* GB: Link cable support with two local consoles
* GB: Fix crash when color blending is enabled
* GB: Fix formatting
* GB: Link UI fixes, control fixes, audio fixes
Copied from Sour's branch. Also a separate change to use separate savefiles.
* GB: Try to avoid crashes from buffer overflows
* GB: Separate savefiles with linked multiplayer
* GB: Add support for faster link speed
* GB: Move enum to correct file
* GB: Refactor, move serial transfer to function
* -Fixed secondary console sometimes running far ahead of the main console when frame counters did not match (e.g because one console had their LCD disabled longer, etc.) This would cause buffer overflows in the audio buffer.
-Fixed screen tearing when both consoles are not perfectly in sync (because of the LCD being disabled for a different amount of time, etc.)
-Fixed main console not calling PlayQueuedAudio properly mid-frame
-Reuse VS Dualsystem code to merge audio/video when possible/simple and moved that to AvMergeUtilities
Some visual glitches can appear on the secondary screen (for GB) while rewinding, but this can't really be fixed.
* Fixed warning (unused local variable)
* Prevent loading single-console save states when in dual-console modes
* Disable debugger for VS DualSystem's subconsole. Fixes issues when debugging VS DualSystem games
* Code cleanup
* Rework solution to disable debugger on second console to improve performance
Added InternalRunFrame for nes & gb to avoid checking for the presence of the second console after each cpu instruction
* Don't enable the linked GB option by default
* Removed unused function
* Netplay: Force game to reload after updating emulation settings when connecting to the server (or when the host changes game)
This ensures that e.g the GB link cable setting is applied and that the game loads correctly, regardless of the client's link cable settings (otherwise the game could load without the link mode enabled, etc.)
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Co-authored-by: Sour <[email protected]>
* Code: Add auto-formatting rules for C++ projects (clang-format) and enforce code style via "clang-format" and "dotnet format"
* fix ui format warnings
Commit 36d23cc inverted the condition for calling ExecTimerDmaSerial, swapping the cycle parity so that ExecTimerDmaSerial could no longer handle serial data. This broke Shin Megami Tensei: Devil Children: Kuro no Sho in GB and SGB modes.
Tested with automated tests (no change) and Shin Megami Tensei: Devil Children: Kuro no Sho (no longer broken).
Thanks to paulb_nl for finding the cause of this issue and Sour for reviewing the commit that introduced the issue.
Fixes regression caused by the fix done for the hblank_vram_dma test rom.
HDMA should run immediately after the CPU resumes - fixes the menu in Nascar 2000
When entering Wario's castle, the game frequently crashed in GBC mode. This was caused by the different timing for the rendering idle cycles - making the GBC timing identical to the GB fixed the crash (and other minor adjustments fixed the couple of GBC test roms that broke as a result)