I'd like to run some software on the PC-98 (using the PC9821 driver). The thing is, images for this platform are probably the hardest to come by, and I haven't been succesful in finding any that are listed in the softlist.
The majority of software I manage to find come in .hdi format, which MAME apparently does not support. I can convert a .hdi using chdman (using createhd) and then load that, but then the system just boots to NEC N-88 Basic. I presume I need to create a blank hd image and install MS-DOS in it, and copy the game files in directories, then run the executable like 'our' DOS, or is there an easier way?
EDIT: The software list isn't too clear on the source of the software, it mentions the '13gb pack with ~90 rar files that's been floating around since 2011', which isn't too helpful. However I'm getting the '2013-03-04 NEC PC 9801 [TOSEC]', anybody know if these contain the same images?
Whoa, it's now okay to talk about Pl*******Do** in plain? I remember a time when these kind of posts got moderated into oblivion ;-)
I think I once found a PC98 collection of mostly floppy images, but I'm not sure if I still have it (or where). I think most of that is now already included in the PD torrent anyway (it was only about 4gig or so). If there's interest I could take a look
Because even telling people to type "MAME 0.168 ROMs" into Google wasn't working, MW switched to "f**k it, just tell them the sites" and I'm following suit. Anything that unblocks initial MAME setup I'm all for at this point.
So your advice is to, uh, download a 1.312 TB torrent, just because I'm interested in less than hundred MB's worth (if that) of ancient PC-98 software?
That is absolutely no option for me, even if I were prepared to take this seriously. Data caps, for one.
It's literally the easiest possible way to get fully up and running in MAME. And any torrent client made in the last 5 years lets you pick specific files out of the torrent.
I assumed the contents were packed into one archive (like the ones on archive.org), making choosing files impossible. When I queried about that here, I got the response that this was done intentionally to make sure all software was preserved, not just the popular stuff.
EDIT: I assume the software list for this system isn't fully completed yet? It doesn't contain Rude Breaker, which is a nifty little shmup by Compile, for example.
Is it possible the CHD torrent is incomplete? I'm looking for Assault Suits Leynos 2 (aleynos2), nifty game, had an import copy for my modded Saturn. It appears it's not in the torrent.
However this just gets me dumped into the bios and doesn't launch the game. Does anybody here know how to launch games from the hard drive? It shows that the chd file is loaded in the hard drive in the menu and I have IDE bios loaded YES in the machine configuration.
It does work when booted from an HD image although the cutscene graphics are cut off and the music stops after a while. The softlist image isn't bootable and I've no idea how to start it.
It does work when booted from an HD image although the cutscene graphics are cut off and the music stops after a while. The softlist image isn't bootable and I've no idea how to start it.
There is a softlist image of the hdi? All I see in the software list roms is a nightslv.zip which is a compilation of fdi images. I'm guessing you would have to use those to install to a blank hdd? Is that how you got yours working? The softwarelist chd roms only list pcecd.
You need to install/hot-swap* DOS 6.22, then use hdinst.exe inside Night Slave disk 1. If somebody wants to do a full tutorial about how to install stuff on pc98xx be my guest.
* Hot-swapping: run MS-DOS disk 1, wait until it prompts you to install DOS on a disk, press ESC in FULL keyboard mode then ENTER at はい for はい / いいえ (Yes/No). (now at pc98xx prompt): change disk A into <select_your_game_running_only_on_dos> disk A, "dir *.exe" or "dir *.bat" for a list of executable commands. For Night Slave, hdinst.exe is the installer, nsg.exe is likely raw executable but it fails if not from HDD apparently.
There is a softlist image of the hdi? All I see in the software list roms is a nightslv.zip which is a compilation of fdi images. I'm guessing you would have to use those to install to a blank hdd? Is that how you got yours working? The softwarelist chd roms only list pcecd.
As Kale said the softlist image is the install floppies. I ran it from an HDD image that it was already installed on like yours probably is.
