- removed -antialias option (does not exist anymore)
- added missing -vector_beam_smooth option
- fixed suggested default values for -bloom_lvl_weights options (were messed up in the last update)
This change adds id() property to input_device, which represents the
unique device id. This allows the osd layer when creating a device to
pass a friendly display name along with a unique identifier.
Currently the device id is only used to map a physical controller device
to controller id, but can be used more generally in the future. For raw
input devices, we use the full raw input name as the device id. For all
other devices, we fall back to device name as the device id. The
"uniqueness" of the device id is not currently enforced in code.
This change adds support for configuring device to conrtoller id. This
allows for stable controller ids even if USB devices are plugged /
unplugged, system is rebooted, etc.
See documentation for additional context.
* added simple procedural texture for vectors with rounded line ends and beam smoothness
* added optional -vector_beam_smooth option
* removed -antialias option, antialiasing is now always applied, except for plain D3D
- vector_length_ratio is now independent from screen size
- changed vector_length_ratio range from [0.0, 1000.0] to [0.0, 1.0]
- updated display name and description of vector_length_scale vector_length_ratio
- separated curvature parameter into distortion, cubic_distortion and distort_corner
- distortion and cubic_distortion can be negative, to compensate each other
- distort_corner is intependent from the image distortion
- reduced raster bloom level to 8
- extended vector bloom level to 15
- changed vector bloom to be less blocky
- removed bloom_lvl9_weight and bloom_lvl10_weight options
- options are reset to loaded preset when game is closed
- changed default values of options to result in no effects activated
- init_slider_list() does not returns but sets g_slider_list directly
- removed unnecessary oriented_vector_texcoords
- HLSL now uses NPOT sized target surfaces (breaks compatibility with
graphics cards based on R300/R400/NV30 and older)
- HLSL target surfaces now have the size of the screen canvas
- removed HLSL pre-scale factor
- HLSL now uses a sharp bilinear interpolation to pre-scale textures to
screen canvas size, based on [Themaister's] implementation
- improved overall performance (based on the previously required
pre-scale factor, you might notice a 5-50% speed-up depending on your
graphics card, more if you used a higher pre-scale factor)
- improved shadow mask quality (pixel-perfect) in screen-mode
- fixed half source texel offset of bloom level alignment
- removed ./hlsl/artwork_support folder
- all shaders after pre-scale are now based on screen coordinate
(workaground, till both raster and vector pass can work on texture
coordinates)
- disabled distortion shader for more than one screen and for artworks
in full mode, does not affect artworks in copped mode (workaground, till
both raster and vector pass can work on texture coordinates)
- moved compute_texture_size() from texture_info to texture_manager (nw)
- merged YIQ encode and decode pass into one NTSC pass
- added options for most NTSC settings
- reduced sample count to 64
- changed default O value to 0
- fit NTSC signal jitter between a reasonable limit of 0 and 1
- fit A and B value between a reasonable limit of -1 and 1
- fit scanline jitter between a reasonable limit of 0 and 1
- added hum bar simulation based on [MooglyGuy's] GLSL port of the mame
shader pipeline
- added monochrome-chessboard.png
- added slot-mask-aligned.png (to simulate a TFT LCD)
- added shadow mask type option to choose between "Screen" and "Source"
tile mode ("Screen" is the default as before)
- added bloom type option to choose between "Addition" and "Darken"
blend mode ("Addition" is the default as before)
- the alpha channel of a shadow mask is now filled with the background
color of the screen by the amount of the inverted alpha value
- added monochrome-matrix.png which can be used in combination with
"Source" tile mode and "Darken" blend mode to simulate a STN LCD, for
example
I'm purposefully leaving /src/emu/bus/cbmiec/c1541.c's kernal.bin
as it is, as this particular spelling mistake was originally made
by Robert Russell, therefore is canon. See
http://en.wikipedia.org/wiki/KERNAL for details.
I'm also leaving /src/emu/machine/nscsi_bus.c's RECIEVE as I don't
want to break anything, but it's worth someone looking into.
