2015-12-30 06:41:46 +00:00
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#if defined(Hiro_Window)
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2013-03-15 13:11:33 +00:00
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@implementation CocoaWindow : NSWindow
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2015-12-30 06:41:46 +00:00
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-(id) initWith:(hiro::mWindow&)windowReference {
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2013-03-15 13:11:33 +00:00
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window = &windowReference;
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NSUInteger style = NSTitledWindowMask | NSClosableWindowMask | NSMiniaturizableWindowMask;
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if(window->state.resizable) style |= NSResizableWindowMask;
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if(self = [super initWithContentRect:NSMakeRect(0, 0, 640, 480) styleMask:style backing:NSBackingStoreBuffered defer:YES]) {
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[self setDelegate:self];
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[self setReleasedWhenClosed:NO];
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[self setAcceptsMouseMovedEvents:YES];
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[self setTitle:@""];
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2013-05-02 11:25:45 +00:00
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NSBundle* bundle = [NSBundle mainBundle];
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NSDictionary* dictionary = [bundle infoDictionary];
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NSString* applicationName = [dictionary objectForKey:@"CFBundleDisplayName"];
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2015-12-30 06:41:46 +00:00
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if(applicationName == nil) applicationName = [NSString stringWithUTF8String:hiro::Application::state.name];
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2013-04-09 13:31:46 +00:00
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2013-03-19 08:48:50 +00:00
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menuBar = [[NSMenu alloc] init];
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2013-03-15 13:11:33 +00:00
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2013-05-02 11:25:45 +00:00
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NSMenuItem* item;
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2013-03-15 13:11:33 +00:00
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string text;
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rootMenu = [[NSMenu alloc] init];
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item = [[[NSMenuItem alloc] initWithTitle:@"" action:nil keyEquivalent:@""] autorelease];
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[item setSubmenu:rootMenu];
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2013-03-19 08:48:50 +00:00
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[menuBar addItem:item];
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2013-03-15 13:11:33 +00:00
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2013-04-09 13:31:46 +00:00
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item = [[[NSMenuItem alloc] initWithTitle:[NSString stringWithFormat:@"About %@ ...", applicationName] action:@selector(menuAbout) keyEquivalent:@""] autorelease];
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[item setTarget:self];
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2013-03-15 13:11:33 +00:00
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[rootMenu addItem:item];
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[rootMenu addItem:[NSMenuItem separatorItem]];
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2016-01-08 09:23:46 +00:00
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item = [[[NSMenuItem alloc] initWithTitle:@"Preferences ..." action:@selector(menuPreferences) keyEquivalent:@""] autorelease];
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2013-04-09 13:31:46 +00:00
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[item setTarget:self];
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[rootMenu addItem:item];
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2016-01-08 09:23:46 +00:00
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Update to v100 release.
byuu says:
higan has finally reached v100!
I feel it's important to stress right away that this is not "version
1.00", nor is it a major milestone release. Rather than arbitrary version
numbers, all of my software simply bumps version numbers by one for each
official release. As such, higan v100 is simply higan's 100th release.
That said, the primary focus of this release has been code
clean-ups. These are always somewhat dangerous in that regressions are
possible. We've tested through sixteen WIP revisions, one of which was
open to the public, to try and minimize any regressions. But all the same,
please report any regressions if you discover any.
Changelog (since v099):
FC: render during pixels 1-256 instead of 0-255 [hex_usr]
FC: rewrote controller emulation code
SFC: 8% speedup over the previous release thanks to PPU optimizations
SFC: fixed nasty DB address wrapping regression from v099
SFC: USART developer controller removed; superseded by 21fx
SFC: Super Multitap option removed from controller port 1; ports
renamed 2-5
SFC: hidden option to experiment with 128KB VRAM (strictly for novelty)
higan: audio volume no longer divided by number of audio streams
higan: updated controller polling code to fix possible future mapping
issues
higan: replaced nall/stream with nall/vfs for file-loading subsystem
tomoko: can now load multi-slotted games via command-line
tomoko: synchronize video removed from UI; still available in the
settings file
tomoko, icarus: can navigate to root drive selection on Windows
all: major code cleanups and refactoring (~1MB diff against v099)
Note 1: the audio volume change means that SGB and MSU1 games won't
lose half the volume on the SNES sounds anymore. However, if one goes
overboard and drives the sound all the way to max volume with the MSU1,
clamping may occur. The obvious solution is not to drive volume that high
(it will vastly overpower the SNES audio, which usually never exceeds
25% volume.) Another option is to lower the volume in the audio settings
panel to 50%. In general, neither is likely to ever be necessary.
Note 2: the synchronize video option was hidden from the UI because it
is no longer useful. With the advent of compositors, the loss of the
complicated timing settings panel, support for the WonderSwan and its
75hz display, the need to emulate variable refresh rate behaviors in the
Game Boy, the unfortunate latency spike and audio distortion caused by
long Vsync pauses, and the arrival of adaptive sync technology ... it
no longer makes sense to present this option. However, as stated, you
can edit settings.bml to enable this option anyway if you insist and
understand the aforementioned risks.
