Update to v087r04 release.
byuu says:
Changelog:
- gameboy/ -> gb/
- GameBoy -> GB
- basic memory map for GBA
- enough code to execute the first BIOS instruction (b 0x68)
I have the code resetting r(15) to 0 on an exception just as a test.
Since that flushes the pipeline, that means we're basically executing "b
0x68" at 8MHz, and nothing else.
... and I am getting __6 motherfucking FPS__ at 4.4GHz on an i7.
Something is seriously, horribly, unfuckingbelievably wrong here, and
I can't figure out what it is.
My *fully complete* ARM core on the ST018 is even less efficient and
runs at 21.47MHz, and yet I get 60fps even after emulating the SNES
CPU+PPU @ 10+MHz each as well.
... I'm stuck. I can't proceed until we figure out what in the holy fuck
is going on here. So ... if anyone can help, please do. If we can't fix
this, the GBA emulation is dead.
I was able to profile on Windows, and I've included that in this WIP
under out/log.txt.
But it looks normal to me. But yeah, there's NO. FUCKING. WAY. This code
should be running this slowly.
2012-03-18 12:35:53 +00:00
|
|
|
#include <gb/gb.hpp>
|
2010-12-28 01:53:15 +00:00
|
|
|
|
2012-04-26 10:51:13 +00:00
|
|
|
namespace GameBoy {
|
2010-12-28 01:53:15 +00:00
|
|
|
|
Update to v098r04 release.
byuu says:
Changelog:
- SFC: fixed behavior of 21fx $21fe register when no device is connected
(must return zero)
- SFC: reduced 21fx buffer size to 1024 bytes in both directions to
mirror the FT232H we are using
- SFC: eliminated dsp/modulo-array.hpp [1]
- higan: implemented higan/video interface and migrated all cores to it
[2]
[1] the echo history buffer was 8-bytes, so there was no need for it at
all here. Not sure what I was thinking. The BRR buffer was 12-bytes, and
has very weird behavior ... but there's only a single location in the
code where it actually writes to this buffer. It's much easier to just
write to the buffer three times there instead of implementing an entire
class just to abstract away two lines of code. This change actually
boosted the speed from ~124.5fps to around ~127.5fps, but that's within
the margin of error for GCC. I doubt it's actually faster this way.
The DSP core could really use a ton of work. It comes from a port of
blargg's spc_dsp to my coding style, but he was extremely fond of using
32-bit signed integers everywhere. There's a lot of opportunity to
remove red tape masking by resizing the variables to their actual state
sizes.
I really need to find where I put spc_dsp6.sfc from blargg. It's a great
test to verify if I've made any mistakes in my implementation that would
cause regressions. Don't suppose anyone has it?
[2] so again, the idea is that higan/audio and higan/video are going to
sit between the emulation cores and the user interfaces. The hope is to
output raw encoding data from the emulation cores without having to
worry about the video display format (generally 24-bit RGB) of the host
display. And also to avoid having to repeat myself with eg three
separate implementations of interframe blending, and so on.
Furthermore, the idea is that the user interface can configure its side
of the settings, and the emulation cores can configure their sides.
Thus, neither has to worry about the other end. And now we can spin off
new user interfaces much easier without having to mess with all of these
things.
Right now, I've implemented color emulation, interframe blending and
SNES horizontal color bleed. I did not implement scanlines (and
interlace effects for them) yet, but I probably will at some point.
Further, for right now, the WonderSwan/Color screen rotation is busted
and will only show games in the horizontal orientation. Obviously this
must be fixed before the next official release, but I'll want to think
about how to implement it.
Also, the SNES light gun pointers are missing for now.
Things are a bit messy right now as I've gone through several revisions
of how to handle these things, so a good house cleaning is in order once
everything is feature-complete again. I need to sit down and think
through how and where I want to handle things like light gun cursors,
LCD icons, and maybe even rasterized text messages.
And obviously ... higan/audio is still just nall::DSP's headers. I need
to revamp that whole interface. I want to make it quite powerful with
a true audio mixer so I can handle things like
SNES+SGB+MSU1+Voicer-Kun+SNES-CD (five separate audio streams at once.)
The video system has the concept of "effects" for things like color
bleed and interframe blending. I want to extend on this with useful
other effects, such as NTSC simulation, maybe bringing back my mini-HQ2x
filter, etc. I'd also like to restore the saturation/gamma/luma
adjustment sliders ... I always liked allowing people to compensate for
their displays without having to change settings system-wide. Lastly,
I've always wanted to see some audio effects. Although I doubt we'll
ever get my dream of CoreAudio-style profiles, I'd like to get some
basic equalizer settings and echo/reverb effects in there.
2016-04-11 21:29:56 +00:00
|
|
|
#include "video.cpp"
|
2011-01-07 11:11:56 +00:00
|
|
|
#include "serialization.cpp"
|
2010-12-28 01:53:15 +00:00
|
|
|
System system;
|
2016-07-10 05:28:26 +00:00
|
|
|
Scheduler scheduler;
|
|
|
|
Cheat cheat;
|
2010-12-28 01:53:15 +00:00
|
|
|
|
2015-11-21 07:36:48 +00:00
|
|
|
auto System::run() -> void {
|
2016-07-10 05:28:26 +00:00
|
|
|
if(scheduler.enter() == Scheduler::Event::Frame) ppu.refresh();
|
2011-01-07 11:11:56 +00:00
|
|
|
}
|
|
|
|
|
Update to v097r12 release.
byuu says:
Nothing WS-related this time.
First, I fixed expansion port device mapping. On first load, it was
mapping the expansion port device too late, so it ended up not taking
effect. I had to spin out the logic for that into
Program::connectDevices(). This was proving to be quite annoying while
testing eBoot (SNES-Hook simulation.)
Second, I fixed the audio->set(Frequency, Latency) functions to take
(uint) parameters from the configuration file, so the weird behavior
around changing settings in the audio panel should hopefully be gone
now.
Third, I rewrote the interface->load,unload functions to call into the
(Emulator)::System::load,unload functions. And I have those call out to
Cartridge::load,unload. Before, this was inverted, and Cartridge::load()
was invoking System::load(), which I felt was kind of backward.
