Commit Graph

1012 Commits

Author SHA1 Message Date
goyuken 0e292d19ca snes: don't instantiate "BUS" domain when DeterministicEmulation == true 2012-10-03 15:11:21 +00:00
goyuken e509b0cd9b snes: Add "BUS" memory domain. Like GB, caveat that it could possibly maybe affect sync, maybe... doubly so because I can't penetrate byuu code so well. 2012-10-03 14:54:32 +00:00
zeromus 56f58caf4d snesgfx-preliminary work on bg tilemap entry viewer. 2012-10-02 09:28:57 +00:00
zeromus df039f3b89 snesgfx-add some preliminary tile viewing support 2012-10-01 21:51:55 +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
zeromus 2b1e04997c snes-try more accuracy in the wallclock-sync to fix audio hiccups. we really, really need fancy systems to sync to audio or do proper vsync (and rewire the snes resampler to forcibly adjust to a 60hz display rate) 2012-10-01 04:15:21 +00:00
beirich ea6e170703 support Trace Logging in PCE 2012-10-01 00:21:25 +00:00
zeromus a87a5c96b2 oops 2012-10-01 00:18:33 +00:00
goyuken cefca2e098 libsnes: deterministic mode for savestates. not hooked up yet 2012-09-30 19:22:54 +00:00
goyuken 2b117c3955 snes: read region, so 50fps live viewing and video dumping now works (PAL).
pretty sure no flags are saved to movie files, though...
2012-09-30 18:21:32 +00:00
goyuken 40d86d0a8b SNES: change the initial bootup frame size (on frame zero) to 256x224.
it's the most common game resolution, and also the smallest (so can avoid some instances of window size snapping down because too big)
2012-09-30 14:08:50 +00:00
zeromus e0f506002d snes-try to survive the display of interlaced modes. havent had an actual game test this so im not sure what it looks like 2012-09-30 05:17:08 +00:00
adelikat e964dfb1df Trace Logging hooked up for NES core, trace logger tool doesn't display rows for some reason 2012-09-30 02:37:00 +00:00
adelikat f8c508b1a3 Add a CpuTracingAvailable flag to CoreOutputComm and set to true for NES, set the Trace Logger menu item to be enabled/disabled based on this flag 2012-09-30 02:07:14 +00:00
goyuken bb995c1472 SxROM: fix "Bill & Ted's Excellent Video Game Adventure.nes"
breaks all MMC1 savestates
2012-09-30 01:32:10 +00:00
goyuken b6e4d9996e DCFilter: add a "push" mode more suited to being placed between a resampler and a metaspu
Gambatte: change the order of output from "GB => resampler => metaspu => DCFilter" to "GB => resampler => DCFilter => metaspu".
This doesn't change anything under most circumstances, except when playing the emulator in slow motion (for instance, 50% throttle).  There, the metaspu sometimes adds silence to the output, which isn't actually silence if it has a different DC offset than the audio it's being mixed with.  Well, 50% throttle sound output will always suck anyway...
2012-09-29 22:38:47 +00:00
zeromus 0b03e6edc8 nes-big improvements to sound, hopefully. fix regressions from last night which killed a lot of music. 2012-09-29 22:19:49 +00:00
goyuken a9304bef26 GB: memory domains now work correctly immediately after a loadstate 2012-09-29 13:03:14 +00:00
zeromus 3898733e8e nes-fix dmc sfx bug in bt&dd making nonexistent sfx; add emulation of empty databus (to extra joystick bits and reads of nonexistent EXP and WRAM memory ranges.. need to scan other emulator source codes for places to check for use of empty databus); fixes freeze bug in bt&dd. also break savestates, but add a crude version system so we at least have a way to avoid it in the future.
