goyuken
71652b25dc
cleanup/simplify SpeexResampler
2012-09-07 20:12:47 +00:00
andres.delikat
afa27c1a26
SNES - hook up frame counter
2012-09-07 20:06:57 +00:00
goyuken
001b28c60e
replace junk and bad license resamplers with libspeexdsp (using p/invoke). MIT licensed, sounds pretty decent.
...
the p/invoke wrapper class is a hackjob i was using for testing and will be replaced.
2012-09-07 18:49:18 +00:00
zeromus
58c7966449
should probably add this file too
2012-09-06 08:35:45 +00:00
zeromus
ad6910fd74
snes-some beginning steps on graphics debugging tools. nothing to see yet, move along
2012-09-06 08:32:25 +00:00
goyuken
a85dadcf7d
did a bunch of listening tests with libsnes and metaspu. switched to vecna metaspu
...
it seems to be the most stable when the system is fast enough to maintain approximately 100% speed.
also fixed up metaspu in dumping and switched it to vecna. i can now have clean audio while running libsnes with lua script and ffmpeg dumping.
2012-09-06 00:07:37 +00:00
goyuken
41e2e5bced
orphaned variable from r2898
2012-09-05 23:32:41 +00:00
zeromus
ade89fe798
snes-fix bug where loading more than one snes rom would wreck the emulator
2012-09-05 23:16:08 +00:00
goyuken
b0e3a332d8
abstract resampling functionality into IStereoResampler for testing purposes
...
add two example resamplers that implement this: LinearResampler and CubicResampler. both are very basic and sound like shit compared to libresample4j
ultimately, a single good resampler with a better license than libresample4j should be selected and used
2012-09-05 21:21:35 +00:00
goyuken
0430ec91c8
add resampler based on libresample4j (LGPL)
...
hook that up to libsnes, so libsnes audio now goes through libresample4j and then metaspu
it sounds ok
2012-09-05 18:52:17 +00:00
goyuken
fd5494a316
libsnes: dumb change to dumb code slightly lessens appearance rate of rice crispies in some situations
2012-09-05 01:30:09 +00:00
zeromus
b2b1c8755c
snes-apply lsnes patches
2012-09-04 20:23:18 +00:00
zeromus
4903ad240c
snes-change libsnes color output to 32bpp to avoid having to uncrunch 16bpp pixels, for an indeterminate speedup
2012-09-04 19:25:09 +00:00
zeromus
9726b75ec4
snes-support layer toggles (needs gui hookups)
2012-09-04 19:12:16 +00:00
zeromus
76cfbc47c1
fix loading of non-snes games, and try to make snes core reset a little more reliable by reconstructing more
2012-09-04 18:04:06 +00:00
zeromus
c8aa937f4f
snes-memorydomains (but not systembus)
2012-09-04 17:29:20 +00:00
zeromus
ea6c0b9378
snes-enable savestates. dont get your hopes up, its a bit bloated and weird, and we still need to asses the bsnesariffic savestate synchronization issues. but, it works.
2012-09-04 08:21:01 +00:00
zeromus
f5c0965045
snes-support save ram
2012-09-04 07:09:00 +00:00
zeromus
caed262122
snes-try and determine whether game is snes based on libsnes's internal heuristics, and use .SFC for it anyway
2012-09-04 06:08:46 +00:00
goyuken
25e213f157
libsnes sound is functioning. very quick, very dirty
2012-09-04 01:21:14 +00:00
zeromus
37e6f68370
bsneshawk step 1 of N - compile libsnes, make bsneshawk core, setup interop, support frameadvance, video, gamepad. games are playable, I think.
2012-09-04 00:20:36 +00:00
adelikat
35ec42073f
NES - implement address poking on the system bus domain. Anything in the EXP, WRAM, PRG regions is done via the built in cheat system due to being handled by the mappers. This may not be the ideal way to do this but it seems to work well, and I don't know of a more logical way to handle this.
