byuu says:
Changelog:
- Emulator::Stream now allows adding low-pass and high-pass filters
dynamically
- also accepts a pass# count; each pass is a second-order biquad
butterworth IIR filter
- Emulator::Stream no longer automatically filters out >20KHz
frequencies for all streams
- FC: added 20Hz high-pass filter; 20KHz low-pass filter
- GB: removed simple 'magic constant' high-pass filter of unknown
cutoff frequency (missed this one in the last WIP)
- GB,SGB,GBC: added 20Hz high-pass filter; 20KHz low-pass filter
- MS,GG,MD/PSG: added 20Hz high-pass filter; 20KHz low-pass filter
- MD: added save state support (but it's completely broken for now;
sorry)
- MD/YM2612: fixed Voice#3 per-operator pitch support (fixes sound
effects in Streets of Rage, etc)
- PCE: added 20Hz high-pass filter; 20KHz low-pass filter
- WS,WSC: added 20Hz high-pass filter; 20KHz low-pass filter
So, the point of the low-pass filters is to remove frequencies above
human hearing. If we don't do this, then resampling will introduce
aliasing that results in sounds that are audible to the human ear. Which
basically an annoying buzzing sound. You'll definitely hear the
improvement from these in games like Mega Man 2 on the NES. Of course,
these already existed before, so this WIP won't sound better than
previous WIPs.
The high-pass filters are a little more complicated. Their main role is
to remove DC bias and help to center the audio stream. I don't
understand how they do this at all, but ... that's what everyone who
knows what they're talking about says, thus ... so be it.
I have set all of the high-pass filters to 20Hz, which is below the
limit of human hearing. Now this is where it gets really interesting ...
technically, some of these systems actually cut off a lot of range. For
instance, the GBA should technically use an 800Hz high-pass filter when
output is done through the system's speakers. But of course, if you plug
in headphones, you can hear the lower frequencies.
Now 800Hz ... you definitely can hear. At that level, nearly all of the
bass is stripped out and the audio is very tinny. Just like the real
system. But for now, I don't want to emulate the audio being crushed
that badly.
I'm sticking with 20Hz everywhere since it won't negatively affect audio
quality. In fact, you should not be able to hear any difference between
this WIP and the previous WIP. But theoretically, DC bias should mostly
be removed as a result of these new filters. It may be that we need to
raise the values on some cores in the future, but I don't want to do
that until we know for certain that we have to.
What I can say is that compared to even older WIPs than r15 ... the
removal of the simple one-pole low-pass and high-pass filters with the
newer three-pass, second-order filters should result in much better
attenuation (less distortion of audible frequencies.) Probably not
enough to be noticeable in a blind test, though.
byuu says:
Changelog:
- I caved on the `samples[] = {0.0}` thing, but I'm very unhappy about it
- if it's really invalid C++, then GCC needs to stop accepting it
in strict `-std=c++14` mode
- Emulator::Interface::Information::resettable is gone
- Emulator::Interface::reset() is gone
- FC, SFC, MD cores updated to remove soft reset behavior
- split GameBoy::Interface into GameBoyInterface,
GameBoyColorInterface
- split WonderSwan::Interface into WonderSwanInterface,
WonderSwanColorInterface
- PCE: fixed off-by-one scanline error [hex_usr]
- PCE: temporary hack to prevent crashing when VDS is set to < 2
- hiro: Cocoa: removed (u)int(#) constants; converted (u)int(#)
types to (u)int_(#)t types
- icarus: replaced usage of unique with strip instead (so we don't
mess up frameworks on macOS)
- libco: added macOS-specific section marker [Ryphecha]
So ... the major news this time is the removal of the soft reset
behavior. This is a major!! change that results in a 100KiB diff file,
and it's very prone to accidental mistakes!! If anyone is up for
testing, or even better -- looking over the code changes between v102r01
and v102r02 and looking for any issues, please do so. Ideally we'll want
to test every NES mapper type and every SNES coprocessor type by loading
said games and power cycling to make sure the games are all cleanly
resetting. It's too big of a change for me to cover there not being any
issues on my own, but this is truly critical code, so yeah ... please
help if you can.
We technically lose a bit of hardware documentation here. The soft reset
events do all kinds of interesting things in all kinds of different
chips -- or at least they do on the SNES. This is obviously not ideal.
