bsnes/gba/interface/interface.cpp

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#include <gba/gba.hpp>
namespace GameBoyAdvance {
Interface* interface = nullptr;
Interface::Interface() {
interface = this;
information.name = "Game Boy Advance";
information.width = 240;
information.height = 160;
information.overscan = false;
information.aspectRatio = 1.0;
information.resettable = false;
information.capability.states = true;
information.capability.cheats = false;
media.append({ID::GameBoyAdvance, "Game Boy Advance", "gba", true});
{ Device device{0, ID::Device, "Controller"};
device.input.append({ 0, 0, "A" });
device.input.append({ 1, 0, "B" });
device.input.append({ 2, 0, "Select"});
device.input.append({ 3, 0, "Start" });
device.input.append({ 4, 0, "Right" });
device.input.append({ 5, 0, "Left" });
device.input.append({ 6, 0, "Up" });
device.input.append({ 7, 0, "Down" });
device.input.append({ 8, 0, "R" });
device.input.append({ 9, 0, "L" });
device.input.append({10, 2, "Rumble"});
device.order = {6, 7, 5, 4, 1, 0, 9, 8, 2, 3, 10};
this->device.append(device);
}
port.append({0, "Device", {device[0]}});
}
auto Interface::title() -> string {
Update to higan v091r14 and ananke v00r03 releases. byuu says: higan changelog: - generates title displayed in emulator window by asking the core - core builds title solely from "information/title" ... if it's not there, you don't get a title at all - sub-system load menu is gone ... since there are multiple revisions of the SGB, this never really worked well anyway - to load an SGB, BS-X or ST cartridge, load the base cartridge first - "File->Load Game" moved to "Load->Import Game" ... may cause a bit of confusion to new users, but I don't like having a single-item menu, we'll just have to explain it to new users - browser window redone to look like ananke - home button here goes to ~/Emulation rather than just ~ like ananke, since this is the home of game folders - game folder icon is now the executable icon for the Tango theme (orange diamond), meant to represent a complete game rather than a game file or archive ananke changelog: - outputs GBC games to "Game Boy Color/" instead of "Game Boy/" - adds the file basename to "information/title" Known issues: - using ananke to load a GB game trips the Super Famicom SGB mode and fails (need to make the full-path auto-detection ignore non-bootable systems) - need to dump and test some BS-X media before releasing - ananke lacks BS-X Satellaview cartridge support - v092 isn't going to let you retarget the ananke/higan game folder path of ~/Emulation, you will have to wait for a future version if that bothers you so greatly [Later, after the v092 release, byuu posted this additional changelog: - kill laevateinn - add title() - add bootable, remove load - combine file, library - combine [][][] paths - fix SFC subtype handling XML->BML - update file browser to use buttons - update file browser keyboard handling - update system XML->BML - fix sufami turbo hashing - remove Cartridge::manifest ]
2012-12-25 05:31:55 +00:00
return cartridge.title();
}
auto Interface::videoFrequency() -> double {
Update to v088r14 release. byuu says: Changelog: - added NSS DIP switch settings window (when loading NSS carts with appropriate manifest.xml file) - added video shader selection (they go in ~/.config/bsnes/Video Shaders/ now) - added driver selection - added timing settings (not only allows video/audio settings, also has code to dynamically compute the values for you ... and it actually works pretty good!) - moved "None" controller device to bottom of list (it is the least likely to be used, after all) - added Interface::path() to support MSU1, USART, Link - input and hotkey mappings remember list position after assignment - and more! target-ethos now has all of the functionality of target-ui, and more. Final code size for the port is 101.2KB (ethos) vs 167.6KB (ui). A ~67% reduction in code size, yet it does even more! And you can add or remove an entire system with only three lines of code (Makefile include, header include, interface append.) The only problem left is that the BS-X BIOS won't load the BS Zelda no Densetsu file. I can't figure out why it's not working, would appreciate any assistance, but otherwise I'm probably just going to leave it broken for v089, sorry. So the show stoppers for a new release at this point are: - fix laevateinn to compile with the new interface changes (shouldn't be too hard, it'll still use the old, direct interface.) - clean up Emulator::Interface as much as possible (trim down Information, mediaRequest should use an alternate struct designed to load firmware / slots separately) - enhance purify to strip SNES ROM headers, and it really needs a GUI interface - it would be highly desirable to make a launcher that can create a cartridge folder from an existing ROM set (* ethos will need to accept command-line arguments for this.) - probably need to remember which controller was selected in each port for each system across runs - need to fix the cursor for Super Scope / Justifier games (move from 19-bit to 32-bit colors broke it) - have to refactor that cache.(hv)offset thing to fix ASP
2012-05-06 23:27:42 +00:00
return 16777216.0 / (228.0 * 1232.0);
}
auto Interface::audioFrequency() -> double {
