Commit Graph

2647 Commits

Author SHA1 Message Date
adelikat 694f2aaae6 Ram Search - very slight optimization 2012-08-20 00:22:57 +00:00
adelikat df5ddfced8 oops 2012-08-19 23:49:42 +00:00
adelikat 6108a88245 About box cleanup - use emuversion constant so I don't have to update it in two places, add a release date constant so I don't forget to update that, some misc dialog tweaks 2012-08-19 23:44:17 +00:00
adelikat 07c32e23ba GUIText (Lua and ram watch) - remove gray in drawing 2012-08-19 23:24:16 +00:00
adelikat 1350daa5d4 Clear Lua and Ramwatch lists on loadstate, fixes problem of garbled drawing on loadstate 2012-08-19 23:22:10 +00:00
adelikat 72cc4aa50a DrawScreenInfo was being run twice, removed one of the calls 2012-08-19 21:54:23 +00:00
beirich 728c970f16 fix premature commitation 2012-08-19 19:16:08 +00:00
beirich 4ba8fcf227 ym2612: Implement detune. Implement a somewhat better resampler, still not a Good One. 2012-08-19 04:41:34 +00:00
adelikat 43518a3a57 TAStudio - add hotkeys for Clear and Insert # Frames 2012-08-18 00:09:00 +00:00
adelikat 514c3200d7 remove more tastudio instances in movie class, TAStudio - re-hook up double click event 2012-08-18 00:04:12 +00:00
adelikat c9ddbd6d89 TAStudio - implement Cut function, fixes to insert, and delete, minor cleanup of movie object 2012-08-17 23:56:37 +00:00
adelikat 37f5027de6 TAStudio - implement copy function, and slicer section 2012-08-17 23:27:29 +00:00
adelikat 952892b5df TAStudio - implement Truncate Movie 2012-08-17 03:24:33 +00:00
adelikat 862caafd05 TAStudio - implement Insert # Frames, and Select All, hide context menu items based on read-only status 2012-08-17 03:04:35 +00:00
adelikat d7e05ceb32 TAStudio - implement clear frame, pause emulator on TAStudio load 2012-08-17 02:26:47 +00:00
adelikat 9baf1b8f28 TAStudio - implement clone frame feature, and some UI and Movie object cleanup 2012-08-17 02:18:25 +00:00
adelikat e900a5b1ba TAStudio - fix up Insert Frame functionality, add it to non-interim builds, and map hotkey as ctrl+shift+ins 2012-08-17 01:26:00 +00:00
adelikat 932303df68 TAStudio - hook up Ctrl+Mousewheel to frame advance and rewind events. TODO: Figure out how to (also) add right-click + mousewheel 2012-08-17 01:01:46 +00:00
adelikat 99f073266d Ram Watch - fix bug where values are not updating after a power cycle/rom load/movie load 2012-08-15 01:35:17 +00:00
adelikat 0ed2ec1be9 Ram Watch - oops, fixed last commit better 2012-08-15 01:14:25 +00:00
adelikat 0d867101bf Ram Watch - if both auto-load and display on screen are set, don't load the dialog when loading the emulator (just load the watches on screen) 2012-08-15 01:03:27 +00:00
adelikat 3e3b154895 Ram Watch - fix endless exceptions when loading different ram watch files 2012-08-15 00:56:34 +00:00
adelikat 7d9cee2905 Remove new controller config idea 2012-08-13 03:23:25 +00:00
adelikat d8a21d18ff Revert use of new input config dialog 2012-08-13 03:17:47 +00:00
adelikat aa2475806a CHecking in a possible better solution for a controller config dialog 2012-08-13 01:22:02 +00:00
adelikat a5e369b872 NES - PPU Viewer - more small speed optimizations 2012-08-12 19:42:00 +00:00
rolanmen1 e2469328ae LuaWriter. Color numbers, need to make it color hexadecimals aswell. 2012-08-12 07:06:38 +00:00
adelikat 6dfcd10575 NES - PPU Viewer - draw immediately on load, PPU Viewer / Nametable Viewer - draw immediately on Restart() 2012-08-12 02:21:53 +00:00
adelikat 57987c0a21 NES - Nametable viewer - big speed boost by not repainting the unseen background 2012-08-12 02:13:06 +00:00
adelikat fb3d1a1bd3 NES - PPU Viewer - nice speed boosts by tweaking palette and pattern viewers to not redraw backgrounds 2012-08-12 02:05:37 +00:00
adelikat f84a3709c9 Misc code cleanup 2012-08-12 01:09:30 +00:00
adelikat af1dbf5305 NES - PPU Viewer - other small optimizations 2012-08-12 00:00:57 +00:00
adelikat 9fff16c0f4 NES - PPU Viewer - oops fix last commit, and also slightly better optimized as a bonus 2012-08-11 22:50:14 +00:00
adelikat 379e724d34 Render Panel - some tiny speedups 2012-08-11 22:38:40 +00:00
adelikat 1fcc6a24a5 NES - Nametable viewer - small optimizations ~1fps speed up 2012-08-11 22:32:52 +00:00
rolanmen1 c5577b7850 LuaWriter. I finally finished coloring Strings and Comments correctly. 2012-08-11 05:15:56 +00:00
adelikat 9cb825418f Lua Writer - take over paint event and only paint once per ProcessText(). Still todo: better management of when and what to draw 2012-08-11 01:50:27 +00:00
rolanmen1 945c12eb13 LuaWriter. AutoCompleteView will change through selected items by pressing Up/Down while keeping focus of the textbox. This will work once a highlight issue get solved. 2012-08-09 21:53:49 +00:00
rolanmen1 4771ba0f15 LuaWriter. Pressing Enter when there's no if, while, for, etc.. will add the tabs that the previous line had. 2012-08-09 20:18:43 +00:00
jxq2000 2fc36dca9b Revert previous commit related to updating colors/format of only one line at a time since that won't catch multi-line strings or comments. 2012-08-08 21:33:24 +00:00
beirich 9979c9f0d5 Add Gun.Smoke (KR) SMS to db 2012-08-08 02:28:54 +00:00
adelikat 1121479a5d gamedb - fix duplicate entry 2012-08-08 01:10:45 +00:00
beirich ce6de177a6 add CJ Elephant Fugitive dump to GameGear DB [CodeMasters mapper] 2012-08-08 01:02:26 +00:00
jxq2000 5770931669 Some work in ProcessText to try and alleviate the "OMG WE ARE ALWAYS SCROLLING" problem when typing.
Still needs some work (so no functional change yet), but the initial idea is to allow for checking/updating of only the current row when called from timer_Tick.
2012-08-06 23:19:05 +00:00
jxq2000 759bd52f6d Some progress made on positioning of the autocomplete box. 2012-08-06 22:52:55 +00:00
rolanmen1 05b107ed49 LuaWriter. Made ColorComments, ColorStrings and ColorLongStrings (wich is now called AddComments, AddStrings and AddLongStrings respectively) will no longer search symbols in the textbox, instead on a copy of it that is saved in a string variable. 2012-08-06 08:18:50 +00:00
rolanmen1 38723f8786 LuaWriter. This is half of a lot of changes im making.
1)Made a list of int arrays, these will have a start position, length, color and a number that will tell if said text is gonna be bold or not. This was made to color the text only once per edit. I also made it so these values are added in order of the starting position. This will select the text from top to bottom and not randomly like it used to be.

2)Made ColorSymbols (wich is now called AddSymbols) will no longer search symbols in the textbox, instead on a copy of it that is saved in a string variable. This was made because the RichTextBox.Find method selects text in the textbox, making the whole process slower. This will be done to the ColorComments and ColorStrings aswell.
2012-08-06 07:12:25 +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
adelikat 4a28a1aa96 Archive Chooser - sort entries by region, add hotkeys 1-9 that select items 1-9 respectively 2012-08-04 22:45:58 +00:00
adelikat 02fc8eeaaf Archive Chooser - automatically highlight the first entry on load 2012-08-04 21:57:49 +00:00
rolanmen1 087947273c LuaWriterColorConfig. Added a panel to color Normal Text, also to put it bold.
LuaWriter. Added menu item that colors the background of the textbox. Added all the variables into Config.cs
2012-08-04 03:35:17 +00:00
adelikat 3eff778b98 Increment build number, this marks the beginning of the 1.0.6 release 2012-08-04 01:20:05 +00:00
rolanmen1 886ef5940a LuaWriter. Fixed small bug when editting a script from Lua Console, also from the Save and SaveAs options. Created a bool value that tells when the Text is being processed or not, since coloring triggers the TextChanged Event it will ProcessText multiple innecessary times. 2012-08-03 22:08:28 +00:00
goyuken b14154b30c AviWriter.cs : don't mix unmanaged allocation types 2012-08-03 22:02:04 +00:00
goyuken 49daf880fb automated dumping with --dump-type=vfwavi works. this involves marshalling/unmarshalling deep copies of unmanaged structs, which has a lot of details i'm not terribly familiar with. so might crash on some stuff? feedback appreciated 2012-08-03 17:43:17 +00:00
rolanmen1 44abe3ad4a LuaWriter. Now colors LongStrings. 2012-08-03 06:17:21 +00:00
rolanmen1 8d0f87e5d9 LuaWriter. Added new option "Start With Empty Script", wich triggers the option of having while true do emu.frameadvance() end when creating a new script. 2012-08-03 02:59:36 +00:00
andres.delikat cc82bfbefc small optimization 2012-08-02 21:46:08 +00:00
rolanmen1 bc39f81b8a InputPrompt. I made the UserOK variable to change to false if the user clicks the Cancel button.
LuaWriter. Adding "end" after pressing Enter if the current line has "if", "for", etc. is now fixed. Also added some more edit menu items, like Undo, Redo, Cut, Copy, Paste, Select All, Search, Replace and Go To...

Search and Replace still need to be implemente. Implemente Go To, if the user inserts an invalid text (letters, symbols, etc) it will not close and prompt an error. Otherwise, it will go to the specified line.
2012-08-02 21:45:06 +00:00
andres.delikat 174dec1472 Clean up some movie slop in the frame loop, sbizhawk should now run unnoticeably faster 2012-08-02 21:30:30 +00:00
andres.delikat 754422b0e4 Lua Writer - bold for syntax highlighting option 2012-08-02 17:48:17 +00:00
jxq2000 2e41102f8a Initial code, which doesn't fully work, for positioning the AutoComplete box.
Also moved over the "zoom" label so it doesn't clash with the position label.
2012-08-02 01:07:04 +00:00
adelikat 5a28f54454 On behalf of Rolanmen: LuaWriter. Added Restore Settings item, when closing, it will save the Zoom Value in Config.cs
LuaWriterColorConfig. Fixed little bug that didn't colored the Library panel. Also made each Color Dialog select it's default color.
2012-08-01 02:56:38 +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 a0190e9135 NES - mark a bad version of Hyrule Fantasy as a bad dump in the gamedb 2012-07-31 01:12:18 +00:00
adelikat 34c796d96d Input Config - fix bug where auto-tab setting was not being respected when changing controllers or consoles 2012-07-30 00:43:40 +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 0e3cb19e0b NES - gamedb - Ying Lie Qun Xia Zhuan (Ch) is mapper 192 not 245 2012-07-29 15:45:24 +00:00
adelikat ad0c7d863c LuaWriter. Added a Zoom label, it is updated when you zoom in/out using Ctrl + MouseWheel 2012-07-27 23:33:05 +00:00
adelikat 7363b06264 Remove some console logging when the context menu is opened. 2012-07-27 00:52:10 +00:00
adelikat db464a3bbd NES - Nametable viewer - draw nametable immediately when loading the dialog 2012-07-27 00:36:31 +00:00
adelikat bbbc51ecf8 Lua Writer - save font and font size to config (todo: font style), hook up exit button 2012-07-27 00:15:02 +00:00
andres.delikat 4d910ce93c TAStudio - remove some assumptions that opening TAStudio = movie loaded. This should never happen! TAStudio has virtualpads, an item useful without movies. It should not be assumed nor required that a movie is loaded! 2012-07-26 22:10:18 +00:00
adelikat fc5c669353 Lua Writer - fix default new lua to have the cursor position on a tabbed new line above emu.frameadvance() 2012-07-26 02:51:25 +00:00
adelikat dcc841fe3b Lua Writer - reset zoom factor, and resize dialog to something more reasonable 2012-07-26 02:22:56 +00:00
adelikat 2881187605 Lua Writer - set default font to a fixed width font, set tabs to 4 spaces 2012-07-26 01:22:12 +00:00
jxq2000 caa606af71 Lua writer color config is now functional, with default button; small fix to default library color; reverted introduction of redundant "Emulua..." value. 2012-07-26 00:48:19 +00:00
adelikat c0015a5b4c Lua Console - set a proper tooltip on the New Script toolstrip menu item 2012-07-26 00:01:21 +00:00
adelikat f93be79a47 LuaConsole: Hides and Disables the new script button on debug mode.
LuaWriter: Automatically adds "end" after pressing enter when if the line has "if", "for", "while", or "function". Even though, it creates a new line before the statement
2012-07-25 22:53:11 +00:00
andres.delikat a5ed71269d text: LuaConsole. Added a New Script menu item and toolstrip button. It calls the LuaWriter with a null path.
LuaWriter. If it is loaded with a null value, it will start the Text with while true do emu.frameadvance() end.
2012-07-25 17:36:26 +00:00
andres.delikat 8214a649c3 Lua console - fix to autoload lua session, if there is no recent session, it will open nothing, rather than cause an exception 2012-07-25 13:55:25 +00:00
brandman211 1bedd81666 That optimization for movie length calculation in the PlayMovie dialog now accounts for files with new line characters of all sizes. 2012-07-25 08:01:02 +00:00
adelikat bb05876f84 Fix lag counter display where lag frame drawing did not use the anchoring property 2012-07-25 00:51:59 +00:00
adelikat 863a7c3690 Fix bug when Run in Background is Disabled, emulator will now remember if the emulator was paused before losing focus, if it was, it will not unpause when activated. 2012-07-25 00:45:05 +00:00
adelikat 817b202192 On Behalf of Rolanmen - LuaWriter. Now Colors Lua Library Words. 2012-07-24 03:35:28 +00:00
adelikat 08e79f26a2 Lua Writer - color config - re-hook up the load event that got clobbered at some point 2012-07-24 01:39:19 +00:00
jxq2000 6c5c33ea7a Beginning of Lua Writer Color config form - not yet functioning.
Renamed a global variable for consistency with others.
2012-07-24 01:11:36 +00:00
andres.delikat ae291162e1 Add Xing Ji Wu Shi (Ch) to gamedb as Mapper 176 (The ROM floating around is incorrectly labeled as 177) 2012-07-23 21:19:45 +00:00
adelikat 8825cb7499 Fixes to Lua Writer on behalf of Rolanmen 2012-07-23 12:28:03 +00:00
adelikat 8b06a39ef9 Lua Text - start a very rough auto-complete box 2012-07-23 02:24:48 +00:00
adelikat 6379aafbae Lua Writer - start syntax color config dialog and font config, neither do anything yet 2012-07-23 01:32:41 +00:00
adelikat 973aa8f9ae Lua Writer - better color of library names, anchoring 2012-07-23 01:10:31 +00:00
adelikat a8753021cc Lua Writer - syntax highlighting for bizhawk lua library functions 2012-07-23 01:02:04 +00:00
goyuken 7db089fbbd add automated dumping. command line example:
bizhawk.multiclient --dump-type=ffmpeg --dump-name=foobar.avi --dump-length=1000

