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)
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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
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
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
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
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"
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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
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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.
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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
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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
zeromus
03cb238ae3
snes-add scanline render callbacks and add scanline selector to graphics debugger
2012-09-22 05:03:52 +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
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worth about 5-10% on my machine in secret of mana opening
2012-09-20 20:25:40 +00:00
goyuken
51fc8e695c
add 'bool rendersound' to IEmualtor.FrameAdvance()
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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
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
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
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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
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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
goyuken
a7bdd745c6
move ColorChooserForm to the MultiClient
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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...
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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!)
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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
83e145c36f
change the IEmulator saveram interface.
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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
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... 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
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
goyuken
1e6a9415c1
add Sound.Utilities.DCFilter and use it in gambatte
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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
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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
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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
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
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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
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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.
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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
cbe1292e16
fix GB RewireInputChain crash
2012-09-09 02:06:07 +00:00
beirich
3ed2261cf9
Delete some unused files
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Move Nintendo\Docs folder to Nintendo\NES\Docs
2012-09-09 01:53:28 +00:00
beirich
11464a7e03
Move Gambatte files to Nintendo folder
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Clean up some missing file links in the csproj file
2012-09-09 01:40:29 +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
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.
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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
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
goyuken
a85dadcf7d
did a bunch of listening tests with libsnes and metaspu. switched to vecna metaspu
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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
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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)
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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
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
b2b1c8755c
snes-apply lsnes patches
2012-09-04 20:23:18 +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
zeromus
f5c0965045
snes-support save ram
2012-09-04 07:09:00 +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
goyuken
25e213f157
libsnes sound is functioning. very quick, very dirty
2012-09-04 01:21:14 +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
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
adelikat
67822be97c
NES - PPU - very minor cleanup
2012-08-23 01:28:33 +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
adelikat
f84a3709c9
Misc code cleanup
2012-08-12 01:09:30 +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
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
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
adelikat
accd643fde
NES - progress on mappers 90 & 209
2012-08-01 02:55:01 +00:00
andres.delikat
eeb0171eda
Start mapper 90/209
2012-07-31 22:04:45 +00:00
adelikat
a5262488c7
NES - fix mapper 96 prg mapping. These games are working as well as can be tested without better peripheral support, so I'm considering this mapper complete.
2012-07-31 03:07:38 +00:00
adelikat
4930979940
NES - progress on mapper 96, Oeka Kids - Anpanman no Hiragana Daisuki seems to play (but I can't get passed the title screen without Oeka Kids tablet emulation). Oeka Kids - Anpanman to Oekaki Shiyou!! fails to load (suggesting a PRG mapping problem?)
2012-07-31 02:58:59 +00:00
adelikat
c04b750d6a
Finish mapper 245
2012-07-31 01:01:15 +00:00
andres.delikat
a34bf45610
Add islag to savestates (now lagframe alert status updates when loading a state)
2012-07-30 14:42:52 +00:00
adelikat
59ba7efdaf
NES - start mapper 18
2012-07-29 22:40:57 +00:00
adelikat
31843f3e3a
NES - mappers 74, 192, 194 - set VRAM sizes when mapper object is created, this removes the need to set vram in the gamedb.
2012-07-29 18:43:21 +00:00
adelikat
d4ac95bd30
NES - implement mappers 74 and 194. Added gamedb entries for the games I could find that correspond to these mappers
2012-07-29 18:35:24 +00:00
adelikat
71865576a7
NES - finish mapper 192
2012-07-29 18:12:37 +00:00
adelikat
7cbee7bde4
NES - mapper 74 - implemented chr-ram behavior, however, it does not work (chinese characters still missing in dialogs, but this checkin causes no regressions)
2012-07-29 17:55:45 +00:00
adelikat
047ed975d1
NES - implement mapper 234
2012-07-29 03:42:05 +00:00
adelikat
c555e1df40
NES - mapper 52 complete
2012-07-28 18:53:26 +00:00
adelikat
9e96eb9ddc
NES - start mapper 52
2012-07-28 18:14:04 +00:00
adelikat
1fb7d9a8a6
NES - Mapper 45 - oops, add lock_regs flag to savestates
2012-07-28 15:42:57 +00:00
adelikat
678e60815e
NES - Mapper 50 - hook up IRQ logic?
