* Identified the slots game as Super Stars.
* Changed am_uslot to suprstar.
* Reworked inputs from the scratch.
* Added support for outputs: lamps & counters.
* Added a button-lamps layout.
* Promoted the game to working state.
* Added technical notes.
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Super Stars [Roberto Fresca, Angelo Salese, Andreas Naive]
only, but should be pretty easy to get graphics in there and add
different direction scrolling - updating sc4 code to use these new types. [David Haywood]
Stepper display output fix [James Wallace]
devcb_stub16, which in turn required new macros
DEVCB_MEMBER16, DEVCB_DRIVER_MEMBER16, and DEVCB_DEVICE_MEMBER16.
Sorry about this, but the differences between the function
types is apparently not sufficient for proper template
differentiation under MSVC.
Comment: I need to check a few more things, see how bad performance gets if we force some elements to render each update rather than using cached bitmaps, the idea of ending up with up to 200,000 temporary bitmaps for each 16 segment LED with the existing code is quite frankly horrendous, but from what I understand it's entirely possible it could happen.
memory_region management into the memory manager instead
of directly in the machine. Hid the global region method;
now all regions must be looked up relative to a device.
If you're a member function, you can just use memregion("tag")
directly. If you're a global function or a device referencing
global regions, use machine().root_device().memregion("tag")
to look up regions relative to the root.
S&R to convert all references:
machine([()]*)\.region
machine\1\.root_device\(\).subregion
Then remove redundant machine().root_device() within src/mame:
([ \t])machine\(\)\.root_device\(\)\.
\1
And use state->memregion() if we have a state variable present:
(state *= *[^;]+driver_data[^}]+)([^ \t]*)machine[()]*\.root_device\(\)\.
\1state->
Finally some cleanup:
screen.state->
state->
device->state->
state->
space->state->
state->
And a few hand-tweaks.