Update to v088r14 release. byuu says: Changelog: - added NSS DIP switch settings window (when loading NSS carts with appropriate manifest.xml file) - added video shader selection (they go in ~/.config/bsnes/Video Shaders/ now) - added driver selection - added timing settings (not only allows video/audio settings, also has code to dynamically compute the values for you ... and it actually works pretty good!) - moved "None" controller device to bottom of list (it is the least likely to be used, after all) - added Interface::path() to support MSU1, USART, Link - input and hotkey mappings remember list position after assignment - and more! target-ethos now has all of the functionality of target-ui, and more. Final code size for the port is 101.2KB (ethos) vs 167.6KB (ui). A ~67% reduction in code size, yet it does even more! And you can add or remove an entire system with only three lines of code (Makefile include, header include, interface append.) The only problem left is that the BS-X BIOS won't load the BS Zelda no Densetsu file. I can't figure out why it's not working, would appreciate any assistance, but otherwise I'm probably just going to leave it broken for v089, sorry. So the show stoppers for a new release at this point are: - fix laevateinn to compile with the new interface changes (shouldn't be too hard, it'll still use the old, direct interface.) - clean up Emulator::Interface as much as possible (trim down Information, mediaRequest should use an alternate struct designed to load firmware / slots separately) - enhance purify to strip SNES ROM headers, and it really needs a GUI interface - it would be highly desirable to make a launcher that can create a cartridge folder from an existing ROM set (* ethos will need to accept command-line arguments for this.) - probably need to remember which controller was selected in each port for each system across runs - need to fix the cursor for Super Scope / Justifier games (move from 19-bit to 32-bit colors broke it) - have to refactor that cache.(hv)offset thing to fix ASP
2012-05-06 23:27:42 +00:00
return 16777216.0 / 512.0;
}
auto Interface::loaded() -> bool {
return cartridge.loaded();
Update to v088r03 release. byuu says: static vector<uint8_t> file::read(const string &filename); replaces: static bool file::read(const string &filename, uint8_t *&data, unsigned &size); This allows automatic deletion of the underlying data. Added vectorstream, which is obviously a vector<uint8_t> wrapper for a data stream. Plan is for all data accesses inside my emulation cores to take stream objects, especially MSU1. This lets you feed the core anything: memorystream, filestream, zipstream, gzipstream, httpstream, etc. There will still be exceptions for link and serial, those need actual library files on disk. But those aren't official hardware devices anyway. So to help with speed a bit, I'm rethinking the video rendering path. Previous system: - core outputs system-native samples (SNES = 19-bit LRGB, NES = 9-bit emphasis+palette, DMG = 2-bit grayscale, etc.) - interfaceSystem transforms samples to 30-bit via lookup table inside the emulation core - interfaceSystem masks off overscan areas, if enabled - interfaceUI runs filter to produce new target buffer, if enabled - interfaceUI transforms 30-bit video to native display depth (24-bit or 30-bit), and applies color-adjustments (gamma, etc) at the same time New system: - all cores now generate an internal palette, and call Interface::videoColor(uint32_t source, uint16_t red, uint16_t green, uint16_t blue) to get native display color post-adjusted (gamma, etc applied already.) - all cores output to uint32_t* buffer now (output video.palette[color] instead of just color) - interfaceUI runs filter to produce new target buffer, if enabled - interfaceUI memcpy()'s buffer to the video card videoColor() is pretty neat. source is the raw pixel (as per the old-format, 19-bit SNES, 9-bit NES, etc), and you can create a color from that if you really want to. Or return that value to get a buffer just like v088 and below. red, green, blue are 16-bits per channel, because why the hell not, right? Just lop off all the bits you don't want. If you have more bits on your display than that, fuck you :P The last step is extremely difficult to avoid. Video cards can and do have pitches that differ from the width of the texture. Trying to make the core account for this would be really awful. And even if we did that, the emulation routine would need to write directly to a video card RAM buffer. Some APIs require you to lock the video buffer while writing, so this would leave the video buffer locked for a long time. Probably not catastrophic, but still awful. And lastly, if the emulation core tried writing directly to the display texture, software filters would no longer be possible (unless you -really- jump through hooks and divert to a memory buffer when a filter is enabled, but ... fuck.) Anyway, the point of all that work was to eliminate an extra video copy, and the need for a really painful 30-bit to 24-bit conversion (three shifts, three masks, three array indexes.) So this basically reverts us, performance-wise, to where we were pre-30 bit support. [...] The downside to this is that we're going to need a filter for each output depth. Since the array type is uint32_t*, and I don't intend to support higher or lower depths, we really only need 24+30-bit versions of each filter. Kinda shitty, but oh well.
