Psychosis (NEC Home Electronics (U.S.A.) Inc., 1990)
Author: adelikat@tasvideos.org | Date: 23 września 2012 06:26:07
- lua - add nes.getclipleftandright(), nes.setclipleftandright(), also fix the previous nes library functions to work even if not in NESHawk
Author: adelikat@tasvideos.org | Date: 23 września 2012 06:03:04
- Lua - start NES library with nes.setscanlines(), nes.getbottomscanline(), and nes.gettopscanline()
Author: beirich | Date: 23 września 2012 04:44:04
- add .MD = gen. because of pasky.
Author: zeromus@zeromus.org | Date: 23 września 2012 03:06:22
- shrink reboot icon to 16x16
Author: adelikat@tasvideos.org | Date: 23 września 2012 01:40:11
- increment build number, this marks the beginning of the 1.1.1 release
Author: goyuken | Date: 23 września 2012 00:15:06
- Fix inconsistent capitalization in IVideoWriter.ToString()
Author: adelikat@tasvideos.org | Date: 22 września 2012 23:48:22
- Rip out animated gif menu items in the screenshot submenu, in favor of the gif writer option in record avi
Author: goyuken | Date: 22 września 2012 23:24:20
- add user selectable delay setting to GifWriter
- may not always function exactly as expected due to web browser shortcomings
Author: adelikat@tasvideos.org | Date: 22 września 2012 22:38:05
- Change SNES default controller L & R buttons to W & E (instead of Q & E) to avoid a conflict with the default Read-only toggle hotkey (Q)
Author: adelikat@tasvideos.org | Date: 22 września 2012 22:19:39
- Add gameboy/gbc to the open rom dialog, add gameboy palette folder to the build script
Author: adelikat@tasvideos.org | Date: 22 września 2012 22:04:37
- When starting a new movie, save the old one first!
Author: adelikat@tasvideos.org | Date: 22 września 2012 21:58:58
- add SNES to path config dialog
Author: goyuken | Date: 22 września 2012 21:47:25
- 2600: stop emulator from hanging, consuming all ram, and then crashing in some situations
Author: zeromus@zeromus.org | Date: 22 września 2012 09:57:56
- snesgfx-this is uglier for now, but it feels more intuitive. we'll leave it until i fill in some more content. also fix it so that BG layers dont render squished nonuniformly sometimes
Author: zeromus@zeromus.org | Date: 22 września 2012 09:46:02
- snesgfx-animate palette details
Author: zeromus@zeromus.org | Date: 22 września 2012 09:40:20
- snesgfx-economize a bit more
Author: zeromus@zeromus.org | Date: 22 września 2012 09:22:13
- snesgfx-simplify viewport dimensions controls and add a couple of tooltips
Author: zeromus@zeromus.org | Date: 22 września 2012 09:07:58
- snesgfx-overhaul layout again; support bigger viewport windows and configurable viewport size; fix crashes in out of range palette area mouseovers
Author: zeromus@zeromus.org | Date: 22 września 2012 07:29:20
- snesgfx-change the way palette indices are displayed
Author: zeromus@zeromus.org | Date: 22 września 2012 07:03:52
- snes-add scanline render callbacks and add scanline selector to graphics debugger
Author: zeromus@zeromus.org | Date: 22 września 2012 07:02:43
- rename snes.dll to libsneshawk.dll so nobody confuses it with a stock dll; static link some libs, eliminating need for libstdc++-6.dll and libgcc_s_dw2-1.dll
Author: zeromus@zeromus.org | Date: 22 września 2012 07:01:04
Author: beirich | Date: 22 września 2012 06:46:44
- gen: two-cell vertical scroll mode
Author: adelikat@tasvideos.org | Date: 22 września 2012 06:04:35
- Add Capture OSD menu item in the screenshot submenu, when active, animated gifs and regular screenshots will show the OSD
Author: goyuken | Date: 22 września 2012 03:06:18
- the legacy gif writer is now also affected by Global.Config.AVI_CaptureOSD
Author: goyuken | Date: 22 września 2012 02:44:59
- add GifWriter, an implementation of AnimatedGif as an IVideoWriter
- main advantage is that the emulator can be controlled while it records, like the others
- the parameters for it are a bit different though...
Author: adelikat@tasvideos.org | Date: 22 września 2012 02:07:02
- Add Capture OSD menu item to the AVI sub-menu, toggling turns on/off the OSD in AVI capture
Author: goyuken | Date: 21 września 2012 20:01:24
- av dumping now uses a composited emu+osd+lua. (at the moment this is not toggleable; a setting must be added)
- this needs a little work, but is functional...
Author: zeromus@zeromus.org | Date: 21 września 2012 19:21:21
- snesgfx-decode mode7 graphics
Author: goyuken | Date: 21 września 2012 15:53:07
- restore Nes PPU's old right click functionality on shift click... i think
Author: andres.delikat | Date: 21 września 2012 15:32:09
- Ram Search - fix greater than previous value search
Author: goyuken | Date: 21 września 2012 15:21:16
- NESGameGenie: fix inserting with on screen keyboard
Author: brandman211@gmail.com | Date: 21 września 2012 11:11:30
- -Fixed up warningMsg code for various importers.
- -Made what seems to be progress with ImportZMV...still not functioning though.
Author: zeromus@zeromus.org | Date: 21 września 2012 10:10:14
- snesgfxdebug-fix 8bpp tile decoding and 16x16 tilemap rendering
Author: brandman211@gmail.com | Date: 21 września 2012 09:33:34
- -Discovered that the infinite loop in ImportZMV is the result of RLE reading in a huge and impossible frame number.
- -Made ImportZMV only work on interim versions. I don't think I will be able to get it done in time for 1.1.0.
Author: zeromus@zeromus.org | Date: 21 września 2012 09:10:54
- enum.HasFlag -- too good to be true? yes. 40x slower than doing an old fashioned bitmask check.
Author: zeromus@zeromus.org | Date: 21 września 2012 08:33:57
- fix quirks in hex editor scrolling
Author: zeromus@zeromus.org | Date: 21 września 2012 08:03:27
- snes-all memory domains were showing WRAM instead of the right thing; fixed
Author: zeromus@zeromus.org | Date: 21 września 2012 07:56:47
- snes-work on graphics debugger. some relayout, plus palette viewer
Author: adelikat@tasvideos.org | Date: 21 września 2012 02:11:37
- Oops, fix snes movie recording I broke when hooking up hard reset recording!
Author: goyuken | Date: 20 września 2012 22:36:44
- slightly optimize previous commit by avoiding 32k unmanaged=>managed transition calls per second when skipping audio
Author: goyuken | Date: 20 września 2012 22:25:40
- support for !rendersound in LibsnesCore
- worth about 5-10% on my machine in secret of mana opening
Author: goyuken | Date: 20 września 2012 22:13:52
- disable previous commit when av dumping is active
Author: goyuken | Date: 20 września 2012 22:07:18
- MaxTurbo now tells the emulator to skip audio, if supported.
- on my machine, gambattehawk goes from ~1600 to ~3200fps
Author: goyuken | Date: 20 września 2012 22:00:14
- change previous revision to use default value param
Author: goyuken | Date: 20 września 2012 21:52:47
- 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
Author: goyuken | Date: 20 września 2012 02:53:21
- neshawk: fix: when paused, toggling "clip left and right 8" in nes graphics config caused garbage to show on screen.
Author: pasky1382@gmail.com | Date: 20 września 2012 02:52:58
Author: zeromus@zeromus.org | Date: 20 września 2012 02:42:50
- fix that thing i just did
Author: zeromus@zeromus.org | Date: 20 września 2012 02:24:46
- nes-probably need to handle the left clipping case too
Author: zeromus@zeromus.org | Date: 20 września 2012 02:22:24
- 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
Author: brandman211@gmail.com | Date: 19 września 2012 08:40:16
- Attempted to handle events, which clearly failed as the program freezes for some reason. The logic seems solid, though...I'll come back to it.
Author: brandman211@gmail.com | Date: 19 września 2012 03:52:54
- ImportZMV
- -Fixed the controllers used code. The docs had the reserved byte and the controller flags backwards.
- -Properly advanced past the savestate bytes. I was reading the wrong size.
Author: adelikat@tasvideos.org | Date: 19 września 2012 02:52:40
- Ram Search/Ram Watch - when selecting "View in Hex Editor" pass the memory domain to the Hex Editor
Author: beirich | Date: 18 września 2012 13:09:05
- gen: add missing savestate vars. rewind seems stable now from the games I've tested.
Author: beirich | Date: 18 września 2012 01:28:22
- gen: savestates work, though they're nes-style brittle savestates for now
Author: adelikat@tasvideos.org | Date: 18 września 2012 01:03:38
- Don't allow the Hard/Soft Menu Item/Hotkeys to be pressed while a movie is in playback mode (fixes issue #79)
Author: adelikat@tasvideos.org | Date: 18 września 2012 00:43:42
- Input Config - clear mappings context menu
Author: adelikat@tasvideos.org | Date: 18 września 2012 00:33:16
- Hotkeys - some ground work for showing conflicts with other hotkeys, no functional changes from this commit
Author: rolanmen1 | Date: 17 września 2012 21:55:11
- LuaImplementation: forms.setproperty now works on int, double and bool properties. Added try catch to avoid crashes with these functions.
Author: goyuken | Date: 17 września 2012 21:16:27
- add OSD messages when the menu powerreset items are used
Author: goyuken | Date: 17 września 2012 21:09:10
- reset menu items now work even when paused (note that you have to advance a frame before you'll see the effect).
- i don't particularly like this, but it's the best non-intrusive fix for 1 week before release
Author: brandman211@gmail.com | Date: 17 września 2012 09:22:35
- Handled commands for ImportVMV, making resets translate properly.
Author: beirich | Date: 17 września 2012 07:48:24
- gen: rewind is working, savestates are not working [yet]. will fix more tomorrow
Author: brandman211@gmail.com | Date: 17 września 2012 06:16:27
- -ImportSMV
- --Fixed "controller in use" handling.
- ---Applied the same logic to ImportVBM, refactored ImportVMV to match.
- --Prevented more than 2 controllers from crashing the controller types check for 1.51 and up.
- -ImportZMV
- --Showed warning messages for both mouses if enabled.
- --Marked the controllers used just like I mentioned previously, though it seems to show that no controllers are plugged in...
- --Went past the savestate data.
Author: adelikat@tasvideos.org | Date: 17 września 2012 04:20:01
- Input Widget - clear out conflict colors when clearing out the widget with escape
Author: beirich | Date: 17 września 2012 04:06:44
- add alternate hash for Sapphire to gamedb_pce_cd.txt
Author: adelikat@tasvideos.org | Date: 17 września 2012 03:52:17
- Show error when trying to load a savestate slot that doesn't exist. (fixes Issue #86)
Author: adelikat@tasvideos.org | Date: 17 września 2012 03:26:05
- SNES - fix get/set mnemonics from my previous commit on this file
Author: adelikat@tasvideos.org | Date: 17 września 2012 03:13:17
- Cheats - hide game genie button/menu item on load, not just on restart
Author: zeromus@zeromus.org | Date: 17 września 2012 02:16:19
- snes-work on graphics tools a tiny bit
Author: pasky1382@gmail.com | Date: 16 września 2012 22:28:56
- For some reason the SetColorDialog(); was erased in last commit, added back and working as intended now.
Author: pasky1382@gmail.com | Date: 16 września 2012 22:22:22
- Changed color pickers for messageconfig window to single click.
Author: zeromus@zeromus.org | Date: 16 września 2012 22:08:36
- remove derelict CoreVersion/Introspection stuff
Author: zeromus@zeromus.org | Date: 16 września 2012 21:38:08
- 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.
Author: beirich | Date: 16 września 2012 21:06:50
- didnt meant to commit last time, but guess I should check this in so I dont break the build
Author: beirich | Date: 16 września 2012 21:03:44
Author: zeromus@zeromus.org | Date: 16 września 2012 20:44:58
Author: zeromus@zeromus.org | Date: 16 września 2012 20:41:30
- make avout chooser dialog more super
Author: adelikat@tasvideos.org | Date: 16 września 2012 20:11:28
- Don't reset the frame counter on Soft or Hard resets
Author: goyuken | Date: 16 września 2012 20:10:28
- remove GB from exclusion list for cheat editor, as it is fully working
- still todo: converter for game geniegame shark
Author: adelikat@tasvideos.org | Date: 16 września 2012 19:57:26
- NES - Game Genie Encoder/Decoder - allow pasting into code box
Author: adelikat@tasvideos.org | Date: 16 września 2012 19:39:57
- SNES - hook up power cycle to mnemonics for recording & input display, TAStudio - hook up the power button on virtual pad
Author: goyuken | Date: 16 września 2012 19:24:48
- fix up metrics on a few of my crappy winforms
Author: zeromus@zeromus.org | Date: 16 września 2012 19:19:03
- fix a critical bug in the caption of the GB palette config dialog. now, it is perfect.
Author: zeromus@zeromus.org | Date: 16 września 2012 19:15:53
- snes-setup hard and soft resets
Author: adelikat@tasvideos.org | Date: 16 września 2012 19:10:33
- Add Hard Reset menu item (enabled conditionally per core) and hotkey
Author: goyuken | Date: 16 września 2012 19:09:52
- 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
Author: adelikat@tasvideos.org | Date: 16 września 2012 18:52:30
- TAStudio - change Reset button to Power on Gameboy Virtualpad, implement conditional Hard Reset menu item (dependent on the core implementing the power button)
Author: goyuken | Date: 16 września 2012 18:25:54
- 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...
Author: zeromus@zeromus.org | Date: 16 września 2012 18:23:10
- fix error in snes Select and Start button binding (was using the NES bindings due to copy/paste error)
Author: adelikat@tasvideos.org | Date: 16 września 2012 18:22:34
- TAStudio - fix an exception caused by an out of bounds check
Author: adelikat@tasvideos.org | Date: 16 września 2012 18:10:26
- Add icon for reboot, change Reset menu item to say Soft Reset (makes it more accurate and consistent with the hotkey name)
Author: adelikat@tasvideos.org | Date: 16 września 2012 18:06:28
- Change Power Cycle menu item and hotkey to Reboot Core since that is what it really does, and does not emulate a power cycle
Author: adelikat@tasvideos.org | Date: 16 września 2012 17:38:33
- Gameboy - capture the Force DMG mode and GBA in CGB flags into movie files, still TODO: set these flags when loading a movie
Author: goyuken | Date: 16 września 2012 17:19:20
Author: goyuken | Date: 16 września 2012 17:05:31
Author: adelikat@tasvideos.org | Date: 16 września 2012 16:57:57
- Movies - if in read+write mode and loading a post-movie savestate, the movie will now correctly go into movie finished mode, rather than stay in recording mode and cause desyncs
Author: goyuken | Date: 16 września 2012 16:36:42
- fix two minor ColorChooserForm bugs
- add "bsnes v087.pal"
Author: adelikat@tasvideos.org | Date: 16 września 2012 16:12:42
- Movies - fix a logical flaw in a case in movie finished mode. While in movie finished mode, a timeline check should still be done (if in read-only mode) before loading a state from a different timeline (even if that savestate is a post-movie savestate). This matches behavior in FCEUX 2.1.6 (all versions of FCEUX and BizHawk until now have this bug)
Author: adelikat@tasvideos.org | Date: 16 września 2012 15:41:51
- Movies - fix bug I created since last release, where movie could not go from movie finished back to recording
Author: beirich | Date: 16 września 2012 06:42:14
- gen: support save-ram. but not eeprom, yet.
Author: adelikat@tasvideos.org | Date: 16 września 2012 04:59:07
- GB Palette config - add a "Default" button
Author: adelikat@tasvideos.org | Date: 16 września 2012 04:15:43
- TAStudio - oops, fix exception on gb virtualpads from the earlier commit
Author: adelikat@tasvideos.org | Date: 16 września 2012 04:12:25
- GB Palette Config - fix usage of palette path in save/open file dialogs, use a default name based on game name for save when there is no palette file instead of crashing
Author: goyuken | Date: 16 września 2012 01:50:18
- gambatte palette editor: save/load support
Author: adelikat@tasvideos.org | Date: 15 września 2012 21:47:58
- Code cleanup on the input config dialog
Author: adelikat@tasvideos.org | Date: 15 września 2012 21:21:06
- TAStudio - SNES Virtual Pads
Author: goyuken | Date: 15 września 2012 20:57:17
- add gambatte palettes, and make ColorChooserForm use the path config system
Author: brandman211@gmail.com | Date: 15 września 2012 20:46:41
- -Added CRC header items for formats that don't store any other reference to the ROM file.
