Update to v104r06 release.
byuu says:
Changelog:
- gba,ws: removed Thread::step() override¹
- processor/m68k: move.b (a7)+ and move.b (a7)- adjust a7 by two, not
by one²
- tomoko: created new initialize(Video,Audio,Input)Driver() functions³
- ruby/audio: split Audio::information into
Audio::available(Devices,Frequencies,Latencies,Channels)³
- ws: added Model::(WonderSwan,WonderSwanColor,SwanCrystal)()
functions for consistency with other cores
¹: this should hopefully fix GBA Pokemon Pinball. Thanks to
SuperMikeMan for pointing out the underlying cause.
²: this fixes A Ressaha de Ikou, Mega Bomberman, and probably more
games.
³: this is the big change: so there was a problem with WASAPI where
you might change your device under the audio settings panel. And your
new device may not support the frequency that your old device used. This
would end up not updating the frequency, and the pitch would be
distorted.
The old Audio::information() couldn't tell you what frequencies,
latencies, or channels were available for all devices simultaneously, so
I had to split them up. The new initializeAudioDriver() function
validates you have a correct driver, or it defaults to none. Then it
validates a correct device name, or it defaults to the first entry in
the list. Then it validates a correct frequency, or defaults to the
first in the list. Then finally it validates a correct latency, or
defaults to the first in the list.
In this way ... we have a clear path now with no API changes required to
select default devices, frequencies, latencies, channel counts: they
need to be the first items in their respective lists.
So, what we need to do now is go through and for every audio driver that
enumerates devices, we need to make sure the default device gets added
to the top of the list. I'm ... not really sure how to do this with most
drivers, so this is definitely going to take some time.
Also, when you change a device, initializeAudioDriver() is called again,
so if it's a bad device, it will disable the audio driver instead of
continuing to send samples at it and hoping that the driver blocked
those API calls when it failed to initialize properly.
Now then ... since it was a decently-sized API change, it's possible
I've broken compilation of the Linux drivers, so please report any
compilation errors so that I can fix them.
2017-08-26 01:15:49 +00:00
|
|
|
auto Program::initializeVideoDriver() -> void {
|
2018-08-05 09:00:15 +00:00
|
|
|
if(!Video::hasDrivers().find(settings["Video/Driver"].text())) {
|
|
|
|
settings["Video/Driver"].setValue(Video::safestDriver());
|
Update to v104r06 release.
byuu says:
Changelog:
- gba,ws: removed Thread::step() override¹
- processor/m68k: move.b (a7)+ and move.b (a7)- adjust a7 by two, not
by one²
- tomoko: created new initialize(Video,Audio,Input)Driver() functions³
- ruby/audio: split Audio::information into
Audio::available(Devices,Frequencies,Latencies,Channels)³
- ws: added Model::(WonderSwan,WonderSwanColor,SwanCrystal)()
functions for consistency with other cores
¹: this should hopefully fix GBA Pokemon Pinball. Thanks to
SuperMikeMan for pointing out the underlying cause.
²: this fixes A Ressaha de Ikou, Mega Bomberman, and probably more
games.
³: this is the big change: so there was a problem with WASAPI where
you might change your device under the audio settings panel. And your
new device may not support the frequency that your old device used. This
would end up not updating the frequency, and the pitch would be
distorted.
The old Audio::information() couldn't tell you what frequencies,
latencies, or channels were available for all devices simultaneously, so
I had to split them up. The new initializeAudioDriver() function
validates you have a correct driver, or it defaults to none. Then it
validates a correct device name, or it defaults to the first entry in
the list. Then it validates a correct frequency, or defaults to the
first in the list. Then finally it validates a correct latency, or
defaults to the first in the list.
In this way ... we have a clear path now with no API changes required to
select default devices, frequencies, latencies, channel counts: they
need to be the first items in their respective lists.
So, what we need to do now is go through and for every audio driver that
enumerates devices, we need to make sure the default device gets added
to the top of the list. I'm ... not really sure how to do this with most
drivers, so this is definitely going to take some time.
Also, when you change a device, initializeAudioDriver() is called again,
so if it's a bad device, it will disable the audio driver instead of
continuing to send samples at it and hoping that the driver blocked
those API calls when it failed to initialize properly.
Now then ... since it was a decently-sized API change, it's possible
I've broken compilation of the Linux drivers, so please report any
compilation errors so that I can fix them.
2017-08-26 01:15:49 +00:00
|
|
|
}
|
2018-08-05 09:00:15 +00:00
|
|
|
video = new Video;
|
|
|
|
video->create(settings["Video/Driver"].text());
|
Update to v104r06 release.
byuu says:
Changelog:
- gba,ws: removed Thread::step() override¹
- processor/m68k: move.b (a7)+ and move.b (a7)- adjust a7 by two, not
by one²
- tomoko: created new initialize(Video,Audio,Input)Driver() functions³
- ruby/audio: split Audio::information into
Audio::available(Devices,Frequencies,Latencies,Channels)³
- ws: added Model::(WonderSwan,WonderSwanColor,SwanCrystal)()
functions for consistency with other cores
¹: this should hopefully fix GBA Pokemon Pinball. Thanks to
SuperMikeMan for pointing out the underlying cause.
²: this fixes A Ressaha de Ikou, Mega Bomberman, and probably more
games.
³: this is the big change: so there was a problem with WASAPI where
you might change your device under the audio settings panel. And your
new device may not support the frequency that your old device used. This
would end up not updating the frequency, and the pitch would be
distorted.
The old Audio::information() couldn't tell you what frequencies,
latencies, or channels were available for all devices simultaneously, so
I had to split them up. The new initializeAudioDriver() function
validates you have a correct driver, or it defaults to none. Then it
validates a correct device name, or it defaults to the first entry in
the list. Then it validates a correct frequency, or defaults to the
first in the list. Then finally it validates a correct latency, or
defaults to the first in the list.
In this way ... we have a clear path now with no API changes required to
select default devices, frequencies, latencies, channel counts: they
need to be the first items in their respective lists.
So, what we need to do now is go through and for every audio driver that
enumerates devices, we need to make sure the default device gets added
to the top of the list. I'm ... not really sure how to do this with most
drivers, so this is definitely going to take some time.
Also, when you change a device, initializeAudioDriver() is called again,
so if it's a bad device, it will disable the audio driver instead of
continuing to send samples at it and hoping that the driver blocked
those API calls when it failed to initialize properly.
Now then ... since it was a decently-sized API change, it's possible
I've broken compilation of the Linux drivers, so please report any
compilation errors so that I can fix them.
2017-08-26 01:15:49 +00:00
|
|
|
video->setContext(presentation->viewport.handle());
|
|
|
|
|
|
|
|
video->setBlocking(settings["Video/Synchronize"].boolean());
|
|
|
|
|
|
|
|
if(!video->ready()) {
|
|
|
|
MessageDialog().setText("Failed to initialize video driver").warning();
|
2018-08-05 09:00:15 +00:00
|
|
|
video = new Video;
|
|
|
|
video->create("None");
|
Update to v104r06 release.
byuu says:
Changelog:
- gba,ws: removed Thread::step() override¹
- processor/m68k: move.b (a7)+ and move.b (a7)- adjust a7 by two, not
by one²
- tomoko: created new initialize(Video,Audio,Input)Driver() functions³
- ruby/audio: split Audio::information into
Audio::available(Devices,Frequencies,Latencies,Channels)³
- ws: added Model::(WonderSwan,WonderSwanColor,SwanCrystal)()
functions for consistency with other cores
¹: this should hopefully fix GBA Pokemon Pinball. Thanks to
SuperMikeMan for pointing out the underlying cause.
²: this fixes A Ressaha de Ikou, Mega Bomberman, and probably more
games.
³: this is the big change: so there was a problem with WASAPI where
you might change your device under the audio settings panel. And your
new device may not support the frequency that your old device used. This
would end up not updating the frequency, and the pitch would be
distorted.
