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AspiringSquire
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Mouse invisibility bug - traced back to a WIP

Post by AspiringSquire »

Deathlike2 wrote:
AspiringSquire wrote:There's also a very irritating bug with the mouse cursor being invisible when moving away from the ZSNES window, sometimes requiring clicking both within ZSNES and outside of it before the regular desktop mouse cursor reappears.
I have absolutely no idea what causes this. As suggested earlier... try to nail the WIP or revision this behavior started from...
I did some checking in previous WIPs, and I traced the mouse invisibility issue back to the 3/29/06 WIP, when the ManyMouse library was implemented. I also found that there was a similar/related issue in earlier WIPs (possibly a long way back); trying to switch window focus with the cursor by clicking outside of ZSNES generally requires two external clicks instead of one. It seems that these may be different symptoms from the same cause, but the resulting change with the introduction of ManyMouse is much more frustrating.

Although I'm not sure if these options are necessary to witness these issues, it may be easier to find them with Trap Mouse Cursor disabled and RClick Enters GUI enabled. Other than that (and a DS windowed mode), I wasn't using any non-default settings. You may need to try clicking between ZSNES and another window a few times before it messes up.
[url=http://board.zsnes.com/phpBB2/viewtopic.php?t=3298][color=brown]My [u]NES palette[/u][/color][/url] - better colors with any emulator.

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Deathlike2
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Post by Deathlike2 »

I didn't implement ManyMouse, so I can't speak for the code.. I was trying to add in left-handed mouse support.. but that didn't go so well.

Anyways.. Super Scope buttons are now configurable.. I will be hacking at the GUI all overnight.. so it should be there when I'm done.
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
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Post by Jipcy »

Q: What are the best settings for ZSNES?

A: The "best" settings for ZSNES are highly dependent on both your personal preferences and the performance of your computer. You simply won't be able to use the HQ4X or NTSC filters on older machines.

blah blah.... explain a bit more. Also explain how to get something like the most "accurate" settings/experience....

I'll add it later.
[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]
Nach
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Re: Bugs -- subtitles, CPU usage, mouse cursor invisibility

Post by Nach »

AspiringSquire wrote:
Deathlike2 wrote:I hope this clears things up.
Yes, I believe the three of us have reached an adequate level of understanding. Thanks for your patience.
Okay, I think I implemented what you wanted. Please test it for me.
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 »

This might sound like an obvious suggestion, but I will point it out just in case. The upper section of Misc->GUI Options menu has been rearranged in such a way that there is a really obvious theme. Hopefully, you will pick up on this.

Hint: Look up and down the columns of options.
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
AspiringSquire
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New SRAM Check+Save exclusive saving functionality

Post by AspiringSquire »

Nach wrote:Okay, I think I implemented what you wanted. Please test it for me.
It is one of the things I wanted, and it seems to work well. However, I have noticed that SRAM also gets saved to disk upon saving a state, even with SRAM Check+Save. So, I appreciate what you've done, but I would be even more appreciative if you could resolve this other aspect to saving.
[url=http://board.zsnes.com/phpBB2/viewtopic.php?t=3298][color=brown]My [u]NES palette[/u][/color][/url] - better colors with any emulator.

"the more you know, and the more you can do... the more you are."
- [url=http://www.danielbohman.com][color=brown][u]daniel bohman[/u][/color][/url]
Deathlike2
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Re: New SRAM Check+Save exclusive saving functionality

Post by Deathlike2 »

AspiringSquire wrote:
Nach wrote:Okay, I think I implemented what you wanted. Please test it for me.
It is one of the things I wanted, and it seems to work well. However, I have noticed that SRAM also gets saved to disk upon saving a state, even with SRAM Check+Save. So, I appreciate what you've done, but I would be even more appreciative if you could resolve this other aspect to saving.
Note: When I first read it, I wasn't too sure what you were talking about. When Nach described the behavior to me.. it was clear. In any case, preventing pointless disk access is nice.
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
Nach
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Re: New SRAM Check+Save exclusive saving functionality

Post by Nach »

AspiringSquire wrote:
Nach wrote:Okay, I think I implemented what you wanted. Please test it for me.
It is one of the things I wanted, and it seems to work well. However, I have noticed that SRAM also gets saved to disk upon saving a state, even with SRAM Check+Save. So, I appreciate what you've done, but I would be even more appreciative if you could resolve this other aspect to saving.
This is news to me, I wasn't aware of any ZST code which saved SRAM at the same time.

