pjgat09
|
6f2d75a260
|
N64: Save saveram as a part of a savestate
|
2013-05-11 03:44:01 +00:00 |
pjgat09
|
0811ff4e41
|
N64: Wired up the analog control in the virtual controller. I probably did the float wiring badly, but it works for now.
|
2013-05-10 23:29:14 +00:00 |
goyuken
|
6849f72baf
|
NES: volume control on each channel
|
2013-05-10 18:38:58 +00:00 |
goyuken
|
99615d9afd
|
GB: rtc is pegged to emulated elapsed time. maybe. don't know what to test it with. time at core restart is always 1970, or something like that, which isn't as bad as it sounds, because the GB rtc doesn't keep track of anything past days
|
2013-05-09 23:15:59 +00:00 |
goyuken
|
7e71898187
|
resolve issue 107
|
2013-05-09 19:57:42 +00:00 |
zeromus
|
f61b85ab01
|
nes-boot yoshi's cookie
|
2013-05-09 06:47:25 +00:00 |
pjgat09
|
0a3dfa697e
|
N64: Added a video plugin settings class, filled it with the values from the rice settings screen, and wired it up to the core
|
2013-05-09 02:58:35 +00:00 |
pjgat09
|
0d4ed449e1
|
N64: When disposing of the core repeatedly send the stop command, because for some reason sometimes sending it just once doesn't work
|
2013-05-09 01:05:42 +00:00 |
goyuken
|
89f61e6daa
|
gba: throw exceptions if saveram gets accessed when disposed, while i remember about it. will actually fix it some other time, if the core actually gets used.
|
2013-05-09 00:58:02 +00:00 |
pjgat09
|
7becee2284
|
N64: Rescue save ram from the clutches of race conditions
|
2013-05-09 00:36:01 +00:00 |
pjgat09
|
fffc9d676e
|
N64: Setup saveram, but it doesn't always work right yet. Sometimes switching games loses the save ram. Sometimes bizhawk crashes when saving saveram.
|
2013-05-07 22:37:26 +00:00 |
pjgat09
|
d9c6bb6698
|
N64: Added float controls for the X and Y axises. At some point they need to be converted to signed bytes to work with m64p
|
2013-05-07 01:42:48 +00:00 |
pjgat09
|
08f6fdaf8d
|
N64: Implement the video plugin (rice or glide64) option
|
2013-05-07 01:38:12 +00:00 |
pjgat09
|
a6600a5c0a
|
N64: Implemented the lag indicator and lag count
|
2013-05-06 23:50:24 +00:00 |
goyuken
|
7b7b95e95d
|
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.
|
2013-05-06 20:51:28 +00:00 |
pjgat09
|
e78985244c
|
N64: Split the m64p api into it's own class
|
2013-05-06 03:22:27 +00:00 |
pjgat09
|
468da23558
|
N64: Set RDRAM as the main memory
|
2013-05-06 00:08:36 +00:00 |
adelikat
|
7fb317cc37
|
N64 - implement ResetFrameCounter() method
|
2013-05-05 22:53:22 +00:00 |
pjgat09
|
8b51686944
|
N64: Added a very primitive memory domain for RDRAM. For some reason poking does not work yet
|
2013-05-05 03:39:01 +00:00 |
pjgat09
|
d0285b6965
|
N64: I suck at this
|
2013-05-05 00:12:46 +00:00 |
pjgat09
|
883fa1330e
|
N64: Removed the debug output lines that were accidentally committed
|
2013-05-05 00:11:49 +00:00 |
pjgat09
|
a374641460
|
m64p: Changed the output formula for the framebuffer from glide64 to actually be correct. We actually don't need a formula... Changed glide64 to not force vsync. You apparently need to read the back buffer or else you get choppy video.
N64: Changed the hardcoded video plugin to use glide. Glide apparently requires you to set the video mode before initializing the plugin
|
2013-05-04 23:51:50 +00:00 |
pjgat09
|
55c7fc55ab
|
m64p: Made two new functions for saving and loading states, directly based on the m64p methods but without files
N64: Copied savestating code from other cores. States take a while to save, and the audio is weird when loading.
|
2013-05-04 04:07:04 +00:00 |
pjgat09
|
d5966dd908
|
N64: Video now resizes
|
2013-05-04 02:46:37 +00:00 |
goyuken
|
079255b29f
|
n64: gc issue fix?????????