2012-04-27 12:12:53 +00:00
}
auto Interface::group(uint id) -> uint {
switch(id) {
Update to v094r39 release. byuu says: Changelog: - SNES mid-scanline BGMODE fixes finally merged (can run atx2.zip{mode7.smc}+mtest(2).sfc properly now) - Makefile now discards all built-in rules and variables - switch on bool warning disabled for GCC now as well (was already disabled for Clang) - when loading a game, if any required files are missing, display a warning message box (manifest.bml, program.rom, bios.rom, etc) - when loading a game (or a game slot), if manifest.bml is missing, it will invoke icarus to try and generate it - if that fails (icarus is missing or the folder is bad), you will get a warning telling you that the manifest can't be loaded The warning prompt on missing files work for both games and the .sys folders and their files. For some reason, failing to load the DMG/CGB BIOS is causing a crash before I can display the modal dialog. I have no idea why, and the stack frame backtrace is junk. I also can't seem to abort the failed loading process. If I call Program::unloadMedia(), I get a nasty segfault. Again with a really nasty stack trace. So for now, it'll just end up sitting there emulating an empty ROM (solid black screen.) In time, I'd like to fix that too. Lastly, I need a better method than popen for Windows. popen is kind of ugly and flashes a console window for a brief second even if the application launched is linked with -mwindows. Not sure if there even is one (I need to read the stdout result, so CreateProcess may not work unless I do something nasty like "> %tmp%/temp") I'm also using the regular popen instead of _wpopen, so for this WIP, it won't work if your game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
case ID::SystemManifest:
case ID::BIOS:
return ID::System;
case ID::Manifest:
case ID::MROM:
case ID::SRAM:
case ID::EEPROM:
case ID::FLASH:
return ID::GameBoyAdvance;
}
throw;
}
auto Interface::load(uint id) -> void {
cartridge.load();
}
auto Interface::save() -> void {
for(auto& memory : cartridge.memory) {
interface->saveRequest(memory.id, memory.name);
}
}
auto Interface::load(uint id, const stream& stream) -> void {
Update to v094r39 release. byuu says: Changelog: - SNES mid-scanline BGMODE fixes finally merged (can run atx2.zip{mode7.smc}+mtest(2).sfc properly now) - Makefile now discards all built-in rules and variables - switch on bool warning disabled for GCC now as well (was already disabled for Clang) - when loading a game, if any required files are missing, display a warning message box (manifest.bml, program.rom, bios.rom, etc) - when loading a game (or a game slot), if manifest.bml is missing, it will invoke icarus to try and generate it - if that fails (icarus is missing or the folder is bad), you will get a warning telling you that the manifest can't be loaded The warning prompt on missing files work for both games and the .sys folders and their files. For some reason, failing to load the DMG/CGB BIOS is causing a crash before I can display the modal dialog. I have no idea why, and the stack frame backtrace is junk. I also can't seem to abort the failed loading process. If I call Program::unloadMedia(), I get a nasty segfault. Again with a really nasty stack trace. So for now, it'll just end up sitting there emulating an empty ROM (solid black screen.) In time, I'd like to fix that too. Lastly, I need a better method than popen for Windows. popen is kind of ugly and flashes a console window for a brief second even if the application launched is linked with -mwindows. Not sure if there even is one (I need to read the stdout result, so CreateProcess may not work unless I do something nasty like "> %tmp%/temp") I'm also using the regular popen instead of _wpopen, so for this WIP, it won't work if your game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
if(id == ID::SystemManifest) {
system.information.manifest = stream.text();
}
Update to v088r11 release. byuu says: Changelog: - phoenix has added Window::setModal(bool modal = true); - file dialog is now modal. This allows emulation cores to request data and get it immediately before continuing the loading process - save data is hooked up for most systems, still need to handle subsystem slot saves (Sufami Turbo, basically.) - toggle fullscreen key binding added (Alt+Enter for now. I think F11 is probably better though, Enter is often mapped to game start button.) - video scaling is in (center, scale, stretch), works the same in windowed and fullscreen mode (stretch hides resize window option), all in the settings menu now - enough structure to map all saved paths for the browser and to load BS-X slotted carts, BS-X carts, single Sufami Turbo carts Caveats / Missing: - Super Game Boy input doesn't work yet (due to change in callback binding) - doesn't load