bsnes/higan/target-bsnes/program/game.cpp

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auto Program::load() -> void {
unload();
Update to 20180726 release. byuu says: Once again, I wasn't able to complete a full WIP revision. This WIP-WIP adds very sophisticated emulation of the Sega Genesis Lock-On and Game Genie cartridges ... essentially, through recursion and a linked list, higan supports an infinite nesting of cartridges. Of course, on real hardware, after you stack more than three or four cartridges, the power draw gets too high and things start glitching out more and more as you keep stacking. I've heard that someone chained up to ten Sonic & Knuckles cartridges before it finally became completely unplayable. And so of course, higan emulates this limitation as well ^-^. On the fourth cartridge and beyond, it will become more and more likely that address and/or data lines "glitch" out randomly, causing various glitches. It's a completely silly easter egg that requires no speed impact whatsoever beyond the impact of the new linked list cartridge system. I also designed the successor to Emulator::Interface::cap,get,set. Those were holdovers from the older, since-removed ruby-style accessors. In its place is the new Emulator::Interface::configuration,configure API. There's the usual per-property access, and there's also access to read and write all configurable options at once. In essence, this enables introspection into core-specific features. So far, you can control processor version#s, PPU VRAM size, video settings, and hacks. As such, the .sys/manifest.bml files are no longer necessary. Instead, it all goes into .sys/configuration.bml, which is generated by the emulator if it's missing. higan is going to take this even further and allow each option under "Systems" to have its own editable configuration file. So if you wanted, you could have a 1/1/1 SNES menu option, and a 2/1/3 SNES menu option. Or a Model 1 Genesis option, and a Model 2 Genesis option. Or the various Game Boy model revisions. Or an "SNES-Fast" and "SNES-Accurate" option. I've not fully settled on the syntax of the new configuration API. I feel it might be useful to provide type information, but I really quite passionately hate any<T> container objects. For now it's all string-based, because strings can hold anything in nall. I might also change the access rules. Right now it's like: emulator→configure("video/blurEmulation", true); but it might be nicer as "Video::Blur Emulation", or "Video.BlurEmulation", or something like that.
2018-07-26 10:36:43 +00:00
if(auto configuration = string::read(locate("configuration.bml"))) {
emulator->configure(configuration);
settingsWindow->advanced.updateConfiguration();
}
if(!emulator->load()) return;
gameQueue = {};
screenshot = {};
frameAdvance = false;
if(!verified() && settingsWindow->advanced.warnOnUnverifiedGames.checked()) {
auto response = MessageDialog(
"Warning: this game image is unverified.\n"
"Running it *may* be a security risk.\n\n"
"Do you wish to run the game anyway?"
).setParent(*presentation).question({"Always", "Yes", "No"});
if(response == "No") {
emulator->unload();
return showMessage("Game loading cancelled");
}
if(response == "Always") {
settingsWindow->advanced.warnOnUnverifiedGames.setChecked(false).doToggle();
}
}
hackCompatibility();
emulator->power();
if(settingsWindow->advanced.autoLoadStateOnLoad.checked()) {
program->loadState("quick/undo");
}
showMessage({
verified() ? "Verified game loaded" : "Game loaded",
appliedPatch() ? " and patch applied" : ""
});
presentation->setTitle(emulator->titles().merge(" + "));
presentation->resetSystem.setEnabled(true);
presentation->unloadGame.setEnabled(true);
presentation->toolsMenu.setVisible(true);
presentation->speedNormal.setChecked();
presentation->pauseEmulation.setChecked(false);
presentation->updateStatusIcon();
presentation->resizeViewport();
toolsWindow->cheatEditor.loadCheats();
toolsWindow->stateManager.loadStates();
toolsWindow->manifestViewer.loadManifest();
Update to v106r50 release. byuu says: Changelog: - emulator/video,audio: various cleanups - emulator/audio: removed reverb effect (it breaks very badly on high-frequency systems) - emulator/audio: the Nyquist anti-aliasing lowpass filter is now generated automatically instead of set per-core - at 44.1KHz output, it's set to 22KHz; at 48KHz, it's set to 22KHz; at 96KHz, it's set to 25KHz - this filter now takes the bsnes emulation speed setting into account - all system/video.cpp files removed; inlined in System::power() and Interface::set() instead - sfc/cpu: pre-compute `HTIME` as `HTIME+1<<2` for faster comparisons of HIRQs - sfc/cpu: re-add check to block IRQs on the last dot of each frame (minor speed hit) - hiro/gtk3: fixed headers for Linux compilation finally - hiro/gtk,qt: fixed settings.cpp logic so initial values are used when no settings.bml file exists - hiro/gtk: started a minor experiment to specify theming information in settings.bml files - nall/dsp: allow the precision type (double) to be overridden (to float) - nall: add some helpers for generating pre-compiled headers - it was a failure to try using them for higan, however ... - nall: add some helpers for reading fallback values from empty `Markup::Node[search]` statements Todo: - CRITICAL: a lot of my IRQ/NMI/HDMA timing tests are failing with the fast PPU ... need to figure out why - space between Emulator::video functions and Emulator::audio functions in gb/system/system.cpp - remove Audio/Reverb/Enable from settings.bml in target-bsnes
2018-07-21 11:06:40 +00:00
string locations = superFamicom.location;
if(auto& location = gameBoy.location) locations.append("|", location);
if(auto& location = bsMemory.location) locations.append("|", location);
if(auto& location = sufamiTurboA.location) locations.append("|", location);
if(auto& location = sufamiTurboB.location) locations.append("|", location);
presentation->addRecentGame(locations);
updateVideoPalette();
updateAudioEffects();
updateAudioFrequency();
}
auto Program::loadFile(string location) -> vector<uint8_t> {
if(Location::suffix(location) == ".zip") {
Decode::ZIP archive;
if(archive.open(location)) {
for(auto& file : archive.file) {
auto type = Location::suffix(file.name);
if(type == ".sfc" || type == ".smc" || type == ".gb" || type == ".gbc" || type == ".bs" || type == ".st") {
return archive.extract(file);
}
}
}
return {};
} else {
return file::read(location);
}
}
auto Program::loadSuperFamicom(string location) -> 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
string manifest;
vector<uint8_t> rom;
if(location.endsWith("/")) {
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
manifest = file::read({location, "manifest.bml"});
rom.append(file::read({location, "program.rom"}));
rom.append(file::read({location, "data.rom"}));
rom.append(file::read({location, "expansion.rom"}));
for(auto& filename : directory::files(location, "*.boot.rom" )) rom.append(file::read({location, filename}));
for(auto& filename : directory::files(location, "*.program.rom")) rom.append(file::read({location, filename}));
for(auto& filename : directory::files(location, "*.data.rom" )) rom.append(file::read({location, filename}));
} else {
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
manifest = file::read({Location::notsuffix(location), ".bml"});
rom = loadFile(location);
}
if(rom.size() < 0x8000) return false;
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
//assume ROM and IPS agree on whether a copier header is present
superFamicom.patched = applyPatchIPS(rom, location);
if((rom.size() & 0x7fff) == 512) {
//remove copier header
memory::move(&rom[0], &rom[512], rom.size() - 512);
rom.resize(rom.size() - 512);
}
//assume BPS is made against a ROM without a copier header
if(!superFamicom.patched) superFamicom.patched = applyPatchBPS(rom, location);
auto heuristics = Heuristics::SuperFamicom(rom, location);
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 sha256 = Hash::SHA256(rom).digest();
if(auto document = BML::unserialize(string::read(locate("database/Super Famicom.bml")))) {
if(auto game = document[{"game(sha256=", sha256, ")"}]) {
manifest = BML::serialize(game);
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
superFamicom.verified = true;
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.label = heuristics.label();
superFamicom.manifest = manifest ? manifest : heuristics.manifest();
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
hackPatchMemory(rom);
hackOverclockSuperFX();
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.document = BML::unserialize(superFamicom.manifest);
superFamicom.location = location;
uint offset = 0;
if(auto size = heuristics.programRomSize()) {
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.program.resize(size);
memory::copy(&superFamicom.program[0], &rom[offset], size);
offset += size;
}
if(auto size = heuristics.dataRomSize()) {
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.data.resize(size);
memory::copy(&superFamicom.data[0], &rom[offset], size);
offset += size;
}
if(auto size = heuristics.expansionRomSize()) {
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.expansion.resize(size);
memory::copy(&superFamicom.expansion[0], &rom[offset], size);
offset += size;
}
if(auto size = heuristics.firmwareRomSize()) {
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.firmware.resize(size);
memory::copy(&superFamicom.firmware[0], &rom[offset], size);
offset += size;
}
return true;
}
auto Program::loadGameBoy(string location) -> 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
string manifest;
