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
|
|
|
struct Cheat {
|
|
|
|
auto operator==(const Cheat& compare) const -> bool {
|
|
|
|
return name == compare.name && code == compare.code && enable == compare.enable;
|
|
|
|
}
|
|
|
|
|
|
|
|
auto operator<(const Cheat& compare) const -> bool {
|
|
|
|
return string::icompare(name, compare.name) < 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
string name;
|
|
|
|
string code;
|
|
|
|
bool enable;
|
|
|
|
};
|
|
|
|
|
Update to v106r35 release.
byuu says:
Changelog:
- sfc/ppu-fast: fixed overscan crash
- sfc/ppu-fast: fixed direct color mode
- sfc: reconnected MSU1 support
- higan: game.sfc/msu1/data.rom, game.sfc/msu1/track-#.pcm
- bsnes: game.msu, game-#.pcm
- bsnes: added cheat code editor
- bsnes: added cheat code database support
- sfc/ppu-fast: clear overscan lines when overscan disabled
- sfc: output 223/239 lines instead of 224/240 lines
- bsnes: fix aspect correction calculation
- bsnes: crop line 224 when overscan masking is enabled
- bsnes: exposed Expansion Port menu; but hid “21fx” from the list of
devices
- bsnes: tools menu is hidden until a game is loaded
- ruby/input/keyboard/quartz: fixed compilation error
So only bsnes the automated overscan cropping option. In higan, you can
crop however many lines you like from the top or bottom of the image.
But for bsnes, it automatically eats sixteen lines. My view right now is
that if bsnes is meant to be the casual gaming emulator, that it should
eat line 224 in this mode. Most games show content here, but because of
the way the SNES PPU works, the very last line ends up on its very own
tile row (line 0 isn't rendered), if the scroll registers don't account
for it. There's a small number of games that will draw junk data to the
very last scanline of the frame as a result of this. So I chose, at
least for now, to hide it. Users can obviously disable overscan cropping
to see this scanline. I'm open to being convinced not to do this, if
someone has a compelling reason.
We're pretty much screwed one way or the other with no overscan masking.
If we output 239 lines, then most games will render 7 blank lines + 224
drawn lines + 8 blank lines, and the black top and bottom aren't
centered. But if we output 240 lines to get 8 + 224 + 8, then games that
do use overscan will have a blank line at the very bottom of the window.
I'm also trying out a modified cheat code file format. It's been forever
since I bothered to look at it, and the “cartridge” parent node doesn't
match what I'm doing with trying to rename “cartridge” to “game” in
manifests. And indeed, the idea of requiring a root node is rather
superfluous for a cheat code file. Current format looks like this:
cheat
description: foo
code: 7e2000=20+7e2001=30?40
enabled
cheat
description: bar
code: 7e4000=80
Open to discussing this, and I'd like to sync up with Snes9X before they
push out a new release, and I'll agree to finalize and never change this
format again.
