Updated to v067r23 release.
byuu says:
Added missing $4200 IRQ lock, which fixes Chou Aniki on the fast CPU
core, so slower PCs can get their brotherly love on.
Added range-based controller IOBit latching to the fast CPU core, which
enables Super Scope and Justifier support. Uses the priority queue as
well, so there is zero speed-hit. Given the way range-testing works, the
trigger point may vary by 1-2 pixels when firing at the same spot. Not
really a big deal when it avoids a massive speed penalty.
Fixed PAL and interlace-mode HVIRQs at V=0,H<2 on the fast CPU core.
Added the dot-renderer's sprite list update-on-OAM-write functionality
to the scanline-based PPU renderer. Unfortunately it looks like all the
speed gain was already taken from the global dirty flag I was using
before, but this certainly won't hurt speed any, so whatever.
Added #ifdef to stop CoInitialize(0) on non-Windows ports.
Added #ifdefs to stop gradient fade on Windows port. Not going to fuck
over the Linux port aesthetic because of Qt bug #47,326,927. If there's
a way to tell what Qt theme is being used, I can leave it enabled for
XP/Vista themes.
Moved HDMA trigger from 1104 to 1112, and reduced channel overhead from
24 to 16, to better simulate one-cycle DMA->CPU sync.
Code clarity: I've re-added my varint.hpp classes, and am actively using
them in the accuracy cores. So far, I haven't done anything that would
detriment speed, but it is certainly cool. The APU ports exposed by the
CPU and SMP now take uint2 address arguments, the CPU WRAM address
register is a uint17, and the IRQ H/VTIME values are uint10. This
basically allows the source to clearly convey the data sizes, and
eliminates the need to manually mask values when writing to registers or
reading from memory. I'm going to be doing this everywhere, and it will
have a speed impact eventually, because the automation means we can't
skip masks when we know the data is already masked off.
Source: archive contains the launcher code, so that I can look into why
it's crashing on XP tomorrow.
It doesn't look like Circuit USA's flags are going to work too well with
this new CPU core. Still not sure what the hell Robocop vs The
Terminator is doing, I'll read through the mega SNES thread for clues
tomorrow. Speedy Gonzales is definitely broken, as modifying the MDR was
breaking things with my current core. Probably because the new CPU core
doesn't wait for a cycle edge to trigger.
I was thinking that perhaps we could keep some form of cheat codes list
to work as game-specific hacks for the performance core. Keeps the hacks
out of the emulator, but could allow the remaining bugs to be worked
around for people who have no choice but to use the performance core.
2010-08-16 09:42:20 +00:00
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<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
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<assembly xmlns="urn:schemas-microsoft-com:asm.v1" manifestVersion="1.0">
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2012-08-16 10:30:47 +00:00
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<assemblyIdentity type="win32" name="higan" version="1.0.0.0" processorArchitecture="*"/>
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Updated to v067r23 release.
byuu says:
Added missing $4200 IRQ lock, which fixes Chou Aniki on the fast CPU
core, so slower PCs can get their brotherly love on.
Added range-based controller IOBit latching to the fast CPU core, which
enables Super Scope and Justifier support. Uses the priority queue as
well, so there is zero speed-hit. Given the way range-testing works, the
trigger point may vary by 1-2 pixels when firing at the same spot. Not
really a big deal when it avoids a massive speed penalty.
Fixed PAL and interlace-mode HVIRQs at V=0,H<2 on the fast CPU core.
Added the dot-renderer's sprite list update-on-OAM-write functionality
to the scanline-based PPU renderer. Unfortunately it looks like all the
speed gain was already taken from the global dirty flag I was using
before, but this certainly won't hurt speed any, so whatever.
Added #ifdef to stop CoInitialize(0) on non-Windows ports.
Added #ifdefs to stop gradient fade on Windows port. Not going to fuck
over the Linux port aesthetic because of Qt bug #47,326,927. If there's
a way to tell what Qt theme is being used, I can leave it enabled for
XP/Vista themes.
Moved HDMA trigger from 1104 to 1112, and reduced channel overhead from
24 to 16, to better simulate one-cycle DMA->CPU sync.
