2016-01-07 08:14:33 +00:00
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#pragma once
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2010-08-09 13:28:56 +00:00
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//UTF-8 <> UTF-16 conversion
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2015-12-14 09:41:06 +00:00
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//used only for Win32; every other OS uses UTF-8 internally
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2010-08-09 13:28:56 +00:00
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#if defined(_WIN32)
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Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
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#undef UNICODE
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2010-09-26 05:09:31 +00:00
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#define UNICODE
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Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
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#undef NOMINMAX
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2010-08-09 13:28:56 +00:00
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#define NOMINMAX
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Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
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2016-02-25 10:38:03 +00:00
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#include <nall/windows/guard.hpp>
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2012-06-18 10:13:51 +00:00
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#include <winsock2.h>
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2010-08-09 13:28:56 +00:00
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#include <windows.h>
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2016-02-25 10:38:03 +00:00
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#include <nall/windows/guard.hpp>
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2010-08-09 13:28:56 +00:00
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Update to v093r02 release.
byuu says:
Changelog:
- nall: fixed major memory leak in string class
- ruby: video shaders support #define-based settings now
- phoenix/GTK+: support > 256x256 icons for window / task bar / alt-tab
- sfc: remove random/ and config/, merge into system/
- ethos: delete higan.png (48x48), replace with higan512.png (512x512)
as new higan.png
- ethos: default gamma to 100% (no color adjustment)
- ethos: use "Video Shaders/Display Emulation/" instead of "Video
Shaders/Emulation/"
- use g++ instead of g++-4.7 (g++ -v must be >= 4.7)
- use -std=c++11 instead of -std=gnu++11
- applied a few patches from Debian upstream to make their packaging job
easier
So because colors are normalized in GLSL, I won't be able to offer video
shaders absolute color literals. We will have to perform basic color
conversion inside the core.
As such, the current plan is to create some sort of Emulator::Settings
interface. With that, I'll connect an option for color correction, which
will be on by default. For FC/SFC, that will mean gamma correction
(darker / stronger colors), and for GB/GBC/GBA, it will mean simulating
the weird brightness levels of the displays. I am undecided on whether
to use pea soup green for the GB or not. By not doing so, it'll be
easier for the display emulation shader to do it.
2013-11-09 11:45:54 +00:00
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#if !defined(PATH_MAX)
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#define PATH_MAX 260
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#endif
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2015-12-15 09:30:26 +00:00
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using uint = unsigned;
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2010-08-09 13:28:56 +00:00
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namespace nall {
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//UTF-8 to UTF-16
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2013-05-02 11:25:45 +00:00
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struct utf16_t {
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utf16_t(const char* s = "") {
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2010-08-09 13:28:56 +00:00
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if(!s) s = "";
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2015-12-14 09:41:06 +00:00
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uint length = MultiByteToWideChar(CP_UTF8, 0, s, -1, nullptr, 0);
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2010-08-09 13:28:56 +00:00
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buffer = new wchar_t[length + 1]();
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MultiByteToWideChar(CP_UTF8, 0, s, -1, buffer, length);
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}
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~utf16_t() {
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delete[] buffer;
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}
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2015-12-14 09:41:06 +00:00
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operator wchar_t*() {
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2010-08-09 13:28:56 +00:00
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return buffer;
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}
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2015-12-14 09:41:06 +00:00
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operator const wchar_t*() const {
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2010-08-09 13:28:56 +00:00
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return buffer;
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}
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2015-12-14 09:41:06 +00:00
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private:
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wchar_t* buffer = nullptr;
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};
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//UTF-16 to UTF-8
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struct utf8_t {
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2013-05-02 11:25:45 +00:00
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utf8_t(const wchar_t* s = L"") {
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2010-08-09 13:28:56 +00:00
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if(!s) s = L"";
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2015-12-14 09:41:06 +00:00
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uint length = WideCharToMultiByte(CP_UTF8, 0, s, -1, nullptr, 0, nullptr, nullptr);
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2010-08-09 13:28:56 +00:00
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buffer = new char[length + 1]();
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2013-03-15 13:11:33 +00:00
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WideCharToMultiByte(CP_UTF8, 0, s, -1, buffer, length, nullptr, nullptr);
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2010-08-09 13:28:56 +00:00
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}
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~utf8_t() {
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delete[] buffer;
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}
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2010-09-22 12:49:49 +00:00
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utf8_t(const utf8_t&) = delete;
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utf8_t& operator=(const utf8_t&) = delete;
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2015-12-14 09:41:06 +00:00
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operator char*() {
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return buffer;
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}
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operator const char*() const {
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return buffer;
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}
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2010-08-09 13:28:56 +00:00
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private:
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2015-12-14 09:41:06 +00:00
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char* buffer = nullptr;
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2010-08-09 13:28:56 +00:00
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};
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2010-09-26 05:09:31 +00:00
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2015-12-14 09:41:06 +00:00
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inline auto utf8_args(int& argc, char**& argv) -> void {
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2013-05-02 11:25:45 +00:00
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wchar_t** wargv = CommandLineToArgvW(GetCommandLineW(), &argc);
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Update to v098r11 release.
