* Adding initial version of the core
* Adding base files
* Trying to load waterbox now
* Adding stella
* Adding bk class
* Compiling bk interface to stella core
* Now compiling against Stella + SDL2-based BK backend
* Progress
* More progress
* Frame advancing (no render)
* Calling video update but crashing on zero div
* Now rendering to screen with correct palette
* Now rendering appropriately and with correct palette based on region
* Now reading controls
* Trying to capture audio
* Now adding audio
* Now polling inputs
* Now polling inputs
* Now reporting memory regions
* Added memory regions
* Removing debug prints
* Fixing indent
* Adding stella core
* Updating readme and make all cores
* Recovering ending comma
* Using heap alloc for sound buffer
* Removing unnecessary files
* Update src/BizHawk.Emulation.Cores/Consoles/Atari/Stella/Stella.IMemoryDomains.cs
Co-authored-by: James Groom <OSSYoshiRulz+GitHub@gmail.com>
* Update src/BizHawk.Emulation.Cores/Consoles/Atari/Stella/Stella.IMemoryDomains.cs
Co-authored-by: James Groom <OSSYoshiRulz+GitHub@gmail.com>
* Fix
* Restoring vscode
* Removing warning
* Update waterbox readme
* Fix Stella's `[Core]` attr
* Increased sound buffer size to 1Mb, as some games need more than 4K
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Co-authored-by: James Groom <OSSYoshiRulz+GitHub@gmail.com>
Co-authored-by: Morilli <35152647+Morilli@users.noreply.github.com>
Co-authored-by: YoshiRulz <OSSYoshiRulz+git@gmail.com>
* Update QuickerNES interface to accept arkanoid controllers
* Updating
* Updating quickernes to its latest version and now supporting ArkanoidNES and ArkanoidFamicom controllers
* Apply suggestions from code review
applying yoshi's suggestions
Co-authored-by: James Groom <OSSYoshiRulz+GitHub@gmail.com>
* Using proper C#
* Updating based on Morilli's comments
* Updating the linux core
* Fixes based on Yoshi's comments
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Co-authored-by: James Groom <OSSYoshiRulz+GitHub@gmail.com>
These numbers are derived from the 2010 whitepaper:
NTSC's 4*(315/88 MHz) is doubled to give the master clock rate, which is
then divided by 1820 cycles per line and 262 lines per (progressive)
frame.
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Co-authored-by: Morilli <35152647+Morilli@users.noreply.github.com>
This is global state that gets mucked by us since we also use SDL2 to handle OpenGL context management, Rice/Glide/Glidemk2 don't like core contexts due to them using old deprecated functionality
mainly doing this as the pure rust zstd backend doesn't accept discohawk produced chd files, although they are completely valid by reference zstd implemetation standards, max_perf uses the reference zstd here
* Adding GPGX as core for SMS and GG
* Enabling SMS FM selection
* Allow selecting PicoDrive as the preferred core for MD/Genesis
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Co-authored-by: James Groom <OSSYoshiRulz+GitHub@gmail.com>
Co-authored-by: feos <feykomylce@gmail.com>
* Added deep freeze functionality
* Adding support for selecting sound chip
* Adding LUA interface to the deepfreeze list
* Implemented sprite always on top in the VDP
* Found and fixed the issue that manifested itself in a reset Gargoyles and an outright fail in Ristar. The issue was the use of a union type containing overlapping cd and cartdrige data. Using struct now to keep them separated
* Fix PC reg in tracelogs
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Co-authored-by: feos <feykomylce@gmail.com>
Co-authored-by: CasualPokePlayer <50538166+CasualPokePlayer@users.noreply.github.com>
this also needed mupen deps updated, and SDL2 compat needed to be fixed. SDL doesnt need to be used anymore, so that's nice
also deleted mupen projects which we don't use anymore