Update to v087r04 release.
byuu says:
Changelog:
- gameboy/ -> gb/
- GameBoy -> GB
- basic memory map for GBA
- enough code to execute the first BIOS instruction (b 0x68)
I have the code resetting r(15) to 0 on an exception just as a test.
Since that flushes the pipeline, that means we're basically executing "b
0x68" at 8MHz, and nothing else.
... and I am getting __6 motherfucking FPS__ at 4.4GHz on an i7.
Something is seriously, horribly, unfuckingbelievably wrong here, and
I can't figure out what it is.
My *fully complete* ARM core on the ST018 is even less efficient and
runs at 21.47MHz, and yet I get 60fps even after emulating the SNES
CPU+PPU @ 10+MHz each as well.
... I'm stuck. I can't proceed until we figure out what in the holy fuck
is going on here. So ... if anyone can help, please do. If we can't fix
this, the GBA emulation is dead.
I was able to profile on Windows, and I've included that in this WIP
under out/log.txt.
But it looks normal to me. But yeah, there's NO. FUCKING. WAY. This code
should be running this slowly.
2012-03-18 12:35:53 +00:00
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|
|
#include <gb/gb.hpp>
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2010-12-28 01:53:15 +00:00
|
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|
2012-04-26 10:51:13 +00:00
|
|
|
namespace GameBoy {
|
2010-12-28 01:53:15 +00:00
|
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|
2017-07-26 12:42:06 +00:00
|
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Cartridge cartridge;
|
2011-01-02 04:46:54 +00:00
|
|
|
#include "mbc0/mbc0.cpp"
|
|
|
|
#include "mbc1/mbc1.cpp"
|
Update to v098r06 release.
byuu says:
Changelog:
- emulation cores now refresh video from host thread instead of
cothreads (fix AMD crash)
- SFC: fixed another bug with leap year months in SharpRTC emulation
- SFC: cleaned up camelCase on function names for
armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes
- GB: added MBC1M emulation (requires manually setting mapper=MBC1M in
manifest.bml for now, sorry)
- audio: implemented Emulator::Audio mixer and effects processor
- audio: implemented Emulator::Stream interface
- it is now possible to have more than two audio streams: eg SNES
+ SGB + MSU1 + Voicer-Kun (eventually)
- audio: added reverb delay + reverb level settings; exposed balance
configuration in UI
- video: reworked palette generation to re-enable saturation, gamma,
luminance adjustments
- higan/emulator.cpp is gone since there was nothing left in it
I know you guys are going to say the color adjust/balance/reverb stuff
is pointless. And indeed it mostly is. But I like the idea of allowing
some fun special effects and configurability that isn't system-wide.
Note: there seems to be some kind of added audio lag in the SGB
emulation now, and I don't really understand why. The code should be
effectively identical to what I had before. The only main thing is that
I'm sampling things to 48000hz instead of 32040hz before mixing. There's
no point where I'm intentionally introducing added latency though. I'm
kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be
much appreciated :/
I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as
well, and that would be very bad.
2016-04-22 13:35:51 +00:00
|
|
|
#include "mbc1m/mbc1m.cpp"
|
2011-01-03 04:28:36 +00:00
|
|
|
#include "mbc2/mbc2.cpp"
|
2011-01-04 10:42:27 +00:00
|
|
|
#include "mbc3/mbc3.cpp"
|
2011-01-03 04:28:36 +00:00
|
|
|
#include "mbc5/mbc5.cpp"
|
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
|
|
|
#include "mbc6/mbc6.cpp"
|
|
|
|
#include "mbc7/mbc7.cpp"
|
2011-01-05 09:59:22 +00:00
|
|
|
#include "mmm01/mmm01.cpp"
|
|
|
|
#include "huc1/huc1.cpp"
|
|
|
|
#include "huc3/huc3.cpp"
|
2017-07-26 12:42:06 +00:00
|
|
|
#include "tama/tama.cpp"
|
2011-01-07 11:11:56 +00:00
|
|
|
#include "serialization.cpp"
|
2010-12-28 01:53:15 +00:00
|
|
|
|
Update to v102r04 release.
byuu says:
Changelog:
- Super Game Boy support is functional once again
- new GameBoy::SuperGameBoyInterface class
- system.(dmg,cgb,sgb) is now Model::(Super)GameBoy(Color) ala the PC
Engine
- merged WonderSwanInterface, WonderSwanColorInterface shared
functions to WonderSwan::Interface
- merged GameBoyInterface, GameBoyColorInterface shared functions to
GameBoy::Interface
- Interface::unload() now calls Interface::save() for Master System,
Game Gear, Mega Drive, PC Engine, SuperGrafx
- PCE: emulated PCE-CD backup RAM; stored per-game as save.ram (2KiB
file)
- this means you can now save your progress in games like Neutopia
- the PCE-CD I/O registers like BRAM write protect are not
emulated yet
- PCE: IRQ sources now hold the IRQ line state, instead of the CPU
holding it
- this fixes most SuperGrafx games, which were fighting over the
VDC IRQ line previously
- PCE: CPU I/O $14xx should return the pending IRQ bits even if IRQs
are disabled
- PCE: VCE and the VDCs now synchronize to each other; fixes pixel
widths in all games
- PCE: greatly increased the accuracy of the VPC priority selection
code (windows may be buggy still)
- HuC6280: PLA, PLX, PLY should set Z, N flags; fixes many game bugs
[Jonas Quinn]
The big thing I wanted to do was enslave the VDC(s) to the VCE. But
unfortunately, I forgot about the asynchronous DMA channels that each
VDC supports, so this isn't going to be possible I'm afraid.
In the most demanding case, Daimakaimura in-game, we're looking at 85fps
on my Xeon E3 1276v3. So ... not great, and we don't even have sound
connected yet.
We are going to have to profile and optimize this code once sound
emulation and save states are in.
Basically, think of it like this: the VCE, VDC0, and VDC1 all have the
same overhead, scheduling wise (which is the bulk of the performance
loss) as the dot-renderer for the SNES core. So it's like there's three
bsnes-accuracy PPU threads running just for video.
-----
Oh, just a fair warning ... the hooks for the SGB are a work in
progress.
If anyone is working on higan or a fork and want to do something similar
to it, don't use it as a template, at least not yet.
Right now, higan looks like this:
- Emulator::Video handles the platform→videoRefresh calls
- Emulator::Audio handles the platform→audioSample calls
- each core hard-codes the platform→inputPoll, inputRumble calls
- each core hard-codes calls to path, open, load to process files
- dipSettings and notify are specialty hacks, neither are even hooked
up right now to anything
With the SGB, it's an emulation core inside an emulation core, so
ideally you want to hook all of those functions. Emulator::Video and
Emulator::Audio aren't really abstractions over that, as the GB core
calls them and we have to special case not calling them in SGB mode.
The path, open, load can be implemented without hooks, thanks to the UI
only using one instance of Emulator::Platform for all cores. All we have
to do is override the folder path ID for the "Game Boy.sys" folder, so
that it picks "Super Game Boy.sfc/" and loads its boot ROM instead.
That's just a simple argument to GameBoy::System::load() and we're done.
dipSettings, notify and inputRumble don't matter. But we do also have to
hook inputPoll as well.
The nice idea would be for SuperFamicom::ICD2 to inherit from
Emulator::Platform and provide the desired functions that we need to
overload. After that, we'd just need the GB core to keep an abstraction
over the global Emulator::platform\* handle, to select between the UI
version and the SFC::ICD2 version.
However ... that doesn't work because of Emulator::Video and
Emulator::Audio. They would also have to gain an abstraction over
Emulator::platform\*, and even worse ... you'd have to constantly swap
between the two so that the SFC core uses the UI, and the GB core uses
the ICD2.
And so, for right now, I'm checking Model::SuperGameBoy() -> bool
everywhere, and choosing between the UI and ICD2 targets that way. And
as such, the ICD2 doesn't really need Emulator::Platform inheritance,
although it certainly could do that and just use the functions it needs.
But the SGB is even weirder, because we need additional new signals
beyond just Emulator::Platform, like joypWrite(), etc.
I'd also like to work on the Emulator::Stream for the SGB core. I don't
see why we can't have the GB core create its own stream, and let the
ICD2 just use that instead. We just have to be careful about the ICD2's
CPU soft reset function, to make sure the GB core's Stream object
remains valid. What I think that needs is a way to release an
Emulator::Stream individually, rather than calling
Emulator::Audio::reset() to do it. They are shared\_pointer objects, so
I think if I added a destructor function to remove it from
Emulator::Audio::streams, then that should work.
2017-01-26 01:06:06 +00:00
|
|
|
auto Cartridge::load() -> bool {
|
|
|
|
information = {};
|
2011-01-07 11:11:56 +00:00
|
|
|
|
Update to v102r04 release.
byuu says:
Changelog:
- Super Game Boy support is functional once again
- new GameBoy::SuperGameBoyInterface class
- system.(dmg,cgb,sgb) is now Model::(Super)GameBoy(Color) ala the PC
Engine
- merged WonderSwanInterface, WonderSwanColorInterface shared
functions to WonderSwan::Interface
- merged GameBoyInterface, GameBoyColorInterface shared functions to
GameBoy::Interface
- Interface::unload() now calls Interface::save() for Master System,
Game Gear, Mega Drive, PC Engine, SuperGrafx
- PCE: emulated PCE-CD backup RAM; stored per-game as save.ram (2KiB
file)
- this means you can now save your progress in games like Neutopia
- the PCE-CD I/O registers like BRAM write protect are not
emulated yet
- PCE: IRQ sources now hold the IRQ line state, instead of the CPU
holding it
- this fixes most SuperGrafx games, which were fighting over the
VDC IRQ line previously
- PCE: CPU I/O $14xx should return the pending IRQ bits even if IRQs
are disabled
- PCE: VCE and the VDCs now synchronize to each other; fixes pixel
widths in all games
- PCE: greatly increased the accuracy of the VPC priority selection
code (windows may be buggy still)
- HuC6280: PLA, PLX, PLY should set Z, N flags; fixes many game bugs
[Jonas Quinn]
The big thing I wanted to do was enslave the VDC(s) to the VCE. But
unfortunately, I forgot about the asynchronous DMA channels that each
VDC supports, so this isn't going to be possible I'm afraid.
