Update to v096r02 (OS X Preview for Developers) release.
byuu says:
Warning: this is not for the faint of heart. This is a very early,
unpolished, buggy release. But help testing/fixing bugs would be greatly
appreciated for anyone willing.
Requirements:
- Mac OS X 10.7+
- Xcode 7.2+
Installation Commands:
cd higan
gmake -j 4
gmake install
cd ../icarus
gmake -j 4
gmake install
(gmake install is absolutely required, sorry. You'll be missing key
files in key places if you don't run it, and nothing will work.)
(gmake uninstall also exists, or you can just delete the .app bundles
from your Applications folder, and the Dev folder on your desktop.)
If you want to use the GBA emulation, then you need to drop the GBA BIOS
into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom
Usage:
You'll now find higan.app and icarus.app in your Applications folders.
First, run icarus.app, navigate to where you keep your game ROMs. Now
click the settings button at the bottom right, and check "Create
Manifests", and click OK. (You'll need to do this every time you run
icarus because there's some sort of bug on OSX saving the settings.) Now
click "Import", and let it bring in your games into ~/Emulation.
Note: "Create Manifests" is required. I don't yet have a pipe
implementation on OS X for higan to invoke icarus yet. If you don't
check this box, it won't create manifest.bml files, and your games won't
run at all.
Now you can run higan.app. The first thing you'll want to do is go to
higan->Preferences... and assign inputs for your gamepads. At the very
least, do it for the default controller for all the systems you want to
emulate.
Now this is very important ... close the application at this point so
that it writes your config file to disk. There's a serious crashing bug,
and if you trigger it, you'll lose your input bindings.
Now the really annoying part ... go to Library->{System} and pick the
game you want to play. Right now, there's a ~50% chance the application
will bomb. It seems the hiro::pListView object is getting destroyed, yet
somehow the internal Cocoa callbacks are being triggered anyway. I don't
know how this is possible, and my attempts to debug with lldb have been
a failure :(
If you're unlucky, the application will crash. Restart and try again. If
it crashes every single time, then you can try launching your game from
the command-line instead. Example:
open /Applications/higan.app \
--args ~/Emulation/Super\ Famicom/Zelda3.sfc/
Help wanted:
I could really, really, really use some help with that crashing on game
loading. There's a lot of rough edges, but they're all cosmetic. This
one thing is pretty much the only major show-stopping issue at the
moment, preventing a wider general audience pre-compiled binary preview.
2016-01-05 02:59:19 +00:00
|
|
|
#define GL_ALPHA_TEST 0x0bc0
|
2013-04-09 13:31:46 +00:00
|
|
|
#include "opengl/opengl.hpp"
|
2013-03-19 08:48:50 +00:00
|
|
|
|
2015-06-20 05:44:05 +00:00
|
|
|
struct VideoCGL;
|
2013-03-21 12:59:01 +00:00
|
|
|
|
|
|
|
@interface RubyVideoCGL : NSOpenGLView {
|
|
|
|
@public
|
Update to v096r02 (OS X Preview for Developers) release.
byuu says:
Warning: this is not for the faint of heart. This is a very early,
unpolished, buggy release. But help testing/fixing bugs would be greatly
appreciated for anyone willing.
Requirements:
- Mac OS X 10.7+
- Xcode 7.2+
Installation Commands:
cd higan
gmake -j 4
gmake install
cd ../icarus
gmake -j 4
gmake install
(gmake install is absolutely required, sorry. You'll be missing key
files in key places if you don't run it, and nothing will work.)
(gmake uninstall also exists, or you can just delete the .app bundles
from your Applications folder, and the Dev folder on your desktop.)
If you want to use the GBA emulation, then you need to drop the GBA BIOS
into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom
Usage:
You'll now find higan.app and icarus.app in your Applications folders.
First, run icarus.app, navigate to where you keep your game ROMs. Now
click the settings button at the bottom right, and check "Create
Manifests", and click OK. (You'll need to do this every time you run
icarus because there's some sort of bug on OSX saving the settings.) Now
click "Import", and let it bring in your games into ~/Emulation.
