Commit Graph

2220 Commits

Author SHA1 Message Date
adelikat c17b0755a1 Hokey Config - clean up the positioning and tab orders of the general tab 2012-09-15 15:30:35 +00:00
adelikat dd64c9d1c9 Hex Editor - on restart don't reset the domain to domain 0 (unless the selected domain doesn't exist, such as in a core change) 2012-09-15 15:13:40 +00:00
adelikat 4a1c1be9ac Ram Watch - context menu for hide/show domain column 2012-09-15 14:53:34 +00:00
adelikat 2256ccc12b Re-add the Skip Lag Frames menu item, not sure when this got removed 2012-09-15 14:48:09 +00:00
adelikat 84cfa9c546 Ram Watch - menu item to hide domain column (still needs context menu item too) 2012-09-15 14:35:13 +00:00
adelikat b4a43c0d44 Hook up autohold-autofire fire pattern to the autofire config 2012-09-15 13:33:04 +00:00
adelikat a075f21af6 Implemented autohold for autofire keys 2012-09-15 13:11:29 +00:00
brandman211 e7b5f57a01 Fixed .SMV >= 1.51 extra ROM info by appropriately shrinking the size of the metadata. 2012-09-15 09:48:13 +00:00
brandman211 dbe985d3b9 -TODOs:
--It doesn't seem like I have to worry about PCECD anymore.
--I also don't think I can validate the CRC32 for .SMV because I don't have the original ROM bytes. This was probably used to compare a ROM loaded by Snes9x with the movie. I added it to the movie header in case a core could utilize it.
--I don't think the "start data" of a .VBM is important. After looking at the docs again, it's clear that it's just another term for either the movie's savestate or SRAM, and that the related note about controller data is just an approximation.
-Added Platforms for Import functions that were missing them.
-Merged the ImportSMV functions all into one; most of the stuff is the same.
-Implemented .SMV 1.51 handling. My Arcade's Revenge run synced and beat the first level!
--This also seems to work for 1.52; 3295S finished Act 2.
--1.53 seems identical as well...3587S syncs all the way through.
-Next comes ImportZMV.
2012-09-15 09:38:20 +00:00
goyuken 83e145c36f change the IEmulator saveram interface.
i don't like doing this, but there were already two emus with special bandaid logic in MainForm.cs
i hope this doesn't break something, but if it does i'll fix it
2012-09-14 22:28:38 +00:00
brandman211 feb503c502 -ImportSMV143
--Added platform name.
--Handled input.
---The input seems reasonable, but the frame counts were originally off by 2. Because the docs say "The controller data contains <number_of_frames + 1> frames," I connected the two and discarded the first frame read. I also noticed that Snes9x first accepts input at frame 0 whereas BizHawk does at frame 1, so that makes up for the other frame. I think this is correct.
--Apparently, Snes9x adds garbage bytes to the metadata when you play a movie. The stuff we want, however, is before a NULL character. As such, I refurbished RemoveNull into NullTerminated, which takes a string and returns everything before the first NULL character. Now the author will be displayed properly no matter what.
-Removed an unncessary dependence to Global.Emulator.SystemId in Get/SetControllersAsMnemonic which made it so that importing a movie without loading a game resulted in blank frames.
-ImportVBM now actually appends the frames it parses. Looks pretty good.
--Note that BizHawk cannot currently do anything with the platform (GB, GBC, GBA, SGB), nor are any of the "other" buttons handleable.
2012-09-14 22:15:42 +00:00
andres.delikat faed5ba5f7 1) Autohold and Autohold Clear hotkeys, same functionality as in FCEUX and other emulators (hold the autohold hotkey then press the controller buttons you want held)
2) Ram Poke - fix poking of signed/hex values, set the signed value to the value of the address on load, other misc fixes regarding signed
3) Hex Editor - add Poke to menu/context menu and Ctrl+P hotkey
2012-09-14 21:31:00 +00:00
goyuken 4101efb92d implement ClearSaveRam in gambatte core, and fix a bug with using memory domains before any frames have been run 2012-09-14 21:29:35 +00:00
brandman211 17567b4952 Fixed the author / game name handling. Now all that should be left is the actual input for SMV143. 2012-09-14 17:36:49 +00:00
brandman211 c949276815 -Parsed the gameName from the extra ROM info.
--I think the proper way to obtain this is through the metadata, which I still don't know how to handle.
-Fixed the savestate offset.
-Parsed out the CRC32 of the ROM, though I haven't done anything to validate this, which is probably a good idea.
2012-09-14 01:53:04 +00:00
adelikat 39b891c824 Lua Writer - when file is saved it is a recent lua file not a recent watch file! 2012-09-14 01:26:38 +00:00
adelikat 5c5b290c75 Ram Watch/Search - fix loading of watch files 2012-09-14 00:30:29 +00:00
adelikat 3959b5f4fc Lua Writer - don't crash when attempting to save (save & save as), also a new script = flag changes 2012-09-13 23:07:34 +00:00
goyuken 12d06a2c94 add system bus memory domain to gambatte
in order to guarantee correct resolution of mappings and mmio every time, all calls go straight to the core and are not cached
this makes this domain slower in performance than the other ones.  it can also be more difficult to use in some cases because you have to resolve mappings that you may not care about.
there is also the possibility of side-effects on reads, although i do not believe that this actually happens in any situations.  still, use at your own risk.
