byuu says:
This is probably the largest code-change diff I've done in years.
I spent four days working 10-16 hours a day reworking layouts in hiro
completely.
The result is we now have TableLayout, which will allow for better
horizontal+vertical combined alignment.
Windows, GTK2, and now GTK3 are fully supported.
Windows is getting the initial window geometry wrong by a bit.
GTK2 and GTK3 work perfectly. I basically abandoned trying to detect
resize signals, and instead keep a list of all hiro windows that are
allocated, and every time the main loop runs, it will query all of them
to see if they've been resized. I'm disgusted that I have to do this,
but after fighting with GTK for years, I'm about sick of it. GTK was
doing this crazy thing where it would trigger another size-allocate
inside of a previous size-allocate, and so my layouts would be halfway
through resizing all the widgets, and then the size-allocate would kick
off another one. That would end up leaving the rest of the first layout
loop with bad widget sizes. And if I detected a second re-entry and
blocked it, then the entire window would end up with the older geometry.
I started trying to build a message queue system to allow the second
layout resize to occur after the first one completed, but this was just
too much madness, so I went with the simpler solution.
Qt4 has some geometry problems, and doesn't show tab frame layouts
properly yet.
Qt5 causes an ICE error and tanks my entire Xorg display server, so ...
something is seriously wrong there, and it's not hiro's fault. Creating
a dummy Qt5 application without even using hiro, just int main() {
TestObject object; } with object performing a dynamic\_cast to a derived
type segfaults. Memory is getting corrupted where GCC allocates the
vtables for classes, just by linking in Qt. Could be somehow related to
the -fPIC requirement that only Qt5 has ... could just be that FreeBSD
10.1 has a buggy implementation of Qt5. I don't know. It's beyond my
ability to debug, so this one's going to stay broken.
The Cocoa port is busted. I'll fix it up to compile again, but that's
about all I'm going to do.
Many optimizations mean bsnes and higan open faster. GTK2 and GTK3 both
resize windows very quickly now.
higan crashes when you load a game, so that's not good. bsnes works
though.
bsnes also has the start of a localization engine now. Still a long way
to go.
The makefiles received a rather substantial restructuring. Including the
ruby and hiro makefiles will add the necessary compilation rules for
you, which also means that moc will run for the qt4 and qt5 targets, and
windres will run for the Windows targets.
byuu says:
Changelog:
- bsnes, higan: simplified make output; reordered rules
- hiro: added Window::set(Minimum,Maximum)Size() [only implemented in
GTK+ so far]
- bsnes: only allow the window to be shrunk to the 1x multiplier size
- bsnes: refactored Integral Scaling checkbox to {Center, Scale,
Stretch} radio selection
- nall: call fflush() after nall::print() to stdout or stderr [needed
for msys2/bash]
- bsnes, higan: program/interface.cpp renamed to program/platform.cpp
- bsnes: trim ".shader/" from names in Settings→Shader menu
- bsnes: Settings→Shader menu updated on video driver changes
- bsnes: remove missing games from recent files list each time it is
updated
- bsnes: video multiplier menu generated dynamically based on largest
monitor size at program startup
- bsnes: added shrink window and center window function to video
multiplier menu
- bsnes: de-minimize presentation window when exiting fullscreen mode
or changing video multiplier
- bsnes: center the load game dialog against the presentation window
(important for multi-monitor setups)
- bsnes: screenshots are not immediate instead of delayed one frame
- bsnes: added frame advance menu option and hotkey
- bsnes: added enable cheats checkbox and hotkey; can be used to
quickly enable/disable all active cheats
Errata:
- hiro/Windows: `SW_MINIMIZED`, `SW_MAXIMIZED `=> `SW_MINIMIZE`,
`SW_MAXIMIZE`
- hiro/Windows: add pMonitor::workspace()
- hiro/Windows: add setMaximized(), setMinimized() in
pWindow::construct()
- bsnes: call setCentered() after setMaximized(false)
byuu says:
Changelog:
- sfc/ppu-fast: added hires mode 7 option (doubles the sampling rate
of mode 7 pixels to reduce aliasing)
- sfc/ppu-fast: fixed mode 7 horizontal screen flip [hex_usr]
- bsnes: added capture screenshot function and path selection
- for now, it saves as BMP. I need a deflate implementation that
won't add an external dependency for PNG
- the output resolution is from the emulator: (256 or 512)x(240 or
480 minus overscan cropping if enabled)
- it captures the NEXT output frame, not the current one ... but
it may be wise to change this behavior
- it'd be a problem if the core were to exit and an image was
captured halfway through frame rendering
- bsnes: recovery state renamed to undo state
- bsnes: added manifest viewer tool
- bsnes: mention if game has been verified or not on the status bar
message at load time
- bsnes, nall: fixed a few missing function return values
[SuperMikeMan]
- bsnes: guard more strongly against failure to load games to avoid
crashes
- hiro, ruby: various fixes for macOS [Sintendo]
- hiro/Windows: paint on `WM_ERASEBKGND` to prevent status bar
flickering at startup
- icarus: SPC7110 heuristics fixes [hex_usr]
Errata:
- sfc/ppu-fast: remove debug hires mode7 force disable comment from
PPU::power()
[The `WM_ERASEBKGND` fix was already present in the 106r44 public
beta -Ed.]
