goyuken
d3a6b04a40
nes mapper 108: Meikyuu Jiin Dababa (FDS Conversion)
2012-10-17 19:06:03 +00:00
goyuken
b2db264eed
nes: unif mapper "BMC-NovelDiamond9999999in1". possibly also INES mapper 54, but i've only seen this game in unif form. One game: "Multi-Game Pirate Carts.7z|Novel Diamond 999999-in-1 [U][p1][!].unf"
2012-10-17 16:48:28 +00:00
goyuken
41d401c60a
nes mapper 177:
...
Shang Gu Shen Jian
Xing Zhan Qing Yuan
Wang Zi Fu Chou Ji
Xing He Zhan Shi
Mei Guo Fu Hao
2012-10-17 15:52:01 +00:00
goyuken
77b53f1400
nes mapper 143 : magic math, dancing blocks. dancing blocks refuses to run due to core problem? see comments...
2012-10-17 15:01:49 +00:00
goyuken
9e2a207d4f
nes mapper 41: caltron 6 in 1
2012-10-16 22:41:00 +00:00
goyuken
80737e8097
nes Mapper 42: dumb FDS conversion pirate stuff
...
Ai Senshi Nicol [p1].nes
Bio Miracle Bokutte Upa (J) (Mario Baby - FDS Conversion).nes
2012-10-16 21:37:25 +00:00
goyuken
d575e50fd2
mapper 27: doesn't work and i'm tired of looking at it. blah
2012-10-15 19:44:41 +00:00
goyuken
feb124bc89
nes mapper 37: "Super Mario Bros. / Tetris / Nintendo World Cup" licensed multicart (E)
2012-10-15 16:02:23 +00:00
goyuken
e034115ad8
nes mapper 168: racermate. not playable until special controller is emulated
2012-10-15 14:47:37 +00:00
goyuken
4ffacf1ff8
wrote some UNIF load routines, but since NES.Init() is a giant mountain of spaghetti, i didn't feel like plugging it in. for a rainy day perhaps...
2012-10-15 00:39:41 +00:00
goyuken
0bf3ab7636
mapper 133, 145, 146, 148, 149, 160: jovial race \ qi wang chinese chess \ sidewinder \ galactic crusader \ lucky 777 \ twin eagle \ mahjan samit kabukicho hen \ master chu & the drunkard hu \ metal fighter \ millionaire \ pyramid ii \ silent assault \ mahjong world \ shisen mahjong seifuku hen \ taiwan mahjong 16
2012-10-14 21:00:50 +00:00
goyuken
a93d7018e4
mapper 040: smb2j (US pirate cart)
2012-10-14 19:56:49 +00:00
goyuken
5125f43854
add mapper 165: mmc3 variant. Fire Emblem (Pirate). Some graphical glitches.
2012-10-14 18:34:15 +00:00
goyuken
a5f7e1f3f8
mapper 156: buzz and waldog, metal force
2012-10-14 02:46:02 +00:00
goyuken
def3a06da0
add mapper 132 (creatom). i have no idea how to play the game, though
2012-10-13 18:35:31 +00:00
goyuken
e1fa9c0a4a
add mapper038: "Crime Busters (Unl).nes" boots but the game requires zapper...
2012-10-13 17:20:22 +00:00
goyuken
db0783f606
support mapper218: Magic Floor (Homebrew)
2012-10-13 15:25:23 +00:00
goyuken
b40897bb77
sound api changes. added a new ISyncSoundProvider, which works similarly to ISoundProvider except the source (not the sink) determines the number of samples to process. Added facilities to metaspu, dcfilter, speexresampler to work with ISyncSoundProvider. Add ISyncSoundProvider to IEmulator. All IEmulators must provide sync sound, but they need not provide async sound. When async is needed and an IEmulator doesn't provide it, the frontend will wrap it in a vecna metaspu. SNES, GB changed to provide sync sound only. All other emulator cores mostly unchanged; they just provide stub fakesync alongside async, for now. For the moment, the only use of the sync sound is for realtime audio throttling, where it works and sounds quite nice. In the future, sync sound will be supported for AV dumping as well.
2012-10-11 00:44:59 +00:00
zeromus
54810ee6c6
nes-support mapper 101
2012-10-10 18:13:09 +00:00
goyuken
b6fd5c6b5f
china pokemon ahoy
2012-09-26 20:15:33 +00:00
goyuken
247402dbb3
for fun, find a copy of "vs castlevania" with ines header and load it. watch the pretty colors
...