type is one of 'vfwavi' (doesn't work), 'ffmpeg', 'jmd', 'nut', 'wave'
name is filename to dump to; might be auto-modified to add segment split names (_00, _01, etc)
length is length of dump in frames after which it auto-stops.  if omitted, set to be equal to the length of the movie loaded with --movie, or if not that, it runs forever (can be stopped from UI)
2012-07-23 00:33:30 +00:00
adelikat f9c764f5e5 oops, previous commit didn't compile 2012-07-22 22:26:43 +00:00
adelikat 09fb9c88f4 Lua Writer - implement saving and fix so that the text only redraws when it needs to. 2012-07-22 22:24:02 +00:00
rolanmen1 0eba6e53e4 LuaWriter. Added coloring symbols, it won't color if the symbol is part of a comment or a string. Also made (") and (') to not color when it's part of a comment.
Config.cs. Added SymbolColor, wich by default is black.
2012-07-22 22:16:44 +00:00
zeromus f951b5e932 fix issue where mario bros 3. gets auxilary files created as mario bros. how it got this way is a bit baffling, so i hope i didnt break anything 2012-07-22 20:26:38 +00:00
adelikat 75bed1f242 Lua Console - open selected file in lua writer dialog, implement drag & drop on lua writer (but fails because it doesn't allow drop on the edit box itself) 2012-07-22 20:25:53 +00:00
adelikat a380319973 Lua Console - remove hacky lua writer button. Set edit button to open the writer on interim builds only 2012-07-22 19:59:33 +00:00
adelikat e56de584e3 Lua Writer - faster drawing 2012-07-22 19:54:40 +00:00
rolanmen1 21344b7bc4 LuaWriter. Re-structured coloring Strings. 2012-07-22 04:22:18 +00:00
adelikat f85b6a017b NES - checkin start of mapper 91 2012-07-22 01:02:18 +00:00
rolanmen1 f775c081f1 Config.cs: Added 3 variables that will be used for the colors of LuaWriter.
LuaWriter: Made it use the values of the variables in Config.cs. Made (") and (') colors the whole line if they are not closed. Now colors the word elseif.
2012-07-21 19:29:45 +00:00
rolanmen1 1616cc7eb9 LuaWriter. Prevented some exceptions. 2012-07-21 04:17:49 +00:00
rolanmen1 9bca1b198d LuaWriter. Fixed error that prevented coloring multiple strings in the text. Also made that Reserved Words will only color if there are no letters or numbers next to them. 2012-07-20 22:50:28 +00:00
rolanmen1 1a45b82d64 LuaWriter. Now colors Strings. TODO: Allow to color multiple Strings in the same line. 2012-07-20 22:02:14 +00:00
rolanmen1 6f295fe0c8 LuaWriter. Now colors Multi-Line Comments. 2012-07-20 05:36:33 +00:00
rolanmen1 48b24703a3 LuaWriter. Now colors single line comments to green. 2012-07-19 21:20:23 +00:00
rolanmen1 4b3971a997 LuaWriter. It will now color black unmatches in the text. Also fixed a bug that randomly selects a small block of text. 2012-07-19 19:58:27 +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 7cb69f4826 Hook up LuaWriter to a new & hacky toolstrip icon for now 2012-07-19 04:19:24 +00:00
adelikat fb841bc764 check in luawriter winform files, needs to be hooked up 2012-07-19 00:19:47 +00:00
beirich 62477210dd Check in initial gamedb for genesis, although it is not #included from gamedb.txt since there's no real point yet. 2012-07-17 01:23:51 +00:00
brandman211 21558eaf11 -Made ReadMemory and WriteMemory for the Intellicart Read/WriteCart and made them return nullable values instead of passing an out value.
-Started parsing data segments.
--CRC check fails. :(
-Added .bin and .rom to the Intellivision associated file extensions in the load ROM dialog.
2012-07-16 05:52:01 +00:00
adelikat e8d8eacb06 NES - Nametable Viewer - Show address block in tooltip on nametable selection radios 2012-07-16 01:37:57 +00:00
zeromus 35fa5f5985 fix memory leaks in filters 2012-07-15 09:13:46 +00:00
pasky1382 4ef07ddf23 Implemented Zeromus's Display Filters in the menubar for usage. 2012-07-15 08:50:24 +00:00
zeromus bd1aaf7ff7 fix old displaymanager filter junk 2012-07-15 07:38:36 +00:00
andres.delikat f7752584c6 Lua - implement input.getmouse() 2012-07-13 22:21:01 +00:00
andres.delikat f18554f248 missed some values in the Decrease Speed hotkey 2012-07-13 16:54:33 +00:00
andres.delikat 224b98c0cc PCE - BG Viewer - add tile and palette stats on mouse over. Add tool to non-interim builds 2012-07-13 02:25:45 +00:00
andres.delikat b84a601ef3 PCE - BG Viewer - Refresh Rate slider, UI cleanup 2012-07-13 00:38:04 +00:00
andres.delikat 0834c63a43 NES - sound config dialog for toggling sound channels 2012-07-12 23:13:22 +00:00
andres.delikat f5a7dc2191 Lua - implement client.setwindowsize() 2012-07-12 22:20:48 +00:00
andres.delikat e534c5b133 Show hotkey mapping on menu item for background input 2012-07-12 22:09:15 +00:00
andres.delikat 70b5d68ae0 Add hotkey for background input (add on screen message when toggling this feature) 2012-07-12 21:56:59 +00:00
andres.delikat 16b86e70e7 Increase/Decrease Speed hotkeys 2012-07-12 21:39:11 +00:00
andres.delikat 4061361fe0 Add a bunch of on screen messages for various menu item toggles 2012-07-12 19:50:27 +00:00
andres.delikat 15371b3cd9 Lua - implement emu.enablerewind(), also add on screen message when rewind is toggled 2012-07-12 19:42:13 +00:00
andres.delikat fcac19aed9 Lua - implement emu.displayvsync, also add on screen message when limit frame rate is toggled 2012-07-12 19:36:07 +00:00
andres.delikat 2304b2d4e2 Lua - implement emu.limitframerate, also add on screen message when limit frame rate is toggled 2012-07-12 19:23:39 +00:00
andres.delikat 9c947652f5 Lua - implement emu.minimizeframeskip() 2012-07-12 19:02:30 +00:00
andres.delikat 858f133f9e Lua - Implement emu.speedmode and emu.frameskip 2012-07-12 18:39:24 +00:00
andres.delikat 45227b1b11 Lua - Lua Function List - column sorting (including descending) 2012-07-12 02:03:46 +00:00
andres.delikat 4aaeabb568 Lua - much improved lua function list including return type and parameters 2012-07-12 00:57:09 +00:00
goyuken fd7a0b2fe7 change CoreOutputComm to use exact integers to specify VsyncRate. Helps for AV dumping with formats that require exact integer rates (AVI), and for emulators that aren't exactly 50hz/60hz (none yet). 2012-07-11 21:37:35 +00:00
andres.delikat 3a73f8a427 Lua - backend for more thorough self documenting, lua function list dialog has the same functionality as before but is primed for a better UI 2012-07-11 15:03:51 +00:00
andres.delikat 9da0cd3553 Lua - forms.textbox() add field to optionally set the textbox to signed, unsigned, or hex values 2012-07-10 23:09:06 +00:00
andres.delikat 3f81bc9cdb Lua - implement forms.addclick() and forms.clearclicks() 2012-07-10 22:52:06 +00:00
andres.delikat 04273ec3ee Lua - implement forms.settext() 2012-07-10 22:27:05 +00:00
andres.delikat 4542ae12d1 Lua forms library - implement SetLocation(), SetSize(), TextBox(), and Label() 2012-07-10 21:15:30 +00:00
andres.delikat 827e2150d7 Lua - implement forms.button(), and the basic backend for calling lua functions on events from user generated controls 2012-07-10 20:23:19 +00:00
zeromus 3a8fe7c464 lua-fix crashes when scripts terminate 2012-07-10 19:40:35 +00:00
andres.delikat ec9cf60d6d Lua - start forms creation library, implement forms.create(), forms.destroy(), and forms.destroyall(). Still TODO: make the forms do something! Also added console.log as an alias to console.output 2012-07-10 19:04:35 +00:00
andres.delikat ca9c27113f "Never be asked to save changes" config menu item 2012-07-10 17:22:23 +00:00
andres.delikat 0791a713a4 Hex editor - remove a todo that is no longer valid 2012-07-09 18:41:59 +00:00
brandman211 104511c5b7 -Intellivision.cs' constructor initializes the PC to 0x1000.
-Set up the "official" memory map - see http://wiki.intellivision.us/index.php?title=Memory_Map
--Things I didn't do:
---Accessibility.
---Additional Occupied Memory Ranges.
---Addresses Available to Cartridges
---Initialize any of the byte arrays.
--Not sure which of these I need to do, but clearly the byte arrays have to be initialized somewhere to something and there's a lot of gaps in this memory map.
2012-07-09 05:29:45 +00:00
beirich 36ba018ae0 basic wire-up of Intellivision core 2012-07-08 04:20:53 +00:00
adelikat 9a86b483d7 Remove speed hack on sound off for NES core, I've been told bypassing the APU isn't TAS safe 2012-07-05 19:27:07 +00:00
brandman211 a127e2e4f2 Diff => Difference in the View submenu on Ram Watch. 2012-07-05 19:10:12 +00:00
adelikat 11312699e4 Ram Watch - fix sorting of prev & diff columns based on last change definition 2012-07-05 03:34:05 +00:00
adelikat d65bd2bb0c Ram Watch - better default column widths and fix restore default settings column widths. Fix reseting of Prev column when changing prev definitions 2012-07-05 03:21:39 +00:00
adelikat af9690baec Ram Watch - center diff column 2012-07-05 03:11:33 +00:00
adelikat a1ff6164ec Ram Watch - make new column compatible with old config files 2012-07-05 03:05:23 +00:00
adelikat b0b7478b40 Ram Watch - on load, check if Diff should be displayed. Implement prev value options - last frame, and last change (Diff adjust accordingly as well) 2012-07-05 01:58:33 +00:00
adelikat a8e3ffa624 Ram Watch - implement Diff column 2012-07-04 23:11:17 +00:00
adelikat 14f7aab89e Hex Editor - fix a bug where shift clicking the first address does not highlight properly. 2012-07-04 21:25:34 +00:00
brandman211 5ce6050cb4 -As frames and subtitles actually occur more than once, I put them on the top of the big if / else if block for ImportText so that it doesn't have to do unnecessary ToLower() and StartsWith("name") calls.
-Put frames and subtitles into functions because vec\ gives good advice.
2012-07-04 07:34:52 +00:00
brandman211 c06a44c495 ImportText now only allows version 3 for .FM2 files. 2012-07-04 06:41:57 +00:00
brandman211 62e9143fdd -Made the boolean parsing more consistent.
-Subtitle parsing now allows excessive whitespace.
2012-07-03 22:24:24 +00:00
brandman211 1aa8030cf4 ImportText now works case-insensitively and trims whitespace. 2012-07-03 16:47:08 +00:00
brandman211 24a27d543a Fixed the case (should have detected "guid", not "GUID") for parsing the guid, preventing an extra space from showing up in converted FM2 files. 2012-07-03 16:04:17 +00:00
phillip.grimsrud 8bc250e7dd 1. Added Atari 2600 to COMMANDS dictionary.
2. Added Atari 2600 case when updating virtual pads.
2012-06-30 01:23:02 +00:00
phillip.grimsrud f7fa9f7751 1. Fixed an Atari 2600 mnemonic bug for issue 77. Note that TAStudio is still broken for Atari 2600. 2012-06-30 00:42:42 +00:00
zeromus 15e63a84ec oops 2012-06-25 17:42:30 +00:00
zeromus 9a54ad750a reorg multiclient source files with an AVOut directory, because there had got to be so many of those in the multiclient root 2012-06-25 17:35:01 +00:00
adelikat 690fb786a5 Hex Editor - move "nibble" display to a readable place (broken from the header speed optimization) 2012-06-25 03:21:54 +00:00
adelikat 5f3f6547aa Hex Editor - on find next/prev focus Hex Editor rather than find box 2012-06-25 03:13:02 +00:00
adelikat 7291a8ab0f Hex Editor - ability to increment/decrement frozen addresses. Big Endian and wrapping logic for Increment/Decrementing 2 byte values 2012-06-25 03:10:04 +00:00
beirich b599c69c18 Add VirtualWidth to IVideoProvider and the (numerous) implementations. This is just phase 1, client needs to be updated to utilize this information, and some cores (especially PCE) should be updated in a more involved way to provide better TV emulation. 2012-06-25 02:50:34 +00:00
adelikat 4d91471bab Record movie dialog - use filesystem safe name of game when choosing a default name. Fix regression that made default filename not populate in the savefile dialog. 2012-06-25 00:06:07 +00:00
adelikat d59b1e82c7 As usual, I forgot to check in new winform files 2012-06-24 03:45:56 +00:00
adelikat 2d4c6acc04 Hex Editor - implement shift logic to Home/End keys 2012-06-23 21:09:20 +00:00
adelikat 0d40a40ea4 Hex Editor - add shift highlighting logic to up,down,left,right,pageup,pagedown keys, add multi-highlight logic to tab and shift+tab. Still todo: several other keys. 2012-06-23 20:48:17 +00:00
adelikat 12e674973d Hex Editor - implement a find box with Find Prev/Next functions. Also make find highlight all values in the search string when finding a vlue, add Find Next/Prev menu items with hotkeys. 2012-06-23 18:45:01 +00:00
zeromus c89b55696a some text changes to aboutbox 2012-06-21 16:26:26 +00:00
zeromus d302db48b7 remove tahomas from the gui--shouldve been unset (use defaults) 2012-06-20 22:29:00 +00:00
zeromus 8bf9b92949 nes-support mapper 241 2012-06-20 22:24:56 +00:00
zeromus a5df44f1a7 why is segoe ui 9 used in the hex editor instead of tahoma 8.25 like everything else ? not anymore 2012-06-20 22:22:33 +00:00
adelikat 980e23b419 Hex Editor - better window size 2012-06-20 01:01:18 +00:00
adelikat 985af6f34c Hex Editor - Find - implement multi-select 2012-06-19 23:44:36 +00:00
adelikat 11de294bf5 Hex Editor - implement multi-highlight, make freeze/unfreeze, add to ram watch, and copy use all highlighted addresses. Add Copy & Paste to context menu 2012-06-19 02:42:07 +00:00
adelikat 6bfb4be61c Hex Editor - fix scroll wheel scrolling broken on last Hex Editor commit 2012-06-19 01:33:32 +00:00
brandman211 cd6cf72195 "Prev Value as change" and "Display Watches On Screen" now restored by "Restore Default Settings" in Ram Watch. 2012-06-19 00:27:57 +00:00
adelikat 640269318c Hex Editor - another tiny speedup by moving something outside the values generation function 2012-06-18 03:39:21 +00:00
adelikat b4c10f2e15 Hex Editor - several fps speed up - only draw left column of addresses when needed instead of every frame 2012-06-18 03:34:14 +00:00
adelikat b40d0eb199 Update about box to reflect the 1.0.4a release 2012-06-18 02:58:21 +00:00
phillip.grimsrud a6ced95e07 1. Fixed tastudio memory leak. This was accomplished by dropping the oldest saved stats after hitting a size limit (1 GB).
2. Changed StopOnEnd to StopOnFrame. This expands the functionality so that you can tell the emulator to run and then stop at a predetermined point.
3. Expanded the functionality of RewindToFrame to handle more cases. Now you can go back or even forward to a frame and it handles the execution and greenzone appropriately.
4. Due to the change in structure some code was changed to check the index of the first and last saved states in the greenzone rather than relying on the size of the saved state list.
5. Changed the list of saved states in the movie log from a list of byte[] to a list of structures (the structure has an int for the index and byte[] for the state).
6. Saved an init state in the movie log. This is used to go back to the beginning if the beginning of the movie is no longer in the list of saved states.
7. Expanded the AddState and SetFrameAt logic in the movie log to account for the fact that the size of the saved state list is now capped.
8. Fixed a bug in the log interpretation for SMS.
9. Fixed a bug in the sms virtual controller, buttons 1 and 2 were hooked to the wrong objects.
10. Fixed the tastudio listview to show lag as pink.
2012-06-18 01:36:38 +00:00
zeromus 4435b58c0b fix messages (e.g. savestates) anchored to bottom or right of window 2012-06-17 23:07:57 +00:00
goyuken a4cbce89f0 VideoWriterChooserForm: save config 2012-06-17 15:09:53 +00:00
goyuken 766737ca63 FFmpegWriterForm: save config 2012-06-17 15:04:41 +00:00
adelikat 714c090e86 Add GoodNES 3.14's 'good dump' of Lagrange Point to gamedb 2012-06-17 13:42:09 +00:00
adelikat 16d0afa607 update version to 1.0.5 interim. 2012-06-17 00:05:50 +00:00
adelikat 61fe30b316 Oops, also add natt 2012-06-16 23:51:48 +00:00
adelikat 5f76625939 About box - updated version and release date, add pasky13 and link_7777 as contributers 2012-06-16 23:50:29 +00:00
adelikat bcef8e62d7 Hex Editor - fix bug where highlighting highlights the row above, was broken by my last Hex Editor commit 2012-06-16 23:11:43 +00:00
goyuken 42c9a78047 Add FFmpegWriterForm, dialog choosing what ffmpeg format to write to
Fix some error handling and cleanup
2012-06-16 16:51:47 +00:00
zeromus 21b1bde8af forgot part of the config serializer fix checkin 2012-06-15 19:55:11 +00:00
brandman211 713a016704 "Previous Value" and "Change Counts" options moved to a new View submenu for Ram Watch. 2012-06-14 00:00:53 +00:00
goyuken f69fc08012 Redesign a/v writer selection. A simple dialog is shown with a list of all IVideoWriter possibilities 2012-06-13 19:50:50 +00:00
goyuken e1a3f687b5 NutMuxer.cs: add actual pts-based stream interleave code
FFmpegWriter.cs: use NutMuxer to create a muxed raw AV stream to send ffmpeg, so ffmpeg can output audio and video from a single stdin pipe
2012-06-13 17:22:45 +00:00
goyuken 36860f5c16 NutWriter.cs: fix overwrite on existing file 2012-06-13 15:49:58 +00:00
goyuken 45b8b38d22 JMDWriter.cs: fix overwrite on existing file 2012-06-13 15:42:19 +00:00
pasky1382 eea900a99f Added color option to the new address header in the hex editor. 2012-06-13 02:44:19 +00:00
adelikat ac96d4cc4a Hex Editor - draw header only as needed rather than every frame, 1-2 fps speedup 2012-06-13 02:18:34 +00:00
adelikat c22ba4da32 Lua - gui.drawpixel - make color optional (and default to black if not specified) 2012-06-13 01:09:21 +00:00
adelikat f7d66d4924 Hex Editor - prevent sound stutter when opening Color config dialog 2012-06-13 00:21:11 +00:00
pasky1382 16a24df692 Added initial values to the HexEditor color globals (left this out in my last commit). 2012-06-12 03:54:40 +00:00
pasky1382 48e2f8c7dd Added Highlight, Freeze, and Freeze Highlight color options in the hex editor. Cleaned out the custom color code from HexEditor.cs 2012-06-12 03:50:25 +00:00
zeromus fec1ee0958 fix more memory leaks in lua drawing (rectangle, pixel, line, bezier) 2012-06-12 03:24:15 +00:00
adelikat 36aed5008e Ram Watch - when adding a new address, set previous = value 2012-06-12 00:31:22 +00:00
brandman211 160694a0d4 Set up Watch.cs for Diff. 2012-06-12 00:13:02 +00:00
goyuken c2e88829f6 Add NutWriter, which writes uncompressed audio and video to the crappy Nut container. Will be used for piping audio and video at the same time to ffmpeg once it's been tested some more. 2012-06-11 23:24:57 +00:00
zeromus c823d6b46a try fixing lua "buffer overflow" stack corruption crash when GC occurs while calling a cfunction 2012-06-11 22:15:49 +00:00
zeromus 34dd2812f6 fix lua memory leak (maybe affected today, but the leak is from may 6) and revert some virtuallistview changes which break more things than they fix. it seems .net's listview just happens to blow up internally constantly when its in virtual mode and recover from the exceptions. 2012-06-11 04:20:13 +00:00
adelikat da1aebe1ac Hex Editor - some minor code cleanup including putting highlight colors in the config file for eventually adding to the color picker 2012-06-10 23:34:37 +00:00
zeromus c7925d986c delete display manager threading. fix gdi+ leaks in lua code. add abstracted OSD drawing "blitter" system for sysdrawing/d3d dual compatibility and framework for future use for faster lua drawing. 2012-06-10 23:27:30 +00:00
adelikat 2574789564 Hex Editor - color picker not modal, move "nibble" display lower to not clash with underline 2012-06-10 22:54:41 +00:00
pasky1382 7ef1151b99 Added a 'Custom Colors' Dialog for the Hex editor tool. 2012-06-10 22:43:43 +00:00
zeromus 18eee77173 kill a bunch of warnings 2012-06-10 22:38:44 +00:00
zeromus b9b18137db fix a stupid bug 2012-06-10 21:16:23 +00:00
zeromus 07ad0acdbe displaymanager experiments for superior vsync 2012-06-10 20:48:04 +00:00
zeromus 2b5fd9e8d9 display manager speedup-dont use any gdi+ unless absolutely necessary (d3d renderer less sensitive to window size) 2012-06-10 19:52:54 +00:00
brandman211 7d23581764 Set lastchange to Value in Watch's explicit value constructor to match the change to prev. 2012-06-10 19:33:11 +00:00
adelikat a2a98415bf Ram Watch - show initial value of a watch when it is initially added (from adding it or loading a file). Fixes issue 74 2012-06-10 17:45:20 +00:00
adelikat 81198cc89f Hex Editor - add a save as binary option (in addition to the text option) 2012-06-10 17:28:38 +00:00
adelikat bac863aa70 Hex Editor - add Copy/Paste functions 2012-06-10 16:34:35 +00:00
brandman211 646a6c1c58 -Fixed my GetMnemonic crash fix. It's "Null Controller", not "NULL Controller".
-Made it so that each new search zeroes out the change count.
--This prevents all non-zero items from starting out with 1 change.
--A similar fix needs to be applied to Ram Watch (Filing issue...).
-Allowed changing data size, endian, and unaligned address setting in the middle of the search and maintaining valid values, fixing Issue 72 (The last open Ram Search issue until my "Difference" idea is hopefully accepted).
--Unlike my previous model, this does not align unaligned addresses; all it does is change the size / endian and PeekAddress.
--It does remove unaligned addresses, however, if you have it set to.
--This version converts System Bus instantly whereas the previous version stopped responding.
2012-06-10 04:32:25 +00:00
zeromus 51547d208a no blurry presentation on ati cards by setting minify filter to point. to be honest, i cant fathom why this fixed it, since we're magnifying, not minifying. maybe its auto-aniso heuristic was getting triggered. further research: setting card to fixed 2x aniso disables heuristics and would have fixed this issue, since the correct mag filter (point) would get chosen as we specified. however this fix is still technically correct. 2012-06-10 03:53:32 +00:00
zeromus 5b86a9c375 emergency measures to return display thread stuff to the way it was before (i think? i hope?) as a reasonable baseline when no video pipeline fanciness is called for (no lua overlay, for instance) so that this is useful for gaming again. also add a toggle for the entire HUD system which bypasses some extra work for people stuck in sysdrawing mode who need more speed. 2012-06-10 02:19:36 +00:00
goyuken 966509858d disable old debug code in FFmpegWriter.cs 2012-06-10 02:09:37 +00:00
goyuken 32d163e409 add FFmpegWriter, pipes data to ffmpeg for encoding. Only handles video directly; audio is saved as .wav file separately (via WaveWriterV).
ffmpeg parameters cannot be set at the moment,  defaults to x264 rgb lossless in mkv
2012-06-10 00:53:19 +00:00
adelikat 3451d3391e Refactor readword/dword similarly to Ram Search 2012-06-09 22:56:08 +00:00
adelikat e025ca99bf Hex Editor - Find - start searching from highlighted value so that multiple find calls go to the next value. Show highlighted value in input box by default. 2012-06-09 22:45:24 +00:00
goyuken e2bc6db3a4 new build of ffmpeg from http://ffmpeg.zeranoe.com/builds/
supports rgb x264, which can be quite useful for emulator dumps
2012-06-09 22:18:44 +00:00
brandman211 2580489986 Refactored previous parameter in CompareTo and ComparePrevious from strings to enums. 2012-06-09 22:10:39 +00:00
adelikat b2c9171b90 Hex Editor - Find option, allows you to enter a series of hex values and search ram for this combination 2012-06-09 22:04:09 +00:00
adelikat c0d5437ff4 Ram Watch - revert "fix" to watch count display, make watch list count update in appropriate places, don't count separators in watch count, fix cosmetically be showing "watch" instead of "watches" when there is 1 address 2012-06-09 21:57:00 +00:00
brandman211 376ffd3ba4 -Refactored what zeromus wanted me to and nothing more.
-The number of watches in Ram Watch is now updated in UpdateValues instead of LoadWatchFile, meaning that it's updated every time items are added / removed.
--Also noticed that separators count as watches. Filter these out and exclude them from the count, adelikat?
2012-06-09 21:43:02 +00:00
adelikat 14b5a4204b Ram Search - specific value box - only show hex in uppercase 2012-06-09 16:37:03 +00:00
adelikat 45fb9571eb Play Movie - fix browse button and drag & drop 2012-06-09 16:28:01 +00:00
adelikat 0eae1a07fc Watches - cleanup PeekAddress() some 2012-06-09 14:18:28 +00:00
zeromus 1fbf9940c9 make peek/poke word/dword make some semblance of sense 2012-06-09 08:44:27 +00:00
brandman211 1c5a5a5ac3 Seemingly fixed the casting problem.
-UGLY REDUNDANT UGLY REDUNT UGLY REDUNDANT (Especially for DoSpecificValue() and DoPreviousValue()).
-I tested every possible scenario for the aforementioned abomination and it seems to work.
-I applied SignedVal and UnsignedVal to the comparison functions for sorting, the ToString functions, and specific value and previous weedings. I don't think there's any other places where this is an issue.

