Commit Graph

150 Commits

Author SHA1 Message Date
adelikat 4f5d8b89c9 move Log.cs from BizHawk.Emulation to BizHawk.Common 2013-11-04 00:45:23 +00:00
adelikat fe7da7c5b5 move disc stuff out of BizHawk.Emulation into a new project BizHawk.Emulation.DiscSystem, updated namesspaces in those files, set up other projects with the right references and usings 2013-11-03 23:45:44 +00:00
adelikat bbc12256b2 Rename IEmulator.ResetFrameCounter() to ResetCounts() as that is a more precise term since it resets frame and lag counter variables (and theoretically any other similar counters that could get implemented) 2013-11-03 16:29:51 +00:00
zeromus 0acbb11e97 move HawkFile to BizHawk.Common along with a small web of dependencies and then add "using BizHawk.Common" to 100 files 2013-10-27 22:07:40 +00:00
goyuken 0803adc32a add a "BoardName" to IEmulator that an emulation core can use to return useful information about how the rom is being emulated. meant to be mostly for informative purposes; shouldn't rely on it for too much. implemented in GB and NES cores 2013-08-24 16:54:22 +00:00
goyuken f1e2c275f4 speed up some text conversion routines so that Yabause saving of text savestates is about 19x as fast as before 2013-06-05 18:42:54 +00:00
goyuken f42f002669 speed up some text conversion routines so that Yabause loading of text savestates is about 10x as fast as before 2013-06-05 17:42:53 +00:00
goyuken a754aba126 saturn: hook up GL mode to user interface. in GL mode, one can choose resolutions like pcsx2: 1x, 2x, 3x, 4x, or user selected w*h 2013-05-14 03:06:37 +00:00
goyuken 656e7a3862 saturn: connect the openGL rendering core. has some graphical glitches of its own, but can be a good deal faster than the soft core. not hooked up in options yet (so without code editing, you'll get soft core every time) 2013-05-13 16:49:02 +00:00
goyuken 16d78da582 saturn - enable writes to memory domains (i had kind of forgotten about this). usual caveat: memory domain pokes can create impossible situations, because you're doing things that you ought not to be allowed to do 2013-05-11 14:24:01 +00:00
goyuken aa73071870 saturn: fix saveram problem 2013-05-09 00:47:16 +00:00
goyuken ed2553621f saturn: memory domains, and saverammodified flag 2013-05-07 21:35:55 +00:00
goyuken 7b7b95e95d add a new field to IEmulator: bool BinarySaveStatesPreferred { get; }. a core should set it to true to indicate that it would prefer to save and load binary savestates (but both types must be supported). set to true on 7800, gb, dgb, gba, n64, snes, saturn cores, as they all create text savestates that are simply dumps of the binary savestate. for the moment, frontend does nothing with this new information. 2013-05-06 20:51:28 +00:00
goyuken 415d749be9 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. 2013-05-03 22:12:35 +00:00
goyuken 299fcbcc57 saturn: power button, saveram. at the moment, only the internal bupram is saverammed, although it's generated separately per game, like other bizwhack consoles 2013-05-03 01:32:16 +00:00
goyuken b399e87ffe 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 2013-05-02 23:35:12 +00:00
goyuken 149eeb5f33 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() 2013-05-02 20:47:56 +00:00
goyuken 0d556dc9e9 saturn: frame lag flag working 2013-05-01 17:22:12 +00:00
goyuken 8b029d9eb1 saturn: controls. fuck boilerplate 2013-05-01 02:53:53 +00:00
goyuken eae4c0ee81 saturn: sound 2013-05-01 01:46:20 +00:00
goyuken 368bc58d0a 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 2013-05-01 00:27:36 +00:00
goyuken 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" 2013-04-30 21:28:35 +00:00
adelikat be2937fdec Code refactoring of Tools files - no functional changes other than some very tiny speedups and null checks 2013-04-14 23:56:45 +00:00
adelikat cff1ff2940 Removing unused directives from a bunch of files because I was playing around with resharper, but that got boring so not every file 2013-04-14 20:39:19 +00:00
goyuken 5986d779e7 SMS: increase size of buffer for public byte[] SaveStateBinary() by 1 byte. also throw an exception if the savestate is smaller than expected. 2012-12-14 16:59:23 +00:00
