bsnes/higan/GNUmakefile

67 lines
1.5 KiB
Makefile
Raw Normal View History

include ../nall/GNUmakefile
target := tomoko
# target := loki
Update to v090 release. byuu says: Most notably, this release adds Nintendo DS emulation. The Nintendo DS module was written entirely by Cydrak, so please give him all of the credit for it. I for one am extremely grateful to be allowed to use his module in bsnes. The Nintendo DS emulator's standalone name is dasShiny. You will need the Nintendo DS firmware, which I cannot provide, in order to use it. It also cannot (currently?) detect the save type used by NDS games. As such, manifest.xml files must be created manually for this purpose. The long-term plan is to create a database of save types for each game. Also, you will need an analog input device for the touch screen for now (joypad axes work well.) There have also been a lot of changes from my end: a unified manifest.xml format across all systems, major improvements to SPC7110 emulation, enhancements to RTC emulation, MSU1 enhancements, icons in the file browser list, improvements to SNES coprocessor memory mapping, cleanups and improvements in the libraries used to build bsnes, etc. I've also included kaijuu (which allows launching game folders directly with bsnes) and purify (which allows opening images that are compressed, have copier headers, and have wrong extensions); both of which are fully GUI-based. This release only loads game folders, not files. Use purify to load ROM files in bsnes. Note that this will likely be the last release for a long time, and that I will probably rename the emulator for the next release, due to how many additional systems it now supports.
2012-08-07 14:08:37 +00:00
# console := true
flags += -I. -I.. -O3
Update to v098r12 release. byuu says: Changelog: - higan/video: added support for Emulator::Sprite - higan/resource: a new system for accessing embedded binary files inside the emulation cores; holds the sprites - higan/sfc/superscope,justifier: re-enabled display of crosshairs - higan/sfc/superscope: fixed turbo toggle (also shows different crosshair color when in turbo mode) - higan/sfc/ppu: always outputs at 512x480 resolution now - causes a slight speed-hit from ~127fps to ~125fps; - but allows high-resolution 32x32 cursors that look way better; - also avoids the need to implement sprite scaling logic Right now, the PPU code to always output at 480-height is a really gross hack. Don't worry, I'll make that nicer before release. Also, superscope.cpp and justifier.cpp are built around a 256x240 screen. But since we now have 512x480, we can make the cursor's movement much smoother by doubling the resolution on both axes. The actual games won't see any accuracy improvements when firing the light guns, but the cursors will animate nicer so I think it's still worth it. I'll work on that before the next release as well. The current 32x32 cursors are nicer, but we can do better now with full 24-bit color. So feel free to submit alternatives. I'll probably reject them, but you can always try :D The sprites don't support alpha blending, just color keying (0x00000000 = transparent; anything else is 0xff......). We can revisit that later if necessary. The way I have it designed, the only files that do anything with Emulator::Sprite at all are the superscope and justifier folders. I didn't have to add any hooks anywhere else. Rendering the sprite is a lot cleaner than the old code, too.
2016-05-26 11:20:15 +00:00
objects := libco audio video resource
# profile-guided optimization mode
# pgo := instrument
# pgo := optimize
ifeq ($(pgo),instrument)
flags += -fprofile-generate
link += -lgcov
else ifeq ($(pgo),optimize)
flags += -fprofile-use
endif
# platform
ifeq ($(platform),windows)
Update to v090 release. byuu says: Most notably, this release adds Nintendo DS emulation. The Nintendo DS module was written entirely by Cydrak, so please give him all of the credit for it. I for one am extremely grateful to be allowed to use his module in bsnes. The Nintendo DS emulator's standalone name is dasShiny. You will need the Nintendo DS firmware, which I cannot provide, in order to use it. It also cannot (currently?) detect the save type used by NDS games. As such, manifest.xml files must be created manually for this purpose. The long-term plan is to create a database of save types for each game. Also, you will need an analog input device for the touch screen for now (joypad axes work well.) There have also been a lot of changes from my end: a unified manifest.xml format across all systems, major improvements to SPC7110 emulation, enhancements to RTC emulation, MSU1 enhancements, icons in the file browser list, improvements to SNES coprocessor memory mapping, cleanups and improvements in the libraries used to build bsnes, etc. I've also included kaijuu (which allows launching game folders directly with bsnes) and purify (which allows opening images that are compressed, have copier headers, and have wrong extensions); both of which are fully GUI-based. This release only loads game folders, not files. Use purify to load ROM files in bsnes. Note that this will likely be the last release for a long time, and that I will probably rename the emulator for the next release, due to how many additional systems it now supports.
