mirror of https://github.com/bsnes-emu/bsnes.git
![]() Thanks, FitzRoy. The controller graphic looks really amazing. I have two very minor changes to request if you don't mind. First, I had to increase the size to 372x178 (Windows BMP format adds alignment if width is not a multiple of 4 -- this makes it a real bitch to convert the image to my UI wrapper pixel format), and shift the actual image one pixel left to center the gradient fade. Second, and more importantly, could you store the controller graphic in 32-bit format with alpha? Rather than using a white or gray background, if I could get the full alpha channel information, then I can adjust the background color to anything I like in the future. Depending on how it looks, maybe I can just let the controller blend against the window background itself. And thank you, King of Chaos, as well. It was extremely difficult to choose one over the other. I wish I could use just both so as not to offend anyone. But I kind of like FItzRoy's more. I was kind of going for that pristine, "cleaner than real life" look. Still, I really appreciate your help in making a controller graphic. --- New WIP. I've added FitzRoy's controller graphic to the input capture window. It will only display when configuring joypad buttons, not when configuring UI buttons. I've also added the new UI settings panel. This lets you control window translucency for all but the main bsnes window. I capped opacity to 50% minimum, because I don't want to hear bug reports when people slide it to 0% and can't find the config window anymore :P Works on Windows and Linux. If you lack a compositor on Linux, it'll just stay a solid color. If you have Compiz / Beryl and the blur filter, use it with gaussian alpha blur. Then you can set opacity all the way down to 50% and it will still look amazing. I want to post a screenshot of it, but the image is ~3MB. Maybe later I'll post it to one of those file hosting sites. There's also a setting here to control what gets written to the statusbar. I went back to just displaying the raw ROM title. So you can use %t for that, %n for the filename, and %f for the frame rate. Still working on this feature. Plan to keep the game name visible when pausing, add some additional info that can be output here, etc. It may be better to keep this setting in the advanced panel, as it's not the most user friendly thing in the world. Up to you guys, I guess. Need more settings here, though. Need to fill out that window more. [No archive available] |
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readme.txt
bsnes Version: 0.028 Author: byuu -------- General: -------- bsnes is a Super Nintendo / Super Famicom emulator that began on October 14th, 2004. The latest version can be downloaded from: http://byuu.org/ Please see license.txt for important licensing information. ------------------ Known Limitations: ------------------ S-CPU - Invalid DMA / HDMA transfers not fully emulated - Multiply / Divide register delays not implemented S-PPU - Uses scanline-based renderer. This is very inaccurate, but few (if any) games rely on mid-scanline writes to function correctly - Does not support FirstSprite+Y priority - OAM / CGRAM accesses during active display not supported correctly - RTO flags are not calculated on frames that are skipped when frameskipping is enabled. This provides a major speedup, however it will cause in issues in games that test these flags, eg the SNES Test Program Electronics Test. Turning frameskipping off will allow RTO flag calculation on every frame Hardware Bugs - S-CPU.r1 HDMA crashing bug not emulated - S-CPU<>S-SMP communication bus conflicts not emulated --------------------- Unsupported Hardware: --------------------- SA-1 Coprocessor used in many popular games, including: - Dragon Ball Z Hyper Dimension - Kirby Super Star - Kirby's Dreamland 3 - Marvelous - SD Gundam G-NEXT - Super Mario RPG Super FX Coprocessor used in many popular games, including: - Doom - Star Fox - Star Fox 2 (unreleased beta) - Super Mario World 2: Yoshi's Island SPC7110 Coprocessor used only by the following games: - Far East of Eden Zero - Far East of Eden Zero: Shounen Jump no Shou - Momotarou Densetsu Happy - Super Power League 4 ST-011 SETA DSP used only by Quick-move Shogi Match with Nidan Rank-holder Morita ST-018 SETA RISC CPU used only by Quick-move Shogi Match with Nidan Rank-holder Morita 2 Super Gameboy Cartridge passthrough used for playing Gameboy games ------------------------ Unsupported Controllers: ------------------------ Mouse Super Scope Justifier Multitap (4-port and 5-port)