byuu says:
Changelog:
- fixed bug in Emulator::Game::Memory::operator bool()
- nall: renamed view<string> back to `string_view`
- nall:: implemented `array_view`
- Game Boy: split cartridge-specific input mappings (rumble,
accelerometer) to their own separate ports
- Game Boy: fixed MBC7 accelerometer x-axis
- icarus: Game Boy, Super Famicom, Mega Drive cores output internal
header game titles to heuristics manifests
- higan, icarus, hiro/gtk: improve viewport geometry configuration;
fixed higan crashing bug with XShm driver
- higan: connect Video::poll(),update() functionality
- hiro, ruby: several compilation / bugfixes, should get the macOS
port compiling again, hopefully [Sintendo]
- ruby/video/xshm: fix crashing bug on window resize
- a bit hacky; it's throwing BadAccess Xlib warnings, but they're
not fatal, so I am catching and ignoring them
- bsnes: removed Application::Windows::onModalChange hook that's no
longer needed [Screwtape]
byuu says:
The main thing I worked on today was emulating the MBC7 EEPROM.
And... I have many things to say about that, but not here, and not now...
The missing EEPROM support is why the accelerometer was broken. Although
it's not evidently clear that I'm emulating the actual values
incorrectly. I'll think about it and get it fixed, though.
bsnes went from ~308fps to ~328fps, and I don't even know why. Probably
something somewhere in the 140KB of changes to other things made in this
WIP.
byuu says:
This release fixes the XAudio 2.1 and WASAPI drivers on Windows, and
extends XAudio to support device selection (eg headphones, speakers,
monitor, etc.) It also adds DRC to XAudio, however it's not currently
working.
The code is courtesy of Talarubi, I just botched it somewhere upon
porting it to the newer version of ruby.
byuu says:
I've added tool tips to hiro for Windows, GTK, and Qt. I'm unsure how to
add them for Cocoa. I wasted am embarrassing ~14 hours implementing tool
tips from scratch on Windows, because the `TOOLTIPS_CLASS` widget just
absolutely refused to show up, no matter what I tried. As such, they're
not quite 100% native, but I would really appreciate any patch
submissions to help improve my implementation.
I added tool tips to all of the confusing settings in bsnes. And of
course, for those of you who don't like them, there's a configuration
file setting to turn them off globally.
I also improved Mega Drive handling of the Game Genie a bit, and
restructured the way the Settings class works in bsnes.
Starting now, I'm feature-freezing bsnes and higan. From this point
forward:
- polishing up and fixing bugs caused by the ruby/hiro changes
- adding DRC to XAudio2, and maybe exclusive mode to WGL
- correcting FEoEZ (English) to load and work again out of the box
Once that's done, a final beta of bsnes will go out, I'll fix any
reported bugs that I'm able to, and then v107 should be ready. This time
with higan being functional, but marked as v107 beta. v108 will restore
higan to production status again, alongside bsnes.
byuu says:
I fixed all outstanding bugs that I'm aware of, including all of the
errata I listed yesterday.
And now it's time for lots of regression testing.
After that, I need to add Talarubi's XAudio2 DRC code, and then get a
new public bsnes WIP out for final testing.
New errata: when setting an icon (nall::image) larger than a Canvas on
Windows, it's not centering the image, so you end up seeing the overscan
area in the state manager previews, and the bottom of the image gets cut
off. I also need to forcefully disable the Xlib screensaver disable
support. I think I'll remove the GUI option to bypass it as well, and
just force screensaver disable always on with Windows. I'll improve it
in the future to toggle the effect between emulator pauses.
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:
Okay, so the WIPs-within-WIPs thing wasn't achieving its desired effect,
and it ended up causing me to have to redo some work on hiro since my
last local snapshot was of r52. So, heck it. I'll just do mostly
non-functional WIPs for a bit, and worry about the fallout years later
when I'm trying to find an emulation regression and cursing that the
WIPs aren't compiling.
I ported all of the ruby input drivers to the new syntax, as well as the
OpenAL driver. If you patch the ruby drivers for Linux with this in
mind, bsnes should compile and run there again.
Also, the bsnes program icon has returned, now that the new hiro layout
code is mature enough and I can simply add and remove the icon as a
Canvas instead of having to try and render into a viewport. The icon
shows up instantly with the main window.
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:
These WIPs-within-WIPs are getting more and more broken ... this isn't
going the way I wanted.
But ... this time around, I've revamped the entire ruby API again, to
solve a bunch of tough problems that have always made using ruby really
clunky.
But there are *so many* ruby drivers that it's going to take a long
time to work through them all. This WIP is only going to run bsnes, and
only on FreeBSD, and only with some drivers.
hiro's Application::initialize() now calls hiro::initialize(), which you
define inside of your hiro apps. This lets you call
Application::setName(...) before anything else in hiro runs. This is
essential on Xorg to set program icons, for instance.
With the ruby rewrite and the change to hiro, I can get away from the
need to make everything in bsnes/higan pointers to objects, and can now
just declare them as regular objects.
byuu wrote:
Sigh ...
asio.hpp needs #include <nall/windows/registry.hpp>
[Since the last WIP, byuu also posted the following message. -Ed.]
ruby drivers have all been updated (but not tested outside of BSD), and
I redesigned the settings window. The driver functionality all exists on
a new "Drivers" panel, the emulator/hack settings go to a
"Configuration" panel, and the video/audio panels lose driver settings.
As does the settings menu and its synchronize options.
I want to start pushing toward a v107 release. Critically, I will need
DirectSound and ALSA to support dynamic rate control. I'd also like to
eliminate the other system manifest.bml files. I need to update the
cheat code database format, and bundle at least a few quark shaders --
although I still need to default to Direct3D on Windows.
