mirror of https://github.com/bsnes-emu/bsnes.git
49 Commits
Author | SHA1 | Message | Date |
---|---|---|---|
Tim Allen | 3517d5c4a4 |
Update to v103r02 release.
byuu says: Changelog: - fc/apu: improved phase duty cycle emulation (mode 3 is 25% phase inverted; counter decrements) - md/apu: power/reset do not cancel 68K bus requests - md/apu: 68K is not granted bus access on Z80 power/reset - md/controller: replaced System::Peripherals with ControllerPort concept - md/controller: CTRL port is now read-write, maintains value across controller changes (and soon, soft resets) - md/psg: PSG sampling rate unintentionally modified¹ - processor/spc700: improve cycle timing of (indirect),y instructions [Overload] - processor/spc700: idle() cycles actually read from the program counter; much like the 6502 [Overload] - some of the idle() cycles should read from other addresses; this still needs to be supported - processor/spc700: various cleanups to instruction function naming - processor/z80: prefix state (HL→IX,IY override) can now be serialized - icarus: fix install rule for certain platforms (it wasn't buggy on FreeBSD, but was on Linux?) ¹: the clock speed of the PSG is oscillator/15. But I was setting the sampling rate to oscillator/15/16, which was around 223KHz. I am not sure whether the PSG should be outputting at 3MHz or 223KHz. Amazingly ... I don't really hear a difference either way `o_O` I didn't actually mean to make this change; I just noticed it after comparing the diff between r01 and r02. If this turns out to be wrong, set stream = Emulator::audio.createStream(1, frequency() / 16.0); in md/psg.cpp to revert this change. |
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Tim Allen | 82c58527c3 |
Update to v102r17 release.
byuu says: Changelog: - GBA: process audio at 2MHz instead of 32KHz¹ - MD: do not allow the 68K to stop the Z80, unless it has been granted bus access first - MD: do not reset bus requested/granted signals when the 68K resets the Z80 - the above two fix The Lost Vikings - MD: clean up the bus address decoding to be more readable - MD: add support for a13000-a130ff (#TIME) region; pass to cartridge I/O² - MD: emulate SRAM mapping used by >16mbit games; bank mapping used by >32mbit games³ - MD: add 'reset pending' flag so that loading save states won't reload 68K PC, SP registers - this fixes save state support ... mostly⁴ - MD: if DMA is not enabled, do not allow CD5 to be set [Cydrak] - this fixes in-game graphics for Ristar. Title screen still corrupted on first run - MD: detect and break sprite lists that form an infinite loop [Cydrak] - this fixes the emulator from dead-locking on certain games - MD: add DC offset to sign DAC PCM samples [Cydrak] - this improves audio in Sonic 3 - MD: 68K TAS has a hardware bug that prevents writing the result back to RAM - this fixes Gargoyles - MD: 68K TRAP should not change CPU interrupt level - this fixes Shining Force II, Shining in the Darkness, etc - icarus: better SRAM heuristics for Mega Drive games Todo: - need to serialize the new cartridge ramEnable, ramWritable, bank variables ¹: so technically, the GBA has its FIFO queue (raw PCM), plus a GB chipset. The GB audio runs at 2MHz. However, I was being lazy and running the sequencer 64 times in a row, thus decimating the audio to 32KHz. But simply discarding 63 out of every 64 samples resorts in muddier sound with more static in it. However ... increasing the audio thread processing intensity 64-fold, and requiring heavy-duty three-chain lowpass and highpass filters is not cheap. For this bump in sound quality, we're eating a loss of about 30% of previous performance. Also note that the GB audio emulation in the GBA core still lacks many of the improvements made to the GB core. I was hoping to complete the GB enhancements, but it seems like I'm never going to pass blargg's psychotic edge case tests. So, first I want to clean up the GB audio to my current coding standards, and then I'll port that over to the GBA, which should further increase sound quality. At that point, it sound exceed mGBA's audio quality (due to the ridiculously high sampling rate and strong-attenuation audio filtering.) ²: word writes are probably not handled correctly ... but games are only supposed to do byte writes here. ³: the SRAM mapping is used by games like "Story of Thor" and "Phantasy Star IV." Unfortunately, the former wasn't released in the US and is region protected. So you'll need to change the NTSU to NTSCJ in md/system/system.cpp in order to boot it. But it does work nicely now. The write protection bit is cleared in the game, and then it fails to write to SRAM (soooooooo many games with SRAM write protection do this), so for now I've had to disable checking that bit. Phantasy Star IV has a US release, but sadly the game doesn't boot yet. Hitting some other bug. The bank mapping is pretty much just for the 40mbit Super Street Fighter game. It shows the Sega and Capcom logos now, but is hitting yet another bug and deadlocking. For now, I emulate the SRAM/bank mapping registers on all cartridges, and set sane defaults. So long as games don't write to $a130XX, they should all continue to work. But obviously, we need to get to a point where higan/icarus can selectively enable these registers on a per-game basis. ⁴: so, the Mega Drive has various ways to lock a chip until another chip releases it. The VDP can lock the 68K, the 68K can lock the Z80, etc. If this happens when you save a state, it'll dead-lock the emulator. So that's obviously a problem that needs to be fixed. The fix will be nasty ... basically, bypassing the dead-lock, creating a miniature, one-instruction-long race condition. Extremely unlikely to cause any issues in practice (it's only a little worse than the SNES CPU/SMP desync), but ... there's nothing I can do about it. So you'll have to take it or leave it. But yeah, for now, save states may lock up the emulator. I need to add code to break the loops when in the process of creating a save state still. |
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Tim Allen | 1cab2dfeb8 |
Update to v102r11 release.
