| Commit message (Collapse) | Author | Age | Files | Lines |
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Ostermeyer]
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relation (nw)
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(nw)
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Keyboard fixes for MZ-80B/MZ-2000/MZ-2200 (nw)
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- 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)
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Fix build (nw)
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Improvements to rgb_t (nw)
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- 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
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ninjakd2.cpp: Replaced mnight with World version, Kawakus license now…
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nbmj8688.cpp: Corrected Second Love dips as per manual (minor corrections)
[system11]
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- removed second defocus pass
- limited defocus stength to a maximum of 2.0
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- which was quite a performance overhead and not necessary because the shaders fill every texel of a target without blending
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- when toggling from fullscreen to window mode
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* 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
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sets, for eg. nintendo vs prefix, or when you're short 1 or 2 letters (nw)
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BOOL (nw)
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in standard (nw)
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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
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new WORKING Magnet System (prototype) [David Haywood, Ricky2001, ArcadeHacker, IFW]
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ArcadeHacker, IFW]
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.
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zodiac: Change input type to keyboard
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- Add PORT_CHARs
- Add notes on physical button layout
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utf16_char, unicode_char (nw)
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SCC improved Tx handling [Joakim Larsson]
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