adelikat
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e95c4e40c0
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N64 - add video config dialog that can load/save video size
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2013-05-04 02:19:12 +00:00 |
adelikat
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1292c87ca8
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Saturn - hook up console buttons, and hook everything up to controller config. Also trashed everyone's ini file if they ran bizhawk since saturn buttons were originally hooked up
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2013-05-04 01:39:08 +00:00 |
pjgat09
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8c7914150e
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N64: Fixing a typo with some controller stuff
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2013-05-03 01:59:14 +00:00 |
goyuken
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149eeb5f33
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saturn - support loading bios. note that at the moment, the bios filename isn't in the firmware configuratorthingy. this marks the first change made to the yabause core itself (excepting the yui.cpp that we added); changing memory.h so that block loads don't do unnecessary fseek()
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2013-05-02 20:47:56 +00:00 |
adelikat
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fdae009597
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N64 - fix dpad on the gui side, still doesn't work though
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2013-05-02 04:23:52 +00:00 |
adelikat
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c6634273d7
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N64 - hook up input for 4 controllers and autofire, still needs to be hooked to the core, and also needs to be added to controller config dialog
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2013-05-02 01:54:44 +00:00 |
goyuken
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2631ffbde6
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implement a simple sega saturn cd heuristic detection. unknown cues once again are loaded into PCECD
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2013-05-01 17:06:36 +00:00 |
goyuken
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f96a37857d
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dual gameboy: xml creator dialog thingy. not finished yet
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2013-05-01 15:48:23 +00:00 |
goyuken
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8b029d9eb1
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saturn: controls. fuck boilerplate
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2013-05-01 02:53:53 +00:00 |
goyuken
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368bc58d0a
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saturn: connect to bizhawk's existing DiscSystem code. emu should now properly load the .cue given. the hack that redirects every .cue that is not in a gamedb to saturn is still in place; saturn detection heuristics will be coming
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2013-05-01 00:27:36 +00:00 |
goyuken
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d2fecaa172
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saturn emulator. for the moment, try loading any unknown .cue file. when you do so, the saturn core will attempt to load "D:\encodes\saturnimages\Castlevania SOTN.iso"
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2013-04-30 21:28:35 +00:00 |
pjgat09
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a4fb43185a
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N64: Adding a dummy emulator
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2013-04-29 01:57:41 +00:00 |
masterofpuppets152001
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40870f402e
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Prevent more then one gg windows of the same console to be opened
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2013-04-27 19:21:45 +00:00 |
goyuken
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7830ec7384
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add a simple "XMLGame" capability where a game can be theoretically loaded from an xml definition. very preliminary. hooked up dual gameboy to it, so you can now load dual gameboy again by using a .xml
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2013-04-27 02:02:37 +00:00 |
masterofpuppets152001
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670460df8c
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Genesis GG decoder/encoder (working codes!) and revamped UI of SNES/GG/GB Decoders
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2013-04-26 03:12:04 +00:00 |
zeromus
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df99f36464
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support bsnes xml files and super road blaster MSU-1 game
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2013-04-24 22:09:11 +00:00 |
masterofpuppets152001
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f3a8cee8bc
|
Gameboy/Game Gear Game Genie Decoder (still non-working code)
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2013-04-24 20:41:23 +00:00 |
masterofpuppets152001
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0df9dbde13
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SNES Game Genie Encoder/Decoder, first "big" commit, hopefully I got everything
If there is anything wrong, let me know so I know what to do next time!
