goyuken
1f931b1551
gameboy game database. approximately 67% jesus crap+pokemon overdumps.
2012-09-25 20:22:43 +00:00
zeromus
52edee63d8
snesgfx-support mode7 direct color displays. still need an example of a mode 3 or 4 direct color usage
2012-09-24 07:46:54 +00:00
zeromus
4efea7605d
snesgfx-support mode7ExtBg tiles & BG
2012-09-24 06:47:34 +00:00
goyuken
7e89882d42
lag counter in sneshawk
...
c++ is dum
2012-09-23 15:57:01 +00:00
adelikat
46ec39d7e3
Add gameboy/gbc to the open rom dialog, add gameboy palette folder to the build script
2012-09-22 20:19:39 +00:00
zeromus
6f28003f48
rename snes.dll to libsneshawk.dll so nobody confuses it with a stock dll; static link some libs, eliminating need for libstdc++-6.dll and libgcc_s_dw2-1.dll
2012-09-22 05:02:43 +00:00
pasky1382
e79bf2c684
2012-09-20 00:52:58 +00:00
beirich
b04189b6b1
gen: rewind is working, savestates are not working [yet]. will fix more tomorrow
2012-09-17 05:48:24 +00:00
beirich
71f1df97ba
add alternate hash for Sapphire to gamedb_pce_cd.txt
2012-09-17 02:06:44 +00:00
beirich
5742d69f6a
2012-09-16 19:03:44 +00:00
goyuken
b3ecb06354
how about this?
2012-09-16 15:19:20 +00:00
goyuken
4e7711b813
BGB (lcd green).pal
2012-09-16 15:05:31 +00:00
goyuken
2810a048f0
fix two minor ColorChooserForm bugs
...
add "bsnes v087.pal"
2012-09-16 14:36:42 +00:00
goyuken
c36441d016
add gambatte palettes, and make ColorChooserForm use the path config system
2012-09-15 18:57:17 +00:00
goyuken
12d06a2c94
add system bus memory domain to gambatte
...
in order to guarantee correct resolution of mappings and mmio every time, all calls go straight to the core and are not cached
this makes this domain slower in performance than the other ones. it can also be more difficult to use in some cases because you have to resolve mappings that you may not care about.
there is also the possibility of side-effects on reads, although i do not believe that this actually happens in any situations. still, use at your own risk.
2012-09-13 21:03:34 +00:00
zeromus
9e1ecd02d2
snes-forgot to actually employ the ability to fix the random number seed which ilari's patches enabled. now the random seed is always 0.
2012-09-12 02:55:06 +00:00
goyuken
d57e195e52
gambatte: add oam, hram to memory domain list
2012-09-11 19:05:44 +00:00
pasky1382
c5e71487fd
color edit
2012-09-11 18:31:02 +00:00
goyuken
ed2b690f75
add memory domains to gambatte
...
appears to work, but i don't really have much of anything to test on it
ramwatch is horribly slow
2012-09-11 15:28:38 +00:00
goyuken
4e35cb566f
functioning saveram support for gambatte
2012-09-10 23:40:53 +00:00
goyuken
efbe114e76
remove libgambatte.pdb because it has cooties
2012-09-10 22:02:02 +00:00
pasky1382
259be1c607
Changes to contra 3 lua
2012-09-10 13:34:13 +00:00
zeromus
8e42658702
completing the trifecta: fix the terrible nondeterminisms that made series of snes romloads act wacky
2012-09-09 21:19:54 +00:00
goyuken
a6caa8680d
fix up rom loading routines for libgambatte to use memory block directly (and not file)
2012-09-09 21:15:54 +00:00
goyuken
19d62c44d5
new compiled version of libgambatte.dll
...
savestates appear to work
2012-09-09 19:02:33 +00:00
zeromus
f3b6afa5ad
change libco to use an msvc-compiled dll so that it doesnt get wrecked whenever the .net GC process suspends a thread in a coroutine. cant figure out how to get that same code working compiled by mingw32.