2012-09-01 18:34:31 +00:00
adelikat
9b7404b059
NES - Round 1 of Hook up NES cheats for system bus (i.e. game genie codes now work)
2012-09-01 14:13:36 +00:00
adelikat
67822be97c
NES - PPU - very minor cleanup
2012-08-23 01:28:33 +00:00
adelikat
959e56b71a
NES - small (probably unnoticeable) speedup to WriteMemory()
2012-08-19 21:09:48 +00:00
adelikat
6473321100
NES - some optimizations to ReadMemory(), ~1fps speed up
2012-08-19 20:38:20 +00:00
adelikat
70929679d5
NES - don't recalculated the framebuffer constantly, instead only do it once per frame. ~1fps speed up
2012-08-19 20:01:17 +00:00
adelikat
493cff72c4
NES - tiny speedup
2012-08-19 19:21:35 +00:00
adelikat
f84a3709c9
Misc code cleanup
2012-08-12 01:09:30 +00:00
adelikat
1bce6a724d
oops, add Mapper197.cs
2012-08-05 22:28:03 +00:00
adelikat
975d449722
AxROM (Mapper 7) - make all AOROM games not emulate bus conflicts, fixes various Wheel of Fortune games, Double Dare, and Jeopardy
2012-08-05 22:02:58 +00:00
adelikat
ea8d47bcc0
Start Mapper 197 (based on MMC3) and sort out the use of this vs Mapper 91.
2012-08-05 21:34:00 +00:00
zeromus
6a63f2f197
nes-work on mapper091 a bit, but its still not right
2012-08-05 20:19:07 +00:00
adelikat
77da639dc6
NES - Fix Mapper 50
2012-08-05 19:20:54 +00:00
adelikat
33954ddef7
NES - map MAPPER219 to NROM (fixes a version of 3D Block)
2012-08-04 19:22:49 +00:00
adelikat
c0706ed0ac
NES - add Mapper 120 (not documented by Disch docs), used by Tobidase Daisakusen (FDS Conversion). Mapper implementation based on FCEUX but game freezes before gameplay starts (plays fine in FCEUX)
2012-08-04 19:02:51 +00:00
adelikat
a7b847dbe2
NES - some small easy optimizations to the APU (very small)
2012-08-04 02:41:15 +00:00
adelikat
b10769ab4a
NES - dsiable NESWatch checks in ReadMemory since this feature is not yet used for anything
2012-08-04 01:54:19 +00:00
adelikat
fba6e64c58
NES - some small speed optimizations
2012-08-04 01:47:54 +00:00
andres.delikat
31db5f9d05
NES - better handling of bus conflicts for AOROM board, fixes Wheel of Fortune
2012-08-03 14:12:04 +00:00
adelikat
70f07346b1
NES - start VRC6 sound, currently sounds terrible
2012-08-03 02:08:42 +00:00
andres.delikat
4754889131
NES - mapper 231 - optimize the ReadPRG() method
2012-08-02 21:05:15 +00:00
adelikat
accd643fde
NES - progress on mappers 90 & 209
2012-08-01 02:55:01 +00:00
andres.delikat
eeb0171eda
Start mapper 90/209
2012-07-31 22:04:45 +00:00
adelikat
a5262488c7
NES - fix mapper 96 prg mapping. These games are working as well as can be tested without better peripheral support, so I'm considering this mapper complete.
2012-07-31 03:07:38 +00:00
adelikat
4930979940
NES - progress on mapper 96, Oeka Kids - Anpanman no Hiragana Daisuki seems to play (but I can't get passed the title screen without Oeka Kids tablet emulation). Oeka Kids - Anpanman to Oekaki Shiyou!! fails to load (suggesting a PRG mapping problem?)
2012-07-31 02:58:59 +00:00
adelikat
c04b750d6a
Finish mapper 245
2012-07-31 01:01:15 +00:00
andres.delikat
a34bf45610
Add islag to savestates (now lagframe alert status updates when loading a state)
2012-07-30 14:42:52 +00:00
adelikat
59ba7efdaf
NES - start mapper 18
2012-07-29 22:40:57 +00:00
adelikat
31843f3e3a
NES - mappers 74, 192, 194 - set VRAM sizes when mapper object is created, this removes the need to set vram in the gamedb.
2012-07-29 18:43:21 +00:00