Commit Graph

2136 Commits

Author SHA1 Message Date
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 b87af7d429 lua-try caching solidbrushes and pens for faster drawing 2012-09-07 03:34:16 +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
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
zeromus ade89fe798 snes-fix bug where loading more than one snes rom would wreck the emulator 2012-09-05 23:16:08 +00:00
pasky1382 60e267dd91 minor edit in the script. 2012-09-05 02:42:14 +00:00
pasky1382 d6a18f5f12 updated the metroid hitbox viewer script. 2012-09-05 02:35:09 +00:00
adelikat ead2d186cf SNES - hook up movie playback, probably, needs a frame counter to use it 2012-09-05 02:24:03 +00:00
adelikat f1de424aa3 Fix input display that I broke yesterday. Hook up SNES input display and movie recording (but not playback) 2012-09-05 02:07:30 +00:00
goyuken 9b8e54989c now that i've had a little more time to understand Metaspu, i see quite easily how it can be used in the place of DualSound, so do that. only actual effect of change should be how audio sounds while recording is going on. as an orphan, DualSound will likely be deleted soon. 2012-09-05 00:36:38 +00:00
pasky1382 34da5a0bb1 Added legend of toki hitbox viewer lua script for genesis. 2012-09-04 23:35:59 +00:00
pasky1382 46ccd190dd Added Super Castlevania 4 hitbox viewer lua script. 2012-09-04 22:51:39 +00:00
pasky1382 f5d728bd35 Edited the Super metroid lua, added super mario world hitbox viewer lua script 2012-09-04 21:55:41 +00:00
andres.delikat 71e07d0493 add a null check that could potentially crash the emulator in the HowMany() function I wrote for path and watch functions. No functional change probably. Also clean up the organization of this method 2012-09-04 20:40:39 +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
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
pasky1382 7d04b60b85 2012-09-04 19:23:23 +00:00
zeromus 9726b75ec4 snes-support layer toggles (needs gui hookups) 2012-09-04 19:12:16 +00:00
zeromus e364353131 add .sfc to fileselector UIs 2012-09-04 18:07:40 +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 dd6d0a47e1 hexeditor-print "0x100000 addresses" instead of "1048576 addresses" 2012-09-04 17:26:27 +00:00
zeromus d02f925e13 snes-support SNES subdirectory for sram and such 2012-09-04 07:14:29 +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
adelikat 2de8e3c346 Ram Watch/Search/Poke - use Watch objects internal domain value, this commit doesn't add functionatility yet (may have even broke something), but will lead to eventually being able to watch multiple domains at once, and some ram search optimizations 2012-09-04 00:33:47 +00:00
zeromus 0cc6bf072e needed another mingw dep 2012-09-04 00:30:40 +00:00
zeromus 83d345c6f7 oops 2012-09-04 00:23:09 +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 2cd7af1c4c Ram Poke - use a nullable int, -99999999 is now a valid poke/readable number! 2012-09-03 23:45:41 +00:00
adelikat 1f454af2c3 Refactoring of Watch object and related tools, add domain into Watch object. No functionality changes in this commit 2012-09-03 23:42:00 +00:00
adelikat a48562bc36 NES Graphics Config - double clicking GB color opens up color selection (same as clicking change), clean up outdated TODO list 2012-09-03 21:52:51 +00:00
adelikat 632127fe0a NES - don't record lag frame status into movies, it is not necessary for TAStudio anymore 2012-09-03 21:38:11 +00:00
adelikat 80012d29c6 TAStudio - store whether or not a frame was a lag frame along with the state for green zoning, show lag frames in red based on this flag rather than something recorded into the movie file, also fixed a bug I introduced in the last commit 2012-09-03 21:28:10 +00:00
adelikat ac91ed67a6 Movies - refactor & cleanup the MovieLog class 2012-09-03 20:55:05 +00:00
adelikat 6142e2a8f1 Movies - a bit more cleanup 2012-09-03 20:26:51 +00:00
adelikat 1b20175a81 Movies - final round of refactoring, also removed all code relating to the StopOnFrame variable. The fast foraward button on TAStudio now loses some functionality, but the code that did it needed an overhaul 2012-09-03 20:17:57 +00:00
adelikat 8f408737da Movie refactoring - round 2 2012-09-03 19:42:53 +00:00
adelikat 27f4663125 Movies - round 1 of code cleanup (no functional changes) 2012-09-03 15:05:09 +00:00
adelikat eae73accf3 Hex Editor - text option in Find Box, this feature converts text to its byte codes and searches that byte array 2012-09-03 01:17:03 +00:00
adelikat ad162b614f Hex Editor - implement text area highlighting 2012-09-03 00:49:59 +00:00
adelikat 2e19451b0f Hex Editor - implement Save, and Save ROM file menu options 2012-09-02 23:12:00 +00:00
adelikat 86f3394be0 Hex Editor - support archived roms for the Rom File domain 2012-09-02 22:45:06 +00:00
adelikat 4031fd8324 Hex Editor - preliminary support for a ROM File memory domain (regardless of platform). Loads the actual contents of the ROM file into the Hex Editor. Note: this is the file, edits would have no effect on gameplay until the game is reloaded. Currently does not work with ROMs in archives, and needs some specifical menu items and tweaks. 2012-09-02 19:22:51 +00:00
adelikat d8393a5a71 Ram Search - move auto-load menu item to options menu instead of recent, since it only autoloads the dialog, not a file 2012-09-02 18:33:59 +00:00
pasky1382 d0c764e683 fixed the rondo lua script to include a scaler for text display. 2012-09-02 17:08:47 +00:00
adelikat 16bc441231 Lua - implement client.screenwidth() and client.screenheight() 2012-09-02 16:49:58 +00:00
pasky1382 df440e97ec (minor spacing edits in LuaImplementation.cs)
Added rondo of blood lua script in scripts folder for PC Engine.
2012-09-02 16:26:43 +00:00
adelikat 63ef0c0832 Lua - implement emu.registerbefore and emu.registerafter. Note that all lua work is done on the beginning of the frame (before) by default. also note that Registerbefore will run before normal lua processing. 2012-09-02 16:23:42 +00:00
adelikat b45a9b80a3 Fix lua drawing from disappearing while paused, only have it update once per frame, and have it draw before frame advance 2012-09-02 14:54:30 +00:00