Update to v088r10 release.
byuu says:
ethos is going to be absolutely amazing. You guys are in for a treat :D
I'm impressing the hell out of myself with how well-structured this code
is, it's allowing me to do amazing new things.
Just a small sampling of what's in store (and already implemented):
The file browser will display folders as "[ folder name ]", and
cartridge folders as "Game Name" (no extension, no /) [icons would be
nicer, but well ... phoenix.]
Folders are sorted above cartridge folders.
Cartridge folders for other systems do not show up in the list.
Not only are unique paths stored for each image type, your position in
the list is saved across runs.
Some voodoo was added to GTK+ so that all targets even scroll directly
to that item when you open the list. Load->System->Enter restarts your
last game.
That sounds really simple and obvious, but it makes an -incredible-
difference. Didn't realize it until I tried an implementation of it,
wow.
The input mapping list now lets you bind as many hotkeys as you want to
any given input.
So SFC::Port1::Joypad::B = Keyboard::Z or Joypad::Button1 ... no need to
remap everything to switch between keyboard and joypad. Either one
activates the key.
There is a separate Hotkeys tab now. This should hopefully end the
confusion about how to remap hotkeys that users experience.
Hotkeys are different, too. Instead of OR logic, they use AND logic.
So Fullscreen = Keyboard::Alt and Keyboard::Enter. Both must be pressed
to enter the key. This lets you easily implement "super" modifier keys.
The actual codebase has new features the old UI never had, and has about
~50% of the old functionality (so far, of course), yet is only ~25% as
much code.
The entire GUI no longer needs to pull in all the headers for each
emulated system. It just needs a small interface header file.
Then bind the entire system with exactly **two** lines of code.
Everything is dynamically generated for you after that.
2012-04-30 23:43:23 +00:00
|
|
|
#ifndef SFC_HPP
|
|
|
|
namespace SuperFamicom {
|
|
|
|
#endif
|
|
|
|
|
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 {
|
2015-11-14 00:52:51 +00:00
|
|
|
enum : uint {
|
2012-07-15 09:47:35 +00:00
|
|
|
//cartridges (folders)
|
|
|
|
System,
|
2012-05-26 08:18:42 +00:00
|
|
|
SuperFamicom,
|
Update to v089r08 release.
byuu says:
Changelog:
- Super Game Boy, BS-X Satellaview and Sufami Turbo cartridges all load
manifests that specify their file names, and they all work
- Sufami Turbo can now properly handle carts without RAM, or empty slots
entirely
- Emulator::Interface structures no longer specify any file names, ever
- exposed "capability.(cheats,states)" now. So far, this just means the
GBA doesn't show the cheat editor, since it doesn't support cheat
codes yet
- as such, state manager and cheat editor windows auto-hide (may be
a tiny bit inconvenient, but it makes not having to sync them or deal
with input when no cart is loaded easier)
- added "AbsoluteInput" type, which returns mouse coordinates from
-32767,-32767 (top left) to +32767,+32767 (bottom right) or
-32768,-32768 (offscreen)
AbsoluteInput is just something I'm toying with. Idea is to support eg
Super Scope or Justifier, or possibly some future Famicom controllers
that are absolute-indexed. The coordinates are scaled, so the bigger
your window, the more precise they are. But obviously you can't get more
precise than the emulated system, so 1x scale will behave the same
anyway. I haven't hooked it up yet, need to mess with the idea of custom
cursors via phoenix for that first. Also not sure if it will feel
smoother or not ... if you resize the window, your mouse will seem to
move slower. Still, not having to capture the mouse for SS/JS may be
nicer yet. But we'll see ... just experimenting for now.
2012-05-27 23:50:50 +00:00
|
|
|
SuperGameBoy,
|
|
|
|
Satellaview,
|
|
|
|
SufamiTurboSlotA,
|
|
|
|
SufamiTurboSlotB,
|
2012-05-26 08:18:42 +00:00
|
|
|
|
2012-07-15 09:47:35 +00:00
|
|
|
//memory (files)
|
Update to v094r39 release.
byuu says:
Changelog:
- SNES mid-scanline BGMODE fixes finally merged (can run
atx2.zip{mode7.smc}+mtest(2).sfc properly now)
- Makefile now discards all built-in rules and variables
- switch on bool warning disabled for GCC now as well (was already
disabled for Clang)
- when loading a game, if any required files are missing, display
a warning message box (manifest.bml, program.rom, bios.rom, etc)
- when loading a game (or a game slot), if manifest.bml is missing, it
will invoke icarus to try and generate it
- if that fails (icarus is missing or the folder is bad), you will get
a warning telling you that the manifest can't be loaded
The warning prompt on missing files work for both games and the .sys
folders and their files. For some reason, failing to load the DMG/CGB
BIOS is causing a crash before I can display the modal dialog. I have no
idea why, and the stack frame backtrace is junk.
I also can't seem to abort the failed loading process. If I call
Program::unloadMedia(), I get a nasty segfault. Again with a really
nasty stack trace. So for now, it'll just end up sitting there emulating
an empty ROM (solid black screen.) In time, I'd like to fix that too.
Lastly, I need a better method than popen for Windows. popen is kind of
ugly and flashes a console window for a brief second even if the
application launched is linked with -mwindows. Not sure if there even is
one (I need to read the stdout result, so CreateProcess may not work
unless I do something nasty like "> %tmp%/temp") I'm also using the
regular popen instead of _wpopen, so for this WIP, it won't work if your
game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
|
|
|
SystemManifest,
|
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
|
|
|
IPLROM,
|
Update to v089r06 release.
[Yes, the release number is re-used. -Ed.]
byuu says:
I had some bugs in r07 that I couldn't track down, DKJM2's clock was
getting all out of sync.
So I just reverted to r05, blew away both RTCs entirely, and wrote them
cleanly from scratch (obviously looking off the old code.) A bit
extreme, but it worked.
I believe I found the error in the process, day and month were resetting
the counter to 0 instead of 1, it wasn't handling leap year, etc.
While I was at it, I fixed the day-of-week calculation. The SharpRTC
epoch is actually 1000-01-01, and not 1900-01-01.
I'm sure you guys will be really happy that if it ever becomes 1000AD
again and you're playing a ROM hack that uses the SharpRTC and relies on
its weekday value that it will show the correct day now ...
