* provide actual display device names in ruby::Video::hasMonitors()
* macOS: fixed LineEdit::onChange (fixes state manager state naming)
* macOS: fixed RadioLabel height to not clip off bottom of radio icons
* macOS: fixed RadioLabel initial check states (fixed input settings
focus mode options)
* macOS: fixed TableViewItem::setSelected (fixes initial selection on
settings/tools windows)
* macOS: fixed TextEdit geometry (fixed manifest viewer)
* macOS: don't allow multiple TableViewItems to be selected in
single-selection mode
** (fixes settings/tools windows selecting multiple items via menubar
options)
byuu says:
Changelog:
- sfc/cx4: added missing instructions [info from Overload]
- sfc/cx4: added instruction cache emulation [info from ikari]
- sfc/sa1: don't let CPU access SA1-only I/O registers, and vice versa
- sfc/sa1: fixed IRQs that were broken from the recent WIP
- sfc/sa1: significantly improved bus conflict emulation
- all tests match hardware now, other than HDMA ROM↔ROM, which
is 0.5 - 0.8% too fast
- sfc/cpu: fixed a bug with DMA→CPU alignment timing
- sfc/cpu: removed the DMA pipe; performs writes on the same cycles as
reads [info from nocash]
- sfc/memory: fix a crashing bug due to not clearing Memory size field
[hex_usr]
- bsnes/gb: use .rtc for real-time clock file extensions on the Game
Boy [hex_usr]
- ruby/cgl: compilation fix [Sintendo]
Now let's see if I can accept being off by ~0.65% on one of twelve SA1
timing tests for the time being and prioritize much more important
things or not.
byuu says:
The main thing I worked on today was emulating the MBC7 EEPROM.
And... I have many things to say about that, but not here, and not now...
The missing EEPROM support is why the accelerometer was broken. Although
it's not evidently clear that I'm emulating the actual values
incorrectly. I'll think about it and get it fixed, though.
bsnes went from ~308fps to ~328fps, and I don't even know why. Probably
something somewhere in the 140KB of changes to other things made in this
WIP.
byuu says:
These WIPs-within-WIPs are getting more and more broken ... this isn't
going the way I wanted.
But ... this time around, I've revamped the entire ruby API again, to
solve a bunch of tough problems that have always made using ruby really
clunky.
But there are *so many* ruby drivers that it's going to take a long
time to work through them all. This WIP is only going to run bsnes, and
only on FreeBSD, and only with some drivers.
hiro's Application::initialize() now calls hiro::initialize(), which you
define inside of your hiro apps. This lets you call
Application::setName(...) before anything else in hiro runs. This is
essential on Xorg to set program icons, for instance.
With the ruby rewrite and the change to hiro, I can get away from the
need to make everything in bsnes/higan pointers to objects, and can now
just declare them as regular objects.
byuu says:
Sigh, I seem to be spiraling a bit here ... but the work is very
important. Hopefully I can get a solid WIP together soon. But for now...
I've integrated dynamic rate control into ruby::Audio via
setDynamic(bool) for now. It's very demanding, as you would expect. When
it's not in use, I realized the OSS driver's performance was pretty bad
due to calling write() for every sample for every channel. I implemented
a tiny 256-sample buffer and bsnes went from 290fps to 330fps on my
FreeBSD desktop. It may be possible to do the same buffering with DRC,
but for now, I'm not doing so, and adjusting the audio input frequency
on every sample.
I also added ruby::Video::setFlush(bool), which is available only in the
OpenGL drivers, and this causes glFinish() to be called after swapping
display buffers. I really couldn't think of a good name for this, "hard
GPU sync" sounds kind of silly. In my view, flush is what commits queued
events. Eg fflush(). OpenGL of course treats glFlush differently (I
really don't even know what the point of it is even after reading the
manual ...), and then has glFinish ... meh, whatever. It's
setFlush(bool) until I come up with something better. Also as expected,
this one's a big hit to performance.
To implement the DRC, I started putting helper functions into the ruby
video/audio/input core classes. And then the XVideo driver started
crashing. It took hours and hours and hours to track down the problem:
you have to clear XSetWindowAttributes to zero before calling
XCreateWindow. No amount of `--sync`, `gdb break gdk_x_error`, `-Og`,
etc will make Xlib be even remotely helpful in debugging errors like
this.
