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Update 1.63 #916

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bearoso opened this issue Apr 30, 2024 · 27 comments
Open

Update 1.63 #916

bearoso opened this issue Apr 30, 2024 · 27 comments

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@bearoso
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bearoso commented Apr 30, 2024

Anything needing to be done before a 1.63 release should be listed here.

Currently, I'm looking at adding mouse support for the Qt port. Qt will still be considered experimental as of 1.63.

@lordpeluca
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Would it be possible to access the drop-down menu (File/Emulation/Input/Sound, etc) but in full screen mode while playing?

I ask it in its direct3D mode.

When a game is loaded and you want to access, for example a cheat, or switch to another game, one must press "Esc" and the emulator goes to windowed mode to do that kind of things.

Would it be possible to do all that but without the emulator going into windowed mode?

In its "DirectDraw" mode it is possible, but the emulator menu comes out with errors, appears disappears, etc, besides that in this mode the emulator consumes more cpu resources;

Super turrican 2: CPU= 50/57% (DirectDraw)
Super turrican 2 CPU= 10/18% (Direct3D)

If it is possible to do this it would be great, but if it is not possible there is no problem.

@bearoso
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bearoso commented May 4, 2024

It's the way it is because of same reason you're experiencing it in DirectDraw mode.

In newer versions of windows, DirectDraw doesn't actually exist and uses Direct3D, which also causes the same flickering that the Direct3D and OpenGL drivers would. We disabled it with those drivers because there's no easy way to fix this with win32 with the way the drivers use the window.

For 1.63, I'm primary looking for bugs or regressions to fix, not feature requests.

@lordpeluca
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I see, it's a bit complicated. It's not a big deal anyway, but it doesn't hurt to ask. Thanks for your answer :)

@OV2
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OV2 commented May 5, 2024

If you require the menus you can use the "emulate fullscreen" option, they should work without issues there.

I'll try to do some cleanup, but it will probably be Thursday until I can get to it.

@Felipefpl
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Anything needing to be done before a 1.63 release should be listed here.

Nothing is out of place AFAIK, but in case you are interested you could have some "fun" closing old issues like this ;) :P

#145

@ReyVGM
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ReyVGM commented May 6, 2024

Here are a few requests, but I don't know if they're possible.

  1. Any chance for the cheat editor menu (the one called "Game Genie, Pro Action Replay") to be open while the gameplay window is active? Currently you have to close the cheat menu before you can go back to playing, but it would be great if both windows could be active so people like me can test custom made codes as the action is happening.

  2. Highlight multiple cheats: sometimes you want to delete or turn off a plethora of cheats at once, but you can't because you can only highlight one cheat at a time. Any chance to allow multi-cheat selection?

  3. Another minor request would be the ability to reduce/increase the size of the cheat window. You actually can reduce the size, but then the buttons (add, update, clear, etc.) go off-screen. So I suppose the request would be for the buttons to also move if you reduce the window size.

Thanks!

@bearoso
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bearoso commented May 7, 2024

Those would be categorized as feature requests, so not really applicable to this issue, but I'm assuming you're referring to the Windows port for all of those, so:

  1. This has to do with the win32 API being modal. I think there's a way to do this, because one of the cheat windows does, but it's annoying with how messaging works.

  2. Should be possible. Not sure how difficult with win32 again.

  3. Very difficult with win32. You have to handle all the widgets with custom code when it resizes. I did this with the shader dialog, but that really needed it.

Those issues are more easily handled with the experimental Qt version, which uses a separate game thread to prevent modality and has an easier-to-use widget toolkit. It actually can do 1 and 3 right now on Windows, but I haven't implemented multiple selection or ordering yet.

@ReyVGM
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ReyVGM commented May 7, 2024

Those would be categorized as feature requests, so not really applicable to this issue, but I'm assuming you're referring to the Windows port for all of those, so:

1. This has to do with the win32 API being modal. I think there's a way to do this, because one of the cheat windows does, but it's annoying with how messaging works.

2. Should be possible. Not sure how difficult with win32 again.

3. Very difficult with win32. You have to handle all the widgets with custom code when it resizes. I did this with the shader dialog, but that really needed it.

Those issues are more easily handled with the experimental Qt version, which uses a separate game thread to prevent modality and has an easier-to-use widget toolkit. It actually can do 1 and 3 right now on Windows, but I haven't implemented multiple selection or ordering yet.