In the most demanding case, Daimakaimura in-game, we're looking at 85fps
on my Xeon E3 1276v3. So ... not great, and we don't even have sound
connected yet.
We are going to have to profile and optimize this code once sound
emulation and save states are in.
Basically, think of it like this: the VCE, VDC0, and VDC1 all have the
same overhead, scheduling wise (which is the bulk of the performance
loss) as the dot-renderer for the SNES core. So it's like there's three
bsnes-accuracy PPU threads running just for video.
-----
Oh, just a fair warning ... the hooks for the SGB are a work in
progress.
If anyone is working on higan or a fork and want to do something similar
to it, don't use it as a template, at least not yet.
Right now, higan looks like this:
- Emulator::Video handles the platform→videoRefresh calls
- Emulator::Audio handles the platform→audioSample calls
- each core hard-codes the platform→inputPoll, inputRumble calls
- each core hard-codes calls to path, open, load to process files
- dipSettings and notify are specialty hacks, neither are even hooked
up right now to anything
With the SGB, it's an emulation core inside an emulation core, so
ideally you want to hook all of those functions. Emulator::Video and
Emulator::Audio aren't really abstractions over that, as the GB core
calls them and we have to special case not calling them in SGB mode.
The path, open, load can be implemented without hooks, thanks to the UI
only using one instance of Emulator::Platform for all cores. All we have
to do is override the folder path ID for the "Game Boy.sys" folder, so
that it picks "Super Game Boy.sfc/" and loads its boot ROM instead.
That's just a simple argument to GameBoy::System::load() and we're done.
dipSettings, notify and inputRumble don't matter. But we do also have to
hook inputPoll as well.
The nice idea would be for SuperFamicom::ICD2 to inherit from
Emulator::Platform and provide the desired functions that we need to
overload. After that, we'd just need the GB core to keep an abstraction
over the global Emulator::platform\* handle, to select between the UI
version and the SFC::ICD2 version.
However ... that doesn't work because of Emulator::Video and
Emulator::Audio. They would also have to gain an abstraction over
Emulator::platform\*, and even worse ... you'd have to constantly swap
between the two so that the SFC core uses the UI, and the GB core uses
the ICD2.
And so, for right now, I'm checking Model::SuperGameBoy() -> bool
everywhere, and choosing between the UI and ICD2 targets that way. And
as such, the ICD2 doesn't really need Emulator::Platform inheritance,
although it certainly could do that and just use the functions it needs.
But the SGB is even weirder, because we need additional new signals
beyond just Emulator::Platform, like joypWrite(), etc.
I'd also like to work on the Emulator::Stream for the SGB core. I don't
see why we can't have the GB core create its own stream, and let the
ICD2 just use that instead. We just have to be careful about the ICD2's
CPU soft reset function, to make sure the GB core's Stream object
remains valid. What I think that needs is a way to release an
Emulator::Stream individually, rather than calling
Emulator::Audio::reset() to do it. They are shared\_pointer objects, so
I think if I added a destructor function to remove it from
Emulator::Audio::streams, then that should work.
2017-01-26 01:06:06 +00:00
|
|
|
if(Model::GameBoy()) {
|
Update to v102r28 release.
byuu says:
Changelog:
- higan: `Emulator::<Platform::load>()` now returns a struct containing
both a path ID and a string option
- higan: `Emulator::<Platform::load>()` now takes an optional final
argument of string options
- fc: added PAL emulation (finally, only took six years)
- md: added PAL emulation
- md: fixed address parameter to `VDP::Sprite::write()`; fixes missing
sprites in Super Street Fighter II
- md: emulated HIRQ counter; fixes many games
- Super Street Fighter II - status bar
- Altered Beast - status bar
- Sonic the Hedgehog - Labyrinth Zone - water effect
- etc.
- ms: added PAL emulation
- sfc: added the ability to override the default region auto-detection
- sfc: removed "system.region" override setting from `Super Famicom.sys`
- tomoko: added options list to game folder load dialog window
- tomoko: added the ability to specify game folder load options on the
command-line
So, basically ... Sega forced a change with the way region detection
works. You end up with games that can run on multiple regions, and the
content changes accordingly. Bare Knuckle in NTSC-J mode will become
Streets of Rage in NTSC-U mode. Some games can even run in both NTSC and
PAL mode.
In my view, there should be a separate ROM for each region a game was
released in, even if the ROM content were identical. But unfortunately
that's not how things were done by anyone else.
So to support this, the higan load dialog now has a drop-down at the
bottom-right, where you can choose the region to load games from. On the
SNES, it defaults to "Auto", which will pull the region setting from the
manifest, or fall back on NTSC. On the Mega Drive ... unfortunately, I
can't auto-detect the region from the ROM header. $1f0 is supposed to
contain a string like "JUE", but instead you get games like Maui Mallard
that put an "A" there, and other such nonsense. Sega was far more lax
than Nintendo with the ROM header validity. So for now at least, you
have to manually select your region every time you play a Mega Drive
game, thus you have "NTSC-J", "NTSC-U", and "PAL". The same goes for the
Master System for the same reason, but there's only "NTSC" and "PAL"
here. I'm not sure if games have a way to detect domestic vs
international consoles.
And for now ... the Famicom is the same as well, with no auto-detection.
I'd sincerely hope iNES has a header bit for the region, but I didn't
bother with updating icarus to support that yet.
The way to pass these parameters on the command-line is to prefix the
game path with "option:", so for example:
higan "PAL:/path/to/Sonic the Hedgehog (USA, Europe).md"
If you don't provide a prefix, it uses the default (NTSC-J, NTSC, or
Auto.) Obviously, it's not possible to pass parameters with
drag-and-drop, so you will always get the default option in said case.
2017-06-20 12:34:50 +00:00
|
|
|
if(auto loaded = platform->load(ID::GameBoy, "Game Boy", "gb")) {
|
|
|
|
information.pathID = loaded.pathID();
|
Update to v099r08 release.
byuu says:
Changelog:
- nall/vfs work 100% completed; even SGB games load now
- emulation cores now call load() for the base cartridges as well
- updated port/device handling; portmask is gone; device ID bug should
be resolved now
- SNES controller port 1 multitap option was removed
- added support for 128KiB SNES PPU VRAM (for now, edit sfc/ppu/ppu.hpp
VRAM::size=0x10000; to enable)
Overall, nall/vfs was a huge success!! We've substantially reduced
the amount of boilerplate code everywhere, while still allowing (even
easier than before) support for RAM-based game loading/saving. All of
nall/stream is dead and buried.
I am considering removing Emulator::Interface::Medium::id and/or
bootable flag. Or at least, doing something different with it. The
values for the non-bootable GB/BS/ST entries duplicate the ID that is
supposed to be unique. They are for GB/GBC and WS/WSC. Maybe I'll use
this as the hardware revision selection ID, and then gut non-bootable
options. There's really no reason for that to be there. I think at one
point I was using it to generate library tabs for non-bootable systems,
but we don't do that anymore anyway.
Emulator::Interface::load() may not need the required flag anymore ... it
doesn't really do anything right now anyway.
I have a few reasons for having the cores load the base cartridge. Most
importantly, it is going to enable a special mode for the WonderSwan /
WonderSwan Color in the future. If we ever get the IPLROMs dumped ... it's
possible to boot these systems with no games inserted to set user profile
information and such. There are also other systems that may accept being
booted without a cartridge. To reach this state, you would load a game and
then cancel the load dialog. Right now, this results in games not loading.
The second reason is this prevents nasty crashes when loading fails. So
if you're missing a required manifest, the emulator won't die a violent
death anymore. It's able to back out at any point.
The third reason is consistency: loading the base cartridge works the
same as the slot cartridges.
The fourth reason is Emulator::Interface::open(uint pathID)
values. Before, the GB, SB, GBC modes were IDs 1,2,3 respectively. This
complicated things because you had to pass the correct ID. But now
instead, Emulator::Interface::load() returns maybe<uint> that is nothing
when no game is selected, and a pathID for a valid game. And now open()
can take this ID to access this game's folder contents.
The downside, which is temporary, is that command-line loading is
currently broken. But I do intend on restoring it. In fact, I want to do
better than before and allow multi-cart booting from the command-line by
specifying the base cartridge and then slot cartridges. The idea should
be pretty simple: keep a queue of pending filenames that we fill from
the command-line and/or drag-and-drop operations on the main window,
and then empty out the queue or prompt for load dialogs from the UI
when booting a system. This also might be a bit more unorthodox compared
to the traditional emulator design of "loadGame(filename)", but ... oh
well. It's easy enough still.
The port/device changes are fun. We simplified things quite a bit. The
portmask stuff is gone entirely. While ports and devices keep IDs,
this is really just sugar-coating so UIs can use for(auto& port :
emulator->ports) and access port.id; rather than having to use for(auto
n : range(emulator->ports)) { auto& port = emulator->ports[n]; ... };
but they should otherwise generally be identical to the order they appear
in their respective ranges. Still, don't rely on that.
Input::id is gone. There was no point since we also got rid of the nasty
Input::order vector. Since I was in here, I went ahead and caved on the
pedantics and renamed Input::guid to Input::userData.
I removed the SNES controller port 1 multitap option. Basically, the only
game that uses this is N-warp Daisakusen and, no offense to d4s, it's
not really a good game anyway. It's just a quick demo to show 8-players
on the SNES. But in the UI, all it does is confuse people into wasting
time mapping a controller they're never going to use, and they're going
to wonder which port to use. If more compelling use cases for 8-players
comes about, we can reconsider this. I left all the code to support this
in place, so all you have to do is uncomment one line to enable it again.