- --Added Checksum / GameCode for ImportVBM because those seem more relevant.
- -ImportVMV has problems with resets. Not a high priority, but still something worth looking into.
- -Parsed the header for ImportZMV. The remainder looks pretty ugly...
Author: adelikat@tasvideos.org | Date: 15 września 2012 20:31:12
- TAStudio - add GB virtual pad
Author: goyuken | Date: 15 września 2012 20:30:11
- move ColorChooserForm to the MultiClient
- also disable its menu item if the emulator is currently in CGB mode (since it doesn't do anything)
Author: adelikat@tasvideos.org | Date: 15 września 2012 20:15:55
- Add gameboy palette folder to svn, and add palette path to Path Config
Author: adelikat@tasvideos.org | Date: 15 września 2012 19:44:17
- Remove some delete controller images from the .sln file, GB Palette Config - misc dialog tweaks
Author: adelikat@tasvideos.org | Date: 15 września 2012 19:33:21
- Input config - transparent background on nes, snes, and ti83. Still eventually need better images than these though
Author: goyuken | Date: 15 września 2012 18:59:21
- finish wiring up reset control for gameboy. i recorded and played back a movie containing a "soft reset", and it worked correctly.
Author: adelikat@tasvideos.org | Date: 15 września 2012 18:43:16
- Hokeys - hotkeys for obj and bg toggles for snes (in a SNES tab)
Author: goyuken | Date: 15 września 2012 18:14:03
- 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
Author: adelikat@tasvideos.org | Date: 15 września 2012 17:30:35
- Hokey Config - clean up the positioning and tab orders of the general tab
Author: adelikat@tasvideos.org | Date: 15 września 2012 17:13:40
- Hex Editor - on restart don't reset the domain to domain 0 (unless the selected domain doesn't exist, such as in a core change)
Author: adelikat@tasvideos.org | Date: 15 września 2012 16:53:34
- Ram Watch - context menu for hide/show domain column
Author: adelikat@tasvideos.org | Date: 15 września 2012 16:48:09
- Re-add the Skip Lag Frames menu item, not sure when this got removed
Author: adelikat@tasvideos.org | Date: 15 września 2012 16:35:13
- Ram Watch - menu item to hide domain column (still needs context menu item too)
Author: adelikat@tasvideos.org | Date: 15 września 2012 15:33:04
- Hook up autohold-autofire fire pattern to the autofire config
Author: adelikat@tasvideos.org | Date: 15 września 2012 15:11:29
- Implemented autohold for autofire keys
Author: brandman211@gmail.com | Date: 15 września 2012 11:48:13
- Fixed .SMV >= 1.51 extra ROM info by appropriately shrinking the size of the metadata.
Author: brandman211@gmail.com | Date: 15 września 2012 11:38:20
- -TODOs:
- --It doesn't seem like I have to worry about PCECD anymore.
- --I also don't think I can validate the CRC32 for .SMV because I don't have the original ROM bytes. This was probably used to compare a ROM loaded by Snes9x with the movie. I added it to the movie header in case a core could utilize it.
- --I don't think the "start data" of a .VBM is important. After looking at the docs again, it's clear that it's just another term for either the movie's savestate or SRAM, and that the related note about controller data is just an approximation.
- -Added Platforms for Import functions that were missing them.
- -Merged the ImportSMV functions all into one; most of the stuff is the same.
- -Implemented .SMV 1.51 handling. My Arcade's Revenge run synced and beat the first level!
- --This also seems to work for 1.52; 3295S finished Act 2.
- --1.53 seems identical as well...3587S syncs all the way through.
- -Next comes ImportZMV.
Author: goyuken | Date: 15 września 2012 04:36:19
- 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...
Author: goyuken | Date: 15 września 2012 01:31:10
- fix SMS SaveRAM == null in SMS
Author: goyuken | Date: 15 września 2012 01:18:16
- fix BRAM == null case in PCE
Author: goyuken | Date: 15 września 2012 00:28:38
- 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
Author: brandman211@gmail.com | Date: 15 września 2012 00:15:42
- -ImportSMV143
- --Added platform name.
- --Handled input.
- ---The input seems reasonable, but the frame counts were originally off by 2. Because the docs say "The controller data contains frames," I connected the two and discarded the first frame read. I also noticed that Snes9x first accepts input at frame 0 whereas BizHawk does at frame 1, so that makes up for the other frame. I think this is correct.
- --Apparently, Snes9x adds garbage bytes to the metadata when you play a movie. The stuff we want, however, is before a NULL character. As such, I refurbished RemoveNull into NullTerminated, which takes a string and returns everything before the first NULL character. Now the author will be displayed properly no matter what.
- -Removed an unncessary dependence to Global.Emulator.SystemId in Get/SetControllersAsMnemonic which made it so that importing a movie without loading a game resulted in blank frames.
- -ImportVBM now actually appends the frames it parses. Looks pretty good.
- --Note that BizHawk cannot currently do anything with the platform (GB, GBC, GBA, SGB), nor are any of the "other" buttons handleable.
Author: andres.delikat | Date: 14 września 2012 23:31:00
- 1) Autohold and Autohold Clear hotkeys, same functionality as in FCEUX and other emulators (hold the autohold hotkey then press the controller buttons you want held)
- 2) Ram Poke - fix poking of signed/hex values, set the signed value to the value of the address on load, other misc fixes regarding signed
- 3) Hex Editor - add Poke to menu/context menu and Ctrl+P hotkey
Author: goyuken | Date: 14 września 2012 23:29:35
- implement ClearSaveRam in gambatte core, and fix a bug with using memory domains before any frames have been run
Author: brandman211@gmail.com | Date: 14 września 2012 19:36:49
- Fixed the author / game name handling. Now all that should be left is the actual input for SMV143.
Author: goyuken | Date: 14 września 2012 17:50:35
- gambatte: leave CoreOutputComm strings empty since we have nothing to say (for the moment)
Author: brandman211@gmail.com | Date: 14 września 2012 03:53:04
- -Parsed the gameName from the extra ROM info.
- --I think the proper way to obtain this is through the metadata, which I still don't know how to handle.
- -Fixed the savestate offset.
- -Parsed out the CRC32 of the ROM, though I haven't done anything to validate this, which is probably a good idea.
Author: adelikat@tasvideos.org | Date: 14 września 2012 03:26:38
- Lua Writer - when file is saved it is a recent lua file not a recent watch file!
Author: goyuken | Date: 14 września 2012 02:35:31
- add ability to save to gambatte-style palette files
Author: adelikat@tasvideos.org | Date: 14 września 2012 02:30:29
- Ram Watch/Search - fix loading of watch files
Author: goyuken | Date: 14 września 2012 02:02:37
- add loading of gambatte-style palette files to the palette selector (includes drag and drop)
Author: goyuken | Date: 14 września 2012 01:09:03
- the world would end if microsoft ran it
Author: adelikat@tasvideos.org | Date: 14 września 2012 01:07:34
- Lua Writer - don't crash when attempting to save (save & save as), also a new script = flag changes
Author: goyuken | Date: 14 września 2012 00:20:05
- gambatte pal editor: use system color picker dialog
- ... but something about the customcolors isn't working right?
Author: goyuken | Date: 13 września 2012 23:19:26
- rename gambatte memory domains per todo list
Author: goyuken | Date: 13 września 2012 23:03:34
- 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.
Author: brandman211@gmail.com | Date: 13 września 2012 21:33:55
- Progress with ImportSMV143.
Author: andres.delikat | Date: 13 września 2012 18:17:22
- remove empty menu item in gameboy menu
Author: brandman211@gmail.com | Date: 13 września 2012 12:26:44
- -.LSMV: r is considered off. Empty lines should be ignored.
Author: brandman211@gmail.com | Date: 13 września 2012 12:21:25
- -.LSMV importer.
- --Handled authors, gametype, systemid, coreversion, rom.sha256, moviesram.*, savestate, and subtitles.
- --Skipped port1, port2, controlsversion, projectid, saveframe, lagcounter, pollcounters, hostmemory, screenshot, sram.*, rrdata, starttime.*, savetime.*, and prefix.
- ---I don't think any of these are useful for us, at least not at this stage.
- ---The other *.sha256 files will be useful if / when BS-X, Sufami turbo, and SGB are implemented.
- --Handled flags.
- ---Handled resets.
- ---Disallowed subframes and delayed resets.
- -.LSMV is good enough for now. .SMV and .ZMV coming next.
Author: beirich | Date: 13 września 2012 06:15:25
Author: beirich | Date: 13 września 2012 06:13:49
- Genesis ROM header parsing
- and other stuff thats only committed because svn isn't decentralized!
Author: adelikat@tasvideos.org | Date: 13 września 2012 05:10:53
- Cheats - if NES core - show a game genie menu item and tool bar button (Loads the Game Genie encoder/decoder)
Author: adelikat@tasvideos.org | Date: 13 września 2012 04:59:32
- Ram Poke - on load and signed type change, display the value in the value box accordingly
Author: adelikat@tasvideos.org | Date: 13 września 2012 04:47:16
- Ram Poke - make Value the default highlighted textbox, Ram Search - show shortcut keys of context menu items that have them
Author: brandman211@gmail.com | Date: 13 września 2012 04:45:08
- .LSMV importer now handles gamename and rerecords.
Author: goyuken | Date: 13 września 2012 03:09:03
- as gambatte does not support showing the boot rom at all, remove that menu option
Author: adelikat@tasvideos.org | Date: 13 września 2012 02:52:16
- Hex Editor - fix alignment of column headers in 2 & 4 byte views
Author: adelikat@tasvideos.org | Date: 13 września 2012 02:49:58
Author: adelikat@tasvideos.org | Date: 13 września 2012 02:44:17
- Movies/Paths - add a backup movie path to Paths config and have Movie backups use that path
Author: adelikat@tasvideos.org | Date: 13 września 2012 02:29:19
- Play Movie Dialog - fix duplicate movie bug
Author: adelikat@tasvideos.org | Date: 13 września 2012 02:17:39
- TAStudio - fix exception when loading states in record mode. Caused by a out of bounds exception on the StateRecords array. This is just a band-aid, tastudio should not be asking for out of bounds information, that needs to be fixed.
Author: goyuken | Date: 13 września 2012 01:45:42
- add "interpolate" button to dmg color select
- idea shamelessly ripped from bgb
Author: adelikat@tasvideos.org | Date: 13 września 2012 01:40:35
- SNES - fix movie recording!
Author: goyuken | Date: 13 września 2012 00:18:51
- gambatte dmg palette editor. blah.
Author: brandman211@gmail.com | Date: 12 września 2012 07:59:09
- -Imported .LSMV buttons.
- --Haven't done anything with the flags because I don't know what they are supposed to do yet.
- --Speedy Gonzales v2 doesn't sync after being converted, but I don't think that's my fault.
- -Flags and other data will be parsed soon.
Author: brandman211@gmail.com | Date: 12 września 2012 06:11:35
- -Added the SNES formats to the Import dialog.
- -Figured out how to get files from the .LSMV archive. Will write the input parser shortly.
Author: zeromus@zeromus.org | Date: 12 września 2012 04:55:06
- snes-forgot to actually employ the ability to fix the random number seed which ilari's patches enabled. now the random seed is always 0.
Author: zeromus@zeromus.org | Date: 12 września 2012 02:41:07
- add some helpful overloads to HawkFile for working with known filenames, instead of just extension lists
Author: goyuken | Date: 11 września 2012 23:30:50
- 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...
Author: goyuken | Date: 11 września 2012 21:05:44
- gambatte: add oam, hram to memory domain list
Author: pasky1382@gmail.com | Date: 11 września 2012 20:31:02
Author: goyuken | Date: 11 września 2012 19:37:17
- 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
Author: goyuken | Date: 11 września 2012 17:28:38
- 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
Author: andres.delikat | Date: 11 września 2012 16:47:41
- Lua - fix gui.drawLine/Pie/Ellipse/Polygon/Pixel/Bezier from commit 2908, the way those were done was causing exceptions after the 1st draw
Author: beirich | Date: 11 września 2012 07:00:45
- 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.
Author: adelikat@tasvideos.org | Date: 11 września 2012 05:25:39
- Cheats - fix emulator freeze with bad config files
Author: goyuken | Date: 11 września 2012 03:50:55
- add IsLagFrame, LagCount, Frame to Snes savestates
Author: goyuken | Date: 11 września 2012 03:46:57
- add IsLagFrame, LagCount, Frame to Gambatte savestates
Author: goyuken | Date: 11 września 2012 03:36:12
- add lag counter to LibsnesCore
- per ilari, this should work correctly on certain games that poll the input in a particular way. however, it is completely non-functional on many other games. core digging is required for anything better.
Author: adelikat@tasvideos.org | Date: 11 września 2012 02:21:50
- Hex Editor - fix restart, addresses now update
Author: adelikat@tasvideos.org | Date: 11 września 2012 02:17:54
- Hex Editor - fix 6 digit domains (note that 8 digit will still fail should we have any)
Author: adelikat@tasvideos.org | Date: 11 września 2012 01:52:42
- Hex Editor - remove a variable and references to it that is obsolete since I revamped the drawing, it was causing the highlighting to be off on anything other than 4 digit addresses. Partially fixes messed up hex editor in 6 digit domains such as SNES ram
Author: goyuken | Date: 11 września 2012 01:40:53
- functioning saveram support for gambatte
Author: goyuken | Date: 11 września 2012 00:02:02
- remove libgambatte.pdb because it has cooties
Author: brandman211@gmail.com | Date: 10 września 2012 23:35:56
- -Added ImportLSMV, ImportZMV. Neither do anything substantial yet.
- -Added .int to the Rom Files list.
Author: andres.delikat | Date: 10 września 2012 23:26:22
- Oops, checked in a change to the interim flag, also updated the interim version to 1.1.0 interim while I was at it, change experimental status on some things in rom loader. Overall, this is a useless commit
Author: andres.delikat | Date: 10 września 2012 21:44:44
- SNES - Graphics Debugger - hook up the usual auto-load and save window position, added a menu, put disabled screenshot menu items todo, some UI niceness
Author: andres.delikat | Date: 10 września 2012 21:12:34
- SNES - menu items to toggle bg and obj layers
Author: andres.delikat | Date: 10 września 2012 20:40:39
- SNES - make controllers 2-4 work
Author: andres.delikat | Date: 10 września 2012 20:32:36
- Move SNES Graphics debugger to a SNES menu (dynamically shows/hides for SNES roms)
Author: andres.delikat | Date: 10 września 2012 20:21:53
- Add SNES controller image to input config, also some tweaks to the dialog. TODO: all these controller images could be better
Author: andres.delikat | Date: 10 września 2012 19:49:33
- Input Config - show when a button mapping conflicts with a hotkey mapping (but still allow it)
Author: pasky1382@gmail.com | Date: 10 września 2012 15:34:13
Author: zeromus@zeromus.org | Date: 10 września 2012 06:16:30
Author: zeromus@zeromus.org | Date: 10 września 2012 06:13:02
- stop blocking keystrokes from creating controller input when they match hotkeys
Author: adelikat@tasvideos.org | Date: 10 września 2012 06:11:17
- Hotkey Dialog - fix tab orders, Hotkey/Input config - change highlighted color to light blue instead of red as that is a more logical highlight color
Author: adelikat@tasvideos.org | Date: 10 września 2012 05:11:06
- Ram Watch/Search - Save and Load the domain of each watch into .wch files (still maintains backwards compatibility with old bizhawk .wch files as well as .wch files from other emulators
Author: adelikat@tasvideos.org | Date: 10 września 2012 04:39:56
- Hex Editor - pass domain on the Add to Ram Watch feature
Author: adelikat@tasvideos.org | Date: 10 września 2012 04:37:44
- Ram Watch - Implement Domain column
Author: adelikat@tasvideos.org | Date: 10 września 2012 04:03:24
- Ram Watch - fix ability to watch multiple domains at once, New/Edit/Duplicate watch dialog - allow pasting into address box, reformat address box on blur
Author: goyuken | Date: 9 września 2012 23:57:15
- gambatte: lagframe stuff is hooked up and appears to be working
Author: zeromus@zeromus.org | Date: 9 września 2012 23:19:54
- completing the trifecta: fix the terrible nondeterminisms that made series of snes romloads act wacky
Author: goyuken | Date: 9 września 2012 23:15:54
- fix up rom loading routines for libgambatte to use memory block directly (and not file)
Author: beirich | Date: 9 września 2012 23:15:20
- gen: fix some vram corruption issues
- general: fix some build warnings
Author: zeromus@zeromus.org | Date: 9 września 2012 21:52:08
- change some instances of "AVI" to "AVI/WAV" since traditionally these are separate options. its sort of cool the way we've got it in bizhawk though, maybe we should make it a new standard and make new nomenclature
Author: goyuken | Date: 9 września 2012 21:02:33
- new compiled version of libgambatte.dll
- savestates appear to work
Author: zeromus@zeromus.org | Date: 9 września 2012 21:02:13
- change libco to use an msvc-compiled dll so that it doesnt get wrecked whenever the .net GC process suspends a thread in a coroutine. cant figure out how to get that same code working compiled by mingw32.