The Super Game Boy really didn't like this change, however. And it took
me a few hours to power through it. Before, I had the Game Boy core
dummying out all the interface->(load,save)Request calls, and having the
SNES core make them for it. This is because the folder paths and IDs
will be different between the two cores.
I've redesigned things so that ICD2's Emulator::Interface overloads
loadRequest and saveRequest, and translates the requests into new
requests for the SuperFamicom core. This allows the Game Boy code to do
its own loading for everything without a bunch of Super Game Boy special
casing, and without any awkwardness around powering on with no cartridge
inserted.
This also lets the SNES side of things simply call into higher-level
GameBoy::interface->load,save(id, stream) functions instead of stabbing
at the raw underlying state inside of various Game Boy core emulation
classes. So things are a lot better abstracted now.
2016-02-08 03:17:59 +00:00
|
|
|
auto System::runToSave() -> void {
|
Update to v100r14 release.
byuu says:
(Windows: compile with -fpermissive to silence an annoying error. I'll
fix it in the next WIP.)
I completely replaced the time management system in higan and overhauled
the scheduler.
Before, processor threads would have "int64 clock"; and there would
be a 1:1 relationship between two threads. When thread A ran for X
cycles, it'd subtract X * B.Frequency from clock; and when thread B ran
for Y cycles, it'd add Y * A.Frequency from clock. This worked well
and allowed perfect precision; but it doesn't work when you have more
complicated relationships: eg the 68K can sync to the Z80 and PSG; the
Z80 to the 68K and PSG; so the PSG needs two counters.
The new system instead uses a "uint64 clock" variable that represents
time in attoseconds. Every time the scheduler exits, it subtracts
the smallest clock count from all threads, to prevent an overflow
scenario. The only real downside is that rounding errors mean that
roughly every 20 minutes, we have a rounding error of one clock cycle
(one 20,000,000th of a second.) However, this only applies to systems
with multiple oscillators, like the SNES. And when you're in that
situation ... there's no such thing as a perfect oscillator anyway. A
real SNES will be thousands of times less out of spec than 1hz per 20
minutes.
The advantages are pretty immense. First, we obviously can now support
more complex relationships between threads. Second, we can build a
much more abstracted scheduler. All of libco is now abstracted away
completely, which may permit a state-machine / coroutine version of
Thread in the future. We've basically gone from this:
auto SMP::step(uint clocks) -> void {
clock += clocks * (uint64)cpu.frequency;
dsp.clock -= clocks;
if(dsp.clock < 0 && !scheduler.synchronizing()) co_switch(dsp.thread);
if(clock >= 0 && !scheduler.synchronizing()) co_switch(cpu.thread);
}
To this:
auto SMP::step(uint clocks) -> void {
Thread::step(clocks);
synchronize(dsp);
synchronize(cpu);
}
As you can see, we don't have to do multiple clock adjustments anymore.
This is a huge win for the SNES CPU that had to update the SMP, DSP, all
peripherals and all coprocessors. Likewise, we don't have to synchronize
all coprocessors when one runs, now we can just synchronize the active
one to the CPU.
Third, when changing the frequencies of threads (think SGB speed setting
modes, GBC double-speed mode, etc), it no longer causes the "int64
clock" value to be erroneous.
Fourth, this results in a fairly decent speedup, mostly across the
board. Aside from the GBA being mostly a wash (for unknown reasons),
it's about an 8% - 12% speedup in every other emulation core.
Now, all of this said ... this was an unbelievably massive change, so
... you know what that means >_> If anyone can help test all types of
SNES coprocessors, and some other system games, it'd be appreciated.
----
Lastly, we have a bitchin' new about screen. It unfortunately adds
~200KiB onto the binary size, because the PNG->C++ header file
transformation doesn't compress very well, and I want to keep the
original resource files in with the higan archive. I might try some
things to work around this file size increase in the future, but for now
... yeah, slightly larger archive sizes, sorry.
The logo's a bit busted on Windows (the Label control's background
transparency and alignment settings aren't working), but works well on
GTK. I'll have to fix Windows before the next official release. For now,
look on my Twitter feed if you want to see what it's supposed to look
like.
----
EDIT: forgot about ICD2::Enter. It's doing some weird inverse
run-to-save thing that I need to implement support for somehow. So, save
states on the SGB core probably won't work with this WIP.
2016-07-30 03:56:12 +00:00
|
|
|
scheduler.synchronize(cpu);
|
|
|
|
scheduler.synchronize(ppu);
|
|
|
|
scheduler.synchronize(apu);
|
2011-01-07 11:11:56 +00:00
|
|
|
}
|
|
|
|
|
2015-11-21 07:36:48 +00:00
|
|
|
auto System::init() -> void {
|
2012-07-15 09:47:35 +00:00
|
|
|
assert(interface != nullptr);
|
2010-12-28 01:53:15 +00:00
|
|
|
}
|
|
|
|
|
2017-01-13 01:15:45 +00:00
|
|
|
auto System::load(Emulator::Interface* interface, Revision revision) -> bool {
|
Update to v097r12 release.
byuu says:
Nothing WS-related this time.
First, I fixed expansion port device mapping. On first load, it was
mapping the expansion port device too late, so it ended up not taking
effect. I had to spin out the logic for that into
Program::connectDevices(). This was proving to be quite annoying while
testing eBoot (SNES-Hook simulation.)
Second, I fixed the audio->set(Frequency, Latency) functions to take
(uint) parameters from the configuration file, so the weird behavior
around changing settings in the audio panel should hopefully be gone
now.
Third, I rewrote the interface->load,unload functions to call into the
(Emulator)::System::load,unload functions. And I have those call out to
Cartridge::load,unload. Before, this was inverted, and Cartridge::load()
was invoking System::load(), which I felt was kind of backward.
The Super Game Boy really didn't like this change, however. And it took
me a few hours to power through it. Before, I had the Game Boy core
dummying out all the interface->(load,save)Request calls, and having the
SNES core make them for it. This is because the folder paths and IDs
will be different between the two cores.