byuu says: Changelog: - MD: connected 32KB cartridge RAM up to every Genesis game under 2MB loaded¹ - MS, GG, MD: improved PSG noise channel emulation, hopefully² - MS, GG, MD: lowered PSG volume so that the lowpass doesn't clamp samples³ - MD: added read/write handlers for VRAM, VSRAM, CRAM - MD: block VRAM copy when CD4 is clear⁴ - MD: rewrote VRAM fill, VRAM copy to be byte-based⁵ - MD: VRAM fill byte set should fall through to regular data port write handler⁶ ¹: the header parsing for backup RAM is really weird. It's spaces when not used, and seems to be 0x02000001-0x02003fff for the Shining games. I don't understand why it starts at 0x02000001 instead of 0x02000000. So I'm just forcing every game to have 32KB of RAM for now. There's also special handling for ROMs > 2MB that also have RAM (Phantasy Star IV, etc) where there's a toggle to switch between ROM and RAM. For now, that's not emulated. I was hoping the Shining games would run after this, but they're still dead-locking on me :( ²: Cydrak pointed out some flaws in my attempt to implement what he had. I was having trouble understanding what he meant, so I went back and read the docs on the sound chip and tried implementing the counter the way the docs describe. Hopefully I have this right, but I don't know of any good test ROMs to make sure my noise emulation is correct. The docs say the shifted-out value goes to the output instead of the low bit of the LFSR, so I made that change as well. I think I hear the noise I'm supposed to in Sonic Marble Zone now, but it seems like it's not correct in Green Hill Zone, adding a bit of an annoying buzz to the background music. Maybe it sounds better with the YM2612, but more likely, I still screwed something up :/ ³: it's set to 50% range for both cores right now. For the MD, it will need to be 25% once YM2612 emulation is in. ⁴: technically, this deadlocks the VDP until a hard reset. I could emulate this, but for now I just don't do the VRAM copy in this case. ⁵: VSRAM fill and CRAM fill not supported in this new mode. They're technically undocumented, and I don't have good notes on how they work. I've been seeing conflicting notes on whether the VRAM fill buffer is 8-bits or 16-bits (I chose 8-bits), and on whether you write the low byte and then high byte of each words, or the high byte and then low byte (I chose the latter.) The VRAM copy improvements fix the opening text in Langrisser II, so that's great. ⁶: Langrisser II sets the transfer length to one less than needed to fill the background letter tile on the scenario overview screen. After moving to byte-sized transfers, a black pixel was getting stuck there. So effectively, VRAM fill length becomes DMA length + 1, and the first byte uses the data port so it writes a word value instead of just a byte value. Hopefully this is all correct, although it probably gets way more complicated with the VDP FIFO. |
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Tim Allen | fa6cbac251 |
Update to v102r06 release.
byuu says: Changelog: - added higan/emulator/platform.hpp (moved out Emulator::Platform from emulator/interface.hpp) - moved gmake build paramter to nall/GNUmakefile; both higan and icarus use it now - added build=profile mode - MD: added the region select I/O register - MD: started to add region selection support internally (still no external select or PAL support) - PCE: added cycle stealing when reading/writing to the VDC or VCE; and when using ST# instructions - PCE: cleaned up PSG to match the behavior of Mednafen (doesn't improve sound at all ;_;) - note: need to remove loadWaveSample, loadWavePeriod - HuC6280: ADC/SBC decimal mode consumes an extra cycle; does not set V flag - HuC6280: block transfer instructions were taking one cycle too many - icarus: added code to strip out PC Engine ROM headers - hiro: added options support to BrowserDialog The last one sure ended in failure. The plan was to put a region dropdown directly onto hiro::BrowserDialog, and I had all the code for it working. But I forgot one important detail: the system loads cartridges AFTER powering on, so even though I could technically change the system region post-boot, I'd rather not do so. So that means we have to know what region we want before we even select a game. Shit. |
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Tim Allen | 186f008574 |
Update to v102r03 release.
byuu says: Changelog: - PCE: split VCE from VDC - HuC6280: changed bus from (uint21 addr) to (uint8 bank, uint13 addr) - added SuperGrafx emulation (adds secondary VDC, plus new VPC) The VDC now has no concept of the actual display raster timing, and instead is driven by Vpulse (start of frame) and Hpulse (start of scanline) signals from the VCE. One still can't render the start of the next scanline onto the current scanline through overly aggressive timings, but it shouldn't be too much more difficult to allow that to occur now. This process incurs quite a major speed hit, so low-end systems with Atom CPUs can't run things at 60fps anymore. The timing needs a lot of work. The pixels end up very jagged if the VCE doesn't output batches of 2-4 pixels at a time. But this should not be a requirement at all, so I'm not sure what's going wrong there. Yo, Bro and the 512-width mode of TV Sports Basketball is now broken as a result of these changes, and I'm not sure why. To load SuperGrafx games, you're going to have to change the .pce extensions to .sg or .sgx. Or you can manually move the games from the PC Engine folder to the SuperGrafx folder and change the game folder extensions. I have no way to tell the games apart. Mednafen uses CRC32 comparisons, and I may consider that since there's only five games, but I'm not sure yet. The only SuperGrafx game that's playable right now is Aldynes. And the priorities are all screwed up. I don't understand how the windows or the priorities work at all from sgxtech.txt, so ... yeah. It's pretty broken, but it's a start. I could really use some help with this, as I'm very lost right now with rendering :/ ----- Note that the SuperGrafx is technically its own system, it's not an add-on. As such, I'm giving it a separate .sys folder, and a separate library. There's debate over how to name this thing. "SuperGrafx" appears more popular than "Super Grafx". And you might also call it the "PC Engine SuperGrafx", but I decided to leave off the prefix so it appears more distinct. |
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Tim Allen | bdc100e123 |
Update to v102r02 release.
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. |
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Tim Allen | 26bd7590ad |
Update to v101r32 release.
byuu says: Changelog: - SMS: fixed controller connection bug - SMS: fixed Z80 reset bug - PCE: emulated HuC6280 MMU - PCE: emulated HuC6280 RAM - PCE: emulated HuCard ROM reading - PCE: implemented 178 instructions - tomoko: removed "soft reset" functionality - tomoko: moved "power cycle" to just above "unload" option I'm not sure of the exact number of HuC6280 instructions, but it's less than 260. Many of the ones I skipped are HuC6280-originals that I don't know how to emulate just yet. I'm also really unsure about the zero page stuff. I believe we should be adding 0x2000 to the addresses to hit page 1, which is supposed to be mapped to the zero page (RAM). But when I look at turboEMU's source, I have no clue how the hell it could possibly be doing that. It looks to be reading from page 0, which is almost always ROM, which would be ... really weird. I also don't know if I've emulated the T mode opcodes correctly or not. The documentation on them is really confusing. |
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Tim Allen | 0ad70a30f8 |
Update to v101r30 release.
