goyuken
e1fa9c0a4a
add mapper038: "Crime Busters (Unl).nes" boots but the game requires zapper...
2012-10-13 17:20:22 +00:00
goyuken
402508e4e5
mapper218: force vram_size to 0 (ignore whatever is in the broken header)
2012-10-13 16:19:08 +00:00
goyuken
db0783f606
support mapper218: Magic Floor (Homebrew)
2012-10-13 15:25:23 +00:00
goyuken
4a87b8462d
coontiue mapper 18 implementation. magic john appears to be playable now
2012-10-13 13:40:05 +00:00
goyuken
4510712ada
AGCI-50282 \ MAPPER144: Death Race (Unl) (U). this game is a piece of shit
2012-10-13 01:29:59 +00:00
goyuken
c1b9293c09
TQROM: writes to chrrom are ignored, instead of attempting to write to incorrect chrram addresses
2012-10-12 01:58:36 +00:00
goyuken
99f6bbb8e4
a few more comments on the new sound stuff
2012-10-11 01:14:14 +00:00
goyuken
b40897bb77
sound api changes. added a new ISyncSoundProvider, which works similarly to ISoundProvider except the source (not the sink) determines the number of samples to process. Added facilities to metaspu, dcfilter, speexresampler to work with ISyncSoundProvider. Add ISyncSoundProvider to IEmulator. All IEmulators must provide sync sound, but they need not provide async sound. When async is needed and an IEmulator doesn't provide it, the frontend will wrap it in a vecna metaspu. SNES, GB changed to provide sync sound only. All other emulator cores mostly unchanged; they just provide stub fakesync alongside async, for now. For the moment, the only use of the sync sound is for realtime audio throttling, where it works and sounds quite nice. In the future, sync sound will be supported for AV dumping as well.
2012-10-11 00:44:59 +00:00
zeromus
54810ee6c6
nes-support mapper 101
2012-10-10 18:13:09 +00:00
goyuken
b28b677be2
dcfilter: reject out of range filterwidth
2012-10-10 11:56:49 +00:00
goyuken
19e5325afa
DCFilter: allow variable filterwidth. 2600 tia: use a rather aggressive (~172hz cutoff) dc filter. this coefficient is reasonably close to actual hardware behavior.
2012-10-10 00:56:48 +00:00
goyuken
ac86041b94
2600 tia: octave up
2012-10-10 00:24:15 +00:00
goyuken
494f1bdbb5
diced up TIA audio into tiny bits. GHOSTBUSTERS!!!! also, i have no idea what i'm doing
2012-10-10 00:16:38 +00:00
goyuken
9f557e9cae
gamedb: show both titles in a dupe check
2012-10-09 01:40:56 +00:00
goyuken
8c24417f8d
gamedb stuffed into gamedb subfolder
2012-10-09 01:34:21 +00:00
goyuken
8cb8879212
implement some more audio stuff in 2600 tia. many things still undone
2012-10-08 23:30:17 +00:00
goyuken
3832352dbe
add default RomStatusDetails (name, sha1, md5). add pcecd specific RomStatusDetails generated from the Disc
2012-10-08 20:37:41 +00:00
goyuken
c392b24d22
libsnescore: eliminate errant querying of "P1 ", et al in controller routine
2012-10-08 18:55:25 +00:00
goyuken
c24abbcbad
libsnescore: make deterministic mode savestates all the same size (previously, frame 0 savestates were slightly smaller)
...
rewind: throw a slightly more intelligible exception message when savestates differ in size
2012-10-08 18:18:43 +00:00
goyuken
c167c043e1
rework libsnescore's deterministic savestate mode. like before, savestates are created every single frame. unlike before, now they are created on the frame before they "happen". this is all presented invisibly to the user. don't try to load old savestates in deterministic mode. don't try to mix deterministic and non-deterministic savestates. playing back old movies (provided they don't start from a savestate) should cause no problems, but may or may not sync.
2012-10-08 14:37:42 +00:00
goyuken
e6ab647126
since the gbc gamedb uses System == "GBC", autodetect .gbc files to that
2012-10-06 22:06:43 +00:00
beirich
6d4af4968d
SMS: support cpu trace logging
2012-10-06 18:09:41 +00:00
goyuken
9be282789b
add DisplayType to NES. fixed to NTSC as that's all that our NES core supports at the moment
2012-10-06 16:56:46 +00:00
goyuken
6d683f9327
libsnes: like sms, DisplayType property for ntsc\pal
2012-10-06 16:28:42 +00:00
goyuken
b545d79fb6
lua: add emu.on_snoop()
2012-10-06 13:34:04 +00:00
goyuken
2229b0ab93
add "FirmwareSHA1" to movie header for SGB and PCECD
2012-10-05 21:04:46 +00:00
zeromus
96089026cd
remove "SGB" systemid because its gonna cause a lot of trouble if we dont hook it up in a lot of places.. why can't we set it up as just a regular snes core? and run the sgb rom through the snes firmwares directory.