Code clarity: I've re-added my varint.hpp classes, and am actively using
them in the accuracy cores. So far, I haven't done anything that would
detriment speed, but it is certainly cool. The APU ports exposed by the
CPU and SMP now take uint2 address arguments, the CPU WRAM address
register is a uint17, and the IRQ H/VTIME values are uint10. This
basically allows the source to clearly convey the data sizes, and
eliminates the need to manually mask values when writing to registers or
reading from memory. I'm going to be doing this everywhere, and it will
have a speed impact eventually, because the automation means we can't
skip masks when we know the data is already masked off.
Source: archive contains the launcher code, so that I can look into why
it's crashing on XP tomorrow.
It doesn't look like Circuit USA's flags are going to work too well with
this new CPU core. Still not sure what the hell Robocop vs The
Terminator is doing, I'll read through the mega SNES thread for clues
tomorrow. Speedy Gonzales is definitely broken, as modifying the MDR was
breaking things with my current core. Probably because the new CPU core
doesn't wait for a cycle edge to trigger.
I was thinking that perhaps we could keep some form of cheat codes list
to work as game-specific hacks for the performance core. Keeps the hacks
out of the emulator, but could allow the remaining bugs to be worked
around for people who have no choice but to use the performance core.
2010-08-16 09:42:20 +00:00
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<dependency>
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<dependentAssembly>
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Update to v070r14 release.
(there was no r13 release posted to the WIP thread)
byuu says:
- nall/string: trim and split functions now take the limit as a template
parameter for clarity, trim_once variants are removed
- quotable.trim<1>("\""); //remove quotes from string
- cheatcode.split<3>(","); //split up to three times, third one is
a description that may have commas
- foobar.trim(" "); //remove any and all spaces
- nall/string: added wildcard() and iwildcard() functions for pattern
matching
- nall/directory: accepts an optional pattern parameter to perform
wildcard matching
- lstring cartridges = directory::contents(path, "*.sfc");
- some people may prefer directory::contents("/path/to/files/*.sfc"),
but I like not having to build a string when you have the path
separated already
- nall/qt: removed entirely, now resides in bsnes/ui-qt/template; I do
intend to replace the check/radio actions with native Qt versions
later
- bsnes/data: new folder, share the parts that both UIs use; bsnes.ico,
bsnes.png, bsnes.Desktop, cheats.xml; simplify Makefile install target
- Makefile: install target now creates .bsnes folder and copies
cheats.xml there for you
- Makefile: gconftool hack removed, not needed for phoenix, will work
around with Qt later
- will probably make bsnes/Qt read the cheats.xml file externally as
well, as that file makes each profile 1MB bigger when embedded
- as such, will probably make bsnes also look in the binary directory
for that file, so Windows users don't have to copy it to their
userdata folder
2010-10-11 10:39:14 +00:00
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<assemblyIdentity type="win32" name="Microsoft.Windows.Common-Controls" version="6.0.0.0" processorArchitecture="*" publicKeyToken="6595b64144ccf1df" language="*"/>
|
Updated to v067r23 release.
byuu says:
Added missing $4200 IRQ lock, which fixes Chou Aniki on the fast CPU
core, so slower PCs can get their brotherly love on.
Added range-based controller IOBit latching to the fast CPU core, which
enables Super Scope and Justifier support. Uses the priority queue as
well, so there is zero speed-hit. Given the way range-testing works, the
trigger point may vary by 1-2 pixels when firing at the same spot. Not
really a big deal when it avoids a massive speed penalty.
Fixed PAL and interlace-mode HVIRQs at V=0,H<2 on the fast CPU core.
Added the dot-renderer's sprite list update-on-OAM-write functionality
to the scanline-based PPU renderer. Unfortunately it looks like all the
speed gain was already taken from the global dirty flag I was using
before, but this certainly won't hurt speed any, so whatever.
Added #ifdef to stop CoInitialize(0) on non-Windows ports.
Added #ifdefs to stop gradient fade on Windows port. Not going to fuck
over the Linux port aesthetic because of Qt bug #47,326,927. If there's
a way to tell what Qt theme is being used, I can leave it enabled for
XP/Vista themes.
Moved HDMA trigger from 1104 to 1112, and reduced channel overhead from
24 to 16, to better simulate one-cycle DMA->CPU sync.