I chose to use .cht for the extension when using game files (eg
gamename.cht)
2018-06-03 13:14:42 +00:00
|
|
|
struct CheatDatabase : Window {
|
|
|
|
CheatDatabase();
|
|
|
|
auto findCheats() -> void;
|
|
|
|
auto addCheats() -> void;
|
|
|
|
|
|
|
|
public:
|
|
|
|
VerticalLayout layout{this};
|
|
|
|
ListView cheatList{&layout, Size{~0, ~0}};
|
|
|
|
HorizontalLayout controlLayout{&layout, Size{~0, 0}};
|
|
|
|
Button selectAllButton{&controlLayout, Size{100, 0}};
|
|
|
|
Button unselectAllButton{&controlLayout, Size{100, 0}};
|
|
|
|
Widget spacer{&controlLayout, Size{~0, 0}};
|
|
|
|
Button addCheatsButton{&controlLayout, Size{100, 0}};
|
|
|
|
};
|
|
|
|
|
2018-06-04 02:44:57 +00:00
|
|
|
struct CheatWindow : Window {
|
|
|
|
CheatWindow();
|
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 show(Cheat cheat = {}) -> void;
|
2018-06-04 02:44:57 +00:00
|
|
|
auto doChange() -> void;
|
|
|
|
auto doAccept() -> void;
|
|
|
|
|
|
|
|
public:
|
|
|
|
VerticalLayout layout{this};
|
|
|
|
HorizontalLayout nameLayout{&layout, Size{~0, 0}};
|
|
|
|
Label nameLabel{&nameLayout, Size{40, 0}};
|
|
|
|
LineEdit nameValue{&nameLayout, Size{~0, 0}};
|
|
|
|
HorizontalLayout codeLayout{&layout, Size{~0, 0}};
|
|
|
|
Label codeLabel{&codeLayout, Size{40, 0}};
|
|
|
|
LineEdit codeValue{&codeLayout, Size{~0, 0}};
|
|
|
|
HorizontalLayout controlLayout{&layout, Size{~0, 0}};
|
|
|
|
Widget spacer{&controlLayout, Size{40, 0}};
|
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
|
|
|
CheckLabel enableOption{&controlLayout, Size{~0, 0}};
|
2018-06-04 02:44:57 +00:00
|
|
|
Button acceptButton{&controlLayout, Size{80, 0}};
|
|
|
|
Button cancelButton{&controlLayout, Size{80, 0}};
|
|
|
|
};
|
|
|
|
|
|
|
|
struct CheatEditor : TabFrameItem {
|
|
|
|
CheatEditor(TabFrame*);
|
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 refresh() -> void;
|
|
|
|
auto addCheat(Cheat cheat) -> void;
|
|
|
|
auto editCheat(Cheat cheat) -> void;
|
|
|
|
auto removeCheats() -> void;
|
2018-06-04 02:44:57 +00:00
|
|
|
auto loadCheats() -> void;
|
|
|
|
auto saveCheats() -> void;
|
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 synchronizeCodes() -> void;
|
2018-06-04 02:44:57 +00:00
|
|
|
|
|
|
|
public:
|
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
|
|
|
vector<Cheat> cheats;
|
|
|
|
|
2018-06-04 02:44:57 +00:00
|
|
|
VerticalLayout layout{this};
|
|
|
|
TableView cheatList{&layout, Size{~0, ~0}};
|
|
|
|
HorizontalLayout controlLayout{&layout, Size{~0, 0}};
|
|
|
|
Button findCheatsButton{&controlLayout, Size{120, 0}};
|
|
|
|
Widget spacer{&controlLayout, Size{~0, 0}};
|
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
|
|
|
Button addButton{&controlLayout, Size{80, 0}};
|
|
|
|
Button editButton{&controlLayout, Size{80, 0}};
|
2018-06-04 02:44:57 +00:00
|
|
|
Button removeButton{&controlLayout, Size{80, 0}};
|
|
|
|
};
|
|
|
|
|
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
|
|
|
struct StateWindow : Window {
|
|
|
|
StateWindow();
|
|
|
|
auto show(string name = {}) -> void;
|
|
|
|
auto doChange() -> void;
|
|
|
|
auto doAccept() -> void;
|
Update to v106r35 release.
byuu says:
Changelog:
- sfc/ppu-fast: fixed overscan crash
- sfc/ppu-fast: fixed direct color mode
- sfc: reconnected MSU1 support
- higan: game.sfc/msu1/data.rom, game.sfc/msu1/track-#.pcm
- bsnes: game.msu, game-#.pcm
- bsnes: added cheat code editor
- bsnes: added cheat code database support
- sfc/ppu-fast: clear overscan lines when overscan disabled
- sfc: output 223/239 lines instead of 224/240 lines
- bsnes: fix aspect correction calculation
- bsnes: crop line 224 when overscan masking is enabled
- bsnes: exposed Expansion Port menu; but hid “21fx” from the list of
devices
- bsnes: tools menu is hidden until a game is loaded
- ruby/input/keyboard/quartz: fixed compilation error
So only bsnes the automated overscan cropping option. In higan, you can
crop however many lines you like from the top or bottom of the image.
