bsnes/higan/fc/interface/interface.cpp

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#include <fc/fc.hpp>
namespace Famicom {
Interface* interface = nullptr;
Update to v096r07 release. byuu says: Changelog: - configuration files are now stored in localpath() instead of configpath() - Video gamma/saturation/luminance sliders are gone now, sorry - added Video Filter->Blur Emulation [1] - added Video Filter->Scanline Emulation [2] - improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn] [1] For the Famicom, this does nothing. For the Super Famicom, this performs horizontal blending for proper pseudo-hires translucency. For the Game Boy, Game Boy Color, and Game Boy Advance, this performs interframe blending (each frame is the average of the current and previous frame), which is important for things like the GBVideoPlayer. [2] Right now, this only applies to the Super Famicom, but it'll come to the Famicom in the future. For the Super Famicom, this option doesn't just add scanlines, it simulates the phosphor decay that's visible in interlace mode. If you observe an interlaced game like RPM Racing on a real SNES, you'll notice that even on perfectly still screens, the image appears to shake. This option emulates that effect. Note 1: the buffering right now is a little sub-optimal, so there will be a slight speed hit with this new support. Since the core is now generating native ARGB8888 colors, it might as well call out to the interface to lock/unlock/refresh the video, that way it can render directly to the screen. Although ... that might not be such a hot idea, since the GBx interframe blending reads from the target buffer, and that tends to be a catastrophic option for performance. Note 2: the balanced and performance profiles for the SNES are completely busted again. This WIP took 6 1/2 hours, and I'm exhausted. Very much not looking forward to working on those, since those two have all kinds of fucked up speedup tricks for non-interlaced and/or non-hires video modes. Note 3: if you're on Windows and you saved your system folders somewhere else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 10:06:51 +00:00
Settings settings;
Interface::Interface() {
interface = this;
information.name = "Famicom";
information.width = 256;
information.height = 240;
information.overscan = true;
information.aspectRatio = 8.0 / 7.0;
information.resettable = true;
information.capability.states = true;
information.capability.cheats = true;
media.append({ID::Famicom, "Famicom", "fc", true});
{ Device device{0, ID::Port1 | ID::Port2, "Controller"};
device.input.append({0, 0, "A" });
device.input.append({1, 0, "B" });
device.input.append({2, 0, "Select"});
device.input.append({3, 0, "Start" });
device.input.append({4, 0, "Up" });
device.input.append({5, 0, "Down" });
device.input.append({6, 0, "Left" });
device.input.append({7, 0, "Right" });
device.order = {4, 5, 6, 7, 1, 0, 2, 3};
this->device.append(device);
}
port.append({0, "Port 1"});
port.append({1, "Port 2"});
for(auto& device : this->device) {
for(auto& port : this->port) {
if(device.portmask & (1 << port.id)) {
port.device.append(device);
}
}
}
}
Update to higan and icarus v095r15 release. r13 and r14 weren't posted as individual releases, but their changelogs were posted. byuu says about r13: I'm not going to be posting WIPs for r13 and above for a while. The reason is that I'm working on the major manifest overhaul I've discussed previously on the icarus subforum. I'm recreating my boards database from scratch using the map files and the new map analyzer. The only games that will load are ones I've created board definitions for, and updated sfc/cartridge/markup.cpp to parse. Once I've finished all the boards, then I'll update the heuristics. Then finally, I'll sync the syntax changes over to the fc, gb, gba cores. Once that's done, I'll start posting WIPs again, along with a new build of icarus. But I'll still post changelogs as I work through things. Changelog (r13): - preservation: created new database-builder tool (merges region-specific databases with boards) - icarus: support new, external database format (~/.config/icarus/Database/(Super Famicom.bml, ...) - added 1A3B-(10,11,12); 1A3B-20 byuu says about r14: r14 work: I successfully created mappings for every board used in the US set. I also updated icarus' heuristics to use the new mappings, and created ones there for the boards that are only in the JP set. Then I patched icarus to support pulling games out of the database when it's used on a game folder to generate a manifest file. Then I updated a lot of code in higan/sfc to support the new mapping syntax. sfc/cartridge/markup.cpp is about half the size it used to be with the new mappings, and I was able to kill off both map/id and map/select entirely. Then I updated all four emulated systems (and both subsystems) to use "board" as the root node, and harmonized their syntax (made them all more consistent with each other.) Then I added a manifest viewer to the tools window+menu. It's kind of an advanced user feature, but oh well. No reason to coddle people when the feature is very useful for developers. The viewer will show all manifests in order when you load multi-cart games as well. Still not going to call any syntax 100% done right now, but thankfully with the new manifest-free folders, nobody will have to do anything to use the new format. Just download the new version and go. The Super Famicom Event stuff is currently broken (CC92/PF94 boards). That's gonna be fun to support. byuu says about r15: EDIT: small bug in icarus with heuristics. Edit core/super-famicom.cpp line 27: if(/*auto*/ markup = cartridge.markup) { Gotta remove that "auto" so that it returns valid markup. Resolved the final concerns I had with the new manifest format. Right now there are two things that are definitely broken: MCC (BS-X Town cart) and Event (CC '92 and PF'94). And there are a few things that are untested: SPC7110, EpsonRTC, SharpRTC, SDD1+RAM, SufamiTurbo, BS-X slotted carts.
