bsnes/higan/target-bsnes/program/game.cpp

259 lines
8.8 KiB
C++
Raw Normal View History

auto Program::load() -> void {
unload();
for(auto& media : emulator->media) {
if(media.type != "sfc") continue;
Emulator::audio.reset(2, audio->frequency());
if(emulator->load(media.id)) {
gameQueue = {};
updateInputDevices();
applyHacks();
emulator->power();
updateVideoPalette();
updateAudioEffects();
Update to v106r42 release. byuu says: Changelog: - emulator: added `Thread::setHandle(cothread_t)` - icarus: added special heuristics support for the Tengai Maykou Zero fan translation - board identifier is: EXSPC7110-RAM-EPSONRTC (match on SPC7110 + ROM size=56mbit) - board ROM contents are: 8mbit program, 40mbit data, 8mbit expansion (sizes are fixed) - bsnes: show messages on game load, unload, and reset - bsnes: added support for BS Memory and Sufami Turbo games - bsnes: added support for region selection (Auto [default], NTSC, PAL) - bsnes: correct presentation window size from 223/239 to 224/240 - bsnes: add SA-1 internal RAM on cartridges with BS Memory slot - bsnes: fixed recovery state to store inside .bsz archive - bsnes: added support for custom manifests in both game pak and game ROM modes - bsnes: added icarus game database support (manifest → database → heuristics) - bsnes: added flexible SuperFX overclocking - bsnes: added IPS and BPS soft-patching support to all ROM types (sfc,smc,gb,gbc,bs,st) - can load patches inside of ZIP archives (matches first “.ips” or “.bps” file) - bsnes/ppu: cache interlace/overscan/vdisp (277 → 291fps with fast PPU) - hiro/Windows: faster painting of Label widget on expose - hiro/Windows: immediately apply LineEdit::setBackgroundColor changes - hiro/Qt: inherit Window backgroundColor when one is not assigned to Label Errata: - sfc/ppu-fast: remove `renderMode7Hires()` function (the body isn't in the codebase) - bsnes: advanced note label should probably use a lighter text color and/or smaller font size instead of italics I didn't test the soft-patching at all, as I don't have any patches on my dev box. If anyone wants to test, that'd be great. The Tengai Makyou Zero fan translation would be a great test case.
2018-06-26 03:17:26 +00:00
showMessage(!appliedPatch() ? "Game loaded" : "Game loaded and patch applied");
presentation->setTitle(emulator->title());
presentation->resetSystem.setEnabled(true);
presentation->unloadGame.setEnabled(true);
Update to v106r35 release. byuu says: Changelog: - sfc/ppu-fast: fixed overscan crash - sfc/ppu-fast: fixed direct color mode - sfc: reconnected MSU1 support - higan: game.sfc/msu1/data.rom, game.sfc/msu1/track-#.pcm - bsnes: game.msu, game-#.pcm - bsnes: added cheat code editor - bsnes: added cheat code database support - sfc/ppu-fast: clear overscan lines when overscan disabled - sfc: output 223/239 lines instead of 224/240 lines - bsnes: fix aspect correction calculation - bsnes: crop line 224 when overscan masking is enabled - bsnes: exposed Expansion Port menu; but hid “21fx” from the list of devices - bsnes: tools menu is hidden until a game is loaded - ruby/input/keyboard/quartz: fixed compilation error So only bsnes the automated overscan cropping option. In higan, you can crop however many lines you like from the top or bottom of the image. But for bsnes, it automatically eats sixteen lines. My view right now is that if bsnes is meant to be the casual gaming emulator, that it should eat line 224 in this mode. Most games show content here, but because of the way the SNES PPU works, the very last line ends up on its very own tile row (line 0 isn't rendered), if the scroll registers don't account for it. There's a small number of games that will draw junk data to the very last scanline of the frame as a result of this. So I chose, at least for now, to hide it. Users can obviously disable overscan cropping to see this scanline. I'm open to being convinced not to do this, if someone has a compelling reason. We're pretty much screwed one way or the other with no overscan masking. If we output 239 lines, then most games will render 7 blank lines + 224 drawn lines + 8 blank lines, and the black top and bottom aren't centered. But if we output 240 lines to get 8 + 224 + 8, then games that do use overscan will have a blank line at the very bottom of the window. I'm also trying out a modified cheat code file format. It's been forever since I bothered to look at it, and the “cartridge” parent node doesn't match what I'm doing with trying to rename “cartridge” to “game” in manifests. And indeed, the idea of requiring a root node is rather superfluous for a cheat code file. Current format looks like this: cheat description: foo code: 7e2000=20+7e2001=30?40 enabled cheat description: bar code: 7e4000=80 Open to discussing this, and I'd like to sync up with Snes9X before they push out a new release, and I'll agree to finalize and never change this format again. I chose to use .cht for the extension when using game files (eg gamename.cht)
2018-06-03 13:14:42 +00:00
presentation->toolsMenu.setVisible(true);
presentation->pauseEmulation.setChecked(false);
presentation->resizeViewport();
Update to v106r35 release. byuu says: Changelog: - sfc/ppu-fast: fixed overscan crash - sfc/ppu-fast: fixed direct color mode - sfc: reconnected MSU1 support - higan: game.sfc/msu1/data.rom, game.sfc/msu1/track-#.pcm - bsnes: game.msu, game-#.pcm - bsnes: added cheat code editor - bsnes: added cheat code database support - sfc/ppu-fast: clear overscan lines when overscan disabled - sfc: output 223/239 lines instead of 224/240 lines - bsnes: fix aspect correction calculation - bsnes: crop line 224 when overscan masking is enabled - bsnes: exposed Expansion Port menu; but hid “21fx” from the list of devices - bsnes: tools menu is hidden until a game is loaded - ruby/input/keyboard/quartz: fixed compilation error So only bsnes the automated overscan cropping option. In higan, you can crop however many lines you like from the top or bottom of the image. But for bsnes, it automatically eats sixteen lines. My view right now is that if bsnes is meant to be the casual gaming emulator, that it should eat line 224 in this mode. Most games show content here, but because of the way the SNES PPU works, the very last line ends up on its very own tile row (line 0 isn't rendered), if the scroll registers don't account for it. There's a small number of games that will draw junk data to the very last scanline of the frame as a result of this. So I chose, at least for now, to hide it. Users can obviously disable overscan cropping to see this scanline. I'm open to being convinced not to do this, if someone has a compelling reason. We're pretty much screwed one way or the other with no overscan masking. If we output 239 lines, then most games will render 7 blank lines + 224 drawn lines + 8 blank lines, and the black top and bottom aren't centered. But if we output 240 lines to get 8 + 224 + 8, then games that do use overscan will have a blank line at the very bottom of the window. I'm also trying out a modified cheat code file format. It's been forever since I bothered to look at it, and the “cartridge” parent node doesn't match what I'm doing with trying to rename “cartridge” to “game” in manifests. And indeed, the idea of requiring a root node is rather superfluous for a cheat code file. Current format looks like this: cheat description: foo code: 7e2000=20+7e2001=30?40 enabled cheat description: bar code: 7e4000=80 Open to discussing this, and I'd like to sync up with Snes9X before they push out a new release, and I'll agree to finalize and never change this format again. I chose to use .cht for the extension when using game files (eg gamename.cht)
2018-06-03 13:14:42 +00:00
toolsWindow->cheatEditor.loadCheats();
toolsWindow->stateManager.loadStates();
Update to v106r42 release. byuu says: Changelog: - emulator: added `Thread::setHandle(cothread_t)` - icarus: added special heuristics support for the Tengai Maykou Zero fan translation - board identifier is: EXSPC7110-RAM-EPSONRTC (match on SPC7110 + ROM size=56mbit) - board ROM contents are: 8mbit program, 40mbit data, 8mbit expansion (sizes are fixed) - bsnes: show messages on game load, unload, and reset - bsnes: added support for BS Memory and Sufami Turbo games - bsnes: added support for region selection (Auto [default], NTSC, PAL) - bsnes: correct presentation window size from 223/239 to 224/240 - bsnes: add SA-1 internal RAM on cartridges with BS Memory slot - bsnes: fixed recovery state to store inside .bsz archive - bsnes: added support for custom manifests in both game pak and game ROM modes - bsnes: added icarus game database support (manifest → database → heuristics) - bsnes: added flexible SuperFX overclocking - bsnes: added IPS and BPS soft-patching support to all ROM types (sfc,smc,gb,gbc,bs,st) - can load patches inside of ZIP archives (matches first “.ips” or “.bps” file) - bsnes/ppu: cache interlace/overscan/vdisp (277 → 291fps with fast PPU) - hiro/Windows: faster painting of Label widget on expose - hiro/Windows: immediately apply LineEdit::setBackgroundColor changes - hiro/Qt: inherit Window backgroundColor when one is not assigned to Label Errata: - sfc/ppu-fast: remove `renderMode7Hires()` function (the body isn't in the codebase) - bsnes: advanced note label should probably use a lighter text color and/or smaller font size instead of italics I didn't test the soft-patching at all, as I don't have any patches on my dev box. If anyone wants to test, that'd be great. The Tengai Makyou Zero fan translation would be a great test case.
