bsnes/phoenix/windows/platform.cpp

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#include "platform.hpp"
#include "utility.cpp"
#include "settings.cpp"
#include "desktop.cpp"
#include "keyboard.cpp"
#include "mouse.cpp"
#include "browser-window.cpp"
#include "message-window.cpp"
#include "object.cpp"
#include "font.cpp"
Update to v079 release. byuu says: This release includes Nintendo Super System DIP switch emulation and improved PPU rendering accuracy, among other things. Changelog: - added Nintendo Super System DIP switch emulation [requires XML setting maps] - emulated Super Game Boy $6001 VRAM offset selection port [ikari_01] - fixed randomness initialization of S-SMP port registers [fixes DBZ:Hyper Dimension and Ninja Warriors] - mosaic V-countdown caches BGOFS registers (fixes Super Turrican 2 effect) [reported by zal16] - non-mosaic BGOFS registers are always cached at H=60 (fixes NHL '94 and Super Mario World flickering) - fixed 2xSaI family of renderers on 64-bit systems - cleaned up SMP source code - phoenix: fixed a bug when closing bsnes while minimized Please note that the mosaic BGOFS fix is only for the accuracy profile. Unfortunately the older scanline-based compatibility renderer's code is nearly unmaintainable at this point, so I haven't yet been able to backport the fixes. Also, I have written a new cycle-accurate SMP core that does not use libco. The aim is to implement it into Snes9X v1.54. But it would of course be prudent to test the new core first. [...then in the next post...] Decided to keep that Super Mario World part a surprise, so ... surprise! Realized while working on the Super Turrican 2 mosaic fix, and from looking at NHL '94 and Dai Kaijuu Monogatari 2's behavior, that BGOFS registers must be cached between H=0 and H=88 for the entire scanline ... they can't work otherwise, and it'd be stupid for the PPU to re-add the offset to the position on every pixel anyway. I chose H=60 for now. Once I am set up with the RGB monitor and the North American cartridge dumping is completed, I'll set it on getting exact timings for all these things. It'll probably require a smallish speed hit to allow exact-cycle timing events for everything in the PPU.
2011-06-05 03:45:04 +00:00
#include "timer.cpp"
#include "window.cpp"
#include "action/action.cpp"
#include "action/menu.cpp"
#include "action/separator.cpp"
#include "action/item.cpp"
#include "action/check-item.cpp"
#include "action/radio-item.cpp"
#include "widget/widget.cpp"
#include "widget/button.cpp"
#include "widget/canvas.cpp"
#include "widget/check-button.cpp"
#include "widget/combo-button.cpp"
#include "widget/console.cpp"
#include "widget/hex-edit.cpp"
#include "widget/horizontal-scroller.cpp"
#include "widget/horizontal-slider.cpp"
#include "widget/label.cpp"
#include "widget/line-edit.cpp"
#include "widget/list-view.cpp"
#include "widget/progress-bar.cpp"
#include "widget/radio-button.cpp"
#include "widget/text-edit.cpp"
#include "widget/vertical-scroller.cpp"
#include "widget/vertical-slider.cpp"
#include "widget/viewport.cpp"
#include "application.cpp"