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Prikvačeni tweet
Greetings! byuu is an upcoming multi-system emulator that seeks to provide the accuracy of higan with the ease-of-use of bsnes. Development has only just begun, but I will be posting news and screenshots here while the emulator is being created. I aim to launch some time in 2020!pic.twitter.com/b8mprbna7f
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Menu save states, hotkey save states, and status bar status messages are in. I'll try to tackle system reset and video scale settings next. That should get us to a point where the emulator is fully usable, provided your images are uncompressed.pic.twitter.com/r9ryYtOFMT
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Coming along fast ... hotkey support is in, though there's not many there yet. Critical functionality needed: video scaling, save RAM, save states, ZIP support. Hundreds of features will be needed to complete this project, of course.pic.twitter.com/eECAM6VWiQ
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Driver settings are in. They mirror bsnes' design, since it works well enough. Bit of a trade-off here in that I'm exposing a lot of options to allow fine control compared to only a few to make it simpler to use. But getting this right is important, so ...pic.twitter.com/V4wePqQU5G
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v0.2 is up on GitHub. You can now basically play NES games, but without saves or features, heh. It's not much, but it proves the concept at least: I can wrap higan cores into a bsnes-like API and UI. The amount of work to do is a bit overwhelming, but a little more each day ...
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(if it's any consollation to the latter, I was rooting for v108 myself, but v1 is good too.)
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v1 won by a large margin, so v1 it is. I appreciate the input, thanks everyone! Apologies to those who wanted v108 ^-^;;https://twitter.com/byuu_emu/status/1223403700418306054 …
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Question: should byuu start with version 1 since it's a new project, or with version 108 and stay in sync with higan (since they share the same underlying emulation cores)? bsnes went with the latter, but eventually forked and desynced anyway.
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That feeling when you get really tired of writing boilerplate input mapping code and just hardcode the emulated controller to your keyboard directly.pic.twitter.com/8ZEqPrU643
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"It seems like you do the same thing than retroarch. Why you dont release core for each system instad of developing another retroarch?"pic.twitter.com/qw9iugMU7h
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By default when you go into the per-system input mapping, it'll show the global mappings and how they relate to a given system in a lighter font color (eg SNES X = Upper Middle), so you see what corresponds where. But you'll also be able to assign your per-system overrides here.
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Once you've loaded an individual system, there will be some sort of per-system configuration window that will let you map things the way you do in bsnes today. Possibly at a later date, but not too far off.
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So here's how it'll look: the usual settings panel will map an abstract controller. In the future, maybe I'll also allow mapping an abstract second player, mouse, etc. It's modeled to provide all the keys of the SNES controller + Genesis fighting pad.pic.twitter.com/JKRiZyojB7
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I know that virtual/universal controller mappings are controversial, so you can basically pretend it's not there at all, and map the controller for each system directly if you'd prefer. I would then only use the virtual mappings for the gamepad OSD navigation (once it's ready.)
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On input: it's just not practical to expect users to map every controller type for all 25 systems byuu will support to their gamepads. I intend to start with a virtual gamepad to map all systems, but allow per-system overrides. So both use cases will be supported.
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Audio mixing is in. The really huge pain is always the input bindings. That requires about 30x the amount of code as video and audio combined =/ Also, holy heck, 300 follows! I'm always overwhelmed by the support, thank you all so much, the kind encouragement helps a lot~! ^-^pic.twitter.com/aoO3bfef5V
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Think of this as making every system into a nail, so that we can use a simple hammer to construct the user interface for all of higan's supported systems. It's crude and misses nuance, but it makes the program *substantially* easier to use in the end.
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higan's new tree node system is *incredibly* complex by necessity, and the linear structure from previous releases is no longer present to create an easy UI. But since all problems can be solved with abstraction, I'm using an intermediate layer to provide this missing metadata.pic.twitter.com/Zn3FSsykw5
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