacman Driver - works but fails 2 self-tests yet
- Fixed collision detection in all games
- Added NVRAM handling to robby (and profpac) - still not working
always but self-tests pass.
- Fixed bugs in astrocade sound code
- Switched astrocade sound to stream system
- Support stereo in wow, robby, gorf, profpac (Sounds great now!!)
- Leds and coin counters added
- All activecpu_get_reg() calls from astrocde games have been
replaced with proper 16-bit Z80 port support through memory system
- Renamed sndhrdw/astrocde.c to sndhrdw/wow.c since it is game-
specific

Fixed NMI handling in NEC cores [Bryan McPhail]

Cleaned up Twins driver and changed to use V20 [Pierpaolo Prazzoli]

Some hyperstone debugger cleanups [Pierpaolo Prazzoli]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Bonks Adventure [Sebastien Volpe]
some gfx/sound issues
Professor Pacman [Frank Palazzolo]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Superman (Japan) [Fabrice Arzeno]
Gun Ball [Bryan McPhail] *edit - actually i missed this one from driver.c, it'll be in u3
Hot Bubble [David Haywood]
Force Break [Pierpaolo Prazzoli]

New games marked as GAME_NOT_WORKING
------------------------------------
Super Lup Lup Puzzle
hyperstone CPU core bugs
Raiden Fighters Jet
encrypted gfx
Born to Fight
gfx emulation problems


==========================================================================

0.88u1

MAMETesters bugs fixed (there are probably more)
-----------------------
nebulray066gre (kludge, real behavior not understood)
namcosx36rc2gre (for system2)
finehour053gre
ordyne080u1gre
rthun237b16gre


General Improvements
--------------------

Namco Update [Phil Stroffolino]
Fixes priority in the NB1 games.
POSIRQ support for Namco System 2 games no longer requires game-specific hacks.
Hack for Metal Hawk tile size is no longer needed.
Screen blanking (window) support added for System 2 hardware.
Sprite-tilemap orthogonality for System 2 rendering.

i960 fix [R.Belmont, Stephan Cecchinel]
Fixed errors in atanr and logepr

Improvements to FD1094 emulation [Charles MacDonald, Nicola Salmoria]
more sets now run (eswatu, fpoint, goldnaxc, cltchitr)

Fixed scroll offset and rain priority in mwarr [Pierpaolo Prazzoli]

Added EEprom support to Steel Force [Pierpaolo Prazzoli]

Misc Fixes [Curt Coder]
* 1943
drivers/1943.c
vidhrdw/1943.c

- Converted to use tilemaps
- Cleaned up driver
- Merged memory maps
- Fixed inputs/dips based on manuals
- Renamed 1943j to "1943: Midway Kaisen (Japan)"
- Renamed 1943kai to "1943 Kai: Midway Kaisen (Japan)"

* Gun.Smoke
drivers/gunsmoke.c
vidhrdw/gunsmoke.c

- Converted to use tilemaps
- Cleaned up driver
- Merged memory maps
- Fixed inputs/dips based on manuals
- Removed GUNSMOKE_HACK and fake dips

* Blue Print
drivers/blueprnt.c
vidhrdw/blueprnt.c

- fixed clocks per schematic, sound pitch now higher
- tilemap conversion
- merged memory maps
- fixed inputs/dips per manual
- fixed rom names per schematic
- clean up
- correct 2H/4H clocks

* Night Driver
drivers/nitedrvr.c
machine/nitedrvr.c
vidhrdw/nitedrvr.c

- removed gear/track display hack
- merged memory map
- fixed clock per schematic
- added early revision roms info
- fixed rom names per schematic
- clean up

* 1942
drivers/1942.c
vidhrdw/1942.c

- merged memory maps
- fixed inputs/dips per manual


Confirmed Libble Rabble Custom IO chip numbers [Shaun Stephenson]

jalmah.c improvements [Angelo Salese]
Further improved the first version protection.Now you can boot in
urashima/mjzoomin/daireika,with wrong colors(data is extracted from MCU
code) and wrong tilemap positioning(these games uses the RANGE
register,which needs further investigation).


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Twin Brats [Pierpaolo Prazzoli]
incorrect sound banking
B.C. Story [David Haywood]
Clutch Hitter [Charles MacDonald, Nicola Salmoria, David Haywood]
incomplete sound emulation, some gfx problems
D. D. Crew [Charles MacDonald, Nicola Salmoria, David Haywood]
incomplete sound emulation, still some serious gfx problems in places
Ping Pong Masters '93 [David Haywood]
sound not yet emulated

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Flash Point (Japan, Original) [Charles MacDonald, Nicola Salmoria]
Senkyu (set 2) [Fabrice Arzeno]

New games marked as GAME_NOT_WORKING
------------------------------------
several system18 sets


==========================================================================

0.88 (includes 0.87u5 whatsnew.txt details)

General Improvements
--------------------

Emulation of Sega FD1094 encrypted 68k CPUs, this will allow for significant progress
in the emulation of the remaining encrypted Sega games. Note that we require working
CPUs to extract encryption data from in order to emulate the encrypted titles, see
http://cgfm2.emuviews.com/ for more details. As a result of this code several of the
encrypted games will now boot (astorm, ddcrew, wb3a, wb3b, tetris, ddux, sonicbom etc.)
[Charles MacDonald - extracting data from CPUs,
Nicola Salmoria - decryption code]

Misc fixes from Mame32Plus
ay.diff: add save state support for AY8910 and friends
crbaloon.diff: add music support
darius.diff: adjust FM/ADPCM balance
f3.diff: fix landmakr sound loading
harddriv.diff: fix undersized array causing memory trashing
mario.diff: added save state support
qsound.diff: added save state support
renegade.diff: fixed missing break; in MCU simulation
s16.diff: adjust FM/ADPCM balance
scsp.diff: fixed undersized array causing stack trashing
ssv.diff: fixed hypreac2 sound loading

i960 and model 2 update [R.Belmont, ElSemi]
i960:
- Fixed bug in movl (ElSemi)

model2:
- Removed hotd and lastbrnx hacks, the i960 fix
obsoletes them
- Added port 0 switching, player 2 start works in
several games now (ElSemi)
- Added working timer support, including timer IRQs
- Updated game status listing

Fixed some c99 related compiler issues [Jeff Mitchell, Lawrence Gold]

update to ppmast93 driver, still not playable [David Haywood]

Discrete sound changes [Derrick Renaud]

Discrete Sound Changes
======================
* Continued cleanup of code to make it more readable

New Discrete Modules Added
==========================
* DISCRETE_NOTE - counter circuit used to create tones/music.
* DISCRETE_INTEGRATE - various op amp integration (ramp) circuits.
* DISCRETE_OP_AMP_TRIG_VCA - Did not know what to call this. :-) Basically it
is a programable voltage controlled amp. But uses only an on/off trigger. It
has resistors to select the rise/fall times. Also it is not a true VCA. It
actually adjusts amplitude by clipping more/less off the bottom of the input
signal. But it is a common circuit.

Game Driver Changes
===================
* polaris - complete sound rewrite to use new component value code. Hooked up
watchdog timer.

New watchdog functionality [Derrick Renaud]

Game Driver Changes
===================
* dominos, sprint1, sprint2, dragrace, canyon, nitedrvr - added watchdog and
set to proper time using new MDRV_WATCHDOG_VBLANK_INIT function.
* firetrk, montecar, superbug, pacman, polaris - changed watchdog to proper
time using new MDRV_WATCHDOG_VBLANK_INIT function.
* galpania, galpanib - changed to MDRV_WATCHDOG_VBLANK_INIT because these
games need watchdog init at game start.

Core Changes
============
Changed watchdog to allow it to start at machine run start. If not used, the
previous watchdog functionality is retained. Only define 1 of the 2 watchdogs
per game. If both are defined then MDRV_WATCHDOG_VBLANK_INIT will be used
only.

* MDRV_WATCHDOG_VBLANK_INIT(watch_count)- Initializes the watchdog in
MACHINE_DRIVER_. watch_count is the # of vertical blanking intervals before a
forced reset. If the time is unkown then you can use these defaults:
DEFAULT_60HZ_3S_VBLANK_WATCHDOG or DEFAULT_30HZ_3S_VBLANK_WATCHDOG

* MDRV_WATCHDOG_TIME_INIT(time)- Initializes the watchdog in MACHINE_DRIVER_.
time is the time in seconds before a forced reset.

New function to enable/disable the watchdog in game.
watchdog_enable(0 or 1) - used to 0=disable or !0=enable.

Made a macro that calculates the pulse time of a 74LS122 or LS123.
TIME_OF_74LS123(r,c)
r is in Ohms. c is in Farads.
c must be greater then 1000pF to use this function


Added runtime option to disable validity checks [Derrick Renaud]

Added run time option:
-[no]skip_validitychecks
Forces MAME to skip doing the code validity checks. The default is
OFF (-noskip_validitychecks).
This new option will default to doing the test and force you to confirm you
do not want to use it. This way users can test their submissions easily and
then speed things up when confirmed ok.

NOTE: DO NOT disable the checks when submitting code

Fixed voodoo code broken by cleanup in u3 [Aaron Giles]

Fixed qdrmfgp broken by cleanup in u3 [Olivier Galibert]

Fixed cut and paste error in chdman [René Single]

Fixed mayday inputs [Stefan Jokisch]

Fixed Puzzle Club dips [Brian Troha]

Input Port System Update [Aaron Giles]
PORT_INCLUDE() works the same as before.

PORT_MODIFY("tag") allows you to modify any given input port by specifying
its tag.

Any PORT_BIT() entries that you put after a PORT_MODIFY will nuke any
matching entries in the previous definition, allowing you to overwrite them
with new stuff.

I also added a few new functions:

readinputportbytag_safe() takes a tag and a default value. If the tag is not
found, the default value is returned.

port_tag_to_handler8()
port_tag_to_handler16()
port_tag_to_handler32() -- these 3 new functions take a tag string, find the
input port, and return the appropriate handler. They can be used in AM_READ,
so instead of:

AM_RANGE(0x00, 0x00) AM_READ(input_port_1_r)

You can use

AM_RANGE(0x00, 0x00) AM_READ(port_tag_to_handler8("MyPortName"))

I've modified exidy.c to use these features as a testbed. Let me know if you
see any problems.

Memory system changes / fixes [Aaron Giles]
* added explicit casting to the memory handler width when computing the
shifted data/mask values for read/write handlers -- this should in theory
fix R. Belmont's 64-bit issues

* added memory_install_read/write8/16/32/64_matchmask_handler functions to
allow dynamic installation of match/mask (AM_SPACE-style) memory ranges --
this should satisfy Frank P's request for the astrocade driver

* changed masking behavior for match/mask pairs so that an AM_SPACE with an
AM_MASK does not expand the explicitly-specified mask value -- this should
fix dwidel's problem getting Pac-Man accurate

* changed dynamic bank assignment to always assign a bank if you have
explicitly specified a mask value via AM_MASK -- this should allow mirroring
via AM_MASK if you want to, though AM_MIRROR is still preferred

Fixed OKI banking in Fixeight bootleg [Quench]

More changes [Derrick Renaud]

Game Driver Changes
===================
* firetrk, montecar - added proper CPU clock frequency change when going
in/out of service mode.

Core Changes
============
Fixed some last remaining issues with the new watchdog. The watchdog would
not remain disabled after a watchdog_enable(0) in some conditions.

Added a new function to change CPU clock speed in game. The current scaling
factor will still apply. eg. If you force the CPU to change clock to 1MHz
while the scaling is at 50%, the effective CPU speed will be 500kHz. Then
reading the clock speed will give 1MHz, because clock scaling is transparent
to the driver.

/* Returns the current CPU's actual unscaled running clock speed */
int cpunum_get_clock(int cpunum);

/* Sets the current CPU's clock speed and then adjusts for scaling */
void cpunum_set_clock(int cpunum, int clock);

Fixed some problems in Steel Force [Pierpaolo Prazzoli]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
F1 Grand Prix Star II [Brian Troha]
roms redumped
Sonic Boom [Charles MacDonald, Nicola Salmoria]
Mighty Warriors [Pierpaolo Prazzoli]
some sprite problems
Twins [David Haywood]
missing eeprom
Greyhound Selection [Pierpaolo Prazzoli]
BMC Bowling [Tomasz Slanina]
missing music, some wrong gfx
Field Combat [Tomasz Slanina]
bad sprite colours
Gallop Racer 3 [smf]
sound problems
Tank 8 [Stefan Jokisch]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Tetris (Sega) (2 encrypted sets) [Charles MacDonald, Nicola Salmoria]
Wonderboy 3 (2 encrypted sets) [Charles MacDonald, Nicola Salmoria]
Greyhound trivia (alt questions) [Pierpaolo Prazzoli]
Astro Blaster (version 2a) [Mash]

New games marked as GAME_NOT_WORKING
------------------------------------
D.D. Crew [Charles MacDonald, Nicola Salmoria]
some issues with system18 emulation
Dynamite Dux (original) [Charles MacDonald, Nicola Salmoria]
some issues with system16 emulation
BC Story (set 2) [David Haywood]
more protection issues?
Super GX [Mash]
bad rom
Skelagon [Mash]
bad rom
Virtua Formula
same issues as VR


==========================================================================

0.87u4

General Improvements
--------------------

Fixed bugs introduced in u3 causing Atari / Midway drivers to crash [Olivier Galibert]

Changed where source filename based config files are stored to avoid conflicts with
set name configs [René Single]

Changes the static function implementations in memory.h to inline [Brad Oliver]

Improvements to Hyper Neogeo 64 rendering, 3d graphics can now be seen although
emulation is still incomplete and Fatal Fury WA still needs a hack to boot
[Andrew Gardner, Rasterizing code provided in part by Andrew Zaferakis]

Code to decrypt FD1094 CPU 317-0092 in states 0x00-0xff (0x00 is reset, 0x10 is IRQ)
this is the CPU used by tetris, code is not hooked up yet [Nicola Salmoria]

Changed instr86.c based on comment below:
In the cpu/i86 code emulating the CMPSW instruction there is what seems to
be a cut+paste bug: It calls the SUBB() macro where it should call SUBW().
Line 524 of instr86.c.
[Juergen Buchmueller]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Puzzle Club (Yun Sung) [Pierpaolo Prazzoli]
Pop Bingo [David Haywood]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Explosive Breaker (parent of bakubrkr) [David Haywood]
Street Fighter 2 EX (USA) [Brian Troha]
Top Racer (bootleg, set 2) [Pierpaolo Prazzoli]

New games marked as GAME_NOT_WORKING
------------------------------------
Funny Strip [David Haywood]
unemulated protection?
Ping Pong Masters '93
Twin Brats
Twins
Mighty Warriors
these four drivers are still being worked on


==========================================================================

0.87u3

General Improvements
--------------------

Exidy Games update [Aaron Giles]
This update is mainly a bunch of cleanup on the classic Exidy drivers. The
memory maps are merged now, and I've gone through and removed a bunch of RAM
that wasn't actually present on the real boards. I also fixed up the input
ports on several of the bootlegs.

Cinematronics Vector driver update [Aaron Giles]
* completely rewrote the CCPU core to be much simpler and follow MAME
semantics
* rewrote the CCPU disassembler to use the "official" syntax
* added newly dug-up prototype game QB-3
* now require the CCPU PROMs for all the games
* added sound to Barrier, Star Hawk, War of the Worlds, and Boxing Bugs
(note that samples don't exist yet, but I'm working with Zonn Moore to get
them for everything except Barrier)
* rewrote sound routines for all the games based on schematics and Zonn's
documentation
* fixed sound in Demon (was seriously wrong)
* changed sound handling in Solar Quest to play the music by looping a
square wave instead of using canned samples
* added 64-level support for Solar Quest
* added proper color support for Boxing Bugs and War of the Worlds
* added star twinkle effects (not really visible without my future update to
vector.c)
* made wotw the black & white hardware which was commonly seen as a Star
Castle upgrade
* added wotwc as the color hardware version (same ROMs)
* cleaned up and fixed input ports for all the games

Namco IC update [Phil Stroffolino]
Fixes to the advanced ROZ chip used by System FL, Namco NB2, and some Namco System 2
games. Huge improvements to Mach Breakers, and game specific ROZ hacks have been removed.

Fixes for the ROZ system used in older System2 games; in particular Dragon Blade glitches
are no more.

Abstraction for the tilemap system used in many Namco titles.

Merged memory maps.

The ROZ fixes unfortunately use a handful of custom code, to work around limitations of
tilemap.c's roz support. I'll improve tilemap.c when I get a chance.

Improvements to jalmah.c [Angelo Salese]

Improvements to sound in recalh and intcup94 [David Haywood]

Massive compiler warnings cleanup for gcc 3.4.2 [Olivier Galibert]

Added some hooks to C 68k core in preparation for Sega decryption updates [Olivier Galibert]

Hooked up GNET bios roms so boot screen shows [smf]

Improvement to (se)xfiles driver, now shows some startup screens [Tomasz Slanina]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
QB-3 (prototype) [Aaron Giles]
some gfx problems
Space Raiders [Frank Palazzolo]
some gfx problems, things need verifying against board

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
War of the Worlds (color) [Aaron Giles]
Operation Thunderbolt (US, older) [Fabrice Arzeno]
Killer Instinct (proto v4.7) [Aaron Giles]
Killer Instinct 2 (v1.0) [Aaron Giles]
Farmer Rebelion (clone of ikki) [Pierpaolo Prazzoli]
Atlant Olimpic (bootleg of trackfld) [Pierpaolo Prazzoli]
Ginga NinkyouDen (set 2) [Mash]
'99: The Last War (Kyugo) [Mash]
Tron (set 3) and (set 4) [Mash]

New games marked as GAME_NOT_WORKING
------------------------------------
Oriental Legend Super
unemulated protection
Killer Instinct 2 (v1.4k, upgrade kit) [Aaron Giles]
Beat the Champ [R.Belmont]
SCSI / CD-ROM emulation problems


==========================================================================

0.87u2

i960 updates [R.Belmont]
- Added spanbit
- Fixed error noted by ElSemi in spanbit and scanbit
- Added non-queued interrupts to support games with
the interrupt table in ROM (this fixes the colors and
hanging in Sky Target, and Pilot Kids will need it
too)
- Added the ability for read/write handlers to declare
themselves "noburst", for memory regions which don't
auto-increment the address on i960 bulk transfers
- General cleanup of the interrupt handling to remove
duplicated code. There should be no functional
difference

model2 updates [R.Belmont]
- Properly mapped 'unplaced' ROMs for Daytona and
Desert Tank
- Added calls to i960 noburst support for the timer
and interrupt control registers
- Updated game status with latest knowledge
- Noted that Last Bronx boots now
- VF2 reparent: 2.1 is parent, ver. B and original are
children
- SHA1s for lastbexp, doa, and pltkids
- Removed unnecessary code patch from DOA
- Added Martin Marietta co-credit for Desert Tank
- Added EPL Productions co-credit for Behind Enemy
Lines
- "Sonic Championship" renamed to "Sonic The Fighters"
- Virtual On is "Cyber Troopers" (two words) on the
title screen, not "Cybertroopers"
- Zero Gunner changed from (Jap) to (Japan)
- Mapped framebuffer RAM (used by Last Bronx)
- Fixed non-32 bit writes to the interrupt registers
- Fixed serial hardware mapping
- Temporary hack to keep HOTD from freezing until I
properly implement the timers
- Split the 2O/2A/2B/2C drivers better. von now
prints "MODEL 2BCRX" correctly
- Hack to make Last Bronx run while I track down an
i960 core bug that's haunting it
- Patch from ElSemi for Zero Gunner crashing
- Patched Daytona busywait for the TGPs (not sure how
it worked without this before)
- Fixed 68000 ROM load for skytargt
- Fixed thinko in the interrupt register handling
(still no help for Last Bronx, but the wrong way was
definitely hurting it worse)
- Fixed issue on big-endian machines
- Added framework so the DSP program uploads are now
handled correctly

C352 Pitch adjustment [R.Belmont, Cap]

Analog Port Fixes [Derrick Renaud]
downtown - Both analog controls were set to player 1.
eterm - Crashed, due to inc/dec buttons not being defined for the analog
ports.

Now loading sync prom in Atari Soccer [Stefan Jokisch]

Added eeprom and flipscreen to the games in vamphalf driver [Pierpaolo Prazzoli]

Improved sound in Hard Head / Popper [Pierpaolo Prazzoli, Corrado Tomaselli]

Misc updates [Nathan Woods]
src/mame.c:
- Created a MAME_VALIDITYCHECKS macro that when defined, can specify
whether validity checks should be run. If undefined, it defaults to
running the validity checks. This will facilitate turning off validity
checks in MAME derivative projects.

Please DO NOT turn these off if you are making changes to the Mame
source, any changes which fail the validity checks will be rejected.

src/windows/fronthlp.c:
- Changed the stat() call to use Win32 equivalents.

Fixed some Compiler Warnings [Lawrence Gold]

Improvements to SPI sprite decryption in rf2_2k [Ville Linde]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Fix Eight (bootleg) [Tomasz Slanina]
turn on invunerability dipswitch to see an intro!
Title Fight [David Haywood]
Raiders [Mash]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Sega Space Attack (set 3) [Mash]
Pengo (set 4) [Mash]
Eagle (set 3) [chaneman]
Crazy climber 2 (Japan Harder) [chaneman]
Nibbler (Olympia) [Costa Sgantzos]

New games marked as GAME_NOT_WORKING
------------------------------------
Mazer Blazer (set 2) [chaneman]
Zero Team (set 2)
Dark Edge (World)
Farmer Rebelion (clone of ikki) [Pierpaolo Prazzoli]
maybe a rom is bad?
Dynamite Deka 2 (clone of Dynamite cop) [Chris Hardy]


==========================================================================

0.87u1

MAMETesters bugs fixed (there are probably more)
-----------------------
sotsugyo069u3gre [Bryan McPhail]
sotsugyo: On the result screen (the one that appears when finishing a stage
i.e after the first two trials), zeroes don't appear at all.


General Improvements
--------------------

Minor Compiler fixes [Brad Oliver]

Removed options.color_depth (obsolete anyway) [Brad Oliver]

Compiler Fixes for VC [Bryan McPhail]
src\drivers\suprgolf.c - C99 fix
src\cpu\m37710\m37710op.h - Fixed warnings under VC
src\cpu\powerpc\ppc.c - Fixed warnings under VC
src\cpu\powerpc\ppc403.c - Fixed warnings under VC

Added default eeprom to Recalhorn to prevent crash [Bryan McPhail]

Modified tilemap.c so roz and RGB_DIRECT can be used together [Andrew Gardner]

Fixed I/O addresses in Hyperstone and so removed the hack from vamphalf
driver [Pierpaolo Prazzoli]

Yumefuda update (eeprom etc.) [Gondos, Pierpaolo Prazzoli]

fixed some gfx in tmmjprd [Pierpaolo Prazzoli]

i960 updates [R.Belmont]
- Added support for the following opcodes: nor, addc,
subc, atanr, sinr, cosr, tanr, atanrl, logrl, sinrl,
cosrl, and tanrl.
- Added those and some others to the disassembler.
- Added parens for the compiler warning.
- Fixed stt to only store 3 words instead of 4.
- Added logepr and cvtri.
- Fixed cmpr and cmprl - they were comparing garbage
instead of the correct registers.
- Added disassembly for movrl.
- Added scanbit.
- Rewrote flushreg, it was *totally* wrong before.
HOTD now runs, among others.
- Added hack to divo so divide by zero doesn't crash
MAME (some games read back 0 from the not-yet-existing
DSP and do this).
- More disassembler improvements.
- Added NAND, EDIV, SCALER, SCALERL, ROUNDR, ROUNDRL,
EXPRL, MOVRE, and CPYSRE opcodes.
- Fixed some errors in interrupt handling. Solves
corrupt graphics in fvipers and crashes in fvipers,
schamp, and dynamcop.
- Added REMR opcode.

SegaIC24 update [R.Belmont]
Add 32-bit access methods for char and tile RAM.

Grand Champion sound fix [Justin Szczap]

INP changes [Barry Rodewald]
Basically, reading/writing analog port data every single time
interpolate_analog_port() isn't a good idea, especially since it's called
every time readinputport() is. I've just moved the analogue port
reading/writing into the for loop, so analogue ports are only read/written
if the port is actually is analogue.

Dynagears dip fix [Derrick Renaud]

ZN1/ZN2 big endian fix [smf]

SPI decryption improvements (for rf2_2k) [Ville Linde]


New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Painted Lady (Splash) (Ver 1.3 US) [Manuel Abadia]

New games marked as GAME_NOT_WORKING
------------------------------------
Tatsumi Driver [Bryan McPhail]
playable to a degree, but not really working properly

Apache 3
Round Up 5
Cycle Warriors

Incredibly complex hardware! These are all different boards, but share
a similar sprite chip (TZB215 on Apache 3, TZB315 on others). Other
graphics (road, sky, bg/fg layers) all differ between games.

Todo:
Sprite rotation
Finish road layer (Round Up 5)
Implement road layer (Apache 3, Cycle Warriors)
BG layer(s) (Cycle Warriors)
BG layer (Round Up 5) - May be driven by missing VRAM data
Round Up 5 always boots with a coin inserted
Round Up 5 doesn't survive a reset
Dip switches
Various other things..

Sega Model 2 Driver [R.Belmont]
(see model2.c for list of games)
Tilemaps, sound, and inputs working to varying degrees
in various games. Most of the games at least start
up, although some don't and some crash.


==========================================================================

0.87

General Improvements:
--------------------

Small update to the Kaneko drivers [Sebastien Volpe]
- correct dipswitches for bonkadv
- galpanib protection moved to machine\kaneko16.c, and sandscrp uses it
- merged read/write memory maps for the 3 galpanic sets

Support 16 Joystick buttons [Norix]

8-way input fix for some mappy.c games (grobda, motos, phozon)
These games were set to 4-way input in the previous update. [anonymous]

Various Improvements [Angelo Salese]
vamphalf.c
improvements to vamphalf making it almost playable* it actually
is now playable thanks to further improvements from others (see
below)

yumefuda.c
temporarly patched eeprom check,fixed the graphics bankswitching
& added sound in Yumefuda.I don't have added controls yet so it
isn't playable.

acommand.c
Preliminary driver for Alien Command.Doesn't work yet...

gstriker.c
Very preliminary MCU emulation for World Cup '94.Hangs in
various places since I don't have worked on them yet...

Implements the LEDs in "copsnrob" [Stefan Jokisch]

Fixed res_net.h related crash in Strike Bowling [Jarek Burczynski]

Improvements to Paint and Puzzle, game is almost playable [Nicola Salmoria]

Taito F3 Improvements [Bryan McPhail]
Recalhorn now up to a playable standard. This game exposed some bugs in the
way the sprite renderer handled the special command bits (ie, the sprite
list jump command occurs _after_ the current sprite has been processed, not
before, plus bankswitch & global positioning flags can be set on the same
sprite - they aren't exclusive, all makes perfect sense from a hardware
point of view). These fixes really should be put into taito_f2 and hybrid
f3 games as well, though I doubt it will make any visual difference.

Command War is playable too, except for the fact a layer doesn't seem to
disappear when in the fighting sequence, and it's offset by 8 pixels in the
movement sequence.

Rohga driver Improvements [Bryan McPhail]
Rohga - Despite massive amounts of time spent on writing trojan's to probe
the protection this still isn't complete. The game hangs at the end of
level 5. A quick look at decoprot.c should reveal just how nasty this game
is... Graphics emulation is complete but the priority register never seems
to be written properly (protection?) so some things look wrong.

Schmeiser Robo - Not working 100%. The game puts graphics info through the
protection chip so in this case the game looks wrong even though the
gameplay is actually running correctly. Uses a strange double buffer
feature of the protection chip that the Deco games don't (seem to) use.

Truco Clemente driver [Ernesto Corvi]
This is as good I could get it working...
Problems:
- Wrong Colors
- Audio is not 100% yet, I think.

The board is definitely a conversion of some other board. My guess is a
Pacman-style board, since
some of the addresses match (watchdog, etc). Maybe somebody more
familiar with those type
of boards can figure out if they used the same color proms (I tried the
MsPacman ones, and didn't
match).

SPI background Decryption improvements [Ville Linde]

Fixed mrtnt colours (verified to use pacman proms) [vernimark]

Hyperstone core fixes [Tomasz Slanina, Pierpaolo Prazzoli]
Tomasz Slanina
- Added "undefined" C flag to shift left instructions

Pierpaolo Prazzoli
- Added interrupts-block for delay instructions
- Fixed get_emu_code_addr
- Added LDW.S and STW.S instructions
- Fixed floating point opcodes


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Wizz Quiz [Pierpaolo Prazzoli]
Miss Bingo [Brian Troha]
Recalhorn [Brian McPhail]
may crash on hi-score screen
Command War [Brian McPhail]
still some clipping / layer problems
Vamp 1/2 [Angelo Salese, Pierpaolo Prazzoli]
first working hyperstone based game
Truco Clemente [Ernesto Corvi]
some graphical problems (see notes above)

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Super Pang (Japan) [Nicola Salmoria]
set was decrypted, game now working

New games marked as GAME_NOT_WORKING
------------------------------------
Alien Command [Angelo Salese]
parts of the hardware still unemulated
Schmeiser Robo [Bryan McPhail]
protection issues


==========================================================================

0.86u5

General Improvements:
--------------------

Cleaned up some MESS related code [Nathan Woods]

Improved inputs in rabbit [deadscreem]

Fixed drakton dipswitches [David Widel]

Improvements to Exciting Soccer II protection handling [Pierpaolo Prazzoli]

rongrong dipswitch fixes [sonikos]

Adjusted sound frequency in crospang [Pierpaolo Prazzoli]

fixed dips in subs & fixed chelnov inputs [IĹ„igo Luja]


New games supported or promoted from GAME_NOT_WORKING status:
-------------------------------------------------------------
(New) Multi 5 [Pierpaolo Prazzoli]

New games marked as GAME_NOT_WORKING
------------------------------------
Recalhorn (prototype)
Command Wars (prototype)
these have been added to the taito_f3 driver but both have serious issues


==========================================================================

0.86u4

CPU / Sound Core Improvements
-----------------------------

M37710 update [R.Belmont]
* Added support for externally-pulsed timers (Prop
Cycle uses this to read the pedals

General Improvements:
--------------------

Reorganised and cleaned up the kaneko16.c and related drivers splitting protection
related code into a separate file [Sebastien Volpe]

Tile Flipping in NCV2 [Mark McDougall]

Preliminary background zoom in HNG64 [David Haywood]

Misc name changes [Darren Hatton]

Fixed broken controls in Hydra [Pierpaolo Prazzoli]

Misc changes [Curt Coder]
* Lovely Cards
drivers/lvcards.c
vidhrdw/lvcards.c
- Converted to use tilemaps
- Fixed tile rendering, the tile ROM is not a bad dump, the gfx routine was bad!

* Outrunners
drivers/multi32.c
- Changed name to "OutRunners" as per title screen and flyers

* Sonic the Hedgehog
drivers/system32.c
drivers/segac2.c
- Changed "Sonic the Hedgehog" to "Sonic The Hedgehog". "The" is Sonic's
middle name according to "The Ultimate History of Video Games", p. 428:
''The "T" in Sonic The Hedgehog is capitalized. Sega Marketing wizard Al
Nilsen had the "The" registered as Sonic's middle name.''
- Changed "The Revenge Of Shinobi" to "The Revenge of Shinobi"
- Changed "MegaPlay" to "Mega Play" as per system16.com

Hooked up eeprom in rabbit driver [R.Belmont]

Some improvements to tmmjprds in rabbit driver [David Haywood]

Added sound to SWA [R.Belmont]

Improvements to SPI decryption [Ville Linde]

Beast Busters DSW fix [IĹ„igo Luja]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Hot Blocks - Tetrix II [David Haywood]
eeprom not hooked up
Fighting Basketball [Pierpaolo Prazzoli]
some problems with sprites flickering, incomplete sound emulation

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Tetris (B-System, YM2203 sound) [Charles MacDonald]
Street Fighter II' - Hyper Fighting (World 921209) [smf]

New games marked as GAME_NOT_WORKING
------------------------------------
Paint & Puzzle [David Haywood]
work on this is being continued by another dev


==========================================================================

0.86u3

Driver Improvements:
--------------------

Converted some CD images to CHD [R.Belmont]

Regression Fixes for Starblad and Simpsons [R.Belmont]
restored polygon drawing in starblad
corrected clocks in simpsons

Fixed black squares in ozon1 [Pierpaolo Prazzoli]

Fixed filenames in some of the sets added in the previous update [Pierpaolo Prazzoli]

Donkey Kong Sample improvements [Pete Rittwage, Derrick Renaud]

Namco Classics Improvements [R.Belmont]
- Added H8/3002 MCU and C352 sound chip. Both ncv1
and ncv2 are now fully playable with full sound and
music.

Hyper Neogeo 64 Improvements [David Haywood]
I won't be doing much work on this again until I buy some more RAM
so don't expect too much. Needs a kludge in the MIPS core so the
changes aren't very visible in a normal build (details of the
required kludge are in the source)

Gottlieb Input Changes [B.S.Ruggeri]

CPU / Sound Core Improvements
-----------------------------

H8/3002 Fixes [R.Belmont]
- Fixed btst #imm, @Rn instruction - it was giving
reversed results, which crashed ncv2's MCU program.

Namco C352 update [R.Belmont]
- Many many fixes to wave start/end/bank handling plus
added chain mode support. Thanks to cap @ VivaNonno
for the tips.

General Improvements:
--------------------

CHDMAN update [R.Belmont]
This makes the parser deal with .toc files output by
current cdrdao better. I need to just give in and
rewrite it for 2-pass operation sometime, it'll be
much cleaner then.

Incidentally, if anyone has any idea where to get
specs for e.g. CloneCD or some other popularish image
format(s) let me know and I'll add support.

Fixed for the random key mappings bug with new config system [Aaron Giles]

Input Port Fixes [Aaron Giles]
- reversed pedals now work correctly (e.g., brake in Hard Drivin')
- all relative controls (dial, trackball, mouse) scale the same regardless
of the number of bits allocated for that port


New games supported or promoted from GAME_NOT_WORKING status:
-------------------------------------------------------------
Namco Classics Vol.2 [R.Belmont]
some tile flip problems in classic pacman / rallyx
some sound problems (hanging sound in digdug classic)

New games marked as GAME_NOT_WORKING
------------------------------------
Zero (bootleg of Defender) [Pierpaolo Prazzoli]


==========================================================================

0.86u2

Quick update but since there have been some large submissions I feel it is
worthwhile

Driver Improvements:
--------------------

Misc Updates [R.Belmont]
m37710.diff:
- Added analog and digital I/O port support. (anyone
know how to control PC case fans from software? Prop
Cycle's "fan" output is bit 1 of 37710 port 5... ;-)
- Added LDB absolute and DIV direct opcodes.
- Rewrote the RLA instruction. Pretty much everything
was wrong with it including the result, flags, and
cycle count.
- Fixed disassembly for RLA.

flash.diff:
- Added word-wide flash ROM support (specifically IDs
itself as the Sharp LH28F400 found on Konami "Beat the
Champ" PCBs).

Boomer Rangr + Touchdown Fever Dipswitches [Brian Troha]

Fixed Dragon Bowl sprite colours with new set [Pierpaolo Prazzoli]

Improved Field Goal colours [Stefan Jokisch]

Turned off auto-center in some games [Stefan Jokisch]

Added missing button in dblpoint [Pierpaolo Prazzoli]

Improvements to HyperNeogeo64 emulation [ElSemi, David Haywood]


Large Mahjong Update from Takahiro Nogi (updated to compile by Pierpaolo Prazzoli)
---------------------------------------

drivers/gomoku.c - improved sound
vidhrdw/gomoku.c
sndhrdw/gomoku.c

drivers/pastelg.c - added dipsw1&2 handling(2Player is not implemented
yet)

vidhrdw/pastelg.c - rewrote drawing routine

machine/nb1413m3.c - added some process
machine/nb1413m3.h - added some definitions

drivers/nbmj8688.c - added mjsikakc, mjsikakd, mmsikaku, mcitylov, livegal, kaguya2, korinaim, kyuhito, mjcamerb
vidhrdw/nbmj8688.c - fixes to add mmsikaku, livegal

drivers/nbmj8891.c - added lovehous, mmaiko, mgion, omotesnd, taiwanmb(testdriver)
vidhrdw/nbmj8891.c - changed drawing routine, added font process routine for
hanamomo

drivers/nbmj9195.c - added sailorwa(sailorws clone), jituroku, wcatcher, yosimoto, janbari(mjanbari
is now clone of janbari)
vidhrdw/nbmj9195.c - changed drawing routine (fixed screen misalign in
attract mode of "Otachidai no Okite")

drivers/niyanpai.c - added musobana, 4psimasy, mhhonban
vidhrdw/niyanpai.c - changed drawing routine, added highcolor process
routine for musobana

drivers/hyhoo.c - changed key mapping
vidhrdw/hyhoo.c - fixed title screen of hyhoo2

pairsten - fixed inputs

adjusting interrupt of drivers using machine/nb1413.c/.h
So, some titles are broken.


New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Street Fighter EX 2 Plus (USA) [Brian Troha]
D&D Tower of Doom (alt Japan set) [Razoola]

New games marked as GAME_NOT_WORKING
------------------------------------
Roads Edge / Round Trip
Samurai Shodown: Warrior's Rage
Fatal Fury: Wild Ambition
Hyper Neogeo 64 based, these need more complete MMU emulation in the MIPS core
amongst other things, driver is still only preliminary


==========================================================================

0.86u1

Driver Improvements:
--------------------

M37710 Fixes [R.Belmont]
- Adds the following opcodes: ROR B, LDB direct
indexed, MPY stack relative, and DIV direct.

Misc Patches [Lawrence Gold]
- Substituted isnan() for inunordered(), which is only available in C99.
- Fixed a few C89 warnings about an extra comma at the end of enums.
- Updated the expat code to 1.95.8, which is the latest release.

Namco System 22 Improvements [Phil Stroffolino]
- input ports mapped for most games
- DSP communications RAM latch mode hooked up; fixes
graphics for many titles
- texture banking for old hardware hooked up
- patches to tms32025 emulation (DSP math bugs)
- preliminary dynamic lighting for system22 (rarely
actually used - see Prop Cycle turning score/time
digits)

Imago Improvements [Pierpaolo Prazzoli, Chris Hardy]
hooked up starfield and background tilemap, fixed colours
still problems with the sprites

Fixed endianness problem in h83002 [R.Belmont]

Added Sound to the Gaelco 3d driver [Aaron Giles]

Fixed some bugs that were in 0.86
Tube Panic, Namco S12, Zero Point etc. [various]

Some input fixes [B.S.Ruggeri]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Drakton [Pierpaolo Prazzoli]
no sound
Various games on the System 22 driver [Phil Stroffolino]
*disclaimer* i had trouble getting controls working
in several of them.

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Raystorm (ver 2.06O) [Brian Troha]
Rival Schools (USA) [Brian Troha]

New games marked as GAME_NOT_WORKING
------------------------------------
Diamond Derby [David Haywood]
this is a gambling game and will probably be removed once the
driver is complete, it's just here while it is developed.
Super Golf [Tomasz Slanina]
very preliminary. simple graphic layer hooked up, rom banking
hooked up in a way which allows rom test to pass etc.
Wing War (World Set)
other set was US set (Recycle It Logo)


==========================================================================

0.86

While there are no new working games in this release it remains
interesting from a technical and development point of view mainly
due to the new PPC core as well as the Hyperstone and 37710 fixes.
It should also be a fairly stable release after the many input changes
which have taken place recently.

Driver Improvements:
--------------------

M37710, NamcoSS22 and C352 improvements [R.Belmont]
M37710 changes (m37710.diff):
- Data bus is actually 16 bit, not 8
- Fixed saving of status register on interrupts
- Fixed errors in PHB, PHT, PLT, and ANDB opcodes
- Added XAB, PLB, and ROLB opcodes
- Fixed IRQ dispatch errors
- Various get_info fixes

NamcoSS22 changes (s22.diff):
- All CPU clocks changed to measured-by-Guru values
- Handle the changed M37710 bus width
- Temporarily disconnect shared RAM. There's a
problem where the 68020's shared RAM test wipes out
the 37710's work variables and causes it to crash. I
suspect there's a register that halts or resets the
37710. (note: Prop Cycle has no POST and doesn't
cause this problem, but all the other games do).

C352 change (c352.diff):
- Remove debug printf that accidentally snuck in

SPI Improvements [Ville Linde]
- Improved (but not yet correct) tilemap decryption
- Preliminary sprite priority support

PowerPC 403 core [Ville Linde, Bart Trzynadlowski, Stefano Teso]
This is basically SuperModel (Sega Model 3 emu)'s PPC
core minus the FPU and 6xx-series specific
instructions (that stuff isn't ported to MAME yet).
As such, it's passed all manner of synthetic PPC
torture tests and should be quite reliable for any
PPC403-based hardware.

Virtua Racing improvements [Olivier Galibert, Andrew Gardner]

Hyperstone CPU Core Improvements [Tomasz Slanina, Pierpaolo Prazzoli]
Tomasz Slanina
- interrputs after call and before frame are prohibited now
- emulation of FCR register
- Floating point opcodes (preliminary)
- Fixed stack addressing in RET/FRAME opcodes
- Fixed bug in SET_RS macro
- Fixed bug in return opcode (S flag)
- Added C/N flags calculation in add/adc/addi/adds/addsi and some shift opcodes
- Added writeback to ROL
- Fixed ROL/SAR/SARD/SHR/SHRD/SHL/SHLD opcode decoding (Local/Global regs)
- Fixed I and T flag in RET opcode
- Fixed XX/XM opcodes
- Fixed MOV opcode, when RD = PC
- Fixed execute_trap()
- Fixed ST opcodes, when when RS = SR
- Added interrupts
- Fixed I/O addressing

Pierpaolo Prazzoli
- Fixed fetch
- Fixed decode of e132xs_xm opcode
- Fixed 7 bits difference number in FRAME / RET instructions
- Some debbugger fixes
- Added generic registers decode function
- Some other little fixes.

Jaleco Mahjong Driver update [Angelo Salese]
some games are *almost* playable but still have protection issues

Adjusted Top Speed volume balance

Changes to the main program:
----------------------------

Misc Fixes [Nathan Woods]
src/inptport.c:
src/inptport.h:
- Fixes PORT_INCLUDE by making the final IPT_END appended within
input_port_allocate()
- Added some MESS specific defaults
- Spelling fix in IPT_BILL default

Fixed some Multisession win32 bugs [Chris Kirmse]


New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Field Goal (different) [Andy Welburn]

New games marked as GAME_NOT_WORKING
------------------------------------
Various Konami PPC based games [Ville Linde]
gticlub, gradius4, sscope, sscope2, racingj, racingj2, thrilld
midnrun, windheat
These are to demonstrate the PPC core in action, they contain only very
preliminary emulation and do nothing more than display the initial test
screens.
Cool Riders [David Haywood]
skeleton driver, to be continued at a later date
Pit Boss
added to merit driver, not investigated the issues yet
Tatakae! Big Fighter [Tomasz Slanina]
serious protection issues
Cool Mini
Hyperstone based game, incomplete set


==========================================================================

0.85u3

Driver Improvements:
--------------------

- Improved video performance in suprnova games. [Carlos Santillan]

- Improved sound balance for nyanpani, citybomb, topspeed.

- Fixed visible area and controls in hanaawas. [Pierpaolo Prazzoli]

- Additional input port cleanup. [El Condor]

- Fixed sound board error in Tapper. [B.S.Ruggeri]

- Fixed numerous problems in Return of Lady Frog. [Pierpaolo Prazzoli]

- Added preliminary sound to Return of Lady Frog. [R. Belmont]

- Fixed colors in usclssic. [David Haywood]

- Fixed music tempo in athena. [unzu]


Changes to the main program:
----------------------------

- Incorporated bugfix to the zlib code that was missing from the
official distribution. [smf]


New games supported or promoted from GAME_NOT_WORKING status:
-------------------------------------------------------------
Field Goal [Stefan Jokisch]
Robo Wres 2001 [Tomasz Slanina]
Jumping Pop [David Haywood, Guru, R. Belmont]


==========================================================================

0.85u2

Driver Improvements:
--------------------

- Turned off autocentering by default in warlords, sbrkout, and
destroyr. There are probably others that should have this as well.
Please post on www.mametesters.org if you have suggestions.
[Aaron Giles]

- Fixed a number of recent errors introduced into the input port
definitions of several drivers. [El Condor]

- Fixed various stuff with the jalmah.c driver, including suchipi
booting, improved the video emulation a bit & attempted to add
controls. [Angelo Salese]

- Updated Namco Super System 22 driver to use preliminary M37710
core, but it doesn't do anything useful yet. [R. Belmont]

- Added conditional coinage to snowbros. [Inigo Luja]

- Fixed backwards controls in ckong. [Inigo Luja]


Changes to the main program:
----------------------------

- Renamed PORT_CENTER to PORT_RESET to more accurates describe what
it does. Also added PORT_CENTERDELTA(x) to control the autocentering
behavior. [Aaron Giles]

- Added a WIP Mitsu M7700 series CPU core, specifically targeting
the M37710. [R. Belmont]

- Removed the static MAX_DATAFILE_ENTRIES define, by retrieving the
game count at runtime. [Rene Single]

- Fixed bug that prevented the mixer from loading data unless all
channels had been modified. [Aaron Giles]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
The Return of Lady Frog [David Haywood]
Virtua Fighter 1 [Andrew Gardner, Olivier Galibert]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Twin Cobra 2 (World) (2 sets) [Brian Troha]
Counter Run (bootleg set 1) [Tomasz Slanina]


==========================================================================

0.85u1

Driver Improvements:
--------------------

- Fixed input port definition errors in megasys1. [Mamesick]

- Fixed input port definition errors in tnzs. [Inigo Luja]

- Fixed input port definition errors in taitosj, galaxian.
[Aaron Giles]

- Changed 720' controls to use an analog joystick instead of a
dial so that the original controller motion can be replicated.
Thanks to MAME Analog+ for the logic. [Aaron Giles]

- Fixed the colors in the Status trivia games. [Stefan Jokisch]

- Conditional DIP switches in rallyx, mcatadv, galpanic.
[Inigo Luja]


Changes to the main program:
----------------------------

- Fixed loading of ctrlr files so that they actually take effect now.
[Aaron Giles]

- Fixed bug preventing saving of lightgun control changes.
[Aaron Giles]

- Changed all the analog mapping defaults back to 'keyboard' as the
default values were confusing people. [Aaron Giles]

- Added the ability for analog axes to return "invalid" as a value
from the OSD layer, allowing them to dynamically disable themselves.
Using this feature, the Windows version now autodetects analog
versus digital axes and dynamically disables the analog values if
it thinks you are using a digital axis. Note that this even works
if you have a "switchable" gamepad. [Aaron Giles]

- Fixed debugger crash when using F10 with the i960 core. [R. Belmont]

- Cleaned up some #ifdef MESS and united the two definitions of
my_stricmp. [Rene Single]


New games marked as GAME_NOT_WORKING
------------------------------------
Party Time: Gonta the Diver II [Brian Troha]
Versus Net Soccer (ver JAB) [Brian Troha]
Phraze Craze [Pierpaolo Prazzoli]
Tic Tac Trivia [Pierpaolo Prazzoli]
Trivia Whiz [Pierpaolo Prazzoli]
Trivia Whiz II [Pierpaolo Prazzoli]


==========================================================================

0.85

Driver Improvements:
--------------------

- Fixed sprite vs. tilemap priority and sprite vs. tilemap
positioning for the FL games. [R. Belmont]

- Hooked up player 3 trackball in Rampart. [Aaron Giles]

- Fixed crasher in the new Mappy DIP switches. [Pierpaolo Prazzoli]

- Added conditional DIP switch support to Asterock. [Pierpaolo Prazzoli]

- Fixed Superman frame rate to match real PCB. [Robert Flory]

- Fixed sound balance in Bowlorama. [Aaron Giles]

- Added conditional coinage to a number of games. [El Condor]


Changes to the main program:
----------------------------

- Fixed bug with new command line options when using -createconfig.
[Aaron Giles]

- Changed the way the remapping works in the ctrlr .cfg files so that
it works more like the way the old system did. [Aaron Giles]

- Some MESS-specific additions to the new input configuration code.
[Nathan Woods]

- Added sourcefile attribute to the -listxml output. [Logiqx]

- Fixed bug that prevented default controls that were set to "None"
from saving/restoring properly. [Aaron Giles]

- Added feature to the general input settings so that if you hit Esc
to cancel setting a new input sequence, it toggles between "None"
(old behavior) and the default. This is similar to the change that
went into u6 for the game-specific inputs. [Aaron Giles]

- Fixed load order for ctrlr files so that they don't stick in the
default.cfg if you switch between ctrlrs. [Aaron Giles]

- Renamed the paddle/adstick/pedal/dial/trackball/lightgun default
device selection options to paddle_device/adstick_device/
pedal_device/dial_device/trackball_device/lightgun_device to
prevent naming conflicts. [Aaron Giles]

- Added new port type IPT_OTHER to use for controls that don't map
in a standard way. Modified all the Mahjong games to use this
instead of 0 for the port type, and changed the UI to recognize
this and show it in the game-specific inputs. [Aaron Giles]

- Fixed debugger memory access for 64-bit CPUs. [Nicola Salmoria]


==========================================================================

0.84u6

Driver Improvements:
--------------------

- Fixed Williams coin inputs. [Arthur Peale]

- Fixed Colony 7 DIP switches. [Aaron Giles]

- Hooked up 49-way joysticks in Arch Rivals and Pigskin 621AD.
[Aaron Giles]

- Removed hacky cheat controls from Defender/Stargate. [Aaron Giles]

- Removed existing speedup cheat hack from Pacman/Ms Pac Man as
the way it was implemented in MAME is NOT how it was implemented
in the arcades. I have added the hacked software ROMs as three
separate sets for Puck Man, Pac Man, and Ms. Pac Man. These hacked
ROMs do not let you control the speed of the game with a button;
the game is always fast, and Pac Man is faster than the ghosts.
Also added a fake DIP switch to control the equivalent of the
hardware version of the speedup hack. It can be set to "Disabled",
"Enabled Always", or "Enabled with Button". Note that this hack
speeds up everyone, including the ghosts, as the original hack
did. [Aaron Giles]


Changes to the main program:
----------------------------

- Fixed several makefile errors in the last version. [Aaron Giles]

- Fixed enumeration of lightgun and joysticks in the Windows build.
Joysticks now no longer show up unless you specify -joystick. And
lightguns should work properly as absolute devices. [Aaron Giles]

- Added groupings to the master controls list so that the list size
is not so unwieldy. [Aaron Giles]

- Disabled input to the game while the user interface is in active
use (prevents keypresses from affecting the underlying game).
[Aaron Giles]

- Added core-level support for the previously only Windows-supported
controller files. These files now have the extension .cfg instead
of .ini and are in the same format as the new XML-based .cfg files.
See the ctrlr directory for some examples. [Aaron Giles]

- Made it possible to assign game-specific inputs to "None",
effectively disabling them. To do this, select the input and hit
enter, then cancel by hitting escape. Previously, cancelling
would always reset you to the default key sequence for that input.
Now, MAME alternates between the default key sequence and "None".
[Aaron Giles]

- Added support for conditional dipswitch settings. This allows
for multiple equivalent entries but with different text depending
on the state of another dipswitch. See mappy.c for an example of
how this works to handle the changing bonuses based on the number
of lives. [Aaron Giles]

- Improved handling of interpolation for analog ports so that they
don't wrap around and cause artifacts. [Aaron Giles]

- Added several new command line options to assist in the automatic
enabling of analog controls:

* -paddle (keyboard|mouse|joystick|lightgun)
* -adstick (keyboard|mouse|joystick|lightgun)
* -lightgun (keyboard|mouse|joystick|lightgun)
* -pedal (keyboard|mouse|joystick|lightgun)
* -dial (keyboard|mouse|joystick|lightgun)
* -trackball (keyboard|mouse|joystick|lightgun)

For example -dial mouse will automatically enable mouse controls
(just like -mouse) if a dial control is present for the selected
game. [Aaron Giles]

- Improved -verbose output display to enumerate all joysticks and
joystick axes that have been detected. Useful for the new
-digital command line parameter below. [Aaron Giles]

- Added a command line parameter to control which joystick axes are
considered digital. If you are using a digital gamepad with MAME,
you will want to use this option. There are a number of ways to
do this:

* -digital all means that all axes of all connected joysticks
will be treated as digital.

* -digital none means that all axes of all connected joysticks
will be treated as analog (this is the previous behavior).

* -digital j2 will treat all axes of joystick #2 as digital;
axes on all other joysticks will be treated as analog.

* -digital j1a0a1 will treat axis 0 and 1 on joystick #1 as
digital; all other axes will be treated as analog.

* -digital j1a0a1,j2a5 will treat axis 0 and 1 on joystick #1
as digital, as well as axis 5 on joystick #2; all other axes
will be treated as analog.

Make use of the new -verbose information to determine which
joysticks and axes you should be configuring this way.

- Removed PORT_CHEAT from a number of drivers and documented the
cheats in the port names. [El Condor]

- Added several more default strings and some MESS-specific fixes.
[Nathan Woods]


New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Le Bagnard (set 2) [Pierpaolo Prazzoli]
Fax (alt. questions) [Pierpaolo Prazzoli]
Capcom Bowling (set 4) [Aaron Giles]
Columns II: The Voyage Through Time [Brian Troha]
PuckMan (Japan set 1 with speedup hack) [Aaron Giles]
Pac-Man (Midway, with speedup hack) [Aaron Giles]
Ms. Pac-Man (with speedup hack) [Aaron Giles]


==========================================================================

0.84u5

Driver Improvements:
--------------------

- Significant improvements to the Rabbit driver. [David Haywood]

- Included all the worthwhile sound changes from MAME32FX (most of
these in turn are from MAME32Plus). List and (credits) follows:

* airbustr.c: FM/PCM balance (RND)
* crimfght.c: adjusted YM and Z80 clock to 4 MHz, matches
real PCB better (???)
* darkseal.c: FM/PCM balance (UNZU)
* ddragon.c: FM/PCM balance (???)
* mitchell.c: adjusted pitches (AKIN)
* namcos1.c: FM/PCM balance (UNZU)
* namcos2.c: FM/PCM balance (RND)
* nemesis.c: PSG/WSG balance (UNZU)
* rohga.c: FM/PCM balance (RND)
* shadfrce.c: FM/PCM balance (RND)
* simpsons.c: Z80+YM2151 clocks, FM/PCM balance (???)
* toki.c: FM/PCM balance (???)
* vaportra.c: FM/PCM balance (UNZU)
* xmen.c: FM/PCM balance, Z80 clock is 8 MHz (???)

- Fixed input ports in the megasys1 driver. [Mamesick]

- Fixed naming of the various Centipede bootlegs. [Stefan Jokisch]

- Fixed incorrect graphics decode in the Donkey Kong driver.
[Andrea Mazzoleni]

- Fixed DIP switches in the Midway Zeus games. [Brian Troha]

- Improved colors in Strike Bowling. [Jarek Burczynski]

- 4bpp/8bpp tilemaps in ST-0016 driver [Tomasz Slanina]

- Hooked up NVRAM for Namco system 12 correctly. [smf]

- Improved QSound in ZN games by fixing ROM loading. [Barry Rodewald]


Changes to the main program:
----------------------------

- Fixed subtle behavior in the ALLPOT handlers for the POKEY when held
in reset. [MikeJ]

- Added generic support for save states on games using the generic bitmap
video hardware. Also converted a number of drivers over to using that
system. [Andrew Gardner]

- Fixed memory crash in the TMS34010 core. [Andrea Mazzoleni]

- Fixed the mixer code so it doesn't crash if the OSD layer returns an
error. [Andrea Mazzoleni]

- Fixed an issue in the H8/3002 core where the timer start register would
mess up timers that were already running. Improves the music tempo for
S12 games.

- Added new function: compute_resistor_net_outputs() in res_net.h. This
function calculates outputs (not weights) of color circuits where the
hardware consists of open collector PROMs. [Jarek Burczynski]

- Preliminary NEC V810 core (needed for mayjinsen, mayjinsen2 and jsk).
[Thomasz Slanina]

- Fixed several compilation issues for LinuxPPC and other ports.
[Lawrence Gold]

- Fixed disassembly in mirrored regions for the 6502. [Curt Coder]

- Improved i386 disassembly format. [Ville Linde]

- Removed PORT_CENTER from drivers that were using it for autocentering
and added a user-configurable autocentering property that applies to
all absolute analog controls. Also made this autocentering intelligent
so that it shouldn't need to be manually set to 0 if using a real
analog device. [Aaron Giles]

- Fixed mame_fprintf to output various text file formats based on the
compile-time define CRLF. This must be set and can be equal to 1 (CR
only), 2 (LF only) or 3 (CR+LF). [Aaron Giles]

- Fixed several bugs in the new input system and improved the CFG file
format. [Aaron Giles]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Rabbit [David Haywood]
Mayjinsen 2 [Tomasz Slanina]
Zupapa!
Sengoku 3
beatmania 6th MIX (ver JA-A)

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Mille Miglia 2: Great 1000 Miles Rally (95/05/24) [David Haywood]
Last Fortress - Toride (German) [David Haywood]
Bloxeed (US, C System) [Arzeno Fabrice]
Rad Rally (US) [Arzeno Fabrice]
Dunk Mania (DM2/VER.C) [R. Belmont]
High Impact Football (rev LA4 02/04/91) [Brian Troha]
Flashgal (set 2) [f205v]
Gals Panic (set 3) [Paul Priest]

New games marked as GAME_NOT_WORKING
------------------------------------
Harem [Pierpaolo Prazzoli]
Altered Beast (8571 protected) [Arzeno Fabrice]
Jyuohki (Japan, 8571 protected) [Arzeno Fabrice]
Virtual Bowling [David Haywood]
Champion List II [David Haywood]
Long Hu Bang [David Haywood]
Xing Yen Man Guan [David Haywood]
Chuugokuryuu (Japan) [David Haywood]
Puzzle Star [David Haywood]


==========================================================================

0.84u4

WARNING: There have been some major internal changes as of this build.
Furthermore, the controller.ini support is temporarily disabled. Any
other input-related bugs, please report to www.mametesters.org.

WARNING: Because of the extension to 32-bits, all existing INP files
are invalid. MAME now writes 4 bytes per INP entry instead of 2.


Changes to the main program:
----------------------------

- Added a number of commented-out default strings and modified all drivers
to use them. [Aaron Giles]

- Changed the format of .cfg files to use XML. All old .cfg files are useless,
just toss them away. This should allow for easier backwards compatibility
in the future. [Aaron Giles]

- MAME now requires the expat library for XML support. This is included in the
distribution, and is built automatically by default. You can comment out
BUILD_EXPAT in the main makefile to disable this behavior and link against
a precompiled version if you wish. Similarly, zlib has been modified to do
the same thing and is now included with the MAME source. Comment out the
BUILD_ZLIB flag to turn off this behavior and link against a precompiled
lib. [Aaron Giles]

- Revamped most of the input and input port system. This means a number of
changes for those who do their own OSD layer. All input APIs are now
unified -- there is no notion of "keyboard" versus "joystick" anymore. The
following APIs are now obsolete:

osd_get_key_list
osd_is_key_pressed
osd_get_joy_list
osd_is_joy_pressed
osd_is_joystick_axis_code
osd_lightgun_read
osd_trak_read
osd_analogjoy_read
osd_customize_inputport_defaults

Instead there is a new set of simpler APIs:

osd_get_code_list
osd_get_code_value
osd_customize_inputport_list

The code list returned by osd_get_code_list should include entries for every
keyboard key, every joystick and mouse button, digital versions of joystick
analog axes (e.g., joystick X axis up), as well as entries for analog axes on
joysticks, mice, lightguns, etc. Essentially any input you wish to expose to
the user should be added to this list. Note that if you add items to this
list that don't map to the standard defaults, you must specify one of:
CODE_OTHER_DIGITAL, CODE_OTHER_ANALOG_ABSOLUTE, or CODE_OTHER_ANALOG_RELATIVE
to indicate what type of input you are providing.

osd_get_code_value is then later called to retrieve the value for a given
code. Digital inputs should return either 0 or 1. Absolute analog inputs
should return values between ANALOG_VALUE_MIN (-65536) and ANALOG_VALUE_MAX
(65536). Relative analog inputs should return values that approximately
scale to 512 units per pixel (e.g., an X axis moving left 4 pixels should
return -4*512 = -2048).

Finally, osd_customize_inputport_list replaces osd_customize_inputport_defaults
and allows you to add any OSD-specific UI input ports, as well as mess with
the default configuration. Note that at this time, the controller.ini file
support is currently disabled in the Windows build. [Aaron Giles]

- The configuration of ports has changed a bit now as well. You can now map
any analog axis to an analog port in the standard input UI. There are now
three entries per analog port. The first entry is the analog mapping. The
second and third control the digital decrementing and incrementing
sequences. To map an analog axis, just hit ENTER and then move the axis
in question by a large amount. [Aaron Giles]

- Added 32-bit port read handlers, and extended input port internals to 32 bits.
[Aaron Giles]


==========================================================================

0.84u3

Driver Improvements:
--------------------

- Fixed graphics crashing, palette, sprites, and some networking
registers in Final Lap. [R. Belmont]

- Several Seibu SPI fixes. [Ville Linde]
* Removed all remaining sound hacks
* Added some missing i386 opcodes
* Added support for external read/write handlers to
the YMF271 (required for SPI flash ROM updating mode).
* Hooked up flash ROMs via the new YMF271 support.
* Fixed various crash bugs in rf2_us, rf2_2k, and
rf2_eur.

- Added a DMA kludge to get Derby Quiz My Dream Horse to boot. [R. Belmont]

- Major rewrite of the Portraits driver. [Pierpaolo Prazzoli]
- fixed scrolling
- fixed screen resolution
- added NVRAM
- added fake photo when you get the best score
- fixed service switches and coins
- added missing roms and the 2nd set

- Fixed save states in the m62 and mnight drivers. [Andrew Gardner]

- Fixed the PSX SIO timer so that it only fires when there is data to
send & processes one bit per tick. [smf]

- Cleaned up and reorganized the DCS sound module. This required changing
the way ROMs are loaded for all of the DCS-using games. [Aaron Giles]


Changes to the main program:
----------------------------

- Fixed crash in the MIPS core introduced with the u2 changes. [Aaron Giles]

- Changed the "driver.status" entry in -listxml to summarize all the status
entries allowing frontends to completely ignore all the other flags.
[Andrea Mazzoleni]

- Fixed the generic_fopen() function to ensure that a rom CRC is present
before using it. Otherwise, for NO_DUMP roms an uninitialized
string variable is used in the search. [Andrea Mazzoleni]

- Added the ability to tweak the refresh rate if -cheat is enabled.
Use SHIFT to modify by 0.1fps, CONTROL to modify by 0.01fps, and
ALT to modify by 0.001fps. [Aaron Giles]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Digger (CVS) [Mike Coates]
Trivia Genius [Pierpaolo Prazzoli]
Vasara 2 (2 sets)
Gunbarich
Monster Farm Jump

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Portraits (set 2) [Pierpaolo Prazzoli]
Twin Falcons [Brian Troha]

New games marked as GAME_NOT_WORKING
------------------------------------
Cyberbots: Fullmetal Madness (Euro 950424) [Razoola]
Mortal Kombat 4 [Aaron Giles]
Invasion [Aaron Giles]
Cruisin' Exotica [Aaron Giles]
The Grid [Aaron Giles]


==========================================================================

0.84u2

Driver Improvements:
--------------------

- Fixed ROM naming for Crazy Climber bootleg. [Brian Troha]

- Fixed background scrolling in Mustang. [David Haywood]

- Cleaned up PORT_CHEAT and tagged ports for a number of drivers. [El Condor]

- Added save state support to the Namco System 1 driver. [Andrew Gardner]

- Improvements to the Namco System 12 driver. [R. Belmont]
- MCU is now emulated rather than HLE'd.
- MCU peripherals mostly figured out and hooked up.
- Preliminary sound and music are now present.
- Inputs and coinage are now handled by the MCU, so
all bugs related to them are hopefully fixed.
- Fixed bug with save states.
- sws99 and pacapp both seem playable now (not sure if
due to these changes or smf's core work) so took off
GAME_NOT_WORKING for them.
- Added support for alternate ROM banking protection
used by golgo13, so it runs now (there's a very long
black screen at the beginning, just wait it out). The
gun inputs are partially supported but not working yet
because I'm unable to figure out what format the game
wants the data in.


Changes to the main program:
----------------------------

- More i960 bugfixes. [R. Belmont]
* Fixed a brown-paper-bag bug where the PC and AC
registers were getting swapped on return from
interrupts.
* Rewrote the frame cache mechanism using a simple
FIFO concept. Final Lap R now runs further.
* Aligned reads and writes now use the full-size paths
through the core instead of always breaking everything
down into bytes.

- Added a core for the Hitachi H8/3002 MCU. [R. Belmont]
It was originally written by the Zinc authors for Zinc. I've
fairly extensively rewritten it and adapted it to MAME
semantics with their permission. Cycle counts are
probably not right because the manual's a bit
confusing, but they're at least ballpark.

- Added a preliminary core for the Namco C352 PCM chip. [R. Belmont]
It was originally written by the Zinc authors
for Zinc and has been adapted for MAME by me with
their permission. It's not sounding real great yet on
music, although it's better than the Zinc original.

- Added support for non-integral clock multipliers in the MIPS3
core. [Aaron Giles]

- Refactored the Voodoo code, fixing several errors in the LOD
calculations and the Voodoo 2 command FIFO. [Aaron Giles]

- Fixed bug that prevented changes to the default controls from
sticking. [Aaron Giles]


New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Popper (Hard Head bootleg) [David Haywood]
Hyperdrive [Aaron Giles]


==========================================================================

0.84u1

Driver Improvements:
--------------------

- Fixed missing sound in Borderline (bootleg). [Aaron Giles]


Changes to the main program:
----------------------------

- Fully obsoleted the old input ports, modifying all drivers to use the new forms.
Added a number of new PORT_* macros to handle all the previously-defined flags.
[Aaron Giles]

- Fixed several issues with the new input port system. [Aaron Giles]

- Removed support for older format CFG files. [Aaron Giles]

- Removed support for "cheat" ports and "reset CPU 0" ports. [Aaron Giles]

- Fixed several i960 bugs. [R. Belmont]
Fixed bugs in the concmpo, concmpi, and modi instructions
Added "text" and hex displays of the AC register for debugging
Added TESTx opcodes to the disassembler

- Changed listxml to output all game flags. [Fujix]


New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Crazy Kong (Alternative levels) [Lee, Martin White]
Nibbler (set 3) [David Haywood]

New games marked as GAME_NOT_WORKING
------------------------------------
Super Qix (set 2) [David Haywood]
Conquer [David Haywood]


==========================================================================

0.84

MAMETesters bugs fixed (there are probably more)
-----------------------
mouja059yel [Hau]
rimrockn057yel [Aaron Giles]


Driver Improvements:
--------------------

- Improved sound in the Metro games. [Hau]

- Correct clock speed for Head On (Irem). [Guru]

- Fixed intro in Gaiapolis. [R. Belmont]

- Fix Red Robin [MASH]

- ZN updates [smf]
added japanese translations of magical date title.
fixed sfchamp/sfchampj parent/clone relationship
emulates taitofx1 watchdog properly
fixed system 11 nvram hookup
added a kludge to start sonic wings ltd in attract mode
fixed some issues with vertical display start/end registers
added horizontal start/send register emulation
fixed sound in qsound games

- Added vertical flip to the sprites in Dragon Bowl. [Pierpaolo Prazzoli]

- Some cleanups/renaming in the PGM driver. [David Haywood]

- Cleaned up the itech8 driver, now using new memory maps and standard VIA
support. [Aaron Giles]

- Factored machine/turbo.c into two parts, one containing all the sound code.
Includes some very crude attempts at making the beeps discrete. [Aaron Giles]

- Added some newly discovered PIC IDs to the Seattle driver. [Aaron Giles]

- Fixed the Speaker Puncturing Unit in the PSX games. [darkcoder]

- Fixed the SPU/CDDA volume balance in the konamigv games. [R. Belmont]

- Fixed sound clock frequency for Zero Point 1. [El Condor]

- Added missing SHA1 checksums to several ROMsets. [Logiqx]

- Fixed Super Pacman DIP switches. [Pierpaolo Prazzoli]

- Fixed improper use of memcpy in the Sega C2 driver. [Andrea Mazzoleni]

- Added cocktail support to Super Stingray and Kyros, and coin counters to
The Next Space. [Pierpaolo Prazzoli]

- Fixed the trackball & tidied up the flash load/save in Simpsons Bowling. [smf]

- Some minor NeoGeo and Super Kaneko Nova rendering speedups. [Carlos Santillan]

- Many improvements to Jackie Chan, but still not playable. [Sebastien Volpe, David Haywood]

- Several PSX SPU improvements. [smf]
added pio spu ram writes.
fixed status register read/write.
internal mixer clamps output to 16 bits to fix distortion.
state saves all registers.
removed the need for casts by making the decoded sample buffer signed.
dma read/writes are limited to the spu ram

- Improved DIP switches in LSA Squad, Whizz, Chase HQ, and SCI. [Brian Troha]

- Fixed save/restore crash in the YM2610 emulation. [Blip]

- Improved DIP switches in Rim Rockin' Basketball. [Brian Troha]

- Fixed several endian issues in the PSX-related drivers. [R. Belmont, smf]

- Improved PSX root counters. [smf]

- Improved YMF271C sound quality. [Toshiaki Nijiura]


Changes to the main program:
----------------------------

- A number of obsolete backward compatibility macros have been removed. [Aaron Giles]
See this list for the equivalents if you have a driver that is using them:

cpu_set_reset_line -> cpunum_set_input_line
cpu_set_halt_line -> cpunum_set_input_line
cpu_set_irq_line -> cpunum_set_input_line
cpu_set_irq_line_and_vector -> cpunum_set_input_line_and_vector

timer_suspendcpu -> cpunum_suspend/cpunum_resume
timer_holdcpu -> cpunum_suspend/cpunum_resume
cpu_getstatus -> cpunum_is_suspended
timer_get_overclock -> cpunum_get_clockscale
timer_set_overclock -> cpunum_set_clockscale

cpu_gettotalcycles -> cpunum_gettotalcycles
cpu_gettotalcycles64 -> cpunum_gettotalcycles64

keyboard_name -> code_name
keyboard_pressed -> code_pressed
keyboard_pressed_memory -> code_pressed_memory
keyboard_pressed_memory_repeat -> code_pressed_memory_repeat
keyboard_read_async -> code_read_async

install_mem_read*_handler -> memory_install_read*_handler
install_mem_write*_handler -> memory_install_write*_handler
install_port_read*_handler -> memory_install_read*_handler
install_port_write*_handler -> memory_install_write*_handler
memory_install_read*_handler_mirror -> memory_install_read*_handler
memory_install_write*_handler_mirror -> memory_install_write*_handler

READ_HANDLER -> READ8_HANDLER
WRITE_HANDLER -> WRITE8_HANDLER

- Miscellaneous cleanups and refactorings done primarily to support
a new MESS specific feature. Also removed some '#if 0' code. [Nathan Woods]

- New input port definitions, similar to the new memory map definitions. You can
continue to use the old PORT_BIT, PORT_BITX, and PORT_ANALOG macros for now, but
it is preferred going forward that all ports use only PORT_BIT, and append all
other flags and options using the new macros. See pacman.c for an example of the
new format. The new input ports also support tagging for easier tracking of ports,
and the ability to import port definitions from another set. [Nathan Woods]

- Two minor fixes to xml2info so that 'mame -listxml|xml2info' matches
'mame -listinfo' exactly. [Logiqx]

- New option in the Windows version: -wavwrite to save sound output to a WAV file. [smf]

- Removed -listinfo option now that xml2info produces fully correct output. [Aaron Giles]

- Added ADSP2181 variant to the ADSP21xx CPU cores. [Aaron Giles]

- Added support for many more instruction forms in x86drc.h. [Aaron Giles]

- Added consistency checking for the year field. [Nathan Woods]

- Removed some silly 6502 speedups in the Atari games. [Aaron Giles]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Hangman [Pierpaolo Prazzoli]
Dragon Bowl [Pierpaolo Prazzoli]
Knightmare (prototype) [Pierpaolo Prazzoli]
Many new sets of Grayhound Trivia [Pierpaolo Prazzoli]
Psychic Force EX [smf]
Double Point [David Haywood]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Puchi Carat (World) [Brian Troha]
Dragon World II (ver. 110X, Export) [David Haywood]
Vapor TRX (prototype) [Aaron Giles]
Street Drivin' (prototype) [Aaron Giles]
Empire City: 1931 (US) [David Haywood]
Final Blow (US) [David Haywood]
Gold Medalist (alt) [Pierpaolo Prazzoli]
Saboten Bombers (set 2) [David Haywood]
Mega Zone (3 alternate sets) [David Haywood]
Street Fight [David Haywood]
Fantasy Land (set 2) [MASH]

New games marked as GAME_NOT_WORKING
------------------------------------
Idol Janshi Su-Chi-Pi Special [Pierpaolo Prazzoli]
The Killing Blade [David Haywood]
Squash (Ver. 1.0) [Pierpaolo Prazzoli]
Thunder Hoop [Pierpaolo Prazzoli]
Pocket Gal Deluxe [David Haywood]
Diet Go Go [David Haywood]
Double Wings [David Haywood]
Boogie Wings [David Haywood]
Osman [David Haywood]
Chain Reaction [David Haywood]
Magical Drop [David Haywood]
Magical Drop Plus [David Haywood]
Charlie Ninja [David Haywood]
Joe & Mac Returns [David Haywood]
Ganbare! Gonta!! 2 [David Haywood]
Heavy Smash [David Haywood]
World Cup Volley '95 [David Haywood]
Backfire! [David Haywood]
Space Lords (2 new sets) [Aaron Giles]
Moto Frenzy (3 new sets) [Aaron Giles]
BMC Bowling [David Haywood]
Meijinsen [David Haywood]
Mahjong Block Jongbou (Japan) [Pierpaolo Prazzoli]
Gals Panic 3 [David Haywood, Sebastien Volpe]
Tornado (2 sets) [David Haywood]
Street Fighter Alpha: Warriors' Dreams (Euro 950605) [Razoola]
Street Fighter Zero 2 (Oceania 960229) [Razoola]
Marvel Vs. Capcom: Clash of Super Heroes (Brazil 980123) [Razoola]
Street Fighter Alpha 3 (Brazil 980629) [Razoola]


==========================================================================

0.83

General Source Changes
----------------------

Misc Changes [Nathan Woods]
src/inptport.c:
src/inptport.h:
src/mame.c:
- Switched input_port_allocate() to use auto_malloc(), removing the
need for input_port_free()

src/windows/fronthlp.c:
- Added an optional definition for the S_ISDIR macro for when it is
not present


STV Update [Mariusz Wojcieszek]
- added VDP2 layer disabling based on VRAM cycle pattern registers - fixes
gfx glitches in shanhigw title screen
- added VDP1 half transparency - improves sprites alpha blending in
shanhigw in-game
- added VDP1 Gouraud shading (for normal sprites only) - adds highlighting
for selected tiles in shanhigw

Changed some names + years in segac2.c and playch10.c [Curt Coder]

Spiders NVRam [Justin Szczap]

tecmosys.c update [Tomasz Slanina]
emulates some parts of vidhrdw but games still don't work due to protection?

Fixed cheat engine bug preventing assignment of controller buttons as activation keys [Ian Patterson]

Sega System 16/18 update [Charles MacDonald]
- Added MSM5205 sample playback to tturfbl.
- Added MSM5205 sample playback to shdancbl.

PSX updates [smf]
heavens gate graphics issues & correct loading / banking.
correct loading for super football champ ( now it's stuck in test mode ) and
added later world version.
taito fx1 watchdog ( address is unconfirmed, but hopefully soon ).
pasted in taito fx1a readme
pal support for mess.
horizontal start/end


New games supported or promoted from GAME_NOT_WORKING status:
-------------------------------------------------------------
Cannonball (Atari, prototype) [Stefan Jokisch]
one ROM is missing from the only known PCB causing
some GFX problems
VS. Gumshoe [Pierpaolo Prazzoli]
banking fixed, game now works properly
Miss Puzzle [David Haywood]
bad rom causes some gfx glitches
Greyhound Trivia (various sets) [Pierpaolo Prazzoli, Chris Hardy]
Heaven's Gate

New games marked as GAME_NOT_WORKING
------------------------------------
GP500 [R.Belmont]
preliminary driver 'Hopeless Hardware' doesn't do anything yet


==========================================================================

0.82u3

General Source Changes
----------------------

Fixed rendering issue with Magical Date [smf]

Fixed Sonic Wings Limited Lockup [smf]

Various changes [Nathan Woods]
src/cpu/i386/i386.c:
src/cpu/i386/i386.h:
src/cpu/i386/i386ops.c:
- Revamped interrupt handling; a bonafide line is now implemented
and also implemented IRQ callback

src/cpu/i386op16.c:
- Fixed CALL absolute instruction under 16 bit mode

src/drivers/seibuspi.c:
- Fixed i386 interrupt call to use PULSE_LINE instead of always
ASSERT_LINE

src/inptport.h:
- Added more MESS specific stuff within #ifdef MESS

src/memory.c:
- Added memory_install_*_handler_mirror() calls that I thought that
I submitted earlier

src/vidhrdw/tia.c:
- Minor fix from the MESS side

src/windows/input.c:
src/windows/input.h:
- Changed use_mouse to win_use_mouse and made it non-static

7810 improvements and sound in games on Metro driver :-) [Eisuke Watanabe]
* 7810
gta, gti, dgt fixed
working reg opcodes fixed
sio input fixed

* metro.c
added sound support

Fixed dariusg (broken by 68008 changes) [Curt Coder]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Argus (Gottlieb, Prototype)
Video Vince and the Game Factory (Mylstar, Prototype)
Wiz Warz (Mylstar, Prototype)

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
sfex2p (asia version, was usa) [smf]

New games marked as GAME_NOT_WORKING
------------------------------------
Pinball Champ '95
looks like its probably gambling based
doesn't work yet so I don't know if any skill is involved


==========================================================================

0.82u2

General Source Changes
----------------------

onetwo: Fixed glitch on Title screen [Pierpaolo Prazzoli]
- colours could do with being checked on this

goal92: Fixed clock, visible area and found it's missing the adpcm emulation.
I tried to add it, but i had no luck, so if anyone want to have a look,
please do it ;-) [Pierpaolo Prazzoli]

I386 and Mame Debugger Enhancements [Nathan Woods]
src/mamedbg.c:
src/mamedbg.h:
- Attempting to start a trace with non-existant registers will now
raise a warning in the MAME debugger
- Implemented mame_debug_trace_write() call, an API to allow
injecting text into the trace files of the MAME debugger.

src/cpu/i386/i386ops.c:
src/cpu/i386/i386op16.c:
- CALL16 opcode will now only adjust IP instead of EIP when in
16-bit mode
- Minor bug fix in RETF opcode
- Changed REP and REPNE opcode implementations to use the same code
- INTO will now interrupt even if IF is zero

Misc Improvements [Curt Coder]
* Arkanoid et al
drivers/arkanoid.c
machine/arkanoid.c

- Memory map merge
- Moved paddle2 trickery to machine/

Nintendo 8080 hardware update [Stefan Jokisch]

The driver has now been split into three parts. A few features that have been missing
in Helifire since my last update are back, i.e. the flickering colors when you're shot
and the volume decay effect (this affects the melody at the start of a game and a few
tunes that can be heard during the bonus scenes every twelve attack waves). The
starfield should now scroll at the correct speed, it's only 75% of what it used to be.
Finally, I have decided to use the color prom from Space Fever in Space Launcher, I
think it's correct.

Change to eeprom_interface_93C46 [Tomasz Slanina]
please check games using this to make sure non broke

Debugger: With this patch you can output traces to the console ( or grep etc ) by
typing: TRACE CONSOLE [smf]

ST-V updates [Mariusz Wojcieszek]
- fixed bugs introduced in previous update: RGB sprites bad colors and
incorrect sprite clipping
- added color offset for RGB sprites
- fixed horizontal scrolling for bitmaps (corrects mausuke ingame
background)

Change to EEPROM_interface eeprom_interface_93C46 [Tomasz Slanina]
please check games using this ...

Seattle Update [Aaron Giles]
x86drc.c:
* fleshed out SSE support
* made it optional for recompilers to keep the PC/ICount in registers
* made append_verify_code work for sizes > 4

cpu/mips/mips3.c:
* added support for the Config register
* added support for new variants: R4700, QED5271, RM7000
* fixed bug in LWXC1/LDXC1/SWXC1/SDXC1 instructions

cpu/mips/mips3drc.c
* added support for the Config register
* added support for new variants: R4700, QED5271, RM7000
* extracted core codegen portion into new #include file mdrcold.c

drivers/seattle.c:
* added more extensive documentation on the various boardsets
* added constants for the GT64010 and all interrupts
* added ethernet device interrupt support
* made the IDE controller visible on the PCI bus
* formalized support for the "widget" board used in vaportrx & calspeed
* hooked up CMOS protection bit
* corrected sfrushrk audio CRCs and hooked up hard disk
* marked sfrush and vaportrx as working

machine/midwayic.c:
* added support for sfrushrk PIC
* added timeout on PIC reads to speed up sfrushrk
* fixed missing sound reset latch at startup

machine/smc91c9x.c:
* new implementation of SMC91C94 ethernet controller
* only loopback mode supported

vidhrdw/voodoo.c:
* cleaned up logging
* all stats now accessible via the backslash key
* got rid of ugly red/blue swap hack
* fixed missing truncation on vertex coordinates (fixes vaportrx graphics)
* added support for alternate LFB write modes

horshoes: fixed DIPS [Brian Troha]

PreGX Cleanups [R.Belmont]

6532 RIOT patch (fixes some things in MESS) [Judge]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Quiz Do Re Mi Fa Grand Prix [Eisuke Watanabe]
Quiz Do Re Mi Fa Grand Prix 2 [Eisuke Watanabe]
Many ZN Based games [special thanks to Tourniquet, Olivier Galibert, smf, R.Belmont
[red], Malice, Renegade, Twisty, Dox, But & many other mame.net board users]
Victorious Nine [BUT]
Golden Par Golf [Brian Troha]
San Francisco Rush [Aaron Giles]
Vapor TRX [Aaron Giles]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Anteater (German) [Pierpaolo Prazzoli, MASH]
Monster Maulers [R.Belmont]

New games marked as GAME_NOT_WORKING
------------------------------------
Heaven's Gate [R.Belmont]
incomplete banking or psx bugs?
Gals Panic II - Quiz version [Pierpaolo Prazzoli]
Dingo (encrypted set) [MASH] -- bad rom


==========================================================================

0.82u1

General Source Changes
----------------------

Made R3000 version of Area 51 parent set [smf]

memory.c patch [Nathan Woods]
src/memory.c:
src/memory.h:
- Introduces
memory_install_[read|write][8|16|32|64]_handler_mirror() calls, which
install memory handlers that can mirror similar to the AM_MIRROR macro

STV VDP-1 update [Mariusz Wojcieszek]
- converted VDP1 drawing (sprites) to use framebuffer
- added sprite priorities (corrects shanhigw ingame and colmns97 title screen)
- added color offset for sprites
- improved sprites alpha blending (improves ejihon and shienryu intro)
- added framebuffer interlace (fixes elandore character selection screen)
- added color offset for bitmaps
- added vertical scrolling for bitmaps (corrects shanhigw ingame)

The main result (visible to user) of these changes is that shanhigw is now
playable without problems (apart from gfx glitches on title screen).

STV VDP-2 update [Angelo Salese]
fixed a window mode bug

Fixed PSX sio bug [smf]

Fixed Z80 RETN / RETI cycle counts [Juergen Buchmueller]

Fixed sound and dips in 1945kIII [Pierpaolo Prazzoli]

hyprduel.c sprite priority fix [Hau]

tecmo16.c flipscreen fix [Hau]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Bloody Roar 2 [smf]
one rom is bad
FireHawk [Pierpaolo Prazzoli]
actually still marked as non-working due to
standard 'afega' hardware protection issues in attract mode
Shanghai - The Great Wall [Mariusz Wojcieszek]
some glitches on the title screen
Head On (Irem M15 Hardware) [David Haywood]
no sound

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Target Ball (no nudity set) [David Haywood]

New games marked as GAME_NOT_WORKING
------------------------------------
Open Golf Championship (ver EAE) [R.Belmont]
not working
Pachinko Gindama Shoubu DX [Brian Troha]
Pachinko Gindama Shoubu [Brian Troha]
hardware is similar to realbreak but they don't work yet


==========================================================================

0.82

General Source Changes
----------------------

6502 cycle count fix [Stefan Jokisch]

Some cleanups to Flower driver [Pierpaolo Prazzoli]

Fixed 4enraya colours [Pierpaolo Prazzoli]

i960: Added a bunch of fp opcodes, stylistic fixes [Olivier Galibert]

Small VC compile fixes [Bryan McPhail]

Fixed S22 crash [R.Belmont]

i386 improvements [Nathan Woods]
- Implemented zeroing out A20 lines
- Implemented state save support
- Unknown instructions now disassemble as '???'
- Implemented XLAT opcode
- DAA fixes

Fixed the MEM_DUMP debug code [Nathan Woods]

added MC68008 support to the MC68000 core [Curt Coder]

Simulated protection in FlyBoy [MASH]

PSX sio improvements [smf]

Various DIP fixes [Brian Troha]

Behind the scenes Konami GX improvements [David Haywood]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Star Gladiator [smf]
Street Fighter EX [smf]
Street Fighter EX 2 [smf]
may have the occasional lockup still
1945k III
sample banking needs adding
Tylz (prototype) [ENGCameraman]
some sound issues
Dynagears [David Haywood, Tomasz Slanina]
-todo: clean up video emulation a bit (uses SSV vidhrdw in a strange way)
Super World Stadium [David Haywood]
Various Megatech sets [David Haywood]
(note megatech is still marked as NON-WORKING anyway due to bios issues)
Agress [David Haywood]
some video issues
Time Crisis (Version A) [Phil Stroffolino]
some gun aiming problems? (or is it just a calibration issue?)
One + Two [Pierpaolo Prazzoli]
palette problems?

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Continental Circus (US set 2)

New games marked as GAME_NOT_WORKING
------------------------------------
Racing Beat [David Graves]
serious video emulation issues (raster irq?)
Mission Craft
needs more work on Hyperstone core


==========================================================================

0.81u9

General Source Changes
----------------------

Cleanups of i960 core so the disassembler compiles [Olivier Galibert]

Corrected some vsnes filenames [Chack'n]

SCSP Update [ElSemi]
- Fixed envelope rates to be correct
- Added key rate scaling support
- Added ringbuffer support

Added colour proms to Moon Base [Stefan Jokisch]

Changed file handling behavior, adding a one character buffer [Andrea Mazzoleni]


New games supported or promoted from GAME_NOT_WORKING status:
-------------------------------------------------------------
Strider 2 [smf]
but suffers from random lockups on bosses

New games marked as GAME_NOT_WORKING
------------------------------------
Monster Bash (2 board version) [Mash]
doesn't work, incomplete decryption?
One + Two [David Haywood]
wip driver, still being worked on


==========================================================================

0.81u8 (private release due to some code cleanups being needed)

General Source Changes
----------------------

386 updates [Nathan Woods]
src/cpu/i386/i386.c:
- Implemented usage of segment limits (or whatever they are called)
- Implemented 16-bit interrupts
- Initial values of IDTR are now properly specified
- i386_interrupt() is no longer called when i386_set_irq_line() is
called with a state of zero
- Actual cycle count is now returned

src/cpu/i386/i386op16.c:
- Partially implemented far CALL and JMP instruction

src/cpu/i386/i386ops.c:
- Implemented PUSH rm8 instruction

i960 cpu core / disassembler [Olivier Galibert, R.Belmont, Farfetch'd]

SPI Improvements [Ville Linde]
SPI:
- The "old" video hardware (viperp1) does have 3
layers after all, but no rowscroll. Fixed.

386:
- Bugfixed Nathan's REP

Fixed YMF271 pitch [Ville Linde]
improves music in Brave Blade

Fixed small fileio problem [Nathan Woods]

386 updates [Nathan Woods]
- Added a distinction between maskable and non maskable interrupts
(like int 3, illegal instruction etc)
- Added a distinction between invalid and unimplemented instructions.
Invalid instructions raise an interrupt, and unimplemented instructions
call osd_die() for now
- i386_set_irq_line() will no longer raise an interrupt when passed
with state=0
- Various string intructions now use SI/DI instead of ESI/EDI when in
16-bit mode
- Implemented LOCK and RETF
- Fixed a bug in LMSW
- Minor disassembler fixes

Improved PSX sio [smf]

Various DIP fixes [Brian Troha]
Gold Medalist (alpha68k.c)
Break Through (brkthru.c)
Got-Ya (gotya.c)
American Horseshoes & Plotting (taito_l.c)

Phil's 'if I get hit by a bus' Namco S22 MLE update [Phil Stroffolino]

TMS32025:
bugfix for lst and lst1 opcodes; the "ignore ARP" hack has been replaced with a better hack, that doesn't interfere with indirect addressing.

Preliminary serial I/O support has been added, to update DRR/DXR on RINT and XINT interrupts. set_irq_line() no longer masks the lines with 0x7; this allows external triggering of RINT/XINT interrupts.