2012-10-05 04:47:45 +00:00
beirich
af9390f569
oops
2012-10-05 03:53:30 +00:00
beirich
3547b9bad8
GG: Add option to highlight the active display region
2012-10-05 03:42:19 +00:00
beirich
3d36887d60
GG: Add emulator support for showing clipped regions of GG games
...
Note, not yet hooked up to UI.
2012-10-05 03:12:42 +00:00
zeromus
ddac7fcefd
nes-dont generate a framebuffer before the ppu runs. generate it after!
2012-10-04 21:51:34 +00:00
goyuken
d3d2ce8893
gb: fix line breaks in rom annotation status details. fuck cr\lf forever.
2012-10-03 16:50:10 +00:00
goyuken
98d9f13600
change IEmulator.DeterministicEmulation to get-only; the old interface implies that a core should be able to take a change to the property at any time, which isn't feasable. most existing cores changed to return true all the time. SNES now takes determinism parameter in Load()
2012-10-03 15:31:04 +00:00
goyuken
0e292d19ca
snes: don't instantiate "BUS" domain when DeterministicEmulation == true
2012-10-03 15:11:21 +00:00
goyuken
e509b0cd9b
snes: Add "BUS" memory domain. Like GB, caveat that it could possibly maybe affect sync, maybe... doubly so because I can't penetrate byuu code so well.
2012-10-03 14:54:32 +00:00
zeromus
56f58caf4d
snesgfx-preliminary work on bg tilemap entry viewer.
2012-10-02 09:28:57 +00:00
zeromus
df039f3b89
snesgfx-add some preliminary tile viewing support
2012-10-01 21:51:55 +00:00
goyuken
d4f5ed2f50
Movie playback and recording will now set IEmulator.DeterministicEmulation = true; only snes core actually does anything with this. It hasn't been explained before in a log; so I'll do it now: When in deterministic mode, the snes core internally does exactly one savestate each and every frame. Then, if the frontend calls savestate at all, it always gets the same internal cached savestate. If the frontend doesn't call savestate, then the internal savestate is simply discarded. This way, the exact same number of RunToSave() calls occur every time.
2012-10-01 14:39:52 +00:00
zeromus
2b1e04997c
snes-try more accuracy in the wallclock-sync to fix audio hiccups. we really, really need fancy systems to sync to audio or do proper vsync (and rewire the snes resampler to forcibly adjust to a 60hz display rate)
2012-10-01 04:15:21 +00:00
beirich
ea6e170703
support Trace Logging in PCE
2012-10-01 00:21:25 +00:00
zeromus
a87a5c96b2
oops
2012-10-01 00:18:33 +00:00
goyuken
cefca2e098
libsnes: deterministic mode for savestates. not hooked up yet
2012-09-30 19:22:54 +00:00
goyuken
2b117c3955
snes: read region, so 50fps live viewing and video dumping now works (PAL).
...
pretty sure no flags are saved to movie files, though...
2012-09-30 18:21:32 +00:00
goyuken
40d86d0a8b
SNES: change the initial bootup frame size (on frame zero) to 256x224.
...
it's the most common game resolution, and also the smallest (so can avoid some instances of window size snapping down because too big)
2012-09-30 14:08:50 +00:00
zeromus
e0f506002d
snes-try to survive the display of interlaced modes. havent had an actual game test this so im not sure what it looks like
2012-09-30 05:17:08 +00:00
adelikat
e964dfb1df
Trace Logging hooked up for NES core, trace logger tool doesn't display rows for some reason
2012-09-30 02:37:00 +00:00
adelikat
f8c508b1a3
Add a CpuTracingAvailable flag to CoreOutputComm and set to true for NES, set the Trace Logger menu item to be enabled/disabled based on this flag
2012-09-30 02:07:14 +00:00
goyuken
bb995c1472
SxROM: fix "Bill & Ted's Excellent Video Game Adventure.nes"
...
breaks all MMC1 savestates
2012-09-30 01:32:10 +00:00
goyuken
b6e4d9996e
DCFilter: add a "push" mode more suited to being placed between a resampler and a metaspu
...
Gambatte: change the order of output from "GB => resampler => metaspu => DCFilter" to "GB => resampler => DCFilter => metaspu".
