adelikat
8a9373126f
N64 - add analog UDLR boolean buttons for mapping, if set and pressed they will override the analog axis
2013-07-25 00:51:56 +00:00
goyuken
58359d5ac9
NES: ExROM: fix crash in CV3
2013-07-20 05:27:39 +00:00
goyuken
3169968858
analog input support. this is bad code and should all be reverted as soon as possible.
...
binds (along with sensitivity, deadzone, flip customization) are not supported yet. to test out, try using the first two axes of dinput joystick #5 on N64 player #1
2013-07-18 16:18:17 +00:00
goyuken
e88691152d
NES: remove vs system cruft that never worked and i never followed up on
2013-07-18 14:15:46 +00:00
goyuken
aa6b743b86
snes: fix a bug which caused false positives in lagframe detection (frames marked as lag where input was actually used). this is purely a display issue and did not affect emulation at all. the bug was not caused by r4206, but r4206 causes it to occur more often.
2013-06-29 23:32:41 +00:00
goyuken
a18ed625ca
psphawk: controller definition
2013-06-25 23:44:17 +00:00
goyuken
b8eec16d8c
rework mainform disc image code to work with r4551 changes. on cursory examination, both PSP and saturn games are loading correctly. it's likely that something PSX related was broken, but that's OK for now...
2013-06-25 21:57:45 +00:00
goyuken
1de395ca2a
psphawk: sound, except it doesn't work. i will figure it out later
2013-06-25 02:06:06 +00:00
goyuken
c8577fc361
psphawk: clean up some logging stuff. fix upsidedown image. redirect special PSP paths to PSP/ subfolder (still not much control over them, but at least they wont be shatting all over the place)
2013-06-25 01:06:35 +00:00
goyuken
5ec0cf2831
psphawk: add the c# interfaces, as well as a compiled final dll (note: debug mode). to use psphawk, first uncomment the hack in MainForm.cs, then ensure that you have a valid PSP ISO located at "D:\Games\jpcsp\umdimages\Final Fantasy Anniversary Edition [U] [ULUS-10251].iso", then try to load a valid sega saturn game.
2013-06-25 00:38:15 +00:00
goyuken
1073e184d3
re-un-break TGROM problem caused by r4524
2013-06-14 15:07:55 +00:00
pjgat09
6ab3f6a463
N64: Added SaveType to the gamedb, but only for 16K EEPROM since all the other options are ignored. This fixes a "no controller" issue with Banjo Tooie
2013-06-08 03:36:57 +00:00
goyuken
7b6492c0e2
n64: use the "fast" savestate text processing primitives. overall speedup: savestate: 21x loadstate: 10x
2013-06-06 00:59:09 +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
56d7b299de
NES: MMC3: fix some worthless mario hack. i don't like this particularly
2013-05-28 20:01:09 +00:00
goyuken
ea7dd85451
NES: TxROM: add 256K chr option to ACCLAIM-MC-ACC. fixes crash dummies, amongst others
2013-05-20 13:41:21 +00:00
pjgat09
ac9d053895
N64: Actually use the input for the other three controllers
2013-05-20 00:03:08 +00:00
pjgat09
9cc5a00076
N64: Dirty hack to allow savestates to be loaded during the first or second frame of emulation.
2013-05-19 23:38:34 +00:00
pjgat09
82a5989f28
N64: Refactored the memory domains
2013-05-19 20:14:34 +00:00
goyuken
0818526b3d
snes: fix wrong default memory domain in ramsearch
2013-05-14 21:33:36 +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
05a525d2c4
dual gameboy: on_snoop support. you get a callback per sub-core, as would be expected.
2013-05-11 23:46:23 +00:00
pjgat09
7da2ede59d
N64: Refactor some input code to use callbacks and (hopefully) be compatible with on_snoop
2013-05-11 23:44:20 +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
pjgat09
6f2d75a260
N64: Save saveram as a part of a savestate
2013-05-11 03:44:01 +00:00
pjgat09
0811ff4e41
N64: Wired up the analog control in the virtual controller. I probably did the float wiring badly, but it works for now.
2013-05-10 23:29:14 +00:00
goyuken
6849f72baf
NES: volume control on each channel
2013-05-10 18:38:58 +00:00
goyuken
99615d9afd
GB: rtc is pegged to emulated elapsed time. maybe. don't know what to test it with. time at core restart is always 1970, or something like that, which isn't as bad as it sounds, because the GB rtc doesn't keep track of anything past days
2013-05-09 23:15:59 +00:00
goyuken
7e71898187
resolve issue 107
2013-05-09 19:57:42 +00:00
zeromus
f61b85ab01
nes-boot yoshi's cookie
2013-05-09 06:47:25 +00:00
pjgat09
0a3dfa697e
N64: Added a video plugin settings class, filled it with the values from the rice settings screen, and wired it up to the core
2013-05-09 02:58:35 +00:00
pjgat09
0d4ed449e1
N64: When disposing of the core repeatedly send the stop command, because for some reason sometimes sending it just once doesn't work
2013-05-09 01:05:42 +00:00
goyuken
89f61e6daa
gba: throw exceptions if saveram gets accessed when disposed, while i remember about it. will actually fix it some other time, if the core actually gets used.
