Commit Graph

475 Commits

Author SHA1 Message Date
goyuken ea02d40c66 add a number of UNIF board mappings. every one of these is tested playable on at least one game, but that doesn't mean it's "right" overall. as always, the only true solution is a hash identify. 2012-10-17 02:08:19 +00:00
goyuken cffc9293c1 nes mapper 164: fix final fantasy v graphics 2012-10-16 21:59:30 +00:00
zeromus e318718a21 change libco_msvc_win32 to use vs2010, so as to avoid dependency on another (vc8) runtime. 2012-10-16 19:11:02 +00:00
pasky1382 b43acd123a megaman 4 collision viewer. 2012-10-14 20:05:54 +00:00
goyuken 8d8e636450 libgambatte: add memory read\write callbacks, maybe? not sure how to test it... 2012-10-14 15:10:33 +00:00
pasky1382 d2e6d50360 Rockman & Forte collision box viewer 2012-10-13 19:33:42 +00:00
goyuken 9f9aeb6609 move libco_msvc_win32.dll to dll subdirectory 2012-10-09 22:48:41 +00:00
goyuken 7ed6eac000 gamedb_snes: remove (Beta 2) entries for tmnt, mk3, which were hash identical to (Beta) entries 2012-10-09 22:41:13 +00:00
goyuken 32a39d3fad move musashidll.dll to dll subdirectory 2012-10-09 21:39:12 +00:00
goyuken da92c276a4 move ffmpeg to dll subdirectory 2012-10-09 21:25:58 +00:00
goyuken 07463fbdc5 move libspeexdsp.dll to dll subdirectory 2012-10-09 21:12:45 +00:00
goyuken ca40ed07a2 move libsneshawk.dll to dll subdirectory 2012-10-09 21:07:50 +00:00
goyuken a9de8b8f55 move libgambatte.dll to a "dll" subdirectory 2012-10-09 20:57:55 +00:00
goyuken 2a4bccbe12 update MakeRelease.bat for previous commit 2012-10-09 20:34:48 +00:00
goyuken 9417eac96c move NesCarts.7z to gamedb subfolder 2012-10-09 20:33:14 +00:00
goyuken 8c24417f8d gamedb stuffed into gamedb subfolder 2012-10-09 01:34:21 +00:00
adelikat 39af30f481 Revert libsneshawk.dll, didn't mean to check that in 2012-10-07 20:24:07 +00:00
adelikat 8545f94315 Status Bar - right-clicking the status slots will invoke a savestate 2012-10-07 19:52:09 +00:00
pasky1382 b0925d5631 Fixed dracula for the collision script. 2012-10-07 15:23:51 +00:00
pasky1382 add29e846c Castlevania Collision box viewer. 2012-10-07 12:19:28 +00:00
pasky1382 b1ba573695 Revert that fix, did not upload a GBC db (thought I did) 2012-10-06 21:58:44 +00:00
adelikat 29efa50eab RBIBaseball.lua - create a dialog with the forms library, that allows user to switch the handedness of each side, and batter power boost up/down buttons 2012-10-06 20:40:59 +00:00
pasky1382 c07d9686ab removed extensions in SNES db
GB and GBC now use no-intro rom set for verified good dumps.
2012-10-06 20:38:50 +00:00
pasky1382 05cbd4c3bd Fixed for realz this time. 2012-10-06 20:11:46 +00:00
pasky1382 514299ee1e Thanks...NATT!! 2012-10-06 20:01:32 +00:00
pasky1382 b8432b38d5 Ur mom 2012-10-06 19:50:45 +00:00
pasky1382 0945c6f937 wrong name... 2012-10-06 19:48:30 +00:00
pasky1382 2ab2c10bdf SNES Cart database 2012-10-06 19:47:24 +00:00
pasky1382 ba95c5c5fc Added filtering for simon's quest. 2012-10-06 15:49:28 +00:00
pasky1382 e3e15d2136 Castlevania II Simon's Quest collision box viewer. 2012-10-05 11:59:52 +00:00
pasky1382 909ccef52f DKC3 collision script. 2012-10-04 18:34:04 +00:00
goyuken e509b0cd9b snes: Add "BUS" memory domain. Like GB, caveat that it could possibly maybe affect sync, maybe... doubly so because I can't penetrate byuu code so well. 2012-10-03 14:54:32 +00:00
pasky1382 7c3551b918 Holy Diver collision viewer (NES) 2012-10-03 02:24:38 +00:00
goyuken 878715301f i'm slightly concerned that i may have committed recently with an out of date libsneshawk.dll,
this is just a rebuild
2012-09-30 19:45:43 +00:00
goyuken 3e139c7d7e libsnes: change frame boundary timing. from the perspective of the libsnes core, this choice is mostly arbitrary. from the perspective of the frontend, it's how input frames are divided up and lag frames are determined, and so can be rather important for TASing. the original choice of frame timing is a bit strange and causes excessive input latency and lag detection issues for pal224 and ntsc modes (but not pal239 mode). this change will most likely cause "off by one" errors in TAS sync; should be mostly easily correctable. 2012-09-30 18:05:23 +00:00
pasky1382 ec7522c11a Sorry, last commit. 2012-09-30 15:22:41 +00:00
pasky1382 f149873a90 2012-09-30 15:18:32 +00:00
pasky1382 d7dd4ce2e0 This wasn't already added? 2012-09-30 15:14:25 +00:00
pasky1382 32832f139b Super C Collision viewer. 2012-09-30 15:13:48 +00:00
goyuken 2a59e135ea snes: add lag counter for manual 4016\4017 polling
this shouldn't break existing lag counting.
