Aaron's To-Do List: Difference between revisions

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===Outputs===
===Outputs===
* add pause notifications
* (done: 0.112u2 by Bob Seidel) <strike>add pause notifications</strike>
* add ability to get XML description of current game
* add ability to get XML description of current game



Revision as of 07:18, 26 February 2007

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

  • (done: 0.112u2) add back font size reduction
  • add warning/error about wacky performance counter results
  • identify and fix up 64-bit specific errors
  • add 64-bit debugging code to force allocations above 4GB

Video

  • game-specific crosshair bitmaps and sizes
  • add support for separate visible versus blanking rects
  • font improvements:
    • built-in font that is smaller, proportional
    • good unicode font
    • (done: 0.112u1) change UI logic to allow for minimum font sizes
  • change some page-flipping drivers to return UPDATE_HAS_NOT_CHANGED if no front buffer access and no page flip since last frame
  • add code to not throttle if the video doesn't change? (maybe only for 1 frame)
  • move throttling and frameskipping code into the core

Interrupts

  • (done: 0.112u1) 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

  • fix all sound cores to be independent of Machine->sample_rate
  • (done: 0.112u3) remove OSD hack that allows changing of sample rates on the fly

Graphics

  • fix drawgfx/palette global palette-ness
    • certain formats should imply a palette
    • palettes should be independent objects
    • each palette can have multiple clients
    • each client can request a list of changes, and clear out flags
  • add laserdisc video viewer in F4 menu if A/V CHD is attached
    • support straight playback with frame info
    • single step forward/back

CPUs

  • automatically respect CPUINFO_INT_CLOCK_DIVIDER
  • finish work on 64-bit DRC engine
  • write 64-bit MIPS3 DRC
  • investigate and fix TMS32031 calculation bug
  • optimize hyperstone core
  • move video timing crap out of cpuexec.c and into video.c
  • replace cpuexec.c with more generic schedule.c:
    • clients register with a callback that receives a param and a mame_time for execution
    • timer is the first client
    • can specify maximum period (default is 1 second?)
    • execution is round-robin
    • anybody can call schedule_resync() to resynchronize execution with items below
    • suspend/resume functionality
    • time accounting
    • global timekeeping

Sources

  • move cleanup tool into tools
  • add pngcrc tool to tools
  • (done: 0.112u3) add laserdisc VANC extraction and generation tool to tools
  • move fronthlp.c into common code
  • push more options into the code to reduce OSD burden
  • (done: 0.112u1) break core fileio.c into fileio.c and corefile.c
  • (done: 0.112u1) make util directory with corefile.c and all other utilities with light dependencies

Outputs

  • (done: 0.112u2 by Bob Seidel) add pause notifications
  • add ability to get XML description of current game

Debugger

  • clean up APIs
  • add timer window
  • add CHD viewer window

Driver cleanups/To do

  • cliffhgr.c:
    • add proper latching/buffering to ensure no dropouts
    • fix 9928a emulation to match screenshot
  • astrocde.c
  • vicdual.c
  • Cubo CD32 (Amiga AGA-based)
  • 3DO-based systems

Documentation

  • write description for how to compute crosshair parameters

mamedev.org

Other Stuff

  • add regression testing tools to the tools directory
    • add png diffing tool
  • look into inpout32.dll for hooking up ZVG to WinMAME