bsnes/higan/gb/cartridge/cartridge.cpp

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#include <gb/gb.hpp>
namespace GameBoy {
#include "mbc0/mbc0.cpp"
#include "mbc1/mbc1.cpp"
Update to v098r06 release. byuu says: Changelog: - emulation cores now refresh video from host thread instead of cothreads (fix AMD crash) - SFC: fixed another bug with leap year months in SharpRTC emulation - SFC: cleaned up camelCase on function names for armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes - GB: added MBC1M emulation (requires manually setting mapper=MBC1M in manifest.bml for now, sorry) - audio: implemented Emulator::Audio mixer and effects processor - audio: implemented Emulator::Stream interface - it is now possible to have more than two audio streams: eg SNES + SGB + MSU1 + Voicer-Kun (eventually) - audio: added reverb delay + reverb level settings; exposed balance configuration in UI - video: reworked palette generation to re-enable saturation, gamma, luminance adjustments - higan/emulator.cpp is gone since there was nothing left in it I know you guys are going to say the color adjust/balance/reverb stuff is pointless. And indeed it mostly is. But I like the idea of allowing some fun special effects and configurability that isn't system-wide. Note: there seems to be some kind of added audio lag in the SGB emulation now, and I don't really understand why. The code should be effectively identical to what I had before. The only main thing is that I'm sampling things to 48000hz instead of 32040hz before mixing. There's no point where I'm intentionally introducing added latency though. I'm kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be much appreciated :/ I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as well, and that would be very bad.
2016-04-22 13:35:51 +00:00
#include "mbc1m/mbc1m.cpp"
#include "mbc2/mbc2.cpp"
#include "mbc3/mbc3.cpp"
#include "mbc5/mbc5.cpp"
#include "mmm01/mmm01.cpp"
#include "huc1/huc1.cpp"
#include "huc3/huc3.cpp"
#include "serialization.cpp"
Cartridge cartridge;
Update to v102r04 release. byuu says: Changelog: - Super Game Boy support is functional once again - new GameBoy::SuperGameBoyInterface class - system.(dmg,cgb,sgb) is now Model::(Super)GameBoy(Color) ala the PC Engine - merged WonderSwanInterface, WonderSwanColorInterface shared functions to WonderSwan::Interface - merged GameBoyInterface, GameBoyColorInterface shared functions to GameBoy::Interface - Interface::unload() now calls Interface::save() for Master System, Game Gear, Mega Drive, PC Engine, SuperGrafx - PCE: emulated PCE-CD backup RAM; stored per-game as save.ram (2KiB file) - this means you can now save your progress in games like Neutopia - the PCE-CD I/O registers like BRAM write protect are not emulated yet - PCE: IRQ sources now hold the IRQ line state, instead of the CPU holding it - this fixes most SuperGrafx games, which were fighting over the VDC IRQ line previously - PCE: CPU I/O $14xx should return the pending IRQ bits even if IRQs are disabled - PCE: VCE and the VDCs now synchronize to each other; fixes pixel widths in all games - PCE: greatly increased the accuracy of the VPC priority selection code (windows may be buggy still) - HuC6280: PLA, PLX, PLY should set Z, N flags; fixes many game bugs [Jonas Quinn] The big thing I wanted to do was enslave the VDC(s) to the VCE. But unfortunately, I forgot about the asynchronous DMA channels that each VDC supports, so this isn't going to be possible I'm afraid. In the most demanding case, Daimakaimura in-game, we're looking at 85fps on my Xeon E3 1276v3. So ... not great, and we don't even have sound connected yet. We are going to have to profile and optimize this code once sound emulation and save states are in. Basically, think of it like this: the VCE, VDC0, and VDC1 all have the same overhead, scheduling wise (which is the bulk of the performance loss) as the dot-renderer for the SNES core. So it's like there's three bsnes-accuracy PPU threads running just for video. ----- Oh, just a fair warning ... the hooks for the SGB are a work in progress. If anyone is working on higan or a fork and want to do something similar to it, don't use it as a template, at least not yet. Right now, higan looks like this: - Emulator::Video handles the platform→videoRefresh calls - Emulator::Audio handles the platform→audioSample calls - each core hard-codes the platform→inputPoll, inputRumble calls - each core hard-codes calls to path, open, load to process files - dipSettings and notify are specialty hacks, neither are even hooked up right now to anything With the SGB, it's an emulation core inside an emulation core, so ideally you want to hook all of those functions. Emulator::Video and Emulator::Audio aren't really abstractions over that, as the GB core calls them and we have to special case not calling them in SGB mode. The path, open, load can be implemented without hooks, thanks to the UI only using one instance of Emulator::Platform for all cores. All we have to do is override the folder path ID for the "Game Boy.sys" folder, so that it picks "Super Game Boy.sfc/" and loads its boot ROM instead. That's just a simple argument to GameBoy::System::load() and we're done. dipSettings, notify and inputRumble don't matter. But we do also have to hook inputPoll as well. The nice idea would be for SuperFamicom::ICD2 to inherit from Emulator::Platform and provide the desired functions that we need to overload. After that, we'd just need the GB core to keep an abstraction over the global Emulator::platform\* handle, to select between the UI version and the SFC::ICD2 version. However ... that doesn't work because of Emulator::Video and Emulator::Audio. They would also have to gain an abstraction over Emulator::platform\*, and even worse ... you'd have to constantly swap between the two so that the SFC core uses the UI, and the GB core uses the ICD2. And so, for right now, I'm checking Model::SuperGameBoy() -> bool everywhere, and choosing between the UI and ICD2 targets that way. And as such, the ICD2 doesn't really need Emulator::Platform inheritance, although it certainly could do that and just use the functions it needs. But the SGB is even weirder, because we need additional new signals beyond just Emulator::Platform, like joypWrite(), etc. I'd also like to work on the Emulator::Stream for the SGB core. I don't see why we can't have the GB core create its own stream, and let the ICD2 just use that instead. We just have to be careful about the ICD2's CPU soft reset function, to make sure the GB core's Stream object remains valid. What I think that needs is a way to release an Emulator::Stream individually, rather than calling Emulator::Audio::reset() to do it. They are shared\_pointer objects, so I think if I added a destructor function to remove it from Emulator::Audio::streams, then that should work.
2017-01-26 01:06:06 +00:00
auto Cartridge::load() -> bool {
information = {};
Update to v102r04 release. byuu says: Changelog: - Super Game Boy support is functional once again - new GameBoy::SuperGameBoyInterface class - system.(dmg,cgb,sgb) is now Model::(Super)GameBoy(Color) ala the PC Engine - merged WonderSwanInterface, WonderSwanColorInterface shared functions to WonderSwan::Interface - merged GameBoyInterface, GameBoyColorInterface shared functions to GameBoy::Interface - Interface::unload() now calls Interface::save() for Master System, Game Gear, Mega Drive, PC Engine, SuperGrafx - PCE: emulated PCE-CD backup RAM; stored per-game as save.ram (2KiB file) - this means you can now save your progress in games like Neutopia - the PCE-CD I/O registers like BRAM write protect are not emulated yet - PCE: IRQ sources now hold the IRQ line state, instead of the CPU holding it - this fixes most SuperGrafx games, which were fighting over the VDC IRQ line previously - PCE: CPU I/O $14xx should return the pending IRQ bits even if IRQs are disabled - PCE: VCE and the VDCs now synchronize to each other; fixes pixel widths in all games - PCE: greatly increased the accuracy of the VPC priority selection code (windows may be buggy still) - HuC6280: PLA, PLX, PLY should set Z, N flags; fixes many game bugs [Jonas Quinn] The big thing I wanted to do was enslave the VDC(s) to the VCE. But unfortunately, I forgot about the asynchronous DMA channels that each VDC supports, so this isn't going to be possible I'm afraid. In the most demanding case, Daimakaimura in-game, we're looking at 85fps on my Xeon E3 1276v3. So ... not great, and we don't even have sound connected yet. We are going to have to profile and optimize this code once sound emulation and save states are in. Basically, think of it like this: the VCE, VDC0, and VDC1 all have the same overhead, scheduling wise (which is the bulk of the performance loss) as the dot-renderer for the SNES core. So it's like there's three bsnes-accuracy PPU threads running just for video. ----- Oh, just a fair warning ... the hooks for the SGB are a work in progress. If anyone is working on higan or a fork and want to do something similar to it, don't use it as a template, at least not yet. Right now, higan looks like this: - Emulator::Video handles the platform→videoRefresh calls - Emulator::Audio handles the platform→audioSample calls - each core hard-codes the platform→inputPoll, inputRumble calls - each core hard-codes calls to path, open, load to process files - dipSettings and notify are specialty hacks, neither are even hooked up right now to anything With the SGB, it's an emulation core inside an emulation core, so ideally you want to hook all of those functions. Emulator::Video and Emulator::Audio aren't really abstractions over that, as the GB core calls them and we have to special case not calling them in SGB mode. The path, open, load can be implemented without hooks, thanks to the UI only using one instance of Emulator::Platform for all cores. All we have to do is override the folder path ID for the "Game Boy.sys" folder, so that it picks "Super Game Boy.sfc/" and loads its boot ROM instead. That's just a simple argument to GameBoy::System::load() and we're done. dipSettings, notify and inputRumble don't matter. But we do also have to hook inputPoll as well. The nice idea would be for SuperFamicom::ICD2 to inherit from Emulator::Platform and provide the desired functions that we need to overload. After that, we'd just need the GB core to keep an abstraction over the global Emulator::platform\* handle, to select between the UI version and the SFC::ICD2 version. However ... that doesn't work because of Emulator::Video and Emulator::Audio. They would also have to gain an abstraction over Emulator::platform\*, and even worse ... you'd have to constantly swap between the two so that the SFC core uses the UI, and the GB core uses the ICD2. And so, for right now, I'm checking Model::SuperGameBoy() -> bool everywhere, and choosing between the UI and ICD2 targets that way. And as such, the ICD2 doesn't really need Emulator::Platform inheritance, although it certainly could do that and just use the functions it needs. But the SGB is even weirder, because we need additional new signals beyond just Emulator::Platform, like joypWrite(), etc. I'd also like to work on the Emulator::Stream for the SGB core. I don't see why we can't have the GB core create its own stream, and let the ICD2 just use that instead. We just have to be careful about the ICD2's CPU soft reset function, to make sure the GB core's Stream object remains valid. What I think that needs is a way to release an Emulator::Stream individually, rather than calling Emulator::Audio::reset() to do it. They are shared\_pointer objects, so I think if I added a destructor function to remove it from Emulator::Audio::streams, then that should work.
