2012-07-23 12:53:28 +00:00
|
|
|
Window& pWindow::none() {
|
|
|
|
static Window *window = nullptr;
|
|
|
|
if(window == nullptr) window = new Window;
|
|
|
|
return *window;
|
|
|
|
}
|
|
|
|
|
2011-02-27 09:11:01 +00:00
|
|
|
void pWindow::append(Layout &layout) {
|
|
|
|
Geometry geometry = window.state.geometry;
|
|
|
|
geometry.x = geometry.y = 0;
|
|
|
|
layout.setGeometry(geometry);
|
|
|
|
}
|
Update to v073 release.
byuu says:
This release marks a major step forward, offering full low-level
emulation of all four DSP coprocessors based on the NEC uPD77C25
processor core. Many people were responsible for this milestone: Dr.
Decapitator for the actual decapping and extraction; Lord Nightmare for
the cartridges and some special analysis tools; myself, Jonas Quinn and
Cydrak for the uPD77C25 emulation; and all of the donors who raised the
necessary $1,000 for the necessary hardware and equipment needed to pull
this all off. To say thanks to the donors, I am releasing the uPD77C25
emulation core to the public domain, so that everyone can benefit from
it.
All four DSP emulations will be improved by this by way of having
realistic timing; the DSP-4 will benefit further as the high-level
emulation was incomplete and somewhat buggy; and the DSP-3 will benefit
the most as the high-levle emulation there was not complete enough to be
playable. As a result, most notably, this means bsnes v073 is the first
emulator to fully be able to play SD Gundam GX (J)!
As bsnes' primary goal is accuracy, the LLE DSP support renders the old
HLE DSP support obsolete. Ergo, I have removed the 166KB of HLE source
code, and replaced it with the uPD77C25 core, which comprises a mere
20KB of source code. As this LLE module supports save states, this also
means that for the first time, DSP-3 and DSP-4 games have save state
support.
On the other hand, this also means that to run any DSP game, you will
need the appropriate program ROM. As these are copyrighted, I cannot
distribute them nor tell you where to get them. All I can do is provide
you with the necessary filenames and hashes.
Changelog (since v072 release):
* added NEC uPD77C25 emulation core
* added low-level emulation of the DSP-1, DSP-1B, DSP-2, DSP-3, DSP-4
coprocessors
* removed high-level emulation of the DSP-n coprocessors
* added blargg's libco::ppc.c module, which is far more portable, even
running on the PS3
* added software filter support via binary plugins
* added debugger (currently Linux-only); but it is as yet unstable
* added pause shortcut
* updated mightymo's cheat code database
2010-12-26 12:24:34 +00:00
|
|
|
|
2011-02-27 09:11:01 +00:00
|
|
|
void pWindow::append(Menu &menu) {
|
2012-04-24 13:13:42 +00:00
|
|
|
if(window.state.menuFont != "") menu.p.setFont(window.state.menuFont);
|
|
|
|
else menu.p.setFont("Sans, 8");
|
2011-02-27 09:11:01 +00:00
|
|
|
qtMenu->addMenu(menu.p.qtMenu);
|
|
|
|
}
|
Update to v073 release.
byuu says:
This release marks a major step forward, offering full low-level
emulation of all four DSP coprocessors based on the NEC uPD77C25
processor core. Many people were responsible for this milestone: Dr.
Decapitator for the actual decapping and extraction; Lord Nightmare for
the cartridges and some special analysis tools; myself, Jonas Quinn and
Cydrak for the uPD77C25 emulation; and all of the donors who raised the
necessary $1,000 for the necessary hardware and equipment needed to pull
this all off. To say thanks to the donors, I am releasing the uPD77C25
emulation core to the public domain, so that everyone can benefit from
it.
All four DSP emulations will be improved by this by way of having
realistic timing; the DSP-4 will benefit further as the high-level
emulation was incomplete and somewhat buggy; and the DSP-3 will benefit
the most as the high-levle emulation there was not complete enough to be
playable. As a result, most notably, this means bsnes v073 is the first
emulator to fully be able to play SD Gundam GX (J)!
As bsnes' primary goal is accuracy, the LLE DSP support renders the old
HLE DSP support obsolete. Ergo, I have removed the 166KB of HLE source
code, and replaced it with the uPD77C25 core, which comprises a mere
20KB of source code. As this LLE module supports save states, this also
means that for the first time, DSP-3 and DSP-4 games have save state
support.
On the other hand, this also means that to run any DSP game, you will
need the appropriate program ROM. As these are copyrighted, I cannot
distribute them nor tell you where to get them. All I can do is provide
you with the necessary filenames and hashes.
Changelog (since v072 release):
* added NEC uPD77C25 emulation core
* added low-level emulation of the DSP-1, DSP-1B, DSP-2, DSP-3, DSP-4
coprocessors
* removed high-level emulation of the DSP-n coprocessors
* added blargg's libco::ppc.c module, which is far more portable, even
running on the PS3
* added software filter support via binary plugins
* added debugger (currently Linux-only); but it is as yet unstable
* added pause shortcut
* updated mightymo's cheat code database
2010-12-26 12:24:34 +00:00
|
|
|
|
2011-02-27 09:11:01 +00:00
|
|
|
void pWindow::append(Widget &widget) {
|
2012-04-24 13:13:42 +00:00
|
|
|
if(widget.state.font == "") {
|
|
|
|
if(window.state.widgetFont != "") widget.p.setFont(window.state.widgetFont);
|
|
|
|
else widget.p.setFont("Sans, 8");
|
2011-02-27 09:11:01 +00:00
|
|
|
}
|
|
|
|
widget.p.qtWidget->setParent(qtContainer);
|
2012-04-24 13:13:42 +00:00
|
|
|
widget.setVisible(widget.visible());
|
2011-02-27 09:11:01 +00:00
|
|
|
}
|
Update to v073 release.
byuu says:
This release marks a major step forward, offering full low-level
emulation of all four DSP coprocessors based on the NEC uPD77C25
processor core. Many people were responsible for this milestone: Dr.
Decapitator for the actual decapping and extraction; Lord Nightmare for
the cartridges and some special analysis tools; myself, Jonas Quinn and
Cydrak for the uPD77C25 emulation; and all of the donors who raised the
necessary $1,000 for the necessary hardware and equipment needed to pull
this all off. To say thanks to the donors, I am releasing the uPD77C25
emulation core to the public domain, so that everyone can benefit from
it.
