Comments: I didn't touch anything to do with the old/new galaxian drivers yet. I'm waiting to do that later as I anticipate that will be pretty major with number of changes and number of notes.
* moved color blending (background & subscreen color addition/subtraction) at the end of the drawing process.
* removed some unused (and not working anymore) debug code
out of whatsnew, I also undid 2 small changes which entered rev 8257/8258 by mistake (one of which was responsible of dynamic resolution breakage).
side note: finally video/snes.c do not directly refers to snes_ram anymore (except for debug logging). this will be of use, if I ever get to make a device for the PPU :)
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Logic Pro Adventure [Guru, D. Beneke, snoopy, pongplaya, W. Belk, hap, S. S. Neilson, JacKc, The Dumping Union]
Fair warning: the PSX GPU locks up infinitely rendering a triangle if you let
it go past the first logo screen. If you coin up there it's fully playable.
- Added frame buffer
- Fixed sprite list end, negative coordinates, wrap around
- Added battery backed RAM
New games added or promoted from NOT_WORKING status
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Skill Drop Georgia [Luca Elia, Smitdogg, Brian Troha, The Dumping Union]
ACRTC implementation is a bit hacky due to its preliminary emulation status.
New games marked as GAME_NOT_WORKING
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Joker's Wild (B52 system, set 1) [Roberto Fresca, Tomasz Slanina, Gerald Vanderick]
Joker's Wild (B52 system, set 2) [Roberto Fresca, Tomasz Slanina]
Joker's Wild (B52 system, Harrah's GFX) [Roberto Fresca, Tomasz Slanina, Gerald Vanderick]
Doesn't do much at the moment, but the increase in documentation value is
significant (we're documenting the sample compression format, for one thing).
Replaced all occurrences of OPTION_DEBUG in src/osd/* by checking machine->debug_flags
Replaced all occurrences of DEBUG_FLAG_ENABLED in src/osd/* by DEBUG_FLAG_OSD_ENABLED
For the time being, DEBUG_FLAG_OSD_ENABLED is default (set in mame.c)
Debugger: avoid clearing DEBUG_FLAG_OSD_ENABLED
- ui_input_frame_update is now global
- moved element_component from rendlay.c to rendlay.h
- added ability to rendlay.c to define "container" components. These simply provide a render_container.
I plan to remove the above again and simply use one container covering the whole render_target. This container will be rendered after the artwork and before the ui. For this to work, DViews need move and resize support. Render_targets will than be equivalent to virtual desktops.
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This is just stage one of converting OG's stuff, please do not touch any
of it yet. Next up is the skeleton of the ZOOM chip, finishing up
the missing bits of the CPU core (the interrupt controller and timers), and
debugging the results.
- Added proper inputs.
- Added coin/keyin/keyout/payout counters.
- Limited the bet and coin pulses to avoid repeats and coin jams.
- Added complete coinage and keyin DIP switches.
- Added main game and double-up rates DIP switches.
- Added minimum bet DIP switches.
- Added maximum bet DIP switches.
- Added main game and double-up limit DIP switches.
- Added payout mode and auto take DIP switches.
- Added DIP locations as seen in the settings mode.
- Added demo sounds DIP switch.
- Created proper button-lamps layout.
- Added technical notes.
- Some clean-ups...
(promoted from not working status....)
New games added or promoted from NOT_WORKING status
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Treasure Island (Subsino) [Team Europe, Dumping Union, Angelo Salese, David Haywood, Roberto Fresca]