adelikat
da1aebe1ac
Hex Editor - some minor code cleanup including putting highlight colors in the config file for eventually adding to the color picker
2012-06-10 23:34:37 +00:00
zeromus
c7925d986c
delete display manager threading. fix gdi+ leaks in lua code. add abstracted OSD drawing "blitter" system for sysdrawing/d3d dual compatibility and framework for future use for faster lua drawing.
2012-06-10 23:27:30 +00:00
adelikat
2574789564
Hex Editor - color picker not modal, move "nibble" display lower to not clash with underline
2012-06-10 22:54:41 +00:00
pasky1382
7ef1151b99
Added a 'Custom Colors' Dialog for the Hex editor tool.
2012-06-10 22:43:43 +00:00
zeromus
18eee77173
kill a bunch of warnings
2012-06-10 22:38:44 +00:00
zeromus
b9b18137db
fix a stupid bug
2012-06-10 21:16:23 +00:00
zeromus
07ad0acdbe
displaymanager experiments for superior vsync
2012-06-10 20:48:04 +00:00
zeromus
2b5fd9e8d9
display manager speedup-dont use any gdi+ unless absolutely necessary (d3d renderer less sensitive to window size)
2012-06-10 19:52:54 +00:00
brandman211
7d23581764
Set lastchange to Value in Watch's explicit value constructor to match the change to prev.
2012-06-10 19:33:11 +00:00
adelikat
a2a98415bf
Ram Watch - show initial value of a watch when it is initially added (from adding it or loading a file). Fixes issue 74
2012-06-10 17:45:20 +00:00
adelikat
81198cc89f
Hex Editor - add a save as binary option (in addition to the text option)
2012-06-10 17:28:38 +00:00
adelikat
bac863aa70
Hex Editor - add Copy/Paste functions
2012-06-10 16:34:35 +00:00
brandman211
646a6c1c58
-Fixed my GetMnemonic crash fix. It's "Null Controller", not "NULL Controller".
...
-Made it so that each new search zeroes out the change count.
--This prevents all non-zero items from starting out with 1 change.
--A similar fix needs to be applied to Ram Watch (Filing issue...).
-Allowed changing data size, endian, and unaligned address setting in the middle of the search and maintaining valid values, fixing Issue 72 (The last open Ram Search issue until my "Difference" idea is hopefully accepted).
--Unlike my previous model, this does not align unaligned addresses; all it does is change the size / endian and PeekAddress.
--It does remove unaligned addresses, however, if you have it set to.
--This version converts System Bus instantly whereas the previous version stopped responding.
2012-06-10 04:32:25 +00:00
zeromus
51547d208a
no blurry presentation on ati cards by setting minify filter to point. to be honest, i cant fathom why this fixed it, since we're magnifying, not minifying. maybe its auto-aniso heuristic was getting triggered. further research: setting card to fixed 2x aniso disables heuristics and would have fixed this issue, since the correct mag filter (point) would get chosen as we specified. however this fix is still technically correct.
2012-06-10 03:53:32 +00:00
zeromus
5b86a9c375
emergency measures to return display thread stuff to the way it was before (i think? i hope?) as a reasonable baseline when no video pipeline fanciness is called for (no lua overlay, for instance) so that this is useful for gaming again. also add a toggle for the entire HUD system which bypasses some extra work for people stuck in sysdrawing mode who need more speed.
2012-06-10 02:19:36 +00:00
goyuken
966509858d
disable old debug code in FFmpegWriter.cs
2012-06-10 02:09:37 +00:00
goyuken
32d163e409
add FFmpegWriter, pipes data to ffmpeg for encoding. Only handles video directly; audio is saved as .wav file separately (via WaveWriterV).
...
ffmpeg parameters cannot be set at the moment, defaults to x264 rgb lossless in mkv
2012-06-10 00:53:19 +00:00
adelikat
3451d3391e
Refactor readword/dword similarly to Ram Search
2012-06-09 22:56:08 +00:00
adelikat
e025ca99bf
Hex Editor - Find - start searching from highlighted value so that multiple find calls go to the next value. Show highlighted value in input box by default.
2012-06-09 22:45:24 +00:00
goyuken
e2bc6db3a4
new build of ffmpeg from http://ffmpeg.zeranoe.com/builds/
...
supports rgb x264, which can be quite useful for emulator dumps
2012-06-09 22:18:44 +00:00
brandman211
2580489986
Refactored previous parameter in CompareTo and ComparePrevious from strings to enums.
2012-06-09 22:10:39 +00:00
adelikat
b2c9171b90
Hex Editor - Find option, allows you to enter a series of hex values and search ram for this combination
2012-06-09 22:04:09 +00:00
adelikat
c0d5437ff4
Ram Watch - revert "fix" to watch count display, make watch list count update in appropriate places, don't count separators in watch count, fix cosmetically be showing "watch" instead of "watches" when there is 1 address
2012-06-09 21:57:00 +00:00
brandman211
376ffd3ba4
-Refactored what zeromus wanted me to and nothing more.
...
-The number of watches in Ram Watch is now updated in UpdateValues instead of LoadWatchFile, meaning that it's updated every time items are added / removed.
--Also noticed that separators count as watches. Filter these out and exclude them from the count, adelikat?
2012-06-09 21:43:02 +00:00
adelikat
14b5a4204b
Ram Search - specific value box - only show hex in uppercase
2012-06-09 16:37:03 +00:00
adelikat
45fb9571eb
Play Movie - fix browse button and drag & drop
2012-06-09 16:28:01 +00:00
adelikat
0eae1a07fc
Watches - cleanup PeekAddress() some
2012-06-09 14:18:28 +00:00
zeromus
1fbf9940c9
make peek/poke word/dword make some semblance of sense
2012-06-09 08:44:27 +00:00
brandman211
1c5a5a5ac3
Seemingly fixed the casting problem.
...
-UGLY REDUNDANT UGLY REDUNT UGLY REDUNDANT (Especially for DoSpecificValue() and DoPreviousValue()).
-I tested every possible scenario for the aforementioned abomination and it seems to work.
-I applied SignedVal and UnsignedVal to the comparison functions for sorting, the ToString functions, and specific value and previous weedings. I don't think there's any other places where this is an issue.
TODO:
-Try my mid-search data size conversion code again.
--Use it on System Bus and see if it is as slow (Not Responding) as it was previously now that 3 lists have been removed.
--Try allowing unaligned addresses and see if that makes any difference.
-Convince adelikat that moving "Prev value as change" to its own data item and column ("Differences" seems more appropriate) is the only sensible way.
-Maybe move all of the previous definitions from Ram Search to Ram Watch (With the exception of "Since last Search" of course.
-Perhaps allow the viewing / hiding of more columns on Ram Watch / Search.
2012-06-09 08:29:31 +00:00
brandman211
06d4017b07
Unsigned / signed conversion for the Specific Value now works for word / dword.
...
-Well, dword is broken in general because of casting, which will hopefully be fixed soon...
2012-06-09 06:52:04 +00:00
brandman211
720193b50f
-Cleared the sorted column whenever the previous definition, data size, data type, or endian changes because these options might place the values out of order.
...
--Well, data size and endian don't, but they will once these changes take effect in the middle of a search.
-Previous can now be defined as the last change, fixing the enhancement shown in Issue 73 (Ram Watch equivalent might come later).
-Fixed unsigned sort.
2012-06-09 06:40:11 +00:00
adelikat
f02d28fb38
Ram Search/Watch, Hex Editor - improve some code efficiency, tiny speedups if any
2012-06-09 05:34:01 +00:00
brandman211
f716caeae5
Temporary fix for the ROM loading crash issue. Will report if it crashes again.