vector<uint8_t> rom;
if(location.endsWith("/")) {
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
manifest = file::read({location, "manifest.bml"});
rom.append(file::read({location, "program.rom"}));
} else {
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
manifest = file::read({Location::notsuffix(location), ".bml"});
rom = loadFile(location);
}
if(rom.size() < 0x4000) return false;
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
gameBoy.patched = applyPatchIPS(rom, location) || applyPatchBPS(rom, location);
auto heuristics = Heuristics::GameBoy(rom, location);
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 sha256 = Hash::SHA256(rom).digest();
if(auto document = BML::unserialize(string::read(locate("database/Game Boy.bml")))) {
if(auto game = document[{"game(sha256=", sha256, ")"}]) {
manifest = BML::serialize(game);
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
gameBoy.verified = true;
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
}
}
if(auto document = BML::unserialize(string::read(locate("database/Game Boy Color.bml")))) {
if(auto game = document[{"game(sha256=", sha256, ")"}]) {
manifest = BML::serialize(game);
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
gameBoy.verified = true;
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
}
}
gameBoy.manifest = manifest ? manifest : heuristics.manifest();
gameBoy.document = BML::unserialize(gameBoy.manifest);
gameBoy.location = location;
gameBoy.program = rom;
return true;
}
auto Program::loadBSMemory(string location) -> 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
string manifest;
vector<uint8_t> rom;
if(location.endsWith("/")) {
manifest = file::read({location, "manifest.bml"});
rom.append(file::read({location, "program.rom"}));
rom.append(file::read({location, "program.flash"}));
} else {
manifest = file::read({Location::notsuffix(location), ".bml"});
rom = loadFile(location);
}
if(rom.size() < 0x8000) return false;
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
bsMemory.patched = applyPatchIPS(rom, location) || applyPatchBPS(rom, location);
auto heuristics = Heuristics::BSMemory(rom, location);
auto sha256 = Hash::SHA256(rom).digest();
if(auto document = BML::unserialize(string::read(locate("database/BS Memory.bml")))) {
if(auto game = document[{"game(sha256=", sha256, ")"}]) {
manifest = BML::serialize(game);
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
bsMemory.verified = true;
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
}
}
bsMemory.manifest = manifest ? manifest : heuristics.manifest();
bsMemory.document = BML::unserialize(bsMemory.manifest);
bsMemory.location = location;
bsMemory.program = rom;
return true;
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 Program::loadSufamiTurboA(string location) -> 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
string manifest;
vector<uint8_t> rom;
if(location.endsWith("/")) {
manifest = file::read({location, "manifest.bml"});
rom.append(file::read({location, "program.rom"}));
} else {
manifest = file::read({Location::notsuffix(location), ".bml"});
rom = loadFile(location);
}
if(rom.size() < 0x20000) return false;
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
sufamiTurboA.patched = applyPatchIPS(rom, location) || applyPatchBPS(rom, location);
auto heuristics = Heuristics::SufamiTurbo(rom, location);
auto sha256 = Hash::SHA256(rom).digest();
if(auto document = BML::unserialize(string::read(locate("database/Sufami Turbo.bml")))) {
if(auto game = document[{"game(sha256=", sha256, ")"}]) {
manifest = BML::serialize(game);
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
sufamiTurboA.verified = true;
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
}
}
sufamiTurboA.manifest = manifest ? manifest : heuristics.manifest();
sufamiTurboA.document = BML::unserialize(sufamiTurboA.manifest);
sufamiTurboA.location = location;
sufamiTurboA.program = rom;
return true;
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 Program::loadSufamiTurboB(string location) -> 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
string manifest;
vector<uint8_t> rom;
if(location.endsWith("/")) {
manifest = file::read({location, "manifest.bml"});
rom.append(file::read({location, "program.rom"}));
} else {
manifest = file::read({Location::notsuffix(location), ".bml"});
rom = loadFile(location);
}
if(rom.size() < 0x20000) return false;
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
sufamiTurboB.patched = applyPatchIPS(rom, location) || applyPatchBPS(rom, location);
auto heuristics = Heuristics::SufamiTurbo(rom, location);
auto sha256 = Hash::SHA256(rom).digest();
if(auto document = BML::unserialize(string::read(locate("database/Sufami Turbo.bml")))) {
if(auto game = document[{"game(sha256=", sha256, ")"}]) {
manifest = BML::serialize(game);
