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
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
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
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
goyuken
1301344d71
neshawk: fix: when paused, toggling "clip left and right 8" in nes graphics config caused garbage to show on screen.
2012-09-20 00:53:21 +00:00
zeromus
1760e9593f
nes-probably need to handle the left clipping case too
2012-09-20 00:24:46 +00:00
zeromus
e8487b77d8
change lua drawing to use an offset specified by the emulator core, so that drawing in the nes core can have nes-relative coords instead of multiclient-display-relative coords
2012-09-20 00:22:24 +00:00
beirich
18f3da0f55
gen: add missing savestate vars. rewind seems stable now from the games I've tested.
2012-09-18 11:09:05 +00:00
beirich
b2e48d8749
gen: savestates work, though they're nes-style brittle savestates for now
2012-09-17 23:28:22 +00:00
beirich
b04189b6b1
gen: rewind is working, savestates are not working [yet]. will fix more tomorrow
2012-09-17 05:48:24 +00:00
zeromus
c6a14d551c
snes-work on graphics tools a tiny bit
2012-09-17 00:16:19 +00:00
zeromus
b33fc4982c
remove derelict CoreVersion/Introspection stuff
2012-09-16 20:08:36 +00:00
zeromus
4018452f21
add CoreInputComm.CpuTraceEnable and CoreInputComm.CpuTraceStream, and use it in NES; set those appropriately from a gui component and you can effect user-controlled cpu tracing, if its been setup in the core he's interested in. CoreInputComm doesnt reconstruct between emulator instances, so this may not be the best way of hooking it up, but its serviceable.
2012-09-16 19:38:08 +00:00
beirich
eea2160df2
didnt meant to commit last time, but guess I should check this in so I dont break the build
2012-09-16 19:06:50 +00:00
beirich
5742d69f6a
2012-09-16 19:03:44 +00:00
zeromus
8cbc3ee2af
snes-setup hard and soft resets
2012-09-16 17:15:53 +00:00
goyuken
a87a9c1cd5
add "Default CGB" button to gambatte color chooser for default CGB grayscale
...
if no palette at all is available, the core will internally default to the "bsnes improved" palette
2012-09-16 17:09:52 +00:00
goyuken
727e441bb4
change gameboy control "Reset" virtual button to "Power" virtual button
...
some consoles have both "Reset" and "Power" notions, so this is to be more consistent
i'm not sure that i got all references...
2012-09-16 16:25:54 +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
beirich
e208b147ae
gen: support save-ram. but not eeprom, yet.
2012-09-16 04:42:14 +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
644f7415b9
Remove some delete controller images from the .sln file, GB Palette Config - misc dialog tweaks
2012-09-15 17:44:17 +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
goyuken
27b5d29f0c
Gambatte: soft resets (all 3 lines of code!)
...
Internally, Gambatte implements this as a full hard reset of everything except saveram. There are comments in the code to suggest that this is appropriate real console behavior...
2012-09-15 02:36:19 +00:00
goyuken
feaa652986
fix SMS SaveRAM == null in SMS
2012-09-14 23:31:10 +00:00
goyuken
16e831a84c
fix BRAM == null case in PCE
2012-09-14 23:18:16 +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