2015-09-28 11:56:46 +00:00
|
|
|
Icarus::Icarus() {
|
2015-12-19 09:00:27 +00:00
|
|
|
database.famicom = BML::unserialize(string::read(locate({configpath(), "icarus/"}, "Database/Famicom.bml")));
|
Update to higan and icarus v095r15 release.
r13 and r14 weren't posted as individual releases, but their changelogs
were posted.
byuu says about r13:
I'm not going to be posting WIPs for r13 and above for a while.
The reason is that I'm working on the major manifest overhaul I've
discussed previously on the icarus subforum.
I'm recreating my boards database from scratch using the map files
and the new map analyzer. The only games that will load are ones
I've created board definitions for, and updated
sfc/cartridge/markup.cpp to parse. Once I've finished all the
boards, then I'll update the heuristics.
Then finally, I'll sync the syntax changes over to the fc, gb, gba
cores.
Once that's done, I'll start posting WIPs again, along with a new
build of icarus.
But I'll still post changelogs as I work through things.
Changelog (r13):
- preservation: created new database-builder tool (merges
region-specific databases with boards)
- icarus: support new, external database format
(~/.config/icarus/Database/(Super Famicom.bml, ...)
- added 1A3B-(10,11,12); 1A3B-20
byuu says about r14:
r14 work:
I successfully created mappings for every board used in the US set.
I also updated icarus' heuristics to use the new mappings, and
created ones there for the boards that are only in the JP set.
Then I patched icarus to support pulling games out of the database
when it's used on a game folder to generate a manifest file.
Then I updated a lot of code in higan/sfc to support the new mapping
syntax. sfc/cartridge/markup.cpp is about half the size it used to
be with the new mappings, and I was able to kill off both map/id and
map/select entirely.
Then I updated all four emulated systems (and both subsystems) to
use "board" as the root node, and harmonized their syntax (made them
all more consistent with each other.)
Then I added a manifest viewer to the tools window+menu. It's kind
of an advanced user feature, but oh well. No reason to coddle people
when the feature is very useful for developers. The viewer will show
all manifests in order when you load multi-cart games as well.
Still not going to call any syntax 100% done right now, but
thankfully with the new manifest-free folders, nobody will have to
do anything to use the new format. Just download the new version and
go.
The Super Famicom Event stuff is currently broken (CC92/PF94
boards). That's gonna be fun to support.
byuu says about r15:
EDIT: small bug in icarus with heuristics. Edit
core/super-famicom.cpp line 27:
if(/*auto*/ markup = cartridge.markup) {
Gotta remove that "auto" so that it returns valid markup.
Resolved the final concerns I had with the new manifest format.
Right now there are two things that are definitely broken: MCC (BS-X
Town cart) and Event (CC '92 and PF'94).
And there are a few things that are untested: SPC7110, EpsonRTC,
SharpRTC, SDD1+RAM, SufamiTurbo, BS-X slotted carts.
2015-12-19 08:52:34 +00:00
|
|
|
database.superFamicom = BML::unserialize(string::read(locate({configpath(), "icarus/"}, "Database/Super Famicom.bml")));
|
2015-12-19 09:00:27 +00:00
|
|
|
database.gameBoy = BML::unserialize(string::read(locate({configpath(), "icarus/"}, "Database/Game Boy.bml")));
|
|
|
|
database.gameBoyColor = BML::unserialize(string::read(locate({configpath(), "icarus/"}, "Database/Game Boy Color.bml")));
|
|
|
|
database.gameBoyAdvance = BML::unserialize(string::read(locate({configpath(), "icarus/"}, "Database/Game Boy Advance.bml")));
|
|
|
|
database.bsMemory = BML::unserialize(string::read(locate({configpath(), "icarus/"}, "Database/BS Memory.bml")));
|
|
|
|
database.sufamiTurbo = BML::unserialize(string::read(locate({configpath(), "icarus/"}, "Database/Sufami Turbo.bml")));
|
2015-09-28 11:56:46 +00:00
|
|
|
}
|
|
|
|
|
2015-08-21 11:29:53 +00:00
|
|
|
auto Icarus::error() const -> string {
|
|
|
|
return errorMessage;
|
|
|
|
}
|
|
|
|
|
Update to v096r06 release.
byuu says:
This WIP finally achieves the vision I've had for icarus.