The old Audio::information() couldn't tell you what frequencies,
latencies, or channels were available for all devices simultaneously, so
I had to split them up. The new initializeAudioDriver() function
validates you have a correct driver, or it defaults to none. Then it
validates a correct device name, or it defaults to the first entry in
the list. Then it validates a correct frequency, or defaults to the
first in the list. Then finally it validates a correct latency, or
defaults to the first in the list.
In this way ... we have a clear path now with no API changes required to
select default devices, frequencies, latencies, channel counts: they
need to be the first items in their respective lists.
So, what we need to do now is go through and for every audio driver that
enumerates devices, we need to make sure the default device gets added
to the top of the list. I'm ... not really sure how to do this with most
drivers, so this is definitely going to take some time.
Also, when you change a device, initializeAudioDriver() is called again,
so if it's a bad device, it will disable the audio driver instead of
continuing to send samples at it and hoping that the driver blocked
those API calls when it failed to initialize properly.
Now then ... since it was a decently-sized API change, it's possible
I've broken compilation of the Linux drivers, so please report any
compilation errors so that I can fix them.
2017-08-26 01:15:49 +00:00
|
|
|
}
|
|
|
|
|
Update to v106r59 release.
byuu says:
Changelog:
- fixed bug in Emulator::Game::Memory::operator bool()
- nall: renamed view<string> back to `string_view`
- nall:: implemented `array_view`
- Game Boy: split cartridge-specific input mappings (rumble,
accelerometer) to their own separate ports
- Game Boy: fixed MBC7 accelerometer x-axis
- icarus: Game Boy, Super Famicom, Mega Drive cores output internal
header game titles to heuristics manifests
- higan, icarus, hiro/gtk: improve viewport geometry configuration;
fixed higan crashing bug with XShm driver
- higan: connect Video::poll(),update() functionality
- hiro, ruby: several compilation / bugfixes, should get the macOS
port compiling again, hopefully [Sintendo]
- ruby/video/xshm: fix crashing bug on window resize
- a bit hacky; it's throwing BadAccess Xlib warnings, but they're
not fatal, so I am catching and ignoring them
- bsnes: removed Application::Windows::onModalChange hook that's no
longer needed [Screwtape]
2018-08-26 06:49:54 +00:00
|
|
|
video->onUpdate([&](uint width, uint height) {
|
|
|
|
if(!emulator || !emulator->loaded()) presentation->clearViewport();
|
|
|
|
});
|
|
|
|
|
2018-08-21 03:17:12 +00:00
|
|
|
presentation->configureViewport();
|
Update to v104r06 release.
byuu says:
Changelog:
- gba,ws: removed Thread::step() override¹
- processor/m68k: move.b (a7)+ and move.b (a7)- adjust a7 by two, not
by one²
- tomoko: created new initialize(Video,Audio,Input)Driver() functions³
- ruby/audio: split Audio::information into
Audio::available(Devices,Frequencies,Latencies,Channels)³
- ws: added Model::(WonderSwan,WonderSwanColor,SwanCrystal)()
functions for consistency with other cores
¹: this should hopefully fix GBA Pokemon Pinball. Thanks to
SuperMikeMan for pointing out the underlying cause.
²: this fixes A Ressaha de Ikou, Mega Bomberman, and probably more
games.
³: this is the big change: so there was a problem with WASAPI where
you might change your device under the audio settings panel. And your
new device may not support the frequency that your old device used. This
would end up not updating the frequency, and the pitch would be
distorted.
The old Audio::information() couldn't tell you what frequencies,
latencies, or channels were available for all devices simultaneously, so
I had to split them up. The new initializeAudioDriver() function
validates you have a correct driver, or it defaults to none. Then it
validates a correct device name, or it defaults to the first entry in
the list. Then it validates a correct frequency, or defaults to the
first in the list. Then finally it validates a correct latency, or
defaults to the first in the list.
In this way ... we have a clear path now with no API changes required to
select default devices, frequencies, latencies, channel counts: they
need to be the first items in their respective lists.
So, what we need to do now is go through and for every audio driver that
enumerates devices, we need to make sure the default device gets added
to the top of the list. I'm ... not really sure how to do this with most
drivers, so this is definitely going to take some time.
Also, when you change a device, initializeAudioDriver() is called again,
so if it's a bad device, it will disable the audio driver instead of
continuing to send samples at it and hoping that the driver blocked
those API calls when it failed to initialize properly.
Now then ... since it was a decently-sized API change, it's possible
I've broken compilation of the Linux drivers, so please report any
compilation errors so that I can fix them.
2017-08-26 01:15:49 +00:00
|
|
|
presentation->clearViewport();
|
|
|
|
}
|
|
|
|
|
|
|
|
auto Program::initializeAudioDriver() -> void {
|
2018-08-05 09:00:15 +00:00
|
|
|
if(!Audio::hasDrivers().find(settings["Audio/Driver"].text())) {
|
Update to v104r06 release.
byuu says:
Changelog:
- gba,ws: removed Thread::step() override¹
- processor/m68k: move.b (a7)+ and move.b (a7)- adjust a7 by two, not
by one²
- tomoko: created new initialize(Video,Audio,Input)Driver() functions³
- ruby/audio: split Audio::information into
Audio::available(Devices,Frequencies,Latencies,Channels)³
- ws: added Model::(WonderSwan,WonderSwanColor,SwanCrystal)()
functions for consistency with other cores
¹: this should hopefully fix GBA Pokemon Pinball. Thanks to
SuperMikeMan for pointing out the underlying cause.
²: this fixes A Ressaha de Ikou, Mega Bomberman, and probably more
games.
³: this is the big change: so there was a problem with WASAPI where
you might change your device under the audio settings panel. And your
new device may not support the frequency that your old device used. This
would end up not updating the frequency, and the pitch would be
distorted.
The old Audio::information() couldn't tell you what frequencies,
latencies, or channels were available for all devices simultaneously, so
I had to split them up. The new initializeAudioDriver() function
validates you have a correct driver, or it defaults to none. Then it
validates a correct device name, or it defaults to the first entry in
the list. Then it validates a correct frequency, or defaults to the
first in the list. Then finally it validates a correct latency, or
defaults to the first in the list.
In this way ... we have a clear path now with no API changes required to
select default devices, frequencies, latencies, channel counts: they
need to be the first items in their respective lists.
So, what we need to do now is go through and for every audio driver that
enumerates devices, we need to make sure the default device gets added
to the top of the list. I'm ... not really sure how to do this with most
drivers, so this is definitely going to take some time.
Also, when you change a device, initializeAudioDriver() is called again,
so if it's a bad device, it will disable the audio driver instead of
continuing to send samples at it and hoping that the driver blocked
those API calls when it failed to initialize properly.
Now then ... since it was a decently-sized API change, it's possible
I've broken compilation of the Linux drivers, so please report any
compilation errors so that I can fix them.
2017-08-26 01:15:49 +00:00
|
|
|
settings["Audio/Driver"].setValue("None");
|
|
|
|
}
|
2018-08-05 09:00:15 +00:00
|
|
|
audio = new Audio;
|
|
|
|
audio->create(settings["Audio/Driver"].text());
|
Update to v104r06 release.
byuu says:
Changelog:
- gba,ws: removed Thread::step() override¹
- processor/m68k: move.b (a7)+ and move.b (a7)- adjust a7 by two, not
by one²
- tomoko: created new initialize(Video,Audio,Input)Driver() functions³
- ruby/audio: split Audio::information into
Audio::available(Devices,Frequencies,Latencies,Channels)³
- ws: added Model::(WonderSwan,WonderSwanColor,SwanCrystal)()
functions for consistency with other cores
¹: this should hopefully fix GBA Pokemon Pinball. Thanks to
SuperMikeMan for pointing out the underlying cause.
²: this fixes A Ressaha de Ikou, Mega Bomberman, and probably more
games.
³: this is the big change: so there was a problem with WASAPI where
you might change your device under the audio settings panel. And your
new device may not support the frequency that your old device used. This
would end up not updating the frequency, and the pitch would be
distorted.
