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https://github.com/bsnes-emu/bsnes.git
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byuu says: Changelog: - added Cocoa target: higan can now be compiled for OS X Lion [Cydrak, byuu] - SNES/accuracy profile hires color blending improvements - fixes Marvelous text [AWJ] - fixed a slight bug in SNES/SA-1 VBR support caused by a typo - added support for multi-pass shaders that can load external textures (requires OpenGL 3.2+) - added game library path (used by ananke->Import Game) to Settings->Advanced - system profiles, shaders and cheats database can be stored in "all users" shared folders now (eg /usr/share on Linux) - all configuration files are in BML format now, instead of XML (much easier to read and edit this way) - main window supports drag-and-drop of game folders (but not game files / ZIP archives) - audio buffer clears when entering a modal loop on Windows (prevents audio repetition with DirectSound driver) - a substantial amount of code clean-up (probably the biggest refactoring to date) One highly desired target for this release was to default to the optimal drivers instead of the safest drivers, but because AMD drivers don't seem to like my OpenGL 3.2 driver, I've decided to postpone that. AMD has too big a market share. Hopefully with v093 officially released, we can get some public input on what AMD doesn't like.
48 lines
942 B
C++
48 lines
942 B
C++
struct KonamiVRC7 : Board {
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VRC7 vrc7;
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void main() {
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return vrc7.main();
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}
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uint8 prg_read(unsigned addr) {
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if(addr < 0x6000) return cpu.mdr();
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if(addr < 0x8000) return prgram.read(addr);
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return prgrom.read(vrc7.prg_addr(addr));
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}
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void prg_write(unsigned addr, uint8 data) {
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if(addr < 0x6000) return;
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if(addr < 0x8000) return prgram.write(addr, data);
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return vrc7.reg_write(addr, data);
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}
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uint8 chr_read(unsigned addr) {
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if(addr & 0x2000) return ppu.ciram_read(vrc7.ciram_addr(addr));
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return chrram.read(vrc7.chr_addr(addr));
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}
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void chr_write(unsigned addr, uint8 data) {
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if(addr & 0x2000) return ppu.ciram_write(vrc7.ciram_addr(addr), data);
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return chrram.write(vrc7.chr_addr(addr), data);
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}
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void power() {
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vrc7.power();
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}
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void reset() {
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vrc7.reset();
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}
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void serialize(serializer& s) {
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Board::serialize(s);
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vrc7.serialize(s);
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}
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KonamiVRC7(Markup::Node& document) : Board(document), vrc7(*this) {
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}
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};
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