mirror of
https://github.com/bsnes-emu/bsnes.git
synced 2025-10-05 03:11:38 +02:00
byuu says: higan changelog: - generates title displayed in emulator window by asking the core - core builds title solely from "information/title" ... if it's not there, you don't get a title at all - sub-system load menu is gone ... since there are multiple revisions of the SGB, this never really worked well anyway - to load an SGB, BS-X or ST cartridge, load the base cartridge first - "File->Load Game" moved to "Load->Import Game" ... may cause a bit of confusion to new users, but I don't like having a single-item menu, we'll just have to explain it to new users - browser window redone to look like ananke - home button here goes to ~/Emulation rather than just ~ like ananke, since this is the home of game folders - game folder icon is now the executable icon for the Tango theme (orange diamond), meant to represent a complete game rather than a game file or archive ananke changelog: - outputs GBC games to "Game Boy Color/" instead of "Game Boy/" - adds the file basename to "information/title" Known issues: - using ananke to load a GB game trips the Super Famicom SGB mode and fails (need to make the full-path auto-detection ignore non-bootable systems) - need to dump and test some BS-X media before releasing - ananke lacks BS-X Satellaview cartridge support - v092 isn't going to let you retarget the ananke/higan game folder path of ~/Emulation, you will have to wait for a future version if that bothers you so greatly [Later, after the v092 release, byuu posted this additional changelog: - kill laevateinn - add title() - add bootable, remove load - combine file, library - combine [][][] paths - fix SFC subtype handling XML->BML - update file browser to use buttons - update file browser keyboard handling - update system XML->BML - fix sufami turbo hashing - remove Cartridge::manifest ]
73 lines
1.2 KiB
C++
Executable File
73 lines
1.2 KiB
C++
Executable File
#ifndef GB_HPP
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namespace GameBoy {
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#endif
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struct ID {
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enum : unsigned {
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System,
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GameBoy,
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SuperGameBoy,
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GameBoyColor,
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};
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enum : unsigned {
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GameBoyBootROM,
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SuperGameBoyBootROM,
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GameBoyColorBootROM,
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GameBoyROM,
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GameBoyColorROM,
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ROM,
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RAM,
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};
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enum : unsigned {
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Device = 1,
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};
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};
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struct Interface : Emulator::Interface {
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//Super Game Boy bindings
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struct Hook {
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virtual void lcdScanline() {}
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virtual void joypWrite(bool p15, bool p14) {}
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} *hook;
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void lcdScanline();
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void joypWrite(bool p15, bool p14);
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string title();
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double videoFrequency();
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double audioFrequency();
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bool loaded();
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string sha256();
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unsigned group(unsigned id);
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void load(unsigned id, const string &manifest);
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void save();
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void load(unsigned id, const stream &stream, const string &manifest = "");
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void save(unsigned id, const stream &stream);
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void unload();
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void power();
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void reset();
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void run();
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serializer serialize();
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bool unserialize(serializer&);
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void cheatSet(const lstring&);
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void paletteUpdate();
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Interface();
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private:
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vector<Device> device;
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};
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extern Interface *interface;
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#ifndef GB_HPP
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}
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#endif
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