2015-02-28 01:51:53 +00:00
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#include "../tomoko.hpp"
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Presentation* presentation = nullptr;
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Presentation::Presentation() {
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presentation = this;
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libraryMenu.setText("Library");
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for(auto& emulator : program->emulators) {
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for(auto& media : emulator->media) {
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Update to v094r23 release.
byuu says:
The library window is gone, and replaced with
hiro::BrowserWindow::openFolder(). This gives navigation capabilities to
game loading, and it also completes our slotted cart selection code. As
an added bonus, it's less code this way, too.
I also set the window size to consistent sizes between all emulated
systems, so that switching between SFC and GB don't cause the window
size to keep changing, and so that the scaling size is consistent (eg at
normal scale, GB @ 3x is closer to SNES @ 2x.) This means black borders
in GB/GBA mode, but it doesn't look that bad, and it's not like many
people ever use these modes anyway.
Finally, added the placeholder tabs for video, audio and timing. I don't
intend to add the timing calculator code to v095 (it might be better as
a separate tool), but I'll add the ability to set video/audio rates, at
least.
Glitch 1: despite selecting the first item in the BrowserDialog list, if
you press enter when the window appears, it doesn't activate the item
until you press an arrow key first.
Glitch 2: in Game Boy mode, if you set the 4x window size, it's not
honoring the full requested height because the viewport is smaller than
the window. 8+ years of trying to get GTK+ and Qt to simply set the god
damned window size I ask for, and I still can't get them to do it
reliably.
Remaining issues:
- finish configuration panels (video, audio, timing)
- fix ruby driver compilation on Windows
- add DIP switch selection window (NSS) [I may end up punting this one
to v096]
2015-05-30 11:39:09 +00:00
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if(!media.bootable) continue;
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2015-02-28 01:51:53 +00:00
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auto item = new MenuItem{&libraryMenu};
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item->setText({media.name, " ..."}).onActivate([=] {
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2015-11-16 08:38:05 +00:00
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directory::create({settings["Library/Location"].text(), media.name});
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Update to v094r23 release.
byuu says:
The library window is gone, and replaced with
hiro::BrowserWindow::openFolder(). This gives navigation capabilities to
game loading, and it also completes our slotted cart selection code. As
an added bonus, it's less code this way, too.
I also set the window size to consistent sizes between all emulated
systems, so that switching between SFC and GB don't cause the window
size to keep changing, and so that the scaling size is consistent (eg at
normal scale, GB @ 3x is closer to SNES @ 2x.) This means black borders
in GB/GBA mode, but it doesn't look that bad, and it's not like many
people ever use these modes anyway.
Finally, added the placeholder tabs for video, audio and timing. I don't
intend to add the timing calculator code to v095 (it might be better as
a separate tool), but I'll add the ability to set video/audio rates, at
least.
Glitch 1: despite selecting the first item in the BrowserDialog list, if
you press enter when the window appears, it doesn't activate the item
until you press an arrow key first.
Glitch 2: in Game Boy mode, if you set the 4x window size, it's not
honoring the full requested height because the viewport is smaller than
the window. 8+ years of trying to get GTK+ and Qt to simply set the god
damned window size I ask for, and I still can't get them to do it
reliably.
Remaining issues:
- finish configuration panels (video, audio, timing)
- fix ruby driver compilation on Windows
- add DIP switch selection window (NSS) [I may end up punting this one
to v096]
2015-05-30 11:39:09 +00:00
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auto location = BrowserDialog()
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.setTitle({"Load ", media.name})
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2015-11-16 08:38:05 +00:00
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.setPath({settings["Library/Location"].text(), media.name})
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Update to v094r23 release.
byuu says:
The library window is gone, and replaced with
hiro::BrowserWindow::openFolder(). This gives navigation capabilities to
game loading, and it also completes our slotted cart selection code. As
an added bonus, it's less code this way, too.
I also set the window size to consistent sizes between all emulated
systems, so that switching between SFC and GB don't cause the window
size to keep changing, and so that the scaling size is consistent (eg at
normal scale, GB @ 3x is closer to SNES @ 2x.) This means black borders
in GB/GBA mode, but it doesn't look that bad, and it's not like many
people ever use these modes anyway.
Finally, added the placeholder tabs for video, audio and timing. I don't
intend to add the timing calculator code to v095 (it might be better as
a separate tool), but I'll add the ability to set video/audio rates, at
least.
Glitch 1: despite selecting the first item in the BrowserDialog list, if
you press enter when the window appears, it doesn't activate the item
until you press an arrow key first.
Glitch 2: in Game Boy mode, if you set the 4x window size, it's not
honoring the full requested height because the viewport is smaller than
the window. 8+ years of trying to get GTK+ and Qt to simply set the god
damned window size I ask for, and I still can't get them to do it
reliably.
Remaining issues:
- finish configuration panels (video, audio, timing)
- fix ruby driver compilation on Windows
- add DIP switch selection window (NSS) [I may end up punting this one
to v096]
2015-05-30 11:39:09 +00:00
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.setFilters(string{media.name, "|*.", media.type})
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.openFolder();
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if(directory::exists(location)) {
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program->loadMedia(location);
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}
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2015-02-28 01:51:53 +00:00
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});
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loadBootableMedia.append(item);
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}
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}
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Update to v096r06 release.
byuu says:
This WIP finally achieves the vision I've had for icarus.
I also fixed a mapping issue with Cx4 that, oddly enough, only caused
the "2" from the Mega Man X2 title screen to disappear.
[Editor's note - "the vision for icarus" was described in a separate,
public forum post: http://board.byuu.org/phpbb3/viewtopic.php?p=20584
Quoting for posterity:
icarus is now a full-fledged part of higan, and will be bundled with
each higan WIP as well. This will ensure that in the future, the
exact version of icarus you need to run higan will be included right
along with it. As of this WIP, physical manifest files are now truly
and entirely optional.
From now on, you can associate your ROM image files with higan's
main binary, or drop them directly on top of it, to load and play
your games.
Furthermore, there are two new menu options that appear under the
library menu when icarus is present:
- "Load ROM File ..." => gives you a single-file selection dialog to
import (and if possible) run the game
- "Import ROM Files ..." => gives you a multi-file import dialog
with checkboxes to pull in multiple games at once
Finally, as before, icarus can generate manifest.bml files for
folders that lack them.
For people who like the game folder and library system, nothing's
changed. Keep using higan as you have been.
For people who hate it, you can now use higan like your classic
emulators. Treat the "Library->{System Name}" entries as your
"favorites" list: the games you actually play. Treat the
"Library->Load ROM" as your standard open file dialog in other
emulators. And finally, treat "Advanced->Game Library" as your save
data path for cheat codes, save states, save RAM, etc.
]
2016-01-13 10:47:45 +00:00
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//add icarus menu options -- but only if icarus binary is present
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if(execute("icarus", "--name").strip() == "icarus") {
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libraryMenu.append(MenuSeparator());
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libraryMenu.append(MenuItem().setText("Load ROM File ...").onActivate([&] {
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audio->clear();
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if(auto location = execute("icarus", "--import")) {
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program->loadMedia(location.strip());
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}
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}));
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libraryMenu.append(MenuItem().setText("Import ROM Files ...").onActivate([&] {
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invoke("icarus");
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}));
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}
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2015-02-28 01:51:53 +00:00
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2015-03-03 10:14:49 +00:00
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systemMenu.setText("System").setVisible(false);
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2015-04-21 11:51:57 +00:00
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powerSystem.setText("Power").onActivate([&] { program->powerCycle(); });
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resetSystem.setText("Reset").onActivate([&] { program->softReset(); });
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2015-03-03 10:14:49 +00:00
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unloadSystem.setText("Unload").onActivate([&] { program->unloadMedia(); drawSplashScreen(); });
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2015-02-28 01:51:53 +00:00
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settingsMenu.setText("Settings");
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2015-03-03 10:14:49 +00:00
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videoScaleMenu.setText("Video Scale");
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2015-11-16 08:38:05 +00:00
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if(settings["Video/Scale"].text() == "Small") videoScaleSmall.setChecked();
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if(settings["Video/Scale"].text() == "Medium") videoScaleMedium.setChecked();
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if(settings["Video/Scale"].text() == "Large") videoScaleLarge.setChecked();
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2015-03-03 10:14:49 +00:00
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videoScaleSmall.setText("Small").onActivate([&] {
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2015-11-16 08:38:05 +00:00
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settings["Video/Scale"].setValue("Small");
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2015-03-03 10:14:49 +00:00
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resizeViewport();
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});
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2015-08-24 09:42:11 +00:00
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videoScaleMedium.setText("Medium").onActivate([&] {
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2015-11-16 08:38:05 +00:00
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settings["Video/Scale"].setValue("Medium");
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2015-03-03 10:14:49 +00:00
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resizeViewport();
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});
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videoScaleLarge.setText("Large").onActivate([&] {
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2015-11-16 08:38:05 +00:00
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settings["Video/Scale"].setValue("Large");
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2015-03-03 10:14:49 +00:00
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resizeViewport();
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});
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2015-11-16 08:38:05 +00:00
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aspectCorrection.setText("Aspect Correction").setChecked(settings["Video/AspectCorrection"].boolean()).onToggle([&] {
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settings["Video/AspectCorrection"].setValue(aspectCorrection.checked());
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2015-04-21 11:58:59 +00:00
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resizeViewport();
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});
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2016-01-15 10:28:51 +00:00
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videoEmulationMenu.setText("Video Emulation");
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blurEmulation.setText("Blurring").setChecked(settings["Video/BlurEmulation"].boolean()).onToggle([&] {
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Update to v096r07 release.
