Commit Graph

10 Commits

Author SHA1 Message Date
Morilli 6284b56e81 bsnes: implement r/w callback value passing
The value will now be passed to the frontend for read callbacks and both read and write callbacks' values can now be changed in the callback.

execute would probably be possible but would require some additional code changes which I'm not sure about
2025-07-10 20:06:29 +02:00
Morilli 8f01fb755e BSNESv115+: update from upstream 2025-07-06 01:26:03 +02:00
Morilli 00060c3ffa BSNESv115: remove autoJoypad condition in lag detection code
this fixes lag frame detection in Super Bomber Man (Japan) and didn't cause any regression in my limited testing
2023-01-08 22:29:12 +01:00
Morilli 837592ca11 BSNESv115+: apply patch to fix $4203 mul/div behavior
see https://github.com/bsnes-emu/bsnes/issues/256 or https://forums.nesdev.org/viewtopic.php?t=24087 for context
2022-12-11 17:18:01 +01:00
Moritz Bender 929432086f
BSNESv115: add dedicated subframe core (#3281)
* BSNESv115: allow subframe inputs

* BSNESv115: Implement ICycleTiming

may be correct, not sure

* BSNESv115: add dedicated subframe core

I have probably overlooked something...

* Don't implement ICycleTiming in the non-subframe core

requires re-implementing the "FrameAdvance" function in the subframe core

* Register previously missing services in the subframe core as well

* Wire up SubBsnes everywhere in the frontend

* Change reset cycle to reset instruction

* Deduplicate some code

* Slightly rework frame advance logic. The main intent here is to prevent a case where two frames are ran within a single "frame." The current code probably wouldn't crash due to that, but best not to do that.
Also make SGB work here. A bit of a joke since you really can only abuse it for subframe resets, but might as well especially with the settings implying it's possible (and someone is bound to complain).

Co-authored-by: CasualPokePlayer <50538166+CasualPokePlayer@users.noreply.github.com>
2022-08-10 23:08:44 +02:00
CasualPokePlayer f060fdaa60
hack a peek into bsnesv115 (#3118) 2022-02-07 08:00:48 -08:00
Moritz Bender 0d7de83d4b
BSNESv115+: Implement snes_controller_latch function, cleanup input polling behavior (#3084)
* BSNESv115+: get rid of input_state + input_poll; just poll

* call `snes_controller_latch` on latches done in the core,

- this now also actually calls the InputCallbackSystem
- needed some edits in the core to support executing the callback even when no controller is connected in port 1

* Fix and somewhat normalize the SnesCallbacks order
2022-01-22 00:29:47 +03:00
Moritz Bender cc38f4bcba
Implement memory callbacks for the new bsnes core (#2797)
* Actually working callbacks
now actually work after natt's changes
* Set whether memory hooks exist every frame to prevent unnecessary function calls if not
2021-11-29 19:59:47 +03:00
Morilli 24c74c0e36 Implement IDebuggable for the new bsnes core 2021-05-23 05:02:05 +02:00
Moritz Bender 5d20862f26
Implement bsnes version 115 as a new core (#2740)
* Slam all this shit in here i don't care

* no lzma pls

* un-hack things that i hacked earlier (closer to bsnes source now)

* remove more unused files

* remove more files

* get some stuff working on this weird ass branch

* do this to get actual video (holy shit it works) while palette is incorrect

* make video look correct and hopefully fix stack waterbox allocation size uh ?

* Move the new bsnes core to its own dir as a new core and get input working

* remove leftover files from old bsnes

* fix some shit for now

* make lag frame detection work

* Improve cartridge loading to hopefully make sgb work (haven't tested)

- also changes some audio buffer stuff, might be better or worse than before idk
- need to figure out the saveram stuff
- path requests might actually completely fail atm, no idea how to verify that

* refactor to use a switch instead of some weird array with function pointers

- and implement snes_get_mapper, might be helpful or smth idk

* implement entropy c++-side and delete all this useless code holy

* delete dumb unnecessary code

* implement snes_peek_logical_register c++-side

* normalize all indentation

* attempt to properly support sharprtc and epsonrtc data loading and writing

* Duplicate winforms code to add entropy support c#-side and implement layer_enable functionality

The duplicated code is just so i can have a proper window for the new bsnes core. I do not like duplicating code like this, so this should be improved if possible

* Checkpoint for the start of getting rid of the ugly api wrapper stuff

* Next checkpoint for a full api refactor

* bullshit denied

just no.
every file is either copied or manually edited or written from scratch etc.
do not. force. one indent_style on every single file.
It just does not work.

* remove the entire eMessage_CMD handling and convert to native function calls

* general improvements regarding functionality

- adds hotfixes and fast_ppu core options
- add back the alwaysDoubleSize setting
- use bsnes's own serialize function for savestating now
- generate and use the color palette only in c# cause it doesn't need to be on the c++-side
- and more cleanup like always

* somewhat implement IMemoryDomains

* Implement trace logger and cleanup more unused stuff

* Implement ISaveRam, fix controller mapping for TAStudio and remove the pwrap stuff

* Fix ISaveRam, add a controller configuration box for the new core, (hopefully) fix controller inputs

- also differentiates BG prio0 and prio1 now (with options for it)
- some minor irrelevant edits in bsnes source

* Cleanup some more and optimize a bit

* Support firmware loading and make sgb work (hopefully)

* Remove all unused files

* Add back CropSGBFrame option and cleanup snes_video_refresh logic

* Some hopefully sensible changes

* One more cleanup pass

* Change to new PortedCore attribute

necessary after the changes in 98b07c42d5

Co-authored-by: nattthebear <goyuken@gmail.com>
2021-05-14 20:06:13 -05:00