2017-01-26 01:06:06 +00:00
if(Model::GameBoy()) {
Update to v102r28 release. byuu says: Changelog: - higan: `Emulator::<Platform::load>()` now returns a struct containing both a path ID and a string option - higan: `Emulator::<Platform::load>()` now takes an optional final argument of string options - fc: added PAL emulation (finally, only took six years) - md: added PAL emulation - md: fixed address parameter to `VDP::Sprite::write()`; fixes missing sprites in Super Street Fighter II - md: emulated HIRQ counter; fixes many games - Super Street Fighter II - status bar - Altered Beast - status bar - Sonic the Hedgehog - Labyrinth Zone - water effect - etc. - ms: added PAL emulation - sfc: added the ability to override the default region auto-detection - sfc: removed "system.region" override setting from `Super Famicom.sys` - tomoko: added options list to game folder load dialog window - tomoko: added the ability to specify game folder load options on the command-line So, basically ... Sega forced a change with the way region detection works. You end up with games that can run on multiple regions, and the content changes accordingly. Bare Knuckle in NTSC-J mode will become Streets of Rage in NTSC-U mode. Some games can even run in both NTSC and PAL mode. In my view, there should be a separate ROM for each region a game was released in, even if the ROM content were identical. But unfortunately that's not how things were done by anyone else. So to support this, the higan load dialog now has a drop-down at the bottom-right, where you can choose the region to load games from. On the SNES, it defaults to "Auto", which will pull the region setting from the manifest, or fall back on NTSC. On the Mega Drive ... unfortunately, I can't auto-detect the region from the ROM header. $1f0 is supposed to contain a string like "JUE", but instead you get games like Maui Mallard that put an "A" there, and other such nonsense. Sega was far more lax than Nintendo with the ROM header validity. So for now at least, you have to manually select your region every time you play a Mega Drive game, thus you have "NTSC-J", "NTSC-U", and "PAL". The same goes for the Master System for the same reason, but there's only "NTSC" and "PAL" here. I'm not sure if games have a way to detect domestic vs international consoles. And for now ... the Famicom is the same as well, with no auto-detection. I'd sincerely hope iNES has a header bit for the region, but I didn't bother with updating icarus to support that yet. The way to pass these parameters on the command-line is to prefix the game path with "option:", so for example:    higan "PAL:/path/to/Sonic the Hedgehog (USA, Europe).md" If you don't provide a prefix, it uses the default (NTSC-J, NTSC, or Auto.) Obviously, it's not possible to pass parameters with drag-and-drop, so you will always get the default option in said case.
2017-06-20 12:34:50 +00:00
if(auto loaded = platform->load(ID::GameBoy, "Game Boy", "gb")) {
information.pathID = loaded.pathID();
Update to v099r08 release. byuu says: Changelog: - nall/vfs work 100% completed; even SGB games load now - emulation cores now call load() for the base cartridges as well - updated port/device handling; portmask is gone; device ID bug should be resolved now - SNES controller port 1 multitap option was removed - added support for 128KiB SNES PPU VRAM (for now, edit sfc/ppu/ppu.hpp VRAM::size=0x10000; to enable) Overall, nall/vfs was a huge success!! We've substantially reduced the amount of boilerplate code everywhere, while still allowing (even easier than before) support for RAM-based game loading/saving. All of nall/stream is dead and buried. I am considering removing Emulator::Interface::Medium::id and/or bootable flag. Or at least, doing something different with it. The values for the non-bootable GB/BS/ST entries duplicate the ID that is supposed to be unique. They are for GB/GBC and WS/WSC. Maybe I'll use this as the hardware revision selection ID, and then gut non-bootable options. There's really no reason for that to be there. I think at one point I was using it to generate library tabs for non-bootable systems, but we don't do that anymore anyway. Emulator::Interface::load() may not need the required flag anymore ... it doesn't really do anything right now anyway. I have a few reasons for having the cores load the base cartridge. Most importantly, it is going to enable a special mode for the WonderSwan / WonderSwan Color in the future. If we ever get the IPLROMs dumped ... it's possible to boot these systems with no games inserted to set user profile information and such. There are also other systems that may accept being booted without a cartridge. To reach this state, you would load a game and then cancel the load dialog. Right now, this results in games not loading. The second reason is this prevents nasty crashes when loading fails. So if you're missing a required manifest, the emulator won't die a violent death anymore. It's able to back out at any point. The third reason is consistency: loading the base cartridge works the same as the slot cartridges. The fourth reason is Emulator::Interface::open(uint pathID) values. Before, the GB, SB, GBC modes were IDs 1,2,3 respectively. This complicated things because you had to pass the correct ID. But now instead, Emulator::Interface::load() returns maybe<uint> that is nothing when no game is selected, and a pathID for a valid game. And now open() can take this ID to access this game's folder contents. The downside, which is temporary, is that command-line loading is currently broken. But I do intend on restoring it. In fact, I want to do better than before and allow multi-cart booting from the command-line by specifying the base cartridge and then slot cartridges. The idea should be pretty simple: keep a queue of pending filenames that we fill from the command-line and/or drag-and-drop operations on the main window, and then empty out the queue or prompt for load dialogs from the UI when booting a system. This also might be a bit more unorthodox compared to the traditional emulator design of "loadGame(filename)", but ... oh well. It's easy enough still. The port/device changes are fun. We simplified things quite a bit. The portmask stuff is gone entirely. While ports and devices keep IDs, this is really just sugar-coating so UIs can use for(auto& port : emulator->ports) and access port.id; rather than having to use for(auto n : range(emulator->ports)) { auto& port = emulator->ports[n]; ... }; but they should otherwise generally be identical to the order they appear in their respective ranges. Still, don't rely on that. Input::id is gone. There was no point since we also got rid of the nasty Input::order vector. Since I was in here, I went ahead and caved on the pedantics and renamed Input::guid to Input::userData. I removed the SNES controller port 1 multitap option. Basically, the only game that uses this is N-warp Daisakusen and, no offense to d4s, it's not really a good game anyway. It's just a quick demo to show 8-players on the SNES. But in the UI, all it does is confuse people into wasting time mapping a controller they're never going to use, and they're going to wonder which port to use. If more compelling use cases for 8-players comes about, we can reconsider this. I left all the code to support this in place, so all you have to do is uncomment one line to enable it again. We now have dsnes emulation! :D If you change PPU::VRAM::size to 0x10000 (words), then you should now have 128KiB of VRAM. Even better, it serializes the used-VRAM size, so your save states shouldn't crash on you if you swap between the two (though if you try this, you're nuts.) Note that this option does break commercial software. Yoshi's Island in particular. This game is setting A15 on some PPU register writes, but not on others. The end result of this is things break horribly in-game. Also, this option is causing a very tiny speed hit for obvious reasons with the variable masking value (I'm even using size-1 for now.) Given how niche this is, I may just leave it a compile-time constant to avoid the overhead cost. Otherwise, if we keep the option, then it'll go into Super Famicom.sys/manifest.bml ... I'll flesh that out in the near-future. ---- Finally, some fun for my OCD ... my monitor suddenly cut out on me in the middle of working on this WIP, about six hours in of non-stop work. Had to hit a bunch of ctrl+alt+fN commands (among other things) and trying to log in headless on another TTY to do issue commands, trying to recover the display. Finally power cycled the monitor and it came back up. So all my typing ended up going to who knows where. Usually this sort of thing terrifies me enough that I scrap a WIP and start over to ensure I didn't screw anything up during the crashed screen when hitting keys randomly. Obviously, everything compiles and appears to work fine. And I know it's extremely paranoid, but OCD isn't logical, so ... I'm going to go over every line of the 100KiB r07->r08 diff looking for any corruption/errors/whatever. ---- Review finished. r08 diff review notes: - fc/controller/gamepad/gamepad.cpp: use uint device = ID::Device::Gamepad; not id = ...; - gb/cartridge/cartridge.hpp: remove redundant uint _pathID; (in Information::pathID already) - gb/cartridge/cartridge.hpp: pull sha256 inside Information - sfc/cartridge/load/cpp: add " - Slot (A,B)" to interface->load("Sufami Turbo"); to be more descriptive - sfc/controller/gamepad/gamepad.cpp: use uint device = ID::Device::Gamepad; not id = ...; - sfc/interface/interface.cpp: remove n variable from the Multitap device input generation loop (now unused) - sfc/interface/interface.hpp: put struct Port above struct Device like the other classes - ui-tomoko: cheats.bml is reading from/writing to mediumPaths(0) [system folder instead of game folder] - ui-tomoko: instead of mediumPaths(1) - call emulator->metadataPathID() or something like that
2016-06-24 12:16:53 +00:00
} else return false;
Update to v102r04 release. byuu says: Changelog: - Super Game Boy support is functional once again - new GameBoy::SuperGameBoyInterface class - system.(dmg,cgb,sgb) is now Model::(Super)GameBoy(Color) ala the PC Engine - merged WonderSwanInterface, WonderSwanColorInterface shared functions to WonderSwan::Interface - merged GameBoyInterface, GameBoyColorInterface shared functions to GameBoy::Interface - Interface::unload() now calls Interface::save() for Master System, Game Gear, Mega Drive, PC Engine, SuperGrafx - PCE: emulated PCE-CD backup RAM; stored per-game as save.ram (2KiB file) - this means you can now save your progress in games like Neutopia - the PCE-CD I/O registers like BRAM write protect are not emulated yet - PCE: IRQ sources now hold the IRQ line state, instead of the CPU holding it - this fixes most SuperGrafx games, which were fighting over the VDC IRQ line previously - PCE: CPU I/O $14xx should return the pending IRQ bits even if IRQs are disabled - PCE: VCE and the VDCs now synchronize to each other; fixes pixel widths in all games - PCE: greatly increased the accuracy of the VPC priority selection code (windows may be buggy still) - HuC6280: PLA, PLX, PLY should set Z, N flags; fixes many game bugs [Jonas Quinn] The big thing I wanted to do was enslave the VDC(s) to the VCE. But unfortunately, I forgot about the asynchronous DMA channels that each VDC supports, so this isn't going to be possible I'm afraid. In the most demanding case, Daimakaimura in-game, we're looking at 85fps on my Xeon E3 1276v3. So ... not great, and we don't even have sound connected yet. We are going to have to profile and optimize this code once sound emulation and save states are in. Basically, think of it like this: the VCE, VDC0, and VDC1 all have the same overhead, scheduling wise (which is the bulk of the performance loss) as the dot-renderer for the SNES core. So it's like there's three bsnes-accuracy PPU threads running just for video. ----- Oh, just a fair warning ... the hooks for the SGB are a work in progress. If anyone is working on higan or a fork and want to do something similar to it, don't use it as a template, at least not yet. Right now, higan looks like this: - Emulator::Video handles the platform→videoRefresh calls - Emulator::Audio handles the platform→audioSample calls - each core hard-codes the platform→inputPoll, inputRumble calls - each core hard-codes calls to path, open, load to process files - dipSettings and notify are specialty hacks, neither are even hooked up right now to anything With the SGB, it's an emulation core inside an emulation core, so ideally you want to hook all of those functions. Emulator::Video and Emulator::Audio aren't really abstractions over that, as the GB core calls them and we have to special case not calling them in SGB mode. The path, open, load can be implemented without hooks, thanks to the UI only using one instance of Emulator::Platform for all cores. All we have to do is override the folder path ID for the "Game Boy.sys" folder, so that it picks "Super Game Boy.sfc/" and loads its boot ROM instead. That's just a simple argument to GameBoy::System::load() and we're done. dipSettings, notify and inputRumble don't matter. But we do also have to hook inputPoll as well. The nice idea would be for SuperFamicom::ICD2 to inherit from Emulator::Platform and provide the desired functions that we need to overload. After that, we'd just need the GB core to keep an abstraction over the global Emulator::platform\* handle, to select between the UI version and the SFC::ICD2 version. However ... that doesn't work because of Emulator::Video and Emulator::Audio. They would also have to gain an abstraction over Emulator::platform\*, and even worse ... you'd have to constantly swap between the two so that the SFC core uses the UI, and the GB core uses the ICD2. And so, for right now, I'm checking Model::SuperGameBoy() -> bool everywhere, and choosing between the UI and ICD2 targets that way. And as such, the ICD2 doesn't really need Emulator::Platform inheritance, although it certainly could do that and just use the functions it needs. But the SGB is even weirder, because we need additional new signals beyond just Emulator::Platform, like joypWrite(), etc. I'd also like to work on the Emulator::Stream for the SGB core. I don't see why we can't have the GB core create its own stream, and let the ICD2 just use that instead. We just have to be careful about the ICD2's CPU soft reset function, to make sure the GB core's Stream object remains valid. What I think that needs is a way to release an Emulator::Stream individually, rather than calling Emulator::Audio::reset() to do it. They are shared\_pointer objects, so I think if I added a destructor function to remove it from Emulator::Audio::streams, then that should work.
