Commit Graph

58 Commits

Author SHA1 Message Date
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.
2017-01-24 08:18:54 +11:00
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 c40e9754bc Update to v102r01 release.
byuu says:

Changelog:

  - MS, MD, PCE: remove controllers from scheduler in destructor
    [hex_usr]
  - PCE: no controller should return all bits set (still causing errant
    key presses when swapping gamepads)
  - PCE: emulate MDR for hardware I/O $0800-$17ff
  - PCE: change video resolution to 1140x242
  - PCE: added tertiary background Vscroll register (secondary cache)
  - PCE: create classes out of VDC VRAM, SATB, CRAM for cleaner access
    and I/O registers
  - PCE: high bits of CRAM read should be set
  - PCE: partially emulated VCE display registers: color frequency, HDS,
    HDW, VDS, VDW
  - PCE: 32-width sprites now split to two 16-width sprites to handle
    overflow properly
  - PCE: hopefully emulated sprite zero hit correctly (it's not well
    documented, and not often used)
  - PCE: trigger line coincidence interrupts during the previous
    scanline's Hblank period
  - tomoko: raise viewport from 320x240 to 326x242 to accommodate PC
    Engine's max resolution
  - nall: workaround for Clang compilation bug that can't figure out
    that a char is an integral data type
2017-01-22 11:33:36 +11:00
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.
2017-01-14 10:59:38 +11:00
Tim Allen bf90bdfcc8 Update to v101r31 release.
byuu says:

Changelog:

  - converted Emulator::Interface::Bind to Emulator::Platform
  - temporarily disabled SGB hooks
  - SMS: emulated Game Gear palette (latching word-write behavior not
    implemented yet)
  - SMS: emulated Master System 'Reset' button, Game Gear 'Start' button
  - SMS: removed reset() functionality, driven by the mappable input now
    instead
  - SMS: split interface class in two: one for Master System, one for
    Game Gear
  - SMS: emulated Game Gear video cropping to 160x144
  - PCE: started on HuC6280 CPU core—so far only registers, NOP
    instruction has been implemented

Errata:

  - Super Game Boy support is broken and thus disabled
  - if you switch between Master System and Game Gear without
    restarting, bad things happen:
      - SMS→GG, no video output on the GG
      - GG→SMS, no input on the SMS

I'm not sure what's causing the SMS\<-\>GG switch bug, having a hard
time debugging it. Help would be very much appreciated, if anyone's up
for it. Otherwise I'll keep trying to track it down on my end.
2017-01-13 12:15:45 +11:00
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.
2017-01-12 07:27:30 +11:00
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
2016-12-30 18:24:35 +11:00
Tim Allen e30780bb72 Update to v101r25 release.
byuu says:

Changelog:

  - Makefile: added $(windres), -lpthread to Windows port
  - GBA: WAITCNT.prefetch is not writable (should fix Donkey Kong: King
    of Swing) \[endrift\]
  - SMS: fixed hcounter shift value \[hex\_usr\]
  - SMS: emulated interrupts (reset button isn't hooked up anywhere, not
    sure where to put it yet)

This WIP actually took a really long time because the documentation on
SMS interrupts was all over the place. I'm hoping I've emulated them
correctly, but I honestly have no idea. It's based off my best
understanding from four or five different sources. So it's probably
quite buggy.

However, a few interrupts fire in Sonic the Hedgehog, so that's
something to start with. Now I just have to hope I've gotten some games
far enough in that I can start seeing some data in the VDP VRAM. I need
that before I can start emulating graphics mode 4 to get some actual
screen output.

Or I can just say to hell with it and use a "Hello World" test ROM.
That'd probably be smarter.
2016-12-26 23:11:08 +11:00
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.
2016-08-18 08:05:50 +10:00
Tim Allen 043f6a8b33 Update to v101r08 release.
byuu says:

Changelog:

  - 68K: fixed read-modify-write instructions
  - 68K: fixed ADDX bug (using wrong target)
  - 68K: fixed major bug with SUB using wrong argument ordering
  - 68K: fixed sign extension when reading address registers from
    effective addressing
  - 68K: fixed sign extension on CMPA, SUBA instructions
  - VDP: improved OAM sprite attribute table caching behavior
  - VDP: improved DMA fill operation behavior
  - added Master System / Game Gear stubs (needed for developing the Z80
    core)
2016-08-17 22:31:22 +10:00
Tim Allen ffd150735b Update to v101r07 release.
byuu says:

Added VDP sprite rendering. Can't get any games far enough in to see if
it actually works. So in other words, it doesn't work at all and is 100%
completely broken.

Also added 68K exceptions and interrupts. So far only the VDP interrupt
is present. It definitely seems to be firing in commercial games, so
that's promising. But the implementation is almost certainly completely
wrong. There is fuck all of nothing for documentation on how interrupts
actually work. I had to find out the interrupt vector numbers from
reading the comments from the Sonic the Hedgehog disassembly. I have
literally no fucking clue what I0-I2 (3-bit integer priority value in
the status register) is supposed to do. I know that Vblank=6, Hblank=4,
Ext(gamepad)=2. I know that at reset, SR.I=7. I don't know if I'm
supposed to block interrupts when I is >, >=, <, <= to the interrupt
level. I don't know what level CPU exceptions are supposed to be.

Also implemented VDP regular DMA. No idea if it works correctly since
none of the commercial games run far enough to use it. So again, it's
horribly broken for usre.

Also improved VDP fill mode. But I don't understand how it takes
byte-lengths when the bus is 16-bit. The transfer times indicate it's
actually transferring at the same speed as the 68K->VDP copy, strongly
suggesting it's actually doing 16-bit transfers at a time. In which case,
what happens when you set an odd transfer length?

Also, both DMA modes can now target VRAM, VSRAM, CRAM. Supposedly there's
all kinds of weird shit going on when you target VSRAM, CRAM with VDP
fill/copy modes, but whatever. Get to that later.

Also implemented a very lazy preliminary wait mechanism to to stall out
a processor while another processor exerts control over the bus. This
one's going to be a major work in progress. For one, it totally breaks
the model I use to do save states with libco. For another, I don't
know if a 68K->VDP DMA instantly locks the CPU, or if it the CPU could
actually keep running if it was executing out of RAM when it started
the DMA transfer from ROM (eg it's a bus busy stall, not a hard chip
stall.) That'll greatly change how I handle the waiting.

