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
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
goyuken
1697e77042
gambatte: leave CoreOutputComm strings empty since we have nothing to say (for the moment)
2012-09-14 15:50:35 +00:00
goyuken
6053d1bf89
add ability to save to gambatte-style palette files
2012-09-14 00:35:31 +00:00
goyuken
c05c9ebda7
add loading of gambatte-style palette files to the palette selector (includes drag and drop)
2012-09-14 00:02:37 +00:00
goyuken
f5d37cf73b
the world would end if microsoft ran it
2012-09-13 23:09:03 +00:00
goyuken
c72ac19037
gambatte pal editor: use system color picker dialog
...
... but something about the customcolors isn't working right?
2012-09-13 22:20:05 +00:00
goyuken
bf5625655d
rename gambatte memory domains per todo list
2012-09-13 21:19:26 +00:00
goyuken
12d06a2c94
add system bus memory domain to gambatte
...
in order to guarantee correct resolution of mappings and mmio every time, all calls go straight to the core and are not cached
this makes this domain slower in performance than the other ones. it can also be more difficult to use in some cases because you have to resolve mappings that you may not care about.
there is also the possibility of side-effects on reads, although i do not believe that this actually happens in any situations. still, use at your own risk.
2012-09-13 21:03:34 +00:00
goyuken
76c68bf6d5
add "interpolate" button to dmg color select
...
idea shamelessly ripped from bgb
2012-09-12 23:45:42 +00:00
goyuken
03caa3b32f
gambatte dmg palette editor. blah.
2012-09-12 22:18:51 +00:00
goyuken
1e6a9415c1
add Sound.Utilities.DCFilter and use it in gambatte
...
haven't decided yet whether i like the idea; it's mostly about playing nice with other audio mixing (from other applications)
well, it's not bad anyway...
2012-09-11 21:30:50 +00:00
goyuken
d57e195e52
gambatte: add oam, hram to memory domain list
2012-09-11 19:05:44 +00:00
goyuken
25c34d2ca6
significant speedup in gambatte MemoryDomains by keeping shadow copy of native memory
...
not quite sure at the moment what each of the domains actually is, though
2012-09-11 17:37:17 +00:00
goyuken
ed2b690f75
add memory domains to gambatte
...
appears to work, but i don't really have much of anything to test on it
ramwatch is horribly slow
2012-09-11 15:28:38 +00:00
goyuken
d84f13275e
add IsLagFrame, LagCount, Frame to Snes savestates
2012-09-11 01:50:55 +00:00
goyuken
f2ce38851a
add IsLagFrame, LagCount, Frame to Gambatte savestates
2012-09-11 01:46:57 +00:00
goyuken
578e247524
add lag counter to LibsnesCore
...
per ilari, this should work correctly on certain games that poll the input in a particular way. however, it is completely non-functional on many other games. core digging is required for anything better.
2012-09-11 01:36:12 +00:00
goyuken
4e35cb566f
functioning saveram support for gambatte
2012-09-10 23:40:53 +00:00
andres.delikat
286e5c9b08
SNES - make controllers 2-4 work
2012-09-10 18:40:39 +00:00
goyuken
62f2771a8e
gambatte: lagframe stuff is hooked up and appears to be working
2012-09-09 21:57:15 +00:00
zeromus
8e42658702
completing the trifecta: fix the terrible nondeterminisms that made series of snes romloads act wacky
2012-09-09 21:19:54 +00:00
goyuken
a6caa8680d
fix up rom loading routines for libgambatte to use memory block directly (and not file)
2012-09-09 21:15:54 +00:00
beirich
90d1d12086
gen: fix some vram corruption issues
...
general: fix some build warnings
2012-09-09 21:15:20 +00:00
zeromus
f3b6afa5ad
change libco to use an msvc-compiled dll so that it doesnt get wrecked whenever the .net GC process suspends a thread in a coroutine. cant figure out how to get that same code working compiled by mingw32.
2012-09-09 19:02:13 +00:00
goyuken
8cdcae462d
gambatte savestates. slightly modifies some parts of the core and the pinvoke hookup to produce memory arrays instead of disk files as savestates.
...
does not work, for now. (sorry about the exceptions!)
2012-09-09 18:47:00 +00:00
goyuken
a277dfa1e5
wire controls into gambatte.