Changelog (since v099r16 open beta):
- fixed MSU1 audio sign extension
- fixed compilation with SGB support disabled
- icarus can now navigate to root directory
- fixed compilation issues with OS X port
- (hopefully) fixed label height issue with hiro that affected icarus
import dialog
- (mostly) fixed BS Memory, Sufami Turbo slot loading
Errata:
- forgot to remove the " - Slot A", " - Slot B" suffixes for Sufami
Turbo slot loading
- this means you have to navigate up one folder and then into Sufami
Turbo/ to load games for this system
- moving WonderSwan orientation controls to the device slot is causing
some nastiness
- can now select orientation from the main menu, but it doesn't rotate
the display
2016-07-08 12:04:32 +00:00
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string result = nall::execute("defaults", "read", "/Library/Preferences/com.apple.security", "GKAutoRearm").output.strip();
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2016-01-08 09:23:46 +00:00
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if(result != "0") {
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disableGatekeeperAutoRearm = [[[NSMenuItem alloc] initWithTitle:@"Disable Gatekeeper Auto-Rearm" action:@selector(menuDisableGatekeeperAutoRearm) keyEquivalent:@""] autorelease];
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[disableGatekeeperAutoRearm setTarget:self];
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[rootMenu addItem:disableGatekeeperAutoRearm];
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}
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2013-04-09 13:31:46 +00:00
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[rootMenu addItem:[NSMenuItem separatorItem]];
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2013-05-02 11:25:45 +00:00
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NSMenu* servicesMenu = [[[NSMenu alloc] initWithTitle:@"Services"] autorelease];
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2013-04-09 13:31:46 +00:00
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item = [[[NSMenuItem alloc] initWithTitle:@"Services" action:nil keyEquivalent:@""] autorelease];
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[item setTarget:self];
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[item setSubmenu:servicesMenu];
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[rootMenu addItem:item];
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[rootMenu addItem:[NSMenuItem separatorItem]];
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[NSApp setServicesMenu:servicesMenu];
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item = [[[NSMenuItem alloc] initWithTitle:[NSString stringWithFormat:@"Hide %@", applicationName] action:@selector(hide:) keyEquivalent:@""] autorelease];
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[item setTarget:NSApp];
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[rootMenu addItem:item];
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item = [[[NSMenuItem alloc] initWithTitle:@"Hide Others" action:@selector(hideOtherApplications:) keyEquivalent:@""] autorelease];
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[item setTarget:NSApp];
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[rootMenu addItem:item];
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item = [[[NSMenuItem alloc] initWithTitle:@"Show All" action:@selector(unhideAllApplications:) keyEquivalent:@""] autorelease];
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[item setTarget:NSApp];
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2013-03-15 13:11:33 +00:00
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[rootMenu addItem:item];
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2016-01-08 09:23:46 +00:00
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2013-03-15 13:11:33 +00:00
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[rootMenu addItem:[NSMenuItem separatorItem]];
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2013-04-09 13:31:46 +00:00
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item = [[[NSMenuItem alloc] initWithTitle:[NSString stringWithFormat:@"Quit %@", applicationName] action:@selector(menuQuit) keyEquivalent:@""] autorelease];
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[item setTarget:self];
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2013-03-15 13:11:33 +00:00
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[rootMenu addItem:item];
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2013-03-21 12:59:01 +00:00
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statusBar = [[NSTextField alloc] initWithFrame:NSMakeRect(0, 0, 0, 0)];
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[statusBar setAlignment:NSLeftTextAlignment];
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[statusBar setBordered:YES];
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[statusBar setBezeled:YES];
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[statusBar setBezelStyle:NSTextFieldSquareBezel];
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[statusBar setEditable:NO];
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[statusBar setHidden:YES];
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[[self contentView] addSubview:statusBar positioned:NSWindowBelow relativeTo:nil];
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2013-03-15 13:11:33 +00:00
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}
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return self;
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}
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-(BOOL) canBecomeKeyWindow {
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return YES;
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}
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-(BOOL) canBecomeMainWindow {
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return YES;
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}
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2013-03-21 12:59:01 +00:00
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-(void) windowDidBecomeMain:(NSNotification*)notification {
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2015-12-30 06:41:46 +00:00
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if(window->state.menuBar) {
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2013-03-19 08:48:50 +00:00
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[NSApp setMainMenu:menuBar];
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2013-03-15 13:11:33 +00:00
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}
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}
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2013-03-21 12:59:01 +00:00
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-(void) windowDidMove:(NSNotification*)notification {
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2015-12-30 06:41:46 +00:00
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if(auto p = window->self()) p->moveEvent();
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2013-03-15 13:11:33 +00:00
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}
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2013-03-21 12:59:01 +00:00
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-(void) windowDidResize:(NSNotification*)notification {
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2015-12-30 06:41:46 +00:00
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if(auto p = window->self()) p->sizeEvent();
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2013-03-15 13:11:33 +00:00
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}
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2013-03-21 12:59:01 +00:00
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-(BOOL) windowShouldClose:(id)sender {
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2015-12-30 06:41:46 +00:00
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if(window->state.onClose) window->doClose();
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2013-03-15 13:11:33 +00:00
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else window->setVisible(false);
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if(window->state.modal && !window->visible()) window->setModal(false);
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return NO;
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}
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2013-07-29 09:42:45 +00:00
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-(NSDragOperation) draggingEntered:(id<NSDraggingInfo>)sender {
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return DropPathsOperation(sender);
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}
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-(BOOL) performDragOperation:(id<NSDraggingInfo>)sender {
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2016-07-01 11:58:12 +00:00
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auto paths = DropPaths(sender);
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2016-05-04 10:07:13 +00:00
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if(!paths) return NO;
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2015-12-30 06:41:46 +00:00
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window->doDrop(paths);
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2013-07-29 09:42:45 +00:00
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return YES;
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}
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2013-03-19 08:48:50 +00:00
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-(NSMenu*) menuBar {
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return menuBar;
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2013-03-15 13:11:33 +00:00
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}
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-(void) menuAbout {
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2015-12-30 06:41:46 +00:00
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hiro::Application::Cocoa::doAbout();
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2013-03-15 13:11:33 +00:00
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}
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-(void) menuPreferences {
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2015-12-30 06:41:46 +00:00
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hiro::Application::Cocoa::doPreferences();
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2013-03-15 13:11:33 +00:00
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}
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2016-01-08 09:23:46 +00:00
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-(void) menuDisableGatekeeperAutoRearm {
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NSAlert* alert = [[[NSAlert alloc] init] autorelease];
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[alert setMessageText:@"Disable Gatekeeper Auto-Rearm"];
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nall::execute("sudo", "defaults", "write", "/Library/Preferences/com.apple.security", "GKAutoRearm", "-bool", "NO");
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Update to v100 release.
byuu says:
higan has finally reached v100!
I feel it's important to stress right away that this is not "version
1.00", nor is it a major milestone release. Rather than arbitrary version
numbers, all of my software simply bumps version numbers by one for each
official release. As such, higan v100 is simply higan's 100th release.