2012-07-28 13:19:12 +00:00
adelikat
8d45516811
NES - mapper 50 - fix mirroring
2012-07-28 12:35:51 +00:00
adelikat
5d521a5132
NES - mapper 50 - some fixes, almost complete
2012-07-28 03:37:06 +00:00
adelikat
7805c460d0
NES - start mapper 50, but it doesn't work
2012-07-28 03:11:39 +00:00
adelikat
10c71da526
NES - implement mapper 45
2012-07-28 01:29:06 +00:00
adelikat
524bc29b43
NES - remove some console logging spam on mapper 49
2012-07-28 01:02:16 +00:00
adelikat
9ee133866d
NES - complete mapper 205, slight fix to mapper 91 (still not working)
2012-07-27 02:14:18 +00:00
andres.delikat
f72905f602
NES - start mapper 96 (prg mapping working)
2012-07-24 14:32:09 +00:00
adelikat
d774e49cd8
NES - Mapper 245 - do chr-ram logic. The 3 games I found correctly labeled as 245 (Yin He Shi Dai, DQ7, Hyrule Fantasy) all fail to run properly in this implementation, and FCEUX.
2012-07-24 00:12:40 +00:00
andres.delikat
b08c2861a4
NES - start mapper 245 prg mapping working (possibly)
2012-07-23 22:15:22 +00:00
adelikat
ed16f40529
oops, forgot to add Mapper205.cs
2012-07-22 20:11:55 +00:00
adelikat
b089f2996c
NES - decently support mappers 74 and 192 (games play fine other than missing characters in text boxes))
2012-07-22 16:57:44 +00:00
adelikat
91be138920
NES - fixes to mapper 91, still fails
2012-07-22 15:35:19 +00:00
adelikat
f85b6a017b
NES - checkin start of mapper 91
2012-07-22 01:02:18 +00:00
adelikat
225079a843
NES - implement board MLT-ACTION52 (Mapper 228) for both Action-52 and Cheetahmen II
2012-07-21 20:40:10 +00:00
zeromus
e66e936567
nes-fix mapper 061
2012-07-21 19:45:16 +00:00
adelikat
b8a16f93fa
Implement mapper 243
2012-07-21 19:23:05 +00:00
adelikat
f16a44d4e6
Start Mapper 243
2012-07-21 18:54:12 +00:00
adelikat
8aeb313381
Fixes to mapper 164, Final Fantasy V has a broken title screen but otherwise playable. Implemented based on Disch's original notes and so not quite complete.
2012-07-21 18:31:41 +00:00
adelikat
544410b4d8
Fix mapper 154 (Devil Man)
2012-07-21 17:51:52 +00:00
adelikat
86e14410b7
NES - mapper 225 finished
2012-07-21 17:19:59 +00:00
andres.delikat
5f4ad218a2
NES - start mapper 225
2012-07-20 21:48:16 +00:00
adelikat
96e7d85122
NES - add mapper 61, chr mapping is off somehow
2012-07-20 03:52:14 +00:00
zeromus
dd504a4960
nes-fix mapper057
2012-07-20 03:19:19 +00:00
adelikat
afbde96fe5
NES - fix some chr mapping logic in Mapper 57
2012-07-20 02:57:46 +00:00
andres.delikat
2e71b04de4
Start mapper 57
2012-07-19 18:30:39 +00:00
zeromus
3321c3e2c4
nes-fix mapper226
2012-07-19 18:20:32 +00:00
andres.delikat
77f4eeeac1
NES - implement mapper 58
2012-07-19 16:01:40 +00:00
andres.delikat
a9323e0386
NES - Implement mapper 62
2012-07-19 15:51:41 +00:00
andres.delikat
8f95b611a5
BizHawk - implement mapper 201
2012-07-19 15:01:32 +00:00
andres.delikat
c256e90a9d
NES - add mapper 203, doesn't play the 35-1 properly, but it doesn't run in fceux as well, documentation may be off, or the ROM i used is bad (not a lot of info on good dumps for these types!)
