2015-02-28 01:51:53 +00:00
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#include "../tomoko.hpp"
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#include <fc/interface/interface.hpp>
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#include <sfc/interface/interface.hpp>
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2016-08-17 12:31:22 +00:00
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#include <ms/interface/interface.hpp>
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Update to v100r02 release.
byuu says:
Sigh ... I'm really not a good person. I'm inherently selfish.
My responsibility and obligation right now is to work on loki, and
then on the Tengai Makyou Zero translation, and then on improving the
Famicom emulation.
And yet ... it's not what I really want to do. That shouldn't matter;
I should work on my responsibilities first.
Instead, I'm going to be a greedy, self-centered asshole, and work on
what I really want to instead.
I'm really sorry, guys. I'm sure this will make a few people happy,
and probably upset even more people.
I'm also making zero guarantees that this ever gets finished. As always,
I wish I could keep these things secret, so if I fail / give up, I could
just drop it with no shame. But I would have to cut everyone out of the
WIP process completely to make it happen. So, here goes ...
This WIP adds the initial skeleton for Sega Mega Drive / Genesis
emulation. God help us.
(minor note: apparently the new extension for Mega Drive games is .md,
neat. That's what I chose for the folders too. I thought it was .smd,
so that'll be fixed in icarus for the next WIP.)
(aside: this is why I wanted to get v100 out. I didn't want this code in
a skeleton state in v100's source. Nor did I want really broken emulation,
which the first release is sure to be, tarring said release.)
...
So, basically, I've been ruminating on the legacy I want to leave behind
with higan. 3D systems are just plain out. I'm never going to support
them. They're too complex for my abilities, and they would run too slowly
with my design style. I'm not willing to compromise my design ideals. And
I would never want to play a 3D game system at native 240p/480i resolution
... but 1080p+ upscaling is not accurate, so that's a conflict I want
to avoid entirely. It's also never going to emulate computer systems
(X68K, PC-98, FM-Towns, etc) because holy shit that would completely
destroy me. It's also never going emulate arcade machines.
So I think of higan as a collection of 2D emulators for consoles
and handhelds. I've gone over every major 2D gaming system there is,
looking for ones with games I actually care about and enjoy. And I
basically have five of those systems supported already. Looking at the
remaining list, I see only three systems left that I have any interest
in whatsoever: PC-Engine, Master System, Mega Drive. Again, I'm not in
any way committing to emulating any of these, but ... if I had all of
those in higan, I think I'd be content to really, truly, finally stop
writing more emulators for the rest of my life.
And so I decided to tackle the most difficult system first. If I'm
successful, the Z80 core should cover a lot of the work on the SMS. And
the HuC6280 should land somewhere between the NES and SNES in terms of
difficulty ... closer to the NES.
The systems that just don't appeal to me at all, which I will never touch,
include, but are not limited to:
* Atari 2600/5200/7800
* Lynx
* Jaguar
* Vectrex
* Colecovision
* Commodore 64
* Neo-Geo
* Neo-Geo Pocket / Color
* Virtual Boy
* Super A'can
* 32X
* CD-i
* etc, etc, etc.
And really, even if something were mildly interesting in there ... we
have to stop. I can't scale infinitely. I'm already way past my limit,
but I'm doing this anyway. Too many cores bloats everything and kills
quality on everything. I don't want higan to become MESS v2.
I don't know what I'll do about the Famicom Disk System, PC-Engine CD,
and Mega CD. I don't think I'll be able to achieve 60fps emulating the
Mega CD, even if I tried to.
I don't know what's going to happen here with even the Mega Drive. Maybe
I'll get driven crazy with the documentation and quit. Maybe it'll end
up being too complicated and I'll quit. Maybe the emulation will end up
way too slow and I'll give up. Maybe it'll take me seven years to get
any games playable at all. Maybe Steve Snake, AamirM and Mike Pavone
will pool money to hire a hitman to come after me. Who knows.
But this is what I want to do, so ... here goes nothing.
2016-07-09 04:21:37 +00:00
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#include <md/interface/interface.hpp>
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Update to v101r30 release.
byuu says:
Changelog:
- SMS: added cartridge ROM/RAM mirroring (fixes Alex Kidd)
- SMS: fixed 8x16 sprite mode (fixes Wonder Boy, Ys graphics)
- Z80: emulated "ex (sp),hl" instruction
- Z80: fixed INx NF (should be set instead of cleared)
- Z80: fixed loop condition check for CPxR, INxR, LDxR, OTxR (fixes
walking in Wonder Boy)
- SFC: removed Debugger and sfc/debugger.hpp
- icarus: connected MS, GG, MD importing to the scan dialog
- PCE: added emulation skeleton to higan and icarus
At this point, Master System games are fairly highly compatible, sans
audio. Game Gear games are running, but I need to crop the resolution
and support the higher color palette that they can utilize. It's really
something else the way they handled the resolution shrink on that thing.
The last change is obviously going to be the biggest news.
I'm very well aware it's not an ideal time to start on a new emulation
core, with the MS and MD cores only just now coming to life with no
audio support.
But, for whatever reason, my heart's really set on working on the PC
Engine. I wanted to write the final higan skeleton core, and get things
ready so that whenever I'm in the mood to work on the PCE, I can do so.
The skeleton is far and away the most tedious and obnoxious part of the
emulator development, because it's basically all just lots of
boilerplate templated code, lots of new files to create, etc.
I really don't know how things are going to proceed ... but I can say
with 99.9% certainty that this will be the final brand new core ever
added to higan -- at least one written by me, that is. This was
basically the last system from my childhood that I ever cared about.
It's the last 2D system with games that I really enjoy playing. No other
system is worth dividing my efforts and reducing the quality and amount
of time to work on the systems I have.
In the future, there will be potential for FDS, Mega CD and PCE-CD
support. But those will all be add-ons, and they'll all be really
difficult and challenge the entire design of higan's UI (it's entirely
cartridge-driven at this time.) None of them will be entirely new cores
like this one.
2017-01-11 20:27:30 +00:00
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#include <pce/interface/interface.hpp>
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2015-02-28 01:51:53 +00:00
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#include <gb/interface/interface.hpp>
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#include <gba/interface/interface.hpp>
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2016-01-27 11:31:39 +00:00
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#include <ws/interface/interface.hpp>
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2015-02-28 01:51:53 +00:00
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#include "interface.cpp"
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Update to v098r11 release.
byuu says:
Changelog:
- fixed nall/path.hpp compilation issue
- fixed ruby/audio/xaudio header declaration compilation issue (again)
- cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the
file was whitespace overkill)
- added null terminator entry to nall/windows/utf8.hpp argc[] array
- nall/windows/guid.hpp uses the Windows API for generating the GUID
- this should stop all the bug reports where two nall users were
generating GUIDs at the exact same second
- fixed hiro/cocoa compilation issue with uint# types
- fixed major higan/sfc Super Game Boy audio latency issue
- fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions
- major cleanups to higan/processor/r65816 core
- merged emulation/native-mode opcodes
- use camel-case naming on memory.hpp functions
- simplify address masking code for memory.hpp functions
- simplify a few opcodes themselves (avoid redundant copies, etc)
- rename regs.* to r.* to match modern convention of other CPU cores
- removed device.order<> concept from Emulator::Interface
- cores will now do the translation to make the job of the UI easier
- fixed plurality naming of arrays in Emulator::Interface
- example: emulator.ports[p].devices[d].inputs[i]
- example: vector<Medium> media
- probably more surprises
Major show-stoppers to the next official release:
- we need to work on GB core improvements: LY=153/0 case, multiple STAT
IRQs case, GBC audio output regs, etc.
- we need to re-add software cursors for light guns (Super Scope,
Justifier)
- after the above, we need to fix the turbo button for the Super Scope
I really have no idea how I want to implement the light guns. Ideally,
we'd want it in higan/video, so we can support the NES Zapper with the
same code. But this isn't going to be easy, because only the SNES knows
when its output is interlaced, and its resolutions can vary as
{256,512}x{224,240,448,480} which requires pixel doubling that was
hard-coded to the SNES-specific behavior, but isn't appropriate to be
exposed in higan/video.
2016-05-25 11:13:02 +00:00
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#include "medium.cpp"
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2015-04-13 11:16:33 +00:00
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#include "state.cpp"
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Update to v094r13 release.
byuu says:
This version polishes up the input dialogue (reset, erase, disable
button when item not focused, split device ID from mapping name), adds
color emulation toggle, and add dummy menu items for remaining features
(to be filled in later.)