Also, the OSS driver now supports Audio::Latency. Sound should be
even lower latency now. On FreeBSD when set to 0ms, it's absolutely
incredible. Cannot detect latency whatsoever. The Mario jump sound seems
to happen at the very instant I hear my cherry blue keyswitch activate.
2016-08-15 14:56:38 +10:00
Tim Allen 427bac3011 Update to v101r06 release.
byuu says:

I reworked the video sizing code. Ended up wasting five fucking hours
fighting GTK. When you call `gtk_widget_set_size_request`, it doesn't
actually happen then. This is kind of a big deal because when I then go
to draw onto the viewport, the actual viewport child window is still the
old size, so the image gets distorted. It recovers in a frame or so with
emulation, but if we were to put a still image on there, it would stay
distorted.

The first thought is, `while(gtk_events_pending())
gtk_main_iteration_do(false);` right after the `set_size_request`. But
nope, it tells you there's no events pending. So then you think, go
deeper, use `XPending()` instead. Same thing, GTK hasn't actually issued
the command to Xlib yet. So then you think, if the widget is realized,
just call a blocking `gtk_main_iteration`. One call does nothing, two
calls results in a deadlock on the second one ... do it before program
startup, and the main window will never appear. Great.

Oh, and it's not just the viewport. It's also the widget container area
of the windows, as well as the window itself, as well as the fullscreen
mode toggle effect. They all do this.

For the latter three, I couldn't find anything that worked, so I just
added 20ms loops of constantly calling `gtk_main_iteration_do(false)`
after each one of those things. The downside here is toggling the status
bar takes 40ms, so you'll see it and it'll feel a tiny bit sluggish.

But I can't have a 20ms wait on each widget resize, that would be
catastrophic to performance on windows with lots of widgets.

I tried hooking configure-event and size-allocate, but they were very
unreliable. So instead I ended up with a loop that waits up to a maximm
of 20ms that inspects the `widget->allocation.(width,height)` values
directly and waits for them to be what we asked for with
`set_size_request`.

There was some extreme ugliness in GTK with calling
`gtk_main_iteration_do` recursively (`hiro::Widget::setGeometry` is
called recursively), so I had to lock it to only happen on the top level
widgets (the child ones should get resized while waiting on the
top-level ones, so it should be fine in practice), and also only run it
on realized widgets.

Even still, I'm getting ~3 timeouts when opening the settings dialog in
higan, but no other windows. But, this is the best I can do for now.

And the reason for all of this pain? Yeah, updated the video code.

So the Emulator::Interface now has this:

    struct VideoSize { uint width, height; };  //or requiem for a tuple
    auto videoSize() -> VideoSize;
    auto videoSize(uint width, uint height, bool arc) -> VideoSize;

The first function, for now, is just returning the literal surface size.
I may remove this ... one thing I want to allow for is cores that send
different texture sizes based on interlace/hires/overscan/etc settings.

The second function is more interesting. Instead of having the UI trying
to figure out sizing, I figure the emulation cores can do a better job
and we can customize it per-core now. So it gets the window's width and
height, and whether the user asked for aspect correction, and then
computes the best width/height ratio possible. For now they're all just
doing multiples of a 1x scale to the UI 2x,3x,4x modes.

We still need a third function, which will probably be what I repurpose
videoSize() for: to return the 'effective' size for pixel shaders, to
then feed into ruby, to then feed into quark, to then feed into our
shaders. Since shaders use normalized coordinates for pixel fetching,
this should work out just fine. The real texture size will be exposed to
quark shaders as well, of course.

Now for the main window ... it's just hard-coded to be 640x480, 960x720,
1280x960 for now. It works nicely for some cores on some modes, not so
much for others. Work in progress I guess.

I also took the opportunity to draw the about dialog box logo on the
main window. Got a bit fancy and used the old spherical gradient and
impose functionality of nall/image on it. Very minor highlight, nothing
garish. Just something nicer than a solid black window.

If you guys want to mess around with sizes, placements, and gradient
styles/colors/shapes ... feel free. If you come up with something nicer,
do share.

That's what led to all the GTK hell ... the logo wasn't drawing right as
you resized the window. But now it is, though I am not at all happy with
the hacking I had to do.

I also had to improve the video update code as a result of this:

  - when you unload a game, it blacks out the screen
      - if you are not quitting the emulator, it'll draw the logo; if
        you are, it won't
  - when you load a game, it black out the logo

These options prevent any unsightliness from resizing the viewport with
image data on it already

I need to redraw the logo when toggling fullscreen with no game loaded
as well for Windows, it seems.
2016-08-15 14:52:05 +10:00
Tim Allen 1df2549d18 Update to v101r04 release.
byuu says:

Changelog:

  - pulled the (u)intN type aliases into higan instead of leaving them
    in nall
  - added 68K LINEA, LINEF hooks for illegal instructions
  - filled the rest of the 68K lambda table with generic instance of
    ILLEGAL
  - completed the 68K disassembler effective addressing modes
      - still unsure whether I should use An to decode absolute
        addresses or not
      - pro: way easier to read where accesses are taking place
      - con: requires An to be valid; so as a disassembler it does a
        poor job
      - making it optional: too much work; ick
  - added I/O decoding for the VDP command-port registers
  - added skeleton timing to all five processor cores
  - output at 1280x480 (needed for mixed 256/320 widths; and to handle
    interlace modes)

The VDP, PSG, Z80, YM2612 are all stepping one clock at a time and
syncing; which is the pathological worst case for libco. But they also
have no logic inside of them. With all the above, I'm averaging around
250fps with just the 68K core actually functional, and the VDP doing a
dumb "draw white pixels" loop. Still way too early to tell how this
emulator is going to perform.

Also, the 320x240 mode of the Genesis means that we don't need an aspect
correction ratio. But we do need to ensure the output window is a
multiple 320x240 so that the scale values work correctly. I was
hard-coding aspect correction to stretch the window an additional \*8/7.
But that won't work anymore so ... the main higan window is now 640x480,
960x720, or 1280x960. Toggling aspect correction only changes the video
width inside the window.