I've redesigned things so that ICD2's Emulator::Interface overloads
loadRequest and saveRequest, and translates the requests into new
requests for the SuperFamicom core. This allows the Game Boy code to do
its own loading for everything without a bunch of Super Game Boy special
casing, and without any awkwardness around powering on with no cartridge
inserted.
This also lets the SNES side of things simply call into higher-level
GameBoy::interface->load,save(id, stream) functions instead of stabbing
at the raw underlying state inside of various Game Boy core emulation
classes. So things are a lot better abstracted now.
2016-02-08 03:17:59 +00:00
|
|
|
_revision = revision;
|
2012-07-15 09:47:35 +00:00
|
|
|
|
2017-01-13 01:15:45 +00:00
|
|
|
if(auto fp = platform->open(ID::System, "manifest.bml", File::Read, File::Required)) {
|
Update to v099r07 release.
byuu says:
Changelog:
- (hopefully) fixed BS Memory and Sufami Turbo slot loading
- ported GB, GBA, WS cores to use nall/vfs
- completely removed loadRequest, saveRequest functionality from
Emulator::Interface and ui-tomoko
- loadRequest(folder) is now load(folder)
- save states now use a shared Emulator::SerializerVersion string
- whenever this is bumped, all older states will break; but this makes
bumping state versions way easier
- also, the version string makes it a lot easier to identify
compatibility windows for save states
- SNES PPU now uses uint16 vram[32768] for memory accesses [hex_usr]
NOTE: Super Game Boy loading is currently broken, and I'm not entirely
sure how to fix it :/
The file loading handoff was -really- complicated, and so I'm kind of
at a loss ... so for now, don't try it.
Everything else should theoretically work, so please report any bugs
you find.
So, this is pretty much it. I'd be very curious to hear feedback from
people who objected to the old nall/stream design, whether they are
happy with the new file loading system or think it could use further
improvements.
The 16-bit VRAM turned out to be a wash on performance (roughly the same
as before. 1fps slower on Zelda 3, 1fps faster on Yoshi's Island.) The
main reason for this was because Yoshi's Island was breaking horribly
until I changed the vramRead, vramWrite functions to take uint15 instead
of uint16.
I suspect the issue is we're using uint16s in some areas now that need
to be uint15, and this game is setting the VRAM address to 0x8000+,
causing us to go out of bounds on memory accesses.
But ... I want to go ahead and do something cute for fun, and just because
we can ... and this new interface is so incredibly perfect for it!! I
want to support an SNES unit with 128KiB of VRAM. Not out of the box,
but as a fun little tweakable thing. The SNES was clearly designed to
support that, they just didn't use big enough VRAM chips, and left one
of the lines disconnected. So ... let's connect it anyway!
In the end, if we design it right, the only code difference should be
one area where we mask by 15-bits instead of by 16-bits.
2016-06-24 12:09:30 +00:00
|
|
|
information.manifest = fp->reads();
|
|
|
|
} else return false;
|
|
|
|
|
Update to v094r39 release.
byuu says:
Changelog:
- SNES mid-scanline BGMODE fixes finally merged (can run
atx2.zip{mode7.smc}+mtest(2).sfc properly now)
- Makefile now discards all built-in rules and variables
- switch on bool warning disabled for GCC now as well (was already
disabled for Clang)
- when loading a game, if any required files are missing, display
a warning message box (manifest.bml, program.rom, bios.rom, etc)
- when loading a game (or a game slot), if manifest.bml is missing, it
will invoke icarus to try and generate it
- if that fails (icarus is missing or the folder is bad), you will get
a warning telling you that the manifest can't be loaded
The warning prompt on missing files work for both games and the .sys
folders and their files. For some reason, failing to load the DMG/CGB
BIOS is causing a crash before I can display the modal dialog. I have no
idea why, and the stack frame backtrace is junk.
I also can't seem to abort the failed loading process. If I call
Program::unloadMedia(), I get a nasty segfault. Again with a really
nasty stack trace. So for now, it'll just end up sitting there emulating
an empty ROM (solid black screen.) In time, I'd like to fix that too.
Lastly, I need a better method than popen for Windows. popen is kind of
ugly and flashes a console window for a brief second even if the
application launched is linked with -mwindows. Not sure if there even is
one (I need to read the stdout result, so CreateProcess may not work
unless I do something nasty like "> %tmp%/temp") I'm also using the
regular popen instead of _wpopen, so for this WIP, it won't work if your
game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
|
|
|
auto document = BML::unserialize(information.manifest);
|
Update to v097r12 release.
byuu says:
Nothing WS-related this time.
First, I fixed expansion port device mapping. On first load, it was
mapping the expansion port device too late, so it ended up not taking
effect. I had to spin out the logic for that into
Program::connectDevices(). This was proving to be quite annoying while
testing eBoot (SNES-Hook simulation.)
Second, I fixed the audio->set(Frequency, Latency) functions to take
(uint) parameters from the configuration file, so the weird behavior
around changing settings in the audio panel should hopefully be gone
now.
Third, I rewrote the interface->load,unload functions to call into the
(Emulator)::System::load,unload functions. And I have those call out to
Cartridge::load,unload. Before, this was inverted, and Cartridge::load()
was invoking System::load(), which I felt was kind of backward.
The Super Game Boy really didn't like this change, however. And it took
me a few hours to power through it. Before, I had the Game Boy core
dummying out all the interface->(load,save)Request calls, and having the
SNES core make them for it. This is because the folder paths and IDs
will be different between the two cores.
I've redesigned things so that ICD2's Emulator::Interface overloads
loadRequest and saveRequest, and translates the requests into new
requests for the SuperFamicom core. This allows the Game Boy code to do
its own loading for everything without a bunch of Super Game Boy special
casing, and without any awkwardness around powering on with no cartridge
inserted.
This also lets the SNES side of things simply call into higher-level
GameBoy::interface->load,save(id, stream) functions instead of stabbing
at the raw underlying state inside of various Game Boy core emulation
classes. So things are a lot better abstracted now.
