Arbee's To-Do List: Difference between revisions
From MAMEDEV Wiki
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==Near-term== | ==Near-term== | ||
* | * Finish emulating DEC Rainbow's keyboard, try to boot MS-DOG | ||
* | * Line-level ADB handling so Egret/Cuda equipped Macs have at least a mouse working (and IIgs when ADB MCU is properly emulated) | ||
* C++ 6502 cycle-by-cycle core (and adapt the rest of the family to be based on this framework) | |||
* M50740-series core (6502 derivative) for IIgs ADB MCU / PMU on PowerBook 1xx | |||
* nscsi-based NCR5380 and 5394/96 adaptations | |||
* 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 (if any) | ||
* SH-4 DRC for Naomi/Atomiswave (and Dreamcast in MESS) | * SH-4 DRC for Naomi/Atomiswave (and Dreamcast in MESS) | ||
Revision as of 20:42, 13 September 2012
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
- Finish emulating DEC Rainbow's keyboard, try to boot MS-DOG
- Line-level ADB handling so Egret/Cuda equipped Macs have at least a mouse working (and IIgs when ADB MCU is properly emulated)
- C++ 6502 cycle-by-cycle core (and adapt the rest of the family to be based on this framework)
- M50740-series core (6502 derivative) for IIgs ADB MCU / PMU on PowerBook 1xx
- nscsi-based NCR5380 and 5394/96 adaptations
- Help Andrew with Polygonet Commanders where possible (I AM NOT A DSP56K COWBOY)
- Continue to work with the SpriteMind guys on YM2612 improvements (if any)
- 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?)