byuu says:
Everything *should* be working again, but of course that won't
actually be the case. Here's where things stand:
- bsnes, higan, icarus, and genius compile and run fine on FreeBSD
with GTK
- ruby video and audio drivers are untested on Windows, macOS, and
Linux
- hiro is untested on macOS
- bsnes' status bar is not showing up properly with hiro/qt
- bsnes and higan's about screen is not showing up properly with
hiro/qt (1x1 window size)
- bsnes on Windows crashes often when saving states, and I'm not sure
why ... it happens inside Encode::RLE
- bsnes on Windows crashes with ruby.input.windows (unsure why)
- bsnes on Windows fails to show the verified emblem on the status bar
properly
- hiro on Windows flickers when changing tabs
To build the Windows bsnes and higan ports, use
ruby="video.gdi audio.directsound"
Compilation error logs for Linux will help me fix the inevitable list of
typos there. I can fix the typos on other platforms, I just haven't
gotten to it yet.
byuu says:
I've completed moving all the class objects from `unique_pointer<T>` to
just T. The one exception is the Emulator::Interface instance. I can
absolutely make that a global object, but only in bsnes where there's
just the one emulation core.
I also moved all the SettingsWindow and ToolsWindow panels out to their
own global objects, and fixed a very difficult bug with GTK TabFrame
controls.
The configuration settings panel is now the emulator settings panel. And
I added some spacing between bold label sections on both the emulator
and driver settings panels.
I gave fixing ComboButtonItem my best shot, given I can't reproduce the
crash. Probably won't work, though.
Also made a very slight consistency improvement to ruby and renamed
driverName() to driver().
...
An important change ... as a result of moving bsnes to global objects,
this means that the constructors for all windows run before the
presentation window is displayed. Before this change, only the
presentation window was constructed first berore displaying it, followed
by the construction of the rest of the GUI windows.
The upside to this is that as soon as you see the main window, the GUI
is ready to go without a period where it's unresponsive.
The downside to this is it takes about 1.5 seconds to show the main
window, compared to around 0.75 seconds before.
I've no intention of changing that back. So if the startup time becomes
a problem, then we'll just have to work on optimizing hiro, so that it
can construct all the global Window objects quicker. The main way to do
that would be to not do calls to the Layout::setGeometry functions for
every widget added, and instead wait until the window is displayed. But
I don't have an easy way to do that, because you want the widget
geometry values to be sane even before the window is visible to help
size certain things.
byuu says:
This is probably the largest code-change diff I've done in years.
I spent four days working 10-16 hours a day reworking layouts in hiro
completely.
The result is we now have TableLayout, which will allow for better
horizontal+vertical combined alignment.
Windows, GTK2, and now GTK3 are fully supported.
Windows is getting the initial window geometry wrong by a bit.
GTK2 and GTK3 work perfectly. I basically abandoned trying to detect
resize signals, and instead keep a list of all hiro windows that are
allocated, and every time the main loop runs, it will query all of them
to see if they've been resized. I'm disgusted that I have to do this,
but after fighting with GTK for years, I'm about sick of it. GTK was
doing this crazy thing where it would trigger another size-allocate
inside of a previous size-allocate, and so my layouts would be halfway
through resizing all the widgets, and then the size-allocate would kick
off another one. That would end up leaving the rest of the first layout
loop with bad widget sizes. And if I detected a second re-entry and
blocked it, then the entire window would end up with the older geometry.
I started trying to build a message queue system to allow the second
layout resize to occur after the first one completed, but this was just
too much madness, so I went with the simpler solution.
Qt4 has some geometry problems, and doesn't show tab frame layouts
properly yet.
Qt5 causes an ICE error and tanks my entire Xorg display server, so ...
something is seriously wrong there, and it's not hiro's fault. Creating
a dummy Qt5 application without even using hiro, just int main() {
TestObject object; } with object performing a dynamic\_cast to a derived
type segfaults. Memory is getting corrupted where GCC allocates the
vtables for classes, just by linking in Qt. Could be somehow related to
the -fPIC requirement that only Qt5 has ... could just be that FreeBSD
10.1 has a buggy implementation of Qt5. I don't know. It's beyond my
ability to debug, so this one's going to stay broken.
The Cocoa port is busted. I'll fix it up to compile again, but that's
about all I'm going to do.
Many optimizations mean bsnes and higan open faster. GTK2 and GTK3 both
resize windows very quickly now.
higan crashes when you load a game, so that's not good. bsnes works
though.
bsnes also has the start of a localization engine now. Still a long way
to go.
