GBA: add gamedb. besides hash identification, this includes the data that various vba variants put in a "vba-over.ini" file (will be hooked up to core soon
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BizHawk.Client.Common
BizHawk.Client.EmuHawk
BizHawk.Emulation.Cores/Consoles/Nintendo/GBA
output/gamedb
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@ -154,7 +154,7 @@ namespace BizHawk.Client.Common
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using (var file = new HawkFile())
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{
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var romExtensions = new[] { "SMS", "SMC", "SFC", "PCE", "SGX", "GG", "SG", "BIN", "GEN", "MD", "SMD", "GB", "NES", "FDS", "ROM", "INT", "GBC", "UNF", "A78", "CRT", "COL", "XML", "Z64", "V64", "N64", "WS", "WSC" };
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var romExtensions = new[] { "SMS", "SMC", "SFC", "PCE", "SGX", "GG", "SG", "BIN", "GEN", "MD", "SMD", "GB", "NES", "FDS", "ROM", "INT", "GBC", "UNF", "A78", "CRT", "COL", "XML", "Z64", "V64", "N64", "WS", "WSC", "GBA" };
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// lets not use this unless we need to
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// file.NonArchiveExtensions = romExtensions;
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@ -1778,7 +1778,7 @@ namespace BizHawk.Client.EmuHawk
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if (VersionInfo.DeveloperBuild)
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{
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ofd.Filter = FormatFilter(
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"Rom Files", "*.nes;*.fds;*.sms;*.gg;*.sg;*.pce;*.sgx;*.bin;*.smd;*.rom;*.a26;*.a78;*.cue;*.exe;*.gb;*.gbc;*.gen;*.md;*.col;.int;*.smc;*.sfc;*.prg;*.d64;*.g64;*.crt;*.sgb;*.xml;*.z64;*.v64;*.n64;*.ws;*.wsc;%ARCH%",
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"Rom Files", "*.nes;*.fds;*.sms;*.gg;*.sg;*.pce;*.sgx;*.bin;*.smd;*.rom;*.a26;*.a78;*.cue;*.exe;*.gb;*.gbc;*.gba;*.gen;*.md;*.col;.int;*.smc;*.sfc;*.prg;*.d64;*.g64;*.crt;*.sgb;*.xml;*.z64;*.v64;*.n64;*.ws;*.wsc;%ARCH%",
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"Music Files", "*.psf;*.sid",
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"Disc Images", "*.cue",
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"NES", "*.nes;*.fds;%ARCH%",
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@ -1792,6 +1792,7 @@ namespace BizHawk.Client.EmuHawk
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"Atari 7800", "*.a78;*.bin;%ARCH%",
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"Genesis", "*.gen;*.smd;*.bin;*.md;*.cue;%ARCH%",
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"Gameboy", "*.gb;*.gbc;*.sgb;%ARCH%",
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"Gameboy Advance", "*.gba;%ARCH%",
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"Colecovision", "*.col;%ARCH%",
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"Intellivision (very experimental)", "*.int;*.bin;*.rom;%ARCH%",
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"PSX Executables (very experimental)", "*.exe",
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@ -55,9 +55,11 @@ namespace BizHawk.Client.EmuHawk
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public int Frames; // number of frames successfully run
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public int LaggedFrames; // number of those that were lagged
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public string BoardName; // iemulator's board name return (could be null!)
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public void DumpToTW(System.IO.TextWriter tw)
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{
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tw.WriteLine("{0}\t{1}\t{2}\t{3}\t{4}\t{5}", Filename, Fullname, CoreType, Status, Frames, LaggedFrames);
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tw.WriteLine("{0}\t{1}\t{2}\t{3}\t{4}\t{5}\t{6}\t{7}", Filename, Fullname, CoreType, Status, Frames, LaggedFrames, GI.Hash, BoardName);
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}
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}
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@ -158,6 +160,12 @@ namespace BizHawk.Client.EmuHawk
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current.GI = ldr.Game;
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current.CoreType = emu.GetType();
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emu.Controller = new Controller(emu.ControllerDefinition);
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current.BoardName = emu.BoardName;
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// hack
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if (emu is Emulation.Cores.Nintendo.GBA.VBANext)
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{
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current.BoardName = (emu as Emulation.Cores.Nintendo.GBA.VBANext).GameCode;
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}
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current.Frames = 0;
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current.LaggedFrames = 0;
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@ -39,6 +39,9 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBA
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CoreComm.NominalWidth = 240;
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CoreComm.NominalHeight = 160;
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GameCode = Encoding.ASCII.GetString(romfile, 0xac, 4);
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Console.WriteLine("Game code \"{0}\"", GameCode);
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savebuff = new byte[LibVBANext.BinStateSize(Core)];
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savebuff2 = new byte[savebuff.Length + 13];
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}
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@ -80,11 +83,11 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBA
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IsLagFrame = false;
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}
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public string BoardName
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{
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// could we do something useful here?
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get { return "BAMBOOZLED!"; }
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}
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public string BoardName { get { return null; } }
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/// <summary>
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/// set in the ROM internal header
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/// </summary>
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public string GameCode { get; private set; }
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public CoreComm CoreComm { get; private set; }
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@ -21,6 +21,7 @@
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#include gamedb_gbc.txt
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#include gamedb_snes.txt
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#include gamedb_n64.txt
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#include gamedb_gba.txt
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; ************ TI-83 ************
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