* Made it possible to add digital controls to axis settings as enables.
* Mix multiple analog controls assigned to an axis setting.
* Added a "reverse" modifier for analog controls (useful with mixing).
* Fixed an issue assigning mouse axes using multiple mouse-like devices
with -nomultimouse.
-frontend: More cleanup:
* Got rid of some abuse of "special main menus".
* Added a helper class for auto-pause menus that don't spawn submenus.
* Got rid of the fake menu that schedules an exit on the first frame.
* Turned the confirm quit prompt into a menu, eliminated one more
special-cased event loop.
* Fixed the confirm quit prompt resuming if you return to emulation if
you weren't paused to begin with.
-bus/centronics: Fixed conflicting DIP locations, reversed order and
inverted polarity for Epson printers.
* Also added the LX-810 (without L suffix) DIP switches for reference -
we don't have a device for this printer yet.
Made const-qualified pixel accessors (pix, pixt, raw_pixptr) return
const-qualified references/pointers to pixesl, and added non-const
versions. This makes bitmap more like standard library containers where
const protects the content as well as the dimensions.
Made the templated pixt accessor protected - having it public makes it
too easy to inadvertently get a pointer to the wrong location.
Removed the pix(8|16|32|64) accessors from the specific bitmaps. You
could only use the "correct" one anyway, and having the "incorrect" ones
available prevented explicit instantiations of the class template
because the static assertions would fail. You can still see the pixel
type in the bitmap class names, and you can't assign the result of
&pix(y, x) to the wrong kind of pointer without a cast.
Added fill member functions to the specific bitmap template, and added
a explicit instantiations. This allows the bitmap size check to be
skipped on most bitmap fills, although the clipping check is still
there. Also fixed a couple of places that were trying to fill an
indexed 16-bit bitmap with rgb_t::black() exposed by this (replaced with
zero to get the same net effect). The explicit template instantiations
in the .cpp file mean the compiler can inline the function if necessary,
but don't need to generate a local out-of-line body if it chooses not
to.
Extended the size of the fill value parameter in the base bitmap class
to 64 bits so it works correctly for 64-bit bitmaps.
Fixed places where IE15 and VGM visualiser weren't accounting for row
bytes potentially being larger than width.
Fixed an off-by-one in an HP-DIO card where it was treating the Topcat
cursor right edge as exclusive.
Updated everything to work with the API changes, reduced the scope of
many variables, added more const, and replaced a few fill/copy loops
with stuff from <algorithm>.
This effectively reverts b380514764 and
c24473ddff, restoring the state at
598cd52272.
Before pushing, please check that what you're about to push is sane.
Check your local commit log and ensure there isn't anything out-of-place
before pushing to mainline. When things like this happen, it wastes
everyone's time. I really don't need this in a week when real work™ is
busting my balls and I'm behind where I want to be with preparing for
MAME release.
Input and screen tags are now resolved relative to a layout's owner
device.
Easy way to demonstrate is with: mame64 intlc440 -tty ie15
Previously you'd only get the IE15 terminal's layout and you'd be unable
to use the INTELLEC 4/40 front panel. Now you'll get the choice of
layouts from both the system and the terminal device in video options.
- PULSE_LINE is no longer a value. Existing uses have been changed to pulse_input_line with attotime::zero as the second argument.
- Formerly only INPUT_LINE_NMI and INPUT_LINE_RESET were allowed with PULSE_LINE. INPUT_LINE_NMI no longer receives special handling; instead, CPU devices must specify which of their input lines are edge-triggered and thus may be used with zero-width pulses by overriding the execute_input_edge_triggered predicate. INPUT_LINE_RESET is still special-cased, however.
- execute_default_irq_vector now allows a different default vector to be specified for each input line. This added flexibility may or may not prove useful.
Start replacing special device macros with additional constructors,
starting with ISA, INTELLEC 4 and RS-232 buses.
Allow an object finder to take on the target of another object finder.
(For a combination of the previous two things in action, see either the
INTELLEC 4 driver, or the Apple 2 PC Exporter card. Also check out
looping over a device finder array to instantiate devices in some
places. Lots of things no longer need to pass tags around.)
Start supplying default clocks for things that have a standard clock or
have all clocks internal.