We now have dsnes emulation! :D
If you change PPU::VRAM::size to 0x10000 (words), then you should now
have 128KiB of VRAM. Even better, it serializes the used-VRAM size,
so your save states shouldn't crash on you if you swap between the two
(though if you try this, you're nuts.)
Note that this option does break commercial software. Yoshi's Island in
particular. This game is setting A15 on some PPU register writes, but
not on others. The end result of this is things break horribly in-game.
Also, this option is causing a very tiny speed hit for obvious reasons
with the variable masking value (I'm even using size-1 for now.) Given
how niche this is, I may just leave it a compile-time constant to avoid
the overhead cost. Otherwise, if we keep the option, then it'll go into
Super Famicom.sys/manifest.bml ... I'll flesh that out in the near-future.
----
Finally, some fun for my OCD ... my monitor suddenly cut out on me
in the middle of working on this WIP, about six hours in of non-stop
work. Had to hit a bunch of ctrl+alt+fN commands (among other things)
and trying to log in headless on another TTY to do issue commands,
trying to recover the display. Finally power cycled the monitor and it
came back up. So all my typing ended up going to who knows where.
Usually this sort of thing terrifies me enough that I scrap a WIP and
start over to ensure I didn't screw anything up during the crashed screen
when hitting keys randomly.
Obviously, everything compiles and appears to work fine. And I know
it's extremely paranoid, but OCD isn't logical, so ... I'm going
to go over every line of the 100KiB r07->r08 diff looking for any
corruption/errors/whatever.
----
Review finished.
r08 diff review notes:
- fc/controller/gamepad/gamepad.cpp:
use uint device = ID::Device::Gamepad; not id = ...;
- gb/cartridge/cartridge.hpp:
remove redundant uint _pathID; (in Information::pathID already)
- gb/cartridge/cartridge.hpp:
pull sha256 inside Information
- sfc/cartridge/load/cpp:
add " - Slot (A,B)" to interface->load("Sufami Turbo"); to be more
descriptive
- sfc/controller/gamepad/gamepad.cpp:
use uint device = ID::Device::Gamepad; not id = ...;
- sfc/interface/interface.cpp:
remove n variable from the Multitap device input generation loop
(now unused)
- sfc/interface/interface.hpp:
put struct Port above struct Device like the other classes
- ui-tomoko:
cheats.bml is reading from/writing to mediumPaths(0) [system folder
instead of game folder]
- ui-tomoko:
instead of mediumPaths(1) - call emulator->metadataPathID() or something
like that
2016-06-24 12:16:53 +00:00
|
|
|
} else return false;
|
Update to v102r04 release.
byuu says:
Changelog:
- Super Game Boy support is functional once again
- new GameBoy::SuperGameBoyInterface class
- system.(dmg,cgb,sgb) is now Model::(Super)GameBoy(Color) ala the PC
Engine
- merged WonderSwanInterface, WonderSwanColorInterface shared
functions to WonderSwan::Interface
- merged GameBoyInterface, GameBoyColorInterface shared functions to
GameBoy::Interface
- Interface::unload() now calls Interface::save() for Master System,
Game Gear, Mega Drive, PC Engine, SuperGrafx
- PCE: emulated PCE-CD backup RAM; stored per-game as save.ram (2KiB
file)
- this means you can now save your progress in games like Neutopia
- the PCE-CD I/O registers like BRAM write protect are not
emulated yet
- PCE: IRQ sources now hold the IRQ line state, instead of the CPU
holding it
- this fixes most SuperGrafx games, which were fighting over the
VDC IRQ line previously
- PCE: CPU I/O $14xx should return the pending IRQ bits even if IRQs
are disabled
- PCE: VCE and the VDCs now synchronize to each other; fixes pixel
widths in all games
- PCE: greatly increased the accuracy of the VPC priority selection
code (windows may be buggy still)
- HuC6280: PLA, PLX, PLY should set Z, N flags; fixes many game bugs
[Jonas Quinn]
The big thing I wanted to do was enslave the VDC(s) to the VCE. But
unfortunately, I forgot about the asynchronous DMA channels that each
VDC supports, so this isn't going to be possible I'm afraid.
In the most demanding case, Daimakaimura in-game, we're looking at 85fps
on my Xeon E3 1276v3. So ... not great, and we don't even have sound
connected yet.
We are going to have to profile and optimize this code once sound
emulation and save states are in.
Basically, think of it like this: the VCE, VDC0, and VDC1 all have the
same overhead, scheduling wise (which is the bulk of the performance
loss) as the dot-renderer for the SNES core. So it's like there's three
bsnes-accuracy PPU threads running just for video.
-----
Oh, just a fair warning ... the hooks for the SGB are a work in
progress.
If anyone is working on higan or a fork and want to do something similar
to it, don't use it as a template, at least not yet.
Right now, higan looks like this:
- Emulator::Video handles the platform→videoRefresh calls
- Emulator::Audio handles the platform→audioSample calls
- each core hard-codes the platform→inputPoll, inputRumble calls
- each core hard-codes calls to path, open, load to process files
- dipSettings and notify are specialty hacks, neither are even hooked
up right now to anything
With the SGB, it's an emulation core inside an emulation core, so
ideally you want to hook all of those functions. Emulator::Video and
Emulator::Audio aren't really abstractions over that, as the GB core
calls them and we have to special case not calling them in SGB mode.
The path, open, load can be implemented without hooks, thanks to the UI
only using one instance of Emulator::Platform for all cores. All we have
to do is override the folder path ID for the "Game Boy.sys" folder, so
that it picks "Super Game Boy.sfc/" and loads its boot ROM instead.
That's just a simple argument to GameBoy::System::load() and we're done.
dipSettings, notify and inputRumble don't matter. But we do also have to
hook inputPoll as well.
The nice idea would be for SuperFamicom::ICD2 to inherit from
Emulator::Platform and provide the desired functions that we need to
overload. After that, we'd just need the GB core to keep an abstraction
over the global Emulator::platform\* handle, to select between the UI
version and the SFC::ICD2 version.
However ... that doesn't work because of Emulator::Video and
Emulator::Audio. They would also have to gain an abstraction over
Emulator::platform\*, and even worse ... you'd have to constantly swap
between the two so that the SFC core uses the UI, and the GB core uses
the ICD2.
And so, for right now, I'm checking Model::SuperGameBoy() -> bool
everywhere, and choosing between the UI and ICD2 targets that way. And
as such, the ICD2 doesn't really need Emulator::Platform inheritance,
although it certainly could do that and just use the functions it needs.
But the SGB is even weirder, because we need additional new signals
beyond just Emulator::Platform, like joypWrite(), etc.
I'd also like to work on the Emulator::Stream for the SGB core. I don't
see why we can't have the GB core create its own stream, and let the
ICD2 just use that instead. We just have to be careful about the ICD2's
CPU soft reset function, to make sure the GB core's Stream object
remains valid. What I think that needs is a way to release an
Emulator::Stream individually, rather than calling
Emulator::Audio::reset() to do it. They are shared\_pointer objects, so
I think if I added a destructor function to remove it from
Emulator::Audio::streams, then that should work.
2017-01-26 01:06:06 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if(Model::GameBoyColor()) {
|
Update to v102r28 release.
byuu says:
Changelog:
- higan: `Emulator::<Platform::load>()` now returns a struct containing
both a path ID and a string option
- higan: `Emulator::<Platform::load>()` now takes an optional final
argument of string options
- fc: added PAL emulation (finally, only took six years)
- md: added PAL emulation
- md: fixed address parameter to `VDP::Sprite::write()`; fixes missing
sprites in Super Street Fighter II
- md: emulated HIRQ counter; fixes many games
- Super Street Fighter II - status bar
- Altered Beast - status bar
- Sonic the Hedgehog - Labyrinth Zone - water effect
- etc.
- ms: added PAL emulation
- sfc: added the ability to override the default region auto-detection
- sfc: removed "system.region" override setting from `Super Famicom.sys`
- tomoko: added options list to game folder load dialog window
- tomoko: added the ability to specify game folder load options on the
command-line
So, basically ... Sega forced a change with the way region detection
works. You end up with games that can run on multiple regions, and the
content changes accordingly. Bare Knuckle in NTSC-J mode will become
Streets of Rage in NTSC-U mode. Some games can even run in both NTSC and
PAL mode.
In my view, there should be a separate ROM for each region a game was
released in, even if the ROM content were identical. But unfortunately
that's not how things were done by anyone else.
So to support this, the higan load dialog now has a drop-down at the
bottom-right, where you can choose the region to load games from. On the
SNES, it defaults to "Auto", which will pull the region setting from the
manifest, or fall back on NTSC. On the Mega Drive ... unfortunately, I
can't auto-detect the region from the ROM header. $1f0 is supposed to
contain a string like "JUE", but instead you get games like Maui Mallard
that put an "A" there, and other such nonsense. Sega was far more lax
than Nintendo with the ROM header validity. So for now at least, you
have to manually select your region every time you play a Mega Drive
game, thus you have "NTSC-J", "NTSC-U", and "PAL". The same goes for the
Master System for the same reason, but there's only "NTSC" and "PAL"
here. I'm not sure if games have a way to detect domestic vs
international consoles.
And for now ... the Famicom is the same as well, with no auto-detection.
I'd sincerely hope iNES has a header bit for the region, but I didn't
bother with updating icarus to support that yet.
The way to pass these parameters on the command-line is to prefix the
game path with "option:", so for example:
higan "PAL:/path/to/Sonic the Hedgehog (USA, Europe).md"
If you don't provide a prefix, it uses the default (NTSC-J, NTSC, or
Auto.) Obviously, it's not possible to pass parameters with
drag-and-drop, so you will always get the default option in said case.
