Update to v082r18 release.
byuu says:
There we go, the GUI is nearly feature-complete once again.
All cores now output their native video format (NES={emphasis}{palette},
SNES=BGR555, GameBoy={ bright, normal, darker, darkest }), and are
transformed to RGB555 data that is passed to the video renderer.
The video renderer then uses its internal palette to apply
brightness/contrast/gamma/ramp adjustments and outputs in RGB888 color
space.
This does add in another rendering pass, unfortunately, but it's
a necessary one for universal support.
The plan is to adapt all filters to take RGB555 input, and output RGB555
data as well. By doing this, it will be possible to stack filters.
However, it's a bit complicated: I need to plan how the stacking should
occur (eg we never want to apply scanlines before HQ2x, etc.)
Added input frequency adjustments for all three systems. I can easily
get perfect video/audio sync on all three now, hooray.
Long-term, it seems like we only really need one, and we can do
a video/audio delta to get an adjusted value. But for now, this gets the
job done.
Added audio volume adjust. I left out the balance for now, since it's
obviously impossible to balance the NES' single channel audio (I can
duplicate the channel, and do twice the filtering work, but ... why?)
I replaced NTSC/PAL TV mode selection with an "Enable Overscan"
checkbox. On, you get 240 lines on NES+SNES. Off, you get 224 lines on
NES+SNES.
Also added aspect correction box back. I don't do that gross PAL
distortion shit anymore, sorry PAL people. I just scale up the
54/47*(240/224) aspect correction for overscan off mode.
All memory is loaded and saved now, for all three systems (hooray, now
you can actually play Zelda 1&2.)
Added all of the old bsnes hotkeys, with the exception of capture
screenshot. May add again later. May come up with something a bit
different for extra features.
Re-added the NSS DIP switch setting window. Since geometry is saved,
I didn't want to auto-hide rows, so now you'll see all eight possible
DIPs, and the ones not used are grayed out.
Ultimately, nobody will notice since we only have DIPs for ActRaiser
NSS, and nobody's probably even using the XML file for that anyway.
Whatever, it's nice to have anyway.
Took FitzRoy's advice and single-item combo boxes on the input selection
are disabled, so the user doesn't waste time checking them.
I wanted to leave text so that you know there's not a problem. Qt
disabled radio box items look almost exactly like enabled ones.
Fixed lots of issues in phoenix and extended it a bit. But I was still
having trouble with radio box grouping, so I said fuck it and made the
panels show/hide based instead of append/remove based.
That's all for stuff off the checklist, I did a bunch of other things
I don't recall.
So yeah, I'd say the GUI is 100% usable now. This is my opinion on how
multi-platform GUIs should be done =)
Oh, I figure I should mention, but the NES core is GPLv3, and all future
SNES+GB releases will be as well. It's a move against Microsoft's Metro
store.
2011-09-20 14:04:43 +00:00
|
|
|
struct DipSwitch : HorizontalLayout {
|
|
|
|
Label name;
|
2013-03-15 13:11:33 +00:00
|
|
|
ComboButton value;
|
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
|
|
|
vector<unsigned> values;
|
Update to v082r18 release.
byuu says:
There we go, the GUI is nearly feature-complete once again.
All cores now output their native video format (NES={emphasis}{palette},
SNES=BGR555, GameBoy={ bright, normal, darker, darkest }), and are
transformed to RGB555 data that is passed to the video renderer.
The video renderer then uses its internal palette to apply
brightness/contrast/gamma/ramp adjustments and outputs in RGB888 color
space.
This does add in another rendering pass, unfortunately, but it's
a necessary one for universal support.
The plan is to adapt all filters to take RGB555 input, and output RGB555
data as well. By doing this, it will be possible to stack filters.
However, it's a bit complicated: I need to plan how the stacking should
occur (eg we never want to apply scanlines before HQ2x, etc.)
Added input frequency adjustments for all three systems. I can easily
get perfect video/audio sync on all three now, hooray.
Long-term, it seems like we only really need one, and we can do
a video/audio delta to get an adjusted value. But for now, this gets the
job done.
Added audio volume adjust. I left out the balance for now, since it's
obviously impossible to balance the NES' single channel audio (I can
duplicate the channel, and do twice the filtering work, but ... why?)
I replaced NTSC/PAL TV mode selection with an "Enable Overscan"
checkbox. On, you get 240 lines on NES+SNES. Off, you get 224 lines on
NES+SNES.
Also added aspect correction box back. I don't do that gross PAL
distortion shit anymore, sorry PAL people. I just scale up the
54/47*(240/224) aspect correction for overscan off mode.