Turbo keys would be nice, if it's not too much effort. Aside from
netplay, it's the last significant feature I'm missing.
I think for v107, higan is going to be a bit rough around the edges
compared to bsnes. And I don't think it's practical to finish the bsnes
localization support.
I'm thinking we probably want another WIP to iron out any critical
issues, but this time there should be a feature freeze with the next
WIP.
byuu says:
Sigh, I seem to be spiraling a bit here ... but the work is very
important. Hopefully I can get a solid WIP together soon. But for now...
I've integrated dynamic rate control into ruby::Audio via
setDynamic(bool) for now. It's very demanding, as you would expect. When
it's not in use, I realized the OSS driver's performance was pretty bad
due to calling write() for every sample for every channel. I implemented
a tiny 256-sample buffer and bsnes went from 290fps to 330fps on my
FreeBSD desktop. It may be possible to do the same buffering with DRC,
but for now, I'm not doing so, and adjusting the audio input frequency
on every sample.
I also added ruby::Video::setFlush(bool), which is available only in the
OpenGL drivers, and this causes glFinish() to be called after swapping
display buffers. I really couldn't think of a good name for this, "hard
GPU sync" sounds kind of silly. In my view, flush is what commits queued
events. Eg fflush(). OpenGL of course treats glFlush differently (I
really don't even know what the point of it is even after reading the
manual ...), and then has glFinish ... meh, whatever. It's
setFlush(bool) until I come up with something better. Also as expected,
this one's a big hit to performance.
To implement the DRC, I started putting helper functions into the ruby
video/audio/input core classes. And then the XVideo driver started
crashing. It took hours and hours and hours to track down the problem:
you have to clear XSetWindowAttributes to zero before calling
XCreateWindow. No amount of `--sync`, `gdb break gdk_x_error`, `-Og`,
etc will make Xlib be even remotely helpful in debugging errors like
this.
The GLX, GLX2, and XVideo drivers basically worked by chance before. If
the stack frame had the right memory cleared, it worked. Otherwise it'd
crash with BadValue, and my changing things broke that condition on the
XVideo driver. So this has been fixed in all three now.
Once XVideo was running again, I realized that non-power of two video
sizes were completely broken for the YUV formats. It took a while, but I
managed to fix all of that as well.
At this point, most of ruby is going to be broken outside of FreeBSD, as
I still need to finish updating all the drivers.
byuu says:
I stand corrected, I managed to create and even larger diff than ever.
This one weighs in at 309KiB `>__>`
I'll have to create a changelog later, I'm too tired right now to go
through all of that.
byuu says:
Changelog:
- nall/GNUmakefile: fixed findstring parameter arguments [Screwtape]
- nall/Windows: always include -mthreads -lpthread for all
applications
- nall/memory: code restructuring
I really wanted to work on the new PPU today, but I thought I'd spend a
few minutes making some minor improvements to nall::memory, that was
five and a half hours ago. Now I have a 67KiB diff of changes. Sigh.
byuu says:
This release provides several major improvements to Mega Drive emulation
which enhances compatibility a good deal. It also includes important
Super Famicom mosaic emulation improvements, plus a much-needed SuperFX
save state issue fix.
Changelog (since v104):
- higan: many improvements to Emulator::Interface to support
forks/frontends
- higan: refreshed program icon
- icarus: new program icon
- Game Boy Advance: slight emulation speedup over v104
- Game Boy Advance: synchronize APU FIFO updates better
- Mega Drive: added automatic region detection [hex_usr]
- Mega Drive: support 8-bit SRAM
- Game Boy Advance: fixed bug when changing to THUMB mode via MSR
[MerryMage]
- Master System: fix bug in backdrop color and background 0 priority
[hex_usr]
- Mega Drive: backgrounds always update output priority bit [Cydrak]
- Mega Drive: emulated interlaced video output
- Mega Drive: emulated shadow/highlight mode [Cydrak]
- Super Famicom: auto joypad polling clears the shift register when
starting
- Super Famicom: added new low-entropy RAM initialization mode to more
closely match hardware
- Game Boy Advance: rumble will now time out after being left on for
500ms
- ruby: improved rumble support in udev input driver [ma_rysia]
- M68K: `move.b (a7)[+/-]` adjust a7 by two
- M68K: illegal/lineA/lineF opcodes do not modify the stack register
- Mega Drive: emulate VIP status bit
- uPD7725: improved emulation of OV1/S1 flags [byuu, AWJ, Lord
Nightmare]
- uPD7725: improved handling of DP, RP updates [Jonas Quinn]
- Super Famicom: improved emulation of mosaic effects in hires,
interlace, and offset-per-tile modes [byuu, Cydrak]
- ruby: improved Direct3D exclusive mode monitor selection [Cydrak]
- Super Famicom: fixed save state bug affecting SuperFX games
[Cydrak]
- Mega Drive: added workaround for Clang compiler bug; allowing this
core to work on macOS [Cydrak, Sintendo]
- higan: hotkeys now also trigger when the main window lacks focus yet
higan is set to allow input on focus loss
- higan: fixed an edge case where `int16_t` ↔ `double` audio
conversion could possibly result in overflows
- higan: fixed a crash on macOS when choosing quit from the
application menu [ncbncb]
Changelog (since the previous WIP):
- higan: restored `make console=true`
- tomoko: if you allow input when main window focus is lost, hotkeys
can now be triggered without focus as well
- hiro/cocoa: fix crash on exit from menu [ncbncb]
- ruby: smarter `double` → `int16_t` conversion to prevent
underflow/overflow
byuu says:
Changelog:
- processor/huc6280,mos6502,wdc65816: replaced abbreviated opcode
names with descriptive names
- nall: replaced `PLATFORM_MACOSX` define with `PLATFORM_MACOS`
- icarus: added `Icarus::missing() -> string_vector` to list missing
appended firmware files by name
- ruby, hiro: fix macosx→macos references
The processor instruction renaming was really about consistency with the
other processor cores. I may still need to do this for one or two more
processors.
