Update to v097r02 release.
byuu says:
Note: balanced/performance profiles still broken, sorry.
Changelog:
- added nall/GNUmakefile unique() function; used on linking phase of
higan
- added nall/unique_pointer
- target-tomoko and {System}::Video updated to use
unique_pointer<ClassName> instead of ClassName* [1]
- locate() updated to search multiple paths [2]
- GB: pass gekkio's if_ie_registers and boot_hwio-G test ROMs
- FC, GB, GBA: merge video/ into the PPU cores
- ruby: fixed ~AudioXAudio2() typo
[1] I expected this to cause new crashes on exit due to changing the
order of destruction of objects (and deleting things that weren't
deleted before), but ... so far, so good. I guess we'll see what crops
up, especially on OS X (which is already crashing for unknown reasons on
exit.)
[2] right now, the search paths are: programpath(), {configpath(),
"higan/"}, {localpath(), "higan/"}; but we can add as many more as we
want, and we can also add platform-specific versions.
2016-01-25 11:27:18 +00:00
|
|
|
Video video;
|
2016-01-23 07:29:34 +00:00
|
|
|
|
Update to v097r02 release.
byuu says:
Note: balanced/performance profiles still broken, sorry.
Changelog:
- added nall/GNUmakefile unique() function; used on linking phase of
higan
- added nall/unique_pointer
- target-tomoko and {System}::Video updated to use
unique_pointer<ClassName> instead of ClassName* [1]
- locate() updated to search multiple paths [2]
- GB: pass gekkio's if_ie_registers and boot_hwio-G test ROMs
- FC, GB, GBA: merge video/ into the PPU cores
- ruby: fixed ~AudioXAudio2() typo
[1] I expected this to cause new crashes on exit due to changing the
order of destruction of objects (and deleting things that weren't
deleted before), but ... so far, so good. I guess we'll see what crops
up, especially on OS X (which is already crashing for unknown reasons on
exit.)
[2] right now, the search paths are: programpath(), {configpath(),
"higan/"}, {localpath(), "higan/"}; but we can add as many more as we
want, and we can also add platform-specific versions.
2016-01-25 11:27:18 +00:00
|
|
|
Video::Video() {
|
|
|
|
output = new uint32[512 * 512];
|
2016-01-23 07:29:34 +00:00
|
|
|
paletteLiteral = new uint32[1 << 19];
|
Update to v096r07 release.
byuu says:
Changelog:
- configuration files are now stored in localpath() instead of configpath()
- Video gamma/saturation/luminance sliders are gone now, sorry
- added Video Filter->Blur Emulation [1]
- added Video Filter->Scanline Emulation [2]
- improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn]
[1] For the Famicom, this does nothing. For the Super Famicom, this
performs horizontal blending for proper pseudo-hires translucency. For
the Game Boy, Game Boy Color, and Game Boy Advance, this performs
interframe blending (each frame is the average of the current and
previous frame), which is important for things like the GBVideoPlayer.
[2] Right now, this only applies to the Super Famicom, but it'll come to
the Famicom in the future. For the Super Famicom, this option doesn't
just add scanlines, it simulates the phosphor decay that's visible in
interlace mode. If you observe an interlaced game like RPM Racing on
a real SNES, you'll notice that even on perfectly still screens, the
image appears to shake. This option emulates that effect.
Note 1: the buffering right now is a little sub-optimal, so there will
be a slight speed hit with this new support. Since the core is now
generating native ARGB8888 colors, it might as well call out to the
interface to lock/unlock/refresh the video, that way it can render
directly to the screen. Although ... that might not be such a hot idea,
since the GBx interframe blending reads from the target buffer, and that
tends to be a catastrophic option for performance.
Note 2: the balanced and performance profiles for the SNES are
completely busted again. This WIP took 6 1/2 hours, and I'm exhausted.
Very much not looking forward to working on those, since those two have
all kinds of fucked up speedup tricks for non-interlaced and/or
non-hires video modes.
Note 3: if you're on Windows and you saved your system folders somewhere
else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 10:06:51 +00:00
|
|
|
paletteStandard = new uint32[1 << 19];
|
|
|
|
paletteEmulation = new uint32[1 << 19];
|
2015-11-14 00:52:51 +00:00
|
|
|
}
|
|
|
|
|
Update to v097r02 release.
byuu says:
Note: balanced/performance profiles still broken, sorry.
Changelog:
- added nall/GNUmakefile unique() function; used on linking phase of
higan
- added nall/unique_pointer
- target-tomoko and {System}::Video updated to use
unique_pointer<ClassName> instead of ClassName* [1]
- locate() updated to search multiple paths [2]
- GB: pass gekkio's if_ie_registers and boot_hwio-G test ROMs
- FC, GB, GBA: merge video/ into the PPU cores
- ruby: fixed ~AudioXAudio2() typo
[1] I expected this to cause new crashes on exit due to changing the
order of destruction of objects (and deleting things that weren't
deleted before), but ... so far, so good. I guess we'll see what crops
up, especially on OS X (which is already crashing for unknown reasons on
exit.)
[2] right now, the search paths are: programpath(), {configpath(),
"higan/"}, {localpath(), "higan/"}; but we can add as many more as we
want, and we can also add platform-specific versions.
