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
adelikat
f234e15df6
Movie UpdateToolsBefore() earlier in the frame loop
2012-10-10 23:38:15 +00:00
adelikat
d5885938de
Update Statusbar slots when the emulator is loaded
2012-10-10 22:52:11 +00:00
goyuken
927fb7070c
sound throttle now respects forced throttle off (user hits fastfoward button, etc)
2012-10-10 17:19:51 +00:00
goyuken
9417eac96c
move NesCarts.7z to gamedb subfolder
2012-10-09 20:33:14 +00:00
goyuken
79731827f4
avoid using literal backslash in gamedb path loading
2012-10-09 01:54:15 +00:00
goyuken
8c24417f8d
gamedb stuffed into gamedb subfolder
2012-10-09 01:34:21 +00:00
goyuken
3832352dbe
add default RomStatusDetails (name, sha1, md5). add pcecd specific RomStatusDetails generated from the Disc
2012-10-08 20:37:41 +00:00
adelikat
0dfbfb592f
Re-hook up Load Config, menu item got disabled at some point. Trace logger - update number of instructions when clear button is clicked, show OSD message when saving to disk
2012-10-08 00:27:21 +00:00
adelikat
8545f94315
Status Bar - right-clicking the status slots will invoke a savestate
2012-10-07 19:52:09 +00:00
adelikat
972d8f2f5b
Status bar - make selected slot more obvious of a background color
2012-10-07 18:42:42 +00:00
adelikat
7fd74ecb04
dummy commit to mark the end of 1.1.1a and start 1.1.2
2012-10-07 15:41:22 +00:00
goyuken
3d52ed49e5
fix GBC input config tab
...
fix GBC savestate locations
fix GBC saveram locations
fix GBC screenshot locations
fix GBC titlebar text
2012-10-07 14:52:03 +00:00
adelikat
2a9c78220f
Update interim version number, dummy commit to mark the beginning of 1.1.2
2012-10-07 01:28:16 +00:00
goyuken
b9b2292a3f
restore recently lost behavior where the system-specific mainform menu is called "SGB" when running SGB instead of SNES. this involves no changes to internal passed IDs
2012-10-07 00:00:23 +00:00
goyuken
329ca16bdf
unbreak toolstrip menu and controller function for GBC
2012-10-06 23:53:05 +00:00
goyuken
5c4e147da3
fix loading a compressed archive containing a single .gbc file. the number of different places where you can find various extension lists is rather terrifying...
2012-10-06 22:14:10 +00:00
pasky1382
37b054ad43
Re-added the 'GBC' switch.
2012-10-06 22:02:24 +00:00
pasky1382
b1ba573695
Revert that fix, did not upload a GBC db (thought I did)
2012-10-06 21:58:44 +00:00
pasky1382
a52a9b0d44
Fixed a crash when loading a GBC rom (apparently there was no GBC case switch option)
2012-10-06 21:50:48 +00:00
goyuken
a9ff371e63
mainform: add slightly informative error message to certain rom load exceptions
2012-10-06 20:59:44 +00:00
goyuken
c51d3f787c
fix crash in snesgraphicsdebugger when it is immediately moused over after load
2012-10-06 20:00:59 +00:00
pasky1382
d1248e0379
Imported movies retain their original extensions + .bkm
2012-10-06 18:52:33 +00:00
pasky1382
03e4403b9c
Imported movie files are now automatically copied over to .\Movies directory and no longer keep their old extensions (i.e. movie.fcm2 is not longer movie.fcm2.bkm but movie.bkm)
2012-10-06 18:19:07 +00:00
adelikat
b8070bc92f
Lua - fix emu.registerbefore() and emu.registerafter()
2012-10-06 16:13:45 +00:00
adelikat
1c17f8dbed
Lua Drawing - fix so that multiple scripts can draw at once
2012-10-06 14:36:02 +00:00
adelikat
644ed40f59
Move lua drawing to after the frame instead of before
2012-10-06 14:24:12 +00:00
adelikat
6aa9608a77
GGHawk - Hook up Highlight Active Display Region option, make this and Show Clipped Regions take effect on Core load
2012-10-06 12:37:38 +00:00
adelikat
b88d5ffd5e
GGHawk - add option to show clipped regions, show GG menu item, also show on SG-1000, cleanup of the sms/gg/sg menu
2012-10-06 12:27:56 +00:00
goyuken
2229b0ab93
add "FirmwareSHA1" to movie header for SGB and PCECD
2012-10-05 21:04:46 +00:00
zeromus
a00081386d
fix some things related to sgb movies
2012-10-05 18:20:27 +00:00
zeromus
96089026cd
remove "SGB" systemid because its gonna cause a lot of trouble if we dont hook it up in a lot of places.. why can't we set it up as just a regular snes core? and run the sgb rom through the snes firmwares directory.
