Commit graph

108 commits

Author SHA1 Message Date
Bart Trzynadlowski 6a6788952c - Fixed Daytona 2 Advertise song. DSB2 MPEG state machine can now begin playing songs from state ST_GOTA4.
- krom: Minor fixes to Main.cpp to support wider ROM set names (up to 9 chars) and compilation under MinGW.
2011-08-03 04:29:33 +00:00
Bart Trzynadlowski ddd6fa92ef - Improved 68K interface. Now supports context switching.
- CSoundBoard is not derived from CBus.
- Optimized sound board memory handlers (now using switch statements).
- Added DSB emulation (based on R. Belmont's M1 source code).
- Improved ROM loading: only unique ROMs (those not shared amongst games) are used to identify games. The ROM loader will no longer get confused as easily.
- General cleanup here and there, removed unused Render.h file.
2011-07-31 02:37:31 +00:00
Nik Henson 03fa9532eb - Added function-based interface Audio for OSD sound output, together with SDL implementation
- Added object interface CThread for OSD threading and synchronization, together with SDL implementation
- Added multi-threading to CModel3 so that separate CPUs (PPC of main board, 68K of sound board and Z80 of drive board) can be run in separate threads if requested to improve performance on multi-core PCs
- Added -multi-threaded command line option (default is to run single-threaded still)
2011-07-20 21:14:00 +00:00
Bart Trzynadlowski c73cb830dc - Added the Musashi 68K emulator by Karl Stenerud. Obtained Karl's explicit permission to relicense the code under GPL.
- Added a 68K interface, CPU/68K/M68K.*.
- Moved Turbo68K source files to CPU/68K/Turbo68K. It is no longer used but is being retained in the source tree for now. The LSR instruction has not been fixed in this update.
- Changed sound board code to use the new 68K interface (and hence, Musashi).
- Changed version string from 0.2-WIP to 0.2a-WIP. This is still an alpha version.
- Above changes have broken the 68K debugger.
2011-07-12 04:57:12 +00:00
Nik Henson 8a9924b884 Changes for new built-in console-based debugger (only compiled in if SUPERMODEL_DEBUGGER defined):
- added code to create debugger object and attach it to system,
 - added new command lines options -enter-debugger and -disable-debugger,
 - added new UI input to halt execution and enter debugger (default Alt+B),
 - added new CLogger class to route all output via debugger if required.
2011-06-27 23:44:51 +00:00
Nik Henson e8782b98fa Changes relating to input system:
- Added ability to configure axis min, centre and max values in INI file.  This allows some types of steering wheel pedals that use an inverted value range to work properly with the emulator.
 - Modified CINIFile to read and write signed numbers (needed for above change).
 - Added check at configuration start for "bad" input sources such as axes that are wrongly calibrated or buttons that are always triggering a value.  Otherwise they cause the configuration loop to wait indefinitely for the axis or button to be released.
 - Removed superfluous check for XInput devices when XInput is not enabled in CDirectInputSystem.
 - Improved force beedback code in CDirectInputSystem and also added the extra feedback effects needed so far for drive board emulation.
2011-06-22 13:06:52 +00:00
Nik Henson 5e247021be Changes relating to input system:
- Fixed bug with mapping of multiple assignments.
- Added new ! operator for input mappings, which lets the user specify that an input must not be active.
- Added option to print info about input system (such as settings and detected keyboards, mice and joysticks) during input configuration.
- Added new trigger input for lightgun games with a configurable option to automatically pull trigger when offscreen input is activated (this makes playing with the mouse easier as the gun can be reloaded with single mouse button, rather than having to press both
 buttons at the same time).
- Added -xinput command line option that switches to using XInput API rather than DirectInput for XBox 360 controllers (this allows the XBox 360 controller's two triggers to be read independently which works better for driving games when they are mapped to accele
rator and brake).
- Added initial version of force feedback implementation to DirectInputSystem (this still needs work).
2011-06-05 20:53:39 +00:00
Bart Trzynadlowski 783446fca2 Fixing import mistake: moving source code to trunk/Src. 2011-04-24 01:19:40 +00:00
Renamed from OSD/SDL/Main.cpp (Browse further)