* Most OpenGL link issues fixed. Two remain from drawogl.cpp.
This isn't working anyhow.
* "-video accel" now uses WebGL. This allows GL based scaling and
provides a performance improvement.
* Fixed pong and other games by adding another function to the
exception whitelist
* Target now is mame.html. This allows emrun to be used for testing.
mame.js is created as well and thus the current behaviour
unchanged.
This adds support for the mini digital cassette recorder that can be
found inside a P2000t. This implementation is based on documentation
that can be found in https://github.com/p2000t/documentation.
In memory of NPM Jansen, who taught me all the magic of bits and bytes.
Components may have multiple bounds and/or color child elements with
state attributes, allowing for piecewise linear position/size/colour
animation.
Components may have a statemask attribute, allowing for things like
using external images to draw a multi-segment LED/VFD display without
requiring dozens of outputs for the individual lines or thousands of
images for all possible states. (Texture caching still never releases
anything, so MAME can still exceed the maximum number of textures, but
that’s a separate issue.)
Image components with alpha now blend over previously drawn components.
Layouts have been changed to use yes/no for inputraw to match what's
used for flipx/flipy. External layouts with 1/0 will still work, but
complay.py will complain.
* animalc: Pile kludge upon kludge for poorly understood video timing register
* gocowboy, itazuram: Increase frequency of one timer interrupt (and hopper timing in gocowboy)
* kc82, kp69: Modernize state_add syntax
* Removed device and macro header files.
* All of those can be generated automatically so going forward there is
no need for these any longer.
* Introduced the modules concept. Modules are netlists for which
automatic lib entries are generated.
* Going forward you just store them in macro/modules and they will be
automatically registered as device elements.
* You need to do a "make generated" is src/lib/netlist/build
* Some_device.cpp still needs to be added to netlist.lua
* Added documentation on how to add devices to netlist.
* Please refer to adding_devices.md for more information.
These layouts have changes to element stacking order that can't be
avoided without changing the group structure in the layout files. I
think it's harmless, but it's possible it could have had a detrimental
effect on risc2500 (I tested it and didn't see any changes, but I might
not have known what to look for).
-complay.py: Added basic checks for dupicate collection names.
As with other checks of this kind, it doesn't actually instantiate the
layout so it doesn't check things when variable substitution is
involved.
Changed name of element to "collection" and initial visibility attribute
to "visible", and added them to documentation. Also added them to
complay.py.
Fixed issue with collection inside group, and improved initial view
selection behaviour.
Updated some internal layouts to demonstrate new features, including
et3400, irrmaze, ltcasino, mekd3/mekd4, seawolf and vgmplay.
Removed all uses of cpanel, marquee and overlay from internal layouts
and removed them from complay.py to actively discourage use. Also
cleaned up view names in layouts that were using them in place of
spaces, and removed some superfluous name attributes on elements that
won't do anything useful with an output value anyway.
Made vgmplay cycle visualiser modes when visualiser screen is clicked.
Fixed a copy/paste error in bus/rs232/hlemouse.cpp while I'm at it.
* Ported Cirrus Logic CS8900A Crystal LAN MAC emulation from VICE and hooked it up to Apple II card device.
* Adds Ethernet networking support for Apple IIgs.
* new WORKING machines
-----
Double Dance Mania: Supreme / Dance Supreme [Sean Riddle, David Haywood, Kamaal Brown]
Double Dance Mania: Mega 12 [Sean Riddle, David Haywood]
* new NOT WORKING
-----
My Arcade Wireless Video Game Station 200-in-1 (DGUN-2572) [Sean Riddle, David Haywood]
* removed include directory src/lib/netlist from various genie files to
avoid potential issues.
* Code using netlist should use #include "netlist/*".
* Updated includes.
* Fixed standalone makefile depend target to properly deal with relative
paths.
* Added akkaarrh to the ci target.
* Switched Travis CI to Ubuntu Focal.
* Allow ppc64le CI build to fail.
* Report CI status as soon as a job has failed or remaining jobs are allowed to fail.
Sound and other improvements to Sega G-80 games: [Aaron Giles, couriersud]
* Added netlist-based sound to Eliminator, Zektor, Space Fury, and Astro Blaster.
* Split the Sega Universal Sound Board and Speech Boards into their own separate files.
* Improved Universal Sound Board implementation for better accuracy in Star Trek and Tac/Scan.
* Wrote netlist-based backend for Universal Sound Board; currently disabled due to limitations in the system.
* Wrote netlist-based backend for Speech Board; currently disabled pending future sound system changes.
* Implemented wait states and the vector DRAW flag to help improve timing.
SP0250 Improvements: [Aaron Giles]
* Matched clock divider to real chip measurements.
* Fixed behavior when not fed enough data; addresses "gapping" in speech in Sega games.
* Implemented accurate LFR noise generator according to real chip measurements.
* Added pulse-width modulation DAC output mode for future consumption by netlist.
Netlist additions: [Aaron Giles]
* Added compile-time option to record nltool-compatible CSV files.
* Improved CD4020 implementation.
* Fixed CD4053 behavior.
* Added 74139 device.
* Added TL082 device.
8253 PIT changes: [Aaron Giles]
* Added explicit synchronization to all writes.
* Cleaned up some timing calculations to avoid double<->attotime conversions.
* sspeedr: new netlist audio implementation
Netlist-based audio implementation for sspeedr (Super Speed Race, 1979)
derived from Midway audio schematics, and based on that used for
280zzzap (280-ZZZAP) and lagunar (Laguna Racer) in the mw8080bw driver.
The Super Speed Race audio circuits are clearly derived from those games;
the biggest difference is the use of a linear feedback shift register
for noise generation.
* Updated netlist static solvers with recent netlist changes.