TODO:
-Try my mid-search data size conversion code again.
--Use it on System Bus and see if it is as slow (Not Responding) as it was previously now that 3 lists have been removed.
--Try allowing unaligned addresses and see if that makes any difference.
-Convince adelikat that moving "Prev value as change" to its own data item and column ("Differences" seems more appropriate) is the only sensible way.
-Maybe move all of the previous definitions from Ram Search to Ram Watch (With the exception of "Since last Search" of course.
-Perhaps allow the viewing / hiding of more columns on Ram Watch / Search.
2012-06-09 08:29:31 +00:00
brandman211 06d4017b07 Unsigned / signed conversion for the Specific Value now works for word / dword.
-Well, dword is broken in general because of casting, which will hopefully be fixed soon...
2012-06-09 06:52:04 +00:00
brandman211 720193b50f -Cleared the sorted column whenever the previous definition, data size, data type, or endian changes because these options might place the values out of order.
--Well, data size and endian don't, but they will once these changes take effect in the middle of a search.
-Previous can now be defined as the last change, fixing the enhancement shown in Issue 73 (Ram Watch equivalent might come later).
-Fixed unsigned sort.
2012-06-09 06:40:11 +00:00
adelikat f02d28fb38 Ram Search/Watch, Hex Editor - improve some code efficiency, tiny speedups if any 2012-06-09 05:34:01 +00:00
brandman211 f716caeae5 Temporary fix for the ROM loading crash issue. Will report if it crashes again. 2012-06-09 02:24:19 +00:00
brandman211 3b54bd268a -Useful refactoring!
--prevList, undoPrevList, and redoPrevList removed. All of the definitions for previous are now stored in separate data items.
---Should yield small speed increases.
---Makes it easier to port these definitions to Ram Watch eventually.
---Auto-aligns data, making it impossible for issues, such as the original values not aligning with the correct values because the prevList wasn't recreated, impossible.
---Makes it possible for the field to automatically update when the definition is changed (Implemented).
--Value/PrevToString() now use the same code.
--Reduces redundancy.
---This was a problem as PrevToString wasn't taking into account the data type, whereas Value was. This is now fixed.
-Watch now stores the data for the "last change" previous definition. Now I just have to set up the option in the GUI.
2012-06-09 01:56:56 +00:00
brandman211 eefb41f0b3 -Added message saying that the data type has been converted when you change the data type.
-Moved the "Included mis-aligned" box to data size where it should be.
2012-06-08 18:59:20 +00:00
brandman211 e5972f1368 Fixed Issue 44. I created two new lists, undoPrevList and redoPrevList which are updated / restored in the same places as their counterparts with prevList instead of searchList. 2012-06-08 06:23:33 +00:00
brandman211 3aaf57802c Fixed Issue 43. In hindsight, the problem was very obvious: "Since last frame" uses searchList while the other options use prevList, and only the former ever got sorted! 2012-06-08 05:15:07 +00:00
brandman211 4a6fed75d9 ConvertListDataType now converts all of the lists. 2012-06-08 02:25:24 +00:00
brandman211 67a9f86c78 -Fixed GetSpecificValue(), which means that signed searching works now.
-Upon changing data type, the contents of the specific value box converts accordingly.
2012-06-07 23:17:22 +00:00
zeromus cff7ba6d24 nes-fix lagrange point, including sound 2012-06-07 20:52:49 +00:00
brandman211 38d22b8549 Exlude => Exclude. >_< 2012-06-07 20:24:29 +00:00
brandman211 5a678f96d8 Fixed Issue 69 by properly chucking the invalid lines out of watch files instead of trying to get out of range substrings and parsing non-numbers as integers. Also, as the newly stored SystemID has yet to be accounted for in any way, I made the parser skip those lines. Not sure if there's something Ram Watch should do with this data as it seems like the SystemID is more accurately defined by the core currently running. 2012-06-07 18:41:39 +00:00
phillip.grimsrud cb4c45eb70 1. Upgraded insert and delete functions in tastudio to support multiple selection.
2. Fixed issues with the light blue current frame pointer in tastudio
3. Removed a totally useless index that was being kept seperately in the movie log.
4. Moved the tastudio update after the check to see if the rest of the saved state list is valid.
5. Changed some function/variable names related to the movie log for clarity.
2012-06-07 04:47:54 +00:00
adelikat 93b266838c Add drag & drop for lua and luases files to main window. Allow multiple lua script drop to console and main window 2012-06-07 03:41:45 +00:00
adelikat c8d07a5078 Ram Watch/Search - add System ID to .wch files 2012-06-07 03:16:25 +00:00
beirich 7e1ccc4faf Update gamedb entries for Neutopia 1 & 2 2012-06-04 22:25:43 +00:00
adelikat a9eeac6d64 Lua - fix bug that was causing lua functions to duplicate each time a lua script was toggled or opened, eventually causing crashes. 2012-06-04 02:33:34 +00:00
beirich fe369e0455 pce: alter handling of reading $1FF402 irq status port, fixes Aldynes intro freeze 2012-06-03 20:09:09 +00:00
beirich 775845184c update ROM header detection algorithm. Fixes some homebrew roms which have no header and aren't padded to a multiple of 1024 bytes. 2012-06-03 05:39:30 +00:00
phillip.grimsrud c7db5fd543 1. Fixed an issue that prevented going into the movie finished state properly.
2. Relegated a memory leak to tastudio.
2012-06-03 04:04:13 +00:00
adelikat 1275744b14 Disabling unchecked greenzoning for now 2012-06-03 01:18:13 +00:00
adelikat 8ca6b24614 Cheats, Lua, Ram Search/Watch - flag changes when adding a separator, default to SaveAs if saving a new file, allow Save in menu item in this scenario 2012-06-02 22:06:00 +00:00
adelikat 393dd9dcfe Ram Watch/Search, Hex Editor - set endian based on the endianness of the memory domain by default 2012-06-02 21:48:09 +00:00
adelikat 0a0c4b43ae Hex Editor - add Go to Address to the context menu 2012-06-02 21:18:21 +00:00
adelikat a74fbb84fe Fix Ram Poke for Ram Watch/Search dialogs 2012-06-02 21:07:29 +00:00
adelikat 6578371bca Hex Editor - remove poke context menu item, since there is no need for it, just type in the values! 2012-06-02 18:49:06 +00:00
adelikat 2e5547806d Ram Search - add View In Hex Editor menu item to the context menu 2012-06-02 14:38:35 +00:00
phillip.grimsrud d6479e5613 These changes are TAStudio related.
1. Added a list of save states to the movie log.
2. Added corresponding support functions for the save states.
3. Added double click to the list view to load a previous frame.
4. Added a context menu to the list view with insert and delete.
5. Fixed some issues with the green zone of valid state history.
6. Fixed an input bug that I had unwittingly created, as well as issues with the nes log format.
2012-06-01 05:49:26 +00:00
adelikat 986774f5ee Multiclient menu - moved many toggles from the GUI to the Enable submenu. Also fixed a taborder mistake in the hotkey config dialog 2012-05-31 01:51:47 +00:00
adelikat 820875fbae Multiclient menu - disable the movie, avi, and screen shot menus when no ROM is loaded 2012-05-31 01:13:25 +00:00
adelikat 9d5e4d9451 Fix so that rewind only sends bizhawk into play mode if it was in record mode previously 2012-05-30 00:52:08 +00:00
phillip.grimsrud c813cd853b Fixed a rewind buffer problem. A recent hack started the rewind buffer by saving the state after frame 0 to the start of the rewind buffer. This fix saves the state to LastState at the end of the rom load. This way the rewind buffer starts with a diff between the state after rom load and the state after frame 0. 2012-05-28 04:59:22 +00:00
phillip.grimsrud 9a1e18045e Fixed rewind to still work if there is no active movie. 2012-05-28 03:32:27 +00:00
adelikat 0118b34b41 Slight UI fixes - show mapped hotkey for Open TAStudio on TAStudio menu item, fix alignment of a few boxes in the hotkey config 2012-05-28 03:09:47 +00:00
phillip.grimsrud bf325ec082 Fixed TAStudio read-only mode button to change the movie mode instead of changing the read-only flag which has a different meaning. 2012-05-28 01:50:16 +00:00
adelikat 520dfcb37b Revert SetReadOnly() function 2012-05-28 01:29:43 +00:00
phillip.grimsrud f7ee1dbbf3 Added an image for the TurboFastForward button which was entirely forgotten in my previous commit. 2012-05-28 00:56:51 +00:00
phillip.grimsrud fc0ec832ae These changes are for TAStudio upgrades. If I've broken other stuff please yell at me.
1. Hooked up Fast Forward, Fast Forward to End
2. Made a placeholder for Turbo Fast Forward.
3. Fixed rewind to not stomp on the previous frame with new input.
4. Fixed rewind to stop at the beginning of the movie instead of freaking out.
5. TAStudio now shows data from the most recent frame.
6. CommitFrame is called even if not recording so played back frames also show up in TAStudio.
7. Play mode only stops at the end of the movie if you tell it to. Your emulator normally continues to play with no input after the end of the movie.
8. TAStudio is now updated after a rewind (even though the rewind doesn't play a new frame).
9. Split the tools update into before and after updates.
10. Going into read-only mode adjusts the movie mode.
11. Implemented New, Open, Save, and Save As for TAStudio.
12. Fixed an issue where frames past the end of the log would default to the input from the last frame of the log.
13. Fixed a problem where you couldn't rewind to frame 0.
14. Fixed a scrolling issue in the TAStudio list view.
15. Fixed an issue with the TAStudio virtual NES controller not matching up with the log.
16. Fixed an issue where the NES reset button would get held in when rewinding.
17. Added/Modified a couple of button graphics.
2012-05-28 00:44:27 +00:00
adelikat bd3e576614 Move Help menu back to its intended location 2012-05-20 15:37:01 +00:00
adelikat 147caec758 GameboyHawk - Skip BIOS menu option 2012-05-19 15:17:32 +00:00
adelikat b08d338761 Gameboy - make debugger useful by connecting it to the multiclient events 2012-05-19 13:33:45 +00:00
adelikat abba87738f Fix input config for Gameboy, some small random work on ColecoHawk 2012-05-18 22:57:05 +00:00
zeromus 42715fdca7 rehabilitate the GB core: fix videoprovider and input system 2012-05-18 18:28:12 +00:00
adelikat 9c5f56308b Gameboy - fix the assigning of the active controller/autofire controller when loading a gameboy core (fixes crash when attempting to run a gameboy game) 2012-05-16 03:14:50 +00:00
brandman211 7ab8fe087a Fixed drop down labels in RAM Watch and Search. 2012-05-12 07:07:34 +00:00
brandman211 23b3cedf7d Removed the now redundant TargetZoomFactor scaling for drawRectangle. Drawn shapes now scale nicely. Whether or not text should be drawn this way is a worthwhile discussion IMO, but as zeromus has said, it would require text to be drawn in the same way like shapes. 2012-05-11 21:11:29 +00:00
goyuken 78a0494708 add WavWriter, writes standard WAV files for capture. For the moment, only available as its own IVideoWriter (that discards all video frames). Choose by selecting .wav format in the start avi capture file select dialog. 2012-05-11 17:00:44 +00:00
goyuken b35ab0d936 Add JMD to config.cs, and fix whitespace on JMDWriter.cs.
My editor whitespace settings are correct now, I promise!
2012-05-10 00:38:26 +00:00
goyuken a313d3910d Add sound output to sound card while dumping is occurring. Uses a proxy ISoundProvider (DualSound.cs) to guarantee emulation sound core and dumping routine are unaffected, while sending "best effort" sound to system output. Doesn't sound great, but simple and functional. 2012-05-09 20:21:23 +00:00
goyuken 35a9edc018 Refactor JMDWriter to be a bit less painful to read 2012-05-09 15:08:57 +00:00
goyuken d0ada9dbb3 AviWriter.cs: be informative if worker thread dies 2012-05-09 01:00:16 +00:00
goyuken d70a4e0a9c clarify some comments and add more comments to JMD code 2012-05-09 00:15:59 +00:00
goyuken 1980011952 Add user interface to select compression options (level and number of threads) for JMD dumper. 2012-05-08 22:19:12 +00:00
goyuken 037870eb43 Select between JMD and AVI at save file dialog. 2012-05-07 23:18:08 +00:00
goyuken ab6f9b175f Add JMDWriter.cs, dumps to JMD format. No 2G limit, and single segment even across multiple resolutions. Can use a bunch of cores, but still not terribly fast. Hasn't been hooked in to the UI yet; for testing, change MainForm.cs:2669 2012-05-07 21:45:25 +00:00
zeromus de0cdf1c3c add sharpziplib for gzip so we can make portable JMD dumping without relying on the native 7z.dll 2012-05-07 18:42:43 +00:00
goyuken cdd82cbb06 Rename VideoWriter IVideoWriter per zeromus 2012-05-06 22:18:16 +00:00
goyuken 02ca0e82e9 Create new interface VideoWriter, which AviWriter inherits from. Sets up for other video dumping systems. 2012-05-06 22:08:47 +00:00
zeromus 857d0a5b39 voila, "emu" resolution lua drawing, hacked in place of the native resolution drawing because rolanmen1 decided to destroy my surface management paradigms (i can tell because the earth is scorched with spaces instead of tabs) 2012-05-06 07:09:04 +00:00
brandman211 05157997f1 -Added a very basic fix to the graphics scaling issue per adelikat's advice.
--Gets worse as the scale increases.
--For x3, the box doesn't increase size, but the box still changes position. I think there might be a difference between the TargetZoomFactor and the actual screen size, so perhaps we should tie this to something else.
-Working on very small optimizations to the NES PPU with CorruptedSyntax...this is more fun, so we'll do this first.
--Eliminated an entire loop.
--Branched to two loops instead of branching for every iteration in one loop.
--Got rid of some redundant instructions using temporary variables.
--This may be completely premature, but I seem to have gained a few FPS from doing this. For me, I get 38-39 FPS where I'd previously get 33-34.
2012-05-06 04:09:28 +00:00
adelikat 059aebec8e ColecoHawk - set up ROM loading (bind .col to Coleco), set up preliminary controller garbage in 85 places for coleco 2012-05-06 00:54:13 +00:00
beirich 604a774118 Add 2 SMS homebrew and a GG prototype to gamedb 2012-05-05 22:43:11 +00:00
goyuken d964558856 Multithreaded AviWriter.cs
Moves calls to AVIStreamWrite() to a separate worker thread.  They are where all of the cpu time for video compression is used, so can give a decent speedup.  Could conceivably go slower on pathetic single core machines due to synchronization and copy overhead.
2012-05-05 14:52:23 +00:00
Rolanmen1 9b9a8546a5 Deleted the ClearDisplaySurface functions. If you just need to clear the graphics, call gui_ClearGraphics function in LuaImplementation. 2012-05-01 15:15:19 +00:00
Rolanmen1 2799d55f4a Now gui.drawNew and gui.drawFinish doesn't need to be invoked via Lua Scripts. However they are invoked every frame. Basically, this means that graphics are drawn and cleaned every frame. So, if you Pause/Stop a script, the graphics gets cleaned right away. 2012-05-01 14:43:17 +00:00
adelikat 22eec9c4d7 Archive Chooser - put (U) [!] roms at the top of the list 2012-04-30 01:26:37 +00:00
adelikat 54d1c873df Fix when guitext gets cleared, reduces most of the flickering and inconsistencies with ram watch on screen and lua gui.text, fix punchoutstats lua script 2012-04-30 01:14:23 +00:00
adelikat e60ba05e66 Gui.text - fix inverted default fore/back colors, fix lua scripts to use new gui.text parameter scheme 2012-04-30 00:45:37 +00:00
adelikat e0dc96abdc GUI Text / Ram Watch on screen display - fix inverted foreground and background colors 2012-04-30 00:30:44 +00:00
adelikat fffe30f4f9 Atari - add a version of Magicard to the gamedb 2012-04-29 19:40:28 +00:00
adelikat 25c2e45da8 movies - use Global.Game.System not Global.Emulator.SystemId for the System header when recording a new movie 2012-04-29 14:18:10 +00:00
adelikat 38dd7889b3 Input Config - hide Enabled checkbox since we have no intention of supporting the disabling of a controller at this time. 2012-04-29 14:06:24 +00:00
adelikat 5e91cc2a7e TAStudio - clear holds menu item & context menu item, clears all buttons pressed on the virtual pads 2012-04-29 13:25:35 +00:00
adelikat 8df4ac18bd Play Movie Dialog - show warnings on mismatches for system, movie version, and emu version 2012-04-29 13:11:33 +00:00
adelikat d9134ac6ce TI-83 add a bunch of rom versions to gamedb, mark bad dumps accordingly, and display the version number when displaying the rom name 2012-04-29 03:58:06 +00:00
adelikat 3d10431a2b Atari - implement console switches (as menu items) 2012-04-29 02:48:33 +00:00
rolanmen1 3bcaa8f2e6 gui.clearGraphics implemented. This will allow the user to clear the graphics whenever he wants. I also created a function ClearDisplaySurface that is used to clear the graphics whenever the user stops a scripts. 2012-04-27 20:15:07 +00:00
rolanmen1 56b8d6d55e gui.drawImage implemented. It needs a Path, X and Y Points, Width (optional) and Height (optional). If Width or Height are null, their value will change to the original Width/Height. As with gui.drawIcon, the Path needs double backslash (\\).
Take in mind that if the image have transparent background, the background will be drawn in transparent.
2012-04-26 03:41:31 +00:00
rolanmen1 fd9005f361 gui.drawIcon implemented. It draws an Icon file (Path to File) in the specified X and Y Coordinates. It has 2 optional parameters, Width and Height. You can't resize the icon to be bigger than it's original size, only smaller. Oh, and Path must have double backslash (\\). 2012-04-25 20:34:50 +00:00
rolanmen1 93335d287a Fixed gui.alert anchoring. Since do.gui.text now have more parameters, it didn't worked. 2012-04-25 19:58:17 +00:00
brandman211 cb3e0ec666 Applied the renames for "minimum buttons pressed", "minimum buttons inputted". 2012-04-25 04:56:48 +00:00
Rolanmen1 f637f5f400 gui.text now has a line color parameter. 2012-04-24 15:23:56 +00:00
rolanmen1 cefc803425 gui.text now accepts BackgroundColor parameter. I didn't had enough time to check stuff, so i will check more deeply some other time. 2012-04-24 03:57:23 +00:00
adelikat d62b2d98e1 Hotkeys - add Open TAStudio hotkey 2012-04-24 00:11:58 +00:00
adelikat 1fc010ad56 Record Movie Dialog - make filename text box default to the game name, and change save file dialog to populate from this text box not game name 2012-04-22 14:04:10 +00:00
adelikat 2aeedf074e Fix Load/Save Named State to default to the correct savestate path rather than the most recently used path. Fix so that these functions can not be accessed during Null emulator via hotkey 2012-04-22 13:56:34 +00:00
adelikat 75b5ec9223 redo revision 2168, this method also fixes the issue of loading a non-movie state while a movie is loaded, but also doesn't break the parsing of the savestate frame value in CheckTimeLines 2012-04-22 13:38:12 +00:00
adelikat 27239847c0 Fix so that the Save Config menu item does not close tool dialogs 2012-04-21 22:46:48 +00:00
adelikat 8711c49819 Cheats - on screen message when Disable All Cheats is performed. 2012-04-21 22:42:32 +00:00
adelikat c112573c30 Atari - fix recording/playback & input display of 2 players 2012-04-21 18:27:37 +00:00
zeromus 1e3b38538d fix a surface GC churn bug in display manager 2012-04-21 17:21:09 +00:00
adelikat aecd849eb5 Show svn revision number in about boxes 2012-04-21 15:25:47 +00:00
adelikat e43b53aba8 NES Graphics Config Dialog - limit last line to 239 instead of 240 (prevents crash) 2012-04-21 15:13:42 +00:00
Rolanmen1 152f6f37e8 Added a HitBox Script for SMB2U, it runs but still a bit buggy. 2012-04-18 15:06:07 +00:00
Rolanmen1 cf9606eb49 Created 2 functions, GetPen and GetBrush. They will recieve an object variable to return a Pen/Brush of said color, this was made to clean the code of the draw functions. 2012-04-18 14:11:16 +00:00
rolanmen1 4db055ce36 gui.drawPie implemted. BizHawk now can make graphics. Quick Example: http://i44.tinypic.com/ibigs2.jpg 2012-04-17 21:41:21 +00:00
rolanmen1 ee8ff2c1cf gui.drawBezier, gui.drawPixel, gui.drawPolygon are all implemented. 2012-04-17 19:58:27 +00:00
rolanmen1 733a1e7bc6 gui.drawLine implemented 2012-04-17 17:48:37 +00:00
Rolanmen1 10a73f777d gui.drawRectangle now accepts both hex and string. Hex format is ARGB (Alpha, Red, Green and Blue respectively). 2012-04-17 16:12:14 +00:00
adelikat 68a8dd5f74 Lua - implement gui.drawEllipse() 2012-04-17 03:21:16 +00:00
zeromus d156dbe5fc dont crash when minimized 2012-04-16 22:12:11 +00:00
andres.delikat 1f5e4d1046 Replace the "Play" and "Record" messages for movies with Icons. 2012-04-16 21:04:00 +00:00
rolanmen1 0fd023dc8c gui.drawRectangle now accepts Line Color and Background Color. Line Color is mandatory, background is not. If user decides to not specify background color, it won't fill. 2012-04-16 20:47:01 +00:00
andres.delikat 839a247bba Fix input display during lag frames for NES games 2012-04-16 20:19:08 +00:00
rolanmen1 a4032aff51 gui.drawRectangle now accepts 4 parameters (X, Y, Width and Height). Should implement Line Color and Background Color as parameters. 2012-04-16 20:04:43 +00:00
andres.delikat 48f65ac847 Movie subtitles - implement ability to display multiple subtitles at once 2012-04-16 20:00:11 +00:00
adelikat 3bae8da0b6 Adjustment to height settings of osd messages, code clean up in movie.cs 2012-04-16 12:17:25 +00:00
zeromus 35fbe354c1 add threaded display manager to allow heavy OSD/compositing/filtering to happen on another thread. add a lua layer accessible via GDI+ which can be automatically composited and the simplest possible demo of it. add some filtering infrastructure and a hq2x filter set ported to c# but need to work on a minimal selector gui before its usable. separate OSD from RenderPanel so that gdi+ presentation mode now gets full OSD support. the OSD is now a little uglier because its drawn entirely differently and could use some finetuning 2012-04-16 08:18:41 +00:00
adelikat 0aa08984ed Add SHA1 to movie headers, Play Movie - highlight sha1 in red when there is a SHA1 mismtach between the movie and the current game. 2012-04-15 03:02:07 +00:00
beirich b3e79aa06f Fix input chain stuff so that genesis roms can be loaded without crashing client 2012-04-14 16:02:45 +00:00
zeromus 7b86f66353 nes-oops. now, actually pass all mmc3 tests 2012-04-14 09:40:41 +00:00
zeromus 73fba31c34 nes-add mapper012 (mmc3 variant, for dragon ball z 5). add concept of mmc3 chip revision variants to mmc3 code and game database, and add proper emulation thereof. pass a bunch of mmc3 tests. simplify (to almost nothing) iNES board detection to correspond to new paradigms of virtual board types. your savestates for mmc3 games are invalidated. 2012-04-14 08:28:42 +00:00
zeromus a1d798cc8f nes-mark banana bad dump variants as bad in gamedb 2012-04-11 18:17:59 +00:00
zeromus 9f6820b83f revise nes gamedb to be more organized and useful hopefully with respect to the actual kinds of scenarios we run into 2012-04-07 18:34:05 +00:00
adelikat 87fa6d5f17 Hex Editor - Context menu - fix "Add to Ram Watch" hotkey display to be Ctrl+W (was left as A) 2012-04-06 02:04:00 +00:00
adelikat da2062d373 Atari - add avgn game to gamedb 2012-04-05 23:57:57 +00:00
rolanmen1 fd6a1a88da Emulator Won't Crash When User Loads A State That Is Not Embedded To A Movie 2012-04-05 01:42:24 +00:00
zeromus 87b455b195 oops 2012-04-05 01:40:30 +00:00
zeromus 3f6127152f build lua differently so that it has at least a prayer at interoperating with plug-in dlls. at least, it can load them. there may be other problems later due to the dlls generally being compiled against a different CRT (vc8) than our lua and luainterface (vc10). we could fix this if we needed to by compiling the CUSTOMIZED lua in vc8 and referencing it from the vc10 luainterface. 2012-04-05 01:05:08 +00:00
Rolanmen1 39e640aee9 gui.cleartext() Implemented. This Function Should Always Be Called After emu.yield() In Order For The Later To Work Correctly. 2012-04-04 20:09:50 +00:00
adelikat ea2bdac456 Fix an exception from commit 2161 (Prevent lua script restart when resetting a game). Fixed by making RecentFiles.GetRecentFileByPosition() more robust by not crashing when there is no recent file (returns "") instead 2012-04-04 02:23:47 +00:00
Rolanmen1 2b9483f68f Lua Scripts Don't Disable If You Record A New Movie Nor When You Reset The Game. However, It Does When You Load A Different Rom. 2012-04-02 19:50:26 +00:00
adelikat 2581edc958 Play Movie dialog - include .bkm and .tas regardless, since our matching of current rom is not very robust, make match current game option set to false by default 2012-04-02 01:35:34 +00:00
adelikat a18b700664 Bigger hammer fix for drag & drop of movie files 2012-04-02 00:47:52 +00:00
adelikat 59f92b4c81 TAStudio - atari virtualpads 2012-04-01 18:53:06 +00:00
zeromus 4c817b20c8 add konami collection games to gamedb so they show as good dumps 2012-04-01 16:25:59 +00:00
brandman211 557f437195 -As much as I dislike the new joypad.set() setup, the least I could do is make it consistent with joypad.get().
--If there is no controller parameter, then all of the buttons are returned as they are stored in the system, just like joypad.set(input) takes button names as is.
--If there is a controller parameter, all of the buttons for that controller are returned without the "PX ", just like joypad.set(input, controller) takes button names without the "PX " and assigns them to the matching buttons for that controller.
--No one approved this change, but seriously, this is common sense. I expect some "change denied" April Fool's stuff tomorrow...
-Implemented a blacklist for ButtonCount. By default, Lag, Pause, and Reset are blacklisted. I don't think any of these buttons should be tracked.
2012-04-01 08:08:40 +00:00
adelikat f38073db5c another movie file extension fix 2012-03-31 15:36:10 +00:00
adelikat 7e9085b46d Fix drag & drop of movie files 2012-03-31 15:34:31 +00:00
adelikat f3d098a390 Atari - hook up to the default paths 2012-03-31 13:41:00 +00:00
adelikat 7b0599bfb5 Update version numbers to 1.0.4 (interim) and remove erroneous release notes file. 2012-03-31 01:28:45 +00:00
adelikat 4c958584f5 Add Lua scripts folder to MakeRelease.bat 2012-03-31 00:44:17 +00:00
adelikat ab2e804300 Change default movie extension to .bkm 2012-03-31 00:38:39 +00:00
adelikat 2eba9e0c71 Atari - console buttons hooked up to mnemonics (input display and movie recording now work) 2012-03-30 23:42:09 +00:00
adelikat cb3df74105 Atari - console buttons now work in input config dialog 2012-03-30 23:34:38 +00:00
andres.delikat e4acb65ed1 Controller Config - hook up atari console buttons mostly, still one thing to fix up, currently crashes when trying to save 2012-03-30 22:03:08 +00:00
andres.delikat 724fe704fc Atari - hook up console select and reset buttons to config file. Still TODO: add to input config dialog, modify mnemonics 2012-03-30 16:40:52 +00:00
brandman211 4240c119b6 Fixed Issue 14, which mentioned that in TAStudio, frame numbers of more than 5 digits don't display properly by default. I fixed this by increasing the width of the Frame column as much as I could without making the section horizontally scroll. This accommodates for 6 digits. 2012-03-30 14:24:40 +00:00
adelikat 00d25b2355 Fix so main form text field displayed Atari 2600 on atari games. Remove "Hawk" that I added earlier. 2012-03-30 12:26:36 +00:00
adelikat 52fd33153a Atari - fix recording and playback of atari resets 2012-03-30 03:43:25 +00:00
adelikat 8a199f0e3a Atari - fix the recording of reset 2012-03-30 03:15:36 +00:00
adelikat 91f5733662 Record movie dialog - if file already exists, confirm overwrite 2012-03-30 00:32:45 +00:00
zeromus 37d58f1a4f add a2600 game database 2012-03-29 23:55:10 +00:00
Rolanmen1 e0d98c8a7f Fixed: * if a lua script errors it stops, but you can't toggle it back because you can't resume a non-suspended script 2012-03-29 20:22:49 +00:00
Rolanmen1 720b1cc2ba Joypad.Set - Added Slot Number As An Optional Parameter 2012-03-29 19:53:16 +00:00
Rolanmen1 1c6b792a28 Joypad.Set Nox Fixed 2012-03-29 19:16:25 +00:00
Rolanmen1 4337ea9d63 Joypad.Set() correctly implemented. 2012-03-29 19:03:14 +00:00
adelikat 5203286f34 Lua - movie.getrerecordcounting() and movie.setrerecordcounting() implemented 2012-03-29 03:16:55 +00:00
andres.delikat 50e357f345 Lua - start work to implement lua.get/setrerecordingcounting functions 2012-03-29 03:09:46 +00:00
andres.delikat de7bd1f346 Lua - implement anchor parameter to gui.alert() 2012-03-29 02:45:38 +00:00
andres.delikat 78ee40a546 Lua - remove mainmemory.readbyte() and mainmemory.writebyte(), these are not preferred since there are equivlant functions, and unlike the memory library, they are not useful for compatibility with scripts form other emulators. 2012-03-29 01:44:01 +00:00
adelikat 01145b1dfc unofficial about box - Add a nifty close button 2012-03-28 23:43:15 +00:00
adelikat f91becbef8 Show hawk name on main window instead of console. 2012-03-28 23:11:43 +00:00
andres.delikat ca7d5d9131 Lua Console - add online documentation link to the Lua Function wiki 2012-03-28 20:49:58 +00:00
brandman211 7e75d983ae Came up with a solution for the joypad.get() issue.
-adelikat has informed me that in FCEUX, savestates contained the button state of the frame on which you saved on. He claims that this is redundant because you could retrieve the state from the frame you're loading on, so BizHawk will not do this.
-As such, I just retrieved the input for the frame you're saving on before associating the data with the state.
--This essentially includes the missing info without having to depend on a movie frame to get the data from.
--In order for this to make sense, I made it so that the main joypad.get() doesn't run on a frame you're saving / loading on.
--Finally, in order to show the data from before the save frame when loading the data, I cached that data as well.
---The two above steps require collecting the data for a state once and using that until the frame is advanced or a state is loaded. Otherwise, I'd be able to increase the count significantly by saving multiple times.
-All this said and done, I think this script is perfect now, and is way more convenient to use than the FCEUX counterpart.

