Commit Graph

2974 Commits

Author SHA1 Message Date
goyuken 727e441bb4 change gameboy control "Reset" virtual button to "Power" virtual button
some consoles have both "Reset" and "Power" notions, so this is to be more consistent
i'm not sure that i got all references...
2012-09-16 16:25:54 +00:00
zeromus 88fab46b21 fix error in snes Select and Start button binding (was using the NES bindings due to copy/paste error) 2012-09-16 16:23:10 +00:00
adelikat 5888536ac3 TAStudio - fix an exception caused by an out of bounds check 2012-09-16 16:22:34 +00:00
adelikat 8812f4b0fb Add icon for reboot, change Reset menu item to say Soft Reset (makes it more accurate and consistent with the hotkey name) 2012-09-16 16:10:26 +00:00
adelikat 7ce6a27da9 Change Power Cycle menu item and hotkey to Reboot Core since that is what it really does, and does not emulate a power cycle 2012-09-16 16:06:28 +00:00
adelikat 640af8021d Gameboy - capture the Force DMG mode and GBA in CGB flags into movie files, still TODO: set these flags when loading a movie 2012-09-16 15:38:33 +00:00
goyuken b3ecb06354 how about this? 2012-09-16 15:19:20 +00:00
goyuken 4e7711b813 BGB (lcd green).pal 2012-09-16 15:05:31 +00:00
adelikat 12ea262de9 Movies - if in read+write mode and loading a post-movie savestate, the movie will now correctly go into movie finished mode, rather than stay in recording mode and cause desyncs 2012-09-16 14:57:57 +00:00
goyuken 2810a048f0 fix two minor ColorChooserForm bugs
add "bsnes v087.pal"
2012-09-16 14:36:42 +00:00
adelikat ac6cf7a18d Movies - fix a logical flaw in a case in movie finished mode. While in movie finished mode, a timeline check should still be done (if in read-only mode) before loading a state from a different timeline (even if that savestate is a post-movie savestate). This matches behavior in FCEUX 2.1.6 (all versions of FCEUX and BizHawk until now have this bug) 2012-09-16 14:12:42 +00:00
adelikat f3c68f2f3f Movies - fix bug I created since last release, where movie could not go from movie finished back to recording 2012-09-16 13:41:51 +00:00
beirich e208b147ae gen: support save-ram. but not eeprom, yet. 2012-09-16 04:42:14 +00:00
adelikat 27b4439575 GB Palette config - add a "Default" button 2012-09-16 02:59:07 +00:00
adelikat f9b99b61bf TAStudio - oops, fix exception on gb virtualpads from the earlier commit 2012-09-16 02:15:43 +00:00
adelikat a334e069a2 GB Palette Config - fix usage of palette path in save/open file dialogs, use a default name based on game name for save when there is no palette file instead of crashing 2012-09-16 02:12:25 +00:00
goyuken 9a442d72f5 gambatte palette editor: save/load support 2012-09-15 23:50:18 +00:00
adelikat 4446ad07a7 Code cleanup on the input config dialog 2012-09-15 19:47:58 +00:00
adelikat ff0d5126f0 TAStudio - SNES Virtual Pads 2012-09-15 19:21:06 +00:00
goyuken c36441d016 add gambatte palettes, and make ColorChooserForm use the path config system 2012-09-15 18:57:17 +00:00
brandman211 5682f8dbe2 -Added CRC header items for formats that don't store any other reference to the ROM file.
--Added Checksum / GameCode for ImportVBM because those seem more relevant.
-ImportVMV has problems with resets. Not a high priority, but still something worth looking into.
-Parsed the header for ImportZMV. The remainder looks pretty ugly...
2012-09-15 18:46:41 +00:00
adelikat 61a1556f69 TAStudio - add GB virtual pad 2012-09-15 18:31:12 +00:00
goyuken a7bdd745c6 move ColorChooserForm to the MultiClient
also disable its menu item if the emulator is currently in CGB mode (since it doesn't do anything)
2012-09-15 18:30:11 +00:00
adelikat 1d9b6d5fbc Add gameboy palette folder to svn, and add palette path to Path Config 2012-09-15 18:15:55 +00:00
adelikat 644f7415b9 Remove some delete controller images from the .sln file, GB Palette Config - misc dialog tweaks 2012-09-15 17:44:17 +00:00
adelikat 48eb366392 Input config - transparent background on nes, snes, and ti83. Still eventually need better images than these though 2012-09-15 17:33:21 +00:00
goyuken a8fb28f652 finish wiring up reset control for gameboy. i recorded and played back a movie containing a "soft reset", and it worked correctly. 2012-09-15 16:59:21 +00:00
adelikat 77d0ff8ac8 Hokeys - hotkeys for obj and bg toggles for snes (in a SNES tab) 2012-09-15 16:43:16 +00:00
goyuken cfe73b292d add gambatte boot flags to menu and config. i don't like all that stuff in mainform, but it works anyway...