You need to install/hot-swap* DOS 6.22, then use hdinst.exe inside Night Slave disk 1. If somebody wants to do a full tutorial about how to install stuff on pc98xx be my guest.
* Hot-swapping: run MS-DOS disk 1, wait until it prompts you to install DOS on a disk, press ESC in FULL keyboard mode then ENTER at はい for はい / いいえ (Yes/No). (now at pc98xx prompt): change disk A into <select_your_game_running_only_on_dos> disk A, "dir *.exe" or "dir *.bat" for a list of executable commands. For Night Slave, hdinst.exe is the installer, nsg.exe is likely raw executable but it fails if not from HDD apparently.
I'm assuming this is with a blank chd loaded in the hard drive? What are the parameters for creating a blank chd that is compatible with pc98?
If you want to install the game on HDD yes, you need a blank chd loaded into HDD slot. For hot-swapping no, you just need DOS loaded into the floppy drive as startup and follow my instructions (and yes, there are games on PC-98xx softlist that could be loaded like that).
(This is a WIP guide, if any JP speaker wants to fill in the blanks be my guest. It'll eventually go in the main OS Install thread)
Pre-requisites as per MAME 0.169: 1. Enable "Load IDE BIOS" in Machine Configuration; 2. Create a blank HDD via chdman, anything with a sense like previous Amiga 600 example works just fine for PC-98 too (i.e. CHS 332,16,63).
Step-by-Step guide: 1. Launch PC-98x1 with your shiny new Hard Disk and disk 1 of DOS in drive A.
2. Wait until it prompts you to this, press ENTER on first option (?):
3. It then prompts you to partition select (?). Select first option and press ENTER again:
4. "Ready to install, ENTER to proceed, ESC to double check configuration" (?)
5. After some time, it eventually ask you to format HDD (?). Press ENTER twice to confirm:
6. "SYSTEM SHUTDOWN", which is a not-so-clever way to tell you to restart the machine, F3 should be enough.
(At this point, your HDD has bare minimum for DOS, i.e. COMMAND.COM and nothing else)
7. Once restarted, DOS asks you to tell the directory which it should be installed, also notice that the Yen symbol is an alias for backslash for PC-98xx. Next screen is a Yes/No confirmation:
8. At this point it'll start to feed DOS files into your HDD. When it prompts you to following screen just swap first drive disk into the designated disk number (so disk no. 2 here) and press ENTER:
9. If everything went correctly, DOS tells you detected HW (here: screen for default PC-9821), press ENTER here, then I guess it tells you to remove disk [8] here, press ENTER again, "SYSTEM SHUTDOWN" -> F3
Congrats, you just installed an OS without understanding a single word of the UI :p
Caveats: 1. PC-98xx drive letters are inverted compared to PC/AT when in normal config, i.e. HDD is A: / B: if present, floppy drives are C: / D: 2. Each time that you start up a PC-98 machine with a valid HDD, a screen with a list of bootable OS-es will appear (see previous post), so you could potentially install Windows / *nix / DOS / Miscellanea at the same time on the same HDD and just switch them at boot time.
For installing Windows NT 4.0 for PC98 from DOS (winnt /b or files from the PC98 directory copied to the CHD), it hangs at the kernel load after inserting disk3
It has been told that anything that DON'T access HW directly (i.e. uses int services) can be installed in PC-98xx. Could be good to know what are these SWs but hey.
The only way that's not extremely difficult to inject files into the emulation right now is via a cdrom image. (In other words, I've gotten the cdrom to work)
Finally got Windows Enhanced mode to work. VirtualHDIrq=off has to be set in SYSTEM.INI otherwise it fails to reflect the hdd irq to the BIOS (sometimes it doesn't even with the setting causing it to hang and the Windows 95 setup behaves similarly).
I was able to make Win98SE work in normal mode on np21nt, just remove vrtwd.386 after setup. And there's a romset for the PC9801BX4 floating around too.