2012-09-09 19:02:13 +00:00
goyuken
0b332e1373
add indep libgambatte solution, plus release compiled libgambatte.dll in multiclient output folder
2012-09-09 12:21:02 +00:00
pasky1382
97f8676bce
More swag
2012-09-09 05:52:41 +00:00
pasky1382
ee8e420e21
Swag Swag Swag
2012-09-09 05:27:11 +00:00
pasky1382
0f47e005bb
Contra 3 like a baws
2012-09-09 03:14:33 +00:00
goyuken
001b28c60e
replace junk and bad license resamplers with libspeexdsp (using p/invoke). MIT licensed, sounds pretty decent.
...
the p/invoke wrapper class is a hackjob i was using for testing and will be replaced.
2012-09-07 18:49:18 +00:00
zeromus
ad6910fd74
snes-some beginning steps on graphics debugging tools. nothing to see yet, move along
2012-09-06 08:32:25 +00:00
zeromus
ade89fe798
snes-fix bug where loading more than one snes rom would wreck the emulator
2012-09-05 23:16:08 +00:00
pasky1382
60e267dd91
minor edit in the script.
2012-09-05 02:42:14 +00:00
pasky1382
d6a18f5f12
updated the metroid hitbox viewer script.
2012-09-05 02:35:09 +00:00
pasky1382
34da5a0bb1
Added legend of toki hitbox viewer lua script for genesis.
2012-09-04 23:35:59 +00:00
pasky1382
46ccd190dd
Added Super Castlevania 4 hitbox viewer lua script.
2012-09-04 22:51:39 +00:00
pasky1382
f5d728bd35
Edited the Super metroid lua, added super mario world hitbox viewer lua script
2012-09-04 21:55:41 +00:00
zeromus
b2b1c8755c
snes-apply lsnes patches
2012-09-04 20:23:18 +00:00
zeromus
4903ad240c
snes-change libsnes color output to 32bpp to avoid having to uncrunch 16bpp pixels, for an indeterminate speedup
2012-09-04 19:25:09 +00:00
pasky1382
7d04b60b85
2012-09-04 19:23:23 +00:00
zeromus
9726b75ec4
snes-support layer toggles (needs gui hookups)
2012-09-04 19:12:16 +00:00
zeromus
76cfbc47c1
fix loading of non-snes games, and try to make snes core reset a little more reliable by reconstructing more
2012-09-04 18:04:06 +00:00
zeromus
caed262122
snes-try and determine whether game is snes based on libsnes's internal heuristics, and use .SFC for it anyway
2012-09-04 06:08:46 +00:00
zeromus
0cc6bf072e
needed another mingw dep
2012-09-04 00:30:40 +00:00
zeromus
83d345c6f7
oops
2012-09-04 00:23:09 +00:00
zeromus
37e6f68370
bsneshawk step 1 of N - compile libsnes, make bsneshawk core, setup interop, support frameadvance, video, gamepad. games are playable, I think.
2012-09-04 00:20:36 +00:00
pasky1382
d0c764e683
fixed the rondo lua script to include a scaler for text display.
2012-09-02 17:08:47 +00:00
pasky1382
df440e97ec
(minor spacing edits in LuaImplementation.cs)
...
Added rondo of blood lua script in scripts folder for PC Engine.
2012-09-02 16:26:43 +00:00
pasky1382
c31322400f
Fixed an offset in the script.
2012-09-02 03:46:09 +00:00
adelikat
d942c68086
Add Paskys Ninja Gaiden lua script to lua scripts folder
2012-09-02 03:24:36 +00:00
beirich
e24f0962fc
gen: fix dumb tile priority bug (primarily affects Ghouls n Ghosts, which use the layers backwards from normal)
2012-08-30 04:29:33 +00:00
beirich
8ad3e72ffa
Allow easy swapping of active 68000 core the C# core, or Musashi... As we are likely to be swapping between versions rapidly for some period of time.
