-------------------
Gammonmaster II [hap, Sean Riddle]
Omar [hap, Sean Riddle]
Electronic Chess (Tryom) [hap, Sean Riddle]
Punch Your Lights Out [hap, Sean Riddle, Frank Palazzolo]
New clones marked not working
-----------------------------
Desert Wars (bootleg of Battle Zone) [Javier Blanco Ojeda, ClawGrip]
Also reformatted single-line comments
* eolith/eolith_speedup.cpp: Fixed oversight causing stealsea to crash on start.
* eolith/eolith16.cpp: Marked klondkp not working - it locks up on the title screen if you don't insert a coin soon enough.
* eolith/eolith.cpp, eolith/eolith16.cpp, eolith/vegaeo.cpp: Added basic support for partial screen updates.
* eolith/eolith_speedup.cpp: Renamed base state class to make its purpose more obvious.
* Can now cycle through candidates by repeatedly pushing Tab.
* Also cleaned up Lua thread context object a little, and made it
possible to pass any Lua object as a status value.
* msx2_flop.xml: Fixed a couple of Japanese titles.
* plugins/layout: Added a couple of things to the layout script sandbox.
* Tidied up Hyper Neo Geo 64 code (srcclean etc.).
* Identified 'blend' flag for 3D objects and added minimal implementation.
* Emulated 'split' tilemap effect.
* Don't draw sprites with zero zoom values, rather than using an unscaled sprite,
* Made 'sprite erase' code less aggressive (prevent it from wiping out palette values).
* Implemented 'texture scrolling' (used for glass and water effects).
Added a BIOS found on a restored Japanese Irritating Maze cabinet.
Sadly it appears to be a hack by the arcade distributor who restored it.
[Simon Taylor]
* Implemented program and sprite unscrambling.
* Added video and sound emulation (video is similar to Mitchell hardware).
* Added inputs.
Systems promoted to working
-----------------------
Hot Body I
This removes the need to force it to build as C++, and adds proper UTF-8
support for Windows.
Since this is a fork of linenoise, there's no hope for getting
lua-linenoise to sync with it upstream. I made the bare minimum changes
to keep it working, but didn't add bindings for new functionality (e.g.
multi-line editing).
Compile Lua as C++. When Lua is compiled as C, it uses setjmp/longjmp
for error handling, resulting in failure to unwind intermediate stack
frames. Trying to ensure no objects with non-trivial destructors are in
scope when raising a Lua error is error-prone. In particular,
converting an exception to a Lua error becomes convoluted, and raising a
Lua error from a constructor is effectively impossible.
Updated Lua to 5.4.4 - this includes a brand-new garbage collector
implementation with better performance. The main thing removed is the
deprecated bitlib.
Updated sol2 to version 3.3.0 - this adds support for Lua 5.4 and fixes
a number of issues, including not correctly handling errors when Lua is
built as C++.
Updated LuaFileSystem to version 1.8.0 - this adds support for symbolic
links on Windows, as well as Lua 5.4 compatibility.
Updated LuaSQLite3 to version 0.9.5 - this fixes issues in
multi-threaded environments, as well as Lua 5.4 compatibility.
Fixed double-free after attempting to construct a debugger expression
from Lua with an invalid string, and exposed expression error to Lua in
a better way.
Added warning level print function to Lua.
Fixed saving cheats with shift operators in expressions, although this
code isn't actually used as there's no cheat editor.