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Fredrik Sandkvist 7feaa6968d
Konami (GX) blending - additive sprite blending, improved tile blending (#13473)
k053246_k053247_k055673.cpp, k053246_k053247_k055673.h:
I went back to update zdrawgfxzoom32GP(), now down to a third of its original size before I started changing it. As a thinly veiled excuse for reworking the whole function, I went ahead and added additive sprite blending (to the now singular alpha call site).

Remarks: the mix priority setting is not yet handled. It seems simple enough (flip dst and src), but I would like to find an example of this before I implement it.

k054156_k054157_k056832.cpp:
The attr variable holds what appear to be the elusive tile (external) mix codes. Attach it to the flags variable so these bits can be accessed in the tile callback functions. Tiles with mix codes gets their own tilemap category.

Remarks: I've now changed the callback to include an attr param.

k054338.cpp:
Update set_alpha_level. This function now returns a level, an additive blend bool and a mixpri bool. Minor style changes to the overall file.

Remarks: set_alpha_level doesn't actually set anything. Maybe rename to get_alpha_level?

moo.cpp, xexex.cpp:
Mask out the new additive & mixpri bits from set_alpha_level calls for now, until it's known if / how they should be used over there.

mystwarr_v.cpp, mystwarr.h:
Remove mystwarr water hack.
Update mystwarr_tile_callback (and add viostorm_tile_callback) to read tile mix codes, store last read mix code in a new m_last_alpha_tile_mix_code variable.
Attach m_last_alpha_tile_mix_code to mixerflags, which happens to have two unused bits.

Remarks: I updated the mixerflags documentation to mention the usage of the last two bits.

konamigx_v.cpp, konamigx.cpp, konamigx.h:
Shrink GX_MAX_SPRITES, which to the best of my ability seems to be oversized. There does seem to be several oversized arrays / defs in these files, so I think this is one of them.
The usual FredYeye updates to konamigx_mixer - move declarations closer to use, more suited types, rename temp vars, etc.
Change objpool to a vector, simplifying usage (push_back, size).
Replace sorting loop with reverse + stable_sort.
Improve gx_draw_basic_tilemaps - read internal / external alpha mix codes based on vinmix_on. Tiles with mixcodes get drawn in a separate pass for per-tile blending.
Update alpha_tile_callback and add salmndr2_tile_callback, same as the mystwarr_v callbacks.

What started out as trying to sort out konamigx_mixer() to look at shadow/priority issues instead ended up with me finally getting a foot into the figurative tile blending door. The mystwarr water hack is gone, and sexyparo gets transparent windows. This might affect many GX and related games. Alpha blending might be broken in some games now, and needs to get their mix codes attached in their respective callbacks. salmndr2 got tagged in my automatic video comparison for differing from earlier versions, that's why I managed to fix it already.