The GLX, GLX2, and XVideo drivers basically worked by chance before. If
the stack frame had the right memory cleared, it worked. Otherwise it'd
crash with BadValue, and my changing things broke that condition on the
XVideo driver. So this has been fixed in all three now.
Once XVideo was running again, I realized that non-power of two video
sizes were completely broken for the YUV formats. It took a while, but I
managed to fix all of that as well.
At this point, most of ruby is going to be broken outside of FreeBSD, as
I still need to finish updating all the drivers.
byuu says:
I stand corrected, I managed to create and even larger diff than ever.
This one weighs in at 309KiB `>__>`
I'll have to create a changelog later, I'm too tired right now to go
through all of that.
byuu says:
Changelog:
- sfc/ppu-fast: added hires mode 7 option (doubles the sampling rate
of mode 7 pixels to reduce aliasing)
- sfc/ppu-fast: fixed mode 7 horizontal screen flip [hex_usr]
- bsnes: added capture screenshot function and path selection
- for now, it saves as BMP. I need a deflate implementation that
won't add an external dependency for PNG
- the output resolution is from the emulator: (256 or 512)x(240 or
480 minus overscan cropping if enabled)
- it captures the NEXT output frame, not the current one ... but
it may be wise to change this behavior
- it'd be a problem if the core were to exit and an image was
captured halfway through frame rendering
- bsnes: recovery state renamed to undo state
- bsnes: added manifest viewer tool
- bsnes: mention if game has been verified or not on the status bar
message at load time
- bsnes, nall: fixed a few missing function return values
[SuperMikeMan]
- bsnes: guard more strongly against failure to load games to avoid
crashes
- hiro, ruby: various fixes for macOS [Sintendo]
- hiro/Windows: paint on `WM_ERASEBKGND` to prevent status bar
flickering at startup
- icarus: SPC7110 heuristics fixes [hex_usr]
Errata:
- sfc/ppu-fast: remove debug hires mode7 force disable comment from
PPU::power()
[The `WM_ERASEBKGND` fix was already present in the 106r44 public
beta -Ed.]
byuu says:
Changelog:
- nall: merged Path::config() and Path::local() to Path::userData()
- ~/.local/share or %appdata or ~/Library/ApplicationSupport
- higan, bsnes: render main window icon onto viewport instead of
canvas
- should hopefully fix a brief flickering glitch that appears on
Windows
- icarus: improved Super Famicom heuristics for Starfox / Starwing RAM
- ruby/Direct3D: handle viewport size changes in lock() instead of
output()
- fixes icon disappearing when resizing main window
- hiro/Windows: remove WS_DISABLED from StatusBar to fix window
resize grip
- this is experimental: I initially used WS_DISABLED to work
around a focus bug
- yet trying things now, said bug seems(?) to have gone away at
some point ...
- bsnes: added advanced settings panel with real-time driver change
support
I'd like feedback on the real-time driver change, for possible
consideration into adding this to higan as well.
Some drivers just crash, it's a fact of life. The ASIO driver in
particular likes to crash inside the driver itself, without any error
messages ever returned to try and catch.
When you try to change a driver with a game loaded, it gives you a scary
warning, asking if you want to proceed.
When you change a driver, it sets a crash flag, and if the driver
crashes while initializing, then restarting bsnes will disable the
errant driver. If it fails in a recoverable way, then it sets the driver
to “None” and warns you that the driver cannot be used.
What I'm thinking of further adding is to call emulator→save() to
write out the save RAM contents beforehand (although the periodic
auto-saving RAM will handle this anyway when it's enabled), and possibly
it might be wise to capture an emulator save state, although those can't
be taken without advancing the emulator to the next frame, so that might
not be a good idea.