2012-08-26 14:39:06 +00:00
beirich
377dce08d7
switch to using the real megadrive gamedb (eliminate issues with the temporary one)
2012-08-20 03:12:36 +00:00
beirich
9979c9f0d5
Add Gun.Smoke (KR) SMS to db
2012-08-08 02:28:54 +00:00
adelikat
1121479a5d
gamedb - fix duplicate entry
2012-08-08 01:10:45 +00:00
beirich
ce6de177a6
add CJ Elephant Fugitive dump to GameGear DB [CodeMasters mapper]
2012-08-08 01:02:26 +00:00
adelikat
ea8d47bcc0
Start Mapper 197 (based on MMC3) and sort out the use of this vs Mapper 91.
2012-08-05 21:34:00 +00:00
adelikat
4930979940
NES - progress on mapper 96, Oeka Kids - Anpanman no Hiragana Daisuki seems to play (but I can't get passed the title screen without Oeka Kids tablet emulation). Oeka Kids - Anpanman to Oekaki Shiyou!! fails to load (suggesting a PRG mapping problem?)
2012-07-31 02:58:59 +00:00
adelikat
a0190e9135
NES - mark a bad version of Hyrule Fantasy as a bad dump in the gamedb
2012-07-31 01:12:18 +00:00
adelikat
d4ac95bd30
NES - implement mappers 74 and 194. Added gamedb entries for the games I could find that correspond to these mappers
2012-07-29 18:35:24 +00:00
adelikat
71865576a7
NES - finish mapper 192
2012-07-29 18:12:37 +00:00
adelikat
7cbee7bde4
NES - mapper 74 - implemented chr-ram behavior, however, it does not work (chinese characters still missing in dialogs, but this checkin causes no regressions)
2012-07-29 17:55:45 +00:00
adelikat
0e3cb19e0b
NES - gamedb - Ying Lie Qun Xia Zhuan (Ch) is mapper 192 not 245
2012-07-29 15:45:24 +00:00
andres.delikat
ae291162e1
Add Xing Ji Wu Shi (Ch) to gamedb as Mapper 176 (The ROM floating around is incorrectly labeled as 177)
2012-07-23 21:19:45 +00:00
adelikat
f85b6a017b
NES - checkin start of mapper 91
2012-07-22 01:02:18 +00:00
andres.delikat
c256e90a9d
NES - add mapper 203, doesn't play the 35-1 properly, but it doesn't run in fceux as well, documentation may be off, or the ROM i used is bad (not a lot of info on good dumps for these types!)
2012-07-19 14:13:45 +00:00
beirich
62477210dd
Check in initial gamedb for genesis, although it is not #included from gamedb.txt since there's no real point yet.
2012-07-17 01:23:51 +00:00
zeromus
8bf9b92949
nes-support mapper 241
2012-06-20 22:24:56 +00:00
adelikat
714c090e86
Add GoodNES 3.14's 'good dump' of Lagrange Point to gamedb
2012-06-17 13:42:09 +00:00
pasky1382
7ef1151b99
Added a 'Custom Colors' Dialog for the Hex editor tool.
2012-06-10 22:43:43 +00:00
goyuken
e2bc6db3a4
new build of ffmpeg from http://ffmpeg.zeranoe.com/builds/
...