2016-02-08 03:17:59 +00:00
|
|
|
string path = "system/cpu/rom/name";
|
|
|
|
if(revision == Revision::SuperGameBoy) path = "board/icd2/rom/name";
|
Update to v094r39 release.
byuu says:
Changelog:
- SNES mid-scanline BGMODE fixes finally merged (can run
atx2.zip{mode7.smc}+mtest(2).sfc properly now)
- Makefile now discards all built-in rules and variables
- switch on bool warning disabled for GCC now as well (was already
disabled for Clang)
- when loading a game, if any required files are missing, display
a warning message box (manifest.bml, program.rom, bios.rom, etc)
- when loading a game (or a game slot), if manifest.bml is missing, it
will invoke icarus to try and generate it
- if that fails (icarus is missing or the folder is bad), you will get
a warning telling you that the manifest can't be loaded
The warning prompt on missing files work for both games and the .sys
folders and their files. For some reason, failing to load the DMG/CGB
BIOS is causing a crash before I can display the modal dialog. I have no
idea why, and the stack frame backtrace is junk.
I also can't seem to abort the failed loading process. If I call
Program::unloadMedia(), I get a nasty segfault. Again with a really
nasty stack trace. So for now, it'll just end up sitting there emulating
an empty ROM (solid black screen.) In time, I'd like to fix that too.
Lastly, I need a better method than popen for Windows. popen is kind of
ugly and flashes a console window for a brief second even if the
application launched is linked with -mwindows. Not sure if there even is
one (I need to read the stdout result, so CreateProcess may not work
unless I do something nasty like "> %tmp%/temp") I'm also using the
regular popen instead of _wpopen, so for this WIP, it won't work if your
game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
|
|
|
|
Update to v099r07 release.
byuu says:
Changelog:
- (hopefully) fixed BS Memory and Sufami Turbo slot loading
- ported GB, GBA, WS cores to use nall/vfs
- completely removed loadRequest, saveRequest functionality from
Emulator::Interface and ui-tomoko
- loadRequest(folder) is now load(folder)
- save states now use a shared Emulator::SerializerVersion string
- whenever this is bumped, all older states will break; but this makes
bumping state versions way easier
- also, the version string makes it a lot easier to identify
compatibility windows for save states
- SNES PPU now uses uint16 vram[32768] for memory accesses [hex_usr]
NOTE: Super Game Boy loading is currently broken, and I'm not entirely
sure how to fix it :/
The file loading handoff was -really- complicated, and so I'm kind of
at a loss ... so for now, don't try it.
Everything else should theoretically work, so please report any bugs
you find.
So, this is pretty much it. I'd be very curious to hear feedback from
people who objected to the old nall/stream design, whether they are
happy with the new file loading system or think it could use further
improvements.
The 16-bit VRAM turned out to be a wash on performance (roughly the same
as before. 1fps slower on Zelda 3, 1fps faster on Yoshi's Island.) The
main reason for this was because Yoshi's Island was breaking horribly
until I changed the vramRead, vramWrite functions to take uint15 instead
of uint16.
I suspect the issue is we're using uint16s in some areas now that need
to be uint15, and this game is setting the VRAM address to 0x8000+,
causing us to go out of bounds on memory accesses.
But ... I want to go ahead and do something cute for fun, and just because
we can ... and this new interface is so incredibly perfect for it!! I
want to support an SNES unit with 128KiB of VRAM. Not out of the box,
but as a fun little tweakable thing. The SNES was clearly designed to
support that, they just didn't use big enough VRAM chips, and left one
of the lines disconnected. So ... let's connect it anyway!
In the end, if we design it right, the only code difference should be
one area where we mask by 15-bits instead of by 16-bits.
2016-06-24 12:09:30 +00:00
|
|
|
if(auto name = document[path].text()) {
|
2017-01-13 01:15:45 +00:00
|
|
|
if(auto fp = platform->open(ID::System, name, File::Read, File::Required)) {
|
Update to v099r07 release.
byuu says:
Changelog:
- (hopefully) fixed BS Memory and Sufami Turbo slot loading
- ported GB, GBA, WS cores to use nall/vfs
- completely removed loadRequest, saveRequest functionality from
Emulator::Interface and ui-tomoko
- loadRequest(folder) is now load(folder)
- save states now use a shared Emulator::SerializerVersion string
- whenever this is bumped, all older states will break; but this makes
bumping state versions way easier
- also, the version string makes it a lot easier to identify
compatibility windows for save states
- SNES PPU now uses uint16 vram[32768] for memory accesses [hex_usr]
NOTE: Super Game Boy loading is currently broken, and I'm not entirely
sure how to fix it :/
The file loading handoff was -really- complicated, and so I'm kind of
at a loss ... so for now, don't try it.
Everything else should theoretically work, so please report any bugs
you find.
So, this is pretty much it. I'd be very curious to hear feedback from
people who objected to the old nall/stream design, whether they are
happy with the new file loading system or think it could use further
improvements.
The 16-bit VRAM turned out to be a wash on performance (roughly the same
as before. 1fps slower on Zelda 3, 1fps faster on Yoshi's Island.) The
main reason for this was because Yoshi's Island was breaking horribly
until I changed the vramRead, vramWrite functions to take uint15 instead
of uint16.
I suspect the issue is we're using uint16s in some areas now that need
to be uint15, and this game is setting the VRAM address to 0x8000+,
causing us to go out of bounds on memory accesses.
But ... I want to go ahead and do something cute for fun, and just because
we can ... and this new interface is so incredibly perfect for it!! I
want to support an SNES unit with 128KiB of VRAM. Not out of the box,
but as a fun little tweakable thing. The SNES was clearly designed to
support that, they just didn't use big enough VRAM chips, and left one
of the lines disconnected. So ... let's connect it anyway!
In the end, if we design it right, the only code difference should be
one area where we mask by 15-bits instead of by 16-bits.
2016-06-24 12:09:30 +00:00
|
|
|
if(revision == Revision::GameBoy) fp->read(bootROM.dmg, 256);
|
|
|
|
if(revision == Revision::SuperGameBoy) fp->read(bootROM.sgb, 256);
|
|
|
|
if(revision == Revision::GameBoyColor) fp->read(bootROM.cgb, 2048);
|
|
|
|
}
|
2012-07-15 09:47:35 +00:00
|
|
|
}
|
Update to v097r12 release.
byuu says:
Nothing WS-related this time.
