mirror of https://github.com/bsnes-emu/bsnes.git
Update to bsnes v107 release.
[This is specifically a release of bsnes, not the whole higan suite, even though it contains all the higan source. -Ed.] byuu says: Today I am posting the first release of the new bsnes emulator. bsnes is designed to be a revival of the classic bsnes design, focusing specifically on performance and ease of use for SNES emulation. In addition to all of the features of higan, bsnes supports the following features: - 300% faster (than higan) scanline-based, multi-threaded graphics renderer - option to disable sprite limits in games - option to enable hires mode 7 graphics - option to enable more accurate pixel-based graphics renderer - option to overclock SuperFX games by up to 800% - periodic auto-saving of game save RAM - save state manager with state screenshots - several new save state hotkeys such as increment/decrement slot# - option to auto-save states when unloading a game or closing the emulator - option to auto-load aforementioned states when loading games - save state undo and redo support (with associated hotkeys) - speed override modes (50%, 75%, 100%, 150%, 200%) - recent games list - frame advance mode - screenshot hotkey - path selection for games, patches, saves, cheats, states, and screenshots - dynamic video, audio, input driver changes - direct loading and playing of games without the use of the higan library - ZIP archive and multiple file extension support for games - firmware folder for unappended coprocessor firmware (see documentation for more) - compatibility with sd2snes and Snes9X MSU1 game file naming - compatibility with higan gamepaks (game folders) - soft-patching support for both BPS and IPS patches - menubar that does not pause emulation when entered - video pixel shaders (requires OpenGL 3.2) - built-in game database with over 1,200 games to ensure perfect memory mapping - (Linux, BSD only:) audio dynamic rate control to eliminate stuttering - and much more! The one feature I regret not being able to support in this release is Windows dynamic rate control. I put in my best attempt, but XAudio2's API is simply not fine-grained enough, and the WASAPI driver is not mature enough. I hope that DRC support can be added to the Windows port in the near future, and I would like to offer a large cash bounty to anyone who can help me make this happen.
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@ -31,13 +31,13 @@ using namespace nall;
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namespace Emulator {
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static const string Name = "higan";
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static const string Version = "106.85";
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static const string Version = "107";
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static const string Author = "byuu";
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static const string License = "GPLv3";
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static const string Website = "https://byuu.org/";
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//incremented only when serialization format changes
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static const string SerializerVersion = "106.63";
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static const string SerializerVersion = "107";
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namespace Constants {
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namespace Colorburst {
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@ -26,15 +26,15 @@ struct Configuration {
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struct Hacks {
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struct PPUFast {
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bool enable = false;
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bool enable = true;
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bool noSpriteLimit = false;
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bool hiresMode7 = false;
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} ppuFast;
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struct DSPFast {
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bool enable = false;
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bool enable = true;
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} dspFast;
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struct Coprocessors {
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bool delayedSync = false;
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bool delayedSync = true;
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} coprocessors;
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} hacks;
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Load Diff
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@ -20,7 +20,7 @@ struct AudioXAudio2 : AudioDriver, public IXAudio2VoiceCallback {
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auto ready() -> bool override { return self.isReady; }
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auto hasBlocking() -> bool override { return true; }
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auto hasDynamic() -> bool override { return true; }
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auto hasDynamic() -> bool override { return false; }
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auto hasDevices() -> vector<string> override {
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vector<string> devices;
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@ -52,13 +52,13 @@ struct AudioXAudio2 : AudioDriver, public IXAudio2VoiceCallback {
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self.sourceVoice->Start(0);
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}
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auto level() -> double override {
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/*auto level() -> double override {
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XAUDIO2_VOICE_STATE state{};
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self.sourceVoice->GetState(&state);
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uint level = state.BuffersQueued * self.period - state.SamplesPlayed % self.period;
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uint limit = Buffers * self.period;
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return (double)(limit - level) / limit;
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}
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}*/
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auto output(const double samples[]) -> void override {
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uint32_t frame = 0;
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@ -0,0 +1,2 @@
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*.o
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*.d
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@ -0,0 +1 @@
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sourcery
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@ -67,22 +67,14 @@ auto Sourcery::parse(Markup::Node& root) -> void {
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}
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auto buffer = file::read(filename);
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header.print("extern const char ", node["name"].text(), "[", buffer.size() + 1, "];\n");
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source.print("const char ", node["name"].text(), "[", buffer.size() + 1, "] =\n");
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buffer.foreach([&](uint offset, char data) {
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if((offset & 127) == 0) source.print(" \"");
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if(!data) source.print("\\0");
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else if(data == '\\') source.print("\\\\");
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else if(data == '\"') source.print("\\\"");
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else if(data == '\?') source.print("\\\?");
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else if(data == '\r') source.print("\\r");
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else if(data == '\n') source.print("\\n");
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else if(data == '\t') source.print("\\t");
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else if(data <= 0x1f || data >= 0x7f) source.print("\\x", hex(data, 2L));
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else source.print(data);
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if((offset & 127) == 127) source.print("\"\n");
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source.print("const char ", node["name"].text(), "[", buffer.size() + 1, "] = {\n");
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buffer.foreach([&](uint offset, uint8_t data) {
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if((offset & 31) == 0) source.print(" ");
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source.print(data, ",");
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if((offset & 31) == 31) source.print("\n");
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});
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if(buffer.size() & 127) source.print("\"\n");
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source.print(";\n");
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if(buffer.size() & 31) source.print("\n");
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source.print("};\n");
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}
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}
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}
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