But in the process of removing these portions of code, I found a few
mistakes I had made previously. It simplifies resetting the system state
a lot when not trying to have all the power() functions call the reset()
functions to share partial functionality.
In the future, the goal will be to come up with a way to add back in the
soft reset behavior via keyboard binding as with the Master System core.
What's going to have to happen is that the key binding will have to send
a "reset pulse" to every emulated chip, and those chips are going to
have to act independently to power() instead of reusing functionality.
We'll get there eventually, but there's many things of vastly greater
importance to work on right now, so it'll be a while. The information
isn't lost ... we'll just have to pull it out of v102 when we are ready.
Note that I left the SNES reset vector simulation code in, even though
it's not possible to trigger, for the time being.
Also ... the Super Game Boy core is still disconnected. To be honest, it
totally slipped my mind when I released v102 that it wasn't connected
again yet. This one's going to be pretty tricky to be honest. I'm
thinking about making a third GameBoy::Interface class just for SGB, and
coming up with some way of bypassing platform-> calls when in this
mode.
byuu says:
Changelog:
- SMS: background VDP clips partial tiles on the left (math may not be
right ... it's hard to reason about)
- SMS: fix background VDP scroll locks
- SMS: fix VDP sprite coordinates
- SMS: paint black after the end of the visible display
- todo: shouldn't be a brute force at the end of the main VDP
loop, should happen in each rendering unit
- higan: removed emulator/debugger.hpp
- higan: removed privileged: access specifier
- SFC: removed debugger hooks
- todo: remove sfc/debugger.hpp
- Z80: fixed disassembly of (fd,dd) cb (displacement) (opcode)
instructions
- Z80: fix to prevent interrupts from firing between ix/iy prefixes
and opcodes
- todo: this is a rather hacky fix that could, if exploited, crash
the stack frame
- Z80: fix BIT flags
- Z80: fix ADD hl,reg flags
- Z80: fix CPD, CPI flags
- Z80: fix IND, INI flags
- Z80: fix INDR, INIT loop flag check
- Z80: fix OUTD, OUTI flags
- Z80: fix OTDR, OTIR loop flag check
byuu says:
(Windows: compile with -fpermissive to silence an annoying error. I'll
fix it in the next WIP.)
I completely replaced the time management system in higan and overhauled
the scheduler.
Before, processor threads would have "int64 clock"; and there would
be a 1:1 relationship between two threads. When thread A ran for X
cycles, it'd subtract X * B.Frequency from clock; and when thread B ran
for Y cycles, it'd add Y * A.Frequency from clock. This worked well
and allowed perfect precision; but it doesn't work when you have more
complicated relationships: eg the 68K can sync to the Z80 and PSG; the
Z80 to the 68K and PSG; so the PSG needs two counters.
The new system instead uses a "uint64 clock" variable that represents
time in attoseconds. Every time the scheduler exits, it subtracts
the smallest clock count from all threads, to prevent an overflow
scenario. The only real downside is that rounding errors mean that
roughly every 20 minutes, we have a rounding error of one clock cycle
(one 20,000,000th of a second.) However, this only applies to systems
with multiple oscillators, like the SNES. And when you're in that
situation ... there's no such thing as a perfect oscillator anyway. A
real SNES will be thousands of times less out of spec than 1hz per 20
minutes.
The advantages are pretty immense. First, we obviously can now support
more complex relationships between threads. Second, we can build a
much more abstracted scheduler. All of libco is now abstracted away
completely, which may permit a state-machine / coroutine version of
Thread in the future. We've basically gone from this:
auto SMP::step(uint clocks) -> void {
clock += clocks * (uint64)cpu.frequency;
dsp.clock -= clocks;
if(dsp.clock < 0 && !scheduler.synchronizing()) co_switch(dsp.thread);
if(clock >= 0 && !scheduler.synchronizing()) co_switch(cpu.thread);
}
To this:
auto SMP::step(uint clocks) -> void {
Thread::step(clocks);
synchronize(dsp);
synchronize(cpu);
}
As you can see, we don't have to do multiple clock adjustments anymore.