First, I fixed expansion port device mapping. On first load, it was
mapping the expansion port device too late, so it ended up not taking
effect. I had to spin out the logic for that into
Program::connectDevices(). This was proving to be quite annoying while
testing eBoot (SNES-Hook simulation.)
Second, I fixed the audio->set(Frequency, Latency) functions to take
(uint) parameters from the configuration file, so the weird behavior
around changing settings in the audio panel should hopefully be gone
now.
Third, I rewrote the interface->load,unload functions to call into the
(Emulator)::System::load,unload functions. And I have those call out to
Cartridge::load,unload. Before, this was inverted, and Cartridge::load()
was invoking System::load(), which I felt was kind of backward.
The Super Game Boy really didn't like this change, however. And it took
me a few hours to power through it. Before, I had the Game Boy core
dummying out all the interface->(load,save)Request calls, and having the
SNES core make them for it. This is because the folder paths and IDs
will be different between the two cores.
I've redesigned things so that ICD2's Emulator::Interface overloads
loadRequest and saveRequest, and translates the requests into new
requests for the SuperFamicom core. This allows the Game Boy code to do
its own loading for everything without a bunch of Super Game Boy special
casing, and without any awkwardness around powering on with no cartridge
inserted.
This also lets the SNES side of things simply call into higher-level
GameBoy::interface->load,save(id, stream) functions instead of stabbing
at the raw underlying state inside of various Game Boy core emulation
classes. So things are a lot better abstracted now.
2016-02-08 03:17:59 +00:00
|
|
|
|
Update to v099r08 release.
byuu says:
Changelog:
- nall/vfs work 100% completed; even SGB games load now
- emulation cores now call load() for the base cartridges as well
- updated port/device handling; portmask is gone; device ID bug should
be resolved now
- SNES controller port 1 multitap option was removed
- added support for 128KiB SNES PPU VRAM (for now, edit sfc/ppu/ppu.hpp
VRAM::size=0x10000; to enable)
Overall, nall/vfs was a huge success!! We've substantially reduced
the amount of boilerplate code everywhere, while still allowing (even
easier than before) support for RAM-based game loading/saving. All of
nall/stream is dead and buried.
I am considering removing Emulator::Interface::Medium::id and/or
bootable flag. Or at least, doing something different with it. The
values for the non-bootable GB/BS/ST entries duplicate the ID that is
supposed to be unique. They are for GB/GBC and WS/WSC. Maybe I'll use
this as the hardware revision selection ID, and then gut non-bootable
options. There's really no reason for that to be there. I think at one
point I was using it to generate library tabs for non-bootable systems,
but we don't do that anymore anyway.
Emulator::Interface::load() may not need the required flag anymore ... it
doesn't really do anything right now anyway.
I have a few reasons for having the cores load the base cartridge. Most
importantly, it is going to enable a special mode for the WonderSwan /
WonderSwan Color in the future. If we ever get the IPLROMs dumped ... it's
possible to boot these systems with no games inserted to set user profile
information and such. There are also other systems that may accept being
booted without a cartridge. To reach this state, you would load a game and
then cancel the load dialog. Right now, this results in games not loading.
The second reason is this prevents nasty crashes when loading fails. So
if you're missing a required manifest, the emulator won't die a violent
death anymore. It's able to back out at any point.
The third reason is consistency: loading the base cartridge works the
same as the slot cartridges.
The fourth reason is Emulator::Interface::open(uint pathID)
values. Before, the GB, SB, GBC modes were IDs 1,2,3 respectively. This
complicated things because you had to pass the correct ID. But now
instead, Emulator::Interface::load() returns maybe<uint> that is nothing
when no game is selected, and a pathID for a valid game. And now open()
can take this ID to access this game's folder contents.
The downside, which is temporary, is that command-line loading is
currently broken. But I do intend on restoring it. In fact, I want to do
better than before and allow multi-cart booting from the command-line by
specifying the base cartridge and then slot cartridges. The idea should
be pretty simple: keep a queue of pending filenames that we fill from
the command-line and/or drag-and-drop operations on the main window,
and then empty out the queue or prompt for load dialogs from the UI
when booting a system. This also might be a bit more unorthodox compared
to the traditional emulator design of "loadGame(filename)", but ... oh
well. It's easy enough still.
The port/device changes are fun. We simplified things quite a bit. The
portmask stuff is gone entirely. While ports and devices keep IDs,
this is really just sugar-coating so UIs can use for(auto& port :
emulator->ports) and access port.id; rather than having to use for(auto
n : range(emulator->ports)) { auto& port = emulator->ports[n]; ... };
but they should otherwise generally be identical to the order they appear
in their respective ranges. Still, don't rely on that.
Input::id is gone. There was no point since we also got rid of the nasty
Input::order vector. Since I was in here, I went ahead and caved on the
pedantics and renamed Input::guid to Input::userData.
I removed the SNES controller port 1 multitap option. Basically, the only
game that uses this is N-warp Daisakusen and, no offense to d4s, it's
not really a good game anyway. It's just a quick demo to show 8-players
on the SNES. But in the UI, all it does is confuse people into wasting
time mapping a controller they're never going to use, and they're going
to wonder which port to use. If more compelling use cases for 8-players
comes about, we can reconsider this. I left all the code to support this
in place, so all you have to do is uncomment one line to enable it again.
We now have dsnes emulation! :D
If you change PPU::VRAM::size to 0x10000 (words), then you should now
have 128KiB of VRAM. Even better, it serializes the used-VRAM size,
so your save states shouldn't crash on you if you swap between the two
(though if you try this, you're nuts.)
Note that this option does break commercial software. Yoshi's Island in
particular. This game is setting A15 on some PPU register writes, but
not on others. The end result of this is things break horribly in-game.
Also, this option is causing a very tiny speed hit for obvious reasons
with the variable masking value (I'm even using size-1 for now.) Given
how niche this is, I may just leave it a compile-time constant to avoid
the overhead cost. Otherwise, if we keep the option, then it'll go into
Super Famicom.sys/manifest.bml ... I'll flesh that out in the near-future.