2013-05-09 00:58:02 +00:00
goyuken
aa73071870
saturn: fix saveram problem
2013-05-09 00:47:16 +00:00
pjgat09
7becee2284
N64: Rescue save ram from the clutches of race conditions
2013-05-09 00:36:01 +00:00
pjgat09
fffc9d676e
N64: Setup saveram, but it doesn't always work right yet. Sometimes switching games loses the save ram. Sometimes bizhawk crashes when saving saveram.
2013-05-07 22:37:26 +00:00
goyuken
ed2553621f
saturn: memory domains, and saverammodified flag
2013-05-07 21:35:55 +00:00
pjgat09
d9c6bb6698
N64: Added float controls for the X and Y axises. At some point they need to be converted to signed bytes to work with m64p
2013-05-07 01:42:48 +00:00
pjgat09
08f6fdaf8d
N64: Implement the video plugin (rice or glide64) option
2013-05-07 01:38:12 +00:00
pjgat09
a6600a5c0a
N64: Implemented the lag indicator and lag count
2013-05-06 23:50:24 +00:00
goyuken
7b7b95e95d
add a new field to IEmulator: bool BinarySaveStatesPreferred { get; }. a core should set it to true to indicate that it would prefer to save and load binary savestates (but both types must be supported). set to true on 7800, gb, dgb, gba, n64, snes, saturn cores, as they all create text savestates that are simply dumps of the binary savestate. for the moment, frontend does nothing with this new information.
2013-05-06 20:51:28 +00:00
pjgat09
e78985244c
N64: Split the m64p api into it's own class
2013-05-06 03:22:27 +00:00
pjgat09
468da23558
N64: Set RDRAM as the main memory
2013-05-06 00:08:36 +00:00
adelikat
7fb317cc37
N64 - implement ResetFrameCounter() method
2013-05-05 22:53:22 +00:00
pjgat09
8b51686944
N64: Added a very primitive memory domain for RDRAM. For some reason poking does not work yet
2013-05-05 03:39:01 +00:00
pjgat09
d0285b6965
N64: I suck at this
2013-05-05 00:12:46 +00:00
pjgat09
883fa1330e
N64: Removed the debug output lines that were accidentally committed
2013-05-05 00:11:49 +00:00
pjgat09
a374641460
m64p: Changed the output formula for the framebuffer from glide64 to actually be correct. We actually don't need a formula... Changed glide64 to not force vsync. You apparently need to read the back buffer or else you get choppy video.
...
N64: Changed the hardcoded video plugin to use glide. Glide apparently requires you to set the video mode before initializing the plugin
2013-05-04 23:51:50 +00:00
pjgat09
55c7fc55ab
m64p: Made two new functions for saving and loading states, directly based on the m64p methods but without files
...
N64: Copied savestating code from other cores. States take a while to save, and the audio is weird when loading.
2013-05-04 04:07:04 +00:00
pjgat09
d5966dd908
N64: Video now resizes
2013-05-04 02:46:37 +00:00
goyuken
079255b29f
n64: gc issue fix?????????
2013-05-04 01:46:12 +00:00
goyuken
4a74249236
n64: remove a few minor hacks in n64.cs that were due to previous minor hacks of mine and are obselete now that the first frame problem is resolved
2013-05-04 01:32:33 +00:00
goyuken
d87b5e7324
n64: turn right side up again
2013-05-04 01:30:39 +00:00
goyuken
54ff07fbfc
n64: fix race bug introduced in previous revision. also turn display upside down
2013-05-04 01:16:27 +00:00
goyuken
1abb7cf91a
n64: resolve the "first frame" issue
2013-05-04 00:47:36 +00:00
goyuken
1bf7280b75
n64: in the managed side, use an AutoResetEvent to wait on the core instead of spinning. saves cpu time.
2013-05-04 00:28:05 +00:00
goyuken
147c77c124
n64: screw things up some more. use a semaphore to handle stoppage in r4300 interrupt. blah. it's faster
2013-05-04 00:23:52 +00:00
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
pjgat09
d9f9d77712
N64: Wire up the reset and power buttons
2013-05-03 21:13:23 +00:00
goyuken
314906ce66
saturn - comment out the hacked up scsp savestate stuff and replace it with something much simpler (but more fragile). old scsp save routine has same bug as r4399 - immediate save+load+save produces different savestates. new doesn't.
2013-05-03 19:51:03 +00:00
pjgat09
7810621d6d
N64: Started work on wiring the config system. The video output resolution is now (temporarily) set to 800x600
2013-05-03 02:36:46 +00:00
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
pjgat09
fa349542ef
N64: Added exceptions in the event of a problem loaded one of the dlls
2013-05-02 22:17:36 +00:00
pjgat09
ee9584f3aa
N64: Commented out, but rudimentary fake analog stick support by looking at the DPad buttons and basing the analog stick position based on those
2013-05-02 22:08:54 +00:00
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
pjgat09
2a0c6c4daf
m64p: Configure controller 1 to be plugged in. Flesh out the plugin somewhat
...