This is a huge win for the SNES CPU that had to update the SMP, DSP, all
peripherals and all coprocessors. Likewise, we don't have to synchronize
all coprocessors when one runs, now we can just synchronize the active
one to the CPU.
Third, when changing the frequencies of threads (think SGB speed setting
modes, GBC double-speed mode, etc), it no longer causes the "int64
clock" value to be erroneous.
Fourth, this results in a fairly decent speedup, mostly across the
board. Aside from the GBA being mostly a wash (for unknown reasons),
it's about an 8% - 12% speedup in every other emulation core.
Now, all of this said ... this was an unbelievably massive change, so
... you know what that means >_> If anyone can help test all types of
SNES coprocessors, and some other system games, it'd be appreciated.
----
Lastly, we have a bitchin' new about screen. It unfortunately adds
~200KiB onto the binary size, because the PNG->C++ header file
transformation doesn't compress very well, and I want to keep the
original resource files in with the higan archive. I might try some
things to work around this file size increase in the future, but for now
... yeah, slightly larger archive sizes, sorry.
The logo's a bit busted on Windows (the Label control's background
transparency and alignment settings aren't working), but works well on
GTK. I'll have to fix Windows before the next official release. For now,
look on my Twitter feed if you want to see what it's supposed to look
like.
----
EDIT: forgot about ICD2::Enter. It's doing some weird inverse
run-to-save thing that I need to implement support for somehow. So, save
states on the SGB core probably won't work with this WIP.
byuu says:
Changelog:
- moved Thread, Scheduler, Cheat functionality into emulator/ for
all cores
- start of actual Mega Drive emulation (two 68K instructions)
I'm going to be rather terse on MD emulation, as it's too early for any
meaningful dialogue here.
byuu says:
Changelog:
- Emulator::Interface::Medium::bootable removed
- Emulator::Interface::load(bool required) argument removed
[File::Required makes no sense on a folder]
- Super Famicom.sys now has user-configurable properties (CPU,PPU1,PPU2
version; PPU1 VRAM size, Region override)
- old nall/property removed completely
- volatile flags supported on coprocessor RAM files now (still not in
icarus, though)
- (hopefully) fixed SNES Multitap support (needs testing)
- fixed an OAM tiledata range clipping limit in 128KiB VRAM mode (doesn't
fix Yoshi's Island, sadly)
- (hopefully, again) fixed the input polling bug hex_usr reported
- re-added dialog box for when File::Required files are missing
- really cool: if you're missing a boot ROM, BIOS ROM, or IPL ROM,
it warns you immediately
- you don't have to select a game before seeing the error message
anymore
- fixed cheats.bml load/save location
byuu says:
Changelog:
- improved attenuation of biquad filter by computing butterworth Q
coefficients correctly (instead of using the same constant)
- adding 1e-25 to each input sample into the biquad filters to try and
prevent denormalization
- updated normalization from [0.0 to 1.0] to [-1.0 to +1.0]; volume/reverb
happen in floating-point mode now
- good amount of work to make the base Emulator::Audio support any number
of output channels
- so that we don't have to do separate work on left/right channels;
and can instead share the code for each channel
- Emulator::Interface::audioSample(int16 left, int16 right); changed to:
- Emulator::Interface::audioSample(double* samples, uint channels);
- samples are normalized [-1.0 to +1.0]
- for now at least, channels will be the value given to
Emulator::Audio::reset()
- fixed GUI crash on startup when audio driver is set to None
I'm probably going to be updating ruby to accept normalized doubles as
well; but I'm not sure if I will try and support anything other 2-channel
audio output. It'll depend on how easy it is to do so; perhaps it'll be
a per-driver setting.
The denormalization thing is fierce. If that happens, it drops the
emulator framerate from 220fps to about 20fps for Game Boy emulation. And
that happens basically whenever audio output is silent. I'm probably
also going to make a nall/denormal.hpp file at some point with
platform-specific functionality to set the CPU state to "denormals as
zero" where applicable. I'll still add the 1e-25 offset (inaudible)
as another fallback.
byuu says:
Changelog:
- GB: support modeSelect and RAM for MBC1M (Momotarou Collection)
- audio: implemented native resampling support into Emulator::Stream
- audio: removed nall::DSP completely
Unfortunately, the new resampler didn't turn out quite as fast as I had
hoped. The final hermite resampling added some overhead; and I had to
bump up the kernel count to 500 from 400 to get the buzzing to go away
on my main PC. I think that's due to it running at 48000hz output
instead of 44100hz output, maybe?
