goyuken
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ed2553621f
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saturn: memory domains, and saverammodified flag
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2013-05-07 21:35:55 +00:00 |
pjgat09
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d9c6bb6698
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N64: Added float controls for the X and Y axises. At some point they need to be converted to signed bytes to work with m64p
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2013-05-07 01:42:48 +00:00 |
pjgat09
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08f6fdaf8d
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N64: Implement the video plugin (rice or glide64) option
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2013-05-07 01:38:12 +00:00 |
pjgat09
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a6600a5c0a
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N64: Implemented the lag indicator and lag count
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2013-05-06 23:50:24 +00:00 |
goyuken
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7b7b95e95d
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add a new field to IEmulator: bool BinarySaveStatesPreferred { get; }. a core should set it to true to indicate that it would prefer to save and load binary savestates (but both types must be supported). set to true on 7800, gb, dgb, gba, n64, snes, saturn cores, as they all create text savestates that are simply dumps of the binary savestate. for the moment, frontend does nothing with this new information.
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2013-05-06 20:51:28 +00:00 |
pjgat09
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e78985244c
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N64: Split the m64p api into it's own class
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2013-05-06 03:22:27 +00:00 |
pjgat09
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468da23558
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N64: Set RDRAM as the main memory
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2013-05-06 00:08:36 +00:00 |
adelikat
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7fb317cc37
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N64 - implement ResetFrameCounter() method
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2013-05-05 22:53:22 +00:00 |
pjgat09
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8b51686944
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N64: Added a very primitive memory domain for RDRAM. For some reason poking does not work yet
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2013-05-05 03:39:01 +00:00 |
pjgat09
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d0285b6965
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N64: I suck at this
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2013-05-05 00:12:46 +00:00 |
pjgat09
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883fa1330e
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N64: Removed the debug output lines that were accidentally committed
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2013-05-05 00:11:49 +00:00 |
pjgat09
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a374641460
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m64p: Changed the output formula for the framebuffer from glide64 to actually be correct. We actually don't need a formula... Changed glide64 to not force vsync. You apparently need to read the back buffer or else you get choppy video.
N64: Changed the hardcoded video plugin to use glide. Glide apparently requires you to set the video mode before initializing the plugin
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2013-05-04 23:51:50 +00:00 |
pjgat09
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55c7fc55ab
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m64p: Made two new functions for saving and loading states, directly based on the m64p methods but without files
N64: Copied savestating code from other cores. States take a while to save, and the audio is weird when loading.
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2013-05-04 04:07:04 +00:00 |
pjgat09
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d5966dd908
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N64: Video now resizes
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2013-05-04 02:46:37 +00:00 |
goyuken
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079255b29f
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n64: gc issue fix?????????
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2013-05-04 01:46:12 +00:00 |
goyuken
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4a74249236
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n64: remove a few minor hacks in n64.cs that were due to previous minor hacks of mine and are obselete now that the first frame problem is resolved
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2013-05-04 01:32:33 +00:00 |
goyuken
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d87b5e7324
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n64: turn right side up again
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2013-05-04 01:30:39 +00:00 |
goyuken
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54ff07fbfc
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n64: fix race bug introduced in previous revision. also turn display upside down
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2013-05-04 01:16:27 +00:00 |
goyuken
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1abb7cf91a
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n64: resolve the "first frame" issue
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2013-05-04 00:47:36 +00:00 |
goyuken
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1bf7280b75
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n64: in the managed side, use an AutoResetEvent to wait on the core instead of spinning. saves cpu time.
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2013-05-04 00:28:05 +00:00 |
goyuken
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147c77c124
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n64: screw things up some more. use a semaphore to handle stoppage in r4300 interrupt. blah. it's faster
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2013-05-04 00:23:52 +00:00 |
goyuken
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415d749be9
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saturn - fix r4402, which was horribly busted. the code looks messier now... almost as messy as before. except the sound test mode in SOTN works through savestates now (it doesn't in vanilla yabause), so i fixed something.
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2013-05-03 22:12:35 +00:00 |
pjgat09
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d9f9d77712
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N64: Wire up the reset and power buttons
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2013-05-03 21:13:23 +00:00 |
goyuken
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314906ce66
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saturn - comment out the hacked up scsp savestate stuff and replace it with something much simpler (but more fragile). old scsp save routine has same bug as r4399 - immediate save+load+save produces different savestates. new doesn't.