Notes:
-As mentioned before, it seems that the scripts are disabled when the console is reset / a movie begins playing. I don't like this to begin with, but worse yet, I noticed that this somehow makes the button data carry over from before the reset. Why is this?
-It seems that using gui.text in savestate.registersave/load causes the text to be written over the previous text instead of clearing the screen and then writing. Is this expected? How can I avoid overlapping text?
2012-03-28 17:06:25 +00:00
Rolanmen1 b295d7cd23 Record Movie - User Can Choose To Save Movie Files As .tas or ."consolebeingran".tas
Play Movie - Same As Record Movie
2012-03-28 12:40:42 +00:00
adelikat 71396ad4b7 Lua - sort the functions in the lua function list (both in the console dialog, and console.luafunctionslist()) 2012-03-28 12:26:43 +00:00
Rolanmen1 f7f4e64985 Joypad.Get recieves a numeric parameter to return only the specified controller. Is there other way to know of what controller is a button other than the first 2 characters of the string? 2012-03-28 08:35:43 +00:00
brandman211 40e2d5f543 Refactored for the register functions. This seems to work fairly well, but when loading a state, joypad.get() contains the button states for the frame you were on BEFORE loading instead of the frame you are now on. This results in small errors. The issue might be deeper than my script or even the Lua implementation, so I can't do anything about this. 2012-03-28 03:41:46 +00:00
adelikat 9c40367fa8 Increase/Decrease Window Size hotkeys (mapped to Alt+Up/Alt+Down by default) 2012-03-28 02:32:05 +00:00
adelikat b585a0a23a fix savestate.registerload 2012-03-28 01:24:32 +00:00
adelikat c88a6b4b7a Lua - savestate.registersave/load - pass state name as a string (ex:"quicksave0"). Put event after the save/load not before. Event no longer fires on non-saveslot events 2012-03-28 01:03:50 +00:00
adelikat 397f289493 Lua - savestate.registersave/load - show exception message on error 2012-03-28 00:13:25 +00:00
adelikat 8bc8ec0e5b Lua - output registersave/load error messages to the lua console not the screen 2012-03-27 23:58:56 +00:00
andres.delikat 251c169cf3 Play Movie - small dialog tweaks - fix anchoring of a checkbox, better minimum size values 2012-03-27 21:44:04 +00:00
andres.delikat 655af69326 Lua - savestate.registerload() implemented 2012-03-27 21:17:20 +00:00
brandman211 be807c3def -Used the new movie.getinput() function to simplify parse(), now frames().
--TODO: Disallow Reset, Lag, and other non-buttons. Pause?
--If this works like adelikat says, my missing load state idea will be possible.
-Made the loading information show up on the console instead of the gui.

