byuu says:
Changelog:
- added skeleton HuC1 (gets to a menu)
- added skeleton HuC3 (gets to a menu, this one is supposedly a lot more
complex (IR, RTC, etc.))
- added MMM01 emulation
byuu says:
Changelog:
- rewrote sprite rendering, grabs first ten sprites, draws them in
revere order of a: X-index, b: OAM appearance order
- simplified tile decoding to use less variables
- added MBC3 emulation (for now, RTC is always enabled)
- STOP can be broken via joypad IF, this may not be correct though (it
may trigger even without P10-13 being modified)
- cleaned up all MBC emulation to use masks instead of ranges
- MBC2 uses 512-byte table now, ignores high 4-bits. Easier this way I guess
- tools menu temporarily has a console tracer enable option
- some other stuff
No real visible improvements :(
byuu says:
Changelog:
- fixed sprite Vflip check
- fixed up window rendering (well, mostly, works great in Megaman II but
not so great in Makaitoushi SaGa)
- added MBC2, MBC5 (already had MBC0, MBC1)
- removed reset, hooked up power cycle and Vsync toggle
- some other stuff
Makaitoushi SaGa locks on the main menu after some graphical glitches on
the title screen, damn.
Shin Megami Tensei - Devichil Black Book locks up immediately, hitting
HALT opcodes all the time, damn again.
Megaman II should be fully playable now.
Contra 3 is really close, but goes crazy on the turtle boss fight.
byuu says:
Added MBC1 emulation, although battery RAM doesn't save or load to disk
yet.
Made up a fake MBC0 which is really just saying 'no MBC', for consistent
handling of all MBCs.
Added bumpers to stop ROM/RAM out of bounds accesses.
Added STAT interrupts for LY coincidence, Vblank and Hblank (not for OAM
access yet, I don't know the timings.)
Fixed timer interrupt [Jonas Quinn]
Made all interrupts call a CPU function instead of just setting a flag
for better control (to allow below addition.)
Added HALT and STOP emulation, the latter permanently locks the Game Boy
for now. The former breaks on interrupts.
Rewrote all the rendering code to suck 50% less, though it's still
absolutely miserable and scanline-based.
Added pixel-level horizontal scrolling to BGs.
Fixed OBJ rendering error that was making them render upside down (I was
flipping to compensate before.)
Added OBJ 8x16 mode.
Added OBJ priority support.
Added window (but it's broken to all hell on Mega Man II.)
byuu says:
Fixed all of the previously mentioned problems by myself and Jonas
Quinn.
Fixed up JOYP and hooked up JOYP interrupts, they work on JOYP writes as
well if your selection makes the low four bits change to != 0xF.
Added basic sprite emulation, very very very lousy but it works for
Tetris.
Fixed DAA, fuck that opcode. Fixes blargg's CPU tests 1 and 11 (for some
odd reason.) Only test 2 is failing, on the "EI" test. Maybe it relies
on STAT interrupts?
Did some other stuff.
Tetris is now 100% fully playable. But that renderer is an abomination.
Soooooo simplistic and missing so many edge cases.
But holy shit, a fully playable commercial game in three days. I would
have killed to have made that progress when I started on bsnes.
byuu says:
All 512 instructions implemented. To make debugging flags easier and to
reduce the code size, I made parent routines for all the bit-logic that
sets flags. This bumped up the speed to 3,045fps. So about 51x faster
than a real Game Boy.
I suspect the frame rate to plummet rapidly as I emulate more stuff and
try and get timings more accurate. Wild ballpark, I'd guess 300fps or
so. Not based on anything, just a made up number. I have no idea what it
will end up being.
So I still need:
* decode MMIO reads/writes
* add CPU interrupt support
* add LCD emulation (probably the hardest part)
* add PCM emulation (well, this would likely be the hardest; but it's
not essential right now)
* debug the holy living shit out of the CPU core. Anyone want to help
now by looking it over? :D
byuu says:
314 of 512 opcodes implemented, can execute the first 67,450
instructions of Tetris.
I also added an MMIO bus, ala bsnes, so that I can map and access
individual registers with a single indirection.
byuu says:
Hooked up a scheduler to enter/exit the CPU core wherever I want. Added
basic 4*1024*1024hz clock, and about eleven or so opcodes. Creating the
disassembler as I encounter each new opcode, not skipping ahead to do
all 'like other' opcodes, eg if I add 'dec b', I don't then add 'dec c'
until I encounter it.