Author: goyuken | Date: 9 września 2012 20:47:00
- gambatte savestates. slightly modifies some parts of the core and the pinvoke hookup to produce memory arrays instead of disk files as savestates.
- does not work, for now. (sorry about the exceptions!)
Author: goyuken | Date: 9 września 2012 16:17:57
- wire controls into gambatte.
Author: goyuken | Date: 9 września 2012 15:35:58
- remove unnecessary extra video buffer in gambatte wrapper, and dispose of resampler properly
Author: goyuken | Date: 9 września 2012 14:30:33
- fix include directories in libgambatte project
Author: goyuken | Date: 9 września 2012 14:23:40
- r2931 accidentally reverted r2929
Author: goyuken | Date: 9 września 2012 14:21:02
- add indep libgambatte solution, plus release compiled libgambatte.dll in multiclient output folder
Author: goyuken | Date: 9 września 2012 14:09:01
- remove libgambatte project from solution because msvs express is a piece of shit
Author: pasky1382@gmail.com | Date: 9 września 2012 07:52:41
Author: pasky1382@gmail.com | Date: 9 września 2012 07:27:11
Author: beirich | Date: 9 września 2012 06:22:44
- gen: fix render scroll plane size / window calculation bug. fixes gfx glitches in several games.
Author: adelikat@tasvideos.org | Date: 9 września 2012 06:11:51
- Hex Editor - fix inability to paste into find box when in hex mode
Author: beirich | Date: 9 września 2012 05:29:40
- gen: remove old, unneeded hack. Fixes Quackshot.
Author: pasky1382@gmail.com | Date: 9 września 2012 05:14:33
Author: beirich | Date: 9 września 2012 04:06:07
- fix GB RewireInputChain crash
Author: beirich | Date: 9 września 2012 03:54:31
Author: beirich | Date: 9 września 2012 03:53:28
- Delete some unused files
- Move NintendoDocs folder to NintendoNESDocs
Author: beirich | Date: 9 września 2012 03:40:29
- Move Gambatte files to Nintendo folder
- Clean up some missing file links in the csproj file
Author: beirich | Date: 9 września 2012 03:31:30
- Remove the 2 dead gameboy cores
Author: goyuken | Date: 9 września 2012 03:04:39
- change quality parameter for SpeexResampler in Gambatte from 5 to 2. Speedup: 85fps->1500fps
Author: goyuken | Date: 9 września 2012 02:41:11
- gambatte now has sound! output from the core is original 2MEGAHURTZ audio, but libspeexdsp handles it fine.
- seems to be a lot of DC offset at times; not sure if there's a good way to remove it
Author: goyuken | Date: 9 września 2012 02:16:56
- add gbc extension to Database so gbc roms can load with gambatte
Author: goyuken | Date: 9 września 2012 00:01:47
- remove a few notimplemented exceptions, and add .gb, .gbc to the standard open file dialog.
- .gbc fails to load because of something else...
Author: goyuken | Date: 8 września 2012 23:48:46
- libgambatte can now get into game (with recognizable graphics). exceptions everywhere and nothing is hooked up, though.
Author: goyuken | Date: 8 września 2012 23:36:04
- more gambatte wrapper stuff
Author: zeromus@zeromus.org | Date: 8 września 2012 23:09:10
- display SNES and Intellivision in window title when the appropriate games are loaded
Author: goyuken | Date: 8 września 2012 22:46:54
Author: goyuken | Date: 8 września 2012 22:22:07
- preliminary C api for libgambatte, plus pinvoke bindings
- i'm a bit out of my league on this one, but that's ok
Author: zeromus@zeromus.org | Date: 8 września 2012 22:03:04
- snes-work on graphics tools. can now render typical BGs for mode 1. SLOWLY!!!!! this is definitely getting turned into c++ code
Author: goyuken | Date: 8 września 2012 21:02:33
- libgambatte in tree, configured to build to dll with msvs. compiles with no errors. nothing else done yet.
Author: zeromus@zeromus.org | Date: 8 września 2012 21:02:28
- try fixing new sram issue from r2848
Author: goyuken | Date: 8 września 2012 18:02:14
- add comment to BufferedAsync explaining its value
Author: goyuken | Date: 8 września 2012 03:15:16
- clean up resampler with rest of libsnes
Author: andres.delikat | Date: 7 września 2012 22:31:05
- SNES - oops, hookup setting the frame counter as well
Author: goyuken | Date: 7 września 2012 22:12:47
- cleanup/simplify SpeexResampler
Author: andres.delikat | Date: 7 września 2012 22:06:57
- SNES - hook up frame counter
Author: goyuken | Date: 7 września 2012 20:49:18
- replace junk and bad license resamplers with libspeexdsp (using p/invoke). MIT licensed, sounds pretty decent.
- the p/invoke wrapper class is a hackjob i was using for testing and will be replaced.
Author: brandman211@gmail.com | Date: 7 września 2012 08:36:23
- The EROM / GROM is now expected to be .int or .bin.
Author: zeromus@zeromus.org | Date: 7 września 2012 08:18:58
- hook up path config for intellivision and change erom and grom to use it. now you need erom.bin and grom.bin in the Intellivision directory by default.
Author: zeromus@zeromus.org | Date: 7 września 2012 07:41:33
- stop crashing the intellivision core when the emulation menu is opened
Author: zeromus@zeromus.org | Date: 7 września 2012 05:34:16
- lua-try caching solidbrushes and pens for faster drawing
Author: zeromus@zeromus.org | Date: 6 września 2012 10:35:45
- should probably add this file too
Author: zeromus@zeromus.org | Date: 6 września 2012 10:32:25
- snes-some beginning steps on graphics debugging tools. nothing to see yet, move along
Author: brandman211@gmail.com | Date: 6 września 2012 10:02:49
- -Implemented Colored Squares mode. It looks sensible in one of the improperly loaded ROMs that triggers it.
- -Masked the Color Stack registers. This prevents the previously mentioned ROM from throwing an ArgumentException in ColorToRGBA.
Author: brandman211@gmail.com | Date: 6 września 2012 09:31:25
- -The STIC now displays the encoded background color when one is provided.
- --The only time I've seen this was in a game that used FGBG mode, and it looked messed up.
- -Implemented the parsing of the background for Color Stack mode.
- --Because the STIC Registers aren't populated, this doesn't do anything. I'm not sure when this is supposed to occur.
- -Determined when Colored Squares mode is active. I'll try to implement this mode shortly.
Author: brandman211@gmail.com | Date: 6 września 2012 08:56:21
- The foreground now shows its true colors.
Author: brandman211@gmail.com | Date: 6 września 2012 08:20:50
- -Unset pixels when necessary.
- -Fixed the loading of a card's rows.
- -Corrected the maskings. The top tiles look perfect now, but the text isn't showing up yet.
Author: brandman211@gmail.com | Date: 6 września 2012 06:51:17
- -Added Read/WriteMemory to the STIC so that it can access the RAM it needs to draw the screen.
- --Did the same for the PSG because why not.
- -Discovered that the Commando HLT happens after the CPU goes idle, so there's no point in further investigating the issue until I emulate that.
- -Parsed the BACKTAB cards for the STIC's Draw().
- -Attempted to draw the screen using the aforementioned cards.
- --I'm only trying to apply color to the foreground.
- ---Instead of converting the FG color to RGBA, I'm making it all white for now.
- --There's clearly some sanity to what's being drawn, so I think each 8x8 card is being drawn in the right place.
- --I think the next step is trying to make each individual card draw properly.
- --I believe the algorithm for populating the FrameBuffer is VERY inefficient in the way it accesses memory. Will need some suggestions as to how I can rewrite this.
Author: goyuken | Date: 6 września 2012 02:07:37
- did a bunch of listening tests with libsnes and metaspu. switched to vecna metaspu
- it seems to be the most stable when the system is fast enough to maintain approximately 100% speed.
- also fixed up metaspu in dumping and switched it to vecna. i can now have clean audio while running libsnes with lua script and ffmpeg dumping.
Author: goyuken | Date: 6 września 2012 01:32:41
- orphaned variable from r2898
Author: zeromus@zeromus.org | Date: 6 września 2012 01:16:08
- snes-fix bug where loading more than one snes rom would wreck the emulator
Author: goyuken | Date: 5 września 2012 23:21:35
- abstract resampling functionality into IStereoResampler for testing purposes
- add two example resamplers that implement this: LinearResampler and CubicResampler. both are very basic and sound like shit compared to libresample4j
- ultimately, a single good resampler with a better license than libresample4j should be selected and used
Author: goyuken | Date: 5 września 2012 20:52:17
- add resampler based on libresample4j (LGPL)
- hook that up to libsnes, so libsnes audio now goes through libresample4j and then metaspu
- it sounds ok
Author: brandman211@gmail.com | Date: 5 września 2012 06:42:49
- -Laid out the groundwork for the video provider.
- --VirtualHeight / Width will be useful due to how the scanlines are doubled on TVs, but for now, I will just be drawing to scale.
- -Enabled XOR@, SAR, and COMR. Advanced Dungeons & Dragons provided more test cases.
- -Noticed that Commando, as well as some other games, triggers a HLT. This should be looked into later.
Author: pasky1382@gmail.com | Date: 5 września 2012 04:42:14
- minor edit in the script.
Author: pasky1382@gmail.com | Date: 5 września 2012 04:35:09
- updated the metroid hitbox viewer script.
Author: adelikat@tasvideos.org | Date: 5 września 2012 04:24:03
- SNES - hook up movie playback, probably, needs a frame counter to use it
Author: adelikat@tasvideos.org | Date: 5 września 2012 04:07:30
- Fix input display that I broke yesterday. Hook up SNES input display and movie recording (but not playback)
Author: goyuken | Date: 5 września 2012 03:30:09
- libsnes: dumb change to dumb code slightly lessens appearance rate of rice crispies in some situations
Author: goyuken | Date: 5 września 2012 02:36:38
- now that i've had a little more time to understand Metaspu, i see quite easily how it can be used in the place of DualSound, so do that. only actual effect of change should be how audio sounds while recording is going on. as an orphan, DualSound will likely be deleted soon.
Author: pasky1382@gmail.com | Date: 5 września 2012 01:35:59
- Added legend of toki hitbox viewer lua script for genesis.
Author: pasky1382@gmail.com | Date: 5 września 2012 00:51:39
- Added Super Castlevania 4 hitbox viewer lua script.
Author: pasky1382@gmail.com | Date: 4 września 2012 23:55:41
- Edited the Super metroid lua, added super mario world hitbox viewer lua script
Author: andres.delikat | Date: 4 września 2012 22:40:39
- add a null check that could potentially crash the emulator in the HowMany() function I wrote for path and watch functions. No functional change probably. Also clean up the organization of this method
Author: zeromus@zeromus.org | Date: 4 września 2012 22:29:37
- fix archive chooser opening issue with zips containing solely one .sfc
Author: zeromus@zeromus.org | Date: 4 września 2012 22:23:18
Author: brandman211@gmail.com | Date: 4 września 2012 21:29:02
- -Changed the amount of pending cycles to add when the STIC sets SR1.
- --This number is fairly arbitrary, and I don't know why it works, but for now, it does.
- --The values of INTRM don't match up exactly, but I think this is mostly a logging issue, though I still need to look into this.
- -Fixed the Overflow Flag calculation.
- --My original formula didn't compare the signs of the operands.
- --It always needs to use the original operands, not the 2s complement one.
- --As such, a result parameter has been added.
- -Fixed the detection of a double swap, shift, and rotate in the related instructions. Ironically, I shifted one too many bits in my detection.
- -Masked the result of left shifts and rotates to 0xFFFF so that the flags are calculated properly.
- -Made RSWD (un)set the right flags.
- -Enabled GSWD, MVI, SARC, CMP@, ADD, SUB@, INCR, RRC, SLR, SLL, RLC, ADDR, SUBR, SLLC, CMPR, and RSWD.
- -COMR, NEGR, ADCR, SAR, ANDR, SUB, AND, XOR, and XOR@ remain disabled as I have yet to hit any test cases for them.
- At this point, IntelliHawk is executing instructions indefinitely with what seems to be perfect results! I think I'm ready to hook up the screen.
Author: zeromus@zeromus.org | Date: 4 września 2012 21:25:09
- snes-change libsnes color output to 32bpp to avoid having to uncrunch 16bpp pixels, for an indeterminate speedup
Author: pasky1382@gmail.com | Date: 4 września 2012 21:23:23
Author: zeromus@zeromus.org | Date: 4 września 2012 21:12:16
- snes-support layer toggles (needs gui hookups)
Author: zeromus@zeromus.org | Date: 4 września 2012 20:07:40
- add .sfc to fileselector UIs
Author: zeromus@zeromus.org | Date: 4 września 2012 20:04:06
- fix loading of non-snes games, and try to make snes core reset a little more reliable by reconstructing more
Author: zeromus@zeromus.org | Date: 4 września 2012 19:29:20
- snes-memorydomains (but not systembus)
Author: zeromus@zeromus.org | Date: 4 września 2012 19:26:27
- hexeditor-print "0x100000 addresses" instead of "1048576 addresses"
Author: zeromus@zeromus.org | Date: 4 września 2012 10:21:01
- snes-enable savestates. dont get your hopes up, its a bit bloated and weird, and we still need to asses the bsnesariffic savestate synchronization issues. but, it works.
Author: brandman211@gmail.com | Date: 4 września 2012 09:28:36
- -Flushed log after interrupt.
- -Replaced subtraction with adding the 2s complement in instructions. That way, the Overflow Flag is calculated properly.
- -Made it so that the masking of a result to 0xFFFF comes after calculating the Carry and Overflow Flags but before the Sign and Zero Flags.
- -The CMPX instructions now use the aforementioned masking to properly calculate the Sign and Zero Flags even though the result doesn't actually get stored.
- Thanks to this commit, IntelliHawk executes 1711 instructions properly. Next, it's supposed to take an Interrupt, which is bizarre because INTRM appears to be true at that point. This doesn't seem possible unless I am once again logging at the wrong time, hiding that the INTRM gets set to false before immediately switching back to true after taking the interrupt. Will look into this later.
Author: zeromus@zeromus.org | Date: 4 września 2012 09:14:29
- snes-support SNES subdirectory for sram and such
Author: zeromus@zeromus.org | Date: 4 września 2012 09:09:00
Author: brandman211@gmail.com | Date: 4 września 2012 08:26:08
- -Noted interrupts in the log.
- -Added and Interrupted flag to make it so that interrupts only trigger once per falling edge.
- -For now, interrupts take 28 cycles.
- -Made it so that the STIC tracks Pending / Total Executed Cycles just like the CPU.
- -Forwarded the cycles executed in the CPU to the STIC's Execute.
- -SR1 is now inverted when there are no pending cycles.