The icarus change should allow a future release of the icarus
application to import games with external SNES coprocessor firmware once
again. It will also allow this to be possible when used in library mode.
byuu says:
Changelog:
- gba,ws: removed Thread::step() override¹
- processor/m68k: move.b (a7)+ and move.b (a7)- adjust a7 by two, not
by one²
- tomoko: created new initialize(Video,Audio,Input)Driver() functions³
- ruby/audio: split Audio::information into
Audio::available(Devices,Frequencies,Latencies,Channels)³
- ws: added Model::(WonderSwan,WonderSwanColor,SwanCrystal)()
functions for consistency with other cores
¹: this should hopefully fix GBA Pokemon Pinball. Thanks to
SuperMikeMan for pointing out the underlying cause.
²: this fixes A Ressaha de Ikou, Mega Bomberman, and probably more
games.
³: this is the big change: so there was a problem with WASAPI where
you might change your device under the audio settings panel. And your
new device may not support the frequency that your old device used. This
would end up not updating the frequency, and the pitch would be
distorted.
The old Audio::information() couldn't tell you what frequencies,
latencies, or channels were available for all devices simultaneously, so
I had to split them up. The new initializeAudioDriver() function
validates you have a correct driver, or it defaults to none. Then it
validates a correct device name, or it defaults to the first entry in
the list. Then it validates a correct frequency, or defaults to the
first in the list. Then finally it validates a correct latency, or
defaults to the first in the list.
In this way ... we have a clear path now with no API changes required to
select default devices, frequencies, latencies, channel counts: they
need to be the first items in their respective lists.
So, what we need to do now is go through and for every audio driver that
enumerates devices, we need to make sure the default device gets added
to the top of the list. I'm ... not really sure how to do this with most
drivers, so this is definitely going to take some time.
Also, when you change a device, initializeAudioDriver() is called again,
so if it's a bad device, it will disable the audio driver instead of
continuing to send samples at it and hoping that the driver blocked
those API calls when it failed to initialize properly.
Now then ... since it was a decently-sized API change, it's possible
I've broken compilation of the Linux drivers, so please report any
compilation errors so that I can fix them.
byuu says:
Changelog:
- gb/cpu: force STAT mode to 0 when LCD is disabled (fixes Pokemon
Pinball, etc)
- gb/ppu: when LCD is disabled, require at least one-frame wait to
re-enable, display white during this time
- todo: should step by a scanline at a time: worst-case is an
extra 99% of a frame to enable again
- gba/ppu: cache tilemap lookups and attribute parsing
- it's more accurate because the GBA wouldn't read this for every
pixel
- but unfortunately, this didn't provide any speedup at all ...
sigh
- ruby/audio/alsa: fixed const issue with free()
- ruby/video/cgl: removed `glDisable(GL_ALPHA_TEST)` [deprecated]
- ruby/video/cgl: removed `glEnable(GL_TEXTURE_2D)` [unnecessary as
we use shaders]
- processor/lr35902: started rewrite¹
¹: so, the Game Boy and Game Boy Color cores will be completely
broken for at least the next two or three WIPs.
The old LR35902 was complete garbage, written in early 2011. So I'm
rewriting it to provide a massive cleanup and consistency with other
processor cores, especially the Z80 core.
I've got about 85% of the main instructions implemented, and then I have
to do the CB instructions. The CB instructions are easier because
they're mostly just a small number of opcodes in many small variations,
but it'll still be tedious.
byuu says:
Changelog:
- gb/mbc6: mapper is now functional, but Net de Get has some text
corruption¹
- gb/mbc7: mapper is now functional²
- gb/cpu: HDMA syncs other components after each byte transfer now
- gb/ppu: LY,LX forced to zero when LCDC.d7 is lowered (eg disabled),
not when it's raised (eg enabled)
- gb/ppu: the LCD does not run at all when LCDC.d7 is clear³
- fixes graphical corruption between scene transitions in Legend
of Zelda - Oracle of Ages
- thanks to Cydrak, Shonumi, gekkio for their input on the cause
of this issue
- md/controller: renamed "Gamepad" to "Control Pad" per official
terminology
- md/controller: added "Fighting Pad" (6-button controller) emulation
[hex\_usr]
- processor/m68k: fixed TAS to set data.d7 when
EA.mode==DataRegisterDirect; fixes Asterix
- hiro/windows: removed carriage returns from mouse.cpp and
desktop.cpp
- ruby/audio/alsa: added device driver selection [SuperMikeMan]
- ruby/audio/ao: set format.matrix=nullptr to prevent a crash on some
systems [SuperMikeMan]
- ruby/video/cgl: rename term() to terminate() to fix a crash on macOS
[Sintendo]
¹: The observation that this mapper split $4000-7fff into two banks
came from MAME's implementation. But their implementation was quite
broken and incomplete, so I didn't actually use any of it. The
observation that this mapper split $a000-bfff into two banks came from
Tauwasser, and I did directly use that information, plus the knowledge
that $0400/$0800 are the RAM bank select registers.
The text corruption is due to a race condition with timing. The game is
transferring font letters via HDMA, but the game code ends up setting
the bank# with the font a bit too late after the HDMA has already
occurred. I'm not sure how to fix this ... as a whole, I assumed my Game
Boy timing was pretty good, but apparently it's not that good.
²: The entire design of this mapper comes from endrift's notes.
endrift gets full credit for higan being able to emulate this mapper.