|
2013-05-04 01:46:12 +00:00 |
goyuken
|
4a74249236
|
n64: remove a few minor hacks in n64.cs that were due to previous minor hacks of mine and are obselete now that the first frame problem is resolved
|
2013-05-04 01:32:33 +00:00 |
goyuken
|
d87b5e7324
|
n64: turn right side up again
|
2013-05-04 01:30:39 +00:00 |
goyuken
|
54ff07fbfc
|
n64: fix race bug introduced in previous revision. also turn display upside down
|
2013-05-04 01:16:27 +00:00 |
goyuken
|
1abb7cf91a
|
n64: resolve the "first frame" issue
|
2013-05-04 00:47:36 +00:00 |
goyuken
|
1bf7280b75
|
n64: in the managed side, use an AutoResetEvent to wait on the core instead of spinning. saves cpu time.
|
2013-05-04 00:28:05 +00:00 |
goyuken
|
147c77c124
|
n64: screw things up some more. use a semaphore to handle stoppage in r4300 interrupt. blah. it's faster
|
2013-05-04 00:23:52 +00:00 |
pjgat09
|
d9f9d77712
|
N64: Wire up the reset and power buttons
|
2013-05-03 21:13:23 +00:00 |
goyuken
|
314906ce66
|
saturn - comment out the hacked up scsp savestate stuff and replace it with something much simpler (but more fragile). old scsp save routine has same bug as r4399 - immediate save+load+save produces different savestates. new doesn't.
|
2013-05-03 19:51:03 +00:00 |
pjgat09
|
7810621d6d
|
N64: Started work on wiring the config system. The video output resolution is now (temporarily) set to 800x600
|
2013-05-03 02:36:46 +00:00 |
pjgat09
|
fa349542ef
|
N64: Added exceptions in the event of a problem loaded one of the dlls
|
2013-05-02 22:17:36 +00:00 |
pjgat09
|
ee9584f3aa
|
N64: Commented out, but rudimentary fake analog stick support by looking at the DPad buttons and basing the analog stick position based on those
|
2013-05-02 22:08:54 +00:00 |
pjgat09
|
2a0c6c4daf
|
m64p: Configure controller 1 to be plugged in. Flesh out the plugin somewhat
N64: Pass controller 1 data to the core
|
2013-05-02 03:38:57 +00:00 |
adelikat
|
c6634273d7
|
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
|
2013-05-02 01:54:44 +00:00 |
goyuken
|
53f9e002f4
|
n64: disable certain debug messages for now as they're causing crashing problems.
fix audio, hopefully. sounds fine on diddy kong racing.
|
2013-05-02 00:33:44 +00:00 |
pjgat09
|
08c41348e5
|
N64: Attempt to fix a threading problem
|
2013-05-01 22:32:31 +00:00 |
goyuken
|
6b350e58c9
|
n64: audio stuff, but all commented out for now
|
2013-05-01 22:26:08 +00:00 |
pjgat09
|
365d1f159c
|
N64: Clean up the core on rom close
|
2013-05-01 22:18:53 +00:00 |
pjgat09
|
533baf9ef3
|
N64: Added a function to get the audio rate from the core.
|
2013-05-01 21:28:15 +00:00 |
goyuken
|
0a1e942dfe
|
n64: rework audio a bit. best listened to in audio throttle mode. the problem seems to be that different games use different audio out sampling rates, and i don't know how to detect the right one. current selection (32khz) seems to be right for merio and falcon punch
|
2013-05-01 14:38:47 +00:00 |
pjgat09
|
7f7b9eac1f
|
m64p: Created a new audio plugin that saves the samples in a buffer for bizhawk to retrieve. Also added some miscellaneous svn:ignores
N64: Hooked up the new audio plugin, but it doesn't sound exactly right.
|
2013-04-30 03:24:44 +00:00 |
pjgat09
|
160de71206
|
N64: Removed an unneeded dummy variable
|
2013-04-30 02:24:07 +00:00 |
pjgat09
|
8ec6c762bd
|
N64: Set a variable to volatile to fix problems with bizhawk freezing during frame advance.
|
2013-04-30 02:22:56 +00:00 |
pjgat09
|
3bc682a411
|
m64p: Added VI callback functionality
N64: Made a VI callback function which declares the frame complete every VI, instead of per frame.
|
2013-04-30 01:50:27 +00:00 |
pjgat09
|
2598967d56
|
m64p: Start the emulator paused
N64: Wait for the emulator to start up before returning from the constructor.
|
2013-04-30 01:14:07 +00:00 |
pjgat09
|
1f7b5a5ce9
|
N64: Run the m64p core frame by frame. Added a frame callback function to retrieve the framebuffer from the m64p core when it's ready. Added math to convert the m64p framebuffer to bizhawk's formula.
