byuu says:
I've added tool tips to hiro for Windows, GTK, and Qt. I'm unsure how to
add them for Cocoa. I wasted am embarrassing ~14 hours implementing tool
tips from scratch on Windows, because the `TOOLTIPS_CLASS` widget just
absolutely refused to show up, no matter what I tried. As such, they're
not quite 100% native, but I would really appreciate any patch
submissions to help improve my implementation.
I added tool tips to all of the confusing settings in bsnes. And of
course, for those of you who don't like them, there's a configuration
file setting to turn them off globally.
I also improved Mega Drive handling of the Game Genie a bit, and
restructured the way the Settings class works in bsnes.
Starting now, I'm feature-freezing bsnes and higan. From this point
forward:
- polishing up and fixing bugs caused by the ruby/hiro changes
- adding DRC to XAudio2, and maybe exclusive mode to WGL
- correcting FEoEZ (English) to load and work again out of the box
Once that's done, a final beta of bsnes will go out, I'll fix any
reported bugs that I'm able to, and then v107 should be ready. This time
with higan being functional, but marked as v107 beta. v108 will restore
higan to production status again, alongside bsnes.
byuu says:
Changelog:
- game/memory/type/battery → game/memory/volatile
- (manufacturer.)content.type → (architecture.)content.type
- nall: Markup::find() strips spaces from values in comparisons
- higan: updated game manifest loading/saving code for all cores
- GBA: flash memory ID is internally selected based on the
manufacturer and memory size
- SFC: ST018 (ARM6) frequency can be modified via game manifest now
- WS: EEPROM::name removed (not useful)
- icarus, genius: battery→volatile updates
I did my best to look over the diff between r13 and r14, but it's 84KiB
excluding the game database changes. It's just too much for me. I'd
greatly appreciate if someone could look over it and check for any
errors in this update. But more than likely, I suppose we'll iron out
any issues by determining which games fail to load.
Right now, I know the Super Game Boy support doesn't seem to work. But
all non-SFC cores should work fully, and all normal + NEC DSP SFC games
should work as well. Unsure about the rest.
Also, I'm planning to change the Game Boy “MBC1M” mapper to “MBC1#A” to
indicate it's an alternate wiring configuration of the stock MBC1, and
not a new mapper type.
byuu says:
Changelog:
- game/memory/category → game/memory/content
- game/memory/model → game/memory/architecture
- game/memory/identity → game/memory/identifier
- Super Famicom: memory/content=Bitmap → memory/content=Save
- Super Famicom: memory/architecture=DMG,MGB →
memory/architecture=LR35902
The game manifest field names are now officially set in stone. I won't
change them again, I'll only add new fields if required.
As for the values in the field, I'm still undecided on the manufacturer
of the ST018, and I could be talked into different identifiers for the
Super Game Boy (SGB1/SGB2, DMG/MGB, or just ICD(2)?)
The board manifest format is still in flux, as is the choice of what to
name firmware files (it's between manufacturer and architecture, where
I'm leaning toward the latter currently.)
Board memory to Game memory mappings will require both the manufacturer
and architecture fields to match.
I'll be updating doc.byuu.org soon with the finalized game manifest
format.
byuu says:
Changelog:
- manifest: memory/battery now resides under type at
memory/type/battery
- genius: volatile option changed to battery; auto-disables when not
RAM or RTC type
- higan: added new Emulator::Game class to parse manifests for all
emulated systems consistently
- Super Famicom: board manifest appended to manifest viewer now
- Super Famicom: cartridge class updated to use Emulator::Game objects
- hiro: improve suppression of userland callbacks once
Application::quit() is called
- this fixes a crash in genius when closing the window with a tree
view item selected
My intention is to remove Emulator::Interface::sha256(), as it's not
really useful. They'll be removed from save states as well. I never
bothered validating the SHA256 within them, because that'd be really
annoying for ROM hackers.
I also intend to rename Emulator::Interface::title() to label() instead.
Most everything is still broken. The SNES still needs all the board
definitions updated, all the other cores need to move to using
Emulator::Game.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
byuu says:
Changelog:
- Super Game Boy: for the 50th time, higan won't segfault if you
cancel the Game Boy cartridge load request
- icarus: moved to new manifest syntax for all remaining systems
- Game Boy: moved to new manifest syntax
Errata:
- Game Boy: save RAM does not appear to be working for some reason
- Famicom: higan won't even start to run this system; it just acts
like a cartridge was never loaded ...
- cores outside of the Super Famicom and Game Boy/Color will not run
due to icarus/higan manifest syntax differences