This doesn't change anything under most circumstances, except when playing the emulator in slow motion (for instance, 50% throttle). There, the metaspu sometimes adds silence to the output, which isn't actually silence if it has a different DC offset than the audio it's being mixed with. Well, 50% throttle sound output will always suck anyway...
2012-09-29 22:38:47 +00:00
zeromus
0b03e6edc8
nes-big improvements to sound, hopefully. fix regressions from last night which killed a lot of music.
2012-09-29 22:19:49 +00:00
goyuken
a9304bef26
GB: memory domains now work correctly immediately after a loadstate
2012-09-29 13:03:14 +00:00
zeromus
3898733e8e
nes-fix dmc sfx bug in bt&dd making nonexistent sfx; add emulation of empty databus (to extra joystick bits and reads of nonexistent EXP and WRAM memory ranges.. need to scan other emulator source codes for places to check for use of empty databus); fixes freeze bug in bt&dd. also break savestates, but add a crude version system so we at least have a way to avoid it in the future.
...
bt&dd has a glitch that reads from $6000 when there is no ram installed, and crashes if something too large is returned. I think this chooses a frame for abobo, and you can actually see abobo's sprites glitch for one frame right when the wall finishes getting busted down (the same place where bizhawk was freezing)
2012-09-29 08:39:59 +00:00
zeromus
3095df51c3
nes-fix a missing variable in apu savestates. fixes nothing.
2012-09-28 08:34:02 +00:00
zeromus
1fbbbaf776
oops
2012-09-27 11:58:04 +00:00
zeromus
d9a55fed37
snes-load firmware files from a CoreInputComm path, which must be named exactly right; show the requisite filename in a messagebox if it's missing; but theres no GUI for the firmware path hooked up yet.
2012-09-27 07:22:31 +00:00
zeromus
079f19a03c
nes-i think the 8 sprite limit remover option was already working. however, it looks sync-dangerous, so i addressed that
2012-09-27 06:18:35 +00:00
zeromus
6c8177a08b
snes-print messages from libsnes. now you can see which dsp/firmware dependency it detected for the game (it has its own heuristics, not necessarily any need for gamedb yet). still not loading the firmwares though
2012-09-27 01:38:27 +00:00
goyuken
b6fd5c6b5f
china pokemon ahoy
2012-09-26 20:15:33 +00:00
goyuken
fc8087c344
preliminary SGB support.
...
1) choose your SGB rom from the path config (should probably be an .smc file of about 256KB)
2) turn on Load GB as SGB from the GB menu.
3) load rom again.
To turn off, uncheck Load GB as SGB from the SGB menu.
2012-09-26 15:59:14 +00:00
goyuken
e39d759d95
gambatte: some rom annotation status details
2012-09-26 03:24:00 +00:00
goyuken
b6f6b9a5db
gambattehawk: add slightly more intelligible error messages on bad mapper number load attempt
2012-09-24 20:20:21 +00:00
goyuken
36df8e4aab
fix default patch set for VRC7
2012-09-24 17:34:17 +00:00
goyuken
c94d5aa9b8
i implemented dwedit's DMC fix as best as i could understand it. 'Fire Hawk (USA) (Unl).nes' no longer has graphical glitches on the intro screen.
...
audio still sounds wrong, and crash still occurs once you get in game
2012-09-24 14:48:00 +00:00
zeromus
f53aa56f1c
snes-support high-res (2x=512 width) display modes by doubling the vertical lines. maybe we'll need to do this differently if we can find a game thats controlling the interlacing options.
2012-09-24 08:00:42 +00:00
zeromus
52edee63d8
snesgfx-support mode7 direct color displays. still need an example of a mode 3 or 4 direct color usage
2012-09-24 07:46:54 +00:00
zeromus
4efea7605d
snesgfx-support mode7ExtBg tiles & BG
2012-09-24 06:47:34 +00:00
goyuken
247402dbb3
for fun, find a copy of "vs castlevania" with ines header and load it. watch the pretty colors
...
TODO: Everything
2012-09-24 01:08:36 +00:00
goyuken
dab03cb034
snes: fix savestates just as in the previous commit
2012-09-23 16:59:44 +00:00
goyuken
71916f698d
i was going to fix gambatte savestates in a clever way, but i ended up just changing around a few things and then giving up
2012-09-23 16:56:11 +00:00
goyuken
7e89882d42
lag counter in sneshawk
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c++ is dum
2012-09-23 15:57:01 +00:00
beirich
03ebcb7ba1
add .MD = gen. because of pasky.