- --If SR1 is high, 14394 cycles are added to the pending cycles.
- --If SR1 is low, 3791 cycles are added to the pending cycles.
Author: zeromus@zeromus.org | Date: 4 września 2012 08:08:46
- snes-try and determine whether game is snes based on libsnes's internal heuristics, and use .SFC for it anyway
Author: beirich | Date: 4 września 2012 04:56:53
- gen: fix dumb bug with sprite masking... fixes sprites showing up in WINDOW in many games where theyre not supposed to
Author: goyuken | Date: 4 września 2012 03:21:14
- libsnes sound is functioning. very quick, very dirty
Author: beirich | Date: 4 września 2012 03:07:03
- gen: Implement CRAM read, VSRAM read. Correct sprite coordinate masking, fixing games several games where sprites were missing.
Author: adelikat@tasvideos.org | Date: 4 września 2012 02:33:47
- Ram Watch/Search/Poke - use Watch objects internal domain value, this commit doesn't add functionatility yet (may have even broke something), but will lead to eventually being able to watch multiple domains at once, and some ram search optimizations
Author: zeromus@zeromus.org | Date: 4 września 2012 02:30:40
Author: zeromus@zeromus.org | Date: 4 września 2012 02:23:09
Author: zeromus@zeromus.org | Date: 4 września 2012 02:20:36
- bsneshawk step 1 of N - compile libsnes, make bsneshawk core, setup interop, support frameadvance, video, gamepad. games are playable, I think.
Author: adelikat@tasvideos.org | Date: 4 września 2012 01:45:41
- Ram Poke - use a nullable int, -99999999 is now a valid poke/readable number!
Author: adelikat@tasvideos.org | Date: 4 września 2012 01:42:00
- Refactoring of Watch object and related tools, add domain into Watch object. No functionality changes in this commit
Author: beirich | Date: 4 września 2012 00:26:33
- gen: fix Flavio's DMA test rom. and hopefully something else too.
Author: adelikat@tasvideos.org | Date: 3 września 2012 23:52:51
- NES Graphics Config - double clicking GB color opens up color selection (same as clicking change), clean up outdated TODO list
Author: adelikat@tasvideos.org | Date: 3 września 2012 23:38:11
- NES - don't record lag frame status into movies, it is not necessary for TAStudio anymore
Author: adelikat@tasvideos.org | Date: 3 września 2012 23:28:10
- TAStudio - store whether or not a frame was a lag frame along with the state for green zoning, show lag frames in red based on this flag rather than something recorded into the movie file, also fixed a bug I introduced in the last commit
Author: adelikat@tasvideos.org | Date: 3 września 2012 22:55:05
- Movies - refactor & cleanup the MovieLog class
Author: adelikat@tasvideos.org | Date: 3 września 2012 22:26:51
- Movies - a bit more cleanup
Author: adelikat@tasvideos.org | Date: 3 września 2012 22:17:57
- Movies - final round of refactoring, also removed all code relating to the StopOnFrame variable. The fast foraward button on TAStudio now loses some functionality, but the code that did it needed an overhaul
Author: adelikat@tasvideos.org | Date: 3 września 2012 21:42:53
- Movie refactoring - round 2
Author: beirich | Date: 3 września 2012 18:01:56
- gen fixes: HINTs shouldnt fire during vblank, some DMA fixes, fix a render priority issue (albeit not the ideal fix), substantial rom compatibility testing
Author: adelikat@tasvideos.org | Date: 3 września 2012 17:05:09
- Movies - round 1 of code cleanup (no functional changes)
Author: adelikat@tasvideos.org | Date: 3 września 2012 03:17:03
- Hex Editor - text option in Find Box, this feature converts text to its byte codes and searches that byte array
Author: adelikat@tasvideos.org | Date: 3 września 2012 02:49:59
- Hex Editor - implement text area highlighting
Author: beirich | Date: 3 września 2012 02:46:28
- whoops, commit .csproj also for previous change
Author: beirich | Date: 3 września 2012 02:45:30
- Move ICart.cs from directory/namespace for generic interfaces to Intellivision folder/namespace, as it is entirely Intellivision specific.
Author: adelikat@tasvideos.org | Date: 3 września 2012 01:12:00
- Hex Editor - implement Save, and Save ROM file menu options
Author: adelikat@tasvideos.org | Date: 3 września 2012 00:45:06
- Hex Editor - support archived roms for the Rom File domain
Author: adelikat@tasvideos.org | Date: 2 września 2012 21:22:51
- Hex Editor - preliminary support for a ROM File memory domain (regardless of platform). Loads the actual contents of the ROM file into the Hex Editor. Note: this is the file, edits would have no effect on gameplay until the game is reloaded. Currently does not work with ROMs in archives, and needs some specifical menu items and tweaks.
Author: adelikat@tasvideos.org | Date: 2 września 2012 20:33:59
- Ram Search - move auto-load menu item to options menu instead of recent, since it only autoloads the dialog, not a file
Author: pasky1382@gmail.com | Date: 2 września 2012 19:08:47
- fixed the rondo lua script to include a scaler for text display.
Author: adelikat@tasvideos.org | Date: 2 września 2012 18:49:58
- Lua - implement client.screenwidth() and client.screenheight()
Author: pasky1382@gmail.com | Date: 2 września 2012 18:26:43
- (minor spacing edits in LuaImplementation.cs)
- Added rondo of blood lua script in scripts folder for PC Engine.
Author: adelikat@tasvideos.org | Date: 2 września 2012 18:23:42
- Lua - implement emu.registerbefore and emu.registerafter. Note that all lua work is done on the beginning of the frame (before) by default. also note that Registerbefore will run before normal lua processing.
Author: adelikat@tasvideos.org | Date: 2 września 2012 16:54:30
- Fix lua drawing from disappearing while paused, only have it update once per frame, and have it draw before frame advance
Author: pasky1382@gmail.com | Date: 2 września 2012 16:47:12
- Fixed what i previously broke in the Lua bitwise functions.
Author: adelikat@tasvideos.org | Date: 2 września 2012 16:33:30
- Revert the moving of lua running in the frame loop
Author: pasky1382@gmail.com | Date: 2 września 2012 16:20:08
- Fixed bitwise operators, all function arguments take object types so they display correctly under the lua function list.
Author: adelikat@tasvideos.org | Date: 2 września 2012 16:14:36
- Move lua events to the end of the frame loop
Author: pasky1382@gmail.com | Date: 2 września 2012 05:46:09
- Fixed an offset in the script.
Author: adelikat@tasvideos.org | Date: 2 września 2012 05:24:36
- Add Paskys Ninja Gaiden lua script to lua scripts folder
Author: adelikat@tasvideos.org | Date: 2 września 2012 05:05:48
- Ram Search - fix Truncate from file, and exclude ram watch
Author: pasky1382@gmail.com | Date: 2 września 2012 04:37:25
- Fixed gui.drawBox. Now draws correctly when width is a negative value.
Author: adelikat@tasvideos.org | Date: 2 września 2012 03:52:16
- Ram Search - small speedup on UpdateValues
Author: adelikat@tasvideos.org | Date: 2 września 2012 03:33:12
- Genesis - add Rom data memory domain
Author: adelikat@tasvideos.org | Date: 2 września 2012 03:21:57
Author: pasky1382@gmail.com | Date: 2 września 2012 03:15:18
- Added a gui.drawBox() function in the lua engine. Uses four coordinates to draw a box like other emulators rather than a height/width argument.
Author: adelikat@tasvideos.org | Date: 2 września 2012 03:05:08
- Ram Search - fix broken searching, also some code cleanup
Author: pasky1382@gmail.com | Date: 2 września 2012 02:56:50
- Added lua bitwise operators, AND, LSHIFT, RSHIFT, OR, XOR, NOT, ROTATE LEFT, ROTATE RIGHT.
Author: beirich | Date: 1 września 2012 23:04:40
- gen: Fix bug with word-reading Z80 bus status; fixes music in Monster World IV, Thunder Force 3 still boots
Author: adelikat@tasvideos.org | Date: 1 września 2012 21:49:40
- Genesis - add system bus memory domain
Author: adelikat@tasvideos.org | Date: 1 września 2012 21:29:41
- Cheats Dialog - fix losing of values on restart, editing a cheat flags changes
Author: beirich | Date: 1 września 2012 20:40:52
- gen: implement H-ints
- gen: implement Vram/Vram DMA copy (badly)
- gen: fix dumb sprite rendering bug
- gen: fix crash bug with certain WINDOW settings
Author: adelikat@tasvideos.org | Date: 1 września 2012 20:34:31
- NES - implement address poking on the system bus domain. Anything in the EXP, WRAM, PRG regions is done via the built in cheat system due to being handled by the mappers. This may not be the ideal way to do this but it seems to work well, and I don't know of a more logical way to handle this.
Author: adelikat@tasvideos.org | Date: 1 września 2012 20:15:04
- NES Cheats - fix so that only the system bus uses the built in cheat/game genie system
Author: adelikat@tasvideos.org | Date: 1 września 2012 19:44:55
- Cheats - if cheats file is empty dont show "Cheats file loaded" message
Author: adelikat@tasvideos.org | Date: 1 września 2012 19:31:56
- Cheats - implement Compare textbox
Author: adelikat@tasvideos.org | Date: 1 września 2012 19:09:44
- Cheats - add compare column, and show active cheat rows in cyan (like other tool dialogs), do validation on address and value textboxes when adding/editing a cheat
Author: adelikat@tasvideos.org | Date: 1 września 2012 16:35:12
- Cheats - implement removing of cheats for the NES core
Author: adelikat@tasvideos.org | Date: 1 września 2012 16:18:54
- NES - fix game genie codes with an empty compare text value
Author: adelikat@tasvideos.org | Date: 1 września 2012 16:13:36
- NES - Round 1 of Hook up NES cheats for system bus (i.e. game genie codes now work)
Author: beirich | Date: 1 września 2012 07:02:27
- gen: implement WINDOW rendering
- gen: initialize VDP registers to power-on values
Author: adelikat@tasvideos.org | Date: 31 sierpnia 2012 13:59:14
- Some backend changes to support compare value in cheats, no visible changes yet
Author: adelikat@tasvideos.org | Date: 31 sierpnia 2012 04:11:55
- NES - sound config - set ok/cancel winform properties
Author: beirich | Date: 30 sierpnia 2012 06:29:33
- gen: fix dumb tile priority bug (primarily affects Ghouls n Ghosts, which use the layers backwards from normal)
Author: adelikat@tasvideos.org | Date: 29 sierpnia 2012 04:58:22
- Ram Search - another speed up - prevent recoloring the background unless it has changed
Author: andres.delikat | Date: 29 sierpnia 2012 03:42:04
- Ram Watch - major speed up of the preview feature especially with large memory domains, got a 30fps boost on gens system bus. THere is still a lot of code to clean up as a result, and I touched everything about the search feature so there may be regressions in this commit.
Author: adelikat@tasvideos.org | Date: 28 sierpnia 2012 05:18:53
- TAStudio - Rewind button - fix logic when movie is finished or inactive
Author: adelikat@tasvideos.org | Date: 28 sierpnia 2012 04:29:48
- Record Dialog - do not prompt to overwrite on save file dialog (otherwise the user is asked twice when the main dialog asks)
Author: adelikat@tasvideos.org | Date: 28 sierpnia 2012 04:20:22
- Max Turbo - bypass limit frame rate, and auto-minimize skipping, and ramp up frame skip to 20
Author: adelikat@tasvideos.org | Date: 28 sierpnia 2012 03:48:01
- Max Turbo - bypass on screen messages/gui text/ram watch on screen
Author: adelikat@tasvideos.org | Date: 28 sierpnia 2012 03:29:07
- Some turbo speed refactorings - added a new hotkey for turbo mapped to shift+tab, rennamed the original turbo as unthrottle (since it is simply a toggle for this feature) and removed its mapping. On the new turbo, lots of various things will eventually be in place, but right now it bypasses tool updating. Still todo: have it max out frame skip and whatnot, also what is the difference between unthrottle and the limit framerate option? I think these should be merged.
Author: beirich | Date: 27 sierpnia 2012 04:59:26
- gen: allow word-reads to query Z80 bus status. now thunder force 3 boots.
Author: beirich | Date: 26 sierpnia 2012 16:39:06
- Allow easy swapping of active 68000 core the C# core, or Musashi... As we are likely to be swapping between versions rapidly for some period of time.
Author: beirich | Date: 26 sierpnia 2012 05:43:35
- gen: improved memory map and VDP I/O
Author: adelikat@tasvideos.org | Date: 26 sierpnia 2012 01:31:54
- Movie - clean up some code that has gotten crusty in the frame loop and refactored it, fixed logical errors at the end of a movie regarding playback, rewind, and loadstate. Movies now go correctly into finished or play mode under various circumstances. Removed the stop on frame code because it was breaking things, this will be a regression in functionality in tastudio until it is rethought.
Author: rolanmen1@gmail.com | Date: 26 sierpnia 2012 00:45:44
- LuaImplementation: Implemented forms.setproperty and forms.getproperty. Kinda buggy though.
Author: adelikat@tasvideos.org | Date: 26 sierpnia 2012 00:18:54
- Movies - fix a regression that happened at some point where the movie is not truncated on a loadstate that triggers record mode (instead it would keep the entire movie in the savestate and record over each frame, this would leave garbage data that could lead to potential desyncs)
Author: adelikat@tasvideos.org | Date: 25 sierpnia 2012 20:18:05
- NES - save framebuffer to savestates in the same manner as other cores
Author: rolanmen1 | Date: 25 sierpnia 2012 19:01:13
- LuaConsole: Call UpdateNumberOfScripts after you delete a script.
- LuaImplementation: Added emu.ispaused(), also added the parameters width and height to forms.label and forms.button
Author: rolanmen1@gmail.com | Date: 25 sierpnia 2012 14:17:44
- LuaConsole: The Label that counts the scripts gets updated each time a change has been made to the ListView, also removed all calls of the said function.
Author: beirich | Date: 24 sierpnia 2012 06:45:09
- gen: implement raster effects
Author: beirich | Date: 24 sierpnia 2012 04:30:20
- gen: render priority improved somewhat... still some issues
Author: beirich | Date: 24 sierpnia 2012 02:37:54
- gen: Fix tile VFLIP bug, correcting the most obnoxious of the graphical glitches
Author: pjgat09@gmail.com | Date: 23 sierpnia 2012 04:04:24
- Atari: Added an audio object to the TIA, including functions to run the 4 and 5 bit LFSRs. Also added some code for the first 4 audio modes, enough to generate samples for one of the audio channels.
- Added a logic simulation of some parts of the TIA, including the audio portion. This requires logisim to run.
Author: adelikat@tasvideos.org | Date: 23 sierpnia 2012 03:28:33
- NES - PPU - very minor cleanup
Author: beirich | Date: 22 sierpnia 2012 06:54:36
- md: correct hscroll offset calculation. genesis core 10% less embarassing.
Author: beirich | Date: 20 sierpnia 2012 05:12:36
- switch to using the real megadrive gamedb (eliminate issues with the temporary one)
Author: adelikat@tasvideos.org | Date: 20 sierpnia 2012 02:22:57
- Ram Search - very slight optimization
Author: adelikat@tasvideos.org | Date: 20 sierpnia 2012 01:49:42
Author: adelikat@tasvideos.org | Date: 20 sierpnia 2012 01:44:17
- About box cleanup - use emuversion constant so I don't have to update it in two places, add a release date constant so I don't forget to update that, some misc dialog tweaks
Author: adelikat@tasvideos.org | Date: 20 sierpnia 2012 01:24:16
- GUIText (Lua and ram watch) - remove gray in drawing
Author: adelikat@tasvideos.org | Date: 20 sierpnia 2012 01:22:10
- Clear Lua and Ramwatch lists on loadstate, fixes problem of garbled drawing on loadstate
Author: adelikat@tasvideos.org | Date: 19 sierpnia 2012 23:54:23
- DrawScreenInfo was being run twice, removed one of the calls
Author: adelikat@tasvideos.org | Date: 19 sierpnia 2012 23:09:48
- NES - small (probably unnoticeable) speedup to WriteMemory()
Author: adelikat@tasvideos.org | Date: 19 sierpnia 2012 22:38:20
- NES - some optimizations to ReadMemory(), ~1fps speed up
Author: adelikat@tasvideos.org | Date: 19 sierpnia 2012 22:01:17
- NES - don't recalculated the framebuffer constantly, instead only do it once per frame. ~1fps speed up
Author: adelikat@tasvideos.org | Date: 19 sierpnia 2012 21:21:35
Author: beirich | Date: 19 sierpnia 2012 21:16:08
- fix premature commitation
Author: zeromus@zeromus.org | Date: 19 sierpnia 2012 20:10:32
- discohawk-fix iso handling
Author: goyuken | Date: 19 sierpnia 2012 19:46:13
- add linear resampler (not activated in code). sounds about the same as the other two (ie, no major bugs) on the opening to Golden Axe
Author: beirich | Date: 19 sierpnia 2012 06:41:34
- ym2612: Implement detune. Implement a somewhat better resampler, still not a Good One.
