for Laserdisc overlays.
This is a change in behaviour, and it means that games like Golly!
Ghost! will need an explicit blend mode specified in the XML. I'm not
entirely happy with the situation, but a better, more general solution
than this would require some serious refactoring to MAME's renderer.
* There is no longer a concept of "layers" - there are only screens and elements.
* Elements are now instantiated with <element ref="...">
* Screens and elements can have explicit blending mode specified with blend="..."
* Default blending mode for screens is "add" and default for other elements is "alpha"
* Other supported modes are "none" and "multiply"
* This removes the options to enable/disable layers individually - use views instead
* Legacy layouts can still be loaded, and support won't be removed for at least a year
The current artwork model is over-stretched. It's based on a Space
Invaders cabinet model, and isn't applicable to a lot of the systems
MAME emulates now. The fact that MAME has to switch to an "alternate"
mode to deal with games like Golly! Ghost! without requiring pre-matted
bitmaps shows that the Space Invaders model wasn't even adequate for
general arcade use. It shows in that for a lot of the systems that
heavily depend on artwork, people just seem to randomly choose layers
for elements until they get something that works. Also, the fact that
MAME will switch to an alternate (Golly! Ghost!) mode depending on the
combination of elements is a trap for people learning to make artwork.
There are cases that the current approach of implying the blending mode
from the layer doesn't work with. Examples include LEDs behind
diffusers (requires additive blending for layout elements), and mutliple
stacked LCD panels (requires RGB multiplication for screens).
For configurability, it's now a lot easier to make multiple views using
groups. For example, if you want to make it possible to hide the
control panel section of your layout, you can put the control panel
elements in a group and create views with and without it.
I will gradually migrate the internal artwork to use the new approach.
I have an XSLT stylesheet that helps with this, but I'm not comfortable
adding it because it isn't a complete solution and it still requires
manul steps.
I wanted to get the re-worked pointer handling done sooner so I could
push them both at the same time, but unfortunately various things have
prevented me from progressing as quickly as I wanted to. Sorry guys,
that stuff's going to have to wait.
This cleans up spelling and other issues in the original text.
This work is still prototype and will probably require fine-tuning between Vas and myself.
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.
* Document cross-compilation options
* Use lowercase for some libraries that are lowercase in system32 on Windows anyway
* Make USE_BUNDLED_LIB_SDL2=0 not use the bundled SDL
* Update copyrights and docs revision (nw)
Updates copyright on existing 2018 entries to 2019 (and one 2016)
Updates the docs compilation script to MAME 0.205 and 2019 copyright.
* Further formatting overhauling (nw)
Clamp to 80 column where possible; it makes it easier to track errant
line breaks, etc.
Also begin standardizing tab formatting and two spaces after period.
* Further corrections to command line materials (nw)
* More adjustments for Cuavas (nw)
Getting closer to acceptable.
* Case sensitivity training for INI (nw)
The world is not 100% Windows, so case sensitvity is needed.
* Further standardization of the formatting (nw)
More to go...
* Pass 2 of new formatting wave (nw)
More to go, though.
* wave 3 of formatting cleanup (nw)
Further adjustments and cleanups, including unwanted tabs.
* Correct filtering instructions (nw)
* Those chapter numbers are auto generated by sphinx
* Fix the chapters not been bold like the rest of the documentation
* Fix chapter numbers not in sync with the rest of the documentation
* Change the last two chapters to keep up with the document consistency
* Fix bold for nscsi_full_device
* Allow <orientation> and <color> to work on group references
* Fix some corner cases where group bounds could be miscalculated
* Fix a corner case where MAME could incorrectly refuse to instantiate groups
* Add more checks to complay.py
* Document more of the layout format
* Clean up some corner cases in layouts with repeating blocks
* Make complay.py validate many more elements and attributes
* Make complay.py easier to use for just validating a layout
* Remove redundant view from Sega VMU layout
* Make buttons visually respond to input in whousetc.lay
* Add view with LED displays as well as terminal for aim65_40 and use repeats
* Clean up some outdated "game" terminology in clifront.cpp
* Initiaise a couple of members in tap/tun network module
* Start documenting layout format
* Missed a couple escape sequences. (nw)
* A little more escaping, acronym fixes, fix oddity in symlist (nw)
* Update debugger internal help to match docs (nw)
* Lowercasing for CPU in command parameters, fix casing on ASCII. (nw)
* The first set of commandline overhauls. (NW)
* Correct case on headings, further improvements to index, spelling fix
* More updates to the index and cleanup to the commandline stuff. [NW]
* More core options in the index. [NW]
* Finished multiplatform commandline index [NW]
* Completion of first revision commandline index [NW]
- reset scheduler savestate to what it was for years before rewind
-- changing saved variables should be done after thorough testing. right now, adding some vars breaks some machines, adding other vars breaks others
- switch to megabyte-wise capacity
-- savestate size greatly differs between machines, relying on state count is unstable
- switch to internal indexing
-- no longer depends on inaccurate machine time
- rewind accelerator key in debugger (Ctrl+F11)
- report capacity hit (once), with some useful info
- make error reports saner
- mention rewind and rewind_capacity in the docs
Disassemblers are now independant classes. Not only the code is
cleaner, but unidasm has access to all the cpu cores again. The
interface to the disassembly method has changed from byte buffers to
objects that give a result to read methods. This also adds support
for lfsr and/or paged PCs.
- memory_translate now returns an address space number rather a boolean flag, permitting addresses in part of one space to map to an entirely different space. This is primarily intended to help MCUs which have blocks of internal memory that can be dynamically remapped, but may also allow for more accurate emulation of MMUs that drive multiple external address spaces, since the old limit of four address spaces per MAME device has been lifted.
- memory_translate has also been made a const method, in spite of a couple of badly behaved CPU cores that can't honestly treat it as one.
- The (read|write)_(byte|word|dword|qword|memory|opcode) accessors have been transferred from debugger_cpu to device_memory_interface, with somewhat modified arguments corresponding to the translate function it calls through to if requested.
- removed -antialias option (does not exist anymore)
- added missing -vector_beam_smooth option
- fixed suggested default values for -bloom_lvl_weights options (were messed up in the last update)
This change adds id() property to input_device, which represents the
unique device id. This allows the osd layer when creating a device to
pass a friendly display name along with a unique identifier.
Currently the device id is only used to map a physical controller device
to controller id, but can be used more generally in the future. For raw
input devices, we use the full raw input name as the device id. For all
other devices, we fall back to device name as the device id. The
"uniqueness" of the device id is not currently enforced in code.
This change adds support for configuring device to conrtoller id. This
allows for stable controller ids even if USB devices are plugged /
unplugged, system is rebooted, etc.
See documentation for additional context.