Note that the accelerometer implementation is still not tested, and
probably won't work right until I tweak the sensitivity a lot.
³: So the fun part of this is ... it breaks the strict 60fps rate of
the Game Boy. This was always inevitable: certain timing conditions can
stretch frames, too. But this is pretty much an absolute deal breaker
for something like Vsync timing. This pretty much requires adaptive sync
to run well without audio stuttering during the transition.
There's currently one very important detail missing: when the LCD is
turned off, presumably the image on the screen fades to white. I do not
know how long this process takes, or how to really go about emulating
it. Right now as an incomplete patch, I'm simply leaving the last
displayed image on the screen until the LCD is turned on again. But I
will have to output white, as well as add code to break out of the
emulation loop periodically when the LCD is left off eg indefinitely, or
bad things would happen. I'll work something out and then implement.
Another detail is I'm not sure how long it takes for the LCD to start
rendering again once enabled. Right now, it's immediate. I've heard it's
as long as 1/60th of a second, but that really seems incredibly
excessive? I'd like to know at least a reasonably well-supported
estimate before I implement that.
byuu says:
Changelog:
- gb: added accelerometer X-axis, Y-Axis inputs¹
- gb: added rumble input¹
- gb/mbc5: added rumble support²
- gb/mbc6: added skeleton driver, but it doesn't boot Net de Get
- gb/mbc7: added mostly complete driver (only missing EEPROM), but it
doesn't boot Kirby Tilt 'n' Tumble
- gb/tama: added leap year assignment
- tomoko: fixed macOS compilation [MerryMage]
- hiro/cocoa: fix table cell redrawing on updates and automatic column
resizing [ncbncb]
- hiro/cocoa: fix some weird issue with clicking table view checkboxes
on Retina displays [ncbncb]
- icarus: enhance Game Boy heuristics³
- nall: fix three missing return statements [Jonas Quinn]
- ruby: hopefully fixed all compilation errors reported by Screwtape
et al⁴
¹: because there's no concept of a controller for cartridge inputs,
I'm attaching to the base platform for now. An idea I had was to make
separate ports for each cartridge type ... but this would duplicate the
rumble input between MBC5 and MBC7. And would also be less discoverable.
But it would be more clean in that users wouldn't think the Game Boy
hardware had this functionality. I'll think about it.
²: it probably won't work yet. Rumble isn't documented anywhere, but
I dug through an emulator named GEST and discovered that it seems to use
bit 3 of the RAM bank select to be rumble. I don't know if it sets the
bit for rumbling, then clears when finished, or if it sets it and then
after a few milliseconds it stops rumbling. I couldn't test on my
FreeBSD box because SDL 1.2 doesn't support rumble, udev doesn't exist
on FreeBSD, and nobody has ever posted any working code for how to use
evdev (or whatever it's called) on FreeBSD.
³: I'm still thinking about specifying the MBC7 RAM as EEPROM, since
it's not really static RAM.
⁴: if possible, please test all drivers if you can. I want to ensure
they're all working. Especially let me know if the following work:
macOS: input.carbon Linux: audio.pulseaudiosimple, audio.ao (libao)
If I can confirm these are working, I'm going to then remove them from
being included with stock higan builds.
I'm also considering dropping SDL video on Linux/BSD. XShm is much
faster and supports blurring. I may also drop SDL input on Linux, since
udev works better. That will free a dependency on SDL 1.2 for building
higan. FreeBSD is still going to need it for joypad support, however.
byuu says:
Changelog:
- ruby: ported all remaining drivers to new API¹
- ruby/wasapi: fix for dropping one sample per period [SuperMikeMan]
- gb: emulated most of the TAMA RTC; but RTC state is still volatile²
¹: the new ports are:
- audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao}
- input/{udev, quartz, carbon}
It's pretty much guaranteed many of them will have compilation errors.
Please paste the error logs and I'll try to fix them up. It may take a
WIP or two to get there.
It's also possible things broke from the updates. If so, I could use
help comparing the old file to the new file, looking for mistakes, since
I can't test on these platforms apart from audio/directsound.
Please report working drivers in this list, so we can mark them off the
list. I'll need both macOS and Linux testers.
audio/directsound.cpp:112:
if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false;
²: once I get this working, I'll add load/save support for the RTC
values. For now, the RTC data will be lost when you close the emulator.
Right now, you can set the date/time in real-time mode, and when you
start the game, the time will be correct, and the time will tick
forward. Note that it runs off emulated time instead of actual real
time, so if you fast-forward to 300%, one minute will be 20 seconds.
The really big limitation right now is that when you exit the game, and
restart it, and resume a new game, the hour spot gets corrupted, and
this seems to instantly kill your pet. Fun. This is crazy because the
commands the game sends to the TAMA interface are identical between
starting a new game and getting in-game versus loading a game.
It's likely going to require disassembling the game's code and seeing
what in the hell it's doing, but I am extremely bad at LR35092 assembly.
Hopefully endrift can help here :|
byuu says:
Changelog:
- ruby/audio/xaudio2: ported to new ruby API
- ruby/video/cgl: ported to new ruby API (untested, won't compile)
- ruby/video/directdraw: ported to new ruby API
- ruby/video/gdi: ported to new ruby API
- ruby/video/glx: ported to new ruby API
- ruby/video/wgl: ported to new ruby API
- ruby/video/opengl: code cleanups
The macOS CGL driver is sure to have compilation errors. If someone will
post the compilation error log, I can hopefully fix it in one or two
iterations of WIPs.
I am unable to test the Xorg GLX driver, because my FreeBSD desktop
video card drivers do not support OpenGL 3.2. If the driver doesn't
work, I'm going to need help tracking down what broke from the older
releases.
