Update to 20180809 release.
byuu says:
The Windows port can now run the emulation while navigating menus,
moving windows, and resizing windows. The main window also doesn't try
so hard to constantly clear itself. This may leave a bit of unwelcome
residue behind in some video drivers during resize, but under most
drivers, it lets you resize without a huge amount of flickering.
On all platforms, I now also run the emulation during MessageWindow
modal events, where I didn't before.
I'm thinking we should probably mute the audio during modal periods,
since it can generate a good deal of distortion.
The tooltip timeout was increased to ten seconds.
On Windows, the enter key can now activate buttons, so you can more
quickly dismiss MessageDialog windows. This part may not actually work
... I'm in the middle of trying to get messages out of the global
`Application_windowProc` hook and into the individual `Widget_windowProc`
hooks, so I need to do some testing.
I fixed a bug where changing the input driver wouldn't immediately
reload the input/hotkey settings lists properly.
I also went from disabling the driver "Change" button when the currently
active driver is selected in the list, to instead setting it to say
"Reload", and I also added a tool tip to the input driver reload button,
advising that if you're using DirectInput or SDL, you can hit "Reload"
to rescan for hotplugged gamepads without needing to restart the
emulator. XInput and udev have auto hotswap support. If we can ever get
that into DirectInput and SDL, then I'll remove the tooltip. But
regardless, the reload functionality is nice to have for all drivers.
I'm not sure what should happen when a user changes their driver
selection while a game is loaded, gets the warning dialog, chooses not
to change it, and then closes the emulator. Currently, it will make the
change happen the next time you start the emulator. This feels a bit
unexpected, but when you change the selection without a game loaded, it
takes immediate effect. So I'm not really sure what's best here.
2018-08-10 05:02:59 +00:00
|
|
|
struct Program : Lock, Emulator::Platform {
|
2018-07-16 06:16:26 +00:00
|
|
|
Application::Namespace tr{"Program"};
|
|
|
|
|
2018-05-18 05:21:22 +00:00
|
|
|
//program.cpp
|
2018-08-21 03:17:12 +00:00
|
|
|
auto create() -> void;
|
2018-05-18 05:21:22 +00:00
|
|
|
auto main() -> void;
|
|
|
|
auto quit() -> void;
|
2018-05-19 02:51:34 +00:00
|
|
|
|
2018-07-08 04:58:27 +00:00
|
|
|
//platform.cpp
|
2018-05-19 02:51:34 +00:00
|
|
|
auto open(uint id, string name, vfs::file::mode mode, bool required) -> vfs::shared::file override;
|
2018-07-25 12:24:03 +00:00
|
|
|
auto load(uint id, string name, string type, vector<string> options = {}) -> Emulator::Platform::Load override;
|
|
|
|
auto videoRefresh(uint display, const uint32* data, uint pitch, uint width, uint height) -> void override;
|
2018-05-19 02:51:34 +00:00
|
|
|
auto audioSample(const double* samples, uint channels) -> void override;
|
|
|
|
auto inputPoll(uint port, uint device, uint input) -> int16 override;
|
Update to v106r25 release.
byuu says:
Changelog:
- bsnes:
- added full input mapping support (multi-mapping, digital+analog
inputs, rumble, hotkeys, etc)
- can now load multi-part games (eg Super Game Boy) from the
command-line
- added recent games menu with list clear function; supports
multi-part games (sorting logic incomplete)
- added automatic binding of gamepads on new configuration files
- added view scaling support with aspect correction, overscan
cropping, and integral scaling modes
- added video shader support
- added status bar (can be hidden)
- added save states (both menu and hotkeys)
- added fullscreen mode support
- added support for loading compressed (ZIP) archives for any
supported media type (SNES, GB, etc)
- added frame counter
- added auto-memory saving
- added pause / block-input modes when main window loses focus
- added --fullscreen command-line option to start bsnes in
fullscreen mode
- added input settings panel
- added hotkeys settings panel
- added path settings panel (paths aren't actually used set, but
can be assigned)
- higan: fixed macOS install rule [Sintendo]
- higan: minor UI code cleanups
- nall: renamed Processor to Architecture to fix macOS builds
[Sintendo]
Yeah, you read right: recent games menu, path settings. And dynamic rate
control + screensaver suppression is on the todo list. I'm not fucking
around this time. I really want to make something special here.
2018-05-23 03:45:24 +00:00
|
|
|
auto inputRumble(uint port, uint device, uint input, bool enable) -> void override;
|
2018-05-19 02:51:34 +00:00
|
|
|
|
2018-05-20 04:39:29 +00:00
|
|
|
//game.cpp
|
Update to v106r25 release.
byuu says:
Changelog:
- bsnes:
- added full input mapping support (multi-mapping, digital+analog
inputs, rumble, hotkeys, etc)
- can now load multi-part games (eg Super Game Boy) from the
command-line
- added recent games menu with list clear function; supports
multi-part games (sorting logic incomplete)
- added automatic binding of gamepads on new configuration files
- added view scaling support with aspect correction, overscan
cropping, and integral scaling modes
- added video shader support
- added status bar (can be hidden)
- added save states (both menu and hotkeys)
- added fullscreen mode support
- added support for loading compressed (ZIP) archives for any
supported media type (SNES, GB, etc)
- added frame counter
- added auto-memory saving
- added pause / block-input modes when main window loses focus
- added --fullscreen command-line option to start bsnes in
fullscreen mode
- added input settings panel
- added hotkeys settings panel
- added path settings panel (paths aren't actually used set, but
can be assigned)
- higan: fixed macOS install rule [Sintendo]
- higan: minor UI code cleanups
- nall: renamed Processor to Architecture to fix macOS builds
[Sintendo]
Yeah, you read right: recent games menu, path settings. And dynamic rate
control + screensaver suppression is on the todo list. I'm not fucking
around this time. I really want to make something special here.
2018-05-23 03:45:24 +00:00
|
|
|
auto load() -> void;
|
|
|
|
auto loadFile(string location) -> vector<uint8_t>;
|
2018-07-02 01:55:42 +00:00
|
|
|
auto loadSuperFamicom(string location) -> bool;
|
|
|
|
auto loadGameBoy(string location) -> bool;
|
|
|
|
auto loadBSMemory(string location) -> bool;
|
|
|
|
auto loadSufamiTurboA(string location) -> bool;
|
|
|
|
auto loadSufamiTurboB(string location) -> bool;
|
2018-05-20 04:39:29 +00:00
|
|
|
auto save() -> void;
|
Update to v106r42 release.
byuu says:
Changelog:
- emulator: added `Thread::setHandle(cothread_t)`
- icarus: added special heuristics support for the Tengai Maykou Zero
fan translation
- board identifier is: EXSPC7110-RAM-EPSONRTC (match on SPC7110 +
ROM size=56mbit)
- board ROM contents are: 8mbit program, 40mbit data, 8mbit
expansion (sizes are fixed)
- bsnes: show messages on game load, unload, and reset
- bsnes: added support for BS Memory and Sufami Turbo games
- bsnes: added support for region selection (Auto [default], NTSC,
PAL)
- bsnes: correct presentation window size from 223/239 to 224/240
- bsnes: add SA-1 internal RAM on cartridges with BS Memory slot
- bsnes: fixed recovery state to store inside .bsz archive
- bsnes: added support for custom manifests in both game pak and game
ROM modes
- bsnes: added icarus game database support (manifest → database →
heuristics)
- bsnes: added flexible SuperFX overclocking
- bsnes: added IPS and BPS soft-patching support to all ROM types
(sfc,smc,gb,gbc,bs,st)
- can load patches inside of ZIP archives (matches first “.ips” or
“.bps” file)
- bsnes/ppu: cache interlace/overscan/vdisp (277 → 291fps with fast
PPU)
- hiro/Windows: faster painting of Label widget on expose
- hiro/Windows: immediately apply LineEdit::setBackgroundColor changes
- hiro/Qt: inherit Window backgroundColor when one is not assigned to
Label
Errata:
- sfc/ppu-fast: remove `renderMode7Hires()` function (the body isn't in
the codebase)
- bsnes: advanced note label should probably use a lighter text color
and/or smaller font size instead of italics
I didn't test the soft-patching at all, as I don't have any patches on
my dev box. If anyone wants to test, that'd be great. The Tengai Makyou
Zero fan translation would be a great test case.