It's a bit jarring ... the window is a lot wider, more black space now
for most modes. But for now, it is what it is.
2016-08-12 11:07:04 +10:00
Tim Allen e39987a3e3 Update to v101 release.
byuu says (in the public announcement):

Not a large changelog this time, sorry. This release is mostly to fix
the SA-1 issue, and to get some real-world testing of the new scheduler
model. Most of the work in the past month has gone into writing a 68000
CPU core; yet it's still only about half-way finished.

Changelog (since the previous release):

  - fixed SNES SA-1 IRQ regression (fixes Super Mario RPG level-up
    screen)
  - new scheduler for all emulator cores (precision of 2^-127)
  - icarus database adds nine new SNES games
  - added Input/Frequency to settings file (allows simulation of
    latency)

byuu says (in the WIP forum):

Changelog:

  - in 32-bit mode, Thread uses uint64\_t with 2^-63 time units (10^-7
    precision in the worst case)
      - nearly ten times the precision of an attosecond
  - in 64-bit mode, Thread uses uint128\_t with 2^-127 time units
    (10^-26 precision in the worst case)
      - far more accurate than yoctoseconds; almost closing in on planck
        time

Note: a quartz crystal is accurate to 10^-4 or 10^-5. A cesium fountain
atomic clock is accurate to 10^-15. So ... yeah. 2^-63 was perfectly
fine; but there was no speed penalty whatsoever for using uint128\_t in
64-bit mode, so why not?
2016-08-08 20:04:15 +10:00
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.
2016-08-03 22:32:40 +10:00
Tim Allen ca277cd5e8 Update to v100r14 release.
byuu says:

(Windows: compile with -fpermissive to silence an annoying error. I'll
fix it in the next WIP.)

I completely replaced the time management system in higan and overhauled
the scheduler.

Before, processor threads would have "int64 clock"; and there would
be a 1:1 relationship between two threads. When thread A ran for X
cycles, it'd subtract X * B.Frequency from clock; and when thread B ran
for Y cycles, it'd add Y * A.Frequency from clock. This worked well
and allowed perfect precision; but it doesn't work when you have more
complicated relationships: eg the 68K can sync to the Z80 and PSG; the
Z80 to the 68K and PSG; so the PSG needs two counters.

The new system instead uses a "uint64 clock" variable that represents
time in attoseconds. Every time the scheduler exits, it subtracts
the smallest clock count from all threads, to prevent an overflow
scenario. The only real downside is that rounding errors mean that
roughly every 20 minutes, we have a rounding error of one clock cycle
(one 20,000,000th of a second.) However, this only applies to systems
with multiple oscillators, like the SNES. And when you're in that
situation ... there's no such thing as a perfect oscillator anyway. A
real SNES will be thousands of times less out of spec than 1hz per 20
minutes.

The advantages are pretty immense. First, we obviously can now support
more complex relationships between threads. Second, we can build a
much more abstracted scheduler. All of libco is now abstracted away
completely, which may permit a state-machine / coroutine version of
Thread in the future. We've basically gone from this:

    auto SMP::step(uint clocks) -> void {
      clock += clocks * (uint64)cpu.frequency;
      dsp.clock -= clocks;
      if(dsp.clock < 0 && !scheduler.synchronizing()) co_switch(dsp.thread);
      if(clock >= 0 && !scheduler.synchronizing()) co_switch(cpu.thread);
    }

To this:

    auto SMP::step(uint clocks) -> void {
      Thread::step(clocks);
      synchronize(dsp);
      synchronize(cpu);
    }

As you can see, we don't have to do multiple clock adjustments anymore.
This is a huge win for the SNES CPU that had to update the SMP, DSP, all
peripherals and all coprocessors. Likewise, we don't have to synchronize
all coprocessors when one runs, now we can just synchronize the active
one to the CPU.

Third, when changing the frequencies of threads (think SGB speed setting
modes, GBC double-speed mode, etc), it no longer causes the "int64
clock" value to be erroneous.

Fourth, this results in a fairly decent speedup, mostly across the
board. Aside from the GBA being mostly a wash (for unknown reasons),
it's about an 8% - 12% speedup in every other emulation core.

Now, all of this said ... this was an unbelievably massive change, so
... you know what that means >_> If anyone can help test all types of
SNES coprocessors, and some other system games, it'd be appreciated.

----

Lastly, we have a bitchin' new about screen. It unfortunately adds
~200KiB onto the binary size, because the PNG->C++ header file
transformation doesn't compress very well, and I want to keep the
original resource files in with the higan archive. I might try some
things to work around this file size increase in the future, but for now
... yeah, slightly larger archive sizes, sorry.

The logo's a bit busted on Windows (the Label control's background
transparency and alignment settings aren't working), but works well on
GTK. I'll have to fix Windows before the next official release. For now,
look on my Twitter feed if you want to see what it's supposed to look
like.

----

EDIT: forgot about ICD2::Enter. It's doing some weird inverse
run-to-save thing that I need to implement support for somehow. So, save
states on the SGB core probably won't work with this WIP.
2016-07-30 13:56:12 +10:00
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.
2016-07-09 14:21:37 +10:00
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.
2016-07-04 21:53:24 +10:00
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
2016-07-04 21:48:17 +10:00
Tim Allen 82293c95ae Update to v099r14 release.
byuu says:

Changelog:
- (u)int(max,ptr) abbreviations removed; use _t suffix now [didn't feel
  like they were contributing enough to be worth it]
- cleaned up nall::integer,natural,real functionality
  - toInteger, toNatural, toReal for parsing strings to numbers
  - fromInteger, fromNatural, fromReal for creating strings from numbers
  - (string,Markup::Node,SQL-based-classes)::(integer,natural,real)
    left unchanged
  - template<typename T> numeral(T value, long padding, char padchar)
    -> string for print() formatting
    - deduces integer,natural,real based on T ... cast the value if you
      want to override
    - there still exists binary,octal,hex,pointer for explicit print()
      formatting
- lstring -> string_vector [but using lstring = string_vector; is
  declared]
  - would be nice to remove the using lstring eventually ... but that'd
    probably require 10,000 lines of changes >_>
- format -> string_format [no using here; format was too ambiguous]
- using integer = Integer<sizeof(int)*8>; and using natural =
  Natural<sizeof(uint)*8>; declared
  - for consistency with boolean. These three are meant for creating
    zero-initialized values implicitly (various uses)
- R65816::io() -> idle() and SPC700::io() -> idle() [more clear; frees
  up struct IO {} io; naming]
- SFC CPU, PPU, SMP use struct IO {} io; over struct (Status,Registers) {}
  (status,registers); now
  - still some CPU::Status status values ... they didn't really fit into
    IO functionality ... will have to think about this more
- SFC CPU, PPU, SMP now use step() exclusively instead of addClocks()
  calling into step()
- SFC CPU joypad1_bits, joypad2_bits were unused; killed them
- SFC PPU CGRAM moved into PPU::Screen; since nothing else uses it
- SFC PPU OAM moved into PPU::Object; since nothing else uses it
  - the raw uint8[544] array is gone. OAM::read() constructs values from
    the OAM::Object[512] table now
  - this avoids having to determine how we want to sub-divide the two
    OAM memory sections
  - this also eliminates the OAM::synchronize() functionality
- probably more I'm forgetting

