goyuken
1e6a9415c1
add Sound.Utilities.DCFilter and use it in gambatte
...
haven't decided yet whether i like the idea; it's mostly about playing nice with other audio mixing (from other applications)
well, it's not bad anyway...
2012-09-11 21:30:50 +00:00
goyuken
d57e195e52
gambatte: add oam, hram to memory domain list
2012-09-11 19:05:44 +00:00
goyuken
25c34d2ca6
significant speedup in gambatte MemoryDomains by keeping shadow copy of native memory
...
not quite sure at the moment what each of the domains actually is, though
2012-09-11 17:37:17 +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
beirich
bf504d1220
gen: work on sprite masking/overflow code. substantially improved. Fixes Sonic 1 title screen, Galaxy Force 2 level select, Landstalker sprite masking, and improved nemesis' test rom. Still something amiss in Sonic 2 title screen.
2012-09-11 05:00:45 +00:00
goyuken
d84f13275e
add IsLagFrame, LagCount, Frame to Snes savestates
2012-09-11 01:50:55 +00:00
goyuken
f2ce38851a
add IsLagFrame, LagCount, Frame to Gambatte savestates
2012-09-11 01:46:57 +00:00
goyuken
578e247524
add lag counter to LibsnesCore
...
per ilari, this should work correctly on certain games that poll the input in a particular way. however, it is completely non-functional on many other games. core digging is required for anything better.
2012-09-11 01:36:12 +00:00
goyuken
4e35cb566f
functioning saveram support for gambatte
2012-09-10 23:40:53 +00:00
andres.delikat
286e5c9b08
SNES - make controllers 2-4 work
2012-09-10 18:40:39 +00:00
goyuken
62f2771a8e
gambatte: lagframe stuff is hooked up and appears to be working
2012-09-09 21:57:15 +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
beirich
90d1d12086
gen: fix some vram corruption issues
...
general: fix some build warnings
2012-09-09 21:15:20 +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
8cdcae462d
gambatte savestates. slightly modifies some parts of the core and the pinvoke hookup to produce memory arrays instead of disk files as savestates.
...
does not work, for now. (sorry about the exceptions!)
2012-09-09 18:47:00 +00:00
goyuken
a277dfa1e5
wire controls into gambatte.
2012-09-09 14:17:57 +00:00
goyuken
3acc87c013
remove unnecessary extra video buffer in gambatte wrapper, and dispose of resampler properly
2012-09-09 13:35:58 +00:00
goyuken
72260690df
r2931 accidentally reverted r2929
2012-09-09 12:23:40 +00:00
beirich
a4f8ecc2e0
gen: fix render scroll plane size / window calculation bug. fixes gfx glitches in several games.
2012-09-09 04:22:44 +00:00
beirich
4dbab90b87
gen: remove old, unneeded hack. Fixes Quackshot.
2012-09-09 03:29:40 +00:00
beirich
cbe1292e16
fix GB RewireInputChain crash
2012-09-09 02:06:07 +00:00
beirich
3ed2261cf9
Delete some unused files
...
Move Nintendo\Docs folder to Nintendo\NES\Docs
2012-09-09 01:53:28 +00:00
beirich
11464a7e03
Move Gambatte files to Nintendo folder
...
Clean up some missing file links in the csproj file
2012-09-09 01:40:29 +00:00
beirich
e8de0327d2
Remove the 2 dead gameboy cores
2012-09-09 01:31:30 +00:00
goyuken
7962c6d2cd
change quality parameter for SpeexResampler in Gambatte from 5 to 2. Speedup: 85fps->1500fps
2012-09-09 01:04:39 +00:00
goyuken
f18eb2fef2
gambatte now has sound! output from the core is original 2MEGAHURTZ audio, but libspeexdsp handles it fine.
...
seems to be a lot of DC offset at times; not sure if there's a good way to remove it
2012-09-09 00:41:11 +00:00
goyuken
d3cb60d833
remove a few notimplemented exceptions, and add .gb, .gbc to the standard open file dialog.
...
.gbc fails to load because of something else...