Don't know if I'll get a chance to look into it before the release.
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 »

Ok, I just realized we need to document what we can pass to ./autogen.sh unless there's some command line to check.. that I'm not aware of. I think this would be nice in the Advanced section of the docs.
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
AspiringSquire
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The other SRAM saving request

Post by AspiringSquire »

Nach wrote:Okay, I think I implemented what you wanted.
The other thing that would complete my request is a GUI option to not save SRAM to disk at all. This would be especially useful for times when you are playing or recording ZMVs. I think that it might be best to have the option automatically disabled when ZSNES is reopened (akin to the Frame Rate Counter) so that people won't accidentally forget to reset the option and lose their progress from an entire game session. Or maybe there could be a .cfg file option that just prevents SRAM saving to disk when playing a ZMV, but I would prefer the former.
[url=http://board.zsnes.com/phpBB2/viewtopic.php?t=3298][color=brown]My [u]NES palette[/u][/color][/url] - better colors with any emulator.

"the more you know, and the more you can do... the more you are."
- [url=http://www.danielbohman.com][color=brown][u]daniel bohman[/u][/color][/url]
Deathlike2
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Post by Deathlike2 »

Ok, a major oversight here. Apparently it was not made clear that Auto Frame Skip was required for FF+Slowdown to operate normally.
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
AspiringSquire
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Auto Frame Rate + Fast Forward, Slow Down

Post by AspiringSquire »

Ok, a major oversight here. Apparently it was not made clear that Auto Frame Skip was required for FF+Slowdown to operate normally.
In my tests, Fast Forward works just fine either way, but Slow Down is completely disabled. Is there any more to it than that?
[url=http://board.zsnes.com/phpBB2/viewtopic.php?t=3298][color=brown]My [u]NES palette[/u][/color][/url] - better colors with any emulator.

"the more you know, and the more you can do... the more you are."
- [url=http://www.danielbohman.com][color=brown][u]daniel bohman[/u][/color][/url]
Deathlike2
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Re: Auto Frame Rate + Fast Forward, Slow Down

Post by Deathlike2 »

AspiringSquire wrote:
Ok, a major oversight here. Apparently it was not made clear that Auto Frame Skip was required for FF+Slowdown to operate normally.
In my tests, Fast Forward works just fine either way, but Slow Down is completely disabled. Is there any more to it than that?
Hmmm, I didn't do too much checking either way (that section of code is kinda crazy).

With regards to the SRM not saving on exit request, I think I will work on that, along with other miscellaneous things.
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
Deathlike2
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Post by Deathlike2 »

Ok, I think I gave you what you wanted... although, I pray nothing has broke in the process.
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
Nach
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Re: New SRAM Check+Save exclusive saving functionality

Post by Nach »

Nach wrote:
AspiringSquire wrote:
Nach wrote:Okay, I think I implemented what you wanted. Please test it for me.
It is one of the things I wanted, and it seems to work well. However, I have noticed that SRAM also gets saved to disk upon saving a state, even with SRAM Check+Save. So, I appreciate what you've done, but I would be even more appreciative if you could resolve this other aspect to saving.
This is news to me, I wasn't aware of any ZST code which saved SRAM at the same time.
Okay I just looked into this, I can't replicate.

If you make clean, then compile with adding "DEBUG=yes" to the make line, such as:
make -f makefile.ms PLATFORM=dos DEBUG=yes
It'll save all file read and write operation messages to stdout.txt, to make this easier to debug.
If you can load a game, load a ZST, then save a ZST, where you claim that save ZST is writing SRAM to disk, and paste the contents of stdout.txt here, I'd appreciate it.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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AspiringSquire
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SRAM (not) saved when saving state - Mario Kart's fault

Post by AspiringSquire »

Nach wrote:Okay I just looked into this, I can't replicate.
Sorry, it seems that I was misled. I happened to be saving states at the same time that SRAM was being saved, at the completion of Time Trial runs in Super Mario Kart. What I've actually discovered, apparently, is that Super Mario Kart saves SRAM data at that moment without actually updating anything useful, since your Time Trial records aren't fully saved until you choose "End" and return to the title screen (as on the real SNES).