2012-09-23 02:44:04 +00:00
goyuken
35013f07e8
2600: stop emulator from hanging, consuming all ram, and then crashing in some situations
2012-09-22 19:47:25 +00:00
zeromus
03cb238ae3
snes-add scanline render callbacks and add scanline selector to graphics debugger
2012-09-22 05:03:52 +00:00
zeromus
a45c1f60bc
get rid of some warnings
2012-09-22 05:01:04 +00:00
beirich
64a04fd672
gen: two-cell vertical scroll mode
2012-09-22 04:46:44 +00:00
zeromus
3c6549a7bb
snesgfx-decode mode7 graphics
2012-09-21 17:21:21 +00:00
zeromus
72d4fefbe0
snesgfxdebug-fix 8bpp tile decoding and 16x16 tilemap rendering
2012-09-21 08:10:14 +00:00
zeromus
708b98b4b8
enum.HasFlag -- too good to be true? yes. 40x slower than doing an old fashioned bitmask check.
2012-09-21 07:10:54 +00:00
zeromus
70392be4e4
snes-all memory domains were showing WRAM instead of the right thing; fixed
2012-09-21 06:03:27 +00:00
zeromus
526078f578
snes-work on graphics debugger. some relayout, plus palette viewer
2012-09-21 05:56:47 +00:00
goyuken
c026b2dc81
slightly optimize previous commit by avoiding 32k unmanaged=>managed transition calls per second when skipping audio
2012-09-20 20:36:44 +00:00
goyuken
176ecd8650
support for !rendersound in LibsnesCore
...
worth about 5-10% on my machine in secret of mana opening
2012-09-20 20:25:40 +00:00
goyuken
1b54e3c061
change previous revision to use default value param
2012-09-20 20:00:14 +00:00
goyuken
51fc8e695c
add 'bool rendersound' to IEmualtor.FrameAdvance()
...
if false, the emulator is free to gain whatever speedup it can by not doing audio processing (shouldn't change anything sync related, though)
the core should still always call SoundProvider.GetSamples() after each FrameAdvance(), else DRAGONS
at the moment, only test-implemented in gambattehawk
2012-09-20 19:52:47 +00:00
goyuken
1301344d71
neshawk: fix: when paused, toggling "clip left and right 8" in nes graphics config caused garbage to show on screen.
2012-09-20 00:53:21 +00:00
zeromus
1760e9593f
nes-probably need to handle the left clipping case too
2012-09-20 00:24:46 +00:00
zeromus
e8487b77d8
change lua drawing to use an offset specified by the emulator core, so that drawing in the nes core can have nes-relative coords instead of multiclient-display-relative coords
2012-09-20 00:22:24 +00:00
beirich
18f3da0f55
gen: add missing savestate vars. rewind seems stable now from the games I've tested.
2012-09-18 11:09:05 +00:00
beirich
b2e48d8749
gen: savestates work, though they're nes-style brittle savestates for now
2012-09-17 23:28:22 +00:00
beirich
b04189b6b1
gen: rewind is working, savestates are not working [yet]. will fix more tomorrow
2012-09-17 05:48:24 +00:00
zeromus
c6a14d551c
snes-work on graphics tools a tiny bit
2012-09-17 00:16:19 +00:00
zeromus
b33fc4982c
remove derelict CoreVersion/Introspection stuff
2012-09-16 20:08:36 +00:00
zeromus
4018452f21
add CoreInputComm.CpuTraceEnable and CoreInputComm.CpuTraceStream, and use it in NES; set those appropriately from a gui component and you can effect user-controlled cpu tracing, if its been setup in the core he's interested in. CoreInputComm doesnt reconstruct between emulator instances, so this may not be the best way of hooking it up, but its serviceable.
2012-09-16 19:38:08 +00:00
beirich
eea2160df2
didnt meant to commit last time, but guess I should check this in so I dont break the build
2012-09-16 19:06:50 +00:00
beirich
5742d69f6a
2012-09-16 19:03:44 +00:00
zeromus
8cbc3ee2af
snes-setup hard and soft resets
2012-09-16 17:15:53 +00:00
goyuken
a87a9c1cd5
add "Default CGB" button to gambatte color chooser for default CGB grayscale
...
if no palette at all is available, the core will internally default to the "bsnes improved" palette
2012-09-16 17:09:52 +00:00
goyuken
727e441bb4
change gameboy control "Reset" virtual button to "Power" virtual button
...
some consoles have both "Reset" and "Power" notions, so this is to be more consistent
i'm not sure that i got all references...