I'm also thinking we should show some kind of message somewhere when a
driver is set to “None”. The status bar can be hidden, so perhaps on the
title bar? Or maybe just a warning on startup that a driver is set to
“None”.
byuu says:
Changelog:
- nall: added -static-libgcc -static-libstdc++ to Windows/GCC link
flags
- bsnes, higan: added program icons to main window when game isn't
loaded
- bsnes: improved recent games menu sorting
- bsnes: fixed multi-game recent game loading on Windows
- bsnes: completed path override support
- bsnes, higan: added screensaver suppression on Windows
- icarus: add 32K volatile RAM to SuperFX boards that report no RAM
(fixes Starfox)
- bsnes, higan: added automatic dependency generation [Talarubi]
- hiro/GTK: appending actions to menus restores enabled() state
- higan: use board node inside manifest.bml if it exists
- bsnes: added blur emulation and color emulation options to view menu
- ruby: upgraded input.sdl to SDL 2.0 (though it makes no functional
difference sadly)
- ruby: removed video.sdl (due to deprecating SDL 1.2)
- nall, ruby: improvements to HID class (generic vendor and product
IDs)
Errata:
- bsnes, higan: on Windows, Application::Windows::onScreenSaver needs
`[&]` lambda capture, not `[]`
- find it in presentation/presentation.cpp
byuu says:
Changelog:
- tomoko: Application::onMain assigned at end of Program::Program()
[Screwtape]¹
- libco: add `#define _XOPEN_SOURCE 500` to fix compilation of sjlj.c
[Screwtape]
- ruby/audio/openal: fixed device driver string list enumeration
- ruby/audio/wasapi: changing device re-initializes the driver now
- ruby/audio/wasapi: probably a pointless change, but don't fill the
buffer beyond the queue size with silence
- ruby/video/xvideo: renamed from ruby/video/xv
- ruby/video/xvideo: check to see if `XV_AUTOPAINT_COLORKEY` exists
before setting it [SuperMikeMan]
- ruby/video/xvideo: align buffer sizes to be evenly divisible by four
[SuperMikeMan]
- ruby/video/xvideo: fail nicely without crashing (hopefully)
- ruby/video/xvideo: add support for YV12 and I420 12-bit planar YUV
formats²
¹: prevents crashes when drivers fail to initialize from running the
main loop that polls input drivers before the input driver is
initialized (or fails to initialize itself.) Some drivers still don't
block their main functions when initialization fails, so they will still
crash, but I'll work to fix them.
²: this was a **major** pain in the ass, heh. You only get one chroma
sample for every four luma samples, so the color reproduction is even
worse than UYVY and YUYV (which is two to four chroma to luma.) Further,
the planar format took forever to figure out. Apparently it doesn't care
what portion of the image you specify in XvShmPutImage, it expects you
to use the buffer dimensions to locate the U and V portions of the data.
This is probably the most thorough X-Video driver in existence now.
Notes:
- forgot to rename the configuration settings dialog window title to
just "Settings"
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
byuu says:
Changelog:
- tomoko: by popular choice, default to adaptive mode on new installs
- hiro/windows: fix bug that was preventing the escape key from
closing some dialog windows
- nall/registry: use "\\\\" as separator instead of "/" ... because
some registry keys contain "/" in them >_>
- ruby: add ASIO driver stub (so far it can only initialize and grab
the driver name/version information)
byuu says:
Changelog:
- ruby/video: cleaned up Direct3D9 driver and fixed catastrophic
memory leak
- ruby/video: added fullscreen exclusive mode support to the Direct3D9
driver¹
- ruby/video: minor cosmetic code cleanups to various drivers
- tomoko: added support to always allow input when in fullscreen
exclusive mode
- tomoko: fixed window to not remove resizability flag when exiting
fullscreen mode
¹: I am assuming that exclusive mode will try to capture the primary
monitor. I don't know what will happen in multi-monitor setups, however,
as I don't use such a setup here.
Also, I am using `D3DPRESENT_DISCARD` instead of `D3DPRESENT_FLIP`. I'm
not sure if this will prove better or worse, but I've heard it will
waste less memory, and having a BackBufferCount of 1 should still result
in page flipping anyway. The difference is supposedly just that you
can't rely on the back buffer being a valid copy of the previous frame
like you can with FLIP.
Lastly, if you want Vsync, you can edit the configuration file to enable
that, and then turn off audio sync.
Errata: "pause emulation when focus is lost" is not working with
exclusive mode. I need to add a check to never auto-pause when in
exclusive mode. Thanks to bun for catching that one.
byuu says:
Changelog:
- nall::lstring -> nall::string_vector
- added IntegerBitField<type, lo, hi> -- hopefully it works correctly...