TODO: these flags must also be added to .chickenfucker file header
2012-09-15 16:14:03 +00:00
adelikat c17b0755a1 Hokey Config - clean up the positioning and tab orders of the general tab 2012-09-15 15:30:35 +00:00
adelikat dd64c9d1c9 Hex Editor - on restart don't reset the domain to domain 0 (unless the selected domain doesn't exist, such as in a core change) 2012-09-15 15:13:40 +00:00
adelikat 4a1c1be9ac Ram Watch - context menu for hide/show domain column 2012-09-15 14:53:34 +00:00
adelikat 2256ccc12b Re-add the Skip Lag Frames menu item, not sure when this got removed 2012-09-15 14:48:09 +00:00
adelikat 84cfa9c546 Ram Watch - menu item to hide domain column (still needs context menu item too) 2012-09-15 14:35:13 +00:00
adelikat b4a43c0d44 Hook up autohold-autofire fire pattern to the autofire config 2012-09-15 13:33:04 +00:00
adelikat a075f21af6 Implemented autohold for autofire keys 2012-09-15 13:11:29 +00:00
brandman211 e7b5f57a01 Fixed .SMV >= 1.51 extra ROM info by appropriately shrinking the size of the metadata. 2012-09-15 09:48:13 +00:00
brandman211 dbe985d3b9 -TODOs:
--It doesn't seem like I have to worry about PCECD anymore.
--I also don't think I can validate the CRC32 for .SMV because I don't have the original ROM bytes. This was probably used to compare a ROM loaded by Snes9x with the movie. I added it to the movie header in case a core could utilize it.
--I don't think the "start data" of a .VBM is important. After looking at the docs again, it's clear that it's just another term for either the movie's savestate or SRAM, and that the related note about controller data is just an approximation.
-Added Platforms for Import functions that were missing them.
-Merged the ImportSMV functions all into one; most of the stuff is the same.
-Implemented .SMV 1.51 handling. My Arcade's Revenge run synced and beat the first level!
--This also seems to work for 1.52; 3295S finished Act 2.
--1.53 seems identical as well...3587S syncs all the way through.
-Next comes ImportZMV.
2012-09-15 09:38:20 +00:00
goyuken 27b5d29f0c Gambatte: soft resets (all 3 lines of code!)
Internally, Gambatte implements this as a full hard reset of everything except saveram.  There are comments in the code to suggest that this is appropriate real console behavior...
2012-09-15 02:36:19 +00:00
goyuken feaa652986 fix SMS SaveRAM == null in SMS 2012-09-14 23:31:10 +00:00
goyuken 16e831a84c fix BRAM == null case in PCE 2012-09-14 23:18:16 +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
brandman211 feb503c502 -ImportSMV143
--Added platform name.
--Handled input.
---The input seems reasonable, but the frame counts were originally off by 2. Because the docs say "The controller data contains <number_of_frames + 1> frames," I connected the two and discarded the first frame read. I also noticed that Snes9x first accepts input at frame 0 whereas BizHawk does at frame 1, so that makes up for the other frame. I think this is correct.
--Apparently, Snes9x adds garbage bytes to the metadata when you play a movie. The stuff we want, however, is before a NULL character. As such, I refurbished RemoveNull into NullTerminated, which takes a string and returns everything before the first NULL character. Now the author will be displayed properly no matter what.
-Removed an unncessary dependence to Global.Emulator.SystemId in Get/SetControllersAsMnemonic which made it so that importing a movie without loading a game resulted in blank frames.
-ImportVBM now actually appends the frames it parses. Looks pretty good.
--Note that BizHawk cannot currently do anything with the platform (GB, GBC, GBA, SGB), nor are any of the "other" buttons handleable.
2012-09-14 22:15:42 +00:00
andres.delikat faed5ba5f7 1) Autohold and Autohold Clear hotkeys, same functionality as in FCEUX and other emulators (hold the autohold hotkey then press the controller buttons you want held)
2) Ram Poke - fix poking of signed/hex values, set the signed value to the value of the address on load, other misc fixes regarding signed
3) Hex Editor - add Poke to menu/context menu and Ctrl+P hotkey
2012-09-14 21:31:00 +00:00
goyuken 4101efb92d implement ClearSaveRam in gambatte core, and fix a bug with using memory domains before any frames have been run 2012-09-14 21:29:35 +00:00
brandman211 17567b4952 Fixed the author / game name handling. Now all that should be left is the actual input for SMV143. 2012-09-14 17:36:49 +00:00
goyuken 1697e77042 gambatte: leave CoreOutputComm strings empty since we have nothing to say (for the moment) 2012-09-14 15:50:35 +00:00
brandman211 c949276815 -Parsed the gameName from the extra ROM info.
--I think the proper way to obtain this is through the metadata, which I still don't know how to handle.
-Fixed the savestate offset.
-Parsed out the CRC32 of the ROM, though I haven't done anything to validate this, which is probably a good idea.
2012-09-14 01:53:04 +00:00
adelikat 39b891c824 Lua Writer - when file is saved it is a recent lua file not a recent watch file! 2012-09-14 01:26:38 +00:00
goyuken 6053d1bf89 add ability to save to gambatte-style palette files 2012-09-14 00:35:31 +00:00