adelikat
33e9f23e75
Atari - add Megaboy EF mapper conversion rom to gamedb
2012-10-19 23:37:46 +00:00
adelikat
90a288afeb
Implement X07 mapper
2012-10-19 23:31:42 +00:00
adelikat
9b55eb9705
Atari gamedb - add a game
2012-10-19 01:13:31 +00:00
adelikat
4455f85c24
add Pleiades (1983) (UA Limited) (Prototype) to Atari gamedb
2012-10-19 00:28:17 +00:00
zeromus
9e50d25c16
snes-support user override backdrop color
2012-10-17 18:39:44 +00:00
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