bsnes/nall/nall.hpp

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Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
/* nall
* author: byuu
* license: ISC
*
* nall is a header library that provides both fundamental and useful classes
* its goals are portability, consistency, minimalism and reusability
*/
#ifndef NALL_HPP
#define NALL_HPP
//include the most common nall headers with one statement
//does not include the most obscure components with high cost and low usage
#include <nall/platform.hpp>
#include <nall/algorithm.hpp>
#include <nall/any.hpp>
#include <nall/atoi.hpp>
#include <nall/bit.hpp>
Update to v094r05 release. byuu says: Commands can be prefixed with: (cpu|smp|ppu|dsp|apu|vram|oam|cgram)/ to set their source. Eg "vram/hex 0800" or "smp/breakpoints.append execute ffc0"; default is cpu. These overlap a little bit in odd ways, but that's just the way the SNES works: it's not a very orthogonal system. CPU is both a processor and the main bus (ROM, RAM, WRAM, etc), APU is the shared memory by the SMP+DSP (eg use it to catch writes from either chip); PPU probably won't ever be used since it's broken down into three separate buses (VRAM, OAM, CGRAM), but DSP could be useful for tracking bugs like we found in Koushien 2 with the DSP echo buffer corrupting SMP opcodes. Technically the PPU memory pools are only ever tripped by the CPU poking at them, as the PPU doesn't ever write. I now have run.for, run.to, step.for, step.to. The difference is that run only prints the next instruction after running, whereas step prints all of the instructions along the way as well. run.to acts the same as "step over" here. Although it's not quite as nice, since you have to specify the address of the next instruction. Logging the Field/Vcounter/Hcounter on instruction listings now, good for timing information. Added in the tracer mask, as well as memory export, as well as VRAM/OAM/CGRAM/SMP read/write/execute breakpoints, as well as an APU usage map (it tracks DSP reads/writes separately, although I don't currently have debugger callbacks on DSP accesses just yet.) Have not hooked up actual SMP debugging just yet, but I plan to soon. Still thinking about how I want to allow / block interleaving of instructions (terminal output and tracing.) So ... remaining tasks at this point: - full SMP debugging - CPU+SMP interleave support - aliases - hotkeys - save states (will be kind of tricky ... will have to suppress breakpoints during synchronization, or abort a save in a break event.) - keep track of window geometry between runs
2014-02-05 11:30:08 +00:00
#include <nall/bitvector.hpp>
#include <nall/config.hpp>
#include <nall/directory.hpp>
#include <nall/dl.hpp>
#include <nall/endian.hpp>
#include <nall/file.hpp>
#include <nall/file-system-object.hpp>
#include <nall/filemap.hpp>
#include <nall/function.hpp>
#include <nall/hashset.hpp>
Update to v093r12 release. byuu says: I've completely redone the ethos InputManager and ruby to work on HID::Device objects instead of one giant scancode pool. Currently only the udev driver supports the changes to ruby, so only Linux users will be able to compile and run this WIP build. The nice thing about the new system is that it's now possible to uniquely identify controllers, so if you swap out gamepads, you won't end up with it working but with all the mappings all screwed up. Since higan lets you map multiple physical inputs to one emulated input, you can now configure your keyboard and multiple gamepads to the same emulated input, and then just use whatever controller you want. Because USB gamepad makers failed to provide unique serial#s with each controller, we have to limit the mapping to specific USB ports. Otherwise, we couldn't distinguish two otherwise identical gamepads. So basically your computer USB ports act like real game console input port numbers. Which is kind of neat, I guess. And the really nice thing about the new system is that we now have the capability to support hotplugging input devices. I haven't yet added this to any drivers, but I'm definitely going to add it to udev for v094 official. Finally, with the device ID (vendor ID + product ID) exposed, we gain one last really cool feature that we may be able to develop more in the future. Say we created a joypad.bml file to include with higan. In it, we'd store the Xbox 360 controller, and pre-defined button mappings for each emulated system. So if higan detects you have an Xbox 360 controller, you can just plug it in and use it. Even better, we can clearly specify the difference between triggers and analog axes, and name each individual input. So you'd see "Xbox 360 Gamepad #1: Left Trigger" instead of higan v093's "JP0::Axis2.Hi" Note: for right now, ethos' input manager isn't filtering the device IDs to look pretty. So you're going to see a 64-bit hex value for a device ID right now instead of something like Joypad#N for now.
2013-12-23 11:43:51 +00:00
#include <nall/hid.hpp>
#include <nall/image.hpp>
#include <nall/interpolation.hpp>
#include <nall/intrinsics.hpp>
#include <nall/invoke.hpp>
#include <nall/map.hpp>
#include <nall/matrix.hpp>
#include <nall/maybe.hpp>
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
#include <nall/memory.hpp>
#include <nall/property.hpp>
#include <nall/random.hpp>
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
#include <nall/range.hpp>
#include <nall/serializer.hpp>
#include <nall/set.hpp>
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
#include <nall/shared-pointer.hpp>
#include <nall/sort.hpp>
#include <nall/stdint.hpp>
#include <nall/stream.hpp>
#include <nall/string.hpp>
#include <nall/thread.hpp>
#include <nall/traits.hpp>
#include <nall/utility.hpp>
#include <nall/varint.hpp>
#include <nall/vector.hpp>
#include <nall/decode/base64.hpp>
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
#include <nall/decode/bmp.hpp>
#include <nall/decode/gzip.hpp>
#include <nall/decode/inflate.hpp>
#include <nall/decode/png.hpp>
#include <nall/decode/url.hpp>
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
#include <nall/decode/zip.hpp>
#include <nall/encode/base64.hpp>
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
#include <nall/hash/crc16.hpp>
#include <nall/hash/crc32.hpp>
#include <nall/hash/sha256.hpp>
#if defined(PLATFORM_WINDOWS)
#include <nall/windows/registry.hpp>
#include <nall/windows/utf8.hpp>
#endif
#if defined(API_POSIX)
#include <nall/serial.hpp>
#endif
#endif