goyuken
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e509b0cd9b
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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.
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2012-10-03 14:54:32 +00:00 |
zeromus
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d9a55fed37
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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.
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2012-09-27 07:22:31 +00:00 |
zeromus
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6c8177a08b
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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
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2012-09-27 01:38:27 +00:00 |
zeromus
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52edee63d8
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snesgfx-support mode7 direct color displays. still need an example of a mode 3 or 4 direct color usage
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2012-09-24 07:46:54 +00:00 |
zeromus
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4efea7605d
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snesgfx-support mode7ExtBg tiles & BG
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2012-09-24 06:47:34 +00:00 |
goyuken
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7e89882d42
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lag counter in sneshawk
c++ is dum
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2012-09-23 15:57:01 +00:00 |
zeromus
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03cb238ae3
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snes-add scanline render callbacks and add scanline selector to graphics debugger
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2012-09-22 05:03:52 +00:00 |
zeromus
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ad6910fd74
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snes-some beginning steps on graphics debugging tools. nothing to see yet, move along
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2012-09-06 08:32:25 +00:00 |
zeromus
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4903ad240c
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snes-change libsnes color output to 32bpp to avoid having to uncrunch 16bpp pixels, for an indeterminate speedup
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2012-09-04 19:25:09 +00:00 |
zeromus
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9726b75ec4
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snes-support layer toggles (needs gui hookups)
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2012-09-04 19:12:16 +00:00 |
zeromus
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caed262122
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snes-try and determine whether game is snes based on libsnes's internal heuristics, and use .SFC for it anyway
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2012-09-04 06:08:46 +00:00 |
zeromus
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37e6f68370
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bsneshawk step 1 of N - compile libsnes, make bsneshawk core, setup interop, support frameadvance, video, gamepad. games are playable, I think.
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2012-09-04 00:20:36 +00:00 |