this doesn't fix the issue observed in smw2 (i have no idea what is causing that.)
2012-09-28 13:37:42 +00:00
pasky1382 44f64078a3 Organized the scripts, ported the snake rattle n' roll script from game resources page on tasvideos.org 2012-09-27 17:59:41 +00:00
zeromus d9a55fed37 snes-load firmware files from a CoreInputComm path, which must be named exactly right; show the requisite filename in a messagebox if it's missing; but theres no GUI for the firmware path hooked up yet. 2012-09-27 07:22:31 +00:00
zeromus 6c8177a08b snes-print messages from libsnes. now you can see which dsp/firmware dependency it detected for the game (it has its own heuristics, not necessarily any need for gamedb yet). still not loading the firmwares though 2012-09-27 01:38:27 +00:00
pasky1382 a59ff337d7 Added X2 and X3 collision script viewers. 2012-09-26 21:21:14 +00:00
pasky1382 8b3e54b397 Added Megaman X Hitbox viewer lua script.
Fixed Hex Editor's FindNext/FindPrev functions.  FindNext/FindPrev now accept an additional argument (bool) that tells them to wrap around once.  Fixed a bug where if the matched address was the 1st byte of the array it was ignored.
2012-09-26 04:25:45 +00:00
goyuken 1f931b1551 gameboy game database. approximately 67% jesus crap+pokemon overdumps. 2012-09-25 20:22:43 +00:00
zeromus 52edee63d8 snesgfx-support mode7 direct color displays. still need an example of a mode 3 or 4 direct color usage 2012-09-24 07:46:54 +00:00
zeromus 4efea7605d snesgfx-support mode7ExtBg tiles & BG 2012-09-24 06:47:34 +00:00
goyuken 7e89882d42 lag counter in sneshawk
c++ is dum
2012-09-23 15:57:01 +00:00
adelikat 46ec39d7e3 Add gameboy/gbc to the open rom dialog, add gameboy palette folder to the build script 2012-09-22 20:19:39 +00:00
zeromus 6f28003f48 rename snes.dll to libsneshawk.dll so nobody confuses it with a stock dll; static link some libs, eliminating need for libstdc++-6.dll and libgcc_s_dw2-1.dll 2012-09-22 05:02:43 +00:00
pasky1382 e79bf2c684 2012-09-20 00:52:58 +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
beirich 71f1df97ba add alternate hash for Sapphire to gamedb_pce_cd.txt 2012-09-17 02:06:44 +00:00
beirich 5742d69f6a 2012-09-16 19:03:44 +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
goyuken 2810a048f0 fix two minor ColorChooserForm bugs
add "bsnes v087.pal"
2012-09-16 14:36:42 +00:00
goyuken c36441d016 add gambatte palettes, and make ColorChooserForm use the path config system 2012-09-15 18:57:17 +00:00
goyuken 12d06a2c94 add system bus memory domain to gambatte
in order to guarantee correct resolution of mappings and mmio every time, all calls go straight to the core and are not cached
this makes this domain slower in performance than the other ones.  it can also be more difficult to use in some cases because you have to resolve mappings that you may not care about.
there is also the possibility of side-effects on reads, although i do not believe that this actually happens in any situations.  still, use at your own risk.
