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.
Remove the old tokenizing helpers. Add basic classes for ports, fields,
settings, and dip locations as a first step. These will be fully cleaned
up later. Added machine() method to field to hide all the necessary
indirection. Changed custom/changed handlers into generic read/write
handlers, and added wrappers to convert them to device read/write
lines. [Aaron Giles]
MDEC is now an internal device of the PlayStation CPU [smf]
PlayStation DMA uses delegates so devices can be hooked up.
device_t::siblingdevice() uses device list on mconfig() so it can work before the machine is constructed.
moved unused console code back to mess.
Note that msm8251 would be nice to have on emu section but it depends of serial.c which needs to be rewritten in order to be useful. Also upd765 is used only by MESS and it's pain to keep it in emu since it is not yet bug free.
Converted PlayStation DMA to an internal device to the CPU core. DMA to external devices can be set in the machine config, the old calls are still there until the rest of the code is converted. [smf]
The following MAME core changes have been required to allow internal devices to be configurable by the main machine config & to work with internal memory maps.
device.machine_config_additions() are now processed as soon as the device is added, so sub devices can be configured straight away.
replacing or removing a device removes any devices owned by the device being removed, as now they are added straight away.
device_t::subdevice() uses the machine config device list instead of the machine to find the device as the machine is not created until after all the devices have been created.
devices in an internal address map are assumed to be owned by the CPU, while devices in a standard address maps are assumed to be siblings of the CPU.
A code review and regression test would be a good idea.
mpu4.c: Documented MOD 4 OKI program card ROM banking and improved the BwB characteriser emulation. [James Wallace]
New games added as GAME_NOT_WORKING:
------------------------------------
MPU3 Unit Test (Program 5)
Hyper Viper
loader rewrite, which is still in progress....)
Replaced mamedriv.c with a new driver list mechanism that is generated
by the build tools. The emulator core now expects the presence of a
file called src/$(TARGET)/$(SUBTARGET).lst which is just a raw list of
driver names, one per line. C and C++ comments are still permitted.
This file is parsed by a new build tool makelist which extracts the
driver names, sorts them, and generates a file called drivlist.c, which
is consumed by the core. [Aaron Giles]
Added new osdcore function osd_malloc_array() which is identical to
osd_malloc() but obviously hints that the underlying allocation is for
an array. Updated all callers to use the appropriate form. Modified the
Windows allocator to only use guard pages for array-style allocations,
allowing us to enable them once again in debug builds. [Aaron Giles]
Created new static class driver_list to wrap accesses to the list of
available drivers. Improved speed of driver lookups by relying on the
presorting done by makelist. [Aaron Giles]
Created helper class driver_enumerator as a helper for iterating through
the list of drivers. This class supports basic filtering and iteration,
and also serves as a temporary cache of machine_configs. [Aaron Giles]
Created cli_frontend object to wrap all the CLI handling code in
clifront.c. Updated/simplified all the code to take advantage of the
driver_enumerator. [Aaron Giles]
Created media_auditor object to wrap all the auditing functions in
audit.c. Updated all users to the new interface. Note that the new
auditing mechanism is slightly out of sync with the romload code in
terms of finding ROMs owned by devices, so it may mis-report some
issues until the new ROM loading code is in. [Aaron Giles]
Added concept of a per-device searchpath. For most devices, their
searchpath is just the short name of the device. For driver_devices, the
searchpath is driver[;parent[;bios]]. This searchpath will eventually be
used by the rom loader to find ROMs. For now it is used by the media
auditor only. [Aaron Giles]
Created info_xml_creator object to wrap all the info generation functions
in info.c. Converted the file to C++ and cleaned up the input processing
code. [Aaron Giles]
(not for whatsnew ... Known issues: auditing of CHDs appears busted, and
debug builds report unfreed memory if you use the built-in game picker)
-------------------------------
Home Run Classic [Mariusz Wojcieszek]
Country Club Classic [Mariusz Wojcieszek]
Trap Shoot Classic [Mariusz Wojcieszek]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Water-Nymph (Ver. 1.4) [Team Europe, Luca Elia]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Major Poker (v2.0) [Roberto Fresca, Tomasz Slanina, Rob Ragon]
conversion efforts: [Atari Ace]
* taito_f3 is disentangled from a number of other drivers by using
an AM_SHARE tag instead of a common variable.
