Not for whatsnew: I added -Wno-conversion unconditionally to disable the
warnings Thomas reported. That setting is the default for GCC out-of-the-box
but apparently not on NetBSD. As far as I know it shouldn't cause a problem
with any GCC version back to at least 4.0.0 so we're safe even on PPC OSX,
but do let me know if hilarity ensues.
Does basic dependency analysis and supports excluding paths.
Makefile now supports a depend target which will run makedep
on the src/$(TARGET) tree and create dependencies. It deliberately
excludes the root of src/emu as well as the osd directories in
order to keep the dependency file down to a reasonable size, so
if a core header file changes, you still need to clean and build
all.
DECLARE_LEGACY_CPU_DEVICE and DEFINE_LEGACY_CPU_DEVICE. Changed CPUs
to be their own device types, rather than all of type CPU with a
special internal subtype. Note that as part of this process I removed
the CPU_ prefix from the ALL-CAPS device name, so CPU_Z80 is just
plain old Z80 now. This required changing a couple of names like
8080 to I8080 so that there was an alphabetic first character.
Added memory interfaces to the list of fast-access interfaces. To do
this properly I had to add a separate method to devices which is
called immediately after construction, when it is possible to perform
dynamic_casts on fully-constructed objects. (This is just internal,
no changes necessary to the devices themselves.)
Some additional notes:
* SH2 and SH4 had typedefs that conflicted with their CPU_-less names
so I bulk renamed to structures to sh2_state and sh4_state; RB, feel
free to choose alternate names if you don't like 'em
* SCSP was caught doing something to the 3rd indexed CPU. Since several
systems that use SCSP don't even have 3 CPUs, I had no idea what
this was supposed to do, so I changed to it reference "audiocpu"
assuming that stv was the assumed target. This is really gross and
should be a configuration parameter, not a hard-coded assumption.
* created dynamic_bind<> template class to handle dynamically binding to
optionally-supported functions
* wrapped stack walking code in a class
* wrapped symbol lookup code in a class
* added support for parsing objdump-produced symbol dumps which include
non-global functions for much better stack dumps and profiling in gcc builds
Also: modified makefile for win32 targets to automatically run objdump and
produce a .sym file if SYMBOLS is enabled.
Added a check for the OPTION_READCONFIG option before executing
the code which would attempt to incorporate configuration file
settings into the current configuration, because if OPTION_READCONFIG
is set to false, then there is no reason to even try to do this as
every single configuration file will be ignored (because config files
have been turned off by OPTION_READCONFIG). [Bryan Ischo]
Fixed small memory leak in mame.c. [Bryan Ischo]
Fixed double-free error in render.c. [Bryan Ischo]
Made core_strdup use osd_malloc instead of malloc. [Bryan Ischo]
As previously discussed, this will be used for the MC680x0 FPU in
order to handle high-precision floats portably. The license is
included in README.txt and is MAME compatible.
1. If OSD is not defined, we look for the built-in Windows
environment variable 'OS' and if it is set to 'Windows_NT',
we assume OSD=windows; otherwise we assume OSD=sdl.
2. If TARGETOS is not defined, we look for the same variable
and set TARGETOS=win32 if it is set to 'Windows_NT'.
3. Windows SDL builds have an 'sdl' prefix on the executable
so they can live side-by-side.
The upshot of this is that on Windows systems:
make -> standard Windows build producing mame.exe
make OSD=sdl -> SDL Windows builds producing sdlmame.exe
On non-Windows systems:
make -> SDL build by default (don't need to say OSD=sdl)
- Changed INLINE to map to "static inline"
- (Windows only) Made -static-libgcc standard for both 32-bit and 64-bit
- (Windows only) Some fixes for MSVC builds
1. Removed CPP_COMPILE option. All files (except expat and zlib)
are now compiled as C++ by default. For now, imagine nothing has
changed. The goal is not to go hog-wild with C++isms, but to
leverage it where it makes the most sense.
2. Mapped INLINE to plain old C++ inline now, fixing several
cases where this was problematic.
3. Marked global const structures explicitly extern since consts
are locally-scoped by default in C++.
4. Added new 'default' make target which just builds the emulator.
Use 'make all' to build everything including the tools.
5. 64-bit builds now get a '64' suffix on them. We might want to
just make this true for Windows builds, but it's on for everyone
at the moment.