Also, it now compiles cleanly on Windows with GTK.
I didn't test with TDM-GCC-32, because for god knows what reason, the
32-bit version ships with headers from Windows 95 OSR2 only. So I built
with TDM-GCC-64 with arch=x86.
And uh, apparently, moving or resizing a window causes a Visual C++
runtime exception in the GTK+ DLLs. This doesn't happen with trance or
renshuu built with TDM-GCC-32. So, yeah, like I said, don't use -m32.
2015-03-07 10:21:47 +00:00
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#include "utility.cpp"
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Update to v097r02 release.
byuu says:
Note: balanced/performance profiles still broken, sorry.
Changelog:
- added nall/GNUmakefile unique() function; used on linking phase of
higan
- added nall/unique_pointer
- target-tomoko and {System}::Video updated to use
unique_pointer<ClassName> instead of ClassName* [1]
- locate() updated to search multiple paths [2]
- GB: pass gekkio's if_ie_registers and boot_hwio-G test ROMs
- FC, GB, GBA: merge video/ into the PPU cores
- ruby: fixed ~AudioXAudio2() typo
[1] I expected this to cause new crashes on exit due to changing the
order of destruction of objects (and deleting things that weren't
deleted before), but ... so far, so good. I guess we'll see what crops
up, especially on OS X (which is already crashing for unknown reasons on
exit.)
[2] right now, the search paths are: programpath(), {configpath(),
"higan/"}, {localpath(), "higan/"}; but we can add as many more as we
want, and we can also add platform-specific versions.
2016-01-25 11:27:18 +00:00
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unique_pointer<Program> program;
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2015-02-28 01:51:53 +00:00
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2016-07-01 11:58:12 +00:00
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Program::Program(string_vector args) {
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2015-02-28 01:51:53 +00:00
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program = this;
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2017-01-13 01:15:45 +00:00
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Emulator::platform = this;
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2015-02-28 01:51:53 +00:00
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emulators.append(new Famicom::Interface);
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emulators.append(new SuperFamicom::Interface);
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2017-01-13 01:15:45 +00:00
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emulators.append(new MasterSystem::MasterSystemInterface);
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Update to v100r02 release.
byuu says:
Sigh ... I'm really not a good person. I'm inherently selfish.
My responsibility and obligation right now is to work on loki, and
then on the Tengai Makyou Zero translation, and then on improving the
Famicom emulation.
And yet ... it's not what I really want to do. That shouldn't matter;
I should work on my responsibilities first.
Instead, I'm going to be a greedy, self-centered asshole, and work on
what I really want to instead.
I'm really sorry, guys. I'm sure this will make a few people happy,
and probably upset even more people.
I'm also making zero guarantees that this ever gets finished. As always,
I wish I could keep these things secret, so if I fail / give up, I could
just drop it with no shame. But I would have to cut everyone out of the
WIP process completely to make it happen. So, here goes ...
This WIP adds the initial skeleton for Sega Mega Drive / Genesis
emulation. God help us.
(minor note: apparently the new extension for Mega Drive games is .md,
neat. That's what I chose for the folders too. I thought it was .smd,
so that'll be fixed in icarus for the next WIP.)
(aside: this is why I wanted to get v100 out. I didn't want this code in
a skeleton state in v100's source. Nor did I want really broken emulation,
which the first release is sure to be, tarring said release.)
...
So, basically, I've been ruminating on the legacy I want to leave behind
with higan. 3D systems are just plain out. I'm never going to support
them. They're too complex for my abilities, and they would run too slowly
with my design style. I'm not willing to compromise my design ideals. And
I would never want to play a 3D game system at native 240p/480i resolution
... but 1080p+ upscaling is not accurate, so that's a conflict I want
to avoid entirely. It's also never going to emulate computer systems
(X68K, PC-98, FM-Towns, etc) because holy shit that would completely
destroy me. It's also never going emulate arcade machines.
So I think of higan as a collection of 2D emulators for consoles
and handhelds. I've gone over every major 2D gaming system there is,
looking for ones with games I actually care about and enjoy. And I
basically have five of those systems supported already. Looking at the
remaining list, I see only three systems left that I have any interest
in whatsoever: PC-Engine, Master System, Mega Drive. Again, I'm not in
any way committing to emulating any of these, but ... if I had all of
those in higan, I think I'd be content to really, truly, finally stop
writing more emulators for the rest of my life.
And so I decided to tackle the most difficult system first. If I'm
successful, the Z80 core should cover a lot of the work on the SMS. And
the HuC6280 should land somewhere between the NES and SNES in terms of
difficulty ... closer to the NES.
The systems that just don't appeal to me at all, which I will never touch,
include, but are not limited to:
* Atari 2600/5200/7800
* Lynx
* Jaguar
* Vectrex
* Colecovision
* Commodore 64
* Neo-Geo
* Neo-Geo Pocket / Color
* Virtual Boy
* Super A'can
* 32X
* CD-i
* etc, etc, etc.
And really, even if something were mildly interesting in there ... we
have to stop. I can't scale infinitely. I'm already way past my limit,
but I'm doing this anyway. Too many cores bloats everything and kills
quality on everything. I don't want higan to become MESS v2.
I don't know what I'll do about the Famicom Disk System, PC-Engine CD,
and Mega CD. I don't think I'll be able to achieve 60fps emulating the
Mega CD, even if I tried to.
I don't know what's going to happen here with even the Mega Drive. Maybe
I'll get driven crazy with the documentation and quit. Maybe it'll end
up being too complicated and I'll quit. Maybe the emulation will end up
way too slow and I'll give up. Maybe it'll take me seven years to get
any games playable at all. Maybe Steve Snake, AamirM and Mike Pavone
will pool money to hire a hitman to come after me. Who knows.
But this is what I want to do, so ... here goes nothing.
2016-07-09 04:21:37 +00:00
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emulators.append(new MegaDrive::Interface);
|
Update to v102r03 release.
byuu says:
Changelog:
- PCE: split VCE from VDC
- HuC6280: changed bus from (uint21 addr) to (uint8 bank, uint13 addr)
- added SuperGrafx emulation (adds secondary VDC, plus new VPC)
The VDC now has no concept of the actual display raster timing, and
instead is driven by Vpulse (start of frame) and Hpulse (start of
scanline) signals from the VCE. One still can't render the start of the
next scanline onto the current scanline through overly aggressive
timings, but it shouldn't be too much more difficult to allow that to
occur now. This process incurs quite a major speed hit, so low-end
systems with Atom CPUs can't run things at 60fps anymore.
The timing needs a lot of work. The pixels end up very jagged if the VCE
doesn't output batches of 2-4 pixels at a time. But this should not be a
requirement at all, so I'm not sure what's going wrong there.
Yo, Bro and the 512-width mode of TV Sports Basketball is now broken as
a result of these changes, and I'm not sure why.
To load SuperGrafx games, you're going to have to change the .pce
extensions to .sg or .sgx. Or you can manually move the games from the
PC Engine folder to the SuperGrafx folder and change the game folder
extensions. I have no way to tell the games apart. Mednafen uses CRC32
comparisons, and I may consider that since there's only five games, but
I'm not sure yet.
The only SuperGrafx game that's playable right now is Aldynes. And the
priorities are all screwed up. I don't understand how the windows or the
priorities work at all from sgxtech.txt, so ... yeah. It's pretty
broken, but it's a start.
I could really use some help with this, as I'm very lost right now with
rendering :/
-----
Note that the SuperGrafx is technically its own system, it's not an
add-on.
As such, I'm giving it a separate .sys folder, and a separate library.
There's debate over how to name this thing. "SuperGrafx" appears more
popular than "Super Grafx". And you might also call it the "PC Engine
SuperGrafx", but I decided to leave off the prefix so it appears more
distinct.