2018-06-26 03:17:26 +00:00
|
|
|
auto reset() -> void;
|
2018-05-20 04:39:29 +00:00
|
|
|
auto unload() -> void;
|
Update to v106r44 release.
byuu says:
Changelog:
- hiro/Windows: use `WS_CLIPSIBLINGS` on Label to prevent resize
drawing issues
- bsnes: correct viewport resizing
- bsnes: speed up window resizing a little bit
- bsnes: fix the cheat editor list enable checkbox
- bsnes: fix the state manager filename display in game ROM mode
- bsnes: fix the state manager save/rename/remove functionality in
game ROM mode
- bsnes: correct path searching for IPS and BPS patches in game ROM
mode
- bsnes: patch BS-X town cartridge to disable play limits
- bsnes: do not load (program,data,expansion).(rom,flash) from disk in
game pak mode
- this is required to support soft-patching and ROM hacks
- bsnes: added speed mode selection (50%, 75%, 100%, 150%, 200%);
maintains proper pitch
- bsnes: added icons to the menubar
- this is particularly useful to tell game ROMs from game paks in
the load recent game menu
- bsnes: added emblem at bottom left of status bar to indicate if a
game is verified or not
- verified means it is in the icarus verified game dump database
- the verified diamond is orange; the unverified diamond is blue
- bsnes: added an option (which defaults to off) to warn when loading
unverified games
- working around a bug in GTK, I have to use the uglier
MessageWindow instead of MessageDialog
- bsnes: added (non-functional) link to <https://doc.byuu.org/bsnes/>
to the help menu
- bsnes: added GUI setting to toggle memory auto-save feature
- bsnes: added GUI setting to toggle capturing a backup save state
when closing the emulator
- bsnes: made auto-saving states on exit an option
- bsnes: added an option to auto-load the auto-saved state on load
- basically, the two combined implements auto-resume
- bsnes: when firmware is missing, offer to take the user to the
online help documentation
- bsnes: added fast PPU option to disable the sprite limit
- increase from 32 items/line + 34 tiles/line to 128 items/line +
128 tiles/line
- technically, 1024 tiles/line are possible with 128 sprites at
64-width
- but this is just a waste of cache locality and worst-case
performance; it'll never happen
Errata:
- hiro/Windows: fallthrough on Canvas `WM_ERASEBKGND` to prevent
startup flicker
2018-06-28 06:28:27 +00:00
|
|
|
auto verified() const -> bool;
|
2018-05-20 04:39:29 +00:00
|
|
|
|
2018-06-11 04:50:18 +00:00
|
|
|
//game-pak.cpp
|
Update to v106r42 release.
byuu says:
Changelog:
- emulator: added `Thread::setHandle(cothread_t)`
- icarus: added special heuristics support for the Tengai Maykou Zero
fan translation
- board identifier is: EXSPC7110-RAM-EPSONRTC (match on SPC7110 +
ROM size=56mbit)
- board ROM contents are: 8mbit program, 40mbit data, 8mbit
expansion (sizes are fixed)
- bsnes: show messages on game load, unload, and reset
- bsnes: added support for BS Memory and Sufami Turbo games
- bsnes: added support for region selection (Auto [default], NTSC,
PAL)
- bsnes: correct presentation window size from 223/239 to 224/240
- bsnes: add SA-1 internal RAM on cartridges with BS Memory slot
- bsnes: fixed recovery state to store inside .bsz archive
- bsnes: added support for custom manifests in both game pak and game
ROM modes
- bsnes: added icarus game database support (manifest → database →
heuristics)
- bsnes: added flexible SuperFX overclocking
- bsnes: added IPS and BPS soft-patching support to all ROM types
(sfc,smc,gb,gbc,bs,st)
- can load patches inside of ZIP archives (matches first “.ips” or
“.bps” file)
- bsnes/ppu: cache interlace/overscan/vdisp (277 → 291fps with fast
PPU)
- hiro/Windows: faster painting of Label widget on expose
- hiro/Windows: immediately apply LineEdit::setBackgroundColor changes
- hiro/Qt: inherit Window backgroundColor when one is not assigned to
Label
Errata:
- sfc/ppu-fast: remove `renderMode7Hires()` function (the body isn't in
the codebase)
- bsnes: advanced note label should probably use a lighter text color
and/or smaller font size instead of italics
I didn't test the soft-patching at all, as I don't have any patches on
my dev box. If anyone wants to test, that'd be great. The Tengai Makyou
Zero fan translation would be a great test case.
2018-06-26 03:17:26 +00:00
|
|
|
auto openPakSuperFamicom(string name, vfs::file::mode mode) -> vfs::shared::file;
|
|
|
|
auto openPakGameBoy(string name, vfs::file::mode mode) -> vfs::shared::file;
|
|
|
|
auto openPakBSMemory(string name, vfs::file::mode mode) -> vfs::shared::file;
|
|
|
|
auto openPakSufamiTurboA(string name, vfs::file::mode mode) -> vfs::shared::file;
|
|
|
|
auto openPakSufamiTurboB(string name, vfs::file::mode mode) -> vfs::shared::file;
|
2018-06-11 04:50:18 +00:00
|
|
|
|
|
|
|
//game-rom.cpp
|
Update to v106r42 release.
byuu says:
Changelog:
- emulator: added `Thread::setHandle(cothread_t)`
- icarus: added special heuristics support for the Tengai Maykou Zero
fan translation
- board identifier is: EXSPC7110-RAM-EPSONRTC (match on SPC7110 +
ROM size=56mbit)
- board ROM contents are: 8mbit program, 40mbit data, 8mbit
expansion (sizes are fixed)
- bsnes: show messages on game load, unload, and reset
- bsnes: added support for BS Memory and Sufami Turbo games
- bsnes: added support for region selection (Auto [default], NTSC,
PAL)
- bsnes: correct presentation window size from 223/239 to 224/240
- bsnes: add SA-1 internal RAM on cartridges with BS Memory slot
- bsnes: fixed recovery state to store inside .bsz archive
- bsnes: added support for custom manifests in both game pak and game
ROM modes
- bsnes: added icarus game database support (manifest → database →
heuristics)
- bsnes: added flexible SuperFX overclocking
- bsnes: added IPS and BPS soft-patching support to all ROM types
(sfc,smc,gb,gbc,bs,st)
- can load patches inside of ZIP archives (matches first “.ips” or
“.bps” file)
- bsnes/ppu: cache interlace/overscan/vdisp (277 → 291fps with fast
PPU)
- hiro/Windows: faster painting of Label widget on expose
- hiro/Windows: immediately apply LineEdit::setBackgroundColor changes
- hiro/Qt: inherit Window backgroundColor when one is not assigned to
Label
Errata:
- sfc/ppu-fast: remove `renderMode7Hires()` function (the body isn't in
the codebase)
- bsnes: advanced note label should probably use a lighter text color
and/or smaller font size instead of italics
I didn't test the soft-patching at all, as I don't have any patches on
my dev box. If anyone wants to test, that'd be great. The Tengai Makyou
Zero fan translation would be a great test case.
2018-06-26 03:17:26 +00:00
|
|
|
auto openRomSuperFamicom(string name, vfs::file::mode mode) -> vfs::shared::file;
|
|
|
|
auto openRomGameBoy(string name, vfs::file::mode mode) -> vfs::shared::file;
|
|
|
|
auto openRomBSMemory(string name, vfs::file::mode mode) -> vfs::shared::file;
|
|
|
|
auto openRomSufamiTurboA(string name, vfs::file::mode mode) -> vfs::shared::file;
|
|
|
|
auto openRomSufamiTurboB(string name, vfs::file::mode mode) -> vfs::shared::file;
|
2018-06-11 04:50:18 +00:00
|
|
|
|
2018-05-24 02:14:17 +00:00
|
|
|
//paths.cpp
|
|
|
|
auto path(string type, string location, string extension = "") -> string;
|
2018-06-11 04:50:18 +00:00
|
|
|
auto gamePath() -> string;
|
|
|
|
auto cheatPath() -> string;
|
Update to v106r37 release.
byuu says:
Changelog:
- bsnes: cheat code “enabled” option changed to “enable”
- bsnes: connected “Cancel” action on add/edit cheat code window
- hiro: improved BrowserDialog::selectFolder() behavior
- can choose “Select” inside of a target folder when no items are
selected
- bsnes: implemented state manager
- bsnes: save a recovery state before loading a state, quitting, or
changing drivers
- bsnes: input settings, hotkey settings, cheat editor, state manager
entries are now batchable
- this allows bulk clearing/deleting of entries
- bsnes: cheat code list now auto-sorts alphabetically instead of
using up/down move arrows
I know most people will probably prefer to order cheat codes the way
they want, but the issue is that the state manager can't really work
this way. Each state is a file on disk. So yes, we could store a
states-manifest.bml to track the order of the states, or try to insert
numbers into the filenames and do bulk filesystem rename operations on
sorting, but then we would run into oddities when users delete state
files manually. And really, manual sorting is just clumsy. If you really
want a specific ordering, you can prefix cheats/states with numeric
indices instead.
2018-06-07 11:48:41 +00:00
|
|
|
auto statePath() -> string;
|
2018-07-02 01:55:42 +00:00
|
|
|
auto screenshotPath() -> string;
|
2018-06-11 04:50:18 +00:00
|
|
|
|
|
|
|
//states.cpp
|
2018-08-04 11:44:00 +00:00
|
|
|
struct State {
|
|
|
|
string name;
|
|
|
|
uint64_t date;
|
|
|
|
static const uint Signature;
|
|
|
|
};
|
|
|
|
auto availableStates(string type) -> vector<State>;
|
|
|
|
auto hasState(string filename) -> bool;
|
|
|
|
auto loadStateData(string filename) -> vector<uint8_t>;
|
Update to v106r37 release.
byuu says:
Changelog:
- bsnes: cheat code “enabled” option changed to “enable”
- bsnes: connected “Cancel” action on add/edit cheat code window
- hiro: improved BrowserDialog::selectFolder() behavior
- can choose “Select” inside of a target folder when no items are
selected
- bsnes: implemented state manager
- bsnes: save a recovery state before loading a state, quitting, or
changing drivers
- bsnes: input settings, hotkey settings, cheat editor, state manager
entries are now batchable
- this allows bulk clearing/deleting of entries
- bsnes: cheat code list now auto-sorts alphabetically instead of
using up/down move arrows
I know most people will probably prefer to order cheat codes the way
they want, but the issue is that the state manager can't really work
this way. Each state is a file on disk. So yes, we could store a
states-manifest.bml to track the order of the states, or try to insert
numbers into the filenames and do bulk filesystem rename operations on
sorting, but then we would run into oddities when users delete state
files manually. And really, manual sorting is just clumsy. If you really
want a specific ordering, you can prefix cheats/states with numeric
indices instead.
