Commit Graph

6 Commits

Author SHA1 Message Date
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 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 4b29f4bad7 Update to v097r15 release.
byuu says:

Changelog:
- higan now uses Natural<Size>/Integer<Size> for its internal types
- Super Famicom emulation now uses uint24 instead of uint for bus
  addresses (it's a 24-bit bus)
- cleaned up gb/apu MMIO writes
- cleaned up sfc/coprocessor/msu1 MMIO writes
- ~3% speed penalty

I've wanted to do that 24-bit bus thing for so long, but have always
been afraid of the speed impact. It's probably going to hurt
balanced/performance once they compile again, but it wasn't significant
enough to harm the accuracy core's frame rate, thankfully. Only lost one
frame per second.

The GBA core handlers are clearly going to take a lot more work. The
bit-ranges will make it substantially easier to handle, though. Lots of
32-bit registers where certain values span multiple bytes, but we have
to be able to read/write at byte-granularity.
2016-02-16 20:32:49 +11:00
Tim Allen 6c83329cae Update to v097r13 release.
byuu says:

I refactored my schedulers. Added about ten lines to each scheduler, and
removed about 100 lines of calling into internal state in the scheduler
for the FC,SFC cores and about 30-40 lines for the other cores. All of
its state is now private.

Also reworked all of the entry points to static auto Enter() and auto
main(). Where Enter() handles all the synchronization stuff, and main()
doesn't need the while(true); loop forcing another layer of indentation
everywhere.

Took a few hours to do, but totally worth it. I'm surprised I didn't do
this sooner.

Also updated icarus gmake install rule to copy over the database.
2016-02-09 22:51:12 +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 47d4bd4d81 Update to v096r01 release.
byuu says:

Changelog:

- restructured the project and removed a whole bunch of old/dead
  directives from higan/GNUmakefile
- huge amounts of work on hiro/cocoa (compiles but ~70% of the
  functionality is commented out)
- fixed a masking error in my ARM CPU disassembler [Lioncash]
- SFC: decided to change board cic=(411,413) back to board
  region=(ntsc,pal) ... the former was too obtuse

If you rename Boolean (it's a problem with an include from ruby, not
from hiro) and disable all the ruby drivers, you can compile an
OS X binary, but obviously it's not going to do anything.

It's a boring WIP, I just wanted to push out the project structure
change now at the start of this WIP cycle.
2015-12-30 17:54:59 +11:00