I renamed some variables in /src/mame/drivers/sfbonus.c,
/src/mame/video/tia.c and /src/mame/video/tia.h, so if anyone wants
to verify I didn't break anything, that would be nice.
This commits add some initial documentation for current API
exposed via luaengine. This doc is meant to be a quick
walkthrough for script writers coming from mame-rr.
Full methods reference is not yet included, as the API is still
rapidly changing.
Signed-off-by: Luca Bruno <lucab@debian.org>
Squashed commit of the following:
commit 8d8a0d9713d4614b22f06fda4cf948d4d5561de0
Author: Zoë Blade <zoe@bytenoise.co.uk>
Date: Tue Dec 2 17:15:42 2014 +0000
Revert fixes to libraries
I'll fix those at the source, where possible.
commit 5dde94e3e60dcc622d5b782acaa62e590c62bafb
Author: Zoë Blade <zoe@bytenoise.co.uk>
Date: Tue Dec 2 16:57:32 2014 +0000
Add apostrophes
commit b27e168b58861f1ad0ca7af1c6ca1629cc6730ce
Author: Zoë Blade <zoe@bytenoise.co.uk>
Date: Mon Dec 1 16:28:58 2014 +0000
Fix some more word duplication
I've left some instances of " in in " in, as they're ambiguous and
may actually be correct.
commit a3dfd10cd501c3a521010942f950f5ca2c5395a7
Author: Zoë Blade <zoe@bytenoise.co.uk>
Date: Mon Dec 1 10:35:03 2014 +0000
Fix another typo
commit 01a3702209d9e880ac8f60dc4d74f26d426234fb
Author: Zoë Blade <zoe@bytenoise.co.uk>
Date: Mon Dec 1 10:33:57 2014 +0000
Fix more typos
commit 56c6fffd8769cdfab62c59c04d41b98b7f425262
Author: Zoë Blade <zoe@bytenoise.co.uk>
Date: Mon Dec 1 10:30:19 2014 +0000
Hopefully fix typos
I'm not entirely sure about src/mame/drivers/nova2001.c line 933,
as it could plausibly be either "which is not the top bit" or "which
is now the top bit", with almost opposite meaning.
commit 906507b221de0175d236e252dc51f122cb56db23
Author: Zoë Blade <zoe@bytenoise.co.uk>
Date: Mon Dec 1 08:39:55 2014 +0000
Fix another typo
commit 14fcd939ae1c0570c10aacf00c6ea86724086f92
Author: Zoë Blade <zoe@bytenoise.co.uk>
Date: Mon Dec 1 08:38:16 2014 +0000
Fix some more word doubling in comments
commit d21283a447b94b28a38ec742a09fe425d77b55b2
Author: Zoë Blade <zoe@bytenoise.co.uk>
Date: Sun Nov 30 23:06:07 2014 +0000
Fix some more typos
commit 59b14d204af6d5983ea6dea2f5c8ad5bcc80460c
Author: Zoë Blade <zoe@bytenoise.co.uk>
Date: Sun Nov 30 22:56:53 2014 +0000
Tidy more
commit 9b3c9a868596c04c1a61b35aa8c96fb82c885149
Author: Zoë Blade <zoe@bytenoise.co.uk>
Date: Sun Nov 30 22:43:30 2014 +0000
Tidy more comments
relative to -state_directory (whose usage remains unchanged). Syntax is basically the same
as snapname, allowing for the / character as path separator, %g as the driver name, and
%d_[media] as the image name mounted in the "media" device.
For example, using -statename foo/%g when running "mame wrally" will store save states into
the folder sta/foo/wrally/ ; using -statename %g/%d_cart when running "mess nes -cart smb"
will store save states into the folder sta/nes/smb/ ; using -statename %g/%d_cdrm when
running "mess pce -cart cdsys -cdrm draculax" will store save states into sta/pce/draculax/
Specifying a media switch which is not available (e.g. %d_cdrm in a c64) or a media switch
where no image is mounted (e.g. %d_cdrm in pce while playing a hucard game) will revert
the option to its default value %g and save states will be stored in sta/*gamename*/ as in
previous versions. [Fabio Priuli]
Needless to say, this option is very useful with home computers and consoles in MESS since it
allows to have 36 save slots for each game instead of 36 for the whole system library
Notice that a clean compile is required, due to the addition to the running_machine class
if it owns a given font (based on the name), and if it does, it is
responsible for generating bitmaps on the fly as characters are requested.
