Update to v096r02 (OS X Preview for Developers) release.
byuu says:
Warning: this is not for the faint of heart. This is a very early,
unpolished, buggy release. But help testing/fixing bugs would be greatly
appreciated for anyone willing.
Requirements:
- Mac OS X 10.7+
- Xcode 7.2+
Installation Commands:
cd higan
gmake -j 4
gmake install
cd ../icarus
gmake -j 4
gmake install
(gmake install is absolutely required, sorry. You'll be missing key
files in key places if you don't run it, and nothing will work.)
(gmake uninstall also exists, or you can just delete the .app bundles
from your Applications folder, and the Dev folder on your desktop.)
If you want to use the GBA emulation, then you need to drop the GBA BIOS
into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom
Usage:
You'll now find higan.app and icarus.app in your Applications folders.
First, run icarus.app, navigate to where you keep your game ROMs. Now
click the settings button at the bottom right, and check "Create
Manifests", and click OK. (You'll need to do this every time you run
icarus because there's some sort of bug on OSX saving the settings.) Now
click "Import", and let it bring in your games into ~/Emulation.
Note: "Create Manifests" is required. I don't yet have a pipe
implementation on OS X for higan to invoke icarus yet. If you don't
check this box, it won't create manifest.bml files, and your games won't
run at all.
Now you can run higan.app. The first thing you'll want to do is go to
higan->Preferences... and assign inputs for your gamepads. At the very
least, do it for the default controller for all the systems you want to
emulate.
Now this is very important ... close the application at this point so
that it writes your config file to disk. There's a serious crashing bug,
and if you trigger it, you'll lose your input bindings.
Now the really annoying part ... go to Library->{System} and pick the
game you want to play. Right now, there's a ~50% chance the application
will bomb. It seems the hiro::pListView object is getting destroyed, yet
somehow the internal Cocoa callbacks are being triggered anyway. I don't
know how this is possible, and my attempts to debug with lldb have been
a failure :(
If you're unlucky, the application will crash. Restart and try again. If
it crashes every single time, then you can try launching your game from
the command-line instead. Example:
open /Applications/higan.app \
--args ~/Emulation/Super\ Famicom/Zelda3.sfc/
Help wanted:
I could really, really, really use some help with that crashing on game
loading. There's a lot of rough edges, but they're all cosmetic. This
one thing is pretty much the only major show-stopping issue at the
moment, preventing a wider general audience pre-compiled binary preview.
2016-01-05 02:59:19 +00:00
|
|
|
#define GL_ALPHA_TEST 0x0bc0
|
2013-04-09 13:31:46 +00:00
|
|
|
#include "opengl/opengl.hpp"
|
2013-03-19 08:48:50 +00:00
|
|
|
|
2015-06-20 05:44:05 +00:00
|
|
|
struct VideoCGL;
|
2013-03-21 12:59:01 +00:00
|
|
|
|
|
|
|
@interface RubyVideoCGL : NSOpenGLView {
|
|
|
|
@public
|
Update to v096r02 (OS X Preview for Developers) release.
byuu says:
Warning: this is not for the faint of heart. This is a very early,
unpolished, buggy release. But help testing/fixing bugs would be greatly
appreciated for anyone willing.
Requirements:
- Mac OS X 10.7+
- Xcode 7.2+
Installation Commands:
cd higan
gmake -j 4
gmake install
cd ../icarus
gmake -j 4
gmake install
(gmake install is absolutely required, sorry. You'll be missing key
files in key places if you don't run it, and nothing will work.)
(gmake uninstall also exists, or you can just delete the .app bundles
from your Applications folder, and the Dev folder on your desktop.)
If you want to use the GBA emulation, then you need to drop the GBA BIOS
into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom
Usage:
You'll now find higan.app and icarus.app in your Applications folders.
First, run icarus.app, navigate to where you keep your game ROMs. Now
click the settings button at the bottom right, and check "Create
Manifests", and click OK. (You'll need to do this every time you run
icarus because there's some sort of bug on OSX saving the settings.) Now
click "Import", and let it bring in your games into ~/Emulation.
Note: "Create Manifests" is required. I don't yet have a pipe
implementation on OS X for higan to invoke icarus yet. If you don't
check this box, it won't create manifest.bml files, and your games won't
run at all.
Now you can run higan.app. The first thing you'll want to do is go to
higan->Preferences... and assign inputs for your gamepads. At the very
least, do it for the default controller for all the systems you want to
emulate.