* Several drivers are made into explicit subclasses of other drivers:
8080bw from mw8080bw, missb2 from bublbobl, quasar from cvs, taito_x
from seta.
* arcadecl is separated from rampart by duplicating the bitmap
rendering code.
* jaleco decryption code is moved to jalcrpt.c.
* cischeat is separated from megasys1 by duplicating some video code.
* mcr3 is partly separated from mcr.
* machine/midwunit.c is split into wunit and xunit files with some
code duplication.
* midtunit gfx_rom variables are made distinct from midyunit
variables, making midyunit independent of midtunit.
* contants in namconb1 are duplicated/renamed in namcofl.
* namcos2 uses of namcos21 are eliminated by introducing
namcos2_kickstart.
* toypop is separated from mappy by duplicating some video code.
- Some sets reparented and renamed as well as a cleanup of source comments:
grindstm (parent), vfive (clone)
kingdmgp (parent), shippumd (clone)
The set formerly known as "sstrikera" is now "sstriker" and is now the parent of mahoudai (clone).
Reverted batrid to batrider and bkraid to bbakraid.
- Put common init code into MACHINE_START, leaving DRIVER_INITs only for games that actually need unique initialization.
- Dead code cleanup: Removed old hacks and some no-longer-used used member variables from the driver class.
- ROM banking cleanup: Added a device address map for the OKI in fixeightbl. Stopped misusing the bank system for memory that isn't actually bankswitched (fixeightbl again) Simplified the Z80 ROM banking (and loading) in the Raizing games.
- Address map cleanup: Unified 8-bit shared RAM handling between the Z80-based and the V25-based games. Replaced lots of pointless READ_HANDLERs with AM_RAM_WRITE. Moved fixeight EEPROM handling into the input ports instead of using READ/WRITE_HANDLERs. Incidentally, this makes toaplan2.c the very first MAME driver to use the AM_READWRITE_PORT macro.
- Removed IPT_VBLANK input ports (no longer used since the video rewrite)
- Removed Truxton 2 player 2 "button 4" (after confirming that the game never reads it) and changed player 1 "button 4" to an IPT_OTHER not bound to any key by default, since it's clearly some kind of test/debug input not meant to be hooked up in a regular cabinet (for one thing, it works whether you're actually playing or in attract mode)
- Added button 3 to Batsugun Special Version. It's a full auto fire button like Cave games have. The service mode input test doesn't show it, presumably because Toaplan didn't bother to update the service mode code from the original version of the game.
- Fixed region jumpers and dipswitches in many sets, based on analysis of the program code and strings in the ROMs.
- Added a #define to optionally make Truxton 2 stereo (commented out by default). See the comments at the top of the driver and in the MACHINE_CONFIG.
- Corrected kbash ROM names, thanks to information from Charles MacDonald. Also fixed inconsistent ROM naming between some of the batrider clones.
- Loaded bbakraid default EEPROM as a ROM rather than hardcoding the contents into the driver.
- Completely removed audio/toaplan2.c, which isn't needed any more now that all the V25s are decrypted and hooked up.
memory map, and complete multiplexed inputs/outputs for
Lucky Roulette type games. Also added NVRAM and inverted
blitter [Roberto Fresca]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Lucky Roulette (6-players, Spanish) [Roberto Fresca, Rob Ragon]
New games marked as GAME_NOT_WORKING
------------------------------------
Winners Circle (81) [Roberto Fresca, Rob Ragon]
Winners Circle (82) [Roberto Fresca, Rob Ragon]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Ruleta RE-800 (earlier) [Roberto Fresca]
Ruleta RE-800 (v1.0) [Roberto Fresca]
Ruleta RE-800 (v3.0) [Roberto Fresca, Grull Osgo]
- Removed unneeded #include lines (gal3.c galaxold.c asic65.c)
- Split part of the driver include into a separate multi-driver
include file (audio/exidy.h audio/exidy440.h audio/wiping.h
machine/segag80.h)
- Moved code to a new file/include to be referenced in multiple
drivers (ms32crpt.[ch] opwolf.c rainbow.c)
- Duplicated some code (palette related) between drivers (mainsnk
rollrace sslam)
- Moved a driver specific routine to a generic device file (atarimo)
- Cleaned up a few include files (cubocd32 cidelsa metalmx seicross
thoop2).
[out of whatsnew]
It sounds ~60% correct, and appears to play the right stuff, but there is still much to do.