Author: adelikat@tasvideos.org | Date: 18 sierpnia 2012 02:09:00
- TAStudio - add hotkeys for Clear and Insert # Frames
Author: adelikat@tasvideos.org | Date: 18 sierpnia 2012 02:04:12
- remove more tastudio instances in movie class, TAStudio - re-hook up double click event
Author: adelikat@tasvideos.org | Date: 18 sierpnia 2012 01:56:37
- TAStudio - implement Cut function, fixes to insert, and delete, minor cleanup of movie object
Author: adelikat@tasvideos.org | Date: 18 sierpnia 2012 01:27:29
- TAStudio - implement copy function, and slicer section
Author: adelikat@tasvideos.org | Date: 17 sierpnia 2012 05:24:33
- TAStudio - implement Truncate Movie
Author: adelikat@tasvideos.org | Date: 17 sierpnia 2012 05:04:35
- TAStudio - implement Insert # Frames, and Select All, hide context menu items based on read-only status
Author: adelikat@tasvideos.org | Date: 17 sierpnia 2012 04:26:47
- TAStudio - implement clear frame, pause emulator on TAStudio load
Author: adelikat@tasvideos.org | Date: 17 sierpnia 2012 04:18:25
- TAStudio - implement clone frame feature, and some UI and Movie object cleanup
Author: adelikat@tasvideos.org | Date: 17 sierpnia 2012 03:26:00
- TAStudio - fix up Insert Frame functionality, add it to non-interim builds, and map hotkey as ctrl+shift+ins
Author: adelikat@tasvideos.org | Date: 17 sierpnia 2012 03:01:46
- TAStudio - hook up Ctrl+Mousewheel to frame advance and rewind events. TODO: Figure out how to (also) add right-click + mousewheel
Author: adelikat@tasvideos.org | Date: 15 sierpnia 2012 03:35:17
- Ram Watch - fix bug where values are not updating after a power cycle/rom load/movie load
Author: adelikat@tasvideos.org | Date: 15 sierpnia 2012 03:14:25
- Ram Watch - oops, fixed last commit better
Author: adelikat@tasvideos.org | Date: 15 sierpnia 2012 03:03:27
- Ram Watch - if both auto-load and display on screen are set, don't load the dialog when loading the emulator (just load the watches on screen)
Author: adelikat@tasvideos.org | Date: 15 sierpnia 2012 02:56:34
- Ram Watch - fix endless exceptions when loading different ram watch files
Author: brandman211@gmail.com | Date: 14 sierpnia 2012 05:58:11
- -Simplified the CPU / STIC connection.
- -Made FrameAdvance handle the pending cycle loop. During each iteration, it runs one instruction and ticks the STIC accordingly.
Author: brandman211@gmail.com | Date: 13 sierpnia 2012 10:10:15
- -Made connections between the signal pins on the CP1610 and the STIC.
- --Not sure why the STIC has any connection to the SST, but the docs on the SST are virtually non-existent from what I could find.
- --I took advantage of Func and Action instead of passing bool references to both devices. I think this makes sense.
- -Added reset functions for both devices.
- My comparison log for INTRM is still weird because it says it is true initially (Expected) and remains as such after the first instruction (A bit odd). I think this happens because the STIC is supposed to "tick" and shift SR1 to false immediately, but the STIC tick happens after the CPU tick, and the CPU tick is where the logging happens. I need to find a better place to put this logging, and I need to implement the STIC ticking for IntelliHawk. I'm not positive how to approach the latter issue as I assume a tick means one instruction execution, and my executions happen in a loop on the CPU, which has no reference to the STIC, so I'm not sure where this fits into the equation.
Author: brandman211@gmail.com | Date: 13 sierpnia 2012 05:47:08
- Implemented what to do on an interrupt. This seems to be logical as it tries to execute a GSWD instruction, but it takes the interrupt too early because I haven't figured out when to turn INTRM on / off.
Author: adelikat@tasvideos.org | Date: 13 sierpnia 2012 05:23:25
- Remove new controller config idea
Author: adelikat@tasvideos.org | Date: 13 sierpnia 2012 05:17:47
- Revert use of new input config dialog
Author: adelikat@tasvideos.org | Date: 13 sierpnia 2012 03:22:02
- CHecking in a possible better solution for a controller config dialog
Author: adelikat@tasvideos.org | Date: 12 sierpnia 2012 21:42:00
- NES - PPU Viewer - more small speed optimizations
Author: rolanmen1 | Date: 12 sierpnia 2012 09:06:38
- LuaWriter. Color numbers, need to make it color hexadecimals aswell.
Author: adelikat@tasvideos.org | Date: 12 sierpnia 2012 04:21:53
- NES - PPU Viewer - draw immediately on load, PPU Viewer / Nametable Viewer - draw immediately on Restart()
Author: adelikat@tasvideos.org | Date: 12 sierpnia 2012 04:13:06
- NES - Nametable viewer - big speed boost by not repainting the unseen background
Author: adelikat@tasvideos.org | Date: 12 sierpnia 2012 04:05:37
- NES - PPU Viewer - nice speed boosts by tweaking palette and pattern viewers to not redraw backgrounds
Author: adelikat@tasvideos.org | Date: 12 sierpnia 2012 03:09:30
Author: adelikat@tasvideos.org | Date: 12 sierpnia 2012 02:00:57
- NES - PPU Viewer - other small optimizations
Author: adelikat@tasvideos.org | Date: 12 sierpnia 2012 00:50:14
- NES - PPU Viewer - oops fix last commit, and also slightly better optimized as a bonus
Author: adelikat@tasvideos.org | Date: 12 sierpnia 2012 00:38:40
- Render Panel - some tiny speedups
Author: adelikat@tasvideos.org | Date: 12 sierpnia 2012 00:32:52
- NES - Nametable viewer - small optimizations ~1fps speed up
Author: rolanmen1 | Date: 11 sierpnia 2012 07:15:56
- LuaWriter. I finally finished coloring Strings and Comments correctly.
Author: adelikat@tasvideos.org | Date: 11 sierpnia 2012 03:50:27
- Lua Writer - take over paint event and only paint once per ProcessText(). Still todo: better management of when and what to draw
Author: brandman211@gmail.com | Date: 10 sierpnia 2012 22:40:34
- Scratchpad RAM, Graphics ROM, and Graphics RAM are apparently all 8-bit.
Author: beirich | Date: 10 sierpnia 2012 06:46:29
- ym2612: fix EG Rate calculation. Fix Attack Rate exponential formulation.
Author: rolanmen1@gmail.com | Date: 9 sierpnia 2012 23:53:49
- LuaWriter. AutoCompleteView will change through selected items by pressing Up/Down while keeping focus of the textbox. This will work once a highlight issue get solved.
Author: rolanmen1@gmail.com | Date: 9 sierpnia 2012 22:18:43
- LuaWriter. Pressing Enter when there's no if, while, for, etc.. will add the tabs that the previous line had.
Author: brandman211@gmail.com | Date: 9 sierpnia 2012 01:05:55
- -Separated the STIC and PSG memory map logic into new objects.
- -Foreground / Background | Color Stack Mode
- --Actually made a boolean for it (FGBG).
- --Reading from a write-only STIC alias of $21 does change the STIC into Color Stack mode, but it doesn't actually read.
- --Color stack mode is enabled when $21 or its alias is read and it is disabled (FGBG) when written its written, both having to occur during VBlank Period 1.
- ---This is what I gathered from the wiki, but I'm confused as to why it says that "The STIC stays in this mode until the program accesses location $21 again." I'm assuming this doesn't mean the mode changes on every access because then I don't understand why a read would change to a different mode than a write.
- --FGBG is disabled by default. I don't think it matters.
Author: jxq2000 | Date: 8 sierpnia 2012 23:33:24
- Revert previous commit related to updating colors/format of only one line at a time since that won't catch multi-line strings or comments.
Author: beirich | Date: 8 sierpnia 2012 04:28:54
- Add Gun.Smoke (KR) SMS to db
Author: adelikat@tasvideos.org | Date: 8 sierpnia 2012 03:10:45
- gamedb - fix duplicate entry
Author: beirich | Date: 8 sierpnia 2012 03:02:26
- add CJ Elephant Fugitive dump to GameGear DB [CodeMasters mapper]
Author: beirich | Date: 8 sierpnia 2012 02:44:08
- Genesis vdp: small loadstate fix
Author: beirich | Date: 7 sierpnia 2012 07:48:30
- ym2612 mothaaaaafukkkkaaaaaaa
Author: jxq2000 | Date: 7 sierpnia 2012 01:19:05
- Some work in ProcessText to try and alleviate the "OMG WE ARE ALWAYS SCROLLING" problem when typing.
- Still needs some work (so no functional change yet), but the initial idea is to allow for checking/updating of only the current row when called from timer_Tick.
Author: jxq2000 | Date: 7 sierpnia 2012 00:52:55
- Some progress made on positioning of the autocomplete box.
Author: brandman211@gmail.com | Date: 6 sierpnia 2012 17:51:35
- -Moved the reset address to the CP1610 and made RegisterSP/PC private.
- -Created helper functions for indirect ops; Indirect_Set will be needed for interrupts.
Author: rolanmen1 | Date: 6 sierpnia 2012 10:18:50
- LuaWriter. Made ColorComments, ColorStrings and ColorLongStrings (wich is now called AddComments, AddStrings and AddLongStrings respectively) will no longer search symbols in the textbox, instead on a copy of it that is saved in a string variable.
Author: rolanmen1 | Date: 6 sierpnia 2012 09:12:25
- LuaWriter. This is half of a lot of changes im making.
- 1)Made a list of int arrays, these will have a start position, length, color and a number that will tell if said text is gonna be bold or not. This was made to color the text only once per edit. I also made it so these values are added in order of the starting position. This will select the text from top to bottom and not randomly like it used to be.
- 2)Made ColorSymbols (wich is now called AddSymbols) will no longer search symbols in the textbox, instead on a copy of it that is saved in a string variable. This was made because the RichTextBox.Find method selects text in the textbox, making the whole process slower. This will be done to the ColorComments and ColorStrings aswell.
Author: adelikat@tasvideos.org | Date: 6 sierpnia 2012 00:28:03
Author: adelikat@tasvideos.org | Date: 6 sierpnia 2012 00:02:58
- AxROM (Mapper 7) - make all AOROM games not emulate bus conflicts, fixes various Wheel of Fortune games, Double Dare, and Jeopardy
Author: adelikat@tasvideos.org | Date: 5 sierpnia 2012 23:34:00
- Start Mapper 197 (based on MMC3) and sort out the use of this vs Mapper 91.
Author: zeromus@zeromus.org | Date: 5 sierpnia 2012 22:19:07
- nes-work on mapper091 a bit, but its still not right
Author: adelikat@tasvideos.org | Date: 5 sierpnia 2012 21:20:54
Author: brandman211@gmail.com | Date: 5 sierpnia 2012 09:04:03
- Added Interruptible and assigned it for every op.
Author: brandman211@gmail.com | Date: 5 sierpnia 2012 08:47:00
- -Throw exceptions for TCI, SIN, and BEXT.
- -Added and logged INTRM, BUSRQ, BUSAK, and MSYNC.
Author: brandman211@gmail.com | Date: 5 sierpnia 2012 07:59:55
- -When neither the cartridge nor hardware responds to a read, it now returns 0xFFFF instead of throwing an exception.
- -I will now assume that 0x7000 is not mapped for the sake of continuing on. I will need to implement a mapper system shortly though.
- --Did the same thing for 0x4800.
- -AND@, MOVR, CMP enabled.
- -Made the logging separator generate before an instruction instead of after the register states. This is quite petty, but I don't like the separator at the end of the file.
- I hit an infinite loop, and I'm very very certain it's happening because I don't have an interrupt system yet. Time to stop avoiding that!
Author: adelikat@tasvideos.org | Date: 5 sierpnia 2012 02:11:32
Author: adelikat@tasvideos.org | Date: 5 sierpnia 2012 00:45:58
- Archive Chooser - sort entries by region, add hotkeys 1-9 that select items 1-9 respectively
Author: adelikat@tasvideos.org | Date: 4 sierpnia 2012 23:57:49
- Archive Chooser - automatically highlight the first entry on load
Author: adelikat@tasvideos.org | Date: 4 sierpnia 2012 21:22:49
- NES - map MAPPER219 to NROM (fixes a version of 3D Block)
Author: adelikat@tasvideos.org | Date: 4 sierpnia 2012 21:02:51
- NES - add Mapper 120 (not documented by Disch docs), used by Tobidase Daisakusen (FDS Conversion). Mapper implementation based on FCEUX but game freezes before gameplay starts (plays fine in FCEUX)
Author: rolanmen1 | Date: 4 sierpnia 2012 05:35:17
- LuaWriterColorConfig. Added a panel to color Normal Text, also to put it bold.
- LuaWriter. Added menu item that colors the background of the textbox. Added all the variables into Config.cs
Author: adelikat@tasvideos.org | Date: 4 sierpnia 2012 04:41:15
- NES - some small easy optimizations to the APU (very small)
Author: adelikat@tasvideos.org | Date: 4 sierpnia 2012 03:54:19
- NES - dsiable NESWatch checks in ReadMemory since this feature is not yet used for anything
Author: adelikat@tasvideos.org | Date: 4 sierpnia 2012 03:47:54
- NES - some small speed optimizations
Author: adelikat@tasvideos.org | Date: 4 sierpnia 2012 03:20:05
- Increment build number, this marks the beginning of the 1.0.6 release
Author: adelikat@tasvideos.org | Date: 4 sierpnia 2012 02:57:26
- NES - disable vrc6 sound for now
Author: rolanmen1@gmail.com | Date: 4 sierpnia 2012 00:08:28
- LuaWriter. Fixed small bug when editting a script from Lua Console, also from the Save and SaveAs options. Created a bool value that tells when the Text is being processed or not, since coloring triggers the TextChanged Event it will ProcessText multiple innecessary times.
Author: goyuken | Date: 4 sierpnia 2012 00:02:04
- AviWriter.cs: don't mix unmanaged allocation types
Author: goyuken | Date: 3 sierpnia 2012 19:43:17
- automated dumping with --dump-type=vfwavi works. this involves marshalling/unmarshalling deep copies of unmanaged structs, which has a lot of details i'm not terribly familiar with. so might crash on some stuff? feedback appreciated
Author: andres.delikat | Date: 3 sierpnia 2012 16:12:04
- NES - better handling of bus conflicts for AOROM board, fixes Wheel of Fortune
Author: rolanmen1 | Date: 3 sierpnia 2012 08:17:21
- LuaWriter. Now colors LongStrings.
Author: rolanmen1 | Date: 3 sierpnia 2012 04:59:36
- LuaWriter. Added new option "Start With Empty Script", wich triggers the option of having while true do emu.frameadvance() end when creating a new script.
Author: adelikat@tasvideos.org | Date: 3 sierpnia 2012 04:08:42
- NES - start VRC6 sound, currently sounds terrible
Author: andres.delikat | Date: 2 sierpnia 2012 23:46:08
Author: rolanmen1@gmail.com | Date: 2 sierpnia 2012 23:45:06
- InputPrompt. I made the UserOK variable to change to false if the user clicks the Cancel button.