All four DSP emulations will be improved by this by way of having
realistic timing; the DSP-4 will benefit further as the high-level
emulation was incomplete and somewhat buggy; and the DSP-3 will benefit
the most as the high-levle emulation there was not complete enough to be
playable. As a result, most notably, this means bsnes v073 is the first
emulator to fully be able to play SD Gundam GX (J)!
As bsnes' primary goal is accuracy, the LLE DSP support renders the old
HLE DSP support obsolete. Ergo, I have removed the 166KB of HLE source
code, and replaced it with the uPD77C25 core, which comprises a mere
20KB of source code. As this LLE module supports save states, this also
means that for the first time, DSP-3 and DSP-4 games have save state
support.
On the other hand, this also means that to run any DSP game, you will
need the appropriate program ROM. As these are copyrighted, I cannot
distribute them nor tell you where to get them. All I can do is provide
you with the necessary filenames and hashes.
Changelog (since v072 release):
* added NEC uPD77C25 emulation core
* added low-level emulation of the DSP-1, DSP-1B, DSP-2, DSP-3, DSP-4
coprocessors
* removed high-level emulation of the DSP-n coprocessors
* added blargg's libco::ppc.c module, which is far more portable, even
running on the PS3
* added software filter support via binary plugins
* added debugger (currently Linux-only); but it is as yet unstable
* added pause shortcut
* updated mightymo's cheat code database
2010-12-26 12:24:34 +00:00
|
|
|
|
2011-08-20 14:40:44 +00:00
|
|
|
Color pWindow::backgroundColor() {
|
|
|
|
if(window.state.backgroundColorOverride) return window.state.backgroundColor;
|
|
|
|
QColor color = qtWindow->palette().color(QPalette::ColorRole::Window);
|
|
|
|
return { (uint8_t)color.red(), (uint8_t)color.green(), (uint8_t)color.blue(), (uint8_t)color.alpha() };
|
|
|
|
}
|
|
|
|
|
2011-02-27 09:11:01 +00:00
|
|
|
Geometry pWindow::frameMargin() {
|
2012-04-24 13:13:42 +00:00
|
|
|
unsigned menuHeight = window.state.menuVisible ? settings->menuGeometryHeight : 0;
|
|
|
|
unsigned statusHeight = window.state.statusVisible ? settings->statusGeometryHeight : 0;
|
2011-02-27 09:11:01 +00:00
|
|
|
if(window.state.fullScreen) return { 0, menuHeight, 0, menuHeight + statusHeight };
|
|
|
|
return {
|
2012-04-24 13:13:42 +00:00
|
|
|
settings->frameGeometryX,
|
|
|
|
settings->frameGeometryY + menuHeight,
|
|
|
|
settings->frameGeometryWidth,
|
|
|
|
settings->frameGeometryHeight + menuHeight + statusHeight
|
2011-02-27 09:11:01 +00:00
|
|
|
};
|
|
|
|
}
|
Update to v073 release.
byuu says:
This release marks a major step forward, offering full low-level
emulation of all four DSP coprocessors based on the NEC uPD77C25
processor core. Many people were responsible for this milestone: Dr.
Decapitator for the actual decapping and extraction; Lord Nightmare for
the cartridges and some special analysis tools; myself, Jonas Quinn and
Cydrak for the uPD77C25 emulation; and all of the donors who raised the
necessary $1,000 for the necessary hardware and equipment needed to pull
this all off. To say thanks to the donors, I am releasing the uPD77C25
emulation core to the public domain, so that everyone can benefit from
it.
All four DSP emulations will be improved by this by way of having
realistic timing; the DSP-4 will benefit further as the high-level
emulation was incomplete and somewhat buggy; and the DSP-3 will benefit
the most as the high-levle emulation there was not complete enough to be
playable. As a result, most notably, this means bsnes v073 is the first
emulator to fully be able to play SD Gundam GX (J)!
As bsnes' primary goal is accuracy, the LLE DSP support renders the old
HLE DSP support obsolete. Ergo, I have removed the 166KB of HLE source
code, and replaced it with the uPD77C25 core, which comprises a mere
20KB of source code. As this LLE module supports save states, this also
means that for the first time, DSP-3 and DSP-4 games have save state
support.
On the other hand, this also means that to run any DSP game, you will
need the appropriate program ROM. As these are copyrighted, I cannot
distribute them nor tell you where to get them. All I can do is provide
you with the necessary filenames and hashes.
Changelog (since v072 release):
* added NEC uPD77C25 emulation core
* added low-level emulation of the DSP-1, DSP-1B, DSP-2, DSP-3, DSP-4
coprocessors
* removed high-level emulation of the DSP-n coprocessors
* added blargg's libco::ppc.c module, which is far more portable, even
running on the PS3
* added software filter support via binary plugins
* added debugger (currently Linux-only); but it is as yet unstable
* added pause shortcut
* updated mightymo's cheat code database
2010-12-26 12:24:34 +00:00
|
|
|
|
2011-02-27 09:11:01 +00:00
|
|
|
bool pWindow::focused() {
|
|
|
|
return qtWindow->isActiveWindow() && !qtWindow->isMinimized();
|
Update to v073 release.
byuu says:
This release marks a major step forward, offering full low-level
emulation of all four DSP coprocessors based on the NEC uPD77C25
processor core. Many people were responsible for this milestone: Dr.
Decapitator for the actual decapping and extraction; Lord Nightmare for
the cartridges and some special analysis tools; myself, Jonas Quinn and
Cydrak for the uPD77C25 emulation; and all of the donors who raised the
necessary $1,000 for the necessary hardware and equipment needed to pull
this all off. To say thanks to the donors, I am releasing the uPD77C25
emulation core to the public domain, so that everyone can benefit from
it.
All four DSP emulations will be improved by this by way of having
realistic timing; the DSP-4 will benefit further as the high-level
emulation was incomplete and somewhat buggy; and the DSP-3 will benefit
the most as the high-levle emulation there was not complete enough to be
playable. As a result, most notably, this means bsnes v073 is the first
emulator to fully be able to play SD Gundam GX (J)!
As bsnes' primary goal is accuracy, the LLE DSP support renders the old
HLE DSP support obsolete. Ergo, I have removed the 166KB of HLE source
code, and replaced it with the uPD77C25 core, which comprises a mere
20KB of source code. As this LLE module supports save states, this also
means that for the first time, DSP-3 and DSP-4 games have save state
support.
On the other hand, this also means that to run any DSP game, you will
need the appropriate program ROM. As these are copyrighted, I cannot
distribute them nor tell you where to get them. All I can do is provide
you with the necessary filenames and hashes.