|
2013-04-30 00:36:54 +00:00 |
pjgat09
|
bfc0117237
|
m64p: Hard coded an ini file location until I can be bothered to work out the config handling in m64p
N64: Loads roms and pops up an SDL window to display them
|
2013-04-30 00:08:21 +00:00 |
pjgat09
|
a4fb43185a
|
N64: Adding a dummy emulator
|
2013-04-29 01:57:41 +00:00 |
zeromus
|
df99f36464
|
support bsnes xml files and super road blaster MSU-1 game
|
2013-04-24 22:09:11 +00:00 |
zeromus
|
b482a4af0b
|
make note about how to get msu-1 working
|
2013-04-24 17:17:25 +00:00 |
zeromus
|
45a671ce73
|
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
|
2013-04-22 22:34:18 +00:00 |
adelikat
|
be2937fdec
|
Code refactoring of Tools files - no functional changes other than some very tiny speedups and null checks
|
2013-04-14 23:56:45 +00:00 |
adelikat
|
cff1ff2940
|
Removing unused directives from a bunch of files because I was playing around with resharper, but that got boring so not every file
|
2013-04-14 20:39:19 +00:00 |
adelikat
|
da80b7117a
|
Oops, Make VS2010 project compile
|
2013-04-14 20:04:38 +00:00 |
adelikat
|
e8eeb7f4fa
|
NESHawk - threw .net 4.5's aggressive inline attribute on some hot functions, seems to give me about a 3-5% speedup
|
2013-04-11 02:04:13 +00:00 |
adelikat
|
1c33b92bf1
|
NES - separate first/last scanline settings for NTSC vs PAL (default of 8,231 NTSC and 0,239 for PAL)
|
2013-03-25 01:59:34 +00:00 |
goyuken
|
8d1fcd0b8a
|
snes: movie recording starting from now now supported
|
2013-03-17 18:11:30 +00:00 |
goyuken
|
7d21df6648
|
GB: fix movie "start from now" (it never worked before). this is a minimalist fix that's designed to not break compatibility with any existing savestates, but is kind of fragile.
|
2013-03-17 17:15:33 +00:00 |
adelikat
|
84bc032656
|
Some warning cleanup
|
2013-02-24 20:17:12 +00:00 |
adelikat
|
0530547f34
|
NESHawk - CNROM - support ROMS that use MAPPER185 as the header designation and are not in bootgod (specifically Sansuu 1,2,3), and prevent Bird Week from crashing. In all these cases the games still don't work, but at least they don't crash
|
2013-02-19 02:52:32 +00:00 |
adelikat
|
2c4fcd0cb3
|
NEShawk - Fix savestate loading on mappers 115 and 248
|
2013-02-19 01:58:13 +00:00 |
zeromus
|
e88fb73706
|
nes-initial values for mmc3 registers.. not clear on whether theyre real or not, but folks seem to be depending on them, and fceux does it
|
2013-02-11 09:09:37 +00:00 |
zeromus
|
501c68bb9f
|
nes-make memoryRand track fceux latest
|
2013-02-11 09:08:54 +00:00 |
zeromus
|
9cf0a3f30f
|
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.
|
2013-01-18 05:06:26 +00:00 |
zeromus
|
11aef10c2e
|
snes-dont churn through memory so fast when loadstating/rewinding. i think its fragmenting the OS heap pretty badly because it kept reallocating shared memory blocks
|
2013-01-18 04:46:17 +00:00 |
zeromus
|
1b33d1dc9d
|
snes-fix bug where you cant load games lacking save ram
|
2013-01-14 07:22:36 +00:00 |
goyuken
|
a0ea09a226
|
nes: mapper 117: some sort of vrc7 clone. fixes "Crayon Shin-Chan" (not that one, the other one)
|
2013-01-09 23:22:40 +00:00 |
zeromus
|
66077951c4
|
snes-fix timing calculations in aviout and movieplay dialog
|
2013-01-09 23:03:46 +00:00 |
goyuken
|
926cf64fe7
|
dual GB: tweak frame timing. dual GB frame timing closely resembles that of lsnes-gambatte; with more than one console, there's no point trying to precisely sync to the v-timing of just one of them.
|
2012-12-30 17:38:44 +00:00 |
goyuken
|
87a36128e3
|
dual gb: fix edge case frame boundary timing thingy
|
2012-12-29 18:55:10 +00:00 |
goyuken
|
8715f2bb2a
|
dual gb: memorydomains
|
2012-12-29 18:06:39 +00:00 |
goyuken
|
1cdc51f789
|
dual gameboy: sound
|
2012-12-29 17:11:19 +00:00 |
goyuken
|
166110c609
|
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.
|
2012-12-29 15:48:30 +00:00 |
goyuken
|
2a7ea6bfb0
|
libsnes: add comments to snes_input_state() explaining the parameters as i understand them. note that we only actually have 2 controllers at the moment, not 4.
