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Michael R. Furman cc4deb034f
coco_fdc: Allow FLEX to work on CoCo machines (#11329)
There are two parts to the change.  First is a correction to the coco_fdc
hardware emulation. Second is file format ordering adjustments wich make
things easier for using FLEX on CoCos.

For the hardware change:  Before the change FLEX was unable to boot on CoCo
machines.  The behaviour and troubleshooting showed that while the FLEX
kernel started up it was unable to read anything from Track 0.  Standard
FLEX disks have SD(FM) on Track 0, and the remainder of the disks (for CoCo
FLEX) are normally DD(MFM) or could also be SD(FM).  The bug was in the
handling of the WDC FDC's INTRQ line.  Reviewing the available
documentation and schematics showed that when the FDC asserts INTRQ two
things happen.  NMI is asserted on the CoCo bus and the HALT signal is
cleared.  The MAME code added an incorrect condition on clearing HALT: It
only happened when Double-Density operation was selected.  This change
fixes the logic to work the same way as is shown in the schematics, that
HALT is cleared any time INTRQ is asserted. SD(FM) disk operations work
properly and FLEX boots completely and runs correctly after making this
change.

File Format Ordering Adjustments:  This part of the change makes it easiser
to use FLEX in CoCo emulation with a wider variety of FLEX-formatted disk
images.  The issue here is that due to the way the JVC disk format works it
winds up being a catch-all for disk images.  Because FLEX has specific
formatting requirements and code to handle this and JVC has no support for
this special formatting, FLEX formats along with DMK and SDF are moved to
come before JVC in the formats list.  This allows a wider variery of
FLEX-formatted disk images to be properly detected.

The DMK disk image from the following recent restoration of FHL Color FLEX
was used for testing:

https://archive.org/details/color-flex-5.0.4-frank-hogg-laboratory
2023-06-11 17:47:00 -04:00
.github Miscellaneous fixes and refactoring: 2023-01-28 08:16:53 +11:00
3rdparty bgfx: Hopefully fix glslang build with newer GNU C/C++ standard library verisons. 2023-05-31 16:06:23 +10:00
android-project Bump version to 0.255 2023-05-31 03:50:57 +10:00
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 multfish.cpp: Added documented game dumps from file outside of SRC tree (attic/multfish.ref) 2022-08-10 20:20:56 -04:00
benchmarks Fix building benchmarks 2021-06-22 14:42:29 +02:00
bgfx BGFX and D3D9 renderer fixes for issues #11104, #11106, and #11107 (#11249) 2023-05-20 08:05:42 -04:00
ctrlr Input refactoring: 2023-02-18 06:18:45 +11:00
docs Bump version to 0.255 2023-05-31 03:50:57 +10:00
doxygen debugger: Extended target address syntax to include device/address space. (#8630) 2021-10-01 05:26:11 +10:00
hash specpls3_flop.xml: Software list additions (#11326) 2023-06-09 20:21:42 -04:00
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 HLSL Color Transforms and 3D LUT (#4043) 2018-10-07 11:42:30 -04:00
keymaps housekeeping: Use proper SPDX ID for CC0 license. 2022-12-23 02:49:34 +11:00
language language/Czech: removed some obsolete outdated translations. 2023-03-26 05:52:48 +11:00
plugins -Improved some Lua APIs: 2023-04-07 06:20:40 +10:00
projects Enable building projects that are separate of MAME but use same core and lives in separate git tree (nw) 2016-12-08 11:46:15 +01:00
regtests Bump dates to 2023 where appropriate 2023-01-02 11:58:17 +11:00
roms Restore this, it's used when building packages (nw) 2017-10-25 01:34:02 +11:00
samples move some content for release archive out of build repo into main repo 2017-08-14 19:30:35 +10:00
scripts apple/apple2.cpp: added Apple ROM/Firmware card with 3 options: Applesoft, Integer, and User-Defined. [R. Belmont] 2023-06-08 20:37:09 -04:00
src coco_fdc: Allow FLEX to work on CoCo machines (#11329) 2023-06-11 17:47:00 -04:00
tests Bump dates to 2023 where appropriate 2023-01-02 11:58:17 +11:00
web Bump dates to 2023 where appropriate 2023-01-02 11:58:17 +11:00
.editorconfig docs: Add naming conventions for certain things. 2020-08-24 13:01:37 +10:00
.gitattributes move some content for release archive out of build repo into main repo 2017-08-14 19:30:35 +10:00
.gitignore spi_sdcard: add CMD18 - CMD_READ_MULTIPLE_BLOCK (#8913) 2021-12-01 18:49:48 -05:00
.travis.yml Fix the linux CI, hopefully 2022-11-15 16:27:32 +01:00
CONTRIBUTING.md docs: Added preliminary guide for would-be contributors. (#10717) [Ryan Holtz, Vas Crabb, O. Galibert] 2022-12-22 07:17:55 +11:00
COPYING Bump dates to 2023 where appropriate 2023-01-02 11:58:17 +11:00
dist.mak Added PDF documentation to dist.mak 2022-01-12 05:43:41 +11:00
makefile Bump version to 0.255 2023-05-31 03:50:57 +10:00
README.md Miscellaneous cleanup: 2023-03-21 16:54:48 +11:00
uismall.bdf uismall.bdf: Added 57 glyphs (mostly arrow symbols). 2022-02-01 02:07:50 +11:00

MAME

Join the chat at https://gitter.im/mamedev/mame

Continuous integration build status:

OS/Compiler Status
Linux/clang and GCC CI (Linux)
Windows/MinGW GCC and clang CI (Windows)
macOS/clang CI (macOS)
UI Translations Compile UI translations
Documentation Build documentation
BGFX Shaders Rebuild BGFX shaders

Static analysis status for entire build (except for third-party parts of project):

Coverity Scan Status

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.

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 vs2019

or use this command to build it directly using msbuild

make vs2019 MSBUILD=1

Where can I find out more?

Contributing

Coding standard

MAME source code should be viewed and edited with your editor set to use four spaces per tab. Tabs are used for initial indentation of lines, with one tab used per indentation level. Spaces are used for other alignment within a line.

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.

All contributors need to either add a standard header for license info (on new files) or inform us of their wishes regarding which of the following licenses they would like their code to be made available under: the BSD-3-Clause license, the LGPL-2.1, or the GPL-2.0.

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

License

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.

Please note that MAME is a registered trademark of Gregory Ember, and permission is required to use the "MAME" name, logo, or wordmark.

Copyright (C) 1997-2021  MAMEDev and contributors

This program is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2, as provided in
docs/legal/GPL-2.0.

This program is distributed in the hope that it will be useful, but WITHOUT
ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License for
more details.

Please see COPYING for more details.