2012-09-16 16:25:54 +00:00
zeromus
88fab46b21
fix error in snes Select and Start button binding (was using the NES bindings due to copy/paste error)
2012-09-16 16:23:10 +00:00
beirich
e208b147ae
gen: support save-ram. but not eeprom, yet.
2012-09-16 04:42:14 +00:00
goyuken
a7bdd745c6
move ColorChooserForm to the MultiClient
...
also disable its menu item if the emulator is currently in CGB mode (since it doesn't do anything)
2012-09-15 18:30:11 +00:00
adelikat
644f7415b9
Remove some delete controller images from the .sln file, GB Palette Config - misc dialog tweaks
2012-09-15 17:44:17 +00:00
goyuken
cfe73b292d
add gambatte boot flags to menu and config. i don't like all that stuff in mainform, but it works anyway...
...
TODO: these flags must also be added to .chickenfucker file header
2012-09-15 16:14:03 +00:00
goyuken
27b5d29f0c
Gambatte: soft resets (all 3 lines of code!)
...
Internally, Gambatte implements this as a full hard reset of everything except saveram. There are comments in the code to suggest that this is appropriate real console behavior...
2012-09-15 02:36:19 +00:00
goyuken
feaa652986
fix SMS SaveRAM == null in SMS
2012-09-14 23:31:10 +00:00
goyuken
16e831a84c
fix BRAM == null case in PCE
2012-09-14 23:18:16 +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
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
goyuken
1697e77042
gambatte: leave CoreOutputComm strings empty since we have nothing to say (for the moment)
2012-09-14 15:50:35 +00:00
goyuken
6053d1bf89
add ability to save to gambatte-style palette files
2012-09-14 00:35:31 +00:00
goyuken
c05c9ebda7
add loading of gambatte-style palette files to the palette selector (includes drag and drop)
2012-09-14 00:02:37 +00:00
goyuken
f5d37cf73b
the world would end if microsoft ran it
2012-09-13 23:09:03 +00:00
goyuken
c72ac19037
gambatte pal editor: use system color picker dialog
...
... but something about the customcolors isn't working right?
2012-09-13 22:20:05 +00:00
goyuken
bf5625655d
rename gambatte memory domains per todo list
2012-09-13 21:19:26 +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
beirich
2d2af1d143
oops
2012-09-13 04:15:25 +00:00
beirich
adee5befa5
Genesis ROM header parsing
...
and other stuff thats only committed because svn isn't decentralized!
2012-09-13 04:13:49 +00:00
goyuken
76c68bf6d5
add "interpolate" button to dmg color select
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idea shamelessly ripped from bgb
2012-09-12 23:45:42 +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
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
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
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
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
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
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
zeromus
eb67d2b666
fix archive chooser opening issue with zips containing solely one .sfc
2012-09-04 20:29:37 +00:00
zeromus
b2b1c8755c
snes-apply lsnes patches
2012-09-04 20:23:18 +00:00
brandman211
44e03b1923
-Changed the amount of pending cycles to add when the STIC sets SR1.
...
--This number is fairly arbitrary, and I don't know why it works, but for now, it does.
--The values of INTRM don't match up exactly, but I think this is mostly a logging issue, though I still need to look into this.
-Fixed the Overflow Flag calculation.
--My original formula didn't compare the signs of the operands.
--It always needs to use the original operands, not the 2s complement one.
--As such, a result parameter has been added.
-Fixed the detection of a double swap, shift, and rotate in the related instructions. Ironically, I shifted one too many bits in my detection.
-Masked the result of left shifts and rotates to 0xFFFF so that the flags are calculated properly.
-Made RSWD (un)set the right flags.
-Enabled GSWD, MVI, SARC, CMP@, ADD, SUB@, INCR, RRC, SLR, SLL, RLC, ADDR, SUBR, SLLC, CMPR, and RSWD.
-COMR, NEGR, ADCR, SAR, ANDR, SUB, AND, XOR, and XOR@ remain disabled as I have yet to hit any test cases for them.
At this point, IntelliHawk is executing instructions indefinitely with what seems to be perfect results! I think I'm ready to hook up the screen.
2012-09-04 19:29:02 +00:00
zeromus
4903ad240c
snes-change libsnes color output to 32bpp to avoid having to uncrunch 16bpp pixels, for an indeterminate speedup
2012-09-04 19:25:09 +00:00
zeromus
9726b75ec4
snes-support layer toggles (needs gui hookups)
2012-09-04 19:12:16 +00:00
zeromus
76cfbc47c1
fix loading of non-snes games, and try to make snes core reset a little more reliable by reconstructing more
2012-09-04 18:04:06 +00:00
zeromus
c8aa937f4f
snes-memorydomains (but not systembus)
2012-09-04 17:29:20 +00:00
zeromus
ea6c0b9378
snes-enable savestates. dont get your hopes up, its a bit bloated and weird, and we still need to asses the bsnesariffic savestate synchronization issues. but, it works.