The real fun is still yet to come ... all the Linux-only drivers, where
I don't have a single Linux machine to test with.
Todo:
- libco/fiber
- libco/ucontext (I should really just delete this)
- tomoko: hide main UI window when in exclusive fullscreen mode
byuu says:
Changelog:
- tomoko: Application::onMain assigned at end of Program::Program()
[Screwtape]¹
- libco: add `#define _XOPEN_SOURCE 500` to fix compilation of sjlj.c
[Screwtape]
- ruby/audio/openal: fixed device driver string list enumeration
- ruby/audio/wasapi: changing device re-initializes the driver now
- ruby/audio/wasapi: probably a pointless change, but don't fill the
buffer beyond the queue size with silence
- ruby/video/xvideo: renamed from ruby/video/xv
- ruby/video/xvideo: check to see if `XV_AUTOPAINT_COLORKEY` exists
before setting it [SuperMikeMan]
- ruby/video/xvideo: align buffer sizes to be evenly divisible by four
[SuperMikeMan]
- ruby/video/xvideo: fail nicely without crashing (hopefully)
- ruby/video/xvideo: add support for YV12 and I420 12-bit planar YUV
formats²
¹: prevents crashes when drivers fail to initialize from running the
main loop that polls input drivers before the input driver is
initialized (or fails to initialize itself.) Some drivers still don't
block their main functions when initialization fails, so they will still
crash, but I'll work to fix them.
²: this was a **major** pain in the ass, heh. You only get one chroma
sample for every four luma samples, so the color reproduction is even
worse than UYVY and YUYV (which is two to four chroma to luma.) Further,
the planar format took forever to figure out. Apparently it doesn't care
what portion of the image you specify in XvShmPutImage, it expects you
to use the buffer dimensions to locate the U and V portions of the data.
This is probably the most thorough X-Video driver in existence now.
Notes:
- forgot to rename the configuration settings dialog window title to
just "Settings"
byuu says:
Changelog:
- tomoko: improved handling of changing audio devices on the audio
settings panel
- ruby/audio/wasapi: added device enumeration and selection support¹
- ruby/audio/wasapi: release property store handle from audio device
- ruby/audio/wasapi: fix exclusive mode buffer filling
- ruby/video/glx2: ported to new API -- tested and confirmed working
great²
- ruby/video/sdl: fixed initialization -- tested and confirmed working
on FreeBSD now³
- ruby/video/xv: ported to new API -- tested and mostly working great,
sans fullscreen mode⁴
Errata:
- accidentally changed "Driver Settings" label to "Driver" on the
audio settings tab because I deleted the line and forgot the
"Settings" part
- need to use "return initialize();" from setDevice() in the WASAPI
driver, instead of "return true;", so device selection is currently
not functioning in this WIP for said driver
¹: for now, this will likely end up selecting the first available
endpoint device, which is probably wrong. I need to come up with a
system to expose good 'default values' when selecting new audio drivers,
or changing audio device settings.
²: glx2 is a fallback driver for system with only OpenGL 2.0 and no
OpenGL 3.2 drivers, such as FreeBSD 10.1 with AMD graphics cards.
³: although I really should track down why InputManager::poll() is
crashing the emulator when Video::ready() returns false ...
⁴: really bizarrely, when entering fullscreen mode, it looks like the
image was a triangle strip, and the bottom right triange is missing, and
the top left triangle skews the entire image into it. I'm suspecting
this is a Radeon driver bug when trying to create a 2560x1600 X-Video
surface. The glitch persists when exiting fullscreen, too.
If anyone can test the X-Video driver on their Linux/BSD system, it'd be
appreciated. If it's just my video card, I'll ignore it. If not,
hopefully someone can find the cause of the issue :|
byuu says:
Changelog:
- tomoko: re-hid the video sync option¹
- tomoko: removed " Settings" duplication on all the individual
settings tab options
- ruby/audio/wasapi: finished port to new syntax; adapted to an
event-driven model; support 32-bit integral audio²
- ruby/video/sdl: ported to new syntax; disabled driver on FreeBSD³
¹: still contemplating a synchronize submenu of {none, video, audio},
but ... the fact that video can't work on PAL, WonderSwan games is a
real limitation for it
²: this driver actually received a ton of work. There's also a new
ring-buffer queue, and I added special handling for when exclusive mode
fails because the latency requested is lower than the hardware can
support. It'll pick the closest latency to the minimum that is possible
in this case.
On my Audigy Rx, the results for non-exclusive mode are the same. For
exclusive mode, the framerate drops from 60fps to ~50fps for smaller
buffers, and ~55fps for larger buffers (no matter how big, it never hits
60fps.) This is a lot better than before where it was hitting ~15fps,
but unfortunately it's the best I can do.
The event system used by WASAPI is really stupid. It just uses SetEvent
at some arbitrary time, and you have to query to see how many samples
it's waiting on. This makes it unknowable how many samples we should
buffer before calling `WaitForSingleObject(INFINITE)`, and it's also
unclear how we should handle cases where there's more samples available
than our queue has: either we can fill it with zeroes, or we can write
less samples. The former should prevent audio looping effects when
running too slowly, whereas the latter could potentially be too
ambitious when the audio could've recovered from a minor stall.
It's shocking to me how there's as many ways to send audio to a sound
card as there are sound card APIs, when all that's needed is a simple
double buffer and a callback event from another thread to do it right.
It's also terrifying how unbelievably shitty nearly all sound card
drivers apparently are.
Also, I don't know if cards can output an actual 24-bit mode with three
byte audio samples, or if they always just take 32-bit samples and
ignore the lower 8-bits. Whatever, it's all nonsense for the final
output to be >16-bits anyway (hi, `double[]` input from ruby.)