byuu says:
Changelog:
- configuration files are now stored in localpath() instead of configpath()
- Video gamma/saturation/luminance sliders are gone now, sorry
- added Video Filter->Blur Emulation [1]
- added Video Filter->Scanline Emulation [2]
- improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn]
[1] For the Famicom, this does nothing. For the Super Famicom, this
performs horizontal blending for proper pseudo-hires translucency. For
the Game Boy, Game Boy Color, and Game Boy Advance, this performs
interframe blending (each frame is the average of the current and
previous frame), which is important for things like the GBVideoPlayer.
[2] Right now, this only applies to the Super Famicom, but it'll come to
the Famicom in the future. For the Super Famicom, this option doesn't
just add scanlines, it simulates the phosphor decay that's visible in
interlace mode. If you observe an interlaced game like RPM Racing on
a real SNES, you'll notice that even on perfectly still screens, the
image appears to shake. This option emulates that effect.
Note 1: the buffering right now is a little sub-optimal, so there will
be a slight speed hit with this new support. Since the core is now
generating native ARGB8888 colors, it might as well call out to the
interface to lock/unlock/refresh the video, that way it can render
directly to the screen. Although ... that might not be such a hot idea,
since the GBx interframe blending reads from the target buffer, and that
tends to be a catastrophic option for performance.
Note 2: the balanced and performance profiles for the SNES are
completely busted again. This WIP took 6 1/2 hours, and I'm exhausted.
Very much not looking forward to working on those, since those two have
all kinds of fucked up speedup tricks for non-interlaced and/or
non-hires video modes.
Note 3: if you're on Windows and you saved your system folders somewhere
else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 10:06:51 +00:00
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settings["Video/BlurEmulation"].setValue(blurEmulation.checked());
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if(emulator) emulator->set("Blur Emulation", blurEmulation.checked());
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});
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2016-01-15 10:28:51 +00:00
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colorEmulation.setText("Colors").setChecked(settings["Video/ColorEmulation"].boolean()).onToggle([&] {
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2015-11-16 08:38:05 +00:00
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settings["Video/ColorEmulation"].setValue(colorEmulation.checked());
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Update to v096r07 release.
byuu says:
Changelog:
- configuration files are now stored in localpath() instead of configpath()
- Video gamma/saturation/luminance sliders are gone now, sorry
- added Video Filter->Blur Emulation [1]
- added Video Filter->Scanline Emulation [2]
- improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn]
[1] For the Famicom, this does nothing. For the Super Famicom, this
performs horizontal blending for proper pseudo-hires translucency. For
the Game Boy, Game Boy Color, and Game Boy Advance, this performs
interframe blending (each frame is the average of the current and
previous frame), which is important for things like the GBVideoPlayer.
[2] Right now, this only applies to the Super Famicom, but it'll come to
the Famicom in the future. For the Super Famicom, this option doesn't
just add scanlines, it simulates the phosphor decay that's visible in
interlace mode. If you observe an interlaced game like RPM Racing on
a real SNES, you'll notice that even on perfectly still screens, the
image appears to shake. This option emulates that effect.
Note 1: the buffering right now is a little sub-optimal, so there will
be a slight speed hit with this new support. Since the core is now
generating native ARGB8888 colors, it might as well call out to the
interface to lock/unlock/refresh the video, that way it can render
directly to the screen. Although ... that might not be such a hot idea,
since the GBx interframe blending reads from the target buffer, and that
tends to be a catastrophic option for performance.
Note 2: the balanced and performance profiles for the SNES are
completely busted again. This WIP took 6 1/2 hours, and I'm exhausted.
Very much not looking forward to working on those, since those two have
all kinds of fucked up speedup tricks for non-interlaced and/or
non-hires video modes.
Note 3: if you're on Windows and you saved your system folders somewhere
else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 10:06:51 +00:00
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if(emulator) emulator->set("Color Emulation", colorEmulation.checked());
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});
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2016-01-15 10:28:51 +00:00
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scanlineEmulation.setText("Scanlines").setChecked(settings["Video/ScanlineEmulation"].boolean()).onToggle([&] {
|
Update to v096r07 release.
byuu says:
Changelog:
- configuration files are now stored in localpath() instead of configpath()
- Video gamma/saturation/luminance sliders are gone now, sorry
- added Video Filter->Blur Emulation [1]
- added Video Filter->Scanline Emulation [2]
- improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn]
[1] For the Famicom, this does nothing. For the Super Famicom, this
performs horizontal blending for proper pseudo-hires translucency. For
the Game Boy, Game Boy Color, and Game Boy Advance, this performs
interframe blending (each frame is the average of the current and
previous frame), which is important for things like the GBVideoPlayer.
[2] Right now, this only applies to the Super Famicom, but it'll come to
the Famicom in the future. For the Super Famicom, this option doesn't
just add scanlines, it simulates the phosphor decay that's visible in
interlace mode. If you observe an interlaced game like RPM Racing on
a real SNES, you'll notice that even on perfectly still screens, the
image appears to shake. This option emulates that effect.
Note 1: the buffering right now is a little sub-optimal, so there will
be a slight speed hit with this new support. Since the core is now
generating native ARGB8888 colors, it might as well call out to the
interface to lock/unlock/refresh the video, that way it can render
directly to the screen. Although ... that might not be such a hot idea,
since the GBx interframe blending reads from the target buffer, and that
tends to be a catastrophic option for performance.
Note 2: the balanced and performance profiles for the SNES are
completely busted again. This WIP took 6 1/2 hours, and I'm exhausted.
Very much not looking forward to working on those, since those two have
all kinds of fucked up speedup tricks for non-interlaced and/or
non-hires video modes.
Note 3: if you're on Windows and you saved your system folders somewhere
else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 10:06:51 +00:00
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settings["Video/ScanlineEmulation"].setValue(scanlineEmulation.checked());
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if(emulator) emulator->set("Scanline Emulation", scanlineEmulation.checked());
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Update to v094r13 release.
byuu says:
This version polishes up the input dialogue (reset, erase, disable
button when item not focused, split device ID from mapping name), adds
color emulation toggle, and add dummy menu items for remaining features
(to be filled in later.)
Also, it now compiles cleanly on Windows with GTK.
I didn't test with TDM-GCC-32, because for god knows what reason, the
32-bit version ships with headers from Windows 95 OSR2 only. So I built
with TDM-GCC-64 with arch=x86.
And uh, apparently, moving or resizing a window causes a Visual C++
runtime exception in the GTK+ DLLs. This doesn't happen with trance or
renshuu built with TDM-GCC-32. So, yeah, like I said, don't use -m32.
2015-03-07 10:21:47 +00:00
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});
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2015-11-16 08:38:05 +00:00
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maskOverscan.setText("Mask Overscan").setChecked(settings["Video/Overscan/Mask"].boolean()).onToggle([&] {
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settings["Video/Overscan/Mask"].setValue(maskOverscan.checked());
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Update to v094r13 release.
byuu says:
This version polishes up the input dialogue (reset, erase, disable
button when item not focused, split device ID from mapping name), adds
color emulation toggle, and add dummy menu items for remaining features
(to be filled in later.)