byuu says (in the public announcement):
I'm releasing a beta version of bsnes, for the purpose of gathering feedback and
ensuring that the first official release of bsnes is as solid as possible.
With the exception of dynamic rate control for automatic audio/video sync, and
no pack-in video shaders or cheat code database, it is mostly feature complete.
However, please do not form a lasting opinion of bsnes based on this beta.
byuu says:
Changelog:
- hiro/Windows: use `WS_CLIPSIBLINGS` on Label to prevent resize
drawing issues
- bsnes: correct viewport resizing
- bsnes: speed up window resizing a little bit
- bsnes: fix the cheat editor list enable checkbox
- bsnes: fix the state manager filename display in game ROM mode
- bsnes: fix the state manager save/rename/remove functionality in
game ROM mode
- bsnes: correct path searching for IPS and BPS patches in game ROM
mode
- bsnes: patch BS-X town cartridge to disable play limits
- bsnes: do not load (program,data,expansion).(rom,flash) from disk in
game pak mode
- this is required to support soft-patching and ROM hacks
- bsnes: added speed mode selection (50%, 75%, 100%, 150%, 200%);
maintains proper pitch
- bsnes: added icons to the menubar
- this is particularly useful to tell game ROMs from game paks in
the load recent game menu
- bsnes: added emblem at bottom left of status bar to indicate if a
game is verified or not
- verified means it is in the icarus verified game dump database
- the verified diamond is orange; the unverified diamond is blue
- bsnes: added an option (which defaults to off) to warn when loading
unverified games
- working around a bug in GTK, I have to use the uglier
MessageWindow instead of MessageDialog
- bsnes: added (non-functional) link to <https://doc.byuu.org/bsnes/>
to the help menu
- bsnes: added GUI setting to toggle memory auto-save feature
- bsnes: added GUI setting to toggle capturing a backup save state
when closing the emulator
- bsnes: made auto-saving states on exit an option
- bsnes: added an option to auto-load the auto-saved state on load
- basically, the two combined implements auto-resume
- bsnes: when firmware is missing, offer to take the user to the
online help documentation
- bsnes: added fast PPU option to disable the sprite limit
- increase from 32 items/line + 34 tiles/line to 128 items/line +
128 tiles/line
- technically, 1024 tiles/line are possible with 128 sprites at
64-width
- but this is just a waste of cache locality and worst-case
performance; it'll never happen
Errata:
- hiro/Windows: fallthrough on Canvas `WM_ERASEBKGND` to prevent
startup flicker
byuu says:
Changelog:
- bsnes: added video settings panel
- bsnes: added audio settings panel
- bsnes: disable assign/clear buttons at startup for hotkeys panel
- bsnes: program initialization restructured: drivers initialize last
- this lets me reinitialize the settings panel values on driver
changes
- so eg things like input/hotkey remappings should work after
input driver changes now
- ... but I had to disable the window icon for this ... it takes
too long to show up this way
- bsnes: added synchronize video/audio options to settings menu
- bsnes: added audio skew slider for video/audio synchronization
- bsnes: state manager edit/remove works on game ROM .bsz archives now
- bsnes: removed View→Color Emulation; default to 150% gamma instead
(it's a touch brighter but similar)
At this point, I'm pretty much ready to make an initial beta release for
wider testing.