N64: Pass controller 1 data to the core
2013-05-02 03:38:57 +00:00
adelikat
c6634273d7
N64 - hook up input for 4 controllers and autofire, still needs to be hooked to the core, and also needs to be added to controller config dialog
2013-05-02 01:54:44 +00:00
goyuken
53f9e002f4
n64: disable certain debug messages for now as they're causing crashing problems.
...
fix audio, hopefully. sounds fine on diddy kong racing.
2013-05-02 00:33:44 +00:00
pjgat09
08c41348e5
N64: Attempt to fix a threading problem
2013-05-01 22:32:31 +00:00
goyuken
6b350e58c9
n64: audio stuff, but all commented out for now
2013-05-01 22:26:08 +00:00
pjgat09
365d1f159c
N64: Clean up the core on rom close
2013-05-01 22:18:53 +00:00
pjgat09
533baf9ef3
N64: Added a function to get the audio rate from the core.
2013-05-01 21:28:15 +00:00
goyuken
0d556dc9e9
saturn: frame lag flag working
2013-05-01 17:22:12 +00:00
goyuken
0a1e942dfe
n64: rework audio a bit. best listened to in audio throttle mode. the problem seems to be that different games use different audio out sampling rates, and i don't know how to detect the right one. current selection (32khz) seems to be right for merio and falcon punch
2013-05-01 14:38:47 +00:00
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
pjgat09
7f7b9eac1f
m64p: Created a new audio plugin that saves the samples in a buffer for bizhawk to retrieve. Also added some miscellaneous svn:ignores
...
N64: Hooked up the new audio plugin, but it doesn't sound exactly right.
2013-04-30 03:24:44 +00:00
pjgat09
160de71206
N64: Removed an unneeded dummy variable
2013-04-30 02:24:07 +00:00
pjgat09
8ec6c762bd
N64: Set a variable to volatile to fix problems with bizhawk freezing during frame advance.
2013-04-30 02:22:56 +00:00
pjgat09
3bc682a411
m64p: Added VI callback functionality
...
N64: Made a VI callback function which declares the frame complete every VI, instead of per frame.
2013-04-30 01:50:27 +00:00
pjgat09
2598967d56
m64p: Start the emulator paused
...
N64: Wait for the emulator to start up before returning from the constructor.
2013-04-30 01:14:07 +00:00
pjgat09
1f7b5a5ce9
N64: Run the m64p core frame by frame. Added a frame callback function to retrieve the framebuffer from the m64p core when it's ready. Added math to convert the m64p framebuffer to bizhawk's formula.
2013-04-30 00:36:54 +00:00
pjgat09
bfc0117237
m64p: Hard coded an ini file location until I can be bothered to work out the config handling in m64p
...
N64: Loads roms and pops up an SDL window to display them
2013-04-30 00:08:21 +00:00
pjgat09
a4fb43185a
N64: Adding a dummy emulator
2013-04-29 01:57:41 +00:00
zeromus
df99f36464
support bsnes xml files and super road blaster MSU-1 game
2013-04-24 22:09:11 +00:00
zeromus
b482a4af0b
make note about how to get msu-1 working
2013-04-24 17:17:25 +00:00
zeromus
45a671ce73
snes-add "always doublesize framebuffer" snes option which makes the logical output of the snes core always sized appropriately for sudden hires-width or interlacing
2013-04-22 22:34:18 +00:00
adelikat
c577eb4854
Atari 2600 - DPC Mapper - add in clock cycle counting and some fixes, but still doesn't work, don't know why at this point
2013-04-20 22:09:19 +00:00
adelikat
462e861072
last round of pointless code cleanup
2013-04-16 00:42:57 +00:00
adelikat
be2937fdec
Code refactoring of Tools files - no functional changes other than some very tiny speedups and null checks
2013-04-14 23:56:45 +00:00
adelikat
cff1ff2940
Removing unused directives from a bunch of files because I was playing around with resharper, but that got boring so not every file
2013-04-14 20:39:19 +00:00
adelikat
da80b7117a
Oops, Make VS2010 project compile
2013-04-14 20:04:38 +00:00
adelikat
e8eeb7f4fa
NESHawk - threw .net 4.5's aggressive inline attribute on some hot functions, seems to give me about a 3-5% speedup
2013-04-11 02:04:13 +00:00
adelikat
1c33b92bf1
NES - separate first/last scanline settings for NTSC vs PAL (default of 8,231 NTSC and 0,239 for PAL)
2013-03-25 01:59:34 +00:00
goyuken
8d1fcd0b8a
snes: movie recording starting from now now supported
2013-03-17 18:11:30 +00:00