* added CPU and SA1 overclocking support
* added fast forward speed limiting
* added option to mute during fast forwarding and rewinding
* lowered volume when not muting during FF/rewind
* reformatted settings/tools windows from tabs to lists
* moved focus settings to input settings panel
* redesigned input and hotkey settings panels to be easier to use
* fixed offscreen placement issue with path settings panel
* added hotkey combinational logic option (AND / OR mode setting)
* added search support to file browser dialog
* fixed --fullscreen command-line option
byuu says:
- bsnes: added video filters from bsnes v082
- bsnes: added ZSNES snow effect option when games paused or unloaded
(no, I'm not joking)
- bsnes: added 7-zip support (LZMA 19.00 SDK)
[Recent higan WIPs have also mentioned bsnes changes, although the higan code
no longer includes the bsnes code. These changes include:
- higan, bsnes: added EXLOROM, EXLOROM-RAM, EXHIROM mappings
- higan, bsnes: focus the viewport after leaving fullscreen exclusive
mode
- bsnes: re-added mightymo's cheat code database
- bsnes: improved make install rules for the game and cheat code
databases
- bsnes: delayed construction of hiro::Window objects to properly show
bsnes window icons
- Ed.]
byuu says:
Added DerKoun's HD mode 7 (up to 2160p), ~100fps boost for fast forwarding,
configurable latency settings for waveOut (please configure this yourself),
filename case insensitivity, and a few other things.
byuu says:
Don't let the point release fool you, there are many significant changes in this
release. I will be keeping bsnes releases using a point system until the new
higan release is ready.
Changelog:
- GUI: added high DPI support
- GUI: fixed the state manager image preview
- Windows: added a new waveOut driver with support for dynamic rate control
- Windows: corrected the XAudio 2.1 dynamic rate control support [BearOso]
- Windows: corrected the Direct3D 9.0 fullscreen exclusive window centering
- Windows: fixed XInput controller support on Windows 10
- SFC: added high-level emulation for the DSP1, DSP2, DSP4, ST010, and Cx4
coprocessors
- SFC: fixed a slight rendering glitch in the intro to Megalomania
If the coprocessor firmware is missing, bsnes will fallback on HLE where it is
supported, which is everything other than SD Gundam GX and the two Hayazashi
Nidan Morita Shougi games.
The Windows dynamic rate control works best with Direct3D in fullscreen
exclusive mode. I recommend the waveOut driver over the XAudio 2.1 driver, as it
is not possible to target a single XAudio2 version on all Windows OS releases.
The waveOut driver should work everywhere out of the box.
Note that with DRC, the synchronization source is your monitor, so you will
want to be running at 60hz (NTSC) or 50hz (PAL). If you have an adaptive sync
monitor, you should instead use the WASAPI (exclusive) or ASIO audio driver.
[This is specifically a release of bsnes, not the whole higan suite, even though
it contains all the higan source. -Ed.]
byuu says:
Today I am posting the first release of the new bsnes emulator.
bsnes is designed to be a revival of the classic bsnes design, focusing
specifically on performance and ease of use for SNES emulation.
In addition to all of the features of higan, bsnes supports the following
features:
- 300% faster (than higan) scanline-based, multi-threaded graphics renderer
- option to disable sprite limits in games
- option to enable hires mode 7 graphics
- option to enable more accurate pixel-based graphics renderer
- option to overclock SuperFX games by up to 800%
- periodic auto-saving of game save RAM
- save state manager with state screenshots
- several new save state hotkeys such as increment/decrement slot#
- option to auto-save states when unloading a game or closing the emulator
- option to auto-load aforementioned states when loading games
- save state undo and redo support (with associated hotkeys)
- speed override modes (50%, 75%, 100%, 150%, 200%)
- recent games list
- frame advance mode
- screenshot hotkey
- path selection for games, patches, saves, cheats, states, and screenshots
- dynamic video, audio, input driver changes
- direct loading and playing of games without the use of the higan library
- ZIP archive and multiple file extension support for games
- firmware folder for unappended coprocessor firmware (see documentation for
more)
- compatibility with sd2snes and Snes9X MSU1 game file naming
- compatibility with higan gamepaks (game folders)
- soft-patching support for both BPS and IPS patches
- menubar that does not pause emulation when entered
- video pixel shaders (requires OpenGL 3.2)
- built-in game database with over 1,200 games to ensure perfect memory
mapping
- (Linux, BSD only:) audio dynamic rate control to eliminate stuttering
- and much more!