The source tarball also included empty obj/ and out/ directories which
git does not support.
byuu says:
Project started, so basically everything is new.
It's basically a rough skeleton that mimics bsnes project structure.
Eventually the src/gameboy folder will be copied into bsnes-official and
used by the chip/supergameboy core.
The middleware layer (supergameboy/interface) will be merged into a new
chip/icd2 folder that will represent direct Super Game Boy emulation in
the future.
At least, if all goes according to plan.
There is a simple GUI that can load ROMs, but do nothing after it. It's
not hooked up to ruby yet.
There is a basic system class and interface to expose the
video/audio/input functions.
There is a basic memory bus that doesn't support any MBCs yet.
There is a CPU skeleton that only handles easy read/write access to the
CPU registers (AF is a really fucked up register.)
The core is not hooked up to libco yet, but I intend for it to be, so
that I can run the CPU + LCD how I like.
If it turns out the LCD+audio is easily enslavable, then I'll probably
drop libco and just run it like a regular emulator, using a thread
wrapper around it in bsnes only. We'll see.
The CPU doesn't actually support any opcodes, and loading a ROM won't
actually execute anything.
byuu says:
While perhaps not perfect, pretty good is better than nothing ... I've
added emulation of auto-joypad poll timing.
Going off ikari_01's confirmation of what we suspected, that the strobe
happens every 256 clocks, I've set up emulation as follows:
Upon reset, our clock counter is reset to zero.
At the start of each frame, our poll counter is reset to zero.
Every 256 clocks, we call the step_auto_joypad_poll() function.
If we are at V=225/240+ (based on overscan setting), we check the poll
counter.
At zero, we poll the actual controller and set the joypad polling flag
in $4212.d0 to 1.
From zero through fifteen, we read in one bit for each controller and
shift it into the register.
At sixteen, we turn off the joypad polling flag.
The 256-clock divider allows the start point of polling for each frame
to fluctuate wildly like real hardware.
I count regardless of auto joypad enable, as per $4212.d0's behavior;
but only poll when it's actually enabled.
I do not consume any actual time from this polling. I honestly don't
know if I even should, or if it manages to do it in the background.
If it should consume time, then this most likely happens between opcode
edges and we'll have to adjust the code a good bit.
All commercial games should continue to work fine, but this will likely
break some hacks/translations not tested on hardware.
Without the timing emulation, reading $4218-421f before V=~228 would
basically give you the valid input controller values of the previous
frame.
Now, like hardware, it should give you a state that is part previous
frame, part current frame shifted into it. Button positions won't be
reliable and will shift every 256 clocks.
I've also removed the Qt GUI, and renamed ui-phoenix to just ui. This
removes 400kb of source code (phoenix is a lean 130kb), and drops the
archive size from 564KB to 475KB. Combined with the DSP HLE, and we've
knocked off ~570KB of source cruft from the entire project. I am looking
forward to not having to specify which GUI is included anymore.
byuu says:
This release marks a major step forward, offering full low-level
emulation of all four DSP coprocessors based on the NEC uPD77C25
processor core. Many people were responsible for this milestone: Dr.
Decapitator for the actual decapping and extraction; Lord Nightmare for
the cartridges and some special analysis tools; myself, Jonas Quinn and
Cydrak for the uPD77C25 emulation; and all of the donors who raised the
necessary $1,000 for the necessary hardware and equipment needed to pull
this all off. To say thanks to the donors, I am releasing the uPD77C25
emulation core to the public domain, so that everyone can benefit from
it.
All four DSP emulations will be improved by this by way of having
realistic timing; the DSP-4 will benefit further as the high-level
emulation was incomplete and somewhat buggy; and the DSP-3 will benefit
the most as the high-levle emulation there was not complete enough to be
playable. As a result, most notably, this means bsnes v073 is the first
emulator to fully be able to play SD Gundam GX (J)!
As bsnes' primary goal is accuracy, the LLE DSP support renders the old
HLE DSP support obsolete. Ergo, I have removed the 166KB of HLE source
code, and replaced it with the uPD77C25 core, which comprises a mere
20KB of source code. As this LLE module supports save states, this also
means that for the first time, DSP-3 and DSP-4 games have save state
support.
On the other hand, this also means that to run any DSP game, you will
need the appropriate program ROM. As these are copyrighted, I cannot
distribute them nor tell you where to get them. All I can do is provide
you with the necessary filenames and hashes.
