ZSNES GUI 3.0 the first screenshot
Moderator: ZSNES Mods
-
- ZSNES Shake Shake Prinny
- Posts: 5632
- Joined: Wed Jul 28, 2004 4:15 pm
- Location: PAL50, dood !
Also remember the mighty "i am at fucking work" time.
皆黙って俺について来い!!
Pantheon: Gideon Zhi | CaitSith2 | Nach | kode54
Code: Select all
<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
-
- "Your thread will be crushed."
- Posts: 1236
- Joined: Wed Jul 28, 2004 1:49 am
- Location: Not in Winnipeg
- Contact:
Why still the non-standard menu bar in the first screenshot? It looks like it's a DOS program being emulated in a window. (Better than the current version where it looks like a DOS program being badly emulated in a broken window!)
It's important to fix these GUI issues because that's the main problem with ZSNES and yet it must be one of the most trivial things to fix.
Whenever I've tried ZSNES it always gets uninstalled pretty promptly because the bad & non-standard GUI. It's a shame as in other respects it has a lot of advantages over the alternatives. I'm hoping the next release will be better.
The second screenshot looks just fine.
It's important to fix these GUI issues because that's the main problem with ZSNES and yet it must be one of the most trivial things to fix.
Whenever I've tried ZSNES it always gets uninstalled pretty promptly because the bad & non-standard GUI. It's a shame as in other respects it has a lot of advantages over the alternatives. I'm hoping the next release will be better.
The second screenshot looks just fine.
-
- ZSNES Shake Shake Prinny
- Posts: 5632
- Joined: Wed Jul 28, 2004 4:15 pm
- Location: PAL50, dood !
HahahahahahahahaCSMR wrote:must be one of the most trivial things to fix.
hahahahaha
haha
皆黙って俺について来い!!
Pantheon: Gideon Zhi | CaitSith2 | Nach | kode54
Code: Select all
<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
-
- Seen it all
- Posts: 2302
- Joined: Mon Jan 03, 2005 5:04 pm
- Location: Germany
- Contact:
ZSNES currently doesn't use any native controls at all because that's the only way to support DOS + Windows + Linux. These "issues" are intentional.CSMR wrote:Why still the non-standard menu bar in the first screenshot? It looks like it's a DOS program being emulated in a window. (Better than the current version where it looks like a DOS program being badly emulated in a broken window!)
It's important to fix these GUI issues because that's the main problem with ZSNES
vSNES | Delphi 10 BPLs
bsnes launcher with recent files list
bsnes launcher with recent files list
It also gives one major advantage: you can control the entire UI from a gamepad / joystick, so you don't have to sit in front of your PC to play games. Something native GUIs cannot do on their own.creaothceann wrote:ZSNES currently doesn't use any native controls at all because that's the only way to support DOS + Windows + Linux. These "issues" are intentional.
I'm hoping pagefault and Nach can find a way to still allow that for the Qt interface.
But with a standard interface everything is the same between emulators and other types of software so you can go about controlling them in the same way. On an HTPC it shoud be as simple as mapping a remote control key to TAB, or some gamepad keys to TAB and up/down/left/right, or something like that. And software/drivers to map keys is something you'll need for anything beyond the most basic HTPC setup.byuu wrote:It also gives one major advantage: you can control the entire UI from a gamepad / joystick, so you don't have to sit in front of your PC to play games. Something native GUIs cannot do on their own.
PS Nice work on bsnes, I've been enjoying using it recently. Great to have accurately emulated sound on the old classics. Thanks!
That is where front-ends usually come in.CSMR wrote:But with a standard interface everything is the same between emulators and other types of software so you can go about controlling them in the same way. On an HTPC it shoud be as simple as mapping a remote control key to TAB, or some gamepad keys to TAB and up/down/left/right, or something like that. And software/drivers to map keys is something you'll need for anything beyond the most basic HTPC setup.byuu wrote:It also gives one major advantage: you can control the entire UI from a gamepad / joystick, so you don't have to sit in front of your PC to play games. Something native GUIs cannot do on their own.
[i]"Change is inevitable; progress is optional"[/i]
-
- Buzzkill Gil
- Posts: 4295
- Joined: Wed Jan 12, 2005 7:14 pm
I always find this complaint hilarious, given that commercial entertainment software goes out of it's way to AVOID the standard OS windowframe+bar GUI.CSMR wrote:Why still the non-standard menu bar in the first screenshot? It looks like it's a DOS program being emulated in a window. (Better than the current version where it looks like a DOS program being badly emulated in a broken window!)
It's important to fix these GUI issues because that's the main problem with ZSNES and yet it must be one of the most trivial things to fix.
Whenever I've tried ZSNES it always gets uninstalled pretty promptly because the bad & non-standard GUI. It's a shame as in other respects it has a lot of advantages over the alternatives. I'm hoping the next release will be better.
Hell, even MS and Apple do it in their own products(Windows Media Player? iTunes?)
I've always considered the GUI one of ZSNES' strong points, from an aesthetic point of view.
