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| 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. | | 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. |
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− | ==Near-term==
| + | * "napple2gs" project |
− | * Finish emulating original Mac and Mac Plus keyboards, eliminate that cruft from the driver | + | - New clean, modern IIgs driver, running the ADB micro controller code (in progress) |
− | * Add -romsimm option to Mac driver for relevant machines
| + | - Simulate 1 MHz synch slowdown (initially done) |
− | * Integrate PortMidi and PortAudio | + | - Working IIe keyboard for simulated "upgraded IIe" (working) |
| + | - Pass self-tests and diagnostics disk |
| + | * Emulate key repeat on Apple /// (similar to //e, same h/w designers, go figure) |
| + | * Break up Mac driver to better reflect h/w differences, and make the various system ASIC families into devices (in progress) |
| * Figure out Ensoniq 16-bit crash (EPS OS, VFX SD/SD-1 sequencer) | | * Figure out Ensoniq 16-bit crash (EPS OS, VFX SD/SD-1 sequencer) |
| * Emulate 3rd-generation Ensoniqs (ASR-10, MR-Rack, KT-76) | | * Emulate 3rd-generation Ensoniqs (ASR-10, MR-Rack, KT-76) |
− | * Finish emulating DEC Rainbow's keyboard, try to boot MS-DOG | + | * Break out HLE'd line-level ADB handling into a bus/ and devices. |
− | * Line-level ADB handling so Egret/Cuda equipped Macs have mouse and keyboard working (and IIgs and early PowerBooks when the ADB MCU is properly emulated) (UPDATE: working for Egret, timing isn't quite what Cuda's looking for yet).
| + | * Get Lisa to run |
− | * M50740-series core (6502 derivative) for IIgs ADB MCU / PMU on PowerBook 1xx | + | * SH4 and ARM DRCs |
− | * nscsi-based NCR5380 and 5394/96 adaptations
| + | * AICA needs better envelope handling. Shenmue DSF rips need filters |
− | * Help Andrew with ''Polygonet Commanders/Poly-Net Warriors'' where possible (I AM NOT A DSP56K COWBOY)
| + | * Cycle-by-cycle WDC65816, integrating M377xx and Nintendo variants |
− | * 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 | + | |
− | * 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?)
| + | |
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.