adelikat
7bf325cb81
Add Capture OSD menu item to the AVI sub-menu, toggling turns on/off the OSD in AVI capture
2012-09-22 00:07:02 +00:00
goyuken
e10e351e03
a\v dumping now uses a composited emu+osd+lua. (at the moment this is not toggleable; a setting must be added)
...
this needs a little work, but is functional...
2012-09-21 18:01:24 +00:00
zeromus
3c6549a7bb
snesgfx-decode mode7 graphics
2012-09-21 17:21:21 +00:00
goyuken
600be3cc24
restore Nes PPU's old right click functionality on shift click... i think
2012-09-21 13:53:07 +00:00
andres.delikat
4bb0b87830
Ram Search - fix greater than previous value search
2012-09-21 13:32:09 +00:00
goyuken
d21da3a847
NESGameGenie: fix inserting with on screen keyboard
2012-09-21 13:21:16 +00:00
brandman211
eb9f37d6bd
-Fixed up warningMsg code for various importers.
...
-Made what seems to be progress with ImportZMV...still not functioning though.
2012-09-21 09:11:30 +00:00
zeromus
72d4fefbe0
snesgfxdebug-fix 8bpp tile decoding and 16x16 tilemap rendering
2012-09-21 08:10:14 +00:00
brandman211
2d0d57f81d
-Discovered that the infinite loop in ImportZMV is the result of RLE reading in a huge and impossible frame number.
...
-Made ImportZMV only work on interim versions. I don't think I will be able to get it done in time for 1.1.0.
2012-09-21 07:33:34 +00:00
zeromus
708b98b4b8
enum.HasFlag -- too good to be true? yes. 40x slower than doing an old fashioned bitmask check.
2012-09-21 07:10:54 +00:00
zeromus
ec91ebc84e
fix quirks in hex editor scrolling
2012-09-21 06:33:57 +00:00
zeromus
70392be4e4
snes-all memory domains were showing WRAM instead of the right thing; fixed
2012-09-21 06:03:27 +00:00
zeromus
526078f578
snes-work on graphics debugger. some relayout, plus palette viewer
2012-09-21 05:56:47 +00:00
adelikat
00b88131be
Oops, fix snes movie recording I broke when hooking up hard reset recording!
2012-09-21 00:11:37 +00:00
goyuken
c026b2dc81
slightly optimize previous commit by avoiding 32k unmanaged=>managed transition calls per second when skipping audio
2012-09-20 20:36:44 +00:00
goyuken
176ecd8650
support for !rendersound in LibsnesCore
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worth about 5-10% on my machine in secret of mana opening
2012-09-20 20:25:40 +00:00
goyuken
7e25a78566
disable previous commit when a\v dumping is active
2012-09-20 20:13:52 +00:00
goyuken
65cf5f842a
MaxTurbo now tells the emulator to skip audio, if supported.
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on my machine, gambattehawk goes from ~1600 to ~3200fps
2012-09-20 20:07:18 +00:00
goyuken
1b54e3c061
change previous revision to use default value param
2012-09-20 20:00:14 +00:00
goyuken
51fc8e695c
add 'bool rendersound' to IEmualtor.FrameAdvance()
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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
goyuken
1301344d71
neshawk: fix: when paused, toggling "clip left and right 8" in nes graphics config caused garbage to show on screen.
2012-09-20 00:53:21 +00:00
pasky1382
e79bf2c684
2012-09-20 00:52:58 +00:00
zeromus
23f9b3e3dd
fix that thing i just did
2012-09-20 00:42:50 +00:00
zeromus
1760e9593f
nes-probably need to handle the left clipping case too
2012-09-20 00:24:46 +00:00
zeromus
e8487b77d8
change lua drawing to use an offset specified by the emulator core, so that drawing in the nes core can have nes-relative coords instead of multiclient-display-relative coords
2012-09-20 00:22:24 +00:00
brandman211
755794baa8
Attempted to handle events, which clearly failed as the program freezes for some reason. The logic seems solid, though...I'll come back to it.
