Update to v088r08 release.
byuu says:
From this WIP, I'm starting on the impossible task of
a declarative-based GUI, which I'm calling Ethos.
base/ becomes emulator/, and we add emulator/interface.hpp, which is
a base API that all emulation cores must implement in full.
(Right now, it's kind of a hybrid to work with the old GUI and the new
GUI at the same time, of course.)
Unlike the old interfaces, the new base class also provides all general
usability hooks: loading and saving files and states, cheat codes, etc.
The new interface also contains information and vector structs to
describe all possible loading methods, controller bindings, etc; and
gives names for them all.
The actual GUI in fact should not include eg <gba/gba.hpp> anymore.
Should speed up GUI compilation.
So the idea going forward is that ethos will build a list of emulators
right when the application starts up.
Once you've appended an emulator to that list, you're done. No more GUI
changes are needed to support that system.
The GUI will have code to parse the emulator interfaces list, and build
all the requisite GUI options dynamically, declarative style.
Ultimately, once the project is finished, the new GUI should look ~99%
identical to the current GUI. But it'll probably be a whole lot smaller.
2012-04-29 06:29:54 +00:00
|
|
|
namespace GameBoyAdvance {
|
2012-03-19 11:19:53 +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
|
|
|
struct ID {
|
2015-11-16 08:38:05 +00:00
|
|
|
enum : uint {
|
2012-07-15 09:47:35 +00:00
|
|
|
System,
|
2012-05-26 08:18:42 +00:00
|
|
|
GameBoyAdvance,
|
|
|
|
};
|
|
|
|
|
Update to v099r08 release.
byuu says:
Changelog:
- nall/vfs work 100% completed; even SGB games load now
- emulation cores now call load() for the base cartridges as well
- updated port/device handling; portmask is gone; device ID bug should
be resolved now
- SNES controller port 1 multitap option was removed
- added support for 128KiB SNES PPU VRAM (for now, edit sfc/ppu/ppu.hpp
VRAM::size=0x10000; to enable)
Overall, nall/vfs was a huge success!! We've substantially reduced
the amount of boilerplate code everywhere, while still allowing (even
easier than before) support for RAM-based game loading/saving. All of
nall/stream is dead and buried.
I am considering removing Emulator::Interface::Medium::id and/or
bootable flag. Or at least, doing something different with it. The
values for the non-bootable GB/BS/ST entries duplicate the ID that is
supposed to be unique. They are for GB/GBC and WS/WSC. Maybe I'll use
this as the hardware revision selection ID, and then gut non-bootable
options. There's really no reason for that to be there. I think at one
point I was using it to generate library tabs for non-bootable systems,
but we don't do that anymore anyway.
Emulator::Interface::load() may not need the required flag anymore ... it
doesn't really do anything right now anyway.
I have a few reasons for having the cores load the base cartridge. Most
importantly, it is going to enable a special mode for the WonderSwan /
WonderSwan Color in the future. If we ever get the IPLROMs dumped ... it's
possible to boot these systems with no games inserted to set user profile
information and such. There are also other systems that may accept being
booted without a cartridge. To reach this state, you would load a game and
then cancel the load dialog. Right now, this results in games not loading.
The second reason is this prevents nasty crashes when loading fails. So
if you're missing a required manifest, the emulator won't die a violent
death anymore. It's able to back out at any point.
The third reason is consistency: loading the base cartridge works the
same as the slot cartridges.
The fourth reason is Emulator::Interface::open(uint pathID)
values. Before, the GB, SB, GBC modes were IDs 1,2,3 respectively. This
complicated things because you had to pass the correct ID. But now
instead, Emulator::Interface::load() returns maybe<uint> that is nothing
when no game is selected, and a pathID for a valid game. And now open()
can take this ID to access this game's folder contents.
The downside, which is temporary, is that command-line loading is
currently broken. But I do intend on restoring it. In fact, I want to do
better than before and allow multi-cart booting from the command-line by
specifying the base cartridge and then slot cartridges. The idea should
be pretty simple: keep a queue of pending filenames that we fill from
the command-line and/or drag-and-drop operations on the main window,
and then empty out the queue or prompt for load dialogs from the UI
when booting a system. This also might be a bit more unorthodox compared
to the traditional emulator design of "loadGame(filename)", but ... oh
well. It's easy enough still.
The port/device changes are fun. We simplified things quite a bit. The
portmask stuff is gone entirely. While ports and devices keep IDs,
this is really just sugar-coating so UIs can use for(auto& port :
emulator->ports) and access port.id; rather than having to use for(auto
n : range(emulator->ports)) { auto& port = emulator->ports[n]; ... };
but they should otherwise generally be identical to the order they appear
in their respective ranges. Still, don't rely on that.
Input::id is gone. There was no point since we also got rid of the nasty
Input::order vector. Since I was in here, I went ahead and caved on the
pedantics and renamed Input::guid to Input::userData.
I removed the SNES controller port 1 multitap option. Basically, the only
game that uses this is N-warp Daisakusen and, no offense to d4s, it's
not really a good game anyway. It's just a quick demo to show 8-players
on the SNES. But in the UI, all it does is confuse people into wasting
time mapping a controller they're never going to use, and they're going
to wonder which port to use. If more compelling use cases for 8-players
comes about, we can reconsider this. I left all the code to support this
in place, so all you have to do is uncomment one line to enable it again.
We now have dsnes emulation! :D
If you change PPU::VRAM::size to 0x10000 (words), then you should now
have 128KiB of VRAM. Even better, it serializes the used-VRAM size,
so your save states shouldn't crash on you if you swap between the two
(though if you try this, you're nuts.)
Note that this option does break commercial software. Yoshi's Island in
particular. This game is setting A15 on some PPU register writes, but
not on others. The end result of this is things break horribly in-game.