Now this is very important ... close the application at this point so
that it writes your config file to disk. There's a serious crashing bug,
and if you trigger it, you'll lose your input bindings.
Now the really annoying part ... go to Library->{System} and pick the
game you want to play. Right now, there's a ~50% chance the application
will bomb. It seems the hiro::pListView object is getting destroyed, yet
somehow the internal Cocoa callbacks are being triggered anyway. I don't
know how this is possible, and my attempts to debug with lldb have been
a failure :(
If you're unlucky, the application will crash. Restart and try again. If
it crashes every single time, then you can try launching your game from
the command-line instead. Example:
open /Applications/higan.app \
--args ~/Emulation/Super\ Famicom/Zelda3.sfc/
Help wanted:
I could really, really, really use some help with that crashing on game
loading. There's a lot of rough edges, but they're all cosmetic. This
one thing is pretty much the only major show-stopping issue at the
moment, preventing a wider general audience pre-compiled binary preview.
2016-01-05 02:59:19 +00:00
|
|
|
VideoCGL* video;
|
2013-03-21 12:59:01 +00:00
|
|
|
}
|
Update to v096r02 (OS X Preview for Developers) release.
byuu says:
Warning: this is not for the faint of heart. This is a very early,
unpolished, buggy release. But help testing/fixing bugs would be greatly
appreciated for anyone willing.
Requirements:
- Mac OS X 10.7+
- Xcode 7.2+
Installation Commands:
cd higan
gmake -j 4
gmake install
cd ../icarus
gmake -j 4
gmake install
(gmake install is absolutely required, sorry. You'll be missing key
files in key places if you don't run it, and nothing will work.)
(gmake uninstall also exists, or you can just delete the .app bundles
from your Applications folder, and the Dev folder on your desktop.)
If you want to use the GBA emulation, then you need to drop the GBA BIOS
into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom
Usage:
You'll now find higan.app and icarus.app in your Applications folders.
First, run icarus.app, navigate to where you keep your game ROMs. Now
click the settings button at the bottom right, and check "Create
Manifests", and click OK. (You'll need to do this every time you run
icarus because there's some sort of bug on OSX saving the settings.) Now
click "Import", and let it bring in your games into ~/Emulation.
Note: "Create Manifests" is required. I don't yet have a pipe
implementation on OS X for higan to invoke icarus yet. If you don't
check this box, it won't create manifest.bml files, and your games won't
run at all.
Now you can run higan.app. The first thing you'll want to do is go to
higan->Preferences... and assign inputs for your gamepads. At the very
least, do it for the default controller for all the systems you want to
emulate.
Now this is very important ... close the application at this point so
that it writes your config file to disk. There's a serious crashing bug,
and if you trigger it, you'll lose your input bindings.
Now the really annoying part ... go to Library->{System} and pick the
game you want to play. Right now, there's a ~50% chance the application
will bomb. It seems the hiro::pListView object is getting destroyed, yet
somehow the internal Cocoa callbacks are being triggered anyway. I don't
know how this is possible, and my attempts to debug with lldb have been
a failure :(
If you're unlucky, the application will crash. Restart and try again. If
it crashes every single time, then you can try launching your game from
the command-line instead. Example:
open /Applications/higan.app \
--args ~/Emulation/Super\ Famicom/Zelda3.sfc/
Help wanted:
I could really, really, really use some help with that crashing on game
loading. There's a lot of rough edges, but they're all cosmetic. This
one thing is pretty much the only major show-stopping issue at the
moment, preventing a wider general audience pre-compiled binary preview.
2016-01-05 02:59:19 +00:00
|
|
|
-(id) initWith:(VideoCGL*)video pixelFormat:(NSOpenGLPixelFormat*)pixelFormat;
|
2013-03-21 12:59:01 +00:00
|
|
|
-(void) reshape;
|
|
|
|
@end
|
|
|
|
|
2015-06-20 05:44:05 +00:00
|
|
|
struct VideoCGL : Video, OpenGL {
|
|
|
|
~VideoCGL() { term(); }
|
2013-03-19 08:48:50 +00:00
|
|
|
|
2014-01-28 10:04:58 +00:00
|
|
|
RubyVideoCGL* view = nullptr;
|
2013-03-19 08:48:50 +00:00
|
|
|
|
|
|
|
struct {
|
2014-01-28 10:04:58 +00:00
|
|
|
NSView* handle = nullptr;
|
|
|
|
bool synchronize = false;
|
Update to v096r02 (OS X Preview for Developers) release.
byuu says:
Warning: this is not for the faint of heart. This is a very early,
unpolished, buggy release. But help testing/fixing bugs would be greatly
appreciated for anyone willing.
