* Emulated HD61602 device.
* Incorporated it into the 707 driver and layout.
* Corrected tempo potentiometer curve.
* Made dinsync testable.
* Marked systems as supporting save.
* Minor layout cleanup.
nubus/enetnbtp.cpp: Support for the Apple Ethernet NB Twisted Pair card. [R. Belmont, Al Kossow]
apple/macpwrbkmsc.cpp: Support the dock slot on all supported PowerBook Duos. [R. Belmont]
nubus/pwrbkduo/duodock.cpp: Preliminary support for the PowerBook Duo Dock, including video, SCSI bus, floppy, and NuBus slots. [R. Belmont, Al Kossow]
nubus/pwrbkduo/ethernetudock.cpp: Support for the Newer Technology Ethernet MicroDock. [R. Belmont, Doug Brown]
nubus/pwrbkduo/floppydock.cpp: Support for the PowerBook Duo Floppy Dock. [R. Belmont]
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Chao Ji Bie Qi (V205CN) [little0]
Chao Ji Gan Deng Yan (V110CN) [little0]
Da Hua Xi You (V201CN) [little0]
Huo Qi Lin (V116CN) [little0]
Majiang Zhi Zun (S100CN) [little0]
Tian Sheng Hao Shou (V101CN) [little0, Mr. Kong]
Xi You Dou Niu (S110CN) [little0]
apple/v8.cpp: Use the Ariel device.
machine/pseudovia.cpp: Improved accuracy, support more interrupt lines, and support the "AIV3" variant used in Duo Docks. [R. Belmont]
I was recently doing some testing on a contra board around the 007121 IC and found the following
- There is no sprite limit, but instead a 264 8x8 sprite block limit
- There is no buffering of sprite data on the attached SRAM
From this the follow changes have been made
- Use the 264 8x8 sprite block limit to determine number of sprites that should be rendered
- Remove sprite ram buffering, and move logic for picking sprite ram bank into k007121.cpp
- Comment updates related to the limit and non-buffering
Additionally the high bit of tiles are stored in one of the control registers, if this bit changes all tiles should be marked as dirty.
These changes fix a number of sprite related issues on games using this chip
mametesters 00185 (combatsc: missing sprites)
mametesters 00401 + issue #7957 (contra: left over sprites)
It's possible for a device format property update to block an activate
call. There's still a race condition in that if streams get device
invalidated errors before the property update arrives, the core may try
and fail to create replacement streams. This at least stops it from
causing a deadlock, at worst you lose sound.
* sega/model2: renderer improvements
Texture mirroring is now implemented correctly (carpet in Sonic the Fighters and pitch markings in Virtua Striker)
Fixed broken textures for trees in Sega Rally and mountain in Super GT 24h
* sega/model2_v.cpp: use std::clamp for luminance