All memory is loaded and saved now, for all three systems (hooray, now
you can actually play Zelda 1&2.)
Added all of the old bsnes hotkeys, with the exception of capture
screenshot. May add again later. May come up with something a bit
different for extra features.
Re-added the NSS DIP switch setting window. Since geometry is saved,
I didn't want to auto-hide rows, so now you'll see all eight possible
DIPs, and the ones not used are grayed out.
Ultimately, nobody will notice since we only have DIPs for ActRaiser
NSS, and nobody's probably even using the XML file for that anyway.
Whatever, it's nice to have anyway.
Took FitzRoy's advice and single-item combo boxes on the input selection
are disabled, so the user doesn't waste time checking them.
I wanted to leave text so that you know there's not a problem. Qt
disabled radio box items look almost exactly like enabled ones.
Fixed lots of issues in phoenix and extended it a bit. But I was still
having trouble with radio box grouping, so I said fuck it and made the
panels show/hide based instead of append/remove based.
That's all for stuff off the checklist, I did a bunch of other things
I don't recall.
So yeah, I'd say the GUI is 100% usable now. This is my opinion on how
multi-platform GUIs should be done =)
Oh, I figure I should mention, but the NES core is GPLv3, and all future
SNES+GB releases will be as well. It's a move against Microsoft's Metro
store.
2011-09-20 14:04:43 +00:00
|
|
|
|
|
|
|
DipSwitch();
|
|
|
|
};
|
|
|
|
|
|
|
|
struct DipSwitches : Window {
|
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
|
|
|
enum : unsigned { Slots = 8 };
|
|
|
|
|
Update to v082r18 release.
byuu says:
There we go, the GUI is nearly feature-complete once again.
All cores now output their native video format (NES={emphasis}{palette},
SNES=BGR555, GameBoy={ bright, normal, darker, darkest }), and are
transformed to RGB555 data that is passed to the video renderer.
The video renderer then uses its internal palette to apply
brightness/contrast/gamma/ramp adjustments and outputs in RGB888 color
space.
This does add in another rendering pass, unfortunately, but it's
a necessary one for universal support.
The plan is to adapt all filters to take RGB555 input, and output RGB555
data as well. By doing this, it will be possible to stack filters.
However, it's a bit complicated: I need to plan how the stacking should
occur (eg we never want to apply scanlines before HQ2x, etc.)
Added input frequency adjustments for all three systems. I can easily
get perfect video/audio sync on all three now, hooray.
Long-term, it seems like we only really need one, and we can do
a video/audio delta to get an adjusted value. But for now, this gets the
job done.
Added audio volume adjust. I left out the balance for now, since it's
obviously impossible to balance the NES' single channel audio (I can
duplicate the channel, and do twice the filtering work, but ... why?)
I replaced NTSC/PAL TV mode selection with an "Enable Overscan"
checkbox. On, you get 240 lines on NES+SNES. Off, you get 224 lines on
NES+SNES.
Also added aspect correction box back. I don't do that gross PAL
distortion shit anymore, sorry PAL people. I just scale up the
54/47*(240/224) aspect correction for overscan off mode.
All memory is loaded and saved now, for all three systems (hooray, now
you can actually play Zelda 1&2.)
Added all of the old bsnes hotkeys, with the exception of capture
screenshot. May add again later. May come up with something a bit
different for extra features.
Re-added the NSS DIP switch setting window. Since geometry is saved,
I didn't want to auto-hide rows, so now you'll see all eight possible
DIPs, and the ones not used are grayed out.
Ultimately, nobody will notice since we only have DIPs for ActRaiser
NSS, and nobody's probably even using the XML file for that anyway.
Whatever, it's nice to have anyway.
Took FitzRoy's advice and single-item combo boxes on the input selection
are disabled, so the user doesn't waste time checking them.
I wanted to leave text so that you know there's not a problem. Qt
disabled radio box items look almost exactly like enabled ones.
Fixed lots of issues in phoenix and extended it a bit. But I was still
having trouble with radio box grouping, so I said fuck it and made the
panels show/hide based instead of append/remove based.
That's all for stuff off the checklist, I did a bunch of other things
I don't recall.
So yeah, I'd say the GUI is 100% usable now. This is my opinion on how
multi-platform GUIs should be done =)
Oh, I figure I should mention, but the NES core is GPLv3, and all future
SNES+GB releases will be as well. It's a move against Microsoft's Metro
store.