Note: "Create Manifests" is required. I don't yet have a pipe
implementation on OS X for higan to invoke icarus yet. If you don't
check this box, it won't create manifest.bml files, and your games won't
run at all.
Now you can run higan.app. The first thing you'll want to do is go to
higan->Preferences... and assign inputs for your gamepads. At the very
least, do it for the default controller for all the systems you want to
emulate.
Now this is very important ... close the application at this point so
that it writes your config file to disk. There's a serious crashing bug,
and if you trigger it, you'll lose your input bindings.
Now the really annoying part ... go to Library->{System} and pick the
game you want to play. Right now, there's a ~50% chance the application
will bomb. It seems the hiro::pListView object is getting destroyed, yet
somehow the internal Cocoa callbacks are being triggered anyway. I don't
know how this is possible, and my attempts to debug with lldb have been
a failure :(
If you're unlucky, the application will crash. Restart and try again. If
it crashes every single time, then you can try launching your game from
the command-line instead. Example:
open /Applications/higan.app \
--args ~/Emulation/Super\ Famicom/Zelda3.sfc/
Help wanted:
I could really, really, really use some help with that crashing on game
loading. There's a lot of rough edges, but they're all cosmetic. This
one thing is pretty much the only major show-stopping issue at the
moment, preventing a wider general audience pre-compiled binary preview.
2016-01-05 02:59:19 +00:00
|
|
|
VideoCGL* video;
|
2013-03-21 12:59:01 +00:00
|
|
|
}
|
Update to v096r02 (OS X Preview for Developers) release.
byuu says:
Warning: this is not for the faint of heart. This is a very early,
unpolished, buggy release. But help testing/fixing bugs would be greatly
appreciated for anyone willing.
Requirements:
- Mac OS X 10.7+
- Xcode 7.2+
Installation Commands:
cd higan
gmake -j 4
gmake install
cd ../icarus
gmake -j 4
gmake install
(gmake install is absolutely required, sorry. You'll be missing key
files in key places if you don't run it, and nothing will work.)
(gmake uninstall also exists, or you can just delete the .app bundles
from your Applications folder, and the Dev folder on your desktop.)
If you want to use the GBA emulation, then you need to drop the GBA BIOS
into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom
Usage:
You'll now find higan.app and icarus.app in your Applications folders.
First, run icarus.app, navigate to where you keep your game ROMs. Now
click the settings button at the bottom right, and check "Create
Manifests", and click OK. (You'll need to do this every time you run
icarus because there's some sort of bug on OSX saving the settings.) Now
click "Import", and let it bring in your games into ~/Emulation.
Note: "Create Manifests" is required. I don't yet have a pipe
implementation on OS X for higan to invoke icarus yet. If you don't
check this box, it won't create manifest.bml files, and your games won't
run at all.
Now you can run higan.app. The first thing you'll want to do is go to
higan->Preferences... and assign inputs for your gamepads. At the very
least, do it for the default controller for all the systems you want to
emulate.
Now this is very important ... close the application at this point so
that it writes your config file to disk. There's a serious crashing bug,
and if you trigger it, you'll lose your input bindings.
Now the really annoying part ... go to Library->{System} and pick the
game you want to play. Right now, there's a ~50% chance the application
will bomb. It seems the hiro::pListView object is getting destroyed, yet
somehow the internal Cocoa callbacks are being triggered anyway. I don't
know how this is possible, and my attempts to debug with lldb have been
a failure :(
If you're unlucky, the application will crash. Restart and try again. If
it crashes every single time, then you can try launching your game from
the command-line instead. Example:
open /Applications/higan.app \
--args ~/Emulation/Super\ Famicom/Zelda3.sfc/
Help wanted:
I could really, really, really use some help with that crashing on game
loading. There's a lot of rough edges, but they're all cosmetic. This
one thing is pretty much the only major show-stopping issue at the
moment, preventing a wider general audience pre-compiled binary preview.
