Commit Graph

8 Commits

Author SHA1 Message Date
Tim Allen ff3750de4f Update to v103r04 release.
byuu says:

Changelog:

  - fc/apu: $4003,$4007 writes initialize duty counter to 0 instead of 7
  - fc/apu: corrected duty table entries for use with decrementing duty
    counter
  - processor/spc700: emulated the behavior of cycle 3 of (x)+
    instructions to not read I/O registers
      - specifically, this prevents reads from $fd-ff from resetting the
        timers, as observed on real hardware
  - sfc/controller: added ControllerPort class to match Mega Drive
    design
  - sfc/expansion: added ExpansionPort class to match Mega Drive design
  - sfc/system: removed Peripherals class
  - sfc/system: changed `colorburst()` to `cpuFrequency()`; added
    `apuFrequency()`
  - sfc: replaced calls to `system.region == System::Region::*` with
    `Region::*()`
  - sfc/expansion: remove thread from scheduler when device is destroyed
  - sfc/smp: `{read,write}Port` now use a separate 4x8-bit buffer instead
    of underlying APU RAM [hex\_usr]
2017-06-30 14:17:23 +10:00
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.
2017-06-27 11:18:28 +10:00
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.
2017-01-23 08:04:26 +11:00
Tim Allen 3e807946b8 Update to v099r11 release.
byuu says:

Changelog:
- NES PPU core updated to use BitFields (absolutely massive improvement
  in code readability)
- NES APU core updated to new coding style
- NES cartridge/board and cartridge/chip updated to new coding style
- pushed NES PPU rendering one dot forward (doesn't fix King's Quest V
  yet, sadly)
- fixed SNES PPU BG tilemask for 128KiB VRAM mode (doesn't fix Yoshi's
  Island, though)

So ... I kind of went overboard with the fc/cartridge changes. This WIP
diff is 185KiB >_>
I didn't realize it was going to be as big a task as it was, but once
I started everything broke in a chain reaction, so I had to do it all
at once.

There's a massive chance we've broken a bunch of NES things. Any typos
in this WIP are going to be absolutely insidious to track down =(

But ... supposing I pulled it off, this means the Famicom core is now
fully converted to the new coding style as well. That leaves only the
GB and GBA cores. Once those are finished, then we'll finally be free
of these gigantic hellspawn diffs.
2016-06-27 23:07:57 +10:00
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.
2015-12-30 17:54:59 +11:00
Tim Allen 4e2eb23835 Update to v093 release.
byuu says:

Changelog:
- added Cocoa target: higan can now be compiled for OS X Lion
  [Cydrak, byuu]
- SNES/accuracy profile hires color blending improvements - fixes
  Marvelous text [AWJ]
- fixed a slight bug in SNES/SA-1 VBR support caused by a typo
- added support for multi-pass shaders that can load external textures
  (requires OpenGL 3.2+)
- added game library path (used by ananke->Import Game) to
  Settings->Advanced
- system profiles, shaders and cheats database can be stored in "all
  users" shared folders now (eg /usr/share on Linux)
- all configuration files are in BML format now, instead of XML (much
  easier to read and edit this way)
- main window supports drag-and-drop of game folders (but not game files
  / ZIP archives)
- audio buffer clears when entering a modal loop on Windows (prevents
  audio repetition with DirectSound driver)
- a substantial amount of code clean-up (probably the biggest
  refactoring to date)

One highly desired target for this release was to default to the optimal
drivers instead of the safest drivers, but because AMD drivers don't
seem to like my OpenGL 3.2 driver, I've decided to postpone that. AMD
has too big a market share. Hopefully with v093 officially released, we
can get some public input on what AMD doesn't like.
2013-08-18 13:21:14 +10:00
Tim Allen 29ea5bd599 Update to v092r09 release.
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.
2013-05-05 19:21:30 +10:00
Tim Allen 94b2538af5 Update to higan v091 release.
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.)
2012-12-26 17:46:36 +11:00