Commit Graph

330 Commits

Author SHA1 Message Date
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