taotao54321
f25ddb2fce
Lua: now setrenderplanes() takes variable arguments
2012-03-11 09:16:09 +00:00
taotao54321
05321d19bc
NES Graphics Settings bugfix
2012-03-11 07:02:10 +00:00
taotao54321
30b0dc6780
PCE: added settings to show/hide BG/OBJ for TurboGrafx (not for SuperGrafx)
...
Now setrenderplanes() works for TurboGrafx (not for SuperGrafx)
2012-03-11 06:50:46 +00:00
taotao54321
beb0b5a74d
Lua: added setrenderplanes(). For now, it works only for NES.
2012-03-11 05:47:38 +00:00
taotao54321
3dffd0b9b6
cosmetics (added trailing commas to make it easy to add new lua functions)
2012-03-11 05:13:12 +00:00
adelikat
86da2c6b5e
About box - add contributers
2012-03-11 01:22:02 +00:00
adelikat
76f1faf122
Lua - add gui.alert() which draws messages in the alert font
2012-03-11 00:54:24 +00:00
adelikat
635ae613a4
Ram Watch - when drawing watches on screen, use alert font for frozen addresses
2012-03-11 00:50:06 +00:00
taotao54321
3687b8d803
NES Debugger: fixed disassembler to print addresses correctly
2012-03-10 19:42:20 +00:00
taotao54321
bd5f1b3135
NES Debugger: implemented poor disassembler
2012-03-10 17:54:58 +00:00
adelikat
8ae543bb14
Lua implementation - code cleanup
2012-03-10 16:14:19 +00:00
adelikat
40698b119c
Add an atari controller image for controller config dialog
2012-03-10 14:10:50 +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
taotao54321
a69ec16c03
Lua: Implemented writebyte() and fixed readbyte()
2012-03-10 03:58:42 +00:00
taotao54321
66f034b96f
Modified gui.text(): convert arguments to int directly
2012-03-10 03:31:07 +00:00
taotao54321
5283b29d54
Lua: Implemented new memory access functions. It can specify datasize and endianness.
...
Lua: Modified print() to emit a newline.
Lua: Fixed console_clear() not to take any argument.
2012-03-10 03:07:05 +00:00
adelikat
7e38f4a940
Hex Editor - move Add to Ram Watch to Ctrl+W instead of A! A is a hex value that should be able to be typed in
2012-03-10 02:31:34 +00:00
zeromus
65282a366e
fix versions stuff
2012-03-10 00:21:40 +00:00
adelikat
5195453229
Update versioning stuff and about box, and set interim flag back (I seem to keep checking that in on accident). This marks the beginning of 1.0.2.
2012-03-09 23:33:56 +00:00
taotao54321
7613d51ea2
Bugfix for log console.
...
Console type should not be changed by user when console is shown.
2012-03-09 21:36:55 +00:00
taotao54321
b207c81fea
Removed unused LogWindow::ShowConsole()
2012-03-09 21:22:52 +00:00
taotao54321
8cbe59cfa8
Fixed the behavior related to closing LogWindow.
...
If you close LogWindow manually, Config.ShowLogWindow becomes false.
If you close the emulator window, Config.ShowLogWindow does not change.
2012-03-09 21:20:02 +00:00
adelikat
88424ca2b7
Fix a few warnings
2012-03-09 20:38:44 +00:00
taotao54321
386d9b5f71
Now LogWindow should save the settings correctly
2012-03-09 20:37:43 +00:00
taotao54321
83447d2d71
Now LuaConsole should save the settings correctly.
2012-03-09 20:12:57 +00:00
taotao54321
ecf9e6efc0
Now NESNameTableViewer, NESPPU, NESDebugger, Cheats, TI83KeyPad, TAStudio should save the settings correctly.
2012-03-09 20:10:01 +00:00
taotao54321
7779326535
Now Ram Search and Ram Watch remember the window position correctly
2012-03-09 19:32:43 +00:00
adelikat
c5c1457f32
NES PPU Viewer - clipboard options for palette, pattern, and sprite
2012-03-09 19:22:31 +00:00
adelikat
c7ec2aed6c
NES Nametableviewer - Screenshot to clipboard option
2012-03-09 19:07:16 +00:00
taotao54321
3017dacdf1
SetMemoryDomain() called StartNewSearch(), so fixed it
...
It broke LoadSearchFile()
2012-03-09 18:50:26 +00:00
adelikat
4cfceab969
Add screenshot -> clipboard to Ctrl+C hotkey, and add message on screen
2012-03-09 17:31:37 +00:00
taotao54321
9716387b2f
HexEditor: set defaultWidth/Height at loading, not in constructor
2012-03-09 17:14:39 +00:00
taotao54321
389693e6f4
HexEditor: member Width, Height hide the original property Width, Height. So renamed to Width_, Height_
2012-03-09 16:37:55 +00:00
adelikat
baf189b464
Movie Import dialog - combine .mc2 and .mcm into a Mednafen/PCEjin row instead of seperately (both .mc2 and .mcm have been used at some point in both emulators)
2012-03-09 16:31:14 +00:00
taotao54321
0e2341b37f
Sometimes HexEditor forgot the settings, so fixed it
...
And refactored loading/saving settings
2012-03-09 16:13:40 +00:00
brandman211
be60ee206a
-More tweaking of ImportGMV.
...
-Fixed InputAdapters with regards to the Genesis 3-Button Controller. It previously did not have a flag placeholder.
Potential issues that I don't have the time to investigate right now:
-When importing 1937M, I get the error "6 button controllers are not supported." Is this a false positive?
-The result of importing 1731M seems sane, but has 2-player input. This run is classified as "One player in a multiplayer game". Is this input normal?
2012-03-09 15:30:09 +00:00
taotao54321
888ce23bee
ImportText(): interpret "romChecksum" entry in FM2
2012-03-09 13:26:06 +00:00
taotao54321
dae469543e
ImportMCM(): forgot to close input stream
2012-03-09 12:18:16 +00:00
taotao54321
e0aa4b15da
Added *.fcm and *.mcm to the filter of "Import Movie" dialog.
...
And some typo fix.
2012-03-09 12:10:41 +00:00
taotao54321
adceb81e91
ImportFCM(): emits "Platform" entry
2012-03-09 11:49:43 +00:00
taotao54321
363fa25200
ImportFCM(): fixed to interpret reset commands correctly.
...
It emited an incorrect result for "Zanac (U)" movie (734M).
Control update bytes are not toggle-form, unlike controller update bytes.
2012-03-09 11:38:29 +00:00
taotao54321
869f900d11
MovieImport: modified EMULATIONORIGIN value to "emuOrigin" from "emuVersion".
...
On previous versions, converted files had two "emuVersion" entries. That seems not right.
2012-03-09 09:30:33 +00:00
taotao54321
da9c95c38e
Implemented ImportMCM()
2012-03-09 09:24:47 +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
adelikat
2dd03cbf03
Hex Editor - dynamically add unfreeze option to the menu item as well.
2012-03-09 01:50:39 +00:00
adelikat
502e395be0
Hex Editor - some hotkeys - A for Add to Ram Watch, Del for unfreeze, Shift+Del for unfreeze all
2012-03-09 01:43:52 +00:00
adelikat
5376186eb0
Hex Editor - Context menu - if address if frozen, show an unfreeze menu item instead of freeze
2012-03-09 01:33:55 +00:00
adelikat
f0de9366ec
Hex Editor - space bar toggles an address as frozen/unfrozen
2012-03-09 01:24:46 +00:00
adelikat
f48de28581
Hex Editor - + and - buttons now increment/decrement the value of a selected address (added context menu items as well)
2012-03-08 18:33:57 +00:00
taotao54321
434bfebb1f
set svn:executable on BizHawk.MultiClient/output/7z.dll
2012-03-08 15:23:08 +00:00
adelikat
add74942f7
Stop and start sound before showing the load named state dialog. Fixes reported 'sound jitter' when using the Loadstate As hotkey.
2012-03-08 12:37:40 +00:00
zeromus
9a6d6a63bd
improve nes rom detection log, and set svn:executable on some files
2012-03-07 19:14:15 +00:00
Rolanmen1
f6d558d4b4
Skipping Lag Frames While Frame Advancing Has Been Implemented
2012-03-07 03:58:54 +00:00
brandman211
28e621527c
Cleaned up my baby while respecting micro500's style choices.
2012-03-07 02:48:19 +00:00
adelikat
98938de0c2
Lua - fix exception when attempting to close a lua script
2012-03-07 00:58:41 +00:00
zeromus
c0ace9ce83
add a2600 core stub
2012-03-07 00:40:20 +00:00
adelikat
ff3738681f
Lua COnsole - ooops, don't write to output window in gui.text()!
2012-03-07 00:21:11 +00:00
brandman211
e7e8402af0
-Made the GUID for ImportVBM uniform with the other cases.
...
--Because there are way more bytes used to represent the other GUIDs than this one, I just appended -0000-0000-0000-000000000000 to this per zeromus' request.
-Got rid of the hex part of the BytesToString function. We apparently have BizHawk.Util.BytesToHexString.
-Converted BytesToString to r.ReadStringFixedAscii, an extension method. I've determined that extension methods are cool and that I should use them more often.
2012-03-06 05:27:50 +00:00
brandman211
c9b5f9989a
-Added EMULATIONORIGIN and MOVIEORIGIN as constants ImportMovie instead of using magic strings.
...
-Fixed some error and warning messages:
--Made it so that the first .FCM warning is shown instead of the last.
--Added an error for .FCM files that aren't version 2.
--Did the same for ImportVBM, but with version 1.
-Cleaned up comments / code throughout.
-Fixed the file format for GBx; it had an extra bar which made reading Player 1 impossible.
-Seemingly finished ImportVBM.
--The results seem same. I have no way of testing whether they sync up or not.
--As I can't actually handle additional controllers, I just skip the bytes for them.
--As I can't actually handle the miscellaneous buttons and commands (Ex. L, R, Reset), I just give warnings whenever they come up in the file.