The old Audio::information() couldn't tell you what frequencies,
latencies, or channels were available for all devices simultaneously, so
I had to split them up. The new initializeAudioDriver() function
validates you have a correct driver, or it defaults to none. Then it
validates a correct device name, or it defaults to the first entry in
the list. Then it validates a correct frequency, or defaults to the
first in the list. Then finally it validates a correct latency, or
defaults to the first in the list.
In this way ... we have a clear path now with no API changes required to
select default devices, frequencies, latencies, channel counts: they
need to be the first items in their respective lists.
So, what we need to do now is go through and for every audio driver that
enumerates devices, we need to make sure the default device gets added
to the top of the list. I'm ... not really sure how to do this with most
drivers, so this is definitely going to take some time.
Also, when you change a device, initializeAudioDriver() is called again,
so if it's a bad device, it will disable the audio driver instead of
continuing to send samples at it and hoping that the driver blocked
those API calls when it failed to initialize properly.
Now then ... since it was a decently-sized API change, it's possible
I've broken compilation of the Linux drivers, so please report any
compilation errors so that I can fix them.
2017-08-26 01:15:49 +00:00
|
|
|
audio->setContext(presentation->viewport.handle());
|
|
|
|
|
2018-08-05 09:00:15 +00:00
|
|
|
if(!audio->hasDevices().find(settings["Audio/Device"].text())) {
|
|
|
|
settings["Audio/Device"].setValue(audio->device());
|
Update to v104r06 release.
byuu says:
Changelog:
- gba,ws: removed Thread::step() override¹
- processor/m68k: move.b (a7)+ and move.b (a7)- adjust a7 by two, not
by one²
- tomoko: created new initialize(Video,Audio,Input)Driver() functions³
- ruby/audio: split Audio::information into
Audio::available(Devices,Frequencies,Latencies,Channels)³
- ws: added Model::(WonderSwan,WonderSwanColor,SwanCrystal)()
functions for consistency with other cores
¹: this should hopefully fix GBA Pokemon Pinball. Thanks to
SuperMikeMan for pointing out the underlying cause.
²: this fixes A Ressaha de Ikou, Mega Bomberman, and probably more
games.
³: this is the big change: so there was a problem with WASAPI where
you might change your device under the audio settings panel. And your
new device may not support the frequency that your old device used. This
would end up not updating the frequency, and the pitch would be
distorted.
The old Audio::information() couldn't tell you what frequencies,
latencies, or channels were available for all devices simultaneously, so
I had to split them up. The new initializeAudioDriver() function
validates you have a correct driver, or it defaults to none. Then it
validates a correct device name, or it defaults to the first entry in
the list. Then it validates a correct frequency, or defaults to the
first in the list. Then finally it validates a correct latency, or
defaults to the first in the list.
In this way ... we have a clear path now with no API changes required to
select default devices, frequencies, latencies, channel counts: they
need to be the first items in their respective lists.
So, what we need to do now is go through and for every audio driver that
enumerates devices, we need to make sure the default device gets added
to the top of the list. I'm ... not really sure how to do this with most
drivers, so this is definitely going to take some time.
Also, when you change a device, initializeAudioDriver() is called again,
so if it's a bad device, it will disable the audio driver instead of
continuing to send samples at it and hoping that the driver blocked
those API calls when it failed to initialize properly.
Now then ... since it was a decently-sized API change, it's possible
I've broken compilation of the Linux drivers, so please report any
compilation errors so that I can fix them.
2017-08-26 01:15:49 +00:00
|
|
|
}
|
|
|
|
audio->setDevice(settings["Audio/Device"].text());
|
|
|
|
|
2018-08-05 09:00:15 +00:00
|
|
|
if(!audio->hasFrequencies().find(settings["Audio/Frequency"].natural())) {
|
|
|
|
settings["Audio/Frequency"].setValue(audio->frequency());
|
Update to v104r06 release.
byuu says:
Changelog:
- gba,ws: removed Thread::step() override¹
- processor/m68k: move.b (a7)+ and move.b (a7)- adjust a7 by two, not
by one²
- tomoko: created new initialize(Video,Audio,Input)Driver() functions³
- ruby/audio: split Audio::information into
Audio::available(Devices,Frequencies,Latencies,Channels)³
- ws: added Model::(WonderSwan,WonderSwanColor,SwanCrystal)()
functions for consistency with other cores
¹: this should hopefully fix GBA Pokemon Pinball. Thanks to
SuperMikeMan for pointing out the underlying cause.
²: this fixes A Ressaha de Ikou, Mega Bomberman, and probably more
games.
³: this is the big change: so there was a problem with WASAPI where
you might change your device under the audio settings panel. And your
new device may not support the frequency that your old device used. This
would end up not updating the frequency, and the pitch would be
distorted.
The old Audio::information() couldn't tell you what frequencies,
latencies, or channels were available for all devices simultaneously, so
I had to split them up. The new initializeAudioDriver() function
validates you have a correct driver, or it defaults to none. Then it
validates a correct device name, or it defaults to the first entry in
the list. Then it validates a correct frequency, or defaults to the
first in the list. Then finally it validates a correct latency, or
defaults to the first in the list.
In this way ... we have a clear path now with no API changes required to
select default devices, frequencies, latencies, channel counts: they
need to be the first items in their respective lists.
So, what we need to do now is go through and for every audio driver that
enumerates devices, we need to make sure the default device gets added
to the top of the list. I'm ... not really sure how to do this with most
drivers, so this is definitely going to take some time.
Also, when you change a device, initializeAudioDriver() is called again,
so if it's a bad device, it will disable the audio driver instead of
continuing to send samples at it and hoping that the driver blocked
those API calls when it failed to initialize properly.
Now then ... since it was a decently-sized API change, it's possible
I've broken compilation of the Linux drivers, so please report any
compilation errors so that I can fix them.
2017-08-26 01:15:49 +00:00
|
|
|
}
|
2018-08-05 09:00:15 +00:00
|
|
|
audio->setFrequency(settings["Audio/Frequency"].natural());
|
Update to v104r06 release.
byuu says:
Changelog:
- gba,ws: removed Thread::step() override¹
- processor/m68k: move.b (a7)+ and move.b (a7)- adjust a7 by two, not
by one²
- tomoko: created new initialize(Video,Audio,Input)Driver() functions³
- ruby/audio: split Audio::information into
Audio::available(Devices,Frequencies,Latencies,Channels)³
- ws: added Model::(WonderSwan,WonderSwanColor,SwanCrystal)()
functions for consistency with other cores
¹: this should hopefully fix GBA Pokemon Pinball. Thanks to
SuperMikeMan for pointing out the underlying cause.
²: this fixes A Ressaha de Ikou, Mega Bomberman, and probably more
games.
³: this is the big change: so there was a problem with WASAPI where
you might change your device under the audio settings panel. And your
new device may not support the frequency that your old device used. This
would end up not updating the frequency, and the pitch would be
distorted.
The old Audio::information() couldn't tell you what frequencies,
latencies, or channels were available for all devices simultaneously, so
I had to split them up. The new initializeAudioDriver() function
validates you have a correct driver, or it defaults to none. Then it
validates a correct device name, or it defaults to the first entry in
the list. Then it validates a correct frequency, or defaults to the
first in the list. Then finally it validates a correct latency, or
defaults to the first in the list.
In this way ... we have a clear path now with no API changes required to
select default devices, frequencies, latencies, channel counts: they
need to be the first items in their respective lists.
So, what we need to do now is go through and for every audio driver that
enumerates devices, we need to make sure the default device gets added
to the top of the list. I'm ... not really sure how to do this with most
drivers, so this is definitely going to take some time.
Also, when you change a device, initializeAudioDriver() is called again,
so if it's a bad device, it will disable the audio driver instead of
continuing to send samples at it and hoping that the driver blocked
those API calls when it failed to initialize properly.
Now then ... since it was a decently-sized API change, it's possible
I've broken compilation of the Linux drivers, so please report any
compilation errors so that I can fix them.
