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:
- finished cleaning up the SFC core to my new coding conventions
- removed sfc/controller/usart (superseded by 21fx)
- hid Synchronize Video option from the menu (still in the configuration
file)
Pretty much the only minor detail left is some variable names in the
SA-1 core that really won't look good at all if I move to camelCase,
so I'll have to rethink how I handle those. It's probably a good area
to attempt using BitFields, to see how it impacts performance. But I'll
do that in a test branch first.
But for the most part, this should be the end of the gigantic diffs (this
one was 174KiB), at least for the SFC/WS cores. Still have the FC/GB/GBA
cores to clean up more fully. Assuming we don't spot any new regressions,
we should be ~95% out of the woods on code cleanups breaking things.
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.
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.
byuu says:
It took several hours, but I've rebuilt much of the SNES' bus memory
mapping architecture.
The new design unifies the cartridge string-based mapping
("00-3f,80-bf:8000-ffff") and internal bus.map calls. The map() function
now has an accompanying unmap() function, and instead of a fixed 256
callbacks, it'll scan to find the first available slot. unmap() will
free slots up when zero addresses reference a given slot.
The controllers and expansion port are now both entirely dynamic.
Instead of load/unload/power/reset, they only have the constructor
(power/reset/load) and destructor (unload). What this means is you can
now dynamically change even expansion port devices after the system is
loaded.
Note that this is incredibly dangerous and stupid, but ... oh well. The
whole point of this was for 21fx. There's no way to change the expansion
port device prior to loading a game, but if the 21fx isn't active, then
the reset vector hijack won't work. Now you can load a 21fx game, change
the expansion port device, and simply reset the system to active the
device.
The unification of design between controller port devices and expansion
port devices is nice, and overall this results in a reduction of code
(all of the Mapping stuff in Cartridge is gone, replaced with direct bus
mapping.) And there's always the potential to expand this system more in
the future now.
The big missing feature right now is the ability to push/pop mappings.
So if you look at how the 21fx does the reset vector, you might vomit
a little bit. But ... it works.
Also changed exit(0) to _exit(0) in the POSIX version of nall::execute.
[The _exit(0) thing is an attempt to make higan not crash when it tries
to launch icarus and it's not on $PATH. The theory is that higan forks,
then the child tries to exec icarus and fails, so it exits, all the
unique_ptrs clean up their resources and tell the X server to free
things the parent process is still using. Calling _exit() prevents
destructors from running, and seems to prevent the problem. -Ed.]
byuu says:
Changelog:
- fixed DAS instruction (Judgment Silversword score)
- fixed [VH]TMR_FREQ writes (Judgement Silversword audio after area 20)
- fixed initialization of SP (fixes seven games that were hanging on
startup)
- added SER_STATUS and SER_DATA stubs (fixes four games that were
hanging on startup)
- initialized IEEP data (fixes Super Robot Taisen Compact 2 series)
- note: you'll need to delete your internal.com in WonderSwan
(Color).sys folders
- fixed CMPS and SCAS termination condition (fixes serious bugs in four
games)
- set read/writeCompleted flags for EEPROM status (fixes Tetsujin 28
Gou)
- major code cleanups to SFC/R65816 and SFC/CPU
- mostly refactored disassembler to output strings instead of using
char* buffer
- unrolled all the subfolders on sfc/cpu to a single directory
- corrected casing for all of sfc/cpu and a large portion of
processor/r65816
I kind of went overboard on the code cleanup with this WIP. Hopefully
nothing broke. Any testing one can do with the SFC accuracy core would
be greatly appreciated.
There's still an absolutely huge amount of work left to go, but I do
want to eventually refresh the entire codebase to my current coding
style, which is extremely different from stuff that's been in higan
mostly untouched since ~2006 or so. It's dangerous and fickle work, but
if I don't do it, then the code will be a jumbled mess of several
different styles.
byuu says:
Changelog:
- higan now uses Natural<Size>/Integer<Size> for its internal types
- Super Famicom emulation now uses uint24 instead of uint for bus
addresses (it's a 24-bit bus)
- cleaned up gb/apu MMIO writes
- cleaned up sfc/coprocessor/msu1 MMIO writes
- ~3% speed penalty
I've wanted to do that 24-bit bus thing for so long, but have always
been afraid of the speed impact. It's probably going to hurt
balanced/performance once they compile again, but it wasn't significant
enough to harm the accuracy core's frame rate, thankfully. Only lost one
frame per second.
The GBA core handlers are clearly going to take a lot more work. The
bit-ranges will make it substantially easier to handle, though. Lots of
32-bit registers where certain values span multiple bytes, but we have
to be able to read/write at byte-granularity.
byuu says:
Changelog:
- fixed S-DD1 RAM writes (Star Ocean audio fixed)
- applied all of the DMG test ROM fixes discussed earlier; passes many
more test ROMs now
- at least until the GBVideoPlayer is working: for debugging purposes,
CPU/PPU single-step now instead of sync just-in-time (~30% slower)
- fixed OS X crash on NSTextView (hopefully, would be very odd if not)
Unfortunately passing these test ROMs caused my favorite GB/GBC game to
break all of its graphics =(
Shin Megami Tensei - Devichil - Kuro no Sho (Japan) is all garbled now.
I'm really quite bummed by this ... but I guess I'll go through and
revert r04's fixes one at a time until I find what's causing it.
On the plus side, Astro Rabby is playable now. Still acts weird when
pressing B/A on the first screen, but the start button will start the
game.
EDIT: got it. Shin Megami Tensei - Devichil requires FF4F (VBK) to be
readable. Before, it was always returning 0x00. With my return 0xFF
patch, that broke. But it should be returning the VBK value, which also
fixes it. Also need to handle FF68/FF6A reads. Was really hoping that'd
help GBVideoPlayer too, but nope. It doesn't read any of those three
registers.
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.