2017-06-20 12:34:50 +00:00
|
|
|
if(auto loaded = platform->load(ID::GameBoyColor, "Game Boy Color", "gbc")) {
|
|
|
|
information.pathID = loaded.pathID();
|
Update to v099r08 release.
byuu says:
Changelog:
- nall/vfs work 100% completed; even SGB games load now
- emulation cores now call load() for the base cartridges as well
- updated port/device handling; portmask is gone; device ID bug should
be resolved now
- SNES controller port 1 multitap option was removed
- added support for 128KiB SNES PPU VRAM (for now, edit sfc/ppu/ppu.hpp
VRAM::size=0x10000; to enable)
Overall, nall/vfs was a huge success!! We've substantially reduced
the amount of boilerplate code everywhere, while still allowing (even
easier than before) support for RAM-based game loading/saving. All of
nall/stream is dead and buried.
I am considering removing Emulator::Interface::Medium::id and/or
bootable flag. Or at least, doing something different with it. The
values for the non-bootable GB/BS/ST entries duplicate the ID that is
supposed to be unique. They are for GB/GBC and WS/WSC. Maybe I'll use
this as the hardware revision selection ID, and then gut non-bootable
options. There's really no reason for that to be there. I think at one
point I was using it to generate library tabs for non-bootable systems,
but we don't do that anymore anyway.
Emulator::Interface::load() may not need the required flag anymore ... it
doesn't really do anything right now anyway.
I have a few reasons for having the cores load the base cartridge. Most
importantly, it is going to enable a special mode for the WonderSwan /
WonderSwan Color in the future. If we ever get the IPLROMs dumped ... it's
possible to boot these systems with no games inserted to set user profile
information and such. There are also other systems that may accept being
booted without a cartridge. To reach this state, you would load a game and
then cancel the load dialog. Right now, this results in games not loading.
The second reason is this prevents nasty crashes when loading fails. So
if you're missing a required manifest, the emulator won't die a violent
death anymore. It's able to back out at any point.
The third reason is consistency: loading the base cartridge works the
same as the slot cartridges.
The fourth reason is Emulator::Interface::open(uint pathID)
values. Before, the GB, SB, GBC modes were IDs 1,2,3 respectively. This
complicated things because you had to pass the correct ID. But now
instead, Emulator::Interface::load() returns maybe<uint> that is nothing
when no game is selected, and a pathID for a valid game. And now open()
can take this ID to access this game's folder contents.
The downside, which is temporary, is that command-line loading is
currently broken. But I do intend on restoring it. In fact, I want to do
better than before and allow multi-cart booting from the command-line by
specifying the base cartridge and then slot cartridges. The idea should
be pretty simple: keep a queue of pending filenames that we fill from
the command-line and/or drag-and-drop operations on the main window,
and then empty out the queue or prompt for load dialogs from the UI
when booting a system. This also might be a bit more unorthodox compared
to the traditional emulator design of "loadGame(filename)", but ... oh
well. It's easy enough still.
The port/device changes are fun. We simplified things quite a bit. The
portmask stuff is gone entirely. While ports and devices keep IDs,
this is really just sugar-coating so UIs can use for(auto& port :
emulator->ports) and access port.id; rather than having to use for(auto
n : range(emulator->ports)) { auto& port = emulator->ports[n]; ... };
but they should otherwise generally be identical to the order they appear
in their respective ranges. Still, don't rely on that.
Input::id is gone. There was no point since we also got rid of the nasty
Input::order vector. Since I was in here, I went ahead and caved on the
pedantics and renamed Input::guid to Input::userData.
I removed the SNES controller port 1 multitap option. Basically, the only
game that uses this is N-warp Daisakusen and, no offense to d4s, it's
not really a good game anyway. It's just a quick demo to show 8-players
on the SNES. But in the UI, all it does is confuse people into wasting
time mapping a controller they're never going to use, and they're going
to wonder which port to use. If more compelling use cases for 8-players
comes about, we can reconsider this. I left all the code to support this
in place, so all you have to do is uncomment one line to enable it again.
We now have dsnes emulation! :D
If you change PPU::VRAM::size to 0x10000 (words), then you should now
have 128KiB of VRAM. Even better, it serializes the used-VRAM size,
so your save states shouldn't crash on you if you swap between the two
(though if you try this, you're nuts.)
Note that this option does break commercial software. Yoshi's Island in
particular. This game is setting A15 on some PPU register writes, but
not on others. The end result of this is things break horribly in-game.
Also, this option is causing a very tiny speed hit for obvious reasons
with the variable masking value (I'm even using size-1 for now.) Given
how niche this is, I may just leave it a compile-time constant to avoid
the overhead cost. Otherwise, if we keep the option, then it'll go into
Super Famicom.sys/manifest.bml ... I'll flesh that out in the near-future.
----
Finally, some fun for my OCD ... my monitor suddenly cut out on me
in the middle of working on this WIP, about six hours in of non-stop
work. Had to hit a bunch of ctrl+alt+fN commands (among other things)
and trying to log in headless on another TTY to do issue commands,
trying to recover the display. Finally power cycled the monitor and it
came back up. So all my typing ended up going to who knows where.
Usually this sort of thing terrifies me enough that I scrap a WIP and
start over to ensure I didn't screw anything up during the crashed screen
when hitting keys randomly.
Obviously, everything compiles and appears to work fine. And I know
it's extremely paranoid, but OCD isn't logical, so ... I'm going
to go over every line of the 100KiB r07->r08 diff looking for any
corruption/errors/whatever.
----
Review finished.
r08 diff review notes:
- fc/controller/gamepad/gamepad.cpp:
use uint device = ID::Device::Gamepad; not id = ...;
- gb/cartridge/cartridge.hpp:
remove redundant uint _pathID; (in Information::pathID already)
- gb/cartridge/cartridge.hpp:
pull sha256 inside Information
- sfc/cartridge/load/cpp:
add " - Slot (A,B)" to interface->load("Sufami Turbo"); to be more
descriptive
- sfc/controller/gamepad/gamepad.cpp:
use uint device = ID::Device::Gamepad; not id = ...;
- sfc/interface/interface.cpp:
remove n variable from the Multitap device input generation loop
(now unused)
- sfc/interface/interface.hpp:
put struct Port above struct Device like the other classes
- ui-tomoko:
cheats.bml is reading from/writing to mediumPaths(0) [system folder
instead of game folder]
- ui-tomoko:
instead of mediumPaths(1) - call emulator->metadataPathID() or something
like that
2016-06-24 12:16:53 +00:00
|
|
|
} else return false;
|
Update to v102r04 release.
byuu says:
Changelog:
- Super Game Boy support is functional once again
- new GameBoy::SuperGameBoyInterface class
- system.(dmg,cgb,sgb) is now Model::(Super)GameBoy(Color) ala the PC
Engine
- merged WonderSwanInterface, WonderSwanColorInterface shared
functions to WonderSwan::Interface
- merged GameBoyInterface, GameBoyColorInterface shared functions to
GameBoy::Interface
- Interface::unload() now calls Interface::save() for Master System,
Game Gear, Mega Drive, PC Engine, SuperGrafx
- PCE: emulated PCE-CD backup RAM; stored per-game as save.ram (2KiB
file)
- this means you can now save your progress in games like Neutopia
- the PCE-CD I/O registers like BRAM write protect are not
emulated yet
- PCE: IRQ sources now hold the IRQ line state, instead of the CPU
holding it
- this fixes most SuperGrafx games, which were fighting over the
VDC IRQ line previously
- PCE: CPU I/O $14xx should return the pending IRQ bits even if IRQs
are disabled
- PCE: VCE and the VDCs now synchronize to each other; fixes pixel
widths in all games
- PCE: greatly increased the accuracy of the VPC priority selection
code (windows may be buggy still)
- HuC6280: PLA, PLX, PLY should set Z, N flags; fixes many game bugs
[Jonas Quinn]
The big thing I wanted to do was enslave the VDC(s) to the VCE. But
unfortunately, I forgot about the asynchronous DMA channels that each
VDC supports, so this isn't going to be possible I'm afraid.
In the most demanding case, Daimakaimura in-game, we're looking at 85fps
on my Xeon E3 1276v3. So ... not great, and we don't even have sound
connected yet.
We are going to have to profile and optimize this code once sound
emulation and save states are in.
Basically, think of it like this: the VCE, VDC0, and VDC1 all have the
same overhead, scheduling wise (which is the bulk of the performance
loss) as the dot-renderer for the SNES core. So it's like there's three
bsnes-accuracy PPU threads running just for video.
-----
Oh, just a fair warning ... the hooks for the SGB are a work in
progress.
If anyone is working on higan or a fork and want to do something similar
to it, don't use it as a template, at least not yet.
Right now, higan looks like this:
- Emulator::Video handles the platform→videoRefresh calls
- Emulator::Audio handles the platform→audioSample calls
- each core hard-codes the platform→inputPoll, inputRumble calls
- each core hard-codes calls to path, open, load to process files
- dipSettings and notify are specialty hacks, neither are even hooked
up right now to anything
With the SGB, it's an emulation core inside an emulation core, so
ideally you want to hook all of those functions. Emulator::Video and
Emulator::Audio aren't really abstractions over that, as the GB core
calls them and we have to special case not calling them in SGB mode.
The path, open, load can be implemented without hooks, thanks to the UI
only using one instance of Emulator::Platform for all cores. All we have
to do is override the folder path ID for the "Game Boy.sys" folder, so
that it picks "Super Game Boy.sfc/" and loads its boot ROM instead.
That's just a simple argument to GameBoy::System::load() and we're done.
dipSettings, notify and inputRumble don't matter. But we do also have to
hook inputPoll as well.
The nice idea would be for SuperFamicom::ICD2 to inherit from
Emulator::Platform and provide the desired functions that we need to
overload. After that, we'd just need the GB core to keep an abstraction
over the global Emulator::platform\* handle, to select between the UI
version and the SFC::ICD2 version.