2016-01-05 02:59:19 +00:00
|
|
|
-(id) initWith:(VideoCGL*)video pixelFormat:(NSOpenGLPixelFormat*)pixelFormat;
|
2013-03-21 12:59:01 +00:00
|
|
|
-(void) reshape;
|
|
|
|
@end
|
|
|
|
|
2015-06-20 05:44:05 +00:00
|
|
|
struct VideoCGL : Video, OpenGL {
|
2017-07-24 05:23:40 +00:00
|
|
|
VideoCGL() { initialize(); }
|
|
|
|
~VideoCGL() { terminate(); }
|
2013-03-19 08:48:50 +00:00
|
|
|
|
2017-07-24 05:23:40 +00:00
|
|
|
auto ready() -> bool { return _ready; }
|
2013-03-19 08:48:50 +00:00
|
|
|
|
2017-07-24 05:23:40 +00:00
|
|
|
auto context() -> uintptr { return (uintptr)_context; }
|
|
|
|
auto blocking() -> bool { return _blocking; }
|
|
|
|
auto smooth() -> bool { return _smooth; }
|
|
|
|
auto shader() -> string { return _shader; }
|
2013-03-19 08:48:50 +00:00
|
|
|
|
2017-07-24 05:23:40 +00:00
|
|
|
auto setContext(uintptr context) -> bool {
|
|
|
|
if(_context == (NSView*)context) return true;
|
|
|
|
_context = (NSView*)context;
|
|
|
|
return initialize();
|
2013-03-19 08:48:50 +00:00
|
|
|
}
|
|
|
|
|
2017-07-24 05:23:40 +00:00
|
|
|
auto setBlocking(bool blocking) -> bool {
|
|
|
|
if(_blocking == blocking) return true;
|
|
|
|
_blocking = blocking;
|
|
|
|
if(!view) return true;
|
|
|
|
@autoreleasepool {
|
|
|
|
[[view openGLContext] makeCurrentContext];
|
|
|
|
int blocking = _blocking;
|
|
|
|
[[view openGLContext] setValues:&blocking forParameter:NSOpenGLCPSwapInterval];
|
2013-03-19 08:48:50 +00:00
|
|
|
}
|
2017-07-24 05:23:40 +00:00
|
|
|
return true;
|
2013-03-19 08:48:50 +00:00
|
|
|
}
|
|
|
|
|
2017-07-24 05:23:40 +00:00
|
|
|
auto setSmooth(bool smooth) -> bool {
|
|
|
|
if(_smooth == smooth) return true;
|
|
|
|
_smooth = smooth;
|
|
|
|
if(!_shader) OpenGL::filter = _smooth ? GL_LINEAR : GL_NEAREST;
|
|
|
|
return true;
|
2013-03-19 08:48:50 +00:00
|
|
|
}
|
|
|
|
|
Update to v103r23 release.
byuu says:
Changelog:
- gb: added accelerometer X-axis, Y-Axis inputs¹
- gb: added rumble input¹
- gb/mbc5: added rumble support²
- gb/mbc6: added skeleton driver, but it doesn't boot Net de Get
- gb/mbc7: added mostly complete driver (only missing EEPROM), but it
doesn't boot Kirby Tilt 'n' Tumble
- gb/tama: added leap year assignment
- tomoko: fixed macOS compilation [MerryMage]
- hiro/cocoa: fix table cell redrawing on updates and automatic column
resizing [ncbncb]
- hiro/cocoa: fix some weird issue with clicking table view checkboxes
on Retina displays [ncbncb]
- icarus: enhance Game Boy heuristics³
- nall: fix three missing return statements [Jonas Quinn]
- ruby: hopefully fixed all compilation errors reported by Screwtape
et al⁴
¹: because there's no concept of a controller for cartridge inputs,
I'm attaching to the base platform for now. An idea I had was to make
separate ports for each cartridge type ... but this would duplicate the
rumble input between MBC5 and MBC7. And would also be less discoverable.
But it would be more clean in that users wouldn't think the Game Boy
hardware had this functionality. I'll think about it.
