2018-02-21 00:12:09 +00:00
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namespace Heuristics {
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Update to v100r02 release.
byuu says:
Sigh ... I'm really not a good person. I'm inherently selfish.
My responsibility and obligation right now is to work on loki, and
then on the Tengai Makyou Zero translation, and then on improving the
Famicom emulation.
And yet ... it's not what I really want to do. That shouldn't matter;
I should work on my responsibilities first.
Instead, I'm going to be a greedy, self-centered asshole, and work on
what I really want to instead.
I'm really sorry, guys. I'm sure this will make a few people happy,
and probably upset even more people.
I'm also making zero guarantees that this ever gets finished. As always,
I wish I could keep these things secret, so if I fail / give up, I could
just drop it with no shame. But I would have to cut everyone out of the
WIP process completely to make it happen. So, here goes ...
This WIP adds the initial skeleton for Sega Mega Drive / Genesis
emulation. God help us.
(minor note: apparently the new extension for Mega Drive games is .md,
neat. That's what I chose for the folders too. I thought it was .smd,
so that'll be fixed in icarus for the next WIP.)
(aside: this is why I wanted to get v100 out. I didn't want this code in
a skeleton state in v100's source. Nor did I want really broken emulation,
which the first release is sure to be, tarring said release.)
...
So, basically, I've been ruminating on the legacy I want to leave behind
with higan. 3D systems are just plain out. I'm never going to support
them. They're too complex for my abilities, and they would run too slowly
with my design style. I'm not willing to compromise my design ideals. And
I would never want to play a 3D game system at native 240p/480i resolution
... but 1080p+ upscaling is not accurate, so that's a conflict I want
to avoid entirely. It's also never going to emulate computer systems
(X68K, PC-98, FM-Towns, etc) because holy shit that would completely
destroy me. It's also never going emulate arcade machines.
So I think of higan as a collection of 2D emulators for consoles
and handhelds. I've gone over every major 2D gaming system there is,
looking for ones with games I actually care about and enjoy. And I
basically have five of those systems supported already. Looking at the
remaining list, I see only three systems left that I have any interest
in whatsoever: PC-Engine, Master System, Mega Drive. Again, I'm not in
any way committing to emulating any of these, but ... if I had all of
those in higan, I think I'd be content to really, truly, finally stop
writing more emulators for the rest of my life.
And so I decided to tackle the most difficult system first. If I'm
successful, the Z80 core should cover a lot of the work on the SMS. And
the HuC6280 should land somewhere between the NES and SNES in terms of
difficulty ... closer to the NES.
The systems that just don't appeal to me at all, which I will never touch,
include, but are not limited to:
* Atari 2600/5200/7800
* Lynx
* Jaguar
* Vectrex
* Colecovision
* Commodore 64
* Neo-Geo
* Neo-Geo Pocket / Color
* Virtual Boy
* Super A'can
* 32X
* CD-i
* etc, etc, etc.
And really, even if something were mildly interesting in there ... we
have to stop. I can't scale infinitely. I'm already way past my limit,
but I'm doing this anyway. Too many cores bloats everything and kills
quality on everything. I don't want higan to become MESS v2.
I don't know what I'll do about the Famicom Disk System, PC-Engine CD,
and Mega CD. I don't think I'll be able to achieve 60fps emulating the
Mega CD, even if I tried to.
I don't know what's going to happen here with even the Mega Drive. Maybe
I'll get driven crazy with the documentation and quit. Maybe it'll end
up being too complicated and I'll quit. Maybe the emulation will end up
way too slow and I'll give up. Maybe it'll take me seven years to get
any games playable at all. Maybe Steve Snake, AamirM and Mike Pavone
will pool money to hire a hitman to come after me. Who knows.
But this is what I want to do, so ... here goes nothing.
2016-07-09 04:21:37 +00:00
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2018-03-05 22:42:10 +00:00
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struct MegaDrive {
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2018-02-21 00:12:09 +00:00
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MegaDrive(vector<uint8_t>& data, string location);
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explicit operator bool() const;
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auto manifest() const -> string;
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Update to v100r02 release.
byuu says:
Sigh ... I'm really not a good person. I'm inherently selfish.
My responsibility and obligation right now is to work on loki, and
then on the Tengai Makyou Zero translation, and then on improving the
Famicom emulation.
And yet ... it's not what I really want to do. That shouldn't matter;
I should work on my responsibilities first.
Instead, I'm going to be a greedy, self-centered asshole, and work on
what I really want to instead.
I'm really sorry, guys. I'm sure this will make a few people happy,
and probably upset even more people.
I'm also making zero guarantees that this ever gets finished. As always,
I wish I could keep these things secret, so if I fail / give up, I could
just drop it with no shame. But I would have to cut everyone out of the
WIP process completely to make it happen. So, here goes ...
This WIP adds the initial skeleton for Sega Mega Drive / Genesis
emulation. God help us.
(minor note: apparently the new extension for Mega Drive games is .md,
neat. That's what I chose for the folders too. I thought it was .smd,
so that'll be fixed in icarus for the next WIP.)
(aside: this is why I wanted to get v100 out. I didn't want this code in
a skeleton state in v100's source. Nor did I want really broken emulation,
which the first release is sure to be, tarring said release.)
...
So, basically, I've been ruminating on the legacy I want to leave behind
with higan. 3D systems are just plain out. I'm never going to support
them. They're too complex for my abilities, and they would run too slowly
with my design style. I'm not willing to compromise my design ideals. And
I would never want to play a 3D game system at native 240p/480i resolution
... but 1080p+ upscaling is not accurate, so that's a conflict I want
to avoid entirely. It's also never going to emulate computer systems
(X68K, PC-98, FM-Towns, etc) because holy shit that would completely
destroy me. It's also never going emulate arcade machines.
