adelikat
64419fa501
Hex Editor - fix inability to paste into find box when in hex mode
2012-09-09 04:11:51 +00:00
beirich
4dbab90b87
gen: remove old, unneeded hack. Fixes Quackshot.
2012-09-09 03:29:40 +00:00
pasky1382
0f47e005bb
Contra 3 like a baws
2012-09-09 03:14:33 +00:00
beirich
cbe1292e16
fix GB RewireInputChain crash
2012-09-09 02:06:07 +00:00
beirich
6a968003ef
derp
2012-09-09 01:54:31 +00:00
beirich
3ed2261cf9
Delete some unused files
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Move Nintendo\Docs folder to Nintendo\NES\Docs
2012-09-09 01:53:28 +00:00
beirich
11464a7e03
Move Gambatte files to Nintendo folder
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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.
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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
b1568ccc44
add gbc extension to Database so gbc roms can load with gambatte
2012-09-09 00:16:56 +00:00
goyuken
d3cb60d833
remove a few notimplemented exceptions, and add .gb, .gbc to the standard open file dialog.
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.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
zeromus
9c71a24666
display SNES and Intellivision in window title when the appropriate games are loaded
2012-09-08 21:09:10 +00:00
goyuken
7fc9dbd22c
typos, comments
2012-09-08 20:46:54 +00:00
goyuken
3061abbc4b
preliminary C api for libgambatte, plus pinvoke bindings
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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
3233d31e6c
libgambatte in tree, configured to build to dll with msvs. compiles with no errors. nothing else done yet.
2012-09-08 19:02:33 +00:00
zeromus
e32f2ed67b
try fixing new sram issue from r2848
2012-09-08 19:02:28 +00:00
goyuken
408a4d6102
add comment to BufferedAsync explaining its value
2012-09-08 16:02:14 +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.
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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
brandman211
2a41b8eda7
The EROM / GROM is now expected to be .int or .bin.
2012-09-07 06:36:23 +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
b87af7d429
lua-try caching solidbrushes and pens for faster drawing
2012-09-07 03:34:16 +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.
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-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.
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--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.
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-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.
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--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
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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
goyuken
b0e3a332d8
abstract resampling functionality into IStereoResampler for testing purposes
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add two example resamplers that implement this: LinearResampler and CubicResampler. both are very basic and sound like shit compared to libresample4j
ultimately, a single good resampler with a better license than libresample4j should be selected and used
2012-09-05 21:21:35 +00:00
goyuken
0430ec91c8
add resampler based on libresample4j (LGPL)
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hook that up to libsnes, so libsnes audio now goes through libresample4j and then metaspu
it sounds ok
2012-09-05 18:52:17 +00:00
brandman211
1a760096bc
-Laid out the groundwork for the video provider.
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--VirtualHeight / Width will be useful due to how the scanlines are doubled on TVs, but for now, I will just be drawing to scale.
-Enabled XOR@, SAR, and COMR. Advanced Dungeons & Dragons provided more test cases.
-Noticed that Commando, as well as some other games, triggers a HLT. This should be looked into later.
2012-09-05 04:42:49 +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
adelikat
ead2d186cf
SNES - hook up movie playback, probably, needs a frame counter to use it
2012-09-05 02:24:03 +00:00
adelikat
f1de424aa3
Fix input display that I broke yesterday. Hook up SNES input display and movie recording (but not playback)
2012-09-05 02:07:30 +00:00
goyuken
fd5494a316
libsnes: dumb change to dumb code slightly lessens appearance rate of rice crispies in some situations
2012-09-05 01:30:09 +00:00
goyuken
9b8e54989c
now that i've had a little more time to understand Metaspu, i see quite easily how it can be used in the place of DualSound, so do that. only actual effect of change should be how audio sounds while recording is going on. as an orphan, DualSound will likely be deleted soon.
2012-09-05 00:36:38 +00:00
pasky1382
34da5a0bb1
Added legend of toki hitbox viewer lua script for genesis.
2012-09-04 23:35:59 +00:00