2012-09-13 21:03:34 +00:00
zeromus 9e1ecd02d2 snes-forgot to actually employ the ability to fix the random number seed which ilari's patches enabled. now the random seed is always 0. 2012-09-12 02:55:06 +00:00
goyuken d57e195e52 gambatte: add oam, hram to memory domain list 2012-09-11 19:05:44 +00:00
pasky1382 c5e71487fd color edit 2012-09-11 18:31:02 +00:00
goyuken ed2b690f75 add memory domains to gambatte
appears to work, but i don't really have much of anything to test on it
ramwatch is horribly slow
2012-09-11 15:28:38 +00:00
goyuken 4e35cb566f functioning saveram support for gambatte 2012-09-10 23:40:53 +00:00
goyuken efbe114e76 remove libgambatte.pdb because it has cooties 2012-09-10 22:02:02 +00:00
pasky1382 259be1c607 Changes to contra 3 lua 2012-09-10 13:34:13 +00:00
zeromus 8e42658702 completing the trifecta: fix the terrible nondeterminisms that made series of snes romloads act wacky 2012-09-09 21:19:54 +00:00
goyuken a6caa8680d fix up rom loading routines for libgambatte to use memory block directly (and not file) 2012-09-09 21:15:54 +00:00
goyuken 19d62c44d5 new compiled version of libgambatte.dll
savestates appear to work
2012-09-09 19:02:33 +00:00
zeromus f3b6afa5ad change libco to use an msvc-compiled dll so that it doesnt get wrecked whenever the .net GC process suspends a thread in a coroutine. cant figure out how to get that same code working compiled by mingw32. 2012-09-09 19:02:13 +00:00
goyuken 0b332e1373 add indep libgambatte solution, plus release compiled libgambatte.dll in multiclient output folder 2012-09-09 12:21:02 +00:00
pasky1382 97f8676bce More swag 2012-09-09 05:52:41 +00:00
pasky1382 ee8e420e21 Swag Swag Swag 2012-09-09 05:27:11 +00:00
pasky1382 0f47e005bb Contra 3 like a baws 2012-09-09 03:14:33 +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 ad6910fd74 snes-some beginning steps on graphics debugging tools. nothing to see yet, move along 2012-09-06 08:32:25 +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
pasky1382 60e267dd91 minor edit in the script. 2012-09-05 02:42:14 +00:00
pasky1382 d6a18f5f12 updated the metroid hitbox viewer script. 2012-09-05 02:35:09 +00:00
pasky1382 34da5a0bb1 Added legend of toki hitbox viewer lua script for genesis. 2012-09-04 23:35:59 +00:00
pasky1382 46ccd190dd Added Super Castlevania 4 hitbox viewer lua script. 2012-09-04 22:51:39 +00:00
pasky1382 f5d728bd35 Edited the Super metroid lua, added super mario world hitbox viewer lua script 2012-09-04 21:55:41 +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
pasky1382 7d04b60b85 2012-09-04 19:23:23 +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 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 0cc6bf072e needed another mingw dep 2012-09-04 00:30:40 +00:00
zeromus 83d345c6f7 oops 2012-09-04 00:23:09 +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
pasky1382 d0c764e683 fixed the rondo lua script to include a scaler for text display. 2012-09-02 17:08:47 +00:00
pasky1382 df440e97ec (minor spacing edits in LuaImplementation.cs)
Added rondo of blood lua script in scripts folder for PC Engine.
2012-09-02 16:26:43 +00:00
pasky1382 c31322400f Fixed an offset in the script. 2012-09-02 03:46:09 +00:00
adelikat d942c68086 Add Paskys Ninja Gaiden lua script to lua scripts folder 2012-09-02 03:24:36 +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 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 377dce08d7 switch to using the real megadrive gamedb (eliminate issues with the temporary one) 2012-08-20 03:12:36 +00:00
beirich 9979c9f0d5 Add Gun.Smoke (KR) SMS to db 2012-08-08 02:28:54 +00:00
adelikat 1121479a5d gamedb - fix duplicate entry 2012-08-08 01:10:45 +00:00
beirich ce6de177a6 add CJ Elephant Fugitive dump to GameGear DB [CodeMasters mapper] 2012-08-08 01:02:26 +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
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 a0190e9135 NES - mark a bad version of Hyrule Fantasy as a bad dump in the gamedb 2012-07-31 01:12:18 +00:00
adelikat d4ac95bd30 NES - implement mappers 74 and 194. Added gamedb entries for the games I could find that correspond to these mappers 2012-07-29 18:35:24 +00:00
adelikat 71865576a7 NES - finish mapper 192 2012-07-29 18:12:37 +00:00
adelikat 7cbee7bde4 NES - mapper 74 - implemented chr-ram behavior, however, it does not work (chinese characters still missing in dialogs, but this checkin causes no regressions) 2012-07-29 17:55:45 +00:00
adelikat 0e3cb19e0b NES - gamedb - Ying Lie Qun Xia Zhuan (Ch) is mapper 192 not 245 2012-07-29 15:45:24 +00:00
andres.delikat ae291162e1 Add Xing Ji Wu Shi (Ch) to gamedb as Mapper 176 (The ROM floating around is incorrectly labeled as 177) 2012-07-23 21:19:45 +00:00
adelikat f85b6a017b NES - checkin start of mapper 91 2012-07-22 01:02:18 +00:00
andres.delikat c256e90a9d NES - add mapper 203, doesn't play the 35-1 properly, but it doesn't run in fceux as well, documentation may be off, or the ROM i used is bad (not a lot of info on good dumps for these types!) 2012-07-19 14:13:45 +00:00