2012-10-05 04:47:45 +00:00
goyuken
6c723e6815
move ramsearch\ramwatch\hexeditor from toolsbefore to toolsafter. for live play, there is real change. for frame advance play, you now get the most current value when paused between frames. this also fixes a host of minor bugs where tools could have their values change while paused because something else triggered an update to the most current state.
2012-10-04 21:56:40 +00:00
goyuken
98d9f13600
change IEmulator.DeterministicEmulation to get-only; the old interface implies that a core should be able to take a change to the property at any time, which isn't feasable. most existing cores changed to return true all the time. SNES now takes determinism parameter in Load()
2012-10-03 15:31:04 +00:00
goyuken
c8849a8422
work around memory leak in captureOSD; probable original cause: SysdrawingRenderPanel
2012-10-02 21:28:14 +00:00
adelikat
13150961cb
Controller Config - make input widgets work, also consistent namespace on hotkey dialog (no ((intended)) functional change)
2012-10-02 00:23:37 +00:00
goyuken
d4f5ed2f50
Movie playback and recording will now set IEmulator.DeterministicEmulation = true; only snes core actually does anything with this. It hasn't been explained before in a log; so I'll do it now: When in deterministic mode, the snes core internally does exactly one savestate each and every frame. Then, if the frontend calls savestate at all, it always gets the same internal cached savestate. If the frontend doesn't call savestate, then the internal savestate is simply discarded. This way, the exact same number of RunToSave() calls occur every time.
2012-10-01 14:39:52 +00:00
goyuken
2e70656dde
add bilinear filter display option (d3d only)
2012-10-01 02:30:25 +00:00
adelikat
64b3b73464
Bizhawk - progress on new controller config
2012-09-30 21:31:32 +00:00
adelikat
075a97f1c4
Checking in my 2nd attempt at an input config overhaul, currently not hooked up
2012-09-30 19:57:33 +00:00
goyuken
89cf8e75fe
mainform: fix the bug where choosing a small size from the menu (typically 1x) would cause unexpected black bars
2012-09-30 14:18:21 +00:00
adelikat
247cef6835
Trace Logger - log to the window only up to the maximum number of lines, ability to set max lines, save window position option, show status and instruction count on window, don't autoload trace logger if core doesn't have it available, close trace logger if switching to a non-traceable core
2012-09-30 13:38:37 +00:00
adelikat
e865790086
Trace Logger - Hook up autoload
2012-09-30 03:09:41 +00:00
adelikat
52b8161b39
Start a Trace Logger, currently only NES has the right hooks, but it crashes when used
2012-09-30 00:53:08 +00:00
goyuken
ddf99f789c
when attempting to load SGB, unset SGB config mode if we fail to load the bios file. this avoids a catch-22 where you can't load an SGB because you don't have a rom, and you can't reset to GB mode because you can't get the menu item.
2012-09-29 23:21:55 +00:00
adelikat
ff117d2c49
Add a status icon and notification system for settings that require a core reboot, status bar icon if clicked performs the reboot. Hooked up to the GB/SGB set, SMS Enable FM Chip and overclock settings. May need to flag some other settings too
2012-09-29 23:03:51 +00:00
adelikat
486d621657
Status bar icons - actually hide conditional status bar icons when not relevant
2012-09-29 22:37:34 +00:00
goyuken
a278015404
i never know where anything is in the input system
2012-09-29 20:30:27 +00:00
goyuken
7e34e7f88b
multiclient: add saveram backup feature, similar to savestate backup feature, and config\menu items. defaults to ON.
...
at the moment, there's no way in the ui to choose to load a backup saveram. not sure if this is desirable....
2012-09-29 15:32:44 +00:00
goyuken
0a0f4e86d8
MainForm.ClearSaveRam() no longer deletes a disk file.