The FPS fluctuations are driving me insane. This WIP went from 128fps to
137fps. Settled on 133.5fps for the final build. But nothing I changed
should have affected performance at all. This level of fluctuation makes
it damn near impossible to know whether I'm speeding things up or slowing
things down with changes.
2016-07-01 21:50:32 +10:00
Tim Allen 67457fade4 Update to v099r13 release.
byuu says:

Changelog:
- GB core code cleanup completed
- GBA core code cleanup completed
- some more cleanup on missed processor/arm functions/variables
- fixed FC loading icarus bug
- "Load ROM File" icarus functionality restored
- minor code unification efforts all around (not perfect yet)
  - MMIO->IO
  - mmio.cpp->io.cpp
  - read,write->readIO,writeIO

It's been a very long work in progress ... starting all the way back with
v094r09, but the major part of the higan code cleanup is now completed! Of
course, it's very important to note that this is only for the basic style:

- under_score functions and variables are now camelCase
- return-type function-name() are now auto function-name() -> return-type
- Natural<T>/Integer<T> replace (u)intT_n types where possible
- signed/unsigned are now int/uint
- most of the x==true,x==false tests changed to x,!x

A lot of spot improvements to consistency, simplicity and quality have
gone in along the way, of course. But we'll probably never fully finishing
beautifying every last line of code in the entire codebase. Still,
this is a really great start. Going forward, WIP diffs should start
being smaller and of higher quality once again.

I know the joke is, "until my coding style changes again", but ... this
was way too stressful, way too time consuming, and way too risky. I'm
too old and tired now for extreme upheavel like this again. The only
major change I'm slowly mulling over would be renaming the using
Natural<T>/Integer<T> = (u)intT; shorthand to something that isn't as
easily confused with the (u)int_t types ... but we'll see. I'll definitely
continue to change small things all the time, but for the larger picture,
I need to just accept the style I have and live with it.
2016-06-29 21:10:28 +10:00
Tim Allen a816998122 Update to v099r10 release.
byuu says:

Changelog:
- higan/profile/ => higan/systems/ [temporary; unless we can't think of
  a better base folder name]
- god-damn-better-have fixed the input polling bug
- re-added command-line and drag-and-drop loading
  - command-line loading can now load multiple folders at once (SGB+GB
    game; Sufami Turbo+Slot A+Slot B; etc)
  - if you load just the base cart, it'll present you with a dialog to
    optionally load slotted cart(s)
- MSU1 now goes through nall/vfs instead of directly accessing the
  filesystem
- Famicom Cartridge, PPU cores updated to newer programming style
  - there's countless opportunity for BitField and .bits() in the PPU
    ... but I'm worried about breaking things

If anyone has a working MSU1 game and can test the changes out, that'd
be appreciated. I still don't have a test ROM on my dev box.

I wouldn't worry too much about extensively testing the Famicom PPU
changes just yet ... I'm still struggling with what to name the structs
inside the classes between all of my emulators, and the BitField/.bits()
changes will be much more important to test at a later date.

The only use case left for Emulator::Interface::path(uint id) is for
21fx emulation. This peripheral loads a DLL/SO via LoadLibrary/dlopen,
which do not have any official ways to open a file in RAM. I'm
very hesitant to use the portable trick of writing the memory to a
temporary file, loading it, and deleting the temporary file once done
... it's a real waste of disk activity. I might make something like
vfs::file::isVirtual->bool,path()->string to get around this. But even
once I do, the underlying LoadLibrary/dlopen call is still going to be
direct disk access.
2016-06-26 18:54:12 +10:00
Tim Allen 3a9c7c6843 Update to v099r09 release.
byuu says:

Changelog:
- Emulator::Interface::Medium::bootable removed
- Emulator::Interface::load(bool required) argument removed
  [File::Required makes no sense on a folder]
- Super Famicom.sys now has user-configurable properties (CPU,PPU1,PPU2
  version; PPU1 VRAM size, Region override)
- old nall/property removed completely
- volatile flags supported on coprocessor RAM files now (still not in
  icarus, though)
- (hopefully) fixed SNES Multitap support (needs testing)
- fixed an OAM tiledata range clipping limit in 128KiB VRAM mode (doesn't
  fix Yoshi's Island, sadly)
- (hopefully, again) fixed the input polling bug hex_usr reported
- re-added dialog box for when File::Required files are missing
  - really cool: if you're missing a boot ROM, BIOS ROM, or IPL ROM,
    it warns you immediately
  - you don't have to select a game before seeing the error message
    anymore
- fixed cheats.bml load/save location
2016-06-25 18:53:11 +10:00
Tim Allen f48b332c83 Update to v099r08 release.
byuu says:

Changelog:
- nall/vfs work 100% completed; even SGB games load now
- emulation cores now call load() for the base cartridges as well
- updated port/device handling; portmask is gone; device ID bug should
  be resolved now
- SNES controller port 1 multitap option was removed
- added support for 128KiB SNES PPU VRAM (for now, edit sfc/ppu/ppu.hpp
  VRAM::size=0x10000; to enable)

Overall, nall/vfs was a huge success!! We've substantially reduced
the amount of boilerplate code everywhere, while still allowing (even
easier than before) support for RAM-based game loading/saving. All of
nall/stream is dead and buried.

