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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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@@ -15,13 +15,16 @@
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namespace nall {
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auto string::operator[](int position) const -> const char& {
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//if(position > size() + 1) throw;
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auto string::operator[](uint position) const -> const char& {
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#ifdef DEBUG
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struct out_of_bounds {};
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if(position >= size() + 1) throw out_of_bounds{};
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#endif
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return data()[position];
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}
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auto string::operator()(int position, char fallback) const -> char {
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if(position > size() + 1) return fallback;
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auto string::operator()(uint position, char fallback) const -> char {
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if(position >= size() + 1) return fallback;
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return data()[position];
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}
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