Part II: Artwork.
aperture.png: Based on Aaron's aperture_4x6 mask but with more prominent notching to bring out the "brick" pattern that was used on many period colour monitors, including the Commodore 1702 - which was, admittedly, not an arcade monitor, but it looks believable and can be changed.
white.png: Default 8x8 255,255,255,255 texture.
Focus: 8-sample blur that averages 7 samples around a center sample.
Phosphor: Not currently used, treated as a pass-through by drawd3d.c, but could be used to implement additional convolutions in a second pass.
Pincushion: Used (when commented in in drawd3d.c) to pincushion an entire full-screen texture but not otherwise apply any convolutions.
Post: The meat and potatoes. It does scanlines, it does aperture masking, it does dot crawl, it does chroma subsampling, it does YIQ colorspace convolution, it does RGB colorspace convolution, it does pincushioning, it walks, it talks, it does the dishes, it'll screw your wife for you, and if you don't have a wife it will find one for you, get you married to her, and screw her for you, IT IS THAT GOOD, LADIES AND GENTLEMEN.
Primary: Simple passthrough for UI and artwork.
A3) in the i386 and NEC disassemblers. The argument (the memory
address) was being displayed as a signed number, which doesn't make
any sense. [Alex Jackson]
Fixed a tiny bug with the debugger hex dump command: the printable
characters in ASCII range from 32 to 12*6*, not 127. [Alex Jackson]
a limited capacity (e.g., for devices), but the existing copy-and-rebind
code would just cast the bound object without verifying the pointer was
of the correct type or pointing to the correct class in the hierarchy.
Objects that are late-bound must be derived from the delegate_late_bind
class at some point so that a dynamic_cast from delegate_late_bind to the
appropriate type succeeds.
Updated the address map and custom NVRAM handlers to do the right thing
with their re-binding.
Remove the old tokenizing helpers. Add basic classes for ports, fields,
settings, and dip locations as a first step. These will be fully cleaned
up later. Added machine() method to field to hide all the necessary
indirection. Changed custom/changed handlers into generic read/write
handlers, and added wrappers to convert them to device read/write
lines. [Aaron Giles]
MDEC is now an internal device of the PlayStation CPU [smf]
PlayStation DMA uses delegates so devices can be hooked up.
device_t::siblingdevice() uses device list on mconfig() so it can work before the machine is constructed.
moved unused console code back to mess.