secondary Sufami Turbo slot yet - BS-X BIOS isn't show the data pack games to load for some reason (ugh, I hate the shit out of debugging BS-X stuff ...) - need mute audio, sync audio+video toggle, save/load state menu and quick keys, XML mapping information window - need cheat editor and cheat database - need state manager - need to sort subsystems below main systems in load menu (basically just see if media.slot.size() > 0) - need video shaders (will probably leave off filters for the time being ... due to that 24/30-bit thing) - need video adjustments (contrast etc, overscan masks) - need audio adjustments (frequency, latency, resampler, volume, per-system frequency) - need driver selection and input focus policy (driver crash detection would be nice too) - need NSS DIP switch settings (that one will be really fun) - need to save and load window geometry settings - need to hook up controller selection (won't be fun), create a map to hide controllers with no inputs to reassign
2012-05-03 12:36:47 +00:00
if(id == ID::BIOS) {
stream.read(bios.data, min(bios.size, stream.size()));
}
Update to v094r39 release. byuu says: Changelog: - SNES mid-scanline BGMODE fixes finally merged (can run atx2.zip{mode7.smc}+mtest(2).sfc properly now) - Makefile now discards all built-in rules and variables - switch on bool warning disabled for GCC now as well (was already disabled for Clang) - when loading a game, if any required files are missing, display a warning message box (manifest.bml, program.rom, bios.rom, etc) - when loading a game (or a game slot), if manifest.bml is missing, it will invoke icarus to try and generate it - if that fails (icarus is missing or the folder is bad), you will get a warning telling you that the manifest can't be loaded The warning prompt on missing files work for both games and the .sys folders and their files. For some reason, failing to load the DMG/CGB BIOS is causing a crash before I can display the modal dialog. I have no idea why, and the stack frame backtrace is junk. I also can't seem to abort the failed loading process. If I call Program::unloadMedia(), I get a nasty segfault. Again with a really nasty stack trace. So for now, it'll just end up sitting there emulating an empty ROM (solid black screen.) In time, I'd like to fix that too. Lastly, I need a better method than popen for Windows. popen is kind of ugly and flashes a console window for a brief second even if the application launched is linked with -mwindows. Not sure if there even is one (I need to read the stdout result, so CreateProcess may not work unless I do something nasty like "> %tmp%/temp") I'm also using the regular popen instead of _wpopen, so for this WIP, it won't work if your game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
if(id == ID::Manifest) {
cartridge.information.markup = stream.text();
}
if(id == ID::MROM) {
stream.read(cartridge.mrom.data, min(cartridge.mrom.size, stream.size()));
}
Update to v088r11 release. byuu says: Changelog: - phoenix has added Window::setModal(bool modal = true); - file dialog is now modal. This allows emulation cores to request data and get it immediately before continuing the loading process - save data is hooked up for most systems, still need to handle subsystem slot saves (Sufami Turbo, basically.) - toggle fullscreen key binding added (Alt+Enter for now. I think F11 is probably better though, Enter is often mapped to game start button.) - video scaling is in (center, scale, stretch), works the same in windowed and fullscreen mode (stretch hides resize window option), all in the settings menu now - enough structure to map all saved paths for the browser and to load BS-X slotted carts, BS-X carts, single Sufami Turbo carts Caveats / Missing: - Super Game Boy input doesn't work yet (due to change in callback binding) - doesn't load secondary Sufami Turbo slot yet - BS-X BIOS isn't show the data pack games to load for some reason (ugh, I hate the shit out of debugging BS-X stuff ...) - need mute audio, sync audio+video toggle, save/load state menu and quick keys, XML mapping information window - need cheat editor and cheat database - need state manager - need to sort subsystems below main systems in load menu (basically just see if media.slot.size() > 0) - need video shaders (will probably leave off filters for the time being ... due to that 24/30-bit thing) - need video adjustments (contrast etc, overscan masks) - need audio adjustments (frequency, latency, resampler, volume, per-system frequency) - need driver selection and input focus policy (driver crash detection would be nice too) - need NSS DIP switch settings (that one will be really fun) - need to save and load window geometry settings - need to hook up controller selection (won't be fun), create a map to hide controllers with no inputs to reassign
2012-05-03 12:36:47 +00:00