beirich 62477210dd Check in initial gamedb for genesis, although it is not #included from gamedb.txt since there's no real point yet. 2012-07-17 01:23:51 +00:00
zeromus 8bf9b92949 nes-support mapper 241 2012-06-20 22:24:56 +00:00
adelikat 714c090e86 Add GoodNES 3.14's 'good dump' of Lagrange Point to gamedb 2012-06-17 13:42:09 +00:00
pasky1382 7ef1151b99 Added a 'Custom Colors' Dialog for the Hex editor tool. 2012-06-10 22:43:43 +00:00
goyuken e2bc6db3a4 new build of ffmpeg from http://ffmpeg.zeranoe.com/builds/
supports rgb x264, which can be quite useful for emulator dumps
2012-06-09 22:18:44 +00:00
zeromus cff7ba6d24 nes-fix lagrange point, including sound 2012-06-07 20:52:49 +00:00
beirich 7e1ccc4faf Update gamedb entries for Neutopia 1 & 2 2012-06-04 22:25:43 +00:00
beirich fe369e0455 pce: alter handling of reading $1FF402 irq status port, fixes Aldynes intro freeze 2012-06-03 20:09:09 +00:00
beirich 604a774118 Add 2 SMS homebrew and a GG prototype to gamedb 2012-05-05 22:43:11 +00:00
adelikat 54d1c873df Fix when guitext gets cleared, reduces most of the flickering and inconsistencies with ram watch on screen and lua gui.text, fix punchoutstats lua script 2012-04-30 01:14:23 +00:00
adelikat e60ba05e66 Gui.text - fix inverted default fore/back colors, fix lua scripts to use new gui.text parameter scheme 2012-04-30 00:45:37 +00:00
adelikat fffe30f4f9 Atari - add a version of Magicard to the gamedb 2012-04-29 19:40:28 +00:00
adelikat d9134ac6ce TI-83 add a bunch of rom versions to gamedb, mark bad dumps accordingly, and display the version number when displaying the rom name 2012-04-29 03:58:06 +00:00
brandman211 cb3e0ec666 Applied the renames for "minimum buttons pressed", "minimum buttons inputted". 2012-04-25 04:56:48 +00:00
Rolanmen1 152f6f37e8 Added a HitBox Script for SMB2U, it runs but still a bit buggy. 2012-04-18 15:06:07 +00:00
zeromus 7b86f66353 nes-oops. now, actually pass all mmc3 tests 2012-04-14 09:40:41 +00:00
zeromus 73fba31c34 nes-add mapper012 (mmc3 variant, for dragon ball z 5). add concept of mmc3 chip revision variants to mmc3 code and game database, and add proper emulation thereof. pass a bunch of mmc3 tests. simplify (to almost nothing) iNES board detection to correspond to new paradigms of virtual board types. your savestates for mmc3 games are invalidated. 2012-04-14 08:28:42 +00:00
zeromus a1d798cc8f nes-mark banana bad dump variants as bad in gamedb 2012-04-11 18:17:59 +00:00
zeromus 9f6820b83f revise nes gamedb to be more organized and useful hopefully with respect to the actual kinds of scenarios we run into 2012-04-07 18:34:05 +00:00
adelikat da2062d373 Atari - add avgn game to gamedb 2012-04-05 23:57:57 +00:00
zeromus 4c817b20c8 add konami collection games to gamedb so they show as good dumps 2012-04-01 16:25:59 +00:00
brandman211 557f437195 -As much as I dislike the new joypad.set() setup, the least I could do is make it consistent with joypad.get().
--If there is no controller parameter, then all of the buttons are returned as they are stored in the system, just like joypad.set(input) takes button names as is.
--If there is a controller parameter, all of the buttons for that controller are returned without the "PX ", just like joypad.set(input, controller) takes button names without the "PX " and assigns them to the matching buttons for that controller.
--No one approved this change, but seriously, this is common sense. I expect some "change denied" April Fool's stuff tomorrow...
-Implemented a blacklist for ButtonCount. By default, Lag, Pause, and Reset are blacklisted. I don't think any of these buttons should be tracked.
2012-04-01 08:08:40 +00:00
adelikat 4c958584f5 Add Lua scripts folder to MakeRelease.bat 2012-03-31 00:44:17 +00:00
zeromus 37d58f1a4f add a2600 game database 2012-03-29 23:55:10 +00:00
brandman211 7e75d983ae Came up with a solution for the joypad.get() issue.
-adelikat has informed me that in FCEUX, savestates contained the button state of the frame on which you saved on. He claims that this is redundant because you could retrieve the state from the frame you're loading on, so BizHawk will not do this.
-As such, I just retrieved the input for the frame you're saving on before associating the data with the state.
--This essentially includes the missing info without having to depend on a movie frame to get the data from.
--In order for this to make sense, I made it so that the main joypad.get() doesn't run on a frame you're saving / loading on.
--Finally, in order to show the data from before the save frame when loading the data, I cached that data as well.
---The two above steps require collecting the data for a state once and using that until the frame is advanced or a state is loaded. Otherwise, I'd be able to increase the count significantly by saving multiple times.