I am considering removing Emulator::Interface::Medium::id and/or
bootable flag. Or at least, doing something different with it. The
values for the non-bootable GB/BS/ST entries duplicate the ID that is
supposed to be unique. They are for GB/GBC and WS/WSC. Maybe I'll use
this as the hardware revision selection ID, and then gut non-bootable
options. There's really no reason for that to be there. I think at one
point I was using it to generate library tabs for non-bootable systems,
but we don't do that anymore anyway.

Emulator::Interface::load() may not need the required flag anymore ... it
doesn't really do anything right now anyway.

I have a few reasons for having the cores load the base cartridge. Most
importantly, it is going to enable a special mode for the WonderSwan /
WonderSwan Color in the future. If we ever get the IPLROMs dumped ... it's
possible to boot these systems with no games inserted to set user profile
information and such. There are also other systems that may accept being
booted without a cartridge. To reach this state, you would load a game and
then cancel the load dialog. Right now, this results in games not loading.

The second reason is this prevents nasty crashes when loading fails. So
if you're missing a required manifest, the emulator won't die a violent
death anymore. It's able to back out at any point.

The third reason is consistency: loading the base cartridge works the
same as the slot cartridges.

The fourth reason is Emulator::Interface::open(uint pathID)
values. Before, the GB, SB, GBC modes were IDs 1,2,3 respectively. This
complicated things because you had to pass the correct ID. But now
instead, Emulator::Interface::load() returns maybe<uint> that is nothing
when no game is selected, and a pathID for a valid game. And now open()
can take this ID to access this game's folder contents.

The downside, which is temporary, is that command-line loading is
currently broken. But I do intend on restoring it. In fact, I want to do
better than before and allow multi-cart booting from the command-line by
specifying the base cartridge and then slot cartridges. The idea should
be pretty simple: keep a queue of pending filenames that we fill from
the command-line and/or drag-and-drop operations on the main window,
and then empty out the queue or prompt for load dialogs from the UI
when booting a system. This also might be a bit more unorthodox compared
to the traditional emulator design of "loadGame(filename)", but ... oh
well. It's easy enough still.

The port/device changes are fun. We simplified things quite a bit. The
portmask stuff is gone entirely. While ports and devices keep IDs,
this is really just sugar-coating so UIs can use for(auto& port :
emulator->ports) and access port.id; rather than having to use for(auto
n : range(emulator->ports)) { auto& port = emulator->ports[n]; ... };
but they should otherwise generally be identical to the order they appear
in their respective ranges. Still, don't rely on that.

Input::id is gone. There was no point since we also got rid of the nasty
Input::order vector. Since I was in here, I went ahead and caved on the
pedantics and renamed Input::guid to Input::userData.

I removed the SNES controller port 1 multitap option. Basically, the only
game that uses this is N-warp Daisakusen and, no offense to d4s, it's
not really a good game anyway. It's just a quick demo to show 8-players
on the SNES. But in the UI, all it does is confuse people into wasting
time mapping a controller they're never going to use, and they're going
to wonder which port to use. If more compelling use cases for 8-players
comes about, we can reconsider this. I left all the code to support this
in place, so all you have to do is uncomment one line to enable it again.

We now have dsnes emulation! :D
If you change PPU::VRAM::size to 0x10000 (words), then you should now
have 128KiB of VRAM. Even better, it serializes the used-VRAM size,
so your save states shouldn't crash on you if you swap between the two
(though if you try this, you're nuts.)

Note that this option does break commercial software. Yoshi's Island in
particular. This game is setting A15 on some PPU register writes, but
not on others. The end result of this is things break horribly in-game.

Also, this option is causing a very tiny speed hit for obvious reasons
with the variable masking value (I'm even using size-1 for now.) Given
how niche this is, I may just leave it a compile-time constant to avoid
the overhead cost. Otherwise, if we keep the option, then it'll go into
Super Famicom.sys/manifest.bml ... I'll flesh that out in the near-future.

----

Finally, some fun for my OCD ... my monitor suddenly cut out on me
in the middle of working on this WIP, about six hours in of non-stop
work. Had to hit a bunch of ctrl+alt+fN commands (among other things)
and trying to log in headless on another TTY to do issue commands,
trying to recover the display. Finally power cycled the monitor and it
came back up. So all my typing ended up going to who knows where.

Usually this sort of thing terrifies me enough that I scrap a WIP and
start over to ensure I didn't screw anything up during the crashed screen
when hitting keys randomly.

Obviously, everything compiles and appears to work fine. And I know
it's extremely paranoid, but OCD isn't logical, so ... I'm going
to go over every line of the 100KiB r07->r08 diff looking for any
corruption/errors/whatever.

----

Review finished.

r08 diff review notes:
- fc/controller/gamepad/gamepad.cpp:
  use uint device = ID::Device::Gamepad; not id = ...;
- gb/cartridge/cartridge.hpp:
  remove redundant uint _pathID; (in Information::pathID already)
- gb/cartridge/cartridge.hpp:
  pull sha256 inside Information
- sfc/cartridge/load/cpp:
  add " - Slot (A,B)" to interface->load("Sufami Turbo"); to be more
  descriptive
- sfc/controller/gamepad/gamepad.cpp:
  use uint device = ID::Device::Gamepad; not id = ...;
- sfc/interface/interface.cpp:
  remove n variable from the Multitap device input generation loop
  (now unused)
- sfc/interface/interface.hpp:
  put struct Port above struct Device like the other classes
- ui-tomoko:
  cheats.bml is reading from/writing to mediumPaths(0) [system folder
  instead of game folder]
- ui-tomoko:
  instead of mediumPaths(1) - call emulator->metadataPathID() or something
  like that
2016-06-24 22:16:53 +10:00
Tim Allen ccd8878d75 Update to v099r07 release.
byuu says:

Changelog:
- (hopefully) fixed BS Memory and Sufami Turbo slot loading
- ported GB, GBA, WS cores to use nall/vfs
- completely removed loadRequest, saveRequest functionality from
  Emulator::Interface and ui-tomoko
  - loadRequest(folder) is now load(folder)
- save states now use a shared Emulator::SerializerVersion string
  - whenever this is bumped, all older states will break; but this makes
    bumping state versions way easier
  - also, the version string makes it a lot easier to identify
    compatibility windows for save states
- SNES PPU now uses uint16 vram[32768] for memory accesses [hex_usr]

NOTE: Super Game Boy loading is currently broken, and I'm not entirely
sure how to fix it :/
The file loading handoff was -really- complicated, and so I'm kind of
at a loss ... so for now, don't try it.
Everything else should theoretically work, so please report any bugs
you find.