bt&dd has a glitch that reads from $6000 when there is no ram installed, and crashes if something too large is returned. I think this chooses a frame for abobo, and you can actually see abobo's sprites glitch for one frame right when the wall finishes getting busted down (the same place where bizhawk was freezing)
2012-09-29 08:39:59 +00:00
zeromus 3095df51c3 nes-fix a missing variable in apu savestates. fixes nothing. 2012-09-28 08:34:02 +00:00
zeromus 1fbbbaf776 oops 2012-09-27 11:58:04 +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
zeromus 079f19a03c nes-i think the 8 sprite limit remover option was already working. however, it looks sync-dangerous, so i addressed that 2012-09-27 06:18:35 +00:00
zeromus 6c8177a08b snes-print messages from libsnes. now you can see which dsp/firmware dependency it detected for the game (it has its own heuristics, not necessarily any need for gamedb yet). still not loading the firmwares though 2012-09-27 01:38:27 +00:00
goyuken b6fd5c6b5f china pokemon ahoy 2012-09-26 20:15:33 +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
goyuken e39d759d95 gambatte: some rom annotation status details 2012-09-26 03:24:00 +00:00
goyuken b6f6b9a5db gambattehawk: add slightly more intelligible error messages on bad mapper number load attempt 2012-09-24 20:20:21 +00:00
goyuken 36df8e4aab fix default patch set for VRC7 2012-09-24 17:34:17 +00:00
goyuken c94d5aa9b8 i implemented dwedit's DMC fix as best as i could understand it. 'Fire Hawk (USA) (Unl).nes' no longer has graphical glitches on the intro screen.
audio still sounds wrong, and crash still occurs once you get in game
2012-09-24 14:48:00 +00:00
zeromus f53aa56f1c snes-support high-res (2x=512 width) display modes by doubling the vertical lines. maybe we'll need to do this differently if we can find a game thats controlling the interlacing options. 2012-09-24 08:00:42 +00:00
zeromus 52edee63d8 snesgfx-support mode7 direct color displays. still need an example of a mode 3 or 4 direct color usage 2012-09-24 07:46:54 +00:00
zeromus 4efea7605d snesgfx-support mode7ExtBg tiles & BG 2012-09-24 06:47:34 +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
goyuken dab03cb034 snes: fix savestates just as in the previous commit 2012-09-23 16:59:44 +00:00
goyuken 71916f698d i was going to fix gambatte savestates in a clever way, but i ended up just changing around a few things and then giving up 2012-09-23 16:56:11 +00:00
goyuken 7e89882d42 lag counter in sneshawk
c++ is dum
2012-09-23 15:57:01 +00:00
beirich 03ebcb7ba1 add .MD = gen. because of pasky. 2012-09-23 02:44:04 +00:00
goyuken 35013f07e8 2600: stop emulator from hanging, consuming all ram, and then crashing in some situations 2012-09-22 19:47:25 +00:00
zeromus 03cb238ae3 snes-add scanline render callbacks and add scanline selector to graphics debugger 2012-09-22 05:03:52 +00:00
zeromus a45c1f60bc get rid of some warnings 2012-09-22 05:01:04 +00:00
beirich 64a04fd672 gen: two-cell vertical scroll mode 2012-09-22 04:46:44 +00:00
zeromus 3c6549a7bb snesgfx-decode mode7 graphics 2012-09-21 17:21:21 +00:00
zeromus 72d4fefbe0 snesgfxdebug-fix 8bpp tile decoding and 16x16 tilemap rendering 2012-09-21 08:10:14 +00:00
zeromus 708b98b4b8 enum.HasFlag -- too good to be true? yes. 40x slower than doing an old fashioned bitmask check. 2012-09-21 07:10:54 +00:00
zeromus 70392be4e4 snes-all memory domains were showing WRAM instead of the right thing; fixed 2012-09-21 06:03:27 +00:00
zeromus 526078f578 snes-work on graphics debugger. some relayout, plus palette viewer 2012-09-21 05:56:47 +00:00
goyuken c026b2dc81 slightly optimize previous commit by avoiding 32k unmanaged=>managed transition calls per second when skipping audio 2012-09-20 20:36:44 +00:00
goyuken 176ecd8650 support for !rendersound in LibsnesCore
worth about 5-10% on my machine in secret of mana opening
2012-09-20 20:25:40 +00:00
goyuken 1b54e3c061 change previous revision to use default value param 2012-09-20 20:00:14 +00:00