2017-01-23 21:18:54 +00:00
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emulators.append(new PCEngine::PCEngineInterface);
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emulators.append(new PCEngine::SuperGrafxInterface);
|
Update to v102r02 release.
byuu says:
Changelog:
- I caved on the `samples[] = {0.0}` thing, but I'm very unhappy about it
- if it's really invalid C++, then GCC needs to stop accepting it
in strict `-std=c++14` mode
- Emulator::Interface::Information::resettable is gone
- Emulator::Interface::reset() is gone
- FC, SFC, MD cores updated to remove soft reset behavior
- split GameBoy::Interface into GameBoyInterface,
GameBoyColorInterface
- split WonderSwan::Interface into WonderSwanInterface,
WonderSwanColorInterface
- PCE: fixed off-by-one scanline error [hex_usr]
- PCE: temporary hack to prevent crashing when VDS is set to < 2
- hiro: Cocoa: removed (u)int(#) constants; converted (u)int(#)
types to (u)int_(#)t types
- icarus: replaced usage of unique with strip instead (so we don't
mess up frameworks on macOS)
- libco: added macOS-specific section marker [Ryphecha]
So ... the major news this time is the removal of the soft reset
behavior. This is a major!! change that results in a 100KiB diff file,
and it's very prone to accidental mistakes!! If anyone is up for
testing, or even better -- looking over the code changes between v102r01
and v102r02 and looking for any issues, please do so. Ideally we'll want
to test every NES mapper type and every SNES coprocessor type by loading
said games and power cycling to make sure the games are all cleanly
resetting. It's too big of a change for me to cover there not being any
issues on my own, but this is truly critical code, so yeah ... please
help if you can.
We technically lose a bit of hardware documentation here. The soft reset
events do all kinds of interesting things in all kinds of different
chips -- or at least they do on the SNES. This is obviously not ideal.
But in the process of removing these portions of code, I found a few
mistakes I had made previously. It simplifies resetting the system state
a lot when not trying to have all the power() functions call the reset()
functions to share partial functionality.
In the future, the goal will be to come up with a way to add back in the
soft reset behavior via keyboard binding as with the Master System core.
What's going to have to happen is that the key binding will have to send
a "reset pulse" to every emulated chip, and those chips are going to
have to act independently to power() instead of reusing functionality.
We'll get there eventually, but there's many things of vastly greater
importance to work on right now, so it'll be a while. The information
isn't lost ... we'll just have to pull it out of v102 when we are ready.
Note that I left the SNES reset vector simulation code in, even though
it's not possible to trigger, for the time being.
Also ... the Super Game Boy core is still disconnected. To be honest, it
totally slipped my mind when I released v102 that it wasn't connected
again yet. This one's going to be pretty tricky to be honest. I'm
thinking about making a third GameBoy::Interface class just for SGB, and
coming up with some way of bypassing platform-> calls when in this
mode.
2017-01-22 21:04:26 +00:00
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emulators.append(new GameBoy::GameBoyInterface);
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emulators.append(new GameBoy::GameBoyColorInterface);
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2015-02-28 01:51:53 +00:00
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emulators.append(new GameBoyAdvance::Interface);
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2017-01-13 01:15:45 +00:00
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emulators.append(new MasterSystem::GameGearInterface);
|
Update to v102r02 release.
byuu says:
Changelog:
- I caved on the `samples[] = {0.0}` thing, but I'm very unhappy about it
- if it's really invalid C++, then GCC needs to stop accepting it
in strict `-std=c++14` mode
- Emulator::Interface::Information::resettable is gone
- Emulator::Interface::reset() is gone
- FC, SFC, MD cores updated to remove soft reset behavior
- split GameBoy::Interface into GameBoyInterface,
GameBoyColorInterface
- split WonderSwan::Interface into WonderSwanInterface,
WonderSwanColorInterface
- PCE: fixed off-by-one scanline error [hex_usr]
- PCE: temporary hack to prevent crashing when VDS is set to < 2
- hiro: Cocoa: removed (u)int(#) constants; converted (u)int(#)
types to (u)int_(#)t types
- icarus: replaced usage of unique with strip instead (so we don't
mess up frameworks on macOS)
- libco: added macOS-specific section marker [Ryphecha]
So ... the major news this time is the removal of the soft reset
behavior. This is a major!! change that results in a 100KiB diff file,
and it's very prone to accidental mistakes!! If anyone is up for
testing, or even better -- looking over the code changes between v102r01
and v102r02 and looking for any issues, please do so. Ideally we'll want
to test every NES mapper type and every SNES coprocessor type by loading
said games and power cycling to make sure the games are all cleanly
resetting. It's too big of a change for me to cover there not being any
issues on my own, but this is truly critical code, so yeah ... please
help if you can.
We technically lose a bit of hardware documentation here. The soft reset
events do all kinds of interesting things in all kinds of different
chips -- or at least they do on the SNES. This is obviously not ideal.
But in the process of removing these portions of code, I found a few
mistakes I had made previously. It simplifies resetting the system state
a lot when not trying to have all the power() functions call the reset()
functions to share partial functionality.
In the future, the goal will be to come up with a way to add back in the
soft reset behavior via keyboard binding as with the Master System core.
What's going to have to happen is that the key binding will have to send
a "reset pulse" to every emulated chip, and those chips are going to
have to act independently to power() instead of reusing functionality.
We'll get there eventually, but there's many things of vastly greater
importance to work on right now, so it'll be a while. The information
isn't lost ... we'll just have to pull it out of v102 when we are ready.
Note that I left the SNES reset vector simulation code in, even though
it's not possible to trigger, for the time being.
Also ... the Super Game Boy core is still disconnected. To be honest, it
totally slipped my mind when I released v102 that it wasn't connected
again yet. This one's going to be pretty tricky to be honest. I'm
thinking about making a third GameBoy::Interface class just for SGB, and
coming up with some way of bypassing platform-> calls when in this
mode.
2017-01-22 21:04:26 +00:00
|
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emulators.append(new WonderSwan::WonderSwanInterface);
|
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emulators.append(new WonderSwan::WonderSwanColorInterface);
|
2015-02-28 01:51:53 +00:00
|
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new Presentation;
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presentation->setVisible();
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|
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|
|
Update to v104 release.
byuu says:
Changelog:
- emulator/interface: removed unused Region struct
- gba/cpu: optimized CPU::step() as much as I could for a slight
speedup¹
- gba/cpu: synchronize the APU better during FIFO updates
- higan/md, icarus: add automatic region detection; make it the
default option [hex\_usr]
- picks NTSC-J if there's more than one match ... eventually, this
will be a setting
- higan/md, icarus: support all three combinations of SRAM (8-bit low,
8-bit high, 16-bit)
- processor/arm7tdmi: fix bug when changing to THUMB mode via MSR
[MerryMage]
- tomoko: redesigned crash detector to only occur once for all three
ruby drivers
- this will reduce disk thrashing since the configuration file
only needs to be written out one extra time
- technically, it's twice ... but we should've always been writing
one out on first run in case it crashes then
- tomoko: defaulted back to the safest ruby drivers, given the optimal
drivers have some stability concerns
¹: minor errata: spotted a typo saying `synchronize(cpu)` when the CPU
is stopped, instead of `synchronize(ppu)`. This will be fixed in the v104
official 7zip archives.
I'm kind of rushing here but, it's really good timing for me to push out
a new official release. The blocking issues are resolved or close to it,
and we need lots of testing of the new major changes.
I'm going to consider this a semi-stable testing release and leave links
to v103 just in case.
2017-08-12 10:53:13 +00:00
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|
if(settings["Crashed"].boolean()) {
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|
MessageDialog().setText("Driver crash detected. Video/Audio/Input drivers have been disabled.").information();
|
2017-08-11 16:02:09 +00:00
|
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|
settings["Video/Driver"].setValue("None");
|
Update to v104 release.
byuu says:
Changelog:
- emulator/interface: removed unused Region struct
- gba/cpu: optimized CPU::step() as much as I could for a slight
speedup¹
- gba/cpu: synchronize the APU better during FIFO updates
- higan/md, icarus: add automatic region detection; make it the
default option [hex\_usr]
- picks NTSC-J if there's more than one match ... eventually, this
will be a setting
- higan/md, icarus: support all three combinations of SRAM (8-bit low,
8-bit high, 16-bit)
- processor/arm7tdmi: fix bug when changing to THUMB mode via MSR
[MerryMage]
- tomoko: redesigned crash detector to only occur once for all three
ruby drivers
- this will reduce disk thrashing since the configuration file
only needs to be written out one extra time
- technically, it's twice ... but we should've always been writing
one out on first run in case it crashes then
- tomoko: defaulted back to the safest ruby drivers, given the optimal
drivers have some stability concerns
¹: minor errata: spotted a typo saying `synchronize(cpu)` when the CPU
is stopped, instead of `synchronize(ppu)`. This will be fixed in the v104
official 7zip archives.
I'm kind of rushing here but, it's really good timing for me to push out
a new official release. The blocking issues are resolved or close to it,
and we need lots of testing of the new major changes.
I'm going to consider this a semi-stable testing release and leave links
to v103 just in case.