2017-01-26 01:06:06 +00:00
}
if(Model::GameBoyColor()) {
Update to v102r28 release. byuu says: Changelog: - higan: `Emulator::<Platform::load>()` now returns a struct containing both a path ID and a string option - higan: `Emulator::<Platform::load>()` now takes an optional final argument of string options - fc: added PAL emulation (finally, only took six years) - md: added PAL emulation - md: fixed address parameter to `VDP::Sprite::write()`; fixes missing sprites in Super Street Fighter II - md: emulated HIRQ counter; fixes many games - Super Street Fighter II - status bar - Altered Beast - status bar - Sonic the Hedgehog - Labyrinth Zone - water effect - etc. - ms: added PAL emulation - sfc: added the ability to override the default region auto-detection - sfc: removed "system.region" override setting from `Super Famicom.sys` - tomoko: added options list to game folder load dialog window - tomoko: added the ability to specify game folder load options on the command-line So, basically ... Sega forced a change with the way region detection works. You end up with games that can run on multiple regions, and the content changes accordingly. Bare Knuckle in NTSC-J mode will become Streets of Rage in NTSC-U mode. Some games can even run in both NTSC and PAL mode. In my view, there should be a separate ROM for each region a game was released in, even if the ROM content were identical. But unfortunately that's not how things were done by anyone else. So to support this, the higan load dialog now has a drop-down at the bottom-right, where you can choose the region to load games from. On the SNES, it defaults to "Auto", which will pull the region setting from the manifest, or fall back on NTSC. On the Mega Drive ... unfortunately, I can't auto-detect the region from the ROM header. $1f0 is supposed to contain a string like "JUE", but instead you get games like Maui Mallard that put an "A" there, and other such nonsense. Sega was far more lax than Nintendo with the ROM header validity. So for now at least, you have to manually select your region every time you play a Mega Drive game, thus you have "NTSC-J", "NTSC-U", and "PAL". The same goes for the Master System for the same reason, but there's only "NTSC" and "PAL" here. I'm not sure if games have a way to detect domestic vs international consoles. And for now ... the Famicom is the same as well, with no auto-detection. I'd sincerely hope iNES has a header bit for the region, but I didn't bother with updating icarus to support that yet. The way to pass these parameters on the command-line is to prefix the game path with "option:", so for example:    higan "PAL:/path/to/Sonic the Hedgehog (USA, Europe).md" If you don't provide a prefix, it uses the default (NTSC-J, NTSC, or Auto.) Obviously, it's not possible to pass parameters with drag-and-drop, so you will always get the default option in said case.
2017-06-20 12:34:50 +00:00
if(auto loaded = platform->load(ID::GameBoyColor, "Game Boy Color", "gbc")) {
information.pathID = loaded.pathID();
Update to v099r08 release. byuu says: Changelog: - nall/vfs work 100% completed; even SGB games load now - emulation cores now call load() for the base cartridges as well - updated port/device handling; portmask is gone; device ID bug should be resolved now - SNES controller port 1 multitap option was removed - added support for 128KiB SNES PPU VRAM (for now, edit sfc/ppu/ppu.hpp VRAM::size=0x10000; to enable) Overall, nall/vfs was a huge success!! We've substantially reduced the amount of boilerplate code everywhere, while still allowing (even easier than before) support for RAM-based game loading/saving. All of nall/stream is dead and buried. I am considering removing Emulator::Interface::Medium::id and/or bootable flag. Or at least, doing something different with it. The values for the non-bootable GB/BS/ST entries duplicate the ID that is supposed to be unique. They are for GB/GBC and WS/WSC. Maybe I'll use this as the hardware revision selection ID, and then gut non-bootable options. There's really no reason for that to be there. I think at one point I was using it to generate library tabs for non-bootable systems, but we don't do that anymore anyway. Emulator::Interface::load() may not need the required flag anymore ... it doesn't really do anything right now anyway. I have a few reasons for having the cores load the base cartridge. Most importantly, it is going to enable a special mode for the WonderSwan / WonderSwan Color in the future. If we ever get the IPLROMs dumped ... it's possible to boot these systems with no games inserted to set user profile information and such. There are also other systems that may accept being booted without a cartridge. To reach this state, you would load a game and then cancel the load dialog. Right now, this results in games not loading. The second reason is this prevents nasty crashes when loading fails. So if you're missing a required manifest, the emulator won't die a violent death anymore. It's able to back out at any point. The third reason is consistency: loading the base cartridge works the same as the slot cartridges. The fourth reason is Emulator::Interface::open(uint pathID) values. Before, the GB, SB, GBC modes were IDs 1,2,3 respectively. This complicated things because you had to pass the correct ID. But now instead, Emulator::Interface::load() returns maybe<uint> that is nothing when no game is selected, and a pathID for a valid game. And now open() can take this ID to access this game's folder contents. The downside, which is temporary, is that command-line loading is currently broken. But I do intend on restoring it. In fact, I want to do better than before and allow multi-cart booting from the command-line by specifying the base cartridge and then slot cartridges. The idea should be pretty simple: keep a queue of pending filenames that we fill from the command-line and/or drag-and-drop operations on the main window, and then empty out the queue or prompt for load dialogs from the UI when booting a system. This also might be a bit more unorthodox compared to the traditional emulator design of "loadGame(filename)", but ... oh well. It's easy enough still. The port/device changes are fun. We simplified things quite a bit. The portmask stuff is gone entirely. While ports and devices keep IDs, this is really just sugar-coating so UIs can use for(auto& port : emulator->ports) and access port.id; rather than having to use for(auto n : range(emulator->ports)) { auto& port = emulator->ports[n]; ... }; but they should otherwise generally be identical to the order they appear in their respective ranges. Still, don't rely on that. Input::id is gone. There was no point since we also got rid of the nasty Input::order vector. Since I was in here, I went ahead and caved on the pedantics and renamed Input::guid to Input::userData. I removed the SNES controller port 1 multitap option. Basically, the only game that uses this is N-warp Daisakusen and, no offense to d4s, it's not really a good game anyway. It's just a quick demo to show 8-players on the SNES. But in the UI, all it does is confuse people into wasting time mapping a controller they're never going to use, and they're going to wonder which port to use. If more compelling use cases for 8-players comes about, we can reconsider this. I left all the code to support this in place, so all you have to do is uncomment one line to enable it again. We now have dsnes emulation! :D If you change PPU::VRAM::size to 0x10000 (words), then you should now have 128KiB of VRAM. Even better, it serializes the used-VRAM size, so your save states shouldn't crash on you if you swap between the two (though if you try this, you're nuts.) Note that this option does break commercial software. Yoshi's Island in particular. This game is setting A15 on some PPU register writes, but not on others. The end result of this is things break horribly in-game. Also, this option is causing a very tiny speed hit for obvious reasons with the variable masking value (I'm even using size-1 for now.) Given how niche this is, I may just leave it a compile-time constant to avoid the overhead cost. Otherwise, if we keep the option, then it'll go into Super Famicom.sys/manifest.bml ... I'll flesh that out in the near-future. ---- Finally, some fun for my OCD ... my monitor suddenly cut out on me in the middle of working on this WIP, about six hours in of non-stop work. Had to hit a bunch of ctrl+alt+fN commands (among other things) and trying to log in headless on another TTY to do issue commands, trying to recover the display. Finally power cycled the monitor and it came back up. So all my typing ended up going to who knows where. Usually this sort of thing terrifies me enough that I scrap a WIP and start over to ensure I didn't screw anything up during the crashed screen when hitting keys randomly. Obviously, everything compiles and appears to work fine. And I know it's extremely paranoid, but OCD isn't logical, so ... I'm going to go over every line of the 100KiB r07->r08 diff looking for any corruption/errors/whatever. ---- Review finished. r08 diff review notes: - fc/controller/gamepad/gamepad.cpp: use uint device = ID::Device::Gamepad; not id = ...; - gb/cartridge/cartridge.hpp: remove redundant uint _pathID; (in Information::pathID already) - gb/cartridge/cartridge.hpp: pull sha256 inside Information - sfc/cartridge/load/cpp: add " - Slot (A,B)" to interface->load("Sufami Turbo"); to be more descriptive - sfc/controller/gamepad/gamepad.cpp: use uint device = ID::Device::Gamepad; not id = ...; - sfc/interface/interface.cpp: remove n variable from the Multitap device input generation loop (now unused) - sfc/interface/interface.hpp: put struct Port above struct Device like the other classes - ui-tomoko: cheats.bml is reading from/writing to mediumPaths(0) [system folder instead of game folder] - ui-tomoko: instead of mediumPaths(1) - call emulator->metadataPathID() or something like that
2016-06-24 12:16:53 +00:00
} else return false;
Update to v102r04 release. byuu says: Changelog: - Super Game Boy support is functional once again - new GameBoy::SuperGameBoyInterface class - system.(dmg,cgb,sgb) is now Model::(Super)GameBoy(Color) ala the PC Engine - merged WonderSwanInterface, WonderSwanColorInterface shared functions to WonderSwan::Interface - merged GameBoyInterface, GameBoyColorInterface shared functions to GameBoy::Interface - Interface::unload() now calls Interface::save() for Master System, Game Gear, Mega Drive, PC Engine, SuperGrafx - PCE: emulated PCE-CD backup RAM; stored per-game as save.ram (2KiB file) - this means you can now save your progress in games like Neutopia - the PCE-CD I/O registers like BRAM write protect are not emulated yet - PCE: IRQ sources now hold the IRQ line state, instead of the CPU holding it - this fixes most SuperGrafx games, which were fighting over the VDC IRQ line previously - PCE: CPU I/O $14xx should return the pending IRQ bits even if IRQs are disabled - PCE: VCE and the VDCs now synchronize to each other; fixes pixel widths in all games - PCE: greatly increased the accuracy of the VPC priority selection code (windows may be buggy still) - HuC6280: PLA, PLX, PLY should set Z, N flags; fixes many game bugs [Jonas Quinn] The big thing I wanted to do was enslave the VDC(s) to the VCE. But unfortunately, I forgot about the asynchronous DMA channels that each VDC supports, so this isn't going to be possible I'm afraid. In the most demanding case, Daimakaimura in-game, we're looking at 85fps on my Xeon E3 1276v3. So ... not great, and we don't even have sound connected yet. We are going to have to profile and optimize this code once sound emulation and save states are in. Basically, think of it like this: the VCE, VDC0, and VDC1 all have the same overhead, scheduling wise (which is the bulk of the performance loss) as the dot-renderer for the SNES core. So it's like there's three bsnes-accuracy PPU threads running just for video. ----- Oh, just a fair warning ... the hooks for the SGB are a work in progress. If anyone is working on higan or a fork and want to do something similar to it, don't use it as a template, at least not yet. Right now, higan looks like this: - Emulator::Video handles the platform→videoRefresh calls - Emulator::Audio handles the platform→audioSample calls - each core hard-codes the platform→inputPoll, inputRumble calls - each core hard-codes calls to path, open, load to process files - dipSettings and notify are specialty hacks, neither are even hooked up right now to anything With the SGB, it's an emulation core inside an emulation core, so ideally you want to hook all of those functions. Emulator::Video and Emulator::Audio aren't really abstractions over that, as the GB core calls them and we have to special case not calling them in SGB mode. The path, open, load can be implemented without hooks, thanks to the UI only using one instance of Emulator::Platform for all cores. All we have to do is override the folder path ID for the "Game Boy.sys" folder, so that it picks "Super Game Boy.sfc/" and loads its boot ROM instead. That's just a simple argument to GameBoy::System::load() and we're done. dipSettings, notify and inputRumble don't matter. But we do also have to hook inputPoll as well. The nice idea would be for SuperFamicom::ICD2 to inherit from Emulator::Platform and provide the desired functions that we need to overload. After that, we'd just need the GB core to keep an abstraction over the global Emulator::platform\* handle, to select between the UI version and the SFC::ICD2 version. However ... that doesn't work because of Emulator::Video and Emulator::Audio. They would also have to gain an abstraction over Emulator::platform\*, and even worse ... you'd have to constantly swap between the two so that the SFC core uses the UI, and the GB core uses the ICD2. And so, for right now, I'm checking Model::SuperGameBoy() -> bool everywhere, and choosing between the UI and ICD2 targets that way. And as such, the ICD2 doesn't really need Emulator::Platform inheritance, although it certainly could do that and just use the functions it needs. But the SGB is even weirder, because we need additional new signals beyond just Emulator::Platform, like joypWrite(), etc. I'd also like to work on the Emulator::Stream for the SGB core. I don't see why we can't have the GB core create its own stream, and let the ICD2 just use that instead. We just have to be careful about the ICD2's CPU soft reset function, to make sure the GB core's Stream object remains valid. What I think that needs is a way to release an Emulator::Stream individually, rather than calling Emulator::Audio::reset() to do it. They are shared\_pointer objects, so I think if I added a destructor function to remove it from Emulator::Audio::streams, then that should work.