System22 driver changes:

- display list processing is now done by the master DSP
- the slave DSP's in-game graphics processing and "custom render devices" are currently simulated, which works only for Prop Cycle
- support for PDP block-based memory transfers
- support for DSP data/code uploads from main CPU
- support for "Point RAM" and "Point ROM" access
- most self tests are working in Prop Cycle and Ridge Racer (Japan)
- prelim hand-crafted "internal ROMs" for master and slave DSP
- various notes regarding DSP ports/addressing


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Atari Mini Golf (prototype) [Stefan Jokisch]
Inca (clone of Maya) [ClawGrip]

New games marked as GAME_NOT_WORKING
------------------------------------
MACS (Multi Amenity Cassette System) [David Haywood]
unknown cpu, seems to be z80 based (16-bit?) with extra opcodes
Namco FL (Speed Racer / Final Lap R) [R.Belmont]
preliminary emulation (doesn't get very far) to test i960 core


==========================================================================

0.81u7

General Source Changes
----------------------

Sound in the ST0016 driver [R.Belmont, Tomasz Slanina]
Neratte Chu & Renju Kizoku now have sound

Misc Cleanups [Lawrence Gold]

Fixed a couple of issues with hard disks without checksums [smf]

Dipswitch corrections for Karate Blazers, Turbo Force, Raiden 2 [Brian Troha]

Megaplay Improvements [Barry Rodewald, GreyRogue]

SPI / 386 Updates [Ville Linde]
- Added the missing keys to E-Jan
- Added layer enable register
- Wrote a new i386 disassembler. Dasm386 wasn't always
showing stuff correctly, and now the i386 core can be
compiled without i86.
- Preliminary Dallas DS2404 (RTC/CMOS) emulation
- Added 93C46 eeprom to RF2 single and RF2 2K. It's
not hooked up though.
- Improved i386/z80 interleaving. This should help
with the small pauses.
- Fixed some stuff in the i386 core. These don't seem
to affect the SPI games, but should help with MESS

386 Improvements [Nathan Woods]
src/cpuexec.c:
- Adds a check enabled when MAME_DEBUG is defined that raises an
error if the CPU core executed a negative cycle count

src/cpu/i386/i386.c:
- Fixed a bug in i386_set_info() when changing the EIP register

src/cpu/i386/i386dasm.c:
src/cpu/i386/i386op32.[c|h]:
src/cpu/i386/i386op16.[c|h]:
src/cpu/i386/i386ops.c:
- Fixed some compilation errors under non-GCC compilers
- Implemented ES, BOUND, DAA, DAS, AAS, INSB, INSW, OUTSB, OUTSW,
LES, LDS, HLT, LSS, LFS, LGS, IMUL with a 32 bit adjustment,

386 Improvements [Ville Linde]
- added DS and SS segment prefixes. renamed fs,gs ->
segment_FS, segment_GS
- added INTO opcode
- regression tested and fixed AAS opcode (incorrect
behavior in Intel docs)
- added AAA opcode (with correct behavior)
- added AAD and AAM opcodes
- added CMC opcode
- added SETALC opcode which is undocumented
- removed a non-existing PUSH8 opcode from groupFE_8.
Doh ;-)
- regression tested and fixed SHLD and SHRD opcodes
- fixed AF flag calculation
- fixed AF flag in SUB and DEC opcodes

Beatorizer (bootleg) improvements [smf]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Twin Eagle 2 [Olivier Galibert]
Megaplay : Sonic the Hedgehog [Barry Rodewald, GreyRogue]
Megaplay : Tecmo World Cup [Barry Rodewald, GreyRogue]
Megaplay : Golden Axe 2 [Barry Rodewald, GreyRogue]
Megaplay still has a few issues (continue without extra coins etc.)

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Ninja (clone of Sega Ninja) [Pierpaolo Prazzoli]
Area 51 (R3000 Version) [Brian Troha]
still needs speedup finding

New games marked as GAME_NOT_WORKING
------------------------------------
Super Pang (Japan)
needs new decryption key
Battle Balls (Asia)


==========================================================================

0.81u6

General Source Changes
----------------------

Fixed missing enemies in noboranb [Stefan Jokisch]

Fixed leprechn service switch broken in the last update [Stefan Jokisch]

Misc Fixes [Nathan Woods]
src/cpu/i386/i386ops.c:
src/cpu/i386/i386op32.h:
src/cpu/i386/i386op16.h:
src/cpu/i386/i386op16.c:
- Partially implemented INT, INT3, ES segment override, an IMUL
variant, LMSW, a minor 16 bit bug fix, and coprocessor escape instructions

src/cpuintrf.c:
src/cpuintrf.h:
- Added the MESS specific TMS7000 core to the list of CPU cores

SPI updates [Ville Linde]
* Added sprite flipping and other improved sprite
processing
* Corrected palette banking on tilemaps

Fixed Kaitei Daisensou speedup [BouKiCHi]
note: speedups may soon be removed from the m92 driver as they aren't
really that significant on modern hardware

Model 1 Sound [R.Belmont]

Fixed some ST-V sprite bugs [Mariusz Wojcieszek]
(hanagumi intro, othellos title, cottonbm intro, diehard intro, sleague)

Fixed the GPL12 opcode [smf]
(fixes cbaj graphics)

i386 updates [Ville Linde]
- Regression tested the i386 core. Found and fixed
bugs in several shift/rotate instructions. This
corrects the bosses in Raiden Fighters.
- Completely rewrote REP/REPNE prefix handling. Fixes
the following: Battle Balls attract mode runs
correctly now, balls no longer all the same color
in-game in Battle Balls, E-Jan now coins up, and Viper
Phase 1 is now playable (with encrypted gfx).

MIPS software interrupt fix [Aaron Giles]

Seattle Update [Aaron Giles]
* added a diagram of interrupt sourcing
* fixed incorrect checksums on SF Rush: The Rock audio ROMs
* added support for DCS HLE downloading via FIFO (used by Vegas games)
* fixed incorrect sound pitch in Blitz 99/2k

Hyperstone Fixes [Pierpaolo Prazzoli]
- Added h flag handling in the dasm
- Fixed wrong interpretation of some opcode bits in the dasm
- Fixed Frame instruction when d-code was 0
- Always set the new entry table

Minor improvement to Lord of Gun driver (still doesn't work) [Pierpaolo Prazzoli]

YMZ280B update [R.Belmont]
(Fixes suprnova073gre)


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Renju Kizoku [Tomasz Slanina]
Neratte Chu [Tomasz Slanina]

New games marked as GAME_NOT_WORKING
------------------------------------
Mayjinsen [Tomasz Slanina]
Mayjinsen 2 [Tomasz Slanina]
(unemulated v810 cpu, being worked on)
Super Eagle Shot [Tomasz Slanina]
Super Real Mahjong P5 [Tomasz Slanina]
(r3000 side not finished)


==========================================================================

0.81u5

General Source Changes
----------------------

Removed vblank callback logging left in by mistake [Aaron Giles]

Fixed slow Seattle boot times caused by recent IDE change [Aaron Giles]

DCS2 upload command HLE optimization (to make driver easier to work with) [Aaron Giles]

MIPS core interrupt fixes [Aaron Giles]

MIPS core MIPS3DRC_FLUSH_PC option for accurate PC handling when debugging [Aaron Giles]

Fixed MIPS bug when directly accessing 2-byte values in big endian
mode [Aaron Giles]

Seattle Update [Aaron Giles]
seattle.c:
* improved VBLANK interrupt handling
* cleaned up handling of DMA operations
* DMA operations now properly pause if they can't write to the voodoo
* now returning proper PCI IDs for the bridge device
* mapped more inputs and DIP switches for Biofreaks
* fixed clock speed for Wayne Gretzky's 3D Hockey
* cleaned up memory maps
* added Vapor TRX to the supported games
* added entries for Hyperdrive and SF Rush: The Rock (no hard disks ATM)

midwayic.c:
* added faux support for setting the real time clock (to pass diags)
* added shuffle map for Vapor TRX
* implemented crude loopback in UART (to pass diags)

voodoo.c:
* added full memory FIFO emulation
* removed hack for fastfill operations after a buffer swap
* added compile time option to reduce the resolution
* added client callbacks for VBLANK synchronization
* cleaned up handling of statistics and debugging info
* added optional R/B component swapping (for vaportrx)
* fixed crashing problems when executing Midway POSTs
* now dynamically computing refresh rate based on hSync/vSync registers

Improved Raiden 2 Sprite Drawing [David Haywood]
Game still not playable due to banking / protection issues

Misc Fixes [Nathan Woods]
src/osdepend.h:
- Added __attribute__((noreturn)) to osd_die() when compiling under
GCC 2.5 and greater

src/memory.c:
src/state.c:
src/x86drc.c:
src/cpu/i386/i386.c:
src/cpu/i386/i386op16.c:
src/cpu/i386/i386op32.c:
src/cpu/i386/i386ops.c:
- Converted printf()/exit() combination of calls to osd_die()

src/windows/config.c:
- osd_die() messages now get sent to both logerror and console output

src/cpu/i386/i386op16.c:
src/cpu/i386/i386op32.c:
src/cpu/i386/i386ops.c:
- Implemented i386 in/out instructions

Model 1 lighting improvements [ElSemi]

TMS32025 Fixes [Phil Stroffolino, Quench]

SPI System Updates [Ville Linde]
* Applied text layer decrypt to the regular tiles, it also improves them a lot
* Greatly improved tilemap emulation including scrolling, layer disables, etc.
* Improved tilemap emulation further, including tile bank select and palette bank select.
* Supports alternate (older?) video hardware in viperp1 with one fewer tilemap and a different VRAM layout.
* Added mahjong keyboard controller for ejanhs, but it doesn't coin up yet.
* Improved sprite drawing
* Sound starting to work in the single-board rf2_us

Konami GX Cleanups [R.Belmont]
* Removed Acho's fake dipswitches to avoid confusing real PCB owners
* Unified and cleaned up memory maps to latest specs.
* Some more protection emulation for rushhero (the spritelist is now copied to the right place), but no visible results
* Removed unused routines to stop warnings on GCC 3.3+
* Fixed the PSAC tile decode for type 3 and type 4 games.
* Fixed the PSAC tilemap flipx/y flags for type 3.

Rock-ola Improvements [Curt Coder]
drivers/rockola.c
sndhrdw/rockola.c
- More cleanup
- Added sn76477 interfaces to other games, not connected yet, needs discrete sound expert (wink wink)
- Added vanguard SHOTB sound effect
- Added NO_DUMP to vangrdce fake roms
- Correct ROM names for nibbler from manual

MegaPlay Improvements allowing it to pass more checks [Barry Rodewald]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Brave Blade [smf, David Haywood]
Ray Storm [smf, Olivier Galibert]
Pirate Treasure [Stefan Jokisch]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
NBA Maximum Hangtime v1.03 [Asure]
Leprechaun (Pacific Polytechnical license) [Stefan Jokisch]

New games marked as GAME_NOT_WORKING
------------------------------------
MegaPlay: Tecmo World Cup [David Haywood]
MegaPlay emulation is still incomplete
Vapor TRX [Aaron Giles]
locks up when you attempt to start a game
San Francisco Rush: The Rock [Aaron Giles]
Hyperdrive [Aaron Giles]
missing harddisks


==========================================================================

0.81u4

General Source Changes
----------------------

Hyperstone CPU core fixes [Pierpaolo Prazzoli]
- Added addressing of next byte if in load / store instructions using
Displacement Address Mode PC is used as register destination
- Added local registers wrap around modulo 64
- Added trap instructions to the dasm
- Added some debug info when high global registers are written
- Fixed some wrong format in the dasm
- Changed reset to act as an exception, as the doc claims (before it crashed
if reset was used as an exception)

Killer Instinct Fixes [Aaron Giles]
* cleaned up memory maps
* found second bitmap page, fixing a bunch of video problems and romoving
the egregious hack I had in there before
* fixed sound reset and initialization
* all diagnostics pass
* fixed coinage dipswitches
* added 2 alternate ROM sets for each game
Fixes: kinst067gre2, kinst072gre

MIPS DRC fixes [Aaron Giles]
Fixes an edge case where a memory access like:
lw r3,$0(r0)
would leave the stack in a funny state and lead to a crash.
Fixes kinst067red.

Instructions of the form:
ld r10,0(r10)
Would load the low word into r10 first, and then use the modified r10 (plus
4) as the address of the high word. Bad bad bad.
Fixes the sky graphics in several of the kinst2 levels.

ZN Improvements [smf]
24-bit rendering support for Judge Dredd

Updates to the 'jalmah' driver [Angelo Salese]
kakumei and kakumei2 now boot but neither are playable due to protection

Misc Updates [Nathan Woods]
src/windows/windows.mak:
- Fixes the afore mentioned problem with x86drc.c

src/fileio.c:
src/windows/fileio.c:
- Adds in a new (windows only) mode for opening files whereby files
can be opened for read/write, but changes are not actually not written
to the original file but rather to a temporary file. This trick is used
by the MESS testing facility so that tests do not mutate the images they
operate on.
- Small cleanups

src/png.c:
- Replaces a #ifdef MESS/#else/#endif combo with a usage of the
APPNAME macro

SPI / 386 updates [Ville Linde]
* raidnfgt now runs normally and correctly through
attract mode and gameplay, modulo the encrypted
graphics. Still kinda mesmerizing :-)
* viperp1 starts to boot now, but doesn't get very far
* Hooked up the Z80 bankswitching, so sound started
playing in some games (notably Raiden Fighters). (R.Belmont)

Various ST-V updates [Mariusz Wojcieszek]
fixes sprites in groovef which is now playable, adds some RBG0 scrolling
which greatly improves background graphics in cotton2, cottonbm, grdforce
and othellos

Debugger Fixes [Aaron Giles]
This is a quick attempt to make the debugger more useable with the new
memory system. The masking of addresses and data should now be working
properly again.

Also, you can go to any memory window and type 'P' to view program address
space, or 'T' to view data address space.

OSD 'NO EXECUTE' Support [Aaron Giles]
This patch introduces two new OSD functions:

osd_alloc_executable();
osd_free_executable();

For most platforms, these can just map to malloc and free. However, starting
with WinXP SP2, if you are running on a processor that supports the
NO_EXECUTE bit (currently only 64-bit AMD chips),
standard user-mode memory allocations won't allow you to put code in them
and execute it.

Since this is exactly what x86drc.c does, I've added the two functions
above. On Windows, these map to calling VirtualAlloc and VirtualFree, which
allow you to specify the read/write/execute states of the pages thus
allocated.

Lethal Justice / Egg Venture Cleanups [Aaron Giles]
* merged memory maps
* fixed video size in Egg Venture to correct flicker
* switched to VIDEO_RGB_DIRECT
* removed unnecessary ROM regions and memcpy'ing

Rockola Cleanups / Fixes [Curt Coder]
* Fantasy/Nibbler/Pioneer Balloon
drivers/rockola.c
sndhrdw/rockola.c
- Correct CPU frequency from schematics
- Hooked up SN76477 sound for BOMB effect
- Merged memory maps
- Cleaned up driver a bit
- Fixed dips
- Enabled debug inputs


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Ghostlop (prototype)
Super Rider [Aaron Giles]
Some ST-V Games
these are still very slow ;-)
Groove On Fight [Mariusz Wojcieszek]
Othello Shiyouyo [Mariusz Wojcieszek]
Danchi de Hanafuoda [thanks to Runik/Saturnin]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Driving Force (Galaxian hardware, bootleg) [Pierpaolo Prazzoli]
Snow Bros (set 4) [Fabrice Arzeno]

New games marked as GAME_NOT_WORKING
------------------------------------
Lord of Gun
some sort of protection?
Taito JC System
will need 68040 and mc68hc11m0 emulation before its going to work
Densya De Go (1, 1ex, 2, 2ex)
Side by Side (1 & 2)
Landing Gear


==========================================================================

0.81u3

clean compile required otherwise things won't work as they should

General Source Changes
----------------------

Various ZN updates [smf, R.Belmont]
several games are improved (Brave Blade, Judge Dredd etc.) but still need work

Made Raiden DX display something (but not much)

i386 Core Fixes + SPI improvements [Ville Linde]
senkyu / ejanhs now do something

Preliminary PGM sound emulation [Olivier Galibert]
has bad sounds + causes crashes for now

Centipede Driver Cleanup [Aaron Giles]

Reset Fix / Timer Bug Fix [Aaron Giles]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Cool Boarders Arcade Jam [R.Belmont, smf]

New games marked as GAME_NOT_WORKING
------------------------------------
CPS-3 System
this will never work (encryption etc.) driver does NOTHING, for reference only
Street Fighter III etc.


==========================================================================

0.81u2

Minor Update, just to help me stay in sync

General Source Changes
----------------------

Various ZN updates [smf, R.Belmont]

Improvements to Raiden 2 decryption


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Rival Schools [smf, R.Belmont]
Shanghai Matekibuyuu [R.Belmont, smf]


==========================================================================

0.81u1

Just a dev-sync update, done by request

General Source Changes
----------------------

Fixed a bug with Beastorizer hi-score portraits [smf]

Fixed another Hyperstone bug [Pierpaolo Prazzoli]

Partial Raiden 2 Sprite Decryption (check sprite gfx with viewer, F4)


New games marked as GAME_NOT_WORKING
------------------------------------
Sega Model 1 [Olivier Galibert]
some vital tgp coprocessor functions are not simulated correctly
Virtua Fighter
Virtua Racing
Star Wars Arcade
Wing War
Raiden DX
Zero Team / New Zero Team
unemulated protection


==========================================================================

0.81

General Source Changes
----------------------

Various ZN related updates [smf, R.Belmont]
several games now display more, for example primrag2 plays the intro movie

i386 CPU core (used by the SPI driver) [Ville Linde]

ST-V Improvements [Mariusz Wojcieszek]
gfx in colmns97 / sassisu / ejihon are improved

CHDMan CHDCD creation fix [R.Belmont]

Improved timing of several 68k instructions [Sebastien VOLPE]
these changes could do with being verified on a real 68k

m68kcpu.h, m68kcpu.c:
---------------------
A) scc (68000 only): CYC_SCC_R_FALSE was defined, not used, and misnamed as
the extra 2 cycles happens when CC is true: now used and renamed to
CYC_SCC_R_TRUE

m68kmake.c:
-----------
B) add/adda/and/or/sub/suba (68000 only): the 'extra 2 cycles' cases were not
handled correctly: corrected to be effective on .l only, and also on register
direct (previously, all sizes were affected, and only in immediate mode)

C) jmp d(An,Xn) / pea (An) (68000/68010): tables corrected

D) movem (68000/68010): generated basecount were incorrect in many cases, so I
added a dedicated table

m68k_in.c:
----------

E) movem.l d(PC),reglist / movem.l d(PC,Xn),reglist (68000/68010): changed
basecount

F) asr/asl/lsr/lsl/ror/rol/roxr/roxl (68000/68010): added '+2n' cycles where
missing, as the shift/rotate memory is the only case where '+2n' does not
apply, and is treated in a specific opcode handler.

Fixed small v60 bug related to Aaron's recent changes [Olivier Galibert]

Fixed several small Hyperstone CPU core bugs [Pierpaolo Prazzoli, Mooglyguy]

Fixed a couple of compile warnings for other compilers [Lawrence Gold]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Gallop Racer [smf]
Beastorizer [R.Belmont, smf]
both of these have very bad sound emulation

New games marked as GAME_NOT_WORKING
------------------------------------
Seibu SPI System (+ related hardware) [Ville Linde]
gfx are encrypted, sound communication not understood, help on this is welcome.
Senkyu / Battle Balls
Viper Phase 1
E-Jan High School
Raiden Fighters
Raiden Fighters 2
D-Day (Jaleco) [Pierpaolo Prazzoli]
unemulated Jaleco protection chip


==========================================================================

0.80u3

General Source Changes
----------------------

CHDCD / Konami GV update [R.Belmont]
- Preliminary CD-ROM support for CHDMAN. Input is from CDRDAO
.toc/.bin images (cdrdao.sourceforge.net). CDRDAO comes with utilities
to convert CDRWIN .cue/.bin images to .toc/.bin format.
- Intel Flash ROM emulation support
- CDROM emulation primitives, including Red Book audio playback
- CDROM support for the AM53cf96 SCSI controller
- Konami GV System driver. GV System is identical to a home
Playstation/PSOne console, except the CD-ROM is SCSI instead of
proprietary.

Stuff still in progress:
- The SPU emulation needs a lot of help, especially on Wedding Rhapsody.
smf is working on it.
- The SCSI CD-ROM emulation needs to be separated out from the AM53cf96 if
we ever emulate other SCSI controllers or CD-ROM drives.
- CHDMAN doesn't output anything useful when you extract a CHD-CD. It
should write out a CDRDAO image.
- Audio tracks on CDs are not compressed at present (or more accurately
they're gzip compressed, which is useless). The plan is to use FLAC at
some point.

Misc Fixes [Nathan Woods]
src/mame.c:
src/mame.h:
src/windows/config.c:
- Changed options.savegame to be a string. If this is a one
character string, then the save state is loaded as before. If it is a
larger string, then cpu_loadsave_schedule_file() is used.

src/state.c:
src/state.h:
- Added a state_save_check_file(); a call that front ends can use to
validate a state save file


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Baby Phoenix/GV System [R.Belmont]
Powerful Baseball '96
Hyper Athlete
Susume! Taisen Puzzle-Dama
Wedding Rhapsody


==========================================================================

0.80u2

General Source Changes
----------------------

Various Sega 16-bit game driver updaes [Charles MacDonald, http://cgfm2.emuviews.com]

(03/18/04)
- Added correctly dumped ROM set for eswat to replace the old one. Game is encrypted and unplayable.
- Moved Ace Attacker to system16.c, it's not a System 18 game.
- Added sound support for tturf, tturfu, tturfbl (no samples), fpointbl, fpointbj
- Fixed toryumon RAM test
- Cleaned up timscannr, toryumon drivers
- Added Where's Wally? (wwally) Game is encrypted and unplayable.
- Fixed System 18 sample ROM banking. This doesn't help the current working games, but will support others when/if they are decrypted.
- Fixed RF5C68A clock (7.15 MHz -> 8.00 MHz).
- Fixed Z80 clock (8.192 Mhz -> 8.00 MHz).
- Cleaned up shdancbl sound hardware a little.

(03/15/04)
- Fixed 2nd 68000 ROM visibility in hangon, ROM test works.
- Fixed sprite RAM, tile RAM, and shared RAM size in hangon, RAM test works.
- Fixed shared RAM and road RAM visibility to hangon, road layer works again.
- Added proper emulation of the I/O hardware in hangon, no patches needed and test mode doesn't crash anymore.
- Migrated aurail, riotcity, bayroute to use sys16_sprite_shinobi.
- Cleaned up altbeast, riotcity, bayroute, aurail drivers (no junk in error logs, took care of unused inputs/outputs, etc.)
- Removed 'extra' RAM in some drivers and replaced with sys16_tilebank_w.
- Fixed sprite zooming in sys16_sprite_shinobi (corrects sprite placement in Heavyweight Champ)
- Fixed sprite list parsing (fixes output test progression in Heavyweight Champ)
- Added Shadow Dancer (Rev.B)
- Checked and fixed speed-ups for shdancer, shdancrj, shdancbl, shdancrb.
- Added I/O chip and partial VDP emulation for shdancer, shdancrj, shdancbl, shdancrb, moonwlkb, astormbl.
- Added Datsu bootleg sound hardware support for shdancrb and fixed sound crash.
- Fixed shdancbl sprite loading.
- Cleaned up shdancbl driver, now fully playable with only minor graphics problems.
- Fixed sys16_paletteram_w and removed sys16_dactype.
- Palette now generated using routines in res_net.h to properly make normal, shadow, and highlight colors.

Discrete Sound System updates [Aaron Giles, Derrick Renaud]

(Aaron)

* major internal cleanup and reworking of how nodes are created
* fixed bug in 555 timer that led to whiny noise in Hit Me
* added new input port type for analog adjuster
* changed osd interface for discrete sound adjusters to use the new input port type
* changed NODE_ADJUSTMENT to get its value from an input port
* adjuster values are now saved in the config file
* changed all games using adjusters to use the new system

(Derrick)

Discrete Sound Changes
======================
* Continued cleanup of code to make it more readable

New Discrete Modules Added
==========================
* DISCRETE_OP_AMP_OSCILLATOR - various op amp oscillator circuits that are
entered using component values.
* DISCRETE_OP_AMP_VCO - various op amp voltage controlled oscillator circuits
that are entered using component values.

Game Driver Changes
===================
* Finished updating games to use Aaron's DISCRETE_ADJUSTMENT changes.


Misc Fixes [Nathan Woods]

src/fileio.c:
src/fileio.h:
src/windows/fileio.c:
- Changed MESS specific file type from FILETYPE_CRC to FILETYPE_HASH

src/hash.c:
src/hash.h:
- Added hash_data_insert_printable_checksum() call
- Made things more const correct


Nintendo 8080 based games update [Stefan Jokisch]

All games:

- fixed CPU speed
- unified memory maps
- changed ROM labels

Space Fever / High Splitter / Space Launcher:

- relabelled ROM sets:
Space Fever color => Space Fever
Space Fever b & w => Space Fever High Splitter
- uncloned High Splitter from Space Fever
- fixed High Splitter ROM loading (wrong sound ROM in one set)
- color support (Space Launcher needs its color PROM dumped)
- implemented red screen flash (when the player dies)
- implemented red laser cannon flash (when the player shoots)
- implemented UFO color cycling
- properly hooked up SN76477 (needs to be verified)
- properly hooked up I8035 sound CPU
- added bonus life DIPs to High Splitter and Space Launcher
- added cocktail mode
- documented diagnostic ROM location

Sheriff / Bandido:

- fixed scheduling of SN76477 sound effects (shots + hits)
- added second coin input in Bandido
- removed unused cocktail mode controls from Bandido
- properly hooked up I8035 sound CPU
- removed fake color overlay from Bandido
- added colours based on screenshots - PROM still needs dumping
- implemented color effects (e.g. red heart after round 3)
- implemented screen flashing (when the players dies)
- documented diagnostic ROM location

Helifire:

- corrected bonus life DIP
- fixed starfield pattern, confirmed by shots on the flyer
- fixed starfield priority (no more stars in the water)
- fixed video bugs related to pausing and frame skipping
- properly hooked up sound CPU (different from the other games)
- added partial support for cocktail mode
- added IMPERFECT_GRAPHICS and NO_COCKTAIL flags

- various audio and video effects are still missing, including a few
which were previously implemented and which I hope to re-add soon

Various Timer Fixes, correcting some problems with SlySpy etc. [Aaron Giles]

Fixed some problems with the 32010 update [Quench]

Misc bug fixes (HuC6280 problems) [Bryan McPhail]

Some Task Force Harrier Improvements [Tomasz Slanina]

- fixed sprite rendering
- hacks for bg scrolling
- patched some protection issues (sprites are rendered,
no more strange resets)
Game is NOT playable (controls doesn't work).
Maybe something is not mapped correctly or
it's problem with protection (for example ,
player2 buttons works durning boot - it's possible to enter
service mode).

ST-V update [Angelo Salese]
fixes bitmap transparencies,adds the RBG0 layer(no scroll/roz effects yet)
adds a really preliminary window effect(just for get tile-based sprites in shanhigw)
and readded the VDP1 PTM register support which has been lost in the past.

Cleaned up Capcom Bowling driver and fixed crash on reset [Aaron Giles]

IREM GA20 Update [R.Belmont]
adds the channel status readback for the GA-20,
which fixes some occasional odd voice-stealing
behavior I've heard playing R-Type Leo.

Reverted some Star Wars code back to older working version


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Rock 'n' Roll Trivia (part 2) [Pierpaolo Prazzoli]
Scooter Shooter [Pierpaolo Prazzoli]
Dynamic Dice [Tomasz Slanina] - might be a gambling game
Lovely Cards - doesn't actually appear to be a gambling game, just gambling themed

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
2020 Super Baseball (set 2) (2020bba) [HPMAN]
Spinner (Spiders bootleg) [Pierpaolo Prazzoli]
Gyrodine (Crux license?) [Pierpaolo Prazzoli / f205v]
Griffon [Pierpaolo Prazzoli]
Blaster (early 30 wave version)

New games marked as GAME_NOT_WORKING
------------------------------------
Various Non-working CPS2 clones
Swinging Singles [Tomasz Slanina] - not much work done on it
Taiwan Chess Legend [Tomasz Slanina] - only partially decrypted
Parallel Turn [Tomasz Slanina] - Jaleco protection chip not emulated
Change Lanes [Phil Stroffolino, Jarek Burczynski, Tomasz Slanina] - weird early Taito hardware
Dragon World 3 - unemulated protection
Zero Target [Bryan McPhail, Pierpaolo Prazzoli, David Haywood] - various things not yet understood
Counter Steer [Bryan McPhail, Pierpaolo Prazzoli, David Haywood] - various things not yet understood


==========================================================================

0.80u1

General Source Changes
----------------------

Improved Discrete Sound System / Sound in HitMe [Aaron Giles]
* new node type DISCRETE_LOGIC_DFLIPFLOP
* changed the way multichannel output is done; affects some existing drivers
* support for up to 16 channels of sound

Also included is a new Hit Me driver

* discrete sound support for Hit Me
* fixed incorrect video (missing scanlines and inverting logic)
* added controls to handle card width and game/sound speed
* cleaned up memory maps

C89 compiler fixes [Lawrence Gold]

Hyperstone Cleanups [Pierpaolo Prazzoli]

Change for MESS [Nathan Woods]
src/inptport.c:
src/inptport.h:
- Minor changes related to MESS's mouse device (within #ifdef MESS)

Sound supoprt in Varia Metal [Quench]

Dipswitch fixes in Varia Metal [David Haywood]

Improvements to fitfight driver [Luis Faria]

Fixed the opcode view which in some cases displayed too many bytes on 32 bit
CPUs such as 68020 and Hyperstone [Bryan McPhail]

ST-V fixes [Mariusz Wojcieszek]
- improved scaling tilemap backgrounds. Vfkids, colmns97 and vfremix backgrounds
are better now.
- fixed a problem where entering and existing service mode during game causes master
/ slave communication to fail. It turned out that slave cpu should be reset when it
is turned off and on. This helps all games in driver.


New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Invasion (clone of invaders) [Pierpaolo Prazzoli]
Super Earth Invasion (set 2) [David Haywood]
Ninja Combat (set 2)

New games marked as GAME_NOT_WORKING
------------------------------------
Air Rescue
uses an unemulated math DSP and may also require emulation of two system32 boards
at once, not an easy task.
Buriki One (Hyper NeoGeo 64)
very preliminary driver, loads and decodes the gfx, attempts to run some of the
code. No Video or Sound emulation is done. For now the GFX can be viewed with F4


==========================================================================

0.80

General Source Changes
----------------------

Large Namco Update [Nicola Salmoria]
- pacland: fixed sprite RAM, it was too big and included normal program RAM, causing sprites
to be drawn twice.
- pacland: fixed irq enable
- pacland: fixed tilemap scroll offsets and sprite positions
- pacland: accurate emulation of tile/sprite priority (including fix of bugs introduced when
the driver was converted to tilemaps) and sprite visibility area
- pacland36b16 is not a bug - colors match the real game
- added SOUND_NAMCO_CUS30 for better documentation (alias for the standard SOUND_NAMCO)
- drgnbstr36rc2gre
- skykidd works with a patch (a dump of the CUS60A internal ROM is needed to do without the
patch)
- metrocross: fixed irq enable, this fixes inputs in service mode
- baraduke060gre
- baraduke36rc2gre, it is improved, there are still gaps left but this is correct behaviour
verified on the real board
- baraduke, system86: understood how sprite RAM buffering works, this fixes sprite lag but
causes a glitch in rthunder (which might be correct behaviour)
- system86: totally rewritten the 63701X emulation and moved it to a separate module. Fixed
silence compression, this improves quality in some samples; supported volume control.
-genpeitd067gre
- rthundro37b14red I think is fixed; but the game still sometimes crashes when you die
- rthunder, genpetid: fixed watchdog emulation, this allows entering service mode without
resetting

Various ST-V Improvements (brightness controls) [Angelo Salese]

Various Hyperstone core improvements [Pierpaolo Prazzoli]

Misc Fixes [Nathan Woods]
src/cpu/hd6309/6309ops.c:
- Fixed the ABCD opcode

src/sndintrf.c:
- Fixed a small typo in the DMADAC interface line

src/sound/tms5220.c:
- Added a security margin in the estimate of the delay for speech
synthesis ready line to come low (needed for a MESS side bug fix)

src/chdman.c:
- Added some completion messages, and fixed the code that was
falsely assuming that progress() was a function pointer

src/windows/window.c:
src/windows/window.h:
- Changed video_window_proc() to win_video_window_proc() and made
non-static so that MESS's window proc can call it.
- Changed win_init_window() to use MESS's window proc (within #ifdef
MESS of course)
- Added a win_suspend_directx global variable to temporarily turn
off DirectX usage (used in MESS)
- Added a few minor MESS specific #ifdefs

src/rules.mak:
src/cpuintrf.c:
- Added an entry for the TMS99100 processor

src/cpuexec.c:
src/cpuexec.h:
- Introduces cpu_getscanlinetime_mt() and
cpu_getscanlineperiod_mt(); variants on their namesake calls except they
return mame_time instead of double

Improved 053260 and NES APU emulation [Oliver Achten]

Various Gaelco3D Improvements [Aaron Giles]

ZN Cleanups [smf]

Misc 32010 related updates [Quench]
TMS32010 CPU core
- Added internal Data memory map
- Fixed Overflow on the ADDH instruction

Twin Cobra / Wardner
- Converted to Tilemaps
- Corrected Savestate setup
- Little cleanups to the Machine code
- Adjustments for TMS32010 internal data map

Toaplan1
- Corrected Savestate setup
- Adjustments for TMS32010 internal data map

HardDrivin
- Adjustments for TMS32010 internal data map

Fixed Vector clipping bug in mhavoc [Alex Eddy]

Fixed some GCC warnings [Lawrence Gold]
src/vidhrdw/rallyx.c: In function `plot_star':
src/vidhrdw/rallyx.c:395: warning: ISO C89 forbids mixed declarations
and code

src/vidhrdw/ksayakyu.c: In function `draw_sprites':
src/vidhrdw/ksayakyu.c:92: warning: ISO C89 forbids mixed declarations
and code

src/drivers/system32.c: In function `sonic_level_load_protection':
src/drivers/system32.c:539: warning: ISO C89 forbids mixed declarations
and code

src/drivers/madalien.c: In function `video_start_madalien':
src/drivers/madalien.c:273: warning: ISO C89 forbids mixed declarations
and code

src/machine/am53cf96.c:46: warning: comma at end of enumerator list

src/drivers/vmetal.c: In function `varia_drawsprites':
src/drivers/vmetal.c:124: warning: ISO C89 forbids mixed declarations
and code

Discrete Sound Updates [Derrick Renaud]

Discrete Sound Changes
======================
* fixed/added more documentation of functions at top of discrete.h
* DISCRETE_555_ASTABLE - changed to use common options with DISCRETE_555_CC.
* DISCRETE_TRANSFORMx - fixed bug that preformed math in the wrong order.
Also added more math functions.

New Discrete Modules Added
==========================
* DISCRETE_555_CC - Constant Current based 555 VCO with 8 main configurations,
that automatically configure from components used.
* DISCRETE_566 - NE566 simulation.
* DISCRETE_COMP_ADDER - Multiple parallel capacitor/resistor circuit.
* DISCRETE_DAC_R1 - R1 Ladder DAC that automatically configures from
components used.
* DISCRETE_MIXERx - Resistor/Op Amp mixer stage with filtering that calulates
proper gains & filtering. It automatically configure from components used.
* DISCRETE_SCHMITT_OSCILLATOR - VCO based on a Schmitt Inverter.

Game Driver Changes
===================
* poolshrk - Converted to new component value only code.
* firetrk, montecar, superbug - Converted to new component value only code.
Pulled discrete code out and put in sndhrdw\ataridis.c. montecar still needs
filtering on crash sound.
* atarifb, canyon & skydiver - minor changes to work with new code.
* triplhnt - added component value discrete sound, but have not figured out
Shot and Bear Roar video memory locations. These are needed to make sound
effects work.


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Radikal Bikers [Aaron Giles]
Surf Planet [Aaron Giles]
Wiggie Waggie [David Haywood]
Zintrick (hack / bootleg)
This was thought to be a prototype but actually appears to be a from
an unofficial bootleg made from the CD version (see notes in driver),
supported for reference incase a real prototype shows up one day.

New games marked as GAME_NOT_WORKING
------------------------------------
Lethal Enforcers [R.Belmont]
Hardware is an ugly kludge with an 8-bit CPU using 16-bit video chips, as a result
there is a lot of strange banking going on making it very difficult to emulate.


==========================================================================

0.79u4

General Source Changes
----------------------

Fixed sound pitch / balance in Asterix [Oliver Achten]

Fixed a problem when resetting various games caused by the timer updates [Aaron Giles]

Fixed some Quasar Dipswitches [Pierpaolo Prazzoli]


==========================================================================

0.79u3

General Source Changes
----------------------

Misc Changes [Nathan Woods]
src/cpu/i86/i286.c:
src/cpu/i86/i286.h:
src/cpu/i86/i286intf.h:
- Updated I286 CPU core to MAME 0.79

src/cpu/jaguar/jaguar.c:
- Adding a missing case to jaguargpu_get_info()

src/cpu/m6502/m4510.c:
src/cpu/m6502/m4510.h:
src/cpu/m6502/m6509.c:
src/cpu/m6502/m6509.h:
src/cpu/m6502/ops09.h:
src/cpu/m6502/ops4510.h:
src/cpu/m6502/t65ce02.h:
- Updated m4510 and m6509 CPU cores to MAME 0.79

src/sndhrdw/snes.c:
- Removed a duplicate global variable definition

src/cheat.c:
src/info.c:
src/usrintrf.c:
- Removed NEOMAME and CPSMAME declarations

src/mame.c:
- Added a new consistency check on CPUs to check for the existence of
certain get_info cases needed for debugging. This consistency check
is currently only enabled for MESS.

src/windows/input.c:
src/windows/input.h:
- Changed key_trans_table to be non static and renamed to
win_key_trans_table (this table is now used in MAME32)

src/memory.c:
- Changed all fatalerror() calls to osd_die()

src/chdman.c:
- Added -createblankhd and -copydata commands
- Added new arguments to -createhd
- Ported to Macintosh

src/artwork.c:
- Changed artwork_override_screenshot_params() so that its
functionality will kick in whenever the artwork system is active, even
without artwork pieces
- Introduced a static artwork_system_active(); a call to check to
see if the artwork system is active.

Misc PSX cleanups [smf]

Removed some memory system test code [Aaron Giles]

Fixed a TMS32031 bug that was causing some problems in Radikal bikers [Aaron Giles]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Quasar [Mike Coates, Pierpaolo Prazzoli]
(other Zaccaria games are still being worked on)

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
FX (bootleg of SRD mission) [Pierpaolo Prazzoli]


==========================================================================

0.79u2

MAMETesters bugs fixed (there are probably more)
-----------------------
s1945066gre


General Source Changes
----------------------

Timer System Update [Aaron Giles]

The timer system is now integer-based instead of floating-point based. It requires
64-bit ints. I've defined a new type 'mame_time' which is a 96-bit time value.
There are 32 bits for counting full seconds, and 64 bits for counting subseconds.
This type is used extensively in the core timer system and the CPU scheduler.

The accuracy of the new system is down to 1 attosecond (10^-18 seconds).
This may seem excessive, but for a 100MHz CPU, each clock cycle is 10^10
attoseconds. That works nicely because 100MHz divides evenly. For a 96MHz
CPU, each clock cycle is 1.041666667 * 10^10 attoseconds. Rounding, we lose
1/3 of an attosecond per cycle in error. Multiply that error by 96000000 and
you end up with an error of 32000000 attoseconds. Fortunately, that's only
0.032ns, but if I had much less accuracy than this, the errors would start
to add up in a more significant way.

All the existing APIs are still around, and doubles can still be passed as
arguments. But they are all immediately connverted to 'mame_time' values for
processing.

The old system had some drifting errors due to FP rounding which are gone
now.


Fixed Unix compile (renamed rand_r in namconb1 driver) [R.Belmont]

Misc Fixes [Nathan Woods]
src/cpuintrf.c:
src/cpuintrf.h:
- Fixups for the CP1610 core
- Fixed the declaration of activecpu_set_irq_callback()

src/mame.c:
- Added a new consistency check for drivers that use non-existent
CPU cores

src/machine/snes.c:
src/includes/snes.c:
- Refactored to remove MESS specific code

src/machine/idectrl.c:
src/machine/idectrl.h:
- Added ide_bus_0_r() call to access the bus directly

src/cpu/z80/z80.c:
- This patch changes the Z80 CPU core to set the Z80 cycle tables to
their defaults on startup. This removes any need for drivers to reset
the Z80 cycle tables back to their defaults on exit.

Cleaned up some itech32 notes [Brian Troha]

Fixed some firebatl dips [B.S.Ruggeri]

CPU Specific Memory Map fix [Aaron Giles]

Fixed targ filenames and added proms [chaneman]

Updated PIC core + drivers to use internal memory maps [QUench]

Added support for the IACK and IDLE commands in the TMS32031 core [Aaron Giles]

Various Updates [Curt Coder]

Updated NeoGeo sets to use correct roms [HPMAN]

Psikyo.c video fixes [Leon van Rooij]
- glitch in gunbird attract mode (tilemaps can be opaque);
- glitch in s1945, when the planes are shown (sprite-tilemap priorities);
- glitch in s1945, lvl 7 (there is an additional per-tile rowscroll mode).

Fixed m68kdasm bug [Leon van Rooij]

Decode information for custom cpu used by robowrest2001 [Dave Widel]

Fixed Irem GA-20 pitch [R.Belmont]

Added support for DMA based DAC 'sound chip' and updated DCS / CAGE to use it. [Aaron Giles]

Enigma 2 fixes [Tomasz Slanina]
- sound
- bg starfield in enigma2
- cocktail mode
- fixed some bugs (protection?)
- colors

Sample Support in Tailgunner [Erik Ruud]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Kusayakyuu [Tomasz Slanina]
incomplete driver, various sound / gfx issues
Botanic [David Haywood]
Bongo [Pierpaolo Prazzoli]
Pro Yakyuu Nyuudan Test Tryout [Pierpaolo Prazzoli, Bryan McPhail]
Mad Alien [Norbert Kehrer]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Area 51 (newer 68020 Version) [Brian Troha]
Zoom909 [Tomasz Slanina]
Strikers 1945 (alt) [Brian Troha]
Hunchback (galaxian hardware) [Pierpaolo Prazzoli]

New games marked as GAME_NOT_WORKING
------------------------------------
Gaelco 3D games (Radikal Bikers, Surf Planet) [Aaron Giles]
incomplete emulation of 3D Hardware
Microprose 3D (botss, stankatk etc.) [David Haywood]
skeleton driver, just loads the roms


==========================================================================

0.79u1

MAMETesters bugs fixed (there are probably more)
-----------------------
digdug063gre
galaga057gre
bosco071u2gre
poleposc059gra

MAMETesters bugs to check
--------------------------
machbrkr068gre
nebulray066gre
ptblank056gre
sws9637b16yel


General Source Changes
----------------------

Big 80s Namco Update [Nicola Salmoria]

this affects the first Namco games that used custom I/O chips.
- these files are no longer needed and should be removed: drivers/bosco.c,
drivers/xevious.c, drivers/digdug.c, machine/digdug.c, machine/galaga.c,
machine/bosco.c, machine/polepos.c, sndhrdw/bosco.c
- added three new sound chips: NAMCO_15XX, NAMCO_52XX, NAMCO_54XX, and
changed drivers to use them (NAMCO_54XX is just a placeholder playing
samples, until the chip is reverse engineered).
- added EAROM support to digdug
- fixed the polepos2 title screen which had been broken since day 1, strange
that nobody noticed.
- fixed various mistakes in the polepos ROM loading (one missing speech ROM
in polepos, polepos2 was using the wrong engine sound ROMs (it's turbo!),
added missing vertical scaling PROMs).
- extensive documentation of ROM names and placement, and differences
between Namco and licensed versions.
- converted all drivers to tilemaps, and made gfx emulation more accurate
according to schematics
- polepos sprite zooming should now be closer to the hardware.
- IP_KEY_PREVIOUS and IP_JOY_PREVIOUS are no longer used by any driver: they
may be removed from the core.
- support for start lamps, coin counters and coin lockout (all
internallyhandled by the custom I/O chip)
- toggling the test switch while the game is running enters test mode
without need to manually reset.
- found and documented test mode Easter eggs in all games except Xevious.
- bosconian now uses a different sound PROM, which seems more correct.
- galaga uses better dumps of the PROMs, with the unused top 4 bits set to
0.
- correct handling of 52XX sample start/end pointers in ROM.
- better emulation of 50XX custom, no more need for hacks in bosconian.
- swapped digdug and digdugb, the main set should be the newer one.
- removed these galaga clones: nebulbee (copyright/name change), galagab2
(mix 'n match of ROMs from other sets), galaga84 (copyright/gfx change),
galagads (1-byte hack to get fast shoot,
reproducible with this line in cheat.dat:
galaga:1:070D:0D:100:Fast Shoot)
- added Galaga rev. B, which is now the main set, renamed the other galagao.
- added galagamk, a different Midway version.
- removed various bad dumps from polepos2b and poleps2c, they turned out to
be the same version so poleps2c is removed.
- drivers/locomotn.c is no longer needed and should be removed
- converted to tilemaps, consolidated as much as I could
- fixed: jungler37b3gre
- correct tile/sprite priority handling (also in Bosconian)
- documented the Easter egg in Rally X
- added starfield in Tactician
- fixed the RC filter control in the games with Konami sound

Big Namco NB1 update [Phil Stroffolino]
Various improvements for System NB emulation, including:
- new driver: Greatest Slugger '93 (Japan)
- hardware shadow support (used heavily in Greatest Slugger)
- dedicated random number generator chip
- sprite stretch glitch (affects Outfoxies intro)
- tilemap tile banking feature (used by Mach Breakers)
- removed several game-specific hacks; now uses dedicated CPU registers
for interrupts
- preliminary support for screen blanking (hides garbage in Outfoxies)
- proper POSIRQ handling, for scanline effects. Fixes the water
effects in Outfoxies. This same feature needs to be folded into System
2 emulation, but I haven't gotten around to it yet.
- various Mach Breaker-specific hacks for interpretting the ROZ layer
registers; these aren't yet fully understood. In particular, the
"Monster Pull" stage is missing a "3d floor."


Fixed a bug with AM_SHARE [Aaron Giles]

Various PSX file updates / cleanups [smf]

VSNes Filename Fixes [chaneman]

Updated Hard Drivin' driver and fixed Steel Talons / HD Airborne again [Aaron Giles]

Various Fixes [CUrt Coder]
problems created when pacland was converted to tilemaps
converted Jackal to tilemaps
fixed guardians of the hood p3 controls
fixed heat barrel dips
fixed shot rider dips
fixed firebattle dips
updated docastle.c memory maps
added MSM5205 to idsoccer


Cleaned up / Merged various Atari drivers [Aaron Giles]
(clayshoo.c, cloak.c, cloud9.c, copsnrob.c, cyberbal.c, destroyr.c, eprom.c
fastfred.c, firetrk.c, flyball.c, foodf.c)

Protection fix for Sonic Arcade [Roger Sanders]
(still crashes due to video emulation bug)

Misc Fixes [Nathan Woods]
src/cpu/hd6309/6309tbl.c:
src/cpu/hd6309/hd6309.c:
- Minor timing enhancements, and changed a few indexing modes to be illegal

src/cpuintrf.c:
- Renamed CPU_CP1600 to CPU_CP1610

src/sound/k051649.c:
src/sound/k051649.h:
- Enhancements to the K051649 sound system

Fixed sspirits dips [B.S.Ruggeri]

Fixed Mortal Kombat damage that was broken in .79 [Aaron Giles]

Simulated Sound in Super Slam [Quench]

Fixed 'bad colour RAM' error in hyrda / pitfight [Aaron Giles]

'Fixed' escape kids so it boots again [Aaron Giles]

Support for CPU-specific internal memory maps [Aaron Giles]

Reverted RF5c68 to old version [R.Belmont]

Fixed outrundx sound (was checking for outrunp) [Santeri Saarimaa]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Drivers Edge [Aaron Giles]
Varia Metal [David Haywood] - no sound, some gfx issues
Mahjong Electron Base [Luca Elia, yong]
Mahjong Neruton Haikujirada [Luca Elia]
Space Launcher [Pierpaolo Prazzoli]
Bulls Eye Darts [Pierpaolo Prazzoli] - colour problems

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Time Pilot (Atari license) [Chris Hardy]
Battle Garegga (older Hong Kong version) [Brian Troha]
Atari Tetris (bootleg set 2) [Kevin Eshbach]
Martial Champion (US UAD version) [R.Belmont]
Quiz 365 (Japan) [Luca Elia]
Kung Fu Taikun (alt) [Taucher]
Fever SOS
Sorcer Striker (alt dump) [Brian Troha] (one dump migh be bad)
Space Fever (color set 2, b&w set 2) [Pierpaolo Prazzoli]
Liberation (bootleg) [Pierpaolo Prazzoli]

New games marked as GAME_NOT_WORKING
------------------------------------
Double Cheese [Pierpaolo Prazzoli]
Talbot [Pierpaolo Prazzoli]


==========================================================================

0.79

General Source Changes
----------------------

Fixed most of the bugs caused by changes made in the .78 u cycle, please check any you
reported to make sure [Aaron Giles + Various]

Updated many Atari / Midway drivers to use new style Memory Maps and cleaned them
up [Aaron Giles]

YMF278b update, improving sound in Asura Blade [R.Belmont]

Fixed a problem with the SH2 speedup previously added [Olivier Galibert]

Updated ST-V driver to use new memory system, cleaning up the map [Olivier Galibert]

Fixed ASM 68k core to compile again [BUT]

Warning screens are now skipped if running with -ftr for less than 5
minutes [Aaron Giles]

Fixed Black Dragon & Money Money filenames [chaneman]

Fixed poolshrk078u6yel [Stefan Jokisch]

Fixed crash when taking screenshots of rotated vector games [Stefan Jokish]

Multiple Session fixes (for Mame32 etc.) [Nathan Woods]

unaligned SCU direct mode DMA fix [R.Belmont]

Fixed a problem with Star Wars [Aaron Giles]

Various compiler specific fixes [Olivier Galibert, smf]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Scramble Spirits
Triv Four (1985 Status) [Pierpaolo Prazzoli]
Super Triv III (1986 Status) [Pierpaolo Prazzoli]
Winning Spike [R.Belmont]
Whizz [Chris Hardy, David Haywood, Pierpaolo Prazzoli]
More More Plus
Pairs Love [David Haywood]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Perestrokia Girls (without Fuuki license)
Changes (EME license) [Stefan Jokisch]
VS. Tennis (Japan) [Pierpaolo Prazzoli]
Dual Assault [Pierpaolo Prazzoli]

New games marked as GAME_NOT_WORKING
------------------------------------
Varia Metal [David Haywood]
Denjin Makai (protected)
Super Hang On Limited Edition [Brian Troha]
Plasma Sword (parent to Star Gladiator 2) [Brian Troha]


==========================================================================

0.78u6

General Source Changes
----------------------

Another big memory change. [Aaron Giles]

The biggest change is the way address maps are declared in the drivers. Rather than having
separate read and write address maps, there is now support for a single, merged map. In order to
minimize the amount of code churn, there is currently still support for two separate address
maps per address space, but they are combined into one internally early on in the memory
initialization and setup.

Because of this change, the 'start' macro for address maps has changed. The old set of macros:

PROGRAM_READ*_MAP_START(name)
DATA_READ*_MAP_START(name)
IO_READ*_MAP_START(name)

has been replaced by a single macro:

ADDRESS_MAP_START(name, address_space, bits)

and all drivers have been updated to use this new mechanism. In addition, all the PROGRAM_*, DATA_*,
and IO_* synonyms are now merged into a single ADDRESS_* macro. For example, PROGRAM_MAP_FLAGS is
now just ADDRESS_MAP_FLAGS.

The next big change is that the address maps, in addition to being unified, are no longer static
arrays. Rather, they are constructed in much the same way the machine drivers are constructed.
Through a series of macros, the address maps are built up in code and type-checked along the way.
All existing MAME drivers have been updated to the new macros.

In addition, there are many new options available to support extra features like mirroring,
automatic pointer assignment, and shared memory pointers. As of this version, only seattle.c and
system24.c have been updated to support the new constructs. Use these as examples of what can be
done. Also, see the top of memory.c for an explanation of all the new macros.

Once again, the way memory is automatically allocated has changed. It is now done based on the
memory maps, like it used to be, but with the added support for shared pointers and hard-coded
pointers into memory regions.

Save states should now work, but once again, they are saving more data than is strictly
necessary.

Internally, the way address map lookup tables has changed, so that subtables can be reused. This
is important if a small memory region is mirrored across a large address space; the old code
didn't coalesce identical subtables, which would have blown up in a big way with tricky mirrors.

Renamed a bunch of internal memory state, including OP_ROM, OP_RAM, and several others.

Added save state support for 64-bit data types. [Olivier Galibert]



==========================================================================

0.78u5

Some updates before Aaron changes things again :-)


General Source Changes
----------------------

Fixed some bad colours in Shienryu [Mariusz Wojcieszek]
src/vidhrdw/stvvdp1.c

Discrete Sound SYstem Updates [Derrick Renaud]

Discrete Sound Changes
======================
* fixed/added more documentation of functions at top of discrete.h
* DISCRETE_RCFILTER - fixed bug that allowed module to use nodes not available to it.
Can't beleive it did not crash before.

New Discrete Modules Added
==========================
* DISCRETE_CRFILTER - high pass R/C filter.
* DISCRETE_COUNTER - Presettable up/down counter, external clock with selectable count edge.
* DISCRETE_COUNTER_FIX - Presettable up/down counter with bult-in frequency generator.
* DISCRETE_ONESHOT - Fixed it. Added selectable: edge trigger; re-trigger; output active state.
* DISCRETE_ONESHOTR - Same as DISCRETE_ONESHOT but with reset.

Game Driver Changes
===================
* poolshrk - Discrete sound emulation added.
* bsktball - changed bounce sound to use DISCRETE_CRFILTER.

Updates to the Gameplan driver [Nicola Salmoria]
- rewritten using machine/6522via.c and machine/6532riot.c, which weren't
available at the time it was created. This fixed the gfx problems and bad
sound.
- vidhrdw/gameplan.c is no longer needed.
- machine/6532riot: added PA7 adge detect and irq callback
- machine/6522via: fixed port writes so that pins set as input are pulled
high. This is required by the gameplan games and is confirmed by the 65422
data sheet. Added support for CA2 pulse handshake.

System 21 updates [Phil Stroffolino]
- hooked up preliminary support for System21's "depth bias" feature,
used as a corrective factor when sorting polygons by representative z
value. It's not perfect, but a step in the right direction.
- improved polygon colors in CyberSled
- better parsing of CyberSled's display list; title screen and ingame
graphics now appear and are mostly correct
- hooked up CyberSled input ports; they can be configured with the
usual mechanism: hold the 'service' key while flipping the test
dipswitch
- added near-plane clipping for System21's flat-shaded polygons
- hooked up the view transform, used in Starblade to tilt the screen
when player is targeting the edges of the playfield
- hooked up a private (placeholder) implementation of zdrawgfx() for
C355 sprite rendering, adding sprite-tilemap orthogonality for all
games using that chip.
- C355 sprite rendering no longer relies on game-specific hacks for XY
placement or cropping
- some rudimentary work has been done for "Winning Run '91"; this game
runs on prototype System21 hardware, and as such is quite different
from the other titles. It uses a 3rd 68k CPU to render graphics to a
bitmap layer (there is no sprite chip), but still appears to rely on
DSPs for 3d graphics.
- updated System21 notes/comments.

Fixed the following bugs created / revealed by Aaron's updates
VSNes dual games not working [Pierpaolo Prazzoli]
warning messages on decocass.c, tnzs.c, cvs.c
raiga sound
gsword bad ram message
gberet bad ram message [Stefan Jokisch]
MX5000 / Flak Attack bad ram [R.Belmont]

Fixed DIPS
Indoor Soccer [Brian A. Troha]
Radical Radial [Stefan Jokisch]

SUpport USB Keyboard LEDs [smf]
-led_mode ps/2 is the default and uses DeviceIOControl
-led_mode usb uses keybd_event()

This only affects windows nt/2000/xp.

There might be a way of using DeviceIOControl to change the led's on usb
keyboards, but I can't find it.
Using keybd_event() may have problems restoring on exit, but at least it
does work.

Save state loading from command line [smf]
Adds -state to the windows version. The code was already in the core to
handle it, all this patch does is allows you to set options.savegame
Not sure how reliable it is, it worked for galaxian.

Fixed Discrete sound system crash with -nosound [R.Belmont]

Added extra roms to alibaba [Pierpaolo Prazzoli]

Attempt to fix Space Thunderbird gfx [Pierpaolo Prazzoli]

Removed some 'smart' code from CHD filename handling [Olivier Galibert]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Hard Head 2 [Luca Elia]
src/drivers/suna8.c
src/vidhrdw/suna8.c

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Outrun (Japan Prototype?)
Xevious (Atari set 3) [Pierpaolo Prazzoli]
Strafe Bomb (scramble bootleg) [Pierpaolo Prazzoli]
Dogou Souken (Joystick bootleg) [Pierpaolo Prazzoli]


==========================================================================

0.78u4

Please continue testing, it is rather important during periods like this.


MAMETesters bugs fixed (there are probably more)
-----------------------
mappy37b4gre
mappy37b8gre
motos054gre
phozon37b8gre
ptblank056gre


Phase 2 of Aaron's Updates [Aaron Giles]
----------------------------------------

Changes:
* CPUs with an implicit address shift (e.g., the TMS34010 shifts addresses
right 3 bits; the TMS32031 shifts addresses left 2 bits) now automatically
get that shift applied to addresses in their memory maps and in calls to
install_memory_read/write_handler(). This eliminates many ugly macros in the
memory maps. Affected CPU cores are the ADSP210x, CCPU, PIC16C5x, TMS3201x,
TMS3202x, TMS32031, and TMS340x0. Note that the CPU cores themselves still
need to pass shifted values to the core read/write routines. All drivers
using these cores have had their icky macros and bitshifts removed.

* Harvard architecture CPUs now have data memory fully implemented now.
Affected CPUs are the ADSP210x, TMS3201x, TMS3202x, PIC16C5x, and CCPU. All
cores have been modified to fully split program and data memory. All drivers
using these cores now specify explicit program and data memory maps. This
also gets rid of a ton of ugly macros used in memory maps.

* The memory_set_bankhandler calls are now officially history. There were
fewer than a dozen drivers using them, and they all have been converted over
to using install_mem_read_handler instead where appropriate. This eliminates
the last 8-bit-specific hack in the memory system. As a result, RAM reads
and writes out of banked memory should be slightly faster on 8-bit CPUs
because they are handled inline.

* New dynamic memory allocation scheme. The previous method relied on
parsing the read/write handlers. The new method simply looks at the
top-level memory map after it has been populated, and allocates memory for
any mapped 16k chunk. This will likely cause more memory to be allocated
than before, but the process is less error prone. Also, checks are now in to
make sure that the memory_region for the program address space is the
minimum necessary to support non-sparse address spaces.

* Fully integrated save/restore memory blocks. Before, the save/restore
system had its own memory map walking routines. That's gone now. Instead,
memory blocks are registered as they are allocated by the dynamic memory
allocator. Note that this will likely cause save states to be bigger than
they were before (and certainly, they will not be compatible), but disk
space is cheap, live with it.

* Address spaces are now determined dynamically based on whether a given CPU
returns a non-zero value for the address bus width for a given space.

* Fixed incorrect address bus widths on the I8039 CPU core.

* Added a TMS32026 entry and reworked the handling of internal RAM to work
in the new system. This means the Taito Air system is now back to its former
state.

* Fixed the memory handlers in gottlieb.c to use address space masking
instead of mapping extra mirrored areas.


General Source Changes
----------------------

Some ST-V alpha blending [Mariusz Wojcieszek]
see bakubaku playfield, mausuke playfield, shienryu clouds etc.

Huge Namco Mappy Era Systems Update [Nicola Salmoria]

- Most games merged into mappy.c, so the following files are no longer
needed:
drivers/superpac.c vidhrdw/superpac.c machine/superpac.c
drivers/grobda.c vidhrdw/grobda.c machine/grobda.c
drivers/phozon.c vidhrdw/phozon.c machine/phozon.c
machine/mappy.c
- one new file: machine/namcoio.c. This implements the 56XX and 58XX I/O
custom chips used by all the games. The I/O chips are now accurately
simulated, fixing subtle nuances during normal operation and not-so-subtle
ones in test mode; e.g. you can now scroll the grid in Mappy's test mode.
- fixed and verified inputs and dip switches for all games.
- found and documented the Easter eggs in all games except Toy Pop.
- fixed interrupt and sub cpu reset handling, which caused some games to
report errors when entering test mode without resetting.
- added detailed memory maps where schematics allowed.
- all drivers converted to tilemaps
- cocktail mode in Phozon, and non-hack implementation in Gaplus
- fixed priorities in superpac. With the previos code, ghost eyes had
priority over everything else, even other sprites, giving wrong results when
two ghosts overlapped.
- round advance dip switch in Gaplus available & working
- fixed a missing sound effect in Phozon that nobody would have ever
noticed.
- I've also included a revised warpwarp.c, converted to tilemaps and with
the Warp Warp Easter egg documented.

Some slight SH-2 speedups [Carlos Santillan]

Improved sound in Miss Bubble 2 and Power Instinct (bootleg set 2) [Quench]

Discrete Sound in Sky Diver [Derrick Renaud]

Attempted to Improve Birdie Try sprites [Pierpaolo Prazzoli]

Fixed last minute compgolf bug in u3 [Pierpaolo Prazzoli]

Dipswitch in cross Pang [Pierpaolo Prazzoli]


==========================================================================

0.78u3

General Source Changes
----------------------

The following bugs created by the changes in u2 have now been fixed
cpuintrf compile bug with DJGPP [smf]
CPU_M6809E typo in cpuintf.c [Aaron Giles]
HD63705 address bus width (namcos2 crash) [Aaron Giles]
namcos1 crash [Aaron Giles]
namcos21 crash [Aaron Giles]
mpatrol crash [Aaron Giles]
inability to compile with asm 68k [Aaron Giles]
boblbobl not working [David Haywood]
circusc 'Ram Bad' error [David Haywood]
crospang sound handler [Pierpaolo Prazzoli]

Please update to this version and continue to test and report any new bugs you find


New games supported or promoted from GAME_NOT_WORKING status:
-------------------------------------------------------------
Jong Tou Ki [Luca Elia]
src/drivers/dynax.c
Competition Golf [Pierpaolo Prazzoli, Bryan McPhail]
src/drivers/compgolf.c
src/vidhrdw/compgolf.c

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Golden Tee Golf (Trackball, v1.0) [Bryan Troha]
src/drivers/itech8.c
Yosaku To Donbei (set 2) [Stefan Jokisch]
src/drivers/8080bw.c
Miss Mister World '96 Nude [Taucher]
src/drivers/galpanic.
Space Thunderbird (clone of Moon Cresta) [Pierpaolo Prazzoli]
src/drivers/galaxian.c


==========================================================================

0.78u2

The only change in u2 is the overhaul of the memory system mentioned below, no new drivers have been
added

General Source Changes
----------------------

Significant overhaul of the memory system. This is the first of several phases, but it lays the
groundwork for future improvements. This first change will also be the most disruptive, touching every
CPU core and every driver file [Aaron Giles]

Memory system changes
---------------------

The biggest change is the introduction of the concept of address spaces. Each CPU can have up to 3
separate address spaces now, with the possibility of easily adding more in the future. Each address
space has its own addressing semantics, including databus width, address bus width, address shift, and
unmapped memory value.

The three existing address spaces are defined to be program, data, and I/O. The program address space is
where code is assumed to live; it is also where all memory lives in standard von Neumann architecture
CPUs. The data address space is for Harvard architecture CPUs, and will be used in the future to do
proper program/data separation for the CCPU, PIC16C5x, ADSP210x, TMS32010, and TMS32025. The I/O address
space is used for port accesses, such as those performed by the Z80 and x86 CPUs.

The read/write handlers used by CPUs to access memory have all been renamed in the shuffle, both in order
to match the address space naming conventions (program/data/io) and in order to make it clearer what they
do. In addition, they have been unified to a large degree. Instead of separate memory accessors based on
both the address bus width and the data bus width, there is now just one shared set of memory accessors
for each data bus width. Here are some examples of how older functions map to newer ones:

cpu_readmem16, cpu_readmem17, cpu_readmem20, -> program_read_byte_8
cpu_readmem21, cpu_readmem24

cpu_writemem_16bew_word, cpu_writemem18bew_word, -> program_write_word_16be
cpu_writemem_24bew_word, cpu_writemem32bew_word

cpu_readport -> io_read_byte_8

A common annoyance used to be that drivers would need to know which of these functions to call in order
to read memory. A table of accessors is now included as part of the memory context switch, which allows
the addition of generic functions that can be used by the drivers to access memory. For example, a driver
trying to read a word from a 68000's address space used to have to call cpu_readmem24bew_word(). Now the
driver can just call program_read_word(), and the memory system will do the right thing.

In addition, there is now a single change_pc() macro used by all CPU cores, regardless of the databus or
address bus width.

Along with these changes, the macros for defining memory maps has changed for consistency as well, as
follows:

MEMORY_READ_START -> PROGRAM_READ8_MAP_START
MEMORY_READ16_START -> PROGRAM_READ16_MAP_START
MEMORY_READ32_START -> PROGRAM_READ32_MAP_START
MEMORY_WRITE_START -> PROGRAM_WRITE8_MAP_START
MEMORY_WRITE16_START -> PROGRAM_WRITE16_MAP_START
MEMORY_WRITE32_START -> PROGRAM_WRITE32_MAP_START
MEMORY_END -> PROGRAM_MAP_END

PORT_READ_START -> IO_READ8_MAP_START
PORT_READ16_START -> IO_READ16_MAP_START
PORT_READ32_START -> IO_READ32_MAP_START
PORT_WRITE_START -> IO_WRITE8_MAP_START
PORT_WRITE16_START -> IO_WRITE16_MAP_START
PORT_WRITE32_START -> IO_WRITE32_MAP_START
PORT_END -> IO_MAP_END

Along the way, support has been also added for CPUs with a 64-bit data bus, so there are also macros for
PROGRAM_READ64_MAP_START, etc.

One of the future goals of the memory system is to support not just ranges of memory, but also better
support for mirrors and more complicated situations where addressing is repeated at regular intervals.
In order to facilitate this, macros have been created that must be used when defining a memory map:

MEMORY_READ_START PROGRAM_READ8_MAP_START
{ 0x0000, 0xffff, MRA_RAM }, -> READ_RANGE( 0x0000, 0xffff, MRA8_RAM )
MEMORY_END PROGRAM_MAP_END

MEMORY_WRITE_START PROGRAM_WRITE8_MAP_START
{ 0x0000, 0x0fff, MRA_RAM }, WRITE_RANGE ( 0x0000, 0x0fff, MRA_RAM )
{ 0x1000, 0x7fff, MRA_RAM, &foo }, -> WRITE_RANGE_P ( 0x1000, 0x7fff, MRA_RAM, &foo )
{ 0x8000, 0xffff, MRA_RAM, &bar, &bar_size }, WRITE_RANGE_PS( 0x8000, 0xffff, MRA_RAM, &bar, &bar_size )
MEMORY_END PROGRAM_MAP_END

Since all the memory maps were changing anyway, static 8-bit handlers have been renamed for consistency.
This means that MRA_NOP becomes MRA8_NOP, etc.

Prior versions of MAME allowed special entries in the read/write maps to control the number of effective
address bits. This mechanism has changed so that you can supply an arbitrary combination of flags:

MEMORY_ADDRESS_BITS(20) -> PROGRAM_MAP_FLAGS( MEMORY_ABITS(20) )

and it has been enhanced to also allow you to specify the unmapped memory value:

PROGRAM_MAP_FLAGS( MEMORY_UNMAPPED_0 ) /* unmapped reads return all 0's */
PROGRAM_MAP_FLAGS( MEMORY_UNMAPPED_1 ) /* unmapped reads return all 1's */

Because of this mechanism, the old function memory_set_unmap_value() has been deprecated. All drivers
using this have been updated to use the new mechanism instead. Also note that the MRA_NOP handlers have
been changed to return the unmapped value as well, instead of always returning 0.

Another "feature" that has changed is that unmapped reads and writes to address spaces of less than 20
bits no longer act like RAM. This may break some drivers, but it ends the special treatment of 8-bit
address spaces.

In the machine driver macros, the address space is now explicitly specified:

MDRV_CPU_MEMORY(read,write) -> MDRV_CPU_PROGRAM_MAP(read,write)
/* not applicable */ -> MDRV_CPU_DATA_MAP(read,write)
MDRV_CPU_PORTS(read,write) -> MDRV_CPU_IO_MAP(read,write)


CPU Interface Changes
---------------------

The other significant change in this release is the way CPUs are defined and referenced. Previously,
the file cpuintrf.c contained a huge table with many pointers into each CPU, and a bunch of data about
each CPU type. This was problematic to maintain, and left a bunch of data out of the CPU core to be
defined by MAME instead.

The new release defines a new function that every CPU core must implement, of the form:

_get_info(UINT32 state, union cpuinfo *info)

This is the only public function defined for each CPU core. The table in cpuintrf.c now simply consists
of an enumerated index for the CPU type, followed by the pointer to the actual CPU's get_info function.
The flexible get_info function is then responsible for providing pointers to all the remaining functions.
In addition, the number of other functions has been greatly reduced:

void set_info(UINT32 state, union cpuinfo *info);
void get_context(void *context);
void set_context(void *context);
void init(void);
void reset(void *param);
void exit(void);
int execute(int cycles);
void burn(int cycles);
offs_t disassemble(char *buffer, offs_t pc);

The old functions get_reg, set_reg, set_irq_line, set_irq_callback, info, get_cycle_table, set_cycle_table
have all been incorporated into get_info and set_info.

All the existing MAME CPU cores have been updated to work with this new system. Also, for most cores, all
functions and the icount global variable have been made static apart from the get_info function. A number
of selectors for get_info/set_info have been defined to return information about the CPU, including the
address and data bus sizes for all address spaces, clock dividers, IRQ line size, context size, etc.

NOTE TO PORTERS: the cpuintrf[] array is now populated dynamically by the cpuintrf_init() function. This
means that if you have informational code or other code that relies on the CPU information being present
(i.e., if you call any of the cputype_* functions) before calling run_game(), you must manually call
cpuintrf_init() first. Don't worry, it is safe to call cpuintrf_init() multiple times.


==========================================================================

0.78u1

General Source Changes
----------------------

Fixed OKI Sound (and a few other things) in the following [Quench]
Diverboy (diverboy.c)
Bakuretsu Breaker (kaneko16.c)
Aquarium (aquarium.c)
Funny Bubble (funybubl.c)

Full Sound and Music in Asura Blade [R.Belmont]

Discrete Sound in Video Pinball [Derrick Renaud]

DAC Sound in TrucoTron [Tomasz Slanina]

Fixed Graphics and Added Suond to Cross Pang [Pierpaolo Prazzoli]

Added additional unused PROMs to the following [Stefan Jokisch]
rallyx (rallyx.c)
acedrvrw (namcos22.c)
millpac (centiped.c)
sci (taito_z.c)

Various Updates to the Moon Patrol driver [Stefan Jokisch]
- added the new PROM dump for the Williams set
- changed the size of the PROM dump for the IREM set
- renamed ROMs
- converted the driver to the tilemap system
- simplified background drawing by creating a 256x64 gfx layout
- minor fixes to the video section based on schems

Mobile Suit Gundam EX Revue Fixes [Tomasz Slanina]
- hooked up EEPROM (68301 parallel port) and added EEPROM initialisation
- added missing language selection dipswitch

Improvements to ST-V Emulation [Mariusz Wojcieszek]
- Changes to sprites color calculation. I fixed it using in color bank modes by using color
offset register from VDP2. Now shienryu kludge is no longer needed and also sprite colors
in Winter Heat and Virtua Fighter Kids are correct.
- Changes for Princess Clara Daisakusen (prikura) so that game is playable now (as far I
tested it).
- Prikura tried to render distorted sprites with xsize = 0 or ysize = 0 and this caused
crash. As these values are prohibited according to manual, I ignore distorted sprites with
xsize = 0 or ysize = 0.
- I found that missing MINIT for slave to run the sprites is done by using address 0x01406f40
instead of 0x01000000. I'm not sure if my change is a hack or real hardware behaves in that
way, but in my opinion it is possible that whole range of addresses (0x01000000 - 0x017fffff)
is used for MINIT. I added MINIT only for one address used by prikura.
- Bad sprite colors were fixed in point 1.
- Small change for vdp2: commented out a call to usrintf_showmessage().

Data East MLC Improvements [Bryan McPhail]
Many aspects of the Video Rendering have been improved, Avengers in Galactic storm is playable
with some characters now, however there seems to be a CPU core bug affecting various aspects
of the game, most notably the flipping of Captain America. Help tracking down and fixing this
wwould be welcome. Several Non-Working sets were also added

Update to allow drivers to dynamically change the refresh rate during execution [Aaron Giles]

Namco 8080 Cleanup [Nicola Salmoria]
- merged geebee.c and warpwarp.c since they are variations of the same hardware design.
drivers/geebee.c, machine/geebee.c and vidhrdw/geebee.c are no longer needed.
- renamed Navalone -> Navarone. I guess that's the correct name, as in "the guns of Navarone".
- renamed kaitein -> kaitei and kaitei -> kaiteik; made the Namco set the main one. I don't
recall if this was already discussed, but I believe kaiteik is a prototype developed by a
third party and sold to Namco, where it was completely rewritten.
- fixed inputs and dip switches in all games.
- fixed "ball" size in sos and kaitein - the harpoon in kaitein no longer looks like a rock.
- removed a hack in Warp Warp that didn't draw the ball in the bottom left corner. The flyer
confirms that the ball is supposed to be there.

Misc Fixes [Nathan Woods]
src/chd.c:
- Adds workaround for deficiency in Metrowerks compiler

src/x86drc.c:
src/x86drc.h:
- Adds a few more instruction declarations
- Adds a call to retrieve CPU feature flags from CPUID

src/windows/ticker.c:
- Compiler specific assembler code for feature reading replaced by call added above

Removed final traces of TESTDRIVER code [Paul Priest]

BIOS Roms no longer need to be added to info.c [Paul Priest]

Final Lap 2 now loads the right object roms [Brian Troha]

Now using correct Black Dragon (bootleg) Roms [Stefan Jokisch]

Samples in space Firebird [Chris Hardy]

Removed a few IPF_CHEAT in toaplan drivers so mame doesn't hide the dipswitches [Mamesick]

Fixed Difficulty Dipswitch in ladyfrog [Nicola Salmoria]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Princess Clara Daisakusen [Mariusz Wojcieszek]
src/drivers/stv.c
Wild Pilot [Pierpaolo Prazzoli]
src/drivers/cischeat.c
various graphical problems, service buttons = start buttons
Target Balls [Luca Elia]
src/drivers/paradise.c
International Cup '94 / Hat Trick Hero '94 [David Haywood]
also changed the parent / clone relationships a bit on the football games
src/drivers/taito_f3.c

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
A Few PGM Clones
Additional Run & Gun sets [Brian Troha]
Q*Bert (Us Set 2) [Smitdogg]

New games marked as GAME_NOT_WORKING
------------------------------------
Stadium Hero 96 [Bryan McPhail]
Skull Fang [Bryan McPhail]
src/drivers/deco_mlc.c
Encrypted (Deco 156)

Games / Sets removed
--------------------
New Rally-X (vertical hack) [removed by Stefan Jokisch]
graphic hack (rotated tiles + display) not worth supporting


==========================================================================

0.78

General Source Changes
----------------------

Various System 24 Improvements, Fixing Priorities, Clipping issues etc. [Olivier Galibert]
src/drivers/system24.c
src/vidhrdw/system24.c
src/vidhrdw/segaic24.c
src/vidhrdw/segaic24.h

Improved Lightgun Code / Reload Handling [Bryan McPhail]
'-lightgun' now enables the lightgun only - no button remapping is performed.
'-reload' (formally '-offscreen_reload') is now needed for 2nd button presses
to map to offscreen shots.
'-dual' (formally '-dual_lightgun') adds support for the Actlabs Dual Lightgun
setup, it may be used with and without '-reload' and it requires '-lightgun'.
This mode attempts to automatically remap the player 1 & 2 buttons to suit the
lightgun setup. If it doesn't work you probably need to delete the .cfg file
for that game.

src/input.h
src/windows/input.c
src/windows/input.h
src/windows/window.c

Removed '(hack?) from descriptions of newly added raizing games, stickers on the boards
seem to indicate they are genuine Korean release versions.

Improved ms32 sound a bit [Tomasz Slanina]
src/drivers/ms32.c

Removed 8.3 ROM Filename Limitation [Olivier Galibert]
src/mame.c

Removed neomame / cpmame

Various Seattle + Related Updates [Aaron Giles]
MIPS3 core:
* fixed handling of condition codes so they are stored in CCR31 now
* fixed handling of CCR31 so that rounding modes are set correctly (in the
DRC only)

Seattle:
* added support for Biofreaks
* fixed remaining issues in California Speed
* verified California Speed HDD dump (works in self test, not in boot ROM
test)
* fixed timer change that broke Blitz 2000
* added proper PIC IDs for Wayne Gretzky and Mace

IDE controller:
* fixed final sector handling for Gauntlet: Dark Legacy

Midway IC:
* added sound auto acknowledgement option
* added new PIC mapping for Gauntlet: Dark Legacy
* fixed initial sound IRQ state

DCS:
* fixed reporting of input full/output empty states

Voodoo:
* added initial Voodoo 2 support
* removed hack to toss what I thought were bogus triangles
* improved W buffer handling
* improved accuracy of depth buffer handling

PSX core Improvements [smf]
* Fixed MVMVA disassembly
* SWC bit in SR is ignored
* Fixed MVMVA with LM bit set
* Added SQR & CC opcodes
* Added preliminary looped DMA detection
* Improved root counter emulation
* Improved SIO emulation
* Preliminary SPU emulation
* Preliminary screen flipping / blanking support
* Added GPU packet 41, 52 & 77
* Supports uploading 1024 pixel wide textures
* Resetting GPU sets default texture window
src\cpu\mips\mipsdasm.c
src\cpu\mips\psx.c
src\machine\psx.c
src\includes\psx.h
src\sound\psx.c
src\sound\psx.h
src\vidhrdw\psx.c

GP-13 board layout [Brian A. Troha]
src\drivers\namcos11.c

NCR 53CF96-2 SCSI controller emulation [R.Belmont]
src\machine\am53cf96.c
src\machine\am53cf96.h

Added ADPCM and fixed jerky music in Pass [Tomasz Slanina]
src/drivers/pass.c

Fixed the colors in Hana Oriduru [Luca Elia]

ROM patch to fix sound cpu communication in Gundam Psycho Salamander [Tomasz Slanina]
still need a real fix ..
src/drivers/dcon.c

Improvements to Speed Attack Colours [Pierpaolo Prazzoli]

Misc Fixes / Tilemap conversions [Curt Coder]
(prehisle, psychic5, tunhunt + more)

More MS32 Sound Improvements [Tomasz Slanina]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Bonanza Bros [Olivier Galibert]
Quiz Rouka Ni Tattenasai [Olivier Galibert, David Haywood]
Dynamic Country Club [Olivier Galibert]
src/drivers/system24.c
Biofreaks (Prototype) [Aaron Giles]
California Speed [Aaron Giles]
src/drivers/seattle.c
Crypt Killer [R.Belmont, smf]
src/drivers/konamigq.c
Tekken 3 [smf]
Ehrgeiz
Fighting Layer
Mr Driller
Aquarush
src/drivers/namcos12.c
Super Tank [Norbert Kehrer]
src/drivers/supertnk.c
Ashita no Joe [David Haywood, Pierpaolo Prazzoli]
sound problems
src/drivers/ashnojoe.c
src/vidhrdw/ashnojoe.c
Mahjong Campus Hunting [Luca Elia]
7jigen no Youseitachi [Luca Elia]
Mahjong Yarunara [Luca Elia]
Mahjong Angels [Luca Elia]
Quiz TV Gassyuukoku [Luca Elia]
src/drivers/dynax.c
src/vidhrdw/dynax.c
src/includes/dynax.h
Borderline (bootleg) [David Haywood]
no sound
src/drivers/vicdual.c
Cross Pang [Pierpaolo Prazzoli]
no sound, some sprite glitches, will try to clean up for u1
src/drivers/crospang.c
Funny Bubble [David Haywood]
sound banking problem, some sprite glitches, will try to clean up for u1
src/drivers/funybubl.c

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Lode Runner III - The Golden Labyrinth [Pierpaolo Prazzoli]
Fighting Hawk (World) [Fabrice Arzeno]
Chinese Hero (older) [Stefan Jokisch]
Delta Race (omega Race bootleg)
Vs. Atari R.B.I. Baseball (set 2) [Pierpaolo Prazzoli]
Premier Soccer (EAB) [Taucher]
Pairs V1.2 [Taucher]

New games marked as GAME_NOT_WORKING
------------------------------------
Scramble Spirits [Olivier Galibert]
Super Masters Golf [Olivier Galibert]
Quiz Syukudai wo Wasuremashita [Olivier Galibert]
Gain Ground [Olivier Galibert]
Crackdown [Olivier Galibert]
src/drivers/system24.c
all encrypted
Mr Driller 2 [smf]
src/drivers/namcos10.c
Star Gladiator [smf]
Battle Arena Toshinden 2 (USA)
Strider 2 (USA)
Strider 2 (ASIA)
Gallop Racer 2 (USA)
Brave Blade
Beastorizer
Primal Rage 2
NBA Jam Extreme
Judge Dredd (Rev C)
Judge Dredd (Rev B)
src/drivers/zn.c
Ace Driver [Guru]
src/drivers/namcos22.c
Champion Baseball Japan set 2 [Stefan Jokisch]
Target Balls [David Haywood]
not looked at it much yet, seems to be paradise.c


==========================================================================

0.77u3

General Source Changes
----------------------

Added SHA1 Information to remaining drivers

Seattle (and related) Improvements [Aaron Giles]
* added ADSP2104 variant to the ADSP2100 core
* fixed ROM loading code in the ADSP2100 core
* fixed several minor bugs that affected Biofreaks and California Speed
* included several DIP switch fixes from Brian Troha
* fixed input ports for California Speed and SF Rush
* increased default visible area to handle Biofreaks
* added speedups to Blitz and Blitz 2000
* made sure the IDE controller waits a minimum amount of time before
generating an interrupt
* the IDE controller features buffer is now filled in completely
* fixed code that reads the bus master status register from a word offset
* tweaked the Midway PIC handling so that Biofreaks can read its serial
number
* changed the mechanism for DCS to report buffer full/empty states
* added IOASIC support for buffer full/buffer empty interrupts from DCS
* added preliminary DCS support for ADSP-2104-based sound
* added code to clip the Voodoo vertexes to 1/16th of a pixel increments
* fixed writes to the palette RAM on the Voodoo
* fixed small errors in the Voodoo rendering when bilinear filtering
* fixed handling of local alpha blending on the Voodoo

STV Improvements [Angelo Salese. Mariusz Wojcieszek]

Attempted to improve quizpani sound banking [Pierpaolo Prazzoli]

Snes emulation improvements from MESS (used for NSS) [Nathan Woods]
src/drivers/nss.c
src/includes/snes.h
src/machine/snes.c
src/sndhrdw/snes.c
src/vidhrdw/snes.c
- Misc changes and improvements from the SNES driver in MESS

Fixed Uncio sound frequency with values taken from real pcb [El Condor]

YMF271 sound core plus very preliminary hook up in ms32.c (only Desert War makes
any sound at all and it doesn't really seem to be anytihng like correct, this is
probably due to a combination of z80 communication and banking issues) [R.Belmont]

Made sure each bitmap is aligned on a 16-bit boundary [Brad Oliver]
src/common.c

Updated Vball driver to use graphics extracted from origianl PCB [Jarek Burczynski]

Fixed viofight to only have one OKI [Jarek Burczynski]
- fixed adpcm sound in viofight: now there's is only one OKI M6295 chip
- corrected Z80 clock in viofight
- corrected viofight rom names
- added some info about PALs: viofight, nastar


Misc Fixes for MESS [Nathan Woods]
src/common.c:
src/common.h:
- Added auto_strdup(), just an auto_malloc'd version of strdup()

src/ui_text.c:
src/ui_text.h:
src/mame.c:
- Cleanups in UI string support, primarily to more easily
support MESS specific strings without modifying MAME files. Also
removed uistring_shutdown(), which is made unnecessary by auto_strdup()

src/osdepend.h
src/cpu/z80/z80.c
src/windows/config.c
- Adds osd_die() function; a friendlier way to die in some
unexpected fatal way than exit(-1) or [shudder] raise(SIGABRT)

src/harddisk.h
src/chd.h
- Adds #ifndef _H protection

src/windows/config.c
- Adds minor code within #ifdef MESS


TMS9900 inline asm update [Brad Oliver]
The syntax for the inline ppc assembly in the tms9900 core has changed
slightly

Hooked up Backgrounds in Miss Bubble 2 [Angelo Salese]

SCSP updates [Elsemi, R.Belmont]

Path for Solaris [Lawrence Gold]
Attached is a patch for Solaris that replaces uses of sqrtf and floorf,
which aren't available on that platform, with their double-precision
counterparts. Please let me know if this is a problem, in which case I
can add some special-case #defines for Solaris

Changed Liberator to use Proms, proper PROMS are not dumped however [Stefan Jokisch]

Improved Namco Sound core {BUT]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Gals Hustler [Pierpaolo Prazzoli, David Haywood]
src/drivers/galpanic.c
Hot Rod [GreyRogue, Olivier Galibert]
** you must init the default settings or it won't work properly **
Monkey Mole Panic [Luca Elia]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Street Fighter the Movie (1.11) [Brian Troha]
Sorcer Striker (hack?) [Brian Troha]
Kingdom Grand Prix (hack?) [Brian Troha]
difficult to verify if these are genuine
Power Instinct (USA alt bootleg) [Pierpaolo Prazzoli]
sound not yet working
Roller Aces (set 2) [Pierpaolo Prazzoli]

New games marked as GAME_NOT_WORKING
------------------------------------
Malzak [Barry Rodewald]
collisions don't work
src/drivers/malzak.c
src/vidhrdw/malzak.c
Ashita no Joe [David Haywood]
incomplete set


==========================================================================

0.77u2

make sure you do a CLEAN build or this won't work

General Source Changes
----------------------

CHDman updates, with added checks to make sure source chd's aren't corrupt
when doing updates etc. [Aaron Giles]
src/chdman.c

Fixed Grand Striker 2 dipswitches [Pierpaolo Prazzoli]
src/drivers/metro.c

Found the way the OTIR/INIR instructions affect the PF flag and removed
the look-up tables [Ramsoft, Sean Young]
src/cpu/z80/z80.c

Fixed a few v60 floating point opcodes [Olivier Galibert]

Merged taito_x.c and seta.c video hardware, this is correct but due to some
differences in the drivers a few glitches have been introduced in twinhawk
that will need investigating [David Haywood]

Mess Related Updates [Nathan Woods]
src/windows/fileio.c:
- Merged in some #ifdef MESS'd code

Improved bg gfxdecode in missb2, but the backgrounds still haven't been
hooked up yet [David Haywood]
src/drivers/missb2.c

Improved / Fixed Ym2610 save states [Leon van Rooij]
src/sound/fm.c

SCSP fixes (improves music in some games a little) [ElSemi / R.Belmont]
src/sound/scsp.c

Improved Mysterious Stone driver based on schematics [Curt Coder]
src/drivers/mystston.c
src/vidhrdw/mystston.c

Improved Raiden drum volume Balance [R.Belmont]
src/drivers/raiden.c
src/sndhrdw/seibu.h


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Gundam Ex Revue [Pierpaolo Prazzoli, David Haywood]
src/drivers/seta2.c
src/vidhrdw/seta2.c
Runaway (prototype) [Stefan Jokisch]
src/drivers/centiped.c
src/vidhrdw/runaway.c
src/drivers/runaway.c
src/vidhrdw/runaway.c
NFL Blitz [Aaron Giles]
NFL Blitz 2000 [Aaron Giles]
src/drivers/seattle.c
Kyuukyoku no Striker / Last Striker [Luca Elia]
src/drivers/taito_x.c
MegaTech : Tournament Golf [David Haywood]
src/drivers/segac2.c
Nettoh Quiz Champion [Luca Elia]
src/drivers/ddenlovr.c

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Capitol (clone of pleiads) [Pierpaolo Prazzoli]
src/drivers/phoenix.c
Thunder ceptor [BUT]
src/drivers/tceptor.c
src/vidhrdw/tceptor.c

New games marked as GAME_NOT_WORKING
------------------------------------
Rabbit
Tokimeki Mahjong Paradise - Dear My Love
these look tricky, blitter based gfx / sound chip, maybe i'll come back
to them at a later date
src/drivers/rabbit.c
BioFreaks [Aaron Giles]
missing hd image
src/drivers/seattle.c
Jackie Chan [David Haywood]
protection? gfx decode not worked out either, does nothing, may look at
it again one day but probably not, no work has been done on it for about
a year.
src/drivers/jchan.c


==========================================================================

0.77u1 (private)

note, credit for the Z80 DAA emulation improvement in the previous release should
have been given to 'Ramsoft' ( http://www.ramsoft.bbk.org/ )

General Source Changes
----------------------

New CHD format and management tools [Aaron Giles]
hdcomp is now chdman
old chd files are _not_ compatible, they will need to be updated
using chdman -update oldchd.chd newchd.chd
CHD now stands for 'Compressed Hunks of Data' not 'Compressed
Hard Drive' as the format is more flexible.

