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* Make layout format more flexible: Vas Crabb2019-07-0618-991/+743
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * There is no longer a concept of "layers" - there are only screens and elements. * Elements are now instantiated with <element ref="..."> * Screens and elements can have explicit blending mode specified with blend="..." * Default blending mode for screens is "add" and default for other elements is "alpha" * Other supported modes are "none" and "multiply" * This removes the options to enable/disable layers individually - use views instead * Legacy layouts can still be loaded, and support won't be removed for at least a year The current artwork model is over-stretched. It's based on a Space Invaders cabinet model, and isn't applicable to a lot of the systems MAME emulates now. The fact that MAME has to switch to an "alternate" mode to deal with games like Golly! Ghost! without requiring pre-matted bitmaps shows that the Space Invaders model wasn't even adequate for general arcade use. It shows in that for a lot of the systems that heavily depend on artwork, people just seem to randomly choose layers for elements until they get something that works. Also, the fact that MAME will switch to an alternate (Golly! Ghost!) mode depending on the combination of elements is a trap for people learning to make artwork. There are cases that the current approach of implying the blending mode from the layer doesn't work with. Examples include LEDs behind diffusers (requires additive blending for layout elements), and mutliple stacked LCD panels (requires RGB multiplication for screens). For configurability, it's now a lot easier to make multiple views using groups. For example, if you want to make it possible to hide the control panel section of your layout, you can put the control panel elements in a group and create views with and without it. I will gradually migrate the internal artwork to use the new approach. I have an XSLT stylesheet that helps with this, but I'm not comfortable adding it because it isn't a complete solution and it still requires manul steps. I wanted to get the re-worked pointer handling done sooner so I could push them both at the same time, but unfortunately various things have prevented me from progressing as quickly as I wanted to. Sorry guys, that stuff's going to have to wait.
* (nw) multi8 : added cassette interface Robbbert2019-07-051-10/+64
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* m72.cpp: corrected double spacing in the loht_ms title. Thanks M.A.S.H.! (nw) Ivan Vangelista2019-07-051-1/+1
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* (nw) gamecom: this flag might be important on some platforms Robbbert2019-07-051-1/+1
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* (nw) Validation Robbbert2019-07-051-1/+1
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* i386: vm86 segment flags are 0xf3 as cs must be read/write like real mode (nw) cracyc2019-07-041-1/+1
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* fidel_as12: add chesspieces (nw) hap2019-07-056-359/+370
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* fidel_sc12: add chesspieces (nw) hap2019-07-053-322/+400
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* fidel_sc9: add chesspieces (nw) hap2019-07-055-719/+736
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* shangha3.cpp: document debug mode (nw) Angelo Salese2019-07-041-0/+8
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* spectrum softlist stuff [see previous credits list] (#5304) David Haywood2019-07-041-2623/+31145
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * speccy list progress - including some covertapes with exclusives (nw) * validation fixes (nw) * validation (nw) * validation stuff (nw) * validate (nw) * notes, sorting etc. (nw) * some details (nw) * info (nw) * movement (nw) * move more (nw) * more (nw) * more (nw) * more movement (nw) * move more (nw) * move more (nw) * (nw) * more (nw) * typo (nw) * more (nw) * move more (nw) * more (nw)
* fidel_sc6: add chesspieces (nw) hap2019-07-042-253/+330
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* fidel_sc8: add chesspieces (nw) hap2019-07-042-325/+337
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* f2mc16: more prep work (nw) arbee2019-07-042-3/+105
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* sensorboard: changed my mind, put default delay back to 75ms hap2019-07-046-1/+7
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* mcs48.cpp: Document a few more variants (nw) AJR2019-07-041-0/+5
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* Merge pull request #5303 from shattered/_430d642ac2 ajrhacker2019-07-0421-185/+2709
|\ | | | | agat: basic emulation of agat9 (video, apple compat mode, LLE floppy)
| * agat: basic emulation of agat9 (video, apple compat mode, LLE floppy) Sergey Svishchev2019-07-0221-185/+2709
| | | | | | | | also included: MX floppy format (nw)
* | Merge pull request #5305 from cam900/dooyong_args R. Belmont2019-07-043-362/+418
|\ \ | | | | | | dooyong.cpp : Updates
| * | dooyong.cpp : Updates cam9002019-07-033-362/+418
| | | | | | | | | | | | | | | Simplify handlers, Use callback for ROM based tilemap attributes, Implement tilemap ROM limitation, Add notes, Allow tilemap drawing with masked priority, Reduce unnecessary lines, Fix namings, Spacings, Use shorter / correct type values Fix metadata (NTC license sets are released and published in japan, gulfstrmm is actually japanese release too.)
