* fs_isis: support for Intel ISIS-II filesystem added
* fs_isis: fix after CI failure
* fs_isis: adapted to changes in 5499683a23
* all.cpp: fixed amount of ws
Made closing the Qt debugger console window hide all debugger windows
and run the emulated machine (debugger windows will be shown on next
user break or breakpoint hit). This matches the behaviour of the Win32
and Cocoa debuggers.
Made Qt debugger clean up its windows on exit rather than on subsequent
starts. This fixes GitHub #9789.
Made Qt debugger less reliant on global variables, and made code to save
and load configuration a bit less convoluted. It still needs more
refactoring on this front, but it's in slightly better shape now.
Made Qt debugger a bit less crashy on invalid configuration. Still
plenty of ways to crash it, but every little bit counts.
Made Qt debugger do less comparisons on menu item names and object
names - it might be possible to localise one day.
Moved all the C++ debugger implementations into namespaces. They're
using awfully generic class names, so it's about time.
* Reset the system from a timer callback for the Vast Fame/SL/J.Y.
Company multi-game cartridges. This fixes games on gbcolor.
* Reset system when leaving configuration mode for GBCK003. Fixes most
issues with games.
* Moved GBCK003 to its own source file, and added notes for both
multi-game cartridge types.
Cartridge RAM features are not implemented yet.
New working software list items
---------------------
gbcolor.xml: New Super Color 145 in 1 (China) [taizou, Vas Crabb]
* Format is mostly compatible with the Cocoa debugger, besides reversed
vertical positioning.
* Made Qt debugger more compatible with configuration format used by
Win32 and Cocoa debuggers.
* emu/config.cpp: Preserve elements with no registered handlers in
default and system configuation files.
* Fixed tiny build for consolidated driver files.
* tools/unidasm.cpp: Capture big objects by reference in lambdas.
* misc/oneshot.cpp: Fixed unsigned comparison to zero bugs.
Allow cartridges to install themselves rather than putting accesses
through trampolines. Use memory banks even when they aren't installed
directly, as it exposes script bindings and declares intent.
Added support for MBC6 Flash, and MBC7 two-axis accelerometer and 128*16
or 256*16 serial EEPROM. Added basic support for Game Boy Camera image
capture (various M64282FP processing features are not implemented).
Improved MBC3 real-time clock emulation.
Added basic support for Hudson Soft HuC-1 cartridges (infrared I/O not
supported) and HuC-3 cartridges (real-time clock and infrared I/O not
supported).
Added full support for Vast Fame VF001 cartridges.
Separated Mega Duck flat and banked ROM cartridge types, and allowed
software list items to specify whether a cartridge has fixed and
selectable 16K banks or a single selectable 32K bank.
Added support for RAM sizes smaller than 8K that will be mirrored in the
0xA000-0xBFFF area. Implemented correct ROM mapping for sizes that are
not powers of two. Corrected size of MBC2 internal static RAM.
Added support for various hypothetical cartridge wirings, such as MBC5
with outer ROM banking for up to 128M, M161 and Wisdom Tree cartridges
with flat RAM, and MBC1 or MBC5 with fewer than the maximum number of
inner ROM bank lines used.
Fixed logo spoofing logic for many pirate cartridges, including Rocket
Games, Sachen MMC1 and MMC2, Sintax, Li Cheng, and Niutoude. Identified
fine bank mask register for GBCK003 board.
Added basic support for GBX format ROM images. Added heuristic for
detecting raw dumps of M161 cartridge images. Removed unreliable
unlicensed cartridge detection heuristics - these need to be
reimplemented in a better way.
Software list items promoted to working
---------------------------------------
gameboy.xml:
Game Boy Camera (Europe, USA)
Game Boy Camera Gold (USA)
Pocket Camera (Japan, Rev 1)
gbcolor.xml:
Command Master (Japan)
Kirby Tilt 'n' Tumble (USA)
Korokoro Kirby (Japan)
Street Hero (Taiwan)
Thunder Blast Man (Europe)
4 in 1 + 8 in 1 (World, 4B-001)
4 in 1 + 8 in 1 (World, 4B-002)
4 in 1 + 8 in 1 + 16 in 1 (World, 4B-005)
4 in 1 + 8 in 1 (World, 4B-007)
31 in 1 Mighty Mix (Taiwan)
31-in-1 Mighty Mix (Australia)
Nǚwáng Gédòu 2000 (Taiwan)
Chāojí Gédòu 2001 Alpha (Taiwan)
Gédòu Jiàn Shén - Soul Falchion (Taiwan)
ui: Added some missing functionality:
* Added an option to copy input device IDs to the relevant menus.
* Added an item for setting the software lists files path (-hashpath) to
the folder setup menu.