However ... that doesn't work because of Emulator::Video and
Emulator::Audio. They would also have to gain an abstraction over
Emulator::platform\*, and even worse ... you'd have to constantly swap
between the two so that the SFC core uses the UI, and the GB core uses
the ICD2.
And so, for right now, I'm checking Model::SuperGameBoy() -> bool
everywhere, and choosing between the UI and ICD2 targets that way. And
as such, the ICD2 doesn't really need Emulator::Platform inheritance,
although it certainly could do that and just use the functions it needs.
But the SGB is even weirder, because we need additional new signals
beyond just Emulator::Platform, like joypWrite(), etc.
I'd also like to work on the Emulator::Stream for the SGB core. I don't
see why we can't have the GB core create its own stream, and let the
ICD2 just use that instead. We just have to be careful about the ICD2's
CPU soft reset function, to make sure the GB core's Stream object
remains valid. What I think that needs is a way to release an
Emulator::Stream individually, rather than calling
Emulator::Audio::reset() to do it. They are shared\_pointer objects, so
I think if I added a destructor function to remove it from
Emulator::Audio::streams, then that should work.
2017-01-26 01:06:06 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if(Model::SuperGameBoy()) {
|
Update to v102r28 release.
byuu says:
Changelog:
- higan: `Emulator::<Platform::load>()` now returns a struct containing
both a path ID and a string option
- higan: `Emulator::<Platform::load>()` now takes an optional final
argument of string options
- fc: added PAL emulation (finally, only took six years)
- md: added PAL emulation
- md: fixed address parameter to `VDP::Sprite::write()`; fixes missing
sprites in Super Street Fighter II
- md: emulated HIRQ counter; fixes many games
- Super Street Fighter II - status bar
- Altered Beast - status bar
- Sonic the Hedgehog - Labyrinth Zone - water effect
- etc.
- ms: added PAL emulation
- sfc: added the ability to override the default region auto-detection
- sfc: removed "system.region" override setting from `Super Famicom.sys`
- tomoko: added options list to game folder load dialog window
- tomoko: added the ability to specify game folder load options on the
command-line
So, basically ... Sega forced a change with the way region detection
works. You end up with games that can run on multiple regions, and the
content changes accordingly. Bare Knuckle in NTSC-J mode will become
Streets of Rage in NTSC-U mode. Some games can even run in both NTSC and
PAL mode.
In my view, there should be a separate ROM for each region a game was
released in, even if the ROM content were identical. But unfortunately
that's not how things were done by anyone else.
So to support this, the higan load dialog now has a drop-down at the
bottom-right, where you can choose the region to load games from. On the
SNES, it defaults to "Auto", which will pull the region setting from the
manifest, or fall back on NTSC. On the Mega Drive ... unfortunately, I
can't auto-detect the region from the ROM header. $1f0 is supposed to
contain a string like "JUE", but instead you get games like Maui Mallard
that put an "A" there, and other such nonsense. Sega was far more lax
than Nintendo with the ROM header validity. So for now at least, you
have to manually select your region every time you play a Mega Drive
game, thus you have "NTSC-J", "NTSC-U", and "PAL". The same goes for the
Master System for the same reason, but there's only "NTSC" and "PAL"
here. I'm not sure if games have a way to detect domestic vs
international consoles.
And for now ... the Famicom is the same as well, with no auto-detection.
I'd sincerely hope iNES has a header bit for the region, but I didn't
bother with updating icarus to support that yet.
The way to pass these parameters on the command-line is to prefix the
game path with "option:", so for example:
higan "PAL:/path/to/Sonic the Hedgehog (USA, Europe).md"
If you don't provide a prefix, it uses the default (NTSC-J, NTSC, or
Auto.) Obviously, it's not possible to pass parameters with
drag-and-drop, so you will always get the default option in said case.
2017-06-20 12:34:50 +00:00
|
|
|
if(auto loaded = platform->load(ID::SuperGameBoy, "Game Boy", "gb")) {
|
|
|
|
information.pathID = loaded.pathID();
|
Update to v099r08 release.
byuu says:
Changelog:
- nall/vfs work 100% completed; even SGB games load now
- emulation cores now call load() for the base cartridges as well
- updated port/device handling; portmask is gone; device ID bug should
be resolved now
- SNES controller port 1 multitap option was removed
- added support for 128KiB SNES PPU VRAM (for now, edit sfc/ppu/ppu.hpp
VRAM::size=0x10000; to enable)
Overall, nall/vfs was a huge success!! We've substantially reduced
the amount of boilerplate code everywhere, while still allowing (even
easier than before) support for RAM-based game loading/saving. All of
nall/stream is dead and buried.
I am considering removing Emulator::Interface::Medium::id and/or
bootable flag. Or at least, doing something different with it. The
values for the non-bootable GB/BS/ST entries duplicate the ID that is
supposed to be unique. They are for GB/GBC and WS/WSC. Maybe I'll use
this as the hardware revision selection ID, and then gut non-bootable
options. There's really no reason for that to be there. I think at one
point I was using it to generate library tabs for non-bootable systems,
but we don't do that anymore anyway.
Emulator::Interface::load() may not need the required flag anymore ... it
doesn't really do anything right now anyway.
I have a few reasons for having the cores load the base cartridge. Most
importantly, it is going to enable a special mode for the WonderSwan /
WonderSwan Color in the future. If we ever get the IPLROMs dumped ... it's
possible to boot these systems with no games inserted to set user profile
information and such. There are also other systems that may accept being
booted without a cartridge. To reach this state, you would load a game and
then cancel the load dialog. Right now, this results in games not loading.
The second reason is this prevents nasty crashes when loading fails. So
if you're missing a required manifest, the emulator won't die a violent
death anymore. It's able to back out at any point.
The third reason is consistency: loading the base cartridge works the
same as the slot cartridges.
The fourth reason is Emulator::Interface::open(uint pathID)
values. Before, the GB, SB, GBC modes were IDs 1,2,3 respectively. This
complicated things because you had to pass the correct ID. But now
instead, Emulator::Interface::load() returns maybe<uint> that is nothing
when no game is selected, and a pathID for a valid game. And now open()
can take this ID to access this game's folder contents.
The downside, which is temporary, is that command-line loading is
currently broken. But I do intend on restoring it. In fact, I want to do
better than before and allow multi-cart booting from the command-line by
specifying the base cartridge and then slot cartridges. The idea should
be pretty simple: keep a queue of pending filenames that we fill from
the command-line and/or drag-and-drop operations on the main window,
and then empty out the queue or prompt for load dialogs from the UI
when booting a system. This also might be a bit more unorthodox compared
to the traditional emulator design of "loadGame(filename)", but ... oh
well. It's easy enough still.
The port/device changes are fun. We simplified things quite a bit. The
portmask stuff is gone entirely. While ports and devices keep IDs,
this is really just sugar-coating so UIs can use for(auto& port :
emulator->ports) and access port.id; rather than having to use for(auto
n : range(emulator->ports)) { auto& port = emulator->ports[n]; ... };
but they should otherwise generally be identical to the order they appear
in their respective ranges. Still, don't rely on that.
Input::id is gone. There was no point since we also got rid of the nasty
Input::order vector. Since I was in here, I went ahead and caved on the
pedantics and renamed Input::guid to Input::userData.
I removed the SNES controller port 1 multitap option. Basically, the only
game that uses this is N-warp Daisakusen and, no offense to d4s, it's
not really a good game anyway. It's just a quick demo to show 8-players
on the SNES. But in the UI, all it does is confuse people into wasting
time mapping a controller they're never going to use, and they're going
to wonder which port to use. If more compelling use cases for 8-players
comes about, we can reconsider this. I left all the code to support this
in place, so all you have to do is uncomment one line to enable it again.
We now have dsnes emulation! :D
If you change PPU::VRAM::size to 0x10000 (words), then you should now
have 128KiB of VRAM. Even better, it serializes the used-VRAM size,
so your save states shouldn't crash on you if you swap between the two
(though if you try this, you're nuts.)
Note that this option does break commercial software. Yoshi's Island in
particular. This game is setting A15 on some PPU register writes, but
not on others. The end result of this is things break horribly in-game.
Also, this option is causing a very tiny speed hit for obvious reasons
with the variable masking value (I'm even using size-1 for now.) Given
how niche this is, I may just leave it a compile-time constant to avoid
the overhead cost. Otherwise, if we keep the option, then it'll go into
Super Famicom.sys/manifest.bml ... I'll flesh that out in the near-future.
----
Finally, some fun for my OCD ... my monitor suddenly cut out on me
in the middle of working on this WIP, about six hours in of non-stop
work. Had to hit a bunch of ctrl+alt+fN commands (among other things)
and trying to log in headless on another TTY to do issue commands,
trying to recover the display. Finally power cycled the monitor and it
came back up. So all my typing ended up going to who knows where.
Usually this sort of thing terrifies me enough that I scrap a WIP and
start over to ensure I didn't screw anything up during the crashed screen
when hitting keys randomly.
Obviously, everything compiles and appears to work fine. And I know
it's extremely paranoid, but OCD isn't logical, so ... I'm going
to go over every line of the 100KiB r07->r08 diff looking for any
corruption/errors/whatever.