TODO: Everything
2012-09-24 01:08:36 +00:00
beirich
5742d69f6a
2012-09-16 19:03:44 +00:00
goyuken
a7bdd745c6
move ColorChooserForm to the MultiClient
...
also disable its menu item if the emulator is currently in CGB mode (since it doesn't do anything)
2012-09-15 18:30:11 +00:00
beirich
adee5befa5
Genesis ROM header parsing
...
and other stuff thats only committed because svn isn't decentralized!
2012-09-13 04:13:49 +00:00
goyuken
03caa3b32f
gambatte dmg palette editor. blah.
2012-09-12 22:18:51 +00:00
goyuken
1e6a9415c1
add Sound.Utilities.DCFilter and use it in gambatte
...
haven't decided yet whether i like the idea; it's mostly about playing nice with other audio mixing (from other applications)
well, it's not bad anyway...
2012-09-11 21:30:50 +00:00
beirich
6a968003ef
derp
2012-09-09 01:54:31 +00:00
beirich
11464a7e03
Move Gambatte files to Nintendo folder
...
Clean up some missing file links in the csproj file
2012-09-09 01:40:29 +00:00
beirich
e8de0327d2
Remove the 2 dead gameboy cores
2012-09-09 01:31:30 +00:00
goyuken
588d6214d5
more gambatte wrapper stuff
2012-09-08 21:36:04 +00:00
goyuken
3061abbc4b
preliminary C api for libgambatte, plus pinvoke bindings
...
i'm a bit out of my league on this one, but that's ok
2012-09-08 20:22:07 +00:00
goyuken
001b28c60e
replace junk and bad license resamplers with libspeexdsp (using p/invoke). MIT licensed, sounds pretty decent.
...
the p/invoke wrapper class is a hackjob i was using for testing and will be replaced.
2012-09-07 18:49:18 +00:00
zeromus
ad6910fd74
snes-some beginning steps on graphics debugging tools. nothing to see yet, move along
2012-09-06 08:32:25 +00:00
goyuken
b0e3a332d8
abstract resampling functionality into IStereoResampler for testing purposes
...
add two example resamplers that implement this: LinearResampler and CubicResampler. both are very basic and sound like shit compared to libresample4j
ultimately, a single good resampler with a better license than libresample4j should be selected and used
2012-09-05 21:21:35 +00:00
goyuken
0430ec91c8
add resampler based on libresample4j (LGPL)
...
hook that up to libsnes, so libsnes audio now goes through libresample4j and then metaspu
it sounds ok
2012-09-05 18:52:17 +00:00
zeromus
37e6f68370
bsneshawk step 1 of N - compile libsnes, make bsneshawk core, setup interop, support frameadvance, video, gamepad. games are playable, I think.
2012-09-04 00:20:36 +00:00
beirich
d745b3112b
whoops, commit .csproj also for previous change
2012-09-03 00:46:28 +00:00
beirich
8ad3e72ffa
Allow easy swapping of active 68000 core the C# core, or Musashi... As we are likely to be swapping between versions rapidly for some period of time.
2012-08-26 14:39:06 +00:00
brandman211
5239b4f55b
-Separated the STIC and PSG memory map logic into new objects.
...
-Foreground / Background | Color Stack Mode
--Actually made a boolean for it (FGBG).
--Reading from a write-only STIC alias of $21 does change the STIC into Color Stack mode, but it doesn't actually read.
--Color stack mode is enabled when $21 or its alias is read and it is disabled (FGBG) when written its written, both having to occur during VBlank Period 1.
---This is what I gathered from the wiki, but I'm confused as to why it says that "The STIC stays in this mode until the program accesses location $21 again." I'm assuming this doesn't mean the mode changes on every access because then I don't understand why a read would change to a different mode than a write.
--FGBG is disabled by default. I don't think it matters.
2012-08-08 23:05:55 +00:00
beirich
32bc79be06
ym2612 mothaaaaafukkkkaaaaaaa
2012-08-07 05:48:30 +00:00
adelikat
ea8d47bcc0
Start Mapper 197 (based on MMC3) and sort out the use of this vs Mapper 91.
2012-08-05 21:34:00 +00:00
zeromus
6a63f2f197
nes-work on mapper091 a bit, but its still not right
2012-08-05 20:19:07 +00:00
adelikat
c0706ed0ac
NES - add Mapper 120 (not documented by Disch docs), used by Tobidase Daisakusen (FDS Conversion). Mapper implementation based on FCEUX but game freezes before gameplay starts (plays fine in FCEUX)
2012-08-04 19:02:51 +00:00
adelikat
70f07346b1
NES - start VRC6 sound, currently sounds terrible
2012-08-03 02:08:42 +00:00
andres.delikat
eeb0171eda
Start mapper 90/209
2012-07-31 22:04:45 +00:00
brandman211
80a0f8f75b
-Made Intellicart its own class.
...