2018-06-26 03:17:26 +00:00
string locations = superFamicom.location;
if(auto location = gameBoy.location) locations.append("|", location);
Update to v106r42 release. byuu says: Changelog: - emulator: added `Thread::setHandle(cothread_t)` - icarus: added special heuristics support for the Tengai Maykou Zero fan translation - board identifier is: EXSPC7110-RAM-EPSONRTC (match on SPC7110 + ROM size=56mbit) - board ROM contents are: 8mbit program, 40mbit data, 8mbit expansion (sizes are fixed) - bsnes: show messages on game load, unload, and reset - bsnes: added support for BS Memory and Sufami Turbo games - bsnes: added support for region selection (Auto [default], NTSC, PAL) - bsnes: correct presentation window size from 223/239 to 224/240 - bsnes: add SA-1 internal RAM on cartridges with BS Memory slot - bsnes: fixed recovery state to store inside .bsz archive - bsnes: added support for custom manifests in both game pak and game ROM modes - bsnes: added icarus game database support (manifest → database → heuristics) - bsnes: added flexible SuperFX overclocking - bsnes: added IPS and BPS soft-patching support to all ROM types (sfc,smc,gb,gbc,bs,st) - can load patches inside of ZIP archives (matches first “.ips” or “.bps” file) - bsnes/ppu: cache interlace/overscan/vdisp (277 → 291fps with fast PPU) - hiro/Windows: faster painting of Label widget on expose - hiro/Windows: immediately apply LineEdit::setBackgroundColor changes - hiro/Qt: inherit Window backgroundColor when one is not assigned to Label Errata: - sfc/ppu-fast: remove `renderMode7Hires()` function (the body isn't in the codebase) - bsnes: advanced note label should probably use a lighter text color and/or smaller font size instead of italics I didn't test the soft-patching at all, as I don't have any patches on my dev box. If anyone wants to test, that'd be great. The Tengai Makyou Zero fan translation would be a great test case.
2018-06-26 03:17:26 +00:00
if(auto location = bsMemory.location) locations.append("|", location);
if(auto location = sufamiTurboA.location) locations.append("|", location);
if(auto location = sufamiTurboB.location) locations.append("|", location);
presentation->addRecentGame(locations);
}
break;
}
}
auto Program::loadFile(string location) -> vector<uint8_t> {
if(Location::suffix(location) == ".zip") {
Decode::ZIP archive;
if(archive.open(location)) {
for(auto& file : archive.file) {
auto type = Location::suffix(file.name);
if(type == ".sfc" || type == ".smc" || type == ".gb" || type == ".gbc" || type == ".bs" || type == ".st") {
return archive.extract(file);
}
}
}
} else {
return file::read(location);
}
}
Update to v106r42 release. byuu says: Changelog: - emulator: added `Thread::setHandle(cothread_t)` - icarus: added special heuristics support for the Tengai Maykou Zero fan translation - board identifier is: EXSPC7110-RAM-EPSONRTC (match on SPC7110 + ROM size=56mbit) - board ROM contents are: 8mbit program, 40mbit data, 8mbit expansion (sizes are fixed) - bsnes: show messages on game load, unload, and reset - bsnes: added support for BS Memory and Sufami Turbo games - bsnes: added support for region selection (Auto [default], NTSC, PAL) - bsnes: correct presentation window size from 223/239 to 224/240 - bsnes: add SA-1 internal RAM on cartridges with BS Memory slot - bsnes: fixed recovery state to store inside .bsz archive - bsnes: added support for custom manifests in both game pak and game ROM modes - bsnes: added icarus game database support (manifest → database → heuristics) - bsnes: added flexible SuperFX overclocking - bsnes: added IPS and BPS soft-patching support to all ROM types (sfc,smc,gb,gbc,bs,st) - can load patches inside of ZIP archives (matches first “.ips” or “.bps” file) - bsnes/ppu: cache interlace/overscan/vdisp (277 → 291fps with fast PPU) - hiro/Windows: faster painting of Label widget on expose - hiro/Windows: immediately apply LineEdit::setBackgroundColor changes - hiro/Qt: inherit Window backgroundColor when one is not assigned to Label Errata: - sfc/ppu-fast: remove `renderMode7Hires()` function (the body isn't in the codebase) - bsnes: advanced note label should probably use a lighter text color and/or smaller font size instead of italics I didn't test the soft-patching at all, as I don't have any patches on my dev box. If anyone wants to test, that'd be great. The Tengai Makyou Zero fan translation would be a great test case.