----
Review finished.
r08 diff review notes:
- fc/controller/gamepad/gamepad.cpp:
use uint device = ID::Device::Gamepad; not id = ...;
- gb/cartridge/cartridge.hpp:
remove redundant uint _pathID; (in Information::pathID already)
- gb/cartridge/cartridge.hpp:
pull sha256 inside Information
- sfc/cartridge/load/cpp:
add " - Slot (A,B)" to interface->load("Sufami Turbo"); to be more
descriptive
- sfc/controller/gamepad/gamepad.cpp:
use uint device = ID::Device::Gamepad; not id = ...;
- sfc/interface/interface.cpp:
remove n variable from the Multitap device input generation loop
(now unused)
- sfc/interface/interface.hpp:
put struct Port above struct Device like the other classes
- ui-tomoko:
cheats.bml is reading from/writing to mediumPaths(0) [system folder
instead of game folder]
- ui-tomoko:
instead of mediumPaths(1) - call emulator->metadataPathID() or something
like that
2016-06-24 12:16:53 +00:00
|
|
|
} else return false;
|
|
|
|
}
|
|
|
|
|
2017-01-13 01:15:45 +00:00
|
|
|
if(auto fp = platform->open(pathID(), "manifest.bml", File::Read, File::Required)) {
|
Update to v099r07 release.
byuu says:
Changelog:
- (hopefully) fixed BS Memory and Sufami Turbo slot loading
- ported GB, GBA, WS cores to use nall/vfs
- completely removed loadRequest, saveRequest functionality from
Emulator::Interface and ui-tomoko
- loadRequest(folder) is now load(folder)
- save states now use a shared Emulator::SerializerVersion string
- whenever this is bumped, all older states will break; but this makes
bumping state versions way easier
- also, the version string makes it a lot easier to identify
compatibility windows for save states
- SNES PPU now uses uint16 vram[32768] for memory accesses [hex_usr]
NOTE: Super Game Boy loading is currently broken, and I'm not entirely
sure how to fix it :/
The file loading handoff was -really- complicated, and so I'm kind of
at a loss ... so for now, don't try it.
Everything else should theoretically work, so please report any bugs
you find.
So, this is pretty much it. I'd be very curious to hear feedback from
people who objected to the old nall/stream design, whether they are
happy with the new file loading system or think it could use further
improvements.
The 16-bit VRAM turned out to be a wash on performance (roughly the same
as before. 1fps slower on Zelda 3, 1fps faster on Yoshi's Island.) The
main reason for this was because Yoshi's Island was breaking horribly
until I changed the vramRead, vramWrite functions to take uint15 instead
of uint16.
I suspect the issue is we're using uint16s in some areas now that need
to be uint15, and this game is setting the VRAM address to 0x8000+,
causing us to go out of bounds on memory accesses.
But ... I want to go ahead and do something cute for fun, and just because
we can ... and this new interface is so incredibly perfect for it!! I
want to support an SNES unit with 128KiB of VRAM. Not out of the box,
but as a fun little tweakable thing. The SNES was clearly designed to
support that, they just didn't use big enough VRAM chips, and left one
of the lines disconnected. So ... let's connect it anyway!
In the end, if we design it right, the only code difference should be
one area where we mask by 15-bits instead of by 16-bits.
2016-06-24 12:09:30 +00:00
|
|
|
information.manifest = fp->reads();
|
|
|
|
} else return false;
|
2011-01-07 11:11:56 +00:00
|
|
|
|
Update to v099r07 release.
byuu says:
Changelog:
- (hopefully) fixed BS Memory and Sufami Turbo slot loading
- ported GB, GBA, WS cores to use nall/vfs
- completely removed loadRequest, saveRequest functionality from
Emulator::Interface and ui-tomoko
- loadRequest(folder) is now load(folder)
- save states now use a shared Emulator::SerializerVersion string
- whenever this is bumped, all older states will break; but this makes
bumping state versions way easier
- also, the version string makes it a lot easier to identify
compatibility windows for save states
- SNES PPU now uses uint16 vram[32768] for memory accesses [hex_usr]
NOTE: Super Game Boy loading is currently broken, and I'm not entirely
sure how to fix it :/
The file loading handoff was -really- complicated, and so I'm kind of
at a loss ... so for now, don't try it.
Everything else should theoretically work, so please report any bugs
you find.
So, this is pretty much it. I'd be very curious to hear feedback from
people who objected to the old nall/stream design, whether they are
happy with the new file loading system or think it could use further
improvements.
The 16-bit VRAM turned out to be a wash on performance (roughly the same
as before. 1fps slower on Zelda 3, 1fps faster on Yoshi's Island.) The
main reason for this was because Yoshi's Island was breaking horribly
until I changed the vramRead, vramWrite functions to take uint15 instead
of uint16.
I suspect the issue is we're using uint16s in some areas now that need
to be uint15, and this game is setting the VRAM address to 0x8000+,
causing us to go out of bounds on memory accesses.
But ... I want to go ahead and do something cute for fun, and just because
we can ... and this new interface is so incredibly perfect for it!! I
want to support an SNES unit with 128KiB of VRAM. Not out of the box,
but as a fun little tweakable thing. The SNES was clearly designed to
support that, they just didn't use big enough VRAM chips, and left one
of the lines disconnected. So ... let's connect it anyway!
In the end, if we design it right, the only code difference should be
one area where we mask by 15-bits instead of by 16-bits.
2016-06-24 12:09:30 +00:00
|
|
|
auto document = BML::unserialize(information.manifest);
|
2016-06-28 10:43:47 +00:00
|
|
|
auto board = document["board"];
|
Update to higan v091r14 and ananke v00r03 releases.
byuu says:
higan changelog:
- generates title displayed in emulator window by asking the core
- core builds title solely from "information/title" ... if it's not
there, you don't get a title at all
- sub-system load menu is gone ... since there are multiple revisions of
the SGB, this never really worked well anyway
- to load an SGB, BS-X or ST cartridge, load the base cartridge first
- "File->Load Game" moved to "Load->Import Game" ... may cause a bit of
confusion to new users, but I don't like having a single-item menu,
we'll just have to explain it to new users
- browser window redone to look like ananke
- home button here goes to ~/Emulation rather than just ~ like ananke,
since this is the home of game folders
- game folder icon is now the executable icon for the Tango theme
(orange diamond), meant to represent a complete game rather than
a game file or archive
ananke changelog:
- outputs GBC games to "Game Boy Color/" instead of "Game Boy/"
- adds the file basename to "information/title"
Known issues:
- using ananke to load a GB game trips the Super Famicom SGB mode and
fails (need to make the full-path auto-detection ignore non-bootable
systems)
- need to dump and test some BS-X media before releasing
- ananke lacks BS-X Satellaview cartridge support
- v092 isn't going to let you retarget the ananke/higan game folder path
of ~/Emulation, you will have to wait for a future version if that
bothers you so greatly
[Later, after the v092 release, byuu posted this additional changelog:
- kill laevateinn
- add title()
- add bootable, remove load
- combine file, library
- combine [][][] paths
- fix SFC subtype handling XML->BML
- update file browser to use buttons
- update file browser keyboard handling
- update system XML->BML
- fix sufami turbo hashing
- remove Cartridge::manifest
]
2012-12-25 05:31:55 +00:00
|
|
|
information.title = document["information/title"].text();
|
Update to v082r29 release.
byuu says:
I doubt anyone is going to like these changes, but oh well.
The base height output for NES+SNES is now always 256x240. The Enable
Overscan option blanks out borders around the screen. This eliminates
the need for an overscan software filter. For NES, it's 16px from the
top and bottom, and 8px from the left and right. Anything less and you
get scrolling artifacts in countless games. For the SNES, it's only 16px
from the top and bottom. Main point is that most NTSC SNES games are
224-height games, so you'll have black borders. Oh well, hack the source
if you want. Game Boy overscan option does nothing.
Everything except for the cheats.xml file now uses BML markup. I need to
write a converter for cheats.xml still. Cut the SNES board parsing code
in half, 30KB->16KB. Much cleaner now.
Took the opportunity to fix a mistake I made back with the XML spec: all
numbers are integers, but can be prefixed with 0x to become hexadecimal.
Before, offset/size values defaulted to hex-mode even without a prefix,
unlike frequency/etc values.
The XML shaders have gone in their own direction anyway, with most being
multi-pass and incompatible with bsnes. So that said, please don't
extend the BML functionality from your end. But f eel free to add to the
XML spec, since other emulators now use that as well. And don't
misunderstand, I love the work that's being done there. It's pretty
awesome to see multi-pass shader capabilities, and the RAM watching
stuff is just amazing.
If there are any really awesome single-pass shaders that people would
like, I can convert it from XML and include it with future releases.
On that topic, I removed the watercolor/hdr-tv ones from the binary
packages (still in the source archive) ... they are neat, but not very
useful for actual gaming.
If we had more than one, I'd remove the Direct3D sepia one. Not going to
use shaders from a certain bipolar manic, because I'd never hear the end
of it if I did :/
Oh, one change I think people will like: MSU1 no longer requires
a memory map specification, so MSU1 authors won't have to keep updating
to my newer revisions of board markups. Basically, if there's not
a board with an msu1 section, it'll check if "gamename.msu" exists. If
it does, MSU1 gets mapped to 00-3f,80-bf:2000-2007. If all you want is
music, make a blank, zero-byte gamename.msu file.