2018-06-07 11:48:41 +00:00
|
|
|
auto loadState(string filename) -> bool;
|
|
|
|
auto saveState(string filename) -> bool;
|
2018-07-02 01:55:42 +00:00
|
|
|
auto saveUndoState() -> bool;
|
2018-07-16 06:16:26 +00:00
|
|
|
auto saveRedoState() -> bool;
|
2018-06-27 01:56:27 +00:00
|
|
|
auto removeState(string filename) -> bool;
|
|
|
|
auto renameState(string from, string to) -> bool;
|
Update to v106r25 release.
byuu says:
Changelog:
- bsnes:
- added full input mapping support (multi-mapping, digital+analog
inputs, rumble, hotkeys, etc)
- can now load multi-part games (eg Super Game Boy) from the
command-line
- added recent games menu with list clear function; supports
multi-part games (sorting logic incomplete)
- added automatic binding of gamepads on new configuration files
- added view scaling support with aspect correction, overscan
cropping, and integral scaling modes
- added video shader support
- added status bar (can be hidden)
- added save states (both menu and hotkeys)
- added fullscreen mode support
- added support for loading compressed (ZIP) archives for any
supported media type (SNES, GB, etc)
- added frame counter
- added auto-memory saving
- added pause / block-input modes when main window loses focus
- added --fullscreen command-line option to start bsnes in
fullscreen mode
- added input settings panel
- added hotkeys settings panel
- added path settings panel (paths aren't actually used set, but
can be assigned)
- higan: fixed macOS install rule [Sintendo]
- higan: minor UI code cleanups
- nall: renamed Processor to Architecture to fix macOS builds
[Sintendo]
Yeah, you read right: recent games menu, path settings. And dynamic rate
control + screensaver suppression is on the todo list. I'm not fucking
around this time. I really want to make something special here.
2018-05-23 03:45:24 +00:00
|
|
|
|
2018-06-27 01:56:27 +00:00
|
|
|
//video.cpp
|
Update to 20180729 release.
byuu wrote:
Sigh ...
asio.hpp needs #include <nall/windows/registry.hpp>
[Since the last WIP, byuu also posted the following message. -Ed.]
ruby drivers have all been updated (but not tested outside of BSD), and
I redesigned the settings window. The driver functionality all exists on
a new "Drivers" panel, the emulator/hack settings go to a
"Configuration" panel, and the video/audio panels lose driver settings.
As does the settings menu and its synchronize options.
I want to start pushing toward a v107 release. Critically, I will need
DirectSound and ALSA to support dynamic rate control. I'd also like to
eliminate the other system manifest.bml files. I need to update the
cheat code database format, and bundle at least a few quark shaders --
although I still need to default to Direct3D on Windows.
Turbo keys would be nice, if it's not too much effort. Aside from
netplay, it's the last significant feature I'm missing.
I think for v107, higan is going to be a bit rough around the edges
compared to bsnes. And I don't think it's practical to finish the bsnes
localization support.
I'm thinking we probably want another WIP to iron out any critical
issues, but this time there should be a feature freeze with the next
WIP.
2018-07-29 13:24:38 +00:00
|
|
|
auto updateVideoDriver(Window parent) -> void;
|
Update to 20180728 release.
byuu says:
Sigh, I seem to be spiraling a bit here ... but the work is very
important. Hopefully I can get a solid WIP together soon. But for now...
I've integrated dynamic rate control into ruby::Audio via
setDynamic(bool) for now. It's very demanding, as you would expect. When
it's not in use, I realized the OSS driver's performance was pretty bad
due to calling write() for every sample for every channel. I implemented
a tiny 256-sample buffer and bsnes went from 290fps to 330fps on my
FreeBSD desktop. It may be possible to do the same buffering with DRC,
but for now, I'm not doing so, and adjusting the audio input frequency
on every sample.
I also added ruby::Video::setFlush(bool), which is available only in the
OpenGL drivers, and this causes glFinish() to be called after swapping
display buffers. I really couldn't think of a good name for this, "hard
GPU sync" sounds kind of silly. In my view, flush is what commits queued
events. Eg fflush(). OpenGL of course treats glFlush differently (I
really don't even know what the point of it is even after reading the
manual ...), and then has glFinish ... meh, whatever. It's
setFlush(bool) until I come up with something better. Also as expected,
this one's a big hit to performance.
To implement the DRC, I started putting helper functions into the ruby
video/audio/input core classes. And then the XVideo driver started
crashing. It took hours and hours and hours to track down the problem:
you have to clear XSetWindowAttributes to zero before calling
XCreateWindow. No amount of `--sync`, `gdb break gdk_x_error`, `-Og`,
etc will make Xlib be even remotely helpful in debugging errors like
this.
The GLX, GLX2, and XVideo drivers basically worked by chance before. If
the stack frame had the right memory cleared, it worked. Otherwise it'd
crash with BadValue, and my changing things broke that condition on the
XVideo driver. So this has been fixed in all three now.
Once XVideo was running again, I realized that non-power of two video
sizes were completely broken for the YUV formats. It took a while, but I
managed to fix all of that as well.
At this point, most of ruby is going to be broken outside of FreeBSD, as
I still need to finish updating all the drivers.
2018-07-28 11:21:39 +00:00
|
|
|
auto updateVideoExclusive() -> void;
|
2018-06-27 01:56:27 +00:00
|
|
|
auto updateVideoBlocking() -> void;
|
Update to 20180729 release.
byuu wrote:
Sigh ...
asio.hpp needs #include <nall/windows/registry.hpp>
[Since the last WIP, byuu also posted the following message. -Ed.]
ruby drivers have all been updated (but not tested outside of BSD), and
I redesigned the settings window. The driver functionality all exists on
a new "Drivers" panel, the emulator/hack settings go to a
"Configuration" panel, and the video/audio panels lose driver settings.
As does the settings menu and its synchronize options.
I want to start pushing toward a v107 release. Critically, I will need
DirectSound and ALSA to support dynamic rate control. I'd also like to
eliminate the other system manifest.bml files. I need to update the
cheat code database format, and bundle at least a few quark shaders --
although I still need to default to Direct3D on Windows.
Turbo keys would be nice, if it's not too much effort. Aside from
netplay, it's the last significant feature I'm missing.
I think for v107, higan is going to be a bit rough around the edges
compared to bsnes. And I don't think it's practical to finish the bsnes
localization support.
I'm thinking we probably want another WIP to iron out any critical
issues, but this time there should be a feature freeze with the next
WIP.
2018-07-29 13:24:38 +00:00
|
|
|
auto updateVideoFlush() -> void;
|
|
|
|
auto updateVideoFormat() -> void;
|
Update to v106r25 release.
byuu says:
Changelog:
- bsnes:
- added full input mapping support (multi-mapping, digital+analog
inputs, rumble, hotkeys, etc)
- can now load multi-part games (eg Super Game Boy) from the
command-line
- added recent games menu with list clear function; supports
multi-part games (sorting logic incomplete)
- added automatic binding of gamepads on new configuration files
- added view scaling support with aspect correction, overscan
cropping, and integral scaling modes
- added video shader support
- added status bar (can be hidden)
- added save states (both menu and hotkeys)
- added fullscreen mode support
- added support for loading compressed (ZIP) archives for any
supported media type (SNES, GB, etc)
- added frame counter
- added auto-memory saving
- added pause / block-input modes when main window loses focus
- added --fullscreen command-line option to start bsnes in
fullscreen mode
- added input settings panel
- added hotkeys settings panel
- added path settings panel (paths aren't actually used set, but
can be assigned)
- higan: fixed macOS install rule [Sintendo]
- higan: minor UI code cleanups
- nall: renamed Processor to Architecture to fix macOS builds
[Sintendo]
Yeah, you read right: recent games menu, path settings. And dynamic rate
control + screensaver suppression is on the todo list. I'm not fucking
around this time. I really want to make something special here.
2018-05-23 03:45:24 +00:00
|
|
|
auto updateVideoShader() -> void;
|
2018-06-27 01:56:27 +00:00
|
|
|
auto updateVideoPalette() -> void;
|
|
|
|
|
|
|
|
//audio.cpp
|
Update to 20180729 release.
byuu wrote:
Sigh ...
asio.hpp needs #include <nall/windows/registry.hpp>
[Since the last WIP, byuu also posted the following message. -Ed.]
ruby drivers have all been updated (but not tested outside of BSD), and
I redesigned the settings window. The driver functionality all exists on
a new "Drivers" panel, the emulator/hack settings go to a
"Configuration" panel, and the video/audio panels lose driver settings.
As does the settings menu and its synchronize options.
I want to start pushing toward a v107 release. Critically, I will need
DirectSound and ALSA to support dynamic rate control. I'd also like to
eliminate the other system manifest.bml files. I need to update the
cheat code database format, and bundle at least a few quark shaders --
although I still need to default to Direct3D on Windows.
Turbo keys would be nice, if it's not too much effort. Aside from
netplay, it's the last significant feature I'm missing.
I think for v107, higan is going to be a bit rough around the edges
compared to bsnes. And I don't think it's practical to finish the bsnes
localization support.
I'm thinking we probably want another WIP to iron out any critical
issues, but this time there should be a feature freeze with the next
WIP.