2017-08-12 10:53:13 +00:00
|
|
|
settings["Audio/Driver"].setValue("None");
|
|
|
|
settings["Input/Driver"].setValue("None");
|
2017-08-11 16:02:09 +00:00
|
|
|
}
|
Update to v104 release.
byuu says:
Changelog:
- emulator/interface: removed unused Region struct
- gba/cpu: optimized CPU::step() as much as I could for a slight
speedup¹
- gba/cpu: synchronize the APU better during FIFO updates
- higan/md, icarus: add automatic region detection; make it the
default option [hex\_usr]
- picks NTSC-J if there's more than one match ... eventually, this
will be a setting
- higan/md, icarus: support all three combinations of SRAM (8-bit low,
8-bit high, 16-bit)
- processor/arm7tdmi: fix bug when changing to THUMB mode via MSR
[MerryMage]
- tomoko: redesigned crash detector to only occur once for all three
ruby drivers
- this will reduce disk thrashing since the configuration file
only needs to be written out one extra time
- technically, it's twice ... but we should've always been writing
one out on first run in case it crashes then
- tomoko: defaulted back to the safest ruby drivers, given the optimal
drivers have some stability concerns
¹: minor errata: spotted a typo saying `synchronize(cpu)` when the CPU
is stopped, instead of `synchronize(ppu)`. This will be fixed in the v104
official 7zip archives.
I'm kind of rushing here but, it's really good timing for me to push out
a new official release. The blocking issues are resolved or close to it,
and we need lots of testing of the new major changes.
I'm going to consider this a semi-stable testing release and leave links
to v103 just in case.
2017-08-12 10:53:13 +00:00
|
|
|
|
|
|
|
settings["Crashed"].setValue(true);
|
2017-08-11 16:02:09 +00:00
|
|
|
settings.save();
|
Update to v104 release.
byuu says:
Changelog:
- emulator/interface: removed unused Region struct
- gba/cpu: optimized CPU::step() as much as I could for a slight
speedup¹
- gba/cpu: synchronize the APU better during FIFO updates
- higan/md, icarus: add automatic region detection; make it the
default option [hex\_usr]
- picks NTSC-J if there's more than one match ... eventually, this
will be a setting
- higan/md, icarus: support all three combinations of SRAM (8-bit low,
8-bit high, 16-bit)
- processor/arm7tdmi: fix bug when changing to THUMB mode via MSR
[MerryMage]
- tomoko: redesigned crash detector to only occur once for all three
ruby drivers
- this will reduce disk thrashing since the configuration file
only needs to be written out one extra time
- technically, it's twice ... but we should've always been writing
one out on first run in case it crashes then
- tomoko: defaulted back to the safest ruby drivers, given the optimal
drivers have some stability concerns
¹: minor errata: spotted a typo saying `synchronize(cpu)` when the CPU
is stopped, instead of `synchronize(ppu)`. This will be fixed in the v104
official 7zip archives.
I'm kind of rushing here but, it's really good timing for me to push out
a new official release. The blocking issues are resolved or close to it,
and we need lots of testing of the new major changes.
I'm going to consider this a semi-stable testing release and leave links
to v103 just in case.
2017-08-12 10:53:13 +00:00
|
|
|
|
2017-08-22 01:09:07 +00:00
|
|
|
if(!Video::availableDrivers().find(settings["Video/Driver"].text())) {
|
|
|
|
settings["Video/Driver"].setValue("None");
|
|
|
|
}
|
2015-11-16 08:38:05 +00:00
|
|
|
video = Video::create(settings["Video/Driver"].text());
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
video->setContext(presentation->viewport.handle());
|
|
|
|
video->setBlocking(settings["Video/Synchronize"].boolean());
|
|
|
|
if(!video->ready()) MessageDialog().setText("Failed to initialize video driver").warning();
|
Update to v101r07 release.
byuu says:
Added VDP sprite rendering. Can't get any games far enough in to see if
it actually works. So in other words, it doesn't work at all and is 100%
completely broken.
Also added 68K exceptions and interrupts. So far only the VDP interrupt
is present. It definitely seems to be firing in commercial games, so
that's promising. But the implementation is almost certainly completely
wrong. There is fuck all of nothing for documentation on how interrupts
actually work. I had to find out the interrupt vector numbers from
reading the comments from the Sonic the Hedgehog disassembly. I have
literally no fucking clue what I0-I2 (3-bit integer priority value in
the status register) is supposed to do. I know that Vblank=6, Hblank=4,
Ext(gamepad)=2. I know that at reset, SR.I=7. I don't know if I'm
supposed to block interrupts when I is >, >=, <, <= to the interrupt
level. I don't know what level CPU exceptions are supposed to be.
Also implemented VDP regular DMA. No idea if it works correctly since
none of the commercial games run far enough to use it. So again, it's
horribly broken for usre.
Also improved VDP fill mode. But I don't understand how it takes
byte-lengths when the bus is 16-bit. The transfer times indicate it's
actually transferring at the same speed as the 68K->VDP copy, strongly
suggesting it's actually doing 16-bit transfers at a time. In which case,
what happens when you set an odd transfer length?
Also, both DMA modes can now target VRAM, VSRAM, CRAM. Supposedly there's
all kinds of weird shit going on when you target VSRAM, CRAM with VDP
fill/copy modes, but whatever. Get to that later.
Also implemented a very lazy preliminary wait mechanism to to stall out
a processor while another processor exerts control over the bus. This
one's going to be a major work in progress. For one, it totally breaks
the model I use to do save states with libco. For another, I don't
know if a 68K->VDP DMA instantly locks the CPU, or if it the CPU could
actually keep running if it was executing out of RAM when it started
the DMA transfer from ROM (eg it's a bus busy stall, not a hard chip
stall.) That'll greatly change how I handle the waiting.
Also, the OSS driver now supports Audio::Latency. Sound should be
even lower latency now. On FreeBSD when set to 0ms, it's absolutely
incredible. Cannot detect latency whatsoever. The Mario jump sound seems
to happen at the very instant I hear my cherry blue keyswitch activate.
2016-08-15 04:56:38 +00:00
|
|
|
presentation->clearViewport();
|
Update to v099r16 release (public beta).
byuu says:
Changelog:
- hiro: BrowserDialog can navigate up to drive selection on Windows
- nall: (file,path,dir,base,prefix,suffix)name =>
Location::(file,path,dir,base,prefix,suffix)
- higan/tomoko: rename audio filter label from "Sinc" to "IIR - Biquad"
- higan/tomoko: allow loading files via icarus on the command-line
once again
- higan/tomoko: (begrudging) quick hack to fix presentation window focus
on startup
- higan/audio: don't divide output audio volume by number of streams
- processor/r65816: fix a regression in (read,write)DB; fixes Taz-Mania
- fixed compilation regressions on Windows and Linux
I'm happy with where we are at with code cleanups and stability, so I'd
like to release v100. But even though I'm not assigning any special
significance to this version, we should probably test it more thoroughly
first.
2016-07-04 11:53:24 +00:00
|
|
|
|
2017-08-22 01:09:07 +00:00
|
|
|
if(!Audio::availableDrivers().find(settings["Audio/Driver"].text())) {
|
|
|
|
settings["Audio/Driver"].setValue("None");
|
|
|
|
}
|
2015-11-16 08:38:05 +00:00
|
|
|
audio = Audio::create(settings["Audio/Driver"].text());
|
Update to v103r17 release.
byuu says:
Changelog:
- tomoko: re-hid the video sync option¹
- tomoko: removed " Settings" duplication on all the individual
settings tab options
- ruby/audio/wasapi: finished port to new syntax; adapted to an
event-driven model; support 32-bit integral audio²
- ruby/video/sdl: ported to new syntax; disabled driver on FreeBSD³
¹: still contemplating a synchronize submenu of {none, video, audio},
but ... the fact that video can't work on PAL, WonderSwan games is a
real limitation for it
²: this driver actually received a ton of work. There's also a new
ring-buffer queue, and I added special handling for when exclusive mode
fails because the latency requested is lower than the hardware can
support. It'll pick the closest latency to the minimum that is possible
in this case.
On my Audigy Rx, the results for non-exclusive mode are the same. For
exclusive mode, the framerate drops from 60fps to ~50fps for smaller
buffers, and ~55fps for larger buffers (no matter how big, it never hits
60fps.) This is a lot better than before where it was hitting ~15fps,
but unfortunately it's the best I can do.