So, this is pretty much it. I'd be very curious to hear feedback from
people who objected to the old nall/stream design, whether they are
happy with the new file loading system or think it could use further
improvements.

The 16-bit VRAM turned out to be a wash on performance (roughly the same
as before. 1fps slower on Zelda 3, 1fps faster on Yoshi's Island.) The
main reason for this was because Yoshi's Island was breaking horribly
until I changed the vramRead, vramWrite functions to take uint15 instead
of uint16.

I suspect the issue is we're using uint16s in some areas now that need
to be uint15, and this game is setting the VRAM address to 0x8000+,
causing us to go out of bounds on memory accesses.

But ... I want to go ahead and do something cute for fun, and just because
we can ... and this new interface is so incredibly perfect for it!! I
want to support an SNES unit with 128KiB of VRAM. Not out of the box,
but as a fun little tweakable thing. The SNES was clearly designed to
support that, they just didn't use big enough VRAM chips, and left one
of the lines disconnected. So ... let's connect it anyway!

In the end, if we design it right, the only code difference should be
one area where we mask by 15-bits instead of by 16-bits.
2016-06-24 22:09:30 +10:00
Tim Allen f04d9d58f5 Update to v099r05 release.
byuu says:

Changelog:
- added nall/vfs
- converted Famicom core to use nall/vfs interface instead of nall/stream
  interface
2016-06-20 21:00:32 +10:00
Tim Allen 44a8c5a2b4 Update to v099r03 release.
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.
2016-06-17 23:03:54 +10:00
Tim Allen ae5b4c3bb3 Update to v099r01 release.
byuu says:

Changelog:
- massive cleanups and optimizations on the PPU core
- ~9% speedup over v099 official

This is pretty much it for the low-hanging fruit of speeding up higan. Any
more gains from this point will be extremely hard-fought, unfortunately.
2016-06-14 20:51:54 +10:00
Tim Allen 3681961ca5 Update to v098r16 release.
byuu says:

Changelog:
- GNUmakefile: reverted $(call unique,) to $(strip)
- processor/r6502: removed templates; reduces object size from 146.5kb
  to 107.6kb
- processor/lr35902: removed templates; reduces object size from 386.2kb
  to 197.4kb
- processor/spc700: merged op macros for switch table declarations
- sfc/coprocessor/sa1: partial cleanups; flattened directory structure
- sfc/coprocessor/superfx: partial cleanups; flattened directory structure
- sfc/coprocessor/icd2: flattened directory structure
- gb/ppu: changed behavior of STAT IRQs

Major caveat! The GB/GBC STAT IRQ changes has a major bug in it somewhere
that's seriously breaking most games. I'm pushing the WIP anyway, because
I believe the changes to be mostly correct. I'd like to get more people
looking at these changes, and also try more heavy-handed hacking and
diff comparison logging between the previous WIP and this one.
2016-06-05 15:03:21 +10:00
Tim Allen fdc41611cf Update to v098r14 release.
byuu says:

Changelog:
- improved attenuation of biquad filter by computing butterworth Q
  coefficients correctly (instead of using the same constant)
- adding 1e-25 to each input sample into the biquad filters to try and
  prevent denormalization
- updated normalization from [0.0 to 1.0] to [-1.0 to +1.0]; volume/reverb
  happen in floating-point mode now
- good amount of work to make the base Emulator::Audio support any number
  of output channels
  - so that we don't have to do separate work on left/right channels;
    and can instead share the code for each channel
- Emulator::Interface::audioSample(int16 left, int16 right); changed to:
  - Emulator::Interface::audioSample(double* samples, uint channels);
  - samples are normalized [-1.0 to +1.0]
  - for now at least, channels will be the value given to
    Emulator::Audio::reset()
- fixed GUI crash on startup when audio driver is set to None

I'm probably going to be updating ruby to accept normalized doubles as
well; but I'm not sure if I will try and support anything other 2-channel
audio output. It'll depend on how easy it is to do so; perhaps it'll be
a per-driver setting.

The denormalization thing is fierce. If that happens, it drops the
emulator framerate from 220fps to about 20fps for Game Boy emulation. And
that happens basically whenever audio output is silent. I'm probably
also going to make a nall/denormal.hpp file at some point with
platform-specific functionality to set the CPU state to "denormals as
zero" where applicable. I'll still add the 1e-25 offset (inaudible)
as another fallback.
2016-06-01 21:23:22 +10:00
Tim Allen 839813d0f1 Update to v098r13 release.
byuu says:

Changelog:
- nall/dsp returns with new iir/biquad.hpp and resampler/cubic.hpp files
- nall/queue.hpp added (simple ring buffer ... nall/vector wouldn't
  cause too many moves with FIFO)
- audio streams now only buffer 20ms; so even if multiple audio streams
  desync, latency can never exceed 20ms
- replaced blackman windwed sinc FIR hermite audio filter with transposed
  direct form II biquadratic sixth-order IIR butterworth filter (better
  attenuation of frequencies above 20KHz, faster, no need for decimation,
  less code)
- put in experimental eight-tap echo filter (a lot better than what I
  had before, but still rather weak)
- substantial cleanups to the SuperFX GSU processor core (slightly
  faster, 479KB->100KB object file, 42.7KB->33.4KB source code size,
  way less code duplication)

We'll definitely want to test the whole SuperFX library (not many games)
just to make sure there's no regressions caused by this one.

Not sure what I want to do with audio processing effects yet. I've always
really wanted lots of fun controls to customize audio, and now finally
with this new biquad filter, I can finally start implementing real
effects. For instance, an equalizer wouldn't be too complicated anymore.

The new reverb effect is still a poor man's version. I need to find human
readable source for implementing a comb-filter properly. I'm pretty sure
I can already treat nall::queue as an all-pass filter since all that
does is phase shift (fancy audio term for "delay audio"). What's really
going to be hard is figuring out how to expose user-friendly settings for
controlling it. It looks like you need a bunch of coprime coefficients,
and I don't think casual users are going to be able to hand-enter coprime
values to get the echo effect they want. I uh ... don't even know how
to calculate coprime values dynamically right now >_> But we're going
to have to, as they are correlated to the output sampling rate.