Please use this WIP to indicate any must-fix issues before I do so.
byuu says:
Changelog:
- emulator: added `Thread::setHandle(cothread_t)`
- icarus: added special heuristics support for the Tengai Maykou Zero
fan translation
- board identifier is: EXSPC7110-RAM-EPSONRTC (match on SPC7110 +
ROM size=56mbit)
- board ROM contents are: 8mbit program, 40mbit data, 8mbit
expansion (sizes are fixed)
- bsnes: show messages on game load, unload, and reset
- bsnes: added support for BS Memory and Sufami Turbo games
- bsnes: added support for region selection (Auto [default], NTSC,
PAL)
- bsnes: correct presentation window size from 223/239 to 224/240
- bsnes: add SA-1 internal RAM on cartridges with BS Memory slot
- bsnes: fixed recovery state to store inside .bsz archive
- bsnes: added support for custom manifests in both game pak and game
ROM modes
- bsnes: added icarus game database support (manifest → database →
heuristics)
- bsnes: added flexible SuperFX overclocking
- bsnes: added IPS and BPS soft-patching support to all ROM types
(sfc,smc,gb,gbc,bs,st)
- can load patches inside of ZIP archives (matches first “.ips” or
“.bps” file)
- bsnes/ppu: cache interlace/overscan/vdisp (277 → 291fps with fast
PPU)
- hiro/Windows: faster painting of Label widget on expose
- hiro/Windows: immediately apply LineEdit::setBackgroundColor changes
- hiro/Qt: inherit Window backgroundColor when one is not assigned to
Label
Errata:
- sfc/ppu-fast: remove `renderMode7Hires()` function (the body isn't in
the codebase)
- bsnes: advanced note label should probably use a lighter text color
and/or smaller font size instead of italics
I didn't test the soft-patching at all, as I don't have any patches on
my dev box. If anyone wants to test, that'd be great. The Tengai Makyou
Zero fan translation would be a great test case.
byuu says:
Changelog:
- hiro: added Label::set(Background,Foreground)Color (not implemented
on Cocoa backend)
- hiro: added (Horizontal,Vertical)Layout::setPadding()
- setMargin(m) is now an alias to setPadding({m, m, m, m})
- hiro/Windows: update Label rendering to draw to an offscreen canvas
to prevent flickering
- sfc: reverted back to 224/240-line height (from 223/239-line height
in earlier v106 WIPs)
- bsnes: new multi-segment status bar added
- bsnes: exiting fullscreen mode will resize and recenter window
- this is required; the window geometry gets all scrambled when
toggling fullscreen mode
- bsnes: updated to a new logo [Ange Albertini]
Errata:
- hiro/Windows: try to paint Label backgroundColor quicker to avoid
startup flicker
- `WM_ERASEBKGND` fallthrough to `WM_PAINT` seems to work
- hiro/Qt: use Window backgroundColor for Label when no Label
backgroundColor set
- bsnes: update size multipliers in presentation.cpp to 224/240 (main
window size is off in this WIP)
byuu says:
Changelog:
- hiro: added BrowserDialog::openObject() [match file *or* folder
by filters]
- hiro: BrowserDialog accept button is now disabled when it would
otherwise do nothing
- eg openFile without a folder to enter or file to open selected
- eg saveFile without a file name or with a file name that matches
a folder name
- bsnes: added support for gamepaks (game folders)
- bsnes: store all save states inside per-game .bsz (ZIP) archives
instead of .bst/ folders
- this reduces the number of state files from 10+ to 1; without
having folders sort before files
- hiro: both gtk2 and gtk3 now use cairo to render Canvas; supports
sx,sy [BearOso]
- higan, bsnes: fast PPU/DSP are now run-time options instead of
compile-time options
- bsnes: disable fast PPU when loading Air Strike Patrol / Desert
Fighter
- bsnes: disable fast DSP when loading Koushien 2
- bsnes: added options to advanced panel to disable fast PPU and/or
fast DSP
byuu says:
Changelog:
- ruby/video: implement onUpdate() callback to signal when redraws are
necessary
- ruby/video/GLX,GLX2,XVideo,XShm: implement onUpdate() support
- bsnes: implement Video::onUpdate() support to redraw Viewport icon
as needed
- bsnes: save RAM before ruby driver changes
- sfc/sa1: clip signed multiplication to 32-bit [Jonas Quinn]
- sfc/sa1: handle negative dividends in division [Jonas Quinn]
- hiro/gtk3: a few improvements
- bsnes: added empty stub video and audio settings panels
- bsnes: restructured advanced settings panel
- bsnes: experiment: input/hotkeys name column bolded and colored for
increased visual distinction
- bsnes: added save button to state manager
byuu says:
Changelog:
- hiro: added Qt5 support
- hiro: added GTK3 support (currently runs very poorly)
- bsnes: number of recent games and quick state slots can be changed
programmatically now
- I may expose this as a configuration file setting, but probably
not within the GUI
- nall: use -Wno-everything when compiling with Clang
- sorry, Clang's meaningless warning messages are just endless ...