I'm not respecting the volume command.
I'm not taking sample rate into account.
I'm not doing anything with stereo yet (though funcube doesn't tickle that functionality).
The ADPCM(2?) decoding clearly isn't perfect (I've made a local copy of the oki_adpcm class to mess around with).
The way i set the clock in the seta2 driver should show I don't know what I'm doing :).
None of the channel flags are being interpreted yet.
I haven't hooked up Luca's sigma98 games yet.
--------------------
Dream Fruit [Yohji, Smitdogg, The Dumping Union]
(being very busy lately, so if somebody wants to do this be my guest, shouldn't be too hard as the basics are inside Taito L driver ...)
No-whatsnew explanation: this takes OPTIMIZE=3 compile time for this core from
over 1 hour down to about 2 minutes on PS3 Linux. (Yes, the tms57002 itself
took over an hour to compile before - the thing has 256 MB of RAM and
a very slow HDD so when it hits swap, swap hits back).
- Rewritten some checks to be runtime instead of compile dependent
- Added winmenu.c and "menu" option in windows build
- winmenu.c provide just dummy implementation, and makes linking with actual menu implementation easier.
* New inputs from the scratch for Music Sort.
* Complete DIP Switches and DIP locations for Music Sort.
* Added a new button-lamps layout for Music Sort.
* Created a default NVRAM that allow Music Sort work properly.
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Music Sort (ver 2.02, English) [Roberto Fresca, Team Europe]
- Implemented reel layer
- Fixed rogue tiles in xplan
- Hopper emulation in bishjan
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Express Card / Top Card [Smitdogg, The Dumping Union, Luca Elia]
Magic Train [Grull Osgo, Roberto Fresca, David Haywood, Luca Elia]
X-Train [Smitdogg, The Dumping Union, Luca Elia]
into one file, and separated the speaker device into its own file.
Generalized the concept of dynamically assigned inputs and re-wired the
speaker to work this way, so it is now treated just like any other
sound device. Added methods to the device_sound_interface for controlling
output gain and mapping device inputs/outputs to stream inputs/outputs.
Also made the sound_stream_update() method pure virtual, so all modern
sound devices must use the new mechanism for stream updates.
Primary changes outside of the core are:
stream_update(stream) == stream->update()
stream_create(device,...) == machine->sound().stream_alloc(*device,...)
sound_global_enable(machine,enable) == machine->sound().system_enable(enable)
Beyond this, the patterns are relatively obvious for the remaining calls.
- SoftList is incompelte, I hate working with the XML, if somebody wants to add the remaining titles, be my guest
- SMS games have issues, the CPU isn't being properly reset (or something) when moving between games, so stick to only a single SMS game for now or the z80 will crash.
It used to work, but the code has been out of use for a while.
- syntax is MAME megatech -cart1 mt_beast -cart2 mt_soni2 -cart8 mt_shar2
Notes out of whatsnew.txt
* This uses modern devices, but has not been tested in a driver yet, so I may
have done something wrong. I will fix it when the time comes.
* 60% of the disassembler is complete. I will finish it over the next few days.
* There are many similarities in execution to the dsp32, and the existing 32 code
will come in handy when it's time to write the execution engine.
* This thing is a pleasure compared to the dsp56k.
- Now supports uPD7725 and uPD96050
- Hooked up SNES common code to use uPD96050 for ST-010/011
- Removed ST-010 HLE simulation
Non-whatsnew: ST-010 is also found in some ssv.c games so this will be
hooked up there soon.
* machine/megadriv.c + md_pcb.c (originally from MESS) -> machine/md_cart.c [since they only contained code to handle cart loading]
* first half of drivers/megadriv.c (the code shared by mtech/mplay/c2 with MESS) -> machine/megadriv.c [since these are the 'machine' functions shared by arcade and console systems]
* second half of drivers/megadriv.c (the part recently imported from MESS) -> it remains where it was [since it is 'driver'-specific, even if in this case it is a MESS driver]
* drivers/segamsys.c (SMS part of the code used for mtech/mplay) -> machine/segamsys.c [again, these are 'machine' functions]
among other things, this new setup makes the MESS-specific parts (machine/md_cart.c & drivers/megadriv.c) independent from the MAME files, i.e. if we ever decide to change the tree structure, it will be much easier to move these files in any other location of the tree without affecting MAME (or MESS) compile process
This is a proof-of-concept commit. It works but is far from stable. Synchronization between two mame processes is *somehow* (trying to avoid hacked) in. However, this is not HLE. Shared memory is used to share the serial interface lines.