Kind of a pain to compute, but nothing compared to the seventh circle of
hell that was my IBM dBase III Julian<>Gregorian conversion functions :/
Also found a few bugs in the Epson code this way. And I moved the round
seconds actions and flag clear to +125us after flag set.
So, if you had the old r06 or r07, please delete those.
Unfortunately, this took all of my energy today, so the file names
inside manifest changes will have to be in the next WIP.
EDIT: ran a diff against old r07 and new r06.
- added if(days == 31) case twice in EpsonRTC::tick_day()
- forgot weekday = 0; in SharpRTC::load()
- need to move the cartridge+cheat objects up in sfc/Makefile again
- System::init() needs assert(interface != nullptr /* not 0 */)
2012-05-24 23:26:06 +00:00
|
|
|
|
2013-01-21 12:27:15 +00:00
|
|
|
Manifest,
|
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
|
|
|
ROM,
|
|
|
|
RAM,
|
Update to v089r06 release.
[Yes, the release number is re-used. -Ed.]
byuu says:
I had some bugs in r07 that I couldn't track down, DKJM2's clock was
getting all out of sync.
So I just reverted to r05, blew away both RTCs entirely, and wrote them
cleanly from scratch (obviously looking off the old code.) A bit
extreme, but it worked.
I believe I found the error in the process, day and month were resetting
the counter to 0 instead of 1, it wasn't handling leap year, etc.
While I was at it, I fixed the day-of-week calculation. The SharpRTC
epoch is actually 1000-01-01, and not 1900-01-01.
I'm sure you guys will be really happy that if it ever becomes 1000AD
again and you're playing a ROM hack that uses the SharpRTC and relies on
its weekday value that it will show the correct day now ...
Kind of a pain to compute, but nothing compared to the seventh circle of
hell that was my IBM dBase III Julian<>Gregorian conversion functions :/
Also found a few bugs in the Epson code this way. And I moved the round
seconds actions and flag clear to +125us after flag set.
So, if you had the old r06 or r07, please delete those.
Unfortunately, this took all of my energy today, so the file names
inside manifest changes will have to be in the next WIP.
EDIT: ran a diff against old r07 and new r06.
- added if(days == 31) case twice in EpsonRTC::tick_day()
- forgot weekday = 0; in SharpRTC::load()
- need to move the cartridge+cheat objects up in sfc/Makefile again
- System::init() needs assert(interface != nullptr /* not 0 */)
2012-05-24 23:26:06 +00:00
|
|
|
|
Update to v091r05 release.
[No prior releases were posted to the WIP thread. -Ed.]
byuu says:
Super Famicom mapping system has been reworked as discussed with the
mask= changes. offset becomes base, mode is gone. Also added support for
comma-separated fields in the address fields, to reduce the number of
map lines needed.
<?xml version="1.0" encoding="UTF-8"?>
<cartridge region="NTSC">
<superfx revision="2">
<rom name="program.rom" size="0x200000"/>
<ram name="save.rwm" size="0x8000"/>
<map id="io" address="00-3f,80-bf:3000-32ff"/>
<map id="rom" address="00-3f:8000-ffff" mask="0x8000"/>
<map id="rom" address="40-5f:0000-ffff"/>
<map id="ram" address="00-3f,80-bf:6000-7fff" size="0x2000"/>
<map id="ram" address="70-71:0000-ffff"/>
</superfx>
</cartridge>
Or in BML:
cartridge region=NTSC
superfx revision=2
rom name=program.rom size=0x200000
ram name=save.rwm size=0x8000
map id=io address=00-3f,80-bf:3000-32ff
map id=rom address=00-3f:8000-ffff mask=0x8000
map id=rom address=40-5f:0000-ffff
map id=ram address=00-3f,80-bf:6000-7fff size=0x2000
map id=ram address=70-71:0000-ffff
As a result of the changes, old mappings will no longer work. The above
XML example will run Super Mario World 2: Yoshi's Island. Otherwise,
you'll have to write your own.
All that's left now is to work some sort of database mapping system in,
so I can start dumping carts en masse.
The NES changes that FitzRoy asked for are mostly in as well.
Also, part of the reason I haven't released a WIP ... but fuck it, I'm
not going to wait forever to post a new WIP.
I've added a skeleton driver to emulate Campus Challenge '92 and
Powerfest '94. There's no actual emulation, except for the stuff I can
glean from looking at the pictures of the board. It has a DSP-1 (so
SR/DR registers), four ROMs that map in and out, RAM, etc.
I've also added preliminary mapping to upload high scores to a website,
but obviously I need the ROMs first.
2012-10-09 08:25:32 +00:00
|
|
|
EventROM0,
|
|
|
|
EventROM1,
|
|
|
|
EventROM2,
|
|
|
|
EventROM3,
|
|
|
|
EventRAM,
|
|
|
|
|
2012-07-08 02:57:34 +00:00
|
|
|
SA1ROM,
|
|
|
|
SA1IRAM,
|
|
|
|
SA1BWRAM,
|
|
|
|
|
2012-07-09 11:40:23 +00:00
|
|
|
SuperFXROM,
|
|
|
|
SuperFXRAM,
|
|
|
|
|
2012-10-22 22:45:18 +00:00
|
|
|
ArmDSPPROM,
|
|
|
|
ArmDSPDROM,
|
|
|
|
ArmDSPRAM,
|
|
|
|
|
2012-07-09 11:40:23 +00:00
|
|
|
HitachiDSPROM,
|
2012-10-22 22:45:18 +00:00
|
|
|
HitachiDSPRAM,
|
2012-11-22 10:28:01 +00:00
|
|
|
HitachiDSPDROM,
|
|
|
|
HitachiDSPDRAM,
|
2012-10-22 22:45:18 +00:00
|
|
|
|
|
|
|
Nec7725DSPPROM,
|
|
|
|
Nec7725DSPDROM,
|
|
|
|
Nec7725DSPRAM,
|
|
|
|
|
|
|
|
Nec96050DSPPROM,
|
|
|
|
Nec96050DSPDROM,
|
|
|
|
Nec96050DSPRAM,
|
Update to v089r06 release.
[Yes, the release number is re-used. -Ed.]
byuu says:
I had some bugs in r07 that I couldn't track down, DKJM2's clock was
getting all out of sync.