2017-01-26 01:06:06 +00:00
}
if(Model::SuperGameBoy()) {
Update to v102r28 release. byuu says: Changelog: - higan: `Emulator::<Platform::load>()` now returns a struct containing both a path ID and a string option - higan: `Emulator::<Platform::load>()` now takes an optional final argument of string options - fc: added PAL emulation (finally, only took six years) - md: added PAL emulation - md: fixed address parameter to `VDP::Sprite::write()`; fixes missing sprites in Super Street Fighter II - md: emulated HIRQ counter; fixes many games - Super Street Fighter II - status bar - Altered Beast - status bar - Sonic the Hedgehog - Labyrinth Zone - water effect - etc. - ms: added PAL emulation - sfc: added the ability to override the default region auto-detection - sfc: removed "system.region" override setting from `Super Famicom.sys` - tomoko: added options list to game folder load dialog window - tomoko: added the ability to specify game folder load options on the command-line So, basically ... Sega forced a change with the way region detection works. You end up with games that can run on multiple regions, and the content changes accordingly. Bare Knuckle in NTSC-J mode will become Streets of Rage in NTSC-U mode. Some games can even run in both NTSC and PAL mode. In my view, there should be a separate ROM for each region a game was released in, even if the ROM content were identical. But unfortunately that's not how things were done by anyone else. So to support this, the higan load dialog now has a drop-down at the bottom-right, where you can choose the region to load games from. On the SNES, it defaults to "Auto", which will pull the region setting from the manifest, or fall back on NTSC. On the Mega Drive ... unfortunately, I can't auto-detect the region from the ROM header. $1f0 is supposed to contain a string like "JUE", but instead you get games like Maui Mallard that put an "A" there, and other such nonsense. Sega was far more lax than Nintendo with the ROM header validity. So for now at least, you have to manually select your region every time you play a Mega Drive game, thus you have "NTSC-J", "NTSC-U", and "PAL". The same goes for the Master System for the same reason, but there's only "NTSC" and "PAL" here. I'm not sure if games have a way to detect domestic vs international consoles. And for now ... the Famicom is the same as well, with no auto-detection. I'd sincerely hope iNES has a header bit for the region, but I didn't bother with updating icarus to support that yet. The way to pass these parameters on the command-line is to prefix the game path with "option:", so for example:    higan "PAL:/path/to/Sonic the Hedgehog (USA, Europe).md" If you don't provide a prefix, it uses the default (NTSC-J, NTSC, or Auto.) Obviously, it's not possible to pass parameters with drag-and-drop, so you will always get the default option in said case.
2017-06-20 12:34:50 +00:00
if(auto loaded = platform->load(ID::SuperGameBoy, "Game Boy", "gb")) {
information.pathID = loaded.pathID();
Update to v099r08 release. byuu says: Changelog: - nall/vfs work 100% completed; even SGB games load now - emulation cores now call load() for the base cartridges as well - updated port/device handling; portmask is gone; device ID bug should be resolved now - SNES controller port 1 multitap option was removed - added support for 128KiB SNES PPU VRAM (for now, edit sfc/ppu/ppu.hpp VRAM::size=0x10000; to enable) Overall, nall/vfs was a huge success!! We've substantially reduced the amount of boilerplate code everywhere, while still allowing (even easier than before) support for RAM-based game loading/saving. All of nall/stream is dead and buried. I am considering removing Emulator::Interface::Medium::id and/or bootable flag. Or at least, doing something different with it. The values for the non-bootable GB/BS/ST entries duplicate the ID that is supposed to be unique. They are for GB/GBC and WS/WSC. Maybe I'll use this as the hardware revision selection ID, and then gut non-bootable options. There's really no reason for that to be there. I think at one point I was using it to generate library tabs for non-bootable systems, but we don't do that anymore anyway. Emulator::Interface::load() may not need the required flag anymore ... it doesn't really do anything right now anyway. I have a few reasons for having the cores load the base cartridge. Most importantly, it is going to enable a special mode for the WonderSwan / WonderSwan Color in the future. If we ever get the IPLROMs dumped ... it's possible to boot these systems with no games inserted to set user profile information and such. There are also other systems that may accept being booted without a cartridge. To reach this state, you would load a game and then cancel the load dialog. Right now, this results in games not loading. The second reason is this prevents nasty crashes when loading fails. So if you're missing a required manifest, the emulator won't die a violent death anymore. It's able to back out at any point. The third reason is consistency: loading the base cartridge works the same as the slot cartridges. The fourth reason is Emulator::Interface::open(uint pathID) values. Before, the GB, SB, GBC modes were IDs 1,2,3 respectively. This complicated things because you had to pass the correct ID. But now instead, Emulator::Interface::load() returns maybe<uint> that is nothing when no game is selected, and a pathID for a valid game. And now open() can take this ID to access this game's folder contents. The downside, which is temporary, is that command-line loading is currently broken. But I do intend on restoring it. In fact, I want to do better than before and allow multi-cart booting from the command-line by specifying the base cartridge and then slot cartridges. The idea should be pretty simple: keep a queue of pending filenames that we fill from the command-line and/or drag-and-drop operations on the main window, and then empty out the queue or prompt for load dialogs from the UI when booting a system. This also might be a bit more unorthodox compared to the traditional emulator design of "loadGame(filename)", but ... oh well. It's easy enough still. The port/device changes are fun. We simplified things quite a bit. The portmask stuff is gone entirely. While ports and devices keep IDs, this is really just sugar-coating so UIs can use for(auto& port : emulator->ports) and access port.id; rather than having to use for(auto n : range(emulator->ports)) { auto& port = emulator->ports[n]; ... }; but they should otherwise generally be identical to the order they appear in their respective ranges. Still, don't rely on that. Input::id is gone. There was no point since we also got rid of the nasty Input::order vector. Since I was in here, I went ahead and caved on the pedantics and renamed Input::guid to Input::userData. I removed the SNES controller port 1 multitap option. Basically, the only game that uses this is N-warp Daisakusen and, no offense to d4s, it's not really a good game anyway. It's just a quick demo to show 8-players on the SNES. But in the UI, all it does is confuse people into wasting time mapping a controller they're never going to use, and they're going to wonder which port to use. If more compelling use cases for 8-players comes about, we can reconsider this. I left all the code to support this in place, so all you have to do is uncomment one line to enable it again. We now have dsnes emulation! :D If you change PPU::VRAM::size to 0x10000 (words), then you should now have 128KiB of VRAM. Even better, it serializes the used-VRAM size, so your save states shouldn't crash on you if you swap between the two (though if you try this, you're nuts.) Note that this option does break commercial software. Yoshi's Island in particular. This game is setting A15 on some PPU register writes, but not on others. The end result of this is things break horribly in-game. Also, this option is causing a very tiny speed hit for obvious reasons with the variable masking value (I'm even using size-1 for now.) Given how niche this is, I may just leave it a compile-time constant to avoid the overhead cost. Otherwise, if we keep the option, then it'll go into Super Famicom.sys/manifest.bml ... I'll flesh that out in the near-future. ---- Finally, some fun for my OCD ... my monitor suddenly cut out on me in the middle of working on this WIP, about six hours in of non-stop work. Had to hit a bunch of ctrl+alt+fN commands (among other things) and trying to log in headless on another TTY to do issue commands, trying to recover the display. Finally power cycled the monitor and it came back up. So all my typing ended up going to who knows where. Usually this sort of thing terrifies me enough that I scrap a WIP and start over to ensure I didn't screw anything up during the crashed screen when hitting keys randomly. Obviously, everything compiles and appears to work fine. And I know it's extremely paranoid, but OCD isn't logical, so ... I'm going to go over every line of the 100KiB r07->r08 diff looking for any corruption/errors/whatever. ---- Review finished. r08 diff review notes: - fc/controller/gamepad/gamepad.cpp: use uint device = ID::Device::Gamepad; not id = ...; - gb/cartridge/cartridge.hpp: remove redundant uint _pathID; (in Information::pathID already) - gb/cartridge/cartridge.hpp: pull sha256 inside Information - sfc/cartridge/load/cpp: add " - Slot (A,B)" to interface->load("Sufami Turbo"); to be more descriptive - sfc/controller/gamepad/gamepad.cpp: use uint device = ID::Device::Gamepad; not id = ...; - sfc/interface/interface.cpp: remove n variable from the Multitap device input generation loop (now unused) - sfc/interface/interface.hpp: put struct Port above struct Device like the other classes - ui-tomoko: cheats.bml is reading from/writing to mediumPaths(0) [system folder instead of game folder] - ui-tomoko: instead of mediumPaths(1) - call emulator->metadataPathID() or something like that
2016-06-24 12:16:53 +00:00
} else return false;
}
if(auto fp = platform->open(pathID(), "manifest.bml", File::Read, File::Required)) {
Update to v099r07 release. byuu says: Changelog: - (hopefully) fixed BS Memory and Sufami Turbo slot loading - ported GB, GBA, WS cores to use nall/vfs - completely removed loadRequest, saveRequest functionality from Emulator::Interface and ui-tomoko - loadRequest(folder) is now load(folder) - save states now use a shared Emulator::SerializerVersion string - whenever this is bumped, all older states will break; but this makes bumping state versions way easier - also, the version string makes it a lot easier to identify compatibility windows for save states - SNES PPU now uses uint16 vram[32768] for memory accesses [hex_usr] NOTE: Super Game Boy loading is currently broken, and I'm not entirely sure how to fix it :/ The file loading handoff was -really- complicated, and so I'm kind of at a loss ... so for now, don't try it. Everything else should theoretically work, so please report any bugs you find. So, this is pretty much it. I'd be very curious to hear feedback from people who objected to the old nall/stream design, whether they are happy with the new file loading system or think it could use further improvements. The 16-bit VRAM turned out to be a wash on performance (roughly the same as before. 1fps slower on Zelda 3, 1fps faster on Yoshi's Island.) The main reason for this was because Yoshi's Island was breaking horribly until I changed the vramRead, vramWrite functions to take uint15 instead of uint16. I suspect the issue is we're using uint16s in some areas now that need to be uint15, and this game is setting the VRAM address to 0x8000+, causing us to go out of bounds on memory accesses. But ... I want to go ahead and do something cute for fun, and just because we can ... and this new interface is so incredibly perfect for it!! I want to support an SNES unit with 128KiB of VRAM. Not out of the box, but as a fun little tweakable thing. The SNES was clearly designed to support that, they just didn't use big enough VRAM chips, and left one of the lines disconnected. So ... let's connect it anyway! In the end, if we design it right, the only code difference should be one area where we mask by 15-bits instead of by 16-bits.