2016-01-25 11:27:18 +00:00
|
|
|
auto Video::reset() -> void {
|
|
|
|
memory::fill(output(), 512 * 512 * sizeof(uint32));
|
Update to v096r07 release.
byuu says:
Changelog:
- configuration files are now stored in localpath() instead of configpath()
- Video gamma/saturation/luminance sliders are gone now, sorry
- added Video Filter->Blur Emulation [1]
- added Video Filter->Scanline Emulation [2]
- improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn]
[1] For the Famicom, this does nothing. For the Super Famicom, this
performs horizontal blending for proper pseudo-hires translucency. For
the Game Boy, Game Boy Color, and Game Boy Advance, this performs
interframe blending (each frame is the average of the current and
previous frame), which is important for things like the GBVideoPlayer.
[2] Right now, this only applies to the Super Famicom, but it'll come to
the Famicom in the future. For the Super Famicom, this option doesn't
just add scanlines, it simulates the phosphor decay that's visible in
interlace mode. If you observe an interlaced game like RPM Racing on
a real SNES, you'll notice that even on perfectly still screens, the
image appears to shake. This option emulates that effect.
Note 1: the buffering right now is a little sub-optimal, so there will
be a slight speed hit with this new support. Since the core is now
generating native ARGB8888 colors, it might as well call out to the
interface to lock/unlock/refresh the video, that way it can render
directly to the screen. Although ... that might not be such a hot idea,
since the GBx interframe blending reads from the target buffer, and that
tends to be a catastrophic option for performance.
Note 2: the balanced and performance profiles for the SNES are
completely busted again. This WIP took 6 1/2 hours, and I'm exhausted.
Very much not looking forward to working on those, since those two have
all kinds of fucked up speedup tricks for non-interlaced and/or
non-hires video modes.
Note 3: if you're on Windows and you saved your system folders somewhere
else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 10:06:51 +00:00
|
|
|
|
2015-11-14 00:52:51 +00:00
|
|
|
for(auto color : range(1 << 19)) {
|
Update to v096r07 release.
byuu says:
Changelog:
- configuration files are now stored in localpath() instead of configpath()
- Video gamma/saturation/luminance sliders are gone now, sorry
- added Video Filter->Blur Emulation [1]
- added Video Filter->Scanline Emulation [2]
- improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn]
[1] For the Famicom, this does nothing. For the Super Famicom, this
performs horizontal blending for proper pseudo-hires translucency. For
the Game Boy, Game Boy Color, and Game Boy Advance, this performs
interframe blending (each frame is the average of the current and
previous frame), which is important for things like the GBVideoPlayer.
[2] Right now, this only applies to the Super Famicom, but it'll come to
the Famicom in the future. For the Super Famicom, this option doesn't
just add scanlines, it simulates the phosphor decay that's visible in
interlace mode. If you observe an interlaced game like RPM Racing on
a real SNES, you'll notice that even on perfectly still screens, the
image appears to shake. This option emulates that effect.
Note 1: the buffering right now is a little sub-optimal, so there will
be a slight speed hit with this new support. Since the core is now
generating native ARGB8888 colors, it might as well call out to the
interface to lock/unlock/refresh the video, that way it can render
directly to the screen. Although ... that might not be such a hot idea,
since the GBx interframe blending reads from the target buffer, and that
tends to be a catastrophic option for performance.
Note 2: the balanced and performance profiles for the SNES are
completely busted again. This WIP took 6 1/2 hours, and I'm exhausted.
Very much not looking forward to working on those, since those two have
all kinds of fucked up speedup tricks for non-interlaced and/or
non-hires video modes.
Note 3: if you're on Windows and you saved your system folders somewhere
else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 10:06:51 +00:00
|
|
|
uint l = (uint4)(color >> 15);
|
|
|
|
uint b = (uint5)(color >> 10);
|
|
|
|
uint g = (uint5)(color >> 5);
|
|
|
|
uint r = (uint5)(color >> 0);
|
|
|
|
|
Update to v097r02 release.
byuu says:
Note: balanced/performance profiles still broken, sorry.
Changelog:
- added nall/GNUmakefile unique() function; used on linking phase of
higan
- added nall/unique_pointer
- target-tomoko and {System}::Video updated to use
unique_pointer<ClassName> instead of ClassName* [1]
- locate() updated to search multiple paths [2]
- GB: pass gekkio's if_ie_registers and boot_hwio-G test ROMs
- FC, GB, GBA: merge video/ into the PPU cores
- ruby: fixed ~AudioXAudio2() typo
[1] I expected this to cause new crashes on exit due to changing the
order of destruction of objects (and deleting things that weren't
deleted before), but ... so far, so good. I guess we'll see what crops
up, especially on OS X (which is already crashing for unknown reasons on
exit.)
[2] right now, the search paths are: programpath(), {configpath(),
"higan/"}, {localpath(), "higan/"}; but we can add as many more as we
want, and we can also add platform-specific versions.
2016-01-25 11:27:18 +00:00
|
|
|
paletteLiteral[color] = color;
|
2013-12-20 11:40:39 +00:00
|
|
|
|
Update to v097r02 release.
byuu says:
Note: balanced/performance profiles still broken, sorry.
Changelog:
- added nall/GNUmakefile unique() function; used on linking phase of
higan
- added nall/unique_pointer
- target-tomoko and {System}::Video updated to use
unique_pointer<ClassName> instead of ClassName* [1]
- locate() updated to search multiple paths [2]
- GB: pass gekkio's if_ie_registers and boot_hwio-G test ROMs
- FC, GB, GBA: merge video/ into the PPU cores
- ruby: fixed ~AudioXAudio2() typo
[1] I expected this to cause new crashes on exit due to changing the
order of destruction of objects (and deleting things that weren't
deleted before), but ... so far, so good. I guess we'll see what crops
up, especially on OS X (which is already crashing for unknown reasons on
exit.)