So I just reverted to r05, blew away both RTCs entirely, and wrote them
cleanly from scratch (obviously looking off the old code.) A bit
extreme, but it worked.
I believe I found the error in the process, day and month were resetting
the counter to 0 instead of 1, it wasn't handling leap year, etc.
While I was at it, I fixed the day-of-week calculation. The SharpRTC
epoch is actually 1000-01-01, and not 1900-01-01.
I'm sure you guys will be really happy that if it ever becomes 1000AD
again and you're playing a ROM hack that uses the SharpRTC and relies on
its weekday value that it will show the correct day now ...
Kind of a pain to compute, but nothing compared to the seventh circle of
hell that was my IBM dBase III Julian<>Gregorian conversion functions :/
Also found a few bugs in the Epson code this way. And I moved the round
seconds actions and flag clear to +125us after flag set.
So, if you had the old r06 or r07, please delete those.
Unfortunately, this took all of my energy today, so the file names
inside manifest changes will have to be in the next WIP.
EDIT: ran a diff against old r07 and new r06.
- added if(days == 31) case twice in EpsonRTC::tick_day()
- forgot weekday = 0; in SharpRTC::load()
- need to move the cartridge+cheat objects up in sfc/Makefile again
- System::init() needs assert(interface != nullptr /* not 0 */)
2012-05-24 23:26:06 +00:00
|
|
|
|
2012-05-22 12:10:00 +00:00
|
|
|
EpsonRTC,
|
|
|
|
SharpRTC,
|
Update to v089r06 release.
[Yes, the release number is re-used. -Ed.]
byuu says:
I had some bugs in r07 that I couldn't track down, DKJM2's clock was
getting all out of sync.
So I just reverted to r05, blew away both RTCs entirely, and wrote them
cleanly from scratch (obviously looking off the old code.) A bit
extreme, but it worked.
I believe I found the error in the process, day and month were resetting
the counter to 0 instead of 1, it wasn't handling leap year, etc.
While I was at it, I fixed the day-of-week calculation. The SharpRTC
epoch is actually 1000-01-01, and not 1900-01-01.
I'm sure you guys will be really happy that if it ever becomes 1000AD
again and you're playing a ROM hack that uses the SharpRTC and relies on
its weekday value that it will show the correct day now ...
Kind of a pain to compute, but nothing compared to the seventh circle of
hell that was my IBM dBase III Julian<>Gregorian conversion functions :/
Also found a few bugs in the Epson code this way. And I moved the round
seconds actions and flag clear to +125us after flag set.
So, if you had the old r06 or r07, please delete those.
Unfortunately, this took all of my energy today, so the file names
inside manifest changes will have to be in the next WIP.
EDIT: ran a diff against old r07 and new r06.
- added if(days == 31) case twice in EpsonRTC::tick_day()
- forgot weekday = 0; in SharpRTC::load()
- need to move the cartridge+cheat objects up in sfc/Makefile again
- System::init() needs assert(interface != nullptr /* not 0 */)
2012-05-24 23:26:06 +00:00
|
|
|
|
2012-07-09 11:40:23 +00:00
|
|
|
SPC7110PROM,
|
|
|
|
SPC7110DROM,
|
|
|
|
SPC7110RAM,
|
|
|
|
|
2012-07-08 02:57:34 +00:00
|
|
|
SDD1ROM,
|
|
|
|
SDD1RAM,
|
|
|
|
|
2012-07-09 11:40:23 +00:00
|
|
|
OBC1RAM,
|
|
|
|
|
2012-07-15 09:47:35 +00:00
|
|
|
SuperGameBoyBootROM,
|
Update to v089r06 release.
[Yes, the release number is re-used. -Ed.]
byuu says:
I had some bugs in r07 that I couldn't track down, DKJM2's clock was
getting all out of sync.
So I just reverted to r05, blew away both RTCs entirely, and wrote them
cleanly from scratch (obviously looking off the old code.) A bit
extreme, but it worked.
I believe I found the error in the process, day and month were resetting
the counter to 0 instead of 1, it wasn't handling leap year, etc.
While I was at it, I fixed the day-of-week calculation. The SharpRTC
epoch is actually 1000-01-01, and not 1900-01-01.
I'm sure you guys will be really happy that if it ever becomes 1000AD
again and you're playing a ROM hack that uses the SharpRTC and relies on
its weekday value that it will show the correct day now ...
Kind of a pain to compute, but nothing compared to the seventh circle of
hell that was my IBM dBase III Julian<>Gregorian conversion functions :/
Also found a few bugs in the Epson code this way. And I moved the round
seconds actions and flag clear to +125us after flag set.
So, if you had the old r06 or r07, please delete those.
Unfortunately, this took all of my energy today, so the file names
inside manifest changes will have to be in the next WIP.
EDIT: ran a diff against old r07 and new r06.
- added if(days == 31) case twice in EpsonRTC::tick_day()
- forgot weekday = 0; in SharpRTC::load()
- need to move the cartridge+cheat objects up in sfc/Makefile again
- System::init() needs assert(interface != nullptr /* not 0 */)
2012-05-24 23:26:06 +00:00
|
|
|
|
2015-08-02 06:23:13 +00:00
|
|
|
MCCROM,
|
|
|
|
MCCRAM,
|
Update to v089r06 release.
[Yes, the release number is re-used. -Ed.]
byuu says:
I had some bugs in r07 that I couldn't track down, DKJM2's clock was
getting all out of sync.
So I just reverted to r05, blew away both RTCs entirely, and wrote them
cleanly from scratch (obviously looking off the old code.) A bit
extreme, but it worked.
I believe I found the error in the process, day and month were resetting
the counter to 0 instead of 1, it wasn't handling leap year, etc.
While I was at it, I fixed the day-of-week calculation. The SharpRTC
epoch is actually 1000-01-01, and not 1900-01-01.
I'm sure you guys will be really happy that if it ever becomes 1000AD
again and you're playing a ROM hack that uses the SharpRTC and relies on
its weekday value that it will show the correct day now ...
Kind of a pain to compute, but nothing compared to the seventh circle of
hell that was my IBM dBase III Julian<>Gregorian conversion functions :/
Also found a few bugs in the Epson code this way. And I moved the round
seconds actions and flag clear to +125us after flag set.
