Decrypted sprites in lhzb. Decrypted tiles and palette in lhzb2 and slqz2.
Added inputs and memory maps in these games, pending protection simulation [Luca Elia]
sectors. [David Haywood]
Added CD compressor template which separates subcode data from sector
data, removes redundant ECC data prior to compression, and uses
separate compressors for each part. Defined LZMA and ZLib CD
compressors based on this and made them the default for CDs.
[Aaron Giles]
(Sadly couldn't wrap the FLAC compressor here because it would have
produced incompatible output with previous versions.)
right width. The primary upshot is that if you declare AM_SHARE("paletteram")
in an 8-bit memory map, then only m_generic_paletteram_8 will be populated,
and m_generic_paletteram_16 will be NULL. But it applies to all
required_/optional_shared_ptrs declared, so make sure they are of the
right type.
The required_/optional_shared_ptr mechanism should be used to replace
AM_BASE_MEMBER and AM_SIZE_MEMBER, which are technically dangerous and
illegal in C++ but work today through some trickery.
driver_device base class. The palette base is now specified via an
AM_SHARE of "paletteram" or "paletteram2". The driver_device base
class now finds these pointers and places them in
m_generic_paletteram_8/_16/_32 and m_generic_paletteram2_8/_16/_32.
Removed machine.generic.paletteram*, and machine.generic entirely.
Removed AM_BASE_GENERIC/AM_SIZE_GENERIC as they don't apply anymore.
Changed required_/optional_shared_ptr to support set_target with
base and size for manually configuring a shared pointer, and a new
allocate method for dynamically allocating (and registering the
memory for save states).
A few subsequent cleanups are coming related to this, but wanted
to get this in before the next modern push.
- General update which fleshes out some of the 68307 code (not 100% correct hookups, just improved logging and enough to get us somewhere).
- Added various devices to the SC4 emulation, added a default layout showing the VFD, to which most of the earlier games will now write 'Initializing'. Timers and other devices still need to be implemented properly before they actually initialize.
- Put the actual SC4 hardware emulation in drivers/bfm_sc4h.c so that it doesn't get lost in the swamp of sets (scrolling through a file is quite hard when it's almost entirely set definitions)
- Fixes some issues and cleaned up the video sources a bit.
- Marked all appropriate games with a GAME_IMPERFECT_GRAPHICS flag (all of the old methods were imperfect toot hey just weren't marked for some reason).