Post v1.42 ZSNES WIPs
Moderator: ZSNES Mods
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- Devil's Advocate
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There is only one branch of source code; it's available through CVS at Sourceforge.comrade wrote:So who looks over the official branch?
WIPs are simply compiled from the latest source available on CVS.
[url=http://zsnes-docs.sf.net]Official ZSNES Docs[/url] | [url=http://zsnes-docs.sf.net/nsrt]NSRT Guide[/url] | [url=http://endoftransmission.net/phpBB3/viewtopic.php?t=394]Using a Wiimote w/ emulators[/url]
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- ZSNES Developer
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I have returnedJoe Camacho wrote:Nach is on vacations right now, I don't know when he will return.

May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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Insane Coding
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Insane Coding
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- Devil's Advocate
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- Locksmith of Hyrule
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Welcome back Nach. 

<Nach> so why don't the two of you get your own room and leave us alone with this stupidity of yours?
NSRT here.
NSRT here.
Finally got a chance to make the WIP!
1/05/06
WIN: Fixed video mode selecting via command line for Windows (whoever updated it last didn't change everything he was supposed to). [Nach]
SRC: Updated copyrights. [Nach]
SRC: Fixed pushes and pops for x86-64. [Nach]
SRC: Can now compile objects internally if desired. MSVC and GCC handling cleaned up a bit. (parsegen) [Nach]
SRC: Made cfgparse.o depend on PSR compiler. [Nach]
SRC: Fixed a variable which was being used improperly. [Nach]
1/05/06
WIN: Fixed video mode selecting via command line for Windows (whoever updated it last didn't change everything he was supposed to). [Nach]
SRC: Updated copyrights. [Nach]
SRC: Fixed pushes and pops for x86-64. [Nach]
SRC: Can now compile objects internally if desired. MSVC and GCC handling cleaned up a bit. (parsegen) [Nach]
SRC: Made cfgparse.o depend on PSR compiler. [Nach]
SRC: Fixed a variable which was being used improperly. [Nach]
[url=http://www.ipherswipsite.com]ipher's WIP Site[/url]
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- Locksmith of Hyrule
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awesome job ipher 

<Nach> so why don't the two of you get your own room and leave us alone with this stupidity of yours?
NSRT here.
NSRT here.
Judging by some of the threads posted here, many obviously don't. I can remember one thread where someone said they didn't even know ZSNES had a documentation at all. Also remember that your WIPs are announced and hosted at many emulation sites, too; many new users will be exposed to them there, and might assume they are official releases.ipher wrote:People who use the WIPs should already know how to use ZSNESxamenus wrote:Still no inclusion of or reference to the ZSNES docs? I am disappointed.
Even a .txt file that says "WIPs are unofficial, unstable releases. Use them at your own risk. Please be sure to read the documentation at http://zsnes-docs.sf.net" etc. etc. would be nice.
Emulation development has not stopped. It's going on behind closed doors. WIP's will now only contain feature/code/interface updates while emulation updates will be put in CVS when we feel they are ready. This way we can keep the influx of game related bugs in groups of releases rather than every time there is a WIP update. That said, the SDL port is getting the most attention right now.
Highly Experimental - NO BUG REPORTS WILL BE ACCEPTED FROM THIS BUILD.
2/08/06
ALL: Minor timing tweak for V-IRQ being set after NMI [pagefault]
ALL: SuperFX IRQ fixes, this is probably buggy so as usual send all complaints to /dev/null. [pagefault]
ALL: Work around a bug in vmware that causes the VM to sometimes lock up during execution of CPUID instruction. [pagefault]
W_S: Added support to pause emulator when running in the background [pagefault]
SDL: Fixed input responsitivity for controllers 3+. [bssteph]
WIN: Fixed a really strange crash problem on Windows 2003 systems. [pagefault]
WIN: You can now use gamepad in the background without ZSNES having focus. [pagefault]
GUI: Added "+ Gamma" and "- Gamma" dummy hotkeys to the Misc Keys menu [ipher]
2/08/06
ALL: Minor timing tweak for V-IRQ being set after NMI [pagefault]
ALL: SuperFX IRQ fixes, this is probably buggy so as usual send all complaints to /dev/null. [pagefault]
ALL: Work around a bug in vmware that causes the VM to sometimes lock up during execution of CPUID instruction. [pagefault]
W_S: Added support to pause emulator when running in the background [pagefault]
SDL: Fixed input responsitivity for controllers 3+. [bssteph]
WIN: Fixed a really strange crash problem on Windows 2003 systems. [pagefault]
WIN: You can now use gamepad in the background without ZSNES having focus. [pagefault]
GUI: Added "+ Gamma" and "- Gamma" dummy hotkeys to the Misc Keys menu [ipher]
[url=http://www.ipherswipsite.com]ipher's WIP Site[/url]
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- ZSNES Developer
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- ZSNES Developer
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No remarks about the warning message URL please. It's being taken care of.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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Insane Coding
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Insane Coding
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- ZSNES Developer
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...wherever did you get that idea from? ;) j/kGUI: Added "+ Gamma" and "- Gamma" dummy hotkeys to the Misc Keys menu [ipher]
Sounds kickass. Best formula I've found is:
int32 color = int32(pow(double(color) / 256.0, gamma) * 256.0);
color = (color > 255) ? 255 : ((color < 0) ? 0 : color);
//color >>= 3; for 15-bit
In order to match Overload's color curve, you would have to only apply the gamma adjust to the bottom half of the palette (colors 0-15 of 0-31).
Might make a good option to add if that's the effect you're going for.
Let me know if you find something better, please.
Actually ZSNES has always had gamma support, but not in the new graphics engine and it was only settable on the command line. I am implementing it into the new graphics engine and adding hotkeys to it. I am using an assembly function that we have had for a while that should stay within the colour curve. I haven't had a chance yet to implement it, mainly why the keys don't work yet, but it does essentially the same thing as you have posted. Also I see you have added a greyscale modebyuu wrote:...wherever did you get that idea from?GUI: Added "+ Gamma" and "- Gamma" dummy hotkeys to the Misc Keys menu [ipher]j/k
Sounds kickass. Best formula I've found is:
int32 color = int32(pow(double(color) / 256.0, gamma) * 256.0);
color = (color > 255) ? 255 : ((color < 0) ? 0 : color);
//color >>= 3; for 15-bit
In order to match Overload's color curve, you would have to only apply the gamma adjust to the bottom half of the palette (colors 0-15 of 0-31).
Might make a good option to add if that's the effect you're going for.
Let me know if you find something better, please.