Also, this option is causing a very tiny speed hit for obvious reasons
with the variable masking value (I'm even using size-1 for now.) Given
how niche this is, I may just leave it a compile-time constant to avoid
the overhead cost. Otherwise, if we keep the option, then it'll go into
Super Famicom.sys/manifest.bml ... I'll flesh that out in the near-future.
----
Finally, some fun for my OCD ... my monitor suddenly cut out on me
in the middle of working on this WIP, about six hours in of non-stop
work. Had to hit a bunch of ctrl+alt+fN commands (among other things)
and trying to log in headless on another TTY to do issue commands,
trying to recover the display. Finally power cycled the monitor and it
came back up. So all my typing ended up going to who knows where.
Usually this sort of thing terrifies me enough that I scrap a WIP and
start over to ensure I didn't screw anything up during the crashed screen
when hitting keys randomly.
Obviously, everything compiles and appears to work fine. And I know
it's extremely paranoid, but OCD isn't logical, so ... I'm going
to go over every line of the 100KiB r07->r08 diff looking for any
corruption/errors/whatever.
----
Review finished.
r08 diff review notes:
- fc/controller/gamepad/gamepad.cpp:
use uint device = ID::Device::Gamepad; not id = ...;
- gb/cartridge/cartridge.hpp:
remove redundant uint _pathID; (in Information::pathID already)
- gb/cartridge/cartridge.hpp:
pull sha256 inside Information
- sfc/cartridge/load/cpp:
add " - Slot (A,B)" to interface->load("Sufami Turbo"); to be more
descriptive
- sfc/controller/gamepad/gamepad.cpp:
use uint device = ID::Device::Gamepad; not id = ...;
- sfc/interface/interface.cpp:
remove n variable from the Multitap device input generation loop
(now unused)
- sfc/interface/interface.hpp:
put struct Port above struct Device like the other classes
- ui-tomoko:
cheats.bml is reading from/writing to mediumPaths(0) [system folder
instead of game folder]
- ui-tomoko:
instead of mediumPaths(1) - call emulator->metadataPathID() or something
like that
2016-06-24 12:16:53 +00:00
|
|
|
struct Port { enum : uint {
|
|
|
|
Hardware,
|
|
|
|
};};
|
|
|
|
|
|
|
|
struct Device { enum : uint {
|
|
|
|
Controls,
|
|
|
|
};};
|
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 v088r08 release.
byuu says:
From this WIP, I'm starting on the impossible task of
a declarative-based GUI, which I'm calling Ethos.
base/ becomes emulator/, and we add emulator/interface.hpp, which is
a base API that all emulation cores must implement in full.
(Right now, it's kind of a hybrid to work with the old GUI and the new
GUI at the same time, of course.)
Unlike the old interfaces, the new base class also provides all general
usability hooks: loading and saving files and states, cheat codes, etc.
The new interface also contains information and vector structs to
describe all possible loading methods, controller bindings, etc; and
gives names for them all.
The actual GUI in fact should not include eg <gba/gba.hpp> anymore.
Should speed up GUI compilation.
So the idea going forward is that ethos will build a list of emulators
right when the application starts up.
Once you've appended an emulator to that list, you're done. No more GUI
changes are needed to support that system.
The GUI will have code to parse the emulator interfaces list, and build
all the requisite GUI options dynamically, declarative style.
Ultimately, once the project is finished, the new GUI should look ~99%
identical to the current GUI. But it'll probably be a whole lot smaller.
2012-04-29 06:29:54 +00:00
|
|
|
struct Interface : Emulator::Interface {
|
Update to v099r08 release.
byuu says:
Changelog:
- nall/vfs work 100% completed; even SGB games load now
- emulation cores now call load() for the base cartridges as well
- updated port/device handling; portmask is gone; device ID bug should
be resolved now
- SNES controller port 1 multitap option was removed
- added support for 128KiB SNES PPU VRAM (for now, edit sfc/ppu/ppu.hpp
VRAM::size=0x10000; to enable)
Overall, nall/vfs was a huge success!! We've substantially reduced
the amount of boilerplate code everywhere, while still allowing (even
easier than before) support for RAM-based game loading/saving. All of
nall/stream is dead and buried.
I am considering removing Emulator::Interface::Medium::id and/or
bootable flag. Or at least, doing something different with it. The
values for the non-bootable GB/BS/ST entries duplicate the ID that is
supposed to be unique. They are for GB/GBC and WS/WSC. Maybe I'll use
this as the hardware revision selection ID, and then gut non-bootable
options. There's really no reason for that to be there. I think at one
point I was using it to generate library tabs for non-bootable systems,
but we don't do that anymore anyway.
Emulator::Interface::load() may not need the required flag anymore ... it
doesn't really do anything right now anyway.
I have a few reasons for having the cores load the base cartridge. Most
importantly, it is going to enable a special mode for the WonderSwan /
WonderSwan Color in the future. If we ever get the IPLROMs dumped ... it's
possible to boot these systems with no games inserted to set user profile
information and such. There are also other systems that may accept being
booted without a cartridge. To reach this state, you would load a game and
then cancel the load dialog. Right now, this results in games not loading.
The second reason is this prevents nasty crashes when loading fails. So
if you're missing a required manifest, the emulator won't die a violent
death anymore. It's able to back out at any point.
The third reason is consistency: loading the base cartridge works the
same as the slot cartridges.
The fourth reason is Emulator::Interface::open(uint pathID)
values. Before, the GB, SB, GBC modes were IDs 1,2,3 respectively. This
complicated things because you had to pass the correct ID. But now
instead, Emulator::Interface::load() returns maybe<uint> that is nothing
when no game is selected, and a pathID for a valid game. And now open()
can take this ID to access this game's folder contents.