The one feature I regret not being able to support in this release is Windows
dynamic rate control. I put in my best attempt, but XAudio2's API is simply not
fine-grained enough, and the WASAPI driver is not mature enough. I hope that DRC
support can be added to the Windows port in the near future, and I would like to
offer a large cash bounty to anyone who can help me make this happen.
byuu says:
First 32 instructions implemented in the TLCS900H disassembler. Only 992
to go!
I removed the use of anonymous namespaces in nall. It was something I
rarely used, because it rarely did what I wanted.
I updated all nested namespaces to use C++17-style namespace Foo::Bar {}
syntax instead of classic C++-style namespace Foo { namespace Bar {}}.
I updated ruby::Video::acquire() to return a struct, so we can use C++17
structured bindings. Long term, I want to get away from all functions
that take references for output only. Even though C++ botched structured
bindings by not allowing you to bind to existing variables, it's even
worse to have function calls that take arguments by reference and then
write to them. From the caller side, you can't tell the value is being
written, nor that the value passed in doesn't matter, which is terrible.
byuu says:
Changelog:
- moved to GCC 8.2 and C++17
- fixed compilation under FreeBSD 12.0
- don't read beyond the file size in
SuperFamicom::Cartridge::loadMemory
- add missing I/O cycle HuC6280::instructionImmediate
- serialize Mega Drive's Game Genie state
- serialize SPC7110::Thread information
- enable 30-bit color depth support under the GLX/OpenGL 2.0 driver
(doesn't work with OpenGL 3.2 yet)
The 30-bit color depth option isn't super useful, but why not? I need to
update ruby to detect that the display is actually capable of it before
exposing an option that can result in the driver failing to initialize,
however.
byuu says:
This synchronizes bsnes/higan with many recent internal nall changes.
This will be the last WIP until I am situated in Japan. Apologies for the
bugfixes that didn't get applied yet, I ran out of time.
byuu says:
Changelog:
- sfc/cx4: added missing instructions [info from Overload]
- sfc/cx4: added instruction cache emulation [info from ikari]
- sfc/sa1: don't let CPU access SA1-only I/O registers, and vice versa
- sfc/sa1: fixed IRQs that were broken from the recent WIP
- sfc/sa1: significantly improved bus conflict emulation
- all tests match hardware now, other than HDMA ROM↔ROM, which
is 0.5 - 0.8% too fast
- sfc/cpu: fixed a bug with DMA→CPU alignment timing
- sfc/cpu: removed the DMA pipe; performs writes on the same cycles as
reads [info from nocash]
- sfc/memory: fix a crashing bug due to not clearing Memory size field
[hex_usr]
- bsnes/gb: use .rtc for real-time clock file extensions on the Game
Boy [hex_usr]
- ruby/cgl: compilation fix [Sintendo]
Now let's see if I can accept being off by ~0.65% on one of twelve SA1
timing tests for the time being and prioritize much more important
things or not.
byuu says:
I added (imperfect) memory conflict timing to the SA1.
Before:
- WRAM↔↔ROM ran 7% too fast
- ROM↔↔ROM ran 100% too fast
- WRAM↔↔IRAM ran 7% too fast
- ROM↔↔IRAM ran 7% too fast
- IRAM↔↔IRAM ran 287% too fast
- BWRAM↔↔BWRAM ran 100% too fast
- HDMA ROM↔↔ROM ran 15% too fast
- HDMA WRAM↔↔ROM ran 15% too fast
- DMA ROM↔↔ROM ran 100% too fast
After:
- ROM↔↔ROM runs 14% too fast
- HDMA WRAM↔↔ROM runs 7% too fast
- DMA ROM↔↔ROM runs 4% too fast
If you enable this with the fast PPU + DSP, your framerate in SA1 games
will drop by 51%. And even if you disable it, you'll still lose 9% speed
in SA1 games, and 2% speed in non-SA1 games, because of changes needed
to make this support possible.