[2] right now, the search paths are: programpath(), {configpath(),
"higan/"}, {localpath(), "higan/"}; but we can add as many more as we
want, and we can also add platform-specific versions.
2016-01-25 11:27:18 +00:00
|
|
|
double L = (1.0 + l) / 16.0 * (l ? 1.0 : 0.5);
|
|
|
|
uint R = L * image::normalize(r, 5, 16);
|
|
|
|
uint G = L * image::normalize(g, 5, 16);
|
|
|
|
uint B = L * image::normalize(b, 5, 16);
|
|
|
|
paletteStandard[color] = interface->videoColor(R, G, B);
|
|
|
|
|
|
|
|
static const uint8 gammaRamp[32] = {
|
|
|
|
0x00, 0x01, 0x03, 0x06, 0x0a, 0x0f, 0x15, 0x1c,
|
|
|
|
0x24, 0x2d, 0x37, 0x42, 0x4e, 0x5b, 0x69, 0x78,
|
|
|
|
0x88, 0x90, 0x98, 0xa0, 0xa8, 0xb0, 0xb8, 0xc0,
|
|
|
|
0xc8, 0xd0, 0xd8, 0xe0, 0xe8, 0xf0, 0xf8, 0xff,
|
|
|
|
};
|
|
|
|
|
|
|
|
R = L * gammaRamp[r] * 0x0101;
|
|
|
|
G = L * gammaRamp[g] * 0x0101;
|
|
|
|
B = L * gammaRamp[b] * 0x0101;
|
|
|
|
paletteEmulation[color] = interface->videoColor(R, G, B);
|
Update to v096r07 release.
byuu says:
Changelog:
- configuration files are now stored in localpath() instead of configpath()
- Video gamma/saturation/luminance sliders are gone now, sorry
- added Video Filter->Blur Emulation [1]
- added Video Filter->Scanline Emulation [2]
- improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn]
[1] For the Famicom, this does nothing. For the Super Famicom, this
performs horizontal blending for proper pseudo-hires translucency. For
the Game Boy, Game Boy Color, and Game Boy Advance, this performs
interframe blending (each frame is the average of the current and
previous frame), which is important for things like the GBVideoPlayer.
[2] Right now, this only applies to the Super Famicom, but it'll come to
the Famicom in the future. For the Super Famicom, this option doesn't
just add scanlines, it simulates the phosphor decay that's visible in
interlace mode. If you observe an interlaced game like RPM Racing on
a real SNES, you'll notice that even on perfectly still screens, the
image appears to shake. This option emulates that effect.
Note 1: the buffering right now is a little sub-optimal, so there will
be a slight speed hit with this new support. Since the core is now
generating native ARGB8888 colors, it might as well call out to the
interface to lock/unlock/refresh the video, that way it can render
directly to the screen. Although ... that might not be such a hot idea,
since the GBx interframe blending reads from the target buffer, and that
tends to be a catastrophic option for performance.
Note 2: the balanced and performance profiles for the SNES are
completely busted again. This WIP took 6 1/2 hours, and I'm exhausted.
Very much not looking forward to working on those, since those two have
all kinds of fucked up speedup tricks for non-interlaced and/or
non-hires video modes.
Note 3: if you're on Windows and you saved your system folders somewhere
else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 10:06:51 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Update to v097r02 release.
byuu says:
Note: balanced/performance profiles still broken, sorry.
Changelog:
- added nall/GNUmakefile unique() function; used on linking phase of
higan
- added nall/unique_pointer
- target-tomoko and {System}::Video updated to use
unique_pointer<ClassName> instead of ClassName* [1]
- locate() updated to search multiple paths [2]
- GB: pass gekkio's if_ie_registers and boot_hwio-G test ROMs
- FC, GB, GBA: merge video/ into the PPU cores
- ruby: fixed ~AudioXAudio2() typo
[1] I expected this to cause new crashes on exit due to changing the
order of destruction of objects (and deleting things that weren't
deleted before), but ... so far, so good. I guess we'll see what crops
up, especially on OS X (which is already crashing for unknown reasons on
exit.)
[2] right now, the search paths are: programpath(), {configpath(),
"higan/"}, {localpath(), "higan/"}; but we can add as many more as we
want, and we can also add platform-specific versions.
2016-01-25 11:27:18 +00:00
|
|
|
auto Video::refresh() -> void {
|
|
|
|
auto output = this->output() + 16 * 512; //add offset for overscan
|
|
|
|
auto& palette = settings.colorEmulation ? paletteEmulation : paletteStandard;
|
Update to v096r07 release.
byuu says:
Changelog:
- configuration files are now stored in localpath() instead of configpath()
- Video gamma/saturation/luminance sliders are gone now, sorry
- added Video Filter->Blur Emulation [1]
- added Video Filter->Scanline Emulation [2]
- improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn]
[1] For the Famicom, this does nothing. For the Super Famicom, this
performs horizontal blending for proper pseudo-hires translucency. For
the Game Boy, Game Boy Color, and Game Boy Advance, this performs
interframe blending (each frame is the average of the current and
previous frame), which is important for things like the GBVideoPlayer.
