Commit Graph

90 Commits

Author SHA1 Message Date
adelikat be547db4a1 Move MemoryDomain to its own file, and move the Endian enum into it, also clean up the class a bit, and refactor things as necessary 2013-11-04 02:11:40 +00:00
adelikat 9751fd5a1a Move interfaces and base implemenations from emulation to emulation.common 2013-11-04 01:39:19 +00:00
adelikat 348171bdc5 start Emulation.Common project and move the Emulation/Database folder files to it 2013-11-04 01:06:36 +00:00
adelikat 4f5d8b89c9 move Log.cs from BizHawk.Emulation to BizHawk.Common 2013-11-04 00:45:23 +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 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
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
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
goyuken 0094562d2a per previous discussion, IEmulator.ResetFrameCounter() should reset lag frame related stuff as well 2012-11-25 15:41:40 +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
goyuken b545d79fb6 lua: add emu.on_snoop() 2012-10-06 13:34:04 +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
beirich e208b147ae gen: support save-ram. but not eeprom, yet. 2012-09-16 04:42:14 +00:00
goyuken 83e145c36f change the IEmulator saveram interface.
i don't like doing this, but there were already two emus with special bandaid logic in MainForm.cs
i hope this doesn't break something, but if it does i'll fix it
2012-09-14 22:28:38 +00:00
beirich 2d2af1d143 oops 2012-09-13 04:15:25 +00:00
beirich adee5befa5 Genesis ROM header parsing
and other stuff thats only committed because svn isn't decentralized!
2012-09-13 04:13:49 +00:00
beirich bf504d1220 gen: work on sprite masking/overflow code. substantially improved. Fixes Sonic 1 title screen, Galaxy Force 2 level select, Landstalker sprite masking, and improved nemesis' test rom. Still something amiss in Sonic 2 title screen. 2012-09-11 05:00:45 +00:00
beirich 90d1d12086 gen: fix some vram corruption issues
general: fix some build warnings
2012-09-09 21:15:20 +00:00
beirich a4f8ecc2e0 gen: fix render scroll plane size / window calculation bug. fixes gfx glitches in several games. 2012-09-09 04:22:44 +00:00
beirich 4dbab90b87 gen: remove old, unneeded hack. Fixes Quackshot. 2012-09-09 03:29:40 +00:00
zeromus f5c0965045 snes-support save ram 2012-09-04 07:09:00 +00:00
beirich 2ef33fbfec gen: fix dumb bug with sprite masking... fixes sprites showing up in WINDOW in many games where theyre not supposed to 2012-09-04 02:56:53 +00:00
beirich ff8a58a9b7 gen: Implement CRAM read, VSRAM read. Correct sprite coordinate masking, fixing games several games where sprites were missing. 2012-09-04 01:07:03 +00:00
beirich 0a60a37705 gen: fix Flavio's DMA test rom. and hopefully something else too. 2012-09-03 22:26:33 +00:00
beirich c9b3f7bedf gen fixes: HINTs shouldnt fire during vblank, some DMA fixes, fix a render priority issue (albeit not the ideal fix), substantial rom compatibility testing 2012-09-03 16:01:56 +00:00
adelikat 1f128aeda4 Ram Search - small speedup on UpdateValues 2012-09-02 01:52:16 +00:00
adelikat 8c5d8741cb Genesis - add Rom data memory domain 2012-09-02 01:33:12 +00:00
beirich c91c001093 gen: Fix bug with word-reading Z80 bus status; fixes music in Monster World IV, Thunder Force 3 still boots 2012-09-01 21:04:40 +00:00
adelikat 2af24ba9fd Genesis - add system bus memory domain 2012-09-01 19:49:40 +00:00
beirich d586876f40 gen: implement H-ints
gen: implement Vram/Vram DMA copy (badly)
gen: fix dumb sprite rendering bug
gen: fix crash bug with certain WINDOW settings
2012-09-01 18:40:52 +00:00
beirich f21429b996 gen: implement WINDOW rendering
gen: initialize VDP registers to power-on values
2012-09-01 05:02:27 +00:00
beirich e24f0962fc gen: fix dumb tile priority bug (primarily affects Ghouls n Ghosts, which use the layers backwards from normal) 2012-08-30 04:29:33 +00:00
beirich c4afd9f393 gen: allow word-reads to query Z80 bus status. now thunder force 3 boots. 2012-08-27 02:59:26 +00:00
beirich 8ad3e72ffa Allow easy swapping of active 68000 core the C# core, or Musashi... As we are likely to be swapping between versions rapidly for some period of time. 2012-08-26 14:39:06 +00:00
beirich 2f73408029 gen: improved memory map and VDP I/O 2012-08-26 03:43:35 +00:00
beirich 58780191de gen: implement raster effects 2012-08-24 04:45:09 +00:00
beirich 9545475455 gen: render priority improved somewhat... still some issues 2012-08-24 02:30:20 +00:00
beirich 575ceb3966 gen: Fix tile VFLIP bug, correcting the most obnoxious of the graphical glitches 2012-08-24 00:37:54 +00:00
beirich 40a427e68f md: correct hscroll offset calculation. genesis core 10% less embarassing. 2012-08-22 04:54:36 +00:00