2012-09-04 08:21:01 +00:00
brandman211
e51b79e2fa
-Flushed log after interrupt.
...
-Replaced subtraction with adding the 2s complement in instructions. That way, the Overflow Flag is calculated properly.
-Made it so that the masking of a result to 0xFFFF comes after calculating the Carry and Overflow Flags but before the Sign and Zero Flags.
-The CMPX instructions now use the aforementioned masking to properly calculate the Sign and Zero Flags even though the result doesn't actually get stored.
Thanks to this commit, IntelliHawk executes 1711 instructions properly. Next, it's supposed to take an Interrupt, which is bizarre because INTRM appears to be true at that point. This doesn't seem possible unless I am once again logging at the wrong time, hiding that the INTRM gets set to false before immediately switching back to true after taking the interrupt. Will look into this later.
2012-09-04 07:28:36 +00:00
zeromus
f5c0965045
snes-support save ram
2012-09-04 07:09:00 +00:00
brandman211
ca8b778a52
-Noted interrupts in the log.
...
-Added and Interrupted flag to make it so that interrupts only trigger once per falling edge.
-For now, interrupts take 28 cycles.
-Made it so that the STIC tracks Pending / Total Executed Cycles just like the CPU.
-Forwarded the cycles executed in the CPU to the STIC's Execute.
-SR1 is now inverted when there are no pending cycles.
--If SR1 is high, 14394 cycles are added to the pending cycles.
--If SR1 is low, 3791 cycles are added to the pending cycles.
2012-09-04 06:26:08 +00:00
zeromus
caed262122
snes-try and determine whether game is snes based on libsnes's internal heuristics, and use .SFC for it anyway
2012-09-04 06:08:46 +00:00
beirich
2ef33fbfec
gen: fix dumb bug with sprite masking... fixes sprites showing up in WINDOW in many games where theyre not supposed to
2012-09-04 02:56:53 +00:00
goyuken
25e213f157
libsnes sound is functioning. very quick, very dirty
2012-09-04 01:21:14 +00:00
beirich
ff8a58a9b7
gen: Implement CRAM read, VSRAM read. Correct sprite coordinate masking, fixing games several games where sprites were missing.
2012-09-04 01:07:03 +00:00
zeromus
37e6f68370
bsneshawk step 1 of N - compile libsnes, make bsneshawk core, setup interop, support frameadvance, video, gamepad. games are playable, I think.
2012-09-04 00:20:36 +00:00
beirich
0a60a37705
gen: fix Flavio's DMA test rom. and hopefully something else too.
2012-09-03 22:26:33 +00:00
beirich
c9b3f7bedf
gen fixes: HINTs shouldnt fire during vblank, some DMA fixes, fix a render priority issue (albeit not the ideal fix), substantial rom compatibility testing
2012-09-03 16:01:56 +00:00
beirich
d745b3112b
whoops, commit .csproj also for previous change
2012-09-03 00:46:28 +00:00
beirich
dd25cc924a
Move ICart.cs from directory/namespace for generic interfaces to Intellivision folder/namespace, as it is entirely Intellivision specific.
2012-09-03 00:45:30 +00:00
adelikat
1f128aeda4
Ram Search - small speedup on UpdateValues
2012-09-02 01:52:16 +00:00
adelikat
8c5d8741cb
Genesis - add Rom data memory domain
2012-09-02 01:33:12 +00:00
beirich
c91c001093
gen: Fix bug with word-reading Z80 bus status; fixes music in Monster World IV, Thunder Force 3 still boots
2012-09-01 21:04:40 +00:00
adelikat
2af24ba9fd
Genesis - add system bus memory domain
2012-09-01 19:49:40 +00:00
beirich
d586876f40
gen: implement H-ints
...
gen: implement Vram/Vram DMA copy (badly)
gen: fix dumb sprite rendering bug
gen: fix crash bug with certain WINDOW settings
2012-09-01 18:40:52 +00:00
adelikat
35ec42073f
NES - implement address poking on the system bus domain. Anything in the EXP, WRAM, PRG regions is done via the built in cheat system due to being handled by the mappers. This may not be the ideal way to do this but it seems to work well, and I don't know of a more logical way to handle this.