TODO: ImportGMV, ImportVMV, ImportNMV, and maybe ImportSMV...I'm going to need a new assignment soon! :)
2012-03-06 03:41:11 +00:00
pjgat09
e3ba08fefd
Implemented the GMV importer. An error is returned for 6 button controllers, and third player input is currently thrown away.
2012-03-05 22:45:52 +00:00
brandman211
2c95e08392
ImportFCM fixed. All I did wrong was do the update before the delta bytes instead of the other way around. Thanks adelikat for telling me about QuickHex, who's documentation solved this instantly!
2012-03-05 17:36:52 +00:00
brandman211
89c6483e10
Worked on ImportFCM a little bit. I think I understand the delta bytes now and are handling them correctly. However, although this might press the right buttons, it does it at the wrong time and with the wrong duration. I'll need to investigate this further.
2012-03-05 17:20:30 +00:00
adelikat
bd7c9e3309
Lua Console - implemented open lua script toolstrip icon
2012-03-05 14:27:29 +00:00
adelikat
204c025af2
Add "escape clears mapping" message on controller config dialog
2012-03-05 14:22:49 +00:00
zeromus
dec7183e73
fix bug in ramwatch signed value printing, and probably unsigned 32bit value printing as well
2012-03-04 21:46:54 +00:00
adelikat
1def3a8292
Minor fixups to gif animator dialog
2012-03-04 21:00:58 +00:00
offspring131313
099cf590b6
Can now make Animated Gifs Huzzah
2012-03-04 20:37:49 +00:00
adelikat
0cb222f20e
As usual, I forget to add the new winform files to the svn
2012-03-04 19:29:12 +00:00
adelikat
196ce3de45
Start an animated gif config dialog
2012-03-04 19:24:10 +00:00
offspring131313
357f6bff83
Just remembered that there was an issue with creating directories. *FIXED*
2012-03-04 19:07:52 +00:00
offspring131313
48266e670d
Added a function for making Animated Gifs. No UI has been implemented to allow a user to use this functionality, but there is commented out code that I used to test it in MainForm.TakeScreenShot().
...
Instructions on how to use is in comments.
2012-03-04 19:02:28 +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
adelikat
03ecff625b
fix rather annoying typo in online help link
2012-03-04 02:52:21 +00:00
zeromus
263773cf8d
multiclient-refine screenshot code, add screenshot->clipboard menuitem
2012-03-04 01:30:30 +00:00
brandman211
d12590497e
-Fixed the value to & with the update to determine the difference between a Control and Controller.
...
-Set the buttons to the opposite state when they are updated.
--Presumably, this is how this works.
-Read the delta bytes.
TODO: Figure out where in the world the writing of frames actually comes into play. Bisqwit gave me some insight on this.
2012-03-04 00:30:48 +00:00
adelikat
63b6004293
set back to interim build
2012-03-03 23:58:13 +00:00
zeromus
2d11f91d16
make pce cd bios use path configuration
2012-03-03 21:51:20 +00:00
adelikat
f415bff02e
--release version 1.0.0!--
...
update release date on about box, add forums link, change link for online help
2012-03-03 20:49:44 +00:00
adelikat
ff6b6d6677
Open FIle dialog - reorder valid rom files, put genesis and gb as "experimental" and in their own section
2012-03-03 20:17:22 +00:00
adelikat
5d44836c92
File -> MOvie -> Import movies menu item
2012-03-03 20:14:20 +00:00
adelikat
2c7fa2e363
Play Movie - remove mc2 and fm2 from list, as they have to be imported now
2012-03-03 18:44:08 +00:00
adelikat
e3b3879954
FIxed Get/Set mneomnics to not break on null emulator, refactored the drag and drop for movies to allow the user to continue if they decline to open a rom from the open rom pop up
2012-03-03 18:24:34 +00:00
adelikat
3bfe716952
Fix drag and drop importing so it doesn't crash during null emulator. Also fixed the movie sram clearing function to not crash on null emulator.
2012-03-03 18:11:07 +00:00
brandman211
b07fa3b7c2
-Fixed the value to & with the update to determine the difference between a Control and Controller.
...
-Set the buttons to the opposite state when they are updated.
--Presumably, this is how this works.
-Read the delta bytes.
TODO: Figure out where in the world the writing of frames actually comes into play.
2012-03-02 15:59:34 +00:00
zeromus
e5fb7a6958
fix release script
2012-03-02 04:16:28 +00:00
brandman211
bedbf1d5e1
-.Close()'d everything.
...
-Added a FourScore header and applied it to ImportFile and ImportFCM.
--Not sure if there's any equivalent header for FMV/FCM.
-Seemingly have the update bytes being read properly.
TODO: Make ImportFCM actually utilize the update bytes to write frames.
2012-03-02 04:15:15 +00:00
zeromus
ff12c2c5ef
dxwebsetup.exe not needed here anymore
2012-03-02 03:40:43 +00:00
zeromus
e41f9d2a41
survive dsound initialization failure
2012-03-02 03:39:09 +00:00
zeromus
49eb8272f9
fix path management bug when running over network share
2012-03-02 03:34:28 +00:00
brandman211
39246b2ca5
-Added the beginning of ImportNMV and ImportVMV.
...
-Added PAL handling to ImportText.
-Finished the header and metadata of ImportFCM.
TODO:
-Input handling for ImportFCM.
-Find out what the format for the FDS data is on FMV, as it occurs to me that I already handle FDS data in ImportText by giving warnings, so I might as well do the same thing in this case.
-Figure out whether or not I should be using "using" for the BinaryReader objects, as it seems like they do in fact have .Close() methods.
2012-03-01 09:16:14 +00:00
brandman211
a60698c03e
Finished enough of ImportFMV for now.
...
-There's "FDS data" stored in the frames of FDS recording. I have no idea how to handle this. If we do in fact support these features, they should be utilized in the TODO section provided.
-99M syncs with this...isn't this a problem? Wouldn't this imply that bizhawk is as inaccurate as Famtasia? I'm pretty sure this run didn't sync when I tried it on my now broken NESBot.
TODO: I guess I'll try to move on to ImportFCM now. Although I heard this is a difficult format to work with, my favorite console is the NES, and this'd be useful for console verification if the NESBot Lua script gets adapted for bizhawk, so I think I'll give it a shot.
2012-02-29 04:47:30 +00:00
brandman211
c4029509fc
-Made ImportMMV more functional.
...
-Seemingly programmed the header handling for ImportFMV correctly.
TODO:
-ImportFMV frame data handling.
2012-02-28 23:11:19 +00:00
brandman211
0b69b4c17c
-Ported the documentation for .MMV to ImportMMV in the form of comments. I think this makes things a lot simpler, and adding these comments before coding might be a good approach for future importers. That way, I merely need to understand what needs to be done and fill in the blanks.
...
-Added RemoveNull to get rid of the null characters in the author and game names for .MMV.
-Formatted the MD5 for .MMV.
TODO:
-Write ImportFMV. I think I understand how these formats work well enough to try this now.
2012-02-28 10:59:16 +00:00
brandman211
97d92887b6
-Refactored some of the stuff that I wrote for ImportText.
...
-Realized that the the ImportMMV function probably still works, but that Grunt's Sonic run merely desyncs. If I move the second pause button one frame later, it will make it past the title screen.
TODO: Comment / clean / and understand ImportMMV before moving on to ImportFMV.
2012-02-27 18:52:08 +00:00
brandman211
f2a60888ce
-Commented / refactored code.
...
-Fixed the Platform for PCE.
-Added emuOrigin and MovieOrigin to store the original emulation and movie versions in a comment.
2012-02-25 03:04:22 +00:00
zeromus
f801d04a46
now remove traces of psx from the current project, so it doesnt confuse any users
2012-02-24 20:45:27 +00:00
zeromus
fd6ac896fc
general cleanup.. remove a bunch of warnings.. improve log console system a bit.. add new icons for log console window.. remove old demo psx interop system and add new, simpler one, which isnt really tested yet but is way less annoying.
2012-02-24 20:38:35 +00:00
brandman211
e40ca4c18d
-ImportFile now has access to errorMsg, which will show a message box and not play the movie when assigned, and warningMsg, which will simply add a message to RenderPanel and move on as usual.
...
-Made it so that any of the exceptions thrown from the Import* functions get converted into a string and stored in errorMsg. Now I can investigate what's wrong with ImportFCM.
2012-02-24 07:48:06 +00:00
brandman211
5aaa5ccda1
-Set up the ImportFMV function to build my importer off of.
...
-Realized that there's already a function that decides which SMV function to import with (ImportSMV, duh), so now that's used for it. Outputs a movie with messed up headers except for the Re-record count, which works fine.
-Added format URLs for all of the movie formats except for SMV 1.52, which doesn't seem to have a documentation page yet.
2012-02-24 05:18:59 +00:00
brandman211
91ea63c09e
-Made the errorMsg in ImportFile display.
...
--Moved the command message in ImportText to this.
-Converted ImportVBM to use a MnemonicsGenerator.
--This should work, but I can't test as I still don't know for sure as the import fails and displays "Not a valid VBM platform type."
--I iterated through the buttons using a list and left-shifting. I applied this method to ConvertMMV, which works.
TODO:
-Comment MovieImport.cs.
-Fix the exception that is thrown for Gameboy games.
-Get ImportVBM to actually work, scanning through the input to see if it seems sane.
-Figure out why pressing Pause on GameGear results in a "P" instead of a "p", and whether or not this is a factor in runs syncing.
2012-02-24 04:44:40 +00:00
andres.delikat
56febbf142
TI83 Keypad - implement the 0 button, somehow it was missed
2012-02-21 03:45:25 +00:00
brandman211
a92865a13d
-Removed the redundancy from TI-83 as well. The whole revamping is a net loss of 292 lines of code.
...
--Note that I don't think that the calculator pad simulator is registering when I click 0, and that this doesn't seem to be related to any changes I made.