* Allow pasting text from clipboard in most places that allow typing
(searching, entering filenames, entering barcodes).
* Changed the software selection menu heading to be a bit less
misleading.
* Made barcode menu less eager to rebuild itself unnecessarily, and
removed some confusing and apparently pointless code.
Exposed more Lua bindings:
* Added low-level palette objects.
* Added indexed bitmap types.
* Added a bitmap method for extracting pixels from a rectangular area as a
packed binary string.
* Changed screen device pixels method to return width and height in
addition to the pixels.
osd: Added some functionality and cleaned up a little:
* Added a function for copying text to the clipboard.
* Moved function for converting Windows error codes to standard error
conditions to winutil.cpp so it can be used from more places.
* Removed duplicate declaration of osd_get_clipboard_text and made the
function noexcept (including fixing implementations).
* Made macOS implementation of osd_get_clipboard_text skip the encoding
conversion if it finds UTF-8 text first.
* Changed the default -uimodekey setting so it doesn't lose the "not
shift" that stops the default from interfering with UI paste.
Various bug fixes:
* util/unicode.cpp: Fixed the version of utf8_from_uchar that returns
std::string blowing up on invalid codepoints.
* util/bitmap.h: Fixed wrapping constructors for indexed bitmaps taking
the wrong parameter type (nothing was using them before).
* util/bitmap.cpp: Fixed potential use-after-free issues with bitmap
palettes.
* emu/input.cpp, emu/inputdev.cpp: Log 1-based device numbers, matching
what's shown in the internal UI and used in tokens in CFG files.
* emu/emumem.cpp: Added the bank tag to a fatal error message where it
was missing.
docs: Reworked and expanded documentation on configuring stable
controller IDs.
For translators, the changes are quite minor:
* There's a menu item for copying a device ID to the clipboard, and
associated success/failure messages.
* There's the menu item for setting the software list file search path.
* One of the lines in the software selection menu heading has changes as
it could be interpreted as implying it showed a software list name.
* util/ioprocsvec.h: Fixed truncating when a write doesn't reach the end
of stream. [F.Ulivi]
* floptool.cpp: Fixed reversed error checking logic. [F.Ulivi]
* Fixed SUBTARGET=tiny build (required Sega encrypted CPUs to be added).
* Initial FAT file system support for Floptool
Current Limitations:
- Read only
- Only supports floppy disks
- No FAT32 support
- No Long Filenames Support
-Moved some stuff out of misc and skeleton:
* Moved Innovative Concepts machines to their own project.
* Moved various things out of skeleton to existing company projects.
* added emulation of required/used AXC51 / AX208 extended operations
* added preliminary emulation of required/used AXC51 / AX208 features
* added support for many Monon specific features, such as the video controller
* most games are playable, those not requiring a card/badge scanner to function at all are promoted
* no music, as it's contained in a game specific MCU under a glob on each cart
* Use flat gradient style rather than embossed edges.
* Made rightmost stroke of the M thicker.
* Use a dark border to emphasise the outline on light backgrounds.
* Use flat style without anti-aliasing up to 64*64.
* Manually tweaked small sizes to preserve sharp mitres.
* cloned the mcs51 core as axc51, stripped it back, will allow monon work to continue without making a mess of the original mcs51 core.
* remove some redundant bits
* replace SFR table with AXC51 / AX208 one, removing some other functionality which is not the same on this series
* remove some other bits that are redundant now we're not trying to support other mcs51 models in the axc core
* Don't put full path to target resources in generated version resource
file.
* apple/sonora.cpp: Only #include "emu.h" as first thing in .cpp file to
avoid PCH issues.
* taito/rbisland.cpp: Cleaned up a few details.
- Use 16-bit pointer for sprite RAM storage (despite some systems only having 8-bit CPUs)
- Rename device and move to src/devices
- Clean up variable naming in associated drivers
- neobattl: Add DIP switch locations
- krzybowl: Reduce clocks to match known XTAL value
Added support for wildcards in .flt filter files. You'll need to quote
them to avoid /* being parsed as a comment initiator, like "seta/*.cpp"
on a line including the quotes.
Added an XSLT filter for listing system driver sources, like
mame -lx | xsltproc scripts/xslt/list-system-sources.xslt
Converted the ci subtarget (which isn't really used much) into a .flt
rather than .lua and .lst files.
Added SOURCEFILTER option to specify a driver filter file in your make
options, e.g. like make SUBTARGET=custom SOURCEFILTER=mydrivers.flt (or
put it in your useroptions.mak if you'll be using it a lot). It
functions more-or-less like SOURCES on steroids.
Changed the way system/device source file paths are displayed to suit
the new source layout better. INI file loading hasn't changed, that
still just uses the base file name.