- Multitap 1-4 -> Super Multitap 2-5
- fixed SFC PPU CGRAM read regression
- huge amounts of SFC PPU IO register cleanups -- .bits really is lovely
- re-added the read/write(VRAM,OAM,CGRAM) helpers for the SFC PPU
- but they're now optimized to the realities of the PPU (16-bit data
sizes / no address parameter / where appropriate)
- basically used to get the active-display overrides in a unified place;
but also reduces duplicate code in (read,write)IO
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.
byuu says:
Changelog:
- added preliminary WASAPI driver (it's really terrible, though. Patches
most welcome.)
- all of processor/ updated to auto fn() -> ret syntax
- all of gb/ updated to auto fn() -> ret syntax
If you want to test the WASAPI driver, then edit ui-tomoko/GNUmakefile,
and replace audio.xaudio2 with audio.wasapi Note that the two drivers
are incompatible and cannot co-exist (yet. We can probably make it work
in the future.)
All that's left for the auto fn() -> ret syntax is the NES core and the
balanced/performance SNES components. This is kind of a big deal because
this syntax change causes diffs between WIPs to go crazy. So the sooner
we get this done and out of the way, the better. It's also nice from
a consistency standpoint, of course.
byuu says:
Note: you will need the new icarus (and please use the "no manifest"
system) to run GBA games with this WIP.
Changelog:
- fixed caching of r(d) to pass armwrestler tests [Jonas Quinn]
- DMA to/from GBA BIOS should fail [Cydrak]
- fixed sign-extend and rotate on ldrs instructions [Cydrak]
- fixed 8-bit SRAM reading/writing [byuu]
- refactored GBA/cartridge
- cartridge/rom,ram.type is now cartridge/mrom,sram,eeprom,flash
- things won't crash horribly if you specify a RAM size larger than
the largest legal size in the manifest
- specialized MROM / SRAM classes replace all the shared read/write
functions that didn't work right anyway
- there's a new ruby/video.glx2 driver, which is not enabled by default
- use this if you are running Linux/BSD, but don't have OpenGL 3.2 yet
- I'm not going to support OpenGL2 on Windows/OS X, because these OSes
don't ship ancient video card drivers
- probably more. What am I, clairvoyant? :P
For endrift's tests, this gets us to 1348/1552 memory and 1016/1260
timing. Overall, this puts us back in second place. Only no$ is ahead
on memory, but bgba is even more ahead on timing.
byuu says:
Note: for Windows users, please go to nall/intrinsics.hpp line 60 and
correct the typo from "DISPLAY_WINDOW" to "DISPLAY_WINDOWS" before
compiling, otherwise things won't work at all.
This will be a really major WIP for the core SNES emulation, so please
test as thoroughly as possible.
I rewrote the 65816 CPU core's dispatcher from a jump table to a switch
table. This was so that I could pass class variables as parameters to
opcodes without crazy theatrics.
With that, I killed the regs.r[N] stuff, the flag_t operator|=, &=, ^=
stuff, and all of the template versions of opcodes.
I also removed some stupid pointless flag tests in xcn and pflag that
would always be true.
I sure hope that AWJ is happy with this; because this change was so that
my flag assignments and branch tests won't need to build regs.P into
a full 8-bit variable anymore.
It does of course incur a slight performance hit when you pass in
variables by-value to functions, but it should help with binary size
(and thus cache) by reducing a lot of extra functions. (I know I could
have used template parameters for some things even with a switch table,
but chose not to for the aforementioned reasons.)
Overall, it's about a ~1% speedup from the previous build. The CPU core
instructions were never a bottleneck, but I did want to fix the P flag
building stuff because that really was a dumb mistake v_v'
byuu says:
This WIP substantially restructures the ruby API for the first time
since that project started.
It is my hope that with this restructuring, destruction of the ruby
objects should now be deterministic, which should fix the crashing on
closing the emulator on Linux. We'll see I guess ... either way, it
removed two layers of wrappers from ruby, so it's a pretty nice code
cleanup.
It won't compile on Windows due to a few issues I didn't see until
uploading the WIP, too lazy to upload another. But I fixed all the
compilation issues locally, so it'll work on Windows again with the next
WIP (unless I break something else.)
(Kind of annoying that Linux defines glActiveTexture but Windows
doesn't.)
byuu says:
I fixed the hiro layout enable bug, so when you go to assign joypad
input, the window disables itself so your input doesn't mess with the
controls.
I added "reset" to the hotkeys, in case you feel like clearing all of
them at once.
