mirror of https://github.com/bsnes-emu/bsnes.git
Update to bsnes v019r24? release.
New WIP. This one adds a GDI renderer for windows. If anyone wants to test it, edit bsnes.cfg and set system.video to "gdi". It will be very slow, obviously. It's just there for the hell of it, as another fallback I guess. I'd be interested if it didn't work for someone. I had to add the code to libui to support pixel buffer images, so now I can add things like the controller art into the new lui port, and it'll work on Windows and Linux. The best part is that I can make these image buffers anywhere, so things like PPU VRAM / OAM / CGRAM viewers in the debugger will now not only be possible, but trivial, to add in the future. Refined libui a lot more, but I did not merge that into this bsnes WIP, because it would break the source pretty bad. Still working on the API, too, so I'll probably hold off a bit longer. After I get the new libui merged in, I can start working on that configuration settings window. That window is the only thing holding up a new official release. I'm trying to figure out how the hell you enable WinXP themes now. I tried making a manifest file, even attaching the manifest to the EXE directly with the mt tool, but it's still drawing the controls using the old win32 compatibility mode. > I can see that he hesitates to add "MAXI" codes and has no multiple > codes for any game, despite how prevalent I've found them to be. You have cartridges where it's the exact same game (eg bit-for-bit identical ROM dumps), with the only difference being the PCB codes? Care to cite an example? The last two digits may change for revisions of the same game, obviously. That complicates things, but there's no harm in just picking one in that case. If the game didn't work with that PCB, it wouldn't have been released with it, so ... [No archive available]
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