- VCS: separate link config for ca65 vs cc65 projects (asm_cfgfile / asm_libargs / asm_extra_link_files in toolmeta)
- Tool selection for arm32 and huc6280
- fixed sdcc IHX parser out of bounds (vector-z80color)
- coleco presets
- added buildpresets to gh build
* WIP pacman hardware platform
* Add Pac-Man game presets: Chase, Climber, Hello, Music, Siege, Solarian, and common utilities
* Remove pacman_rom.c and maze.c from branch
Keep these as local-only demos; they are not ready to merge.
* Fix Pac-Man hardware map to match real PCB / MAME
Treat 0x4800-0x4BFF as open bus and map 1KB work RAM at 0x4C00, use
maskable IM2 VBLANK only, and move the shared CRT/linker layout onto that
map so demos and Namco soft sound regs stop colliding.
- Updated chase_gfx.h to include additional tile and sprite definitions, increasing the number of tiles and sprites.
- Modified chase.c to improve character and string rendering with palette support.
- Introduced new functions for loading level palettes and handling tile drawing with palette options.
- Refactored graphics loading functions to utilize planar tile formats for better compatibility with the PC Engine's graphics system.
- Adjusted sprite handling to support multiple palettes for different actor types, enhancing visual fidelity.
- Introduced chase_gfx.h and chase.c for the Chase game port on PC Engine, including tile and sprite definitions.
- Added gfxtest_gfx.h and gfxtest.c for a graphics smoke test, demonstrating background tiles and sprite functionality.
- Implemented pcegfx.h, pcegfx.c, and pcegfx_tia.s for low-level graphics handling, including VRAM management and sprite updates.
- Created perftest.c to benchmark graphics performance, isolating various workloads and measuring efficiency.
- Ensured compatibility with the PC Engine's graphics capabilities and optimized for performance during gameplay.