* frontend/mame/infoxml.cpp: Recursively discover device types when
filtering output.
* frontend/mame/infoxml.cpp: Don't waste time/memory collecting device
types when not filtering.
* scripts/target/mame: Sort driver projects and sources within driver
projects to give more determinisitc output on filesystems that don't
enumerate in order by filename (e.g. XFS or ext).
-machine/s3c24xx.hxx: Got rid of a layer of indirection on LCD bitmaps.
* Fixed 2P side inputs for tenkai, ougonhai and mjmyster.
* Use hanafuda input types for hginga.
* Use proper bookkeeping and memory reset inputs for hginga and hanakanz.
* Started using I/O port finders for mahjong keyboards.
* More side effects checks.
* Reduced some duplication.
Names in the global namespace need to be specific. Making them overly
generic is a very bad idea, and leads to confusion and conflicts.
Device type names must always be in the global namespace, and most
device classes are in the global namespace.
Changing members like m_votrax to m_sc01 doesn't help understand the
code. If there's only one Votrax speech module in the system, it's
obvious what it is.
This reverts commit c6f0e83ecf.
* Fixed tiny build for consolidated driver files.
* tools/unidasm.cpp: Capture big objects by reference in lambdas.
* misc/oneshot.cpp: Fixed unsigned comparison to zero bugs.
* util/ioprocsvec.h: Fixed truncating when a write doesn't reach the end
of stream. [F.Ulivi]
* floptool.cpp: Fixed reversed error checking logic. [F.Ulivi]
* Fixed SUBTARGET=tiny build (required Sega encrypted CPUs to be added).
Added support for wildcards in .flt filter files. You'll need to quote
them to avoid /* being parsed as a comment initiator, like "seta/*.cpp"
on a line including the quotes.
Added an XSLT filter for listing system driver sources, like
mame -lx | xsltproc scripts/xslt/list-system-sources.xslt
Converted the ci subtarget (which isn't really used much) into a .flt
rather than .lua and .lst files.
Driver projects now use globs to search for files. There's less effort
editing the Lua files when things are moved around. Remember it won't
automatically pick up a change, so if you add/remove/change files, you
should touch makefile to get it to find the change.
Driver projects no longer get the top-level MAME directory as an include
path. This means you need to think about how you structure things and
not introduce nasty circular dependencies.
Subtarget projects can now be generated entirely from .flt files without
the need for separate Lua scripts and .lst files. This has been done
for the arcade, mess and virtual targets. It effectively works like a
SOURCES= build on a large scale. This means you need to organise things
so the dependency genrators can find them.
There's an issue with the mess subtarget right now. For some reason,
decmate2.cpp isn't picking up the dependency on the PDP8 CPU core for
the HD6120 device. I'll debug it later
-----------------------------------
a2600.xml: Asteroids (PAL, rev. 06) [Guru]
Clones promoted to working
----------------------------
Super Treasure Island (Italy, v1.6) [Ivan Vangelista]
- tankbust.cpp: used finders, logmacro and other small cleanups
----------------------------
Borderline (Tranquillizer Gun conversion) [anonymous]
New working clones
------------------
Beta Force [anonymous]
- astinvad.cpp, rollerg.cpp, shootout.cpp: used finders, derived classes and other minor cleanups
* Moved protection simulation to devices, and got more games to boot.
* Corrected lamp output mapping for most games.
* Correctly identified more games, and removed bad dumps.
* Organised sets better, and cleaned up some of the implementation.