Misc Changes [Nathan Woods]
src/drivers/sengokmj.c:
src/drivers/stv.c:
- Minor cleanups (specifically changed some variables to static)

src/machine/6522via.c:
src/vidhrdw/tms9928a.c:
- Fixes and updates from MESS

Updated a couple of drivers with new Hard Drive SHA1s [Roman Scherzer]
src/drivers/cojag.c
src/drivers/djmain.c
src/drivers/seattle.c

Fixed sound in tpgolf [Leon van Rooij]
src/drivers/neogeo.c

Various other changes (dip fixes, tilemap conversions etc.) [various people]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Angel Kiss [David Haywood]
no sound
src/drivers/ms32.c
Grand Striker 2 [David Haywood]
priority glitch inbetween round
src/drivers/metro.c
src/vidhrdw/metro.c
Hatch Catch [David Haywood]
src/drivers/tumblep.c
src/vidhrdw/tumblep.c
Cookie & Bibi 2 [David Haywood]
src/drivers/snowbros.c
src/vidhrdw/snowbros.c
Quiz Panicuru Fantasy [Pierpaolo Prazzoli]
incorrect sample banking
src/drivers/quizpani.c
src/vidhrdw/quizpani.c
Video Pinball [Stefan Jokisch]
driver was rewritten, it works now
src/drivers/videopin.c
src/vidhrdw/videopin.c

New games marked as GAME_NOT_WORKING
------------------------------------
BC Story (SemiCom)
protection (missing 0x200 bytes of program code)


==========================================================================

0.77

General Source Changes
----------------------

Fix to allow a driver to have MSM6295s and plain ADPCM voices coexist
(required for gcpinbal). [R.Belmont]
src/sound/adpcm.c

Full Sound / Music in Grand Cross [R.Belmont]
src/drivers/gcpinbal.c

Improved Bishi Bashi colours [Angelo Salese]
src/drivers/bishi.c
src/palette.c
src/palette.h

Fixed ckongs sprites [Pierpaolo Prazzoli]

Updated Double Dragon Driver [Bryan McPhail]
- Correct video & interrupt timing derived from Xain schematics
and confirmed on real DD board.

- Corrected interrupt handling, epecially to MCU (but one
semi-hack remains).

- TStrike now boots but sprites don't appear (I had them working
at one point, can't remember what broke them again).

- Dangerous Dungeons fixed.

- World version of Double Dragon added (actually same roms as
the bootleg, but confirmed from real board)

- Removed stereo audio flag (still on Toffy - does it have it?)

src/drivers/ddragon.c

Various ST-V improvements [Angelo Salese]
src/drivers/stv.c

Twin16/TMNT fixes [Curt Coder]
drivers/twin16.c

- Fixed cuebrick NVRAM handler
- Added watchdog reset

drivers/tmnt.c

- Fixed mia/mia2 inputs/dips
- Fixed visible area in cuebrckj/mia/mia2
- Changed cuebrckj to "Cue Brick (World version D)", since text
is in English)

TMS32031 Fixes [Aaron Giles]
many fixes to the TMS32031 core; Offroad Challenge is almost playable as a
result, minus the fact that the clipping plane seems to like clipping out
the cars during the race. But the terrain problems are fixed at least.

Memory Annoyance Fix [Aaron Giles]
Unmapped memory accesses always reported the raw byte address, not the
CPU-level address. This is annoying for chips like the TMS34010 or the
TMS32031, so now the effecitve offset is logged instead, taking into account
the address shift.

Some Input Port Corrections [Robin Merrill, fixed by Bryan McPhail]

OSD Fix [Aaron Giles]
This is a minor fix to enable the OSD for non-debug builds regardless of
the -debug flag

Misc Fixes [Nathan Woods]
src/usrintrf.c:
- Adds a handful of comments to uifontdata[]
- Changes character 14 to a solid circle; previously this
character was blank and unused
- Miscellaneous changes within #ifdef MESS

Various Atari Improvements
* CAGE works
* motion object checksums work for growth games
* sprite/playfield priorities work for growth games
* no more 6502 speedups


drivers/atarig1.c:
* added support for the MO command register -- MO checksums now work
* added missing SHA1 values and marked some ROMs as NO_DUMP
* removed 6502 speedups

drivers/atarig42.c:
vidhrdw/atarig42.c:
* added support for the MO command register -- MO checksums now work
* added SLOOP emulation for Guardians of the Hood, which is fully playable
* added missing SHA1 values
* removed 6502 speedups
* documented color MUXing
* removed old orientation code
* added MO/playfield priorities

drivers/atarigt.c:
vidhrdw/atarigt.c:
* added support for the MO command register -- MO checksums now work
* hooked up CAGE audio
* added missing SHA1 values
* documented the overly complicated color MUXing
* added MO/playfield priorities

drivers/atarigx2.c:
* added support for the MO command register -- MO checksums now work
* added missing SHA1 values
* added another Road Riot's Revenge variant
* some input port tweaks
* removed 6502 speedups

machine/asic65.c:
* improved logic for Road Riot 4WD -- almost playable
* added support for Guardians of the Hood

machine/atarigen.c:
* fixed bad handling of EEPROM data in 32-bit mode

sndhrdw/cage.c:
* fixed frequency computation -- it now works ok!
* added speedup mechanism
* fixed positioning of the 4 voices

vidhrdw/atarirle.c:
* implemented the MO command register and checksumming

Improved Z80 DAA emulation allowing removal of look-up table [Sean Young / Stefano]


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Seattle Hardware [Aaron Giles]
Mace - The Dark Age
Blitz '99
CarnEvil
Wayne Gretzky's 3D Hockey
src/drivers/seattle.c
src/vidhrdw/voodoo.c
+many others
Dangerous Dungeons [Bryan McPhail]
src/drivers/ddragon.c
Goal '92 (bootleg of Seibu Cup Soccer) [Pierpaolo Prazzoli]
src/drivers/goal92.c
src/vidhrdw/goal92.c
T-Mek (prototype) [Aaron Giles]
bad sound
Guardians of the Hood [Aaron Giles]

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Double Dragon (World) [Bryan McPhail]
The Simpsons (2 player, alt) [R.Belmont]
Martial Champion [EAA] [R.Belmont]

New games marked as GAME_NOT_WORKING
------------------------------------
Namco System 12 [smf]
(sets include tekken3, soulclbr, ehrgeiz, mdhorse, fgtlayer,
pacapp, sws99, tekkentt, mrdrillr, aquarush, golgo13)
src/drivers/namcos12.c
Godzilla [Pierpaolo Prazzoli]
Bonk's Adventure [Pierpaolo Prazzoli]
Seibu Cup Soccer [Pierpaolo Prazzoli]
protection issues
src/drivers/leigonna.c
SF Rush [Aaron Giles]
California Speed [Aaron Giles]
src/drivers/seattle.c
Sports Fishing 2 (stv) [ANY]
incomplete dump / no way to support CD and MPEG decoder
src/drivers/stv.c
src/machine/stvcd.c


==========================================================================

0.76u2

General Source Changes
----------------------

Rewrote rf5c68 sound core [Olivier Galibert]
src/sound/rf5c68.c
src/sound/rf5c68.h

Misc Changes [Nathan Woods]
src/fileio.c:
- Integrates some MESS specific fileio functionality (within
#ifdef MESS)

src/sndintrf.c:
- Removing the update procedure in a MESS specific sound core

Some Hyperstone Fixes / Improvements [Mooglyguy, Pierpaolo Prazzoli]
src/cpu/e132xs/32xsdasm.c
src/cpu/e132xs/e132xs.c
src/cpu/e132xs/e132xs.h
src/drivers/vamphalf.c

Fixed SCSP crash with -nosound [R.Belmont]
src/sound/scsp.c

Attempted to fix some hangs in the Soul Edge clones [smf]
src/machine/psx.c

Added new function: activecpu_eat_cycles(cycles), needed for idle skipping in
certain situations [Aaron Giles]
src/cpuexec.c
src/cpuexec.h

Midway V-Unit Update [Aaron Giles]
* WarGods sound is 100% now
* added some pre-initialization of the WarGods NVRAM
* added speedup handlers for all games (it makes a little difference)
* revamped the DCS2 handling to support stereo output
* fixed a number of synchronization issues in the DCS2 handling
* implemented a few missing features in the Midway I/O ASIC
src/sound/dcs.c
src/sound/dcs.h
src/drivers/midvunit.c
src/machine/midwayic.c
src/machine/midwayic.h

Cpu Fixes / Tweaks [Aaron Giles]
ADSP2100:
* fixed loading of 0 counters so they don't execute infinitely
* fixed initial state of the SSTAT register

MIPS3 (R4000/R5000):
* fixed timer handling so we don't set a timer too far in advance
* changed timer handling so that the default Compare value doesn't trigger
timers
* fixed cycle chomping to make sure we don't go over an interrupt boundary
* added correct cycle times for MULT/DIV instructions
* fixed display of the Count reigster in the debugger

MIPS3DRC:
* same fixes as above, plus:
* fixed FP rounding glitches
* now actually respecting the global FP rounding mode

R3000:
* fixed instruction timings for MULT/DIV

X86DRC:
* added better support for tweaking the FP rounding modes

src/cpu/adsp2100/2100ops.c
src/cpu/adsp2100/adsp2100.c
src/cpu/mips/mips3.c
src/cpu/mips/mips3drc.c
src/cpu/mips/r3000.c
src/x86drc.c
src/x86drc.h

MagMax sound improvements (Emulated some op.amps and RC filter circuits giving
more exact results) [Jarek Burczynski]
src/drivers/magmax.c

Fixes to the ymdeltat module. Generally - even more flags work correctly now. These changes are
necessary for the msx sound emulation (Y8950) and were tested in nlmsx emulator by Frits
Hilderink. [Jarek Burczynski]
Look at the top of each *.c file for a detailed list of changes.
src/sound/fm.c
src/sound/fm.h
src/sound/fmopl.c
src/sound/fmopl.h
src/sound/ymdeltat.c
src/sound/ymdeltat.h

Improved Sound in Cabal / Dead Angle by adding ADPCM sounds [R.Belmont, Jarek Burczynski]
src/drivers/cabal.c
src/drivers/deadang.c
src/sndhrdw/seibu.c
src/sndhrdw/seibu.h

Added OKI6295 sounds in Grand Cross [R.Belmont]
src/drivers/gcpinbal.c

Asterock Dipswitches [Pierpaolo Prazzoli]
src/drivers/asteroid.c

Fixed Aspect Ratio calculationbug on some rotated games
(galspnbl for example) [Sébastien Volpe]
src/common.c
src/windows/wind3d.c
src/windows/winddraw.c
src/windows/window.c

Added Sample SUpport rto Armor Attack and Sundance [Tim Cottrill]
src/drivers/cinemat.c
src/sndhrdw/sinemat.c
src/includes/cinemat.h

Decoded BG graphics in Thunder Ceptor II but BG's still aren't hooked up yet,
improved existing graphics a bit
[David Haywood, BUT]
src/drivers/tceptor.c
src/vidhrdw/tceptor.c

Fixed Dragon Unit Dipswitches [IĹ„igo Luja]
src/drivers/seta.c

Some twin16.c / tmnt.c cleanups, fg layer converted to tilemaps [Curt Coder]

Some input fixes [HowardC]
atetris.c
neogeo.c
+others

Fixed Xain'd Sleena hang? [David Haywood]
src/drivers/xain.c


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Several ST-V games are probably now playable, however be warned many are very very
slow, this is not a bug, sound is still poor or non-existant in most titles, these
haven't been tested for long so could easily fail at later levels. Games which
were marked as working in previous updates are also improved (shienryu etc.)
[David Haywood, Angelo Salese, Olivier Galibert]
Puyo Puyo Sun - some priority glitches, otherwise looks good
Mausuke Ojama the World - mostly ok
Ejihon Tantei Jimusyo - missing alpha effect on lens
Virtua Fighter Kids - bad sprite colours, missing ground effects
Columns 97 - miscoloured sprites, background not correctly scaled
Cotton 2 - missing ground in places
Cotton Boomerang - missing ground in places
Die Hard Arcade / Dynamite Deka - missing floors / ceilings
there might be others too, a few can certainly be watched. this driver still
needs a lot of work, I don't expect it to be completed soon due to the
incredible complexity of this hardware.
Sega Dual Space Attack / Head On Dual board [Stefan Jokisch]
src/drivers/vicdual.c

New games marked as GAME_NOT_WORKING
------------------------------------
Quiz Panicuru Fantasy [David Haywood]
haven't found any time for this in the last 6 months so included it anyway
so it doesn't get lost, if anybody wants to finish it they're welcome
src/drivers/quizpani.c


==========================================================================

0.76u1

General Source Changes
----------------------

Ported ElSemi's SCSP Core, this gives preliminary sound in the ST-V games, however at
the moment most of them play static, Shienryu is mostly correct [R.Belmont]
src/sound/scsp.c
src/sound/scsp.h
src/sound/scsplfo.c
src/drivers/stv.c

More ST-V Improvements, fixing various graphical issues (Shienryu Sprite Colours) and
general other bits and pieces. More games are 'watchable' now, for example Cotton 2,
Cotton Boomerang, Puyo Puyo Sun, Columns 97 however they lack controls [David Haywood]
src/drivers/stv.c
src/vidhrdw/stvvdp1.c
src/vidhrdw/stvvdp2.c

Some Atari improvements with the new sets (old speed hacks removed that aren't really
needed anymore, both screens being displayed in Cyberball) [Aaron Giles]
src/ -various, too many to list

Misc Changes [Nathan Woods]
src/sndintrf.c:
- Removed wave_sh_stop() call from the MESS specific WAVE sound
interface (it is extraneous now)

src/x86drc.c:
src/x86drc.h:
- Added a few macros for other miscellaneous X86 opcodes
- Added a drc_dasm() call, a debug call that uses MAME's I386
disassembler to disassemble DRC'd code
(didn't compile, commented out until fixed)

src/mame.h:
src/windows/config.c:
- Added 'GAMENOUN' and 'GAMESNOUN' macros; defined to be the
human readable text for the words 'game' and 'games' respectively (this
is so MESS can use the nouns 'system' and 'systems')

v60 Improvements (LDTASK, STTASK, ABSF and some missing \n.) [Olivier Galibert]
src/cpu/v60/*

Added Sound and Improved Background emulation in HeliFire [Jarek Burczynski]
src/drivers/8080bw.c
src/sndhrdw/8080bw.c
src/vidhrdw/8080bw.c

Misc Windows OSD updates and D3D fixes [Leon van Rooij]
makefile:
windows\windows.mak:
Added CFLAGSOSDEPEND variable. It is used when compiling osd code only
(e.g. DirectX needs -Wno-strict-aliasing).
COMPILESYSTEM_CYGWIN determines if nasm or nasmw is used (the cygwin
version of nasm is called nasm)

windows\fileio.c:
Quick fix for some #defines in that don't work with win32api 2.4

windows\snprintf.c:
Changed a variable name that conflicts with a gcc built-in

windows\blit.c:
windows\wind3d.c:
Fixed a bug that affected stv games when flipping/rotating the image

windows\wind3d.c:
windows\window.c:
windows\window.h:
window size/prescale/rgb-auto effect can now change when the image size is
changed by the game driver

SegaPCM fixes [Olivier Galibert]
Fixes the pitch (the 15800Hz value was wrong, it should have been the
main 4Mhz clock divived by 256) and also makes the code ultra-paranoid
when it comes to out-of-range accesses in the sample roms. Power
Drift's sound code sometimes puts semirandom values for the first
handful of keyons on song transitions.
src/sound/segapcm.c

Added Proper Inits to term2la1 [Brian Troha]

Merged Zaxxon and Congo drivesr [CUrt Coder]

Reversed harddisk.c back to 0.73 status


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Baku Baku Animal [David Haywood]
still a few gfx glitches and no sound
src/drivers/stv.c
src/vidhrdw/stvvdp1.c
src/vidhrdw/stvvdp2.c
Tekken [smf]
Tekken 2 [smf]
Soul Edge [smf]
(Soul Edge Ver II. doesn't work)
Xevious 3D/G (XV31/VER.A) [smf]
Prime Goal EX (PG1/VER.A) [smf]
none of the above 5 have sound
src/drivers/namcos11.c
+ various PSX support files
Super Speed Race [Stefan Jokisch]
no sound
src/drivers/sspeedr.c
src/vidhrdw/sspeedr.c
Cosmo [Jarek Burczynski]
no sound
src/drivers/8080bw.c
src/vidhrdw/8080bw.c
Thunder Ceptor II [BUT]
missing backgrounds
src/drivers/tceptor.c
src/vidhrdw/tceptor.c

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
100 Atari clones [Aaron Giles]
* 2 new Road Runner variants
* 8 new Road Blasters variants
* 2 new Paperboy variants
* 5 new 720' variants
* 6 new Super Sprint variants
* 7 new Championship Sprint variants
* 7 new APB variants
* 2 new Blasteroids sets
* 1 new Cyberball set
* 3 new 2-player Cyberball 2072 sets
* 1 new Tournament Cyberball 2072 set
* 3 new Skull & Crossbones sets
* 3 new Toobin' sets
* 6 new Vindicators sets
* 4 new Xybots sets
* 10 new Hard Drivin' versions
* 3 new Hard Drivin' Compact versions
* 9 new STUN Runner versions
* 9 new Race Drivin' versions
* 7 new Race Drivin' Compact versions
* 2 new Steel Talons versions
Superior Soliders (US) (parent of psoldier) [Chris Hardy]
src/drivers/m92.c
Asterock (Sidam bootleg of asteroid) [Pierpaolo Prazzoli]
src/drivers/asteroid.c
Sky Raiders (bootleg of uniwars) [Pierpaolo Prazzoli]
src/drivers/galaxian.c


==========================================================================

0.76

It appears no new timer system related bugs were found with 0.75u1 so *hopefully* this
release will be better than the last, 0.75 ended up not being not too great due to the
problems with the YM2151 sound etc.

General Source Changes
----------------------

Various ST-V and SH-2 improvements, shienryu is improved as are many other games but
no more are really playable yet (although I have changed Shienryu to IMPERFECT_GFX
instead of NOT_WORKING as it seems ok, just the sprites are black)
[David Haywood, Olivier Galibert, sthief, Angelo Salese]
src/drivers/stv.c
src/vidhrdw/stvvdp1.c
src/vidhrdw/stvvdp2.c
src/cpu/sh2/sh2.c

Added Insector sound rom loading [Fabrice Frances]
src/drivers/gottlieb.c

Changed Jumping Cross default dipswitches
Fixed invalid dipswitch in Big Event Golf
Readded a bit of code that was removed from blockage driver when it was converted to
use tilemap (blasto needed it)


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
VS. Super Xevious [Pierpaolo Prazzoli]
VS. Freedom Force [Pierpaolo Prazzoli]
src/drivers/vsnes.c
src/machine/vsnes.c
Bishi Bashi Championship Mini Game Senshuken [R. Belmont]
some gfx problems
src/drivers/bishi.c
src/vidhrdw/bishi.c

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Street Fighter II CE bootlegs (sf2yyc, sf2koryu, sf2m4 - sf2m7) [Barry Harris]
src/drivers/cps1.c
src/vidhrdw/cps1.c
A couple of Gauntlet, Gauntlet 2 and Vindicators Pt 2 clones [Aaron Giles]
src/drivers/gauntlet.c
Q*Bert (early test) [Peter Rittwage]
Mad Planets (UK Taitel license) [Tom McClintock]
src/drivers/gottlieb.c


==========================================================================

0.75u1

Please TEST this release, I had hoped 0.75 would be the end of the timer related bugs
for good but it wasn't so if this tests out as ok then I'll probably release 0.76
within a fairly short period of time, if sound has vanished on any games, or anything
that booted in .75 no longer boots let us know, the sooner the better.


General Source Changes
----------------------

Attempted to fix remaining timer system related bugs [Aaron Giles]
src/timer.c

Cleaned up SH-2 core a bit and added a possible kludge for Sol Divide's
Music [Olivier Galibert]
src/cpu/sh2/sh2.c

Sound in Mogura Desse [Jarek Burczynski]
src/drivers/mogura.c

Fixed default.cfg saving [BUT]

Dips in dbz and lethalj drivers [El Condor]

Fixed Speedup for r3000 version of Area 51 / Max. Force Duo [Aaron Giles]
src/drivers/cojag.c


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Gorkans [Tomasz Slanina]
correct gfx roms are now loaded
src/drivers/pacman.c

New games marked as GAME_NOT_WORKING
------------------------------------
TryOut [Pierpaolo Prazzoli]
src/drivers/tryout.c


==========================================================================

0.75

General Source Changes
----------------------

TESTDRIVERS still enabled (see note for 0.74u2)

Fixed bug in the time accounting for the V60 which was causing Outrunners to run
with flickering sprites and slow music [Aaron Giles]
src/cpu/v60/v60.c

Fixed another V60 bug introduced in 0.74u2 which broke the v70 games (and further
broke Outrunners) [Kobat, Olivier Galibert]
src/cpu/v60/v60.c

Fixed some bugs introduced with the timer system changes a while back [Aaron Giles]
Hopefully this is the last of them.... Fixes Exterminator and the Atari
polygon games. Hopefully doesn't break anything in the process.

src/cpuexec.c
* changed scanline timing to use floor() to get consistent results
* fixed bug in time computation if requesting a scanline in the next frame

src/cpu/tms34010/tms34010.c
* removed 4x executes per loop which screwed up timing
* fixed internal interrupt generation to get consistent timing results

src/timer.c
* now uses the active callback as a base time when adjusting timers outside
of a CPU context

src/drivers/harddriv.c
src/machine/harddriv.c
* fixed all the games again, but they are slower now due to more necessary
interleaving

Fixed Dorachan Orientation [Tomasz Slanina]
src/drivers/dorachan.c
src/vidhrdw/dorachan.c

Various Fixes [Nathan Woods]
src/artwork.c:
src/artwork.h:
src/common.c:
- Fixes a screenshot handling bug that affected Space Invaders

src/cheat.c:
- Moves the MESS specific code into a separate module, reducing
#ifdef clutter

src/harddisk.c:
- Moved some variable declarations out of for loops so that it
can compile in non-GCC compilers

src/cpu/i86/instr86.c:
- Fixes REP CMPSW so that it uses words and not bytes

src/cpuintrf.c:
src/cpuintrf.h:
- Adds a call cpuintrf_set_dasm_override() that gives drivers
the ability to customize disassemblies. This probably isn't very useful
for MAME, but it is useful for MESS for things like software interrupts
used for BIOS calls.

src/windows/config.c:
- Increases the size of the buffer used when logerror() output
goes to OutputDebugString()

src/windows/config.c:
src/windows/config.h:
src/windows/winmain.c:
- Moves config.c externs to a header file
- Adds another call, cli_rc_create(), which creates MAME's rc
struct for use elsewhere. (I'm actually creating a debug time
consistency check feature for MAME32, to verify at runtime that the
arguments that MAME32 has are consistent with MAME's).

src/rc.c:
- When rc_destroy() is now called, freed pointers to strings and
files will now be NULLed out.


Overhauled the Canyon Bomber driver with a number of minor fixes like correct
RAM size and VBLANK duration. [Stefan Jokisch]
- hiscore reset button added
- sprite positions should be fixed according to the schems
- language ROM added (i.e. the language dip works now)
- prototype set renamed from canbprot to canyonp

Improved Super Chase sample loading [sedn]
src/drivers/superchs.c

Replaced instances of "inline", "static inline", and "static __inline" with
"INLINE". This fixes some build problems with xmame and makes things more
consistent. [Lawrence Gold]
src/cpu/mips/mips.c
src/vidhrdw/psx.c
src/machine/psx.c
src/drivers/namcos2.c
src/machine/psx.c
src/vidhrdw/psx.c

Corrected CPU speeds etc. in snowbros.c [The Guru]
src/drivers/snowbros.c

Reversed inptport.c changes to 0.74u1 as the version in 0.74u2 wasn't correcly
merged, these will need resubmitting

Some namcos22 Improvements [Phil Stroffolino]
The major things improved are:
- fixes to display list processing (affects Prop Cycle ending)
- gouraud shading
- misc improvements for the not-working games
src/drivers/namcos22.c
src/vidhrdw/namcos22.c
src/vidhrdw/namcos3d.h
src/includes/namcos22.h
src/includes/namcos3d.h


New games supported or promoted from GAME_NOT_WORKING status
------------------------------------------------------------
Lady Frog [Tomasz Slanina]
old 'ladyfrog' set (not working) renamed to 'roldfrog' (Return Of Lady Frog)
src/drivers/ladyfrog.c
src/vidhrdw/ladyfrog.c
Sundance [Stefan Jokisch]
controls now emulated
src/drivers/cinemat.c
Dodgem [Mike Coates, Pierpaolo Prazzoli]
no sound, the video hardware emulation was also rewritten for this driver, its
quite slow now but more accurate.
src/drivers/zac2650.c
src/vidhrdw/zac2650.c
Main Event (SNK) [Tomasz Slanina]
controls probably need work
src/drivers/mainsnk.c
src/vidhrdw/mainsnk.c

New clones supported or promoted from GAME_NOT_WORKING status
-------------------------------------------------------------
Lunar Battle (prototype, later) (clone of gravitar) [Aaron Giles]
src/drivers/bwidow.c
Cloak & Dagger (International Versions, Spanish, French, German) [Aaron Giles]
src/drivers/cloak.c
Dig Dug (newer Atari rev) [Aaron Giles]
src/drivers/digdug.c
Tempest (rev ?) [Aaron Giles]
src/drivers/tempest.c
Sub Hunter (clone of depthch) [Stefan Jokisch]
src/drivers/vicdual.c
Route X (bootleg)
src/drivers/route16.c

New games marked as GAME_NOT_WORKING
------------------------------------
Task Force Harrier (Japan)
src/drivers/nmk16.c
Various Sf2 bootlegs
Please note, I have no intention of fixing these, however if you want
to try and think you can do it in a clean way then feel free.
src/drivers/cps1.c
src/vidhrdw/cps1.c
Gorkans [Tomasz Slanina]
gameplay works but there are no good gfx roms
src/drivers/pacman.c
Whizz [Tomasz Slanina]
main program rom appears to be bad, maybe a gfx rom too
src/drivers/sidearms.c
src/vidhrdw/sidearms.c
Marine Date [insideoutboy]
collisions not emulated + various other issues
src/drivers/marinedt.c


==========================================================================

0.74u2

General Source Changes
----------------------

The TESTDRIVER system has been removed, all drivers are now enabled working or not,
this decision was made by several members of the development team. The drivers
that were previously TESTDRIVERS are still marked as GAME_NOT_WORKING so can be
filtered out easily with a front-end. Please note, the enabling of these drivers
does not indicate they're any closer to working than when they were first added
and in many cases it could still be several years before they work depending on
when they're worked on and how difficult they prove to be. We're always looking
for talented programmers to work on and improve Mame, some of these drivers could
be a good place to start (others may be near impossible to fix)

If any GAME_NOT_WORKING flags have been missed let us know at Mametesters


Added MCU emulation to Tiger Heli [Tomasz Slanina]

Various SegaPCM fixes [Olivier Galibert]

Fixed some V60 Floating Point Operations and made core exit on unhandled opcodes,
note UltraX doesn't work again [Olivier Galibert]

Fixing missing continue graphics on actfancr [Bryan McPhail]

Fixed recently introduced tp84 video bug [David Haywood]

Fixed Config Saving Bug [BUT]

Various Dipswitch Fixes [IĹ„igo Luja]


New games supported
-------------------
Touchdown Fever II [Smitdogg]
Dorachan [Tomasz Slanina]
no sound
Jumping Cross [Tomasz Slanina]
attract mode seems a bit wrong
Demoneye-X [Pierpaolo Prazzoli]
gfx problems, no sound
Bakuretsu Breaker [David Haywood]
sound problems
Suzuka 8 Hours [Dang Spot]
Moero Pro Yakyuu Homerun [Tomasz Slanina]
missing voices
Galaxian / Space Invaders Test Roms [Mike O'Malley]
worth supporting?

New clones supported
--------------------
Phantomas (clone of spectar) [Pierpaolo Prazzoli]
Donkey Kong 3 (bootleg on DKJr hw) [Pierpaolo Prazzoli]
Driving Force (Galaxian hw) [Pierpaolo Prazzoli]
Food Fight (rev 2 and cocktail) [Aaron Giles]
Depthcharge (rev 1) [MASH]
Mighty Monkey (original) [Pierpaolo Prazzoli]
Dynablaster (world) [Brian Troha]
Champion Golf (original?) [Brian Troha]

New games marked as GAME_NOT_WORKING
------------------------------------
(All drivers that were previously TESTDRIVERS)
Dealer [Pierpaolo Prazzoli]
bad rom or bad decryption


==========================================================================

0.74u1

General Source Changes
----------------------

Mame now recognises off-screen shots with the Act-Labs gun in a way which works
better with certain drivers (Area 51 etc,) [Bryan McPhail)

Fixed some problems with defaults in inptport.c [Robin Merrill]
src/inptport.c

Various SH2 fixes improving Master/Slave support (this improves shienryu on st-v
but its not yet playable due to incomplete st-v emulation) [Olivier Galibert]
src/cpu/sh2/sh2.c
src/cpu/sh2/sh2.h

Fixed SegaPCM bug [Olivier Galibert]
src/sound/segapcm.c

Moved Some Config Code around [Nathan Woods]
src/config.c
src/config.h
src/inptport.c

Hopefully fixed crash some people were having with Nostradamus [David Haywood]
src/vidhrdw/mcatadv.c

Added Paddle support to pop 'n' bounce (use -mouse, enable it in test mode, the
default is joystick not paddle) [David Haywood]

Improved the type 1 GX games a bit but none are working well enough to enable
yet [R.Belmont]
src/drivers/konamigx.c
src/vidhrdw/konamigx.c

Fixed Crash with the original mustang set [R.Belmont]
src/drivers/nmk16.c

Changed frogs to use a 3 way joystick instead of a 3 way joystick and 2 buttons
which was incorrect [Robin Merrill]

Remapped some of the mid*unit.c buttons to match the real board inputs

Further ST-V improvements [Angelo Salese, David Haywood]
src/drivers/stv.c
src/vidhrdw/stvvdp1.c
src/vidhrdw/stvvdp2.c


New games supported
-------------------
Porky [Pierpaolo Prazzoli, Peter Storey] - no sound
Driving Force [Pierpaolo Prazzoli]
Big Bucks [Pierpaolo Prazzoli]
src/drivers/pacman.c
src/vidhrdw/pengo.c
src/includes/pengo.h
Embargo [Stefan Jokisch, MASH]
src/drivers/embargo.c

New clones supported
--------------------
8 Ball ACtion (Pacman Kit) [Pierpaolo Prazzoli, David Widel] - bad colours
no sound
src/drivers/pacman.c
src/vidhrdw/pengo.c
src/includes/pengo.h
PuzzLoop (USA) [Brian Troha]
src/drivers/suprnova.c

New TESTDRIVERS
---------------
Competition Golf [Angelo Salese]
incomplete video emulation
src/drivers/compgolf.c
(Medal) Yumefuda [Angelo Salese]
preliminary, doesn't boot yet
src/drivers/yumefuda.c


==========================================================================

0.74

Basically a cleaned up version of .73 now my machine is working again.

General Source Changes
----------------------

Misc source changes mainly to Improve compatibility with MESS [Nathan Woods]
src/driver.h:
- Minor changes within #ifdef MESS

src/inptport.c:
- Minor change to recognize MESS IPT_CONFIG input ports

src/legacy.h:
- Changed some of the prototypes to use 'mame_file *' instead of
'void *'

src/mame.h:
- Added APPNAME and APPLONGNAME macros to define the name of the
program (MAME/M.A.M.E. vs MESS/M.E.S.S.)

src/vidhrdw/jaguar.c:
- Adds some MESS specific templated blitters within #ifdef MESS

src/vidhrdw/ppu2c03b.c:
src/vidhrdw/ppu2c03b.h:
src/vidhrdw/playch10.c:
src/vidhrdw/vsnes.c:
- Small speedups (eliminated some usage of plot_pixel())
- Added support for scanline counts other than 262
- Interrupt changes by Brad Oliver
- Requisite changes to playch10 and vsnes to support Brad's
interrupt changes

src/windows/input.c:
src/windows/video.c:
src/windows/window.c:
src/windows/window.h:
src/windows/winmain.c:
- Misc changes to support MESS's menu bar (should not affect
MAME)
- Misc changes to use APPNAME and APPLONGNAME

Improved Loading of .72 cfg Files (prevents Mixer settings corruption) [Stefan Jokisch]
src/sound/mixer.c

Fixed User-Interface bug which was causing problems setting controls for some of the
players [Stefan Jokisch]
src/usrintrf.c

Support for 8 Controllers [Robin Merrill]
src/input.h
src/windows/input.c
src/inptport.c

Workaround for a v60 crash causing ultra-x not to run on some systems [Tomasz Slanina]
src/cpu/v60/op12.c

Support upd7759 Silence Compression [Olivier Galibert]
src/sound/upd7759.c

SegaPCM cleanups / fixes [Olivier Galibert]
src/sound/segapcm.c
src/sound/segapcm.h
src/sndintrf.c

Changed Afterburner Inputs to use z-axis for throttle [Howard Casto]
src/drivers/aburner.c

Some Improvements to Chequered Flag protection + Sound [Angelo Salese]
src/drivers/chqflag.c
src/vidhrdw/konamiic.c

More ST-V Improvements [Angelo Salese, David Haywood]
src/drivers/stv.c
src/vidhrdw/stvvdp1.c
src/vidhrdw/stvvdp2.c


New games supported
-------------------
Miyasu Nonki no Quiz 18-Kin (Japan) [Takahiro Nogi]
src/drivers/welltris.c
src/vidhrdw/welltris.c
Ojanko Club (Japan) [Takahiro Nogi, Uki]
src/drivers/ojankohs.c
Quiz & Variety Sukusuku Inufuku (Japan) [Takahiro Nogi]
src/drivers/inufuku.c
src/vidhrdw/inufuku.c
Dancing Eyes (DC1/VER.A) [smf]
Kosodate Quiz My Angel 3 (KQT1/VER.A) [smf]
src/drivers/namcos11.c
+ most psx files
Super-X [David Haywood]
src/drivers/dooyong.c
A Few new Megatech sets (mostly SMS based, not yet working)
src/drivers/segac2.c

New clones supported
--------------------
Natsuiro Mahjong (Mahjong Summer Story) (Japan) (clone of mjnatsu) [Takahiro Nogi]
src/drivers/fromance.c
Bang (Japan) [Manuel Abadia]
src/drivers/gaelco2.c
Hangly Man (set 3) [Manuel Abadia]
src/drivers/pacman.c
Apocaljpse Now (bootleg of Rescue) [Pierpaolo Prazzoli]
src/drivers/scobra.c
Explorer (bootleg of Scramble) [Pierpaolo Prazzoli]
src/drivers/scramble.c
todo : check these 3 bootlegs are worth supporting, if not remove them


==========================================================================

0.73

Sorry, this list of changes isn't complete due to hardware problems I'm having.

General Source Changes
----------------------

Many Improvements to the ST-V emulation, resulting in Hanagumi Columns being
playable and other games on the driver starting to show some
graphics [Angelo Salese, David Haywood]
src/drivers/stv.c
src/vidhrdw/stvvdp1.c
src/vidhrdw/stvvdp2.c

Continued MegaPlay Improvements (still none fulyl working yet but more of the
bios menu tests pass now) [Barry Rodewald]
src/drivers/segac2.c

Some System GX Improvements, mainly to the not yet working games [R.Belmont]
src/drivers/konamigx.c
src/vidhrdw/konamigx.c

Attempted to Improve Super Dodge Ball MCU Simulation [Acho A. Tang]
src/drivers/sdodgeb.c
src/vidhrdw/sdodgeb.c

Various Changes to keep the code inline with MESS [Nathan Woods]

Added 8 Player Support to the Core [Stefan Jokisch]


New games supported
-------------------
Hanagumi Taisen Columns - Sakura Wars [Angelo Salese, David Haywood]
This the first st-v game to be supported by MAME, please note that due
to the complexity of the system emulation is still preliminary and there
are still various issues that will need ironing out, there is currently
no sound.
src/drivers/stv.c
src/vidhrdw/stvvdp1.c
src/vidhrdw/stvvdp2.c
Ultra X Weapons [Tomasz Slanina]
some gfx offset problems / alignment (sprite handle can move?)
src/drivers/ssv.c
Twin Eagle 2 [Tomasz Slanina]
src/drivers/ssv.c
Twin Eagle 2 DOES NOT WORK due to protection involving the directions
in which objects travel, and as a side-effect collisions don't work
correctly either, if somebody fixes this then itmight be fine apart
from a few offset problems.
Super Trivia Master [Pierpaolo Prazzoli]
wrong colours
src/drivers/strvmstr.c
Sprint 8 [Stefan Jokisch]
src/drivers/sprint8.c
src/vidhrdw/sprint8.c

New clones supported
-------------------
Lady Bug (bootleg on Galaxian Hardware) [Mike Coates]
input ports incomplete
src/drivers/galaxian.c
src/includes/galaxian.h
src/machine/scramble.c
Video Pool (Moon Cresta hardware) (bootleg of Video Hustler) [Mike Coates]
dipswitches incomplete
src/drivers/galaxian.c


==========================================================================

0.72u2

General Source Changes
----------------------

Improved Megaplay a bit, the bios screens now show however the games still don't
work [Barry Rodewald]
src/drivers/segac2.c
src/includes/segac2.h
src/vidhrdw/segac2.c

Various ST-V improvements, Hanagumi Columns shows a partial title screen (still
disabled so you'll have to enable it yourself if you want to see)
[Angelo Salese]
src/drivers/stv.c

Removed DCS Speed-Ups
src/sndhrdw/dcs.c

Fixed a bug in the C 68000 core with the SBCD Opcode [Acho A/ Tang]
States of the sign(N) and overflow(V) flags after SBCD,
ABCD and NBCD operations are "undefined" according to Motorola.
The C core randomizes the V flag and sets the N flag like signed
operations.

Viofight expects determinant results of the two flags from SBCD
or it gets stuck in a math loop. The V flag now returns zero and
the N flag mirrors carry exactly like what the ASM core does.
src/cpu/m68000/m68k_in.c

Fixed Mustache Boy Continue Screen and attempted to improve speed [Tomasz Slanina]
src/drivers/mustache.c

Misc Konami Fixes [Acho A. Tang]
tmnt.c:
- qgakumon resetting and screen darkening
- tmnt2 load-save states(not good enough yet)
- ssriders diagonal jittering(needs testing)

konamiic.c:
- boundary conditions and kludge removal in K007420

rockrage.c:
- rogue sprites

kncljoe.c:
- bad scrolling, clipping, rogue sprites

Couple of Improvements to the Fuuki games (Priority, BG Colours) [Paul Priest]
src/drivers/fuukifg2.c
src/vidhrdw/fuukifg2.c
src/drivers/fuukifg3.c
src/vidhrdw/fuukifg3.c

Guard against OP_ROM/OP_RAM overflows [Nathan Woods]
This patch adds an optional facility to guard against OP_ROM/OP_RAM
overflows. This is implemented by adding new variables OP_MEM_MIN and
OP_MEM_MAX that track the minimum and maximum address ranges for which
using OP_ROM/OP_RAM is valid.

Support for this feature is enabled via conditional compilation in
memory.h. There are three possible modes:

CPUREADOP_SAFETY_NONE - The status quo; no range checking at
all
CPUREADOP_SAFETY_PARTIAL - Range checking only against the
maximum address
CPUREADOP_SAFETY_FULL - Range checking against both the
minimum and the maximum

This patch has MAME using CPUREADOP_SAFETY_NONE, unless MAME_DEBUG is
defined in which case CPUREADOP_SAFETY_FULL is set. Thus as is, this
patch should have zero effect on release versions of MAME.
Additionally, being able to safely disassemble code near bank boundaries
when using the MAME debugger is extremely useful.

There is a slight performance hit when this is enabled.

Dipswitch Fixes:
1st dipswitch of 3rd bank in 1941 [Fabrizio Pedrazzini]
src/drivers/cps1.c

Tetris Plus 2 (MS32 version) [Sonikos]
src/drivers/ms32.c

and a few others ...

Changed nkdodgeb to use proms from another Japan bootleg set, maybe this fixes
some problems with the colours.
src/drivers/nkdodgeb.c

Included 8080 core updates from MESS
src/cpu/i8085/*

Preliminary Hyperstone Core, not yet working well enough to run anything [Pierpaolo Prazzoli]

Now using correct Dragon Blaze sound ROM
src/drivers/psikyosh.c


New games supported
-------------------
Mogura Desse (Cabinet Test Board) [David Haywood]
no sound (discrete)
src/drivers/mogura.c
Speed Attack [Angelo Salese, Pierpaolo Prazzoli]
wrong colours
src/drivers/speedatk.c
src/vidhrdw/speedatk.c
Some New MegaTech Sets (mostly not working yet)
src/drivers/segac2.c

New clones supported
-------------------
Hard Dunk (World)
src/drivers/multi32.c
Super Bike (DK Conversion) [Pierpaolo Prazzoli]
src/drivers/dkong.c
Some CPS clones [Razoola]
src/drivers/cps2.c


==========================================================================

0.72u1

General Source Changes
----------------------

Changed Fuuki 16-bit driver to use Partial Updates for Raster Effects and enabled
them [David Haywood, Paul Priest]
src/drivers/fuukifg2.c
src/vidhrdw/fuukifg2.c

Temporary Fixes to a few of the System 16 driver problems (sound banking for
example) Note, the driver is still being rewritten these are only minor 'fixes'
to improve things a bit until the rewrite is complete [Acho A. Tang]
src/drivers/sysetm16.c
src/vidhrdw/system16.c
src/vidhrdw/sys16spr.c

Change so DIP menu isn't displayed if no Dipswitches are defined in the driver
instead of flashing a blank mneu when you try and enter it [Paul Priest]
src/usrintrf.c

Various Changes [Nathan Woods]
src/cpu/jaguar/jaguar.c:
- Fixed a bug in the NORMI opcode

src/cpu/mips/mips.c:
- Removed use of the GCC specific varargs on macros feature

src/sndhrdw/jaguar.c:
- Changed around one of the #include paths (due to
ProjectBuilder on Mac issues)

src/sound/tms5220.c:
src/sound/tms5220.h:
- Added support for the TMS0285 variant (an old variant of the
TMS5220)

src/vidhrdw/jagblit.c:
src/vidhrdw/jaguar.c:
- Added support for the SRCSHADE and DSTA2 command bits to the
Jaguar blitter.
- Added some miscellaneous logging code
- Changed around one of the #include paths (due to
ProjectBuilder on Mac issues)

src/vidhrdw/jagobj.c:
- Added support for objects with pitch != 1 for objects with 1-2
bits per pixels

src/harddisk.c:
src/harddisk.h:
- Added a function to retrieve the interface

src/ui_text.c:
src/ui_text.h:
- Added a MESS specific UI string (within #ifdef MESS of course)

src/usrintrf.c:
- Parameterized the setdipswitches() call; so that a menu that
looks like the DIP switch menu can easily be made with different IPT_*
values (MESS has a configuration menu that functions a lot like the DIP
switch menu)

src/artwork.c:
- Small fix to allow the UI to be drawn if the artwork system is
active but no artwork is present (not an issue for MAME)

src/mamedbg.c:
- Cleanup and fix of set_ea_info() so that negative offsets of 8
or 16 bits do not have extraneous FF's in front of them.
- More proper fix to the scanline display bug that prevented
registers from being edited when the scanline display was on.

src/cpu/hd6309/6309dasm.c:
- Better message for when invalid opcodes are disassembled

src/artwork.c
src/artwork.h
- Fixed crashing bug with clones

src/inptport.c:
- Adds some MESS specific IPT defaults (within #ifdef MESS)
- Modified input_port_allocate() so that PORT_BITX declarations
that specify JOYCODE_a_BUTTONb for their default codes will also get
JOYCODE_MOUSE_a_BUTTONb or'd in.

src/input.c:
src/input.h:
- Added seq_set_4() and seq_set_5()

src/windows/video.c:
- Changed render_frame() so that throttle_speed() will also be
called when game_is_paused is set. This prevents MAME from busy looping
when paused.

Fixed Remaining Protection problems in TMNT2 and Sunset Riders, Fixed Combat School
Trackball sets from Crashing, Fixed Escape Kids Spries, Fixed Sticky Sprites in
Detana! Twinbee, Fixed Sprite Lag in some games [Acho A. Tang]
src/drivers/combatsc.c
src/vidhrdw/konamiic.c
src/vidhrdw/konamiic.h
src/palette.c
src/palette.h
src/drivers/tmnt.c
src/vidhrdw/tmnt.c

Misc Improvements / Cleanups / Fixes [Acho A. Tang]
src/drivers/aeroboto.c
src/vidhrdw/aeroboto.c
src/drivers/bwing.c
src/vidhrdw/bwing.c
src/drivers/equites.c
src/vidhrdw/equites.c
src/machine/equites.c
src/drivers/halleys.c
src/drivers/sgladiat.c
src/drivers/sidearms.c
src/vidhrdw/sidearms.c
src/vidhrdw/spdodgeb.c
src/drivers/wecleman.c
src/vidhrdw/wecleman.c
src/drivers/wiz.c

Fixed Background Graphics in Trackball version of WC90 [Angelo Salese]
src/drivers/wc90.c
src/vidhrdw/wc90.c

Fixed sound in Super Doubles Tennis [Pierpaolo Prazzoli]
src/drivers/btime.c


New games supported
-------------------
Asura Blade [Paul Priest]
missing sound, some priority errors
src/drivers/fuukifg3.c
src/vidhrdw/fuukifg3.c
Gaia Crusaders [Paul Priest]
src/drivers/cave.c
Street Heat [Dave Widel]
src/drivers/dkong.c

New clones supported
--------------------
8 Ball Action (DkJr Kit) [Pierpaolo Prazzoli]
src/drivers/dkong.c


==========================================================================

0.72u2

General Source Changes
----------------------

Improved Megaplay a bit, the bios screens now show however the games still don't
work [Barry Rodewald]
src/drivers/segac2.c
src/includes/segac2.h
src/vidhrdw/segac2.c

Various ST-V improvements, Hanagumi Columns shows a partial title screen (still
disabled so you'll have to enable it yourself if you want to see)
[Angelo Salese]
src/drivers/stv.c

Removed DCS Speed-Ups
src/sndhrdw/dcs.c

Fixed a bug in the C 68000 core with the SBCD Opcode [Acho A/ Tang]
States of the sign(N) and overflow(V) flags after SBCD,
ABCD and NBCD operations are "undefined" according to Motorola.
The C core randomizes the V flag and sets the N flag like signed
operations.

Viofight expects determinant results of the two flags from SBCD
or it gets stuck in a math loop. The V flag now returns zero and
the N flag mirrors carry exactly like what the ASM core does.
src/cpu/m68000/m68k_in.c

Fixed Mustache Boy Continue Screen and attempted to improve speed [Tomasz Slanina]
src/drivers/mustache.c

Misc Konami Fixes [Acho A. Tang]
tmnt.c:
- qgakumon resetting and screen darkening
- tmnt2 load-save states(not good enough yet)
- ssriders diagonal jittering(needs testing)

konamiic.c:
- boundary conditions and kludge removal in K007420

rockrage.c:
- rogue sprites

kncljoe.c:
- bad scrolling, clipping, rogue sprites

Couple of Improvements to the Fuuki games (Priority, BG Colours) [Paul Priest]
src/drivers/fuukifg2.c
src/vidhrdw/fuukifg2.c
src/drivers/fuukifg3.c
src/vidhrdw/fuukifg3.c

Guard against OP_ROM/OP_RAM overflows [Nathan Woods]
This patch adds an optional facility to guard against OP_ROM/OP_RAM
overflows. This is implemented by adding new variables OP_MEM_MIN and
OP_MEM_MAX that track the minimum and maximum address ranges for which
using OP_ROM/OP_RAM is valid.

Support for this feature is enabled via conditional compilation in
memory.h. There are three possible modes:

CPUREADOP_SAFETY_NONE - The status quo; no range checking at
all
CPUREADOP_SAFETY_PARTIAL - Range checking only against the
maximum address
CPUREADOP_SAFETY_FULL - Range checking against both the
minimum and the maximum

This patch has MAME using CPUREADOP_SAFETY_NONE, unless MAME_DEBUG is
defined in which case CPUREADOP_SAFETY_FULL is set. Thus as is, this
patch should have zero effect on release versions of MAME.
Additionally, being able to safely disassemble code near bank boundaries
when using the MAME debugger is extremely useful.

There is a slight performance hit when this is enabled.

Dipswitch Fixes:
1st dipswitch of 3rd bank in 1941 [Fabrizio Pedrazzini]
src/drivers/cps1.c

Tetris Plus 2 (MS32 version) [Sonikos]
src/drivers/ms32.c

and a few others ...

Changed nkdodgeb to use proms from another Japan bootleg set, maybe this fixes
some problems with the colours.
src/drivers/nkdodgeb.c

Included 8080 core updates from MESS
src/cpu/i8085/*

Preliminary Hyperstone Core, not yet working well enough to run anything [Pierpaolo Prazzoli]

Now using correct Dragon Blaze sound ROM
src/drivers/psikyosh.c


New games supported
-------------------
Mogura Desse (Cabinet Test Board) [David Haywood]
no sound (discrete)
src/drivers/mogura.c
Speed Attack [Angelo Salese, Pierpaolo Prazzoli]
wrong colours
src/drivers/speedatk.c
src/vidhrdw/speedatk.c
Some New MegaTech Sets (mostly not working yet)
src/drivers/segac2.c

New clones supported
--------------------
Hard Dunk (World)
src/drivers/multi32.c
Super Bike (DK Conversion) [Pierpaolo Prazzoli]
src/drivers/dkong.c
Some CPS clones [Razoola]
src/drivers/cps2.c


==========================================================================

0.72u1

General Source Changes
----------------------

Changed Fuuki 16-bit driver to use Partial Updates for Raster Effects and enabled
them [David Haywood, Paul Priest]
src/drivers/fuukifg2.c
src/vidhrdw/fuukifg2.c

Temporary Fixes to a few of the System 16 driver problems (sound banking for
example) Note, the driver is still being rewritten these are only minor 'fixes'
to improve things a bit until the rewrite is complete [Acho A. Tang]
src/drivers/sysetm16.c
src/vidhrdw/system16.c
src/vidhrdw/sys16spr.c

Change so DIP menu isn't displayed if no Dipswitches are defined in the driver
instead of flashing a blank mneu when you try and enter it [Paul Priest]
src/usrintrf.c

Various Changes [Nathan Woods]
src/cpu/jaguar/jaguar.c:
- Fixed a bug in the NORMI opcode

src/cpu/mips/mips.c:
- Removed use of the GCC specific varargs on macros feature

src/sndhrdw/jaguar.c:
- Changed around one of the #include paths (due to
ProjectBuilder on Mac issues)

src/sound/tms5220.c:
src/sound/tms5220.h:
- Added support for the TMS0285 variant (an old variant of the
TMS5220)

src/vidhrdw/jagblit.c:
src/vidhrdw/jaguar.c:
- Added support for the SRCSHADE and DSTA2 command bits to the
Jaguar blitter.
- Added some miscellaneous logging code
- Changed around one of the #include paths (due to
ProjectBuilder on Mac issues)

src/vidhrdw/jagobj.c:
- Added support for objects with pitch != 1 for objects with 1-2
bits per pixels

src/harddisk.c:
src/harddisk.h:
- Added a function to retrieve the interface

src/ui_text.c:
src/ui_text.h:
- Added a MESS specific UI string (within #ifdef MESS of course)

src/usrintrf.c:
- Parameterized the setdipswitches() call; so that a menu that
looks like the DIP switch menu can easily be made with different IPT_*
values (MESS has a configuration menu that functions a lot like the DIP
switch menu)

src/artwork.c:
- Small fix to allow the UI to be drawn if the artwork system is
active but no artwork is present (not an issue for MAME)

src/mamedbg.c:
- Cleanup and fix of set_ea_info() so that negative offsets of 8
or 16 bits do not have extraneous FF's in front of them.
- More proper fix to the scanline display bug that prevented
registers from being edited when the scanline display was on.

src/cpu/hd6309/6309dasm.c:
- Better message for when invalid opcodes are disassembled

src/artwork.c
src/artwork.h
- Fixed crashing bug with clones

src/inptport.c:
- Adds some MESS specific IPT defaults (within #ifdef MESS)
- Modified input_port_allocate() so that PORT_BITX declarations
that specify JOYCODE_a_BUTTONb for their default codes will also get
JOYCODE_MOUSE_a_BUTTONb or'd in.

src/input.c:
src/input.h:
- Added seq_set_4() and seq_set_5()

src/windows/video.c:
- Changed render_frame() so that throttle_speed() will also be
called when game_is_paused is set. This prevents MAME from busy looping
when paused.

Fixed Remaining Protection problems in TMNT2 and Sunset Riders, Fixed Combat School
Trackball sets from Crashing, Fixed Escape Kids Spries, Fixed Sticky Sprites in
Detana! Twinbee, Fixed Sprite Lag in some games [Acho A. Tang]
src/drivers/combatsc.c
src/vidhrdw/konamiic.c
src/vidhrdw/konamiic.h
src/palette.c
src/palette.h
src/drivers/tmnt.c
src/vidhrdw/tmnt.c

Misc Improvements / Cleanups / Fixes [Acho A. Tang]
src/drivers/aeroboto.c
src/vidhrdw/aeroboto.c
src/drivers/bwing.c
src/vidhrdw/bwing.c
src/drivers/equites.c
src/vidhrdw/equites.c
src/machine/equites.c
src/drivers/halleys.c
src/drivers/sgladiat.c
src/drivers/sidearms.c
src/vidhrdw/sidearms.c
src/vidhrdw/spdodgeb.c
src/drivers/wecleman.c
src/vidhrdw/wecleman.c
src/drivers/wiz.c

Fixed Background Graphics in Trackball version of WC90 [Angelo Salese]
src/drivers/wc90.c
src/vidhrdw/wc90.c

Fixed sound in Super Doubles Tennis [Pierpaolo Prazzoli]
src/drivers/btime.c


New games supported
-------------------
Asura Blade [Paul Priest]
missing sound, some priority errors
src/drivers/fuukifg3.c
src/vidhrdw/fuukifg3.c
Gaia Crusaders [Paul Priest]
src/drivers/cave.c
Street Heat [Dave Widel]
src/drivers/dkong.c

New clones supported
--------------------
8 Ball Action (DkJr Kit) [Pierpaolo Prazzoli]
src/drivers/dkong.c


==========================================================================

0.72

FAQ about new drivers added since 0.71
--------------------------------------

for Run and Gun you must hold down F2 and press F3 to init the Eeprom otherwise
the game won't boot, the rungunu set doesn't work correctly.

Megatech / Megaplay / NSS are preliminary, since the menu system doesn't yet work
perfectly on Megatech I've marked all the games as non-working, Megaplay still
doesn't boot so those are marked as Non-working, and the NSS menu isn't emulated
at all yet so I also consider that to be Non-working, I've enabled these anyway
as it may encourage others to help with the development, Mame is NOT turning into
an emulator for Consoles, these are Arcade systems much like PlayChoice-10.

Outrunners is currently still broken due to problems with the V60 and recent timer
updates, sorry.

The games using the sp0250 sound for speech still need samples for the sound
effects, however samples for the speech are no longer needed with this update.

General Source Changes
----------------------

Work Around for Genix Protection + tilemap scroll making it playable [Paul Priest]
src/drivers/pirates.c
src/vidhrdw/pirates.c

Various Conversions to Tilemaps [Curt Coder]
some were left out as they need checking, or devs didn't like them

Various Dipswitch Fixes [IĹ„igo Luja]

Cleanups to Darius Video [Acho A. Tang]
src/vidhrdw/warriorb.c
src/vidhrdw/taitoic.c
src/vidhrdw/taitoic.h
src/vidhrdw/ninjaw.c
src/vidhrdw/darius.c

6821 PIA fixes [Martin Adrian]
src/machine/6821pia.c
src/machine/6821pia.h

Kludge for Combat School Music [Acho A. Tang]
might be an fm.c bug, being investigated by Jarek

Some Cleanups in itech32.c, dogfgt.c [Brian Troha]


New clones supported
--------------------
Zero Point (alt) [Brian Troha]
src/drivers/unico.c


==========================================================================

0.71u3p

General Source Changes
----------------------

Cleaned up tmnt.c cuebrick addition, added SSriders bootleg (not working) [R.Belmont]
src/drivers/tmnt.c
src/vidhrdw/tmnt.c

Added some Slapstics used in Europe / Japan [Aaron Giles]
src/machine/slapstic.c

This patch adds some minor callbacks to the artwork system in order to
enable some MESS specific functionality without polluting artwork.c with
a bunch of ugly #ifdef MESS's. [Nathan Woords]
src/drivers/artwork.c
src/drivers/artwork.h
src/mame.c

Fixed Tile flip in mermaid driver [Pierpaolo Prazzoli]
src/vidhrdw/mermaid.c

NSS Fixes [Pierpaolo Prazzoli]
src/cpu/g65816/g65816.c
src/drivers/nss.c
src/machine/snes.c

Vector Cleanups / Improvements [Frank Palazzolo]
- Removed VEC_SHIFT and "magic numbers" stuff from all drivers,
vector.c: all fixed point stuff is now always 16.16.
- Removed "bad trench vectors hack" from Star Wars which I created in
1997. Appears not to be necessary any more :)
- Moved flipping and swapping API stuff from vector.c to avgdvg.c,
this is specific to tempest and quantum only.
- Added clipping to Sega games per the schematics
- Using floating point in vector.c to do scaling.
- Removed dead code using Machine->orientation from vector.c
- Added capability to register an external vector renderer.
src/drivers/quantum.c
src/drivers/tempest.c
src/machine/starwars.c
src/vidhrdw/avgdvg.c
src/vidhrdw/avgdvg.h
src/vidhrdw/aztarac.c
src/vidhrdw/cchasm.c
src/vidhrdw/cinemat.c
src/vidhrdw/sega.c
src/vidhrdw/vector.c
src/vidhrdw/vector.h

Fixed compile problems [Brad Oliver]
src/vidhrdw/bigevglf.c
src/vidhrdw/segaic24.c

re-written and merged the drivers for Sprint 1/2 and Dominos [Stefan Jokisch]
src/drivers/sprint2.c
src/vidhrdw/sprint2.c

Fixed some problems with Vector Patch [Frank Palazzolo]
src/drivers/quantum.c
src/drivers/tempest.c
src/vidhrdw/sega.c
src/vidhrdw/avgdvg.c

Various Fixes [Nathan Woods]
src/fileio.c:
- Fixes a bug in mame_fgetc() when reading characters between
0x80 and 0xFF

src/hash.c:
src/hash.h:
- Adds a new function, hash_verify_string(), that takes a string
and checks to see if it is a valid hash string

src/mame.c:
- Added a consistency check that uses hash_verify_string() to
make sure all of the hash strings are valid

Tiger Heli MCU simulation improvements [Angelo Salese]
src/drivers/slapfght.c
src/machine/slapfght.c

Coverted Text Layer of Act Fancer to Tilemaps [Angelo Salese]
src/vidhrdw/actfancr.c

Fix drawgfx 1:1 optimization [Olivier Galibert]
src/drawgfx.c

Fixed i803x jumps [Olivier Galibert]
src/cpu/i8039/8039dasm.c
src/cpu/i8039/i8039.c

sp0250 sound / g80 speech board emulation [Olivier Galibert]
src/drivers/sega.c
src/drivers/segar.c
src/includes/sega.h
src/mame.mak
src/rules.mak
src/sndhrdw/sega.c
src/sndhrdw/segar.c
src/sndintrf.c
src/sndintrf.h
src/sndhrdw/segasnd.c
src/sndhrdw/segasnd.h
src/sound/sp0250.c
src/sound/sp0250.h

Fixed Power Instinct Dips [Brian Troha]
src/drivers/powerins.c

Improved Risky Challenge decryption [Angelo Salese]
src/machine/irem_cpu.c

Misc Patches [Nathan Woods]
src/inptport.c:
src/inptport.h:
- Raises the maximum number of ports to thirty
- Adds a few MESS specific IPT_* types (within #ifdef MESS)

src/cpu/i86/i86.c:
src/cpu/i86/i286.c:
- Adds state save support

src/includes/snes.h:
src/machine/snes.c:
- Update from Anthony Kruize (MESS SNES driver author)

Starsweep GFX improvements [smf]
src/cpu/mips/mips.c
src/cpu/mips/mipsdasm.c
src/driver.c
src/drivers/namcos11.c
src/drivers/zn.c
src/includes/psx.h
src/vidhrdw/psx.c

Fixed register editing when Scanline display is enabled in debugger [Nathan Woods]
src/mamedbg.c

Fixed the BCD conversion when using the Decimal Flag in ADC and SBC opcodes
in the G65816 CPU core.This fixes at least the Act Raiser timer/score bugs. [Angelo Salese]
src/cpu/g65816/g65816.c
src/cpu/g65816/g65816cm.h
src/cpu/g65816/g65816op.h

Added correct roms to Genix but it still doesn't work due to protection [David Haywood]
src/drivers/pirates.c

Improvements to Megatech emulation, although its still far from being correct and still
under development, will be split from segac2.c once finished [Barry Rodewald, David Haywood]
src/drivers/segac2.c
src/vidhrdw/segac2.c


New games supported
-------------------
Power Instinct 2 [Olivier Galibert, ShiRiRu]
todo: figure out why we need a rom patch to avoid an ingame problem
src/drivers/cave.c
src/vidhrdw/cave.c
Sprint 4 [Stefan Jokisch]
src/drivers/sprint4.c
src/vidhrdw/sprint4.c
Pit 'n' Run [Tomasz Slanina, Pierpaolo Prazzoli]
missing analog sounds
src/drivers/pitnrun.c
src/machine/pitnrun.c
src/vidhrdw/pitnrun.c
Special Forces [Pierpaolo Prazzoli]
no sound, missing rom?
Eight Ball Action [Pierpaolo Prazzoli]
bad colours, missing proms
src/drivers/dkong.c
src/vidhrdw/dkong.c
Imago [Pierpaolo Prazzoli]
gfx problems, bad colours due to missing proms
src/drivers/fastfred.c
src/vidhrdw/fastfred.c
src/includes/fastfred.h
Sengoku Mahjong [Angelo Salese]
src/drivers/sengokmj.c
src/vidhrdw/sengokmj.c

New clones supported
--------------------
Shuffle Shot 1.37 [Brian Troha]
WC Bowling 1.61 [Brian Troha]
src/drivers/itech32.c
Sprint 2 (set 2) [Stefan Jokisch]
src/drivers/sprint2.c
Parodius (World) [Brian Troha]
src/drivers/parodius.c
Acrobatic Dog Fight [Brian Troha]
src/drivers/dogfgt.c
Sunset Riders (bootleg) [R.Belmont]
doesn't work
src/drivers/tmnt.c
Pit Fighter (Japan) [Aaron Giles]
src/drivers/atarig1.c
Various CPS2 clones [Razoola]
src/drivers/cps2.c
src/vidhrdw/cps1.c


==========================================================================

0.71u2

General Source Changes
----------------------

Some progress on MegaTech emulation [David Haywood]
menu is now displayed, but carts not recognised, display currently controllled
by a dipswitch, will be changed later, enabled the other games on the driver
while work is done, these might be disabled for 0.72
src/drivers/segasyse.c
src/vidhrdw/segasyse.c
src/drivers/segac2.c
src/vidhrdw/segac2.c
src/includes/segac2.h

Fixes to some NeoGeo sets [Razoola]
98e -> 98, -98a 99 <-> 99a
src/drivers/neogeo.c

Fixed Sound Chips in lsasquad [Jarek Burczynski]
src/drivers/lsasquad.c

Fixed Loading of Landmaker (prototype) [David Haywood]
src/drivers/taito_f3.c

Converted Some Drivers to Tilemaps [Curt Coder]
src/drivers/bogeyman.c
src/vidhrdw/bogeyman.c
src/drivers/funkybee.c
src/vidhrdw/funkybee.c
+ more

Cleaned Up some Konami GX rom loading [R.Belmont]
src/drivers/konamigx.c

Various Changes [Nathan Woods]
src/cpu/jaguar/jaguar.c
src/includes/jaguar.h
src/vidhrdw/jaguar.c
src/vidhrdw/jagobj.c
- Adds save state support to Cojag
- Disables certain error logging and speedup hacks under MESS
- get_jaguar_memory() now based on memory_get_read_ptr()
- Jaguar blitter won't crash if it is instructed to blit to a
weird address

src/windows/winmain.c
- Moved helpfile name into a constant

src/mame.c
- Minor tweaks in #ifdef MESS, and #ifndef MESS'ed a consistency
check inapprpriate for MESS

src/inptport.c
src/inptport.h
- Added very small hooks for MESS

src/input.c
- Changed seq_name() so that instead of saying " or n/a",
it will say ""

Cpu Interrupt Improvements fixing the Exidy 440 games (Chiller etc.), Ultimate
Tennnis, and the Seibu Sound System [Aaron Giles]
src/cpuint.c
src/sndhrdw/seibu.c

Fixed Reset in robokid when time runs out (robokid37b15red) [Tomasz Slanina]
src/drivers/omegaf.c

Stopped Nova2001 from resetting when a coin is inserted [Tomasz Slanina]
if you insert coins too quickly the game still resets, its probably
just the way it was, the code for this part was changed in the clone
src/drivers/nova2001.c

Some Dipswitch Fixes [IĹ„igo Luja]
src/drivers/rohga.c
src/drivers/deadang.c

Changed way Snapshot code works [Nathan Woods]

Huge Improvements in Prop Cycle (Namco System 22) [Phil Stroffolino]
Changes include:
- pulled out matrix3d to its own module
- near plane clipping
- perspective correct textures
- preliminary lighting (all or nothing)
- gamma correction
- preliminary fader support
- per polygon and per object depth bias
- sprite-polygon priority
- two-sided polygon flag
- tile flip attributes
- tilemap color bank
- improved steering responsiveness
- camera zoom and pan feature
- fixes to display list parsing
- corrected rotation mappings for System22/21
src/drivers/namcos22.c
src/vidhrdw/namcos22.c
src/includes/namcos22.h
src/vidhrdw/namcos21.c
src/vidhrdw/namcos3d.c
src/includes/namcos3d.h
src/vidhrdw/matrix3d.c
src/vidhrdw/matrix3d.h

Stopped Sprites being hidden by track in fourtrax [Phil Stroffolino]
src/vidhrdw/namcos2.c

Fixed CPS2 raster effect (xmvsf069agre) [ShiRiRu]
src/drivers/cps2.c
src/vidhrdw/cps1.c

Added Missing Resources
src/info.c


New games supported
-------------------
Xor World (prototype) [Manuel Abadia]
src/drivers/xorworld.c
src/vidhrdw/xorworld.c
src/sound/saa1099.c
src/sound/saa1099.h
Big Event Golf [Tomasz Slanina, Jarek Burczynski]
src/drivers/bigevglf.c
src/vidhrdw/bigevglf.c
src/machine/bigevglf.c
Strike Bowling [Tomasz Slanina, Jarek Burczynski]
lacks analog sounds, in progress
src/drivers/sbowling.c
Super Speed Race Junior [Tomasz Slanina]
bad colours due to missing proms
src/drivers/ssrj.c
src/vidhrdw/ssrj.c
Great Guns [Jarek Burczynski]
graphics leave trails
src/drivers/mazerbla.c
Taisen Hot Gimmick 3 Digital Surfing [David Haywood]
src/drivers/psikyo4.c
Actraiser (Nintendo Super System) [MESS, Pierpaolo Prazzoli, David Haywood]
just to show the current status, has no menu system emulated, still being
worked on, no sound, everything else on the system has been left as
testdrivers
src/drivers/nss.c
src/vidhrdw/snes.c
src/machine/snes.c
src/sndhrdw/snes.c
src/includes/snes.h
Genix [David Haywood]
missing gfx / sound roms, might work with them
src/drivers/pirates.c

New clones supported
--------------------
Cowbows of Moo Mesa (bootleg) [R.Belmont]
no sprites yet
src/drivers/moo.c
Cue Brick (Japan Ver. D) [R.Belmont]
I suspect its not Japan
src/drivers/tmnt.c
src/vidhrdw/tmnt.c
Pest Place (Mario Bros bootleg) [Pierpaolo Prazzoli]
bad colours, some bad gfx etc.
src/drivers/dkong.c
src/vidhrdw/dkong.c
Area 51 / Maximum Force Duo (R3000) [Brian A Troha]
speed hack needs doing
src/drivers/cojag.c

New TESTDRIVERS
---------------
Little Casino [Pierpaolo Prazzoli, David Haywood]
inputs, video etc. needs finishing
src/drivers/ltcasino.c
Super Draw Poker [Pierpaolo Prazzoli]
needs inputs finishing, need to work out if its a gambling game, if so it will
be removed
src/drivers/supdrapo.c


==========================================================================

0.71u1

General Source Changes
----------------------

Cleaned Up and Fixed filenames in Namco System 11 driver [smf]
src/drivers/namcos11.c

Added Cocktail Mode to Mole Attack [Pierpaolo Prazzoli]
src/drivers/mole.c

Fixed Mame not looking in Parent directory for Hard Drive Images [Stefan Jokisch]
src/mame.c
src/audit.c

Converted Drivers to use Tilemaps [Curt Coder]
src/drivers/rocnrope.c
src/vidhrdw/rocnrope.c
src/drivers/nova2001.c
src/vidhrdw/nova2001.c
src/drivers/hanaawas.c
src/vidhrdw/hanaawas.c

Improved Genesis Emulation a bit in preparation for MegaTech / MegaPlay,
sound code based on MESS [David Haywood]
src/drivers/segac2.c
src/vidhrdw/segac2.c

Improvements to GI Joe [Acho A. Tang]
tilemap.h,tilemap.c
- added tilemap_get_transparency_data() for transparency cache
manipulation

vidhrdw\konamiic.c
- added preliminary K056832 tilemap<->linemap switching and tileline
code

drivers\gijoe.c
- updated video settings, memory map and irq handler
- added object blitter

vidhrdw\gijoe.c
- completed K054157 to K056832 migration
- added ground scroll emulation
- fixed sprite and BG priority
- improved shadows and layer alignment

Improvements to Run and Gun making it playable (single screen game only) [Acho A. Tang]
drivers\rungun.c (this file)
- mem maps, device settings, component communications, I/O's, sound...etc.

vidhrdw\rungun.c
- general clean-up, clipping, alignment

vidhrdw\konamiic.c
- missing sprites and priority

Added missing rowselect effect to toaplan2 driver (bbakraid, batrider) [David Haywood]
src/vidhrdw/toaplan2.c

Compiler Fixes [Bryan McPhail]
src/vidhrdw/raiga.c

Compiler Fixes [Brad Oliver]
src/drivers/system24.c
src/vidhrdw/system24.c


New games supported
-------------------
Sonic (MegaTech, MegaPlay) [David Haywood]
just to show the current status, megatech has no menu system emulated, megaplay doesn't boot,
everything else on the systems has been left as testdrivers
src/drivers/segac2.c
src/vidhrdw/segac2.c

New clones supported
--------------------
Landmaker (World prototype) [Bryan Mcphail]
src/drivers/taito_f3.c


==========================================================================

0.71

Everything from 0.70u1 - u5 (see details below) as well as

General Source Changes
----------------------

Fixed MultiPCM banking for Stadium Cross [R.Belmont]
src/drivers/multi32.c
src/sound/multipcm.c
src/sound/multipcm.h

Improved Ay8910 Noise Generator [Jarek Burczynski]
src/sound/ay8910.c

Corrected some filenames for Ajax [Brian A. Troha]
src/drivers/ajax.c

Improved Graphics in Strato Fighter and Super Pinball Action [Leon van Rooij]
src/drivers/raiga.c
src/vidhrdw/raiga.c
src/drivers/spbactn.c
src/vidhrdw/spbactn.c
src/drawgfx.c

Converted a bunch of drivers to tilemaps, fixed dipswitches etc. [Curt Coder]


New games supported
-------------------
Boxer (prototype) [Stefan Jokisch]
src/drivers/boxer.c
src/vidhrdw/boxer.c
Star Sweep [smf, MooglyGuy]
src/drivers/namcos11.c
src/drivers/psx.c
src/vidhrdw/psx.c
+ various other source files
Magical Spot [Pierpaolo Prazzoli]
src/drivers/cosmic.c

New clones supported
--------------------
Sengekis Striker (Asia) [Brian A. Troha, David Haywood]
src/drivers/suprnova.c
src/vidhrdw/suprnova.c
Maximum Force (v1.05) [Brian A. Troha]
note: there seems to be a problem with the way mame handles chd filenames for clones
src/drivers/cojag.c
Space Invasion (Europe Original?) [Brian A. Troha]
src/drivers/commando.c
Underfire (US and Japan) [Brian A. Troha]
src/drivers/undrfire.c
Puzzle Bobble (NeoGeo) (set 2) [Razoola]
src/drivers/neogeo.c

New TESTDRIVERS
---------------

Various ZN based systems [smf, MooglyGuy]
Rougien [..]
video hardware emulation needs finishing
src/drivers/mermaid.c


==========================================================================

0.70u5

Please, if you submit dipswitch changes to me make sure they've been tested with a DEBUG compile, fixing
'fixed' dipswitches is time consuming, there are extra warnings when you attempt to run Mame in a DEBUG
compile.

General Source Changes
----------------------

Some Dipswitch Fixes [IĹ„igo Luja]
src/drivers/gameplan.c
src/drivers/cps1.c (kodj064gra)
src/drivers/ms32.c
src/drivers/freekick.c
src/drivers/wwfwfest.c (wwfwfest055gra partial?)
src/drivers/exidy.c (venture37b8gra)
src/drivers/suprnova.c
src/drivers/seta.c
src/drivers/system16.c

Improvements and Fixes to Strato Fighter / Raiga [David Haywood, TheGuru, Leon van Rooij]
there are still some graphics problems (priority, incomplete alpha blending effects, bad tiles)
src/drivers/gaiden.c
src/vidhrdw/gaiden.c

Fixed some Misplaced Sprites in Tricky Doc [Pierpaolo Prazzoli]
src/vidhrdw/sauro.c

Changed drivers to use mame_rand for random numbers [Barry Rodewald]
src/drivers/artmagic.c
src/drivers/centiped.c
src/drivers/namcona1.c
src/drivers/namconb1.c
src/machine/namcos1.c

A Few Namco Fixes for things broken in u4 [Phil Stroffolino]
src/vidhrdw/namcos2.c
src/machine/namcos2.c

Changed Steel Gunner to use Correct Rom [Bryan McPhail]
src/drivers/namcos2.c

Improved ncv1 filenames [TheGuru]
src/drivers/namcond1.c

Fixed Sprites in simpsons [Acho A Tang]
src/drivers/simpsons.c
src/machine/simpsons.c
src/vidhrdw/simpsons.c
src/vidhrdw/konamiic.c
src/vidhrdw/konamiic.h

Various Changes [Nathan Woods]
src/fileio.c:
- Introduced a "debug cookie"; when in debug mode, puts a cookie
value in the mame_file structure to prevent files from being closed
twice without an assertion

src/windows/window.c:
- Fixes a bug in visible area changing in windowed, non-stretch
mode. Previously, when the visible area changed, the code would simply
change the visible area, and look at the resulting window size and tweak
it accordingly with win_adjust_window(). The problem with this is that
if you have a sequence where the visible area is made larger, then
smaller again, what would happen is you wouldn't get the original window
size; you would simply get the enlarged window with a bunch of buffer
area. Now instead of calling win_adjust_window(), I added code that
preserves the "scale" factors, and the space between the emulation
rectangle and the window client area.

src/windows/winddraw.h:
src/windows/winddraw.c:
src/windows/wind3d.c:
- Added a call win_ddraw_fullscreen_margins() that given the
dwWidth and dwHeight parameters of a DirectDraw surface, comes up with a
RECT that represents the margins. For MAME, this is a very simple
operation (a rectangle from (0,0)-(dwWidth,dwHeight)) (and the
implementation that I've submitted is corrspondingly simple), but in
MESS the window can have a menu bar so this operation works differently.
I've also modified winddraw.c and wind3d.c to use this call.

src/timer.c:
src/timer.h:
- Changes timers so that they are now 'mame_timer *' instead of
'void *'. mame_timer is an opaque structure, similar to mame_file in
fileio.h. I didn't update any code using timers yet; it doesn't seem to
me that there isn't a rush and since they used 'void *' before,
everything compiles just fine. I hope noone objects to this one.

src/vidhrdw/jaguar.c:
- Fixes a potential crash in jaguar_tom_regs_w() (while this
crash doesn't occur under normal execution of the cojag games though, it
can occur if modified ROMs are being used).

src/sound/fmopl.c:
Added #if/#endif pair

Changed message for Double Clicking on EXE slightly [Leon van Rooij]
src/windows/winmain.c


New games supported
-------------------
Stadium Cross [Jason Lo]
there seem to be some sound problems
src/drivers/multi32.c
src/drivers/system32.c
src/vidhrdw/system32.c
R2D Tank [Pierpaolo Prazzoli]
src/drivers/r2dtank.c

New clones supported
--------------------
Some namco ones that were forgotten last time

New TESTDRIVERS
---------------
Counter Run (bootleg)
encrypted?
src/drivers/freekick.c


==========================================================================

0.70u4

General Source Changes
----------------------

Tilemap viewer now displays a more logical ordering for "tilemap#1", "tilemap#2", etc. [Phil Stroffolino]
Broadened support for palette_offset, and made it work in tilemap viewer [Phil Stroffolino]
src/tilemap.c

Various Namco Improvements [Phil Stroffolino]
- Improved Namco road emulation
- Speedup when ROZ layer rapidly switches palettes (Metal Hawk 2nd stage)
- Window registers in namconb1 sprite drawing (fixes the "Tank" stage of Point Blank
- lots of consolidation/cleanup in vidhdrw/namcos2.c

src/drivers/namcoic.c
src/includes/namcoic.h
src/drivers/namconb1.c
src/vidhrdw/namconb1.c
src/includes/namconb1.h
src/drivers/namcos2.c
src/vidhrdw/namcos2.c
src/machine/namcos2.c
src/includes/namcos2.h
src/drivers/namcos21.c
src/vidhrdw/namcos21.c
src/drivers/namcos22.c
src/vidhrdw/namcos22.c
src/includes/namcos22.h
src/vidhrdw/namcos3d.c
src/includes/namcos3d.h

Silent Dragon Dipswitch Fixes [Brian A. Troha]
src/drivers/taito_b.c

A Few Data East Rom Name Fixes / Board Info [Brian A. Troha]
src/drivers/deco32.c
src/vidhrdw/deco16ic.c


New games supported
-------------------
Final Lap [Phil Stroffolino]
Suzuka 8 Hours 2 [Phil Stroffolino]
Four Trax [Phil Stroffolino]
some gfx / sound problems but mostly working
src/drivers/namcos2.c
+ the other namco files listed above
Final Lap 2 [Phil Stroffolino]
Suzuka 8 Hours [Phil Stroffolino]
not working due to bad / missing roms and / or incomplete emulation but enabled anyway
src/drivers/namcos2.c
+ the other namco files listed above
Final Lap 3 [Phil Stroffolino]
not working due to incomplete emulation but enabled anyway
src/drivers/namcos2.c
+ the other namco files listed above

New TESTDRIVERS
---------------
Cyber Commando [Phil Stroffolino]
Air Combat 22 [Phil Stroffolino]
Cyber Cycles [Phil Stroffolino]
Time Crisis [Phil Stroffolino]
very preliminary
src/drivers/namcos22.c
+ the other namco files listed above
R2D Tank [Pierpaolo Prazzoli]
still being worked on
src/drivers/r2dtank.c


==========================================================================

0.70u3

General Source Changes
----------------------

Allowed Region to be selected via Dipswitch on Banpresto games in cave.c [David Haywood]
src/drivers/cave.c

Message Box prompting the user to read windows.txt if MAME.EXE is double clicked on instead of being run
from the command line [Leon van Rooij]
note, this still needs testing on Win9x, it works as expected on 2000/XP, if it creates new
problems it might not be included. Seems to work on 98
src/windows/winmain.c

Fixed Colours in Mustache Boy with new Proms [Tomasz Slanina]
src/drivers/mustache.c
src/vidhrdw/mustache.c

Fixed Colours in Tricky Doc with new Proms [David Haywood]
src/drivers/sauro.c

Added Colour Map to Enigma 2, swapped sets around, used a more sensible cpu freq [Tomasz Slanina]
src/drivers/enigma2.c

Fixed Trackball controls in Country Club [Tomasz Slanina]
src/drivers/snk.c


New games supported
-------------------
Battle Cry [Tomasz Slanina]
some tiny gfx glitches
src/drivers/homedata.c
src/vidhrdw/homedata.c
src/includes/homedata.h

New clones supported
--------------------
Dock Man (parent of portman) [TheGuru]
src/drivers/thepit.c


==========================================================================

0.70u2

General Source Changes
----------------------

Fixed a few minor problems in the Wolf Pack Driver [Stefan Jokisch]
src/drivers/wolfpack.c
src/vidhrdw/wolfpack.c

Fixed ports in some TESTDRIVERS so there are no complaints with the Sanity Checks [smf]
src/drivers/coolpool.c
src/drivers/taitoair.c
src/cpu/yms32025/tms32025.h

Various Sound Improvements to YM2610, YM2608, Y8950 [Jarek Burczynski]
Inspired by Frits Hilderink (NLMSX emulator author) I attempted to:
- improve support of the ymdeltat module for the status registers (YM2610,YM2608,Y8950),
- implement x1bit/x8bit DRAM usage for the ADPCM samples,
- implement memory read/write via deltat (Y8950 and YM2608)
- ADPCM synthesis in 'slave' mode (CPU controlled, instead of memory based).

I made some tests but the changes are quite big so please test them before including. I'm sure the
Y8950 will be tested by NLMSX authors too.

src/sound/ymdelta.c
src/sound/ymdelta.h
src/sound/fmopl.c
src/sound/fmopl.h
src/sound/fm.c
src/sound/3812intf.c
src/sound/3812intf.h

Some Dipswitch / Input Fixes [Curt Coder]
src/drivers/twin16.c
src/drivers/sega.c
src/drivers/safarir.c
src/drivers/playch10.c
src/drivers/nmk16.c

Some Dipswitch / Input Fixes [El Condor]
src/drivers/crimfght.c
src/drivers/cps1.c
src/drivers/contra.c
src/drivers/astrocde.c
src/drivers/8080bw.c

Some Dipswitch Fixes [IĹ„igo Luja]
src/drivers/toaplan2.c
src/drivers/taito_b.c
src/drivers/deniam.c
src/drivers/sg1000a.c

Fixed i86 DAA opcodes + more [Nathan Woods]
src/usrintrf.c:
src/usrintrf.h:
- Renames display_fps() to ui_display_fps() and makes it
non-static

src/windows/fileio.c:
- In osd_fopen(), if a file is opened with mode "r",
FILE_SHARE_READ will be passed to the dwShareMode parameter of
CreateFile(). This allows other programs to read any files that MAME
opens for read only.

src/cpu/i86/instr86.c
src/cpu/nec/nec.h
- i86 DAA fixes

Corrected Green Beret Rom Names [Gérald]
src/drivers/gberet.c

Preliminary MCU simulation for Paddle 2 [Angelo Salese]
src/drivers/arkanoid.c

Fixed Audit with Optional Roms [Nathan Woods]
src\audit.c
src\audit.h


New games supported
-------------------
Enigma 2 [Pierpaolo Prazzoli, Tomasz Slanina]
No Sound (bad rom?) could be merged with 8080bw?
src/drivers/enigma2.c


==========================================================================

0.70u1

General Source Changes
----------------------

Fixed Night Striker dips [Brian A. Troha]
src/drivers\taito_z.c

This fixes the data size parameter of the DUMP command in the debugger [smf]
This fixes the bug where SAVE only worked on 8bit cpus in the debugger [smf]
Made dbg_show_scanline the default [Bryan McPhail]
src/mamedbg.c

Changed a few MAME core files for MESS (shouldn't change Mame behavior) [Nathan Woods]
src/usrintrf.h:
src/usrintrf.c:
- Adds four new calls to control showing the fps count and the
profiler:
void ui_show_fps_set(int show);
int ui_show_fps_get(void);
void ui_show_profiler_set(int show);
int ui_show_profiler_get(void);

src/common.h:
- Adds ROM_LOAD32_DWORD

src/machine/idectrl.c:
src/machine/idectrl.h:
src/harddisk.c:
src/harddisk.h:
src/hdcomp.c:
- Enhances the hard disk code to support sector sizes other than
512 bytes (a non-IDE harddisk in MESS for one of the TI systems uses
this). src/machine/idectrl.c has been modified to take this into
account; it requires that HD images be 512 bytes. The new code is fully
backwards compatible with old CHDs that do not have a sector size within
them.

Tiny changes to enable easy compiling under VC6/7 & older non-c99 compilers [Bryan McPhail]
src/drivers/konamigx.c
src/drivers/mystwarr.c
src/hdcomp.c
src/windows/fileio.c
src/windows/wind3d.c

Konami Updates and Fixes (including fix for dbz / moo / simpsons crashes in 0.70) [Acho A. Tang]
src/drivers/moo.c
src/vidhrdw/moo.c
src/drivers/xexex.c
src/vidhrdw/xexex.c
src/vidhrdw/konamiic.c
src/vidhrdw/konamiic.h

Fixed some problems with the new alt. bios code [Chris Kirmse, Paul Priest]
src/common.c
src/info.c

Rewrote Wolf Pack driver based on schematics [Stefan Jokisch]
src/drivers/wolfpack.c
src/vidhrdw/wolfpack.c

D3D Code fixes / Improvements [Leon van Rooij]
src/windows/wind3d.c


New games supported
-------------------
Grand Tour [Tomasz Slanina]
src/drivers/iqblock.c


==========================================================================

0.70

This contains all the updates listed which were part of the source only diffs listed below
(0.69a, 0.69b, 0.69u3) plus a few extra bits and pieces. A couple of drivers still appear to
be broken with the new timer system (deadang, artmagic for example) but hopefully most of the
problems were ironed out.

General Source Changes
----------------------

Konami GX Sound Improvements [R.Belmont]

General Konami Updates [Acho A. Tang, R. Belmont]

Various Dipswitch fixes / conversion of drivers to tilemaps [Curt Coder]

Removed hacks from Oriental Legend [Olivier Galibert]
src\drivers\pgm.c

Some D3D updates / fixes [Leon van Rooij]

Sanity checks for Ports [Pierpaolo Prazzoli]
src\mame.c

Documentation updates [Santeri Saarimaa, Randolph, Leon van Rooij]

Improved bios selection code, now -bios japan can be used with the NeoGeo driver for
example [Paul Priest]


New clones supported
--------------------
Korosuke Roller (clone of Crush Roller) [BUT, nono]
src\drivers\pacman.c

New TESTDRIVERS
---------------
DJ Boy [Phil Stroffolino]
not working due to protection
src\drivers\djboy.c
src\vidhrdw\djboy.c


==========================================================================

0.69u3 (0.69 Update 3)

source diff, changed numbering system to ux instead of a,b,c because people were getting
confused and thinking mame069b.zip (mame 0.69 _b_inary) was the updated version when it
wasn't.

misc fixes and improvements this time, no changes related to the timer system so as far
as testing that goes this isn't an essential upgrade.

if you use this code in your own build of Mame please make sure you use the correct
version number to reflect the inclusion of this updated code.


General Source Changes
----------------------

Direct 3D update to change the way cleanstretch is handled [Leon van Rooij]
-cleanstretch works like this:
-cleanstretch auto: let blitter decide, the same as -nocs in 0.69 (default).
-cleanstretch full: same as -cs in 0.69
-cleanstretch none: disable (won't look good with scanlines)
-cleanstretch horizontal: horz only
-cleanstretch vertical: vert only

Added Ozon 1 Prom [Pierpaolo Prazzoli]
src\drivers\galaxian.c

Added correct roms to Mighty Monkey (bootleg on Super Cobra Hardware) [Pierpaolo Prazzoli]
src\drivers\scobra.c

Fixed some problems in the makefile for the xml2info program [Andrea Mazzoleni]
makefile
src\core.mak

Fixed crash in usclssic []
src\drivers\seta.c

Fixed problem where controls stopped working after the first level in Tugboat [Tomasz Slanina]
src\drivers\tugboat.c

Changed MULU timing in asm 68k core so that it matches the C ones [Razoola]
src\cpu\m68000\make68k.c

Bug fix to loop addressing on YMF278B which helps stablise the tuning on looped samples
(noticable in parts of s1945 at least). [OpenMSX]
src\sound\ymf278b.c

Fixed hedpanic sound banking []
src\drivers\esd16.c

Corrected various clocks in the vball driver [TheGuru]
src\drivers\vball.c


New clones supported
--------------------
Field Day (now the parent of The Undoukai) [Tomasz Slanina]
src\drivers\40love.c
King of Fighters '98 (alt M1) [Razoola]
King of the Monsters (set 2) [Razoola]
src\drivers\neogeo.c
Various CPS2 clones [Razoola]
src\drivers\cps2.c

New TESTDRIVERS
---------------
Sparkman [Luca Elia]
not working, protection
src\drivers\suna8.c


==========================================================================

0.69b (0.69 Update 2)

Another source diff update, this fixes some of the problems Mametesters discovered
with the new timer code, please test this well too, if anything else is broken which
worked in .69 let us know, it could be important.