The downside, which is temporary, is that command-line loading is
currently broken. But I do intend on restoring it. In fact, I want to do
better than before and allow multi-cart booting from the command-line by
specifying the base cartridge and then slot cartridges. The idea should
be pretty simple: keep a queue of pending filenames that we fill from
the command-line and/or drag-and-drop operations on the main window,
and then empty out the queue or prompt for load dialogs from the UI
when booting a system. This also might be a bit more unorthodox compared
to the traditional emulator design of "loadGame(filename)", but ... oh
well. It's easy enough still.
The port/device changes are fun. We simplified things quite a bit. The
portmask stuff is gone entirely. While ports and devices keep IDs,
this is really just sugar-coating so UIs can use for(auto& port :
emulator->ports) and access port.id; rather than having to use for(auto
n : range(emulator->ports)) { auto& port = emulator->ports[n]; ... };
but they should otherwise generally be identical to the order they appear
in their respective ranges. Still, don't rely on that.
Input::id is gone. There was no point since we also got rid of the nasty
Input::order vector. Since I was in here, I went ahead and caved on the
pedantics and renamed Input::guid to Input::userData.
I removed the SNES controller port 1 multitap option. Basically, the only
game that uses this is N-warp Daisakusen and, no offense to d4s, it's
not really a good game anyway. It's just a quick demo to show 8-players
on the SNES. But in the UI, all it does is confuse people into wasting
time mapping a controller they're never going to use, and they're going
to wonder which port to use. If more compelling use cases for 8-players
comes about, we can reconsider this. I left all the code to support this
in place, so all you have to do is uncomment one line to enable it again.
We now have dsnes emulation! :D
If you change PPU::VRAM::size to 0x10000 (words), then you should now
have 128KiB of VRAM. Even better, it serializes the used-VRAM size,
so your save states shouldn't crash on you if you swap between the two
(though if you try this, you're nuts.)
Note that this option does break commercial software. Yoshi's Island in
particular. This game is setting A15 on some PPU register writes, but
not on others. The end result of this is things break horribly in-game.
Also, this option is causing a very tiny speed hit for obvious reasons
with the variable masking value (I'm even using size-1 for now.) Given
how niche this is, I may just leave it a compile-time constant to avoid
the overhead cost. Otherwise, if we keep the option, then it'll go into
Super Famicom.sys/manifest.bml ... I'll flesh that out in the near-future.
----
Finally, some fun for my OCD ... my monitor suddenly cut out on me
in the middle of working on this WIP, about six hours in of non-stop
work. Had to hit a bunch of ctrl+alt+fN commands (among other things)
and trying to log in headless on another TTY to do issue commands,
trying to recover the display. Finally power cycled the monitor and it
came back up. So all my typing ended up going to who knows where.
Usually this sort of thing terrifies me enough that I scrap a WIP and
start over to ensure I didn't screw anything up during the crashed screen
when hitting keys randomly.
Obviously, everything compiles and appears to work fine. And I know
it's extremely paranoid, but OCD isn't logical, so ... I'm going
to go over every line of the 100KiB r07->r08 diff looking for any
corruption/errors/whatever.
----
Review finished.
r08 diff review notes:
- fc/controller/gamepad/gamepad.cpp:
use uint device = ID::Device::Gamepad; not id = ...;
- gb/cartridge/cartridge.hpp:
remove redundant uint _pathID; (in Information::pathID already)
- gb/cartridge/cartridge.hpp:
pull sha256 inside Information
- sfc/cartridge/load/cpp:
add " - Slot (A,B)" to interface->load("Sufami Turbo"); to be more
descriptive
- sfc/controller/gamepad/gamepad.cpp:
use uint device = ID::Device::Gamepad; not id = ...;
- sfc/interface/interface.cpp:
remove n variable from the Multitap device input generation loop
(now unused)
- sfc/interface/interface.hpp:
put struct Port above struct Device like the other classes
- ui-tomoko:
cheats.bml is reading from/writing to mediumPaths(0) [system folder
instead of game folder]
- ui-tomoko:
instead of mediumPaths(1) - call emulator->metadataPathID() or something
like that
2016-06-24 12:16:53 +00:00
|
|
|
using Emulator::Interface::load;
|
|
|
|
|
2015-11-16 08:38:05 +00:00
|
|
|
Interface();
|
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
|
|
|
|
Update to v099r08 release.
byuu says:
Changelog:
- nall/vfs work 100% completed; even SGB games load now
- emulation cores now call load() for the base cartridges as well
- updated port/device handling; portmask is gone; device ID bug should
be resolved now
- SNES controller port 1 multitap option was removed
- added support for 128KiB SNES PPU VRAM (for now, edit sfc/ppu/ppu.hpp
VRAM::size=0x10000; to enable)
Overall, nall/vfs was a huge success!! We've substantially reduced
the amount of boilerplate code everywhere, while still allowing (even
easier than before) support for RAM-based game loading/saving. All of
nall/stream is dead and buried.
I am considering removing Emulator::Interface::Medium::id and/or
bootable flag. Or at least, doing something different with it. The
values for the non-bootable GB/BS/ST entries duplicate the ID that is
supposed to be unique. They are for GB/GBC and WS/WSC. Maybe I'll use
this as the hardware revision selection ID, and then gut non-bootable
options. There's really no reason for that to be there. I think at one
point I was using it to generate library tabs for non-bootable systems,
but we don't do that anymore anyway.
Emulator::Interface::load() may not need the required flag anymore ... it
doesn't really do anything right now anyway.
I have a few reasons for having the cores load the base cartridge. Most
importantly, it is going to enable a special mode for the WonderSwan /
WonderSwan Color in the future. If we ever get the IPLROMs dumped ... it's
possible to boot these systems with no games inserted to set user profile
information and such. There are also other systems that may accept being
booted without a cartridge. To reach this state, you would load a game and
then cancel the load dialog. Right now, this results in games not loading.
The second reason is this prevents nasty crashes when loading fails. So
if you're missing a required manifest, the emulator won't die a violent
death anymore. It's able to back out at any point.
The third reason is consistency: loading the base cartridge works the
same as the slot cartridges.
