bsnes/higan/target-tomoko/program/media.cpp

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auto Program::loadMedia(string location) -> void {
location.transform("\\", "/");
Update to v094r12 release. byuu says: Changelog: * added driver selection * added video scale + aspect correction settings * added A/V sync + audio mute settings * added configuration file * fixed compilation bugs under Windows and Linux * fixed window sizing * removed HSU1 * the system menu stays as "System", because "Game Boy Advance" was too long a string for the smallest scale size * some more stuff You guys probably won't be ecstatic about the video sizing options, but it's basically your choice of 1x, 2x or 4x scale with optional aspect correction. 3x was intentionally skipped because it looks horrible on hires SNES games. The window is resized and recentered upon loading games. The window doesn't resize otherwise. I never really liked the way v094 always left you with black screen areas and left you with off-centered window positions. I might go ahead and add the pseudo-fullscreen toggle that will jump into 4x mode (respecting your aspect setting.) Short-term: * add input port changing support * add other input types (mouse-based, etc) * add save states * add cheat codes * add timing configuration (video/audio sync) * add hotkeys (single state) We can probably do a new release once the short-term items are completed. Long-term: * add slotted cart loader (SGB, BSX, ST) * add DIP switch selection window (NSS) * add cheat code database * add state manager * add overscan masking Not planned: * video color adjustments (will allow emulated color vs raw color; but no more sliders) * pixel shaders * ananke integration (will need to make a command-line version to get my games in) * fancy audio adjustment controls (resampler, latency, volume) * input focus settings * relocating game library (not hard, just don't feel like it) * localization support (not enough users) * window geometry memory * anything else not in higan v094
2015-03-03 10:14:49 +00:00
if(!location.endsWith("/")) location.append("/");
if(!directory::exists(location)) return;
string type = suffixname(location).ltrim(".", 1L);
for(auto& emulator : emulators) {
for(auto& media : emulator->media) {
if(media.bootable == false) continue;
if(media.type != type) continue;
return loadMedia(*emulator, media, location);
}
}
}
auto Program::loadMedia(Emulator::Interface& emulator_, Emulator::Interface::Media& media, const string& location) -> void {
unloadMedia();
Update to v096r07 release. byuu says: Changelog: - configuration files are now stored in localpath() instead of configpath() - Video gamma/saturation/luminance sliders are gone now, sorry - added Video Filter->Blur Emulation [1] - added Video Filter->Scanline Emulation [2] - improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn] [1] For the Famicom, this does nothing. For the Super Famicom, this performs horizontal blending for proper pseudo-hires translucency. For the Game Boy, Game Boy Color, and Game Boy Advance, this performs interframe blending (each frame is the average of the current and previous frame), which is important for things like the GBVideoPlayer. [2] Right now, this only applies to the Super Famicom, but it'll come to the Famicom in the future. For the Super Famicom, this option doesn't just add scanlines, it simulates the phosphor decay that's visible in interlace mode. If you observe an interlaced game like RPM Racing on a real SNES, you'll notice that even on perfectly still screens, the image appears to shake. This option emulates that effect. Note 1: the buffering right now is a little sub-optimal, so there will be a slight speed hit with this new support. Since the core is now generating native ARGB8888 colors, it might as well call out to the interface to lock/unlock/refresh the video, that way it can render directly to the screen. Although ... that might not be such a hot idea, since the GBx interframe blending reads from the target buffer, and that tends to be a catastrophic option for performance. Note 2: the balanced and performance profiles for the SNES are completely busted again. This WIP took 6 1/2 hours, and I'm exhausted. Very much not looking forward to working on those, since those two have all kinds of fucked up speedup tricks for non-interlaced and/or non-hires video modes. Note 3: if you're on Windows and you saved your system folders somewhere else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 10:06:51 +00:00
mediaPaths(0) = locate({localpath(), "higan/"}, {media.name, ".sys/"});
mediaPaths(media.id) = location;
folderPaths.append(location);
emulator = &emulator_;
emulator->load(media.id);
dsp.setFrequency(emulator->audioFrequency());
emulator->power();
Update to v094r12 release. byuu says: Changelog: * added driver selection * added video scale + aspect correction settings * added A/V sync + audio mute settings * added configuration file * fixed compilation bugs under Windows and Linux * fixed window sizing * removed HSU1 * the system menu stays as "System", because "Game Boy Advance" was too long a string for the smallest scale size * some more stuff You guys probably won't be ecstatic about the video sizing options, but it's basically your choice of 1x, 2x or 4x scale with optional aspect correction. 3x was intentionally skipped because it looks horrible on hires SNES games. The window is resized and recentered upon loading games. The window doesn't resize otherwise. I never really liked the way v094 always left you with black screen areas and left you with off-centered window positions. I might go ahead and add the pseudo-fullscreen toggle that will jump into 4x mode (respecting your aspect setting.) Short-term: * add input port changing support * add other input types (mouse-based, etc) * add save states * add cheat codes * add timing configuration (video/audio sync) * add hotkeys (single state) We can probably do a new release once the short-term items are completed. Long-term: * add slotted cart loader (SGB, BSX, ST) * add DIP switch selection window (NSS) * add cheat code database * add state manager * add overscan masking Not planned: * video color adjustments (will allow emulated color vs raw color; but no more sliders) * pixel shaders * ananke integration (will need to make a command-line version to get my games in) * fancy audio adjustment controls (resampler, latency, volume) * input focus settings * relocating game library (not hard, just don't feel like it) * localization support (not enough users) * window geometry memory * anything else not in higan v094
2015-03-03 10:14:49 +00:00
presentation->resizeViewport();
presentation->setTitle(emulator->title());
presentation->systemMenu.setText(media.name).setVisible(true);
presentation->toolsMenu.setVisible(true);
presentation->updateEmulator();
toolsManager->cheatEditor.loadCheats();
toolsManager->stateManager.doRefresh();
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
toolsManager->manifestViewer.doRefresh();
}
auto Program::unloadMedia() -> void {
if(!emulator) return;
toolsManager->cheatEditor.saveCheats();
emulator->unload();
emulator = nullptr;
mediaPaths.reset();
folderPaths.reset();
presentation->setTitle({"higan v", Emulator::Version});
presentation->systemMenu.setVisible(false);
presentation->toolsMenu.setVisible(false);
toolsManager->setVisible(false);
}