Commit Graph

606 Commits

Author SHA1 Message Date
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
goyuken 9a442d72f5 gambatte palette editor: save/load support 2012-09-15 23:50:18 +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 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 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
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
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
goyuken 03caa3b32f gambatte dmg palette editor. blah. 2012-09-12 22:18:51 +00:00
brandman211 8a24de458f -Added the SNES formats to the Import dialog.
-Figured out how to get files from the .LSMV archive. Will write the input parser shortly.
2012-09-12 04:11:35 +00:00
goyuken 4e35cb566f functioning saveram support for gambatte 2012-09-10 23:40:53 +00:00
brandman211 f11a790e34 -Added ImportLSMV, ImportZMV. Neither do anything substantial yet.
-Added .int to the Rom Files list.
2012-09-10 21:35:56 +00:00
andres.delikat 33969fd8bd Oops, checked in a change to the interim flag, also updated the interim version to 1.1.0 interim while I was at it, change experimental status on some things in rom loader. Overall, this is a useless commit 2012-09-10 21:26:22 +00:00
andres.delikat be3b97ece0 SNES - Graphics Debugger - hook up the usual auto-load and save window position, added a menu, put disabled screenshot menu items todo, some UI niceness 2012-09-10 19:44:44 +00:00
andres.delikat b6d317e0a6 SNES - menu items to toggle bg and obj layers 2012-09-10 19:12:34 +00:00
andres.delikat 622c75545f Move SNES Graphics debugger to a SNES menu (dynamically shows/hides for SNES roms) 2012-09-10 18:32:36 +00:00
zeromus e87bddc2ee etc 2012-09-10 04:16:30 +00:00
zeromus 3cd5bfe375 stop blocking keystrokes from creating controller input when they match hotkeys 2012-09-10 04:13:02 +00:00
zeromus 52df58c84d change some instances of "AVI" to "AVI/WAV" since traditionally these are separate options. its sort of cool the way we've got it in bizhawk though, maybe we should make it a new standard and make new nomenclature 2012-09-09 19:52:08 +00:00
beirich cbe1292e16 fix GB RewireInputChain crash 2012-09-09 02:06:07 +00:00
beirich e8de0327d2 Remove the 2 dead gameboy cores 2012-09-09 01:31:30 +00:00
goyuken d3cb60d833 remove a few notimplemented exceptions, and add .gb, .gbc to the standard open file dialog.
.gbc fails to load because of something else...
2012-09-08 22:01:47 +00:00
goyuken 588d6214d5 more gambatte wrapper stuff 2012-09-08 21:36:04 +00:00
zeromus 9c71a24666 display SNES and Intellivision in window title when the appropriate games are loaded 2012-09-08 21:09:10 +00:00
zeromus e32f2ed67b try fixing new sram issue from r2848 2012-09-08 19:02:28 +00:00
zeromus cfe1e749a1 hook up path config for intellivision and change erom and grom to use it. now you need erom.bin and grom.bin in the Intellivision directory by default. 2012-09-07 06:18:58 +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 9b8e54989c now that i've had a little more time to understand Metaspu, i see quite easily how it can be used in the place of DualSound, so do that. only actual effect of change should be how audio sounds while recording is going on. as an orphan, DualSound will likely be deleted soon. 2012-09-05 00:36:38 +00:00
zeromus eb67d2b666 fix archive chooser opening issue with zips containing solely one .sfc 2012-09-04 20:29:37 +00:00
zeromus 9726b75ec4 snes-support layer toggles (needs gui hookups) 2012-09-04 19:12:16 +00:00
zeromus e364353131 add .sfc to fileselector UIs 2012-09-04 18:07:40 +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 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
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 1b20175a81 Movies - final round of refactoring, also removed all code relating to the StopOnFrame variable. The fast foraward button on TAStudio now loses some functionality, but the code that did it needed an overhaul 2012-09-03 20:17:57 +00:00
adelikat 8f408737da Movie refactoring - round 2 2012-09-03 19:42:53 +00:00
adelikat 27f4663125 Movies - round 1 of code cleanup (no functional changes) 2012-09-03 15:05:09 +00:00
adelikat 63ef0c0832 Lua - implement emu.registerbefore and emu.registerafter. Note that all lua work is done on the beginning of the frame (before) by default. also note that Registerbefore will run before normal lua processing. 2012-09-02 16:23:42 +00:00
adelikat b45a9b80a3 Fix lua drawing from disappearing while paused, only have it update once per frame, and have it draw before frame advance 2012-09-02 14:54:30 +00:00
adelikat 5c49a14344 Revert the moving of lua running in the frame loop 2012-09-02 14:33:30 +00:00
adelikat 8bed5ae6da Move lua events to the end of the frame loop 2012-09-02 14:14:36 +00:00
adelikat 0e1bf887b6 Cheats Dialog - fix losing of values on restart, editing a cheat flags changes 2012-09-01 19:29:41 +00:00
adelikat c1d2272aec Cheats - if cheats file is empty dont show "Cheats file loaded" message 2012-09-01 17:44:55 +00:00
adelikat 1a75f0734d Max Turbo - bypass limit frame rate, and auto-minimize skipping, and ramp up frame skip to 20 2012-08-28 02:20:22 +00:00
adelikat ebf029b76d Some turbo speed refactorings - added a new hotkey for turbo mapped to shift+tab, rennamed the original turbo as unthrottle (since it is simply a toggle for this feature) and removed its mapping. On the new turbo, lots of various things will eventually be in place, but right now it bypasses tool updating. Still todo: have it max out frame skip and whatnot, also what is the difference between unthrottle and the limit framerate option? I think these should be merged. 2012-08-28 01:29:07 +00:00
adelikat 7ad3ea9ef5 Movie - clean up some code that has gotten crusty in the frame loop and refactored it, fixed logical errors at the end of a movie regarding playback, rewind, and loadstate. Movies now go correctly into finished or play mode under various circumstances. Removed the stop on frame code because it was breaking things, this will be a regression in functionality in tastudio until it is rethought. 2012-08-25 23:31:54 +00:00
adelikat 5486acbbbc Movies - fix a regression that happened at some point where the movie is not truncated on a loadstate that triggers record mode (instead it would keep the entire movie in the savestate and record over each frame, this would leave garbage data that could lead to potential desyncs) 2012-08-25 22:18:54 +00:00