2015-12-19 08:52:34 +00:00
auto Interface::manifest() -> string {
return cartridge.manifest();
}
auto Interface::title() -> string {
Update to higan v091r14 and ananke v00r03 releases. byuu says: higan changelog: - generates title displayed in emulator window by asking the core - core builds title solely from "information/title" ... if it's not there, you don't get a title at all - sub-system load menu is gone ... since there are multiple revisions of the SGB, this never really worked well anyway - to load an SGB, BS-X or ST cartridge, load the base cartridge first - "File->Load Game" moved to "Load->Import Game" ... may cause a bit of confusion to new users, but I don't like having a single-item menu, we'll just have to explain it to new users - browser window redone to look like ananke - home button here goes to ~/Emulation rather than just ~ like ananke, since this is the home of game folders - game folder icon is now the executable icon for the Tango theme (orange diamond), meant to represent a complete game rather than a game file or archive ananke changelog: - outputs GBC games to "Game Boy Color/" instead of "Game Boy/" - adds the file basename to "information/title" Known issues: - using ananke to load a GB game trips the Super Famicom SGB mode and fails (need to make the full-path auto-detection ignore non-bootable systems) - need to dump and test some BS-X media before releasing - ananke lacks BS-X Satellaview cartridge support - v092 isn't going to let you retarget the ananke/higan game folder path of ~/Emulation, you will have to wait for a future version if that bothers you so greatly [Later, after the v092 release, byuu posted this additional changelog: - kill laevateinn - add title() - add bootable, remove load - combine file, library - combine [][][] paths - fix SFC subtype handling XML->BML - update file browser to use buttons - update file browser keyboard handling - update system XML->BML - fix sufami turbo hashing - remove Cartridge::manifest ]
2012-12-25 05:31:55 +00:00
return cartridge.title();
}
auto Interface::videoFrequency() -> double {
Update to v088r14 release. byuu says: Changelog: - added NSS DIP switch settings window (when loading NSS carts with appropriate manifest.xml file) - added video shader selection (they go in ~/.config/bsnes/Video Shaders/ now) - added driver selection - added timing settings (not only allows video/audio settings, also has code to dynamically compute the values for you ... and it actually works pretty good!) - moved "None" controller device to bottom of list (it is the least likely to be used, after all) - added Interface::path() to support MSU1, USART, Link - input and hotkey mappings remember list position after assignment - and more! target-ethos now has all of the functionality of target-ui, and more. Final code size for the port is 101.2KB (ethos) vs 167.6KB (ui). A ~67% reduction in code size, yet it does even more! And you can add or remove an entire system with only three lines of code (Makefile include, header include, interface append.) The only problem left is that the BS-X BIOS won't load the BS Zelda no Densetsu file. I can't figure out why it's not working, would appreciate any assistance, but otherwise I'm probably just going to leave it broken for v089, sorry. So the show stoppers for a new release at this point are: - fix laevateinn to compile with the new interface changes (shouldn't be too hard, it'll still use the old, direct interface.) - clean up Emulator::Interface as much as possible (trim down Information, mediaRequest should use an alternate struct designed to load firmware / slots separately) - enhance purify to strip SNES ROM headers, and it really needs a GUI interface - it would be highly desirable to make a launcher that can create a cartridge folder from an existing ROM set (* ethos will need to accept command-line arguments for this.) - probably need to remember which controller was selected in each port for each system across runs - need to fix the cursor for Super Scope / Justifier games (move from 19-bit to 32-bit colors broke it) - have to refactor that cache.(hv)offset thing to fix ASP
2012-05-06 23:27:42 +00:00
return 21477272.0 / (262.0 * 1364.0 - 4.0);
}
auto Interface::audioFrequency() -> double {
Update to v088r14 release. byuu says: Changelog: - added NSS DIP switch settings window (when loading NSS carts with appropriate manifest.xml file) - added video shader selection (they go in ~/.config/bsnes/Video Shaders/ now) - added driver selection - added timing settings (not only allows video/audio settings, also has code to dynamically compute the values for you ... and it actually works pretty good!) - moved "None" controller device to bottom of list (it is the least likely to be used, after all) - added Interface::path() to support MSU1, USART, Link - input and hotkey mappings remember list position after assignment - and more! target-ethos now has all of the functionality of target-ui, and more. Final code size for the port is 101.2KB (ethos) vs 167.6KB (ui). A ~67% reduction in code size, yet it does even more! And you can add or remove an entire system with only three lines of code (Makefile include, header include, interface append.) The only problem left is that the BS-X BIOS won't load the BS Zelda no Densetsu file. I can't figure out why it's not working, would appreciate any assistance, but otherwise I'm probably just going to leave it broken for v089, sorry. So the show stoppers for a new release at this point are: - fix laevateinn to compile with the new interface changes (shouldn't be too hard, it'll still use the old, direct interface.) - clean up Emulator::Interface as much as possible (trim down Information, mediaRequest should use an alternate struct designed to load firmware / slots separately) - enhance purify to strip SNES ROM headers, and it really needs a GUI interface - it would be highly desirable to make a launcher that can create a cartridge folder from an existing ROM set (* ethos will need to accept command-line arguments for this.) - probably need to remember which controller was selected in each port for each system across runs - need to fix the cursor for Super Scope / Justifier games (move from 19-bit to 32-bit colors broke it) - have to refactor that cache.(hv)offset thing to fix ASP
2012-05-06 23:27:42 +00:00
return 21477272.0 / 12.0;
}
auto Interface::loaded() -> bool {
Update to v088r10 release. byuu says: ethos is going to be absolutely amazing. You guys are in for a treat :D I'm impressing the hell out of myself with how well-structured this code is, it's allowing me to do amazing new things. Just a small sampling of what's in store (and already implemented): The file browser will display folders as "[ folder name ]", and cartridge folders as "Game Name" (no extension, no /) [icons would be nicer, but well ... phoenix.] Folders are sorted above cartridge folders. Cartridge folders for other systems do not show up in the list. Not only are unique paths stored for each image type, your position in the list is saved across runs. Some voodoo was added to GTK+ so that all targets even scroll directly to that item when you open the list. Load->System->Enter restarts your last game. That sounds really simple and obvious, but it makes an -incredible- difference. Didn't realize it until I tried an implementation of it, wow. The input mapping list now lets you bind as many hotkeys as you want to any given input. So SFC::Port1::Joypad::B = Keyboard::Z or Joypad::Button1 ... no need to remap everything to switch between keyboard and joypad. Either one activates the key. There is a separate Hotkeys tab now. This should hopefully end the confusion about how to remap hotkeys that users experience. Hotkeys are different, too. Instead of OR logic, they use AND logic. So Fullscreen = Keyboard::Alt and Keyboard::Enter. Both must be pressed to enter the key. This lets you easily implement "super" modifier keys. The actual codebase has new features the old UI never had, and has about ~50% of the old functionality (so far, of course), yet is only ~25% as much code. The entire GUI no longer needs to pull in all the headers for each emulated system. It just needs a small interface header file. Then bind the entire system with exactly **two** lines of code. Everything is dynamically generated for you after that.