-Separated cartridge logic into a separate ICart named Cartridge.cs.
-Made WriteMemory return a bool to match ICart.Write. It currently returns true if either the cart or the core responded.
TODO: Parse the vanilla Intellivision ROM, which will hopefully include the read / writability of the data segments. adelikat seems to think that I just need to send the bytes to $5000, but I'm not convinced.
2012-07-31 06:54:20 +00:00
adelikat
59ba7efdaf
NES - start mapper 18
2012-07-29 22:40:57 +00:00
adelikat
d4ac95bd30
NES - implement mappers 74 and 194. Added gamedb entries for the games I could find that correspond to these mappers
2012-07-29 18:35:24 +00:00
adelikat
047ed975d1
NES - implement mapper 234
2012-07-29 03:42:05 +00:00
adelikat
9e96eb9ddc
NES - start mapper 52
2012-07-28 18:14:04 +00:00
adelikat
7805c460d0
NES - start mapper 50, but it doesn't work
2012-07-28 03:11:39 +00:00
adelikat
10c71da526
NES - implement mapper 45
2012-07-28 01:29:06 +00:00
andres.delikat
f72905f602
NES - start mapper 96 (prg mapping working)
2012-07-24 14:32:09 +00:00
andres.delikat
b08c2861a4
NES - start mapper 245 prg mapping working (possibly)
2012-07-23 22:15:22 +00:00
adelikat
f45238132e
NES - start mapper 205
2012-07-22 18:41:54 +00:00
adelikat
b089f2996c
NES - decently support mappers 74 and 192 (games play fine other than missing characters in text boxes))
2012-07-22 16:57:44 +00:00
adelikat
f85b6a017b
NES - checkin start of mapper 91
2012-07-22 01:02:18 +00:00
adelikat
225079a843
NES - implement board MLT-ACTION52 (Mapper 228) for both Action-52 and Cheetahmen II
2012-07-21 20:40:10 +00:00
adelikat
86e14410b7
NES - mapper 225 finished
2012-07-21 17:19:59 +00:00
andres.delikat
5f4ad218a2
NES - start mapper 225
2012-07-20 21:48:16 +00:00
adelikat
96e7d85122
NES - add mapper 61, chr mapping is off somehow
2012-07-20 03:52:14 +00:00
andres.delikat
2e71b04de4
Start mapper 57
2012-07-19 18:30:39 +00:00
andres.delikat
77f4eeeac1
NES - implement mapper 58
2012-07-19 16:01:40 +00:00
andres.delikat
a9323e0386
NES - Implement mapper 62
2012-07-19 15:51:41 +00:00
andres.delikat
8f95b611a5
BizHawk - implement mapper 201
2012-07-19 15:01:32 +00:00
andres.delikat
c256e90a9d
NES - add mapper 203, doesn't play the 35-1 properly, but it doesn't run in fceux as well, documentation may be off, or the ROM i used is bad (not a lot of info on good dumps for these types!)
2012-07-19 14:13:45 +00:00
adelikat
188716ab7b
Start mapper 226
2012-07-18 04:22:41 +00:00
adelikat
ecd3a2dd84
NES - add mapper 233
2012-07-18 04:08:37 +00:00
adelikat
2174e9938f
Implement mapper 60
2012-07-17 23:52:55 +00:00
andres.delikat
fa449a5116
NES - add mapper 230, contra mode is working, still todo: implement mode toggling on soft reset
2012-07-17 14:02:56 +00:00
adelikat
bbf5be7d74
NES - add mappers 200 & 231, PRG mapping isn't quite right on either but some games work
2012-07-17 04:06:48 +00:00
adelikat
2d89f5485f
Implement Mapper 207, Fudou Myouou Den now playable but graphical issues.
2012-07-16 01:51:16 +00:00
adelikat
1751e615d7
Oops, update csproj file with new mapper files, update mapper compat list
2012-07-15 23:58:00 +00:00
zeromus
a33859fc1e
nes-fix mapper 088
2012-07-15 22:22:57 +00:00
adelikat
f62607dea9
Start mapper 88
2012-07-15 21:45:28 +00:00
brandman211
4f9539b73c
-Made Executive ROM and Graphics ROM read-only. I still haven't made the memory map accessibility limited by the VBlank Period, but I'm assuming that should come way later.
...
-Initialized the memory devices with a tentative size that ignores the unofficial ranges.
-Masked addresses to match those sizes (That's my understanding of what the memory map needs to do based on other examples).
-Added the ICart interface.
-Started the Intellicart parser; got far enough to know that the files I'm working with are not Intellicarts. ^_^
2012-07-15 08:38:50 +00:00
zeromus
1f588c451f
nes-add broken bisq apu. it probably wont be fixed. but its a lot of work, so there it is. also remove spam in SXROM
2012-07-14 18:43:37 +00:00
brandman211
104511c5b7
-Intellivision.cs' constructor initializes the PC to 0x1000.