2018-07-29 13:24:38 +00:00
|
|
|
auto updateAudioDriver(Window parent) -> void;
|
2018-06-27 01:56:27 +00:00
|
|
|
auto updateAudioExclusive() -> void;
|
|
|
|
auto updateAudioDevice() -> void;
|
|
|
|
auto updateAudioBlocking() -> void;
|
Update to 20180729 release.
byuu wrote:
Sigh ...
asio.hpp needs #include <nall/windows/registry.hpp>
[Since the last WIP, byuu also posted the following message. -Ed.]
ruby drivers have all been updated (but not tested outside of BSD), and
I redesigned the settings window. The driver functionality all exists on
a new "Drivers" panel, the emulator/hack settings go to a
"Configuration" panel, and the video/audio panels lose driver settings.
As does the settings menu and its synchronize options.
I want to start pushing toward a v107 release. Critically, I will need
DirectSound and ALSA to support dynamic rate control. I'd also like to
eliminate the other system manifest.bml files. I need to update the
cheat code database format, and bundle at least a few quark shaders --
although I still need to default to Direct3D on Windows.
Turbo keys would be nice, if it's not too much effort. Aside from
netplay, it's the last significant feature I'm missing.
I think for v107, higan is going to be a bit rough around the edges
compared to bsnes. And I don't think it's practical to finish the bsnes
localization support.
I'm thinking we probably want another WIP to iron out any critical
issues, but this time there should be a feature freeze with the next
WIP.
2018-07-29 13:24:38 +00:00
|
|
|
auto updateAudioDynamic() -> void;
|
2018-06-27 01:56:27 +00:00
|
|
|
auto updateAudioFrequency() -> void;
|
|
|
|
auto updateAudioLatency() -> void;
|
|
|
|
auto updateAudioEffects() -> void;
|
|
|
|
|
|
|
|
//input.cpp
|
Update to 20180729 release.
byuu wrote:
Sigh ...
asio.hpp needs #include <nall/windows/registry.hpp>
[Since the last WIP, byuu also posted the following message. -Ed.]
ruby drivers have all been updated (but not tested outside of BSD), and
I redesigned the settings window. The driver functionality all exists on
a new "Drivers" panel, the emulator/hack settings go to a
"Configuration" panel, and the video/audio panels lose driver settings.
As does the settings menu and its synchronize options.
I want to start pushing toward a v107 release. Critically, I will need
DirectSound and ALSA to support dynamic rate control. I'd also like to
eliminate the other system manifest.bml files. I need to update the
cheat code database format, and bundle at least a few quark shaders --
although I still need to default to Direct3D on Windows.
Turbo keys would be nice, if it's not too much effort. Aside from
netplay, it's the last significant feature I'm missing.
I think for v107, higan is going to be a bit rough around the edges
compared to bsnes. And I don't think it's practical to finish the bsnes
localization support.
I'm thinking we probably want another WIP to iron out any critical
issues, but this time there should be a feature freeze with the next
WIP.
2018-07-29 13:24:38 +00:00
|
|
|
auto updateInputDriver(Window parent) -> void;
|
2018-06-27 01:56:27 +00:00
|
|
|
|
|
|
|
//utility.cpp
|
Update to v106r25 release.
byuu says:
Changelog:
- bsnes:
- added full input mapping support (multi-mapping, digital+analog
inputs, rumble, hotkeys, etc)
- can now load multi-part games (eg Super Game Boy) from the
command-line
- added recent games menu with list clear function; supports
multi-part games (sorting logic incomplete)
- added automatic binding of gamepads on new configuration files
- added view scaling support with aspect correction, overscan
cropping, and integral scaling modes
- added video shader support
- added status bar (can be hidden)
- added save states (both menu and hotkeys)
- added fullscreen mode support
- added support for loading compressed (ZIP) archives for any
supported media type (SNES, GB, etc)
- added frame counter
- added auto-memory saving
- added pause / block-input modes when main window loses focus
- added --fullscreen command-line option to start bsnes in
fullscreen mode
- added input settings panel
- added hotkeys settings panel
- added path settings panel (paths aren't actually used set, but
can be assigned)
- higan: fixed macOS install rule [Sintendo]
- higan: minor UI code cleanups
- nall: renamed Processor to Architecture to fix macOS builds
[Sintendo]
Yeah, you read right: recent games menu, path settings. And dynamic rate
control + screensaver suppression is on the todo list. I'm not fucking
around this time. I really want to make something special here.
2018-05-23 03:45:24 +00:00
|
|
|
auto showMessage(string text) -> void;
|
2018-06-24 04:53:44 +00:00
|
|
|
auto showFrameRate(string text) -> void;
|
|
|
|
auto updateStatus() -> void;
|
2018-07-08 04:58:27 +00:00
|
|
|
auto captureScreenshot() -> bool;
|
Update to 20180809 release.
byuu says:
The Windows port can now run the emulation while navigating menus,
moving windows, and resizing windows. The main window also doesn't try
so hard to constantly clear itself. This may leave a bit of unwelcome
residue behind in some video drivers during resize, but under most
drivers, it lets you resize without a huge amount of flickering.
On all platforms, I now also run the emulation during MessageWindow
modal events, where I didn't before.
I'm thinking we should probably mute the audio during modal periods,
since it can generate a good deal of distortion.
The tooltip timeout was increased to ten seconds.
On Windows, the enter key can now activate buttons, so you can more
quickly dismiss MessageDialog windows. This part may not actually work
... I'm in the middle of trying to get messages out of the global
`Application_windowProc` hook and into the individual `Widget_windowProc`
hooks, so I need to do some testing.
I fixed a bug where changing the input driver wouldn't immediately
reload the input/hotkey settings lists properly.
I also went from disabling the driver "Change" button when the currently
active driver is selected in the list, to instead setting it to say
"Reload", and I also added a tool tip to the input driver reload button,
advising that if you're using DirectInput or SDL, you can hit "Reload"
to rescan for hotplugged gamepads without needing to restart the
emulator. XInput and udev have auto hotswap support. If we can ever get
that into DirectInput and SDL, then I'll remove the tooltip. But
regardless, the reload functionality is nice to have for all drivers.
I'm not sure what should happen when a user changes their driver
selection while a game is loaded, gets the warning dialog, chooses not
to change it, and then closes the emulator. Currently, it will make the
change happen the next time you start the emulator. This feels a bit
unexpected, but when you change the selection without a game loaded, it
takes immediate effect. So I'm not really sure what's best here.
2018-08-10 05:02:59 +00:00
|
|
|
auto inactive() -> bool;
|
Update to v106r25 release.
byuu says:
Changelog:
- bsnes:
- added full input mapping support (multi-mapping, digital+analog
inputs, rumble, hotkeys, etc)
- can now load multi-part games (eg Super Game Boy) from the
command-line
- added recent games menu with list clear function; supports
multi-part games (sorting logic incomplete)
- added automatic binding of gamepads on new configuration files
- added view scaling support with aspect correction, overscan
cropping, and integral scaling modes
- added video shader support
- added status bar (can be hidden)
- added save states (both menu and hotkeys)
- added fullscreen mode support
- added support for loading compressed (ZIP) archives for any
supported media type (SNES, GB, etc)
- added frame counter
- added auto-memory saving
- added pause / block-input modes when main window loses focus
- added --fullscreen command-line option to start bsnes in
fullscreen mode
- added input settings panel
- added hotkeys settings panel
- added path settings panel (paths aren't actually used set, but
can be assigned)
- higan: fixed macOS install rule [Sintendo]
- higan: minor UI code cleanups
- nall: renamed Processor to Architecture to fix macOS builds
[Sintendo]
Yeah, you read right: recent games menu, path settings. And dynamic rate
control + screensaver suppression is on the todo list. I'm not fucking
around this time. I really want to make something special here.
2018-05-23 03:45:24 +00:00
|
|
|
auto focused() -> bool;
|
|
|
|
|
Update to v106r42 release.
byuu says:
Changelog:
- emulator: added `Thread::setHandle(cothread_t)`
- icarus: added special heuristics support for the Tengai Maykou Zero
fan translation
- board identifier is: EXSPC7110-RAM-EPSONRTC (match on SPC7110 +
ROM size=56mbit)
- board ROM contents are: 8mbit program, 40mbit data, 8mbit
expansion (sizes are fixed)
- bsnes: show messages on game load, unload, and reset
- bsnes: added support for BS Memory and Sufami Turbo games
- bsnes: added support for region selection (Auto [default], NTSC,
PAL)
- bsnes: correct presentation window size from 223/239 to 224/240
- bsnes: add SA-1 internal RAM on cartridges with BS Memory slot
- bsnes: fixed recovery state to store inside .bsz archive
- bsnes: added support for custom manifests in both game pak and game
ROM modes
- bsnes: added icarus game database support (manifest → database →
heuristics)
- bsnes: added flexible SuperFX overclocking
- bsnes: added IPS and BPS soft-patching support to all ROM types
(sfc,smc,gb,gbc,bs,st)
- can load patches inside of ZIP archives (matches first “.ips” or
“.bps” file)
- bsnes/ppu: cache interlace/overscan/vdisp (277 → 291fps with fast
PPU)
- hiro/Windows: faster painting of Label widget on expose
- hiro/Windows: immediately apply LineEdit::setBackgroundColor changes
- hiro/Qt: inherit Window backgroundColor when one is not assigned to
Label
Errata:
- sfc/ppu-fast: remove `renderMode7Hires()` function (the body isn't in
the codebase)
- bsnes: advanced note label should probably use a lighter text color
and/or smaller font size instead of italics
I didn't test the soft-patching at all, as I don't have any patches on
my dev box. If anyone wants to test, that'd be great. The Tengai Makyou
Zero fan translation would be a great test case.