But for bsnes, it automatically eats sixteen lines. My view right now is
that if bsnes is meant to be the casual gaming emulator, that it should
eat line 224 in this mode. Most games show content here, but because of
the way the SNES PPU works, the very last line ends up on its very own
tile row (line 0 isn't rendered), if the scroll registers don't account
for it. There's a small number of games that will draw junk data to the
very last scanline of the frame as a result of this. So I chose, at
least for now, to hide it. Users can obviously disable overscan cropping
to see this scanline. I'm open to being convinced not to do this, if
someone has a compelling reason.
We're pretty much screwed one way or the other with no overscan masking.
If we output 239 lines, then most games will render 7 blank lines + 224
drawn lines + 8 blank lines, and the black top and bottom aren't
centered. But if we output 240 lines to get 8 + 224 + 8, then games that
do use overscan will have a blank line at the very bottom of the window.
I'm also trying out a modified cheat code file format. It's been forever
since I bothered to look at it, and the “cartridge” parent node doesn't
match what I'm doing with trying to rename “cartridge” to “game” in
manifests. And indeed, the idea of requiring a root node is rather
superfluous for a cheat code file. Current format looks like this:
cheat
description: foo
code: 7e2000=20+7e2001=30?40
enabled
cheat
description: bar
code: 7e4000=80
Open to discussing this, and I'd like to sync up with Snes9X before they
push out a new release, and I'll agree to finalize and never change this
format again.
I chose to use .cht for the extension when using game files (eg
gamename.cht)
2018-06-03 13:14:42 +00:00
|
|
|
|
|
|
|
public:
|
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
|
|
|
VerticalLayout layout{this};
|
|
|
|
HorizontalLayout nameLayout{&layout, Size{~0, 0}};
|
|
|
|
Label nameLabel{&nameLayout, Size{40, 0}};
|
|
|
|
LineEdit nameValue{&nameLayout, Size{~0, 0}};
|
|
|
|
HorizontalLayout controlLayout{&layout, Size{~0, 0}};
|
|
|
|
Widget spacer{&controlLayout, Size{~0, 0}};
|
|
|
|
Button acceptButton{&controlLayout, Size{80, 0}};
|
|
|
|
Button cancelButton{&controlLayout, Size{80, 0}};
|
|
|
|
};
|
|
|
|
|
|
|
|
struct StateManager : TabFrameItem {
|
|
|
|
StateManager(TabFrame*);
|
|
|
|
auto loadStates() -> void;
|
|
|
|
auto createState(string name) -> void;
|
|
|
|
auto modifyState(string name) -> void;
|
|
|
|
auto removeStates() -> void;
|
Update to v106r35 release.
byuu says:
Changelog:
- sfc/ppu-fast: fixed overscan crash
- sfc/ppu-fast: fixed direct color mode
- sfc: reconnected MSU1 support
- higan: game.sfc/msu1/data.rom, game.sfc/msu1/track-#.pcm
- bsnes: game.msu, game-#.pcm
- bsnes: added cheat code editor
- bsnes: added cheat code database support
- sfc/ppu-fast: clear overscan lines when overscan disabled
- sfc: output 223/239 lines instead of 224/240 lines
- bsnes: fix aspect correction calculation
- bsnes: crop line 224 when overscan masking is enabled
- bsnes: exposed Expansion Port menu; but hid “21fx” from the list of
devices
- bsnes: tools menu is hidden until a game is loaded
- ruby/input/keyboard/quartz: fixed compilation error
So only bsnes the automated overscan cropping option. In higan, you can
crop however many lines you like from the top or bottom of the image.