So, if you had the old r06 or r07, please delete those.
Unfortunately, this took all of my energy today, so the file names
inside manifest changes will have to be in the next WIP.
EDIT: ran a diff against old r07 and new r06.
- added if(days == 31) case twice in EpsonRTC::tick_day()
- forgot weekday = 0; in SharpRTC::load()
- need to move the cartridge+cheat objects up in sfc/Makefile again
- System::init() needs assert(interface != nullptr /* not 0 */)
2012-05-24 23:26:06 +00:00
|
|
|
|
2013-01-21 12:27:15 +00:00
|
|
|
SuperGameBoyManifest,
|
|
|
|
SuperGameBoyROM,
|
|
|
|
SuperGameBoyRAM,
|
|
|
|
|
|
|
|
SatellaviewManifest,
|
|
|
|
SatellaviewROM,
|
|
|
|
|
|
|
|
SufamiTurboSlotAManifest,
|
Update to v089r06 release.
[Yes, the release number is re-used. -Ed.]
byuu says:
I had some bugs in r07 that I couldn't track down, DKJM2's clock was
getting all out of sync.
So I just reverted to r05, blew away both RTCs entirely, and wrote them
cleanly from scratch (obviously looking off the old code.) A bit
extreme, but it worked.
I believe I found the error in the process, day and month were resetting
the counter to 0 instead of 1, it wasn't handling leap year, etc.
While I was at it, I fixed the day-of-week calculation. The SharpRTC
epoch is actually 1000-01-01, and not 1900-01-01.
I'm sure you guys will be really happy that if it ever becomes 1000AD
again and you're playing a ROM hack that uses the SharpRTC and relies on
its weekday value that it will show the correct day now ...
Kind of a pain to compute, but nothing compared to the seventh circle of
hell that was my IBM dBase III Julian<>Gregorian conversion functions :/
Also found a few bugs in the Epson code this way. And I moved the round
seconds actions and flag clear to +125us after flag set.
So, if you had the old r06 or r07, please delete those.
Unfortunately, this took all of my energy today, so the file names
inside manifest changes will have to be in the next WIP.
EDIT: ran a diff against old r07 and new r06.
- added if(days == 31) case twice in EpsonRTC::tick_day()
- forgot weekday = 0; in SharpRTC::load()
- need to move the cartridge+cheat objects up in sfc/Makefile again
- System::init() needs assert(interface != nullptr /* not 0 */)
2012-05-24 23:26:06 +00:00
|
|
|
SufamiTurboSlotAROM,
|
2012-05-06 06:34:46 +00:00
|
|
|
SufamiTurboSlotARAM,
|
2013-01-21 12:27:15 +00:00
|
|
|
|
|
|
|
SufamiTurboSlotBManifest,
|
|
|
|
SufamiTurboSlotBROM,
|
2012-05-06 06:34:46 +00:00
|
|
|
SufamiTurboSlotBRAM,
|
|
|
|
|
2015-11-10 11:02:29 +00:00
|
|
|
//device ports (bitmask)
|
|
|
|
ControllerPort1 = 1,
|
|
|
|
ControllerPort2 = 2,
|
|
|
|
ExpansionPort = 4,
|
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 v094r39 release.
byuu says:
Changelog:
- SNES mid-scanline BGMODE fixes finally merged (can run
atx2.zip{mode7.smc}+mtest(2).sfc properly now)
- Makefile now discards all built-in rules and variables
- switch on bool warning disabled for GCC now as well (was already
disabled for Clang)
- when loading a game, if any required files are missing, display
a warning message box (manifest.bml, program.rom, bios.rom, etc)
- when loading a game (or a game slot), if manifest.bml is missing, it
will invoke icarus to try and generate it
- if that fails (icarus is missing or the folder is bad), you will get
a warning telling you that the manifest can't be loaded
The warning prompt on missing files work for both games and the .sys
folders and their files. For some reason, failing to load the DMG/CGB
BIOS is causing a crash before I can display the modal dialog. I have no
idea why, and the stack frame backtrace is junk.
I also can't seem to abort the failed loading process. If I call
Program::unloadMedia(), I get a nasty segfault. Again with a really
nasty stack trace. So for now, it'll just end up sitting there emulating
an empty ROM (solid black screen.) In time, I'd like to fix that too.
Lastly, I need a better method than popen for Windows. popen is kind of
ugly and flashes a console window for a brief second even if the
application launched is linked with -mwindows. Not sure if there even is
one (I need to read the stdout result, so CreateProcess may not work
unless I do something nasty like "> %tmp%/temp") I'm also using the
regular popen instead of _wpopen, so for this WIP, it won't work if your
game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
|
|
|
Interface();
|
Update to v088r10 release.
byuu says:
ethos is going to be absolutely amazing. You guys are in for a treat :D
I'm impressing the hell out of myself with how well-structured this code
is, it's allowing me to do amazing new things.
Just a small sampling of what's in store (and already implemented):
The file browser will display folders as "[ folder name ]", and
cartridge folders as "Game Name" (no extension, no /) [icons would be
nicer, but well ... phoenix.]
Folders are sorted above cartridge folders.
Cartridge folders for other systems do not show up in the list.
Not only are unique paths stored for each image type, your position in
the list is saved across runs.
Some voodoo was added to GTK+ so that all targets even scroll directly
to that item when you open the list. Load->System->Enter restarts your
last game.
That sounds really simple and obvious, but it makes an -incredible-
difference. Didn't realize it until I tried an implementation of it,
wow.
The input mapping list now lets you bind as many hotkeys as you want to
any given input.
So SFC::Port1::Joypad::B = Keyboard::Z or Joypad::Button1 ... no need to
remap everything to switch between keyboard and joypad. Either one
activates the key.
There is a separate Hotkeys tab now. This should hopefully end the
confusion about how to remap hotkeys that users experience.
Hotkeys are different, too. Instead of OR logic, they use AND logic.
So Fullscreen = Keyboard::Alt and Keyboard::Enter. Both must be pressed
to enter the key. This lets you easily implement "super" modifier keys.
The actual codebase has new features the old UI never had, and has about
~50% of the old functionality (so far, of course), yet is only ~25% as
much code.
The entire GUI no longer needs to pull in all the headers for each
emulated system. It just needs a small interface header file.
