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:
- 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.