2012-02-21 00:40:44 +00:00
brandman211
fcd8822a6b
-Finished my simplification of InputAdapters for everything but TI-83 (I don't remember how to test it). Saved 183 lines from the last revision, and this number is probably going to grow tremendously after TI-83 is handled.
...
-Inadvertently fixed the seemingly broken Genesis 3-Button Controller mnemonics...the controllers weren't responding at all before. I guess refactoring and working with simplified code IS worth it. <_<
--That said, this is still really broken:
---Mnemonics don't show up while recording.
---Input goes past the frame length, and it's never labeled finished.
---Doesn't seem to sync at all.
---This exception:
---------------------------
Oh, no, a terrible thing happened!
System.Exception: unhandled opcode at pc=013648
at BizHawk.Emulation.CPUs.M68000.MC68000.ExecuteCycles(Int32 cycles) in C:\Users\Administrator\Repo\bizhawk\BizHawk.Emulation\CPUs\68000\MC68000.cs:line 147
at BizHawk.Emulation.Consoles.Sega.Genesis.FrameAdvance(Boolean render) in C:\Users\Administrator\Repo\bizhawk\BizHawk.Emulation\Consoles\Sega\Genesis\Genesis.cs:line 106
at BizHawk.MultiClient.MainForm.StepRunLoop_Core() in C:\Users\Administrator\Repo\bizhawk\BizHawk.MultiClient\MainForm.cs:line 1676
at BizHawk.MultiClient.MainForm.ProgramRunLoop() in C:\Users\Administrator\Repo\bizhawk\BizHawk.MultiClient\MainForm.cs:line 346
at BizHawk.MultiClient.Program.Main(String[] args) in C:\Users\Administrator\Repo\bizhawk\BizHawk.MultiClient\Program.cs:line 47
---------------------------
System.Exception: unhandled opcode at pc=013648
at BizHawk.Emulation.CPUs.M68000.MC68000.ExecuteCycles(Int32 cycles) in C:\Users\Administrator\Repo\bizhawk\BizHawk.Emulation\CPUs\68000\MC68000.cs:line 147
at BizHawk.Emulation.Consoles.Sega.Genesis.FrameAdvance(Boolean render) in C:\Users\Administrator\Repo\bizhawk\BizHawk.Emulation\Consoles\Sega\Genesis\Genesis.cs:line 106
at BizHawk.MultiClient.MainForm.StepRunLoop_Core() in C:\Users\Administrator\Repo\bizhawk\BizHawk.MultiClient\MainForm.cs:line 1676
at BizHawk.MultiClient.MainForm.ProgramRunLoop() in C:\Users\Administrator\Repo\bizhawk\BizHawk.MultiClient\MainForm.cs:line 346
at BizHawk.MultiClient.Program.Main(String[] args) in C:\Users\Administrator\Repo\bizhawk\BizHawk.MultiClient\Program.cs:line 47
---------------------------
OK
---------------------------
--I don't think I broke anything...if anything, I fixed it slightly so that input is at least recognized in some way.
--Question: Is Genesis going to be properly supported by release time? If so, I might hold off a Genesis TAS until this is done. I hate Gens.
-Moved BUTTONS, COMMANDS, and new variable PLAYERS, which indicates how many players are for a given system, to Global.cs.
--If there's a better place for this, please let me know.
--That said, if there are places in the code that refer to the mnemonics of button names of a given system, we should definitely apply these variables for easier modification. Please let me know where these places might be.
-Fixed ImportText(). It now only reads as many controllers as the given system supports.
TODO:
-Merge the TI-83 stuff.
-Mnemonic header.
-Comment!
-Fix the TI-83 mnemonics with the IRCs blessings.
-Port the new mnemonics to the wiki.
-Fix the importers.
--I don't think ImportMMV handles the Pause and Reset commands (Or buttons, I don't even know) covert.
2012-02-20 23:25:26 +00:00
brandman211
1c1b61507d
-Genesis, Gameboy mnemonics switched around.
...
-Made other commands lowercase.
-Added more mnemonics to the table.
-Added a command table. The writing of headers, as currently inconsistent, will probably be done manually, but it will still reference the table for easy modification.
TODO:
-Create a mnemonic header using the tables (Format now seemingly agreed upon is "Mnemonic |UDLRsSBA|").
-Generate button handling using the table, sandwiching this simplified code with the command handlers.
-Fix the TI-83 mnemonics (It has at least two redundancies: 1 and 2).
-Port mnemonics table to wiki page.
-Convert the remainder of the importers, working or not, from the string building method to the mnemonic generating one.
-Start working on more importers!
2012-02-20 05:54:31 +00:00
brandman211
cc4b2c324c
-Fixed reset stuff.
...
--Zanac syncs.
--Applied error messages for invalid flags.
2012-02-19 20:09:42 +00:00
brandman211
791f9624f5
-Changed L to l for lag in NES mnemonics.
...
-Fixed PCE movie syncage.
-Preparing to revamp InputAdapters.cs with constant mnemonics.
2012-02-19 18:42:06 +00:00
brandman211
79d12b9181
-Refactored NES and PCE button orders.
...
-Realized that FixMnemonic is useless as GetControllersAsMnemonic() + WriteMovie() = Fixed.
-Finished the NES / PCE importers, now without string builders (Thanks zeromus)!
-Converted ImportMMV to this same method.
TODO:
-Decide how's the best way to handle the mnemonic header and implement it. Apparently, anything other than a predefined header and a | is considered as a comment, so I might do something like:
comment Mnemonic format:
[0|UDLRsSBA]
2012-02-19 07:09:24 +00:00
brandman211
5534bbd8b5
-Refactored NES and PCE button orders.
...
-Realized that FixMnemonic is useless as GetControllersAsMnemonic() + WriteMovie() = Fixed.
-Finished the NES / PCE importers, now without string builders (Thanks zeromus)!
-Converted ImportMMV to this same method.
TODO:
-Decide how's the best way to handle the mnemonic header and implement it. Apparently, anything other than a predefined header and a | is considered as a comment, so I might do something like:
comment Mnemonic format:
[0|UDLRsSBA]
2012-02-19 07:08:55 +00:00
zeromus
7ea52dfc8d
fix bug in mnemonics generator that made it not as versatile as it was meant to be
2012-02-18 20:44:54 +00:00
brandman211
9fb0393b7f
-Changed the PCE mnemonics.
2012-02-18 15:49:44 +00:00
brandman211
a6a81bb76a
-Subtitles seem to work perfectly now.
...
-Included System.Globalization in a using statement to be more consistent with the rest of the uses of System.
-Removed trailing whitespace while I was at it. I'm OCD and it deeply bothers me, so I'll remove it on all the files that I commit in the future. Can't imagine anyone would object.
2012-02-16 00:55:07 +00:00
zeromus
80d8b617a5
a little bit of subtitle stuff cleanup, hopefully i didnt break anything
2012-02-15 19:50:25 +00:00
brandman211
213b347779
-Fixed the infinite loop caused by Movie.FixMnemonic. That was dumb.
...
-Removed the FCEUX handling from SubtitleList.AddSubtitle; it didn't work at all, which is good because we no longer support FM2 natively anyway!
-Added MovieImport.AddSubtitle, which parses FM2 subtitles and forwards them to the .TAS movie object.
--For the color, I used 16777215 as it seems the subtitles use decimal instead of hexadecimal...why?
--Even though I used this color, which is definitely the equivalent of FFFFFF (white), the subtitles show up as black. I don't think this has anything to do with the importer, but it's worth looking into.
2012-02-15 19:31:11 +00:00
brandman211
145830d5a4
-Began working on the importer.
...
--Created ImportFile to decide what function to use for each filetype.
---It currently automatically writes to a .TAS file, but that option will eventually only be applied when specified in the GUI, hopefully completely external from this class.
--Made IsValidMovieExtension work.
--Created LoadText to do the majority of the work that both .FM2 and .MC2 need to be done.
--.MC2 seems to work perfectly, not that it was a hard conversion!
--.FM2 seems to convert most headers correct, except for subtitles, which replaces the beginning portions of each subtitle's text with 0 0 120 4294967295. Not sure what that's about, though this sure feels like deja vu...
--I still need to switch around the order of the buttons the frames are added, but I need to find out what way I can do this without reinventing the wheel.
-Added the FixMnemonic function to Movie.cs. It currently does nothing, but my goal is to have it correct the mnemonic for all frames in a movie file based on the position of the characters.
--As of right now, ImportFile uses this.
-MainForm.IsValidMovieExtension only checks whether or not its .TAS or not now.
TODO:
-Fix the FM2 subtitles.
-Shift around the FM2 buttons.
--After completed, test a .FM2 file that should sync and see if it works, with and without FixMnemonic being used.
-Make FixMnemonic actually do something.
-Refactor code? I originally thought it'd be best to treat Movie.LoadText just like any other importer, but I think at this point it might just be best to keep these things completely separate.
-Consider the possibility of working with the binary file importers.
--Yes adelikat, I am somewhat interested, especially considering how useful it would be to have a working .FCM importer so I can compare old runs when TASing. I already was hoping to learn about .VBM and .SMV for my ButtonCount.lua script. By the way, might this be bundled with bizhawk as it is with FCEUX 2.1.6? :)
2012-02-15 06:54:09 +00:00
andres.delikat
a45a98f773
MovieImport - implement IsValidMovieExtension()
2012-02-15 01:18:15 +00:00
andres.delikat
ff5c9a2799
refactor movie convert into movie import. Currently this breaks movie conversion, as the main convert function now needs implementation
2012-02-15 00:43:21 +00:00
brandman211
a38afd4fb2
-Fixed NES movie mnemonics.
...
--.FM2 is no longer a valid movie extension, so it is no longer counted as such in IsValidMovieExtension.
-Reused the code from PCE controller setting for NES.
-Seem to support 4 controllers for the NES now.
-General code cleanups.
TODO:
-Input from the 3rd and 4th controllers doesn't seem to be polled properly. Figure out what's wrong here.
