Update to v106r2 release.
byuu says:
Changelog:
- Super Famicom: added support for loading manifests without embedded
mapping information¹
- genius: initial commit
- various Makefile cleanups
¹: so the idea here is to try and aim for a stable manifest format,
and to allow direct transposition of icarus/genius database entries into
manifest files. The exact mechanics of how this is going to work is
currently in flux, but we'll get there.
For right now, `Super Famicom.sys` gains `boards.bml`, which is the raw
database from my board-editor tool, and higan itself tries to load
`boards.bml`, match an entry to game/board from the game's `manifest.bml`
file, and then transform it into the format currently used by higan. It
does this only when the game's `manifest.bml` file lacks a board node.
When such a board node exists, it works as previous versions of higan
did.
The only incompatible change right now is information/title is now
located at game/label. I may transition window title display to just use
the filenames instead.
Longer term, some thought is going to need to go into the format of the
`boards.bml` database itself, and at which point in the process I should
be transforming things.
Give it time, we'll refine this into something nicer.
2018-02-01 08:20:37 +00:00
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#pragma once
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#include <nall/arithmetic.hpp>
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2019-01-16 00:46:42 +00:00
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namespace nall::Decode {
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Update to v106r2 release.
byuu says:
Changelog:
- Super Famicom: added support for loading manifests without embedded
mapping information¹
- genius: initial commit
- various Makefile cleanups
¹: so the idea here is to try and aim for a stable manifest format,
and to allow direct transposition of icarus/genius database entries into
manifest files. The exact mechanics of how this is going to work is
currently in flux, but we'll get there.
For right now, `Super Famicom.sys` gains `boards.bml`, which is the raw
database from my board-editor tool, and higan itself tries to load
`boards.bml`, match an entry to game/board from the game's `manifest.bml`
file, and then transform it into the format currently used by higan. It
does this only when the game's `manifest.bml` file lacks a board node.
When such a board node exists, it works as previous versions of higan
did.
The only incompatible change right now is information/title is now
located at game/label. I may transition window title display to just use
the filenames instead.
Longer term, some thought is going to need to go into the format of the
`boards.bml` database itself, and at which point in the process I should
be transforming things.
Give it time, we'll refine this into something nicer.
2018-02-01 08:20:37 +00:00
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template<uint Bits, typename T> inline auto Base(const string& value) -> T {
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static const string format =
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Bits == 2 ? "01"
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: Bits == 8 ? "01234567"
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: Bits == 10 ? "0123456789"
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: Bits == 16 ? "0123456789abcdef"
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: Bits == 32 ? "0123456789abcdefghijklmnopqrstuv"
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: Bits == 34 ? "023456789abcdefghijkmnopqrstuvwxyz" //1l
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: Bits == 36 ? "0123456789abcdefghijklmnopqrstuvwxyz"
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: Bits == 57 ? "23456789ABCDEFGHJKLMNPQRSTUVWXYZabcdefghijkmnopqrstuvwxyz" //01IOl
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: Bits == 62 ? "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz"
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: Bits == 64 ? "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz{}"
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: Bits == 85 ? "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz!#$%()+,-.:;=@[]^_`{|}~" //\ "&'*/<>?
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: "";
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static bool initialized = false;
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static uint8_t lookup[256] = {0};
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if(!initialized) {
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initialized = true;
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for(uint n : range(format.size())) {
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lookup[format[n]] = n;
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}
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}
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T result = 0;
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for(auto byte : value) {
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result = result * Bits + lookup[byte];
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}
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return result;
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}
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2019-01-16 00:46:42 +00:00
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}
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