|
2012-12-29 02:43:00 +00:00 |
goyuken
|
ab8af9f73e
|
remove some unused junk from last commit
|
2012-12-29 02:07:01 +00:00 |
goyuken
|
63f9752ea2
|
rough in some stuff for game boy link cable recording. none of it is finished yet
|
2012-12-29 01:25:06 +00:00 |
goyuken
|
714292c77c
|
gambatte: change memory domain check to mod instead of and (because domains can be not power of 2 sizes)
|
2012-12-27 22:50:34 +00:00 |
adelikat
|
06bd1b979a
|
GB - mask peek and poke memory functions, fixes potential exceptions when calling on bogus addresses for that domain
|
2012-12-27 18:48:12 +00:00 |
zeromus
|
2988217d77
|
snes-fix SGB core which had got a little broken while trying to setup memory domains
|
2012-12-27 18:47:15 +00:00 |
zeromus
|
213f12b5a2
|
snes-actually turn on that thing i did last night, to see if anyone thinks it improves performance
|
2012-12-27 18:11:44 +00:00 |
zeromus
|
9a778a55fe
|
snes-add a bunch of complicated libsnes communication code. not sure whether it helps. need to gather data.
|
2012-12-27 07:59:19 +00:00 |
zeromus
|
42e473b7a8
|
snes-fix dll deps in 64bit bsnes
|
2012-12-26 21:25:39 +00:00 |
zeromus
|
0545cb64fa
|
snes-make hex editor faster
|
2012-12-26 18:25:45 +00:00 |
zeromus
|
8a69a4ebe0
|
switch snes core back to external process. more refined this time. support use of performance core.
|
2012-12-25 20:36:04 +00:00 |
goyuken
|
717ec931f1
|
snes: disable tracelogger. i'll figure out what i broke after the snes pwrap is done
|
2012-12-23 18:05:48 +00:00 |
goyuken
|
3cc475a64f
|
reverse merge r4180, r4181, r4189
|
2012-12-23 16:30:00 +00:00 |
goyuken
|
b7b8a81627
|
nes: JALECO_JF_19: change behavior so that "Moero!! Pro Yakyuu '88: Kettei Ban" now runs. strangely, this doesn't affect "Moero!! Pro Soccer", which already ran and still does. i'll try not to think about it too hard.
|
2012-12-21 16:14:38 +00:00 |
zeromus
|
f1401a16e1
|
snes-fix new bugs in audio
|
2012-12-21 16:13:11 +00:00 |
zeromus
|
8d7da30681
|
snes-refactor bsnes bindings to work via external process. should solve all stability problems. there is much sloppy transitionary code still in this commit; we need to smoke out any killer issues with this approach before committing too heavily. speed is close enough to last release, and can still be improved.
|
2012-12-21 07:23:55 +00:00 |
zeromus
|
eec37da5b4
|
nes-fix MMC1 to use less bizarre techniques (it was my first mapper, after all) and magically fix bases loaded II graphics at the same time. check other MMC1 games to see if I broke anything, but it is a pretty trivial mapper.
|
2012-12-21 07:12:01 +00:00 |
goyuken
|
79f5a344e1
|
nes: axrom: support "ACCLAIM-AOROM" wizards and warriors 3
|
2012-12-20 01:27:13 +00:00 |
goyuken
|
70cc20175c
|
NES: Test out some savestates, and get more crashes... the problem is that a number of mappers use some state variable names that are identical to APU variable names. Fixed by enclosing entire mapper in a section every time. This particular discovery though, suggests to me that 1.3.0 release NES savestates are possibly much more broken than originally suspected, if mapper IRQ information is being stomped out by APU IRQ information.
|
2012-12-19 15:46:37 +00:00 |
goyuken
|
3a9fa9abb1
|
nes: vrc7: support ines without crc. in case someone ever makes a vrc7 homebrew. which they won't.
|
2012-12-18 23:09:33 +00:00 |
goyuken
|
ff6539d268
|
nes: related to the last commit, fix mapper 116, mmc5, vrc6
|
2012-12-18 03:17:10 +00:00 |
goyuken
|
d479e5661a
|
The robustness update to the Serializer caused a problem when multiple variables with the same string name are saved\loaded in text form. The old system would just read\write them in order; the new one would silently discard all but the last occurrence. The Serializer now throws an exception in these circumstances. To fix individual cores, duplicate usage of variables needs to be enclosed in separate sections. Fixed an occurrence of this in the NES APU, where the two Pulse channels were being confused; fixes sound bugs on loadstate in some games.
|
2012-12-18 03:03:11 +00:00 |
goyuken
|
26abfe4574
|
nes: apu: add some pulse channel variables to the savestate that weren't in it before. maybe this fixes something? maybe it doesn't. it certainly doesn't fix my problem in driar...
|
2012-12-18 02:22:40 +00:00 |