So I think of higan as a collection of 2D emulators for consoles
and handhelds. I've gone over every major 2D gaming system there is,
looking for ones with games I actually care about and enjoy. And I
basically have five of those systems supported already. Looking at the
remaining list, I see only three systems left that I have any interest
in whatsoever: PC-Engine, Master System, Mega Drive. Again, I'm not in
any way committing to emulating any of these, but ... if I had all of
those in higan, I think I'd be content to really, truly, finally stop
writing more emulators for the rest of my life.
And so I decided to tackle the most difficult system first. If I'm
successful, the Z80 core should cover a lot of the work on the SMS. And
the HuC6280 should land somewhere between the NES and SNES in terms of
difficulty ... closer to the NES.
The systems that just don't appeal to me at all, which I will never touch,
include, but are not limited to:
* Atari 2600/5200/7800
* Lynx
* Jaguar
* Vectrex
* Colecovision
* Commodore 64
* Neo-Geo
* Neo-Geo Pocket / Color
* Virtual Boy
* Super A'can
* 32X
* CD-i
* etc, etc, etc.
And really, even if something were mildly interesting in there ... we
have to stop. I can't scale infinitely. I'm already way past my limit,
but I'm doing this anyway. Too many cores bloats everything and kills
quality on everything. I don't want higan to become MESS v2.
I don't know what I'll do about the Famicom Disk System, PC-Engine CD,
and Mega CD. I don't think I'll be able to achieve 60fps emulating the
Mega CD, even if I tried to.
I don't know what's going to happen here with even the Mega Drive. Maybe
I'll get driven crazy with the documentation and quit. Maybe it'll end
up being too complicated and I'll quit. Maybe the emulation will end up
way too slow and I'll give up. Maybe it'll take me seven years to get
any games playable at all. Maybe Steve Snake, AamirM and Mike Pavone
will pool money to hire a hitman to come after me. Who knows.
But this is what I want to do, so ... here goes nothing.
2016-07-09 04:21:37 +00:00
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2018-02-21 00:12:09 +00:00
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private:
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vector<uint8_t>& data;
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string location;
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Update to v100r02 release.
byuu says:
Sigh ... I'm really not a good person. I'm inherently selfish.
My responsibility and obligation right now is to work on loki, and
then on the Tengai Makyou Zero translation, and then on improving the
Famicom emulation.
And yet ... it's not what I really want to do. That shouldn't matter;
I should work on my responsibilities first.
Instead, I'm going to be a greedy, self-centered asshole, and work on
what I really want to instead.
I'm really sorry, guys. I'm sure this will make a few people happy,
and probably upset even more people.
I'm also making zero guarantees that this ever gets finished. As always,
I wish I could keep these things secret, so if I fail / give up, I could
just drop it with no shame. But I would have to cut everyone out of the
WIP process completely to make it happen. So, here goes ...
This WIP adds the initial skeleton for Sega Mega Drive / Genesis
emulation. God help us.
(minor note: apparently the new extension for Mega Drive games is .md,
neat. That's what I chose for the folders too. I thought it was .smd,
so that'll be fixed in icarus for the next WIP.)
(aside: this is why I wanted to get v100 out. I didn't want this code in
a skeleton state in v100's source. Nor did I want really broken emulation,
which the first release is sure to be, tarring said release.)
...
So, basically, I've been ruminating on the legacy I want to leave behind
with higan. 3D systems are just plain out. I'm never going to support
them. They're too complex for my abilities, and they would run too slowly
with my design style. I'm not willing to compromise my design ideals. And
I would never want to play a 3D game system at native 240p/480i resolution
... but 1080p+ upscaling is not accurate, so that's a conflict I want
to avoid entirely. It's also never going to emulate computer systems
(X68K, PC-98, FM-Towns, etc) because holy shit that would completely
destroy me. It's also never going emulate arcade machines.
So I think of higan as a collection of 2D emulators for consoles
and handhelds. I've gone over every major 2D gaming system there is,
looking for ones with games I actually care about and enjoy. And I
basically have five of those systems supported already. Looking at the
remaining list, I see only three systems left that I have any interest
in whatsoever: PC-Engine, Master System, Mega Drive. Again, I'm not in
any way committing to emulating any of these, but ... if I had all of
those in higan, I think I'd be content to really, truly, finally stop
writing more emulators for the rest of my life.
And so I decided to tackle the most difficult system first. If I'm
successful, the Z80 core should cover a lot of the work on the SMS. And
the HuC6280 should land somewhere between the NES and SNES in terms of
difficulty ... closer to the NES.
The systems that just don't appeal to me at all, which I will never touch,
include, but are not limited to:
* Atari 2600/5200/7800
* Lynx
* Jaguar
* Vectrex
* Colecovision
* Commodore 64
* Neo-Geo
* Neo-Geo Pocket / Color
* Virtual Boy
* Super A'can
* 32X
* CD-i
* etc, etc, etc.
And really, even if something were mildly interesting in there ... we
have to stop. I can't scale infinitely. I'm already way past my limit,
but I'm doing this anyway. Too many cores bloats everything and kills
quality on everything. I don't want higan to become MESS v2.
I don't know what I'll do about the Famicom Disk System, PC-Engine CD,
and Mega CD. I don't think I'll be able to achieve 60fps emulating the
Mega CD, even if I tried to.
I don't know what's going to happen here with even the Mega Drive. Maybe
I'll get driven crazy with the documentation and quit. Maybe it'll end
up being too complicated and I'll quit. Maybe the emulation will end up
way too slow and I'll give up. Maybe it'll take me seven years to get
any games playable at all. Maybe Steve Snake, AamirM and Mike Pavone
will pool money to hire a hitman to come after me. Who knows.
But this is what I want to do, so ... here goes nothing.