That said, the primary focus of this release has been code
clean-ups. These are always somewhat dangerous in that regressions are
possible. We've tested through sixteen WIP revisions, one of which was
open to the public, to try and minimize any regressions. But all the same,
please report any regressions if you discover any.
Changelog (since v099):
FC: render during pixels 1-256 instead of 0-255 [hex_usr]
FC: rewrote controller emulation code
SFC: 8% speedup over the previous release thanks to PPU optimizations
SFC: fixed nasty DB address wrapping regression from v099
SFC: USART developer controller removed; superseded by 21fx
SFC: Super Multitap option removed from controller port 1; ports
renamed 2-5
SFC: hidden option to experiment with 128KB VRAM (strictly for novelty)
higan: audio volume no longer divided by number of audio streams
higan: updated controller polling code to fix possible future mapping
issues
higan: replaced nall/stream with nall/vfs for file-loading subsystem
tomoko: can now load multi-slotted games via command-line
tomoko: synchronize video removed from UI; still available in the
settings file
tomoko, icarus: can navigate to root drive selection on Windows
all: major code cleanups and refactoring (~1MB diff against v099)
Note 1: the audio volume change means that SGB and MSU1 games won't
lose half the volume on the SNES sounds anymore. However, if one goes
overboard and drives the sound all the way to max volume with the MSU1,
clamping may occur. The obvious solution is not to drive volume that high
(it will vastly overpower the SNES audio, which usually never exceeds
25% volume.) Another option is to lower the volume in the audio settings
panel to 50%. In general, neither is likely to ever be necessary.
Note 2: the synchronize video option was hidden from the UI because it
is no longer useful. With the advent of compositors, the loss of the
complicated timing settings panel, support for the WonderSwan and its
75hz display, the need to emulate variable refresh rate behaviors in the
Game Boy, the unfortunate latency spike and audio distortion caused by
long Vsync pauses, and the arrival of adaptive sync technology ... it
no longer makes sense to present this option. However, as stated, you
can edit settings.bml to enable this option anyway if you insist and
understand the aforementioned risks.
Changelog (since v099r16 open beta):
- fixed MSU1 audio sign extension
- fixed compilation with SGB support disabled
- icarus can now navigate to root directory
- fixed compilation issues with OS X port
- (hopefully) fixed label height issue with hiro that affected icarus
import dialog
- (mostly) fixed BS Memory, Sufami Turbo slot loading
Errata:
- forgot to remove the " - Slot A", " - Slot B" suffixes for Sufami
Turbo slot loading
- this means you have to navigate up one folder and then into Sufami
Turbo/ to load games for this system
- moving WonderSwan orientation controls to the device slot is causing
some nastiness
- can now select orientation from the main menu, but it doesn't rotate
the display
2016-07-08 12:04:32 +00:00
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if(nall::execute("defaults", "read", "/Library/Preferences/com.apple.security", "GKAutoRearm").output.strip() == "0") {
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2016-01-08 09:23:46 +00:00
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[alert setAlertStyle:NSInformationalAlertStyle];
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[alert setInformativeText:@"Gatekeeper's automatic 30-day rearm behavior has been disabled successfully."];
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[disableGatekeeperAutoRearm setHidden:YES];
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} else {
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[alert setAlertStyle:NSWarningAlertStyle];
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[alert setInformativeText:@"Error: failed to disable Gatekeeper's automatic rearm behavior."];
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}
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[alert addButtonWithTitle:@"Ok"];
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[alert runModal];
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}
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2013-03-15 13:11:33 +00:00
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-(void) menuQuit {
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2015-12-30 06:41:46 +00:00
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hiro::Application::Cocoa::doQuit();
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2013-03-15 13:11:33 +00:00
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}
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2013-03-21 12:59:01 +00:00
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-(NSTextField*) statusBar {
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return statusBar;
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}
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2013-03-15 13:11:33 +00:00
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@end
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2015-12-30 06:41:46 +00:00
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namespace hiro {
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2013-03-15 13:11:33 +00:00
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2015-12-30 06:41:46 +00:00
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auto pWindow::construct() -> void {
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@autoreleasepool {
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cocoaWindow = [[CocoaWindow alloc] initWith:self()];
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2016-01-08 09:23:46 +00:00
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static bool once = true;
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if(once) {
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once = false;
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[NSApp setMainMenu:[cocoaWindow menuBar]];
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}
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2015-12-30 06:41:46 +00:00
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}
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2013-03-15 13:11:33 +00:00
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}
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2015-12-30 06:41:46 +00:00
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auto pWindow::destruct() -> void {
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2013-03-15 13:11:33 +00:00
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@autoreleasepool {
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2015-12-30 06:41:46 +00:00
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[cocoaWindow release];
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2013-03-15 13:11:33 +00:00
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}
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}
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2015-12-30 06:41:46 +00:00
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auto pWindow::append(sLayout layout) -> void {
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layout->setGeometry(self().geometry().setPosition(0, 0));
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statusBarReposition();
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}
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2013-03-15 13:11:33 +00:00
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2015-12-30 06:41:46 +00:00
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auto pWindow::append(sMenuBar menuBar) -> void {
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2013-03-15 13:11:33 +00:00
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}
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2015-12-30 06:41:46 +00:00
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auto pWindow::append(sStatusBar statusBar) -> void {
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Update to v096r02 (OS X Preview for Developers) release.
byuu says:
Warning: this is not for the faint of heart. This is a very early,
unpolished, buggy release. But help testing/fixing bugs would be greatly
appreciated for anyone willing.
Requirements:
- Mac OS X 10.7+
- Xcode 7.2+
Installation Commands:
cd higan
gmake -j 4
gmake install
cd ../icarus
gmake -j 4
gmake install
(gmake install is absolutely required, sorry. You'll be missing key
files in key places if you don't run it, and nothing will work.)
(gmake uninstall also exists, or you can just delete the .app bundles
from your Applications folder, and the Dev folder on your desktop.)