Code clarity: I've re-added my varint.hpp classes, and am actively using
them in the accuracy cores. So far, I haven't done anything that would
detriment speed, but it is certainly cool. The APU ports exposed by the
CPU and SMP now take uint2 address arguments, the CPU WRAM address
register is a uint17, and the IRQ H/VTIME values are uint10. This
basically allows the source to clearly convey the data sizes, and
eliminates the need to manually mask values when writing to registers or
reading from memory. I'm going to be doing this everywhere, and it will
have a speed impact eventually, because the automation means we can't
skip masks when we know the data is already masked off.
Source: archive contains the launcher code, so that I can look into why
it's crashing on XP tomorrow.
It doesn't look like Circuit USA's flags are going to work too well with
this new CPU core. Still not sure what the hell Robocop vs The
Terminator is doing, I'll read through the mega SNES thread for clues
tomorrow. Speedy Gonzales is definitely broken, as modifying the MDR was
breaking things with my current core. Probably because the new CPU core
doesn't wait for a cycle edge to trigger.
I was thinking that perhaps we could keep some form of cheat codes list
to work as game-specific hacks for the performance core. Keeps the hacks
out of the emulator, but could allow the remaining bugs to be worked
around for people who have no choice but to use the performance core.
2010-08-16 09:42:20 +00:00
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</dependentAssembly>
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</dependency>
|
2017-08-06 13:36:26 +00:00
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<asmv3:application xmlns:asmv3="urn:schemas-microsoft-com:asm.v3">
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<asmv3:windowsSettings xmlns="http://schemas.microsoft.com/SMI/2005/WindowsSettings">
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<dpiAware>false</dpiAware>
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</asmv3:windowsSettings>
|
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</asmv3:application>
|
Updated to v067r23 release.
byuu says:
Added missing $4200 IRQ lock, which fixes Chou Aniki on the fast CPU
core, so slower PCs can get their brotherly love on.
Added range-based controller IOBit latching to the fast CPU core, which
enables Super Scope and Justifier support. Uses the priority queue as
well, so there is zero speed-hit. Given the way range-testing works, the
trigger point may vary by 1-2 pixels when firing at the same spot. Not
really a big deal when it avoids a massive speed penalty.
Fixed PAL and interlace-mode HVIRQs at V=0,H<2 on the fast CPU core.
Added the dot-renderer's sprite list update-on-OAM-write functionality
to the scanline-based PPU renderer. Unfortunately it looks like all the
speed gain was already taken from the global dirty flag I was using
before, but this certainly won't hurt speed any, so whatever.
Added #ifdef to stop CoInitialize(0) on non-Windows ports.
Added #ifdefs to stop gradient fade on Windows port. Not going to fuck
over the Linux port aesthetic because of Qt bug #47,326,927. If there's
a way to tell what Qt theme is being used, I can leave it enabled for
XP/Vista themes.
Moved HDMA trigger from 1104 to 1112, and reduced channel overhead from
24 to 16, to better simulate one-cycle DMA->CPU sync.
Code clarity: I've re-added my varint.hpp classes, and am actively using
them in the accuracy cores. So far, I haven't done anything that would
detriment speed, but it is certainly cool. The APU ports exposed by the
CPU and SMP now take uint2 address arguments, the CPU WRAM address
register is a uint17, and the IRQ H/VTIME values are uint10. This
basically allows the source to clearly convey the data sizes, and
eliminates the need to manually mask values when writing to registers or
reading from memory. I'm going to be doing this everywhere, and it will
have a speed impact eventually, because the automation means we can't
skip masks when we know the data is already masked off.
Source: archive contains the launcher code, so that I can look into why
it's crashing on XP tomorrow.
It doesn't look like Circuit USA's flags are going to work too well with
this new CPU core. Still not sure what the hell Robocop vs The
Terminator is doing, I'll read through the mega SNES thread for clues
tomorrow. Speedy Gonzales is definitely broken, as modifying the MDR was
breaking things with my current core. Probably because the new CPU core
doesn't wait for a cycle edge to trigger.
I was thinking that perhaps we could keep some form of cheat codes list
to work as game-specific hacks for the performance core. Keeps the hacks
out of the emulator, but could allow the remaining bugs to be worked
around for people who have no choice but to use the performance core.
2010-08-16 09:42:20 +00:00
|
|
|
</assembly>
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