-The copypasta from PCE to NES could probably be made into one function. The same could be said about many other portions of this code...DRY.
-Now that the mnemonics are fixed, I will have to write a proper converter for FM2.
--Once this is done, I will try the same for PCE, even if it can currently run natively.
---Once this is done, IsValidMovieExtension might as well be removed in favor of only accepting .TAS files and converting everything else.
2012-02-14 04:28:47 +00:00
andres.delikat
8e241067e6
Lua - hook up savestate library and implement saveslot() and loadslot() methods
2012-02-03 12:18:27 +00:00
kylethomson
363b913e52
2012-01-29 03:32:18 +00:00
kylethomson
ca1114311c
Kill the lua thread as part of closing.
2012-01-29 03:22:05 +00:00
andres.delikat
5492a9fd19
Lua - gui.text() finished
2012-01-28 23:26:10 +00:00
andres.delikat
064bdbb9a7
Lua - start gui.text() but currently outputs to console window instead of on screen
2012-01-28 22:44:48 +00:00
andres.delikat
c7cc0ee203
lua - implement memory.getcurrentmemorydomain(), memory.getmemorydomainlist(), memory.usememorydomain()
2012-01-28 22:30:04 +00:00
andres.delikat
2a86660466
Lua - MainMemory functions
2012-01-28 22:11:39 +00:00
andres.delikat
2e0ac111ab
Proper checking if lua is running when doing thread waiting/set
2012-01-28 22:00:51 +00:00
andres.delikat
0082876510
LuaConsole - protect WriteToOutputWindow() and ClearOutputWindow() in case lua console is closed when called. Close the lua object on LuaConsole close (fixes some crashes).
2012-01-28 21:51:01 +00:00
andres.delikat
41708a8579
Lua - move threading code into the frame loops, now emu.frameadvance works per frame not per emulator loop
2012-01-28 21:43:55 +00:00
kylethomson
33ca14a344
Getting closer. Now catches a .NET exception in user code.
2012-01-23 01:10:56 +00:00
andres.delikat
5c2587ecfb
Make last commit compile
2012-01-23 00:38:28 +00:00
kylethomson
588eed4474
Try again.
2012-01-23 00:20:23 +00:00
kylethomson
a36005e8fc
Fixed typo.
2012-01-23 00:18:23 +00:00
andres.delikat
7ac7f335f9
send FromCuePath a default CueBinPref object to make it compile. Todo: feed it a correct value??
2012-01-22 23:56:49 +00:00
kylethomson
16ec704e41
Added Frameadvance with threading. Can't test, because CueFromPath is broken.
2012-01-22 23:44:53 +00:00
andres.delikat
abf0698e43
oops
2012-01-22 23:07:50 +00:00
andres.delikat
d4260e22b1
Lua Console - hook up recent lua menu items, and start lua session file loading
2012-01-22 23:03:43 +00:00
andres.delikat
defbe971c4
Lua - open/close rom, open tool dialogs, fix memory_readbyte to read from a selected memory domain instead of hardcoded main memory (with main memory as the default), small fix ups to lua console
2012-01-22 22:42:40 +00:00
andres.delikat
78cc4d5cae
Lua - started a client library for functions that control the multiclient. Added client.openramwatch() as a proof of concept.
2012-01-22 22:20:09 +00:00
andres.delikat
48c651cfc7
Lua Console - lua functions list menu item. Lua - console.clear, console.getluafunctionslist, emu.getsystemid
2012-01-22 03:14:31 +00:00
andres.delikat
95a769aa0c
Lua console - minor gui fixups
2012-01-21 20:38:43 +00:00
andres.delikat
47f68a611b
Lua - fix typo problem that caused exception throwing in last commit, implemented emu.pause, emu.unpause, emu.togglepause
2012-01-21 20:20:06 +00:00
andres.delikat
955cee21b6
Lua console - hook up lua file loading! Lua library - Added a console library with an implemented console.output(), registered all lua libraries, implemented movie.stop, movie.rerecords, movie.mode
2012-01-21 20:05:53 +00:00
andres.delikat
ab9de22644
small icon fixes
2012-01-21 17:14:05 +00:00
andres.delikat
ed02a2e951
Lua Console - another round of dialog fix ups
2012-01-11 02:29:50 +00:00
andres.delikat
3e2e657dcf
Lua Window - various dialog fix ups like toggle, storing recent files, drag & drop
2012-01-10 03:12:01 +00:00
andres.delikat
d6a57e08c1
Toolbox - reload icons on rom open/close so that core dependent tools update.
2012-01-10 02:11:17 +00:00
andres.delikat
c871eedbbc
Debugger icon, add to gameboy debugger menu item, add gameboy debugger to toolbox (conditional on gb emulation)
2012-01-10 02:02:11 +00:00
andres.delikat
ee440f140f
Lua Console - hook up autoload, fix hotkey and toolbox to open lua console (not the old lua window dialog). Add TAStudio to the toolbox dialog.
2012-01-10 01:30:17 +00:00
zeromus
e73dee15b9
fix lua
2012-01-09 00:15:54 +00:00
andres.delikat
823edd2f67
store lag frame information into movies. Have TAStudio highlight lag frames in pink. Currently only hooked up for the NES core.
2012-01-08 23:51:53 +00:00
andres.delikat
4b074b7d26
Fix so that dialogs that use InputWidget can still close with Alt+F4
2012-01-08 23:01:14 +00:00
andres.delikat
422e9c6daa
Gameboy - fix ROM loading, and implement memory domains (WRAM banks, VRAM, HRAM, OAM)
2011-12-27 02:10:07 +00:00
andres.delikat
f1da3bfa08
Play Movie dialog - Match Game Name option, checked by default.
2011-12-27 00:15:48 +00:00
andres.delikat
37619ba147
preliminary work for mnemonics set up for Genesis. Doesn't work yet though since it will need core controller work set up
2011-12-24 15:35:52 +00:00
andres.delikat
b2748b7836
Genesis - hook up lag counter (shows all frames as lag currently), and hook core up to input config dialog (1 controller only currently)
2011-12-24 01:59:51 +00:00
beirich
a95957dcf6
Add option for auto-savestates
2011-10-15 23:17:15 +00:00
beirich
e801025d0f
Fix some file extension stuff in Open Rom dialog; add .GEN extension
2011-10-14 03:40:34 +00:00
beirich
dcc0a34d93
Add NBA Jam [Proto] SMS to gamedb
2011-10-03 13:01:27 +00:00
beirich
8fb8a35317
Genesis core revive! Get it back to where loading a genesis rom doesnt crash everything immediately
2011-10-01 17:06:25 +00:00
andres.delikat
2418947b69
Add "Toggle Menu" hotkey
2011-10-01 03:43:37 +00:00
andres.delikat
fbc365c4d2
Fix loading of post movie savestates (savestates made while in movie finished mode). Complete fix When in read-only. While in read+write it throws a loadstate error. This isn't ideal but at least prevents possible movie corruption.
2011-09-29 01:46:35 +00:00
beirich
f3dc6068ce
delete extra/external 68k core
2011-09-27 02:46:23 +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
b56f1ae062
on second thought, don't toggle the global config option on show/hide menu. Also make it a function in mainform
2011-09-24 23:12:43 +00:00
andres.delikat
9db06ca408
Add a menu option to show menu in fullscreen mode. Add a context menu item to show/hide menu.
2011-09-24 23:00:59 +00:00
zeromus
2f25237548
nes-fix rom status icon
2011-09-24 20:38:48 +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
4b4e6d9950
Movies - partial fix to movie loadstate logic for movie finished mode. Movie savestates will now behave properly. The user can break things by making a savestate during movie finished mode and trying to load that. Will have to rethink and implement some things to work around this.
2011-09-24 17:25:19 +00:00
andres.delikat
6bbab41b0c
PCE - Implement PCECD system id in core and in game info. Also set cancel property of LogWindow winform
2011-09-24 17:05:34 +00:00
andres.delikat
871ba80a76
Make Save Named State derive the name by the same logic as slot 0 would (using game name and possibly movie name)
2011-09-24 16:25:16 +00:00
andres.delikat
f06c4e0091
Don't save the frame buffer into savestates if the core is NES since it saves this data itself anyway
2011-09-24 16:19:38 +00:00
andres.delikat
edb40f4087
Movies - fix bug where rerecord count value was getting added as a comment on load
2011-09-24 16:09:40 +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
andres.delikat
3e47de6f24
Log Window - save window position & size (only on closing the dialog, but not emulator main window atm) and minor cosmetic fixes. NES - readd IREM_TAM_S1 to csproj. Update compatibility doc
2011-09-21 23:31:48 +00:00
zeromus
6e67055b16
oops
2011-09-21 05:48:57 +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
andres.delikat
812cfc0ff1
oops
2011-09-21 00:55:08 +00:00
andres.delikat
80d01b6512
Add GUI menu item for toggling the log window as console option, and move said option to the config file
2011-09-21 00:48:40 +00:00
andres.delikat
cb4c2a56d1
NES Game Genie Encoder/Decoder - fix so that the A key works in the code text box, have buttons insert rather than append
2011-09-20 23:27:55 +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
andres.delikat
a827bb7838
Remove a debug oncreen message in movie savestates
2011-09-18 17:10:10 +00:00
zeromus
a121ef1c77
add interim build indicator to aboutbox
2011-09-17 22:03:06 +00:00
beirich
5781d0b4cd
pce-cd gamedb and compatibility updates
2011-09-17 21:34:02 +00:00
andres.delikat
9cbe8626f3
Ram poke - Implement memory domain selection, on memory domain selection set addressbox length, reset address & value. Hex Editor - when show frozen addresses, check that addresses is in the selected memory domain. Cheat Window - update memory domain selection when clicking a cheat list item
2011-09-17 16:39:43 +00:00
andres.delikat
321a45722e
Hex Editor - use Ram Poke dialog for the Poke address function. Ram Watch - Successfully stop/start sound on ram poke
2011-09-17 15:35:39 +00:00
andres.delikat
7141ed0fa4
Ram Poke - limit number of digits in value field on load and on data size change, fix bug where signed & unsigned parsing was swapped
2011-09-17 15:17:00 +00:00
andres.delikat
3614708e83
Ram Poke - show memory domain in text property, format address and value text boxes on load
2011-09-17 15:10:58 +00:00
andres.delikat
31a85ab785
Ram Poke - pass in a memory domain and poke addresses in that domain instead of defaulting to main memory. Format address & value numbers in output message appropriately
2011-09-17 15:04:08 +00:00
andres.delikat
a3c500193f
Ram Poke - show "0x" next to value when value type is hex, for clarity, make that check on load
2011-09-17 14:38:21 +00:00
andres.delikat
a30a5290ca
clear saveRam when loading a movie. Add movie name to saveram default path generation so that movies do not interfere with users saveram files
2011-09-17 14:23:23 +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
andres.delikat
6d9d77afbc
autoload last saveslot menu option
2011-09-17 00:25:34 +00:00
andres.delikat
b587ecffd9
move saveslot to config
2011-09-17 00:04:50 +00:00
andres.delikat
3e8a7e61c2
Ram Search - Redo menu item, slight tweaks to search menu items
2011-09-16 23:44:39 +00:00
andres.delikat
94aca60998
Cheat Window/Ram Search/Ram Watch - switch key up events to key down, add Ctrl+A select all to cheat window & ram watch
2011-09-16 23:29:36 +00:00
zeromus
e68acda91d
dont crash throttling nullemulator
2011-09-16 00:40:33 +00:00
beirich
7a272192fb
Add version IDs to the other working cores
...