If you want to use the GBA emulation, then you need to drop the GBA BIOS
into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom
Usage:
You'll now find higan.app and icarus.app in your Applications folders.
First, run icarus.app, navigate to where you keep your game ROMs. Now
click the settings button at the bottom right, and check "Create
Manifests", and click OK. (You'll need to do this every time you run
icarus because there's some sort of bug on OSX saving the settings.) Now
click "Import", and let it bring in your games into ~/Emulation.
Note: "Create Manifests" is required. I don't yet have a pipe
implementation on OS X for higan to invoke icarus yet. If you don't
check this box, it won't create manifest.bml files, and your games won't
run at all.
Now you can run higan.app. The first thing you'll want to do is go to
higan->Preferences... and assign inputs for your gamepads. At the very
least, do it for the default controller for all the systems you want to
emulate.
Now this is very important ... close the application at this point so
that it writes your config file to disk. There's a serious crashing bug,
and if you trigger it, you'll lose your input bindings.
Now the really annoying part ... go to Library->{System} and pick the
game you want to play. Right now, there's a ~50% chance the application
will bomb. It seems the hiro::pListView object is getting destroyed, yet
somehow the internal Cocoa callbacks are being triggered anyway. I don't
know how this is possible, and my attempts to debug with lldb have been
a failure :(
If you're unlucky, the application will crash. Restart and try again. If
it crashes every single time, then you can try launching your game from
the command-line instead. Example:
open /Applications/higan.app \
--args ~/Emulation/Super\ Famicom/Zelda3.sfc/
Help wanted:
I could really, really, really use some help with that crashing on game
loading. There's a lot of rough edges, but they're all cosmetic. This
one thing is pretty much the only major show-stopping issue at the
moment, preventing a wider general audience pre-compiled binary preview.
2016-01-05 02:59:19 +00:00
|
|
|
statusBar->setEnabled(statusBar->enabled(true));
|
|
|
|
statusBar->setFont(statusBar->font(true));
|
|
|
|
statusBar->setText(statusBar->text());
|
|
|
|
statusBar->setVisible(statusBar->visible(true));
|
2015-12-30 06:41:46 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
auto pWindow::focused() const -> bool {
|
2013-03-15 13:11:33 +00:00
|
|
|
@autoreleasepool {
|
|
|
|
return [cocoaWindow isMainWindow] == YES;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-12-30 06:41:46 +00:00
|
|
|
auto pWindow::frameMargin() const -> Geometry {
|
2013-03-15 13:11:33 +00:00
|
|
|
@autoreleasepool {
|
|
|
|
NSRect frame = [cocoaWindow frameRectForContentRect:NSMakeRect(0, 0, 640, 480)];
|
2015-12-30 06:41:46 +00:00
|
|
|
return {abs(frame.origin.x), (int)(frame.size.height - 480), (int)(frame.size.width - 640), abs(frame.origin.y)};
|
2013-03-15 13:11:33 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-12-30 06:41:46 +00:00
|
|
|
auto pWindow::remove(sLayout layout) -> void {
|
2013-03-15 13:11:33 +00:00
|
|
|
@autoreleasepool {
|
|
|
|
[[cocoaWindow contentView] setNeedsDisplay:YES];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-12-30 06:41:46 +00:00
|
|
|
auto pWindow::remove(sMenuBar menuBar) -> void {
|
2013-03-15 13:11:33 +00:00
|
|
|
}
|
|
|
|
|
2015-12-30 06:41:46 +00:00
|
|
|
auto pWindow::remove(sStatusBar statusBar) -> void {
|
2013-03-15 13:11:33 +00:00
|
|
|
@autoreleasepool {
|
Update to v096r02 (OS X Preview for Developers) release.
byuu says:
Warning: this is not for the faint of heart. This is a very early,
unpolished, buggy release. But help testing/fixing bugs would be greatly
appreciated for anyone willing.
Requirements:
- Mac OS X 10.7+
- Xcode 7.2+
Installation Commands:
cd higan
gmake -j 4
gmake install
cd ../icarus
gmake -j 4
gmake install
(gmake install is absolutely required, sorry. You'll be missing key
files in key places if you don't run it, and nothing will work.)
(gmake uninstall also exists, or you can just delete the .app bundles
from your Applications folder, and the Dev folder on your desktop.)
If you want to use the GBA emulation, then you need to drop the GBA BIOS
into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom
Usage:
You'll now find higan.app and icarus.app in your Applications folders.
First, run icarus.app, navigate to where you keep your game ROMs. Now
click the settings button at the bottom right, and check "Create
Manifests", and click OK. (You'll need to do this every time you run
icarus because there's some sort of bug on OSX saving the settings.) Now
click "Import", and let it bring in your games into ~/Emulation.
Note: "Create Manifests" is required. I don't yet have a pipe
implementation on OS X for higan to invoke icarus yet. If you don't
check this box, it won't create manifest.bml files, and your games won't
run at all.
Now you can run higan.app. The first thing you'll want to do is go to
higan->Preferences... and assign inputs for your gamepads. At the very
least, do it for the default controller for all the systems you want to
emulate.
Now this is very important ... close the application at this point so
that it writes your config file to disk. There's a serious crashing bug,
and if you trigger it, you'll lose your input bindings.
Now the really annoying part ... go to Library->{System} and pick the
game you want to play. Right now, there's a ~50% chance the application
will bomb. It seems the hiro::pListView object is getting destroyed, yet
somehow the internal Cocoa callbacks are being triggered anyway. I don't
know how this is possible, and my attempts to debug with lldb have been
a failure :(
If you're unlucky, the application will crash. Restart and try again. If
it crashes every single time, then you can try launching your game from
the command-line instead. Example:
open /Applications/higan.app \
--args ~/Emulation/Super\ Famicom/Zelda3.sfc/
Help wanted:
I could really, really, really use some help with that crashing on game
loading. There's a lot of rough edges, but they're all cosmetic. This
one thing is pretty much the only major show-stopping issue at the
moment, preventing a wider general audience pre-compiled binary preview.