2011-09-20 14:04:43 +00:00
|
|
|
VerticalLayout layout;
|
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
|
|
|
DipSwitch dip[Slots];
|
Update to v082r18 release.
byuu says:
There we go, the GUI is nearly feature-complete once again.
All cores now output their native video format (NES={emphasis}{palette},
SNES=BGR555, GameBoy={ bright, normal, darker, darkest }), and are
transformed to RGB555 data that is passed to the video renderer.
The video renderer then uses its internal palette to apply
brightness/contrast/gamma/ramp adjustments and outputs in RGB888 color
space.
This does add in another rendering pass, unfortunately, but it's
a necessary one for universal support.
The plan is to adapt all filters to take RGB555 input, and output RGB555
data as well. By doing this, it will be possible to stack filters.
However, it's a bit complicated: I need to plan how the stacking should
occur (eg we never want to apply scanlines before HQ2x, etc.)
Added input frequency adjustments for all three systems. I can easily
get perfect video/audio sync on all three now, hooray.
Long-term, it seems like we only really need one, and we can do
a video/audio delta to get an adjusted value. But for now, this gets the
job done.
Added audio volume adjust. I left out the balance for now, since it's
obviously impossible to balance the NES' single channel audio (I can
duplicate the channel, and do twice the filtering work, but ... why?)
I replaced NTSC/PAL TV mode selection with an "Enable Overscan"
checkbox. On, you get 240 lines on NES+SNES. Off, you get 224 lines on
NES+SNES.
Also added aspect correction box back. I don't do that gross PAL
distortion shit anymore, sorry PAL people. I just scale up the
54/47*(240/224) aspect correction for overscan off mode.
All memory is loaded and saved now, for all three systems (hooray, now
you can actually play Zelda 1&2.)
Added all of the old bsnes hotkeys, with the exception of capture
screenshot. May add again later. May come up with something a bit
different for extra features.
Re-added the NSS DIP switch setting window. Since geometry is saved,
I didn't want to auto-hide rows, so now you'll see all eight possible
DIPs, and the ones not used are grayed out.
Ultimately, nobody will notice since we only have DIPs for ActRaiser
NSS, and nobody's probably even using the XML file for that anyway.
Whatever, it's nice to have anyway.
Took FitzRoy's advice and single-item combo boxes on the input selection
are disabled, so the user doesn't waste time checking them.
I wanted to leave text so that you know there's not a problem. Qt
disabled radio box items look almost exactly like enabled ones.
Fixed lots of issues in phoenix and extended it a bit. But I was still
having trouble with radio box grouping, so I said fuck it and made the
panels show/hide based instead of append/remove based.
That's all for stuff off the checklist, I did a bunch of other things
I don't recall.
So yeah, I'd say the GUI is 100% usable now. This is my opinion on how
multi-platform GUIs should be done =)
Oh, I figure I should mention, but the NES core is GPLv3, and all future
SNES+GB releases will be as well. It's a move against Microsoft's Metro
store.
2011-09-20 14:04:43 +00:00
|
|
|
HorizontalLayout controlLayout;
|
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
|
|
|
Widget spacer;
|
|
|
|
Button accept;
|
Update to v082r18 release.
byuu says:
There we go, the GUI is nearly feature-complete once again.
All cores now output their native video format (NES={emphasis}{palette},
SNES=BGR555, GameBoy={ bright, normal, darker, darkest }), and are
transformed to RGB555 data that is passed to the video renderer.
The video renderer then uses its internal palette to apply
brightness/contrast/gamma/ramp adjustments and outputs in RGB888 color
space.
This does add in another rendering pass, unfortunately, but it's
a necessary one for universal support.
The plan is to adapt all filters to take RGB555 input, and output RGB555
data as well. By doing this, it will be possible to stack filters.
However, it's a bit complicated: I need to plan how the stacking should
occur (eg we never want to apply scanlines before HQ2x, etc.)
Added input frequency adjustments for all three systems. I can easily
get perfect video/audio sync on all three now, hooray.
Long-term, it seems like we only really need one, and we can do
a video/audio delta to get an adjusted value. But for now, this gets the
job done.
Added audio volume adjust. I left out the balance for now, since it's
obviously impossible to balance the NES' single channel audio (I can
duplicate the channel, and do twice the filtering work, but ... why?)
I replaced NTSC/PAL TV mode selection with an "Enable Overscan"
checkbox. On, you get 240 lines on NES+SNES. Off, you get 224 lines on
NES+SNES.
Also added aspect correction box back. I don't do that gross PAL
distortion shit anymore, sorry PAL people. I just scale up the
54/47*(240/224) aspect correction for overscan off mode.