But for bsnes, it automatically eats sixteen lines. My view right now is
that if bsnes is meant to be the casual gaming emulator, that it should
eat line 224 in this mode. Most games show content here, but because of
the way the SNES PPU works, the very last line ends up on its very own
tile row (line 0 isn't rendered), if the scroll registers don't account
for it. There's a small number of games that will draw junk data to the
very last scanline of the frame as a result of this. So I chose, at
least for now, to hide it. Users can obviously disable overscan cropping
to see this scanline. I'm open to being convinced not to do this, if
someone has a compelling reason.
We're pretty much screwed one way or the other with no overscan masking.
If we output 239 lines, then most games will render 7 blank lines + 224
drawn lines + 8 blank lines, and the black top and bottom aren't
centered. But if we output 240 lines to get 8 + 224 + 8, then games that
do use overscan will have a blank line at the very bottom of the window.
I'm also trying out a modified cheat code file format. It's been forever
since I bothered to look at it, and the “cartridge” parent node doesn't
match what I'm doing with trying to rename “cartridge” to “game” in
manifests. And indeed, the idea of requiring a root node is rather
superfluous for a cheat code file. Current format looks like this:
cheat
description: foo
code: 7e2000=20+7e2001=30?40
enabled
cheat
description: bar
code: 7e4000=80
Open to discussing this, and I'd like to sync up with Snes9X before they
push out a new release, and I'll agree to finalize and never change this
format again.
I chose to use .cht for the extension when using game files (eg
gamename.cht)
2018-06-03 13:14:42 +00:00
|
|
|
|
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
|
|
|
public:
|
Update to v106r35 release.
byuu says:
Changelog:
- sfc/ppu-fast: fixed overscan crash
- sfc/ppu-fast: fixed direct color mode
- sfc: reconnected MSU1 support
- higan: game.sfc/msu1/data.rom, game.sfc/msu1/track-#.pcm
- bsnes: game.msu, game-#.pcm
- bsnes: added cheat code editor
- bsnes: added cheat code database support
- sfc/ppu-fast: clear overscan lines when overscan disabled
- sfc: output 223/239 lines instead of 224/240 lines
- bsnes: fix aspect correction calculation
- bsnes: crop line 224 when overscan masking is enabled
- bsnes: exposed Expansion Port menu; but hid “21fx” from the list of
devices
- bsnes: tools menu is hidden until a game is loaded
- ruby/input/keyboard/quartz: fixed compilation error
So only bsnes the automated overscan cropping option. In higan, you can
crop however many lines you like from the top or bottom of the image.
But for bsnes, it automatically eats sixteen lines. My view right now is
that if bsnes is meant to be the casual gaming emulator, that it should
eat line 224 in this mode. Most games show content here, but because of
the way the SNES PPU works, the very last line ends up on its very own
tile row (line 0 isn't rendered), if the scroll registers don't account
for it. There's a small number of games that will draw junk data to the
very last scanline of the frame as a result of this. So I chose, at
least for now, to hide it. Users can obviously disable overscan cropping
to see this scanline. I'm open to being convinced not to do this, if
someone has a compelling reason.
We're pretty much screwed one way or the other with no overscan masking.
If we output 239 lines, then most games will render 7 blank lines + 224
drawn lines + 8 blank lines, and the black top and bottom aren't
centered. But if we output 240 lines to get 8 + 224 + 8, then games that
do use overscan will have a blank line at the very bottom of the window.
I'm also trying out a modified cheat code file format. It's been forever
since I bothered to look at it, and the “cartridge” parent node doesn't
match what I'm doing with trying to rename “cartridge” to “game” in
manifests. And indeed, the idea of requiring a root node is rather
superfluous for a cheat code file. Current format looks like this:
cheat
description: foo
code: 7e2000=20+7e2001=30?40
enabled
cheat
description: bar
code: 7e4000=80
Open to discussing this, and I'd like to sync up with Snes9X before they
push out a new release, and I'll agree to finalize and never change this
format again.