...
From my reading of the code, this should not affect movie playback; the saveram from disk is not used when starting playback or recording of a clean movie.
If for some reason I'm wrong though, that problem should be addressed directly instead of deleting the file.
2012-09-29 14:55:11 +00:00
goyuken
6e31862d23
Support win+L \ win+R \ win+U
2012-09-29 14:43:35 +00:00
adelikat
965f0934e5
pointless commit to test bot
2012-09-27 17:53:00 +00:00
pasky1382
0eefabdd79
Zeromus is getting old and senile.
2012-09-27 13:41:20 +00:00
pasky1382
a69ee5fa81
Fixed a compile error, Zeromus's lack of sleep created a typo.
2012-09-27 08:06:22 +00:00
zeromus
cee04551ad
snes-firmwares-hook up to gui
2012-09-27 07:27:47 +00:00
zeromus
d9a55fed37
snes-load firmware files from a CoreInputComm path, which must be named exactly right; show the requisite filename in a messagebox if it's missing; but theres no GUI for the firmware path hooked up yet.
2012-09-27 07:22:31 +00:00
goyuken
fc8087c344
preliminary SGB support.
...
1) choose your SGB rom from the path config (should probably be an .smc file of about 256KB)
2) turn on Load GB as SGB from the GB menu.
3) load rom again.
To turn off, uncheck Load GB as SGB from the SGB menu.
2012-09-26 15:59:14 +00:00
adelikat
2f8ce5e1d1
SNES - hook up autofire controllers, also probably hooked up player 3 & 4 that were probably not working up to now
2012-09-26 01:20:11 +00:00
adelikat
2f8561a81d
Lua - nes library - get/set methods for sprites and background display
2012-09-23 18:57:33 +00:00
adelikat
48d6ca1fa0
Dummy commit to mark the start of version 1.1.1
2012-09-23 17:53:41 +00:00
beirich
03ebcb7ba1
add .MD = gen. because of pasky.
2012-09-23 02:44:04 +00:00
adelikat
a7cdc8b1e9
increment build number, this marks the beginning of the 1.1.1 release
2012-09-22 23:40:11 +00:00
adelikat
46ec39d7e3
Add gameboy/gbc to the open rom dialog, add gameboy palette folder to the build script
2012-09-22 20:19:39 +00:00
zeromus
03cb238ae3
snes-add scanline render callbacks and add scanline selector to graphics debugger
2012-09-22 05:03:52 +00:00
adelikat
b7e8386af1
Add Capture OSD menu item in the screenshot submenu, when active, animated gifs and regular screenshots will show the OSD
2012-09-22 04:04:35 +00:00
goyuken
dd4173cb3d
the legacy gif writer is now also affected by Global.Config.AVI_CaptureOSD
2012-09-22 01:06:18 +00:00
adelikat
7bf325cb81
Add Capture OSD menu item to the AVI sub-menu, toggling turns on/off the OSD in AVI capture
2012-09-22 00:07:02 +00:00
goyuken
e10e351e03
a\v dumping now uses a composited emu+osd+lua. (at the moment this is not toggleable; a setting must be added)
...
this needs a little work, but is functional...
2012-09-21 18:01:24 +00:00
goyuken
7e25a78566
disable previous commit when a\v dumping is active
2012-09-20 20:13:52 +00:00
goyuken
65cf5f842a
MaxTurbo now tells the emulator to skip audio, if supported.
...
on my machine, gambattehawk goes from ~1600 to ~3200fps
2012-09-20 20:07:18 +00:00
goyuken
1b54e3c061
change previous revision to use default value param
2012-09-20 20:00:14 +00:00
goyuken
51fc8e695c
add 'bool rendersound' to IEmualtor.FrameAdvance()
...
if false, the emulator is free to gain whatever speedup it can by not doing audio processing (shouldn't change anything sync related, though)
the core should still always call SoundProvider.GetSamples() after each FrameAdvance(), else DRAGONS
at the moment, only test-implemented in gambattehawk
2012-09-20 19:52:47 +00:00
adelikat
1402eb8470
Don't allow the Hard/Soft Menu Item/Hotkeys to be pressed while a movie is in playback mode (fixes issue #79 )
2012-09-17 23:03:38 +00:00
goyuken
c2bc20a729
add OSD messages when the menu power\reset items are used
2012-09-17 19:16:27 +00:00
goyuken
1fb75159ff
reset menu items now work even when paused (note that you have to advance a frame before you'll see the effect).