Changelog (since v072 release):
* added NEC uPD77C25 emulation core
* added low-level emulation of the DSP-1, DSP-1B, DSP-2, DSP-3, DSP-4
coprocessors
* removed high-level emulation of the DSP-n coprocessors
* added blargg's libco::ppc.c module, which is far more portable, even
running on the PS3
* added software filter support via binary plugins
* added debugger (currently Linux-only); but it is as yet unstable
* added pause shortcut
* updated mightymo's cheat code database
byuu says:
Changelog:
* added SNES::interface.message(const string&) so that the core can send
messages for the GUI to display
* failing to load a DSP-n ROM, or failing the DSP-n SHA256 hash (if
there is one) will result in a warning message
* all DSP-1 games by default once again use the DSP-1B program, now that
it has been redumped and reverified
* fixed bugs in uPD77C25 SHL2 and SHL4 opcodes; fixes DSP-2 and DSP-4
emulation
* removed all DSP HLE (DSP-1, DSP-2, DSP-3, DSP-4)
* as a result of LLE, DSP-3 and DSP-4 games can now load and save states
byuu says:
The DSP-1 and DSP-3 emulation appears to be great.
However, there are bugs in the other two.
DSP-2, Dungeon Master: the graphics in-game appear corrupt. It looks
like the first two pixels have the right color, the next six have the
wrong color, resulting in vertical stripes.
DSP-4, Top Gear 3000: the car sprites appear to be showing 8x8 tiles
instead of 16x16 files, resulting in 3/4ths of the cars being invisible,
but only up close.
Dr. Decapitator and Lord Nightmare are supremely confident that our
dumps are 100% accurate, there was no bus wavering at all this time.
We believe they are bugs in the uPD77C25 emulation.
I desperately need help! I have spent the past several hours trying to
ascertain what the problem is, to no avail.
I've tried messing with just about every flag, every register, checking
for use of OV1, S1, custom opcodes, etc ... I am having no luck.
I'm going to keep trying with even more sophisticated cross-analysis.
But Cydrak, if you would please rework that magic of yours, I'd be
eternally grateful :D
byuu says:
This release defaults DSP-3 loading to use the uPD77C25 core. It also
pre-emptively does the same for the DSP-2 and DSP-4. v072r11 did this
for the DSP-1.
I've also renamed my string<>integer conversion function names:
strhex -> hex
strsigned -> integer
strunsigned -> decimal
strbin -> binary
strdouble -> fp (this one will no doubt be trouble since 'file fp' is
a common idiom. floatingpoint is too long, float and double are
already reserved.)
A number of changes in this release were contributed by Cydrak in the
WIP thread, who described his changes from r09/r10 thusly:
- Call cpu.synchronize_coprocessor() on external R/W to avoid missing data
- Sign-extend K, L before multiplying
- Load IDB before ALU. Supports the MOV A, d; XOR A, A idiom which is
all over the place
- Use 16-bit types in flag checks (notably Z)
- Flags mostly unified; hopefully at least OV0 and SGN work
- Carry-in comes from the *other* accumulator's flags, this is used for
long arithmetic
- CMP is ~q (see the many CMP A; INC A where values get negated)
- SHR1 is arithmetic shift and retains the sign bit (Mario Kart sprites
and physics are broken without it)
- SHL1 has carry-in per the datasheet, it doesn't seem to be used though
- XCHG probably byteswaps, but it's not used either
- Reversed DR external R/W order again, big-endian seems to break it
byuu described the remaining changes:
You do not need the XML files anymore, bsnes will automatically choose
the new uPD module, and look for dsp1b.bin.
If you make your own XML file, you can force the old HLE mode, or use
a differently-named PROM.
If and when we get the DSP-2,3,4 modules, bsnes v072.11 and above should
already be able to run them, assuming no more emulation core bugs.
Unfortunately, I missed the v072r08 release; it was taken down before
I saw the announcement.
byuu says (about v072r08):
This WIP adds NEC uPD77C25 emulation. Unfortunately it's not at all functional yet, there are way too many things I don't understand about the chip.
I'm absolutely going to need help to complete this.
[...]
For now, you need the included PCB XML to manually map the program/data ROM in, which are included with the archive. You'll have to rewrite the map yourself to run other DSP-1 games, unless they have the same layout as Mario Kart. I am using the US [!] version, name it mariokart.sfc and put all the archive files and the ROM together.
