* nymashock wbx
* shit
* lagflag stuff
* saveram stuff
* debugging how this works
* lets see if this works better
* fuck strings
* ok let's do this right i think
* probably have this all working
* get repo in
* add nymashock to build scripts
* also update this readme
* get rid of this default, seems to break internally anyways?
* ""fix"" dualshock (wtf to do with rumble???), make override defaults actually default, add hack to allow for overriding default controllers
* hide useless rtc settings
* hack fix override defaults for controllers, get something going for nyma psx schema
* oops dont forget this
* make fucking default controllers hack work (what the fuck is this code???) also complete schema and mnemonics
* FUCKING FIX THIS BULLSHIT DEFAULT
* let's make this a little nicer
* add mnemonics for □/△/○, fixes weirdness with input display
* fix weird overscan issues when multiwidth + no-interlacing happens at the same time
* do this "properly"
* analog mnemonics
* default controls for dualshock/gamepad filled
* set nymashock as preferred core
* apparently this didnt get committed?
* update README too
* control name fix
* Revert "control name fix"
This reverts commit a3cae89b18.
Co-authored-by: YoshiRulz <OSSYoshiRulz@gmail.com>
* BSNESv115+: get rid of input_state + input_poll; just poll
* call `snes_controller_latch` on latches done in the core,
- this now also actually calls the InputCallbackSystem
- needed some edits in the core to support executing the callback even when no controller is connected in port 1
* Fix and somewhat normalize the SnesCallbacks order
- saveram was not working at all on certain roms, as the "CARTRIDGE_RAM" memory domain was returning a null pointer (similar thing for "CARTRIDGE_ROM"; changed it to correctly return the current rom)
- add sa1_bwram domain for clarity and an SGB_ROM domain
* Actually working callbacks
now actually work after natt's changes
* Set whether memory hooks exist every frame to prevent unnecessary function calls if not
commit af7cadfce4b750f8b1b23476c281bd2dfe027225
Author: CasualPokePlayer <50538166+CasualPokePlayer@users.noreply.github.com>
Date: Tue Nov 2 22:43:21 2021 -0700
right, rename these too
commit e27197d18ad33af53729b1a57ee4a048189c41c4
Author: CasualPokePlayer <50538166+CasualPokePlayer@users.noreply.github.com>
Date: Tue Nov 2 22:40:42 2021 -0700
build
commit 1af068f11f553ade70999fb2c640ee98e054aa36
Author: CasualPokePlayer <50538166+CasualPokePlayer@users.noreply.github.com>
Date: Tue Nov 2 22:37:28 2021 -0700
new way to do mic input for melonds
* add support for more SGB firmware
* replace illegally provided bootroms with legal homebrew bootroms
* let's swap these with homebrew bootroms too
* add builds
* this should probably be preferred
* Fix incorrect assignment
* Fix whitespace changes to Designer files
Co-authored-by: Morilli <35152647+Morilli@users.noreply.github.com>
Co-authored-by: YoshiRulz <OSSYoshiRulz@gmail.com>
- also patched out the left/right and up/down handling in the core, where it didn't belong
- also fixed the existing payloadcontroller because it wasn't working at all lol
* Slam all this shit in here i don't care
* no lzma pls
* un-hack things that i hacked earlier (closer to bsnes source now)
* remove more unused files
* remove more files
* get some stuff working on this weird ass branch
* do this to get actual video (holy shit it works) while palette is incorrect
* make video look correct and hopefully fix stack waterbox allocation size uh ?
* Move the new bsnes core to its own dir as a new core and get input working
* remove leftover files from old bsnes
* fix some shit for now
* make lag frame detection work
* Improve cartridge loading to hopefully make sgb work (haven't tested)
- also changes some audio buffer stuff, might be better or worse than before idk
- need to figure out the saveram stuff
- path requests might actually completely fail atm, no idea how to verify that
* refactor to use a switch instead of some weird array with function pointers
- and implement snes_get_mapper, might be helpful or smth idk
* implement entropy c++-side and delete all this useless code holy
* delete dumb unnecessary code
* implement snes_peek_logical_register c++-side
* normalize all indentation
* attempt to properly support sharprtc and epsonrtc data loading and writing
* Duplicate winforms code to add entropy support c#-side and implement layer_enable functionality
The duplicated code is just so i can have a proper window for the new bsnes core. I do not like duplicating code like this, so this should be improved if possible
* Checkpoint for the start of getting rid of the ugly api wrapper stuff
* Next checkpoint for a full api refactor
* bullshit denied
just no.
every file is either copied or manually edited or written from scratch etc.
do not. force. one indent_style on every single file.