Once again, thanks for the enhancement to SRAM Check+Save functionality, and thanks for the Don't Save SRAM option, Deathlike2. :)
[url=http://board.zsnes.com/phpBB2/viewtopic.php?t=3298][color=brown]My [u]NES palette[/u][/color][/url] - better colors with any emulator.

"the more you know, and the more you can do... the more you are."
- [url=http://www.danielbohman.com][color=brown][u]daniel bohman[/u][/color][/url]
Deathlike2
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Re: SRAM (not) saved when saving state - Mario Kart's fault

Post by Deathlike2 »

AspiringSquire wrote:Once again, thanks for the enhancement to SRAM Check+Save functionality, and thanks for the Don't Save SRAM option, Deathlike2. :)
No problem.

Edit: Mmmm.. sleep.

Edit2: It looks like the description of Bilinear Filtering could be better. It is hardware accelerated filtering (unless you use something like MESA, which is all software based :? )

Also, the Eagle Engine description is missing.. although this only appears in the DOS port in one mode (640x480, 8-bit).
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
Deathlike2
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Post by Deathlike2 »

It should be noted that the Triple Buffering option has precedence over VSync in fullscreen mode (this includes DOS though DOS doesn't have Windowed options of course). Triple Buffering enforces VSync anyways. However, it doesn't mean VSync is enabled for Windowed modes (you will have to enable VSync separately) and that is how ZSNES currently operates.
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
Nach
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Post by Nach »

We'll need some updates based on recent additions.

Code: Select all

------------------------------------------------------------------------
r4180 | Nach | 2006-12-25 15:14:06 +0200 (Mon, 25 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/zmovie.c

Cleanup.
------------------------------------------------------------------------
r4179 | Nach | 2006-12-25 15:05:22 +0200 (Mon, 25 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/zmovie.c

Just in case.
------------------------------------------------------------------------
r4178 | Deathlike2 | 2006-12-25 14:57:38 +0200 (Mon, 25 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/gui/guiwindp.inc

Expanded Windowed and Fullscreen in the legend.
------------------------------------------------------------------------
r4177 | Nach | 2006-12-25 14:11:37 +0200 (Mon, 25 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/gui/guiwindp.inc

Trimmed whitespace.
------------------------------------------------------------------------
r4176 | Nach | 2006-12-25 14:09:01 +0200 (Mon, 25 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/zloader.c
   M /trunk/src/zmovie.c
   M /trunk/src/zmovie.h

Can now set via command line how many frames of a movie to playback for dumping. Can also use this to dump off the end of a movie.
------------------------------------------------------------------------
r4175 | Deathlike2 | 2006-12-25 11:17:27 +0200 (Mon, 25 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/dos/dosintrf.asm
   M /trunk/src/gui/gui.asm
   M /trunk/src/gui/guikeys.inc
   M /trunk/src/gui/guimouse.inc
   M /trunk/src/gui/guiwindp.inc

Fixed some broken logic and removed some vars regarding interpolation.
------------------------------------------------------------------------
r4174 | Deathlike2 | 2006-12-25 09:43:07 +0200 (Mon, 25 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/cfg.psr
   M /trunk/src/gui/guikeys.inc
   M /trunk/src/gui/guimouse.inc
   M /trunk/src/gui/guiwindp.inc
   M /trunk/src/zloader.c

Update Config->Video->Filters. Let's just say it looks pretty. Happy Holidays everyone!
------------------------------------------------------------------------
r4173 | Deathlike2 | 2006-12-24 21:31:46 +0200 (Sun, 24 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/input.psr

Added SVN properties of the new file.
------------------------------------------------------------------------
r4172 | Nach | 2006-12-24 15:15:12 +0200 (Sun, 24 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/input.psr

Since we're dealing with game specific not a bad idea to save device settings either.
------------------------------------------------------------------------
r4171 | Nach | 2006-12-24 15:11:04 +0200 (Sun, 24 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/Makefile.in
   M /trunk/src/cfg.psr
   M /trunk/src/initc.c
   A /trunk/src/input.psr
   M /trunk/src/makefile.ms
   M /trunk/src/zpath.c
   M /trunk/src/zstate.c