* | | Merge pull request #5306 from enikland2/nes_sms_gun_fix R. Belmont2019-07-0410-41/+94
|\ \ \ | | | | | | | | nes, sms: Fix light gun regression
| * | | nes, sms: Fix light gun regression Enik Land2019-07-0210-41/+94
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* | | | Merge pull request #5307 from Hydreigon223/hangplt-fix R. Belmont2019-07-041-13/+13
|\ \ \ \ | | | | | | | | | | Fix hangplt (nw)
| * | | | Fix hangplt (nw) Hydreigon2019-07-021-13/+13
| | |/ / | |/| | | | | | It turns out DIP 2 determines if the game should skip post instead of DIP 1 like the nwk-tr and hornet games. Also forgot the diplocation feature for this driver.
* | | | MT 06756: nascom2, nascom1: Cassette records no signal Robbbert2019-07-051-57/+125
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* | | | bmcbowl.cpp: EPROM, not EEPROM (nw) AJR2019-07-041-1/+1
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* | | | dsb46.cpp, lastbank.cpp: Documentation updates (nw) AJR2019-07-042-4/+9
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* | | | 4dpi: wip (nw) Patrick Mackinlay2019-07-041-19/+35
| | | | | | | | | | | | | | | | | | | | * eeprom and serial are fixed * irix hang probably scsi/dma related
* | | | fidel_vsc: add chesspieces (nw) hap2019-07-048-361/+366
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* | | | new not working clone Ivan Vangelista2019-07-042-0/+62
| | | | | | | | | | | | | | | | | | | | ----------------------------------------- Legend of Hero Tonma (Gaelco bootleg, Modular System) [ArcadeHacker, Recreativas.org, ClawGrip]
* | | | remove chessbase class, rename fidelbase to fidel_clockdiv (nw) hap2019-07-0422-406/+137
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* | | | (nw) unior : added cassette - unable to test due to i8251 needs updating Robbbert2019-07-041-22/+53
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* | | | toki_ms.cpp: Add missing PROM to "tokims" [ArcadeHacker, Recreativas.org, ↵ ClawGrip2019-07-041-5/+3
| | | | | | | | | | | | | | | | ClawGrip] (#5298)
* | | | Fix calculation of TMS34010/020 shifted memory addresses for debug save and ↵ AJR2019-07-041-2/+2
| | | | | | | | | | | | | | | | load commands
* | | | enmirage: use PWM device to get readable LED messages [R. Belmont] arbee2019-07-031-69/+12
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* | | | (nw) uef : added baudrate detection for atom. Needs much more to be done. Robbbert2019-07-041-26/+47
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* | | | fidel*: use pwm_display (nw) hap2019-07-0428-83/+161
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* | | | f2mc16: add MB90610A and MB90611A microcontrollers. [R. Belmont] arbee2019-07-035-6/+170
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* | | | fidel*: separate inputs (nw) hap2019-07-0426-427/+670
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* | | | wy100: Simplify by using existing rxrdy_r callback (nw) AJR2019-07-031-17/+1
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* | | | dwarfd.cpp: Fix regression by reducing CRTC clock (nw) AJR2019-07-031-1/+1
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* | | | 4dpi: wip (nw) Patrick Mackinlay2019-07-031-57/+261
| | | | | | | | | | | | | | | | | | | | | | | | * lance and scsi working * monitor, fx and sash run (latter two from cdrom or network) * irix boots from miniroot but hangs
* | | | wd33c9x: interrupt on reset (nw) Patrick Mackinlay2019-07-031-0/+6
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* | | | am79c90: reset line (nw) Patrick Mackinlay2019-07-031-0/+2
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* | | | f2mc16: start populating the core (nw) arbee2019-07-032-22/+64
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* | | | zorba: Fix regression; document a few more things (nw) AJR2019-07-021-7/+9
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* | | | mcs48: A better fix for the JNI problem (nw) AJR2019-07-022-7/+11
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* | | | (nw) dfruit.cpp: Designate Gemcrush as a prototype. braintro2019-07-021-1/+1
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* | | fidel*: prep work 2 (nw) hap2019-07-0216-16/+1245
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* | | fidel*: prep work (nw) hap2019-07-0219-104/+104
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