2016-06-24 12:09:30 +00:00
information.manifest = fp->reads();
} else return false;
Update to v099r07 release. byuu says: Changelog: - (hopefully) fixed BS Memory and Sufami Turbo slot loading - ported GB, GBA, WS cores to use nall/vfs - completely removed loadRequest, saveRequest functionality from Emulator::Interface and ui-tomoko - loadRequest(folder) is now load(folder) - save states now use a shared Emulator::SerializerVersion string - whenever this is bumped, all older states will break; but this makes bumping state versions way easier - also, the version string makes it a lot easier to identify compatibility windows for save states - SNES PPU now uses uint16 vram[32768] for memory accesses [hex_usr] NOTE: Super Game Boy loading is currently broken, and I'm not entirely sure how to fix it :/ The file loading handoff was -really- complicated, and so I'm kind of at a loss ... so for now, don't try it. Everything else should theoretically work, so please report any bugs you find. So, this is pretty much it. I'd be very curious to hear feedback from people who objected to the old nall/stream design, whether they are happy with the new file loading system or think it could use further improvements. The 16-bit VRAM turned out to be a wash on performance (roughly the same as before. 1fps slower on Zelda 3, 1fps faster on Yoshi's Island.) The main reason for this was because Yoshi's Island was breaking horribly until I changed the vramRead, vramWrite functions to take uint15 instead of uint16. I suspect the issue is we're using uint16s in some areas now that need to be uint15, and this game is setting the VRAM address to 0x8000+, causing us to go out of bounds on memory accesses. But ... I want to go ahead and do something cute for fun, and just because we can ... and this new interface is so incredibly perfect for it!! I want to support an SNES unit with 128KiB of VRAM. Not out of the box, but as a fun little tweakable thing. The SNES was clearly designed to support that, they just didn't use big enough VRAM chips, and left one of the lines disconnected. So ... let's connect it anyway! In the end, if we design it right, the only code difference should be one area where we mask by 15-bits instead of by 16-bits.
2016-06-24 12:09:30 +00:00
auto document = BML::unserialize(information.manifest);
auto board = document["board"];
Update to higan v091r14 and ananke v00r03 releases. byuu says: higan changelog: - generates title displayed in emulator window by asking the core - core builds title solely from "information/title" ... if it's not there, you don't get a title at all - sub-system load menu is gone ... since there are multiple revisions of the SGB, this never really worked well anyway - to load an SGB, BS-X or ST cartridge, load the base cartridge first - "File->Load Game" moved to "Load->Import Game" ... may cause a bit of confusion to new users, but I don't like having a single-item menu, we'll just have to explain it to new users - browser window redone to look like ananke - home button here goes to ~/Emulation rather than just ~ like ananke, since this is the home of game folders - game folder icon is now the executable icon for the Tango theme (orange diamond), meant to represent a complete game rather than a game file or archive ananke changelog: - outputs GBC games to "Game Boy Color/" instead of "Game Boy/" - adds the file basename to "information/title" Known issues: - using ananke to load a GB game trips the Super Famicom SGB mode and fails (need to make the full-path auto-detection ignore non-bootable systems) - need to dump and test some BS-X media before releasing - ananke lacks BS-X Satellaview cartridge support - v092 isn't going to let you retarget the ananke/higan game folder path of ~/Emulation, you will have to wait for a future version if that bothers you so greatly [Later, after the v092 release, byuu posted this additional changelog: - kill laevateinn - add title() - add bootable, remove load - combine file, library - combine [][][] paths - fix SFC subtype handling XML->BML - update file browser to use buttons - update file browser keyboard handling - update system XML->BML - fix sufami turbo hashing - remove Cartridge::manifest ]
2012-12-25 05:31:55 +00:00
information.title = document["information/title"].text();
Update to v082r29 release. byuu says: I doubt anyone is going to like these changes, but oh well. The base height output for NES+SNES is now always 256x240. The Enable Overscan option blanks out borders around the screen. This eliminates the need for an overscan software filter. For NES, it's 16px from the top and bottom, and 8px from the left and right. Anything less and you get scrolling artifacts in countless games. For the SNES, it's only 16px from the top and bottom. Main point is that most NTSC SNES games are 224-height games, so you'll have black borders. Oh well, hack the source if you want. Game Boy overscan option does nothing. Everything except for the cheats.xml file now uses BML markup. I need to write a converter for cheats.xml still. Cut the SNES board parsing code in half, 30KB->16KB. Much cleaner now. Took the opportunity to fix a mistake I made back with the XML spec: all numbers are integers, but can be prefixed with 0x to become hexadecimal. Before, offset/size values defaulted to hex-mode even without a prefix, unlike frequency/etc values. The XML shaders have gone in their own direction anyway, with most being multi-pass and incompatible with bsnes. So that said, please don't extend the BML functionality from your end. But f eel free to add to the XML spec, since other emulators now use that as well. And don't misunderstand, I love the work that's being done there. It's pretty awesome to see multi-pass shader capabilities, and the RAM watching stuff is just amazing. If there are any really awesome single-pass shaders that people would like, I can convert it from XML and include it with future releases. On that topic, I removed the watercolor/hdr-tv ones from the binary packages (still in the source archive) ... they are neat, but not very useful for actual gaming. If we had more than one, I'd remove the Direct3D sepia one. Not going to use shaders from a certain bipolar manic, because I'd never hear the end of it if I did :/ Oh, one change I think people will like: MSU1 no longer requires a memory map specification, so MSU1 authors won't have to keep updating to my newer revisions of board markups. Basically, if there's not a board with an msu1 section, it'll check if "gamename.msu" exists. If it does, MSU1 gets mapped to 00-3f,80-bf:2000-2007. If all you want is music, make a blank, zero-byte gamename.msu file.
2011-10-04 11:55:39 +00:00
Update to higan and icarus v095r15 release. r13 and r14 weren't posted as individual releases, but their changelogs were posted. byuu says about r13: I'm not going to be posting WIPs for r13 and above for a while. The reason is that I'm working on the major manifest overhaul I've discussed previously on the icarus subforum. I'm recreating my boards database from scratch using the map files and the new map analyzer. The only games that will load are ones I've created board definitions for, and updated sfc/cartridge/markup.cpp to parse. Once I've finished all the boards, then I'll update the heuristics. Then finally, I'll sync the syntax changes over to the fc, gb, gba cores. Once that's done, I'll start posting WIPs again, along with a new build of icarus. But I'll still post changelogs as I work through things. Changelog (r13): - preservation: created new database-builder tool (merges region-specific databases with boards) - icarus: support new, external database format (~/.config/icarus/Database/(Super Famicom.bml, ...) - added 1A3B-(10,11,12); 1A3B-20 byuu says about r14: r14 work: I successfully created mappings for every board used in the US set. I also updated icarus' heuristics to use the new mappings, and created ones there for the boards that are only in the JP set. Then I patched icarus to support pulling games out of the database when it's used on a game folder to generate a manifest file. Then I updated a lot of code in higan/sfc to support the new mapping syntax. sfc/cartridge/markup.cpp is about half the size it used to be with the new mappings, and I was able to kill off both map/id and map/select entirely. Then I updated all four emulated systems (and both subsystems) to use "board" as the root node, and harmonized their syntax (made them all more consistent with each other.) Then I added a manifest viewer to the tools window+menu. It's kind of an advanced user feature, but oh well. No reason to coddle people when the feature is very useful for developers. The viewer will show all manifests in order when you load multi-cart games as well. Still not going to call any syntax 100% done right now, but thankfully with the new manifest-free folders, nobody will have to do anything to use the new format. Just download the new version and go. The Super Famicom Event stuff is currently broken (CC92/PF94 boards). That's gonna be fun to support. byuu says about r15: EDIT: small bug in icarus with heuristics. Edit core/super-famicom.cpp line 27: if(/*auto*/ markup = cartridge.markup) { Gotta remove that "auto" so that it returns valid markup. Resolved the final concerns I had with the new manifest format. Right now there are two things that are definitely broken: MCC (BS-X Town cart) and Event (CC '92 and PF'94). And there are a few things that are untested: SPC7110, EpsonRTC, SharpRTC, SDD1+RAM, SufamiTurbo, BS-X slotted carts.