Known problems:
metamrph: stained glass windows are near-transparent at the moment. I think additive tile blending will fix it...
viostorm: character names fade in in reverse. This also uses additive blending, so this might also get fixed once that's in.
fantjour: the top & bottom flames at the captain kebab ship go missing. Uses additive blending.
2025-04-01 13:03:25 +02:00
.github docs: Fixed paper size selection (GitHub #13439). Also set paper size to widespread A4 for dist.mak and CI. 2025-03-08 23:26:00 +11:00
3rdparty 3rdparty/zlib: Updated to 1.3.1. (#13505) 2025-03-26 21:52:28 -04:00
android-project Bumped version to 0.276 2025-03-30 10:51:08 +11:00
artwork Swapped R and B channels in lut-default.png, and adjusted D3D9 LUT-application behaviour. (#11004) [Ryan Holtz] 2023-03-20 03:59:44 +11:00
attic
benchmarks
bgfx Revert "Updated bgfx, bx and bimg to current upstream versions. (#11493)" 2023-09-08 05:14:35 +10:00
ctrlr ctrlr: add xml tag to cfg files 2024-08-06 14:31:12 +02:00
docs Miscelaneous minor fixes: 2025-03-30 06:29:08 +11:00
doxygen
hash -cpu/e132xs: Log bus control and memory control setup. 2025-04-01 10:13:14 +11:00
hlsl Swapped R and B channels in lut-default.png, and adjusted D3D9 LUT-application behaviour. (#11004) [Ryan Holtz] 2023-03-20 03:59:44 +11:00
ini
keymaps housekeeping: Use proper SPDX ID for CC0 license. 2022-12-23 02:49:34 +11:00
language Updated copyright years to 2025 2025-01-01 16:36:28 +11:00
plugins hiscore.dat: Updates 2025-01-25 09:30:13 -06:00
projects
regtests Bump dates to 2023 where appropriate 2023-01-02 11:58:17 +11:00
roms
samples
scripts -cpu/e132xs.cpp: Improved exception emulation: 2025-04-01 03:45:36 +11:00
src Konami (GX) blending - additive sprite blending, improved tile blending (#13473) 2025-04-01 13:03:25 +02:00
tests Bump dates to 2023 where appropriate 2023-01-02 11:58:17 +11:00
web Updated copyright years to 2025 2025-01-01 16:36:28 +11:00
.editorconfig
.gitattributes Tied up loose ends: 2023-12-06 17:31:13 +11:00
.gitignore
.travis.yml
CONTRIBUTING.md
COPYING 3rdparty/expat: Updated to expat 2.6.4. 2025-03-12 17:23:33 +11:00
dist.mak docs: Fixed paper size selection (GitHub #13439). Also set paper size to widespread A4 for dist.mak and CI. 2025-03-08 23:26:00 +11:00
makefile Bumped version to 0.276 2025-03-30 10:51:08 +11:00
README.md README.md: Remove obsolete reference to MESS 2025-01-05 15:20:40 +01:00
uismall.bdf

MAME

What is MAME?

MAME is a multi-purpose emulation framework.

MAME's purpose is to preserve decades of software history. As electronic technology continues to rush forward, MAME prevents this important "vintage" software from being lost and forgotten. This is achieved by documenting the hardware and how it functions. The source code to MAME serves as this documentation. The fact that the software is usable serves primarily to validate the accuracy of the documentation (how else can you prove that you have recreated the hardware faithfully?). Over time, MAME (originally stood for Multiple Arcade Machine Emulator) absorbed the sister-project MESS (Multi Emulator Super System), so MAME now documents a wide variety of (mostly vintage) computers, video game consoles and calculators, in addition to the arcade video games that were its initial focus.

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How to compile?

If you're on a UNIX-like system (including Linux and macOS), it could be as easy as typing

make

for a full build,

make SUBTARGET=tiny

for a build including a small subset of supported systems.

See the Compiling MAME page on our documentation site for more information, including prerequisites for macOS and popular Linux distributions.

For recent versions of macOS you need to install Xcode including command-line tools and SDL 2.0.

For Windows users, we provide a ready-made build environment based on MinGW-w64.

Visual Studio builds are also possible, but you still need build environment based on MinGW-w64. In order to generate solution and project files just run:

make vs2022

or use this command to build it directly using msbuild

make vs2022 MSBUILD=1

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Some parts of the code follow Allman style; some parts of the code follow K&R style -- mostly depending on who wrote the original version. Above all else, be consistent with what you modify, and keep whitespace changes to a minimum when modifying existing source. For new code, the majority tends to prefer Allman style, so if you don't care much, use that.

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See more specific C++ Coding Guidelines on our documentation web site.

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The MAME project as a whole is made available under the terms of the GNU General Public License, version 2 or later (GPL-2.0+), since it contains code made available under multiple GPL-compatible licenses. A great majority of the source files (over 90% including core files) are made available under the terms of the 3-clause BSD License, and we would encourage new contributors to make their contributions available under the terms of this license.

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