| Commit message (Collapse) | Author | Age | Files | Lines |
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New devices added:
Namco Cyber Lead I/O LED(I/O) PCB 8699014200
Namco Cyber Lead I/O LED(I/O) PCB 8699014200 (compatibility patch)
Namco Cyber Lead I/O LED(LED) PCB 8699014500
Namco AMC PCB (Extra I/O,JPN,Ver1.10)
Namco ASCA-1 (Multipurpose I/O,JPN,Ver2.00)
Namco ASCA-3 (Multipurpose + Rotary Encoder,JPN,Ver2.04)
Namco ASCA-3 (Multipurpose + Rotary Encoder,JPN,Ver2.02)
Namco ASCA-5 (Multipurpose,JPN,Ver2.09)
Namco CSZ1 MIU-I/O (GUN-EXTENTION,JPN,Ver2.05)
Namco EM I/O1-02 (Techno-Drive I/O,JPN&EXP,Ver2.00)
Namco TSS-I/O (GUN-EXTENTION,JPN,Ver2.02)
Namco XMIU1 TSS-I/O (GUN-EXTENTION,JPN,Ver2.11,Ver2.12)
Note: the Cyber Lead compatibility patch is required because later versions aren't
Namco FCA-1 (Multipurpose + Rotary Encoder,JPN,Ver1.00)
Namco FCA-1 (Multipurpose + Rotary Encoder,JPN,Ver1.01)
Namco FCB (TouchPanel&Multipurpose,JPN,Ver1.02)
Note: These use ASCA3 patched to return the correct ID string as the full ROM is yet to be extracted
Namco EM Pri1-01
Note: The printer for Techno Drive is HLE'd only enough to make the game happy
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rendlay: let's make noscreens layout window aspect ratio 4:3
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* qx10: Rework keyboard code
* Split keyboard into ascii and hasci variants
* Update keymappings to be more complete
* Add output_finders for keyboard LEDs
* Keyboard now uses sync serial, fixes timing issues with CP/M Plus
* qx10: Add layouts for both hasci and ascii keyboards
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Started implementing the Macintosh Display Card CRTC. It gives correct
resolutions, although refresh rates are incorrect. Added machine
configuration settings allowing several monitors to be selected.
Implemented the Macintosh Display Card's packed RGB mode. The
base/stride in RGB mode make more sense with this implemented.
Cleaned up the code for the SuperMac Spectrum cards, and fixed the
garbage at the bottom of the screen on the Spectrum/8.
Put a layout with views for common monitor aspect ratios in a place
where cards can use it. This is especially useful for the NuBus cards
that can support portrait monitors.
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- render.h: Split out layout class declarations into rendlay.h, with some adjustments for the resulting incomplete types (std::reference_wrapper unfortunately does not allow these by C++17 rules)
- rendlay.h: Move old header contents to layout/generic.h
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specifying state="0" on components explicitly.
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This change adjusts the aspect ratio to bring it close to that in the
photo of the screen in the manual. The monitor has a 4:3 aspect
ratio. The character area resolution is 720x288 pixels and the prior
1:1 dot ratio was far from realistic.
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New machines added as WORKING
---
Motorola EXORterm 155 [68bit]
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Get rid of a couple of copies of the CC0 text. Add header comment to
CC0 files to remind people editing them what the terms are. Also add
some missing XML headers. The header comments in layouts won't bloat
the binary - they get stripped out before compressing, same as any other
comments.
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* MU100 isn't really working
* clone relationship is for different versions of the same thing, not different parts of a system
* indentation should follow structure
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* Eliminates the need for the horizontal/vertical/LCD/SVG layout files
* Screens can now have orientation and physical aspect ratio specified
* RASTER/VECTOR defaults to 4:3, LCD/SVG defaults to square pixels at config time
* System orientation is applied on top of screen orientation
Automatically generated single-screen views and orientation flags in XML
output now work correctly for systems with multiple screens in different
geometries/orientations, e.g. housemnq, rocnms, stepstag, or netmerc.
The "core rotation options" only interact with system orientation.
Allowing multi-screen systems to work well with one monitor per emulated
screen is a complex topic. System orientation also affects the GFX
viewer while screen orientation doesn't. The orientation displayed in
the system selection menu is from the system orientation.