Eliminate the separate DEV versions of the DEVCB_ macros. Previously,
the plain versions were a shortcut for DEVICE_SELF as the target. You
can now supply a string tag (relative to current device being
configured), an object finder (takes on the base and relative tag), or
a reference to a device/interface (only do this if you know the device
won't be replaced out from under it, but that's a safe assumption for
your subdevices). In almost all cases, you can get the effect you want
by supplying *this as the target.
Eliminate sound and CPU versions of macros. They serve no useful
purpose, provide no extra checks, make error messages longer, add
indirection, and mislead newbies into thinking there's a difference.
Remove a lot of now-unnecessary ":" prefixes binding things relative to
machine root.
Clean up some miscellaneous rot.
Examples of new functionality in use in (some more subtle than others):
* src/mame/drivers/intellec4.cpp
* src/mame/drivers/tranz330.cpp
* src/mame/drivers/osboren1.cpp
* src/mame/drivers/zorba.cpp
* src/mame/devices/smioc.cpp
* src/devices/bus/a2bus/pc_xporter.cpp
* src/devices/bus/isa/isa.h
* src/devices/bus/isa/isa.h
* src/devices/bus/intellec4/intellec4.h
* Allows defaulted clocks (see subtle example with vboy)
* Allows additional constructors (see RS232 port in tranz330)
* Allows use of device finder in place of tag in MCFG_DEVICE_ADD
* Requires out-of-line destructor for devices using incomplete types
* Requires XTAL or explicit u32 for clocks for devices with private types
Devices must still define the standard constructor. When writing
additional constructors, be aware that the constructor runs before
device_add_mconfig in the context of the existing device, not the new
device. See osborne1, zorba, tranz330, and vboy for examples of this in
use. Compilation is a bit slower, but this is temporary while
refactoring is in progress.
Eliminated the need for MCFG_SOUND_ROUTE_EX.
Removed macros from slot option configuration - they just obfuscated
code and slowed it down with needless dynamic casts, but didn't actually
simplify it.
Beware, the device context does not follow in MCFG_FRAGMENT_ADD
anymore due to the prototype change. So creating a device then
configuring through a fragment doesn't work as-is. The simplest
solution is just to add a MCFG_DEVICE_MODIFY at the start of the
fragment with the correct tag.
Revert "Removal of voltage_regulator_device (nw)"
This reverts commit 1af133752a.
Revert "New way to provide DAC reference inputs (nw)"
This reverts commit 1c6a7ab40c.
- Introduce MCFG_SOUND_REFERENCE_INPUT to provide fixed inputs through the resampler, eliminating the need for the "voltage regulator" device
- Replace memset use in sound.cpp with std::fill
This was my third implementation of this concept. The previous two involved attaching sound streams to the dummy device (which required giving it device_sound_interface and other modifications).
Fixes fp1100 regression in:
SHA-1: 907115ed06
* create c-chip device with correct CPU type in it and a bunch of notes (pinout etc.)
create a uPD78C11 derived CPU type for this purpose, with internal ROM map
use internal ROM map for other uPD78C10 chips as it's always present.
add missing NO_DUMP definitions to various games using C-Chips with correct size etc.
pump megablast through the device code as really all it ever does is bank the c-chip window and test the RAM.
(nw) This is a pretty minimal change. The point where the root device is added has been moved
from the MACHINE_CONFIG_START macro to the constructor of the machine configuration class (made
possible by giving drivers their own device types). This isn't the final change in this area.
The root device is still being handled specially in that its configuration comes from the game
driver structure. This needs to be harmonised with regular devices. But that's a job for
another day.
The core changes are:
* Short name, full name and source file are no longer members of device_t, they are part of the device type
* MACHINE_COFIG_START no longer needs a driver class
* MACHINE_CONFIG_DERIVED_CLASS is no longer necessary
* Specify the state class you want in the GAME/COMP/CONS line
* The compiler will work out the base class where the driver init member is declared
* There is one static device type object per driver rather than one per machine configuration
Use DECLARE_DEVICE_TYPE or DECLARE_DEVICE_TYPE_NS to declare device type.
* DECLARE_DEVICE_TYPE forward-declares teh device type and class, and declares extern object finders.
* DECLARE_DEVICE_TYPE_NS is for devices classes in namespaces - it doesn't forward-declare the device type.
Use DEFINE_DEVICE_TYPE or DEFINE_DEVICE_TYPE_NS to define device types.
* These macros declare storage for the static data, and instantiate the device type and device finder templates.
The rest of the changes are mostly just moving stuff out of headers that shouldn't be there, renaming stuff for consistency, and scoping stuff down where appropriate.