From here, bsnes will load up the ROMs, and start executing instructions. Since the emulation is so incomplete, it just deadlocks on the "Nintendo" logo as if there were no DSP on the cart at all, but if you enable tracing, you'll see it actually starts doing a lot of stuff before getting stuck in a really long and confusing loop.
[Note: the DSP-1B program and data ROMs are not included in this commit.
The PCB XML file mentioned above looks like this:
<?xml version='1.0' encoding='UTF-8'?>
<cartridge region='NTSC'>
<rom>
<map mode='shadow' address='00-3f:8000-ffff'/>
<map mode='linear' address='40-7f:0000-ffff'/>
<map mode='shadow' address='80-bf:8000-ffff'/>
<map mode='linear' address='c0-ff:0000-ffff'/>
</rom>
<ram size='800'>
<map mode='linear' address='20-3f:6000-7fff'/>
<map mode='linear' address='a0-bf:6000-7fff'/>
<map mode='linear' address='70-7f:0000-ffff'/>
</ram>
<upd77c25 program="dsp1b-program.bin" data="dsp1b-data.bin">
<dr>
<map address='00-1f:6000-6fff'/>
<map address='80-9f:6000-6fff'/>
</dr>
<sr>
<map address='00-1f:7000-7fff'/>
<map address='80-9f:7000-7fff'/>
</sr>
</upd77c25>
</cartridge>
Save it as 'mariokart.xml']
byuu says (about v072r09):
Fixes OP/LD RQM=1 on DR modify, Mario Kart can get in-game, but the
track is completely corrupted.
Reorders order of operations for OP, in an attempt to mimic parallelism.
Added support for OP KLM DST.
Added S1 flag setting, probably not correct.
byuu says:
I'm happy enough with the debugger now. Not 100% up to par with the old
one, but it also does some new things the old one didn't.
- step into / step over are disabled unless they can be done safely
- this means step over is usually grayed unless you hit step into first,
due to bsnes not being opcode-based (you can't skip an opcode that is
half-executed)
- you can now trace console output to disk
- stepping the CPU will print stepped SMP opcodes if the checkbox for it
is on and vice versa
- button added to clear the console log
(there was no r05 release posted to the WIP thread)
byuu says:
Updated libsnes to use new file and function names.
Also added EditBox::setCursorPosition for GTK+ and Qt, only used by the
debugger so far so that when text is added, it auto-scrolls to the
bottom.
(there was no r03 release posted to the WIP thread)
byuu says:
nall/snes/smp.hpp created, ~68 addressing modes compared to the CPU's
~27, ugh. All hooked up, you can step into / step over / trace the S-SMP
now as well.
byuu says:
Just debugger work here. About three or four hours to write
nall/snes/cpu.hpp, which is basically opcode encoding information for
disassembly.
byuu says:
- added pause shortcut ('P' key, as pause/break is too finicky)
- pause and auto-pause show on status bar
- added a debugger skeleton, very very primitive and completely unusable
- don't try it yet
- added software filter support
Also included is the new snesfilter library. It has all of the filters
the old one had, as well as scanline filters since that's not in my GUI
anymore
If you want scanlines and other software filters, then you can either
make your own hybrid two-in-one software filter, or make a pixel shader
(I don't have one of those yet.)
byuu says (since v070):
- fixed a regression in the accuracy/compatibility CPU core with IRQ
masking; fixes World Heroes 2
- fixed OAM address reset on $2100 writes for performance PPU core;
fixes Mahjongg 2 and others
- DSP-1 always returns high 8-bits of status register; fixes Ace wo
Nerae! freeze [Jonas Quinn]
- performance core can now take advantage of serial support
- pixel shaders now use a unified XML format; in the future they will
support multi-pass shaders and textures
- major code restructuring
- first public release of phoenix GUI port
- mightymo's cheat code pack is now an external file for the phoenix
port
- phoenix port stores cheat codes in XML format as well, unifying all
file formats to the same markup language
(there was no r15 release posted to the WIP thread)
byuu says:
This mostly contains improvements for nall, like path unification.
This should fix FitzRoy's issue with .. on Windows.