2018-06-26 03:17:26 +00:00
auto Program::loadSuperFamicom(string location) -> void {
string manifest;
vector<uint8_t> rom;
if(location.endsWith("/")) {
Update to v106r42 release. byuu says: Changelog: - emulator: added `Thread::setHandle(cothread_t)` - icarus: added special heuristics support for the Tengai Maykou Zero fan translation - board identifier is: EXSPC7110-RAM-EPSONRTC (match on SPC7110 + ROM size=56mbit) - board ROM contents are: 8mbit program, 40mbit data, 8mbit expansion (sizes are fixed) - bsnes: show messages on game load, unload, and reset - bsnes: added support for BS Memory and Sufami Turbo games - bsnes: added support for region selection (Auto [default], NTSC, PAL) - bsnes: correct presentation window size from 223/239 to 224/240 - bsnes: add SA-1 internal RAM on cartridges with BS Memory slot - bsnes: fixed recovery state to store inside .bsz archive - bsnes: added support for custom manifests in both game pak and game ROM modes - bsnes: added icarus game database support (manifest → database → heuristics) - bsnes: added flexible SuperFX overclocking - bsnes: added IPS and BPS soft-patching support to all ROM types (sfc,smc,gb,gbc,bs,st) - can load patches inside of ZIP archives (matches first “.ips” or “.bps” file) - bsnes/ppu: cache interlace/overscan/vdisp (277 → 291fps with fast PPU) - hiro/Windows: faster painting of Label widget on expose - hiro/Windows: immediately apply LineEdit::setBackgroundColor changes - hiro/Qt: inherit Window backgroundColor when one is not assigned to Label Errata: - sfc/ppu-fast: remove `renderMode7Hires()` function (the body isn't in the codebase) - bsnes: advanced note label should probably use a lighter text color and/or smaller font size instead of italics I didn't test the soft-patching at all, as I don't have any patches on my dev box. If anyone wants to test, that'd be great. The Tengai Makyou Zero fan translation would be a great test case.
2018-06-26 03:17:26 +00:00
manifest = file::read({location, "manifest.bml"});
rom.append(file::read({location, "program.rom"}));
rom.append(file::read({location, "data.rom"}));
rom.append(file::read({location, "expansion.rom"}));
for(auto filename : directory::files(location, "*.boot.rom" )) rom.append(file::read({location, filename}));
for(auto filename : directory::files(location, "*.program.rom")) rom.append(file::read({location, filename}));
for(auto filename : directory::files(location, "*.data.rom" )) rom.append(file::read({location, filename}));
} else {
Update to v106r42 release. byuu says: Changelog: - emulator: added `Thread::setHandle(cothread_t)` - icarus: added special heuristics support for the Tengai Maykou Zero fan translation - board identifier is: EXSPC7110-RAM-EPSONRTC (match on SPC7110 + ROM size=56mbit) - board ROM contents are: 8mbit program, 40mbit data, 8mbit expansion (sizes are fixed) - bsnes: show messages on game load, unload, and reset - bsnes: added support for BS Memory and Sufami Turbo games - bsnes: added support for region selection (Auto [default], NTSC, PAL) - bsnes: correct presentation window size from 223/239 to 224/240 - bsnes: add SA-1 internal RAM on cartridges with BS Memory slot - bsnes: fixed recovery state to store inside .bsz archive - bsnes: added support for custom manifests in both game pak and game ROM modes - bsnes: added icarus game database support (manifest → database → heuristics) - bsnes: added flexible SuperFX overclocking - bsnes: added IPS and BPS soft-patching support to all ROM types (sfc,smc,gb,gbc,bs,st) - can load patches inside of ZIP archives (matches first “.ips” or “.bps” file) - bsnes/ppu: cache interlace/overscan/vdisp (277 → 291fps with fast PPU) - hiro/Windows: faster painting of Label widget on expose - hiro/Windows: immediately apply LineEdit::setBackgroundColor changes - hiro/Qt: inherit Window backgroundColor when one is not assigned to Label Errata: - sfc/ppu-fast: remove `renderMode7Hires()` function (the body isn't in the codebase) - bsnes: advanced note label should probably use a lighter text color and/or smaller font size instead of italics I didn't test the soft-patching at all, as I don't have any patches on my dev box. If anyone wants to test, that'd be great. The Tengai Makyou Zero fan translation would be a great test case.
2018-06-26 03:17:26 +00:00
manifest = file::read({Location::notsuffix(location), ".bml"});
rom = loadFile(location);
}
Update to v106r42 release. byuu says: Changelog: - emulator: added `Thread::setHandle(cothread_t)` - icarus: added special heuristics support for the Tengai Maykou Zero fan translation - board identifier is: EXSPC7110-RAM-EPSONRTC (match on SPC7110 + ROM size=56mbit) - board ROM contents are: 8mbit program, 40mbit data, 8mbit expansion (sizes are fixed) - bsnes: show messages on game load, unload, and reset - bsnes: added support for BS Memory and Sufami Turbo games - bsnes: added support for region selection (Auto [default], NTSC, PAL) - bsnes: correct presentation window size from 223/239 to 224/240 - bsnes: add SA-1 internal RAM on cartridges with BS Memory slot - bsnes: fixed recovery state to store inside .bsz archive - bsnes: added support for custom manifests in both game pak and game ROM modes - bsnes: added icarus game database support (manifest → database → heuristics) - bsnes: added flexible SuperFX overclocking - bsnes: added IPS and BPS soft-patching support to all ROM types (sfc,smc,gb,gbc,bs,st) - can load patches inside of ZIP archives (matches first “.ips” or “.bps” file) - bsnes/ppu: cache interlace/overscan/vdisp (277 → 291fps with fast PPU) - hiro/Windows: faster painting of Label widget on expose - hiro/Windows: immediately apply LineEdit::setBackgroundColor changes - hiro/Qt: inherit Window backgroundColor when one is not assigned to Label Errata: - sfc/ppu-fast: remove `renderMode7Hires()` function (the body isn't in the codebase) - bsnes: advanced note label should probably use a lighter text color and/or smaller font size instead of italics I didn't test the soft-patching at all, as I don't have any patches on my dev box. If anyone wants to test, that'd be great. The Tengai Makyou Zero fan translation would be a great test case.
2018-06-26 03:17:26 +00:00
//assume ROM and IPS agree on whether a copier header is present
superFamicom.patched = applyPatchIPS(rom, location);
if((rom.size() & 0x7fff) == 512) {
//remove copier header
memory::move(&rom[0], &rom[512], rom.size() - 512);
rom.resize(rom.size() - 512);
}
//assume BPS is made against a ROM without a copier header
if(!superFamicom.patched) superFamicom.patched = applyPatchBPS(rom, location);
auto heuristics = Heuristics::SuperFamicom(rom, location);
Update to v106r42 release. byuu says: Changelog: - emulator: added `Thread::setHandle(cothread_t)` - icarus: added special heuristics support for the Tengai Maykou Zero fan translation - board identifier is: EXSPC7110-RAM-EPSONRTC (match on SPC7110 + ROM size=56mbit) - board ROM contents are: 8mbit program, 40mbit data, 8mbit expansion (sizes are fixed) - bsnes: show messages on game load, unload, and reset - bsnes: added support for BS Memory and Sufami Turbo games - bsnes: added support for region selection (Auto [default], NTSC, PAL) - bsnes: correct presentation window size from 223/239 to 224/240 - bsnes: add SA-1 internal RAM on cartridges with BS Memory slot - bsnes: fixed recovery state to store inside .bsz archive - bsnes: added support for custom manifests in both game pak and game ROM modes - bsnes: added icarus game database support (manifest → database → heuristics) - bsnes: added flexible SuperFX overclocking - bsnes: added IPS and BPS soft-patching support to all ROM types (sfc,smc,gb,gbc,bs,st) - can load patches inside of ZIP archives (matches first “.ips” or “.bps” file) - bsnes/ppu: cache interlace/overscan/vdisp (277 → 291fps with fast PPU) - hiro/Windows: faster painting of Label widget on expose - hiro/Windows: immediately apply LineEdit::setBackgroundColor changes - hiro/Qt: inherit Window backgroundColor when one is not assigned to Label Errata: - sfc/ppu-fast: remove `renderMode7Hires()` function (the body isn't in the codebase) - bsnes: advanced note label should probably use a lighter text color and/or smaller font size instead of italics I didn't test the soft-patching at all, as I don't have any patches on my dev box. If anyone wants to test, that'd be great. The Tengai Makyou Zero fan translation would be a great test case.
