Commit Graph

734 Commits

Author SHA1 Message Date
beirich cbe1292e16 fix GB RewireInputChain crash 2012-09-09 02:06:07 +00:00
beirich 3ed2261cf9 Delete some unused files
Move Nintendo\Docs folder to Nintendo\NES\Docs
2012-09-09 01:53:28 +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 7962c6d2cd change quality parameter for SpeexResampler in Gambatte from 5 to 2. Speedup: 85fps->1500fps 2012-09-09 01:04:39 +00:00
goyuken f18eb2fef2 gambatte now has sound! output from the core is original 2MEGAHURTZ audio, but libspeexdsp handles it fine.
seems to be a lot of DC offset at times; not sure if there's a good way to remove it
2012-09-09 00:41:11 +00:00
goyuken d3cb60d833 remove a few notimplemented exceptions, and add .gb, .gbc to the standard open file dialog.
.gbc fails to load because of something else...
2012-09-08 22:01:47 +00:00
goyuken 7b9bbe6b31 libgambatte can now get into game (with recognizable graphics). exceptions everywhere and nothing is hooked up, though. 2012-09-08 21:48:46 +00:00
goyuken 588d6214d5 more gambatte wrapper stuff 2012-09-08 21:36:04 +00:00
goyuken 7fc9dbd22c typos, comments 2012-09-08 20:46:54 +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
zeromus 285b9581f2 snes-work on graphics tools. can now render typical BGs for mode 1. SLOWLY!!!!! this is definitely getting turned into c++ code 2012-09-08 20:03:04 +00:00
goyuken 2a01e01e78 clean up resampler with rest of libsnes 2012-09-08 01:15:16 +00:00
andres.delikat d56c0c354b SNES - oops, hookup setting the frame counter as well 2012-09-07 20:31:05 +00:00
goyuken 71652b25dc cleanup/simplify SpeexResampler 2012-09-07 20:12:47 +00:00
andres.delikat afa27c1a26 SNES - hook up frame counter 2012-09-07 20:06:57 +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 cfe1e749a1 hook up path config for intellivision and change erom and grom to use it. now you need erom.bin and grom.bin in the Intellivision directory by default. 2012-09-07 06:18:58 +00:00
zeromus 8eba3fb37c stop crashing the intellivision core when the emulation menu is opened 2012-09-07 05:41:33 +00:00
zeromus 58c7966449 should probably add this file too 2012-09-06 08:35:45 +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
brandman211 fd1560177e -Implemented Colored Squares mode. It looks sensible in one of the improperly loaded ROMs that triggers it.
-Masked the Color Stack registers. This prevents the previously mentioned ROM from throwing an ArgumentException in ColorToRGBA.
2012-09-06 08:02:49 +00:00
brandman211 a6f11a7ade -The STIC now displays the encoded background color when one is provided.
--The only time I've seen this was in a game that used FGBG mode, and it looked messed up.
-Implemented the parsing of the background for Color Stack mode.
--Because the STIC Registers aren't populated, this doesn't do anything. I'm not sure when this is supposed to occur.
-Determined when Colored Squares mode is active. I'll try to implement this mode shortly.
2012-09-06 07:31:25 +00:00
brandman211 8230f63ddf The foreground now shows its true colors. 2012-09-06 06:56:21 +00:00
brandman211 641ef2bcff -Unset pixels when necessary.
-Fixed the loading of a card's rows.
-Corrected the maskings. The top tiles look perfect now, but the text isn't showing up yet.
2012-09-06 06:20:50 +00:00
brandman211 06022c9076 -Added Read/WriteMemory to the STIC so that it can access the RAM it needs to draw the screen.
--Did the same for the PSG because why not.
-Discovered that the Commando HLT happens after the CPU goes idle, so there's no point in further investigating the issue until I emulate that.
-Parsed the BACKTAB cards for the STIC's Draw().
-Attempted to draw the screen using the aforementioned cards.
--I'm only trying to apply color to the foreground.
---Instead of converting the FG color to RGBA, I'm making it all white for now.
--There's clearly some sanity to what's being drawn, so I think each 8x8 card is being drawn in the right place.
--I think the next step is trying to make each individual card draw properly.
--I believe the algorithm for populating the FrameBuffer is VERY inefficient in the way it accesses memory. Will need some suggestions as to how I can rewrite this.
2012-09-06 04:51:17 +00:00
goyuken a85dadcf7d did a bunch of listening tests with libsnes and metaspu. switched to vecna metaspu
it seems to be the most stable when the system is fast enough to maintain approximately 100% speed.