2018-06-26 03:17:26 +00:00
|
|
|
//patch.cpp
|
|
|
|
auto appliedPatch() const -> bool;
|
|
|
|
auto applyPatchIPS(vector<uint8_t>& data, string location) -> bool;
|
|
|
|
auto applyPatchBPS(vector<uint8_t>& data, string location) -> bool;
|
|
|
|
|
|
|
|
//hacks.cpp
|
Update to v106r44 release.
byuu says:
Changelog:
- hiro/Windows: use `WS_CLIPSIBLINGS` on Label to prevent resize
drawing issues
- bsnes: correct viewport resizing
- bsnes: speed up window resizing a little bit
- bsnes: fix the cheat editor list enable checkbox
- bsnes: fix the state manager filename display in game ROM mode
- bsnes: fix the state manager save/rename/remove functionality in
game ROM mode
- bsnes: correct path searching for IPS and BPS patches in game ROM
mode
- bsnes: patch BS-X town cartridge to disable play limits
- bsnes: do not load (program,data,expansion).(rom,flash) from disk in
game pak mode
- this is required to support soft-patching and ROM hacks
- bsnes: added speed mode selection (50%, 75%, 100%, 150%, 200%);
maintains proper pitch
- bsnes: added icons to the menubar
- this is particularly useful to tell game ROMs from game paks in
the load recent game menu
- bsnes: added emblem at bottom left of status bar to indicate if a
game is verified or not
- verified means it is in the icarus verified game dump database
- the verified diamond is orange; the unverified diamond is blue
- bsnes: added an option (which defaults to off) to warn when loading
unverified games
- working around a bug in GTK, I have to use the uglier
MessageWindow instead of MessageDialog
- bsnes: added (non-functional) link to <https://doc.byuu.org/bsnes/>
to the help menu
- bsnes: added GUI setting to toggle memory auto-save feature
- bsnes: added GUI setting to toggle capturing a backup save state
when closing the emulator
- bsnes: made auto-saving states on exit an option
- bsnes: added an option to auto-load the auto-saved state on load
- basically, the two combined implements auto-resume
- bsnes: when firmware is missing, offer to take the user to the
online help documentation
- bsnes: added fast PPU option to disable the sprite limit
- increase from 32 items/line + 34 tiles/line to 128 items/line +
128 tiles/line
- technically, 1024 tiles/line are possible with 128 sprites at
64-width
- but this is just a waste of cache locality and worst-case
performance; it'll never happen
Errata:
- hiro/Windows: fallthrough on Canvas `WM_ERASEBKGND` to prevent
startup flicker
2018-06-28 06:28:27 +00:00
|
|
|
auto hackCompatibility() -> void;
|
|
|
|
auto hackPatchMemory(vector<uint8_t>& data) -> void;
|
|
|
|
auto hackOverclockSuperFX() -> void;
|
Update to v106r42 release.
byuu says:
Changelog:
- emulator: added `Thread::setHandle(cothread_t)`
- icarus: added special heuristics support for the Tengai Maykou Zero
fan translation
- board identifier is: EXSPC7110-RAM-EPSONRTC (match on SPC7110 +
ROM size=56mbit)
- board ROM contents are: 8mbit program, 40mbit data, 8mbit
expansion (sizes are fixed)
- bsnes: show messages on game load, unload, and reset
- bsnes: added support for BS Memory and Sufami Turbo games
- bsnes: added support for region selection (Auto [default], NTSC,
PAL)
- bsnes: correct presentation window size from 223/239 to 224/240
- bsnes: add SA-1 internal RAM on cartridges with BS Memory slot
- bsnes: fixed recovery state to store inside .bsz archive
- bsnes: added support for custom manifests in both game pak and game
ROM modes
- bsnes: added icarus game database support (manifest → database →
heuristics)
- bsnes: added flexible SuperFX overclocking
- bsnes: added IPS and BPS soft-patching support to all ROM types
(sfc,smc,gb,gbc,bs,st)
- can load patches inside of ZIP archives (matches first “.ips” or
“.bps” file)
- bsnes/ppu: cache interlace/overscan/vdisp (277 → 291fps with fast
PPU)
- hiro/Windows: faster painting of Label widget on expose
- hiro/Windows: immediately apply LineEdit::setBackgroundColor changes
- hiro/Qt: inherit Window backgroundColor when one is not assigned to
Label
Errata:
- sfc/ppu-fast: remove `renderMode7Hires()` function (the body isn't in
the codebase)
- bsnes: advanced note label should probably use a lighter text color
and/or smaller font size instead of italics
I didn't test the soft-patching at all, as I don't have any patches on
my dev box. If anyone wants to test, that'd be great. The Tengai Makyou
Zero fan translation would be a great test case.
2018-06-26 03:17:26 +00:00
|
|
|
|
Update to v106r25 release.
byuu says:
Changelog:
- bsnes:
- added full input mapping support (multi-mapping, digital+analog
inputs, rumble, hotkeys, etc)
- can now load multi-part games (eg Super Game Boy) from the
command-line
- added recent games menu with list clear function; supports
multi-part games (sorting logic incomplete)
- added automatic binding of gamepads on new configuration files
- added view scaling support with aspect correction, overscan
cropping, and integral scaling modes
- added video shader support
- added status bar (can be hidden)
- added save states (both menu and hotkeys)
- added fullscreen mode support
- added support for loading compressed (ZIP) archives for any
supported media type (SNES, GB, etc)
- added frame counter
- added auto-memory saving
- added pause / block-input modes when main window loses focus
- added --fullscreen command-line option to start bsnes in
fullscreen mode
- added input settings panel
- added hotkeys settings panel
- added path settings panel (paths aren't actually used set, but
can be assigned)
- higan: fixed macOS install rule [Sintendo]
- higan: minor UI code cleanups
- nall: renamed Processor to Architecture to fix macOS builds
[Sintendo]
Yeah, you read right: recent games menu, path settings. And dynamic rate
control + screensaver suppression is on the todo list. I'm not fucking
around this time. I really want to make something special here.
2018-05-23 03:45:24 +00:00
|
|
|
public:
|
Update to v106r44 release.
byuu says:
Changelog:
- hiro/Windows: use `WS_CLIPSIBLINGS` on Label to prevent resize
drawing issues
- bsnes: correct viewport resizing
- bsnes: speed up window resizing a little bit
- bsnes: fix the cheat editor list enable checkbox
- bsnes: fix the state manager filename display in game ROM mode
- bsnes: fix the state manager save/rename/remove functionality in
game ROM mode
- bsnes: correct path searching for IPS and BPS patches in game ROM
mode
- bsnes: patch BS-X town cartridge to disable play limits
- bsnes: do not load (program,data,expansion).(rom,flash) from disk in
game pak mode
- this is required to support soft-patching and ROM hacks
- bsnes: added speed mode selection (50%, 75%, 100%, 150%, 200%);
maintains proper pitch
- bsnes: added icons to the menubar
- this is particularly useful to tell game ROMs from game paks in
the load recent game menu
- bsnes: added emblem at bottom left of status bar to indicate if a
game is verified or not
- verified means it is in the icarus verified game dump database
- the verified diamond is orange; the unverified diamond is blue
- bsnes: added an option (which defaults to off) to warn when loading
unverified games
- working around a bug in GTK, I have to use the uglier
MessageWindow instead of MessageDialog
- bsnes: added (non-functional) link to <https://doc.byuu.org/bsnes/>
to the help menu
- bsnes: added GUI setting to toggle memory auto-save feature
- bsnes: added GUI setting to toggle capturing a backup save state
when closing the emulator
- bsnes: made auto-saving states on exit an option
- bsnes: added an option to auto-load the auto-saved state on load
- basically, the two combined implements auto-resume
- bsnes: when firmware is missing, offer to take the user to the
online help documentation
- bsnes: added fast PPU option to disable the sprite limit
- increase from 32 items/line + 34 tiles/line to 128 items/line +
128 tiles/line
- technically, 1024 tiles/line are possible with 128 sprites at
64-width
- but this is just a waste of cache locality and worst-case
performance; it'll never happen
Errata:
- hiro/Windows: fallthrough on Canvas `WM_ERASEBKGND` to prevent
startup flicker
2018-06-28 06:28:27 +00:00
|
|
|
struct Game {
|
|
|
|
explicit operator bool() const { return (bool)location; }
|
|
|
|
|
2018-08-21 03:17:12 +00:00
|
|
|
string option;
|
Update to v106r25 release.
byuu says:
Changelog:
- bsnes:
- added full input mapping support (multi-mapping, digital+analog
inputs, rumble, hotkeys, etc)
- can now load multi-part games (eg Super Game Boy) from the
command-line
- added recent games menu with list clear function; supports
multi-part games (sorting logic incomplete)
- added automatic binding of gamepads on new configuration files
- added view scaling support with aspect correction, overscan
cropping, and integral scaling modes
- added video shader support
- added status bar (can be hidden)
- added save states (both menu and hotkeys)
- added fullscreen mode support
- added support for loading compressed (ZIP) archives for any
supported media type (SNES, GB, etc)
- added frame counter
- added auto-memory saving
- added pause / block-input modes when main window loses focus
- added --fullscreen command-line option to start bsnes in
fullscreen mode
- added input settings panel
- added hotkeys settings panel
- added path settings panel (paths aren't actually used set, but
can be assigned)
- higan: fixed macOS install rule [Sintendo]
- higan: minor UI code cleanups
- nall: renamed Processor to Architecture to fix macOS builds
[Sintendo]
Yeah, you read right: recent games menu, path settings. And dynamic rate
control + screensaver suppression is on the todo list. I'm not fucking
around this time. I really want to make something special here.