[2] Right now, this only applies to the Super Famicom, but it'll come to
the Famicom in the future. For the Super Famicom, this option doesn't
just add scanlines, it simulates the phosphor decay that's visible in
interlace mode. If you observe an interlaced game like RPM Racing on
a real SNES, you'll notice that even on perfectly still screens, the
image appears to shake. This option emulates that effect.
Note 1: the buffering right now is a little sub-optimal, so there will
be a slight speed hit with this new support. Since the core is now
generating native ARGB8888 colors, it might as well call out to the
interface to lock/unlock/refresh the video, that way it can render
directly to the screen. Although ... that might not be such a hot idea,
since the GBx interframe blending reads from the target buffer, and that
tends to be a catastrophic option for performance.
Note 2: the balanced and performance profiles for the SNES are
completely busted again. This WIP took 6 1/2 hours, and I'm exhausted.
Very much not looking forward to working on those, since those two have
all kinds of fucked up speedup tricks for non-interlaced and/or
non-hires video modes.
Note 3: if you're on Windows and you saved your system folders somewhere
else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 10:06:51 +00:00
|
|
|
|
|
|
|
if(settings.scanlineEmulation) {
|
|
|
|
for(uint y = 0; y < 240; y++) {
|
|
|
|
auto sourceLo = ppu.output + y * 1024;
|
|
|
|
auto sourceHi = ppu.output + y * 1024 + 512;
|
|
|
|
auto targetLo = output + y * 1024;
|
|
|
|
auto targetHi = output + y * 1024 + 512;
|
|
|
|
if(!ppu.interlace()) {
|
|
|
|
for(uint x = 0; x < 512; x++) {
|
|
|
|
auto color = palette[*sourceLo++];
|
|
|
|
*targetLo++ = color;
|
|
|
|
*targetHi++ = (255 << 24) | ((color & 0xfefefe) >> 1);
|
|
|
|
}
|
|
|
|
} else if(!ppu.field()) {
|
|
|
|
for(uint x = 0; x < 512; x++) {
|
|
|
|
auto color = palette[*sourceHi++];
|
|
|
|
*targetLo++ = palette[*sourceLo++];
|
|
|
|
*targetHi++ = (255 << 24) | ((color & 0xfefefe) >> 1);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
for(uint x = 0; x < 512; x++) {
|
|
|
|
auto color = palette[*sourceLo++];
|
|
|
|
*targetLo++ = (255 << 24) | ((color & 0xfefefe) >> 1);
|
|
|
|
*targetHi++ = palette[*sourceHi++];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
for(uint y = 0; y < 240; y++) {
|
|
|
|
auto sourceLo = ppu.output + y * 1024;
|
|
|
|
auto sourceHi = ppu.output + y * 1024 + 512;
|
|
|
|
auto targetLo = output + y * 1024;
|
|
|
|
auto targetHi = output + y * 1024 + 512;
|
|
|
|
if(!ppu.interlace()) {
|
|
|
|
for(uint x = 0; x < 512; x++) {
|
|
|
|
auto color = palette[*sourceLo++];
|
|
|
|
*targetLo++ = color;
|
|
|
|
*targetHi++ = color;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
for(uint x = 0; x < 512; x++) {
|
|
|
|
*targetLo++ = palette[*sourceLo++];
|
|
|
|
*targetHi++ = palette[*sourceHi++];
|
|
|
|
}
|
|
|
|
}
|
2013-12-21 10:45:58 +00:00
|
|
|
}
|
Update to v096r07 release.
byuu says:
Changelog:
- configuration files are now stored in localpath() instead of configpath()
- Video gamma/saturation/luminance sliders are gone now, sorry
- added Video Filter->Blur Emulation [1]
- added Video Filter->Scanline Emulation [2]
- improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn]
[1] For the Famicom, this does nothing. For the Super Famicom, this
performs horizontal blending for proper pseudo-hires translucency. For
the Game Boy, Game Boy Color, and Game Boy Advance, this performs
interframe blending (each frame is the average of the current and
previous frame), which is important for things like the GBVideoPlayer.
[2] Right now, this only applies to the Super Famicom, but it'll come to
the Famicom in the future. For the Super Famicom, this option doesn't
just add scanlines, it simulates the phosphor decay that's visible in
interlace mode. If you observe an interlaced game like RPM Racing on
a real SNES, you'll notice that even on perfectly still screens, the
image appears to shake. This option emulates that effect.
Note 1: the buffering right now is a little sub-optimal, so there will
be a slight speed hit with this new support. Since the core is now
generating native ARGB8888 colors, it might as well call out to the
interface to lock/unlock/refresh the video, that way it can render
directly to the screen. Although ... that might not be such a hot idea,
since the GBx interframe blending reads from the target buffer, and that
tends to be a catastrophic option for performance.
Note 2: the balanced and performance profiles for the SNES are
completely busted again. This WIP took 6 1/2 hours, and I'm exhausted.
Very much not looking forward to working on those, since those two have
all kinds of fucked up speedup tricks for non-interlaced and/or
non-hires video modes.