if(id == ID::SRAM) {
stream.read(cartridge.sram.data, min(cartridge.sram.size, stream.size()));
}
Update to v088r11 release. byuu says: Changelog: - phoenix has added Window::setModal(bool modal = true); - file dialog is now modal. This allows emulation cores to request data and get it immediately before continuing the loading process - save data is hooked up for most systems, still need to handle subsystem slot saves (Sufami Turbo, basically.) - toggle fullscreen key binding added (Alt+Enter for now. I think F11 is probably better though, Enter is often mapped to game start button.) - video scaling is in (center, scale, stretch), works the same in windowed and fullscreen mode (stretch hides resize window option), all in the settings menu now - enough structure to map all saved paths for the browser and to load BS-X slotted carts, BS-X carts, single Sufami Turbo carts Caveats / Missing: - Super Game Boy input doesn't work yet (due to change in callback binding) - doesn't load secondary Sufami Turbo slot yet - BS-X BIOS isn't show the data pack games to load for some reason (ugh, I hate the shit out of debugging BS-X stuff ...) - need mute audio, sync audio+video toggle, save/load state menu and quick keys, XML mapping information window - need cheat editor and cheat database - need state manager - need to sort subsystems below main systems in load menu (basically just see if media.slot.size() > 0) - need video shaders (will probably leave off filters for the time being ... due to that 24/30-bit thing) - need video adjustments (contrast etc, overscan masks) - need audio adjustments (frequency, latency, resampler, volume, per-system frequency) - need driver selection and input focus policy (driver crash detection would be nice too) - need NSS DIP switch settings (that one will be really fun) - need to save and load window geometry settings - need to hook up controller selection (won't be fun), create a map to hide controllers with no inputs to reassign
2012-05-03 12:36:47 +00:00
if(id == ID::EEPROM) {
stream.read(cartridge.eeprom.data, min(cartridge.eeprom.size, stream.size()));
}
Update to v088r11 release. byuu says: Changelog: - phoenix has added Window::setModal(bool modal = true); - file dialog is now modal. This allows emulation cores to request data and get it immediately before continuing the loading process - save data is hooked up for most systems, still need to handle subsystem slot saves (Sufami Turbo, basically.) - toggle fullscreen key binding added (Alt+Enter for now. I think F11 is probably better though, Enter is often mapped to game start button.) - video scaling is in (center, scale, stretch), works the same in windowed and fullscreen mode (stretch hides resize window option), all in the settings menu now - enough structure to map all saved paths for the browser and to load BS-X slotted carts, BS-X carts, single Sufami Turbo carts Caveats / Missing: - Super Game Boy input doesn't work yet (due to change in callback binding) - doesn't load secondary Sufami Turbo slot yet - BS-X BIOS isn't show the data pack games to load for some reason (ugh, I hate the shit out of debugging BS-X stuff ...) - need mute audio, sync audio+video toggle, save/load state menu and quick keys, XML mapping information window - need cheat editor and cheat database - need state manager - need to sort subsystems below main systems in load menu (basically just see if media.slot.size() > 0) - need video shaders (will probably leave off filters for the time being ... due to that 24/30-bit thing) - need video adjustments (contrast etc, overscan masks) - need audio adjustments (frequency, latency, resampler, volume, per-system frequency) - need driver selection and input focus policy (driver crash detection would be nice too) - need NSS DIP switch settings (that one will be really fun) - need to save and load window geometry settings - need to hook up controller selection (won't be fun), create a map to hide controllers with no inputs to reassign
2012-05-03 12:36:47 +00:00
if(id == ID::FLASH) {
stream.read(cartridge.flash.data, min(cartridge.flash.size, stream.size()));
}
}
auto Interface::save(uint id, const stream& stream) -> void {
if(id == ID::SRAM) {
stream.write(cartridge.sram.data, cartridge.sram.size);