Added abilitiy to have game specific input.
------------------------------------------------------------------------
r4170 | Nach | 2006-12-24 13:48:24 +0200 (Sun, 24 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/md.psr

We turbo through only the first custom pass.
------------------------------------------------------------------------
r4169 | Nach | 2006-12-24 13:42:51 +0200 (Sun, 24 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/parsegen.cpp

Fixed a swapped logical error.
------------------------------------------------------------------------
r4168 | Nach | 2006-12-24 13:41:11 +0200 (Sun, 24 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/md.psr

Lets be a bit more verbose.
------------------------------------------------------------------------
r4167 | Nach | 2006-12-24 13:35:21 +0200 (Sun, 24 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/md.psr

Just incase someone updated between my last 3 commits and created a bugged setup, this should fix it permanently.
------------------------------------------------------------------------
r4166 | Nach | 2006-12-24 13:32:53 +0200 (Sun, 24 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/parsegen.cpp

And now it's done, also reinit if PSR_HASH is missing altogether. Note reinit is only on strings, perhaps add other variables later.
------------------------------------------------------------------------
r4165 | Nach | 2006-12-24 13:22:59 +0200 (Sun, 24 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/parsegen.cpp

init override.
------------------------------------------------------------------------
r4164 | Nach | 2006-12-24 13:14:45 +0200 (Sun, 24 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/Makefile.in
   M /trunk/src/makefile.ms
   M /trunk/src/md.psr
   M /trunk/src/parsegen.cpp
   M /trunk/src/zmovie.c

Parsegen now has a feature to allow new PSR files to reject other versions, just define PSR_HASH. PSR defines are no longer written to PSR C files. Movie configuration code cleaned up. Preliminary code for custom movie dumping added.
------------------------------------------------------------------------
r4163 | Deathlike2 | 2006-12-24 12:04:27 +0200 (Sun, 24 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/gui/gui.asm

Bleh, I didn't realize I was so toasted.
------------------------------------------------------------------------
r4162 | Deathlike2 | 2006-12-24 11:59:48 +0200 (Sun, 24 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/gui/gui.asm

Whoops, trimmed too much.
------------------------------------------------------------------------
r4161 | Deathlike2 | 2006-12-24 11:54:14 +0200 (Sun, 24 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/cfg.psr
   M /trunk/src/dos/dosintrf.asm
   M /trunk/src/gui/gui.asm
   M /trunk/src/gui/guikeys.inc
   M /trunk/src/gui/guimouse.inc
   M /trunk/src/gui/guiwindp.inc
   M /trunk/src/linux/sdlintrf.asm
   M /trunk/src/win/winintrf.asm

Mmmm, code trimmings for Christmas.
------------------------------------------------------------------------
r4160 | Deathlike2 | 2006-12-24 10:47:56 +0200 (Sun, 24 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/cfg.psr

This should be more OpenGL friendly...
------------------------------------------------------------------------
r4159 | Deathlike2 | 2006-12-24 10:20:09 +0200 (Sun, 24 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/cfg.psr
   M /trunk/src/gui/gui.asm
   M /trunk/src/gui/guifuncs.c
   M /trunk/src/gui/guikeys.inc
   M /trunk/src/gui/guimouse.inc
   M /trunk/src/gui/guiwindp.inc

Less dependencies, more happiness.
------------------------------------------------------------------------
r4158 | Deathlike2 | 2006-12-24 09:41:04 +0200 (Sun, 24 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/cfg.psr
   M /trunk/src/cpu/execute.asm
   M /trunk/src/gui/gui.asm
   M /trunk/src/gui/guiwindp.inc
   M /trunk/src/video/newgfx16.asm

A couple more variables go away.
------------------------------------------------------------------------
r4157 | Deathlike2 | 2006-12-24 09:23:58 +0200 (Sun, 24 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/cfg.psr
   M /trunk/src/dos/dosintrf.asm
   M /trunk/src/gui/gui.asm
   M /trunk/src/gui/guikeys.inc
   M /trunk/src/gui/guimouse.inc
   M /trunk/src/gui/guiwindp.inc
   M /trunk/src/linux/sdlintrf.asm
   M /trunk/src/win/winintrf.asm
   M /trunk/src/zloader.c