zeromus a4b442abda unify coreinputcomm and coreoutputcomm. there is a slight chance your console will be messed up until i fix a teeny tiny something, since i didnt test them all, since with more recent cores i dunno what roms are working anyway. let me know if i broke anything. 2012-12-10 00:43:43 +00:00
beirich 0bb30d4918 Coleco: implement TMS mode 3, clean up some debug code 2012-11-26 01:44:17 +00:00
goyuken 0094562d2a per previous discussion, IEmulator.ResetFrameCounter() should reset lag frame related stuff as well 2012-11-25 15:41:40 +00:00
adelikat 6660ac3e8e SMS - slight fix to how islag is saved into savestates 2012-11-24 14:19:59 +00:00
beirich 84a4a8544b probably fix TMS9918A alpha channel screenshot thing 2012-11-23 00:36:41 +00:00
adelikat 1cf2529512 SMS/GG/SG-1000 - put islag variable into savestates 2012-11-22 01:01:39 +00:00
adelikat 3e496ae069 ColecoHawk - preliminary text savestates, not complete! still some things in VDP to add in 2012-11-20 01:01:51 +00:00
adelikat 6fedb67949 Fix the Write callback for the MemoryCallBackSystem and refactor the object more appropriately 2012-10-14 14:08:25 +00:00
adelikat 3f961647a8 SMS - oops broke stuff on last commit! 2012-10-13 20:39:13 +00:00
adelikat 98ae0abe28 Lua - Implement onmemoryread() and onmemorywrite() to the remaining C# cores except Genesis 2012-10-13 20:15:28 +00:00
goyuken b40897bb77 sound api changes. added a new ISyncSoundProvider, which works similarly to ISoundProvider except the source (not the sink) determines the number of samples to process. Added facilities to metaspu, dcfilter, speexresampler to work with ISyncSoundProvider. Add ISyncSoundProvider to IEmulator. All IEmulators must provide sync sound, but they need not provide async sound. When async is needed and an IEmulator doesn't provide it, the frontend will wrap it in a vecna metaspu. SNES, GB changed to provide sync sound only. All other emulator cores mostly unchanged; they just provide stub fakesync alongside async, for now. For the moment, the only use of the sync sound is for realtime audio throttling, where it works and sounds quite nice. In the future, sync sound will be supported for AV dumping as well. 2012-10-11 00:44:59 +00:00
beirich 6d4af4968d SMS: support cpu trace logging 2012-10-06 18:09:41 +00:00
goyuken b545d79fb6 lua: add emu.on_snoop() 2012-10-06 13:34:04 +00:00
beirich af9390f569 oops 2012-10-05 03:53:30 +00:00
beirich 3547b9bad8 GG: Add option to highlight the active display region 2012-10-05 03:42:19 +00:00
beirich 3d36887d60 GG: Add emulator support for showing clipped regions of GG games
Note, not yet hooked up to UI.
2012-10-05 03:12:42 +00:00
goyuken 98d9f13600 change IEmulator.DeterministicEmulation to get-only; the old interface implies that a core should be able to take a change to the property at any time, which isn't feasable. most existing cores changed to return true all the time. SNES now takes determinism parameter in Load() 2012-10-03 15:31:04 +00:00
beirich 64a04fd672 gen: two-cell vertical scroll mode 2012-09-22 04:46:44 +00:00
goyuken 51fc8e695c add 'bool rendersound' to IEmualtor.FrameAdvance()
if false, the emulator is free to gain whatever speedup it can by not doing audio processing (shouldn't change anything sync related, though)
the core should still always call SoundProvider.GetSamples() after each FrameAdvance(), else DRAGONS
at the moment, only test-implemented in gambattehawk
2012-09-20 19:52:47 +00:00
beirich 18f3da0f55 gen: add missing savestate vars. rewind seems stable now from the games I've tested. 2012-09-18 11:09:05 +00:00
beirich b2e48d8749 gen: savestates work, though they're nes-style brittle savestates for now 2012-09-17 23:28:22 +00:00
beirich b04189b6b1 gen: rewind is working, savestates are not working [yet]. will fix more tomorrow 2012-09-17 05:48:24 +00:00
zeromus b33fc4982c remove derelict CoreVersion/Introspection stuff 2012-09-16 20:08:36 +00:00
beirich eea2160df2 didnt meant to commit last time, but guess I should check this in so I dont break the build 2012-09-16 19:06:50 +00:00
beirich 5742d69f6a 2012-09-16 19:03:44 +00:00