-All this said and done, I think this script is perfect now, and is way more convenient to use than the FCEUX counterpart.

Notes:
-As mentioned before, it seems that the scripts are disabled when the console is reset / a movie begins playing. I don't like this to begin with, but worse yet, I noticed that this somehow makes the button data carry over from before the reset. Why is this?
-It seems that using gui.text in savestate.registersave/load causes the text to be written over the previous text instead of clearing the screen and then writing. Is this expected? How can I avoid overlapping text?
2012-03-28 17:06:25 +00:00
brandman211 40e2d5f543 Refactored for the register functions. This seems to work fairly well, but when loading a state, joypad.get() contains the button states for the frame you were on BEFORE loading instead of the frame you are now on. This results in small errors. The issue might be deeper than my script or even the Lua implementation, so I can't do anything about this. 2012-03-28 03:41:46 +00:00
brandman211 be807c3def -Used the new movie.getinput() function to simplify parse(), now frames().
--TODO: Disallow Reset, Lag, and other non-buttons. Pause?
--If this works like adelikat says, my missing load state idea will be possible.
-Made the loading information show up on the console instead of the gui.

Note: Still need savestate.registersave/load!
2012-03-27 21:11:34 +00:00
brandman211 d1b00e6d4d Added my converted ButtonCount.lua script (Original here: http://code.google.com/p/brandon-evans-tas/source/browse/Lua/ButtonCount.lua)
-As you'll recall, the script has 3 methods of keeping track of input:
--1. Tracking the button counts in real time. This took some minor adjustments, but seems to work fine.
--2. Parsing the button presses from a loaded, read-only TAS file when starting the script, if possible.
---This works well enough after a good amount of refactoring, but I only have it rigged to work for NES.
---As always, note that this method is very slow for big movies, which is why we only use it once.
--3. Caching the counts when saving a state and loading them when loading a state.
---savestate.registerload and savestate.registersave are not currently supported by BizHawk, so this is not functioning at all.
-I propose that a function called movie.getframe(frame) be added that gets status of all of the buttons, just like joypad.get(), for a given frame of a movie.
--This makes the would make method 2 trivial and fast.
--It would allow me to generalize the function for all platforms easily.
---Certainly there might be some discrepancies about which buttons should be disallowed, if any (Is Reset a button press?), but still. 
--If this method could somehow work for non-readonly movies, then I'd be able to use the movie to get the counts when I load a state that doesn't have cached data.
---Trust me when I tell you that this would be immensely useful for minimum button TASing. The process would be seamless, and all of these methods combined would provide perfect accuracy while being fairly efficient and only using intensive routines when absolutely necessary.

Note: Earlier, I came up with the idea for a function that lets you set what frame of the movie you are on, which would be useful for endless TASes like we've already discussed, adelikat. Do you still think this is worth having?
2012-03-27 06:44:47 +00:00
adelikat 5d483b9e55 revamp rbi baseball script for bizhawk special functions, such as sending script info to the output window. And right aligning display stuff 2012-03-27 02:56:59 +00:00
adelikat 701e0823d5 Really fix PunchOutStats.lua 2012-03-27 02:26:01 +00:00
adelikat 9e0e6407b3 Revamp the Punchout stats using the anchor property of gui.text() 2012-03-27 02:17:17 +00:00
adelikat 74648bd806 add punchout stats lua script 2012-03-26 02:06:04 +00:00
adelikat 588888d439 check in my RBIBaseball luaScript modified for bizhawk (only had to change memory.writebyte to mainmemory.write_u8 and it worked fine) 2012-03-26 01:58:04 +00:00
zeromus fa25305d67 atari-add player 2 controls? 2012-03-22 06:33:28 +00:00
adelikat 863f3fc4e5 fix an error in chr rom size for a CNROM game 2012-03-13 02:10:18 +00:00
beirich ca47082737 fix some PCE savestate desyncs 2012-03-12 00:14:44 +00:00
adelikat 49c751e4c4 variation of a game added to gamedb.txt 2012-03-10 13:55:36 +00:00
adelikat efd4c5cbab Make...a certain game...work 2012-03-10 13:30:39 +00:00
adelikat f9e43cf3d7 Mapper 46 - fix gamedb entry, put in high bits 2012-03-09 03:24:05 +00:00
adelikat 5655262df6 Start Mapper 46, could not get the gamedb.txt entry to work properly 2012-03-09 02:57:04 +00:00
