The things that were previously called device iterators are not
iterators in the C++ sense of the word. This is confusing for
newcomers. These have been renamed to be device enumerators.
Several Lua methods and properties that previously returned tables now
return lightweight wrappers for the underlying objects. This means
creating them is a lot faster, but you can't modify them, and the
performance characteristics of different operations varies.
The render manager's target list uses 1-based indexing to be more like
idiomatic Lua.
It's now possible to create a device enumerator on any device, and then
get subdevices (or sibling devices) using a relative tag.
Much more render/layout functionality has been exposed to Lua. Layout
scripts now have access to the layout file and can directly set the
state of an item with no bindings, or register callbacks to obtain
state. Some things that were previously methods are now read-only
properties.
Layout files are no longer required to supply a "name". This was
problematic because the same layout file could be loaded for multiple
instances of the same device, and each instance of the layout file
should use the correct inputs (and in the future outputs) for the device
instance it's associated with.
This should also fix video output with MSVC builds by avoiding delegates
that return things that don't fit in a register.
* added support for reading/writing hiscore files from cart images
example hiscore.dat entry:
````
nes,smb:
Super Mario Bros. (World).nes:
Super Mario Bros. (W) [!].nes:
@:maincpu,program,7df,4,0,0,ff
````
* store console hiscores in subdirs, added cart hashes support
* added back my prev changes
* added missing end
* using simpler regexpr for hiscore.ini parsing, fixed typo
* minor cleanups
* Revert "Used set_folder to avoid hardcoding plugin name in settings path"
This reverts commit 76884986fd8630f81cfc838aa42f264fdcec2ea9.
* Changed autofire config directory to homepath
* Bumped autofire plugin version