I added device selection support and the ability to disable audio
synchronization (run > 60fps) to the ruby/OSS driver. This is exposed in
tomoko's configuration file.
I added checks to stringify so that assigning null char* strings to
nall::string won't cause crashes anymore (technically the crash was in
strlen(), which doesn't check for null strings, but whatever ... I'll do
the check myself.)
I hooked up BrowserDialog::folderSelect() to loading slotted media for
now. Tested it by loading a Game Boy game successfully through the Super
Game Boy. Definitely want to write a custom window for this though, that
looks more like the library dialog.
Remaining issues:
- finish slotted cart loader (SGB, BSX, ST)
- add DIP switch selection window (NSS) [I may end up punting this one
to v096]
- add more configuration panels (video, audio, timing)
byuu says:
This updates ruby to return shared_pointer<HID::Device> objects instead
of HID::Device* objects. It also fixes an ID bug where joypads were
starting at ID# 2+, but mice were also set to ID# 2. I also revised
nall/hid a lot, with getters and setters instead of stabbing at internal
state. I didn't yet patch nall::string to safely consume nullptr const
char* values, though.
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.
byuu says:
Not an official WIP (a WIP WIP? A meta-WIP?), just throwing in the new
fullscreen code, and I noticed that OpenGL colors in 30-bit mode are all
fucked up now for some strange reason. So I'm just using this snapshot
to debug the issue.
byuu says:
I've completely redone the ethos InputManager and ruby to work on
HID::Device objects instead of one giant scancode pool.
Currently only the udev driver supports the changes to ruby, so only
Linux users will be able to compile and run this WIP build.
The nice thing about the new system is that it's now possible to
uniquely identify controllers, so if you swap out gamepads, you won't
end up with it working but with all the mappings all screwed up. Since
higan lets you map multiple physical inputs to one emulated input, you
can now configure your keyboard and multiple gamepads to the same
emulated input, and then just use whatever controller you want.
Because USB gamepad makers failed to provide unique serial#s with each
controller, we have to limit the mapping to specific USB ports.
Otherwise, we couldn't distinguish two otherwise identical gamepads. So
basically your computer USB ports act like real game console input port
numbers. Which is kind of neat, I guess.
And the really nice thing about the new system is that we now have the
capability to support hotplugging input devices. I haven't yet added
this to any drivers, but I'm definitely going to add it to udev for v094
official.
Finally, with the device ID (vendor ID + product ID) exposed, we gain
one last really cool feature that we may be able to develop more in the
future. Say we created a joypad.bml file to include with higan. In it,
we'd store the Xbox 360 controller, and pre-defined button mappings for
each emulated system. So if higan detects you have an Xbox 360
controller, you can just plug it in and use it. Even better, we can
clearly specify the difference between triggers and analog axes, and
name each individual input. So you'd see "Xbox 360 Gamepad #1: Left
Trigger" instead of higan v093's "JP0::Axis2.Hi"
Note: for right now, ethos' input manager isn't filtering the device IDs
to look pretty. So you're going to see a 64-bit hex value for a device
ID right now instead of something like Joypad#N for now.
byuu says:
Changelog:
- GBA: SOUND_CTL_H is readable, fixes sound effects in Mario&Luigi
Superstar Saga [Cydrak] (note: game is still unplayable due to other
bugs)
- phoenix/Windows: workaround for Win32 API ListView bug, fixes slot
loading behavior
- ruby: added udev driver for Linux with rumble support, and added
rumble support to existing RawInput driver for XInput and DirectInput
- ethos: added new "Rumble" mapping to GBA input assignment, use it to
tell higan which controller to rumble (clear it to disable rumble)
- GBA: Game Boy Player rumble is now fully emulated
- core: added new normalized raw-color palette mode for Display
Emulation shaders
The way rumble was added to ethos was somewhat hackish. The support
doesn't really exist in nall.
