Commit Graph

65 Commits

Author SHA1 Message Date
adelikat fb78215590 Lua - Implement emu.getregister() and emu.getregisters(). Only implemented in NESHawk right now 2013-11-11 03:20:33 +00:00
adelikat ea24f236fb Lua - event.OnInputPoll() - allow multiple functions to be registered 2013-11-10 18:15:32 +00:00
adelikat 1061add64f Refactor MemoryDomains in IEmulator, make a MemoryDomainsList object rather than IList<MemoryDomain>, remove MainMemory from IEmulator and make it a property of this new collection object, also add indexing by name. Refactor cores and tools as needed 2013-11-06 02:15:29 +00:00
adelikat be547db4a1 Move MemoryDomain to its own file, and move the Endian enum into it, also clean up the class a bit, and refactor things as necessary 2013-11-04 02:11:40 +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 bbc12256b2 Rename IEmulator.ResetFrameCounter() to ResetCounts() as that is a more precise term since it resets frame and lag counter variables (and theoretically any other similar counters that could get implemented) 2013-11-03 16:29:51 +00:00
zeromus 0acbb11e97 move HawkFile to BizHawk.Common along with a small web of dependencies and then add "using BizHawk.Common" to 100 files 2013-10-27 22:07:40 +00:00
goyuken 0803adc32a add a "BoardName" to IEmulator that an emulation core can use to return useful information about how the rom is being emulated. meant to be mostly for informative purposes; shouldn't rely on it for too much. implemented in GB and NES cores 2013-08-24 16:54:22 +00:00
zeromus 5030f6e328 n64-dont churn through buffers while loadstating 2013-08-07 23:09:10 +00:00
goyuken f3eb9e7fc7 N64: a quick hack greatly reduces memory thrashing (on my machine, varied usage of 300-800MB with default rewind settings replaced with a rather steady 300-350MB 2013-07-30 00:12:24 +00:00
goyuken 3b7f2a65a6 N64: reuse a particular buffer instead of recreating it on every rewind state capture. this change by itself does not seem to be sufficient to avoid outofmemory exceptions 2013-07-30 00:01:32 +00:00
adelikat 7ac1da8c96 Set the right order of buttons, and good defaults for controllers and joypads for all consoles 2013-07-29 02:11:00 +00:00
adelikat 8a9373126f N64 - add analog UDLR boolean buttons for mapping, if set and pressed they will override the analog axis 2013-07-25 00:51:56 +00:00
goyuken 3169968858 analog input support. this is bad code and should all be reverted as soon as possible.
binds (along with sensitivity, deadzone, flip customization) are not supported yet.  to test out, try using the first two axes of dinput joystick #5 on N64 player #1
2013-07-18 16:18:17 +00:00
pjgat09 6ab3f6a463 N64: Added SaveType to the gamedb, but only for 16K EEPROM since all the other options are ignored. This fixes a "no controller" issue with Banjo Tooie 2013-06-08 03:36:57 +00:00
goyuken 7b6492c0e2 n64: use the "fast" savestate text processing primitives. overall speedup: savestate: 21x loadstate: 10x 2013-06-06 00:59:09 +00:00
pjgat09 ac9d053895 N64: Actually use the input for the other three controllers 2013-05-20 00:03:08 +00:00
pjgat09 82a5989f28 N64: Refactored the memory domains 2013-05-19 20:14:34 +00:00
pjgat09 7da2ede59d N64: Refactor some input code to use callbacks and (hopefully) be compatible with on_snoop 2013-05-11 23:44:20 +00:00
pjgat09 6f2d75a260 N64: Save saveram as a part of a savestate 2013-05-11 03:44:01 +00:00
pjgat09 0811ff4e41 N64: Wired up the analog control in the virtual controller. I probably did the float wiring badly, but it works for now. 2013-05-10 23:29:14 +00:00
pjgat09 0a3dfa697e N64: Added a video plugin settings class, filled it with the values from the rice settings screen, and wired it up to the core 2013-05-09 02:58:35 +00:00
pjgat09 7becee2284 N64: Rescue save ram from the clutches of race conditions 2013-05-09 00:36:01 +00:00
pjgat09 fffc9d676e N64: Setup saveram, but it doesn't always work right yet. Sometimes switching games loses the save ram. Sometimes bizhawk crashes when saving saveram. 2013-05-07 22:37:26 +00:00