Compared to Ryphecha's:
(NES) Mega Man 2: 167fps -> 166fps
(GB) Mega Man II: 224fps -> 200fps
(WSC) Riviera: 143fps -> 151fps
Odd that the WS/WSC ends up faster while the DMG/CGB ends up slower.
But this knocks 922 lines down to 146 lines. The only files left in all
of higan not written (or rewritten) by me are ruby/xaudio2.h and
libco/ppc.c
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.
byuu says:
Changelog:
- SFC: fixed behavior of 21fx $21fe register when no device is connected
(must return zero)
- SFC: reduced 21fx buffer size to 1024 bytes in both directions to
mirror the FT232H we are using
- SFC: eliminated dsp/modulo-array.hpp [1]
- higan: implemented higan/video interface and migrated all cores to it
[2]
[1] the echo history buffer was 8-bytes, so there was no need for it at
all here. Not sure what I was thinking. The BRR buffer was 12-bytes, and
has very weird behavior ... but there's only a single location in the
code where it actually writes to this buffer. It's much easier to just
write to the buffer three times there instead of implementing an entire
class just to abstract away two lines of code. This change actually
boosted the speed from ~124.5fps to around ~127.5fps, but that's within
the margin of error for GCC. I doubt it's actually faster this way.
The DSP core could really use a ton of work. It comes from a port of
blargg's spc_dsp to my coding style, but he was extremely fond of using
32-bit signed integers everywhere. There's a lot of opportunity to
remove red tape masking by resizing the variables to their actual state
sizes.
I really need to find where I put spc_dsp6.sfc from blargg. It's a great
test to verify if I've made any mistakes in my implementation that would
cause regressions. Don't suppose anyone has it?
[2] so again, the idea is that higan/audio and higan/video are going to
sit between the emulation cores and the user interfaces. The hope is to
output raw encoding data from the emulation cores without having to
worry about the video display format (generally 24-bit RGB) of the host
display. And also to avoid having to repeat myself with eg three
separate implementations of interframe blending, and so on.
Furthermore, the idea is that the user interface can configure its side
of the settings, and the emulation cores can configure their sides.
Thus, neither has to worry about the other end. And now we can spin off
new user interfaces much easier without having to mess with all of these
things.
Right now, I've implemented color emulation, interframe blending and
SNES horizontal color bleed. I did not implement scanlines (and
interlace effects for them) yet, but I probably will at some point.
Further, for right now, the WonderSwan/Color screen rotation is busted
and will only show games in the horizontal orientation. Obviously this
must be fixed before the next official release, but I'll want to think
about how to implement it.
Also, the SNES light gun pointers are missing for now.
Things are a bit messy right now as I've gone through several revisions
of how to handle these things, so a good house cleaning is in order once
everything is feature-complete again. I need to sit down and think
through how and where I want to handle things like light gun cursors,
LCD icons, and maybe even rasterized text messages.
And obviously ... higan/audio is still just nall::DSP's headers. I need
to revamp that whole interface. I want to make it quite powerful with
a true audio mixer so I can handle things like
SNES+SGB+MSU1+Voicer-Kun+SNES-CD (five separate audio streams at once.)
The video system has the concept of "effects" for things like color
bleed and interframe blending. I want to extend on this with useful
other effects, such as NTSC simulation, maybe bringing back my mini-HQ2x
filter, etc. I'd also like to restore the saturation/gamma/luma
adjustment sliders ... I always liked allowing people to compensate for
their displays without having to change settings system-wide. Lastly,
I've always wanted to see some audio effects. Although I doubt we'll
ever get my dream of CoreAudio-style profiles, I'd like to get some
basic equalizer settings and echo/reverb effects in there.
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.
byuu says:
Changelog:
- WS: fixed sprite window clipping (again)
- WS: don't set IRQ status bits of IRQ enable bits are clear
- SFC: signed/unsigned -> int/uint for DSP core
- SFC: removed eBoot
- SFC: added 21fx (not the same as the old precursor to MSU1; just
reusing the name)
Note: XI Little doesn't seem to be fixed after all ... but the other
three are. So I guess we're at 13 bugs :( And holy shit that music when
you choose a menu option is one of the worst sounds I've ever heard in
my life >_<
byuu says:
This is a few days old, but oh well.
