2016-01-07 08:14:33 +00:00
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#pragma once
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Update to v091r11 release.
byuu says:
This release refines HSU1 support as a bidirectional protocol, nests SFC
manifests as "release/cartridge" and "release/information" (but release/
is not guaranteed to be finalized just yet), removes the database
integration, and adds support for ananke.
ananke represents inevitability. It's a library that, when installed,
higan can use to load files from the command-line, and also from a new
File -> Load Game menu option.
I need to change the build rules a bit for it to work on Windows (need
to make phoenix a DLL, basically), but it works now on Linux.
Right now, it only takes *.sfc file names, looks them up in the included
database, converts them to game folders, and returns the game folder
path for higan to load.
The idea is to continue expanding it to support everything we can that
I don't want in the higan core:
- load *.sfc, *.smc, *.swc, *.fig files
- remove SNES copier headers
- split apart merged firmware files
- pull in external firmware files (eg dsp1b.rom - these are staying
merged, just as SPC7110 prg+dat are merged)
- load *.zip and *.7z archives
- prompt for selection on multi-file archives
- generate manifest files based on heuristics
- apply BPS patches
The "Load" menu option has been renamed to "Library", to represent games
in your library. I'm going to add some sort of suffix to indicate
unverified games, and use a different folder icon for those (eg
manifests built on heuristics rather than from the database.)
So basically, to future end users:
File -> Load Game will be how they play games.
Library -> (specific system) can be thought of as an infinitely-sized
recent games list.
purify will likely become a simple stub that invokes ananke's functions.
No reason to duplicate all that code.
2012-11-05 08:22:50 +00:00
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#include <type_traits>
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2018-10-04 10:11:23 +00:00
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#include <nall/stdint.hpp>
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2016-10-27 21:16:58 +00:00
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//pull all type traits used by nall from std namespace into nall namespace
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//this removes the requirement to prefix type traits with std:: within nall
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Update to v091r11 release.
byuu says:
This release refines HSU1 support as a bidirectional protocol, nests SFC
manifests as "release/cartridge" and "release/information" (but release/
is not guaranteed to be finalized just yet), removes the database
integration, and adds support for ananke.
ananke represents inevitability. It's a library that, when installed,
higan can use to load files from the command-line, and also from a new
File -> Load Game menu option.
I need to change the build rules a bit for it to work on Windows (need
to make phoenix a DLL, basically), but it works now on Linux.
Right now, it only takes *.sfc file names, looks them up in the included
database, converts them to game folders, and returns the game folder
path for higan to load.
The idea is to continue expanding it to support everything we can that
I don't want in the higan core:
- load *.sfc, *.smc, *.swc, *.fig files
- remove SNES copier headers
- split apart merged firmware files
- pull in external firmware files (eg dsp1b.rom - these are staying
merged, just as SPC7110 prg+dat are merged)
- load *.zip and *.7z archives
- prompt for selection on multi-file archives
- generate manifest files based on heuristics
- apply BPS patches
The "Load" menu option has been renamed to "Library", to represent games
in your library. I'm going to add some sort of suffix to indicate
unverified games, and use a different folder icon for those (eg
manifests built on heuristics rather than from the database.)
So basically, to future end users:
File -> Load Game will be how they play games.
Library -> (specific system) can be thought of as an infinitely-sized
recent games list.
purify will likely become a simple stub that invokes ananke's functions.
No reason to duplicate all that code.
2012-11-05 08:22:50 +00:00
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namespace nall {
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2015-09-28 11:56:46 +00:00
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using std::add_const;
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2016-10-27 21:16:58 +00:00
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using std::conditional;
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Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
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using std::decay;
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using std::declval;
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2016-10-27 21:16:58 +00:00
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using std::enable_if;
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using std::enable_if_t;
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2015-09-28 11:56:46 +00:00
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using std::false_type;
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Update to v106r77 release.
byuu says:
So this turned out to be a rather unproductive ten-hour rabbit hole, but
...
I reworked nall/primitives.hpp a lot. And because the changes are
massive, testing of this WIP for regressions is critically important. I
really can't stress that enough, we're almost certainly going to have
some hidden regressions here ...
We now have a nall/primitives/ subfolder that splits up the classes into
manageable components. The bit-field support is now shared between both
Natural and Integer. All of the assignment operator overloads are now
templated and take references instead of values. Things like the
GSU::Register class are non-copyable on account of the function<>
object inside of it, and previously only operator= would work with
classes like that.