Add toggle for saving screenshot with savestate. Update loadstate code to not die when encountering a state without a screenshot
2011-09-15 23:32:21 +00:00
beirich
f7109d5f17
fix a stupid bug in pce-cd causing irqs to not be released
2011-09-15 05:10:23 +00:00
andres.delikat
b2328f2e07
NES PPU - add screen shot menu & context menus for palette, pattern, and sprite viewers. Tweak NES Nametable viewer screenshot code
2011-09-15 00:49:25 +00:00
andres.delikat
62a2b7fad3
Nes Nametable viewer - context menu with screenshot & refresh menu items
2011-09-15 00:29:26 +00:00
andres.delikat
36055f2644
NES Nametable viewer - Screenshot menu item (to png or bmp format)
2011-09-15 00:24:16 +00:00
andres.delikat
665c9c5fbd
Ram Search - search list - Ctrl + A hotkey for selecting all values
2011-09-14 23:57:28 +00:00
andres.delikat
7cfdad7bd0
Ram Search - Implement redo button. Enable/Disable Undo & Redo buttons when applicable
2011-09-14 23:36:36 +00:00
andres.delikat
49fb822bec
Hex Editor - ctrl+p = poke address, better formatting of the address display in the poke address pop up
2011-09-13 00:35:40 +00:00
andres.delikat
08fcaede91
Slight tweak to rendering of on screen ram watch, display separator watches as ----
2011-09-13 00:29:54 +00:00
andres.delikat
6f1baed4de
TAStudio - disable unimplemented menu items when not in interim mode
2011-09-13 00:04:33 +00:00
andres.delikat
0022b60b4f
Watch object - update the PeekAddress() function to update the prev and changecount values. Fix Ram Search and Ram Watch UpdateValues() functions based on this change
2011-09-12 23:36:27 +00:00
andres.delikat
33a8d1ee0c
Ram Search - refactor QueryItemText to use the new built in ToString methods of the Watch object
2011-09-12 23:29:04 +00:00
andres.delikat
ffc28123b3
Hex Editor + Ram Search - Stop sound on modal dialog calls
2011-09-12 23:21:39 +00:00
andres.delikat
368f201dbe
Ram Watch - stop & start sound on several functions that call modal dialogs
2011-09-12 23:14:57 +00:00
andres.delikat
c8e0043713
Ram Watch - a "Display on Screen" menu option
2011-09-12 23:08:42 +00:00
andres.delikat
73add14d28
Watch object - add ValueToString() and PrevToString() methods and make Ram Watch use these methods and thus simplify the UpdateValues logic. Added an override for ToString() that displays notes + value in preparation for a on screen ram watch option.
2011-09-12 00:17:17 +00:00
andres.delikat
7db54e08a8
Add a GUITextList class and methods to RenderPanel, similar behavior to AddMessage except that the x,y can be set, and duration has no time limit (and should be handled by the caller). The intent is for an on screen Ram Watch feature, and eventually a way to do the Lua function gui.text()
2011-09-11 23:31:46 +00:00
zeromus
8ee8711b1a
client saves framebuffer into text states
2011-09-11 21:08:41 +00:00
andres.delikat
eebdf7d84e
check if movie is active before trying to append the movie name to the savestate name! Fixes the double periods on non-movie savestates.
2011-09-11 20:32:44 +00:00
zeromus
4acbf1e584
fix some sticky input bugs hopefully without creating anymore
2011-09-11 18:05:49 +00:00
andres.delikat
9196e5d1ec
Input Config - auto focus when drop down menus change
2011-09-11 04:23:35 +00:00
andres.delikat
06b7055e4b
Hotkey Window - refix auto-focus on tab change
2011-09-11 02:19:41 +00:00
andres.delikat
5ed4a36fd6
Trade out Poke icon with a nicer one (with a larger image size than 16x16)
2011-09-11 01:39:26 +00:00
andres.delikat
1eac1dbb05
NES PPU - switch the fake toolstrip menu with a real menu strip
2011-09-11 01:21:10 +00:00
andres.delikat
21d396f9bc
Fix minimum size on all winforms, also set max size where appropriate, fixed anchoring & resizing issues, and other misc. display cleanup
2011-09-11 01:01:40 +00:00
andres.delikat
95c4e658ac
Make interim flag (set to true currently) that flips a lot of settings all at once (such as disabling unfinished dialogs, setting the mainform text, and the about box (lol))
2011-09-11 00:11:46 +00:00
andres.delikat
79e5a399f7
Toolbox - resize slightly, set minimum size, change bg color of toolstrip, make ti83 keypad visible only if ti83 is loaded
2011-09-10 21:48:27 +00:00
andres.delikat
4f98fdb60d
Ram Watch - adding a watch from an external dialog flags changes
2011-09-10 21:37:03 +00:00
andres.delikat
dd9f615f00
Set minimum size and some anchoring fixes for config dialogs
2011-09-10 21:35:17 +00:00
andres.delikat
6321428feb
Hotkey & Controller config - set accept & cancel button properties
2011-09-10 21:24:15 +00:00
andres.delikat
e3d9706e9e
Ram Watch - update values when editing, removing, and duplicating a watch, and whenever a value is added to the watch by an external dialog
2011-09-10 21:16:29 +00:00
andres.delikat
b977ca94e9
Ram Search - Fix crash bug when user would click Save and then cancel the save dialog
2011-09-10 21:06:50 +00:00
andres.delikat
b0235e08f0
Ram Watch - fix crash when using the save icon on a new watch file with changes
2011-09-10 18:09:21 +00:00
andres.delikat
e889520744
Hex Editor - use filesystem safe name generation for default file name on Dump to File
2011-09-10 13:51:26 +00:00
andres.delikat
5eba8bc7f3
Movies - fix problem with NES loadstate & timeline checks that caused the Frame value to not parse properly. Also add messages to the catch statement in the event of parse failure.
2011-09-10 02:08:16 +00:00
beirich
e8c3da9c1f
[pce] Improve ADPCM flags and interrupt handling
2011-09-09 03:40:58 +00:00
andres.delikat
45609f4e88
Movies - fixed major bug in rerecording logic. Loadstate was truncating movie input based on global.emulator.frame BEFORE loading that value! Thus loading a state (in record mode) from an event later than the current frame count was truncating the input, then loading the actual savestate. Movie loadstate now truncates based on the state's frame count
2011-09-07 01:18:58 +00:00
andres.delikat
a787fe3c60
Movies - Fix a major logic flaw in the CheckTimeLines() logic. Should compare from 0 - state frame count, not 0 - length of state input log
2011-09-07 00:40:42 +00:00
zeromus
4924b4a9a0
nes-fix tetris differently
2011-09-06 01:58:22 +00:00
andres.delikat
08ec88319f
PlayMovieFromBeginning() - set Readonly to true, and put an informative message on screen
2011-09-05 17:38:54 +00:00
andres.delikat
e16bc58ace
Path Config - update main form status bar slots since savestates is one of the folders that could be affected here
2011-09-05 02:34:42 +00:00
beirich
e67ff446da
Fix new GameInfo to not default to in-database, special handling for 'null' games
2011-09-05 01:21:59 +00:00
andres.delikat
984abbb869
Refix bind savestates to movies option
2011-09-05 00:50:50 +00:00
andres.delikat
d7c267cbbe
PathManager - Make FilesystemSafeName remove all invalid chars (for filesystems) from a game name
2011-09-04 19:24:40 +00:00
andres.delikat
772737f579
PlayMovieFromBeginning() - if movie starts from savestate, load the savestate!
2011-09-04 19:06:18 +00:00
andres.delikat
bf76e1e7e0
Refix recording movies from "Now" so that the StartsFromSavestate flag gets properly stored into the movie file
2011-09-04 19:04:00 +00:00
andres.delikat
71833f419a
NES PPU - only update palettes & patterns if ppu values change, about a 8fps speedup on my machine
2011-09-04 16:56:56 +00:00
andres.delikat
6b3d217691
NES PPU - more code cleanup/small speedups
2011-09-04 16:29:48 +00:00
andres.delikat
2e1f064424
NES PPU Viewer - read ppu values once at the beginning of Generate() into an array and use that for all the drawing. About a 4-5fps speed up
2011-09-04 16:13:44 +00:00
andres.delikat
233afd6ab0
Palette Viewer - more code cleanup, runs about 1 fps faster
2011-09-04 15:37:55 +00:00
andres.delikat
daa406f356
PaletteViewer - code clean up
2011-09-04 15:20:52 +00:00
zeromus
60f2b411b6
dont vsync when fastforwarding or unthrottling
2011-09-04 05:18:38 +00:00
andres.delikat
ed7cc01d9f
Nes Nametableviewer - another small ~1 fps speedup
2011-09-04 03:40:01 +00:00
andres.delikat
353e1dbcd8
NES Nametable Viewer - more pre-reading of ppu bus data, about another 5 fps bump
2011-09-04 03:23:00 +00:00
andres.delikat
04b5cafe3a
NES NameTableViewer - pre read the ppubus before looping. About a 7 fps increase in speed on my machine at the highest refresh rate.