(there was no r13 release posted to the WIP thread)
byuu says:
- nall/string: trim and split functions now take the limit as a template
parameter for clarity, trim_once variants are removed
- quotable.trim<1>("\""); //remove quotes from string
- cheatcode.split<3>(","); //split up to three times, third one is
a description that may have commas
- foobar.trim(" "); //remove any and all spaces
- nall/string: added wildcard() and iwildcard() functions for pattern
matching
- nall/directory: accepts an optional pattern parameter to perform
wildcard matching
- lstring cartridges = directory::contents(path, "*.sfc");
- some people may prefer directory::contents("/path/to/files/*.sfc"),
but I like not having to build a string when you have the path
separated already
- nall/qt: removed entirely, now resides in bsnes/ui-qt/template; I do
intend to replace the check/radio actions with native Qt versions
later
- bsnes/data: new folder, share the parts that both UIs use; bsnes.ico,
bsnes.png, bsnes.Desktop, cheats.xml; simplify Makefile install target
- Makefile: install target now creates .bsnes folder and copies
cheats.xml there for you
- Makefile: gconftool hack removed, not needed for phoenix, will work
around with Qt later
- will probably make bsnes/Qt read the cheats.xml file externally as
well, as that file makes each profile 1MB bigger when embedded
- as such, will probably make bsnes also look in the binary directory
for that file, so Windows users don't have to copy it to their
userdata folder
byuu says:
- removed support for images with copier headers
- phoenix/Windows: Label properly refreshes on text changes, fixes video
settings sliders
- alt/ppu-performance: fixed mosaic Voffset bug, fixes Super Bowling et al
- alt/cpu: fixed CPU::joylatch() reporting, allows serial applications
to work with performance profile
- hooked up SNES::cartridge.basename, allows MSU1 and serial support
with the phoenix UI
- updated UPS patching code for bsnes/Qt, allowing it to compile again,
hidden config option file.bypassPatchCrc32 was removed
byuu says:
- phoenix/All: converted all instances of const char* to const
nall::string&
- above used to require: label.setText(string("FPS: ", fps)); but can
now use: label.setText({"FPS", fps});
- also avoids the need for the internal implementations to have to
check for null string pointers
- phoenix/GTK+: no longer disabling double buffering on the viewport.
Does not cause flickering, and fixes redraw issue on window resize
- phoenix/Qt: like phoenix/GTK+, it will use the default font on the
menubar as well, so child menu items are consistently sized now
- Linux: file browser can list contents of / and won't let you go
higher; Windows needs a similar guard for n:/ or \\
- UPS soft-patching support added
- external XML memory map loading support added
- cartridge folder support added: if folder ends in .sfc and there is
ONE .sfc ROM inside it, it will load the folder as if it were a ROM
- input assignment refreshes text instead of reloading the list, this
saves your position
- auto-advance wasn't working very well, will try again later
- input clear all button removed since it's pretty fast now to do
clear+down:repeat
byuu says:
- added workaround to phoenix/Windows to prevent horizontal scrollbar
always being visible on single-column ListBoxes
- phoenix gains Window::geometry()
- added code to save and restore window positions, as in bsnes/Qt.
Positions are saved to bsnes-phoenix-geometry.cfg this time
- resizing the main window will keep its position onscreen now
There's one issue with GTK+, if you close a window and then call
gtk_window_get_position(), it returns the previously set position rather
than where you actually placed the window. My easy fix of calling
gtk_window_get_position right before actually closing the window didn't
work, so for now you'll have to live with it.
byuu says:
- removed native OS dialog option, I don't plan to add all the code
required to make it optional everywhere
- cheat database supported, although it's external now. Either in the
.bsnes folder or with the binary, named cheats.xml
- cheats.xml is external so that binaries can be much smaller, important
for multiple profiles
- added "find codes" button to cheat editor (need to gray it out
permanently if cheats.xml isn't found)
- added cheat database add window, works the same as bsnes/Qt, but it
will also alert you if you run out of empty cheat slots upon import
- note: I should rename that ok button to "Import"
- hooked up callbacks for multitap/mouse/SS/justifier input
- added mapping for mouse axes and buttons
- used a simplified approach that only lets you map left/middle/right
buttons, but doesn't need a separate popup window or fake controls
- moved capture mouse command to tools menu
- different from Qt where you'd click inside the main window, meant to
be safer from accidental capture, escape still releases capture
- made a skeleton for GUI hotkey support, but the only hotkey is escape
byuu says:
- all three ports of phoenix gain the ability to use
ListBox::setCheckable(), checked(row), setChecked(row, checked
= true);
- cheat editor updated to take advantage of this
Some fun differences between the implementations. Windows was the least
flexible, it only lets you have a check at the start of each item.