The big change is nall/primitives/operators.hpp, which is a really
elaborate system to compute the minimum number of bits needed for any
operation, and to return a Natural<T> or Integer<T> when one or both of
the arguments are such a type.
Unfortunately, it doesn't really work yet ... Kirby's Dream Land 3
breaks if we include operators.hpp. Zelda 3 runs fine with this, but I
had to make a huge amount of core changes, including introducing a new
ternary(bool, lhs, rhs) function to nall/algorithm to get past
Natural<X> and Natural<Y> not being equivalent (is_integral types get a
special exemption to ternary ?: type equivalence, yet it's impossible to
simulate with our own classes, which is bullshit.) The horrifying part
is that ternary() will evaluate both lhs and rhs, unlike ?:
I converted some of the functions to test ? uint(x) : uint(y), and
others to ternary(test, x, y) ... I don't have a strong preference
either way yet.
But the part where things may have gotten broken is in the changes to
where ternary() was placed. Some cases like in the GBA PPU renderer, it
was rather unclear the order of evaluations, so I may have made a
mistake somewhere.
So again, please please test this if you can. Or even better, look over
the diff.
Longer-term, I'd really like the enable nall/primitives/operators.hpp,
but right now I'm not sure why Kirby's Dream Land 3 is breaking. Help
would be appreciated, but ... it's gonna be really complex and difficult
to debug, so I'm probably gonna be on my own here ... sigh.
2019-01-13 06:25:14 +00:00
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using std::is_floating_point;
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2015-09-28 11:56:46 +00:00
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using std::forward;
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using std::initializer_list;
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using std::is_array;
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using std::is_base_of;
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using std::is_function;
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using std::is_integral;
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Update to v106r77 release.
byuu says:
So this turned out to be a rather unproductive ten-hour rabbit hole, but
...
I reworked nall/primitives.hpp a lot. And because the changes are
massive, testing of this WIP for regressions is critically important. I
really can't stress that enough, we're almost certainly going to have
some hidden regressions here ...
We now have a nall/primitives/ subfolder that splits up the classes into
manageable components. The bit-field support is now shared between both
Natural and Integer. All of the assignment operator overloads are now
templated and take references instead of values. Things like the
GSU::Register class are non-copyable on account of the function<>
object inside of it, and previously only operator= would work with
classes like that.
The big change is nall/primitives/operators.hpp, which is a really
elaborate system to compute the minimum number of bits needed for any
operation, and to return a Natural<T> or Integer<T> when one or both of
the arguments are such a type.
Unfortunately, it doesn't really work yet ... Kirby's Dream Land 3
breaks if we include operators.hpp. Zelda 3 runs fine with this, but I
had to make a huge amount of core changes, including introducing a new
ternary(bool, lhs, rhs) function to nall/algorithm to get past
Natural<X> and Natural<Y> not being equivalent (is_integral types get a
special exemption to ternary ?: type equivalence, yet it's impossible to
simulate with our own classes, which is bullshit.) The horrifying part
is that ternary() will evaluate both lhs and rhs, unlike ?:
I converted some of the functions to test ? uint(x) : uint(y), and
others to ternary(test, x, y) ... I don't have a strong preference
either way yet.
But the part where things may have gotten broken is in the changes to
where ternary() was placed. Some cases like in the GBA PPU renderer, it
was rather unclear the order of evaluations, so I may have made a
mistake somewhere.
So again, please please test this if you can. Or even better, look over
the diff.
Longer-term, I'd really like the enable nall/primitives/operators.hpp,
but right now I'm not sure why Kirby's Dream Land 3 is breaking. Help
would be appreciated, but ... it's gonna be really complex and difficult
to debug, so I'm probably gonna be on my own here ... sigh.
2019-01-13 06:25:14 +00:00
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using std::is_integral_v;
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2015-09-28 11:56:46 +00:00
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using std::is_same;
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2016-10-27 21:16:58 +00:00
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using std::is_signed;
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using std::is_unsigned;
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2015-09-28 11:56:46 +00:00
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using std::move;
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using std::nullptr_t;
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using std::remove_extent;
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using std::remove_reference;
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using std::swap;
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using std::true_type;
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Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
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}
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2018-10-04 10:11:23 +00:00
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namespace std {
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#if INTMAX_BITS >= 128
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template<> struct is_signed<int128_t> : true_type {};
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template<> struct is_unsigned<uint128_t> : true_type {};
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#endif
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}
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