Update to v088r11 release. byuu says: Changelog: - phoenix has added Window::setModal(bool modal = true); - file dialog is now modal. This allows emulation cores to request data and get it immediately before continuing the loading process - save data is hooked up for most systems, still need to handle subsystem slot saves (Sufami Turbo, basically.) - toggle fullscreen key binding added (Alt+Enter for now. I think F11 is probably better though, Enter is often mapped to game start button.) - video scaling is in (center, scale, stretch), works the same in windowed and fullscreen mode (stretch hides resize window option), all in the settings menu now - enough structure to map all saved paths for the browser and to load BS-X slotted carts, BS-X carts, single Sufami Turbo carts Caveats / Missing: - Super Game Boy input doesn't work yet (due to change in callback binding) - doesn't load secondary Sufami Turbo slot yet - BS-X BIOS isn't show the data pack games to load for some reason (ugh, I hate the shit out of debugging BS-X stuff ...) - need mute audio, sync audio+video toggle, save/load state menu and quick keys, XML mapping information window - need cheat editor and cheat database - need state manager - need to sort subsystems below main systems in load menu (basically just see if media.slot.size() > 0) - need video shaders (will probably leave off filters for the time being ... due to that 24/30-bit thing) - need video adjustments (contrast etc, overscan masks) - need audio adjustments (frequency, latency, resampler, volume, per-system frequency) - need driver selection and input focus policy (driver crash detection would be nice too) - need NSS DIP switch settings (that one will be really fun) - need to save and load window geometry settings - need to hook up controller selection (won't be fun), create a map to hide controllers with no inputs to reassign
2012-05-03 12:36:47 +00:00
}
if(id == ID::EEPROM) {
stream.write(cartridge.eeprom.data, cartridge.eeprom.size);
}
if(id == ID::FLASH) {
stream.write(cartridge.flash.data, cartridge.flash.size);
Update to v088r11 release. byuu says: Changelog: - phoenix has added Window::setModal(bool modal = true); - file dialog is now modal. This allows emulation cores to request data and get it immediately before continuing the loading process - save data is hooked up for most systems, still need to handle subsystem slot saves (Sufami Turbo, basically.) - toggle fullscreen key binding added (Alt+Enter for now. I think F11 is probably better though, Enter is often mapped to game start button.) - video scaling is in (center, scale, stretch), works the same in windowed and fullscreen mode (stretch hides resize window option), all in the settings menu now - enough structure to map all saved paths for the browser and to load BS-X slotted carts, BS-X carts, single Sufami Turbo carts Caveats / Missing: - Super Game Boy input doesn't work yet (due to change in callback binding) - doesn't load secondary Sufami Turbo slot yet - BS-X BIOS isn't show the data pack games to load for some reason (ugh, I hate the shit out of debugging BS-X stuff ...) - need mute audio, sync audio+video toggle, save/load state menu and quick keys, XML mapping information window - need cheat editor and cheat database - need state manager - need to sort subsystems below main systems in load menu (basically just see if media.slot.size() > 0) - need video shaders (will probably leave off filters for the time being ... due to that 24/30-bit thing) - need video adjustments (contrast etc, overscan masks) - need audio adjustments (frequency, latency, resampler, volume, per-system frequency) - need driver selection and input focus policy (driver crash detection would be nice too) - need NSS DIP switch settings (that one will be really fun) - need to save and load window geometry settings - need to hook up controller selection (won't be fun), create a map to hide controllers with no inputs to reassign
2012-05-03 12:36:47 +00:00
}
}
auto Interface::unload() -> void {
save();
cartridge.unload();
}
auto Interface::power() -> void {
system.power();
}
auto Interface::reset() -> void {
system.power();
}
auto Interface::run() -> void {
system.run();
}
auto Interface::serialize() -> serializer {
Update to v088r12 release. byuu says: Changelog: - all hotkeys from target-ui now exist in target-ethos - controller port menus now show up when you load a system (hidden if there are no options to choose from) - tools menu auto-hides with no game open ... not much point to it then - since we aren't using RawInput's multi-KB/MS support anyway, input and hotkey mappings remove KB0:: and turn MS0:: into Mouse::, makes it a lot easier to read - added mute audio, sync video, sync audio, mask overscan - added video settings: saturation, gamma, luminance, overscan horizontal, overscan vertical - added audio settings: frequency, latency, resampler, volume - added input settings: when focus is lost [ ] pause emulator [ ] allow input - pausing and autopausing works - status messages hooked up (show a message in status bar for a few seconds, then revert to normal status text) - sub systems (SGB, BSX, ST) sorted below primary systems list - added geometry settings cache - Emulator::Interface cleanups and simplifications - save states go into (cart foldername.extension/bsnes/state-#.bsa) now. Idea is to put emulator-specific data in their own