taotao54321 434bfebb1f set svn:executable on BizHawk.MultiClient/output/7z.dll 2012-03-08 15:23:08 +00:00
zeromus 9a6d6a63bd improve nes rom detection log, and set svn:executable on some files 2012-03-07 19:14:15 +00:00
zeromus 14ae31dfbf vs wants to manage copying of lua51.dll itself as a dependency of LuaInterface.dll, and thats why it keeps deleting it sometimes when cleaning it. so move the lua51.dll alongside LuaInterface.dll and let it do the copying 2012-03-04 03:15:03 +00:00
zeromus e5fb7a6958 fix release script 2012-03-02 04:16:28 +00:00
zeromus ff12c2c5ef dxwebsetup.exe not needed here anymore 2012-03-02 03:40:43 +00:00
zeromus e73dee15b9 fix lua 2012-01-09 00:15:54 +00:00
beirich dcc0a34d93 Add NBA Jam [Proto] SMS to gamedb 2011-10-03 13:01:27 +00:00
zeromus 58738c1af3 nes-sunsoft reorg yet again. think we've got it under control this time though. i even added a doc specially for sunsoft to describe whats going on 2011-09-26 08:05:17 +00:00
beirich e5f1c142f8 pce-cd: fix Snatcher, Madou Monogatari, Tangai Makyo, ValisIII playable now 2011-09-25 23:34:53 +00:00
andres.delikat 4f072f8623 Oops, neglected to check these in with the last commit 2011-09-25 22:36:13 +00:00
andres.delikat 7943ff5781 Start Mapper 164 and add Final Fantasy V (Unl) to gamedb.txt 2011-09-25 21:52:10 +00:00
andres.delikat 075c4ea3dd NES - some work on classifying mapper 16/159 roms: Added to gamedb various versions of roms, added board cases to BANDAI-FCG-1, misc cleanup of board. Most of these games don't work but a few did. 2011-09-25 17:16:26 +00:00
zeromus 1d29b0c39b nes-upgrade nescartdb 2011-09-25 09:47:33 +00:00
andres.delikat fece5fd7e2 NES - Start HVC-CNROM-256K-01 board (for mapper 185). Finishing will require finding a rom with the right sha1. 2011-09-25 01:20:32 +00:00
andres.delikat f808cd4009 Add goodnes 3.14 version of
Rad Racket: Deluxe Tennis II to gamedb.txt.  Maps to NINA-06 board, however it crashes on ReadPPU()
2011-09-25 00:01:11 +00:00
andres.delikat 754b4ee2ee NES - Started JALECO-JF-13 board (Mapper 86). The only copy of Moero!! Pro Yakyuu (Red) I could find doesn't work and doesn't match bootgod's db. However, it worked in FCEUX 2011-09-24 19:48:18 +00:00
andres.delikat 12c664ea00 NES - Implement board BANDAI-74*161/161/32 (Mapper 70). Family Trainer - Meiro Daisakusen, Kamen Rider Club, Space Shadow tested and verified to work. Updated compatibility list. Added goodnes3.14 version of space shadow to gamedb.txt 2011-09-24 18:47:02 +00:00
andres.delikat d17934b395 Fix TAITO_74_161_161_32 board (mapper 152), arkanoid 2 now works. Added Goodnes3.14's version of arkanoid 2 to the gamedb (even though it is actually a bad dump, our policy is to support 3.14 roms). Fixes to other mappers, Holy Diver now works properly (among other games). 2011-09-24 14:04:21 +00:00
zeromus 6a570c89fc nes-fix a little bug in MMC2 and support MMC4 while i am at it 2011-09-21 05:47:41 +00:00
beirich f9d7ff62f4 pce-cd: support arcade card, fix cd-audio playback bug
add new emulation options to gui for SMS and PCE/CD
2011-09-19 00:39:28 +00:00
beirich 5781d0b4cd pce-cd gamedb and compatibility updates 2011-09-17 21:34:02 +00:00
beirich 82cf9486f3 about halfway through pce-cd compat test and gamedb updating, plus commit some bugfixes 2011-09-17 05:35:41 +00:00
beirich e8c3da9c1f [pce] Improve ADPCM flags and interrupt handling 2011-09-09 03:40:58 +00:00
zeromus 4924b4a9a0 nes-fix tetris differently 2011-09-06 01:58:22 +00:00
beirich e13af4064b [pce] very preliminary ADPCM playback, added a bunch more MemoryDomains 2011-09-03 20:32:18 +00:00
beirich afaf5879f6 Improve CD-Audio w/ volume/fade support; put error messages in client when invalid system card selected 2011-08-30 04:02:52 +00:00
andres.delikat cfb2f91292 add directx web installer and add to MakRelease.bat 2011-08-21 00:22:19 +00:00
beirich 0a5157d9a6 Extremely preliminary TurboCD support 2011-08-14 18:20:13 +00:00
beirich c7178543c7 split gamedb up into more files 2011-08-12 03:30:23 +00:00
zeromus e4305823c5 disc-more gracefully handle missing ffmpeg, and checkin an ffmpeg finally 2011-08-08 02:02:01 +00:00
beirich 1c72c144af odds and ends, pre-commit for turbocd stuff 2011-08-01 23:18:22 +00:00
beirich 06d8792830 [PCE] fix Youkai Douchuuki, Yo Bro, and Order of the Griffon 2011-07-24 19:52:20 +00:00
beirich c30529685d [PCE] regretfully implement sprite limit, fixing some anomalies 2011-07-24 03:32:39 +00:00
beirich 8295e6d65b PCE GameDB overhaul 2011-07-23 20:22:32 +00:00
beirich 3bedad1e95 Update SGX with new timing & support frameskip... huge success!