³: unfortunately, this driver always crashes on FreeBSD (even before
the rewrite), so I'll need someone on Linux to test it and make sure it
actually works. I'll also need testing for a lot of the other drivers as
well, once they're ported over (I don't have X-video, PulseAudio, ALSA,
or udev.)
Note that I forgot to set `_ready=true` at the end of `initialize()`,
and `_ready=false` in `terminate()`, but it shouldn't actually matter
beyond showing you a false warning message on startup about it failing
to initialize.
byuu says:
Changelog:
- emulator/audio: added the ability to change the output frequency at
run-time without emulator reset
- tomoko: display video synchronize option again¹
- tomoko: Settings→Configuration expanded to Settings→{Video,
Audio, Input, Hotkey, Advanced} Settings²
- tomoko: fix default population of audio settings tab
- ruby: Audio::frequency is a double now (to match both
Emulator::Audio and ASIO)³
- tomoko: changing the audio device will repopulate the frequency and
latency lists
- tomoko: changing the audio frequency can now be done in real-time
- ruby/audio/asio: added missing device() information, so devices can
be changed now
- ruby/audio/openal: ported to new API; added device selection support
- ruby/audio/wasapi: ported to new API, but did not test yet (it's
assuredly still broken)⁴
¹: I'm uneasy about this ... but, I guess if people want to disable
audio and just have smooth scrolling video ... so be it. With
Screwtape's documentation, hopefully that'll help people understand that
video synchronization always breaks audio synchronization. I may change
this to a child menu that lets you pick between {no synchronization,
video synchronization, audio synchronization} as a radio selection.
²: given how much more useful the video and audio tabs are now, I
felt that four extra menu items were worth saving a click and going
right to the tab you want. This also matches the behavior of the Tools
menu displaying all tool options and taking you directly to each tab.
This is kind of a hard change to get used to ... but I think it's for
the better.
³: kind of stupid because I've never seen a hardware sound card where
floor(frequency) != frequency, but whatever. Yay consistency.
⁴: I'm going to move it to be event-driven, and try to support 24-bit
sample formats if possible. Who knows which cards that'll fix and which
cards that'll break. I may end up making multiple WASAPI drivers so
people can find one that actually works for them. We'll see.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
byuu says:
Changelog:
- tomoko: by popular choice, default to adaptive mode on new installs
- hiro/windows: fix bug that was preventing the escape key from
closing some dialog windows
- nall/registry: use "\\\\" as separator instead of "/" ... because
some registry keys contain "/" in them >_>
- ruby: add ASIO driver stub (so far it can only initialize and grab
the driver name/version information)
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.
byuu says:
Changelog:
- nall::lstring -> nall::string_vector
- added IntegerBitField<type, lo, hi> -- hopefully it works correctly...
- Multitap 1-4 -> Super Multitap 2-5
- fixed SFC PPU CGRAM read regression
- huge amounts of SFC PPU IO register cleanups -- .bits really is lovely
- re-added the read/write(VRAM,OAM,CGRAM) helpers for the SFC PPU
- but they're now optimized to the realities of the PPU (16-bit data
sizes / no address parameter / where appropriate)
- basically used to get the active-display overrides in a unified place;
but also reduces duplicate code in (read,write)IO
byuu says:
Changelog:
- 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.
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.
byuu says:
Changelog:
- GB: support modeSelect and RAM for MBC1M (Momotarou Collection)
- audio: implemented native resampling support into Emulator::Stream
- audio: removed nall::DSP completely
Unfortunately, the new resampler didn't turn out quite as fast as I had
hoped. The final hermite resampling added some overhead; and I had to
bump up the kernel count to 500 from 400 to get the buzzing to go away
on my main PC. I think that's due to it running at 48000hz output
instead of 44100hz output, maybe?
Compared to Ryphecha's:
(NES) Mega Man 2: 167fps -> 166fps
(GB) Mega Man II: 224fps -> 200fps
(WSC) Riviera: 143fps -> 151fps
Odd that the WS/WSC ends up faster while the DMG/CGB ends up slower.
But this knocks 922 lines down to 146 lines. The only files left in all
of higan not written (or rewritten) by me are ruby/xaudio2.h and
libco/ppc.c
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
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.
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
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.
byuu says:
Changelog:
- added preliminary WASAPI driver (it's really terrible, though. Patches
most welcome.)
- all of processor/ updated to auto fn() -> ret syntax
- all of gb/ updated to auto fn() -> ret syntax
If you want to test the WASAPI driver, then edit ui-tomoko/GNUmakefile,
and replace audio.xaudio2 with audio.wasapi Note that the two drivers
are incompatible and cannot co-exist (yet. We can probably make it work
in the future.)
All that's left for the auto fn() -> ret syntax is the NES core and the
balanced/performance SNES components. This is kind of a big deal because
this syntax change causes diffs between WIPs to go crazy. So the sooner
we get this done and out of the way, the better. It's also nice from
a consistency standpoint, of course.
byuu says:
I imagine you guys will like this WIP very much.
Changelog:
- ListView check boxes on Windows
- ListView removal of columns on reset (changing input dropdowns)
- DirectSound audio duplication on latency change
- DirectSound crash on 20ms latency
- Fullscreen window sizing in multi-monitor setups
- Allow joypad bindings of hotkeys
- Allow triggers to be mapped (Xbox 360 / XInput / Windows only)
- Support joypad rumble for Game Boy Player
- Video scale settings modified from {1x,2x,3x} to {2x,3x,4x}
- System menu now renames to active emulation core
- Added fast forward hotkey
Not changing for v095:
- not adding input focus settings yet
- not adding shaders yet
Not changing at all:
- not implementing maximize
byuu says:
This WIP substantially restructures the ruby API for the first time
since that project started.