2018-06-26 03:17:26 +00:00
auto sha256 = Hash::SHA256(rom).digest();
if(auto document = BML::unserialize(string::read(locate("database/Super Famicom.bml")))) {
if(auto game = document[{"game(sha256=", sha256, ")"}]) {
manifest = BML::serialize(game);
}
}
superFamicom.label = heuristics.label();
superFamicom.manifest = manifest ? manifest : heuristics.manifest();
applyHackOverclockSuperFX();
superFamicom.document = BML::unserialize(superFamicom.manifest);
superFamicom.location = location;
uint offset = 0;
if(auto size = heuristics.programRomSize()) {
Update to v106r42 release. byuu says: Changelog: - emulator: added `Thread::setHandle(cothread_t)` - icarus: added special heuristics support for the Tengai Maykou Zero fan translation - board identifier is: EXSPC7110-RAM-EPSONRTC (match on SPC7110 + ROM size=56mbit) - board ROM contents are: 8mbit program, 40mbit data, 8mbit expansion (sizes are fixed) - bsnes: show messages on game load, unload, and reset - bsnes: added support for BS Memory and Sufami Turbo games - bsnes: added support for region selection (Auto [default], NTSC, PAL) - bsnes: correct presentation window size from 223/239 to 224/240 - bsnes: add SA-1 internal RAM on cartridges with BS Memory slot - bsnes: fixed recovery state to store inside .bsz archive - bsnes: added support for custom manifests in both game pak and game ROM modes - bsnes: added icarus game database support (manifest → database → heuristics) - bsnes: added flexible SuperFX overclocking - bsnes: added IPS and BPS soft-patching support to all ROM types (sfc,smc,gb,gbc,bs,st) - can load patches inside of ZIP archives (matches first “.ips” or “.bps” file) - bsnes/ppu: cache interlace/overscan/vdisp (277 → 291fps with fast PPU) - hiro/Windows: faster painting of Label widget on expose - hiro/Windows: immediately apply LineEdit::setBackgroundColor changes - hiro/Qt: inherit Window backgroundColor when one is not assigned to Label Errata: - sfc/ppu-fast: remove `renderMode7Hires()` function (the body isn't in the codebase) - bsnes: advanced note label should probably use a lighter text color and/or smaller font size instead of italics I didn't test the soft-patching at all, as I don't have any patches on my dev box. If anyone wants to test, that'd be great. The Tengai Makyou Zero fan translation would be a great test case.
2018-06-26 03:17:26 +00:00
superFamicom.program.resize(size);
memory::copy(&superFamicom.program[0], &rom[offset], size);
offset += size;
}
if(auto size = heuristics.dataRomSize()) {
Update to v106r42 release. byuu says: Changelog: - emulator: added `Thread::setHandle(cothread_t)` - icarus: added special heuristics support for the Tengai Maykou Zero fan translation - board identifier is: EXSPC7110-RAM-EPSONRTC (match on SPC7110 + ROM size=56mbit) - board ROM contents are: 8mbit program, 40mbit data, 8mbit expansion (sizes are fixed) - bsnes: show messages on game load, unload, and reset - bsnes: added support for BS Memory and Sufami Turbo games - bsnes: added support for region selection (Auto [default], NTSC, PAL) - bsnes: correct presentation window size from 223/239 to 224/240 - bsnes: add SA-1 internal RAM on cartridges with BS Memory slot - bsnes: fixed recovery state to store inside .bsz archive - bsnes: added support for custom manifests in both game pak and game ROM modes - bsnes: added icarus game database support (manifest → database → heuristics) - bsnes: added flexible SuperFX overclocking - bsnes: added IPS and BPS soft-patching support to all ROM types (sfc,smc,gb,gbc,bs,st) - can load patches inside of ZIP archives (matches first “.ips” or “.bps” file) - bsnes/ppu: cache interlace/overscan/vdisp (277 → 291fps with fast PPU) - hiro/Windows: faster painting of Label widget on expose - hiro/Windows: immediately apply LineEdit::setBackgroundColor changes - hiro/Qt: inherit Window backgroundColor when one is not assigned to Label Errata: - sfc/ppu-fast: remove `renderMode7Hires()` function (the body isn't in the codebase) - bsnes: advanced note label should probably use a lighter text color and/or smaller font size instead of italics I didn't test the soft-patching at all, as I don't have any patches on my dev box. If anyone wants to test, that'd be great. The Tengai Makyou Zero fan translation would be a great test case.
2018-06-26 03:17:26 +00:00
superFamicom.data.resize(size);
memory::copy(&superFamicom.data[0], &rom[offset], size);
offset += size;
}
if(auto size = heuristics.expansionRomSize()) {
Update to v106r42 release. byuu says: Changelog: - emulator: added `Thread::setHandle(cothread_t)` - icarus: added special heuristics support for the Tengai Maykou Zero fan translation - board identifier is: EXSPC7110-RAM-EPSONRTC (match on SPC7110 + ROM size=56mbit) - board ROM contents are: 8mbit program, 40mbit data, 8mbit expansion (sizes are fixed) - bsnes: show messages on game load, unload, and reset - bsnes: added support for BS Memory and Sufami Turbo games - bsnes: added support for region selection (Auto [default], NTSC, PAL) - bsnes: correct presentation window size from 223/239 to 224/240 - bsnes: add SA-1 internal RAM on cartridges with BS Memory slot - bsnes: fixed recovery state to store inside .bsz archive - bsnes: added support for custom manifests in both game pak and game ROM modes - bsnes: added icarus game database support (manifest → database → heuristics) - bsnes: added flexible SuperFX overclocking - bsnes: added IPS and BPS soft-patching support to all ROM types (sfc,smc,gb,gbc,bs,st) - can load patches inside of ZIP archives (matches first “.ips” or “.bps” file) - bsnes/ppu: cache interlace/overscan/vdisp (277 → 291fps with fast PPU) - hiro/Windows: faster painting of Label widget on expose - hiro/Windows: immediately apply LineEdit::setBackgroundColor changes - hiro/Qt: inherit Window backgroundColor when one is not assigned to Label Errata: - sfc/ppu-fast: remove `renderMode7Hires()` function (the body isn't in the codebase) - bsnes: advanced note label should probably use a lighter text color and/or smaller font size instead of italics I didn't test the soft-patching at all, as I don't have any patches on my dev box. If anyone wants to test, that'd be great. The Tengai Makyou Zero fan translation would be a great test case.
