mirror of https://github.com/bsnes-emu/bsnes.git
Update to bsnes v027r08? release.
Okay, new WIP. This time there's a Windows binary. I improved input.hpp a lot, and now InputManager will scan the joypads as well. DirectInput is fixed, so the Windows port works again. Now that the InputCaptureWindow stuff is cleaned up, I made it only capture joypad assignment keypresses when that window has focus. I'm also planning to make a "fast assign all keys" button or something, like I used to have. Not sure how I want to do that just yet. I also tested triggering UI events through the joypad, it works great :) Now I just need to add entries to Input Configuration window for each UI action. Hmm, should I list the UI entries above or below the SNES joypad entries? (eg ui.fullscreen, joypad1.up, ... or ... joypad2.start, ui.fullscreen?) The rest of my time tonight I spent working on my cross assembler, xkas. Added sublabels to it, and some more parsing improvements. It's getting messy already, though. Trying to write complex grammar parsers in C++ usually does. But it has to be pure C++. No yacc, flex, etc. So, I'll have to go back through and find redundant code to factor out. Why would you care about xkas? Well, the sooner I get that done, the sooner I can help out the Mother 3 translation project a bit more. GBA cross assemblers suck for ROM hacking. > You have a big disclaimer about how it's perfectly legal to use "_0" > as an identifier inside a namespace... and then never actually do > it. I was using it for joypad button IDs, but I just decided to go with button_0n. I removed the comment in the latest WIP. Also added a way to index joypad IDs at runtime, and packed the enums into a linear list. > Apps that process input according to 'the characters printed on the > key' are my pet hate because I the Dvorak layout, so Z and X or WASD > are not nearly as convenient as you might otherwise expect. Would require supporting every keyboard in existence, and needing some sort of lower-level stuff to translate keycodes to raw keyboard IDs. The only issue you'll have to reassign your keys one time on first startup :( I envy you though for managing to switch to dvorak. I tried for a really long time, I could never get above ~40wpm, whereas I get ~110wpm with qwerty now. I think programming is the worst part, all of my brackets moved? Well, that or the fact that all apps use Ctrl+C/X/V/Z. That hack to make Ctrl+ use qwerty on dvorak doesn't solve the underlying issue, either. > If there is any other areas in the bsnes ppu rendering code that you > want me to verify in a similar fashion, please tell me, so that I > can try and code something to prove if it is right. Hahah, there sure are :) I think the biggest one is that I've yet to test setting BG3 tilesize to 16x16 when using Mode2/4/6's offset-per-tile mode. Does it affect indexing? I don't think that it does. May want to also toggle BG1/2 tilesize, just for fun, but I'm almost certain I have that right already. Don't worry about it if you're busy. It's obviously not a big deal since no game in the world uses the effect (that, or I already emulate it correctly), and I'll no doubt get around to it if I ever rewrite the PPU emulation. Either way, many thanks for helping me with this :D [No archive available]
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