2016-01-05 02:59:19 +00:00
|
|
|
[[cocoaWindow statusBar] setHidden:YES];
|
2013-03-15 13:11:33 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-12-30 06:41:46 +00:00
|
|
|
auto pWindow::setBackgroundColor(Color color) -> void {
|
2013-03-15 13:11:33 +00:00
|
|
|
@autoreleasepool {
|
|
|
|
[cocoaWindow
|
|
|
|
setBackgroundColor:[NSColor
|
2015-12-30 06:41:46 +00:00
|
|
|
colorWithCalibratedRed:color.red() / 255.0
|
|
|
|
green:color.green() / 255.0
|
|
|
|
blue:color.blue() / 255.0
|
|
|
|
alpha:color.alpha() / 255.0
|
2013-03-15 13:11:33 +00:00
|
|
|
]
|
|
|
|
];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Update to v103r13 release.
byuu says:
Changelog:
- gb/interface: fix Game Boy Color extension to be "gbc" and not "gb"
[hex\_usr]
- ms/interface: move Master System hardware controls below controller
ports
- sfc/ppu: improve latching behavior of BGnHOFS registers (not
hardware verified) [AWJ]
- tomoko/input: rework port/device mapping to support non-sequential
ports and devices¹
- todo: should add move() to inputDevice.mappings.append and
inputPort.devices.append
- note: there's a weird GCC 4.9 bug with brace initialization of
InputEmulator; have to assign each field separately
- tomoko: all windows sans the main presentation window can be
dismissed with the escape key
- icarus: the single file selection dialog ("Load ROM Image...") can
be dismissed with the escape key
- tomoko: do not pause emulation when FocusLoss/Pause is set during
exclusive fullscreen mode
- hiro/(windows,gtk,qt): implemented Window::setDismissable() function
(missing from cocoa port, sorry)
- nall/string: fixed printing of largest possible negative numbers (eg
`INT_MIN`) [Sintendo]
- only took eight months! :D
¹: When I tried to move the Master System hardware port below the
controller ports, I ran into a world of pain.
The input settings list expects every item in the
`InputEmulator<InputPort<InputDevice<InputMapping>>>>` arrays to be
populated with valid results. But these would be sparsely populated
based on the port and device IDs from inside higan. And that is done so
that the Interface::inputPoll can have O(1) lookup of ports and devices.
This worked because all the port and device IDs were sequential (they
left no gaps in the maps upon creating the lists.)
Unfortunately by changing the expectation of port ID to how it appears
in the list, inputs would not poll correctly. By leaving them alone and
just moving Hardware to the third position, the Game Gear would be
missing port IDs of 0 and 1 (the controller ports of the Master System).
Even by trying to make separate MasterSystemHardware and
GameGearHardware ports, things still fractured when the devices were no
longer contigious.
I got pretty sick of this and just decided to give up on O(1)
port/device lookup, and moved to O(n) lookup. It only knocked the
framerate down by maybe one frame per second, enough to be in the margin
of error. Inputs aren't polled *that* often for loops that usually
terminate after 1-2 cycles to be too detrimental to performance.
So the new input system now allows non-sequential port and device IDs.
Remember that I killed input IDs a while back. There's never any reason
for those to need IDs ... it was easier to just order the inputs in the
order you want to see them in the user interface. So the input lookup is
still O(1). Only now, everything's safer and I return a
maybe<InputMapping&>, and won't crash out the program trying to use a
mapping that isn't found for some reason.
Errata: the escape key isn't working on the browser/message dialogs on
Windows, because of course nothing can ever just be easy and work for
me. If anyone else wouldn't mind looking into that, I'd greatly
appreciate it.
Having the `WM_KEYDOWN` test inside the main `Application_sharedProc`, it
seems to not respond to the escape key on modal dialogs. If I put the
`WM_KEYDOWN` test in the main window proc, then it doesn't seem to get
called for `VK_ESCAPE` at all, and doesn't get called period for modal
windows. So I'm at a loss and it's past 4AM here >_>
2017-07-12 08:24:27 +00:00
|
|
|
auto pWindow::setDismissable(bool dismissable) -> void {
|
|
|
|
//todo: not implemented
|
|
|
|
}
|
|
|
|
|
2015-12-30 06:41:46 +00:00
|
|
|
auto pWindow::setDroppable(bool droppable) -> void {
|
2013-07-29 09:42:45 +00:00
|
|
|
@autoreleasepool {
|
|
|
|
if(droppable) {
|
|
|
|
[cocoaWindow registerForDraggedTypes:[NSArray arrayWithObject:NSFilenamesPboardType]];
|
|
|
|
} else {
|
|
|
|
[cocoaWindow unregisterDraggedTypes];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-12-30 06:41:46 +00:00
|
|
|
auto pWindow::setFocused() -> void {
|
2013-03-15 13:11:33 +00:00
|
|
|
@autoreleasepool {
|
|
|
|
[cocoaWindow makeKeyAndOrderFront:nil];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-12-30 06:41:46 +00:00
|
|
|
auto pWindow::setFullScreen(bool fullScreen) -> void {
|
2013-03-15 13:11:33 +00:00
|
|
|
@autoreleasepool {
|
2016-01-08 09:23:46 +00:00
|
|
|
