adelikat
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1061add64f
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Refactor MemoryDomains in IEmulator, make a MemoryDomainsList object rather than IList<MemoryDomain>, remove MainMemory from IEmulator and make it a property of this new collection object, also add indexing by name. Refactor cores and tools as needed
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2013-11-06 02:15:29 +00:00 |
adelikat
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be547db4a1
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Move MemoryDomain to its own file, and move the Endian enum into it, also clean up the class a bit, and refactor things as necessary
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2013-11-04 02:11:40 +00:00 |
adelikat
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9751fd5a1a
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Move interfaces and base implemenations from emulation to emulation.common
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2013-11-04 01:39:19 +00:00 |
adelikat
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348171bdc5
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start Emulation.Common project and move the Emulation/Database folder files to it
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2013-11-04 01:06:36 +00:00 |
adelikat
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7b03fc0bc0
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Move Buffer.cs and Util.cs from BizHawk.Emulation to BizHawk.Common, and add 1234832983 usings
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2013-11-04 00:36:15 +00:00 |
adelikat
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bbc12256b2
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Rename IEmulator.ResetFrameCounter() to ResetCounts() as that is a more precise term since it resets frame and lag counter variables (and theoretically any other similar counters that could get implemented)
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2013-11-03 16:29:51 +00:00 |
goyuken
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0803adc32a
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add a "BoardName" to IEmulator that an emulation core can use to return useful information about how the rom is being emulated. meant to be mostly for informative purposes; shouldn't rely on it for too much. implemented in GB and NES cores
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2013-08-24 16:54:22 +00:00 |
goyuken
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7b7b95e95d
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add a new field to IEmulator: bool BinarySaveStatesPreferred { get; }. a core should set it to true to indicate that it would prefer to save and load binary savestates (but both types must be supported). set to true on 7800, gb, dgb, gba, n64, snes, saturn cores, as they all create text savestates that are simply dumps of the binary savestate. for the moment, frontend does nothing with this new information.
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2013-05-06 20:51:28 +00:00 |
adelikat
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c577eb4854
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Atari 2600 - DPC Mapper - add in clock cycle counting and some fixes, but still doesn't work, don't know why at this point
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2013-04-20 22:09:19 +00:00 |
adelikat
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462e861072
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last round of pointless code cleanup
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2013-04-16 00:42:57 +00:00 |
adelikat
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be2937fdec
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Code refactoring of Tools files - no functional changes other than some very tiny speedups and null checks
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2013-04-14 23:56:45 +00:00 |
adelikat
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cff1ff2940
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Removing unused directives from a bunch of files because I was playing around with resharper, but that got boring so not every file
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2013-04-14 20:39:19 +00:00 |
adelikat
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3e639d65ab
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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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84bc032656
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Some warning cleanup
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2013-02-24 20:17:12 +00:00 |
goyuken
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03f5b3ae96
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serializer: add another duplicate check (this time on section names within a single section), and fix 2600 savestates
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2012-12-18 20:37:31 +00:00 |
zeromus
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a4b442abda
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unify coreinputcomm and coreoutputcomm. there is a slight chance your console will be messed up until i fix a teeny tiny something, since i didnt test them all, since with more recent cores i dunno what roms are working anyway. let me know if i broke anything.
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2012-12-10 00:43:43 +00:00 |
goyuken
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cb4288ada4
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rearrange the api of DCFilter a bit to make it less dumb. nothing of real importance
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2012-12-09 15:58:55 +00:00 |
goyuken
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b7c66cf3c2
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Util.Serializer: Consume no data past the end of the last proper section. As a result, when using Util.Serializer in text mode, you MUST enclose your entire savestate in a single section (named to your liking). Fixes input log save\load issues. All old A2600 savestates broken.
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2012-11-28 18:27:14 +00:00 |
goyuken
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0094562d2a
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per previous discussion, IEmulator.ResetFrameCounter() should reset lag frame related stuff as well
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2012-11-25 15:41:40 +00:00 |
goyuken
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6ffd71973a
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6502: improve tracelog to only disassemble actual opcodes, and also enable it on 2600
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2012-11-02 22:27:22 +00:00 |
zeromus
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24d3bb76e2
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fix 2600 Peek support, as best I can tell how.
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2012-11-02 19:35:13 +00:00 |
zeromus
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aa161d8910
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proper Peek support in NES and 6502X
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2012-11-02 19:28:00 +00:00 |
adelikat
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6e214a6059
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Atari 2600 - fix mapper E7
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2012-11-01 03:26:24 +00:00 |
adelikat
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ae7bb1b590
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Atari - progress on DPC mapper, still doesn't work
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2012-11-01 01:54:33 +00:00 |
pjgat09
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2d2e0c7e31
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A2600: Resetting players before hsyncCnt 76 has apparently has strange results. I borrowed these changes from EMU7800. This seems to fix glitches with Frostbite.