Added overlooked trigger to src/bus.lua to include NES controller bus if
the NES zapper sensor is needed.
Driver projects now use globs to search for files. There's less effort
editing the Lua files when things are moved around. Remember it won't
automatically pick up a change, so if you add/remove/change files, you
should touch makefile to get it to find the change.
Driver projects no longer get the top-level MAME directory as an include
path. This means you need to think about how you structure things and
not introduce nasty circular dependencies.
Subtarget projects can now be generated entirely from .flt files without
the need for separate Lua scripts and .lst files. This has been done
for the arcade, mess and virtual targets. It effectively works like a
SOURCES= build on a large scale. This means you need to organise things
so the dependency genrators can find them.
There's an issue with the mess subtarget right now. For some reason,
decmate2.cpp isn't picking up the dependency on the PDP8 CPU core for
the HD6120 device. I'll debug it later
* Changed name of cards for slot selection to "mdc48" and "mdc824" as
they're unrelated to the later 8*24 GC card.
* Also cleaned up code substantially and got rid of artificial
differences between Display Card 4*8 and 8*24.
* Moved lists of NuBus and SE/30 PDS cards to a common place.
* Got some class declarations out of headers to reduce recompiles.
Started implementing the Macintosh Display Card CRTC. It gives correct
resolutions, although refresh rates are incorrect. Added machine
configuration settings allowing several monitors to be selected.
Implemented the Macintosh Display Card's packed RGB mode. The
base/stride in RGB mode make more sense with this implemented.
Cleaned up the code for the SuperMac Spectrum cards, and fixed the
garbage at the bottom of the screen on the Spectrum/8.
Put a layout with views for common monitor aspect ratios in a place
where cards can use it. This is especially useful for the NuBus cards
that can support portrait monitors.
Factored CRTC and shift register out of Spectrum/8 and added to Spectrum
PDQ. Fixes video mode selection and resolution for Spectrum PDQ.
Implemented vertical interrupt position, stride, line offset and clock
source registers for Spectrum PDQ. Added a hack to work around line end
control not being understood. Also added save state support.
Slightly modernised the Macintosh Display Card (JMFB) device code.
Initialised some driver state class members that were causing System 7
to fail to see files. [Ivan Vangelista]
-----------------------------------
a2600.xml: Asteroids (PAL, rev. 06) [Guru]
Clones promoted to working
----------------------------
Super Treasure Island (Italy, v1.6) [Ivan Vangelista]
- tankbust.cpp: used finders, logmacro and other small cleanups
emu/schedule.cpp: Fixed a few more pessimising assumptions. Gains a few
percent in Ketsui and SNES SuperFX.
util/endianness.h: Added some more operations on endian-swizzlers.
Changed a few more drivers to use them.
sun2.cpp: Fixed uninitialised variable that could cause corrupt video.
Fixed some issues with Visual Studio project generation after the
changes to Windows resource creation.
----------------------------
Borderline (Tranquillizer Gun conversion) [anonymous]
New working clones
------------------
Beta Force [anonymous]
- astinvad.cpp, rollerg.cpp, shootout.cpp: used finders, derived classes and other minor cleanups
Optimised the scheduler's handling of unscheduled timers - gives a 50%
performance improvement in some timer-heavy drivers.
Added better endianness swizzling helpers.
Got rid of some of the OSD input modules' dependence on concrete input
classes from emu.
* Moved protection simulation to devices, and got more games to boot.
* Corrected lamp output mapping for most games.
* Correctly identified more games, and removed bad dumps.
* Organised sets better, and cleaned up some of the implementation.
* Got rid of the special-casing for the "mess" subtarget name.
* Got rid of the MESS-specific Windows resources, emuator info source
and man page.
* Added subtarget name to the internal name and original name in Windows
resources.
-ui: Put the system-specific items on the input settings menu together,
and fixed the crosshair visibility settings.
Added menus for controlling toggle inputs, and showing recognised input
devices and control state. Moved input menu options off main menu to a
submenu, as there are a lot of them now.
Moved menu heading drawing into base class, added headings to more
menus, and made headings more consistent with the menu items used to
reach them. Also made terminology more consistent.
Changed the default names for buttons and hat switches/D-pads to use
1-based numbering. DirectInput still returns 0-based button numbers for
some devices.
Removed local copy of MinGW xaudio2.h as it’s now included in the MSYS2
package. Also fixed building the DirectSound sound output module with
the SDL OSD on Windows - the Windows headers are sensitive to include
order.
Started adding documentation for menus, to hopefully help people find
menus they remember seeing but can't recall how to access.
