Arbee's To-Do List

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Revision as of 17:19, 31 December 2016 by Arbee (talk | contribs) (→‎SDLMAME/MESS)

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?)