byuu says:
New update. Most of the work today went into eliminating hiro::Image
from all objects in all ports, replacing with nall::image. That took an
eternity.
Changelog:
- fixed crashing bug when loading games [thanks endrift!!]
- toggling "show status bar" option adjusts window geometry (not
supposed to recenter the window, though)
- button sizes improved; icon-only button icons no longer being cut off
byuu says:
Changelog:
- restructured the project and removed a whole bunch of old/dead
directives from higan/GNUmakefile
- huge amounts of work on hiro/cocoa (compiles but ~70% of the
functionality is commented out)
- fixed a masking error in my ARM CPU disassembler [Lioncash]
- SFC: decided to change board cic=(411,413) back to board
region=(ntsc,pal) ... the former was too obtuse
If you rename Boolean (it's a problem with an include from ruby, not
from hiro) and disable all the ruby drivers, you can compile an
OS X binary, but obviously it's not going to do anything.
It's a boring WIP, I just wanted to push out the project structure
change now at the start of this WIP cycle.
byuu says:
Changelog:
- replaced popen() with execvp() / CreateProcess()
- suppressed (hid) controllers with no mappable inputs from the input
settings panel
This gets rid of the window flashing when loading games with
higan+icarus. And hiding of empty devices should be a huge usability
improvement, especially since "None" was appearing at the top of the
list before for the SNES.
byuu says:
Note: for Windows users, please go to nall/intrinsics.hpp line 60 and
correct the typo from "DISPLAY_WINDOW" to "DISPLAY_WINDOWS" before
compiling, otherwise things won't work at all.
This will be a really major WIP for the core SNES emulation, so please
test as thoroughly as possible.
I rewrote the 65816 CPU core's dispatcher from a jump table to a switch
table. This was so that I could pass class variables as parameters to
opcodes without crazy theatrics.
With that, I killed the regs.r[N] stuff, the flag_t operator|=, &=, ^=
stuff, and all of the template versions of opcodes.
I also removed some stupid pointless flag tests in xcn and pflag that
would always be true.
I sure hope that AWJ is happy with this; because this change was so that
my flag assignments and branch tests won't need to build regs.P into
a full 8-bit variable anymore.
It does of course incur a slight performance hit when you pass in
variables by-value to functions, but it should help with binary size
(and thus cache) by reducing a lot of extra functions. (I know I could
have used template parameters for some things even with a switch table,
but chose not to for the aforementioned reasons.)
Overall, it's about a ~1% speedup from the previous build. The CPU core
instructions were never a bottleneck, but I did want to fix the P flag
building stuff because that really was a dumb mistake v_v'
byuu says:
Windows port should run mostly well now, although exiting fullscreen
breaks the application in a really bizarre way. (clicking on the window
makes it sink to background rather than come to the foreground o_O)
I also need to add the doModalChange => audio.clear() thing for the
accursed menu stuttering with DirectSound.
I also finished porting all of the ruby drivers over to the newer API
changes from nall.
Since I can't compile the Linux or OS X drivers, I have no idea if there
are any typos that will result in compilation errors. If so, please let
me know where they're at and I'll try and fix them. If they're simple,
please try and fix them on your end to test further if you can.
I'm hopeful the udev crash will be gone now that nall::string checks for
null char* values passed to its stringify function. Of course, it's
a problem it's getting a null value in the first place, so it may not
work at all.
If you can compile on Linux (or by some miracle, OS X), please test each
video/audio/input driver if you don't mind, to make sure there's no
"compiles okay but still typos exist" bugs.
byuu says:
This version polishes up the input dialogue (reset, erase, disable
button when item not focused, split device ID from mapping name), adds
color emulation toggle, and add dummy menu items for remaining features
(to be filled in later.)
Also, it now compiles cleanly on Windows with GTK.
I didn't test with TDM-GCC-32, because for god knows what reason, the
32-bit version ships with headers from Windows 95 OSR2 only. So I built
with TDM-GCC-64 with arch=x86.
And uh, apparently, moving or resizing a window causes a Visual C++
runtime exception in the GTK+ DLLs. This doesn't happen with trance or
renshuu built with TDM-GCC-32. So, yeah, like I said, don't use -m32.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
byuu says:
Lots of changes this time around. FreeBSD stability and compilation is
still a work in progress.
FreeBSD 10 + Clang 3.3 = 108fps
FreeBSD 10 + GCC 4.7 = 130fps
Errata 1: I've been fighting that god-damned endian.h header for the
past nine WIPs now. The above WIP isn't building now because FreeBSD
isn't including headers before using certain types, and you end up with
a trillion error messages. So just delete all the endian.h includes from
nall/intrinsics.hpp to build.
Errata 2: I was trying to match g++ and g++47, so I used $(findstring
g++,$(compiler)), which ends up also matching clang++. Oops. Easy fix,
put Clang first and then else if g++ next. Not ideal, but oh well. All
it's doing for now is declaring -fwrapv twice, so you don't have to fix
it just yet. Probably just going to alias g++="g++47" and do exact
matching instead.
Errata 3: both OpenGL::term and VideoGLX::term are causing a core dump
on BSD. No idea why. The resources are initialized and valid, but
releasing them crashes the application.
Changelog:
- nall/Makefile is more flexible with overriding $(compiler), so you can
build with GCC or Clang on BSD (defaults to GCC now)
- PLATFORM_X was renamed to PLATFORM_XORG, and it's also declared with
PLATFORM_LINUX or PLATFORM_BSD
- PLATFORM_XORG probably isn't the best name ... still thinking about
what best to call LINUX|BSD|SOLARIS or ^(WINDOWS|MACOSX)
- fixed a few legitimate Clang warning messages in nall
- Compiler::VisualCPP is ugly as hell, renamed to Compiler::CL
- nall/platform includes nall/intrinsics first. Trying to move away from
testing for _WIN32, etc directly in all files. Work in progress.