The makefiles received a rather substantial restructuring. Including the
ruby and hiro makefiles will add the necessary compilation rules for
you, which also means that moc will run for the qt4 and qt5 targets, and
windres will run for the Windows targets.
byuu says:
Changelog:
- bsnes, higan: simplified make output; reordered rules
- hiro: added Window::set(Minimum,Maximum)Size() [only implemented in
GTK+ so far]
- bsnes: only allow the window to be shrunk to the 1x multiplier size
- bsnes: refactored Integral Scaling checkbox to {Center, Scale,
Stretch} radio selection
- nall: call fflush() after nall::print() to stdout or stderr [needed
for msys2/bash]
- bsnes, higan: program/interface.cpp renamed to program/platform.cpp
- bsnes: trim ".shader/" from names in Settings→Shader menu
- bsnes: Settings→Shader menu updated on video driver changes
- bsnes: remove missing games from recent files list each time it is
updated
- bsnes: video multiplier menu generated dynamically based on largest
monitor size at program startup
- bsnes: added shrink window and center window function to video
multiplier menu
- bsnes: de-minimize presentation window when exiting fullscreen mode
or changing video multiplier
- bsnes: center the load game dialog against the presentation window
(important for multi-monitor setups)
- bsnes: screenshots are not immediate instead of delayed one frame
- bsnes: added frame advance menu option and hotkey
- bsnes: added enable cheats checkbox and hotkey; can be used to
quickly enable/disable all active cheats
Errata:
- hiro/Windows: `SW_MINIMIZED`, `SW_MAXIMIZED `=> `SW_MINIMIZE`,
`SW_MAXIMIZE`
- hiro/Windows: add pMonitor::workspace()
- hiro/Windows: add setMaximized(), setMinimized() in
pWindow::construct()
- bsnes: call setCentered() after setMaximized(false)
byuu says:
Changelog:
- manifest: memory/battery now resides under type at
memory/type/battery
- genius: volatile option changed to battery; auto-disables when not
RAM or RTC type
- higan: added new Emulator::Game class to parse manifests for all
emulated systems consistently
- Super Famicom: board manifest appended to manifest viewer now
- Super Famicom: cartridge class updated to use Emulator::Game objects
- hiro: improve suppression of userland callbacks once
Application::quit() is called
- this fixes a crash in genius when closing the window with a tree
view item selected
My intention is to remove Emulator::Interface::sha256(), as it's not
really useful. They'll be removed from save states as well. I never
bothered validating the SHA256 within them, because that'd be really
annoying for ROM hackers.
I also intend to rename Emulator::Interface::title() to label() instead.
Most everything is still broken. The SNES still needs all the board
definitions updated, all the other cores need to move to using
Emulator::Game.
byuu says:
Updated to compile with all of the new hiro changes. My next step is to
write up hiro API documentation, and move the API from alpha (constantly
changing) to beta (rarely changing), in preparation for the first stable
release (backward-compatible changes only.)
Added "--fullscreen" command-line option. I like this over
a configuration file option. Lets you use the emulator in both modes
without having to modify the config file each time.
Also enhanced the command-line game loading. You can now use any of
these methods:
higan /path/to/game-folder.sfc
higan /path/to/game-folder.sfc/
higan /path/to/game-folder.sfc/program.rom
The idea is to support launchers that insist on loading files only.
Technically, the file can be any name (manifest.bml also works); the
only criteria is that the file actually exists and is a file, and not
a directory. This is a requirement to support the first version (a
directory lacking the trailing / identifier), because I don't want my
nall::string class to query the file system to determine if the string
is an actual existing file or directory for its pathname() / dirname()
functions.
Anyway, every game folder I've made so far has program.rom, and that's
very unlikely to change, so this should be fine.
Now, of course, if you drop a regular "game.sfc" file on the emulator,
it won't even try to load it, unless it's in a folder that ends in .fc,
.sfc, etc. In which case, it'll bail out immediately by being unable to
produce a manifest for what is obviously not really a game folder.
byuu says:
Main reason for this WIP was because of all the added lines to hiro for
selective component disabling. May as well get all the diff-noise apart
from code changes.
It also merges something I've been talking to Cydrak about ... making
nall::string::(integer,decimal) do built-in binary,octal,hex decoding
instead of just failing on those. This will have fun little side effects
all over the place, like being able to view a topic on my forum via
"forum.byuu.org/topic/0b10010110", heh.
There are two small changes to higan itself, though. First up, I fixed
the resampler ratio when loading non-SNES games. Tested and I can play
Game Boy games fine now. Second, I hooked up menu option hiding for
reset and controller selection. Right now, this works like higan v094,
but I'm thinking I might want to show the "Device -> Controller" even if
that's all that's there. It kind of jives nicer with the input settings
window to see the labels there, I think. And if we ever do add more
stuff, it'll be nice that people already always expect that menu there.
Remaining issues:
* add slotted cart loader (SGB, BSX, ST)
* add DIP switch selection window (NSS)
* add timing configuration (video/audio sync)
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.