2012-08-07 14:08:37 +00:00
ifeq ($(console),true)
link += -mconsole
else
link += -mwindows
endif
link += -mthreads -luuid -lkernel32 -luser32 -lgdi32 -lcomctl32 -lcomdlg32 -lshell32
link += -Wl,-enable-auto-import
link += -Wl,-enable-runtime-pseudo-reloc
else ifeq ($(platform),macosx)
flags += -march=native
Update to v096r07 release. byuu says: Changelog: - configuration files are now stored in localpath() instead of configpath() - Video gamma/saturation/luminance sliders are gone now, sorry - added Video Filter->Blur Emulation [1] - added Video Filter->Scanline Emulation [2] - improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn] [1] For the Famicom, this does nothing. For the Super Famicom, this performs horizontal blending for proper pseudo-hires translucency. For the Game Boy, Game Boy Color, and Game Boy Advance, this performs interframe blending (each frame is the average of the current and previous frame), which is important for things like the GBVideoPlayer. [2] Right now, this only applies to the Super Famicom, but it'll come to the Famicom in the future. For the Super Famicom, this option doesn't just add scanlines, it simulates the phosphor decay that's visible in interlace mode. If you observe an interlaced game like RPM Racing on a real SNES, you'll notice that even on perfectly still screens, the image appears to shake. This option emulates that effect. Note 1: the buffering right now is a little sub-optimal, so there will be a slight speed hit with this new support. Since the core is now generating native ARGB8888 colors, it might as well call out to the interface to lock/unlock/refresh the video, that way it can render directly to the screen. Although ... that might not be such a hot idea, since the GBx interframe blending reads from the target buffer, and that tends to be a catastrophic option for performance. Note 2: the balanced and performance profiles for the SNES are completely busted again. This WIP took 6 1/2 hours, and I'm exhausted. Very much not looking forward to working on those, since those two have all kinds of fucked up speedup tricks for non-interlaced and/or non-hires video modes. Note 3: if you're on Windows and you saved your system folders somewhere else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 10:06:51 +00:00
else ifneq ($(filter $(platform),linux bsd),)
flags += -march=native -fopenmp
link += -fopenmp
link += -Wl,-export-dynamic
link += -lX11 -lXext
else
$(error "unsupported platform")
endif
compile = \
$(strip \
$(if $(filter %.c,$<), \
$(compiler) $(cflags) $(flags) $1 -c $< -o $@, \
$(if $(filter %.cpp,$<), \
$(compiler) $(cppflags) $(flags) $1 -c $< -o $@ \
) \
) \
)
%.o: $<; $(call compile)
all: build;
Update to v098r01 release. byuu says: Changelog: - SFC: balanced profile removed - SFC: performance profile removed - SFC: code for handling non-threaded CPU, SMP, DSP, PPU removed - SFC: Coprocessor, Controller (and expansion port) shared Thread code merged to SFC::Cothread - Cothread here just means "Thread with CPU affinity" (couldn't think of a better name, sorry) - SFC: CPU now has vector<Thread*> coprocessors, peripherals; - this is the beginning of work to allow expansion port devices to be dynamically changed at run-time - ruby: all audio drivers default to 48000hz instead of 22050hz now if no frequency is assigned - note: the WASAPI driver can default to whatever the native frequency is; doesn't have to be 48000hz - tomoko: removed the ability to change the frequency from the UI (but it will display the frequency used) - tomoko: removed the timing settings panel - the goal is to work toward smooth video via adaptive sync - the model is broken by not being in control of the audio frequency anyway - it's further broken by PAL running at 50hz and WSC running at 75hz - it was always broken anyway by SNES interlace timing varying from progressive timing - higan: audio/ stub created (for now, it's just nall/dsp/ moved here and included as a header) - higan: video/ stub created - higan/GNUmakefile: now includes build rules for essential components (libco, emulator, audio, video) The audio changes are in preparation to merge wareya's awesome WASAPI work without the need for the nall/dsp resampler.