The fourth reason is Emulator::Interface::open(uint pathID)
values. Before, the GB, SB, GBC modes were IDs 1,2,3 respectively. This
complicated things because you had to pass the correct ID. But now
instead, Emulator::Interface::load() returns maybe<uint> that is nothing
when no game is selected, and a pathID for a valid game. And now open()
can take this ID to access this game's folder contents.
The downside, which is temporary, is that command-line loading is
currently broken. But I do intend on restoring it. In fact, I want to do
better than before and allow multi-cart booting from the command-line by
specifying the base cartridge and then slot cartridges. The idea should
be pretty simple: keep a queue of pending filenames that we fill from
the command-line and/or drag-and-drop operations on the main window,
and then empty out the queue or prompt for load dialogs from the UI
when booting a system. This also might be a bit more unorthodox compared
to the traditional emulator design of "loadGame(filename)", but ... oh
well. It's easy enough still.
The port/device changes are fun. We simplified things quite a bit. The
portmask stuff is gone entirely. While ports and devices keep IDs,
this is really just sugar-coating so UIs can use for(auto& port :
emulator->ports) and access port.id; rather than having to use for(auto
n : range(emulator->ports)) { auto& port = emulator->ports[n]; ... };
but they should otherwise generally be identical to the order they appear
in their respective ranges. Still, don't rely on that.
Input::id is gone. There was no point since we also got rid of the nasty
Input::order vector. Since I was in here, I went ahead and caved on the
pedantics and renamed Input::guid to Input::userData.
I removed the SNES controller port 1 multitap option. Basically, the only
game that uses this is N-warp Daisakusen and, no offense to d4s, it's
not really a good game anyway. It's just a quick demo to show 8-players
on the SNES. But in the UI, all it does is confuse people into wasting
time mapping a controller they're never going to use, and they're going
to wonder which port to use. If more compelling use cases for 8-players
comes about, we can reconsider this. I left all the code to support this
in place, so all you have to do is uncomment one line to enable it again.
We now have dsnes emulation! :D
If you change PPU::VRAM::size to 0x10000 (words), then you should now
have 128KiB of VRAM. Even better, it serializes the used-VRAM size,
so your save states shouldn't crash on you if you swap between the two
(though if you try this, you're nuts.)
Note that this option does break commercial software. Yoshi's Island in
particular. This game is setting A15 on some PPU register writes, but
not on others. The end result of this is things break horribly in-game.
Also, this option is causing a very tiny speed hit for obvious reasons
with the variable masking value (I'm even using size-1 for now.) Given
how niche this is, I may just leave it a compile-time constant to avoid
the overhead cost. Otherwise, if we keep the option, then it'll go into
Super Famicom.sys/manifest.bml ... I'll flesh that out in the near-future.
----
Finally, some fun for my OCD ... my monitor suddenly cut out on me
in the middle of working on this WIP, about six hours in of non-stop
work. Had to hit a bunch of ctrl+alt+fN commands (among other things)
and trying to log in headless on another TTY to do issue commands,
trying to recover the display. Finally power cycled the monitor and it
came back up. So all my typing ended up going to who knows where.
Usually this sort of thing terrifies me enough that I scrap a WIP and
start over to ensure I didn't screw anything up during the crashed screen
when hitting keys randomly.
Obviously, everything compiles and appears to work fine. And I know
it's extremely paranoid, but OCD isn't logical, so ... I'm going
to go over every line of the 100KiB r07->r08 diff looking for any
corruption/errors/whatever.
----
Review finished.
r08 diff review notes:
- fc/controller/gamepad/gamepad.cpp:
use uint device = ID::Device::Gamepad; not id = ...;
- gb/cartridge/cartridge.hpp:
remove redundant uint _pathID; (in Information::pathID already)
- gb/cartridge/cartridge.hpp:
pull sha256 inside Information
- sfc/cartridge/load/cpp:
add " - Slot (A,B)" to interface->load("Sufami Turbo"); to be more
descriptive
- sfc/controller/gamepad/gamepad.cpp:
use uint device = ID::Device::Gamepad; not id = ...;
- sfc/interface/interface.cpp:
remove n variable from the Multitap device input generation loop
(now unused)
- sfc/interface/interface.hpp:
put struct Port above struct Device like the other classes
- ui-tomoko:
cheats.bml is reading from/writing to mediumPaths(0) [system folder
instead of game folder]
- ui-tomoko:
instead of mediumPaths(1) - call emulator->metadataPathID() or something
like that
2016-06-24 12:16:53 +00:00
|
|
|
auto manifest() -> string override;
|
|
|
|
auto title() -> string override;
|
|
|
|
auto videoFrequency() -> double override;
|
|
|
|
auto videoColors() -> uint32 override;
|
|
|
|
auto videoColor(uint32 color) -> uint64 override;
|
|
|
|
auto audioFrequency() -> double override;
|
Update to v088r08 release.
byuu says:
From this WIP, I'm starting on the impossible task of
a declarative-based GUI, which I'm calling Ethos.
base/ becomes emulator/, and we add emulator/interface.hpp, which is
a base API that all emulation cores must implement in full.
(Right now, it's kind of a hybrid to work with the old GUI and the new
GUI at the same time, of course.)
Unlike the old interfaces, the new base class also provides all general
usability hooks: loading and saving files and states, cheat codes, etc.
The new interface also contains information and vector structs to
describe all possible loading methods, controller bindings, etc; and
gives names for them all.
The actual GUI in fact should not include eg <gba/gba.hpp> anymore.
Should speed up GUI compilation.
So the idea going forward is that ethos will build a list of emulators
right when the application starts up.
Once you've appended an emulator to that list, you're done. No more GUI
changes are needed to support that system.
The GUI will have code to parse the emulator interfaces list, and build
all the requisite GUI options dynamically, declarative style.
