On my machine (Mono) in Release config, this reduces the number of
string- and char-arrays allocated by an order of magnitude,
bringing the gamedb's total bytes allocated down by -10%.
Obviously we don't support IPF images right now, but with any luck we will eventually. So it makes sense to have something in place in the frontend to do core selection (when a gamedb hash is not found) based on the INFO block within the IPF file itself.
there's some discrepancy between the 2 orders, because the GUI list relies on full names (of the groups) while in the code short names are used to add them to DB
* Adding initial version of the core
* Adding base files
* Trying to load waterbox now
* Adding stella
* Adding bk class
* Compiling bk interface to stella core
* Now compiling against Stella + SDL2-based BK backend
* Progress
* More progress
* Frame advancing (no render)
* Calling video update but crashing on zero div
* Now rendering to screen with correct palette
* Now rendering appropriately and with correct palette based on region
* Now reading controls
* Trying to capture audio
* Now adding audio
* Now polling inputs
* Now polling inputs
* Now reporting memory regions
* Added memory regions
* Removing debug prints
* Fixing indent
* Adding stella core
* Updating readme and make all cores
* Recovering ending comma
* Using heap alloc for sound buffer
* Removing unnecessary files
* Update src/BizHawk.Emulation.Cores/Consoles/Atari/Stella/Stella.IMemoryDomains.cs
Co-authored-by: James Groom <OSSYoshiRulz+GitHub@gmail.com>
* Update src/BizHawk.Emulation.Cores/Consoles/Atari/Stella/Stella.IMemoryDomains.cs
Co-authored-by: James Groom <OSSYoshiRulz+GitHub@gmail.com>
* Fix
* Restoring vscode
* Removing warning
* Update waterbox readme
* Fix Stella's `[Core]` attr
* Increased sound buffer size to 1Mb, as some games need more than 4K
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Co-authored-by: James Groom <OSSYoshiRulz+GitHub@gmail.com>
Co-authored-by: Morilli <35152647+Morilli@users.noreply.github.com>
Co-authored-by: YoshiRulz <OSSYoshiRulz+git@gmail.com>
* refactor InputDisplayGenerator and LogEntryGenerator handling
* Fix NRE in Tastudio. I can already see this avalanching into 100 different bugs
* cba, revert 48f4e13de and bring back bullshit dummy default MovieController
* Refactor MnemonicCache + make Bk2LogEntryGenerator and Bk2InputDisplayGenerator static. This should simplify stuff and make the logic clearer
"Don't use target-typed new for throw expressions"
where there was a type name checked-in before being removed,
I've restored it (they were all `Exception`)
* Better Firmware Names
Renaming Firmware Files based on System Name as BizHawk uses or at least renamed to be related to what it's for.
Unify Firmware names for Vectrex, Lynx, MSX resolve Name Collision, Odyssey 2 G7400, Gameboy, GameBoy Color.
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Co-authored-by: Morilli <35152647+Morilli@users.noreply.github.com>
This is global state that gets mucked by us since we also use SDL2 to handle OpenGL context management, Rice/Glide/Glidemk2 don't like core contexts due to them using old deprecated functionality