Skip to content

Commit

Permalink
Merge pull request #187 from vbousquet/generalized_pwm
Browse files Browse the repository at this point in the history
New PWM: update whatsnew
  • Loading branch information
toxieainc authored Jan 7, 2024
2 parents dbf8888 + 3ae39e0 commit 36a25db
Show file tree
Hide file tree
Showing 2 changed files with 8 additions and 7 deletions.
11 changes: 8 additions & 3 deletions release/whatsnew.txt
Original file line number Diff line number Diff line change
Expand Up @@ -25,14 +25,19 @@ Version 3.6 (XX XXth, 2024) - "Sounds good III"

Updated LISY support to 5.28-91 (Linux for Gottlieb System1 & System80, Bally, Atari, Williams and 'Home' Pinballs)

Fix Capcom crashes in 64bit builds
Fix Capcom crashes in 64bit builds, reworked Capcom timings allowing all tables to behave 'normally' (no more delay on Flipper Football, DMD's animation at the right speed,...).

Fix some external DMD alphanumeric mappings: GTS80B, GTS3, Hankin, Police Force, Riverboat Gambler, Algar, Alien Poker and 7 digit variants of Firepower

Added the emulation of physical bulbs & LEDs connected to binary outputs for WPC, GTS3, SAM, Whitestar and S11 hardware. This allows to dramatically improve e.g. lamp or flasher modulation (for example
the pulsing lights below the princess of TOTAN, or the Sauron eye of LOTR, or slowly fading lamps in Breakshot). This needs to be enabled before use, the same way as for the existing 'modulated'
solenoids: by setting SolMask(2) which is now a bitmask 1 is legacy modulated solenoids, 2 is physic model for solenoid outputs, 4 is physic model for lamps/GIs/Segment outputs. To be emulated correctly,
device connected to binary output must be defined. PinMame already has teh definition for lots of them (to be found in MACHINE_INIT of each driver) but if the one you want is missing, or you want to modify
it, use SolMask(xx) = type to change it where xx is the output to be modified (see vp_setSolMask), and yy is the type (see core.h).
This also opens the path for emulation of dimmed alphanum segments and strength modulated solenoids (for example Capcom Kingpin, or the way most modern hardware handle Power/Hold and EOS switch).

*** CORE/CPU ***
Fixed WPC General Illumination (GI) Dimming (most noticably if more than one GI line is involved, also all 8 levels are now handled properly)
Added Pulse Width Modulation support for a variety of bulbs,LED,GI,solenoids,motors with a user selectable output device PWM integrator (see https://github.com/vpinball/pinmame/pull/89 for all the details and how to use)
this will dramatically improve e.g. flasher modulation, add support for e.g. modulated solenoids, but needs special script support by each table
Added Cosmic Flash sound emulation (Bell stole it from Bally's Squalk&Talk, but removed speech and DAC chips)
Improved Zaccaria 11178 sound emulation a little (clown, poolcham, bbeltzac, mexico, zankor, spooky)
Fixed Zaccaria strsphnx sound, background music works correctly now
Expand Down
4 changes: 0 additions & 4 deletions src/wpc/capcom.c
Original file line number Diff line number Diff line change
Expand Up @@ -160,10 +160,6 @@ static INTERRUPT_GEN(cc_vblank) {
| (coreGlobals.physicOutputState[CORE_MODOUT_LAMP0 + 8 * 8 + (core_gameData->hw.lampCol - 1) * 8 + 1].value >= 0.5 ? 2 : 0);

core_updateSw(TRUE);

float state[CORE_MODOUT_SOL_MAX];
core_getAllPhysicSols(state);
int zz = 1;
}

static SWITCH_UPDATE(cc) {
Expand Down

0 comments on commit 36a25db

Please sign in to comment.