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2013-05-03 19:51:03 +00:00 |
pjgat09
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7810621d6d
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N64: Started work on wiring the config system. The video output resolution is now (temporarily) set to 800x600
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2013-05-03 02:36:46 +00:00 |
goyuken
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299fcbcc57
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saturn: power button, saveram. at the moment, only the internal bupram is saverammed, although it's generated separately per game, like other bizwhack consoles
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2013-05-03 01:32:16 +00:00 |
goyuken
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b399e87ffe
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saturn: savestates. rather unwieldly, taking ~11MiB in text form and causing a noticable pause to save or load. core changes to support savestating: savestates reverted to version 1 (no movie info and no framebuffer, both of which are handled in bizhawk), and parts dealing with verifiying size through liberal use of fseek() (which doesn't work here) removed
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2013-05-02 23:35:12 +00:00 |
pjgat09
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fa349542ef
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N64: Added exceptions in the event of a problem loaded one of the dlls
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2013-05-02 22:17:36 +00:00 |
pjgat09
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ee9584f3aa
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N64: Commented out, but rudimentary fake analog stick support by looking at the DPad buttons and basing the analog stick position based on those
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2013-05-02 22:08:54 +00:00 |
goyuken
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149eeb5f33
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saturn - support loading bios. note that at the moment, the bios filename isn't in the firmware configuratorthingy. this marks the first change made to the yabause core itself (excepting the yui.cpp that we added); changing memory.h so that block loads don't do unnecessary fseek()
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2013-05-02 20:47:56 +00:00 |
pjgat09
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2a0c6c4daf
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m64p: Configure controller 1 to be plugged in. Flesh out the plugin somewhat
N64: Pass controller 1 data to the core
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2013-05-02 03:38:57 +00:00 |
adelikat
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c6634273d7
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N64 - hook up input for 4 controllers and autofire, still needs to be hooked to the core, and also needs to be added to controller config dialog
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2013-05-02 01:54:44 +00:00 |
goyuken
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53f9e002f4
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n64: disable certain debug messages for now as they're causing crashing problems.
fix audio, hopefully. sounds fine on diddy kong racing.
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2013-05-02 00:33:44 +00:00 |
pjgat09
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08c41348e5
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N64: Attempt to fix a threading problem
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2013-05-01 22:32:31 +00:00 |
goyuken
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6b350e58c9
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n64: audio stuff, but all commented out for now
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2013-05-01 22:26:08 +00:00 |
pjgat09
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365d1f159c
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N64: Clean up the core on rom close
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2013-05-01 22:18:53 +00:00 |
pjgat09
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533baf9ef3
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N64: Added a function to get the audio rate from the core.
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2013-05-01 21:28:15 +00:00 |
goyuken
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0d556dc9e9
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saturn: frame lag flag working
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2013-05-01 17:22:12 +00:00 |
goyuken
|
0a1e942dfe
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n64: rework audio a bit. best listened to in audio throttle mode. the problem seems to be that different games use different audio out sampling rates, and i don't know how to detect the right one. current selection (32khz) seems to be right for merio and falcon punch
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2013-05-01 14:38:47 +00:00 |
goyuken
|
8b029d9eb1
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saturn: controls. fuck boilerplate
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2013-05-01 02:53:53 +00:00 |
goyuken
|
eae4c0ee81
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saturn: sound
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2013-05-01 01:46:20 +00:00 |
goyuken
|
368bc58d0a
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saturn: connect to bizhawk's existing DiscSystem code. emu should now properly load the .cue given. the hack that redirects every .cue that is not in a gamedb to saturn is still in place; saturn detection heuristics will be coming
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2013-05-01 00:27:36 +00:00 |
goyuken
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d2fecaa172
|
saturn emulator. for the moment, try loading any unknown .cue file. when you do so, the saturn core will attempt to load "D:\encodes\saturnimages\Castlevania SOTN.iso"
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2013-04-30 21:28:35 +00:00 |
pjgat09
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7f7b9eac1f
|
m64p: Created a new audio plugin that saves the samples in a buffer for bizhawk to retrieve. Also added some miscellaneous svn:ignores
N64: Hooked up the new audio plugin, but it doesn't sound exactly right.
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2013-04-30 03:24:44 +00:00 |
pjgat09
|
160de71206
|
N64: Removed an unneeded dummy variable
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2013-04-30 02:24:07 +00:00 |
pjgat09
|
8ec6c762bd
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N64: Set a variable to volatile to fix problems with bizhawk freezing during frame advance.
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2013-04-30 02:22:56 +00:00 |
pjgat09
|
3bc682a411
|
m64p: Added VI callback functionality
N64: Made a VI callback function which declares the frame complete every VI, instead of per frame.
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2013-04-30 01:50:27 +00:00 |
pjgat09
|
2598967d56
|
m64p: Start the emulator paused
N64: Wait for the emulator to start up before returning from the constructor.
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2013-04-30 01:14:07 +00:00 |
pjgat09
|
1f7b5a5ce9
|
N64: Run the m64p core frame by frame. Added a frame callback function to retrieve the framebuffer from the m64p core when it's ready. Added math to convert the m64p framebuffer to bizhawk's formula.
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2013-04-30 00:36:54 +00:00 |
pjgat09
|
bfc0117237
|
m64p: Hard coded an ini file location until I can be bothered to work out the config handling in m64p
N64: Loads roms and pops up an SDL window to display them
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2013-04-30 00:08:21 +00:00 |