2012-06-09 02:24:19 +00:00
brandman211
3b54bd268a
-Useful refactoring!
...
--prevList, undoPrevList, and redoPrevList removed. All of the definitions for previous are now stored in separate data items.
---Should yield small speed increases.
---Makes it easier to port these definitions to Ram Watch eventually.
---Auto-aligns data, making it impossible for issues, such as the original values not aligning with the correct values because the prevList wasn't recreated, impossible.
---Makes it possible for the field to automatically update when the definition is changed (Implemented).
--Value/PrevToString() now use the same code.
--Reduces redundancy.
---This was a problem as PrevToString wasn't taking into account the data type, whereas Value was. This is now fixed.
-Watch now stores the data for the "last change" previous definition. Now I just have to set up the option in the GUI.
2012-06-09 01:56:56 +00:00
brandman211
eefb41f0b3
-Added message saying that the data type has been converted when you change the data type.
...
-Moved the "Included mis-aligned" box to data size where it should be.
2012-06-08 18:59:20 +00:00
brandman211
e5972f1368
Fixed Issue 44. I created two new lists, undoPrevList and redoPrevList which are updated / restored in the same places as their counterparts with prevList instead of searchList.
2012-06-08 06:23:33 +00:00
brandman211
3aaf57802c
Fixed Issue 43. In hindsight, the problem was very obvious: "Since last frame" uses searchList while the other options use prevList, and only the former ever got sorted!
2012-06-08 05:15:07 +00:00
brandman211
4a6fed75d9
ConvertListDataType now converts all of the lists.
2012-06-08 02:25:24 +00:00
brandman211
67a9f86c78
-Fixed GetSpecificValue(), which means that signed searching works now.
...
-Upon changing data type, the contents of the specific value box converts accordingly.
2012-06-07 23:17:22 +00:00
zeromus
cff7ba6d24
nes-fix lagrange point, including sound
2012-06-07 20:52:49 +00:00
brandman211
38d22b8549
Exlude => Exclude. >_<
2012-06-07 20:24:29 +00:00
brandman211
5a678f96d8
Fixed Issue 69 by properly chucking the invalid lines out of watch files instead of trying to get out of range substrings and parsing non-numbers as integers. Also, as the newly stored SystemID has yet to be accounted for in any way, I made the parser skip those lines. Not sure if there's something Ram Watch should do with this data as it seems like the SystemID is more accurately defined by the core currently running.
2012-06-07 18:41:39 +00:00
phillip.grimsrud
cb4c45eb70
1. Upgraded insert and delete functions in tastudio to support multiple selection.
...
2. Fixed issues with the light blue current frame pointer in tastudio
3. Removed a totally useless index that was being kept seperately in the movie log.
4. Moved the tastudio update after the check to see if the rest of the saved state list is valid.
5. Changed some function/variable names related to the movie log for clarity.
2012-06-07 04:47:54 +00:00
adelikat
93b266838c
Add drag & drop for lua and luases files to main window. Allow multiple lua script drop to console and main window
2012-06-07 03:41:45 +00:00
adelikat
c8d07a5078
Ram Watch/Search - add System ID to .wch files
2012-06-07 03:16:25 +00:00
beirich
7e1ccc4faf
Update gamedb entries for Neutopia 1 & 2
2012-06-04 22:25:43 +00:00
adelikat
a9eeac6d64
Lua - fix bug that was causing lua functions to duplicate each time a lua script was toggled or opened, eventually causing crashes.
2012-06-04 02:33:34 +00:00
beirich
fe369e0455
pce: alter handling of reading $1FF402 irq status port, fixes Aldynes intro freeze
2012-06-03 20:09:09 +00:00
beirich
775845184c
update ROM header detection algorithm. Fixes some homebrew roms which have no header and aren't padded to a multiple of 1024 bytes.
2012-06-03 05:39:30 +00:00
phillip.grimsrud
c7db5fd543
1. Fixed an issue that prevented going into the movie finished state properly.
...
2. Relegated a memory leak to tastudio.
2012-06-03 04:04:13 +00:00
adelikat
1275744b14
Disabling unchecked greenzoning for now
2012-06-03 01:18:13 +00:00
adelikat
8ca6b24614
Cheats, Lua, Ram Search/Watch - flag changes when adding a separator, default to SaveAs if saving a new file, allow Save in menu item in this scenario
2012-06-02 22:06:00 +00:00
adelikat
393dd9dcfe
Ram Watch/Search, Hex Editor - set endian based on the endianness of the memory domain by default
2012-06-02 21:48:09 +00:00
adelikat
0a0c4b43ae
Hex Editor - add Go to Address to the context menu
2012-06-02 21:18:21 +00:00
adelikat
a74fbb84fe
Fix Ram Poke for Ram Watch/Search dialogs
2012-06-02 21:07:29 +00:00
adelikat
6578371bca
Hex Editor - remove poke context menu item, since there is no need for it, just type in the values!
2012-06-02 18:49:06 +00:00
adelikat
2e5547806d
Ram Search - add View In Hex Editor menu item to the context menu
2012-06-02 14:38:35 +00:00
phillip.grimsrud
d6479e5613
These changes are TAStudio related.
...
1. Added a list of save states to the movie log.
2. Added corresponding support functions for the save states.
3. Added double click to the list view to load a previous frame.
4. Added a context menu to the list view with insert and delete.
5. Fixed some issues with the green zone of valid state history.
6. Fixed an input bug that I had unwittingly created, as well as issues with the nes log format.
2012-06-01 05:49:26 +00:00
adelikat
986774f5ee
Multiclient menu - moved many toggles from the GUI to the Enable submenu. Also fixed a taborder mistake in the hotkey config dialog
2012-05-31 01:51:47 +00:00
adelikat
820875fbae
Multiclient menu - disable the movie, avi, and screen shot menus when no ROM is loaded
2012-05-31 01:13:25 +00:00
adelikat
9d5e4d9451
Fix so that rewind only sends bizhawk into play mode if it was in record mode previously
2012-05-30 00:52:08 +00:00
phillip.grimsrud
c813cd853b
Fixed a rewind buffer problem. A recent hack started the rewind buffer by saving the state after frame 0 to the start of the rewind buffer. This fix saves the state to LastState at the end of the rom load. This way the rewind buffer starts with a diff between the state after rom load and the state after frame 0.
2012-05-28 04:59:22 +00:00
phillip.grimsrud
9a1e18045e
Fixed rewind to still work if there is no active movie.
2012-05-28 03:32:27 +00:00
adelikat
0118b34b41
Slight UI fixes - show mapped hotkey for Open TAStudio on TAStudio menu item, fix alignment of a few boxes in the hotkey config
2012-05-28 03:09:47 +00:00
phillip.grimsrud
bf325ec082
Fixed TAStudio read-only mode button to change the movie mode instead of changing the read-only flag which has a different meaning.
2012-05-28 01:50:16 +00:00
adelikat
520dfcb37b
Revert SetReadOnly() function
2012-05-28 01:29:43 +00:00
phillip.grimsrud
f7ee1dbbf3
Added an image for the TurboFastForward button which was entirely forgotten in my previous commit.
2012-05-28 00:56:51 +00:00
phillip.grimsrud
fc0ec832ae
These changes are for TAStudio upgrades. If I've broken other stuff please yell at me.
...