2018-06-26 03:17:26 +00:00
superFamicom.expansion.resize(size);
memory::copy(&superFamicom.expansion[0], &rom[offset], size);
offset += size;
}
if(auto size = heuristics.firmwareRomSize()) {
Update to v106r42 release. byuu says: Changelog: - emulator: added `Thread::setHandle(cothread_t)` - icarus: added special heuristics support for the Tengai Maykou Zero fan translation - board identifier is: EXSPC7110-RAM-EPSONRTC (match on SPC7110 + ROM size=56mbit) - board ROM contents are: 8mbit program, 40mbit data, 8mbit expansion (sizes are fixed) - bsnes: show messages on game load, unload, and reset - bsnes: added support for BS Memory and Sufami Turbo games - bsnes: added support for region selection (Auto [default], NTSC, PAL) - bsnes: correct presentation window size from 223/239 to 224/240 - bsnes: add SA-1 internal RAM on cartridges with BS Memory slot - bsnes: fixed recovery state to store inside .bsz archive - bsnes: added support for custom manifests in both game pak and game ROM modes - bsnes: added icarus game database support (manifest → database → heuristics) - bsnes: added flexible SuperFX overclocking - bsnes: added IPS and BPS soft-patching support to all ROM types (sfc,smc,gb,gbc,bs,st) - can load patches inside of ZIP archives (matches first “.ips” or “.bps” file) - bsnes/ppu: cache interlace/overscan/vdisp (277 → 291fps with fast PPU) - hiro/Windows: faster painting of Label widget on expose - hiro/Windows: immediately apply LineEdit::setBackgroundColor changes - hiro/Qt: inherit Window backgroundColor when one is not assigned to Label Errata: - sfc/ppu-fast: remove `renderMode7Hires()` function (the body isn't in the codebase) - bsnes: advanced note label should probably use a lighter text color and/or smaller font size instead of italics I didn't test the soft-patching at all, as I don't have any patches on my dev box. If anyone wants to test, that'd be great. The Tengai Makyou Zero fan translation would be a great test case.
2018-06-26 03:17:26 +00:00
superFamicom.firmware.resize(size);
memory::copy(&superFamicom.firmware[0], &rom[offset], size);
offset += size;
}
}
auto Program::loadGameBoy(string location) -> void {
Update to v106r42 release. byuu says: Changelog: - emulator: added `Thread::setHandle(cothread_t)` - icarus: added special heuristics support for the Tengai Maykou Zero fan translation - board identifier is: EXSPC7110-RAM-EPSONRTC (match on SPC7110 + ROM size=56mbit) - board ROM contents are: 8mbit program, 40mbit data, 8mbit expansion (sizes are fixed) - bsnes: show messages on game load, unload, and reset - bsnes: added support for BS Memory and Sufami Turbo games - bsnes: added support for region selection (Auto [default], NTSC, PAL) - bsnes: correct presentation window size from 223/239 to 224/240 - bsnes: add SA-1 internal RAM on cartridges with BS Memory slot - bsnes: fixed recovery state to store inside .bsz archive - bsnes: added support for custom manifests in both game pak and game ROM modes - bsnes: added icarus game database support (manifest → database → heuristics) - bsnes: added flexible SuperFX overclocking - bsnes: added IPS and BPS soft-patching support to all ROM types (sfc,smc,gb,gbc,bs,st) - can load patches inside of ZIP archives (matches first “.ips” or “.bps” file) - bsnes/ppu: cache interlace/overscan/vdisp (277 → 291fps with fast PPU) - hiro/Windows: faster painting of Label widget on expose - hiro/Windows: immediately apply LineEdit::setBackgroundColor changes - hiro/Qt: inherit Window backgroundColor when one is not assigned to Label Errata: - sfc/ppu-fast: remove `renderMode7Hires()` function (the body isn't in the codebase) - bsnes: advanced note label should probably use a lighter text color and/or smaller font size instead of italics I didn't test the soft-patching at all, as I don't have any patches on my dev box. If anyone wants to test, that'd be great. The Tengai Makyou Zero fan translation would be a great test case.
2018-06-26 03:17:26 +00:00
string manifest;
vector<uint8_t> rom;
if(location.endsWith("/")) {
Update to v106r42 release. byuu says: Changelog: - emulator: added `Thread::setHandle(cothread_t)` - icarus: added special heuristics support for the Tengai Maykou Zero fan translation - board identifier is: EXSPC7110-RAM-EPSONRTC (match on SPC7110 + ROM size=56mbit) - board ROM contents are: 8mbit program, 40mbit data, 8mbit expansion (sizes are fixed) - bsnes: show messages on game load, unload, and reset - bsnes: added support for BS Memory and Sufami Turbo games - bsnes: added support for region selection (Auto [default], NTSC, PAL) - bsnes: correct presentation window size from 223/239 to 224/240 - bsnes: add SA-1 internal RAM on cartridges with BS Memory slot - bsnes: fixed recovery state to store inside .bsz archive - bsnes: added support for custom manifests in both game pak and game ROM modes - bsnes: added icarus game database support (manifest → database → heuristics) - bsnes: added flexible SuperFX overclocking - bsnes: added IPS and BPS soft-patching support to all ROM types (sfc,smc,gb,gbc,bs,st) - can load patches inside of ZIP archives (matches first “.ips” or “.bps” file) - bsnes/ppu: cache interlace/overscan/vdisp (277 → 291fps with fast PPU) - hiro/Windows: faster painting of Label widget on expose - hiro/Windows: immediately apply LineEdit::setBackgroundColor changes - hiro/Qt: inherit Window backgroundColor when one is not assigned to Label Errata: - sfc/ppu-fast: remove `renderMode7Hires()` function (the body isn't in the codebase) - bsnes: advanced note label should probably use a lighter text color and/or smaller font size instead of italics I didn't test the soft-patching at all, as I don't have any patches on my dev box. If anyone wants to test, that'd be great. The Tengai Makyou Zero fan translation would be a great test case.
2018-06-26 03:17:26 +00:00
manifest = file::read({location, "manifest.bml"});
rom.append(file::read({location, "program.rom"}));
} else {
Update to v106r42 release. byuu says: Changelog: - emulator: added `Thread::setHandle(cothread_t)` - icarus: added special heuristics support for the Tengai Maykou Zero fan translation - board identifier is: EXSPC7110-RAM-EPSONRTC (match on SPC7110 + ROM size=56mbit) - board ROM contents are: 8mbit program, 40mbit data, 8mbit expansion (sizes are fixed) - bsnes: show messages on game load, unload, and reset - bsnes: added support for BS Memory and Sufami Turbo games - bsnes: added support for region selection (Auto [default], NTSC, PAL) - bsnes: correct presentation window size from 223/239 to 224/240 - bsnes: add SA-1 internal RAM on cartridges with BS Memory slot - bsnes: fixed recovery state to store inside .bsz archive - bsnes: added support for custom manifests in both game pak and game ROM modes - bsnes: added icarus game database support (manifest → database → heuristics) - bsnes: added flexible SuperFX overclocking - bsnes: added IPS and BPS soft-patching support to all ROM types (sfc,smc,gb,gbc,bs,st) - can load patches inside of ZIP archives (matches first “.ips” or “.bps” file) - bsnes/ppu: cache interlace/overscan/vdisp (277 → 291fps with fast PPU) - hiro/Windows: faster painting of Label widget on expose - hiro/Windows: immediately apply LineEdit::setBackgroundColor changes - hiro/Qt: inherit Window backgroundColor when one is not assigned to Label Errata: - sfc/ppu-fast: remove `renderMode7Hires()` function (the body isn't in the codebase) - bsnes: advanced note label should probably use a lighter text color and/or smaller font size instead of italics I didn't test the soft-patching at all, as I don't have any patches on my dev box. If anyone wants to test, that'd be great. The Tengai Makyou Zero fan translation would be a great test case.