Luckily that's all I need for my purposes so it'll work. It's also a lot
easier, as now I don't need a ton of extra code to try and set
per-column checkboxes. Now both Windows and Qt can put text into the
first item with the checkbox, but GTK+ cannot. Further, Qt needs this
because even if you hide the checkbox column, it still tries to search
for typed text from the checkbox column. GTK+ does this too, but unlike
GTK+, Qt lacks an API call to set the search column. Since my code
basically has to change this in real-time since you have to call the
setProperty functions after create(), this means I always set up the
checkbox columns regardless of whether or not they are used. For Qt,
I had to work around this and it'll be an annoying edge case if you try
and use setCheckable(true) and then setCheckable(false), because Qt has
no way to clear the checkboxes from an item once you've enabled them for
the first time. But without doing it this way, there's no way for eg the
ROM file loader to allow type-searching, so that's the way I do it.
Windows works the same, and GTK+ has a separate column (hidden from the
phoenix API standpoint) for the checkboxes, with no column header label
text.
All in all, a major hassle, but it was the only really major GUI hit
from leaving Qt, aside from the horror that's going to be the debugger,
which needs all kinds of highly specialized controls.
byuu says:
- added menu options to select controller port devices, they do actually
work too
- however, input mapping can't map analog axes yet, and the mouse can't
be captured yet, so it's of little use
- added clear and clear all buttons to the input mapper window, mainly
because there was no reason not to (escape clears active input too)
- going to be adding a "special" button in the future that lets you map
mouse axes and buttons
- fixed phoenix/Qt port, both the video rendering and Window::focused()
commands work now
The way I've implemented mouse mapping has always been screwy. So the
special button is going to pop open another window. For digital mapping,
it'll let you choose a mouse button, and for analog mapping, it'll let
you choose an axis. May add in some manual joypad assignment stuff in
there for analog joypad buttons, those things are impossible to
auto-detect.
(there was no r05 release posted to the WIP thread)
byuu says:
- bsnes/phoenix uses XML for per-game cheat codes, markup is identical
to the main database
- added clear and clear all buttons to the cheat code editor
- phoenix/GTK+ sets all child menu elements to match the parent menu font
- phoenix/Windows will draw a black canvas for the Viewport widget
(phoenix/GTK+ still needs this)
byuu says:
- fixed new config file input driver name (you'll have to delete your old config, or change to a different driver and back and restart)
- fixed slot loader windows' OK button placement
- fixed nall/directory.hpp when list size was zero
- rewrote nall/function.hpp, no longer requires <functional> or union tricks
- added state manager
The state manager is a little bit different this time. It's functionally
identical to bsnes/Qt, 100% of the way. But when you save slots, it
stores them in RAM. It only writes the BSA archive upon ROM unload
/ program exit. Yes, this means that technically if the emulator
crashes, you'll lose your states. But a) that very rarely happens, and
b) the old way was thrashing the disk like crazy, every letter you typed
dumped up to 8MB to disk. With this new method, I can simply store
a boolean valid flag before each slot, and pack the file better. Before,
a save on only slot 3 would be 3*state size (~1.2mb), it will now be
3bytes+state size (~400kb.) I have also added a proper signature because
of this, so it will detect when you load an archive for a previous
serializer version and ignore it. When you go to save (unload the game),
if there are no valid slots, the BSA archive gets unlinked (deleted.)
I am also planning a feature around the now-hidden "slot 0". My idea is
for it to be a fallback slot. How many times have you loaded a state
when you meant to save and said, "shit, now I lost some of my progress"?
The idea is that whenever you load a state, right before loading, it
will save to slot 0. When you unload the game, or exit the emulator, it
will also save to slot 0. You will be able to load from slot 0 from the
menu, but not save to it. It will appear at the bottom of the load list.
And lastly, I'll add an advanced option to auto-load slot 0 if it
exists, which will enable "close the emulator and restart where you left
off." functionality.
byuu has traditionally kept these shaders separately, but I don't see
why they shouldn't be stored alongside the code that uses them.