----
Finally, some fun for my OCD ... my monitor suddenly cut out on me
in the middle of working on this WIP, about six hours in of non-stop
work. Had to hit a bunch of ctrl+alt+fN commands (among other things)
and trying to log in headless on another TTY to do issue commands,
trying to recover the display. Finally power cycled the monitor and it
came back up. So all my typing ended up going to who knows where.
Usually this sort of thing terrifies me enough that I scrap a WIP and
start over to ensure I didn't screw anything up during the crashed screen
when hitting keys randomly.
Obviously, everything compiles and appears to work fine. And I know
it's extremely paranoid, but OCD isn't logical, so ... I'm going
to go over every line of the 100KiB r07->r08 diff looking for any
corruption/errors/whatever.
----
Review finished.
r08 diff review notes:
- fc/controller/gamepad/gamepad.cpp:
use uint device = ID::Device::Gamepad; not id = ...;
- gb/cartridge/cartridge.hpp:
remove redundant uint _pathID; (in Information::pathID already)
- gb/cartridge/cartridge.hpp:
pull sha256 inside Information
- sfc/cartridge/load/cpp:
add " - Slot (A,B)" to interface->load("Sufami Turbo"); to be more
descriptive
- sfc/controller/gamepad/gamepad.cpp:
use uint device = ID::Device::Gamepad; not id = ...;
- sfc/interface/interface.cpp:
remove n variable from the Multitap device input generation loop
(now unused)
- sfc/interface/interface.hpp:
put struct Port above struct Device like the other classes
- ui-tomoko:
cheats.bml is reading from/writing to mediumPaths(0) [system folder
instead of game folder]
- ui-tomoko:
instead of mediumPaths(1) - call emulator->metadataPathID() or something
like that
2016-06-24 12:16:53 +00:00
|
|
|
if(!cartridge.load(revision)) return false;
|
Update to v097r12 release.
byuu says:
Nothing WS-related this time.
First, I fixed expansion port device mapping. On first load, it was
mapping the expansion port device too late, so it ended up not taking
effect. I had to spin out the logic for that into
Program::connectDevices(). This was proving to be quite annoying while
testing eBoot (SNES-Hook simulation.)
Second, I fixed the audio->set(Frequency, Latency) functions to take
(uint) parameters from the configuration file, so the weird behavior
around changing settings in the audio panel should hopefully be gone
now.
Third, I rewrote the interface->load,unload functions to call into the
(Emulator)::System::load,unload functions. And I have those call out to
Cartridge::load,unload. Before, this was inverted, and Cartridge::load()
was invoking System::load(), which I felt was kind of backward.
The Super Game Boy really didn't like this change, however. And it took
me a few hours to power through it. Before, I had the Game Boy core
dummying out all the interface->(load,save)Request calls, and having the
SNES core make them for it. This is because the folder paths and IDs
will be different between the two cores.
I've redesigned things so that ICD2's Emulator::Interface overloads
loadRequest and saveRequest, and translates the requests into new
requests for the SuperFamicom core. This allows the Game Boy code to do
its own loading for everything without a bunch of Super Game Boy special
casing, and without any awkwardness around powering on with no cartridge
inserted.
This also lets the SNES side of things simply call into higher-level
GameBoy::interface->load,save(id, stream) functions instead of stabbing
at the raw underlying state inside of various Game Boy core emulation
classes. So things are a lot better abstracted now.
2016-02-08 03:17:59 +00:00
|
|
|
serializeInit();
|
2017-01-13 01:15:45 +00:00
|
|
|
this->interface = interface;
|
Update to v099r07 release.
byuu says:
Changelog:
- (hopefully) fixed BS Memory and Sufami Turbo slot loading
- ported GB, GBA, WS cores to use nall/vfs
- completely removed loadRequest, saveRequest functionality from
Emulator::Interface and ui-tomoko
- loadRequest(folder) is now load(folder)
- save states now use a shared Emulator::SerializerVersion string
- whenever this is bumped, all older states will break; but this makes
bumping state versions way easier
- also, the version string makes it a lot easier to identify
compatibility windows for save states
- SNES PPU now uses uint16 vram[32768] for memory accesses [hex_usr]
NOTE: Super Game Boy loading is currently broken, and I'm not entirely
sure how to fix it :/
The file loading handoff was -really- complicated, and so I'm kind of
at a loss ... so for now, don't try it.
Everything else should theoretically work, so please report any bugs
you find.
So, this is pretty much it. I'd be very curious to hear feedback from
people who objected to the old nall/stream design, whether they are
happy with the new file loading system or think it could use further
improvements.
The 16-bit VRAM turned out to be a wash on performance (roughly the same
as before. 1fps slower on Zelda 3, 1fps faster on Yoshi's Island.) The
main reason for this was because Yoshi's Island was breaking horribly
until I changed the vramRead, vramWrite functions to take uint15 instead
of uint16.
I suspect the issue is we're using uint16s in some areas now that need
to be uint15, and this game is setting the VRAM address to 0x8000+,
causing us to go out of bounds on memory accesses.
But ... I want to go ahead and do something cute for fun, and just because
we can ... and this new interface is so incredibly perfect for it!! I
want to support an SNES unit with 128KiB of VRAM. Not out of the box,
but as a fun little tweakable thing. The SNES was clearly designed to
support that, they just didn't use big enough VRAM chips, and left one
of the lines disconnected. So ... let's connect it anyway!
In the end, if we design it right, the only code difference should be
one area where we mask by 15-bits instead of by 16-bits.
2016-06-24 12:09:30 +00:00
|
|
|
return _loaded = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
auto System::save() -> void {
|
|
|
|
if(!loaded()) return;
|
|
|
|
cartridge.save();
|
Update to v097r12 release.
byuu says:
Nothing WS-related this time.
First, I fixed expansion port device mapping. On first load, it was
mapping the expansion port device too late, so it ended up not taking
effect. I had to spin out the logic for that into
Program::connectDevices(). This was proving to be quite annoying while
testing eBoot (SNES-Hook simulation.)
Second, I fixed the audio->set(Frequency, Latency) functions to take
(uint) parameters from the configuration file, so the weird behavior
around changing settings in the audio panel should hopefully be gone
now.