1. Hooked up Fast Forward, Fast Forward to End
2. Made a placeholder for Turbo Fast Forward.
3. Fixed rewind to not stomp on the previous frame with new input.
4. Fixed rewind to stop at the beginning of the movie instead of freaking out.
5. TAStudio now shows data from the most recent frame.
6. CommitFrame is called even if not recording so played back frames also show up in TAStudio.
7. Play mode only stops at the end of the movie if you tell it to. Your emulator normally continues to play with no input after the end of the movie.
8. TAStudio is now updated after a rewind (even though the rewind doesn't play a new frame).
9. Split the tools update into before and after updates.
10. Going into read-only mode adjusts the movie mode.
11. Implemented New, Open, Save, and Save As for TAStudio.
12. Fixed an issue where frames past the end of the log would default to the input from the last frame of the log.
13. Fixed a problem where you couldn't rewind to frame 0.
14. Fixed a scrolling issue in the TAStudio list view.
15. Fixed an issue with the TAStudio virtual NES controller not matching up with the log.
16. Fixed an issue where the NES reset button would get held in when rewinding.
17. Added/Modified a couple of button graphics.
2012-05-28 00:44:27 +00:00
adelikat
bd3e576614
Move Help menu back to its intended location
2012-05-20 15:37:01 +00:00
adelikat
147caec758
GameboyHawk - Skip BIOS menu option
2012-05-19 15:17:32 +00:00
adelikat
b08d338761
Gameboy - make debugger useful by connecting it to the multiclient events
2012-05-19 13:33:45 +00:00
adelikat
abba87738f
Fix input config for Gameboy, some small random work on ColecoHawk
2012-05-18 22:57:05 +00:00
zeromus
42715fdca7
rehabilitate the GB core: fix videoprovider and input system
2012-05-18 18:28:12 +00:00
adelikat
9c5f56308b
Gameboy - fix the assigning of the active controller/autofire controller when loading a gameboy core (fixes crash when attempting to run a gameboy game)
2012-05-16 03:14:50 +00:00
brandman211
7ab8fe087a
Fixed drop down labels in RAM Watch and Search.
2012-05-12 07:07:34 +00:00
brandman211
23b3cedf7d
Removed the now redundant TargetZoomFactor scaling for drawRectangle. Drawn shapes now scale nicely. Whether or not text should be drawn this way is a worthwhile discussion IMO, but as zeromus has said, it would require text to be drawn in the same way like shapes.
2012-05-11 21:11:29 +00:00
goyuken
78a0494708
add WavWriter, writes standard WAV files for capture. For the moment, only available as its own IVideoWriter (that discards all video frames). Choose by selecting .wav format in the start avi capture file select dialog.
2012-05-11 17:00:44 +00:00
goyuken
b35ab0d936
Add JMD to config.cs, and fix whitespace on JMDWriter.cs.
...
My editor whitespace settings are correct now, I promise!
2012-05-10 00:38:26 +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
goyuken
35a9edc018
Refactor JMDWriter to be a bit less painful to read
2012-05-09 15:08:57 +00:00
goyuken
d0ada9dbb3
AviWriter.cs: be informative if worker thread dies
2012-05-09 01:00:16 +00:00
goyuken
d70a4e0a9c
clarify some comments and add more comments to JMD code
2012-05-09 00:15:59 +00:00
goyuken
1980011952
Add user interface to select compression options (level and number of threads) for JMD dumper.
2012-05-08 22:19:12 +00:00
goyuken
037870eb43
Select between JMD and AVI at save file dialog.
2012-05-07 23:18:08 +00:00
goyuken
ab6f9b175f
Add JMDWriter.cs, dumps to JMD format. No 2G limit, and single segment even across multiple resolutions. Can use a bunch of cores, but still not terribly fast. Hasn't been hooked in to the UI yet; for testing, change MainForm.cs:2669
2012-05-07 21:45:25 +00:00
zeromus
de0cdf1c3c
add sharpziplib for gzip so we can make portable JMD dumping without relying on the native 7z.dll
2012-05-07 18:42:43 +00:00
goyuken
cdd82cbb06
Rename VideoWriter IVideoWriter per zeromus
2012-05-06 22:18:16 +00:00
goyuken
02ca0e82e9
Create new interface VideoWriter, which AviWriter inherits from. Sets up for other video dumping systems.
2012-05-06 22:08:47 +00:00
zeromus
857d0a5b39
voila, "emu" resolution lua drawing, hacked in place of the native resolution drawing because rolanmen1 decided to destroy my surface management paradigms (i can tell because the earth is scorched with spaces instead of tabs)
2012-05-06 07:09:04 +00:00
brandman211
05157997f1
-Added a very basic fix to the graphics scaling issue per adelikat's advice.
...
--Gets worse as the scale increases.
--For x3, the box doesn't increase size, but the box still changes position. I think there might be a difference between the TargetZoomFactor and the actual screen size, so perhaps we should tie this to something else.
-Working on very small optimizations to the NES PPU with CorruptedSyntax...this is more fun, so we'll do this first.
--Eliminated an entire loop.
--Branched to two loops instead of branching for every iteration in one loop.
--Got rid of some redundant instructions using temporary variables.
--This may be completely premature, but I seem to have gained a few FPS from doing this. For me, I get 38-39 FPS where I'd previously get 33-34.
2012-05-06 04:09:28 +00:00
adelikat
059aebec8e
ColecoHawk - set up ROM loading (bind .col to Coleco), set up preliminary controller garbage in 85 places for coleco
2012-05-06 00:54:13 +00:00
beirich
604a774118
Add 2 SMS homebrew and a GG prototype to gamedb
2012-05-05 22:43:11 +00:00
goyuken
d964558856
Multithreaded AviWriter.cs
...
Moves calls to AVIStreamWrite() to a separate worker thread. They are where all of the cpu time for video compression is used, so can give a decent speedup. Could conceivably go slower on pathetic single core machines due to synchronization and copy overhead.
2012-05-05 14:52:23 +00:00
Rolanmen1
9b9a8546a5
Deleted the ClearDisplaySurface functions. If you just need to clear the graphics, call gui_ClearGraphics function in LuaImplementation.
2012-05-01 15:15:19 +00:00
Rolanmen1
2799d55f4a
Now gui.drawNew and gui.drawFinish doesn't need to be invoked via Lua Scripts. However they are invoked every frame. Basically, this means that graphics are drawn and cleaned every frame. So, if you Pause/Stop a script, the graphics gets cleaned right away.
2012-05-01 14:43:17 +00:00
adelikat
22eec9c4d7
Archive Chooser - put (U) [!] roms at the top of the list
2012-04-30 01:26:37 +00:00
adelikat
54d1c873df
Fix when guitext gets cleared, reduces most of the flickering and inconsistencies with ram watch on screen and lua gui.text, fix punchoutstats lua script
2012-04-30 01:14:23 +00:00
adelikat
e60ba05e66
Gui.text - fix inverted default fore/back colors, fix lua scripts to use new gui.text parameter scheme
2012-04-30 00:45:37 +00:00
adelikat
e0dc96abdc
GUI Text / Ram Watch on screen display - fix inverted foreground and background colors
2012-04-30 00:30:44 +00:00
adelikat
fffe30f4f9
Atari - add a version of Magicard to the gamedb
2012-04-29 19:40:28 +00:00
adelikat
25c2e45da8
movies - use Global.Game.System not Global.Emulator.SystemId for the System header when recording a new movie
2012-04-29 14:18:10 +00:00
adelikat
38dd7889b3
Input Config - hide Enabled checkbox since we have no intention of supporting the disabling of a controller at this time.