Note 3: if you're on Windows and you saved your system folders somewhere
else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 10:06:51 +00:00
|
|
|
}
|
2013-12-21 10:45:58 +00:00
|
|
|
|
Update to v096r07 release.
byuu says:
Changelog:
- configuration files are now stored in localpath() instead of configpath()
- Video gamma/saturation/luminance sliders are gone now, sorry
- added Video Filter->Blur Emulation [1]
- added Video Filter->Scanline Emulation [2]
- improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn]
[1] For the Famicom, this does nothing. For the Super Famicom, this
performs horizontal blending for proper pseudo-hires translucency. For
the Game Boy, Game Boy Color, and Game Boy Advance, this performs
interframe blending (each frame is the average of the current and
previous frame), which is important for things like the GBVideoPlayer.
[2] Right now, this only applies to the Super Famicom, but it'll come to
the Famicom in the future. For the Super Famicom, this option doesn't
just add scanlines, it simulates the phosphor decay that's visible in
interlace mode. If you observe an interlaced game like RPM Racing on
a real SNES, you'll notice that even on perfectly still screens, the
image appears to shake. This option emulates that effect.
Note 1: the buffering right now is a little sub-optimal, so there will
be a slight speed hit with this new support. Since the core is now
generating native ARGB8888 colors, it might as well call out to the
interface to lock/unlock/refresh the video, that way it can render
directly to the screen. Although ... that might not be such a hot idea,
since the GBx interframe blending reads from the target buffer, and that
tends to be a catastrophic option for performance.
Note 2: the balanced and performance profiles for the SNES are
completely busted again. This WIP took 6 1/2 hours, and I'm exhausted.
Very much not looking forward to working on those, since those two have
all kinds of fucked up speedup tricks for non-interlaced and/or
non-hires video modes.
Note 3: if you're on Windows and you saved your system folders somewhere
else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 10:06:51 +00:00
|
|
|
if(settings.blurEmulation) {
|
|
|
|
for(uint y = 0; y < 480; y++) {
|
|
|
|
auto target = output + y * 512;
|
|
|
|
for(uint x = 0; x < 512; x++) {
|
|
|
|
auto a = target[x];
|
|
|
|
auto b = target[x + (x != 511)];
|
|
|
|
target[x] = (a + b - ((a ^ b) & 0x01010101)) >> 1;
|
|
|
|
}
|
2013-12-07 09:12:37 +00:00
|
|
|
}
|
Update to v096r07 release.
byuu says:
Changelog:
- configuration files are now stored in localpath() instead of configpath()
- Video gamma/saturation/luminance sliders are gone now, sorry
- added Video Filter->Blur Emulation [1]
- added Video Filter->Scanline Emulation [2]
- improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn]
[1] For the Famicom, this does nothing. For the Super Famicom, this
performs horizontal blending for proper pseudo-hires translucency. For
the Game Boy, Game Boy Color, and Game Boy Advance, this performs
interframe blending (each frame is the average of the current and
previous frame), which is important for things like the GBVideoPlayer.
[2] Right now, this only applies to the Super Famicom, but it'll come to
the Famicom in the future. For the Super Famicom, this option doesn't
just add scanlines, it simulates the phosphor decay that's visible in
interlace mode. If you observe an interlaced game like RPM Racing on
a real SNES, you'll notice that even on perfectly still screens, the
image appears to shake. This option emulates that effect.
Note 1: the buffering right now is a little sub-optimal, so there will
be a slight speed hit with this new support. Since the core is now
generating native ARGB8888 colors, it might as well call out to the
interface to lock/unlock/refresh the video, that way it can render
directly to the screen. Although ... that might not be such a hot idea,
since the GBx interframe blending reads from the target buffer, and that
tends to be a catastrophic option for performance.
Note 2: the balanced and performance profiles for the SNES are
completely busted again. This WIP took 6 1/2 hours, and I'm exhausted.
Very much not looking forward to working on those, since those two have
all kinds of fucked up speedup tricks for non-interlaced and/or
non-hires video modes.
Note 3: if you're on Windows and you saved your system folders somewhere
else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 10:06:51 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
drawCursors();
|
|
|
|
interface->videoRefresh(output - (ppu.overscan() ? 0 : 7 * 1024), 512 * sizeof(uint32), 512, 480);
|
|
|
|
}
|
2013-12-07 09:12:37 +00:00
|
|
|
|
Update to v097r02 release.
byuu says:
Note: balanced/performance profiles still broken, sorry.
Changelog:
- added nall/GNUmakefile unique() function; used on linking phase of
higan
- added nall/unique_pointer
- target-tomoko and {System}::Video updated to use
unique_pointer<ClassName> instead of ClassName* [1]
- locate() updated to search multiple paths [2]
- GB: pass gekkio's if_ie_registers and boot_hwio-G test ROMs
- FC, GB, GBA: merge video/ into the PPU cores
- ruby: fixed ~AudioXAudio2() typo
[1] I expected this to cause new crashes on exit due to changing the
order of destruction of objects (and deleting things that weren't
deleted before), but ... so far, so good. I guess we'll see what crops
up, especially on OS X (which is already crashing for unknown reasons on
exit.)
[2] right now, the search paths are: programpath(), {configpath(),
"higan/"}, {localpath(), "higan/"}; but we can add as many more as we
want, and we can also add platform-specific versions.