Third, I rewrote the interface->load,unload functions to call into the
(Emulator)::System::load,unload functions. And I have those call out to
Cartridge::load,unload. Before, this was inverted, and Cartridge::load()
was invoking System::load(), which I felt was kind of backward.
The Super Game Boy really didn't like this change, however. And it took
me a few hours to power through it. Before, I had the Game Boy core
dummying out all the interface->(load,save)Request calls, and having the
SNES core make them for it. This is because the folder paths and IDs
will be different between the two cores.
I've redesigned things so that ICD2's Emulator::Interface overloads
loadRequest and saveRequest, and translates the requests into new
requests for the SuperFamicom core. This allows the Game Boy code to do
its own loading for everything without a bunch of Super Game Boy special
casing, and without any awkwardness around powering on with no cartridge
inserted.
This also lets the SNES side of things simply call into higher-level
GameBoy::interface->load,save(id, stream) functions instead of stabbing
at the raw underlying state inside of various Game Boy core emulation
classes. So things are a lot better abstracted now.
2016-02-08 03:17:59 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
auto System::unload() -> void {
|
|
|
|
if(!loaded()) return;
|
|
|
|
cartridge.unload();
|
|
|
|
_loaded = false;
|
2011-01-29 09:48:44 +00:00
|
|
|
}
|
|
|
|
|
2015-11-21 07:36:48 +00:00
|
|
|
auto System::power() -> void {
|
Update to v098r06 release.
byuu says:
Changelog:
- emulation cores now refresh video from host thread instead of
cothreads (fix AMD crash)
- SFC: fixed another bug with leap year months in SharpRTC emulation
- SFC: cleaned up camelCase on function names for
armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes
- GB: added MBC1M emulation (requires manually setting mapper=MBC1M in
manifest.bml for now, sorry)
- audio: implemented Emulator::Audio mixer and effects processor
- audio: implemented Emulator::Stream interface
- it is now possible to have more than two audio streams: eg SNES
+ SGB + MSU1 + Voicer-Kun (eventually)
- audio: added reverb delay + reverb level settings; exposed balance
configuration in UI
- video: reworked palette generation to re-enable saturation, gamma,
luminance adjustments
- higan/emulator.cpp is gone since there was nothing left in it
I know you guys are going to say the color adjust/balance/reverb stuff
is pointless. And indeed it mostly is. But I like the idea of allowing
some fun special effects and configurability that isn't system-wide.
Note: there seems to be some kind of added audio lag in the SGB
emulation now, and I don't really understand why. The code should be
effectively identical to what I had before. The only main thing is that
I'm sampling things to 48000hz instead of 32040hz before mixing. There's
no point where I'm intentionally introducing added latency though. I'm
kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be
much appreciated :/
I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as
well, and that would be very bad.
2016-04-22 13:35:51 +00:00
|
|
|
if(!system.sgb()) {
|
|
|
|
Emulator::video.reset();
|
|
|
|
Emulator::video.setInterface(interface);
|
|
|
|
configureVideoPalette();
|
|
|
|
configureVideoEffects();
|
|
|
|
|
|
|
|
Emulator::audio.reset();
|
|
|
|
Emulator::audio.setInterface(interface);
|
|
|
|
}
|
|
|
|
|
Update to v100r14 release.
byuu says:
(Windows: compile with -fpermissive to silence an annoying error. I'll
fix it in the next WIP.)
I completely replaced the time management system in higan and overhauled
the scheduler.
Before, processor threads would have "int64 clock"; and there would
be a 1:1 relationship between two threads. When thread A ran for X
cycles, it'd subtract X * B.Frequency from clock; and when thread B ran
for Y cycles, it'd add Y * A.Frequency from clock. This worked well
and allowed perfect precision; but it doesn't work when you have more
complicated relationships: eg the 68K can sync to the Z80 and PSG; the
Z80 to the 68K and PSG; so the PSG needs two counters.
The new system instead uses a "uint64 clock" variable that represents
time in attoseconds. Every time the scheduler exits, it subtracts
the smallest clock count from all threads, to prevent an overflow
scenario. The only real downside is that rounding errors mean that
roughly every 20 minutes, we have a rounding error of one clock cycle
(one 20,000,000th of a second.) However, this only applies to systems
with multiple oscillators, like the SNES. And when you're in that
situation ... there's no such thing as a perfect oscillator anyway. A
real SNES will be thousands of times less out of spec than 1hz per 20
minutes.
The advantages are pretty immense. First, we obviously can now support
more complex relationships between threads. Second, we can build a
much more abstracted scheduler. All of libco is now abstracted away
completely, which may permit a state-machine / coroutine version of
Thread in the future. We've basically gone from this:
auto SMP::step(uint clocks) -> void {
clock += clocks * (uint64)cpu.frequency;
dsp.clock -= clocks;
if(dsp.clock < 0 && !scheduler.synchronizing()) co_switch(dsp.thread);
if(clock >= 0 && !scheduler.synchronizing()) co_switch(cpu.thread);
}
To this:
auto SMP::step(uint clocks) -> void {
Thread::step(clocks);
synchronize(dsp);
synchronize(cpu);
}
As you can see, we don't have to do multiple clock adjustments anymore.
This is a huge win for the SNES CPU that had to update the SMP, DSP, all
peripherals and all coprocessors. Likewise, we don't have to synchronize
all coprocessors when one runs, now we can just synchronize the active
one to the CPU.
Third, when changing the frequencies of threads (think SGB speed setting
modes, GBC double-speed mode, etc), it no longer causes the "int64
clock" value to be erroneous.
Fourth, this results in a fairly decent speedup, mostly across the
board. Aside from the GBA being mostly a wash (for unknown reasons),
it's about an 8% - 12% speedup in every other emulation core.
Now, all of this said ... this was an unbelievably massive change, so
... you know what that means >_> If anyone can help test all types of
SNES coprocessors, and some other system games, it'd be appreciated.
----
Lastly, we have a bitchin' new about screen. It unfortunately adds
~200KiB onto the binary size, because the PNG->C++ header file
transformation doesn't compress very well, and I want to keep the
original resource files in with the higan archive. I might try some
things to work around this file size increase in the future, but for now
... yeah, slightly larger archive sizes, sorry.