2012-04-29 14:06:24 +00:00
adelikat
5e91cc2a7e
TAStudio - clear holds menu item & context menu item, clears all buttons pressed on the virtual pads
2012-04-29 13:25:35 +00:00
adelikat
8df4ac18bd
Play Movie Dialog - show warnings on mismatches for system, movie version, and emu version
2012-04-29 13:11:33 +00:00
adelikat
d9134ac6ce
TI-83 add a bunch of rom versions to gamedb, mark bad dumps accordingly, and display the version number when displaying the rom name
2012-04-29 03:58:06 +00:00
adelikat
3d10431a2b
Atari - implement console switches (as menu items)
2012-04-29 02:48:33 +00:00
rolanmen1
3bcaa8f2e6
gui.clearGraphics implemented. This will allow the user to clear the graphics whenever he wants. I also created a function ClearDisplaySurface that is used to clear the graphics whenever the user stops a scripts.
2012-04-27 20:15:07 +00:00
rolanmen1
56b8d6d55e
gui.drawImage implemented. It needs a Path, X and Y Points, Width (optional) and Height (optional). If Width or Height are null, their value will change to the original Width/Height. As with gui.drawIcon, the Path needs double backslash (\\).
...
Take in mind that if the image have transparent background, the background will be drawn in transparent.
2012-04-26 03:41:31 +00:00
rolanmen1
fd9005f361
gui.drawIcon implemented. It draws an Icon file (Path to File) in the specified X and Y Coordinates. It has 2 optional parameters, Width and Height. You can't resize the icon to be bigger than it's original size, only smaller. Oh, and Path must have double backslash (\\).
2012-04-25 20:34:50 +00:00
rolanmen1
93335d287a
Fixed gui.alert anchoring. Since do.gui.text now have more parameters, it didn't worked.
2012-04-25 19:58:17 +00:00
brandman211
cb3e0ec666
Applied the renames for "minimum buttons pressed", "minimum buttons inputted".
2012-04-25 04:56:48 +00:00
Rolanmen1
f637f5f400
gui.text now has a line color parameter.
2012-04-24 15:23:56 +00:00
rolanmen1
cefc803425
gui.text now accepts BackgroundColor parameter. I didn't had enough time to check stuff, so i will check more deeply some other time.
2012-04-24 03:57:23 +00:00
adelikat
d62b2d98e1
Hotkeys - add Open TAStudio hotkey
2012-04-24 00:11:58 +00:00
adelikat
1fc010ad56
Record Movie Dialog - make filename text box default to the game name, and change save file dialog to populate from this text box not game name
2012-04-22 14:04:10 +00:00
adelikat
2aeedf074e
Fix Load/Save Named State to default to the correct savestate path rather than the most recently used path. Fix so that these functions can not be accessed during Null emulator via hotkey
2012-04-22 13:56:34 +00:00
adelikat
75b5ec9223
redo revision 2168, this method also fixes the issue of loading a non-movie state while a movie is loaded, but also doesn't break the parsing of the savestate frame value in CheckTimeLines
2012-04-22 13:38:12 +00:00
adelikat
27239847c0
Fix so that the Save Config menu item does not close tool dialogs
2012-04-21 22:46:48 +00:00
adelikat
8711c49819
Cheats - on screen message when Disable All Cheats is performed.
2012-04-21 22:42:32 +00:00
adelikat
c112573c30
Atari - fix recording/playback & input display of 2 players
2012-04-21 18:27:37 +00:00
zeromus
1e3b38538d
fix a surface GC churn bug in display manager
2012-04-21 17:21:09 +00:00
adelikat
aecd849eb5
Show svn revision number in about boxes
2012-04-21 15:25:47 +00:00
adelikat
e43b53aba8
NES Graphics Config Dialog - limit last line to 239 instead of 240 (prevents crash)
2012-04-21 15:13:42 +00:00
Rolanmen1
152f6f37e8
Added a HitBox Script for SMB2U, it runs but still a bit buggy.
2012-04-18 15:06:07 +00:00
Rolanmen1
cf9606eb49
Created 2 functions, GetPen and GetBrush. They will recieve an object variable to return a Pen/Brush of said color, this was made to clean the code of the draw functions.
2012-04-18 14:11:16 +00:00
rolanmen1
4db055ce36
gui.drawPie implemted. BizHawk now can make graphics. Quick Example: http://i44.tinypic.com/ibigs2.jpg
2012-04-17 21:41:21 +00:00
rolanmen1
ee8ff2c1cf
gui.drawBezier, gui.drawPixel, gui.drawPolygon are all implemented.
2012-04-17 19:58:27 +00:00
rolanmen1
733a1e7bc6
gui.drawLine implemented
2012-04-17 17:48:37 +00:00
Rolanmen1
10a73f777d
gui.drawRectangle now accepts both hex and string. Hex format is ARGB (Alpha, Red, Green and Blue respectively).
2012-04-17 16:12:14 +00:00
adelikat
68a8dd5f74
Lua - implement gui.drawEllipse()
2012-04-17 03:21:16 +00:00
zeromus
d156dbe5fc
dont crash when minimized
2012-04-16 22:12:11 +00:00
andres.delikat
1f5e4d1046
Replace the "Play" and "Record" messages for movies with Icons.
2012-04-16 21:04:00 +00:00
rolanmen1
0fd023dc8c
gui.drawRectangle now accepts Line Color and Background Color. Line Color is mandatory, background is not. If user decides to not specify background color, it won't fill.
2012-04-16 20:47:01 +00:00
andres.delikat
839a247bba
Fix input display during lag frames for NES games
2012-04-16 20:19:08 +00:00
rolanmen1
a4032aff51
gui.drawRectangle now accepts 4 parameters (X, Y, Width and Height). Should implement Line Color and Background Color as parameters.
2012-04-16 20:04:43 +00:00
andres.delikat
48f65ac847
Movie subtitles - implement ability to display multiple subtitles at once
2012-04-16 20:00:11 +00:00
adelikat
3bae8da0b6
Adjustment to height settings of osd messages, code clean up in movie.cs
2012-04-16 12:17:25 +00:00
zeromus
35fbe354c1
add threaded display manager to allow heavy OSD/compositing/filtering to happen on another thread. add a lua layer accessible via GDI+ which can be automatically composited and the simplest possible demo of it. add some filtering infrastructure and a hq2x filter set ported to c# but need to work on a minimal selector gui before its usable. separate OSD from RenderPanel so that gdi+ presentation mode now gets full OSD support. the OSD is now a little uglier because its drawn entirely differently and could use some finetuning
2012-04-16 08:18:41 +00:00
adelikat
0aa08984ed
Add SHA1 to movie headers, Play Movie - highlight sha1 in red when there is a SHA1 mismtach between the movie and the current game.
2012-04-15 03:02:07 +00:00
beirich
b3e79aa06f
Fix input chain stuff so that genesis roms can be loaded without crashing client
2012-04-14 16:02:45 +00:00
zeromus
7b86f66353
nes-oops. now, actually pass all mmc3 tests
2012-04-14 09:40:41 +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
a1d798cc8f
nes-mark banana bad dump variants as bad in gamedb
2012-04-11 18:17:59 +00:00
zeromus
9f6820b83f
revise nes gamedb to be more organized and useful hopefully with respect to the actual kinds of scenarios we run into
2012-04-07 18:34:05 +00:00
adelikat
87fa6d5f17
Hex Editor - Context menu - fix "Add to Ram Watch" hotkey display to be Ctrl+W (was left as A)
2012-04-06 02:04:00 +00:00
adelikat
da2062d373
Atari - add avgn game to gamedb
2012-04-05 23:57:57 +00:00
rolanmen1
fd6a1a88da
Emulator Won't Crash When User Loads A State That Is Not Embedded To A Movie
2012-04-05 01:42:24 +00:00
zeromus
87b455b195
oops
2012-04-05 01:40:30 +00:00
zeromus
3f6127152f
build lua differently so that it has at least a prayer at interoperating with plug-in dlls. at least, it can load them. there may be other problems later due to the dlls generally being compiled against a different CRT (vc8) than our lua and luainterface (vc10). we could fix this if we needed to by compiling the CUSTOMIZED lua in vc8 and referencing it from the vc10 luainterface.
