Commit Graph

336 Commits

Author SHA1 Message Date
adelikat 9751fd5a1a Move interfaces and base implemenations from emulation to emulation.common 2013-11-04 01:39:19 +00:00
adelikat 026072ee68 moe IPS.cs from Emulation to Client.Common, until it is needed by cores 2013-11-04 01:17:59 +00:00
adelikat f52220bc5a somehow a movie recording object survived tucked away in Implementations that predates bizhawk movie recording 2013-11-04 01:09:24 +00:00
adelikat 348171bdc5 start Emulation.Common project and move the Emulation/Database folder files to it 2013-11-04 01:06:36 +00:00
adelikat 4f5d8b89c9 move Log.cs from BizHawk.Emulation to BizHawk.Common 2013-11-04 00:45:23 +00:00
adelikat 7f3f116cd9 Move QuickCollections from BizHawk.Emulation to BizHawk.Common 2013-11-04 00:40:46 +00:00
adelikat 7b03fc0bc0 Move Buffer.cs and Util.cs from BizHawk.Emulation to BizHawk.Common, and add 1234832983 usings 2013-11-04 00:36:15 +00:00
adelikat fe7da7c5b5 move disc stuff out of BizHawk.Emulation into a new project BizHawk.Emulation.DiscSystem, updated namesspaces in those files, set up other projects with the right references and usings 2013-11-03 23:45:44 +00:00
adelikat cd856a0011 move output folder up one level 2013-11-03 14:06:46 +00:00
zeromus fa40ae718f reapply edits and cleanup 2013-10-27 07:54:00 +00:00
zeromus 179dbd4124 revert back to r5156 2013-10-27 07:45:59 +00:00
adelikat ba2ff213c6 Start the BizHawk.Common project and move MRUStack and UndoHistory there 2013-10-25 15:30:20 +00:00
saxxonpike 2e178d84e1 Updated Experimental Vic. 2013-08-30 20:22:12 +00:00
saxxonpike 1e8569be97 Commodore64: Renamed Sprite to SpriteGenerator. Created GraphicsGenerator file, with plans to isolate the background graphics generation (as it is a separate logical unit within the chip itself.) 2013-08-26 20:07:50 +00:00
saxxonpike 6fdc7284bd Commodore64: Split Sid classes into three files, up from one. Fixed border timing in TimingBuilder. Renamed Sync class to SaveState. 2013-08-26 19:22:04 +00:00
saxxonpike 228fa3869f Video chip timing in the old core now builds its timing tables dynamically instead of having them hardcoded- should greatly reduce human error. The algorithm should cover every single revision of VIC. 2013-08-24 15:21:51 +00:00
saxxonpike c827d42f2d Commodore64: Experimental VIC updated. 2013-08-21 09:38:22 +00:00
saxxonpike 2e7935938a Commodore64: Split up and moved source files. No user-observable changes in execution. 2013-08-20 07:27:59 +00:00
saxxonpike b5fcb81727 Commodore64: Save states implemented. 2013-08-19 03:42:40 +00:00
saxxonpike e9bacfd683 Commodore64: More preparation for savestates, condensed the PLA (this is as fast as it can get) 2013-08-18 03:58:39 +00:00
saxxonpike e9d4c09ad1 Commodore64: Video chip framework maintenance. 2013-08-18 02:21:32 +00:00
saxxonpike 4efe07378f Commodore64: Preparation to implement savestates once again. 2013-08-18 01:21:53 +00:00
saxxonpike 03087a88eb Commodore64: Split the Vic code into a number of files. More time spent coding, less time spent looking for things. 2013-08-17 20:51:09 +00:00
saxxonpike 84a0179583 Commodore64: More progress on experimental framework plus a small speedup in the current framework. 2013-08-17 05:55:07 +00:00
saxxonpike 30174b9b9c Commodore64: Mobo glue for the experimental framework is complete. 2013-08-16 11:28:00 +00:00
saxxonpike 9cc6936b89 Commodore64: Whoops, forgot the CIA in the new test framework. 2013-08-16 10:20:38 +00:00
saxxonpike 155aea5b89 Commodore64: Framework for a bit of an experiment.. 2013-08-16 09:52:25 +00:00
saxxonpike 7c532fbd01 Commodore64: Experimental video chip things. 2013-08-15 09:49:38 +00:00