It is my hope that with this restructuring, destruction of the ruby
objects should now be deterministic, which should fix the crashing on
closing the emulator on Linux. We'll see I guess ... either way, it
removed two layers of wrappers from ruby, so it's a pretty nice code
cleanup.
It won't compile on Windows due to a few issues I didn't see until
uploading the WIP, too lazy to upload another. But I fixed all the
compilation issues locally, so it'll work on Windows again with the next
WIP (unless I break something else.)
(Kind of annoying that Linux defines glActiveTexture but Windows
doesn't.)
byuu says:
Windows port should run mostly well now, although exiting fullscreen
breaks the application in a really bizarre way. (clicking on the window
makes it sink to background rather than come to the foreground o_O)
I also need to add the doModalChange => audio.clear() thing for the
accursed menu stuttering with DirectSound.
I also finished porting all of the ruby drivers over to the newer API
changes from nall.
Since I can't compile the Linux or OS X drivers, I have no idea if there
are any typos that will result in compilation errors. If so, please let
me know where they're at and I'll try and fix them. If they're simple,
please try and fix them on your end to test further if you can.
I'm hopeful the udev crash will be gone now that nall::string checks for
null char* values passed to its stringify function. Of course, it's
a problem it's getting a null value in the first place, so it may not
work at all.
If you can compile on Linux (or by some miracle, OS X), please test each
video/audio/input driver if you don't mind, to make sure there's no
"compiles okay but still typos exist" bugs.
byuu says:
Finally!! Compilation works once again on Windows.
However, it's pretty buggy. Modality isn't really working right, you can
still poke at other windows, but when you select ListView items, they
redraw as empty boxes (need to process WM_DRAWITEM before checking
modality.)
The program crashes when you close it (probably a ruby driver's term()
function, that's what it usually is.)
The Layout::setEnabled(false) call isn't working right, so you get that
annoying chiming sound and cursor movement when mapping keyboard keys to
game inputs.
The column sizing seems off a bit on first display for the Hotkeys tab.
And probably lots more.
byuu says:
The library window is gone, and replaced with
hiro::BrowserWindow::openFolder(). This gives navigation capabilities to
game loading, and it also completes our slotted cart selection code. As
an added bonus, it's less code this way, too.
I also set the window size to consistent sizes between all emulated
systems, so that switching between SFC and GB don't cause the window
size to keep changing, and so that the scaling size is consistent (eg at
normal scale, GB @ 3x is closer to SNES @ 2x.) This means black borders
in GB/GBA mode, but it doesn't look that bad, and it's not like many
people ever use these modes anyway.
Finally, added the placeholder tabs for video, audio and timing. I don't
intend to add the timing calculator code to v095 (it might be better as
a separate tool), but I'll add the ability to set video/audio rates, at
least.
Glitch 1: despite selecting the first item in the BrowserDialog list, if
you press enter when the window appears, it doesn't activate the item
until you press an arrow key first.
Glitch 2: in Game Boy mode, if you set the 4x window size, it's not
honoring the full requested height because the viewport is smaller than
the window. 8+ years of trying to get GTK+ and Qt to simply set the god
damned window size I ask for, and I still can't get them to do it
reliably.
Remaining issues:
- finish configuration panels (video, audio, timing)
- fix ruby driver compilation on Windows
- add DIP switch selection window (NSS) [I may end up punting this one
to v096]
byuu says:
I fixed the hiro layout enable bug, so when you go to assign joypad
input, the window disables itself so your input doesn't mess with the
controls.
I added "reset" to the hotkeys, in case you feel like clearing all of
them at once.
I added device selection support and the ability to disable audio
synchronization (run > 60fps) to the ruby/OSS driver. This is exposed in
tomoko's configuration file.
I added checks to stringify so that assigning null char* strings to
nall::string won't cause crashes anymore (technically the crash was in
strlen(), which doesn't check for null strings, but whatever ... I'll do
the check myself.)
I hooked up BrowserDialog::folderSelect() to loading slotted media for
now. Tested it by loading a Game Boy game successfully through the Super
Game Boy. Definitely want to write a custom window for this though, that
looks more like the library dialog.
Remaining issues:
- finish slotted cart loader (SGB, BSX, ST)
- add DIP switch selection window (NSS) [I may end up punting this one
to v096]
- add more configuration panels (video, audio, timing)
byuu says:
Changelog:
- port: various compilation fixes for OS X [kode54]
- nall: added programpath() function to return path to process binary
[todo: need to have ethos use this function]
- ruby: XAudio2 will select default game sound device instead of first
sound device
- ruby: DirectInput device IDs are no longer ambiguous when VID+PID are
identical
- ruby: OpenGL won't try and terminate if it hasn't been initialized
- gb: D-pad up+down/left+right not masked in SGB mode
- sfc: rewrote ICD2 video rendering to output in real-time, work with
cycle-based Game Boy renderer
- sfc: rewrote Bus::reduce(), reduces game loading time by about 500ms
- ethos: store save states in {game}/higan/* instead of {game}/bsnes/*
- loki: added target-loki/ (blank stub for now)
- Makefile: purge out/* on make clean
byuu says:
Updated to support latest phoenix changes.
Converted Settings and Tools to TabFrame views.
