mirror of https://github.com/bsnes-emu/bsnes.git
Update to bsnes v028r13? release.
New WIP. Adds a base64 encoder, which zaps the ~21kb icon down to ~5kb. With the extra space, I used the 48x48 icon instead. It should look a tiny bit better, but it still obviously can't beat a non-resampled icon. Also added Linux icon support. That turned out to be a royal pain, as the gdk-pixbuf library documentation was separate from the GDK documentation. Tried finding visuals, to make colormaps, to get GCs, to create pixmaps to blit onto as drawables, to create pixbufs with, to attach to the window. Turns out, gdk-pixbuf has a function to turn raw data into a pixbuf. > Could we have an option to disable this effect in advanced settings > so that the mode can appear "crisp" as it does in other emulators? This blurring is required for pseudo-hires to operate properly, eg in Jurassic Park. Nonetheless, if you guys really want the option to disable the blurring, I can add it. Just keep in mind that we're opening up a can of worms. People will then want an option to disable the sprite drawing limit, to add hi-res mode7, etc etc. Harder to draw a line in the sand when you aren't all or nothing. > This is a problem? If it's a question of storing them all in an ico, > why not simply say "Here's a nicer ico set seperately, DL if you > want'. I'm not going to put resources external to the executable, unless I absolutely have to. Thus, I have to put all of these icons inside the source code, and I have to modify the GUI API wrapper to handle this. > I was thinking, you know, one of you could report it to them. "Hi, uh, Microsoft? Yeah, your compiler is erroring out when I compile my emulator with it and PGO enabled." "Sure, as that's a $12,000 Team Suite Edition feature, if I could just get your serial number, that'd be great." "Oh, uh ... I think I left that at home. I'll call you right back with it, okay?" "Oh, no problem. If I can just get your full name, I'll pull you up in our system ... ... hello? Sir?" ::dial tone:: And for the _official_ legal record, I only used the free trial and express editions :) > Yeah, one issue they can fix is maybe implement blargg's spc core; > then again, I thought Snes9x was dead. Not dead, but on severe life support. Same for SNEeSe and Super Sleuth. anomie, TRAC and Overload have minimal presence anymore. A damn shame. The SNES scene is in worse shape than most people realize at the moment. NES emulators have had dot-based PPU renderers for years now. [No archive available]
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