supports rgb x264, which can be quite useful for emulator dumps
2012-06-09 22:18:44 +00:00
zeromus
cff7ba6d24
nes-fix lagrange point, including sound
2012-06-07 20:52:49 +00:00
beirich
7e1ccc4faf
Update gamedb entries for Neutopia 1 & 2
2012-06-04 22:25:43 +00:00
beirich
fe369e0455
pce: alter handling of reading $1FF402 irq status port, fixes Aldynes intro freeze
2012-06-03 20:09:09 +00:00
beirich
604a774118
Add 2 SMS homebrew and a GG prototype to gamedb
2012-05-05 22:43:11 +00:00
adelikat
54d1c873df
Fix when guitext gets cleared, reduces most of the flickering and inconsistencies with ram watch on screen and lua gui.text, fix punchoutstats lua script
2012-04-30 01:14:23 +00:00
adelikat
e60ba05e66
Gui.text - fix inverted default fore/back colors, fix lua scripts to use new gui.text parameter scheme
2012-04-30 00:45:37 +00:00
adelikat
fffe30f4f9
Atari - add a version of Magicard to the gamedb
2012-04-29 19:40:28 +00:00
adelikat
d9134ac6ce
TI-83 add a bunch of rom versions to gamedb, mark bad dumps accordingly, and display the version number when displaying the rom name
2012-04-29 03:58:06 +00:00
brandman211
cb3e0ec666
Applied the renames for "minimum buttons pressed", "minimum buttons inputted".
2012-04-25 04:56:48 +00:00
Rolanmen1
152f6f37e8
Added a HitBox Script for SMB2U, it runs but still a bit buggy.
2012-04-18 15:06:07 +00:00
zeromus
7b86f66353
nes-oops. now, actually pass all mmc3 tests
2012-04-14 09:40:41 +00:00
zeromus
73fba31c34
nes-add mapper012 (mmc3 variant, for dragon ball z 5). add concept of mmc3 chip revision variants to mmc3 code and game database, and add proper emulation thereof. pass a bunch of mmc3 tests. simplify (to almost nothing) iNES board detection to correspond to new paradigms of virtual board types. your savestates for mmc3 games are invalidated.
2012-04-14 08:28:42 +00:00
zeromus
a1d798cc8f
nes-mark banana bad dump variants as bad in gamedb
2012-04-11 18:17:59 +00:00
zeromus
9f6820b83f
revise nes gamedb to be more organized and useful hopefully with respect to the actual kinds of scenarios we run into
2012-04-07 18:34:05 +00:00
adelikat
da2062d373
Atari - add avgn game to gamedb
2012-04-05 23:57:57 +00:00
zeromus
4c817b20c8
add konami collection games to gamedb so they show as good dumps
2012-04-01 16:25:59 +00:00
brandman211
557f437195
-As much as I dislike the new joypad.set() setup, the least I could do is make it consistent with joypad.get().
...
--If there is no controller parameter, then all of the buttons are returned as they are stored in the system, just like joypad.set(input) takes button names as is.
--If there is a controller parameter, all of the buttons for that controller are returned without the "PX ", just like joypad.set(input, controller) takes button names without the "PX " and assigns them to the matching buttons for that controller.
--No one approved this change, but seriously, this is common sense. I expect some "change denied" April Fool's stuff tomorrow...
-Implemented a blacklist for ButtonCount. By default, Lag, Pause, and Reset are blacklisted. I don't think any of these buttons should be tracked.
2012-04-01 08:08:40 +00:00
adelikat
4c958584f5
Add Lua scripts folder to MakeRelease.bat
2012-03-31 00:44:17 +00:00
zeromus
37d58f1a4f
add a2600 game database
2012-03-29 23:55:10 +00:00
brandman211
7e75d983ae
Came up with a solution for the joypad.get() issue.
...
-adelikat has informed me that in FCEUX, savestates contained the button state of the frame on which you saved on. He claims that this is redundant because you could retrieve the state from the frame you're loading on, so BizHawk will not do this.
-As such, I just retrieved the input for the frame you're saving on before associating the data with the state.
--This essentially includes the missing info without having to depend on a movie frame to get the data from.
--In order for this to make sense, I made it so that the main joypad.get() doesn't run on a frame you're saving / loading on.
--Finally, in order to show the data from before the save frame when loading the data, I cached that data as well.