Note: Still need savestate.registersave/load!
2012-03-27 21:11:34 +00:00
andres.delikat 0330e1f742 Lua - implement savestate.registersave() 2012-03-27 21:09:36 +00:00
andres.delikat 83fe222ba9 Lua - movie.getinput() - fix 2012-03-27 20:10:05 +00:00
andres.delikat 489086716d Lua - Better output for movie.getinput() 2012-03-27 19:21:10 +00:00
rolanmen1 3e84fc9936 Lua - Implemented movie.getinput()
NOTE: There may be uknown errors.
2012-03-27 15:45:50 +00:00
rolanmen1 5e25b15100 Lua Console - Save Menu Option Now Enables Even When There's No Session Loaded
ListView Refreshes When Loading A Session From Recent
When Clicking On New Lua Session Option, It Now Cleans The CurrentLuaSession String. This Will Prevent Some Unwanted Results When Saving A Session.
2012-03-27 13:54:29 +00:00
rolanmen1 5337fb2213 Lua Console Now Saves And Loads Sessions With Separators 2012-03-27 13:31:30 +00:00
brandman211 9ff5f10a70 Resolving Issue 13. Easy fix; just needed to check if the string was empty before doing substring operations on it. 2012-03-27 07:48:05 +00:00
zeromus 46a638ee96 fix bug in lua coroutines which made error propagation get mixed up and possibly result in a bunch of other subtle bugs 2012-03-27 07:25:36 +00:00
brandman211 d1b00e6d4d Added my converted ButtonCount.lua script (Original here: http://code.google.com/p/brandon-evans-tas/source/browse/Lua/ButtonCount.lua)
-As you'll recall, the script has 3 methods of keeping track of input:
--1. Tracking the button counts in real time. This took some minor adjustments, but seems to work fine.
--2. Parsing the button presses from a loaded, read-only TAS file when starting the script, if possible.
---This works well enough after a good amount of refactoring, but I only have it rigged to work for NES.
---As always, note that this method is very slow for big movies, which is why we only use it once.
--3. Caching the counts when saving a state and loading them when loading a state.
---savestate.registerload and savestate.registersave are not currently supported by BizHawk, so this is not functioning at all.
-I propose that a function called movie.getframe(frame) be added that gets status of all of the buttons, just like joypad.get(), for a given frame of a movie.
--This makes the would make method 2 trivial and fast.
--It would allow me to generalize the function for all platforms easily.
---Certainly there might be some discrepancies about which buttons should be disallowed, if any (Is Reset a button press?), but still. 
--If this method could somehow work for non-readonly movies, then I'd be able to use the movie to get the counts when I load a state that doesn't have cached data.
---Trust me when I tell you that this would be immensely useful for minimum button TASing. The process would be seamless, and all of these methods combined would provide perfect accuracy while being fairly efficient and only using intensive routines when absolutely necessary.