2012-09-13 21:03:34 +00:00
brandman211 1c4b218289 Progress with ImportSMV143. 2012-09-13 19:33:55 +00:00
andres.delikat 5d514e3294 remove empty menu item in gameboy menu 2012-09-13 16:17:22 +00:00
brandman211 9da5393ce3 -.LSMV: \r is considered off. Empty lines should be ignored. 2012-09-13 10:26:44 +00:00
brandman211 7f2a18b3af -.LSMV importer.
--Handled authors, gametype, systemid, coreversion, rom.sha256, moviesram.*, savestate, and subtitles.
--Skipped port1, port2, controlsversion, projectid, saveframe, lagcounter, pollcounters, hostmemory, screenshot, sram.*, rrdata, starttime.*, savetime.*, and prefix.
---I don't think any of these are useful for us, at least not at this stage.
---The other *.sha256 files will be useful if / when BS-X, Sufami turbo, and SGB are implemented.
--Handled flags.
---Handled resets.
---Disallowed subframes and delayed resets.
-.LSMV is good enough for now. .SMV and .ZMV coming next.
2012-09-13 10:21:25 +00:00
adelikat 64cac4c1a2 Cheats - if NES core - show a game genie menu item and tool bar button (Loads the Game Genie encoder/decoder) 2012-09-13 03:10:53 +00:00
adelikat 3e3748f87b Ram Poke - on load and signed type change, display the value in the value box accordingly 2012-09-13 02:59:32 +00:00
adelikat 24649e49e7 Ram Poke - make Value the default highlighted textbox, Ram Search - show shortcut keys of context menu items that have them 2012-09-13 02:47:16 +00:00
brandman211 c3fcbc5987 .LSMV importer now handles gamename and rerecords. 2012-09-13 02:45:08 +00:00
goyuken 34d97bc760 as gambatte does not support showing the boot rom at all, remove that menu option 2012-09-13 01:09:03 +00:00
adelikat 00a003f292 Hex Editor - fix alignment of column headers in 2 & 4 byte views 2012-09-13 00:52:16 +00:00
adelikat 99ace126d2 Fix Ram Poke dialog 2012-09-13 00:49:58 +00:00
adelikat f9bc7fd15e Movies/Paths - add a backup movie path to Paths config and have Movie backups use that path 2012-09-13 00:44:17 +00:00
adelikat bdc2198b3f Play Movie Dialog - fix duplicate movie bug 2012-09-13 00:29:19 +00:00
adelikat 68d79dd991 TAStudio - fix exception when loading states in record mode. Caused by a out of bounds exception on the StateRecords array. This is just a band-aid, tastudio should not be asking for out of bounds information, that needs to be fixed. 2012-09-13 00:17:39 +00:00
adelikat 01dec3762c SNES - fix movie recording! 2012-09-12 23:40:35 +00:00
goyuken 03caa3b32f gambatte dmg palette editor. blah. 2012-09-12 22:18:51 +00:00
brandman211 ae4dfbc00e -Imported .LSMV buttons.
--Haven't done anything with the flags because I don't know what they are supposed to do yet.
--Speedy Gonzales v2 doesn't sync after being converted, but I don't think that's my fault.
-Flags and other data will be parsed soon.
2012-09-12 05:59:09 +00:00
brandman211 8a24de458f -Added the SNES formats to the Import dialog.
-Figured out how to get files from the .LSMV archive. Will write the input parser shortly.
2012-09-12 04:11:35 +00:00
zeromus 9e1ecd02d2 snes-forgot to actually employ the ability to fix the random number seed which ilari's patches enabled. now the random seed is always 0. 2012-09-12 02:55:06 +00:00
zeromus 05f1608de5 add some helpful overloads to HawkFile for working with known filenames, instead of just extension lists 2012-09-12 00:41:07 +00:00
goyuken d57e195e52 gambatte: add oam, hram to memory domain list 2012-09-11 19:05:44 +00:00
pasky1382 c5e71487fd color edit 2012-09-11 18:31:02 +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
andres.delikat 0afd4f3c09 Lua - fix gui.drawLine/Pie/Ellipse/Polygon/Pixel/Bezier from commit 2908, the way those were done was causing exceptions after the 1st draw 2012-09-11 14:47:41 +00:00
adelikat 7be2ea0946 Cheats - fix emulator freeze with bad config files 2012-09-11 03:25:39 +00:00
adelikat 2fd67585b0 Hex Editor - fix restart, addresses now update 2012-09-11 00:21:50 +00:00
adelikat eaa212fef7 Hex Editor - fix 6 digit domains (note that 8 digit will still fail should we have any) 2012-09-11 00:17:54 +00:00
adelikat 95cb43329b Hex Editor - remove a variable and references to it that is obsolete since I revamped the drawing, it was causing the highlighting to be off on anything other than 4 digit addresses. Partially fixes messed up hex editor in 6 digit domains such as SNES ram 2012-09-10 23:52:42 +00:00
goyuken 4e35cb566f functioning saveram support for gambatte 2012-09-10 23:40:53 +00:00
goyuken efbe114e76 remove libgambatte.pdb because it has cooties 2012-09-10 22:02:02 +00:00
brandman211 f11a790e34 -Added ImportLSMV, ImportZMV. Neither do anything substantial yet.
-Added .int to the Rom Files list.
2012-09-10 21:35:56 +00:00