Also, it now compiles cleanly on Windows with GTK.
I didn't test with TDM-GCC-32, because for god knows what reason, the
32-bit version ships with headers from Windows 95 OSR2 only. So I built
with TDM-GCC-64 with arch=x86.
And uh, apparently, moving or resizing a window causes a Visual C++
runtime exception in the GTK+ DLLs. This doesn't happen with trance or
renshuu built with TDM-GCC-32. So, yeah, like I said, don't use -m32.
2015-03-07 10:21:47 +00:00
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});
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2016-01-15 10:28:51 +00:00
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videoShaderMenu.setText("Video Shader");
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if(settings["Video/Shader"].text() == "None") videoShaderNone.setChecked();
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if(settings["Video/Shader"].text() == "Blur") videoShaderBlur.setChecked();
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videoShaderNone.setText("None").onActivate([&] {
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settings["Video/Shader"].setValue("None");
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program->updateVideoShader();
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});
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videoShaderBlur.setText("Blur").onActivate([&] {
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settings["Video/Shader"].setValue("Blur");
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program->updateVideoShader();
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});
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2015-11-08 08:54:42 +00:00
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loadShaders();
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2015-11-16 08:38:05 +00:00
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synchronizeVideo.setText("Synchronize Video").setChecked(settings["Video/Synchronize"].boolean()).onToggle([&] {
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settings["Video/Synchronize"].setValue(synchronizeVideo.checked());
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video->set(Video::Synchronize, synchronizeVideo.checked());
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2015-03-03 10:14:49 +00:00
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});
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2015-11-16 08:38:05 +00:00
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synchronizeAudio.setText("Synchronize Audio").setChecked(settings["Audio/Synchronize"].boolean()).onToggle([&] {
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settings["Audio/Synchronize"].setValue(synchronizeAudio.checked());
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2015-12-06 21:11:41 +00:00
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audio->set(Audio::Synchronize, synchronizeAudio.checked());
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2015-03-03 10:14:49 +00:00
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});
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2015-11-16 08:38:05 +00:00
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muteAudio.setText("Mute Audio").setChecked(settings["Audio/Mute"].boolean()).onToggle([&] {
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settings["Audio/Mute"].setValue(muteAudio.checked());
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program->updateAudioVolume();
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2015-03-03 10:14:49 +00:00
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});
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2015-11-16 08:38:05 +00:00
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showStatusBar.setText("Show Status Bar").setChecked(settings["UserInterface/ShowStatusBar"].boolean()).onToggle([&] {
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settings["UserInterface/ShowStatusBar"].setValue(showStatusBar.checked());
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statusBar.setVisible(showStatusBar.checked());
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2015-04-13 11:16:33 +00:00
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if(visible()) resizeViewport();
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});
|
Update to v094r23 release.
byuu says:
The library window is gone, and replaced with
hiro::BrowserWindow::openFolder(). This gives navigation capabilities to
game loading, and it also completes our slotted cart selection code. As
an added bonus, it's less code this way, too.
I also set the window size to consistent sizes between all emulated
systems, so that switching between SFC and GB don't cause the window
size to keep changing, and so that the scaling size is consistent (eg at
normal scale, GB @ 3x is closer to SNES @ 2x.) This means black borders
in GB/GBA mode, but it doesn't look that bad, and it's not like many
people ever use these modes anyway.
Finally, added the placeholder tabs for video, audio and timing. I don't
intend to add the timing calculator code to v095 (it might be better as
a separate tool), but I'll add the ability to set video/audio rates, at
least.
Glitch 1: despite selecting the first item in the BrowserDialog list, if
you press enter when the window appears, it doesn't activate the item
until you press an arrow key first.
Glitch 2: in Game Boy mode, if you set the 4x window size, it's not
honoring the full requested height because the viewport is smaller than
the window. 8+ years of trying to get GTK+ and Qt to simply set the god
damned window size I ask for, and I still can't get them to do it
reliably.
Remaining issues:
- finish configuration panels (video, audio, timing)
- fix ruby driver compilation on Windows
- add DIP switch selection window (NSS) [I may end up punting this one
to v096]
2015-05-30 11:39:09 +00:00
|
|
|
showConfiguration.setText("Configuration ...").onActivate([&] { settingsManager->show(2); });
|
2015-02-28 01:51:53 +00:00
|
|
|
|
Update to v094r13 release.
byuu says:
This version polishes up the input dialogue (reset, erase, disable
button when item not focused, split device ID from mapping name), adds
color emulation toggle, and add dummy menu items for remaining features
(to be filled in later.)
Also, it now compiles cleanly on Windows with GTK.
I didn't test with TDM-GCC-32, because for god knows what reason, the
32-bit version ships with headers from Windows 95 OSR2 only. So I built
with TDM-GCC-64 with arch=x86.
And uh, apparently, moving or resizing a window causes a Visual C++
runtime exception in the GTK+ DLLs. This doesn't happen with trance or
renshuu built with TDM-GCC-32. So, yeah, like I said, don't use -m32.
2015-03-07 10:21:47 +00:00
|
|
|
toolsMenu.setText("Tools").setVisible(false);
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|
saveStateMenu.setText("Save State");
|
2015-04-13 11:16:33 +00:00
|
|
|
saveSlot1.setText("Slot 1").onActivate([&] { program->saveState(1); });
|
|
|
|
saveSlot2.setText("Slot 2").onActivate([&] { program->saveState(2); });
|
|
|
|
saveSlot3.setText("Slot 3").onActivate([&] { program->saveState(3); });
|
|
|
|
saveSlot4.setText("Slot 4").onActivate([&] { program->saveState(4); });
|
|
|
|
saveSlot5.setText("Slot 5").onActivate([&] { program->saveState(5); });
|
Update to v094r13 release.
byuu says:
This version polishes up the input dialogue (reset, erase, disable
button when item not focused, split device ID from mapping name), adds
color emulation toggle, and add dummy menu items for remaining features
(to be filled in later.)
Also, it now compiles cleanly on Windows with GTK.
I didn't test with TDM-GCC-32, because for god knows what reason, the
32-bit version ships with headers from Windows 95 OSR2 only. So I built
with TDM-GCC-64 with arch=x86.
And uh, apparently, moving or resizing a window causes a Visual C++
runtime exception in the GTK+ DLLs. This doesn't happen with trance or
renshuu built with TDM-GCC-32. So, yeah, like I said, don't use -m32.
2015-03-07 10:21:47 +00:00
|
|
|
loadStateMenu.setText("Load State");
|
2015-04-13 11:16:33 +00:00
|
|
|
loadSlot1.setText("Slot 1").onActivate([&] { program->loadState(1); });
|
|
|
|
loadSlot2.setText("Slot 2").onActivate([&] { program->loadState(2); });
|
|
|
|
loadSlot3.setText("Slot 3").onActivate([&] { program->loadState(3); });
|
|
|
|
loadSlot4.setText("Slot 4").onActivate([&] { program->loadState(4); });
|
|
|
|
loadSlot5.setText("Slot 5").onActivate([&] { program->loadState(5); });
|
2015-04-21 11:51:57 +00:00
|
|
|
cheatEditor.setText("Cheat Editor").onActivate([&] { toolsManager->show(0); });
|
|
|
|
stateManager.setText("State Manager").onActivate([&] { toolsManager->show(1); });
|
Update to higan and icarus v095r15 release.
r13 and r14 weren't posted as individual releases, but their changelogs
were posted.
byuu says about r13:
I'm not going to be posting WIPs for r13 and above for a while.
The reason is that I'm working on the major manifest overhaul I've
discussed previously on the icarus subforum.
I'm recreating my boards database from scratch using the map files
and the new map analyzer. The only games that will load are ones
I've created board definitions for, and updated
sfc/cartridge/markup.cpp to parse. Once I've finished all the
boards, then I'll update the heuristics.
Then finally, I'll sync the syntax changes over to the fc, gb, gba
cores.
Once that's done, I'll start posting WIPs again, along with a new
build of icarus.
But I'll still post changelogs as I work through things.