2017-08-26 01:15:49 +00:00
|
|
|
|
2018-08-05 09:00:15 +00:00
|
|
|
if(!audio->hasLatencies().find(settings["Audio/Latency"].natural())) {
|
|
|
|
settings["Audio/Latency"].setValue(audio->latency());
|
Update to v104r06 release.
byuu says:
Changelog:
- gba,ws: removed Thread::step() override¹
- processor/m68k: move.b (a7)+ and move.b (a7)- adjust a7 by two, not
by one²
- tomoko: created new initialize(Video,Audio,Input)Driver() functions³
- ruby/audio: split Audio::information into
Audio::available(Devices,Frequencies,Latencies,Channels)³
- ws: added Model::(WonderSwan,WonderSwanColor,SwanCrystal)()
functions for consistency with other cores
¹: this should hopefully fix GBA Pokemon Pinball. Thanks to
SuperMikeMan for pointing out the underlying cause.
²: this fixes A Ressaha de Ikou, Mega Bomberman, and probably more
games.
³: this is the big change: so there was a problem with WASAPI where
you might change your device under the audio settings panel. And your
new device may not support the frequency that your old device used. This
would end up not updating the frequency, and the pitch would be
distorted.
The old Audio::information() couldn't tell you what frequencies,
latencies, or channels were available for all devices simultaneously, so
I had to split them up. The new initializeAudioDriver() function
validates you have a correct driver, or it defaults to none. Then it
validates a correct device name, or it defaults to the first entry in
the list. Then it validates a correct frequency, or defaults to the
first in the list. Then finally it validates a correct latency, or
defaults to the first in the list.
In this way ... we have a clear path now with no API changes required to
select default devices, frequencies, latencies, channel counts: they
need to be the first items in their respective lists.
So, what we need to do now is go through and for every audio driver that
enumerates devices, we need to make sure the default device gets added
to the top of the list. I'm ... not really sure how to do this with most
drivers, so this is definitely going to take some time.
Also, when you change a device, initializeAudioDriver() is called again,
so if it's a bad device, it will disable the audio driver instead of
continuing to send samples at it and hoping that the driver blocked
those API calls when it failed to initialize properly.
Now then ... since it was a decently-sized API change, it's possible
I've broken compilation of the Linux drivers, so please report any
compilation errors so that I can fix them.
2017-08-26 01:15:49 +00:00
|
|
|
}
|
2018-08-05 09:00:15 +00:00
|
|
|
audio->setLatency(settings["Audio/Latency"].natural());
|
Update to v104r06 release.
byuu says:
Changelog:
- gba,ws: removed Thread::step() override¹
- processor/m68k: move.b (a7)+ and move.b (a7)- adjust a7 by two, not
by one²
- tomoko: created new initialize(Video,Audio,Input)Driver() functions³
- ruby/audio: split Audio::information into
Audio::available(Devices,Frequencies,Latencies,Channels)³
- ws: added Model::(WonderSwan,WonderSwanColor,SwanCrystal)()
functions for consistency with other cores
¹: this should hopefully fix GBA Pokemon Pinball. Thanks to
SuperMikeMan for pointing out the underlying cause.
²: this fixes A Ressaha de Ikou, Mega Bomberman, and probably more
games.
³: this is the big change: so there was a problem with WASAPI where
you might change your device under the audio settings panel. And your
new device may not support the frequency that your old device used. This
would end up not updating the frequency, and the pitch would be
distorted.
The old Audio::information() couldn't tell you what frequencies,
latencies, or channels were available for all devices simultaneously, so
I had to split them up. The new initializeAudioDriver() function
validates you have a correct driver, or it defaults to none. Then it
validates a correct device name, or it defaults to the first entry in
the list. Then it validates a correct frequency, or defaults to the
first in the list. Then finally it validates a correct latency, or
defaults to the first in the list.
In this way ... we have a clear path now with no API changes required to
select default devices, frequencies, latencies, channel counts: they
need to be the first items in their respective lists.
So, what we need to do now is go through and for every audio driver that
enumerates devices, we need to make sure the default device gets added
to the top of the list. I'm ... not really sure how to do this with most
drivers, so this is definitely going to take some time.
Also, when you change a device, initializeAudioDriver() is called again,
so if it's a bad device, it will disable the audio driver instead of
continuing to send samples at it and hoping that the driver blocked
those API calls when it failed to initialize properly.
Now then ... since it was a decently-sized API change, it's possible
I've broken compilation of the Linux drivers, so please report any
compilation errors so that I can fix them.
2017-08-26 01:15:49 +00:00
|
|
|
|
|
|
|
audio->setChannels(2);
|
|
|
|
audio->setExclusive(settings["Audio/Exclusive"].boolean());
|
|
|
|
audio->setBlocking(settings["Audio/Synchronize"].boolean());
|
|
|
|
|
|
|
|
if(!audio->ready()) {
|
|
|
|
MessageDialog().setText("Failed to initialize audio driver").warning();
|
2018-08-05 09:00:15 +00:00
|
|
|
audio = new Audio;
|
|
|
|
audio->create("None");
|
Update to v104r06 release.
byuu says:
Changelog:
- gba,ws: removed Thread::step() override¹
- processor/m68k: move.b (a7)+ and move.b (a7)- adjust a7 by two, not
by one²
- tomoko: created new initialize(Video,Audio,Input)Driver() functions³
- ruby/audio: split Audio::information into
Audio::available(Devices,Frequencies,Latencies,Channels)³
- ws: added Model::(WonderSwan,WonderSwanColor,SwanCrystal)()
functions for consistency with other cores
¹: this should hopefully fix GBA Pokemon Pinball. Thanks to
SuperMikeMan for pointing out the underlying cause.
²: this fixes A Ressaha de Ikou, Mega Bomberman, and probably more
games.
³: this is the big change: so there was a problem with WASAPI where
you might change your device under the audio settings panel. And your
new device may not support the frequency that your old device used. This
would end up not updating the frequency, and the pitch would be
distorted.
The old Audio::information() couldn't tell you what frequencies,
latencies, or channels were available for all devices simultaneously, so
I had to split them up. The new initializeAudioDriver() function
validates you have a correct driver, or it defaults to none. Then it
validates a correct device name, or it defaults to the first entry in
the list. Then it validates a correct frequency, or defaults to the
first in the list. Then finally it validates a correct latency, or
defaults to the first in the list.
In this way ... we have a clear path now with no API changes required to
select default devices, frequencies, latencies, channel counts: they
need to be the first items in their respective lists.
So, what we need to do now is go through and for every audio driver that
enumerates devices, we need to make sure the default device gets added
to the top of the list. I'm ... not really sure how to do this with most
drivers, so this is definitely going to take some time.
Also, when you change a device, initializeAudioDriver() is called again,
so if it's a bad device, it will disable the audio driver instead of
continuing to send samples at it and hoping that the driver blocked
those API calls when it failed to initialize properly.
Now then ... since it was a decently-sized API change, it's possible
I've broken compilation of the Linux drivers, so please report any
compilation errors so that I can fix them.
2017-08-26 01:15:49 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
Emulator::audio.setFrequency(settings["Audio/Frequency"].real());
|
|
|
|
}
|
|
|
|
|
|
|
|
auto Program::initializeInputDriver() -> void {
|
2018-08-05 09:00:15 +00:00
|
|
|
if(!Input::hasDrivers().find(settings["Input/Driver"].text())) {
|
Update to v104r06 release.
byuu says:
Changelog:
- gba,ws: removed Thread::step() override¹
- processor/m68k: move.b (a7)+ and move.b (a7)- adjust a7 by two, not
by one²
- tomoko: created new initialize(Video,Audio,Input)Driver() functions³
- ruby/audio: split Audio::information into
Audio::available(Devices,Frequencies,Latencies,Channels)³
- ws: added Model::(WonderSwan,WonderSwanColor,SwanCrystal)()
functions for consistency with other cores
¹: this should hopefully fix GBA Pokemon Pinball. Thanks to
SuperMikeMan for pointing out the underlying cause.