2016-07-09 04:21:37 +00:00
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};
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2018-02-21 00:12:09 +00:00
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MegaDrive::MegaDrive(vector<uint8_t>& data, string location) : data(data), location(location) {
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}
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MegaDrive::operator bool() const {
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return data.size() >= 0x200;
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}
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auto MegaDrive::manifest() const -> string {
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if(!operator bool()) return {};
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Update to v102r17 release.
byuu says:
Changelog:
- GBA: process audio at 2MHz instead of 32KHz¹
- MD: do not allow the 68K to stop the Z80, unless it has been granted
bus access first
- MD: do not reset bus requested/granted signals when the 68K resets
the Z80
- the above two fix The Lost Vikings
- MD: clean up the bus address decoding to be more readable
- MD: add support for a13000-a130ff (#TIME) region; pass to cartridge
I/O²
- MD: emulate SRAM mapping used by >16mbit games; bank mapping used
by >32mbit games³
- MD: add 'reset pending' flag so that loading save states won't
reload 68K PC, SP registers
- this fixes save state support ... mostly⁴
- MD: if DMA is not enabled, do not allow CD5 to be set [Cydrak]
- this fixes in-game graphics for Ristar. Title screen still
corrupted on first run
- MD: detect and break sprite lists that form an infinite loop
[Cydrak]
- this fixes the emulator from dead-locking on certain games
- MD: add DC offset to sign DAC PCM samples [Cydrak]
- this improves audio in Sonic 3
- MD: 68K TAS has a hardware bug that prevents writing the result back
to RAM
- this fixes Gargoyles
- MD: 68K TRAP should not change CPU interrupt level
- this fixes Shining Force II, Shining in the Darkness, etc
- icarus: better SRAM heuristics for Mega Drive games
Todo:
- need to serialize the new cartridge ramEnable, ramWritable, bank
variables
¹: so technically, the GBA has its FIFO queue (raw PCM), plus a GB
chipset. The GB audio runs at 2MHz. However, I was being lazy and
running the sequencer 64 times in a row, thus decimating the audio to
32KHz. But simply discarding 63 out of every 64 samples resorts in
muddier sound with more static in it.
However ... increasing the audio thread processing intensity 64-fold,
and requiring heavy-duty three-chain lowpass and highpass filters is not
cheap. For this bump in sound quality, we're eating a loss of about 30%
of previous performance.
Also note that the GB audio emulation in the GBA core still lacks many
of the improvements made to the GB core. I was hoping to complete the GB
enhancements, but it seems like I'm never going to pass blargg's
psychotic edge case tests. So, first I want to clean up the GB audio to
my current coding standards, and then I'll port that over to the GBA,
which should further increase sound quality. At that point, it sound
exceed mGBA's audio quality (due to the ridiculously high sampling rate
and strong-attenuation audio filtering.)
²: word writes are probably not handled correctly ... but games are
only supposed to do byte writes here.
³: the SRAM mapping is used by games like "Story of Thor" and
"Phantasy Star IV." Unfortunately, the former wasn't released in the US
and is region protected. So you'll need to change the NTSU to NTSCJ in
md/system/system.cpp in order to boot it. But it does work nicely now.
The write protection bit is cleared in the game, and then it fails to
write to SRAM (soooooooo many games with SRAM write protection do this),
so for now I've had to disable checking that bit. Phantasy Star IV has a
US release, but sadly the game doesn't boot yet. Hitting some other bug.
The bank mapping is pretty much just for the 40mbit Super Street Fighter
game. It shows the Sega and Capcom logos now, but is hitting yet another
bug and deadlocking.
For now, I emulate the SRAM/bank mapping registers on all cartridges,
and set sane defaults. So long as games don't write to $a130XX, they
should all continue to work. But obviously, we need to get to a point
where higan/icarus can selectively enable these registers on a per-game
basis.
⁴: so, the Mega Drive has various ways to lock a chip until another
chip releases it. The VDP can lock the 68K, the 68K can lock the Z80,
etc. If this happens when you save a state, it'll dead-lock the
emulator. So that's obviously a problem that needs to be fixed. The fix
will be nasty ... basically, bypassing the dead-lock, creating a
miniature, one-instruction-long race condition. Extremely unlikely to
cause any issues in practice (it's only a little worse than the SNES
CPU/SMP desync), but ... there's nothing I can do about it. So you'll
have to take it or leave it. But yeah, for now, save states may lock up
the emulator. I need to add code to break the loops when in the process
of creating a save state still.
2017-03-10 10:23:29 +00:00
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Update to v104 release.
byuu says:
Changelog:
- emulator/interface: removed unused Region struct
- gba/cpu: optimized CPU::step() as much as I could for a slight
speedup¹
- gba/cpu: synchronize the APU better during FIFO updates
- higan/md, icarus: add automatic region detection; make it the
default option [hex\_usr]
- picks NTSC-J if there's more than one match ... eventually, this
will be a setting
- higan/md, icarus: support all three combinations of SRAM (8-bit low,
8-bit high, 16-bit)
- processor/arm7tdmi: fix bug when changing to THUMB mode via MSR
[MerryMage]
- tomoko: redesigned crash detector to only occur once for all three
ruby drivers
- this will reduce disk thrashing since the configuration file
only needs to be written out one extra time
- technically, it's twice ... but we should've always been writing
one out on first run in case it crashes then
- tomoko: defaulted back to the safest ruby drivers, given the optimal
drivers have some stability concerns
¹: minor errata: spotted a typo saying `synchronize(cpu)` when the CPU
is stopped, instead of `synchronize(ppu)`. This will be fixed in the v104
official 7zip archives.
I'm kind of rushing here but, it's really good timing for me to push out
a new official release. The blocking issues are resolved or close to it,
and we need lots of testing of the new major changes.
I'm going to consider this a semi-stable testing release and leave links
to v103 just in case.