100% SGX compatibility (not that this is difficult)
2011-07-20 03:57:41 +00:00
beirich 47def064fa significant PCE timing/compat improvements, still poking at a few things 2011-07-19 03:53:07 +00:00
zeromus 2f27bf783e gamedb updater script tech. rearrange to suit your tastes. 2011-07-18 23:10:25 +00:00
beirich cc9cf04a57 "Fix" PCE Paranoia by marking bad roms 2011-07-18 00:11:16 +00:00
beirich 3f27ac0b2a Fix PCE Populous by supporting its custom SaveRAM.
+ Unsubstantial TurboCD progress.
2011-07-15 02:08:18 +00:00
zeromus 9628ab3506 hook up nes dump status stuff, and also add a log window that we could use for console output in the near future but for now is just used to show you a detailed rom analysis report 2011-07-10 21:00:28 +00:00
beirich 56538894c6 Add Hack rom status 2011-07-10 20:35:52 +00:00
beirich 732bd982af Update to GameDB and update PCE compat.txt 2011-07-10 18:26:55 +00:00
beirich c8727ae01f fix some gamedb stuff, add some genesis games to db, get genesis back to a state where it at least loads roms correctly 2011-07-10 04:54:18 +00:00
beirich a659c05b21 TurboCD progress 2011-06-19 03:27:18 +00:00
zeromus 2d20ab84ca [NES] assorted mapper cleanup and add MMC2 2011-06-13 09:55:25 +00:00
zeromus 7705e3f6f1 [NES] clean up mapper 107 2011-06-13 08:58:38 +00:00
zeromus db2ba34c01 [NES] work on some mappers, make a mapper compatibility list 2011-06-13 08:38:10 +00:00
andres.delikat 11b33fcc33 Fix MakeRelease, SlimDx.dll must be in the zip! 2011-06-11 20:01:36 +00:00
andres.delikat f052b0bd71 Add palette files to MakeRelease.bat 2011-06-11 16:02:28 +00:00
andres.delikat ef4b30cbd2 NES graphics config - checkboxes & config for Allow > 8 sprites per scanline, and clip left & right sides. Hook up palette file selection, and autoload palette toggling. Checking in NES .palette files 2011-06-11 12:54:26 +00:00
zeromus bb4499a41f [NES] rewrite core mmc3 mapping logic to be more clear, handle some assorted mislabeled games, and fix a bug with mmc3+vram+chrmode=1 2011-06-08 09:28:38 +00:00
zeromus 0015cada91 [NES] fix bug in deemph palette that made airwolf invisible and add better tracking and reporting of bad roms (there are bad dumps of airwolf in addition to the game itself being bad) 2011-06-08 06:53:11 +00:00
zeromus 81b30501a5 [NES] improve board detection diagnostics logging messages, and add board: IREM-G101 (mapper 032) 2011-06-08 06:17:41 +00:00
zeromus 969341f691 [NES] add board: sunsoft-4 (mapper 068) 2011-06-08 02:42:36 +00:00
zeromus 8247fca267 [NES] game recognition tweaks and additions 2011-06-08 01:03:32 +00:00
andres.delikat 6aab991f10 bat file for making a release 2011-05-30 03:21:51 +00:00
zeromus d6bf47c4d4 [NES] fix wai xing ding dong 2011-04-19 01:58:12 +00:00
andres.delikat a066d6e03d Mapper 242 stuff 2011-04-18 22:33:06 +00:00
zeromus 4a6a380cc8 [NES] wai xing ding dong will need 8k of vram 2011-04-18 02:39:57 +00:00
andres.delikat 9e6b232f02 Start mapper 242 2011-04-18 02:26:42 +00:00
zeromus 8a577a0184 [NES] sort out Mississippi Satsujin Jiken, fix up some board autoconfiguration logic which was a bit broken, support pad_h and pad_v from gamedb 2011-04-18 01:57:22 +00:00
zeromus 486a5b0337 assorted useless stuff 2011-04-18 01:35:18 +00:00
zeromus 53bcb10795 add Bio Senshi Dan - Increaser To No Tatakai (J) to gamedb 2011-04-17 21:34:54 +00:00
zeromus f7bf5bdd17 [NES] fix some interrupt-related bugs to pass more cpu tests, add reset handling, improve iNES header handling some more 2011-03-20 02:12:10 +00:00
zeromus b041d31ab1 [NES] restore iNES header detection 2011-03-19 20:12:06 +00:00
zeromus 1408bcdb4b no need for special treatment for first line when we have comments now 2011-03-15 03:23:15 +00:00
zeromus efef2ebec4 allow #include in gamedb.txt 2011-03-15 03:17:40 +00:00
zeromus be69565135 [NES] overhaul database and board configuration system some more and reorg code a bit 2011-03-08 07:25:35 +00:00
