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.
byuu says:
Changelog:
- nall::lstring -> nall::string_vector
- added IntegerBitField<type, lo, hi> -- hopefully it works correctly...
- Multitap 1-4 -> Super Multitap 2-5
- fixed SFC PPU CGRAM read regression
- huge amounts of SFC PPU IO register cleanups -- .bits really is lovely
- re-added the read/write(VRAM,OAM,CGRAM) helpers for the SFC PPU
- but they're now optimized to the realities of the PPU (16-bit data
sizes / no address parameter / where appropriate)
- basically used to get the active-display overrides in a unified place;
but also reduces duplicate code in (read,write)IO
byuu says:
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:
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
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.
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.
byuu says:
This is a few days old, but oh well.
This WIP changes nall,hiro,ruby,icarus back to (u)int(8,16,32,64)_t.
I'm slowly pushing for (u)int(8,16,32,64) to use my custom
Integer<Size>/Natural<Size> classes instead. But it's going to be one
hell of a struggle to get that into higan.
byuu says:
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.
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.
byuu says:
Changelog:
- restructured the project and removed a whole bunch of old/dead
directives from higan/GNUmakefile
- huge amounts of work on hiro/cocoa (compiles but ~70% of the
functionality is commented out)
- fixed a masking error in my ARM CPU disassembler [Lioncash]
- SFC: decided to change board cic=(411,413) back to board
region=(ntsc,pal) ... the former was too obtuse
If you rename Boolean (it's a problem with an include from ruby, not
from hiro) and disable all the ruby drivers, you can compile an
OS X binary, but obviously it's not going to do anything.
It's a boring WIP, I just wanted to push out the project structure
change now at the start of this WIP cycle.
byuu says:
Changelog (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)
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.
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
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.
byuu says:
Note: you will need the new icarus (and please use the "no manifest"
system) to run GBA games with this WIP.
Changelog:
- fixed caching of r(d) to pass armwrestler tests [Jonas Quinn]
- DMA to/from GBA BIOS should fail [Cydrak]
- fixed sign-extend and rotate on ldrs instructions [Cydrak]
- fixed 8-bit SRAM reading/writing [byuu]
- refactored GBA/cartridge
- cartridge/rom,ram.type is now cartridge/mrom,sram,eeprom,flash
- things won't crash horribly if you specify a RAM size larger than
the largest legal size in the manifest
- specialized MROM / SRAM classes replace all the shared read/write
functions that didn't work right anyway
- there's a new ruby/video.glx2 driver, which is not enabled by default
- use this if you are running Linux/BSD, but don't have OpenGL 3.2 yet
- I'm not going to support OpenGL2 on Windows/OS X, because these OSes
don't ship ancient video card drivers
- probably more. What am I, clairvoyant? :P
For endrift's tests, this gets us to 1348/1552 memory and 1016/1260
timing. Overall, this puts us back in second place. Only no$ is ahead
on memory, but bgba is even more ahead on timing.
byuu says:
- 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
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.