²: it probably won't work yet. Rumble isn't documented anywhere, but
I dug through an emulator named GEST and discovered that it seems to use
bit 3 of the RAM bank select to be rumble. I don't know if it sets the
bit for rumbling, then clears when finished, or if it sets it and then
after a few milliseconds it stops rumbling. I couldn't test on my
FreeBSD box because SDL 1.2 doesn't support rumble, udev doesn't exist
on FreeBSD, and nobody has ever posted any working code for how to use
evdev (or whatever it's called) on FreeBSD.
³: I'm still thinking about specifying the MBC7 RAM as EEPROM, since
it's not really static RAM.
⁴: if possible, please test all drivers if you can. I want to ensure
they're all working. Especially let me know if the following work:
macOS: input.carbon Linux: audio.pulseaudiosimple, audio.ao (libao)
If I can confirm these are working, I'm going to then remove them from
being included with stock higan builds.
I'm also considering dropping SDL video on Linux/BSD. XShm is much
faster and supports blurring. I may also drop SDL input on Linux, since
udev works better. That will free a dependency on SDL 1.2 for building
higan. FreeBSD is still going to need it for joypad support, however.
2017-07-30 13:00:31 +00:00
|
|
|
auto setShader(string shader) -> bool {
|
2017-07-24 05:23:40 +00:00
|
|
|
if(_shader == shader) return true;
|
|
|
|
OpenGL::shader(_shader = shader);
|
|
|
|
if(!_shader) OpenGL::filter = _smooth ? GL_LINEAR : GL_NEAREST;
|
|
|
|
return true;
|
2013-03-19 08:48:50 +00:00
|
|
|
}
|
|
|
|
|
2015-06-15 22:16:43 +00:00
|
|
|
auto clear() -> void {
|
2017-07-24 05:23:40 +00:00
|
|
|
if(!ready()) return;
|
2013-03-19 08:48:50 +00:00
|
|
|
@autoreleasepool {
|
|
|
|
[view lockFocus];
|
|
|
|
OpenGL::clear();
|
|
|
|
[[view openGLContext] flushBuffer];
|
|
|
|
[view unlockFocus];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-07-24 05:23:40 +00:00
|
|
|
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
|
|
|
|
if(!ready()) return false;
|
|
|
|
OpenGL::size(width, height);
|
|
|
|
return OpenGL::lock(data, pitch);
|
|
|
|
}
|
|
|
|
|
|
|
|
auto unlock() -> void {
|
|
|
|
if(!ready()) return;
|
|
|
|
}
|
|
|
|
|
|
|
|
auto output() -> void {
|
|
|
|
if(!ready()) return;
|
2013-03-19 08:48:50 +00:00
|
|
|
@autoreleasepool {
|
|
|
|
if([view lockFocusIfCanDraw]) {
|
2017-08-06 13:36:26 +00:00
|
|
|
auto area = [view convertRectToBacking:[view bounds]];
|
2017-07-24 05:23:40 +00:00
|
|
|
OpenGL::outputWidth = area.size.width;
|
|
|
|
OpenGL::outputHeight = area.size.height;
|
|
|
|
OpenGL::output();
|
2013-03-19 08:48:50 +00:00
|
|
|
[[view openGLContext] flushBuffer];
|
|
|
|
[view unlockFocus];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-07-24 05:23:40 +00:00
|
|
|
private:
|
|
|
|
auto initialize() -> bool {
|
|
|
|
terminate();
|
|
|
|
if(!_context) return false;
|
|
|
|
|
2013-03-19 08:48:50 +00:00
|
|
|
@autoreleasepool {
|
2017-07-24 05:23:40 +00:00
|
|
|
NSOpenGLPixelFormatAttribute attributeList[] = {
|
2013-04-14 08:52:47 +00:00
|
|
|
NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion3_2Core,
|
2013-03-19 08:48:50 +00:00
