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* machine/generalplus_gpl16250soc_video.cpp: Treat DMA destination 0 sprite RAM to work around issue in jak_spmm.
* cpu/m6502: Use conventional call stack for SuperXaviX.
* super_tv_pc_cart.xml: Verified dump of Double Mouse Party.
* machine/spg_renderer.cpp: Fixed lower bit depth modes (added games use 6 bits per pixel modes).
New working systems
---------------------
Bandai Let's! TV Play Nou to Karada o Kitaeru Taikan Zunou Family Mattore (Japan) [David Haywood, Team Europe]
Takara / SSD Company LTD Webdiver DX W-05 Gladion (Japan) [David Haywood, TeamEurope]
New systems marked not working
--------------------------------
Bandai Let's! TV Play Digital Monster Battle Junction (Japan) [David Haywood, Team Europe]
Bandai / SSD Company LTD Let's! TV Play Narikiri Taikan Boukenger Hashire! Ute! Mission Start!! (Japan) [David Haywood, TeamEurope]
Bandai / SSD Company LTD Let's! TV Play Taikan Cast Off - Kamen Rider Kabuto Clock Up & Rider Kick!! (Japan) [David Haywood, TeamEurope]
Enter Tech Leadsinger II (LS-K2) [David Haywood, Sean Riddle]
Epoch / SSD Company LTD Doraemon Taikan Take-copter! Sora Tobu Daibouken (Japan) [David Haywood, TeamEurope]
Epoch / SSD Company LTD Ishikawa Ryou Excite Golf (Japan) [David Haywood, TeamEurope]
JAKKS Pacific Inc / Santa Cruz Games The Amazing Spider-Man and The Masked Menace (JAKKS Pacific TV Game) [David Haywood, TeamEurope]
Radica / FarSight Studios Connectv Real Swing Golf (set 2) [David Haywood, Sean Riddle]
WinFun TV Art Design Center [David Haywood, TeamEurope]
Copy file name to clipboardexpand all lines: src/devices/cpu/m6502/oxavix.lst
+4-4
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@@ -4,7 +4,7 @@
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callf_xa3
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read_stack(SP);
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-
write_special_stack(get_codebank());
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write_special_stack(SP, get_codebank());
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dec_special_stack();
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TMP2 = read_pc();
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PC++;
@@ -40,7 +40,7 @@ retf_imp
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inc_SP();
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PC = set_h(PC, read_stack(SP));
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inc_special_stack();
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TMP2 = read_special_stack();
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TMP2 = read_special_stack(SP);
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set_codebank(TMP2);
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read_pc();
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PC++;
@@ -55,7 +55,7 @@ brk_xav_imp
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read_pc();
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PC++;
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}
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write_special_stack(get_codebank());
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write_special_stack(SP, get_codebank());
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set_codebank(0x00); // epo_efdx, rad_ping and rad_mtrk strongly suggest that interrupts must force bank 0 as code jumps to a ROM pointer stored earlier / a fixed pointer to a rom address in bank 0
LOGMASKED(LOG_GCM394_VIDEO_DMA, "%s: doing sprite / video DMA source %04x dest %04x size %04x value of 707e (bank) %04x value of 707f %04x\n", machine().describe_context(), m_videodma_source, m_videodma_dest, m_videodma_size, m_707e_spritebank, m_707f );
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// jak_spmm sets dest to 0 when it wants to write to spriteram, looks intentional?
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// does something else force writes to go to spriteram or does 0 always just mean there?
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if (m_videodma_dest == 0)
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m_videodma_dest = 0x7400;
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for (int i = 0; i <= m_videodma_size; i++)
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{
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uint16_t dat = space.read_word(m_videodma_source+i);
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