byuu says: Changelog: - SMS: added cartridge ROM/RAM mirroring (fixes Alex Kidd) - SMS: fixed 8x16 sprite mode (fixes Wonder Boy, Ys graphics) - Z80: emulated "ex (sp),hl" instruction - Z80: fixed INx NF (should be set instead of cleared) - Z80: fixed loop condition check for CPxR, INxR, LDxR, OTxR (fixes walking in Wonder Boy) - SFC: removed Debugger and sfc/debugger.hpp - icarus: connected MS, GG, MD importing to the scan dialog - PCE: added emulation skeleton to higan and icarus At this point, Master System games are fairly highly compatible, sans audio. Game Gear games are running, but I need to crop the resolution and support the higher color palette that they can utilize. It's really something else the way they handled the resolution shrink on that thing. The last change is obviously going to be the biggest news. I'm very well aware it's not an ideal time to start on a new emulation core, with the MS and MD cores only just now coming to life with no audio support. But, for whatever reason, my heart's really set on working on the PC Engine. I wanted to write the final higan skeleton core, and get things ready so that whenever I'm in the mood to work on the PCE, I can do so. The skeleton is far and away the most tedious and obnoxious part of the emulator development, because it's basically all just lots of boilerplate templated code, lots of new files to create, etc. I really don't know how things are going to proceed ... but I can say with 99.9% certainty that this will be the final brand new core ever added to higan -- at least one written by me, that is. This was basically the last system from my childhood that I ever cared about. It's the last 2D system with games that I really enjoy playing. No other system is worth dividing my efforts and reducing the quality and amount of time to work on the systems I have. In the future, there will be potential for FDS, Mega CD and PCE-CD support. But those will all be add-ons, and they'll all be really difficult and challenge the entire design of higan's UI (it's entirely cartridge-driven at this time.) None of them will be entirely new cores like this one. |
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Tim Allen | 569f5abc28 |
Update to v101r27 release.
byuu says: Changelog: - SMS: emulated the generic Sega memory mapper (none of the more limited forms of it yet) - (missing ROM shift, ROM write enable emulation -- no commercial games use either, though) - SMS: bus I/O returns 0xff instead of 0x00 so games don't think every key is being pressed at once - (this is a hack until I implement proper controller pad reading) - SMS: very limited protection against reading/writing past the end of ROM/RAM (todo: should mirror) - SMS: VDP background HSCROLL subtracts, rather than adds, to the offset (unlike VSCROLL) - SMS: VDP VSCROLL is 9-bit, modulates voffset+vscroll to 224 in 192-line mode (32x28 tilemap) - SMS: VDP tiledata for backgrounds and sprites use `7-(x&7)` rather than `(x&7)` - SMS: fix output color to be 6-bit rather than 5-bit - SMS: left clip uses register `#7`, not palette color `#7` - (todo: do we want `color[reg7]` or `color[16 + reg7]`?) - SMS: refined handling of 0xcb, 0xed prefixes in the Z80 core and its disassembler - SMS: emulated (0xfd, 0xdd) 0xcb opcodes 0x00-0x0f (still missing 0x10-0xff) - SMS: fixed 0xcb 0b-----110 opcodes to use direct HL and never allow (IX,IY)+d - SMS: fixed major logic bug in (IX,IY)+d displacement - (was using `read(x)` instead of `operand()` for the displacement byte fetch before) - icarus: fake there always being 32KiB of RAM in all SMS cartridges for the time being - (not sure how to detect this stuff yet; although I've read it's not even really possible `>_>`) TODO: remove processor/z80/dissassembler.cpp code block at line 396 (as it's unnecessary.) Lots of commercial games are starting to show trashed graphical output now. |
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Tim Allen | 5bdf55f08f |
Update to v101r25 release.
byuu says: Changelog: - SMS: emulated VDP mode 4 graphical output (background, sprites) - added $(windres) to icarus as well I'm sure the VDP emulation is still really, really buggy, but essentially I handle: - mode 4 rendering - background scrolling - background hscroll lock - background vscroll lock - background nametable relocation - sprite nametable relocation - sprite tiledata relocation - sprite 192-line y=0xd0 edge case (end sprite rendering) - sprite 8-pixel x-coordinate displacement - sprite extended size (height only in mode 4) - sprite overflow - sprite collision - left column masking - display disable - backdrop color - 192, 224, 240 height I do not support: - mode 2 rendering - sprite zoom - disallowing 240 height in NTSC mode - PAL mode - probably lots more |
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Tim Allen | f3e67da937 |
Update to v101r19 release.
byuu says: Changelog: - added \~130 new PAL games to icarus (courtesy of Smarthuman and aquaman) - added all three Korean-localized games to icarus - sfc: removed SuperDisc emulation (it was going nowhere) - sfc: fixed MSU1 regression where the play/repeat flags were not being cleared on track select - nall: cryptography support added; will be used to sign future databases (validation will always be optional) - minor shims to fix compilation issues due to nall changes The real magic is that we now have 25-30% of the PAL SNES library in icarus! Signing will be tricky. Obviously if I put the public key inside the higan archive, then all anyone has to do is change that public key for their own releases. And if you download from my site (which is now over HTTPS), then you don't need the signing to verify integrity. I may just put the public key on my site on my site and leave it at that, we'll see. |
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Tim Allen | c6fc15f8d2 |
Update to v101r18 release.
byuu says: Changelog: - added 30 new PAL games to icarus (courtesy of Mikerochip) - new version of libco no longer requires mprotect nor W|X permissions - nall: default C compiler to -std=c11 instead of -std=c99 - nall: use `-fno-strict-aliasing` during compilation - updated nall/certificates (hopefully for the last time) - updated nall/http to newer coding conventions - nall: improve handling of range() function I didn't really work on higan at all, this is mostly just a release because lots of other things have changed. The most interesting is `-fno-strict-aliasing` ... basically, it joins `-fwrapv` as being "stop the GCC developers from doing *really* evil shit that could lead to security vulnerabilities or instabilities." For the most part, it's a ~2% speed penalty for higan. Except for the Sega Genesis, where it's a ~10% speedup. I have no idea how that's possible, but clearly something's going very wrong with strict aliasing on the Genesis core. So ... it is what it is. If you need the performance for the non-Genesis cores, you can turn it off in your builds. But I'm getting quite sick of C++'s "surprises" and clever compiler developers, so I'm keeping it on in all of my software going forward. |
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Tim Allen | 4d2e17f9c0 |
Update to v101r09 release.
byuu says: Sorry, two WIPs in one day. Got excited and couldn't wait. Changelog: - ADDQ, SUBQ shouldn't update flags when targeting an address register - ADDA should sign extend effective address reads - JSR was pushing the PC too early - some improvements to 8-bit register reads on the VDP (still needs work) - added H/V counter reads to the VDP IO port region - icarus: added support for importing Master System and Game Gear ROMs - tomoko: added library sub-menus for each manufacturer - still need to sort Game Gear after Mega Drive somehow ... The sub-menu system actually isn't all that bad. It is indeed a bit more annoying, but not as annoying as I thought it was going to be. However, it looks a hell of a lot nicer now. |
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Tim Allen | f5e5bf1772 |
Update to v100r16 release.