if(fullScreen) {
|
|
|
|
windowedGeometry = state().geometry;
|
2013-03-15 13:11:33 +00:00
|
|
|
[NSApp setPresentationOptions:NSApplicationPresentationFullScreen];
|
|
|
|
[cocoaWindow setCollectionBehavior:NSWindowCollectionBehaviorFullScreenPrimary];
|
|
|
|
[cocoaWindow toggleFullScreen:nil];
|
2016-01-08 09:23:46 +00:00
|
|
|
state().geometry = _geometry();
|
2013-03-15 13:11:33 +00:00
|
|
|
} else {
|
|
|
|
[cocoaWindow toggleFullScreen:nil];
|
|
|
|
[cocoaWindow setCollectionBehavior:NSWindowCollectionBehaviorDefault];
|
|
|
|
[NSApp setPresentationOptions:NSApplicationPresentationDefault];
|
2016-01-08 09:23:46 +00:00
|
|
|
state().geometry = windowedGeometry;
|
2013-03-15 13:11:33 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-12-30 06:41:46 +00:00
|
|
|
auto pWindow::setGeometry(Geometry geometry) -> void {
|
|
|
|
lock();
|
2013-03-15 13:11:33 +00:00
|
|
|
|
|
|
|
@autoreleasepool {
|
|
|
|
[cocoaWindow
|
|
|
|
setFrame:[cocoaWindow
|
2013-03-21 12:59:01 +00:00
|
|
|
frameRectForContentRect:NSMakeRect(
|
2015-12-30 06:41:46 +00:00
|
|
|
geometry.x(), Desktop::size().height() - geometry.y() - geometry.height(),
|
|
|
|
geometry.width(), geometry.height() + statusBarHeight()
|
2013-03-21 12:59:01 +00:00
|
|
|
)
|
2013-03-15 13:11:33 +00:00
|
|
|
]
|
|
|
|
display:YES
|
|
|
|
];
|
|
|
|
|
2015-12-30 06:41:46 +00:00
|
|
|
if(auto& layout = state().layout) {
|
|
|
|
layout->setGeometry(self().geometry().setPosition(0, 0));
|
2013-03-15 13:11:33 +00:00
|
|
|
}
|
2013-03-21 12:59:01 +00:00
|
|
|
|
|
|
|
statusBarReposition();
|
2013-03-15 13:11:33 +00:00
|
|
|
}
|
|
|
|
|
2015-12-30 06:41:46 +00:00
|
|
|
unlock();
|
2013-03-15 13:11:33 +00:00
|
|
|
}
|
|
|
|
|
2015-12-30 06:41:46 +00:00
|
|
|
auto pWindow::setModal(bool modal) -> void {
|
2013-03-15 13:11:33 +00:00
|
|
|
@autoreleasepool {
|
|
|
|
if(modal == true) {
|
|
|
|
[NSApp runModalForWindow:cocoaWindow];
|
|
|
|
} else {
|
|
|
|
[NSApp stopModal];
|
2013-05-02 11:25:45 +00:00
|
|
|
NSEvent* event = [NSEvent otherEventWithType:NSApplicationDefined location:NSMakePoint(0, 0) modifierFlags:0 timestamp:0.0 windowNumber:0 context:nil subtype:0 data1:0 data2:0];
|
2013-03-15 13:11:33 +00:00
|
|
|
[NSApp postEvent:event atStart:true];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-12-30 06:41:46 +00:00
|
|
|
auto pWindow::setResizable(bool resizable) -> void {
|
2013-03-15 13:11:33 +00:00
|
|
|
@autoreleasepool {
|
|
|
|
NSUInteger style = NSTitledWindowMask | NSClosableWindowMask | NSMiniaturizableWindowMask;
|
|
|
|
if(resizable) style |= NSResizableWindowMask;
|
|
|
|
[cocoaWindow setStyleMask:style];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-12-30 06:41:46 +00:00
|
|
|
auto pWindow::setTitle(const string& text) -> void {
|
2013-03-15 13:11:33 +00:00
|
|
|
@autoreleasepool {
|
|
|
|
[cocoaWindow setTitle:[NSString stringWithUTF8String:text]];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-12-30 06:41:46 +00:00
|
|
|
auto pWindow::setVisible(bool visible) -> void {
|
2013-03-15 13:11:33 +00:00
|
|
|
@autoreleasepool {
|
2013-03-21 12:59:01 +00:00
|
|
|
if(visible) [cocoaWindow makeKeyAndOrderFront:nil];
|
|
|
|
else [cocoaWindow orderOut:nil];
|
2013-03-15 13:11:33 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-12-30 06:41:46 +00:00
|
|
|
auto pWindow::moveEvent() -> void {
|
|
|
|
if(!locked() && !self().fullScreen() && self().visible()) {
|
|
|
|
@autoreleasepool {
|
|
|
|
NSRect area = [cocoaWindow contentRectForFrameRect:[cocoaWindow frame]];
|
|
|
|
area.size.height -= statusBarHeight();
|
|
|
|
state().geometry.setX(area.origin.x);
|
|
|
|
state().geometry.setY(Desktop::size().height() - area.origin.y - area.size.height);
|
|
|
|
}
|
2013-03-15 13:11:33 +00:00
|
|
|
}
|
|
|
|
|
2015-12-30 06:41:46 +00:00
|
|
|
if(!locked()) self().doMove();
|
2013-03-15 13:11:33 +00:00
|
|
|
}
|
|
|
|
|
2015-12-30 06:41:46 +00:00
|
|
|
auto pWindow::sizeEvent() -> void {
|
|
|
|
if(!locked() && !self().fullScreen() && self().visible()) {
|
|
|
|
@autoreleasepool {
|
|
|
|
NSRect area = [cocoaWindow contentRectForFrameRect:[cocoaWindow frame]];
|
|
|
|
area.size.height -= statusBarHeight();
|
|
|
|
state().geometry.setWidth(area.size.width);
|
|
|
|
state().geometry.setHeight(area.size.height);
|
|
|
|
}
|
2013-03-15 13:11:33 +00:00
|
|
|
}
|
|
|
|
|
2015-12-30 06:41:46 +00:00
|
|
|
if(auto& layout = state().layout) {
|
|
|
|
layout->setGeometry(self().geometry().setPosition(0, 0));
|
2013-03-15 13:11:33 +00:00
|
|
|
}
|
|
|
|
|
2013-03-21 12:59:01 +00:00
|
|
|
statusBarReposition();
|
|
|
|
|
2015-12-30 06:41:46 +00:00
|
|
|
if(!locked()) self().doSize();
|
2013-03-15 13:11:33 +00:00
|
|
|
}
|
|
|
|
|
2015-12-30 06:41:46 +00:00
|
|
|
auto pWindow::statusBarHeight() -> uint {
|
Update to v096r02 (OS X Preview for Developers) release.
byuu says:
Warning: this is not for the faint of heart. This is a very early,
unpolished, buggy release. But help testing/fixing bugs would be greatly
appreciated for anyone willing.
