* Adding initial version of the core
* Adding base files
* Trying to load waterbox now
* Adding stella
* Adding bk class
* Compiling bk interface to stella core
* Now compiling against Stella + SDL2-based BK backend
* Progress
* More progress
* Frame advancing (no render)
* Calling video update but crashing on zero div
* Now rendering to screen with correct palette
* Now rendering appropriately and with correct palette based on region
* Now reading controls
* Trying to capture audio
* Now adding audio
* Now polling inputs
* Now polling inputs
* Now reporting memory regions
* Added memory regions
* Removing debug prints
* Fixing indent
* Adding stella core
* Updating readme and make all cores
* Recovering ending comma
* Using heap alloc for sound buffer
* Removing unnecessary files
* Update src/BizHawk.Emulation.Cores/Consoles/Atari/Stella/Stella.IMemoryDomains.cs
Co-authored-by: James Groom <OSSYoshiRulz+GitHub@gmail.com>
* Update src/BizHawk.Emulation.Cores/Consoles/Atari/Stella/Stella.IMemoryDomains.cs
Co-authored-by: James Groom <OSSYoshiRulz+GitHub@gmail.com>
* Fix
* Restoring vscode
* Removing warning
* Update waterbox readme
* Fix Stella's `[Core]` attr
* Increased sound buffer size to 1Mb, as some games need more than 4K
---------
Co-authored-by: James Groom <OSSYoshiRulz+GitHub@gmail.com>
Co-authored-by: Morilli <35152647+Morilli@users.noreply.github.com>
Co-authored-by: YoshiRulz <OSSYoshiRulz+git@gmail.com>
* Waterbox setup has been revamped to use the latest llvm parts (llvm 16 for compiler_rt/libunwind/libcxx/libcxxabi).
* Clang is now possible to use, and is the preferred compiler (due to superior performance).
* Supported compilers are now clang 14/15/16, and gcc 12.
* Other core updates are mixed in.
---------
Co-authored-by: Morilli <35152647+Morilli@users.noreply.github.com>
* Use SameBoy submodule symlink for BSNES
* SGB memory domains
* Fix SGB saveram issues (extra data like rtc will be saved correctly now here)
* Various cleanups, avoid unneeded unsafe use, a little better EnterExit use
Co-authored-by: Morilli <35152647+Morilli@users.noreply.github.com>
Deflate compression in rewinder is now zstd compression
Binary blobs in zip files are zstd compressed (text is uncompresed for user ease).
All wbx cores and resources are re-compressed with zstd, wbx build scripts are changed to account for this. Shaves off a bit with download size and it's faster to decompress to.
The goal here is to provide an unwind implementation that works. We (probably) don't have a working ldso, so reconfigure libunwind to work without that. To do that, it needs __eh_frame_* variables which it can addressof to find the locations of .eh_frame and .eh_frame_hdr. There is no way I could get gold to add these at all, so switch back to ld and add a custom linkscript. The custom linkscript gives us the opportunity to simplify the savestate memory mapping stuff inside ElfLoader, which should knock a bit of time off of state loads -- those VirtualProtect calls are not cheap. This also removes a potential source of nondeterminism with certain clever out of range pointers.
Any waterbox core that I didn't recompile for this commit will assert now until it is recompiled, because .wbxsyscall is in the wrong palace.
Create an all new waterbox build environment:
WSL2 + Ubuntu 20.04 LTS (Other linuxes may work)
Musl libc with waterbox customizations
LLVM's libclang-rt, libunwind, libcxxabi, libcxx
Static linking to elf files
Compared with the old system, this is easier to set up a dev env for and easier to update in the future. The executables are larger but produce smaller savestates due to static linking. The modern toolchain means advanced library features and language features that sometimes appear in some upstream cores will be reusable.