Requirements:
- Mac OS X 10.7+
- Xcode 7.2+
Installation Commands:
cd higan
gmake -j 4
gmake install
cd ../icarus
gmake -j 4
gmake install
(gmake install is absolutely required, sorry. You'll be missing key
files in key places if you don't run it, and nothing will work.)
(gmake uninstall also exists, or you can just delete the .app bundles
from your Applications folder, and the Dev folder on your desktop.)
If you want to use the GBA emulation, then you need to drop the GBA BIOS
into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom
Usage:
You'll now find higan.app and icarus.app in your Applications folders.
First, run icarus.app, navigate to where you keep your game ROMs. Now
click the settings button at the bottom right, and check "Create
Manifests", and click OK. (You'll need to do this every time you run
icarus because there's some sort of bug on OSX saving the settings.) Now
click "Import", and let it bring in your games into ~/Emulation.
Note: "Create Manifests" is required. I don't yet have a pipe
implementation on OS X for higan to invoke icarus yet. If you don't
check this box, it won't create manifest.bml files, and your games won't
run at all.
Now you can run higan.app. The first thing you'll want to do is go to
higan->Preferences... and assign inputs for your gamepads. At the very
least, do it for the default controller for all the systems you want to
emulate.
Now this is very important ... close the application at this point so
that it writes your config file to disk. There's a serious crashing bug,
and if you trigger it, you'll lose your input bindings.
Now the really annoying part ... go to Library->{System} and pick the
game you want to play. Right now, there's a ~50% chance the application
will bomb. It seems the hiro::pListView object is getting destroyed, yet
somehow the internal Cocoa callbacks are being triggered anyway. I don't
know how this is possible, and my attempts to debug with lldb have been
a failure :(
If you're unlucky, the application will crash. Restart and try again. If
it crashes every single time, then you can try launching your game from
the command-line instead. Example:
open /Applications/higan.app \
--args ~/Emulation/Super\ Famicom/Zelda3.sfc/
Help wanted:
I could really, really, really use some help with that crashing on game
loading. There's a lot of rough edges, but they're all cosmetic. This
one thing is pretty much the only major show-stopping issue at the
moment, preventing a wider general audience pre-compiled binary preview.
2016-01-05 02:59:19 +00:00
|
|
|
uint filter = Video::FilterNearest;
|
2013-03-19 08:48:50 +00:00
|
|
|
string shader;
|
|
|
|
} settings;
|
|
|
|
|
2015-06-15 22:16:43 +00:00
|
|
|
auto cap(const string& name) -> bool {
|
2013-03-19 08:48:50 +00:00
|
|
|
if(name == Video::Handle) return true;
|
|
|
|
if(name == Video::Synchronize) return true;
|
|
|
|
if(name == Video::Filter) return true;
|
|
|
|
if(name == Video::Shader) return true;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2015-06-15 22:16:43 +00:00
|
|
|
auto get(const string& name) -> any {
|
Update to v099r14 release.