Removed variables from various ports and cleanup.
------------------------------------------------------------------------
r4156 | Nach | 2006-12-24 09:13:43 +0200 (Sun, 24 Dec 2006) | 1 line
Changed paths:
   D /trunk/docs/DOS
   D /trunk/docs/Linux
   D /trunk/docs/Windows

Delete old docs.
------------------------------------------------------------------------
r4155 | Nach | 2006-12-24 08:21:12 +0200 (Sun, 24 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/gui/guiwindp.inc

Fixed compiling on SDL.
------------------------------------------------------------------------
r4154 | Deathlike2 | 2006-12-24 08:16:58 +0200 (Sun, 24 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/cfg.psr
   M /trunk/src/gui/gui.asm
   M /trunk/src/gui/guifuncs.c
   M /trunk/src/gui/guikeys.inc
   M /trunk/src/gui/guimouse.inc
   M /trunk/src/gui/guiwindp.inc

Added option in Config->Options for Screenshot format. Did some cfg tweaking plus some cleanup.
------------------------------------------------------------------------
r4153 | Nach | 2006-12-24 08:08:35 +0200 (Sun, 24 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/zmovie.c

Crash on ZMV with bad save path should be fixed for good now.
------------------------------------------------------------------------
r4152 | Nach | 2006-12-24 07:53:20 +0200 (Sun, 24 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/zmovie.c

Fix crash on creation of ZMV if save path does not exist.
------------------------------------------------------------------------
r4151 | Nach | 2006-12-24 06:32:10 +0200 (Sun, 24 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/md.psr
   M /trunk/src/zmovie.c

Logo support for AVI dumping.
------------------------------------------------------------------------
r4150 | Nach | 2006-12-24 05:53:15 +0200 (Sun, 24 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/tools/cutrtype.cpp
   M /trunk/src/tools/strutil.cpp
   M /trunk/src/tools/strutil.h

Added a string class with == being case insensitive. cutrtype is now case insensitive.
------------------------------------------------------------------------
r4149 | jbo_85 | 2006-12-24 03:05:10 +0200 (Sun, 24 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/initc.c

Some cleanup.
------------------------------------------------------------------------
r4148 | jbo_85 | 2006-12-24 02:45:42 +0200 (Sun, 24 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/init.asm
   M /trunk/src/initc.c

Ported preparesfx to C.
------------------------------------------------------------------------
r4147 | Deathlike2 | 2006-12-24 00:32:18 +0200 (Sun, 24 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/video/procvid.asm

Isn't this cool? F3 menu wraparound rocks.
------------------------------------------------------------------------
r4146 | Nach | 2006-12-23 21:38:25 +0200 (Sat, 23 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/cfg.psr
   M /trunk/src/gui/guiwindp.inc
   M /trunk/src/tools/compile.txt
   M /trunk/src/vcache.asm

Fixed Jumps. Trimmed Whitespace. Removed extra EXTSYM.
------------------------------------------------------------------------
r4145 | Deathlike2 | 2006-12-23 11:24:31 +0200 (Sat, 23 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/cfg.psr

Updated some cfg descriptions.
------------------------------------------------------------------------
r4144 | Deathlike2 | 2006-12-23 11:14:22 +0200 (Sat, 23 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/cfg.psr
   M /trunk/src/gui/gui.asm
   M /trunk/src/gui/guifuncs.c
   M /trunk/src/gui/guikeys.inc
   M /trunk/src/gui/guimouse.inc
   M /trunk/src/gui/guiwindp.inc

Save GUI Win Positions now has internal value inverted for sanity's sake and variable is renamed as well...
------------------------------------------------------------------------
r4143 | Deathlike2 | 2006-12-23 10:55:33 +0200 (Sat, 23 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/cfg.psr
   M /trunk/src/gui/gui.asm
   M /trunk/src/gui/guikeys.inc
   M /trunk/src/gui/guimouse.inc
   M /trunk/src/gui/guiwindp.inc
   M /trunk/src/zstate.c