2017-08-12 10:53:13 +00:00
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string ramMode = "none";
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Update to v102r17 release.
byuu says:
Changelog:
- GBA: process audio at 2MHz instead of 32KHz¹
- MD: do not allow the 68K to stop the Z80, unless it has been granted
bus access first
- MD: do not reset bus requested/granted signals when the 68K resets
the Z80
- the above two fix The Lost Vikings
- MD: clean up the bus address decoding to be more readable
- MD: add support for a13000-a130ff (#TIME) region; pass to cartridge
I/O²
- MD: emulate SRAM mapping used by >16mbit games; bank mapping used
by >32mbit games³
- MD: add 'reset pending' flag so that loading save states won't
reload 68K PC, SP registers
- this fixes save state support ... mostly⁴
- MD: if DMA is not enabled, do not allow CD5 to be set [Cydrak]
- this fixes in-game graphics for Ristar. Title screen still
corrupted on first run
- MD: detect and break sprite lists that form an infinite loop
[Cydrak]
- this fixes the emulator from dead-locking on certain games
- MD: add DC offset to sign DAC PCM samples [Cydrak]
- this improves audio in Sonic 3
- MD: 68K TAS has a hardware bug that prevents writing the result back
to RAM
- this fixes Gargoyles
- MD: 68K TRAP should not change CPU interrupt level
- this fixes Shining Force II, Shining in the Darkness, etc
- icarus: better SRAM heuristics for Mega Drive games
Todo:
- need to serialize the new cartridge ramEnable, ramWritable, bank
variables
¹: so technically, the GBA has its FIFO queue (raw PCM), plus a GB
chipset. The GB audio runs at 2MHz. However, I was being lazy and
running the sequencer 64 times in a row, thus decimating the audio to
32KHz. But simply discarding 63 out of every 64 samples resorts in
muddier sound with more static in it.
However ... increasing the audio thread processing intensity 64-fold,
and requiring heavy-duty three-chain lowpass and highpass filters is not
cheap. For this bump in sound quality, we're eating a loss of about 30%
of previous performance.
Also note that the GB audio emulation in the GBA core still lacks many
of the improvements made to the GB core. I was hoping to complete the GB
enhancements, but it seems like I'm never going to pass blargg's
psychotic edge case tests. So, first I want to clean up the GB audio to
my current coding standards, and then I'll port that over to the GBA,
which should further increase sound quality. At that point, it sound
exceed mGBA's audio quality (due to the ridiculously high sampling rate
and strong-attenuation audio filtering.)
²: word writes are probably not handled correctly ... but games are
only supposed to do byte writes here.
³: the SRAM mapping is used by games like "Story of Thor" and
"Phantasy Star IV." Unfortunately, the former wasn't released in the US
and is region protected. So you'll need to change the NTSU to NTSCJ in
md/system/system.cpp in order to boot it. But it does work nicely now.
The write protection bit is cleared in the game, and then it fails to
write to SRAM (soooooooo many games with SRAM write protection do this),
so for now I've had to disable checking that bit. Phantasy Star IV has a
US release, but sadly the game doesn't boot yet. Hitting some other bug.
The bank mapping is pretty much just for the 40mbit Super Street Fighter
game. It shows the Sega and Capcom logos now, but is hitting yet another
bug and deadlocking.
For now, I emulate the SRAM/bank mapping registers on all cartridges,
and set sane defaults. So long as games don't write to $a130XX, they
should all continue to work. But obviously, we need to get to a point
where higan/icarus can selectively enable these registers on a per-game
basis.
⁴: so, the Mega Drive has various ways to lock a chip until another
chip releases it. The VDP can lock the 68K, the 68K can lock the Z80,
etc. If this happens when you save a state, it'll dead-lock the
emulator. So that's obviously a problem that needs to be fixed. The fix
will be nasty ... basically, bypassing the dead-lock, creating a
miniature, one-instruction-long race condition. Extremely unlikely to
cause any issues in practice (it's only a little worse than the SNES
CPU/SMP desync), but ... there's nothing I can do about it. So you'll
have to take it or leave it. But yeah, for now, save states may lock up
the emulator. I need to add code to break the loops when in the process
of creating a save state still.
2017-03-10 10:23:29 +00:00
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uint32_t ramFrom = 0;
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ramFrom |= data[0x01b4] << 24;
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ramFrom |= data[0x01b5] << 16;
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ramFrom |= data[0x01b6] << 8;
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ramFrom |= data[0x01b7] << 0;
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uint32_t ramTo = 0;
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ramTo |= data[0x01b8] << 24;
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ramTo |= data[0x01b9] << 16;
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ramTo |= data[0x01ba] << 8;
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ramTo |= data[0x01bb] << 0;
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2017-08-18 12:48:29 +00:00
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if(!(ramFrom & 1) && !(ramTo & 1)) ramMode = "hi";
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if( (ramFrom & 1) && (ramTo & 1)) ramMode = "lo";
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Update to v104 release.
byuu says:
Changelog:
- emulator/interface: removed unused Region struct
- gba/cpu: optimized CPU::step() as much as I could for a slight
speedup¹
- gba/cpu: synchronize the APU better during FIFO updates
- higan/md, icarus: add automatic region detection; make it the
default option [hex\_usr]
- picks NTSC-J if there's more than one match ... eventually, this
will be a setting
- higan/md, icarus: support all three combinations of SRAM (8-bit low,
8-bit high, 16-bit)
- processor/arm7tdmi: fix bug when changing to THUMB mode via MSR
[MerryMage]
- tomoko: redesigned crash detector to only occur once for all three
ruby drivers
- this will reduce disk thrashing since the configuration file
only needs to be written out one extra time
- technically, it's twice ... but we should've always been writing
one out on first run in case it crashes then
- tomoko: defaulted back to the safest ruby drivers, given the optimal
drivers have some stability concerns
¹: minor errata: spotted a typo saying `synchronize(cpu)` when the CPU
is stopped, instead of `synchronize(ppu)`. This will be fixed in the v104
official 7zip archives.
I'm kind of rushing here but, it's really good timing for me to push out
a new official release. The blocking issues are resolved or close to it,
and we need lots of testing of the new major changes.