2012-07-19 14:13:45 +00:00
adelikat
876007c502
NES - fixes to mapper 226
2012-07-19 02:56:43 +00:00
adelikat
188716ab7b
Start mapper 226
2012-07-18 04:22:41 +00:00
adelikat
ecd3a2dd84
NES - add mapper 233
2012-07-18 04:08:37 +00:00
adelikat
803833d04a
Fix Mapper 230
2012-07-18 03:00:52 +00:00
adelikat
ea60a2c9f8
Mapper 60 - a more respectable bit logic implementation in ReadPRG
2012-07-17 23:58:53 +00:00
adelikat
2174e9938f
Implement mapper 60
2012-07-17 23:52:55 +00:00
andres.delikat
8aea375f9f
Mapper 230 - fix mirroring and some prg mapping
2012-07-17 23:05:58 +00:00
andres.delikat
d939e66867
NES - Implement a SoftReset function into the board base, Mapper 230 - implement mode switching via soft reset, implement prg mode 0, game select screen now playable, games are not
2012-07-17 15:24:36 +00:00
andres.delikat
fa449a5116
NES - add mapper 230, contra mode is working, still todo: implement mode toggling on soft reset
2012-07-17 14:02:56 +00:00
zeromus
5eaf27e510
nes-fix mapper 231
2012-07-17 06:24:36 +00:00
zeromus
309d6b4e64
nes-fix mapper 200
2012-07-17 06:19:03 +00:00
adelikat
bbf5be7d74
NES - add mappers 200 & 231, PRG mapping isn't quite right on either but some games work
2012-07-17 04:06:48 +00:00
adelikat
ee5db4cc06
Mapper 112 - Finish implementation of CHR mapping, and misc small cleanups
2012-07-17 02:01:53 +00:00
adelikat
69712a203d
Remove compatibility.txt and replace with a link to the wiki page
2012-07-17 01:46:55 +00:00
adelikat
5df5def02d
remove NES test status doc that is outdated and obsolete to this page: http://tasvideos.org/EmulatorResources/NESAccuracyTests.html
2012-07-17 01:06:38 +00:00
zeromus
ecd58fc96e
nes-protect from syncstates which dont call base.SyncState
2012-07-16 22:06:55 +00:00
zeromus
9c2a521c19
nes-fix m112 and some other unnecessary things
2012-07-16 22:01:10 +00:00
andres.delikat
ad2e9267e3
NES - Mapper 112 - fix prg bank selection, however, game still fails to run
2012-07-16 21:12:01 +00:00
zeromus
cf5c972990
nes-try fixing m207
2012-07-16 03:04:44 +00:00
zeromus
06c44cf040
nes-add NES-JLROM for mr gimmick! (e) - but it doesnt work cos its pal
2012-07-16 02:59:54 +00:00
adelikat
2d89f5485f
Implement Mapper 207, Fudou Myouou Den now playable but graphical issues.
2012-07-16 01:51:16 +00:00
adelikat
1751e615d7
Oops, update csproj file with new mapper files, update mapper compat list
2012-07-15 23:58:00 +00:00
adelikat
c9128cc78e
Start Mappers 154, 112
2012-07-15 23:12:52 +00:00
zeromus
3ae3a52f7a
nes-do mapper088 differently
2012-07-15 22:30:25 +00:00
zeromus
a33859fc1e
nes-fix mapper 088
2012-07-15 22:22:57 +00:00
adelikat
f62607dea9
Start mapper 88
2012-07-15 21:45:28 +00:00
zeromus
a47c70d0ef
nes-fix #12 "Strange "White noise" sound during 1943 (USA) intro" as well as a boatload of aesthetic improvements to make the sound output not so embarassing. no speedups whatsoever though.
2012-07-15 00:09:34 +00:00
zeromus
1f588c451f
nes-add broken bisq apu. it probably wont be fixed. but its a lot of work, so there it is. also remove spam in SXROM
2012-07-14 18:43:37 +00:00
andres.delikat
0834c63a43
NES - sound config dialog for toggling sound channels
2012-07-12 23:13:22 +00:00
adelikat
60640acece
NES - Implement Mapper 246
2012-07-06 03:44:34 +00:00
zeromus
1eda5f6d63
nes-express m193 differently, maybe more clearly
2012-07-06 03:12:20 +00:00
zeromus
157c145a46
nes-fix m193
2012-07-06 02:29:42 +00:00
adelikat
7a9d037fed
NES - Progress on Mapper 193
2012-07-06 01:36:19 +00:00
zeromus
1d254c3705
nes-fiddle around with board irq signal tracking system. break every NES savestate. fix a desync bug in a bunch of mappers
2012-06-25 06:32:54 +00:00
beirich
b599c69c18
Add VirtualWidth to IVideoProvider and the (numerous) implementations. This is just phase 1, client needs to be updated to utilize this information, and some cores (especially PCE) should be updated in a more involved way to provide better TV emulation.