- LuaWriter. Adding "end" after pressing Enter if the current line has "if", "for", etc. is now fixed. Also added some more edit menu items, like Undo, Redo, Cut, Copy, Paste, Select All, Search, Replace and Go To...
- Search and Replace still need to be implemente. Implemente Go To, if the user inserts an invalid text (letters, symbols, etc) it will not close and prompt an error. Otherwise, it will go to the specified line.
Author: andres.delikat | Date: 2 sierpnia 2012 23:30:30
- Clean up some movie slop in the frame loop, sbizhawk should now run unnoticeably faster
Author: andres.delikat | Date: 2 sierpnia 2012 23:05:15
- NES - mapper 231 - optimize the ReadPRG() method
Author: rolanmen1@gmail.com | Date: 2 sierpnia 2012 20:55:01
Author: andres.delikat | Date: 2 sierpnia 2012 19:48:17
- Lua Writer - bold for syntax highlighting option
Author: jxq2000 | Date: 2 sierpnia 2012 03:07:04
- Initial code, which doesn't fully work, for positioning the AutoComplete box.
- Also moved over the "zoom" label so it doesn't clash with the position label.
Author: brandman211@gmail.com | Date: 1 sierpnia 2012 19:45:37
- -Fixed the memory mapping. I don't know why I thought I'd be able to just mask addresses to the length of the segment and think it'd work...
- -Tried two methods of parsing the ROM file. Neither of them worked.
Author: adelikat@tasvideos.org | Date: 1 sierpnia 2012 04:56:38
- On behalf of Rolanmen: LuaWriter. Added Restore Settings item, when closing, it will save the Zoom Value in Config.cs
- LuaWriterColorConfig. Fixed little bug that didn't colored the Library panel. Also made each Color Dialog select it's default color.
Author: adelikat@tasvideos.org | Date: 1 sierpnia 2012 04:55:01
- NES - progress on mappers 90 & 209
Author: andres.delikat | Date: 1 sierpnia 2012 00:04:45
Author: brandman211@gmail.com | Date: 31 lipca 2012 08:54:20
- -Made Intellicart its own class.
- -Separated cartridge logic into a separate ICart named Cartridge.cs.
- -Made WriteMemory return a bool to match ICart.Write. It currently returns true if either the cart or the core responded.
- TODO: Parse the vanilla Intellivision ROM, which will hopefully include the read / writability of the data segments. adelikat seems to think that I just need to send the bytes to $5000, but I'm not convinced.
Author: adelikat@tasvideos.org | Date: 31 lipca 2012 05:07:38
- NES - fix mapper 96 prg mapping. These games are working as well as can be tested without better peripheral support, so I'm considering this mapper complete.
Author: adelikat@tasvideos.org | Date: 31 lipca 2012 04:58:59
- NES - progress on mapper 96, Oeka Kids - Anpanman no Hiragana Daisuki seems to play (but I can't get passed the title screen without Oeka Kids tablet emulation). Oeka Kids - Anpanman to Oekaki Shiyou!! fails to load (suggesting a PRG mapping problem?)
Author: brandman211@gmail.com | Date: 31 lipca 2012 03:39:47
- Finished the Memory Map. I think the cartridge logic needs to be separated.
Author: adelikat@tasvideos.org | Date: 31 lipca 2012 03:12:18
- NES - mark a bad version of Hyrule Fantasy as a bad dump in the gamedb
Author: adelikat@tasvideos.org | Date: 31 lipca 2012 03:01:15
Author: brandman211@gmail.com | Date: 31 lipca 2012 00:25:00
- Started filling the gaps in the Memory Map, getting up to 0x7FFF. Once complete, a lot of TODOs remain, the most important being the actual mapping of the cartridge.
Author: andres.delikat | Date: 30 lipca 2012 16:42:52
- Add islag to savestates (now lagframe alert status updates when loading a state)
Author: andres.delikat | Date: 30 lipca 2012 15:43:25
- Genesis - add lag and frame counts to savestates
Author: brandman211@gmail.com | Date: 30 lipca 2012 04:34:53
- Enabled SWAP. Works as expected, but the next instruction is an MVI@ that wants to read from 0x7000, which I think is made available to cartridges. Not sure where to go from here.
Author: adelikat@tasvideos.org | Date: 30 lipca 2012 02:43:40
- Input Config - fix bug where auto-tab setting was not being respected when changing controllers or consoles
Author: adelikat@tasvideos.org | Date: 30 lipca 2012 00:40:57
Author: adelikat@tasvideos.org | Date: 29 lipca 2012 20:43:21
- NES - mappers 74, 192, 194 - set VRAM sizes when mapper object is created, this removes the need to set vram in the gamedb.
Author: adelikat@tasvideos.org | Date: 29 lipca 2012 20:35:24
- NES - implement mappers 74 and 194. Added gamedb entries for the games I could find that correspond to these mappers
Author: adelikat@tasvideos.org | Date: 29 lipca 2012 20:12:37
Author: adelikat@tasvideos.org | Date: 29 lipca 2012 19:55:45
- NES - mapper 74 - implemented chr-ram behavior, however, it does not work (chinese characters still missing in dialogs, but this checkin causes no regressions)
Author: adelikat@tasvideos.org | Date: 29 lipca 2012 17:45:24
- NES - gamedb - Ying Lie Qun Xia Zhuan (Ch) is mapper 192 not 245
Author: adelikat@tasvideos.org | Date: 29 lipca 2012 05:42:05
- NES - implement mapper 234
Author: brandman211@gmail.com | Date: 29 lipca 2012 02:02:06
- -Reversed the double byte data bytes. It now works properly.
- -Set the D flag to clear one instruction after it's set; SDBD is a prefix instruction.
Author: adelikat@tasvideos.org | Date: 28 lipca 2012 20:53:26
Author: adelikat@tasvideos.org | Date: 28 lipca 2012 20:14:04
Author: brandman211@gmail.com | Date: 28 lipca 2012 19:50:32
- -Enabled the ops that merely set / clear flags...there's no way I could have messed those up.
- -Tested and implemented the MVO op.
- -Implemented the other direct ops.
- I think my double byte data handling isn't working. Will diagnose.
Author: brandman211@gmail.com | Date: 28 lipca 2012 19:20:16
- -Fixed the overflow calculation for ADDR, SUBR, and CMPR.
- -Implemented the remaining XXX@ ops.
Author: brandman211@gmail.com | Date: 28 lipca 2012 19:06:06
- It seems that indirect writes decrement the stack pointer BEFORE reading memory.
Author: adelikat@tasvideos.org | Date: 28 lipca 2012 17:42:57
- NES - Mapper 45 - oops, add lock_regs flag to savestates
Author: adelikat@tasvideos.org | Date: 28 lipca 2012 15:19:12
- NES - Mapper 50 - hook up IRQ logic?
Author: adelikat@tasvideos.org | Date: 28 lipca 2012 14:35:51
- NES - mapper 50 - fix mirroring
Author: brandman211@gmail.com | Date: 28 lipca 2012 06:18:13
- -Implemented branching and tested BNEQ. BEXT not implemented.
- -Made it so that the indirect ops other than MVO@ decrement R6 when it's the mem address. Indirect write means writing to a register apparently, so maybe the documentation don't contradict itself.
Author: adelikat@tasvideos.org | Date: 28 lipca 2012 05:37:06
- NES - mapper 50 - some fixes, almost complete
Author: adelikat@tasvideos.org | Date: 28 lipca 2012 05:11:39
- NES - start mapper 50, but it doesn't work
Author: adelikat@tasvideos.org | Date: 28 lipca 2012 03:29:06
- NES - implement mapper 45
Author: adelikat@tasvideos.org | Date: 28 lipca 2012 03:02:16
- NES - remove some console logging spam on mapper 49
Author: adelikat@tasvideos.org | Date: 28 lipca 2012 01:33:05
- LuaWriter. Added a Zoom label, it is updated when you zoom in/out using Ctrl + MouseWheel
Author: brandman211@gmail.com | Date: 27 lipca 2012 06:46:44
- -Enabled and tested DECR.
- -Fixed my disassembly of branch; I wasn't thinking in hexadecimal. >_<
- -Subtracted 1 from the negated offset when branching in reverse. The next op is "BNEQ $FFFC".
Author: brandman211@gmail.com | Date: 27 lipca 2012 06:07:06
- R4-R7 now auto-increment for all of the indirect opcodes. My documentation is inconsistent on whether R6 increments or decrements on right, but in any case, my output now matches my source until the DECR, which hasn't been implemented yet.
Author: brandman211@gmail.com | Date: 27 lipca 2012 05:33:24
- Implemented the XXXR opcodes. As of now, I have Jump, MVO@, MVI@, and XORR enabled and tested. There might be an off by one error with MVO@.
Author: adelikat@tasvideos.org | Date: 27 lipca 2012 04:14:18
- NES - complete mapper 205, slight fix to mapper 91 (still not working)
Author: adelikat@tasvideos.org | Date: 27 lipca 2012 02:52:10
- Remove some console logging when the context menu is opened.
Author: adelikat@tasvideos.org | Date: 27 lipca 2012 02:36:31
- NES - Nametable viewer - draw nametable immediately when loading the dialog
Author: adelikat@tasvideos.org | Date: 27 lipca 2012 02:15:02
- Lua Writer - save font and font size to config (todo: font style), hook up exit button
Author: andres.delikat | Date: 27 lipca 2012 00:10:18
- TAStudio - remove some assumptions that opening TAStudio = movie loaded. This should never happen! TAStudio has virtualpads, an item useful without movies. It should not be assumed nor required that a movie is loaded!
Author: adelikat@tasvideos.org | Date: 26 lipca 2012 04:51:25
- Lua Writer - fix default new lua to have the cursor position on a tabbed new line above emu.frameadvance()
Author: adelikat@tasvideos.org | Date: 26 lipca 2012 04:22:56
- Lua Writer - reset zoom factor, and resize dialog to something more reasonable
Author: adelikat@tasvideos.org | Date: 26 lipca 2012 03:22:12
- Lua Writer - set default font to a fixed width font, set tabs to 4 spaces
Author: jxq2000 | Date: 26 lipca 2012 02:48:19
- Lua writer color config is now functional, with default button; small fix to default library color; reverted introduction of redundant "Emulua..." value.
Author: adelikat@tasvideos.org | Date: 26 lipca 2012 02:01:21
- Lua Console - set a proper tooltip on the New Script toolstrip menu item
Author: adelikat@tasvideos.org | Date: 26 lipca 2012 00:53:11
- LuaConsole: Hides and Disables the new script button on debug mode.
- LuaWriter: Automatically adds "end" after pressing enter when if the line has "if", "for", "while", or "function". Even though, it creates a new line before the statement
Author: andres.delikat | Date: 25 lipca 2012 19:36:26
- text: LuaConsole. Added a New Script menu item and toolstrip button. It calls the LuaWriter with a null path.
- LuaWriter. If it is loaded with a null value, it will start the Text with while true do emu.frameadvance() end.
Author: andres.delikat | Date: 25 lipca 2012 15:55:25
- Lua console - fix to autoload lua session, if there is no recent session, it will open nothing, rather than cause an exception
Author: brandman211@gmail.com | Date: 25 lipca 2012 10:01:02
- That optimization for movie length calculation in the PlayMovie dialog now accounts for files with new line characters of all sizes.
Author: adelikat@tasvideos.org | Date: 25 lipca 2012 02:51:59
- Fix lag counter display where lag frame drawing did not use the anchoring property
Author: adelikat@tasvideos.org | Date: 25 lipca 2012 02:45:05
- Fix bug when Run in Background is Disabled, emulator will now remember if the emulator was paused before losing focus, if it was, it will not unpause when activated.
Author: andres.delikat | Date: 24 lipca 2012 16:32:09
- NES - start mapper 96 (prg mapping working)
Author: brandman211@gmail.com | Date: 24 lipca 2012 07:29:24
- -Reverted disassembly printout as it'll now match up with my comparison.
- -Fixed the branching disassembly; the direction just negates the offset and the second parameter only belongs to BEXT. All of my sources contradict each other, but this seems sensible.
Author: adelikat@tasvideos.org | Date: 24 lipca 2012 05:35:28
- On Behalf of Rolanmen - LuaWriter. Now Colors Lua Library Words.
Author: brandman211@gmail.com | Date: 24 lipca 2012 05:05:57
- -Put the disassembly in parenthesis and put the opcode to the left of it in the logs. This is uglier, but it's initially easier for comparison this way.
- -RegisterSP now increments in MVO@ instead of decrements. I'm not sure how this allows the stack to function properly, but it seems to work.
Author: adelikat@tasvideos.org | Date: 24 lipca 2012 03:39:19
- Lua Writer - color config - re-hook up the load event that got clobbered at some point
Author: jxq2000 | Date: 24 lipca 2012 03:11:36
- Beginning of Lua Writer Color config form - not yet functioning.
- Renamed a global variable for consistency with others.
Author: adelikat@tasvideos.org | Date: 24 lipca 2012 02:12:40
- NES - Mapper 245 - do chr-ram logic. The 3 games I found correctly labeled as 245 (Yin He Shi Dai, DQ7, Hyrule Fantasy) all fail to run properly in this implementation, and FCEUX.
Author: andres.delikat | Date: 24 lipca 2012 00:15:22
- NES - start mapper 245 prg mapping working (possibly)
Author: andres.delikat | Date: 23 lipca 2012 23:19:45
- Add Xing Ji Wu Shi (Ch) to gamedb as Mapper 176 (The ROM floating around is incorrectly labeled as 177)
Author: adelikat@tasvideos.org | Date: 23 lipca 2012 14:28:03
- Fixes to Lua Writer on behalf of Rolanmen
Author: adelikat@tasvideos.org | Date: 23 lipca 2012 04:24:48
- Lua Text - start a very rough auto-complete box
Author: adelikat@tasvideos.org | Date: 23 lipca 2012 03:32:41
- Lua Writer - start syntax color config dialog and font config, neither do anything yet
Author: adelikat@tasvideos.org | Date: 23 lipca 2012 03:10:31
- Lua Writer - better color of library names, anchoring
Author: adelikat@tasvideos.org | Date: 23 lipca 2012 03:02:04
- Lua Writer - syntax highlighting for bizhawk lua library functions
Author: goyuken | Date: 23 lipca 2012 02:33:30
- add automated dumping. command line example:
- bizhawk.multiclient --dump-type=ffmpeg --dump-name=foobar.avi --dump-length=1000
- type is one of 'vfwavi' (doesn't work), 'ffmpeg', 'jmd', 'nut', 'wave'
- name is filename to dump to; might be auto-modified to add segment split names (_00, _01, etc)
- length is length of dump in frames after which it auto-stops. if omitted, set to be equal to the length of the movie loaded with --movie, or if not that, it runs forever (can be stopped from UI)
Author: adelikat@tasvideos.org | Date: 23 lipca 2012 00:26:43
- oops, previous commit didn't compile
Author: adelikat@tasvideos.org | Date: 23 lipca 2012 00:24:02
- Lua Writer - implement saving and fix so that the text only redraws when it needs to.
Author: rolanmen1@gmail.com | Date: 23 lipca 2012 00:16:44
- LuaWriter. Added coloring symbols, it won't color if the symbol is part of a comment or a string. Also made (") and (') to not color when it's part of a comment.
- Config.cs. Added SymbolColor, wich by default is black.
Author: zeromus@zeromus.org | Date: 22 lipca 2012 22:26:38
- fix issue where mario bros 3. gets auxilary files created as mario bros. how it got this way is a bit baffling, so i hope i didnt break anything
Author: adelikat@tasvideos.org | Date: 22 lipca 2012 22:25:53
- Lua Console - open selected file in lua writer dialog, implement drag & drop on lua writer (but fails because it doesn't allow drop on the edit box itself)
Author: adelikat@tasvideos.org | Date: 22 lipca 2012 22:11:55
- oops, forgot to add Mapper205.cs
Author: adelikat@tasvideos.org | Date: 22 lipca 2012 21:59:33
- Lua Console - remove hacky lua writer button. Set edit button to open the writer on interim builds only
Author: adelikat@tasvideos.org | Date: 22 lipca 2012 21:54:40
- Lua Writer - faster drawing
Author: adelikat@tasvideos.org | Date: 22 lipca 2012 20:41:54
Author: brandman211@gmail.com | Date: 22 lipca 2012 20:40:28
- -Logging now uses a static StreamWriter instead of building the string and writing on destruction.
