If set, only the first preference core (whether it be through gamedb or preferredcore or priority or whatever) will be tried, and a failure for it will immediately fail the entire thing. This is mostly a developer feature to aid in debugging.
Could be useful if you need a struct type on the C# side for perf reasons, maybe to avoid allocations. Like with passing classes, this is just a pointer conversion: BizInvoker's design philisophy explicitly leaves out any sort of recursive field conversion that would necessitate making new objects.
Fix reliance on GetFields() ordering which, per MDN, is unspecified.
CallingConventionAdapters.MakeWaterbox(...) doesn't care what order they're in, but snes_set_callbacks(...) does.
Was going to Close() the instances made by ToolBox.SetTools, which is probably a
good idea still, but it didn't cause my overridden LogWindow.OnClosing to run so
I gave up. The Tool Box is dumb anyway.
* Slam all this shit in here i don't care
* no lzma pls
* un-hack things that i hacked earlier (closer to bsnes source now)
* remove more unused files
* remove more files
* get some stuff working on this weird ass branch
* do this to get actual video (holy shit it works) while palette is incorrect
* make video look correct and hopefully fix stack waterbox allocation size uh ?
* Move the new bsnes core to its own dir as a new core and get input working
* remove leftover files from old bsnes
* fix some shit for now
* make lag frame detection work
* Improve cartridge loading to hopefully make sgb work (haven't tested)
- also changes some audio buffer stuff, might be better or worse than before idk
- need to figure out the saveram stuff
- path requests might actually completely fail atm, no idea how to verify that
* refactor to use a switch instead of some weird array with function pointers
- and implement snes_get_mapper, might be helpful or smth idk
* implement entropy c++-side and delete all this useless code holy
* delete dumb unnecessary code
* implement snes_peek_logical_register c++-side
* normalize all indentation
* attempt to properly support sharprtc and epsonrtc data loading and writing
* Duplicate winforms code to add entropy support c#-side and implement layer_enable functionality
The duplicated code is just so i can have a proper window for the new bsnes core. I do not like duplicating code like this, so this should be improved if possible
* Checkpoint for the start of getting rid of the ugly api wrapper stuff
* Next checkpoint for a full api refactor
* bullshit denied
just no.
every file is either copied or manually edited or written from scratch etc.
do not. force. one indent_style on every single file.
It just does not work.
* remove the entire eMessage_CMD handling and convert to native function calls
* general improvements regarding functionality
- adds hotfixes and fast_ppu core options
- add back the alwaysDoubleSize setting
- use bsnes's own serialize function for savestating now
- generate and use the color palette only in c# cause it doesn't need to be on the c++-side
- and more cleanup like always
* somewhat implement IMemoryDomains
* Implement trace logger and cleanup more unused stuff
* Implement ISaveRam, fix controller mapping for TAStudio and remove the pwrap stuff
* Fix ISaveRam, add a controller configuration box for the new core, (hopefully) fix controller inputs
- also differentiates BG prio0 and prio1 now (with options for it)
- some minor irrelevant edits in bsnes source
* Cleanup some more and optimize a bit
* Support firmware loading and make sgb work (hopefully)
* Remove all unused files
* Add back CropSGBFrame option and cleanup snes_video_refresh logic
* Some hopefully sensible changes
* One more cleanup pass
* Change to new PortedCore attribute
necessary after the changes in 98b07c42d5
Co-authored-by: nattthebear <goyuken@gmail.com>
note: in principle
1. _lines and the VirtualListSize are meant to be updated atomically
2. these can be written to from a different thread while the gui thread reads them
this necessitates a high degree of caution around how those variables are accessed, which is made complicated because VirtualListSize isn't a variable but rather done as a win32 call on the gui thread only
Good size reduction for some cores, less useful for others. Typically moderately slower. Has some threading built in (cannot be disabled).
Example speeds with PSX core:
104 fps with delta rewinder
112 fps normal rewinder (no compression)
124 fps without rewinder
* replace current GB/C syntax with rgbds syntax
* make rgbds syntax an option, only works for Gambatte tracelogger
* fix add sp/ld hl,sp+
These opcodes aren't disassembled correctly at all; they seem to just use the exact same logic as jr, which doesn't really work here since these are explicit adds, and these opcodes use sp, not the pc. This is probably the most logical approach to this opcode.
Co-authored-by: YoshiRulz <OSSYoshiRulz@gmail.com>
* slightly fix gambatte peeking
* fix gambatte layer masking, move layer masking to sync settings (these settings affect sync, they shouldn't be normal settings)
* block toggle layer hotkeys when movie recording
* refactor Gambatte's RTC
* add a way to set an inital RTC state during a movie recording
* prevent Gambatte from saving RTC data when recording a movie, needed to create save-anchored movies