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Update to v106r2 release.
byuu says: Changelog: - Super Famicom: added support for loading manifests without embedded mapping information¹ - genius: initial commit - various Makefile cleanups ¹: so the idea here is to try and aim for a stable manifest format, and to allow direct transposition of icarus/genius database entries into manifest files. The exact mechanics of how this is going to work is currently in flux, but we'll get there. For right now, `Super Famicom.sys` gains `boards.bml`, which is the raw database from my board-editor tool, and higan itself tries to load `boards.bml`, match an entry to game/board from the game's `manifest.bml` file, and then transform it into the format currently used by higan. It does this only when the game's `manifest.bml` file lacks a board node. When such a board node exists, it works as previous versions of higan did. The only incompatible change right now is information/title is now located at game/label. I may transition window title display to just use the filenames instead. Longer term, some thought is going to need to go into the format of the `boards.bml` database itself, and at which point in the process I should be transforming things. Give it time, we'll refine this into something nicer.
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@@ -343,7 +343,7 @@ inline auto to_vector(Pair value) -> vector<uint8_t> {
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return result;
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}
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/*
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#if 0
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inline auto hex(const Pair& value, long precision = 0, char padchar = '0') -> string {
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string text;
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if(!upper(value)) {
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@@ -354,7 +354,7 @@ inline auto hex(const Pair& value, long precision = 0, char padchar = '0') -> st
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}
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return pad(text, precision, padchar);
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}
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*/
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#endif
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}
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