Then bind the entire system with exactly **two** lines of code.
Everything is dynamically generated for you after that.
2012-04-30 23:43:23 +00:00
|
|
|
|
Update to higan and icarus v095r15 release.
r13 and r14 weren't posted as individual releases, but their changelogs
were posted.
byuu says about r13:
I'm not going to be posting WIPs for r13 and above for a while.
The reason is that I'm working on the major manifest overhaul I've
discussed previously on the icarus subforum.
I'm recreating my boards database from scratch using the map files
and the new map analyzer. The only games that will load are ones
I've created board definitions for, and updated
sfc/cartridge/markup.cpp to parse. Once I've finished all the
boards, then I'll update the heuristics.
Then finally, I'll sync the syntax changes over to the fc, gb, gba
cores.
Once that's done, I'll start posting WIPs again, along with a new
build of icarus.
But I'll still post changelogs as I work through things.
Changelog (r13):
- preservation: created new database-builder tool (merges
region-specific databases with boards)
- icarus: support new, external database format
(~/.config/icarus/Database/(Super Famicom.bml, ...)
- added 1A3B-(10,11,12); 1A3B-20
byuu says about r14:
r14 work:
I successfully created mappings for every board used in the US set.
I also updated icarus' heuristics to use the new mappings, and
created ones there for the boards that are only in the JP set.
Then I patched icarus to support pulling games out of the database
when it's used on a game folder to generate a manifest file.
Then I updated a lot of code in higan/sfc to support the new mapping
syntax. sfc/cartridge/markup.cpp is about half the size it used to
be with the new mappings, and I was able to kill off both map/id and
map/select entirely.
Then I updated all four emulated systems (and both subsystems) to
use "board" as the root node, and harmonized their syntax (made them
all more consistent with each other.)
Then I added a manifest viewer to the tools window+menu. It's kind
of an advanced user feature, but oh well. No reason to coddle people
when the feature is very useful for developers. The viewer will show
all manifests in order when you load multi-cart games as well.
Still not going to call any syntax 100% done right now, but
thankfully with the new manifest-free folders, nobody will have to
do anything to use the new format. Just download the new version and
go.
The Super Famicom Event stuff is currently broken (CC92/PF94
boards). That's gonna be fun to support.
byuu says about r15:
EDIT: small bug in icarus with heuristics. Edit
core/super-famicom.cpp line 27:
if(/*auto*/ markup = cartridge.markup) {
Gotta remove that "auto" so that it returns valid markup.
Resolved the final concerns I had with the new manifest format.
Right now there are two things that are definitely broken: MCC (BS-X
Town cart) and Event (CC '92 and PF'94).
And there are a few things that are untested: SPC7110, EpsonRTC,
SharpRTC, SDD1+RAM, SufamiTurbo, BS-X slotted carts.
2015-12-19 08:52:34 +00:00
|
|
|
auto manifest() -> string;
|
Update to v094r39 release.
byuu says:
Changelog:
- SNES mid-scanline BGMODE fixes finally merged (can run
atx2.zip{mode7.smc}+mtest(2).sfc properly now)
- Makefile now discards all built-in rules and variables
- switch on bool warning disabled for GCC now as well (was already
disabled for Clang)
- when loading a game, if any required files are missing, display
a warning message box (manifest.bml, program.rom, bios.rom, etc)
- when loading a game (or a game slot), if manifest.bml is missing, it
will invoke icarus to try and generate it
- if that fails (icarus is missing or the folder is bad), you will get
a warning telling you that the manifest can't be loaded
The warning prompt on missing files work for both games and the .sys
folders and their files. For some reason, failing to load the DMG/CGB
BIOS is causing a crash before I can display the modal dialog. I have no
idea why, and the stack frame backtrace is junk.
I also can't seem to abort the failed loading process. If I call
Program::unloadMedia(), I get a nasty segfault. Again with a really
nasty stack trace. So for now, it'll just end up sitting there emulating
an empty ROM (solid black screen.) In time, I'd like to fix that too.
Lastly, I need a better method than popen for Windows. popen is kind of
ugly and flashes a console window for a brief second even if the
application launched is linked with -mwindows. Not sure if there even is
one (I need to read the stdout result, so CreateProcess may not work
unless I do something nasty like "> %tmp%/temp") I'm also using the
regular popen instead of _wpopen, so for this WIP, it won't work if your
game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
|
|
|
auto title() -> string;
|
|
|
|
auto videoFrequency() -> double;
|
|
|
|
auto audioFrequency() -> double;
|
Update to v088r10 release.
byuu says:
ethos is going to be absolutely amazing. You guys are in for a treat :D
I'm impressing the hell out of myself with how well-structured this code
is, it's allowing me to do amazing new things.
Just a small sampling of what's in store (and already implemented):
The file browser will display folders as "[ folder name ]", and
cartridge folders as "Game Name" (no extension, no /) [icons would be
nicer, but well ... phoenix.]
Folders are sorted above cartridge folders.
Cartridge folders for other systems do not show up in the list.
Not only are unique paths stored for each image type, your position in
the list is saved across runs.
Some voodoo was added to GTK+ so that all targets even scroll directly
to that item when you open the list. Load->System->Enter restarts your
last game.
That sounds really simple and obvious, but it makes an -incredible-
difference. Didn't realize it until I tried an implementation of it,
wow.
The input mapping list now lets you bind as many hotkeys as you want to
any given input.
So SFC::Port1::Joypad::B = Keyboard::Z or Joypad::Button1 ... no need to
remap everything to switch between keyboard and joypad. Either one
activates the key.
There is a separate Hotkeys tab now. This should hopefully end the
confusion about how to remap hotkeys that users experience.
Hotkeys are different, too. Instead of OR logic, they use AND logic.
So Fullscreen = Keyboard::Alt and Keyboard::Enter. Both must be pressed
to enter the key. This lets you easily implement "super" modifier keys.
The actual codebase has new features the old UI never had, and has about
~50% of the old functionality (so far, of course), yet is only ~25% as
much code.
The entire GUI no longer needs to pull in all the headers for each
emulated system. It just needs a small interface header file.
Then bind the entire system with exactly **two** lines of code.
Everything is dynamically generated for you after that.
