Remember that only works on Vista (and Windows 7) though. You still need the other sizes for Windows XP, unless you want to store it as uncompressed data. (though since you use UPX, wouldn't it be compressed anyway?)byuu wrote:Even if we need a 256x256 PNG-compressed icon, that's fine by me.
Search found 347 matches
- Tue Jan 13, 2009 5:55 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.038 released
- Replies: 407
- Views: 248607
- Tue Jan 13, 2009 3:13 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.038 released
- Replies: 407
- Views: 248607
Here's a somewhat interesting guide, though it's a specifically tailored for their program:
http://www.axialis.com/tutorials/tutori ... icons.html
(their program does look attractive, if a bit overkill - you could always try the trial)
http://www.axialis.com/tutorials/tutori ... icons.html
(their program does look attractive, if a bit overkill - you could always try the trial)
- Tue Jan 13, 2009 10:54 am
- Forum: bsnes Dev Talk
- Topic: bsnes v0.038 released
- Replies: 407
- Views: 248607
I wish it could be just one big one and the OS downsamples accordingly. Maybe that's harder than it sounds. Pixel art still beats it hands down for quality, but resizing isn't that difficult. It does it already of course, dunno if the quality could be improved. Wasn't the problem backwards compatib...
- Tue Jan 13, 2009 3:58 am
- Forum: bsnes Dev Talk
- Topic: bsnes v0.038 released
- Replies: 407
- Views: 248607
The Win7 taskbar actually keeps the quicklaunch bar ... The taskbar is much too small an area to serve as a launch station for programs, it very badly needs to be reserved for actively running programs. While I don't particularly like pinning apps and all that, I use my quicklaunch to run pretty mu...
- Fri Jan 09, 2009 7:17 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.038 released
- Replies: 407
- Views: 248607
New WIP stuff 1.) The font seems big enough to allow 4 lines of cheats at a time, but maybe it would look better if the edit box for cheats was say, 50% taller? It just feels strange that the description box is as big as the box for the actual cheats. 2.) Could you display a vertical scrollbar in t...
- Thu Jan 08, 2009 5:17 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.038 released
- Replies: 407
- Views: 248607
Being able to verify that all dumps originate from physical copies is a nice bit of extra security, but there's more than security to consider here. What if part of the database gets corrupted and you don't realize it? (even if it's only a bit here and there) Having hashes allows you to quickly veri...
- Tue Jan 06, 2009 8:04 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.038 released
- Replies: 407
- Views: 248607
- Tue Jan 06, 2009 6:30 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.038 released
- Replies: 407
- Views: 248607
- Mon Jan 05, 2009 3:48 am
- Forum: Insane Chatter
- Topic: Link vs mudlord -- FIGHT
- Replies: 21
- Views: 9135
- Sat Jan 03, 2009 1:51 am
- Forum: bsnes Dev Talk
- Topic: wip05 discussion
- Replies: 18
- Views: 34511
ecst wrote:It does not rely on it.
Code: Select all
(int) (x - y) < 0;
Code: Select all
x - y > UINT_MAX / 2;
- Fri Jan 02, 2009 12:18 pm
- Forum: bsnes Dev Talk
- Topic: wip05 discussion
- Replies: 18
- Views: 34511
Re: v0.038 wip5 public release -- help needed
Without looking at the code (sorry), if the IRQ/NMI test and hold events can be disabled, why not just add a flag to the queue to determine whether a queued event should actually happen? Edit: I think you just added a note to cover this :P I guess a linear search would be a pain.. Edit2: alternative...
- Fri Jan 02, 2009 10:05 am
- Forum: bsnes Dev Talk
- Topic: Fullscreen on startup
- Replies: 41
- Views: 69473
Yes, MSVC has some issues with the current version of bsnes. Since byuu switched to GCC then to Linux entirely, it's difficult for him to fix. Try the bundled installer from here and install the DirectX SDK, then copy/paste all the files from its include directory to MinGW's include directory. Oh, a...