I also fixed a mapping issue with Cx4 that, oddly enough, only caused
the "2" from the Mega Man X2 title screen to disappear.
[Editor's note - "the vision for icarus" was described in a separate,
public forum post: http://board.byuu.org/phpbb3/viewtopic.php?p=20584
Quoting for posterity:
icarus is now a full-fledged part of higan, and will be bundled with
each higan WIP as well. This will ensure that in the future, the
exact version of icarus you need to run higan will be included right
along with it. As of this WIP, physical manifest files are now truly
and entirely optional.
From now on, you can associate your ROM image files with higan's
main binary, or drop them directly on top of it, to load and play
your games.
Furthermore, there are two new menu options that appear under the
library menu when icarus is present:
- "Load ROM File ..." => gives you a single-file selection dialog to
import (and if possible) run the game
- "Import ROM Files ..." => gives you a multi-file import dialog
with checkboxes to pull in multiple games at once
Finally, as before, icarus can generate manifest.bml files for
folders that lack them.
For people who like the game folder and library system, nothing's
changed. Keep using higan as you have been.
For people who hate it, you can now use higan like your classic
emulators. Treat the "Library->{System Name}" entries as your
"favorites" list: the games you actually play. Treat the
"Library->Load ROM" as your standard open file dialog in other
emulators. And finally, treat "Advanced->Game Library" as your save
data path for cheat codes, save states, save RAM, etc.
]
2016-01-13 10:47:45 +00:00
|
|
|
auto Icarus::success(string location) -> string {
|
2015-08-21 11:29:53 +00:00
|
|
|
errorMessage = "";
|
Update to v096r06 release.
byuu says:
This WIP finally achieves the vision I've had for icarus.
I also fixed a mapping issue with Cx4 that, oddly enough, only caused
the "2" from the Mega Man X2 title screen to disappear.
[Editor's note - "the vision for icarus" was described in a separate,
public forum post: http://board.byuu.org/phpbb3/viewtopic.php?p=20584
Quoting for posterity:
icarus is now a full-fledged part of higan, and will be bundled with
each higan WIP as well. This will ensure that in the future, the
exact version of icarus you need to run higan will be included right
along with it. As of this WIP, physical manifest files are now truly
and entirely optional.
From now on, you can associate your ROM image files with higan's
main binary, or drop them directly on top of it, to load and play
your games.
Furthermore, there are two new menu options that appear under the
library menu when icarus is present:
- "Load ROM File ..." => gives you a single-file selection dialog to
import (and if possible) run the game
- "Import ROM Files ..." => gives you a multi-file import dialog
with checkboxes to pull in multiple games at once
Finally, as before, icarus can generate manifest.bml files for
folders that lack them.
For people who like the game folder and library system, nothing's
changed. Keep using higan as you have been.
For people who hate it, you can now use higan like your classic
emulators. Treat the "Library->{System Name}" entries as your
"favorites" list: the games you actually play. Treat the
"Library->Load ROM" as your standard open file dialog in other
emulators. And finally, treat "Advanced->Game Library" as your save
data path for cheat codes, save states, save RAM, etc.
]
2016-01-13 10:47:45 +00:00
|
|
|
return location;
|
2015-08-21 11:29:53 +00:00
|
|
|
}
|
|
|
|
|
Update to v096r06 release.
byuu says:
This WIP finally achieves the vision I've had for icarus.
I also fixed a mapping issue with Cx4 that, oddly enough, only caused
the "2" from the Mega Man X2 title screen to disappear.
[Editor's note - "the vision for icarus" was described in a separate,
public forum post: http://board.byuu.org/phpbb3/viewtopic.php?p=20584
Quoting for posterity:
icarus is now a full-fledged part of higan, and will be bundled with
each higan WIP as well. This will ensure that in the future, the
exact version of icarus you need to run higan will be included right
along with it. As of this WIP, physical manifest files are now truly
and entirely optional.
