12 Commits
Author SHA1 Message Date
SourMesen 918379b7a7 Debugger: Tilemap viewer - Added option to pick background color (#238)
Also, minor bug fixes for WS:
-Fixed tilemap viewer for sometimes using the wrong background color
-Fixed the 4-bit RGB color values in the palette viewer having the R and B values swapped
2026-07-28 19:55:12 +09:00
CharlesVanEeckhout 1b2fb2a73c Debugger: GBA - Sprite Viewer - Fix vertical mirror on sprites without matrix transform (#188) 2026-06-23 15:35:11 +09:00
SourMesen e391fd8f9a Code: Add auto-formatting rules for C++ (clang-format) and enforce in CI via "clang-format" and "dotnet format" (#78)
* Code: Add auto-formatting rules for C++ projects (clang-format) and enforce code style via "clang-format" and "dotnet format"

* fix ui format warnings
2026-04-30 06:03:55 -07:00
SourMesen 4b8669d34b Debugger: Tilemap viewer - Fixed "edit tile" behavior on SNES when the tilemap is using 16x16 (or 16x8) tiles (#72)
Also, added support for horizontal/vertical mirroring when editing the mirrored tiles from the tilemap.
2026-04-27 09:18:53 -07:00
CharlesVanEeckhout f9d10b18b0 fix tilemap info wrong address 2026-04-07 06:53:05 -04:00
Sour f139b64f2b GBA: Fixed glitches on top left of the screen in Gauntlet
Gauntlet sets the attributes of unused sprites to 0xFF, which causes them to use both the "invalid" shape mode and the "invalid" sprite mode (which is the stereoscopic flag), this caused mesen to try to display these as 64x64 sprites (doubled to 128x128) and caused the sprites to appear at the top left on some frames (the sprite tiles were wrapping around and fetching from address 0x10100, which changes from frame to frame)
Forcing shape mode 3 to always be 8x8 fixes the problem, but hasn't been confirmed on hardware.
The glitch appeared because of a previous fix to allow mode 3 (stereo) sprites to be shown on the screen, because the game Guranbo expects these to be visible in its character naming screen)
2025-05-05 18:00:01 +09:00
Sour 176f14ae33 GBA: Fixed missing sprites in Guranbo's character name screen
The game sets the sprites to obj mode 3 (by mistake?), which is an unused "stereoscopic" mode for sprites. Mode 3 seems to behave like mode 0 when the global "stereoscopic" flag is not set (previously "green swap"), so the sprites are meant to display normally in this scenario (instead of being hidden like they were before)
2025-04-26 18:20:47 +09:00
Sour d751502a58 NES: Added Rainbow support (mapper 682) 2024-10-08 21:37:44 +09:00
Sour bb034e6d5c Debugger: GBA - Tilemap viewer - Fixed incorrect data in row 32 and column 32 2024-05-11 08:22:15 +09:00
Sour d9f1d486a3 Debugger: SNES - Fixed palette display for mode 0 layers in tilemap viewer 2024-04-27 12:14:45 +09:00
Sour bb96928fe9 Linux: Fixed compilation errors/warnings 2024-03-30 12:31:04 +09:00
Sour 13acb3fe42 Added GBA support 2024-03-30 11:42:31 +09:00