byuu says: (Windows users may need to include <sys/time.h> at the top of nall/chrono.hpp, not sure.) Unchangelog: - forgot to add the Scheduler clock=0 fix because I have the memory of a goldfish Changelog: - new icarus database with nine additional games - hiro(GTK,Qt) won't constantly write its settings.bml file to disk anymore - added latency simulator for fun (settings.bml => Input/Latency in milliseconds) So the last one ... I wanted to test out nall::chrono, and I was also thinking that by polling every emulated frame, it's pretty wasteful when you are using Fast Forward and hitting 200+fps. As I've said before, calls to ruby::input::poll are not cheap. So to get around this, I added a limiter so that if you called the hardware poll function within N milliseconds, it'll return without doing any actual work. And indeed, that increases my framerate of Zelda 3 uncapped from 133fps to 142fps. Yay. But it's not a "real" speedup, as it only helps you when you exceed 100% speed (theoretically, you'd need to crack 300% speed since the game itself will poll at 16ms at 100% speed, but yet it sped up Zelda 3, so who am I to complain?) I threw the latency value into the settings file. It should be 16, but I set it to 5 since that was the lowest before it started negatively impacting uncapped speeds. You're wasting your time and CPU cycles setting it lower than 5, but if people like placebo effects it might work. Maybe I should let it be a signed integer so people can set it to -16 and think it's actually faster :P (I'm only joking. I took out the 96000hz audio placebo effect as well. Not really into psychological tricks anymore.) But yeah seriously, I didn't do this to start this discussion again for the billionth time. Please don't go there. And please don't tell me this WIP has higher/lower latency than before. I don't want to hear it. The only reason I bring it up is for the fun part that is worth discussing: put up or shut up time on how sensitive you are to latency! You can set the value above 5 to see how games feel. I personally can't really tell a difference until about 50. And I can't be 100% confident it's worse until about 75. But ... when I set it to 150, games become "extra difficult" ... the higher it goes, the worse it gets :D For this WIP, I've left no upper limit cap. I'll probably set a cap of something like 500ms or 1000ms for the official release. Need to balance user error/trolling with enjoyability. I'll think about it. [...] Now, what I worry about is stupid people seeing it and thinking it's an "added latency" setting, as if anyone would intentionally make things worse by default. This is a limiter. So if 5ms have passed since the game last polled, and that will be the case 99.9% of the time in games, the next poll will happen just in time, immediately when the game polls the inputs. Thus, a value below 1/<framerate>ms is not only pointless, if you go too low it will ruin your fast forward max speeds. I did say I didn't want to resort to placebo tricks, but I also don't want to spark up public discussion on this again either. So it might be best to default Input/Latency to 0ms, and internally have a max(5, latency) wrapper around the value. |
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Tim Allen | 76a8ecd32a |
Update to v100r03 release.
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. |
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Tim Allen | 3dd1aa9c1b |
Update to v100r02 release.
byuu says: Sigh ... I'm really not a good person. I'm inherently selfish. My responsibility and obligation right now is to work on loki, and then on the Tengai Makyou Zero translation, and then on improving the Famicom emulation. And yet ... it's not what I really want to do. That shouldn't matter; I should work on my responsibilities first. Instead, I'm going to be a greedy, self-centered asshole, and work on what I really want to instead. I'm really sorry, guys. I'm sure this will make a few people happy, and probably upset even more people. I'm also making zero guarantees that this ever gets finished. As always, I wish I could keep these things secret, so if I fail / give up, I could just drop it with no shame. But I would have to cut everyone out of the WIP process completely to make it happen. So, here goes ... This WIP adds the initial skeleton for Sega Mega Drive / Genesis emulation. God help us. (minor note: apparently the new extension for Mega Drive games is .md, neat. That's what I chose for the folders too. I thought it was .smd, so that'll be fixed in icarus for the next WIP.) (aside: this is why I wanted to get v100 out. I didn't want this code in a skeleton state in v100's source. Nor did I want really broken emulation, which the first release is sure to be, tarring said release.) ... So, basically, I've been ruminating on the legacy I want to leave behind with higan. 3D systems are just plain out. I'm never going to support them. They're too complex for my abilities, and they would run too slowly with my design style. I'm not willing to compromise my design ideals. And I would never want to play a 3D game system at native 240p/480i resolution ... but 1080p+ upscaling is not accurate, so that's a conflict I want to avoid entirely. It's also never going to emulate computer systems (X68K, PC-98, FM-Towns, etc) because holy shit that would completely destroy me. It's also never going emulate arcade machines. So I think of higan as a collection of 2D emulators for consoles and handhelds. I've gone over every major 2D gaming system there is, looking for ones with games I actually care about and enjoy. And I basically have five of those systems supported already. Looking at the remaining list, I see only three systems left that I have any interest in whatsoever: PC-Engine, Master System, Mega Drive. Again, I'm not in any way committing to emulating any of these, but ... if I had all of those in higan, I think I'd be content to really, truly, finally stop writing more emulators for the rest of my life. And so I decided to tackle the most difficult system first. If I'm successful, the Z80 core should cover a lot of the work on the SMS. And the HuC6280 should land somewhere between the NES and SNES in terms of difficulty ... closer to the NES. The systems that just don't appeal to me at all, which I will never touch, include, but are not limited to: * Atari 2600/5200/7800 * Lynx * Jaguar * Vectrex * Colecovision * Commodore 64 * Neo-Geo * Neo-Geo Pocket / Color * Virtual Boy * Super A'can * 32X * CD-i * etc, etc, etc. And really, even if something were mildly interesting in there ... we have to stop. I can't scale infinitely. I'm already way past my limit, but I'm doing this anyway. Too many cores bloats everything and kills quality on everything. I don't want higan to become MESS v2. I don't know what I'll do about the Famicom Disk System, PC-Engine CD, and Mega CD. I don't think I'll be able to achieve 60fps emulating the Mega CD, even if I tried to. I don't know what's going to happen here with even the Mega Drive. Maybe I'll get driven crazy with the documentation and quit. Maybe it'll end up being too complicated and I'll quit. Maybe the emulation will end up way too slow and I'll give up. Maybe it'll take me seven years to get any games playable at all. Maybe Steve Snake, AamirM and Mike Pavone will pool money to hire a hitman to come after me. Who knows. But this is what I want to do, so ... here goes nothing. |
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Tim Allen | 07995c05a5 |
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 |
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Tim Allen | 13ad9644a2 |
Update to v099r16 release (public beta).
byuu says: Changelog: - hiro: BrowserDialog can navigate up to drive selection on Windows - nall: (file,path,dir,base,prefix,suffix)name => Location::(file,path,dir,base,prefix,suffix) - higan/tomoko: rename audio filter label from "Sinc" to "IIR - Biquad" - higan/tomoko: allow loading files via icarus on the command-line once again - higan/tomoko: (begrudging) quick hack to fix presentation window focus on startup - higan/audio: don't divide output audio volume by number of streams - processor/r65816: fix a regression in (read,write)DB; fixes Taz-Mania - fixed compilation regressions on Windows and Linux I'm happy with where we are at with code cleanups and stability, so I'd like to release v100. But even though I'm not assigning any special significance to this version, we should probably test it more thoroughly first. |
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Tim Allen | 8d5cc0c35e |
Update to v099r15 release.