Errata:
- phoenix/Windows ComboButton wasn't calling parent
pWidget::setGeometry() [fixed locally]
- TRACKBAR_CLASS draws COLOR_3DFACE for the background even when its
parent is a WC_TABCONTROL
byuu says:
Changelog:
- added SA-1 MDR; fixes bug in SD Gundam G-Next where the main
battleship was unable to fire
- added out-of-the-box support for any BSD running Clang 3.3+ (FreeBSD
10+, notably)
- added new video shader, "Display Emulation", which changes the shader
based on the emulated system
- fixed the home button to go to your default library path
- phoenix: Windows port won't send onActivate unless an item is selected
(prevents crashing on pressing enter in file dialog)
- ruby: removed vec4 position from out Vertex {} (helps AMD cards)
- shaders: updated all shaders to use texture() instead of texture2D()
(helps AMD cards)
The "Display Emulation" option works like this: when selected, it tries
to load "<path>/Video Shaders/Emulation/<systemName>.shader/"; otherwise
it falls back to the blur shader. <path> is the usual (next to binary,
then in <config>/higan, then in /usr/share/higan, etc); and <systemName>
is "Famicom", "Super Famicom", "Game Boy", "Game Boy Color", "Game Boy
Advance"
To support BSD, I had to modify the $(platform) variable to
differentiate between Linux and BSD.
As such, the new $(platform) values are:
win -> windows
osx -> macosx
x -> linux or bsd
I am also checking uname -s instead of uname -a now. No reason to
potentially match the hostname to the wrong OS type.
byuu says:
Changelog:
- added Cocoa target: higan can now be compiled for OS X Lion
[Cydrak, byuu]
- SNES/accuracy profile hires color blending improvements - fixes
Marvelous text [AWJ]
- fixed a slight bug in SNES/SA-1 VBR support caused by a typo
- added support for multi-pass shaders that can load external textures
(requires OpenGL 3.2+)
- added game library path (used by ananke->Import Game) to
Settings->Advanced
- system profiles, shaders and cheats database can be stored in "all
users" shared folders now (eg /usr/share on Linux)
- all configuration files are in BML format now, instead of XML (much
easier to read and edit this way)
- main window supports drag-and-drop of game folders (but not game files
/ ZIP archives)
- audio buffer clears when entering a modal loop on Windows (prevents
audio repetition with DirectSound driver)
- a substantial amount of code clean-up (probably the biggest
refactoring to date)
One highly desired target for this release was to default to the optimal
drivers instead of the safest drivers, but because AMD drivers don't
seem to like my OpenGL 3.2 driver, I've decided to postpone that. AMD
has too big a market share. Hopefully with v093 officially released, we
can get some public input on what AMD doesn't like.
byuu describes the changes since v067:
This release officially introduces the accuracy and performance cores,
alongside the previously-existing compatibility core. The accuracy core
allows the most accurate SNES emulation ever seen, with every last
processor running at the lowest possible clock synchronization level.
The performance core allows slower computers the chance to finally use
bsnes. It is capable of attaining 60fps in standard games even on an
entry-level Intel Atom processor, commonly found in netbooks.
The accuracy core is absolutely not meant for casual gaming at all. It
is meant solely for getting as close to 100% perfection as possible, no
matter the cost to speed. It should only be used for testing,
development or debugging.
The compatibility core is identical to bsnes v067 and earlier, but is
now roughly 10% faster. This is the default and recommended core for
casual gaming.
The performance core contains an entirely new S-CPU core, with
range-tested IRQs; and uses blargg's heavily-optimized S-DSP core
directly. Although there are very minor accuracy tradeoffs to increase
speed, I am confident that the performance core is still more accurate
and compatible than any other SNES emulator. The S-CPU, S-SMP, S-DSP,
SuperFX and SA-1 processors are all clock-based, just as in the accuracy
and compatibility cores; and as always, there are zero game-specific
hacks. Its compatibility is still well above 99%, running even the most
challenging games flawlessly.
If you have held off from using bsnes in the past due to its system
requirements, please give the performance core a try. I think you will
be impressed. I'm also not finished: I believe performance can be
increased even further.
I would also strongly suggest Windows Vista and Windows 7 users to take
advantage of the new XAudio2 driver by OV2. Not only does it give you
a performance boost, it also lowers latency and provides better sound by
way of skipping an API emulation layer.
Changelog:
- Split core into three profiles: accuracy, compatibility and
performance
- Accuracy core now takes advantage of variable-bitlength integers (eg
uint24_t)
- Performance core uses a new S-CPU core, written from scratch for speed
- Performance core uses blargg's snes_dsp library for S-DSP emulation
- Binaries are now compiled using GCC 4.5
- Added a workaround in the SA-1 core for a bug in GCC 4.5+
- The clock-based S-PPU renderer has greatly improved OAM emulation;
fixing Winter Gold and Megalomania rendering issues
- Corrected pseudo-hires color math in the clock-based S-PPU renderer;
fixing Super Buster Bros backgrounds
- Fixed a clamping bug in the Cx4 16-bit triangle operation [Jonas
Quinn]; fixing Mega Man X2 "gained weapon" star background effect
- Updated video renderer to properly handle mixed-resolution screens
with interlace enabled; fixing Air Strike Patrol level briefing screen
- Added mightymo's 2010-08-19 cheat code pack
- Windows port: added XAudio2 output support [OV2]
- Source: major code restructuring; virtual base classes for processor
- cores removed, build system heavily modified, etc.
byuu says:
Added OV2's XAudio2 driver (it's better and faster than the DirectSound
one)
Fixed DirectInput keypad number codes
Added launcher to make the profiles work
Profiles now called: Accuracy, Compatibility, Performance (not debating
names anymore)
The launcher isn't going to work on OS X because of the .app folder
bullshit (yes, yes, .sfc folders.)
It also crashes on Windows XP for god only knows what reason. Works fine
on Windows 7 and Linux. So XP users, rename the .dll files to .exe to
test this release. I'll fix it on Monday.
The color highlighting fucks up the radio boxes on the Windows classic
theme, because Nokia can't afford a god damn QA team.
Lastly, I forgot to add launcher to the make archive-all command, so the
source for it will be in the next WIP.