2018-07-24 13:41:41 +00:00
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target := higan
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2018-07-16 06:16:26 +00:00
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binary := application
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Update to v106r2 release.
byuu says:
Changelog:
- Super Famicom: added support for loading manifests without embedded
mapping information¹
- genius: initial commit
- various Makefile cleanups
¹: so the idea here is to try and aim for a stable manifest format,
and to allow direct transposition of icarus/genius database entries into
manifest files. The exact mechanics of how this is going to work is
currently in flux, but we'll get there.
For right now, `Super Famicom.sys` gains `boards.bml`, which is the raw
database from my board-editor tool, and higan itself tries to load
`boards.bml`, match an entry to game/board from the game's `manifest.bml`
file, and then transform it into the format currently used by higan. It
does this only when the game's `manifest.bml` file lacks a board node.
When such a board node exists, it works as previous versions of higan
did.
The only incompatible change right now is information/title is now
located at game/label. I may transition window title display to just use
the filenames instead.
Longer term, some thought is going to need to go into the format of the
`boards.bml` database itself, and at which point in the process I should
be transforming things.
Give it time, we'll refine this into something nicer.
2018-02-01 08:20:37 +00:00
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build := performance
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Update to v106r33 release.
byuu says:
Changelog:
- nall/GNUmakefile: added `openmp=(true,false)` option; can be toggled
when building higan/bsnes
- defaults to disabled on macOS, because Xcode doesn't stupidly
doesn't ship with support for it
- higan/GNUmakefile: forgot to switch target,profile back from
bsnes,fast to higan,accurate
- this is just gonna happen from time to time, sorry
- sfc/dsp: when using the fast profile, the DSP syncs per sample
instead of per clock
- should only negatively impact Koushien 2, but is a fairly
significant speedup otherwise
- sfc/ppc,ppu-fast: optimized the code a bit (ppu 130fps to 133fps)
- sfc/ppu-fast: basic vertical mosaic support (not accurate, but
should look okay hopefully)
- sfc/ppu-fast: added missing mode7 hflip support
- sfc/ppu-fast: added support to render at 256-width and/or 240-height
- gives a decent speed boost, and also allows all of the older
quark shaders to work nicely again
- it does violate the contract of Emulator::Interface, but oh
well, it works fine in the bsnes GUI
- sfc/ppu-fast: use cached CGRAM values for mode7 and sprites
- sfc/ppu-fast: use global range/time over flags in object rendering
- may not actually work as we intended since it's a race condition
even if it's only ORing the flags
- really don't want to have to make those variables atomic if I
don't have to
- sfc/ppu-fast: should fully support interlace and overscan modes now
- hiro/cocoa: updated macOS Gatekeeper disable support to work on
10.13+
- ruby: forgot to fix macOS input driver, sorry
- nall/GNUmakefile: if uname is present, then just default to rm
instead of del (fixes Msys)
Note: blur emulation option will break pretty badly in 256x240 output
mode. I'll fix it later.
2018-05-31 07:06:55 +00:00
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openmp := true
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2018-07-16 06:16:26 +00:00
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flags += -I. -I..
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Update to v106r47 release.
byuu says:
This is probably the largest code-change diff I've done in years.
I spent four days working 10-16 hours a day reworking layouts in hiro
completely.
The result is we now have TableLayout, which will allow for better
horizontal+vertical combined alignment.
Windows, GTK2, and now GTK3 are fully supported.
Windows is getting the initial window geometry wrong by a bit.
GTK2 and GTK3 work perfectly. I basically abandoned trying to detect
resize signals, and instead keep a list of all hiro windows that are
allocated, and every time the main loop runs, it will query all of them
to see if they've been resized. I'm disgusted that I have to do this,
but after fighting with GTK for years, I'm about sick of it. GTK was
doing this crazy thing where it would trigger another size-allocate
inside of a previous size-allocate, and so my layouts would be halfway
through resizing all the widgets, and then the size-allocate would kick
off another one. That would end up leaving the rest of the first layout
loop with bad widget sizes. And if I detected a second re-entry and
blocked it, then the entire window would end up with the older geometry.
I started trying to build a message queue system to allow the second
layout resize to occur after the first one completed, but this was just
too much madness, so I went with the simpler solution.
Qt4 has some geometry problems, and doesn't show tab frame layouts
properly yet.
Qt5 causes an ICE error and tanks my entire Xorg display server, so ...
something is seriously wrong there, and it's not hiro's fault. Creating
a dummy Qt5 application without even using hiro, just int main() {
TestObject object; } with object performing a dynamic\_cast to a derived
type segfaults. Memory is getting corrupted where GCC allocates the
vtables for classes, just by linking in Qt. Could be somehow related to
the -fPIC requirement that only Qt5 has ... could just be that FreeBSD
10.1 has a buggy implementation of Qt5. I don't know. It's beyond my
ability to debug, so this one's going to stay broken.
The Cocoa port is busted. I'll fix it up to compile again, but that's
about all I'm going to do.
Many optimizations mean bsnes and higan open faster. GTK2 and GTK3 both
resize windows very quickly now.
higan crashes when you load a game, so that's not good. bsnes works
though.
bsnes also has the start of a localization engine now. Still a long way
to go.