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 |
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Tim Allen | 3ebc77c148 |
Update to v098r10 release.
byuu says: Changelog: - synchronized tomoko, loki, icarus with extensive changes to nall (118KiB diff) |
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Tim Allen | 6ae0abe3d3 |
Update to v098r09 release.
byuu says: Changelog: - fixed major nall/vector/prepend bug - renamed hiro/ListView to hiro/TableView - added new hiro/ListView control which is a simplified abstraction of hiro/TableView - updated higan's cheat database window and icarus' scan dialog to use the new ListView control - compilation works once again on all platforms (Windows, Cocoa, GTK, Qt) - the loki skeleton compiles once again (removed nall/DSP references; updated port/device ID names) Small catch: need to capture layout resize events internally in Windows to call resizeColumns. For now, just resize the icarus window to get it to use the full window width for list view items. |
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Tim Allen | 0955295475 |
Update to v098r08 release.
byuu says: Changelog: - nall/vector rewritten from scratch - higan/audio uses nall/vector instead of raw pointers - higan/sfc/coprocessor/sdd1 updated with new research information - ruby/video/glx and ruby/video/glx2: fuck salt glXSwapIntervalEXT! The big change here is definitely nall/vector. The Windows, OS X and Qt ports won't compile until you change some first/last strings to left/right, but GTK will compile. I'd be really grateful if anyone could stress-test nall/vector. Pretty much everything I do relies on this class. If we introduce a bug, the worst case scenario is my entire SFC game dump database gets corrupted, or the byuu.org server gets compromised. So it's really critical that we test the hell out of this right now. The S-DD1 changes mean you need to update your installation of icarus again. Also, even though the Lunar FMV never really worked on the accuracy core anyway (it didn't initialize the PPU properly), it really won't work now that we emulate the hard-limit of 16MiB for S-DD1 games. |
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Tim Allen | 379ab6991f |
Update to v097r28 release.
byuu says: Changelog: (all WSC unless otherwise noted) - fixed LINECMP=0 interrupt case (fixes FF4 world map during airship sequence) - improved CPU timing (fixes Magical Drop flickering and FF1 battle music) - added per-frame OAM caching (fixes sprite glitchiness in Magical Drop, Riviera, etc.) - added RTC emulation (fixes Dicing Knight and Judgement Silversword) - added save state support - added cheat code support (untested because I don't know of any cheat codes that exist for this system) - icarus: can now detect games with RTC chips - SFC: bugfix to SharpRTC emulation (Dai Kaijuu Monogatari II) - ( I was adding the extra leap year day to all 12 months instead of just February ... >_< ) Note that the RTC emulation is very incomplete. It's not really documented at all, and the two games I've tried that use it never even ask you to set the date/time (so they're probably just using it to count seconds.) I'm not even sure if I've implement the level-sensitive behavior correctly (actually, now that I think about it, I need to mask the clear bit in INT_ACK for the level-sensitive interrupts ...) A bit worried about the RTC alarm, because it seems like it'll fire continuously for a full minute. Or even if you turn it off after it fires, then that doesn't seem to be lowering the line until the next second ticks on the RTC, so that likely needs to happen when changing the alarm flag. Also not sure on this RTC's weekday byte. On the SharpRTC, it actually computes this for you. Because it's not at all an easy thing to calculate yourself in 65816 or V30MZ assembler. About 40 lines of code to do it in C. For now, I'm requiring the program to calculate the value itself. Also note that there's some gibberish tiles in Judgement Silversword, sadly. Not sure what's up there, but the game's still fully playable at least. Finally, no surprise: Beat-Mania doesn't run :P |
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Tim Allen | d3413db04a |
Update to v097r27 release.
byuu says: Absolutely major improvements to the WS/C emulation today. Changelog: (all WS/C related) - fixed channel 3 sweep pitch adjustment - fixed channel 3 sweep value sign extension - removed errant channel 5 speed setting (not what's really going on) - fixed sign extension on channel 5 samples - improved DAC mixing of all five audio channels - fixed r26 regression with PPU timing loop - fixed sprite windowing behavior (sprite attribute flag is window mode; not window enable) - added per-scanline register latching to the PPU - IRQs should terminate HLT even when the IRQ enable register bits are clear - fixed PALMONO reads - added blur emulation - added color emulation (based on GBA, so it heavily desaturates colors; not entirely correct, but it helps a lot) - no longer decimating audio to 24KHz; running at full 3.072MHz through the windowed sinc filter [1] - cleaned up PPU portRead / portWrite functions significantly - emulated a weird quirk as mentioned by trap15 regarding timer frequency writes enabling said timers [2] - emulated LCD_CTRL sleep bit; screen can now be disabled (always draws black in this case for now) - improved OAM caching; but it's still disabled because it causes huge amounts of sprite glitches (unsure why) - fixed rendering of sprites that wrap around the screen edges back to the top/left of the display - emulated keypad interrupts - icarus: detect orientation bit in game header - higan: use orientation setting in manifest to set default screen rotation [1] the 24KHz -> 3.072MHz sound change is huge. Sound is substantially improved over the previous WIPs. It does come at a pretty major speed penalty, though. This is the highest frequency of any system in higan running through an incredibly (amazing, yet) demanding sinc resampler. Frame rate dropped from around 240fps to 150fps with the sinc filter on. If you choose a different audio filter, you'll get most of that speed back, but audio will sound worse again. [2] we aren't sure if this is correct hardware behavior or not. It seems to very slightly help Magical Drop, but not much. The blur emulation is brutal. It's absolutely required for Riviera's translucency simulation of selected menu items, but it causes serious headaches due to the WS's ~75hz refresh rate running on ~60hz monitors without vsync. It's probably best to leave it off and just deal with the awful flickering on Riviera's menu options. Overall, WS/C emulation is starting to get quite usable indeed. Couple of major bugs that I'd really like to get fixed before releasing it, though. But they're getting harder and harder to fix ... Major Bugs: - Final Fantasy battle background music is absent. Sound effects still work. Very weird. - Final Fantasy IV scrolling during airship flight opening sequence is horribly broken. Scrolls one screen at a time. - Magical Drop flickers like crazy in-game. Basically unplayable like this. - Star Hearts character names don't appear in the smaller dialog box that pops up. Minor Bugs: - Occasional flickering during Riviera opening scenes. - One-frame flicker of Leda's sprite at the start of the first stage. |
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Tim Allen | b0d2f5033e |
Update to v097r21 release.