Changelog (r13):
- preservation: created new database-builder tool (merges
region-specific databases with boards)
- icarus: support new, external database format
(~/.config/icarus/Database/(Super Famicom.bml, ...)
- added 1A3B-(10,11,12); 1A3B-20
byuu says about r14:
r14 work:
I successfully created mappings for every board used in the US set.
I also updated icarus' heuristics to use the new mappings, and
created ones there for the boards that are only in the JP set.
Then I patched icarus to support pulling games out of the database
when it's used on a game folder to generate a manifest file.
Then I updated a lot of code in higan/sfc to support the new mapping
syntax. sfc/cartridge/markup.cpp is about half the size it used to
be with the new mappings, and I was able to kill off both map/id and
map/select entirely.
Then I updated all four emulated systems (and both subsystems) to
use "board" as the root node, and harmonized their syntax (made them
all more consistent with each other.)
Then I added a manifest viewer to the tools window+menu. It's kind
of an advanced user feature, but oh well. No reason to coddle people
when the feature is very useful for developers. The viewer will show
all manifests in order when you load multi-cart games as well.
Still not going to call any syntax 100% done right now, but
thankfully with the new manifest-free folders, nobody will have to
do anything to use the new format. Just download the new version and
go.
The Super Famicom Event stuff is currently broken (CC92/PF94
boards). That's gonna be fun to support.
byuu says about r15:
EDIT: small bug in icarus with heuristics. Edit
core/super-famicom.cpp line 27:
if(/*auto*/ markup = cartridge.markup) {
Gotta remove that "auto" so that it returns valid markup.
Resolved the final concerns I had with the new manifest format.
Right now there are two things that are definitely broken: MCC (BS-X
Town cart) and Event (CC '92 and PF'94).
And there are a few things that are untested: SPC7110, EpsonRTC,
SharpRTC, SDD1+RAM, SufamiTurbo, BS-X slotted carts.
2015-12-19 08:52:34 +00:00
|
|
|
manifestViewer.setText("Manifest Viewer").onActivate([&] { toolsManager->show(2); });
|
2015-02-28 01:51:53 +00:00
|
|
|
|
Update to v096r02 (OS X Preview for Developers) release.
byuu says:
Warning: this is not for the faint of heart. This is a very early,
unpolished, buggy release. But help testing/fixing bugs would be greatly
appreciated for anyone willing.
Requirements:
- Mac OS X 10.7+
- Xcode 7.2+
Installation Commands:
cd higan
gmake -j 4
gmake install
cd ../icarus
gmake -j 4
gmake install
(gmake install is absolutely required, sorry. You'll be missing key
files in key places if you don't run it, and nothing will work.)
(gmake uninstall also exists, or you can just delete the .app bundles
from your Applications folder, and the Dev folder on your desktop.)
If you want to use the GBA emulation, then you need to drop the GBA BIOS
into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom
Usage:
You'll now find higan.app and icarus.app in your Applications folders.
First, run icarus.app, navigate to where you keep your game ROMs. Now
click the settings button at the bottom right, and check "Create
Manifests", and click OK. (You'll need to do this every time you run
icarus because there's some sort of bug on OSX saving the settings.) Now
click "Import", and let it bring in your games into ~/Emulation.
Note: "Create Manifests" is required. I don't yet have a pipe
implementation on OS X for higan to invoke icarus yet. If you don't
check this box, it won't create manifest.bml files, and your games won't
run at all.
Now you can run higan.app. The first thing you'll want to do is go to
higan->Preferences... and assign inputs for your gamepads. At the very
least, do it for the default controller for all the systems you want to
emulate.
Now this is very important ... close the application at this point so
that it writes your config file to disk. There's a serious crashing bug,
and if you trigger it, you'll lose your input bindings.
Now the really annoying part ... go to Library->{System} and pick the
game you want to play. Right now, there's a ~50% chance the application
will bomb. It seems the hiro::pListView object is getting destroyed, yet
somehow the internal Cocoa callbacks are being triggered anyway. I don't
know how this is possible, and my attempts to debug with lldb have been
a failure :(
If you're unlucky, the application will crash. Restart and try again. If
it crashes every single time, then you can try launching your game from
the command-line instead. Example:
open /Applications/higan.app \
--args ~/Emulation/Super\ Famicom/Zelda3.sfc/
Help wanted:
I could really, really, really use some help with that crashing on game
loading. There's a lot of rough edges, but they're all cosmetic. This
one thing is pretty much the only major show-stopping issue at the
moment, preventing a wider general audience pre-compiled binary preview.
2016-01-05 02:59:19 +00:00
|
|
|
helpMenu.setText("Help");
|
2016-01-15 10:28:51 +00:00
|
|
|
documentation.setText("Documentation ...").onActivate([&] {
|
|
|
|
invoke("http://doc.byuu.org/higan/");
|
|
|
|
});
|
Update to v096r02 (OS X Preview for Developers) release.
byuu says:
Warning: this is not for the faint of heart. This is a very early,
unpolished, buggy release. But help testing/fixing bugs would be greatly
appreciated for anyone willing.
Requirements:
- Mac OS X 10.7+
- Xcode 7.2+
Installation Commands:
cd higan
gmake -j 4
gmake install
cd ../icarus
gmake -j 4
gmake install
(gmake install is absolutely required, sorry. You'll be missing key
files in key places if you don't run it, and nothing will work.)
(gmake uninstall also exists, or you can just delete the .app bundles
from your Applications folder, and the Dev folder on your desktop.)
If you want to use the GBA emulation, then you need to drop the GBA BIOS
into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom
Usage:
You'll now find higan.app and icarus.app in your Applications folders.
First, run icarus.app, navigate to where you keep your game ROMs. Now
click the settings button at the bottom right, and check "Create
Manifests", and click OK. (You'll need to do this every time you run
icarus because there's some sort of bug on OSX saving the settings.) Now
click "Import", and let it bring in your games into ~/Emulation.
Note: "Create Manifests" is required. I don't yet have a pipe
implementation on OS X for higan to invoke icarus yet. If you don't
check this box, it won't create manifest.bml files, and your games won't
run at all.
Now you can run higan.app. The first thing you'll want to do is go to
higan->Preferences... and assign inputs for your gamepads. At the very
least, do it for the default controller for all the systems you want to
emulate.
Now this is very important ... close the application at this point so
that it writes your config file to disk. There's a serious crashing bug,
and if you trigger it, you'll lose your input bindings.
Now the really annoying part ... go to Library->{System} and pick the
game you want to play. Right now, there's a ~50% chance the application
will bomb. It seems the hiro::pListView object is getting destroyed, yet
somehow the internal Cocoa callbacks are being triggered anyway. I don't
know how this is possible, and my attempts to debug with lldb have been
a failure :(
If you're unlucky, the application will crash. Restart and try again. If
it crashes every single time, then you can try launching your game from
the command-line instead. Example:
open /Applications/higan.app \
--args ~/Emulation/Super\ Famicom/Zelda3.sfc/
Help wanted:
I could really, really, really use some help with that crashing on game
loading. There's a lot of rough edges, but they're all cosmetic. This
one thing is pretty much the only major show-stopping issue at the
moment, preventing a wider general audience pre-compiled binary preview.
2016-01-05 02:59:19 +00:00
|
|
|
about.setText("About ...").onActivate([&] {
|
|
|
|
MessageDialog().setParent(*this).setTitle("About higan ...").setText({
|
|
|
|
Emulator::Name, " v", Emulator::Version, " (", Emulator::Profile, ")\n\n",
|
|
|
|
"Author: ", Emulator::Author, "\n",
|
|
|
|
"License: ", Emulator::License, "\n",
|
|
|
|
"Website: ", Emulator::Website
|
|
|
|
}).information();
|
|
|
|
});
|
|
|
|
|
Update to v094r43 release.
byuu says:
Updated to compile with all of the new hiro changes. My next step is to
write up hiro API documentation, and move the API from alpha (constantly
changing) to beta (rarely changing), in preparation for the first stable
release (backward-compatible changes only.)
Added "--fullscreen" command-line option. I like this over
a configuration file option. Lets you use the emulator in both modes
without having to modify the config file each time.
Also enhanced the command-line game loading. You can now use any of
these methods:
higan /path/to/game-folder.sfc
higan /path/to/game-folder.sfc/
higan /path/to/game-folder.sfc/program.rom
The idea is to support launchers that insist on loading files only.