byuu says:
Changelog:
- (u)int(max,ptr) abbreviations removed; use _t suffix now [didn't feel
like they were contributing enough to be worth it]
- cleaned up nall::integer,natural,real functionality
- toInteger, toNatural, toReal for parsing strings to numbers
- fromInteger, fromNatural, fromReal for creating strings from numbers
- (string,Markup::Node,SQL-based-classes)::(integer,natural,real)
left unchanged
- template<typename T> numeral(T value, long padding, char padchar)
-> string for print() formatting
- deduces integer,natural,real based on T ... cast the value if you
want to override
- there still exists binary,octal,hex,pointer for explicit print()
formatting
- lstring -> string_vector [but using lstring = string_vector; is
declared]
- would be nice to remove the using lstring eventually ... but that'd
probably require 10,000 lines of changes >_>
- format -> string_format [no using here; format was too ambiguous]
- using integer = Integer<sizeof(int)*8>; and using natural =
Natural<sizeof(uint)*8>; declared
- for consistency with boolean. These three are meant for creating
zero-initialized values implicitly (various uses)
- R65816::io() -> idle() and SPC700::io() -> idle() [more clear; frees
up struct IO {} io; naming]
- SFC CPU, PPU, SMP use struct IO {} io; over struct (Status,Registers) {}
(status,registers); now
- still some CPU::Status status values ... they didn't really fit into
IO functionality ... will have to think about this more
- SFC CPU, PPU, SMP now use step() exclusively instead of addClocks()
calling into step()
- SFC CPU joypad1_bits, joypad2_bits were unused; killed them
- SFC PPU CGRAM moved into PPU::Screen; since nothing else uses it
- SFC PPU OAM moved into PPU::Object; since nothing else uses it
- the raw uint8[544] array is gone. OAM::read() constructs values from
the OAM::Object[512] table now
- this avoids having to determine how we want to sub-divide the two
OAM memory sections
- this also eliminates the OAM::synchronize() functionality
- probably more I'm forgetting
The FPS fluctuations are driving me insane. This WIP went from 128fps to
137fps. Settled on 133.5fps for the final build. But nothing I changed
should have affected performance at all. This level of fluctuation makes
it damn near impossible to know whether I'm speeding things up or slowing
things down with changes.
2016-07-01 11:50:32 +00:00
|
|
|
if(name == Video::Handle) return (uintptr_t)settings.handle;
|
2013-03-19 08:48:50 +00:00
|
|
|
if(name == Video::Synchronize) return settings.synchronize;
|
|
|
|
if(name == Video::Filter) return settings.filter;
|
2015-06-15 22:16:43 +00:00
|
|
|
return {};
|
2013-03-19 08:48:50 +00:00
|
|
|
}
|
|
|
|
|
2015-06-15 22:16:43 +00:00
|
|
|
auto set(const string& name, const any& value) -> bool {
|
Update to v099r14 release.
byuu says:
Changelog:
- (u)int(max,ptr) abbreviations removed; use _t suffix now [didn't feel
like they were contributing enough to be worth it]
- cleaned up nall::integer,natural,real functionality
- toInteger, toNatural, toReal for parsing strings to numbers
- fromInteger, fromNatural, fromReal for creating strings from numbers
- (string,Markup::Node,SQL-based-classes)::(integer,natural,real)
left unchanged
- template<typename T> numeral(T value, long padding, char padchar)
-> string for print() formatting
- deduces integer,natural,real based on T ... cast the value if you
want to override
- there still exists binary,octal,hex,pointer for explicit print()
formatting
- lstring -> string_vector [but using lstring = string_vector; is
declared]
- would be nice to remove the using lstring eventually ... but that'd
probably require 10,000 lines of changes >_>
- format -> string_format [no using here; format was too ambiguous]
- using integer = Integer<sizeof(int)*8>; and using natural =
Natural<sizeof(uint)*8>; declared
- for consistency with boolean. These three are meant for creating
zero-initialized values implicitly (various uses)
- R65816::io() -> idle() and SPC700::io() -> idle() [more clear; frees
up struct IO {} io; naming]
- SFC CPU, PPU, SMP use struct IO {} io; over struct (Status,Registers) {}
(status,registers); now
- still some CPU::Status status values ... they didn't really fit into
IO functionality ... will have to think about this more
- SFC CPU, PPU, SMP now use step() exclusively instead of addClocks()
calling into step()
- SFC CPU joypad1_bits, joypad2_bits were unused; killed them
- SFC PPU CGRAM moved into PPU::Screen; since nothing else uses it
- SFC PPU OAM moved into PPU::Object; since nothing else uses it
- the raw uint8[544] array is gone. OAM::read() constructs values from
the OAM::Object[512] table now
- this avoids having to determine how we want to sub-divide the two
OAM memory sections
- this also eliminates the OAM::synchronize() functionality
- probably more I'm forgetting
The FPS fluctuations are driving me insane. This WIP went from 128fps to
137fps. Settled on 133.5fps for the final build. But nothing I changed
should have affected performance at all. This level of fluctuation makes
it damn near impossible to know whether I'm speeding things up or slowing
things down with changes.