Unlike previous versions of pixel shaders, these are updated to use the
new file-format introduced in v070r03.
byuu says:
- fixed a bug in xml_element::parse() with <![CDATA[...]]> tags
- merged FragmentShader and and VertexShader into Shader, which is an
XML file that contains all relevant data
- updated Qt port to reflect the above
- added support for pixel shaders to the phoenix port
- updated all pixel shaders to use the new format
- ruby won't crash if you give an HLSL driver a GLSL shader or vice
versa, but it will still crash on bad programs
- phoenix::Viewport has its own window class, that paints a black brush
background
[The XML shader] format is subject to change, more specifically I may
change the <source> tag from HLSL shaders.
In the long-long term, it'd be nice to extend the format to allow
multiple shaders to be chained together and to encode base64 texture
files.
But for now, this is good enough.
byuu says:
- phoenix supports onActivate, or return key pressed, on text boxes
- phoenix supports setGeometry() on all widgets
- input settings can now map analog axes and analog buttons
- analog button support is simplified over bsnes/Qt, and it supports the
trigger inversion you see between Xbox 360 and Thrustmaster
controllers
- load cartridge window lets you press enter in the path box to select
the folder, but currently allows invalid folders (makes list empty)
- load cartridge won't reset your view if the folder doesn't change
- this means the last ROM you loaded is highlighted the next time you
go to load cartridge; you're welcome, FitzRoy :P
- removed quit system menu option
- added dummy controller port system menu options, there's no code
behind them yet
- added power/reset menu options, dropped the power checkbox in favor of
a standard power cycle option, removes unnecessary complexity
- added video mode scaling, 1x to 5x; and aspect ratio correction
- added video mode smooth toggle
- added audio settings panel with volume and input frequency adjustment
- config file is where you can control output frequency and latency,
they are too niche for a GUI
- fixed a realpath() crash on Linux when the bsnes binary was in /usr/bin
byuu says:
This release represents the coup de grâce of bsnes/Qt.
Changelog:
- configuration file is now called bsnes-qt.cfg; the first run of this
release will start with a clean state
- MSU1 now supports audio looping via new PCM file format
- disabled state load/save menu due to a serious bug in Qt 4.6.0 for
Windows
- RawInput: all keyboards merged to KB0, it should no longer be required
to reconfigure the keyboard out-of-the-box
- RawInput: fixed a bug where Xbox 360 controller states were being
overwritten by DirectInput controllers
- RawInput: fixed a device sorting bug caused by moving ruby to Unicode
- Direct3D: fixed a pixel shader bug caused by moving ruby to Unicode
- Linux port: fixed sudo make install target
- Linux port: default to gcc/g++ instead of gcc-4.5/g++-4.5 for one last
release
- updated to mightymo's 2010-09-20 cheat pack
byuu says (since v068):
- added new effect toggle tool window, which allows toggling of BG/OAM
graphics layers and DSP audio channels
- added an option to use the native OS file and folder open dialogs
instead of my custom browser
- added a new state selection window
- added frame skipping support, which is only used during fast
forwarding; as a result, fast forward is now ~80% faster
- removed unnecessary icons, added workaround for checkbox/radiobox menu
icons on Linux/GNOME
- added RTS/CTS support to serial simulation
- all cores: OAM high table even address writes should update OAM latch
data register [blargg]
- accuracy core: major improvements to mosaic emulation
- accuracy core: added additional hardware-based caching, resulting in
a ~15% speed boost
- accuracy core: emulated CGRAM address invalidation for writes during
active display
- performance core: added new S-PPU renderer, resulting in a ~10% speed
bost
byuu says:
This is basically the v069 release candidate, heavy testing would really
be appreciated. I'd like for v070 to be the first official phoenix
release, but if a major bug slips past us that will ruin it.
The big change is that save state support was added to the
PPU-performance core.
(there was no r23 release posted to the WIP thread)
byuu says:
Fixes OAM latchdata for all 3 cores and CGRAM address invalidation for
the accuracy core (the only one that really does it because it needs
cycle PPU timing.) Also removes the OAM/CGRAM read/write functions to
put them inside the actual MMIO functions. Easier to handle all the
special cases that way. VRAM is a bit more annoying since there's two
read and two write functions.
This should fix battletech/mechwarrior 3050 palette at least.
byuu says:
Wanted to torture myself, so I implemented the hardest window of all,
the cheat code editor. I had to sacrifice checkboxes inside lists,
unfortunately, but it's a necessary evil. Maybe some day if we can port
checkboxes inside list items to Windows and GTK+, we can add it back. It
should be the only really apparent GUI sacrifice, though. You toggle
cheats by double-clicking them in the list. Easy to do, but not
apparent.