Sorry, yeah. I meant the Win32 version. I don't know what QT is, but I've heard of other emus with such versions.

Why not merge everything into one build? If the QT is more advanced or modular, why not make that one the default?

@bearoso
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bearoso commented May 7, 2024

The plan is to make it the default on Windows 10+. The Qt port is still incomplete. It's almost matching features with the Gtk port, but much is still missing from the Win32 port.

@ReyVGM
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ReyVGM commented May 7, 2024

The plan is to make it the default on Windows 10+. The Qt port is still incomplete. It's almost matching features with the Gtk port, but much is still missing from the Win32 port.

Understood. Thanks.

@OV2
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OV2 commented May 8, 2024

I've added multi-selection (with the operations that make sense).

I'm not sure about non-modality, I usually like the behavior of auto-pausing while changing settings. Maybe with an optional toggle. But it would require some more changes (apply button etc.), so I'd skip that for now.

@bearoso
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bearoso commented May 8, 2024

The modal system gets in the way of things like net play, so the Qt port threads the core so it can continue running, and uses delegates to pass messages to the it, which it handles safely between frames. It can still be modal with the pause when unfocused setting.

@ReyVGM
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ReyVGM commented May 8, 2024

I've added multi-selection (with the operations that make sense).

I'm not sure about non-modality, I usually like the behavior of auto-pausing while changing settings. Maybe with an optional toggle. But it would require some more changes (apply button etc.), so I'd skip that for now.

Thanks for adding the changes.

Remember that the emulator already has an option to pause the emulator when unfocused. So if you have that option on, then changing settings should auto-pause the emulator.

But in my case, I always have it off and I just use the space key to pause.

@Ariel-Schnee
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This is more a request to keep something.

It's currently possible to open .cht files in a text editor, and edit them.

Please keep that, since it's so useful.

@Ariel-Schnee
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Ariel-Schnee commented May 10, 2024

Bug.

When playing a game, and selecting pause, and leaving it for awhile when you come back it's unresponsive. And you have to use Task Manager to kill it. Then start again.

I hope you can fix this problem.

@carlosgamer23
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Anything needing to be done before a 1.63 release should be listed here.

Currently, I'm looking at adding mouse support for the Qt port. Qt will still be considered experimental as of 1.63.

Support for 7z?

@bearoso
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bearoso commented Jun 16, 2024

That would bring in a whole new dependency, so it can wait.

@bearoso
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bearoso commented Jul 6, 2024

I've updated changes.txt with some of the user-visible stuff. Feel free to edit it to your liking.

@OV2
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OV2 commented Jul 7, 2024

I've added a few things I remembered. Are the SuperFX changes worth mentioning?

@bearoso
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bearoso commented Jul 7, 2024

SuperFX is a mapping issue, so I assumed that line would be enough.

@bearoso
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bearoso commented Jul 9, 2024

Published.

@ImSpecial
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I noticed in 1.63 there have been some OSD changes, I was wondering if there is a way to change the font and size back to the old classic one, and the "Scale messages with EPX" option is removed also?

1.62.3:
OCD-old1

1.63.0:
OCD-new

EPX option - 162.3:
OCD-old3

@bearoso
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bearoso commented Jul 12, 2024

No can do. In the late 20th century the fixed-width, low-resolution font was a necessary tradeoff given the contemporary state of computing, but we've moved on. The EPX filter was just to make it a little less ugly, but since there is a full resolution OSD option now, it's unnecessary. The variable-width pixel font is cleaner and more readable.

If there's problems aside from lacking a nostalgic feel, I'll fix them.

@ImSpecial
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It's just the size really, it could be a single point or two smaller to match the original (IMO), and maybe the edging of the FPS counter, it's almost touching the edge of the window.

@OV2
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OV2 commented Jul 12, 2024

If you really want the old one you can enable "Display messages insisde SNES image" and you will get the old font (but it will also be scaled with your selected filter).

@ImSpecial
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I do have that option checked (and thanks for leaving it in!), but even so the text is slightly different as seen by the two pictures above. I prefer the slightly more squashed/smaller one, as I find it more legible. Size options for it would be nice/ideal.

@odditude42
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this hasn't been announced on the forum yet. before i do so, is there going to be a 1.63.1 release including the bugfixes that have since been committed?

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