By default, I'm leaving this off. Compile with `-DACCURATE_SA1` (or
uncomment the line in sfc/sfc.hpp) if you want to try it out.
This'll almost certainly cause some SA1 regressions, so I guess we'll
tackle those as they arise.
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:
The problems with the Windows and Qt4 ports have all been resolved,
although there's a fairly gross hack on a few Qt widgets to not destruct
once Application::quit() is called to avoid a double free crash (I'm
unsure where Qt is destructing the widgets internally.) The Cocoa port
compiles again at least, though it's bound to have endless problems. I
improved the Label painting in the GTK ports, which fixes the background
color on labels inside TabFrame widgets.
I've optimized the Makefile system even further.
I added a "redo state" command to bsnes, which is created whenever you
load the undo state. There are also hotkeys for both now, although I
don't think they're really something you want to map hotkeys to.
I moved the nall::Locale object inside hiro::Application, so that it can
be used to translate the BrowserDialog and MessageDialog window strings.
I improved the Super Game Boy emulation of `MLT_REQ`, fixing Pokemon
Yellow's custom border and probably more stuff.
Lots of other small fixes and improvements. Things are finally stable
once again after the harrowing layout redesign catastrophe.
Errata:
- ICD::joypID should be set to 3 on reset(). joypWrite() may as well
take uint1 instead of bool.
- hiro/Qt: remove pWindow::setMaximumSize() comment; found a
workaround for it
- nall/GNUmakefile: don't set object.path if it's already set (allow
overrides before including the file)
byuu says:
This is probably the largest code-change diff I've done in years.
I spent four days working 10-16 hours a day reworking layouts in hiro
completely.
The result is we now have TableLayout, which will allow for better
horizontal+vertical combined alignment.
Windows, GTK2, and now GTK3 are fully supported.
Windows is getting the initial window geometry wrong by a bit.
GTK2 and GTK3 work perfectly. I basically abandoned trying to detect
resize signals, and instead keep a list of all hiro windows that are
allocated, and every time the main loop runs, it will query all of them
to see if they've been resized. I'm disgusted that I have to do this,
but after fighting with GTK for years, I'm about sick of it. GTK was
doing this crazy thing where it would trigger another size-allocate
inside of a previous size-allocate, and so my layouts would be halfway
through resizing all the widgets, and then the size-allocate would kick
off another one. That would end up leaving the rest of the first layout
loop with bad widget sizes. And if I detected a second re-entry and
blocked it, then the entire window would end up with the older geometry.
I started trying to build a message queue system to allow the second
layout resize to occur after the first one completed, but this was just
too much madness, so I went with the simpler solution.
Qt4 has some geometry problems, and doesn't show tab frame layouts
properly yet.
Qt5 causes an ICE error and tanks my entire Xorg display server, so ...
something is seriously wrong there, and it's not hiro's fault. Creating
a dummy Qt5 application without even using hiro, just int main() {
TestObject object; } with object performing a dynamic\_cast to a derived
type segfaults. Memory is getting corrupted where GCC allocates the
vtables for classes, just by linking in Qt. Could be somehow related to
the -fPIC requirement that only Qt5 has ... could just be that FreeBSD
10.1 has a buggy implementation of Qt5. I don't know. It's beyond my
ability to debug, so this one's going to stay broken.
The Cocoa port is busted. I'll fix it up to compile again, but that's
about all I'm going to do.
Many optimizations mean bsnes and higan open faster. GTK2 and GTK3 both
resize windows very quickly now.
higan crashes when you load a game, so that's not good. bsnes works
though.
bsnes also has the start of a localization engine now. Still a long way
to go.
