Right now, flags for unemulated/imperfect features apply at system
level. This falls over quickly with systems that have slot devices.
For example you can plug in a broken sound card or keyboard on a PC or
Amiga driver and get no warnings. There's also no way to propagate
these flags from a device to all systems using it.
This changeset addresses these issues. It's now possible to report
unemulated/imperfect features on a device level with static
unemulated_feeatures() and imperfect_features() member functions. So
far the only thing using this is the votrax device.
To support front-ends, this is exposed in -listxml output as a new
"feature" element that can appear in system/device descriptions. It has
a "type" attribute indicating which feature it is, potentially a
"status" attribute if the device itself declares that the feature is
unemulated/imperfect, and potentially an "overall" attribute if the
device inherits a more severe indication from a subdevice. The embedded
DTD describes possible values.
Example: device/machine declares imperfect sound:
<feature type="sound" status="imperfect"/>
Example: device/machine declares unemulated keyboard:
<feature type="keyboard" status="unemulated"/>
Example: device declares imperfect controls but inherits unemulated
controls from a subdevice:
<feature type="controls" status="imperfect" overall="unemulated"/>
Example: device doesn't declare imperfect LAN but inherits it from a
subdevice:
<feature type="lan" overall="imperfect"/>
It's still possible to add these flags to machines in the GAME/COMP/CONS
macro. If the state class declares them with static member functions,
the two sources will be combined.
If you subclass a device, you inherit its flags if you don't redefine
the relevant static member functions (no override qualifier is necessary
since they're static).
The UI has been updated to display appropriate warnings for the overall
machine configuration, including selected slot devices, at launch time.
The menus don't display overall status, only status for the machine
itself. We can make it scan subdevices if we decide that's desirable,
it just needs caching to enure we don't take a huge performance hit.
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Double Dribble (Konami handheld) [hap, Sean Riddle]
NFL Football (Konami handheld) [hap, Sean Riddle]
The Adventures of Bayou Billy (Konami handheld) [hap, Sean Riddle]
gave it it's own machine structure and memory map instead of borrowing Maniac Square one
added some workarounds so that it actually boots, it might not be heavily protected compared to the Gaeclo titles and there doesn't seem much chance of us finding a working one.
fixed GFX rom loading for the game based on above work.
These humble 16-pin logic devices were commonly used in 8-bit arcade games to control coin counters/lockouts, IRQ flipflops, graphics banking, slave CPU reset lines, discrete audio triggers, screen flipping, serial EEPROMs and much else. Over 100 drivers and a few bus devices have been updated to use the new implementation, and a great deal of research has gone into documenting the physical location of these devices on actual PCBs in the source. Write handlers have been provided for both orthodox and somewhat less conventional memory mappings.
Incidental to this update, coin counters and/or lockouts have been added to Atari System 1 games, Basketball, Gauntlet, Gyruss, Hana Yayoi, Hole Land, Jr. Pac-Man, Mahjong Sisters, Pooyan, Roc'n Rope, Squash, Thunder Hoop, Time Limit, Time Pilot '84 and many others. This also cleans up coin counter behavior in Sauro and Rally Bike.
(nw) The purpose of committing this change, which has been several months in the making, early in the 0.189GIT cycle will be to allow time for fixing potential regressions; I've fixed a number of drivers that lost sound from this for various reasons (hnayayoi.cpp having missing or garbage ADPCM was particularly painful, since the three games in that driver all work slightly differently), but I can't test all affected drivers exhaustively. @Tafoid, don't bother running automated screen capture comparison tests on this, as many drivers are now expected to have the screen flipped for the first few seconds after reset.