pjgat09 d9c6bb6698 N64: Added float controls for the X and Y axises. At some point they need to be converted to signed bytes to work with m64p 2013-05-07 01:42:48 +00:00
pjgat09 08f6fdaf8d N64: Implement the video plugin (rice or glide64) option 2013-05-07 01:38:12 +00:00
pjgat09 a6600a5c0a N64: Implemented the lag indicator and lag count 2013-05-06 23:50:24 +00:00
goyuken 7b7b95e95d add a new field to IEmulator: bool BinarySaveStatesPreferred { get; }. a core should set it to true to indicate that it would prefer to save and load binary savestates (but both types must be supported). set to true on 7800, gb, dgb, gba, n64, snes, saturn cores, as they all create text savestates that are simply dumps of the binary savestate. for the moment, frontend does nothing with this new information. 2013-05-06 20:51:28 +00:00
pjgat09 e78985244c N64: Split the m64p api into it's own class 2013-05-06 03:22:27 +00:00
pjgat09 468da23558 N64: Set RDRAM as the main memory 2013-05-06 00:08:36 +00:00
adelikat 7fb317cc37 N64 - implement ResetFrameCounter() method 2013-05-05 22:53:22 +00:00
pjgat09 8b51686944 N64: Added a very primitive memory domain for RDRAM. For some reason poking does not work yet 2013-05-05 03:39:01 +00:00
pjgat09 d0285b6965 N64: I suck at this 2013-05-05 00:12:46 +00:00
pjgat09 883fa1330e N64: Removed the debug output lines that were accidentally committed 2013-05-05 00:11:49 +00:00
pjgat09 a374641460 m64p: Changed the output formula for the framebuffer from glide64 to actually be correct. We actually don't need a formula... Changed glide64 to not force vsync. You apparently need to read the back buffer or else you get choppy video.
N64: Changed the hardcoded video plugin to use glide. Glide apparently requires you to set the video mode before initializing the plugin
2013-05-04 23:51:50 +00:00
pjgat09 55c7fc55ab m64p: Made two new functions for saving and loading states, directly based on the m64p methods but without files
N64: Copied savestating code from other cores. States take a while to save, and the audio is weird when loading.
2013-05-04 04:07:04 +00:00
pjgat09 d5966dd908 N64: Video now resizes 2013-05-04 02:46:37 +00:00
goyuken 079255b29f n64: gc issue fix????????? 2013-05-04 01:46:12 +00:00
goyuken 4a74249236 n64: remove a few minor hacks in n64.cs that were due to previous minor hacks of mine and are obselete now that the first frame problem is resolved 2013-05-04 01:32:33 +00:00
goyuken d87b5e7324 n64: turn right side up again 2013-05-04 01:30:39 +00:00
goyuken 54ff07fbfc n64: fix race bug introduced in previous revision. also turn display upside down 2013-05-04 01:16:27 +00:00
goyuken 1abb7cf91a n64: resolve the "first frame" issue 2013-05-04 00:47:36 +00:00
goyuken 1bf7280b75 n64: in the managed side, use an AutoResetEvent to wait on the core instead of spinning. saves cpu time. 2013-05-04 00:28:05 +00:00
goyuken 147c77c124 n64: screw things up some more. use a semaphore to handle stoppage in r4300 interrupt. blah. it's faster 2013-05-04 00:23:52 +00:00
pjgat09 d9f9d77712 N64: Wire up the reset and power buttons 2013-05-03 21:13:23 +00:00
goyuken 314906ce66 saturn - comment out the hacked up scsp savestate stuff and replace it with something much simpler (but more fragile). old scsp save routine has same bug as r4399 - immediate save+load+save produces different savestates. new doesn't. 2013-05-03 19:51:03 +00:00
pjgat09 7810621d6d N64: Started work on wiring the config system. The video output resolution is now (temporarily) set to 800x600 2013-05-03 02:36:46 +00:00
pjgat09 fa349542ef N64: Added exceptions in the event of a problem loaded one of the dlls 2013-05-02 22:17:36 +00:00
pjgat09 ee9584f3aa N64: Commented out, but rudimentary fake analog stick support by looking at the DPad buttons and basing the analog stick position based on those 2013-05-02 22:08:54 +00:00
pjgat09 2a0c6c4daf m64p: Configure controller 1 to be plugged in. Flesh out the plugin somewhat
N64: Pass controller 1 data to the core
2013-05-02 03:38:57 +00:00