It just does not work.
* remove the entire eMessage_CMD handling and convert to native function calls
* general improvements regarding functionality
- adds hotfixes and fast_ppu core options
- add back the alwaysDoubleSize setting
- use bsnes's own serialize function for savestating now
- generate and use the color palette only in c# cause it doesn't need to be on the c++-side
- and more cleanup like always
* somewhat implement IMemoryDomains
* Implement trace logger and cleanup more unused stuff
* Implement ISaveRam, fix controller mapping for TAStudio and remove the pwrap stuff
* Fix ISaveRam, add a controller configuration box for the new core, (hopefully) fix controller inputs
- also differentiates BG prio0 and prio1 now (with options for it)
- some minor irrelevant edits in bsnes source
* Cleanup some more and optimize a bit
* Support firmware loading and make sgb work (hopefully)
* Remove all unused files
* Add back CropSGBFrame option and cleanup snes_video_refresh logic
* Some hopefully sensible changes
* One more cleanup pass
* Change to new PortedCore attribute
necessary after the changes in 98b07c42d5
Co-authored-by: nattthebear <goyuken@gmail.com>
The goal of the separate stacks was to allow this, but I never quite finished the job. Now, when a SEH exception (generally a Rust panic in a guest syscall handler, or a C# Exception in a callback) tries to unwind through guest code, it works. Note that we don't actually unwind the guest stack, as there's nothing useful to be gained from that; When an emulator core throws an exception like this, it should be considered completely hosed. Throw it out and get a new one.
There were two bugs stopping this from working.
First of all, we had custom thunks that lacked sufficient unwind information for RtlUnwind to get through. For the sysv <-> msabi adapter, this was fixed by making it regular Rust code instead of hand assembled junkus. So the compiler generates valid unwind information for all of that. Then we just JIT a small stub on top in the MsHostSysVGuest code, which needs no unwind information because it won't throw an exception itself and transparently passes execution to something with valid unwind information without invalidating that information. (NB: Clr JIT stubs use the same strategy.) For the host <-> guest stack transition code, a small hand generated unwind stub was added to interop.s that is registered with `RtlAddFunctionTable`. I've seen the unwind work successfully without this second set of unwind information, but better safe than sorry.
Secondly, our misuse of SubSystemTib caught up with us. It's an old field, allegedly from OS/2, that we repurposed to hold TLS information needed for the waterbox stack transitions. Most people think nothing uses it any more, but in fact if it's set to a non-NULL value, but doesn't contain valid information, `KERNELBASE!GetModuleFileNameW` will crash when it tries to get a module name from there. The fix here was to simply tighten up our usage of SubSystemTib: We were already nulling it out when returning from guest code, but not when calling back to host code in guest code.
Fixes#2487. Unwinding of this sort has never worked well in waterbox; the reason why that issue is more recent is that the particular reproducing case of firmware didn't cause an exception in a callback in older code; the exception happened in pure managed code.
* Move .so libraries to dll dir, update some build scripts
* Move OpenTK.dll.config with OpenTK.dll
* Keep EmuHawkMono.sh in Windows-built artifacts
* Add Package.sh to match QuickTestBuildAndPackage.bat
used as `Dist/BuildRelease.sh && Dist/Package.sh`
* Update GitLab CI to use Package.sh
Mednafen has extra aliases of enum values that we don't need here and were confusing the system. Now, NGP no longer has three different "English" options for language.
Internal Mednafen code expects MDFN_GetSettingB ("bool") to work with enum values, so long as those enums are 0 and 1, but we weren't handling that.
Fixes#2385
This lets us support mapper32k_w without needing extra hacks. Because of lazystates, this doesn't hurt us on state size either (lazystates did not exists when we did 722358c1b1
Waterbox supports threads now, but they're not real threads on the host side because that's complicated and can be nondeterministic. Instead, everything is scheduled to share one host thread. This means that scheduling is actually cooperative and certain patterns of spinlocks and other nonsense can fail to work at all, but "regular" code probably will.
With this, add DobieStation PS2 core. This core was selected because it has threads and is otherwise simple to port; easy to build and a good core/frontend separation. It's not a wonderful core however, with low speed (made abysmally lower by our lack of real threads) and low compatibility, so it remains a curiosity for now.