Changelog (since v072 release):
* added NEC uPD77C25 emulation core
* added low-level emulation of the DSP-1, DSP-1B, DSP-2, DSP-3, DSP-4
coprocessors
* removed high-level emulation of the DSP-n coprocessors
* added blargg's libco::ppc.c module, which is far more portable, even
running on the PS3
* added software filter support via binary plugins
* added debugger (currently Linux-only); but it is as yet unstable
* added pause shortcut
* updated mightymo's cheat code database
2010-12-26 12:24:34 +00:00
|
|
|
}
|
|
|
|
|
2011-02-27 09:11:01 +00:00
|
|
|
Geometry pWindow::geometry() {
|
|
|
|
if(window.state.fullScreen) {
|
|
|
|
unsigned menuHeight = window.state.menuVisible ? qtMenu->height() : 0;
|
|
|
|
unsigned statusHeight = window.state.statusVisible ? qtStatus->height() : 0;
|
2012-04-24 13:13:42 +00:00
|
|
|
return { 0, menuHeight, Desktop::size().width, Desktop::size().height - menuHeight - statusHeight };
|
2011-02-27 09:11:01 +00:00
|
|
|
}
|
|
|
|
return window.state.geometry;
|
Update to v073 release.
byuu says:
This release marks a major step forward, offering full low-level
emulation of all four DSP coprocessors based on the NEC uPD77C25
processor core. Many people were responsible for this milestone: Dr.
Decapitator for the actual decapping and extraction; Lord Nightmare for
the cartridges and some special analysis tools; myself, Jonas Quinn and
Cydrak for the uPD77C25 emulation; and all of the donors who raised the
necessary $1,000 for the necessary hardware and equipment needed to pull
this all off. To say thanks to the donors, I am releasing the uPD77C25
emulation core to the public domain, so that everyone can benefit from
it.
All four DSP emulations will be improved by this by way of having
realistic timing; the DSP-4 will benefit further as the high-level
emulation was incomplete and somewhat buggy; and the DSP-3 will benefit
the most as the high-levle emulation there was not complete enough to be
playable. As a result, most notably, this means bsnes v073 is the first
emulator to fully be able to play SD Gundam GX (J)!
As bsnes' primary goal is accuracy, the LLE DSP support renders the old
HLE DSP support obsolete. Ergo, I have removed the 166KB of HLE source
code, and replaced it with the uPD77C25 core, which comprises a mere
20KB of source code. As this LLE module supports save states, this also
means that for the first time, DSP-3 and DSP-4 games have save state
support.
On the other hand, this also means that to run any DSP game, you will
need the appropriate program ROM. As these are copyrighted, I cannot
distribute them nor tell you where to get them. All I can do is provide
you with the necessary filenames and hashes.
Changelog (since v072 release):
* added NEC uPD77C25 emulation core
* added low-level emulation of the DSP-1, DSP-1B, DSP-2, DSP-3, DSP-4
coprocessors
* removed high-level emulation of the DSP-n coprocessors
* added blargg's libco::ppc.c module, which is far more portable, even
running on the PS3
* added software filter support via binary plugins
* added debugger (currently Linux-only); but it is as yet unstable
* added pause shortcut
* updated mightymo's cheat code database
2010-12-26 12:24:34 +00:00
|
|
|
}
|
|
|
|
|
2012-04-24 13:13:42 +00:00
|
|
|
void pWindow::remove(Layout &layout) {
|
|
|
|
}
|
|
|
|
|
|
|
|
void pWindow::remove(Menu &menu) {
|
|
|
|
//QMenuBar::removeMenu() does not exist
|
|
|
|
qtMenu->clear();
|
|
|
|
for(auto &menu : window.state.menu) append(menu);
|
|
|
|
}
|
|
|
|
|
|
|
|
void pWindow::remove(Widget &widget) {
|
|
|
|
//bugfix: orphan() destroys and recreates widgets (to disassociate them from their parent);
|
|
|
|
//attempting to create widget again after QApplication::quit() crashes libQtGui
|
|
|
|
if(qtApplication) widget.p.orphan();
|
|
|
|
}
|
|
|
|
|
2011-08-20 14:40:44 +00:00
|
|
|
void pWindow::setBackgroundColor(const Color &color) {
|
2011-02-27 09:11:01 +00:00
|
|
|
QPalette palette;
|
2012-04-24 13:13:42 +00:00
|
|
|
palette.setColor(QPalette::Window, QColor(color.red, color.green, color.blue, color.alpha));
|
2011-02-27 09:11:01 +00:00
|
|
|
qtContainer->setPalette(palette);
|
|
|
|
qtContainer->setAutoFillBackground(true);
|
2012-04-24 13:13:42 +00:00
|
|
|
qtWindow->setAttribute(Qt::WA_TranslucentBackground, color.alpha != 255);
|
Update to v073 release.
byuu says:
This release marks a major step forward, offering full low-level
emulation of all four DSP coprocessors based on the NEC uPD77C25
processor core. Many people were responsible for this milestone: Dr.
Decapitator for the actual decapping and extraction; Lord Nightmare for
the cartridges and some special analysis tools; myself, Jonas Quinn and
Cydrak for the uPD77C25 emulation; and all of the donors who raised the
necessary $1,000 for the necessary hardware and equipment needed to pull
this all off. To say thanks to the donors, I am releasing the uPD77C25
emulation core to the public domain, so that everyone can benefit from
it.
All four DSP emulations will be improved by this by way of having
realistic timing; the DSP-4 will benefit further as the high-level
emulation was incomplete and somewhat buggy; and the DSP-3 will benefit
the most as the high-levle emulation there was not complete enough to be
playable. As a result, most notably, this means bsnes v073 is the first
emulator to fully be able to play SD Gundam GX (J)!
As bsnes' primary goal is accuracy, the LLE DSP support renders the old
HLE DSP support obsolete. Ergo, I have removed the 166KB of HLE source
code, and replaced it with the uPD77C25 core, which comprises a mere
20KB of source code. As this LLE module supports save states, this also
means that for the first time, DSP-3 and DSP-4 games have save state
support.
On the other hand, this also means that to run any DSP game, you will
need the appropriate program ROM. As these are copyrighted, I cannot
distribute them nor tell you where to get them. All I can do is provide
you with the necessary filenames and hashes.