2012-04-30 23:43:23 +00:00
|
|
|
|
Update to v094r39 release.
byuu says:
Changelog:
- SNES mid-scanline BGMODE fixes finally merged (can run
atx2.zip{mode7.smc}+mtest(2).sfc properly now)
- Makefile now discards all built-in rules and variables
- switch on bool warning disabled for GCC now as well (was already
disabled for Clang)
- when loading a game, if any required files are missing, display
a warning message box (manifest.bml, program.rom, bios.rom, etc)
- when loading a game (or a game slot), if manifest.bml is missing, it
will invoke icarus to try and generate it
- if that fails (icarus is missing or the folder is bad), you will get
a warning telling you that the manifest can't be loaded
The warning prompt on missing files work for both games and the .sys
folders and their files. For some reason, failing to load the DMG/CGB
BIOS is causing a crash before I can display the modal dialog. I have no
idea why, and the stack frame backtrace is junk.
I also can't seem to abort the failed loading process. If I call
Program::unloadMedia(), I get a nasty segfault. Again with a really
nasty stack trace. So for now, it'll just end up sitting there emulating
an empty ROM (solid black screen.) In time, I'd like to fix that too.
Lastly, I need a better method than popen for Windows. popen is kind of
ugly and flashes a console window for a brief second even if the
application launched is linked with -mwindows. Not sure if there even is
one (I need to read the stdout result, so CreateProcess may not work
unless I do something nasty like "> %tmp%/temp") I'm also using the
regular popen instead of _wpopen, so for this WIP, it won't work if your
game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
|
|
|
auto loaded() -> bool;
|
|
|
|
auto sha256() -> string;
|
2015-11-14 00:52:51 +00:00
|
|
|
auto group(uint id) -> uint;
|
|
|
|
auto load(uint id) -> void;
|
Update to v094r39 release.
byuu says:
Changelog:
- SNES mid-scanline BGMODE fixes finally merged (can run
atx2.zip{mode7.smc}+mtest(2).sfc properly now)
- Makefile now discards all built-in rules and variables
- switch on bool warning disabled for GCC now as well (was already
disabled for Clang)
- when loading a game, if any required files are missing, display
a warning message box (manifest.bml, program.rom, bios.rom, etc)
- when loading a game (or a game slot), if manifest.bml is missing, it
will invoke icarus to try and generate it
- if that fails (icarus is missing or the folder is bad), you will get
a warning telling you that the manifest can't be loaded
The warning prompt on missing files work for both games and the .sys
folders and their files. For some reason, failing to load the DMG/CGB
BIOS is causing a crash before I can display the modal dialog. I have no
idea why, and the stack frame backtrace is junk.
I also can't seem to abort the failed loading process. If I call
Program::unloadMedia(), I get a nasty segfault. Again with a really
nasty stack trace. So for now, it'll just end up sitting there emulating
an empty ROM (solid black screen.) In time, I'd like to fix that too.
Lastly, I need a better method than popen for Windows. popen is kind of
ugly and flashes a console window for a brief second even if the
application launched is linked with -mwindows. Not sure if there even is
one (I need to read the stdout result, so CreateProcess may not work
unless I do something nasty like "> %tmp%/temp") I'm also using the
regular popen instead of _wpopen, so for this WIP, it won't work if your
game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
|
|
|
auto save() -> void;
|
2015-11-14 00:52:51 +00:00
|
|
|
auto load(uint id, const stream& stream) -> void;
|
|
|
|
auto save(uint id, const stream& stream) -> void;
|
Update to v094r39 release.
byuu says:
Changelog:
- SNES mid-scanline BGMODE fixes finally merged (can run
atx2.zip{mode7.smc}+mtest(2).sfc properly now)
- Makefile now discards all built-in rules and variables
- switch on bool warning disabled for GCC now as well (was already
disabled for Clang)
- when loading a game, if any required files are missing, display
a warning message box (manifest.bml, program.rom, bios.rom, etc)
- when loading a game (or a game slot), if manifest.bml is missing, it
will invoke icarus to try and generate it
- if that fails (icarus is missing or the folder is bad), you will get
a warning telling you that the manifest can't be loaded
The warning prompt on missing files work for both games and the .sys
folders and their files. For some reason, failing to load the DMG/CGB
BIOS is causing a crash before I can display the modal dialog. I have no
idea why, and the stack frame backtrace is junk.
I also can't seem to abort the failed loading process. If I call
Program::unloadMedia(), I get a nasty segfault. Again with a really
nasty stack trace. So for now, it'll just end up sitting there emulating
an empty ROM (solid black screen.) In time, I'd like to fix that too.
Lastly, I need a better method than popen for Windows. popen is kind of
ugly and flashes a console window for a brief second even if the
application launched is linked with -mwindows. Not sure if there even is
one (I need to read the stdout result, so CreateProcess may not work
unless I do something nasty like "> %tmp%/temp") I'm also using the
regular popen instead of _wpopen, so for this WIP, it won't work if your
game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
|
|
|
auto unload() -> void;
|
Update to v088r10 release.
byuu says:
ethos is going to be absolutely amazing. You guys are in for a treat :D
I'm impressing the hell out of myself with how well-structured this code
is, it's allowing me to do amazing new things.
Just a small sampling of what's in store (and already implemented):
The file browser will display folders as "[ folder name ]", and
cartridge folders as "Game Name" (no extension, no /) [icons would be
nicer, but well ... phoenix.]
Folders are sorted above cartridge folders.
Cartridge folders for other systems do not show up in the list.
Not only are unique paths stored for each image type, your position in
the list is saved across runs.
Some voodoo was added to GTK+ so that all targets even scroll directly
to that item when you open the list. Load->System->Enter restarts your
last game.
That sounds really simple and obvious, but it makes an -incredible-
difference. Didn't realize it until I tried an implementation of it,
wow.
The input mapping list now lets you bind as many hotkeys as you want to
any given input.
So SFC::Port1::Joypad::B = Keyboard::Z or Joypad::Button1 ... no need to
remap everything to switch between keyboard and joypad. Either one
activates the key.
There is a separate Hotkeys tab now. This should hopefully end the
confusion about how to remap hotkeys that users experience.
Hotkeys are different, too. Instead of OR logic, they use AND logic.
So Fullscreen = Keyboard::Alt and Keyboard::Enter. Both must be pressed
to enter the key. This lets you easily implement "super" modifier keys.
