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Preliminary support for Aleck64 #1758

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Preliminary support for Aleck64 #1758

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@LukeUsher LukeUsher commented Jan 9, 2025

In its current form, all games that use standard Aleck64 hardware should function correctly, using the current MAME romset at the time of writing (0.273)

The following games are known to be working:

  • Eleven Beat
  • Hanabi de Doon! - Don-chan Puzzle
  • Hi Pai Paradise
  • Hi Pai Paradise 2
  • Kurukuru Fever
  • Mayjinsen 3
  • Star Soldier: Vanishing Earth
  • Super Real Mahjong VS
  • Super Real Mahjong VS (Rev A)
  • Tower & Shaft
  • Vivid Dolls

The following games are known to be non-working:

  • Magical Tetris Challenge (981009 Japan): Requires custom video hardware: boots but unplayable.

Known Issues:

  • Games using EEPROM do not currently save their settings between executions.|

@LukeUsher LukeUsher changed the title Preliminary support for Alack64 Preliminary support for Aleck64 Jan 9, 2025
@LukeUsher LukeUsher requested a review from rasky January 9, 2025 12:10
@jcm93

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@@ -43,6 +44,11 @@ inline auto Bus::readBurst(u32 address, u32 *data, Thread& thread) -> void {
return;
}

if(Model::Aleck64()) {
if(address <= 0xbfff'ffff) return freezeUncached(address);
if(address <= 0xc07f'ffff) return aleck64.sdram.writeBurst<Size>(address, data, "CPU");

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Typo? Should be readBurst?

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These changes should fixup srmvs not going ingame, and probably a lot of other game bugs since mame suggests they all write to this memory space

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LukeUsher and others added 5 commits January 11, 2025 03:15
This game uses an additional VDP that renders the playfield background
and the tetrominos themselves, as this VDP is not yet implemented,
the game is booting but unplayable.
@LukeUsher LukeUsher marked this pull request as draft January 16, 2025 13:27
Note: although dip switch settings are restored, the UI currently does not refresh to reflect this.
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3 participants