For translators, this makes terminology more consistent. In particular:
* "Settings" is preferred over "configuration" in a number of places, as
the latter can be construed as referring specifically to settings
stored in .cfg files in the cfg_directory folder. Also, references to
saving machine configuration could be interpreted as relating to the
settings on the "Machine Configuration" menu.
* The controls on host input devices (e.g. keys, buttons, joystick axes)
are referred to as "controls", while emulated inputs are referred to
as "inputs".
* The menus for assigning host controls to emulated inputs are called
"input assignments" menus to distinguish them from other input
settings menus.
* Combinations of controls that can be assigned to emulated inputs are
referred to as "combinations" rather than "sequences".
* The potentially confusing term "ROM set" has been removed altogether.
Use "short name" to refer to a device or system's identifier.
* "System" is used in almost places to refer to a complete, runnable
system rather than "Machine".
* "Driver" is now only used to refer to source files where systems or
devices are defined - it is no longer used to refer to individual
systems.
* A few more menus have message context for the messages. This makes it
a bit easier to guess where the messages are used. It also means you
can use different translations in different places if necessary (e.g.
if the same English text should be translated differently as an item
in one menu and as a heading in another).
- Every file in src/mame/{includes,drivers,audio,machine} with the
exception of konamiic.txt has to appear in one and only one of the
projects of arcade.lua or mess.lua (ignoring mameshared)
- Files in mameshared must exist in mame.lua
* cpu/dsp56156: Fixed ANDI, fixed BFCLR errata, fixed DEC24 not affecting flags.
* cpu/dsp56156: Added proper devcb_write16 for Port C output.
* plygonet.cpp: Fixed banking and tightened up VRAM access.
* plygonet.cpp: Account for endianness in tilemap accesses.
* plygonet.cpp: Switched to logmacro, merged into one file, and general code cleanup.
New working machines
-----------------------------------
Micromint SB180 [Miodrag Milanovic]
-z180: implemented ASCI serial communication [Miodrag Milanovic]
-tim011: hookup serial keyboard [Miodrag Milanovic]
-20pacgal: Add support for terminal
* Make netlist/plib noexcept issue workaround trigger for clang 8 or
Apple clang 11.0.0.
* Disable lifetime DSE optimisation for GCC 10.2 (this may be an issue
in GNU libstdc++ rather than GCC itself - using compiler version as a
proxy for standard library version is bad, but it's the path of least
resistance for now).
Updated Space Invaders C.V. and Space Invaders Part II input definitions
based on schematics and manuals.
Got Space Invaders specific stuff out of the Midway 8080 B/W base class.
Got some of the game-specific stuff out of the _8080bw_state class.
It's still a bit of a mess because sound hardware is implemented in the
driver classes so some games pull in a more derived class than they
really should just for sound handlers.
Got rid of the duplicate joystick inputs in rollingc.
Fixed cocktail mode input and DIP switches in a few games.
-----------------------------------------
Tinker Bell [Darksoft, Team Europe, R. Belmont]
segam1.cpp: removed and games merged into the new segasm1.cpp. [R. Belmont]
------------------
Nostromo [anonymous]
Samurai (World) [anonymous, SNESNESCUBE64]
Super Ship [anonymous]
- gotya.cpp: minor cleanups
- hyprduel.cpp: used standard ROM loading macros
--------------------------------
Dead or Alive (Model 2A) [Trol]
- arkanoid.cpp, snk.cpp: minor documentation updates
- funworld.cpp: demoted multiwina to MIG
- jack.cpp: corrected ROM lables [Brian Troha]
- nmk16.cpp: fixed missing sprites in attract mode for tdragonb3, thanks to info from hammy
- sidearms.cpp: dumped PROMs, added hardware info and correcte clocks for Turtle Ship [Guru]
- vamphalf.cpp: improved hardware info [Guru]
- xain.cpp: corrected audio CPU clock to match measurements
- yunsun16.cpp: used standard ROM loading macros and other minor cleanups
* Bumped target windows version to 6.0.0 (Vista).
* Use WRL COM pointers to manage some COM-like objects.
* Cleaned up logging in DirectSound module.
* Cleaned up includes in Windows input modules.
* Switched to Common Item Dialogs in Windows debugger.
* Replaced disabled code that never really worked with a TODO comment.
- Add more or less complete implementations of sis630_host, sis950_lpc, sis630_gui, sis5513_ide, sis7001_usb, sis7018_audio, sis900_eth devices;
- Removed gamecstl.cpp in favour to the new sis630.cpp driver;
- i386.cpp: enable CMOV feature for Pentium III and 4;
- i386.cpp: add PSN stub feature for Pentium III;
New machines marked as NOT_WORKING
----------------------------------
Shuttle MS-11 [Angelo Salese, archive.org]