The event system used by WASAPI is really stupid. It just uses SetEvent
at some arbitrary time, and you have to query to see how many samples
it's waiting on. This makes it unknowable how many samples we should
buffer before calling `WaitForSingleObject(INFINITE)`, and it's also
unclear how we should handle cases where there's more samples available
than our queue has: either we can fill it with zeroes, or we can write
less samples. The former should prevent audio looping effects when
running too slowly, whereas the latter could potentially be too
ambitious when the audio could've recovered from a minor stall.
It's shocking to me how there's as many ways to send audio to a sound
card as there are sound card APIs, when all that's needed is a simple
double buffer and a callback event from another thread to do it right.
It's also terrifying how unbelievably shitty nearly all sound card
drivers apparently are.
Also, I don't know if cards can output an actual 24-bit mode with three
byte audio samples, or if they always just take 32-bit samples and
ignore the lower 8-bits. Whatever, it's all nonsense for the final
output to be >16-bits anyway (hi, `double[]` input from ruby.)
³: unfortunately, this driver always crashes on FreeBSD (even before
the rewrite), so I'll need someone on Linux to test it and make sure it
actually works. I'll also need testing for a lot of the other drivers as
well, once they're ported over (I don't have X-video, PulseAudio, ALSA,
or udev.)
Note that I forgot to set `_ready=true` at the end of `initialize()`,
and `_ready=false` in `terminate()`, but it shouldn't actually matter
beyond showing you a false warning message on startup about it failing
to initialize.
2017-07-19 13:14:00 +00:00
|
|
|
audio->setExclusive(settings["Audio/Exclusive"].boolean());
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
audio->setContext(presentation->viewport.handle());
|
Update to v103r16 release.
byuu says:
Changelog:
- emulator/audio: added the ability to change the output frequency at
run-time without emulator reset
- tomoko: display video synchronize option again¹
- tomoko: Settings→Configuration expanded to Settings→{Video,
Audio, Input, Hotkey, Advanced} Settings²
- tomoko: fix default population of audio settings tab
- ruby: Audio::frequency is a double now (to match both
Emulator::Audio and ASIO)³
- tomoko: changing the audio device will repopulate the frequency and
latency lists
- tomoko: changing the audio frequency can now be done in real-time
- ruby/audio/asio: added missing device() information, so devices can
be changed now
- ruby/audio/openal: ported to new API; added device selection support
- ruby/audio/wasapi: ported to new API, but did not test yet (it's
assuredly still broken)⁴
¹: I'm uneasy about this ... but, I guess if people want to disable
audio and just have smooth scrolling video ... so be it. With
Screwtape's documentation, hopefully that'll help people understand that
video synchronization always breaks audio synchronization. I may change
this to a child menu that lets you pick between {no synchronization,
video synchronization, audio synchronization} as a radio selection.
²: given how much more useful the video and audio tabs are now, I
felt that four extra menu items were worth saving a click and going
right to the tab you want. This also matches the behavior of the Tools
menu displaying all tool options and taking you directly to each tab.
This is kind of a hard change to get used to ... but I think it's for
the better.
³: kind of stupid because I've never seen a hardware sound card where
floor(frequency) != frequency, but whatever. Yay consistency.
⁴: I'm going to move it to be event-driven, and try to support 24-bit
sample formats if possible. Who knows which cards that'll fix and which
cards that'll break. I may end up making multiple WASAPI drivers so
people can find one that actually works for them. We'll see.
2017-07-17 10:32:36 +00:00
|
|
|
audio->setDevice(settings["Audio/Device"].text());
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
audio->setBlocking(settings["Audio/Synchronize"].boolean());
|
|
|
|
audio->setChannels(2);
|
|
|
|
if(!audio->ready()) MessageDialog().setText("Failed to initialize audio driver").warning();
|
2015-02-28 01:51:53 +00:00
|
|
|
|
2017-08-22 01:09:07 +00:00
|
|
|
if(!Input::availableDrivers().find(settings["Input/Driver"].text())) {
|
|
|
|
settings["Input/Driver"].setValue("None");
|
|
|
|
}
|
2015-11-16 08:38:05 +00:00
|
|
|
input = Input::create(settings["Input/Driver"].text());
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
input->setContext(presentation->viewport.handle());
|
Update to v097r02 release.
byuu says:
Note: balanced/performance profiles still broken, sorry.
Changelog:
- added nall/GNUmakefile unique() function; used on linking phase of
higan
- added nall/unique_pointer
- target-tomoko and {System}::Video updated to use
unique_pointer<ClassName> instead of ClassName* [1]
- locate() updated to search multiple paths [2]
- GB: pass gekkio's if_ie_registers and boot_hwio-G test ROMs
- FC, GB, GBA: merge video/ into the PPU cores
- ruby: fixed ~AudioXAudio2() typo
[1] I expected this to cause new crashes on exit due to changing the
order of destruction of objects (and deleting things that weren't
deleted before), but ... so far, so good. I guess we'll see what crops
up, especially on OS X (which is already crashing for unknown reasons on
exit.)
[2] right now, the search paths are: programpath(), {configpath(),
"higan/"}, {localpath(), "higan/"}; but we can add as many more as we
want, and we can also add platform-specific versions.
2016-01-25 11:27:18 +00:00
|
|
|
input->onChange({&InputManager::onChange, &inputManager()});
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
if(!input->ready()) MessageDialog().setText("Failed to initialize input driver").warning();
|
Update to v104 release.
byuu says:
Changelog:
- emulator/interface: removed unused Region struct
- gba/cpu: optimized CPU::step() as much as I could for a slight
speedup¹
- gba/cpu: synchronize the APU better during FIFO updates
- higan/md, icarus: add automatic region detection; make it the
default option [hex\_usr]
- picks NTSC-J if there's more than one match ... eventually, this
will be a setting
- higan/md, icarus: support all three combinations of SRAM (8-bit low,
8-bit high, 16-bit)
- processor/arm7tdmi: fix bug when changing to THUMB mode via MSR
[MerryMage]
- tomoko: redesigned crash detector to only occur once for all three
ruby drivers
- this will reduce disk thrashing since the configuration file
only needs to be written out one extra time
- technically, it's twice ... but we should've always been writing
one out on first run in case it crashes then
- tomoko: defaulted back to the safest ruby drivers, given the optimal
drivers have some stability concerns
¹: minor errata: spotted a typo saying `synchronize(cpu)` when the CPU
is stopped, instead of `synchronize(ppu)`. This will be fixed in the v104
official 7zip archives.
I'm kind of rushing here but, it's really good timing for me to push out
a new official release. The blocking issues are resolved or close to it,
and we need lots of testing of the new major changes.
I'm going to consider this a semi-stable testing release and leave links
to v103 just in case.
2017-08-12 10:53:13 +00:00
|
|
|
|
|
|
|
settings["Crashed"].setValue(false);
|
2017-08-11 16:02:09 +00:00
|
|
|
settings.save();
|
2015-02-28 01:51:53 +00:00
|
|
|
|
Update to v098r01 release.
byuu says:
Changelog:
- SFC: balanced profile removed
- SFC: performance profile removed
- SFC: code for handling non-threaded CPU, SMP, DSP, PPU removed
- SFC: Coprocessor, Controller (and expansion port) shared Thread code
merged to SFC::Cothread
- Cothread here just means "Thread with CPU affinity" (couldn't think
of a better name, sorry)
- SFC: CPU now has vector<Thread*> coprocessors, peripherals;
- this is the beginning of work to allow expansion port devices to be
dynamically changed at run-time
- ruby: all audio drivers default to 48000hz instead of 22050hz now if
no frequency is assigned
- note: the WASAPI driver can default to whatever the native frequency
is; doesn't have to be 48000hz
- tomoko: removed the ability to change the frequency from the UI (but
it will display the frequency used)
- tomoko: removed the timing settings panel
- the goal is to work toward smooth video via adaptive sync
- the model is broken by not being in control of the audio frequency
anyway
- it's further broken by PAL running at 50hz and WSC running at 75hz
- it was always broken anyway by SNES interlace timing varying from
progressive timing
- higan: audio/ stub created (for now, it's just nall/dsp/ moved here
and included as a header)
- higan: video/ stub created
- higan/GNUmakefile: now includes build rules for essential components
(libco, emulator, audio, video)
The audio changes are in preparation to merge wareya's awesome WASAPI
work without the need for the nall/dsp resampler.
2016-04-09 03:40:12 +00:00
|
|
|
new InputManager;
|
|
|
|
new SettingsManager;
|
|
|
|
new CheatDatabase;
|
|
|
|
new ToolsManager;
|
Update to v100r14 release.
byuu says:
(Windows: compile with -fpermissive to silence an annoying error. I'll
fix it in the next WIP.)