2012-04-30 23:43:23 +00:00
return cartridge.loaded();
}
auto Interface::sha256() -> string {
return cartridge.sha256();
}
auto Interface::group(uint id) -> uint {
switch(id) {
Update to v094r39 release. byuu says: Changelog: - SNES mid-scanline BGMODE fixes finally merged (can run atx2.zip{mode7.smc}+mtest(2).sfc properly now) - Makefile now discards all built-in rules and variables - switch on bool warning disabled for GCC now as well (was already disabled for Clang) - when loading a game, if any required files are missing, display a warning message box (manifest.bml, program.rom, bios.rom, etc) - when loading a game (or a game slot), if manifest.bml is missing, it will invoke icarus to try and generate it - if that fails (icarus is missing or the folder is bad), you will get a warning telling you that the manifest can't be loaded The warning prompt on missing files work for both games and the .sys folders and their files. For some reason, failing to load the DMG/CGB BIOS is causing a crash before I can display the modal dialog. I have no idea why, and the stack frame backtrace is junk. I also can't seem to abort the failed loading process. If I call Program::unloadMedia(), I get a nasty segfault. Again with a really nasty stack trace. So for now, it'll just end up sitting there emulating an empty ROM (solid black screen.) In time, I'd like to fix that too. Lastly, I need a better method than popen for Windows. popen is kind of ugly and flashes a console window for a brief second even if the application launched is linked with -mwindows. Not sure if there even is one (I need to read the stdout result, so CreateProcess may not work unless I do something nasty like "> %tmp%/temp") I'm also using the regular popen instead of _wpopen, so for this WIP, it won't work if your game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
case ID::SystemManifest:
return 0;
case ID::Manifest:
case ID::ProgramROM:
case ID::ProgramRAM:
case ID::CharacterROM:
case ID::CharacterRAM:
return 1;
}
throw;
}
auto Interface::load(uint id) -> void {
cartridge.load();
}
auto Interface::save() -> void {
for(auto& memory : cartridge.memory) {
saveRequest(memory.id, memory.name);
}
}
auto Interface::load(uint id, const stream& stream) -> void {
Update to v094r39 release. byuu says: Changelog: - SNES mid-scanline BGMODE fixes finally merged (can run atx2.zip{mode7.smc}+mtest(2).sfc properly now) - Makefile now discards all built-in rules and variables - switch on bool warning disabled for GCC now as well (was already disabled for Clang) - when loading a game, if any required files are missing, display a warning message box (manifest.bml, program.rom, bios.rom, etc) - when loading a game (or a game slot), if manifest.bml is missing, it will invoke icarus to try and generate it - if that fails (icarus is missing or the folder is bad), you will get a warning telling you that the manifest can't be loaded The warning prompt on missing files work for both games and the .sys folders and their files. For some reason, failing to load the DMG/CGB BIOS is causing a crash before I can display the modal dialog. I have no idea why, and the stack frame backtrace is junk. I also can't seem to abort the failed loading process. If I call Program::unloadMedia(), I get a nasty segfault. Again with a really nasty stack trace. So for now, it'll just end up sitting there emulating an empty ROM (solid black screen.) In time, I'd like to fix that too. Lastly, I need a better method than popen for Windows. popen is kind of ugly and flashes a console window for a brief second even if the application launched is linked with -mwindows. Not sure if there even is one (I need to read the stdout result, so CreateProcess may not work unless I do something nasty like "> %tmp%/temp") I'm also using the regular popen instead of _wpopen, so for this WIP, it won't work if your game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
if(id == ID::SystemManifest) {
system.information.manifest = stream.text();
}
if(id == ID::Manifest) {
cartridge.information.markup = stream.text();
}
if(id == ID::ProgramROM) {
stream.read(cartridge.board->prgrom.data, min(cartridge.board->prgrom.size, stream.size()));
Update to v088r10 release. byuu says: ethos is going to be absolutely amazing. You guys are in for a treat :D I'm impressing the hell out of myself with how well-structured this code is, it's allowing me to do amazing new things. Just a small sampling of what's in store (and already implemented): The file browser will display folders as "[ folder name ]", and cartridge folders as "Game Name" (no extension, no /) [icons would be nicer, but well ... phoenix.] Folders are sorted above cartridge folders. Cartridge folders for other systems do not show up in the list. Not only are unique paths stored for each image type, your position in the list is saved across runs. Some voodoo was added to GTK+ so that all targets even scroll directly to that item when you open the list. Load->System->Enter restarts your last game. That sounds really simple and obvious, but it makes an -incredible- difference. Didn't realize it until I tried an implementation of it, wow. The input mapping list now lets you bind as many hotkeys as you want to any given input. So SFC::Port1::Joypad::B = Keyboard::Z or Joypad::Button1 ... no need to remap everything to switch between keyboard and joypad. Either one activates the key. There is a separate Hotkeys tab now. This should hopefully end the confusion about how to remap hotkeys that users experience. Hotkeys are different, too. Instead of OR logic, they use AND logic. So Fullscreen = Keyboard::Alt and Keyboard::Enter. Both must be pressed to enter the key. This lets you easily implement "super" modifier keys. The actual codebase has new features the old UI never had, and has about ~50% of the old functionality (so far, of course), yet is only ~25% as much code. The entire GUI no longer needs to pull in all the headers for each emulated system. It just needs a small interface header file. Then bind the entire system with exactly **two** lines of code. Everything is dynamically generated for you after that.