If the shared memory code is not enable, stub functions are used. If you set the link mode to master or slave, "not linked" will be shown in the game. That's better than the previous hang.
Please, no whatsnew.
Yes, it is intentional that the x86/x64 backends compile everywhere.
Backends are now derived from drcbe_interface and implement several
required overrides.
x86emit.h now uses namespaces so that the x86/x64 emitters can co-exist.
New file uml.h/uml.c actually describes the UML language, separating
out several concepts from drcuml.c.
Lots of other changes/fixes.
- Also fixes bzone regression.
- Contexts have disappeared now. All modules use class level private variables now.
- Reorganized code and added more include files.
- This is still work in progress. It is working though.
- all nodes are now class based
- removed all support for "legacy", i.e. procedural node functions.
- nodes are created using a class factory whose instances
are set up in discrete blocks. There is no separation of
node vs. module any longer.
- Custom modules are now just implemented like "normal" nodes.
- Converted all custom modules.
- Context variables can now be migrated to be private class members.
[Couriersud]
- Implemented dynamic tile sizes
- Generalized video routines to support more layers
- Moved mtrain in from subsino.c
New games added or promoted from NOT_WORKING status
---------------------------------------------------
X-Plan [Bicycle Repair Man, Luca Elia]
---------
X-Plan [Bicycle Repairman]
vram is weird to say the least but run out of time, if somebody (Haze, Arbee, Dox?) wants to look at it be my guest.
* Note: This patch simply adds the ROM to MAME. Much work still needs to be done to
hook it up to gaplus and document the chip itself.
Please note the MCU is currently disabled because the device has a
MCFG_DEVICE_DISABLE() in namco62.c.
- Added GAME_MECHANICAL flag to mark games having mechanical interface (such as pinball,redemption, bowling games ...)
- Imported games from PinMAME as skeletons
New games marked as GAME_NOT_WORKING
------------------------------------
Bank Robbery (Ver. 2.00) [ChrisQC, Smitdogg, Luca Elia, The Dumping Union]
Bank Robbery (Ver. 3.32) [ChrisQC, Smitdogg, Luca Elia, The Dumping Union]
Deuces Wild 2 - American Heritage (Ver. 2.02F) [ChrisQC, Smitdogg, Luca Elia, The Dumping Union]
Maxi Double Poker (Ver. 1.10) [ChrisQC, Smitdogg, Luca Elia, The Dumping Union]
Mega Double Poker (Ver. 1.63 Espagnol) [ChrisQC, Smitdogg, Luca Elia, The Dumping Union]
Mega Double Poker Jackpot (Ver. 1.26) [ChrisQC, Smitdogg, Luca Elia, The Dumping Union]
Poker 52 (Ver. 1.2) [ChrisQC, Smitdogg, Luca Elia, The Dumping Union]
The Hermit (Ver. 1.14) [ChrisQC, Smitdogg, Luca Elia, The Dumping Union]
---------------------------------------------------
Dai San Wakusei Meteor - Hau, Chack'n
Comments:
This is the initial check-in of the driver which was posted (plus some driver notes based on some quick tests). If anyone has work they need to add (discrete audio, dip/input improvements), please work with this as a base.
Date: Sun, Nov 7, 2010 at 3:43 PM
Subject: [patch] Split entangled drivers
To: submit@mamedev.org
Cc: atariace@hotmail.com
Hi mamedev,
This patch takes some driver_device classes that cover multiple
drivers and splits them so that each driver gets their own
driver_device class. In most cases, these drivers got entangled
because of audio/mcu code that was shared between multiple drivers.
The first patch breaks that dependency by making a separate base class
for the common code and having each driver_device derive from that.
That solution isn't really the typical MAME approach, so the second
incremental patch changes them into proper devices.
espial/marineb/zodiak
- common code duplicated
m52/m57/m58/m62/travrusa
- common code in audio/irem.c
junofrst/pooyan/rallyx/rocnrope/timeplt/tutankm
- common code in audio/timeplt.c
hyperspt/sbasketb/trackfld/yiear
- common code in audio/trackfld and audio/hyprolyb.c
40love/bking/buggychl/msisaac
- common code in machine/buggychl.c