Changelog (since v072 release):
* added NEC uPD77C25 emulation core
* added low-level emulation of the DSP-1, DSP-1B, DSP-2, DSP-3, DSP-4
coprocessors
* removed high-level emulation of the DSP-n coprocessors
* added blargg's libco::ppc.c module, which is far more portable, even
running on the PS3
* added software filter support via binary plugins
* added debugger (currently Linux-only); but it is as yet unstable
* added pause shortcut
* updated mightymo's cheat code database
2010-12-26 12:24:34 +00:00
|
|
|
}
|
|
|
|
|
2011-02-27 09:11:01 +00:00
|
|
|
void pWindow::setFocused() {
|
|
|
|
qtWindow->raise();
|
|
|
|
qtWindow->activateWindow();
|
Update to v073 release.
byuu says:
This release marks a major step forward, offering full low-level
emulation of all four DSP coprocessors based on the NEC uPD77C25
processor core. Many people were responsible for this milestone: Dr.
Decapitator for the actual decapping and extraction; Lord Nightmare for
the cartridges and some special analysis tools; myself, Jonas Quinn and
Cydrak for the uPD77C25 emulation; and all of the donors who raised the
necessary $1,000 for the necessary hardware and equipment needed to pull
this all off. To say thanks to the donors, I am releasing the uPD77C25
emulation core to the public domain, so that everyone can benefit from
it.
All four DSP emulations will be improved by this by way of having
realistic timing; the DSP-4 will benefit further as the high-level
emulation was incomplete and somewhat buggy; and the DSP-3 will benefit
the most as the high-levle emulation there was not complete enough to be
playable. As a result, most notably, this means bsnes v073 is the first
emulator to fully be able to play SD Gundam GX (J)!
As bsnes' primary goal is accuracy, the LLE DSP support renders the old
HLE DSP support obsolete. Ergo, I have removed the 166KB of HLE source
code, and replaced it with the uPD77C25 core, which comprises a mere
20KB of source code. As this LLE module supports save states, this also
means that for the first time, DSP-3 and DSP-4 games have save state
support.
On the other hand, this also means that to run any DSP game, you will
need the appropriate program ROM. As these are copyrighted, I cannot
distribute them nor tell you where to get them. All I can do is provide
you with the necessary filenames and hashes.
Changelog (since v072 release):
* added NEC uPD77C25 emulation core
* added low-level emulation of the DSP-1, DSP-1B, DSP-2, DSP-3, DSP-4
coprocessors
* removed high-level emulation of the DSP-n coprocessors
* added blargg's libco::ppc.c module, which is far more portable, even
running on the PS3
* added software filter support via binary plugins
* added debugger (currently Linux-only); but it is as yet unstable
* added pause shortcut
* updated mightymo's cheat code database
2010-12-26 12:24:34 +00:00
|
|
|
}
|
|
|
|
|
2011-02-27 09:11:01 +00:00
|
|
|
void pWindow::setFullScreen(bool fullScreen) {
|
|
|
|
if(fullScreen == false) {
|
|
|
|
setResizable(window.state.resizable);
|
|
|
|
qtWindow->showNormal();
|
|
|
|
qtWindow->adjustSize();
|
|
|
|
} else {
|
|
|
|
qtLayout->setSizeConstraint(QLayout::SetDefaultConstraint);
|
2012-04-24 13:13:42 +00:00
|
|
|
qtContainer->setFixedSize(Desktop::size().width - frameMargin().width, Desktop::size().height - frameMargin().height);
|
2011-02-27 09:11:01 +00:00
|
|
|
qtWindow->showFullScreen();
|
|
|
|
}
|
Update to v073 release.
byuu says:
This release marks a major step forward, offering full low-level
emulation of all four DSP coprocessors based on the NEC uPD77C25
processor core. Many people were responsible for this milestone: Dr.
Decapitator for the actual decapping and extraction; Lord Nightmare for
the cartridges and some special analysis tools; myself, Jonas Quinn and
Cydrak for the uPD77C25 emulation; and all of the donors who raised the
necessary $1,000 for the necessary hardware and equipment needed to pull
this all off. To say thanks to the donors, I am releasing the uPD77C25
emulation core to the public domain, so that everyone can benefit from
it.
All four DSP emulations will be improved by this by way of having
realistic timing; the DSP-4 will benefit further as the high-level
emulation was incomplete and somewhat buggy; and the DSP-3 will benefit
the most as the high-levle emulation there was not complete enough to be
playable. As a result, most notably, this means bsnes v073 is the first
emulator to fully be able to play SD Gundam GX (J)!
As bsnes' primary goal is accuracy, the LLE DSP support renders the old
HLE DSP support obsolete. Ergo, I have removed the 166KB of HLE source
code, and replaced it with the uPD77C25 core, which comprises a mere
20KB of source code. As this LLE module supports save states, this also
means that for the first time, DSP-3 and DSP-4 games have save state
support.
On the other hand, this also means that to run any DSP game, you will
need the appropriate program ROM. As these are copyrighted, I cannot
distribute them nor tell you where to get them. All I can do is provide
you with the necessary filenames and hashes.
Changelog (since v072 release):
* added NEC uPD77C25 emulation core
* added low-level emulation of the DSP-1, DSP-1B, DSP-2, DSP-3, DSP-4
coprocessors
* removed high-level emulation of the DSP-n coprocessors
* added blargg's libco::ppc.c module, which is far more portable, even
running on the PS3
* added software filter support via binary plugins
* added debugger (currently Linux-only); but it is as yet unstable
* added pause shortcut
* updated mightymo's cheat code database
2010-12-26 12:24:34 +00:00
|
|
|
}
|
|
|
|
|
2011-02-27 09:11:01 +00:00
|
|
|
void pWindow::setGeometry(const Geometry &geometry_) {
|
|
|
|
locked = true;
|
2012-04-24 13:13:42 +00:00
|
|
|
OS::processEvents();
|
|
|
|
QApplication::syncX();
|
2011-02-27 09:11:01 +00:00
|
|
|
Geometry geometry = geometry_, margin = frameMargin();
|
|
|
|
|
|
|
|
setResizable(window.state.resizable);
|
2012-04-24 13:13:42 +00:00
|
|
|
qtWindow->move(geometry.x - frameMargin().x, geometry.y - frameMargin().y);
|
|
|
|
//qtWindow->adjustSize() fails if larger than 2/3rds screen size
|
|
|
|
qtWindow->resize(qtWindow->sizeHint());
|
|
|
|
qtWindow->setMinimumSize(1, 1);
|
|
|
|
qtContainer->setMinimumSize(1, 1);
|
2011-02-27 09:11:01 +00:00
|
|
|
|
2012-04-24 13:13:42 +00:00
|
|
|
for(auto &layout : window.state.layout) {
|
2011-02-27 09:11:01 +00:00
|
|
|
geometry = geometry_;
|
|
|
|
geometry.x = geometry.y = 0;
|
|
|
|
layout.setGeometry(geometry);
|
|
|
|
}
|
|
|
|
locked = false;
|
Update to v073 release.
byuu says:
This release marks a major step forward, offering full low-level
emulation of all four DSP coprocessors based on the NEC uPD77C25
processor core. Many people were responsible for this milestone: Dr.