saxxonpike 5c37b64eec Commodore64: Removed a lot of unnecessary function chains and converted unsigned types to int. 2013-08-14 05:05:17 +00:00
saxxonpike c02f79e99c Commodore64: Rewrote PLA to fix chip select problems. 2013-08-11 02:46:27 +00:00
zeromus 226622e339 renovate the firmware system. cores now have the ability to get firmware themselves, without needing to have files loaded or pass paths from the multiclient. users can select whatever firmware they want from the firmwares config dialog. 2013-08-10 01:17:06 +00:00
goyuken 92d71ee89f revert r4551 changes to .csproj files 2013-06-25 21:34:06 +00:00
pasky1382 23d71a3b87 Commented out unworking code for disc.DetectSegaSaturn() in MainForm.cs
Added 'Always On Top' option to settings in hex editor/tas studio/ram search
2013-06-25 08:50:42 +00:00
zeromus b7dbb91419 DiscSystem-misc improvements and bugfixes, add CDFS parser, and add DiscID system for PSX and PSP discs. 2013-06-25 08:31:48 +00:00
goyuken 39f82cbca9 psphawk 2013-06-25 00:14:35 +00:00
pjgat09 e78985244c N64: Split the m64p api into it's own class 2013-05-06 03:22:27 +00:00
goyuken 149eeb5f33 saturn - support loading bios. note that at the moment, the bios filename isn't in the firmware configuratorthingy. this marks the first change made to the yabause core itself (excepting the yui.cpp that we added); changing memory.h so that block loads don't do unnecessary fseek() 2013-05-02 20:47:56 +00:00
goyuken d2fecaa172 saturn emulator. for the moment, try loading any unknown .cue file. when you do so, the saturn core will attempt to load "D:\encodes\saturnimages\Castlevania SOTN.iso" 2013-04-30 21:28:35 +00:00
pjgat09 a4fb43185a N64: Adding a dummy emulator 2013-04-29 01:57:41 +00:00
adelikat da80b7117a Oops, Make VS2010 project compile 2013-04-14 20:04:38 +00:00
goyuken 689a5fac6e reverse merge 4237 as it breaks compilation 2012-12-29 14:41:51 +00:00
brandman211 83ec09c960 Added GB(C/A) and A2800 framerates to GetSeconds, fixing the related movie lengths in the PlayMovie dialog. Assigned A7800 to and Coleco to use A2800's NTSC framerate. No clue about PAL for anything. 2012-12-29 09:55:37 +00:00
goyuken 63f9752ea2 rough in some stuff for game boy link cable recording. none of it is finished yet 2012-12-29 01:25:06 +00:00
zeromus 8a69a4ebe0 switch snes core back to external process. more refined this time. support use of performance core. 2012-12-25 20:36:04 +00:00
goyuken 0aa5e2a512 NES: try implementing SEEPROM for BANDAI-FGC boards. Seems to work reading, but I can't get far enough into any of the games for writing. Like the rest of the mapper, only works with crc id because I don't know how to positively identify any of this from ines headers. Affected games:
24C01  http://bootgod.dyndns.org:7777/search.php?keywords=BANDAI-LZ93D50%2B24C01&kwtype=pcb
24C02  http://bootgod.dyndns.org:7777/search.php?keywords=BANDAI-LZ93D50%2B24C02&kwtype=pcb
2012-12-17 19:54:45 +00:00
goyuken bab873fa13 mmc5: fix bug in pcm audio that i didn't even know about because nothing ever uses it at all. sunsoft 5b: implement audio. affects Gimmick(J). note that the audio emulation is rather incomplete. 2012-12-14 21:06:58 +00:00
goyuken 6ca1886933 MMC5: audio. PCM is untested because i don't know of anything at all that actually uses it. 2012-12-14 18:41:16 +00:00
goyuken 1e40bc9082 move 7800 into separate cootie-solution 2012-12-12 19:39:17 +00:00
goyuken d205d68b95 move our 7800 code into Bizhawk.Emulation namespace (oops) 2012-12-12 18:17:30 +00:00
goyuken f32fc83d96 7800: integrate the existing emu7800 gamedb as a core-private gamedb (not unlike bootgod), and use that to drive decision making. emu7800 should now be able to correctly load 7800PAL and 2600 games. 2012-12-12 03:40:18 +00:00