2012-04-05 01:05:08 +00:00
Rolanmen1
39e640aee9
gui.cleartext() Implemented. This Function Should Always Be Called After emu.yield() In Order For The Later To Work Correctly.
2012-04-04 20:09:50 +00:00
adelikat
ea2bdac456
Fix an exception from commit 2161 (Prevent lua script restart when resetting a game). Fixed by making RecentFiles.GetRecentFileByPosition() more robust by not crashing when there is no recent file (returns "") instead
2012-04-04 02:23:47 +00:00
Rolanmen1
2b9483f68f
Lua Scripts Don't Disable If You Record A New Movie Nor When You Reset The Game. However, It Does When You Load A Different Rom.
2012-04-02 19:50:26 +00:00
adelikat
2581edc958
Play Movie dialog - include .bkm and .tas regardless, since our matching of current rom is not very robust, make match current game option set to false by default
2012-04-02 01:35:34 +00:00
adelikat
a18b700664
Bigger hammer fix for drag & drop of movie files
2012-04-02 00:47:52 +00:00
adelikat
59f92b4c81
TAStudio - atari virtualpads
2012-04-01 18:53:06 +00:00
zeromus
4c817b20c8
add konami collection games to gamedb so they show as good dumps
2012-04-01 16:25:59 +00:00
brandman211
557f437195
-As much as I dislike the new joypad.set() setup, the least I could do is make it consistent with joypad.get().
...
--If there is no controller parameter, then all of the buttons are returned as they are stored in the system, just like joypad.set(input) takes button names as is.
--If there is a controller parameter, all of the buttons for that controller are returned without the "PX ", just like joypad.set(input, controller) takes button names without the "PX " and assigns them to the matching buttons for that controller.
--No one approved this change, but seriously, this is common sense. I expect some "change denied" April Fool's stuff tomorrow...
-Implemented a blacklist for ButtonCount. By default, Lag, Pause, and Reset are blacklisted. I don't think any of these buttons should be tracked.
2012-04-01 08:08:40 +00:00
adelikat
f38073db5c
another movie file extension fix
2012-03-31 15:36:10 +00:00
adelikat
7e9085b46d
Fix drag & drop of movie files
2012-03-31 15:34:31 +00:00
adelikat
f3d098a390
Atari - hook up to the default paths
2012-03-31 13:41:00 +00:00
adelikat
7b0599bfb5
Update version numbers to 1.0.4 (interim) and remove erroneous release notes file.
2012-03-31 01:28:45 +00:00
adelikat
4c958584f5
Add Lua scripts folder to MakeRelease.bat
2012-03-31 00:44:17 +00:00
adelikat
ab2e804300
Change default movie extension to .bkm
2012-03-31 00:38:39 +00:00
adelikat
2eba9e0c71
Atari - console buttons hooked up to mnemonics (input display and movie recording now work)
2012-03-30 23:42:09 +00:00
adelikat
cb3df74105
Atari - console buttons now work in input config dialog
2012-03-30 23:34:38 +00:00
andres.delikat
e4acb65ed1
Controller Config - hook up atari console buttons mostly, still one thing to fix up, currently crashes when trying to save
2012-03-30 22:03:08 +00:00
andres.delikat
724fe704fc
Atari - hook up console select and reset buttons to config file. Still TODO: add to input config dialog, modify mnemonics
2012-03-30 16:40:52 +00:00
brandman211
4240c119b6
Fixed Issue 14, which mentioned that in TAStudio, frame numbers of more than 5 digits don't display properly by default. I fixed this by increasing the width of the Frame column as much as I could without making the section horizontally scroll. This accommodates for 6 digits.
2012-03-30 14:24:40 +00:00
adelikat
00d25b2355
Fix so main form text field displayed Atari 2600 on atari games. Remove "Hawk" that I added earlier.
2012-03-30 12:26:36 +00:00
adelikat
52fd33153a
Atari - fix recording and playback of atari resets
2012-03-30 03:43:25 +00:00
adelikat
8a199f0e3a
Atari - fix the recording of reset
2012-03-30 03:15:36 +00:00
adelikat
91f5733662
Record movie dialog - if file already exists, confirm overwrite
2012-03-30 00:32:45 +00:00
zeromus
37d58f1a4f
add a2600 game database
2012-03-29 23:55:10 +00:00
Rolanmen1
e0d98c8a7f
Fixed: * if a lua script errors it stops, but you can't toggle it back because you can't resume a non-suspended script
2012-03-29 20:22:49 +00:00
Rolanmen1
720b1cc2ba
Joypad.Set - Added Slot Number As An Optional Parameter
2012-03-29 19:53:16 +00:00
Rolanmen1
1c6b792a28
Joypad.Set Nox Fixed
2012-03-29 19:16:25 +00:00
Rolanmen1
4337ea9d63
Joypad.Set() correctly implemented.
2012-03-29 19:03:14 +00:00
adelikat
5203286f34
Lua - movie.getrerecordcounting() and movie.setrerecordcounting() implemented
2012-03-29 03:16:55 +00:00
andres.delikat
50e357f345
Lua - start work to implement lua.get/setrerecordingcounting functions
2012-03-29 03:09:46 +00:00
andres.delikat
de7bd1f346
Lua - implement anchor parameter to gui.alert()
2012-03-29 02:45:38 +00:00
andres.delikat
78ee40a546
Lua - remove mainmemory.readbyte() and mainmemory.writebyte(), these are not preferred since there are equivlant functions, and unlike the memory library, they are not useful for compatibility with scripts form other emulators.
2012-03-29 01:44:01 +00:00
adelikat
01145b1dfc
unofficial about box - Add a nifty close button
2012-03-28 23:43:15 +00:00
adelikat
f91becbef8
Show hawk name on main window instead of console.
2012-03-28 23:11:43 +00:00
andres.delikat
ca7d5d9131
Lua Console - add online documentation link to the Lua Function wiki
2012-03-28 20:49:58 +00:00
brandman211
7e75d983ae
Came up with a solution for the joypad.get() issue.
...
-adelikat has informed me that in FCEUX, savestates contained the button state of the frame on which you saved on. He claims that this is redundant because you could retrieve the state from the frame you're loading on, so BizHawk will not do this.
-As such, I just retrieved the input for the frame you're saving on before associating the data with the state.
--This essentially includes the missing info without having to depend on a movie frame to get the data from.
--In order for this to make sense, I made it so that the main joypad.get() doesn't run on a frame you're saving / loading on.
--Finally, in order to show the data from before the save frame when loading the data, I cached that data as well.
---The two above steps require collecting the data for a state once and using that until the frame is advanced or a state is loaded. Otherwise, I'd be able to increase the count significantly by saving multiple times.
-All this said and done, I think this script is perfect now, and is way more convenient to use than the FCEUX counterpart.
