mirror of https://github.com/bsnes-emu/bsnes.git
7 Commits
Author | SHA1 | Message | Date |
---|---|---|---|
Tim Allen | 4d7bb510f2 |
Update to bsnes v107.1 release.
byuu says: Don't let the point release fool you, there are many significant changes in this release. I will be keeping bsnes releases using a point system until the new higan release is ready. Changelog: - GUI: added high DPI support - GUI: fixed the state manager image preview - Windows: added a new waveOut driver with support for dynamic rate control - Windows: corrected the XAudio 2.1 dynamic rate control support [BearOso] - Windows: corrected the Direct3D 9.0 fullscreen exclusive window centering - Windows: fixed XInput controller support on Windows 10 - SFC: added high-level emulation for the DSP1, DSP2, DSP4, ST010, and Cx4 coprocessors - SFC: fixed a slight rendering glitch in the intro to Megalomania If the coprocessor firmware is missing, bsnes will fallback on HLE where it is supported, which is everything other than SD Gundam GX and the two Hayazashi Nidan Morita Shougi games. The Windows dynamic rate control works best with Direct3D in fullscreen exclusive mode. I recommend the waveOut driver over the XAudio 2.1 driver, as it is not possible to target a single XAudio2 version on all Windows OS releases. The waveOut driver should work everywhere out of the box. Note that with DRC, the synchronization source is your monitor, so you will want to be running at 60hz (NTSC) or 50hz (PAL). If you have an adaptive sync monitor, you should instead use the WASAPI (exclusive) or ASIO audio driver. |
|
Tim Allen | 5deba5cbc1 |
Update to 20180729 release.
byuu wrote: Sigh ... asio.hpp needs #include <nall/windows/registry.hpp> [Since the last WIP, byuu also posted the following message. -Ed.] ruby drivers have all been updated (but not tested outside of BSD), and I redesigned the settings window. The driver functionality all exists on a new "Drivers" panel, the emulator/hack settings go to a "Configuration" panel, and the video/audio panels lose driver settings. As does the settings menu and its synchronize options. I want to start pushing toward a v107 release. Critically, I will need DirectSound and ALSA to support dynamic rate control. I'd also like to eliminate the other system manifest.bml files. I need to update the cheat code database format, and bundle at least a few quark shaders -- although I still need to default to Direct3D on Windows. Turbo keys would be nice, if it's not too much effort. Aside from netplay, it's the last significant feature I'm missing. I think for v107, higan is going to be a bit rough around the edges compared to bsnes. And I don't think it's practical to finish the bsnes localization support. I'm thinking we probably want another WIP to iron out any critical issues, but this time there should be a feature freeze with the next WIP. |
|
Tim Allen | 6090c63958 |
Update to v106r47 release.
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. |
|
Tim Allen | 0c55796060 |
Update to v106r46 release.
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) |
|
Tim Allen | ed5ec58595 |
Update to v103r13 release.