Last edited by TheCollector1995; 02/15/1607:51 PM.
I was able to make Win98SE work in normal mode on np21nt, just remove vrtwd.386 after setup. And there's a romset for the PC9801BX4 floating around too.
I was able to make Win98SE work in normal mode on np21nt, just remove vrtwd.386 after setup. And there's a romset for the PC9801BX4 floating around too.
Also, as for the CDROM swap I talked about years ago, it turns out that mame is completely missing the Sense Unit Attention/Not Ready sense codes and some opcodes of the SCSI ASC.
NT 4.0 can *almost* be installed with the latest changes. Even the FAT to NTFS conversion works! It falls apart on the GUI part of the installation, though.
Also, I had to add a 16 MB option to the driver, otherwise it would complain about not having enough RAM.
Wait, how did you get that far? I had to make some changes to the DMA code to make it not get a stop 7b when booting from the floppies. Anyway, I think that it's working in the last screen but the display controller autodetect failed.
Very nice r09! and hmm, the DMA causing NT to freak out on the emulated pc98x1 drivers, and crazyc, what are the needed changes for the dma code? (I can wait for them to be submitted :))
Last edited by TheCollector1995; 02/18/1609:50 PM. Reason: more info
Was wrong about the autodetect not working, it's just doing something unusual with the EGC enable. Will need for investigation but it can be forced with some debugger magic for now.
Wait, how did you get that far? I had to make some changes to the DMA code to make it not get a stop 7b when booting from the floppies. Anyway, I think that it's working in the last screen but the display controller autodetect failed.
I used "winnt /b" from DOS to skip the floppies and boot from HDD.
Glad to see it working, NT was a bit of a pain to install even in my actual PC-9821Nw150 (it has an additional Trident graphics chipset, and finding an appropriate driver for that was pure insanity), so getting it to work in an emulator is quite nice.
Is there a driver for the 640x480x8 mode because at boot it complains about the video mode and seems to think that the 1120x750 from the PC-H98 should be available. Not being able to read japanese makes me a bit lost.
Is it possible to run an old MAME32 in this, Inception-style?
Probably, Win32 apps are compatible across platforms. There is a PC98 specific version of DirectX 5 out there which you'll also need. I'm sure I remember that I was able to run MAME32 on the FM Towns, despite it not being PC-compatible at all. MS-DOS apps will work too, if they don't do any direct hardware access. (PKZIP/PKUNZIP is a good example)
Is there a driver for the 640x480x8 mode because at boot it complains about the video mode and seems to think that the 1120x750 from the PC-H98 should be available. Not being able to read japanese makes me a bit lost.
I think the default, non-accelerated driver (ノーマルモード) should be able to handle that, in theory, but I'm not really sure. It certainly didn't work with the Nw150, I had to find a specific driver for the Trident chipset.
For Atragon, it says you need 10MB of space to install and drives with a green icon have enough space (on the screenshot, drive A should be OK). Click the 実行 button to install.
Do you know config.sys /d parameter for neccdd.sys?
Not in detail. For Neko Project I use
Quote
DEVICE=A:\NECCDD.SYS /D:CD_101
Neko Project
You might get a GDC clock error. If you do, click Emulate->Reset while holding down the End key on your keyboard. The BIOS will appear. Turn switch 2-8 OFF (2.5 MHz).
Also try to reduce the sound buffer to 100-200 ms to prevent audio lags.
For MAME I use NECCDM.SYS (24369 bytes) and it works pretty well. IIRC I tried to run Policenauts once and the installation worked, but the game crashed on boot with some kind of error. I'm not even really sure if that was due to the emulation or if I just screwed up while setting up the appropriate drivers, since it's a ridiculously finicky game even on real hardware.
