mirror of https://github.com/bsnes-emu/bsnes.git
![]() New WIP, doesn't do much. The core no longer scales axis values at all; and the platform input manager scales joypad axes only by 4096. Mice are unscaled here. Meaning you can use joypads and mice together at the same time now. Also updated the input config panel to add all the new input devices. Assignment is still sketchy. My idea is to separate axis movement from button movement, and allow fast mouse movements (+/- 20 in a given direction) or strong joypad axis movements (~50% tolerance+) to assign axis stuff. For buttons, they'd work as before, but you can also click a mouse button with the mouse over the input capture window. Disabled Xlib mouse acceleration during capture mode. I don't notice a difference, but I may as well leave it in case it matters somewhere. Sadly, it looks like buttons 4/5 are never set via XQueryPointer(), and you can only get buttons 6-9 with event callbacks. Since the input wrapper doesn't own the window (in actuality, GTK+ does), I can't safely bind the XEvents to capture those. So left, middle, right click only on Linux. After that's done, we should start polishing for the next release. > gtk_tree_selection_get_selected() returns items from the underlying > unsorted list rather than indexes into the sorted list. Really? That's interesting. Not sure I like that. If I call listbox.set_selection(0), I would expect it to select the first entry, not the eleventh. It does sound very convenient 99.9% of the time, though; I agree. > (imagine porting to Mac OS X's Cocoa GUI which tries to do even more > work for you...) Oh geez, let me guess. You can drag a listbox item out of one app, and drop it into another, and the other app can now invoke your callback functions for activate / change with it? :P > Since the X11 protocol only really supports three buttons, two > button mice generally have buttons 0 and 2, and button 1 is emulated > by clicking both 0 and 2 together (this is controlled by the > Emulate3Buttons option in xorg.conf). Excellent, very good to know, thank you. You sir, are a treasure trove of knowledge! :D So, should I go the Windows way for the majority; or the Xlib way since it's a bit cleaner? At least, when you consider most mice have three buttons these days. [No archive available] |
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readme.txt
bsnes Version: 0.036 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. ============== Configuration: ============== bsnes has two configuration files: bsnes.cfg, for program settings; and locale.cfg, for localization. For each file, bsnes will start by looking inside the same folder where the bsnes executable is located. If said file is not found, it will then check your user profile folder. On Windows, this is located at "%APPDATA%/.bsnes". On all other operating systems, this is located at "~/.bsnes". If said file is still not found, it will automatically be created in your user profile folder. If you wish to use bsnes in single-user mode, be sure that both files exist inside the same folder as the bsnes executable. If they do not, you can simply create new blank files and bsnes will use them in the future. If you wish to use bsnes in multi-user mode, simply delete these two files from the bsnes executable directory if they exist. If you wish to have multiple configuration profiles for the same user, you will need to make copies of the bsnes executable, and use each one in single-user mode. ==================== Known Limitation(s): ==================== S-CPU - Multiply / divide register delays not implemented - "Glitch" when reading joypad registers during auto polling 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 =============== Known Issue(s): =============== On Windows, attempting to load a ZIP, GZ or JMA compressed archive with non-ANSI characters in the filename will fail. This is because Windows requires UTF-16 encoding, but these libraries only work with UTF-8. Note that loading uncompressed images (SMC, SFC, etc) with non-ANSI characters works properly on all platforms. ===================== 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 ST-011 SETA DSP used by Quick-move Shogi Match with Nidan Rank-holder Morita ST-018 SETA RISC CPU used by Quick-move Shogi Match with Nidan Rank-holder Morita 2 Super Gameboy Cartridge passthrough used for playing Gameboy games ========================== Unsupported Controller(s): ========================== Mouse Super Scope Justifier ============= Contributors: ============= Andreas Naive, anomie, blargg, DMV27, FitzRoy, GIGO, Jonas Quinn, kode54, krom, mudlord, Nach, neviksti, Overload, RedDwarf, Richard Bannister, tetsuo55, TRAC, zones