2016-01-25 11:27:18 +00:00
|
|
|
auto Video::drawCursor(uint32 color, int x, int y) -> void {
|
2016-01-23 07:29:34 +00:00
|
|
|
static const uint8 cursor[15 * 15] = {
|
|
|
|
0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,
|
|
|
|
0,0,0,0,1,1,2,2,2,1,1,0,0,0,0,
|
|
|
|
0,0,0,1,2,2,1,2,1,2,2,1,0,0,0,
|
|
|
|
0,0,1,2,1,1,0,1,0,1,1,2,1,0,0,
|
|
|
|
0,1,2,1,0,0,0,1,0,0,0,1,2,1,0,
|
|
|
|
0,1,2,1,0,0,1,2,1,0,0,1,2,1,0,
|
|
|
|
1,2,1,0,0,1,1,2,1,1,0,0,1,2,1,
|
|
|
|
1,2,2,1,1,2,2,2,2,2,1,1,2,2,1,
|
|
|
|
1,2,1,0,0,1,1,2,1,1,0,0,1,2,1,
|
|
|
|
0,1,2,1,0,0,1,2,1,0,0,1,2,1,0,
|
|
|
|
0,1,2,1,0,0,0,1,0,0,0,1,2,1,0,
|
|
|
|
0,0,1,2,1,1,0,1,0,1,1,2,1,0,0,
|
|
|
|
0,0,0,1,2,2,1,2,1,2,2,1,0,0,0,
|
|
|
|
0,0,0,0,1,1,2,2,2,1,1,0,0,0,0,
|
|
|
|
0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,
|
|
|
|
};
|
2010-08-09 13:28:56 +00:00
|
|
|
|
Update to v097r02 release.
byuu says:
Note: balanced/performance profiles still broken, sorry.
Changelog:
- added nall/GNUmakefile unique() function; used on linking phase of
higan
- added nall/unique_pointer
- target-tomoko and {System}::Video updated to use
unique_pointer<ClassName> instead of ClassName* [1]
- locate() updated to search multiple paths [2]
- GB: pass gekkio's if_ie_registers and boot_hwio-G test ROMs
- FC, GB, GBA: merge video/ into the PPU cores
- ruby: fixed ~AudioXAudio2() typo
[1] I expected this to cause new crashes on exit due to changing the
order of destruction of objects (and deleting things that weren't
deleted before), but ... so far, so good. I guess we'll see what crops
up, especially on OS X (which is already crashing for unknown reasons on
exit.)
[2] right now, the search paths are: programpath(), {configpath(),
"higan/"}, {localpath(), "higan/"}; but we can add as many more as we
want, and we can also add platform-specific versions.
2016-01-25 11:27:18 +00:00
|
|
|
auto output = this->output() + 16 * 512;
|
2010-08-09 13:28:56 +00:00
|
|
|
for(int cy = 0; cy < 15; cy++) {
|
|
|
|
int vy = y + cy - 7;
|
|
|
|
if(vy <= 0 || vy >= 240) continue; //do not draw offscreen
|
|
|
|
|
|
|
|
for(int cx = 0; cx < 15; cx++) {
|
|
|
|
int vx = x + cx - 7;
|
|
|
|
if(vx < 0 || vx >= 256) continue; //do not draw offscreen
|
2015-11-16 08:38:05 +00:00
|
|
|
uint8 pixel = cursor[cy * 15 + cx];
|
2010-08-09 13:28:56 +00:00
|
|
|
if(pixel == 0) continue;
|
Update to v097r14 release.
byuu says:
This is a few days old, but oh well.
This WIP changes nall,hiro,ruby,icarus back to (u)int(8,16,32,64)_t.
I'm slowly pushing for (u)int(8,16,32,64) to use my custom
Integer<Size>/Natural<Size> classes instead. But it's going to be one
hell of a struggle to get that into higan.
2016-02-16 09:11:58 +00:00
|
|
|
uint32 pixelcolor = pixel == 1 ? (uint32)(255 << 24) : color;
|
2010-08-09 13:28:56 +00:00
|
|
|
|
Update to v097r02 release.
byuu says:
Note: balanced/performance profiles still broken, sorry.
Changelog:
- added nall/GNUmakefile unique() function; used on linking phase of
higan
- added nall/unique_pointer
- target-tomoko and {System}::Video updated to use
unique_pointer<ClassName> instead of ClassName* [1]
- locate() updated to search multiple paths [2]
- GB: pass gekkio's if_ie_registers and boot_hwio-G test ROMs
- FC, GB, GBA: merge video/ into the PPU cores
- ruby: fixed ~AudioXAudio2() typo
[1] I expected this to cause new crashes on exit due to changing the
order of destruction of objects (and deleting things that weren't
deleted before), but ... so far, so good. I guess we'll see what crops
up, especially on OS X (which is already crashing for unknown reasons on
exit.)
[2] right now, the search paths are: programpath(), {configpath(),
"higan/"}, {localpath(), "higan/"}; but we can add as many more as we
want, and we can also add platform-specific versions.
2016-01-25 11:27:18 +00:00
|
|
|
*(output + vy * 1024 + vx * 2 + 0) = pixelcolor;
|
|
|
|
*(output + vy * 1024 + vx * 2 + 1) = pixelcolor;
|
|
|
|
*(output + vy * 1024 + 512 + vx * 2 + 0) = pixelcolor;
|
|
|
|
*(output + vy * 1024 + 512 + vx * 2 + 1) = pixelcolor;
|
2010-08-09 13:28:56 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Update to v097r02 release.
byuu says:
Note: balanced/performance profiles still broken, sorry.