2015-12-19 08:52:34 +00:00
auto mapperid = document["board/mapper"].text();
Update to v087r30 release. byuu says: Changelog: - DMA channel masks added (some are 27-bit source/target and some are 14-bit length -- hooray, varuint_t class.) - No more state.pending flags. Instead, we set dma.pending flag when we want a transfer (fixes GBA Video - Pokemon audio) [Cydrak] - fixed OBJ Vmosaic [Cydrak, krom] - OBJ cannot read <=0x13fff in BG modes 3-5 (fixes the garbled tile at the top-left of some games) - DMA timing should be much closer to hardware now, but probably not perfect - PPU frame blending uses blargg's bit-perfect, rounded method (slower, but what can you do?) - GBA carts really unload now - added nall/gba/cartridge.hpp: used when there is no manifest. Scans ROMs for library tags, and selects the first valid one found - added EEPROM auto-detection when EEPROM size=0. Forces disk/save state size to 8192 (otherwise states could crash between pre and post detect.) - detects first read after a set read address command when the size is zero, and sets all subsequent bit-lengths to that value, prints detected size to terminal - added nall/nes/cartridge.hpp: moves iNES detection out of emulation core. Important to note: long-term goal is to remove all nall/(system)/cartridge.hpp detections from the core and replace with databases. All in good time. Anyway, the GBA workarounds should work for ~98.5% of the library, if my pre-scanning was correct (~40 games with odd tags. I reject ones without numeric versions now, too.) I think we're basically at a point where we can release a new version now. Compatibility should be relatively high (at least for a first release), and fixes are only going to affect one or two games at a time. I'd like to start doing some major cleaning house internally (rename NES->Famicom, SNES->SuperFamicom and such.) Would be much wiser to do that on a .01 WIP to minimize regressions. The main problems with a release now: - speed is pretty bad, haven't really optimized much yet (not sure how much we can improve it yet, this usually isn't easy) - sound isn't -great-, but the GBA audio sucks anyway :P - couple of known bugs (Sonic X video, etc.)
2012-04-22 10:49:19 +00:00
if(mapperid == "none" ) information.mapper = Mapper::MBC0;
if(mapperid == "MBC1" ) information.mapper = Mapper::MBC1;
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
if(mapperid == "MBC1M") information.mapper = Mapper::MBC1M;
Update to v087r30 release. byuu says: Changelog: - DMA channel masks added (some are 27-bit source/target and some are 14-bit length -- hooray, varuint_t class.) - No more state.pending flags. Instead, we set dma.pending flag when we want a transfer (fixes GBA Video - Pokemon audio) [Cydrak] - fixed OBJ Vmosaic [Cydrak, krom] - OBJ cannot read <=0x13fff in BG modes 3-5 (fixes the garbled tile at the top-left of some games) - DMA timing should be much closer to hardware now, but probably not perfect - PPU frame blending uses blargg's bit-perfect, rounded method (slower, but what can you do?) - GBA carts really unload now - added nall/gba/cartridge.hpp: used when there is no manifest. Scans ROMs for library tags, and selects the first valid one found - added EEPROM auto-detection when EEPROM size=0. Forces disk/save state size to 8192 (otherwise states could crash between pre and post detect.) - detects first read after a set read address command when the size is zero, and sets all subsequent bit-lengths to that value, prints detected size to terminal - added nall/nes/cartridge.hpp: moves iNES detection out of emulation core. Important to note: long-term goal is to remove all nall/(system)/cartridge.hpp detections from the core and replace with databases. All in good time. Anyway, the GBA workarounds should work for ~98.5% of the library, if my pre-scanning was correct (~40 games with odd tags. I reject ones without numeric versions now, too.) I think we're basically at a point where we can release a new version now. Compatibility should be relatively high (at least for a first release), and fixes are only going to affect one or two games at a time. I'd like to start doing some major cleaning house internally (rename NES->Famicom, SNES->SuperFamicom and such.) Would be much wiser to do that on a .01 WIP to minimize regressions. The main problems with a release now: - speed is pretty bad, haven't really optimized much yet (not sure how much we can improve it yet, this usually isn't easy) - sound isn't -great-, but the GBA audio sucks anyway :P - couple of known bugs (Sonic X video, etc.)
2012-04-22 10:49:19 +00:00
if(mapperid == "MBC2" ) information.mapper = Mapper::MBC2;
if(mapperid == "MBC3" ) information.mapper = Mapper::MBC3;
if(mapperid == "MBC5" ) information.mapper = Mapper::MBC5;
if(mapperid == "MMM01") information.mapper = Mapper::MMM01;
if(mapperid == "HuC1" ) information.mapper = Mapper::HuC1;
if(mapperid == "HuC3" ) information.mapper = Mapper::HuC3;
information.rtc = false;
information.rumble = false;
Update to v087r30 release. byuu says: Changelog: - DMA channel masks added (some are 27-bit source/target and some are 14-bit length -- hooray, varuint_t class.) - No more state.pending flags. Instead, we set dma.pending flag when we want a transfer (fixes GBA Video - Pokemon audio) [Cydrak] - fixed OBJ Vmosaic [Cydrak, krom] - OBJ cannot read <=0x13fff in BG modes 3-5 (fixes the garbled tile at the top-left of some games) - DMA timing should be much closer to hardware now, but probably not perfect - PPU frame blending uses blargg's bit-perfect, rounded method (slower, but what can you do?) - GBA carts really unload now - added nall/gba/cartridge.hpp: used when there is no manifest. Scans ROMs for library tags, and selects the first valid one found - added EEPROM auto-detection when EEPROM size=0. Forces disk/save state size to 8192 (otherwise states could crash between pre and post detect.) - detects first read after a set read address command when the size is zero, and sets all subsequent bit-lengths to that value, prints detected size to terminal - added nall/nes/cartridge.hpp: moves iNES detection out of emulation core. Important to note: long-term goal is to remove all nall/(system)/cartridge.hpp detections from the core and replace with databases. All in good time. Anyway, the GBA workarounds should work for ~98.5% of the library, if my pre-scanning was correct (~40 games with odd tags. I reject ones without numeric versions now, too.) I think we're basically at a point where we can release a new version now. Compatibility should be relatively high (at least for a first release), and fixes are only going to affect one or two games at a time. I'd like to start doing some major cleaning house internally (rename NES->Famicom, SNES->SuperFamicom and such.) Would be much wiser to do that on a .01 WIP to minimize regressions. The main problems with a release now: - speed is pretty bad, haven't really optimized much yet (not sure how much we can improve it yet, this usually isn't easy) - sound isn't -great-, but the GBA audio sucks anyway :P - couple of known bugs (Sonic X video, etc.)
2012-04-22 10:49:19 +00:00
rom.size = max(32768u, board["rom/size"].natural());
rom.data = (uint8*)memory::allocate(rom.size, 0xff);
ram.size = board["ram/size"].natural();
ram.data = (uint8*)memory::allocate(ram.size, 0xff);
if(auto name = board["rom/name"].text()) {
if(auto fp = platform->open(pathID(), name, File::Read, File::Required)) {
fp->read(rom.data, min(rom.size, fp->size()));
Update to v099r07 release. byuu says: Changelog: - (hopefully) fixed BS Memory and Sufami Turbo slot loading - ported GB, GBA, WS cores to use nall/vfs - completely removed loadRequest, saveRequest functionality from Emulator::Interface and ui-tomoko - loadRequest(folder) is now load(folder) - save states now use a shared Emulator::SerializerVersion string - whenever this is bumped, all older states will break; but this makes bumping state versions way easier - also, the version string makes it a lot easier to identify compatibility windows for save states - SNES PPU now uses uint16 vram[32768] for memory accesses [hex_usr] NOTE: Super Game Boy loading is currently broken, and I'm not entirely sure how to fix it :/ The file loading handoff was -really- complicated, and so I'm kind of at a loss ... so for now, don't try it. Everything else should theoretically work, so please report any bugs you find. So, this is pretty much it. I'd be very curious to hear feedback from people who objected to the old nall/stream design, whether they are happy with the new file loading system or think it could use further improvements. The 16-bit VRAM turned out to be a wash on performance (roughly the same as before. 1fps slower on Zelda 3, 1fps faster on Yoshi's Island.) The main reason for this was because Yoshi's Island was breaking horribly until I changed the vramRead, vramWrite functions to take uint15 instead of uint16. I suspect the issue is we're using uint16s in some areas now that need to be uint15, and this game is setting the VRAM address to 0x8000+, causing us to go out of bounds on memory accesses. But ... I want to go ahead and do something cute for fun, and just because we can ... and this new interface is so incredibly perfect for it!! I want to support an SNES unit with 128KiB of VRAM. Not out of the box, but as a fun little tweakable thing. The SNES was clearly designed to support that, they just didn't use big enough VRAM chips, and left one of the lines disconnected. So ... let's connect it anyway! In the end, if we design it right, the only code difference should be one area where we mask by 15-bits instead of by 16-bits.
2016-06-24 12:09:30 +00:00
}
}
if(auto name = board["ram/name"].text()) {
if(auto fp = platform->open(pathID(), name, File::Read, File::Optional)) {
fp->read(ram.data, min(ram.size, fp->size()));
Update to v099r07 release. byuu says: Changelog: - (hopefully) fixed BS Memory and Sufami Turbo slot loading - ported GB, GBA, WS cores to use nall/vfs - completely removed loadRequest, saveRequest functionality from Emulator::Interface and ui-tomoko - loadRequest(folder) is now load(folder) - save states now use a shared Emulator::SerializerVersion string - whenever this is bumped, all older states will break; but this makes bumping state versions way easier - also, the version string makes it a lot easier to identify compatibility windows for save states - SNES PPU now uses uint16 vram[32768] for memory accesses [hex_usr] NOTE: Super Game Boy loading is currently broken, and I'm not entirely sure how to fix it :/ The file loading handoff was -really- complicated, and so I'm kind of at a loss ... so for now, don't try it. Everything else should theoretically work, so please report any bugs you find. So, this is pretty much it. I'd be very curious to hear feedback from people who objected to the old nall/stream design, whether they are happy with the new file loading system or think it could use further improvements. The 16-bit VRAM turned out to be a wash on performance (roughly the same as before. 1fps slower on Zelda 3, 1fps faster on Yoshi's Island.) The main reason for this was because Yoshi's Island was breaking horribly until I changed the vramRead, vramWrite functions to take uint15 instead of uint16. I suspect the issue is we're using uint16s in some areas now that need to be uint15, and this game is setting the VRAM address to 0x8000+, causing us to go out of bounds on memory accesses. But ... I want to go ahead and do something cute for fun, and just because we can ... and this new interface is so incredibly perfect for it!! I want to support an SNES unit with 128KiB of VRAM. Not out of the box, but as a fun little tweakable thing. The SNES was clearly designed to support that, they just didn't use big enough VRAM chips, and left one of the lines disconnected. So ... let's connect it anyway! In the end, if we design it right, the only code difference should be one area where we mask by 15-bits instead of by 16-bits.