- Fri Jan 02, 2009 5:33 am
- Forum: bsnes Dev Talk
- Topic: Delta queue design
- Replies: 35
- Views: 54933
Verdauga Greeneyes, nifty. You can write the backwards loop a tad more compactly (and avoid events.end() - 1, which requires that it be a random access iterator, which it wasn't in mine which actually used a list) Thanks. I wasn't sure whether the '- 1' would work, although prefix -- surely would h...
- Fri Jan 02, 2009 3:21 am
- Forum: bsnes Dev Talk
- Topic: Delta queue design
- Replies: 35
- Views: 54933
Assuming a uniform distribution and a bidirectional list, the following should be a bit faster: (it got a bit long so I compacted it a bit into for loops; I hope you don't mind) void Delta_Queue::insert( int time ) { events_t::iterator p; if ( time >= last ) { events.push_back( time - last ); last =...
- Thu Jan 01, 2009 5:54 am
- Forum: Bug Reports/Feature Requests
- Topic: ZSNESW (Windows) fullscreen vertical refresh rate bug
- Replies: 42
- Views: 19731
And just because no one has clarified this yet: tearing occurs when a new frame is presented while the monitor is drawing and the new frame is visibly different from the old one in the region that the electron beam (or the equivalent electronics in the case of LCD) is scanning. This can happen at an...
- Wed Dec 31, 2008 5:18 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.038 released
- Replies: 407
- Views: 248607
I don't think your approaches differ all that much to be honest. The fact is that we still have nothing concrete on how to actually store this PCB data, just a general idea of what we want out of it. Once that has been more defined you can approach the people it affects with real examples and they c...
- Wed Dec 31, 2008 4:04 pm
- Forum: bsnes Dev Talk
- Topic: Fullscreen on startup
- Replies: 41
- Views: 69473
- Tue Dec 30, 2008 11:57 pm
- Forum: bsnes Dev Talk
- Topic: Delta queue design
- Replies: 35
- Views: 54933
- Tue Dec 30, 2008 10:51 pm
- Forum: bsnes Dev Talk
- Topic: Delta queue design
- Replies: 35
- Views: 54933
Are there any properties of the delays you can take advantage of? For instance if the events never happen less than 4 clocks apart and the last event is always less than 256 clocks ahead, you could use a 64-entry array and do something like (startingIndex + delay / 4) % 64 to find the next spot for ...
- Tue Dec 30, 2008 10:18 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.038 released
- Replies: 407
- Views: 248607
- Mon Dec 29, 2008 11:05 pm
- Forum: bsnes General Discussion
- Topic: SPC player from bsnes
- Replies: 174
- Views: 157149
- Mon Dec 29, 2008 2:54 am
- Forum: bsnes Dev Talk
- Topic: bsnes v0.038 released
- Replies: 407
- Views: 248607
Do they have the meanings behind presets and profiles reversed in your country? Futhermore, after choosing a preset, you're still free to move any of the sliders after they're moved to a preset location. A preset to me implies something that affects only the visible options, while a profile could d...
- Sun Dec 28, 2008 11:15 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.038 released
- Replies: 407
- Views: 248607
anyway, ZSNES is using this (sliders and buttons) Hmm, I'm not sure those settings count as 'presets', considering you can't change the values they adjust manually ... more like 'profiles' perhaps? I guess a dropdown would waste less space, but there would be only one dropdown list so good luck get...
- Sun Dec 28, 2008 2:08 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.038 released
- Replies: 407
- Views: 248607
- Mon Dec 22, 2008 3:00 am
- Forum: bsnes Dev Talk
- Topic: bsnes v0.038 released
- Replies: 407
- Views: 248607
You'd have to click them, see what they look like, and then decide if you like it. Speaking of which, could you make it so that the frame redraws itself when you change an option (with a slight delay for the sliders I imagine)? I noticed when I was playing with this yesterday that you can activate ...