Things I've actually messed with substantially:
* More descriptive names for a lot of devices
* Untangled the fantasy sound from the driver state, which necessitates breaking up sound/flip writes
* Changed DECO BSMT2000 ready callback into a device delegate
* Untangled Microprose 3D noise from driver state
* Used object finders for CoCo multipak, KC85 D002, and Irem sound subdevices
* Started to get TI-99 stuff out of the TI-990 directory and arrange bus devices properly
* Started to break out common parts of Samsung ARM SoC devices
* Turned some of FM, SID, SCSP DSP, EPIC12 and Voodoo cores into something resmbling C++
* Tried to make Z180 table allocation/setup a bit safer
* Converted generic keyboard/terminal to not use WRITE8 - space/offset aren't relevant
* Dynamically allocate generic terminal buffer so derived devices (e.g. teleprinter) can specify size
* Imporved encapsulation of Z80DART channels
* Refactored the SPC7110 bit table generator loop to make it more readable
* Added wrappers for SNES PPU operations so members can be made protected
* Factored out some boilerplate for YM chips with PSG
* toaplan2 gfx
* stic/intv resolution
* Video System video
* Out Run/Y-board sprite alignment
* GIC video hookup
* Amstrad CPC ROM box members
* IQ151 ROM cart region
* MSX cart IRQ callback resolution time
* SMS passthrough control devices starting subslots
I've smoke-tested several drivers, but I've probably missed something. Things I've missed will likely blow up spectacularly with failure to bind errors and the like. Let me know if there's more subtle breakage (could have happened in FM or Voodoo).
And can everyone please, please try to keep stuff clean. In particular, please stop polluting the global namespace. Keep things out of headers that don't need to be there, and use things that can be scoped down rather than macros.
It feels like an uphill battle trying to get this stuff under control while more of it's added.
* Make device_creator a variable template and get rid of the ampersands
* Remove screen.h and speaker.h from emu.h and add where necessary
* Centralise instantiations of screen and speaker finder templates
* Add/standardise #include guards in many hearers
* Remove many redundant #includes
* Order #includesr to help catch headers that can't be #included alone
(nw) This changes #include order to be prefix, unit header if applicable
then other stuff roughly in order from most dependent to least dependent
library. This helps catch headers that don't #include things that they
use.
Per Vas' request. If the compile fails for you (i'm thinking osx and
windows native debuggers here in particular), add '#include "emu.h"'
as first include of the cpp files that fail.
Due to our use of precompilation and forced inclusion, emu.h must be
included as the very first non-comment thing we do if we want to be
sure msvc compiles are identical to gcc/clang ones. Doing it directly
instead of through an include increases the correctness probability by
a magnitude.
Use standard uint64_t, uint32_t, uint16_t or uint8_t instead of UINT64, UINT32, UINT16 or UINT8
also use standard int64_t, int32_t, int16_t or int8_t instead of INT64, INT32, INT16 or INT8
ataxx: Fixed missing sound channel caused by one dac not being hooked up and one dac being hooked up to two addresses.
bestbest: Fixed high pitch screech caused by incorrect addressing (two dacs weren't hooked up and two were hooked up to two addresses).
cchasm: Fixed static noise generation caused by feeding the same bit to both dacs.
cheekyms: Slightly improved sound by implementing sound triggers as 8 x 1 bit dacs instead of 1 x 8 bit dac.
galeb: Fixed sound by implementing it according to http://www.deltasoft.com.hr/retro/galebemu.htm & implemented enough of LOAD/SAVE to stop it hanging.
hard drivin: (all games in driver) Improved 12 bit controls, although centre still goes out of sync.
mea8000: Converted to a sound device.
megaphx: Fixed noisy samples due to wrong format.
microvsn: Fixed sound pitch caused by incorrect usage of write_signed8().
seicross: Changed to a 4 bit dac as samples are packed nibble.
spaceg: Preliminary sound using space invaders samples.
suna8: Changed to a 4 bit dac as samples are packed nibble.
vcombat: Fixed static during machine gun fire due to incorrect dc offset removal.
vectrex: Fixed noisy samples due to wrong format.
wheelfir: Fixed sound, eeprom & analogue steering wheel and brake pedal.
to unpack tiny_rom_entry structures at runtime.
WARNING - I've done preliminary testing on a tiny build (pacman works), but nothing more. I know for a fact that a full compile fails