This WIP changes nall,hiro,ruby,icarus back to (u)int(8,16,32,64)_t.
I'm slowly pushing for (u)int(8,16,32,64) to use my custom
Integer<Size>/Natural<Size> classes instead. But it's going to be one
hell of a struggle to get that into higan.
byuu says:
I refactored my schedulers. Added about ten lines to each scheduler, and
removed about 100 lines of calling into internal state in the scheduler
for the FC,SFC cores and about 30-40 lines for the other cores. All of
its state is now private.
Also reworked all of the entry points to static auto Enter() and auto
main(). Where Enter() handles all the synchronization stuff, and main()
doesn't need the while(true); loop forcing another layer of indentation
everywhere.
Took a few hours to do, but totally worth it. I'm surprised I didn't do
this sooner.
Also updated icarus gmake install rule to copy over the database.
byuu says:
Note: balanced/performance profiles still broken, sorry.
Changelog:
- added nall/GNUmakefile unique() function; used on linking phase of
higan
- added nall/unique_pointer
- target-tomoko and {System}::Video updated to use
unique_pointer<ClassName> instead of ClassName* [1]
- locate() updated to search multiple paths [2]
- GB: pass gekkio's if_ie_registers and boot_hwio-G test ROMs
- FC, GB, GBA: merge video/ into the PPU cores
- ruby: fixed ~AudioXAudio2() typo
[1] I expected this to cause new crashes on exit due to changing the
order of destruction of objects (and deleting things that weren't
deleted before), but ... so far, so good. I guess we'll see what crops
up, especially on OS X (which is already crashing for unknown reasons on
exit.)
[2] right now, the search paths are: programpath(), {configpath(),
"higan/"}, {localpath(), "higan/"}; but we can add as many more as we
want, and we can also add platform-specific versions.
byuu says:
A minor WIP to get us started.
Changelog:
- System::Video merged to PPU::Video
- System::Audio merged to DSP::Audio
- System::Configuration merged to Interface::Settings
- created emulator/emulator.cpp and accompanying object file for shared
code between all cores
Currently, emulator.cpp just holds a videoColor() function that takes
R16G16B16, performs gamma/saturation/luma adjust, and outputs
(currently) A8R8G8B8. It's basically an internal function call for cores
to use when generating palette entries. This code used to exist inside
ui-tomoko/program/interface.cpp, but we have to move it internal for
software display emulation. But in the future, we could add other useful
cross-core functionality here.
byuu says:
Changelog:
- restructured the project and removed a whole bunch of old/dead
directives from higan/GNUmakefile
- huge amounts of work on hiro/cocoa (compiles but ~70% of the
functionality is commented out)
- fixed a masking error in my ARM CPU disassembler [Lioncash]
- SFC: decided to change board cic=(411,413) back to board
region=(ntsc,pal) ... the former was too obtuse
If you rename Boolean (it's a problem with an include from ruby, not
from hiro) and disable all the ruby drivers, you can compile an
OS X binary, but obviously it's not going to do anything.
It's a boring WIP, I just wanted to push out the project structure
change now at the start of this WIP cycle.
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 says:
This will be another massive diff from the previous version.
All of higan was updated to use the new foo& bar syntax, and I also
updated switch statements to be consistent as well (but not in the
disassemblers, was starting to get an RSI just from what I already did.)
phoenix/{windows, cocoa, qt} need to be updated to use "string foo"
instead of "const string& foo", and after that, the major diffs should
be finished.
This archive is the first time I'm posting my copy-on-write,
size+capacity nall::string class, so any feedback on that is welcome as
well.
byuu says:
Basically just a project rename, with s/bsnes/higan and the new icon
from lowkee added in.
It won't compile on Windows because I forgot to update the resource.rc
file, and a path transform command isn't working on Windows.
It was really just meant as a starting point, so that v091 WIPs can flow
starting from .00 with the new name (it overshadows bsnes v091, so
publicly speaking this "shouldn't exist" and will probably be deleted
from Google Code when v092 is ready.)