2012-04-30 23:43:23 +00:00
}
Update to v088r11 release. byuu says: Changelog: - phoenix has added Window::setModal(bool modal = true); - file dialog is now modal. This allows emulation cores to request data and get it immediately before continuing the loading process - save data is hooked up for most systems, still need to handle subsystem slot saves (Sufami Turbo, basically.) - toggle fullscreen key binding added (Alt+Enter for now. I think F11 is probably better though, Enter is often mapped to game start button.) - video scaling is in (center, scale, stretch), works the same in windowed and fullscreen mode (stretch hides resize window option), all in the settings menu now - enough structure to map all saved paths for the browser and to load BS-X slotted carts, BS-X carts, single Sufami Turbo carts Caveats / Missing: - Super Game Boy input doesn't work yet (due to change in callback binding) - doesn't load secondary Sufami Turbo slot yet - BS-X BIOS isn't show the data pack games to load for some reason (ugh, I hate the shit out of debugging BS-X stuff ...) - need mute audio, sync audio+video toggle, save/load state menu and quick keys, XML mapping information window - need cheat editor and cheat database - need state manager - need to sort subsystems below main systems in load menu (basically just see if media.slot.size() > 0) - need video shaders (will probably leave off filters for the time being ... due to that 24/30-bit thing) - need video adjustments (contrast etc, overscan masks) - need audio adjustments (frequency, latency, resampler, volume, per-system frequency) - need driver selection and input focus policy (driver crash detection would be nice too) - need NSS DIP switch settings (that one will be really fun) - need to save and load window geometry settings - need to hook up controller selection (won't be fun), create a map to hide controllers with no inputs to reassign
2012-05-03 12:36:47 +00:00
if(id == ID::ProgramRAM) {
stream.read(cartridge.board->prgram.data, min(cartridge.board->prgram.size, stream.size()));
}
if(id == ID::CharacterROM) {
stream.read(cartridge.board->chrrom.data, min(cartridge.board->chrrom.size, stream.size()));
}
if(id == ID::CharacterRAM) {
stream.read(cartridge.board->chrram.data, min(cartridge.board->chrram.size, stream.size()));
Update to v088r11 release. byuu says: Changelog: - phoenix has added Window::setModal(bool modal = true); - file dialog is now modal. This allows emulation cores to request data and get it immediately before continuing the loading process - save data is hooked up for most systems, still need to handle subsystem slot saves (Sufami Turbo, basically.) - toggle fullscreen key binding added (Alt+Enter for now. I think F11 is probably better though, Enter is often mapped to game start button.) - video scaling is in (center, scale, stretch), works the same in windowed and fullscreen mode (stretch hides resize window option), all in the settings menu now - enough structure to map all saved paths for the browser and to load BS-X slotted carts, BS-X carts, single Sufami Turbo carts Caveats / Missing: - Super Game Boy input doesn't work yet (due to change in callback binding) - doesn't load secondary Sufami Turbo slot yet - BS-X BIOS isn't show the data pack games to load for some reason (ugh, I hate the shit out of debugging BS-X stuff ...) - need mute audio, sync audio+video toggle, save/load state menu and quick keys, XML mapping information window - need cheat editor and cheat database - need state manager - need to sort subsystems below main systems in load menu (basically just see if media.slot.size() > 0) - need video shaders (will probably leave off filters for the time being ... due to that 24/30-bit thing) - need video adjustments (contrast etc, overscan masks) - need audio adjustments (frequency, latency, resampler, volume, per-system frequency) - need driver selection and input focus policy (driver crash detection would be nice too) - need NSS DIP switch settings (that one will be really fun) - need to save and load window geometry settings - need to hook up controller selection (won't be fun), create a map to hide controllers with no inputs to reassign
2012-05-03 12:36:47 +00:00
}
}
auto Interface::save(uint id, const stream& stream) -> void {
if(id == ID::ProgramRAM) {
stream.write(cartridge.board->prgram.data, cartridge.board->prgram.size);
}
if(id == ID::CharacterRAM) {
stream.write(cartridge.board->chrram.data, cartridge.board->chrram.size);
Update to v088r11 release. byuu says: Changelog: - phoenix has added Window::setModal(bool modal = true); - file dialog is now modal. This allows emulation cores to request data and get it immediately before continuing the loading process - save data is hooked up for most systems, still need to handle subsystem slot saves (Sufami Turbo, basically.) - toggle fullscreen key binding added (Alt+Enter for now. I think F11 is probably better though, Enter is often mapped to game start button.) - video scaling is in (center, scale, stretch), works the same in windowed and fullscreen mode (stretch hides resize window option), all in the settings menu now - enough structure to map all saved paths for the browser and to load BS-X slotted carts, BS-X carts, single Sufami Turbo carts Caveats / Missing: - Super Game Boy input doesn't work yet (due to change in callback binding) - doesn't load secondary Sufami Turbo slot yet - BS-X BIOS isn't show the data pack games to load for some reason (ugh, I hate the shit out of debugging BS-X stuff ...) - need mute audio, sync audio+video toggle, save/load state menu and quick keys, XML mapping information window - need cheat editor and cheat database - need state manager - need to sort subsystems below main systems in load menu (basically just see if media.slot.size() > 0) - need video shaders (will probably leave off filters for the time being ... due to that 24/30-bit thing) - need video adjustments (contrast etc, overscan masks) - need audio adjustments (frequency, latency, resampler, volume, per-system frequency) - need driver selection and input focus policy (driver crash detection would be nice too) - need NSS DIP switch settings (that one will be really fun) - need to save and load window geometry settings - need to hook up controller selection (won't be fun), create a map to hide controllers with no inputs to reassign