byuu says:
Changelog:
- bsnes: cheat code “enabled” option changed to “enable”
- bsnes: connected “Cancel” action on add/edit cheat code window
- hiro: improved BrowserDialog::selectFolder() behavior
- can choose “Select” inside of a target folder when no items are
selected
- bsnes: implemented state manager
- bsnes: save a recovery state before loading a state, quitting, or
changing drivers
- bsnes: input settings, hotkey settings, cheat editor, state manager
entries are now batchable
- this allows bulk clearing/deleting of entries
- bsnes: cheat code list now auto-sorts alphabetically instead of
using up/down move arrows
I know most people will probably prefer to order cheat codes the way
they want, but the issue is that the state manager can't really work
this way. Each state is a file on disk. So yes, we could store a
states-manifest.bml to track the order of the states, or try to insert
numbers into the filenames and do bulk filesystem rename operations on
sorting, but then we would run into oddities when users delete state
files manually. And really, manual sorting is just clumsy. If you really
want a specific ordering, you can prefix cheats/states with numeric
indices instead.
byuu says:
Changelog:
- nall: renamed array to adaptive_array; marked it as deprecated
- nall: created new array class; which is properly static (ala
std::array) with optional bounds-checking
- sfc/ppu-fast: converted unmanaged arrays to use nall/array (no speed
penalty)
- bsnes: rewrote the cheat code editor to a new design
- nall: string class can stringify pointer types directly now, so
pointer() was removed
- nall: added array_view and pointer types (still unsure if/how I'll
use pointer)
byuu says:
Changelog:
- sfc/ppu-fast: fixed overscan crash
- sfc/ppu-fast: fixed direct color mode
- sfc: reconnected MSU1 support
- higan: game.sfc/msu1/data.rom, game.sfc/msu1/track-#.pcm
- bsnes: game.msu, game-#.pcm
- bsnes: added cheat code editor
- bsnes: added cheat code database support
- sfc/ppu-fast: clear overscan lines when overscan disabled
- sfc: output 223/239 lines instead of 224/240 lines
- bsnes: fix aspect correction calculation
- bsnes: crop line 224 when overscan masking is enabled
- bsnes: exposed Expansion Port menu; but hid “21fx” from the list of
devices
- bsnes: tools menu is hidden until a game is loaded
- ruby/input/keyboard/quartz: fixed compilation error
So only bsnes the automated overscan cropping option. In higan, you can
crop however many lines you like from the top or bottom of the image.
But for bsnes, it automatically eats sixteen lines. My view right now is
that if bsnes is meant to be the casual gaming emulator, that it should
eat line 224 in this mode. Most games show content here, but because of
the way the SNES PPU works, the very last line ends up on its very own
tile row (line 0 isn't rendered), if the scroll registers don't account
for it. There's a small number of games that will draw junk data to the
very last scanline of the frame as a result of this. So I chose, at
least for now, to hide it. Users can obviously disable overscan cropping
to see this scanline. I'm open to being convinced not to do this, if
someone has a compelling reason.
We're pretty much screwed one way or the other with no overscan masking.
If we output 239 lines, then most games will render 7 blank lines + 224
drawn lines + 8 blank lines, and the black top and bottom aren't
centered. But if we output 240 lines to get 8 + 224 + 8, then games that
do use overscan will have a blank line at the very bottom of the window.