Decapitator for the actual decapping and extraction; Lord Nightmare for
the cartridges and some special analysis tools; myself, Jonas Quinn and
Cydrak for the uPD77C25 emulation; and all of the donors who raised the
necessary $1,000 for the necessary hardware and equipment needed to pull
this all off. To say thanks to the donors, I am releasing the uPD77C25
emulation core to the public domain, so that everyone can benefit from
it.
All four DSP emulations will be improved by this by way of having
realistic timing; the DSP-4 will benefit further as the high-level
emulation was incomplete and somewhat buggy; and the DSP-3 will benefit
the most as the high-levle emulation there was not complete enough to be
playable. As a result, most notably, this means bsnes v073 is the first
emulator to fully be able to play SD Gundam GX (J)!
As bsnes' primary goal is accuracy, the LLE DSP support renders the old
HLE DSP support obsolete. Ergo, I have removed the 166KB of HLE source
code, and replaced it with the uPD77C25 core, which comprises a mere
20KB of source code. As this LLE module supports save states, this also
means that for the first time, DSP-3 and DSP-4 games have save state
support.
On the other hand, this also means that to run any DSP game, you will
need the appropriate program ROM. As these are copyrighted, I cannot
distribute them nor tell you where to get them. All I can do is provide
you with the necessary filenames and hashes.
Changelog (since v072 release):
* added NEC uPD77C25 emulation core
* added low-level emulation of the DSP-1, DSP-1B, DSP-2, DSP-3, DSP-4
coprocessors
* removed high-level emulation of the DSP-n coprocessors
* added blargg's libco::ppc.c module, which is far more portable, even
running on the PS3
* added software filter support via binary plugins
* added debugger (currently Linux-only); but it is as yet unstable
* added pause shortcut
* updated mightymo's cheat code database
2010-12-26 12:24:34 +00:00
|
|
|
}
|
|
|
|
|
2012-04-24 13:13:42 +00:00
|
|
|
void pWindow::setMenuFont(const string &font) {
|
|
|
|
qtMenu->setFont(pFont::create(font));
|
|
|
|
for(auto &item : window.state.menu) item.p.setFont(font);
|
Update to v073 release.
byuu says:
This release marks a major step forward, offering full low-level
emulation of all four DSP coprocessors based on the NEC uPD77C25
processor core. Many people were responsible for this milestone: Dr.
Decapitator for the actual decapping and extraction; Lord Nightmare for
the cartridges and some special analysis tools; myself, Jonas Quinn and
Cydrak for the uPD77C25 emulation; and all of the donors who raised the
necessary $1,000 for the necessary hardware and equipment needed to pull
this all off. To say thanks to the donors, I am releasing the uPD77C25
emulation core to the public domain, so that everyone can benefit from
it.
All four DSP emulations will be improved by this by way of having
realistic timing; the DSP-4 will benefit further as the high-level
emulation was incomplete and somewhat buggy; and the DSP-3 will benefit
the most as the high-levle emulation there was not complete enough to be
playable. As a result, most notably, this means bsnes v073 is the first
emulator to fully be able to play SD Gundam GX (J)!
As bsnes' primary goal is accuracy, the LLE DSP support renders the old
HLE DSP support obsolete. Ergo, I have removed the 166KB of HLE source
code, and replaced it with the uPD77C25 core, which comprises a mere
20KB of source code. As this LLE module supports save states, this also
means that for the first time, DSP-3 and DSP-4 games have save state
support.
On the other hand, this also means that to run any DSP game, you will
need the appropriate program ROM. As these are copyrighted, I cannot
distribute them nor tell you where to get them. All I can do is provide
you with the necessary filenames and hashes.
Changelog (since v072 release):
* added NEC uPD77C25 emulation core
* added low-level emulation of the DSP-1, DSP-1B, DSP-2, DSP-3, DSP-4
coprocessors
* removed high-level emulation of the DSP-n coprocessors
* added blargg's libco::ppc.c module, which is far more portable, even
running on the PS3
* added software filter support via binary plugins
* added debugger (currently Linux-only); but it is as yet unstable
* added pause shortcut
* updated mightymo's cheat code database
2010-12-26 12:24:34 +00:00
|
|
|
}
|
|
|
|
|
2011-02-27 09:11:01 +00:00
|
|
|
void pWindow::setMenuVisible(bool visible) {
|
|
|
|
qtMenu->setVisible(visible);
|
|
|
|
setGeometry(window.state.geometry);
|
Update to v073 release.
byuu says:
This release marks a major step forward, offering full low-level
emulation of all four DSP coprocessors based on the NEC uPD77C25
processor core. Many people were responsible for this milestone: Dr.
Decapitator for the actual decapping and extraction; Lord Nightmare for
the cartridges and some special analysis tools; myself, Jonas Quinn and
Cydrak for the uPD77C25 emulation; and all of the donors who raised the
necessary $1,000 for the necessary hardware and equipment needed to pull
this all off. To say thanks to the donors, I am releasing the uPD77C25
emulation core to the public domain, so that everyone can benefit from
it.
All four DSP emulations will be improved by this by way of having
realistic timing; the DSP-4 will benefit further as the high-level
emulation was incomplete and somewhat buggy; and the DSP-3 will benefit
the most as the high-levle emulation there was not complete enough to be
playable. As a result, most notably, this means bsnes v073 is the first
emulator to fully be able to play SD Gundam GX (J)!
As bsnes' primary goal is accuracy, the LLE DSP support renders the old
HLE DSP support obsolete. Ergo, I have removed the 166KB of HLE source
code, and replaced it with the uPD77C25 core, which comprises a mere
20KB of source code. As this LLE module supports save states, this also
means that for the first time, DSP-3 and DSP-4 games have save state
support.
On the other hand, this also means that to run any DSP game, you will
need the appropriate program ROM. As these are copyrighted, I cannot
distribute them nor tell you where to get them. All I can do is provide
you with the necessary filenames and hashes.