2016-07-01 11:50:32 +00:00
|
|
|
if(name == Video::Handle && value.is<uintptr_t>()) {
|
|
|
|
settings.handle = (NSView*)value.get<uintptr_t>();
|
2013-03-19 08:48:50 +00:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2015-06-15 22:16:43 +00:00
|
|
|
if(name == Video::Synchronize && value.is<bool>()) {
|
|
|
|
if(settings.synchronize != value.get<bool>()) {
|
|
|
|
settings.synchronize = value.get<bool>();
|
2013-03-19 08:48:50 +00:00
|
|
|
|
|
|
|
if(view) {
|
|
|
|
@autoreleasepool {
|
|
|
|
[[view openGLContext] makeCurrentContext];
|
2013-04-14 08:52:47 +00:00
|
|
|
int synchronize = settings.synchronize;
|
|
|
|
[[view openGLContext] setValues:&synchronize forParameter:NSOpenGLCPSwapInterval];
|
2013-03-19 08:48:50 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
Update to v096r02 (OS X Preview for Developers) release.
byuu says:
Warning: this is not for the faint of heart. This is a very early,
unpolished, buggy release. But help testing/fixing bugs would be greatly
appreciated for anyone willing.
Requirements:
- Mac OS X 10.7+
- Xcode 7.2+
Installation Commands:
cd higan
gmake -j 4
gmake install
cd ../icarus
gmake -j 4
gmake install
(gmake install is absolutely required, sorry. You'll be missing key
files in key places if you don't run it, and nothing will work.)
(gmake uninstall also exists, or you can just delete the .app bundles
from your Applications folder, and the Dev folder on your desktop.)
If you want to use the GBA emulation, then you need to drop the GBA BIOS
into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom
Usage:
You'll now find higan.app and icarus.app in your Applications folders.
First, run icarus.app, navigate to where you keep your game ROMs. Now
click the settings button at the bottom right, and check "Create
Manifests", and click OK. (You'll need to do this every time you run
icarus because there's some sort of bug on OSX saving the settings.) Now
click "Import", and let it bring in your games into ~/Emulation.
Note: "Create Manifests" is required. I don't yet have a pipe
implementation on OS X for higan to invoke icarus yet. If you don't
check this box, it won't create manifest.bml files, and your games won't
run at all.
Now you can run higan.app. The first thing you'll want to do is go to
higan->Preferences... and assign inputs for your gamepads. At the very
least, do it for the default controller for all the systems you want to
emulate.
Now this is very important ... close the application at this point so
that it writes your config file to disk. There's a serious crashing bug,
and if you trigger it, you'll lose your input bindings.
Now the really annoying part ... go to Library->{System} and pick the
game you want to play. Right now, there's a ~50% chance the application
will bomb. It seems the hiro::pListView object is getting destroyed, yet
somehow the internal Cocoa callbacks are being triggered anyway. I don't
know how this is possible, and my attempts to debug with lldb have been
a failure :(
If you're unlucky, the application will crash. Restart and try again. If
it crashes every single time, then you can try launching your game from
the command-line instead. Example:
open /Applications/higan.app \
--args ~/Emulation/Super\ Famicom/Zelda3.sfc/
Help wanted:
I could really, really, really use some help with that crashing on game
loading. There's a lot of rough edges, but they're all cosmetic. This
one thing is pretty much the only major show-stopping issue at the
moment, preventing a wider general audience pre-compiled binary preview.
2016-01-05 02:59:19 +00:00
|
|
|
if(name == Video::Filter && value.is<uint>()) {
|
|
|
|
settings.filter = value.get<uint>();
|
2015-06-15 22:16:43 +00:00
|
|
|
if(!settings.shader) OpenGL::filter = settings.filter ? GL_LINEAR : GL_NEAREST;
|
2013-03-19 08:48:50 +00:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2015-06-15 22:16:43 +00:00
|
|
|
if(name == Video::Shader && value.is<string>()) {
|
|
|
|
settings.shader = value.get<string>();
|
2013-03-19 08:48:50 +00:00
|
|
|
@autoreleasepool {
|
|
|
|
[[view openGLContext] makeCurrentContext];
|
|
|
|
}
|
2013-04-09 13:31:46 +00:00
|
|
|
OpenGL::shader(settings.shader);
|
2015-06-15 22:16:43 +00:00
|
|
|
if(!settings.shader) OpenGL::filter = settings.filter ? GL_LINEAR : GL_NEAREST;
|
2013-03-19 08:48:50 +00:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
Update to v100 release.
byuu says:
higan has finally reached v100!
I feel it's important to stress right away that this is not "version
1.00", nor is it a major milestone release. Rather than arbitrary version
numbers, all of my software simply bumps version numbers by one for each
official release. As such, higan v100 is simply higan's 100th release.
