Aaron's To-Do List: Difference between revisions

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Note that nothing here is a promise. This all just represents ideas in my head. Who knows if I'll get to it all!
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===
==High-level==
* Add warning/error about wacky performance counter results
* (done) <strike>convert sound cores into devices</strike>
* (in progress) make scheduling a device thing instead of a CPU thing, allowing any device to participate
* integrate proper localization (work with MAMEPlus!)
* compile with UNICODE=1 for all builds (will deprecate Windows 9x support)
* define & implement more general pipe-like interface for external communication
* change OSD sound interface so it creates sound "targets" much like render targets
* allow setting of realtime clock to fixed value from command line for regression testing


===Video===
==CPUs==
* add support for separate visible versus blanking rects
* write x86 DRC front-end, unifying all x86/NEC variants
* investigate and fix TMS32031 calculation bug
 
==Debugger==
* add timer window
* add CHD viewer window
* make workable in a fully command-line fashion
* convert to using pipes
* separate debugger from core application
 
==3D==
* Add texture management to poly.c
** Accepts array of 8 32-bit parameters
** Hashes those parameters and performs lookups
** Automatically manages via LRU
* Pre-compute textures in voodoo at upload time and remove on-the-fly format conversion for a bit more speed
 
==Video==
* render crosshairs in UI layer not in game containers
* game-specific crosshair bitmaps and sizes
** user selectable?
* fix crosshair rendering to understand scale and offset factors
* font improvements:
* font improvements:
** built-in font that is smaller, proportional
** start with built-in font, then load others
** good unicode font
** standardize on BDC as the font format, provide BDF2BDC converter
** change UI logic to allow for minimum font sizes
** find a good unicode font
 
** user-selectable at runtime via menu?
===Interrupts===
* 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===
==Outputs==
* fix all sound cores to be independent of Machine->sample_rate
* convert output system to use pipes
* remove OSD hack that allows changing of sample rates on the fly
* add ability to get XML description of current game


===Graphics===
==Drivers==
* fix drawgfx/palette global palette-ness
* write tests to figure out 3dfx mipmapping algorithm
** certain formats should imply a palette
* remove use of MDRV_VBLANK_INT(count) where count > 1
** palettes should be independent objects
* cliffhgr.c:
** each palette can have multiple clients
** add proper latching/buffering to ensure no dropouts
** each client can request a list of changes, and clear out flags
** fix 9928a emulation to match [http://www.sventech.com/~dereks/gallery2/main.php?g2_view=core:ShowItem&g2_itemId=2499 screenshot] (broken link)
* 3DO-based systems


===Documentation===
==Documentation==
* Write description for how to compute crosshair parameters
* write debugger documentation
* Migrate/link to docs
** Debugger basics (covers the main window, the keyboard shortcuts, and a couple of very basic commands)
** Viewing memory (covers disasm/dump, memory and disassembly windows)
** Breakpoints and watchpoints (covers basic breakpoints and watchpoint usage)
** Expressions (covers using expressions to change values and the whole expression syntax)
** Advanced breakpoints and watchpoints (covers conditionals, actions, etc)
** Other techniques (covers tracing and other things)
* write description for how to compute crosshair parameters


===Driver cleanups===
==Other Stuff==
* astrocde.c
* look into inpout32.dll for hooking up ZVG to WinMAME
* vicdual.c

Latest revision as of 02:38, 25 November 2014

Note that nothing here is a promise. This all just represents ideas in my head. Who knows if I'll get to it all!

High-level

  • (done) convert sound cores into devices
  • (in progress) make scheduling a device thing instead of a CPU thing, allowing any device to participate
  • integrate proper localization (work with MAMEPlus!)
  • compile with UNICODE=1 for all builds (will deprecate Windows 9x support)
  • define & implement more general pipe-like interface for external communication
  • change OSD sound interface so it creates sound "targets" much like render targets
  • allow setting of realtime clock to fixed value from command line for regression testing

CPUs

  • write x86 DRC front-end, unifying all x86/NEC variants
  • investigate and fix TMS32031 calculation bug

Debugger

  • add timer window
  • add CHD viewer window
  • make workable in a fully command-line fashion
  • convert to using pipes
  • separate debugger from core application

3D

  • Add texture management to poly.c
    • Accepts array of 8 32-bit parameters
    • Hashes those parameters and performs lookups
    • Automatically manages via LRU
  • Pre-compute textures in voodoo at upload time and remove on-the-fly format conversion for a bit more speed

Video

  • render crosshairs in UI layer not in game containers
  • game-specific crosshair bitmaps and sizes
    • user selectable?
  • fix crosshair rendering to understand scale and offset factors
  • font improvements:
    • start with built-in font, then load others
    • standardize on BDC as the font format, provide BDF2BDC converter
    • find a good unicode font
    • user-selectable at runtime via menu?

Outputs

  • convert output system to use pipes
  • add ability to get XML description of current game

Drivers

  • write tests to figure out 3dfx mipmapping algorithm
  • remove use of MDRV_VBLANK_INT(count) where count > 1
  • cliffhgr.c:
    • add proper latching/buffering to ensure no dropouts
    • fix 9928a emulation to match screenshot (broken link)
  • 3DO-based systems

Documentation

  • write debugger documentation
    • Debugger basics (covers the main window, the keyboard shortcuts, and a couple of very basic commands)
    • Viewing memory (covers disasm/dump, memory and disassembly windows)
    • Breakpoints and watchpoints (covers basic breakpoints and watchpoint usage)
    • Expressions (covers using expressions to change values and the whole expression syntax)
    • Advanced breakpoints and watchpoints (covers conditionals, actions, etc)
    • Other techniques (covers tracing and other things)
  • write description for how to compute crosshair parameters

Other Stuff

  • look into inpout32.dll for hooking up ZVG to WinMAME