2012-09-08 22:01:47 +00:00
goyuken
7b9bbe6b31
libgambatte can now get into game (with recognizable graphics). exceptions everywhere and nothing is hooked up, though.
2012-09-08 21:48:46 +00:00
goyuken
588d6214d5
more gambatte wrapper stuff
2012-09-08 21:36:04 +00:00
goyuken
7fc9dbd22c
typos, comments
2012-09-08 20:46:54 +00:00
goyuken
3061abbc4b
preliminary C api for libgambatte, plus pinvoke bindings
...
i'm a bit out of my league on this one, but that's ok
2012-09-08 20:22:07 +00:00
zeromus
285b9581f2
snes-work on graphics tools. can now render typical BGs for mode 1. SLOWLY!!!!! this is definitely getting turned into c++ code
2012-09-08 20:03:04 +00:00
goyuken
2a01e01e78
clean up resampler with rest of libsnes
2012-09-08 01:15:16 +00:00
andres.delikat
d56c0c354b
SNES - oops, hookup setting the frame counter as well
2012-09-07 20:31:05 +00:00
goyuken
71652b25dc
cleanup/simplify SpeexResampler
2012-09-07 20:12:47 +00:00
andres.delikat
afa27c1a26
SNES - hook up frame counter
2012-09-07 20:06:57 +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
cfe1e749a1
hook up path config for intellivision and change erom and grom to use it. now you need erom.bin and grom.bin in the Intellivision directory by default.
2012-09-07 06:18:58 +00:00
zeromus
8eba3fb37c
stop crashing the intellivision core when the emulation menu is opened
2012-09-07 05:41:33 +00:00
zeromus
58c7966449
should probably add this file too
2012-09-06 08:35:45 +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
brandman211
fd1560177e
-Implemented Colored Squares mode. It looks sensible in one of the improperly loaded ROMs that triggers it.
...
-Masked the Color Stack registers. This prevents the previously mentioned ROM from throwing an ArgumentException in ColorToRGBA.
2012-09-06 08:02:49 +00:00
brandman211
a6f11a7ade
-The STIC now displays the encoded background color when one is provided.
...
--The only time I've seen this was in a game that used FGBG mode, and it looked messed up.
-Implemented the parsing of the background for Color Stack mode.
--Because the STIC Registers aren't populated, this doesn't do anything. I'm not sure when this is supposed to occur.
-Determined when Colored Squares mode is active. I'll try to implement this mode shortly.
2012-09-06 07:31:25 +00:00
brandman211
8230f63ddf
The foreground now shows its true colors.
2012-09-06 06:56:21 +00:00
brandman211
641ef2bcff
-Unset pixels when necessary.
...
-Fixed the loading of a card's rows.
-Corrected the maskings. The top tiles look perfect now, but the text isn't showing up yet.
2012-09-06 06:20:50 +00:00
brandman211
06022c9076
-Added Read/WriteMemory to the STIC so that it can access the RAM it needs to draw the screen.
...
--Did the same for the PSG because why not.
-Discovered that the Commando HLT happens after the CPU goes idle, so there's no point in further investigating the issue until I emulate that.
-Parsed the BACKTAB cards for the STIC's Draw().
-Attempted to draw the screen using the aforementioned cards.
--I'm only trying to apply color to the foreground.
---Instead of converting the FG color to RGBA, I'm making it all white for now.
--There's clearly some sanity to what's being drawn, so I think each 8x8 card is being drawn in the right place.
--I think the next step is trying to make each individual card draw properly.
--I believe the algorithm for populating the FrameBuffer is VERY inefficient in the way it accesses memory. Will need some suggestions as to how I can rewrite this.
2012-09-06 04:51:17 +00:00
goyuken
a85dadcf7d
did a bunch of listening tests with libsnes and metaspu. switched to vecna metaspu
...
it seems to be the most stable when the system is fast enough to maintain approximately 100% speed.
also fixed up metaspu in dumping and switched it to vecna. i can now have clean audio while running libsnes with lua script and ffmpeg dumping.
2012-09-06 00:07:37 +00:00
goyuken
41e2e5bced
orphaned variable from r2898
2012-09-05 23:32:41 +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