I completely replaced the time management system in higan and overhauled
the scheduler.
Before, processor threads would have "int64 clock"; and there would
be a 1:1 relationship between two threads. When thread A ran for X
cycles, it'd subtract X * B.Frequency from clock; and when thread B ran
for Y cycles, it'd add Y * A.Frequency from clock. This worked well
and allowed perfect precision; but it doesn't work when you have more
complicated relationships: eg the 68K can sync to the Z80 and PSG; the
Z80 to the 68K and PSG; so the PSG needs two counters.
The new system instead uses a "uint64 clock" variable that represents
time in attoseconds. Every time the scheduler exits, it subtracts
the smallest clock count from all threads, to prevent an overflow
scenario. The only real downside is that rounding errors mean that
roughly every 20 minutes, we have a rounding error of one clock cycle
(one 20,000,000th of a second.) However, this only applies to systems
with multiple oscillators, like the SNES. And when you're in that
situation ... there's no such thing as a perfect oscillator anyway. A
real SNES will be thousands of times less out of spec than 1hz per 20
minutes.
The advantages are pretty immense. First, we obviously can now support
more complex relationships between threads. Second, we can build a
much more abstracted scheduler. All of libco is now abstracted away
completely, which may permit a state-machine / coroutine version of
Thread in the future. We've basically gone from this:
auto SMP::step(uint clocks) -> void {
clock += clocks * (uint64)cpu.frequency;
dsp.clock -= clocks;
if(dsp.clock < 0 && !scheduler.synchronizing()) co_switch(dsp.thread);
if(clock >= 0 && !scheduler.synchronizing()) co_switch(cpu.thread);
}
To this:
auto SMP::step(uint clocks) -> void {
Thread::step(clocks);
synchronize(dsp);
synchronize(cpu);
}
As you can see, we don't have to do multiple clock adjustments anymore.
This is a huge win for the SNES CPU that had to update the SMP, DSP, all
peripherals and all coprocessors. Likewise, we don't have to synchronize
all coprocessors when one runs, now we can just synchronize the active
one to the CPU.
Third, when changing the frequencies of threads (think SGB speed setting
modes, GBC double-speed mode, etc), it no longer causes the "int64
clock" value to be erroneous.
Fourth, this results in a fairly decent speedup, mostly across the
board. Aside from the GBA being mostly a wash (for unknown reasons),
it's about an 8% - 12% speedup in every other emulation core.
Now, all of this said ... this was an unbelievably massive change, so
... you know what that means >_> If anyone can help test all types of
SNES coprocessors, and some other system games, it'd be appreciated.
----
Lastly, we have a bitchin' new about screen. It unfortunately adds
~200KiB onto the binary size, because the PNG->C++ header file
transformation doesn't compress very well, and I want to keep the
original resource files in with the higan archive. I might try some
things to work around this file size increase in the future, but for now
... yeah, slightly larger archive sizes, sorry.
The logo's a bit busted on Windows (the Label control's background
transparency and alignment settings aren't working), but works well on
GTK. I'll have to fix Windows before the next official release. For now,
look on my Twitter feed if you want to see what it's supposed to look
like.
----
EDIT: forgot about ICD2::Enter. It's doing some weird inverse
run-to-save thing that I need to implement support for somehow. So, save
states on the SGB core probably won't work with this WIP.
2016-07-30 03:56:12 +00:00
|
|
|
new AboutWindow;
|
Update to v098r01 release.
byuu says:
Changelog:
- SFC: balanced profile removed
- SFC: performance profile removed
- SFC: code for handling non-threaded CPU, SMP, DSP, PPU removed
- SFC: Coprocessor, Controller (and expansion port) shared Thread code
merged to SFC::Cothread
- Cothread here just means "Thread with CPU affinity" (couldn't think
of a better name, sorry)
- SFC: CPU now has vector<Thread*> coprocessors, peripherals;
- this is the beginning of work to allow expansion port devices to be
dynamically changed at run-time
- ruby: all audio drivers default to 48000hz instead of 22050hz now if
no frequency is assigned
- note: the WASAPI driver can default to whatever the native frequency
is; doesn't have to be 48000hz
- tomoko: removed the ability to change the frequency from the UI (but
it will display the frequency used)
- tomoko: removed the timing settings panel
- the goal is to work toward smooth video via adaptive sync
- the model is broken by not being in control of the audio frequency
anyway
- it's further broken by PAL running at 50hz and WSC running at 75hz
- it was always broken anyway by SNES interlace timing varying from
progressive timing
- higan: audio/ stub created (for now, it's just nall/dsp/ moved here
and included as a header)
- higan: video/ stub created
- higan/GNUmakefile: now includes build rules for essential components
(libco, emulator, audio, video)
The audio changes are in preparation to merge wareya's awesome WASAPI
work without the need for the nall/dsp resampler.
2016-04-09 03:40:12 +00:00
|
|
|
|
2016-01-15 10:28:51 +00:00
|
|
|
updateVideoShader();
|
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
|
|
|
updateAudioDriver();
|
|
|
|
updateAudioEffects();
|
2015-08-21 10:56:39 +00:00
|
|
|
|
2016-05-02 09:57:04 +00:00
|
|
|
args.takeLeft(); //ignore program location in argument parsing
|
Update to v094r43 release.
byuu says:
Updated to compile with all of the new hiro changes. My next step is to
write up hiro API documentation, and move the API from alpha (constantly
changing) to beta (rarely changing), in preparation for the first stable
release (backward-compatible changes only.)
Added "--fullscreen" command-line option. I like this over
a configuration file option. Lets you use the emulator in both modes
without having to modify the config file each time.
Also enhanced the command-line game loading. You can now use any of
these methods:
higan /path/to/game-folder.sfc
higan /path/to/game-folder.sfc/
higan /path/to/game-folder.sfc/program.rom
The idea is to support launchers that insist on loading files only.
Technically, the file can be any name (manifest.bml also works); the
only criteria is that the file actually exists and is a file, and not
a directory. This is a requirement to support the first version (a
directory lacking the trailing / identifier), because I don't want my
nall::string class to query the file system to determine if the string
is an actual existing file or directory for its pathname() / dirname()
functions.
Anyway, every game folder I've made so far has program.rom, and that's
very unlikely to change, so this should be fine.
Now, of course, if you drop a regular "game.sfc" file on the emulator,
it won't even try to load it, unless it's in a folder that ends in .fc,
.sfc, etc. In which case, it'll bail out immediately by being unable to
produce a manifest for what is obviously not really a game folder.
2015-08-30 02:08:26 +00:00
|
|
|
for(auto& argument : args) {
|
|
|
|
if(argument == "--fullscreen") {
|
|
|
|
presentation->toggleFullScreen();
|
Update to v103 final release.
byuu says (in the public annoucement):
With this release, PC Engine, Master System, Game Gear, Mega Drive and
the newly added SuperGrafx support are now quite usable! They're far
from the best emulators for these systems, but with many bugfixes, full
sound emulation, and save state support ... many games are now fully
playable with decent accuracy. The Game Boy Advance emulation is also
now substantially improved with vastly improved sound quality and a new
dot-based PPU renderer. With that change, every single component in
higan is now cycle-based. Regrettably, these changes do carry a ~20%
performance penalty compared to GBA emulation in v102.
Changelog (since the previous release):
- added SuperGrafx emulation
- improved audio band-pass filtering for all emulated systems
- screen rotation is now a hotkey; automatically rotates control
bindings
- screen rotation now supported on the Game Boy Advance as well (used
by a small number of games)
- massive improvements to Mega Drive emulation
- massive code cleanups and rewrites to many CPU emulation cores
(MOS6502, WDC65816, SPC700, etc)
- Famicom, Master System, Mega Drive: added PAL emulation support
- PC Engine, SuperGrafx, Master System, Game Gear, Mega Drive: added
save state support
- PC Engine, SuperGrafx: added PSG sound emulation
- Master System, Game Gear: added PSG sound emulation
- Mega Drive: added Z80 APU emulation [with help from Cydrak]
- Mega Drive: added PSG sound emulation
- Mega Drive: added YM2612 sound emulation [Cydrak]
- Super Famicom: fixed Super Game Boy emulation
- PC Engine: added save RAM support (using per-game PCE-CD backup RAM)
- Game Boy Advance: substantial improvements to audio emulation
quality
- Game Boy Advance: convert scanline-based PPU renderer to a dot-based
renderer
- Game Boy Advance: properly initialize CPU state (fixes Classic NES
Series games)
- Game Boy Advance: MUL timing corrected [Jonas Quinn]
- Mega Drive: emulate special mappers for Phantasy Star IV, Super
Street Fighter II, etc.