Note: Earlier, I came up with the idea for a function that lets you set what frame of the movie you are on, which would be useful for endless TASes like we've already discussed, adelikat. Do you still think this is worth having?
2012-03-27 06:44:47 +00:00
rolanmen1 36c4dee7b8 Show Errors On Lua In The Output Box More Accurately 2012-03-27 03:34:21 +00:00
zeromus b7eaa1eaf7 luainterface - throw exceptions when lua_resume errors 2012-03-27 03:15:57 +00:00
adelikat 5d483b9e55 revamp rbi baseball script for bizhawk special functions, such as sending script info to the output window. And right aligning display stuff 2012-03-27 02:56:59 +00:00
adelikat 701e0823d5 Really fix PunchOutStats.lua 2012-03-27 02:26:01 +00:00
adelikat 9e0e6407b3 Revamp the Punchout stats using the anchor property of gui.text() 2012-03-27 02:17:17 +00:00
Rolanmen1 adfa18694e Text Alignment Parameter Can Be Either Int Or Either A String 2012-03-27 01:49:27 +00:00
brandman211 e9bb960902 Removed .fm2 / .mc2 from the Play Movie dialog. 2012-03-27 01:39:06 +00:00
adelikat 3f83614629 Overhaul anchoring of messages on screen, anchor right now right aligns, and the x value is the number of pixels from the right edge. This fixes the behavior of the messages config as well as gui.text() and Ram Watch on screen option. 2012-03-27 00:46:58 +00:00
adelikat f145d8e655 Cheat Window, Ram Watc, Lua Console - fix exception when clicking Move Up on the first item in the list. 2012-03-26 23:38:29 +00:00
adelikat 602ee06ffc Lua Cosnole - output message at bottom of dialog to show if changes have occured and saved messages (same as other tool dialogs such as ram watch). Better minimize size parameters of dialog. 2012-03-26 23:31:21 +00:00
brandman211 cba68551d0 -Removed LuaVarArgs from gui_text. I think this function is pointless and over complicates things; let me know if you agree based on this example.
-Fixed DrawMessages, which was setting y = x, making the y parameter of gui.text useless.
2012-03-26 14:48:05 +00:00
rolanmen1 908a9a11c5 Lua Console - Save Session Menu Option Should Now Enable/Disable Correctly. Also Added The Condition That There Should Be At Least One Script To Be Able To Save. 2012-03-26 13:46:28 +00:00
rolanmen1 e2e3ee3301 Loading A Script With Errors Via Load Lua File Now Disables And Shows Error In Output Box. Toggling On A Script With Errors Disables Itself Right Away. 2012-03-26 08:52:06 +00:00
adelikat c5334cc639 gui.text() - fix so that screen is clearned at the beginning of each frame, so that the text stays drawn when paused 2012-03-26 03:01:39 +00:00
adelikat 7daf318134 gui.text() - add a 5th parameters "anchor" that will anchor the text to top, left, bottom, or right. Same functionality as the message config anchor option. 2012-03-26 02:58:24 +00:00
adelikat 74648bd806 add punchout stats lua script 2012-03-26 02:06:04 +00:00
adelikat 588888d439 check in my RBIBaseball luaScript modified for bizhawk (only had to change memory.writebyte to mainmemory.write_u8 and it worked fine) 2012-03-26 01:58:04 +00:00
adelikat f72fce15fd Lua Console - fix anchoring properties 2012-03-26 01:41:39 +00:00
rolanmen1 5283b4c06c Avoid Crashing After Trying To Delete A Script With Errors. 2012-03-25 15:34:09 +00:00
rolanmen1 35f42b94f3 Dragging A Lua Session Now Works. Script Errors From Dragging Sessions Now Appears In The Output Box. 2012-03-25 14:51:35 +00:00
rolanmen1 75c0a9f7d3 Script Errors Now Appears In OutputBox. 2012-03-25 09:47:31 +00:00
zeromus f694959da9 cleanup some transient junk in mainform, fix nametable viewer screenshots garbage pixels off by one bug, add shortcut buttons for common display area sizes (this last part was tricky since the nes graphics control dialog has a feature which prevents its size from changing in visual studio) 2012-03-25 08:52:52 +00:00
brandman211 81586afc20 Finished merging...499 lines. Not as good as I had hoped, but the file would have been significantly smaller if controller templates just used dictionaries and had just a little bit more consistency. 2012-03-25 07:10:11 +00:00
brandman211 da65f8bdd4 -Merged Atari.
-Line count: 583.

TODO: The one I really didn't want to deal with...Gameboy. Why did you have to make this a NESControllerTemplate instead of a GameboyControllerTemplate[]?
2012-03-25 07:00:21 +00:00
brandman211 bc1804dcdb -Made it so that the right controllers use the default settings.
-Merged Genesis.
--This was completely broken beforehand.
---Update updated PCE.
---It had 8 joypads instead of 1.
-Line count: 661.

Note: Atari Auto 2 throws an exception.
2012-03-25 06:42:31 +00:00
brandman211 b28cfca204 -Merged TI-83.
--As it'd be obnoxious to make CONTROLS a string, object dictionary and have casts all over the place, I just made a TI83Controls string array to match CONTROLS["TI-83"].
--Positioned the fields as well as I could.
--The config for ( and ) were switched. Fixed. Yet another example of redundant code failing! :)
-Line count: 741.
2012-03-25 06:05:13 +00:00
brandman211 5e126bf04f -Made the last two TI-83 buttons visible in the Config by increasing the height from 556 to 580.
-Started merging TI-83 to Do:
--This is going to be difficult because the field names are not the same as the label names, meaning that I'm going to have to use a dictionary for TI-83, if not for all of the controls.
--I have to create a formula that calculates the proper row / column for a given field to be placed. Sounds like fun.
2012-03-25 02:36:20 +00:00
brandman211 a07165cffd -"PC Engine / SGX" -> "PC Engine / SuperGrafx".
-Line count: 978.
2012-03-25 02:11:26 +00:00
brandman211 4f2ebdfbd4 -Fixed InputConfig_Load...forgot that the switch syntax from before acts like an OR statement; I thought it meant "don't do anything".
-PCE.
2012-03-25 01:58:33 +00:00
brandman211 1d21a89f3a Converting merges one at a time...here's SMS.
-Because of Reset and Pause being separate from everything else, I had to code a special condition for these.
-Line count: 1081.
2012-03-25 01:32:44 +00:00
brandman211 8686cc87ff Converted the switch statement in InputConfig_Load to a dictionary. 2012-03-25 00:54:40 +00:00
brandman211 0eae992403 Created general functions Do and Update.
-Because I have been advised not to convert the objects to dictionaries, and because using the equivalent of typedef seems confusing if it isn't outright impossible, I had to implement switch statements to handle certain aspects on a platform to platform basis.
-These will end up being much bigger than I would have hoped, but the entire file will be much, much smaller.

TODO: Implement all of the other platforms using these functions.

Note: It seems that the Enabled checkbox doesn't do anything other than persist its state. I checked the latest release, and the same issue was there, so I didn't break it!
2012-03-25 00:39:51 +00:00
Rolanmen1 e9e988a83e When Loading An Script With An Error, BizHawk Won't Crash. For Some Reason I Couldn't Show The Script Error In The OutputBox. 2012-03-24 21:55:37 +00:00
brandman211 d7453a3770 -Shrunk UpdateNES. 2012-03-24 21:06:47 +00:00
brandman211 f6a353196d -Started refactoring InputConfig.cs as adelikat requested:
--Created CONTROLS constant which contains all of the controls in one dictionary.
--Shrunk DoNES significantly.

TODO:
-Shrink UpdateNES.
-Generalize both functions and apply to NES.
-Have all of the platform specific functions utilize these generalized functions.
-Combine all of the platforms.
2012-03-24 19:45:50 +00:00
Rolanmen1 d0afec182f Pause/Resuming Scripts Have Been Implemented 2012-03-24 18:59:24 +00:00
zeromus e7eb6d8dcd fix input.get 2012-03-24 18:39:55 +00:00
zeromus 0bb9f65038 try not to crash when size of arrays in config file changes 2012-03-24 17:47:52 +00:00
adelikat 96fc783107 Lua - implement input.get() 2012-03-24 15:55:22 +00:00
rolanmen1 d0995970fc User Can't Toggle, Edit Nor Pause Or Resume To Separators. Edit Buttons Now Opens Multiple Scripts Instead Of The First Selected. 2012-03-24 13:25:19 +00:00
rolanmen1 87f9ace0d9 Added Resume/Pause Script Option Everwhere It Should Be And Also Added Pause Icon To All Of Them. 2012-03-24 12:43:11 +00:00
adelikat 8714b6da75 Small amount of code cleanup - remove unnecessary code in mainform load function, move function to a better file 2012-03-24 12:20:21 +00:00
rolanmen1 661565cf3e Added Pause Property To Scripts, Menu Option To Pause/Resume Scripts, Enabled And Paused Scripts Change It's Background To Red (May need to change this). Label Above ListView Shows How Many Scripts Are Paused. Need To Add Pause Icon To The Menu Option. 2012-03-24 10:53:26 +00:00
zeromus b9dd682f1d name the context menu items better things 2012-03-24 03:18:02 +00:00
zeromus 5f39ba5bbd add emu.yield, which when used allows a script to run while emulation is paused and interact with the gui/main window in realtime 2012-03-23 23:03:39 +00:00
zeromus 216a44e3f0 add input.getimmediate 2012-03-23 22:52:02 +00:00
zeromus adcb03f8d5 fix context menu open logic to not rely on indices 2012-03-23 22:06:42 +00:00
zeromus aaf92e0e25 how did that happen 2012-03-23 19:48:45 +00:00
zeromus bc3e8606a2 refactor lua scripts to be more flexible 2012-03-23 19:44:47 +00:00
zeromus 0372969f13 change lua to use lua coroutines for multiple scripts instead of .net threads 2012-03-23 18:24:29 +00:00
adelikat 2e5ec4fdcb Fix bugs in input config regarding atari controllers, fix auto-fire controllers for atari (both controllers) 2012-03-23 02:15:58 +00:00
adelikat 715d46ed1d Hook up atari controller 2 to input config dialog. 2012-03-23 00:39:21 +00:00
adelikat 684252a816 Fix mainform context menu logic from the screenshot to clipboard addition 2012-03-23 00:06:20 +00:00
zeromus fa25305d67 atari-add player 2 controls? 2012-03-22 06:33:28 +00:00
rolanmen1 dcaf724dae Fixed A Bug When Saving A Session That Prevented Them To Be Loaded Correctly. 2012-03-21 12:51:52 +00:00
zeromus d8c0e3b27e make GetExeDirectoryAbsolute more robust (handle # in paths) 2012-03-21 06:38:19 +00:00
adelikat 365f60988e Hook up Atari to the controller config dialog (interim only) 2012-03-21 02:44:01 +00:00
andres.delikat bb7e320f92 Lua Console - when opening a duplicate lua script, don't turn script on if the disable lua script on load option is checked 2012-03-20 21:44:34 +00:00
rolanmen1 652fea7392 If User Opens A Script That Is Currently On The Session, It Will Toggle It On.
If User Deletes The Script From The Session, It Will Stop.
Script Counter Now Updates On More Circumstances.
2012-03-20 15:31:06 +00:00
brandman211 22feb43b78 joypad_set works. 2012-03-19 19:10:30 +00:00
andres.delikat da634a45f1 Lua Console - autoload session 2012-03-19 16:49:47 +00:00
andres.delikat 33383b533b Lua Console - option to disable scripts on load 2012-03-19 16:19:31 +00:00
andres.delikat adda412369 Lua Console - track changes on Move Up / Down 2012-03-19 15:33:38 +00:00
andres.delikat 40b057a474 Lua Console - drag & drop .txt files 2012-03-19 15:26:05 +00:00
andres.delikat 9f6420b2bc Lua Console - Open Script - add a *.txt option in the openfile dialog 2012-03-19 15:23:08 +00:00
brandman211 78d8effcfc Made joypad_get independent of mnemonics. Here's the Lua script I used to test:
while true do
	joypad.set("Up", true)
	local buttons = joypad.get()
	local result = {}
    for index, value in pairs(buttons) do
        table.insert(result, index .. ": " .. tostring(value))
    end
	gui.text(0, 36, table.concat(result, "\n"))
	emu.frameadvance()
end

For some bizarre reason, after a while, the ordering of the buttons goes from stable to chaotic, making it impossible to read the buttons pressed. adelikat says not to worry about this because order is meaningless in Lua. Still, this is very curious...

