Commit Graph

1666 Commits

Author SHA1 Message Date
ugetab b68d9a91b8 Added Single Instantiation mode, which makes starting a second copy of FCEUX with a path to a game make it load the file into the first, then exit. To enable, set SingleInstanceOnly 1 in the config file. If someone else wants to edit things to make this easy on the user, go for it. If started with nothing in the command line, it will simply start a second copy. 2010-05-19 21:51:25 +00:00
zeromus bca41a8c4b fix up opening roms from archives 2010-05-19 16:26:26 +00:00
adelikat 642ef6e568 frame counter turns red on MOVIEMODE_FINISHED 2010-05-19 03:46:52 +00:00
adelikat 83fb3e9ffa Code cleanup - moved ppu toggling to a function called FCEU_TogglePPU() in fceu.cpp 2010-05-19 02:12:11 +00:00
qeed ccf831a2fb fixed fceud_fstream to use EMUFILE to open the file, should be compilable again 2010-05-18 19:00:54 +00:00
qeed 11e94c3e99 fixed 2 compile errors for gcc, more awaits.. 2010-05-18 18:22:20 +00:00
adelikat da875309c1 Win32 - Add messages to screen & messagelog on PPU change. 2010-05-18 18:20:52 +00:00
adelikat 88e7627162 Remove stopmovie() on old savestate load attempt when a movie is active. The error checking prevents anything destructive from happening so there is no reason to stop the movie. 2010-05-18 18:10:17 +00:00
adelikat 3eb19d2584 VS2010 pops up line 64 of bworld.cpp as a warning (as opposed to past VS versions). Disabling the warning on that file. 2010-05-18 15:46:32 +00:00
adelikat fdbbb5bbc0 Implemented a "full savestate-movie load" mode similar to the implementation in VBA-rr & SNES9x-rr.
In this mode loading a savestate in read+write doesn't truncate the movie to its frame count immediately.  Instead it waits 

until input is recording into the movie (next frame).  For win32 this feature is togglable in movie options and the context 