2011-10-04 11:55:39 +00:00
|
|
|
|
2017-07-26 12:42:06 +00:00
|
|
|
auto mapperID = document["board/mapper"].text();
|
|
|
|
if(mapperID == "MBC0" ) mapper = &mbc0;
|
|
|
|
if(mapperID == "MBC1" ) mapper = &mbc1;
|
|
|
|
if(mapperID == "MBC1M") mapper = &mbc1m;
|
|
|
|
if(mapperID == "MBC2" ) mapper = &mbc2;
|
|
|
|
if(mapperID == "MBC3" ) mapper = &mbc3;
|
|
|
|
if(mapperID == "MBC5" ) mapper = &mbc5;
|
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
|
|
|
if(mapperID == "MBC6" ) mapper = &mbc6;
|
|
|
|
if(mapperID == "MBC7" ) mapper = &mbc7;
|
2017-07-26 12:42:06 +00:00
|
|
|
if(mapperID == "MMM01") mapper = &mmm01;
|
|
|
|
if(mapperID == "HuC1" ) mapper = &huc1;
|
|
|
|
if(mapperID == "HuC3" ) mapper = &huc3;
|
|
|
|
if(mapperID == "TAMA" ) mapper = &tama;
|
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
|
|
|
if(!mapper) mapper = &mbc0;
|
|
|
|
|
|
|
|
accelerometer = (bool)document["board/accelerometer"];
|
|
|
|
rumble = (bool)document["board/rumble"];
|
2017-07-26 12:42:06 +00:00
|
|
|
|
|
|
|
rom.size = max(0x4000, document["board/rom/size"].natural());
|
2016-06-28 10:43:47 +00:00
|
|
|
rom.data = (uint8*)memory::allocate(rom.size, 0xff);
|
2017-07-26 12:42:06 +00:00
|
|
|
if(auto name = document["board/rom/name"].text()) {
|
2017-01-13 01:15:45 +00:00
|
|
|
if(auto fp = platform->open(pathID(), name, File::Read, File::Required)) {
|
2016-06-28 10:43:47 +00:00
|
|
|
fp->read(rom.data, min(rom.size, fp->size()));
|
Update to v099r07 release.
byuu says:
Changelog:
- (hopefully) fixed BS Memory and Sufami Turbo slot loading
- ported GB, GBA, WS cores to use nall/vfs
- completely removed loadRequest, saveRequest functionality from
Emulator::Interface and ui-tomoko
- loadRequest(folder) is now load(folder)
- save states now use a shared Emulator::SerializerVersion string
- whenever this is bumped, all older states will break; but this makes
bumping state versions way easier
- also, the version string makes it a lot easier to identify
compatibility windows for save states
- SNES PPU now uses uint16 vram[32768] for memory accesses [hex_usr]
NOTE: Super Game Boy loading is currently broken, and I'm not entirely
sure how to fix it :/
The file loading handoff was -really- complicated, and so I'm kind of
at a loss ... so for now, don't try it.
Everything else should theoretically work, so please report any bugs
you find.
So, this is pretty much it. I'd be very curious to hear feedback from
people who objected to the old nall/stream design, whether they are
happy with the new file loading system or think it could use further
improvements.
The 16-bit VRAM turned out to be a wash on performance (roughly the same
as before. 1fps slower on Zelda 3, 1fps faster on Yoshi's Island.) The
main reason for this was because Yoshi's Island was breaking horribly
until I changed the vramRead, vramWrite functions to take uint15 instead
of uint16.
I suspect the issue is we're using uint16s in some areas now that need
to be uint15, and this game is setting the VRAM address to 0x8000+,
causing us to go out of bounds on memory accesses.
But ... I want to go ahead and do something cute for fun, and just because
we can ... and this new interface is so incredibly perfect for it!! I
want to support an SNES unit with 128KiB of VRAM. Not out of the box,
but as a fun little tweakable thing. The SNES was clearly designed to
support that, they just didn't use big enough VRAM chips, and left one
of the lines disconnected. So ... let's connect it anyway!
In the end, if we design it right, the only code difference should be
one area where we mask by 15-bits instead of by 16-bits.
2016-06-24 12:09:30 +00:00
|
|
|
}
|
|
|
|
}
|
2017-07-26 12:42:06 +00:00
|
|
|
|
|
|
|
ram.size = document["board/ram/size"].natural();
|
|
|
|
ram.data = (uint8*)memory::allocate(ram.size, 0xff);
|
|
|
|
if(auto name = document["board/ram/name"].text()) {
|
2017-01-13 01:15:45 +00:00
|
|
|
if(auto fp = platform->open(pathID(), name, File::Read, File::Optional)) {
|
2016-06-28 10:43:47 +00:00
|
|
|
fp->read(ram.data, min(ram.size, fp->size()));
|
Update to v099r07 release.
byuu says:
Changelog:
- (hopefully) fixed BS Memory and Sufami Turbo slot loading
- ported GB, GBA, WS cores to use nall/vfs
- completely removed loadRequest, saveRequest functionality from
Emulator::Interface and ui-tomoko
- loadRequest(folder) is now load(folder)
- save states now use a shared Emulator::SerializerVersion string
- whenever this is bumped, all older states will break; but this makes
bumping state versions way easier
- also, the version string makes it a lot easier to identify
compatibility windows for save states
- SNES PPU now uses uint16 vram[32768] for memory accesses [hex_usr]
NOTE: Super Game Boy loading is currently broken, and I'm not entirely
sure how to fix it :/
The file loading handoff was -really- complicated, and so I'm kind of
at a loss ... so for now, don't try it.
Everything else should theoretically work, so please report any bugs
you find.
So, this is pretty much it. I'd be very curious to hear feedback from
people who objected to the old nall/stream design, whether they are
happy with the new file loading system or think it could use further
improvements.
The 16-bit VRAM turned out to be a wash on performance (roughly the same
as before. 1fps slower on Zelda 3, 1fps faster on Yoshi's Island.) The
main reason for this was because Yoshi's Island was breaking horribly
until I changed the vramRead, vramWrite functions to take uint15 instead
of uint16.
I suspect the issue is we're using uint16s in some areas now that need
to be uint15, and this game is setting the VRAM address to 0x8000+,
causing us to go out of bounds on memory accesses.
But ... I want to go ahead and do something cute for fun, and just because
we can ... and this new interface is so incredibly perfect for it!! I
want to support an SNES unit with 128KiB of VRAM. Not out of the box,
but as a fun little tweakable thing. The SNES was clearly designed to
support that, they just didn't use big enough VRAM chips, and left one
of the lines disconnected. So ... let's connect it anyway!
In the end, if we design it right, the only code difference should be
one area where we mask by 15-bits instead of by 16-bits.
2016-06-24 12:09:30 +00:00
|
|
|
}
|
|
|
|
}
|
2012-05-26 08:18:42 +00:00
|
|
|
|
2017-07-26 12:42:06 +00:00
|
|
|
rtc.size = document["board/rtc/size"].natural();
|
|
|
|
rtc.data = (uint8*)memory::allocate(rtc.size, 0xff);
|
|
|
|
if(auto name = document["board/rtc/name"].text()) {
|
|
|
|
if(auto fp = platform->open(pathID(), name, File::Read, File::Optional)) {
|
|
|
|
fp->read(rtc.data, min(rtc.size, fp->size()));
|
|
|
|
}
|
2011-01-29 09:48:44 +00:00
|
|
|
}
|
|
|
|
|
2016-06-28 10:43:47 +00:00
|
|
|
information.sha256 = Hash::SHA256(rom.data, rom.size).digest();
|
Update to v099r07 release.
byuu says:
Changelog:
- (hopefully) fixed BS Memory and Sufami Turbo slot loading
- ported GB, GBA, WS cores to use nall/vfs
- completely removed loadRequest, saveRequest functionality from
Emulator::Interface and ui-tomoko
- loadRequest(folder) is now load(folder)
- save states now use a shared Emulator::SerializerVersion string
- whenever this is bumped, all older states will break; but this makes
bumping state versions way easier
- also, the version string makes it a lot easier to identify
compatibility windows for save states
- SNES PPU now uses uint16 vram[32768] for memory accesses [hex_usr]
NOTE: Super Game Boy loading is currently broken, and I'm not entirely
sure how to fix it :/
The file loading handoff was -really- complicated, and so I'm kind of
at a loss ... so for now, don't try it.
Everything else should theoretically work, so please report any bugs
you find.
So, this is pretty much it. I'd be very curious to hear feedback from
people who objected to the old nall/stream design, whether they are
happy with the new file loading system or think it could use further
improvements.
The 16-bit VRAM turned out to be a wash on performance (roughly the same
as before. 1fps slower on Zelda 3, 1fps faster on Yoshi's Island.) The
main reason for this was because Yoshi's Island was breaking horribly
until I changed the vramRead, vramWrite functions to take uint15 instead
of uint16.
I suspect the issue is we're using uint16s in some areas now that need
to be uint15, and this game is setting the VRAM address to 0x8000+,
causing us to go out of bounds on memory accesses.
But ... I want to go ahead and do something cute for fun, and just because
we can ... and this new interface is so incredibly perfect for it!! I
want to support an SNES unit with 128KiB of VRAM. Not out of the box,
but as a fun little tweakable thing. The SNES was clearly designed to
support that, they just didn't use big enough VRAM chips, and left one
of the lines disconnected. So ... let's connect it anyway!
In the end, if we design it right, the only code difference should be
one area where we mask by 15-bits instead of by 16-bits.
2016-06-24 12:09:30 +00:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
auto Cartridge::save() -> void {
|
|
|
|
auto document = BML::unserialize(information.manifest);
|
|
|
|
|
|
|
|
if(auto name = document["board/ram/name"].text()) {
|
2017-01-13 01:15:45 +00:00
|
|
|
if(auto fp = platform->open(pathID(), name, File::Write)) {
|
2016-06-28 10:43:47 +00:00
|
|
|
fp->write(ram.data, ram.size);
|
Update to v099r07 release.
byuu says:
Changelog:
- (hopefully) fixed BS Memory and Sufami Turbo slot loading
- ported GB, GBA, WS cores to use nall/vfs
- completely removed loadRequest, saveRequest functionality from
Emulator::Interface and ui-tomoko
- loadRequest(folder) is now load(folder)
- save states now use a shared Emulator::SerializerVersion string
- whenever this is bumped, all older states will break; but this makes
bumping state versions way easier
- also, the version string makes it a lot easier to identify
compatibility windows for save states
- SNES PPU now uses uint16 vram[32768] for memory accesses [hex_usr]
NOTE: Super Game Boy loading is currently broken, and I'm not entirely
sure how to fix it :/
The file loading handoff was -really- complicated, and so I'm kind of
at a loss ... so for now, don't try it.
Everything else should theoretically work, so please report any bugs
you find.
So, this is pretty much it. I'd be very curious to hear feedback from
people who objected to the old nall/stream design, whether they are
happy with the new file loading system or think it could use further
improvements.