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2012-10-31 23:42:18 +00:00 |
pjgat09
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a5d4cd155d
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A2600: Fixed problem with missile-to-player reset. Reset should only occur on the first drawing of the player.
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2012-10-31 20:09:14 +00:00 |
adelikat
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4ed68e0c9a
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oops
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2012-10-30 23:42:42 +00:00 |
adelikat
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1d4a8fd3ba
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Atari 2600 - add a Playfield toggle
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2012-10-30 23:38:53 +00:00 |
adelikat
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a4a53342d1
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Atari - Checkin DPC Mapper file
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2012-10-30 23:13:49 +00:00 |
pjgat09
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c1c85dba56
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A2600: Implemented atari graphics toggles except for playfield
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2012-10-30 23:12:09 +00:00 |
goyuken
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27bcfcff55
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oops
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2012-10-30 22:41:56 +00:00 |
goyuken
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acc9806d55
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2600: add fake mDPC.cs to fix compile.
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2012-10-30 22:14:31 +00:00 |
adelikat
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ca86a8dff3
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Atari - start DPC mapper (Pitfall 2) - only does the basic bankswitching right now, still needs the 2k display bank and DPC sound chip
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2012-10-30 01:33:56 +00:00 |
pjgat09
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dfb45aa99c
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A2600: Fixed graphics on games including Enduro and Activision Boxing
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2012-10-26 03:44:13 +00:00 |
pjgat09
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bff6ac53d7
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A2600: Fixed issue with vsync which caused flashing in Pleaides and Enduro
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2012-10-26 01:50:08 +00:00 |
pjgat09
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ce930374de
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A2600: Added very basic paddle support. Changing a hard coded value while debugging the emulator allows you to move the paddle.
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2012-10-24 03:30:02 +00:00 |
adelikat
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9a1cbbb34c
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Atari - attempt the 3E mapper, seems broken
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2012-10-20 01:51:38 +00:00 |
adelikat
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4f045eb20d
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Atari - a stab at implementing mapper m4A50, don't work, oh well, the mapper is garbage and overly complicated, and can't really exist
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2012-10-20 00:14:28 +00:00 |
adelikat
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90a288afeb
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Implement X07 mapper
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2012-10-19 23:31:42 +00:00 |
adelikat
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162932797b
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Atari - make 4Pak use the F6 mapper (header wants 4IN1 which I couldn't find any info on). F6 makes it playable it seems.
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2012-10-19 21:33:23 +00:00 |
adelikat
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563065d054
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AtariHawk - fixes to the E7 mapper, still broken, don't know why, tired of looking at it
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2012-10-19 00:13:39 +00:00 |
adelikat
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00934939b0
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AtariHawk - implement mapper 3F (including support of 512kb for homebrew)
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2012-10-18 22:22:09 +00:00 |
adelikat
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826419a0a3
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AtariHawk - don't flag a frame as lag if the control switches are being read
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2012-10-18 19:45:44 +00:00 |
goyuken
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556d428406
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atari: fix mapper F0 (megaboy). game appears to be playable
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2012-10-15 15:17:20 +00:00 |
goyuken
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591857ad0f
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atari2600: show what mapper is in use in romstatusdetails
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2012-10-15 15:13:32 +00:00 |
adelikat
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f7c6659b76
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Atari - Mapper E7 - small fix, the games still don't work but it may or may not be this mapper, need to look into it more
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2012-10-15 14:29:13 +00:00 |
adelikat
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6fedb67949
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Fix the Write callback for the MemoryCallBackSystem and refactor the object more appropriately
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2012-10-14 14:08:25 +00:00 |
adelikat
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98ae0abe28
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Lua - Implement onmemoryread() and onmemorywrite() to the remaining C# cores except Genesis
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2012-10-13 20:15:28 +00:00 |
goyuken
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b40897bb77
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sound api changes. added a new ISyncSoundProvider, which works similarly to ISoundProvider except the source (not the sink) determines the number of samples to process. Added facilities to metaspu, dcfilter, speexresampler to work with ISyncSoundProvider. Add ISyncSoundProvider to IEmulator. All IEmulators must provide sync sound, but they need not provide async sound. When async is needed and an IEmulator doesn't provide it, the frontend will wrap it in a vecna metaspu. SNES, GB changed to provide sync sound only. All other emulator cores mostly unchanged; they just provide stub fakesync alongside async, for now. For the moment, the only use of the sync sound is for realtime audio throttling, where it works and sounds quite nice. In the future, sync sound will be supported for AV dumping as well.
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2012-10-11 00:44:59 +00:00 |
goyuken
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19e5325afa
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DCFilter: allow variable filterwidth. 2600 tia: use a rather aggressive (~172hz cutoff) dc filter. this coefficient is reasonably close to actual hardware behavior.
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2012-10-10 00:56:48 +00:00 |