mirror of https://github.com/bsnes-emu/bsnes.git
6 Commits
Author | SHA1 | Message | Date |
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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. |
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Tim Allen | 393c2395bb |
Update to v106r48 release.
byuu says: The problems with the Windows and Qt4 ports have all been resolved, although there's a fairly gross hack on a few Qt widgets to not destruct once Application::quit() is called to avoid a double free crash (I'm unsure where Qt is destructing the widgets internally.) The Cocoa port compiles again at least, though it's bound to have endless problems. I improved the Label painting in the GTK ports, which fixes the background color on labels inside TabFrame widgets. I've optimized the Makefile system even further. I added a "redo state" command to bsnes, which is created whenever you load the undo state. There are also hotkeys for both now, although I don't think they're really something you want to map hotkeys to. I moved the nall::Locale object inside hiro::Application, so that it can be used to translate the BrowserDialog and MessageDialog window strings. I improved the Super Game Boy emulation of `MLT_REQ`, fixing Pokemon Yellow's custom border and probably more stuff. Lots of other small fixes and improvements. Things are finally stable once again after the harrowing layout redesign catastrophe. Errata: - ICD::joypID should be set to 3 on reset(). joypWrite() may as well take uint1 instead of bool. - hiro/Qt: remove pWindow::setMaximumSize() comment; found a workaround for it - nall/GNUmakefile: don't set object.path if it's already set (allow overrides before including the file) |
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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. |
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Tim Allen | 0c87bdabed |
Update to v094r43 release.
byuu says: Updated to compile with all of the new hiro changes. My next step is to write up hiro API documentation, and move the API from alpha (constantly changing) to beta (rarely changing), in preparation for the first stable release (backward-compatible changes only.) Added "--fullscreen" command-line option. I like this over a configuration file option. Lets you use the emulator in both modes without having to modify the config file each time. Also enhanced the command-line game loading. You can now use any of these methods: higan /path/to/game-folder.sfc higan /path/to/game-folder.sfc/ higan /path/to/game-folder.sfc/program.rom The idea is to support launchers that insist on loading files only. Technically, the file can be any name (manifest.bml also works); the only criteria is that the file actually exists and is a file, and not a directory. This is a requirement to support the first version (a directory lacking the trailing / identifier), because I don't want my nall::string class to query the file system to determine if the string is an actual existing file or directory for its pathname() / dirname() functions. Anyway, every game folder I've made so far has program.rom, and that's very unlikely to change, so this should be fine. Now, of course, if you drop a regular "game.sfc" file on the emulator, it won't even try to load it, unless it's in a folder that ends in .fc, .sfc, etc. In which case, it'll bail out immediately by being unable to produce a manifest for what is obviously not really a game folder. |
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Tim Allen | 4e0223d590 |
Update to v094r20 release.
byuu says: Main reason for this WIP was because of all the added lines to hiro for selective component disabling. May as well get all the diff-noise apart from code changes. It also merges something I've been talking to Cydrak about ... making nall::string::(integer,decimal) do built-in binary,octal,hex decoding instead of just failing on those. This will have fun little side effects all over the place, like being able to view a topic on my forum via "forum.byuu.org/topic/0b10010110", heh. There are two small changes to higan itself, though. First up, I fixed the resampler ratio when loading non-SNES games. Tested and I can play Game Boy games fine now. Second, I hooked up menu option hiding for reset and controller selection. Right now, this works like higan v094, but I'm thinking I might want to show the "Device -> Controller" even if that's all that's there. It kind of jives nicer with the input settings window to see the labels there, I think. And if we ever do add more stuff, it'll be nice that people already always expect that menu there. Remaining issues: * add slotted cart loader (SGB, BSX, ST) * add DIP switch selection window (NSS) * add timing configuration (video/audio sync) |
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Tim Allen | a512d14628 |
Update to v094r09 release.
byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan. |