The actual codebase has new features the old UI never had, and has about
~50% of the old functionality (so far, of course), yet is only ~25% as
much code.
The entire GUI no longer needs to pull in all the headers for each
emulated system. It just needs a small interface header file.
Then bind the entire system with exactly **two** lines of code.
Everything is dynamically generated for you after that.
2012-04-30 23:43:23 +00:00
|
|
|
|
2015-11-14 00:52:51 +00:00
|
|
|
auto connect(uint port, uint device) -> void;
|
Update to v094r39 release.
byuu says:
Changelog:
- SNES mid-scanline BGMODE fixes finally merged (can run
atx2.zip{mode7.smc}+mtest(2).sfc properly now)
- Makefile now discards all built-in rules and variables
- switch on bool warning disabled for GCC now as well (was already
disabled for Clang)
- when loading a game, if any required files are missing, display
a warning message box (manifest.bml, program.rom, bios.rom, etc)
- when loading a game (or a game slot), if manifest.bml is missing, it
will invoke icarus to try and generate it
- if that fails (icarus is missing or the folder is bad), you will get
a warning telling you that the manifest can't be loaded
The warning prompt on missing files work for both games and the .sys
folders and their files. For some reason, failing to load the DMG/CGB
BIOS is causing a crash before I can display the modal dialog. I have no
idea why, and the stack frame backtrace is junk.
I also can't seem to abort the failed loading process. If I call
Program::unloadMedia(), I get a nasty segfault. Again with a really
nasty stack trace. So for now, it'll just end up sitting there emulating
an empty ROM (solid black screen.) In time, I'd like to fix that too.
Lastly, I need a better method than popen for Windows. popen is kind of
ugly and flashes a console window for a brief second even if the
application launched is linked with -mwindows. Not sure if there even is
one (I need to read the stdout result, so CreateProcess may not work
unless I do something nasty like "> %tmp%/temp") I'm also using the
regular popen instead of _wpopen, so for this WIP, it won't work if your
game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
|
|
|
auto power() -> void;
|
|
|
|
auto reset() -> void;
|
|
|
|
auto run() -> void;
|
2012-05-23 11:27:45 +00:00
|
|
|
|
Update to v094r39 release.
byuu says:
Changelog:
- SNES mid-scanline BGMODE fixes finally merged (can run
atx2.zip{mode7.smc}+mtest(2).sfc properly now)
- Makefile now discards all built-in rules and variables
- switch on bool warning disabled for GCC now as well (was already
disabled for Clang)
- when loading a game, if any required files are missing, display
a warning message box (manifest.bml, program.rom, bios.rom, etc)
- when loading a game (or a game slot), if manifest.bml is missing, it
will invoke icarus to try and generate it
- if that fails (icarus is missing or the folder is bad), you will get
a warning telling you that the manifest can't be loaded
The warning prompt on missing files work for both games and the .sys
folders and their files. For some reason, failing to load the DMG/CGB
BIOS is causing a crash before I can display the modal dialog. I have no
idea why, and the stack frame backtrace is junk.
I also can't seem to abort the failed loading process. If I call
Program::unloadMedia(), I get a nasty segfault. Again with a really
nasty stack trace. So for now, it'll just end up sitting there emulating
an empty ROM (solid black screen.) In time, I'd like to fix that too.
Lastly, I need a better method than popen for Windows. popen is kind of
ugly and flashes a console window for a brief second even if the
application launched is linked with -mwindows. Not sure if there even is
one (I need to read the stdout result, so CreateProcess may not work
unless I do something nasty like "> %tmp%/temp") I'm also using the
regular popen instead of _wpopen, so for this WIP, it won't work if your
game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
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auto rtc() -> bool;
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auto rtcsync() -> void;
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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
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Update to v094r39 release.
byuu says:
Changelog:
- SNES mid-scanline BGMODE fixes finally merged (can run
atx2.zip{mode7.smc}+mtest(2).sfc properly now)
- Makefile now discards all built-in rules and variables
- switch on bool warning disabled for GCC now as well (was already
disabled for Clang)
- when loading a game, if any required files are missing, display
a warning message box (manifest.bml, program.rom, bios.rom, etc)
- when loading a game (or a game slot), if manifest.bml is missing, it
will invoke icarus to try and generate it
- if that fails (icarus is missing or the folder is bad), you will get
a warning telling you that the manifest can't be loaded
The warning prompt on missing files work for both games and the .sys
folders and their files. For some reason, failing to load the DMG/CGB
BIOS is causing a crash before I can display the modal dialog. I have no
idea why, and the stack frame backtrace is junk.
I also can't seem to abort the failed loading process. If I call
Program::unloadMedia(), I get a nasty segfault. Again with a really
nasty stack trace. So for now, it'll just end up sitting there emulating
an empty ROM (solid black screen.) In time, I'd like to fix that too.
Lastly, I need a better method than popen for Windows. popen is kind of
ugly and flashes a console window for a brief second even if the
application launched is linked with -mwindows. Not sure if there even is
one (I need to read the stdout result, so CreateProcess may not work
unless I do something nasty like "> %tmp%/temp") I'm also using the
regular popen instead of _wpopen, so for this WIP, it won't work if your
game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
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auto serialize() -> serializer;
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auto unserialize(serializer&) -> bool;
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2012-05-06 06:34:46 +00:00
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Update to v094r39 release.
byuu says:
Changelog:
- SNES mid-scanline BGMODE fixes finally merged (can run
atx2.zip{mode7.smc}+mtest(2).sfc properly now)
- Makefile now discards all built-in rules and variables
- switch on bool warning disabled for GCC now as well (was already
disabled for Clang)
- when loading a game, if any required files are missing, display
a warning message box (manifest.bml, program.rom, bios.rom, etc)
- when loading a game (or a game slot), if manifest.bml is missing, it
will invoke icarus to try and generate it
- if that fails (icarus is missing or the folder is bad), you will get
a warning telling you that the manifest can't be loaded
The warning prompt on missing files work for both games and the .sys
folders and their files. For some reason, failing to load the DMG/CGB
BIOS is causing a crash before I can display the modal dialog. I have no
idea why, and the stack frame backtrace is junk.
