Available keyboards are us (M0110, U.S.), gb (M0110B, British), fr
(M0110F, French), pad (M0120F, numeric keypad with passthrough port)
and plus (M0110A, U.S. with integrated numeric keypad). The mac128k,
mac512k and mac512ke drivers default to the numeric keypad with the
U.S. keyboard connected to the passthrough port; the macplus driver
defaults to the U.S. keyboard with integrated numeric keypad.
Note that the numeric keypad may seem strange. Four of the operators
work as cursor arrows if you don't hold shift. There is a comma on one
of the keys, but by the time System 6 was released, Apple had decided
an equals sign was more useful, so that's what it will produces on
newer system versions. The U.S. keyboard with integrated numeric
keypad emulates these aspects of the stand-alone keypad - pressing the
operator keys on the keypad sends fake shit key down/up events, and
using the arrow keys while holding shift will produces operator
characters rather than selecting text.
The ISO layout keyboards (M0110B and M0110F) produce different scan
codes to the ANSI keyboards (M0110 and M0110A) but they don't report a
different identification byte. To use an ISO keyboard, you must open
the Keyboard control panel and change the layout to International (and
change it back to Domestic if you switch back to an ANSI keyboard).
This doesn't actually work at the moment due to issues with 6522 VIA
emulation, but it will work with macplus sys603 if applied on top of
revision 963a2c166d.
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* moved schick.cpp out of pengo driver, too many small modifications to the hardware make it messy to keep there (nw)
also promoted some sunplus games I've decided work well enough to promote (nw)
* (nw)
* (nw)
Kidniki now achieves up to 910% when run with static solvers and with
nltool. That is significant better than the 860% we have seen
previously.
This increase is driven by using a global memory pool in the solver
code.
In addition the following refactoring and code maintenance work is
included. Please excuse the large commit, some of this took interfered
with other work and the detail development steps were ugly.
- gsl support: This commit adds pgsl.h which implements a very limited
number of the functionality of the gsl header described in the c++ core
guidelines.
- clang-tidy fixes
- A significant refactoring of palloc.h. Aligned hints were removed,
they added complexity without a significant performance gain. Vector
operations should better be done on special spans/views.
The code has been tested on linux with g++-7, g++-9, clang-11.
On Windows mingw-10 and VS2019, OSX clang-11.
- Added emulation of the SPG290 CDServo
- Added joypad inputs
- Added RFID card support
- Split SPG290 PPU, Timers and I2C into separate devices
- Added a softlist for the RFID cards
* Support Colecovision Megacart.
Assume that a rom file that is more than 32K in size is a megacart
and that it should be bankswitched using Megacart protocol.
* Put megacart functionality in its own cartridge type.
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Novation BassStation Rack Analogue Synthesizer Module [DBWBP]
Novation Drum Station [DBWBP]
Novation Super Bass Station [DBWBP]
Add disassembler and skeleton CPU device for Panasonic MN1880 architecture [AJR]
Factory elements can now pass additional parameters to device
constructors. This makes the design of interface objects like analog
callbacks easier.
The change also allowed to remove some "deep" calls into the core from
the MAME interface in netlist.h
* mw8080bw: update 280zzzap audio API in preparation for netlist audio
This is only API changes, following the pattern used by cuavas within the
past year to update other games in mw8080bw.
* mw8080bw: new netlist audio implementation for 280zzzap
New netlist-based audio implementation for 280zzzap (280-ZZZAP, 1976),
derived from Midway game logic board schematic. The sound generally
matches that heard in videos of the machine, though the real machine
seems to have more bass and less treble. This may be a cabinet effect
or something else, such as a difference in component values.
Due to the number of complex components being emulated and the nature
of the circuits, this netlist adds a lot of overhead, but it's still
fast enough to run at greater than real speed on modern hardware.
With minor changes, this implementation should also support lagunar
(Laguna Racer, 1977); with somewhat more substantial changes, it
would also support sspeedr (Super Speed Race, 1979). Both of these
games use sound circuits based on those for 280-ZZZAP.