Commit Graph

816 Commits

Author SHA1 Message Date
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