
Going forward I'll probably keep publishing both 64 and 32-bit builds (but most likely only 64-bit for accuracy).
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I think having 64-bit compatibility and accuracy but only 32-bit compatibility seems like a pretty reasonable default. I think most people at this point would be best-suited by the 64-bit compatibility build, whereas a 32-bit accuracy build would be too underperforming to be worth it (and I doubt many potential users still need the performance profile that much...)AWJ wrote:The choice of profile is completely orthogonal to the build target. Releasing 32-bit compatibility builds and 64-bit accuracy builds was just an arbitrary choice that byuu made. The build I use on my own Linux machine is 64-bit compatibility.
Have you tried MinGW-W64? Despite its name, it can make 32-bit builds.byuu wrote:For whatever reason, the 32-bit MinGW project ships with headers from Windows 98.
I used to have those exact things in the build instructions for bsnes-plus back when I still used the original MinGW (which is basically dead, for all intents and purposes). Now that I use mingw-w64, I can just make both 64- and 32-bit builds with the same stock toolchain in about 30 seconds total. (I do plan to eventually commit some makefile additions to streamline it a bit for other people, but it definitely beats having to scavenge for fixes to an out-of-date compiler distribution.)byuu wrote:I gave up on 32-bit builds, myself.
For whatever reason, the 32-bit MinGW project ships with headers from Windows 98. They don't even have headers for DirectDraw. I used to have to dig out the DirectX SDK from November 2008, pull out its headers to drop into MinGW, and then go find glext.h from opengl.org, just to get stuff compiling. I'm tired of doing all the extra work.
Out of curiosity, what changed about the timing that fixed that spinning text? I know ASP has been well-known for doing some rather uncommon stuff with the PPU, but I didn't realize the BG scrolling trickery behind that text (or whatever it is) until I tried it for myself. Doing a comparison of the accuracy PPUs in higan and bsnes-plus didn't reveal anything obviously relevant to me, but I'm certainly not all that familiar with the details of either one.byuu wrote:If I recall, that "Good Luck" text is supposed to "rotate", but it's on the same BG as the HUD on the left. The compatibility profile caches the BG scroll registers so the message and HUD both end up stationary. And a long time ago with v073 accuracy, the timing was wrong so the effect didn't work right. It's fixed in since probably v078 or so, but ... yeah.
IIRC the SD Gundam G-Next problem was a regression that crept in when you changed the SA-1 to use a hardcoded switch table for its address map instead of a Bus object, in an attempt to get back speed that was lost in the post-074 memory system rewrite. bsnes-classic/plus still use the pre-074 memory system (which also means that unlike higan they support SA-1 games with BS-X data pack slots--another casualty of the memory system rewrite)byuu wrote:> Out of curiosity, what changed about the timing that fixed that spinning text?
I just barely remember it was related to BG3 scroll registers. I am not sure of the exact fix for this one, sorry. I don't have a very good memory.
> do you think there are any other potential accuracy issues still worth checking on?
Probably. Did you get the SA-1 MDR fix for SD Gundam G-Next?
Again, bad memory, so I can't really point you at many specifics >_>