zeromus 859eabc6b7 [NES] overhaul to use bootgod's db as primary data source. it can still merge with the gamedb.txt, although I purged it of every unneeded NES record. iNES header parsing needs to be re-added. 2011-03-07 10:41:46 +00:00
beirich 540af82171 [PCE] retest all hucards, update compat.txt, identified some additional bad roms 2011-03-07 00:48:52 +00:00
andres.delikat e0af256a33 NES - Finish up remaining SxROM boards 2011-03-04 15:01:02 +00:00
andres.delikat fc8be53da6 NES - SH1ROM, SIROM, and SJROM implemented. SIROM untested (and has a handy assert) due to unkown games. Airforce (SJROM) added to gamedb, but the game is black screen only. 2011-03-04 04:19:49 +00:00
andres.delikat f350e241b8 NES - SHROM implemented, Family Fued loads but doesn't get past the intro screen 2011-03-04 04:00:18 +00:00
andres.delikat 615cf3b52b NES - SFROM & Bubble Bobble 2011-03-04 03:51:46 +00:00
andres.delikat 423ee58852 NES - SC1ROM implemented (same config as SCROM), untested though since I could not find a game that uses it. SEROM implemented & Adventures of Lolo working. 2011-03-04 03:41:39 +00:00
andres.delikat 872a86c91f NES - Implement SBCROM & get Mechanized Attack working 2011-03-04 03:30:54 +00:00
andres.delikat 38396fc02c Fix PRG size of dragon warrior, it now doesn't crash on load (but still is only a black screen). Implemented SBROM & Bug's Bunny's Crazy Castle, the game now works. 2011-03-04 03:16:26 +00:00
andres.delikat 4ccdf269e5 NES - Get SAROM board working & Dragon Warrior in gamedb.txt 2011-03-04 03:02:29 +00:00
andres.delikat 9dc75a17e5 Fix SKROM char size, and checking in some movie playback stuff 2011-03-03 20:01:36 +00:00
andres.delikat 1003ed085b NES - Implement SKROM Board. Zelda II more playable but still bugged, probably something I did wrong. Also added a menu item to enable/disable Rewind. TODO: Zelda II crashes with rewind enabled. 2011-03-03 17:07:12 +00:00
zeromus 7cdda17b2d [NES] name those roms more artistically! 2011-03-02 07:19:05 +00:00
zeromus 7f4413a5d7 [NES] figure out how to run some of blargg's tests 2011-03-02 07:11:36 +00:00
zeromus a296742d5f [NES] clean up AxROM 2011-03-02 03:05:28 +00:00
zeromus e9622b1f60 [NES] clean up UxROM gamedb parameters 2011-03-02 02:54:06 +00:00
zeromus 7919bb8647 [NES] remove some redundant and misleading information (CHR sizes =0 and mirror types =X) from gamedb 2011-03-02 02:41:03 +00:00
andres.delikat d406e15746 Add more games to game database, add some more games that don't work 2011-03-01 20:32:18 +00:00
andres.delikat 1703cf272d Some more NES games in the game database 2011-03-01 18:10:07 +00:00
andres.delikat b73dbdf637 Fix game database entry for Castlevania II, the game now works 2011-03-01 15:46:36 +00:00
andres.delikat 5a8485e21c Add Zelda II & Castlevania II to the game database, both fail to play (black screen) 2011-03-01 15:15:04 +00:00
zeromus 0d5cff7408 [NES] mapper cleanup and savestates 2011-03-01 09:32:12 +00:00
zeromus c21d92f694 [NES] add SxROM (mmc1), including save ram support. also add some undocumented NOP variants to 6502 core because I thought I needed them 2011-03-01 07:25:14 +00:00
andres.delikat 8bd9b07514 whack bogus database entry 2011-03-01 04:03:13 +00:00
zeromus c65ce323d0 [NES] add AxROM 2011-02-28 09:39:24 +00:00
zeromus c713b9a8f0 [NES] add CxROM and fix a severe timing issue which repairs many obvious glitches 2011-02-28 09:13:27 +00:00
zeromus af861b6475 [NES] add UOROM 2011-02-28 08:19:06 +00:00
zeromus ee336bec15 [NES] add 6502 BRK instruction and some mapper=2 games (incl. castlevania and megaman) 2011-02-28 07:53:19 +00:00
zeromus 1b0025a7cc add support for comments in game database, and: [NES] fix ppu bug and add to database 2011-02-28 06:43:19 +00:00
zeromus 4b177ca8d1 [NES] ppu fixes and improved rom classification infrastructure 2011-02-28 06:16:20 +00:00