- -Applied to the old Gameboy core. Why not? It at least fixes that annoying bug from before if we ever care to use it again.
- -Both logs are now written to different files.
Author: brandman211@gmail.com | Date: 22 lipca 2012 20:08:10
- -Fixed logging.
- --It now just builds a strings and writes on finalization.
- -Fixed up format strings.
- -As RegisterPC already increments upon reading the third decle, I now just store PC as the return address for jumping instead of PC + 1.
Author: brandman211@gmail.com | Date: 22 lipca 2012 19:18:11
- Added logging for the CP1610. Not working for some reason.
Author: adelikat@tasvideos.org | Date: 22 lipca 2012 18:57:44
- NES - decently support mappers 74 and 192 (games play fine other than missing characters in text boxes))
Author: adelikat@tasvideos.org | Date: 22 lipca 2012 17:35:19
- NES - fixes to mapper 91, still fails
Author: rolanmen1@gmail.com | Date: 22 lipca 2012 06:22:18
- LuaWriter. Re-structured coloring Strings.
Author: adelikat@tasvideos.org | Date: 22 lipca 2012 03:02:18
- NES - checkin start of mapper 91
Author: adelikat@tasvideos.org | Date: 21 lipca 2012 22:40:10
- NES - implement board MLT-ACTION52 (Mapper 228) for both Action-52 and Cheetahmen II
Author: zeromus@zeromus.org | Date: 21 lipca 2012 21:45:16
Author: rolanmen1@gmail.com | Date: 21 lipca 2012 21:29:45
- Config.cs: Added 3 variables that will be used for the colors of LuaWriter.
- LuaWriter: Made it use the values of the variables in Config.cs. Made (") and (') colors the whole line if they are not closed. Now colors the word elseif.
Author: adelikat@tasvideos.org | Date: 21 lipca 2012 21:23:05
Author: adelikat@tasvideos.org | Date: 21 lipca 2012 20:54:12
Author: adelikat@tasvideos.org | Date: 21 lipca 2012 20:31:41
- Fixes to mapper 164, Final Fantasy V has a broken title screen but otherwise playable. Implemented based on Disch's original notes and so not quite complete.
Author: adelikat@tasvideos.org | Date: 21 lipca 2012 19:51:52
- Fix mapper 154 (Devil Man)
Author: adelikat@tasvideos.org | Date: 21 lipca 2012 19:19:59
- NES - mapper 225 finished
Author: brandman211@gmail.com | Date: 21 lipca 2012 07:25:52
- -Refactored of the executor / disassembler / Intellicart to use more descriptive variable names and types to clear up a lot of confusion.
- -Added implementation for NOP (6 cycles of nothing).
- -Made SWAP actually store the result (Still disabled).
- -Added breaks to the swap / shift / rotate cases (Yikes).
- Instruction disassembly:
- JSRD R5, $1026
- MVI@ R7, R6
- JSR R5, $1A83
- MVO@ R5, R6
- MVO@ R0, R6
- MVO@ R1, R6
- MVI@ R7, R4
- MVI@ R7, R0
- JSR R5, $1738
- MVO@ R5, R6
- XORR R5, R5 <- Needs implementation.
Author: rolanmen1@gmail.com | Date: 21 lipca 2012 06:17:49
- LuaWriter. Prevented some exceptions.
Author: brandman211@gmail.com | Date: 21 lipca 2012 01:06:59
- -Updated the disassembly based on a more accurate resource.
- -Retrieved the double bit from the swap / shift / rotate instructions in a more proper way.
- TODO: Use more specific variables; most of them suck, and with these docs, I have better names for them.
Author: rolanmen1@gmail.com | Date: 21 lipca 2012 00:50:28
- LuaWriter. Fixed error that prevented coloring multiple strings in the text. Also made that Reserved Words will only color if there are no letters or numbers next to them.
Author: rolanmen1@gmail.com | Date: 21 lipca 2012 00:02:14
- LuaWriter. Now colors Strings. TODO: Allow to color multiple Strings in the same line.
Author: andres.delikat | Date: 20 lipca 2012 23:48:16
Author: brandman211@gmail.com | Date: 20 lipca 2012 09:22:41
- -Made MVI@ and ADD@ follow the stack and immediate mode rules for incrementing / decrementing the SP / PC.
- -Disabled Intellicart hook for ReadMemory, which seemed to be interfering.
- -Implemented MVO@.
- -Several instructions are now executed in succession until it hits the unimplemented "XORR R5, R5".
- I should probably refactor Disassemble and Execute to label registers as source / destination to avoid further confusion at some point. My disassembly might have the source / destination registers flipped as well.
Author: rolanmen1@gmail.com | Date: 20 lipca 2012 07:36:33
- LuaWriter. Now colors Multi-Line Comments.
Author: brandman211@gmail.com | Date: 20 lipca 2012 07:02:26
- Implemented / tested MVI@ and AND@.
- -They both seem to work, but the operands for AND@ are both 0, so this seems fishy.
- -I don't know for sure if AND@ executes cycles in the same way that MVI@ as the documentation isn't clear on this, but I assumed it did.
- According to my disassembler, the first 5 instructions run on the Executive ROM are:
- JSRD R5, $1026
- MVI@ R7, R6
- ADD@ R6, R1
- JSR R5, $1A83
- HLT
- Considering that I hit a HLT, I figure something is going terribly wrong. Perhaps it has to do with my lack of an interrupt system?
Author: adelikat@tasvideos.org | Date: 20 lipca 2012 05:52:14
- NES - add mapper 61, chr mapping is off somehow
Author: brandman211@gmail.com | Date: 20 lipca 2012 05:30:03
- -Finished the disassembler with the branches.
- -Added bytesToAdvance assignments to the relevant opcodes I added yesterday.
- TODO: Implement more stuff in Execute and use the Executive ROM as a test case.
Author: zeromus@zeromus.org | Date: 20 lipca 2012 05:19:19
Author: adelikat@tasvideos.org | Date: 20 lipca 2012 04:57:46
- NES - fix some chr mapping logic in Mapper 57
Author: rolanmen1@gmail.com | Date: 19 lipca 2012 23:20:23
- LuaWriter. Now colors single line comments to green.
Author: rolanmen1@gmail.com | Date: 19 lipca 2012 21:58:27
- LuaWriter. It will now color black unmatches in the text. Also fixed a bug that randomly selects a small block of text.
Author: andres.delikat | Date: 19 lipca 2012 20:30:39
Author: zeromus@zeromus.org | Date: 19 lipca 2012 20:20:32
Author: andres.delikat | Date: 19 lipca 2012 18:01:40
- NES - implement mapper 58
Author: andres.delikat | Date: 19 lipca 2012 17:51:41
- NES - Implement mapper 62
Author: andres.delikat | Date: 19 lipca 2012 17:01:32
- BizHawk - implement mapper 201
Author: andres.delikat | Date: 19 lipca 2012 16:13:45
- NES - add mapper 203, doesn't play the 35-1 properly, but it doesn't run in fceux as well, documentation may be off, or the ROM i used is bad (not a lot of info on good dumps for these types!)
Author: brandman211@gmail.com | Date: 19 lipca 2012 08:58:14
- -My jumping seems to work, so I enabled it in Execute.
- -Finished the disassembler except for branching.
- -Merged the XXXI instructions with XXX@ for R7 as the address register as they are redundant.
Author: adelikat@tasvideos.org | Date: 19 lipca 2012 06:19:24
- Hook up LuaWriter to a new & hacky toolstrip icon for now
Author: adelikat@tasvideos.org | Date: 19 lipca 2012 04:56:43
- NES - fixes to mapper 226
Author: adelikat@tasvideos.org | Date: 19 lipca 2012 02:19:47
- check in luawriter winform files, needs to be hooked up
Author: brandman211@gmail.com | Date: 19 lipca 2012 02:05:08
- -Loaded EROM / GROM.
- -Fixed disassembly for JMP:
- --Now it uses the parameter pc, not RegisterPC.
- --I was loading both the second and third value from the second's address.
- --Casting the calculated addresses to bytes when addresses are 16-bit was a bad idea.
- --Removed a closing parenthesis I accidentally stuck in the formatting.
- It seems that I've gotten far enough to use the Executive ROM as a test case! Now to go instruction by instruction and see if they work as planned and hope this will all eventually make something.
Author: brandman211@gmail.com | Date: 18 lipca 2012 08:19:03
- -Refactored ReadMemory so that both the core and cart addresses are read.
- --Afterwards, the data is reconciled, right now by chucking out the core value if the cart responded.
- -WriteMemory now writes to both the core and the cart unconditionally.
- --Each case now breaks out of the switch statement in case we want to do more complex things at the end of the function later on.
- -All default paths in both functions now throw an exception.
Author: brandman211@gmail.com | Date: 18 lipca 2012 07:35:10
- -Parsed / implemented fine addresses for the Intellicart.
- -Implemented the final CRC check.
- I didn't get around to implementing bank-switched ranges, but I don't think it's worth worrying about that right now considering that the Intellicart is not marked as readable at the initial PC, so something is either wrong or I need to implement more things before this will work. I think I'll put Intellicarts on hold and try to get a .int / .bin to run in the meantime.
Author: adelikat@tasvideos.org | Date: 18 lipca 2012 06:22:41
Author: adelikat@tasvideos.org | Date: 18 lipca 2012 06:08:37
Author: adelikat@tasvideos.org | Date: 18 lipca 2012 05:00:52
Author: adelikat@tasvideos.org | Date: 18 lipca 2012 01:58:53
- Mapper 60 - a more respectable bit logic implementation in ReadPRG
Author: adelikat@tasvideos.org | Date: 18 lipca 2012 01:52:55
Author: andres.delikat | Date: 18 lipca 2012 01:05:58
- Mapper 230 - fix mirroring and some prg mapping
Author: andres.delikat | Date: 17 lipca 2012 17:24:36
- NES - Implement a SoftReset function into the board base, Mapper 230 - implement mode switching via soft reset, implement prg mode 0, game select screen now playable, games are not
Author: andres.delikat | Date: 17 lipca 2012 16:02:56
- NES - add mapper 230, contra mode is working, still todo: implement mode toggling on soft reset
Author: zeromus@zeromus.org | Date: 17 lipca 2012 08:24:36
Author: zeromus@zeromus.org | Date: 17 lipca 2012 08:19:03
Author: brandman211@gmail.com | Date: 17 lipca 2012 07:32:00
- -Attempted to parse out memory attributes.
- --In my test case, only a few segments were set to readable and nothing else was set. 0x1000, which is where the PC is initialized to, certainly isn't in a writable page.
- --Although I've read that these memory attributes affect the Intellivision and not the Intellicart, I'm pretty sure this has to be implemented in the Intellicart so that my Read/WriteCart functions can choose to respond / not respond depending on these attributes. I very well could be wrong.
- -Hooked Read/WriteCart into Read/WriteMemory.
- -Implemented memory attributes into Read/WriteCart.
- --TODO: Bank-switching.
- TODO: Fine address table and memory attribute / fine address checksums.
Author: brandman211@gmail.com | Date: 17 lipca 2012 06:16:11
Author: adelikat@tasvideos.org | Date: 17 lipca 2012 06:06:48
- NES - add mappers 200 & 231, PRG mapping isn't quite right on either but some games work
Author: adelikat@tasvideos.org | Date: 17 lipca 2012 04:01:53
- Mapper 112 - Finish implementation of CHR mapping, and misc small cleanups
Author: adelikat@tasvideos.org | Date: 17 lipca 2012 03:46:55
- Remove compatibility.txt and replace with a link to the wiki page
Author: beirich | Date: 17 lipca 2012 03:23:51
- Check in initial gamedb for genesis, although it is not #included from gamedb.txt since there's no real point yet.
Author: adelikat@tasvideos.org | Date: 17 lipca 2012 03:06:38
- remove NES test status doc that is outdated and obsolete to this page: http://tasvideos.org/EmulatorResources/NESAccuracyTests.html
Author: zeromus@zeromus.org | Date: 17 lipca 2012 00:06:55
- nes-protect from syncstates which dont call base.SyncState
Author: zeromus@zeromus.org | Date: 17 lipca 2012 00:01:10
- nes-fix m112 and some other unnecessary things
Author: andres.delikat | Date: 16 lipca 2012 23:12:01
- NES - Mapper 112 - fix prg bank selection, however, game still fails to run
Author: brandman211@gmail.com | Date: 16 lipca 2012 07:52:01
- -Made ReadMemory and WriteMemory for the Intellicart Read/WriteCart and made them return nullable values instead of passing an out value.
- -Started parsing data segments.
- --CRC check fails. :(
- -Added .bin and .rom to the Intellivision associated file extensions in the load ROM dialog.
Author: zeromus@zeromus.org | Date: 16 lipca 2012 05:04:44
Author: zeromus@zeromus.org | Date: 16 lipca 2012 04:59:54
- nes-add NES-JLROM for mr gimmick! (e) - but it doesnt work cos its pal
Author: adelikat@tasvideos.org | Date: 16 lipca 2012 03:51:16
- Implement Mapper 207, Fudou Myouou Den now playable but graphical issues.
Author: adelikat@tasvideos.org | Date: 16 lipca 2012 03:37:57
- NES - Nametable Viewer - Show address block in tooltip on nametable selection radios
Author: adelikat@tasvideos.org | Date: 16 lipca 2012 01:58:00
- Oops, update csproj file with new mapper files, update mapper compat list
Author: adelikat@tasvideos.org | Date: 16 lipca 2012 01:12:52
Author: zeromus@zeromus.org | Date: 16 lipca 2012 00:30:25
- nes-do mapper088 differently
Author: zeromus@zeromus.org | Date: 16 lipca 2012 00:22:57
Author: adelikat@tasvideos.org | Date: 15 lipca 2012 23:45:28
Author: brandman211@gmail.com | Date: 15 lipca 2012 11:13:54
- -Mapped .ROM to Intellivision.
- --If a future system uses this extension, the condition:
- Rom[0] == 0xA8 && Rom[1] == (0xFF ^ Rom[2])
- ...can verify if the file is in fact an IntelliCart, though I doubt this is a permanent solution to the more underlying problem.
Author: zeromus@zeromus.org | Date: 15 lipca 2012 11:13:46
- fix memory leaks in filters
Author: pasky1382@gmail.com | Date: 15 lipca 2012 10:50:24
- Implemented Zeromus's Display Filters in the menubar for usage.
Author: brandman211@gmail.com | Date: 15 lipca 2012 10:38:50
- -Made Executive ROM and Graphics ROM read-only. I still haven't made the memory map accessibility limited by the VBlank Period, but I'm assuming that should come way later.
- -Initialized the memory devices with a tentative size that ignores the unofficial ranges.
- -Masked addresses to match those sizes (That's my understanding of what the memory map needs to do based on other examples).
- -Added the ICart interface.
- -Started the Intellicart parser; got far enough to know that the files I'm working with are not Intellicarts. ^_^
Author: zeromus@zeromus.org | Date: 15 lipca 2012 09:38:36
- fix old displaymanager filter junk
Author: beirich | Date: 15 lipca 2012 09:15:31
- fix a dumb PAL bug. possibly for the second time.
Author: zeromus@zeromus.org | Date: 15 lipca 2012 02:09:34
- nes-fix #12 "Strange "White noise" sound during 1943 (USA) intro" as well as a boatload of aesthetic improvements to make the sound output not so embarassing. no speedups whatsoever though.
