(Near-term)
(Near-term)
Line 2: Line 2:
  
 
==Near-term==
 
==Near-term==
* In progress: Namco System 23 work (with O. Galibert)
+
* Finish emulating DEC Rainbow's keyboard, try to boot MS-DOG
* Merge submitted H8S core with our existing H8 core
+
* Line-level ADB handling so Egret/Cuda equipped Macs have at least a mouse working (and IIgs when ADB MCU is properly emulated)
 +
* C++ 6502 cycle-by-cycle core (and adapt the rest of the family to be based on this framework)
 +
* M50740-series core (6502 derivative) for IIgs ADB MCU / PMU on PowerBook 1xx
 +
* nscsi-based NCR5380 and 5394/96 adaptations
 
* Help Andrew with ''Polygonet Commanders'' where possible (I AM NOT A DSP56K COWBOY)
 
* Help Andrew with ''Polygonet Commanders'' where possible (I AM NOT A DSP56K COWBOY)
* Continue to work with the SpriteMind guys on YM2612 improvements
+
* Continue to work with the SpriteMind guys on YM2612 improvements (if any)
 
* SH-4 DRC for Naomi/Atomiswave (and Dreamcast in MESS)
 
* SH-4 DRC for Naomi/Atomiswave (and Dreamcast in MESS)
  

Revision as of 20:42, 13 September 2012

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.

Near-term

  • Finish emulating DEC Rainbow's keyboard, try to boot MS-DOG
  • Line-level ADB handling so Egret/Cuda equipped Macs have at least a mouse working (and IIgs when ADB MCU is properly emulated)
  • C++ 6502 cycle-by-cycle core (and adapt the rest of the family to be based on this framework)
  • M50740-series core (6502 derivative) for IIgs ADB MCU / PMU on PowerBook 1xx
  • nscsi-based NCR5380 and 5394/96 adaptations
  • Help Andrew with Polygonet Commanders where possible (I AM NOT A DSP56K COWBOY)
  • 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
  • Investigate 680x0 instruction restart
  • 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?)