2016-06-24 12:09:30 +00:00
}
}
information.battery = (bool)board["ram/name"];
Update to v087r30 release. byuu says: Changelog: - DMA channel masks added (some are 27-bit source/target and some are 14-bit length -- hooray, varuint_t class.) - No more state.pending flags. Instead, we set dma.pending flag when we want a transfer (fixes GBA Video - Pokemon audio) [Cydrak] - fixed OBJ Vmosaic [Cydrak, krom] - OBJ cannot read <=0x13fff in BG modes 3-5 (fixes the garbled tile at the top-left of some games) - DMA timing should be much closer to hardware now, but probably not perfect - PPU frame blending uses blargg's bit-perfect, rounded method (slower, but what can you do?) - GBA carts really unload now - added nall/gba/cartridge.hpp: used when there is no manifest. Scans ROMs for library tags, and selects the first valid one found - added EEPROM auto-detection when EEPROM size=0. Forces disk/save state size to 8192 (otherwise states could crash between pre and post detect.) - detects first read after a set read address command when the size is zero, and sets all subsequent bit-lengths to that value, prints detected size to terminal - added nall/nes/cartridge.hpp: moves iNES detection out of emulation core. Important to note: long-term goal is to remove all nall/(system)/cartridge.hpp detections from the core and replace with databases. All in good time. Anyway, the GBA workarounds should work for ~98.5% of the library, if my pre-scanning was correct (~40 games with odd tags. I reject ones without numeric versions now, too.) I think we're basically at a point where we can release a new version now. Compatibility should be relatively high (at least for a first release), and fixes are only going to affect one or two games at a time. I'd like to start doing some major cleaning house internally (rename NES->Famicom, SNES->SuperFamicom and such.) Would be much wiser to do that on a .01 WIP to minimize regressions. The main problems with a release now: - speed is pretty bad, haven't really optimized much yet (not sure how much we can improve it yet, this usually isn't easy) - sound isn't -great-, but the GBA audio sucks anyway :P - couple of known bugs (Sonic X video, etc.)
2012-04-22 10:49:19 +00:00
switch(information.mapper) { default:
Update to v088r03 release. byuu says: static vector<uint8_t> file::read(const string &filename); replaces: static bool file::read(const string &filename, uint8_t *&data, unsigned &size); This allows automatic deletion of the underlying data. Added vectorstream, which is obviously a vector<uint8_t> wrapper for a data stream. Plan is for all data accesses inside my emulation cores to take stream objects, especially MSU1. This lets you feed the core anything: memorystream, filestream, zipstream, gzipstream, httpstream, etc. There will still be exceptions for link and serial, those need actual library files on disk. But those aren't official hardware devices anyway. So to help with speed a bit, I'm rethinking the video rendering path. Previous system: - core outputs system-native samples (SNES = 19-bit LRGB, NES = 9-bit emphasis+palette, DMG = 2-bit grayscale, etc.) - interfaceSystem transforms samples to 30-bit via lookup table inside the emulation core - interfaceSystem masks off overscan areas, if enabled - interfaceUI runs filter to produce new target buffer, if enabled - interfaceUI transforms 30-bit video to native display depth (24-bit or 30-bit), and applies color-adjustments (gamma, etc) at the same time New system: - all cores now generate an internal palette, and call Interface::videoColor(uint32_t source, uint16_t red, uint16_t green, uint16_t blue) to get native display color post-adjusted (gamma, etc applied already.) - all cores output to uint32_t* buffer now (output video.palette[color] instead of just color) - interfaceUI runs filter to produce new target buffer, if enabled - interfaceUI memcpy()'s buffer to the video card videoColor() is pretty neat. source is the raw pixel (as per the old-format, 19-bit SNES, 9-bit NES, etc), and you can create a color from that if you really want to. Or return that value to get a buffer just like v088 and below. red, green, blue are 16-bits per channel, because why the hell not, right? Just lop off all the bits you don't want. If you have more bits on your display than that, fuck you :P The last step is extremely difficult to avoid. Video cards can and do have pitches that differ from the width of the texture. Trying to make the core account for this would be really awful. And even if we did that, the emulation routine would need to write directly to a video card RAM buffer. Some APIs require you to lock the video buffer while writing, so this would leave the video buffer locked for a long time. Probably not catastrophic, but still awful. And lastly, if the emulation core tried writing directly to the display texture, software filters would no longer be possible (unless you -really- jump through hooks and divert to a memory buffer when a filter is enabled, but ... fuck.) Anyway, the point of all that work was to eliminate an extra video copy, and the need for a really painful 30-bit to 24-bit conversion (three shifts, three masks, three array indexes.) So this basically reverts us, performance-wise, to where we were pre-30 bit support. [...] The downside to this is that we're going to need a filter for each output depth. Since the array type is uint32_t*, and I don't intend to support higher or lower depths, we really only need 24+30-bit versions of each filter. Kinda shitty, but oh well.
2012-04-27 12:12:53 +00:00
case Mapper::MBC0: mapper = &mbc0; break;
case Mapper::MBC1: mapper = &mbc1; break;
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
case Mapper::MBC1M: mapper = &mbc1m; break;
Update to v088r03 release. byuu says: static vector<uint8_t> file::read(const string &filename); replaces: static bool file::read(const string &filename, uint8_t *&data, unsigned &size); This allows automatic deletion of the underlying data. Added vectorstream, which is obviously a vector<uint8_t> wrapper for a data stream. Plan is for all data accesses inside my emulation cores to take stream objects, especially MSU1. This lets you feed the core anything: memorystream, filestream, zipstream, gzipstream, httpstream, etc. There will still be exceptions for link and serial, those need actual library files on disk. But those aren't official hardware devices anyway. So to help with speed a bit, I'm rethinking the video rendering path. Previous system: - core outputs system-native samples (SNES = 19-bit LRGB, NES = 9-bit emphasis+palette, DMG = 2-bit grayscale, etc.) - interfaceSystem transforms samples to 30-bit via lookup table inside the emulation core - interfaceSystem masks off overscan areas, if enabled - interfaceUI runs filter to produce new target buffer, if enabled - interfaceUI transforms 30-bit video to native display depth (24-bit or 30-bit), and applies color-adjustments (gamma, etc) at the same time New system: - all cores now generate an internal palette, and call Interface::videoColor(uint32_t source, uint16_t red, uint16_t green, uint16_t blue) to get native display color post-adjusted (gamma, etc applied already.) - all cores output to uint32_t* buffer now (output video.palette[color] instead of just color) - interfaceUI runs filter to produce new target buffer, if enabled - interfaceUI memcpy()'s buffer to the video card videoColor() is pretty neat. source is the raw pixel (as per the old-format, 19-bit SNES, 9-bit NES, etc), and you can create a color from that if you really want to. Or return that value to get a buffer just like v088 and below. red, green, blue are 16-bits per channel, because why the hell not, right? Just lop off all the bits you don't want. If you have more bits on your display than that, fuck you :P The last step is extremely difficult to avoid. Video cards can and do have pitches that differ from the width of the texture. Trying to make the core account for this would be really awful. And even if we did that, the emulation routine would need to write directly to a video card RAM buffer. Some APIs require you to lock the video buffer while writing, so this would leave the video buffer locked for a long time. Probably not catastrophic, but still awful. And lastly, if the emulation core tried writing directly to the display texture, software filters would no longer be possible (unless you -really- jump through hooks and divert to a memory buffer when a filter is enabled, but ... fuck.) Anyway, the point of all that work was to eliminate an extra video copy, and the need for a really painful 30-bit to 24-bit conversion (three shifts, three masks, three array indexes.) So this basically reverts us, performance-wise, to where we were pre-30 bit support. [...] The downside to this is that we're going to need a filter for each output depth. Since the array type is uint32_t*, and I don't intend to support higher or lower depths, we really only need 24+30-bit versions of each filter. Kinda shitty, but oh well.
2012-04-27 12:12:53 +00:00
case Mapper::MBC2: mapper = &mbc2; break;
case Mapper::MBC3: mapper = &mbc3; break;
case Mapper::MBC5: mapper = &mbc5; break;
case Mapper::MMM01: mapper = &mmm01; break;
case Mapper::HuC1: mapper = &huc1; break;
case Mapper::HuC3: mapper = &huc3; break;
}
information.sha256 = Hash::SHA256(rom.data, rom.size).digest();
Update to v099r07 release. byuu says: Changelog: - (hopefully) fixed BS Memory and Sufami Turbo slot loading - ported GB, GBA, WS cores to use nall/vfs - completely removed loadRequest, saveRequest functionality from Emulator::Interface and ui-tomoko - loadRequest(folder) is now load(folder) - save states now use a shared Emulator::SerializerVersion string - whenever this is bumped, all older states will break; but this makes bumping state versions way easier - also, the version string makes it a lot easier to identify compatibility windows for save states - SNES PPU now uses uint16 vram[32768] for memory accesses [hex_usr] NOTE: Super Game Boy loading is currently broken, and I'm not entirely sure how to fix it :/ The file loading handoff was -really- complicated, and so I'm kind of at a loss ... so for now, don't try it. Everything else should theoretically work, so please report any bugs you find. So, this is pretty much it. I'd be very curious to hear feedback from people who objected to the old nall/stream design, whether they are happy with the new file loading system or think it could use further improvements. The 16-bit VRAM turned out to be a wash on performance (roughly the same as before. 1fps slower on Zelda 3, 1fps faster on Yoshi's Island.) The main reason for this was because Yoshi's Island was breaking horribly until I changed the vramRead, vramWrite functions to take uint15 instead of uint16. I suspect the issue is we're using uint16s in some areas now that need to be uint15, and this game is setting the VRAM address to 0x8000+, causing us to go out of bounds on memory accesses. But ... I want to go ahead and do something cute for fun, and just because we can ... and this new interface is so incredibly perfect for it!! I want to support an SNES unit with 128KiB of VRAM. Not out of the box, but as a fun little tweakable thing. The SNES was clearly designed to support that, they just didn't use big enough VRAM chips, and left one of the lines disconnected. So ... let's connect it anyway! In the end, if we design it right, the only code difference should be one area where we mask by 15-bits instead of by 16-bits.
2016-06-24 12:09:30 +00:00
return true;
}
auto Cartridge::save() -> void {
auto document = BML::unserialize(information.manifest);
if(auto name = document["board/ram/name"].text()) {
if(auto fp = platform->open(pathID(), name, File::Write)) {
fp->write(ram.data, ram.size);
Update to v099r07 release. byuu says: Changelog: - (hopefully) fixed BS Memory and Sufami Turbo slot loading - ported GB, GBA, WS cores to use nall/vfs - completely removed loadRequest, saveRequest functionality from Emulator::Interface and ui-tomoko - loadRequest(folder) is now load(folder) - save states now use a shared Emulator::SerializerVersion string - whenever this is bumped, all older states will break; but this makes bumping state versions way easier - also, the version string makes it a lot easier to identify compatibility windows for save states - SNES PPU now uses uint16 vram[32768] for memory accesses [hex_usr] NOTE: Super Game Boy loading is currently broken, and I'm not entirely sure how to fix it :/ The file loading handoff was -really- complicated, and so I'm kind of at a loss ... so for now, don't try it. Everything else should theoretically work, so please report any bugs you find. So, this is pretty much it. I'd be very curious to hear feedback from people who objected to the old nall/stream design, whether they are happy with the new file loading system or think it could use further improvements. The 16-bit VRAM turned out to be a wash on performance (roughly the same as before. 1fps slower on Zelda 3, 1fps faster on Yoshi's Island.) The main reason for this was because Yoshi's Island was breaking horribly until I changed the vramRead, vramWrite functions to take uint15 instead of uint16. I suspect the issue is we're using uint16s in some areas now that need to be uint15, and this game is setting the VRAM address to 0x8000+, causing us to go out of bounds on memory accesses. But ... I want to go ahead and do something cute for fun, and just because we can ... and this new interface is so incredibly perfect for it!! I want to support an SNES unit with 128KiB of VRAM. Not out of the box, but as a fun little tweakable thing. The SNES was clearly designed to support that, they just didn't use big enough VRAM chips, and left one of the lines disconnected. So ... let's connect it anyway! In the end, if we design it right, the only code difference should be one area where we mask by 15-bits instead of by 16-bits.