2018-06-26 03:17:26 +00:00
manifest = file::read({Location::notsuffix(location), ".bml"});
rom = loadFile(location);
}
Update to v106r42 release. byuu says: Changelog: - emulator: added `Thread::setHandle(cothread_t)` - icarus: added special heuristics support for the Tengai Maykou Zero fan translation - board identifier is: EXSPC7110-RAM-EPSONRTC (match on SPC7110 + ROM size=56mbit) - board ROM contents are: 8mbit program, 40mbit data, 8mbit expansion (sizes are fixed) - bsnes: show messages on game load, unload, and reset - bsnes: added support for BS Memory and Sufami Turbo games - bsnes: added support for region selection (Auto [default], NTSC, PAL) - bsnes: correct presentation window size from 223/239 to 224/240 - bsnes: add SA-1 internal RAM on cartridges with BS Memory slot - bsnes: fixed recovery state to store inside .bsz archive - bsnes: added support for custom manifests in both game pak and game ROM modes - bsnes: added icarus game database support (manifest → database → heuristics) - bsnes: added flexible SuperFX overclocking - bsnes: added IPS and BPS soft-patching support to all ROM types (sfc,smc,gb,gbc,bs,st) - can load patches inside of ZIP archives (matches first “.ips” or “.bps” file) - bsnes/ppu: cache interlace/overscan/vdisp (277 → 291fps with fast PPU) - hiro/Windows: faster painting of Label widget on expose - hiro/Windows: immediately apply LineEdit::setBackgroundColor changes - hiro/Qt: inherit Window backgroundColor when one is not assigned to Label Errata: - sfc/ppu-fast: remove `renderMode7Hires()` function (the body isn't in the codebase) - bsnes: advanced note label should probably use a lighter text color and/or smaller font size instead of italics I didn't test the soft-patching at all, as I don't have any patches on my dev box. If anyone wants to test, that'd be great. The Tengai Makyou Zero fan translation would be a great test case.
2018-06-26 03:17:26 +00:00
gameBoy.patched = applyPatchIPS(rom, location) || applyPatchBPS(rom, location);
auto heuristics = Heuristics::GameBoy(rom, location);
Update to v106r42 release. byuu says: Changelog: - emulator: added `Thread::setHandle(cothread_t)` - icarus: added special heuristics support for the Tengai Maykou Zero fan translation - board identifier is: EXSPC7110-RAM-EPSONRTC (match on SPC7110 + ROM size=56mbit) - board ROM contents are: 8mbit program, 40mbit data, 8mbit expansion (sizes are fixed) - bsnes: show messages on game load, unload, and reset - bsnes: added support for BS Memory and Sufami Turbo games - bsnes: added support for region selection (Auto [default], NTSC, PAL) - bsnes: correct presentation window size from 223/239 to 224/240 - bsnes: add SA-1 internal RAM on cartridges with BS Memory slot - bsnes: fixed recovery state to store inside .bsz archive - bsnes: added support for custom manifests in both game pak and game ROM modes - bsnes: added icarus game database support (manifest → database → heuristics) - bsnes: added flexible SuperFX overclocking - bsnes: added IPS and BPS soft-patching support to all ROM types (sfc,smc,gb,gbc,bs,st) - can load patches inside of ZIP archives (matches first “.ips” or “.bps” file) - bsnes/ppu: cache interlace/overscan/vdisp (277 → 291fps with fast PPU) - hiro/Windows: faster painting of Label widget on expose - hiro/Windows: immediately apply LineEdit::setBackgroundColor changes - hiro/Qt: inherit Window backgroundColor when one is not assigned to Label Errata: - sfc/ppu-fast: remove `renderMode7Hires()` function (the body isn't in the codebase) - bsnes: advanced note label should probably use a lighter text color and/or smaller font size instead of italics I didn't test the soft-patching at all, as I don't have any patches on my dev box. If anyone wants to test, that'd be great. The Tengai Makyou Zero fan translation would be a great test case.
2018-06-26 03:17:26 +00:00
auto sha256 = Hash::SHA256(rom).digest();
if(auto document = BML::unserialize(string::read(locate("database/Game Boy.bml")))) {
if(auto game = document[{"game(sha256=", sha256, ")"}]) {
manifest = BML::serialize(game);
}
}
if(auto document = BML::unserialize(string::read(locate("database/Game Boy Color.bml")))) {
if(auto game = document[{"game(sha256=", sha256, ")"}]) {
manifest = BML::serialize(game);
}
}
gameBoy.manifest = manifest ? manifest : heuristics.manifest();
gameBoy.document = BML::unserialize(gameBoy.manifest);
gameBoy.location = location;
gameBoy.program = rom;
}
Update to v106r42 release. byuu says: Changelog: - emulator: added `Thread::setHandle(cothread_t)` - icarus: added special heuristics support for the Tengai Maykou Zero fan translation - board identifier is: EXSPC7110-RAM-EPSONRTC (match on SPC7110 + ROM size=56mbit) - board ROM contents are: 8mbit program, 40mbit data, 8mbit expansion (sizes are fixed) - bsnes: show messages on game load, unload, and reset - bsnes: added support for BS Memory and Sufami Turbo games - bsnes: added support for region selection (Auto [default], NTSC, PAL) - bsnes: correct presentation window size from 223/239 to 224/240 - bsnes: add SA-1 internal RAM on cartridges with BS Memory slot - bsnes: fixed recovery state to store inside .bsz archive - bsnes: added support for custom manifests in both game pak and game ROM modes - bsnes: added icarus game database support (manifest → database → heuristics) - bsnes: added flexible SuperFX overclocking - bsnes: added IPS and BPS soft-patching support to all ROM types (sfc,smc,gb,gbc,bs,st) - can load patches inside of ZIP archives (matches first “.ips” or “.bps” file) - bsnes/ppu: cache interlace/overscan/vdisp (277 → 291fps with fast PPU) - hiro/Windows: faster painting of Label widget on expose - hiro/Windows: immediately apply LineEdit::setBackgroundColor changes - hiro/Qt: inherit Window backgroundColor when one is not assigned to Label Errata: - sfc/ppu-fast: remove `renderMode7Hires()` function (the body isn't in the codebase) - bsnes: advanced note label should probably use a lighter text color and/or smaller font size instead of italics I didn't test the soft-patching at all, as I don't have any patches on my dev box. If anyone wants to test, that'd be great. The Tengai Makyou Zero fan translation would be a great test case.