I also added in the focus policy.
byuu says:
Changelog:
- adds synchronize video
- adds synchronize audio
- adds mute audio
- adds advanced settings window with driver selection only
- adds the pretty section header thing I started going toward with Qt
- adds a configuration file, saves to bsnes-phoenix.cfg (I don't make
the .bsnes folder yet)
- the status bar shows [A] for accuracy, [C] for compatibility and [P]
for carburetor
byuu says:
Changelog:
- fixed window casting crash in phoenix
- added perfect forwarding to nall::string variadic templates to fix
file load dialog crash in phoenix
- disabled copy constructors in utf8_t to prevent this problem from
occurring again in the future
- separated canvas window proc by creating a separate class for it
(ironically it was a desktop window causing the first crash)
- use processorArchitecture="*" to make compilation easier
- fixed status bar font assignment in phoenix/Windows
- added InitCommonControls + CoInitialize for XAudio2 on XP
- had to use DirectSound for audio; XAudio2 is crashing on exit which
breaks the profiling (only a problem because you can't change the
drivers without recompiling, there's really no reason to profile
XAudio2 anyway)
byuu says:
This adds proper manifest files to get the nice XP/Vista controls. Need
to find a way to auto-detect MinGW 32 vs 64 since I can't use $shell or
`` on gcc -v on Windows. For now you have to edit the
ui-phoenix/Makefile by hand.
I've implemented the video settings window. I am going to be using
separate windows this time. As nice as having everything in one place
was, I didn't like being forced to stretch things to fill out the
one-size-fits-all tab window I was using before. That and I don't feel
like implementing tab support with phoenix anyway.
The menu gets a load cartridge command, and bsnes writes save RAM files
now. Loading by file dialog crashes on 64-bit. Something's fucked up
there, but I don't know what. Again, help would be great here :)
byuu says:
This WIP fixes the Mode7 repeat issue in the accuracy core.
More importantly, it's the first build to include phoenix. There is
a stub GUI that does basically nothing right now. It will give you
a window, a command to close the emulator, and an FPS meter so you can
tell how fast it is. To load a ROM, you have to drag the ROM on top of
the binary. I don't know if it will work if the filename+path has spaces
in it or not, so avoid that to be safe.
[...]
For some reason, the 64-bit binary sometimes crashes on start, maybe 1:6
times. So just keep trying. I don't know what's up with that, I'd
appreciate if someone here wanted to debug that for me though :D
One really good bit of news, there was that old hiro bug where keyboard
input would cause the main window to beep. I spied on the main event
loop and, as suspected, the status bar was getting focus and rejecting
key presses. What. The. Fuck. Why would a status bar ever need focus? So
I set WM_DISABLED on it, which luckily leaves the font color alone.
I also had to use WM_DISABLED on the Viewport widget that I use for
video output. These two combined let me have my main window with no
keyboard beeping AND allow tab+shift-tab to work as you'd expect on
other windows, so hooray.
Now, at the moment there's no Manifest included, because Microsoft for
some reason includes the processorArcitecture in the file. So I can't
use the same manifest for 32-bit and 64-bit mode, or the binary will
crash on one or the other. Fuck. So the status bar may look old-school
or something, whatever, it's only temporary.
Next up, my goal is to avoid the hiro icon corruption bullshit by making
phoenix itself try and use an internal resource icon. So just compile
your app with that resource icon and voila, perfect icon. Not in there
yet so you get the white box.
Input is hard-coded, up/down/left/right/z/x/a/s/d/c/apostrophe/return.
Lastly, compilation is ... in a serious state of flux. The code is set
to compile bsnes/phoenix-gtk right now. Try it at your own risk. Give me
a few WIPs to get everything nice and refined. Ubuntu users will need
gcc-4.5, which you can get by adding the Maverick Meerkat repository,
updating apt, installing the gcc-4.5 + g++-4.5 packages, and then
removing and re-updating your apt/sources.list file so you don't end up
fucking your whole system when you run apt again in the future.
For anyone who can work with all of that, great! Please post a framerate
comparison between 32-bit and 64-bit builds. Any game, any screen, so
long as the FPS is not fluctuating when you measure it (eg don't do it
during an attract sequence.)
If anyone complains about the 64-bit binary not working and it turns out
they are on 32-bit Windows, they are going to be removed from this WIP
forum :P