2016-06-24 12:09:30 +00:00
}
}
}
auto Cartridge::unload() -> void {
delete[] rom.data;
delete[] ram.data;
rom = {};
ram = {};
}
auto Cartridge::readROM(uint addr) -> uint8 {
if(addr >= rom.size) addr %= rom.size;
return rom.data[addr];
}
auto Cartridge::writeROM(uint addr, uint8 data) -> void {
if(addr >= rom.size) addr %= rom.size;
rom.data[addr] = data;
}
auto Cartridge::readRAM(uint addr) -> uint8 {
if(ram.size == 0) return 0xff;
if(addr >= ram.size) addr %= ram.size;
return ram.data[addr];
}
auto Cartridge::writeRAM(uint addr, uint8 data) -> void {
if(ram.size == 0) return;
if(addr >= ram.size) addr %= ram.size;
ram.data[addr] = data;
}
auto Cartridge::readIO(uint16 addr) -> uint8 {
if(addr == 0xff50) return 0xff;
if(bootromEnable) {
const uint8* data = nullptr;
Update to v102r04 release. byuu says: Changelog: - Super Game Boy support is functional once again - new GameBoy::SuperGameBoyInterface class - system.(dmg,cgb,sgb) is now Model::(Super)GameBoy(Color) ala the PC Engine - merged WonderSwanInterface, WonderSwanColorInterface shared functions to WonderSwan::Interface - merged GameBoyInterface, GameBoyColorInterface shared functions to GameBoy::Interface - Interface::unload() now calls Interface::save() for Master System, Game Gear, Mega Drive, PC Engine, SuperGrafx - PCE: emulated PCE-CD backup RAM; stored per-game as save.ram (2KiB file) - this means you can now save your progress in games like Neutopia - the PCE-CD I/O registers like BRAM write protect are not emulated yet - PCE: IRQ sources now hold the IRQ line state, instead of the CPU holding it - this fixes most SuperGrafx games, which were fighting over the VDC IRQ line previously - PCE: CPU I/O $14xx should return the pending IRQ bits even if IRQs are disabled - PCE: VCE and the VDCs now synchronize to each other; fixes pixel widths in all games - PCE: greatly increased the accuracy of the VPC priority selection code (windows may be buggy still) - HuC6280: PLA, PLX, PLY should set Z, N flags; fixes many game bugs [Jonas Quinn] The big thing I wanted to do was enslave the VDC(s) to the VCE. But unfortunately, I forgot about the asynchronous DMA channels that each VDC supports, so this isn't going to be possible I'm afraid. In the most demanding case, Daimakaimura in-game, we're looking at 85fps on my Xeon E3 1276v3. So ... not great, and we don't even have sound connected yet. We are going to have to profile and optimize this code once sound emulation and save states are in. Basically, think of it like this: the VCE, VDC0, and VDC1 all have the same overhead, scheduling wise (which is the bulk of the performance loss) as the dot-renderer for the SNES core. So it's like there's three bsnes-accuracy PPU threads running just for video. ----- Oh, just a fair warning ... the hooks for the SGB are a work in progress. If anyone is working on higan or a fork and want to do something similar to it, don't use it as a template, at least not yet. Right now, higan looks like this: - Emulator::Video handles the platform→videoRefresh calls - Emulator::Audio handles the platform→audioSample calls - each core hard-codes the platform→inputPoll, inputRumble calls - each core hard-codes calls to path, open, load to process files - dipSettings and notify are specialty hacks, neither are even hooked up right now to anything With the SGB, it's an emulation core inside an emulation core, so ideally you want to hook all of those functions. Emulator::Video and Emulator::Audio aren't really abstractions over that, as the GB core calls them and we have to special case not calling them in SGB mode. The path, open, load can be implemented without hooks, thanks to the UI only using one instance of Emulator::Platform for all cores. All we have to do is override the folder path ID for the "Game Boy.sys" folder, so that it picks "Super Game Boy.sfc/" and loads its boot ROM instead. That's just a simple argument to GameBoy::System::load() and we're done. dipSettings, notify and inputRumble don't matter. But we do also have to hook inputPoll as well. The nice idea would be for SuperFamicom::ICD2 to inherit from Emulator::Platform and provide the desired functions that we need to overload. After that, we'd just need the GB core to keep an abstraction over the global Emulator::platform\* handle, to select between the UI version and the SFC::ICD2 version. However ... that doesn't work because of Emulator::Video and Emulator::Audio. They would also have to gain an abstraction over Emulator::platform\*, and even worse ... you'd have to constantly swap between the two so that the SFC core uses the UI, and the GB core uses the ICD2. And so, for right now, I'm checking Model::SuperGameBoy() -> bool everywhere, and choosing between the UI and ICD2 targets that way. And as such, the ICD2 doesn't really need Emulator::Platform inheritance, although it certainly could do that and just use the functions it needs. But the SGB is even weirder, because we need additional new signals beyond just Emulator::Platform, like joypWrite(), etc. I'd also like to work on the Emulator::Stream for the SGB core. I don't see why we can't have the GB core create its own stream, and let the ICD2 just use that instead. We just have to be careful about the ICD2's CPU soft reset function, to make sure the GB core's Stream object remains valid. What I think that needs is a way to release an Emulator::Stream individually, rather than calling Emulator::Audio::reset() to do it. They are shared\_pointer objects, so I think if I added a destructor function to remove it from Emulator::Audio::streams, then that should work.
2017-01-26 01:06:06 +00:00
if(Model::GameBoy()) data = system.bootROM.dmg;
if(Model::GameBoyColor()) data = system.bootROM.cgb;
if(Model::SuperGameBoy()) data = system.bootROM.sgb;
if(addr >= 0x0000 && addr <= 0x00ff) return data[addr];
Update to v102r04 release. byuu says: Changelog: - Super Game Boy support is functional once again - new GameBoy::SuperGameBoyInterface class - system.(dmg,cgb,sgb) is now Model::(Super)GameBoy(Color) ala the PC Engine - merged WonderSwanInterface, WonderSwanColorInterface shared functions to WonderSwan::Interface - merged GameBoyInterface, GameBoyColorInterface shared functions to GameBoy::Interface - Interface::unload() now calls Interface::save() for Master System, Game Gear, Mega Drive, PC Engine, SuperGrafx - PCE: emulated PCE-CD backup RAM; stored per-game as save.ram (2KiB file) - this means you can now save your progress in games like Neutopia - the PCE-CD I/O registers like BRAM write protect are not emulated yet - PCE: IRQ sources now hold the IRQ line state, instead of the CPU holding it - this fixes most SuperGrafx games, which were fighting over the VDC IRQ line previously - PCE: CPU I/O $14xx should return the pending IRQ bits even if IRQs are disabled - PCE: VCE and the VDCs now synchronize to each other; fixes pixel widths in all games - PCE: greatly increased the accuracy of the VPC priority selection code (windows may be buggy still) - HuC6280: PLA, PLX, PLY should set Z, N flags; fixes many game bugs [Jonas Quinn] The big thing I wanted to do was enslave the VDC(s) to the VCE. But unfortunately, I forgot about the asynchronous DMA channels that each VDC supports, so this isn't going to be possible I'm afraid. In the most demanding case, Daimakaimura in-game, we're looking at 85fps on my Xeon E3 1276v3. So ... not great, and we don't even have sound connected yet. We are going to have to profile and optimize this code once sound emulation and save states are in. Basically, think of it like this: the VCE, VDC0, and VDC1 all have the same overhead, scheduling wise (which is the bulk of the performance loss) as the dot-renderer for the SNES core. So it's like there's three bsnes-accuracy PPU threads running just for video. ----- Oh, just a fair warning ... the hooks for the SGB are a work in progress. If anyone is working on higan or a fork and want to do something similar to it, don't use it as a template, at least not yet. Right now, higan looks like this: - Emulator::Video handles the platform→videoRefresh calls - Emulator::Audio handles the platform→audioSample calls - each core hard-codes the platform→inputPoll, inputRumble calls - each core hard-codes calls to path, open, load to process files - dipSettings and notify are specialty hacks, neither are even hooked up right now to anything With the SGB, it's an emulation core inside an emulation core, so ideally you want to hook all of those functions. Emulator::Video and Emulator::Audio aren't really abstractions over that, as the GB core calls them and we have to special case not calling them in SGB mode. The path, open, load can be implemented without hooks, thanks to the UI only using one instance of Emulator::Platform for all cores. All we have to do is override the folder path ID for the "Game Boy.sys" folder, so that it picks "Super Game Boy.sfc/" and loads its boot ROM instead. That's just a simple argument to GameBoy::System::load() and we're done. dipSettings, notify and inputRumble don't matter. But we do also have to hook inputPoll as well. The nice idea would be for SuperFamicom::ICD2 to inherit from Emulator::Platform and provide the desired functions that we need to overload. After that, we'd just need the GB core to keep an abstraction over the global Emulator::platform\* handle, to select between the UI version and the SFC::ICD2 version. However ... that doesn't work because of Emulator::Video and Emulator::Audio. They would also have to gain an abstraction over Emulator::platform\*, and even worse ... you'd have to constantly swap between the two so that the SFC core uses the UI, and the GB core uses the ICD2. And so, for right now, I'm checking Model::SuperGameBoy() -> bool everywhere, and choosing between the UI and ICD2 targets that way. And as such, the ICD2 doesn't really need Emulator::Platform inheritance, although it certainly could do that and just use the functions it needs. But the SGB is even weirder, because we need additional new signals beyond just Emulator::Platform, like joypWrite(), etc. I'd also like to work on the Emulator::Stream for the SGB core. I don't see why we can't have the GB core create its own stream, and let the ICD2 just use that instead. We just have to be careful about the ICD2's CPU soft reset function, to make sure the GB core's Stream object remains valid. What I think that needs is a way to release an Emulator::Stream individually, rather than calling Emulator::Audio::reset() to do it. They are shared\_pointer objects, so I think if I added a destructor function to remove it from Emulator::Audio::streams, then that should work.
2017-01-26 01:06:06 +00:00
if(addr >= 0x0200 && addr <= 0x08ff && Model::GameBoyColor()) return data[addr - 256];
}
return mapper->readIO(addr);
}
auto Cartridge::writeIO(uint16 addr, uint8 data) -> void {
if(bootromEnable && addr == 0xff50) {
bootromEnable = false;
return;
}
mapper->writeIO(addr, data);
}
auto Cartridge::power() -> void {
bootromEnable = true;
mbc0.power();
mbc1.power();
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
mbc1m.power();
mbc2.power();
mbc3.power();
mbc5.power();
mmm01.power();
huc1.power();
huc3.power();
for(uint n = 0x0000; n <= 0x7fff; n++) bus.mmio[n] = this;
for(uint n = 0xa000; n <= 0xbfff; n++) bus.mmio[n] = this;
bus.mmio[0xff50] = this;
}
}