General Source Changes
----------------------

Fixed Dipswitches and Inputs in Atlantic City Action / Broadwalk Casion [Peter Storey]
src\drivers\pacman.c

Fixed a few Misc Typos [Santeri Saarimaa]
src\drivers\metro.c
src\drivers\oneshot.c
src\drivers\lethalj.c

Added 'Right' in Moon Shuttle [David Haywood]
src\drivers\galaxian.c

Various fixes to the PIC16C5x core. [Quench]
src\cpu\pic16c5x\pic16c5x.c
src\cpu\pic16c5x\pic16c5x.h
src\cpuintrf.c

Sound working in BIGTWIN [Quench]
src\drivers\playmark.c

The use of the PIC HEX dumps for DRGNMST and BIGTWIN [Quench]
src\drivers\playmark.c
src\drivers\drgnmst.c

Fixed a bug in the V60 CPU core causing it to break with the new timer system [Aaron Giles]
src\cpu\v60\v60.c

Fixed a problem in snprintf.c printing out floats with fractional partswith leading
zeroes [Chris Kirmse]
src\windows\snprintf.c

Fixed bug in K054539 causing bad vocals in Dadandarn [R.Belmont]
src\sound\k054539.c

Added PGM Calender [Pierpaolo Prazzoli]
src\drivers\pgm.c

Fixed a problem which caused sound to break in games using a YM2610 using the new timer
system [Aaron Giles]
src\cpuint.c

Changed NeoGeo to use boost_interleave for tight CPU communications instead of throwing
cyces away [Aaron Giles]
src\drivers\neogeo.c


New games supported
-------------------
Space Cruiser [Tomasz Slanina]
src\drivers\taitosj.c
Mustache Boy [Tomasz Slanina, Nicola Salmoria]
previously a TESTDRIVER, decryption completed by Nicola
still bad colours and no sound due to missing roms / mcu?
src\drivers\mustache.c
src\vidhrdw\mustache.c
Evil Stone [Tomasz Slanina]
src\drivers\taito_l.c
Glass [Manuel Abadia]
this isn't playable due to protection but I've enabled it anyway
src\drivers\glass.c
src\vidhrdw\glass.c
Tri-Pool [David Haywood]
src\drivers\jack.c

New clones supported
--------------------
Final Fight (Japan Set 2) [Razoola]
src\drivers\cps1.c
src\vidhrdw\cps1.c


==========================================================================

0.69a (0.69 Update 1)

This version is provided as a source diff only, more releases like this may follow
depending on how this one goes down, the intention is to allow people to have the
latest code without the hassle and bandwidth requirements of a new binary.

If you can't compile this then don't worry, normal releases will still happen, this
doesn't change anything as normal release plans are concerned, please don't hassle
whoever maintains your favourite port of Mame to add the updates here, not everybody
is going to have time to make new binaries on a regular basis.


General Source Changes
----------------------

Fixed eeprom in Head Panic [Paul Priest]
src\drivers\esd16.c

Few tweaks/minor optimizations to MIPS3 Dynacrec [Aaron Giles]
src\x86drc.c
src\x86drc.h
src\cpu\mips\mips3drc.c

Improved Save-State support for NeoGeo games [Mame32Plus]
Changed NeoGeo Resolution to be 320 wide, this is correct, the glitches it causes
are verified against a real MVS [David Haywood]
Verified and corrected clock speeds etc. for NeoGeo [TheGuru]
src\drivers\neogeo.c
src\machine\neogeo.c
src\vidhrdw\neogeo.c
src\includes\neogeo.h

Removed analog input definition and encoded it directly from
Joystick input in Metal Soldier Isaac II [Jarek Burczynski]
src\drivers\msisaac.c

IDE Update adding support for a few things needed in the future [Aaron Giles]
src\machine\idectrl.c
src\machine\idectrl.h

TMS32010 BIO fix [Aaron Giles]
src\cpu\tms32010\tms32010.h

C 68k core is now default, this fixes collisions in Assault []

Fixed bug causing Timings to be broken when using D3D [Leon van Rooij]
src\windows\wind3d.c

Optional XML output and xml to info converter (see xmlinfo.txt) [Andrea Mazzoleni]
use -listxml, converter isn't fully set up yet.
src\info.c
src\info.h
src\windows\fronthlp.c
src\xml2info\*

A number of Changes to the Timer System [Aaron Giles]

All the CPU scheduling has moved into cpuexec.c and been taken out of
timer.c. A number of bugs relating to time tracking for suspended CPUs have
been fixed.

A side effect of all this is a change in the behavior of the CPU scheduling.
For the most part, games are fine with this. However, there were a few
exceptions:

* taitosj.c: timing of the MCU communication broke
* arkanoid.c: timing of the MCU communication broke
* harddriv.c: stunrun timing glitches, racedriv/steeltal/hdrivair broken

(There may be more, but I haven't found them yet.)

The first two problems have been fixed, as has racedriv, but steeltal,
hdrivair, and stunrun still have issues.

Oh, one other useful function I added is this:

cpu_boost_interleave(double timeslice_duration, double boost_duration);

You call this if you need to temporarily crank up the interleave for a short
period of time in order to get CPU synchronization working. I used this in
arkanoid and taitosj to get the MCU communications working. For example, you
could say:

cpu_boost_interleave(TIME_IN_USEC(1), TIME_IN_USEC(100));

which would interleave the CPUs on 1 usec boundaries for the next 100 usecs.
Even more useful is this:

cpu_boost_interleave(0, TIME_IN_USEC(10));

A very small value (0) for the first parameter means "use perfect
synchronization", which should guarantee cycle-accurate synchronization for
the specified duration. Note that this is *really* slow, so you don't want
to be doing it too much!

Let us know ASAP if anything else is broken as a result of this update

src\cpuintrf.c
src\cpuintrf.h
src\cpuexec.c
src\cpuexec.h
src\timer.c
src\timer.h
src\drivers\taitosj.c
src\machine\taitosj.c
src\machine\arkanoid.c
src\drivers\harddriv.c
src\machine\harddriv.c
src\sndhrdw\harddriv.c


New games supported
-------------------
Guts'n [Paul Priest]
src\drivers\suprnova.c
src\vidhrdw\suprnova.c
Dragonball Z [R.Belmont]
src\drivers\dbz.c
src\vidhrdw\dbz.c
src\vidhrdw\konamiic.c
src\vidhrdw\konamiic.h
Ozon I [Pierpaolo Prazzoli]
bad colours due to missing prom
src\drivers\galaxian.c

New clones supported
--------------------
King of Fighters '95 (set 2) [Jarek Burczynski]
note, we use the new v1,c1,c2,c3,c4 from this set in the parent too
src\drivers\neogeo.c
Kyros No Yakata (Japan) [David Haywood]
src\drivers\alpha68k.c
Ambush (Tecfri) [David Haywood]
src\drivers\ambush.c
Frisky Tom (set 2) [David Haywood]
src\drivers\seicross.c

New TESTDRIVERS
---------------
Photo Y2K [ElSemi]
unemulated protection
Stadium Cross [David Haywood]
graphic problems, no controls
src\drivers\multi32.c


==========================================================================

0.69

Mainly a bugfix release for problems discovered with new features in 0.68,
it also further clears the backlog. Put together by David Haywood,

If you submit changes please make sure they're up to date with the latest
source code, if not it means more work for us in sorting them out.

Several people have asked about the SHA1Merger program for updating their
own drivers, if you need this it should be on www.mame.net within a few
hours of this release.

Note, we are aware of some problems with the Direct 3D core which cause
some games to function incorrectly (Rolling Thunder title screen, Hard
Drivin' Dashboard, Puyo Puyo title screen raster etc.) if you have problems
with games when using -d3d try them without before reporting a bug. (although
please do report games broken with -d3d if you find them but make sure to
specify the problem is with -d3d)

The cause of this problem seems to lie somewhere in

result = IDirect3D7_CreateDevice(d3d7, &IID_IDirect3DHALDevice, back_surface, &d3d_device7);

however we don't know how to fix this nor why it happens, could the real problem
be elsewhere?

General Source Changes
----------------------

Fixed a problem with missing 'returns' in the PIC CPU core [Bryan McPhail]
src\cpu\pic16c5x\pic16c5x.c

Fixed a few MCU simulation problems in bking3 [Angelo Salese]
src\drivers\bking2.c

Various changes [Nathan Woods]

src/cheat.c:
- Minor change to the MESS specific code

src/datafile.c:
- DriverDataCompareFunc() is now declared with CLIB_DECL

src/hash.c:
- Removed strupr() in favor a manual implementation, because it
is non-ANSI

src/usrintrf.c:
- Minor tweaks within #ifdef MESS code
- UI code for discrete sound engine now encapsulated within '#if
HAS_DISCRETE'

src/ui_text.c:
src/ui_text.h:
- Changed some #ifdef MESS specific strings

src/windows/rc.c:
src/windows/rc.h:
- Fixed a potential crash that could occur if the last line in
an INI file was not terminated with a CRLF
- Added osd_rc_write(); which does the reverse as osd_rc_read()
(this is only used in the MESS Win32 port)

src/fileio.c:
src/fileio.h:
- New mame_fputs(), mame_vfprintf() and mame_fprintf() functions
(used in osd_rc_write()) above

src/windows/fileio.c:
- Removed some no longer relevant MESS globals
- Unicode enabled (i.e. - compiles under #define UNICODE)

src/windows/winalloc.c:
- Added corresponding _msize implementation (this fixes a benign
but very subtle bug when debugging with VC)

src/idectrl.c:
src/idectrl.h:
- Added ide_controller_init_custom() (used by MESS)

src/fileio.c:
src/hash.c:
src/windows/fronthlp.c:
- Removed private prototypes of crc32(), in favor of #include

src/windows/fronthlp.c:
- Minor tweaks within #ifdef MESS

src/sha1.h:
- Put #ifndef _STDINT_H around typedefs for uint32_t and uint8_t
(apparently these are already defined on the Mac)

src/windows/winalloc.c:
src/windows/winmain.c:
- Put CLIB_DECL in front of a few declarations


Various Changes [Andrea Mazzoleni]

src/info.c
- Substitutes in the -listinfo output the strings "nodump" and "baddump"
with "flags nodump" and "flags baddump".

src/sound/disc_mth.c
- Substitutes the _HUGE macro with the standard DBL_MAX value

src/cpu/tms9900/9900stat.h
src/cpu/tms9900/99xxstat.h
- Adds a test for the GNU C compiler to skip some POWERPC inline assembler
not compatible with the GNU assembler format.

src/x86drc.h
- Fixes some macros with arguments not used. Otherwise it doesn't compile
with gcc 2.95.3.

Auditing Fixes for cases where no good dump is known but a file is found [BUT]
src\audit.c

Improvements and Bug Fixes to the Direct 3D Blitting [Leon van Rooij]

-effect same as 0.68 and earlier, no effect on d3d module
-zoom or -z (default is 2) select zoom level, works for the ddraw code as well
find the smallest display mode that will fit an n times zoomed game image
(only used when no display mode is explicitly forced,
the d3d code takes the aspect ratio into account, ddraw behaviour is
unchanged)
-cleanstretch or -cs only strecth to integer ratios, works for the ddraw
code as well

-d3dfilter or -d3dflt select filtering algorithm
0 is none, 1 bi-linear, 2 flat bi-cubic, 3 gaussian bicubic, 4 anisotropic
-d3deffect behaves exactly the same as -effect, but only affects the d3d module
You can use all -effect parameters, so none, scan25, scan50, scan75,
rgb16, rgb6, rgb4, rgb3, and sharp work, they are identical at 2x zoom
scan75v and rgb4v also work, and are identical to scan75 adn rgb4
(as the d3d effects are automatically rotated already)
Additionally, all effects presets and auto work
none affects only the presets now.
The presets are renamed, in addition to the -effect presets, they are now:
rgbminmask,
dotmedmask,
rgbmedmask,
rgbmicro
rgbtiny
aperturegrille,
dotmedbright,
rgbmaxbright

-d3dscan scanline intensity, 100 is off
-d3dfeedback feedback intensity, 0 is off
-d3dsaturate oversaturation intensity, 0 is off
-d3dprescale AKA sharp.
-d3dcustom custom preset, as before
(anyone who wants to customise presets can, everybody else should ignore it)
-d3dexpert Normal users should not use this one, basically if you can't
read the
source to figure out what it does, you have no business using it
Behaves as -effect did in the previous updates, plus some new stuff;
disable disables all effects,
prescale lets you control prescale explicitly,
pixelcounter changes the scanline texture
(use mame whatever -z 4 -d3d -cs -flt 0 -d3dexpert pixelcounter),
norotate disables rotating effects

It has it's own ini section and it handles priorities itself to ensure
correct behaviour. For custom presets, patterns are no longer loaded from
the effects directory, the name should just include the path.

There are warning messages when you do e.g. -nod3d -d3dscan50, or -d3d
-effect sharp (although the latter will work as it has up until 0.68). It
tests all hardware capabilities it should (as far as I'm aware, at least).
It won't chop textures in 256x256 blocks for old Voodoo cards.
-texture_management is now enabled by default as leaving it off seems to
have worse consequences for more people than having it on. I haven't added
a workaround for cards that can't render to textures yet, other than that,
any possible typos, etc. or any suggestions people may have, it should be
good for 0.69.

Apparently some videocards don't like the DX7 pageflip in combination with
a triple buffer. (behaviour when triple buffering is unchanged from 0.67,
that goes for the d3d code as well as the ddraw code).

src\windows\video.c
src\windows\video.h
src\windows\wind3d.c
src\windows\wind3d.h
src\windows\win3dfx.c
src\windows\win3dfx.h
src\windows\windraw.c
src\windows\windraw.h
src\windows\window.c
src\windows\window.h
src\windows\d3d_extra.h
src\windows\windows.mak

Added USA 2-Slot bios to NeoGeo Driver (recompile to use) also readded line removed
by mistake, fixed coinage bug when using USA Bios []
src\drivers\neogeo.c
src\machine\neogeo.c

Added Asia Bios to NeoGeo Driver []
src\drivers\neogeo.c

Renamed Proms in Eggor [David Haywood]
src\drivers\pacman.c

Fixed Demo Sound Dipswitch in sotsugyo [Fujix]
src\drivers\funkyjet.c

Fixed Infinite Lives Dipswitch in qtono2 [BUT]
src\drivers\cps1.c

Various Fixes and Improvements to Chack'n Pop [BUT]
src\drivers\chaknpop.c
src\machine\chaknpop.c
src\vidhrdw\chaknpop.c

Fixed the Sound Loading in some Taito F3 Games [Paul Priest, Ryan Holtz]
src\drivers\taito_f3.c

Corrected Dragon Master Dipswitches and Frequencies [David Silva, Guru]
src\drivers\drgnmst.c

Added NeoGeo Mahjong control panel support [David Haywood]
src\drivers\neogeo.c
src\machine\neogeo.c

Corrected sprite priority in brkthru and darwin and converted the driver to use
tilemaps [Satoshi Suzuki, David Haywood]
src\drivers\brkthru.c
src\vidhrdw\brkthru.c

Fixed a bug with -crconly which could cause options.debug_width to become
corrupt [Paul Priest]
src\mame.h

Fixed a problem where a NODUMP rom was reported as found even if it didn't
exist in the rompaths [HobbesAtPlay]
src\fileio.c

Corrected Colours in Progres & added 3rd Button for Aiming [Uki]
src\drivers\timelimt.c

Fixed Length of Proms in Main Event (SNK) TESTDRIVER [David Haywood]
src\drivers\mainsnk.c

Fixed Merging of Sets in Shougi TESTDRIVER [Toby Broyad]
src\drivers\shougi.c

Fixed Name of Mach Breakers (was Match Breakers) [MameTesters]
src\drivers\namconb1.c

Fixed Interrupt being triggered on Non-Existant CPU for TaitoSJ games with no
MCU [Aaron Giles]
src\machine\taitosj.c

Added -bios option [Paul Priest]

Adds the system option "bios". An integer that is valid where: 0 <= n < 15

Rom loading is now modified so that if any of the 4 bits in
ROM_BIOSFLAGSMASK of the rom flags are set, it will only be loaded if
the value+1 == options.bios

NeoGeo has been modified to take advantage of this as follows:
0 - "sp-s2.sp1" - Europe, 1 Slot (also been seen on a 4 slot) (default)
1 - "sp-s.sp1" - Europe, 4 Slot
2 - "usa_2slt.bin" - US, 2 Slot
3 - "sp-e.sp1" - US, 6 Slot (V5?)
4 - "asia-s3.sp1" - Asia S3 Ver 6
5 - "vs-bios.rom" - Japan, Ver 6 VS Bios
6 - "sp-j2.rom" - Japan, Older

Note that using a value >6 and <15 will result in NO bios rom being
loaded (And a red screen in NeoGeo's case).

src\common.c
src\common.h
src\drivers\neogeo.c
src\mame.h
src\windows\config.c

Corrected Filenames for Steel Gunner 2 [Brian Troha]
src\drivers\namcos2.c

Fixed Scrolling bug in One Shot One Kill [Angelo Salese]
src\vidhrdw\oneshot.c

Fixed Mcu Reset for Tiger Heli [Angelo Salese]
src\machine\slapfght.c

Removed a graphic rom loading kludge in Yamato,which caused a bad gray square
when launching missiles(yamato37b9gre);also fixed crashes in clone
yamato2. [Angelo Salese]
src\drivers\yamato.c

Removed NeoGeo Memory Card Manager RESET / CALL option from UI, this feature is
only available on the AES console and should be in Mess (and probably won't be
needed at all with a real AES bios) []
src\ui_text.c
src\ui_text.h
src\usrintrf.c

Changed NeoGeo Framerate to 59fps based on Mametesters report about Kof98 Intro Sync
It would be nice if somebody could give a real accurate measurement of this []
src\drivers\neogeo.c

Fixed FM bug causing bad sounds in maglord and other games which was introduced in
the last release [Jarek Burczynski]

Discrete Sound update for several games [Derrick Renaud]

- Atari Baseball - added video invert (triples/home runs).
- Avalanche - changed to discrete sounds adding missing top rocks sound
(Aud0 trigger). (and yes the game is supposed to sound horrible)
- Dominos - added 60Hz ac signal (but it does not seem to affect anything).
- Drag Race - added discrete sounds.
- Night Driver - added discrete sounds and video invert during crash.
Motor/skid sounds are not 100% correct.
- Sprint 2 - switched player controls so they lined up under the proper
score color.
- Orbit - added discrete sounds.

- [but] fixed the 'no stereo' bug in src\sound\discrete.c
- I also fixed a minor bug in src\sound\discrete.h causing
DISCRETE_LOGIC_INVERT not to work.
- And did minor code cleanup to Basketball.
- Removed GAME_IMPERFECT_SOUND flag from Circus. If correct samples are
used then it is ok, like all sample games. (New accurate samples have been
posted at twisty's)

src\machine\atarifb.c
src\drivers\avalnche.c
src\machine\avalnche.c
src\drivers\bsktball.c
src\drivers\circus.c
src\sound\discrete.c
src\sound\discrete.h
src\drivers\dominos.c
src\machine\dominos.c
src\includes\dominos.h
src\drivers\dragrace.c
src\drivers\nitedrvr.c
src\machine\nitedrvr.c
src\includes\nitedrvr.c
src\drivers\orbit.c
src\drivers\sprint2.c

Preliminary WIP Discrete Sound in Subs [Derrick Renaud]
src\drivers\subs.c
src\machine\subs.c
src\vidhrdw\subs.c

Correct Colours in Clash Road [Luca Elia]
src\drivers\clshroad.c
src\vidhrdw\clshroad.c


New games supported
-------------------
Wolf Pack (prototype) [Stefan Jokisch]
graphic emulation might not be perfect, no sound
src\drivers\wolfpack.c
src\vidhrdw\wolfpack.c
Naughty Mouse [Dave Widel]
src\drivers\pacman.c
Broadwalk Casino / Atlantic City Action [Dave Widel]
this doesn't appear to be a gambling game
src\drivers\pacman.c
src\includes\pacman.h
src\machine\acitya.c
Paradise [Luca Elia]
there seems to be a problem with the hi-score system
src\drivers\paradise.c
src\vidhrdw\paradise.c
src\includes\paradise.h

New clones supported
--------------------
Metamorphic Force (Japan JAA) [GMB]
src\drivers\mystwarr.c
GI Joe (Japan) [GMB]
src\drivers\gijoe.c
Falcon (Phoenix bootleg) [Smitdogg]
src\drivers\phoenix.c
Mr. Do's Castle (older) [Lee Taylor]
src\drivers\docastle.c
Police Trainer 1.3B (Sharpshooter Hardware) [Brian Troha]
fails rom check, does so on original hardware too
src\drivers\policetr.c
Street Fighter 2 (USA 911101) [David Haywood]
src\drivers\cps1.c
src\vidhrdw\cps1.c
Make Trax (set 2) [Dave Widel]
src\drivers\pacman.c
NewPuc2 (hack) [Dave Widel]
this hack was common in the arcades, it has intermissions between each
maze and a slot machine every 3 mazes.
src\drivers\pacman.c
World Class Bowling (v1.66, v1.65) [Brian Troha]
v1.66 is now the parent
src\drivers\itech32.c
Targ (cocktail?) []
Rallys (bootleg? of Spectar) []
src\drivers\exidy.c
Route 16 (set 2) []
src\drivers\route16.c
Labyrinth Runner (World Ver. K) []
src\drivers\labyrunr.c
The Main Event (2 Players ver. X) []
src\drivers\mainevt.c
Quartet 2 (Japan) []
Flash Point (Japan, bootleg) []
no, these have nothing to do with the system16 rewrite
src\drivers\system16.c
Chopper [US set 2 & set 3] []
src\drivers\snk.c
src\vidhrdw\snk.c
Tunnel Hunt (Atari Original) [David Haywood]
this is now the parent, old set is tunhuntc
src\drivers\tunhunt.c
Arkanoid (US, older) [stephh]
src\drivers\arkanoid.c

New TESTDRIVERS
---------------
Polygonet Commanders [R.Belmont]
only text layer is emulated, hangs waiting for network, DSP used for 3D
graphics isn't emulated
src\drivers\plygonet.c
src\vidhrdw\plygonet.c
Mahjong Daireikai [David Haywood]
Mahjong Channel Zoom In [David Haywood]
Mahjong Kakumei [David Haywood]
Mahjong Kakumei 2 - Princess League [David Haywood]
these just load the roms and decode the gfx for now, they might be
similar to nmk16.c just incase somebody wants to finish them.
src\drivers\jalmah.c
Slipstream [David Haywood]
doesn't work due to unemulated v60 opcodes
src\drivers\system32.c
Atlus Print Club (v1, v2, v4, v5)
mainly for reference, it might not be possible to emulate them as they
need a camera + printer
src\drivers\segac2.c
Portraits [Steve Ellenoff & Peo]
preliminary driver, still being worked on
src\drivers\portrait.c
src\vidhrdw\portrait.c
Mustache Boy [Tomasz Slanina]
preliminary driver, gfx not fully decrypted, missing proms, no sound
src\drivers\mustache.c
src\vidhrdw\mustache.c
src\sndhrdw\seibu.c


==========================================================================

0.68

Note, this Release was put together by David Haywood, some of it is
untested but most of it seems to work.

General Source Changes
----------------------

SHA1 hash support, including various new command line options [Farfetch'd]
src\too many to list ;-)

Mame Blitter Generation Code [Phil Stroffolino]
src\mameblit.c
src\mame.c
src\mame.h
src\drawgfx.c
src\blitgen.c

Basic Direct3D blitting support [Leon van Rooij]

You need DirectX7 headers and libs to compile it, I'm using the set from
http:\\caesar.logiqx.com\html\tools\compilers\mingw.shtml which has the
original MS headers (the same set is used for Allegro and FB Alpha) and
I've made a minor update to the ddraw code so that it compiles with this
set of headers (VC++ should still be fine as well).

The code manually imports the DirectDrawCreateEx() function so MAME
compiled with d3d support will (or rather should, I've not actually tested
that yet) still run on PC's with older versions of DirectX. It should work
with pretty much any 3D hardware (except perhaps older Voodoo-based cards),
and the speed should be similar to the DirectDraw blit (a bit faster for
some older cards).

-direct3d or -d3d: use Direct3D (default is off, overrides -dd);
-filter or -flt: use bi-linear filtering (default is on);
-texture_management: use DirectX texture management (default is off, but
some 3D cards need this (however, there's a small-ish speed-penalty)).
src\windows\windows.mak
src\windows\window.h
src\windows\window.c
src\windows\windraw.h
src\windows\windraw.c
src\windows\wind3d.h
src\windows\wind3d.c
src\windows\video.h
src\windows\video.c

Various Konami Related Fixes and Improvements [Acho A. Tang, R. Belmont]
src\tilemap.c
src\palette.c
src\drivers\mystwarr.c
src\vidhrdw\mystwarr.c
src\vidhrdw\konamiic.c
src\vidhrdw\konamiic.h
src\machine\konamigx.h
src\drivers\konamigx.c
src\machine\konamigx.c
src\vidhrdw\konamigx.c
src\drivers\xexex.c
src\vidhrdw\xexex.c
src\sound\ko54539.c
src\sound\ko54539.h
src\drawgfx.c
src\blitgen.c

Various System 32 Updates (Priority, SVF Pitch etc.) [Acho A. Tang, Jason Lo, David Haywood]
Note, theres a chance some things may be broken
src\drivers\multi32.c
src\drivers\system32.c
src\vidhrdw\system32.c

Sound in Macross Plus & Quiz Bisyoujo Senshi Sailor Moon [Bryan McPhail]
src\drivers\macrossp.c
src\sound\es5506.c

Fixes for Crashes introduced in last version
src\drivers\namcos1.c
src\drivers\namcos2.c
src\drivers\shangha3.c

+ plenty of other things I just don't have time to list.


New games supported
-------------------
Chack'n Pop [BUT]
src\drivers\chaknpop.c
src\machine\chaknpop.c
src\vidhrdw\chaknpop.c
Salamander 2 [Acho A. Tang, R. Belmont]
Some protection issues remain (ships in attract mode)
Tokimeki Memorial Taisen Puzzle-dama [Acho A. Tang, R. Belmont]
Dragoon Might [Acho A. Tang, R. Belmont]
src\ see list in 'Various Konami Updates' above
Koi Koi Shimasyo 2 - Super Real Hanafuda [Luca Elia]
Vasara []
Vasara 2 []
src\drivers\ssv.c
src\vidhrdw\ssv.c
src\includes\seta.h
Billiard Academy Real Break [Luca Elia]
src\drivers\realbrk.c
src\vidhrdw\realbrk.c
src\includes\realbrk.h
src\drivers\seta2.c
src\machine\tmp68301.c
src\machine\tmp68301.h
src\sound\ymz280b.c
src\sound\ymz280b.h
Cannonball [Jarek Burczynski]
some gfx problems (Bad ROMs?)
src\drivers\cclimber.c
Kick Start Wheelie King [Tomasz Slanina]
previously a testdriver, emulation completed
src\drivers\taitosj.c
src\vidhrdw\taitosj.c
Truco-Tron [Ernesto Corvi]
src\drivers\truco.c
src\vidhrdw\truco.c
(Super) Ground Effects [David Graves, Bryan McPhail]
src\drivers\groundfx.c
src\vidhrdw\groundfx.c
src\vidhrdw\taitoic.c
src\drivers\undrfire.c
Horizon [smf, David Haywood]
src\drivers\m62.c
src\vidhrdw\m62.c
Fire Battle [Martin Pugh]
previously a testdriver, patch added
src\drivers\clshroad.c
Rapid Hero [David Haywood]
src\drivers\nmk16.c
src\vidhrdw\nmk16.c
Zero Point 2 [Luca Elia]
src\drivers\unico.c
src\vidhrdw\unico.c
src\includes\unico.h
Idol Janshi Su-Chi-Pie 2 [David Haywood]
src\drivers\ms32.c
src\vidhrdw\ms32.c
Quiz Ghost Hunter [Olivier Galibert]
Tokoro San no MahMahjan [Olivier Galibert]
Tokoro San no MahMahjan 2 [Olivier Galibert]
Quiz Mekiromeki Story [Olivier Galibert]
src\drivers\system24.c
src\vidhrdw\system24.c
src\machine\system24.c
src\includes\system24.h
src\vidhrdw\segaic24.c
src\vidhrdw\segaic24.h
Straight Flush [Tomasz Slanina]
2 player mode isn't working
src\drivers\8080bw.c
src\vidhrdw\8080bw.c
src\includes\8080bw.h
SD Gundam Neo Battling [Luca Elia]
src\drivers\seta.c
Fantasy Land [Luca Elia]
Galaxy Gunners [Luca Elia]
src\drivers\fantland.c
src\vidhrdw\fantland.c
Metal Soldier Isaac II [Angelo Salese]
previously a testdriver, mcu simulation added
src\drivers\msisaac.c
Progress [David Haywood]
Bad Colours due to missing Proms
src\drivers\timelimt.c
Birdie King 3 [Angelo Salese]
src\drivers\bking2.c
Dark Tower [Bryan McPhail, David Haywood]
dips need mapping correclty, default coinage is bad
src\drivers\ddragon.c
Tricky Doc [Reip, David Haywood]
Bad Colours due to missing Proms
src\drivers\sauro.c
src\vidhrdw\sauro.c
Tournament Table [Stefan Jokisch]
src\drivers\tourtabl.c
src\machine\6532riot.c
src\machine\6532riot.h
src\sound\tiaintf.c
src\sound\tiaintf.h
src\sound\tiasound.c
src\sound\tiasound.h
src\vidhrdw\tia.c
Eggor [Tomasz Slanina]
src\drivers\pacman.c
Rock Climber [Tomasz Slanina]
src\drivers\galaxian.c
src\vidhrdw\galaxian.c
src\includes\galaxian.h
Kung-Fu Taikun [Tomasz Slanina]
src\drivers\wiz.c
Metal Clash [Luca Elia]
src\drivers\metlclsh.c
src\vidhrdw\metlclsh.c
Head Panic
eeprom needs hooking up
src\drivers\esd16.c
src\vidhrdw\esd16.c
Puckman Pockimon [Luca Elia]
src\drivers\segac2.c
src\vidhrdw\segac2.c
Operation Wolf 3 [David Graves, Bryan McPhail]
src\drivers\slapshot.c
Sky Army [Ryan Holtz]
src\drivers\skyarmy.c
Super Doubles Tennis [Bryan McPhail]
src\drivers\btime.c
Egg Venture [Aaron Giles]
Lethal Justice [Aaron Giles]
src\drivers\lethalj.c
src\vidhrdw\lethalj.c
src\includes\lethalj.h
Area 51 \ Maximum Force Duo [Aaron Giles]
src\drivers\cojag.c
Prebillian [Tomasz Slanina]
src\drivers\pbillian.c
src\vidhrdw\pbillian.c
src\sndhrdw\pbillian.c
Bwings [Acho A. Tang]
Zaviga [Acho A. Tang]
src\drivers\bwing.c
src\vidhrdw\bwing.c
Wall Crash [Jarek Burczynski]
src\drivers\wallc.c
Mighty Pang [Razoola]
src\drivers\cps2.c
src\vidhrdw\cps1.c
J-League Soccer V-Shoot [Phil Stroffolino]
src\drivers\namconb1.c
Rotary Fighter [Barry Rodewald]
src\drivers\rotaryf.c
The Deep \ Run Deep [Luca Elia]
src\drivers\thedeep.c
src\vidhrdw\thedeep.c

New clones supported
--------------------
Lethal Enforcers 2 (USA) [Brian Troha]
src\drivers\konamigx.c
Violent Storm (Europe) [David Haywood]
src\drivers\mystwarr.c
Mello Yello Q*Bert [David Haywood]
src\drivers\gottlieb.c
Big Bang (clone of Thunder Dragon 2) [David Haywood]
Vandyke (Jaleco) [David Haywood]
src\drivers\nmk16.c
BlockBuster (clone of Mr Jong) [David Haywood]
src\drivers\mrjong.c
Catsbee (clone of Galaga) [David Haywood]
src\drivers\galaga.c
src\vidhrdw\galaga.c
Croquis (clone of Logic Pro) [David Haywood]
src\drivers\deniam.c
Super Pinball Action (US) [David Haywood]
src\drivers\spbactn.c
Pollux (set 2) [David Haywood]
src\drivers\dooyong.c
Vautour (clone of Phoenix) [Chris Hardy]
src\drivers\phoenix.c
Moon Alien (clone of Galaxian) [David Haywood]
src\drivers\galaxian.c
Country Club (clone of Fighting Golf) [Tomasz Slanina]
src\drivers\snk.c
DoDonPachi (International Version) [Brian Troha]
src\drivers\cave.c
Batrider (Korea) [Brian Troha]
src\drivers\toaplan2.c
Vs Block Breaker (clone of sarukani) [David Haywood]
src\drivers\suprnova.c
src\vidhrdw\suprnova.c
Ring Fighter (clone of Vs. Gong Fight) [David Haywood]
src\drivers\tsamurai.c
Space Panic (various alt sets) [Zsolt]
src\drivers\cosmic.c
Piranha (GL sets) [Dave Widel]
src\drivers\pacman.c
Hydra (prototype set 2) [Aaron Giles]
src\drivers\atarig1.c
Millpac (clone of centipede) [Chris Hardy]
src\drivers\centiped.c
Some Cps1 Clones [Razoola]
src\drivers\cps1.c
Bang Bead (Release Version) [Various]
src\drivers\neogeo.c
Terminator 2 (LA1) [Brian Troha]
src\drivers\midyunit.c
Various NeoGeo Clones [Razoola]
src\drivers\neogeo.c
src\machine\neogeo.c

New TESTDRIVERS
---------------
Shougi [Jarek Burczynski, Tomasz Slanina]
Shougi 2 [Jarek Burczynski, Tomasz Slanina]
Not Working due to Protection MCU
src\drivers\shougi.c
Konami's Open Golf Championship [Acho A. Tang, R. Belmont]
Missing ROZ layer, always thinks the ball is in the water
src\drivers\konamigx.c
F1 Grand Prix Star 2 [Luca Elia]
Missing \ Bad ROMs
src\drivers\cischeat.c
src\vidhrdw\cischeat.c
Ultra Weapon X [Luca Elia]
problems with v60 interrupts
Joryuu Syougi Kyoushitsu [Luca Elia]
unemulated CPU
src\drivers\ssv.c
src\vidhrdw\ssv.c
Hot Rod [Olivier Galibert]
Bonanza Bros [Olivier Galibert]
Quiz Rouka Ni Tattenasai [Olivier Galibert]
various problems with the System 24 emulation
src\drivers\system24.c
src\vidhrdw\system24.c
src\machine\system24.c
src\includes\system24.h
src\vidhrdw\segaic24.c
src\vidhrdw\segaic24.h
Thunder Strike
src\drivers\ddragon.c
Hot Smash [Tomasz Slanina]
MCU Protection problems
src\drivers\pbillian.c
src\vidhrdw\pbillian.c
src\sndhrdw\pbillian.c
Raiden 2 [Bryan McPhail]
Protected and Encrypted Sprites
src\drivers\raiden2.c
Grand Tour [David Haywood]
Protection?
src\drivers\iqblock.c
Great Wall
Needs work on vidhrdw (none done)
src\drivers\grtwall.c
China Dragon
Needs work on vidhrdw (none done)
src\drivers\chindrag.c
Space Bugger [David Haywood]
bad rom?
src\drivers\sbugger.c
src\vidhrdw\sbugger.c
Main Event (SNK) [David Haywood]
vidhrdw not finished
src\drivers\mainsnk.c


==========================================================================

0.67


MAMETesters bugs fixed (there are probably more)
-----------------------
rocnrope37b7ora [Nicola Salmoria]
m62sound066yel
bladstle065gra [Jake Stookey]
poundfor37b14gra (only the second part) [Jake Stookey]


These drivers have improved SOUND:
----------------------------------

- Fixed sample playback in the M72 games. [Nicola Salmoria]

- Music in Battle Rangers. [Charles MacDonald]


Other drivers changes:
----------------------

- Dozens of corrections to game description/flags [Toby Broyad]

- Deveral improvements to Championship VBall. [Steve Ellenoff]


Changes to the main program:
----------------------------

- New options -autoror/-autorol. They rotate the screen only if the game is
vertical; useful with "pivot" LCD monitors. [Paul Priest]


Source:
-------

- MIPS 3/4 x86 dynamic recompiling core. [Aaron Giles]

- PIC16C5x CPU core. [Quench]

- Sega 315-5560 "MultiPCM" sound chip emulation. [R. Belmont]

- HuC6280 sound emulation. [Charles MacDonald]


New games supported
-------------------
Mystic Warriors [R. Belmont, Phil Stroffolino]
Gaiapolis [R. Belmont, Phil Stroffolino]
Metamorphic Force [R. Belmont, Phil Stroffolino]
Kyukyoku Sentai Dadandarn [R. Belmont, Phil Stroffolino, Acho A. Tang]
Violent Storm [R. Belmont, Phil Stroffolino, Acho A. Tang]
Twin Bee Yahhoo! [R. Belmont, Phil Stroffolino, Acho A. Tang]
Martial Champion [R. Belmont, Phil Stroffolino, Acho A. Tang]
Lethal Enforcers 2 [R. Belmont, Phil Stroffolino, Olivier Galibert]
Taisen Puzzle-Dama [R. Belmont, Phil Stroffolino, Olivier Galibert]
Gokujou Parodius [R. Belmont, Phil Stroffolino, Olivier Galibert]
Sexy Parodius [R. Belmont, Phil Stroffolino, Olivier Galibert]
Daisu-Kiss [R. Belmont, Phil Stroffolino, Olivier Galibert]
Taisen Tokkae-Dama [R. Belmont, Phil Stroffolino, Olivier Galibert, David Haywood]
Guardians / Denjin Makai II [Luca Elia]
Dragongun [Bryan McPhail]
Tattoo Assassins [Bryan McPhail]
Locked 'n Loaded [Bryan McPhail]
Dead Angle [Bryan McPhail, David Haywood]
Dragon Master [David Haywood, Quench]
Las Vegas Girl (Girl '94) [David Haywood]
Hard Dunk [Jason Lo, R. Belmont, David Haywood]
Outrunners [Jason Lo, R. Belmont, David Haywood]
Tecmo Bowl [David Haywood, Tomasz Slanina]
Complex X [Brian Crowe]


==========================================================================

0.66

Codename "FR-34"


MAMETesters bugs fixed (there are probably more)
-----------------------
galpanib062gre [Paul Priest]
usclssic065red [Kale]
pang3065gre
housemn2065gra [Nomax]
myangel065gre [Nicola Salmoria]
88games062yel [Nicola Salmoria]
glfgreat061gre (was fixed some time ago)
robocop2064gre [Bryan McPhail]
dassault061gre2 [Bryan McPhail]
jdredd060gra [Smitdogg]
ringdest062gra [Smitdogg]
spbactn061gra [Smitdogg]
term2064gra [Smitdogg]
xmen062ora [Smitdogg]
sotsugyo061red [Bryan McPhail]
tmnt065gre [Acho A. Tang]
astdelux059gre [Derrick Renaud]
gunforc2058gre_2 [Angelo Salese]
gunforc2058gre_3 [Bryan McPhail]

MAMETesters bugs to check
--------------------------
mrheli37b2gre - I believe this was fixed some time ago


These drivers have improved SOUND:
----------------------------------

- Fixed samples in Pachinko Sexy Reaction [Suppi-Chan]

- Major improvements to the Namco NA sound emulation. [cync]

- Sound in IQ Block. [David Haywood]

- Fixed drums in Exterminator [Steve Ellenoff, Jim Hernandez]


Other drivers changes:
----------------------

- Misc improvements to the Namco NA driver. [Phil Stroffolino]

- Several improvements and games additions to the Nintendo VS and Playchoice
drivers. [Pierpaolo Prazzoli]

- Several fixes to Super Real Darwin [Acho A. Tang]


Changes to the main program:
----------------------------

- New option -high_priority to increase the thread priority so MAME runs better
while other programs are running. It is off by default because enabling it
might make MAME use too much CPU time.

- Major update to the discrete sound system. This includes adjustable parameters
controls in the UI, fixes to existing games, and new sound support in canyon,
polaris, sprint and ultratnk. [Derrick Renaud & Keith Wilkins]

- Fixed some bugs in the I86/NEC CPU emulation. This includes raster effect
problems in Geostorm and the 99 credits bug in Lethal Thunder. [Bryan McPhail]


Source:
-------

- Now compiled with GCC 3.2.2. Removed the patch that was needed to work around
a GCC 3.2 bug.

- First version of YMF262 emulator. [Jarek Burczynski]


New games supported
-------------------
Fantasy '95 [Brian A. Troha]
Hana no Mai [Nicola Salmoria]
Mahjong Friday [Nicola Salmoria]
Mahjong Dial Q2 [Nicola Salmoria]
Don Den Mahjong [Nicola Salmoria]
Watashiha Suzumechan [Nicola Salmoria]
Mahjong Studio 101 [Nicola Salmoria]
Mahjong Derringer [Nicola Salmoria]
Hana Yayoi [Nicola Salmoria]
Untouchable [Nicola Salmoria]
Rong Rong [Nicola Salmoria]
Don Den Lover Vol. 1 [Nicola Salmoria]
Quiz Channel Question [Nicola Salmoria]
Mad Donna [David Haywood]
Dorodon [Frank Palazzolo]
Ben Bero Beh [Acho A. Tang]
Halley's Comet [Acho A. Tang]
Triv Quiz [MooglyGuy]
Gigas [Tomasz Slanina]
Gigas Mark II [Tomasz Slanina]
Mad Shark [Luca Elia]
Ultra Toukon Densetsu [Luca Elia]

New clones supported
--------------------
Gratia (set 1)
Mysterious Stones (set 1)
Cosmic Cop (= Gallop)


==========================================================================

0.65


MAMETesters bugs fixed (there are probably more)
-----------------------
arbalest060gre [Nicola Salmoria]
arbalest37b1gre [Nicola Salmoria] (please verify)
calibr50062gre [Nicola Salmoria]
downtown062gre [Nicola Salmoria]
oisipuzl061gre [Nicola Salmoria]
galpanic064gre [Nicola Salmoria]
mitchellc063gre [Smitdogg]
avengers061gre [Acho A. Tang]
avengers37b16gre [Acho A. Tang]
lwingsc37b7gre [Acho A. Tang]
pow37b5yel [Acho A. Tang] (only the first part)
powj36rc2gre [Acho A. Tang]
sidearms060red [Acho A. Tang]
sidearms055gre [Acho A. Tang]
turtship37b5yel [Acho A. Tang]
roadblst35b10yel [Aaron Giles]
kinst063red [Aaron Giles]

MAMETesters bugs to check
--------------------------
krzybowl058gre - does this still apply? please check
seta2c060yel - does this still apply? please check
myangel056gre - this was probably fixed a couple of releases ago, please check
avengers061gre2 - can this be verified on a real US board? Might be a bug in the original.


These drivers have improved GRAPHICS:
-------------------------------------

- Fixes to CPS2 raster effects. [Shiriru]

- Preliminary starfield emulation in Sidearms. [Acho A. Tang]

- Cleaned up some Nichibutsu mahjong games, added LCD support to House Mannequin and
Bijokko Yume Monogatari. [Nicola Salmoria]

- Major improvements to the Jaleco Mega System 32 games. [Nicola Salmoria]


These drivers have improved SOUND:
----------------------------------

- Fixed sound in Fire Truck, Super Bug, Monte Carlo. [Derrick Renaud]

- Fixed some issues with uPD7759 (TMNT, 88 Games, P.O.W.) [Acho A. Tang]


Changes to the main program:
----------------------------

- Optimized V60/V70 memory access. [Aaron Giles]

- Added stereo support to the X1-010 emulator and made it a proper sound core.
[Nicola Salmoria]


New games supported
-------------------
Orange Club - Maruhi Kagai Jugyou [Nicola Salmoria]
Mahjong-zukino Korinai Menmen [Nicola Salmoria]
Idol no Himitsu [Nicola Salmoria]
Kanatsuen no Onna [Nicola Salmoria]
Pairs [MooglyGuy]
Tao Taido [David Haywood, stephh]
Perestroika Girls [David Haywood]
Ryuusei Janshi Kirara Star [Malice]
Hayaoshi Quiz Ouza Ketteisen [Malice]
Mouser [Frank Palazzolo]
Ribbit! [Aaron Giles]


==========================================================================

0.64


MAMETesters bugs fixed (there are probably more)
-----------------------
spaceint061red [Stefan Jokish]
robocop2056gre [Bryan McPhail]
stoneage060gre [Bryan McPhail]


These drivers have improved GRAPHICS:
-------------------------------------

- Fixed priorities and shadows in Skull & Crossbones. [Aaron Giles]


These drivers have improved SOUND:
----------------------------------

- Sound in Reikai Doushi [Nicola Salmoria]


Other drivers changes:
----------------------

- Simulated the 8751 protection in Fire Trap. [Bryan McPhail]


New games supported
-------------------
Tickee Tickats [Aaron Giles]
Crowns Golf [Aaron Giles]
Ultimate Tennis [Aaron Giles, Nicola Salmoria]
Stone Ball [Aaron Giles, Nicola Salmoria]
Cheese Chase [Aaron Giles, Nicola Salmoria]
Mahjong Kojinkyouju (Private Teacher) [Nicola Salmoria]
Mahjong Vitamin C [Nicola Salmoria]
Mahjong-yougo no Kisotairyoku [Nicola Salmoria]
Mahjong Kinjirareta Asobi [Nicola Salmoria]
Mahjong Lemon Angel [Nicola Salmoria]
Mahjong Jogakuen [Nicola Salmoria]
Mahjong Ikagadesuka [Nicola Salmoria]
Raiga - Strato Fighter
Edward Randy [Bryan McPhail]
Mutant Fighter / Death Brade [Bryan McPhail]
Wizard Fire / Dark Seal 2 [Bryan McPhail]
Zombie Raid [David Haywood]
Enforce
Shot Rider [Tomasz Slanina]

New clones supported
--------------------
Shadow Warriors (set 2)
Carrier Air Wing (US)
Chi-Toitsu (= Mahjong Gakuen)
Mahjong Nanpa Story (Ura)


==========================================================================

0.63

An interim release with many things submitted in the past two months not
included yet.


MAMETesters bugs fixed (there are probably more)
-----------------------

galaga37b8gre [Satoshi Suzuki]
galaga37b16gre [Satoshi Suzuki]
cutieq37b2gre [stephh]
crusn062gre [Aaron Giles]
totcarn062gre [Aaron Giles]
commsega062gra [stephh]
wiping062red [Stefan Jokish]
heartatk062red [Stefan Jokish]
polyplay060red [Stefan Jokish]


These drivers have improved GRAPHICS:
-------------------------------------

- Subroc-3D, Turbo and Buck Rogers use the artwork to show the LED counters.
[Stefan Jokish]

- Fixed colors in Dynamic Ski. [Stefan Jokish]


These drivers have improved SOUND:
----------------------------------

- Samples support in Subroc-3D [Dave France]

- Fixed noie frequency in the Exidy games. [Jim Hernandez]

- Preliminary Namco NA sound support. [Phil Stroffolino]


Other drivers changes:
----------------------

- Partially simulated the protection in Birdie Try [Angelo Salese]

- Improved decryption in Quiz F1 1-2 Finish, it's still incomplete though.
[Angelo Salese]

- Fixed ball position recognition in Golfing Greats. [Olivier Galibert]


Changes to the main program:
----------------------------

- New options -nodisclaimer and -nogameinfo to disable startup screens.
Warnings about incorrect emulation are not disabled. [Aaron Giles]

- Replaced RDTSC timing with QueryPerformanceCounter. This should fix problems
on SpeedStep notebooks. It seems, however, that it causes even worse problems
on other machines. Therefore, the old behaviour can be forced with the new
-rdtsc option. [smf]


Source:
-------

- Now compiled with MinGW 2.0/GCC 3.2. There might be bugs caused by the new
compiler, let us know.

- All new, much better, YM2413 emulation. [Jarek Burczynski]

- Drum support in YM2608 emulation (check e.g. Tail 2 Nose). [Jarek Burczynski]

- Moved most of the file I/O out of the OS depndant code and into the core.
Added two new types, mame_file and osd_file, which enforce better type
checking throughout the system (and prevents confusing the two).
Instead of calling osd_fopen, osd_fread, osd_fwrite, etc., you now call
mame_fopen, mame_fread, mame_fwrite, etc. The osd_* calls are reserved
to the core.
All the ZIP handling is done in the mame_file functions, so it will be
inherited by all ports.
[Aaron Giles]

- [Win32] The diff, snap, cfg, nvram, etc. directories are created
automatically if they don't exist the first time MAME tries to create a file
there. [Aaron Giles]

- MIPS III/IV CPU cores. [Aaron Giles]

- ADSP-2115 CPU support. [Aaron Giles]

- TMS32025 CPU core. [Quench]

- Fixed YMF278B emulation. [R.Belmont]


New games supported
-------------------
Off Road Challenge [Aaron Giles]
Shrike Avenger [Aaron Giles]
War Gods [Aaron Giles]
Grudge Match [Aaron Giles]
Sharpshooter [Aaron Giles]
Killer Instinct [Aaron Giles, Bryan McPhail]
Killer Instinct 2 [Aaron Giles, Bryan McPhail]
Dr. Micro [Uki]
Run and Gun [R.Belmont]
Holosseum [David Haywood, Olivier Galibert, R. Belmont, Farfetch'd]
Super Visual Football [David Haywood, Olivier Galibert, R. Belmont, Farfetch'd]
Burning Rivals [David Haywood, Olivier Galibert, R. Belmont, Farfetch'd]
Rad Mobile [David Haywood, Olivier Galibert, R. Belmont, Farfetch'd]
Rad Rally [David Haywood, Olivier Galibert, R. Belmont, Farfetch'd]
F1 Exhaust Note [David Haywood, Olivier Galibert, R. Belmont, Farfetch'd]
Alien 3 [David Haywood, Olivier Galibert, R. Belmont, Farfetch'd]
Sonic [David Haywood, Olivier Galibert, R. Belmont, Farfetch'd]
Golden Axe 2 [David Haywood, Olivier Galibert, R. Belmont, Farfetch'd]
Spiderman [David Haywood, Olivier Galibert, R. Belmont, Farfetch'd]
Arabian Fight [David Haywood, Olivier Galibert, R. Belmont, Farfetch'd]
Gumbo [David Haywood]
Golly Ghost [Phil Stroffolino]
Moon Shuttle [Zsolt Vasvari]
SF-X [Zsolt Vasvari]
Mighty Monkey [Zsolt Vasvari]
Triv Two [David Haywood]
Pirates [David Haywood, Nicola Salmoria, Paul Priest]
Free Kick [Tomasz Slanina]
Perfect Billiard [Nicola Salmoria]
Wakakusamonogatari Mahjong Yonshimai [Nicola Salmoria]
Got-cha [Nicola Salmoria]
Formula 1 Grand Prix Part II [Nicola Salmoria]
Real Mahjong Haihai [Nicola Salmoria]
Real Mahjong Haihai Jinji Idou Hen [Nicola Salmoria]
Real Mahjong Haihai Seichouhen [Nicola Salmoria]
Mahjong Kyou Jidai [Nicola Salmoria]
The Mah-jong [Uki]
Mahjong Hourouki Part 1 - Seisyun Hen [Nicola Salmoria]
Mahjong Hourouki Gaiden [Nicola Salmoria]
Mahjong Hourouki Okite [Nicola Salmoria]
Mahjong Clinic [Nicola Salmoria]
Mahjong Rokumeikan [Nicola Salmoria]
Tugboat [MooglyGuy, Nicola Salmoria]
Super Triv 2 [MooglyGuy]
Penguin Bros
Target Hits [Manuel Abadia]
TH Strikes Back [Manuel Abadia]
Alligator Hunt [Manuel Abadia]
World Rally 2: Twin Racing [Manuel Abadia]
Maniac Squares [Manuel Abadia]
Snow Board Championship [Manuel Abadia]
Bang! [Manuel Abadia]
Boomer Rang'r / Genesis [Bryan McPhail]
Kamikaze Cabbie [Bryan McPhail]
Liberation [Bryan McPhail]
P-47 Aces

New clones supported
--------------------
Nostradamus (Korea)
Cruis'n World (rev L2.0)
Terminator 2 (LA2)
Super High Impact (prototype)
Mr Kougar (set 2)
Donkey Kong Jr (bootleg on Galaxians hardware)
Police Trainer (older)
Hokuha Syourin Hiryu no Ken (=Shanghai Kid)


==========================================================================

0.62

LICENSE CHANGE WARNING:
We are considering changing distribution license, switching to GPL for the
whole project and LGPL for some CPU and sound cores.
If you contributed code to MAME and are against this change, now is the
right time to let us know.


MAMETesters bugs fixed (there are probably more)
-----------------------
bjourney061gre
doubledr36rc1gre [ElSemi]
crosshairs061yel [Robin Merrill]
tnzs36b16yel MIGHT be fixed - needs thorough testing [Kale]
deco8061red [Paul Priest]
blstroidc061gra
bking236b14yel [Stefan Jokish]
bking237b14gre [Stefan Jokish]
fround37b16gre [Bryan McPhail]
vulcan37b13gre [Bryan McPhail]
vulcan237b1gre [Bryan McPhail]
vulcan137b1gre [Bryan McPhail]


These drivers have improved GRAPHICS:
-------------------------------------

- Improved raster effects in CPS2 games. [Barry Rodewald]

- Fixed priorities in several Atari games. [Aaron Giles]

- Sprite alpha blending in the Taito F3 games. [Shiriru]


These drivers have improved SOUND:
----------------------------------

- Improved sound in Asteroids. [Ken Reneris]

- Sound in Bal Cube and Bang Bang Ball, and in the Psikyo games.
[Olivier Galibert]

- Rewritten sound support for the Seta games. [Manbow-J]

- Sound in Blazing Tornado. [R.Belmont]

- Fixed sound in Battle Bakraid. [R.Belmont]

- Fixed cracking and missing sounds in some neogeo games especially kof99 "how
to play" loop and shocktro end of attract missing sound. [ElSemi]

- Sound in Hard Drivin'. [Aaron Giles]


Other drivers changes:
----------------------

- CusKey simulation for Namco games. [John Wil]


Changes to the main program:
----------------------------

- Fixed keyboard LEDs being messed up on program exit. [Paul Priest]

- TESTDRIVER's are now part of the database used by -romident and -isknown.
[Nicola Salmoria]


Source:
-------

- Screen rotation is now entirely handled at blit time by the OS layer. The
core no longer prerotates the bitmap. [Aaron Giles]

- Preliminary YMF278B emulation (missing FM support). [R.Belmont]

- Implementation of the SH7604 internal timers, giving sound to Sol Divide and
the Super Kaneko Nova System games. [R.Belmont]

- V70 CPU support. [Olivier Galibert]

- DSP32 CPU emulation. [Aaron Giles]

- TMS32013 CPU emulation. [Aaron Giles]


New games supported
-------------------
Fantasia II [Nicola Salmoria]
Golden Fire II [Nicola Salmoria]
Bouncing Balls [ElSemi]
Dragon World II [David Haywood, ElSemi]
Tengai / Sengoku Blade [Paul Priest]
Magical Cat Adventure [Paul Priest, David Haywood]
Nostradamus [Paul Priest, David Haywood]
Strikers 1945 [Olivier Galibert, R.Belmont]
IPM Invader
Green Beret
Escape Kids [Ohsaki Masayuki]
Solvalou [Phil Stroffolino]
Star Blade [Phil Stroffolino]
Prop Cycle [Phil Stroffolino]
Lucky & Wild [Phil Stroffolino]
Super World Stadium '95 [Phil Stroffolino]
Metal Hawk [Phil Stroffolino]
Steel Gunner 2 [Phil Stroffolino]
Amazon [Phil Stroffolino]
Kid no Hore Hore Daisakusen [Phil Stroffolino, stephh]
Legion [David Haywood, Phil Stroffolino]
Dragonball Z 2 Super Battle [David Haywood]
Daioh [David Haywood]
Cyvern [Sylvain Glaize, David Haywood]
Sen-Know [Sylvain Glaize, David Haywood]
Gals Panic 4 [Sylvain Glaize, David Haywood]
Gals Panic S - Extra Edition [Sylvain Glaize, David Haywood]
Gals Panic S2 [Sylvain Glaize, David Haywood]
Panic Street [Sylvain Glaize, David Haywood]
PuzzLoop [Sylvain Glaize, David Haywood]
Jan Jan Paradise [Sylvain Glaize, David Haywood]
Jan Jan Paradise 2 [Sylvain Glaize, David Haywood]
Otome Ryouran [Sylvain Glaize, David Haywood]
Tel Jan [Sylvain Glaize, David Haywood]
Sengeki Striker [Sylvain Glaize, David Haywood]
Speed Ball [Aaron Giles]
Race Drivin' [Aaron Giles]
Steel Talons [Aaron Giles]
Asylum [Aaron Giles]
Cruis'n USA [Aaron Giles]
Cruis'n World [Aaron Giles]
Area 51 [Aaron Giles]
Maximum Force [Aaron Giles]
Vicious Circle [Aaron Giles]
Sky Raider [Stefan Jokish]
Starship 1 [Frank Palazzolo, Stefan Jokish]
Desert War [David Haywood, Paul Priest, stephh]
Gratia - Second Earth [David Haywood, Paul Priest, stephh]
The Game Paradise - Master of Shooting! [David Haywood, Paul Priest, stephh]
One Shot One Kill [David Haywood, Paul Priest, stephh]
Tetris Plus [David Haywood, Paul Priest, stephh]
Best Bout Boxing [David Haywood, Paul Priest, stephh]
Super Slam [David Haywood]
Aquarium [David Haywood]
S.S. Mission [David Haywood]
Fit of Fighting [David Haywood]
The History of Martial Arts [David Haywood]
Indoor Soccer [David Haywood]
Diver Boy [David Haywood]
Speed Spin [David Haywood]
Masked Riders Club Battle Race [David Haywood, stephh]
Hanaroku [David Haywood, stephh]
Fancy World - Earth of Crisis [David Haywood, stephh]
Flower [InsideOutBoy, David Haywood, stephh]
Ace [Jarek Burczynski]
N.Y. Captor [Tomasz Slanina]
Beam Invader [Zsolt Vasvari]
Zarya Vostoka [Zsolt Vasvari]
Megadon [Mike Haaland]
Catapult [Mike Haaland]
4 En Raya [Tomasz Slanina]
Sky Skipper
Gomoku Narabe Renju [Takahiro Nogi]

New clones supported
--------------------
Sanrin San Chan (= Spatter)
New Rally X (vertical bootleg)
Lode Runner - The Dig Fight (ver. A)
Samurai Aces (= Sengoku Ace)
Big Striker (bootleg)
X-Men (US 2 Players)
MatchIt (= Sichuan 2)
Super Basketball (version G)
Thunder Cross II (Asia)
Alpha Fighter / Head On
Donkey Kong (US set 2)
Triple Fun (= Oishii Puzzle)
Blandia
Centipede (1 player, timed)
Raiden [Taiwan]
Goindol (World and Japan)
Super Volleyball (US)
Strikers 1945 (Japan, unprotected)


==========================================================================

0.61

MAMETesters bugs fixed (there are probably more)
-----------------------
mk3060gre
ozmawars055gra
alpine057gra [stephh]
elevator057gra [stephh]
tinstar36b4gra [stephh]
kof94057gre [RYO]
tokib059red [David Graves]
dogyuun058yel [Quench]
battleg37B10gre [Quench]
batrider058gre [Quench]
cchasm1059red [Paul Priest]
dspirit37b6gre [Acho A. Tang]
rompers36rc2gre [Acho A. Tang]
rompers37b4gre [Acho A. Tang]
splatter336b6gre [Acho A. Tang]
splatter336b9yel [Acho A. Tang]
splatter137b5gre [Acho A. Tang]
splatter237b5gre [Acho A. Tang]
splatter057gre [Acho A. Tang]
dangseed060yel (needs checking)
bjourney37b16gre [Acho A. Tang]
ncombat36b3yel [Acho A. Tang]
ncommand37b2gre [Acho A. Tang]
overtop37b13red
sdodgeb37b13yel (needs checking)
iganinju37b14yel [Kale]
iganinju37b1yel [Kale]
iganinju055yel [Kale]
scudhamm058gre [Mike Herrin]
adstick37b16gre [Robin Merrill]
pedal055yel [Robin Merrill]
toobin058yel [Robin Merrill]


These drivers have improved GRAPHICS:
-------------------------------------

- Fixed tilemaps in Sotsugyo Shousho. [Nicola Salmoria]

- Fixed graphics in Pinbo. [Zsolt Vasvari]

- Improved raster effects handling in NeoGeo games. [Razoola]

- Improved gfx in HAL21. [Acho A. Tang]

- Preliminary support for raster effects in CPS2 games. [Barry Rodewald]

- Added alpha blending to Psikyo games. [Paul Priest]


These drivers have improved SOUND:
----------------------------------

- Fixed Y8950 confincting with YM3812/YM3526 in some SNK games.
[Jarek Burczynski]

- Fixed sound in Spinal Breakers. [Nicola Salmoria]

- Sound in HAL21. [Acho A. Tang]


Other drivers changes:
----------------------

- Fixed controls & gfx in Outrun and Space Harrier. [Bryan McPhail]

- Simulated protection in S.P.Y. [Acho A. Tang]

- Fixed Rip Cord. [Acho A. Tang]

- Fixed collision detection in Labyrinth Runner and Fast Lane. [Acho A. Tang]

- Fixed protection in Funky Jet [Bryan mcPhail, stephh]

- Several fixes to the F3 games. [Shiriru, Bryan McPhail]


Changes to the main program:
----------------------------

- Light gun support. [Bryan McPhail]


Source:
-------

- Important for porters: major redesign of the OS interface for display update.
- VIDEO_SUPPORTS_DIRTY flag removed
- osd_mark_dirty() removed
- osd_create_display() now takes an extra parameter rgb_components
- osd_set_visible_area() removed
- osd_allocate_colors() removed
- osd_modify_pen() removed
- osd_update_video_and_audio() now takes a mame_display pointer
- osd_debugger_focus() removed
- osd_set/get_gamma() removed
- osd_set/get_brightness() removed
[Aaron Giles]

- Completely redesigned the artwork handling. Any game can now use artwork,
with no specific support in the driver. Configuration is done with external
.art files. [Aaron Giles]
-[no]artcrop -- crops artwork to the game screen area only
-[no]backdrop -- enables/disables backdrop art
-[no]overlay -- enables/disables overlay art
-[no]bezel -- enables/disables bezel art

- The Windows version now rotates the screen at blit time instead of requiring
the core to do so. Since the new code is usually faster than the old one, and
it allows for great simplifications in the core, rotation at blit time will
probably be a requirement in next release. Porters are advised to begin
implementing it now. [Aaron Giles]

- New YM-2413 emulator. [Fabio R. Schmidlin, Charles Mac Donald]


New games supported
-------------------
Super Slams [David Haywood]
Macross Plus [David Haywood]
Quiz Bisyoujo Senshi Sailor Moon - Chiryoku Tairyoku Toki no Un [David Haywood]
Jump Kids [David Haywood]
Toffy [David Haywood]
Super Toffy [David Haywood]
Battle Cross [David Haywood]
Gulf War II [David Haywood]
Bubble 2000 [David Haywood]
4 Fun in 1 [David Haywood]
Kick Goal [David Haywood, Nicola Salmoria]
U.S. Games collections [David Haywood, Nicola Salmoria]
Wily Tower [Nicola Salmoria]
Lethal Crash Race [Nicola Salmoria]
F-1 Grand Prix [Nicola Salmoria]
Dog-Fight [Nicola Salmoria]
Find Out [Nicola Salmoria]
Golfing Greats [Nicola Salmoria]
Sankokushi [Nicola Salmoria]
Super Shanghai Dragon's Eye [Bryan McPhail]
Mechanized Attack [Bryan McPhail]
Beast Busters [Bryan McPhail]
Thunder Zone / Desert Assault [Bryan McPhail]
The Next Space [Bryan McPhail, Acho A. Tang]
Bakutotsu Kijuutei [Acho A. Tang]
Equites [Acho A. Tang]
Bull Fighter [Acho A. Tang]
The Koukouyakyuh [Acho A. Tang]
Splendor Blast [Acho A. Tang]
High Voltage [Acho A. Tang]
Red Robin [Zsolt Vasvari]
Net Wars [Zsolt Vasvari]
Clay Shoot [Zsolt Vasvari]
Mr. Kougar [Zsolt Vasvari]
Car Polo [Zsolt Vasvari]
Dingo [M*A*S*H, Zsolt Vasvari]
Birdie King [M*A*S*H]
Inferno [Juergen Buchmueller, Aaron Giles]
Dribbling [Aaron Giles]
Triple Hunt [Stefan Jokish]
Orbit [Stefan Jokish]
Monte Carlo [Stefan Jokish]
Tube Panic [Jarek Burczynski]
Roller Jammer [Jarek Burczynski]
Kikiippatsu Mayumi-chan [Uki]
Knights of Valour / Sango [ElSemi]
Battle Bakraider [Quench]

New clones supported
--------------------
ESP Ra.De (International Ver 1998 4/22)
ESP Ra. De. (Japan Ver 1998 4/21)
The Outfoxies (Japan)
Tactician (set 2)
Battles (=Xevious)
Power Spikes (World)
Condor (= Phoenix)
Grind Stormer (set 2)
Battle Garegga (set 2)
Hell Fire (1 player)
Same! Same! Same! (2 players)
Gravitar (prototype)
Lunar Battle (= Gravitar)
Super Cobra (Sega)
S.P.Y. (World)
Air Buster (English)
Baraduke (set 2)
Metro-Cross (set 2)
Red Hawk (= Stagger I)
Bagman (bootleg on Galaxian hardware)


==========================================================================

0.60

MAMETesters bugs fixed (there are probably more)
-----------------------
blmbycar059red
uopoko059red
gcpinbal059red
jitsupro059red
metroc059red
phelios059red
paclandc059red
ncv1058red
av2mj059red
fromancec058red
neogeoc37b15gre
fround056red
bioatack37b6gre
crush057gre
driverc056ora
batsugun37b6gre


These drivers have improved GRAPHICS:
-------------------------------------

- Fixed disappearing enemies in later levels of Batsugun. [Kale]

- Fixed colors in Wec Le Mans and wrong graphics in Hot Chase. [Acho A. Tang]


These drivers have improved SOUND:
----------------------------------

- Improved Irem GA20 emulation, used by M92 games. [Acho A. Tang]


Other drivers changes:
----------------------

- Fixed several problems in Kiki KaiKai. [Acho A. Tang]

- Several fixes to Psikyo games. [Paul Priest, David Haywood]

- Several fixes to nemesis.c. [Hau]


Changes to the main program:
----------------------------

- Support for external configuration files for special controllers; this
replaces the -hotrod and -hotrodse options. See ctrl.txt for the detailed
explanation. [Ron Fries]

- Complete rewrite of the cheat engine. [Ian Patterson]


Source:
-------

- New function memory_set_unmap_value(), to specify the value returned when an
unmapped memory address is read. [Aaron Giles]

- Fixes to Y8950 sample playback. [Acho A. Tang]

- Complete rewrite of YM3812/YM3526/Y8950 emulation, verified on the real chip.
[Jarek Burczynski]

- osd_opl_control() and osd_opl_write() removed; direct access to the
SoundBlaster OPL chip is no longer useful.


New games supported
-------------------
Judge Dredd [Aaron Giles]
Primal Rage [Aaron Giles]
Road Riot's Revenge [Aaron Giles]
World Class Bowling [Aaron Giles]
Tactician [Nicola Salmoria, stephh]
The Masters of Kin [Nicola Salmoria]
IQ Block [Nicola Salmoria, Ernesto Corvi]
Taxi Driver [Nicola Salmoria]
Block Gal [Angelo Salese]
Drag Race [Stefan Jokisch]
Pool Shark [Stefan Jokisch]
The Outfoxies [Phil Stroffolino]
Oriental Legend [ElSemi, David Haywood]
News [David Haywood]
Shadow Force [David Haywood]
The Legend of Silk Road [David Haywood, stephh, R.Belmont]
Miss Bubble 2 [David Haywood]
Black Heart [from Raine]
Mustang [from Raine]
Many Bloc [David Haywood, stephh]
Xyonix [David Haywood, stephh, Nicola Salmoria]
Hyper Pacman [David Haywood, stephh]
Mille Miglia 2: Great 1000 Miles Rally [David Haywood, stephh]
Formation Z [Acho A. Tang]
Tank Busters [Jarek Burczynski]
Hyper Duel [E. Watanabe]

New clones supported
--------------------
Pengo (bootleg)
Bone Crusher (= Knuckle Joe)
Fighter & Attacker (= F/A)
Knuckle Heads (World)
Hero in the Castle of Doom (Donkey Kong conversion)
Blood Storm (v1.10)
Fighting Golf (set 2)
Clowns (rev 1)
Magic Worm (= Centipede)
Hot Shots Tennis (V1.0)
Strata Bowling (V1)
Pirate Pete (= Jungle King)
Street Fighter (prototype)
Nebulas Ray (World)
Gun Bird (World)
Bubble Symphony (Europe)
Space Invaders '95 (US)
C.O.W. Boys of Moo Mesa (World)
R-Type Leo (World)
Dragon Punch (= Sports Match)


==========================================================================

0.59

MAMETesters bugs fixed (there are probably more)
-----------------------
eto37b9gre
captaven058gre_2
captaven058gre_5
thndrx2058red
punchoutc37b15gre
skyadvnt136b8gre
gangwars37b15gre


Other drivers changes:
----------------------

- Loads of fixes to input ports etc. in several drivers. [stephh]

- Fixed Rainbow Islands and Rainbow Islands Extra c-chip emulation
[Robert Gallagher, Tormod Tjaberg]

- Fixed Super Stingray and Kyros, and most problems in Gold Medalist.
[Acho A. Tang]


Changes to the main program:
----------------------------

- [Windows] Some changes to use less CPU time when it's not needed.
Use -nosleep to disable this behaviour during gameplay. [Aaron Giles]

- [Windows] MMX implementation of the tilemap drawing code, providing a 5-10%
speed increase with some games. [Andrea Mazzoleni]


Source:
-------

- Rewritten the UPD7759 emulator (used by TMNT etc). [Olivier Galibert]

- Support for compressed hard disk images. [Aaron Giles]

- New function tilemap_set_palette_offset() to set a global palette offset
without having to use tilemap_mark_all_tiles_dirty(). [Aaron Giles]


New games supported
-------------------
Police Trainer [Aaron Giles]
Pass [David Haywood, stephh]
Super Pinball Action [David Haywood, stephh]
Sol Divide [David Haywood]
Strikers 1945 II [David Haywood]
Space Bomber [David Haywood]
Daraku Tenshi - The Fallen Angels [David Haywood]
Gunbird 2 [David Haywood]
Mahjong Sisters [Uki]
Quiz Gakuen Paradise [Uki]
Quiz DNA no Hanran [Uki]
Quiz Gekiretsu Scramble [Uki]
Wild West C.O.W.boys of Moo Mesa [R.Belmont]
Bucky O'Hare [R.Belmont]
Super Bug [Stefan Jokisch]
Paddle Mania [Acho A. Tang]
Scorpion [stephh]

New clones supported
--------------------
Dynasty Wars (World)
Captain America (Japan)
Gradius 3 (World?)
Magical Crystals (World)
Crystal Castles (version 4)
Moon Cresta (Nichibutsu set 2)
Galaxian (Midway, old rev)
Pisces (original)
Haunted Castle (Japan version N)
Beraboh Man (Japan version B)


==========================================================================

0.58

MAMETesters bugs fixed (there are probably more)
-----------------------
rampart057yel
artwork057gre
mrgoemon36b16gre
pigout37b4gre


Other drivers changes:
----------------------

- Fixed (?) collision detection in Thunder Cross. [Eddie Edwards]

- Fixed the VLM5030 emulation (Punch Out, Track & Field, Yie-Ar Kung Fu etc.).
[Tatsuyuki Satoj]


Changes to the main program:
----------------------------

- [windows] New blitting effect "-effect sharp". This gives a sharper image
than the default. [John IV]


Source:
-------

- New macros have been added to declare common callback functions and enforce
naming conventions. All drivers have been converted to the new macros:

void init_drivername() -> DRIVER_INIT( name )
int generate_int() -> INTERRUPT_GEN( func )
void name_init_machine() -> MACHINE_INIT( name )
void nvram_handler() -> NVRAM_HANDLER( name )
void name_vh_convert_color_prom() -> PALETTE_INIT( name )
int name_vh_start() -> VIDEO_START( name )
void name_vh_stop() -> VIDEO_STOP( name )
void name_vh_eof() -> VIDEO_EOF( name )
void name_vh_screenrefresh() -> VIDEO_UPDATE( name )

- Major change to the way machine drivers are set up. A series of macros is
now available (defined in driver.h) to "build up" a machine driver. The
ordering of items in the machine driver is arbitrary, apart from CPU-specific
data, which is tied to the most-recently referenced CPU. With this new format,
machine drivers can now be built by modifying another machine driver,
providing a primitive inheritance mechanism. See any driver for an example
of the new format. See mcr.c for a more complex example of inheritance.

- New functions auto_bitmap_alloc() and auto_bitmap_alloc_depth() are now
available to create automatically managed bitmaps. Combined with auto_malloc(),
there is no need for a video_stop function in most cases. All existing
drivers have been modified to take advantage of these features.

- The old interrupt system has now been made officially obsolete. This means
that the function cpu_cause_interrupt() is no longer available; you must use
cpu_set_irq_line() or cpu_set_irq_line_and_vector() instead. It also means
that a number of old/conflicting constants have been removed. In addition,
interrupt generation callbacks for CPUs no longer return an IRQ line or
vector. Instead, the interrupt callback must actively cause the interrupt
via cpu_set_irq_line(). All existing drivers have been updated to these
changes.

- New interrupt callback functions: nmi_line_pulse(), nmi_line_assert(),
irqn_line_hold(), irqn_line_pulse(), irqn_line_assert(). These functions
replace the old interrupt() and nmi_interrupt() callbacks and can be used
directly as interrupt callbacks.

- The function tilemap_set_clip() has been removed. In its place, there is a
new 'cliprect' parameter to tilemap_draw(). All existing drivers have been
updated to support this change.

- In preparation for partial updating support, the parameters to video_update
have changed. A new parameter 'cliprect' has been added, which should be
honored. In the future, the parameter will contain the subset of the screen
to render; for now, it just contains Machine->visible_area. In addition,
the 'full_refresh' parameter is gone; update functions must always redraw
the requested portion of the bitmap. Some drivers have been updated to fully
support the cliprect; others still need to be updated.

- Two new functions have been added to the timer system. timer_create() creates
a new "permanent" timer, and timer_adjust() adjusts the scheduling of that
timer. This is now the only way to dynamically manipulate a timer. The old
functions timer_set() and timer_pulse() are still around, but they no longer
return a handle to the timer they create. Timers created with timer_create()
should be created at initialization time, not dynamically. Timers also now
participate in the automatic resource tracking, so there is no need to
explicitly dispose of them. All existing drivers have been updated with the
necessary changes.

- Basic generic NVRAM handlers have been added. For a number of games, it is
sufficient to point the global variables 'generic_nvram' and
'generic_nvram_size' to the location and size of the NVRAM area. In the
machine driver, you can now specify 'generic_0fill' or 'generic_1fill' to
request a generic NVRAM handler. The 0fill and 1fill refer to how the memory
is initialized in the absence of an .nv file.

- The following old functions and macros have now been fully deprecated:

cpu_get_pc() -> activecpu_get_pc()
cpu_get_sp() -> activecpu_get_sp()
cpu_getpreviouspc() -> activecpu_get_previouspc()
cpu_get_reg() -> activecpu_get_reg()
cpu_set_reg() -> activecpu_set_reg()
cpu_set_op_base() -> activecpu_set_op_base()
cpu_get_pc_byte() -> activecpu_get_pc_byte()
READ_WORD -> (no equivalent)
WRITE_WORD -> (no equivalent)

- New function force_partial_update(), call this to force a partial update to
occur up to and including the specified scanline. [Aaron Giles]

- ARM CPU emulation [Bryan McPhail, Phil Stroffolino]


New games supported
-------------------
Gun Force 2 [Chris Hardy]
Angel Kids [David Haywood]
Noboranka [stephh]
Steel Force [David Haywood, stephh]
Mug Smashers [David Haywood, stephh]
Captain America [Bryan McPhail]
Lemmings [Bryan McPhail]
Flyball [Stefan Jokisch]
Grand Cross [David Graves]

New clones supported
--------------------
Mayday (set 3)
Alpha One (prototype of Major Havoc)
Blaster (kit)
Buck Rogers (encrypted)


==========================================================================

0.57

MAMETesters bugs fixed (there are probably more)
-----------------------
gameplan055red
wwfmaniab13gre
dariusg053gre
taitof3c053yel
ridingf053gre
elvactr37b15gre
asukac37b16gre1.
paperboy055yel
alleymas055yel
alpha68k055red
brkthruc055red
ajax056red
champbas056gre
msword056gre
cvs056gre
ironhors056gre
gunbird056red (to be checked)
snowbros056gre
razmataz056yel
exterm055red
harddriv055red
captcomm36b11yel
ghouls37b11gra
rbibb37b11red
excitbkj37b15gre
truxton2055gra


These drivers have improved GRAPHICS:
-------------------------------------

- Fixed Quantum colors. [Aaron Giles]

- Misc fixes to Taito F3. [Bryan McPhail]

- Fixed colors in Battle City and Vs. Tetris, plus other fixes to the vsnes
driver. [Kale]

- Fixed background color in Van-Van Car. [Nicola Salmoria]


These drivers have improved SOUND:
----------------------------------

- Added reverb to the 054539, improving sound in Xexex and Twinbee Yahhoo.
[Olivier Galibert]

- MSM5232 support in Fairy Land Story and Buggy Challenge. [Jarek Burczynski]

- Fixed missing speech in Twinbee. [Uki]

- Fixed sound in Kirameki. [Uki]


Other drivers changes:
----------------------

- Improved C-Chip simulation in Bonze Adventure. [Stefan Jokisch, Ruben Panossian]

- Simulated protection in Pop Flamer. [Paul Priest]


Source:
-------

- New function get_black_pen() which allows to fillbitmap() the background with
black without relying on a palette entry.

- MSM5232 sound emulator. [Jarek Burczynski, Hiromitsu Shioya]

- BSMT2000 sound emulator. [Aaron Giles]

- SSG EG type support added to YM2203 emulation (which is now complete).
This fixes hbarrel wave sound on start of level 1, and some sound effects in
other games (e.g. Dark Seal). [Jarek Burczynski]

- Z180 emulator. [Juergen Buchmueller]

- Fixed a bug in the nec V30 disassembler. [Bart]

- Fixed OUTSB/OUTSW bugs in I86 emulation. [Julien Frelat]


New games supported
-------------------
Quiz Kokology 2 [Luca Elia]
Air Gallet [Luca Elia]
Dramatic Adventure Quiz Keith & Lucy [Luca Elia]
Survival Arts [Luca Elia]
Drift Out '94 - The Hard Order [Luca Elia]
Lovely Pop Mahjong Jan Jan Shimasyo [Luca Elia]
Meosis Magic [Luca Elia]
Mahjong Hyper Reaction 2 [Luca Elia]
Monster Slider [Luca Elia]
Gourmet Battle Quiz Ryorioh CooKing [Luca Elia]
Pachinko Sexy Reaction [Luca Elia]
Wit's [Luca Elia]
SD Gundam Psycho Salamander no Kyoui [Bryan McPhail]
Subroc 3D [Aaron Giles]
Buck Rogers: Planet of Zoom [Aaron Giles]
Revolution X [Aaron Giles]
Battle Toads [Aaron Giles]
Playball! [Aaron Giles]
Acrobat Mission [Bryan McPhail]
Destroyer [Stefan Jokisch]
Onna Sansirou - Typhoon Gal [Uki]
Forty-Love [Uki]
The Undoukai [Uki]
Welltris [David Haywood]
Ultra Maru-hi Mahjong [Takahiro Nogi]
Mahjong Ren-ai Club [Takahiro Nogi]
Crystal Gal [Takahiro Nogi]
Mahjong Uchuu yori Ai wo komete [Takahiro Nogi]
AV2Mahjong No.2 Rouge no Kaori [Takahiro Nogi]
Rettou Juudan Nekkyoku Janshi - Higashi Nippon Hen [Takahiro Nogi]
Ojanko Yakata [Takahiro Nogi]
Ojanko Yakata 2bankan [Takahiro Nogi]
Chinese Casino [Takahiro Nogi]
Ojanko High School [Takahiro Nogi]
Taisen Idol-Mahjong Final Romance 2 [Takahiro Nogi, Uki]
Taisen Mahjong FinalRomance R [Takahiro Nogi, Uki]
Taisen Mahjong FinalRomance 4 [Takahiro Nogi, Uki]
Mahjong Pon Chin Kan [Takahiro Nogi, Uki]
Mosaic [Nicola Salmoria]
Sky Base [inside out boy]
Car Jamboree [inside out boy]
Popper [inside out boy]
Super Cross 2 [inside out boy]
Reikai Doushi [Phil Stroffolino]
F/A [Phil Stroffolino]
Numan Athletics [Phil Stroffolino]

New clones supported
--------------------
Road Blasters (set 2)
Block Out (Japan)
Mahjong CLUB 90's (set 2)
Pop Flamer (protected)
Gun Bird (Korea)
Demon's World (set 2)
Pretty Soldier Sailor Moon (set 2)
Space Echo (= Speak & Rescue)
Volfied (US & World)
Don Pachi (Korea)
Catch-22 (= Combat)


==========================================================================

0.56

These drivers have improved GRAPHICS:
-------------------------------------

- Fixed Gururin. [Miguel Angel Horna]

- Rowscroll in Kaneko16 games. [Luca Elia]

- Overlay for Demon. [Pete Ashdown]


These drivers have improved SOUND:
----------------------------------

- Fixed sound in Venture and other Exidy games. [Aaron Giles]


Changes to the main program:
----------------------------

- Updated the cheat engine. [Ian Patterson]


Source:
-------

- V60 cpu core. [Farfetch'd, R.Belmont]


MAMETesters bugs fixed (there are probably more)
-----------------------

quizkof37b4gre
speedfrk055yel
vectorsshot055gre
chasehq055gre
blazstar37b16gre
mazinger053gre
block37b14yel
spacfury36finalgre


New games supported:
--------------------

Water Match [Nicola Salmoria]
Spatter [Nicola Salmoria]
Raflesia [Chack'n]
Kosodate Quiz My Angel [Luca Elia]
Kosodate Quiz My Angel 2 [Luca Elia]
Puzzle De Bowling [Luca Elia]
Chameleon [Luca Elia]
Wai Wai Jockey Gate-In! [Luca Elia]
Metamoqester [Luca Elia]
Star Guards [Aaron Giles]


==========================================================================

0.55

MAMETesters bugs fixed (there are probably more)
-----------------------
3wonders054gre
artwork054gre
bssoccer054gre
bublbobl054red
cps2c054ora
drtoppel054gre
galaxian053gre
ghostb054yel
holeland37b10gre
konami054red
madmotor054gre
mrgoemon37b9gre
offroad054gre
sharkatt37b15red
stfight054red
tailg054gre
ym2151_054yel


These drivers have improved GRAPHICS:
-------------------------------------

- Preliminary road support in the Taito Z games. [David Graves]


These drivers have improved SOUND:
----------------------------------

- Added support for using AY8910 and YM2203 at the same time, fixing sound in
City Connection. [Tatsuyuki Satoh]

- Sound in Money Money and Jack Rabbit. [Nicola Salmoria]


Source:
-------

- Changed vector games to use direct RGB modes. [Mathis Rosenhauer]

- New data type pen_t, use it instead of UINT32 when dealing with pens and
colortables.


New games supported
-------------------
Ninja Baseball Batman [Bryan McPhail]
Sports Match [Sports Match]
Zero Hour [David Haywood]
Sky Smasher [David Graves]
New York New York [Darren Olafson]
Crazy Rally [Mathis Rosenhauer]
Space Fortress [Mike Coates]
Ultraman Club - Tatakae! Ultraman Kyoudai!! [Luca Elia]

New clones supported
--------------------
Dream Soccer '94 (Japan)
Space Invaders DX (Japan v2.0)
Typhoon (= Ajax)
Rambo III (Europe set 2)
Space Invaders DX (US)
The Hand (=Got-Ya)
Ms. Pacman Champion Edition / Super Zola Pac Gal
Kuri Kinton (Japan, US)
Blomby Car (encrypted)


==========================================================================

0.54

MAMETesters bugs fixed (there are probably more)
-----------------------
sidepckt37b16yel
tumblepb37b16red
strahl37b16ora
rtype37b1gre
poundfou37b1gre
tp8437b7gre
bloodbroc053red
terraf37b13gre/terraf053gre
cinemat053red
dotrone053gre
relief053yel
pbancho053red
goindolc053gre
namcona1c053red
hellfire053yel


These drivers have improved GRAPHICS:
-------------------------------------

- Fixed road lines in Top Speed. [David Graves]


These drivers have improved SOUND:
----------------------------------

- Decrypted the sound CPU in Dream Soccer 94. [Bryan McPhail, Nicola Salmoria]

- Fixed crowd noise in Premier Soccer. [Zsolt Vasvari]


Source:
-------

- Fixes to the YM2610 and YM2151 emulation, verified on the real chip.
[Jarek Burczynski]

- New core function palette_get_pen() replaces the removed osd_get_pen().
Renamed palette_change_color() to palette_set_color().

- Major changes to the CPU interface. As a result of this, some games are
temporarily broken, most notably CPS2. [Aaron Giles]

- improved auto_malloc so that you can auto_malloc at machine_init time and
have the memory disposed of on a reset. [Aaron Giles]


New games supported
-------------------
Fire Barrel [Bryan McPhail, Nicola Salmoria]
Time Limit [Ernesto Corvi]
Youjyuden [Nicola Salmoria]
Gulf Storm [Nicola Salmoria]
Minesweeper [Frank Palazzolo]

New clones supported
--------------------
Space Force (= Meteoroids)
Last Mission (Japan)
Gun Dealer '94 (= Primella)
Blue Hawk (NTC)


==========================================================================

0.53

We have abandoned the "beta" numbering scheme, which was becoming pointless.
The current version is 0.53 because 0.36 (the last "non-beta" release) + .16
(the number of "beta" releases since then) = 0.52.


These drivers have improved GRAPHICS:
-------------------------------------

- Fixed background in Bioship Paladin. [Nicola Salmoria]

- Fixed some issues in Taito B system games. [Nicola Salmoria]

- Real shadows in some Konami games (88 Games, Chequered Flag, X-Men, Asterix,
Surprise Attack, Sunset Riders, etc.). [Nicola Salmoria]

- Real shadows in some SNK games (Ikari Warriors, Victory Road, etc.).
[David Haywood]

- Real shadows in Cisco Heat and F1 Grand Prix Star. [Luca Elia]

- Fixed some protection related issues in Sunset Riders. [Nicola Salmoria]

- Fixed colors in Major Title 2. [Nicola Salmoria]

- Fixed colors in Berlin Wall. [Nicola Salmoria]

- Fixed radar display in Aztarac. [Mathis Rosenhauer]


These drivers have improved SOUND:
----------------------------------

- Decrypted the sound CPU in Gunforce, Blade Master, Lethal Thunder, Undercover
Cops, Mystic Riders, Major Title 2, Hook, R-Type Leo, In the Hunt, and
Perfect Soldiers. [Bryan McPhail, Nicola Salmoria]

- Fixed a EX550x bug that caused Taito F3 and Incredible Tech games to sound
bad. [Aaron Giles]


Other drivers changes:
----------------------

- Fixed the remaining issues in Slapstic emulation.
- Pit Fighter works to the end
- Rampart works to the end
- Tetris now uses the slapstic code
[Aaron Giles]

- Fixed the protection in the original Robocop. [Bryan McPhail]

- Decrypted the original Popeye. [Nicola Salmoria]

- Fixed Free Play mode in Galaga. [Scott Brasington]

- Added support for the target data extracted from the laserdisc to MACH 3.
[Fabrice Frances]


Changes to the main program:
----------------------------

- The Windows port is now called "MAME" (instead of "MAMEW"). The DOS port is
called "DMAME".

- [Windows] CLI improvements:
* config option for steadykey (default: OFF)
* parse debug.ini in debug builds
* mamew \anywhere\roms\pacman.zip works
* improved -log option
* mame will now parse argv[0].ini instead of mame.ini.
i.e. if the mame executable is called "m37b17.exe" it will
parse m37b17.ini instead of mame.ini
[Paul Priest, Bernd Wiebelt]

- [DOS] Support for C64/Atari/Sinclair joysticks connected via DB9 or
Turbografix interface. [Aley Keprt]


Source:
-------

- Big changes to the palette system. 8-bit modes are no longer supported, only
16-bit ones are used. 8-bit support may be removed from the OS dependant
code; the core will never ask for an 8-bit deep screen. 8-bit bitmaps could
still be used though.

- Palette compression has been removed. palette_recalc(), palette_transparent_pen
and palette_used_colors[] are not available anymore. Drivers that relied on
PALETTE_COLOR_TRANSPARENT for transparency effects must be rewritten to
implement them differently. As a result of this, all games using the Taito
TC0480SCP video chip, and all Taito F3 games, are broken in this release.

- tilemap_update() is gone. Everything is handled by tilemap_draw().

- IMPORTANT CHANGE FOR PORTERS: the OS dependant code is now required to
guarantee, in 16-bit palettized mode, that Machine->pens[i] == i. The "pens"
argument to osd_allocate_colors() will be NULL, actually it has been renamed
"rgb_components" since direct RGB modes are the only ones that will pass that
argument.

- Remove VIDEO_MODIFIES_PALETTE and the "modifiable" parameter from
osd_allocate_colors().

- New flags VIDEO_HAS_SHADOWS and VIDEO_HAS_HIGHLIGHTS that automatically extend
the palette creating a darker(brighter copy for shadows handling.
palette_set_shadow_factor() and palette_set_highlight_factor() allow to
control the adjustment to apply (shadow can be > 1.0, making it an highlight,
and highlight can be < 1.0 making it a shadow - the names are just conventional).
[Nicola Salmoria]

- New function palette_set_brightness(), allowing selective control of palette
brightness independently of the palette RAM contents. [Nicola Salmoria]

- MachineDriver.color_table_len can now be 0, meaning that the colortable is a
1:1 mapping from the palette. Note that you CANNOT use this feature if you use
TRANSPARENCY_COLOR; but of course, if you need TRANSPARENCY_COLOR you'll not
have a 1:1 colortable.

- New function tilemap_draw_roz(). [Phil Stroffolino]

- New function auto_malloc(); this is the same as malloc(), but the memory is
automatically freed when the driver exits. [Aaron Giles]

- osd_bitmap.line is now a void ** to prevent confusion.