I'm also trying out a modified cheat code file format. It's been forever
since I bothered to look at it, and the “cartridge” parent node doesn't
match what I'm doing with trying to rename “cartridge” to “game” in
manifests. And indeed, the idea of requiring a root node is rather
superfluous for a cheat code file. Current format looks like this:
cheat
description: foo
code: 7e2000=20+7e2001=30?40
enabled
cheat
description: bar
code: 7e4000=80
Open to discussing this, and I'd like to sync up with Snes9X before they
push out a new release, and I'll agree to finalize and never change this
format again.
I chose to use .cht for the extension when using game files (eg
gamename.cht)
Also, since byuu changes the defaults according to what he's working on, let's
be explicit tat higan gets the accuracy core and bsnes gets the performance
core.
byuu says:
Changelog:
- sfc/ppu-fast:
- don't use mosaicSize unless mosaicEnable is set
- fix background tiles that aren't 8x8 in size
- flush (render) queued lines whenever VRAM or OAM are modified
mid-frame
- queue tile outputs to buffer for object rendering final pass
- fix object window mask indexing
- disable color bleed when output width is 256 pixels
- handle reset(bool) events
- implemented save states
- icarus: fixed SPC7110-RAM-EPSONRTC mapping typo [hex_usr]
- bsnes: fixed overscan masking mode when output height is 240
Todo:
- sfc/ppu-fast: should not have deleted the tilecache freeing in
~PPU()
- ruby/input/carbon: change setPath() call to setPathID()
Errata:
- Rendering Ranger R2 crashes at startup, seems to be an issue with
the expansion port device
Bug reports on the new fast SNES PPU are now welcome.
byuu says:
Changelog:
- nall/GNUmakefile: added `openmp=(true,false)` option; can be toggled
when building higan/bsnes
- defaults to disabled on macOS, because Xcode doesn't stupidly
doesn't ship with support for it
- higan/GNUmakefile: forgot to switch target,profile back from
bsnes,fast to higan,accurate
- this is just gonna happen from time to time, sorry
- sfc/dsp: when using the fast profile, the DSP syncs per sample
instead of per clock
- should only negatively impact Koushien 2, but is a fairly
significant speedup otherwise
- sfc/ppc,ppu-fast: optimized the code a bit (ppu 130fps to 133fps)
- sfc/ppu-fast: basic vertical mosaic support (not accurate, but
should look okay hopefully)
- sfc/ppu-fast: added missing mode7 hflip support
- sfc/ppu-fast: added support to render at 256-width and/or 240-height
- gives a decent speed boost, and also allows all of the older
quark shaders to work nicely again
- it does violate the contract of Emulator::Interface, but oh
well, it works fine in the bsnes GUI
- sfc/ppu-fast: use cached CGRAM values for mode7 and sprites
- sfc/ppu-fast: use global range/time over flags in object rendering
- may not actually work as we intended since it's a race condition
even if it's only ORing the flags
- really don't want to have to make those variables atomic if I
don't have to
- sfc/ppu-fast: should fully support interlace and overscan modes now
- hiro/cocoa: updated macOS Gatekeeper disable support to work on
10.13+
- ruby: forgot to fix macOS input driver, sorry
- nall/GNUmakefile: if uname is present, then just default to rm
instead of del (fixes Msys)
Note: blur emulation option will break pretty badly in 256x240 output
mode. I'll fix it later.
byuu says:
Changelog:
- sfc/ppu-fast: everything other than vertical mosaic and interlace
support is in
Games are quite playable now, and you're welcome to try things out, but
please don't report bugs yet. It's still too early for that.
byuu says:
Changelog:
- sfc/ppu-fast: added a barebones background renderer; very incomplete
Right now, the 2bpp Mega Man X2 splash screen is rendering correctly,
but everything else looks really garbled. I'm thinking my tile cache
conversions from 4bpp to bitmap pixels is wrong, but I'm not seeing any
obvious issues.