From now on, you can associate your ROM image files with higan's
main binary, or drop them directly on top of it, to load and play
your games.
Furthermore, there are two new menu options that appear under the
library menu when icarus is present:
- "Load ROM File ..." => gives you a single-file selection dialog to
import (and if possible) run the game
- "Import ROM Files ..." => gives you a multi-file import dialog
with checkboxes to pull in multiple games at once
Finally, as before, icarus can generate manifest.bml files for
folders that lack them.
For people who like the game folder and library system, nothing's
changed. Keep using higan as you have been.
For people who hate it, you can now use higan like your classic
emulators. Treat the "Library->{System Name}" entries as your
"favorites" list: the games you actually play. Treat the
"Library->Load ROM" as your standard open file dialog in other
emulators. And finally, treat "Advanced->Game Library" as your save
data path for cheat codes, save states, save RAM, etc.
]
2016-01-13 10:47:45 +00:00
|
|
|
auto Icarus::failure(string message) -> string {
|
2015-08-21 11:29:53 +00:00
|
|
|
errorMessage = message;
|
Update to v096r06 release.
byuu says:
This WIP finally achieves the vision I've had for icarus.
I also fixed a mapping issue with Cx4 that, oddly enough, only caused
the "2" from the Mega Man X2 title screen to disappear.
[Editor's note - "the vision for icarus" was described in a separate,
public forum post: http://board.byuu.org/phpbb3/viewtopic.php?p=20584
Quoting for posterity:
icarus is now a full-fledged part of higan, and will be bundled with
each higan WIP as well. This will ensure that in the future, the
exact version of icarus you need to run higan will be included right
along with it. As of this WIP, physical manifest files are now truly
and entirely optional.
From now on, you can associate your ROM image files with higan's
main binary, or drop them directly on top of it, to load and play
your games.
Furthermore, there are two new menu options that appear under the
library menu when icarus is present:
- "Load ROM File ..." => gives you a single-file selection dialog to
import (and if possible) run the game
- "Import ROM Files ..." => gives you a multi-file import dialog
with checkboxes to pull in multiple games at once
Finally, as before, icarus can generate manifest.bml files for
folders that lack them.
For people who like the game folder and library system, nothing's
changed. Keep using higan as you have been.
For people who hate it, you can now use higan like your classic
emulators. Treat the "Library->{System Name}" entries as your
"favorites" list: the games you actually play. Treat the
"Library->Load ROM" as your standard open file dialog in other
emulators. And finally, treat "Advanced->Game Library" as your save
data path for cheat codes, save states, save RAM, etc.
]
2016-01-13 10:47:45 +00:00
|
|
|
return {};
|
2015-08-21 11:29:53 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
auto Icarus::manifest(string location) -> string {
|
|
|
|
location.transform("\\", "/").rtrim("/").append("/");
|
|
|
|
if(!directory::exists(location)) return "";
|
|
|
|
|
2015-09-28 11:56:46 +00:00
|
|
|
auto type = suffixname(location).downcase();
|
2015-08-21 11:29:53 +00:00
|
|
|
if(type == ".fc") return famicomManifest(location);
|
|
|
|
if(type == ".sfc") return superFamicomManifest(location);
|
|
|
|
if(type == ".gb") return gameBoyManifest(location);
|
|
|
|
if(type == ".gbc") return gameBoyColorManifest(location);
|
|
|
|
if(type == ".gba") return gameBoyAdvanceManifest(location);
|
2015-12-19 09:00:27 +00:00
|
|
|
if(type == ".bs") return bsMemoryManifest(location);
|
2015-08-21 11:29:53 +00:00
|
|
|
if(type == ".st") return sufamiTurboManifest(location);
|
|
|
|
|
|
|
|
return "";
|
|
|
|
}
|
|
|
|
|
Update to v096r06 release.
byuu says:
This WIP finally achieves the vision I've had for icarus.
I also fixed a mapping issue with Cx4 that, oddly enough, only caused
the "2" from the Mega Man X2 title screen to disappear.