I chose to use .cht for the extension when using game files (eg
gamename.cht)
2018-06-03 13:14:42 +00:00
|
|
|
VerticalLayout layout{this};
|
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
|
|
|
TableView stateList{&layout, Size{~0, ~0}};
|
Update to v106r35 release.
byuu says:
Changelog:
- sfc/ppu-fast: fixed overscan crash
- sfc/ppu-fast: fixed direct color mode
- sfc: reconnected MSU1 support
- higan: game.sfc/msu1/data.rom, game.sfc/msu1/track-#.pcm
- bsnes: game.msu, game-#.pcm
- bsnes: added cheat code editor
- bsnes: added cheat code database support
- sfc/ppu-fast: clear overscan lines when overscan disabled
- sfc: output 223/239 lines instead of 224/240 lines
- bsnes: fix aspect correction calculation
- bsnes: crop line 224 when overscan masking is enabled
- bsnes: exposed Expansion Port menu; but hid “21fx” from the list of
devices
- bsnes: tools menu is hidden until a game is loaded
- ruby/input/keyboard/quartz: fixed compilation error
So only bsnes the automated overscan cropping option. In higan, you can
crop however many lines you like from the top or bottom of the image.
But for bsnes, it automatically eats sixteen lines. My view right now is
that if bsnes is meant to be the casual gaming emulator, that it should
eat line 224 in this mode. Most games show content here, but because of
the way the SNES PPU works, the very last line ends up on its very own
tile row (line 0 isn't rendered), if the scroll registers don't account
for it. There's a small number of games that will draw junk data to the
very last scanline of the frame as a result of this. So I chose, at
least for now, to hide it. Users can obviously disable overscan cropping
to see this scanline. I'm open to being convinced not to do this, if
someone has a compelling reason.
We're pretty much screwed one way or the other with no overscan masking.
If we output 239 lines, then most games will render 7 blank lines + 224
drawn lines + 8 blank lines, and the black top and bottom aren't
centered. But if we output 240 lines to get 8 + 224 + 8, then games that
do use overscan will have a blank line at the very bottom of the window.
I'm also trying out a modified cheat code file format. It's been forever
since I bothered to look at it, and the “cartridge” parent node doesn't
match what I'm doing with trying to rename “cartridge” to “game” in
manifests. And indeed, the idea of requiring a root node is rather
superfluous for a cheat code file. Current format looks like this:
cheat
description: foo
code: 7e2000=20+7e2001=30?40
enabled
cheat
description: bar
code: 7e4000=80
Open to discussing this, and I'd like to sync up with Snes9X before they
push out a new release, and I'll agree to finalize and never change this
format again.
I chose to use .cht for the extension when using game files (eg
gamename.cht)
2018-06-03 13:14:42 +00:00
|
|
|
HorizontalLayout controlLayout{&layout, Size{~0, 0}};
|
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
|
|
|
Button loadButton{&controlLayout, Size{80, 0}};
|
|
|
|
Button saveButton{&controlLayout, Size{80, 0}};
|
2018-06-10 08:07:19 +00:00
|
|
|
Widget spacer{&controlLayout, Size{~0, 0}};
|
|
|
|
Button addButton{&controlLayout, Size{80, 0}};
|
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
|
|
|
Button editButton{&controlLayout, Size{80, 0}};
|
|
|
|
Button removeButton{&controlLayout, Size{80, 0}};
|
Update to v106r35 release.
byuu says:
Changelog:
- sfc/ppu-fast: fixed overscan crash
- sfc/ppu-fast: fixed direct color mode
- sfc: reconnected MSU1 support
- higan: game.sfc/msu1/data.rom, game.sfc/msu1/track-#.pcm
- bsnes: game.msu, game-#.pcm
- bsnes: added cheat code editor
- bsnes: added cheat code database support
- sfc/ppu-fast: clear overscan lines when overscan disabled
- sfc: output 223/239 lines instead of 224/240 lines
- bsnes: fix aspect correction calculation
- bsnes: crop line 224 when overscan masking is enabled
- bsnes: exposed Expansion Port menu; but hid “21fx” from the list of
devices
- bsnes: tools menu is hidden until a game is loaded
- ruby/input/keyboard/quartz: fixed compilation error
So only bsnes the automated overscan cropping option. In higan, you can
crop however many lines you like from the top or bottom of the image.