2012-05-03 12:36:47 +00:00
}
Update to v088r10 release. byuu says: ethos is going to be absolutely amazing. You guys are in for a treat :D I'm impressing the hell out of myself with how well-structured this code is, it's allowing me to do amazing new things. Just a small sampling of what's in store (and already implemented): The file browser will display folders as "[ folder name ]", and cartridge folders as "Game Name" (no extension, no /) [icons would be nicer, but well ... phoenix.] Folders are sorted above cartridge folders. Cartridge folders for other systems do not show up in the list. Not only are unique paths stored for each image type, your position in the list is saved across runs. Some voodoo was added to GTK+ so that all targets even scroll directly to that item when you open the list. Load->System->Enter restarts your last game. That sounds really simple and obvious, but it makes an -incredible- difference. Didn't realize it until I tried an implementation of it, wow. The input mapping list now lets you bind as many hotkeys as you want to any given input. So SFC::Port1::Joypad::B = Keyboard::Z or Joypad::Button1 ... no need to remap everything to switch between keyboard and joypad. Either one activates the key. There is a separate Hotkeys tab now. This should hopefully end the confusion about how to remap hotkeys that users experience. Hotkeys are different, too. Instead of OR logic, they use AND logic. So Fullscreen = Keyboard::Alt and Keyboard::Enter. Both must be pressed to enter the key. This lets you easily implement "super" modifier keys. The actual codebase has new features the old UI never had, and has about ~50% of the old functionality (so far, of course), yet is only ~25% as much code. The entire GUI no longer needs to pull in all the headers for each emulated system. It just needs a small interface header file. Then bind the entire system with exactly **two** lines of code. Everything is dynamically generated for you after that.
2012-04-30 23:43:23 +00:00
}
auto Interface::unload() -> void {
save();
Update to v088r10 release. byuu says: ethos is going to be absolutely amazing. You guys are in for a treat :D I'm impressing the hell out of myself with how well-structured this code is, it's allowing me to do amazing new things. Just a small sampling of what's in store (and already implemented): The file browser will display folders as "[ folder name ]", and cartridge folders as "Game Name" (no extension, no /) [icons would be nicer, but well ... phoenix.] Folders are sorted above cartridge folders. Cartridge folders for other systems do not show up in the list. Not only are unique paths stored for each image type, your position in the list is saved across runs. Some voodoo was added to GTK+ so that all targets even scroll directly to that item when you open the list. Load->System->Enter restarts your last game. That sounds really simple and obvious, but it makes an -incredible- difference. Didn't realize it until I tried an implementation of it, wow. The input mapping list now lets you bind as many hotkeys as you want to any given input. So SFC::Port1::Joypad::B = Keyboard::Z or Joypad::Button1 ... no need to remap everything to switch between keyboard and joypad. Either one activates the key. There is a separate Hotkeys tab now. This should hopefully end the confusion about how to remap hotkeys that users experience. Hotkeys are different, too. Instead of OR logic, they use AND logic. So Fullscreen = Keyboard::Alt and Keyboard::Enter. Both must be pressed to enter the key. This lets you easily implement "super" modifier keys. The actual codebase has new features the old UI never had, and has about ~50% of the old functionality (so far, of course), yet is only ~25% as much code. The entire GUI no longer needs to pull in all the headers for each emulated system. It just needs a small interface header file. Then bind the entire system with exactly **two** lines of code. Everything is dynamically generated for you after that.
2012-04-30 23:43:23 +00:00
cartridge.unload();
}
auto Interface::power() -> void {
Update to v088r10 release. byuu says: ethos is going to be absolutely amazing. You guys are in for a treat :D I'm impressing the hell out of myself with how well-structured this code is, it's allowing me to do amazing new things. Just a small sampling of what's in store (and already implemented): The file browser will display folders as "[ folder name ]", and cartridge folders as "Game Name" (no extension, no /) [icons would be nicer, but well ... phoenix.] Folders are sorted above cartridge folders. Cartridge folders for other systems do not show up in the list. Not only are unique paths stored for each image type, your position in the list is saved across runs. Some voodoo was added to GTK+ so that all targets even scroll directly to that item when you open the list. Load->System->Enter restarts your last game. That sounds really simple and obvious, but it makes an -incredible- difference. Didn't realize it until I tried an implementation of it, wow. The input mapping list now lets you bind as many hotkeys as you want to any given input. So SFC::Port1::Joypad::B = Keyboard::Z or Joypad::Button1 ... no need to remap everything to switch between keyboard and joypad. Either one activates the key. There is a separate Hotkeys tab now. This should hopefully end the confusion about how to remap hotkeys that users experience. Hotkeys are different, too. Instead of OR logic, they use AND logic. So Fullscreen = Keyboard::Alt and Keyboard::Enter. Both must be pressed to enter the key. This lets you easily implement "super" modifier keys. The actual codebase has new features the old UI never had, and has about ~50% of the old functionality (so far, of course), yet is only ~25% as much code. The entire GUI no longer needs to pull in all the headers for each emulated system. It just needs a small interface header file. Then bind the entire system with exactly **two** lines of code. Everything is dynamically generated for you after that.