That said, the primary focus of this release has been code
clean-ups. These are always somewhat dangerous in that regressions are
possible. We've tested through sixteen WIP revisions, one of which was
open to the public, to try and minimize any regressions. But all the same,
please report any regressions if you discover any.
Changelog (since v099):
FC: render during pixels 1-256 instead of 0-255 [hex_usr]
FC: rewrote controller emulation code
SFC: 8% speedup over the previous release thanks to PPU optimizations
SFC: fixed nasty DB address wrapping regression from v099
SFC: USART developer controller removed; superseded by 21fx
SFC: Super Multitap option removed from controller port 1; ports
renamed 2-5
SFC: hidden option to experiment with 128KB VRAM (strictly for novelty)
higan: audio volume no longer divided by number of audio streams
higan: updated controller polling code to fix possible future mapping
issues
higan: replaced nall/stream with nall/vfs for file-loading subsystem
tomoko: can now load multi-slotted games via command-line
tomoko: synchronize video removed from UI; still available in the
settings file
tomoko, icarus: can navigate to root drive selection on Windows
all: major code cleanups and refactoring (~1MB diff against v099)
Note 1: the audio volume change means that SGB and MSU1 games won't
lose half the volume on the SNES sounds anymore. However, if one goes
overboard and drives the sound all the way to max volume with the MSU1,
clamping may occur. The obvious solution is not to drive volume that high
(it will vastly overpower the SNES audio, which usually never exceeds
25% volume.) Another option is to lower the volume in the audio settings
panel to 50%. In general, neither is likely to ever be necessary.
Note 2: the synchronize video option was hidden from the UI because it
is no longer useful. With the advent of compositors, the loss of the
complicated timing settings panel, support for the WonderSwan and its
75hz display, the need to emulate variable refresh rate behaviors in the
Game Boy, the unfortunate latency spike and audio distortion caused by
long Vsync pauses, and the arrival of adaptive sync technology ... it
no longer makes sense to present this option. However, as stated, you
can edit settings.bml to enable this option anyway if you insist and
understand the aforementioned risks.
Changelog (since v099r16 open beta):
- fixed MSU1 audio sign extension
- fixed compilation with SGB support disabled
- icarus can now navigate to root directory
- fixed compilation issues with OS X port
- (hopefully) fixed label height issue with hiro that affected icarus
import dialog
- (mostly) fixed BS Memory, Sufami Turbo slot loading
Errata:
- forgot to remove the " - Slot A", " - Slot B" suffixes for Sufami
Turbo slot loading
- this means you have to navigate up one folder and then into Sufami
Turbo/ to load games for this system
- moving WonderSwan orientation controls to the device slot is causing
some nastiness
- can now select orientation from the main menu, but it doesn't rotate
the display
2016-07-08 12:04:32 +00:00
|
|
|
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
|
2013-04-09 13:31:46 +00:00
|
|
|
OpenGL::size(width, height);
|
2013-03-19 08:48:50 +00:00
|
|
|
return OpenGL::lock(data, pitch);
|
|
|
|
}
|
|
|
|
|
2015-06-15 22:16:43 +00:00
|
|
|
auto unlock() -> void {
|
2013-03-19 08:48:50 +00:00
|
|
|
}
|
|
|
|
|
2015-06-15 22:16:43 +00:00
|
|
|
auto clear() -> void {
|
2013-03-19 08:48:50 +00:00
|
|
|
@autoreleasepool {
|
|
|
|
[view lockFocus];
|
|
|
|
OpenGL::clear();
|
|
|
|
[[view openGLContext] flushBuffer];
|
|
|
|
[view unlockFocus];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-06-15 22:16:43 +00:00
|
|
|
auto refresh() -> void {
|
2013-03-19 08:48:50 +00:00
|
|
|
@autoreleasepool {
|
|
|
|
if([view lockFocusIfCanDraw]) {
|
|
|
|
auto area = [view frame];
|
Update to v096r02 (OS X Preview for Developers) release.
byuu says:
Warning: this is not for the faint of heart. This is a very early,
unpolished, buggy release. But help testing/fixing bugs would be greatly
appreciated for anyone willing.