2018-06-26 03:17:26 +00:00
auto Program::loadBSMemory(string location) -> void {
string manifest;
vector<uint8_t> rom;
if(location.endsWith("/")) {
manifest = file::read({location, "manifest.bml"});
rom.append(file::read({location, "program.rom"}));
rom.append(file::read({location, "program.flash"}));
} else {
manifest = file::read({Location::notsuffix(location), ".bml"});
rom = loadFile(location);
}
bsMemory.patched = applyPatchIPS(rom, location) || applyPatchBPS(rom, location);
auto heuristics = Heuristics::BSMemory(rom, location);
auto sha256 = Hash::SHA256(rom).digest();
if(auto document = BML::unserialize(string::read(locate("database/BS Memory.bml")))) {
if(auto game = document[{"game(sha256=", sha256, ")"}]) {
manifest = BML::serialize(game);
}
}
bsMemory.manifest = manifest ? manifest : heuristics.manifest();
bsMemory.document = BML::unserialize(bsMemory.manifest);
bsMemory.location = location;
bsMemory.program = rom;
}
auto Program::loadSufamiTurboA(string location) -> void {
string manifest;
vector<uint8_t> rom;
if(location.endsWith("/")) {
manifest = file::read({location, "manifest.bml"});
rom.append(file::read({location, "program.rom"}));
} else {
manifest = file::read({Location::notsuffix(location), ".bml"});
rom = loadFile(location);
}
sufamiTurboA.patched = applyPatchIPS(rom, location) || applyPatchBPS(rom, location);
auto heuristics = Heuristics::SufamiTurbo(rom, location);
auto sha256 = Hash::SHA256(rom).digest();
if(auto document = BML::unserialize(string::read(locate("database/Sufami Turbo.bml")))) {
if(auto game = document[{"game(sha256=", sha256, ")"}]) {
manifest = BML::serialize(game);
}
}
sufamiTurboA.manifest = manifest ? manifest : heuristics.manifest();
sufamiTurboA.document = BML::unserialize(sufamiTurboA.manifest);
sufamiTurboA.location = location;
sufamiTurboA.program = rom;
}
auto Program::loadSufamiTurboB(string location) -> void {
string manifest;
vector<uint8_t> rom;
if(location.endsWith("/")) {
manifest = file::read({location, "manifest.bml"});
rom.append(file::read({location, "program.rom"}));
} else {
manifest = file::read({Location::notsuffix(location), ".bml"});
rom = loadFile(location);
}
sufamiTurboB.patched = applyPatchIPS(rom, location) || applyPatchBPS(rom, location);
auto heuristics = Heuristics::SufamiTurbo(rom, location);
auto sha256 = Hash::SHA256(rom).digest();
if(auto document = BML::unserialize(string::read(locate("database/Sufami Turbo.bml")))) {
if(auto game = document[{"game(sha256=", sha256, ")"}]) {
manifest = BML::serialize(game);
}
}
sufamiTurboB.manifest = manifest ? manifest : heuristics.manifest();
sufamiTurboB.document = BML::unserialize(sufamiTurboB.manifest);
sufamiTurboB.location = location;
sufamiTurboB.program = rom;
}
auto Program::save() -> void {
if(!emulator->loaded()) return;
emulator->save();
}
Update to v106r42 release. byuu says: Changelog: - emulator: added `Thread::setHandle(cothread_t)` - icarus: added special heuristics support for the Tengai Maykou Zero fan translation - board identifier is: EXSPC7110-RAM-EPSONRTC (match on SPC7110 + ROM size=56mbit) - board ROM contents are: 8mbit program, 40mbit data, 8mbit expansion (sizes are fixed) - bsnes: show messages on game load, unload, and reset - bsnes: added support for BS Memory and Sufami Turbo games - bsnes: added support for region selection (Auto [default], NTSC, PAL) - bsnes: correct presentation window size from 223/239 to 224/240 - bsnes: add SA-1 internal RAM on cartridges with BS Memory slot - bsnes: fixed recovery state to store inside .bsz archive - bsnes: added support for custom manifests in both game pak and game ROM modes - bsnes: added icarus game database support (manifest → database → heuristics) - bsnes: added flexible SuperFX overclocking - bsnes: added IPS and BPS soft-patching support to all ROM types (sfc,smc,gb,gbc,bs,st) - can load patches inside of ZIP archives (matches first “.ips” or “.bps” file) - bsnes/ppu: cache interlace/overscan/vdisp (277 → 291fps with fast PPU) - hiro/Windows: faster painting of Label widget on expose - hiro/Windows: immediately apply LineEdit::setBackgroundColor changes - hiro/Qt: inherit Window backgroundColor when one is not assigned to Label Errata: - sfc/ppu-fast: remove `renderMode7Hires()` function (the body isn't in the codebase) - bsnes: advanced note label should probably use a lighter text color and/or smaller font size instead of italics I didn't test the soft-patching at all, as I don't have any patches on my dev box. If anyone wants to test, that'd be great. The Tengai Makyou Zero fan translation would be a great test case.