2012-04-30 23:43:23 +00:00
system.power();
}
auto Interface::reset() -> void {
Update to v088r10 release. byuu says: ethos is going to be absolutely amazing. You guys are in for a treat :D I'm impressing the hell out of myself with how well-structured this code is, it's allowing me to do amazing new things. Just a small sampling of what's in store (and already implemented): The file browser will display folders as "[ folder name ]", and cartridge folders as "Game Name" (no extension, no /) [icons would be nicer, but well ... phoenix.] Folders are sorted above cartridge folders. Cartridge folders for other systems do not show up in the list. Not only are unique paths stored for each image type, your position in the list is saved across runs. Some voodoo was added to GTK+ so that all targets even scroll directly to that item when you open the list. Load->System->Enter restarts your last game. That sounds really simple and obvious, but it makes an -incredible- difference. Didn't realize it until I tried an implementation of it, wow. The input mapping list now lets you bind as many hotkeys as you want to any given input. So SFC::Port1::Joypad::B = Keyboard::Z or Joypad::Button1 ... no need to remap everything to switch between keyboard and joypad. Either one activates the key. There is a separate Hotkeys tab now. This should hopefully end the confusion about how to remap hotkeys that users experience. Hotkeys are different, too. Instead of OR logic, they use AND logic. So Fullscreen = Keyboard::Alt and Keyboard::Enter. Both must be pressed to enter the key. This lets you easily implement "super" modifier keys. The actual codebase has new features the old UI never had, and has about ~50% of the old functionality (so far, of course), yet is only ~25% as much code. The entire GUI no longer needs to pull in all the headers for each emulated system. It just needs a small interface header file. Then bind the entire system with exactly **two** lines of code. Everything is dynamically generated for you after that.
2012-04-30 23:43:23 +00:00
system.reset();
}
auto Interface::run() -> void {
Update to v088r10 release. byuu says: ethos is going to be absolutely amazing. You guys are in for a treat :D I'm impressing the hell out of myself with how well-structured this code is, it's allowing me to do amazing new things. Just a small sampling of what's in store (and already implemented): The file browser will display folders as "[ folder name ]", and cartridge folders as "Game Name" (no extension, no /) [icons would be nicer, but well ... phoenix.] Folders are sorted above cartridge folders. Cartridge folders for other systems do not show up in the list. Not only are unique paths stored for each image type, your position in the list is saved across runs. Some voodoo was added to GTK+ so that all targets even scroll directly to that item when you open the list. Load->System->Enter restarts your last game. That sounds really simple and obvious, but it makes an -incredible- difference. Didn't realize it until I tried an implementation of it, wow. The input mapping list now lets you bind as many hotkeys as you want to any given input. So SFC::Port1::Joypad::B = Keyboard::Z or Joypad::Button1 ... no need to remap everything to switch between keyboard and joypad. Either one activates the key. There is a separate Hotkeys tab now. This should hopefully end the confusion about how to remap hotkeys that users experience. Hotkeys are different, too. Instead of OR logic, they use AND logic. So Fullscreen = Keyboard::Alt and Keyboard::Enter. Both must be pressed to enter the key. This lets you easily implement "super" modifier keys. The actual codebase has new features the old UI never had, and has about ~50% of the old functionality (so far, of course), yet is only ~25% as much code. The entire GUI no longer needs to pull in all the headers for each emulated system. It just needs a small interface header file. Then bind the entire system with exactly **two** lines of code. Everything is dynamically generated for you after that.
2012-04-30 23:43:23 +00:00
system.run();
}
auto Interface::serialize() -> serializer {
Update to v088r12 release. byuu says: Changelog: - all hotkeys from target-ui now exist in target-ethos - controller port menus now show up when you load a system (hidden if there are no options to choose from) - tools menu auto-hides with no game open ... not much point to it then - since we aren't using RawInput's multi-KB/MS support anyway, input and hotkey mappings remove KB0:: and turn MS0:: into Mouse::, makes it a lot easier to read - added mute audio, sync video, sync audio, mask overscan - added video settings: saturation, gamma, luminance, overscan horizontal, overscan vertical - added audio settings: frequency, latency, resampler, volume - added input settings: when focus is lost [ ] pause emulator [ ] allow input - pausing and autopausing works - status messages hooked up (show a message in status bar for a few seconds, then revert to normal status text) - sub systems (SGB, BSX, ST) sorted below primary systems list - added geometry settings cache - Emulator::Interface cleanups and simplifications - save states go into (cart foldername.extension/bsnes/state-#.bsa) now. Idea is to put emulator-specific data in their own subfolders Caveats / Missing: - SGB input does not work - Sufami Turbo second slot doesn't work yet - BS-X BIOS won't show the data pack - need XML mapping information window - need cheat editor and cheat database - need state manager - need video shaders - need driver selection - need NSS DIP switch settings - need to hide controllers that have no inputs from the input mapping list So for video settings, I used to have contrast/brightness/gamma. Contrast was just a multiplier on intensity of each channel, and brightness was an addition or subtraction against each channel. They kind of overlapped and weren't that effective. The new setup has saturation, gamma and luminance. Saturation of 100% is normal. If you lower it, color information goes away. 0% = grayscale. If you raise it, color intensity increases (and clamps.) This is wonderful for GBA games, since they are oversaturated to fucking death. Of course we'll want to normalize that inside the core, so the same sat. value works on all systems, but for now it's nice. If you raise saturation above 100%, it basically acts like contrast used to. It's just that lowering it fades to grayscale rather than black. Adding doesn't really work well for brightness, it throws off the relative distance between channels and looks like shit. So now we have luminance, which takes over the old contrast <100% role, and just fades the pixels toward black. Obviously, luminance > 100% would be the same as saturation > 100%, so that isn't allowed, it caps at 100% now. Gamma's the same old function. Gamma curve on the lower-half of the color range. Effects are applied in the order they appear in the GUI: color -> saturate -> gammify -> luminate -> output.