Changelog (since v072 release):
* added NEC uPD77C25 emulation core
* added low-level emulation of the DSP-1, DSP-1B, DSP-2, DSP-3, DSP-4
coprocessors
* removed high-level emulation of the DSP-n coprocessors
* added blargg's libco::ppc.c module, which is far more portable, even
running on the PS3
* added software filter support via binary plugins
* added debugger (currently Linux-only); but it is as yet unstable
* added pause shortcut
* updated mightymo's cheat code database
2010-12-26 12:24:34 +00:00
|
|
|
}
|
|
|
|
|
2012-06-25 12:49:39 +00:00
|
|
|
void pWindow::setModal(bool modal) {
|
|
|
|
qtWindow->setWindowModality(modal ? Qt::ApplicationModal : Qt::NonModal);
|
|
|
|
}
|
|
|
|
|
2011-02-27 09:11:01 +00:00
|
|
|
void pWindow::setResizable(bool resizable) {
|
|
|
|
if(resizable) {
|
|
|
|
qtLayout->setSizeConstraint(QLayout::SetDefaultConstraint);
|
|
|
|
qtContainer->setMinimumSize(window.state.geometry.width, window.state.geometry.height);
|
|
|
|
} else {
|
|
|
|
qtLayout->setSizeConstraint(QLayout::SetFixedSize);
|
|
|
|
qtContainer->setFixedSize(window.state.geometry.width, window.state.geometry.height);
|
|
|
|
}
|
|
|
|
qtStatus->setSizeGripEnabled(resizable);
|
Update to v073 release.
byuu says:
This release marks a major step forward, offering full low-level
emulation of all four DSP coprocessors based on the NEC uPD77C25
processor core. Many people were responsible for this milestone: Dr.
Decapitator for the actual decapping and extraction; Lord Nightmare for
the cartridges and some special analysis tools; myself, Jonas Quinn and
Cydrak for the uPD77C25 emulation; and all of the donors who raised the
necessary $1,000 for the necessary hardware and equipment needed to pull
this all off. To say thanks to the donors, I am releasing the uPD77C25
emulation core to the public domain, so that everyone can benefit from
it.
All four DSP emulations will be improved by this by way of having
realistic timing; the DSP-4 will benefit further as the high-level
emulation was incomplete and somewhat buggy; and the DSP-3 will benefit
the most as the high-levle emulation there was not complete enough to be
playable. As a result, most notably, this means bsnes v073 is the first
emulator to fully be able to play SD Gundam GX (J)!
As bsnes' primary goal is accuracy, the LLE DSP support renders the old
HLE DSP support obsolete. Ergo, I have removed the 166KB of HLE source
code, and replaced it with the uPD77C25 core, which comprises a mere
20KB of source code. As this LLE module supports save states, this also
means that for the first time, DSP-3 and DSP-4 games have save state
support.
On the other hand, this also means that to run any DSP game, you will
need the appropriate program ROM. As these are copyrighted, I cannot
distribute them nor tell you where to get them. All I can do is provide
you with the necessary filenames and hashes.
Changelog (since v072 release):
* added NEC uPD77C25 emulation core
* added low-level emulation of the DSP-1, DSP-1B, DSP-2, DSP-3, DSP-4
coprocessors
* removed high-level emulation of the DSP-n coprocessors
* added blargg's libco::ppc.c module, which is far more portable, even
running on the PS3
* added software filter support via binary plugins
* added debugger (currently Linux-only); but it is as yet unstable
* added pause shortcut
* updated mightymo's cheat code database
2010-12-26 12:24:34 +00:00
|
|
|
}
|
|
|
|
|
2012-04-24 13:13:42 +00:00
|
|
|
void pWindow::setStatusFont(const string &font) {
|
|
|
|
qtStatus->setFont(pFont::create(font));
|
Update to v073 release.
byuu says:
This release marks a major step forward, offering full low-level
emulation of all four DSP coprocessors based on the NEC uPD77C25
processor core. Many people were responsible for this milestone: Dr.
Decapitator for the actual decapping and extraction; Lord Nightmare for
the cartridges and some special analysis tools; myself, Jonas Quinn and
Cydrak for the uPD77C25 emulation; and all of the donors who raised the
necessary $1,000 for the necessary hardware and equipment needed to pull
this all off. To say thanks to the donors, I am releasing the uPD77C25
emulation core to the public domain, so that everyone can benefit from
it.
All four DSP emulations will be improved by this by way of having
realistic timing; the DSP-4 will benefit further as the high-level
emulation was incomplete and somewhat buggy; and the DSP-3 will benefit
the most as the high-levle emulation there was not complete enough to be
playable. As a result, most notably, this means bsnes v073 is the first
emulator to fully be able to play SD Gundam GX (J)!
As bsnes' primary goal is accuracy, the LLE DSP support renders the old
HLE DSP support obsolete. Ergo, I have removed the 166KB of HLE source
code, and replaced it with the uPD77C25 core, which comprises a mere
20KB of source code. As this LLE module supports save states, this also
means that for the first time, DSP-3 and DSP-4 games have save state
support.
On the other hand, this also means that to run any DSP game, you will
need the appropriate program ROM. As these are copyrighted, I cannot
distribute them nor tell you where to get them. All I can do is provide
you with the necessary filenames and hashes.
Changelog (since v072 release):
* added NEC uPD77C25 emulation core
* added low-level emulation of the DSP-1, DSP-1B, DSP-2, DSP-3, DSP-4
coprocessors
* removed high-level emulation of the DSP-n coprocessors
* added blargg's libco::ppc.c module, which is far more portable, even
running on the PS3
* added software filter support via binary plugins
* added debugger (currently Linux-only); but it is as yet unstable
* added pause shortcut
* updated mightymo's cheat code database
2010-12-26 12:24:34 +00:00
|
|
|
}
|
|
|
|
|
2011-02-27 09:11:01 +00:00
|
|
|
void pWindow::setStatusText(const string &text) {
|
|
|
|
qtStatus->showMessage(QString::fromUtf8(text), 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
void pWindow::setStatusVisible(bool visible) {
|
|
|
|
qtStatus->setVisible(visible);
|
|
|
|
setGeometry(window.state.geometry);
|
|
|
|
}
|
|
|
|
|
|
|
|
void pWindow::setTitle(const string &text) {
|
|
|
|
qtWindow->setWindowTitle(QString::fromUtf8(text));
|
|
|
|
}
|
|
|
|
|
|
|
|
void pWindow::setVisible(bool visible) {
|
|
|
|
locked = true;
|
|
|
|
qtWindow->setVisible(visible);
|
|
|
|
if(visible) {
|
|
|
|
updateFrameGeometry();
|
|
|
|
setGeometry(window.state.geometry);
|
|
|
|
}
|
|
|
|
locked = false;
|
|
|
|
}
|
|
|
|
|
2012-04-24 13:13:42 +00:00
|
|
|
void pWindow::setWidgetFont(const string &font) {
|
|
|
|
for(auto &item : window.state.widget) {
|
2011-02-27 09:11:01 +00:00
|
|
|
if(!item.state.font) item.setFont(font);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void pWindow::constructor() {
|
|
|
|
qtWindow = new QtWindow(*this);
|
|
|
|
qtWindow->setWindowTitle(" ");
|
|
|
|
|
Update to purify v02 release.
byuu says:
purify has been rewritten. It now resembles the older snespurify, and
lets you import multiple game files+archives and regenerate manifests
for multiple game folders. It is also recursive.
