Arbee's To-Do List: Difference between revisions

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Nothing listed here is a guarantee or promise of action.  I have many more interests than I have hours in a day.  This lists only things directly related to MAME.  Also, order listed here may not reflect actual implementation order.
Nothing listed here is a guarantee or promise of action.  I have many more interests than I have hours in a day.  This lists only things directly related to MAME.  Also, order listed here may not reflect actual implementation order.


==Near-term==
As of February 25th, 2026, things in progress for the relatively near future include:
* Fix controls in ''Prop Cycle'' now that it runs 100% on my system
* Continued SDL3 support
* Get C75 BIOS hooked up in all games (starting to work now)
* 68k Mac ASC and pseudo-VIA improvements using Doug Brown's ASCTester
* Help Andrew with ''Polygonet Commanders'' where possible (I AM NOT A DSP56K COWBOY)
* Akai S2000/3000: fix clipping/static noise in sample playback and add flash ROM option card
* Continue to work with the SpriteMind guys on YM2612 improvements
* Akai MPC2000XL/MPC3000: fix SCSI.  Add Zip drive and flash ROM option card to 2000XL
* <s>Final polish on the SH-2 DRC</s>
** <s>Add final missing opcodes for Saturn</s>
** <s>Add SH-1 with extra opcodes locked out, multiply instructions limited to SH-1's lower precision</s>
* SH-4 DRC


==Later==
A little farther out:
* SCSP/AICA DSP recompiler
* PowerPC: Obtain RISU testing data, and add an interpreter (should help both PowerMacs and e.g. Sega Model 3)
* 65816 family reunion
* Get the preliminary Quadra AV driver and associated devices into mainline.  Real support will involve a DSP3210 core. The opcodes are largely the same as the DSP32 we already emulate but the binary encoding is different for no particular reason
** Merge 65816/M37710 so identical opcodes are used identically
** Add Nintendo varient that runs in terms of SNES master cycles for better accuracy
* Rewrite SNES renderer from scratch for better accuracy, including modern discoveries
* Rewrite Konami video chain and trojan unclear details
* Further reverse-engineering on (Super) System 23
 
==SDLMAME/MESS==
* Rework OpenGL backend:
** Need to use a pixel shader to do YUV to RGB conversion or else laserdisc games will suck mightily on modern video cards (which no longer have dedicated conversion hardware)
** Render to texture first so user shader can still be used for final blit? (And how bad will this break fglrx and Apple drivers?)
* Improve GTK debugger so memory editing is possible

Latest revision as of 17:44, 25 February 2026

Nothing listed here is a guarantee or promise of action. I have many more interests than I have hours in a day. This lists only things directly related to MAME. Also, order listed here may not reflect actual implementation order.

As of February 25th, 2026, things in progress for the relatively near future include:

  • Continued SDL3 support
  • 68k Mac ASC and pseudo-VIA improvements using Doug Brown's ASCTester
  • Akai S2000/3000: fix clipping/static noise in sample playback and add flash ROM option card
  • Akai MPC2000XL/MPC3000: fix SCSI. Add Zip drive and flash ROM option card to 2000XL

A little farther out:

  • PowerPC: Obtain RISU testing data, and add an interpreter (should help both PowerMacs and e.g. Sega Model 3)
  • Get the preliminary Quadra AV driver and associated devices into mainline. Real support will involve a DSP3210 core. The opcodes are largely the same as the DSP32 we already emulate but the binary encoding is different for no particular reason