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2013-04-23 09:09:49 +00:00 |
zeromus
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45a671ce73
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snes-add "always doublesize framebuffer" snes option which makes the logical output of the snes core always sized appropriately for sudden hires-width or interlacing
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2013-04-22 22:34:18 +00:00 |
adelikat
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e32eaeeb9a
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More code cleanup
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2013-04-16 00:19:31 +00:00 |
adelikat
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1c33b92bf1
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NES - separate first/last scanline settings for NTSC vs PAL (default of 8,231 NTSC and 0,239 for PAL)
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2013-03-25 01:59:34 +00:00 |
adelikat
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500e3ff580
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On interim builds, record the interim version number into movies. Also update version info. This marks the beginning of 1.4.2
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2013-03-24 01:43:17 +00:00 |
adelikat
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77846acf01
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Lua - joypad.set - implement false to force input off, and a string param to serve as inverse
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2013-03-23 20:34:25 +00:00 |
adelikat
|
cd03d2fe99
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Slight tweak to movie frame property
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2013-03-17 15:39:33 +00:00 |
adelikat
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3e639d65ab
|
Atari 2600 - implement TIA, PIA, and System Bus domains (note that there is no poke ability on the system bus domain at this time)
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2013-03-11 01:46:12 +00:00 |
adelikat
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47149d8f4e
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Set maximum Speed via hotkeys from 1000% to 1600%
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2013-03-10 23:56:05 +00:00 |
adelikat
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f4dca72829
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Add a "Stop Movie without saving" option
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2013-03-10 23:03:52 +00:00 |
adelikat
|
5dc8733ae1
|
Some code refactoring, no functional changes
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2013-03-10 22:42:54 +00:00 |
adelikat
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41be32ce21
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Scrub Input hotkey, when held in movie playback mode, it will remove the input for that frame
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2013-03-09 23:37:37 +00:00 |
adelikat
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8baaae1110
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Movies - add in a "Poke" mode for movies with hotkey. In this mode, when a movie is in playback mode, pressing input will write it into the movie. Also, the default behavior when TAStudio is open is this mode
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2013-03-09 23:11:00 +00:00 |
adelikat
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c8e678aea7
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Add Autofire hotkey, works like auto-hold except that when pressing a regular controller key, it will map it as auto-hold+autofire (feature works identically to autofire in the GENS and VBA emulators)
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2013-03-09 20:10:04 +00:00 |
adelikat
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d308f76d2c
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Movies - Added "Full Movie Loadstates" option, when checked it will do VBA-style movie loadstates where the entire state-movie is put into the movie, and then the movie is truncated on the next emulated frame rather than immediately
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2013-03-09 19:54:50 +00:00 |
adelikat
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0eeacb57ce
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Add .sgb to Open File dialog
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2013-03-09 18:41:23 +00:00 |
adelikat
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54b83bcad6
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Lua - implement client.pause_av() and client.unpause_av()
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2013-02-26 00:36:13 +00:00 |
adelikat
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84bc032656
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Some warning cleanup
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2013-02-24 20:17:12 +00:00 |
zeromus
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9cf0a3f30f
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snes-add gui option for ring buffer mode. its unclear whether it speeds things up, but its possible that it might, and it was a lot of work, so here it is as a user option.
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2013-01-18 05:06:26 +00:00 |
zeromus
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06000f339b
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do weird thing that makes errors stop happening after r4249
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2013-01-02 18:52:11 +00:00 |
goyuken
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8cd1683554
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mainform: disable the hack that loads GB games into dual gameboy. the core seems to work well enough that the next step is to actually hook up how to load two roms at once
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2013-01-02 00:34:14 +00:00 |
adelikat
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09da012d94
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Path Manager - change MakeAbsolutePath to take a default system parameter rather than requiring a useless empty parameter, and change all references to it accordingly
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2012-12-30 17:52:40 +00:00 |
goyuken
|
4e2cc88c9d
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fix problem i caused by deleting usage of MakeAbsolutePath() in firmware names
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2012-12-30 17:33:33 +00:00 |
goyuken
|
f53f9224b6
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introduce hack that allows dual gameboy to accept input properly. tetris seems to function with link features working
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2012-12-29 16:00:52 +00:00 |
goyuken
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166110c609
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gambatte: more linkcable stuff. input isn't working, haven't figured out why yet. note: at the moment, any attempt to load a GB\GBC rom will bring up the dual core.
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2012-12-29 15:48:30 +00:00 |
adelikat
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c01919a376
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Mutliclient hookups for dual gb core
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2012-12-29 02:30:31 +00:00 |
goyuken
|
63f9752ea2
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rough in some stuff for game boy link cable recording. none of it is finished yet
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2012-12-29 01:25:06 +00:00 |
adelikat
|
3bb975752b
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Path Config - filename select for Atari 7800 bios files
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2012-12-27 22:47:58 +00:00 |
adelikat
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9c945a175e
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Atari 7800 - don't require all 3 bios files to run. But do nag them that they are missing them.
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2012-12-27 22:24:42 +00:00 |
zeromus
|
e5a65ba60e
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snes-unhook 64bit until it works
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2012-12-26 21:30:29 +00:00 |
zeromus
|
c9b662d7ea
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snes-support 64bit bsnes builds. this isnt tested yet since i dont have a 64bit system atm, but most of the infrastructure is there
|
2012-12-26 20:25:06 +00:00 |
zeromus
|
8a69a4ebe0
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switch snes core back to external process. more refined this time. support use of performance core.
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2012-12-25 20:36:04 +00:00 |
adelikat
|
cc05370809
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oops, add Atari 7800 to the Open ROM file dialog in non-interim builds
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2012-12-23 18:55:05 +00:00 |