Commit graph

163 commits

Author SHA1 Message Date
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c9405d7ba3 DSP: Added support for DSP-1/2/3/4 games (LLE - requires bios file) 2019-07-14 21:45:12 -04:00
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521df256fa PPU: Added mosaic support for mode 7 2019-07-13 15:40:00 -04:00
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0341dd12b2 PPU: Fixed mode7 regressions (horizontal mirroring and sprite priority) 2019-07-13 14:16:50 -04:00
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95d0c5a910 Fixed some uninitialized variables
+ Fixed rare crash when calling Stop()
2019-07-13 13:43:56 -04:00
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bc7550fc43 Rewind: Fixed issues with frame skipping 2019-07-13 08:55:13 -04:00
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c8cba7a0b8 PPU: Fixed mosaic in high resolution modes 2019-07-13 08:25:28 -04:00
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27dbf9655d PPU: Fixed sprite rendering regression 2019-07-13 01:07:54 -04:00
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1f18728acb Fixed console components leaking when power cycling 2019-07-13 00:02:51 -04:00
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ae20428bdd PPU: Minor mode 7 optimization 2019-07-13 00:02:36 -04:00
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e09b7a05fa PPU: Minor color math optimization 2019-07-13 00:02:00 -04:00
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667aed6f7b PPU: Refactoring and optimizations 2019-07-12 23:53:47 -04:00
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f68aa2a8f9 PPU: Skip high priority tile processing if scanline contains no high priority tiles (optimization) 2019-07-12 08:33:09 -04:00
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f5bb073b9d PPU: Improved frame skipping logic 2019-07-11 23:30:40 -04:00
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81d373b99b PPU: Convert VRAM to uint16_t array (cleaner code) 2019-07-11 23:03:02 -04:00
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6ba622df9f PPU: Minor refactoring/optimizations 2019-07-11 21:45:56 -04:00
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aa9f7b3f23 PPU: Convert CGRAM to uint16_t array (performance + code simplicity) 2019-07-11 20:03:57 -04:00
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f40b9527af PPU: Mosaic "start" scanline should not be reset when writing to the mosaic register while mosaic is already enabled
(Fixes FF3 battle mosaic)
2019-07-10 23:13:06 -04:00
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26bf239cee PPU: Cycle-by-cycle sprite evaluation & fetching
Not 100% accurate, but much better than doing it all at once
2019-07-10 22:50:12 -04:00
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9996d569d4 PPU: Fixed mosaic issues (was disabled on subscreens and palette wasn't properly kept for the entire block) 2019-07-08 23:46:31 -04:00
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f963a6562e PPU: Mode 7 - Latch scroll values at the start of a scanline and keep them for the whole scanline (fixes NHL 94 intro) 2019-07-08 19:25:53 -04:00
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353a13963b PPU: Fetch sprites tile data from H=272 to 339 2019-07-08 15:24:43 -04:00
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d2ee975c65 PPU: Moved bg tile prefetch to H=0 2019-07-08 09:18:38 -04:00
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40a165d07c PPU: Improved mosaic effect (still wrong in high res) 2019-07-08 09:13:08 -04:00
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173350b860 Input: Reduced input lag by 1 frame by moving the polling to be after the emulation sleeps, rather than before. 2019-07-07 19:55:08 -04:00
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9415a939e1 Save states: Fixed PPU state code to avoid breaking compatibility 2019-07-07 19:27:39 -04:00
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5c17890142 PPU: Implemented cycle-by-cycle fetches for tilemap/tile data (for modes 0-6) 2019-07-07 18:22:20 -04:00
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9ebf8a49c4 Debugger: Event Viewer - Fixed issues caused by output size changes 2019-07-06 14:58:09 -04:00
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f282675003 Initialize all ram (vram, cgram, oam, work ram, save ram) based on ram power on state setting 2019-07-06 14:25:51 -04:00
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f16970a2fd Video: Output standard resolution frames in 256x239 instead of always doubling resolution 2019-07-06 14:03:27 -04:00
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b5847a3d1f Libretro: Added libretro core 2019-07-02 19:56:00 -04:00
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57c31ad354 PPU: Reading $2137 should only latch h/v when bit 7 of $4201 is set 2019-06-30 19:51:52 -04:00
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a4a07d7bd5 PPU: Implement latch behavior for CGRAM writes 2019-06-29 09:16:53 -04:00
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ab15564ea1 PPU: Fixed scroll issues with offset-per-tile in mode 6 2019-06-28 16:34:15 -04:00
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027305c936 PPU: Fixed colors in direct color mode 2019-06-27 20:57:00 -04:00
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f4a31045d6 PPU: Fixed offset mode wrapping behavior 2019-06-27 20:20:57 -04:00
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dafe4a2856 PPU: VRAM writes should always increment the address (even outside vblank/forced blank) 2019-06-26 16:39:57 -04:00
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9cae20c527 Video: Added options to toggle bg/sprite layers 2019-05-20 15:35:09 -04:00
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3bfc69e2f1 Debugger: Lua scripting support 2019-05-12 21:18:22 -04:00
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b1a50434c9 Fixed compilation issue on recent compilers (lambdas can't use constexpr until C++17) 2019-05-07 20:55:44 -04:00
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2fcbc5b092 Debugger: Added Sprite Viewer tool 2019-04-25 19:49:15 -04:00
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7bc96a867d Performance improvements and refactoring for timing changes 2019-04-20 14:17:34 -04:00
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984b1be481 Timing improvements (DMA, HDMA, DRAM refresh, CPU cycles) 2019-04-20 14:17:32 -04:00
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11937c1ac3 IRQ: Improved IRQ logic (passes demo_irqtest) 2019-04-14 15:22:34 -04:00
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dbafe258b2 Debugger: Fixed deadlocks when loading/saving a save state while execution is stopped by the debugger 2019-04-12 18:33:52 -04:00
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b94212ec63 Linux: Fixed compilation errors/warnings 2019-04-12 17:49:58 -04:00
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8dee056dda DMA: Improved DMA/HDMA timing
Wait 1 cpu cycle before starting then sync to the next multiple of 8 and sync back to a multiple of a CPU cycle before stopping
2019-04-11 22:34:28 -04:00
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9d90fb9e52 PPU: Fixed issue with rendering when register write was on cycle 278 (caused a flickering scanline in Wild Guns) 2019-04-11 19:39:40 -04:00
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bc706a0fda PPU: Color window must be applied regardless of whether or not color math is enabled 2019-04-11 18:34:58 -04:00
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87f0528f2e Debugger: Display the real HClock value in the debugger window (instead of calculating it) 2019-04-10 22:46:26 -04:00
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3715e844c0 PPU: Skip frames while fast forwarding to improve maximum speed (no impact on emulation accuracy) 2019-04-10 22:32:28 -04:00