Technically, the file can be any name (manifest.bml also works); the
only criteria is that the file actually exists and is a file, and not
a directory. This is a requirement to support the first version (a
directory lacking the trailing / identifier), because I don't want my
nall::string class to query the file system to determine if the string
is an actual existing file or directory for its pathname() / dirname()
functions.
Anyway, every game folder I've made so far has program.rom, and that's
very unlikely to change, so this should be fine.
Now, of course, if you drop a regular "game.sfc" file on the emulator,
it won't even try to load it, unless it's in a folder that ends in .fc,
.sfc, etc. In which case, it'll bail out immediately by being unable to
produce a manifest for what is obviously not really a game folder.
2015-08-30 02:08:26 +00:00
|
|
|
statusBar.setFont(Font().setBold());
|
2015-11-16 08:38:05 +00:00
|
|
|
statusBar.setVisible(settings["UserInterface/ShowStatusBar"].boolean());
|
2015-02-28 01:51:53 +00:00
|
|
|
|
Update to v096r07 release.
byuu says:
Changelog:
- configuration files are now stored in localpath() instead of configpath()
- Video gamma/saturation/luminance sliders are gone now, sorry
- added Video Filter->Blur Emulation [1]
- added Video Filter->Scanline Emulation [2]
- improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn]
[1] For the Famicom, this does nothing. For the Super Famicom, this
performs horizontal blending for proper pseudo-hires translucency. For
the Game Boy, Game Boy Color, and Game Boy Advance, this performs
interframe blending (each frame is the average of the current and
previous frame), which is important for things like the GBVideoPlayer.
[2] Right now, this only applies to the Super Famicom, but it'll come to
the Famicom in the future. For the Super Famicom, this option doesn't
just add scanlines, it simulates the phosphor decay that's visible in
interlace mode. If you observe an interlaced game like RPM Racing on
a real SNES, you'll notice that even on perfectly still screens, the
image appears to shake. This option emulates that effect.
Note 1: the buffering right now is a little sub-optimal, so there will
be a slight speed hit with this new support. Since the core is now
generating native ARGB8888 colors, it might as well call out to the
interface to lock/unlock/refresh the video, that way it can render
directly to the screen. Although ... that might not be such a hot idea,
since the GBx interframe blending reads from the target buffer, and that
tends to be a catastrophic option for performance.
Note 2: the balanced and performance profiles for the SNES are
completely busted again. This WIP took 6 1/2 hours, and I'm exhausted.
Very much not looking forward to working on those, since those two have
all kinds of fucked up speedup tricks for non-interlaced and/or
non-hires video modes.
Note 3: if you're on Windows and you saved your system folders somewhere
else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 10:06:51 +00:00
|
|
|
viewport.setDroppable().onDrop([&](auto locations) { program->load(locations(0)); });
|
|
|
|
|
2015-03-02 09:13:28 +00:00
|
|
|
onClose([&] { program->quit(); });
|
2015-02-28 01:51:53 +00:00
|
|
|
|
2015-07-14 09:32:43 +00:00
|
|
|
setTitle({"higan v", Emulator::Version});
|
2015-03-03 10:14:49 +00:00
|
|
|
setResizable(false);
|
Update to v094r23 release.
byuu says:
The library window is gone, and replaced with
hiro::BrowserWindow::openFolder(). This gives navigation capabilities to
game loading, and it also completes our slotted cart selection code. As
an added bonus, it's less code this way, too.
I also set the window size to consistent sizes between all emulated
systems, so that switching between SFC and GB don't cause the window
size to keep changing, and so that the scaling size is consistent (eg at
normal scale, GB @ 3x is closer to SNES @ 2x.) This means black borders
in GB/GBA mode, but it doesn't look that bad, and it's not like many
people ever use these modes anyway.
Finally, added the placeholder tabs for video, audio and timing. I don't
intend to add the timing calculator code to v095 (it might be better as
a separate tool), but I'll add the ability to set video/audio rates, at
least.
Glitch 1: despite selecting the first item in the BrowserDialog list, if
you press enter when the window appears, it doesn't activate the item
until you press an arrow key first.
Glitch 2: in Game Boy mode, if you set the 4x window size, it's not
honoring the full requested height because the viewport is smaller than
the window. 8+ years of trying to get GTK+ and Qt to simply set the god
damned window size I ask for, and I still can't get them to do it
reliably.
Remaining issues:
- finish configuration panels (video, audio, timing)
- fix ruby driver compilation on Windows
- add DIP switch selection window (NSS) [I may end up punting this one
to v096]
2015-05-30 11:39:09 +00:00
|
|
|
setBackgroundColor({0, 0, 0});
|
2015-03-03 10:14:49 +00:00
|
|
|
resizeViewport();
|
2015-06-27 02:38:08 +00:00
|
|
|
setCentered();
|
Update to v096r02 (OS X Preview for Developers) release.
byuu says:
Warning: this is not for the faint of heart. This is a very early,
unpolished, buggy release. But help testing/fixing bugs would be greatly
appreciated for anyone willing.
Requirements:
- Mac OS X 10.7+
- Xcode 7.2+
Installation Commands:
cd higan
gmake -j 4
gmake install
cd ../icarus
gmake -j 4
gmake install
(gmake install is absolutely required, sorry. You'll be missing key
files in key places if you don't run it, and nothing will work.)
(gmake uninstall also exists, or you can just delete the .app bundles
from your Applications folder, and the Dev folder on your desktop.)
If you want to use the GBA emulation, then you need to drop the GBA BIOS
into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom
Usage:
You'll now find higan.app and icarus.app in your Applications folders.
First, run icarus.app, navigate to where you keep your game ROMs. Now
click the settings button at the bottom right, and check "Create
Manifests", and click OK. (You'll need to do this every time you run
icarus because there's some sort of bug on OSX saving the settings.) Now
click "Import", and let it bring in your games into ~/Emulation.
Note: "Create Manifests" is required. I don't yet have a pipe
implementation on OS X for higan to invoke icarus yet. If you don't
check this box, it won't create manifest.bml files, and your games won't
run at all.
Now you can run higan.app. The first thing you'll want to do is go to
higan->Preferences... and assign inputs for your gamepads. At the very
least, do it for the default controller for all the systems you want to
emulate.
Now this is very important ... close the application at this point so
that it writes your config file to disk. There's a serious crashing bug,
and if you trigger it, you'll lose your input bindings.
Now the really annoying part ... go to Library->{System} and pick the
game you want to play. Right now, there's a ~50% chance the application
will bomb. It seems the hiro::pListView object is getting destroyed, yet
somehow the internal Cocoa callbacks are being triggered anyway. I don't
know how this is possible, and my attempts to debug with lldb have been
a failure :(
If you're unlucky, the application will crash. Restart and try again. If
it crashes every single time, then you can try launching your game from
the command-line instead. Example:
open /Applications/higan.app \
--args ~/Emulation/Super\ Famicom/Zelda3.sfc/
Help wanted:
I could really, really, really use some help with that crashing on game
loading. There's a lot of rough edges, but they're all cosmetic. This
one thing is pretty much the only major show-stopping issue at the
moment, preventing a wider general audience pre-compiled binary preview.
2016-01-05 02:59:19 +00:00
|
|
|
|
2016-01-15 10:28:51 +00:00
|
|
|
#if defined(PLATFORM_WINDOWS)
|
|
|
|
Application::Windows::onModalChange([](bool modal) { if(modal && audio) audio->clear(); });
|
|
|
|
#endif
|
|
|
|
|
Update to v096r02 (OS X Preview for Developers) release.
byuu says:
Warning: this is not for the faint of heart. This is a very early,
unpolished, buggy release. But help testing/fixing bugs would be greatly
appreciated for anyone willing.
Requirements:
- Mac OS X 10.7+
- Xcode 7.2+
Installation Commands:
cd higan
gmake -j 4
gmake install
cd ../icarus
gmake -j 4
gmake install
(gmake install is absolutely required, sorry. You'll be missing key
files in key places if you don't run it, and nothing will work.)
(gmake uninstall also exists, or you can just delete the .app bundles
from your Applications folder, and the Dev folder on your desktop.)
If you want to use the GBA emulation, then you need to drop the GBA BIOS
into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom
Usage:
You'll now find higan.app and icarus.app in your Applications folders.