So you can now import all of your games for all systems at once, or you
can update all of your bsnes v091 game folders to the new higan v092
format at once.
Caveats:
First, I am now using std::thread, so that the GUI doesn't freeze.
Instead, you get a nice progress bar. Unfortunately, I was mislead and
TDM/GCC 4.7 still does not have std::thread support. So ... sorry, but
I can't compile purify for Windows. I am sick and tired of not being
able to write multi-threaded code, so fuck it. If anyone can get it to
build on Windows, whether that be by using Windows threads, hacking in
std::thread support, skipping threading all together, whatever ...
that'll be great. Otherwise, sorry, purify is Linux only until MinGW can
get its god damned shit together and offers threading support.
Second, there's no way to regenerate Famicom (NES) manifests, because we
discard the iNES header. We are going to need a database for that. So,
all I can suggest is that if you use bsnes/higan, keep all your iNES
images around to re-import as new releases come out.
Third, when you purify game folders, it will back up the ROM and RAM
files only. Your save states, cheat codes, debug logs, etc will be wiped
out. There's a whole lot of reasons for this, the most pertinent is that
it's meant to clean up the folder to a pristine state. It also fixes the
game folder name, etc. So ... sorry, but this is how it works. New
releases rarely if ever allow old save states to work anyway.
Lastly, I am not going to have purify contain infinite backward
compatibility for updating manifests. You will want to keep up with
purifying the collection, otherwise you'll have to grab older purify
copies and convert your way along. Although hopefully the format won't
be so volatile and this won't be necessary very often.
2013-01-17 11:19:42 +00:00
|
|
|
//if program was given a name, try and set the window taskbar icon to a matching pixmap image
|
|
|
|
if(osState.name.empty() == false) {
|
|
|
|
if(file::exists({"/usr/share/pixmaps/", osState.name, ".png"})) {
|
|
|
|
qtWindow->setWindowIcon(QIcon(string{"/usr/share/pixmaps/", osState.name, ".png"}));
|
|
|
|
} else if(file::exists({"/usr/local/share/pixmaps/", osState.name, ".png"})) {
|
|
|
|
qtWindow->setWindowIcon(QIcon(string{"/usr/local/share/pixmaps/", osState.name, ".png"}));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-02-27 09:11:01 +00:00
|
|
|
qtLayout = new QVBoxLayout(qtWindow);
|
|
|
|
qtLayout->setMargin(0);
|
|
|
|
qtLayout->setSpacing(0);
|
|
|
|
qtWindow->setLayout(qtLayout);
|
|
|
|
|
|
|
|
qtMenu = new QMenuBar(qtWindow);
|
|
|
|
qtMenu->setVisible(false);
|
|
|
|
qtLayout->addWidget(qtMenu);
|
|
|
|
|
|
|
|
qtContainer = new QWidget(qtWindow);
|
|
|
|
qtContainer->setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Expanding);
|
|
|
|
qtContainer->setVisible(true);
|
|
|
|
qtLayout->addWidget(qtContainer);
|
|
|
|
|
|
|
|
qtStatus = new QStatusBar(qtWindow);
|
|
|
|
qtStatus->setSizeGripEnabled(true);
|
|
|
|
qtStatus->setVisible(false);
|
|
|
|
qtLayout->addWidget(qtStatus);
|
|
|
|
|
|
|
|
setGeometry(window.state.geometry);
|
2012-04-24 13:13:42 +00:00
|
|
|
setMenuFont("Sans, 8");
|
|
|
|
setStatusFont("Sans, 8");
|
|
|
|
}
|
|
|
|
|
|
|
|
void pWindow::destructor() {
|
|
|
|
delete qtStatus;
|
|
|
|
delete qtContainer;
|
|
|
|
delete qtMenu;
|
|
|
|
delete qtLayout;
|
|
|
|
delete qtWindow;
|
2011-02-27 09:11:01 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void pWindow::updateFrameGeometry() {
|
2012-04-24 13:13:42 +00:00
|
|
|
pOS::syncX();
|
2011-02-27 09:11:01 +00:00
|
|
|
QRect border = qtWindow->frameGeometry();
|
|
|
|
QRect client = qtWindow->geometry();
|
|
|
|
|
2012-04-24 13:13:42 +00:00
|
|
|
settings->frameGeometryX = client.x() - border.x();
|
|
|
|
settings->frameGeometryY = client.y() - border.y();
|
|
|
|
settings->frameGeometryWidth = border.width() - client.width();
|
|
|
|
settings->frameGeometryHeight = border.height() - client.height();
|
|
|
|
|
|
|
|
if(window.state.menuVisible) {
|
|
|
|
pOS::syncX();
|
|
|
|
settings->menuGeometryHeight = qtMenu->height();
|
|
|
|
}
|
|
|
|
|
|
|
|
if(window.state.statusVisible) {
|
|
|
|
pOS::syncX();
|
|
|
|
settings->statusGeometryHeight = qtStatus->height();
|
|
|
|
}
|
|
|
|
|
|
|
|
settings->save();
|
2011-02-27 09:11:01 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void pWindow::QtWindow::closeEvent(QCloseEvent *event) {
|
2012-04-24 13:13:42 +00:00
|
|
|
self.window.state.ignore = false;
|
2011-02-27 09:11:01 +00:00
|
|
|
event->ignore();
|
|
|
|
if(self.window.onClose) self.window.onClose();
|
2012-04-24 13:13:42 +00:00
|
|
|
if(self.window.state.ignore == false) hide();
|
2011-02-27 09:11:01 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void pWindow::QtWindow::moveEvent(QMoveEvent *event) {
|
|
|
|
if(self.locked == false && self.window.state.fullScreen == false && self.qtWindow->isVisible() == true) {
|
|
|
|
self.window.state.geometry.x += event->pos().x() - event->oldPos().x();
|
|
|
|
self.window.state.geometry.y += event->pos().y() - event->oldPos().y();
|
|
|
|
}
|
|
|
|
|
|
|
|
if(self.locked == false) {
|
|
|
|
if(self.window.onMove) self.window.onMove();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2012-04-24 13:13:42 +00:00
|
|
|
void pWindow::QtWindow::keyPressEvent(QKeyEvent *event) {
|
|
|
|
Keyboard::Keycode sym = Keysym(event->nativeVirtualKey());
|
|
|
|
if(sym != Keyboard::Keycode::None && self.window.onKeyPress) self.window.onKeyPress(sym);
|
|
|
|
}
|
|
|
|
|
|
|
|
void pWindow::QtWindow::keyReleaseEvent(QKeyEvent *event) {
|
|
|
|
Keyboard::Keycode sym = Keysym(event->nativeVirtualKey());
|
|
|
|
if(sym != Keyboard::Keycode::None && self.window.onKeyRelease) self.window.onKeyRelease(sym);
|
|
|
|
}
|
|
|
|
|
2011-02-27 09:11:01 +00:00
|
|
|
void pWindow::QtWindow::resizeEvent(QResizeEvent*) {
|
|
|
|
if(self.locked == false && self.window.state.fullScreen == false && self.qtWindow->isVisible() == true) {
|
|
|
|
self.window.state.geometry.width = self.qtContainer->geometry().width();
|
|
|
|
self.window.state.geometry.height = self.qtContainer->geometry().height();
|
|
|
|
}
|
|
|
|
|
2012-04-24 13:13:42 +00:00
|
|
|
for(auto &layout : self.window.state.layout) {
|
2011-02-27 09:11:01 +00:00
|
|
|
Geometry geometry = self.geometry();
|
|
|
|
geometry.x = geometry.y = 0;
|
|
|
|
layout.setGeometry(geometry);
|
|
|
|
}
|
|
|
|
|
|
|
|
if(self.locked == false) {
|
|
|
|
if(self.window.onSize) self.window.onSize();
|
|
|
|
}
|
Update to v073 release.