Requirements:
- Mac OS X 10.7+
- Xcode 7.2+
Installation Commands:
cd higan
gmake -j 4
gmake install
cd ../icarus
gmake -j 4
gmake install
(gmake install is absolutely required, sorry. You'll be missing key
files in key places if you don't run it, and nothing will work.)
(gmake uninstall also exists, or you can just delete the .app bundles
from your Applications folder, and the Dev folder on your desktop.)
If you want to use the GBA emulation, then you need to drop the GBA BIOS
into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom
Usage:
You'll now find higan.app and icarus.app in your Applications folders.
First, run icarus.app, navigate to where you keep your game ROMs. Now
click the settings button at the bottom right, and check "Create
Manifests", and click OK. (You'll need to do this every time you run
icarus because there's some sort of bug on OSX saving the settings.) Now
click "Import", and let it bring in your games into ~/Emulation.
Note: "Create Manifests" is required. I don't yet have a pipe
implementation on OS X for higan to invoke icarus yet. If you don't
check this box, it won't create manifest.bml files, and your games won't
run at all.
Now you can run higan.app. The first thing you'll want to do is go to
higan->Preferences... and assign inputs for your gamepads. At the very
least, do it for the default controller for all the systems you want to
emulate.
Now this is very important ... close the application at this point so
that it writes your config file to disk. There's a serious crashing bug,
and if you trigger it, you'll lose your input bindings.
Now the really annoying part ... go to Library->{System} and pick the
game you want to play. Right now, there's a ~50% chance the application
will bomb. It seems the hiro::pListView object is getting destroyed, yet
somehow the internal Cocoa callbacks are being triggered anyway. I don't
know how this is possible, and my attempts to debug with lldb have been
a failure :(
If you're unlucky, the application will crash. Restart and try again. If
it crashes every single time, then you can try launching your game from
the command-line instead. Example:
open /Applications/higan.app \
--args ~/Emulation/Super\ Famicom/Zelda3.sfc/
Help wanted:
I could really, really, really use some help with that crashing on game
loading. There's a lot of rough edges, but they're all cosmetic. This
one thing is pretty much the only major show-stopping issue at the
moment, preventing a wider general audience pre-compiled binary preview.
2016-01-05 02:59:19 +00:00
|
|
|
outputWidth = area.size.width;
|
|
|
|
outputHeight = area.size.height;
|
2013-04-09 13:31:46 +00:00
|
|
|
OpenGL::refresh();
|
2013-03-19 08:48:50 +00:00
|
|
|
[[view openGLContext] flushBuffer];
|
|
|
|
[view unlockFocus];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-06-15 22:16:43 +00:00
|
|
|
auto init() -> bool {
|
2013-03-19 08:48:50 +00:00
|
|
|
@autoreleasepool {
|
|
|
|
NSOpenGLPixelFormatAttribute attributes[] = {
|
2013-04-14 08:52:47 +00:00
|
|
|
NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion3_2Core,
|
2013-03-19 08:48:50 +00:00
|
|
|
NSOpenGLPFAColorSize, 24,
|
2013-04-14 08:52:47 +00:00
|
|
|
NSOpenGLPFAAlphaSize, 8,
|
2013-03-19 08:48:50 +00:00
|
|
|
NSOpenGLPFADoubleBuffer,
|
|
|
|
0
|
|
|
|
};
|
|
|
|
|
|
|
|
auto size = [settings.handle frame].size;
|
|
|
|
auto format = [[[NSOpenGLPixelFormat alloc] initWithAttributes:attributes] autorelease];
|
2013-04-14 08:52:47 +00:00
|
|
|
auto context = [[[NSOpenGLContext alloc] initWithFormat:format shareContext:nil] autorelease];
|
2013-03-19 08:48:50 +00:00
|
|
|
|
2013-03-21 12:59:01 +00:00
|
|
|
view = [[RubyVideoCGL alloc] initWith:this pixelFormat:format];
|
2013-04-14 08:52:47 +00:00
|
|
|
[view setOpenGLContext:context];
|
2013-03-19 08:48:50 +00:00
|
|
|
[view setFrame:NSMakeRect(0, 0, size.width, size.height)];
|
|
|
|
[view setAutoresizingMask:NSViewWidthSizable | NSViewHeightSizable];
|
|
|
|
[settings.handle addSubview:view];
|
2013-04-14 08:52:47 +00:00
|
|
|
[context setView:view];
|
2013-03-19 08:48:50 +00:00