I also can't seem to abort the failed loading process. If I call
Program::unloadMedia(), I get a nasty segfault. Again with a really
nasty stack trace. So for now, it'll just end up sitting there emulating
an empty ROM (solid black screen.) In time, I'd like to fix that too.
Lastly, I need a better method than popen for Windows. popen is kind of
ugly and flashes a console window for a brief second even if the
application launched is linked with -mwindows. Not sure if there even is
one (I need to read the stdout result, so CreateProcess may not work
unless I do something nasty like "> %tmp%/temp") I'm also using the
regular popen instead of _wpopen, so for this WIP, it won't work if your
game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
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auto cheatSet(const lstring&) -> void;
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2012-05-14 13:32:55 +00:00
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|
Update to v094r39 release.
byuu says:
Changelog:
- SNES mid-scanline BGMODE fixes finally merged (can run
atx2.zip{mode7.smc}+mtest(2).sfc properly now)
- Makefile now discards all built-in rules and variables
- switch on bool warning disabled for GCC now as well (was already
disabled for Clang)
- when loading a game, if any required files are missing, display
a warning message box (manifest.bml, program.rom, bios.rom, etc)
- when loading a game (or a game slot), if manifest.bml is missing, it
will invoke icarus to try and generate it
- if that fails (icarus is missing or the folder is bad), you will get
a warning telling you that the manifest can't be loaded
The warning prompt on missing files work for both games and the .sys
folders and their files. For some reason, failing to load the DMG/CGB
BIOS is causing a crash before I can display the modal dialog. I have no
idea why, and the stack frame backtrace is junk.
I also can't seem to abort the failed loading process. If I call
Program::unloadMedia(), I get a nasty segfault. Again with a really
nasty stack trace. So for now, it'll just end up sitting there emulating
an empty ROM (solid black screen.) In time, I'd like to fix that too.
Lastly, I need a better method than popen for Windows. popen is kind of
ugly and flashes a console window for a brief second even if the
application launched is linked with -mwindows. Not sure if there even is
one (I need to read the stdout result, so CreateProcess may not work
unless I do something nasty like "> %tmp%/temp") I'm also using the
regular popen instead of _wpopen, so for this WIP, it won't work if your
game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
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auto paletteUpdate(PaletteMode mode) -> void;
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Update to v088r15 release.
byuu says:
Changelog:
- default placement of presentation window optimized for 1024x768
displays or larger (sorry if yours is smaller, move the window
yourself.)
- Direct3D waits until a previous Vblank ends before waiting for the
next Vblank to begin (fixes video timing analysis, and ---really---
fast computers.)
- Window::setVisible(false) clears modality, but also fixed in Browser
code as well (fixes loading images on Windows hanging)
- Browser won't consume full CPU resources (but timing analysis will,
I don't want stalls to affect the results.)
- closing settings window while analyzing stops analysis
- you can load the SGB BIOS without a game (why the hell you would want
to ...)
- escape closes the Browser window (it won't close other dialogs, it has
to be hooked up per-window)
- just for fun, joypad hat up/down moves in Browser file list, any
joypad button loads selected game [not very useful, lacks repeat, and
there aren't GUI load file open buttons]
- Super Scope and Justifier crosshairs render correctly (probably
doesn't belong in the core, but it's not something I suspect people
want to do themselves ...)
- you can load GB, SGB, GB, SGB ... without problems (not happy with how
I did this, but I don't want to add an Interface::setInterface()
function yet)
- PAL timing works as I want now (if you want 50fps on a 60hz monitor,
you must not use sync video) [needed to update the DSP frequency when
toggling video/audio sync]
- not going to save input port selection for now (lot of work), but it
will properly keep your port setting across cartridge loads at least
[just goes to controller on emulator restart]
- SFC overscan on and off both work as expected now (off centers image,
on shows entire image)
- laevateinn compiles properly now
- ethos goes to ~/.config/bsnes now that target-ui is dead [honestly,
I recommend deleting the old folder and starting over]
- Emulator::Interface callbacks converted to virtual binding structure
that GUI inherits from (simplifies binding callbacks)
- this breaks Super Game Boy for a bit, I need to rethink
system-specific bindings without direct inheritance
Timing analysis works spectacularly well on Windows, too. You won't get
your 100% perfect rate (unless maybe you leave the analysis running
overnight?), but it'll get really freaking close this way.
2012-05-07 23:29:03 +00:00
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vector<Device> device;
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2010-08-09 13:28:56 +00:00
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};
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2011-09-15 12:41:49 +00:00
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2013-05-02 11:25:45 +00:00
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extern Interface* interface;
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Update to v088r10 release.
byuu says:
ethos is going to be absolutely amazing. You guys are in for a treat :D
I'm impressing the hell out of myself with how well-structured this code
is, it's allowing me to do amazing new things.
Just a small sampling of what's in store (and already implemented):
The file browser will display folders as "[ folder name ]", and
cartridge folders as "Game Name" (no extension, no /) [icons would be
nicer, but well ... phoenix.]
Folders are sorted above cartridge folders.
Cartridge folders for other systems do not show up in the list.
Not only are unique paths stored for each image type, your position in
the list is saved across runs.
Some voodoo was added to GTK+ so that all targets even scroll directly
to that item when you open the list. Load->System->Enter restarts your
last game.
That sounds really simple and obvious, but it makes an -incredible-
difference. Didn't realize it until I tried an implementation of it,
wow.
The input mapping list now lets you bind as many hotkeys as you want to
any given input.
So SFC::Port1::Joypad::B = Keyboard::Z or Joypad::Button1 ... no need to
remap everything to switch between keyboard and joypad. Either one
activates the key.
There is a separate Hotkeys tab now. This should hopefully end the
confusion about how to remap hotkeys that users experience.
Hotkeys are different, too. Instead of OR logic, they use AND logic.
So Fullscreen = Keyboard::Alt and Keyboard::Enter. Both must be pressed
to enter the key. This lets you easily implement "super" modifier keys.
The actual codebase has new features the old UI never had, and has about
~50% of the old functionality (so far, of course), yet is only ~25% as
much code.
The entire GUI no longer needs to pull in all the headers for each
emulated system. It just needs a small interface header file.
Then bind the entire system with exactly **two** lines of code.
Everything is dynamically generated for you after that.
2012-04-30 23:43:23 +00:00
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#ifndef SFC_HPP
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}
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#endif
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