For MAME I use NECCDM.SYS (24369 bytes) and it works pretty well. IIRC I tried to run Policenauts once and the installation worked, but the game crashed on boot with some kind of error. I'm not even really sure if that was due to the emulation or if I just screwed up while setting up the appropriate drivers, since it's a ridiculously finicky game even on real hardware.
I don't have anything to contribute, other than, thank you for sharing that info. Later systems like the PC-98 or even regular PCs had no end of compatibility issues, and having confirmation of a game being unstable is intensely helpful for anyone working on emulating such systems, so they don't spend a lot of time trying to solve weird bugs that actually happened on real hardware. MAME could definitely benefit from more people like you.
For MAME I use NECCDM.SYS (24369 bytes) and it works pretty well. IIRC I tried to run Policenauts once and the installation worked, but the game crashed on boot with some kind of error. I'm not even really sure if that was due to the emulation or if I just screwed up while setting up the appropriate drivers, since it's a ridiculously finicky game even on real hardware.
I don't have anything to contribute, other than, thank you for sharing that info. Later systems like the PC-98 or even regular PCs had no end of compatibility issues, and having confirmation of a game being unstable is intensely helpful for anyone working on emulating such systems, so they don't spend a lot of time trying to solve weird bugs that actually happened on real hardware. MAME could definitely benefit from more people like you.
No prob, my PC-9821Nw150 is always available to anyone who wants to test anything on real HW. I don't have any older models to test, though. I only got that one because, being a laptop, I could get it sent to me from Japan more or less cheaply. That, and it's one of the last models with an actual FM synth.
By the way, I tried again and now I remember what happened: Policenauts requires the AVSDRV.SYS PCM driver, but it has to be a version that works with your specific hardware (I remember having to search everywhere for one that worked with the Nw150), and I couldn't find any that worked with MAME. So in the end I always get something like this:
Which would be something like "the PCM driver AVGSDRV.SYS isn't installed".
Looks like shattered PPI change at https://github.com/mamedev/mame/pull/1950 broke the 9821 detecting ram over 640K (more correctly it fails to read the dip that shows that there is more ram). It sets the mouse ppi control to 0x93 which is port c upper output and lower input. I don't really know enough about how it's supposed to work in that case to fix it.
Edit: If the above is changed to
Code
if (port_c_upper_mode() == MODE_OUTPUT)
{
// read data from output latch
data |= m_output[PORT_C] & mask & 0xf0;
}
the it works again. Don't know how that effects the Displaywriter though.
WRT doom
Use "-cbus0 pc9801_86" for PCM audio and "-ramsize 14M" otherwise it'll fail with not enough ram. Also, disable HSB.SYS if you are using an HDD image with it.
Actually it wants a serial number in the top field. The serial number was apparently written/printed on a "user registration card"
That was easy to nail:
It hangs here for 98RS tho.
Originally Posted by Kale
Nazo Puyo on Disc Station 9
Actually happens for all Nazo Puyos from Disc Stations (9, 10, 11), and yeah it's an error
Originally Posted by crazyc
Looks like shattered PPI change at https://github.com/mamedev/mame/pull/1950 broke the 9821 detecting ram over 640K (more correctly it fails to read the dip that shows that there is more ram). It sets the mouse ppi control to 0x93 which is port c upper output and lower input.
I guess PC-6001 needs to be checked out, it still uses an hack for ppi port(s)
Actually happens for all Nazo Puyos from Disc Stations (9, 10, 11), and yeah it's an error
On the 9821 with 14M ram. At this point I can do anything but the music plays and the blobs animate so it's not hung. I can't read it of course so it may or may not be an input problem.
"Magical Squadron Installer" "PC-9821 DOS 256-color mode VRAM not available" (lit. "there is no ... VRAM") "This program cannot be run on this CPU" "Installation aborted" "Please press any key"
Maybe we could put up a small "cheat sheet" with common Japanese terms on the Wiki...
The RS doesn't have 256 color mode so that won't work. I did see somewhere that on the 9821 there’s a switch to relocate the 256 color linear framebuffer for machines with >15M of RAM so it might be trying to use that.