But for bsnes, it automatically eats sixteen lines. My view right now is
that if bsnes is meant to be the casual gaming emulator, that it should
eat line 224 in this mode. Most games show content here, but because of
the way the SNES PPU works, the very last line ends up on its very own
tile row (line 0 isn't rendered), if the scroll registers don't account
for it. There's a small number of games that will draw junk data to the
very last scanline of the frame as a result of this. So I chose, at
least for now, to hide it. Users can obviously disable overscan cropping
to see this scanline. I'm open to being convinced not to do this, if
someone has a compelling reason.
We're pretty much screwed one way or the other with no overscan masking.
If we output 239 lines, then most games will render 7 blank lines + 224
drawn lines + 8 blank lines, and the black top and bottom aren't
centered. But if we output 240 lines to get 8 + 224 + 8, then games that
do use overscan will have a blank line at the very bottom of the window.
I'm also trying out a modified cheat code file format. It's been forever
since I bothered to look at it, and the “cartridge” parent node doesn't
match what I'm doing with trying to rename “cartridge” to “game” in
manifests. And indeed, the idea of requiring a root node is rather
superfluous for a cheat code file. Current format looks like this:
cheat
description: foo
code: 7e2000=20+7e2001=30?40
enabled
cheat
description: bar
code: 7e4000=80
Open to discussing this, and I'd like to sync up with Snes9X before they
push out a new release, and I'll agree to finalize and never change this
format again.
I chose to use .cht for the extension when using game files (eg
gamename.cht)
2018-06-03 13:14:42 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
struct ToolsWindow : Window {
|
|
|
|
ToolsWindow();
|
|
|
|
auto setVisible(bool visible = true) -> ToolsWindow&;
|
|
|
|
auto show(uint index) -> void;
|
|
|
|
|
|
|
|
public:
|
|
|
|
VerticalLayout layout{this};
|
|
|
|
TabFrame panel{&layout, Size{~0, ~0}};
|
|
|
|
CheatEditor cheatEditor{&panel};
|
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
|
|
|
StateManager stateManager{&panel};
|
Update to v106r35 release.
byuu says:
Changelog:
- sfc/ppu-fast: fixed overscan crash
- sfc/ppu-fast: fixed direct color mode
- sfc: reconnected MSU1 support
- higan: game.sfc/msu1/data.rom, game.sfc/msu1/track-#.pcm
- bsnes: game.msu, game-#.pcm
- bsnes: added cheat code editor
- bsnes: added cheat code database support
- sfc/ppu-fast: clear overscan lines when overscan disabled
- sfc: output 223/239 lines instead of 224/240 lines
- bsnes: fix aspect correction calculation
- bsnes: crop line 224 when overscan masking is enabled
- bsnes: exposed Expansion Port menu; but hid “21fx” from the list of
devices
- bsnes: tools menu is hidden until a game is loaded
- ruby/input/keyboard/quartz: fixed compilation error
So only bsnes the automated overscan cropping option. In higan, you can
crop however many lines you like from the top or bottom of the image.
But for bsnes, it automatically eats sixteen lines. My view right now is
that if bsnes is meant to be the casual gaming emulator, that it should
eat line 224 in this mode. Most games show content here, but because of
the way the SNES PPU works, the very last line ends up on its very own
tile row (line 0 isn't rendered), if the scroll registers don't account
for it. There's a small number of games that will draw junk data to the
very last scanline of the frame as a result of this. So I chose, at
least for now, to hide it. Users can obviously disable overscan cropping
to see this scanline. I'm open to being convinced not to do this, if
someone has a compelling reason.