byuu says: Changelog: - gb/interface: fix Game Boy Color extension to be "gbc" and not "gb" [hex\_usr] - ms/interface: move Master System hardware controls below controller ports - sfc/ppu: improve latching behavior of BGnHOFS registers (not hardware verified) [AWJ] - tomoko/input: rework port/device mapping to support non-sequential ports and devices¹ - todo: should add move() to inputDevice.mappings.append and inputPort.devices.append - note: there's a weird GCC 4.9 bug with brace initialization of InputEmulator; have to assign each field separately - tomoko: all windows sans the main presentation window can be dismissed with the escape key - icarus: the single file selection dialog ("Load ROM Image...") can be dismissed with the escape key - tomoko: do not pause emulation when FocusLoss/Pause is set during exclusive fullscreen mode - hiro/(windows,gtk,qt): implemented Window::setDismissable() function (missing from cocoa port, sorry) - nall/string: fixed printing of largest possible negative numbers (eg `INT_MIN`) [Sintendo] - only took eight months! :D ¹: When I tried to move the Master System hardware port below the controller ports, I ran into a world of pain. The input settings list expects every item in the `InputEmulator<InputPort<InputDevice<InputMapping>>>>` arrays to be populated with valid results. But these would be sparsely populated based on the port and device IDs from inside higan. And that is done so that the Interface::inputPoll can have O(1) lookup of ports and devices. This worked because all the port and device IDs were sequential (they left no gaps in the maps upon creating the lists.) Unfortunately by changing the expectation of port ID to how it appears in the list, inputs would not poll correctly. By leaving them alone and just moving Hardware to the third position, the Game Gear would be missing port IDs of 0 and 1 (the controller ports of the Master System). Even by trying to make separate MasterSystemHardware and GameGearHardware ports, things still fractured when the devices were no longer contigious. I got pretty sick of this and just decided to give up on O(1) port/device lookup, and moved to O(n) lookup. It only knocked the framerate down by maybe one frame per second, enough to be in the margin of error. Inputs aren't polled *that* often for loops that usually terminate after 1-2 cycles to be too detrimental to performance. So the new input system now allows non-sequential port and device IDs. Remember that I killed input IDs a while back. There's never any reason for those to need IDs ... it was easier to just order the inputs in the order you want to see them in the user interface. So the input lookup is still O(1). Only now, everything's safer and I return a maybe<InputMapping&>, and won't crash out the program trying to use a mapping that isn't found for some reason. Errata: the escape key isn't working on the browser/message dialogs on Windows, because of course nothing can ever just be easy and work for me. If anyone else wouldn't mind looking into that, I'd greatly appreciate it. Having the `WM_KEYDOWN` test inside the main `Application_sharedProc`, it seems to not respond to the escape key on modal dialogs. If I put the `WM_KEYDOWN` test in the main window proc, then it doesn't seem to get called for `VK_ESCAPE` at all, and doesn't get called period for modal windows. So I'm at a loss and it's past 4AM here >_> |
|
Tim Allen | c45633550e |
Update to v094r42 release.
byuu says: I imagine you guys will like this WIP very much. Changelog: - ListView check boxes on Windows - ListView removal of columns on reset (changing input dropdowns) - DirectSound audio duplication on latency change - DirectSound crash on 20ms latency - Fullscreen window sizing in multi-monitor setups - Allow joypad bindings of hotkeys - Allow triggers to be mapped (Xbox 360 / XInput / Windows only) - Support joypad rumble for Game Boy Player - Video scale settings modified from {1x,2x,3x} to {2x,3x,4x} - System menu now renames to active emulation core - Added fast forward hotkey Not changing for v095: - not adding input focus settings yet - not adding shaders yet Not changing at all: - not implementing maximize |
|
Tim Allen | 4344b916b6 |
Update to v094r40 release.
byuu says: Changelog: - updated to newest hiro API - SFC performance profile builds once again - hiro: Qt port completed Errata 1: the hiro/Qt target won't run tomoko just yet. Starts by crashing inside InputSettings because hiro/Qt isn't forcefully selecting the first item added to a ComboButton just yet. Even with a monkey patch to get around that, the UI is incredibly unstable. Lots of geometry calculation bugs, and a crash when you try and access certain folders in the browser dialog. Lots of work left to be done there, sadly. Errata 2: the hiro/Windows port has black backgrounds on all ListView items. It's because I need to test for unassigned colors and grab the default Windows brush colors in those cases. Note: alternating row colors on multi-column ListView widgets is gone now. Not a bug. May add it back later, but I'm not sure. It doesn't interact nicely with per-cell background colors. Things left to do: First, I have to fix the Windows and Qt target bugs. Next, I need to go through and revise the hiro API even more (nothing too major.) Next, I need to update icarus to use the new hiro API, and add support for the SFC games database. Next, I have to rewrite my TSV->BML cheat code tool. Next, I need to post a final WIP of higan+icarus publicly and wait a few days. Next, I need to fix any bugs reported from the final WIP that I can. Finally, I should be able to release v095. |