²: this fixes A Ressaha de Ikou, Mega Bomberman, and probably more
games.
³: this is the big change: so there was a problem with WASAPI where
you might change your device under the audio settings panel. And your
new device may not support the frequency that your old device used. This
would end up not updating the frequency, and the pitch would be
distorted.
The old Audio::information() couldn't tell you what frequencies,
latencies, or channels were available for all devices simultaneously, so
I had to split them up. The new initializeAudioDriver() function
validates you have a correct driver, or it defaults to none. Then it
validates a correct device name, or it defaults to the first entry in
the list. Then it validates a correct frequency, or defaults to the
first in the list. Then finally it validates a correct latency, or
defaults to the first in the list.
In this way ... we have a clear path now with no API changes required to
select default devices, frequencies, latencies, channel counts: they
need to be the first items in their respective lists.
So, what we need to do now is go through and for every audio driver that
enumerates devices, we need to make sure the default device gets added
to the top of the list. I'm ... not really sure how to do this with most
drivers, so this is definitely going to take some time.
Also, when you change a device, initializeAudioDriver() is called again,
so if it's a bad device, it will disable the audio driver instead of
continuing to send samples at it and hoping that the driver blocked
those API calls when it failed to initialize properly.
Now then ... since it was a decently-sized API change, it's possible
I've broken compilation of the Linux drivers, so please report any
compilation errors so that I can fix them.
2017-08-26 01:15:49 +00:00
|
|
|
settings["Input/Driver"].setValue("None");
|
|
|
|
}
|
2018-08-05 09:00:15 +00:00
|
|
|
input = new Input;
|
|
|
|
input->create(settings["Input/Driver"].text());
|
Update to v104r06 release.
byuu says:
Changelog:
- gba,ws: removed Thread::step() override¹
- processor/m68k: move.b (a7)+ and move.b (a7)- adjust a7 by two, not
by one²
- tomoko: created new initialize(Video,Audio,Input)Driver() functions³
- ruby/audio: split Audio::information into
Audio::available(Devices,Frequencies,Latencies,Channels)³
- ws: added Model::(WonderSwan,WonderSwanColor,SwanCrystal)()
functions for consistency with other cores
¹: this should hopefully fix GBA Pokemon Pinball. Thanks to
SuperMikeMan for pointing out the underlying cause.
²: this fixes A Ressaha de Ikou, Mega Bomberman, and probably more
games.
³: this is the big change: so there was a problem with WASAPI where
you might change your device under the audio settings panel. And your
new device may not support the frequency that your old device used. This
would end up not updating the frequency, and the pitch would be
distorted.
The old Audio::information() couldn't tell you what frequencies,
latencies, or channels were available for all devices simultaneously, so
I had to split them up. The new initializeAudioDriver() function
validates you have a correct driver, or it defaults to none. Then it
validates a correct device name, or it defaults to the first entry in
the list. Then it validates a correct frequency, or defaults to the
first in the list. Then finally it validates a correct latency, or
defaults to the first in the list.
In this way ... we have a clear path now with no API changes required to
select default devices, frequencies, latencies, channel counts: they
need to be the first items in their respective lists.
So, what we need to do now is go through and for every audio driver that
enumerates devices, we need to make sure the default device gets added
to the top of the list. I'm ... not really sure how to do this with most
drivers, so this is definitely going to take some time.
Also, when you change a device, initializeAudioDriver() is called again,
so if it's a bad device, it will disable the audio driver instead of
continuing to send samples at it and hoping that the driver blocked
those API calls when it failed to initialize properly.
Now then ... since it was a decently-sized API change, it's possible
I've broken compilation of the Linux drivers, so please report any
compilation errors so that I can fix them.
2017-08-26 01:15:49 +00:00
|
|
|
input->setContext(presentation->viewport.handle());
|
|
|
|
|
|
|
|
if(!input->ready()) {
|
|
|
|
MessageDialog().setText("Failed to initialize input driver").warning();
|
2018-08-05 09:00:15 +00:00
|
|
|
input = new Input;
|
|
|
|
input->create("None");
|
Update to v104r06 release.
byuu says:
Changelog:
- gba,ws: removed Thread::step() override¹
- processor/m68k: move.b (a7)+ and move.b (a7)- adjust a7 by two, not
by one²
- tomoko: created new initialize(Video,Audio,Input)Driver() functions³
- ruby/audio: split Audio::information into
Audio::available(Devices,Frequencies,Latencies,Channels)³
- ws: added Model::(WonderSwan,WonderSwanColor,SwanCrystal)()
functions for consistency with other cores
¹: this should hopefully fix GBA Pokemon Pinball. Thanks to
SuperMikeMan for pointing out the underlying cause.
²: this fixes A Ressaha de Ikou, Mega Bomberman, and probably more
games.
³: this is the big change: so there was a problem with WASAPI where
you might change your device under the audio settings panel. And your
new device may not support the frequency that your old device used. This
would end up not updating the frequency, and the pitch would be
distorted.
The old Audio::information() couldn't tell you what frequencies,
latencies, or channels were available for all devices simultaneously, so
I had to split them up. The new initializeAudioDriver() function
validates you have a correct driver, or it defaults to none. Then it
validates a correct device name, or it defaults to the first entry in
the list. Then it validates a correct frequency, or defaults to the
first in the list. Then finally it validates a correct latency, or
defaults to the first in the list.
In this way ... we have a clear path now with no API changes required to
select default devices, frequencies, latencies, channel counts: they
need to be the first items in their respective lists.
So, what we need to do now is go through and for every audio driver that
enumerates devices, we need to make sure the default device gets added
to the top of the list. I'm ... not really sure how to do this with most
drivers, so this is definitely going to take some time.
Also, when you change a device, initializeAudioDriver() is called again,
so if it's a bad device, it will disable the audio driver instead of
continuing to send samples at it and hoping that the driver blocked
those API calls when it failed to initialize properly.
Now then ... since it was a decently-sized API change, it's possible
I've broken compilation of the Linux drivers, so please report any
compilation errors so that I can fix them.
2017-08-26 01:15:49 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Update to v105r1 release.
byuu says:
Changelog:
- higan: readded support for soft-reset to Famicom, Super Famicom,
Mega Drive cores (work in progress)
- handhelds lack soft reset obviously
- the PC Engine also lacks a physical reset button
- the Master System's reset button acts like a gamepad button, so
can't show up in the menu
- Mega Drive: power cycle wasn't initializing CPU (M68K) or APU (Z80)
RAM
- Super Famicom: fix SPC700 opcode 0x3b regression; fixes Majuu Ou
[Jonas Quinn]
- Super Famicom: fix SharpRTC save regression; fixes Dai Kaijuu
Monogatari II's real-time clock [Talarubi]
- Super Famicom: fix EpsonRTC save regression; fixes Tengai Makyou
Zero's real-time clock [Talarubi]
- Super Famicom: removed `*::init()` functions, as they were never used
- Super Famicom: removed all but two `*::load()` functions, as they
were not used
- higan: added option to auto-save backup RAM every five seconds
(enabled by default)
- this is in case the emulator crashes, or there's a power outage;
turn it off under advanced settings if you want
- libco: updated license from public domain to ISC, for consistency
with nall, ruby, hiro
- nall: Linux compiler defaults to g++; override with g++-version if
g++ is <= 4.8
- FreeBSD compiler default is going to remain g++49 until my dev
box OS ships with g++ >= 4.9
Errata: I have weird RAM initialization constants, thanks to hex_usr
and onethirdxcubed for both finding this:
http://wiki.nesdev.com/w/index.php?title=CPU_power_up_state&diff=11711&oldid=11184
I'll remove this in the next WIP.