Notes:
-As mentioned before, it seems that the scripts are disabled when the console is reset / a movie begins playing. I don't like this to begin with, but worse yet, I noticed that this somehow makes the button data carry over from before the reset. Why is this?
-It seems that using gui.text in savestate.registersave/load causes the text to be written over the previous text instead of clearing the screen and then writing. Is this expected? How can I avoid overlapping text?
2012-03-28 17:06:25 +00:00
Rolanmen1
b295d7cd23
Record Movie - User Can Choose To Save Movie Files As .tas or ."consolebeingran".tas
...
Play Movie - Same As Record Movie
2012-03-28 12:40:42 +00:00
adelikat
71396ad4b7
Lua - sort the functions in the lua function list (both in the console dialog, and console.luafunctionslist())
2012-03-28 12:26:43 +00:00
Rolanmen1
f7f4e64985
Joypad.Get recieves a numeric parameter to return only the specified controller. Is there other way to know of what controller is a button other than the first 2 characters of the string?
2012-03-28 08:35:43 +00:00
brandman211
40e2d5f543
Refactored for the register functions. This seems to work fairly well, but when loading a state, joypad.get() contains the button states for the frame you were on BEFORE loading instead of the frame you are now on. This results in small errors. The issue might be deeper than my script or even the Lua implementation, so I can't do anything about this.
2012-03-28 03:41:46 +00:00
adelikat
9c40367fa8
Increase/Decrease Window Size hotkeys (mapped to Alt+Up/Alt+Down by default)
2012-03-28 02:32:05 +00:00
adelikat
b585a0a23a
fix savestate.registerload
2012-03-28 01:24:32 +00:00
adelikat
c88a6b4b7a
Lua - savestate.registersave/load - pass state name as a string (ex:"quicksave0"). Put event after the save/load not before. Event no longer fires on non-saveslot events
2012-03-28 01:03:50 +00:00
adelikat
397f289493
Lua - savestate.registersave/load - show exception message on error
2012-03-28 00:13:25 +00:00
adelikat
8bc8ec0e5b
Lua - output registersave/load error messages to the lua console not the screen
2012-03-27 23:58:56 +00:00
andres.delikat
251c169cf3
Play Movie - small dialog tweaks - fix anchoring of a checkbox, better minimum size values
2012-03-27 21:44:04 +00:00
andres.delikat
655af69326
Lua - savestate.registerload() implemented
2012-03-27 21:17:20 +00:00
brandman211
be807c3def
-Used the new movie.getinput() function to simplify parse(), now frames().
...
--TODO: Disallow Reset, Lag, and other non-buttons. Pause?
--If this works like adelikat says, my missing load state idea will be possible.
-Made the loading information show up on the console instead of the gui.
Note: Still need savestate.registersave/load!
2012-03-27 21:11:34 +00:00
andres.delikat
0330e1f742
Lua - implement savestate.registersave()
2012-03-27 21:09:36 +00:00
andres.delikat
83fe222ba9
Lua - movie.getinput() - fix
2012-03-27 20:10:05 +00:00
andres.delikat
489086716d
Lua - Better output for movie.getinput()
2012-03-27 19:21:10 +00:00
rolanmen1
3e84fc9936
Lua - Implemented movie.getinput()
...
NOTE: There may be uknown errors.
2012-03-27 15:45:50 +00:00
rolanmen1
5e25b15100
Lua Console - Save Menu Option Now Enables Even When There's No Session Loaded
...
ListView Refreshes When Loading A Session From Recent
When Clicking On New Lua Session Option, It Now Cleans The CurrentLuaSession String. This Will Prevent Some Unwanted Results When Saving A Session.
2012-03-27 13:54:29 +00:00
rolanmen1
5337fb2213
Lua Console Now Saves And Loads Sessions With Separators
2012-03-27 13:31:30 +00:00
brandman211
9ff5f10a70
Resolving Issue 13. Easy fix; just needed to check if the string was empty before doing substring operations on it.
2012-03-27 07:48:05 +00:00
zeromus
46a638ee96
fix bug in lua coroutines which made error propagation get mixed up and possibly result in a bunch of other subtle bugs
2012-03-27 07:25:36 +00:00
brandman211
d1b00e6d4d
Added my converted ButtonCount.lua script (Original here: http://code.google.com/p/brandon-evans-tas/source/browse/Lua/ButtonCount.lua )
...
-As you'll recall, the script has 3 methods of keeping track of input:
--1. Tracking the button counts in real time. This took some minor adjustments, but seems to work fine.
--2. Parsing the button presses from a loaded, read-only TAS file when starting the script, if possible.
---This works well enough after a good amount of refactoring, but I only have it rigged to work for NES.
---As always, note that this method is very slow for big movies, which is why we only use it once.
--3. Caching the counts when saving a state and loading them when loading a state.
---savestate.registerload and savestate.registersave are not currently supported by BizHawk, so this is not functioning at all.
-I propose that a function called movie.getframe(frame) be added that gets status of all of the buttons, just like joypad.get(), for a given frame of a movie.
--This makes the would make method 2 trivial and fast.
--It would allow me to generalize the function for all platforms easily.
---Certainly there might be some discrepancies about which buttons should be disallowed, if any (Is Reset a button press?), but still.
--If this method could somehow work for non-readonly movies, then I'd be able to use the movie to get the counts when I load a state that doesn't have cached data.
---Trust me when I tell you that this would be immensely useful for minimum button TASing. The process would be seamless, and all of these methods combined would provide perfect accuracy while being fairly efficient and only using intensive routines when absolutely necessary.
Note: Earlier, I came up with the idea for a function that lets you set what frame of the movie you are on, which would be useful for endless TASes like we've already discussed, adelikat. Do you still think this is worth having?
2012-03-27 06:44:47 +00:00
rolanmen1
36c4dee7b8
Show Errors On Lua In The Output Box More Accurately
2012-03-27 03:34:21 +00:00
zeromus
b7eaa1eaf7
luainterface - throw exceptions when lua_resume errors
2012-03-27 03:15:57 +00:00
adelikat
5d483b9e55
revamp rbi baseball script for bizhawk special functions, such as sending script info to the output window. And right aligning display stuff
2012-03-27 02:56:59 +00:00
adelikat
701e0823d5
Really fix PunchOutStats.lua
2012-03-27 02:26:01 +00:00
adelikat
9e0e6407b3
Revamp the Punchout stats using the anchor property of gui.text()
2012-03-27 02:17:17 +00:00
Rolanmen1
adfa18694e
Text Alignment Parameter Can Be Either Int Or Either A String
2012-03-27 01:49:27 +00:00
brandman211
e9bb960902
Removed .fm2 / .mc2 from the Play Movie dialog.
2012-03-27 01:39:06 +00:00
adelikat
3f83614629
Overhaul anchoring of messages on screen, anchor right now right aligns, and the x value is the number of pixels from the right edge. This fixes the behavior of the messages config as well as gui.text() and Ram Watch on screen option.
2012-03-27 00:46:58 +00:00
adelikat
f145d8e655
Cheat Window, Ram Watc, Lua Console - fix exception when clicking Move Up on the first item in the list.
2012-03-26 23:38:29 +00:00
adelikat
602ee06ffc
Lua Cosnole - output message at bottom of dialog to show if changes have occured and saved messages (same as other tool dialogs such as ram watch). Better minimize size parameters of dialog.
2012-03-26 23:31:21 +00:00
brandman211
cba68551d0
-Removed LuaVarArgs from gui_text. I think this function is pointless and over complicates things; let me know if you agree based on this example.