2011-09-04 03:14:42 +00:00
andres.delikat
35d0ad1b31
NES - implement Clip Left & Right sides option
2011-09-04 01:58:16 +00:00
andres.delikat
721a514d26
NES Graphics Config - Ability to set the first and last scanlines. NES Core - refactor MyVideoProvider to accomodate new settings. Set to Top 8, Bottom 231 by default.
2011-09-04 01:12:12 +00:00
beirich
e13af4064b
[pce] very preliminary ADPCM playback, added a bunch more MemoryDomains
2011-09-03 20:32:18 +00:00
andres.delikat
a84f881c5c
Movies - Remove UserMovie and change all references to it to Global.MovieSession.Movie, fix error in CheckTime Line logic, read-only savestates should now work
2011-09-03 18:07:30 +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
a731504e5b
TAStudio - fix typo in Restart() that was causing the listview to get wrecked
2011-08-30 00:26:14 +00:00
andres.delikat
be4ce1dce7
Fix Input Display during movie playback/recording to be the previous frame, not the upcoming frame
2011-08-29 23:33:57 +00:00
andres.delikat
4ef00921e9
Autofire Config - Add flag for the "Take lag frames into account" feature, true by default
2011-08-29 22:25:40 +00:00
andres.delikat
aba919874d
Autofire - take lag frames into account
2011-08-29 03:28:34 +00:00
andres.delikat
17f02b3e3f
NES NT Viewer - Refresh Rate bar
2011-08-29 01:26:36 +00:00
andres.delikat
1bb58fc026
NES NT Viewer - show some more info on mouse over
2011-08-29 01:09:16 +00:00
andres.delikat
c7d5c983bb
NES PPU - Sprite Viewer - Make Zoom Box account for 8x16 sprites
2011-08-29 00:28:17 +00:00
andres.delikat
83cc883177
NES PPU - Sprite Viewer Details - show attribute flags
2011-08-29 00:19:55 +00:00
andres.delikat
033c008a06
NESPPU - fix address display of pattern view details
2011-08-29 00:05:32 +00:00
andres.delikat
d1d1c4fd0e
NES PPU - more mouse over info fixed/implemented
2011-08-28 23:51:45 +00:00
zeromus
f894ed7e48
nes-sprite viewer bug fixes and 8x16
2011-08-28 21:10:21 +00:00
andres.delikat
3aae846e0a
NESPPU - Sprite Viewer implemented with 2 bugs (uses wrong palette? and bottom two rows are off)
2011-08-28 20:43:25 +00:00
andres.delikat
4048863a30
NESPPU - at a refresh rate slider. I was hoping to not resort to such a hack but it REALLY helps, and most case uses don't need full refresh accuracy, and on those occasions, it is a simple use of the slider.
2011-08-28 18:49:03 +00:00
andres.delikat
f2e6babd71
NESPPU - implement right-click to remember selection
2011-08-28 17:59:53 +00:00
andres.delikat
2f5571e4da
NESPPU - implement Zoom Box
2011-08-28 17:38:33 +00:00
andres.delikat
68e1e0b71d
NESPPU - progress on sprite viewer & details & other dialog todos
2011-08-28 16:36:50 +00:00
andres.delikat
e6efc1a8ba
NT Viewer - show Tile ID
2011-08-28 00:27:39 +00:00
andres.delikat
463747bfea
NES NameTable Viewer - implement mouse over data except for TileID
2011-08-27 23:11:47 +00:00
andres.delikat
d22d731f4b
oops, had the pattern viewer refresh commented out
2011-08-27 21:44:08 +00:00
andres.delikat
278a9486b6
NESPPU - speedups to palette viewer
2011-08-27 21:31:47 +00:00
andres.delikat
e75052923a
NES Nametable & PPU Viewer fix ups
2011-08-27 21:07:09 +00:00
zeromus
8e7e3eb1e5
remove dumb throttle diagnostics
2011-08-27 18:41:38 +00:00
zeromus
57cd3bbf9b
add optional throttle diagnostics
2011-08-27 18:19:18 +00:00
zeromus
27136932c3
throttle diagnostics
2011-08-27 18:09:54 +00:00
zeromus
9ffaf56630
throttle timing refinement
2011-08-27 18:06:23 +00:00
zeromus
401ca0e982
should probably call timeBeginPeriod at some point
2011-08-27 18:00:14 +00:00
andres.delikat
382ae901e7
Oops
2011-08-27 16:47:41 +00:00
andres.delikat
31c19e5043
Disable NES Debugger menu item, and remove a commented out debug line I left by accident
2011-08-27 16:30:59 +00:00
andres.delikat
942a9e086a
Add a SoundOn flag to the nes core and hook to the sound on/off in sound config. the flag bypasses the apu.run function. the apu read/writes are still going, and seems to be TAS safe to do this
2011-08-27 15:49:16 +00:00
andres.delikat
1f3a315926
NES Nametableviewer & NESPPU viewer were running their updatevalues code when closed. Fixing that gave a few fps boost to the nes core when those dialogs are not open!
2011-08-27 14:56:17 +00:00
andres.delikat
8dff368bcc
misc code cleanup on some tool dialogs
2011-08-27 14:49:13 +00:00
andres.delikat
5e9f90eea9
Ram Search - big speed up in QueryItemBkColor by only checking for column == 0, apparently it was causing a redraw for each column instead of just once, setting column == 0 still colors the entire row. Also removed the "x addresses would be removed" message when in preview mode as it isn't worth a 1 fps cost imo. Also applied the column == 0 fix to Ram Watch though that will have a significantly smaller speed boost.
2011-08-27 13:56:06 +00:00
andres.delikat
c7e8e7ece1
Ram Watch/Ram Search - small speed optimization to the QueryItemText functions
2011-08-27 13:20:02 +00:00
andres.delikat
18a6b21deb
Oops
2011-08-27 04:36:45 +00:00
andres.delikat
293b7133c5
Slight Dialog performance tweaks
2011-08-27 04:32:54 +00:00
zeromus
35ead836d2
fix input better
2011-08-27 02:56:15 +00:00
zeromus
9e97379d45
oops
2011-08-27 02:45:02 +00:00
zeromus
dacc65eb0d
2010 cleanup
2011-08-27 02:31:43 +00:00
beirich
21493304e6
Bizhawk bravely enters the year 2010
2011-08-27 02:17:11 +00:00
andres.delikat
f9ecea8464
RenderPanel - DrawScreenInfo() - clean up a lot of sloppy code and optimize some things
2011-08-27 01:50:44 +00:00
zeromus
3420f0bc5e
see if this input code is any faster
2011-08-27 01:15:57 +00:00
andres.delikat
0536a04f59
Update Status Bar save slots on LoadRom()
2011-08-26 23:54:15 +00:00
andres.delikat
82630e62b5
Hex Editor - Hook up mouse wheel
2011-08-26 00:20:42 +00:00
andres.delikat
e866055581
Hex Editor - fix problems with highlight display
2011-08-25 23:58:16 +00:00
andres.delikat
172205a86e
Hex Editor - Display address highlighted
2011-08-25 23:49:13 +00:00
andres.delikat
dea2afd513
Hex Editor - very slight optimziing of GenerateMemoryViewString
2011-08-25 17:05:51 +00:00
andres.delikat
db0fe17933
Fix typo in GetRomsPath, was returning GB for PCE/SFX
2011-08-25 02:52:35 +00:00
andres.delikat
8d7c745e56
Show nibbles when hex editing, fix auto move to next address on 2 byte view, update values on load
2011-08-25 02:23:12 +00:00
andres.delikat
d8bdf4c646
Hex Editor - show frozen addresses
2011-08-25 02:08:05 +00:00
andres.delikat
4017e8a068
Hex Editor - fix hex editing of 4 byte values, added a Unfreeze All menu/context menu item
2011-08-25 01:49:22 +00:00
andres.delikat
550261b831
Hex Editor - Fix Endian display on 2 & 4 byte view, fix freezing of multibyte values, fix adding to ram watch of multibyte values, fix ram watch to run UpdateValues when an external dialog adds a value
2011-08-25 01:22:03 +00:00
andres.delikat
ce5bf31ec1
Hex Editor - save DataSize and BigEndian in the config
2011-08-25 00:55:46 +00:00
andres.delikat
efd8fe5410
Fix Poke Value context menu item and allow it to poke 2 byte values (4 byte still todo)
2011-08-24 22:26:17 +00:00
andres.delikat
be80761f26
Hex Editor - update values on Endian Toggle, fix resizing logic of dialog
2011-08-24 16:56:38 +00:00
andres.delikat
c2d5f5c733
Hex Editor - mostly working address editing in 2 byte view
2011-08-24 02:48:52 +00:00
andres.delikat
c712e58b4d
Hex Editor - restore Ctrl+G hotkey, fix key events, fix 2 & 4 byte view issues, restore address editing
2011-08-24 02:31:45 +00:00
andres.delikat
f11b3a3e2a
Hex Editor - misc cleanups
2011-08-23 23:48:22 +00:00
andres.delikat
c8f8735ec3
Hex Editor - Oops, don't refresh on mouse move
2011-08-23 22:48:21 +00:00
andres.delikat
d391777d50
Hex Editor - fix calculation for rows visible
2011-08-23 22:44:23 +00:00
andres.delikat
98ec3bf2a2
Hex Editor - restore mouse & key events & context menu, fix addresss highlighting logic
2011-08-23 22:22:24 +00:00
andres.delikat
3cc1606921
Hex Eidtor - restore mouse ever & click events, drawing positions are rather off however, will need to tweak
2011-08-23 01:43:19 +00:00
andres.delikat
bf2cad8b15
Hex Editor - more restoring of commented code from the removal of MemoryViewer
2011-08-22 16:42:32 +00:00
andres.delikat
20e0ffc8b8
Hex Editor - make address label transparent so that highlighting effects will happen on the group box behind it, make GenerateMemoryViewString a value returning function, hook back up resizing event
2011-08-22 16:34:47 +00:00
andres.delikat
d7bc642161
Hex Editor - complete refactoring, no longer uses the MemoryViewer object, instead it uses a regular groupbox and a label that contains the memory viewing contents. At the default size (16 rows in view) there is barely any perceived slowdown (about a 10fps boost) on my system. Still some todo's for restoring functionality (such as mouse events)
2011-08-22 02:48:12 +00:00
andres.delikat
92a75042db
Hex Editor / MemoryViewer - remove info label widget and draw the info directly in the paint event
2011-08-21 23:59:42 +00:00
andres.delikat
6cc75ae98e
Hex Editor - fix bug that was causing it to draw 1 row beyond the memory domain if scroll bar was maxed
2011-08-21 23:42:12 +00:00
andres.delikat
cdb79b2143
More Hexeditor Speed optimizatons - don't calculate number of address digits 60 times a second, do it on data size change, add domain name to stringbuilder instead of its own draw method, tighten up drawing area
2011-08-21 23:34:33 +00:00
andres.delikat
680fd8a6e0
Hex Editor - Some speed optimizations: don't set the Header string 60 times a second, instead setting whenever the data size changes. Also add it to the stringbuilder instead of drawing it seperately
2011-08-21 23:05:45 +00:00
andres.delikat
9ccb33a191
2011-08-21 22:26:02 +00:00
andres.delikat
f22e9fb60d
Memory Viewer & VirtualListView - ControlStyles.OptimziedDoubleBuffer seems to be a small speedup compared to ControlStyles.DoubleBuffer
2011-08-21 20:28:22 +00:00
andres.delikat
b6424aa1b7
Ram Search - ~1fps speedup by removing DIsplaySearchList from DoPreview. Preview would never change the number of addresses so this function was wasteful
2011-08-21 12:37:29 +00:00
zeromus
ce4837b326
cleanup some icon related things??
