Got the EP / Region stuff hidden in standard UI mode, and added the text label to the audio panel. Didn't post the WIP, not much point in testing that.
I think I'll just take it slow, wait another week or so, make sure no bugs pop up; rather than rush a release this weekend.
If there is a problem with it, please let me know as I just spent a while thinking about it
Yeah, I wasn't sure about the math. That's why I put the height scale first. I think your code should be fine, too. If someone can definitively show them to be the same, we can use that just because it's smaller, which is nice.
By the way, is it just me or has the NTSC filter's intentional glitchyness gotten erratic and unpleasant? It's like it randomly gets a seizure
I believe I turned off the NTSC filter's merge fields setting, now that we have vsync. It needs to have its own panel just for that filter, I'm just really lazy and don't want to add the hooks to libfilter to allow modifying NTSC filter settings :/
The merge fields thing looks good when not running at perfect 60hz, but it's less faithful. I figured more people would be using that filter with the idea of faithfulness, and thus vsync, enabled.
Oh, I wasn't bugging you about those again, they're years away from feasible.
Just stemming off the inevitable. I do wish it was quick and easy to add those, like with the other chips. So far the Cx4 has been the worst (thanks to Andreas Naive and neviksti's awesome S-DD1, SPC7110 and DSP-1 libraries, and Overload's DSP page for the rest.) And I even had at least half of the Cx4 done by Nach.
I'll just focus on the next two versions before I ask you if you're interested in contributing to something on the game management end of things.
I hear game-specific settings are in high-demand. But that's a difficult thing to get working right. But yeah, thanks; we'll cover that in a future release.
1. I noticed that you may have forgotten to remove video sync from the advanced section after it was added as a functional menu option.
Kay, we'll add that to the list.
2. What happens when someone uses multiple mice? You currently don't list the mapping as mouse00, just mouse. Will this ever pose a problem?
Both DirectInput and Xlib only support one mouse. If you plug in two, they both return input to the same device. You'd need something like ManyMouse to support multiple mice. I didn't bother as I didn't want to add another library dependency, and really -- how many people really have multiple mice on one PC?
It's definitely a really neat feature in ZSNES, and the library itself is definitely awesome. But I think the analog joystick mapping should cover people who really want to use dual justifiers / mice for bsnes.
If not, we can always add it in a future release. The guy's license is really permissive (zlib), which is awesome.
EDIT: this
may pose some problems, too ...
On Windows, ManyMouse requires Windows XP or later to function, since it
relies on APIs that are new to XP...it uses LoadLibrary() on User32.dll and
GetProcAddress() to get all the Windows entry points it uses, so on pre-XP
systems, it will run, but fail to find any mice in ManyMouse_Init().
...
Please note that using DirectInput at the same time
as ManyMouse can cause problems; ManyMouse does not use DirectInput, due
to DI8's limitations, but its parallel use seems to prevent ManyMouse from
getting mouse input anyhow.
...
(XInput code isn't finished yet, but in the future this note will be true.)
Mmm ... those are what I use now. But I think ZSNES uses DirectInput, too; so who knows.