Commit Graph

2999 Commits

Author SHA1 Message Date
goyuken 91e48b47d8 remove libgambatte project from solution because msvs express is a piece of shit 2012-09-09 12:09:01 +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
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
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
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 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.
.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
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.
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.
-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
goyuken b0e3a332d8 abstract resampling functionality into IStereoResampler for testing purposes
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)
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.
--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