2017-11-06 22:05:54 +00:00
|
|
|
auto Program::softReset() -> void {
|
2018-07-24 13:41:41 +00:00
|
|
|
if(!emulator || !emulator->information().resettable) return;
|
Update to v105r1 release.
byuu says:
Changelog:
- higan: readded support for soft-reset to Famicom, Super Famicom,
Mega Drive cores (work in progress)
- handhelds lack soft reset obviously
- the PC Engine also lacks a physical reset button
- the Master System's reset button acts like a gamepad button, so
can't show up in the menu
- Mega Drive: power cycle wasn't initializing CPU (M68K) or APU (Z80)
RAM
- Super Famicom: fix SPC700 opcode 0x3b regression; fixes Majuu Ou
[Jonas Quinn]
- Super Famicom: fix SharpRTC save regression; fixes Dai Kaijuu
Monogatari II's real-time clock [Talarubi]
- Super Famicom: fix EpsonRTC save regression; fixes Tengai Makyou
Zero's real-time clock [Talarubi]
- Super Famicom: removed `*::init()` functions, as they were never used
- Super Famicom: removed all but two `*::load()` functions, as they
were not used
- higan: added option to auto-save backup RAM every five seconds
(enabled by default)
- this is in case the emulator crashes, or there's a power outage;
turn it off under advanced settings if you want
- libco: updated license from public domain to ISC, for consistency
with nall, ruby, hiro
- nall: Linux compiler defaults to g++; override with g++-version if
g++ is <= 4.8
- FreeBSD compiler default is going to remain g++49 until my dev
box OS ships with g++ >= 4.9
Errata: I have weird RAM initialization constants, thanks to hex_usr
and onethirdxcubed for both finding this:
http://wiki.nesdev.com/w/index.php?title=CPU_power_up_state&diff=11711&oldid=11184
I'll remove this in the next WIP.
2017-11-06 22:05:54 +00:00
|
|
|
emulator->reset();
|
|
|
|
showMessage("System has been soft reset");
|
|
|
|
}
|
|
|
|
|
2015-04-21 11:51:57 +00:00
|
|
|
auto Program::powerCycle() -> void {
|
|
|
|
if(!emulator) return;
|
|
|
|
emulator->power();
|
Update to v105r1 release.
byuu says:
Changelog:
- higan: readded support for soft-reset to Famicom, Super Famicom,
Mega Drive cores (work in progress)
- handhelds lack soft reset obviously
- the PC Engine also lacks a physical reset button
- the Master System's reset button acts like a gamepad button, so
can't show up in the menu
- Mega Drive: power cycle wasn't initializing CPU (M68K) or APU (Z80)
RAM
- Super Famicom: fix SPC700 opcode 0x3b regression; fixes Majuu Ou
[Jonas Quinn]
- Super Famicom: fix SharpRTC save regression; fixes Dai Kaijuu
Monogatari II's real-time clock [Talarubi]
- Super Famicom: fix EpsonRTC save regression; fixes Tengai Makyou
Zero's real-time clock [Talarubi]
- Super Famicom: removed `*::init()` functions, as they were never used
- Super Famicom: removed all but two `*::load()` functions, as they
were not used
- higan: added option to auto-save backup RAM every five seconds
(enabled by default)
- this is in case the emulator crashes, or there's a power outage;
turn it off under advanced settings if you want
- libco: updated license from public domain to ISC, for consistency
with nall, ruby, hiro
- nall: Linux compiler defaults to g++; override with g++-version if
g++ is <= 4.8
- FreeBSD compiler default is going to remain g++49 until my dev
box OS ships with g++ >= 4.9
Errata: I have weird RAM initialization constants, thanks to hex_usr
and onethirdxcubed for both finding this:
http://wiki.nesdev.com/w/index.php?title=CPU_power_up_state&diff=11711&oldid=11184
I'll remove this in the next WIP.
2017-11-06 22:05:54 +00:00
|
|
|
showMessage("System has been power cycled");
|
2015-04-21 11:51:57 +00:00
|
|
|
}
|
|
|
|
|
2017-12-26 21:11:03 +00:00
|
|
|
auto Program::togglePause() -> void {
|
|
|
|
program->pause = !program->pause;
|
|
|
|
presentation->pauseEmulation.setChecked(program->pause);
|
|
|
|
if(program->pause) {
|
|
|
|
showMessage("Emulation has been paused");
|
|
|
|
} else {
|
|
|
|
showMessage("Emulation has been unpaused");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-06-08 14:05:48 +00:00
|
|
|
auto Program::rotateDisplay() -> void {
|
|
|
|
if(!emulator) return;
|
|
|
|
if(!emulator->cap("Rotate Display")) return showMessage("Display rotation not supported");
|
|
|
|
auto rotate = emulator->get("Rotate Display");
|
|
|
|
emulator->set("Rotate Display", !rotate.get<bool>());
|
|
|
|
presentation->resizeViewport();
|
|
|
|
showMessage("Display rotated");
|
|
|
|
}
|
|
|
|
|
2015-04-13 11:16:33 +00:00
|
|
|
auto Program::showMessage(const string& text) -> void {
|
Update to v105r1 release.
byuu says:
Changelog:
- higan: readded support for soft-reset to Famicom, Super Famicom,
Mega Drive cores (work in progress)
- handhelds lack soft reset obviously
- the PC Engine also lacks a physical reset button
- the Master System's reset button acts like a gamepad button, so
can't show up in the menu
- Mega Drive: power cycle wasn't initializing CPU (M68K) or APU (Z80)
RAM
- Super Famicom: fix SPC700 opcode 0x3b regression; fixes Majuu Ou
[Jonas Quinn]
- Super Famicom: fix SharpRTC save regression; fixes Dai Kaijuu
Monogatari II's real-time clock [Talarubi]
- Super Famicom: fix EpsonRTC save regression; fixes Tengai Makyou
Zero's real-time clock [Talarubi]
- Super Famicom: removed `*::init()` functions, as they were never used
- Super Famicom: removed all but two `*::load()` functions, as they
were not used
- higan: added option to auto-save backup RAM every five seconds
(enabled by default)
- this is in case the emulator crashes, or there's a power outage;
turn it off under advanced settings if you want
- libco: updated license from public domain to ISC, for consistency
with nall, ruby, hiro
- nall: Linux compiler defaults to g++; override with g++-version if
g++ is <= 4.8
- FreeBSD compiler default is going to remain g++49 until my dev
box OS ships with g++ >= 4.9
Errata: I have weird RAM initialization constants, thanks to hex_usr
and onethirdxcubed for both finding this:
http://wiki.nesdev.com/w/index.php?title=CPU_power_up_state&diff=11711&oldid=11184
I'll remove this in the next WIP.
2017-11-06 22:05:54 +00:00
|
|
|
statusTime = time(nullptr);
|
2015-04-13 11:16:33 +00:00
|
|
|
statusMessage = text;
|
|
|
|
}
|
|
|
|
|
|
|
|
auto Program::updateStatusText() -> void {
|
Update to v106r57 release.
byuu says:
I've added tool tips to hiro for Windows, GTK, and Qt. I'm unsure how to
add them for Cocoa. I wasted am embarrassing ~14 hours implementing tool
tips from scratch on Windows, because the `TOOLTIPS_CLASS` widget just
absolutely refused to show up, no matter what I tried. As such, they're
not quite 100% native, but I would really appreciate any patch
submissions to help improve my implementation.
I added tool tips to all of the confusing settings in bsnes. And of
course, for those of you who don't like them, there's a configuration
file setting to turn them off globally.
I also improved Mega Drive handling of the Game Genie a bit, and
restructured the way the Settings class works in bsnes.
Starting now, I'm feature-freezing bsnes and higan. From this point
forward:
- polishing up and fixing bugs caused by the ruby/hiro changes
- adding DRC to XAudio2, and maybe exclusive mode to WGL
- correcting FEoEZ (English) to load and work again out of the box
Once that's done, a final beta of bsnes will go out, I'll fix any
reported bugs that I'm able to, and then v107 should be ready. This time
with higan being functional, but marked as v107 beta. v108 will restore
higan to production status again, alongside bsnes.
