Post v1.42 ZSNES WIPs

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comrade
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Post by comrade »

So who looks over the official branch?
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Joe Camacho
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Post by Joe Camacho »

Pagefault and Nach are the regular "official" devs. Although Pagefault doesn't visit as much as you could expect, and Nach is on vacations right now, I don't know when he will return.
*Sometimes I edit my posts just to correct mistakes.
funkyass
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Post by funkyass »

comrade wrote:So who looks over the official branch?
the same group of people that are working on the WIP.

the WIP are public test builds between official releases.
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Post by Jipcy »

comrade wrote:So who looks over the official branch?
There is only one branch of source code; it's available through CVS at Sourceforge.

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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Post by Nach »

Joe Camacho wrote:Nach is on vacations right now, I don't know when he will return.
I have returned :)
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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Joe Camacho
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Post by Joe Camacho »

Nach wrote:
Joe Camacho wrote:Nach is on vacations right now, I don't know when he will return.
I have returned :)
And the peasants rejoiced. :D
*Sometimes I edit my posts just to correct mistakes.
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Post by adventure_of_link »

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.
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Post by snkcube »

Woot, welcome back. :P
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ipher
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Post by ipher »

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]
[url=http://www.ipherswipsite.com]ipher's WIP Site[/url]
xamenus
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Post by xamenus »

Still no inclusion of or reference to the ZSNES docs? I am disappointed. :(
adventure_of_link
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Post by adventure_of_link »

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.
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Post by snkcube »

Awesome job once again.
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Stifu
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Post by Stifu »

Cool...

PS: Page says "01/06 WIP", while it should be "01/05 WIP"... :p
ipher
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Post by ipher »

xamenus wrote:Still no inclusion of or reference to the ZSNES docs? I am disappointed. :(
People who use the WIPs should already know how to use ZSNES
[url=http://www.ipherswipsite.com]ipher's WIP Site[/url]
xamenus
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Post by xamenus »

ipher wrote:
xamenus wrote:Still no inclusion of or reference to the ZSNES docs? I am disappointed. :(
People who use the WIPs should already know how to use ZSNES
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.

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.
pagefault
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Post by pagefault »

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.
ipher
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Post by ipher »

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]
[url=http://www.ipherswipsite.com]ipher's WIP Site[/url]
Deathlike2
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Post by Deathlike2 »

ipher wrote:Highly Experimental - NO BUG REPORTS WILL BE ACCEPTED FROM THIS BUILD.
I hope you've put that in some sort of text file because it's going to happen somehow.
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
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Post by Nach »

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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Deathlike2
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Post by Deathlike2 »

Well... the warning message is OK I guess.. but.. hmm...
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
pagefault
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Post by pagefault »

This WIP was released although a lot of code wasn't finished at the time. Use it only if you feel like using unfinished software.
byuu

Post by byuu »

GUI: Added "+ Gamma" and "- Gamma" dummy hotkeys to the Misc Keys menu [ipher]
...wherever did you get that idea from? ;) 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.
pagefault
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Post by pagefault »

byuu wrote:
GUI: Added "+ Gamma" and "- Gamma" dummy hotkeys to the Misc Keys menu [ipher]
...wherever did you get that idea from? ;) 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.
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 mode :)
byuu

Post by byuu »

Neat, I never noticed it with the old gfx engine.

Yeah, you definitely beat me to grayscale support :P, but how about invert support? Probably not even worth being there, but cute to try once or twice.
Sepia mode would be pretty cool...
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