BizHawk SVN r2907 is compiled. BizHawk is a A multi-system emulator written in C#. BizHawk provides nice features for casual gamers such as full screen, and joypad support in addition to full rerecording and debugging tools for all system cores.
BizHawk Supported Systems
- Nintendo Entertainment System (NES)
- Sega Master System
- SG-1000
- Game Gear
- PC-Engine (TurboGrafx-16) / CD-ROM
- SuperGrafx
- TI-83 Calculator
BizHawk Experimental
- Sega Genesis (low compatibility list)
- Gameboy (Debugger only)
BizHawk SVN Changelog:
r2900
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.
r2901
-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.
r2902
-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.
r2903
The foreground now shows its true colors.
r2904
-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.
r2905
-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.
r2906
snes-some beginning steps on graphics debugging tools. nothing to see yet, move along
r2907
should probably add this file too
Download: BizHawk SVN r2907
Source: Here
2012-09-06
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