2012-09-09 14:17:57 +00:00
goyuken
3acc87c013
remove unnecessary extra video buffer in gambatte wrapper, and dispose of resampler properly
2012-09-09 13:35:58 +00:00
goyuken
72260690df
r2931 accidentally reverted r2929
2012-09-09 12:23:40 +00:00
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
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
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
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
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
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
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
goyuken
25e213f157
libsnes sound is functioning. very quick, very dirty
2012-09-04 01:21:14 +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
adelikat
35ec42073f
NES - implement address poking on the system bus domain. Anything in the EXP, WRAM, PRG regions is done via the built in cheat system due to being handled by the mappers. This may not be the ideal way to do this but it seems to work well, and I don't know of a more logical way to handle this.
2012-09-01 18:34:31 +00:00
adelikat
9b7404b059
NES - Round 1 of Hook up NES cheats for system bus (i.e. game genie codes now work)
2012-09-01 14:13:36 +00:00
adelikat
67822be97c
NES - PPU - very minor cleanup
2012-08-23 01:28:33 +00:00
adelikat
959e56b71a
NES - small (probably unnoticeable) speedup to WriteMemory()
2012-08-19 21:09:48 +00:00
adelikat
6473321100
NES - some optimizations to ReadMemory(), ~1fps speed up
2012-08-19 20:38:20 +00:00
adelikat
70929679d5
NES - don't recalculated the framebuffer constantly, instead only do it once per frame. ~1fps speed up
2012-08-19 20:01:17 +00:00
adelikat
493cff72c4
NES - tiny speedup
2012-08-19 19:21:35 +00:00
adelikat
f84a3709c9
Misc code cleanup
2012-08-12 01:09:30 +00:00
adelikat
1bce6a724d
oops, add Mapper197.cs
2012-08-05 22:28:03 +00:00
adelikat
975d449722
AxROM (Mapper 7) - make all AOROM games not emulate bus conflicts, fixes various Wheel of Fortune games, Double Dare, and Jeopardy
2012-08-05 22:02:58 +00:00
adelikat
ea8d47bcc0
Start Mapper 197 (based on MMC3) and sort out the use of this vs Mapper 91.
2012-08-05 21:34:00 +00:00
zeromus
6a63f2f197
nes-work on mapper091 a bit, but its still not right
2012-08-05 20:19:07 +00:00
adelikat
77da639dc6
NES - Fix Mapper 50
2012-08-05 19:20:54 +00:00
adelikat
33954ddef7
NES - map MAPPER219 to NROM (fixes a version of 3D Block)
2012-08-04 19:22:49 +00:00
adelikat
c0706ed0ac
NES - add Mapper 120 (not documented by Disch docs), used by Tobidase Daisakusen (FDS Conversion). Mapper implementation based on FCEUX but game freezes before gameplay starts (plays fine in FCEUX)
2012-08-04 19:02:51 +00:00
adelikat
a7b847dbe2
NES - some small easy optimizations to the APU (very small)
2012-08-04 02:41:15 +00:00
adelikat
b10769ab4a
NES - dsiable NESWatch checks in ReadMemory since this feature is not yet used for anything
2012-08-04 01:54:19 +00:00
adelikat
fba6e64c58
NES - some small speed optimizations
2012-08-04 01:47:54 +00:00
andres.delikat
31db5f9d05
NES - better handling of bus conflicts for AOROM board, fixes Wheel of Fortune
2012-08-03 14:12:04 +00:00
adelikat
70f07346b1
NES - start VRC6 sound, currently sounds terrible
2012-08-03 02:08:42 +00:00
andres.delikat
4754889131
NES - mapper 231 - optimize the ReadPRG() method
2012-08-02 21:05:15 +00:00
adelikat
accd643fde
NES - progress on mappers 90 & 209
2012-08-01 02:55:01 +00:00
andres.delikat
eeb0171eda
Start mapper 90/209
2012-07-31 22:04:45 +00:00
adelikat
a5262488c7
NES - fix mapper 96 prg mapping. These games are working as well as can be tested without better peripheral support, so I'm considering this mapper complete.
2012-07-31 03:07:38 +00:00
adelikat
4930979940
NES - progress on mapper 96, Oeka Kids - Anpanman no Hiragana Daisuki seems to play (but I can't get passed the title screen without Oeka Kids tablet emulation). Oeka Kids - Anpanman to Oekaki Shiyou!! fails to load (suggesting a PRG mapping problem?)
