Commit Graph

8 Commits

Author SHA1 Message Date
Tim Allen 2fbbccf985 Update to v101r16 release.
byuu says:

Changelog:

  - Z80: implemented 113 new instructions (all the easy
    LD/ADC/ADD/AND/OR/SBC/SUB/XOR ones)
  - Z80: used alternative to castable<To, With> type (manual cast inside
    instruction() register macros)
  - Z80: debugger: used register macros to reduce typing and increase
    readability
  - Z80: debugger: smarter way of handling multiple DD/FD prefixes
    (using gotos, yay!)
  - ruby: fixed crash with Windows input driver on exit (from SuperMikeMan)

I have no idea how the P/V flag is supposed to work on AND/OR/XOR, so
that's probably wrong for now. HALT is also mostly a dummy function for
now. But I typically implement those inside instruction(), so it
probably won't need to be changed? We'll see.
2016-09-06 10:09:33 +10:00
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.
2016-01-07 19:17:15 +11:00
Tim Allen e0815b55b9 Update to v094r28 release.
byuu says:

This WIP substantially restructures the ruby API for the first time
since that project started.

It is my hope that with this restructuring, destruction of the ruby
objects should now be deterministic, which should fix the crashing on
closing the emulator on Linux. We'll see I guess ... either way, it
removed two layers of wrappers from ruby, so it's a pretty nice code
cleanup.

It won't compile on Windows due to a few issues I didn't see until
uploading the WIP, too lazy to upload another. But I fixed all the
compilation issues locally, so it'll work on Windows again with the next
WIP (unless I break something else.)

(Kind of annoying that Linux defines glActiveTexture but Windows
doesn't.)
2015-06-20 15:44:05 +10:00
Tim Allen f0c17ffc0d Update to v094r24 release.
byuu says:

Finally!! Compilation works once again on Windows.

However, it's pretty buggy. Modality isn't really working right, you can
still poke at other windows, but when you select ListView items, they
redraw as empty boxes (need to process WM_DRAWITEM before checking
modality.)

The program crashes when you close it (probably a ruby driver's term()
function, that's what it usually is.)

The Layout::setEnabled(false) call isn't working right, so you get that
annoying chiming sound and cursor movement when mapping keyboard keys to
game inputs.

The column sizing seems off a bit on first display for the Hotkeys tab.

And probably lots more.
2015-06-16 20:30:04 +10:00
Tim Allen 99b2b4b57c Update to v094r21 release.
byuu says:

This updates ruby to return shared_pointer<HID::Device> objects instead
of HID::Device* objects. It also fixes an ID bug where joypads were
starting at ID# 2+, but mice were also set to ID# 2. I also revised
nall/hid a lot, with getters and setters instead of stabbing at internal
state. I didn't yet patch nall::string to safely consume nullptr const
char* values, though.
2015-05-24 19:44:28 +10:00
Tim Allen 2b81b630cb Update to v093r12a release.
byuu says:

Not an official WIP (a WIP WIP? A meta-WIP?), just throwing in the new
fullscreen code, and I noticed that OpenGL colors in 30-bit mode are all
fucked up now for some strange reason. So I'm just using this snapshot
to debug the issue.
2014-01-05 20:59:17 +11:00
Tim Allen 3ce1d19f7a Update to v093r12 release.
byuu says:

I've completely redone the ethos InputManager and ruby to work on
HID::Device objects instead of one giant scancode pool.

Currently only the udev driver supports the changes to ruby, so only
Linux users will be able to compile and run this WIP build.

The nice thing about the new system is that it's now possible to
uniquely identify controllers, so if you swap out gamepads, you won't
end up with it working but with all the mappings all screwed up. Since
higan lets you map multiple physical inputs to one emulated input, you
can now configure your keyboard and multiple gamepads to the same
emulated input, and then just use whatever controller you want.

Because USB gamepad makers failed to provide unique serial#s with each
controller, we have to limit the mapping to specific USB ports.
Otherwise, we couldn't distinguish two otherwise identical gamepads. So
basically your computer USB ports act like real game console input port
numbers. Which is kind of neat, I guess.

And the really nice thing about the new system is that we now have the
capability to support hotplugging input devices. I haven't yet added
this to any drivers, but I'm definitely going to add it to udev for v094
official.

Finally, with the device ID (vendor ID + product ID) exposed, we gain
one last really cool feature that we may be able to develop more in the
future. Say we created a joypad.bml file to include with higan. In it,
we'd store the Xbox 360 controller, and pre-defined button mappings for
each emulated system. So if higan detects you have an Xbox 360
controller, you can just plug it in and use it. Even better, we can
clearly specify the difference between triggers and analog axes, and
name each individual input. So you'd see "Xbox 360 Gamepad #1: Left
Trigger" instead of higan v093's "JP0::Axis2.Hi"

Note: for right now, ethos' input manager isn't filtering the device IDs
to look pretty. So you're going to see a 64-bit hex value for a device
ID right now instead of something like Joypad#N for now.
2013-12-23 22:43:51 +11:00
Tim Allen 73be2e729c Update to v093r11 release.
byuu says:

Changelog:
- GBA: SOUND_CTL_H is readable, fixes sound effects in Mario&Luigi
  Superstar Saga [Cydrak] (note: game is still unplayable due to other
  bugs)
- phoenix/Windows: workaround for Win32 API ListView bug, fixes slot
  loading behavior
- ruby: added udev driver for Linux with rumble support, and added
  rumble support to existing RawInput driver for XInput and DirectInput
- ethos: added new "Rumble" mapping to GBA input assignment, use it to
  tell higan which controller to rumble (clear it to disable rumble)
- GBA: Game Boy Player rumble is now fully emulated
- core: added new normalized raw-color palette mode for Display
  Emulation shaders

The way rumble was added to ethos was somewhat hackish. The support
doesn't really exist in nall.

I need to redesign the entire input system, but that's not a change
I want to make so close to a release.
2013-12-21 21:45:58 +11:00