New option requested by AspiringSquire to prevent ZSNES from saving SRAM on exit. This option when enabled hides SRAM Check+Save in Config->Saves.
------------------------------------------------------------------------
r4142 | Deathlike2 | 2006-12-23 09:43:29 +0200 (Sat, 23 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/cfg.psr
   M /trunk/src/gui/guiwindp.inc

Some PSR tweaks and now the Alt Old Graphics rendering GUI option hides when the New Graphics Engine is enabled.
------------------------------------------------------------------------
r4141 | Deathlike2 | 2006-12-23 06:16:16 +0200 (Sat, 23 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/dos/sound.asm
   M /trunk/src/gui/guiwindp.inc

Removed the horrible sounding Mono Surround Sound code.
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r4140 | Deathlike2 | 2006-12-22 08:57:30 +0200 (Fri, 22 Dec 2006) | 1 line
Changed paths:
   M /trunk/src/cfg.psr

It is nice to be clear about the purpose of rominfo.txt in the cfg file.
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r4139 | Deathlike2 | 2006-12-22 08:28:40 +0200 (Fri, 22 Dec 2006) | 1 line
Changed paths:
   M /trunk/docs/README.SVN

Properties of renamed file...
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r4138 | Deathlike2 | 2006-12-22 08:27:09 +0200 (Fri, 22 Dec 2006) | 1 line
Changed paths:
   D /trunk/docs/README.CVS
   A /trunk/docs/README.SVN

We have moved to SVN a long time ago.
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
Nach
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Post by Nach »

We need new features documented.
I think we have some more command line options. And I also added game specific input to the config file. Which also has new files to be documented, *.inp, Deathlike, I forget anything?
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
Jipcy
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Post by Jipcy »

I may have time to do this in the next 4ish days. If not, I will be able to do it sometime between January 1st and January 8th.
[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]
Deathlike2
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Post by Deathlike2 »

Ok... when I made my commit about Bilinear Filtering/Interpolation, obviously it didn't get across too well.

Interpolation is COMPLETELY SOFTWARE driven. It does have an MMX varient (yes, it is MMX accelerated), however all the work is still done by the CPU. For Bilinear Filtering, it operates differently than Interpolation (they aren't exactly the same filters, but they both perform the "blurring" operation). The thing about Bilinear Filtering is that if you are not using MESA (software rendered OpenGL aka another CPU consumer), then you are using the video card's 3D acceleration on the rendered picture. This part is all hardware (less CPU overhead overall), plus with the added bonus is that it is compatible with all the other existing SOFTWARE filters. MMX Support in ZSNES has ZERO to do with Bilinear Filtering (although, I guess MMX could be used by the OpenGL drivers internally, but that's not ZSNES's doing).

I'd also like to mention that most (if not all?) the sound filters (excluding "Simulate Surround Sound" have an MMX accelerated version that generally is in use (with MMX support enabled of course). That doesn't mean it is "hardware accelerated" though.
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
Deathlike2
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Post by Deathlike2 »

http://board.zsnes.com/phpBB2/viewtopic.php?t=9105 - The description for Auto State Save/Load should be revised.
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
Deathlike2
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Post by Deathlike2 »

Ok, make sure to document new NTSC filter options. I will copy and paste the descriptions for each setting from the NTSC filter source later.

Also, the HQx filter option looks different for SDL+Windows ports.

I hope the addition of the updated filter is an incentive for you to update the descriptions :wink:

Edit:

Code: Select all

	/* Basic parameters */
	double hue;        /* -1 = -180 degrees     +1 = +180 degrees */
	double saturation; /* -1 = grayscale (0.0)  +1 = oversaturated colors (2.0) */
	double contrast;   /* -1 = dark (0.5)       +1 = light (1.5) */
	double brightness; /* -1 = dark (0.5)       +1 = light (1.5) */
	double sharpness;  /* edge contrast enhancement/blurring */

	/* Advanced parameters */
	double gamma;      /* -1 = dark (1.5)       +1 = light (0.5) */
	double resolution; /* image resolution */
	double artifacts;  /* artifacts caused by color changes */
	double fringing;   /* color artifacts caused by brightness changes */
	double bleed;      /* color bleed (color resolution reduction) */
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
xamenus
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Post by xamenus »

I updated the NTSC filter section. I'll get the descriptions in later.
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