- Super Famicom: use darker luma for INIDISP=0 (large improvement to
Final Fantasy III opening)
- Super Famicom: fixed bugs in SMP OR1,AND1 instructions
- cheat code database regrettably removed from official releases; will
be made available separately
- Famicom: PAL emulation improvements [hex\_usr]
2017-06-22 06:08:03 +00:00
|
|
|
} else if(directory::exists(argument.split("|", 1L).right())) {
|
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(!argument.transform("\\", "/").endsWith("/")) argument.append("/");
|
2016-06-26 08:54:12 +00:00
|
|
|
mediumQueue.append(argument);
|
Update to v099r16 release (public beta).
byuu says:
Changelog:
- hiro: BrowserDialog can navigate up to drive selection on Windows
- nall: (file,path,dir,base,prefix,suffix)name =>
Location::(file,path,dir,base,prefix,suffix)
- higan/tomoko: rename audio filter label from "Sinc" to "IIR - Biquad"
- higan/tomoko: allow loading files via icarus on the command-line
once again
- higan/tomoko: (begrudging) quick hack to fix presentation window focus
on startup
- higan/audio: don't divide output audio volume by number of streams
- processor/r65816: fix a regression in (read,write)DB; fixes Taz-Mania
- fixed compilation regressions on Windows and Linux
I'm happy with where we are at with code cleanups and stability, so I'd
like to release v100. But even though I'm not assigning any special
significance to this version, we should probably test it more thoroughly
first.
2016-07-04 11:53:24 +00:00
|
|
|
} else if(file::exists(argument)) {
|
|
|
|
if(auto result = execute("icarus", "--import", argument)) {
|
|
|
|
mediumQueue.append(result.output.strip());
|
|
|
|
}
|
Update to v094r43 release.
byuu says:
Updated to compile with all of the new hiro changes. My next step is to
write up hiro API documentation, and move the API from alpha (constantly
changing) to beta (rarely changing), in preparation for the first stable
release (backward-compatible changes only.)
Added "--fullscreen" command-line option. I like this over
a configuration file option. Lets you use the emulator in both modes
without having to modify the config file each time.
Also enhanced the command-line game loading. You can now use any of
these methods:
higan /path/to/game-folder.sfc
higan /path/to/game-folder.sfc/
higan /path/to/game-folder.sfc/program.rom
The idea is to support launchers that insist on loading files only.
Technically, the file can be any name (manifest.bml also works); the
only criteria is that the file actually exists and is a file, and not
a directory. This is a requirement to support the first version (a
directory lacking the trailing / identifier), because I don't want my
nall::string class to query the file system to determine if the string
is an actual existing file or directory for its pathname() / dirname()
functions.
Anyway, every game folder I've made so far has program.rom, and that's
very unlikely to change, so this should be fine.
Now, of course, if you drop a regular "game.sfc" file on the emulator,
it won't even try to load it, unless it's in a folder that ends in .fc,
.sfc, etc. In which case, it'll bail out immediately by being unable to
produce a manifest for what is obviously not really a game folder.
2015-08-30 02:08:26 +00:00
|
|
|
}
|
2015-08-21 10:56:39 +00:00
|
|
|
}
|
2016-06-26 08:54:12 +00:00
|
|
|
loadMedium();
|
2017-07-23 09:18:16 +00:00
|
|
|
|
|
|
|
Application::onMain({&Program::main, this});
|
2015-02-28 01:51:53 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
auto Program::main() -> void {
|
2015-04-13 11:16:33 +00:00
|
|
|
updateStatusText();
|
2015-03-02 09:13:28 +00:00
|
|
|
inputManager->poll();
|
Update to v100r16 release.
byuu says:
(Windows users may need to include <sys/time.h> at the top of
nall/chrono.hpp, not sure.)
Unchangelog:
- forgot to add the Scheduler clock=0 fix because I have the memory of
a goldfish
Changelog:
- new icarus database with nine additional games
- hiro(GTK,Qt) won't constantly write its settings.bml file to disk
anymore
- added latency simulator for fun (settings.bml => Input/Latency in
milliseconds)
So the last one ... I wanted to test out nall::chrono, and I was also
thinking that by polling every emulated frame, it's pretty wasteful when
you are using Fast Forward and hitting 200+fps. As I've said before,
calls to ruby::input::poll are not cheap.
So to get around this, I added a limiter so that if you called the
hardware poll function within N milliseconds, it'll return without
doing any actual work. And indeed, that increases my framerate of Zelda
3 uncapped from 133fps to 142fps. Yay. But it's not a "real" speedup,
as it only helps you when you exceed 100% speed (theoretically, you'd
need to crack 300% speed since the game itself will poll at 16ms at 100%
speed, but yet it sped up Zelda 3, so who am I to complain?)
I threw the latency value into the settings file. It should be 16,
but I set it to 5 since that was the lowest before it started negatively
impacting uncapped speeds. You're wasting your time and CPU cycles setting
it lower than 5, but if people like placebo effects it might work. Maybe
I should let it be a signed integer so people can set it to -16 and think
it's actually faster :P (I'm only joking. I took out the 96000hz audio
placebo effect as well. Not really into psychological tricks anymore.)
But yeah seriously, I didn't do this to start this discussion again for
the billionth time. Please don't go there. And please don't tell me this
WIP has higher/lower latency than before. I don't want to hear it.
The only reason I bring it up is for the fun part that is worth
discussing: put up or shut up time on how sensitive you are to
latency! You can set the value above 5 to see how games feel.
I personally can't really tell a difference until about 50. And I can't
be 100% confident it's worse until about 75. But ... when I set it to
150, games become "extra difficult" ... the higher it goes, the worse
it gets :D
For this WIP, I've left no upper limit cap. I'll probably set a cap of
something like 500ms or 1000ms for the official release. Need to balance
user error/trolling with enjoyability. I'll think about it.
[...]
Now, what I worry about is stupid people seeing it and thinking it's an
"added latency" setting, as if anyone would intentionally make things
worse by default. This is a limiter. So if 5ms have passed since the
game last polled, and that will be the case 99.9% of the time in games,
the next poll will happen just in time, immediately when the game polls
the inputs. Thus, a value below 1/<framerate>ms is not only pointless,
if you go too low it will ruin your fast forward max speeds.
I did say I didn't want to resort to placebo tricks, but I also don't
want to spark up public discussion on this again either. So it might
be best to default Input/Latency to 0ms, and internally have a max(5,
latency) wrapper around the value.
2016-08-03 12:32:40 +00:00
|
|
|
inputManager->pollHotkeys();
|
2015-03-02 09:13:28 +00:00
|
|
|
|
Update to v103r13 release.
byuu says:
Changelog:
- gb/interface: fix Game Boy Color extension to be "gbc" and not "gb"
[hex\_usr]
- ms/interface: move Master System hardware controls below controller
ports
- sfc/ppu: improve latching behavior of BGnHOFS registers (not
hardware verified) [AWJ]
- tomoko/input: rework port/device mapping to support non-sequential
ports and devices¹
- todo: should add move() to inputDevice.mappings.append and
inputPort.devices.append
- note: there's a weird GCC 4.9 bug with brace initialization of
InputEmulator; have to assign each field separately
- tomoko: all windows sans the main presentation window can be
dismissed with the escape key
- icarus: the single file selection dialog ("Load ROM Image...") can
be dismissed with the escape key
- tomoko: do not pause emulation when FocusLoss/Pause is set during
exclusive fullscreen mode
- hiro/(windows,gtk,qt): implemented Window::setDismissable() function
(missing from cocoa port, sorry)
- nall/string: fixed printing of largest possible negative numbers (eg
`INT_MIN`) [Sintendo]
- only took eight months! :D
¹: When I tried to move the Master System hardware port below the
controller ports, I ran into a world of pain.
The input settings list expects every item in the
`InputEmulator<InputPort<InputDevice<InputMapping>>>>` arrays to be
populated with valid results. But these would be sparsely populated
based on the port and device IDs from inside higan. And that is done so
that the Interface::inputPoll can have O(1) lookup of ports and devices.
This worked because all the port and device IDs were sequential (they
left no gaps in the maps upon creating the lists.)
Unfortunately by changing the expectation of port ID to how it appears
in the list, inputs would not poll correctly. By leaving them alone and
just moving Hardware to the third position, the Game Gear would be
missing port IDs of 0 and 1 (the controller ports of the Master System).
