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
|
|
|
#include "../ethos.hpp"
|
|
|
|
Configuration *config = nullptr;
|
|
|
|
|
|
|
|
Configuration::Configuration() {
|
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
|
|
|
append(video.driver = ruby::video.default_driver(), "Video::Driver");
|
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
|
|
|
append(video.synchronize = false, "Video::Synchronize");
|
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
|
|
|
append(video.shader = "Blur", "Video::Shader");
|
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
|
|
|
append(video.scaleMode = 0, "Video::ScaleMode");
|
|
|
|
append(video.aspectCorrection = true, "Video::AspectCorrection");
|
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
|
|
|
append(video.maskOverscan = false, "Video::MaskOverscan");
|
|
|
|
append(video.maskOverscanHorizontal = 8, "Video::MaskOverscan::Horizontal");
|
|
|
|
append(video.maskOverscanVertical = 8, "Video::MaskOverscan::Vertical");
|
|
|
|
append(video.saturation = 100, "Video::Saturation");
|
|
|
|
append(video.gamma = 150, "Video::Gamma");
|
|
|
|
append(video.luminance = 100, "Video::Luminance");
|
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
|
|
|
append(audio.driver = ruby::audio.default_driver(), "Audio::Driver");
|
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
|
|
|
append(audio.synchronize = true, "Audio::Synchronize");
|
|
|
|
append(audio.frequency = 48000, "Audio::Frequency");
|
|
|
|
append(audio.latency = 60, "Audio::Latency");
|
|
|
|
append(audio.resampler = 2, "Audio::Resampler");
|
|
|
|
append(audio.volume = 100, "Audio::Volume");
|
|
|
|
append(audio.mute = false, "Audio::Mute");
|
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
|
|
|
append(input.driver = ruby::input.default_driver(), "Input::Driver");
|
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
|
|
|
append(input.focusPause = false, "Input::Focus::Pause");
|
|
|
|
append(input.focusAllow = false, "Input::Focus::AllowInput");
|
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
|
|
|
append(timing.video = 60.0, "Timing::Video");
|
|
|
|
append(timing.audio = 48000.0, "Timing::Audio");
|
Update to v091r06 release.
byuu says:
This release adds initial database support.
The way it works is you can now load game folders as you always have, or
you can load a game file. If you load a game file, it tries to create
a game folder for you by looking up the file's sha256 in a database. If
it can't find it, sorry, the game won't play. I'm not hooking up the
oldschool "make up a manifest" code here. The easiest way to handle this
is to get me every game so I can dump it and add it to the database :D
The database entries are complete entries that can be copied directly.
So it describes the board, the information, file layout, etc. That'll be
what comes with higan releases in the future.
Internally, I'm separating the information and board descriptions, and
will use a tool to merge the two together.
Here's a current database copy, with one game in it. Still hammering out
some details, but it's mostly how it's going to look.
cartridge region=NTSC
board type=1CB5B-20
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
information
name: Super Mario World 2 - Yoshi's Island (SNS) (1.1)
title: Super Mario World 2: Yoshi's Island
sha256: bd763c1a56365c244be92e6cffefd318780a2a19eda7d5baf1c6d5bd6c1b3e06
board: SHVC-1CB5B-20
rom: 0x200000
ram: 0x8000
layout
file name=program.rom size=0x200000
2012-10-13 09:26:19 +00:00
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append(path.game = {userpath(), "Emulation/"}, "Path::Game");
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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
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load();
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}
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void Configuration::load() {
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configuration::load(application->path("settings.cfg"));
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save(); //creates file if it does not exist
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}
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void Configuration::save() {
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configuration::save(application->path("settings.cfg"));
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}
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