2016-04-09 03:40:12 +00:00
obj/libco.o: ../libco/libco.c $(call rwildcard,../libco/)
obj/audio.o: audio/audio.cpp $(call rwildcard,audio/)
obj/video.o: video/video.cpp $(call rwildcard,video/)
Update to v098r12 release. byuu says: Changelog: - higan/video: added support for Emulator::Sprite - higan/resource: a new system for accessing embedded binary files inside the emulation cores; holds the sprites - higan/sfc/superscope,justifier: re-enabled display of crosshairs - higan/sfc/superscope: fixed turbo toggle (also shows different crosshair color when in turbo mode) - higan/sfc/ppu: always outputs at 512x480 resolution now - causes a slight speed-hit from ~127fps to ~125fps; - but allows high-resolution 32x32 cursors that look way better; - also avoids the need to implement sprite scaling logic Right now, the PPU code to always output at 480-height is a really gross hack. Don't worry, I'll make that nicer before release. Also, superscope.cpp and justifier.cpp are built around a 256x240 screen. But since we now have 512x480, we can make the cursor's movement much smoother by doubling the resolution on both axes. The actual games won't see any accuracy improvements when firing the light guns, but the cursors will animate nicer so I think it's still worth it. I'll work on that before the next release as well. The current 32x32 cursors are nicer, but we can do better now with full 24-bit color. So feel free to submit alternatives. I'll probably reject them, but you can always try :D The sprites don't support alpha blending, just color keying (0x00000000 = transparent; anything else is 0xff......). We can revisit that later if necessary. The way I have it designed, the only files that do anything with Emulator::Sprite at all are the superscope and justifier folders. I didn't have to add any hooks anywhere else. Rendering the sprite is a lot cleaner than the old code, too.
2016-05-26 11:20:15 +00:00
obj/resource.o: resource/resource.cpp $(call rwildcard,resource/)
Update to v098r01 release. byuu says: Changelog: - SFC: balanced profile removed - SFC: performance profile removed - SFC: code for handling non-threaded CPU, SMP, DSP, PPU removed - SFC: Coprocessor, Controller (and expansion port) shared Thread code merged to SFC::Cothread - Cothread here just means "Thread with CPU affinity" (couldn't think of a better name, sorry) - SFC: CPU now has vector<Thread*> coprocessors, peripherals; - this is the beginning of work to allow expansion port devices to be dynamically changed at run-time - ruby: all audio drivers default to 48000hz instead of 22050hz now if no frequency is assigned - note: the WASAPI driver can default to whatever the native frequency is; doesn't have to be 48000hz - tomoko: removed the ability to change the frequency from the UI (but it will display the frequency used) - tomoko: removed the timing settings panel - the goal is to work toward smooth video via adaptive sync - the model is broken by not being in control of the audio frequency anyway - it's further broken by PAL running at 50hz and WSC running at 75hz - it was always broken anyway by SNES interlace timing varying from progressive timing - higan: audio/ stub created (for now, it's just nall/dsp/ moved here and included as a header) - higan: video/ stub created - higan/GNUmakefile: now includes build rules for essential components (libco, emulator, audio, video) The audio changes are in preparation to merge wareya's awesome WASAPI work without the need for the nall/dsp resampler.
2016-04-09 03:40:12 +00:00
ui := target-$(target)
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 $(ui)/GNUmakefile
Update to v075 release. byuu says: This release brings improved Super Game Boy emulation, the final SHA256 hashes for the DSP-(1,1B,2,3,4) and ST-(0010,0011) coprocessors, user interface improvements, and major internal code restructuring. Changelog (since v074): - completely rewrote memory sub-system to support 1-byte granularity in XML mapping - removed Memory inheritance and MMIO class completely, any address can be mapped to any function now - SuperFX: removed SuperFXBus : Bus, now implemented manually - SA-1: removed SA1Bus : Bus, now implemented manually - entire bus mapping is now static, happens once on cartridge load - as a result, read/write handlers now handle MMC mapping; slower average case, far faster worst case - namespace memory is no more, RAM arrays are stored inside the chips they are owned by now - GameBoy: improved CPU HALT emulation, fixes Zelda: Link's Awakening scrolling - GameBoy: added serial emulation (cannot connect to another GB yet), fixes Shin Megami Tensei - Devichil - GameBoy: improved LCD STAT emulation, fixes Sagaia - ui: added fullscreen support (F11 key), video settings allows for three scale settings - ui: fixed brightness, contrast, gamma, audio volume, input frequency values on program startup - ui: since Qt is dead, config file becomes bsnes.cfg once again - Super Game Boy: you can now load the BIOS without a game inserted to see a pretty white box - ui-gameboy: can be built without SNES components now - libsnes: now a UI target, compile with 'make ui=ui-libsnes' - libsnes: added WRAM, APURAM, VRAM, OAM, CGRAM access (cheat search, etc) - source: removed launcher/, as the Qt port is now gone - source: Makefile restructuring to better support new ui targets - source: lots of other internal code cleanup work
2011-01-27 08:52:34 +00:00
clean:
-@$(call delete,out/*)
-@$(call delete,obj/*)