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JezzeOffline
Post subject: higan v093  PostPosted: Aug 18, 2013 - 11:54 AM
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Joined: Oct 30, 2004
Posts: 5.751


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byuu hat eine neue Version seines Multi System (NES, SNES, Game Boy, Game Boy Color, Game Boy Advance,Nintendo DS) und Subsystem (Super Game Boy, BS-X Satellaview, Sufami Turbo) Emulators higan (ehemals bsnes) veröffentlicht.


byuu has released his new version of his multi-system (NES, SNES, Game Boy, Game Boy Color, Game Boy Advance,Nintendo DS) and subsystems (Super Game Boy, BS-X Satellaview, Sufami Turbo) emulator higan (formally bsnes).

Quote:
Changelog:
  • added Cocoa target: higan can now be compiled for OS X Lion [Cydrak, byuu]
  • SNES/accuracy profile hires color blending improvements - fixes Marvelous text [AWJ]
  • fixed a slight bug in SNES/SA-1 VBR support caused by a typo
  • added support for multi-pass shaders that can load external textures (requires OpenGL 3.2+)
  • added game library path (used by ananke->Import Game) to Settings->Advanced
  • system profiles, shaders and cheats database can be stored in "all users" shared folders now (eg /usr/share on Linux)
  • all configuration files are in BML format now, instead of XML (much easier to read and edit this way)
  • main window supports drag-and-drop of game folders (but not game files / ZIP archives)
  • audio buffer clears when entering a modal loop on Windows (prevents audio repetition with DirectSound driver)
  • a substantial amount of code clean-up (probably the biggest refactoring to date)

One highly desired target for this release was to default to the optimal drivers instead of the safest drivers, but because AMD drivers don´t seem to like my OpenGL 3.2 driver, I´ve decided to postpone that. AMD has too big a market share. Hopefully with v093 officially released, we can get some public input on what AMD doesn´t like.


Related links:
[ Diverse / Misc Emus ]

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Retro-NerdOffline
Post subject:   PostPosted: Aug 18, 2013 - 10:23 PM
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Joined: Jul 02, 2006
Posts: 517


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Weiß man schon, wie man das alte Shader Format in das neue anpasst? Würde gerne wieder Caligari Scanlines in v093 nutzen.
 
 
 
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JezzeOffline
Post subject:   PostPosted: Aug 19, 2013 - 05:44 PM
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Bei mir laufen leider nicht einmal die mitgelieferten Shader, das Bild wird einfach schwarz.

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Retro-NerdOffline
Post subject:   PostPosted: Aug 19, 2013 - 10:08 PM
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Mmh, das ist aber schon merkwürdig. Die beigefügten laufen bei mir einwandfrei. Windows 7, ATI Karte.

Aber das bilineare Filtering ist viel zu stark. Das könnte man in den Shader Dateien selbst in verschiedenen Stufen definieren. Wenn ich die Dinger nur selber schreiben könnte.
 
 
 
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byuuOffline
Post subject:   PostPosted: Aug 20, 2013 - 01:14 AM
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Joined: Nov 01, 2009
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There's a bug in some versions of the AMD Catalyst drivers that prevents the OpenGL 3.2 driver in higan from working.
We've confirmed it's a bug on their end, but haven't found a workaround yet.
I know you're going to say, "but other OpenGL apps work fine", and I'm sure they do. There's a dozen ways to design an OpenGL app.
All I can say is that my API is 100% by specifications, with no fixed-function pipeline code. It's perfectly valid OpenGL code and has been vetted by a few people now.

Outside of that ... I had to get the release out first, but I'm hopeful we can get a bunch of new shaders in for higan v094, including a nicer scanline shader.
It supports pretty much everything I could think of (multi-pass, multi-texture, reference previous passes, modulo-phase counters, multi-texture formats, scaling, geometry shaders, etc.)
 
 
 
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