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
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
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
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
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
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
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
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
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
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
...
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
...
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