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synced 2025-08-31 10:42:04 +02:00
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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@@ -8,6 +8,7 @@ struct Boolean {
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inline Boolean() : data(false) {}
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template<typename T> inline Boolean(const T& value) : data(value) {}
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explicit inline Boolean(const char* value) { data = !strcmp(value, "true"); }
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inline operator bool() const { return data; }
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template<typename T> inline auto& operator=(const T& value) { data = value; return *this; }
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@@ -18,6 +18,7 @@ template<uint Precision> struct Integer {
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inline Integer() : data(0) {}
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template<uint Bits> inline Integer(Integer<Bits> value) { data = mask(value); }
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template<typename T> inline Integer(const T& value) { data = mask(value); }
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explicit inline Integer(const char* value) { data = mask(toInteger(value)); }
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inline operator stype() const { return data; }
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@@ -43,7 +44,7 @@ template<uint Precision> struct Integer {
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inline auto bit(int index) -> BitRange<Precision> { return {(utype&)data, index, index}; }
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inline auto byte(int index) -> BitRange<Precision> { return {(utype&)data, index * 8 + 0, index * 8 + 7}; }
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inline auto bits(int lo, int hi) const -> const BitRange<Precision> { return {(utype&)*this, lo, lo}; }
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inline auto bits(int lo, int hi) const -> const BitRange<Precision> { return {(utype&)*this, lo, hi}; }
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inline auto bit(int index) const -> const BitRange<Precision> { return {(utype&)*this, index, index}; }
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inline auto byte(int index) const -> const BitRange<Precision> { return {(utype&)*this, index * 8 + 0, index * 8 + 7}; }
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@@ -16,6 +16,7 @@ template<uint Precision> struct Natural {
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inline Natural() : data(0) {}
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template<uint Bits> inline Natural(Natural<Bits> value) { data = mask(value); }
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template<typename T> inline Natural(const T& value) { data = mask(value); }
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explicit inline Natural(const char* value) { data = mask(toNatural(value)); }
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inline operator utype() const { return data; }
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@@ -13,6 +13,7 @@ template<uint Precision> struct Real {
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inline Real() : data(0.0) {}
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template<int Bits> inline Real(Real<Bits> value) : data((ftype)value) {}
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template<typename T> inline Real(const T& value) : data((ftype)value) {}
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explicit inline Real(const char* value) : data((ftype)toReal(value)) {}
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inline operator ftype() const { return data; }
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