Comment: This is mostly konami stuff.. if anybody knows the cpu on konendev please hook it up.. i think the sets are all incomplete, but unless it's missing a bios it should be possible to run the code at least.
Added missing inputs, fixing structure. Added button-
lamps support and layout to saiyukip, coin counters
and complete documented outputs to both games.
Also reworked the DIP switches structure to match
what the test mode shows, with their respective DIP
locations [Roberto Fresca]
and GFX offsets. Both sets are working properly. [Roberto Fresca]
New games added or promoted from NOT_WORKING status
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Bingo (set 1) [Roberto Fresca, EMMA Italian Dumping Team]
Bingo (set 2) [Roberto Fresca, The Dumping Union]
- It is used by MESS side i8251 and 6551 are using it now
- Also created simple serial source devices (used by some cassette interface)
This will be optimized and rechecked after new chips are converted to use it
No whatsnew for now, but there will be info for the release.
- adds some additional skeletons BGT, Stella
- adds even more MPS sets, and basic support for what looks like something which was an earlier unknown system similar to MPS/System 80, but with different mappings etc. by Haze (no whatsnew)
- Removed LOADBYNAME, since it is deprecated by using per device rom load_software_part_region
- Created makedev tool to generate array of devices, and created lst file according to current devices usage.
- Changed listxml command to output device roms too
using one cothread for each executable device. This functionality is
strictly internal and should result in no changes in scheduling
behavior. However, it now becomes possible to exit out of a device's
execution in the midst of an instruction by calling
machine().scheduler().make_active(). Note that this is somewhat dangerous
for cores that have logic at the start of their execute loop to check for
interrupts or other conditions, as those checks will be skipped upon
resume, so consider this sort of early exiting to be highly experimental
for now. [Aaron Giles, Miodrag Milanovic, byuu]
- Added the ability to render screenshots at arbitrary resolutions.
- Added the ability to record AVI videos (albeit with no audio) at arbitrary resolutions.
- Added a 43-tap-wide FIR-based NTSC filter with tunable Y, I and Q frequency response.
- Updated scanlines to have a user-tunable pixel-height ratio in addition to the current screen-height ratio.
- Fixed a VRAM leak that was causing many dynamic-resolution drivers to run out of memory mid-run.
Low-level input upgrade. Classes now exist for input_codes, input_items,
input_devices, and input_seqs. Also created an input_manager class to
hold machine-global state and made it accessible via machine.input().
Expanded the device index range (0-255, up from 0-16), and the OSD can
now specify the device index explicitly if they can better keep the
indexes from varying run-to-run. [Aaron Giles]
Note that I've built and run SDL on Windows, but not all the code paths
were exercised. If you use mice/joysticks extensively double-check them
to be sure it all still works as expected.
This is mainly an OSD and core change. The only thing impacting drivers
is if they query for specific keys for debugging. The following S&Rs
took care of most of that:
S: input_code_pressed( *)\(( *)([^, ]+) *, *
R: \3\.input\(\)\.code_pressed\1\(\2
S: input_code_pressed_once( *)\(( *)([^, ]+) *, *
R: \3\.input\(\)\.code_pressed_once\1\(\2
- The defocus pass is now switched off when defocus_x and defocus_y are zero, allowing finer-grained performance tuning.
- Removed YIQ convolution from the main color-convolution shader and replaced it with a full composite encode/decode pass. This is slower, but looks amazing(ly like a terrible TV) and can be turned off.
- More authentic NTSC dot crawl and bandwidth limiting.
- Potential fix for some crashing reported by John IV
- Split color convolution and deconvergence into separate shaders for potential GPU savings down the line
- Added light and heavy variants of the color convolution shader, the former with YIQ colorspace removed
- Re-worked defocus to occur prior to shadow mask application, as it would be on a real monitor.
- Removed Edge Detection, as it was just for fun and can easily be added in by users if desired.
- Split "pincushion" into "Pincushion" and "Screen Curvature", the former affecting the only the displayed image and the latter only affecting the shadow mask.
Part II: Artwork.
aperture.png: Based on Aaron's aperture_4x6 mask but with more prominent notching to bring out the "brick" pattern that was used on many period colour monitors, including the Commodore 1702 - which was, admittedly, not an arcade monitor, but it looks believable and can be changed.
white.png: Default 8x8 255,255,255,255 texture.
Focus: 8-sample blur that averages 7 samples around a center sample.
Phosphor: Not currently used, treated as a pass-through by drawd3d.c, but could be used to implement additional convolutions in a second pass.
Pincushion: Used (when commented in in drawd3d.c) to pincushion an entire full-screen texture but not otherwise apply any convolutions.
Post: The meat and potatoes. It does scanlines, it does aperture masking, it does dot crawl, it does chroma subsampling, it does YIQ colorspace convolution, it does RGB colorspace convolution, it does pincushioning, it walks, it talks, it does the dishes, it'll screw your wife for you, and if you don't have a wife it will find one for you, get you married to her, and screw her for you, IT IS THAT GOOD, LADIES AND GENTLEMEN.
Primary: Simple passthrough for UI and artwork.