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

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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::applyHacks() -> void {
bool fastPPU = settingsWindow->advanced.fastPPUOption.checked();
bool fastDSP = settingsWindow->advanced.fastDSPOption.checked();
auto label = superFamicom.label;
if(label == "AIR STRIKE PATROL" || label == "DESERT FIGHTER") fastPPU = false;
if(label == "KOUSHIEN_2") fastDSP = false;
if(label == "RENDERING RANGER R2") fastDSP = false;
emulator->set("Fast PPU", fastPPU);
emulator->set("Fast DSP", fastDSP);
}
auto Program::applyHackOverclockSuperFX() -> void {
//todo: implement a better way of detecting SuperFX games
//todo: apply multiplier changes on reset, not just on game load?
double multiplier = settingsWindow->advanced.superFXValue.text().natural() / 100.0;
auto label = superFamicom.label;
if(label == "NIDAN MORITASHOGI2") return; //ST018 uses same clock speed as SuperFX
auto document = BML::unserialize(superFamicom.manifest);
//GSU-1, GSU-2 have a 21440000hz oscillator
if(auto oscillator = document["game/board/oscillator"]) {
if(oscillator["frequency"].text() == "21440000") {
oscillator["frequency"].setValue(uint(21440000 * multiplier));
superFamicom.manifest = BML::serialize(document);
}
return;
}
//MARIO CHIP 1 uses CPU oscillator; force it to use its own crystal to overclock it
bool marioChip1 = false;
if(label == "STAR FOX" || label == "STAR WING") marioChip1 = true;
if(marioChip1) {
document("game/board/oscillator/frequency").setValue(uint(21440000 * multiplier));
superFamicom.manifest = BML::serialize(document);
}
}