I'm going to consider this a semi-stable testing release and leave links
to v103 just in case.
2017-08-12 10:53:13 +00:00
|
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|
if(!(ramFrom & 1) && (ramTo & 1)) ramMode = "word";
|
Update to v104r03 release.
byuu says:
Changelog:
- md/vdp: added full interlace emulation [byuu, Sik, Eke, Mask of
Destiny]
- md/vdp: fix an issue with overscan/highlight when setting was
disabled [hex\_usr]
- md/vdp: serialize field, and all oam/objects state
- icarus/md: do not enable RAM unless header 0x1b0-1b1 == "RA"
[hex\_usr]
I really can't believe how difficult the interlace support was to add. I
must have tried a hundred combinations of adjusting Y, Vscroll, tile
addressing, heights, etc. Many of the changes were a wash that improved
some things, regressed others.
In the end I ended up needing input from three different people to
implement what should have been trivial. I don't know if the Mega Drive
is just that weird, if I've declined that much in skill since the days
when I implemented SNES interlace, or if I've just never been that good.
But either way, I'm disappointed in myself for not being able to figure
either this or shadow/highlight out on my own. Yet I'm extremely
grateful to my friends for helping carry me when I get stuck.
Since it wasn't ever documented before, I'm going to try and document
the changes necessary to implement interlace mode for any future
emudevs.
2017-08-22 09:11:43 +00:00
|
|
|
if(data[0x01b0] != 'R' || data[0x01b1] != 'A') ramMode = "none";
|
Update to v104 release.
byuu says:
Changelog:
- emulator/interface: removed unused Region struct
- gba/cpu: optimized CPU::step() as much as I could for a slight
speedup¹
- gba/cpu: synchronize the APU better during FIFO updates
- higan/md, icarus: add automatic region detection; make it the
default option [hex\_usr]
- picks NTSC-J if there's more than one match ... eventually, this
will be a setting
- higan/md, icarus: support all three combinations of SRAM (8-bit low,
8-bit high, 16-bit)
- processor/arm7tdmi: fix bug when changing to THUMB mode via MSR
[MerryMage]
- tomoko: redesigned crash detector to only occur once for all three
ruby drivers
- this will reduce disk thrashing since the configuration file
only needs to be written out one extra time
- technically, it's twice ... but we should've always been writing
one out on first run in case it crashes then
- tomoko: defaulted back to the safest ruby drivers, given the optimal
drivers have some stability concerns
¹: minor errata: spotted a typo saying `synchronize(cpu)` when the CPU
is stopped, instead of `synchronize(ppu)`. This will be fixed in the v104
official 7zip archives.
I'm kind of rushing here but, it's really good timing for me to push out
a new official release. The blocking issues are resolved or close to it,
and we need lots of testing of the new major changes.
I'm going to consider this a semi-stable testing release and leave links
to v103 just in case.
2017-08-12 10:53:13 +00:00
|
|
|
|
|
|
|
uint32_t ramSize = ramTo - ramFrom + 1;
|
|
|
|
if(ramMode == "hi") ramSize = (ramTo >> 1) - (ramFrom >> 1) + 1;
|
2017-08-18 12:48:29 +00:00
|
|
|
if(ramMode == "lo") ramSize = (ramTo >> 1) - (ramFrom >> 1) + 1;
|
Update to v104 release.
byuu says:
Changelog:
- emulator/interface: removed unused Region struct
- gba/cpu: optimized CPU::step() as much as I could for a slight
speedup¹
- gba/cpu: synchronize the APU better during FIFO updates
- higan/md, icarus: add automatic region detection; make it the
default option [hex\_usr]
- picks NTSC-J if there's more than one match ... eventually, this
will be a setting
- higan/md, icarus: support all three combinations of SRAM (8-bit low,
8-bit high, 16-bit)
- processor/arm7tdmi: fix bug when changing to THUMB mode via MSR
[MerryMage]
- tomoko: redesigned crash detector to only occur once for all three
ruby drivers
- this will reduce disk thrashing since the configuration file
only needs to be written out one extra time
- technically, it's twice ... but we should've always been writing
one out on first run in case it crashes then
- tomoko: defaulted back to the safest ruby drivers, given the optimal
drivers have some stability concerns
¹: minor errata: spotted a typo saying `synchronize(cpu)` when the CPU
is stopped, instead of `synchronize(ppu)`. This will be fixed in the v104
official 7zip archives.
I'm kind of rushing here but, it's really good timing for me to push out
a new official release. The blocking issues are resolved or close to it,
and we need lots of testing of the new major changes.
I'm going to consider this a semi-stable testing release and leave links
to v103 just in case.
2017-08-12 10:53:13 +00:00
|
|
|
if(ramMode == "word") ramSize = ramTo - ramFrom + 1;
|
|
|
|
if(ramMode != "none") ramSize = bit::round(min(0x20000, ramSize));
|
Update to v104r03 release.
byuu says:
Changelog:
- md/vdp: added full interlace emulation [byuu, Sik, Eke, Mask of
Destiny]
- md/vdp: fix an issue with overscan/highlight when setting was
disabled [hex\_usr]
- md/vdp: serialize field, and all oam/objects state
- icarus/md: do not enable RAM unless header 0x1b0-1b1 == "RA"
[hex\_usr]
I really can't believe how difficult the interlace support was to add. I
must have tried a hundred combinations of adjusting Y, Vscroll, tile
addressing, heights, etc. Many of the changes were a wash that improved
some things, regressed others.
In the end I ended up needing input from three different people to
implement what should have been trivial. I don't know if the Mega Drive
is just that weird, if I've declined that much in skill since the days
when I implemented SNES interlace, or if I've just never been that good.
But either way, I'm disappointed in myself for not being able to figure
either this or shadow/highlight out on my own. Yet I'm extremely
grateful to my friends for helping carry me when I get stuck.
