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> 0.89 > ---- > > 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 / Clones supported or promoted from GAME_NOT_WORKING status: > ---------------------------------------------------------------------- > > Passing Shot (World, 2 Player) [Gerald] > Where's Wally [Thierry, Aaron Giles] > Ryu Kyu [Thierry] > Bloxeed (Japan) [Thierry] > 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] > Laser Ghost [Aaron Giles] > > (note: Line of Fire does not work yet) > > New Non-Working games / clones supported > ---------------------------------------- > > 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 >
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