If anyone wants to take a look at it, I'd appreciate it. The renderer is
mostly modeled after ppu-performance's.
byuu says:
Changelog:
- nall/GNUmakefile: fixed findstring parameter arguments [Screwtape]
- nall/Windows: always include -mthreads -lpthread for all
applications
- nall/memory: code restructuring
I really wanted to work on the new PPU today, but I thought I'd spend a
few minutes making some minor improvements to nall::memory, that was
five and a half hours ago. Now I have a 67KiB diff of changes. Sigh.
byuu says:
Changelog:
- sfc/ppu: collapsed folders to a single directory to match all other
emulated processors
- sfc/ppu-fast: implemented I/O registers
byuu says:
Changelog:
- SNES: started on skeleton of the new parallel PPU core
To build the new PPU core, set profile=fast via GNU make. The old core
is profile=accurate.
The names of the profiles, and the name of the folder for the fast PPU
are subject to change.
The new PPU core doesn't do anything but demonstrate the proof of
concept: every scanline, make a copy of all the PPU registers and CGRAM.
Share the VRAM and OAM. Batch render all scanlines at once using OpenMP
at the end of each frame and blit the result.
With no PPU core at all, bsnes runs 91% faster than with the accuracy
PPU (230fps vs 120fps.) That's the absolute theoretical best-case
scenario. With the skeleton in place, we're already around 220fps. It'll
go down more as the PPU line renderer starts to do real work. I don't
know where things will end up yet. I suppose we'll find out in time.
My own copy of TDM/GCC can't use OpenMP on Windows, so ... it won't
parallelize if you build with that. I'm going to have to switch to a
different MinGW distribution once this is complete, I suppose.
byuu says:
Changelog:
- nall: merged Path::config() and Path::local() to Path::userData()
- ~/.local/share or %appdata or ~/Library/ApplicationSupport
- higan, bsnes: render main window icon onto viewport instead of
canvas
- should hopefully fix a brief flickering glitch that appears on
Windows
- icarus: improved Super Famicom heuristics for Starfox / Starwing RAM
- ruby/Direct3D: handle viewport size changes in lock() instead of
output()
- fixes icon disappearing when resizing main window
- hiro/Windows: remove WS_DISABLED from StatusBar to fix window
resize grip
- this is experimental: I initially used WS_DISABLED to work
around a focus bug
- yet trying things now, said bug seems(?) to have gone away at
some point ...
- bsnes: added advanced settings panel with real-time driver change
support
I'd like feedback on the real-time driver change, for possible
consideration into adding this to higan as well.
Some drivers just crash, it's a fact of life. The ASIO driver in
particular likes to crash inside the driver itself, without any error
messages ever returned to try and catch.
When you try to change a driver with a game loaded, it gives you a scary
warning, asking if you want to proceed.
When you change a driver, it sets a crash flag, and if the driver
crashes while initializing, then restarting bsnes will disable the
errant driver. If it fails in a recoverable way, then it sets the driver
to “None” and warns you that the driver cannot be used.
What I'm thinking of further adding is to call emulator→save() to
write out the save RAM contents beforehand (although the periodic
auto-saving RAM will handle this anyway when it's enabled), and possibly
it might be wise to capture an emulator save state, although those can't
be taken without advancing the emulator to the next frame, so that might
not be a good idea.
I'm also thinking we should show some kind of message somewhere when a
driver is set to “None”. The status bar can be hidden, so perhaps on the
title bar? Or maybe just a warning on startup that a driver is set to
“None”.
byuu says:
Changelog:
- nall: added -static-libgcc -static-libstdc++ to Windows/GCC link
flags
- bsnes, higan: added program icons to main window when game isn't
loaded
- bsnes: improved recent games menu sorting
- bsnes: fixed multi-game recent game loading on Windows
- bsnes: completed path override support
- bsnes, higan: added screensaver suppression on Windows
- icarus: add 32K volatile RAM to SuperFX boards that report no RAM
(fixes Starfox)
- bsnes, higan: added automatic dependency generation [Talarubi]
- hiro/GTK: appending actions to menus restores enabled() state
- higan: use board node inside manifest.bml if it exists
- bsnes: added blur emulation and color emulation options to view menu
- ruby: upgraded input.sdl to SDL 2.0 (though it makes no functional
difference sadly)
- ruby: removed video.sdl (due to deprecating SDL 1.2)
- nall, ruby: improvements to HID class (generic vendor and product
IDs)
Errata:
- bsnes, higan: on Windows, Application::Windows::onScreenSaver needs
`[&]` lambda capture, not `[]`
- find it in presentation/presentation.cpp
byuu says:
Changelog:
- bsnes:
- added full input mapping support (multi-mapping, digital+analog
inputs, rumble, hotkeys, etc)
- can now load multi-part games (eg Super Game Boy) from the
command-line
- added recent games menu with list clear function; supports
multi-part games (sorting logic incomplete)
- added automatic binding of gamepads on new configuration files
- added view scaling support with aspect correction, overscan
cropping, and integral scaling modes
- added video shader support
- added status bar (can be hidden)
- added save states (both menu and hotkeys)
- added fullscreen mode support
- added support for loading compressed (ZIP) archives for any
supported media type (SNES, GB, etc)
- added frame counter
- added auto-memory saving
- added pause / block-input modes when main window loses focus
- added --fullscreen command-line option to start bsnes in
fullscreen mode
- added input settings panel
- added hotkeys settings panel
- added path settings panel (paths aren't actually used set, but
can be assigned)
- higan: fixed macOS install rule [Sintendo]
- higan: minor UI code cleanups
- nall: renamed Processor to Architecture to fix macOS builds
[Sintendo]
Yeah, you read right: recent games menu, path settings. And dynamic rate
control + screensaver suppression is on the todo list. I'm not fucking
around this time. I really want to make something special here.