2012-05-04 12:47:41 +00:00
system.runtosave();
return system.serialize();
}
auto Interface::unserialize(serializer& s) -> bool {
Update to v088r12 release. byuu says: Changelog: - all hotkeys from target-ui now exist in target-ethos - controller port menus now show up when you load a system (hidden if there are no options to choose from) - tools menu auto-hides with no game open ... not much point to it then - since we aren't using RawInput's multi-KB/MS support anyway, input and hotkey mappings remove KB0:: and turn MS0:: into Mouse::, makes it a lot easier to read - added mute audio, sync video, sync audio, mask overscan - added video settings: saturation, gamma, luminance, overscan horizontal, overscan vertical - added audio settings: frequency, latency, resampler, volume - added input settings: when focus is lost [ ] pause emulator [ ] allow input - pausing and autopausing works - status messages hooked up (show a message in status bar for a few seconds, then revert to normal status text) - sub systems (SGB, BSX, ST) sorted below primary systems list - added geometry settings cache - Emulator::Interface cleanups and simplifications - save states go into (cart foldername.extension/bsnes/state-#.bsa) now. Idea is to put emulator-specific data in their own subfolders Caveats / Missing: - SGB input does not work - Sufami Turbo second slot doesn't work yet - BS-X BIOS won't show the data pack - need XML mapping information window - need cheat editor and cheat database - need state manager - need video shaders - need driver selection - need NSS DIP switch settings - need to hide controllers that have no inputs from the input mapping list So for video settings, I used to have contrast/brightness/gamma. Contrast was just a multiplier on intensity of each channel, and brightness was an addition or subtraction against each channel. They kind of overlapped and weren't that effective. The new setup has saturation, gamma and luminance. Saturation of 100% is normal. If you lower it, color information goes away. 0% = grayscale. If you raise it, color intensity increases (and clamps.) This is wonderful for GBA games, since they are oversaturated to fucking death. Of course we'll want to normalize that inside the core, so the same sat. value works on all systems, but for now it's nice. If you raise saturation above 100%, it basically acts like contrast used to. It's just that lowering it fades to grayscale rather than black. Adding doesn't really work well for brightness, it throws off the relative distance between channels and looks like shit. So now we have luminance, which takes over the old contrast <100% role, and just fades the pixels toward black. Obviously, luminance > 100% would be the same as saturation > 100%, so that isn't allowed, it caps at 100% now. Gamma's the same old function. Gamma curve on the lower-half of the color range. Effects are applied in the order they appear in the GUI: color -> saturate -> gammify -> luminate -> output.
2012-05-04 12:47:41 +00:00
return system.unserialize(s);
}
auto Interface::cheatSet(const lstring& list) -> void {
cheat.reset();
for(auto& codeset : list) {
lstring codes = codeset.split("+");
for(auto& code : codes) {
lstring part = code.split("/");
if(part.size() == 2) cheat.append(hex(part[0]), hex(part[1]));
if(part.size() == 3) cheat.append(hex(part[0]), hex(part[1]), hex(part[2]));
}
}
}
Update to v096r07 release. byuu says: Changelog: - configuration files are now stored in localpath() instead of configpath() - Video gamma/saturation/luminance sliders are gone now, sorry - added Video Filter->Blur Emulation [1] - added Video Filter->Scanline Emulation [2] - improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn] [1] For the Famicom, this does nothing. For the Super Famicom, this performs horizontal blending for proper pseudo-hires translucency. For the Game Boy, Game Boy Color, and Game Boy Advance, this performs interframe blending (each frame is the average of the current and previous frame), which is important for things like the GBVideoPlayer. [2] Right now, this only applies to the Super Famicom, but it'll come to the Famicom in the future. For the Super Famicom, this option doesn't just add scanlines, it simulates the phosphor decay that's visible in interlace mode. If you observe an interlaced game like RPM Racing on a real SNES, you'll notice that even on perfectly still screens, the image appears to shake. This option emulates that effect. Note 1: the buffering right now is a little sub-optimal, so there will be a slight speed hit with this new support. Since the core is now generating native ARGB8888 colors, it might as well call out to the interface to lock/unlock/refresh the video, that way it can render directly to the screen. Although ... that might not be such a hot idea, since the GBx interframe blending reads from the target buffer, and that tends to be a catastrophic option for performance. Note 2: the balanced and performance profiles for the SNES are completely busted again. This WIP took 6 1/2 hours, and I'm exhausted. Very much not looking forward to working on those, since those two have all kinds of fucked up speedup tricks for non-interlaced and/or non-hires video modes. Note 3: if you're on Windows and you saved your system folders somewhere else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 10:06:51 +00:00
auto Interface::cap(const string& name) -> bool {
if(name == "Color Emulation") return true;
if(name == "Scanline Emulation") return true;
Update to v096r07 release. byuu says: Changelog: - configuration files are now stored in localpath() instead of configpath() - Video gamma/saturation/luminance sliders are gone now, sorry - added Video Filter->Blur Emulation [1] - added Video Filter->Scanline Emulation [2] - improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn] [1] For the Famicom, this does nothing. For the Super Famicom, this performs horizontal blending for proper pseudo-hires translucency. For the Game Boy, Game Boy Color, and Game Boy Advance, this performs interframe blending (each frame is the average of the current and previous frame), which is important for things like the GBVideoPlayer. [2] Right now, this only applies to the Super Famicom, but it'll come to the Famicom in the future. For the Super Famicom, this option doesn't just add scanlines, it simulates the phosphor decay that's visible in interlace mode. If you observe an interlaced game like RPM Racing on a real SNES, you'll notice that even on perfectly still screens, the image appears to shake. This option emulates that effect. Note 1: the buffering right now is a little sub-optimal, so there will be a slight speed hit with this new support. Since the core is now generating native ARGB8888 colors, it might as well call out to the interface to lock/unlock/refresh the video, that way it can render directly to the screen. Although ... that might not be such a hot idea, since the GBx interframe blending reads from the target buffer, and that tends to be a catastrophic option for performance. Note 2: the balanced and performance profiles for the SNES are completely busted again. This WIP took 6 1/2 hours, and I'm exhausted. Very much not looking forward to working on those, since those two have all kinds of fucked up speedup tricks for non-interlaced and/or non-hires video modes. Note 3: if you're on Windows and you saved your system folders somewhere else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 10:06:51 +00:00