Yeah, that apparently means it runs only on PC-H98 with a 256 color board or on one of the PC-9821 series mentioned. Also it says that bit 0 returns 0 or 1 depending on whether 16 color mode or 256 color mode is active (apparently writing to 6Ah selects the color mode?). The first paragraph says for bit 0 of 9A0h that it returns "various kind of graphics related status settings" so it sounds reasonable...
Edit: reading a bit more of it makes it clearer. The value you write to the register selects what information you will get back on a subsequent read. But it seems that only bit 0 is used (with meanings defined in each section below), bit 1 always returns the graphics clock frequency, and all other bits are unused.
The RS doesn't have 256 color mode so that won't work. I did see somewhere that on the 9821 there’s a switch to relocate the 256 color linear framebuffer for machines with >15M of RAM so it might be trying to use that.
It's relocating 16 color mode banks, so that 0xa8000-0xaffff is a window VRAM while 0xe0000-0xe000x are registers for that.
If you can recall the exact pin-point of this feature that would be awesome
I / O 043 Bh Name 16 MB Space Memory Control Undocumented Target PC-9821 Af · Ap 2 · As 2 · Bp · Bs · Be · Bf · Cs 2 · Ce 2 · Ts · An · Xt · Xa · Xn · Xp · Xs · Xe PC-9821 Np · Ns · Ne 2 · Nd · Es PC-9801 BA 2, BS 2, BX 2, BA 3, BX 3, BX 4, NL / A, NS / A function [READ / WRITE] Bit 7 to 3: not used (always 00000 b) Bit 2: 16 MB space control 1 = normal memory space 0 = system used Bit 1, 0: unknown (always 00b) Comment o Whether the system uses memory space of F00000 to FFFFFFh or normal memory space As shown in FIG. O When 16 MB space is used as normal memory, it is possible to expand the expansion in F00000 to F7FFFFh Graphics VRAM can not be used. However, even in this case FFF 00000 - Extended graphics VRAM can be used if address of FFF7FFFFh is used. In the case of O On PCI bus-based models, besides this I / O, PCMC, PCI-C bus bridge, PCI-R It is necessary to make settings for the Carbus bridge as well. Related I / O 881 Eh bit 0 ■ [98NOTE, 98FiNE] I / O 8F1Eh bit 0 ■ [Other than 98NOTE, 98FiNE]
Looks like the vram window at 0xF00000 can be disabled but the window at 0xFFF00000 is always available.
Looks like shattered PPI change at https://github.com/mamedev/mame/pull/1950 broke the 9821 detecting ram over 640K (more correctly it fails to read the dip that shows that there is more ram). It sets the mouse ppi control to 0x93 which is port c upper output and lower input. I don't really know enough about how it's supposed to work in that case to fix it.
Edit: If the above is changed to
Code
if (port_c_upper_mode() == MODE_OUTPUT)
{
// read data from output latch
data |= m_output[PORT_C] & mask & 0xf0;
}
the it works again. Don't know how that effects the Displaywriter though.
Reverting this change doesn't break Displaywriter, so let's do that and figure out what PPI is supposed to do later.
Seeing that a lot has improved lately, I have recorded an uploaded a chunk of the intro for GuynaRock R (no NSFW stuff, of course ):
Anyone can feel free to post it "out there".
The game is pretty much a full showcase for emulation of later PC-9821 machines: it has 256-color graphics, CDDA for the music, and 86 PCM sound for the voices, and everything seems to be working quite well. It runs a bit slow on the Ce2, but since Pentium-class machines don't work yet, there's not much choice there.
Nope. Then again, this is a later model, so who knows...
BTW, I've been quickly testing some stuff that requires AVSDRV.SYS. I haven't tried all versions of the driver yet, but Policenauts almost works, it hangs just after the intro.
