- fixed save state in 9312
- Added EXTCLOCK which can generate arbitrary timing patterns.
- Use two EXTCLOCKs to replace timing circuit (9316) in breakout.
This gives a speed increase from 60% to 75%.
[Couriersud]
- remove netlist_state_t ==> no added value
- removed dead code in solver
- various minor modifications
- performance monitoring now also displays stats for subdevices
- fixed save-state issues
[Couriersud]
Fixed voodoo direct lfb reads from PCI memBase1 (non-3d).
Fixed voodoo depth selection for pixel pipeline write.
Fixed voodoo depth selection for rasterizer.
Fixed depth biasing for fog selection.
Minor voodoo fix for color expansion in rasterizer.
Minor voodoo initialization changes so that address masks are correct.
CPU frequency, added findings and tech notes. Now the four games
could be selected. Roulette, Bingo and Black Jack are playable.
Casino 10 (poker) needs the watchdog implemented to work properly.
Also changed the game name to Multi Game (Vxxx). [Roberto Fresca]
Race Drivin' Panorama (prototype, rev 2.1) [David Haywood]
(the fix for regression MT05911 caused by modernization also fixes the timeout error whey you select the roadster, so with no further changes from the old progress I did on this it can now be considered working)
also commented out some cpu cores from mame.lua, not needed anymore for unidasm compile due to this check:
if (CPUS["MYCPU"]~=null or _OPTIONS["with-tools"]) then
- changed shadow mask implementation, shadow count XY now represent the
number of pixel the shadow UV sized tiles will take on the screen
- implemented rotation of the shadow mask texture depending on the
default landscape or portrait view of the screen
- removed prescale and pixel border of the shadow mask texture
- added option to change the shadow UV offset, to reduce the color
bleeding of the shadow mask
- adjusted presets to work with the changed mask implementation
- reduced defocus offset
- improved downsampling for better blurring
- improved alignment of bloom layers (raster and vector)
- applied bloom effect to the render output of screenshot and AVI
recording
- changed curvature effect to fit screen size
- changed scanlines to be not rendered into bloom layers
- changed shadow mask to be not rendered into bloom layers
- changed color floor to not light the bloom layers
- changed shadow mask to not dark the color floor
- added image vignetting simulation and option
- added round screen corner simulation and option
- added screen light reflection simulation and option
- made usage of unused brightness offset (additive)
- removed unused pincushion option
- removed duplicate shadow count Y options
- removed artwork/adapture.png
- added artwork/adapture-grill.png
- added artwork/shadow-mask.png
- added artwork/slot-mask.png
- added hlsl/simple.fx
- removed unused shaders::blit() function
- added shaders::screen_pass() function, which handles the
(raster-)rendering on screen, into screenshot and AVI recording
- added effect:set_bool() function