Added netlist-based audio to early Cinematronics vector games #6979
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…inematronics audio code to create separate devices for each sound board to make it easier for forthcoming work. Currently needs a lot of optimization work before it's ready for master.
…ericized input labels into the sound board so they can be consistent between boards and simplify the logging. Enabled wotw netlist, though it has errors still.
…is just the same as Star Castle but with swizzled input lines. Add a mechanism for swizzling the shiftreg upon latching.
…ust submitting for safekeeping. Speed Freak is super slow and Sundance crashes.
…g HLE. Simplifies the interface to the sound board, but has problems with synchronization on the fast writes. Left off by default.
…d reporting of re-definitions.
…ly works otherwise.
…ound. Fixes after review.
… (the rest failed).
…ary minus in equations.
…o make them playable.
…lly makes sounds.
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@aaronsgiles There are only three minor bits of feedback I have, none of which should be blockers for merging, but it would be nice to have them addressed before the Saturday code freeze.
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Added netlist simulations for the following games: Space War, Barrier, Star Hawk, Speed Freak, Star Castle, War of the Worlds, Sundance, Tail Gunner, Rip Off, Armor Attack, Warrior, Solar Quest, Boxing Bugs. Removed previous samples-based sound. [Aaron Giles, Couriersud]
Added built-in minimal artwork for Warrior. [Aaron Giles]
Changed speaker maximum sample tracking to be based on new compile-time define SPEAKER_TRACK_MAX_SAMPLE instead of MAME_DEBUG. [Aaron Giles]
Modernized 74164 and 74393 netlist TTL devices. [Aaron Giles]