All memory is loaded and saved now, for all three systems (hooray, now
you can actually play Zelda 1&2.)
Added all of the old bsnes hotkeys, with the exception of capture
screenshot. May add again later. May come up with something a bit
different for extra features.
Re-added the NSS DIP switch setting window. Since geometry is saved,
I didn't want to auto-hide rows, so now you'll see all eight possible
DIPs, and the ones not used are grayed out.
Ultimately, nobody will notice since we only have DIPs for ActRaiser
NSS, and nobody's probably even using the XML file for that anyway.
Whatever, it's nice to have anyway.
Took FitzRoy's advice and single-item combo boxes on the input selection
are disabled, so the user doesn't waste time checking them.
I wanted to leave text so that you know there's not a problem. Qt
disabled radio box items look almost exactly like enabled ones.
Fixed lots of issues in phoenix and extended it a bit. But I was still
having trouble with radio box grouping, so I said fuck it and made the
panels show/hide based instead of append/remove based.
That's all for stuff off the checklist, I did a bunch of other things
I don't recall.
So yeah, I'd say the GUI is 100% usable now. This is my opinion on how
multi-platform GUIs should be done =)
Oh, I figure I should mention, but the NES core is GPLv3, and all future
SNES+GB releases will be as well. It's a move against Microsoft's Metro
store.
2011-09-20 14:04:43 +00:00
|
|
|
|
2013-05-02 11:25:45 +00:00
|
|
|
unsigned run(const Markup::Node& node);
|
Update to v082r18 release.
byuu says:
There we go, the GUI is nearly feature-complete once again.
All cores now output their native video format (NES={emphasis}{palette},
SNES=BGR555, GameBoy={ bright, normal, darker, darkest }), and are
transformed to RGB555 data that is passed to the video renderer.
The video renderer then uses its internal palette to apply
brightness/contrast/gamma/ramp adjustments and outputs in RGB888 color
space.
This does add in another rendering pass, unfortunately, but it's
a necessary one for universal support.
The plan is to adapt all filters to take RGB555 input, and output RGB555
data as well. By doing this, it will be possible to stack filters.
However, it's a bit complicated: I need to plan how the stacking should
occur (eg we never want to apply scanlines before HQ2x, etc.)
Added input frequency adjustments for all three systems. I can easily
get perfect video/audio sync on all three now, hooray.
Long-term, it seems like we only really need one, and we can do
a video/audio delta to get an adjusted value. But for now, this gets the
job done.
Added audio volume adjust. I left out the balance for now, since it's
obviously impossible to balance the NES' single channel audio (I can
duplicate the channel, and do twice the filtering work, but ... why?)
I replaced NTSC/PAL TV mode selection with an "Enable Overscan"
checkbox. On, you get 240 lines on NES+SNES. Off, you get 224 lines on
NES+SNES.
Also added aspect correction box back. I don't do that gross PAL
distortion shit anymore, sorry PAL people. I just scale up the
54/47*(240/224) aspect correction for overscan off mode.
All memory is loaded and saved now, for all three systems (hooray, now
you can actually play Zelda 1&2.)
Added all of the old bsnes hotkeys, with the exception of capture
screenshot. May add again later. May come up with something a bit
different for extra features.
Re-added the NSS DIP switch setting window. Since geometry is saved,
I didn't want to auto-hide rows, so now you'll see all eight possible
DIPs, and the ones not used are grayed out.
Ultimately, nobody will notice since we only have DIPs for ActRaiser
NSS, and nobody's probably even using the XML file for that anyway.
Whatever, it's nice to have anyway.
Took FitzRoy's advice and single-item combo boxes on the input selection
are disabled, so the user doesn't waste time checking them.
I wanted to leave text so that you know there's not a problem. Qt
disabled radio box items look almost exactly like enabled ones.
Fixed lots of issues in phoenix and extended it a bit. But I was still
having trouble with radio box grouping, so I said fuck it and made the
panels show/hide based instead of append/remove based.
That's all for stuff off the checklist, I did a bunch of other things
I don't recall.
So yeah, I'd say the GUI is 100% usable now. This is my opinion on how
multi-platform GUIs should be done =)
Oh, I figure I should mention, but the NES core is GPLv3, and all future
SNES+GB releases will be as well. It's a move against Microsoft's Metro
store.
2011-09-20 14:04:43 +00:00
|
|
|
DipSwitches();
|
|
|
|
};
|
|
|
|
|
2013-05-02 11:25:45 +00:00
|
|
|
extern DipSwitches* dipSwitches;
|