Even by trying to make separate MasterSystemHardware and
GameGearHardware ports, things still fractured when the devices were no
longer contigious.
I got pretty sick of this and just decided to give up on O(1)
port/device lookup, and moved to O(n) lookup. It only knocked the
framerate down by maybe one frame per second, enough to be in the margin
of error. Inputs aren't polled *that* often for loops that usually
terminate after 1-2 cycles to be too detrimental to performance.
So the new input system now allows non-sequential port and device IDs.
Remember that I killed input IDs a while back. There's never any reason
for those to need IDs ... it was easier to just order the inputs in the
order you want to see them in the user interface. So the input lookup is
still O(1). Only now, everything's safer and I return a
maybe<InputMapping&>, and won't crash out the program trying to use a
mapping that isn't found for some reason.
Errata: the escape key isn't working on the browser/message dialogs on
Windows, because of course nothing can ever just be easy and work for
me. If anyone else wouldn't mind looking into that, I'd greatly
appreciate it.
Having the `WM_KEYDOWN` test inside the main `Application_sharedProc`, it
seems to not respond to the escape key on modal dialogs. If I put the
`WM_KEYDOWN` test in the main window proc, then it doesn't seem to get
called for `VK_ESCAPE` at all, and doesn't get called period for modal
windows. So I'm at a loss and it's past 4AM here >_>
2017-07-12 08:24:27 +00:00
|
|
|
if(!emulator || !emulator->loaded() || pause || (!focused() && settings["Input/FocusLoss/Pause"].boolean())) {
|
2015-06-20 05:44:05 +00:00
|
|
|
audio->clear();
|
2015-02-28 01:51:53 +00:00
|
|
|
usleep(20 * 1000);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2015-04-21 11:51:57 +00:00
|
|
|
emulator->run();
|
2015-02-28 01:51:53 +00:00
|
|
|
}
|
|
|
|
|
2015-03-02 09:13:28 +00:00
|
|
|
auto Program::quit() -> void {
|
Update to v101r06 release.
byuu says:
I reworked the video sizing code. Ended up wasting five fucking hours
fighting GTK. When you call `gtk_widget_set_size_request`, it doesn't
actually happen then. This is kind of a big deal because when I then go
to draw onto the viewport, the actual viewport child window is still the
old size, so the image gets distorted. It recovers in a frame or so with
emulation, but if we were to put a still image on there, it would stay
distorted.
The first thought is, `while(gtk_events_pending())
gtk_main_iteration_do(false);` right after the `set_size_request`. But
nope, it tells you there's no events pending. So then you think, go
deeper, use `XPending()` instead. Same thing, GTK hasn't actually issued
the command to Xlib yet. So then you think, if the widget is realized,
just call a blocking `gtk_main_iteration`. One call does nothing, two
calls results in a deadlock on the second one ... do it before program
startup, and the main window will never appear. Great.
Oh, and it's not just the viewport. It's also the widget container area
of the windows, as well as the window itself, as well as the fullscreen
mode toggle effect. They all do this.
For the latter three, I couldn't find anything that worked, so I just
added 20ms loops of constantly calling `gtk_main_iteration_do(false)`
after each one of those things. The downside here is toggling the status
bar takes 40ms, so you'll see it and it'll feel a tiny bit sluggish.
But I can't have a 20ms wait on each widget resize, that would be
catastrophic to performance on windows with lots of widgets.
I tried hooking configure-event and size-allocate, but they were very
unreliable. So instead I ended up with a loop that waits up to a maximm
of 20ms that inspects the `widget->allocation.(width,height)` values
directly and waits for them to be what we asked for with
`set_size_request`.
There was some extreme ugliness in GTK with calling
`gtk_main_iteration_do` recursively (`hiro::Widget::setGeometry` is
called recursively), so I had to lock it to only happen on the top level
widgets (the child ones should get resized while waiting on the
top-level ones, so it should be fine in practice), and also only run it
on realized widgets.
Even still, I'm getting ~3 timeouts when opening the settings dialog in
higan, but no other windows. But, this is the best I can do for now.
And the reason for all of this pain? Yeah, updated the video code.
So the Emulator::Interface now has this:
struct VideoSize { uint width, height; }; //or requiem for a tuple
auto videoSize() -> VideoSize;
auto videoSize(uint width, uint height, bool arc) -> VideoSize;
The first function, for now, is just returning the literal surface size.
I may remove this ... one thing I want to allow for is cores that send
different texture sizes based on interlace/hires/overscan/etc settings.
The second function is more interesting. Instead of having the UI trying
to figure out sizing, I figure the emulation cores can do a better job
and we can customize it per-core now. So it gets the window's width and
height, and whether the user asked for aspect correction, and then
computes the best width/height ratio possible. For now they're all just
doing multiples of a 1x scale to the UI 2x,3x,4x modes.
We still need a third function, which will probably be what I repurpose
videoSize() for: to return the 'effective' size for pixel shaders, to
then feed into ruby, to then feed into quark, to then feed into our
shaders. Since shaders use normalized coordinates for pixel fetching,
this should work out just fine. The real texture size will be exposed to
quark shaders as well, of course.
Now for the main window ... it's just hard-coded to be 640x480, 960x720,
1280x960 for now. It works nicely for some cores on some modes, not so
much for others. Work in progress I guess.
I also took the opportunity to draw the about dialog box logo on the
main window. Got a bit fancy and used the old spherical gradient and
impose functionality of nall/image on it. Very minor highlight, nothing
garish. Just something nicer than a solid black window.
If you guys want to mess around with sizes, placements, and gradient
styles/colors/shapes ... feel free. If you come up with something nicer,
do share.
That's what led to all the GTK hell ... the logo wasn't drawing right as
you resized the window. But now it is, though I am not at all happy with
the hacking I had to do.
I also had to improve the video update code as a result of this:
- when you unload a game, it blacks out the screen
- if you are not quitting the emulator, it'll draw the logo; if
you are, it won't
- when you load a game, it black out the logo
These options prevent any unsightliness from resizing the viewport with
image data on it already
I need to redraw the logo when toggling fullscreen with no game loaded
as well for Windows, it seems.
2016-08-13 13:57:48 +00:00
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hasQuit = true;
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Update to v098r11 release.
byuu says:
Changelog:
- fixed nall/path.hpp compilation issue
- fixed ruby/audio/xaudio header declaration compilation issue (again)
- cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the
file was whitespace overkill)
- added null terminator entry to nall/windows/utf8.hpp argc[] array
- nall/windows/guid.hpp uses the Windows API for generating the GUID
- this should stop all the bug reports where two nall users were
generating GUIDs at the exact same second
- fixed hiro/cocoa compilation issue with uint# types
- fixed major higan/sfc Super Game Boy audio latency issue
- fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions
- major cleanups to higan/processor/r65816 core
- merged emulation/native-mode opcodes
- use camel-case naming on memory.hpp functions
- simplify address masking code for memory.hpp functions
- simplify a few opcodes themselves (avoid redundant copies, etc)
- rename regs.* to r.* to match modern convention of other CPU cores
- removed device.order<> concept from Emulator::Interface
- cores will now do the translation to make the job of the UI easier
- fixed plurality naming of arrays in Emulator::Interface
- example: emulator.ports[p].devices[d].inputs[i]
- example: vector<Medium> media
- probably more surprises
Major show-stoppers to the next official release:
- we need to work on GB core improvements: LY=153/0 case, multiple STAT
IRQs case, GBC audio output regs, etc.
- we need to re-add software cursors for light guns (Super Scope,
Justifier)
- after the above, we need to fix the turbo button for the Super Scope
I really have no idea how I want to implement the light guns. Ideally,
we'd want it in higan/video, so we can support the NES Zapper with the
same code. But this isn't going to be easy, because only the SNES knows
when its output is interlaced, and its resolutions can vary as
{256,512}x{224,240,448,480} which requires pixel doubling that was
hard-coded to the SNES-specific behavior, but isn't appropriate to be
exposed in higan/video.
2016-05-25 11:13:02 +00:00
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unloadMedium();
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2017-08-11 16:02:09 +00:00
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settings.save();
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2015-03-02 09:13:28 +00:00
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inputManager->quit();
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2017-07-26 12:42:06 +00:00
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video.reset();
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audio.reset();
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input.reset();
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2015-03-03 10:14:49 +00:00
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Application::quit();
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2015-03-02 09:13:28 +00:00
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}
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