New games supported
-------------------
Mazinger Z [Luca Elia, Nicola Salmoria]
Pretty Soldier Sailor Moon [Luca Elia, Nicola Salmoria]
Sokonuke Taisen Game [Luca Elia]
Mahjong Doukyuusei [Luca Elia]
Mahjong Doukyuusei Special [Luca Elia]
Big Run [Luca Elia]
Magical Crystals [Luca Elia]
Sand Scorpion [Luca Elia]
Continental Circus [David Graves]
Chase HQ [David Graves]
Battle Shark [David Graves]
Special Criminal Investigation [David Graves]
Night Striker [David Graves]
Aqua Jack [David Graves]
Double Axle [David Graves]
World Grand Prix 2 [David Graves]
Super Real Mahjong Part 3 [Takahiro Nogi]
Mahjong Yuugi [Takahiro Nogi]
Funky Jet [Bryan McPhail, Nicola Salmoria]
Sotsugyo Shousho [Bryan McPhail, Nicola Salmoria]
Hasamu [Bryan McPhail, Nicola Salmoria]
Kengo [Bryan McPhail, Nicola Salmoria]
Dirt Fox
Mighty Guy [Victor Trucco]
Ultra Tank [Phil Stroffolino]

New clones supported
--------------------
Astro Flash (= Transformer)
Twin Hawk (= Daisenpu)
Omega (= The End)
Gingateikoku No Gyakushu (bootleg, set 2)
Point Blank (= Gun Bullet)
Robocop 2 (World, Japan)
Don Doko Don (US)
Thunder Fox (World)
Camel Try (US, alt sound)
Robocop (World rev 4)
Chelnov (World)
Twin Hawk (World)
Swimmer (set 3)
Boulder Dash (Japan)
Robocop (Japan)
Great 1000 Miles Rally (USA)
Super Real Darwin (World)
Pit Fighter (bootleg)
Klax (2 prototypes)
Up'n Down (encrypted)

Games / Sets removed
--------------------
Speak & Rescue bootleg (identical to Speak & Rescue with copyright notice removed)


==========================================================================

0.37 BETA 16

These drivers have improved GRAPHICS:
-------------------------------------

- Fixed colors and other things in Arabian. [Aaron Giles]

- Fixed colors and other stuff in ninjakun. [Uki]

- Fixed sprite priorities in CPS2 games. [Shiriru]

- Fixed colors in World Tennis. [Nicola Salmoria]


These drivers have improved SOUND:
----------------------------------

- Fixed incomplete first credit sound in MetalB and other F2 games, and
bonzeadv player shoot sound. [Stefan Jokisch]

- Decrypted the Seibu sound CPU, giving sound in raidena, dynduke, toki, cabal.
[Nicola Salmoria]


Other drivers changes:
----------------------

- Rewritten the Galaxian PCB drivers. [Zsolt Vasvari]

- Partial protection simulation in Avengers. [Phil Stroffolino]

- Fixed Toki original versions. [David Graves, Bryan McPhail]

- Fixed Cabal original version. [Nicola Salmoria]

- Fixed some protection issues in Wiz. [Stefan Jokish]

- Decrypted the original Ms. Pac Man [David Widel]


Changes to the main program:
----------------------------

- [Windows] New command line parameter: -effect
-effect none: no blitting effects
-effect scan25: 25% scanlines
-effect scan50: 50% scanlines
-effect scan75: 75% scanlines
-effect rgb3
-effect rgb4
-effect rgb6
-effect rgb16
-effect rgbtiny
-effect rgb4v
-effect scan75v
[Aaron Giles]


Source:
-------

- New subdirectory "includes" for driver-specific header files.

- Added new flags for the tilemap subsystem: TILE_SWAXY and TILE_4BPP. Also
added tile_info.skip. SET_TILE_INFO() now has a third parameter (flags),
tilemap_set_transmask() sets independently the transparency masks for the
front and back layer, and tilemap_draw() can be called with a NULL tilemap
(in that case, only the priority bitmap is updated). [Phil Stroffolino]

- Support for GFX_RAW in GfxLayout (see drawgfx.h). [Nicola Salmoria]


New games supported
-------------------
Gridlee [Aaron Giles]
Slither [Aaron Giles]
Extreme Downhill [Luca Elia]
Burglar X [Luca Elia]
Zero Point [Luca Elia]
Gundhara [Luca Elia]
Stagger I [Luca Elia]
Sen Jin - Guardian Storm [Luca Elia]
Multi Champ [Luca Elia]
Mahjong Gakuensai [Luca Elia]
Mahjong Gakuensai 2 [Luca Elia]
Under Fire [David Graves]
Voflied [Stefan Jokish]
Premier Soccer [Nicola Salmoria]
Raiders 5 [Uki]
Markham [Uki]
Strength & Skill [Uki]
Pettan Pyuu [Uki]
Ikki [Uki]
Namco Classics vol. 1 [Mark McDougall]
Hang-On Jr. [David Haywood]
Transformer [David Haywood]
Riddle of Pythagoras [David Haywood]
WWF Superstars [David Haywood]
WWF Wrestlefest [David Haywood]
China Gate [Paul Hampson]
Nebulas Ray [Phil Stroffolino]
Gun Bullet [Phil Stroffolino]
Great Sluggers '94 [Phil Stroffolino]
Super World Stadium '96 [Phil Stroffolino]
Super World Stadium '97 [Phil Stroffolino]
Red Clash [inkling]
Exzisus [Yochizo]
Bonze's Adventure [Yochizo, Stefan Jokisch]
Super Real Mahjong P2 [Yochizo, Takahiro Nogi]
Idol-Mahjong Housoukyoku [Takahiro Nogi]
Mahjong Natsu Monogatari [Takahiro Nogi]
Mahjong Fun Club - Idol Saizensen [Takahiro Nogi]
Mahjong Daiyogen [Takahiro Nogi]
Nekketsu Mahjong Sengen! AFTER 5 [Takahiro Nogi]
Idol-Mahjong Final Romance [Takahiro Nogi]

New clones supported
--------------------
Main Stadium (= Bottom of the Ninth)
Cosmo Gang the Puzzle (US)
All American Football (rev C)
Wonder Boy (set 1, new encryption)
Stinger (set 1)
Bull Fight (English)
Disco (rev F)
Performan (US)
World Cup '90 (set 2)
Ms. Pac-Man (original)
Ms. Pac Attack
Lady Killer (Mitchell)


==========================================================================

0.37 BETA 15

These drivers have improved GRAPHICS:
-------------------------------------

- Fixed scrolling in Top Secret. [Ian Patterson]

- Improved special effects and fixed pixel layer colors in the Taito F3 games.
[Bryan McPhail]

- Fixed sprites in World Grand Prix. [David Graves]


These drivers have improved SOUND:
----------------------------------

- Fixed sound in Atari Basketball. [Stefan Jokisch]


Other drivers changes:
----------------------

- Fixed Arkanoid "instant death in final round" bug. [Frotz]

- Fixed the spinner in Dark Planet. [Zsolt Vasvari]

- Simulated controls in Slick Shot. [Aaron Giles]

- Fixed the NEC cpu bug that caused slowdowns in Raiden. [Bryan McPhail]


Changes to the main program:
----------------------------

- Fixed 68020 emulation bugs that prevented many Taito F3 games from working.
[Bryan McPhail]

- Rewritten the cheat engine. [Ian Patterson]


Source:
-------

- The main binary distribution of MAME is now a completely new win32 console
port. Some of the benefits are: support for full screen hardware stretching
(if you have a decent video card), and a much better command line / options
file parsing (ported from xmame).
To create the mame.ini configuration file on startup, use the -createconfig
option. -showusage lists all available options. [Aaron Giles, Bernd Wiebelt]


New games supported
-------------------
Power Play [Aaron Giles]
Neck & Neck [Aaron Giles]
Shuffleshot [Aaron Giles]
Elevator Action Returns [Bryan McPhail]
Darius Gaiden [Bryan McPhail]
Puzzle Bobble 4 [Bryan McPhail]
Land Maker [Bryan McPhail]
Twin Qix [Bryan McPhail]
Gekirindan [Bryan McPhail]
Magic Bubble [Luca Elia]
J. J. Squawkers [Luca Elia]
Go Go! Mile Smile [Luca Elia]
Bang Bang Ball [Luca Elia]
Jitsuryoku!! Pro Yakyuu [Luca Elia]
Clash Road [Luca Elia]
Dommy [David Haywood]
Ixion [David Haywood]
Vandyke [David Haywood]
Tunnel Hunt [Phil Stroffolino, Owen Rubin]

New clones supported
--------------------
Wheel of Fortune (set 2)
Rim Rockin' Basketball (v1.6)
Marble Madness (set 1)
Vindicators (4/26/88)
Slick Shot (V2.2)
Jungle Hunt (Brazil)
Shingen Samurai-Fighter (= Takeda Shingen)
Double Dragon 2 (World)
Street Fighter: The Movie (v1.12)
TMNT (Japan 4 Players)
Strahl (set 2)


==========================================================================

0.37 BETA 14

These drivers have improved GRAPHICS:
-------------------------------------

- Fixed sprite priorities in Hachoo. [Nicola Salmoria]


These drivers have improved SOUND:
----------------------------------

- Sound in Looping. [Mathis Rosenhauer]

- Improved speech in Double Dribble. [Tatsuyuki Satoh]

- Improved subwoofer sounds in ninjaw and darius2d. [Andrea Mazzoleni]


Changes to the main program:
----------------------------

- [DOS] The keyboard special handling introduced in the previous beta, which
makes it easier to register two- or three-button presses, is now optional.
By default it's off; to turn it on, use -steadykey. [Mike Coates]

- Changed 4-way emulation on a 8-way joystick to "sticky" mode. This makes
Lady Bug and other 4-way games more playable.
Explanation here: http://www.rentrondesign.homestead.com/JoyPrimer.html
[Jeoff Krontz]


Source:
-------

- MB87078 emulation, used by some Taito B games. [Jarek Burczynski]

- New helper macros BITSWAP8(), BITSWAP16() and BITSWAP24().


New games supported
-------------------
Hexion [Nicola Salmoria]
Mouja [Nicola Salmoria]
Rough Ranger [Luca Elia, Phil Stroffolino]
Hard Head [Luca Elia, Phil Stroffolino]
Gyakuten!! Puzzle Bancho [Luca Elia]
Shanghai Kid [Phil Stroffolino]
Dynamic Ski [Phil Stroffolino]
Bakuretsu Quiz Ma-Q Dai Bouken [Phil Stroffolino]
Exbania [Phil Stroffolino]
Knuckle Heads [Phil Stroffolino]
Nettou! Gekitou! Quiztou!! [Phil Stroffolino]
Super World Court [Phil Stroffolino]
Quiz Gakumon no Susume [Uki]
XX Mission [Uki]
Wonder Planet [Bryan McPhail]
Ryu Jin [Jarek Burczynski]
Thunder Dragon 2 [David Haywood]
Cyby Bop [David Haywood]
Bigfoot Bonkers [Juergen Buchmueller]
IGMO [Zsolt Vasvari]

New clones supported
--------------------
Trick Trap (= Labyrinth Runner)
Fighting Fantasy (Japan revision 2)
Super World Stadium '92 Gekitouban
Boxy Boy (= Souko Ban Deluxe)
Rim Rockin' Basketball (V1.2)
Block Block (World 911106)
RodLand (Japan original)
Sky Adventure (Japan)
Tant-R (Puzzle & Action) (Japan) (bootleg set 2)
Puyo Puyo (English) (bootleg)
Punk Shot (Japan)
The Glob (dedicated)
Super Glob
Tube-It (= Cachat)
Final Round (version M)
Galaga 3 (set 1)


==========================================================================

0.37 BETA 13

These drivers have improved GRAPHICS:
-------------------------------------

- Fixed raster-style effects in Metal Black. [Bryan McPhail, David Graves]

- NeoGeo raster effects fixes: Pulstar (level 2 boss), AoF (title screen),
Double Dragon (levels with water), AoDK (100 mega shock logo - is it correct?),
Eight Man (title screen), Super Dodgeball (flames in attract mode), Top Hunter
(waves when entering bonus stages). [Nicola Salmoria]

- Fixed linescroll effects in the Taito B system. [Jarek Burczynski]


These drivers have improved SOUND:
----------------------------------

- Speech in Champion Wrestler. [Nicola Salmoria]


Other drivers changes:
----------------------

- Fixed crashes in Land Sea Air Squad. [inside out boy]


Changes to the main program:
----------------------------

- [DOS] Added a workaround for the slow PC keyboard interface. This makes it
easier to accomplish special moves that require two or three keys pressed at
the same time, but delays response by at least one frame.
The change doesn't affect josyticks and keypads connected through the game
or USB ports. [Nicola Salmoria]


Source:
-------

- 16-bit and 32-bit read memory handlers now have the additional mem_mask
argument, like write handlers.

- Removed TRANSPARENCY_THROUGH mode for drawgfx().

- NEC UPD7810 CPU emulation. [Juergen Buchmueller]

- Added vector fglicker control to the On Screen Display. int options.flicker
replaced with float option.vector_flicker, with ranger 0-100. [M.A.S.H.]


New games supported
-------------------
DECO Cassette System [Juergen Buchmueller]
Sadari [Nicola Salmoria]
Hot Dog Storm [Nicola Salmoria]
Othello Derby [Nicola Salmoria]
Moeyo Gonta!! (Lady Killer) [Nicola Salmoria]
Puzzli [Nicola Salmoria]
Blazing Tornado [Nicola Salmoria]
Over Drive [Nicola Salmoria]
Chequered Flag [Manuel Abadia]
Gun Buster [Bryan McPhail, David Graves]
Super Chase [Bryan McPhail, David Graves]
Bioship Paladin [Bryan McPhail]
Pairs [Aaron Giles]
G.I. Joe [Olivier Galibert]
Asterix [Olivier Galibert]
The Bounty [Zsolt Vasvari]
Tetris Plus 2 [Luca Elia]
Sonic Blast Man [Jarek Burczynski]
GunNail [David Haywood]
Thunder Dragon [David Haywood]
Gladiator 1984 [Phil Stroffolino]
Momoko 120% [Uki]

New clones supported
--------------------
Son Son (Japan)
3 Wonders (World)
Salamander (version J)
Vendetta (4 players)

Games / Sets removed
--------------------
Moon Ranger (gfx hack of Moon Patrol with no code changes)


==========================================================================

0.37 BETA 12

These drivers have improved GRAPHICS:
-------------------------------------

- Fixed colors in Wiz. [Nicola Salmoria]

- Fixed colors in Funny Mouse. [Nicola Salmoria]

- Fixed auto animation speed in the NeoGeo games. [Ralf Willenbacher]

- Fixed raster effects in mosyougi (title screen) and viewpoint (Sammy logo).
[Nicola Salmoria]

- Accurate emulation of sprite multiplexing in Gyruss (also emulating the slave
6809) and Time Pilot. [Nicola Salmoria]

- Some fixes to the Cave games. [Shiriru]

- Fixed colors and music tempo in Battle Lane. [Nicola Salmoria]


These drivers have improved SOUND:
----------------------------------

- Fixed engine sound in After Burner. [Shica]


Source:
-------

- 054539 sound emulation, used in X-Men, Xexex, GI Joe. [Olivier Galibert]

- All new set of functions for alpha blending support, used in Xexex.
Porters: you have to support direct mapped 15 and 32 bits video modes. Remember
to update osd_alloc_bitmap() too! See osdepend.h for the changes in
osd_create_display() and osd_allocate_colors(). [Olivier Galibert]

- draw_crosshair(). [Nicola Salmoria]

- GAME_IMPERFECT_GRAPHICS flag for game drivers.

- Standalone YM2413 emulator, giving much better sound in e.g. Pang.
[Mitsutaka Okazaki, Sean Young]

- [DOS] Now compiled with Allegro WIP 3.9.34, this fixes problems with the
Sidewinder gamepad. GNU Binutils 2.9.5.1 might also be needed to compile.

- New filtering code for the audio mixer. It is applied to audio streams
generated at a sampling rate different from the sound card's one, improving
quality. Some examples with a very audible difference are: fantasy, polyplay,
galaxian (the background effect when playing), nibbler, vanguard and all the
Seta games.

[DOS] The "resamplefilter" option can be used to turn the filtering off.
[Andrea Mazzoleni]


New games supported
-------------------
The Karate Tournament [Luca Elia]
Poitto! [Luca Elia]
Toride II Adauchi Gaiden [Luca Elia]
Pururun [Luca Elia]
Cannon Ball [Luca Elia]
Shocking [Luca Elia]
Strike Gunner S.T.G [Luca Elia]
Mobile Suit Gundam [Luca Elia]
Quiz Kokology [Luca Elia]
Ultra Balloon [Luca Elia]
Blomby Car [Luca Elia]
Grand Champion [Ernesto Corvi, Phil Stroffolino]
Cosmo Gang the Puzzle [Phil Stroffolino]
Emeraldia [Phil Stroffolino]
Tinkle Pit [Phil Stroffolino]
Chinese Hero [Phil Stroffolino]
VS Gong Fight [Phil Stroffolino]
Looping [Phil Stroffolino]
Sky Bumper [Phil Stroffolino]
Fire Truck [Phil Stroffolino]
Championship V'Ball [Paul Hampson]
lots of Nichibutsu mahjong games [Takahiro Nogi]
Shoot the Bull [David Widel]
Fighting Roller [Ville Laitinen]
Street Fighter: The Movie [Aaron Giles]
Battle Cruiser M12 [Guru]
Star Luster [Howie Cohen]
Ice Climber Dual [Howie Cohen]
Dungeons & Dragons: Tower of Doom [Paul Leaman]
Vampire: The Night Warriors [Paul Leaman]
Street Fighter Alpha: Warriors' Dreams [Paul Leaman]
Vampire Savior: The Lord of Vampire [Paul Leaman]
X-Men: Children of the Atom [Paul Leaman]
Super Street Fighter 2: The New Challengers [Paul Leaman]
Aliens vs. Predator [Paul Leaman]
Street Fighter Alpha 2 [Paul Leaman]
Marvel Super Heroes [Paul Leaman]
Robocop 2 [Bryan McPhail]

New clones supported
--------------------
Sky Kid (set 2)
Pang Poms (Mitchell)
NBA Hangtime
Spelunker (Japan)
Kitten Kaboodle (= Nyan Nyan Panic)
Klax (Germany)


==========================================================================

0.37 BETA 11

These drivers have improved GRAPHICS:
-------------------------------------

- Fixed sprite zooming in the Cave games. [Shiriru]


Other drivers changes:
----------------------

- Fixed collision detection in Thunder Cross. [Eddie Edwards]

- Some fixes to YMZ280B emulation. [Shiriru]

- Better fixes to Rainbow cchip, the secret rooms now work and display the
correct secret codes. [Stefan Jokisch]


Source:
-------

- Some support for discrete component sound emulation. [Keith Wilkins]

- ES5505/6 emulation. [Aaron Giles]


New games supported
-------------------
Space Gun [David Graves]
Operation Wolf [David Graves, Jarek Burczynski]
Operation Thunderbolt [David Graves]
Darius [David Graves, Jarek Burczynski]
Slap Shot [David Graves]
Butasan [Yochizo]
Jump Shot [David Widel]
Strata Bowling [Aaron Giles]
Arlington Horse Racing [Aaron Giles]
Time Killers [Aaron Giles]
Hard Yardage [Aaron Giles]
Blood Storm [Aaron Giles]
Last Fortress - Toride [Luca Elia]
Pang Poms [Luca Elia]
Sky Alert [Luca Elia]
Dharma [Luca Elia]
Daitoride [Luca Elia]
Bal Cube [Luca Elia]
Block Carnival [Luca Elia]
Ninja Kid [David Haywood]
Black Panther [Eisuke Watanabe]
Nyan Nyan Panic [Eisuke Watanabe]
City Bomber [Eisuke Watanabe]
Shanghai II [Nicola Salmoria]
Battle City [Howie Cohen]
Vs Castlevania [Howie Cohen]
Clu Clu Land [Howie Cohen]
Dr Mario [Howie Cohen]
Duck Hunt [Howie Cohen]
Excitebike [Howie Cohen]
VS The Goonies [Howie Cohen]
Hogan's Alley [Howie Cohen]
Ice Climber [Howie Cohen]
Lady Golf [Howie Cohen]
Mach Rider [Howie Cohen]
Atari RBI Baseball [Howie Cohen]
VS Super Mario Bros [Howie Cohen]
Super SkyKid [Howie Cohen]
VS TKO Boxing [Howie Cohen]
VS Golf [Howie Cohen]
Pinball [Howie Cohen]
VS Slalom [Howie Cohen]
Unisystem Soccer [Howie Cohen]
VS Gradius [Howie Cohen]
VS Tetris [Howie Cohen]
Platoon [Howie Cohen]
VS Tennis [Howie Cohen]
VS Wrecking Crew [Howie Cohen]
VS Balloon Fight [Howie Cohen]
VS Mahjong [Howie Cohen]
VS Baseball [Howie Cohen]
Ring Rage [Bryan McPhail]
Arabian Magic [Bryan McPhail]
Riding Fight [Bryan McPhail]
Grid Seeker: Project Stormhammer [Bryan McPhail]
Gunlock [Bryan McPhail]
Super Cup Finals [Bryan McPhail]
Top Ranking Stars [Bryan McPhail]
Lightbringer [Bryan McPhail]
Kaiser Knuckle [Bryan McPhail]
Bubble Bobble 2 [Bryan McPhail]
Space Invaders DX [Bryan McPhail]
Power Goal [Bryan McPhail]
Quiz Theater - 3tsu no Monogatari [Bryan McPhail]
Akkanvader [Bryan McPhail]
Moriguchi Hiroko no Quiz de Hyuuhyuu [Bryan McPhail]
Puzzle Bobble 2 [Bryan McPhail]
Kyukyoku Tiger 2 [Bryan McPhail]
Bubble Memories - The Story Of Bubble Bobble 3 [Bryan McPhail]
Cleopatra Fortune [Bryan McPhail]
Puzzle Bobble 3 [Bryan McPhail]
Arkanoid Returns [Bryan McPhail]
Kirameki Star Road [Bryan McPhail]
Puchi Carat [Bryan McPhail]
Pop 'N Pop [Bryan McPhail]

New clones supported
--------------------
The Ninja Warriors (Japan)
World Grand Prix (joystick)
Gun Dealer (Tecmo)
Super Basketball (encrypted)


==========================================================================

0.37 BETA 10

These drivers have improved GRAPHICS:
-------------------------------------

- Fixed priorities in Pac 'n Pal [Aaron Giles]

- Improved colors in Mr. Do!. [Nicola Salmoria]

- Fixes to Xexex. [Olivier Galibert]


These drivers have improved SOUND:
----------------------------------

- Improved sound in World Cup '90 [John (and Philip) Bennett]

- Fixed a YMZ280B bug that caused bad sound in the Cave games. [Bernd Wiebelt]


Other drivers changes:
----------------------

- Improved C-chip simulation in Rainbow Island, fixing secret rooms.
[Stefan Jokisch]

- Improved collision detection in Thunder Cross. [Eddie Edwards]


Changes to the main program:
----------------------------

- Paddles now map linearly to the analog joystick.


Source:
-------

- New functions draw_scanline8() and draw_scanline16() to help bitmap based
games in supporting display rotation and 16-bit video modes. Converted a
number of drivers to this new system. [Aaron Giles]


New games supported
-------------------
Hole Land [Mathis Rosenhauer]
American Speedway [Luca Elia]
Cosmos [Mike Coates]
Dark Warrior [Mike Coates]
Video Eight Ball [Mike Coates]
Logger [Mike Coates]
Dazzler [Mike Coates]
Wall Street [Mike Coates]
Radar Zone [Mike Coates]
Gold Bug [Mike Coates]
Heart Attack [Mike Coates]
Hunchback [Mike Coates]
Superbike [Mike Coates]
Hero [Mike Coates]
Hunchback Olympic [Mike Coates]
Beat Head (prototype) [Aaron Giles]
Stompin' [Aaron Giles]
Wheel Of Fortune [Aaron Giles]
Golden Tee Golf [Aaron Giles]
Slick Shot [Aaron Giles]
Golden Tee Golf II [Aaron Giles]
Peggle [Aaron Giles]
Hot Shots Tennis [Aaron Giles]
Rim Rockin' Basketball [Aaron Giles]
Ninja Clowns [Aaron Giles]
Atomic Robokid [Yochizo]
Omega Fighter [Yochizo]
Syvalion [Yochizo]
Record Breaker [Yochizo]
Dynamite League [Yochizo]
Argus [Yochizo]
Valtric [Yochizo]
Mr. F. Lea [Phil Stroffolino]
World Grand Prix [David Graves]
Darius 2 [David Graves]
Warrior Blade [David Graves]
Top Speed [David Graves]
Ninja Warriors [David Graves]
China Town [Bryan McPhail]
Performan [Quench]

New clones supported
--------------------
Indiana Jones (German)
Ghost Muncher (= Pac Man)
Battle Zone (cocktail)
Pipe Dreams (US)
Poker Ladies (Leprechaun)


==========================================================================

0.37 BETA 9

A handful of drivers haven't been converted to the new memory API yet, and therefore
don't work. On startup, they will give the error
cpu # uses wrong data width memory handlers!
and refuse to start.


These drivers have improved GRAPHICS:
-------------------------------------

- Fixed last two levels in Act Fancer. [Bryan McPhail]


Source:
-------

- Major rewrite of the memory interface.
The interface to the system is nearly identical, but the core has been
rewritten. Input ports are now handled just like memory accesses. Input ports
are also the same width as memory for a given CPU. For example, a 16-bit CPU
now needs both 16-bit memory handlers and 16-bit port handlers. Interfaces
for 16-bit and 32-bit port handlers have been added.

New macros exist now for generating and declaring a set of memory handlers.
This makes it very easy to add a new address space. The "voodoo constants"
ABITS1_xx, ABITS2_xx and ABITSMIN_xx are no longer necessary.

The number of supported banks has been expanded to 24. The
memory_set_bankhandler_* functions now take an additional parameter which
serves as an additional offset into the memory space. The namcos1 driver
has been modified to take advantage of these features.

It is now possible to manually limit the number of active address bits by
using a special MEMPORT_SET_BITS() macro in the read or write memory
definitions. See the rpunch driver for an example (Rabio Lepus only maps
the low 20 bits of the 68000's 24-bit address space.)

A new function cpu_get_pc_byte returns the byte offset of the current CPU's
PC, adjusted for Harvard architecture CPUs and CPUs which track the PC at the
bit or word level.

Several functions and macros have been renamed. All drivers have been updated
accordingly:

cpu_setbankhandler_* -> memory_set_bankhandler_*
cpu_setOPbaseoverride -> memory_set_opbase_handler
memoryswapcontext -> memory_set_context
cpu_readport -> cpu_readport16
cpu_writeport -> cpu_writeport16
change_pc -> changepc_16

[Aaron Giles]

- Major rewrite of the ROM loading interface.
The previous ROM loading system was showing its limitations, and was often
the source of confusion about byte ordering. The new system attempts to
address these concerns. All drivers have been converted to use the new
system exclusively; the old macros are deprecated immediately.

The ROM_REGION macro now takes a third parameter, which holds the various
flags for the region. These flags have been expanded to describe the data
width and endianness of the region (except for CPU regions, which obtain
their width and endianness from the associated CPU). This information is
used after the region has been loaded in order to appropriately byte-
swap the data for the native endianness of the target platform.

Additional region flags are now provided: ROMREGION_INVERT performs a
logical NOT on all data in the region. And ROMREGION_ERASE can be used to
clear the region to a specific byte value before loading ROMs.

For ROM loading, the old collection of ROM_LOAD_XXX_EVEN/ODD macros is
gone. To load a ROM into every other byte in a region, use the new macro
ROM_LOAD16_BYTE. All data should now be loaded in the natural alignment and
endianness of the region. Only after the ROMs are loaded will the data
be modified to correspond to what the CPU needs.

If you are loading data for a CPU into a non-CPU region (for example, you
are loading 68000 code into REGION_USER1), you need to make sure to tag
the region the same as the CPU. For a user region containing 68000 code,
you should use the ROM_REGION16_BE() macro to declare the region. This
isn't necessary for REGION_CPUxx because the ROM loader automatically
determines the information it needs from the CPU interface.

If you have old drivers to convert, these conversions cover 99% of all
cases (the (0) or (1) indicates that the offset field should be an even
(0) or an odd (1) address):

ROM_LOAD_EVEN -> ROM_LOAD16_BYTE(0)
ROM_LOAD_ODD -> ROM_LOAD16_BYTE(1)
ROM_LOAD_WIDE -> ROM_LOAD16_WORD
ROM_LOAD_WIDE_SWAP -> ROM_LOAD16_WORD_SWAP

ROM_LOAD_GFX_EVEN -> ROM_LOAD16_BYTE(0)
ROM_LOAD_GFX_ODD -> ROM_LOAD16_BYTE(1)
ROM_LOAD_GFX_SWAP -> ROM_LOAD16_WORD_SWAP

ROM_LOAD_V20_EVEN -> ROM_LOAD16_BYTE(1)
ROM_LOAD_V20_ODD -> ROM_LOAD16_BYTE(0)
ROM_LOAD_V20_WIDE -> ROM_LOAD16_WORD

These new macros are built upon a more flexible collection of ROM-
loading operations. ROM data is now loaded in "groups" of 1-16 bytes,
with 0-15 bytes of empty space left between each group. The data in
each group can be loaded in standard order, or in reversed order. And
each byte of data loaded can be masked and shifted to blend with other
data that has been previously loaded.

Furthermore, since almost every ROM_RELOAD and ROM_CONTINUE was used to
load the ROM with the exact same parameters, these macros now inherit
the behavior of the previous operation. This eliminates the need for
ROM_RELOAD_GFX_EVEN and all the other macros that cluttered up the old
system. For example, if you use ROM_LOAD16_BYTE to load some data, and
follow it with a ROM_CONTINUE to load additional data at a separate
offset, the ROM loader will continue loading every other byte.

Finally, there are two new entries that can be used to help fill in
unused or duplicated ROM data:

ROM_FILL( offset, length, byteval)
ROM_COPY( source_region, source_offset, offset, length )

ROM_FILL simply clears blocks of a region to a specific byte value.
ROM_COPY can be used to copy previously-loaded data from the same or
another region.
[Aaron Giles]

- The 68EC020 core now uses 32-bit memory handlers. The Psikyo driver has been
updated to use the new interface. Unfortunately, this support has yet to make
it into the x86 asm 68000 core, so it is once again disabled for this build.
[Aaron Giles]

- The CCPU and TMS32C010 cores are now full 16-bit cores. Appropriate changes
to the drivers that use them have already been made. This fixes the input
ports on the Cinematronics games, and gameplay in several Toaplan games.
[Aaron Giles]


New games supported
-------------------
Cavelon [Paul Swan]
M660 [Paul Swan]
The FairyLand Story []
Balloon Brothers [Yochizo]
Gigandes [Yochizo]
Daisenpu [Yochizo]
Battle Garegga [Yochizo]
Armed Police Batrider [Yochizo]
After Burner [Phil Stroffolino, Dave]
After Burner II [Phil Stroffolino, Dave]
Bloxeed [David Haywood, Aaron Giles]
Columns [David Haywood, Aaron Giles]
Columns II - The Voyage Through Time [David Haywood, Aaron Giles]
Borench [David Haywood, Aaron Giles]
ThunderForce AC [David Haywood, Aaron Giles]
Tant-R (Puzzle & Action) [David Haywood, Aaron Giles]
Puyo Puyo [David Haywood, Aaron Giles]
Stack Columns [David Haywood, Aaron Giles]
Poto Poto [David Haywood, Aaron Giles]
Zunzunkyou No Yabou [David Haywood, Aaron Giles]
Puyo Puyo 2 [David Haywood, Aaron Giles]
Ichidant-R [David Haywood, Aaron Giles]
Hard Drivin' [Aaron Giles, Ernesto Corvi]
Saboten Bombers [Mirko Buffoni]
Scud Hammer [Luca Elia]
Thunder & Lightning [Luca Elia]
Rezon [Luca Elia]
Athena no Hatena [Luca Elia]
Oishii Puzzle Ha Irimasenka [Luca Elia]
Eight Forces [Luca Elia]
Pro Mahjong Kiwame [Luca Elia]
Krazy Bowl [Luca Elia]
Battle K-Road [Luca Elia]
Naname de Magic! [Nicola Salmoria]
Asuka & Asuka [David Graves, Brian Troha]
Maze of Flott [David Graves, Brian Troha]
Galmedes [David Graves, Brian Troha]
Earth Joker [David Graves, Brian Troha]
Kokontouzai Eto Monogatari [David Graves, Brian Troha]
Cadash [David Graves]

New clones supported
--------------------
The King of Dragons (US)
Street Smart (World version 1)
Two Tigers (dedicated)
Manhattan 24 Bunsyo (= Jail Break)


==========================================================================

0.37 BETA 8

These drivers have improved GRAPHICS:
-------------------------------------

- Fixed scrolling in Major Title and priority in Hammerin' Harry.
[Nicola Salmoria]


These drivers have improved SOUND:
----------------------------------

- Preliminary sound in Blade Master, Gunforce, UUCops and Lethal Thunder.
[Bryan McPhail]


Source:
-------

- Major changes to the memory interface.
Drivers must use the new MEMORY_READ_START etc. macros, and for 16-bit CPUs
the API is completely changed: the new READ16_HANDLER, WRITE16_HANDLER
function types must be used for memory handlers. The macros READ_WORD(),
WRITE_WORD() etc. are obsolete: handlers must directly access 16-bit wide
arrays (use data16_t * instead of the old unsigned char *); always use the
new macro COMBINE_DATA() to store data in the arrays correctlyhandling 8-bit
wide memory accesses. Use ACCESSING_MSB and ACCESSING_LSB to know if the
specified byte is being accessed (necessary for 8-bit wide external hardware).
You no longer have to use MRA_BANKx for sparse RAM areas, you can use MRA_RAM
just like with the 8-bit games.

A handful of drivers haven't beenconverted to the new API yet, and therefore
don't work. On startup, they will give the error
cpu # uses wrong data width memory handlers!
and refuse to start.

The cheat system might be broken for 16-bit CPUs (untested).
[Juergen Buchmueller]

- Changes to the tilemap API:
- tilemap_render() is obsolete
- struct tilemap is private - can't be accessed directly
- tilemap_set_transparent_pen() and tilemap_set_transmask() replace direct
poking in the tilemap
- tilemap_mark_all_pixels_dirty() is obsolete (replaced by
tilemap_dirty_palette() which is automatically called by palette_recalc())
- additional parameter to tilemap_draw() to specify the priority mask to be
stored in the priority buffer
[Phil Stroffolino]

- Removed palette_transparent_color which is no longer needed by any driver.
[Nicola Salmoria]

- Removed the "ui" parameter from osd_mark_dirty(). [Nicola Salmoria]

- Removed osd_clearbitmap(). The correct way to black the screen in drivers
is, and has always been, fillbitmap(). osd_alloc_bitmap() no longer has to
clear the bitmap (it isn't necessary since it's cleared by the drivers
anyway).
extern int need_to_clear_bitmap removed as well; use schedule_full_refresh()
instead (clearing the bitmap is not necessary because drivers are required to
redraw the whole screen when full_refresh is 1). [Nicola Salmoria]

- Rewritten the Nec CPU core, with correct timing and support for encryption.
[Bryan McPhail]

- Preliminary Irem GA20 sound emulation. [Bryan McPhail]

- The profiler also watches memory read and write handlers. They were
previously cumulated with the CPU emulation.
Also, the profiler is now disabled in non-debug builds because the
performance hit is quite noticeable. [Nicola Salmoria]

- The x86 asm 68000 core now has limited 68020 support and runs the Psikyo
games, so is reenabled by default. [Darren Olafson]


New games supported
-------------------
dozens of Nichibutsu mahjong and quiz games [Takahiro Nogi]
Super Dodge Ball [Paul Hampson, Nicola Salmoria]
Macross [Mirko Buffoni]
Macross II [Nicola Salmoria]
Nouryoku Koujou Iinkai [Nicola Salmoria]
Strahl [Bryan McPhail]
Pushman [Bryan McPhail]
Bomberman [Bryan McPhail]
Bomberman World [Bryan McPhail]
Donpachi [Luca Elia]
Blaze On [Luca Elia]
Beezer [Mathis Rosenhauer]
Sel Feena [Jarek Burczynski]
Libble Rabble [Edgardo E. Contini Salvan]
STUN Runner [Aaron Giles]

New clones supported
--------------------
Hissatsu Buraiken (= Avengers)
Sky Adventure (Japan)
Gunforce (Japan)
Daiku no Gensan (Japan, M72)
Warriors of Fate (US)
Street Fighter II (US revision I)


==========================================================================

0.37 BETA 7

-- FIRST, A WORD FROM OUR SPONSOR --

Some time ago I (Nicola) mistakenly removed Lotto Fun because I thought it was
a gambling machine. After some more careful evaluation, it is evident that
this is a game of skill, therefore it is now supported again. This was my
mistake and I apologize for that.

As a reminder, the exclusion of gambling machines is purely technical, not
moral or legal. Gambling machines are not video games, and just like MAME
doesn't support mechanical pinballs (but it supports software pinballs), it
also doesn't support gambling machines (but it supports games with a gambling
theme). Both mechanical pinballs and gambling machines can be found in the
same places where video games are; this doesn't make them all the same thing.
The distinction between gambling machines and video games is not arbitrary:
gambling machines usually require more money to play than a video game (e.g.
10 tokens to start), and they have settings that allow the operator to decide
how much of the money that comes in should come out. No amount of skill can
improve a player's chances of winning: this is entirely predetermined by the
machine.

-- WE NOW RETURN YOU TO YOUR USUAL PROGRAMMING --


These drivers have improved GRAPHICS:
-------------------------------------

- Stars in Strider and Forgotten Worlds. [Nicola Salmoria, Tim Lindquist]

- Fixed sprite/tile priority in Black Tiger. [Nicola Salmoria]

- Fixed startup garbage in Vastar. [Zsolt Vasvari]


Other drivers changes:
----------------------

- Fixed the Pokey emulation so that the Tempest reset bug is fixed, this time
for real and forever. [Juergen Buchmueller]


Source:
-------

- Important for porters: changes to the dirty marking system. The blitting
code was previously required to support two types of dirty marking: a
"correct" one, used for vector games, where only the screen portions marked
dirty during the current frame should be copied to the video card; and a
"wrong" one, relying on a hack, where the blitter was also required to
remember the dirty regions from *previous* frame, and copy those as well.
Only the "correct" one is left, which should somewhat simplify dirty
handling in the OS dependant code. Moreover, the code must not check for
VIDEO_TYPE_VECTOR to know whether to use dirty marking: it must check only
VIDEO_SUPPORTS_DIRTY, which is set for vector games.

- Important for porters: the HAS_XXX constants for cpu and sound emulation are
no longer #defined in cpuintrf.h if they were not already defined. They are
set by the makefile (rules.mak). If you are not using that in your port,
you'll have to make sure that all constants are initialized somewhere.

- Removed osd_led_w(); instead, an additional leds_status parameter is passed
to osd_update_video_and_audio(). Drivers now have to use set_led_status().

- [DOS] The makefile now uses GNUs mkdir instead of the built-in one. If you
don't have mkdir you can find it here:
http://www.simtel.net/pub/simtelnet/gnu/gnuish/gnufut21.zip

- Added VIDEO_PIXEL_ASPECT_RATIO_2_1, this should be honored by the OS
dependant code just like VIDEO_PIXEL_ASPECT_RATIO_1_2.

- Backdrops are handled by the core like overlays, specific support in the
drivers is no longer necessary. [Mathis Rosenhauer]


New games supported
-------------------
dozens of PlayChoice-10 games [Ernesto Corvi]
Mahou Daisakusen [Yochizo]
Shippu Mahou Daisakusen [Yochizo]
Hot Pinball [Nicola Salmoria]
Fantasia [Nicola Salmoria]
New Fantasia [Nicola Salmoria]
Miss World '96 Nude [Nicola Salmoria]
Big Twin [Nicola Salmoria]
World Beach Volley [Nicola Salmoria]
Xexex [Olivier Galibert]
Mag Max [Takahiro Nogi, Jarek Burczynski]
Thief [Phil Stroffolino]
NATO Defense [Phil Stroffolino]
Super Invader Attack [Mike Coates]
Buggy Challenge (preliminary, feedback needed) [Ernesto Corvi, Nicola Salmoria]
Knuckle Joe [Ernesto Corvi]

New clones supported
--------------------
Winter Bobble (= Snow Bros) [David Haywood]


==========================================================================

0.37 BETA 6

Other drivers changes:
----------------------

- Several fixes and improvements to the Taito L games (sound, priorities,
speed). [Nicola Salmoria, Jarek Burczynski]

- I hope you didn't throw away unused PROMs from your archives.


Changes to the main program:
----------------------------

- [DOS] Instead of the internal game name, you can use on the command line
the .zip file name, it can also include path, so for example
MAME G:\MyBoards\pacman.zip
will be equivalent to
MAME pacman -rompath G:\MyBoards
[David Widel]


Source:
-------

- [DOS] The makefile now uses rm instead of deltree. If you don't have rm you
can find it here: http://www.simtel.net/pub/simtelnet/gnu/gnuish/gnufut21.zip

- TMS5110 emulator, used by Bagman. [Jarek Burczynski]

- Several changes to have the debugger run in the game screen under DOS.
The debugger display is now entirely rendered in the core using a standard
bitmap, instead of relying on the OS dependant code to simulate a character
mapped display.
Changes affecting porters are:
osd_set_display() removed
osd_set_screen_size() removed
osd_screen_update() removed
osd_wait_keypress() removed
osd_debugger_focus() added
osd_dbg.h removed
osd_update_video_and_audio() has extra debug_bitmap argument
osd_allocate_colors() has parameters for the debugger palette
mamedbg.c no longer requires clock_t and clock()
It's entirely up to the OS dependant code what to do with the game and debug
bitmaps. They can be shown one at a time (giving the user a means to switch
between them), or in two separate windows. osd_debugger_focus() is used to
request that one of the two bitmaps be made visible to the user.
Under DOS, you can switch at any time between the game and debugger display
by pressing F5.
[Juergen Buchmueller]

- Removed osd_poll_joysticks(). Ports requiring polling of the joystick can do
so in osd_update_video_and_audio().

- True HD6309 emulation (instead of using the M6809). [Tim Lindner].


New games supported
-------------------
Mega Blast [Brad Oliver]
Metal Black [David Graves]
Big Karnak [Manuel Abadia]
Biomechanical Toy [Manuel Abadia]
Back Street Soccer [Luca Elia]
Sky Fox / Exerizer [Luca Elia]
Space Beam [Peter Trauner]
Kuri Kinton [Nicola Salmoria]
Play Girls [Nicola Salmoria]
Play Girls 2 [Nicola Salmoria]
Karian Cross [Nicola Salmoria]
Logic Pro [Nicola Salmoria]
Logic Pro 2 [Nicola Salmoria]
The Last Day [Nicola Salmoria]
Pollux [Nicola Salmoria]
Blue Hawk [Nicola Salmoria]
Primella [Nicola Salmoria]
R-Shark [Nicola Salmoria]
Gals Pinball [Nicola Salmoria]
Video Pinball [Sebastien Monassa]
Truxton II / Tatsujin II / Tatsujin Oh [Yochizo]

New clones supported
--------------------
Knights of the Round (US)
Slam Masters (US)
Batsugun (Special version)
Pipi & Bibis (bootleg?)


==========================================================================

0.37 BETA 5

These drivers have improved GRAPHICS:
-------------------------------------

- Fixed black blobs in Carrier Air Wing. [Nicola Salmoria]

- Fixed multiple beer trucks in Cops 'n Robbers [Colin Douglas Howell]


Other drivers changes:
----------------------

- Complete rewrite of the 34010 drivers. [Aaron Giles]

- Fixed protection in Slam Masters. [Nicola Salmoria]

- Lots of improvements to the Taito F2 driver. [David Graves]

- Fixed Terminator 2 crashes. [Ernesto Corvi]


Source:
-------

- New video flag VIDEO_NEEDS_6BITS_PER_GUN to indicate to the OS dependant
layer that a 16-bit display is not enough to reproduce the whole game's
palette and a 24-bit display is preferred.

- Support for compressed PCM playback in the C140 emulator. [CAB]

- YMZ280B sound emulation, used by the Cave games. [Aaron Giles]

- ADSP2105 cpu emulation, used by Mortal Kombat 2 sound. [Ernesto Corvi]

- New functions in cpuintrf.c: cpu_get/set_cycle_table(),
cpu_set_irq_callback(). [Juergen Buchmueller]

- New cpu cores and fixes to old ones. [Juergen Buchmueller]

- New graphic primitive copyrozbitmap(). This replaces copybitmapzoom() which
was a special case.
A side effect is that, thanks to the better precision, the boxer on the
Punch Out hall of fame looks much better. [Nicola Salmoria]

- Abstracted Taito F2 gfx chip emulation to vidhrdw/taitoic.c (there's also
some non-gfx chips in there). There are many other Taito games using these
chips. [Nicola Salmoria]


New games supported
-------------------
Final StarForce [E. Watanabe]
Ganbare Ginkun [E. Watanabe]
Dodonpachi [Luca Elia]
Sengoku Ace [Luca Elia]
Gun Bird [Luca Elia]
Caliber 50 [Luca Elia]
Dragon Unit [Luca Elia]
Blandia [Luca Elia]
Shanghai 3 [Nicola Salmoria]
Hebereke no Popoon [Nicola Salmoria]
Blocken [Nicola Salmoria]
LSA Squad [Nicola Salmoria]
Oli-Boo-Chu [Nicola Salmoria]
TT Mahjong [Takahiro Nogi, PongKang]
Royal Mahjong [Zsolt Vasvari]
Gun Frontier [David Graves, Nicola Salmoria]
Ah Eikou no Koshien [David Graves, Nicola Salmoria]
Thunder Fox [David Graves, Nicola Salmoria]
Ninja Kids [David Graves, Nicola Salmoria]
Solitary Fighter [David Graves, Nicola Salmoria]
Dino Rex [David Graves, Nicola Salmoria]
Quiz Chikyu Bouei Gun [David Graves, Nicola Salmoria]
Quiz Torimonochou [David Graves, Nicola Salmoria]
Quiz HQ [David Graves, Nicola Salmoria]
Yuuyu no Quiz de GO!GO! [David Graves, Nicola Salmoria]
Mahjong Quest [David Graves, Nicola Salmoria]
Quiz Quest - Hime to Yuusha no Monogatari [David Graves, Nicola Salmoria]
Don Doko Don [David Graves, Nicola Salmoria]
PuLiRuLa [David Graves, Nicola Salmoria]
Dead Connection [David Graves, Nicola Salmoria]
Football Champ [David Graves, Nicola Salmoria]
Final Blow [David Graves, Nicola Salmoria]
Drift Out [David Graves, Nicola Salmoria]
Camel Try [David Graves, Nicola Salmoria]
Yes/No Sinri Tokimeki Chart [David Graves, Nicola Salmoria]
Quiz Jinsei Gekijoh [David Graves, Nicola Salmoria]
Quiz Crayon Shinchan [David Graves, Nicola Salmoria]
Quiz Crayon Shinchan Orato Asobo [David Graves, Nicola Salmoria]
Rambo III - Release 2 [Jarek Burczynski]
Space Invaders DX [Jarek Burczynski]
Violence Fight [Jarek Burczynski]
Master of Weapon [Jarek Burczynski]
Silent Dragon [Jarek Burczynski]
Toypop [Edgardo E. Contini Salvan]
Mortal Kombat 3 [Aaron Giles]
Ultimate Mortal Kombat 3 [Aaron Giles]
WWF: Wrestlemania [Aaron Giles]
2 On 2 Open Ice Challenge [Aaron Giles]
NBA Maximum Hangtime [Aaron Giles]
Rampage: World Tour [Aaron Giles]
Brute Force [Aaron Giles]

New clones supported
--------------------
Blasteroids (with heads)
Cyberball (version 2)
Rack' em Up (= The Hustler)
Super Formula (= Tail to Nose)
Tokusyu Butai UAG (= Thundercade)
Double Dragon (original)
Tournament Arkanoid
TMNT (Oceania)
Legend of Kage (2 new bootlegs)
Sonic Wings (= Aero Fighters)


==========================================================================

0.37 BETA 4

PORTERS: THERE ARE A FEW API CHANGES, READ CAREFULLY THE SOURCE SECTION.


These drivers have improved GRAPHICS:
-------------------------------------

- Background smoothing in Return of the Jedi. [Nicola Salmoria]

- Greatly improved Star Fire / Fire One. [Aaron Giles]

- Fixed final fireworks in Ajax. [Nicola Salmoria]


These drivers have improved SOUND:
----------------------------------

- Fixed sound in the Exidy games. [Aaron Giles]

- Improved YM2413 emulation. [Paul Leaman]


Source:
-------

- [DOS] The SEAL patch was bugged on mono sound cards, a new one is included.

- Fixed save_screen_snapshot() to save VIDEO_PIXEL_ASPECT_RATIO_1_2 games with
the correct aspect ratio. Also introduced save_screen_snapshot_as(). Porters
are STRONGLY ADVISED to use one of these functions to save screen shots,
instead of providing their own. Note that osd_save_snapshot() now takes a
bitmap argument, so it must not be hardwired to save Machine->scrbitmap
(overlays wouldn't be saved otherwise). [nathan]

- A few changes were made to allow run time changes to the visible area, and
to simplify the OS dependant code by moving some functionality to the core.
- Added visible_area to struct RunningMachine. Drivers must now use
Machine->visible_area instead of Machine->drv->visible_area. The field in
struct MachineDriver has been renamed default_visible_area and it should
normally be used by the core only.
- New function set_visible_area() that can be used by drivers to change the
active display area at run time.
- New function osd_set_visible_area() used to tell the OS dependant code the
portion of the bitmap that has to be drawn on screen. It is passed
coordinates relative to the actual bitmap, so no further processing is
required for rotated games. The OS dependant code is allowed to display a
smaller portion of the bitmap if necessary, but it must not draw a larger
portion (which might contain garbage).
The function must call set_ui_visarea() to tell the core the portion of
the bitmap which is actually visible (which might be smaller than
requested), so the user interface can be drawn accordingly.
- osd_update_video_and_audio() takes a bitmap parameter so must not be
hardwired to draw Machine->scrbitmap.
- New fields vector_width and vector_height in struct GameOptions. The OS
dependant code must initialize them to force different resolutions for
vector games. If left at 0, the default 640x480 is used.
- osd_create_display() must no longer create the screen bitmap, this is done
by the core. It must only create the display screen / window, and return 0
on success.
Note that the width and height parameters passed are now the dimensions of
the visible area, not of the bitmap as they were before; therefore the
function only has to create a screen / window of the requested size, without
further processing, and without peeking into the drv->visible_area field.
This applies to osd_set_display() as well.
- Changed osd_new_bitmap() and renamed it osd_alloc_bitmap() to avoid
confusion with old drivers. The function is the same as before but it must
not swap width and height for vertical games - this is done by the core.
osd_new_bitmap() and osd_free_bitmap() must not be called by drivers, they
are reserved to the core. Drivers must call the equivalent bitmap_alloc()
and bitmap_free() which take care of rotation for vertical games.
[Nicola Salmoria]

- The meaning of the full_refresh parameter to vh_screenrefresh() has been
slightly extend. It usually means "don't make incremental updates to the
screen bitmap, redraw it completely", however if the driver wants it can also
mean "redraw all temporary bitmaps". This happens when using the functions
below. This way, drivers doing lots of memset(dirtybuffer,1) can be
simplified and schedule it just at the beginning of vh_screenrefresh.
- Added some functions that make flip screen handling a little more eloquent:
flip_screen_x_w(), flip_screen_y_w(), flip_screen_w() to set the flip_screen
bits, and 3 variables flip_screen_x, flip_screen_y, flip_screen to read them
back. If the flipscreen changes, the funtions automatically set full_refresh
to true for the next call of vh_screenrefresh.
The functions also call tilemap_set_flip(ALL_TILEMAPS), so no further
operations are required when using TileMaps.
Finally, the functions also adjust the visible area, mirroring it, in case
it is asymmetrical. For example, rockola.c relies on this.
- Also added 2 helper functions:
- void set_vh_global_attribute( data_t *addr, data_t data ) This takes a
pointer to any variable and a value, and sets the variable to the value. In
addition, if the value has changed, it sets full_refresh to true by calling
the next function.
- void schedule_full_refresh(void) This just sets full_refresh to true for
the next screenrefresh. See vidhrdw/galaxian.c for examples on this and
set_vh_global_attribute.
[Zsolt Vasvari]


New games supported
-------------------
Victory [Aaron Giles]
Hana Awase [Zsolt Vasvari]
Hit the Ice [Jarek Burczynski]
Rambo III [Jarek Burczynski]
Quiz Sekai wa SHOW by shobai [Jarek Burczynski]

New clones supported
--------------------
Rescue Raider (Stand-Alone)
Pang 3 (Euro)
Sangokushi II (= Warriors of Fate)
Ashura Blaster (US)
Exodus (= Defend the Terra Attack on the Red UFO)


==========================================================================

0.37 BETA 3

These drivers have improved GRAPHICS:
-------------------------------------

- Fixed colors in Joyful Road. [Phil Stroffolino]


These drivers have improved SOUND:
----------------------------------

- Sound in Jumping. [Jarek Burczynski]


Other drivers changes:
----------------------

- Lots of fixes to the 8080bw games. [Zsolt Vasvari]

- Fixed dipswitches in many games. [Gerardo Oporto]

- Alternate control system in Assault, only available when cheats are enabled.
[Maurizio Zanello]


Source:
-------

- Lots of changes to some CPU cores (mostly i86). I186 support. [Peter Trauner,
Juergen Buchmueller, Aaron Giles]

- Preliminary MIPS CPU emulation. [smf]

- New makefile, easier to port, split into multiple files. [Juergen Buchmueller]

- New modes for drawgfx(): TRANSPARENCY_NONE_RAW, TRANSPARENCY_PEN_RAW,
TRANSPARENCY_PENS_RAW, TRANSPARENCY_THROUGH_RAW. The purpose of these is to
allow you to work in "raw" colorspace (that is, unremapped pens) and then
perform the palette lookup at the end. This is useful for a number of games
that do collision detection or foreground/background blends (e.g., the palette
index is ((fgpen << 4) | bgpen)).
When you use these modes, the "color" parameter doesn't refer to the palette
any longer. Instead, it is just a value that is added to the raw pen value
of the graphics you are drawing. That way, if your background layer uses
pens 0-63 and your foreground layer uses pens 64-127, you can pass in a
color of 0 when drawing the background layer and 64 when drawing the
foreground.
Also added copybitmap_remap() and copyscrollbitmap_remap(). These take the
same parameters as the originals, but don't make the assumption that
TRANSPARENCY_NONE means TRANSPARENCY_NONE_RAW (which, if you think about it,
is the way they work).
This means that you can do all your work with raw palette indexes until the
very end, and then do a copybitmap_remap(TRANSPARENCY_NONE) to copy the
result and do the remap step in the end.
Finally, there's a new pair of modes that are only supported in
copybitmap(): TRANSPARENCY_BLEND and TRANSPARENCY_BLEND_RAW. For these
modes, the source bitmap is shifted left by the "color" parameter and then
ORed into the destination bitmap. This lets you compute the palette indexes
(and optionally do the lookup) for games that look up the palette by
combining forground and background pen indices. [Aaron Giles]

- Moved logerror() from mame.c to the OS dependant code, and removed errorlog
from the GameOptions structure.

- Major redesign of the artwork support. All the drivers need to do is call
overlay_create() or overlay_load() and the rest is handled by the core.
Opacity/translucency support in 16-bit mode. Check out Space Invaders for
example, the colored strips that make up the overlay is faintly visible
under the black areas. [Mathis Rosenhauer, Zsolt Vasvari]

- Fixed YM2608 adpcm support. [Aaron Giles]


New games supported
-------------------
Oh My God! [Nicola Salmoria]
Power Instinct [Luca Elia]
Magix [Luca Elia]
Hatris [Aaron Giles]
Cerberus [Aaron Giles, Paul Leaman]
Mayhem 2002 [Aaron Giles, Paul Leaman]
World Series: The Season [Aaron Giles, Paul Leaman]
Alley Master [Aaron Giles, Paul Leaman]
Danger Zone [Aaron Giles, Paul Leaman]
Baseball The Season II [Aaron Giles, Paul Leaman]
Super Baseball Double Play Home Run Derby [Aaron Giles, Paul Leaman]
Strike Zone [Aaron Giles, Paul Leaman]
Redline Racer (2 players) [Aaron Giles, Paul Leaman]
Quarterback [Aaron Giles, Paul Leaman]
Viper [Aaron Giles, Paul Leaman]
John Elway's Team Quarterback [Aaron Giles, Paul Leaman]
All American Football (rev E) [Aaron Giles, Paul Leaman]
Ironman Stewart's Super Off-Road [Aaron Giles, Paul Leaman]
Ironman Stewart's Super Off-Road Track Pack [Aaron Giles, Paul Leaman]
Pigout [Aaron Giles, Paul Leaman]
Ataxx [Aaron Giles, Paul Leaman]
World Soccer Finals [Aaron Giles, Paul Leaman]
Danny Sullivan's Indy Heat [Aaron Giles, Paul Leaman]
Nastar / Rastan Saga 2 [Jarek Burczynski]
Crime City [Jarek Burczynski]
Ashura Blaster [Jarek Burczynski]
Safari Rally [Zsolt Vasvari]

New clones supported
--------------------
Pac & Pal (older)
Tetris (B-System)


==========================================================================

0.37 BETA 2

These drivers have improved GRAPHICS:
-------------------------------------

- Accurate sprite drawing in MCR 1 & 2 games (see Satan's Hollow) [Aaron Giles]

- Fixed sprite / tile priority in Mad Gear and Garyo Retsuden. [Bryan McPhail]

- Fixed rowscroll in Ghostbusters. [Bryan McPhail]

- Correct colors in Lasso. [Phil Stroffolino]

- Fixed colors in Reactor. [Fabrice Frances]


These drivers have improved SOUND:
----------------------------------

- Fixed adpcm decoding in the K053260, this improves several Konami games.
[Ernesto Corvi]

- Sound in Demon. [Zsolt Vasvari]

- Samples in Warrior. [Mathis Rosenhauer]

- Sound in Lasso. [Phil Stroffolino]


Other drivers changes:
----------------------

- Fixed Gang Wars original version, Super Baseball, Battlefield,
Time Solders rev 1. [Bryan McPhail]


Changes to the main program:
----------------------------

- Massive rewrite of the cheat system user interface. This is still a work
in progress. [Brad Oliver]

- First pass for multi language support with external translation files.
[Brad Oliver]

- Extended the internal font to support characters 128-255 (ISO Latin-1).
[Juergen Buchmueller]

- Fixed Hu6280 emulation bugs which caused missing levels in Trio the Punch.
[Bryan McPhail]


Source:
-------

- Replaced instances of "if (errorlog) fprintf(errorlog," with a call to the
new function logerror().

- New filetypes that must be supported by the OS dependant code:
FILETYPE_HIGHSCORE_DB
FILETYPE_HISTORY
FILETYPE_CHEAT
FILETYPE_LANGUAGE

new functions:
osd_readkey_unicode
osd_fgetc
osd_ungetc
osd_fgets
osd_feof
osd_ftell

new filed in struct Gameoptions: language_file. The OS dependant code must
initialize it if it wants to use a translation file.
[Brad Oliver]

- I added a new parameter to the end of the EEPROM interface to enable multiple
reads to occur after a single read command. Added an EEPROM_set_data()
routine that can be used to explicitly initialize the contents of the EEPROM
if the NVRAM file isn't found. [Aaron Giles]


New games supported
-------------------
Pipe Dreams [Bryan McPhail, Aaron Giles]
Tail to Nose [Nicola Salmoria]
Poly-Play [Martin Buchholz]
Kyros [Bryan McPhail]
Super Stingray [Bryan McPhail]
Battle Rangers / Bloody Wolf [Bryan McPhail]
Dangun Feveron [Luca Elia]
Esprade [Luca Elia]
Uo Poko [Luca Elia]
Insector (prototype) [Fabrice Frances]
Screw Loose (prototype) [Fabrice Frances]
Mermaid [Zsolt Vasvari]

New clones supported
--------------------
Psycho-Nics Oscar (2 Japanese sets)
Astro Blaster (version 3)
Grind Stormer (= V-Five)
Sheriff (= Bandido)
Super Burger Time (World)
Vapor Trail (World)
In The Hunt (US)
Space Chaser (CV)
Space Attack (older)
800 Fathoms (= Mariner)
Spinal Breakers (US)
Bosconian (older)
Juno First (Gottlieb)


==========================================================================

0.37 BETA 1

These drivers have improved GRAPHICS:
-------------------------------------

- Background in Exerion. [Aaron Giles]

- Artwork support in Space Encounters. [Zsolt Vasvari]

- Fixed sprite colors in the MCR2 games, however overlapping sprites are still
wrong. [Aaron Giles]

- Fixed colors and stars in the Astrocade games (Gorf, Wizard of Wor, etc.).
[Nicola Salmoria]

- Fixed front layer in Turbo Force. [Nicola Salmoria]

- Fixed colors in Lupin III. [Zsolt Vasvari]


These drivers have improved SOUND:
----------------------------------

- Emulated saucer sound in Space Invaders - sample no longer used (the other
samples are still required). [Zsolt Vasvari]

- Completed sound in Splash. [Manuel Abadia]

- Samples support in Got-Ya. [Zsolt Vasvari]

- Sound in Berlin Wall. [Luca Elia]


Changes to the main program:
----------------------------

- Support for 24-bit artwork. [Mathis Rosenhauer]


Source:
-------

- Support for a priority buffer, updated by tilemap.c, which can be used to
draw sprites using the new function pdrawgfx(). This allowed to fix many
tile/sprite priority bugs e.g. in Ajax, Lightning Thunder, Simpsons,
Vendetta, Punk Shot, Gradius III and others.
[Phil Stroffolino, Nicola Salmoria]

- Change the API for tilemap_mark_tile_dirty() and the get_tile_info hooks,
now a single parameter tile_index is used instead of (col,row). A function
passed to tilemap_create() does the (col,row)->tile_index mapping, two
standard functions are provided for the common cases.
All drivers have been converted to the new API except for namcos2.c, which
is therefore broken at the moment. [Phil Stroffolino]

- New GAME_UNEMULATED_PROTECTION flag.

- 6803/63701 external port writes no longer set to 1 the bits that are set as
inputs in the DDR register. Instead, they are set to the value returned by a
read from the port. [Tatsuyuki Satoh]

- Updated all memory handlers to the new READ_HANDLER()/WRITE_HANDLER() macro
declarations. The old "function(int offset,int data)" style must not be used
anymore.


New games supported
-------------------
Air Duel [Nicola Salmoria]
Pound for Pound [Nicola Salmoria]
Rabio Lepus / Rabbit Punch [Aaron Giles]
Super Volleyball [Aaron Giles]
Funky Fish [Zsolt Vasvari]
Mr. Jong / Crazy Blocks [Takahiro Nogi]
Karate Blazers [Nicola Salmoria]
Spinal Breakers [Nicola Salmoria]
Thundercade [Luca Elia]
Twin Eagle [Luca Elia]
DownTown [Luca Elia]
U.S. Classic [Luca Elia]
Arbalester [Luca Elia]
Meta Fox [Luca Elia]
Zing Zing Zip [Luca Elia]
War of Aero [Luca Elia]


New clones supported
--------------------
Ninja Ryukenden (= Ninja Gaiden)
Spy Hunter 2 (revision 2)
R-Type (Japan)
Dyger (set 2)


==========================================================================

0.36 RELEASE CANDIDATE 2

These drivers have improved GRAPHICS:
-------------------------------------

- Correct colors in Space Invaders Part II, Lunar Rescue and Balloon Bomber,
colors should also be close in Space Chaser (minus the "green lane" effect)
and Rolling Crash/Moon Base. [Zsolt Vasvari]


These drivers have new or improved SOUND:
-----------------------------------------

- Rewritten sound emulation in Phoenix, samples are no longer used. [Juergen
Buchmueller]

- Fixed volume control in the MCR games. [Aaron Giles]


Other drivers changes:
----------------------

- Emulated the protection in Combat School. [Nicola Salmoria]

- Fixed Vindicators 1&2 colors. [Aaron Giles]

- Won the first grand prix of the season. [Micheal Schumacher]


Changes to the main program:
----------------------------

- [DOS] Modified the SEAL audio library so it outputs real 16-bit samples
instead of truncating the least significant 8 bits. [Jarek Burczynski]

- [DOS] There are now two options for Hot Rod key mapping, -hotrod and
-hotrodse. The latter remaps NeoGeo games to use the lower row of buttons.


Source:
-------

- There's a new game flag GAME_NO_COCKTAIL to mark drivers that don't support
screen flip, please use it because gamelist.txt is now generated
automatically and this is the only way to know whether a driver supports
it or not.

- TMS36XX emulation (Phoenix, Pleiads, Naughty Boy, Pop Flamer, Monster
Bash). [Juergen Buchmueller]


New games supported
-------------------
Got-Ya [Zsolt Vasvari]
Desert Gun [Zsolt Vasvari]
Shuffleboard [Zsolt Vasvari]
Beraboh Man [Keith Wilkins, Vernon C. Brooks]
World Stadium [Vernon C. Brooks]
World Stadium '89 [Vernon C. Brooks]
Puzzle Club [Vernon C. Brooks]
Kyukai Douchuuki [Vernon C. Brooks]
Lasso [Phil Stroffolino]
Ghox [Quench]
V-Five [Brian A. Troha]
Dogyuun [Quench]
Batsugun [Quench]

New clones supported
--------------------
Cobra Command (World)
Hyper Sports Special (= 88 Games)
Cosmic Alien (set 2)
Kangaroo (Sun)
Act-Fancer (World revision 2)
Shoot Out (Japan and Korean bootleg)
Asteroids (bootleg)
Rompers (old)
Crime Fighters (2 players)
Bosconian (new version)


==========================================================================

0.36 RELEASE CANDIDATE 1

A few drivers which didn't strictly fit MAME's purpose have been removed.
First of all there were a few drivers which, just like consoles or computers,
don't fall into the category of "arcade video games" that MAME attempts to
emulate. They should have never been added in the first place, and that mistake
is now being rectified.
One of the removed drivers is Street Fighter Zero for the CPS Changer, which
is not an arcade game even if it runs on arcade hardware. The source is left
in, commented out, because it could be useful as a reference for people
attempting to emulate CPS-2 (which, before you ask, won't happen anytime soon).
The so-called "home" versions of NeoGeo games have not ben removed because
there isn't anything in them suggesting that they are home-only games: they
accept coins just like all the others, and might just be different revisions
of the code.
Other removed drivers are four gambling machines. Note that a "gambling
machine" is different from a "video game with a gambling theme". The
discrimination is strictly a technical one, not a moral one (a gambling
machine gives back money/tokens/tickets, a video game does not).
The "Sente diagnostic cartridge" has not been removed because, even if it is
not a game, it is equivalent to the diagnostic tools that are built-in in many
other games - it's just that instead of pressing a service switch you had to
insert this special cartridge to test the board.
The last driver removed is Pong, which at this point was too much of a
simulation and too little of an emulation. It didn't really fit into MAME's
architecture which is CPU-based and targeted at accurately reproducing the
gameplay of the original.

That was a difficult decision to make, but thankfully I won't have to bother
about these things anymore in the future. Gotta go now! *waves*


These drivers have improved GRAPHICS:
-------------------------------------

- Fixed sprites colors in Contra (I hope) and other improvements to Konami
007121-based games. [Nicola Salmoria]

- Fixed shadows in Gauntlet and other Atari games. [Aaron Giles]


These drivers have new or improved SOUND:
-----------------------------------------

- Samples are no longer needed in Stratovox, Battle Zone, Red Baron, Asteroids.
[Juergen Buchmueller]

- Preliminary sound in Bandido. [Zsolt Vasvari, Juergen Buchmueller]


Other drivers changes:
----------------------

- Fixed controls in atarifb4 and atari soccer. [Nicola Salmoria]

- Fixed protection in Super World Stadium '92. [Vernon C. Brooks]


Changes to the main program:
----------------------------

- [DOS] -hotrod selects a more appropriate button configuration when NeoGeo
games are played. [Paolo Fiorani]

- The coin/start buttons are slightly changed. NOw they are layed out this way:
1,2,3,4 -> start 1,2,3,4
5,6,7,8 -> coin 1,2,3,4
9,0,-,= -> service coin 1,2,3,4

- Preliminary support for HISCORE.DAT. [Phil Stroffolino]


Source:
-------

- 65sc02 and 65ce02 cpu cores. [Peter Trauner]

- [DOS] Compiled with Allegro WIP 3.9.31.

- Rewritten the Pokey emulator for greater accuracy. [Juergen Buchmueller]

- Preliminary SN76477 emulation. [Juergen Buchmueller]

- Fixed a rounding error in IPF_CENTER handling which caused problems with
Centipede. Note, however, that it would be advisable to not use IPF_CENTER
at all for trackball/dial inputs, since this is probably not how the
hardware works in reality.
For the same reason, also removed the "clip" parameter from the
PORT_ANALOG() macro. Incidentally, this fixed Peek-a-Boo. [Nicola Salmoria]

- Lots of CPU fixes and cleanup. [Juergen Buchmueller]

- Struct GfxLayout can now be parametric on the size of the memory region
it refers to. This way the same gfx definition can be used for games with
the same layout but different number of tiles. See drivers/m72.c,
drivers/dec0.c for usage examples. [Nicola Salmoria]

- Fixes and improvements to the 6800 family emulator. [Tatsuyuki Satoh]

- Improvements to the YM2151 emulator. [Jarek Burczynski]

- Only one of the two YM2151 emulators is linked, this is determined at compile
time. The default is Jarek's, which is more accurate though a little slower.
It can be replaced with Tatsuyuki's changing the makefile.


New games supported
-------------------
Teki Paki [Quench]
Knuckle Bash [Quench]
Pipi & Bibis [Quench]
Snow Bros. 2 [Quench]
Takeda Shingen [Luca Elia]
Ultraman [Manuel Abadia]
Fire Shark [Quench]
Mole Attack [Jason Nelson, Phil Stroffolino]
Quester [Vernon C. Brooks]
Face Off [Vernon C. Brooks]
Dream Shopper [Zsolt Vasvari]
Labyrinth Runner [Nicola Salmoria]

New clones supported
--------------------
Yokai Douchuuki (Japan old version)
Ghouls 'n Ghosts (US)
Varth (US)
Super Punch Out!! (Japan)
Rampart (Japan)
Defender (White label)
Berlin Wall (set 2)
Bubble Bobble (US set 2)
Van Van Car (Sanritsu)
Champion Wrestler (US)
Tumble Pop (Japan)
Pole Position 2 (two original sets)


==========================================================================

0.36 BETA 16

These drivers have improved GRAPHICS:
-------------------------------------

- Fixed shadow/highlight in the Namco System 1 games (check Dangerous Seed's
title screen!). [Vernon C. Brooks]


These drivers have new or improved SOUND:
-----------------------------------------

- Sound in Warp Warp. [juergen Buchmueller]

- Fixed sound in Sindbad Mystery. [Zsolt Vasvari]


Changes to the main program:
----------------------------

- Added vector intensity control to the On Screen Display (for vector games).
[Mathis Rosenhauer]

- Unified keyboard and joystick interface, now they are all assigned in the
"Input" menu and you can mix them at will. [Andrea Mazzoleni]

- [DOS] MMX optimized video blitting functions. [Bernd Wiebelt]


Source:
-------

- The transition to the GAME() macro is complete. struct GameDriver must no
longer be used. Alro removed the old ROM_REGION() and ROM_REGION_DISPOSE()
macros, and renamed ROM_REGIONX() to ROM_REGION().

- The functionality of osd_skip_this_frame() is now more strictly defined (see
osdepend.h). Ports not complying with that must be updated, otherwise
problems with certain drivers might arise.

- mixer.c now does all sound mixing, generating one single sample stream,
played using the new osd_XXX_audio_stream() functions.
All other OS dependant sample functions (osd_play_sample() etc.) have been
removed. This should standardize the sound output across ports, and allow
porters to write much cleaner sound code. [Aaron Giles]

- Removed some obsolete fields from struct GameOptions.


New games supported
-------------------
Bomb Bee [Nicola Salmoria]
Cutie Q [Nicola Salmoria]
Navalone [Juergen Buchmueller]
Kaitei Takara Sagash [Juergen Buchmueller]
SOS [Juergen Buchmueller]
Fighting Soccer [Phil Stroffolino]
Toryumon [Andrew Prime]
Berlin Wall [Luca Elia]
Kodure Ookami [Takahiro Nogi]

New clones supported
--------------------
Gee Bee (Namco)
Crazy Cop (= Gang Busters)
Champion Wrestler (Japan)
Big Pro Wrestling (= Tag Team Wrestling)
Guerilla War (version 1)
Guevara (= Guerilla War)
Bermuda Triangle (older)
World Wars (= Bermuda Triangle)
Great 1000 Miles Rally (set 2)


==========================================================================

0.36 BETA 15

These drivers have improved GRAPHICS:
-------------------------------------

- Enabled raster effets in Metal Slug 2 (needed for the dunes at the beginning)
[Sebastian Ojeda]

- Fixed System 16 games in 16-bit video modes. With -depth 16, shadows are also
color accurate, otherwise the old gray scale shadows are used. [Andrew Prime]

- Fixed colors in Side Pocket. [Nicola Salmoria]

- Fixed colors in Cosmic Alien. [Zsolt Vasvari]


These drivers have new or improved SOUND:
-----------------------------------------

- Added samples to Star Cruiser. [Frank Palazzolo]


Other drivers changes:
----------------------

- Added collision detection to Star Cruiser. [Frank Palazzolo]

- Simulated the protection in the original version of Side Pocket.
[Bryan McPhail]


Source:
-------

- stream_init() and stream_init_multi() no longer have a sample_bits parameter.
Sound emulators are required to generate 16-bit samples. Also removed
osd_play_streamed_sample() and mixer_play_streamed_sample(): only the 16-bit
version is available now.

- Added gain support to mixer.c, through the new MIXERG() macro (extension of
MIXER()). Removed the gain filed from AY8910, YM2204, YM2610 structures.

- make68k.exe now requires as parameter the path of the comptab.asm include
file (see makefile).


New games supported
-------------------
Great 1000 Miles Rally [Luca Elia]
Shanghai [Nicola Salmoria]
Gee Bee [Juergen Buchmueller]

New clones supported
--------------------
Wiz (Taito)
Tora eno Michi (= Tiger Road)
Super Volley '91 (= Power Spikes)


==========================================================================

0.36 BETA 14

Note: non volatile ram is now saved to a new directory, NVRAM (instead of
the old HI). You must create that directory manually, otherwise the files
will not be saved.


These drivers have improved GRAPHICS:
-------------------------------------

- Sprite multiplexing support in the Exidy440 games, this fixes Chiller's
start screen. [Aaron Giles]

- Fixed the internal orientation of the Cinematronics games, if you use
artwork files for those games you'll have tomanually flip them (or
redownload).


Other drivers changes:
----------------------

- Improved Capcom Avengers, the wrong colors are caused by the protection.
[Phil Stroffolino]


Changes to the main program:
----------------------------

- Added noise generator to the Namco sound emulation. [Takahiro Nogi]


Source:
-------

- Removed *rom_decode and *opcode_decode from struct GameDriver. Decryption
must now be handled by *driver_init. If opcodes and data are decrypted
separately, remember to allocate a larger chunk of memory in the ROM
declaration, decode the opcodes there, and call memory_set_opcode_base()
to tell the memory system where the opcodes are.
Note that this new system allows bank switching with encrypted ROMs, which
wasn't possible before. [Nicola Salmoria]

- Removed *hiscore_load and *hiscore_save from the GameDriver structure. To
manage nvram/eeprom/cmos/etc the new *nvram_handler in struct MachineDriver
must be used. High score save is temporarily disabled. It will be added
again in a future release using an external .dat file. [Nicola Salmoria]

- The struct GameDriver reorganization is finally complete. Drivers should now
use the GAME() and GAMEX() macros and not directly the GameDriver structure.
IMPORTANT FOR PORTERS: Note that the clone_of field now is not necessarily
0 even if the game is not a clone. If clone_of is not 0, to know if the game
is a clone you have to check (clone_of->flags & NOT_A_DRIVER) is 0.

- Added OSD_FILETYPE_NVRAM.

- MachineDriver->frames_per_second is now a float.


New games supported
-------------------
Hopping Mappy [Nicola Salmoria]
Sky Kid Deluxe [Nicola Salmoria]
Plump Pop [Nicola Salmoria]
S.P.Y. (not playable due to protection) [Nicola Salmoria]
Baluba-louk no Densetsu [Zsolt Vasvari]
Super World Stadium '93 Gekitouban [Keith Wilkins]
Streaking [Zsolt Vasvari]
Black Hole [Zsolt Vasvari]
Tank Force [Vernon C. Brooks]
Soldam [Luca Elia]

New clones supported
--------------------
Pinbo (Jaleco)
Cosmo Gang (US)
Marvel Land (US)
Galaga 88 (set 2)
Pole Position (Namco)
Jungle King (newer)
Knockout (= Triple Punch)


==========================================================================

0.36 BETA 13

These drivers have improved GRAPHICS:
-------------------------------------

- Grid and stars in Radar Scope. [Nicola Salmoria]

- 16-bit support in the vector games. [Mathis Rosenhauer]


These drivers have new or improved SOUND:
-----------------------------------------

- Blood Bros. [Bryan McPhail]

- Fixed many SNK 8-bit games (Guerilla War, Psycho Soldier, Ikari Warriors,
etc.) [wwtk@mail.com]


Other drivers changes:
----------------------

- Fixed crash at the end of Gun Smoke level 3. [Paul Leaman]

- Fixed protection in Slam Masters. [Paul Leaman]

- Fixed protection in Devastators and Blades of Steel. [Manuel Abadia]


Changes to the main program:
----------------------------

- Alongside the AND key sequences introduced in the previous beta, it is now
possible to have OR and NOT sequences.
For recording OR key/joy sequences in the key/joy setup menu simply press
UI_SELECT (usually ENTER) after the first recorded sequence. Don't press
any UI_UP/UI_DOWN/UI_CANCEL keys beetwen the two sequences.
To insert a NOT key/joy simply press it two times.
The first obvious use for this is to wire button 1 to both the joystick and
mouse button. [Andrea Mazzoleni]


Source:
-------

- New NES sound emulation for Punch Out and Donkey Kong 3. [Matthew Conte,
wwtk@mail.com]

- Added other members of the TMS99xx family. [Raphael Nabet]


New games supported
-------------------
Thunder Cross II [Nicola Salmoria]
Gradius III [Nicola Salmoria]
Splash [Manuel Abadia]
Dottori Kun (a cabinet test board) [Takahiro Nogi]
Minivader (a cabinet test board) [Takahiro Nogi]
Ninja Emaki [Takahiro Nogi]
Fast Lane (not playable due to protection) [Manuel Abadia]

New clones supported
--------------------
Bells & Whistles (= Detana Twin Bee)
Mr. Viking (Japan)
Nova 2001
'99 The Last War (alternate version with different gameplay)
Pac-Man & Chomp Chomp (= Pac & Pal)
Dark Seal (Japan)
Devastators (version V)
Donkey Kong (Japan, old version)
Aliens (US)
Block Hole (= Quarth)


==========================================================================

0.36 BETA 12

To all people that submitted high score save updates: high score save is on
hold. No additions will be made for the time being. In the near future, high
score support will be removed from the executable to an external file, much
like the cheat.dat one. We are looking for a volunteer to maintain that file.


These drivers have new or improved SOUND:
-----------------------------------------

- 8039 in Finalizer. [Nicola Salmoria]

- Fixed hanging music in Raiden. [Bryan McPhail]

- Fixed missing sounds in roishtar. [CAB]


Other drivers changes:
----------------------

- Bypassed the protection in Exerion. [Zsolt Vasvari]

- The hangs in Tempest caused by the Pokey protection should now be fixed once
and for all. [Juergen Buchmueller]

- Fixed hangs in roishtar. [E. Watanabe, Takahiro Nogi]


Changes to the main program:
----------------------------

- [DOS] Artwork files can be stored in a .zip file. That way you can have eg.
both spacewr1.png and spacewr2.png in one file spacewar.zip.
[Juergen Buchmueller]

- Added the possibility to use a multiple keys or joysticks sequence to drive
a generic action. This can be handy with consoles or cabinets with a limited
number of buttons, to reuse all buttons with only one extra button, like a
shift key. For example the COIN1 action can be mapped to the "Player 1 Fire"
plus the "Extra Shift Button". It can also be used to map Q*Bert movements to
joystick diagonals (since the orginal used a joystick rotate 45 degrees).
[Andrea Mazzoleni]

- Added cpu overclocking control to the on screen display. [Juergen Buchmueller]


Source:
-------

- PORTERS BEWARE: the OS dependant code is now required to support a palettized
16-bit display, where osd_modify_pen() can be called and the palette lookup
is done during the final blit. A non palettized display can still optionally
be used in special cases, see the comment about osd_allocate_colors() in
osdepend.h. Also note that osd_allocate_colors() now can fail and returns a
value; and the special case for 32768 pens has been removed, a valid palette
is always passed to the function.

- Fixed OPN and OPM output level. Unfortunately this means that all games using
YM2203, YM2151 etc. need to be rebalanced. [Tatsuyuki Satoh]

- Removed memory_region from struct MachineCPU, now this information is stored
directly in the ROM list using the REGION_CPUx attributes.
Also remember that now you must never use Machine->memory_region[], always
use memory_region() (and the same for memory_region_length).


New games supported
-------------------
HAL21 [Phil Stroffolino]
Pinbo [Scott Kelley]

New clones supported
--------------------
Arch Rivals (revision 2)
Finalizer (bootleg)
Mad Gear (Japan)
Paint Roller (= Crush Roller)
Raiden (2 new sets)


==========================================================================

0.36 BETA 11

These drivers have improved GRAPHICS:
-------------------------------------

- Fixed gfx in Muscle Bomber Duo and continue screen in Captain Commando.
[Paul Leaman]


These drivers have new or improved SOUND:
-----------------------------------------

- Improved emulation of the Galaxians sound subsystem. Samples are no longer
used. [Juergen Buchmueller, Tatsuyuki Satoh]

- 051649 emulation, used in Haunted Castle. [CAB, Bryan McPhail]


Other drivers changes:
----------------------

- Fixed Bosconian score handling. [Vernon C. Brooks]

- Fixed Frisky Tom (note: delete friskyt.hi to fix coins). [Zsolt Vasvari]


Changes to the main program:
----------------------------

- Rewritten the sample listing routines for -listsamples, -listsamdir,
-verifysamples and -listinfo. [Juergen Buchmueller]

- [DOS] New command -verifysets, this verifies all available games and reports
their status (good/best available/bad). Also changed the format of the
-verifyroms output. Some frontends might need small adjustments to parse
the new output. [Bernd Wiebelt]


Source:
-------

- Taken the 005289 emulation out of namco.c. [Bryan McPhail]

- QSound player (preliminary) [CAB, Paul Leaman, Miguel Angel Horna]

- Some changes to the TMS9900 emulation that completely screw up Cosmic Guerilla.
[Raphael Nabet]

- Y8950 emulator, used by ginganin. [Tatsuyuki Satoh]


New games supported
-------------------
Pole Position [Aaron Giles, Ernesto Corvi, Juergen Buchmueller]
Pole Position II [Aaron Giles, Ernesto Corvi, Juergen Buchmueller]
Dragon Buster [Manuel Abadia]
Sky Kid [Manuel Abadia]
Atari Soccer [Brad Oliver]
Cisco Heat [Luca Elia]
F1 Grand Prix Star [Luca Elia]
The Percussor [Zsolt Vasvari]
Turbo [Aaron Giles, Ernesto Corvi]

New clones supported
--------------------
Centipede (bootleg set 2)
MX5000 (= Flak Attack)
Vimana (Nova Apparate GMBH & Co)
Dai-ressya Goutou (= Iron Horse)
Blades of Steel (version T)
Search and Rescue (World)
Punisher (US)
Phoenix (Centuri)


==========================================================================

0.36 BETA 10

Important: due to changes in the palette system, there might be games that
had correct colors before, and wrong now. Please let us know if you find
any.


These drivers have improved GRAPHICS:
-------------------------------------

- Fixed lots of drivers for -depth 16 support. [Zsolt Vasvari]


These drivers have new or improved SOUND:
-----------------------------------------

- Fixed music in cworld2j [CAB]


Other drivers changes:
----------------------

- Fixed Go Go Mr. Yamaguchi [Takahiro Nogi]

- Fixed controls in Ikari III level 2. [Nicola Salmoria]

- Fixed hangs in TNZS. [Quench]


Changes to the main program:
----------------------------

- [DOS] Adjusted the autoframeskip code, to make it increase frameskip a little
faster, but not as fast as it was before the previous change. Let's see how
this performs. [Nicola Salmoria]

- Support for gzipped (NOT zipped) cheat files. Uncompressed files still work.
[Mathis Rosenhauer]


Source:
-------

- Merged the flags and orientation fields of struct GameDriver.

- Removed prom_memory_region from struct GameDriver. The PROM memory region is
now specified directly in the ROM declaration, with
ROM_REGIONX( length, REGION_PROMS )
Similarly, REGION_GFX1..8 are defined for gfx decoding, but drivers have not
been updated to use them. See drivers/namcos86.c for the only example.

- Removed samplenames from stuct GameDriver. It is now in struct
SamplesInterface, and some drivers load the samples directly without using
that structure. Due to this change, -listsamples and -verifysamples, and the
samples information in -listinfo, are no longer available. Actually, samples
might not be working at all - I haven't tested them. [Nicola Salmoria]

- Removed base and size from struct MemoryReadAddress, use MemoryWriteAddress
to store the pointers. Several drivers had the bad habit of using
MemoryReadAddress to initialize those variables, hopefully I haven't broken
any while updating them. [Nicola Salmoria]


New games supported
-------------------
I, Robot (suggestion: turn off autoframeskip) [Dan Boris, John Dickson]
Baraduke [Manuel Abadia]
Metro-Cross [Manuel Abadia]
Flak Attack [Manuel Abadia]
D-Con [Bryan McPhail]
Dr. Toppel Tankentai [Quench]
Double Dragon 3 [Carlos A. Lozano, Richard Bush, Bryan McPhail]
Combatribes [Carlos A. Lozano, Richard Bush, Bryan McPhail]
Dynamite Duke (play it with sound disabled) [Bryan McPhail]

New clones supported
--------------------
Frogger (Konami)
Spaltan X (= Kung Fu Master)
Joyful Road (= Munch Mobile)
Majuu no Ohkoku (= Devil World)
Rock 'n Rope (Konami)
Samurai (set 2)
Kaiketsu Yanchamaru (= Kid Niki)


==========================================================================

0.36 BETA 9.1

The license had to be changed again (VII. Derivative Works).


Other drivers changes:
----------------------

- Fixed a few bugs in the TMS34010 games. [Aaron Giles]


==========================================================================

0.36 BETA 9

Important: due to changes in the palette system, there might be games that
had correct colors before, and wrong now. Please let us know if you find
any.


These drivers have improved GRAPHICS:
-------------------------------------

- Fixed raster effects in Turf Masters (Japan course) and Zed Blade. Improved
Super Sidekicks 2. [Massimo Morra]


Other drivers changes:
----------------------

- Fixes to Lazer Command and Meadows Lanes. [Malcolm Lear]


Changes to the main program:
----------------------------

- 16 bit support in the tilemap manager, so the Namco System 2 games no longer
require -depth 8. [Phil Stroffolino]

- [DOS] Changed the -depth option behaviour, now it can be either 8, 16, or
auto. The default is auto, which uses the color depth appropriate for the
game. 8 forces use of a 256 colors display (faster but less accurate), 16
forces use of a 16-bit display (not suggested, doesn't work with all games).
MAKE SURE TO SET depth = auto IN MAME.CFG, OR YOU'LL USE 16-BIT IN ALL GAMES.

- Fixed a few bugs in the NEC CPU core that caused problems in Hook, Gunforce,
Lethal Thunder and maybe others. [Bryan McPhail, Nao]

- Several changes and improvements to the TMS34010 emulation and to the
Williams games using CVSD sound. [Aaron Giles]


Source:
-------

- [DOS] Now compiled with Allegro 3.9.27 WIP.

- Replaced MachineDriver->video_attributes VIDEO_SUPPORTS_16BIT with
GameDriver->flags GAME_REQUIRES_16BIT.
Added color_depth to struct RunningMachine and struct GameOptions. OS
dependant code may set it to force a specific depth.
Added depth parameter to osd_create_display(). The OS dependant code MUST
respect it - if it has special requirements, it must set the GameOptions
flag beforehand.

- Calling palette_recalc() is now *MANDATORY* in all drivers that modify the
palette. The palette will not be updated otherwise.

- Removed adpcm_sample_list, palette and colortable from struct GameDriver.
Changed char *color_prom to int prom_memory_region.

- Updated the TMS9900 emulator. [Raphael Nabet]


New games supported
-------------------
Kick and Run [Nicola Salmoria, Ernesto Corvi]
KiKi KaiKai [Nicola Salmoria, Ernesto Corvi]
Perfect Soldiers [Bryan McPhail]
Big Striker [Luca Elia]
Kick Off [Luca Elia]
Dream Soccer '94 [Bryan McPhail]
Kageki [Takahiro Nogi]

New clones supported
--------------------
Mega Zone (Konami)
Donkey Kong 3 (Japan)
Ajax (Japan)
Ring no Ohja (= The Main Event)
Thunder Blaster (= Lethal Thunder)
Fantasy (SNK)
Blue Print (Jaleco)
X-Men (2 Players Japan)
Checkman (Galaxian hardware) [Zsolt Vasvari]
Contra (Japan)
Karate Dou (= Karate Champ)
Undercover Cops (Japan)
Dump Matsumoto (= Body Slam)


==========================================================================

0.36 BETA 8

Another clause had to be added to the license. Check it in readme.txt
(at the end of VII. Derivative Works).