Ultimately, once the project is finished, the new GUI should look ~99%
identical to the current GUI. But it'll probably be a whole lot smaller.
2012-04-29 06:29:54 +00:00
|
|
|
|
Update to v099r08 release.
byuu says:
Changelog:
- nall/vfs work 100% completed; even SGB games load now
- emulation cores now call load() for the base cartridges as well
- updated port/device handling; portmask is gone; device ID bug should
be resolved now
- SNES controller port 1 multitap option was removed
- added support for 128KiB SNES PPU VRAM (for now, edit sfc/ppu/ppu.hpp
VRAM::size=0x10000; to enable)
Overall, nall/vfs was a huge success!! We've substantially reduced
the amount of boilerplate code everywhere, while still allowing (even
easier than before) support for RAM-based game loading/saving. All of
nall/stream is dead and buried.
I am considering removing Emulator::Interface::Medium::id and/or
bootable flag. Or at least, doing something different with it. The
values for the non-bootable GB/BS/ST entries duplicate the ID that is
supposed to be unique. They are for GB/GBC and WS/WSC. Maybe I'll use
this as the hardware revision selection ID, and then gut non-bootable
options. There's really no reason for that to be there. I think at one
point I was using it to generate library tabs for non-bootable systems,
but we don't do that anymore anyway.
Emulator::Interface::load() may not need the required flag anymore ... it
doesn't really do anything right now anyway.
I have a few reasons for having the cores load the base cartridge. Most
importantly, it is going to enable a special mode for the WonderSwan /
WonderSwan Color in the future. If we ever get the IPLROMs dumped ... it's
possible to boot these systems with no games inserted to set user profile
information and such. There are also other systems that may accept being
booted without a cartridge. To reach this state, you would load a game and
then cancel the load dialog. Right now, this results in games not loading.
The second reason is this prevents nasty crashes when loading fails. So
if you're missing a required manifest, the emulator won't die a violent
death anymore. It's able to back out at any point.
The third reason is consistency: loading the base cartridge works the
same as the slot cartridges.
The fourth reason is Emulator::Interface::open(uint pathID)
values. Before, the GB, SB, GBC modes were IDs 1,2,3 respectively. This
complicated things because you had to pass the correct ID. But now
instead, Emulator::Interface::load() returns maybe<uint> that is nothing
when no game is selected, and a pathID for a valid game. And now open()
can take this ID to access this game's folder contents.
The downside, which is temporary, is that command-line loading is
currently broken. But I do intend on restoring it. In fact, I want to do
better than before and allow multi-cart booting from the command-line by
specifying the base cartridge and then slot cartridges. The idea should
be pretty simple: keep a queue of pending filenames that we fill from
the command-line and/or drag-and-drop operations on the main window,
and then empty out the queue or prompt for load dialogs from the UI
when booting a system. This also might be a bit more unorthodox compared
to the traditional emulator design of "loadGame(filename)", but ... oh
well. It's easy enough still.
The port/device changes are fun. We simplified things quite a bit. The
portmask stuff is gone entirely. While ports and devices keep IDs,
this is really just sugar-coating so UIs can use for(auto& port :
emulator->ports) and access port.id; rather than having to use for(auto
n : range(emulator->ports)) { auto& port = emulator->ports[n]; ... };
but they should otherwise generally be identical to the order they appear
in their respective ranges. Still, don't rely on that.
Input::id is gone. There was no point since we also got rid of the nasty
Input::order vector. Since I was in here, I went ahead and caved on the
pedantics and renamed Input::guid to Input::userData.
I removed the SNES controller port 1 multitap option. Basically, the only
game that uses this is N-warp Daisakusen and, no offense to d4s, it's
not really a good game anyway. It's just a quick demo to show 8-players
on the SNES. But in the UI, all it does is confuse people into wasting
time mapping a controller they're never going to use, and they're going
to wonder which port to use. If more compelling use cases for 8-players
comes about, we can reconsider this. I left all the code to support this
in place, so all you have to do is uncomment one line to enable it again.
We now have dsnes emulation! :D
If you change PPU::VRAM::size to 0x10000 (words), then you should now
have 128KiB of VRAM. Even better, it serializes the used-VRAM size,
so your save states shouldn't crash on you if you swap between the two
(though if you try this, you're nuts.)
Note that this option does break commercial software. Yoshi's Island in
particular. This game is setting A15 on some PPU register writes, but
not on others. The end result of this is things break horribly in-game.
Also, this option is causing a very tiny speed hit for obvious reasons
with the variable masking value (I'm even using size-1 for now.) Given
how niche this is, I may just leave it a compile-time constant to avoid
the overhead cost. Otherwise, if we keep the option, then it'll go into
Super Famicom.sys/manifest.bml ... I'll flesh that out in the near-future.
----
Finally, some fun for my OCD ... my monitor suddenly cut out on me
in the middle of working on this WIP, about six hours in of non-stop
work. Had to hit a bunch of ctrl+alt+fN commands (among other things)
and trying to log in headless on another TTY to do issue commands,
trying to recover the display. Finally power cycled the monitor and it
came back up. So all my typing ended up going to who knows where.
Usually this sort of thing terrifies me enough that I scrap a WIP and
start over to ensure I didn't screw anything up during the crashed screen
when hitting keys randomly.
Obviously, everything compiles and appears to work fine. And I know
it's extremely paranoid, but OCD isn't logical, so ... I'm going
to go over every line of the 100KiB r07->r08 diff looking for any
corruption/errors/whatever.