Requirements:
- Mac OS X 10.7+
- Xcode 7.2+
Installation Commands:
cd higan
gmake -j 4
gmake install
cd ../icarus
gmake -j 4
gmake install
(gmake install is absolutely required, sorry. You'll be missing key
files in key places if you don't run it, and nothing will work.)
(gmake uninstall also exists, or you can just delete the .app bundles
from your Applications folder, and the Dev folder on your desktop.)
If you want to use the GBA emulation, then you need to drop the GBA BIOS
into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom
Usage:
You'll now find higan.app and icarus.app in your Applications folders.
First, run icarus.app, navigate to where you keep your game ROMs. Now
click the settings button at the bottom right, and check "Create
Manifests", and click OK. (You'll need to do this every time you run
icarus because there's some sort of bug on OSX saving the settings.) Now
click "Import", and let it bring in your games into ~/Emulation.
Note: "Create Manifests" is required. I don't yet have a pipe
implementation on OS X for higan to invoke icarus yet. If you don't
check this box, it won't create manifest.bml files, and your games won't
run at all.
Now you can run higan.app. The first thing you'll want to do is go to
higan->Preferences... and assign inputs for your gamepads. At the very
least, do it for the default controller for all the systems you want to
emulate.
Now this is very important ... close the application at this point so
that it writes your config file to disk. There's a serious crashing bug,
and if you trigger it, you'll lose your input bindings.
Now the really annoying part ... go to Library->{System} and pick the
game you want to play. Right now, there's a ~50% chance the application
will bomb. It seems the hiro::pListView object is getting destroyed, yet
somehow the internal Cocoa callbacks are being triggered anyway. I don't
know how this is possible, and my attempts to debug with lldb have been
a failure :(
If you're unlucky, the application will crash. Restart and try again. If
it crashes every single time, then you can try launching your game from
the command-line instead. Example:
open /Applications/higan.app \
--args ~/Emulation/Super\ Famicom/Zelda3.sfc/
Help wanted:
I could really, really, really use some help with that crashing on game
loading. There's a lot of rough edges, but they're all cosmetic. This
one thing is pretty much the only major show-stopping issue at the
moment, preventing a wider general audience pre-compiled binary preview.
2016-01-05 02:59:19 +00:00
|
|
|
if(auto& statusBar = state().statusBar) {
|
2016-01-07 08:14:33 +00:00
|
|
|
if(statusBar->visible()) {
|
|
|
|
return pFont::size(statusBar->font(true), " ").height() + 6;
|
|
|
|
}
|
Update to v096r02 (OS X Preview for Developers) release.
byuu says:
Warning: this is not for the faint of heart. This is a very early,
unpolished, buggy release. But help testing/fixing bugs would be greatly
appreciated for anyone willing.
Requirements:
- Mac OS X 10.7+
- Xcode 7.2+
Installation Commands:
cd higan
gmake -j 4
gmake install
cd ../icarus
gmake -j 4
gmake install
(gmake install is absolutely required, sorry. You'll be missing key
files in key places if you don't run it, and nothing will work.)
(gmake uninstall also exists, or you can just delete the .app bundles
from your Applications folder, and the Dev folder on your desktop.)
If you want to use the GBA emulation, then you need to drop the GBA BIOS
into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom
Usage:
You'll now find higan.app and icarus.app in your Applications folders.
First, run icarus.app, navigate to where you keep your game ROMs. Now
click the settings button at the bottom right, and check "Create
Manifests", and click OK. (You'll need to do this every time you run
icarus because there's some sort of bug on OSX saving the settings.) Now
click "Import", and let it bring in your games into ~/Emulation.
Note: "Create Manifests" is required. I don't yet have a pipe
implementation on OS X for higan to invoke icarus yet. If you don't
check this box, it won't create manifest.bml files, and your games won't
run at all.
Now you can run higan.app. The first thing you'll want to do is go to
higan->Preferences... and assign inputs for your gamepads. At the very
least, do it for the default controller for all the systems you want to
emulate.
Now this is very important ... close the application at this point so
that it writes your config file to disk. There's a serious crashing bug,
and if you trigger it, you'll lose your input bindings.
Now the really annoying part ... go to Library->{System} and pick the
game you want to play. Right now, there's a ~50% chance the application
will bomb. It seems the hiro::pListView object is getting destroyed, yet
somehow the internal Cocoa callbacks are being triggered anyway. I don't
know how this is possible, and my attempts to debug with lldb have been
a failure :(
If you're unlucky, the application will crash. Restart and try again. If
it crashes every single time, then you can try launching your game from
the command-line instead. Example:
open /Applications/higan.app \
--args ~/Emulation/Super\ Famicom/Zelda3.sfc/
Help wanted:
I could really, really, really use some help with that crashing on game
loading. There's a lot of rough edges, but they're all cosmetic. This
one thing is pretty much the only major show-stopping issue at the
moment, preventing a wider general audience pre-compiled binary preview.
2016-01-05 02:59:19 +00:00
|
|
|
}
|
2015-12-30 06:41:46 +00:00
|
|
|
return 0;
|
2013-03-21 12:59:01 +00:00
|
|
|
}
|
|
|
|
|
2015-12-30 06:41:46 +00:00
|
|
|
auto pWindow::statusBarReposition() -> void {
|
2013-03-21 12:59:01 +00:00
|
|
|
@autoreleasepool {
|
|
|
|
NSRect area = [cocoaWindow contentRectForFrameRect:[cocoaWindow frame]];
|
|
|
|
[[cocoaWindow statusBar] setFrame:NSMakeRect(0, 0, area.size.width, statusBarHeight())];
|
|
|
|
[[cocoaWindow contentView] setNeedsDisplay:YES];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-12-30 06:41:46 +00:00
|
|
|
auto pWindow::_append(mWidget& widget) -> void {
|
|
|
|
@autoreleasepool {
|
|
|
|
if(auto pWidget = widget.self()) {
|
|
|
|
[pWidget->cocoaView removeFromSuperview];
|
|
|
|
[[cocoaWindow contentView] addSubview:pWidget->cocoaView positioned:NSWindowAbove relativeTo:nil];
|
|
|
|
pWidget->setGeometry(widget.geometry());
|
|
|
|
[[cocoaWindow contentView] setNeedsDisplay:YES];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-01-08 09:23:46 +00:00
|
|
|
auto pWindow::_geometry() -> Geometry {
|
Update to v096r02 (OS X Preview for Developers) release.
byuu says:
Warning: this is not for the faint of heart. This is a very early,
unpolished, buggy release. But help testing/fixing bugs would be greatly
appreciated for anyone willing.