Let me know if I've broken any systems or use cases.
Also, add save state support for std::array/C array nested to any depth.
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predefined variables
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about occasional extra warning messages, it's unavoidable)
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Input and screen tags are now resolved relative to a layout's owner
device.
Easy way to demonstrate is with: mame64 intlc440 -tty ie15
Previously you'd only get the IE15 terminal's layout and you'd be unable
to use the INTELLEC 4/40 front panel. Now you'll get the choice of
layouts from both the system and the terminal device in video options.
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It's damn slow, ~50ms/frame on cdkong. Caching and/or hw accel will
solve that easily. It doesn't look very good, nanosvg need better
anti-aliasing. It also doesn't do texturing very well and images not
at all, so some of our current svgs won't look good. But all that's
fixable.
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documentation (nw)
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them (nw)
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device. (nw)
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device. (nw)
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game each
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one (no whatsnew)
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loader rewrite, which is still in progress....)
Replaced mamedriv.c with a new driver list mechanism that is generated
by the build tools. The emulator core now expects the presence of a
file called src/$(TARGET)/$(SUBTARGET).lst which is just a raw list of
driver names, one per line. C and C++ comments are still permitted.
This file is parsed by a new build tool makelist which extracts the
driver names, sorts them, and generates a file called drivlist.c, which
is consumed by the core. [Aaron Giles]
Added new osdcore function osd_malloc_array() which is identical to
osd_malloc() but obviously hints that the underlying allocation is for
an array. Updated all callers to use the appropriate form. Modified the
Windows allocator to only use guard pages for array-style allocations,
allowing us to enable them once again in debug builds. [Aaron Giles]
Created new static class driver_list to wrap accesses to the list of
available drivers. Improved speed of driver lookups by relying on the
presorting done by makelist. [Aaron Giles]
Created helper class driver_enumerator as a helper for iterating through
the list of drivers. This class supports basic filtering and iteration,
and also serves as a temporary cache of machine_configs. [Aaron Giles]
Created cli_frontend object to wrap all the CLI handling code in
clifront.c. Updated/simplified all the code to take advantage of the
driver_enumerator. [Aaron Giles]
Created media_auditor object to wrap all the auditing functions in
audit.c. Updated all users to the new interface. Note that the new
auditing mechanism is slightly out of sync with the romload code in
terms of finding ROMs owned by devices, so it may mis-report some
issues until the new ROM loading code is in. [Aaron Giles]
Added concept of a per-device searchpath. For most devices, their
searchpath is just the short name of the device. For driver_devices, the
searchpath is driver[;parent[;bios]]. This searchpath will eventually be
used by the rom loader to find ROMs. For now it is used by the media
auditor only. [Aaron Giles]
Created info_xml_creator object to wrap all the info generation functions
in info.c. Converted the file to C++ and cleaned up the input processing
code. [Aaron Giles]
(not for whatsnew ... Known issues: auditing of CHDs appears busted, and
debug builds report unfreed memory if you use the built-in game picker)
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- added support for arbitrary number of containers for render_target
- added command-line parameter -debug_internal (-di) to use the internal debugger when in debug mode
- internal debugger supports all views except memory view
- added "Debug" view to layout/vertical.lay to create more place for debug views in vertical games.
The colors are ugly. Font rendering needs improvement. There are no shortcut keys right now. There is still a lot of room for more improvements.
However, it works and does not depend on any ui toolkit. The interface has been designed to support displaying views programmatically e.g. from the ui.
Currently, the ui render target is used. In order to support views being displayed in separate windows further changes are needed:
- the osd layer must support creating and closing windows (render targets) on demand.
- There must be a mode for render targets where their bounds follows the window size - Currently the render target size depends on the aspect of currently selected "artwork" view.
- Render target needs a name property.
Short HowTo:
- Start MAME with "-debug -di"
- Console, register and disasm views will be shown. Place them by dragging the view on the title bar.
- Views can be resized by dragging the bottom-right yellow square.
- The view having the focus has a green background title bar.
- Hit "Tab" (IPT_UI_CONFIGURE) to show the menu.
- Console and disasm views support a very simple facility to support entering commands and addresses. Just start typing. Hit "enter" when finished.
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