2018-05-23 03:45:24 +00:00
|
|
|
string location;
|
|
|
|
string manifest;
|
|
|
|
Markup::Node document;
|
Update to v106r44 release.
byuu says:
Changelog:
- hiro/Windows: use `WS_CLIPSIBLINGS` on Label to prevent resize
drawing issues
- bsnes: correct viewport resizing
- bsnes: speed up window resizing a little bit
- bsnes: fix the cheat editor list enable checkbox
- bsnes: fix the state manager filename display in game ROM mode
- bsnes: fix the state manager save/rename/remove functionality in
game ROM mode
- bsnes: correct path searching for IPS and BPS patches in game ROM
mode
- bsnes: patch BS-X town cartridge to disable play limits
- bsnes: do not load (program,data,expansion).(rom,flash) from disk in
game pak mode
- this is required to support soft-patching and ROM hacks
- bsnes: added speed mode selection (50%, 75%, 100%, 150%, 200%);
maintains proper pitch
- bsnes: added icons to the menubar
- this is particularly useful to tell game ROMs from game paks in
the load recent game menu
- bsnes: added emblem at bottom left of status bar to indicate if a
game is verified or not
- verified means it is in the icarus verified game dump database
- the verified diamond is orange; the unverified diamond is blue
- bsnes: added an option (which defaults to off) to warn when loading
unverified games
- working around a bug in GTK, I have to use the uglier
MessageWindow instead of MessageDialog
- bsnes: added (non-functional) link to <https://doc.byuu.org/bsnes/>
to the help menu
- bsnes: added GUI setting to toggle memory auto-save feature
- bsnes: added GUI setting to toggle capturing a backup save state
when closing the emulator
- bsnes: made auto-saving states on exit an option
- bsnes: added an option to auto-load the auto-saved state on load
- basically, the two combined implements auto-resume
- bsnes: when firmware is missing, offer to take the user to the
online help documentation
- bsnes: added fast PPU option to disable the sprite limit
- increase from 32 items/line + 34 tiles/line to 128 items/line +
128 tiles/line
- technically, 1024 tiles/line are possible with 128 sprites at
64-width
- but this is just a waste of cache locality and worst-case
performance; it'll never happen
Errata:
- hiro/Windows: fallthrough on Canvas `WM_ERASEBKGND` to prevent
startup flicker
2018-06-28 06:28:27 +00:00
|
|
|
boolean patched;
|
|
|
|
boolean verified;
|
|
|
|
};
|
|
|
|
|
|
|
|
struct SuperFamicom : Game {
|
Update to v106r59 release.
byuu says:
Changelog:
- fixed bug in Emulator::Game::Memory::operator bool()
- nall: renamed view<string> back to `string_view`
- nall:: implemented `array_view`
- Game Boy: split cartridge-specific input mappings (rumble,
accelerometer) to their own separate ports
- Game Boy: fixed MBC7 accelerometer x-axis
- icarus: Game Boy, Super Famicom, Mega Drive cores output internal
header game titles to heuristics manifests
- higan, icarus, hiro/gtk: improve viewport geometry configuration;
fixed higan crashing bug with XShm driver
- higan: connect Video::poll(),update() functionality
- hiro, ruby: several compilation / bugfixes, should get the macOS
port compiling again, hopefully [Sintendo]
- ruby/video/xshm: fix crashing bug on window resize
- a bit hacky; it's throwing BadAccess Xlib warnings, but they're
not fatal, so I am catching and ignoring them
- bsnes: removed Application::Windows::onModalChange hook that's no
longer needed [Screwtape]
2018-08-26 06:49:54 +00:00
|
|
|
string title;
|
Update to v106r25 release.
byuu says:
Changelog:
- bsnes:
- added full input mapping support (multi-mapping, digital+analog
inputs, rumble, hotkeys, etc)
- can now load multi-part games (eg Super Game Boy) from the
command-line
- added recent games menu with list clear function; supports
multi-part games (sorting logic incomplete)
- added automatic binding of gamepads on new configuration files
- added view scaling support with aspect correction, overscan
cropping, and integral scaling modes
- added video shader support
- added status bar (can be hidden)
- added save states (both menu and hotkeys)
- added fullscreen mode support
- added support for loading compressed (ZIP) archives for any
supported media type (SNES, GB, etc)
- added frame counter
- added auto-memory saving
- added pause / block-input modes when main window loses focus
- added --fullscreen command-line option to start bsnes in
fullscreen mode
- added input settings panel
- added hotkeys settings panel
- added path settings panel (paths aren't actually used set, but
can be assigned)
- higan: fixed macOS install rule [Sintendo]
- higan: minor UI code cleanups
- nall: renamed Processor to Architecture to fix macOS builds
[Sintendo]
Yeah, you read right: recent games menu, path settings. And dynamic rate
control + screensaver suppression is on the todo list. I'm not fucking
around this time. I really want to make something special here.
2018-05-23 03:45:24 +00:00
|
|
|
vector<uint8_t> program;
|
|
|
|
vector<uint8_t> data;
|
|
|
|
vector<uint8_t> expansion;
|
|
|
|
vector<uint8_t> firmware;
|
Update to v106r42 release.
byuu says:
Changelog:
- emulator: added `Thread::setHandle(cothread_t)`
- icarus: added special heuristics support for the Tengai Maykou Zero
fan translation
- board identifier is: EXSPC7110-RAM-EPSONRTC (match on SPC7110 +
ROM size=56mbit)
- board ROM contents are: 8mbit program, 40mbit data, 8mbit
expansion (sizes are fixed)
- bsnes: show messages on game load, unload, and reset
- bsnes: added support for BS Memory and Sufami Turbo games
- bsnes: added support for region selection (Auto [default], NTSC,
PAL)
- bsnes: correct presentation window size from 223/239 to 224/240
- bsnes: add SA-1 internal RAM on cartridges with BS Memory slot
- bsnes: fixed recovery state to store inside .bsz archive
- bsnes: added support for custom manifests in both game pak and game
ROM modes
- bsnes: added icarus game database support (manifest → database →
heuristics)
- bsnes: added flexible SuperFX overclocking
- bsnes: added IPS and BPS soft-patching support to all ROM types
(sfc,smc,gb,gbc,bs,st)
- can load patches inside of ZIP archives (matches first “.ips” or
“.bps” file)
- bsnes/ppu: cache interlace/overscan/vdisp (277 → 291fps with fast
PPU)
- hiro/Windows: faster painting of Label widget on expose
- hiro/Windows: immediately apply LineEdit::setBackgroundColor changes
- hiro/Qt: inherit Window backgroundColor when one is not assigned to
Label
Errata:
- sfc/ppu-fast: remove `renderMode7Hires()` function (the body isn't in
the codebase)
- bsnes: advanced note label should probably use a lighter text color
and/or smaller font size instead of italics
I didn't test the soft-patching at all, as I don't have any patches on
my dev box. If anyone wants to test, that'd be great. The Tengai Makyou
Zero fan translation would be a great test case.
2018-06-26 03:17:26 +00:00
|
|
|
} superFamicom;
|
Update to v106r25 release.
byuu says:
Changelog:
- bsnes:
- added full input mapping support (multi-mapping, digital+analog
inputs, rumble, hotkeys, etc)
- can now load multi-part games (eg Super Game Boy) from the
command-line
- added recent games menu with list clear function; supports
multi-part games (sorting logic incomplete)
- added automatic binding of gamepads on new configuration files
- added view scaling support with aspect correction, overscan
cropping, and integral scaling modes
- added video shader support
- added status bar (can be hidden)
- added save states (both menu and hotkeys)
- added fullscreen mode support
- added support for loading compressed (ZIP) archives for any
supported media type (SNES, GB, etc)
- added frame counter
- added auto-memory saving
- added pause / block-input modes when main window loses focus
- added --fullscreen command-line option to start bsnes in
fullscreen mode
- added input settings panel
- added hotkeys settings panel
- added path settings panel (paths aren't actually used set, but
can be assigned)
- higan: fixed macOS install rule [Sintendo]
- higan: minor UI code cleanups
- nall: renamed Processor to Architecture to fix macOS builds
[Sintendo]
Yeah, you read right: recent games menu, path settings. And dynamic rate
control + screensaver suppression is on the todo list. I'm not fucking
around this time. I really want to make something special here.
