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iq_132

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Posts posted by iq_132

  1. I donno, give this a try maybe.

     

    extern unsigned char* YM2610ADPCMAROM;
    
    static void neo_pcm2_playmore2002(int value)
    {
    unsigned int addrs[7][2]={
     {0x000000,0xA5000}, //kof2002
     {0xFFCE20,0x01000}, //matrimelee
     {0xFE2CF6,0x4E001}, //mslug5
     {0xFEB2C0,0x0A000}, //samsho5
     {0xFFAC28,0xC2000}, //svcchaos
     {0xFF14EA,0xA7001}, //kof2003
     {0xFFB440,0x02000}, //samsh5sp
    };
           unsigned int xordata[7][8]={
     {0xF9,0xE0,0x5D,0xF3,0xEA,0x92,0xBE,0xEF}, //kof2002
     {0xC4,0x83,0xA8,0x5F,0x21,0x27,0x64,0xAF}, //matrimelee
     {0xC3,0xFD,0x81,0xAC,0x6D,0xE7,0xBF,0x9E}, //mslug5
     {0xCB,0x29,0x7D,0x43,0xD2,0x3A,0xC2,0xB4}, //samsho5
     {0xC3,0xFD,0x81,0xAC,0x6D,0xE7,0xBF,0x9E}, //svcchaos
     {0x4B,0xA4,0x63,0x46,0xF0,0x91,0xEA,0x62}, //kof2003
     {0x4B,0xA4,0x63,0x46,0xF0,0x91,0xEA,0x62}, //samsh5sp
    };
    
    value = value-1; 
    UINT8 *rom = YM2610ADPCMAROM;
    UINT8 *buf = (UINT8*)malloc(0x1000000);
    int ofst;
    
    memcpy(buf,rom,0x1000000);
    
    for(int i=0; i<0x1000000; i++)
    {
     ofst = (i & 0xfefffe) | ((i & 0x010000) >> 16) | ((i & 0x000001) << 16);
     ofst ^= addrs[value][1];
     rom[ofst] = (buf[((i + addrs[value][0]) & 0xffffff)] ^ xordata[value][(ofst & 0x07)]);
    }
    free(buf);
    }
    
    static int kof2002Init()
    {
    int nRet;
    
    nNeoProtectionxor = 0xec
    pNeoInitCallback = kof2002Decrypt;
    
    nRet = NeoInit();
    
    if (nRet == 0) {
     neo_pcm2_playmore2002(1);
    }
    
    return nRet;
    }

  2. If CELL is as hard to develop for as was Emotion Engine then forget about seeing really awesome crap for a while. You'll see basically what other consoles will provide.

     

    Exactly. Even if the hardware is kickass (like the sega saturn), there are great odds that if it's hard to program for (like the sega saturn) it will flop worse than John Kerry (like the sega saturn).

  3. http://haze.mameworld.info/whatsnew/whatsnew_091.txt

     

    Haze has said on his site that MAME.91 will be released as soon as gridle compiles and uploads it.

     

    here's the what's new for the non-link-clickers among us

     

    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 / Clones 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

     

    clones

    ------

     

    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

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