Viewing Issue Advanced Details
ID Category [?] Severity [?] Reproducibility Date Submitted Last Update
05678 DIP/Input Major Have not tried Aug 17, 2014, 21:38 2 days ago
Tester Tafoid View Status Public Platform
Assigned To cuavas Resolution Fixed OS
Status [?] Resolved Driver
Version 0.154 Fixed in Version 0.278GIT Build
Fixed in Git Commit 825d94e Github Pull Request #
Summary 05678: dbc, lhbv33c, ryukobou: Unable to coin/play
Description Unable to coin up or add credit to play
Steps To Reproduce
Additional Information Traced to r14679 (deprecat.c function cleanup)
Github Commit
Flags
Regression Version 0.144u3
Affected Sets / Systems dbc, lhbv33c, ryukobou
Attached Files
 
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Notes
3
User avatar
No.10950
Osso
Moderator
Aug 26, 2014, 11:26
In the lhb MACHINE_CONFIG, changing
MCFG_TIMER_ADD_PERIODIC("timer_irq", lhb_timer_irq_cb, attotime::from_hz(240))
to
MCFG_TIMER_ADD_PERIODIC("timer_irq", lhb_timer_irq_cb, attotime::from_hz(120))
makes the game coin up again.

Not a solution, but maybe it can be of help identify the real problem.
User avatar
No.23278
cuavas
Administrator
2 days ago
The commit that caused this to regress (515ae3f08181af64b008ea4ebf90a2752702f8dd) did change the timer interrupt frequency for the game. Before that, different machine configuration functions used MCFG_CPU_VBLANK_INT_HACK with different argument values for _rate. That commit changed it to 240 Hz for all games in the source file. There’s no explanation for why it was changed – the commit message implies it was just cleaning up use of deprecated functionality.
User avatar
No.23279
cuavas
Administrator
2 days ago
I changed the periodic interrupt frequencies back to what they were before the regression. It doesn‘t break the music, and it allows these games to accept coins reliably. We really need someone to scope up these games with a logic analyser and get proper screen timings and work out when the interrupts really happen.