Commit Graph

1207 Commits

Author SHA1 Message Date
adelikat 9c047b34b4 oops 2012-10-23 03:47:00 +00:00
adelikat 427a80548c Start an atari 7800 core based on emu7800, if you have bios files in very specific locations and filenames, you can open 2k ntsc games, and watch with no sound or controls! 2012-10-23 03:33:57 +00:00
goyuken 3378ea8001 fds audio: clip. intro to Metroid now sounds passable 2012-10-22 17:04:37 +00:00
goyuken 966495cbae fds audio channel. completely untested 2012-10-22 16:10:19 +00:00
goyuken fbb46e7054 fds - fix up some junk. smb2j runs now 2012-10-22 02:50:43 +00:00
goyuken e84f1d2761 fds: hmm 2012-10-22 01:11:39 +00:00
goyuken 44a8f442ee fds boots something 2012-10-22 00:57:28 +00:00
goyuken cda9a49d5f FDS : get a little farther before erroring out. still work to do 2012-10-21 19:22:22 +00:00
goyuken 7568ff9437 add FDS skeleton. set up your fds bios with pathconfig, then try to load any file with extension ".fds" 2012-10-21 15:58:24 +00:00
zeromus a34337691a run all version numbers through one place so that gui version numbers and assembly/dll version resources can be the same 2012-10-21 05:21:59 +00:00
adelikat 9a1cbbb34c Atari - attempt the 3E mapper, seems broken 2012-10-20 01:51:38 +00:00
adelikat 4f045eb20d Atari - a stab at implementing mapper m4A50, don't work, oh well, the mapper is garbage and overly complicated, and can't really exist 2012-10-20 00:14:28 +00:00
adelikat 90a288afeb Implement X07 mapper 2012-10-19 23:31:42 +00:00
adelikat 162932797b Atari - make 4Pak use the F6 mapper (header wants 4IN1 which I couldn't find any info on). F6 makes it playable it seems. 2012-10-19 21:33:23 +00:00
adelikat 563065d054 AtariHawk - fixes to the E7 mapper, still broken, don't know why, tired of looking at it 2012-10-19 00:13:39 +00:00
adelikat 00934939b0 AtariHawk - implement mapper 3F (including support of 512kb for homebrew) 2012-10-18 22:22:09 +00:00
goyuken 485d7c05c7 make av dumping with avi a bit more graceful error handling. NES: avoid crash when the frontend behaves in a naughty manner 2012-10-18 20:57:53 +00:00
adelikat 826419a0a3 AtariHawk - don't flag a frame as lag if the control switches are being read 2012-10-18 19:45:44 +00:00
goyuken d3a6b04a40 nes mapper 108: Meikyuu Jiin Dababa (FDS Conversion) 2012-10-17 19:06:03 +00:00
zeromus 9e50d25c16 snes-support user override backdrop color 2012-10-17 18:39:44 +00:00
goyuken b2db264eed nes: unif mapper "BMC-NovelDiamond9999999in1". possibly also INES mapper 54, but i've only seen this game in unif form. One game: "Multi-Game Pirate Carts.7z|Novel Diamond 999999-in-1 [U][p1][!].unf" 2012-10-17 16:48:28 +00:00
goyuken 41d401c60a nes mapper 177:
Shang Gu Shen Jian
Xing Zhan Qing Yuan
Wang Zi Fu Chou Ji
Xing He Zhan Shi
Mei Guo Fu Hao
2012-10-17 15:52:01 +00:00
goyuken 77b53f1400 nes mapper 143 : magic math, dancing blocks. dancing blocks refuses to run due to core problem? see comments... 2012-10-17 15:01:49 +00:00
goyuken ea02d40c66 add a number of UNIF board mappings. every one of these is tested playable on at least one game, but that doesn't mean it's "right" overall. as always, the only true solution is a hash identify. 2012-10-17 02:08:19 +00:00
goyuken 2c881a0785 AxROM: forgot that stupid ines doesn't really specify vram size at all. force vram = 8 for MAPPER007, because that's all that makes sense 2012-10-17 01:56:28 +00:00
goyuken a77e103d2b nes AxROM: turn crash from bad iNESes into an assert failure. 2012-10-17 01:52:54 +00:00
goyuken 58dacf9bcc NES: add line to rom status log for SHA1 hash when loading UNIF 2012-10-17 00:59:22 +00:00
goyuken 00c6259689 Unif: populate ci.wram_battery based on BATR chunk. 2012-10-17 00:44:34 +00:00
zeromus 4e079389da nes-re-sort board list continually with the most recently used one at the top of the list 2012-10-17 00:38:28 +00:00
zeromus 28687957cc nes-try prioritizing board search order 2012-10-17 00:25:46 +00:00
goyuken 201c7a9dc2 VRC7: create the fm chip in Configure(), instead of before constructor. this shaves .001ns off board scanning times 2012-10-17 00:25:02 +00:00
goyuken 9e2a207d4f nes mapper 41: caltron 6 in 1 2012-10-16 22:41:00 +00:00
zeromus 31c7edf8dd nes-unif support. we will need to explicitly add every UNIF board we support to their respective mappers, because
[1] each unif board name carries with it its own unique assumptions about which chips are present. 