2012-06-25 02:50:34 +00:00
zeromus
7e8752a5b9
nes-sort out some bus conflict flags for CNROM games to fix colorful dragon (unl) (sachen)
2012-06-24 17:39:12 +00:00
zeromus
5b356c5157
nes-support mapper 178 and fix a regression from yesterday that made most roms not loadable
2012-06-23 18:30:27 +00:00
adelikat
dcdd98fc03
Fix mapper 116 code so that project compiles
2012-06-23 15:45:58 +00:00
zeromus
50d4564e0e
nes-support mapper 116
2012-06-23 08:52:12 +00:00
zeromus
8bf9b92949
nes-support mapper 241
2012-06-20 22:24:56 +00:00
zeromus
6156188676
nes-support m015
2012-06-19 21:23:24 +00:00
adelikat
a2a9bfde3c
NES - implement mapper 92
2012-06-16 23:34:42 +00:00
zeromus
ace86fa321
nes-clarificatoin to mapper 19 and 210 (theyre actually identical)
2012-06-16 16:59:02 +00:00
zeromus
540be07cf2
nes-support mapper 076
2012-06-15 19:55:29 +00:00
zeromus
e1152799b4
nes-last commit was broken, fix tlsrom compile issue
2012-06-15 19:28:40 +00:00
zeromus
916066c3f0
nes-mmc3/namcot108 differences have become more clear in the past few months. refactor those mappers (split them apart, theyre not as similar as once thought) to reflect new understandings. no functional improvement from this other than maybe some new bugs, but it will help on some other mappers later
2012-06-15 19:24:06 +00:00
zeromus
b240c675ce
nes-mapper 72 fixed and misc bookkeeping
2012-06-11 07:59:30 +00:00
zeromus
6462d84ac9
nes-add some docs and clarification and cleanups of the sunsoft mappers
2012-06-11 06:55:34 +00:00
zeromus
3a336b9ef4
nes-mapper 67
2012-06-11 06:32:44 +00:00
zeromus
cff7ba6d24
nes-fix lagrange point, including sound
2012-06-07 20:52:49 +00:00
zeromus
65060e47a7
nes-note that in compat list
2012-05-27 20:21:10 +00:00
zeromus
45cfc7b036
nes-add mapper 176 and fix savestate of mapper 164
2012-05-27 20:20:27 +00:00
zeromus
82e57988c6
nes-remove newly redundant wram masking from derived board classes (mmc3 and mmc1 affected); separate checkin done for this in case i goofed up
2012-05-27 07:44:29 +00:00
zeromus
c5a2d0f8f0
nes-fix bug in base board class wram functionality (forgot to add masking to wram size configured in the Cart struct by the derived board Configure method)
2012-05-27 07:42:13 +00:00
zeromus
97933f2560
nes-support TENGEN-80004 (just bookkeeping; uses already existing mapper 068)
2012-05-20 21:10:22 +00:00
zeromus
638a99a1f7
nes-fix a potentially desyncable bug in mmc3 savestate
2012-05-20 21:04:06 +00:00
brandman211
cd0016343f
Done trying to optimize the PPU's FrameAdvance. We may have saved some processing time, but it's not very consistent.
2012-05-06 06:04:00 +00:00
brandman211
05157997f1
-Added a very basic fix to the graphics scaling issue per adelikat's advice.
...
--Gets worse as the scale increases.
--For x3, the box doesn't increase size, but the box still changes position. I think there might be a difference between the TargetZoomFactor and the actual screen size, so perhaps we should tie this to something else.
-Working on very small optimizations to the NES PPU with CorruptedSyntax...this is more fun, so we'll do this first.
--Eliminated an entire loop.
--Branched to two loops instead of branching for every iteration in one loop.
--Got rid of some redundant instructions using temporary variables.
--This may be completely premature, but I seem to have gained a few FPS from doing this. For me, I get 38-39 FPS where I'd previously get 33-34.
2012-05-06 04:09:28 +00:00