...
i don't particularly like this, but it's the best non-intrusive fix for 1 week before release
2012-09-17 19:09:10 +00:00
adelikat
1c974fa5e0
Show error when trying to load a savestate slot that doesn't exist. (fixes Issue #86 )
2012-09-17 01:52:17 +00:00
zeromus
b33fc4982c
remove derelict CoreVersion/Introspection stuff
2012-09-16 20:08:36 +00:00
adelikat
ea08b9faa4
Don't reset the frame counter on Soft or Hard resets
2012-09-16 18:11:28 +00:00
adelikat
5d4b5e71c6
Add Hard Reset menu item (enabled conditionally per core) and hotkey
2012-09-16 17:10:33 +00:00
adelikat
77564c6daa
TAStudio - change Reset button to Power on Gameboy Virtualpad, implement conditional Hard Reset menu item (dependent on the core implementing the power button)
2012-09-16 16:52:30 +00:00
zeromus
88fab46b21
fix error in snes Select and Start button binding (was using the NES bindings due to copy/paste error)
2012-09-16 16:23:10 +00:00
adelikat
7ce6a27da9
Change Power Cycle menu item and hotkey to Reboot Core since that is what it really does, and does not emulate a power cycle
2012-09-16 16:06:28 +00:00
goyuken
9a442d72f5
gambatte palette editor: save/load support
2012-09-15 23:50:18 +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
adelikat
77d0ff8ac8
Hokeys - hotkeys for obj and bg toggles for snes (in a SNES tab)
2012-09-15 16:43:16 +00:00
goyuken
cfe73b292d
add gambatte boot flags to menu and config. i don't like all that stuff in mainform, but it works anyway...
...
TODO: these flags must also be added to .chickenfucker file header
2012-09-15 16:14:03 +00:00
adelikat
b4a43c0d44
Hook up autohold-autofire fire pattern to the autofire config
2012-09-15 13:33:04 +00:00
adelikat
a075f21af6
Implemented autohold for autofire keys
2012-09-15 13:11:29 +00:00
goyuken
83e145c36f
change the IEmulator saveram interface.
...
i don't like doing this, but there were already two emus with special bandaid logic in MainForm.cs
i hope this doesn't break something, but if it does i'll fix it
2012-09-14 22:28:38 +00:00
goyuken
4101efb92d
implement ClearSaveRam in gambatte core, and fix a bug with using memory domains before any frames have been run
2012-09-14 21:29:35 +00:00
goyuken
03caa3b32f
gambatte dmg palette editor. blah.
2012-09-12 22:18:51 +00:00
brandman211
8a24de458f
-Added the SNES formats to the Import dialog.
...
-Figured out how to get files from the .LSMV archive. Will write the input parser shortly.
2012-09-12 04:11:35 +00:00
goyuken
4e35cb566f
functioning saveram support for gambatte
2012-09-10 23:40:53 +00:00
brandman211
f11a790e34
-Added ImportLSMV, ImportZMV. Neither do anything substantial yet.
...
-Added .int to the Rom Files list.
2012-09-10 21:35:56 +00:00
andres.delikat
33969fd8bd
Oops, checked in a change to the interim flag, also updated the interim version to 1.1.0 interim while I was at it, change experimental status on some things in rom loader. Overall, this is a useless commit
2012-09-10 21:26:22 +00:00
andres.delikat
be3b97ece0
SNES - Graphics Debugger - hook up the usual auto-load and save window position, added a menu, put disabled screenshot menu items todo, some UI niceness
2012-09-10 19:44:44 +00:00
andres.delikat
b6d317e0a6
SNES - menu items to toggle bg and obj layers
2012-09-10 19:12:34 +00:00
andres.delikat
622c75545f
Move SNES Graphics debugger to a SNES menu (dynamically shows/hides for SNES roms)
2012-09-10 18:32:36 +00:00
zeromus
e87bddc2ee
etc
2012-09-10 04:16:30 +00:00
zeromus
3cd5bfe375
stop blocking keystrokes from creating controller input when they match hotkeys
2012-09-10 04:13:02 +00:00