---The two above steps require collecting the data for a state once and using that until the frame is advanced or a state is loaded. Otherwise, I'd be able to increase the count significantly by saving multiple times.
-All this said and done, I think this script is perfect now, and is way more convenient to use than the FCEUX counterpart.
Notes:
-As mentioned before, it seems that the scripts are disabled when the console is reset / a movie begins playing. I don't like this to begin with, but worse yet, I noticed that this somehow makes the button data carry over from before the reset. Why is this?
-It seems that using gui.text in savestate.registersave/load causes the text to be written over the previous text instead of clearing the screen and then writing. Is this expected? How can I avoid overlapping text?
2012-03-28 17:06:25 +00:00
brandman211
40e2d5f543
Refactored for the register functions. This seems to work fairly well, but when loading a state, joypad.get() contains the button states for the frame you were on BEFORE loading instead of the frame you are now on. This results in small errors. The issue might be deeper than my script or even the Lua implementation, so I can't do anything about this.
2012-03-28 03:41:46 +00:00
brandman211
be807c3def
-Used the new movie.getinput() function to simplify parse(), now frames().
...
--TODO: Disallow Reset, Lag, and other non-buttons. Pause?
--If this works like adelikat says, my missing load state idea will be possible.
-Made the loading information show up on the console instead of the gui.
Note: Still need savestate.registersave/load!
2012-03-27 21:11:34 +00:00
brandman211
d1b00e6d4d
Added my converted ButtonCount.lua script (Original here: http://code.google.com/p/brandon-evans-tas/source/browse/Lua/ButtonCount.lua )
...
-As you'll recall, the script has 3 methods of keeping track of input:
--1. Tracking the button counts in real time. This took some minor adjustments, but seems to work fine.
--2. Parsing the button presses from a loaded, read-only TAS file when starting the script, if possible.
---This works well enough after a good amount of refactoring, but I only have it rigged to work for NES.
---As always, note that this method is very slow for big movies, which is why we only use it once.
--3. Caching the counts when saving a state and loading them when loading a state.
---savestate.registerload and savestate.registersave are not currently supported by BizHawk, so this is not functioning at all.
-I propose that a function called movie.getframe(frame) be added that gets status of all of the buttons, just like joypad.get(), for a given frame of a movie.
--This makes the would make method 2 trivial and fast.
--It would allow me to generalize the function for all platforms easily.
---Certainly there might be some discrepancies about which buttons should be disallowed, if any (Is Reset a button press?), but still.
--If this method could somehow work for non-readonly movies, then I'd be able to use the movie to get the counts when I load a state that doesn't have cached data.
---Trust me when I tell you that this would be immensely useful for minimum button TASing. The process would be seamless, and all of these methods combined would provide perfect accuracy while being fairly efficient and only using intensive routines when absolutely necessary.
Note: Earlier, I came up with the idea for a function that lets you set what frame of the movie you are on, which would be useful for endless TASes like we've already discussed, adelikat. Do you still think this is worth having?
2012-03-27 06:44:47 +00:00
adelikat
5d483b9e55
revamp rbi baseball script for bizhawk special functions, such as sending script info to the output window. And right aligning display stuff
2012-03-27 02:56:59 +00:00
adelikat
701e0823d5
Really fix PunchOutStats.lua
2012-03-27 02:26:01 +00:00
adelikat
9e0e6407b3
Revamp the Punchout stats using the anchor property of gui.text()
2012-03-27 02:17:17 +00:00
adelikat
74648bd806
add punchout stats lua script
2012-03-26 02:06:04 +00:00
adelikat
588888d439
check in my RBIBaseball luaScript modified for bizhawk (only had to change memory.writebyte to mainmemory.write_u8 and it worked fine)
2012-03-26 01:58:04 +00:00
zeromus
fa25305d67
atari-add player 2 controls?