The makefiles received a rather substantial restructuring. Including the
ruby and hiro makefiles will add the necessary compilation rules for
you, which also means that moc will run for the qt4 and qt5 targets, and
windres will run for the Windows targets.
byuu says:
Changelog:
- sfc/ppu-fast: added hires mode 7 option (doubles the sampling rate
of mode 7 pixels to reduce aliasing)
- sfc/ppu-fast: fixed mode 7 horizontal screen flip [hex_usr]
- bsnes: added capture screenshot function and path selection
- for now, it saves as BMP. I need a deflate implementation that
won't add an external dependency for PNG
- the output resolution is from the emulator: (256 or 512)x(240 or
480 minus overscan cropping if enabled)
- it captures the NEXT output frame, not the current one ... but
it may be wise to change this behavior
- it'd be a problem if the core were to exit and an image was
captured halfway through frame rendering
- bsnes: recovery state renamed to undo state
- bsnes: added manifest viewer tool
- bsnes: mention if game has been verified or not on the status bar
message at load time
- bsnes, nall: fixed a few missing function return values
[SuperMikeMan]
- bsnes: guard more strongly against failure to load games to avoid
crashes
- hiro, ruby: various fixes for macOS [Sintendo]
- hiro/Windows: paint on `WM_ERASEBKGND` to prevent status bar
flickering at startup
- icarus: SPC7110 heuristics fixes [hex_usr]
Errata:
- sfc/ppu-fast: remove debug hires mode7 force disable comment from
PPU::power()
[The `WM_ERASEBKGND` fix was already present in the 106r44 public
beta -Ed.]
byuu says:
Changelog:
- ruby/video: implement onUpdate() callback to signal when redraws are
necessary
- ruby/video/GLX,GLX2,XVideo,XShm: implement onUpdate() support
- bsnes: implement Video::onUpdate() support to redraw Viewport icon
as needed
- bsnes: save RAM before ruby driver changes
- sfc/sa1: clip signed multiplication to 32-bit [Jonas Quinn]
- sfc/sa1: handle negative dividends in division [Jonas Quinn]
- hiro/gtk3: a few improvements
- bsnes: added empty stub video and audio settings panels
- bsnes: restructured advanced settings panel
- bsnes: experiment: input/hotkeys name column bolded and colored for
increased visual distinction
- bsnes: added save button to state manager
byuu says:
Changelog:
- hiro: added Qt5 support
- hiro: added GTK3 support (currently runs very poorly)
- bsnes: number of recent games and quick state slots can be changed
programmatically now
- I may expose this as a configuration file setting, but probably
not within the GUI
- nall: use -Wno-everything when compiling with Clang
- sorry, Clang's meaningless warning messages are just endless ...
byuu says:
Changelog:
- sfc/ppu-fast: fixed overscan crash
- sfc/ppu-fast: fixed direct color mode
- sfc: reconnected MSU1 support
- higan: game.sfc/msu1/data.rom, game.sfc/msu1/track-#.pcm
- bsnes: game.msu, game-#.pcm
- bsnes: added cheat code editor
- bsnes: added cheat code database support
- sfc/ppu-fast: clear overscan lines when overscan disabled
- sfc: output 223/239 lines instead of 224/240 lines
- bsnes: fix aspect correction calculation
- bsnes: crop line 224 when overscan masking is enabled
- bsnes: exposed Expansion Port menu; but hid “21fx” from the list of
devices
- bsnes: tools menu is hidden until a game is loaded
- ruby/input/keyboard/quartz: fixed compilation error
So only bsnes the automated overscan cropping option. In higan, you can
crop however many lines you like from the top or bottom of the image.
But for bsnes, it automatically eats sixteen lines. My view right now is
that if bsnes is meant to be the casual gaming emulator, that it should
eat line 224 in this mode. Most games show content here, but because of
the way the SNES PPU works, the very last line ends up on its very own
tile row (line 0 isn't rendered), if the scroll registers don't account
for it. There's a small number of games that will draw junk data to the
very last scanline of the frame as a result of this. So I chose, at
least for now, to hide it. Users can obviously disable overscan cropping
to see this scanline. I'm open to being convinced not to do this, if
someone has a compelling reason.
We're pretty much screwed one way or the other with no overscan masking.
