This change removes all string extensions like trim, rpad, left, right,
... from pstring and replaces them by function templates.
This aligns a lot better with the intentions of the standard library.
Use buffered_spriteram16 for sprite ram, Use shorter type values, Fix namings, Add notes, Fix color fading, Minor corrections, Add save states, Reduce runtime tag lookups, Minor code style fixes, Simplified gfxdecode
* Minor metadata updates of neogeo games
Correct year, publisher/developer, Add notes, Related to title screen, staff roll, etc.
AES release of razion is exists
* neopcb.cpp : Minor spacing fix
* neogeo.xml : Sync to neogeo.cpp metadata
* nes_vt: Add support for second APU and VT03 PCM
* nes_vt: Add support for VT3x PCM in DGUN2573, etc
* nes_vt_apu: Tidy up after rebase (nw)
Signed-off-by: David Shah <dave@ds0.me>
* nes_vt_apu: Add IRQ support
Signed-off-by: David Shah <dave@ds0.me>
* nes_vt_apu: Remove debug printing (nw)
* nes_vt_apu: Fix indentation (nw)
-devices/cpu/unsp: Added a function to get current chip-select state, nw
-devicesp/machine/spg2xx: Various changes: [Ryan Holtz]
* Added 4kHz/2kHz/1kHz/1Hz timers.
* Added ADC read callback.
* Fixed a bug with floating GPIO inputs.
Clickstart games now generally get to the title screen or main menu, other than Bob The Builder, which is missing some graphics. nw
WWE (JAKKS Pacific TV Game) [Sean Riddle]
Fantastic Four (JAKKS Pacific TV Game) [Sean Riddle]
Justice League (JAKKS Pacific TV Game) [Sean Riddle]
WWE doesn't render any sprites other than the backgrounds once you get past the 'loading' screen
Fantastic Four seems playable but has severe performance issues as the video code isn't optimized for scanline drawing / isn't using cliprect properly (runs about 10-15% speed in places) can probably be promoted once that's fixed
Justice League might actually be working, just need to test it more.
Need to find out how to get into the hidden test menus to run the ROM checks etc.
* new NOT WORKING ClickStart [Sean Riddle, Clawgrip, TeamEurope] + a Software List for it
seems to be something missing, jumps to outside of code area, maybe secondary small internal ROM of CPU. I did think the dumps were half size for various reasons, but there is a checksum in the footer of each one that matches the data (even if another checksum in the header for some of them we can't match) Possible BIOS is wrong tho as that checksum in the footer doesn't match by quite a significant amount.
most games show something just by putting a 'RET' opcode in the upper areas it attempts to jump to.
Ryan credited in driver since it's more or less just a stripped down copy of vsmile.cpp
* more correct (although does less now because of extra checks in new code) (nw)
* (nw)
* (nw)