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ShuriZma
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bsnes
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d9400084c2
bsnes
/
higan
/
phoenix
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reference
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widget
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canvas.cpp
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Update to v083r10 release. byuu says: Changelog: - NES: added VRC1, VRC2, VRC3, MMC6 emulation - shrink window doesn't do anything when no cartridge is loaded - phoenix Horizontal,VerticalLayout use const Size& instead of unsigned width,height [for consistency] So, all official NES ASICs are supported now. Just need sound output for MMC5+VRC7 to complete them; and then some board re-arrangement stuff for VRC2+MMC3. Note that MMC6 uses the same mapper ID as MMC3, and VRC2 uses the same ID as VRC4, so you have to make a BML board mapping or toggle which type is chosen in the source file to use these two chips. Side note: NES overscan clamping is obviously still assuming 16-bit, as only half the lines are erased. Need to fix that.
2011-11-04 11:57:54 +00:00
void
pCanvas
:
:
setSize
(
const
Size
&
size
)
{
Update to v079 release. byuu says: This release includes Nintendo Super System DIP switch emulation and improved PPU rendering accuracy, among other things. Changelog: - added Nintendo Super System DIP switch emulation [requires XML setting maps] - emulated Super Game Boy $6001 VRAM offset selection port [ikari_01] - fixed randomness initialization of S-SMP port registers [fixes DBZ:Hyper Dimension and Ninja Warriors] - mosaic V-countdown caches BGOFS registers (fixes Super Turrican 2 effect) [reported by zal16] - non-mosaic BGOFS registers are always cached at H=60 (fixes NHL '94 and Super Mario World flickering) - fixed 2xSaI family of renderers on 64-bit systems - cleaned up SMP source code - phoenix: fixed a bug when closing bsnes while minimized Please note that the mosaic BGOFS fix is only for the accuracy profile. Unfortunately the older scanline-based compatibility renderer's code is nearly unmaintainable at this point, so I haven't yet been able to backport the fixes. Also, I have written a new cycle-accurate SMP core that does not use libco. The aim is to implement it into Snes9X v1.54. But it would of course be prudent to test the new core first. [...then in the next post...] Decided to keep that Super Mario World part a surprise, so ... surprise! Realized while working on the Super Turrican 2 mosaic fix, and from looking at NHL '94 and Dai Kaijuu Monogatari 2's behavior, that BGOFS registers must be cached between H=0 and H=88 for the entire scanline ... they can't work otherwise, and it'd be stupid for the PPU to re-add the offset to the position on every pixel anyway. I chose H=60 for now. Once I am set up with the RGB monitor and the North American cartridge dumping is completed, I'll set it on getting exact timings for all these things. It'll probably require a smallish speed hit to allow exact-cycle timing events for everything in the PPU.
2011-06-05 03:45:04 +00:00
}
void
pCanvas
:
:
update
(
)
{
}
void
pCanvas
:
:
constructor
(
)
{
}