also fixed up metaspu in dumping and switched it to vecna.  i can now have clean audio while running libsnes with lua script and ffmpeg dumping.
2012-09-06 00:07:37 +00:00
goyuken 41e2e5bced orphaned variable from r2898 2012-09-05 23:32:41 +00:00
zeromus ade89fe798 snes-fix bug where loading more than one snes rom would wreck the emulator 2012-09-05 23:16:08 +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
brandman211 1a760096bc -Laid out the groundwork for the video provider.
--VirtualHeight / Width will be useful due to how the scanlines are doubled on TVs, but for now, I will just be drawing to scale.
-Enabled XOR@, SAR, and COMR. Advanced Dungeons & Dragons provided more test cases.
-Noticed that Commando, as well as some other games, triggers a HLT. This should be looked into later.
2012-09-05 04:42:49 +00:00
goyuken fd5494a316 libsnes: dumb change to dumb code slightly lessens appearance rate of rice crispies in some situations 2012-09-05 01:30:09 +00:00
zeromus b2b1c8755c snes-apply lsnes patches 2012-09-04 20:23:18 +00:00
brandman211 44e03b1923 -Changed the amount of pending cycles to add when the STIC sets SR1.
--This number is fairly arbitrary, and I don't know why it works, but for now, it does.
--The values of INTRM don't match up exactly, but I think this is mostly a logging issue, though I still need to look into this.
-Fixed the Overflow Flag calculation.
--My original formula didn't compare the signs of the operands.
--It always needs to use the original operands, not the 2s complement one.
--As such, a result parameter has been added.
-Fixed the detection of a double swap, shift, and rotate in the related instructions. Ironically, I shifted one too many bits in my detection.
-Masked the result of left shifts and rotates to 0xFFFF so that the flags are calculated properly.
-Made RSWD (un)set the right flags.
-Enabled GSWD, MVI, SARC, CMP@, ADD, SUB@, INCR, RRC, SLR, SLL, RLC, ADDR, SUBR, SLLC, CMPR, and RSWD.
-COMR, NEGR, ADCR, SAR, ANDR, SUB, AND, XOR, and XOR@ remain disabled as I have yet to hit any test cases for them.

At this point, IntelliHawk is executing instructions indefinitely with what seems to be perfect results! I think I'm ready to hook up the screen.
2012-09-04 19:29:02 +00:00
zeromus 4903ad240c snes-change libsnes color output to 32bpp to avoid having to uncrunch 16bpp pixels, for an indeterminate speedup 2012-09-04 19:25:09 +00:00
zeromus 9726b75ec4 snes-support layer toggles (needs gui hookups) 2012-09-04 19:12:16 +00:00
zeromus 76cfbc47c1 fix loading of non-snes games, and try to make snes core reset a little more reliable by reconstructing more 2012-09-04 18:04:06 +00:00
zeromus c8aa937f4f snes-memorydomains (but not systembus) 2012-09-04 17:29:20 +00:00
zeromus ea6c0b9378 snes-enable savestates. dont get your hopes up, its a bit bloated and weird, and we still need to asses the bsnesariffic savestate synchronization issues. but, it works. 2012-09-04 08:21:01 +00:00
zeromus f5c0965045 snes-support save ram 2012-09-04 07:09:00 +00:00
brandman211 ca8b778a52 -Noted interrupts in the log.
-Added and Interrupted flag to make it so that interrupts only trigger once per falling edge.
-For now, interrupts take 28 cycles.
-Made it so that the STIC tracks Pending / Total Executed Cycles just like the CPU.
-Forwarded the cycles executed in the CPU to the STIC's Execute.
-SR1 is now inverted when there are no pending cycles.
--If SR1 is high, 14394 cycles are added to the pending cycles.
--If SR1 is low, 3791 cycles are added to the pending cycles.
2012-09-04 06:26:08 +00:00
zeromus caed262122 snes-try and determine whether game is snes based on libsnes's internal heuristics, and use .SFC for it anyway 2012-09-04 06:08:46 +00:00
beirich 2ef33fbfec gen: fix dumb bug with sprite masking... fixes sprites showing up in WINDOW in many games where theyre not supposed to 2012-09-04 02:56:53 +00:00
goyuken 25e213f157 libsnes sound is functioning. very quick, very dirty 2012-09-04 01:21:14 +00:00
beirich ff8a58a9b7 gen: Implement CRAM read, VSRAM read. Correct sprite coordinate masking, fixing games several games where sprites were missing. 2012-09-04 01:07:03 +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 0a60a37705 gen: fix Flavio's DMA test rom. and hopefully something else too. 2012-09-03 22:26:33 +00:00
beirich c9b3f7bedf gen fixes: HINTs shouldnt fire during vblank, some DMA fixes, fix a render priority issue (albeit not the ideal fix), substantial rom compatibility testing 2012-09-03 16:01:56 +00:00
beirich dd25cc924a Move ICart.cs from directory/namespace for generic interfaces to Intellivision folder/namespace, as it is entirely Intellivision specific. 2012-09-03 00:45:30 +00:00