Update to bsnes v036r14? release.

New WIP. Couple of changes here.

Ran into that damn char *argv[] crushing Unicode on Windows thing
again with the MOTHER 3 patcher. Before I had to #ifdef the main()
entry point and add all kinds of magic to rebuild the command-line
string as UTF-8. So I moved all of that inside of hiro. Linux users
can now use GTK+ command-line arguments as a result, too. And
ui/main.cpp loses a bunch of platform-specific wrappers.

Moved realpath(), userpath() and mkdir() wrappers inside hiro; as they
all need UTF-8 <> UTF-16 stuff anyway. That cuts bbase.h to ~1.5kb.
Very close to killing it off now.

And probably most importantly, added VG's scaling changes. But I redid
the code to support the same effect in windowed mode. I also made sure
it works on portrait monitors, too (eg width is too big; scale height
instead). That was a messy section before. Please test it out and let
me know if it doesn't work as you guys were wanting.

I want to get a new release out shortly. Release-stoppers right now
are:
- axis sensitivity sucks; mouse maps too fast, joypad axes don't map
at all on Windows.
- need to swap mouse.button01 with mouse.button02 so Linux and Windows
use the same IDs; then I need to set defaults for the mouse / SS /
Justifiers.
- need to hide expansion port / region in simple UI mode.
- still need to add that skew help message to the audio settings
panel.

If I'm missing anything serious in the above, eg you know of some
critical bug or something, please let me know now.

I'm going to put off the video panel discussion and ROM PCB mapping
stuff until the next release or so. Too much to cover, and they'd take
too long at this point.

> That saddens me a little, not because I don't think you'd do a great
> job, but because there are far more people rom hacking than there
> are writing emulators or improving emulation.


And what have we been improving for the last two years? :/
It's been 95% GUI polishing and minor bug fixes. The only major change
I can think of off-hand was the HDMA timing improvements.

I'm really starting to doubt that it's possible to simultaneously
allow both the scanline and cycle-based PPUs. I try and come up with
something every other week, and nothing I think of will avoid a major
speed hit to the scanline renderer.

And I really don't personally care about the SuperFX / SA-1. Yes, I
know a lot of you do, and I'll hopefully get around to adding them.
But if I'm going to start a months-long RE task, it's going to be the
PPU first, sorry. And I'm at a major impasse there.

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byuu 2008-10-19 08:49:00 +00:00
parent 0af5703c47
commit f748a34e49

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