Added new option -uifont to specify the UI font. It can be set to a filename,
in which case a BDF font will be loaded. It can also be set to a font name
(assuming the OSD support is present), in which case the OSD font by that
name is used. The default value is 'default' which can be used by the OSD
to substitute a default font or by the OSD, which will default to ui.bdf
as before. In all cases, it falls back to the built-in font by default if
none of the previous options works.
On Windows, the OSD will default to Tahoma as the font name. Also on
Windows, font names can be specified with [b] to indicate bold or [i] to
indicate italic.
Moved -effect implementation out of OSD code and into core since
the implementations were identical across Windows/SDL and implemented
in the core itself.
specifies the number of seconds after the last video update that will
cause auto-termination of MAME. Also modified it to output a message
when the watchdog triggers the exit.
Updated windows.txt to reflect this option and the debugger_font options
which were never previously documented.
-numprocessors <auto|value>
Specify the number of processors to use for work queues. Specifying
"auto" will use the value reported by the system or environment
variable OSDPROCESSORS. To avoid abuse, this value is internally limited
to 4 times the number of processors reported by the system.
The default is "auto".
result, you will need a full recompile with this change, since the
bitmap formats enum was altered.
Introduced new feature -burnin, which can be used to generate a PNG
that represents the overall brightness seen during the course of
running a game. This PNG can be used as a fake "bezel" that overlays
the screen via the artwork systems (with a low alpha, say 0.1 or 0.2)
to simulate running a game with a monitor that has been burned in
from another game.
Fixed the -crsshairpath option to be spelled properly.
* Added Crosshair Options menu
- ability to individually enable/disable crosshairs
- ability for them to automatically disappear after a set amount of time
- ability to select crosshair graphic
- all settings are saved in the cfg file
* Removed F1 toggle for crosshairs
* Added new command option -crsshairpath
- store all selectable graphics here
- see config.txt for further info
OSD NOTE: render_load_png() has been changed to no longer force usage of the artwork directory.
Do a search for "render_load_png(" and replace with "render_load_png(OPTION_ARTPATH, " if needed.
----------------------------
F1 is now free to use for something new. I was thinking it would be perfect for a context sensitive help file. Each menu item could have a help tag, that it would look up and display info from an HTML file.
on a command-line parameter and the configuration. Changed Windows OSD
code to use this instead of its own logic. Changed -snapview to share the
logic as well, enabling 'auto' as a -snapview option.
Enabled by default for snapshots and movie rendering.
Added new option: -snapsize, which lets you specify the target
resolution for snapshots and movies. The existing behavior is still
the default: create snapshots and movies at native pixel
resolutions.
Added new option: -snapview, which lets you specify a particular
view to use for rendering snapshots and movies. The existing
behavior is still the default: use a special internal view and
render each screen to its own snapshot in its own file. When using
this option to specify a view other than 'internal', only a single
snapshot file will be produced regardless of how many screens the
game has.
Improved AVI and MNG recording to properly duplicate/skip frames
as appropriate to keep the correct framerate.
names are generated.
Added new astring functions astring_del, astring_replace, and astring_replacec
to help perform simple search/replace substitution.
to write RGB bitmaps. Unfortunately, the only option is fully
uncompressed, which means the resulting AVIs are *HUGE* and
may not play correctly in realtime due to high data rate. The
intention is that these uncompressed AVIs are post-processed
by other utilities to compress the video and produce a
realtime playable result.
Added new command-line option -aviwrite which works just like
-mngwrite, except it produces AVIs and streams sound to them.
Updated documentation accordingly.
Shift+F12 still produces MNGs for now, though this might change
in the future.
Modified fileio.c to retain the full pathname to the file so
that it can be queried while the file is open.