Update to v079r06 release.
byuu says:
It does add some more code to the CPU::step() function, so performance
probably went down actually, by about 1%. Removing the input.tick() call
didn't compensate as much as I'd hoped.
Hooked up Super Scope and Justifier support. The good news is that the
Justifier alignment doesn't get fucked up anymore when you go
off-screen. Never could fix that in the old version.
The bad news is that it takes a major speed hit for the time being.
I need to figure out how to run the CPU and input threads out of order.
Every time I try, the input gets thrown off by most of a scanline.
Right now, I'm forced to sync constantly to get the latching position
really accurate. But worst case, I can cut the syncs down by skipping
large chunks around the cursor position, +/-40 clock cycles. So it's
only temporarily slow.
Lastly, killed the old Input class, merged Controllers class into it.
I actually like Controllers as a name better, but it doesn't jive with
video/audio/input, so oh well.
2011-06-25 12:56:32 +00:00
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struct Input {
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2010-08-09 13:28:56 +00:00
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enum class Device : unsigned {
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Joypad,
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Multitap,
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Mouse,
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SuperScope,
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Justifier,
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Justifiers,
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Update to v086r04 release.
byuu says:
There will probably be a series of small WIPs as I experiment here.
snes/controller/serial is now snes/controller/uart. Asynchronous serial
communications, typically capped at 57,600 baud.
snes/controller/usart is new. It aims to emulate the SNES connected to
a Teensy++ board, and can easily handle 524,288 baud.
And much more importantly, it's synchronous, so there are no timing
issues anymore. Just bit-bang as fast as you can.
Right now, the USART code is just enough for SNES->PC to transfer data
to ... well, nothing yet.
Unless anyone is actually using the UART stuff, I'll be removing it once
the USART is totally up and running.
No sense maintaining code that is 10x slower, more error prone, and used
by nobody.
Note: this is all thanks to blargg being absolutely amazing.
2012-02-25 08:49:27 +00:00
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USART,
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Update to v088r14 release.
byuu says:
Changelog:
- added NSS DIP switch settings window (when loading NSS carts with
appropriate manifest.xml file)
- added video shader selection (they go in ~/.config/bsnes/Video
Shaders/ now)
- added driver selection
- added timing settings (not only allows video/audio settings, also has
code to dynamically compute the values for you ... and it actually
works pretty good!)
- moved "None" controller device to bottom of list (it is the least
likely to be used, after all)
- added Interface::path() to support MSU1, USART, Link
- input and hotkey mappings remember list position after assignment
- and more!
target-ethos now has all of the functionality of target-ui, and more.
Final code size for the port is 101.2KB (ethos) vs 167.6KB (ui).
A ~67% reduction in code size, yet it does even more! And you can add or
remove an entire system with only three lines of code (Makefile include,
header include, interface append.)
The only problem left is that the BS-X BIOS won't load the BS Zelda no
Densetsu file.
I can't figure out why it's not working, would appreciate any
assistance, but otherwise I'm probably just going to leave it broken for
v089, sorry.
So the show stoppers for a new release at this point are:
- fix laevateinn to compile with the new interface changes (shouldn't be
too hard, it'll still use the old, direct interface.)
- clean up Emulator::Interface as much as possible (trim down
Information, mediaRequest should use an alternate struct designed to
load firmware / slots separately)
- enhance purify to strip SNES ROM headers, and it really needs a GUI
interface
- it would be highly desirable to make a launcher that can create
a cartridge folder from an existing ROM set (* ethos will need to
accept command-line arguments for this.)
- probably need to remember which controller was selected in each port
for each system across runs
- need to fix the cursor for Super Scope / Justifier games (move from
19-bit to 32-bit colors broke it)
- have to refactor that cache.(hv)offset thing to fix ASP
2012-05-06 23:27:42 +00:00
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None,
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2010-08-09 13:28:56 +00:00
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};
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enum class JoypadID : unsigned {
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B = 0, Y = 1, Select = 2, Start = 3,
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Up = 4, Down = 5, Left = 6, Right = 7,
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A = 8, X = 9, L = 10, R = 11,
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};
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enum class MouseID : unsigned {
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X = 0, Y = 1, Left = 2, Right = 3,
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};
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enum class SuperScopeID : unsigned {
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X = 0, Y = 1, Trigger = 2, Cursor = 3, Turbo = 4, Pause = 5,
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};
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enum class JustifierID : unsigned {
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X = 0, Y = 1, Trigger = 2, Start = 3,
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};
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Update to v079r06 release.
byuu says:
It does add some more code to the CPU::step() function, so performance
probably went down actually, by about 1%. Removing the input.tick() call
didn't compensate as much as I'd hoped.
Hooked up Super Scope and Justifier support. The good news is that the
Justifier alignment doesn't get fucked up anymore when you go
off-screen. Never could fix that in the old version.
The bad news is that it takes a major speed hit for the time being.
I need to figure out how to run the CPU and input threads out of order.
Every time I try, the input gets thrown off by most of a scanline.
Right now, I'm forced to sync constantly to get the latching position
really accurate. But worst case, I can cut the syncs down by skipping
large chunks around the cursor position, +/-40 clock cycles. So it's
only temporarily slow.
Lastly, killed the old Input class, merged Controllers class into it.
I actually like Controllers as a name better, but it doesn't jive with
video/audio/input, so oh well.
2011-06-25 12:56:32 +00:00
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|
Controller *port1;
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Controller *port2;
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2010-08-09 13:28:56 +00:00
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|
|
Update to v079r06 release.
byuu says:
It does add some more code to the CPU::step() function, so performance
probably went down actually, by about 1%. Removing the input.tick() call
didn't compensate as much as I'd hoped.
Hooked up Super Scope and Justifier support. The good news is that the
Justifier alignment doesn't get fucked up anymore when you go
off-screen. Never could fix that in the old version.
The bad news is that it takes a major speed hit for the time being.
I need to figure out how to run the CPU and input threads out of order.
Every time I try, the input gets thrown off by most of a scanline.
Right now, I'm forced to sync constantly to get the latching position
really accurate. But worst case, I can cut the syncs down by skipping
large chunks around the cursor position, +/-40 clock cycles. So it's
only temporarily slow.
Lastly, killed the old Input class, merged Controllers class into it.
I actually like Controllers as a name better, but it doesn't jive with
video/audio/input, so oh well.
2011-06-25 12:56:32 +00:00
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void connect(bool port, Input::Device id);
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Input();
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~Input();
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2010-08-09 13:28:56 +00:00
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};
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|
|
Update to v079r06 release.
byuu says:
It does add some more code to the CPU::step() function, so performance
probably went down actually, by about 1%. Removing the input.tick() call
didn't compensate as much as I'd hoped.
Hooked up Super Scope and Justifier support. The good news is that the
Justifier alignment doesn't get fucked up anymore when you go
off-screen. Never could fix that in the old version.
The bad news is that it takes a major speed hit for the time being.
I need to figure out how to run the CPU and input threads out of order.
Every time I try, the input gets thrown off by most of a scanline.
Right now, I'm forced to sync constantly to get the latching position
really accurate. But worst case, I can cut the syncs down by skipping
large chunks around the cursor position, +/-40 clock cycles. So it's
only temporarily slow.
Lastly, killed the old Input class, merged Controllers class into it.
I actually like Controllers as a name better, but it doesn't jive with
video/audio/input, so oh well.
2011-06-25 12:56:32 +00:00
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|
|
extern Input input;
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