We'll definitely want to make some audio profiles so that users can
quickly select pre-configured themes that sound nice, but expose the
underlying coefficients so that they can tweak stuff to their liking. This
isn't just about higan, this is about me trying to learn digital signal
processing, so please don't be too upset about feature creep or anything
on this.

Anyway ... I'm having some difficulties with my audio right now. When
the reverb effect is enabled, there's a bunch of static on system
reset for just a moment. But this should not be possible. nall::queue
is initializing all previous reverb sample elements to 0.0. I don't
understand where static is coming in from. Further, we have the same
issue with both the windowed sinc and the biquad filters ... a bit of
a popping sound when starting a game. Any help tracking this down would
be appreciated.

There's also one really annoying issue ... I can't seem to do reverb
or volume adjustments with normalized samples. If I say "volume *= 0.5"
in higan/audio/audio.cpp line 68, it doesn't just halve the volume, it
adds a whole bunch of distortion. This makes absolutely zero sense to
me. The sample values are between 0.0 (mute) and 1.0 (full volume) here,
so multiplying a double by 0.5 shouldn't cause distortion. So right now,
I'm doing these adjustments with less precision after denormalizing back
to int16. Anyone ever see something like that? :/
2016-06-01 08:29:36 +10:00
Tim Allen ae5d380d06 Update to v098r11 release.
byuu says:

Changelog:
- fixed nall/path.hpp compilation issue
- fixed ruby/audio/xaudio header declaration compilation issue (again)
- cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the
  file was whitespace overkill)
- added null terminator entry to nall/windows/utf8.hpp argc[] array
- nall/windows/guid.hpp uses the Windows API for generating the GUID
  - this should stop all the bug reports where two nall users were
    generating GUIDs at the exact same second
- fixed hiro/cocoa compilation issue with uint# types
- fixed major higan/sfc Super Game Boy audio latency issue
- fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions
- major cleanups to higan/processor/r65816 core
  - merged emulation/native-mode opcodes
  - use camel-case naming on memory.hpp functions
  - simplify address masking code for memory.hpp functions
  - simplify a few opcodes themselves (avoid redundant copies, etc)
  - rename regs.* to r.* to match modern convention of other CPU cores
- removed device.order<> concept from Emulator::Interface
  - cores will now do the translation to make the job of the UI easier
- fixed plurality naming of arrays in Emulator::Interface
  - example: emulator.ports[p].devices[d].inputs[i]
  - example: vector<Medium> media
- probably more surprises

Major show-stoppers to the next official release:
- we need to work on GB core improvements: LY=153/0 case, multiple STAT
  IRQs case, GBC audio output regs, etc.
- we need to re-add software cursors for light guns (Super Scope,
  Justifier)
- after the above, we need to fix the turbo button for the Super Scope

I really have no idea how I want to implement the light guns. Ideally,
we'd want it in higan/video, so we can support the NES Zapper with the
same code. But this isn't going to be easy, because only the SNES knows
when its output is interlaced, and its resolutions can vary as
{256,512}x{224,240,448,480} which requires pixel doubling that was
hard-coded to the SNES-specific behavior, but isn't appropriate to be
exposed in higan/video.
2016-05-25 21:13:02 +10:00
Tim Allen 3ebc77c148 Update to v098r10 release.
byuu says:

Changelog:
- synchronized tomoko, loki, icarus with extensive changes to nall
  (118KiB diff)
2016-05-16 19:51:12 +10:00
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.
2016-05-04 20:07:13 +10:00
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.
2016-05-02 19:57:04 +10:00
Tim Allen e2ee6689a0 Update to v098r06 release.
byuu says:

Changelog:
- emulation cores now refresh video from host thread instead of
  cothreads (fix AMD crash)
- SFC: fixed another bug with leap year months in SharpRTC emulation
- SFC: cleaned up camelCase on function names for
  armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes
- GB: added MBC1M emulation (requires manually setting mapper=MBC1M in
  manifest.bml for now, sorry)
- audio: implemented Emulator::Audio mixer and effects processor
- audio: implemented Emulator::Stream interface
  - it is now possible to have more than two audio streams: eg SNES
    + SGB + MSU1 + Voicer-Kun (eventually)
- audio: added reverb delay + reverb level settings; exposed balance
  configuration in UI
- video: reworked palette generation to re-enable saturation, gamma,
  luminance adjustments
- higan/emulator.cpp is gone since there was nothing left in it

I know you guys are going to say the color adjust/balance/reverb stuff
is pointless. And indeed it mostly is. But I like the idea of allowing
some fun special effects and configurability that isn't system-wide.

Note: there seems to be some kind of added audio lag in the SGB
emulation now, and I don't really understand why. The code should be
effectively identical to what I had before. The only main thing is that
I'm sampling things to 48000hz instead of 32040hz before mixing. There's
no point where I'm intentionally introducing added latency though. I'm
kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be
much appreciated :/

I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as
well, and that would be very bad.
2016-04-22 23:35:51 +10:00
Tim Allen 55e507d5df Update to v098r05 release.
byuu says:

Changelog:
- WS/WSC: re-added support for screen rotation (code is inside WS core)
- ruby: changed sample(uint16_t left, uint16_t right) to sample(int16_t
  left, int16_t right);
  - requires casting to uint prior to shifting in each driver, but
    I felt it was misleading to use uint16_t just to avoid that
- ruby: WASAPI is now built in by default; has wareya's improvements,
  and now supports latency adjust
- tomoko: audio settings panel has new "Exclusive Mode" checkbox for
  WASAPI driver only
  - note: although the setting *does* take effect in real-time, I'd
    suggest restarting the emulator after changing it
- tomoko: audio latency can now be set to 0ms (which in reality means
  "the minimum supported by the driver")
- all: increased cothread size from 512KiB to 2MiB to see if it fixes
  bullshit AMD driver crashes
  - this appears to cause a slight speed penalty due to cache locality
    going down between threads, though
2016-04-18 20:49:45 +10:00
Tim Allen 1929ad47d2 Update to v098r03 release.
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.]
2016-04-09 20:21:18 +10:00
Tim Allen 19e1d89f00 Update to v098r01 release.
byuu says:

Changelog:
- SFC: balanced profile removed
- SFC: performance profile removed
- SFC: code for handling non-threaded CPU, SMP, DSP, PPU removed
- SFC: Coprocessor, Controller (and expansion port) shared Thread code
  merged to SFC::Cothread
  - Cothread here just means "Thread with CPU affinity" (couldn't think
    of a better name, sorry)
- SFC: CPU now has vector<Thread*> coprocessors, peripherals;
  - this is the beginning of work to allow expansion port devices to be
    dynamically changed at run-time
- ruby: all audio drivers default to 48000hz instead of 22050hz now if
  no frequency is assigned
  - note: the WASAPI driver can default to whatever the native frequency
    is; doesn't have to be 48000hz
- tomoko: removed the ability to change the frequency from the UI (but
  it will display the frequency used)
- tomoko: removed the timing settings panel
  - the goal is to work toward smooth video via adaptive sync
  - the model is broken by not being in control of the audio frequency
    anyway
  - it's further broken by PAL running at 50hz and WSC running at 75hz
  - it was always broken anyway by SNES interlace timing varying from
    progressive timing
- higan: audio/ stub created (for now, it's just nall/dsp/ moved here
  and included as a header)
- higan: video/ stub created
- higan/GNUmakefile: now includes build rules for essential components
  (libco, emulator, audio, video)

The audio changes are in preparation to merge wareya's awesome WASAPI
work without the need for the nall/dsp resampler.
2016-04-09 13:40:12 +10:00
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.
2016-03-13 11:22:14 +11:00
Tim Allen 7dc62e3a69 Update to v097r19 release.
byuu says:

Changelog:
- fixed nall/windows/guard.hpp
- fixed hiro/(windows,gtk)/header.hpp
- fixed Famicom PPU OAM reads (mask the correct bits when writing)
  [hex_usr]
- removed the need for (system := system) lines from higan/GNUmakefile
- added "All" option to filetype dropdown for ROM loading
  - allows loading GBC games in SGB mode (and technically non-GB(C)
    games, which will obviously fail to do anything)
- loki can load and play game folders now (command-line only) (extremely
  unimpressive; don't waste your time :P)
  - the input is extremely hacked in as a quick placeholder; not sure
    how I'm going to do mapping yet for it
2016-03-13 11:22:14 +11:00
Tim Allen fc7d5991ce Update to v097r18 release.
byuu says:

Changelog:
- fixed SNES sprite priority regression from r17
- added nall/windows/guard.hpp to guard against global namespace
  pollution (similar to nall/xorg/guard.hpp)
- almost fixed Windows compilation (still accuracy profile only, sorry)
- finished porting all of gba/ppu's registers over to the new .bit,.bits
  format ... all GBA registers.cpp files gone now
- the "processors :=" line in the target-$(ui)/GNUmakefile is no longer
  required
  - processors += added to each emulator core
  - duplicates are removed using the new nall/GNUmakefile's $(unique)
    function
- SFC core can be compiled without the GB core now
  - "-DSFC_SUPERGAMEBOY" is required to build in SGB support now (it's
    set in target-tomoko/GNUmakefile)
- started once again on loki (higan/target-loki/) [as before, loki is
  Linux/BSD only on account of needing hiro::Console]

loki shouldn't be too horrendous ... I hope. I just have the base
skeleton ready for now. But the code from v094r08 should be mostly
copyable over to it. It's just that it's about 50KiB of incredibly
tricky code that has to be just perfect, so it's not going to be quick.
But at least with the skeleton, it'll be a lot easier to pick away at it
as I want.

Windows compilation fix: move hiro/windows/header.hpp line 18 (header
guard) to line 16 instead.
2016-03-13 11:22:14 +11:00
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
2016-03-13 11:22:14 +11:00
Tim Allen ef65bb862a Update to 20160215 release.
byuu says:

Got it. Wow, that didn't hurt nearly as much as I thought it was going
to.

Dropped from 127.5fps to 123.5fps to use Natural/Integer for
(u)int(8,16,32,64).

That's totally worth the cost.
2016-02-16 20:27:55 +11:00
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.
2016-02-16 20:11:58 +11:00
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.
2016-02-08 14:17:59 +11:00
Tim Allen a8323d0d2b Update to v097r04 release.
byuu says:

Lots of improvements. We're now able to start executing some V30MZ
instructions. 32 of 256 opcodes implemented so far.

I hope this goes without saying, but there's absolutely no point in
loading WS/WSC games right now. You won't see anything until I have the
full CPU and partial PPU implemented.

ROM bank 2 works properly now, the I/O map is 16-bit (address) x 16-bit
(data) as it should be*, and I have a basic disassembler in place
(adding to it as I emulate new opcodes.)

(* I don't know what happens if you access an 8-bit port in 16-bit mode
or vice versa, so for now I'm just treating the handlers as always being
16-bit, and discarding the upper 8-bits when not needed.)
2016-01-28 22:39:49 +11:00
Tim Allen d7998b23ef Update to v097r03 release.
byuu says:

So, this WIP starts work on something new for higan. Obviously, I can't
keep it a secret until it's ready, because I want to continue daily WIP
releases, and of course, solicit feedback as I go along.
2016-01-27 22:31:39 +11:00
Tim Allen 344e63d928 Update to v097r02 release.
byuu says:

Note: balanced/performance profiles still broken, sorry.

Changelog:
- added nall/GNUmakefile unique() function; used on linking phase of
  higan
- added nall/unique_pointer
- target-tomoko and {System}::Video updated to use
  unique_pointer<ClassName> instead of ClassName* [1]
- locate() updated to search multiple paths [2]
- GB: pass gekkio's if_ie_registers and boot_hwio-G test ROMs
- FC, GB, GBA: merge video/ into the PPU cores
- ruby: fixed ~AudioXAudio2() typo

[1] I expected this to cause new crashes on exit due to changing the
order of destruction of objects (and deleting things that weren't
deleted before), but ... so far, so good. I guess we'll see what crops
up, especially on OS X (which is already crashing for unknown reasons on
exit.)

[2] right now, the search paths are: programpath(), {configpath(),
"higan/"}, {localpath(), "higan/"}; but we can add as many more as we
want, and we can also add platform-specific versions.
2016-01-25 22:27:18 +11:00
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.
2016-01-23 18:29:34 +11:00