TODO: Set using a ClickyVirtualPadController and Global.StickyXORAdapter.SetSticky(Controller + " Up", false)...whatever that means.
2012-03-19 14:52:23 +00:00
brandman211 a4a8dec005 Lua glue for zeromus. 2012-03-19 03:39:56 +00:00
adelikat 0bdce38dc4 Add atari to path config dialog (interim builds only) 2012-03-19 02:12:43 +00:00
adelikat c92f1b556c Lua - implement movie.filename(), movie.getreadonly(), movie.setreadonly() 2012-03-18 19:52:28 +00:00
adelikat e695263eba Lua - implement movie.isloaded() and movie.length() 2012-03-18 19:33:38 +00:00
adelikat 951721bb39 remove joypad.set and add joypad.get, as set was not built and get was 2012-03-18 19:14:50 +00:00
adelikat 44daaa0841 Lua - Implement savestate.save 2012-03-18 18:24:24 +00:00
adelikat c3cb5e0b72 Update version number, note that the previosu commit, r1983 marks the start of version 1.0.3 2012-03-18 17:22:21 +00:00
zeromus 42f16e95ac dont use so much cpu while paused and whatnot 2012-03-18 17:11:59 +00:00
zeromus efd5bcaa21 context menu screenshot -> clipboard 2012-03-18 04:08:05 +00:00
adelikat ada3c55311 lock down PCE BG Viewer to interim 2012-03-18 00:30:36 +00:00
adelikat 6072d2d8de Open ROM dialog - better organization of interim vs release 2012-03-18 00:05:35 +00:00
zeromus f7d0852741 build luainterface differently. fix lua poop? 2012-03-18 00:05:06 +00:00
adelikat e404dea408 lock down gameboy and atari to interim build only 2012-03-18 00:00:47 +00:00
zeromus d0354fd1fe fix lua poop 2012-03-17 23:40:30 +00:00
adelikat 338f4230f1 Lua Console - logic for hiding/disabling menu items 2012-03-17 23:16:11 +00:00
adelikat 300f68e8b7 Lua Console - implementing changes tracking and asking to save changes 2012-03-17 22:23:52 +00:00
adelikat 97f32bde91 Lua Console - implement recent session 2012-03-17 21:59:56 +00:00
adelikat 44ba1c2594 Lua Console - implement Save Session and Save Session As 2012-03-17 21:31:48 +00:00
adelikat c3aeda2d54 Lua Console - clear output window on New Session 2012-03-17 12:19:30 +00:00
adelikat 1380cccd7a Lua Console - output window - context menu with a clear option 2012-03-17 12:14:59 +00:00
adelikat dac438ec02 Lua Console - Better dialog for lua functions list, stop and start sound on calling list 2012-03-17 02:18:09 +00:00
andres.delikat 871e6df12f PCE BG Viewer - GUI overhaul 2012-03-16 15:29:05 +00:00
andres.delikat c55e863b15 TASEdit - fix frame advance button 2012-03-16 15:27:45 +00:00
zeromus 219df85492 multiclient-sync nes's bogus soundOn hack at the moment when a nes core is launched, to avoid situation where we can't enjoy the bogus and likely buggy speedhack unless we fiddle with the sound options to refresh them 2012-03-15 19:16:43 +00:00
brandman211 45430c8ca7 ImportMCM now supports NES movies.
-No info on the control bytes, so I'm not dealing with them right now.
-It seems like there's an extra byte for at the beginning of input for NES that doesn't exist for PCE.
--I think it might be the "1 byte for power-on and reset" that the docs refer to, though I'm not sure why this would exist for NES and not PCE...because NES supports control commands and PCE doesn't?
--Perhaps this will become more apparent if I write the importers for SMS, GG, GB, and GBA. I'll need access to a Linux machine to do these, though.
2012-03-15 04:22:37 +00:00
brandman211 172115dcca Reformatted ImportMCM. Now to add the additional consoles. 2012-03-15 02:23:01 +00:00
zeromus 3c267db54c add reset button to atari 2600 and add .a26 to multiclient filetypes list 2012-03-14 21:35:07 +00:00
brandman211 e71763ba81 Added file types to the Import Movies dialog. 2012-03-14 20:46:59 +00:00
brandman211 4c47676c02 -Added warning messages for:
--FDS commands in ImportFMV.
--Bad ROM checksums in ImportText. TaoTao: There's nothing wrong with using warningMsg; it just is limited to showing the first warning message that occurs.
-ImportNMV
--Nintendulator's Four Score recording is seemingly broken.

TODO: ImportMCM clean-up / expansion, Intellivision research.
2012-03-14 20:08:00 +00:00
Rolanmen1 a8df8116e6 Toggling Lua Scripts By Double Clicking Now Works 2012-03-13 22:39:07 +00:00
Rolanmen1 ff21856389 Toogling Scripts From The Toogle Button And Menu Option Works, Double Clicking Doesn't 2012-03-13 22:08:17 +00:00
Rolanmen1 21fbe4f16e Unwanted Exception When Turning Off All Scripts Fixed 2012-03-13 21:36:20 +00:00
Rolanmen1 4a3544a5a7 Random Crashes When Using Lua Scripts Fixed 2012-03-13 21:21:21 +00:00
Rolanmen1 04c8e8d7a3 Skip Lag Frame When Frame Advancing Has Been Implemented 2012-03-13 21:19:36 +00:00
adelikat e0e95ee8ea PCE BG Viewer - implemented auto-load and save window position options 2012-03-13 02:41:10 +00:00
brandman211 f53088c7be -Used masks to simplify ImportFMV.
-Finished ImportVMV:
--I'm not sure what the following comment means: "For the other control bytes, if a key from 1P to 4P (whichever one) is entirely ON, the following 4 bytes becomes the controller data." I'm going to assume this is a bad translation that is the equivalent of my 4 controllers = 4 bytes comment.
--Nesmock has a block of code that seems to handle, or at least account for, commands (Lines 207 - 239 of virtuanes.hh). I don't do anything about this, but it doesn't seem like Nesmock does much of anything about it either. I'll ignore this for now.

TODO: ImportNMV, clean up ImportMCM, and perhaps support other platforms for .MCM, although everyone thinks it's a waste...I like writing importers! I'm afraid of writing cores!
2012-03-13 02:37:59 +00:00
adelikat 863f3fc4e5 fix an error in chr rom size for a CNROM game 2012-03-13 02:10:18 +00:00
andres.delikat f863bc41ed PCE GB Viewer - start a menu strip 2012-03-12 22:05:53 +00:00
brandman211 8938290e36 -Fixed FourScore handling for .FCM.
-Made it so that .tas is appended to the file path instead of changing the extension to it.
-Added default emu/MovieOrigin comments to the importers that don't have explicit ones.
-ImportVMV header / added blank frames
-Moved the MnemonicsGenerator declarations outside of the loops.

TODO: Finish ImportVMV (I don't think the provided documentation explains how the input works...) and figure out if my re-record count is off by one or if TASVideos.org is.
2012-03-12 20:35:10 +00:00
taotao54321 287c5c61f8 PCE BG Viewer:
Added a dropdown box to select VDC1/VDC2.
  Now it is automatically updated in 3fps. (this is just a makeshift. PCE core should provide callbacks)
2012-03-12 06:27:34 +00:00
taotao54321 b10b7632e8 Forgot to add files. very sorry 2012-03-12 05:26:48 +00:00
taotao54321 54f89fca9f Added PCE BG Viewer (interim) 2012-03-12 05:19:59 +00:00
peter e310e90d9f Conditionally compile Windows code, make Throttle class portable, and add dummy input/audio implementations for non-Windows
This is (almost, bar some local resource hacks) enough to start the
emulator on Linux/Mono, load a ROM and watch the demo (input and
audio don't work yet).
2012-03-12 04:44:34 +00:00
peter 1d111ce0ff Use Path.Combine where appropriate 2012-03-12 04:44:26 +00:00
peter ccc9fdf672 Case sensitivity fixes 2012-03-12 04:44:19 +00:00
peter 0776d48b81 Add subwcrev.sh build script for non-Windows platforms 2012-03-12 04:44:10 +00:00
adelikat 22f0b358aa Make lua files run again 2012-03-12 01:57:38 +00:00
beirich ca47082737 fix some PCE savestate desyncs 2012-03-12 00:14:44 +00:00
adelikat 79d8f3d920 Fix display of Loadstate hotkeys in loadstate menu 2012-03-11 20:56:15 +00:00
taotao54321 41b1d3c82a Lua: now setrenderplanes() works also with SMS. 2012-03-11 17:25:25 +00:00
taotao54321 bcbe16c49c Moved SMS-related settings to "SMS" menu from "Emulation" menu 2012-03-11 17:19:15 +00:00
taotao54321 a595e367db Added SMS specific menu: Graphics Settings
PCE Graphics Settings dialog bugfix
2012-03-11 17:08:25 +00:00
taotao54321 3dcd94ea3d Moved PCE-related settings to "PCE" menu from "Emulation" menu 2012-03-11 16:30:55 +00:00
taotao54321 2f9a5212bc Added BG/OBJ display settings for SMS (not accessible yet) 2012-03-11 16:15:20 +00:00
adelikat 62f80406c4 Clean up the PCE Graphics config dialog 2012-03-11 15:41:51 +00:00
taotao54321 2b79ae88b3 Added a comment 2012-03-11 15:18:24 +00:00
taotao54321 9d72bf0c7c Added PCE specific menu: Graphics Settings 2012-03-11 15:12:48 +00:00
brandman211 05f73ab436 Made it so that the Reset flag gets reset (Hehe) every frame, regardless of whether a warning message has been hit already or not. This fixes the ImportFM2 and ImportFCM functions that were broken in the last commit. Thanks TaoTao! 2012-03-11 13:27:11 +00:00
taotao54321 f117e4fce8 ImportMCM() bugfix 2012-03-11 13:21:16 +00:00
brandman211 79944b2d26 -Applied micro500's flag ANDing syntax to all of my functions...I concede that this is a much simpler way to do this.
-Fixed ImportFMV's movie title; before, I mistook it for the game name.
-Made "comment" and "SyncHack" constants.
-Moved the "ControllerDefinition"s outside of all of the loops.
-ImportGMV:
--Emulation Version => Movie Version.
--Added the PAL header.
--Made it so that the 6-button error is a warning; considering that the code already properly handles the controller properly and all that needs to be done is have Bizhawk actually support that kind of input, I don't feel there's a reason to go so far as to kill the conversion in this case.
--Reformatting.
---Notably, I added a player loop to simplify the frame data.
--It seems that 1937M uses a 6-button recording and 1731M has 2-player input...bizarre. Anyway, this means that ImportGMV should be good now.

TODO: ImportVMV, ImportNMV, ImportMCM, ImportSMV, Atari core? :)
2012-03-11 12:24:56 +00:00
taotao54321 575c44f470 Now setrenderplanes() works also for SuperGrafx. 2012-03-11 09:51:23 +00:00
taotao54321 f25ddb2fce Lua: now setrenderplanes() takes variable arguments 2012-03-11 09:16:09 +00:00
taotao54321 05321d19bc NES Graphics Settings bugfix 2012-03-11 07:02:10 +00:00
taotao54321 30b0dc6780 PCE: added settings to show/hide BG/OBJ for TurboGrafx (not for SuperGrafx)
Now setrenderplanes() works for TurboGrafx (not for SuperGrafx)
2012-03-11 06:50:46 +00:00
taotao54321 beb0b5a74d Lua: added setrenderplanes(). For now, it works only for NES. 2012-03-11 05:47:38 +00:00
taotao54321 3dffd0b9b6 cosmetics (added trailing commas to make it easy to add new lua functions) 2012-03-11 05:13:12 +00:00
adelikat 86da2c6b5e About box - add contributers 2012-03-11 01:22:02 +00:00
adelikat 76f1faf122 Lua - add gui.alert() which draws messages in the alert font 2012-03-11 00:54:24 +00:00
adelikat 635ae613a4 Ram Watch - when drawing watches on screen, use alert font for frozen addresses 2012-03-11 00:50:06 +00:00
taotao54321 3687b8d803 NES Debugger: fixed disassembler to print addresses correctly 2012-03-10 19:42:20 +00:00
taotao54321 bd5f1b3135 NES Debugger: implemented poor disassembler 2012-03-10 17:54:58 +00:00
adelikat 8ae543bb14 Lua implementation - code cleanup 2012-03-10 16:14:19 +00:00
adelikat 40698b119c Add an atari controller image for controller config dialog 2012-03-10 14:10:50 +00:00
adelikat 49c751e4c4 variation of a game added to gamedb.txt 2012-03-10 13:55:36 +00:00
adelikat efd4c5cbab Make...a certain game...work 2012-03-10 13:30:39 +00:00
taotao54321 a69ec16c03 Lua: Implemented writebyte() and fixed readbyte() 2012-03-10 03:58:42 +00:00
taotao54321 66f034b96f Modified gui.text(): convert arguments to int directly 2012-03-10 03:31:07 +00:00
taotao54321 5283b29d54 Lua: Implemented new memory access functions. It can specify datasize and endianness.
Lua: Modified print() to emit a newline.
Lua: Fixed console_clear() not to take any argument.
2012-03-10 03:07:05 +00:00
adelikat 7e38f4a940 Hex Editor - move Add to Ram Watch to Ctrl+W instead of A! A is a hex value that should be able to be typed in 2012-03-10 02:31:34 +00:00
zeromus 65282a366e fix versions stuff 2012-03-10 00:21:40 +00:00
adelikat 5195453229 Update versioning stuff and about box, and set interim flag back (I seem to keep checking that in on accident). This marks the beginning of 1.0.2. 2012-03-09 23:33:56 +00:00
taotao54321 7613d51ea2 Bugfix for log console.
Console type should not be changed by user when console is shown.
2012-03-09 21:36:55 +00:00
taotao54321 b207c81fea Removed unused LogWindow::ShowConsole() 2012-03-09 21:22:52 +00:00
taotao54321 8cbe59cfa8 Fixed the behavior related to closing LogWindow.
If you close LogWindow manually, Config.ShowLogWindow becomes false.
If you close the emulator window, Config.ShowLogWindow does not change.
2012-03-09 21:20:02 +00:00
adelikat 88424ca2b7 Fix a few warnings 2012-03-09 20:38:44 +00:00
taotao54321 386d9b5f71 Now LogWindow should save the settings correctly 2012-03-09 20:37:43 +00:00
taotao54321 83447d2d71 Now LuaConsole should save the settings correctly. 2012-03-09 20:12:57 +00:00
taotao54321 ecf9e6efc0 Now NESNameTableViewer, NESPPU, NESDebugger, Cheats, TI83KeyPad, TAStudio should save the settings correctly. 2012-03-09 20:10:01 +00:00
taotao54321 7779326535 Now Ram Search and Ram Watch remember the window position correctly 2012-03-09 19:32:43 +00:00
adelikat c5c1457f32 NES PPU Viewer - clipboard options for palette, pattern, and sprite 2012-03-09 19:22:31 +00:00
adelikat c7ec2aed6c NES Nametableviewer - Screenshot to clipboard option 2012-03-09 19:07:16 +00:00
taotao54321 3017dacdf1 SetMemoryDomain() called StartNewSearch(), so fixed it
It broke LoadSearchFile()
2012-03-09 18:50:26 +00:00
adelikat 4cfceab969 Add screenshot -> clipboard to Ctrl+C hotkey, and add message on screen 2012-03-09 17:31:37 +00:00
taotao54321 9716387b2f HexEditor: set defaultWidth/Height at loading, not in constructor 2012-03-09 17:14:39 +00:00
taotao54321 389693e6f4 HexEditor: member Width, Height hide the original property Width, Height. So renamed to Width_, Height_ 2012-03-09 16:37:55 +00:00
adelikat baf189b464 Movie Import dialog - combine .mc2 and .mcm into a Mednafen/PCEjin row instead of seperately (both .mc2 and .mcm have been used at some point in both emulators) 2012-03-09 16:31:14 +00:00
taotao54321 0e2341b37f Sometimes HexEditor forgot the settings, so fixed it
And refactored loading/saving settings
2012-03-09 16:13:40 +00:00
brandman211 be60ee206a -More tweaking of ImportGMV.
-Fixed InputAdapters with regards to the Genesis 3-Button Controller. It previously did not have a flag placeholder.