2012-09-01 18:34:31 +00:00
adelikat
9b7404b059
NES - Round 1 of Hook up NES cheats for system bus (i.e. game genie codes now work)
2012-09-01 14:13:36 +00:00
beirich
f21429b996
gen: implement WINDOW rendering
...
gen: initialize VDP registers to power-on values
2012-09-01 05:02:27 +00:00
beirich
e24f0962fc
gen: fix dumb tile priority bug (primarily affects Ghouls n Ghosts, which use the layers backwards from normal)
2012-08-30 04:29:33 +00:00
beirich
c4afd9f393
gen: allow word-reads to query Z80 bus status. now thunder force 3 boots.
2012-08-27 02:59:26 +00:00
beirich
8ad3e72ffa
Allow easy swapping of active 68000 core the C# core, or Musashi... As we are likely to be swapping between versions rapidly for some period of time.
2012-08-26 14:39:06 +00:00
beirich
2f73408029
gen: improved memory map and VDP I/O
2012-08-26 03:43:35 +00:00
beirich
58780191de
gen: implement raster effects
2012-08-24 04:45:09 +00:00
beirich
9545475455
gen: render priority improved somewhat... still some issues
2012-08-24 02:30:20 +00:00
beirich
575ceb3966
gen: Fix tile VFLIP bug, correcting the most obnoxious of the graphical glitches
2012-08-24 00:37:54 +00:00
pjgat09
78de49c923
Atari: Added an audio object to the TIA, including functions to run the 4 and 5 bit LFSRs. Also added some code for the first 4 audio modes, enough to generate samples for one of the audio channels.
...
Added a logic simulation of some parts of the TIA, including the audio portion. This requires logisim to run.
2012-08-23 02:04:24 +00:00
adelikat
67822be97c
NES - PPU - very minor cleanup
2012-08-23 01:28:33 +00:00
beirich
40a427e68f
md: correct hscroll offset calculation. genesis core 10% less embarassing.
2012-08-22 04:54:36 +00:00
adelikat
959e56b71a
NES - small (probably unnoticeable) speedup to WriteMemory()
2012-08-19 21:09:48 +00:00
adelikat
6473321100
NES - some optimizations to ReadMemory(), ~1fps speed up
2012-08-19 20:38:20 +00:00
adelikat
70929679d5
NES - don't recalculated the framebuffer constantly, instead only do it once per frame. ~1fps speed up
2012-08-19 20:01:17 +00:00
adelikat
493cff72c4
NES - tiny speedup
2012-08-19 19:21:35 +00:00
goyuken
2a2caa492c
add linear resampler (not activated in code). sounds about the same as the other two (ie, no major bugs) on the opening to Golden Axe
2012-08-19 17:46:13 +00:00
beirich
4ba8fcf227
ym2612: Implement detune. Implement a somewhat better resampler, still not a Good One.
2012-08-19 04:41:34 +00:00
brandman211
26b1d06b7a
-Simplified the CPU / STIC connection.
...
-Made FrameAdvance handle the pending cycle loop. During each iteration, it runs one instruction and ticks the STIC accordingly.
2012-08-14 03:58:11 +00:00
brandman211
9100232547
-Made connections between the signal pins on the CP1610 and the STIC.
...
--Not sure why the STIC has any connection to the SST, but the docs on the SST are virtually non-existent from what I could find.
--I took advantage of Func and Action instead of passing bool references to both devices. I think this makes sense.
-Added reset functions for both devices.
My comparison log for INTRM is still weird because it says it is true initially (Expected) and remains as such after the first instruction (A bit odd). I think this happens because the STIC is supposed to "tick" and shift SR1 to false immediately, but the STIC tick happens after the CPU tick, and the CPU tick is where the logging happens. I need to find a better place to put this logging, and I need to implement the STIC ticking for IntelliHawk. I'm not positive how to approach the latter issue as I assume a tick means one instruction execution, and my executions happen in a loop on the CPU, which has no reference to the STIC, so I'm not sure where this fits into the equation.
2012-08-13 08:10:15 +00:00
brandman211
fd6201c703
Implemented what to do on an interrupt. This seems to be logical as it tries to execute a GSWD instruction, but it takes the interrupt too early because I haven't figured out when to turn INTRM on / off.
2012-08-13 03:47:08 +00:00
adelikat
f84a3709c9
Misc code cleanup
2012-08-12 01:09:30 +00:00
brandman211
c6cf18061f
Scratchpad RAM, Graphics ROM, and Graphics RAM are apparently all 8-bit.
2012-08-10 20:40:34 +00:00
beirich
f42b96ba7d
ym2612: fix EG Rate calculation. Fix Attack Rate exponential formulation.
