(Near-term)
(Later)
Line 23: Line 23:
 
* Rewrite Konami video chain and trojan unclear details
 
* Rewrite Konami video chain and trojan unclear details
 
* Further reverse-engineering on (Super) System 23
 
* Further reverse-engineering on (Super) System 23
* Investigate 680x0 instruction restart
 
 
* ARM DRC
 
* ARM DRC
  

Revision as of 20:55, 19 December 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 original Mac and Mac Plus keyboards, eliminate that cruft from the driver
  • Add -romsimm option to Mac driver for relevant machines
  • Integrate PortMidi and PortAudio
  • Figure out Ensoniq 16-bit crash (EPS OS, VFX SD/SD-1 sequencer)
  • Emulate 3rd-generation Ensoniqs (ASR-10, MR-Rack, KT-76)
  • Finish emulating DEC Rainbow's keyboard, try to boot MS-DOG
  • 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).
  • 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/Poly-Net Warriors 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
  • 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?)