...
-Set up the "official" memory map - see http://wiki.intellivision.us/index.php?title=Memory_Map
--Things I didn't do:
---Accessibility.
---Additional Occupied Memory Ranges.
---Addresses Available to Cartridges
---Initialize any of the byte arrays.
--Not sure which of these I need to do, but clearly the byte arrays have to be initialized somewhere to something and there's a lot of gaps in this memory map.
2012-07-09 05:29:45 +00:00
brandman211
a4912e66c0
-Wasn't supposed to actually increment the PC in the disassembler.
...
-Cleaned up the 0x004 (Jump) disassembler.
-Implemented 0x004 in the executor.
2012-07-08 08:42:32 +00:00
beirich
36ba018ae0
basic wire-up of Intellivision core
2012-07-08 04:20:53 +00:00
adelikat
60640acece
NES - Implement Mapper 246
2012-07-06 03:44:34 +00:00
zeromus
5b356c5157
nes-support mapper 178 and fix a regression from yesterday that made most roms not loadable
2012-06-23 18:30:27 +00:00
zeromus
50d4564e0e
nes-support mapper 116
2012-06-23 08:52:12 +00:00
zeromus
8bf9b92949
nes-support mapper 241
2012-06-20 22:24:56 +00:00
zeromus
6156188676
nes-support m015
2012-06-19 21:23:24 +00:00
adelikat
a2a9bfde3c
NES - implement mapper 92
2012-06-16 23:34:42 +00:00
zeromus
540be07cf2
nes-support mapper 076
2012-06-15 19:55:29 +00:00
zeromus
916066c3f0
nes-mmc3/namcot108 differences have become more clear in the past few months. refactor those mappers (split them apart, theyre not as similar as once thought) to reflect new understandings. no functional improvement from this other than maybe some new bugs, but it will help on some other mappers later
2012-06-15 19:24:06 +00:00
zeromus
3a336b9ef4
nes-mapper 67
2012-06-11 06:32:44 +00:00
zeromus
cff7ba6d24
nes-fix lagrange point, including sound
2012-06-07 20:52:49 +00:00
brandman211
c3a4b12ca9
-Copied over the functions I need to implement for GB, leaving FrameAdvance and GetVideoBuffer unimplemented until I fully understand them.
2012-05-28 08:37:52 +00:00
brandman211
2553ac50bb
-As I'm not going to know what I'm doing if I keep hacking away at zeromus' old core blindly, I'm writing a new one.
...
--It's going to be based heavily based on Imran Nazar's "GameBoy Emulation in Javascript" series. I figure it's better that I learn by emulation (Har har) instead of spending more time reading references than programming.
--Finished the memory management (Part 2).
--adelikat:
---Do I implement the required functions for IEmulator and IVideoProvider now, do it later, or is this something you or zeromus would do (Like for the API)?
---At what point should we have the emulator actually use this core instead of zeromus'? As terrible as he says his is, this one doesn't do anything yet. Still, I need some mechanism of testing it.
2012-05-27 04:06:48 +00:00
goyuken
a313d3910d
Add sound output to sound card while dumping is occurring. Uses a proxy ISoundProvider (DualSound.cs) to guarantee emulation sound core and dumping routine are unaffected, while sending "best effort" sound to system output. Doesn't sound great, but simple and functional.
2012-05-09 20:21:23 +00:00
adelikat
5fa0a681e1
Colecohawk - start VDP (ripped from the SMS core)
2012-05-06 02:48:39 +00:00
beirich
59eb4b4abe
ym2612: support TimerA and TimerB
2012-04-29 06:05:15 +00:00
beirich
7f1292d4f9
start on YM2612. DAC works. process port writes for FM channels. No FM channels output audio yet.
2012-04-29 01:09:06 +00:00
zeromus
73fba31c34
nes-add mapper012 (mmc3 variant, for dragon ball z 5). add concept of mmc3 chip revision variants to mmc3 code and game database, and add proper emulation thereof. pass a bunch of mmc3 tests. simplify (to almost nothing) iNES board detection to correspond to new paradigms of virtual board types. your savestates for mmc3 games are invalidated.
2012-04-14 08:28:42 +00:00
zeromus
a561f8b7e7
nes-add mapper 227
2012-04-09 18:13:58 +00:00
adelikat
28effcba8c
Atari - go ahead and hook up empty mappers for all 20 mappers
2012-03-31 20:53:14 +00:00
adelikat
7e30f2844f
Atri - implement mapper F6
2012-03-31 20:32:40 +00:00