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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.
85 lines
2.2 KiB
C++
85 lines
2.2 KiB
C++
#pragma once
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/* nall
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* author: byuu
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* license: ISC
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*
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* nall is a header library that provides both fundamental and useful classes
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* its goals are portability, consistency, minimalism and reusability
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*/
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//include the most common nall headers with one statement
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//does not include the most obscure components with high cost and low usage
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#include <nall/platform.hpp>
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#include <nall/algorithm.hpp>
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#include <nall/any.hpp>
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#include <nall/arithmetic.hpp>
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#include <nall/array.hpp>
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#include <nall/atoi.hpp>
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#include <nall/bit.hpp>
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#include <nall/bit-field.hpp>
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#include <nall/bit-vector.hpp>
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#include <nall/chrono.hpp>
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#include <nall/directory.hpp>
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#include <nall/dl.hpp>
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#include <nall/endian.hpp>
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#include <nall/file.hpp>
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#include <nall/filemap.hpp>
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#include <nall/function.hpp>
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#include <nall/hashset.hpp>
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#include <nall/hid.hpp>
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#include <nall/image.hpp>
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#include <nall/inode.hpp>
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#include <nall/interpolation.hpp>
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#include <nall/intrinsics.hpp>
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#include <nall/location.hpp>
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#include <nall/map.hpp>
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#include <nall/matrix.hpp>
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#include <nall/maybe.hpp>
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#include <nall/memory.hpp>
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#include <nall/path.hpp>
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#include <nall/primitives.hpp>
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#include <nall/property.hpp>
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#include <nall/queue.hpp>
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#include <nall/random.hpp>
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#include <nall/range.hpp>
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#include <nall/run.hpp>
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#include <nall/serializer.hpp>
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#include <nall/set.hpp>
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#include <nall/shared-pointer.hpp>
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#include <nall/sort.hpp>
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#include <nall/stdint.hpp>
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#include <nall/string.hpp>
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#include <nall/thread.hpp>
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#include <nall/traits.hpp>
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#include <nall/unique-pointer.hpp>
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#include <nall/utility.hpp>
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#include <nall/varint.hpp>
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#include <nall/vector.hpp>
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#include <nall/decode/base.hpp>
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#include <nall/decode/base64.hpp>
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#include <nall/decode/bmp.hpp>
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#include <nall/decode/gzip.hpp>
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#include <nall/decode/inflate.hpp>
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#include <nall/decode/png.hpp>
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#include <nall/decode/url.hpp>
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#include <nall/decode/zip.hpp>
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#include <nall/encode/base.hpp>
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#include <nall/encode/base64.hpp>
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#include <nall/encode/url.hpp>
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#include <nall/hash/crc16.hpp>
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#include <nall/hash/crc32.hpp>
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#include <nall/hash/crc64.hpp>
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#include <nall/hash/sha256.hpp>
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#if defined(PLATFORM_WINDOWS)
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#include <nall/windows/registry.hpp>
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#include <nall/windows/utf8.hpp>
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#endif
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#if defined(API_POSIX)
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#include <nall/serial.hpp>
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#endif
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