Changelog:
- added nall/GNUmakefile unique() function; used on linking phase of
higan
- added nall/unique_pointer
- target-tomoko and {System}::Video updated to use
unique_pointer<ClassName> instead of ClassName* [1]
- locate() updated to search multiple paths [2]
- GB: pass gekkio's if_ie_registers and boot_hwio-G test ROMs
- FC, GB, GBA: merge video/ into the PPU cores
- ruby: fixed ~AudioXAudio2() typo
[1] I expected this to cause new crashes on exit due to changing the
order of destruction of objects (and deleting things that weren't
deleted before), but ... so far, so good. I guess we'll see what crops
up, especially on OS X (which is already crashing for unknown reasons on
exit.)
[2] right now, the search paths are: programpath(), {configpath(),
"higan/"}, {localpath(), "higan/"}; but we can add as many more as we
want, and we can also add platform-specific versions.
2016-01-25 11:27:18 +00:00
|
|
|
auto Video::drawCursors() -> void {
|
Update to v098r03 release.
byuu says:
It took several hours, but I've rebuilt much of the SNES' bus memory
mapping architecture.
The new design unifies the cartridge string-based mapping
("00-3f,80-bf:8000-ffff") and internal bus.map calls. The map() function
now has an accompanying unmap() function, and instead of a fixed 256
callbacks, it'll scan to find the first available slot. unmap() will
free slots up when zero addresses reference a given slot.
The controllers and expansion port are now both entirely dynamic.
Instead of load/unload/power/reset, they only have the constructor
(power/reset/load) and destructor (unload). What this means is you can
now dynamically change even expansion port devices after the system is
loaded.
Note that this is incredibly dangerous and stupid, but ... oh well. The
whole point of this was for 21fx. There's no way to change the expansion
port device prior to loading a game, but if the 21fx isn't active, then
the reset vector hijack won't work. Now you can load a 21fx game, change
the expansion port device, and simply reset the system to active the
device.
The unification of design between controller port devices and expansion
port devices is nice, and overall this results in a reduction of code
(all of the Mapping stuff in Cartridge is gone, replaced with direct bus
mapping.) And there's always the potential to expand this system more in
the future now.
The big missing feature right now is the ability to push/pop mappings.
So if you look at how the 21fx does the reset vector, you might vomit
a little bit. But ... it works.
Also changed exit(0) to _exit(0) in the POSIX version of nall::execute.
[The _exit(0) thing is an attempt to make higan not crash when it tries
to launch icarus and it's not on $PATH. The theory is that higan forks,
then the child tries to exec icarus and fails, so it exits, all the
unique_ptrs clean up their resources and tell the X server to free
things the parent process is still using. Calling _exit() prevents
destructors from running, and seems to prevent the problem. -Ed.]
2016-04-09 10:21:18 +00:00
|
|
|
switch(settings.controllerPort2) {
|
|
|
|
case Device::SuperScope:
|
|
|
|
if(dynamic_cast<SuperScope*>(peripherals.controllerPort2)) {
|
|
|
|
auto& controller = (SuperScope&)*peripherals.controllerPort2;
|
Update to v096r07 release.
byuu says:
Changelog:
- configuration files are now stored in localpath() instead of configpath()
- Video gamma/saturation/luminance sliders are gone now, sorry
- added Video Filter->Blur Emulation [1]
- added Video Filter->Scanline Emulation [2]
- improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn]
[1] For the Famicom, this does nothing. For the Super Famicom, this
performs horizontal blending for proper pseudo-hires translucency. For
the Game Boy, Game Boy Color, and Game Boy Advance, this performs
interframe blending (each frame is the average of the current and
previous frame), which is important for things like the GBVideoPlayer.
[2] Right now, this only applies to the Super Famicom, but it'll come to
the Famicom in the future. For the Super Famicom, this option doesn't
just add scanlines, it simulates the phosphor decay that's visible in
interlace mode. If you observe an interlaced game like RPM Racing on
a real SNES, you'll notice that even on perfectly still screens, the
image appears to shake. This option emulates that effect.
Note 1: the buffering right now is a little sub-optimal, so there will
be a slight speed hit with this new support. Since the core is now
generating native ARGB8888 colors, it might as well call out to the
interface to lock/unlock/refresh the video, that way it can render
directly to the screen. Although ... that might not be such a hot idea,
since the GBx interframe blending reads from the target buffer, and that
tends to be a catastrophic option for performance.
Note 2: the balanced and performance profiles for the SNES are
completely busted again. This WIP took 6 1/2 hours, and I'm exhausted.
Very much not looking forward to working on those, since those two have
all kinds of fucked up speedup tricks for non-interlaced and/or
non-hires video modes.
Note 3: if you're on Windows and you saved your system folders somewhere
else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 10:06:51 +00:00
|
|
|
drawCursor(0xff0000ff, controller.x, controller.y);
|
2011-06-24 10:43:29 +00:00
|
|
|
}
|
|
|
|
break;
|
Update to v098r03 release.
byuu says:
It took several hours, but I've rebuilt much of the SNES' bus memory
mapping architecture.
The new design unifies the cartridge string-based mapping
("00-3f,80-bf:8000-ffff") and internal bus.map calls. The map() function
now has an accompanying unmap() function, and instead of a fixed 256
callbacks, it'll scan to find the first available slot. unmap() will
free slots up when zero addresses reference a given slot.
The controllers and expansion port are now both entirely dynamic.