Since it wasn't ever documented before, I'm going to try and document
the changes necessary to implement interlace mode for any future
emudevs.
2017-08-22 09:11:43 +00:00
|
|
|
if(ramMode == "none") ramSize = 0;
|
Update to v104 release.
byuu says:
Changelog:
- emulator/interface: removed unused Region struct
- gba/cpu: optimized CPU::step() as much as I could for a slight
speedup¹
- gba/cpu: synchronize the APU better during FIFO updates
- higan/md, icarus: add automatic region detection; make it the
default option [hex\_usr]
- picks NTSC-J if there's more than one match ... eventually, this
will be a setting
- higan/md, icarus: support all three combinations of SRAM (8-bit low,
8-bit high, 16-bit)
- processor/arm7tdmi: fix bug when changing to THUMB mode via MSR
[MerryMage]
- tomoko: redesigned crash detector to only occur once for all three
ruby drivers
- this will reduce disk thrashing since the configuration file
only needs to be written out one extra time
- technically, it's twice ... but we should've always been writing
one out on first run in case it crashes then
- tomoko: defaulted back to the safest ruby drivers, given the optimal
drivers have some stability concerns
¹: minor errata: spotted a typo saying `synchronize(cpu)` when the CPU
is stopped, instead of `synchronize(ppu)`. This will be fixed in the v104
official 7zip archives.
I'm kind of rushing here but, it's really good timing for me to push out
a new official release. The blocking issues are resolved or close to it,
and we need lots of testing of the new major changes.
I'm going to consider this a semi-stable testing release and leave links
to v103 just in case.
2017-08-12 10:53:13 +00:00
|
|
|
|
|
|
|
string_vector regions;
|
|
|
|
string region = slice((const char*)&data[0x1f0], 0, 16).trimRight(" ");
|
|
|
|
if(!regions) {
|
2018-02-21 00:12:09 +00:00
|
|
|
if(region == "JAPAN" ) regions.append("NTSC-J");
|
|
|
|
if(region == "EUROPE") regions.append("PAL");
|
Update to v104 release.
byuu says:
Changelog:
- emulator/interface: removed unused Region struct
- gba/cpu: optimized CPU::step() as much as I could for a slight
speedup¹
- gba/cpu: synchronize the APU better during FIFO updates
- higan/md, icarus: add automatic region detection; make it the
default option [hex\_usr]
- picks NTSC-J if there's more than one match ... eventually, this
will be a setting
- higan/md, icarus: support all three combinations of SRAM (8-bit low,
8-bit high, 16-bit)
- processor/arm7tdmi: fix bug when changing to THUMB mode via MSR
[MerryMage]
- tomoko: redesigned crash detector to only occur once for all three
ruby drivers
- this will reduce disk thrashing since the configuration file
only needs to be written out one extra time
- technically, it's twice ... but we should've always been writing
one out on first run in case it crashes then
- tomoko: defaulted back to the safest ruby drivers, given the optimal
drivers have some stability concerns
¹: minor errata: spotted a typo saying `synchronize(cpu)` when the CPU
is stopped, instead of `synchronize(ppu)`. This will be fixed in the v104
official 7zip archives.
I'm kind of rushing here but, it's really good timing for me to push out
a new official release. The blocking issues are resolved or close to it,
and we need lots of testing of the new major changes.
I'm going to consider this a semi-stable testing release and leave links
to v103 just in case.
2017-08-12 10:53:13 +00:00
|
|
|
}
|
|
|
|
if(!regions) {
|
2018-02-21 00:12:09 +00:00
|
|
|
if(region.find("J")) regions.append("NTSC-J");
|
|
|
|
if(region.find("U")) regions.append("NTSC-U");
|
|
|
|
if(region.find("E")) regions.append("PAL");
|
|
|
|
if(region.find("W")) regions.append("NTSC-J", "NTSC-U", "PAL");
|
Update to v104 release.
byuu says:
Changelog:
- emulator/interface: removed unused Region struct
- gba/cpu: optimized CPU::step() as much as I could for a slight
speedup¹
- gba/cpu: synchronize the APU better during FIFO updates
- higan/md, icarus: add automatic region detection; make it the
default option [hex\_usr]
- picks NTSC-J if there's more than one match ... eventually, this
will be a setting
- higan/md, icarus: support all three combinations of SRAM (8-bit low,
8-bit high, 16-bit)
- processor/arm7tdmi: fix bug when changing to THUMB mode via MSR
[MerryMage]
- tomoko: redesigned crash detector to only occur once for all three
ruby drivers
- this will reduce disk thrashing since the configuration file
only needs to be written out one extra time
- technically, it's twice ... but we should've always been writing
one out on first run in case it crashes then
- tomoko: defaulted back to the safest ruby drivers, given the optimal
drivers have some stability concerns
¹: minor errata: spotted a typo saying `synchronize(cpu)` when the CPU
is stopped, instead of `synchronize(ppu)`. This will be fixed in the v104
official 7zip archives.
I'm kind of rushing here but, it's really good timing for me to push out
a new official release. The blocking issues are resolved or close to it,
and we need lots of testing of the new major changes.
I'm going to consider this a semi-stable testing release and leave links
to v103 just in case.