|
|
|
NSOpenGLPFAColorSize, 24,
|
2013-04-14 08:52:47 +00:00
|
|
|
NSOpenGLPFAAlphaSize, 8,
|
2013-03-19 08:48:50 +00:00
|
|
|
NSOpenGLPFADoubleBuffer,
|
|
|
|
0
|
|
|
|
};
|
|
|
|
|
2017-07-24 05:23:40 +00:00
|
|
|
auto size = [_context frame].size;
|
|
|
|
auto format = [[[NSOpenGLPixelFormat alloc] initWithAttributes:attributeList] autorelease];
|
2013-04-14 08:52:47 +00:00
|
|
|
auto context = [[[NSOpenGLContext alloc] initWithFormat:format shareContext:nil] autorelease];
|
2013-03-19 08:48:50 +00:00
|
|
|
|
2013-03-21 12:59:01 +00:00
|
|
|
view = [[RubyVideoCGL alloc] initWith:this pixelFormat:format];
|
2013-04-14 08:52:47 +00:00
|
|
|
[view setOpenGLContext:context];
|
2013-03-19 08:48:50 +00:00
|
|
|
[view setFrame:NSMakeRect(0, 0, size.width, size.height)];
|
|
|
|
[view setAutoresizingMask:NSViewWidthSizable | NSViewHeightSizable];
|
2017-08-06 13:36:26 +00:00
|
|
|
[view setWantsBestResolutionOpenGLSurface:YES];
|
2017-07-24 05:23:40 +00:00
|
|
|
[_context addSubview:view];
|
2013-04-14 08:52:47 +00:00
|
|
|
[context setView:view];
|
2013-03-19 08:48:50 +00:00
|
|
|
|
|
|
|
[view lockFocus];
|
|
|
|
|
2017-07-24 05:23:40 +00:00
|
|
|
OpenGL::initialize();
|
2013-03-19 08:48:50 +00:00
|
|
|
|
2017-07-24 05:23:40 +00:00
|
|
|
int blocking = _blocking;
|
|
|
|
[[view openGLContext] setValues:&blocking forParameter:NSOpenGLCPSwapInterval];
|
2013-03-19 08:48:50 +00:00
|
|
|
|
|
|
|
[view unlockFocus];
|
|
|
|
}
|
|
|
|
|
2013-03-21 12:59:01 +00:00
|
|
|
clear();
|
2017-07-24 05:23:40 +00:00
|
|
|
return _ready = true;
|
2013-03-19 08:48:50 +00:00
|
|
|
}
|
|
|
|
|
Update to v103r24 release.
byuu says:
Changelog:
- gb/mbc6: mapper is now functional, but Net de Get has some text
corruption¹
- gb/mbc7: mapper is now functional²
- gb/cpu: HDMA syncs other components after each byte transfer now
- gb/ppu: LY,LX forced to zero when LCDC.d7 is lowered (eg disabled),
not when it's raised (eg enabled)
- gb/ppu: the LCD does not run at all when LCDC.d7 is clear³
- fixes graphical corruption between scene transitions in Legend
of Zelda - Oracle of Ages
- thanks to Cydrak, Shonumi, gekkio for their input on the cause
of this issue
- md/controller: renamed "Gamepad" to "Control Pad" per official
terminology
- md/controller: added "Fighting Pad" (6-button controller) emulation
[hex\_usr]
- processor/m68k: fixed TAS to set data.d7 when
EA.mode==DataRegisterDirect; fixes Asterix
- hiro/windows: removed carriage returns from mouse.cpp and
desktop.cpp
- ruby/audio/alsa: added device driver selection [SuperMikeMan]
- ruby/audio/ao: set format.matrix=nullptr to prevent a crash on some
systems [SuperMikeMan]
- ruby/video/cgl: rename term() to terminate() to fix a crash on macOS
[Sintendo]
¹: The observation that this mapper split $4000-7fff into two banks
came from MAME's implementation. But their implementation was quite
broken and incomplete, so I didn't actually use any of it. The
observation that this mapper split $a000-bfff into two banks came from
Tauwasser, and I did directly use that information, plus the knowledge
that $0400/$0800 are the RAM bank select registers.