byuu says:
Changelog:
* yes.
But seriously, a list of changes on a pre-alpha GUI is going to get annoying.
Basically, work on embedding stuff in the binary, firmware loading (both
appended to the ROM and in a firmware/ subfolder) added, SGB games can be
loaded, config file holds more values for driver settings, added ruby drivers to
other platforms, etc.
byuu says:
Changelog:
- bsnes: work on the new GUI; can load games now, but no input support
yet
- icarus: heuristics game/label uses filename instead of internal
header name
byuu says:
Changelog:
- created new bsnes target (it currently does nothing)
- Super Famicom: fixed BS Memory pack support in the MCC emulation
- icarus: fixed manifest-free support for BS Memory flash-based
cartridges
- icarus: database improvements
byuu says:
Changelog:
- higan: target-tomoko has been renamed to target-higan
- Super Famicom: event has been renamed to
processor(architecture=uPD78214)
- Super Famicom: SNES-EVENT supported once more; under board IDs
EVENT-CC92 and EVENT-PF94
- Super Famicom: SNES-EVENT preliminarily set up to use DIP switch
settings ala the Nintendo Super System (incomplete)
- Super Famicom: MCC PSRAM moved inside the MCU, as it is remappable
- Super Famicom: MCC emulation rewritten from scratch; it is now
vastly more accurate than before
- Super Famicom: added BSC-1A5B9P-01 board definition to database;
corrected BS-MCC-RAM board definition
- Super Famicom: moved SHVC-LN3B-01 RAM outside of
processor(identifier=SDD1)
- higan: when selecting a default game to load for a new system entry,
it will change the system option to match the media type
- higan: the load text box on the system entry window is now editable;
can be used to erase entries
- icarus: fixed bug in Famicom importing
- icarus: importing unappended SNES coprocessor firmware will now
rename the firmware properly
- hiro/GTK,Qt: WM_CLASS is now set correctly in `argv[0]`, so
applications should show “higan”, “icarus” instead of “hiro” now
Note: if you wish to run the BS-X town cartridge, the database currently
lists the download RAM as type “PSRAM”. This needs to be changed to
“RAM” in order to load properly. Otherwise, the emulator will bomb
out on the load window, because BSC-1A5B9P-01 expects PSRAM to always be
present, but it won't find it with the wrong memory type. I'll correct
this in the database in a later release. For now, you can copy the game
portion of the manifest to a new manifest.bml file and drop it into the
gamepak folder until I fix the database.
byuu says:
Changelog:
- Super Famicom: fixed loading of BS Memory and Sufami Turbo
cartridges
- Super Famicom: renamed NSS to DIP; as that's really all it is, it's
not true NSS emulation
- Super Famicom: slot loading now happens inside of board parsing
instead of generically in loadCartridge()
- Super Famicom: BS-X cartridges with flash memory now serialize their
data and write it out to disk¹
- icarus: fixed Famicom game importing (hopefully) and set file import
title to “Load ROM File”
¹: there's no emulation of write commands yet, so the data is never
going to change anyway. This is just in preparation for more advanced
emulation of BS Memory cartridges.