2012-08-10 04:46:29 +00:00
brandman211
5239b4f55b
-Separated the STIC and PSG memory map logic into new objects.
...
-Foreground / Background | Color Stack Mode
--Actually made a boolean for it (FGBG).
--Reading from a write-only STIC alias of $21 does change the STIC into Color Stack mode, but it doesn't actually read.
--Color stack mode is enabled when $21 or its alias is read and it is disabled (FGBG) when written its written, both having to occur during VBlank Period 1.
---This is what I gathered from the wiki, but I'm confused as to why it says that "The STIC stays in this mode until the program accesses location $21 again." I'm assuming this doesn't mean the mode changes on every access because then I don't understand why a read would change to a different mode than a write.
--FGBG is disabled by default. I don't think it matters.
2012-08-08 23:05:55 +00:00
beirich
b07008c7e7
Genesis vdp: small loadstate fix
2012-08-08 00:44:08 +00:00
beirich
32bc79be06
ym2612 mothaaaaafukkkkaaaaaaa
2012-08-07 05:48:30 +00:00
brandman211
0d20c133a5
-Moved the reset address to the CP1610 and made RegisterSP/PC private.
...
-Created helper functions for indirect ops; Indirect_Set will be needed for interrupts.
2012-08-06 15:51:35 +00:00
adelikat
1bce6a724d
oops, add Mapper197.cs
2012-08-05 22:28:03 +00:00
adelikat
975d449722
AxROM (Mapper 7) - make all AOROM games not emulate bus conflicts, fixes various Wheel of Fortune games, Double Dare, and Jeopardy
2012-08-05 22:02:58 +00:00
adelikat
ea8d47bcc0
Start Mapper 197 (based on MMC3) and sort out the use of this vs Mapper 91.
2012-08-05 21:34:00 +00:00
zeromus
6a63f2f197
nes-work on mapper091 a bit, but its still not right
2012-08-05 20:19:07 +00:00
adelikat
77da639dc6
NES - Fix Mapper 50
2012-08-05 19:20:54 +00:00
brandman211
a19b76e6cc
Added Interruptible and assigned it for every op.
2012-08-05 07:04:03 +00:00
brandman211
e9a8980f0c
-Throw exceptions for TCI, SIN, and BEXT.
...
-Added and logged INTRM, BUSRQ, BUSAK, and MSYNC.
2012-08-05 06:47:00 +00:00
brandman211
b83bb1901d
-When neither the cartridge nor hardware responds to a read, it now returns 0xFFFF instead of throwing an exception.
...
-I will now assume that 0x7000 is not mapped for the sake of continuing on. I will need to implement a mapper system shortly though.
--Did the same thing for 0x4800.
-AND@, MOVR, CMP enabled.
-Made the logging separator generate before an instruction instead of after the register states. This is quite petty, but I don't like the separator at the end of the file.
I hit an infinite loop, and I'm very very certain it's happening because I don't have an interrupt system yet. Time to stop avoiding that!
2012-08-05 05:59:55 +00:00
adelikat
e8e64bca62
NES - VRC6 sound!
2012-08-05 00:11:32 +00:00
adelikat
33954ddef7
NES - map MAPPER219 to NROM (fixes a version of 3D Block)
2012-08-04 19:22:49 +00:00
adelikat
c0706ed0ac
NES - add Mapper 120 (not documented by Disch docs), used by Tobidase Daisakusen (FDS Conversion). Mapper implementation based on FCEUX but game freezes before gameplay starts (plays fine in FCEUX)
2012-08-04 19:02:51 +00:00
adelikat
a7b847dbe2
NES - some small easy optimizations to the APU (very small)
2012-08-04 02:41:15 +00:00
adelikat
b10769ab4a
NES - dsiable NESWatch checks in ReadMemory since this feature is not yet used for anything
2012-08-04 01:54:19 +00:00
adelikat
fba6e64c58
NES - some small speed optimizations
2012-08-04 01:47:54 +00:00
adelikat
6e8d38fabe
NES - disable vrc6 sound for now
2012-08-04 00:57:26 +00:00
andres.delikat
31db5f9d05
NES - better handling of bus conflicts for AOROM board, fixes Wheel of Fortune
2012-08-03 14:12:04 +00:00
adelikat
70f07346b1
NES - start VRC6 sound, currently sounds terrible
2012-08-03 02:08:42 +00:00
andres.delikat
4754889131
NES - mapper 231 - optimize the ReadPRG() method
2012-08-02 21:05:15 +00:00