2018-05-23 03:45:24 +00:00
|
|
|
|
Update to v106r44 release.
byuu says:
Changelog:
- hiro/Windows: use `WS_CLIPSIBLINGS` on Label to prevent resize
drawing issues
- bsnes: correct viewport resizing
- bsnes: speed up window resizing a little bit
- bsnes: fix the cheat editor list enable checkbox
- bsnes: fix the state manager filename display in game ROM mode
- bsnes: fix the state manager save/rename/remove functionality in
game ROM mode
- bsnes: correct path searching for IPS and BPS patches in game ROM
mode
- bsnes: patch BS-X town cartridge to disable play limits
- bsnes: do not load (program,data,expansion).(rom,flash) from disk in
game pak mode
- this is required to support soft-patching and ROM hacks
- bsnes: added speed mode selection (50%, 75%, 100%, 150%, 200%);
maintains proper pitch
- bsnes: added icons to the menubar
- this is particularly useful to tell game ROMs from game paks in
the load recent game menu
- bsnes: added emblem at bottom left of status bar to indicate if a
game is verified or not
- verified means it is in the icarus verified game dump database
- the verified diamond is orange; the unverified diamond is blue
- bsnes: added an option (which defaults to off) to warn when loading
unverified games
- working around a bug in GTK, I have to use the uglier
MessageWindow instead of MessageDialog
- bsnes: added (non-functional) link to <https://doc.byuu.org/bsnes/>
to the help menu
- bsnes: added GUI setting to toggle memory auto-save feature
- bsnes: added GUI setting to toggle capturing a backup save state
when closing the emulator
- bsnes: made auto-saving states on exit an option
- bsnes: added an option to auto-load the auto-saved state on load
- basically, the two combined implements auto-resume
- bsnes: when firmware is missing, offer to take the user to the
online help documentation
- bsnes: added fast PPU option to disable the sprite limit
- increase from 32 items/line + 34 tiles/line to 128 items/line +
128 tiles/line
- technically, 1024 tiles/line are possible with 128 sprites at
64-width
- but this is just a waste of cache locality and worst-case
performance; it'll never happen
Errata:
- hiro/Windows: fallthrough on Canvas `WM_ERASEBKGND` to prevent
startup flicker
2018-06-28 06:28:27 +00:00
|
|
|
struct GameBoy : Game {
|
Update to v106r25 release.
byuu says:
Changelog:
- bsnes:
- added full input mapping support (multi-mapping, digital+analog
inputs, rumble, hotkeys, etc)
- can now load multi-part games (eg Super Game Boy) from the
command-line
- added recent games menu with list clear function; supports
multi-part games (sorting logic incomplete)
- added automatic binding of gamepads on new configuration files
- added view scaling support with aspect correction, overscan
cropping, and integral scaling modes
- added video shader support
- added status bar (can be hidden)
- added save states (both menu and hotkeys)
- added fullscreen mode support
- added support for loading compressed (ZIP) archives for any
supported media type (SNES, GB, etc)
- added frame counter
- added auto-memory saving
- added pause / block-input modes when main window loses focus
- added --fullscreen command-line option to start bsnes in
fullscreen mode
- added input settings panel
- added hotkeys settings panel
- added path settings panel (paths aren't actually used set, but
can be assigned)
- higan: fixed macOS install rule [Sintendo]
- higan: minor UI code cleanups
- nall: renamed Processor to Architecture to fix macOS builds
[Sintendo]
Yeah, you read right: recent games menu, path settings. And dynamic rate
control + screensaver suppression is on the todo list. I'm not fucking
around this time. I really want to make something special here.
2018-05-23 03:45:24 +00:00
|
|
|
vector<uint8_t> program;
|
|
|
|
} gameBoy;
|
|
|
|
|
Update to v106r44 release.
byuu says:
Changelog:
- hiro/Windows: use `WS_CLIPSIBLINGS` on Label to prevent resize
drawing issues
- bsnes: correct viewport resizing
- bsnes: speed up window resizing a little bit
- bsnes: fix the cheat editor list enable checkbox
- bsnes: fix the state manager filename display in game ROM mode
- bsnes: fix the state manager save/rename/remove functionality in
game ROM mode
- bsnes: correct path searching for IPS and BPS patches in game ROM
mode
- bsnes: patch BS-X town cartridge to disable play limits
- bsnes: do not load (program,data,expansion).(rom,flash) from disk in
game pak mode
- this is required to support soft-patching and ROM hacks
- bsnes: added speed mode selection (50%, 75%, 100%, 150%, 200%);
maintains proper pitch
- bsnes: added icons to the menubar
- this is particularly useful to tell game ROMs from game paks in
the load recent game menu
- bsnes: added emblem at bottom left of status bar to indicate if a
game is verified or not
- verified means it is in the icarus verified game dump database
- the verified diamond is orange; the unverified diamond is blue
- bsnes: added an option (which defaults to off) to warn when loading
unverified games
- working around a bug in GTK, I have to use the uglier
MessageWindow instead of MessageDialog
- bsnes: added (non-functional) link to <https://doc.byuu.org/bsnes/>
to the help menu
- bsnes: added GUI setting to toggle memory auto-save feature
- bsnes: added GUI setting to toggle capturing a backup save state
when closing the emulator
- bsnes: made auto-saving states on exit an option
- bsnes: added an option to auto-load the auto-saved state on load
- basically, the two combined implements auto-resume
- bsnes: when firmware is missing, offer to take the user to the
online help documentation
- bsnes: added fast PPU option to disable the sprite limit
- increase from 32 items/line + 34 tiles/line to 128 items/line +
128 tiles/line
- technically, 1024 tiles/line are possible with 128 sprites at
64-width
- but this is just a waste of cache locality and worst-case
performance; it'll never happen
Errata:
- hiro/Windows: fallthrough on Canvas `WM_ERASEBKGND` to prevent
startup flicker
2018-06-28 06:28:27 +00:00
|
|
|
struct BSMemory : Game {
|
Update to v106r42 release.
byuu says:
Changelog:
- emulator: added `Thread::setHandle(cothread_t)`
- icarus: added special heuristics support for the Tengai Maykou Zero
fan translation
- board identifier is: EXSPC7110-RAM-EPSONRTC (match on SPC7110 +
ROM size=56mbit)
- board ROM contents are: 8mbit program, 40mbit data, 8mbit
expansion (sizes are fixed)
- bsnes: show messages on game load, unload, and reset
- bsnes: added support for BS Memory and Sufami Turbo games
- bsnes: added support for region selection (Auto [default], NTSC,
PAL)
- bsnes: correct presentation window size from 223/239 to 224/240
- bsnes: add SA-1 internal RAM on cartridges with BS Memory slot
- bsnes: fixed recovery state to store inside .bsz archive
- bsnes: added support for custom manifests in both game pak and game
ROM modes
- bsnes: added icarus game database support (manifest → database →
heuristics)
- bsnes: added flexible SuperFX overclocking
- bsnes: added IPS and BPS soft-patching support to all ROM types
(sfc,smc,gb,gbc,bs,st)
- can load patches inside of ZIP archives (matches first “.ips” or
“.bps” file)
- bsnes/ppu: cache interlace/overscan/vdisp (277 → 291fps with fast
PPU)
- hiro/Windows: faster painting of Label widget on expose
- hiro/Windows: immediately apply LineEdit::setBackgroundColor changes
- hiro/Qt: inherit Window backgroundColor when one is not assigned to
Label
Errata:
- sfc/ppu-fast: remove `renderMode7Hires()` function (the body isn't in
the codebase)
- bsnes: advanced note label should probably use a lighter text color
and/or smaller font size instead of italics
I didn't test the soft-patching at all, as I don't have any patches on
my dev box. If anyone wants to test, that'd be great. The Tengai Makyou
Zero fan translation would be a great test case.
2018-06-26 03:17:26 +00:00
|
|
|
vector<uint8_t> program;
|
Update to v106r25 release.
byuu says:
Changelog:
- bsnes:
- added full input mapping support (multi-mapping, digital+analog
inputs, rumble, hotkeys, etc)
- can now load multi-part games (eg Super Game Boy) from the
command-line
- added recent games menu with list clear function; supports
multi-part games (sorting logic incomplete)
- added automatic binding of gamepads on new configuration files
- added view scaling support with aspect correction, overscan
cropping, and integral scaling modes
- added video shader support
- added status bar (can be hidden)
- added save states (both menu and hotkeys)
- added fullscreen mode support
- added support for loading compressed (ZIP) archives for any
supported media type (SNES, GB, etc)
- added frame counter
- added auto-memory saving
- added pause / block-input modes when main window loses focus
- added --fullscreen command-line option to start bsnes in
fullscreen mode
- added input settings panel
- added hotkeys settings panel
- added path settings panel (paths aren't actually used set, but
can be assigned)
- higan: fixed macOS install rule [Sintendo]
- higan: minor UI code cleanups
- nall: renamed Processor to Architecture to fix macOS builds
[Sintendo]
Yeah, you read right: recent games menu, path settings. And dynamic rate
control + screensaver suppression is on the todo list. I'm not fucking
around this time. I really want to make something special here.
