Arbee's To-Do List: Difference between revisions
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* 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) | ||
* Continue to work with the SpriteMind guys on YM2612 improvements | * Continue to work with the SpriteMind guys on YM2612 improvements | ||
* Final polish on the SH-2 DRC | * <s>Final polish on the SH-2 DRC</s> | ||
** Add final missing opcodes for Saturn | ** <s>Add final missing opcodes for Saturn</s> | ||
** Add SH-1 with extra opcodes locked out, multiply instructions limited to SH-1's lower precision | ** <s>Add SH-1 with extra opcodes locked out, multiply instructions limited to SH-1's lower precision</s> | ||
* SH-4 DRC | * SH-4 DRC | ||
Revision as of 21:52, 16 August 2008
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
- Fix controls in Prop Cycle now that it runs 100% on my system
- Help Andrew with Polygonet Commanders where possible (I AM NOT A DSP56K COWBOY)
- Continue to work with the SpriteMind guys on YM2612 improvements
Final polish on the SH-2 DRCAdd final missing opcodes for SaturnAdd SH-1 with extra opcodes locked out, multiply instructions limited to SH-1's lower precision
- SH-4 DRC
Later
- SCSP/AICA DSP recompiler
- 65816 family reunion
- 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