Mercurial > repos > blastem
graph
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Allow height to be specified in the config file and properly calculate from the aspect setting if it is not specifiedThu, 15 Jun 2017 19:24:16 -0700, by Michael Pavone
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Properly release and reacquire framebuffer pointer when switching contexts. Hopefully fixes the LOCKRECT issue some people are seeing with the SDL 2 fallback rendererThu, 15 Jun 2017 09:45:21 -0700, by Michael Pavone
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Only complain about the first missing mapping for a given gamepad so a user does not get inundated with warning modals when their gamepad lacks a mapping entryWed, 14 Jun 2017 21:59:30 -0700, by Michael Pavone
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Remove E from region header of menu so it does not run at 50Hz if the user changes the default_region setting to EWed, 14 Jun 2017 21:17:35 -0700, by Michael Pavone
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Fix absolute mouse mode when non-default overscan settings are usedWed, 14 Jun 2017 20:46:11 -0700, by Michael Pavone
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Initial support for drag and drop. Some work needed for proper menu integration.Wed, 14 Jun 2017 09:48:46 -0700, by Michael Pavone
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Only capture mouse if an emulated mouse is attachedMon, 12 Jun 2017 21:12:28 -0700, by Michael Pavone
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Initial work to support parallel NOR flash and the Magistr 16Wed, 07 Jun 2017 23:06:14 -0700, by Michael Pavone
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Small fix to handling of the "bus" option in a RAM type ROM DB memory mapMon, 05 Jun 2017 23:03:46 -0700, by Michael Pavone
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Updated version string for 0.5.1 pre-releasesSun, 04 Jun 2017 10:08:20 -0700, by Michael Pavone
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Added a "subtle" CRT shader contributed by Anael SeghezziSun, 04 Jun 2017 10:07:36 -0700, by Michael Pavone
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Added tag v0.5.0 for changeset 990a26391933Fri, 02 Jun 2017 01:44:36 -0700, by Michael Pavone
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D&D - Warriors of the Eternal Sun has 6-button pad issuesFri, 02 Jun 2017 00:41:22 -0700, by Michael Pavone
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Add device override for Fun n Games as it supports the mouseFri, 02 Jun 2017 00:36:07 -0700, by Michael Pavone
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Might and Magic - Gates to Another World has a bad SRAM headerFri, 02 Jun 2017 00:34:17 -0700, by Michael Pavone
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Force J region for Japanese version of Light CrusaderWed, 31 May 2017 21:34:59 -0700, by Michael Pavone
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Prevent emulated screen from "rolling" when the vertical resolution is changed at an inopportune timeWed, 31 May 2017 21:10:49 -0700, by Michael Pavone
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Added stub load_save and persist_save functions to SMS system so that we don't crash when switching games via the menuWed, 31 May 2017 09:45:37 -0700, by Michael Pavone
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Updated changelog for 0.5.0 releaseTue, 30 May 2017 23:39:09 -0700, by Michael Pavone
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Second Samurai is slightly incompatible with 6-button controllersTue, 30 May 2017 23:10:14 -0700, by Michael Pavone
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Added Rockman Mega World to ROM DB as it has EEPROMTue, 30 May 2017 23:05:18 -0700, by Michael Pavone
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Implement horizontal border in Mode 4 and make a minor fix to advance_output_line to handle the later vcounter increment in that modeMon, 29 May 2017 22:19:33 -0700, by Michael Pavone
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Update SMS code for changes supporting slow rise time emulation in IO codeMon, 29 May 2017 18:25:11 -0700, by Michael Pavone
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Get H32 in sync with H40 with regards to borders and test register support. Minor cleanup to H40 border renderingMon, 29 May 2017 17:30:40 -0700, by Michael Pavone
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Implemented SMS pause buttonSun, 28 May 2017 21:03:55 -0700, by Michael Pavone
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Implemented Z80 NMISun, 28 May 2017 21:02:47 -0700, by Michael Pavone
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Avoid splitting m68k_check_cycles_int_latch code across memory chunks since it expects a byte-sized jump offset. Avoid an unnecessary m68k_check_cycles_int_latch for register to register movesFri, 26 May 2017 19:18:19 -0700, by Michael Pavone
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Go back to resetting the refresh counter after a DMA. Probably not quite correct as it is probably reset on VDP triggered refresh, but this is close enough for now given the general limitations with my refresh code. VDP FIFO Testing seems to be passing 100% reliably again (was occassionally failing still with the last commit)Tue, 23 May 2017 23:47:40 -0700, by Michael Pavone
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Fixed regression from VDP sync changes. Direct color DMA demos are now achieving stable sync againTue, 23 May 2017 23:17:24 -0700, by Michael Pavone
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Attempt at improving refresh emulationTue, 23 May 2017 23:00:32 -0700, by Michael Pavone
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Remove HINT_FUDGE and make a small adjustment to how VDP syncs with rest of system instead. Worse results on CRAM dot issue, but much less of a hackTue, 23 May 2017 21:09:38 -0700, by Michael Pavone
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Fix interrupt latency for move.l with memory destinationTue, 23 May 2017 21:07:56 -0700, by Michael Pavone
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Fix handling of test register selected sprite layer in border area. Gets rid of the border garbage in the "disco floor/ceiling" scene of OD2Tue, 23 May 2017 19:09:57 -0700, by Michael Pavone
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Fix small blank spot on line -2 in "ninja escape" border fade in OD2Tue, 23 May 2017 09:39:22 -0700, by Michael Pavone
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Force 3-button pad for combat cars as the options menu has some issues with a 6-button padMon, 22 May 2017 22:04:07 -0700, by Michael Pavone
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Fix regression in horizontal interrupt timing that was breaking the "water" palette swap in the Sonic series and other gamesMon, 22 May 2017 21:11:13 -0700, by Michael Pavone
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Add a bit of a hack to HINT start cycle to give correct values in my test ROM and further improve prevelance of CRAM dot noise in Outrunners and OD2Fri, 19 May 2017 22:07:50 -0700, by Michael Pavone
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Added some code to try and prevent Z80 accesses and refresh cycles from screwing up interrupt latency more than on hardwareFri, 19 May 2017 20:54:04 -0700, by Michael Pavone
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Fix to M68K interrupt latency for most instructions. Still needs some work for RAW_IMPL instructions besides moveFri, 19 May 2017 20:27:35 -0700, by Michael Pavone
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Fix regression in games that disable the display early like F1 World Championship. Remove debug printfSun, 14 May 2017 12:07:39 -0700, by Michael Pavone
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WIP attempt at fixing the minor line -2 glitch in the OD2 Ninja Escape sceneSun, 14 May 2017 11:15:56 -0700, by Michael Pavone
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Print PATH in build_release script to help debug future build failuresFri, 12 May 2017 23:34:17 -0700, by Michael Pavone
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Use printf rather than info_message for message about game controller mappings so it does not pop up a modal when not run from a terminalFri, 12 May 2017 23:33:00 -0700, by Michael Pavone
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Fix regression in Mode 4 sprite renderingThu, 11 May 2017 20:33:31 -0700, by Michael Pavone
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Fix regression in mode 4 introduced when advance_output_line was addedThu, 11 May 2017 08:01:10 -0700, by Michael Pavone
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Fix resampling code to deal with case in which output frequency is greater than the input frequency. Probably could stand to be improved, but at least it doesn't cause the emulator to deadlockThu, 11 May 2017 07:51:28 -0700, by Michael Pavone
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Load extra controller mappings from gamecontrollerdb.txtWed, 10 May 2017 22:06:59 -0700, by Michael Pavone