Outputs no longer require string formatting and hash lookups, and only
changes to output values result in notifications. Performance is
better than before. We never had any kind of post-processing to make
the "alternate pixels" screen bitmap look like a DMD, and the bilinear
scaling looked awful.
* New working clones
------------------
V.Smile Baby (France, with 'Winnie et ses amis dans la Foret des Reves Bleus') [Sean Riddle, TeamEurope]
V.Smile Baby (France, with 'En Ville avec l'ourson Patoune') [Sean Riddle, TeamEurope]
* Add 'vsmilebf' and 'vsmilebfp'
* vsmileb_cart.xml: Remove 'poohhawaf' and 'poohhawaf' that were mistakenly added on commit #7195
These are console BIOSes with a bundled in-ROM game and not cart dumps.
These layouts have changes to element stacking order that can't be
avoided without changing the group structure in the layout files. I
think it's harmless, but it's possible it could have had a detrimental
effect on risc2500 (I tested it and didn't see any changes, but I might
not have known what to look for).
-complay.py: Added basic checks for dupicate collection names.
As with other checks of this kind, it doesn't actually instantiate the
layout so it doesn't check things when variable substitution is
involved.
Also added some optional verbose logging for debugging group bounds
calculation.
-Updated another batch of layouts.
Some chess layouts have had elements reordered in the XML to maintain
stacking order when drawing.
Bounds were being miscalculated when the first element inside the group
was inside a repeat or a collection. Most visible in md6802.
-Updated another batch of layouts.
A lot of these were using a black backdrop element to force bounds when
either explicit view bounds or an empty element is a better way to
achieve the same thing.
Bally by17/by35 pinball layouts have had a bit of an overhaul with the
three sections of the display now abled to be toggled independently.
Ensoniq VFD layouts refactored to reduce a very large number of lines
down to a few nested repeats.
* hooked up the lcd controller
* hooked up some interrupts
* partially hooked up the debug board
* corrected some address mappings (documentation appears incorrect)
* separated emu3 and emax2 driver state (for now)
* implemented most instructions
* preliminary interrupt/trap support
* no fpu or mmu yet
* took over copyright with permission
* minor disassembler improvements
The majority of these were using <bezel> for control panels.
Cleaned up the stactics layout, made laser LEDs use additive blending,
and made it possible to hide just the control panel.
Added several view options to the Jockey Club family of games.
Added ability to show/hide parts of several other layouts.