(Control Pad Plugin for Makaron) MakaronPAD v180309 - 模擬器
By Ula
at 2009-03-20T11:51
at 2009-03-20T11:51
Table of Contents
March 19, 2009
There’s a small update to the PAD plugin, which can be found here.
It fixes a problem with Acquire call failing on certain systems
and causing the config window to close immediately (pretty obscure
foreground-only access vs window creation sequence issue). More
importantly though there was a crash reported by some users,
happening when OK button was pressed. Turns out this would prevent
the new configuration from being written to the INI file.
If anyone’s interested, this is a piece of code equivalent to the
offending one. See if you can spot the problem
vector::iterator i;
for (i = boxes.begin (); i != boxes.end (); i++)
if (!i->valid)
i = boxes.erase (i);
I’ve been trying to add some preliminary GUI for configuration
purposes and I have to say I’m not doing so great. It’s really
annoying to have to fix various random pieces of code every time
I change my mind about how the GUI should look/work. At this point
I belive I’d be better off creating an empty project with only
the GUI and then merging the thing with Makaron once I’m happy
with it. Though actually it’d probably end up the other way around,
that is moving emulator internals to the GUI project
Anyway, I’ve also been experimenting with various things including
SH4 recompiler. That last idea didn’t quite live up to my
expectations, I guess I would have to rewrite it whole in order to
gain any significant speedups - and I’ve neither time nor
motivation right now.
One of my ideas was to introduce the ability to change dics in the
GD drive without having to open the GUI menu. I gave Yuki a modified
version where you can choose one of 4 “GD slots” by pressing keys
1 through 4 - at any time really. Kinda neat and for now saves me
the trouble of implementing the switch between window and
fullscreen mode - though it will be possible in future of course.
So… what do you guys think? GD slots a good idea? It will interfere
with the “classic method” a bit (and you need to assign images
to slots first) so having both at once might be difficult to do
and/or understand. Also, how many slots and how to switch between
those? Keep in mind some games require keyboard emulation so it’s
best to either limit the key usage, or figure out a clever system
which would allow to lock the keyboard exclusively for emulation
or GUI - and again, how to switch between those modes?
If there are any good ideas for the GUI functionality then I’m
all ears. Menu layout, key mappings, stuff like that. I have to
say I don’t much like how nullDC menu works. It’s great if you
need to change only one or two options but for anything more you
have to constantly revisit the menu bar and navigate from there.
I find that all-in-one config window in pSX more… ergonomic?
Though it can be a little confusing with so many things in one
place.
With a decent GUI there would be no need for the on-screen F12
menu I suppose?
Oh and BTW there is provisional support for save-states now. With
all the changes I make it’s not stable enough to be used, but
this functionality too will require key mappings or something
for easy access.
______________________________________________________________________________
下載:http://www.emuhq.com/download/2756/
官方:http://dknute.livejournal.com/
--
莫 再 提 莫 再 吵 莫 再 問 莫 再 捧 莫 再 信 莫 再 爭
莫 再 講 莫 再 聞 莫 再 理 莫 再 叫 莫 再 貶 莫 再 寫
莫 再 說 莫 再 想 莫 再 求 莫 再 打 莫 再 用
莫 再 扯 莫 再 婊 莫 再 罵 莫 再 扛
莫 再 聊 莫 再 管 莫 再 傳 莫 再 投
--
There’s a small update to the PAD plugin, which can be found here.
It fixes a problem with Acquire call failing on certain systems
and causing the config window to close immediately (pretty obscure
foreground-only access vs window creation sequence issue). More
importantly though there was a crash reported by some users,
happening when OK button was pressed. Turns out this would prevent
the new configuration from being written to the INI file.
If anyone’s interested, this is a piece of code equivalent to the
offending one. See if you can spot the problem
vector::iterator i;
for (i = boxes.begin (); i != boxes.end (); i++)
if (!i->valid)
i = boxes.erase (i);
I’ve been trying to add some preliminary GUI for configuration
purposes and I have to say I’m not doing so great. It’s really
annoying to have to fix various random pieces of code every time
I change my mind about how the GUI should look/work. At this point
I belive I’d be better off creating an empty project with only
the GUI and then merging the thing with Makaron once I’m happy
with it. Though actually it’d probably end up the other way around,
that is moving emulator internals to the GUI project
Anyway, I’ve also been experimenting with various things including
SH4 recompiler. That last idea didn’t quite live up to my
expectations, I guess I would have to rewrite it whole in order to
gain any significant speedups - and I’ve neither time nor
motivation right now.
One of my ideas was to introduce the ability to change dics in the
GD drive without having to open the GUI menu. I gave Yuki a modified
version where you can choose one of 4 “GD slots” by pressing keys
1 through 4 - at any time really. Kinda neat and for now saves me
the trouble of implementing the switch between window and
fullscreen mode - though it will be possible in future of course.
So… what do you guys think? GD slots a good idea? It will interfere
with the “classic method” a bit (and you need to assign images
to slots first) so having both at once might be difficult to do
and/or understand. Also, how many slots and how to switch between
those? Keep in mind some games require keyboard emulation so it’s
best to either limit the key usage, or figure out a clever system
which would allow to lock the keyboard exclusively for emulation
or GUI - and again, how to switch between those modes?
If there are any good ideas for the GUI functionality then I’m
all ears. Menu layout, key mappings, stuff like that. I have to
say I don’t much like how nullDC menu works. It’s great if you
need to change only one or two options but for anything more you
have to constantly revisit the menu bar and navigate from there.
I find that all-in-one config window in pSX more… ergonomic?
Though it can be a little confusing with so many things in one
place.
With a decent GUI there would be no need for the on-screen F12
menu I suppose?
Oh and BTW there is provisional support for save-states now. With
all the changes I make it’s not stable enough to be used, but
this functionality too will require key mappings or something
for easy access.
______________________________________________________________________________
下載:http://www.emuhq.com/download/2756/
官方:http://dknute.livejournal.com/
--
莫 再 提 莫 再 吵 莫 再 問 莫 再 捧 莫 再 信 莫 再 爭
莫 再 講 莫 再 聞 莫 再 理 莫 再 叫 莫 再 貶 莫 再 寫
莫 再 說 莫 再 想 莫 再 求 莫 再 打 莫 再 用
莫 再 扯 莫 再 婊 莫 再 罵 莫 再 扛
莫 再 聊 莫 再 管 莫 再 傳 莫 再 投
--
Tags:
模擬器
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