If we output 239 lines, then most games will render 7 blank lines + 224
drawn lines + 8 blank lines, and the black top and bottom aren't
centered. But if we output 240 lines to get 8 + 224 + 8, then games that
do use overscan will have a blank line at the very bottom of the window.
I'm also trying out a modified cheat code file format. It's been forever
since I bothered to look at it, and the “cartridge” parent node doesn't
match what I'm doing with trying to rename “cartridge” to “game” in
manifests. And indeed, the idea of requiring a root node is rather
superfluous for a cheat code file. Current format looks like this:
cheat
description: foo
code: 7e2000=20+7e2001=30?40
enabled
cheat
description: bar
code: 7e4000=80
Open to discussing this, and I'd like to sync up with Snes9X before they
push out a new release, and I'll agree to finalize and never change this
format again.
I chose to use .cht for the extension when using game files (eg
gamename.cht)
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:
Changelog:
- nall: merged Path::config() and Path::local() to Path::userData()
- ~/.local/share or %appdata or ~/Library/ApplicationSupport
- higan, bsnes: render main window icon onto viewport instead of
canvas
- should hopefully fix a brief flickering glitch that appears on
Windows
- icarus: improved Super Famicom heuristics for Starfox / Starwing RAM
- ruby/Direct3D: handle viewport size changes in lock() instead of
output()
- fixes icon disappearing when resizing main window
- hiro/Windows: remove WS_DISABLED from StatusBar to fix window
resize grip
- this is experimental: I initially used WS_DISABLED to work
around a focus bug
- yet trying things now, said bug seems(?) to have gone away at
some point ...
- bsnes: added advanced settings panel with real-time driver change
support
I'd like feedback on the real-time driver change, for possible
consideration into adding this to higan as well.
Some drivers just crash, it's a fact of life. The ASIO driver in
particular likes to crash inside the driver itself, without any error
messages ever returned to try and catch.
When you try to change a driver with a game loaded, it gives you a scary
warning, asking if you want to proceed.
When you change a driver, it sets a crash flag, and if the driver
crashes while initializing, then restarting bsnes will disable the
errant driver. If it fails in a recoverable way, then it sets the driver
to “None” and warns you that the driver cannot be used.
What I'm thinking of further adding is to call emulator→save() to
write out the save RAM contents beforehand (although the periodic
auto-saving RAM will handle this anyway when it's enabled), and possibly
it might be wise to capture an emulator save state, although those can't
be taken without advancing the emulator to the next frame, so that might
not be a good idea.
I'm also thinking we should show some kind of message somewhere when a
driver is set to “None”. The status bar can be hidden, so perhaps on the
title bar? Or maybe just a warning on startup that a driver is set to
“None”.
byuu says:
Changelog:
- nall: added -static-libgcc -static-libstdc++ to Windows/GCC link
flags
- bsnes, higan: added program icons to main window when game isn't
loaded
- bsnes: improved recent games menu sorting
- bsnes: fixed multi-game recent game loading on Windows
- bsnes: completed path override support
- bsnes, higan: added screensaver suppression on Windows
- icarus: add 32K volatile RAM to SuperFX boards that report no RAM
(fixes Starfox)
- bsnes, higan: added automatic dependency generation [Talarubi]
- hiro/GTK: appending actions to menus restores enabled() state
- higan: use board node inside manifest.bml if it exists
- bsnes: added blur emulation and color emulation options to view menu
- ruby: upgraded input.sdl to SDL 2.0 (though it makes no functional
difference sadly)
- ruby: removed video.sdl (due to deprecating SDL 1.2)
- nall, ruby: improvements to HID class (generic vendor and product
IDs)
Errata:
- bsnes, higan: on Windows, Application::Windows::onScreenSaver needs
`[&]` lambda capture, not `[]`
- find it in presentation/presentation.cpp
byuu says:
Changelog:
- Super Famicom: added support for loading manifests without embedded
mapping information¹
- genius: initial commit
- various Makefile cleanups
¹: so the idea here is to try and aim for a stable manifest format,
and to allow direct transposition of icarus/genius database entries into
manifest files. The exact mechanics of how this is going to work is
currently in flux, but we'll get there.