6. (Windows) Removed UNICODE option. UNICODE is enabled by default
on all Windows builds now. The 32-bit version links against
libunicows.a for continued Win9x compatibility.
7. (Windows) Removed hacks surrounding unicode handling of main().
They are no longer necessary with the new tools.
---------- Forwarded message ----------
From: Oliver Stöneberg <oliverst@online.de>
Date: Sat, Dec 12, 2009 at 3:27 PM
Subject: includes cleanup
To: submit@mamedev.org
This patch removes the global "includes" include and explcitly
specifies the "includes" path in all #include occurances.
- added unidasm to the tools build
- split the disassemblers out of libcpu and into new libdasm
- ensured the disassembly entry points for all disassemblers are
in the source file for the disassembler (sometimes new generic
versions were created)
Still needs command line options and file loading, but the
fundamentals are present, and it links.
* Fix build of ldplayer on OS X. Since the CUSTOM sound module no longer exists, I
arbitrarily changed it to WAVE, as ar gets upset if it has no input files. I also
removed the -all_load flag for ldplayer from the main makefile as it upsets the linker
on OS X.
* Fix build for PPC64 Linux. (This slightly messes up static branch prediction hints
on OS X and AIX, but OS X for PPC64 is dead, and no- one builds MAME for AIX, and
it will still build, anyway.)
* Paramaterise the arguments to check for NULL in the ATTR_NONNULL macro rather than
just checking the first argument. This requires compiler support for C99 variadic
macros (MSVC2005 and GCC4 have this AFAIK).
Vas
compilation:
- new option CPP_COMPILE to trigger this (off by default)
- split CFLAGS into common, C-only, and C++-only flags
- when enabled, CPP_COMPILE causes 'pp' to be appended to
the target name
NOTE THAT THE SYSTEM CANNOT ACTUALLY BE COMPILED THIS WAY
YET. IT IS JUST AN EXPERIMENT.
Modified lib.mak to always build zlib/expat as C regardless
of CPP_COMPILE.
Modified windows.mak to fix warnings with MAXOPT=1, and to
leverage the new CFLAGs definitions.
Modified vconv.c to do appropriate conversions for new C++
options.
Updated sources so that libutil, libocore (Windows), and
libosd (Windows) can be cleanly compiled as C or C++. This
was mostly adding some casts against void *.
Fixed a few more general obvious problems at random
locations in the source:
- device->class is now device->devclass
- TYPES_COMPATIBLE uses typeid() when compiled for C++
- some functions with reserved names ('xor' in particular)
were renamed
- nested enums and structs were pulled out into separate
definitions (under C++ these would need to be scoped to
be referenced)
- TOKEN_VALUE cannot use .field=x initialization in C++ :(
macro from the source code. All MAME builds now include
the debugger, and it is enabled/disabled exclusively by
the runtime command-line/ini settings. This is a minor
speed hit for now, but will be further optimized going
forward.
Changed the 'd' suffix in the makefile to apply to DEBUG
builds (versus DEBUGGER builds as it did before).
Changed machine->debug_mode to machine->debug_flags.
These flags now indicate several things, such as whether
debugging is enabled, whether CPU cores should call the
debugger on each instruction, and whether there are live
watchpoints on each address space.
Redesigned a significant portion of debugcpu.c around
the concept of maintaining these flags globally and a
similar, more complete set of flags internally for each
CPU. All previous functionality should work as designed
but should be more robust and faster to work with.
Added new debugger hooks for starting/stopping CPU
execution. This allows the debugger to decide whether
or not a given CPU needs to call the debugger on each
instruction during the coming timeslice.
Added new debugger hook for reporting exceptions.
Proper exception breakpoints are not yet implemented.
Added new module debugger.c which is where global
debugger functions live.