2018-06-26 03:17:26 +00:00
auto Program::reset() -> void {
if(!emulator->loaded()) return;
applyHacks();
emulator->reset();
showMessage("Game reset");
}
auto Program::unload() -> void {
if(!emulator->loaded()) return;
Update to v106r35 release. byuu says: Changelog: - sfc/ppu-fast: fixed overscan crash - sfc/ppu-fast: fixed direct color mode - sfc: reconnected MSU1 support - higan: game.sfc/msu1/data.rom, game.sfc/msu1/track-#.pcm - bsnes: game.msu, game-#.pcm - bsnes: added cheat code editor - bsnes: added cheat code database support - sfc/ppu-fast: clear overscan lines when overscan disabled - sfc: output 223/239 lines instead of 224/240 lines - bsnes: fix aspect correction calculation - bsnes: crop line 224 when overscan masking is enabled - bsnes: exposed Expansion Port menu; but hid “21fx” from the list of devices - bsnes: tools menu is hidden until a game is loaded - ruby/input/keyboard/quartz: fixed compilation error So only bsnes the automated overscan cropping option. In higan, you can crop however many lines you like from the top or bottom of the image. But for bsnes, it automatically eats sixteen lines. My view right now is that if bsnes is meant to be the casual gaming emulator, that it should eat line 224 in this mode. Most games show content here, but because of the way the SNES PPU works, the very last line ends up on its very own tile row (line 0 isn't rendered), if the scroll registers don't account for it. There's a small number of games that will draw junk data to the very last scanline of the frame as a result of this. So I chose, at least for now, to hide it. Users can obviously disable overscan cropping to see this scanline. I'm open to being convinced not to do this, if someone has a compelling reason. We're pretty much screwed one way or the other with no overscan masking. If we output 239 lines, then most games will render 7 blank lines + 224 drawn lines + 8 blank lines, and the black top and bottom aren't centered. But if we output 240 lines to get 8 + 224 + 8, then games that do use overscan will have a blank line at the very bottom of the window. I'm also trying out a modified cheat code file format. It's been forever since I bothered to look at it, and the “cartridge” parent node doesn't match what I'm doing with trying to rename “cartridge” to “game” in manifests. And indeed, the idea of requiring a root node is rather superfluous for a cheat code file. Current format looks like this: cheat description: foo code: 7e2000=20+7e2001=30?40 enabled cheat description: bar code: 7e4000=80 Open to discussing this, and I'd like to sync up with Snes9X before they push out a new release, and I'll agree to finalize and never change this format again. I chose to use .cht for the extension when using game files (eg gamename.cht)
2018-06-03 13:14:42 +00:00
toolsWindow->cheatEditor.saveCheats();
toolsWindow->setVisible(false);
saveRecoveryState();
emulator->unload();
Update to v106r42 release. byuu says: Changelog: - emulator: added `Thread::setHandle(cothread_t)` - icarus: added special heuristics support for the Tengai Maykou Zero fan translation - board identifier is: EXSPC7110-RAM-EPSONRTC (match on SPC7110 + ROM size=56mbit) - board ROM contents are: 8mbit program, 40mbit data, 8mbit expansion (sizes are fixed) - bsnes: show messages on game load, unload, and reset - bsnes: added support for BS Memory and Sufami Turbo games - bsnes: added support for region selection (Auto [default], NTSC, PAL) - bsnes: correct presentation window size from 223/239 to 224/240 - bsnes: add SA-1 internal RAM on cartridges with BS Memory slot - bsnes: fixed recovery state to store inside .bsz archive - bsnes: added support for custom manifests in both game pak and game ROM modes - bsnes: added icarus game database support (manifest → database → heuristics) - bsnes: added flexible SuperFX overclocking - bsnes: added IPS and BPS soft-patching support to all ROM types (sfc,smc,gb,gbc,bs,st) - can load patches inside of ZIP archives (matches first “.ips” or “.bps” file) - bsnes/ppu: cache interlace/overscan/vdisp (277 → 291fps with fast PPU) - hiro/Windows: faster painting of Label widget on expose - hiro/Windows: immediately apply LineEdit::setBackgroundColor changes - hiro/Qt: inherit Window backgroundColor when one is not assigned to Label Errata: - sfc/ppu-fast: remove `renderMode7Hires()` function (the body isn't in the codebase) - bsnes: advanced note label should probably use a lighter text color and/or smaller font size instead of italics I didn't test the soft-patching at all, as I don't have any patches on my dev box. If anyone wants to test, that'd be great. The Tengai Makyou Zero fan translation would be a great test case.
2018-06-26 03:17:26 +00:00
showMessage("Game unloaded");
superFamicom = {};
gameBoy = {};
bsMemory = {};
Update to v106r42 release. byuu says: Changelog: - emulator: added `Thread::setHandle(cothread_t)` - icarus: added special heuristics support for the Tengai Maykou Zero fan translation - board identifier is: EXSPC7110-RAM-EPSONRTC (match on SPC7110 + ROM size=56mbit) - board ROM contents are: 8mbit program, 40mbit data, 8mbit expansion (sizes are fixed) - bsnes: show messages on game load, unload, and reset - bsnes: added support for BS Memory and Sufami Turbo games - bsnes: added support for region selection (Auto [default], NTSC, PAL) - bsnes: correct presentation window size from 223/239 to 224/240 - bsnes: add SA-1 internal RAM on cartridges with BS Memory slot - bsnes: fixed recovery state to store inside .bsz archive - bsnes: added support for custom manifests in both game pak and game ROM modes - bsnes: added icarus game database support (manifest → database → heuristics) - bsnes: added flexible SuperFX overclocking - bsnes: added IPS and BPS soft-patching support to all ROM types (sfc,smc,gb,gbc,bs,st) - can load patches inside of ZIP archives (matches first “.ips” or “.bps” file) - bsnes/ppu: cache interlace/overscan/vdisp (277 → 291fps with fast PPU) - hiro/Windows: faster painting of Label widget on expose - hiro/Windows: immediately apply LineEdit::setBackgroundColor changes - hiro/Qt: inherit Window backgroundColor when one is not assigned to Label Errata: - sfc/ppu-fast: remove `renderMode7Hires()` function (the body isn't in the codebase) - bsnes: advanced note label should probably use a lighter text color and/or smaller font size instead of italics I didn't test the soft-patching at all, as I don't have any patches on my dev box. If anyone wants to test, that'd be great. The Tengai Makyou Zero fan translation would be a great test case.
2018-06-26 03:17:26 +00:00
sufamiTurboA = {};
sufamiTurboB = {};
presentation->setTitle({"bsnes v", Emulator::Version});
presentation->resetSystem.setEnabled(false);
presentation->unloadGame.setEnabled(false);
Update to v106r35 release. byuu says: Changelog: - sfc/ppu-fast: fixed overscan crash - sfc/ppu-fast: fixed direct color mode - sfc: reconnected MSU1 support - higan: game.sfc/msu1/data.rom, game.sfc/msu1/track-#.pcm - bsnes: game.msu, game-#.pcm - bsnes: added cheat code editor - bsnes: added cheat code database support - sfc/ppu-fast: clear overscan lines when overscan disabled - sfc: output 223/239 lines instead of 224/240 lines - bsnes: fix aspect correction calculation - bsnes: crop line 224 when overscan masking is enabled - bsnes: exposed Expansion Port menu; but hid “21fx” from the list of devices - bsnes: tools menu is hidden until a game is loaded - ruby/input/keyboard/quartz: fixed compilation error So only bsnes the automated overscan cropping option. In higan, you can crop however many lines you like from the top or bottom of the image. But for bsnes, it automatically eats sixteen lines. My view right now is that if bsnes is meant to be the casual gaming emulator, that it should eat line 224 in this mode. Most games show content here, but because of the way the SNES PPU works, the very last line ends up on its very own tile row (line 0 isn't rendered), if the scroll registers don't account for it. There's a small number of games that will draw junk data to the very last scanline of the frame as a result of this. So I chose, at least for now, to hide it. Users can obviously disable overscan cropping to see this scanline. I'm open to being convinced not to do this, if someone has a compelling reason. We're pretty much screwed one way or the other with no overscan masking. If we output 239 lines, then most games will render 7 blank lines + 224 drawn lines + 8 blank lines, and the black top and bottom aren't centered. But if we output 240 lines to get 8 + 224 + 8, then games that do use overscan will have a blank line at the very bottom of the window. I'm also trying out a modified cheat code file format. It's been forever since I bothered to look at it, and the “cartridge” parent node doesn't match what I'm doing with trying to rename “cartridge” to “game” in manifests. And indeed, the idea of requiring a root node is rather superfluous for a cheat code file. Current format looks like this: cheat description: foo code: 7e2000=20+7e2001=30?40 enabled cheat description: bar code: 7e4000=80 Open to discussing this, and I'd like to sync up with Snes9X before they push out a new release, and I'll agree to finalize and never change this format again. I chose to use .cht for the extension when using game files (eg gamename.cht)
2018-06-03 13:14:42 +00:00
presentation->toolsMenu.setVisible(false);
presentation->clearViewport();
}