bsnes/higan/nall/nall.hpp

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#ifndef NALL_HPP
#define NALL_HPP
//include the most common nall headers with one statement
//does not include the most obscure components with high cost and low usage
#include <nall/platform.hpp>
#include <nall/algorithm.hpp>
#include <nall/any.hpp>
#include <nall/atoi.hpp>
#include <nall/base64.hpp>
#include <nall/bit.hpp>
#include <nall/bmp.hpp>
#include <nall/config.hpp>
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
#include <nall/crc16.hpp>
#include <nall/crc32.hpp>
#include <nall/directory.hpp>
#include <nall/dl.hpp>
#include <nall/endian.hpp>
#include <nall/file.hpp>
#include <nall/filemap.hpp>
#include <nall/function.hpp>
#include <nall/gzip.hpp>
#include <nall/http.hpp>
#include <nall/image.hpp>
#include <nall/inflate.hpp>
#include <nall/interpolation.hpp>
#include <nall/intrinsics.hpp>
#include <nall/invoke.hpp>
#include <nall/map.hpp>
#include <nall/png.hpp>
#include <nall/property.hpp>
#include <nall/random.hpp>
#include <nall/serializer.hpp>
#include <nall/set.hpp>
#include <nall/sha256.hpp>
#include <nall/sort.hpp>
#include <nall/stdint.hpp>
#include <nall/stream.hpp>
#include <nall/string.hpp>
#include <nall/traits.hpp>
#include <nall/unzip.hpp>
#include <nall/utility.hpp>
#include <nall/varint.hpp>
#include <nall/vector.hpp>
#include <nall/zip.hpp>
#if defined(PLATFORM_WINDOWS)
#include <nall/windows/registry.hpp>
#include <nall/windows/utf8.hpp>
#endif
#if defined(PLATFORM_X)
#include <nall/serial.hpp>
#endif
#endif