First, run icarus.app, navigate to where you keep your game ROMs. Now
click the settings button at the bottom right, and check "Create
Manifests", and click OK. (You'll need to do this every time you run
icarus because there's some sort of bug on OSX saving the settings.) Now
click "Import", and let it bring in your games into ~/Emulation.
Note: "Create Manifests" is required. I don't yet have a pipe
implementation on OS X for higan to invoke icarus yet. If you don't
check this box, it won't create manifest.bml files, and your games won't
run at all.
Now you can run higan.app. The first thing you'll want to do is go to
higan->Preferences... and assign inputs for your gamepads. At the very
least, do it for the default controller for all the systems you want to
emulate.
Now this is very important ... close the application at this point so
that it writes your config file to disk. There's a serious crashing bug,
and if you trigger it, you'll lose your input bindings.
Now the really annoying part ... go to Library->{System} and pick the
game you want to play. Right now, there's a ~50% chance the application
will bomb. It seems the hiro::pListView object is getting destroyed, yet
somehow the internal Cocoa callbacks are being triggered anyway. I don't
know how this is possible, and my attempts to debug with lldb have been
a failure :(
If you're unlucky, the application will crash. Restart and try again. If
it crashes every single time, then you can try launching your game from
the command-line instead. Example:
open /Applications/higan.app \
--args ~/Emulation/Super\ Famicom/Zelda3.sfc/
Help wanted:
I could really, really, really use some help with that crashing on game
loading. There's a lot of rough edges, but they're all cosmetic. This
one thing is pretty much the only major show-stopping issue at the
moment, preventing a wider general audience pre-compiled binary preview.
2016-01-05 02:59:19 +00:00
|
|
|
#if defined(PLATFORM_MACOSX)
|
|
|
|
showConfigurationSeparator.setVisible(false);
|
|
|
|
showConfiguration.setVisible(false);
|
2016-01-15 10:28:51 +00:00
|
|
|
about.setVisible(false);
|
Update to v096r02 (OS X Preview for Developers) release.
byuu says:
Warning: this is not for the faint of heart. This is a very early,
unpolished, buggy release. But help testing/fixing bugs would be greatly
appreciated for anyone willing.
Requirements:
- Mac OS X 10.7+
- Xcode 7.2+
Installation Commands:
cd higan
gmake -j 4
gmake install
cd ../icarus
gmake -j 4
gmake install
(gmake install is absolutely required, sorry. You'll be missing key
files in key places if you don't run it, and nothing will work.)
(gmake uninstall also exists, or you can just delete the .app bundles
from your Applications folder, and the Dev folder on your desktop.)
If you want to use the GBA emulation, then you need to drop the GBA BIOS
into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom
Usage:
You'll now find higan.app and icarus.app in your Applications folders.
First, run icarus.app, navigate to where you keep your game ROMs. Now
click the settings button at the bottom right, and check "Create
Manifests", and click OK. (You'll need to do this every time you run
icarus because there's some sort of bug on OSX saving the settings.) Now
click "Import", and let it bring in your games into ~/Emulation.
Note: "Create Manifests" is required. I don't yet have a pipe
implementation on OS X for higan to invoke icarus yet. If you don't
check this box, it won't create manifest.bml files, and your games won't
run at all.
Now you can run higan.app. The first thing you'll want to do is go to
higan->Preferences... and assign inputs for your gamepads. At the very
least, do it for the default controller for all the systems you want to
emulate.
Now this is very important ... close the application at this point so
that it writes your config file to disk. There's a serious crashing bug,
and if you trigger it, you'll lose your input bindings.
Now the really annoying part ... go to Library->{System} and pick the
game you want to play. Right now, there's a ~50% chance the application
will bomb. It seems the hiro::pListView object is getting destroyed, yet
somehow the internal Cocoa callbacks are being triggered anyway. I don't
know how this is possible, and my attempts to debug with lldb have been
a failure :(
If you're unlucky, the application will crash. Restart and try again. If
it crashes every single time, then you can try launching your game from
the command-line instead. Example:
open /Applications/higan.app \
--args ~/Emulation/Super\ Famicom/Zelda3.sfc/
Help wanted:
I could really, really, really use some help with that crashing on game
loading. There's a lot of rough edges, but they're all cosmetic. This
one thing is pretty much the only major show-stopping issue at the
moment, preventing a wider general audience pre-compiled binary preview.
2016-01-05 02:59:19 +00:00
|
|
|
Application::Cocoa::onAbout([&] { about.doActivate(); });
|
|
|
|
Application::Cocoa::onActivate([&] { setFocused(); });
|
|
|
|
Application::Cocoa::onPreferences([&] { showConfiguration.doActivate(); });
|
|
|
|
Application::Cocoa::onQuit([&] { doClose(); });
|
|
|
|
#endif
|
2015-03-03 10:14:49 +00:00
|
|
|
}
|
|
|
|
|
2015-05-23 05:29:18 +00:00
|
|
|
auto Presentation::updateEmulator() -> void {
|
|
|
|
if(!emulator) return;
|
Update to v094r20 release.
byuu says:
Main reason for this WIP was because of all the added lines to hiro for
selective component disabling. May as well get all the diff-noise apart
from code changes.
It also merges something I've been talking to Cydrak about ... making
nall::string::(integer,decimal) do built-in binary,octal,hex decoding
instead of just failing on those. This will have fun little side effects
all over the place, like being able to view a topic on my forum via
"forum.byuu.org/topic/0b10010110", heh.
There are two small changes to higan itself, though. First up, I fixed
the resampler ratio when loading non-SNES games. Tested and I can play
Game Boy games fine now. Second, I hooked up menu option hiding for
reset and controller selection. Right now, this works like higan v094,
but I'm thinking I might want to show the "Device -> Controller" even if
that's all that's there. It kind of jives nicer with the input settings
window to see the labels there, I think. And if we ever do add more
stuff, it'll be nice that people already always expect that menu there.
Remaining issues:
* add slotted cart loader (SGB, BSX, ST)
* add DIP switch selection window (NSS)
* add timing configuration (video/audio sync)
2015-05-23 05:37:08 +00:00
|
|
|
resetSystem.setVisible(emulator->information.resettable);
|
|
|
|
inputPort1.setVisible(false).reset();
|
|
|
|
inputPort2.setVisible(false).reset();
|
2015-11-10 11:02:29 +00:00
|
|
|
inputPort3.setVisible(false).reset();
|
2015-05-23 05:29:18 +00:00
|
|
|
|
|
|
|
for(auto n : range(emulator->port)) {
|
2015-11-10 11:02:29 +00:00
|
|
|
if(n >= 3) break;
|
2015-05-23 05:29:18 +00:00
|
|
|
auto& port = emulator->port[n];
|
2015-11-10 11:02:29 +00:00
|
|
|
auto& menu = (n == 0 ? inputPort1 : n == 1 ? inputPort2 : inputPort3);
|
2015-05-23 05:29:18 +00:00
|
|
|
menu.setText(port.name);
|
|
|
|
|
2015-06-12 13:14:38 +00:00
|
|
|
Group devices;
|
2015-05-23 05:29:18 +00:00
|
|
|
for(auto& device : port.device) {
|
|
|
|
MenuRadioItem item{&menu};
|
|
|
|
item.setText(device.name).onActivate([=] {
|
2015-11-16 08:38:05 +00:00
|
|
|
auto path = string{emulator->information.name, "/", port.name}.replace(" ", "");
|
|
|
|
settings[path].setValue(device.name);
|
2015-05-23 05:29:18 +00:00
|
|
|
emulator->connect(port.id, device.id);
|
|
|
|
});
|
2015-06-12 13:14:38 +00:00
|
|
|
devices.append(item);
|
2015-05-23 05:29:18 +00:00
|
|
|
}
|
Update to v095r05 release.
byuu says:
Changelog:
- GBA: lots of emulation improvements
- PPU PRAM is 16-bits wide
- DMA masks &~1/Half, &~3/Word
- VRAM OBJ 8-bit writes are ignored
- OAM 8-bit writes are ignored
- BGnCNT unused bits are writable*
- BG(0,1)CNT can't set the d13
- BLDALPHA is readable (fixes Donkey Kong Country, etc)
- SNES: lots of code cleanups
- sfc/chip => sfc/coprocessor
- UI: save most recent controller selection
GBA test scores: 1552/1552, 37/38, 1020/1260
(* forgot to add the value to the read function, so endrift's I/O tests
for them will fail. Fixed locally.)