2017-08-12 10:53:13 +00:00
|
|
|
}
|
|
|
|
if(!regions && region.size() == 1) {
|
|
|
|
uint8_t field = region.hex();
|
2018-02-21 00:12:09 +00:00
|
|
|
if(field & 0x01) regions.append("NTSC-J");
|
|
|
|
if(field & 0x04) regions.append("NTSC-U");
|
|
|
|
if(field & 0x08) regions.append("PAL");
|
Update to v104 release.
byuu says:
Changelog:
- emulator/interface: removed unused Region struct
- gba/cpu: optimized CPU::step() as much as I could for a slight
speedup¹
- gba/cpu: synchronize the APU better during FIFO updates
- higan/md, icarus: add automatic region detection; make it the
default option [hex\_usr]
- picks NTSC-J if there's more than one match ... eventually, this
will be a setting
- higan/md, icarus: support all three combinations of SRAM (8-bit low,
8-bit high, 16-bit)
- processor/arm7tdmi: fix bug when changing to THUMB mode via MSR
[MerryMage]
- tomoko: redesigned crash detector to only occur once for all three
ruby drivers
- this will reduce disk thrashing since the configuration file
only needs to be written out one extra time
- technically, it's twice ... but we should've always been writing
one out on first run in case it crashes then
- tomoko: defaulted back to the safest ruby drivers, given the optimal
drivers have some stability concerns
¹: minor errata: spotted a typo saying `synchronize(cpu)` when the CPU
is stopped, instead of `synchronize(ppu)`. This will be fixed in the v104
official 7zip archives.
I'm kind of rushing here but, it's really good timing for me to push out
a new official release. The blocking issues are resolved or close to it,
and we need lots of testing of the new major changes.
I'm going to consider this a semi-stable testing release and leave links
to v103 just in case.
2017-08-12 10:53:13 +00:00
|
|
|
}
|
|
|
|
if(!regions) {
|
2018-02-21 00:12:09 +00:00
|
|
|
regions.append("NTSC-J");
|
Update to v104 release.
byuu says:
Changelog:
- emulator/interface: removed unused Region struct
- gba/cpu: optimized CPU::step() as much as I could for a slight
speedup¹
- gba/cpu: synchronize the APU better during FIFO updates
- higan/md, icarus: add automatic region detection; make it the
default option [hex\_usr]
- picks NTSC-J if there's more than one match ... eventually, this
will be a setting
- higan/md, icarus: support all three combinations of SRAM (8-bit low,
8-bit high, 16-bit)
- processor/arm7tdmi: fix bug when changing to THUMB mode via MSR
[MerryMage]
- tomoko: redesigned crash detector to only occur once for all three
ruby drivers
- this will reduce disk thrashing since the configuration file
only needs to be written out one extra time
- technically, it's twice ... but we should've always been writing
one out on first run in case it crashes then
- tomoko: defaulted back to the safest ruby drivers, given the optimal
drivers have some stability concerns
¹: minor errata: spotted a typo saying `synchronize(cpu)` when the CPU
is stopped, instead of `synchronize(ppu)`. This will be fixed in the v104
official 7zip archives.
I'm kind of rushing here but, it's really good timing for me to push out
a new official release. The blocking issues are resolved or close to it,
and we need lots of testing of the new major changes.
I'm going to consider this a semi-stable testing release and leave links
to v103 just in case.
2017-08-12 10:53:13 +00:00
|
|
|
}
|
Update to v102r17 release.
byuu says:
Changelog:
- GBA: process audio at 2MHz instead of 32KHz¹
- MD: do not allow the 68K to stop the Z80, unless it has been granted
bus access first
- MD: do not reset bus requested/granted signals when the 68K resets
the Z80
- the above two fix The Lost Vikings
- MD: clean up the bus address decoding to be more readable
- MD: add support for a13000-a130ff (#TIME) region; pass to cartridge
I/O²
- MD: emulate SRAM mapping used by >16mbit games; bank mapping used
by >32mbit games³
- MD: add 'reset pending' flag so that loading save states won't
reload 68K PC, SP registers
- this fixes save state support ... mostly⁴
- MD: if DMA is not enabled, do not allow CD5 to be set [Cydrak]
- this fixes in-game graphics for Ristar. Title screen still
corrupted on first run
- MD: detect and break sprite lists that form an infinite loop
[Cydrak]
- this fixes the emulator from dead-locking on certain games
- MD: add DC offset to sign DAC PCM samples [Cydrak]
- this improves audio in Sonic 3
- MD: 68K TAS has a hardware bug that prevents writing the result back
to RAM
- this fixes Gargoyles
- MD: 68K TRAP should not change CPU interrupt level
- this fixes Shining Force II, Shining in the Darkness, etc
- icarus: better SRAM heuristics for Mega Drive games
Todo:
- need to serialize the new cartridge ramEnable, ramWritable, bank
variables
¹: so technically, the GBA has its FIFO queue (raw PCM), plus a GB
chipset. The GB audio runs at 2MHz. However, I was being lazy and
running the sequencer 64 times in a row, thus decimating the audio to
32KHz. But simply discarding 63 out of every 64 samples resorts in
muddier sound with more static in it.
However ... increasing the audio thread processing intensity 64-fold,
and requiring heavy-duty three-chain lowpass and highpass filters is not
cheap. For this bump in sound quality, we're eating a loss of about 30%
of previous performance.
Also note that the GB audio emulation in the GBA core still lacks many
of the improvements made to the GB core. I was hoping to complete the GB
enhancements, but it seems like I'm never going to pass blargg's
psychotic edge case tests. So, first I want to clean up the GB audio to
my current coding standards, and then I'll port that over to the GBA,
which should further increase sound quality. At that point, it sound
exceed mGBA's audio quality (due to the ridiculously high sampling rate
and strong-attenuation audio filtering.)
²: word writes are probably not handled correctly ... but games are
only supposed to do byte writes here.
³: the SRAM mapping is used by games like "Story of Thor" and
"Phantasy Star IV." Unfortunately, the former wasn't released in the US
and is region protected. So you'll need to change the NTSU to NTSCJ in
md/system/system.cpp in order to boot it. But it does work nicely now.
The write protection bit is cleared in the game, and then it fails to
write to SRAM (soooooooo many games with SRAM write protection do this),
so for now I've had to disable checking that bit. Phantasy Star IV has a
US release, but sadly the game doesn't boot yet. Hitting some other bug.
The bank mapping is pretty much just for the 40mbit Super Street Fighter
game. It shows the Sega and Capcom logos now, but is hitting yet another
bug and deadlocking.