byuu says: Changelog: - icarus: WS/C detects RAM type/size heuristically now - icarus: WS/C uses ram type=$type instead of $type - WS: use back color instead of white for backdrop - WS: fixed sprite count limit; removes all the garbled sprites from GunPey - WS: hopefully fixed sprite priority with screen 2 - WS: implemented keypad polling; GunPey is now fully playable - SNES: added Super Disc expansion port device (doesn't do anything, just for testing) Note: WS is hard-coded to vertical orientation right now. But there's basic code in there for all the horizontal stuff. |
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Tim Allen | 29be18ce0c |
Update to v097r17 release.
byuu says: Changelog: - ruby: if DirectSoundCreate fails (no sound device present), return false from init instead of crashing - nall: improved edge case return values for (basename,pathname,dirname,...) - nall: renamed file_system_object class to inode - nall: varuint_t replaced with VariadicNatural; which contains .bit,.bits,.byte ala Natural/Integer - nall: fixed boolean compilation error on Windows - WS: popa should not restore SP - GBA: rewrote the CPU/APU cores to use the .bit,.bits functions; removed registers.cpp from each Note that the GBA changes are extremely major. This is about five hours worth of extremely delicate work. Any slight errors could break emulation in extremely bad ways. Let's hold off on extensive testing until the next WIP, after I do the same to the PPU. So far ... endrift's SOUNDCNT_X I/O test is failing, although that code didn't change, so clearly I messed up SOUNDCNT_H somehow ... To compile on Windows: 1. change nall/string/platform.hpp line 47 to return slice(result, 0, 3); 2. change ruby/video.wgl.cpp line 72 to auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool { 3. add this line to the very top of hiro/windows/header.cpp: #define boolean FuckYouMicrosoft |
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Tim Allen | 0d0af39b44 |
Update to v097r14 release.
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. |
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Tim Allen | 6c83329cae |
Update to v097r13 release.
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. |
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Tim Allen | 32a95a9761 |
Update to v097r12 release.
byuu says: Nothing WS-related this time. First, I fixed expansion port device mapping. On first load, it was mapping the expansion port device too late, so it ended up not taking effect. I had to spin out the logic for that into Program::connectDevices(). This was proving to be quite annoying while testing eBoot (SNES-Hook simulation.) Second, I fixed the audio->set(Frequency, Latency) functions to take (uint) parameters from the configuration file, so the weird behavior around changing settings in the audio panel should hopefully be gone now. Third, I rewrote the interface->load,unload functions to call into the (Emulator)::System::load,unload functions. And I have those call out to Cartridge::load,unload. Before, this was inverted, and Cartridge::load() was invoking System::load(), which I felt was kind of backward. The Super Game Boy really didn't like this change, however. And it took me a few hours to power through it. Before, I had the Game Boy core dummying out all the interface->(load,save)Request calls, and having the SNES core make them for it. This is because the folder paths and IDs will be different between the two cores. I've redesigned things so that ICD2's Emulator::Interface overloads loadRequest and saveRequest, and translates the requests into new requests for the SuperFamicom core. This allows the Game Boy code to do its own loading for everything without a bunch of Super Game Boy special casing, and without any awkwardness around powering on with no cartridge inserted. This also lets the SNES side of things simply call into higher-level GameBoy::interface->load,save(id, stream) functions instead of stabbing at the raw underlying state inside of various Game Boy core emulation classes. So things are a lot better abstracted now. |
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Tim Allen | 605a8aa3e9 |
Update to v097r05 release.
byuu says: More V30MZ implemented, a lot more to go. icarus now supports importing WS and WSC games. It expects them to have the correct file extension, same for GB and GBC. > Ugh, apparently HiDPI icarus doesn't let you press the check boxes. I set the flag value in the plist to false for now. Forgot to do it for higan, but hopefully I won't forget before release. |
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Tim Allen | f1ebef2ea8 |
Update to v097r01 release.
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. |
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Tim Allen | 1fdd0582fc |
Update to v097 release.
byuu says: This release features improvements to all emulation cores, but most substantially for the Game Boy core. All of blargg's test ROMs that pass in gambatte now either pass in higan, or are off by 1-2 clocks (the actual behaviors are fully emulated.) I consider the Game Boy core to now be fairly accurate, but there's still more improvements to be had. Also, what's sure to be a major feature for some: higan now has full support for loading and playing ordinary ROM files, whether they have copier headers, weird extensions, or are inside compressed archives. You can load these games from the command-line, from the main Library menu (via Load ROM Image), or via drag-and-drop on the main higan window. Of course, fans of game folders and the library need not worry: that's still there as well. Also new, you can drop the (uncompressed) Game Boy Advance BIOS onto the higan main window to install it into the correct location with the correct file name. Lastly, this release technically restores Mac OS X support. However, it's still not very stable, so I have decided against releasing binaries at this time. I'd rather not rush this and leave a bad first impression for OS X users. Changelog (since v096): - higan: project source code hierarchy restructured; icarus directly integrated - higan: added software emulation of color-bleed, LCD-refresh, scanlines, interlacing - icarus: you can now load and import ROM files/archives from the main higan menu - NES: fixed manifest parsing for board mirroring and VRC pinouts - SNES: fixed manifest for Star Ocean - SNES: fixed manifest for Rockman X2,X3 - GB: enabling LCD restarts frame - GB: emulated extra OAM STAT IRQ quirk required for GBVideoPlayer (Shonumi) - GB: VBK, BGPI, OBPI are readable - GB: OAM DMA happens inside PPU core instead of CPU core - GB: fixed APU length and sweep operations - GB: emulated wave RAM quirks when accessing while channel is enabled - GB: improved timings of several CPU opcodes (gekkio) - GB: improved timings of OAM DMA refresh (gekkio) - GB: CPU uses open collector logic; return 0xFF for unmapped memory (gekkio) - GBA: fixed sequencer enable flags; fixes audio in Zelda - Minish Cap (Jonas Quinn) - GBA: fixed disassembler masking error (Lioncash) - hiro: Cocoa support added; higan can now be compiled on Mac OS X 10.7+ - nall: improved program path detection on Windows - higan/Windows: moved configuration data from %appdata% to %localappdata% - higan/Linux,BSD: moved configuration data from ~/.config/higan to ~/.local/higan |
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Tim Allen | 12df278c5b |
Update to v096r08 release.
byuu says: Changelog: - FC: scanline emulation support added - SFC: balanced profile compiles again - SFC: performance profile compiles again - GB,GBC: more fixes to pass blargg's 07, 08, 11 APU tests - tomoko: added input loss { pause, allow-input } options - tomoko: refactored settings video menu options to { Video Scale, Video Emulation, Video Shader } - icarus: connected { About, Preferences, Quit } application menu options |
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Tim Allen | 3414c8c8df |
Update to v096r06 release.
