byuu says:
Changelog:
- entire GBA core ported to auto function() -> return; syntax
- fixed GBA BLDY bug that was causing flickering in a few games
- replaced nall/config usage with nall/string/markup/node
- this merges all configuration files to a unified settings.bml file
- added "Ignore Manifests" option to the advanced setting tab
- this lets you keep a manifest.bml for an older version of higan; if
you want to do regression testing
Be sure to remap your controller/hotkey inputs, and for SNES, choose
"Gamepad" from "Controller Port 1" in the system menu. Otherwise you
won't get any input. No need to blow away your old config files, unless
you want to.
byuu says:
Updated to compile with all of the new hiro changes. My next step is to
write up hiro API documentation, and move the API from alpha (constantly
changing) to beta (rarely changing), in preparation for the first stable
release (backward-compatible changes only.)
Added "--fullscreen" command-line option. I like this over
a configuration file option. Lets you use the emulator in both modes
without having to modify the config file each time.
Also enhanced the command-line game loading. You can now use any of
these methods:
higan /path/to/game-folder.sfc
higan /path/to/game-folder.sfc/
higan /path/to/game-folder.sfc/program.rom
The idea is to support launchers that insist on loading files only.
Technically, the file can be any name (manifest.bml also works); the
only criteria is that the file actually exists and is a file, and not
a directory. This is a requirement to support the first version (a
directory lacking the trailing / identifier), because I don't want my
nall::string class to query the file system to determine if the string
is an actual existing file or directory for its pathname() / dirname()
functions.
Anyway, every game folder I've made so far has program.rom, and that's
very unlikely to change, so this should be fine.
Now, of course, if you drop a regular "game.sfc" file on the emulator,
it won't even try to load it, unless it's in a folder that ends in .fc,
.sfc, etc. In which case, it'll bail out immediately by being unable to
produce a manifest for what is obviously not really a game folder.
byuu says:
Obviously, this is a fairly major WIP. It's the first public release in
17 months. The entire UI has been rewritten (for the 74th time), and is
now internally called tomoko. The official releases will be named higan
(both the binaries and title bar.)
Missing features from v094:
- ananke is missing (this means you will need v094 to create game
folders to be loaded)
- key assignments are limited to one physical button = one mapping (no
multi-mapping)
- shader support is missing
- audio/video profiling is missing
- DIP switch window is missing (used by NSS Actraiser with a special
manifest; that's about it)
- alternate paths for game system folders and configuration BML files
There's some new stuff, but not much. This isn't going to be an exciting
WIP in terms of features. It's more about being a brand new release with
the brand new hiro port and its shared memory model. The goal is to get
these WIPs stable, get v095 out, and then finally start improving the
actual emulation again after that.
byuu says:
The library window is gone, and replaced with
hiro::BrowserWindow::openFolder(). This gives navigation capabilities to
game loading, and it also completes our slotted cart selection code. As
an added bonus, it's less code this way, too.
I also set the window size to consistent sizes between all emulated
systems, so that switching between SFC and GB don't cause the window
size to keep changing, and so that the scaling size is consistent (eg at
normal scale, GB @ 3x is closer to SNES @ 2x.) This means black borders
in GB/GBA mode, but it doesn't look that bad, and it's not like many
people ever use these modes anyway.
Finally, added the placeholder tabs for video, audio and timing. I don't
intend to add the timing calculator code to v095 (it might be better as
a separate tool), but I'll add the ability to set video/audio rates, at
least.
Glitch 1: despite selecting the first item in the BrowserDialog list, if
you press enter when the window appears, it doesn't activate the item
until you press an arrow key first.
Glitch 2: in Game Boy mode, if you set the 4x window size, it's not
honoring the full requested height because the viewport is smaller than
the window. 8+ years of trying to get GTK+ and Qt to simply set the god
damned window size I ask for, and I still can't get them to do it
reliably.
Remaining issues:
- finish configuration panels (video, audio, timing)
- fix ruby driver compilation on Windows
- add DIP switch selection window (NSS) [I may end up punting this one
to v096]