[2] the unif board names may not be matching bootgod's, which we accept as canonical; 
also fix a small memory leak due to nes boards not being disposed during scan process.
2012-10-16 22:27:48 +00:00
goyuken cffc9293c1 nes mapper 164: fix final fantasy v graphics 2012-10-16 21:59:30 +00:00
goyuken 0e87a399ef Dummy commit to test problems with our bot
Hello, World!
2012-10-16 21:45:11 +00:00
goyuken 2207dc32ef mapper42: fix whitespace
natt is so godlike
2012-10-16 21:39:34 +00:00
goyuken 80737e8097 nes Mapper 42: dumb FDS conversion pirate stuff
Ai Senshi Nicol [p1].nes
Bio Miracle Bokutte Upa (J) (Mario Baby - FDS Conversion).nes
2012-10-16 21:37:25 +00:00
goyuken 9f31d09473 nes mapper 165: fix triggered ppu bankswap; Fire Emblem (Ch) looks good now 2012-10-16 20:21:36 +00:00
goyuken e45a80f6d5 NES: better error message for certain gamedb gaffe 2012-10-15 23:53:14 +00:00
goyuken fbcc7375de nes: add "NES-TR1ROM" to TVROM, should emulate identically (except for differences in MMC3 variant, which are handled). like "NES-TVROM", bootgod id only, as iNES is too crappy for this. should fix some version of Gauntlet (U), but can't test as I don't have the rom. 2012-10-15 21:34:39 +00:00
goyuken dfe0e6fa96 nes mapper116: fix exception 2012-10-15 20:50:46 +00:00
goyuken 1dd0265e60 Mapper 77 ("IREM-74*161/161/21/138", Napoleon Senki (ナポレオン戦記)): fix nametable mirroring 2012-10-15 20:25:15 +00:00
goyuken d575e50fd2 mapper 27: doesn't work and i'm tired of looking at it. blah 2012-10-15 19:44:41 +00:00
goyuken feb124bc89 nes mapper 37: "Super Mario Bros. / Tetris / Nintendo World Cup" licensed multicart (E) 2012-10-15 16:02:23 +00:00
goyuken 556d428406 atari: fix mapper F0 (megaboy). game appears to be playable 2012-10-15 15:17:20 +00:00
goyuken 591857ad0f atari2600: show what mapper is in use in romstatusdetails 2012-10-15 15:13:32 +00:00
goyuken e034115ad8 nes mapper 168: racermate. not playable until special controller is emulated 2012-10-15 14:47:37 +00:00
adelikat f7c6659b76 Atari - Mapper E7 - small fix, the games still don't work but it may or may not be this mapper, need to look into it more 2012-10-15 14:29:13 +00:00
goyuken 4ffacf1ff8 wrote some UNIF load routines, but since NES.Init() is a giant mountain of spaghetti, i didn't feel like plugging it in. for a rainy day perhaps... 2012-10-15 00:39:41 +00:00
goyuken d90bf4ac0f SachenSimple.cs: add comment about PAL emulation 2012-10-14 21:11:26 +00:00
goyuken 0bf3ab7636 mapper 133, 145, 146, 148, 149, 160: jovial race \ qi wang chinese chess \ sidewinder \ galactic crusader \ lucky 777 \ twin eagle \ mahjan samit kabukicho hen \ master chu & the drunkard hu \ metal fighter \ millionaire \ pyramid ii \ silent assault \ mahjong world \ shisen mahjong seifuku hen \ taiwan mahjong 16 2012-10-14 21:00:50 +00:00
goyuken a93d7018e4 mapper 040: smb2j (US pirate cart) 2012-10-14 19:56:49 +00:00
goyuken 5125f43854 add mapper 165: mmc3 variant. Fire Emblem (Pirate). Some graphical glitches. 2012-10-14 18:34:15 +00:00
goyuken 5661205bda event.onmemoryread(function f) : f is now passed the address in question. similarly for onmemorywrite 2012-10-14 15:19:31 +00:00
goyuken 8d8e636450 libgambatte: add memory read\write callbacks, maybe? not sure how to test it... 2012-10-14 15:10:33 +00:00
goyuken 1f63e410ba support "TENGEN-800004" as it is functionally identical to NES-DRROM. Fixes Gauntlet (Unl). Bad dumps of Gauntlet won't work because bootgod id and setup is required. 2012-10-14 14:16:25 +00:00
adelikat 6fedb67949 Fix the Write callback for the MemoryCallBackSystem and refactor the object more appropriately 2012-10-14 14:08:25 +00:00
goyuken a5f7e1f3f8 mapper 156: buzz and waldog, metal force 2012-10-14 02:46:02 +00:00
adelikat 3f961647a8 SMS - oops broke stuff on last commit! 2012-10-13 20:39:13 +00:00
adelikat 98ae0abe28 Lua - Implement onmemoryread() and onmemorywrite() to the remaining C# cores except Genesis 2012-10-13 20:15:28 +00:00
adelikat 557fb150c3 Lua - implement onmemoryread and onmemorywrite for the NES and PCE cores 2012-10-13 18:59:09 +00:00
goyuken def3a06da0 add mapper 132 (creatom). i have no idea how to play the game, though 2012-10-13 18:35:31 +00:00
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
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