Aaron's To-Do List: Difference between revisions
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==Video== | ==Video== | ||
* game-specific crosshair bitmaps and sizes | * game-specific crosshair bitmaps and sizes | ||
** user selectable? | |||
* add support for separate visible versus blanking rects | * add support for separate visible versus blanking rects | ||
* font improvements: | * font improvements: | ||
** start with built-in font, then load others | |||
** built-in font that is smaller, proportional | ** built-in font that is smaller, proportional | ||
** good unicode font | ** good unicode font | ||
** user-selectable? | |||
** (done: 0.112u1) <strike>change UI logic to allow for minimum font sizes</strike> | ** (done: 0.112u1) <strike>change UI logic to allow for minimum font sizes</strike> | ||
* change some page-flipping drivers to return UPDATE_HAS_NOT_CHANGED if no front buffer access and no page flip since last frame | * change some page-flipping drivers to return UPDATE_HAS_NOT_CHANGED if no front buffer access and no page flip since last frame |
Revision as of 14:30, 5 March 2007
Note that nothing here is a promise. This all just represents ideas in my head. Who knows if I'll get to it all!
Immediate Bugs
- (done: 0.112u2)
add back font size reduction - add warning/error about wacky performance counter results
- identify and fix up 64-bit specific errors
- add 64-bit debugging code to force allocations above 4GB
Video
- game-specific crosshair bitmaps and sizes
- user selectable?
- add support for separate visible versus blanking rects
- font improvements:
- start with built-in font, then load others
- built-in font that is smaller, proportional
- good unicode font
- user-selectable?
- (done: 0.112u1)
change UI logic to allow for minimum font sizes
- change some page-flipping drivers to return UPDATE_HAS_NOT_CHANGED if no front buffer access and no page flip since last frame
- add code to not throttle if the video doesn't change? (maybe only for 1 frame)
- move throttling and frameskipping code into the core
Interrupts
- (done: 0.112u1)
add asserts to ensure proper PULSE_LINE/HOLD_LINE usage - add MDRV_SCANLINE interrupt generators
- change MDRV_CPU_VBLANK_INT to specify a screen number
- add timed interrupt generator: cpunum_toggle_input_line_timed(cpu, input, time). This will ASSERT_LINE immediately and then CLEAR_LINE after the specified time. 'time' can be zero, which is equivalent to PULSE_LINE, though perhaps we should discourage such usage since it's not realistic. If you've asserted the line via this function, and another cpunum_assert_input_line_timed() call is made, it will override the previous CLEAR_LINE time with the new time. Note that this is not a proper wire-OR, so we could alternatively reschedule the CLEAR_LINE to the maximum of the new time and the previously pending time.
Sound
- (done: 0.112u4)
fix all sound cores to be independent of Machine->sample_rate - (done: 0.112u4)
fix all custom sound generators to be independent of Machine->sample_rate - (done: 0.112u3)
remove OSD hack that allows changing of sample rates on the fly
Graphics
- fix drawgfx/palette global palette-ness
- certain formats should imply a palette
- palettes should be independent objects
- each palette can have multiple clients
- each client can request a list of changes, and clear out flags
- add laserdisc video viewer in F4 menu if A/V CHD is attached
- support straight playback with frame info
- single step forward/back
CPUs
- automatically respect CPUINFO_INT_CLOCK_DIVIDER
- finish work on 64-bit DRC engine
- write 64-bit MIPS3 DRC
- investigate and fix TMS32031 calculation bug
- optimize hyperstone core
- move video timing crap out of cpuexec.c and into video.c
- replace cpuexec.c with more generic schedule.c
Scheduler
- Clients register with two callbacks (CPUs and sound cores are clients; video as well)
typedef mame_time (*scheduler_execute_callback)(void *parameter, mame_time curtime, mame_time target); typedef void (*scheduler_abort_callback)(void *parameter, mame_time abort_time); scheduler_client *scheduler_client_register(scheduler_execute_callback execute, scheduler_abort_callback abort, void *parameter);
- Events can be requested, and can cause synchronization between limited groups of clients
typedef void (*scheduler_event_fire_callback)(mame_time curtime, void *parameter); scheduler_event *scheduler_event_register(mame_time event_time, scheduler_event_fire_callback callback, void *parameter, const scheduler_client **sync_list);
- The current execution can be aborted (this is implicitly done if an event is registered that times out in the middle of the current execution):
void scheduler_abort_execution(void);
- Clients can be suspended/resumed:
void scheduler_client_suspend(scheduler_client *client, UINT32 reason_mask); void scheduler_client_resume(scheduler_client *client, UINT32 reason_mask);
- Scheduler owns global time and local time for each client:
mame_time scheduler_get_global_time(void); mame_time scheduler_client_get_current_time(scheduler_client *client); mame_time scheduler_event_get_fire_time(scheduler_event *event);
- Scheduler keeps track of real time spent executing (debug only?)
osd_ticks_t scheduler_client_get_real_time(scheduler_client *client);
Misc
- Allow setting of realtime clock to fixed value for regression testing
Sources
- move cleanup tool into tools
- add pngcrc tool to tools
- move fronthlp.c into common code
- push more options into the code to reduce OSD burden
- (done: 0.112u3)
add laserdisc VANC extraction and generation tool to tools - (done: 0.112u1)
break core fileio.c into fileio.c and corefile.c - (done: 0.112u1)
make util directory with corefile.c and all other utilities with light dependencies
Outputs
- add ability to get XML description of current game
- add lamp output to afterburner driver
- (done: 0.112u2 by Bob Seidel)
add pause notifications
Debugger
- clean up APIs
- add timer window
- add CHD viewer window
Driver cleanups/To do
- cliffhgr.c:
- add proper latching/buffering to ensure no dropouts
- fix 9928a emulation to match screenshot
- astrocde.c
- vicdual.c
- Cubo CD32 (Amiga AGA-based)
- 3DO-based systems
Documentation
- write description for how to compute crosshair parameters
mamedev.org
Other Stuff
- add regression testing tools to the tools directory
- add png diffing tool
- look into inpout32.dll for hooking up ZVG to WinMAME