Note: SNES is the only system with multiple controller/expansion port
options, and as such is the only one with a "None" option. Because it's
shared by the controller and expansion port, it ends up sorted first in
the list. This means that on your first run, you'll need to go to Super
Famicom->Controller Port 1 and select "Gamepad", otherwise input won't
work.
Also note that changing the expansion port device requires loading a new
cart. Unlike controllers, you aren't meant to hotplug expansion port
devices.
2015-11-12 10:15:03 +00:00
|
|
|
if(devices.objectCount() > 1) {
|
2015-11-16 08:38:05 +00:00
|
|
|
auto path = string{emulator->information.name, "/", port.name}.replace(" ", "");
|
|
|
|
auto device = settings(path).text();
|
Update to v095r05 release.
byuu says:
Changelog:
- GBA: lots of emulation improvements
- PPU PRAM is 16-bits wide
- DMA masks &~1/Half, &~3/Word
- VRAM OBJ 8-bit writes are ignored
- OAM 8-bit writes are ignored
- BGnCNT unused bits are writable*
- BG(0,1)CNT can't set the d13
- BLDALPHA is readable (fixes Donkey Kong Country, etc)
- SNES: lots of code cleanups
- sfc/chip => sfc/coprocessor
- UI: save most recent controller selection
GBA test scores: 1552/1552, 37/38, 1020/1260
(* forgot to add the value to the read function, so endrift's I/O tests
for them will fail. Fixed locally.)
Note: SNES is the only system with multiple controller/expansion port
options, and as such is the only one with a "None" option. Because it's
shared by the controller and expansion port, it ends up sorted first in
the list. This means that on your first run, you'll need to go to Super
Famicom->Controller Port 1 and select "Gamepad", otherwise input won't
work.
Also note that changing the expansion port device requires loading a new
cart. Unlike controllers, you aren't meant to hotplug expansion port
devices.
2015-11-12 10:15:03 +00:00
|
|
|
for(auto object : devices.objects()) {
|
2015-11-16 08:38:05 +00:00
|
|
|
if(auto item = object.cast<MenuRadioItem>()) {
|
|
|
|
if(item.text() == device) item.setChecked().doActivate();
|
Update to v095r05 release.
byuu says:
Changelog:
- GBA: lots of emulation improvements
- PPU PRAM is 16-bits wide
- DMA masks &~1/Half, &~3/Word
- VRAM OBJ 8-bit writes are ignored
- OAM 8-bit writes are ignored
- BGnCNT unused bits are writable*
- BG(0,1)CNT can't set the d13
- BLDALPHA is readable (fixes Donkey Kong Country, etc)
- SNES: lots of code cleanups
- sfc/chip => sfc/coprocessor
- UI: save most recent controller selection
GBA test scores: 1552/1552, 37/38, 1020/1260
(* forgot to add the value to the read function, so endrift's I/O tests
for them will fail. Fixed locally.)
Note: SNES is the only system with multiple controller/expansion port
options, and as such is the only one with a "None" option. Because it's
shared by the controller and expansion port, it ends up sorted first in
the list. This means that on your first run, you'll need to go to Super
Famicom->Controller Port 1 and select "Gamepad", otherwise input won't
work.
Also note that changing the expansion port device requires loading a new
cart. Unlike controllers, you aren't meant to hotplug expansion port
devices.
2015-11-12 10:15:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
menu.setVisible();
|
|
|
|
}
|
2015-05-23 05:29:18 +00:00
|
|
|
}
|
Update to v094r20 release.
byuu says:
Main reason for this WIP was because of all the added lines to hiro for
selective component disabling. May as well get all the diff-noise apart
from code changes.
It also merges something I've been talking to Cydrak about ... making
nall::string::(integer,decimal) do built-in binary,octal,hex decoding
instead of just failing on those. This will have fun little side effects
all over the place, like being able to view a topic on my forum via
"forum.byuu.org/topic/0b10010110", heh.
There are two small changes to higan itself, though. First up, I fixed
the resampler ratio when loading non-SNES games. Tested and I can play
Game Boy games fine now. Second, I hooked up menu option hiding for
reset and controller selection. Right now, this works like higan v094,
but I'm thinking I might want to show the "Device -> Controller" even if
that's all that's there. It kind of jives nicer with the input settings
window to see the labels there, I think. And if we ever do add more
stuff, it'll be nice that people already always expect that menu there.
Remaining issues:
* add slotted cart loader (SGB, BSX, ST)
* add DIP switch selection window (NSS)
* add timing configuration (video/audio sync)
2015-05-23 05:37:08 +00:00
|
|
|
|
2015-11-10 11:02:29 +00:00
|
|
|
systemMenuSeparatorPorts.setVisible(inputPort1.visible() || inputPort2.visible() || inputPort3.visible());
|
Update to v096r07 release.
byuu says:
Changelog:
- configuration files are now stored in localpath() instead of configpath()
- Video gamma/saturation/luminance sliders are gone now, sorry
- added Video Filter->Blur Emulation [1]
- added Video Filter->Scanline Emulation [2]
- improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn]
[1] For the Famicom, this does nothing. For the Super Famicom, this
performs horizontal blending for proper pseudo-hires translucency. For
the Game Boy, Game Boy Color, and Game Boy Advance, this performs
interframe blending (each frame is the average of the current and
previous frame), which is important for things like the GBVideoPlayer.
[2] Right now, this only applies to the Super Famicom, but it'll come to
the Famicom in the future. For the Super Famicom, this option doesn't
just add scanlines, it simulates the phosphor decay that's visible in
interlace mode. If you observe an interlaced game like RPM Racing on
a real SNES, you'll notice that even on perfectly still screens, the
image appears to shake. This option emulates that effect.
Note 1: the buffering right now is a little sub-optimal, so there will
be a slight speed hit with this new support. Since the core is now
generating native ARGB8888 colors, it might as well call out to the
interface to lock/unlock/refresh the video, that way it can render
directly to the screen. Although ... that might not be such a hot idea,
since the GBx interframe blending reads from the target buffer, and that
tends to be a catastrophic option for performance.
Note 2: the balanced and performance profiles for the SNES are
completely busted again. This WIP took 6 1/2 hours, and I'm exhausted.
Very much not looking forward to working on those, since those two have
all kinds of fucked up speedup tricks for non-interlaced and/or
non-hires video modes.
Note 3: if you're on Windows and you saved your system folders somewhere
else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 10:06:51 +00:00
|
|
|
|
|
|
|
emulator->set("Blur Emulation", blurEmulation.checked());
|
|
|
|
emulator->set("Color Emulation", colorEmulation.checked());
|
|
|
|
emulator->set("Scanline Emulation", scanlineEmulation.checked());
|
2015-05-23 05:29:18 +00:00
|
|
|
}
|
|
|
|
|
2015-03-03 10:14:49 +00:00
|
|
|
auto Presentation::resizeViewport() -> void {
|
2015-12-21 09:16:47 +00:00
|
|
|
int width = emulator ? emulator->information.width : 256;
|
|
|
|
int height = emulator ? emulator->information.height : 240;
|
2015-11-08 08:54:42 +00:00
|
|
|
double stretch = emulator ? emulator->information.aspectRatio : 1.0;
|
|
|
|
if(stretch != 1.0) {
|
|
|
|
//aspect correction is always enabled in fullscreen mode
|
2015-11-16 08:38:05 +00:00
|
|
|
if(!fullScreen() && !settings["Video/AspectCorrection"].boolean()) stretch = 1.0;
|
2015-11-08 08:54:42 +00:00
|
|
|
}
|
|
|
|
|
2015-12-21 09:16:47 +00:00
|
|
|
int scale = 2;
|
2015-11-16 08:38:05 +00:00
|
|
|
if(settings["Video/Scale"].text() == "Small" ) scale = 2;
|
|
|
|
if(settings["Video/Scale"].text() == "Medium") scale = 3;
|
|
|
|
if(settings["Video/Scale"].text() == "Large" ) scale = 4;
|
Update to v094r23 release.
byuu says:
The library window is gone, and replaced with
hiro::BrowserWindow::openFolder(). This gives navigation capabilities to
game loading, and it also completes our slotted cart selection code. As
an added bonus, it's less code this way, too.