|
|
|
|
|
|
|
[view lockFocus];
|
|
|
|
|
|
|
|
OpenGL::init();
|
2013-04-14 08:52:47 +00:00
|
|
|
//print((const char*)glGetString(GL_VERSION), "\n");
|
2013-03-19 08:48:50 +00:00
|
|
|
|
|
|
|
int synchronize = settings.synchronize;
|
2013-04-14 08:52:47 +00:00
|
|
|
[[view openGLContext] setValues:&synchronize forParameter:NSOpenGLCPSwapInterval];
|
2013-03-19 08:48:50 +00:00
|
|
|
|
|
|
|
[view unlockFocus];
|
|
|
|
}
|
|
|
|
|
2013-03-21 12:59:01 +00:00
|
|
|
clear();
|
2013-03-19 08:48:50 +00:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2015-06-15 22:16:43 +00:00
|
|
|
auto term() -> void {
|
2013-03-19 08:48:50 +00:00
|
|
|
OpenGL::term();
|
|
|
|
|
|
|
|
@autoreleasepool {
|
|
|
|
[view removeFromSuperview];
|
|
|
|
[view release];
|
|
|
|
view = nil;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
2013-03-21 12:59:01 +00:00
|
|
|
@implementation RubyVideoCGL : NSOpenGLView
|
|
|
|
|
Update to v096r02 (OS X Preview for Developers) release.
byuu says:
Warning: this is not for the faint of heart. This is a very early,
unpolished, buggy release. But help testing/fixing bugs would be greatly
appreciated for anyone willing.
Requirements:
- Mac OS X 10.7+
- Xcode 7.2+
Installation Commands:
cd higan
gmake -j 4
gmake install
cd ../icarus
gmake -j 4
gmake install
(gmake install is absolutely required, sorry. You'll be missing key
files in key places if you don't run it, and nothing will work.)
(gmake uninstall also exists, or you can just delete the .app bundles
from your Applications folder, and the Dev folder on your desktop.)
If you want to use the GBA emulation, then you need to drop the GBA BIOS
into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom
Usage:
You'll now find higan.app and icarus.app in your Applications folders.
First, run icarus.app, navigate to where you keep your game ROMs. Now
click the settings button at the bottom right, and check "Create
Manifests", and click OK. (You'll need to do this every time you run
icarus because there's some sort of bug on OSX saving the settings.) Now
click "Import", and let it bring in your games into ~/Emulation.
Note: "Create Manifests" is required. I don't yet have a pipe
implementation on OS X for higan to invoke icarus yet. If you don't
check this box, it won't create manifest.bml files, and your games won't
run at all.
Now you can run higan.app. The first thing you'll want to do is go to
higan->Preferences... and assign inputs for your gamepads. At the very
least, do it for the default controller for all the systems you want to
emulate.
Now this is very important ... close the application at this point so
that it writes your config file to disk. There's a serious crashing bug,
and if you trigger it, you'll lose your input bindings.
Now the really annoying part ... go to Library->{System} and pick the
game you want to play. Right now, there's a ~50% chance the application
will bomb. It seems the hiro::pListView object is getting destroyed, yet
somehow the internal Cocoa callbacks are being triggered anyway. I don't
know how this is possible, and my attempts to debug with lldb have been
a failure :(
If you're unlucky, the application will crash. Restart and try again. If
it crashes every single time, then you can try launching your game from
the command-line instead. Example:
open /Applications/higan.app \
--args ~/Emulation/Super\ Famicom/Zelda3.sfc/
Help wanted:
I could really, really, really use some help with that crashing on game
loading. There's a lot of rough edges, but they're all cosmetic. This
one thing is pretty much the only major show-stopping issue at the
moment, preventing a wider general audience pre-compiled binary preview.
2016-01-05 02:59:19 +00:00
|
|
|
-(id) initWith:(VideoCGL*)videoPointer pixelFormat:(NSOpenGLPixelFormat*)pixelFormat {
|
2013-03-21 12:59:01 +00:00
|
|
|
if(self = [super initWithFrame:NSMakeRect(0, 0, 0, 0) pixelFormat:pixelFormat]) {
|
|
|
|
video = videoPointer;
|
|
|
|
}
|
|
|
|
return self;
|
|
|
|
}
|
|
|
|
|
|
|
|
-(void) reshape {
|
|
|
|
video->refresh();
|
|
|
|
}
|
|
|
|
|
|
|
|
@end
|