Commit Graph

16 Commits

Author SHA1 Message Date
hap
5efd366143 nes: added R.O.B. 2022-03-15 00:10:17 +01:00
0kmg
17da27f074
nes, playch10.cpp, vsnes.cpp: Made zapper sensor fuzzier. (#9292)
- Removes the pixel-perfect sensor by averaging pixel brightness over circular area around gun position.
- Treat RGB values equally and don't use lib/util/palette.h's weighted brightness function.
2022-02-15 08:33:44 -05:00
0kmg
0d8ac5b760
nes.cpp, playch10.cpp, vsnes.cpp: Made zapper less bad. (#9284)
- Limited light detection to scanlines recently drawn by CRT.
- Lowered light detection threshold to better reflect how real zapper behaves; color doesn't need to be white.
- Bugs fixed:
  * not detecting hits on certain white objects
  * misdetecting hits on objects far away from the pointer
  * not being able to track where zapper is pointed in demo/test software
2022-02-09 13:18:19 -05:00
0kmg
11e49d9be6
bus/nes_ctrl: Revised Bandai Hyper Shot to only use exp port calls. (#8947)
* bus/nes_ctrl: Revised Bandai Hyper Shot to only use exp port calls.
- Also corrected Space Shadow mirroring. Now game properly blanks background every other frame.
- Use %p player specifier for B button.
- Use helper function for writing strobe bit
2021-12-14 10:27:13 -05:00
0kmg
eac8c16a58
bus/nes_ctrl: Removed device_reset() for recently updated input devices. (#8846) 2021-11-20 01:24:11 +11:00
0kmg
b8aa7a3d65
bus/nes_ctrl: Added support for Bandai Hyper Shot light gun. (#8794)
Software list items promoted to working (nes.xml)
---------------------------------------
Space Shadow (Japan)
2021-11-12 19:39:28 +11:00
Enik Land
92dc9b749a nes,sms: Change the way screen is set for light gun 2019-07-09 16:54:09 -03:00
Enik Land
2a664c1f23 nes, sms: Fix light gun regression 2019-07-02 20:51:24 -03:00
enikland2
7f92ee8016 nes: Replace VDP bitmap access with screen().pixel() for lightgun emulation (#4665) 2019-03-30 11:48:18 -04:00
Vas Crabb
0f0d39ef81 Move static data out of devices into the device types. This is a significant change, so please pay attention.
The core changes are:
* Short name, full name and source file are no longer members of device_t, they are part of the device type
* MACHINE_COFIG_START no longer needs a driver class
* MACHINE_CONFIG_DERIVED_CLASS is no longer necessary
* Specify the state class you want in the GAME/COMP/CONS line
* The compiler will work out the base class where the driver init member is declared
* There is one static device type object per driver rather than one per machine configuration

Use DECLARE_DEVICE_TYPE or DECLARE_DEVICE_TYPE_NS to declare device type.
* DECLARE_DEVICE_TYPE forward-declares teh device type and class, and declares extern object finders.
* DECLARE_DEVICE_TYPE_NS is for devices classes in namespaces - it doesn't forward-declare the device type.

Use  DEFINE_DEVICE_TYPE or DEFINE_DEVICE_TYPE_NS to define device types.
* These macros declare storage for the static data, and instantiate the device type and device finder templates.

The rest of the changes are mostly just moving stuff out of headers that shouldn't be there, renaming stuff for consistency, and scoping stuff down where appropriate.

Things I've actually messed with substantially:
* More descriptive names for a lot of devices
* Untangled the fantasy sound from the driver state, which necessitates breaking up sound/flip writes
* Changed DECO BSMT2000 ready callback into a device delegate
* Untangled Microprose 3D noise from driver state
* Used object finders for CoCo multipak, KC85 D002, and Irem sound subdevices
* Started to get TI-99 stuff out of the TI-990 directory and arrange bus devices properly
* Started to break out common parts of Samsung ARM SoC devices
* Turned some of FM, SID, SCSP DSP, EPIC12 and Voodoo cores into something resmbling C++
* Tried to make Z180 table allocation/setup a bit safer
* Converted generic keyboard/terminal to not use WRITE8 - space/offset aren't relevant
* Dynamically allocate generic terminal buffer so derived devices (e.g. teleprinter) can specify size
* Imporved encapsulation of Z80DART channels
* Refactored the SPC7110 bit table generator loop to make it more readable
* Added wrappers for SNES PPU operations so members can be made protected
* Factored out some boilerplate for YM chips with PSG
* toaplan2 gfx
* stic/intv resolution
* Video System video
* Out Run/Y-board sprite alignment
* GIC video hookup
* Amstrad CPC ROM box members
* IQ151 ROM cart region
* MSX cart IRQ callback resolution time
* SMS passthrough control devices starting subslots

I've smoke-tested several drivers, but I've probably missed something.  Things I've missed will likely blow up spectacularly with failure to bind errors and the like.  Let me know if there's more subtle breakage (could have happened in FM or Voodoo).

And can everyone please, please try to keep stuff clean.  In particular, please stop polluting the global namespace.  Keep things out of headers that don't need to be there, and use things that can be scoped down rather than macros.
It feels like an uphill battle trying to get this stuff under control while more of it's added.
2017-05-14 21:44:11 +10:00
Vas Crabb
6c23897483 Self-registering devices prep:
* Make device_creator a variable template and get rid of the ampersands
* Remove screen.h and speaker.h from emu.h and add where necessary
* Centralise instantiations of screen and speaker finder templates
* Add/standardise #include guards in many hearers
* Remove many redundant #includes
* Order #includesr to help catch headers that can't be #included alone

(nw) This changes #include order to be prefix, unit header if applicable
then other stuff roughly in order from most dependent to least dependent
library.  This helps catch headers that don't #include things that they
use.
2017-02-27 22:57:14 +11:00
Olivier Galibert
a2557f1b02 Remove emu.h from headers (nw)
Per Vas' request.  If the compile fails for you (i'm thinking osx and
windows native debuggers here in particular), add '#include "emu.h"'
as first include of the cpp files that fail.

Due to our use of precompilation and forced inclusion, emu.h must be
included as the very first non-comment thing we do if we want to be
sure msvc compiles are identical to gcc/clang ones.  Doing it directly
instead of through an include increases the correctness probability by
a magnitude.
2017-02-11 18:31:20 +01:00
Miodrag Milanovic
ddb290d5f6 NOTICE (TYPE NAME CONSOLIDATION)
Use standard uint64_t, uint32_t, uint16_t or uint8_t instead of UINT64, UINT32, UINT16 or UINT8
also use standard int64_t, int32_t, int16_t or int8_t instead of INT64, INT32, INT16 or INT8
2016-10-22 13:13:17 +02:00
Miodrag Milanovic
4e8e3066f8 reverting:
SHA-1: 1f90ceab07

* tags are now strings (nw)
fix start project for custom builds in Visual Studio (nw)
2016-01-20 21:42:13 +01:00
Miodrag Milanovic
1f90ceab07 tags are now strings (nw)
fix start project for custom builds in Visual Studio (nw)
2016-01-16 14:54:42 +01:00
Miodrag Milanovic
7c19aac60e Rename *.c -> *.cpp in our source (nw) 2015-11-08 12:56:12 +01:00