* CD-i: Fixed buffer overflow
Fixed reintroduction of the buffer overflow by
commit 1addb89ff
Originally was fixed with c0171c9 but not yet
well understood.
* CD-i: Mount root folder NvRAM after core load
Instead of starting with an empty NvRAM,
"saves/CD-i/CD-i.sav" will be loaded instead.
Avoids machine reset by NvRAM change in case
a root folder CD image shall be used
* WIP Adding Atari800 side of things
* WIP Migrated some functionality from .sv to here
* WIP XEX file loading works, clean-ups
* WIP UART/SIO interface beginning
* WIP Adding Atari800 drive emulator
* WIP First version of the drive emulator working with ATR and XEX files
* WIP ATX files are working
* WIP HDD is now mounted separately
* WIP PBI/HDD is working too
* Cleaning up and adding supporting Atari ASM files
* Updated versioning information in the Atari800 FW
* WIP Adding support for the Atari 5200 core
* Atari 5200 support complete
* Atari800: fixed SIO timing bugs
* Atari800: sorting out SIO timing issues still
* Atari800: eliminate OSD lock up possibilities
* Atari800: Improved XEX loader
* Write unique game info to /tmp/GAMENAME
* Remove CD product code lookup, and crc32
* Remove product codes
/tmp/GAMENAME only uses file path and crc32
* Clean up
* Cleanup
* Only write CRC32 and or Product Code to /tmp/GAMEID
Realizing we already have the file path, this change writes the already calculated CRC32 and or game ID (N64 and PSX only) to /tmp/GAMEID. This ignores boot*.rom and cd_bios*.rom
CRC32: XXXXXXXX
Product Code: XXXXXXXXXXXX
* Clean up
* Update neogeo_loader.cpp
* Skip GAMEID for all BIOS files
* Guard behind log_file_entry ini option and clean up print statements
* Add MRA GAMEID support and improve GAMEID writing
MRA files use setname as serial
* Add MGL handling for /tmp/ STARTPATH, FULLPATH, CURRENTPATH, and FILESELECT
* Update mgl /tmp/ file handling
* Modifications to input handling to prevent held inputs from being
overridden by an alternate input mapped to the same button.
i.e. R-Type holding fire to charge special shot will not be
disrupted if a secondary fire button is pressed, autofire
or not.
* Modifications to input handling to prevent held inputs from being overridden by an alternate input mapped to the same button.
i.e. R-Type holding fire to charge special shot will not be
disrupted if a secondary fire button is pressed, autofire
or not.
* Prevent held inputs from being disrupted by alternate inputs.
i.e. in R-Type, if holding the fire button to charge a special shot,
tapping an alternately assigned fire button will not cause the charge
to stop.
N64 improvements. Split N64 save files into eep, sra, fla, mpk and tpk files.
Add "wide" tag detection to database, auto-switches to widescreen if found.
Prioritize N64-database_user.txt, so that people can override games already in the regular database file.
Honor order that rpak, cpak and tpak are written in database, for p1 controller.
* add n64 type
* use a custom loader for N64
This loader:
- converts little-endian and byte-swapped ROMs
- auto-detects ROM properties, this requires a N64-database.txt file in
the N64 games folder
External integrations already have access to the CURRENTPATH,
FULLPATH and STARTPATH files in order to see which file is currently
active in the file selector and which core was started.
Unforuntately there is no way for the integration to see when
the file selector closes and whether the file was selected or
the selector was cancelled. In my use-case, I have an external
display showing game data and marquee images. When the file
selector is active, this display shows data about the current
file selection. When a game is running it shows info about that
game. Without a way to know if the selection menu is visible, the
transition from displaying the highlighted selection to displaying
the active game is impossible when the file selector has just been
cancelled. I also want to be able to use the extra data about the
game that has been picked within the console menu. That data is
available in CURRENTPATH, but if the menu is cancelled, we don't
know if it's valid to use or not.
This new file just tracks the status of the file select menu.
When the file selector menu is onscreen it contains "active".
When cancelled it contains "cancelled".
If the file was actually chosen it contains "selected".
That set of extra information is enough to know which game
is currently running and which is just under selection regardless
of whether the menu was cancelled or actually selected.
Note: there are almost certainly nicer ways to expose all this
information, but I'm attempting to keep any existing integrations
that use these files working without requiring any changes.
windows - PrintScrn will output the image scaled to the output resolution of the scaler. Windows - LSHIFT - PrintScrn will save the original size from the core.