- Added sdlmisc_<targetos>.c again. This was necessary since
certain tools create stubs for e.g. osd_break_into_debugger.
If we do not have this in a separate file, the link stage may
break.
- Applied OS/2 patch [Credit: KO Myung-Hun]
- Cleaned up #includes. Removed stdlib.h were possible.
- More malloc to osd_malloc rename.
- SDL monitor modes are read now when they are needed. This is now consistent across platforms.
-------------------------------
Penguin Adventure (bootleg) [Mariusz Wojcieszek]
Game is playable, but coin system is missing, so I left NOT_WORKING flag.
---------- Forwarded message ----------
From: Lei Wu <lanewu@hotmail.com>
Date: Mon, Jan 18, 2010 at 8:28 AM
Subject: pgm update [XingXing]
To: submit@mamedev.org
-fixed a typo in pgm.c that caused memory test error
-corrected comments
functions into methods of those classes. The most wide-ranging
change was converting device_reset() to device->reset(). Apart
from that it was mostly internal shuffling in the core.
- Fixed compiling CPU core of V30MZ (only used by MESS)
- Fixed MESS dependent code of wave.c
- Added include of emu.h in sid (used only by MESS)
no whatsnew needed
--------------------------------------------
Versus Net Soccer (5 sets) [David Haywood]
--------------------------------------------
Date: Mon, 18 Jan 2010 20:33:36 +0000
From: David Haywood <neohaze@nildram.co.uk>
To: Philip Bennett <p.j.bennett@gmail.com>
Subject: Vs. Net Soccer improvements part 2
with this I think it works well enough to mark as working.
Sound is still bad, and the Roz layer doesn't wrap properly, and the
sprite DMA timing needs work which currently causes some one frame
errors, but those don't really impact the playability so imperfect sound
/ graphics flags are best at this point.
--------------------------------------------
Fortune I (PK485-S) Draw Poker [Jim Stolis]
(Personal note: I believe this should actually become the parent set of the driver based on the history of the companies involved, but left it for now.)
is now separate from runtime device state. I have larger plans
for devices, so there is some temporary scaffolding to hold
everything together, but this first step does separate things
out.
There is a new class 'running_device' which represents the
state of a live device. A list of these running_devices sits
in machine->devicelist and is created when a running_machine
is instantiated.
To access the configuration state, use device->baseconfig()
which returns a reference to the configuration.
The list of running_devices in machine->devicelist has a 1:1
correspondance with the list of device configurations in
machine->config->devicelist, and most navigation options work
equally on either (scanning by class, type, etc.)
For the most part, drivers will now deal with running_device
objects instead of const device_config objects. In fact, in
order to do this patch, I did the following global search &
replace:
const device_config -> running_device
device->static_config -> device->baseconfig().static_config
device->inline_config -> device->baseconfig().inline_config
and then fixed up the compiler errors that fell out.
Some specifics:
Removed device_get_info_* functions and replaced them with
methods called get_config_*.
Added methods for get_runtime_* to access runtime state from
the running_device.
DEVICE_GET_INFO callbacks are only passed a device_config *.
This means they have no access to the token or runtime state
at all. For most cases this is fine.
Added new DEVICE_GET_RUNTIME_INFO callback that is passed
the running_device for accessing data that is live at runtime.
In the future this will go away to make room for a cleaner
mechanism.
Cleaned up the handoff of memory regions from the memory
subsystem to the devices.
(It looks like my half-res UVs are a pixel or two off and the palette's wrong for most of these objects.
There must be a bit somewhere that says what size of the polygon's palette.
I believe the reason roadedge still has the wrong colors is due to not having found this bit yet.)
Per-line effects now respect per-line alpha, priority and bank. As a result daraku text works without any hacks.
Added various optimisations to get back all games to a playable speed.
Fixed missing soldivid effect on final boss that was broken due to above daraku hack. [PsikyoFan]