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
sufamiTurboB.verified = true;
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
}
}
sufamiTurboB.manifest = manifest ? manifest : heuristics.manifest();
sufamiTurboB.document = BML::unserialize(sufamiTurboB.manifest);
sufamiTurboB.location = location;
sufamiTurboB.program = rom;
return true;
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 Program::save() -> void {
if(!emulator->loaded()) return;
emulator->save();
}
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 Program::reset() -> void {
if(!emulator->loaded()) return;
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
hackCompatibility();
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
emulator->reset();
showMessage("Game reset");
}
auto Program::unload() -> void {
if(!emulator->loaded()) return;
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
toolsWindow->cheatEditor.saveCheats();
toolsWindow->setVisible(false);
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
if(settingsWindow->advanced.autoSaveStateOnUnload.checked()) {
saveUndoState();
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
}
Update to 20180726 release. byuu says: Once again, I wasn't able to complete a full WIP revision. This WIP-WIP adds very sophisticated emulation of the Sega Genesis Lock-On and Game Genie cartridges ... essentially, through recursion and a linked list, higan supports an infinite nesting of cartridges. Of course, on real hardware, after you stack more than three or four cartridges, the power draw gets too high and things start glitching out more and more as you keep stacking. I've heard that someone chained up to ten Sonic & Knuckles cartridges before it finally became completely unplayable. And so of course, higan emulates this limitation as well ^-^. On the fourth cartridge and beyond, it will become more and more likely that address and/or data lines "glitch" out randomly, causing various glitches. It's a completely silly easter egg that requires no speed impact whatsoever beyond the impact of the new linked list cartridge system. I also designed the successor to Emulator::Interface::cap,get,set. Those were holdovers from the older, since-removed ruby-style accessors. In its place is the new Emulator::Interface::configuration,configure API. There's the usual per-property access, and there's also access to read and write all configurable options at once. In essence, this enables introspection into core-specific features. So far, you can control processor version#s, PPU VRAM size, video settings, and hacks. As such, the .sys/manifest.bml files are no longer necessary. Instead, it all goes into .sys/configuration.bml, which is generated by the emulator if it's missing. higan is going to take this even further and allow each option under "Systems" to have its own editable configuration file. So if you wanted, you could have a 1/1/1 SNES menu option, and a 2/1/3 SNES menu option. Or a Model 1 Genesis option, and a Model 2 Genesis option. Or the various Game Boy model revisions. Or an "SNES-Fast" and "SNES-Accurate" option. I've not fully settled on the syntax of the new configuration API. I feel it might be useful to provide type information, but I really quite passionately hate any<T> container objects. For now it's all string-based, because strings can hold anything in nall. I might also change the access rules. Right now it's like: emulator→configure("video/blurEmulation", true); but it might be nicer as "Video::Blur Emulation", or "Video.BlurEmulation", or something like that.
2018-07-26 10:36:43 +00:00
if(auto configuration = emulator->configuration()) {
file::write(locate("configuration.bml"), configuration);
}
emulator->unload();
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
showMessage("Game unloaded");
superFamicom = {};
gameBoy = {};
bsMemory = {};
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
sufamiTurboA = {};
sufamiTurboB = {};
presentation->setTitle({"bsnes v", Emulator::Version});
presentation->resetSystem.setEnabled(false);
presentation->unloadGame.setEnabled(false);
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
presentation->toolsMenu.setVisible(false);
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
presentation->updateStatusIcon();
presentation->clearViewport();
}
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
//a game is considered verified if the game plus its slot(s) are found in the games database
auto Program::verified() const -> bool {
if(!emulator->loaded()) return false;
if(superFamicom && !superFamicom.verified) return false;
if(gameBoy && !gameBoy.verified) return false;
if(bsMemory && !bsMemory.verified) return false;
if(sufamiTurboA && !sufamiTurboA.verified) return false;
if(sufamiTurboB && !sufamiTurboB.verified) return false;
return true;
}