2012-09-19 06:40:16 +00:00
brandman211
4ebca847d0
ImportZMV
...
-Fixed the controllers used code. The docs had the reserved byte and the controller flags backwards.
-Properly advanced past the savestate bytes. I was reading the wrong size.
2012-09-19 01:52:54 +00:00
adelikat
a9bd436b23
Ram Search/Ram Watch - when selecting "View in Hex Editor" pass the memory domain to the Hex Editor
2012-09-19 00:52:40 +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
adelikat
1402eb8470
Don't allow the Hard/Soft Menu Item/Hotkeys to be pressed while a movie is in playback mode (fixes issue #79 )
2012-09-17 23:03:38 +00:00
adelikat
e2a7fd0655
Input Config - clear mappings context menu
2012-09-17 22:43:42 +00:00
adelikat
8090ac64df
Hotkeys - some ground work for showing conflicts with other hotkeys, no functional changes from this commit
2012-09-17 22:33:16 +00:00
rolanmen1
f173aee3f4
LuaImplementation: forms.setproperty now works on int, double and bool properties. Added try catch to avoid crashes with these functions.
2012-09-17 19:55:11 +00:00
goyuken
c2bc20a729
add OSD messages when the menu power\reset items are used
2012-09-17 19:16:27 +00:00
goyuken
1fb75159ff
reset menu items now work even when paused (note that you have to advance a frame before you'll see the effect).
...
i don't particularly like this, but it's the best non-intrusive fix for 1 week before release
2012-09-17 19:09:10 +00:00
brandman211
3d9d8607c3
Handled commands for ImportVMV, making resets translate properly.
2012-09-17 07:22:35 +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
brandman211
bdd74e356c
-ImportSMV
...
--Fixed "controller in use" handling.
---Applied the same logic to ImportVBM, refactored ImportVMV to match.
--Prevented more than 2 controllers from crashing the controller types check for 1.51 and up.
-ImportZMV
--Showed warning messages for both mouses if enabled.
--Marked the controllers used just like I mentioned previously, though it seems to show that no controllers are plugged in...
--Went past the savestate data.
2012-09-17 04:16:27 +00:00
adelikat
f9b392511b
Input Widget - clear out conflict colors when clearing out the widget with escape
2012-09-17 02:20:01 +00:00
beirich
71f1df97ba
add alternate hash for Sapphire to gamedb_pce_cd.txt
2012-09-17 02:06:44 +00:00
adelikat
1c974fa5e0
Show error when trying to load a savestate slot that doesn't exist. (fixes Issue #86 )
2012-09-17 01:52:17 +00:00
adelikat
b5b372749d
SNES - fix get/set mnemonics from my previous commit on this file
2012-09-17 01:26:05 +00:00
adelikat
3644acd173
Cheats - hide game genie button/menu item on load, not just on restart
2012-09-17 01:13:17 +00:00
zeromus
c6a14d551c
snes-work on graphics tools a tiny bit
2012-09-17 00:16:19 +00:00
pasky1382
099fea5c8e
For some reason the SetColorDialog(); was erased in last commit, added back and working as intended now.
2012-09-16 20:28:56 +00:00
pasky1382
52bf8bf025
Changed color pickers for messageconfig window to single click.
2012-09-16 20:22:22 +00:00
zeromus
b33fc4982c
remove derelict CoreVersion/Introspection stuff
2012-09-16 20:08:36 +00:00
zeromus
4018452f21
add CoreInputComm.CpuTraceEnable and CoreInputComm.CpuTraceStream, and use it in NES; set those appropriately from a gui component and you can effect user-controlled cpu tracing, if its been setup in the core he's interested in. CoreInputComm doesnt reconstruct between emulator instances, so this may not be the best way of hooking it up, but its serviceable.
2012-09-16 19:38:08 +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