- Better mapping for INST/DEL key
- All keys now available on natural keyboard
- MZ-2000 and MZ-2200 are not clones of MZ-80B (which has fewer video features and a different tape format)
- Make most class methods constexpr
- Make color constants (white, black, etc.) into constexpr factory methods, in order to fix a static initialization problem discussed on the MAMEWorld forums.
(Note that while C++14 allows constexpr member variables to be initialized outside classes, current compilers' support for C++14 constexpr rules has proven to be lamentably deficient.)
- Create bitmap_rgb32::erase to simplify syntax in update handlers
* removed cashe_target class
* moved cashe texture and surface to d3d_render_target class
* render targets are now created per screen not per screen texture
* removed useless creation of render targets for ui textures
Use standard uint64_t, uint32_t, uint16_t or uint8_t instead of UINT64, UINT32, UINT16 or UINT8
also use standard int64_t, int32_t, int16_t or int8_t instead of INT64, INT32, INT16 or INT8
with the following games
Time Scanner (TS 2.0, Magnet System, prototype)
Exzisus (EX 1.0, Magnet System, prototype)
Xain'd Sleena (SC 3.0, Magnet System, prototype)
this is a checkpoint, there is a sizeable ToDo list but I think this is a good enough state for initial inclusion before working out the remaining issues. ArcadeHacker has the hardware working for questions etc.
I would especially appreciate help with sound (haven't a clue how it hooks up, tried lots of things, no luck) and some help in going over the CPU comms, especially with the sprite CPU as I think I must be missing something important. Likewise help from somebody more familiar with the floppy code from MESS so that it can use that, I had no luck in getting it to work with the copy protection or from a rom region, I've kept all floppy related code in a device so it's very easy to swap out so for now what I've got isn't intrusive.
note, very weird idea for a system, they've ported 3 arcade games from other manufacturers, original titles were advertised, but it's likely nothing more of the system exists.
the system uses 5 PCBs, one Z80 on each and instead of having dedicated sprite / tilemap chips they have the Z80s doing software rendering, using 8bpp framebuffers. 2 of the boards are for background planes, 1 of the boards is for sprites. The hardware has various memory expansions which look like afterthoughts as they're addressed in strange ways.