Author: zeromus@zeromus.org | Date: 14 lipca 2012 20:43:37
- nes-add broken bisq apu. it probably wont be fixed. but its a lot of work, so there it is. also remove spam in SXROM
Author: andres.delikat | Date: 14 lipca 2012 00:21:01
- Lua - implement input.getmouse()
Author: andres.delikat | Date: 13 lipca 2012 18:54:33
- missed some values in the Decrease Speed hotkey
Author: andres.delikat | Date: 13 lipca 2012 04:25:45
- PCE - BG Viewer - add tile and palette stats on mouse over. Add tool to non-interim builds
Author: andres.delikat | Date: 13 lipca 2012 02:38:04
- PCE - BG Viewer - Refresh Rate slider, UI cleanup
Author: andres.delikat | Date: 13 lipca 2012 01:13:22
- NES - sound config dialog for toggling sound channels
Author: andres.delikat | Date: 13 lipca 2012 00:20:48
- Lua - implement client.setwindowsize()
Author: andres.delikat | Date: 13 lipca 2012 00:09:15
- Show hotkey mapping on menu item for background input
Author: andres.delikat | Date: 12 lipca 2012 23:56:59
- Add hotkey for background input (add on screen message when toggling this feature)
Author: andres.delikat | Date: 12 lipca 2012 23:39:11
- Increase/Decrease Speed hotkeys
Author: andres.delikat | Date: 12 lipca 2012 21:50:27
- Add a bunch of on screen messages for various menu item toggles
Author: andres.delikat | Date: 12 lipca 2012 21:42:13
- Lua - implement emu.enablerewind(), also add on screen message when rewind is toggled
Author: andres.delikat | Date: 12 lipca 2012 21:36:07
- Lua - implement emu.displayvsync, also add on screen message when limit frame rate is toggled
Author: andres.delikat | Date: 12 lipca 2012 21:23:39
- Lua - implement emu.limitframerate, also add on screen message when limit frame rate is toggled
Author: andres.delikat | Date: 12 lipca 2012 21:02:30
- Lua - implement emu.minimizeframeskip()
Author: andres.delikat | Date: 12 lipca 2012 20:39:24
- Lua - Implement emu.speedmode and emu.frameskip
Author: andres.delikat | Date: 12 lipca 2012 04:03:46
- Lua - Lua Function List - column sorting (including descending)
Author: andres.delikat | Date: 12 lipca 2012 02:57:09
- Lua - much improved lua function list including return type and parameters
Author: goyuken | Date: 11 lipca 2012 23:37:35
- change CoreOutputComm to use exact integers to specify VsyncRate. Helps for AV dumping with formats that require exact integer rates (AVI), and for emulators that aren't exactly 50hz/60hz (none yet).
Author: andres.delikat | Date: 11 lipca 2012 17:03:51
- Lua - backend for more thorough self documenting, lua function list dialog has the same functionality as before but is primed for a better UI
Author: andres.delikat | Date: 11 lipca 2012 01:09:06
- Lua - forms.textbox() add field to optionally set the textbox to signed, unsigned, or hex values
Author: andres.delikat | Date: 11 lipca 2012 00:52:06
- Lua - implement forms.addclick() and forms.clearclicks()
Author: andres.delikat | Date: 11 lipca 2012 00:27:05
- Lua - implement forms.settext()
Author: andres.delikat | Date: 10 lipca 2012 23:15:30
- Lua forms library - implement SetLocation(), SetSize(), TextBox(), and Label()
Author: andres.delikat | Date: 10 lipca 2012 22:23:19
- Lua - implement forms.button(), and the basic backend for calling lua functions on events from user generated controls
Author: zeromus@zeromus.org | Date: 10 lipca 2012 21:40:35
- lua-fix crashes when scripts terminate
Author: andres.delikat | Date: 10 lipca 2012 21:04:35
- Lua - start forms creation library, implement forms.create(), forms.destroy(), and forms.destroyall(). Still TODO: make the forms do something! Also added console.log as an alias to console.output
Author: andres.delikat | Date: 10 lipca 2012 19:22:23
- "Never be asked to save changes" config menu item
Author: brandman211@gmail.com | Date: 10 lipca 2012 01:19:57
- -Made the memory map use ushort arrays because the Intellivision is 16-bit.
- -Fixed JMP disassembly; I need to return on an invalid opcode because I was breaking out of the inner switch statement, not both that and the outer one.
Author: brandman211@gmail.com | Date: 9 lipca 2012 21:41:49
- Checked in memory map...I need to stop programming and start sleeping.
Author: andres.delikat | Date: 9 lipca 2012 20:41:59
- Hex editor - remove a todo that is no longer valid
Author: brandman211@gmail.com | Date: 9 lipca 2012 07:29:45
- -Intellivision.cs' constructor initializes the PC to 0x1000.
- -Set up the "official" memory map - see http://wiki.intellivision.us/index.php?title=Memory_Map
- --Things I didn't do:
- ---Accessibility.
- ---Additional Occupied Memory Ranges.
- ---Addresses Available to Cartridges
- ---Initialize any of the byte arrays.
- --Not sure which of these I need to do, but clearly the byte arrays have to be initialized somewhere to something and there's a lot of gaps in this memory map.
Author: brandman211@gmail.com | Date: 9 lipca 2012 05:27:27
Author: brandman211@gmail.com | Date: 8 lipca 2012 23:49:09
Author: brandman211@gmail.com | Date: 8 lipca 2012 21:52:12
- -Made HLT throw an exception.
- -Made all instructions in the executor, even implemented ones, throw exceptions. I will get rid of the exceptions as I test the instructions.
- -Added instructions up to and including 0x57 to disassembly and executor.
Author: brandman211@gmail.com | Date: 8 lipca 2012 10:42:32
- -Wasn't supposed to actually increment the PC in the disassembler.
- -Cleaned up the 0x004 (Jump) disassembler.
- -Implemented 0x004 in the executor.
Author: brandman211@gmail.com | Date: 8 lipca 2012 10:17:07
- -Set up the disassembly decoder just like the executor.
- -Disassembled opcodes up to and including 0x7.
Author: beirich | Date: 8 lipca 2012 06:20:53
- basic wire-up of Intellivision core
Author: brandman211@gmail.com | Date: 8 lipca 2012 05:53:12
- Finished the opcode decoder. Over a thousand lines in one day...now just to make them do stuff!
Author: brandman211@gmail.com | Date: 8 lipca 2012 03:58:06
- -Created functions for calculating the flags.
- -Implemented ADCR.
- -Decoded all opcodes up to 0x23F.
- TODO: Try vecna's idea of testing the instructions by running a game and implementing instructions as I need them...but first I'll need to implement loading of an Intellivision game.
Author: brandman211@gmail.com | Date: 8 lipca 2012 02:36:16
- Starting IntelliHawk with the CP1610, using the other processors in BizHawk, BlissJ, and this (http://wiki.intellivision.us/index.php?title=CP1610) page as references.
- -Definitions.
- --Registers, Flags, TotalExecutedCycles, PendingCycles, ReadMemory, and WriteMemory.
- -Execute.
- --Implemented opcodes 0x001-0x027 with the exception of 0x004 and 0x005.
Author: adelikat@tasvideos.org | Date: 6 lipca 2012 05:44:34
- NES - Implement Mapper 246
Author: zeromus@zeromus.org | Date: 6 lipca 2012 05:12:20
- nes-express m193 differently, maybe more clearly
Author: zeromus@zeromus.org | Date: 6 lipca 2012 04:29:42
Author: adelikat@tasvideos.org | Date: 6 lipca 2012 03:36:19
- NES - Progress on Mapper 193
Author: adelikat@tasvideos.org | Date: 5 lipca 2012 21:27:07
- Remove speed hack on sound off for NES core, I've been told bypassing the APU isn't TAS safe
Author: brandman211@gmail.com | Date: 5 lipca 2012 21:10:12
- Diff => Difference in the View submenu on Ram Watch.
Author: adelikat@tasvideos.org | Date: 5 lipca 2012 05:34:05
- Ram Watch - fix sorting of prev & diff columns based on last change definition
Author: adelikat@tasvideos.org | Date: 5 lipca 2012 05:21:39
- Ram Watch - better default column widths and fix restore default settings column widths. Fix reseting of Prev column when changing prev definitions
Author: adelikat@tasvideos.org | Date: 5 lipca 2012 05:11:33
- Ram Watch - center diff column
Author: adelikat@tasvideos.org | Date: 5 lipca 2012 05:05:23
- Ram Watch - make new column compatible with old config files
Author: adelikat@tasvideos.org | Date: 5 lipca 2012 03:58:33
- Ram Watch - on load, check if Diff should be displayed. Implement prev value options - last frame, and last change (Diff adjust accordingly as well)
Author: adelikat@tasvideos.org | Date: 5 lipca 2012 01:11:17
- Ram Watch - implement Diff column
Author: adelikat@tasvideos.org | Date: 4 lipca 2012 23:25:34
- Hex Editor - fix a bug where shift clicking the first address does not highlight properly.
Author: brandman211@gmail.com | Date: 4 lipca 2012 09:34:52
- -As frames and subtitles actually occur more than once, I put them on the top of the big if / else if block for ImportText so that it doesn't have to do unnecessary ToLower() and StartsWith("name") calls.
- -Put frames and subtitles into functions because vec gives good advice.
Author: brandman211@gmail.com | Date: 4 lipca 2012 08:41:57
- ImportText now only allows version 3 for .FM2 files.
Author: brandman211@gmail.com | Date: 4 lipca 2012 00:24:24
- -Made the boolean parsing more consistent.
- -Subtitle parsing now allows excessive whitespace.
Author: brandman211@gmail.com | Date: 3 lipca 2012 18:47:08
- ImportText now works case-insensitively and trims whitespace.
Author: brandman211@gmail.com | Date: 3 lipca 2012 18:04:17
- Fixed the case (should have detected "guid", not "GUID") for parsing the guid, preventing an extra space from showing up in converted FM2 files.
Author: phillip.grimsrud | Date: 30 czerwca 2012 03:23:02
- 1. Added Atari 2600 to COMMANDS dictionary.
- 2. Added Atari 2600 case when updating virtual pads.
Author: phillip.grimsrud@gmail.com | Date: 30 czerwca 2012 02:42:42
- 1. Fixed an Atari 2600 mnemonic bug for issue 77. Note that TAStudio is still broken for Atari 2600.
Author: zeromus@zeromus.org | Date: 25 czerwca 2012 19:42:30
Author: zeromus@zeromus.org | Date: 25 czerwca 2012 19:35:01
- reorg multiclient source files with an AVOut directory, because there had got to be so many of those in the multiclient root
Author: zeromus@zeromus.org | Date: 25 czerwca 2012 08:32:54
- nes-fiddle around with board irq signal tracking system. break every NES savestate. fix a desync bug in a bunch of mappers
Author: adelikat@tasvideos.org | Date: 25 czerwca 2012 05:21:54
- Hex Editor - move "nibble" display to a readable place (broken from the header speed optimization)
Author: adelikat@tasvideos.org | Date: 25 czerwca 2012 05:13:02
- Hex Editor - on find next/prev focus Hex Editor rather than find box
Author: adelikat@tasvideos.org | Date: 25 czerwca 2012 05:10:04
- Hex Editor - ability to increment/decrement frozen addresses. Big Endian and wrapping logic for Increment/Decrementing 2 byte values
Author: beirich | Date: 25 czerwca 2012 04:50:34
- Add VirtualWidth to IVideoProvider and the (numerous) implementations. This is just phase 1, client needs to be updated to utilize this information, and some cores (especially PCE) should be updated in a more involved way to provide better TV emulation.
Author: adelikat@tasvideos.org | Date: 25 czerwca 2012 02:06:07
- Record movie dialog - use filesystem safe name of game when choosing a default name. Fix regression that made default filename not populate in the savefile dialog.
Author: zeromus@zeromus.org | Date: 24 czerwca 2012 19:39:12
- nes-sort out some bus conflict flags for CNROM games to fix colorful dragon (unl) (sachen)
Author: adelikat@tasvideos.org | Date: 24 czerwca 2012 05:45:56
- As usual, I forgot to check in new winform files
Author: adelikat@tasvideos.org | Date: 23 czerwca 2012 23:09:20
- Hex Editor - implement shift logic to Home/End keys
Author: adelikat@tasvideos.org | Date: 23 czerwca 2012 22:48:17
- Hex Editor - add shift highlighting logic to up,down,left,right,pageup,pagedown keys, add multi-highlight logic to tab and shift+tab. Still todo: several other keys.
Author: adelikat@tasvideos.org | Date: 23 czerwca 2012 20:45:01
- Hex Editor - implement a find box with Find Prev/Next functions. Also make find highlight all values in the search string when finding a vlue, add Find Next/Prev menu items with hotkeys.
Author: zeromus@zeromus.org | Date: 23 czerwca 2012 20:30:27
- nes-support mapper 178 and fix a regression from yesterday that made most roms not loadable
Author: adelikat@tasvideos.org | Date: 23 czerwca 2012 17:45:58
- Fix mapper 116 code so that project compiles
Author: zeromus@zeromus.org | Date: 23 czerwca 2012 10:52:12
Author: zeromus@zeromus.org | Date: 21 czerwca 2012 18:26:26
- some text changes to aboutbox
Author: zeromus@zeromus.org | Date: 21 czerwca 2012 00:29:00
- remove tahomas from the gui--shouldve been unset (use defaults)
Author: zeromus@zeromus.org | Date: 21 czerwca 2012 00:24:56
Author: zeromus@zeromus.org | Date: 21 czerwca 2012 00:22:33
- why is segoe ui 9 used in the hex editor instead of tahoma 8.25 like everything else ? not anymore
Author: adelikat@tasvideos.org | Date: 20 czerwca 2012 03:01:18
- Hex Editor - better window size
Author: adelikat@tasvideos.org | Date: 20 czerwca 2012 01:44:36
- Hex Editor - Find - implement multi-select
Author: zeromus@zeromus.org | Date: 19 czerwca 2012 23:23:24
Author: adelikat@tasvideos.org | Date: 19 czerwca 2012 04:42:07
- Hex Editor - implement multi-highlight, make freeze/unfreeze, add to ram watch, and copy use all highlighted addresses. Add Copy & Paste to context menu
Author: adelikat@tasvideos.org | Date: 19 czerwca 2012 03:33:32
- Hex Editor - fix scroll wheel scrolling broken on last Hex Editor commit
Author: brandman211@gmail.com | Date: 19 czerwca 2012 02:27:57
- "Prev Value as change" and "Display Watches On Screen" now restored by "Restore Default Settings" in Ram Watch.
Author: adelikat@tasvideos.org | Date: 18 czerwca 2012 05:39:21
- Hex Editor - another tiny speedup by moving something outside the values generation function
Author: adelikat@tasvideos.org | Date: 18 czerwca 2012 05:34:14
- Hex Editor - several fps speed up - only draw left column of addresses when needed instead of every frame
Author: adelikat@tasvideos.org | Date: 18 czerwca 2012 04:58:21
- Update about box to reflect the 1.0.4a release
Author: phillip.grimsrud@gmail.com | Date: 18 czerwca 2012 03:36:38
- 1. Fixed tastudio memory leak. This was accomplished by dropping the oldest saved stats after hitting a size limit (1 GB).
- 2. Changed StopOnEnd to StopOnFrame. This expands the functionality so that you can tell the emulator to run and then stop at a predetermined point.
- 3. Expanded the functionality of RewindToFrame to handle more cases. Now you can go back or even forward to a frame and it handles the execution and greenzone appropriately.
- 4. Due to the change in structure some code was changed to check the index of the first and last saved states in the greenzone rather than relying on the size of the saved state list.
- 5. Changed the list of saved states in the movie log from a list of byte[] to a list of structures (the structure has an int for the index and byte[] for the state).
- 6. Saved an init state in the movie log. This is used to go back to the beginning if the beginning of the movie is no longer in the list of saved states.
- 7. Expanded the AddState and SetFrameAt logic in the movie log to account for the fact that the size of the saved state list is now capped.
- 8. Fixed a bug in the log interpretation for SMS.
- 9. Fixed a bug in the sms virtual controller, buttons 1 and 2 were hooked to the wrong objects.
- 10. Fixed the tastudio listview to show lag as pink.
Author: zeromus@zeromus.org | Date: 18 czerwca 2012 01:07:57
- fix messages (e.g. savestates) anchored to bottom or right of window
Author: goyuken | Date: 17 czerwca 2012 17:09:53
- VideoWriterChooserForm: save config
Author: goyuken | Date: 17 czerwca 2012 17:04:41
- FFmpegWriterForm: save config
Author: adelikat@tasvideos.org | Date: 17 czerwca 2012 15:42:09
- Add GoodNES 3.14's 'good dump' of Lagrange Point to gamedb