| Commit message (Collapse) | Author | Age | Files | Lines |
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The u'nSP CPU core addresses all data in 16-bit increments. There is thus no possibility of byte writes.
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* machine/spg110_video.cpp: Fix trailing space
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* machine/spg110.cpp: Improved interrupt emulation.
* machine/spg110_video.cpp: Hooked up Y flip, cleaned up code, updated comments.
New systems marked not working
-------------------------------
JAKKS Pacific Inc / HotGen Ltd Bob the Builder - Project: Build It (JAKKS Pacific TV Game) (JUN 2 2006 14:42:01) [David Haywood, TeamEurope]
JAKKS Pacific Inc / Digital Eclipse EA Sports Classics: NHL 95 & FIFA Soccer 96 (JAKKS Pacific TV Game) [David Haywood, TeamEurope]
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Read callbacks now need a default return value supplied at construction.
Replaced isnull() with isunset() which tells you if the callback wasn't
configured rather than whether it isn't safe to call.
Enabled validation of device callbacks (it seems it was disabled at some
point, probably accidentally).
Device callbacks and object finders now implement the same interface for
resolution.
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function signatures. (#11283) [Ryan Holtz]
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Made const-qualified pixel accessors (pix, pixt, raw_pixptr) return
const-qualified references/pointers to pixesl, and added non-const
versions. This makes bitmap more like standard library containers where
const protects the content as well as the dimensions.
Made the templated pixt accessor protected - having it public makes it
too easy to inadvertently get a pointer to the wrong location.
Removed the pix(8|16|32|64) accessors from the specific bitmaps. You
could only use the "correct" one anyway, and having the "incorrect" ones
available prevented explicit instantiations of the class template
because the static assertions would fail. You can still see the pixel
type in the bitmap class names, and you can't assign the result of
&pix(y, x) to the wrong kind of pointer without a cast.
Added fill member functions to the specific bitmap template, and added
a explicit instantiations. This allows the bitmap size check to be
skipped on most bitmap fills, although the clipping check is still
there. Also fixed a couple of places that were trying to fill an
indexed 16-bit bitmap with rgb_t::black() exposed by this (replaced with
zero to get the same net effect). The explicit template instantiations
in the .cpp file mean the compiler can inline the function if necessary,
but don't need to generate a local out-of-line body if it chooses not
to.
Extended the size of the fill value parameter in the base bitmap class
to 64 bits so it works correctly for 64-bit bitmaps.
Fixed places where IE15 and VGM visualiser weren't accounting for row
bytes potentially being larger than width.
Fixed an off-by-one in an HP-DIO card where it was treating the Topcat
cursor right edge as exclusive.
Updated everything to work with the API changes, reduced the scope of
many variables, added more const, and replaced a few fill/copy loops
with stuff from <algorithm>.
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devices/machine/spg110_video: initialize some variables which were causing malfunctions in debug devnoclear builds (nw)
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* new clones
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Spider-Man (JAKKS Pacific TV Game) (older hardware, set 2) [Sean Riddle]
* (nw)
* sh6578 work (nw)
* new NOT WORKING
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Fox Sports 7 in 1 Sports Games Plug n' Play [Sean Riddle, David Haywood]
Ford Racing [Sean Riddle, David Haywood]
- some sh6578 work (nw)
* new NOT WORKING
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Lazer Tag Video Game Module [Sean Riddle, David Haywood]
(quickly hits unimplemented 00F596: divq mr, r2)
* sh6578 input tweaks (nw)
* sh6578 gfx work (nw)
* sh6578 video work (nw)
* sh6578 - use m6502 type instead of n2a03 type as apparently most of these clones follow that pattern (nw)
* sh6578 - use logmacro (nw)
* sh6578 misc work (nw)
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* new WORKING machine
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MGT 20-in-1 TV-Spielekonsole (Germany) [TeamEurope, David Haywood]
* text to follow later (nw)
* (nw)
* (nw)
* (nw)
* (nw)
* new WORKING machines
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My Sports Challenge (6-in-1 version, QVC license) [Sean Riddle, David Haywood, Ryan Holtz]
Decathlon [Sean Riddle, ClawGrip]
new NOT WORKING
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Karao Kids Songs 2 (Spain) [Sean Riddle, ClawGrip]
Club Jenna Presents: Jenna Jameson's Strip Poker [Sean Riddle, David Haywood, Ryan Holtz]
Mini Arcade Machine (Red5) [TeamEurope, David Haywood]
Lexibook Compact Cyber Arcade - Disney Princess [TeamEurope, David Haywood]
* added a placeholder for Sean's Casio ROM pack dumps (nw)
* promote the poker game (nw)
* (nw)
* (nw)
* Casio ROM pack details from Clawgrip
* new NOT WORKING
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Duck Commander (JAKKS Pacific TV Game) [Sean Riddle, David Haywood]
Star Wars Clone Trooper (JAKKS Pacific TV Game) [Sean Riddle, David Haywood]
The Walking Dead: Zombie Hunter (JAKKS Pacific TV Game) [Sean Riddle, David Haywood]
The Walking Dead: Battleground (JAKKS Pacific TV Game) [Sean Riddle]
Toy Story - Toys on the Move (JAKKS Pacific TV Motion Game) [Sean Riddle, Clawgrip]
* new NOT WORKING
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Teenage Mutant Ninja Turtles: Mutant and Monster Mayhem [Sean Riddle]
* new WORKING machines
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Plug & Play Game Controller with 200 Games (Supreme 200) [TeamEurope]
healthy dose of obvious unlicensed NES hacks here.. including 1st party Nindendo and Namco games.
* new NOT WORKING
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MobiGo 2 (Germany) [TeamEurope]
+ start of Sofwtare List [TeamEurope]
* (nw)
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* new NOT WORKING machines
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TV Virtual Tennis [David Haywood, Morten Kirkegaard, Peter Wilhelmsen]
Rockstar Guitar / Guitar Rock (PAL) [David Haywood, Morten Kirkegaard, Peter Wilhelmsen]
Who Wants to Be a Millionaire (Play Vision, Plug and Play, UK) [David Haywood, Morten Kirkegaard, Peter Wilhelmsen]
Millionaire needs P4 inputs sorting out
Rockstar Guitar timings are all over the place (music not in sync at all)
TV Virtual Tennis is the spg110 type SunPlus and needs video fixes, as well as the motion controls.
* (nw)
* improve rendering for conyteni (nw)
* improve character select screen in conyteni (nw)
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* jak_capb - sprite and input improvements (nw)
* use buttons
* use a callback here (nw)
* shuffle code, refactor slightly (nw)
* (nw)
* start to make video IRQ logic a bit closer to spg2xx (nw)
* spiderman research (nw)
* sprite fixes (nw)
* different hacks (nw)
* flippin' flip bits (nw)
* I don't like colour conversion from weird HSL formats (nw)
* better transpen (nw)
* more flipping (nw)
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(#4816)
* spg110: jak_capb misc guesses (nw)
* misc priority stuff (nw)
* tweaks (nw)
* more tweaks (nw)
* small spg2xx refactor (nw)
* some spg2xx refactoring (nw)
* (nw)
* tidy (nw)
* these have all been moved out into modules (nw)
* sprite work in progress (nw)
* (nw)
* spg110: shift some stuff around and split into files here too
* (nw)
* (nw)
* (nw)
* sprite improvements
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