2012-07-31 02:58:59 +00:00
adelikat
c04b750d6a
Finish mapper 245
2012-07-31 01:01:15 +00:00
andres.delikat
a34bf45610
Add islag to savestates (now lagframe alert status updates when loading a state)
2012-07-30 14:42:52 +00:00
adelikat
59ba7efdaf
NES - start mapper 18
2012-07-29 22:40:57 +00:00
adelikat
31843f3e3a
NES - mappers 74, 192, 194 - set VRAM sizes when mapper object is created, this removes the need to set vram in the gamedb.
2012-07-29 18:43:21 +00:00
adelikat
d4ac95bd30
NES - implement mappers 74 and 194. Added gamedb entries for the games I could find that correspond to these mappers
2012-07-29 18:35:24 +00:00
adelikat
71865576a7
NES - finish mapper 192
2012-07-29 18:12:37 +00:00
adelikat
7cbee7bde4
NES - mapper 74 - implemented chr-ram behavior, however, it does not work (chinese characters still missing in dialogs, but this checkin causes no regressions)
2012-07-29 17:55:45 +00:00
adelikat
047ed975d1
NES - implement mapper 234
2012-07-29 03:42:05 +00:00
adelikat
c555e1df40
NES - mapper 52 complete
2012-07-28 18:53:26 +00:00
adelikat
9e96eb9ddc
NES - start mapper 52
2012-07-28 18:14:04 +00:00
adelikat
1fb7d9a8a6
NES - Mapper 45 - oops, add lock_regs flag to savestates
2012-07-28 15:42:57 +00:00
adelikat
678e60815e
NES - Mapper 50 - hook up IRQ logic?
2012-07-28 13:19:12 +00:00
adelikat
8d45516811
NES - mapper 50 - fix mirroring
2012-07-28 12:35:51 +00:00
adelikat
5d521a5132
NES - mapper 50 - some fixes, almost complete
2012-07-28 03:37:06 +00:00
adelikat
7805c460d0
NES - start mapper 50, but it doesn't work
2012-07-28 03:11:39 +00:00
adelikat
10c71da526
NES - implement mapper 45
2012-07-28 01:29:06 +00:00
adelikat
524bc29b43
NES - remove some console logging spam on mapper 49
2012-07-28 01:02:16 +00:00
adelikat
9ee133866d
NES - complete mapper 205, slight fix to mapper 91 (still not working)
2012-07-27 02:14:18 +00:00
andres.delikat
f72905f602
NES - start mapper 96 (prg mapping working)
2012-07-24 14:32:09 +00:00
adelikat
d774e49cd8
NES - Mapper 245 - do chr-ram logic. The 3 games I found correctly labeled as 245 (Yin He Shi Dai, DQ7, Hyrule Fantasy) all fail to run properly in this implementation, and FCEUX.
2012-07-24 00:12:40 +00:00
andres.delikat
b08c2861a4
NES - start mapper 245 prg mapping working (possibly)
2012-07-23 22:15:22 +00:00
adelikat
ed16f40529
oops, forgot to add Mapper205.cs
2012-07-22 20:11:55 +00:00
adelikat
b089f2996c
NES - decently support mappers 74 and 192 (games play fine other than missing characters in text boxes))
2012-07-22 16:57:44 +00:00
adelikat
91be138920
NES - fixes to mapper 91, still fails
2012-07-22 15:35:19 +00:00
adelikat
f85b6a017b
NES - checkin start of mapper 91
2012-07-22 01:02:18 +00:00
adelikat
225079a843
NES - implement board MLT-ACTION52 (Mapper 228) for both Action-52 and Cheetahmen II
2012-07-21 20:40:10 +00:00
zeromus
e66e936567
nes-fix mapper 061
2012-07-21 19:45:16 +00:00
adelikat
b8a16f93fa
Implement mapper 243
2012-07-21 19:23:05 +00:00
adelikat
f16a44d4e6
Start Mapper 243
2012-07-21 18:54:12 +00:00
adelikat
8aeb313381
Fixes to mapper 164, Final Fantasy V has a broken title screen but otherwise playable. Implemented based on Disch's original notes and so not quite complete.
