The code now computes start/dpdx/dpdy to start at (0, 0) of the bitmap
and not at the polygon origin. It's a more precise when the polygon
is a tad big, and a lot more precise when the coordinates are big
enough not to fit in an int.
The code is still somewhat broken when the coordinates do not fit in
an int. I'll have to see about that later. I can ignore it for now
by z-clipping a little further.
The subpixel correction is missing, I wasn't sure if we needed to add
or substract 0.5*(dpdx+dpdy) to start. And I don't really know how to
test for it either.
(This patch also includes a lot of whitespace cleanups,
the removal of Aaron's MIPS MMU debugging comments,
and the removal of a bunch of other comments that I'm sure I created and I'm sure are
no longer accurate)
* Reworked inputs to match the standard poker inputs names/layout.
* Hooked the payout switch.
* Hooked a watchdog circuitery, that seems intended to reset
the game and/or an external device.
* Added machine start & reset.
* All clocks pre defined.
* Added ay8910 interfase as a preliminary attempt to analyze the unknown
port writes when these ports are set as input.
* Figured out the following DIP switches:
Auto Bet (No, Yes).
Allow Raise (No, Yes).
Double-Up (No, Yes).
Minimal Winner Hand (Jacks or Better, Two Pair).
Deal Speed (Slow, Fast).
Aces Type (Normal Aces, Number 1).
Cards Deck Type (english cards, french cards).
Max Bet (5, 10, 15, 20).
* Added NVRAM support.
* Reorganized and cleaned-up the driver.
New clones added
----------------
Super Draw Poker (set 2) [Roberto Fresca, Team Europe, Dumping Union]
* Made "MOV AL, offset" etc (opcodes A0-A3) properly indicate a segment override prefix.
* Corrected the disassembly of various NEC-only instructions (mainly V25/V35-only instructions)
* Changed CPUINFO_INT_MAX_INSTRUCTION_BYTES on i86 and NEC from 15 to 8.
* drivers\othunder.c: Changed Operation Thunderbolt output names to something more appropriate. (They were routed to LEDs.)
* video\rastan.c: Hooked up output for Operation Wolf.
* machine\midwunit.c: Hooked up outputs for Revolution X.
* machine\midyunit.c: Hooked up outputs for Terminator 2.
* drivers\seta.c: Hooked up outputs for Zombie Raid.
side-note: CX4_read should return open_bus as well in a few cases, but passing an address_space to the handler would require more changes than are worth right now (especially because no game needs it). It will be taken care of when I convert all add-on chip handlers to become read/write handlers...
- Fixed a bug in SPC7110 handlers (now Tengai Makyou Zero test reaches RTC tests and fails them, instead of getting stuck at MUL/DIV tests)
- Implemented very preliminary (and currently broken) SPC7110 RTC emulation
- Updated DSP2 handlers to better reflect Overload's docs (problem and fix actually found by byuu)
- Updated add-on chips handlers to reflect byuu's findings