Commit Graph

2 Commits

Author SHA1 Message Date
Tim Allen 28060d3a69 Update to v104r10 release.
byuu says:

Changelog:

  - processor/upd96050: per manual errata note, SGN always uses SA1;
    never SB1 [fixes v104r09 regression]
  - processor/upd96050: new OV1/S1 calculation that doesn't require OV0
    history buffer [AWJ]
  - processor/upd96050: do not update DP in OP if DST=4 [Jonas Quinn]
  - processor/upd96050: do not update RP in OP if DST=5 [Jonas Quinn]
  - resource: recreated higan+icarus icons, higan logo as 32-bit PNGs

So higan v104r08 and earlier were 930KiB for the source tarball. After
creating new higan and icarus icons, the size jumped to 1090KiB, which
was insane for only adding one additional icon.

After digging into why, I discovered that ImageMagick defaults to
64-bit!! (16-bits per channel) PNG images when converting from SVG.
You know, for all those 16-bit per channel monitors that don't exist.
Sigh. Amazingly, nobody ever noticed this.

The logo went from 78.8KiB to 24.5KiB, which in turn also means the
generated resource.cpp shrank dramatically.

The old higan icon was 32-bit PNG, because it was created before I
installed FreeBSD and switched to ImageMagick. But the new higan icon,
plus the new icarus icon, were both 64-bit as well. And they're now
32-bit.

So the new tarball size, thanks to the logo optimization, dropped to
830KiB.

Cydrak had some really interesting results in converting higan's
resources to 8-bit palletized PNGs with the tRNS extension for alpha
transparency. It reduces the file sizes even more without much visual
fidelity loss. Eg the higan logo uses 778 colors currently, and 256
represents nearly all of it very well to the human eye. It's based off
of only two colors, the rest are all anti-aliasing. Unfortunately,
nall/image doesn't support this yet, and I didn't want to flatten the
higan logo to not have transparency, in case I ever want to change the
about screen background color.
2017-09-01 21:21:06 +10:00
Tim Allen 7f3cfa17b9 Update to v098r12 release.
byuu says:

Changelog:
- higan/video: added support for Emulator::Sprite
- higan/resource: a new system for accessing embedded binary files
  inside the emulation cores; holds the sprites
- higan/sfc/superscope,justifier: re-enabled display of crosshairs
- higan/sfc/superscope: fixed turbo toggle (also shows different
  crosshair color when in turbo mode)
- higan/sfc/ppu: always outputs at 512x480 resolution now
  - causes a slight speed-hit from ~127fps to ~125fps;
  - but allows high-resolution 32x32 cursors that look way better;
  - also avoids the need to implement sprite scaling logic

Right now, the PPU code to always output at 480-height is a really gross
hack. Don't worry, I'll make that nicer before release.

Also, superscope.cpp and justifier.cpp are built around a 256x240
screen. But since we now have 512x480, we can make the cursor's movement
much smoother by doubling the resolution on both axes. The actual games
won't see any accuracy improvements when firing the light guns, but the
cursors will animate nicer so I think it's still worth it. I'll work on
that before the next release as well.

The current 32x32 cursors are nicer, but we can do better now with full
24-bit color. So feel free to submit alternatives. I'll probably reject
them, but you can always try :D

The sprites don't support alpha blending, just color keying (0x00000000
= transparent; anything else is 0xff......). We can revisit that later
if necessary.

The way I have it designed, the only files that do anything with
Emulator::Sprite at all are the superscope and justifier folders.
I didn't have to add any hooks anywhere else. Rendering the sprite is
a lot cleaner than the old code, too.
2016-05-26 21:20:15 +10:00