- rewrote PowerPC implementation as a dynamic recompiler on top
of the universal recompiler engine
- wrote a front-end to analyze PowerPC code paths and register usage
- wrote a common shared module with C implementations of tricky
CPU behaviors
- added separate CPU types for the variants supported, instead of
relying on a hidden model enum
- rewrote the serial port emulation for the 4xx series to be more
accurate and not rely on separate DMA handlers
- rewrote the MMU handling to implement a software TLB that faults
in pages and handles changed bits appropriately
- implemented emulation of the PowerPC 603's software TLB, which
allows the model 3 games to run without a hack to disable the MMU
Updated the PowerPC disassembler to share constants with the rest of
the core, and to more aggressively use simplified mnemonics, especially
for branches. [Aaron Giles]
Universal recompiler:
- fixed frontend to handle opcode widths different from bus width
- added several new opcodes:
* (D)GETFLGS - copies the UML flags to a destination operand
* FDRNDS - rounds a double precision value to single precision
- renamed several opcodes:
* SETC -> CARRY
* XTRACT -> ROLAND
* INSERT -> ROLINS
- consolidated the following opcodes:
* LOAD?U -> LOAD
* LOAD?S -> LOADS
* STORE? -> STORE
* READ?U -> READ
* READ?M -> READM
* WRITE? -> WRITE
* WRITM? -> WRITEM
* SEXT? -> SEXT
* FTOI?? -> FTOINT
* FFRI? -> FFRINT
* FFRF? -> FFRFLT
- removed some opcodes:
* FLAGS - can be done with GETFLGS/LOAD4/ROLINS
* ZEXT - can be achieved with AND
* READ?S - can be achieved with READ/SEXT
- updated C, x86, and x64 back-ends to support these opcode changes
- updated disassembler to support these opcode changes
MIPS3 dynamic recompiler:
- updated to use new/changed opcode forms
- changed context switch so that it only swaps a single pointer
Konami Hornet changes: [Aaron Giles]
- updated to new PowerPC configurations
- updated some memory handlers to be native 8-bit handlers
- cleaned up JVS implementation to work with new serial code
- added fast RAM for the work RAM to give a small speed boost
Konami GTI Club changes: [Aaron Giles]
- updated to new PowerPC configurations
- updated some memory handlers to be native 8-bit handlers
Konami Viper/ZR107 changes: [Aaron Giles]
- updated to new PowerPC configurations
Sega Model 3 changes: [Aaron Giles]
- updated to new PowerPC configurations
- reimplemented/centralized interrupt handling
- these games are broken for the moment
Fixed crasher due to some Konami games using 8 layers in
the K056832 implementation, even though it was only written
for 4. [Aaron Giles]
Added fisttp opcode to i386 disassembler. [Aaron Giles]
is drcuml.c, which defines a universal machine language
syntax that can be generated by a frontend recompiler and
then retargeted via a generic backend interface to any of
a number of different architectures. A disassembler for the
UML is also included to allow examination of the generated
UML code.
Currently supported backend architectures include 32-bit x86,
64-bit x86, and a platform-neutral interpreted C backend that
can be used as a fallback for platforms without native
support. The C backend also performs additional validation
to ensure assumptions are met.
Along with the new architecture is a new MIPS III/IV
recompiler frontend. This frontend has been rewritten from
the old x64-specific recompiler to generate UML opcodes
instead. This means that the single recompiler can be used
to target multiple backend architectures and should in
theory produce identical results across all of them.
The old 32-bit and 64-bit MIPS recompilers are now officially
retired. The new system provides similar performance (within
5% generally) to the old system and has similar compatibility.
The only currently known issues are some problems with the
two Gauntlet 3D games.
Subject: Minor patch submission - verbose build information for development in IDE
I am submitting this minor patch that adds verbose build information to the
build output when the "VERBOSE" flag is set to "1", rather than the simple
output normally seen, by adding the "-v" flag to the CFLAGS variable. This
is most useful for those that like to use an IDE (Eclipse in my case) for
source browsing and development. The IDE usually will parse the build
information, which is currently not available, to determine include file
locations, build definitions, etc. and will use that information to provide
more advanced navigation features.
a new compile-time define (ENABLE_DEBUGGER). This means that MAME_DEBUG no longer means
"enable debugger", it simply enables debugging features such as assertions and debug code
in drivers.
Also removed the various levels of opbase protection in memory.h and always just turned
on full bounds checking.
Fixed build break due to missing ampoker.lay -> ampoker2.lay renaming.
- removed years from copyright notices
- removed redundant (c) from copyright notices
- updated "the MAME Team" to be "Nicola Salmoria and the MAME Team"
beastrzb097u2red.patch
- added GAME_NOT_WORKING flag, so this bogus bug report can be
removed (not even worth 1 buck!)
20080104_1.patch
- fixes a memory in src/mame/machine/stvcd.c
memoryleak0118u1ora.patch
- fixes a memory leak, that only happened when no RawInput API was
available
memory_leak0111u6ora_1.patch
- only a partial patch - model3.c still missing