The mouse driver causes the bitmap upd7220 to set LR to 1 while the bios wants to set it to 2 (other software expects LR to be used in bitmap mode despite it being for char mode line height). I thought then that the 7220 address is ignored in 256 color mode but that breaks Doom. Anyway, I've no idea what to do with it.
Okay, I figured it out. It's the mouse driver. If you don't load it the game looks like that, even though the mouse still works either way. smirk
Well, it is odd because I have a last year WIP snap where this didn't occur, and I certainly didn't loaded the mouse back then.
Maybe CRTC visible area parameters regressed? PS: can't enter "software dipswitch" in pc9821, holding HELP at POST causes a black screen so I don't even know if we're using GDC clock 2.5 or 5 MHz with that (and if it's the right setting for the game of course)
Well, it is odd because I have a last year WIP snap where this didn't occur, and I certainly didn't loaded the mouse back then.
This is caused by LR in the 7220 which when used fixes a bunch of things in 16 color mode but Magical Squadron (which uses 256 colors) seems to expect to be ignored.
The single most frustrating thing about this platform is obviously the language barrier, which makes it all but impossible to appreciate what it has to offer for people who cannot read Japanese.
How far-fetched is it to implement an apply-patch-at-runtime mechanism in MAME? This could benefit other systems as well, and would certainly make Super Famicom RPG fans sit up and take notice.
PS: can't enter "software dipswitch" in pc9821, holding HELP at POST causes a black screen so I don't even know if we're using GDC clock 2.5 or 5 MHz with that (and if it's the right setting for the game of course)
I think that stuff is implemented as emulated physical switches, which seems to work somehow but it's obviously not realistic for the later models.
Actually, none of the key combinations described here seem to work:
It's a pain in the ass to get working and the voices are choppy despite running at 100% but AFAICT it works.
Which machine/soundcard/OS/AVSDRV version did you use? I'd like to put that in the softlist, since it's a particularly fussy game and it's quite popular (for PC-98 standards).
Which machine/soundcard/OS/AVSDRV version did you use? I'd like to put that in the softlist, since it's a particularly fussy game and it's quite popular (for PC-98 standards).
pc9801ce2, pc9801-86, dos6.2 with the boot disk the game creates and this one.
Which machine/soundcard/OS/AVSDRV version did you use? I'd like to put that in the softlist, since it's a particularly fussy game and it's quite popular (for PC-98 standards).
pc9801ce2, pc9801-86, dos6.2 with the boot disk the game creates and this one.
Ah, I see now. With the build I did yesterday I got random hangs at the Konami logo, but with the current one it boots every time. I guess whatever caused the choppy audio was also messing with that.
EDIT: still doesn't get past the intro, though. Oh well, must be something on my side...
I went back to see if I was missing something and turns out I was. I skipped the intro without realizing it and if I play it though then it hangs.
Mystery solved! The intro is actually unskippable, but you probably were testing the game with a different version of AVSDRV.SYS when you got past the intro. The one you linked (48048 bytes) crashes, but with another one (43632 bytes) it works.
Man, this game is SO finicky. But at least now I know what to put in the softlist.
There's two crashes at the end of the intro one caused by the cdda ending before the video that I pushed a fix for yesterday and one cause by the game overwriting the sound irq vector with zero. If the different avsdrv version fixes the second, that's good news. FWIW though, you can skip the intro by editing the pnauts.bat to remove the /o option on itp.exe. I was running itp directly without /o, I didn't realize what it was for.
Sadly, I don't think there is a translation for the PC-98 version, not even a partial one. I'd imagine it would be quite complex since, unlike the console versions, it doesn't have subtitles for the voiced dialogue (and there's a ton of it).
It's a shame, really, because it's a really interesting release. It's the only version of the game with high-res pixel art instead of cel-based animation, and the only PC-9821 game Konami ever released.