2018-05-23 03:45:24 +00:00
|
|
|
} bsMemory;
|
|
|
|
|
Update to v106r44 release.
byuu says:
Changelog:
- hiro/Windows: use `WS_CLIPSIBLINGS` on Label to prevent resize
drawing issues
- bsnes: correct viewport resizing
- bsnes: speed up window resizing a little bit
- bsnes: fix the cheat editor list enable checkbox
- bsnes: fix the state manager filename display in game ROM mode
- bsnes: fix the state manager save/rename/remove functionality in
game ROM mode
- bsnes: correct path searching for IPS and BPS patches in game ROM
mode
- bsnes: patch BS-X town cartridge to disable play limits
- bsnes: do not load (program,data,expansion).(rom,flash) from disk in
game pak mode
- this is required to support soft-patching and ROM hacks
- bsnes: added speed mode selection (50%, 75%, 100%, 150%, 200%);
maintains proper pitch
- bsnes: added icons to the menubar
- this is particularly useful to tell game ROMs from game paks in
the load recent game menu
- bsnes: added emblem at bottom left of status bar to indicate if a
game is verified or not
- verified means it is in the icarus verified game dump database
- the verified diamond is orange; the unverified diamond is blue
- bsnes: added an option (which defaults to off) to warn when loading
unverified games
- working around a bug in GTK, I have to use the uglier
MessageWindow instead of MessageDialog
- bsnes: added (non-functional) link to <https://doc.byuu.org/bsnes/>
to the help menu
- bsnes: added GUI setting to toggle memory auto-save feature
- bsnes: added GUI setting to toggle capturing a backup save state
when closing the emulator
- bsnes: made auto-saving states on exit an option
- bsnes: added an option to auto-load the auto-saved state on load
- basically, the two combined implements auto-resume
- bsnes: when firmware is missing, offer to take the user to the
online help documentation
- bsnes: added fast PPU option to disable the sprite limit
- increase from 32 items/line + 34 tiles/line to 128 items/line +
128 tiles/line
- technically, 1024 tiles/line are possible with 128 sprites at
64-width
- but this is just a waste of cache locality and worst-case
performance; it'll never happen
Errata:
- hiro/Windows: fallthrough on Canvas `WM_ERASEBKGND` to prevent
startup flicker
2018-06-28 06:28:27 +00:00
|
|
|
struct SufamiTurbo : Game {
|
Update to v106r42 release.
byuu says:
Changelog:
- emulator: added `Thread::setHandle(cothread_t)`
- icarus: added special heuristics support for the Tengai Maykou Zero
fan translation
- board identifier is: EXSPC7110-RAM-EPSONRTC (match on SPC7110 +
ROM size=56mbit)
- board ROM contents are: 8mbit program, 40mbit data, 8mbit
expansion (sizes are fixed)
- bsnes: show messages on game load, unload, and reset
- bsnes: added support for BS Memory and Sufami Turbo games
- bsnes: added support for region selection (Auto [default], NTSC,
PAL)
- bsnes: correct presentation window size from 223/239 to 224/240
- bsnes: add SA-1 internal RAM on cartridges with BS Memory slot
- bsnes: fixed recovery state to store inside .bsz archive
- bsnes: added support for custom manifests in both game pak and game
ROM modes
- bsnes: added icarus game database support (manifest → database →
heuristics)
- bsnes: added flexible SuperFX overclocking
- bsnes: added IPS and BPS soft-patching support to all ROM types
(sfc,smc,gb,gbc,bs,st)
- can load patches inside of ZIP archives (matches first “.ips” or
“.bps” file)
- bsnes/ppu: cache interlace/overscan/vdisp (277 → 291fps with fast
PPU)
- hiro/Windows: faster painting of Label widget on expose
- hiro/Windows: immediately apply LineEdit::setBackgroundColor changes
- hiro/Qt: inherit Window backgroundColor when one is not assigned to
Label
Errata:
- sfc/ppu-fast: remove `renderMode7Hires()` function (the body isn't in
the codebase)
- bsnes: advanced note label should probably use a lighter text color
and/or smaller font size instead of italics
I didn't test the soft-patching at all, as I don't have any patches on
my dev box. If anyone wants to test, that'd be great. The Tengai Makyou
Zero fan translation would be a great test case.
2018-06-26 03:17:26 +00:00
|
|
|
vector<uint8_t> program;
|
|
|
|
} sufamiTurboA, sufamiTurboB;
|
Update to v106r25 release.
byuu says:
Changelog:
- bsnes:
- added full input mapping support (multi-mapping, digital+analog
inputs, rumble, hotkeys, etc)
- can now load multi-part games (eg Super Game Boy) from the
command-line
- added recent games menu with list clear function; supports
multi-part games (sorting logic incomplete)
- added automatic binding of gamepads on new configuration files
- added view scaling support with aspect correction, overscan
cropping, and integral scaling modes
- added video shader support
- added status bar (can be hidden)
- added save states (both menu and hotkeys)
- added fullscreen mode support
- added support for loading compressed (ZIP) archives for any
supported media type (SNES, GB, etc)
- added frame counter
- added auto-memory saving
- added pause / block-input modes when main window loses focus
- added --fullscreen command-line option to start bsnes in
fullscreen mode
- added input settings panel
- added hotkeys settings panel
- added path settings panel (paths aren't actually used set, but
can be assigned)
- higan: fixed macOS install rule [Sintendo]
- higan: minor UI code cleanups
- nall: renamed Processor to Architecture to fix macOS builds
[Sintendo]
Yeah, you read right: recent games menu, path settings. And dynamic rate
control + screensaver suppression is on the todo list. I'm not fucking
around this time. I really want to make something special here.
2018-05-23 03:45:24 +00:00
|
|
|
|
2018-07-25 12:24:03 +00:00
|
|
|
vector<string> gameQueue;
|
2018-07-08 04:58:27 +00:00
|
|
|
|
|
|
|
struct Screenshot {
|
|
|
|
const uint32* data = nullptr;
|
|
|
|
uint pitch = 0;
|
|
|
|
uint width = 0;
|
|
|
|
uint height = 0;
|
|
|
|
} screenshot;
|
|
|
|
|
|
|
|
bool frameAdvance = false;
|
Update to v106r25 release.
byuu says:
Changelog:
- bsnes:
- added full input mapping support (multi-mapping, digital+analog
inputs, rumble, hotkeys, etc)
- can now load multi-part games (eg Super Game Boy) from the
command-line
- added recent games menu with list clear function; supports
multi-part games (sorting logic incomplete)
- added automatic binding of gamepads on new configuration files
- added view scaling support with aspect correction, overscan
cropping, and integral scaling modes
- added video shader support
- added status bar (can be hidden)
- added save states (both menu and hotkeys)
- added fullscreen mode support
- added support for loading compressed (ZIP) archives for any
supported media type (SNES, GB, etc)
- added frame counter
- added auto-memory saving
- added pause / block-input modes when main window loses focus
- added --fullscreen command-line option to start bsnes in
fullscreen mode
- added input settings panel
- added hotkeys settings panel
- added path settings panel (paths aren't actually used set, but
can be assigned)
- higan: fixed macOS install rule [Sintendo]
- higan: minor UI code cleanups
- nall: renamed Processor to Architecture to fix macOS builds
[Sintendo]
Yeah, you read right: recent games menu, path settings. And dynamic rate
control + screensaver suppression is on the todo list. I'm not fucking
around this time. I really want to make something special here.
2018-05-23 03:45:24 +00:00
|
|
|
|
|
|
|
uint64 autoSaveTime;
|
2018-05-19 02:51:34 +00:00
|
|
|
|
Update to v106r25 release.
byuu says:
Changelog:
- bsnes:
- added full input mapping support (multi-mapping, digital+analog
inputs, rumble, hotkeys, etc)
- can now load multi-part games (eg Super Game Boy) from the
command-line
- added recent games menu with list clear function; supports
multi-part games (sorting logic incomplete)
- added automatic binding of gamepads on new configuration files
- added view scaling support with aspect correction, overscan
cropping, and integral scaling modes
- added video shader support
- added status bar (can be hidden)
- added save states (both menu and hotkeys)
- added fullscreen mode support
- added support for loading compressed (ZIP) archives for any
supported media type (SNES, GB, etc)
- added frame counter
- added auto-memory saving
- added pause / block-input modes when main window loses focus
- added --fullscreen command-line option to start bsnes in
fullscreen mode
- added input settings panel
- added hotkeys settings panel
- added path settings panel (paths aren't actually used set, but
can be assigned)
- higan: fixed macOS install rule [Sintendo]
- higan: minor UI code cleanups
- nall: renamed Processor to Architecture to fix macOS builds
[Sintendo]
Yeah, you read right: recent games menu, path settings. And dynamic rate
control + screensaver suppression is on the todo list. I'm not fucking
around this time. I really want to make something special here.
2018-05-23 03:45:24 +00:00
|
|
|
uint64 statusTime;
|
2018-06-24 04:53:44 +00:00
|
|
|
string statusMessage;
|
|
|
|
string statusFrameRate;
|
2018-05-18 05:21:22 +00:00
|
|
|
};
|
|
|
|
|
Update to 20180731 release.
byuu says:
I've completed moving all the class objects from `unique_pointer<T>` to
just T. The one exception is the Emulator::Interface instance. I can
absolutely make that a global object, but only in bsnes where there's
just the one emulation core.
I also moved all the SettingsWindow and ToolsWindow panels out to their
own global objects, and fixed a very difficult bug with GTK TabFrame
controls.
The configuration settings panel is now the emulator settings panel. And
I added some spacing between bold label sections on both the emulator
and driver settings panels.
I gave fixing ComboButtonItem my best shot, given I can't reproduce the
crash. Probably won't work, though.
Also made a very slight consistency improvement to ruby and renamed
driverName() to driver().
...
An important change ... as a result of moving bsnes to global objects,
this means that the constructors for all windows run before the
presentation window is displayed. Before this change, only the
presentation window was constructed first berore displaying it, followed
by the construction of the rest of the GUI windows.
The upside to this is that as soon as you see the main window, the GUI
is ready to go without a period where it's unresponsive.
The downside to this is it takes about 1.5 seconds to show the main
window, compared to around 0.75 seconds before.
I've no intention of changing that back. So if the startup time becomes
a problem, then we'll just have to work on optimizing hiro, so that it
can construct all the global Window objects quicker. The main way to do
that would be to not do calls to the Layout::setGeometry functions for
every widget added, and instead wait until the window is displayed. But
I don't have an easy way to do that, because you want the widget
geometry values to be sane even before the window is visible to help
size certain things.
2018-07-31 10:56:45 +00:00
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extern Program program;
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