The makefiles received a rather substantial restructuring. Including the
ruby and hiro makefiles will add the necessary compilation rules for
you, which also means that moc will run for the qt4 and qt5 targets, and
windres will run for the Windows targets.
2018-07-14 03:59:29 +00:00
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nall.path := ../nall
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include $(nall.path)/GNUmakefile
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2011-08-18 13:58:27 +00:00
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Update to v093r01 release.
byuu says:
Changelog:
- added SA-1 MDR; fixes bug in SD Gundam G-Next where the main
battleship was unable to fire
- added out-of-the-box support for any BSD running Clang 3.3+ (FreeBSD
10+, notably)
- added new video shader, "Display Emulation", which changes the shader
based on the emulated system
- fixed the home button to go to your default library path
- phoenix: Windows port won't send onActivate unless an item is selected
(prevents crashing on pressing enter in file dialog)
- ruby: removed vec4 position from out Vertex {} (helps AMD cards)
- shaders: updated all shaders to use texture() instead of texture2D()
(helps AMD cards)
The "Display Emulation" option works like this: when selected, it tries
to load "<path>/Video Shaders/Emulation/<systemName>.shader/"; otherwise
it falls back to the blur shader. <path> is the usual (next to binary,
then in <config>/higan, then in /usr/share/higan, etc); and <systemName>
is "Famicom", "Super Famicom", "Game Boy", "Game Boy Color", "Game Boy
Advance"
To support BSD, I had to modify the $(platform) variable to
differentiate between Linux and BSD.
As such, the new $(platform) values are:
win -> windows
osx -> macosx
x -> linux or bsd
I am also checking uname -s instead of uname -a now. No reason to
potentially match the hostname to the wrong OS type.
2013-10-21 11:45:39 +00:00
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ifeq ($(platform),windows)
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2017-09-24 01:01:48 +00:00
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ifeq ($(binary),application)
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2018-05-28 01:16:27 +00:00
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link += -luuid -lkernel32 -luser32 -lgdi32 -lcomctl32 -lcomdlg32 -lshell32
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2017-09-24 01:01:48 +00:00
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link += -Wl,-enable-auto-import
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link += -Wl,-enable-runtime-pseudo-reloc
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else ifeq ($(binary),library)
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link += -shared
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endif
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else ifeq ($(platform),macos)
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ifeq ($(binary),application)
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else ifeq ($(binary),library)
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flags += -fPIC
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link += -dynamiclib
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Update to v090 release.
byuu says:
Most notably, this release adds Nintendo DS emulation. The Nintendo DS
module was written entirely by Cydrak, so please give him all of the
credit for it. I for one am extremely grateful to be allowed to use his
module in bsnes.
The Nintendo DS emulator's standalone name is dasShiny. You will need
the Nintendo DS firmware, which I cannot provide, in order to use it. It
also cannot (currently?) detect the save type used by NDS games. As
such, manifest.xml files must be created manually for this purpose. The
long-term plan is to create a database of save types for each game.
Also, you will need an analog input device for the touch screen for now
(joypad axes work well.)
There have also been a lot of changes from my end: a unified
manifest.xml format across all systems, major improvements to SPC7110
emulation, enhancements to RTC emulation, MSU1 enhancements, icons in
the file browser list, improvements to SNES coprocessor memory mapping,
cleanups and improvements in the libraries used to build bsnes, etc.
I've also included kaijuu (which allows launching game folders directly
with bsnes) and purify (which allows opening images that are compressed,
have copier headers, and have wrong extensions); both of which are fully
GUI-based.
This release only loads game folders, not files. Use purify to load ROM
files in bsnes.
Note that this will likely be the last release for a long time, and that
I will probably rename the emulator for the next release, due to how
many additional systems it now supports.
2012-08-07 14:08:37 +00:00
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endif
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Update to v096r07 release.
byuu says:
Changelog:
- configuration files are now stored in localpath() instead of configpath()
- Video gamma/saturation/luminance sliders are gone now, sorry
- added Video Filter->Blur Emulation [1]
- added Video Filter->Scanline Emulation [2]
- improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn]
[1] For the Famicom, this does nothing. For the Super Famicom, this
performs horizontal blending for proper pseudo-hires translucency. For
the Game Boy, Game Boy Color, and Game Boy Advance, this performs
interframe blending (each frame is the average of the current and
previous frame), which is important for things like the GBVideoPlayer.
[2] Right now, this only applies to the Super Famicom, but it'll come to
the Famicom in the future. For the Super Famicom, this option doesn't
just add scanlines, it simulates the phosphor decay that's visible in
interlace mode. If you observe an interlaced game like RPM Racing on
a real SNES, you'll notice that even on perfectly still screens, the
image appears to shake. This option emulates that effect.
Note 1: the buffering right now is a little sub-optimal, so there will
be a slight speed hit with this new support. Since the core is now
generating native ARGB8888 colors, it might as well call out to the
interface to lock/unlock/refresh the video, that way it can render
directly to the screen. Although ... that might not be such a hot idea,
since the GBx interframe blending reads from the target buffer, and that
tends to be a catastrophic option for performance.