byuu says: This WIP finally achieves the vision I've had for icarus. I also fixed a mapping issue with Cx4 that, oddly enough, only caused the "2" from the Mega Man X2 title screen to disappear. [Editor's note - "the vision for icarus" was described in a separate, public forum post: http://board.byuu.org/phpbb3/viewtopic.php?p=20584 Quoting for posterity: icarus is now a full-fledged part of higan, and will be bundled with each higan WIP as well. This will ensure that in the future, the exact version of icarus you need to run higan will be included right along with it. As of this WIP, physical manifest files are now truly and entirely optional. From now on, you can associate your ROM image files with higan's main binary, or drop them directly on top of it, to load and play your games. Furthermore, there are two new menu options that appear under the library menu when icarus is present: - "Load ROM File ..." => gives you a single-file selection dialog to import (and if possible) run the game - "Import ROM Files ..." => gives you a multi-file import dialog with checkboxes to pull in multiple games at once Finally, as before, icarus can generate manifest.bml files for folders that lack them. For people who like the game folder and library system, nothing's changed. Keep using higan as you have been. For people who hate it, you can now use higan like your classic emulators. Treat the "Library->{System Name}" entries as your "favorites" list: the games you actually play. Treat the "Library->Load ROM" as your standard open file dialog in other emulators. And finally, treat "Advanced->Game Library" as your save data path for cheat codes, save states, save RAM, etc. ] |
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Tim Allen | 653bb378ee |
Update to v096r03 release.
byuu says: Changelog: - fixed icarus to save settings properly - fixed higan's full screen toggle on OS X - increased "Add Codes" button width to avoid text clipping - implemented cocoa/canvas.cpp - added 1s delay after mapping inputs before re-enabling the window (wasn't actually necessary, but already added it) - fixed setEnabled(false) on Cocoa's ListView and TextEdit widgets - updated nall::programpath() to use GetModuleFileName on Windows - GB: system uses open collector logic, so unmapped reads return 0xFF, not 0x00 (passes blargg's cpu_instrs again) [gekkio] |
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Tim Allen | 0b923489dd |
Update to 20160106 OS X Preview for Developers release.
byuu says: New update. Most of the work today went into eliminating hiro::Image from all objects in all ports, replacing with nall::image. That took an eternity. Changelog: - fixed crashing bug when loading games [thanks endrift!!] - toggling "show status bar" option adjusts window geometry (not supposed to recenter the window, though) - button sizes improved; icon-only button icons no longer being cut off |
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Tim Allen | 4d193d7d94 |
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. |
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Tim Allen | 47d4bd4d81 |
Update to v096r01 release.
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. |
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Tim Allen | 27660505c8 |
Update to v096 release.
byuu says: Changelog (since v095): - higan: absolutely massive amounts of coding style updates; probably 150 hours of work here - higan: manifest format updated for much greater consistency and simplicity - higan: wrote popen() replacement to suppress console flashing when loading games via icarus - icarus: now includes external database with mapping information for all verified games - icarus: added support for importing Campus Challenge '92 and Powerfest '94 - icarus: merged settings.bml with higan; changing library path in one affects the other now - SFC: added MSU1 audio resume support - SFC: added new expansion port device (eBoot); simulation of SNES-Boot hardware - SFC: expansion port device can now be selected from system menu - SFC: updated handling of open bus (thanks to Exophase for the design idea) - SFC: "BS-X Satellaview" library folder renamed to "BS Memory" - GBA: fixed 8-bit SRAM reading/writing - GBA: PRAM is 16-bits wide - GBA: VRAM OBJ 8-bit writes are ignored - GBA: BGnCNT unused bits are writable - GBA: BG(0,1)CNT can't set d13 - GBA: BLDALPHA is readable (fixes many games including Donkey Kong Country) - GBA: DMA masks &~1/Half, &~3/Word - GBA: fixed many other I/O register reads; gets perfect score on endrift's I/O tests - GBA: fixed caching of r(d) to pass armwrestler tests (Jonas Quinn) - GBA: blocked DMA to/from BIOS region (Cydrak) - GBA: fixed sign-extend and rotate on ldrs instructions (Cydrak) - tomoko: added "Ignore Manifests" option to advanced settings panel - tomoko: re-added support for ruby/quark video shaders - tomoko: improved aspect correction behavior - tomoko: added new tool, "Manifest Viewer" (mostly useful for developers) - ruby: fixed mouse capture clipping on Windows (Cydrak) - ruby: won't crash when using OpenGL 3.2 Linux driver with only OpenGL 2.0 available - ruby: added Linux fallback OpenGL 2.0 driver (not compiled in by default) - ruby: added preliminary WASAPI driver (not compiled in by default, due to bugginess) - hiro: fixed the appearance of Button and ListView::CheckButton on Windows classic - hiro: added missing return values from several functions (fixes crashes with Clang) |
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Tim Allen | 0253db8685 |
Update to higan and icarus v095r17 release.
byuu says: higan supports Event mapping again. Further, icarus can now detect Event ROMs and MSU1 games. Event ROMs must be named "program.rom", "slot-(1,2,3).rom" MSU1 games must contain "msu1.rom"; and tracks must be named "track-#.pcm" When importing the CC'92, PF'94 ROMs, the program.rom and slot-(1,2,3).rom files must be concatenated. The DSP firmware can optionally be separate, but I'd recommend you go ahead and merge it all to one file. Especially since that common "higan DSP pack" floating around on the web left out the DSP1 ROMs (only has DSP1B) for god knows what reason. There is no support for loading "game.sfc+game.msu+game-*.pcm", because I'm not going to support trying to pull in all of those files through importing. Games will have to be distributed as game folders to use MSU1. The MSU1 icarus support is simply so your game folders won't require an unstable manifest.bml file to be played. So once they're in there, they are good for life. Note: the Event sizes in icarus' SFC heuristics are wrong for appended firmware. Change from 0xXX8000 to 0xXX2000 and it works fine. Will be fixed in r18. Added Sintendo's flickering fixes. The window one's a big help for regular controls, but the ListView double buffering does nothing for me on Windows 7 :( Fairly sure I know why, but too lazy to try and fix that now. Also fixes the mMenu thing. |
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Tim Allen | 2a4eb1cfc8 |
Update to higan and icarus v095r16 release.
