adelikat
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ea24f236fb
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Lua - event.OnInputPoll() - allow multiple functions to be registered
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2013-11-10 18:15:32 +00:00 |
adelikat
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1061add64f
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Refactor MemoryDomains in IEmulator, make a MemoryDomainsList object rather than IList<MemoryDomain>, remove MainMemory from IEmulator and make it a property of this new collection object, also add indexing by name. Refactor cores and tools as needed
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2013-11-06 02:15:29 +00:00 |
adelikat
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be547db4a1
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Move MemoryDomain to its own file, and move the Endian enum into it, also clean up the class a bit, and refactor things as necessary
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2013-11-04 02:11:40 +00:00 |
adelikat
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9751fd5a1a
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Move interfaces and base implemenations from emulation to emulation.common
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2013-11-04 01:39:19 +00:00 |
adelikat
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348171bdc5
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start Emulation.Common project and move the Emulation/Database folder files to it
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2013-11-04 01:06:36 +00:00 |
zeromus
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7a260abb54
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update libsnes building for new output directory, and add support for exec/read/write/nmi/irq hooks
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2013-11-03 22:44:49 +00:00 |
adelikat
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bbc12256b2
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Rename IEmulator.ResetFrameCounter() to ResetCounts() as that is a more precise term since it resets frame and lag counter variables (and theoretically any other similar counters that could get implemented)
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2013-11-03 16:29:51 +00:00 |
zeromus
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0acbb11e97
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move HawkFile to BizHawk.Common along with a small web of dependencies and then add "using BizHawk.Common" to 100 files
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2013-10-27 22:07:40 +00:00 |
zeromus
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513ceba3d2
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fix up SGB memorydomains
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2013-08-26 07:17:47 +00:00 |
goyuken
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0803adc32a
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add a "BoardName" to IEmulator that an emulation core can use to return useful information about how the rom is being emulated. meant to be mostly for informative purposes; shouldn't rely on it for too much. implemented in GB and NES cores
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2013-08-24 16:54:22 +00:00 |
zeromus
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226622e339
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renovate the firmware system. cores now have the ability to get firmware themselves, without needing to have files loaded or pass paths from the multiclient. users can select whatever firmware they want from the firmwares config dialog.
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2013-08-10 01:17:06 +00:00 |
adelikat
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21552eaeec
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Use fast version of reading/writing hex on snes savestates too, they could use the speed
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2013-08-05 12:57:08 +00:00 |
zeromus
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c0453ae2e8
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snes-fix SGB
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2013-07-30 02:51:40 +00:00 |
adelikat
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7ac1da8c96
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Set the right order of buttons, and good defaults for controllers and joypads for all consoles
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2013-07-29 02:11:00 +00:00 |
goyuken
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aa6b743b86
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snes: fix a bug which caused false positives in lagframe detection (frames marked as lag where input was actually used). this is purely a display issue and did not affect emulation at all. the bug was not caused by r4206, but r4206 causes it to occur more often.
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2013-06-29 23:32:41 +00:00 |
goyuken
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0818526b3d
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snes: fix wrong default memory domain in ramsearch
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2013-05-14 21:33:36 +00:00 |
goyuken
|
7b7b95e95d
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add a new field to IEmulator: bool BinarySaveStatesPreferred { get; }. a core should set it to true to indicate that it would prefer to save and load binary savestates (but both types must be supported). set to true on 7800, gb, dgb, gba, n64, snes, saturn cores, as they all create text savestates that are simply dumps of the binary savestate. for the moment, frontend does nothing with this new information.
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2013-05-06 20:51:28 +00:00 |
zeromus
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df99f36464
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support bsnes xml files and super road blaster MSU-1 game
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2013-04-24 22:09:11 +00:00 |
zeromus
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b482a4af0b
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make note about how to get msu-1 working
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2013-04-24 17:17:25 +00:00 |
zeromus
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45a671ce73
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snes-add "always doublesize framebuffer" snes option which makes the logical output of the snes core always sized appropriately for sudden hires-width or interlacing
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2013-04-22 22:34:18 +00:00 |
adelikat
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cff1ff2940
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Removing unused directives from a bunch of files because I was playing around with resharper, but that got boring so not every file
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2013-04-14 20:39:19 +00:00 |
goyuken
|
8d1fcd0b8a
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snes: movie recording starting from now now supported
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2013-03-17 18:11:30 +00:00 |
adelikat
|
84bc032656
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Some warning cleanup
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2013-02-24 20:17:12 +00:00 |
zeromus
|
9cf0a3f30f
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snes-add gui option for ring buffer mode. its unclear whether it speeds things up, but its possible that it might, and it was a lot of work, so here it is as a user option.
