Commit Graph

2 Commits

Author SHA1 Message Date
Tim Allen a1b2fb0124 Update to v094r12 release.
byuu says:

Changelog:
* added driver selection
* added video scale + aspect correction settings
* added A/V sync + audio mute settings
* added configuration file
* fixed compilation bugs under Windows and Linux
* fixed window sizing
* removed HSU1
* the system menu stays as "System", because "Game Boy Advance" was too
  long a string for the smallest scale size
* some more stuff

You guys probably won't be ecstatic about the video sizing options, but
it's basically your choice of 1x, 2x or 4x scale with optional aspect
correction. 3x was intentionally skipped because it looks horrible on
hires SNES games. The window is resized and recentered upon loading
games. The window doesn't resize otherwise. I never really liked the way
v094 always left you with black screen areas and left you with
off-centered window positions.

I might go ahead and add the pseudo-fullscreen toggle that will jump
into 4x mode (respecting your aspect setting.)

Short-term:
* add input port changing support
* add other input types (mouse-based, etc)
* add save states
* add cheat codes
* add timing configuration (video/audio sync)
* add hotkeys (single state)

We can probably do a new release once the short-term items are
completed.

Long-term:
* add slotted cart loader (SGB, BSX, ST)
* add DIP switch selection window (NSS)
* add cheat code database
* add state manager
* add overscan masking

Not planned:
* video color adjustments (will allow emulated color vs raw color; but
  no more sliders)
* pixel shaders
* ananke integration (will need to make a command-line version to get my
  games in)
* fancy audio adjustment controls (resampler, latency, volume)
* input focus settings
* relocating game library (not hard, just don't feel like it)
* localization support (not enough users)
* window geometry memory
* anything else not in higan v094
2015-03-03 21:26:44 +11:00
Tim Allen 4a069761f9 Update to v094r11 release.
byuu says:

I've hooked up the input subsystem, and the input manager to assign
hotkeys.

So far I only have digital buttons working (keyboard only), and I'm not
planning on supporting input groups again (mapping multiple physical
buttons to one emulated button), but it's progress. As with the rest of
tomoko, the code's a lot more compact. The nice thing about redoing code
so many times is that each time you get a little bit better at it.

The input configuration is saved to ~/.config/tomoko/settings.bml (just
realized that I'm an idiot and need to rename it to input.bml)

Also hooked up game saves and cartridge unloading. Active controller
changing isn't hooked up yet, and I'll probably do it differently.

Oh, and I declared the ruby lines for other platforms.

Still need to add Cydrak's Windows compilation fixes. I am nothing if
not lazy :P
2015-03-03 21:26:44 +11:00