For now, I emulate the SRAM/bank mapping registers on all cartridges,
and set sane defaults. So long as games don't write to $a130XX, they
should all continue to work. But obviously, we need to get to a point
where higan/icarus can selectively enable these registers on a per-game
basis.
⁴: so, the Mega Drive has various ways to lock a chip until another
chip releases it. The VDP can lock the 68K, the 68K can lock the Z80,
etc. If this happens when you save a state, it'll dead-lock the
emulator. So that's obviously a problem that needs to be fixed. The fix
will be nasty ... basically, bypassing the dead-lock, creating a
miniature, one-instruction-long race condition. Extremely unlikely to
cause any issues in practice (it's only a little worse than the SNES
CPU/SMP desync), but ... there's nothing I can do about it. So you'll
have to take it or leave it. But yeah, for now, save states may lock up
the emulator. I need to add code to break the loops when in the process
of creating a save state still.
2017-03-10 10:23:29 +00:00
|
|
|
|
2018-02-21 00:12:09 +00:00
|
|
|
string output;
|
|
|
|
output.append("game\n");
|
|
|
|
output.append(" sha256: ", Hash::SHA256(data).digest(), "\n");
|
2018-03-14 03:51:35 +00:00
|
|
|
output.append(" label: ", Location::prefix(location), "\n");
|
|
|
|
output.append(" name: ", Location::prefix(location), "\n");
|
2018-02-21 00:12:09 +00:00
|
|
|
output.append(" region: ", regions.left(), "\n");
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
output.append(" board\n");
|
2018-04-08 23:50:42 +00:00
|
|
|
output.append(Memory{}.type("ROM").size(data.size()).content("Program").text());
|
2018-02-21 00:12:09 +00:00
|
|
|
if(ramSize && ramMode != "none") {
|
2018-04-08 23:50:42 +00:00
|
|
|
output.append(Memory{}.type("RAM").size(ramSize).content("Save").text());
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
output.append(" mode: ", ramMode, "\n");
|
|
|
|
output.append(" offset: 0x", hex(ramFrom), "\n");
|
2018-02-21 00:12:09 +00:00
|
|
|
}
|
|
|
|
return output;
|
|
|
|
}
|
|
|
|
|
Update to v100r02 release.
byuu says:
Sigh ... I'm really not a good person. I'm inherently selfish.
My responsibility and obligation right now is to work on loki, and
then on the Tengai Makyou Zero translation, and then on improving the
Famicom emulation.
And yet ... it's not what I really want to do. That shouldn't matter;
I should work on my responsibilities first.
Instead, I'm going to be a greedy, self-centered asshole, and work on
what I really want to instead.
I'm really sorry, guys. I'm sure this will make a few people happy,
and probably upset even more people.
I'm also making zero guarantees that this ever gets finished. As always,
I wish I could keep these things secret, so if I fail / give up, I could
just drop it with no shame. But I would have to cut everyone out of the
WIP process completely to make it happen. So, here goes ...
This WIP adds the initial skeleton for Sega Mega Drive / Genesis
emulation. God help us.
(minor note: apparently the new extension for Mega Drive games is .md,
neat. That's what I chose for the folders too. I thought it was .smd,
so that'll be fixed in icarus for the next WIP.)
(aside: this is why I wanted to get v100 out. I didn't want this code in
a skeleton state in v100's source. Nor did I want really broken emulation,
which the first release is sure to be, tarring said release.)
...
So, basically, I've been ruminating on the legacy I want to leave behind
with higan. 3D systems are just plain out. I'm never going to support
them. They're too complex for my abilities, and they would run too slowly
with my design style. I'm not willing to compromise my design ideals. And
I would never want to play a 3D game system at native 240p/480i resolution
... but 1080p+ upscaling is not accurate, so that's a conflict I want
to avoid entirely. It's also never going to emulate computer systems
(X68K, PC-98, FM-Towns, etc) because holy shit that would completely
destroy me. It's also never going emulate arcade machines.
So I think of higan as a collection of 2D emulators for consoles
and handhelds. I've gone over every major 2D gaming system there is,
looking for ones with games I actually care about and enjoy. And I
basically have five of those systems supported already. Looking at the
remaining list, I see only three systems left that I have any interest
in whatsoever: PC-Engine, Master System, Mega Drive. Again, I'm not in
any way committing to emulating any of these, but ... if I had all of
those in higan, I think I'd be content to really, truly, finally stop
writing more emulators for the rest of my life.
And so I decided to tackle the most difficult system first. If I'm
successful, the Z80 core should cover a lot of the work on the SMS. And
the HuC6280 should land somewhere between the NES and SNES in terms of
difficulty ... closer to the NES.
The systems that just don't appeal to me at all, which I will never touch,
include, but are not limited to:
* Atari 2600/5200/7800
* Lynx
* Jaguar
* Vectrex
* Colecovision
* Commodore 64
* Neo-Geo
* Neo-Geo Pocket / Color
* Virtual Boy
* Super A'can
* 32X
* CD-i
* etc, etc, etc.
And really, even if something were mildly interesting in there ... we
have to stop. I can't scale infinitely. I'm already way past my limit,
but I'm doing this anyway. Too many cores bloats everything and kills
quality on everything. I don't want higan to become MESS v2.
I don't know what I'll do about the Famicom Disk System, PC-Engine CD,
and Mega CD. I don't think I'll be able to achieve 60fps emulating the
Mega CD, even if I tried to.
I don't know what's going to happen here with even the Mega Drive. Maybe
I'll get driven crazy with the documentation and quit. Maybe it'll end
up being too complicated and I'll quit. Maybe the emulation will end up
way too slow and I'll give up. Maybe it'll take me seven years to get
any games playable at all. Maybe Steve Snake, AamirM and Mike Pavone
will pool money to hire a hitman to come after me. Who knows.
But this is what I want to do, so ... here goes nothing.
2016-07-09 04:21:37 +00:00
|
|
|
}
|