- High level emulation of serial keyboard (only sort of works; probably should be less sophisticated)
- Add double height and double width attributes
- Adjustable start of screen pointer (necessary for SET-UP mode)
- Reconfigure screen for 80/132-column and 50/60 Hz modes
dikeyboard: Add scan_complete callback (nw, sort of hacky but cit101 keyboard works worse without it)
- Use device_resolve_objects to resolve callbacks in output_latch_device (nw)
Note that this renaming is not just for human convenience; genie seems to get confused by modifications to a header called latch.h and decides to recompile everything involving gen_latch.h as well.
* xavix - tidy ups, reorganization, current notes etc.
* didn't mean to push a copy (nw)
* shift some common code around for palette handling (nw)
* lean less heavily on memory system (nw)
* revert 'shift some common code around for palette handling (nw)' to be revisited later.
* add missed include guards (nw)
* new machines marked as NOT WORKING
Skannerz TV [Sean RIddle, Peter Wilhelmsen]
This will need the communication protocol with the barcode scanner unit reverse engeering (the scanner unit has it's own MCU that isn't dumped and for which we have no method of dumping) this also probably means it will need improvements to the general vii.cpp handling of interrupts and serial ports (which Cricket needs too)
also made rainbow islands extra a parent, since it has it's own game code, own c-chip and is generally considered a semi-sequel rather than a bugfix / revision of the original game.
(best I can tell behavior matches the differences between original and extra that were present in the simulation at least, but obviously the real chip could be hiding more secrets)
* use real dumped c-chip for bonzeadv, remove simulation [Team Caps0ff]
this most likely fixes MT00377, MT00205
* typo (nw)
* missed a file (nw)
* no longer fights (nw)
* tidy here too (nw)
* c+p typo (nw)
* c-chip: use dumped c-chip for Volfied [Team Caps0ff]
interrupt source still needs to be verified, but I've tested this to the end and it works fine with the real dump.
* less static (nw)
* hook the coin counters back up (nw)
* tweaks (nw)
* was too close after tweak (nw)
* add support for dumped superman c-chip too, removed simulation [Team Caps0ff]
also made the 68k and upd7810 use different banked windows into the RAM, this seems to prevent the fighting I was seeing, and also superman suggests that it might be correct, as it puts response values in a bank for the 68k but then changes the window so the 68k can't see them. needs further testing tho (other c-chip dumps might tell us more later)
* use the 68k side handlers on megab too, even if it really doesn't care about anything (nw)
* remove debug structure (nw)
* Fixed building using system utf8proc
* Fixed building using system portaudio
* Allow using system-wide asio headers (1.11.0 or higher required).
* Allow using system-wide glm headers
* Allow using system-wide rapidjson headers
* Put all ext_includedir calls together
* Fixed build failure when SOURCES is defined
* Fixed building using system utf8proc
* Fixed building using system portaudio
* Allow using system-wide asio headers (1.11.0 or higher required).
* Allow using system-wide glm headers
* Allow using system-wide rapidjson headers
* Add 89 in 1 mini console
* Add mc_cb280, similar to sy889
* More VTxx ROMs
* Add more nes_vt systems
* Add SY888B
* Add support for VTxx systems with scrambled instructions (FC Pocket, DGUN2573)
* Add support for Family Pocket, and more FC Pocket games
* Small fixes and reclassifications (nw)
* Support for VTxx scrambled banking (thanks NewRisingSun for help)
* New palette code from NewRisingSun, etc
* Various VT03 fixes, several systems including ZDog now working
* nes_vt comment/status updates (nw)
* Refactor m6502_vtscr (nw)
* fix/tidy tvboy driver (nw)
* missed file (nw)
* framework for adding 'gamebooster' (need to figure out how it actually works / maps tho) (nw)
(code based on zx spectrum expansion port code)
* (nw)
* lost a line (nw)
* allow it to run (nw)
* continued work (nw)
* mame64 psj -parallel gamebooster -cart tetris now works
* rm outdated (nw)
* remove unneeded code (nw)
* limit accesses, log unexpected ones, might have custom banking (nw)
* write bytes in an order that keeps the gb code happier , sml boots (nw)
* various reorganization of radica and vtech stuff
* missed this (nw)
* correct file (nw)
* newlines and stuff (nw)
* less c_str (nw)
* worse (IMHO) filenames (nw)
* format got messed up (nw)
* some bits for golden tee (nw)
* get us renderng something in rad_gtg (nw)
* some basic inputs (nw)
* further improvements to the Golden Tee Home Edition (radica eu3a14)
added Radica Sensible Soccer [Sean Riddle]
* tilebase handling (nw)
* golden tee home video improvements (nw)
Revert "Removal of voltage_regulator_device (nw)"
This reverts commit 1af133752a.
Revert "New way to provide DAC reference inputs (nw)"
This reverts commit 1c6a7ab40c.
* new NOT WORKING
Space Invaders (Radica, Arcade Legends TV Game) [Team Europe, Sean Riddle]
(not sure what this is really called, it's a 5-in-1, it probably contains a customized 6502 core, or there should be an internal bootstrap rom)
* typo (nw)
* based on a jump to e092 which looks like it should maybe skip an opcode this seems a more possible mapping (nw)
* actually vectors are right there (nw)
* memory map improvements (nw)
* various notes etc. (nw)
* various banking bits (nw)
* actually remember to hook up the read (nw)
* clearly inputs (nw)
* show that the game is actually running, even if we don't understand the video format, there's clearly some kind of tilemap structure in ram (nw)
* this is bitmap ram on qix (nw)
* didn't mean to change this (nw)
* gfx are stored more like texture pages?! (nw)