...
-Fixed DrawMessages, which was setting y = x, making the y parameter of gui.text useless.
2012-03-26 14:48:05 +00:00
rolanmen1
908a9a11c5
Lua Console - Save Session Menu Option Should Now Enable/Disable Correctly. Also Added The Condition That There Should Be At Least One Script To Be Able To Save.
2012-03-26 13:46:28 +00:00
rolanmen1
e2e3ee3301
Loading A Script With Errors Via Load Lua File Now Disables And Shows Error In Output Box. Toggling On A Script With Errors Disables Itself Right Away.
2012-03-26 08:52:06 +00:00
adelikat
c5334cc639
gui.text() - fix so that screen is clearned at the beginning of each frame, so that the text stays drawn when paused
2012-03-26 03:01:39 +00:00
adelikat
7daf318134
gui.text() - add a 5th parameters "anchor" that will anchor the text to top, left, bottom, or right. Same functionality as the message config anchor option.
2012-03-26 02:58:24 +00:00
adelikat
74648bd806
add punchout stats lua script
2012-03-26 02:06:04 +00:00
adelikat
588888d439
check in my RBIBaseball luaScript modified for bizhawk (only had to change memory.writebyte to mainmemory.write_u8 and it worked fine)
2012-03-26 01:58:04 +00:00
adelikat
f72fce15fd
Lua Console - fix anchoring properties
2012-03-26 01:41:39 +00:00
rolanmen1
5283b4c06c
Avoid Crashing After Trying To Delete A Script With Errors.
2012-03-25 15:34:09 +00:00
rolanmen1
35f42b94f3
Dragging A Lua Session Now Works. Script Errors From Dragging Sessions Now Appears In The Output Box.
2012-03-25 14:51:35 +00:00
rolanmen1
75c0a9f7d3
Script Errors Now Appears In OutputBox.
2012-03-25 09:47:31 +00:00
zeromus
f694959da9
cleanup some transient junk in mainform, fix nametable viewer screenshots garbage pixels off by one bug, add shortcut buttons for common display area sizes (this last part was tricky since the nes graphics control dialog has a feature which prevents its size from changing in visual studio)
2012-03-25 08:52:52 +00:00
brandman211
81586afc20
Finished merging...499 lines. Not as good as I had hoped, but the file would have been significantly smaller if controller templates just used dictionaries and had just a little bit more consistency.
2012-03-25 07:10:11 +00:00
brandman211
da65f8bdd4
-Merged Atari.
...
-Line count: 583.
TODO: The one I really didn't want to deal with...Gameboy. Why did you have to make this a NESControllerTemplate instead of a GameboyControllerTemplate[]?
2012-03-25 07:00:21 +00:00
brandman211
bc1804dcdb
-Made it so that the right controllers use the default settings.
...
-Merged Genesis.
--This was completely broken beforehand.
---Update updated PCE.
---It had 8 joypads instead of 1.
-Line count: 661.
Note: Atari Auto 2 throws an exception.
2012-03-25 06:42:31 +00:00
brandman211
b28cfca204
-Merged TI-83.
...
--As it'd be obnoxious to make CONTROLS a string, object dictionary and have casts all over the place, I just made a TI83Controls string array to match CONTROLS["TI-83"].
--Positioned the fields as well as I could.
--The config for ( and ) were switched. Fixed. Yet another example of redundant code failing! :)
-Line count: 741.
2012-03-25 06:05:13 +00:00
brandman211
5e126bf04f
-Made the last two TI-83 buttons visible in the Config by increasing the height from 556 to 580.
...
-Started merging TI-83 to Do:
--This is going to be difficult because the field names are not the same as the label names, meaning that I'm going to have to use a dictionary for TI-83, if not for all of the controls.
--I have to create a formula that calculates the proper row / column for a given field to be placed. Sounds like fun.
2012-03-25 02:36:20 +00:00
brandman211
a07165cffd
-"PC Engine / SGX" -> "PC Engine / SuperGrafx".
...
-Line count: 978.
2012-03-25 02:11:26 +00:00
brandman211
4f2ebdfbd4
-Fixed InputConfig_Load...forgot that the switch syntax from before acts like an OR statement; I thought it meant "don't do anything".
...
-PCE.
2012-03-25 01:58:33 +00:00
brandman211
1d21a89f3a
Converting merges one at a time...here's SMS.
...
-Because of Reset and Pause being separate from everything else, I had to code a special condition for these.
-Line count: 1081.
2012-03-25 01:32:44 +00:00
brandman211
8686cc87ff
Converted the switch statement in InputConfig_Load to a dictionary.
2012-03-25 00:54:40 +00:00
brandman211
0eae992403
Created general functions Do and Update.
...
-Because I have been advised not to convert the objects to dictionaries, and because using the equivalent of typedef seems confusing if it isn't outright impossible, I had to implement switch statements to handle certain aspects on a platform to platform basis.
-These will end up being much bigger than I would have hoped, but the entire file will be much, much smaller.
TODO: Implement all of the other platforms using these functions.
Note: It seems that the Enabled checkbox doesn't do anything other than persist its state. I checked the latest release, and the same issue was there, so I didn't break it!
2012-03-25 00:39:51 +00:00
Rolanmen1
e9e988a83e
When Loading An Script With An Error, BizHawk Won't Crash. For Some Reason I Couldn't Show The Script Error In The OutputBox.
2012-03-24 21:55:37 +00:00
brandman211
d7453a3770
-Shrunk UpdateNES.
2012-03-24 21:06:47 +00:00
brandman211
f6a353196d
-Started refactoring InputConfig.cs as adelikat requested:
...
--Created CONTROLS constant which contains all of the controls in one dictionary.
--Shrunk DoNES significantly.
TODO:
-Shrink UpdateNES.
-Generalize both functions and apply to NES.
-Have all of the platform specific functions utilize these generalized functions.
-Combine all of the platforms.
2012-03-24 19:45:50 +00:00
Rolanmen1
d0afec182f
Pause/Resuming Scripts Have Been Implemented
2012-03-24 18:59:24 +00:00
zeromus
e7eb6d8dcd
fix input.get
2012-03-24 18:39:55 +00:00
zeromus
0bb9f65038
try not to crash when size of arrays in config file changes
2012-03-24 17:47:52 +00:00
adelikat
96fc783107
Lua - implement input.get()
2012-03-24 15:55:22 +00:00
rolanmen1
d0995970fc
User Can't Toggle, Edit Nor Pause Or Resume To Separators. Edit Buttons Now Opens Multiple Scripts Instead Of The First Selected.
2012-03-24 13:25:19 +00:00
rolanmen1
87f9ace0d9
Added Resume/Pause Script Option Everwhere It Should Be And Also Added Pause Icon To All Of Them.
2012-03-24 12:43:11 +00:00
adelikat
8714b6da75
Small amount of code cleanup - remove unnecessary code in mainform load function, move function to a better file
2012-03-24 12:20:21 +00:00
rolanmen1
661565cf3e
Added Pause Property To Scripts, Menu Option To Pause/Resume Scripts, Enabled And Paused Scripts Change It's Background To Red (May need to change this). Label Above ListView Shows How Many Scripts Are Paused. Need To Add Pause Icon To The Menu Option.