For right now, `Super Famicom.sys` gains `boards.bml`, which is the raw
database from my board-editor tool, and higan itself tries to load
`boards.bml`, match an entry to game/board from the game's `manifest.bml`
file, and then transform it into the format currently used by higan. It
does this only when the game's `manifest.bml` file lacks a board node.
When such a board node exists, it works as previous versions of higan
did.
The only incompatible change right now is information/title is now
located at game/label. I may transition window title display to just use
the filenames instead.
Longer term, some thought is going to need to go into the format of the
`boards.bml` database itself, and at which point in the process I should
be transforming things.
Give it time, we'll refine this into something nicer.
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:
- Emulator::Interface::videoResolution() -\> VideoResolution renamed
to videoInformation() -\> VideoInformation
- added double VideoInformation::refreshRate
- higan: added `binary := (application|library)` — set this to
`library` to produce a dynamic link library
- higan: removed `-march=native` for macOS application builds; and for
all library builds
- higan: removed `console` build flag; uncomment `link += -mwindows`
instead
- nall/GNUmakefile: `macosx` platform renamed `macos`
- still need to do this for nall/intrinsics.hpp
- Game Gear: return region=NTSC as the only option, so that the system
frequency is always set correctly
- hiro/cocoa: fixed typo [Sintendo]
- hiro/Windows: removed GetDpiForMonitor, as it's Windows 8+ only; DPI
is no longer per-monitor aware
- icarus: core Icarus class now has virtual functions for
directory::create, <file::exists>, <file::copy>, <file::write>
- icarus: Sufami Turbo can import save RAM files now
- icarus: setting `ICARUS_LIBRARY` define will compile icarus without
main(), GUI components
- ruby/video/Direct3D: choose the current monitor instead of top-left
monitor for fullscreen exclusive [Cydrak]
- ruby/video/Direct3D: do not set `WS_EX_TOPMOST` on fullscreen
exclusive window [Cydrak]
- this isn't necessary for exclusive mode, and it just makes
getting out of the application more difficult
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:
- emulator/random: new array function with more realistic RAM
initializations
- emulator/random: both low and high entropy register initializations
now use PCG
- gba/player: rumble will time out and disable after being left on for
500ms; fixes Pokemon Pinball issue
- ruby/input/udev: fixed rumble effects [ma\_rysia]
- sfc/system: default to low-entropy randomization of memory
The low-entropy memory randomization is modeled after one of my SHVC
2/1/3 systems. It generates striped patterns in memory, using random
inputs (biased to 0x00/0xff), and has a random chance of corrupting 1-2
bits of random values in the pool of memory (to prevent easy emulator
detection and to match observed results on hardware.)
The reasoning for using PCG on register initializations, is that I don't
believe they're going to have repeating patterns like RAM does anyway.
And register initializations are way more vital.
I want to have the new low-entropy RAM mode tested, so at least for the
next few WIPs, I've set the SNES randomization over to low-entropy.
We'll have to have a long discussion and decide whether we want official
releases to use high-entropy or low-entropy.
Also, I figured out the cause of the Prince of Persia distortion ... I
had the volume under the audio settings tab set to 200%. I didn't
realize there were SNES games that clipped so easily, given how
incredibly weak SNES audio is compared to every other sound source on my
PC. So with no entropy or low-entropy, indeed the game now sounds just
fine.
I can't actually test the udev fixes, so I guess we'll see how that goes
for Screwtape and ma\_rysia.
I made a change to ruby/input/joypad/udev.cpp while diagnosing a problem
with higan's rumble behaviour on Linux, and accidentally committed it
in 15b3dc8b0b as part of a documentation
change.
byuu says:
Changelog:
- hiro/windows: set dpiAware=false, fixes icarus window sizes relative
to higan window sizes
- higan, icarus, hiro, ruby: add support for high resolution displays
on macOS [ncbncb]
- processor/lr35902-legacy: removed
- processor/arm7tdmi: new processor core started; intended to one day
be a replacement for processor/arm
It will probably take several WIPs to get the new ARM core up and
running. It's the last processor rewrite. After this, all processor
cores will be up to date with all my current programming conventions.
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 :|