Requirements:
- Mac OS X 10.7+
- Xcode 7.2+
Installation Commands:
cd higan
gmake -j 4
gmake install
cd ../icarus
gmake -j 4
gmake install
(gmake install is absolutely required, sorry. You'll be missing key
files in key places if you don't run it, and nothing will work.)
(gmake uninstall also exists, or you can just delete the .app bundles
from your Applications folder, and the Dev folder on your desktop.)
If you want to use the GBA emulation, then you need to drop the GBA BIOS
into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom
Usage:
You'll now find higan.app and icarus.app in your Applications folders.
First, run icarus.app, navigate to where you keep your game ROMs. Now
click the settings button at the bottom right, and check "Create
Manifests", and click OK. (You'll need to do this every time you run
icarus because there's some sort of bug on OSX saving the settings.) Now
click "Import", and let it bring in your games into ~/Emulation.
Note: "Create Manifests" is required. I don't yet have a pipe
implementation on OS X for higan to invoke icarus yet. If you don't
check this box, it won't create manifest.bml files, and your games won't
run at all.
Now you can run higan.app. The first thing you'll want to do is go to
higan->Preferences... and assign inputs for your gamepads. At the very
least, do it for the default controller for all the systems you want to
emulate.
Now this is very important ... close the application at this point so
that it writes your config file to disk. There's a serious crashing bug,
and if you trigger it, you'll lose your input bindings.
Now the really annoying part ... go to Library->{System} and pick the
game you want to play. Right now, there's a ~50% chance the application
will bomb. It seems the hiro::pListView object is getting destroyed, yet
somehow the internal Cocoa callbacks are being triggered anyway. I don't
know how this is possible, and my attempts to debug with lldb have been
a failure :(
If you're unlucky, the application will crash. Restart and try again. If
it crashes every single time, then you can try launching your game from
the command-line instead. Example:
open /Applications/higan.app \
--args ~/Emulation/Super\ Famicom/Zelda3.sfc/
Help wanted:
I could really, really, really use some help with that crashing on game
loading. There's a lot of rough edges, but they're all cosmetic. This
one thing is pretty much the only major show-stopping issue at the
moment, preventing a wider general audience pre-compiled binary preview.
2016-01-05 02:59:19 +00:00
|
|
|
@autoreleasepool {
|
|
|
|
NSRect area = [cocoaWindow contentRectForFrameRect:[cocoaWindow frame]];
|
|
|
|
area.size.height -= statusBarHeight();
|
2016-01-08 09:23:46 +00:00
|
|
|
return {
|
|
|
|
(int)area.origin.x, (int)(Monitor::geometry(Monitor::primary()).height() - area.origin.y - area.size.height),
|
|
|
|
(int)area.size.width, (int)area.size.height
|
|
|
|
};
|
Update to v096r02 (OS X Preview for Developers) release.
byuu says:
Warning: this is not for the faint of heart. This is a very early,
unpolished, buggy release. But help testing/fixing bugs would be greatly
appreciated for anyone willing.
Requirements:
- Mac OS X 10.7+
- Xcode 7.2+
Installation Commands:
cd higan
gmake -j 4
gmake install
cd ../icarus
gmake -j 4
gmake install
(gmake install is absolutely required, sorry. You'll be missing key
files in key places if you don't run it, and nothing will work.)
(gmake uninstall also exists, or you can just delete the .app bundles
from your Applications folder, and the Dev folder on your desktop.)
If you want to use the GBA emulation, then you need to drop the GBA BIOS
into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom
Usage:
You'll now find higan.app and icarus.app in your Applications folders.
First, run icarus.app, navigate to where you keep your game ROMs. Now
click the settings button at the bottom right, and check "Create
Manifests", and click OK. (You'll need to do this every time you run
icarus because there's some sort of bug on OSX saving the settings.) Now
click "Import", and let it bring in your games into ~/Emulation.
Note: "Create Manifests" is required. I don't yet have a pipe
implementation on OS X for higan to invoke icarus yet. If you don't
check this box, it won't create manifest.bml files, and your games won't
run at all.
Now you can run higan.app. The first thing you'll want to do is go to
higan->Preferences... and assign inputs for your gamepads. At the very
least, do it for the default controller for all the systems you want to
emulate.
Now this is very important ... close the application at this point so
that it writes your config file to disk. There's a serious crashing bug,
and if you trigger it, you'll lose your input bindings.
Now the really annoying part ... go to Library->{System} and pick the
game you want to play. Right now, there's a ~50% chance the application
will bomb. It seems the hiro::pListView object is getting destroyed, yet
somehow the internal Cocoa callbacks are being triggered anyway. I don't
know how this is possible, and my attempts to debug with lldb have been
a failure :(
If you're unlucky, the application will crash. Restart and try again. If
it crashes every single time, then you can try launching your game from
the command-line instead. Example:
open /Applications/higan.app \
--args ~/Emulation/Super\ Famicom/Zelda3.sfc/
Help wanted:
I could really, really, really use some help with that crashing on game
loading. There's a lot of rough edges, but they're all cosmetic. This
one thing is pretty much the only major show-stopping issue at the
moment, preventing a wider general audience pre-compiled binary preview.
2016-01-05 02:59:19 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2013-03-15 13:11:33 +00:00
|
|
|
}
|
2015-12-30 06:41:46 +00:00
|
|
|
|
|
|
|
#endif
|