2012-07-21 18:31:41 +00:00
adelikat
544410b4d8
Fix mapper 154 (Devil Man)
2012-07-21 17:51:52 +00:00
adelikat
86e14410b7
NES - mapper 225 finished
2012-07-21 17:19:59 +00:00
andres.delikat
5f4ad218a2
NES - start mapper 225
2012-07-20 21:48:16 +00:00
adelikat
96e7d85122
NES - add mapper 61, chr mapping is off somehow
2012-07-20 03:52:14 +00:00
zeromus
dd504a4960
nes-fix mapper057
2012-07-20 03:19:19 +00:00
adelikat
afbde96fe5
NES - fix some chr mapping logic in Mapper 57
2012-07-20 02:57:46 +00:00
andres.delikat
2e71b04de4
Start mapper 57
2012-07-19 18:30:39 +00:00
zeromus
3321c3e2c4
nes-fix mapper226
2012-07-19 18:20:32 +00:00
andres.delikat
77f4eeeac1
NES - implement mapper 58
2012-07-19 16:01:40 +00:00
andres.delikat
a9323e0386
NES - Implement mapper 62
2012-07-19 15:51:41 +00:00
andres.delikat
8f95b611a5
BizHawk - implement mapper 201
2012-07-19 15:01:32 +00:00
andres.delikat
c256e90a9d
NES - add mapper 203, doesn't play the 35-1 properly, but it doesn't run in fceux as well, documentation may be off, or the ROM i used is bad (not a lot of info on good dumps for these types!)
2012-07-19 14:13:45 +00:00
adelikat
876007c502
NES - fixes to mapper 226
2012-07-19 02:56:43 +00:00
adelikat
188716ab7b
Start mapper 226
2012-07-18 04:22:41 +00:00
adelikat
ecd3a2dd84
NES - add mapper 233
2012-07-18 04:08:37 +00:00
adelikat
803833d04a
Fix Mapper 230
2012-07-18 03:00:52 +00:00
adelikat
ea60a2c9f8
Mapper 60 - a more respectable bit logic implementation in ReadPRG
2012-07-17 23:58:53 +00:00
adelikat
2174e9938f
Implement mapper 60
2012-07-17 23:52:55 +00:00
andres.delikat
8aea375f9f
Mapper 230 - fix mirroring and some prg mapping
2012-07-17 23:05:58 +00:00
andres.delikat
d939e66867
NES - Implement a SoftReset function into the board base, Mapper 230 - implement mode switching via soft reset, implement prg mode 0, game select screen now playable, games are not
2012-07-17 15:24:36 +00:00
andres.delikat
fa449a5116
NES - add mapper 230, contra mode is working, still todo: implement mode toggling on soft reset
2012-07-17 14:02:56 +00:00
zeromus
5eaf27e510
nes-fix mapper 231
2012-07-17 06:24:36 +00:00
zeromus
309d6b4e64
nes-fix mapper 200
2012-07-17 06:19:03 +00:00
adelikat
bbf5be7d74
NES - add mappers 200 & 231, PRG mapping isn't quite right on either but some games work
2012-07-17 04:06:48 +00:00
adelikat
ee5db4cc06
Mapper 112 - Finish implementation of CHR mapping, and misc small cleanups
2012-07-17 02:01:53 +00:00
adelikat
69712a203d
Remove compatibility.txt and replace with a link to the wiki page
2012-07-17 01:46:55 +00:00
adelikat
5df5def02d
remove NES test status doc that is outdated and obsolete to this page: http://tasvideos.org/EmulatorResources/NESAccuracyTests.html
2012-07-17 01:06:38 +00:00
zeromus
ecd58fc96e
nes-protect from syncstates which dont call base.SyncState
2012-07-16 22:06:55 +00:00
zeromus
9c2a521c19
nes-fix m112 and some other unnecessary things
2012-07-16 22:01:10 +00:00
andres.delikat
ad2e9267e3
NES - Mapper 112 - fix prg bank selection, however, game still fails to run
2012-07-16 21:12:01 +00:00
zeromus
cf5c972990
nes-try fixing m207
2012-07-16 03:04:44 +00:00
zeromus
06c44cf040
nes-add NES-JLROM for mr gimmick! (e) - but it doesnt work cos its pal
2012-07-16 02:59:54 +00:00
adelikat
2d89f5485f
Implement Mapper 207, Fudou Myouou Den now playable but graphical issues.
2012-07-16 01:51:16 +00:00
adelikat
1751e615d7
Oops, update csproj file with new mapper files, update mapper compat list
2012-07-15 23:58:00 +00:00
adelikat
c9128cc78e
Start Mappers 154, 112
2012-07-15 23:12:52 +00:00