Commit Graph

3240 Commits

Author SHA1 Message Date
adelikat e7112a9a5d Make the Lua Function List dialog modeless 2012-10-06 13:09:45 +00:00
adelikat 6aa9608a77 GGHawk - Hook up Highlight Active Display Region option, make this and Show Clipped Regions take effect on Core load 2012-10-06 12:37:38 +00:00
adelikat b88d5ffd5e GGHawk - add option to show clipped regions, show GG menu item, also show on SG-1000, cleanup of the sms/gg/sg menu 2012-10-06 12:27:56 +00:00
goyuken 2229b0ab93 add "FirmwareSHA1" to movie header for SGB and PCECD 2012-10-05 21:04:46 +00:00
zeromus a080889483 oops 2012-10-05 18:37:20 +00:00
zeromus a00081386d fix some things related to sgb movies 2012-10-05 18:20:27 +00:00
pasky1382 e3e15d2136 Castlevania II Simon's Quest collision box viewer. 2012-10-05 11:59:52 +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
brandman211 515fd82b32 Fixed the savestate size calculation. 2012-10-05 01:10:58 +00:00
adelikat f78e901c79 Path Config - change Base Folder to Global Base 2012-10-05 00:57:27 +00:00
adelikat ec8451b6f6 Path Config - add an info icon that opens a popup for the special path options (., .., %recent%, %exe%) 2012-10-05 00:49:04 +00:00
zeromus 766b65fbc2 support building outside of svn by improving svn revision polling script 2012-10-04 22:58:48 +00:00
goyuken 6c723e6815 move ramsearch\ramwatch\hexeditor from toolsbefore to toolsafter. for live play, there is real change. for frame advance play, you now get the most current value when paused between frames. this also fixes a host of minor bugs where tools could have their values change while paused because something else triggered an update to the most current state. 2012-10-04 21:56:40 +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 ab3377184a RamWatch: fix bug where the "Value" column showed previous and not current 2012-10-04 21:01:58 +00:00
goyuken 55b2e74dac SNESGraphicsDebugger: don't process hooks when form is not visible. fixes significant snes speed regression in r3300 2012-10-04 19:59:39 +00:00
pasky1382 909ccef52f DKC3 collision script. 2012-10-04 18:34:04 +00:00
brandman211 35bd1539f8 -Added entries for all of the .sha256 records to the header.
-Added support for the following .lsmv records: projectid, port1, port2, starttime.second, starttime.subsecond
2012-10-04 06:50:47 +00:00
brandman211 ae1f987061 -Removed the magic strings from MovieImport.
-Fixed some headers for ImportVBM.
-Treated .VBM SGB movies as GB movies with an extra comment.
-Confirmed that real SGB movies from LSNES import properly.
-Noticed glitchy graphics during SGB movie playback...will investigate.
2012-10-04 06:14:21 +00:00
adelikat 41ffc7c827 change name of the Bilinear filtering option menu item text 2012-10-04 02:09:40 +00:00
adelikat 6740b1b8bf Hide Sound Throttle option in non-interim builds 2012-10-04 02:05:07 +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
pasky1382 7c3551b918 Holy Diver collision viewer (NES) 2012-10-03 02:24:38 +00:00
goyuken 05500ac6b1 more efficient sleeping in sound throttle system 2012-10-02 22:05:07 +00:00
goyuken c8849a8422 work around memory leak in captureOSD; probable original cause: SysdrawingRenderPanel 2012-10-02 21:28:14 +00:00
zeromus 56f58caf4d snesgfx-preliminary work on bg tilemap entry viewer. 2012-10-02 09:28:57 +00:00
adelikat 3c3ec0f307 Trace Logger - misc cleanup - tab orders, good initial position of the maximum lines config pop up 2012-10-02 03:16:28 +00:00
adelikat 9b234aa193 Controller Config - make saving/loading work on NESGamePad 2012-10-02 02:35:04 +00:00
adelikat f5700351c9 Controller Config - make a GamepadConfigPanel base class to build the NESGamePad from 2012-10-02 01:22:52 +00:00
goyuken 2a2ce9891c round up number of samples requested in audio throttle mode to work around quirk in vecna metaspu. a better solution will be coming, sometime 2012-10-02 01:05:29 +00:00
adelikat 13150961cb Controller Config - make input widgets work, also consistent namespace on hotkey dialog (no ((intended)) functional change) 2012-10-02 00:23:37 +00:00
zeromus df039f3b89 snesgfx-add some preliminary tile viewing support 2012-10-01 21:51:55 +00:00
goyuken 66dd752f77 realtime sound throttling. i don't think this implementation is very good, but hopefully it's a starting point. to test it, disable other forms of throttling first (vsync, frame limit). 2012-10-01 15:20:41 +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
goyuken 2e70656dde add bilinear filter display option (d3d only) 2012-10-01 02:30:25 +00:00
adelikat 6e7a906cf5 Controller Config - some tweaks, but input widgets aren't working, dont' know why 2012-10-01 01:55:08 +00:00
zeromus 388f62f140 dont crash if xinput isnt available. i think thats important for some reason. 2012-10-01 01:03:04 +00:00
zeromus 1d64372aa3 snesgfx-pan in gfx viewport with middle button drag 2012-10-01 00:48:50 +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
adelikat d7a5c87e0a Oops, didn't mean to check that file in 2012-10-01 00:08:52 +00:00
zeromus 14958cef45 snesgfx-change bg props viewer to match viewport display selection, if you just changed to displaying a BG. also dont populate BG1 twice in the list 2012-09-30 23:59:56 +00:00
zeromus 05fabf9405 snesgfx-gain the ability to display a rectangle in the palette advising you of which colors could possibly be used by a BG 2012-09-30 23:53:12 +00:00