----
Review finished.
r08 diff review notes:
- fc/controller/gamepad/gamepad.cpp:
use uint device = ID::Device::Gamepad; not id = ...;
- gb/cartridge/cartridge.hpp:
remove redundant uint _pathID; (in Information::pathID already)
- gb/cartridge/cartridge.hpp:
pull sha256 inside Information
- sfc/cartridge/load/cpp:
add " - Slot (A,B)" to interface->load("Sufami Turbo"); to be more
descriptive
- sfc/controller/gamepad/gamepad.cpp:
use uint device = ID::Device::Gamepad; not id = ...;
- sfc/interface/interface.cpp:
remove n variable from the Multitap device input generation loop
(now unused)
- sfc/interface/interface.hpp:
put struct Port above struct Device like the other classes
- ui-tomoko:
cheats.bml is reading from/writing to mediumPaths(0) [system folder
instead of game folder]
- ui-tomoko:
instead of mediumPaths(1) - call emulator->metadataPathID() or something
like that
2016-06-24 12:16:53 +00:00
|
|
|
auto loaded() -> bool override;
|
|
|
|
auto load(uint id) -> bool override;
|
|
|
|
auto save() -> void override;
|
|
|
|
auto unload() -> void override;
|
Update to v088r08 release.
byuu says:
From this WIP, I'm starting on the impossible task of
a declarative-based GUI, which I'm calling Ethos.
base/ becomes emulator/, and we add emulator/interface.hpp, which is
a base API that all emulation cores must implement in full.
(Right now, it's kind of a hybrid to work with the old GUI and the new
GUI at the same time, of course.)
Unlike the old interfaces, the new base class also provides all general
usability hooks: loading and saving files and states, cheat codes, etc.
The new interface also contains information and vector structs to
describe all possible loading methods, controller bindings, etc; and
gives names for them all.
The actual GUI in fact should not include eg <gba/gba.hpp> anymore.
Should speed up GUI compilation.
So the idea going forward is that ethos will build a list of emulators
right when the application starts up.
Once you've appended an emulator to that list, you're done. No more GUI
changes are needed to support that system.
The GUI will have code to parse the emulator interfaces list, and build
all the requisite GUI options dynamically, declarative style.
Ultimately, once the project is finished, the new GUI should look ~99%
identical to the current GUI. But it'll probably be a whole lot smaller.
2012-04-29 06:29:54 +00:00
|
|
|
|
Update to v099r08 release.
byuu says:
Changelog:
- nall/vfs work 100% completed; even SGB games load now
- emulation cores now call load() for the base cartridges as well
- updated port/device handling; portmask is gone; device ID bug should
be resolved now
- SNES controller port 1 multitap option was removed
- added support for 128KiB SNES PPU VRAM (for now, edit sfc/ppu/ppu.hpp
VRAM::size=0x10000; to enable)
Overall, nall/vfs was a huge success!! We've substantially reduced
the amount of boilerplate code everywhere, while still allowing (even
easier than before) support for RAM-based game loading/saving. All of
nall/stream is dead and buried.
I am considering removing Emulator::Interface::Medium::id and/or
bootable flag. Or at least, doing something different with it. The
values for the non-bootable GB/BS/ST entries duplicate the ID that is
supposed to be unique. They are for GB/GBC and WS/WSC. Maybe I'll use
this as the hardware revision selection ID, and then gut non-bootable
options. There's really no reason for that to be there. I think at one
point I was using it to generate library tabs for non-bootable systems,
but we don't do that anymore anyway.
Emulator::Interface::load() may not need the required flag anymore ... it
doesn't really do anything right now anyway.
I have a few reasons for having the cores load the base cartridge. Most
importantly, it is going to enable a special mode for the WonderSwan /
WonderSwan Color in the future. If we ever get the IPLROMs dumped ... it's
possible to boot these systems with no games inserted to set user profile
information and such. There are also other systems that may accept being
booted without a cartridge. To reach this state, you would load a game and
then cancel the load dialog. Right now, this results in games not loading.
The second reason is this prevents nasty crashes when loading fails. So
if you're missing a required manifest, the emulator won't die a violent
death anymore. It's able to back out at any point.
The third reason is consistency: loading the base cartridge works the
same as the slot cartridges.
The fourth reason is Emulator::Interface::open(uint pathID)
values. Before, the GB, SB, GBC modes were IDs 1,2,3 respectively. This
complicated things because you had to pass the correct ID. But now
instead, Emulator::Interface::load() returns maybe<uint> that is nothing
when no game is selected, and a pathID for a valid game. And now open()
can take this ID to access this game's folder contents.
The downside, which is temporary, is that command-line loading is
currently broken. But I do intend on restoring it. In fact, I want to do
better than before and allow multi-cart booting from the command-line by
specifying the base cartridge and then slot cartridges. The idea should
be pretty simple: keep a queue of pending filenames that we fill from
the command-line and/or drag-and-drop operations on the main window,
and then empty out the queue or prompt for load dialogs from the UI
when booting a system. This also might be a bit more unorthodox compared
to the traditional emulator design of "loadGame(filename)", but ... oh
well. It's easy enough still.
The port/device changes are fun. We simplified things quite a bit. The
portmask stuff is gone entirely. While ports and devices keep IDs,
this is really just sugar-coating so UIs can use for(auto& port :
emulator->ports) and access port.id; rather than having to use for(auto
n : range(emulator->ports)) { auto& port = emulator->ports[n]; ... };
but they should otherwise generally be identical to the order they appear
in their respective ranges. Still, don't rely on that.
Input::id is gone. There was no point since we also got rid of the nasty
Input::order vector. Since I was in here, I went ahead and caved on the
pedantics and renamed Input::guid to Input::userData.
I removed the SNES controller port 1 multitap option. Basically, the only
game that uses this is N-warp Daisakusen and, no offense to d4s, it's
not really a good game anyway. It's just a quick demo to show 8-players
on the SNES. But in the UI, all it does is confuse people into wasting
time mapping a controller they're never going to use, and they're going
to wonder which port to use. If more compelling use cases for 8-players
comes about, we can reconsider this. I left all the code to support this
in place, so all you have to do is uncomment one line to enable it again.