So, more Policenauts strangeness... underclocking the CPU to around 70% gets rid of the sound skipping completely... but that also breaks the intro again because the CDDA track ends too early. Some weird timing issues going on there, especially considering I've seen the game run fine on a much faster CPU on real hardware.
Committed a work around for this that I'm not entirely comfortable with. Policenauts seems to expect the irq to be retriggered immediately if the fifo is still below the irq level when it's cleared. If I do that then Dangel blows up when the voices start so the fix is an attempt at a compromise. I hope there won't be but wouldn't be particularly surprised if there are regressions elsewhere.
Yeah, I think that broke other things even in pnauts itself. It sounds fine in the title screen but you can't start a new game or load saved games, just goes to a black screen.
It's floppy + CD but the installer has an option to copy some stuff to the HDD for faster loading. I have it enabled but I don't think it makes much of a difference inside emulation.
Actually, I didn't show this in the video but the *ideal* way to run the game is to use a DOS 5.0 bootable floppy. The installer runs out of space with 6.2 and you have to do some dirty tricks to make it work.
I was adding some floppy stuff to the softlist and I think I have found a regression in the MPU-401 MIDI device, it just doesn't work anymore. At first I thought it could be related to this commit because the address map probably should be "map(0x0, 0x3)" instead of "map(0x0, 0x0)", and changing that makes software recognize the card... but it still doesn't output MIDI data, so there has to be something else.
0.196 was the last version where it worked, so it definitely happened between that and 0.197.
I've got no way of playing midi so I can't really help other than to see that the device is attached. Do other things work like the pc mpu401 or the x68000 midi?
Yeah, if you're on Windows you can even output to the built-in synth with -midiout "Microsoft GS Wavetable Synth". It sounds like crap, especially if the software expects an MT-32, but it should be enough for testing.
And, yes, other systems work. I just tried the ISA MPU-401 on one of the PC drivers and it's fine.
That 0,0 should indeed be 0,3. If there's some easy software to test (ideally something where I just boot it with the card attached and it's supposed to play MIDI) I can take a look.
It seems the problem is the ports are at even addresses. I tried uses 0x00ff for the mask but that doesn't work with the 32bit address space of the 9821 and 0x00ff00ff fails with the 16bit address space of the 9801rs. It'll probably need a trampoline.
Edit: oops, everything okay, the rs was crashing because it was mapping a missing device.
That 0,0 should indeed be 0,3. If there's some easy software to test (ideally something where I just boot it with the card attached and it's supposed to play MIDI) I can take a look.
Why should it be 0,3 ? It was 32-bits mask 0x00ff little-endian before, that means address 0 only in my book.
Hint: that was converted through a lua program. When a conversion program fucks up while you have 35K drivers, it shows :-)
Another regression I've noticed after updating to the latest build... the floppy drives seem to have stopped working entirely. After some tests I think it's probably related to this commit (I guess because of the DMAC changes):
Edit: Both use active low dreq. He changed the meaning of the request bits in the status register from logical request status to line level (but only partially) which breaks other things.
Neat. Is that a separate MAME instance running the MU100 or something? Also, it sounds like the game may be expecting the MT-32 instrument mapping rather than General MIDI. If we ever get the MT-32 to work properly that would be big for JDM games of that era (and Sierra games, of course).
PC-98 games normally expects MT-32 or SC-55. Video is running over a regular PC-9821 + MU-50 with default setup, SC-55 ref here: https://www.youtube.com/live/4TSVaqr6ZBo
Consolation price for keyboard conversion to i8251 serial (gamepac1:16):
It will still start to break apart as any other game requiring numpad for movement (cfr. bokosuka, molemole). That and key repeat are essentially the current major blockers about selected system promotion from MNW.
MAME is now the first emulator capable of running PC-98 Lemmings without having to fiddle with the arcane CLI options.
And by arcane I really mean it, doesn't help that it has very high conventional memory requirements so nothing I tried really worked, looks one of those things that only a manual can tell for good ...