[Editor's note - "the vision for icarus" was described in a separate,
public forum post: http://board.byuu.org/phpbb3/viewtopic.php?p=20584
Quoting for posterity:
icarus is now a full-fledged part of higan, and will be bundled with
each higan WIP as well. This will ensure that in the future, the
exact version of icarus you need to run higan will be included right
along with it. As of this WIP, physical manifest files are now truly
and entirely optional.
From now on, you can associate your ROM image files with higan's
main binary, or drop them directly on top of it, to load and play
your games.
Furthermore, there are two new menu options that appear under the
library menu when icarus is present:
- "Load ROM File ..." => gives you a single-file selection dialog to
import (and if possible) run the game
- "Import ROM Files ..." => gives you a multi-file import dialog
with checkboxes to pull in multiple games at once
Finally, as before, icarus can generate manifest.bml files for
folders that lack them.
For people who like the game folder and library system, nothing's
changed. Keep using higan as you have been.
For people who hate it, you can now use higan like your classic
emulators. Treat the "Library->{System Name}" entries as your
"favorites" list: the games you actually play. Treat the
"Library->Load ROM" as your standard open file dialog in other
emulators. And finally, treat "Advanced->Game Library" as your save
data path for cheat codes, save states, save RAM, etc.
]
2016-01-13 10:47:45 +00:00
|
|
|
auto Icarus::import(string location) -> string {
|
2015-08-21 11:29:53 +00:00
|
|
|
location.transform("\\", "/").rtrim("/");
|
|
|
|
if(!file::exists(location)) return failure("file does not exist");
|
|
|
|
if(!file::readable(location)) return failure("file is unreadable");
|
|
|
|
|
2015-09-28 11:56:46 +00:00
|
|
|
auto name = prefixname(location);
|
|
|
|
auto type = suffixname(location).downcase();
|
2015-08-21 11:29:53 +00:00
|
|
|
if(!name || !type) return failure("invalid file name");
|
|
|
|
|
|
|
|
auto buffer = file::read(location);
|
|
|
|
if(!buffer) return failure("file is empty");
|
|
|
|
|
|
|
|
if(type == ".zip") {
|
|
|
|
Decode::ZIP zip;
|
|
|
|
if(!zip.open(location)) return failure("ZIP archive is invalid");
|
|
|
|
if(!zip.file) return failure("ZIP archive is empty");
|
|
|
|
|
2015-09-28 11:56:46 +00:00
|
|
|
name = prefixname(zip.file[0].name);
|
|
|
|
type = suffixname(zip.file[0].name).downcase();
|
2015-08-21 11:29:53 +00:00
|
|
|
buffer = zip.extract(zip.file[0]);
|
|
|
|
}
|
|
|
|
|
|
|
|
if(type == ".fc" || type == ".nes") return famicomImport(buffer, location);
|
|
|
|
if(type == ".sfc" || type == ".smc") return superFamicomImport(buffer, location);
|
|
|
|
if(type == ".gb") return gameBoyImport(buffer, location);
|
|
|
|
if(type == ".gbc") return gameBoyColorImport(buffer, location);
|
|
|
|
if(type == ".gba") return gameBoyAdvanceImport(buffer, location);
|
2015-12-19 09:00:27 +00:00
|
|
|
if(type == ".bs") return bsMemoryImport(buffer, location);
|
2015-08-21 11:29:53 +00:00
|
|
|
if(type == ".st") return sufamiTurboImport(buffer, location);
|
|
|
|
|
|
|
|
return failure("unrecognized file extension");
|
|
|
|
}
|
|
|
|
|
2015-12-19 09:00:27 +00:00
|
|
|
auto Icarus::concatenate(vector<uint8>& output, string location) -> void {
|
2015-08-21 11:29:53 +00:00
|
|
|
if(auto input = file::read(location)) {
|
|
|
|
auto size = output.size();
|
|
|
|
output.resize(size + input.size());
|
|
|
|
memory::copy(output.data() + size, input.data(), input.size());
|
|
|
|
}
|
|
|
|
}
|