Arbee's To-Do List: Difference between revisions
From MAMEDEV Wiki
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==Near-term== | ==Near-term== | ||
* In progress: rework 680x0 FPU using SoftFloat | |||
* In progress: Namco System 23 work (with O. Galibert) | |||
* Merge submitted H8S core with our existing H8 core | * Merge submitted H8S core with our existing H8 core | ||
* Help Andrew with ''Polygonet Commanders'' where possible (I AM NOT A DSP56K COWBOY) | * Help Andrew with ''Polygonet Commanders'' where possible (I AM NOT A DSP56K COWBOY) |
Revision as of 17:31, 9 March 2010
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
- In progress: rework 680x0 FPU using SoftFloat
- In progress: Namco System 23 work (with O. Galibert)
- Merge submitted H8S core with our existing H8 core
- Help Andrew with Polygonet Commanders where possible (I AM NOT A DSP56K COWBOY)
- Continue to work with the SpriteMind guys on YM2612 improvements
- SH-4 DRC for Naomi/Atomiswave (and Dreamcast in MESS)
Later
- SCSP/AICA DSP recompiler
- AICA needs better envelope handling. Shenmue DSF rips need the filters.
- 65816 family reunion
- Merge 65816/M37710 so identical opcodes use the same code
- Add Nintendo varient that runs in terms of SNES master cycles for better accuracy
- Rewrite Konami video chain and trojan unclear details
- Further reverse-engineering on (Super) System 23
- Investigate 680x0 instruction restart
- ARM DRC
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?)