The text corruption is due to a race condition with timing. The game is
transferring font letters via HDMA, but the game code ends up setting
the bank# with the font a bit too late after the HDMA has already
occurred. I'm not sure how to fix this ... as a whole, I assumed my Game
Boy timing was pretty good, but apparently it's not that good.
²: The entire design of this mapper comes from endrift's notes.
endrift gets full credit for higan being able to emulate this mapper.
Note that the accelerometer implementation is still not tested, and
probably won't work right until I tweak the sensitivity a lot.
³: So the fun part of this is ... it breaks the strict 60fps rate of
the Game Boy. This was always inevitable: certain timing conditions can
stretch frames, too. But this is pretty much an absolute deal breaker
for something like Vsync timing. This pretty much requires adaptive sync
to run well without audio stuttering during the transition.
There's currently one very important detail missing: when the LCD is
turned off, presumably the image on the screen fades to white. I do not
know how long this process takes, or how to really go about emulating
it. Right now as an incomplete patch, I'm simply leaving the last
displayed image on the screen until the LCD is turned on again. But I
will have to output white, as well as add code to break out of the
emulation loop periodically when the LCD is left off eg indefinitely, or
bad things would happen. I'll work something out and then implement.
Another detail is I'm not sure how long it takes for the LCD to start
rendering again once enabled. Right now, it's immediate. I've heard it's
as long as 1/60th of a second, but that really seems incredibly
excessive? I'd like to know at least a reasonably well-supported
estimate before I implement that.
2017-08-01 11:41:27 +00:00
|
|
|
auto terminate() -> void {
|
2017-07-24 05:23:40 +00:00
|
|
|
_ready = false;
|
|
|
|
OpenGL::terminate();
|
2013-03-19 08:48:50 +00:00
|
|
|
|
2017-07-24 05:23:40 +00:00
|
|
|
if(!view) return;
|
2013-03-19 08:48:50 +00:00
|
|
|
@autoreleasepool {
|
|
|
|
[view removeFromSuperview];
|
|
|
|
[view release];
|
|
|
|
view = nil;
|
|
|
|
}
|
|
|
|
}
|
2017-07-24 05:23:40 +00:00
|
|
|
|
|
|
|
RubyVideoCGL* view = nullptr;
|
|
|
|
|
Update to v103r23 release.
byuu says:
Changelog:
- gb: added accelerometer X-axis, Y-Axis inputs¹
- gb: added rumble input¹
- gb/mbc5: added rumble support²
- gb/mbc6: added skeleton driver, but it doesn't boot Net de Get
- gb/mbc7: added mostly complete driver (only missing EEPROM), but it
doesn't boot Kirby Tilt 'n' Tumble
- gb/tama: added leap year assignment
- tomoko: fixed macOS compilation [MerryMage]
- hiro/cocoa: fix table cell redrawing on updates and automatic column
resizing [ncbncb]
- hiro/cocoa: fix some weird issue with clicking table view checkboxes
on Retina displays [ncbncb]
- icarus: enhance Game Boy heuristics³
- nall: fix three missing return statements [Jonas Quinn]
- ruby: hopefully fixed all compilation errors reported by Screwtape
et al⁴
¹: because there's no concept of a controller for cartridge inputs,
I'm attaching to the base platform for now. An idea I had was to make
separate ports for each cartridge type ... but this would duplicate the
rumble input between MBC5 and MBC7. And would also be less discoverable.
But it would be more clean in that users wouldn't think the Game Boy
hardware had this functionality. I'll think about it.
²: it probably won't work yet. Rumble isn't documented anywhere, but
I dug through an emulator named GEST and discovered that it seems to use
bit 3 of the RAM bank select to be rumble. I don't know if it sets the
bit for rumbling, then clears when finished, or if it sets it and then
after a few milliseconds it stops rumbling. I couldn't test on my
FreeBSD box because SDL 1.2 doesn't support rumble, udev doesn't exist
on FreeBSD, and nobody has ever posted any working code for how to use
evdev (or whatever it's called) on FreeBSD.