2011-08-21 06:07:38 +00:00
beirich
fecba3618a
icon compatibility with primitive OSes?
2011-08-21 06:00:55 +00:00
beirich
3ec7212add
high-res logo.ico. maybe someone can figure out how to get it to work right
2011-08-21 05:52:43 +00:00
zeromus
8c08bc84cb
tweak multitrack logic
2011-08-21 04:44:40 +00:00
zeromus
9418dff3b2
refine direct3d missing error handling
2011-08-21 01:07:58 +00:00
andres.delikat
cfb2f91292
add directx web installer and add to MakRelease.bat
2011-08-21 00:22:19 +00:00
andres.delikat
aea3d81834
If GDI not set in the config, show an error to the user when Directx fails to initialize
2011-08-21 00:07:00 +00:00
andres.delikat
276c759d88
Fixed Loadstate stream issues, rerecording is now possible again
2011-08-20 19:27:00 +00:00
andres.delikat
27478a5feb
Ram Watch - restart function reloads the existing watch file (if any) else starts a new one. The annoying consequence of this is that restarting a movie will wipe any unsaved changes, but I don't see a way around that currently.
2011-08-20 15:41:33 +00:00
andres.delikat
40512ae558
Ram Watch/Search - refresh on form activate
2011-08-20 15:35:16 +00:00
andres.delikat
2c057a3d1f
Ram Search - refresh listview on its focus event, only turn on blazing fast option if > 8 addresses (8 being semi-arbituary)
2011-08-20 13:39:44 +00:00
andres.delikat
e462ba80e5
Ram Search - fix toolstrip location
2011-08-20 13:30:57 +00:00
andres.delikat
5b3074a222
Ram Search - fix bug that was causing the Search button to fire twice
2011-08-20 13:15:17 +00:00
andres.delikat
368702d843
Ram Search - refix the Add To RamWatch toolstrip button
2011-08-20 13:02:25 +00:00
andres.delikat
decd3b3071
oops, This code was committed unintentionally
2011-08-19 01:36:41 +00:00
andres.delikat
668a90fdc6
On SoftReset() reset core frame counter if no movie is active
2011-08-19 01:05:30 +00:00
andres.delikat
3cb79b0dc7
Hex Editor - ~2 fps speedup
2011-08-18 23:50:20 +00:00
andres.delikat
e62f68f48e
Ram Search - fix anchoring of tool strips
2011-08-18 21:28:15 +00:00
andres.delikat
3cd57a1335
Ram Search - better formatting of preview message, update some todo lists
2011-08-18 02:41:42 +00:00
andres.delikat
a8fb30e517
Hex Editor - fix Add To Ram Watch and Freeze Address menu items to use the Highlighted address not the pointed to address (which would never be an address since the mouse would not be on an address!)
2011-08-18 01:55:47 +00:00
andres.delikat
4b021113fb
Hex Editor - Fix so Ctrl+G hotkey works
2011-08-18 01:50:17 +00:00
andres.delikat
6905f69b6b
During StopMovie() set the global read-only setting to true. This will ensure that movies always start in read-only while still respecting the read-only checkbox on the play movie dialog
2011-08-17 23:53:05 +00:00
kylethomson
2243c7dcad
Fixed Multitrack-load crash.
...
Also, read-only can't be toggled while no movie active.
Same for multitrack.
2011-08-17 02:06:50 +00:00
andres.delikat
c5f2d02f68
Ram Watch/Cheat Window/Lua Console - when deleting, clear selected items
2011-08-17 00:26:34 +00:00
andres.delikat
2330126b84
Ram Search - when deleting, clear selected items
2011-08-16 02:47:32 +00:00
andres.delikat
90233868cf
Slight dialog cleanups on ram search & autofire config
2011-08-15 19:33:18 +00:00
andres.delikat
89c5dcb9ec
Ram Search - Make DoUndo() set the previous value to the current value. Better would be to keep a previous value undo list and restore that, but this is adequate for preventing crashes.
2011-08-15 19:08:52 +00:00
zeromus
019ad69459
disc subchannel Q calculation; make TOC a little more useful by adding TOCPoints which are easier to search than nested sessions, tracks, and indices; and change path browser to use a superior folder browser which lets you enter paths into a textbox. I refuse to click to navigate folders
2011-08-14 23:13:31 +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
andres.delikat
124da117b8
Add default constructor to GameInfo to avoid null reference crashes, right click menu during null emulator now no longer crashes (and probably a number of other situations). Added BizHawk back to the Main form text property instead of 0
2011-08-10 23:50:01 +00:00
andres.delikat
9e9b3051a8
Remove hard coded "Backspace" hotkey mapping for nes reset (the soft reset hotkey handles reset just fine). Add Reset hotkey mapping to Reset menu item
2011-08-10 22:58:06 +00:00
zeromus
5bf7b33f4a
fix crash relating to null AutofireNullControls
2011-08-10 04:31:07 +00:00
andres.delikat
6f3bc27c59
Autofire is smarter now and keeps track of when a button was pressed and then uses that for the basis of the autofire pattern
2011-08-10 00:34:33 +00:00
beirich
4b65d9e9cf
Fix someone's freudian typo
2011-08-10 00:14:21 +00:00
andres.delikat
852c37d63b
Autofire Config - minimum values should be 1 not 0
2011-08-10 00:13:07 +00:00
andres.delikat
abf7d24106
and as usual, I forgot the new winform files
2011-08-09 23:42:30 +00:00
andres.delikat
034b2e6e68
Autofire config dialog
2011-08-09 23:27:47 +00:00
andres.delikat
cde05919ad
Refactor autofire into an autofire controller. Added On & Off values that can be used to create any combination of On/Off patterns, hooked them to Global.Config values
2011-08-09 22:13:57 +00:00
andres.delikat
8fa630c0fa
Autofire UI for PCE, GG, GB
2011-08-09 02:40:22 +00:00
andres.delikat
63b1f9b93a
Input Config - autofire for SMS/GG/SG, disable autofire pulldown item for TI83
2011-08-09 02:16:46 +00:00
andres.delikat
4cd457ada6
Hook up autofire nes controls to the input config dialog
2011-08-09 01:38:51 +00:00
andres.delikat
d10f38af5d
Remove autofire from IController & inherited objects other than Controller
2011-08-09 00:57:56 +00:00
andres.delikat
9b2ba5c85c
Basic implementation of Global.ActiveController, uses an ORAdapter to OR against Active Controller. Still TODO: setting up autofire controllers for platforms and a UI in the Controller Config
2011-08-09 00:51:46 +00:00
andres.delikat
0d01af5c7b
Refactor autofire, remove the autofire adaptor. Added an autofire bool to IController and implemented it in the Controller object. Setting to true will turn the controller buttons into autofire buttons
2011-08-08 23:35:13 +00:00
zeromus
e4305823c5
disc-more gracefully handle missing ffmpeg, and checkin an ffmpeg finally
2011-08-08 02:02:01 +00:00
zeromus
1f541be6df
disc: cue+mp3/mpc/flac decoding
2011-08-08 01:48:31 +00:00
andres.delikat
d92c27f89d
Autofire Input Adaptor, currently no UI for it
2011-08-07 23:26:06 +00:00
andres.delikat
7357f82ffa
oops
2011-08-07 20:55:06 +00:00
andres.delikat
9809cb317a
MemoryViewer - slight refactoring
2011-08-07 20:54:26 +00:00
andres.delikat
d55debbb3e
Hex Editor - refresh address display after typing in values or highlighted address changes by key press
2011-08-07 20:31:49 +00:00
andres.delikat
19b4072346
Hex Editor - refix typing in of values
2011-08-07 20:20:07 +00:00
andres.delikat
6953782167
Hex Editor - remove useless text box that was going to be a find by value box, will put that off until a future release
2011-08-07 20:00:35 +00:00
andres.delikat
fae70a6e0e
Hex Editor - scroll when pressing up or down, fix some crash bugs, implement Pg Up/Down, Home, End hotkeys
2011-08-07 19:53:52 +00:00
andres.delikat
53fd0aa877
Hex Editor - Dump To File implemented
2011-08-07 19:30:01 +00:00
andres.delikat
c00fe0d00b
Hex Editor - add char viewer, shrink font, make drawing a bit more efficient
2011-08-07 19:12:26 +00:00
andres.delikat
52507fbb24
Hex editor - correctly use stringbuilder
2011-08-07 17:34:33 +00:00
andres.delikat
548c881ace
Hex Editor -Revert previous commit because it made every row the same, also applied some very tiny speed ups
2011-08-07 16:32:50 +00:00
andres.delikat
cce572f0c8
Hexeditor - stringbuilder for a slight speedup
2011-08-07 15:54:29 +00:00
andres.delikat
c8a4a14021
Ram Search/Watch - context menu will show Unfreeze instead of Freeze if highlighting a frozen address
2011-08-07 04:19:49 +00:00
andres.delikat
fdacd090db
Ram Search - GUI fixups
2011-08-07 03:11:54 +00:00
andres.delikat
fd36356536
Mainform Status Label - add a Cheats status button. Displays if there are active cheats, clicking it opens the cheat window
2011-08-07 02:12:41 +00:00
andres.delikat
7a6bc33ebc
Removing a cheat turns off the cheat as well
2011-08-07 01:50:50 +00:00
andres.delikat
6c252d08fa
Fix so that cheat list isn't cleared after loading a .cht file automatically in mainform. Add a destructor to the Cheat Object that clears the corresponding memory pulse. Make a Clear() function on CheatList that clears the MemoryPulse, Cheat Window - Disable All Cheats clears the memory pulse even those not in the CheatList
2011-08-07 01:16:55 +00:00
andres.delikat
15743552e2
Cheat Window / Ram Watch - Select All menu item and Ctrl+A hotkey. Ram Search - add Ctrl+Z hotkey to Undo menu item
2011-08-07 00:56:21 +00:00
andres.delikat
c903ff505d
Ram Watch/Ram Search/Cheats - Delete key deletes selected items
2011-08-07 00:43:04 +00:00
andres.delikat
9814cc26c9
Ram Search & Ram Watch - Freeze function freezes all selected list items
2011-08-07 00:32:22 +00:00
andres.delikat
df5d27e0f3
Cheats - better icon, fix Save function to use default filename and save automatically, refactored into its own Save() function
2011-08-06 22:25:37 +00:00
andres.delikat
95c8e709b6
Cheats - more fixes, in particular saving & loading the .cht file from the same path!