The logo's a bit busted on Windows (the Label control's background
transparency and alignment settings aren't working), but works well on
GTK. I'll have to fix Windows before the next official release. For now,
look on my Twitter feed if you want to see what it's supposed to look
like.
----
EDIT: forgot about ICD2::Enter. It's doing some weird inverse
run-to-save thing that I need to implement support for somehow. So, save
states on the SGB core probably won't work with this WIP.
2016-07-30 03:56:12 +00:00
|
|
|
scheduler.reset();
|
2010-12-29 11:03:42 +00:00
|
|
|
bus.power();
|
|
|
|
cartridge.power();
|
2010-12-28 01:53:15 +00:00
|
|
|
cpu.power();
|
2012-04-26 10:51:13 +00:00
|
|
|
ppu.power();
|
2011-01-22 08:15:49 +00:00
|
|
|
apu.power();
|
Update to v100r14 release.
byuu says:
(Windows: compile with -fpermissive to silence an annoying error. I'll
fix it in the next WIP.)
I completely replaced the time management system in higan and overhauled
the scheduler.
Before, processor threads would have "int64 clock"; and there would
be a 1:1 relationship between two threads. When thread A ran for X
cycles, it'd subtract X * B.Frequency from clock; and when thread B ran
for Y cycles, it'd add Y * A.Frequency from clock. This worked well
and allowed perfect precision; but it doesn't work when you have more
complicated relationships: eg the 68K can sync to the Z80 and PSG; the
Z80 to the 68K and PSG; so the PSG needs two counters.
The new system instead uses a "uint64 clock" variable that represents
time in attoseconds. Every time the scheduler exits, it subtracts
the smallest clock count from all threads, to prevent an overflow
scenario. The only real downside is that rounding errors mean that
roughly every 20 minutes, we have a rounding error of one clock cycle
(one 20,000,000th of a second.) However, this only applies to systems
with multiple oscillators, like the SNES. And when you're in that
situation ... there's no such thing as a perfect oscillator anyway. A
real SNES will be thousands of times less out of spec than 1hz per 20
minutes.
The advantages are pretty immense. First, we obviously can now support
more complex relationships between threads. Second, we can build a
much more abstracted scheduler. All of libco is now abstracted away
completely, which may permit a state-machine / coroutine version of
Thread in the future. We've basically gone from this:
auto SMP::step(uint clocks) -> void {
clock += clocks * (uint64)cpu.frequency;
dsp.clock -= clocks;
if(dsp.clock < 0 && !scheduler.synchronizing()) co_switch(dsp.thread);
if(clock >= 0 && !scheduler.synchronizing()) co_switch(cpu.thread);
}
To this:
auto SMP::step(uint clocks) -> void {
Thread::step(clocks);
synchronize(dsp);
synchronize(cpu);
}
As you can see, we don't have to do multiple clock adjustments anymore.
This is a huge win for the SNES CPU that had to update the SMP, DSP, all
peripherals and all coprocessors. Likewise, we don't have to synchronize
all coprocessors when one runs, now we can just synchronize the active
one to the CPU.
Third, when changing the frequencies of threads (think SGB speed setting
modes, GBC double-speed mode, etc), it no longer causes the "int64
clock" value to be erroneous.
Fourth, this results in a fairly decent speedup, mostly across the
board. Aside from the GBA being mostly a wash (for unknown reasons),
it's about an 8% - 12% speedup in every other emulation core.
Now, all of this said ... this was an unbelievably massive change, so
... you know what that means >_> If anyone can help test all types of
SNES coprocessors, and some other system games, it'd be appreciated.
----
Lastly, we have a bitchin' new about screen. It unfortunately adds
~200KiB onto the binary size, because the PNG->C++ header file
transformation doesn't compress very well, and I want to keep the
original resource files in with the higan archive. I might try some
things to work around this file size increase in the future, but for now
... yeah, slightly larger archive sizes, sorry.
The logo's a bit busted on Windows (the Label control's background
transparency and alignment settings aren't working), but works well on
GTK. I'll have to fix Windows before the next official release. For now,
look on my Twitter feed if you want to see what it's supposed to look
like.
----
EDIT: forgot about ICD2::Enter. It's doing some weird inverse
run-to-save thing that I need to implement support for somehow. So, save
states on the SGB core probably won't work with this WIP.
2016-07-30 03:56:12 +00:00
|
|
|
scheduler.primary(cpu);
|
2011-01-06 10:16:07 +00:00
|
|
|
|
Update to v097r12 release.
byuu says:
Nothing WS-related this time.
First, I fixed expansion port device mapping. On first load, it was
mapping the expansion port device too late, so it ended up not taking
effect. I had to spin out the logic for that into
Program::connectDevices(). This was proving to be quite annoying while
testing eBoot (SNES-Hook simulation.)
Second, I fixed the audio->set(Frequency, Latency) functions to take
(uint) parameters from the configuration file, so the weird behavior
around changing settings in the audio panel should hopefully be gone
now.
Third, I rewrote the interface->load,unload functions to call into the
(Emulator)::System::load,unload functions. And I have those call out to
Cartridge::load,unload. Before, this was inverted, and Cartridge::load()
was invoking System::load(), which I felt was kind of backward.
The Super Game Boy really didn't like this change, however. And it took
me a few hours to power through it. Before, I had the Game Boy core
dummying out all the interface->(load,save)Request calls, and having the
SNES core make them for it. This is because the folder paths and IDs
will be different between the two cores.
I've redesigned things so that ICD2's Emulator::Interface overloads
loadRequest and saveRequest, and translates the requests into new
requests for the SuperFamicom core. This allows the Game Boy code to do
its own loading for everything without a bunch of Super Game Boy special
casing, and without any awkwardness around powering on with no cartridge
inserted.
This also lets the SNES side of things simply call into higher-level
GameBoy::interface->load,save(id, stream) functions instead of stabbing
at the raw underlying state inside of various Game Boy core emulation
classes. So things are a lot better abstracted now.
2016-02-08 03:17:59 +00:00
|
|
|
_clocksExecuted = 0;
|
2010-12-28 01:53:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
}
|