subfolders Caveats / Missing: - SGB input does not work - Sufami Turbo second slot doesn't work yet - BS-X BIOS won't show the data pack - need XML mapping information window - need cheat editor and cheat database - need state manager - need video shaders - need driver selection - need NSS DIP switch settings - need to hide controllers that have no inputs from the input mapping list So for video settings, I used to have contrast/brightness/gamma. Contrast was just a multiplier on intensity of each channel, and brightness was an addition or subtraction against each channel. They kind of overlapped and weren't that effective. The new setup has saturation, gamma and luminance. Saturation of 100% is normal. If you lower it, color information goes away. 0% = grayscale. If you raise it, color intensity increases (and clamps.) This is wonderful for GBA games, since they are oversaturated to fucking death. Of course we'll want to normalize that inside the core, so the same sat. value works on all systems, but for now it's nice. If you raise saturation above 100%, it basically acts like contrast used to. It's just that lowering it fades to grayscale rather than black. Adding doesn't really work well for brightness, it throws off the relative distance between channels and looks like shit. So now we have luminance, which takes over the old contrast <100% role, and just fades the pixels toward black. Obviously, luminance > 100% would be the same as saturation > 100%, so that isn't allowed, it caps at 100% now. Gamma's the same old function. Gamma curve on the lower-half of the color range. Effects are applied in the order they appear in the GUI: color -> saturate -> gammify -> luminate -> output.
2012-05-04 12:47:41 +00:00
system.runtosave();
return system.serialize();
}
auto Interface::unserialize(serializer& s) -> bool {
Update to v088r12 release. byuu says: Changelog: - all hotkeys from target-ui now exist in target-ethos - controller port menus now show up when you load a system (hidden if there are no options to choose from) - tools menu auto-hides with no game open ... not much point to it then - since we aren't using RawInput's multi-KB/MS support anyway, input and hotkey mappings remove KB0:: and turn MS0:: into Mouse::, makes it a lot easier to read - added mute audio, sync video, sync audio, mask overscan - added video settings: saturation, gamma, luminance, overscan horizontal, overscan vertical - added audio settings: frequency, latency, resampler, volume - added input settings: when focus is lost [ ] pause emulator [ ] allow input - pausing and autopausing works - status messages hooked up (show a message in status bar for a few seconds, then revert to normal status text) - sub systems (SGB, BSX, ST) sorted below primary systems list - added geometry settings cache - Emulator::Interface cleanups and simplifications - save states go into (cart foldername.extension/bsnes/state-#.bsa) now. Idea is to put emulator-specific data in their own subfolders Caveats / Missing: - SGB input does not work - Sufami Turbo second slot doesn't work yet - BS-X BIOS won't show the data pack - need XML mapping information window - need cheat editor and cheat database - need state manager - need video shaders - need driver selection - need NSS DIP switch settings - need to hide controllers that have no inputs from the input mapping list So for video settings, I used to have contrast/brightness/gamma. Contrast was just a multiplier on intensity of each channel, and brightness was an addition or subtraction against each channel. They kind of overlapped and weren't that effective. The new setup has saturation, gamma and luminance. Saturation of 100% is normal. If you lower it, color information goes away. 0% = grayscale. If you raise it, color intensity increases (and clamps.) This is wonderful for GBA games, since they are oversaturated to fucking death. Of course we'll want to normalize that inside the core, so the same sat. value works on all systems, but for now it's nice. If you raise saturation above 100%, it basically acts like contrast used to. It's just that lowering it fades to grayscale rather than black. Adding doesn't really work well for brightness, it throws off the relative distance between channels and looks like shit. So now we have luminance, which takes over the old contrast <100% role, and just fades the pixels toward black. Obviously, luminance > 100% would be the same as saturation > 100%, so that isn't allowed, it caps at 100% now. Gamma's the same old function. Gamma curve on the lower-half of the color range. Effects are applied in the order they appear in the GUI: color -> saturate -> gammify -> luminate -> output.
2012-05-04 12:47:41 +00:00
return system.unserialize(s);
}
auto Interface::paletteUpdate(PaletteMode mode) -> void {
video.generatePalette(mode);
}
}