Arbee's To-Do List
From MAMEDEV Wiki
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 and MESS. Also, order listed here may not reflect actual implementation order.
- "napple2gs" project
- New clean, modern IIgs driver, running the ADB micro controller code (in progress)
- Put in the fixed VIA shifter semantics pointed out by the linux-m68k guys and fix the resulting catastrophes.
- Emulate key repeat on Apple /// (similar to //e, same h/w designers, go figure)
- Finish emulating original Mac and Mac Plus keyboards, eliminate that cruft from the driver
- Break up Mac driver to better reflect h/w differences, and make the various system ASIC families into devices (mac128 now split, more in progress)
- Integrate PortAudio? (Have an external submit for this that can work)
- Figure out Ensoniq 16-bit crash (EPS OS, VFX SD/SD-1 sequencer)
- Emulate 3rd-generation Ensoniqs (ASR-10, MR-Rack, KT-76)
- Break out HLE'd line-level ADB handling into a bus/ and devices.
- Final, A/UX compliant (n)scsi-based NCR5380 and 5394/96 adaptations
- Get Sun 2/3/3x/4 to boot something
- Other 1980s Unix workstations: Sun, HP, Tektronix (all in progress)
- Get Lisa to run
- SH4 and ARM DRCs
- AICA needs better envelope handling. Shenmue DSF rips need filters
- Cycle-by-cycle WDC65816, integrating M377xx and Nintendo variants
- Help Andrew with Polygonet Commanders/Poly-Net Warriors where possible (I AM NOT A DSP56K COWBOY)
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
- 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?)