Unlike so many other emulators, it has an interface that fits the theme of the application(aesthetically, I also recommend the SMS emulator MEKA).
1. WMP has one of the worst UIs ever, at least from the point of view of a competent computer user, who likely is not not be the target audience. Essential menus hidden in very unintuitive places; to do anything beyond playing a file the user has to make a careful search of the player, and possibly switch interface, essentially solving a meaningless puzzle. WMP doesn't even resize gracefully (latest version on Vista)... try it for a laugh. There is much better media software available (e.g. MPC-HC, foobar).Gil_Hamilton wrote:I always find this complaint hilarious, given that commercial entertainment software goes out of it's way to AVOID the standard OS windowframe+bar GUI. Hell, even MS and Apple do it in their own products(Windows Media Player? iTunes?)
Consumer-targeted software often uses a task-based interface without a visible menu bar. Although the best software which gets used by technically competent users (which you have to be to use any emulator) pretty much always has a standard menu interface, entertainment software or anything else. (MS Office an exception.)
2. The ZSNES interface is based on a menu bar. So the arguments pro and con menu-based and individualized or task based interfaces aren't relevant. Given that you have this type of interface do you want:
- low-res bitmapped fonts or the same system font (properly rendered and even sub-pixel anti-aliased) that the user has chosen to appear in all menus?
- a mouse pointer that moves at adifferent speed in and out of the ZSNES window? And inexplicably changes shape and colour in the ZSNES window?
-box-like menus that show off DOS-era design?
If you LIKE the design, then you can set it as your system default! You can make the whole OS use a bitmap font, colour it purple, make your mouse pointer bitmapped and yellow. For the DOS style menu boxes you may have to petition Microsoft. At any rate the OS is the right level to make these choices at.
-
- Inmate
- Posts: 1751
- Joined: Mon Dec 06, 2004 7:47 am
- Location: WA
-
- ZSNES Developer
- Posts: 6747
- Joined: Tue Dec 28, 2004 6:47 am
When Zsnes was written, the Windows 95 look and feel had not taken over the world yet. Besides, it had to run under DOS where the "standard" win32 widgetry (hahahaha) was not available.CSMR wrote:If you LIKE the design, then you can set it as your system default! You can make the whole OS use a bitmap font, colour it purple, make your mouse pointer bitmapped and yellow. For the DOS style menu boxes you may have to petition Microsoft. At any rate the OS is the right level to make these choices at.
And to make sure they never changed their minds, they wrote the GUI (like the rest of zsnes) as a kiloton of assembly instead of writing it in some panzy high-level language like C.
If by "trivial" you mean "multi-month pain in the ass", then yeah.CSMR wrote:must be one of the most trivial things to fix.
I would guess its about on par with re-writing the PPU from scratch. Yeah, something like that.
Yeah.grinvader wrote:Hahahahahahahaha
hahahahaha
haha
-
- ZSNES Shake Shake Prinny
- Posts: 5632
- Joined: Wed Jul 28, 2004 4:15 pm
- Location: PAL50, dood !
Critical fix'dmozz wrote:they wrote the GUI (like the rest of zsnes) as a kiloton of assembly ENCAPSULATED AT VARIOUS POINTS WITHIN THE MAIN EXECUTION LOOP instead of writing it in some panzy high-level language like C.
皆黙って俺について来い!!
Pantheon: Gideon Zhi | CaitSith2 | Nach | kode54
Code: Select all
<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
mozz wrote:Besides, it had to run under DOS where the "standard" win32 widgetry (hahahaha) was not available.
And to make sure they never changed their minds, they wrote the GUI (like the rest of zsnes) as a kiloton of assembly instead of writing it in some panzy high-level language like C.
If by "trivial" you mean "multi-month pain in the ass", then yeah.
I would guess its about on par with re-writing the PPU from scratch. Yeah, something like that.
Thanks for the explanation. Ordinarily writing a menu GUI would be trivial while writing an emulator is extremely difficult, but if the code is so unstructured that the GUI isn't even separated from the other parts of the code then I can imagine doing anything becomes extremely difficult. As a "panzy" I don't envy the developers.grinvader wrote:they wrote the GUI (like the rest of zsnes) as a kiloton of assembly ENCAPSULATED AT VARIOUS POINTS WITHIN THE MAIN EXECUTION LOOP instead of writing it in some panzy high-level language like C.
-
- Inmate
- Posts: 1751
- Joined: Mon Dec 06, 2004 7:47 am
- Location: WA
-
- ZSNES Developer
- Posts: 3904
- Joined: Tue Jul 27, 2004 10:54 pm
- Location: Solar powered park bench
- Contact:
I wrote a lib which merges gamepad input into the Qt execution loop.byuu wrote:It also gives one major advantage: you can control the entire UI from a gamepad / joystick, so you don't have to sit in front of your PC to play games. Something native GUIs cannot do on their own.
I'm hoping pagefault and Nach can find a way to still allow that for the Qt interface.
If Qt supports faking mouse hovering or keypress or whatever onto the GUI, it's just a matter of mapping it.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
_____________
Insane Coding
_____________
Insane Coding