These drivers have improved GRAPHICS:
-------------------------------------

- Fixed sprite lag in cps1, bionicc, lastduel. [Bryan McPhail]

- Fixed priorities in wndrmomo and genpeitd. [E. Watanabe]

- Sped up a little the NeoGeo raster effects. Enabled them in Karnov Revenge
and Galaxy Fight. Fixed the field in ssideki3 etc. [Massimo Morra]

- Fixed sprite Y offset in the Simpsons dreamland level. Apologies for taking
so long, I couldn't find the time to play it that far and hadn't realized I
just had to use the attract mode of the Japanese version. [Nicola Salmoria]


These drivers have new or improved SOUND:
-----------------------------------------

- CVSD sound in Mouse Trap. [Dan Boris, Aaron Giles]


Changes to the main program:
----------------------------

- [DOS] Changed the autoframeskip code, making it less anxious to increase
frameskip as soon as speed drops below 100%. Let's see if this makes things
better or worse. [Nicola Salmoria]

- [DOS] The mouse buttons are no longer aliases for joystick buttons, they are
independently recognized. They are still considered "joystick" inputs though,
so if you want to use them you have to redefine the controls in the Joystick
menu. This is a minor annoyance that was needed to allow interfacing a Discs
of Tron controller to the mouse port (spinner + up and down switches) while
still using joystick buttons 1 and 2 for fire and deflect. [Nicola Salmoria]

- [DOS] Support for ZIPped input files (-playback) and artwork. Well, PNG won't
compress very well, but I added it anyway ;) [Juergen Buchmueller]


Source:
-------

- Finally fixed the CMPX instruction in the 680x core. On the 6800 it does
not affect the C flag, on the others (6803, 63701) it does.
[Tatsuyuki Satoh]

- Fixes to the x86 asm 68k core. [Mike Coates]

- VIDEO_BUFFERS_SPRITERAM. See bionicc, darkseal, lastduel for usage examples.
[Bryan McPhail]

- Added vh_eof_callback to the MachineDriver structure. See bionicc, cps1,
lastduel for usage examples. [Nicola Salmoria]

- Cleaned up the 6809 and Konami-2 emulations. [Juergen Buchmueller]

- C140 emulation. [Phil Stroffolino]


New games supported
-------------------
Bogey Manor [Bryan McPhail]
Trio the Punch [Bryan McPhail]
Chuka Taisen [Quench]
Assault [Keith Wilkins]
Ordyne [Keith Wilkins]
Mirai Ninja [Keith Wilkins]
Phelios [Keith Wilkins]
Legend of Walkyrie [Keith Wilkins]
Finest Hour [Keith Wilkins]
Burning Force [Keith Wilkins]
Marvel Land [Keith Wilkins]
Dragon Saber [Keith Wilkins]
Rolling Thunder 2 [Keith Wilkins]
Cosmo Gang [Keith Wilkins]
The Hustler [Manuel Abadia]
Vulcan Venture [Phil Stroffolino, Nao, Dave Spicer]
Devil World [Phil Stroffolino]
Cue Brick [Phil Stroffolino]
Hard Puncher [Phil Stroffolino]

New clones supported
--------------------
R-Type II (Japan)
Arkanoid 2 (Japan)
Looper (= Changes)
The End (Konami)
Tumble Pop (original) [Bryan McPhail, Chris Hardy]
Tokushu Butai Jackal
Out Zone (bootleg)
Hyper Olympic '84 (= Hyper Sports)
Guttong Gottong (= Locomotion)
Strategy X (Konami)


==========================================================================

0.36 BETA 7

These drivers have improved GRAPHICS:
-------------------------------------

- Added raster effects to Neo Turf Masters and Sengoku 2. [Massimo Morra]

- Fixed colors in Wanted, Marine Boy, Changes and Hopper Robo. [Zsolt Vasvari]

- More fixes in the Toaplan games. [Satoshi Suzuki]


These drivers have new or improved SOUND:
-----------------------------------------

- Fixed YM2151 sound board support for Joust 2. [Aaron Giles]

- Sound in Blasted and Max RPM. [Aaron Giles]

- Completed samples support in Space Panic. [Mike Coates]

- Samples support in Invinco and Pulsar. [Zsolt Vasvari]

- Fixed coin sound in Naughty Boy. [Sal Bugliarisi]

- Sound in Hot Chase. [CAB]


Other drivers changes:
----------------------

- Improved Battle Lane. [Paul Leaman]

- Fixed Turkey Shoot. [Aaron Giles]


Changes to the main program:
----------------------------

- [DOS] The new Allegro library supports the Gravis GrIP devices, use
-joy grip or -joy grip4 to enable.


Source:
-------

- [DOS] Now compiled with Allegro 3.9.26 WIP.

- Several improvements to FM sound emulators. This also fixes crashes in some
Jaleco Mega System 1 games. [Tatsuyuki Satoh]

- Improvements to the other YM2151 emulator too. [Jarek Burczynski]

- VIDEO_UPDATE_BEFORE_VBLANK is now the default. If you want your driver to
redraw the screen after vblank, use VIDEO_UPDATE_AFTER_VBLANK.

- Rewritten the HC55516 CVSD decoder. This affects Sinistar, Joust 2, Arch
Rivals, Pigskin, Tri-Sports, Smash TV, Trog, Narc. [Aaron Giles]

- Some improvements to the Z80 emulator. [Juergen Buchmueller]

- Some fixes to HD63701 IRQ handling, and support for ICI (Input Capture
Interrupt). [Tatsuyuki Satoh]

- Improvements to the 34010 emulation. [Aaron Giles]

- New function findmemorychunk() that lets you look up a chunk of memory and
get its start/end addresses, and its base. This can be used (carefully!) by
drivers that wish to access memory directly without going through the
readmem/writemem accessors (e.g., blitters). [Aaron Giles]

- Replaced cpu_reset() with cpu_set_reset_line().
cpu_set_reset_line(num,PULSE_LINE) is equivalent to the old cpu_reset().
ASSERT_LINE resets the cpu and halts it. CLEAR_LINE restarts it.
This avoids the need to call cpu_halt() in most cases. [Nicola Salmoria]


New games supported
-------------------
Spiker [Aaron Giles]
Finalizer - Super Transformation [Nicola Salmoria]
Crazy Climber 2 [Takahiro Nogi]
Syusse Oozumou [Takahiro Nogi]
Mayday [Aaron Giles]
Chimera Beast [Luca Elia]
Iga Ninjyutsuden [Luca Elia]
Plus Alpha [Luca Elia]
Peek-a-Boo! [Luca Elia]
Orbitron [Zsolt Vasvari]
Mystic Riders [Bryan McPhail]
Herbie at the Olympics [Mike Coates]
Arcade Classics [Aaron Giles]
Sparkz [Aaron Giles]
Battle Chopper [Nao]
Ninja Spirit [Nao]
Image Fight [Nao]
Legend of Hero Tonma [Nao]
X Multiply [Nao]
Dragon Breed [Nao]

New clones supported
--------------------
Snow Bros (set 3)
Makai Densetsu (= Legend of Makai)
Growl (US)
Runark (= Growl)
Tough Turf (US) [Andrew Prime]


==========================================================================

0.36 BETA 6

These drivers have improved GRAPHICS:
-------------------------------------

- Improved screen priority in Lifeforce, Salamander, Gradius, etc. [E.Watanabe]

- Fixed priorities and scroll offset in the Toaplan games. [Satoshi Suzuki]


These drivers have new or improved SOUND:
-----------------------------------------

- Fixed Xenophobe. [Aaron Giles]

- Samples and DAC support in Space Panic. [Mike Coates]

- Fixed Ginga Ninkyouden. [Takahiro Nogi]

- Fixed Genpei Toumaden. [Takahiro Nogi]


Other drivers changes:
----------------------

- Gun support in Terminator 2. You must use the calibration screen to
calibrate the gun. When it asks the shoot the upper left corner, move the
mouse towards (0,0), the middle is (128, 128) and the lower right corner
is obviously (255, 255). If you have problems, delete hi/term2.hi.
[Zsolt Vasvari]

- Simulated the protection in Renegade. [Phil Stroffolino]


Source:
-------

- Fixed bug in the 6800 CMPX instructions. [Jess Askey]

- Changed the 6821 PIA interface. [Aaron Giles]

- New NEC CPU cores. [Oliver Bergmann]


New games supported
-------------------
Meikyu Jima (Kickle Cubicle) [Nicola Salmoria]
R-Type [Nicola Salmoria]
R-Type II [Nicola Salmoria]
Major Title (preliminary) [Nicola Salmoria]
Hammerin' Harry [Nicola Salmoria]
Gallop [Nicola Salmoria]
Blade Master [Bryan McPhail]
Gunforce (preliminary) [Bryan McPhail]
Hook (preliminary) [Bryan McPhail]
Undercover Cops [Bryan McPhail]
R-Type Leo [Bryan McPhail]
Major Title 2 (preliminary) [Bryan McPhail]
In The Hunt (preliminary) [Bryan McPhail]
Lethal Thunder [Bryan McPhail]
Pandora's Palace [Manuel Abadia]
Rock 'n Rage [Manuel Abadia]
Blades of Steel (not working due to protection) [Manuel Abadia]
Power Drive [Aaron Giles]
Turbo Tag [Aaron Giles]
Zwackery [Aaron Giles]
Spy Hunter 2 [Aaron Giles]
Blasted [Aaron Giles]
Arch Rivals [Aaron Giles]
Tri-Sports [Aaron Giles]
Pigskin 621AD [Aaron Giles]
Name that Tune [Aaron Giles]
Trivial Pursuit (Genus II) [Aaron Giles]
Trivial Pursuit (Baby Boomer Edition) [Aaron Giles]
Trivial Pursuit (Young Player's Edition) [Aaron Giles]

New clones supported
--------------------
Tapper (set 2) [Aaron Giles]
Demolition Derby (2 players) [Aaron Giles]


==========================================================================

0.36 BETA 5

These drivers have improved GRAPHICS:
-------------------------------------

- Fixed colors in Return of the Invaders. [Andrea Mazzoleni]


These drivers have new or improved SOUND:
-----------------------------------------

- Improved sound in the Exidy 440 games. [Aaron Giles]

- Samples support in Depthcharge. [Zsolt Vasvari]


Other drivers changes:
----------------------

- Extracted all the data from the Heavy Barrel microcontroller, so all
special weapons and powerups appear correctly. Also a lot of other fixes
to Data East games. [Bryan McPhail]

- Artwork in Space Wars. [Nathan Sturm]

- Fixed steering wheel in Speed Freak. [Mathis Rosenhauer]

- The Cinematronics driver now can handle games with backdrop + overlay. The
pngs have to be renamed:
backdrop: drivername + b.png
overlay: drivername + o.png
[Mathis Rosenhauer]


Source:
-------

- New input type IPT_PEDAL. [Aaron Giles]


New games supported
-------------------
Sente Diagnostic Cartridge [Aaron Giles]
Chicken Shift [Aaron Giles]
Goalie Ghost [Aaron Giles]
Hat Trick [Aaron Giles]
Off the Wall (Sente) [Aaron Giles]
Snake Pit [Aaron Giles]
Snacks'n Jaxson [Aaron Giles]
Stocker [Aaron Giles]
Trivial Pursuit (Genus I) [Aaron Giles]
Trivial Pursuit (All Sports Edition) [Aaron Giles]
Gimme A Break [Aaron Giles]
Mini Golf [Aaron Giles]
Toggle [Aaron Giles]
Night Stocker [Aaron Giles]
Street Football [Aaron Giles]
Rescue Raider [Aaron Giles]
Gang Busters [Manuel Abadia]
Battlantis [Manuel Abadia]
Quarth [Nicola Salmoria]
Mr. Goemon [Nicola Salmoria]
Mad Motor [Bryan McPhail]
The Astyanax [Luca Elia]
Hachoo! [Luca Elia]
Saint Dragon [Luca Elia]
Cybattler [Luca Elia]

New clones supported
--------------------
Lost Worlds [Yasuhiro Ogawa]
Trojan (US) [Quench]
Secret Agent (= Sly Spy) [Bryan McPhail]
Indiana Jones and the Temple of Doom (set 4) [Aaron Giles]
RodLand [Luca Elia]
Phantasm [Luca Elia]


==========================================================================

0.36 BETA 4

These drivers have improved GRAPHICS:
-------------------------------------

- Fixed colors in Mysterious Stones. [Zsolt Vasvari]


Other drivers changes:
----------------------

- Improved the protection workaround in Sunset Riders. [Ernesto Corvi]

- Protection workaround in Thunder Cross - still not perfect. [Ernesto Corvi]

- Fixed scores in Bosconian. [Gamester]

- Several fixes and improvmeents to the System 16 games. [Andrew Prime]

- Fixed cocktail mode in several games. [Chad Hendrickson]


Changes to the main program:
----------------------------

- Fixed a 68000 "bug" (actually an undocumented feature of the cpu) that
caused the timer to roll over from 00 to 99 in KOF98. [Darren Olafson]

- Fixed a Konami CPU bug which caused problems with Parodius. [Ernesto Corvi]

- [DOS] Changed the tweked VGA modes definitions to be more compatible.
It is suggested to delete mame.cfg to get rid of the obsolete tweak
parameters. Remember to set tweak = yes after doing so. [Brian Lewis]

- Screen shots can be saved while the game is paused. [Phil Hopely]

- You can single step while the game is paused, press Shift+P to advance to
next frame. [Phil Hopely]


Source:
-------

- New PORT_SERVICE() macro, use it instead of the long declaration needed for
the service mode dip switch. [Nicola Salmoria]


New games supported
-------------------
Bottom of the Ninth [Nicola Salmoria]
Detana!! Twin Bee [Nicola Salmoria]
Rollergames [Nicola Salmoria]
Surprise Attack [Nicola Salmoria]
Shadow Land [Ernesto Corvi, Tatsuyuki Satoh]
Dragon Spirit [Ernesto Corvi, Tatsuyuki Satoh]
Blazer [Ernesto Corvi, Tatsuyuki Satoh]
Pacmania [Ernesto Corvi, Tatsuyuki Satoh]
Galaga '88 [Ernesto Corvi, Tatsuyuki Satoh]
Marchen Maze [Ernesto Corvi, Tatsuyuki Satoh]
World Court [Ernesto Corvi, Tatsuyuki Satoh]
Splatter House [Ernesto Corvi, Tatsuyuki Satoh]
Rompers [Ernesto Corvi, Tatsuyuki Satoh]
Blast Off [Ernesto Corvi, Tatsuyuki Satoh]
Dangerous Seed [Ernesto Corvi, Tatsuyuki Satoh]
World Stadium 90 [Ernesto Corvi, Tatsuyuki Satoh]
Pistol Daimyo no Bouken [Ernesto Corvi, Tatsuyuki Satoh]
Souko Ban Deluxe [Ernesto Corvi, Tatsuyuki Satoh]
Fighting Hawk [Olivier Galibert]
Raimais [Olivier Galibert]
Champion Wrestler [Olivier Galibert]
Puzznic [Olivier Galibert]
Plotting [Olivier Galibert]
Palamedes [Olivier Galibert]
American Horseshoes [Olivier Galibert]
Cachat [Olivier Galibert]
Ark Area [Paolo Venturi]
WEC Le Mans 24 [Luca Elia]
Hot Chase [Luca Elia]

New clones supported
--------------------
Konami '88 [Gerald Vanderick]
Thunder Cross (Japan) [Yasuhiro Ogawa]
Crime Fighters (Japan)
Garuka (= Devastators)
Block (= Arkanoid) [HIGHWAYMAN]


==========================================================================

0.36 BETA 3

These drivers have improved GRAPHICS:
-------------------------------------

- Fixed colors in Empire City: 1931. [Nicola Salmoria]

- Fixed the background in Led Storm. [Bryan McPhail]

- Added the zooming/rotating layer to Ajax. [Nicola Salmoria]


These drivers have new or improved SOUND:
-----------------------------------------

- Added support for external volume control to the K007232 and fixed Aliens,
Ajax etc. [Nicola Salmoria]


Other drivers changes:
----------------------

- Emulated the 68705 protection in Mania Challenge. [Nicola Salmoria]


Changes to the main program:
----------------------------

- Changed the UPD7759 emulator to support two chips ('88 Games needed this)
and fixed a bug in the ADPCM decoding. [Ernesto Corvi]


Source:
-------

- The gfxdata field of the GfxElement structure is no longer a osd_bitmap *; it
is instead a simple unsigned char *, pointing to a continuous stream of pixel
data. The new line_modulo and char_modulo fields are helpers to find the
offset in the array. [Nicola Salmoria]

- Updated the 68000 C core. [Karl Stenerud]


New games supported
-------------------
Flash Gal [Nicola Salmoria]
Air Wolf [Nicola Salmoria]
Parodius DA! [Nicola Salmoria]
'88 Games [Nicola Salmoria]
Vendetta [Ernesto Corvi]
Thunder Cross (no collision detection, probably protection) [Bryan McPhail]
Super Contra [Manuel Abadia]
Off the Wall [Aaron Giles]
Enduro Racer [Andrew Prime]
Samurai (Taito) [Phil Stroffolino]
Nunchackun [Phil Stroffolino]
Go Go Mr. Yamaguchi / Yuke Yuke Yamaguchi-kun (not working) [Phil Stroffolino]
Hunchback (Scramble and Donkey Kong conversions) [Mike Coates]
Dokaben [Nicola Salmoria]
Capcom Baseball [Nicola Salmoria]

New clones supported
--------------------
Empire City: 1931 (= Street Fight) [Gerald Vanderick]
Repulse (= Son of Phoenix) [Gerald Vanderick]
'99 The Last War (= Son of Phoenix) [Gerald Vanderick]
Strider (Japan set 2) [Marco Cassili]
Sunset Riders (5 new sets) [Nicola Salmoria]
Aliens (Japan) [Yasuhiro Ogawa]
Simpsons (Japan) [Yasuhiro Ogawa]
Gryzor (= Contra) [Yasuhiro Ogawa]
Akuma-Jou Dracula (= Haunted Castle) [Yasuhiro Ogawa]
E-Swat (protected, not working) [Andrew Prime]
Bermuda Triangle (Japan) [Alessio Manuele]
64th Street (Japan) [Alessio Manuele]


==========================================================================

0.36 BETA 2

These drivers have improved GRAPHICS:
-------------------------------------

- Fixed sprites in Contra. [Phil Stroffolino]

- Accurate colors in Darwin 4078.

- Fixed sprite colors in Xybots. [Aaron Giles]


These drivers have new or improved SOUND:
-----------------------------------------

- 053260 emulation in Punk Shot. [Ernesto Corvi]

- Most System 16 games have sound. [Andrew Prime]

- Support for new samples in Q*Bert and Reactor. [Fabrice Frances]


Other drivers changes:
----------------------

- Hacked protection in Wild Western, fixed bonus game, added second button
to jump onto the train. [Zsolt Vasvari]

- Sea Fighter Poseidon should be working now.

- Various fixes to System 16 games. [Andrew Prime]


Changes to the main program:
----------------------------

- Further improved the YM3812 emulator, especially the rhythm section (check
Snow Bros!). [Tatsuyuki Satoh]

- [DOS] -noym3812opl is now the default (this won't have effect unless you
delete mame.cfg). [Nicola Salmoria]

- Fixed a bug in the T-11 emulation which caused APB not to work and the end
of race results in Super Sprint to contain garbage. [Aaron Giles]


Source:
-------

- Rewritten the OS dependant joystick interface, it's like the keyboard
interface now. Also a few function renames, and osd_wait_keypress() must
now return a keycode. [Nicola Salmoria]

- [DOS] The above should remove all limitations on number of axis and buttons,
so e.g. joypads with multiple sticks should work. Changes to the analog
devices handling will follow. [Nicola Salmoria]

- Konami 052001/053248 CPU emulation, used by many games. [Ernesto Corvi,
Manuel Abadia]

- Konami 053260 sound chip emulation. [Ernesto Corvi]

- Sega PCM and RFC68 sound emulators, used by System 16. [Hiromitsu Shioya]

- Moved the profiler into the core. The OS dependant code need only provide a
osd_cycles() inline function/macro in osinline.h, returning a counter. The
function must be as low overhead as possible since it is called thousands
of times per second when the profiler is active. The counter should be as
precise as possible, to provide accurate measurements; the ideal unit is the
number of CPU cycles, e.g. as returned by the Pentium instruction RDTSC.
The profiler display is handled by the core, so the OS code only has to make
the usual profiler_mark() calls to profile different sections of the code
(PROFILER_BLIT, PROFILER_SOUND and so on).
Note: to avoid conflicts, the OS code must do the check for the "show fps"
key this way, otherwise input will be lost:
if (!keyboard_pressed(KEYCODE_LSHIFT) && !keyboard_pressed(KEYCODE_RSHIFT)
&& !keyboard_pressed(KEYCODE_LCONTROL) && !keyboard_pressed(KEYCODE_RCONTROL)
&& input_ui_pressed(IPT_UI_SHOW_FPS))
[Nicola Salmoria]

- [DOS] The -profiler switch is no longer needed to enable the profiler, it is
automatically turned on and off when you hit Shift+F11. [Nicola Salmoria]


New games supported
-------------------
Mad Crasher [Phil Stroffolino]
Vanguard II [Phil Stroffolino]
Missing in Action [Nicola Salmoria]
Lightning Fighters [Nicola Salmoria]
X-Men [Nicola Salmoria]
Sunset Riders (partially playable due to protection) [Oliver Stabel, Nicola Salmoria]
TMNT 2 (some gfx problems due to protection) [Oliver Stabel, Nicola Salmoria]
Ajax (preliminary) [Manuel Abadia]
Crime Fighters [Manuel Abadia]
Aliens [Manuel Abadia]
The Simpsons [Ernesto Corvi]
Gyrodine [Ernesto Corvi]
Son of Phoenix [Ernesto Corvi]
SRD Mission [Ernesto Corvi]
Haunted Castle [Bryan McPhail]
Garyo Retsuden [Bryan McPhail]
Crude Buster [Bryan McPhail]
Stadium Hero [Bryan McPhail]
Bomb Jack Twin [Mirko Buffoni]
Aztarac [Mathis Rosenhauer]
Bay Route [Andrew Prime]
Outrun [Andrew Prime]
Space Harrier [Andrew Prime]
Super Hangon [Andrew Prime]
ThunderJaws [Aaron Giles]
Batman [Aaron Giles]
Relief Pitcher [Aaron Giles]
Ginga NinkyouDen [Luca Elia]
Street Fight [Mark McDougall]

New clones supported
--------------------
Rush & Crash (= Speed Rumbler)
Devastators (version Z) [Nicola Salmoria]
a lot of working and non working clones of System 16 games [Andrew Prime]
Hydra (prototype) [Aaron Giles]


==========================================================================

0.36 BETA 1

These drivers have improved GRAPHICS:
-------------------------------------

- Fixed bad tiles in some CPS1 games. [Paul Leaman]

- Fixed sprite flipping in Xevious. [Nicola Salmoria]

- Fixed title colors in Pinball Action. [Mirko Buffoni]

- Improved sprite colors in Great Swordman. [Jarek Parchanski, Charlie
Miltenberger]

- Sprite-sprite collision detection and other improvements in the Taito SJ
games. This fixes Bio Attack. Wild Western is now fully playable.
[Zsolt Vasvari]

- Fixed Mega Zone high score display. [Chris Hardy]

- Fixed text colors in Legend of Kage. [Phil Stroffolino]


Other drivers changes:
----------------------

- Major improvements to the System 16 driver, most games are working now. Many
still lack sound though. [Andrew Prime]

- Fixed controls and graphics in Commando (Sega), which is now fully playable.
This also fixes diagonal shots in Bosconian. Jungler shots are broken though.
[Nicola Salmoria]


These drivers have new or improved SOUND:
-----------------------------------------

- Fixed hanging sound in 4D Warriors. [Zsolt Vasvari]

- Added "Get Ready!" speech to Grobda. [Zsolt Vasvari]

- Fixed sound in Ninja Kid 2. [Jarek Parchanski]


Changes to the main program:
----------------------------

- New digital YM3812/YM3526 emulator (in the DOS version, use -noym3812opl to
enable it). It doesn't support the rhythm section yet, but is overall better
than the old one. [Tatsuyuki Satoh]

- [DOS] Triple buffer support in tweaked VGA modes. Warning: this is slower
than standard tweaked modes. [Brian Lewis]

- [DOS] If you are using a HotRod, use the -hotrod switch to adjust the default
keyboard settings. [Nicola Salmoria]


Source:
-------

- [DOS] Compiled with Allegro WIP 3.9.23. IMPORTANT: there is a bug in
Allegro's new keyboard hangling, which will prevent numeric pad keys from
working properly when used together with ctrl and alt. Until it is fixed in
the main Allegro distribution, you will have to replace the source file
allegro\src\misc\pckeys.c with the provided one, and recompile Allegro.
[Nicola Salmoria]

- [DOS] The new Allegro provides support for PSX and N64 pads (info here:
http://www.debaser.force9.co.uk/ccmame), and for the Wingman Warrior.
The names for the -joy parameter are
psxlpt1
psxlpt2
psxlpt3
n64lpt1
n64lpt2
n64lpt3
wingwarrior
[Nicola Salmoria]

- Rewritten the OS dependant keyboard interface. A rewrite of the koystick
interface will follow. The OS dependant code now only has to provide four
functions:
osd_get_key_list()
osd_is_key_pressed()
osd_customize_inputport_defaults() [optional]
osd_wait_keypress() [optional]
everything else is handled by the main core.
[Nicola Salmoria]

- New sprite manager, used in System 16, Ninja Gaiden, Shoot Out, Blood Bros.
[Phil Stroffolino]

- Took the gfx drawing functions out of common.c into the new dragfx.c.
In preparation for further changes to the data structures, abstracted the
low level data copying and used macros to generate 8-bit and 16-bit
versions. [Nicola Salmoria]


New games supported
-------------------
Champion Skill [Mirko Buffoni]
Vapor Trail - Hyper Offence Formation [Bryan McPhail]
Meteoroids [Zsolt Vasvari]
Razzmatazz [Nicola Salmoria]
Power Surge [Nicola Salmoria]
High Way Race [Zsolt Vasvari]
Blood Bros [Carlos A. Lozano, Phil Stroffolino, Richard Bush]
Riot City [Andrew Prime]
Body Slam [Andrew Prime]
Quartet [Andrew Prime]
Atomic Point [Andrew Prime]
Moonwalker [Andrew Prime]
Shadow Dancer [Andrew Prime]
Hang-On [Andrew Prime]
Raiden [Oliver Bergmann, Bryan McPhail, Randy Mongenel]
Hydra [Aaron Giles]
Pit Fighter [Aaron Giles]
Kick Start (not working due to protection) [Zsolt Vasvari]
Sky Soldiers [Bryan McPhail]
Time Soldiers [Bryan McPhail]
Sky Adventure [Bryan McPhail]
Gang Wars [Bryan McPhail]
Gold Medalist (not working) [Bryan McPhail]
Super Champion Baseball (not working) [Bryan McPhail]
Hopper Robo [Zsolt Vasvari]
Ikari III - The Rescue [Bryan McPhail]
Cosmic Chasm [Mathis Rosenhauer]
Munch Mobile [Phil Stroffolino]
Marvin's Maze [Phil Stroffolino]

New clones supported
--------------------
Midnight Resistance (Japan) [Yasuhiro Ogawa]
WBML (Japan) [Yasuhiro Ogawa]
Wild Western (set 2) [Zsolt Vasvari]
Pomping World (=Pang) [Yasuhiro Ogawa]
Mario Bros. (Japan) [Nicola Salmoria]
Altered Beast (Ver 1) [Andrew Prime]
Golden Axe (Ver 1) [Andrew Prime]
Shinobi (Sys16A Bootleg) [Andrew Prime]
Tough Turf [Andrew Prime]
Wonderboy 3 - Monster Lair [Andrew Prime]
Cyberball (4 players) [Aaron Giles]
Tournament Cyberball 2072 [Aaron Giles]
Toobin' (version 2) [Aaron Giles]
Toobin' (prototype) [Aaron Giles]
Combat School (trackball) (not working) [Manuel Abadia]
Boot Camp (= Combat School) (not working) [Manuel Abadia]


==========================================================================

0.35 RELEASE CANDIDATE 2

Other drivers changes:
----------------------

- Added rotary control support to Top Gunner. This works in topgunbl *only* -
the gun turret cannot be rotated in jackal and topgunr, those games don't
support the rotary joystick. [Karl Stenerud]

- Incresed the horizontal resolution for NeoGeo to 320. This looks strange with
some games, but it is definitely the correct value as I verified it on the
real thing. Games like Puzzle Bobble and Baseball Stars use the extra area,
while most of the other games draw just two bars in there. If a game looks
odd, adjust your monitor to send the extra area offscreen. [Nicola Salmoria]

- Fixed the slapstic emulation in Gauntlet, Gauntlet II, Xybots, Empire Strikes
Back, Rampart. [Ernesto Corvi, Nicola Salmoria]

- Fixed crashes in Demon, added analog controls to Tailgunner, fixed reset bug
in Space Wars, added glove control to Boxing Bugs, added color to War of the
Worlds and Boxing Bugs (seems to be wrong compared to Retrocade).
[Mathis Rosenhauer]

- Added scroll to Pinball Action when you push button 4, but I'm not sure it's
correct. [Nicola Salmoria]


Changes to the main program:
----------------------------

- Simplified the error message when ROMs are missing. It now gives a list of
all the missing ROMs, it doesn't stop at the first one. [Nicola Salmoria]


Source:
-------

- IMPORTANT FOR PORTERS: the "safety area" allocated by osd_new_bitmap() must
now be 16 pixels instead of 8. This is required by the NeoGeo driver.


New games supported
-------------------
SAR - Search and Rescue [Bryan McPhail]
Street Smart [Bryan McPhail]
Demon's World / Horror Story [Darren Olafson]
Rally Bike / Dash Yarou [Darren Olafson]
Flying Shark / Sky Shark [Quench]
Wardners Forest / Pyros [Quench]

New clones supported
--------------------
Terra Cresta (YM3526 set 2) [Nicola Salmoria]
Indiana Jones and the Temple of Doom [Yasuhiro Ogawa]
Makai-Mura (2 new sets) [Yasuhiro Ogawa]
Mizubaku Daibouken (= Liquid Kids) [Yasuhiro Ogawa]


==========================================================================

0.35 RELEASE CANDIDATE 1

These drivers have improved GRAPHICS:
-------------------------------------

- Fixed background colors in Great Swordsman. [Jarek Parchanski]

- Fixed (hopefully) colors in Blue Print. [Nicola Salmoria]


These drivers have new or improved SOUND:
-----------------------------------------

- Fixed Caveman Ninja. [Bryan McPhail]

- Sound in Great Swordsman, fixed ADPCM playback in Great Swordsman and
Gladiator. [Tatsuyuki Satoh]

- Fixed Street Fighter. [Nicola Salmoria]

- Improved Nemesis/Gradius/Twinbee/Salamander. [Elestir]

- Music in Block Block, Hatena etc. [Nicola Salmoria]

- Fixed sound in LED Storm / Mad Gear. [Jarek Burczynski]


Other drivers changes:
----------------------

- Added dip switches to the Atari System 2 games. [Nicola Salmoria]


Changes to the main program:
----------------------------

- The Pause key can be changed from the "Keys (defaults)" configuration menu.
[Nicola Salmoria]

- Added a palette viewer to the gfx viewer (F4). [Nicola Salmoria]

- [DOS] New video modes from CabMAME: low scanrate modes for connection to
NTSC/PAL and arcade monitors. -monitor NNNN selects the monitor type:
"standard" (default), "ntsc", "pal", "arcade". -centerx N and -centery N
each take a signed value (-8 to 8 for centerx, -16 to 16 for centery) and let
you shift the low scanrate modes around. -waitinterlace forces update of
both odd and even fields of an interlaced display for each game loop.
[Brian Lewis]

- [DOS] Since there are now many tweaked VGA modes which may have compatibility
problems with some video cards / monitors, they are now off by default. By
default, VESA is used; the -vesa command line switch is no longer used.
Instead, there is a -tweak switch which enables the VGA tweaked modes.
[Nicola Salmoria]

- [DOS] New tweaked VGA modes: 384x240 (for CPS1, Pang etc.), 384x256 (for Lode
Runner etc.), 336x240 (for Gauntlet and other Atari games), 320x240 (for
NeoGeo and others). They are used automatically, if your video card/monitor
can't handle them, use -notweak (or try adjusting the parameters in mame.cfg
if you know what you are doing). [Brian Lewis, Andrea Mazzoleni]

- [DOS] Removed the -nodouble command line option. Use -nostretch instead. If
you are updating from an earlier beta, make sure to delete mame.cfg (or
manually update it) otherwise stretch will be disabled. [Nicola Salmoria]

- Changed the analog port handling to avoid problems with keyboard control
(e.g. Arkanoid 2). [Nicola Salmoria]


Source:
-------

- Added support for slave mode to the MSM5205 emulation. [Tatsuyuki Satoh]


New games supported
-------------------
Mars [Zsolt Vasvari]
New Sinbad 7 [Zsolt Vasvari]
Hot Shocker [Zsolt Vasvari]
Levers [Zsolt Vasvari]
Azurian Attack [Zsolt Vasvari]
Saturn [Nicola Salmoria]
Quiz Sangokushi [Nicola Salmoria]
Spelunker [Nicola Salmoria]
Freeze [Nicola Salmoria]
Mahjong Gakuen [Nicola Salmoria]
Mahjong Gakuen 2 Gakuen-chou no Fukushuu [Nicola Salmoria]
Super Marukin-Ban [Nicola Salmoria]
Poker Ladies [Nicola Salmoria]
Capcom World [Nicola Salmoria]
Quiz Tonosama no Yabou 2 [Nicola Salmoria]
Pang! 3 [Nicola Salmoria]
Appoooh [Tatsuyuki Satoh]
The Legend of Kage [Phil Stroffolino]

New clones supported
--------------------
Tank [Roberto Fresca]
Major Havoc (prototype) [Brad Oliver]
Devil Fish [Zsolt Vasvari]
Route 16 (original) [Zsolt Vasvari]
Nebulous Bee (= Galaga) [Zsolt Vasvari]
Block Block (Japan) [Nicola Salmoria]
Street Fighter II' - Champion Edition (Accelerator Pt.II) [Nicola Salmoria]
Snow Bros (Japan) [Nicola Salmoria]
Qix (set 3) [Al Kossow]
Cadillacs & Dinosaurs (Japan) [Santeri Saarimaa]
Pleiads (original) [Eric Hustvedt]
Dig Dug (Namco set 2) [Yasuhiro Ogawa]
Dig Dug 2 (set 2) [Yasuhiro Ogawa]
Alcon (= Slap Fight) (not working due to protection) [Marco Cassili]


==========================================================================

0.35 BETA 13

These drivers have new or improved SOUND:
-----------------------------------------

- Sound in Demolition Derby. [Bret Wallace]

- Fixed sound in World Tennis. [Zsolt Vasvari]


Other drivers changes:
----------------------

- Lots of improvements in the Atari drivers. [Aaron Giles]

- Fixed all known problems in Xain'd Sleena. [Nicola Salmoria]

- Fixed decryption in Treasure Hunt [Zsolt Vasvari]


Changes to the main program:
----------------------------

- [DOS] Enabled again the -triplebuffer option, and triple buffering is
disabled by default. Remember that -triplebuffer disables -vsync, so if
you absolutely want to use -vsync in VESA modes, don't use -triplebuffer.
[Nicola Salmoria]

- Improved VLM5030 emulation. [Tatsuyuki Satoh]

- Fixed a couple of bugs in the 68000 emulation (both asm and C). They affected
Power Spikes 2 and F1 Dream. [Mike Coates]

- Improved uPD7759 ADPCM decode. [Juergen Buchmueller]

- [DOS] -stretch 1024x768 can be used with Sichuan II and Golden Star.
[Nicola Salmoria]

- Moved mixer control out of streams.c and into the new mixer.c. Now the On
Screen Display can be used to change the volume of any channel, not just ones
handled by streams.c. The configuration is also saved on exit and is
automatically reloaded the next time you start the game. [Nicola Salmoria]


Source:
-------

- The zlib library is required to build MAME, it can be downloaded from
http://www.cdrom.com/pub/infozip/zlib/.

- PNG save support. save_screen_snapshot() may be called by osd_save_snapshot()
to save a standardized shot. Under DOS, .png files go go to the SNAP
directory. [Mathis Rosenhauer, Mike Haaland]

- struct GameSample no longer has a volume field (since it is not stored in .wav
files), to replace that struct Samplesinterface has an additional volume field
which affects all samples played. [Nicola Salmoria]

- Replaced osd_adjust_sample() with osd_set_sample_freq() and
osd_set_sample_volume(), and the OSD_PAN_xxx macros with MIXER_PAN_xxx.


New games supported
-------------------
Adventure Quiz 2 Hatena no Dai-Bouken [Nicola Salmoria]
Cyberball 2072 (2 Players) [Aaron Giles]
Rampart [Aaron Giles]
Shuuz [Aaron Giles]
Skull & Crossbones [Aaron Giles]
Bad Lands [Aaron Giles]
Grobda [Manuel Abadia]
Phozon [Manuel Abadia]
Genpei ToumaDen [Nicola Salmoria]
The Return of Ishtar [Nicola Salmoria]
Wanted [Zsolt Vasvari]
Truxton / Tatsujin [Darren Olafson]
Out Zone [Darren Olafson]
Extermination [Nicola Salmoria]
Minky Monkey [Zsolt Vasvari]
Marine Boy [Zsolt Vasvari]
Changes [Zsolt Vasvari]
Springer [Zsolt Vasvari]
Hoccer [Zsolt Vasvari]
Funky Bee [Zsolt Vasvari]
Sky Lancer [Zsolt Vasvari]
Zodiack [Zsolt Vasvari]
Dog Fight [Zsolt Vasvari]
Moguchan [Zsolt Vasvari]
Return of the Invaders [Jarek Parchanski]
No Man's Land [Mike Coates]

New clones supported
--------------------
Ninja Kid 2 (set 3) [Nicola Salmoria]
Rad Action (= Ninja Kid 2) [Jarek Parchanski]
Crush Roller (Kural Samno) also note that the main set is now crush instead of
maketrax [Gerald Vanderick]
Street Fighter II' (Red Wave)
Shisensho (Joshiryo-Hen) (= Sichuan II) [Yasuhiro Ogawa]
Mouse Trap (version 3 and 4) [Eric Hustvedt]
Arabian (Sun Electronics) [Gerald Vanderick]
Dangar (bootleg) [Nicola Salmoria]
Bomb Jack (set 1) [Nicola Salmoria]
Cruisin (=City Connection) [Nicola Salmoria]
Hangly-Man (set 2) [Gerald Vanderick]
Head On (set 2) [Nicola Salmoria]
Quantum (prototype) [Zsolt Vasvari]
Galaga '84 [Valerio Verrando]
Zzyzzyxx (set 2) [Zsolt Vasvari]
Pop Flamer (set 2) (note the different gameplay) [Gerald Vanderick]
Hit'n Miss (version 2.0) [Nicola Salmoria]


==========================================================================

0.35 BETA 12

These drivers have improved GRAPHICS:
-------------------------------------

- Fixed missing arrow in the radar in Over Top, but this breaks the Nam-1975
screen when you insert a coin. [Nicola Salmoria]

- Fixed Block Block title screen. [Nicola Salmoria]

- Fixed the spider gfx, and sky color, in Rainbow Islands. [Mike Coates]


These drivers have new or improved SOUND:
-----------------------------------------

- Major improvements to Atari sound (e.g. speech in Toobin') [Aaron Giles]

- Sound in Rainbow Islands. [Mike Coates]


Other drivers changes:
----------------------

- Emulated the protection in Hippodrome, which is now working 100%.
[Byan McPhail]

- Drastically reduced load times of the larger NeoGeo games. [Nicola Salmoria]

- Boss order in Super Real Darwin should be correct. [José Miguel Morales
Farreras]

- Rainbow Islands is playable (using the C-Chip dump from Jumping).
[Mike Coates]

- Memory card support in the NeoGeo driver. Card data is saved to the MEMCARD
directory (you have to create it). Use the TAB menu to access the memory card
options. [Fabrice Martinez]

- Fixed F1 Dream protection workaround (note that the game still doesn't work
correctly with the 68000 C core). [Mike Coates]


Changes to the main program:
----------------------------

- [DOS] All flickering problems with triple buffering should now be solved, so
it's now always ON. Let me know if you have problems with it, and I'll add
back an option to disable it. vsync and waitvsync are automatically disabled,
so you can leave them enabled - they will only be used in tweaked VGA modes
or if your video card doesn't have enough RAM to do triple buffering.
[Nicola Salmoria]


Source:
-------

- OSD_FILETYPE_MEMCARD for memory cards. [Fabrice Martinez]


New games supported
-------------------
Balloon Bomber [Mike Coates]
Cloud 9 [Mike Balfour]
Yam! Yam!? [Nicola Salmoria]
Quiz Tonosama no Yabou [Nicola Salmoria]
Ali Baba and 40 Thieves [Zsolt Vasvari]
Air Buster [Luca Elia]
Salamander [Bryan McPhail]
Mega Zone [Chris Hardy]
Act Fancer (not working due to bad ROM) [Bryan McPhail]
Dyger [Nicola Salmoria]
Combat School [Manuel Abadia, Phil Stroffolino]
Mutant Night [Leandro Dardini, Mirko Buffoni]
World Tennis [Zsolt Vasvari]

New clones supported
--------------------
Vigilante (US) [Eric Hustvedt]
Le Bagnard (= Bagman) [Gerald Vanderick]
Caveman Ninja (revision 3) [Gerald Vanderick]
Street Fighter II' - Champion Edition (US rev A and B) [Nicola Salmoria]
Space Invasion (= Commando) [Nicola Salmoria]
Sega Space Attack (upright) [Nicola Salmoria]
Moon Cresta (bootleg) [Zsolt Vasvari]


==========================================================================

0.35 BETA 11

These drivers have improved GRAPHICS:
-------------------------------------

- Several fixes and improvements to D-Day. [Zsolt Vasvari]

- Fixed foreground transparency in Pac-Land round 19. [Nicola Salmoria]

- Better backdrop for Battle Zone (bzone.png). [Nathan Sturm]

- Fixed background in Street Fighter 1. [Olivier Galibert]

- Fixed sprite glitches in Jail Break and Iron Horse. [Nicola Salmoria]

- Fixed sprites colors in Galivan. [Nicola Salmoria]


These drivers have new or improved SOUND:
-----------------------------------------

- Support for Eliminator 2/4 player samples and additional sounds for
Zektor. [Jim Hernandez]

- Fixed tune in Phoenix. [Richard Davies]

- Added ADPCM samples to Mad Gear. [Bryan McPhail]


Changes to the main program:
----------------------------

- Added support for .wav samples. The custom .sam samples are no longer
supported (you can use the sam2wav converter to convert them). [Aaron Giles]

- [DOS] Rough triple buffering support in VESA modes. You can turn it on with
the -triplebuffer switch. It is not guaranteed to work well, but if it does,
it offers results similar to -waitvsync but without the performance drop.
Do NOT use it together with -vsync or -waitvsync. [Nicola Salmoria]

- A missing ROM for which no good dump is known to exist is no longer a fatal
error - you can start the emulation even if the file is missing. Its space
will be filled with random data. Of course the game will probably
malfunction. The output of -verifyroms is slightly changed, it says "NO GOOD
DUMP KNOWN" now and doesn't print 00000000 checksums. [Nicola Salmoria]


Source:
-------

- Major overhaul to the Atari games, and fixes to the 68000 and 6502 cores to
get them going properly. [Aaron Giles]


New games supported
-------------------
Prehistoric Isle in 1930 [Bryan McPhail, Carlos A. Lozano]
Double Dribble [Manuel Abadia]
Terra Force [Carlos A. Lozano, Phil Stroffolino]
Armed Formation [Carlos A. Lozano, Phil Stroffolino]
Wiping [Allard van der Bas]
Cabal [Carlos A. Lozano, Phil Stroffolino]
Wonder Momo [Nicola Salmoria, Ernesto Corvi]
Insector X [Nicola Salmoria]
Sichuan II (it's 100% emulated, but one ROM is missing so it doesn't work
correctly) [Nicola Salmoria]
Goindol [Jarek Parchanski]
Vindicators part II [Aaron Giles]
Ufo Robo Dangar [Carlos A. Lozano]

New clones supported
--------------------
D-Day (Olympia) [Zsolt Vasvari]
Zaxxon (set 2) [Marco Cassili]
Eagle (set 2) [Marco Cassili]
Do! Run Run (set 2) [Marco Cassili]
Do! Run Run (Do's Castle hardware) [Nicola Salmoria]
Intrepid (set 2) [Thierry Lescot]
Super Mouse (set 2) [Thierry Lescot]
My Hero (Japan) [Nicola Salmoria]
Green Beret (bootleg) [Mirko Buffoni]
Punk Shot (4 players) [Nicola Salmoria]
Block Out (set 2) [Nicola Salmoria]
Aero Fighters (Turbo Force hardware set 2) [Nicola Salmoria]
Spiders (set 1) [Nicola Salmoria]
Last Duel (US set 2) [Byan McPhail]
Led Storm [Byan McPhail]
Bubble Bobble (US) [Brad Oliver]
Rastan (US) [Nicola Salmoria]
Stratovox (bootleg) [Nicola Salmoria]
Pac Gal [Victor Trucco]
Star Wars (revision 2) [Brad Oliver]
Indiana Jones (set 2) [Aaron Giles]
Blasteroids (version 4) [Aaron Giles]
Escape From the Planet of Robot Monsters (set 2) [Aaron Giles]
Majestic Twelve [Marco Cassili]
Cosmo Police Galivan (set 2) [Nicola Salmoria]
Naughty Boy (Jaleco and bootleg) [Brad Oliver]


==========================================================================

0.35 BETA 10

Please report any problem you find with the C 68000 core. There are no known
bugs as of now (apart from ball movement in Power Spikes 2), if no new bugs
are found we'll switch back to test the asm core.


These drivers have improved GRAPHICS:
-------------------------------------

- Fixed colors in Birdie King 2. [Zsolt Vasvari]


Other drivers changes:
----------------------

- "kbmame" multi-button key equivalents for the NeoGeo games. They are only
available if cheats are enabled. [Nicola Salmoria]


Changes to the main program:
----------------------------

- Added menu option to configure the default joystick settings (like the
default keys), [Nicola Salmoria]

- [DOS] Fixed severe slowdowns when 16-bit audio was selected.
[Nicola Salmoria]

- [DOS] The parameters which control tweaked VGA modes can be changed by
editing mame.cfg, so they can be fine tuned to match each particular video
card/monitor combination (these are non standard modes so they can't be made
to work in the same way on all setups). If you want to try that (warning:
only experienced users should try) make sure to read vgatweak.txt.
[Valerio Verrando]

- Changed format of the history database. [John Butler]


Source:
-------

- Reorganized the sound subsystems, hopefully I didn't break anything in the
process. [Nicola Salmoria]

- Added support for up to 4 analog controllers (multiple trackballs are NOT
supported under DOS, but multiple joysticks should work). [Brad Oliver]


New games supported
-------------------
Shooting Master (not working due to protection) [Nicola Salmoria]
Senjyo [Mirko Buffoni]
Star Cruiser (preliminary) [Frank Palazzolo]
RodLand (Japan) [Luca Elia]
Earth Defense Force [Luca Elia]
Avenging Spirit [Luca Elia]
Disco No.1 [Zsolt Vasvari]

New clones supported
--------------------
Star Force (encrypted) [Nicola Salmoria]


==========================================================================

0.35 BETA 9

After the problems with the last few betas, this should be a stable release
again. All games which worked before the core changes should be working again.
Let us know if you find some still broken.


These drivers have improved GRAPHICS:
-------------------------------------

- Fixed background in Pig Newton. [Mike Balfour]

- Fixed the Galaxian-style starfield. Believe it or not, it had been broken
since day 1. [Nicola Salmoria]

- Converted the System 16 drivers to use the TileMap system - they are now
cleaner, faster, and support screen rotation. [Phil Stroffolino]


Other drivers changes:
----------------------

- Fixed hangs in Super Real Darwin when big bosses come, however the order
they appear in is likely wrong (it's a protection issue). If you know the
correct order, contact mish@tendril.force9.net. [Bryan McPhail]

- Emulated the protection in Jump Bug (Rock-ola). Some ROM splitup too, and
fixed colors. [Zsolt Vasvari]


Changes to the main program:
----------------------------

- [DOS] New tweaked 256x256 VGA modes (both scanlines and noscanlines)
stretched to fill the screen. They are automatically used for horizontal
games, and are preferable to the -stretch option since they are faster.
You might have to adjust your monitor settings to make them properly
centered and fill the screen (use the border displayed on startup as a
guideline). [Valerio Verrando]


Source:
-------

- The debugger is almost complete. [Juergen Buchmueller]

- Redesigned the struct InputPort to use less space, and changed how analog
inputs are defined. An additional benefit is that the keys for digital
emulation of analog inputs are now defined in the Keys for this Game menu,
together with all other keys, instead that in the Analog Controls menu.
The Analog Controls menu remains to set the other parameters.
[Nicola Salmoria]

- Added default strings for dip switches. For example, instead of "Cabinet",
use DEF_STR( Cabinet ). The constants are defined in inptport.h.
[Nicola Salmoria]


New games supported
-------------------
Sindbad Mystery [Nicola Salmoria, Mike Balfour]
Yamato (preliminary) [Nicola Salmoria]
Super Burger Time [Bryan McPhail]
Gaplus [Manuel Abadia, Ernesto Corvi]
Van Van Car [Allard van der Bas]
Super Locomotive [Zsolt Vasvari]

New clones supported
--------------------
Crazy Climber (bootleg set 2) [Zsolt Vasvari]
Pac Man (modified) [Allard van der Bas]


==========================================================================

0.35 BETA 8

Most of the problems of beta 7 have been fixed, but the C 68000 core still
isn't 100%.


These drivers have improved GRAPHICS:
-------------------------------------

- Fixed missing item at the bottom of the screen in Tower of Druaga.
[Nicola Salmoria]

- Fixed again the colors in Lode Runner 2. This time it should really be 100%.
[Nicola Salmoria]


These drivers have new or improved SOUND:
-----------------------------------------

- Implemented the RC filters in early Konami games (Time Pilot, Pooyan, etc.)
[Zsolt Vasvari]

- Added voices to Rolling Thunder. [Ernesto Corvi]


Other drivers changes:
----------------------

- Fixed 1 player start button not working on level 31 of Tower of Druaga.
[Nicola Salmoria]


Changes to the main program:
----------------------------

- Added a "Game History" entry to the menu. Data is fetched from the file
HISTORY.DAT. Thanks to Brian Deuel, Neil Bradley and the Retrocade dev team
for allowing us to use Retrocade's game history database. [John Butler]

- All new, completely rewritten debugger (not finished yet). [Juergen
Buchmueller]

- [DOS] Switches -noartwork and -nosamples to turn off artwork or sample
loading. [Valerio Verrando]


New games supported
-------------------
TNK3 [Carlos A. Lozano, Phil Stroffolino]
ASO [Carlos A. Lozano, Phil Stroffolino]
Athena [Carlos A. Lozano, Phil Stroffolino]
Fighting Golf [Carlos A. Lozano, Phil Stroffolino]
Bermude Triangle [Carlos A. Lozano, Phil Stroffolino]
Psycho Soldier [Carlos A. Lozano, Phil Stroffolino]
Chopper I [Carlos A. Lozano, Phil Stroffolino]
Caveman Ninja [Bryan McPhail]
Tumble Pop [Bryan McPhail]
Speed Coin [Frank Palazzolo]
Sky Chuter [Lee Taylor]

New clones supported
--------------------
Rally X (Namco) [Yasuhiro Ogawa]
Tower of Druaga (set 2) [Yasuhiro Ogawa]
Warp Warp (Namco) [Yasuhiro Ogawa]
King and Balloon (Japan) [Yasuhiro Ogawa]
Aero Fighters (Turbo Force hardware) [Nicola Salmoria]


==========================================================================

0.35 BETA 7

These drivers have improved GRAPHICS:
-------------------------------------

- Added the missing background layer to Cobra Command. [Bryan McPhail]

- Colors & sprites in Super Real Darwin should be correct. [Bryan McPhail]

- Char/sprite priority in Lode Runner 2 & 3 and in Battle Road. [Eric Hustvedt]


Other drivers changes:
----------------------

- Fixed the in game timer in Captain Silver, this probably fixes other
gameplay glitches. [Bryan McPhail]

- Fixed controls in Gondomania and Last Mission. [Bryan McPhail]


Changes to the main program:
----------------------------

- new switch "-waitvsync /-nowaitvsync" (use it with -novsync); it waits for
video sync before drawing the screen but uses the normal MAME throttling.
This gives smoother display with scrolling game (like vsync), but works
with video modes with higher refresh frequency, and is more win-friendly.
[Valerio Verrando]


Source:
-------

- Major overhaul to the cpu cores. Note that the debugger doesn't work in this
release. [Juergen Buchmueller]


New games supported
-------------------
The Battle-Road [Eric Hustvedt]

New clones supported
--------------------
Block Block (bootleg) [Nicola Salmoria]
TNZS (bootleg) [Nicola Salmoria]


==========================================================================

0.35 BETA 6

Note: the CPU cores have been completely torn apart and rearranged in this
release. Don't be surprised if a large number of games doně't work at all.
FOr example, Twin Cobra doesn't boot, and most (all?) of the games using
a 6803 lock up (ctrl-alt-del needed).


These drivers have improved GRAPHICS:
-------------------------------------

- Fixed colors in Lode Runner 2. Also fixed the layout of round 8 and 28.
[Nicola Salmoria]


Changes to the main program:
----------------------------

- [DOS] New -stretch option to optionally stretch low resolution games to fill
the screen. The default is -stretch off, which is the same behaviour as
before. -stretch 1024x768 automatically uses the "quadra" mode for horizontal
games whose resolution is less or equal to 256x256. -stretch 800x600 uses
the "triple" mode. The -quadra and -triple options are no longer needed and
have been removed.
1024x768 will be perfect (for 256x256 games) or almost perfect (for 256x240
and 256x224 games) without monitor adjustment, so it is indicated for LCD
displays. However, it is slower than 800x600. 800x600 is faster but the games
are stretched to resolutions from 768x448 to 768x512, so they don't fill the
screen and are squashed vertically. Here's the tip: if your monitor is good
enough, you can use the controls to expand the picture and make it fit
perfectly in the screen. Note that this tip applies not only to stretched
modes, but also to med-res games like Lode Runner (384x256) and the CPS1
games (384x224). The CPS1 games in particular are unbearably squashed unless
you adjust the monitor. [Nicola Salmoria]

- [DOS] New option -volume n to set the startup volume. The volume is an
attenuation in dB, e. g. "-volume -12" will start with a -12dB attenuation.
[Nicola Salmoria]

- The user interface is rotated by -rol and -ror. [Nicola Salmoria]

- Improvements to the YM2610 timers, added an interface for external volume
control. [Tatsuyuki Satoh]

- Major changes to the whole CPU interface and cores. [Juergen Buchmueller]

- [DOS] All new, completely rewritten autoframeskip code. [Nicola Salmoria]


New games supported
-------------------
Space Wars [Aaron Giles, Zonn Moore, Jeff Mitchell, Neil Bradley]
Vectorbeam [Aaron Giles, Zonn Moore, Jeff Mitchell, Neil Bradley]
Star Hawk [Aaron Giles, Zonn Moore, Jeff Mitchell, Neil Bradley]
Star Castle [Aaron Giles, Zonn Moore, Jeff Mitchell, Neil Bradley]
Tailgunner [Aaron Giles, Zonn Moore, Jeff Mitchell, Neil Bradley]
Rip Off [Aaron Giles, Zonn Moore, Jeff Mitchell, Neil Bradley]
Speed Freak [Aaron Giles, Zonn Moore, Jeff Mitchell, Neil Bradley]
Sundance [Aaron Giles, Zonn Moore, Jeff Mitchell, Neil Bradley]
Warrior [Aaron Giles, Zonn Moore, Jeff Mitchell, Neil Bradley]
Armor Attack [Aaron Giles, Zonn Moore, Jeff Mitchell, Neil Bradley]
Solar Quest [Aaron Giles, Zonn Moore, Jeff Mitchell, Neil Bradley]
Demon [Aaron Giles, Zonn Moore, Jeff Mitchell, Neil Bradley]
War of the Worlds [Aaron Giles, Zonn Moore, Jeff Mitchell, Neil Bradley]
Boxing Bugs [Aaron Giles, Zonn Moore, Jeff Mitchell, Neil Bradley]
Mystic Marathon [Michael Soderstrom]
Turkey Shoot [Michael Soderstrom]
Inferno [Michael Soderstrom]
Joust 2 [Michael Soderstrom]
Pontoon [Zsolt Vasvari]

New clones supported
--------------------
Dark Seal (revision 3) [Bryan McPhail]
Pocket Gal 2 [Bryan McPhail]
Super Pool III [Bryan McPhail]
Scramble (Konami) [Zsolt Vasvari]
Scramble (bootleg) [Zsolt Vasvari]
Yie-Ar Kung Fu (set 1) [Zsolt Vasvari]
Tazz-Mania (Strategy X hardware) [Zsolt Vasvari]
Eliminator (2 Players, set 2) [Thierry Lescot]
Super Buster Bros (KEEP 1 PRESSED WHILE BOOTING THE FIRST TIME)
Ninja Princes (not encrypted) [Nicola Salmoria]
Rolling Thunder (set 2) [Nicola Salmoria]


==========================================================================

0.35 BETA 5

These drivers have improved GRAPHICS:
-------------------------------------

- Kludged in a fix for char/sprite priority in Traverse USA. [Nicola Salmoria]


These drivers have new or improved SOUND:
-----------------------------------------

- Sound in Pac-Land, and improved Rolling Thunder. [Ernesto Corvi]

- Full sound in Sly Spy, Midnight Resistance, Dark Seal. [Bryan McPhail]

- Emulated the death sound in Mario Bros, the sample is no longer used.
[Brian Stern]


These drivers have HIGH SCORE support:
--------------------------------------

- DEC8 games. [Roberto Fresca]


Other drivers changes:
----------------------

- Emulated the protection in Sly Spy. [Bryan McPhail]


Changes to the main program:
----------------------------

- [DOS] Added a header to .inp files (same as MAME32). With the additional
header, the user no longer needs to specify the game name when playing back
.inp recordings. [Mike Haaland]

- Added the ability to show the total number of colors on screen. This is
useful during development to know if a game can be shrinked to 256 colors or
it requires a 16-bit display. Press CTRL+F11 to toggle the display. This is
only available in debug builds. [Nicola Salmoria]


Source:
-------

- The TileMap code is now mature enough to be used in new drivers. For
examples, look into gng, gaiden, travrusa. [Phil Stroffolino]

- Merged the old and new Namco sound subssytem, and added support for stereo
output. [Aaron Giles]

- H6280 emulator, used by several DECO games. [Bryan McPhail]


New games supported
-------------------
Boulder Dash [Bryan McPhail]
Crackshot [Aaron Giles]
Vimana [Darren Olafson]

New clones supported
--------------------
Crush Roller (set 2) [Zsolt Vasvari]
Rampage (revision 2) [Zsolt Vasvari]
Satan's Hollow (set 2, only the sound ROMs are different) [Zsolt Vasvari]
Bosconian (Midway set 2) [Zsolt Vasvari]
Galaxians (bootleg) [Zsolt Vasvari]


==========================================================================

0.35 BETA 4

Other drivers changes:
----------------------

- It seems that the Fatal Fury 2 protection was still causing some problems in
later levels. It should now be completely worked around. NOTE: YOU MUST
DELETE FATFURY2.HI OR THE GAME WILL MALFUNCTION AFTER THE FIRST BONUS ROUND.
[Nicola Salmoria]


Changes to the main program:
----------------------------

- [DOS] New -quadra and -triple video options. They are slower than the
others, but provide interesting features. With -quadra the screen is
quadrupled horizontally and tripled vertically, so a 256x256 game fits
perfectly in a 1024x768 screen. -triple triples horizontally and doubles
vertically, so it's perfect for Moon Patrol. [ole00@usa.net]

- Improved palette compression with color fades. [Nicola Salmoria]

- Improved the YM2610 emulation. [Tatsuyuki Satoh]


Source:
-------

- [DOS] Now compiled using Allegro 3.11. Unfortunately, contrary to what I
had been promised, allegro.h provided with the library still fails to
compile with MAME, so a fixed one is included.


New games supported
-------------------
Block Block
Super Pang (KEEP 1 PRESSED WHILE BOOTING THE FIRST TIME)
Digger [Raney Eden]
64th Street [Luca Elia] \
P-47 [Luca Elia] | These don't work with the 68000 C core
Legend of Makaj [Luca Elia] /
Crossbow [Aaron Giles]
Cheyenne [Aaron Giles]
Combat [Aaron Giles]
Clay Pigeon [Aaron Giles]
Chiller [Aaron Giles]
Top Secret [Aaron Giles]
Hit 'n Miss [Aaron Giles]
Who Dunit [Aaron Giles]
Showdown [Aaron Giles]
Power Spikes [Nicola Salmoria]
Zero Wing [Darren Olafson]
Hell Fire [Darren Olafson]
Guerrilla War [Phil Stroffolino]
Touchdown Fever [Phil Stroffolino]

New clones supported
--------------------
Pang (original)
Buster Bros
Smash TV (revision 6 and 4) [Zsolt Vasvari]
alternate versions of MK and MK2 (they were already there, just not linked)


==========================================================================

0.35 BETA 3

These drivers have improved GRAPHICS:
-------------------------------------

- Added the interesting parts to Gals Panic. [Nicola Salmoria]

- Fixed big sprites in Tokio, and unified it with Bubble Bobble.
[Nicola Salmoria]

- Sprite zoom support in Aero Fighters. [Nicola Salmoria]

- 16-bit color support in the NeoGeo driver. It's enabled in a few games which
were particularly affected by reduction to 256 colors. [Nicola Salmoria]

- CPS1 games are being worked on, they are temporarily slower but accuracy is
improved.

- Improved Star Fire. [Olivier Galibert]


These drivers have new or improved SOUND:
-----------------------------------------

- Samples support in Cosmic Guerilla. [Mike Coates]

- New sample support in Tac/Scan. [Jim Hernandez]


These drivers have HIGH SCORE support:
--------------------------------------

- Ghost Busters, Maze Hunter, Canyon Bomber. [Roberto Fresca]

- Last Duel, Mad Gear, M79 Ambush, Lode Runner 2 & 3, Lot Lot, Dead Eye.
[Howie Cohen]

- Speed Rumbler, Liquid Kids, Growl. [Eugenio De Renzi]


Other drivers changes:
----------------------

- Support for the ORIGINAL version of Bubble Bobble, with 68705 code from a
pirate board. Wizards *do* throw stones in this version. [Nicola Salmoria]

- Removed the protection in Fatal Fury 2. [Eugenio De Renzi]

- Emulated the protection (TMS32010) in Twin Cobra, which is now fully
playable. [Quench]

- Fixed the protection in Frisky Tom. [Andrew Prime]

- Properly emulated the 68705 protection in The Electric Yo-Yo, Kram, Space
Dungeon, Zoo Keeper. [Nicola Salmoria]

- Simulated the 8751 protection in F1 Dream, but it seems to work on Macs
only (endian issue?). [Eric Hustvedt]

- Improved Birdie King 2 which is now playable. [Zsolt Vasvari]

- Fixed speed in Oscar. [Bryan McPhail]

- Super Real Darwin is fully working. [Bryan McPhail]


Source:
-------

- A couple of bug fixes in the 6808 core. [Brad Oliver]

- TMS32010 emulator. This is used by Twin Cobra. [Quench]

- New experimental TileMap code, used by Ninja Gaiden and Ghosts and Goblins.
This makes the driver code cleaner and gives a major performance boost in
the video rendering. DON'T USE IN NEW CODE UNTIL FURTHER NOTICE!!
[Phil Stroffolino]

- [DOS] X86 asm Z80 core. [Juergen Buchmueller]


New games supported
-------------------
Devil Fish [Chris Hardy]
Magical Spot II [Zsolt Vasvari]
Devil Zone [Mike Coates]
Turbo Force [Nicola Salmoria]
Space Intruder [Lee Taylor]
Tropical Angel [Phil Stroffolino]
Capcom World 2 [Steve S.]
Quiz and Dragons [Steve S.]
Warriors of Fate [Russell Nash]
Cadillacs and Dinosaurs [Russell Nash]
Punisher [Nicola Salmoria]
Slam Masters (not working) [Nicola Salmoria]
Muscle Bomber Duo (not working) [Russell Nash]
Ambush [Zsolt Vasvari]
Fire One [Olivier Galibert]
Street Fighter [Olivier Galibert]
Gondomania [Bryan McPhail]
Last Mission [Bryan McPhail]
Shackled [Bryan McPhail]
Captain Silver [Bryan McPhail]

New clones supported
--------------------
Space Battle (= japirem) [Nicola Salmoria]
Amidar (Olympia) [Zsolt Vasvari]
10 Yard Fight (Vs. version set 1) [Zsolt Vasvari]
Asteroids Deluxe (version 1) [Julian Eggebrecht]
Zoo Keeper (set 2) [Nicola Salmoria]
Qix (set 2) [Nicola Salmoria]
Canyon Bomber (prototype) [Mike Balfour]
Magic Brush (= Make Trax) [Zsolt Vasvari]
Fitter (= Round Up) [Nicola Salmoria]


==========================================================================

0.35 BETA 2

Note: the CPU cores are still in a state of flux. Most of the problems in 35b1
have been fixed, however some still remain (e.g. Gauntlet doesn't accept
coins and Exterminator crashes).

These drivers have improved GRAPHICS:
-------------------------------------

- Fixed the sprite/playfield and playfield/playfield priorities in Bad Dudes /
Dragon Ninja and Sly Spy. [Bryan McPhail]

- Fixed the title screen in P.O.W. [Bryan McPhail]

- Fixed gaps in the start/finish line in Neo Drift Out. [Nicola Salmoria]

- Attempt at emulating some raster effects in the NeoGeo games. The IRQ2
handling is still 99% unknown, however you can see the field in Super
Sidekicks 3 and 4. This is largely unaccurate, and VERY slow. Hit F1 to
toggle the emulation on or off (by default it's on). [Nicola Salmoria]

- Almost accurate colors in Galivan. [Nicola Salmoria]

- Improved row scrolling in Street Fighter 2, plus several other fixes to the
CPS1 games. [Paul Leaman]

- Fixed sprite colors in Euro League. [Nicola Salmoria]

- Fixed sprites disappearing abruptly in TMNT end of game credits. [Nicola
Salmoria]

- Fixed the green and white flags in Championship Sprint / Super Sprint, and
maybe other Atari System 2 sprites as well. [Nicola Salmoria]

- Fixed sprite flipping in Jack the Giant Killer end sequence. [Brad Oliver]

- Fixed (?) the title in Galaxian Part X. [Nicola Salmoria]

- Accurate colors in Mariner. [Gerald Vanderick]


These drivers have new or improved SOUND:
-----------------------------------------

- Added support for the 7751 sound chip in Monster Bash. Two samples are still
needed (discrete circuits). [Mike Balfour]

- Good progress in sound emulation of the Exidy games (Venture, Pepper 2, etc.)
[Dan Boris]

- Fixed the YM2203 in Ghost Busters. [Bryan McPhail]

- Speech in TMNT. Sound should now be 100% complete. [Howie Cohen]

- uPD7759 support in Golden Axe, Shinobi, Passshtb, Alien Syndrome,
Altered Beast. [Howie Cohen]

- Emulated speech in Sinistar. Samples are no longer used. [Alex Pasadyn]

- Sound in The Main Event. [Nicola Salmoria]

- Sound fade timer ports in the CPS1 games (see Willow's Test mode for an
example). [Paul Leaman]


These drivers have HIGH SCORE support:
--------------------------------------

- Side Pocket, Rolling Thunder. [Dave W.]


Other drivers changes:
----------------------

- Emulated the protection in Seicross, Radical Radial, Frisky Tom. However
Frisky Tom is still not playable (hangs when you fall). [Nicola Salmoria]

- The hang in Tapper should REALLY be fixed this time. [Juergen Buchmueller]

- Emulated the protection in Knights of the Round and Carrier Air Wing.
[Paul Leaman]


Changes to the main program:
----------------------------

- [DOS] The key to change frameskip is now F9 instead of F8. [Nicola Salmoria]


Source:
-------

- New 68000 C core. For testing purposes, this is also being used in the DOS
version instead of the asm core. [Karl Stenerud]
Differences:

1. Faster. This code is, barring ram fetch time, almost twice as fast as the
existing C core in MAME. I've done extensive speed profiling on both
engines. The only problem now is the slow memory access in MAME due to
bankswitching et al.

2. Emulation more correct. I found many bugs in the MAME engine (and many,
many more in mine for that matter) when I pitted them head-to-head.
I have run random instructions from each opcode class at least 10 million
times, comparing the resultant CPU states, and have left it running random
instructions for 1 billion iterations. In every case, I have adhered to
the specs defined in M68000PM/AD REV. 1.

3. Disassembler is correct. The current M68000 disassembler in mame has a
tendency to disassemble instructions that have an invalid EA mode.

4. Cycle counting is 99.9% correct. The only instructions which don't have
correct cycle counts are divs, divu, muls, mulu, and they're not worth
counting correctly. (I'm not about to waste emulation time counting 0-1 and
1-0 sequences).

5. > 32 bit friendly. I've taken care to ensure maximum portability without
sacrificing speed. The result is conditional compiling dependant on your
architecture. I've also implemented and tested a compatible solution for
architectures that lack 8, 16, or 32 bit signed storage types.

6. The code is carefully laid out to be readable. (I beg to differ - NS)

- Fixed some bugs in the I8039 emulation. [Brian Stern]

- Z8000 emulator. [Juergen Buchmueller]

- NEC uPD7759 emulation. This is used by TMNT, System 16, and others.
[Juergen Buchmueller, Mike Balfour, Howie Cohen]

- CVSD emulation, used for speech in Sinistar and in the 34010 games (Smash TV
etc.). [Larry Bank, Alex Pasadyn]


New games supported
-------------------
Radical Radial [Nicola Salmoria]
Cosmic Guerilla [Mike Coates]
Pig Newton [Mike Balfour]
Head On 2 [Nicola Salmoria]
Canyon Bomber [Brad Oliver]
Sky Diver [Brad Oliver]
Gals Panic [Nicola Salmoria]
Super Real Darwin [Bryan McPhail]
Lode Runner II (also renamed ldrun2p -> ldrun4) [Nicola Salmoria]
Lode Runner III [Nicola Salmoria]
Aero Fighters [Nicola Salmoria]
Three Wonders (preliminary) [Paul Leaman]
Street Fighter II' Champion Edition [Paul Leaman]
Street Fighter II' Hyper Fighting [Paul Leaman]
Lot Lot [Nicola Salmoria]
Atari Baseball [Brad Oliver]
Ikari Warriors [Jarek Parchanski]
Victory Road [Jarek Parchanski]

New clones supported
--------------------
Circus Charlie (Centuri) [Valerio Verrando]
The King of the Dragons (Japan) [Nathan Barber]
Knights of the Round (Japan) [Nathan Barber]
Captain Commando (USA) [Nicola Salmoria]
Captain Commando (Japan) [Nathan Barber]
Final Fight (USA) [Nicola Salmoria]
Street Fighter 2 (US rev A) [Paul Leaman]
Street Fighter 2 (US rev B) [Paul Leaman]
Street Fighter 2 (US rev E) [Paul Leaman]
Varth (Japan) [Nicola Salmoria]
Top Secret (= Bionic Commando) [Maurizio Clementini]
Ghost Busters (3 players) [Bryan McPhail]
Gravitar (version 3) [Nicola Salmoria]
Space Firebird (Gremlin) [Thierry Lescot]
Space Bird (= Space Firebird) [Thierry Lescot]
Space Demon [Zsolt Vasvari]
Popeye (set 2) (not working due to encryption) [Nicola Salmoria]
Capcom Bowling (set 2) [Nicola Salmoria]
Centipede (bootleg with AY8910 instead of Pokey) [Zsolt Vasvari]
Alien Invaders 2 [Lee Taylor]
Space Invaders (TV Version) [Lee Taylor]
Space Invaders Colour (CV Version) [Lee Taylor]
Space Invaders (SV Version) [Lee Taylor]
Solar Fight (= Ozma Wars) [Nicola Salmoria]
The Main Event (version F) [Nicola Salmoria]
Break Thru (Japan) [Bryan McPhail]
Jack the Giant Killer (set 1) [Brad Oliver]
Defender (Green label) [Nicola Salmoria]


==========================================================================

0.35 BETA 1

Note: the configuration save format has changed. You may just as well delete
all of the cfg/*.cfg files, since they won't be loaded. Old .inp files will not
work either.
The good news is that the default key assignments can now be modified, so you
don't have to change them for all the games. The code is a quick hack put
together in fifteen minutes, but it's bettern than nothing. It will be improved
in future versions.


These drivers have improved GRAPHICS:
-------------------------------------

- Fixed Psychic 5 and Toki title screens. [Jarek Parchanski]

- Proper support of the playfiled/sprite priority and palette system in Return
of the Jedi. [Nicola Salmoria]

- Accurate colors in Spelunker II. [Nicola Salmoria]

- Fixed Heiankyo Alien colors. [Zsolt Vasvari]

- Fixed NeoGeo palette - it's 5 bits per gun, not 4. Of course this makes the
reduction to 256 colors even more difficult. 16-bit video modes will be
supported in a later version. [Nicola Salmoria]

- Added a kludge to avoid leftover sprites in Rally-X. [Larry Bank]

- Fixed missing background behind the three towers in Metal Slug level 1.
[Nicola Salmoria]

- Fixed missing line in the tank's shot in Metal Slug intro. [Nicola Salmoria]

- Fixed the Swimmer side panel background color. [Gary Walton]


These drivers have new or improved SOUND:
-----------------------------------------

- Fixed shoot sound in Juno First. [Nicola Salmoria]

- Added PCM samples to Ninja Kid II. [Jarek Parchanski]

- Added the 007232 to TMNT. Another sound chip is still missing to get 100%
sound. [Howie Cohen]

- Sound in Psycho-Nics Oscar. [Nicola Salmoria]

- Partial sound in The Real Ghostbusters. The YM203 doesn't seem to work
correctly. [Nicola Salmoria]


These drivers have HIGH SCORE support:
--------------------------------------

- Road Fighter, Iron Horse. [Howie Cohen]

- Lizard Wizard. [M.C. Silvius]

- Space Tactics. [Zsolt Vasvari]


Other drivers changes:
----------------------

- Analog joystick support in Sinistar and Blaster. [Nicola Salmoria]

- Worked out the Super Punch Out protection. [Tatsuyuki Satoh, Ernesto Corvi]

- Hacked the protection in Super Sidekicks. [Battlepriest]

- Fixed two players games in Phoenix, and the protection in Pleiads (which
made game resets not work). [Zsolt Vasvari]


Changes to the main program:
----------------------------

- Support for the Namco System 1 sound system. [Ernesto Corvi]

- [DOS] Widened the frameskip range. It now is 0-11, meaning the number of
frames to skip out of 12. For example, if the game normally runs at 60 fps,
"-frameskip 2" will make it run at 50 fps, and "-frameskip 6" at 30 fps.
Also, if a frame takes more than the allotted time to display, the lost
time can be recovered in the following frames. Moreover, improved the way
audio streams are handled, so they stay more in sync with the video. There
should never be any more audio breakups EVER (as long as your system can
keep the game running at 100% speed).
All of these changes together mean that it is now possible to run at much
higher frame rates than before (if your system is fast enough).
[Nicola Salmoria]

- [DOS] Implemented auto frameskip. It dynamically adjusts the frameskip
setting to display the maximum possible frames without dropping below 100%
speed.
It is on by default; to turn it off, specify an explicit frameskip value,
e.g. "-frameskip 0". Autoframeskip only works well if your machine is fast
enough to run the game at 100% speed. If it isn't, you had better use a
fixed frameskip.
NOTE: you must delete mame.cfg (or manually change the line "frameskip = 0"
to "frameskip = auto") for the auto frameskip to become the default.
[Nicola Salmoria]

- [DOS] "vmame" modes 320x480 and 400x600, which speed up scanlined VESA modes
for some games and graphic cards which support these resolutions.
Currently, these modes will not be autodetected, that is, the commandline
options "-320x480" or "-400x600" have to be used.
[Nicola Salmoria, Michael Cunanan]

- [DOS] Joysticks are now selected by a symbolic name (e.g. "-joystick wingex"
for Wingman Extreme) instead of a number. For the list of names, look into
readme.txt. Numbers are still supported, but may not be in future releases.
SNES gamepads on parallel ports are supported now, provided you have some
additional hardware (the "official" Snespad-Support site is
http://snespad.emulationworld.com). [Bernd Wiebelt]

- [DOS] For cosmetical reasons, added support for VESA3, which can be selected
by putting "vesamode=vesa3" into mame.cfg. It is highly unlikely that you'll
get any speed improvement. [Bernd Wiebelt]


Source:
-------

- New function cpu_getcurrentframe() which returns the number of the video
frame currently being played. It can be used by drivers to control effects
which spawn over multiple frames (e.g. blinking) without using static
internal counter (which would require a custom interrupt handler to avoid
problems when the game is paused). [Nicola Salmoria]

- Frame skipping is entirely handled by the OS dependant code.
osd_skip_this_frame() no longer has the "recommend" parameter.
Also, replaced osd_update_display() and osd_update_audio() with the single
osd_update_video_and_audio().
IMPORTANT: osd_update_video_and_audio() is called *every frame* by the main
core. It's its responsability to know whether the frame has to be skipped.
osd_skip_this_frame() is used by the main core only to know if it can avoid
calling drv->vh_update(). [Nicola Salmoria]

- New Z80 emulator. [Juergen Buchmueller]

- Fixed several bugs in the I86 emulator. [Juergen Buchmueller]

- New CPU interrupt system. The functions cpu_set_irq_line() and
cpu_set_nmi_line() can be used to precisely control the status of the CPU
physical lines, instead of using the limited control granted by
cpu_cause_interrupt(). [Juergen Buchmueller]

- Konami 007232 sound chip emulator. This is used by TMNT. [Hiromitsu Shioya]

- The driver input ports are now 16 bit. This allows for higher resolution
analog inputs (Arkanoid 2). Also, the 68000 based games no longer have to
read and mix two 8 bit ports to get a 16 bit value. [Brad Oliver]

- [DOS] Now compiled with Allegro 3.1. Unfortunately the standard allegro.h
doesn't compile with the pedantic compiler setup we are using, you'll have to
use the provided fixed version instead. [Bernd Wiebelt]

- Added a horrible dirty hack to allow opcode encryption on CPUs other than
the main one. It's really ugly and needs a rewrite, but it's enough to get
sound in Pocket Gal and The Real Ghostbusters. [Nicola Salmoria]

- Exported info_cpu_name(), info_sound_name() and other similar functions from
info.c so they can be used by usrintf.c and by anyone else who needs them.
[Nicola Salmoria]


New games supported
-------------------
Rolling Thunder [Jimmy Hamm, Phil Stroffolino, Ernesto Corvi]
Pocket Gal [Bryan McPhail]
Battle Lane Vol. 5 (preliminary) [Paul Leaman]
Turtle Ship [Victor Trucco]
Mariner [Zsolt Vasvari]
Atari Football [Mike Balfour, Patrick Lawrence, Brad Oliver]

New clones supported
--------------------
Sector Zone (= Seicross) [Nicola Salmoria]
Carnival (cocktail) [Nicola Salmoria]
Pac Man (Hearts) [a zillion people]
City Connection (set 2) [Thierry Lescot]
Burger Time (DECO set 1) [Nicola Salmoria]
Sly Spy (set 1) [Nicola Salmoria]
Wild Fang (= Tecmo Knight) [Thierry Lescot]
Crazy Kong (Orca bootleg) [David Winter]
Gate of Doom (set 2) [Thierry Lescot]
Zig Zag (Dig Dug hardware) [Nathan Barber]
Black Dragon (bootleg, hacked) [Nicola Salmoria]
Exciting Soccer (alternate music) [Thierry Lescot]


==========================================================================

0.34 RELEASE CANDIDATE 1

These drivers have improved GRAPHICS:
-------------------------------------

- Accurate colors in Space Panic. [Mike Coates]


These drivers have new or improved SOUND:
-----------------------------------------

- Preliminary sound support in the Exidy games. [Dan Boris]

- Fixed music in Moon Patrol, Traverse USA and the other Irem games.
[Nicola Salmoria]

- Samples support in Astro Fighter. [Zsolt Vasvari]


These drivers have HIGH SCORE support:
--------------------------------------

NOTE: the high score save format has changed in some games to make it cross
platform. The old scores for those games will be lost. If you see garbage in
the high score table, or otherwise strange behaviour, delete the .hi file.

- Scion, Stinger. [Zsolt Vasvari]

- Block Out, Dark Seal, Cosmic Alien, Crazy Balloon, Radarscope, Side Track.
[Howie Cohen]

- Lode Runner (all versions), Kid Niki, Spelunker II, Jail Break, The Main
Event, King of Boxer, Express Raider, Pac Land, Speed Ball. [Dave W.]


Other drivers changes:
----------------------

- Fixed srumbler2. [Paul Leaman]


Changes to the main program:
----------------------------

- When using the SoundBlaster OPL chip, YM3812 commands are converted to play
at the correct frequency. [Carl-Henrik Skĺrstedt]


New ROM sets supported (in no particular order)
-----------------------------------------------
Space Panic (German) [Mike Coates]
Cook Race (this was previously called hamburge) [Nicola Salmoria]


==========================================================================

0.34 BETA 8

Neo Geo status
--------------

- All games work, both in arcade and home mode. If you are stuck with a
copyright message or the coin inputs don't work, delete the .CFG and .HI file
for that game. This will fix the problem.
Super Sidekicks 2 controls still stop working after a couple of minutes,
though. Crossed Swords doesn't let you start a game in arcade mode. It works
in home mode.

- Sound support is 95% complete. If you experience garbled sound and you get
NO GOOD DUMP EXISTS errors, this is caused by bad ROMs, not by imperfect
emulation. There is NO WAY to fix that apart from redumping the bad ROMs.

- If you get a Z80 ERROR message, it means that the sound program ROM is bad.
Run the game without sound.

- A few games have graphics glitches which are not easily fixed.

- "ROM length mismatch" errors. If you get these, you are just using ROMs
larger than the ones MAME expects. This is not a fatal error and the game
will still run fine (provided the ROMs are good, of course). You can "fix"
the ROMs yourself just by removing the second half of the file.
Note that the sizes used by MAME are sort of arbitrary. In many cases it is
difficult to know for sure which size the ROMs are really supposed to be, so
we decided to consistently use the smallest possible files. The real ROMs
*might* be larger than that, but the extra space is not used by the game -
it is either all FF, or contains a verbatim copy of the first half.


These drivers have improved GRAPHICS:
-------------------------------------

- Better colors in Scion (still not accurate) [Dick Millikan]

- Added artwork support to Lunar Lander. [Cristopher Kirmse]

- Added artwork support to Asteroid Deluxe. [Peter Hirschberg, Mathis Rosenhauer]

- Background light support in Discs of Tron. [Mathis Rosenhauer]

- Fixed mooncrgx. [Barry Rodewald]

- High resolution sprites in Blasteroids. [Nicola Salmoria]

- Rooms in Intrepid are now properly hidden until you enter them. Also fixed
the bridges in Round Up. [Nicola Salmoria]

- Fixed flickering sprites in SSI. [Andrew Prime]


These drivers have HIGH SCORE support:
--------------------------------------

- Penguin-Kun Wars. [Roberto Fresca]

- Cloak and Dagger, Frenzy, Future Spy, Cop 01. [Dave W.]

- Exciting Soccer. [Jarek Parchanski]

- Bionic Commando, Blasto, Tomahawk, Astro Invader, plus many fixes.
[Howie Cohen]


These drivers have new or improved SOUND:
-----------------------------------------

- Improved the Pokey emulation. [Juergen Buchmueller]

- Support for stereo output. This is implelemented in the YM2610 and in
Tatsuyuki's YM2151. It can be used by other games, for example the Atari
System 2 games (Paper Boy etc.) have two Pokeys, one per channel.
[Nicola Salmoria]

- Fixed bass track in Do Run Run. [Jim Hernandez]

- Partial sound in Satan of Saturn. [Nicola Salmoria]


Other drivers changes:
----------------------

- Chelnov is now playable! Plus many other fixes to the driver including
slowdowns in Karnov. [Bryan McPhail]


Changes to the main program:
----------------------------

- [DOS] Stereo sound support. It is a little slower than mono, to turn it off
use -nostereo. Stereo is enabled only for YM2610 and YM2151 games. The others
always use mono.

- [DOS] New -listinfo command to give details on all of the supported games.
[Andrea Mazzoleni]

- Several changes to the cheat system, you'll have to download a new cheat
database if you want to use it. [JCK]

- [DOS] Now using a new beta version of the SEAL audio library which further
improves the dynamic range. You'll notice louder and better balanced sound
in many games. Let me know about games with bad balance. [Nicola Salmoria]


New ROM sets supported (in no particular order)
-----------------------------------------------
The Empire Strikes Back (not playable) [Brad Oliver]
Liquid Kids [Brad Oliver]
Growl [Brad Oliver]
Speed Ball [Joseba Epalza]
Sauro [Zsolt Vasvari]
Magic Sword (USA) (merged) [Nicola Salmoria]
P.O.W. [Bryan McPhail]
Ghostbusters [Bryan McPhail]
Maze Hunter [Bryan McPhail]
Oscar (2 sets merged) [Bryan McPhail]
RF2 [Andrew Prime]
Gradius [Andrew Prime]
Galactic Warriors [Andrew Prime]
TwinBee [Andrew Prime]
Galivan [Luca Elia, Olivier Galibert]
Jail Break [Ernesto Corvi]
Kram (not playable) (2 sets merged)
Meadows Lanes [Juergen Buchmueller]
Heiankyo Alien [Nicola Salmoria]
Cheeky Mouse (not working) [Chris Moore]
Kid Niki [Phil Stroffolino]
Spelunker II [Phil Stroffolino]
Ghosts'n Goblins (new Cross set which replaces the old) [Zsolt Vasvari]
Yankee Do! (merged with Mr. Do!) [Lee Taylor]
Gunsmoke (US set 2, without the reset bug) (merged) [Nicola Salmoria]
Legendary Wings (US set 2) (merged) [Nicola Salmoria]
Smash TV (rev 5) (merged) [Zsolt Vasvari]
Trog (rev 3) (merged) [Zsolt Vasvari]
Total Carnage (protottype) (merged) [Zsolt Vasvari]
Mr. Do! (bugfixed) (merged) [Gareth Hall]
Galaxy Rescue (merged with Lunar Rescue) [David Winter]
Heli Fire (set 2) [David Winter]
Invader's Revenge (Dutchford) [David Winter]
Super Invaders [David Winter]
Sinistar (revision 2) (merged) (olso renamed oldsin to sinista1) [Howie Cohen]
Pacland (set 1) (merged) (also renamed all of them, they are now
pacland, pacland2, pacland3, paclandm) [Nicola Salmoria]
Polaris (set 2) [Victor Trucco]
Snow Bros (set 1) (merged) [Zsolt Vasvari]
Tetris (Cocktail set 1) (merged) [Zsolt Vasvari]


==========================================================================

0.34 BETA 7

These drivers have improved GRAPHICS:
-------------------------------------

- Fixed bad graphics in Champion Baseball. [Nicola Salmoria]

- Accurate colors in Qwak. [Mike Balfour]


These drivers have new or improved SOUND:
-----------------------------------------

- Added some more sound effects to Juno First. The shoot sound is still
missing. [Nicola Salmoria]


These drivers have HIGH SCORE support:
--------------------------------------

- Tiger Heli. [Juan Carlos Lorente]

- Wonder Boy, Regulus, SWAT, Heavy Metal, Brain, Toki no Senshi; plus fixed
many other System 8 games. [Howie Cohen]

- Money Money, Jack Rabbit. [Roberto Fresca]


Source:
-------

- [DOS] Now using a beta version of the SEAL audio library which will improve
the dynamic range. This change isn't complete yet. [Nicola Salmoria]


New ROM sets supported (in no particular order)
-----------------------------------------------
Several Williams/Midway TMS34010 games. WARNING: these are VERY slow. You'll
need a powerful machine to run them at a decent speed. [Alex Pasadyn,
Zsolt Vasvari, Kurt Mahan]
The games are:
Smash Tv
Total Carnage
Mortal Kombat
Narc
Strike Force
Trog (prototype and release versions)
Hi Impact Football
Super Hi Impact
Terminator 2 (not playable)
Mortal Kombat II (not working)
NBA Jam (not working)
Exciting Soccer (two sets merged) [Ernesto Corvi, Jarek Parchanski]
Mercs (3 sets merged) [Paul Leaman]
Super Casino [Thierry Lescot]
Pickin' [Nicola Salmoria]
Treasure Hunt (not working due to encryption) [Brad Oliver, Mike Balfour]
Jump Shot (not working due to encryption) [Nicola Salmoria]
Sidearms (US) (merged) [Nicola Salmoria]
Defence Command [Nicola Salmoria]
Vastar (set 2) (merged) (also contains the color PROMs) [Nicola Salmoria]
Mania Challenge (set 2) (merged) (also contains the color PROMs) [Nicola Salmoria]
Scion (Seibu Denshi) (merged) [Thierry Lescot]
Road Fighter (set 2) (merged) [Nicola Salmoria]
Time Pilot (Centuri) (merged) [Nicola Salmoria]
Time Pilot 84 (set 2) (merged) [Nicola Salmoria]
Track & Field (Centuri) [Nicola Salmoria]
Kung Fu Master (2 new sets merged) [Nicola Salmoria]
Western Express (merged with Express Raider) [Nicola Salmoria]
The Billiards (merged with Video Hustler) [Nicola Salmoria]
Gun Dealer (set 2) [Gerald Vanderick]
Jack the Giant Killer (set 2) (merged) [Thierry Lescot]
Carrier Air Wing (World) (merged) [Nicola Salmoria]
Golden Star (blue version) (merged) [Mirko Buffoni]


==========================================================================

0.34 BETA 6

Note about the x86 asm 68000 core: several bugs have been fixed (most notably,
it now runs under pure DOS) but it is still not complete. For example, the two
Metal Slugs hang shortly after game start. They will work if you recompile
using the C core.