We're pretty much screwed one way or the other with no overscan masking.
If we output 239 lines, then most games will render 7 blank lines + 224
drawn lines + 8 blank lines, and the black top and bottom aren't
centered. But if we output 240 lines to get 8 + 224 + 8, then games that
do use overscan will have a blank line at the very bottom of the window.
I'm also trying out a modified cheat code file format. It's been forever
since I bothered to look at it, and the “cartridge” parent node doesn't
match what I'm doing with trying to rename “cartridge” to “game” in
manifests. And indeed, the idea of requiring a root node is rather
superfluous for a cheat code file. Current format looks like this:
cheat
description: foo
code: 7e2000=20+7e2001=30?40
enabled
cheat
description: bar
code: 7e4000=80
Open to discussing this, and I'd like to sync up with Snes9X before they
push out a new release, and I'll agree to finalize and never change this
format again.
I chose to use .cht for the extension when using game files (eg
gamename.cht)
2018-06-03 13:14:42 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
extern unique_pointer<CheatDatabase> cheatDatabase;
|
2018-06-04 02:44:57 +00:00
|
|
|
extern unique_pointer<CheatWindow> cheatWindow;
|
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
|
|
|
extern unique_pointer<StateWindow> stateWindow;
|
Update to v106r35 release.
byuu says:
Changelog:
- sfc/ppu-fast: fixed overscan crash
- sfc/ppu-fast: fixed direct color mode
- sfc: reconnected MSU1 support
- higan: game.sfc/msu1/data.rom, game.sfc/msu1/track-#.pcm
- bsnes: game.msu, game-#.pcm
- bsnes: added cheat code editor
- bsnes: added cheat code database support
- sfc/ppu-fast: clear overscan lines when overscan disabled
- sfc: output 223/239 lines instead of 224/240 lines
- bsnes: fix aspect correction calculation
- bsnes: crop line 224 when overscan masking is enabled
- bsnes: exposed Expansion Port menu; but hid “21fx” from the list of
devices
- bsnes: tools menu is hidden until a game is loaded
- ruby/input/keyboard/quartz: fixed compilation error
So only bsnes the automated overscan cropping option. In higan, you can
crop however many lines you like from the top or bottom of the image.
But for bsnes, it automatically eats sixteen lines. My view right now is
that if bsnes is meant to be the casual gaming emulator, that it should
eat line 224 in this mode. Most games show content here, but because of
the way the SNES PPU works, the very last line ends up on its very own
tile row (line 0 isn't rendered), if the scroll registers don't account
for it. There's a small number of games that will draw junk data to the
very last scanline of the frame as a result of this. So I chose, at
least for now, to hide it. Users can obviously disable overscan cropping
to see this scanline. I'm open to being convinced not to do this, if
someone has a compelling reason.
We're pretty much screwed one way or the other with no overscan masking.
If we output 239 lines, then most games will render 7 blank lines + 224
drawn lines + 8 blank lines, and the black top and bottom aren't
centered. But if we output 240 lines to get 8 + 224 + 8, then games that
do use overscan will have a blank line at the very bottom of the window.
I'm also trying out a modified cheat code file format. It's been forever
since I bothered to look at it, and the “cartridge” parent node doesn't
match what I'm doing with trying to rename “cartridge” to “game” in
manifests. And indeed, the idea of requiring a root node is rather
superfluous for a cheat code file. Current format looks like this:
cheat
description: foo
code: 7e2000=20+7e2001=30?40
enabled
cheat
description: bar
code: 7e4000=80
Open to discussing this, and I'd like to sync up with Snes9X before they
push out a new release, and I'll agree to finalize and never change this
format again.
I chose to use .cht for the extension when using game files (eg
gamename.cht)
2018-06-03 13:14:42 +00:00
|
|
|
extern unique_pointer<ToolsWindow> toolsWindow;
|