We now have dsnes emulation! :D
If you change PPU::VRAM::size to 0x10000 (words), then you should now
have 128KiB of VRAM. Even better, it serializes the used-VRAM size,
so your save states shouldn't crash on you if you swap between the two
(though if you try this, you're nuts.)
Note that this option does break commercial software. Yoshi's Island in
particular. This game is setting A15 on some PPU register writes, but
not on others. The end result of this is things break horribly in-game.
Also, this option is causing a very tiny speed hit for obvious reasons
with the variable masking value (I'm even using size-1 for now.) Given
how niche this is, I may just leave it a compile-time constant to avoid
the overhead cost. Otherwise, if we keep the option, then it'll go into
Super Famicom.sys/manifest.bml ... I'll flesh that out in the near-future.
----
Finally, some fun for my OCD ... my monitor suddenly cut out on me
in the middle of working on this WIP, about six hours in of non-stop
work. Had to hit a bunch of ctrl+alt+fN commands (among other things)
and trying to log in headless on another TTY to do issue commands,
trying to recover the display. Finally power cycled the monitor and it
came back up. So all my typing ended up going to who knows where.
Usually this sort of thing terrifies me enough that I scrap a WIP and
start over to ensure I didn't screw anything up during the crashed screen
when hitting keys randomly.
Obviously, everything compiles and appears to work fine. And I know
it's extremely paranoid, but OCD isn't logical, so ... I'm going
to go over every line of the 100KiB r07->r08 diff looking for any
corruption/errors/whatever.
----
Review finished.
r08 diff review notes:
- fc/controller/gamepad/gamepad.cpp:
use uint device = ID::Device::Gamepad; not id = ...;
- gb/cartridge/cartridge.hpp:
remove redundant uint _pathID; (in Information::pathID already)
- gb/cartridge/cartridge.hpp:
pull sha256 inside Information
- sfc/cartridge/load/cpp:
add " - Slot (A,B)" to interface->load("Sufami Turbo"); to be more
descriptive
- sfc/controller/gamepad/gamepad.cpp:
use uint device = ID::Device::Gamepad; not id = ...;
- sfc/interface/interface.cpp:
remove n variable from the Multitap device input generation loop
(now unused)
- sfc/interface/interface.hpp:
put struct Port above struct Device like the other classes
- ui-tomoko:
cheats.bml is reading from/writing to mediumPaths(0) [system folder
instead of game folder]
- ui-tomoko:
instead of mediumPaths(1) - call emulator->metadataPathID() or something
like that
2016-06-24 12:16:53 +00:00
|
|
|
auto power() -> void override;
|
|
|
|
auto reset() -> void override;
|
|
|
|
auto run() -> void override;
|
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
|
|
|
|
Update to v099r08 release.
byuu says:
Changelog:
- nall/vfs work 100% completed; even SGB games load now
- emulation cores now call load() for the base cartridges as well
- updated port/device handling; portmask is gone; device ID bug should
be resolved now
- SNES controller port 1 multitap option was removed
- added support for 128KiB SNES PPU VRAM (for now, edit sfc/ppu/ppu.hpp
VRAM::size=0x10000; to enable)
Overall, nall/vfs was a huge success!! We've substantially reduced
the amount of boilerplate code everywhere, while still allowing (even
easier than before) support for RAM-based game loading/saving. All of
nall/stream is dead and buried.
I am considering removing Emulator::Interface::Medium::id and/or
bootable flag. Or at least, doing something different with it. The
values for the non-bootable GB/BS/ST entries duplicate the ID that is
supposed to be unique. They are for GB/GBC and WS/WSC. Maybe I'll use
this as the hardware revision selection ID, and then gut non-bootable
options. There's really no reason for that to be there. I think at one
point I was using it to generate library tabs for non-bootable systems,
but we don't do that anymore anyway.
Emulator::Interface::load() may not need the required flag anymore ... it
doesn't really do anything right now anyway.
I have a few reasons for having the cores load the base cartridge. Most
importantly, it is going to enable a special mode for the WonderSwan /
WonderSwan Color in the future. If we ever get the IPLROMs dumped ... it's
possible to boot these systems with no games inserted to set user profile
information and such. There are also other systems that may accept being
booted without a cartridge. To reach this state, you would load a game and
then cancel the load dialog. Right now, this results in games not loading.
The second reason is this prevents nasty crashes when loading fails. So
if you're missing a required manifest, the emulator won't die a violent
death anymore. It's able to back out at any point.
The third reason is consistency: loading the base cartridge works the
same as the slot cartridges.
The fourth reason is Emulator::Interface::open(uint pathID)
values. Before, the GB, SB, GBC modes were IDs 1,2,3 respectively. This
complicated things because you had to pass the correct ID. But now
instead, Emulator::Interface::load() returns maybe<uint> that is nothing
when no game is selected, and a pathID for a valid game. And now open()
can take this ID to access this game's folder contents.
The downside, which is temporary, is that command-line loading is
currently broken. But I do intend on restoring it. In fact, I want to do
better than before and allow multi-cart booting from the command-line by
specifying the base cartridge and then slot cartridges. The idea should
be pretty simple: keep a queue of pending filenames that we fill from
the command-line and/or drag-and-drop operations on the main window,
and then empty out the queue or prompt for load dialogs from the UI
when booting a system. This also might be a bit more unorthodox compared
to the traditional emulator design of "loadGame(filename)", but ... oh
well. It's easy enough still.
The port/device changes are fun. We simplified things quite a bit. The
portmask stuff is gone entirely. While ports and devices keep IDs,
this is really just sugar-coating so UIs can use for(auto& port :
emulator->ports) and access port.id; rather than having to use for(auto
n : range(emulator->ports)) { auto& port = emulator->ports[n]; ... };
but they should otherwise generally be identical to the order they appear
in their respective ranges. Still, don't rely on that.
Input::id is gone. There was no point since we also got rid of the nasty
Input::order vector. Since I was in here, I went ahead and caved on the
pedantics and renamed Input::guid to Input::userData.