2012-03-24 10:53:26 +00:00
zeromus
b9dd682f1d
name the context menu items better things
2012-03-24 03:18:02 +00:00
zeromus
5f39ba5bbd
add emu.yield, which when used allows a script to run while emulation is paused and interact with the gui/main window in realtime
2012-03-23 23:03:39 +00:00
zeromus
216a44e3f0
add input.getimmediate
2012-03-23 22:52:02 +00:00
zeromus
adcb03f8d5
fix context menu open logic to not rely on indices
2012-03-23 22:06:42 +00:00
zeromus
aaf92e0e25
how did that happen
2012-03-23 19:48:45 +00:00
zeromus
bc3e8606a2
refactor lua scripts to be more flexible
2012-03-23 19:44:47 +00:00
zeromus
0372969f13
change lua to use lua coroutines for multiple scripts instead of .net threads
2012-03-23 18:24:29 +00:00
adelikat
2e5ec4fdcb
Fix bugs in input config regarding atari controllers, fix auto-fire controllers for atari (both controllers)
2012-03-23 02:15:58 +00:00
adelikat
715d46ed1d
Hook up atari controller 2 to input config dialog.
2012-03-23 00:39:21 +00:00
adelikat
684252a816
Fix mainform context menu logic from the screenshot to clipboard addition
2012-03-23 00:06:20 +00:00
zeromus
fa25305d67
atari-add player 2 controls?
2012-03-22 06:33:28 +00:00
rolanmen1
dcaf724dae
Fixed A Bug When Saving A Session That Prevented Them To Be Loaded Correctly.
2012-03-21 12:51:52 +00:00
zeromus
d8c0e3b27e
make GetExeDirectoryAbsolute more robust (handle # in paths)
2012-03-21 06:38:19 +00:00
adelikat
365f60988e
Hook up Atari to the controller config dialog (interim only)
2012-03-21 02:44:01 +00:00
andres.delikat
bb7e320f92
Lua Console - when opening a duplicate lua script, don't turn script on if the disable lua script on load option is checked
2012-03-20 21:44:34 +00:00
rolanmen1
652fea7392
If User Opens A Script That Is Currently On The Session, It Will Toggle It On.
...
If User Deletes The Script From The Session, It Will Stop.
Script Counter Now Updates On More Circumstances.
2012-03-20 15:31:06 +00:00
brandman211
22feb43b78
joypad_set works.
2012-03-19 19:10:30 +00:00
andres.delikat
da634a45f1
Lua Console - autoload session
2012-03-19 16:49:47 +00:00
andres.delikat
33383b533b
Lua Console - option to disable scripts on load
2012-03-19 16:19:31 +00:00
andres.delikat
adda412369
Lua Console - track changes on Move Up / Down
2012-03-19 15:33:38 +00:00
andres.delikat
40b057a474
Lua Console - drag & drop .txt files
2012-03-19 15:26:05 +00:00
andres.delikat
9f6420b2bc
Lua Console - Open Script - add a *.txt option in the openfile dialog
2012-03-19 15:23:08 +00:00
brandman211
78d8effcfc
Made joypad_get independent of mnemonics. Here's the Lua script I used to test:
...
while true do
joypad.set("Up", true)
local buttons = joypad.get()
local result = {}
for index, value in pairs(buttons) do
table.insert(result, index .. ": " .. tostring(value))
end
gui.text(0, 36, table.concat(result, "\n"))
emu.frameadvance()
end
For some bizarre reason, after a while, the ordering of the buttons goes from stable to chaotic, making it impossible to read the buttons pressed. adelikat says not to worry about this because order is meaningless in Lua. Still, this is very curious...
TODO: Set using a ClickyVirtualPadController and Global.StickyXORAdapter.SetSticky(Controller + " Up", false)...whatever that means.
2012-03-19 14:52:23 +00:00
brandman211
a4a8dec005
Lua glue for zeromus.
2012-03-19 03:39:56 +00:00
adelikat
0bdce38dc4
Add atari to path config dialog (interim builds only)
2012-03-19 02:12:43 +00:00
adelikat
c92f1b556c
Lua - implement movie.filename(), movie.getreadonly(), movie.setreadonly()
2012-03-18 19:52:28 +00:00
adelikat
e695263eba
Lua - implement movie.isloaded() and movie.length()
2012-03-18 19:33:38 +00:00
adelikat
951721bb39
remove joypad.set and add joypad.get, as set was not built and get was
2012-03-18 19:14:50 +00:00
adelikat
44daaa0841
Lua - Implement savestate.save
2012-03-18 18:24:24 +00:00
adelikat
c3cb5e0b72
Update version number, note that the previosu commit, r1983 marks the start of version 1.0.3
2012-03-18 17:22:21 +00:00
zeromus
42f16e95ac
dont use so much cpu while paused and whatnot
2012-03-18 17:11:59 +00:00
zeromus
efd5bcaa21
context menu screenshot -> clipboard
2012-03-18 04:08:05 +00:00
adelikat
ada3c55311
lock down PCE BG Viewer to interim
2012-03-18 00:30:36 +00:00
adelikat
6072d2d8de
Open ROM dialog - better organization of interim vs release
2012-03-18 00:05:35 +00:00
zeromus
f7d0852741
build luainterface differently. fix lua poop?
2012-03-18 00:05:06 +00:00
adelikat
e404dea408
lock down gameboy and atari to interim build only
2012-03-18 00:00:47 +00:00
zeromus
d0354fd1fe
fix lua poop
2012-03-17 23:40:30 +00:00
adelikat
338f4230f1
Lua Console - logic for hiding/disabling menu items
2012-03-17 23:16:11 +00:00
adelikat
300f68e8b7
Lua Console - implementing changes tracking and asking to save changes
2012-03-17 22:23:52 +00:00
adelikat
97f32bde91
Lua Console - implement recent session
2012-03-17 21:59:56 +00:00
adelikat
44ba1c2594
Lua Console - implement Save Session and Save Session As
2012-03-17 21:31:48 +00:00
adelikat
c3aeda2d54
Lua Console - clear output window on New Session
2012-03-17 12:19:30 +00:00
adelikat
1380cccd7a
Lua Console - output window - context menu with a clear option
2012-03-17 12:14:59 +00:00
adelikat
dac438ec02
Lua Console - Better dialog for lua functions list, stop and start sound on calling list
2012-03-17 02:18:09 +00:00
andres.delikat
871e6df12f
PCE BG Viewer - GUI overhaul
2012-03-16 15:29:05 +00:00
andres.delikat
c55e863b15
TASEdit - fix frame advance button
2012-03-16 15:27:45 +00:00
zeromus
219df85492
multiclient-sync nes's bogus soundOn hack at the moment when a nes core is launched, to avoid situation where we can't enjoy the bogus and likely buggy speedhack unless we fiddle with the sound options to refresh them
2012-03-15 19:16:43 +00:00
brandman211
45430c8ca7
ImportMCM now supports NES movies.
...
-No info on the control bytes, so I'm not dealing with them right now.
-It seems like there's an extra byte for at the beginning of input for NES that doesn't exist for PCE.
--I think it might be the "1 byte for power-on and reset" that the docs refer to, though I'm not sure why this would exist for NES and not PCE...because NES supports control commands and PCE doesn't?
--Perhaps this will become more apparent if I write the importers for SMS, GG, GB, and GBA. I'll need access to a Linux machine to do these, though.
2012-03-15 04:22:37 +00:00
brandman211
172115dcca
Reformatted ImportMCM. Now to add the additional consoles.
2012-03-15 02:23:01 +00:00
zeromus
3c267db54c
add reset button to atari 2600 and add .a26 to multiclient filetypes list
2012-03-14 21:35:07 +00:00
brandman211
e71763ba81
Added file types to the Import Movies dialog.
2012-03-14 20:46:59 +00:00