These drivers have improved GRAPHICS:
-------------------------------------

- Accurate colors in Jungler. Also fixed char flipping and sprite alignment.
[Nicola Salmoria]

- Improved Vastar. [Roberto Ventura]


These drivers have new or improved SOUND:
-----------------------------------------

- Sound in Super Space Invaders. [Ernesto Corvi]

- Added decay to Donkey Kong. [Andrew Scott]


Changes to the main program:
----------------------------

- [DOS] Replaced the -fm option with -ym2203opl. Added -noym3812opl to use the
digital emulation of the YM3812 instead of the SoundBlaster OPL chip. Note
that with -noym3812opl you also need external drum samples. [Nicola Salmoria]

- Clone sets are not reported as missing by -verifyroms if only the parent set
is present. [John Butler]


Source:
-------

- [DOS] Now using version 1.05 of the SEAL audio library. This should fix
problems with the ENSONIQ AudioPCI and Creative PCI64 cards.

- YM2610 emulator. This is used by the NeoGeo games. [Hiromitsu Shioya]

- TMS9900 emulator. [Andy Jones, based on original code by Ton Brouwer]


NeoGeo Support
--------------

This beta contains some major improvements to the neogeo emulation. Work on
this driver also uncovered several bad rom dumps, most of which you can correct
yourself, existing bad rom dumps should still work but will give checksum and/or
rom length errors on startup.

How to:

You need a zip file called neogeo.zip in your rompath. It should contain at
least three files:

neo-geo.rom (128k)
ng-sfix.rom (128k)
ng-sm1.rom (128k)

The rom 'ng-sm1.rom' is badly dumped in many archives, you will need one that is
128k, see later for full details on bad roms. Using a 256k rom will still work
but will give a length & checksum error on every game.

Important! The bios zip file must be called neogeo.zip NOT neo-geo.zip, ie,
there should be no dash in the middle.

You also need to place the game zip in your rompath. If you do not know what 8
character filename the NeoGeo game you want to play has you can type:

mame -listclones neogeo

That will list the 8 character zip names of all currently supported games.

What's New?
-----------

* FULL sound support, FM synth and ADPCM samples, on 90% of games using the
YM2610 emulator. The games without working sound should be fixed soon.

- Optional rom loading of samples: You may find games that worked before will
not work now due to lack of memory as all the sound roms need to be loaded.
Some games will require an extra 16 megabytes of memory to load the sound roms.
You can force Mame NOT to load these samples if you specify no sound BEFORE rom
loading takes place. In Dos this means you must type:

mame game -soundcard 0

If you DO NOT specify soundcard 0 then all sound roms will be loaded and you may
experience memory problems.

* Improved graphics:

- Auto-animations are supported, these are used in many games. The Neogeo
graphics hardware can cause animation without intervention from the main cpu.
You can see this in the backgrounds of games such as Karnov's Revenge, Street
Hoops, Samurai Shodown, King Of Fighters, etc.

- Very accurate scaling support, including full screen zooms.

- No more 'missing tiles' on zoomed graphics.

- MAJOR speedup! You should see at least 20-50% increase on all games. The downside is
you will see a black screen for a few seconds at the start of every game as
the graphics are converted to a custom format. There are many other
optimisations in the video code too.

- Fixed bug in y-flipped tiles glitched when y<0 (Thrash Rally)

* All games for which rom dumps are available are now supported. 99% of them
are working.

* Several games have experimental 68000 idle cycle skipping, for these games you
should see increases of between 5% and 20%. Games currently using this method
are:
Puzzle De Pon
Karnov's Revenge
Wind Jammers
Street Hoops
Neo Bomberman

* SRAM save size has been reduced to 0x2000 bytes from 0x10000. The NeoGeo
has 8 memory frames and will store sram data for upto 8 games regardless
of how many physical cartridges the machine can take. The Mame emulation
emulates a fixed 1 cartridge neogeo, therefore only the first 0x2000
bytes of the SRAM should ever be used. Due to bullet-proofed(!) memory
handling there should be no more corrupt sram saves either. Remember you can
delete a game settings by deleting it's file in the 'hi' directory.

Bug where SRAM states were reloaded upon every reset is fixed.

Known Problems/To Do:
---------------------

Some games will give a piracy warning. You can still play the games if you
set them to run in Console (Home) mode. For some games you can set the game
back to arcade mode after the protection check is done and leave it that
way (because some games leave a flag in SRAM as to whether the game has passed
it's security check).

Line (row) scrolling is not implemented. This is used for the floor in
Karnov's Revenge, special effects in Spinmasters, etc, and many others.

The calendar chip is not yet implemented.

This release should give a substantial speed boost over previous betas, and there
are some more optimisation ideas to be tried.

Bad Roms
--------

Several bad rom dumps have been found, this is where a rom has corrupt data
and may also be the wrong size. 'Fixed' rom dumps will become available from
the usual places in time. The most common error is that a rom is twice the
size it should be, and that the second half is either the same as the first or
just has junk in it. To be fix these roms you simply split them in half, and
throw away the second half. You should do a binary split, meaning your split
program should not save any formatting information to the file. As mentioned
above bad rom dumps will continue to work but will give checkums and length
errors.

The Neorage team will support all fixes to the bad roms and make sure their
emulator is compatible. Most fixed romsets will work on Neorage already.


New ROM sets supported (in no particular order)
-----------------------------------------------
Qwak (prototye) [Mike Balfour]
Superman [Howie Cohen, Brad Oliver]
Zero Zone [Brad Oliver]
The King od Dragons (2 sets) [Paul Leaman]
Street Fighter 2 (2 sets merged) [Paul Leaman]
Get Star [Luca Elia]
Checkmate [Al Kossow]
Ozma Wars [Al Kossow]
Space Fever (B&W) [Al Kossow]
Scion [Nicola Salmoria]
Defense Command [David Winter]
Mr. Do! (Yukidaruma) (merged) [Nicola Salmoria]
Armored Car (set 2) (merged) [Nicola Salmoria]
Bagman (Stern set 1) (merged) [Nicola Salmoria]
Super Bagman (Valadon) (merged) [Nicola Salmoria]
Moon War II (set 2) (merged) [Nicola Salmoria]
Jungler (Stern) (merged) [Nicola Salmoria]
Rygar (US set 1) (merged) [Nicola Salmoria]
Jack Rabbit (set 2) (merged) [Nicola Salmoria]
Jack Rabbit (special) (merged) [Nicola Salmoria]
Midnight Resistance (Japan) (merged) [Bryan McPhail]
Mega Man (merged with Rockman) [Santeri Saarimaa]


==========================================================================

0.34 BETA 5

These drivers have improved GRAPHICS:
-------------------------------------

- Fixed sprite flipping in Super Qix. [Mirko Buffoni]


These drivers have new or improved SOUND:
-----------------------------------------

- Partial sound in Punk Shot. [Nicola Salmoria]


These drivers have HIGH SCORE support:
--------------------------------------

- Champion Baseball. [Howie Cohen]

- Quantum. [Nicola Salmoria]


Changes to the main program:
----------------------------

- Improved the user interface. Use "the key on the left of 1" (tilde on some
leyboards) to turn on the On Screen Display which lets you change Volume,
Gamma Correction, Brightess, and independently set the volume levels of the
sound chips. Tab still brings up the setup menu, which is now asynchronous.
[Nicola Salmoria]

- [DOS] Improved the profiler. It now REQUIRES the Pentium-class RDTSC
instruction. It will not work on 486s, older Pentiums, and maybe other
non-Intel CPUs. [Nicola Salmoria]


Source:
-------

- x86 ASM 68000 core. This is a major speed improvement. [Mike Coates, Darren
Olafson]

- YM3812 and YM3526 software emulator. In the DOS version it is disabled
because we are using the 100% compatible SoundBlaster OPL chip.
[Carl-Henrik Skĺrstedt]

- A begginning for a YM2413 emulator. It pushes data through the YM3812.
[Paul Leaman, Ernesto Corvi]

- I86 disassembler for the debugger, based on code by Robin Hilliard.
[Andrea Mazzoleni]

- New functions install_mem_read_handler() and install_mem_write_handler().
They can be used to install special memory handlers (for example, to trap
busy loops, or to make small changes to the memory map for games running
on similar hardware). [Alex Pasadyn]

- New field driver_init in the GameDriver structure. It's an optional function
which can be used to do some game specific initialization, for example by
adding memory handlers using the above functions. [Nicola Salmoria]


Changes to the cheat system [JCK]

New in MAME 034b4 :
* Possibility of "circular" values in search method 1:
- if you press OSD_KEY_LEFT or OSD_KEY_DOWN when value is 0, it turns to
0xFF
- if you press OSD_KEY_RIGHT or OSD_KEY_UP when value is 0xFF, it turns to
0.
* Added the possibility of toggling the watches display ON (Insert) and OFF
(Del) .
* Possibility to work on another cheat file (CHEAT.DAT is just the default
one) by using option "-cheatfile xx"
* Added new types of cheats:
- 20-24 : same as 0-4 but they force bits to 1
- 40-44 : same as 0-4 but they force bits to 0.

New in MAME 034b5 :
* 15 active cheats instead of 10.
* Free memory before the start of a new search.
* Possibility of searches in CPUs other than 0 : a question is asked to the
user to choose a CPU (0 default) when he starts a new search and the game has more
than one CPU.
* Possibility to view watches for CPUs other than 0.
* CPU is displayed with the watches.
* Possibility to change the CPU of a watch by pressing 9 (previous CPU) and 0
(next CPU) .
* Possibility to copy a cheat code by pressing F4.
* Possibility to rename the cheat filename by pressing F5.
* Possibility to save all the cheat codes to disk by pressing F6.
* Possibility to remove all the cheat codes from the active list by pressing
F7.
* In the edit cheat, on the data line :
- Home sets the value to 0
- End sets the value to 0x80.
* Possibility to use to use Home, End, PgDown and PgUp to select a cheat code
in the list.
* Data is saved on 2 hex digits (%02X) .


New ROM sets supported (in no particular order)
-----------------------------------------------
Ring King / King of Boxer (merged) [Ernesto Corvi]
Time Tunnel [Thierry Lescot]
Bio Attack (no collision detection) [Thierry Lescot]
Sea Fighter Poseidon (not working due to protection) [Nicola Salmoria]
Top Gunner (bootleg; also fixed the original set) [Nicola Salmoria]
Black Tiger (bootleg) (merged) [Marco Cassili]
Pinball Action (set 2) (merged) [Marco Cassili]
Exerion (Taito) (merged) [Nicola Salmoria]
Space Trek (cocktail version) [Nicola Salmoria]
Phoenix (IRECSA) (merged) [David Winter]
Regulus (not encrypted) (merged) [Thierry Lescot]
plus several Neo Geo games


==========================================================================

0.34 BETA 4

These drivers have improved GRAPHICS:
-------------------------------------

- Pleiads colors might be correct now. [Nicola Salmoria]

- Accurate colors in Strategy X. [Gerald Vanderick]

- Preliminary backdrop support in Discs of Tron. The background image must be
called ARTWORK/DOTRON.PNG. [Mathis Rosenhauer, Brandon Kirkpatrick]


These drivers have new or improved SOUND:
-----------------------------------------

- Fixed sound pitch and tempo in Donkey Kong. [Mirko Buffoni]

- Improved music tempo in SlapFight. [Sebastien Chevalier]

- Improved Cop 01 (tempo is still wrong). [Nicola Salmoria]

- Sound in all of the working System 16 games. [Phil Stroffolino]

- Emulation of the Astrocade sound chip (Gorf, Wizard of Wor, etc.)
[Frank Palazzolo]

- Improved speech in Gorf. It now plays speech 100% accurately except for the
missing samples. [Kevin Bales]


These drivers have HIGH SCORE support:
--------------------------------------

- Nemesis. [Dani Portillo]

- Terra Cresta, Rastan. [Juan Carlos Lorente]


Other drivers changes:
----------------------

- Fixed hang on level 7 of Discs of Tron. [Jim Thevenot]

- Fixed Blasto. [Juergen Buchmueller]

- Fixed controls in Stinger. [Miguel Figueiredo]


Changes to the main program:
----------------------------

- Switched to CRC-32 for file integrity checks. The old custom checksums are no
longer used. [John Butler, Bernd Wiebelt]

- New unzip interface. New zip directory cache and filename cache (the latter
only in the DOS version). [Andrea Mazzoleni]

- When using zipped files, ROMs are automatically retrieved even if they don't
have the expected name (provided they have the correct CRC-32, of course).
You'll never have to rename files any more (though you might have to rename
zips ;-) [Nicola Salmoria]

- [DOS] New command -listcrc. It lists the CRC-32 for all the supported ROMs.
00000000 means that the ROM is known to be bad. [Nicola Salmoria]

- Some improvements to the cheat system. [JCK]

- Fixed bug in the 68000 interrupt handling which causes Rastan Saga to not
boot correctly. [Brad Oliver]

- [DOS] Experimental profiler. To enable it, use the -profiler parameter; then,
hit Left Shift + F11 to show the results on screen. I don't know how accurate
the figures are; the "Sound" figure is certainly underestimated for sound
chip emulators which don't use streams.c (it is computed under the CPU
playing the sound instead that under Sound).
Note that the sum of the percentages is much less than 100%. This is in part
due to portions of the code which are not profiled, but is also caused by the
massive overhead of calling uclock() (which happens very often when sound is
playing). [Nicola Salmoria]


Source:
-------

- New streams.c to abstract audio streams. This makes them easier to use and
more efficient. osd_play_streamed_sample() should now be considered a private
function and should not be used in new code. [Nicola Salmoria]

- Completed the transition to CRC32 checksums. [John Butler, Bernd Weibelt]

- Fixed bug in the I8039 external interrupt handling. [Dan Boris]

- New file types for osd_fopen(): OSD_FILETYPE_STATE and OSD_FILETYPE_ARTWORK.


NeoGeo Mame Support
-------------------

This beta contains a major update to the NeoGeo driver. It is still far from
perfect but has many improvements over the previous version. This is still
very much a 'work-in-progress' driver with many known problems. Hopefully
these problems will be fixed soon.

How to:

You need a zip file called neogeo.zip in your rompath. It should contain at
least two files:

neo-geo.rom (128k)
ng-sfix.rom (128k)

There should also be two other roms which are not yet used by Mame, they _will_
be used in future versions of this driver so do not delete them.

You also need to place the game zip in your rompath. If you do not know what 8
character filename the NeoGeo game you want to play has you can type:

mame -listclones neogeo

That will list the 8 character zip names of all currently supported games.

What's New?
-----------

Many graphics improvements:
* 'Missing tiles' in games such as Puzzle Bobble are fixed.
* Scaling is improved, but still not perfect. Full screen zooms tend to break
(eg, Thrash Rally, Art of Fighting).
* 'Japan/Europe/USA' territory selection in dipswitch menu.
* Start & coin key positions are moved to their 'standard' MAME positions
* Coin inputs work, freeplay is no longer the default.
* Soft dipswitches are fully emulated and saved per game, the files are saved
to the hiscore directory for now.
* Custom drawgfx routine in place. This is slower than the previous MAME
release but allows the graphics to be drawn from their native data. This
allows:
* MEMORY REQUIREMENTS APPROXIMATELY HALVED! And also quicker loading time.
* If you experience a 'black screen' for a few seconds after loading it is
because the 'pen usage' arrays are being calculated. MAME NeoGeo uses a
compressed palette system to give the full NeoGeo 12 bit colour on an 8 bit
display. (This is nothing new, almost every other MAME driver for high
colour games works in the same way, by choosing only the colours that are
actually displayed at any one time). Although this gives better quality it
actually takes around 10-15% of the processor time each frame.
* There is no 'black screen' at the end of each games demo. All games now
behave as per the arcade version and cycle to the 'NeoGeo logo' screen.


Notes on soft dipswitches: You can access these from pressing F2 (self test)
or setting the test mode dipswitch and resetting the virtual machine. Both soft
dips and cabinet settings are saved for each game. If, for some reason, you
experience strange gameplay (NOT graphics glitches), the soft dips may have
become corrupt (this _is_ still a beta release!), to clear them you can wipe
the file in the hiscore directory for the game OR go into the hardware test and
select the 'clear backup ram' option (recommended).

Other Fixes
-----------

Emulation of soft dips fixed many problems games had in previous versions, for
example, the game timers being set low in games such as KOTM and Art of Fighting
are fixed. Almost all 'gameplay' issues are fixed by this.

Sidenote: The 'blood bios' is not needed, nor supported. All games affected by
the blood bios actually have the 'blood' option in their soft dip options. It
can be turned on & off there without having to use a special bios. In fact any
non-standard bios may not work at this point.

Due to the much decreased memory requirements large games such as Karnov's
Revenge now work.

What isn't fixed?
-----------------

'New' games such as Metal Slug, Pulstar, Shock Troopers do not work, either due
to protection or bankswitching used in these games (information needed!).

The animation in the 'rain' scenes of Karnov's Revenge does not animate!

As mentioned before, full screen zooms are not correct.

The MVS memory card is not supported.

(Probably many other small bugs too).

And finally:
------------

Q: Why don't you MAME guys do something original instead of doing something
that's already done?
A: Tell that to a Mac/Arm/Amiga owner!

Q: It's a bit slow...
A: The custom graphics draw routine will be improved soon! It was felt that the
slowdown was merited due to the advantages of halving memory usage.


New ROM sets supported (in no particular order)
-----------------------------------------------
Arm Wrestling [Nicola Salmoria]
Karate Champ (1 Player) [Ernesto Corvi]
Mr. TNT [Brad Oliver]
Alpine Ski (two sets merged) [John Butler]
Tokio / Scramble Formation (two sets merged) [Marcelo de G. Malheiros,
Fredrik Sjostedt]
Tiger Heli (4 sets merged, only 2 work) [Nicola Salmoria]
Turbo (preliminary) (3 sets merged) [Alex Pasadyn, Howie Cohen, Frank Palazzolo]
Express Raider (2 sets merged) [Ernesto Corvi]
Arkanoid 2 [Luca Elia, Mirko Buffoni]
Rockman [Paul Leaman]
Captain Commando [Paul Leaman]
Discs of Tron (Upright) (merged) (the other, which is the Environmental, is now
called "dotrone") [Nicola Salmoria]
Tron (set 2) (merged) [Nicola Salmoria]
Vanguard (Centuri) (merged) [Nicola Salmoria]
1942 (set 3) (merged) [Nicola Salmoria]
Bionic Commando (set 2) (merged) [Nicola Salmoria]
Commando (Data East) (merged) [Nicola Salmoria]
Ghosts 'n Goblins (Taito) (merged) [Nicola Salmoria]
Vulgus (set 2) (merged) [Nicola Salmoria]
Silkworm (set 2) (merged) [Nicola Salmoria]
Cop 01 (set 2) (merged) [Nicola Salmoria]
Formation Z (merged with Aeroboto) [Nicola Salmoria]
Alex Kidd (not working) [Phil Stroffolino]
Alien Storm (not working) [Phil Stroffolino]
Aurail (not working) [Phil Stroffolino]
Dynamite Dux [Phil Stroffolino]
E-Swat (not working) [Phil Stroffolino]
Fantasy Zone (not working) [Phil Stroffolino]
Flash Point (not working) [Phil Stroffolino]
Heavyweight Champ (not working) [Phil Stroffolino]
Major League (not working) [Phil Stroffolino]
Quartet II (not working) [Phil Stroffolino]
SDI (not working) [Phil Stroffolino]
Time Scanner (not working) [Phil Stroffolino]
Tough Turf (not working) [Phil Stroffolino]
Wonder Boy Monster Lair [Phil Stroffolino]
Wrestle War [Phil Stroffolino]


==========================================================================

0.34 BETA 3

These drivers have improved GRAPHICS:
-------------------------------------

- Fixed fg/bg priority in TeddyBoy Blues and Choplifter. [Nicola Salmoria]

- Colors in Shark Attack. [Mike Balfour]

- Fixed transparency in Fire Trap. [Nicola Salmoria]

- Fixed gfx banks in Pop Flamer. [Brad Oliver]


These drivers have new or improved SOUND:
-----------------------------------------

- Fixed speech in Karate Champ. [Ernesto Corvi]

- Fixed pitch in the System 8 games. [Hiromitsu Shioya]

- Sound in Exterminator. Have your PII/900 handy ;-) [Zsolt Vasvari]

- Added smoothing to ADPCM playback. [Juergen Buchmueller]

- Added RC filter emulation to Gyruss. This improves some sound effects, e.g.
the force field noise. [Francesco Caporali]

- Added ADPCM sounds to Renegade. [Phil Stroffolino]

- Fixed speech in King & Balloon. [Brad Oliver]

- Added ADPCM sample playback to the bootleg Hyper Olympic. [Nicola Salmoria]

- Sound in Mysterious Stones. [Nicola Salmoria]


These drivers have HIGH SCORE support:
--------------------------------------

- Shark Attack. [Mike Balfour]

- Flicky, Bull Fight, I'm Sorry, Star Jacker, Mr Viking, 4d Warrior, TeddyBoy
Blues, Beastie Feastie, Contra, Cobra Command, Super Qix, Vigilante, Pang,
HigeMaru, Hexa. [Juan Carlos Lorente]

- Tiger Road, Karnov, Chelnov, Heavy Barrel, Bad Dudes, Robocop, Hippodrome,
Sly Spy, Midnight Resistance. [Dani Portillo]

- Fixed Star Force. [Dani Portillo]


Other drivers changes:
----------------------

- Improved Gladiator input handling. [Tatsuyuki Satoh]

- Improved the System 16 drivers. [Phil Stroffolino]

- Fixed movement of the squares in Checkman. [Brad Oliver]


Changes to the main program:
----------------------------

- Rewritten the SN76496 emulator. This fixes speech in Choplifter.
[Nicola Salmoria]

- [DOS] New -romident option. Use "MAME -romident dirname" to identify unknown
ROM sets.


Source:
-------

- Improved unzip code robustness when dealing with corrupt archives.
[John Butler]

- Fixed SBCD in M68000 disassembler. [Mike Coates]

- CRC-32 checksums for most files are in place. [Bernd Wiebelt]


New ROM sets supported (in no particular order)
-----------------------------------------------
Terra Cresta (two sets merged) [Carlos A. Lozano]
Regulus [Nicola Salmoria]
SWAT [Nicola Salmoria]
Heavy Metal [Nicola Salmoria]
Brain [Nicola Salmoria]
Toki no Senshi [Nicola Salmoria]
Gardia (not decrypted YET) [Nicola Salmoria]
DakkoChan Jansoh (not working due to encryption) [Nicola Salmoria]
Ufo Senshi Yohko Chan (not working due to encryption) [Nicola Salmoria]
Wonder Boy (three more sets but I haven't decrypted one of them) (merged)
[Nicola Salmoria]
Pitfall II (encrypted version) (the other has been renamed pitfallu) (merged)
[Nicola Salmoria]
Water Ski [Nicola Salmoria]
Last Duel (bootleg) (this fixes the graphics) [Bryan McPhail]
Lady Bug (bootleg) (merged) [Marco Cassili]
Lode Runner (set 1) (merged) (note that the old set has been renamed "ldruna")
[Nicola Salmoria]
Lode Runner (2 Players) (this is different from the other) [Nicola Salmoria]
Penguin-Kun Wars (two sets merged) [Allard van der Bas]
Stinger [Nicola Salmoria]
Zig Zag (2 sets merged) [Nicola Salmoria]
River Patrol / Silver Land [Zsolt Vasvari]
Jumping (merged with Rainbow Islands) [Mike Coates]
600 (merged with Turtles) [John Dondzila]
Area 88 (merged with UN Squadron) [Santeri Saarimaa]
720 Degrees (set 2) (merged) [Nicola Salmoria]
Crystal Castles (set 2) (merged) [Nicola Salmoria]
Kangaroo (bootleg) (merged) [Nicola Salmoria]
Klax (set 3) (merged) [Nicola Salmoria]
Missile Command (set 2) (merged) [Nicola Salmoria]
Pooyan (Konami) (merged) (the Stern set is now called "pooyans")
[Nicola Salmoria]


==========================================================================

0.34 BETA 2

These drivers have improved GRAPHICS:
-------------------------------------

- The background in Golden Star changes color correctly. [Nicola Salmoria]

- Accurate colors in Astro Fighter (PROMs required). [Zsolt Vasvari]

- Accurate colors in Lost Tomb (PROMs required). [Michael Appolo]

- Fixed tile flipping bug in Solomon's Key. [Nicola Salmoria]


These drivers have new or improved SOUND:
-----------------------------------------

- The music in Bubble Bobble seems to stay in sync now. [Tatsuyuki Satoh]


Other drivers changes:
----------------------

- Dynasty Wars works (actually it was already working, it's just that the dip
switches had Freeze on by default).

- Front Line and Tin Star have the aiming dial (using a dual joystick setup).
Also, you can now kill and be killed in Front Line. However, collision
detection is not accurately emulated. [Nicola Salmoria]

- Fixed ending in Robocop. [JC Alexander]

- *FINALLY* fixed Commando sometimes not starting. It was a bug in the decode
routine, which has been completely rewritten. [Nicola Salmoria]


Changes to the main program:
----------------------------

- Vector translucency can be turned off with -notranslucency.
[Valerio Verrando]


Source:
-------

- TMS34010 emulator. [Alex Pasadyn, Zsolt Vasvari]

- Replaced the 6502 emulator with a new one which also supports 65C02 and 6510.
Marat Fayzullin's core is no longer used. [Juergen Buchmueller]

- Fixed a bug in the 68000 BCD emulation which caused the F1 Dream timer to
malfunction. [Nicola Salmoria]

- New function osd_on_screen_display() to show text over the game screen.
[Nicola Salmoria]

- Fixed bug in the Z80 block I/O instructions (INI, IND, INIR, INDR, OUTI,
OUTD, OTIR, and OTDR). [Frank Palazzolo]

- Updated the FM emulation and the way the 8910 updates its buffers. FM also
has support for YM2608 and YM2612, though they are not compiled in.
[Tatsuyuki Satoh]

- [DOS] Rearranged the makefile using archives to work around E2BIG error on
some machines. [Juergen Buchmueller]

- Support for CRC-32 checksums instead of MAME's custom ones. The actual CRCs
will be added later to the drivers. [John Butler]


New ROM sets supported (in no particular order)
-----------------------------------------------
F1 Dream (bootleg) (merged) (this one works) [Paul Leaman]
Pang [Paul Leaman]
Pac Man Plus [Clay Cowgill, Mike Balfour]
Beastie Feastie [Clay Cowgill, Mike Balfour]
Tecmo Knight [Nicola Salmoria]
Bull Fight [Nicola Salmoria]
4D Warriors [Nicola Salmoria]
Block Gal (not working due to encryption) [Nicola Salmoria]
Wonder Boy (three sets, all merged with WB Deluxe) [Nicola Salmoria]
I'm Sorry (Japan) (merged) [Marco Cassili]
My Hero (Japan) (merged) [Nicola Salmoria]
Flicky (set 2) (merged) [Nicola Salmoria]
Ninja Princess (original) (merged) (the other set, which seems to be a bootleg,
has been renamed "nprincesb") [Nicola Salmoria]
Frogs [Nicola Salmoria]
Samurai [Nicola Salmoria]
Sasuke vs. Commander [Nicola Salmoria]
Subs [Mike Balfour]
Vigilante (two sets merged) [Mike Balfour, Phil Stroffolino]
Exterminator (VERY SLOW) [Alex Pasadyn, Zsolt Vasvari]
COP 01 [Carlos A. Lozano]
Renegade (two sets, only the bootleg works) [Phil Stroffolino]
Hustle [Frank Palazzolo]
Tomahawk 777 (two sets merged) [Zsolt Vasvari]
Karate Champ (VS and Karatedo, merged) [Ernesto Corvi]
Astro Fighter (set 3) (merged) [Zsolt Vasvari]
Side Track [Al Kossow]
Spectar (revision 3) (merged) (the previous one has been renamed "spectar1")
[Al Kossow]
Venture (version 4) (merged) [Al Kossow]
Venus (merged with Gyruss) [Nicola Salmoria]
APB (set 2) (merged) (this fixes the title screen)
Lost Tomb (hard) (merged) [Michael Appolo]
Hyper Olympic (bootleg) (merged) [David Winter]
Brix (merged with zzyzzyxx) [Brad Oliver]
Shark Attack [Victor Trucco]
Mikie (headbutt version) (merged) (the other set has been renamed "mikiehs")
[Nicola Salmoria]


==========================================================================

0.34 BETA 1

IMPORTANT: now most games load the color PROMs from disk. You'll have to add
the missing files to the archives.


These drivers have improved GRAPHICS:
-------------------------------------

- Fixed colors in Fast Freddie (sorry... this slipped by in 0.33 final).

- In Mario Bros., the screen bounces when you hit POW. [Brad Oliver]

- Improved Slap Fight. [Christoff Feldtmann]

- Accurate colors in Money Money and Jack Rabbit. [Nicola Salmoria]

- Enemies in TNZS are now visible, using the gfx ROMs from a new set (which is
not supported yet). [Chris Moore]

- Fixed sticking sprites in Pnickies and Nemo. [Paul Leaman]


These drivers have new or improved SOUND:
-----------------------------------------

- Sound in Gladiator. [Steve Ellenoff]


These drivers have HIGH SCORE support:
--------------------------------------

- Pinball Action. [Dani Portillo]


These drivers have HIGH SCORE support:
--------------------------------------

- Xain'd Sleena/Solar Warrior. [Dani Portillo]


Other drivers changes:
----------------------

- The original Elevator Action now works, using the 68705 mcu ROM which was
missing. Since there is one additional CPU to emulate, it is slower than the
bootleg version. [Nicola Salmoria]

- Replaced Front Line with the complete set containing the 68705 code. It
still doesn't work though. [Nicola Salmoria]

- Replaced Golden Star with the original, encrypted set. [Mirko Buffoni]

- Improvements to the System 8 driver. [Nicola Salmoria]


Changes to the main program:
----------------------------

- Fixed a bug in the NOT instruction of the 68000 core. [Mike Coates]

- You can proceed from the "press OK to continue" screen by pushing left then
right. You can also immediately quit by pressing ESC. [Nicola Salmoria]


Source:
-------

- Moved the Sega encryption code used by Flicky, Future Spy, and many others,
to machine/segacrpt.c. [Nicola Salmoria]

- Added memory_region_length field to the RunningMachine structure. This could
be useful for drivers which handle several games on similar hardware.
[Nicola Salmoria]


New ROM sets supported (in no particular order)
-----------------------------------------------
HigeMaru [Mirko Buffoni]
Sega Ninja / Ninja Princess (merged) [Jarek Parchanski, Nicola Salmoria]
My Hero [Jarek Parchanski]
I'm Sorry [Nicola Salmoria]
Flicky [Nicola Salmoria]
TeddyBoy Blues [Nicola Salmoria]
Star Jacker [Nicola Salmoria]
Mister Viking [Nicola Salmoria]
Future Spy [Nicola Salmoria]
Avengers (two sets merged) (not working due to protection) [Paul Leaman]
Bionic Commando [Steven Frew, Phil Stroffolino, Paul Leaman]
Dynasty Wars (not working) [Paul Leaman]
Varth [Paul Leaman]
Electric Yo-Yo (not working due to protection) [Al Kossow]
Tag Team Wrestling [Steve Ellenoff, Brad Oliver]
Gridiron Fight [Nicola Salmoria]
several Neo Geo games (NOT TESTED) [Shin Emu Keikaku team]
King & Balloon [Brad Oliver]
Super Mouse [Brad Oliver]
Intrepid [Zsolt Vasvari]
Moon War II [Brad Oliver]
Calipso [Brad Oliver]
Hard Hat [Al Kossow]
Psychic 5 [Jarek Parchanski]
Great Swordsman [Steve Ellenoff]
Max RPM (no sound due to missing ROMs) [Aaron Giles]
The Tin Star (not complete) [Nicola Salmoria]
several 8080 games [Al Kossow]
Pot of Gold [Nicola Salmoria]
M79 Ambush [Al Kossow]
Twin Cobra (preliminary) [Quench]
Kick (upright version) (merged) [Nicola Salmoria]
Golden Castle (merged with gladiatr) [Steve Ellenoff]
Speak & Rescue ("speakres") [Al Kossow]


==========================================================================

0.33 (0.32 doesn't exist to avoid confusion with MAME32)

A lot of ROM renaming and moving around has been done. I know this is annoying
but it was necessary. See merged.txt for details.


These drivers have improved GRAPHICS:
-------------------------------------

- Fixed glitches in Gemini Wing and Rygar. [Li Jih Hwa]

- Fade-in/fade-out in Robocop [Nicola Salmoria]

- Fixed colors in Centipede, including service mode multiplexed color test.
[Nicola Salmoria]

- Fixed background layer colors in Trojan [Paul Leaman]

- Fixed invisible ball in Champion Baseball. Some of the graphics are still
broken. The reason is unknown. [Nicola Salmoria]

- Adjusted the brightness of the background in Popeye, which should make it
correct according to the schematics. Maybe now it's too dark?
[Nicola Salmoria]

- Fixed colors in Road Runner. [Aaron Giles]

- Accurate colors:
Zoar [Zsolt Vasvari]
Warp Warp [Nicola Salmoria]
Wonder Boy Deluxe, Up'n Down, Pitfall II [Nicola Salmoria]
Eggs [Gerald Vanderick]
Fast Freddie/Fly-Boy (not sure about this one) [Zsolt Vasvari]
Jump Coaster [Zsolt Vasvari]
Warlords [Zsolt Vasvari]
Mega Attack and possibly the other Gameplan games [Chris Moore]
Road Fighter [Paul Swan]

- Some fiddling with the Atari vector games frame rates. [Nicola Salmoria]

- Slightly reduced the visible area of the Williams games, I'm not sure which
would be the correct setting though. [Nicola Salmoria]

- Better colors in Red Alert. [Mike Balfour]

- Zaxxon and Congo Bongo support rotation. [John Butler]

- Fixed colors in Space Firebird. [Chris Hardy]

- Fixed sprite/background priority in Gemini Wing. [Nicola Salmoria]

- Fixed some wrong graphics in Lode Runner. [Nicola Salmoria]

- Accurate colors, and many other fixes, in TNZS. [Richard Mitton]

- Fixed colors in Crater Raider. [Aaron Giles]

- Cocktail mode support in some games (invaders, btime, etc.).
[Martin Sandiford]

- Inspired by Retrocade and Vector Dream, changed the vector games to use
translucent vectors. Color intensities had to be lowered, if it feels too dark
for you now, increase the gamma correction value. [Bernd Wiebelt]

- Fixed sprite priorities and tile flip in Pinball Action. [Nicola Salmoria]

- Fixed Motos High Score display. [Zsolt Vasvari]

- Moon Cresta uses the original gfx ROMs, fixing graphics glitches on the title
screen.


These drivers have new or improved SOUND:
-----------------------------------------

- New Zealand Story [Carlos A. Lozano]

- Fixed fuel alert sound in Lunar Lander. [Keith Wilkins]

- Added speech to Champion Baseball. [Nicola Salmoria]

- Put back sample support in Q*Bert Qubes. [Rodimus Prime]

- Music in 3 Stooges. [Nicola Salmoria]

- Emulated sound in Lunar Lander. [Keith Wilkins]

- Sound in the Gameplan games. [Chris Moore]

- Increased music tempo in Snow Bros.

- Updated VLM5030 emulation (Punch Out etc.). Since quality is still bad, the
emulator is only used when samples are not available. [Tatsuyuki Satoh]

- Sped up music tempo in Gun Dealer.

- Wizard of Wor supports word samples. Only 70% of the needed samples are
available, however. [Alex Judd]

- Fixed D-Day. [Zsolt Vasvari]

- Sound in Space Firebird. [Dan Boris]

- Fixed bug in ADPCM sample playback. Many games are affected, e.g. Robocop,
Bad Dudes. [Nicola Salmoria]

- Attempt at making the main Galaxian / Moon Cresta sound channel more
accurate. [Nicola Salmoria]

- Fixed bug in VLM5030 emulator which caused samples not to work.
[Tatuyuki Satoh]

- Sound in Toki. [Nicola Salmoria]

- The YM3812 emulator still passes commands to the Sound Blaster OPL chip, but
it handles timers in software. osd_ym3812_status and osd_ym3812_read removed.
[Aaron Giles]

- Emulated sound in Yie Ar Kung Fu (speech is missing for now) [Nicola Salmoria]

- Sound in Pinball Action. [Mirko Buffoni]

- Partial sound in Midnight Resistance and Sly Spy. [Bryan McPhail]

- Emulated music in Carnival, and support for a new set of samples.
[Peter Clare]


These drivers have HIGH SCORE support:
--------------------------------------

- Swimmer, Pop Flamer [Brad Oliver]

- Fixed Wonder Boy Deluxe [Chris Moore]

- Locomotion, Jungler, Commando (Sega), Wonder Boy in Monster Land, Rygar,
Gemini Wing, Silkworm, City Connection, Trojan, Up'n Down. [Dani Portillo]

- Fixed Diamond Run. [Mike Balfour]

- Front Line. [Steve Ellenoff]

- Fixed Black Tiger, Bank Panic and The End. [Nicola Salmoria]

- World Cup '90 [Juan Carlos Lorente]

- Challenger, MegaTack, Killer Comet. [Santeri Saarimaa]

- TNZS. [Santeri Saarimaa]

- Vastar. [Dani Portillo]

- Fixed Rygar (you'll have to delete your old .hi file) [Dani Portillo]


Other drivers changes:
----------------------

- Fixed Atari System 1 games not accepting coins with -fm (actually -fm was
supposed to be a no-op in this case since emulation of the YM2151 through
OPL is not supported). You still have to keep sound on, however; disabling
it will disable coins. Of course you can set the dip switches to Free Play
and forget about coins.

- Service mode in Centipede and Millipede works. [Brad Oliver]

- Added support for coin counters to some games. [Brad Oliver]

- Heavy Barrel is playable to the end, but there are still some problems.
[Bryan McPhail]

- Improved speed in the CPS1 games. [Paul Leaman]

- Fixed speed in Berzerk/Frenzy [Zsolt Vasvari]

- Adjusted timing in the vector games. [Bernd Wiebelt]

- Another step forward in getting Super Punch Out to work (still NOT
playable). [Tatsuyuki Satoh]

- Proper emulation of the ROM decryption in Burger Time. [Zsolt Vasvari]

- Improved Spy Hunter controls (you can play with the mouse or even a wheel
now). [Alex Judd]

- Changed the 6502 emulation to disable interrupts on a reset. Not sure if
this is the correct behavior, but Centipede needed it for the service mode
to work.

- Support for the complete Curveball set. This also fixes the crash.

- Many improvements to the DECO games, especially Heavy Barrel. [Bryan McPhail]

- Sped up Route 16. [Zsolt Vasvari]

- Lots of clean up, consolidation, dip switches additions, color fixes to the
Carnival driver (which is now called vicdual.c, since Carnival is just one of
the many games which run on that hardware). [Marco Cassili]

- Slowed down a little the Sega raster games.

- You can assign a joystick button to the gear shift in Spy Hunter.

- Red Alert accepts coins. [Mike Balfour]

- Mapped the unknown dip switch in Wonder Boy Deluxe. [David Calandra]

- Fixes to the Gameplan games. [Santeri Saarimaa]

- Us vs Them is playable, though of course you can't see the backgrounds which
were stored on the laser disc. MACH 3 still doesn't work.

- Fixed bug in the I8086 emulator which caused MACH3 not to work. MACH3 now
does the attract mode, but it will never be playable without the laser disc.

- Fixed Snow Bros hanging after level 30. [Nicola Salmoria]

- Fixed hangs in Tapper, and hopefully other MCR games as well. [Aaron Giles]

- Some fixes to Quantum. [Paul Forgey]

- The default scores in Paperboy and Super Sprint are correct (though of course
you must delete the .HI files) [Aaron Giles]

- Super Qix might be running at the proper speed now. [Nicola Salmoria]


Changes to the main program:
----------------------------

- [DOS] Increased the default gamma correction to 1.2. This will not have
effect unless you change it in MAME.CFG (or just delete the file).

- [DOS] Set back the default vgafreq to -1 (=auto). This is necessary for
-vsync to pick the correct freq (most of the time) when used with tweaked
VGA modes. This will not have effect unless you change it in MAME.CFG
(or just delete the file).

- Fixed -ror and -rol with ORIENTATION_SWAP_XY games (e.g. Kick) and
ORIENTATION_FLIP_X games (e.g. Discs of Tron). [Nicola Salmoria]

- [DOS] -vsync is supported for games running at 57fps (e.g. Moon Patrol).
However, due to the sync rate being different, the game runs 6% faster than
it should. [Nicola Salmoria]

- [DOS] New -listgames command, which lists all games along with production
year and manufacturer.
Also -noclones option which removes clones from -list, -listfull etc.
[Nicola Salmoria]

- [DOS] Fixed the NTSC mode. For feedback on this mode, please contact
sta@carinthia.com [Zerza]

- [DOS] Allegro (3.0+diffmay) now supports SideWinders and Gravis Gamepad Pro's
and so does Mame. [Bud Crittenden]

- Emulating analog devices via joystick no longer deactivates the mouse.
IMPORTANT NOTE FOR PORTERS: osd_analog_read() had to be changed.
The mame.cfg setting for joysticks was renamed to "joystick" instead of
"joytype". The numbering of joystick types has changed, look into
readme.txt [Bernd Wiebelt]

- Close to accurate 68000 instruction timing. [Brian Verre]

- Slightly improved speed of the 68000 emulator. [Darren Olafson]

- Some game information is displayed in the introduction screen.
The copyright disclaimer and driver credits screens are shown only the first
time a game is run. The game information screen is always shown since it may
contain important info.
[Nicola Salmoria]

- [DOS] New -listdetails option, to create a detailed list of drivers and the
hardware they use. [Santeri Saarimaa]

- Improved handling of 4 way joysticks. [Martin Sandiford]

- [DOS] Modified the code so that to start a game you can use
a) the full game name as listed in "mame -listfull"
b) any ordered subset of the characters used in the full game name

So you can start Asteroids Deluxe like:

mame "Asteroids Deluxe" !note the quotes!
mame astdelx
mame adlx

The less characters you use, the more likely you'll be surprised which
game actually gets chosen. [Bernd Wiebelt]

- [DOS] To improve compatibility, older VESA modes are back. If your card
doesn't work in VESA mode, try "vesamode=vesa2b" or "vesamode=vesa1" in
mame.cfg [Bernd Wiebelt]

- [DOS] Slightly changed the resolution picker, so that when -vesa and
-noscanlines are requested, it will use e.g. 320x240 instead of 640x480
with pixel doubling, and 400x300 instead of 800x600 with pixel doubling.
If the lower res mode is not available, it automatically switches back to
the pixel doubled mode. [Nicola Salmoria]

- [DOS] New -listclones command, which lists in two columns the clones and the
game they are clone of. [Nicola Salmoria]

- Changed the AY8910 emulation to generate three separate audio streams for the
three channels instead of premixing them. This improves audio quality,
increases the volume, and doesn't seem to affect performance too much.
[Nicola Salmoria]


Source:
-------

- The DOS version is now compiled with GCC 2.8.1 and using Allegro 3.0 + WIP
(30th May).

- [DOS] To improve portability, the makefile is more conservative, using the
-pedantic and -Wshadow switches. Note that to compile with these switches,
several changes had to be made to allegro.h, which is included.

- Drivers that dynamically change the palette are no longer required to
initialize it in convert_color_prom(); they also can avoid initializing the
color table, if the default layout for it (a 1:1 mapping) fits their needs.
This is also useful when starting new drivers: you don't need to provide a
fake palette or prom conversion function, the graphics will be visible
somehow (but badly, so you had better change the defaults soon ;-) )
Also, games using PROMs don't need to initialize the colortable if the
GfxDecodeInfo structure is properly initialized to make the correspondence
1:1.

- Further changes to the palette handling code.
- osd_create_display() no longer takes the total_colors, palette, pens
arguments. They are handled by osd_allocate_colors(), which is called after
osd_create_display().
- the convert_color_prom() functions now take a unsigned short *colortable
parameter instead of unsigned char *.
- Drivers for games which have a FIXED palette (i.e. they don't call
osd_modify_pen()) of more than 256 colors are now allowed to declare it as
such in the MachineDriver. The palette will be automatically shrinked to fit
in 256 colors. Note: this assumes that the palette is actually composed of
no more than 256 unique colors. This is currently the case in all the games.
Examples: Kung Fu Master, Lode Runner, Arkanoid, Popeye.
- instead of calling osd_modify_pen(Machine->pens[color],r,g,b), drivers
should call palette_change_color(color,r,g,b). Note that the function does
the Machine->pens[] mapping for you.

- Dynamic palette support for games with >256 colors.
Drivers who want to use it must first of all set up like
the static palette ones (put the real number of colors in MachineDriver->
total_colors, etc.), and call palette_recalc() in vh_screenrefresh() before
drawing anything. A color usage table must be set before calling
palette_recalc() so that the function knows which colors are needed.
To help drivers in better optimizing video refreshes, palette_recalc()
returns a pointer to an array indicating which colors have been remapped and
need a refresh. If you don't need it (most likely), you can just consider it
a boolean value (0 = no need to redraw). [Nicola Salmoria]

- Drivers using the VIDEO_SUPPORTS_16BIT mode must use the same API as
VIDEO_MODIFIES_PALETTE ones (palette_change_color(), palette_recalc()). The
old setgfxcolorentry() method is discontinued.
To use the new API, you must set BOTH the VIDEO_SUPPORTS_16BIT and the
VIDEO_MODIFIES_PALETTE flags. Removing the _16BIT flag is all it takes to
switch from 16-bit to dynamic mode, so you can quickly test if the palette
can be compressed (_16BIT is much slower, so don't use it unless absolutely
necessary). [Nicola Salmoria]

- On the Mac, the dynamic palette uses 254 colors instead of 256. Due to this,
now ALL drivers using VIDEO_MODIFIES_COLOR and 256 colors must call
palette_recalc() like the others. Also be warned that 256 colors static
palettes will be shrinked, so if you are using colors for copybitmap()
transparency you'll have to make sure that they are assigned an unique pen.

- IMPORTANT: drawgfx(...,TRANSPARENCY_THROUGH) now requires the caller to
do the mapping with Machine->pens[]. This was necessary to allow for
TRANSPARENCY_THROUGH, palette_transparent_color in dynamic palette games.

- Color PROMs no longer have to be included in the source. They can be loaded
from disk just like the other ROMs. You just have to replace the color_prom
pointer with the PROM_MEMORY_REGION() macro, to tell the core where the PROMs
have been loaded. [Nicola Salmoria]

- For drivers using the GfxLayer system, dirty rectangle support is partially
built-in into the core. The OS dependent rendering functions must use
Machine->dirtylayer to know which portions of the screen need to be
refreshed. Drivers which use the GfxLayer system no longer need the
VIDEO_SUPPORTS_DIRTY flag in the MachineDriver structure - it must be turned
on automatically by the OS dependent code.

- Added support for undocumented Z80 opcodes to the C Z80 core. [Juergen
Buchmueller]

- Improved speed of the C 68000 core. [Juergen Buchmueller]
(this is supposed to give a good speed increase, but I don't see any
appreciable difference on my K6 - Nicola)

- Added WatchPoint support to the debugger (i.e. check a RAM location and stop
execution when it is changed). [Ernesto Corvi]

- Fixed a bug in 6502/dasm.c (this only applies if you compile it to get a
standalone disassembler - it is not part of MAME) [Christophe Verre]

- Fixed bug in the 6809 disassembler. [Keith Wilkins]

- T11 CPU emulator. This is used by the Atari System 2 drivers. [Aaron Giles]

- I8085 emulator. [Juergen Buchmueller]

- The 68000 memory handlers can again be word-aligned instead of
longword-aligned. [Aaron Giles]

- New flag IPF_RESETCPU for input ports. When this flag is set, CPU #0 is
reset when the key is pressed. This cleaned up the vicdual driver.
[Nicola Salmoria]

- Several fixes to improve Unix portability. [Hans de Goede]

- Sygnetics 2650 emulator [Juergen Buchmueller]

- Improved cycle counting in the 6809 emulator. [Mathis Rosenhauer]

- Added new fields to the GameDriver structure:
"source_file" (set it to __FILE__, this is used to automatically generate
reference lists);
"clone_of", used to link clones to the main version of the game.
"year" and "manufacturer", for production year and company;
"flags", for various info (currently only GAME_NOT_WORKING is defined).

- [DOS] The average FPS is printed on exit. [Nicola Salmoria]

- [DOS] Included Neil Bradley's asm M6808 emulator. Note: you need NASM to
compile. The official DOS binary of NASM is a 16-bit application and it
cannot compile this file; either use a recompiled version, or just use
NASMW (of course the latter only works under Windows). [Alex Pasadyn]

- The (*vh_update)() call has an additional parameter, full_refresh. When it
is 0, the driver may assume that the screen has not been altered by the main
engine since the last call, and do an incremental update instead of redrawing
the full screen. [Brad Oliver]

- For convenience, added some commonly used palette read/write functions to
palette.c. [Nicola Salmoria]

- Support for 16 bit samples in sndhrdw/samples.c.
IMPORTANT NOTE FOR PORTERS: for consistency with the sound libraries,
osd_play_sample_16() and osd_play_streamed_sample_16() now want the length in
_bytes_ of the array, instead of the length in _shorts_ as it was before.
[Peter Clare]

- Added the I8039 to the debugger, using Mike Cuddy's disassembler.
[Andrea Mazzoleni]


New ROM sets supported (in no particular order)
-----------------------------------------------
Faster, Harder, More Challenging Q*Bert
Pac-Land [Ernesto Corvi]
Punk Shot [Nicola Salmoria]
Teenage Mutant Ninja Turtles [Alex Pasadyn]
Lock'n'Chase [Zsolt Vasvari]
Side Pocket [Ernesto Corvi]
Satan of Saturn / Zarzon [Dan Boris]
Xain'd Sleena/Solar Warrior [Carlos A. Lozano]
Up'n Down [Thierry Lescot]
Magic Sword [Paul Leaman]
Space Dungeon [Dan Boris]
Slap Fight (preliminary) [Keith Wilkins]
Hexa [Howie Cohen]
Space Encounters [Al Kossow, Brad Oliver]
Clowns [Al Kossow, Brad Oliver]
Guided Missile [Al Kossow, Brad Oliver]
Sea Wolf [Al Kossow, Brad Oliver]
Gunfight [Al Kossow, Brad Oliver]
Lupin III [Al Kossow, Brad Oliver]
Shoot Out [Ernesto Corvi]
Curve Ball [Mike Balfour]
Challenger [Al Kossow]
Kaos [Chris Moore]
F1 Dream (preliminary) [Paul Leaman]
Double Dragon / Double Dragon 2 [Carlos A. Lozano, Rob Rosenbrock,
Phil Stroffolino, Ernesto Corvi]
Aeroboto (preliminary) [Carlos A. Lozano]
Blasto [Frank Palazzolo]
Shinobi [Mirko Buffoni]
Golden Axe [Mirko Buffoni]
Alien Syndrome [Mirko Buffoni]
Altered Beast [Mirko Buffoni]
Passing Shot (preliminary - the System 16 driver needs to support rotation)
[Mirko Buffoni]
Tetris (Sega, bootleg) [Mirko Buffoni]
Juno First [Chris Hardy]
Darwin 4078 [Ville Laitinen]
Safari [Zsolt Vasvari]
Pnickies [Paul Leaman]
Ghouls and Ghosts [Paul Leaman]
Knights of the Round (preliminary) [Paul Leaman]
Carrier Air Wing (preliminary) [Paul Leaman]
Zoar [Zsolt Vasvari]
Klax [Aaron Giles]
Red Alert [Mike Balfour]
I, Robot (preliminary) [Dan Boris]
Paperboy [Aaron Giles]
Super Sprint [Aaron Giles]
Championship Sprint [Aaron Giles]
720 Degrees [Aaron Giles]
APB (preliminary, and bad ROMs) [Aaron Giles]
Zyyzzyxx [Brad Oliver]
Eyes [Zsolt Vasvari]
Space Seeker [Nicola Salmoria]
Ponpoko [Zsolt Vasvari]
Head On [Al Kossow]
Invinco / Deep Scan [Al Kossow]
Tranquilizer Gun [Al Kossow]
Space Trek [Al Kossow]
Money Money [Nicola Salmoria]
Jack Rabbit [Nicola Salmoria]
Blasteroids [Aaron Giles]
Xybots [Aaron Giles]
Escape from the Planet of Robot Monsters [Aaron Giles]
Xenophobe [Bryan McPhail]
Super Space Invaders '91 (preliminary) [Howie Cohen]
Crazy Balloon [Nicola Salmoria]
Nemesis [Allard van der Bas]
Konami GT (preliminary) [Allard van der Bas]
Depth Charge [Al Kossow]
Cosmic Alien [Lee Taylor]
Spiders [Keith Wilkins]
Last Duel (preliminary; the ROM set is incomplete) [Bryan McPhail]
Mad Gear (preliminary; the ROM set is incomplete) [Bryan McPhail]
Cobra Command [Bryan McPhail]
Bowl-O-Rama [Zsolt Vasvari]
1941 [Darren Olafson]
Nemo [Darren Olafson]
Nova 2001 [Howie Cohen, Frank Palazzolo, Alex Pasadyn]
Super Bond [Chris Hardy]
Avalanche [Mike Balfour]
Gladiator [Victor Trucco, Steve Ellenoff, Phil Stroffolino]
Lazer Command [Juergen Buchmueller]
Dead Eye [Juergen Buchmueller]
Gypsy Juggler [Juergen Buchmueller]
Fax [Mike Balfour]
Heli Fire [Al Kossow]
Space Fever [Al Kossow]
Birdie King 2 (preliminary) [Ed Mueller, Mike Balfour]
Lizard Wizard [Mike Balfour]
Pioneer Balloon [Juergen Buchmueller]
Jackal/Top Gunner [Kenneth Lin]
Contra/Gryzor [Carlos A. Lozano, Jose Tejada Gomez, Phil Stroffolino,
Eric Hustvedt]
Solomon's Key [Mirko Buffoni]
Round-Up [Zsolt Vasvari]
Tehkan World Cup [Ernesto Corvi, Roberto Fresca]
Tee'd Off (preliminary) [Ernesto Corvi, Roberto Fresca]
Vindicators [Aaron Giles]
Space Tactics [Frank Palazzolo]
Polaris [Victor Trucco]
The Main Event [Bryan McPhail]
Devastators (not working) [Bryan McPhail]
Dark Seal / Gate of Doom [Bryan McPhail]
Golden Star [Mirko Buffoni]
The Glob [Mike Balfour]
Ninja Kid 2 [Jarek Parchanski]
Centipede (rev 1) [Brad Oliver]
Tutankham (Konami). Note that the old version has been renamed "tutankst".
[Marc Vergoossen]
Nibbler (alternate) Note that I also replaced a bad sound ROM in the previous
set with the good one in this set. [Nicola Salmoria]
Heavy Barrel (new, complete set). The old one has been renamed & modified to
include 4 ROMs which were missing. [Bryan McPhail]
Strider (Japanese) [Marco Cassili]
Willow (Japanese) [Marco Cassili]
Final Fight (Japanese) [Marco Cassili]
Chicki Chicki Boys (Japanese Mega Twins) [Marco Cassili]
MotoRace USA [Nicola Salmoria]
1943 (Japanese) [Nicola Salmoria]
Sinistar (allegedly from a prototype machine that was displayed at the 1982
AMOA show in Las Vegas) [Brian Deuel]
Exerion (bootleg?) [Nicola Salmoria]
Moon Alien Part 2 [Al Kossow]
Masao [Hugh McLenaghan]
Fighting Fantasy [Marco Cassili]
1941 (Japanese) [Marco Cassili]
Nemo (Japanese) [Sawat Pontree]
Ghouls'n Ghosts (Japanese) [Marco Cassili]
Magic Sword (Japanese) [Marco Cassili]
1942 (alternate) [Nicola Salmoria]
Bagman (original Valadon Automation version; the Stern version has been renamed
"bagmans") [Nicola Salmoria]
Kicker [Nicola Salmoria]
Tempest version 2 and 3 ("tempest" has been renamed "tempest1"; "tempest" is
now version 3) [Darrin Redick]
Gladiator (Japan) [Nicola Salmoria]
Zoo Keeper (alternate) [Nicola Salmoria]
Two new Mikie sets (US/Japan). The old one was bad and has been removed.
[Nicola Salmoria]
Moon Cresta (bootleg on Galaxian hardware) [Nicola Salmoria]
Pengo (encrypted version of set 2. The unencrypted version has been renamed
"pengo2u") [Tim Lindquist]


==========================================================================

0.31

SOME DEFAULT SETTINGS HAVE CHANGED. MAKE SURE TO DELETE MAME.CFG TO MAKE THEM
UP TO DATE.

BEFORE COMPLAINING THAT 0.31 IS SLOWER THAN 0.30, READ THIS WHOLE SECTION, OK?
ESPECIALLY WHERE IT TALKS ABOUT 16 BIT COLOR SUPPORT.
You'll need -depth 8 and -sr 11025 to run some of the bigger games at an
acceptable speed.

In the MS-DOS version, some games might require you to increase the memory
available to DPMI.


These drivers have improved GRAPHICS:
-------------------------------------

- Accurate colors in:

Roc'n Rope [Paul Swan]
Frogger [Gerald Vanderick]
Traverse USA [Gerald Vanderick]
Donkey Kong 3 [Tim Lindquist]
Minefield (apart from the background which is approximate) [Al Kossow]
Circus Charlie [Paul Swan]
Hyper Sports [Paul Swan]
Iron Horse [Paul Swan, Gerald Vanderick]
Zaxxon [Gerald Vanderick]
Millipede [Nicola Salmoria]
Shao-Lin's Road [Gerrit Van Goethem]
Radarscope (probably) [Andy White, Tim Lindquist]
Kangaroo [Mike Balfour]
Rally X [Gary Walton, Simon Walls]
Locomotion [Kevin Klopp]
Swimmer [Gary Walton, Simon Walls]
Pooyan [Martin Binder]
Motos [Aaron Giles]

- Consolidated the Exidy drivers. Accurate colors in Venture, Mouse Trap and
Pepper 2. [Mike Balfour]

- Fixed aspect ratio in Major Havoc [Al Kossow]

- Fixed pixel doubled sprites in Exerion [John Butler]

- Proper overlay emulation in Circus. [Zsolt Vasvari]

- Fixed double size sprites in Galaga when screen is flipped. [ehrhard@csd.de]

- Better colors in Blue Print. [Martin Searle]

- Fixed disappearing background at the end of the tunnel in Super Zaxxon.
[Nicola Salmoria]

- Support for the complete Swimmer set. No more bad graphics. [Brad Oliver]

- Gradient filled background in Rescue and Minefield. [Mike Coates]

- New antialiasing code for the vector games. A bit slower than before, but it
looks terrific. You can turn it off with -noantialias.
Also two new options:
-beam # # in the range of 1.00 through 16.00 (# is float)
-flicker % % is optional (% is float), no number sets default flicker
valid range is 0.00 to 100.00 (0=none 100=maximum)
-beam sets the width in pixels of the vectors, while -flicker makes them
flicker to simulate the behaviour of a real monitor. [Andrew Caldwell]

- Improved handling of vector games. Battlezone and Major Havoc now do correct
clipping. [Aaron Giles, Bernd Wiebelt]

- 16 bit color support for games which need it (e.g. Rastan, Gauntlet, Black
Tiger, and many others). It is on by default, since it looks much better;
of course it's also slower, so you can turn it off and revert to the previous
8 bit downgraded palette using (in the DOS version) the -depth 8 command line
option. [Aaron Giles]

- I discovered that Locomotion runs on (almost) the same graphics hardware as
Rally X. This fixed the smoke which was using wrong graphics (and had instead
to be drawn like the dots in the Rally X radar). [Nicola Salmoria]

- Improved the blitter for the Williams games. Sinistar now works correctly.
[Aaron Giles, Brad Oliver]

- Fixed sprites in Gauntlet. [Aaron Giles]

- Merged the Qix and Zookeeper drivers, they now also support rotation.
[John Butler]


These drivers have new or improved SOUND:
-----------------------------------------

- New YM2151 emulator, used by Rastan and others. [Jarek Burczynski]

- Improved YM2203 and YM2151 emulator, and DAC interface, with 16 bit samples
support. (Use -sb 16 to turn on 16 bit samples). [Tatsuyuki Satoh]

- AY8910 and SN76496 support 16 bit samples as well. [Tatsuyuki Satoh]

- Improved ADPCM support, plus support for the OKIM6295 ADPCM chip. Several
drivers use these. [Aaron Giles]

- Fixed sound in Exed Exes; it has one 8910 and two 76496, not two 8910.
[Nicola Salmoria]

- Added back speech sample support to Q*Bert. [John Butler, Howie Cohen]

- Sound in Zaxxon and Berzerk, through samples. [Alex Judd]

- Better speech in Gorf. [Alex Judd]

- Better sound in Nibbler. [Brian Levine]

- Fixed missing/bad sound effects in Jungle King. [Nicola Salmoria]

- A first attempt at sound in Donkey Kong 3 / Punch Out. These two Nintendo
games use the same sound hardware as the NES console. [Nicola Salmoria]

- Music tempo and pitch in Locomotion, Time Pilot, Pooyan, Tutankham and
Roc'n Rope should be accurate (I believe they all use the same sound board)
[Jim Hernandez]

- Improved pitch in many games.

- Sound in Targ and Spectar (need samples). [Dan Boris]

- Fixed ADPCM sample support in Rastan. [Jarek Burczynski]

- Fixed sound pitch and Mario jump in Donkey Kong. [Howie Cohen, Brad Oliver]

- Speech in Mat Mania [Nicola Salmoria]

- Speech in Sinistar, through samples. [Howie Cohen]

- Sound in Fire Trap and Silkworm (Sound Blaster needed) [Nicola Salmoria]

- Music in Bubble Bobble (Sound Blaster needed) [Nicola Salmoria]

- Sound in Break Thru (Sound Blaster needed) [Bryan McPhail]

- Added support for missing samples to Donkey Kong Jr. [Howie Cohen]


These drivers have HIGH SCORE support:
--------------------------------------

- Sidearms, Breakthru, Mikie, 1943 Kai, Shaolin's Road, pengoa.
[Gerrit Van Goethem]

- The first time you play Q*Bert, Q*Bert Qubes, Krull, Mad PLanets,
Three Stooges, the high scores are automatically initialized to the default.
Note: your old high scores will be lost, sorry. [Nicola Salmoria]

- The first time you play Track'n Field and Hyper Sports the high scores are
automatically initialized to the default. Your old high scores will NOT be
be lost here ;-) [Nicola Salmoria]

- Astro Fighter. [Santeri Saarimaa]

- Tazz-Mania, Space Firebird. [Chris Moore]

- Targ, Spectar. [Mike Balfour]

- Fire Trap, Fantasy. [Dani Portillo]

- Fixed Espial. [Dani Portillo]

- Fixed scores over 100000 in Donkey Kong/Donkey Kong Jr. [Wiebo de Wit]


Other drivers changes:
----------------------

- Added the missing third button to Iron Horse. [Stuart Campbell]

- Fixes to dip switches and input ports in several games. [Marco Cassili]

- Better collision detection in the Exidy games (most noticeable in Venture
upper left room) [Mike Balfour]

- Added missing action button to Diamond Run. [Yves Colombani]

- Added Invulnerability dip switch to Japanese Ghosts'n Goblins.
[mbeighau@iies.es]

- Fixed Bubbles. [Marc Lafontaine]

- Major cleanup of the Williams drivers. [Aaron Giles]

- Fixed disappearing guards and other wrong behaviours in Bagman which were
caused by copy protection. [Jarek Burczynsk]

- Fixed crashes in Rastan. [Barry Rodewald]

- Fixed service mode in Food Fight. [Aaron Giles]


Changes to the main program:
----------------------------

- New -norotate option. This is supposed to disable all internal rotations
of the image, therefore displaying the video output as it is supposed to be
(so you need a vertical monitor to see vertical games). However, many
drivers still don't use MAME centralized rotation, but instead rotate the
image on their own, so -norotate has no effect on them.
In some cases, the image will be upside down. To correct that, use
-norotate -flipx -flipy, or use the Flip Screen dip switch if available.
[Nicola Salmoria]

- Fixed a bug in the 8086 emulator which caused unexpected deaths in Krull.
[Fabrice Frances]

- Improved analog input handling. [Bernd Wiebelt]

- New 6808 emulator. [John Butler]

- Native .zip file support. [John Butler]

- Bugfix: "Dial Joy Inc" can now be properly set (e.g. Tron). [Brad Oliver]

- 6805 emulator, needed by Arkanoid. [Aaron Giles]

- High score load/save is disabled when -record or -playback is used. This
prevents undesired side effects. [Nicola Salmoria]

- Fixed 68000 emulator to properly handle interrupt priorities. [Aaron Giles]

- In the DOS version, screen snapshots are saved as "gamename.pcx" (the first
one) and "nameNNNN.pcx" (the following ones), no longer the too generic
"snapNNNN.pcx". [Nicola Salmoria]

- New commands -verifyroms and -verifysamples. They check an existing ROM
set for missing and incorrect ROMs, and for missing samples. You can
use "mame -verifyroms *" to check all your romsets.
[Tormod Tjaberg]

- Reworked the automatic screen resolution picker. It now selects a resolution
appropriate for the game's visible area, not the game's physical screen size
(which is larger). [Nicola Salmoria]

- improved mame.cfg and commandline parameter handling:
[Valerio Verrando, Maurizio Zanello, Bernd Wiebelt]
* Added a few new config options (look into mame.cfg)
* In mame.cfg, a [gamename] section can override global config options.
* In the [directories] section, replaced ROMS and SAMPLES options with
"rompath" and "samplepath", these take a standard DOS path as argument.
(for example rompath=\callus;\raine;\retrocade;\mame\roms;.)
This is option is also available on the commandline and in the
[gamename] section.
* Removed support for -savecfg.
* Removed support for -width (e.g. -640) to select the resolution.
You have to use -widthxheight (e.g. -640x480). Frontend authors
are advised to use the new -resolution widthxheight semantics.
"resolution" is also a mame.cfg option now.
* Tweaked resolutions are directly selectable.
* (DOS) Wildcard support for the frontend commands:
"mame * -verifyroms" will check all your existing romsets
"mame a* -listfull" will list all games starting with "a".
* removed -vesa1, -vesa2b, -vesa2l. -vesa will try VESA 2.0 and fall back
automatically.
* playback data is stored in INP/gamename.inp
* a boolean option can be specified as -option, -nooption, -autooption.

- added an NTSC video mode for use with a VGA2TV converter (this is definitely
not the TV output some newer graphic cards offer). It is untested, use at own
risk. More info: http://www.hut.fi/Misc/Electronics/circuits/vga2tv/
[Zerza]

- Fixed bug in the 6808 emulation of TSX and TXS. [Larry Bank]

- Cleaned up the I86 emulator, including 286 instructions (but with 8088
timing). [Fabrice Frances]

- Added support for HD63701YO extra opcodes to the M6808 emulation. [Ernesto
Corvi]


Source:
-------

VERY IMPORTANT NOTE FOR PORTERS: now the function osd_new_bitmap() must
allocate also a "safety area" 8 pixels wide all around the bitmap. This is
required because, for performance reasons, some graphic routines don't clip
at boundaries of the bitmap.

- The DOS version is now compiled with GCC 2.8.0, optimized for Pentium.

- New timer-based event scheduler. This is a major change which is used
throughout the code. See timer.c and cpuintrf.c to get an idea of the many
things it does.
One of the many benefits this has is that dip switches in Do's Castle now
work, but there's an endless list of things affected. [Aaron Giles]

- New vblank_duration field in MachineDriver, which controls how long to
delay screen refresh after a vblank interrupt. This is important to get
video properly in sync in some games (e.g. sprites and background in
Commando). [Aaron Giles]

- Memory for the 68000 is allocated automatically. You no longer have to do it
yourself. The memory interface reads/writes 16 bits at a time to improve
performance. Writing a single byte is a bit tricky, because the 68000 can
cause write to either the high or the low byte without affecting the other;
thus the second parameter for a 16-bit write is a bit more complicated.
The top 16 bits are a mask which is supposed to be ANDed with the 16-bit
value already in memory; the bottom 16 bits are the actual data values,
to be ORed with the result. To aid in doing these operations, use the macros
READ_WORD(), WRITE_WORD(), COMBINE_WORD() and COMBINE_WORD_MEM().
[Aaron Giles]

- new function: cpu_setOPbaseoverride(). This function is called whenever the
code jumps into an area of memory that is in a different bank than the
current one (i.e., the code jumps from RAM to BANK1).
It takes the destination PC as a parameter and returns a new PC which is to
be used to determine which bank to switch to by the standard function.
The main purpose of adding this is for slapstic coding. Empire Strikes
Back and at least one of the System 1 games jumps to code in the slapstic
memory region, but since we read the opcodes directly out of ROM, we never
call the read handler. Although this won't solve the problem completely,
we can at least detect when the code jumps into the slapstic memory region,
and based on the registers and the PC, cause the proper bank switching to
occur. [Aaron Giles]

- Improved debugger [Martin Scragg, Mirko Buffoni, John Butler]

- Moved the speed throttling code to the OS dependant stuff. [Nicola Salmoria]

- Support for Z80 daisy chain interrupts. [Tatsuyuki Satoh]

- Migration to the new input port definitions is complete. The obsolete
structures have been removed from struct GameDriver. [Marco Cassili]

- Better handling of sound susbsystems, thanks to new fields in the
MachineDriver structure. You can now use several susbystems at the same time,
without any problem and without having to write sh_start(), sh_stop() and
sh_update() functions.
Samples have a better interface too.

- There is some new graphics code, handling abstracted layers and optimized
refresh. It is used only by a few drivers, and is still work in progress -
don't use it in new code until further notice. [Phil Stroffolino,
Nicola Salmoria]

VERY IMPORTANT NOTE FOR PORTERS: now the function osd_new_bitmap() must
allocate also a "safety area" 8 pixels wide all around the bitmap. This is
required because, for performance reasons, some graphic routines don't clip
at boundaries of the bitmap.


New ROM sets supported (in no particular order)
-----------------------------------------------
City Connection [Mirko Buffoni]
Tazz-Mania [Chris Hardy]
Starfire (preliminary) [Dan Boris]
Guzzler [Mirko Buffoni]
Rygar [Nicola Salmoria]
Gemini Wing [Mirko Buffoni]
Crash [Mike Coates]
Bandido [Mike Coates]
Super Breakout [Mike Balfour]
Boot Hill [Mike Balfour]
Arkanoid (BETA bootleg) (preliminary) [Thierry Lescot]
Arkanoid (Tayto bootleg) (working) [Thierry Lescot]
Arkanoid (bootleg) (preliminary) [Aaron Giles]
Speed Rumbler [Paul Leaman]
Return of the Jedi [Dan Boris]
Punch Out [Nicola Salmoria]
MegaTack [Chris Moore]
Killer Comet [Chris Moore]
Dark Planet (preliminary) [Mike Balfour]
Strategy X [Lee Taylor]
Mania Challenge (preliminary) [Brad Oliver]
Sprint 1 [Mike Balfour]
Dominos [Mike Balfour]
Night Driver [Mike Balfour]
Atari Basketball [Mike Balfour]
Jump Coaster [Zsolt Vasvari]
Checkman [Brad Oliver]
Tank Battalion [Brad Oliver]
Rainbow Islands (preliminary) [Mike Coates]
Lode Runner [Lee Taylor]
Liberator [Paul Winkler]
Wiz [Zsolt Vasvari]
Crater Raider [Aaron Giles]
Block Out [Nicola Salmoria]
Fast Freddie [Zsolt Vasvari]
Fly-Boy [Brad Oliver]
The Pit [Zsolt Vasvari]
Trojan [Paul Leaman]
Super Qix [Mirko Buffoni, Nicola Salmoria]
Toki [Jarek Parchanski]
Ping Pong [Jarek Parchanski]
Snow Bros [Mike Coates]
Strider (preliminary - huge memory requirements) [Paul Leaman]
Willow (preliminary - huge memory requirements) [Paul Leaman]
Final Fight (preliminary - huge memory requirements) [Paul Leaman]
Mega Twins (preliminary - huge memory requirements) [Paul Leaman]
UN Squadron (preliminary - huge memory requirements) [Paul Leaman]
Gun Dealer [Nicola Salmoria]
The New Zealand Story (preliminary) [Chris Moore]
Route 16 [Zsolt Vasvari]
Stratovox [Darren Olafson]
Tetris [Zsolt Vasvari]
D-Day [Zsolt Vasvari]
World Cup 90 [Ernesto Corvi]
Bad Dudes [Bryan McPhail]
Robocop [Bryan McPhail]
Heavy Barrel (preliminary) [Bryan McPhail]
Sly Spy [Bryan McPhail]
Hippodrome (preliminary) [Bryan McPhail]
Midnight Resistance [Bryan McPhail]
Karnov [Bryan McPhail]
Chelnov (preliminary) [Bryan McPhail]
Tiger Road [Phil Stroffolino]
Toobin' [Aaron Giles]
Blockade/Comotion [Frank Palazzolo]
Leprechaun [Zsolt Vasvari]
Wonder Boy Deluxe [Jarek Parchanski]
Wonder Boy in Monster Land (preliminary) [Mirko Buffoni]
Pitfall 2 [Jarek Parchanski]
Choplifter [Jarek Parchanski]
Jack the Giant Killer [Brad Oliver]
Ninja Gai Den [Alex Pasadyn]
Marble Madness [Aaron Giles]
Peter Packrat [Aaron Giles]
Indiana Jones [Aaron Giles]
Road Runner [Aaron Giles]
Road Blasters [Aaron Giles]
Astro Invader [Lee Taylor]
Space Chaser [Lee Taylor]
Zzap (not working) [Lee Taylor]
Tornado BaseBall [Lee Taylor]
Kamikaze [Lee Taylor]
Amazing Maze Game [Lee Taylor]
Commando (Sega, nothing to do with the Capcom one) (preliminary) [Brad Oliver]
Jungler [Nicola Salmoria]
Lotto Fun [Mike Balfour]
Video Hustler [Al Kossow]
Road Fighter [Nicola Salmoria]
original version of Gauntlet, Gauntlet 2 and two intermediate releases. Note
that only the original version are now supported, the slapstic hacked ones
no longer are. [Aaron Giles]
Gauntlet (2 players). [Aaron Giles]
Capcom Bowling (the real one; the previous one, Coors Light Bowling, has been
renamed "clbowl") [Michael Appolo]
Pleiads (Tehkan) [Paul Swan]
Venture (alternate) [Mike Balfour]
Frogger (yet another alternate version) [Nicola Salmoria]
Far West (a Iron Horse bootleg running on different hardware, not working yet)
[Nicola Salmoria]
Scrambled Egg [Gerald Vanderick]
Eagle [Al Kossow]
Super Missile Attack [Mike Balfour]
another Galaga bootleg [Marco Cassili]
Swimmer (alternate version) [Brad Oliver]
Car Action [Ivan Mackintosh]
Espial (European version). Also changed Espial to use the correct ROM set.
[David Winter]
Monkey Donkey [Mike Coates]
Moon Patrol (Irem copyright). Note that the previous version (Williams
license) has been renamed "mpatrolw". [Gary Walton]
Savage Bees [Jim Hernandez]
Gorf (Program 1) [Alex Judd]
Extra Bases (not playable) [Alex Judd]
Suntory Tapper [Paul Sommers, Ruben Panossian]


==========================================================================

0.30

There have been some changes to the MAME licence, please check it in readme.txt.


These drivers have improved GRAPHICS:
-------------------------------------

- Accurate colors in Gunsmoke. [Paul Swan, Nicola Salmoria]

- Colors in Super Basketball should now be correct for real (the opponent's
shirts weren't changing color in each level).
[Marco Cassili, Nicola Salmoria]

- Accurate colors in Vulgus. [Pete Ground, Mirko Buffoni]

- Background in Millipede [Brad Oliver]

- Fixed sprites in Gunsmoke. [Nicola Salmoria]

- Emulation of AVG sparkling bit (Tempest stars/fireworks) [Brad Oliver]

- Fixed sprites and background in Sidearms. Colors should be correct as well.
There probably is another scrolling background missing.
[Nicola Salmoria]

- A note about Zaxxon colors: we are aware that they are wrong. The reason is
that we are using the Super Zaxxon color PROM. As soon as we'll have the
correct Zaxxon color PROM, they will be fixed.

- Better colors in Eggs [Petter Sjölund]

- Appropriate blue background in Scramble, Super Cobra and other games
running on the same hardware. [Mike Coates]

- Fixes to Star Wars brightness. [Bernd Wiebelt]

- Added the background starfield to Bosconian. [Martin Scragg]

- Slightly better colors in Locomotion. [Gonzalo Casas ]

- Fixed character colors in Black Tiger [Michael Appolo]


These drivers have new or improved SOUND:
-----------------------------------------

- Changed the way 8910 sound is updated: there's no longer a fixed "updates
per frame" value defined in the driver, instead the audio is stream is
generated whenever a chip register is written to (and at every vblank).
This improves sound quality in several games. [Nicola Salmoria]
- Same change to the POKEY interface. [Aaron Giles]

- YM2203 emulation not using the SoundBlaster OPL3 chip. This is more
accurate than the previous one, which used the SoundBlaster OPL chip,
however it is also slower. You can still revert to the old behaviour
using the -fm command line option. [Tatsuyuki Satoh]

- YM2151 emulation. [Tatsuyuki Satoh]

- Completely rewritten the 8910 emulator and interface. This affects a lot
of games, but the one which benefits more is Gyruss: it now plays many
sound effects which were missing. [Tatsuyuki Satoh, Fabrice Frances,
Nicola Salmoria, Pete Ground]

- Full emulated sound in Gyruss. You can remove all the samples, they are no
longer needed. Also, music tempo should now be correct.
Due to the increased emulation overhead, it now runs slower than before.
To improve speed, you can use the new -sr option (see below) to lower the
sample rate. [Nicola Salmoria]

- Cleaned up the SN76496 emulation, now it is similar to the 8910 one and all
games use Tatsuyuki's code. This affects several games, most notably the
Mr. Do! series. [Tatsuyuki Satoh, Nicola Salmoria]

- 8039 emulator, and _emulated_ sound in Donkey Kong, Donkey Kong Jr. and
Mario Bros. Since the boards also use discrete circuits to generate sound,
some samples are still needed to get complete sound support.
Also partial sound in Radarscope.
[Ron Fries, Dan Boris, Mirko Buffoni]

- Sound (through samples) in Yie Ar Kung Fu [Phil Stroffolino, Kevin Estep]

- Completely rewritten the Namco waveform audio subsystem. This gets rid of
some artefacts in pacMan (eating a ghost) and Ms Pac Man (eating dots
while a fruit is bouncing). [Nicola Salmoria, Aaron Giles]

- TI TMS5220 emulator. This handles speech in Star Wars and other games.
[Frank Palazzolo]

- Speech in Discs of Tron. [Aaron Giles]

- Sound in Three Stooges. Actually the code had always been there, it just
had to be activated... [Fabrice Frances]

- Music tempo in Scramble, Frogger, Amidar and derivatives should now be
correct [Frank Palazzolo]

- Music in Spy Hunter, sound in Rampage. [Aaron Giles]

- Sound in Qix. [Aaron Giles]

- Sound in Super Basketball [Nicola Salmoria]

- Sound in Rastan [Tatsuyuki Satoh]

- Sound in Naughty Boy and Pop Flamer, using the Pleiads driver. Not very
good, but it's a start. [Brad Oliver]

- Sound in Espial. [Brad Oliver]

- Fixes to Missile Command. [Eric Anschuetz]

- Music in Phoenix, via samples. [Brad Oliver]

- Partial emulated sound in Bubble Bobble (only the YM2203 chip, therefore
only some sound effects - no music) [Nicola Salmoria]

- Sound in Coors Light Bowling [Nicola Salmoria]

- Better tempo and pitch in Blue Print [Alan J McCormick]


These drivers have HIGH SCORE support:
--------------------------------------

- Fixed Asteroids [Brad Oliver]

- Legendary Wings, Section Z, Espial, Black Tiger, Gunsmkoke. [Juan Carlos
Lorente]

- Fixed Popeye. [Juan Carlos Lorente]

- 1943. [Jeff Johnson]

- Tac/Scan, Star Trek, pacmanbl, Red Ufo [Valerio Verrando]


Other drivers changes:
----------------------

- A note about Tempest:
Several people complained that mouse control is reversed. This is not the
case. The more obvious place where this can be seen is the level selection
screen at the beginning: move the mouse right, the block goes right.
Anyway, you can now reverse the controls (see below).

- Radarscope works. [Andy White]

- Dirty rectangles support in Qix, all Williams games, Cloak & Dagger,
Berzerk, Arabian, Space Invaders & clones, Kangaroo, Space Panic,
Warp Warp. [Aaron Giles]

- Some tweaks to dip switches in the Super Cobra / Lost Tomb / Rescue
driver. [James R. Twine]

- Fixes to dip switches and input ports in several games. [Marco Cassili]

- Space Panic supports rotation. [Mike Coates]

- Fixed Invinco (it was missing a ROM) [Mike Coates]

- Framerates in the Atari vector games should now be correct [Neil Bradley]

- In Cloak & Dagger, the background bitmap is now aligned properly with the
playfield graphics, and boxes no longer get stuck at the corners of the
conveyors [Dan Boris]

- Added the missing third button to Sidearms [Nicola Salmoria]

- Spy Hunter displayes an extra line of text at the bottom indicating
the status of the lamps that were on the arcade machine. [Aaron Giles]

- Fixed Bosconian crashing: This was the speech processor being used for a
protection check. [Martin Scragg]

- Alternate controls in Defender and Stargate, to control the ship using the
standard 8-way directional controls instead of up/down/reverse/thrust.
Available only when the -cheat option is specified. [Maurizio Zanello]

- Alternate controls in Battle Zone, Sarge, Defender and Stargate are
available only when the -cheat option is specified. [Nicola Salmoria]

- Better emulation of the custom I/O chip in the Namco games. [Aaron Giles]


Changes to the main program:
----------------------------

- Right control and right alt work again. [Nicola Salmoria]

- Enhancements to the analog input controllers emulation. Their keyboard
counterparts can be changed, the sensitivity adjusted, and the direction
reversed. This is all controlled by the analog setup menu. [Brad Oliver]

- Support for true analog joystick input in games like Star Wars; moreover,
the whole range of joystick types supported by Allegro is now supported.
To handle that, use the new command line option -joy N, where N can be
0 - normal 2 button joystick
1 - CH Flightstick Pro
2 - Stick/Pad with 4 buttons
3 - Stick/Pad with 6 buttons
4 - dual joysticks
5 - Wingman Extreme (or Wingman Warrior without spinner)

Press F7 to calibrate the joystick. Calibration data will be saved in
mame.cfg. If you're using different joytypes for different games,
you may need to recalibrate your joystick every time.

Note that if you enable joystick support, games like Star Wars will work
ONLY with the joystick - mouse emulation will be disabled.
[Bernd Wiebelt]

- When the -vsync option is specified, the program checks whether the video
mode is compatible with it (i.e. whether the video refresh rate is a
multiple of the target frame rate), and fails otherwise. Some sensible
default values for -vgafreq are built-in and automatically picked when
-vsync is requested.
It is also possible to successfully use -vsync with scanline video modes.
Note that for VESA modes you might have to configure your card in order
to make it use the 60Hz refresh rate.
[Nicola Salmoria]

- Support for default configuration file. Start MAME with the -saveconfig
parameter, and the current configuration will be saved to mame.cfg,
becoming the default. You can still override the mame.cfg settings giving
parameters on the command line. [Valerio Verrando]

- Modified the tweaked video modes to be as close as possible to 60Hz.
However please note that on some systems the new modes might not work,
while the old do. You can work around that by changing the line
syncedtweak=yes to syncedtweak=no in mame.cfg [Valerio Verrando]

- The default directory for screen snapshots (F12) is now PCX instead of the
current directory, so make sure you create it or snapshots will not be
saved. [Valerio Verrando]

- New command line options, -sr N, where N is the required audio sample rate,
and -sb N, where N is the number of sample bits (8 or 16).
For example,
mame gyruss -sr 22050 -sb 16
will use a 22kHz sample rate and 16 bits.
The -sb option currently doesn't change anything because none of the audio
subsystems support 16 bit samples.
[Nicola Salmoria]

- You can keep the ROMs in a subdirectory called "ROMS", if you want to.
When loading ROMs for 'gamename', the program will look in these
directories in this order:
1) gamename
2) gamename.zip
3) ROMS\gamename
4) ROMS\gamename.zip
The same applies to samples, you can put them in a subdirectory called
SAMPLES - therefore separating them from the ROMs.
[Nicola Salmoria]

- Samples can also be loaded from a common directory for variations of the
same hardware. For example, all Space Invaders clones will load samples
from the invaders directory. [Valerio Verrando]

- In the DOS version, dirty rectangles are supported in all resolutions.
[Bernd Wiebelt]

- Several changes to the cheat subsystem [James R. Twine, Marc Lafontaine]

- Fixed bug in drawgfx() which caused Crazy Climber's big sprites to be
corrupted when horizontally flipped. [Vince Mayo]

- New options, -record and -playback. They allow you to record, and later
playback, joystick input. Useful to document certain bug reports, or to
show your friends how good you are ;-)

- New option -romdir which allows to specify a different directory where to
load the ROMs from. [Mike Balfour]

- High score and configuration save now support ZipFolders/ZipMagic to
directly use .zip archives. If you want to use this feature, make sure
there are no HI or CFG directories, otherwise the files will be saved
there, not in the.zip archive. [Valerio Verrando]


Source:
-------

- Now using Allegro 3.0 - this fixed problems 0.29 had under NT with mouse
enabled.

- Integrated debugger. You must compile with MAME_DEBUG defined to activate
it. Start MAME with the -debug option, then press tilde to enter the
debugger. [Martin Scragg, John Butler, Aaron Giles]

- cpu_setbankhandler_r() / cpu_setbankhandler_w() for better bank switching
support. The Williams drivers take advantage of it. [Tatsuyuki Satoh]

- Removed samples field from the MachineDriver structure; added sound_prom
field to the GameDriver structure. [Nicola Salmoria]

- Some changes to the 68000 emulator memory interface, and a new 68000
disassembler. Improved the 68000 cpu interface. [Aaron Giles]

- Redesigned cpuintrf.c to be more modular and readable. [Aaron Giles]

- added a cpu_reset() call so that a single processor can be reset during
execution; Gauntlet needs this to work properly. [Aaron Giles]

- The 6502 supports bank switching via cpu_setbank(). [Aaron Giles]

- Centralized dac.c for dac sound emulation. Several dirvers use it.
[Tatsuyuki Satoh]


New ROM sets supported (in no particular order)
-----------------------------------------------
Swimmer (some corrupt graphics due to the lack of one ROM) [Brad Oliver]
Astro Blaster [Mike Balfour]
005 [Mike Balfour]
Monster Bash [Mike Balfour]
Space Odyssey [Mike Balfour]
Frenzy [Brad Oliver, Keith Gerdes, Mirko Buffoni, Mike Cuddy]
Exerion [Brad Oliver]
Arkanoid (preliminary) [Brad Oliver]
Pinball Action [Nicola Salmoria]
Gauntlet [Aaron Giles]
Gauntlet 2 [Aaron Giles]
Food Fight [Aaron Giles]
Bump 'n Jump / Burnin' Rubber [Kevin Brisley]
Traverse USA [Lee Taylor, John Clegg]
Circus [Mike Coates]
Robot Bowl [Mike Coates]
Track & Field / Hyper Olympic [Chris Hardy]
Hyper Sports [Chris Hardy]
Roc'n Rope [Chris Hardy]
Circus Charlie [Chris Hardy]
Super Zaxxon [Tim Lindquist, Nicola Salmoria]
Future Spy (not working due to code encryption) [Nicola Salmoria]
Major Havoc [Michael Appolo, Brad Oliver, Neil Bradley, Aaron Giles, Bernd Wiebelt]
Colony 7 [Mike Balfour]
Quantum [Paul Forgey, Hedley Rainnie, Aaron Giles]
Mat Mania / Exciting Hour [Brad Oliver]
Astro Fighter [Lee Taylor]
Mikie [Allard Van Der Bas, Mirko Buffoni, Stefano Mozzi]
Shao-Lin's Road [Allard van der Bas]
Iron Horse [Mirko Buffoni]
Sprint 2 [Mike Balfour]
Sarge [Brad Oliver, Aaron Giles]
Triple Punch [Nicola Salmoria]
Vastar [Allard van der Bas]
Break Thru [Phil Stroffolino]
Fire Trap [Nicola Salmoria]
Targ / Spectar [Dan Boris]
Zoo Keeper [John Butler]
Jumping Jack [Mirko Buffoni]
Super Piero [Mirko Buffoni]
10 Yard Fight (Vs. version) [Mirko Buffoni]
Qix II [Mike Balfour]
Space Phantoms [Lee Taylor]
Rolling Crash [Lee Taylor]
Cosmic Monsters [Lee Taylor]
Make Trax [Mike Balfour]
Armored Car [Mike Balfour]
Minefield [Mike Balfour, Nicola Salmoria]
Original, security chip version of the Sega G-80 vector games:
Space Fury
Zektor
Tac/Scan
Eliminator (2 and 4 players)
Star Trek
note that the versions previously supported have all been removed [Brad Oliver]
Star Force (The real set. Note that the previous one has been removed.)
[Valerio Verrando]
Mega Force (licensed version of Star Force) [Dave W.]
Ghosts'n Goblins (Japanese) [Nicola Salmoria]
Legendary Wings (Japanese) [Marco Cassili]
Sidearms (Japanese) [Marco Cassili]
Tempest Tubes [Valerio Verrando]
Gunsmoke, Capcom copyright - note that I renamed the previous set
(Romstar license) "gunsmrom" [Nicola Salmoria]
Gunsmoke (Japanese) [Marco Cassili]
1943 Kai [Mirko Buffoni]
Black Dragon (Japanese version of Black Tiger) [Mirko Buffoni]
Donkey Kong Jr. (original Japanese) [Mirko Buffoni]
Amidar running on Scramble hardware [Mike Coates]
Crazy Kong (Alca bootleg) [Lee Taylor]
Space Invaders Part 2 (Taito) [Lee Taylor]
Mr. Du! [Lee Taylor]
Tip Top (UK version of Congo Bongo) [Gary Walton]
Super Pac-Man (Namco) [Gary Walton]
Pootan (bootleg Pooyan) [Marc Vergoossen]
Root Beer Tapper [Brad Oliver]
Joust (White/Green) Note that the previous one has been renamed "joustr"
[Valerio Verrando]
Joust (Green) [Marco Cassili]
Joust (White/Red) [Marco Cassili]
Robotron (Yellow/Orange) [Valerio Verrando]
Bubbles (Red) [Valerio Verrando]


==========================================================================

0.29

IMPORTANT: CONFIGURATION AND HIGH SCORE SAVE FILES HAVE BEEN MOVED. MAKE
SURE YOU MOVE THE OLD ONES TO THE NEW DIRECTORIES "CFG" AND "HI". This will
be done automatically by the provided batch file mov.bat, but PLEASE read
on for details.