return false;
}
auto Interface::get(const string& name) -> any {
if(name == "Color Emulation") return settings.colorEmulation;
if(name == "Scanline Emulation") return settings.scanlineEmulation;
Update to v096r07 release. byuu says: Changelog: - configuration files are now stored in localpath() instead of configpath() - Video gamma/saturation/luminance sliders are gone now, sorry - added Video Filter->Blur Emulation [1] - added Video Filter->Scanline Emulation [2] - improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn] [1] For the Famicom, this does nothing. For the Super Famicom, this performs horizontal blending for proper pseudo-hires translucency. For the Game Boy, Game Boy Color, and Game Boy Advance, this performs interframe blending (each frame is the average of the current and previous frame), which is important for things like the GBVideoPlayer. [2] Right now, this only applies to the Super Famicom, but it'll come to the Famicom in the future. For the Super Famicom, this option doesn't just add scanlines, it simulates the phosphor decay that's visible in interlace mode. If you observe an interlaced game like RPM Racing on a real SNES, you'll notice that even on perfectly still screens, the image appears to shake. This option emulates that effect. Note 1: the buffering right now is a little sub-optimal, so there will be a slight speed hit with this new support. Since the core is now generating native ARGB8888 colors, it might as well call out to the interface to lock/unlock/refresh the video, that way it can render directly to the screen. Although ... that might not be such a hot idea, since the GBx interframe blending reads from the target buffer, and that tends to be a catastrophic option for performance. Note 2: the balanced and performance profiles for the SNES are completely busted again. This WIP took 6 1/2 hours, and I'm exhausted. Very much not looking forward to working on those, since those two have all kinds of fucked up speedup tricks for non-interlaced and/or non-hires video modes. Note 3: if you're on Windows and you saved your system folders somewhere else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 10:06:51 +00:00
return {};
}
auto Interface::set(const string& name, const any& value) -> bool {
if(name == "Color Emulation" && value.is<bool>()) return settings.colorEmulation = value.get<bool>(), true;
if(name == "Scanline Emulation" && value.is<bool>()) return settings.scanlineEmulation = value.get<bool>(), true;
Update to v096r07 release. byuu says: Changelog: - configuration files are now stored in localpath() instead of configpath() - Video gamma/saturation/luminance sliders are gone now, sorry - added Video Filter->Blur Emulation [1] - added Video Filter->Scanline Emulation [2] - improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn] [1] For the Famicom, this does nothing. For the Super Famicom, this performs horizontal blending for proper pseudo-hires translucency. For the Game Boy, Game Boy Color, and Game Boy Advance, this performs interframe blending (each frame is the average of the current and previous frame), which is important for things like the GBVideoPlayer. [2] Right now, this only applies to the Super Famicom, but it'll come to the Famicom in the future. For the Super Famicom, this option doesn't just add scanlines, it simulates the phosphor decay that's visible in interlace mode. If you observe an interlaced game like RPM Racing on a real SNES, you'll notice that even on perfectly still screens, the image appears to shake. This option emulates that effect. Note 1: the buffering right now is a little sub-optimal, so there will be a slight speed hit with this new support. Since the core is now generating native ARGB8888 colors, it might as well call out to the interface to lock/unlock/refresh the video, that way it can render directly to the screen. Although ... that might not be such a hot idea, since the GBx interframe blending reads from the target buffer, and that tends to be a catastrophic option for performance. Note 2: the balanced and performance profiles for the SNES are completely busted again. This WIP took 6 1/2 hours, and I'm exhausted. Very much not looking forward to working on those, since those two have all kinds of fucked up speedup tricks for non-interlaced and/or non-hires video modes. Note 3: if you're on Windows and you saved your system folders somewhere else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 10:06:51 +00:00
return false;
Update to v088r10 release. byuu says: ethos is going to be absolutely amazing. You guys are in for a treat :D I'm impressing the hell out of myself with how well-structured this code is, it's allowing me to do amazing new things. Just a small sampling of what's in store (and already implemented): The file browser will display folders as "[ folder name ]", and cartridge folders as "Game Name" (no extension, no /) [icons would be nicer, but well ... phoenix.] Folders are sorted above cartridge folders. Cartridge folders for other systems do not show up in the list. Not only are unique paths stored for each image type, your position in the list is saved across runs. Some voodoo was added to GTK+ so that all targets even scroll directly to that item when you open the list. Load->System->Enter restarts your last game. That sounds really simple and obvious, but it makes an -incredible- difference. Didn't realize it until I tried an implementation of it, wow. The input mapping list now lets you bind as many hotkeys as you want to any given input. So SFC::Port1::Joypad::B = Keyboard::Z or Joypad::Button1 ... no need to remap everything to switch between keyboard and joypad. Either one activates the key. There is a separate Hotkeys tab now. This should hopefully end the confusion about how to remap hotkeys that users experience. Hotkeys are different, too. Instead of OR logic, they use AND logic. So Fullscreen = Keyboard::Alt and Keyboard::Enter. Both must be pressed to enter the key. This lets you easily implement "super" modifier keys. The actual codebase has new features the old UI never had, and has about ~50% of the old functionality (so far, of course), yet is only ~25% as much code. The entire GUI no longer needs to pull in all the headers for each emulated system. It just needs a small interface header file. Then bind the entire system with exactly **two** lines of code. Everything is dynamically generated for you after that.
2012-04-30 23:43:23 +00:00
}
}