2011-08-06 22:03:10 +00:00
andres.delikat
9826e26a4b
Cheats - fix the adding of a cheat from another dialog (Ram Watch/Search, Hex Editor, etc)
2011-08-06 19:49:21 +00:00
andres.delikat
d69abc909d
Cheats - more refactoring by putting code into the CheatList object
2011-08-06 19:30:21 +00:00
andres.delikat
c3d08b3b7b
Pull the cheat list and some related functions out of the Cheats winform and into a CheatList object. Still some bugs to work out, but at least the cheat window doesn't crash when opened a 2nd time
2011-08-06 02:34:24 +00:00
beirich
ff6323a362
client can handle opening/dragging a .cue, hashing the data sector, looking it up in the DB, and passing it to the correct core
2011-08-04 04:00:00 +00:00
beirich
b27673f26c
M-M-M-MONSTER COMMIT! change Game-load api stuff
2011-08-04 03:20:54 +00:00
andres.delikat
788cd17317
oops
2011-08-04 03:00:40 +00:00
andres.delikat
51ccd7ec9a
TI83 - add NumberPadEnter to the default input key mapping along with Enter since our hotkey system differentiates between the two
2011-08-04 03:00:02 +00:00
zeromus
ae3b4fad83
fix reset menu item?
2011-08-04 02:47:05 +00:00
andres.delikat
933b4a60bc
Ram Watch/Search, TASStudio - use of the blazingfast option of virtuallistview only during the updatevalues function yields significantly less flickering without the bad side effects of that option
2011-08-04 02:28:25 +00:00
beirich
a1c562259d
Client-side cheats system added, works on all cores with working PokeByte()
2011-08-03 03:00:19 +00:00
beirich
6f379cee76
remove freeze system; replacement incoming
2011-08-03 02:13:42 +00:00
beirich
74a58186df
fix Disc/Disc name collision
...
add function to disc-api to get game-ID hash from 1st data track
2011-08-03 00:57:01 +00:00
andres.delikat
183ef7f14c
Cheats implemented in the TI83 core, show messagebox on Cheat enable failure
2011-08-02 22:41:47 +00:00
zeromus
19d0cc627e
get some of the disc api interop stuff checked in
2011-08-02 08:26:33 +00:00
andres.delikat
7bfd9779fe
Hide Selection = false on all the virtuallistview objects
2011-08-02 03:07:47 +00:00
andres.delikat
60d14b7efe
Add message to screen whenever a cheat (freeze) action is performed in a dialog
2011-08-02 03:00:12 +00:00
andres.delikat
11c5dd04ac
Cheats Window stores the cheat list while not open, thus is should probably not erase it on load
2011-08-02 02:49:29 +00:00
andres.delikat
54b7d7b528
Cheats - try/catch all cheat enablings, disable dialog if core isn't supported (hacky but informative)
2011-08-02 01:12:43 +00:00
andres.delikat
3011757978
Cheats - don't crash when loading a .cht file if cheats have not been freezedata has not been implemented on that particular core
2011-08-01 23:47:40 +00:00
andres.delikat
97ba81c95d
Cheats - If cheat directory doesn't exist when saving, create it. Fix bug where PCE cheats were saved in GB folder, if adding a cheat from another dialog - flag Changes
2011-08-01 23:42:09 +00:00
beirich
1c72c144af
odds and ends, pre-commit for turbocd stuff
2011-08-01 23:18:22 +00:00
andres.delikat
bfd3956796
Redo Savestate context menu item implemented
2011-07-31 23:25:00 +00:00
andres.delikat
04d41975d0
Implement Help menu item (links to googlecode page)
2011-07-31 23:00:19 +00:00
andres.delikat
6711995c5b
Undo savestate context menu item implemented
2011-07-31 22:29:56 +00:00
andres.delikat
3fc7e6c95f
Backup savestates feature + toggle to turn it off
2011-07-31 21:39:54 +00:00
andres.delikat
fc1e5224d8
refactor savestate functions a bit
2011-07-31 20:57:14 +00:00
zeromus
1edc51f41d
etc
2011-07-31 20:19:44 +00:00
zeromus
a71fe428c2
better diagnostics for win32 console startup
2011-07-31 20:13:57 +00:00
zeromus
aff85d5885
add better diagnostics for win32 console startup
2011-07-31 20:09:27 +00:00
zeromus
f356d5b354
add core scanning system
2011-07-31 19:46:42 +00:00
andres.delikat
64e38e83c8
Movie Loadstate - GUID checking in read-only mode + fix a crash bug
2011-07-31 17:35:02 +00:00
andres.delikat
3481943b74
Overhaul movie savestate logic - cleaned up a lot of code, implemented GUID, Future Event, and Timeline checks to read-only situations. Prevented loading of state if an error occurs. Still TODO - GUID checks in read+write mode
2011-07-31 16:41:27 +00:00
andres.delikat
35180dbae4
A real about box
2011-07-31 02:13:24 +00:00
andres.delikat
ce3bb25409
Movie object cleanup, movie savestate handling cleanup, save GUID into movie savestates
2011-07-31 01:15:14 +00:00
andres.delikat
60a4ea4426
Refactor movie code - a Loaded property, removed a lot of code that was a work around for this needed feature, movie can not write to disk unless this property is true
2011-07-30 23:59:31 +00:00
andres.delikat
ccae3cc1c9
Add NullGame as an inherited class of RomGame and assign Global.Game to this instead of null whenever a ROM is not loaded. This fixes using the record dialog with no game loaded and lots of other situations during Null Emulator. Also cleaned up the record dialog a bit
2011-07-30 23:20:49 +00:00
andres.delikat
2e68314e01
Movies that start from savestate now supported. Record Movie dialog "Record from Now" option implemented. ResetFrameCounter() added to IEmulator and implemented in all existing cores
2011-07-30 20:49:36 +00:00
andres.delikat
6dc3c25a8d
TAStudio - don't attempt to do winform things in Restart() if window is not open
2011-07-30 18:54:49 +00:00
andres.delikat
ab97cb04a9
Remove TI83's Disable Slot Hotkeys option (now that the numpad is properly used)
2011-07-30 18:39:33 +00:00
andres.delikat
e121498c4c
TAStudio - fix updating of nes control pad, add menu item "Update Pads on Movie Playback", different color for control pad button background when pressed
2011-07-30 17:59:18 +00:00
andres.delikat
e4ba668d31
NES & SMS controls VirtualPads (Reset/Pause/Power/Etc)
2011-07-30 13:48:13 +00:00
andres.delikat
1cef6ac3be
fix build error in last commit, oops
2011-07-30 12:22:33 +00:00
andres.delikat
6af8649e84
TAStudio - virtualpads update on movie playback, used monospace font for listview
2011-07-30 03:00:18 +00:00
andres.delikat
672b8455fd
TAStudio - use saved window position, save window size, slight GUI tweaks
2011-07-30 01:26:13 +00:00
andres.delikat
d6897ad328
Tastudio - PCE virtualpad done, 4 pce controllers added to controller box
2011-07-30 01:09:44 +00:00