I need to redesign the entire input system, but that's not a change
I want to make so close to a release.
byuu says:
Changelog:
- added Cocoa target: higan can now be compiled for OS X Lion
[Cydrak, byuu]
- SNES/accuracy profile hires color blending improvements - fixes
Marvelous text [AWJ]
- fixed a slight bug in SNES/SA-1 VBR support caused by a typo
- added support for multi-pass shaders that can load external textures
(requires OpenGL 3.2+)
- added game library path (used by ananke->Import Game) to
Settings->Advanced
- system profiles, shaders and cheats database can be stored in "all
users" shared folders now (eg /usr/share on Linux)
- all configuration files are in BML format now, instead of XML (much
easier to read and edit this way)
- main window supports drag-and-drop of game folders (but not game files
/ ZIP archives)
- audio buffer clears when entering a modal loop on Windows (prevents
audio repetition with DirectSound driver)
- a substantial amount of code clean-up (probably the biggest
refactoring to date)
One highly desired target for this release was to default to the optimal
drivers instead of the safest drivers, but because AMD drivers don't
seem to like my OpenGL 3.2 driver, I've decided to postpone that. AMD
has too big a market share. Hopefully with v093 officially released, we
can get some public input on what AMD doesn't like.
byuu describes the changes since v067:
This release officially introduces the accuracy and performance cores,
alongside the previously-existing compatibility core. The accuracy core
allows the most accurate SNES emulation ever seen, with every last
processor running at the lowest possible clock synchronization level.
The performance core allows slower computers the chance to finally use
bsnes. It is capable of attaining 60fps in standard games even on an
entry-level Intel Atom processor, commonly found in netbooks.
The accuracy core is absolutely not meant for casual gaming at all. It
is meant solely for getting as close to 100% perfection as possible, no
matter the cost to speed. It should only be used for testing,
development or debugging.
The compatibility core is identical to bsnes v067 and earlier, but is
now roughly 10% faster. This is the default and recommended core for
casual gaming.
The performance core contains an entirely new S-CPU core, with
range-tested IRQs; and uses blargg's heavily-optimized S-DSP core
directly. Although there are very minor accuracy tradeoffs to increase
speed, I am confident that the performance core is still more accurate
and compatible than any other SNES emulator. The S-CPU, S-SMP, S-DSP,
SuperFX and SA-1 processors are all clock-based, just as in the accuracy
and compatibility cores; and as always, there are zero game-specific
hacks. Its compatibility is still well above 99%, running even the most
challenging games flawlessly.
If you have held off from using bsnes in the past due to its system
requirements, please give the performance core a try. I think you will
be impressed. I'm also not finished: I believe performance can be
increased even further.
I would also strongly suggest Windows Vista and Windows 7 users to take
advantage of the new XAudio2 driver by OV2. Not only does it give you
a performance boost, it also lowers latency and provides better sound by
way of skipping an API emulation layer.
Changelog:
- Split core into three profiles: accuracy, compatibility and
performance
- Accuracy core now takes advantage of variable-bitlength integers (eg
uint24_t)
- Performance core uses a new S-CPU core, written from scratch for speed
- Performance core uses blargg's snes_dsp library for S-DSP emulation
- Binaries are now compiled using GCC 4.5
- Added a workaround in the SA-1 core for a bug in GCC 4.5+
- The clock-based S-PPU renderer has greatly improved OAM emulation;
fixing Winter Gold and Megalomania rendering issues
- Corrected pseudo-hires color math in the clock-based S-PPU renderer;
fixing Super Buster Bros backgrounds
- Fixed a clamping bug in the Cx4 16-bit triangle operation [Jonas
Quinn]; fixing Mega Man X2 "gained weapon" star background effect
- Updated video renderer to properly handle mixed-resolution screens
with interlace enabled; fixing Air Strike Patrol level briefing screen
- Added mightymo's 2010-08-19 cheat code pack
- Windows port: added XAudio2 output support [OV2]
- Source: major code restructuring; virtual base classes for processor
- cores removed, build system heavily modified, etc.
byuu says:
Added OV2's XAudio2 driver (it's better and faster than the DirectSound
one)
Fixed DirectInput keypad number codes
Added launcher to make the profiles work
Profiles now called: Accuracy, Compatibility, Performance (not debating
names anymore)
The launcher isn't going to work on OS X because of the .app folder
bullshit (yes, yes, .sfc folders.)
It also crashes on Windows XP for god only knows what reason. Works fine
on Windows 7 and Linux. So XP users, rename the .dll files to .exe to
test this release. I'll fix it on Monday.
The color highlighting fucks up the radio boxes on the Windows classic
theme, because Nokia can't afford a god damn QA team.
Lastly, I forgot to add launcher to the make archive-all command, so the
source for it will be in the next WIP.