I also set the window size to consistent sizes between all emulated
systems, so that switching between SFC and GB don't cause the window
size to keep changing, and so that the scaling size is consistent (eg at
normal scale, GB @ 3x is closer to SNES @ 2x.) This means black borders
in GB/GBA mode, but it doesn't look that bad, and it's not like many
people ever use these modes anyway.
Finally, added the placeholder tabs for video, audio and timing. I don't
intend to add the timing calculator code to v095 (it might be better as
a separate tool), but I'll add the ability to set video/audio rates, at
least.
Glitch 1: despite selecting the first item in the BrowserDialog list, if
you press enter when the window appears, it doesn't activate the item
until you press an arrow key first.
Glitch 2: in Game Boy mode, if you set the 4x window size, it's not
honoring the full requested height because the viewport is smaller than
the window. 8+ years of trying to get GTK+ and Qt to simply set the god
damned window size I ask for, and I still can't get them to do it
reliably.
Remaining issues:
- finish configuration panels (video, audio, timing)
- fix ruby driver compilation on Windows
- add DIP switch selection window (NSS) [I may end up punting this one
to v096]
2015-05-30 11:39:09 +00:00
|
|
|
|
2015-12-21 09:16:47 +00:00
|
|
|
int windowWidth = 0, windowHeight = 0;
|
2015-11-08 08:54:42 +00:00
|
|
|
if(!fullScreen()) {
|
2015-11-16 08:38:05 +00:00
|
|
|
windowWidth = 256 * scale * (settings["Video/AspectCorrection"].boolean() ? 8.0 / 7.0 : 1.0);
|
2015-11-08 08:54:42 +00:00
|
|
|
windowHeight = 240 * scale;
|
|
|
|
} else {
|
|
|
|
windowWidth = geometry().width();
|
|
|
|
windowHeight = geometry().height();
|
2015-03-03 10:14:49 +00:00
|
|
|
}
|
|
|
|
|
2015-12-21 09:16:47 +00:00
|
|
|
int multiplier = min(windowWidth / (int)(width * stretch), windowHeight / height);
|
2015-11-08 08:54:42 +00:00
|
|
|
width = width * multiplier * stretch;
|
|
|
|
height = height * multiplier;
|
2015-04-13 11:16:33 +00:00
|
|
|
|
2015-11-08 08:54:42 +00:00
|
|
|
if(!fullScreen()) setSize({windowWidth, windowHeight});
|
|
|
|
viewport.setGeometry({(windowWidth - width) / 2, (windowHeight - height) / 2, width, height});
|
2015-03-03 10:14:49 +00:00
|
|
|
|
2015-04-21 11:51:57 +00:00
|
|
|
if(!emulator) drawSplashScreen();
|
2015-03-03 10:14:49 +00:00
|
|
|
}
|
|
|
|
|
2015-04-13 11:16:33 +00:00
|
|
|
auto Presentation::toggleFullScreen() -> void {
|
|
|
|
if(fullScreen() == false) {
|
|
|
|
menuBar.setVisible(false);
|
|
|
|
statusBar.setVisible(false);
|
|
|
|
setResizable(true);
|
|
|
|
setFullScreen(true);
|
2015-06-20 05:44:05 +00:00
|
|
|
if(!input->acquired()) input->acquire();
|
2015-04-13 11:16:33 +00:00
|
|
|
} else {
|
2015-06-20 05:44:05 +00:00
|
|
|
if(input->acquired()) input->release();
|
2015-04-13 11:16:33 +00:00
|
|
|
setFullScreen(false);
|
|
|
|
setResizable(false);
|
|
|
|
menuBar.setVisible(true);
|
2015-11-16 08:38:05 +00:00
|
|
|
statusBar.setVisible(settings["UserInterface/ShowStatusBar"].boolean());
|
2015-04-13 11:16:33 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
Application::processEvents();
|
|
|
|
resizeViewport();
|
|
|
|
}
|
|
|
|
|
2015-03-03 10:14:49 +00:00
|
|
|
auto Presentation::drawSplashScreen() -> void {
|
2015-06-20 05:44:05 +00:00
|
|
|
if(!video) return;
|
2015-03-03 10:14:49 +00:00
|
|
|
uint32* output;
|
2015-12-21 09:16:47 +00:00
|
|
|
uint length;
|
2015-06-20 05:44:05 +00:00
|
|
|
if(video->lock(output, length, 256, 240)) {
|
2015-03-03 10:14:49 +00:00
|
|
|
for(auto y : range(240)) {
|
|
|
|
uint32* dp = output + y * (length >> 2);
|
|
|
|
for(auto x : range(256)) *dp++ = 0xff000000;
|
|
|
|
}
|
2015-06-20 05:44:05 +00:00
|
|
|
video->unlock();
|
|
|
|
video->refresh();
|
2015-03-03 10:14:49 +00:00
|
|
|
}
|
2015-02-28 01:51:53 +00:00
|
|
|
}
|
2015-11-08 08:54:42 +00:00
|
|
|
|
|
|
|
auto Presentation::loadShaders() -> void {
|
2015-11-16 08:38:05 +00:00
|
|
|
if(settings["Video/Driver"].text() != "OpenGL") {
|
2015-11-08 08:54:42 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
Update to v096r07 release.
byuu says:
Changelog:
- configuration files are now stored in localpath() instead of configpath()
- Video gamma/saturation/luminance sliders are gone now, sorry
- added Video Filter->Blur Emulation [1]
- added Video Filter->Scanline Emulation [2]
- improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn]
[1] For the Famicom, this does nothing. For the Super Famicom, this
performs horizontal blending for proper pseudo-hires translucency. For
the Game Boy, Game Boy Color, and Game Boy Advance, this performs
interframe blending (each frame is the average of the current and
previous frame), which is important for things like the GBVideoPlayer.
[2] Right now, this only applies to the Super Famicom, but it'll come to
the Famicom in the future. For the Super Famicom, this option doesn't
just add scanlines, it simulates the phosphor decay that's visible in
interlace mode. If you observe an interlaced game like RPM Racing on
a real SNES, you'll notice that even on perfectly still screens, the
image appears to shake. This option emulates that effect.
Note 1: the buffering right now is a little sub-optimal, so there will
be a slight speed hit with this new support. Since the core is now
generating native ARGB8888 colors, it might as well call out to the
interface to lock/unlock/refresh the video, that way it can render
directly to the screen. Although ... that might not be such a hot idea,
since the GBx interframe blending reads from the target buffer, and that
tends to be a catastrophic option for performance.
Note 2: the balanced and performance profiles for the SNES are
completely busted again. This WIP took 6 1/2 hours, and I'm exhausted.
Very much not looking forward to working on those, since those two have
all kinds of fucked up speedup tricks for non-interlaced and/or
non-hires video modes.
Note 3: if you're on Windows and you saved your system folders somewhere
else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 10:06:51 +00:00
|
|
|
auto pathname = locate({localpath(), "higan/"}, "Video Shaders/");
|
2015-11-08 08:54:42 +00:00
|
|
|
for(auto shader : directory::folders(pathname, "*.shader")) {
|
2016-01-15 10:28:51 +00:00
|
|
|
if(videoShaders.objectCount() == 2) videoShaderMenu.append(MenuSeparator());
|
2015-11-08 08:54:42 +00:00
|
|
|
MenuRadioItem item{&videoShaderMenu};
|
|
|
|
item.setText(string{shader}.rtrim(".shader/", 1L)).onActivate([=] {
|
2015-11-16 08:38:05 +00:00
|
|
|
settings["Video/Shader"].setValue({pathname, shader});
|
2016-01-15 10:28:51 +00:00
|
|
|
program->updateVideoShader();
|
2015-11-08 08:54:42 +00:00
|
|
|
});
|
|
|
|
videoShaders.append(item);
|
|
|
|
}
|
|
|
|
|
2016-01-15 10:28:51 +00:00
|
|
|
for(auto radioItem : videoShaders.objects<MenuRadioItem>()) {
|
|
|
|
if(settings["Video/Shader"].text() == string{pathname, radioItem.text(), ".shader/"}) {
|
|
|
|
radioItem.setChecked();
|
2015-11-08 08:54:42 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|