NOTE: Bubble Bobble doesn't work in this release. We are aware of that. Use
Bobble Bobble or Super Bobble Bobble instead, they work much better than
Bubble Bobble ever did.


These drivers have improved GRAPHICS:
-------------------------------------

- accurate colors in

Donkey Kong Jr.
Congo Bongo
Phoenix
10 Yard Fight
Moon Patrol
Pop Flamer
War of the Bugs
Espial (not sure about this one - red and blue could be inverted)
Super Cobra
Yie Ar Kung-Fu
Mario Bros.
Super Basketball
Seicross
1943
Donkey Kong 3 (well, not really)
Gyruss
Crazy Kong.
Zaxxon is getting there (sprites are mostly correct, background isn't).
[Tim Lindquist, Nicola Salmoria]

- accurate colors in Bagman and Super Bagman
[Tim Lindquist, Jarek Burczynski]

- accurate colors in Naughty Boy (probably) [Virtu-Al, Nicola Salmoria]

- Minor fix to Donkey Kong colors (black was dark blue). [Nicola Salmoria]

- Clouds in Time Pilot are correct. [Edward Massey]

- Lives left are correctly displayed in Burger Time, sprites are turned off
appropriately, and the switch test in test mode works correctly.
The hardware of this game is more similar to Eggs than I thought.
[Nicola Salmoria]

- Some fixes to 10 Yard Fight. [John Butler]

- The background was clipped too low in Phoenix. [Nicola Salmoria]

- Added the missing scrolling background to Exed Exes. [Nicola Salmoria]

- Fixed sprite/character priority in Gyruss. [Nicola Salmoria]

- Fixed blinking in the Galaga starfield. [Martin Scragg]

- Galaga supports rotation (-ror and -rol). [Nicola Salmoria]

- Improved the blitter for Sinistar, but there are still some problems. [Sean
Riddle, Pat Lawrence]


These drivers have new or improved SOUND:
-----------------------------------------

- All the Williams games. Samples are no longer needed and may be deleted.
[Steven Hugg, Mirko Buffoni, Nicola Salmoria]

- Q*Bert Qubes. You just have to use Q*Bert's sound ROMs, they are the
same. [Fabrice Frances]

- Tac/Scan (through samples). [Brad Oliver]

- Fixed some sound problems in Asteroids. [Andrew Scott]

- Added music to Kick. [Aaron Giles]

- Improved the Galaxian background hum, it also is no longer incorrectly
played in Moon Cresta & others. [Andrew Scott]

- Digital audio in the Taito games (used for some sound effects, most
notably Tarzan's yell in Jungle King). Also, music plays in Jungle King.
[Nicola Salmoria]

- Moon Patrol, 10 Yard Fight, Kung Fu Master. [Aaron Giles]

- Mario Bros (partial, through samples). [Brad Oliver, Shane Monroe]

- Eggs. [Nicola Salmoria]

- Fixed the sound in Omega Race. It was playing too slow.
Thanks to Stacy Joe Dunkle, Mike Cuddy and Al Kossow. [Bernd Wiebelt]

- Congo Bongo (samples are needed to get full sound).
[Ville Laitinen, Tim Lindquist]


These drivers have HIGH SCORE support:
--------------------------------------

- Moon Patrol, Rally X, Vanguard, Super Cobra, Turtles, Xevious,
Galaxy Wars. [Valerio Verrando]

- Fixed Krull and Donkey Kong 3. [Nicola Salmoria]

- Fixed Galaga. [Valerio Verrando]

- Starforce, Jump Bug, Bagman, Super Bagman, Time Pilot 84, Warp Warp.
[Juan Carlos Lorente]


Other drivers improvements:
---------------------------

- The attract mode of Galaga works correctly. Qix runs correctly and
without slowdowns. Test mode in Mr. Do's Castles & family works correctly,
(dip switches in Do's Castle still don't work).
All these changes are due to the interleaved CPU execution described
below. [Nicola Salmoria]

- New fix to avoid lockup in Tempest after 150,000 points - this one should
really work. [Keith Gerdes]

- Fixed the Fantasy driver. [Brian Levine]

- Several fixes and enhancements to the Williams driver. [Aaron Giles]

- Several fixes to the Williams driver: Blaster is finished, Sinistar is
playable but there are some blitter bugs, Bubbles is better but still
resets itself from time to time. [Marc Lafontaine]

- Fixed bug in Naughty Boy coin insertion/start game handling.
[Nicola Salmoria]

- Some fixes to the Star Wars mathbox. [Aaron Giles]

- The hardware of the Taito games (Elevator Action, Jungle King, Wild Western,
Front Line) is emulated more faithfully. Playfield priority is accurate in
Jungle King, however this broke Wild Western - strange.
Front Line works.
Merged all the drivers into taito.c [Nicola Salmoria]

- Tried to plug Triple Punch into the Scramble driver, but it doesn't work.
[Nicola Salmoria]

- Support for New Rally X; colors are accurate in New Rally X ONLY - still
wrong in Rally X until we find the color PROMs. Sound should finally be
correct, both in Rally X and New Rally X. [Nicola Salmoria]

- Video drawing optimization to Mappy, plus test mode now works both in Mappy
and Dig Dug 2. [Aaron Giles]

- In some games (e.g. Pacman, Galaxian, Rally X) the NumLock and CapsLock
leds emulate the 1 player/2 players start lamps. [Sean Gugler]

- Fixed dip switches in Missile Command. [Marco Cassili]

- Early attempt at a Zookeeper driver, based on the Qix one, which
unfortunately doesn't work yet. [John Butler, Ed Mueller]

- Moved the Hunchback driver into dkong.c, since that's where it belongs (but
it still doesn't work due to encryption). [Nicola Salmoria]


Changes to the main program:
----------------------------

- Added Gamma correction controls. Use Shift + Numeric pad +/- to change it.
There are some games which are too dark on the default setting, instead of
using the monitor settings use these controls to brighten the picture.
Gamma correction also affects colors, like the girders in Donkey Kong.
[Nicola Salmoria]

- Added a "Pro Action Replay"-like cheat finder. It is only available when
-cheat is specified on the command line. [Marc Lafontaine]

- Some optimizations to the 6809 emulator. [Tatsuyuki Satoh]

- Some optimizations to the 6809, and modified it to always fetch opcodes
directly from RAM (much faster). The Ghosts 'n Goblins, Star Wars and
Williams drivers needed reworking to support that. [Aaron Giles]

- Moved configuration and high score files to the CFG and HI subdirectories.
They are not stored in the games subdirectories.
I have provided a batch file (MOV.BAT) to automatically move your old
settings in the new directories. Just start it from inside the MAME
directory. It will spit out some error messages for missing files, don't
worry and let it finish its job. [Nicola Salmoria]

Having configuration files in a separate directory makes it easier to
keep ROMs in .zip files. This is already done by some front-ends, but
you can do it from the command line as well, just use this batch file.
PKUNZIP must be in your path. The .zip files must be in the MAME directory
and named after the game (i.e. pacman.zip).
@echo off
md %1
pkunzip >nul: %1 %1
MAME.EXE %1 %2 %3 %4 %5 %6 %7 %8 %9
deltree >nil: /y %1

But even better, if you have ZipFolders or ZipMagic installed, MAME will
automatically look into the .zip or .zif directory.
ZipFolders and ZipMagic are trademarks of Mijenix Corporation. You can
download a trial version from www.mijenix.com. I am in no way associated
with Mijenix Corp. - I'm just a happy costumer.

- Removed "-trak" and "-mouse" options. Mouse support is now enabled by
default. To disable it, use "-nomouse". [Bernd Wiebelt]

- "-vesa" picks the best VESA mode available. The new "-vesa1" forces VESA
1.2. [Bernd Wiebelt]

- "-vg" removed. It is on by default now. [Bernd Wiebelt]


Source:
-------

- We are now using the "WIP 2.8" version of Allegro to compile the DOS
version. You can get it from http://www.talula.demon.co.uk/allegro/.

- Two new OSD_KEY definitions: RCONTROL and ALTGR. CONTROL has been replaced
by LCONTROL.

- Aligned to version 1.2 of Marcel de Kogel's Z80 emulator.

- New memory handling functions, about 10%-30% faster than before. Moved the
memory code from cpuintrf.c to memory.c.
Banked ROMs can now be handled in a cleaner and faster way. Use the new
MRA_BANK1... types in the memory handler arrays, and cpu_setbank() to set
the current bank. The Z80 and M6809 emulators natively support bank
switching.
IMPORTANT: for 24 bit addressing (i.e. 68000) you cannot associate a memory
handler to a single byte. You must use four consecutive bytes, longword
aligned. This was done to speedup word (2 bytes) and dword (4 bytes)
operations.
[Tatsuyuki Satoh, Aaron Giles]

- New ROM_LOADEVEN and ROM_LOADODD macros. [Aaron Giles]

- CPU execution is interleaved. The cpu_slices_per_frame field in the
MachineDriver controls how often control is passed from one CPU to
another. 1 is the minimum, meaning that each CPU runs for the whole video
frame before giving control to the others. The higher this setting, the
more closely CPUs are interleaved and therefore the more accurate the
emulation is. However, an higher setting also means slower performance.
[Nicola Salmoria]

- Removed osd_obtain_pen(), the palette is passed to osd_create_display()
instead. Also moved clearbitmap() to osd_clearbitmap(), which does a
slightly different thing from what clearbitmap() did: it sets the bitmap
to be generically "black", which doesn't necessarily imply filling it
with Machine->pens[0]. Avoid using osd_clearbitmmap() in drivers: use the
new fillbitmap(), instead, which accepts a pen number and a clip region.
[Nicola Salmoria]

- Replaced file related functions (fopen(), fread() and so on) with osd_
equivalents. This avoids a good amount of hacking in the Mac port; plus
it allows some system specific extensions, like supporting
ZipMagic/ZipFolders under Windows 95. [Nicola Salmoria]

- Tweaked input port code. Added new fields for analog controls - clip,
min, and max. Also added 2 new analog joystick types - IPT_AD_STICK_X and
IPT_AD_STICK_Y.
The new fields are packed into the same int field (arg) as the
sensitivity and as such they can only be in the range of 0-255. The clip
field clips the trackball/dial/stick deltas, a common callback routine
task. Min and Max are so far only used in the AD_STICK types. They limit
the range of motion for those sticks - used in Star Wars and Red Baron.
[Brad Oliver]
Additional tweaking of analog inputs, allowing them to be updated more
than once per frame. This is needed by some games. [Bernd Wiebelt]

- removed osd_track_center(). We always use relative mouse movement now.
[Bernd Wiebelt]

- Formalized support for dirty rectangles, via the function osd_mark_dirty().
[Aaron Giles]
It is mostly used by MacMAME, limited DOS support added by Bernd Wiebelt.

- updated pokyintf.c to be more like 8910intf.c. Variable clock frequency,
port callbacks, a clipping parameter, variable updates per frame. Most
noticeably, Tempest has much improved sound with more frequent updates.
[Brad Oliver]


New ROM sets supported (in no particular order)
-----------------------------------------------
Legendary Wings [Paul Leaman]
Section Z [Paul Leaman]
Cloak & Dagger [Dan Boris, Mirko Buffoni]
Berzerk [Zsolt Vasvari, Christopher Kirmse]
Coors Light Bowling [Zsolt Vasvari]
Gunsmoke [Paul Leaman]
Black Tiger [Paul Leaman]
1943 [Mirko Buffoni, Paul Leaman, Nicola Salmoria]
Champion Baseball (preliminary) [Nicola Salmoria]
Silkworm [Nicola Salmoria]
Sidearms (preliminary) [Paul Leaman]
Defend the Terra Attack on the Red UFO [Nicola Salmoria]
Pulsar [Mike Coates]
Invinco [Mike Coates]
Invinco / Head On 2 (dual game) [Mike Coates]
Space Attack [Mike Coates]
Motos [Aaron Giles]
The Tower of Druaga [Aaron Giles]
New Rally X [Nicola Salmoria]
Radarscope (untested due to lack of good ROMs) [Nicola Salmoria]
Rastan Saga. Note that Rastan requires some new ROMs as well, which were
missing from the previous release. [Brad Oliver]
bootleg version of Pac Man running on Galaxian hardware [Nicola Salmoria]
Bosconian (Namco) [Toninho]
Mappy (Japanese) [Toninho]
bootleg version of Donkey Kong Jr., with levels playing in the
order 1-2-3-4 instead of 1-4-1-3-4-1-2-3-4 [Nicola Salmoria]
ORIGINAL version of Donkey Kong Jr. (Japanese), with levels playing in the
order 1-2-3-4 instead of 1-4-1-3-4-1-2-3-4 [Nicola Salmoria]
Moon Cresta (Gremlin) [Valerio Verrando]
Gyruss (Konami). Note that I renamed the other set (licensed to Centuri)
from "gyruss" to "gyrussce" [Nicola Salmoria]
Super Bobble Bobble [Brad Oliver]


==========================================================================

0.28

Program:
--------

- Fabrice Frances added *emulated* sound to Q*Bert, Reactor, Krull and Mad
Planets. The samples are no longer needed and may be removed.
Q*Bert Qubes would work as well, if we had the sound ROM ;-(
Speech is not emulated... yet! Please do not complain because there is no
speech in Q*Bert. We are aware of that.

- John Butler provided a new 6809 emulator. It is faster than the previous
one, and fixes some bugs including the ship moving in the wrong direction
on the tower level of Star Wars and the bonus maze in Pac & Pal.

- John Butler also added optimizations to some Williams games, GnG and Qix.
He also fixed several problems in Qix.

- Bernd Wiebelt provided a driver for Omega Race and added a "director's cut"
mode to Battle Zone. DELETE BZONE\BZONE.CFG OTHERWISE THE GAME WILL NOT
WORK CORRECTLY.

- Nibbler and Vanguard are back to (hopefully) normal speed.

- Christopher Kirmse, Aaron Giles and Brad Oliver provided a MCR I/II/III
driver, supporting:
Kick
Solar Fox
Tron
Two Tigers
Domino Man
Satan's Hollow
Wacko
Kozmik Kroozr
Journey
Tapper
Discs of Tron
Demolition Derby
Timber
Spy Hunter
Rampage

- Aaron Giles perfected the CTC emulation, needed by the MCR driver.

- Sean Trowbridge found a workaround to make Tempest not lock up at 150,000
points.

- Mike Balfour (overload@primenet.com) did some fixes to the Exidy games
(Venture, Mouse Trap, Pepper II)
Collision detection is now supported, Venture is playable.

- Mike Balfour also added high score support to Elevator Action, Pisces, War
of the Bugs, Eggs, Exed Exes, Diamond Run, Jungle King, Wizard of Wor,
Robby Roto, Gorf, Space Zap, Seawolf II, Loco-Motion, Mysterious Stones,
Blue Print, Carnival, Snap Jack, Cosmic Avenger, Yie Ar Kung Fu, Scramble,
Battle of Atlantis and The End.

- Mike Balfour also pointed out that ROM 2H of Battle of Atlantis seems to
be bad; that's the cause of the strange coins per credit values.

- Many thanks to Luis Longeri (llongeri@cbb.cl) for helpful tips about Exed
Exes' background, which is now partially working.

- Tatsuyuki Satoh made several fixes to the Xevious driver.

- Aaron Giles provided a driver reference sheet (mamelist.txt)

- Steve Baines fixed color intensities in Star Wars - objects now fade out
properly. You might find it a bit too dark now, but this is done to
reproduce the differences in brightness that the original has.

- Frank Palazzolo fixed the "bad tranch vectors" and "fail to approach Death
Star" bugs in Star Wars.

- David Winter provided a driver for Amigo (a bootleg version of Amidar)

- Brad Oliver provided drivers for Pop Flamer and Espial.

- Zsolt Vasvari supplied a Super Basketball driver.

- Marc Lafontaine provided a driver for Time Pilot 84. John Butler optimized
it.

- Mirko Buffoni added explosions to Rally X, using a sample.

- Jarek Burczynski adapted the M68000 emulator from the System 16 Arcade Emulator
by Thierry Lescot. The only known problem of this emulator is that it doesn't
count CPU cycles, only instructions.
The first driver to use the 68000 is Rastan, also provided by Jarek.

Sources:
--------

- New osd_modify_pen() function, proposed by Aaron Giles. It allows drivers
to dynamically modify the palette. WARNING: since this feature can severely
reduce performance on some systems, it must only be used when necessary -
that is, when the emulated game dynamically modifies the palette. The other
games should continue to use the static palette as before.
Many games already use this feature (e.g. Crystal Castles, the Gottlieb
games, Tapper, Bubble Bobble, and many others).
There's also osd_get_pen(), which is used by usrintf.c to dynamically pick
the pens used to render menus.


The following changes were done by Nicola Salmoria:

Program:
--------

- Crystal Castles now has accurate colors and load/save of high score and
settings (I mean the settings done in the service menu).

- Nibbler and Fantasy have sound, using the Vanguard driver. I don't know
how accurate it is.

- Thanks to Gary Walton and Simon Walls, Son Son now has accurate colors.

- Son Son also has sound.

- Since there are now many games which don't run at 60fps (e.g. Popeye and
the vector games), F11 was confusing and lead people to think the emulation
was slow, while it was running at the correct speed. F11 now displayes the
percentage of the speed of the real machine. 100% is the correct speed,
200% is twice as fast, 50% is half as fast.

- Snap Jack and Cosmic Avenger are oriented correctly, and small sprites in
Cosmic Avenger (bullets, bombs etc.) and Snap Jack (wheels) are properly
supported.

- Some of the games now support Cocktail mode (only the graphics, not the
controls yet)

- New command line option: "-cheat". Cheats like the speedup in Pac Man or
the level skip in many other games are disabled by default. Use this switch
to turn them on.

- The speedup cheat in Pac Man can now be permanently set to ON from the dip
switch settings menu.

- Zaxxon and Congo Bongo can go in service mode (F2).

- Bank Panic support. Thanks to Virtu-Al, colors are correct.

- Colors in Donkey Kong are now 100% accurate. Several people complained that
girders should be pink instead of red, but to the best of my knowledge the
current colors are an accurate conversion of the color PROMs, and this has
been confirmed by some people. There might be two different versions of
Donkey Kong, with slightly different colors. If someone has a "pink" board
and wants to read the PROMs from there, I'll be happy to include them.

- Dip switches now work in Xevious. Also fixed a bug in the targeting cursor
colors (black corners while firing). Super Xevious works.
Explosions are emulated with samples, thanks to Andrew Scott.

- Support for another version of Mr Do's Castle ("docastl2").

- Support for the Japanese version of Commando ("commandj").

- Thanks to Gary Walton, fixed sprite placement in Turtles.

Sources:
--------

- All-new handling of rotation. The GameDriver structure now has a
"orientation" field which allows driver writers to handle fairly easily
games which run on the same hardware but with different orientations.
Crazy Climber/Crazy Kong, Lady Bug/Snap Jack/Cosmic Avenger and the Gottlieb
games are examples of drivers using this feature.
Rotation is handled automatically by gfxdecode(), which creates a prerotated
charset, and drawgfx(), which swaps the arguments appropriately. Drivers
which use only the standard functions to render their display will
automatically handle the "orientation" field. If a driver writes directly to
the bitmap, it must handle the rotation itself.
IMPORTANT NOTE: osd_create_bitmap() swaps width and height when a rotation
is requested. Take that into account or you'll risk trashing memory.
IMPORTANT NOTE TO PORTERS: remember to update osd_create_bitmap() and
osd_create_display() to take into account the rotation. Check msdos.c to
see how this must be done.

- Totally new Input port definition structure. See driver.h for the new
structures definition; several drivers already use it, check them for
working examples.
The new definition is much more powerful and easier to maintain than the
previous one. It isn't complete yet, but it will eventually handle
everything, including trackballs and analog joysticks. Drivers using the
old definition will gradually be converted to the new one. Please do not
submit new drivers using the old definition. It is obsolete and will be
removed as soon as the conversion of the existing drivers is finished.

- Moved the input handling to the new source file inptport.c.

- Some driver compacting:
- merged Pengo and Pac Man vidhrdw
- merged Dkong and Dkong 3 driver and vidhrdw
- merged Crazy Climber and Crazy Kong driver and vidhrdw
- merged mooncrst, moonqsr and scramble vidhrdw into the new "galaxian.c"

- Rewritten the decryption routines in Pengo and Crazy Climber.

- MachineDriver/init_machine is now a void (*)(void), and the function is
called by cpu_run() during a reset. Some games, like Espial and the MCR
games, needed that to perform a reset correctly.


New ROM sets supported (in no particular order)
-----------------------------------------------
Omega Race
Bank Panic
Pop Flamer
Super Basketball
Kick
Solar Fox
Tron
Two Tigers
Domino Man
Satan's Hollow
Wacko
Kozmik Kroozr
Journey
Tapper
Discs of Tron
Demolition Derby
Timber
Spy Hunter
Rampage
Espial
Time Pilot 84
Rastan

==========================================================================

0.27

REMEMBER: IF A GAME DOESN'T WORK, TRY DELETING THE .CFG FILE IN ITS DIRECTORY

There has been much talk about the License under which MAME is released. We
had to drop the GPL because it was not applicable. See readme.txt for the new
rules.


Program:
--------

- The Energy shields in Vanguard now work.
What about the speed of Nibbler, Vanguard and Fantasy? Are they too fast?

- Support for a GnG version with different graphics (cross instead of shield)

- Thanks to the precious information on the Pokey random number generator
provided by Eric Smith, Hedley Rainnie and Sean Trowbridge, some problems
with Centipede (start with 18 credits) and Tempest (hang after level 13)
are now solved.

- Thanks to Virtu-Al and Peter Clare, Carnival now has 100% accurate colors.

- Mirko Buffoni and Tatsuyuki Satoh provided a preliminary Xevious driver.

- Al Kossow and Brad Oliver provided drivers for the Sega vector games
(Eliminator, Space Fury, Star Trek, Tac-Scan, Zektor).
Partial sound support (speech) is available through samples for some of
them.

- Jarek Burczynsky provided better colors for Bagman and also added support
for Super Bagman.

- Andrew Scott improved sound in Pleiads.

- Thanks to Virtu-Al, Rescue now has accurate colors.

- Lee Taylor (nxsl2819@defender.demon.co.uk) and John Clegg provided a
Warlords driver.

- Andrea Fregoli added a scroll routine used when the keyboard/joystick
settings menu doesn't fit on the screen.

- Andrew Scott and Robert R. Anschuetz II improved sound support in Galaxian
and clones. The background noise is now emulated, while the shoot noise
still requires a sample. These changes also affect other games using
the same sound routines.

- Thanks to Brian Levine's freely available Rockulator, Andrew Scott was
able to add sound support to Vanguard.

- Mike Coates improved again the Gorf driver. It's now (sort of) playable.

- Lee Taylor and John Clegg provided preliminary 10 Yard Fight support.

- Martin Scragg added Bosconian support.

- Aaron Giles did a major rewrite of his Super Pac man and Mappy drivers:
- support for Dig Dug 2 and Pac & Pal
- High score save in all games
- 100% colors and sound samples (in Super Pac man the siren clicks a bit,
but neither I nor jrok can figure it out; the sample data *is* correct)
- better sound playback frequency (was missing some high bits!)
- arcade accurate frequency calculation (thanks to jrok!)
- removed all palette hacks; everything is clean
- added loop optimizations for speed
- video now properly displayed, including high priority characters

- John Butler and Aaron Giles fixed sound and trackball support in Millipede.

- Steve Baines, with the help of Frank Palazzolo and Brad Oliver, implemented
Star Wars. It's playable, but far from perfect. There's even some
preliminary sound support (slows the game down a lot).

- Bernd Wiebelt implemented a new option for vector games: "-vg".
This adapts the Vector games to a given screen resolution (default 800x600).

- Lot of work on the Atari Vector games (Brad Oliver & Bernd Wiebelt)
- Quite a few bugs hunted down.
- Thanks to Aaron Giles, the Atari vector games do correct scaling
now and we can do cycle counting on the vector CPU.
Aaron also fixed the scaling in the Sega vektor games.
- Tempest does no longer crash after level 13, has better colors
(colorram emulation) and is overall a bit faster.
- Highscore saving for all games except Black Widow and Starwars
- Trackball support for Tempest and Red Baron.
Red Baron tries to calibrate its analog joystick at the start, so you'll
have to move the "joystick" a bit before you can fly in all four
directions. Thanks to baloo@kaiwan.com for his suggestions.
- Mauro Minenna made Battlezone playable with one joystick.
- Changes to game resolutions. On MSDOS, they now use tweaked VGA modes.

REMEMBER TO DELETE EVERY *.CFG AND .HI FILE FOR VECTOR GAMES, OTHERWISE
THE GAMES MIGHT NOT WORK CORRECTLY.

- Mike Coates added partial sound support (thru samples) to the Carnival driver.

- Bubble Bobble support, provided by Chris Moore (chris@aethos.co.uk).

- Son Son support (dedicated to Roberto Ventura! ;)

- Preliminary Exed Exes support, implemented by Richard Davies.
Thanks to Paul Swan, it has 100% accurate colors.
To do: find where tile ram is located and how it works, and whether banked
ROMs contain code or only data. The structure of this game is similar to
the other Capcom games.

- Mirko Buffoni and Tatsuyuki Satoh added Starforce sound emulation.

- Mike Coates tidied up the wow drivers, added definable keys to most games,
and joystick & 2 player support to Seawolf II.

- Fabrice Frances added hiscore saving support to all Gottlieb drivers.

- Ray Giarratana included trackball support to Missile Command.

- Added support for Mr'Do vs Unicorns (earlier version of Do's Castle).
Thanks to Lee Taylor for info)

- Sound support in Tutankham.

- Elevator action sound is perfect now.

- Improvements in Zaxxon colors by Marc Vergoosen.

- Jarek Burczynski changed showcharset() in usrintrf.c. Now you can use PGUP
and PGDN to scroll through a charset which doesn't fit in the screen.

Sources:
--------

- Brad Oliver wrote the new sndhrdw/pokyintf.c file. It handles most of the
pokey interface to pokey.c. Rather than call milliped_sh_start() or
whatever, call pokeyx_sh_start(), where x is the number of pokeys. It will
keep track of the pokey count and use the appropriate clipping. I'm not
sure 3 pokeys is a possible combination so there is no such
pokey3_sh_start() routine.

- Christopher Kirmse ported MAME to Win32.
It compiles from the same source tree as the DOS version; to compile using
visual c++ 5, just do
nmake -fmakefile.w32
To build mame32.exe, you also need the SEAL audio library for win32.

- Changes in SN76496 emulation (added SN76496UpdateB function to emulate 2
chips on 8 channel PCM sound cards), added Z80PIO and Z80CTC emulator, in
COMMON.C, 'TRANSPARENCY_PEN' and 'TRANSPARENCY_COLOR' mode were speeded up
(for X/Y dual scroll games). All this was done by Tatsuyuki Satoh.

- Added generic EAROM routinges for the Atari Vector games, they
are in src/machine/atari.c and src/machine/atari.h

- Bernd Wiebelt sincerely hopes he fixed the BCD-emulation in the 6502
emulation. At least the authentic Tempest feeling (broken X/Y monitor) is
gone, since the game now starts without pressing Fire.


The following changes were done by Nicola Salmoria:

Program:
--------

- You can now turn off speed throttling (F10) even on games which use audio
streaming (i.e. all the ones with 8910 or Pokey sound chips)

- Loco-Motion support

- Blue Print support

- Thanks to F. Kurokawa, preliminary Snap Jack and Cosmic Avenger support.
They run on the Lady Bug driver.

- Fixes to the audio code which should fix crashes on some games and
compatibility problems with GUS and AWE 32. However let me stress once
again that if you have an AWE 32 you should use the plain SoundBlaster
driver. The AWE 32 driver sounds NOTHING like the original (and is slower).

- In Galaga, star scroll speed in levels > 32 should be correct now.

- Pressing ESC in all menus returns to pthe previous menu instead of quitting.

- Changed the 8910 sound chip emulation interface to allow updates more
frequent than 60 per second. I also increased the sampling frequency to
44.1kHz.
These changes provide dramatic improvements in sound quality, which you can
appreciate in e.g. Gyruss and Pooyan.
The price to pay is slower execution. To make things worse, I had to
(hopefully temporarily) remove some optimizations, so the above games will
probably not run as well as before on slower systems.

- Donkey Kong has better colors. Are they entirely accurate?

- Preliminary driver for Eggs.

- Popeye runs at the correct speed of 30 fps.

- Increased the maximum number of digital audio channels from 8 to 16, so
there are no more missing voices in the Mr. Do! games (Castle, Unicorns,
Wild Ride, Run Run, and Kick Rider).

- Thanks to Gary Walton, speed in Pengo should now be closer to the original.

- The unencrypted versions of Penta and "pengopop" are no longer supported
because they are just hacks, not coming from a real board.
The *original*, *encrypted* versions are now supported instead. They are
exactly the same, the only difference is that they are encrypted and come
from real boards.
The names now are:
"pengo" original Pengo with "PopCorn" music
"pengoa" alternate version (earlier) with different music
and no slow screen draw
"penta" the bootleg called Penta

- Elevator Action, Jungle King and Wild Western now use the same video hardware
driver (taito.c)

- ROMs are checksummed before starting the emulation. If the checksum doesn't
match, a warning message is printed on the screen (along with the expected
checksums). Execution resumes after pressing Return.
Not all drivers use this feature yet, but most of them do.

- Some alternate ROM sets supported: ckonga, galaganm, gallag, bzone2,
asteroi2, panica, pacmanjp.

- Some ROM renaming here and there, just to annoy you ;-)

- Lots of minor fixes and enhancements.

- Exchanged the infamous two sprite banks in Moon Cresta.

Sources:
--------

- EXTREMELY IMPORTANT:
osd_obtain_pen() now doesn't return pens sequentially. This ensures that
MSDOS driver writers are aware of the existence of Machine->pens[] and
use it appropriately. Drivers which don't do this will have wrong colors.

- modified readinputport() to scan the keyboard only once per frame, and
handle everything more efficiently. It is now MUCH faster than before -
useful with games which continuously poll a port for VBlank.

- generic_vh_start() now checks that videoram_size has been initialized and
fails otherwise.

- When using TRANSPARENCY_COLOR and TRANSPARENCY_THROUGH with drawgfx(), the
argument must now be the pen code instead of the remapped pen number, e.g.
instead of Machine->background_pen (= machine->pens[0]) you just specify 0.
I also removed the background_pen field from Machine: use Machine->pens[0]
instead.

- The ROM_LOAD() macro now requires four parameters, the last one being the
checksum. To quickly upgrade from previous sources you can be used
(temporarily) ROM_OBSOLETELOAD(), however adding the checksum is easy (just
do a cut & paste from the warning message) so it's better to put them in
as soon as possible.

- New macro ROM_RELOAD(), meaning to reload the previous ROM at a different
address (useful with 6502 games which need reset/irq vectors at FFFx).

- In common.c, new function printromlist(), used by loadroms() and mame.c.
(-listroms).

- Drivers are now allowed to modify the RAM and ROM pointers to implement
bank switching. Bubble Bobble uses this.
Be careful: when using this feature, you cannot use the standard MRA_RAM
and MWA_RAM memory hooks to access RAM.

- InputPorts now can automatically handle VBlank bits. No more need to write
custom code. Lady Bug, Carnival, Mysterious Stones, Naughty Boy and Phoenix
use this feature. Many other drivers need to be updated to use it.
MAKE SURE TO DELETE LADYBUG\LADYBUG.DSW AND LADYBUG\LADYBUG.CFG, OTHERWISE
THE GAME WILL NOT WORK CORRECTLY.

- New support functions in cpuintrf.c:
cpu_getfcount(), which returns the number of CPU cycles till the end of the
current video frame (as opposed to cpu_geticount(), which returns the
number of CPU cycles till the next call of the interrupt handler)
cpu_getiloops(), which returns the number of times the interrupt handler
will be called before the end of the video frame (useful in interrupt
handlers).
cpu_gettotalcycles(), which returns the total number of CPU cycles passed
since the CPU was reset.
ignore_interrupt(), companion to interrupt() and nmi_interrupt(). This
allows interrupt handlers to be cpu-independant, avoiding use of
CPU-specific interrupt indetifiers.


New ROM sets supported (in no particular order)
-----------------------------------------------
Xevious
Star Wars
Bubble Bobble
Eliminator
Space Fury
Star Trek
Tac-Scan
Zektor
Super Bagman
Warlords
10 Yard Fight
Bosconian
Dig Dug 2
Pac & Pal
Son Son
Loco-Motion
Blue Print
Snap Jack
Cosmic Avenger
Eggs
... plus many alternate versions which are not listed here.


==========================================================================

0.26a

- This is a bug fix version. I did a mess with the famous heavy modifications
I mentioned before. Well, I was the first to try the feeling of working on
wrong sources ;) Funny!! BTW, now everything is back to normality, Pacman,
Galaxians, Centipede, and others. I have learned a thing: never work until
4.30am in the morning :>

- Thanks to Gary Walton, Nicola added 100% correct colors in Mr Do's Castle
Fixed also a bug in Ghosts 'n Goblins hiscore saving. Now GnG does the
self test too.

- Some credits that were left out in this file only, last time: Thanks to
Al Kossow, Hedley Rainnie and Eric Smith for the code to their vecsim
emulator which had emulated these games previously on the unix and the mac,
and thanks to Neil Bradley for pointing out the critical bug in the vector
generator engine which prevented Tempest from working.

- Super Pac Man and Mappy have correct pitch now (thanks Aaron and Satoh).
Also, SuperPac has speed cheat control again.

- Frogger doesn't have garbled chars anymore, and Galaga has correct stars
speed now.

- Added support for KickRaider. It's a rom swap, same hardware of Mr. Do
Wild Ride.

- Patrick Lawrence added trackball sensitivity setting menu

- Morten Eriksen added hiscore save support to Arabian and AntEater

- Sound is back on williams games too

- Changed Dig Dug Atari rom dir into "digdugat", indicating the correct
roms archive name.


==========================================================================

0.26

- After so much time of hard work the policy of "back to quality" is starting
to bring back the efforts. I'm proud to announce I'v beated Mr Do's Castle.
Done one, done all. So now we have also Mr Do! RunRun and Mr Do! Wild Ride.
Thanks to the invaluable help of Nicola, they are also arcade colors perfect,
very fast (!) and each game has audio support and hiscore saving! :D

- Me and Aaron Giles (agiles@mail1.sirius.com) have added support for MAPPY!!
One of the most requested games. It was a pleasure working with Aaron! He
also added sound support and very close arcade colors (I think to have found
the color_prom... if it's the correct prom it will be added in the next
release). Hiscore saving is supported as well.

- Thanks to the outstanding combined efforts of Brad Oliver, Bernd Wiebelt
and Allard Van Der Bas, MAME entered in vectorial emulation world! (YEAH!!!)
All in a time, we have support for Asteroids, Asteroids Deluxe, Black Widow
Battlezone, Gravitar, Lunar Lander, Red Baron, Spaceduel, Tempest!!!

- Again Aaron Giles added sound support to Super Pac Man!

- Patrick Lawrence (pjl@ns.net) did a great work adding trackball support to
the main core system. Trackball is enable with -trak parameter. Trackball
support has been added to Centipede and Reactor. Also, Patrick provided
a driver for Crystal Castles. Great Work! ;)

- And three... Aaron added support for Dig Dug!! Hey man, you'r at a step
to become a God of Arcade emulation ;)

- Mike Coates has joined to the "back to quality" team. He added support for
SeaWolf ][, and improved Space Zap and Gorf (which is still unplayable).
Also Robby Roto is now fully playable (you'll need a bug free rom set).

- Ray Giarratana (ray@loop.com) added support for Missile Command. I didn't
include modifications for trackball for now. The code needs to be cleaned
a bit, but the game is still playable.

- Enrique Sanchez provided me documentation for Yie Air Kung Fu. Also,
Philip Stroffolino (phil@maya.com) sent me a more complete driver than
mine for this game which is now playable.

- Eric Anschuetz fixed a bug in joystick redefinition menu. Also added the
selection support for Any Button ("A" key), and None ("N" key).

- Fabrice Frances added a driver for 3 Stooges.

- Andrew Scott provided a better sound support for Phoenix. Melody is still
missing, because Shaun's board doesn't have it.

- Nicola fixed Jump Bug driver which is now perfect. Colors are still wrong
without proms.

- Morten Eriksen (Morten.Eriksen@due.unit.no) added hiscore saving to
Ghosts 'n Goblins.

- Valerio Verrando provided a new tweaked mode 256x232 for Crystal Castles.
He also provided a new tweaked video mode to get vsynced 60Hz (perfect
speed) with 256x256 games. It has horizontal clock recover (thus video is
less mashed vertically, without having to modify monitor settings, and it
doesn't be confused with 224x288 by monitors that remember settings. Really
nice on scrolling games: try it with "-noscanlines -vsync -vgafreq 1"

- Fixed Commando dip switch bonus settings. Also fixed a setting in Ant
Eater dipswitch.

- Fixed a bug that locked your PC if BLASTER variable was not found (thanks
to James Oliver for the suggestion).

- Tatsuyuki Satoh fixed sound tempo speed in Elevator Action (tempo speed
is 37.5Khz).

- Added support for two versions of Pengo (one with the music of Popcorn
and a clone).

Sources:
--------

- Me, Nicola, Bernd and Patrick have heavily changed the main core set of
sources. Improvements to speed, memory access, drivers structure were
done. We strongly suggest to developers to start their code on a clean
0.26 version.

- Opcode decode and graphic decode are now done by a single function in
one step.

- Tatsuyuki Satoh (tatuyuki@tky.threewebnet.or.jp) optimized DrawGfx()
function in case TRANSPARENCY_PEN and TRANSPARENCY_COLOR without remap,
producing a speed increment of 22-25% (try yourself with Elevator Action!)

- Mauro Minenna introduced a new option (-dir4) that simplify the use of
the joysticks to be connected on the keyboard. This modify resolves the
problem of diagonal direction in games such as PacMan, Popeye, and Kung Fu
Master.


==========================================================================

0.25

Program:
--------

- We have added Starforce! Another one that rocks!!
Sound is not supported yet.

- Finally I've added Tutankham. (Hi Moose!! ;) Moose provided me a good
bunch of information and I lost much time on a stupid bug in bank selection.
Thanks to David Dahl (techt@juno.com) that provided me a driver too, and
I found the light!! Also thanks to Rob Jarrett for the exaustive memory
map (I've included it in sources, it's better than mine).

- I've decrypted the garbled graphics of AntEater and Rescue which are now
fully playable. And Fabio Buffoni improved the decode routines with
thrilling code. Colors are wrong, unless someone provides me a good
set of screenshots to study. Hunchback doesn't work yet.

- Nicola added a driver for Mysterious Stone.

- Sal and John Bugliarisi provided us technical information about the game
Naughty Boy. (Remember that code area is 64k long and not 32k).
We have implemented a driver and for this game which is now supported.

- I took the time to add some high score saving. So, now Junior Pacman,
Naughty Boy, Tutankham, Kangaroo, have high score saving support.
(So Dave will stop bothering me about that ;) heheh!!! Joking ;)

- Nicola fixed Commando driver, so now intermissions have the correct
tiles positioned.

- Added JrPacman speed cheat. It works in the same way of Pacman.
(thanks to Hugo Pi for let me notice this).

- Chris Hardy added support for Space Firebird. Thanks to Chris and to
all Sage Staff.

- Nicola did some fixes to Taito Games (Jungle King and Elevator Action)
about background placement and coins per credit dipswitch. Plus vertical
scroll support in Jungle King (used in ground shake), correct sprite
priority, and no more rubbish is present during change of stage.
Finally, he also added preliminar support for WildWestern and FrontLine,
which are not yet playable.
DELETE ELEVATOB\ELEVATOB.DSW, JUNGLEK\JUNGLEK.DSW, JHUNT\JHUNT.DSW,
OTHERWISE THE GAME WILL NOT WORK CORRECTLY.

- Eric Anschuetz proposed me to implement a different button layout for
joysticks. I replyed with a configurable joystick setup (like the
keyboard one). So Eric finished the work providing us a useful joystick
setup menu. Thanks Eric and Robert! ;)

- Refixed the galaga hiscore bug (it happened when syncing my sources with
Nicola's ones)

- Maurizio Zanello provided a better interface between MAME and frontends.
And now you can select frameskip rate even while playing, without have to
exit. Volume can be controlled with keypad PLUS and MINUS keys.

- Robert Anschuetz provided me info about how to enable a shot sample with
moonquasar, mooncresta, galaxian and clones.

- Valerio Verrando fixed the Williams driver to support joystick in
Blaster, Defender, Joust, Robotron, Splat, Stargate. Also fixed the Space
Invaders driver to include high score saving and 100% arcade-perfect colors
for Lunar Rescue; since some bootleg machines did not use this colorful
overlay, Destination Earth retains the Space Invaders color scheme.

- Bernd has cleaned up VESA command line options.
No longer supported:
'-vesascan' --> use '-vesa' or (faster, if it works) '-vesa2l'
'-vesaskip N' --> use '-640x480 -skiplines N' instead
'-rotate' --> use '-rol' or '-ror' instead

New:
'-ror'
'-rol' Rotate the display (anti)clockwise. Since this uses
the standard VESA scanline mode, you'll get *vertical*
scanlines on rotated games (authentic?).
'-nodouble'
prevents pixel doubling, if you like miniaturised
arcade emulation. It's also faster than the standard
pixel-doubling VESA modes.
'-skiplines N'
does what '-vesaskip N' used to do, except it does not
select 640x480 VESA mode.

- Minor modifications to Arabian palette. Ville Laitinen also provided some
modifications to Kangaroo driver.

- Pause key back to 'P'. Sorry, you cannot use it for your redefinitions,
but, hey, you have 101 keys left!!! ;)

- Found the meaning of SW1 in Moon Cresta (Thanks to Mikiya Yadohisa)

- Added Crazy Kong bootleg version by Jeutel and Ms Pac Man Attacks clones

Sources:
--------

- Added an alternate 224x288 video mode (on my Matrox this produce correct
aspect ratio with this tweaked mode). To select it simply add -224 or
-224x288 parameter.

- Nigel T. Barber (Nigel.Barber@sgcs.co.uk) added mouse support. We need
some feedback, because each mouse device has its own sensitivity. Enable
mouse support with -mouse parameter.

- Time to use proper MAME fonts. I draw a good looking complete set of
chars to be used for messages and menu system in MAME. Nicola changed
the entire set of drivers and implemented a user interface sublevel
(file is USRINTRF.C).

- Modifications done by Eric Anschuetz to add joystick reconfiguration
menu.

- I'v changed the system configuration of each game. Now a game saves all
vital informations (DSW, KEY, and JOY settings) in a unique file with
.CFG extension. A backward compatibility is provided, so the first time
MAME read previous settings and saves them in the .CFG file at exit/reset.

- Bernd changed the VESA code to provide '-rol' and '-ror'
replacing '-rotate'. Rotation modes are now supported in all
VESA resolutions. The '-nodouble' option prevents pixel doubling
in VESA modes, resulting in more speed and a smaller display.


==========================================================================

0.24

Program:
--------

- Nicola added support for Jr. Pacman. Decryption method provided by
David Caldwell (david@indigita.com). Colors should be 100% right too.
Hiscore saving not supported yet. Nicola also thanks Lee Taylor for
help.

- I've found the decryption scheme for garbled chars of Lost Tomb which is
now playable. Colors are still wrong.

- Also, I've finally fixed my problems with ADPCM decoding, so now Kung Fu
Master doesn't need separate samples anymore (I didn't distribuite them
because of copyright on sounds). The samples are now calculated during
bootstrap of the game.

- Again Nicola added Turpin (Another version of Turtles) support. Also
colors are 100% correct the two games now.

- Fabrice Frences added support for Qbert Qubes. Only hitch with the
driver: you have to reset (F3) the game at first time when the empty
supreme noser table appears, then the table will be correctly filled.
Alternatively, you can insert a coin before this empty table appears...
Hiscore save not supported yet.

- New option in the setup menu: "CREDITS". It displays a list of the people
who contributed to the current driver. I have surely left out many people,
and apologize in advance for that. If you contributed to a driver and your
name doesn't appear in the list, please let me know.

- Since many people asked for this and Bernd Wiebelt was so kind to do me
this gift for my birthday, MAME has now -rotate option. You'll have to
turn your monitor (or your head (!) ;)

- Nicola fixed definetively Kung Fu Master driver which has now 100% perfect
colors and sprite positioning. Thanks to Paul Swan for color scheme.
Original version (copyright Irem) is now supposed to be in 'kungfum'
directory, while the bootleg (O.K.) is supposed to be in 'kungfub'. Test
mode doesn't work for bootleg version (as is right to be).
Hi Score Support in each version as well.

- In Seicross now shots are enabled. REMEMBER TO DELETE PREVIOUS .DSW FILE,
AND SET "DEMO & DEBUG MODE" TO OFF, AND "SW7B" to 1. Setting SW7B to 0
will cause to play the game without FIRE facility.

- Marc LaFontaine provided drivers for Robotron, Splat, Defender, Joust,
Stargate, Bubbles, Blaster and Sinistar. Bubbles doesn't start, and
Sinistar do weird things at startup. The other games work very well,
though. For this version I provide a set of fonts that can be used
to avoid jerkiness in williams games. If you use zipped roms remember
to include them in the ZIP files.

- Added SpaceZap support. It is based mainly on WOW driver. Mike Coates
provided a more stable driver too.

Sources:
--------

- Bernd Wiebelt provided new Vesamodes: 320x240 and 512x384. You can select
a mode either by -X (e.g. -640) or -XxY (e.g. -640x480). Also fixed a bug
that caused -vesaskip 0 not to run properly. Also added -rotate option.
Also, any vesa mode in combination with -noscanlines option can be used
to achieve correct aspect ratio on most monitors. This method is of
course slower, and can work flawlessy on P166+ class.

- Modifications to support Driver Description and Credits.

- Nicola added a new mode in drawgfx: TRANSPARENCY_THROUGH. When background
has a higher priority of sprites, it's a lot faster using this option than
draw sprites and then apply a bitmap with TRASPARENT_COLOR.

- Fabrice Frances submitted a new faster I86 emulator. The entire I86
directory is changed, and most of Gottlieb games are now faster.

- Mike Coates provided a modification to COMMON.C to support multi bank
characters. It uses bits 8-15 of the charset array (short int - so
hopefully at least 16 bits on all implementations) to signify bank number.

- Changed the PAUSE key to Scrl-Lock key. This permits to redefinite the
P key for playing.

- TO ALL CONTRIBUTORS: Please do not make use of C++ // comments in your
sources. I loose a lot of time every release to adjust them. Then use
official source release as a base for your next updates. Use a comment
style like in Williams.c sources (this is actually my comment style and
almost clear to read). Thanks.


==========================================================================

0.23

Program:
--------

- "And there was MUSIC!". Thanks to Ishmair's FM engine, music is supported
in Commando, Ghosts 'n Goblins, Diamonds. Since the synthesis is based
on FM generation via OPL, you must have a SoundBlaster, Adlib, or compatible
to get the music. However I heavily dislike this approach and I'm looking
for documentation on FM generation. If anyone want to join to the party
forward me a mail!

- I've also fixed GALAGA hiscore saving, which is now flawlessy supported! ;)

- I've added Kung Fu Master driver to MAME. Credits fly to Ishmair for the
hardware information and to Nicola for fixing my sprite bugs.

- Steven Hugg (hugg@pobox.com) provided a Williams games driver. Stargate,
Robotron and Joust are currently supported and playable. However Robotron
and Joust have some glitches yet.

- Tormod Tjaberg (tormod@sn.no) provided several modifications to Invaders
Deluxe driver which has now Hi-score Name saving feature (the only one
Space Invaders Emulator doing so at the moment!). All Invaders have now
Tilt too. Keys and Dip Switch adjusted. REMEMBER TO DELETE PREVIOUS
.DSW and .KEY FILES.

- John Butler and Ed. Muller provided a driver for QIX! High Score saving
supported too.

- Thankx to Dock Cutlip (dockc@cyberplanet.net) Pacman Plus has now 100%
arcade correct colors.

- While talking of colors, Ghosts 'n Goblins has 100% correct colors too!
Thanks to Gabrio Secco that provided us the complete colors LOG file ;)

- I've fixed Seicross which is now playable and has music too. REMEMBER TO
DELETE PREVIOUS .DSW FILE, AND SET "DEMO & DEBUG MODE" TO OFF.

- Also fixed Nibbler colors: I should say 100% correct colors, but I
remember the Nibbler hairs were Green versus Purple. Maybe I played a
bootleg version.

- Added Phoenix TPN clone ("phoenix3"). I've also added hiscore support to
all Phoenix and Pleiads as well.

- Fixed the "ape" bug in Kangaroo.

- Full rotation allowed in Mad Planets (Thanks to Andrew Scott).

- Some fix to Popeye and Burgertime sound pitch.

Sources:
--------

- Modifications were done to M6809 emulator to support FIRQ.

- Changes were done to MSDOS.C to fix OSD_READ_KEY for people having
problems with keyboard.

- Dip Switches and Key Settings are now selectable thru a menu system.
F8 key is no longer supported.


==========================================================================

0.22

Program:
--------

- Nicola added COMMANDO!! Another of my favourite games back to life ;)
High score supported as well. Original Sound is done by YM2203
(FM synthesis) while now is done by 8910 (no FM).
So music is not present.

- And here it is: thanks to Roberto Ventura's superdetailed documentation
I've added Ghost 'n Goblin support. I lost one week because of a bug in
the new 6809 emulator, so I switch back to the previous one. Big thanks
to Nicola that fixed some stupid bugs in color palette generation. ;)
We need a skilled player. READ THE README.TXT FILE!

- Another one added: based on GnG hardware I've added Diamond Run support.
Don't know if the banks mode switch is right, it's too slow for me
to go further the first level!

- Added Vulgus support. Colors are wrong unless I find the color proms.
High score save supported. I played around with Dip Switches: they are
almost right, though, but there should be also a sound toggle while in
attract mode.

- Rick Wirch (wirch@execpc.com) proposed a better optimization to Cpu_readmem
and Cpu_writemem. Speed results are good under DOS and Windows.

- Brad Oliver provided me a lot of suggestions to improve portability and
fixed a lot of bugs.

- Paul Berberich fixed some colors of Congo Bongo. They are not right but
a lot better of the previous. Screenshots could be useful.

- I have fixed colors in Centipede. Thanks to Ivan Mackintosh for sending
me the info.

- Nicola added cars in radar update of RallyX and improved color palette
emulation in Bombjack which has now perfect colors.

- Fixed credit bugs in Elevator Action and Turtles. REMEMBER TO DELETE
THE PREVIOUS .DSW FILES OTHERWISE THE GAMES WON'T WORK PROPERLY!

- Added preliminary sound support to Elevator Action and Jungle King.
Tarzan yell scream sample missing.

- Time pilot has now 100% correct colors (thanks Virtu-Al!).

- Some fixes to sprite priority in Frogger.

- Added high score support to Amidar, Frogger.

- Added Phoenix Amstar (clone) support, Pac Man Plus (clone) and fixed
all Invader's clones bugs. Also fixed charset of all Invader's clones.

Sources:
--------

- Changed CPUIntrf regarding readmem/writemem optimizations

- Minor fixes to some drivers

- Bernd Wiebelt provided modifications to MSDOS.C for Vesa 2.0 linear
and banked extensions. Also inline assembly double pixeling provided
a faster approach on slower videocards. Check the readme.txt file for
new video options.


==========================================================================

0.21.5

- Nicola fixed a bug in Memory addressing that caused Galaga to trash
under DOS. Also, fixed colors in Elevator Action (100% correct colors)
and Jungle King (I have some screenshots and colors doesn't match. BTW
these are much better than previous). Finally Jungle King doesn't need
to select the graphic bank, but still have some glitches on sprites.

- Fixed a bug in sound init of phoenix/pleiads that caused the game to
crash under dos.

- Fixed a bug in keys redefinition routine: ALT, SHIFT, and CONTROL are
now selectable.

- Fixed 224x288 noscanline video mode. It's centered again now.

Sources:
--------

- Changed MSDOS.C to support 240x272 (video mode provided by V.Verrando)

- Changes in COMMON.C to copyscrollbitmap()


==========================================================================

0.21

Program:
--------

- I'd like to say I've finished, but Nicola is too fast as always! ;)
So thanks to Nicola we have GALAGA!! And very special thanks to Martin
Scragg that provided us crucial information on custom I/O chips.

- Thanks to Dark Schneider (DS wanted to be anonymous, so I'll call him
this way) that provided 6809 support and the first driver working on this
CPU: Super Pac Man. The driver is based on the super-detailed KEG file
of Replay emulator by Kevin Brisley (kevin@isgtec.com).
Thanks to everyone.

- Ville Laitinen provided a driver for Kangaroo, based on the Arabian
hardware. I've also adjusted the number of frames per second to 60
to the two drivers. Sync with sound should be better, though.

- Thank to Virtu-Al (Alan J McCormick (gonzothegreat@JUNO.COM)) Amidar
and Turtles now have 100% correct colors.

- Arabian has correct colors now.

- Fixed a bug in all games with starbackground: using a frameskip > 0
introduced slowdowns. Now the speed remains unchanged.

- Fixed tempo speed in 1942. It was playing at half speed. Should be
correct now. Also fixed a bug in noise volume of PSG. Noise was
playing at half volume.

- Added support for Donkey Kong japanese version

- Minor adjustment to Space Invaders color strips

- Mad Planets doesn't crash anymore with the new samples (shorter!)

- Added colors to Warp Warp. Thanks again Chris.

- Fixed Dipswitch in Elevator Action. YOU'LL HAVE TO DELETE THE PREVIOUS
DSW FILE IN "ELEVATOB" DIRECTORY IN ORDER TO GET IT RUN CORRECTLY.

Sources:
--------

- Added M6809 CPU support. Changes in CPUIntrf.c and Driver.h to accomodate
the new CPU.

- Nicola introduced changes to the Z80 emulator code that intercept some
sorts of tight loop used during an interrupt waitstate. Normal games
should not be affected, while Galaga and 1942 are now very fast!!

- Added MasterVolume in MSDOS.C, and changed MAME.C to support this feature.
You can change the volume thru various volume percentage [100,75,50,25,0]
pressing F9.

- Sound is freezed now during GFXView, Pause and DipSwitch settings.[Ahhh! ;)]

- I've added redefinable keys in MAME. A new structure cointains which
input ports and bits have a certain meaning. The KEY settings will be
saved in a .KEY file, in the game directory.

- Changes in COMMON.H for the sample structure. Now it has infos on
replayrate, resolution and volume of the sample to be played.
BE SURE TO DOWNLOAD THE NEW SET OF SAMPLES, OR THE "MAMESAM" CONVERTER
OR YOU WILL GET NO SOUND FOR SAMPLE BASED GAMES!!


==========================================================================

0.20

Program:
--------

- Yes!! Finally I wrote a driver for Gyruss, one of my favourite games
and one of the reasons why I started emulation. Big special thanks
to Michael Cuddy, without help and information this game would probably
never be done; and to Nicola Salmoria that fixed some of the sprites
bugs that turned me mad and cleaned the code! ;)

- The following changes were done by Nicola Salmoria:
- 1942 has correct colours. Also fixed rom paging, so now it has no more
slowdowns. Fixed jerkiness. Sound is better, too. How about the
tempo? How about the pitch? Are they right?
- fixed missing sprites when exiting from doors in Elevator Action. There
are still some sprite priority bugs. Also better colors.
- Thanks to Marc LaFontaine's invaluable help, Popeye is now fully playable
and has 100% accurate colors. Supports high score saving, too.
Still very slow.

- Brad Oliver found a lot of bugs around the code. Fixed 1942 background
scroll, Arabian video driver, and Phoenix sound init routine (all those
caused trashes on MAC).

- Paul Berberich fixed some colors of Donkey Kong that is now quite close
to original arcade. Also Donkey Kong Jr. has better colors now.

- Fabrice Frences provided a driver for Krull. Also fixed some bugs in
qbert, and returned audio to Mad Planets.

- Ron Fries created a new set of Donkey Kong samples, using Mike Cuddy's
8039 emulator. The new samples no longer have static, they are aliased
and louder. All names are now generic, so the same name can be used
across Nintendo line (DK, DKjr, DK3, Mario).

- Chris Hardly kindly provided a working driver for Warp Warp.

- Dave W. provided a new set of invaders samples. Should be better, though.

- Frogger music tempo bring back to original value. Fast but flawless!

Sources:
--------

- Changed 8910intf to support 5 PSGs (Gyruss have them!)

- Changes in MAME.C: added -list option. This is useful for mantaining
the readme file. It lists currently supported games. Thanks to Zanello
Maurizio for suggestion.

- Changes in MSDOS.C: vesa and vesascan are now mutex. Also fixed a bug
caused by calling joystick initialize before starting allegro.

- To UNIX users: sorry for the mess I did in my previous distribuition.
All names and patches should be ok now.

- Nicola Salmoria provided the following changes:
- changed GENERIC.C to add sound_command_latch_r(): this always return the
last command, instead of 0, if there are no more pending commands. This
was required by 1942.

- new flag for the cpu type: CPU_AUDIO_CPU. For example, you'll define a CPU
type as CPU_Z80 | CPU_AUDIO_CPU. This indicates that the CPU is a slave
used for audio only, and is therefore not needed if sound is disabled.
The CPU will not be emulated when sound is turned off, therefore speeding
up the emulation a lot.

- also, 8910_sh_update() doesn't emulate the 8910 audio if sound is disabled
(the I/O ports of the chip are still emulated, since some games use them
for input).


==========================================================================

0.19

Program:
--------

- Thanks to Marc LaFontaine we have now support for Popeye. It's not yet
playable (when the game starts the machine resets) but it has music already.
It's also very slow, since it uses a 512x480 screen. I'm looking for
decryption scheme for original Popeye board using Lionel's idea [pain!].

- Fabrice Frences fixed the Qbert driver and added support for Reactor.

- Jarek Burczynski provided a preliminar but playable driver for Arabian.
Colors are wrong, but it support sound already.

- Mike Coates fixed the Space Panic background colors. Also added hiscore
support.

- Nicola Salmoria found how Elevator Action background works. Also updated
all drivers that have a scrolling background. Support for the bootleg
version of Elevator Action ("elevatob"). The original version doesn't
work because of copy protection. The graphics are almost OK now,
albeit quite slow.

- Paul Leaman (author of the 1942 emulator) provided exhaustive information
on (guess what) 1942, which is now supported.

- Some changes to music tempo of Frogger

- Added partial sound support to RallyX (no explosions yet). Thankx to Ron
Fries.

- Added preliminar unplayable WarpWarp. Graphic is ok, but the game hangs
during diagnostic.

- Changed noise_lenght and noise_rate values in Moon Cresta audio driver,
so now noise is much more noisier!

- Shaun Stephenson provided me original Phoenix sound samples, so I adjusted
sound driver to achieve correct sound modulation and frequency, and
substituted noise generator for shots and explosions with a couple of
samples. Noise generator can be still used (just don't put the samples
in the directory) with Phoenix and it's used in Pleiads. I changed
white noise waveshape and adjusted frequency, so now it sounds better.

Source:
-------

- Added input ports 5 and 6 in CPUINTRF module.

- Fixes to setdipswitches() and the fps counter in COMMON.C, to make them
work correctly with non 8x8 fonts.

- Substituted strcmp() with case insensitive stricmp() in MAME.C and MSDOS.C.
This solve the problem with upcase gamename (ex: Win95 and NDOS).

- Added copyscrollbitmap() to COMMON.C, that semplifies programming for
those games that use scroll.


==========================================================================

0.18

IMPORTANT NOTE: This will be the last version of MAME released by me (Nicola
Salmoria). From now on, the project will be maintained by Mirko Buffoni
(mix@lim.dsi.unimi.it). Contact him if you have material to submit for
inclusion into MAME. Please don't send such material to me.


Program:
--------

- Green Beret:
- The speed should now be VERY accurate. It also syncs correctly with the
music.
- Sound pitch should be correct as well (though it changes after you die
for the first time...)
- High score support.
- Fixed sprite clipping problem on the left of the screen.
- Fixed memory trashing bug in dirtybuffer handling

- I finally added some lousy, very inaccurate, noise to the 76496 emulator.
This affects Lady Bug and Green Beret.

- I also added the same lousy noise to Galaxian, Pisces, Moon Cresta, Moon
Quasar.

- Fixed bug in the 8910 emulation which caused noise to be played in Crazy
Kong when you jumped over a barrel.

- Zaxxon and Congo Bongo now save their high scores for real. The code had
disappeared from the drivers... I _did_ write it, since I had .hi files in
my directories ;-)

- High score support in Space Invaders (Invaders only - not clones)

- Bomb Jack is much faster on a 486. Now runs very well with -frameskip 1 on
my 486/100.

- Sprite placement in Pac Man, Ms Pac Man and Crush Roller should now be
arcade perfect. Thanks to Richard Davies who verified it on a real machine.

- Preliminary support for Jungle King / Jungle Hunt. Slow but playable. I
haven't the gfx bank selector, therefore you'll have to pick the correct
background graphics yourself. Use keys C and V to change it.

- VERY preliminary support for Elevator Action. Not playable.

- Preliminary support for Seicross, using the Crazy Kong driver. Not playable.

- Marc Lafontaine fixed some problems in the Venture driver, and provided
drivers for Mouse Trap and Pepper II, which run on similar hardware (Pepper
II is not complete yet).
Note that the required Venture ROM set has changed - the other one was
missing one ROM.
Collision detection doesn't work - in Mouse Trap, you can use keys 7 and 8
to simulate a sprite-to-character and a sprite-to-sprite collision.

- Rotated the controls for Q*Bert

- Some changes to music tempo in Amidar, Pooyan, Time Pilot.

- Added support for the original, Universal version of Mr. Do!. I renamed the
other, which has an additional Taito copyright notice, "mrdot".

- Support for a version of Crazy Kong running on Scramble hardware

- Mike Coates provided a Space Panic driver.

- Fixed bugs in Jump Bug and Bagman sound drivers which caused page faults
when run under DOS.

- Fabrice Frances submitted a much faster version of the 8086 emulation.
Q*Bert now runs at full speed with -frameskip 1 on my 486/100.

Source:
-------

- Samples are now loadaed by the main engine, not the single drivers. This is
done via the new field samplenames in the GameDriver structure. Samples can
then be retrieved by the drivers in Machine->samples.


==========================================================================

0.17

Program:
--------

- Various fixes to Green Beret:
- Thanks to Paul Swan, it now has 100% accurate colors.
- Dip switches didn't work, fixed.
- Support for Rush'n Attack (the US version)
- I've been told that it actually was too fast, so now it runs slower.
Let me know how accurate it is.

- Fabrice Frances submitted a massive contribution: an 8086 CPU emulator, and
drivers for Q*Bert and Mad Planets. They run quite slowly on my 486/100
(~25 fps) but are playable. Q*Bert has sound too (with samples).


==========================================================================

0.16

Program:
--------

- Support for Green Beret, with partial sound (probably inaccurate).
Colors are terrible. If you can see what you are doing, it's playable (but
should it be this fast? I find it very hard)

- Richard Davies and Brad Oliver provided drivers for the so-called "Sega"
version of Jump Bug (it's actually a bootleg with the protection checks
removed). The driver supports sound.

- Added joystick support to Vanguard.

- Support for Fantasy on the Nibbler driver. There are several problems, it's
not playable.

- Thanks to Mike Coates and Peter Clare, Carnival now has colors.

- Stefano Mozzi provided a much better palette for Mario Bros.

- Matthew Hillmer submitted a new palette for Donkey Kong 3. It is not
intended to be correct, but at least it gets rid of the annoying
checkerboard effect.

- Tormod Tjaberg provided updated Space Invaders (+clones) drivers which
support sound. They use samples, derived from Michael Strutts' emulator.

- Support for Fantazia (bootleg version of Moon Cresta)

- Fixed a couple of remaining graphic glitches in the Wizard of Wor driver.

- Various fixes to Burger Time:
- Fixed CPU clock speed to avoid slowdowns on fourth level.
- It's much faster on a 486.
- Sprites no longer "stick" on the screen on a level change.
- Fixed a bug in high score save.
DELETE BTIME\BTIME.HI, OTHERWISE THE HIGH SCORE TABLE WILL BE CORRUPTED

- Marc Lafontaine provided a Venture driver. It is partially playable,
sprites are wrong.
On startup, keep 1 or 2 pressed to proceed.

Source:
-------

- I wrote some general purpose routines to simplify interface with the AY8910.
They are in 8910intf.c. See the existing drivers for usage examples.

- To solve the problem with garbled text messages in Time Pilot, modified the
GameDriver structure replacing letters_start and numbers_start with the
array charset[36].

- I finally took the time to change Z80.h/M6502.h to make them work together.
This allowed me to remove some kludges in cpuintrf.c. I also added some new
functions, which can be used regardless of the CPU type: cpu_getpc(),
cpu_geticount(), cpu_seticount().

- Fixed a couple of bugs in M6502 BCD arithmetic. One of them was causing the
pepper counter in Burger Time to behave strangely.

- Brad Oliver modified pokey.c and pokey.h to make them more portable.


==========================================================================

0.15

Program:
--------

- Jarek Burczynski submitted a sound driver for Bomb Jack.
The game is now a bit slow on my 486/100, -frameskip 1 is almost good but
not quite.

- Sound support in:
Scramble
Super Cobra (note that the "scobra" rom set is wrong - ROMs 5c, 5d and 5e
must be 2k, not 4k. You can take them from one of the other two
sets).
The End
Battle of Atlantis
Lost Tomb (very nice sound, pity the ROMs are corrupted)
Amidar
Turtles
Frogger
Pooyan
Time Pilot

All these require -frameskip 1 on my 486/100.

I have no idea how accurate the tempo and pitch is. If you can compare it
with a real machine, please let me know what's wrong.

Note: I discovered that the garbled sound I experienced in Scramble was
caused by a bad ROM. Therefore, if sound doesn't work, check your ROM
set. Note that I also changed one ROM name from "2c" to "2d".

- Carnival is finally working! Many thanks to Richard Davies who understood
how to make it accept coins.

- Brad Oliver deserves a prize for being the person who, alone, has
discovered more bugs than everyone else put together. This time the bug
was illegal memory acesses in games using 224x288 and 288x224 modes (Pengo,
Pac Man, Rally X).

- Thanks to the invaluable help of Steve Scavone, I've been able to fix
many bugs in the Wizard of Wor driver.

- Added support for a version of Galaxian which is known to be original. It
has Namco copyright and the code is slightly different from the other
Galaxian (which has Midway copyright). I called this version "galaxian",
and renamed the other "galmidw".

- High score support in Pac Man, Ms. Pac Man, Crush Roller, Burger Time,
Zaxxon, Congo Bongo, Pooyan, Moon Cresta, Moon Quasar.

- Support for a different version of Frogger ("frogsega").

- Miscellaneous graphics fixes to Zaxxon and Congo Bongo. Also better colors
(especially in Congo Bongo), thanks to Marc Lafontaine.

- Fixed most of the graphics problems with Moon Patrol. The video driver is
a gigantic kludge right now, but it works and at a reasonable speed
(though I can't reach 60fps on my 486/100).

- Many people requested a way to syncronize with the video beam, to avoid
jerkiness. Here it is: -vsync. It should be used together with -noscanlines,
and possible -vgafreq to adjust the frame rate to be as close as possible
to 60fps (use F11 to check the actual frame rate). Note that this, unlike
the default timer based sync, will NOT downgrade nicely if your system is
not fast enough.

- Bernd Wiebelt provided new code for -vesascan, and implemented the new
"-vesaskip n" mode. It uses a 640x480 screen instead of the 800x600 used
by -vesascan, and allows you to scroll the visible area using the PGUP and
PGDOWN keys.

- Maintaining the endless list of ROM subdirectories was getting quite boring,
so I modified readroms() to make it automatically print the complete list of
required ROMs if one is missing. I think I should add a CRC check as well.
I also added a brief explanation of what ROMs are and why they are required -
hoping this will cut down the flow of e-mail asking "gee, I run your program
and it says 'unable to open file xxxx/xxxx', what should I do?"


==========================================================================

0.14

Program:
--------

- Fixed bug in Mario Bros. high score loading: it was recovering the high
score table, but the high score at the top of the screen was not set
accordingly.

- Mario Bros. and Donkey Kong 3 now also preserve the score distributions
(use F1 to see them)

- High score support in Galaxian, Time Pilot, Centipede and Millipede.
However, high scores don't seem to work in Millipede (you are not asked
to enter your name).

- Fixed bug which sometimes caused 6502 games not to run (actually they did
run, but interrupts didn't happen).

- Since the US version is better, I renamed amidar to amidarjp, and
amidarus to amidar.

- Renamed pleiades to pleiads.

- The change in video modes suggested by ue303ey@sunmail.lrz-muenchen.de
didn't work on some systems, so I reverted to the previous one.

- Ron Fries provided a new version of his Pokey emulator which fixes problems
in the interface with the SEAL audio library (signed vs. unsigned samples).

- Ron Fries also added preliminary sound support to Donkey Kong! It uses some
very bad samples for now. The samples are distributed in a separate archive
- put them in the dkong subdirectory.

- Richard Davies updated the audio routines in Phoenix, sound is now closer
to the original and noise is emulated.

- Brad Oliver and Mirko Buffoni provided a driver for Vanguard, based on Brian
Levine's Vanguard emulator.

Source:
-------

- driver.c was getting much too large and confused. I moved the GameDriver
structures inside the single driver/xxxx.c files. This has the additional
benefit that people sending me drivers will not forget to include the ROM
loading addresses ;-)

- I also changed the GameDriver structure, moving there fields from the
MachineDrivers structure. The idea is that MachineDriver should describe
the hardware, while GameDriver the software. Therefore things like colors
(which are usually stored in a PROM) and dip switch settings go into
GameDriver; decode_color_prom, on the other hand, goes into MachineDriver
because it is an hardware function.
It could be argued that input_ports belong to the hardware; but sometimes
we have keys tied to dip switches (test switches and so on) whose function
is determined by the software. Moreover input_ports contains the default
values for all ports, including dip switches, and those are definitely
software related.


==========================================================================

0.13

Program:
--------

- Added the most frequently asked feature: high score saving. Check the
table at the beginning of readme.txt to see which games already support
it.
High scores are also reset-proof: you can reset the game by pressing F3
without losing them. To reset the high scores to their default, just
delete xxx\xxx.hi where xxx is the game name.
Note that hi score saving will NOT work if the default hi scores have been
modified in the ROMs. Use the original ROMs.

- Fixed all of the problems in Burger Time related to ROM encryption. Slices
fall more than one level when an enemy is on them, no more crashes when a
bonus life is earned, the high screen table works, two players mode works,
and other things.

- Support for an alternate ROM set for Burger Time, which is likely an
earlier version.

- Millipede's dip switches now work.
DELETE MILLIPED\MILLIPED.DSW, OTHERWISE THE GAME WILL NOT WORK CORRECTLY.

- Marc Lafontaine submitted a new palette for Zaxxon.

- Richard Davies provided a new Phoenix/Pleiads driver with partial sound
support.

- Fixed "froggers" (I broke it while adding sound to Scramble).
It now also uses the correct palette. Yes, I know that it is completely
different from the real Frogger. This is a bootleg version, remember.

- As promised, I modified the 8910 emulator to set the clock frequency at run
time, so sound in Crazy Climber and Crazy Kong is now back as normal.

- ue303ey@sunmail.lrz-muenchen.de reports that changing the horizontal total
register of the custom video modes (0x3d4, 0x00) from 0x5f to 0x61 makes
them work on his monitor. I experimentally made the change.
IF THE CUSTOM MODES WORKED FOR YOU IN VERSION 0.12 AND THEY DON'T WORK ANY
MORE, PLEASE NOTIFY ME AND I WILL REVERT TO THE PREVIOUS SETTING.

- Keith Smethers suggested to add -vgafreq n command line parameters,
to select the VGA clock frequency. This may reduce flicker, especially in
the 224x288noscanlines mode.
WARNING: THE FREQUENCIES USED MIGHT BE WAY OUTSIDE OF YOUR MONITOR RANGE,
AND COULD EVEN DAMAGE IT. USE THESE OPTIONS AT YOUR OWN RISK.

- I began working on Moon Patrol's background. It's quite messed up now.

- Fixed a couple of minor bugs in Bomb Jack background colors.

Source:
-------

- Use latest version of Marat's 6502 engine.

- Changes to struct GameDriver to accomodate the high score saving functions.
I also moved the decryption pointers at the end, so it is not necessary to
explicitly define them as 0 when they are not needed.
Check driver.c to see how high score handlers should be written.
hiscore_load() is called every vblank until it returns nonzero; this allows
it to wait for the hi score table to be fully initialized before replacing
it. To avoid saving an incomplete table, hiscore_save() is called only
if hiscore_load() previously returned nonzero.


==========================================================================

0.12

Program:
--------

- Sound support in Burger Time. This is the first multiple CPU game supported
by MAME (two 6502, one for code, one for sound).
It's not perfect, but we're getting there.
Also, as you can guess, this is slow. A 486/100 cannot handle it at 60 fps.
Runs reasonably with -frameskip 1, though.

- I also set up the second CPU to emulate sound in Scramble, but the sound
that comes out is completely wrong. I don't know what I'm missing, anyone
can help?

- Since the 8910 emulator doesn't allow to set the clock frequency at runtime,
I temporarily switched to using the default one. This affects sound in Crazy
Climber, Crazy Kong and Bagman. Let me know whether it's better or worse
than before.

- Sound in Centipede, through Ron Fries' POKEY emulator.

- Fixed speed in Burger Time (was running at about half the real speed).

- Valerio Verrando provided 288x224 video modes to be used with Rally X.
WARNING: these video modes might be unstable (the noscanlines one hangs my
system). Any help to make them better would be appreciated.
As usual, if the default mode doesn't work on your system, try -noscanlines.
If that doesn't work as well, use -vesa.

- I finally found out what was causing slowdowns in Rally X and Bagman. It was
an interrupt related issue (see later). I hope I didn't break a dozen of
other games to fix this ;-)

- Thanks to Mike Cuddy and Mirko Buffoni, Pooyan colors are now MUCH better ;-)
I also fixed a bug in the dip switches.
MAKE SURE TO DELETE POOYAN\POOYAN.DSW, OTHERWISE IT WILL NOT WORK CORRECTLY.

- I suddenly realized that Time Pilot runs on the same hardware as Pooyan, so
I made a driver for it. Colors come straight from Mike Cuddy's emulator.

- Gary Walton confirms that the colors in Moon Cresta and Moon Quasar are 100%
accurate. Very good!

- The background stars in Scramble / Super Cobra now blink. However I don't
know how close to the real thing it is.

- Ville Laitinen pointed out that The End runs on Scramble hardware, so it now
uses the same driver. He also fixed problems with the input controls and two
players modes.
IMPORTANT: MAKE SURE TO DELETE THE FILES SCRAMBLE\SCRAMBLE.DSW AND
THEEND\THEEND.DSW, OTHERWISE THE GAMES WILL NOT WORK CORRECTLY.

- Ville also fixed sprite priorities in Congo Bongo.

- Doug Jefferys provided the color PROMs for Crazy Kong, so colors are now 100%
accurate (with the possible exception of Kong itself, which uses a separate
palette).

- Support for Moon Ranger (bootleg version of Moon Patrol).

- Added support for Lost Tomb (Stern game running on Super Cobra hardware),
but it doesn't work well (crashes during the demo, and it's not playable) and
the graphics are garbled. I think some of the ROMs might be corrupted.

- Preliminary support for Jump Bug. It uses a modified Scramble driver, the
hardware seems to be similar. It's not playable (the input bits are not even
mapped), and resets after a few seconds.
I'm not particularly interested in this game, anyone volunteers to complete
the driver?

- Support for the version of Super Cobra with Stern copyright.
NOTE THAT I RENAMED THE OTHER ONE (Konami copyright) "scobrak".

- Ivan Mackintosh provided a Millipede driver (dip switches are not supported
yet). Sound doesn't work, I don't know why.

- Brad Oliver provided a preliminary version of the Mr. Do's Castle driver. Not
working yet!

- Mike Coates pointed out that Carnival uses a RAM for character generation
(like Nibbler) and provided a driver for it. It's still not playable, but
the graphics are now correct.

- Bernd Wiebelt suggested to add a new option: "-vesascan". It uses a VESA
800x600 screen to simulate scanlines. It is much slower than the other video
modes. Use this if you want scanlines and the default video mode doesn't
work.

Source:
-------

- Multiple CPU support. All you have to do to setup multiple CPUs is add
entries to the cpu[] array in the MachineDriver definition. Each CPU can
have different type (currently Z80 and M6502 are supported), clock, address
space, memory/IO port hook, interrupt handlers, number of interrupts per
video frame.

- Sometimes interrupt requests happen while interrupts are disabled. Until now
I just ignored them, but some games need them to be processed as soon as
interrupts are reenabled. Rally X is an example of such a game. The Z80
engine has provision to do that, but it would make writing a driver more
complex (need to find the interrupt acknowledge register) so I slightly
modified the engine to automatically cache an interrupt request and execute
it as soon as interrupts are enabled. I had already done a similar change to
the 6502 engine, it was needed by Burger Time which wouldn't accept coins
otherwise.

- Since the functions xxx_vh_start(), xxx_vh_stop(), xxx_videoram_w(),
xxx_colorram_w() are the same for most video drivers, I moved them,
alongside with some variables, to vidhrdw/generic.c. This doesn't reduce
much the size of the executable, but greatly reduces the amount of code that
has to be put in a video driver (in many cases, you just have to write
xxx_vh_screenrefresh())

- Fixed bug in msdos.c/osd_play_streamed_sampled() which prevented it from
handling more than one audio stream. This part of the code still needs a
major cleanup.

- Fixed bug in drawgfx() which sometimes allowed transparent non remapped
copies to be drawn outside of the clip region.


==========================================================================

0.11

Program:
--------

- Moon Patrol support. There is no scrolling background because I don't know
where to place it... can anyone provide a screen snapshot?

- Burger Time and Donkey Kong 3 drivers provided by Mirko Buffoni.
The colors for Burger Time should be accurate, but I'm not quite sure -
can anyone confirm?

- Fixed joystick controls for Congo Bongo.

- Lionel Theunissen dumped the color PROM of his Uniwars board and... it's
different from the one provided by Gary Walton. Galaxian boards were widely
pirated so it's difficult to determine which one is the "correct" palette.
What I did was set the Uniwars driver to use one palette, and the "Japanese
Irem" to use the other. Play the one you prefer.

- Marc Vergoossen provided a much better palette for Zaxxon.

Source:
- increased the maximum size of the graphic elements that can be handled by
decodegfx() from 32x32 to 64x64. Actually I would have needed 256x64 to do
Moon Patrol backgrounds, but that seemed slightly overkill ;-)


==========================================================================

0.10

Program:
--------

- Centipede support. This is the first 6502 game supported by MAME. I'm
currently using Marat Fayzullin's engine.

- Nibbler support. This is the second 6502 game supported by MAME ;-)
Interesting hardware: no sprites, two playfields, and it uses RAM for
character generation (redefining the characters to animate the worm).

- I had also broken Pleiades, fixed. That's the drawback of emulating more
than 60 games, I can't check them all before releasing a new version ;-)

- Ville Laitinen provided a Congo Bongo driver! The colors are terrible ;-),
but it's playable.

- Thanks to Valerio Verrando, now -noscanlines works on Pac Man and the other
games using a 224x288 screen. If you have problems with the default video
mode try this one, it will hopefully solve them.

- I received no less than three different palettes for Donkey Kong Jr., from
Brad Oliver, Marc Vergoossen and Richard Davies. The one included is from
Marc.

- Thanks to Gary Walton and Simon Walls, we now have 100% accurate colors in
Crush Roller and Uniwars/Japirem. Moon Cresta and Moon Quasar might be
correct as well, but I'm not sure.

- Fixed a small graphics glitch in the background of Bomb Jack's third level.
Thanks to Philip Chapman for the report.

Source:
-------

- Support for 6502 CPU. From a driver writer point of view, it is used just
like the Z80, the only difference being that you have to specify CPU_M6502
instead of CPU_Z80 in the MachineDriver definition.
Multiple CPUs are still NOT supported.

- New function in common.c: decodechar(). It was originally part of
decodegfx(), and is used to convert one single char from the machine format
to the one used by the emulator. This function was needed by the Nibbler
driver to dynamically convert the graphics at runtime.


==========================================================================

0.91

Program:
--------

- OK, even this time I managed to screw up one game (Phoenix). It works again.
I'm not updating the source, you can fix it yourself if you need to: the line
ROM_LOAD("phoenix.49", 0x2000, 0x0800)
in driver.c was missing the '2'.


==========================================================================

0.9

Program:
--------

- Bomb Jack support.

- Background graphics in Zaxxon now work, albeit a bit slow (45-50 fps on my
486/100)

- Support for the original version of Super Cobra. Note that I renamed the
other one (which is a bootleg) "scobrab".

- Support for the original Moon Cresta (Nichibutsu copyright). These ROMs are
encrypted, and slightly different from the other version. This is very
likely the version Chuck Cochems remembers (with aliens teleporting right in
front of your ship). I renamed the other version (which looks like a mix of
the code from a bootleg version and the graphics from the Gremlin original
version) "mooncrsb".

- Space Invaders now seems to work correctly. Deluxe version still doesn't
work properly.

- F12 to take a snapshot of the gfx set (displayed using F4) now works.

- Better colors in Donkey Kong Jr. (thanks to Brad Oliver)

- Thanks to Gary Walton, Moon Quasar dip switches now are correctly described
in the dip switch menu.

- F11 is now a toggle, also added F10 to turn off speed throttling (toggle as
well)

Source:
-------

- The memory handling was no longer up to the task, so I had to make it more
flexible.
RAM is no longer a static array; it is dynamically allocated by readroms(),
split in memory regions (one for the CPU addressing space, one for graphics
ROMs, and so on) so data not needed at run time, like the graphics data, can
be unloaded from memory after conversion. The definition and usage of struct
RomModule and struct GfxDecodeInfo has changed. struct RunningMachine
contains an array of pointers to memory regions.
RomModules are now defined using macros, and readroms() does some error
checking as well. This greatly reduces the chance of making a silly mistake.

And don't ask me why, but as a result of this change the emulation seems to
run much faster than before!

- New rom_decode function pointer in the GameDriver structure. It is used to
decrypt the whole ROMs after loading them (as opposed to opcode_decode,
which is used to decrypt only CPU opcodes).
Also, opcode_decode is now handled differently: instead of calling it at
runtime when the CPU reads an opcode, another 64k of memory are allocated
and the whole ROMs decrypted. opcodes are then fetched from this new array.
This approach is less flexible, for example it cannot handle code created
in RAM (Pengo does that). However, it is MUCH faster (finally I get 60fps
in Crazy Climber!), so I'll go with it for now. Should the need arise for
a more flexible decryption, we'll think about it.

- Some changes to the MachineDriver definition and mame.c needed to support
multiple CPUs (they are NOT supported yet - this is just the first step)


==========================================================================

0.81

Program:
--------

- Sorry about screwing Donkey Kong Jr. colors... it's playable again. Colors
are still way off though: anyone volunteers to fix them? ;-)

- Zaxxon now works, but the background graphics are missing


==========================================================================

0.8

Program:
--------

- Added some support for Carnival - it boots and runs the demo, but the
graphics are messed up.

- Fixed graphics in Moon Quasar (yes it does run, but you need the correct
ROMs)

- Better error checking in the sound initialization routines. It still sucks,
but at least will notify of problems instead of locking up the emulation.
The "0. Silence" driver also works.

- Removed the "-nosound" command line switch, replaced it with "-soundcard n"
which allows to bypass the audio driver selection menu. Use "-soundcard 0"
to turn off sound.

- Some support for Space Invaders (+ some clones) but it doesn't work well.

- Support for Battle of Atlantis (a Scramble hack)

- The ROM copyright notice is displayed in the main emulation screen.

- Maybe I understood how the character colors are selected in Donkey Kong, at
least in part, but I'm not sure. Anyway, I started fixing them. I based on
the Kong emulator by Gary Shepherdson.


Following changes provided by Mirko Buffoni:

- You can view the game graphics pressing F4. Use cursor keys to change
graphics set/color, F4 to return to the game.

- Support for Mario Bros. (wrong colors, no sound) and Zaxxon (doesn't work yet).

- Better colors in Amidar and Frogger.

Source:
-------

- Added visible_area to the MachineDriver definition. It was used in all video
drivers, so it's better to keep it centralized.

- Long-awaited function clearbitmap(), which correctly initializes a bitmap
using background_pen. Note for people porting MAME to other systems:
osd_create_bitmap() must call this function, the video drivers rely on that.

- I got rid of machine.c and put all into mame.c... when I have time, I'll try
to organize the source better.


==========================================================================

0.7

Program:
--------

- Support for:
Super Cobra (version running on a modified Scramble board)
Amidar US version
Crazy Climber Japanese version
Pooyan (wrong colors, no sound)
Phoenix/Pleiades (no sound)

- Scramble has 100% correct colors. The same palette is used by Super Cobra,
but it doesn't look right.

- Gorf and Robby Roto boot but don't work.

- Added some support for Moon Quasar, but it doesn't work. Since the ROMs are
encrypted, I don't know if this is due to wrong decryption, bad ROM, or
wrong driver (I'm using the Moon Cresta one). I think that either MQ3 (which
maps at 1000-17ff) is bad, or it uses a different encryption.


==========================================================================

0.6

Program:
--------

- Support for:
Scramble (wrong colors, no sound)
Uniwars (US version of Japanese Irem game)
Frogger (including bootleg version running on a Scramble board)
(wrong colors, no sound)
Amidar (wrong colors, no sound)
Turtles (wrong colors, no sound)
Rally X (wrong colors, no sound, slowdowns)

- I'm beginning to understand how the Wizard of Wor video hardware works,
gameplay hasn't changed but the graphics are more faithfully reproduced.

- Star background in Galaxians & co. The way I calculate it is probably not
correct, anyway it looks reasonable.

- Fixed staccato notes in Pacman and other games using the same hardware.
There are still some minor glitches (especially in Ms. Pac Man) but Pac Man
tunes are now very close to the original.

Source:
-------

- I reorganized the source directory tree, instead of one directory for every
game there are now four directories (drivers, machine, vidhrdw, sndhrdw)
which contain files named after the game.


==========================================================================

0.5

Program:
--------

- Fixed some problems in the Wizard of Wor driver, but it is still far from
complete.

- Support for:
Donkey Kong Jr. (wrong colors, no sound)
Galaxians and the plethora of clones (correct colors, limited sound)
Pisces (correct colors, limited sound)
"Japanese Irem game". I believe the colors are correct, but since I've
never seen the original game I can't know for sure.
War of the Bugs (wrong colors, limited sound)
Moon Cresta (wrong colors, limited sound)
The End (wrong colors, no sound)

- By popular demand, reverted to the old AY-3-8910 emulation code.

Source:
-------

- Changed readroms() to allow scatter loading of a single ROM. This was needed
for Donkey Kong Jr. Now the end of the RomModule array is marked by a size==0,
while name==0 means "continue loading the previous ROM at this address".

- Some bug fixes and changes to reduce porting problems (thanks to Brad Oliver)

- New function copybitmap() in common.c. Limited for now, will change in the
future.


==========================================================================

0.4

Program:
--------

- Bagman support (wrong colors)

- Early Wizard of Wor support (not playable).

- New experimental AY-3-8910 sound emulation code provided by Andy Milne
(andy@canetics.com). This sounds better in some places and worse in others.
It is used by Crazy Climber, Crazy Kong and Bagman. Let me know what you
think.

Source:
-------

- Optimizations in drawgfx(), Mr. Do!'s title screen and intermissions now
run faster, Crazy Climber and Crazy Kong benefit as well.

- Use version 1.1 of Z80Em by Marcel de Kogel. Faster!
(note that I had to make a couple of changes to Z80.c to make Crazy
Climber work).

- Handle IN and OUT instructions in the same way as memory accesses (table
of handler functions). The parameters of the functions are the same, so
the same function can be used both for memory and ports.
Had to change the driver structure, removed the pointers to _in and _out
functions and added port_read and port_write array pointers.
Also defined a generic interrupt_vector_w() function, this makes the Pac
Man driver tinier (look at pacman/machine.c, it's now there only to handle
the cheat).


==========================================================================

0.3

Program:
--------

- Donkey Kong support (wrong colors, no sound)

- New definition of custom video modes, this will hopefully be compatible
with more systems.

- Lady Bug and Crazy Climber should run a little faster on slow machines
(Crazy Climber is still too slow, I know).

Source:
-------

- new general purpose readinputport() function used to handle reads of
input ports and dip switches. This saves some work when creating a
game driver. Required changes to struct MachineDriver.

- struct GfxLayout now contains a planeoffset array instead of
planeincrement, to better support more than 2 bitplanes. I also fixed
(I hope) all the code which assumed 2 bitplanes. struct GfxDecodeInfo
had to be changed as well.


Wyszukiwarka