³: I'm still thinking about specifying the MBC7 RAM as EEPROM, since
it's not really static RAM.
⁴: if possible, please test all drivers if you can. I want to ensure
they're all working. Especially let me know if the following work:
macOS: input.carbon Linux: audio.pulseaudiosimple, audio.ao (libao)
If I can confirm these are working, I'm going to then remove them from
being included with stock higan builds.
I'm also considering dropping SDL video on Linux/BSD. XShm is much
faster and supports blurring. I may also drop SDL input on Linux, since
udev works better. That will free a dependency on SDL 1.2 for building
higan. FreeBSD is still going to need it for joypad support, however.
2017-07-30 13:00:31 +00:00
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bool _ready = false;
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2017-07-24 05:23:40 +00:00
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NSView* _context = nullptr;
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bool _blocking = false;
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bool _smooth = true;
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string _shader;
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2013-03-19 08:48:50 +00:00
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};
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2013-03-21 12:59:01 +00:00
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@implementation RubyVideoCGL : NSOpenGLView
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Update to v096r02 (OS X Preview for Developers) release.
byuu says:
Warning: this is not for the faint of heart. This is a very early,
unpolished, buggy release. But help testing/fixing bugs would be greatly
appreciated for anyone willing.
Requirements:
- Mac OS X 10.7+
- Xcode 7.2+
Installation Commands:
cd higan
gmake -j 4
gmake install
cd ../icarus
gmake -j 4
gmake install
(gmake install is absolutely required, sorry. You'll be missing key
files in key places if you don't run it, and nothing will work.)
(gmake uninstall also exists, or you can just delete the .app bundles
from your Applications folder, and the Dev folder on your desktop.)
If you want to use the GBA emulation, then you need to drop the GBA BIOS
into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom
Usage:
You'll now find higan.app and icarus.app in your Applications folders.
First, run icarus.app, navigate to where you keep your game ROMs. Now
click the settings button at the bottom right, and check "Create
Manifests", and click OK. (You'll need to do this every time you run
icarus because there's some sort of bug on OSX saving the settings.) Now
click "Import", and let it bring in your games into ~/Emulation.
Note: "Create Manifests" is required. I don't yet have a pipe
implementation on OS X for higan to invoke icarus yet. If you don't
check this box, it won't create manifest.bml files, and your games won't
run at all.
Now you can run higan.app. The first thing you'll want to do is go to
higan->Preferences... and assign inputs for your gamepads. At the very
least, do it for the default controller for all the systems you want to
emulate.
Now this is very important ... close the application at this point so
that it writes your config file to disk. There's a serious crashing bug,
and if you trigger it, you'll lose your input bindings.
Now the really annoying part ... go to Library->{System} and pick the
game you want to play. Right now, there's a ~50% chance the application
will bomb. It seems the hiro::pListView object is getting destroyed, yet
somehow the internal Cocoa callbacks are being triggered anyway. I don't
know how this is possible, and my attempts to debug with lldb have been
a failure :(
If you're unlucky, the application will crash. Restart and try again. If
it crashes every single time, then you can try launching your game from
the command-line instead. Example:
open /Applications/higan.app \
--args ~/Emulation/Super\ Famicom/Zelda3.sfc/
Help wanted:
I could really, really, really use some help with that crashing on game
loading. There's a lot of rough edges, but they're all cosmetic. This
one thing is pretty much the only major show-stopping issue at the
moment, preventing a wider general audience pre-compiled binary preview.
2016-01-05 02:59:19 +00:00
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-(id) initWith:(VideoCGL*)videoPointer pixelFormat:(NSOpenGLPixelFormat*)pixelFormat {
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2013-03-21 12:59:01 +00:00
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if(self = [super initWithFrame:NSMakeRect(0, 0, 0, 0) pixelFormat:pixelFormat]) {
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video = videoPointer;
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}
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return self;
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}
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-(void) reshape {
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2017-07-24 05:23:40 +00:00
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video->output();
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2013-03-21 12:59:01 +00:00
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}
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@end
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