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byuu says (in the WIP forum): Changelog: - satellaviewcartridge/SatellaviewCartridge is now bsmemory/BSMemory - Emulation/BS-X Satellaview/ is now Emulation/BS Memory/ - masking is in for MCC's mcu (awful hack in the code, but that's temporary) - BS Memory types are now "flash" or "mrom" - fixed loading Same Game - Tengai Hen - icarus fixed up a lot; can load database entries for any supported media type now (only the SFC DB exists currently) mMenu::remove() fix will be in the next WIP. byuu says (in the public beta thread): Changelog: - GBA emulation accuracy improved quite a bit - video shaders are supported once again - icarus shares settings.bml with higan; changing library path in one now affects the other - icarus manifest generation now uses my SNES game dumping database for perfect mapping of US games - major overhaul to manifest file format. As long as you have v095-style folders without manifest.bml, you will be fine - if not, go to higan->settings->configuration->advanced and check "Ignore Manifests" before loading your first game - new "Manifest Viewer" tool (not really meant for regular users; more of a developer tool) - experimental (but disabled in the binary) WASAPI driver. Help stabilizing it would be *greatly* appreciated! - lots of other stuff
48 lines
1.7 KiB
C++
48 lines
1.7 KiB
C++
auto Icarus::bsMemoryManifest(string location) -> string {
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vector<uint8> buffer;
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concatenate(buffer, {location, "program.rom"});
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return bsMemoryManifest(buffer, location);
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}
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auto Icarus::bsMemoryManifest(vector<uint8>& buffer, string location) -> string {
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string markup;
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string digest = Hash::SHA256(buffer.data(), buffer.size()).digest();
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if(settings["icarus/UseDatabase"].boolean() && !markup) {
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for(auto node : database.bsMemory) {
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if(node["sha256"].text() == digest) {
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markup.append(node.text(), "\n sha256: ", digest, "\n");
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break;
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}
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}
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}
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if(settings["icarus/UseHeuristics"].boolean() && !markup) {
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BSMemoryCartridge cartridge{buffer.data(), buffer.size()};
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if(markup = cartridge.markup) {
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markup.append("\n");
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markup.append("information\n");
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markup.append(" title: ", prefixname(location), "\n");
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markup.append(" sha256: ", digest, "\n");
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markup.append(" note: ", "heuristically generated by icarus\n");
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}
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}
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return markup;
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}
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auto Icarus::bsMemoryImport(vector<uint8>& buffer, string location) -> bool {
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auto name = prefixname(location);
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auto source = pathname(location);
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string target{settings["Library/Location"].text(), "BS Memory/", name, ".bs/"};
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//if(directory::exists(target)) return failure("game already exists");
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auto markup = bsMemoryManifest(buffer, location);
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if(!markup) return failure("failed to parse ROM image");
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if(!directory::create(target)) return failure("library path unwritable");
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if(settings["icarus/CreateManifests"].boolean()) file::write({target, "manifest.bml"}, markup);
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file::write({target, "program.rom"}, buffer);
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return success();
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}
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