byuu says (in the WIP forum): Changelog: - satellaviewcartridge/SatellaviewCartridge is now bsmemory/BSMemory - Emulation/BS-X Satellaview/ is now Emulation/BS Memory/ - masking is in for MCC's mcu (awful hack in the code, but that's temporary) - BS Memory types are now "flash" or "mrom" - fixed loading Same Game - Tengai Hen - icarus fixed up a lot; can load database entries for any supported media type now (only the SFC DB exists currently) mMenu::remove() fix will be in the next WIP. byuu says (in the public beta thread): Changelog: - GBA emulation accuracy improved quite a bit - video shaders are supported once again - icarus shares settings.bml with higan; changing library path in one now affects the other - icarus manifest generation now uses my SNES game dumping database for perfect mapping of US games - major overhaul to manifest file format. As long as you have v095-style folders without manifest.bml, you will be fine - if not, go to higan->settings->configuration->advanced and check "Ignore Manifests" before loading your first game - new "Manifest Viewer" tool (not really meant for regular users; more of a developer tool) - experimental (but disabled in the binary) WASAPI driver. Help stabilizing it would be *greatly* appreciated! - lots of other stuff |
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Tim Allen | bd628de3cf |
Update to higan and icarus v095r15 release.
r13 and r14 weren't posted as individual releases, but their changelogs were posted. byuu says about r13: I'm not going to be posting WIPs for r13 and above for a while. The reason is that I'm working on the major manifest overhaul I've discussed previously on the icarus subforum. I'm recreating my boards database from scratch using the map files and the new map analyzer. The only games that will load are ones I've created board definitions for, and updated sfc/cartridge/markup.cpp to parse. Once I've finished all the boards, then I'll update the heuristics. Then finally, I'll sync the syntax changes over to the fc, gb, gba cores. Once that's done, I'll start posting WIPs again, along with a new build of icarus. But I'll still post changelogs as I work through things. Changelog (r13): - preservation: created new database-builder tool (merges region-specific databases with boards) - icarus: support new, external database format (~/.config/icarus/Database/(Super Famicom.bml, ...) - added 1A3B-(10,11,12); 1A3B-20 byuu says about r14: r14 work: I successfully created mappings for every board used in the US set. I also updated icarus' heuristics to use the new mappings, and created ones there for the boards that are only in the JP set. Then I patched icarus to support pulling games out of the database when it's used on a game folder to generate a manifest file. Then I updated a lot of code in higan/sfc to support the new mapping syntax. sfc/cartridge/markup.cpp is about half the size it used to be with the new mappings, and I was able to kill off both map/id and map/select entirely. Then I updated all four emulated systems (and both subsystems) to use "board" as the root node, and harmonized their syntax (made them all more consistent with each other.) Then I added a manifest viewer to the tools window+menu. It's kind of an advanced user feature, but oh well. No reason to coddle people when the feature is very useful for developers. The viewer will show all manifests in order when you load multi-cart games as well. Still not going to call any syntax 100% done right now, but thankfully with the new manifest-free folders, nobody will have to do anything to use the new format. Just download the new version and go. The Super Famicom Event stuff is currently broken (CC92/PF94 boards). That's gonna be fun to support. byuu says about r15: EDIT: small bug in icarus with heuristics. Edit core/super-famicom.cpp line 27: if(/*auto*/ markup = cartridge.markup) { Gotta remove that "auto" so that it returns valid markup. Resolved the final concerns I had with the new manifest format. Right now there are two things that are definitely broken: MCC (BS-X Town cart) and Event (CC '92 and PF'94). And there are a few things that are untested: SPC7110, EpsonRTC, SharpRTC, SDD1+RAM, SufamiTurbo, BS-X slotted carts. |
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Tim Allen | 6adfe71836 |
Update to icarus 20151117.
byuu says: This release adds a settings dialog that lets you control the library path, optionally generate manifest.bml files, and optionally bypass the internal games database (so far this is only the US SNES set.) Also, the settings.bml file can exist in the same folder as the binary now (portable mode). Plus it can share the same config file as higan/tomoko itself does. This will allow you to change the library location in either program and have it affect the other program as well. It's a bit hackish, but it works >_> Note: don't use this with higan v095.06 or earlier, or bad things will happen. |
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Tim Allen | 0fe55e3f5b |
Update to v095r03 release and icarus 20151107.
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. |
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Tim Allen | b0e862613b |
Update to v095 release.
byuu says: After 20 months of development, higan v095 is released at long last! The most notable feature is vastly improved Game Boy Advance emulation. With many thanks to endrift, Cydrak, Jonas Quinn and jchadwick, this release contains substantially improved CPU timings and many bugfixes. Being one of only two GBA emulators to offer ROM prefetch emulation, higan is very near mGBA in terms of accuracy, and far ahead of all others. As a result of these fixes, compatibility is also much higher than in v094. There are also several improvements to SNES emulation. Most significantly is support for mid-scanline changes to the background mode in the accuracy profile. Due to substantial changes to the user interface library used by higan, this release features yet again a brand-new UI. With the exception of video shaders and NSS DIP switch selection, it is at feature-parity with the previous UI. It also offers some new features that v094 lacked. The cheat code database has also been updated to the latest version by mightymo. |
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Tim Allen | bc5ad4a1cd |
Update to icarus_20151002.
byuu says: - fixes checkboxes (-again- again [*again*]) - won't check folders with select all / unselect all - won't crash anymore if the SNES ROM image is too small (Saturday Night Slam Masters was crashing it before due to DB size error) - corrected heuristics for Sufami Turbo base cart (mirrors the absurdities of the real cart precisely, since it's one of a kind) - corrected a few DB issues (BS-X name + PSRAM (again [*again*]), SNSM, LAH) (_again_) - these are temporary. Monkey patched in the generated .hpp source rather than the actual DB - not going to fix the SFT sizes because I want to verify what happened there first |
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Tim Allen | 1a90e206e0 |
Update to v094r44b release (open beta).
byuu says: With any luck, this will be the final WIP before v095. If all looks good, this will be identical to v095. But if we hit some major issues, I'll try and fix those first. The most notable part of this release is probably Jonas Quinn's fix for the unmapped regions of the GBA memory map. This allows games like Mario & Luigi and Zelda: Minish Cap to (hopefully) be fully playable now. icarus now supports my game database, so all games I've dumped will be emulated with bit-perfect memory maps and native-language game titles. |
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Tim Allen | 483fc81356 |
Update to v094r44 release.
byuu says: Changelog: - return open bus instead of mirroring addresses on the bus (fixes Mario&Luigi, Minish Cap, etc) [Jonas Quinn] - add boolean flag to load requests for slotted game carts (fixes slot load prompts) - rename BS-X Town cart from psram to ram - icarus: add support for game database Note: I didn't rename "bsx" to "mcc" in the database for icarus before uploading that. But I just fixed it locally, so it'll be in the next WIP. For now, make it create the manifest for you and then rename it yourself. I did fix the PSRAM size to 256kbit. |
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Tim Allen | 7081f46e45 | Added icarus 20150821. |