Fixed per scanline interrupts. No artifacts in MMCOI
This commit is contained in:
109
Desktop/Form1.cs
109
Desktop/Form1.cs
@@ -37,13 +37,8 @@ namespace Desktop
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public ParsonsForm1()
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{
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InitializeComponent();
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this.Text = $"Parsons Master System 2026 - {_currentRomName}";
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_machine = new SmsMachine();
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_audioPlayer = new NAudioPlayer();
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_machine.AudioProcessor.AudioDevice = _audioPlayer;
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PopulateIncludedRomsMenu();
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// These are perfectly safe for the Visual Studio Designer!
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this.KeyPreview = true;
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this.KeyDown += Form1_KeyDown;
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this.KeyUp += Form1_KeyUp;
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@@ -51,6 +46,21 @@ namespace Desktop
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this.ResizeRedraw = true;
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}
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// The Designer ignores this completely, but the compiled game runs it instantly!
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protected override void OnLoad(EventArgs e)
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{
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base.OnLoad(e);
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this.Text = $"Parsons Master System - {_currentRomName}";
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// Safe to initialize hardware and files here!
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_machine = new SmsMachine();
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_audioPlayer = new NAudioPlayer();
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_machine.AudioProcessor.AudioDevice = _audioPlayer;
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PopulateIncludedRomsMenu();
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}
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private void DrawScreen()
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{
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// Rapidly copy our VDP FrameBuffer into the Windows Bitmap
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@@ -65,7 +75,8 @@ namespace Desktop
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// Always call the base method so Windows can draw your MenuStrip!
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base.OnPaint(e);
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if (_screenBitmap != null)
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// THE FIX: We MUST ensure the designer has actually built the menu strip before asking for its height!
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if (_screenBitmap != null && menuStrip1 != null)
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{
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// 1. Set the rendering mode for perfect, chunky retro pixels!
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e.Graphics.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor;
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@@ -73,7 +84,7 @@ namespace Desktop
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// 2. Calculate the drawing area.
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// We start drawing BELOW the MenuStrip so it doesn't get covered up.
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int topOffset = menuStrip1.Height; // Change 'menuStrip1' if your menu has a different (Name)
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int topOffset = menuStrip1.Height;
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Rectangle renderArea = new Rectangle(
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0,
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topOffset,
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@@ -205,42 +216,37 @@ namespace Desktop
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_currentRomName = Path.GetFileNameWithoutExtension(filePath);
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this.Text = $"Parsons Master System - {_currentRomName}";
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// 5. LOAD THE NEW SAVE DATA!
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string savPath = Path.ChangeExtension(_currentRomPath, ".sav");
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_machine.MemoryBus.LoadSaveData(savPath);
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// 5. LOAD THE NEW SAVE DATA FROM THE EXE FOLDER!
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string savPath = GetSaveFilePath();
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if (savPath != null)
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{
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_machine.MemoryBus.LoadSaveData(savPath);
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}
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// 6. Turn the power on!
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StartEmulator();
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}
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private string GetSaveFilePath()
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{
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// Don't try to save if a game hasn't been loaded yet!
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if (string.IsNullOrEmpty(_currentRomName) || _currentRomName == "No ROM")
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return null;
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//private async void LoadRomAndStart(string filePath)
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//{
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// StopEmulator();
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// if (_emulatorTask != null)
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// {
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// await _emulatorTask;
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// }
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// Application.StartupPath is the exact folder containing your .exe
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string exeFolder = Application.StartupPath;
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// // 2. Load the file
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// byte[] rom = File.ReadAllBytes(filePath);
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// // 3. Jam it into the Sega Mapper
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// _machine.LoadCartridge(rom);
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// _currentRomName = Path.GetFileNameWithoutExtension(filePath);
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// this.Text = $"Parsons Master System - {_currentRomName}";
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// // 5. Turn the power on!
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// StartEmulator();
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//}
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// Combines the exe folder with "GameName.sav"
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return Path.Combine(exeFolder, _currentRomName + ".sav");
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}
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private void SaveCurrentSram()
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{
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if (!string.IsNullOrEmpty(_currentRomPath) && _machine != null)
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if (_machine != null)
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{
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// Swaps ".sms" for ".sav"
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string savPath = Path.ChangeExtension(_currentRomPath, ".sav");
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_machine.MemoryBus.SaveSaveData(savPath);
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string savPath = GetSaveFilePath();
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if (savPath != null)
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{
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_machine.MemoryBus.SaveSaveData(savPath);
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}
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}
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}
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@@ -361,5 +367,38 @@ namespace Desktop
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SaveCurrentSram();
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_audioPlayer?.Stop();
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}
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private async void saveStateToolStripMenuItem_Click(object sender, EventArgs e)
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{
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if (string.IsNullOrEmpty(_currentRomName) || _currentRomName == "No ROM") return;
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// 1. Politely ask the emulator loop to pause, and wait for it to finish its current frame!
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StopEmulator();
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if (_emulatorTask != null) await _emulatorTask;
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// 2. Change the extension to .state and save it right next to the .exe
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string statePath = Path.ChangeExtension(GetSaveFilePath(), ".state");
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_machine.SaveState(statePath);
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// 3. Resume the emulator seamlessly
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StartEmulator();
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}
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private async void loadStateToolStripMenuItem_Click(object sender, EventArgs e)
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{
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if (string.IsNullOrEmpty(_currentRomName) || _currentRomName == "No ROM") return;
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string statePath = Path.ChangeExtension(GetSaveFilePath(), ".state");
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if (!File.Exists(statePath)) return;
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// 1. Pause the emulator
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StopEmulator();
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if (_emulatorTask != null) await _emulatorTask;
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// 2. Inject the frozen state into the silicon!
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_machine.LoadState(statePath);
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// 3. Resume
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StartEmulator();
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}
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}
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}
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