Potential issues that I don't have the time to investigate right now:
-When importing 1937M, I get the error "6 button controllers are not supported." Is this a false positive?
-The result of importing 1731M seems sane, but has 2-player input. This run is classified as "One player in a multiplayer game". Is this input normal?
2012-03-09 15:30:09 +00:00
taotao54321 888ce23bee ImportText(): interpret "romChecksum" entry in FM2 2012-03-09 13:26:06 +00:00
taotao54321 dae469543e ImportMCM(): forgot to close input stream 2012-03-09 12:18:16 +00:00
taotao54321 e0aa4b15da Added *.fcm and *.mcm to the filter of "Import Movie" dialog.
And some typo fix.
2012-03-09 12:10:41 +00:00
taotao54321 adceb81e91 ImportFCM(): emits "Platform" entry 2012-03-09 11:49:43 +00:00
taotao54321 363fa25200 ImportFCM(): fixed to interpret reset commands correctly.
It emited an incorrect result for "Zanac (U)" movie (734M).
Control update bytes are not toggle-form, unlike controller update bytes.
2012-03-09 11:38:29 +00:00
taotao54321 869f900d11 MovieImport: modified EMULATIONORIGIN value to "emuOrigin" from "emuVersion".
On previous versions, converted files had two "emuVersion" entries. That seems not right.
2012-03-09 09:30:33 +00:00
taotao54321 da9c95c38e Implemented ImportMCM() 2012-03-09 09:24:47 +00:00
adelikat f9e43cf3d7 Mapper 46 - fix gamedb entry, put in high bits 2012-03-09 03:24:05 +00:00
adelikat 5655262df6 Start Mapper 46, could not get the gamedb.txt entry to work properly 2012-03-09 02:57:04 +00:00
adelikat 2dd03cbf03 Hex Editor - dynamically add unfreeze option to the menu item as well. 2012-03-09 01:50:39 +00:00
adelikat 502e395be0 Hex Editor - some hotkeys - A for Add to Ram Watch, Del for unfreeze, Shift+Del for unfreeze all 2012-03-09 01:43:52 +00:00
adelikat 5376186eb0 Hex Editor - Context menu - if address if frozen, show an unfreeze menu item instead of freeze 2012-03-09 01:33:55 +00:00
adelikat f0de9366ec Hex Editor - space bar toggles an address as frozen/unfrozen 2012-03-09 01:24:46 +00:00
adelikat f48de28581 Hex Editor - + and - buttons now increment/decrement the value of a selected address (added context menu items as well) 2012-03-08 18:33:57 +00:00
taotao54321 434bfebb1f set svn:executable on BizHawk.MultiClient/output/7z.dll 2012-03-08 15:23:08 +00:00
adelikat add74942f7 Stop and start sound before showing the load named state dialog. Fixes reported 'sound jitter' when using the Loadstate As hotkey. 2012-03-08 12:37:40 +00:00
zeromus 9a6d6a63bd improve nes rom detection log, and set svn:executable on some files 2012-03-07 19:14:15 +00:00
Rolanmen1 f6d558d4b4 Skipping Lag Frames While Frame Advancing Has Been Implemented 2012-03-07 03:58:54 +00:00
brandman211 28e621527c Cleaned up my baby while respecting micro500's style choices. 2012-03-07 02:48:19 +00:00
adelikat 98938de0c2 Lua - fix exception when attempting to close a lua script 2012-03-07 00:58:41 +00:00
zeromus c0ace9ce83 add a2600 core stub 2012-03-07 00:40:20 +00:00
adelikat ff3738681f Lua COnsole - ooops, don't write to output window in gui.text()! 2012-03-07 00:21:11 +00:00
brandman211 e7e8402af0 -Made the GUID for ImportVBM uniform with the other cases.
--Because there are way more bytes used to represent the other GUIDs than this one, I just appended -0000-0000-0000-000000000000 to this per zeromus' request.
-Got rid of the hex part of the BytesToString function. We apparently have BizHawk.Util.BytesToHexString.
-Converted BytesToString to r.ReadStringFixedAscii, an extension method. I've determined that extension methods are cool and that I should use them more often.
2012-03-06 05:27:50 +00:00
brandman211 c9b5f9989a -Added EMULATIONORIGIN and MOVIEORIGIN as constants ImportMovie instead of using magic strings.
-Fixed some error and warning messages:
--Made it so that the first .FCM warning is shown instead of the last.
--Added an error for .FCM files that aren't version 2.
--Did the same for ImportVBM, but with version 1.
-Cleaned up comments / code throughout.
-Fixed the file format for GBx; it had an extra bar which made reading Player 1 impossible.
-Seemingly finished ImportVBM.
--The results seem same. I have no way of testing whether they sync up or not.
--As I can't actually handle additional controllers, I just skip the bytes for them.
--As I can't actually handle the miscellaneous buttons and commands (Ex. L, R, Reset), I just give warnings whenever they come up in the file.

TODO: ImportGMV, ImportVMV, ImportNMV, and maybe ImportSMV...I'm going to need a new assignment soon! :)
2012-03-06 03:41:11 +00:00
pjgat09 e3ba08fefd Implemented the GMV importer. An error is returned for 6 button controllers, and third player input is currently thrown away. 2012-03-05 22:45:52 +00:00
brandman211 2c95e08392 ImportFCM fixed. All I did wrong was do the update before the delta bytes instead of the other way around. Thanks adelikat for telling me about QuickHex, who's documentation solved this instantly! 2012-03-05 17:36:52 +00:00
brandman211 89c6483e10 Worked on ImportFCM a little bit. I think I understand the delta bytes now and are handling them correctly. However, although this might press the right buttons, it does it at the wrong time and with the wrong duration. I'll need to investigate this further. 2012-03-05 17:20:30 +00:00
adelikat bd7c9e3309 Lua Console - implemented open lua script toolstrip icon 2012-03-05 14:27:29 +00:00
adelikat 204c025af2 Add "escape clears mapping" message on controller config dialog 2012-03-05 14:22:49 +00:00
zeromus dec7183e73 fix bug in ramwatch signed value printing, and probably unsigned 32bit value printing as well 2012-03-04 21:46:54 +00:00
adelikat 1def3a8292 Minor fixups to gif animator dialog 2012-03-04 21:00:58 +00:00
offspring131313 099cf590b6 Can now make Animated Gifs Huzzah 2012-03-04 20:37:49 +00:00
adelikat 0cb222f20e As usual, I forget to add the new winform files to the svn 2012-03-04 19:29:12 +00:00
adelikat 196ce3de45 Start an animated gif config dialog 2012-03-04 19:24:10 +00:00
offspring131313 357f6bff83 Just remembered that there was an issue with creating directories. *FIXED* 2012-03-04 19:07:52 +00:00
offspring131313 48266e670d Added a function for making Animated Gifs. No UI has been implemented to allow a user to use this functionality, but there is commented out code that I used to test it in MainForm.TakeScreenShot().
Instructions on how to use is in comments.
2012-03-04 19:02:28 +00:00
zeromus 14ae31dfbf vs wants to manage copying of lua51.dll itself as a dependency of LuaInterface.dll, and thats why it keeps deleting it sometimes when cleaning it. so move the lua51.dll alongside LuaInterface.dll and let it do the copying 2012-03-04 03:15:03 +00:00
adelikat 03ecff625b fix rather annoying typo in online help link 2012-03-04 02:52:21 +00:00
zeromus 263773cf8d multiclient-refine screenshot code, add screenshot->clipboard menuitem 2012-03-04 01:30:30 +00:00
brandman211 d12590497e -Fixed the value to & with the update to determine the difference between a Control and Controller.
-Set the buttons to the opposite state when they are updated.
--Presumably, this is how this works.
-Read the delta bytes.

TODO: Figure out where in the world the writing of frames actually comes into play. Bisqwit gave me some insight on this.
2012-03-04 00:30:48 +00:00
adelikat 63b6004293 set back to interim build 2012-03-03 23:58:13 +00:00
zeromus 2d11f91d16 make pce cd bios use path configuration 2012-03-03 21:51:20 +00:00
adelikat f415bff02e --release version 1.0.0!--
update release date on about box, add forums link, change link for online help
2012-03-03 20:49:44 +00:00
adelikat ff6b6d6677 Open FIle dialog - reorder valid rom files, put genesis and gb as "experimental" and in their own section 2012-03-03 20:17:22 +00:00
adelikat 5d44836c92 File -> MOvie -> Import movies menu item 2012-03-03 20:14:20 +00:00
adelikat 2c7fa2e363 Play Movie - remove mc2 and fm2 from list, as they have to be imported now 2012-03-03 18:44:08 +00:00
adelikat e3b3879954 FIxed Get/Set mneomnics to not break on null emulator, refactored the drag and drop for movies to allow the user to continue if they decline to open a rom from the open rom pop up 2012-03-03 18:24:34 +00:00
adelikat 3bfe716952 Fix drag and drop importing so it doesn't crash during null emulator. Also fixed the movie sram clearing function to not crash on null emulator. 2012-03-03 18:11:07 +00:00
brandman211 b07fa3b7c2 -Fixed the value to & with the update to determine the difference between a Control and Controller.
-Set the buttons to the opposite state when they are updated.
--Presumably, this is how this works.
-Read the delta bytes.

TODO: Figure out where in the world the writing of frames actually comes into play.
2012-03-02 15:59:34 +00:00
zeromus e5fb7a6958 fix release script 2012-03-02 04:16:28 +00:00
brandman211 bedbf1d5e1 -.Close()'d everything.
-Added a FourScore header and applied it to ImportFile and ImportFCM.
--Not sure if there's any equivalent header for FMV/FCM.
-Seemingly have the update bytes being read properly.

TODO: Make ImportFCM actually utilize the update bytes to write frames.
2012-03-02 04:15:15 +00:00
zeromus ff12c2c5ef dxwebsetup.exe not needed here anymore 2012-03-02 03:40:43 +00:00
zeromus e41f9d2a41 survive dsound initialization failure 2012-03-02 03:39:09 +00:00
zeromus 49eb8272f9 fix path management bug when running over network share 2012-03-02 03:34:28 +00:00
brandman211 39246b2ca5 -Added the beginning of ImportNMV and ImportVMV.
-Added PAL handling to ImportText.
-Finished the header and metadata of ImportFCM.

TODO:
-Input handling for ImportFCM.
-Find out what the format for the FDS data is on FMV, as it occurs to me that I already handle FDS data in ImportText by giving warnings, so I might as well do the same thing in this case.
-Figure out whether or not I should be using "using" for the BinaryReader objects, as it seems like they do in fact have .Close() methods.
2012-03-01 09:16:14 +00:00
brandman211 a60698c03e Finished enough of ImportFMV for now.
-There's "FDS data" stored in the frames of FDS recording. I have no idea how to handle this. If we do in fact support these features, they should be utilized in the TODO section provided.
-99M syncs with this...isn't this a problem? Wouldn't this imply that bizhawk is as inaccurate as Famtasia? I'm pretty sure this run didn't sync when I tried it on my now broken NESBot.

TODO: I guess I'll try to move on to ImportFCM now. Although I heard this is a difficult format to work with, my favorite console is the NES, and this'd be useful for console verification if the NESBot Lua script gets adapted for bizhawk, so I think I'll give it a shot.
2012-02-29 04:47:30 +00:00
brandman211 c4029509fc -Made ImportMMV more functional.
-Seemingly programmed the header handling for ImportFMV correctly.

TODO:
-ImportFMV frame data handling.
2012-02-28 23:11:19 +00:00
brandman211 0b69b4c17c -Ported the documentation for .MMV to ImportMMV in the form of comments. I think this makes things a lot simpler, and adding these comments before coding might be a good approach for future importers. That way, I merely need to understand what needs to be done and fill in the blanks.
-Added RemoveNull to get rid of the null characters in the author and game names for .MMV.
-Formatted the MD5 for .MMV.

TODO:
-Write ImportFMV. I think I understand how these formats work well enough to try this now.
2012-02-28 10:59:16 +00:00
brandman211 97d92887b6 -Refactored some of the stuff that I wrote for ImportText.
-Realized that the the ImportMMV function probably still works, but that Grunt's Sonic run merely desyncs. If I move the second pause button one frame later, it will make it past the title screen.

TODO: Comment / clean / and understand ImportMMV before moving on to ImportFMV.
2012-02-27 18:52:08 +00:00
brandman211 f2a60888ce -Commented / refactored code.
-Fixed the Platform for PCE.
-Added emuOrigin and MovieOrigin to store the original emulation and movie versions in a comment.
2012-02-25 03:04:22 +00:00
zeromus f801d04a46 now remove traces of psx from the current project, so it doesnt confuse any users 2012-02-24 20:45:27 +00:00
zeromus fd6ac896fc general cleanup.. remove a bunch of warnings.. improve log console system a bit.. add new icons for log console window.. remove old demo psx interop system and add new, simpler one, which isnt really tested yet but is way less annoying. 2012-02-24 20:38:35 +00:00