byuu says:
This release marks a major step forward, offering full low-level
emulation of all four DSP coprocessors based on the NEC uPD77C25
processor core. Many people were responsible for this milestone: Dr.
Decapitator for the actual decapping and extraction; Lord Nightmare for
the cartridges and some special analysis tools; myself, Jonas Quinn and
Cydrak for the uPD77C25 emulation; and all of the donors who raised the
necessary $1,000 for the necessary hardware and equipment needed to pull
this all off. To say thanks to the donors, I am releasing the uPD77C25
emulation core to the public domain, so that everyone can benefit from
it.
All four DSP emulations will be improved by this by way of having
realistic timing; the DSP-4 will benefit further as the high-level
emulation was incomplete and somewhat buggy; and the DSP-3 will benefit
the most as the high-levle emulation there was not complete enough to be
playable. As a result, most notably, this means bsnes v073 is the first
emulator to fully be able to play SD Gundam GX (J)!
As bsnes' primary goal is accuracy, the LLE DSP support renders the old
HLE DSP support obsolete. Ergo, I have removed the 166KB of HLE source
code, and replaced it with the uPD77C25 core, which comprises a mere
20KB of source code. As this LLE module supports save states, this also
means that for the first time, DSP-3 and DSP-4 games have save state
support.
On the other hand, this also means that to run any DSP game, you will
need the appropriate program ROM. As these are copyrighted, I cannot
distribute them nor tell you where to get them. All I can do is provide
you with the necessary filenames and hashes.
Changelog (since v072 release):
* added NEC uPD77C25 emulation core
* added low-level emulation of the DSP-1, DSP-1B, DSP-2, DSP-3, DSP-4
coprocessors
* removed high-level emulation of the DSP-n coprocessors
* added blargg's libco::ppc.c module, which is far more portable, even
running on the PS3
* added software filter support via binary plugins
* added debugger (currently Linux-only); but it is as yet unstable
* added pause shortcut
* updated mightymo's cheat code database
2010-12-26 12:24:34 +00:00
|
|
|
}
|
|
|
|
|
2011-02-27 09:11:01 +00:00
|
|
|
QSize pWindow::QtWindow::sizeHint() const {
|
|
|
|
unsigned width = self.window.state.geometry.width;
|
|
|
|
unsigned height = self.window.state.geometry.height;
|
2012-04-24 13:13:42 +00:00
|
|
|
if(self.window.state.menuVisible) height += settings->menuGeometryHeight;
|
|
|
|
if(self.window.state.statusVisible) height += settings->statusGeometryHeight;
|
2011-02-27 09:11:01 +00:00
|
|
|
return QSize(width, height);
|
Update to v073 release.
byuu says:
This release marks a major step forward, offering full low-level
emulation of all four DSP coprocessors based on the NEC uPD77C25
processor core. Many people were responsible for this milestone: Dr.
Decapitator for the actual decapping and extraction; Lord Nightmare for
the cartridges and some special analysis tools; myself, Jonas Quinn and
Cydrak for the uPD77C25 emulation; and all of the donors who raised the
necessary $1,000 for the necessary hardware and equipment needed to pull
this all off. To say thanks to the donors, I am releasing the uPD77C25
emulation core to the public domain, so that everyone can benefit from
it.
All four DSP emulations will be improved by this by way of having
realistic timing; the DSP-4 will benefit further as the high-level
emulation was incomplete and somewhat buggy; and the DSP-3 will benefit
the most as the high-levle emulation there was not complete enough to be
playable. As a result, most notably, this means bsnes v073 is the first
emulator to fully be able to play SD Gundam GX (J)!
As bsnes' primary goal is accuracy, the LLE DSP support renders the old
HLE DSP support obsolete. Ergo, I have removed the 166KB of HLE source
code, and replaced it with the uPD77C25 core, which comprises a mere
20KB of source code. As this LLE module supports save states, this also
means that for the first time, DSP-3 and DSP-4 games have save state
support.
On the other hand, this also means that to run any DSP game, you will
need the appropriate program ROM. As these are copyrighted, I cannot
distribute them nor tell you where to get them. All I can do is provide
you with the necessary filenames and hashes.
Changelog (since v072 release):
* added NEC uPD77C25 emulation core
* added low-level emulation of the DSP-1, DSP-1B, DSP-2, DSP-3, DSP-4
coprocessors
* removed high-level emulation of the DSP-n coprocessors
* added blargg's libco::ppc.c module, which is far more portable, even
running on the PS3
* added software filter support via binary plugins
* added debugger (currently Linux-only); but it is as yet unstable
* added pause shortcut
* updated mightymo's cheat code database
2010-12-26 12:24:34 +00:00
|
|
|
}
|