menu.  For SDL this is off by default and a toggle will need to be added.
2010-05-18 15:31:53 +00:00
adelikat 8f222b3c91 More efficient if logic in CheckTimlines(). Added a flag for a feature of full copy savestates. This is a VBA/SNES9x type feature where a savestates full movie content can be loaded in read+write. Those emulators perform this option with a bit of trickery by not truncating the movie data until the next frame. Instead we are going to give the user an option to use this mode through the user interface. 2010-05-18 12:54:54 +00:00
adelikat fb579eb4b2 Made gamepad 2 off by default. 2010-05-18 04:52:05 +00:00
adelikat cec1766f34 Read-only loadstate - revert a logic error I had in determining a "future event" error. 2010-05-18 04:07:25 +00:00
zeromus 4e66aaef9c replace most of the crappy iostream stuff with EMUFILE 2010-05-17 21:02:38 +00:00
adelikat fb1240c262 Fixed the timeline checking function. The mistake was assuming that FCEUX didn't save the entire movie in a savestate. Now that I know it does, the fix was rather simple. 2010-05-17 15:51:11 +00:00
adelikat 5993feb80c Getting the ball rolling on replacing the movie savestate ostream usage. Porting over the emufile class for desmume. Had to impport its types.h as types-des.h to get it to compile. Added the files to both the vc9 & vc10 proj files. 2010-05-16 19:41:11 +00:00
adelikat 7480101827 Timeline error messages now report the frame where the savestate branches from the movie file. 2010-05-16 19:26:29 +00:00
ugetab 64fd9f0c44 Fixed the input display auto hold code I put in yesterday, and optimized the code slightly. 2010-05-16 14:23:23 +00:00
adelikat 87e92e3e52 Fixed luaperks to disable warnings on all builds (did debug only on accident last time). Fix so help.chm is not a build event on the debug build.
[[Split portion of a mixed commit.]]
2010-05-16 14:11:17 +00:00
gocha ffb708a23e RAM Search: fix reset to update previous values
RAM Search: redraw the list when search size/format is changed.
Probably those are common bugs of the Gens-style RAM search dialog.
2010-05-16 10:26:11 +00:00
ugetab e277aa9e24 Improved the Hold status display considerably. 2010-05-16 04:50:56 +00:00
ugetab 046617c693 Added player 3 and 4 to autohold notification window. Made FCEU_DispMessage able to display to different screen locations to do it. Fixed up the input display code for autohold.
Wow, that's a lot of stuff changed for something so basic.
2010-05-16 04:18:49 +00:00
adelikat a56ad34cea Mostly implemented auto-hold input display, only controller 1 works completely. 2010-05-16 03:18:17 +00:00
adelikat 0aa8d22ca5 Attempt at auto-hold in input display 2010-05-16 02:34:51 +00:00
adelikat a1a74c6e9c Implemented read+write logic for handling a "post movie" savestate. Also fixed a slight error where rerecordcount wouldn't increment if _S9XLUA_H is not defined. 2010-05-16 01:46:04 +00:00
adelikat 7e48d40dfc This should be the final step in proper post-movie savestate loading. 2010-05-16 01:23:01 +00:00
adelikat 7c06c4d2ab Fixed up more loadstate logic. We had a slight logic error this whole time that wasn't a problem until now. Checking to see if a state is a future event, we assumed frame counter of the state matched the length of the movie. Now that movie finished is a mode, that is no longer true. Fixed that, and fixed the input display updating at the end of a load state to always look at the state input rather than the statemovie last record. This fixes proper behavior of saving and loading states during movie finished mode as per the "Laws of TAS": http://tasvideos.org/Adelikat/LawsOfTAS.html 2010-05-15 21:22:16 +00:00
adelikat 473b954991 Cleaned up some logic with read-only saving/loading and better error handling. Also made movie finished mode save movie content. 2010-05-15 18:09:11 +00:00
ugetab 6e58c31daa changelog 2010-05-15 07:41:35 +00:00
ugetab a874412b61 Added option for palette selection as color for LUA colors. Included an LUA script to display all choices with the value used to pick displayed color.
Documented new color option and missing gui.text information.
2010-05-15 05:03:53 +00:00
adelikat dc61c4c414 Better error handling in the event of wrong timeline. Loadstate is canceled, error message displayed, and movie continues playing. 2010-05-15 04:24:29 +00:00
adelikat 1415fb402c Revert some changes to MovieRecord class. savestate vector is de-pointered & public again as well. 2010-05-15 04:08:16 +00:00
adelikat 2cd959fd84 More robust way to handle previous fix. Put the string manipulations into generic functions in common.cpp 2010-05-15 02:38:32 +00:00
adelikat e8bed97821 Replay dialog, when selecting a movie in a relative path (.\movies for example), the recent movies list stores an absolute path instead. 2010-05-15 02:06:15 +00:00
adelikat 191196a2bb Win32 - When recording a movie, add it to recent movies 2010-05-15 01:48:53 +00:00
adelikat 6c474065fe Fix typo in command button checking of the compare() method 2010-05-15 01:40:39 +00:00
adelikat ddcd8f3566 Overhaul of MovieRecord class so it has a default contructor that initializes everything to 0, A deconstructor, and a get method for savestate vector. Fixes my timeline issues, but creates crash problems in TASEdit related to the deconstructor. 2010-05-15 01:05:42 +00:00
adelikat 691662f4c9 Make last commit compile, also replace command comparing methods 2010-05-14 23:51:42 +00:00
adelikat d5aa6a69b2 An attempt add doing "timeline" checks on movie savestates while in read-only mode. Commented out the function call since it isn't performing as expected. 2010-05-14 23:31:47 +00:00
adelikat 06b37466c2 new PPU flag - changed "New PPU" to "NewpPU", made flag false if no flag is present in a movie header. Win32 - replay dialog - display new PPU flag. 2010-05-14 16:55:15 +00:00
adelikat 320223bd29 Win32 - Replay dialog shows pal flag 2010-05-14 16:21:03 +00:00
adelikat f4e01e6e77 New PPU flag in movie headers (doesn't change an emulators PPU state when loading a movie) 2010-05-14 16:03:07 +00:00
adelikat 31ec231d1f MOVIEMODE_FINISHED should not store movie data into savestate. 2010-05-14 14:44:14 +00:00
adelikat 49d1ebd9a3 Uncommented a rather useful loadstate error message 2010-05-14 13:56:41 +00:00
adelikat 5a222bf49f better blend color for input dislpay, enough contrast that I can still tell on my bad monitor. 2010-05-14 03:24:05 +00:00
adelikat cf7e73cf98 Win32 - toggle item to restore old input display (saves in config as well) 2010-05-14 03:18:08 +00:00
adelikat 5eeb0b3684 input display overhaul - a more desmume style system which shows both keys held the previous frame and immiately held keys that will be put in on the next frame 2010-05-14 03:09:27 +00:00
ugetab bd5933dd68 Further optimization, now that I know the code functions and have something to fall back to if I mess up. 2010-05-13 21:08:37 +00:00
ugetab 816da56c87 Figured out a way to test joypad input without having one(PPJoy w/ Print Screen mapped to a button), and took out some redundant code. 2010-05-13 20:03:57 +00:00
ugetab e9bb9102ae Added rudamentry Between-Frames input display code for adelikat to customize. He said he had everything except the keyboard query done, so this should make it simple for him to pretty it up. 2010-05-13 19:33:27 +00:00