The 16-bit VRAM turned out to be a wash on performance (roughly the same
as before. 1fps slower on Zelda 3, 1fps faster on Yoshi's Island.) The
main reason for this was because Yoshi's Island was breaking horribly
until I changed the vramRead, vramWrite functions to take uint15 instead
of uint16.
I suspect the issue is we're using uint16s in some areas now that need
to be uint15, and this game is setting the VRAM address to 0x8000+,
causing us to go out of bounds on memory accesses.
But ... I want to go ahead and do something cute for fun, and just because
we can ... and this new interface is so incredibly perfect for it!! I
want to support an SNES unit with 128KiB of VRAM. Not out of the box,
but as a fun little tweakable thing. The SNES was clearly designed to
support that, they just didn't use big enough VRAM chips, and left one
of the lines disconnected. So ... let's connect it anyway!
In the end, if we design it right, the only code difference should be
one area where we mask by 15-bits instead of by 16-bits.
2016-06-24 12:09:30 +00:00
|
|
|
}
|
|
|
|
}
|
2017-07-26 12:42:06 +00:00
|
|
|
|
|
|
|
if(auto name = document["board/rtc/name"].text()) {
|
|
|
|
if(auto fp = platform->open(pathID(), name, File::Write)) {
|
|
|
|
fp->write(rtc.data, rtc.size);
|
|
|
|
}
|
|
|
|
}
|
2010-12-28 01:53:15 +00:00
|
|
|
}
|
|
|
|
|
2015-11-21 07:36:48 +00:00
|
|
|
auto Cartridge::unload() -> void {
|
2016-06-28 10:43:47 +00:00
|
|
|
delete[] rom.data;
|
|
|
|
delete[] ram.data;
|
2017-07-26 12:42:06 +00:00
|
|
|
delete[] rtc.data;
|
2016-06-28 10:43:47 +00:00
|
|
|
rom = {};
|
|
|
|
ram = {};
|
2017-07-26 12:42:06 +00:00
|
|
|
rtc = {};
|
2011-01-02 04:46:54 +00:00
|
|
|
}
|
|
|
|
|
2016-06-28 10:43:47 +00:00
|
|
|
auto Cartridge::readIO(uint16 addr) -> uint8 {
|
2016-01-08 09:23:46 +00:00
|
|
|
if(addr == 0xff50) return 0xff;
|
2011-10-27 00:00:17 +00:00
|
|
|
|
2016-06-28 10:43:47 +00:00
|
|
|
if(bootromEnable) {
|
2013-05-05 09:21:30 +00:00
|
|
|
const uint8* data = nullptr;
|
Update to v102r04 release.
byuu says:
Changelog:
- Super Game Boy support is functional once again
- new GameBoy::SuperGameBoyInterface class
- system.(dmg,cgb,sgb) is now Model::(Super)GameBoy(Color) ala the PC
Engine
- merged WonderSwanInterface, WonderSwanColorInterface shared
functions to WonderSwan::Interface
- merged GameBoyInterface, GameBoyColorInterface shared functions to
GameBoy::Interface
- Interface::unload() now calls Interface::save() for Master System,
Game Gear, Mega Drive, PC Engine, SuperGrafx
- PCE: emulated PCE-CD backup RAM; stored per-game as save.ram (2KiB
file)
- this means you can now save your progress in games like Neutopia
- the PCE-CD I/O registers like BRAM write protect are not
emulated yet
- PCE: IRQ sources now hold the IRQ line state, instead of the CPU
holding it
- this fixes most SuperGrafx games, which were fighting over the
VDC IRQ line previously
- PCE: CPU I/O $14xx should return the pending IRQ bits even if IRQs
are disabled
- PCE: VCE and the VDCs now synchronize to each other; fixes pixel
widths in all games
- PCE: greatly increased the accuracy of the VPC priority selection
code (windows may be buggy still)
- HuC6280: PLA, PLX, PLY should set Z, N flags; fixes many game bugs
[Jonas Quinn]
The big thing I wanted to do was enslave the VDC(s) to the VCE. But
unfortunately, I forgot about the asynchronous DMA channels that each
VDC supports, so this isn't going to be possible I'm afraid.
In the most demanding case, Daimakaimura in-game, we're looking at 85fps
on my Xeon E3 1276v3. So ... not great, and we don't even have sound
connected yet.
We are going to have to profile and optimize this code once sound
emulation and save states are in.
Basically, think of it like this: the VCE, VDC0, and VDC1 all have the
same overhead, scheduling wise (which is the bulk of the performance
loss) as the dot-renderer for the SNES core. So it's like there's three
bsnes-accuracy PPU threads running just for video.
-----
Oh, just a fair warning ... the hooks for the SGB are a work in
progress.
If anyone is working on higan or a fork and want to do something similar
to it, don't use it as a template, at least not yet.
Right now, higan looks like this:
- Emulator::Video handles the platform→videoRefresh calls
- Emulator::Audio handles the platform→audioSample calls
- each core hard-codes the platform→inputPoll, inputRumble calls
- each core hard-codes calls to path, open, load to process files
- dipSettings and notify are specialty hacks, neither are even hooked
up right now to anything
With the SGB, it's an emulation core inside an emulation core, so
ideally you want to hook all of those functions. Emulator::Video and
Emulator::Audio aren't really abstractions over that, as the GB core
calls them and we have to special case not calling them in SGB mode.
The path, open, load can be implemented without hooks, thanks to the UI
only using one instance of Emulator::Platform for all cores. All we have
to do is override the folder path ID for the "Game Boy.sys" folder, so
that it picks "Super Game Boy.sfc/" and loads its boot ROM instead.
That's just a simple argument to GameBoy::System::load() and we're done.
dipSettings, notify and inputRumble don't matter. But we do also have to
hook inputPoll as well.
The nice idea would be for SuperFamicom::ICD2 to inherit from
Emulator::Platform and provide the desired functions that we need to
overload. After that, we'd just need the GB core to keep an abstraction
over the global Emulator::platform\* handle, to select between the UI
version and the SFC::ICD2 version.
However ... that doesn't work because of Emulator::Video and
Emulator::Audio. They would also have to gain an abstraction over
Emulator::platform\*, and even worse ... you'd have to constantly swap
between the two so that the SFC core uses the UI, and the GB core uses
the ICD2.
And so, for right now, I'm checking Model::SuperGameBoy() -> bool
everywhere, and choosing between the UI and ICD2 targets that way. And
as such, the ICD2 doesn't really need Emulator::Platform inheritance,
although it certainly could do that and just use the functions it needs.
But the SGB is even weirder, because we need additional new signals
beyond just Emulator::Platform, like joypWrite(), etc.
I'd also like to work on the Emulator::Stream for the SGB core. I don't
see why we can't have the GB core create its own stream, and let the
ICD2 just use that instead. We just have to be careful about the ICD2's
CPU soft reset function, to make sure the GB core's Stream object
remains valid. What I think that needs is a way to release an
Emulator::Stream individually, rather than calling
Emulator::Audio::reset() to do it. They are shared\_pointer objects, so
I think if I added a destructor function to remove it from
Emulator::Audio::streams, then that should work.
2017-01-26 01:06:06 +00:00
|
|
|
if(Model::GameBoy()) data = system.bootROM.dmg;
|
|
|
|
if(Model::GameBoyColor()) data = system.bootROM.cgb;
|
|
|
|
if(Model::SuperGameBoy()) data = system.bootROM.sgb;
|
2011-10-27 00:00:17 +00:00
|
|
|
if(addr >= 0x0000 && addr <= 0x00ff) return data[addr];
|
2017-07-26 12:42:06 +00:00
|
|
|
if(addr >= 0x0200 && addr <= 0x08ff && Model::GameBoyColor()) return data[addr - 0x100];
|
2011-10-27 00:00:17 +00:00
|
|
|
}
|
|
|
|
|
2017-07-26 12:42:06 +00:00
|
|
|
return mapper->read(addr);
|
2011-01-29 09:48:44 +00:00
|
|
|
}
|
|
|
|
|
2016-06-28 10:43:47 +00:00
|
|
|
auto Cartridge::writeIO(uint16 addr, uint8 data) -> void {
|
|
|
|
if(bootromEnable && addr == 0xff50) {
|
|
|
|
bootromEnable = false;
|
2011-10-27 00:00:17 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2017-07-26 12:42:06 +00:00
|
|
|
mapper->write(addr, data);
|
2011-01-29 09:48:44 +00:00
|
|
|
}
|
|
|
|
|
2015-11-21 07:36:48 +00:00
|
|
|
auto Cartridge::power() -> void {
|
|
|
|
for(uint n = 0x0000; n <= 0x7fff; n++) bus.mmio[n] = this;
|
|
|
|
for(uint n = 0xa000; n <= 0xbfff; n++) bus.mmio[n] = this;
|
2011-01-29 09:48:44 +00:00
|
|
|
bus.mmio[0xff50] = this;
|
2017-07-26 12:42:06 +00:00
|
|
|
|
|
|
|
bootromEnable = true;
|
|
|
|
|
|
|
|
mapper->power();
|
|
|
|
}
|
|
|
|
|
|
|
|
auto Cartridge::second() -> void {
|
|
|
|
mapper->second();
|
|
|
|
}
|
|
|
|
|
|
|
|
auto Cartridge::Memory::read(uint address) const -> uint8 {
|
|
|
|
if(!size) return 0xff;
|
|
|
|
if(address >= size) address %= size;
|
|
|
|
return data[address];
|
|
|
|
}
|
|
|
|
|
|
|
|
auto Cartridge::Memory::write(uint address, uint8 byte) -> void {
|
|
|
|
if(!size) return;
|
|
|
|
if(address >= size) address %= size;
|
|
|
|
data[address] = byte;
|
2010-12-29 11:03:42 +00:00
|
|
|
}
|
|
|
|
|
2010-12-28 01:53:15 +00:00
|
|
|
}
|