2012-03-22 06:33:28 +00:00
adelikat
863f3fc4e5
fix an error in chr rom size for a CNROM game
2012-03-13 02:10:18 +00:00
beirich
ca47082737
fix some PCE savestate desyncs
2012-03-12 00:14:44 +00:00
adelikat
49c751e4c4
variation of a game added to gamedb.txt
2012-03-10 13:55:36 +00:00
adelikat
efd4c5cbab
Make...a certain game...work
2012-03-10 13:30:39 +00:00
adelikat
f9e43cf3d7
Mapper 46 - fix gamedb entry, put in high bits
2012-03-09 03:24:05 +00:00
adelikat
5655262df6
Start Mapper 46, could not get the gamedb.txt entry to work properly
2012-03-09 02:57:04 +00:00
taotao54321
434bfebb1f
set svn:executable on BizHawk.MultiClient/output/7z.dll
2012-03-08 15:23:08 +00:00
zeromus
9a6d6a63bd
improve nes rom detection log, and set svn:executable on some files
2012-03-07 19:14:15 +00:00
zeromus
14ae31dfbf
vs wants to manage copying of lua51.dll itself as a dependency of LuaInterface.dll, and thats why it keeps deleting it sometimes when cleaning it. so move the lua51.dll alongside LuaInterface.dll and let it do the copying
2012-03-04 03:15:03 +00:00
zeromus
e5fb7a6958
fix release script
2012-03-02 04:16:28 +00:00
zeromus
ff12c2c5ef
dxwebsetup.exe not needed here anymore
2012-03-02 03:40:43 +00:00
zeromus
e73dee15b9
fix lua
2012-01-09 00:15:54 +00:00
beirich
dcc0a34d93
Add NBA Jam [Proto] SMS to gamedb
2011-10-03 13:01:27 +00:00
zeromus
58738c1af3
nes-sunsoft reorg yet again. think we've got it under control this time though. i even added a doc specially for sunsoft to describe whats going on
2011-09-26 08:05:17 +00:00
beirich
e5f1c142f8
pce-cd: fix Snatcher, Madou Monogatari, Tangai Makyo, ValisIII playable now
2011-09-25 23:34:53 +00:00
andres.delikat
4f072f8623
Oops, neglected to check these in with the last commit
2011-09-25 22:36:13 +00:00
andres.delikat
7943ff5781
Start Mapper 164 and add Final Fantasy V (Unl) to gamedb.txt
2011-09-25 21:52:10 +00:00
andres.delikat
075c4ea3dd
NES - some work on classifying mapper 16/159 roms: Added to gamedb various versions of roms, added board cases to BANDAI-FCG-1, misc cleanup of board. Most of these games don't work but a few did.
2011-09-25 17:16:26 +00:00
zeromus
1d29b0c39b
nes-upgrade nescartdb
2011-09-25 09:47:33 +00:00
andres.delikat
fece5fd7e2
NES - Start HVC-CNROM-256K-01 board (for mapper 185). Finishing will require finding a rom with the right sha1.
2011-09-25 01:20:32 +00:00
andres.delikat
f808cd4009
Add goodnes 3.14 version of
...
Rad Racket: Deluxe Tennis II to gamedb.txt. Maps to NINA-06 board, however it crashes on ReadPPU()
2011-09-25 00:01:11 +00:00
andres.delikat
754b4ee2ee
NES - Started JALECO-JF-13 board (Mapper 86). The only copy of Moero!! Pro Yakyuu (Red) I could find doesn't work and doesn't match bootgod's db. However, it worked in FCEUX
2011-09-24 19:48:18 +00:00
andres.delikat
12c664ea00
NES - Implement board BANDAI-74*161/161/32 (Mapper 70). Family Trainer - Meiro Daisakusen, Kamen Rider Club, Space Shadow tested and verified to work. Updated compatibility list. Added goodnes3.14 version of space shadow to gamedb.txt
2011-09-24 18:47:02 +00:00
andres.delikat
d17934b395
Fix TAITO_74_161_161_32 board (mapper 152), arkanoid 2 now works. Added Goodnes3.14's version of arkanoid 2 to the gamedb (even though it is actually a bad dump, our policy is to support 3.14 roms). Fixes to other mappers, Holy Diver now works properly (among other games).
