Software list items promoted to working (coleco_homebrew.xml)
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Booming Boy
Buck Rogers Super Game
Caos Begins
Caverns of Titan
Kung-Fu Master
* Moved Terminator 2 and Mortal Kombat "YAWDIM" bootleg to derived classes.
* Simplified Mortal Kombat "YAWDIM" bootleg machine configuration.
* Suppress side effects for debugger reads.
* Improved ROM region naming.
* Use logmacro.h for configurable logging.
* Use C++ line comments.
* Use memory views for ROM/palette overlays and simplified banking.
* Suppress side effects for reads from the debugger.
* Reduced tag lookups.
* Improved ROM region naming.
Systems promoted to working
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Tokimeki Memorial Oshiete Your Heart (GQ673 JAA)
Tokimeki Memorial Oshiete Your Heart Seal Version (GE755 JAA)
Tokimeki Memorial Oshiete Your Heart Seal Version Plus (GE756 JAB)
* Moved MSX2+ machines to msx/msx2p.cpp.
* msx/msx.cpp: Add support Kanji level 2 I/O ports.
* Added support for MSX2+ boot flags register.
* Hooked up msx2p_cart and msxr_cart software lists.
* bus/msx/slot/music.cpp: Use an object finder to get YM2413.
* Removed TLC34076 for games that lack it.
* Use palette devices for palettes.
* Use input merger for VIA/YM3812 FIRQ.
* Reduced tag lookups, suppress side effects for debugger accesses, use more const.
* Changed single-line comments to C++ line comments.
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Xiao Ao Jiang Hu (China, Ver. 1.00) [AJR, Guru]
- subsino/subsino2.cpp: dumped GFX ROM for xiaoao [Guru]
- subsino/subsino.cpp: updated ndongmul ROM loading so that it boots. Still need correct reel GFX loading / decoding and also hangs after a while.
* Feed mouse/pen/touch pointer events through UI input manager with Win32 and SDL.
* Started migrating UI code to use new API and reworking mouse/touch interaction.
* emu/render.cpp: Support pressing multiple clickable layout items simultaneously.
* emu/render.cpp: Allow UI elements to be drawn in any window.
* emu/rendlay.cpp, luaengine_render.cpp: Added layout view events for pointer input.
* ui/ui.cpp: Allow the UI handler to control pointer display.
* ui/analogipt.cpp: Added mouse/touch and more keys for navigating field state list.
* ui/menu.cpp: Use vertical swipe to scroll and horizontal swipe to adjust.
* ui/menu.cpp: Draw after processing input - greatly improves responsiveness.
* ui/menu.cpp: Ignore keyboard/gamepad input during pointer actions.
* ui/selmenu.cpp: Made left/right info pane arrows repeat when held.
* ui/selmenu.cpp: Use middle click to move keyboard focus.
* ui/selmenu.cpp: Let filter list scroll if it's too tall, and use a bit of horizontal padding.
* ui/selmenu.cpp: Improved divider sizing.
* ui/state.cpp: Don't allow clicks to pass through the confirm deletion prompt to the menu.
* ui/simpleselgame.cpp: Fixed error message display and graphics/sound status not showing.
* ui/simpleselgame.cpp: Allow tap/click to dismiss error message.
* ui/utils.cpp: Show UI for choice filters when there are no choices - it's less confusing.
* modules/input/input_sdl.cpp: Made scaling for mouse scroll better match RawInput and DirectInput.
* modules/input/input_rawinput.cpp: Added support for horizontal scroll axis.
* modules/input/input_win32.cpp: Added support for scroll axes and more buttons to mouse/lightgun.
* modules/debugger/debugimgui.cpp: Don't fight over events with the UI manager - it breaks menus.
* osd/windows/window.cpp: Translate mouse position to window cooridinates for scroll wheel events.
* osd/sdl/window.cpp: Supply last mouse position for scroll wheel events if possible.
* scripts/build/complay.py: Made zero input mask an error - it was only being used to block clicks.