2018-08-08 08:46:58 +00:00
|
|
|
string message;
|
|
|
|
if(chrono::timestamp() - statusTime <= 2) {
|
|
|
|
message = statusMessage;
|
|
|
|
}
|
|
|
|
if(message != presentation->statusMessage.text()) {
|
|
|
|
presentation->statusMessage.setText(message);
|
|
|
|
}
|
2015-04-13 11:16:33 +00:00
|
|
|
|
Update to v106r57 release.
byuu says:
I've added tool tips to hiro for Windows, GTK, and Qt. I'm unsure how to
add them for Cocoa. I wasted am embarrassing ~14 hours implementing tool
tips from scratch on Windows, because the `TOOLTIPS_CLASS` widget just
absolutely refused to show up, no matter what I tried. As such, they're
not quite 100% native, but I would really appreciate any patch
submissions to help improve my implementation.
I added tool tips to all of the confusing settings in bsnes. And of
course, for those of you who don't like them, there's a configuration
file setting to turn them off globally.
I also improved Mega Drive handling of the Game Genie a bit, and
restructured the way the Settings class works in bsnes.
Starting now, I'm feature-freezing bsnes and higan. From this point
forward:
- polishing up and fixing bugs caused by the ruby/hiro changes
- adding DRC to XAudio2, and maybe exclusive mode to WGL
- correcting FEoEZ (English) to load and work again out of the box
Once that's done, a final beta of bsnes will go out, I'll fix any
reported bugs that I'm able to, and then v107 should be ready. This time
with higan being functional, but marked as v107 beta. v108 will restore
higan to production status again, alongside bsnes.
2018-08-08 08:46:58 +00:00
|
|
|
string info;
|
|
|
|
if(!emulator || !emulator->loaded()) {
|
|
|
|
info = "Unloaded";
|
2018-05-24 02:14:17 +00:00
|
|
|
} else if(pause || (!focused() && settingsManager->input.pauseEmulation.checked())) {
|
Update to v106r57 release.
byuu says:
I've added tool tips to hiro for Windows, GTK, and Qt. I'm unsure how to
add them for Cocoa. I wasted am embarrassing ~14 hours implementing tool
tips from scratch on Windows, because the `TOOLTIPS_CLASS` widget just
absolutely refused to show up, no matter what I tried. As such, they're
not quite 100% native, but I would really appreciate any patch
submissions to help improve my implementation.
I added tool tips to all of the confusing settings in bsnes. And of
course, for those of you who don't like them, there's a configuration
file setting to turn them off globally.
I also improved Mega Drive handling of the Game Genie a bit, and
restructured the way the Settings class works in bsnes.
Starting now, I'm feature-freezing bsnes and higan. From this point
forward:
- polishing up and fixing bugs caused by the ruby/hiro changes
- adding DRC to XAudio2, and maybe exclusive mode to WGL
- correcting FEoEZ (English) to load and work again out of the box
Once that's done, a final beta of bsnes will go out, I'll fix any
reported bugs that I'm able to, and then v107 should be ready. This time
with higan being functional, but marked as v107 beta. v108 will restore
higan to production status again, alongside bsnes.
2018-08-08 08:46:58 +00:00
|
|
|
info = "Paused";
|
2015-04-13 11:16:33 +00:00
|
|
|
} else {
|
Update to v106r57 release.
byuu says:
I've added tool tips to hiro for Windows, GTK, and Qt. I'm unsure how to
add them for Cocoa. I wasted am embarrassing ~14 hours implementing tool
tips from scratch on Windows, because the `TOOLTIPS_CLASS` widget just
absolutely refused to show up, no matter what I tried. As such, they're
not quite 100% native, but I would really appreciate any patch
submissions to help improve my implementation.
I added tool tips to all of the confusing settings in bsnes. And of
course, for those of you who don't like them, there's a configuration
file setting to turn them off globally.
I also improved Mega Drive handling of the Game Genie a bit, and
restructured the way the Settings class works in bsnes.
Starting now, I'm feature-freezing bsnes and higan. From this point
forward:
- polishing up and fixing bugs caused by the ruby/hiro changes
- adding DRC to XAudio2, and maybe exclusive mode to WGL
- correcting FEoEZ (English) to load and work again out of the box
Once that's done, a final beta of bsnes will go out, I'll fix any
reported bugs that I'm able to, and then v107 should be ready. This time
with higan being functional, but marked as v107 beta. v108 will restore
higan to production status again, alongside bsnes.
2018-08-08 08:46:58 +00:00
|
|
|
info = statusInfo;
|
2015-04-13 11:16:33 +00:00
|
|
|
}
|
Update to v106r57 release.
byuu says:
I've added tool tips to hiro for Windows, GTK, and Qt. I'm unsure how to
add them for Cocoa. I wasted am embarrassing ~14 hours implementing tool
tips from scratch on Windows, because the `TOOLTIPS_CLASS` widget just
absolutely refused to show up, no matter what I tried. As such, they're
not quite 100% native, but I would really appreciate any patch
submissions to help improve my implementation.
I added tool tips to all of the confusing settings in bsnes. And of
course, for those of you who don't like them, there's a configuration
file setting to turn them off globally.
I also improved Mega Drive handling of the Game Genie a bit, and
restructured the way the Settings class works in bsnes.
Starting now, I'm feature-freezing bsnes and higan. From this point
forward:
- polishing up and fixing bugs caused by the ruby/hiro changes
- adding DRC to XAudio2, and maybe exclusive mode to WGL
- correcting FEoEZ (English) to load and work again out of the box
Once that's done, a final beta of bsnes will go out, I'll fix any
reported bugs that I'm able to, and then v107 should be ready. This time
with higan being functional, but marked as v107 beta. v108 will restore
higan to production status again, alongside bsnes.
2018-08-08 08:46:58 +00:00
|
|
|
if(info != presentation->statusInfo.text()) {
|
|
|
|
presentation->statusInfo.setText(info);
|
2015-04-13 11:16:33 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
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
|
|
|
auto Program::updateVideoPalette() -> void {
|
|
|
|
double saturation = settings["Video/Saturation"].natural() / 100.0;
|
|
|
|
double gamma = settings["Video/Gamma"].natural() / 100.0;
|
|
|
|
double luminance = settings["Video/Luminance"].natural() / 100.0;
|
|
|
|
Emulator::video.setSaturation(saturation);
|
|
|
|
Emulator::video.setGamma(gamma);
|
|
|
|
Emulator::video.setLuminance(luminance);
|
|
|
|
Emulator::video.setPalette();
|
|
|
|
}
|
|
|
|
|
2016-01-15 10:28:51 +00:00
|
|
|
auto Program::updateVideoShader() -> void {
|
2018-08-21 03:17:12 +00:00
|
|
|
video->setShader(settings["Video/Shader"].text());
|
Update to v094r13 release.
byuu says:
This version polishes up the input dialogue (reset, erase, disable
button when item not focused, split device ID from mapping name), adds
color emulation toggle, and add dummy menu items for remaining features
(to be filled in later.)
Also, it now compiles cleanly on Windows with GTK.
I didn't test with TDM-GCC-32, because for god knows what reason, the
32-bit version ships with headers from Windows 95 OSR2 only. So I built
with TDM-GCC-64 with arch=x86.
And uh, apparently, moving or resizing a window causes a Visual C++
runtime exception in the GTK+ DLLs. This doesn't happen with trance or
renshuu built with TDM-GCC-32. So, yeah, like I said, don't use -m32.