2011-09-24 14:04:21 +00:00
zeromus
6a570c89fc
nes-fix a little bug in MMC2 and support MMC4 while i am at it
2011-09-21 05:47:41 +00:00
beirich
f9d7ff62f4
pce-cd: support arcade card, fix cd-audio playback bug
...
add new emulation options to gui for SMS and PCE/CD
2011-09-19 00:39:28 +00:00
beirich
5781d0b4cd
pce-cd gamedb and compatibility updates
2011-09-17 21:34:02 +00:00
beirich
82cf9486f3
about halfway through pce-cd compat test and gamedb updating, plus commit some bugfixes
2011-09-17 05:35:41 +00:00
beirich
e8c3da9c1f
[pce] Improve ADPCM flags and interrupt handling
2011-09-09 03:40:58 +00:00
zeromus
4924b4a9a0
nes-fix tetris differently
2011-09-06 01:58:22 +00:00
beirich
e13af4064b
[pce] very preliminary ADPCM playback, added a bunch more MemoryDomains
2011-09-03 20:32:18 +00:00
beirich
afaf5879f6
Improve CD-Audio w/ volume/fade support; put error messages in client when invalid system card selected
2011-08-30 04:02:52 +00:00
andres.delikat
cfb2f91292
add directx web installer and add to MakRelease.bat
2011-08-21 00:22:19 +00:00
beirich
0a5157d9a6
Extremely preliminary TurboCD support
2011-08-14 18:20:13 +00:00
beirich
c7178543c7
split gamedb up into more files
2011-08-12 03:30:23 +00:00
zeromus
e4305823c5
disc-more gracefully handle missing ffmpeg, and checkin an ffmpeg finally
2011-08-08 02:02:01 +00:00
beirich
1c72c144af
odds and ends, pre-commit for turbocd stuff
2011-08-01 23:18:22 +00:00
beirich
06d8792830
[PCE] fix Youkai Douchuuki, Yo Bro, and Order of the Griffon
2011-07-24 19:52:20 +00:00
beirich
c30529685d
[PCE] regretfully implement sprite limit, fixing some anomalies
2011-07-24 03:32:39 +00:00
beirich
8295e6d65b
PCE GameDB overhaul
2011-07-23 20:22:32 +00:00
beirich
3bedad1e95
Update SGX with new timing & support frameskip... huge success!
...
100% SGX compatibility (not that this is difficult)
2011-07-20 03:57:41 +00:00
beirich
47def064fa
significant PCE timing/compat improvements, still poking at a few things
2011-07-19 03:53:07 +00:00
zeromus
2f27bf783e
gamedb updater script tech. rearrange to suit your tastes.
2011-07-18 23:10:25 +00:00
beirich
cc9cf04a57
"Fix" PCE Paranoia by marking bad roms
2011-07-18 00:11:16 +00:00
beirich
3f27ac0b2a
Fix PCE Populous by supporting its custom SaveRAM.
...
+ Unsubstantial TurboCD progress.
2011-07-15 02:08:18 +00:00
zeromus
9628ab3506
hook up nes dump status stuff, and also add a log window that we could use for console output in the near future but for now is just used to show you a detailed rom analysis report
2011-07-10 21:00:28 +00:00
beirich
56538894c6
Add Hack rom status
2011-07-10 20:35:52 +00:00
beirich
732bd982af
Update to GameDB and update PCE compat.txt
2011-07-10 18:26:55 +00:00
beirich
c8727ae01f
fix some gamedb stuff, add some genesis games to db, get genesis back to a state where it at least loads roms correctly
2011-07-10 04:54:18 +00:00