Instead of load/unload/power/reset, they only have the constructor
(power/reset/load) and destructor (unload). What this means is you can
now dynamically change even expansion port devices after the system is
loaded.
Note that this is incredibly dangerous and stupid, but ... oh well. The
whole point of this was for 21fx. There's no way to change the expansion
port device prior to loading a game, but if the 21fx isn't active, then
the reset vector hijack won't work. Now you can load a 21fx game, change
the expansion port device, and simply reset the system to active the
device.
The unification of design between controller port devices and expansion
port devices is nice, and overall this results in a reduction of code
(all of the Mapping stuff in Cartridge is gone, replaced with direct bus
mapping.) And there's always the potential to expand this system more in
the future now.
The big missing feature right now is the ability to push/pop mappings.
So if you look at how the 21fx does the reset vector, you might vomit
a little bit. But ... it works.
Also changed exit(0) to _exit(0) in the POSIX version of nall::execute.
[The _exit(0) thing is an attempt to make higan not crash when it tries
to launch icarus and it's not on $PATH. The theory is that higan forks,
then the child tries to exec icarus and fails, so it exits, all the
unique_ptrs clean up their resources and tell the X server to free
things the parent process is still using. Calling _exit() prevents
destructors from running, and seems to prevent the problem. -Ed.]
2016-04-09 10:21:18 +00:00
|
|
|
case Device::Justifier:
|
|
|
|
case Device::Justifiers:
|
|
|
|
if(dynamic_cast<Justifier*>(peripherals.controllerPort2)) {
|
|
|
|
auto& controller = (Justifier&)*peripherals.controllerPort2;
|
Update to v096r07 release.
byuu says:
Changelog:
- configuration files are now stored in localpath() instead of configpath()
- Video gamma/saturation/luminance sliders are gone now, sorry
- added Video Filter->Blur Emulation [1]
- added Video Filter->Scanline Emulation [2]
- improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn]
[1] For the Famicom, this does nothing. For the Super Famicom, this
performs horizontal blending for proper pseudo-hires translucency. For
the Game Boy, Game Boy Color, and Game Boy Advance, this performs
interframe blending (each frame is the average of the current and
previous frame), which is important for things like the GBVideoPlayer.
[2] Right now, this only applies to the Super Famicom, but it'll come to
the Famicom in the future. For the Super Famicom, this option doesn't
just add scanlines, it simulates the phosphor decay that's visible in
interlace mode. If you observe an interlaced game like RPM Racing on
a real SNES, you'll notice that even on perfectly still screens, the
image appears to shake. This option emulates that effect.
Note 1: the buffering right now is a little sub-optimal, so there will
be a slight speed hit with this new support. Since the core is now
generating native ARGB8888 colors, it might as well call out to the
interface to lock/unlock/refresh the video, that way it can render
directly to the screen. Although ... that might not be such a hot idea,
since the GBx interframe blending reads from the target buffer, and that
tends to be a catastrophic option for performance.
Note 2: the balanced and performance profiles for the SNES are
completely busted again. This WIP took 6 1/2 hours, and I'm exhausted.
Very much not looking forward to working on those, since those two have
all kinds of fucked up speedup tricks for non-interlaced and/or
non-hires video modes.
Note 3: if you're on Windows and you saved your system folders somewhere
else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 10:06:51 +00:00
|
|
|
drawCursor(0xffff0000, controller.player1.x, controller.player1.y);
|
2015-11-10 11:02:29 +00:00
|
|
|
if(!controller.chained) break;
|
Update to v096r07 release.
byuu says:
Changelog:
- configuration files are now stored in localpath() instead of configpath()
- Video gamma/saturation/luminance sliders are gone now, sorry
- added Video Filter->Blur Emulation [1]
- added Video Filter->Scanline Emulation [2]
- improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn]
[1] For the Famicom, this does nothing. For the Super Famicom, this
performs horizontal blending for proper pseudo-hires translucency. For
the Game Boy, Game Boy Color, and Game Boy Advance, this performs
interframe blending (each frame is the average of the current and
previous frame), which is important for things like the GBVideoPlayer.
[2] Right now, this only applies to the Super Famicom, but it'll come to
the Famicom in the future. For the Super Famicom, this option doesn't
just add scanlines, it simulates the phosphor decay that's visible in
interlace mode. If you observe an interlaced game like RPM Racing on
a real SNES, you'll notice that even on perfectly still screens, the
image appears to shake. This option emulates that effect.
Note 1: the buffering right now is a little sub-optimal, so there will
be a slight speed hit with this new support. Since the core is now
generating native ARGB8888 colors, it might as well call out to the
interface to lock/unlock/refresh the video, that way it can render
directly to the screen. Although ... that might not be such a hot idea,
since the GBx interframe blending reads from the target buffer, and that
tends to be a catastrophic option for performance.
Note 2: the balanced and performance profiles for the SNES are
completely busted again. This WIP took 6 1/2 hours, and I'm exhausted.
Very much not looking forward to working on those, since those two have
all kinds of fucked up speedup tricks for non-interlaced and/or
non-hires video modes.
Note 3: if you're on Windows and you saved your system folders somewhere
else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 10:06:51 +00:00
|
|
|
drawCursor(0xff00bf00, controller.player2.x, controller.player2.y);
|
2011-06-24 10:43:29 +00:00
|
|
|
}
|
|
|
|
break;
|
2010-08-09 13:28:56 +00:00
|
|
|
}
|
|
|
|
}
|