Some emu.h related redundant #include cleanup  (nw)

git-svn-id: svn://dspnet.fr/mame/trunk@24291 749742ba-7341-0410-aadc-df50b521781e
fix compile

git-svn-id: svn://dspnet.fr/mame/trunk@24292 749742ba-7341-0410-aadc-df50b521781e
Fixed crash in mbee128 reported by Tafoid (nw)

git-svn-id: svn://dspnet.fr/mame/trunk@24293 749742ba-7341-0410-aadc-df50b521781e
added two more output folders to ignore list (nw)

git-svn-id: svn://dspnet.fr/mame/trunk@24294 749742ba-7341-0410-aadc-df50b521781e
um, what? (nw)

git-svn-id: svn://dspnet.fr/mame/trunk@24295 749742ba-7341-0410-aadc-df50b521781e
document that the overdriv sprite dma/irq line is hardly ever set.. this actually makes the emulation *worse* for now, but might provide some insight into how it can be fixed.. maybe (nw)

git-svn-id: svn://dspnet.fr/mame/trunk@24296 749742ba-7341-0410-aadc-df50b521781e
disabled excessive printf logging with 32x_scd (nw)

git-svn-id: svn://dspnet.fr/mame/trunk@24297 749742ba-7341-0410-aadc-df50b521781e
um, what? again.. (nw)

git-svn-id: svn://dspnet.fr/mame/trunk@24298 749742ba-7341-0410-aadc-df50b521781e
Merged Cross Shooter (Taito version) with stfight.c HW [Angelo Salese]

git-svn-id: svn://dspnet.fr/mame/trunk@24299 749742ba-7341-0410-aadc-df50b521781e
Added ROM bank to cshooter and a bunch of hacks, brought it back to the initial state

git-svn-id: svn://dspnet.fr/mame/trunk@24300 749742ba-7341-0410-aadc-df50b521781e
Minor tile mod to Air Raid

git-svn-id: svn://dspnet.fr/mame/trunk@24301 749742ba-7341-0410-aadc-df50b521781e
New games added as GAME_NOT_WORKING
-----------------------------------
Desert Dan [Alberto Grego, Mariusz Wojcieszek]

out of whatsnew:
I'm stuck with this, so any help is welcome. The hardware is close to The Pit, with more program roms, two gfx banks (like intrepid) with tilemap using bank 0 and sprites using bank 1. Rom mapping for main cpu is uncertain. rs10.bin is mapped in audio cpu space as it contains some sound related strings and also gives "bad rom" when mapped in main cpu space.

git-svn-id: svn://dspnet.fr/mame/trunk@24302 749742ba-7341-0410-aadc-df50b521781e
begin creation of modern Deco 146 device with info from Charles MacDonald ( http://cgfm2.emuviews.com/ )

note, not hooked up / functional yet, just the groundwork I need for it to continue work.

git-svn-id: svn://dspnet.fr/mame/trunk@24303 749742ba-7341-0410-aadc-df50b521781e
Tried to hook-up the MCU, without much luck ...

git-svn-id: svn://dspnet.fr/mame/trunk@24304 749742ba-7341-0410-aadc-df50b521781e
Cross Shooter crashes are actually related to the ROM bank, fixed

git-svn-id: svn://dspnet.fr/mame/trunk@24305 749742ba-7341-0410-aadc-df50b521781e
Added sprite template to main cshooter set too

git-svn-id: svn://dspnet.fr/mame/trunk@24306 749742ba-7341-0410-aadc-df50b521781e
romload is like this according to the pcb

git-svn-id: svn://dspnet.fr/mame/trunk@24307 749742ba-7341-0410-aadc-df50b521781e
Actually Cross Shooter Z80s runs at 6 MHz, fixed firing rate bug

git-svn-id: svn://dspnet.fr/mame/trunk@24308 749742ba-7341-0410-aadc-df50b521781e
itech32.c: Documentation update / rom label corrections - NW

git-svn-id: svn://dspnet.fr/mame/trunk@24309 749742ba-7341-0410-aadc-df50b521781e
itech8.c: Minor rom name corrections - NW

git-svn-id: svn://dspnet.fr/mame/trunk@24310 749742ba-7341-0410-aadc-df50b521781e