2015-03-07 10:21:47 +00:00
|
|
|
}
|
|
|
|
|
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
|
|
|
auto Program::updateAudioDriver() -> void {
|
2015-06-20 05:44:05 +00:00
|
|
|
if(!audio) return;
|
2015-08-24 09:42:11 +00:00
|
|
|
audio->clear();
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
audio->setExclusive(settings["Audio/Exclusive"].boolean());
|
Update to v103r16 release.
byuu says:
Changelog:
- emulator/audio: added the ability to change the output frequency at
run-time without emulator reset
- tomoko: display video synchronize option again¹
- tomoko: Settings→Configuration expanded to Settings→{Video,
Audio, Input, Hotkey, Advanced} Settings²
- tomoko: fix default population of audio settings tab
- ruby: Audio::frequency is a double now (to match both
Emulator::Audio and ASIO)³
- tomoko: changing the audio device will repopulate the frequency and
latency lists
- tomoko: changing the audio frequency can now be done in real-time
- ruby/audio/asio: added missing device() information, so devices can
be changed now
- ruby/audio/openal: ported to new API; added device selection support
- ruby/audio/wasapi: ported to new API, but did not test yet (it's
assuredly still broken)⁴
¹: I'm uneasy about this ... but, I guess if people want to disable
audio and just have smooth scrolling video ... so be it. With
Screwtape's documentation, hopefully that'll help people understand that
video synchronization always breaks audio synchronization. I may change
this to a child menu that lets you pick between {no synchronization,
video synchronization, audio synchronization} as a radio selection.
²: given how much more useful the video and audio tabs are now, I
felt that four extra menu items were worth saving a click and going
right to the tab you want. This also matches the behavior of the Tools
menu displaying all tool options and taking you directly to each tab.
This is kind of a hard change to get used to ... but I think it's for
the better.
³: kind of stupid because I've never seen a hardware sound card where
floor(frequency) != frequency, but whatever. Yay consistency.
⁴: I'm going to move it to be event-driven, and try to support 24-bit
sample formats if possible. Who knows which cards that'll fix and which
cards that'll break. I may end up making multiple WASAPI drivers so
people can find one that actually works for them. We'll see.
2017-07-17 10:32:36 +00:00
|
|
|
audio->setFrequency(settings["Audio/Frequency"].real());
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
audio->setLatency(settings["Audio/Latency"].natural());
|
Update to v103r16 release.
byuu says:
Changelog:
- emulator/audio: added the ability to change the output frequency at
run-time without emulator reset
- tomoko: display video synchronize option again¹
- tomoko: Settings→Configuration expanded to Settings→{Video,
Audio, Input, Hotkey, Advanced} Settings²
- tomoko: fix default population of audio settings tab
- ruby: Audio::frequency is a double now (to match both
Emulator::Audio and ASIO)³
- tomoko: changing the audio device will repopulate the frequency and
latency lists
- tomoko: changing the audio frequency can now be done in real-time
- ruby/audio/asio: added missing device() information, so devices can
be changed now
- ruby/audio/openal: ported to new API; added device selection support
- ruby/audio/wasapi: ported to new API, but did not test yet (it's
assuredly still broken)⁴
¹: I'm uneasy about this ... but, I guess if people want to disable
audio and just have smooth scrolling video ... so be it. With
Screwtape's documentation, hopefully that'll help people understand that
video synchronization always breaks audio synchronization. I may change
this to a child menu that lets you pick between {no synchronization,
video synchronization, audio synchronization} as a radio selection.
²: given how much more useful the video and audio tabs are now, I
felt that four extra menu items were worth saving a click and going
right to the tab you want. This also matches the behavior of the Tools
menu displaying all tool options and taking you directly to each tab.
This is kind of a hard change to get used to ... but I think it's for
the better.
³: kind of stupid because I've never seen a hardware sound card where
floor(frequency) != frequency, but whatever. Yay consistency.
⁴: I'm going to move it to be event-driven, and try to support 24-bit
sample formats if possible. Who knows which cards that'll fix and which
cards that'll break. I may end up making multiple WASAPI drivers so
people can find one that actually works for them. We'll see.
2017-07-17 10:32:36 +00:00
|
|
|
Emulator::audio.setFrequency(settings["Audio/Frequency"].real());
|
2015-06-15 22:26:47 +00:00
|
|
|
}
|
|
|
|
|
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
|
|
|
auto Program::updateAudioEffects() -> void {
|
|
|
|
auto volume = settings["Audio/Mute"].boolean() ? 0.0 : settings["Audio/Volume"].natural() * 0.01;
|
|
|
|
Emulator::audio.setVolume(volume);
|
2016-04-18 10:49:45 +00:00
|
|
|
|
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
|
|
|
auto balance = max(-1.0, min(1.0, (settings["Audio/Balance"].integer() - 50) / 50.0));
|
|
|
|
Emulator::audio.setBalance(balance);
|
2015-06-15 22:26:47 +00:00
|
|
|
}
|
2017-07-09 02:23:17 +00:00
|
|
|
|
Update to v103r13 release.
byuu says:
Changelog:
- gb/interface: fix Game Boy Color extension to be "gbc" and not "gb"
[hex\_usr]
- ms/interface: move Master System hardware controls below controller
ports
- sfc/ppu: improve latching behavior of BGnHOFS registers (not
hardware verified) [AWJ]
- tomoko/input: rework port/device mapping to support non-sequential
ports and devices¹
- todo: should add move() to inputDevice.mappings.append and
inputPort.devices.append
- note: there's a weird GCC 4.9 bug with brace initialization of
InputEmulator; have to assign each field separately
- tomoko: all windows sans the main presentation window can be
dismissed with the escape key
- icarus: the single file selection dialog ("Load ROM Image...") can
be dismissed with the escape key
- tomoko: do not pause emulation when FocusLoss/Pause is set during
exclusive fullscreen mode
- hiro/(windows,gtk,qt): implemented Window::setDismissable() function
(missing from cocoa port, sorry)
- nall/string: fixed printing of largest possible negative numbers (eg
`INT_MIN`) [Sintendo]
- only took eight months! :D
¹: When I tried to move the Master System hardware port below the
controller ports, I ran into a world of pain.
The input settings list expects every item in the
`InputEmulator<InputPort<InputDevice<InputMapping>>>>` arrays to be
populated with valid results. But these would be sparsely populated
based on the port and device IDs from inside higan. And that is done so
that the Interface::inputPoll can have O(1) lookup of ports and devices.
This worked because all the port and device IDs were sequential (they
left no gaps in the maps upon creating the lists.)
Unfortunately by changing the expectation of port ID to how it appears
in the list, inputs would not poll correctly. By leaving them alone and
just moving Hardware to the third position, the Game Gear would be
missing port IDs of 0 and 1 (the controller ports of the Master System).
Even by trying to make separate MasterSystemHardware and
GameGearHardware ports, things still fractured when the devices were no
longer contigious.
I got pretty sick of this and just decided to give up on O(1)
port/device lookup, and moved to O(n) lookup. It only knocked the
framerate down by maybe one frame per second, enough to be in the margin
of error. Inputs aren't polled *that* often for loops that usually
terminate after 1-2 cycles to be too detrimental to performance.
So the new input system now allows non-sequential port and device IDs.
Remember that I killed input IDs a while back. There's never any reason
for those to need IDs ... it was easier to just order the inputs in the
order you want to see them in the user interface. So the input lookup is
still O(1). Only now, everything's safer and I return a
maybe<InputMapping&>, and won't crash out the program trying to use a
mapping that isn't found for some reason.
Errata: the escape key isn't working on the browser/message dialogs on
Windows, because of course nothing can ever just be easy and work for
me. If anyone else wouldn't mind looking into that, I'd greatly
appreciate it.
Having the `WM_KEYDOWN` test inside the main `Application_sharedProc`, it
seems to not respond to the escape key on modal dialogs. If I put the
`WM_KEYDOWN` test in the main window proc, then it doesn't seem to get
called for `VK_ESCAPE` at all, and doesn't get called period for modal
windows. So I'm at a loss and it's past 4AM here >_>
2017-07-12 08:24:27 +00:00
|
|
|
auto Program::focused() -> bool {
|
2017-07-09 02:23:17 +00:00
|
|
|
//exclusive mode creates its own top-level window: presentation window will not have focus
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
if(video->exclusive()) return true;
|
2017-07-09 02:23:17 +00:00
|
|
|
if(presentation && presentation->focused()) return true;
|
|
|
|
return false;
|
|
|
|
}
|