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2013-01-18 05:06:26 +00:00 |
zeromus
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11aef10c2e
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snes-dont churn through memory so fast when loadstating/rewinding. i think its fragmenting the OS heap pretty badly because it kept reallocating shared memory blocks
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2013-01-18 04:46:17 +00:00 |
zeromus
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1b33d1dc9d
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snes-fix bug where you cant load games lacking save ram
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2013-01-14 07:22:36 +00:00 |
zeromus
|
66077951c4
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snes-fix timing calculations in aviout and movieplay dialog
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2013-01-09 23:03:46 +00:00 |
goyuken
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2a7ea6bfb0
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libsnes: add comments to snes_input_state() explaining the parameters as i understand them. note that we only actually have 2 controllers at the moment, not 4.
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2012-12-29 02:43:00 +00:00 |
goyuken
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63f9752ea2
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rough in some stuff for game boy link cable recording. none of it is finished yet
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2012-12-29 01:25:06 +00:00 |
zeromus
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2988217d77
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snes-fix SGB core which had got a little broken while trying to setup memory domains
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2012-12-27 18:47:15 +00:00 |
zeromus
|
213f12b5a2
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snes-actually turn on that thing i did last night, to see if anyone thinks it improves performance
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2012-12-27 18:11:44 +00:00 |
zeromus
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9a778a55fe
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snes-add a bunch of complicated libsnes communication code. not sure whether it helps. need to gather data.
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2012-12-27 07:59:19 +00:00 |
zeromus
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42e473b7a8
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snes-fix dll deps in 64bit bsnes
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2012-12-26 21:25:39 +00:00 |
zeromus
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0545cb64fa
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snes-make hex editor faster
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2012-12-26 18:25:45 +00:00 |
zeromus
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8a69a4ebe0
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switch snes core back to external process. more refined this time. support use of performance core.
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2012-12-25 20:36:04 +00:00 |
goyuken
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717ec931f1
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snes: disable tracelogger. i'll figure out what i broke after the snes pwrap is done
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2012-12-23 18:05:48 +00:00 |
goyuken
|
3cc475a64f
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reverse merge r4180, r4181, r4189
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2012-12-23 16:30:00 +00:00 |
zeromus
|
f1401a16e1
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snes-fix new bugs in audio
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2012-12-21 16:13:11 +00:00 |
zeromus
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8d7da30681
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snes-refactor bsnes bindings to work via external process. should solve all stability problems. there is much sloppy transitionary code still in this commit; we need to smoke out any killer issues with this approach before committing too heavily. speed is close enough to last release, and can still be improved.
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2012-12-21 07:23:55 +00:00 |
zeromus
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a4b442abda
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unify coreinputcomm and coreoutputcomm. there is a slight chance your console will be messed up until i fix a teeny tiny something, since i didnt test them all, since with more recent cores i dunno what roms are working anyway. let me know if i broke anything.
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2012-12-10 00:43:43 +00:00 |
zeromus
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aaf06d76d3
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snesgfxdebugger-add BG scroll regs
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2012-12-03 18:59:08 +00:00 |
zeromus
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3398aefc7a
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snesgfxdebugger-add in-place sprite viewing mode
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2012-12-03 17:57:19 +00:00 |
zeromus
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522bcd844c
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snesgfxdebugger-obj properties display
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2012-12-03 07:50:23 +00:00 |
goyuken
|
e24d1efbd4
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snes: cpu tracelogging. <1% extra overhead incurred when the tracer is not active.
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2012-12-03 01:48:18 +00:00 |
zeromus
|
3dd1c5c493
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snesgfxdebugger-fix a bunch of bugs and half-baked things. no new features. (part 3 of N)
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2012-12-02 23:58:20 +00:00 |
goyuken
|
451f786660
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snes: fix crash with rewind enabled in tales of phantasia. the problem seems to be that during runtosave(), the smp hits a wait opcode (0xff), which it can't get out of. with this fix, the emulator no longer crashes, but the emulated game does crash. more research is needed.
|
2012-12-02 18:32:33 +00:00 |
zeromus
|
e960989034
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snesgfxdebugger-fix a bunch of bugs and half-baked things. no new features. (part 2 of N)
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2012-12-02 08:00:59 +00:00 |
zeromus
|
8834d3dd5c
|
snesgfxdebugger-fix a bunch of bugs and half-baked things. no new features.
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2012-12-02 02:51:30 +00:00 |
zeromus
|
db37a6f64f
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snes-reset the libsnes core (with whatever serious re-initialization logic we've currently written in libsnes) every time loadstate occurs; and add memsetting to that re-initialization logic, under the theory that if there is a savestate nondeterminism due to fundamental serialization bugs, at least loadstates will be deterministically buggy, decreasing the odds that anyone will ever notice them. of course, i would rather increase the odds that we'll notice them to 100%, so we can fix them, instead of just masking them. but i don't make the rules, i just stfu the nags
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2012-12-01 06:21:53 +00:00 |
zeromus
|
0c58d62762
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snesgfxdebugger-layer toggles, more information
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2012-11-26 06:30:30 +00:00 |