Note 2: the balanced and performance profiles for the SNES are
completely busted again. This WIP took 6 1/2 hours, and I'm exhausted.
Very much not looking forward to working on those, since those two have
all kinds of fucked up speedup tricks for non-interlaced and/or
non-hires video modes.
Note 3: if you're on Windows and you saved your system folders somewhere
else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 10:06:51 +00:00
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else ifneq ($(filter $(platform),linux bsd),)
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2017-09-24 01:01:48 +00:00
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ifeq ($(binary),application)
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flags += -march=native
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link += -Wl,-export-dynamic
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link += -lX11 -lXext
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else ifeq ($(binary),library)
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flags += -fPIC
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link += -shared
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endif
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2010-08-09 13:28:56 +00:00
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else
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2015-12-30 06:41:46 +00:00
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$(error "unsupported platform")
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2010-08-09 13:28:56 +00:00
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endif
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2018-07-16 06:16:26 +00:00
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objects := libco emulator audio video resource
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2010-08-09 13:28:56 +00:00
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2018-05-24 02:14:17 +00:00
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obj/libco.o: ../libco/libco.c
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obj/emulator.o: emulator/emulator.cpp
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obj/audio.o: audio/audio.cpp
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obj/video.o: video/video.cpp
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obj/resource.o: resource/resource.cpp
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Update to v098r01 release.
byuu says:
Changelog:
- SFC: balanced profile removed
- SFC: performance profile removed
- SFC: code for handling non-threaded CPU, SMP, DSP, PPU removed
- SFC: Coprocessor, Controller (and expansion port) shared Thread code
merged to SFC::Cothread
- Cothread here just means "Thread with CPU affinity" (couldn't think
of a better name, sorry)
- SFC: CPU now has vector<Thread*> coprocessors, peripherals;
- this is the beginning of work to allow expansion port devices to be
dynamically changed at run-time
- ruby: all audio drivers default to 48000hz instead of 22050hz now if
no frequency is assigned
- note: the WASAPI driver can default to whatever the native frequency
is; doesn't have to be 48000hz
- tomoko: removed the ability to change the frequency from the UI (but
it will display the frequency used)
- tomoko: removed the timing settings panel
- the goal is to work toward smooth video via adaptive sync
- the model is broken by not being in control of the audio frequency
anyway
- it's further broken by PAL running at 50hz and WSC running at 75hz
- it was always broken anyway by SNES interlace timing varying from
progressive timing
- higan: audio/ stub created (for now, it's just nall/dsp/ moved here
and included as a header)
- higan: video/ stub created
- higan/GNUmakefile: now includes build rules for essential components
(libco, emulator, audio, video)
The audio changes are in preparation to merge wareya's awesome WASAPI
work without the need for the nall/dsp resampler.
2016-04-09 03:40:12 +00:00
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2015-12-30 06:41:46 +00:00
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ui := target-$(target)
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Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
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include $(ui)/GNUmakefile
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2018-05-24 02:14:17 +00:00
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-include obj/*.d
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2010-08-09 13:28:56 +00:00
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Update to v075 release.
byuu says:
This release brings improved Super Game Boy emulation, the final SHA256
hashes for the DSP-(1,1B,2,3,4) and ST-(0010,0011) coprocessors, user
interface improvements, and major internal code restructuring.
Changelog (since v074):
- completely rewrote memory sub-system to support 1-byte granularity in
XML mapping
- removed Memory inheritance and MMIO class completely, any address can
be mapped to any function now
- SuperFX: removed SuperFXBus : Bus, now implemented manually
- SA-1: removed SA1Bus : Bus, now implemented manually
- entire bus mapping is now static, happens once on cartridge load
- as a result, read/write handlers now handle MMC mapping; slower
average case, far faster worst case
- namespace memory is no more, RAM arrays are stored inside the chips
they are owned by now
- GameBoy: improved CPU HALT emulation, fixes Zelda: Link's Awakening
scrolling
- GameBoy: added serial emulation (cannot connect to another GB yet),
fixes Shin Megami Tensei - Devichil
- GameBoy: improved LCD STAT emulation, fixes Sagaia
- ui: added fullscreen support (F11 key), video settings allows for
three scale settings
- ui: fixed brightness, contrast, gamma, audio volume, input frequency
values on program startup
- ui: since Qt is dead, config file becomes bsnes.cfg once again
- Super Game Boy: you can now load the BIOS without a game inserted to
see a pretty white box
- ui-gameboy: can be built without SNES components now
- libsnes: now a UI target, compile with 'make ui=ui-libsnes'
- libsnes: added WRAM, APURAM, VRAM, OAM, CGRAM access (cheat search,
etc)
- source: removed launcher/, as the Qt port is now gone
- source: Makefile restructuring to better support new ui targets
- source: lots of other internal code cleanup work
2011-01-27 08:52:34 +00:00
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clean:
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2018-07-16 06:16:26 +00:00
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$(call delete,obj/*)
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2018-07-21 11:06:40 +00:00
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$(call delete,out/*)
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