I removed the SNES controller port 1 multitap option. Basically, the only
game that uses this is N-warp Daisakusen and, no offense to d4s, it's
not really a good game anyway. It's just a quick demo to show 8-players
on the SNES. But in the UI, all it does is confuse people into wasting
time mapping a controller they're never going to use, and they're going
to wonder which port to use. If more compelling use cases for 8-players
comes about, we can reconsider this. I left all the code to support this
in place, so all you have to do is uncomment one line to enable it again.
We now have dsnes emulation! :D
If you change PPU::VRAM::size to 0x10000 (words), then you should now
have 128KiB of VRAM. Even better, it serializes the used-VRAM size,
so your save states shouldn't crash on you if you swap between the two
(though if you try this, you're nuts.)
Note that this option does break commercial software. Yoshi's Island in
particular. This game is setting A15 on some PPU register writes, but
not on others. The end result of this is things break horribly in-game.
Also, this option is causing a very tiny speed hit for obvious reasons
with the variable masking value (I'm even using size-1 for now.) Given
how niche this is, I may just leave it a compile-time constant to avoid
the overhead cost. Otherwise, if we keep the option, then it'll go into
Super Famicom.sys/manifest.bml ... I'll flesh that out in the near-future.
----
Finally, some fun for my OCD ... my monitor suddenly cut out on me
in the middle of working on this WIP, about six hours in of non-stop
work. Had to hit a bunch of ctrl+alt+fN commands (among other things)
and trying to log in headless on another TTY to do issue commands,
trying to recover the display. Finally power cycled the monitor and it
came back up. So all my typing ended up going to who knows where.
Usually this sort of thing terrifies me enough that I scrap a WIP and
start over to ensure I didn't screw anything up during the crashed screen
when hitting keys randomly.
Obviously, everything compiles and appears to work fine. And I know
it's extremely paranoid, but OCD isn't logical, so ... I'm going
to go over every line of the 100KiB r07->r08 diff looking for any
corruption/errors/whatever.
----
Review finished.
r08 diff review notes:
- fc/controller/gamepad/gamepad.cpp:
use uint device = ID::Device::Gamepad; not id = ...;
- gb/cartridge/cartridge.hpp:
remove redundant uint _pathID; (in Information::pathID already)
- gb/cartridge/cartridge.hpp:
pull sha256 inside Information
- sfc/cartridge/load/cpp:
add " - Slot (A,B)" to interface->load("Sufami Turbo"); to be more
descriptive
- sfc/controller/gamepad/gamepad.cpp:
use uint device = ID::Device::Gamepad; not id = ...;
- sfc/interface/interface.cpp:
remove n variable from the Multitap device input generation loop
(now unused)
- sfc/interface/interface.hpp:
put struct Port above struct Device like the other classes
- ui-tomoko:
cheats.bml is reading from/writing to mediumPaths(0) [system folder
instead of game folder]
- ui-tomoko:
instead of mediumPaths(1) - call emulator->metadataPathID() or something
like that
2016-06-24 12:16:53 +00:00
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auto serialize() -> serializer override;
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auto unserialize(serializer&) -> bool override;
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Update to v088r08 release.
byuu says:
From this WIP, I'm starting on the impossible task of
a declarative-based GUI, which I'm calling Ethos.
base/ becomes emulator/, and we add emulator/interface.hpp, which is
a base API that all emulation cores must implement in full.
(Right now, it's kind of a hybrid to work with the old GUI and the new
GUI at the same time, of course.)
Unlike the old interfaces, the new base class also provides all general
usability hooks: loading and saving files and states, cheat codes, etc.
The new interface also contains information and vector structs to
describe all possible loading methods, controller bindings, etc; and
gives names for them all.
The actual GUI in fact should not include eg <gba/gba.hpp> anymore.
Should speed up GUI compilation.
So the idea going forward is that ethos will build a list of emulators
right when the application starts up.
Once you've appended an emulator to that list, you're done. No more GUI
changes are needed to support that system.
The GUI will have code to parse the emulator interfaces list, and build
all the requisite GUI options dynamically, declarative style.
Ultimately, once the project is finished, the new GUI should look ~99%
identical to the current GUI. But it'll probably be a whole lot smaller.
2012-04-29 06:29:54 +00:00
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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
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auto cap(const string& name) -> bool override;
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auto get(const string& name) -> any override;
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auto set(const string& name, const any& value) -> bool override;
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2012-03-19 11:19:53 +00:00
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};
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|
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
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struct Settings {
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bool blurEmulation = true;
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bool colorEmulation = true;
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};
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2013-05-02 11:25:45 +00:00
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extern Interface* interface;
|
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
|
|
|
extern Settings settings;
|
Update to v088r08 release.
byuu says:
From this WIP, I'm starting on the impossible task of
a declarative-based GUI, which I'm calling Ethos.
base/ becomes emulator/, and we add emulator/interface.hpp, which is
a base API that all emulation cores must implement in full.
(Right now, it's kind of a hybrid to work with the old GUI and the new
GUI at the same time, of course.)
Unlike the old interfaces, the new base class also provides all general
usability hooks: loading and saving files and states, cheat codes, etc.
The new interface also contains information and vector structs to
describe all possible loading methods, controller bindings, etc; and
gives names for them all.
The actual GUI in fact should not include eg <gba/gba.hpp> anymore.
Should speed up GUI compilation.
So the idea going forward is that ethos will build a list of emulators
right when the application starts up.
Once you've appended an emulator to that list, you're done. No more GUI
changes are needed to support that system.
The GUI will have code to parse the emulator interfaces list, and build
all the requisite GUI options dynamically, declarative style.
Ultimately, once the project is finished, the new GUI should look ~99%
identical to the current GUI. But it'll probably be a whole lot smaller.
2012-04-29 06:29:54 +00:00
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|
|
|
|
}
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