byuu says:
Changelog:
- fixed nall/path.hpp compilation issue
- fixed ruby/audio/xaudio header declaration compilation issue (again)
- cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the
file was whitespace overkill)
- added null terminator entry to nall/windows/utf8.hpp argc[] array
- nall/windows/guid.hpp uses the Windows API for generating the GUID
- this should stop all the bug reports where two nall users were
generating GUIDs at the exact same second
- fixed hiro/cocoa compilation issue with uint# types
- fixed major higan/sfc Super Game Boy audio latency issue
- fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions
- major cleanups to higan/processor/r65816 core
- merged emulation/native-mode opcodes
- use camel-case naming on memory.hpp functions
- simplify address masking code for memory.hpp functions
- simplify a few opcodes themselves (avoid redundant copies, etc)
- rename regs.* to r.* to match modern convention of other CPU cores
- removed device.order<> concept from Emulator::Interface
- cores will now do the translation to make the job of the UI easier
- fixed plurality naming of arrays in Emulator::Interface
- example: emulator.ports[p].devices[d].inputs[i]
- example: vector<Medium> media
- probably more surprises
Major show-stoppers to the next official release:
- we need to work on GB core improvements: LY=153/0 case, multiple STAT
IRQs case, GBC audio output regs, etc.
- we need to re-add software cursors for light guns (Super Scope,
Justifier)
- after the above, we need to fix the turbo button for the Super Scope
I really have no idea how I want to implement the light guns. Ideally,
we'd want it in higan/video, so we can support the NES Zapper with the
same code. But this isn't going to be easy, because only the SNES knows
when its output is interlaced, and its resolutions can vary as
{256,512}x{224,240,448,480} which requires pixel doubling that was
hard-coded to the SNES-specific behavior, but isn't appropriate to be
exposed in higan/video.
2016-05-25 11:13:02 +00:00
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argv = new char*[argc + 1]();
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2015-12-14 09:41:06 +00:00
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for(uint i = 0; i < argc; i++) {
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Update to v093r02 release.
byuu says:
Changelog:
- nall: fixed major memory leak in string class
- ruby: video shaders support #define-based settings now
- phoenix/GTK+: support > 256x256 icons for window / task bar / alt-tab
- sfc: remove random/ and config/, merge into system/
- ethos: delete higan.png (48x48), replace with higan512.png (512x512)
as new higan.png
- ethos: default gamma to 100% (no color adjustment)
- ethos: use "Video Shaders/Display Emulation/" instead of "Video
Shaders/Emulation/"
- use g++ instead of g++-4.7 (g++ -v must be >= 4.7)
- use -std=c++11 instead of -std=gnu++11
- applied a few patches from Debian upstream to make their packaging job
easier
So because colors are normalized in GLSL, I won't be able to offer video
shaders absolute color literals. We will have to perform basic color
conversion inside the core.
As such, the current plan is to create some sort of Emulator::Settings
interface. With that, I'll connect an option for color correction, which
will be on by default. For FC/SFC, that will mean gamma correction
(darker / stronger colors), and for GB/GBC/GBA, it will mean simulating
the weird brightness levels of the displays. I am undecided on whether
to use pea soup green for the GB or not. By not doing so, it'll be
easier for the display emulation shader to do it.
2013-11-09 11:45:54 +00:00
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argv[i] = new char[PATH_MAX];
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2010-09-26 05:09:31 +00:00
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strcpy(argv[i], nall::utf8_t(wargv[i]));
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}
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}
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2010-08-09 13:28:56 +00:00
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}
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#endif //if defined(_WIN32)
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