- nall turns off Clang warnings that I won't "fix", because they aren't
broken. It's much less noisy to compile with warnings on now.
- phoenix gains the ability to set background and foreground colors on
various text container widgets (GTK only for now.)
- rewrote a lot of the MSU1 code to try and simplify it. Really hope
I didn't break anything ... I don't have any MSU1 test ROMs handy
- SNES coprocessor audio is now mixed as sclamp<16>(system_sample
+ coprocessor_sample) instead of sclamp<16>((sys + cop) / 2)
- allows for greater chance of aliasing (still low, SNES audio is
quiet), but doesn't cut base system volume in half anymore
- fixed Super Scope and Justifier cursor colors
- use input.xlib instead of input.x ... allows Xlib input driver to be
visible on Linux and BSD once again
- make install and make uninstall must be run as root again; no longer
using install but cp instead for BSD compatibility
- killed $(DESTDIR) ... use make prefix=$DESTDIR$prefix instead
- you can now set text/background colors for the loki console via (eg):
- settings.terminal.background-color 0x000000
- settings.terminal.foreground-color 0xffffff
byuu says:
Changelog:
- target-ethos/ is now target-higan/ (will unfortunately screw up diffs
pretty badly at this point.)
- had a serious bug in nall::optional<T>::operator=, which is now fixed.
- added tracer (no masking just yet, I need to write a nall::bitvector
class because I don't want to hard-code those anymore.)
- added usage logging (keep track of RWX/EP states for all bus
addresses.)
- added read/write to poke at memory (hex also works for reading, but
this one can poke at MMIO regs and is for one address only.)
- added both run.for (# of instructions) and run.to (program counter
address.)
- added read/write/execute breakpoints with counters for a given
address, and with an optional compare byte (for read/write modes.)
About the only major things left now for loki is support for trace
masking, memory export, and VRAM/OAM/CGRAM access.
For phoenix/Console, I really need to add a history to up+down arrows,
and I should support left/right insert-at.
byuu says:
Changelog:
- port: various compilation fixes for OS X [kode54]
- nall: added programpath() function to return path to process binary
[todo: need to have ethos use this function]
- ruby: XAudio2 will select default game sound device instead of first
sound device
- ruby: DirectInput device IDs are no longer ambiguous when VID+PID are
identical
- ruby: OpenGL won't try and terminate if it hasn't been initialized
- gb: D-pad up+down/left+right not masked in SGB mode
- sfc: rewrote ICD2 video rendering to output in real-time, work with
cycle-based Game Boy renderer
- sfc: rewrote Bus::reduce(), reduces game loading time by about 500ms
- ethos: store save states in {game}/higan/* instead of {game}/bsnes/*
- loki: added target-loki/ (blank stub for now)
- Makefile: purge out/* on make clean
byuu says:
Not an official WIP (a WIP WIP? A meta-WIP?), just throwing in the new
fullscreen code, and I noticed that OpenGL colors in 30-bit mode are all
fucked up now for some strange reason. So I'm just using this snapshot
to debug the issue.
byuu says:
I've completely redone the ethos InputManager and ruby to work on
HID::Device objects instead of one giant scancode pool.
Currently only the udev driver supports the changes to ruby, so only
Linux users will be able to compile and run this WIP build.
The nice thing about the new system is that it's now possible to
uniquely identify controllers, so if you swap out gamepads, you won't
end up with it working but with all the mappings all screwed up. Since
higan lets you map multiple physical inputs to one emulated input, you
can now configure your keyboard and multiple gamepads to the same
emulated input, and then just use whatever controller you want.
Because USB gamepad makers failed to provide unique serial#s with each
controller, we have to limit the mapping to specific USB ports.
Otherwise, we couldn't distinguish two otherwise identical gamepads. So
basically your computer USB ports act like real game console input port
numbers. Which is kind of neat, I guess.
And the really nice thing about the new system is that we now have the
capability to support hotplugging input devices. I haven't yet added
this to any drivers, but I'm definitely going to add it to udev for v094
official.
Finally, with the device ID (vendor ID + product ID) exposed, we gain
one last really cool feature that we may be able to develop more in the
future. Say we created a joypad.bml file to include with higan. In it,
we'd store the Xbox 360 controller, and pre-defined button mappings for
each emulated system. So if higan detects you have an Xbox 360
controller, you can just plug it in and use it. Even better, we can
clearly specify the difference between triggers and analog axes, and
name each individual input. So you'd see "Xbox 360 Gamepad #1: Left
Trigger" instead of higan v093's "JP0::Axis2.Hi"
Note: for right now, ethos' input manager isn't filtering the device IDs
to look pretty. So you're going to see a 64-bit hex value for a device
ID right now instead of something like Joypad#N for now.
byuu says:
Changelog:
- GBA: SOUND_CTL_H is readable, fixes sound effects in Mario&Luigi
Superstar Saga [Cydrak] (note: game is still unplayable due to other
bugs)
- phoenix/Windows: workaround for Win32 API ListView bug, fixes slot
loading behavior
- ruby: added udev driver for Linux with rumble support, and added
rumble support to existing RawInput driver for XInput and DirectInput
- ethos: added new "Rumble" mapping to GBA input assignment, use it to
tell higan which controller to rumble (clear it to disable rumble)
- GBA: Game Boy Player rumble is now fully emulated
- core: added new normalized raw-color palette mode for Display
Emulation shaders
The way rumble was added to ethos was somewhat hackish. The support
doesn't really exist in nall.
I need to redesign the entire input system, but that's not a change
I want to make so close to a release.
byuu says:
Updated to support latest phoenix changes.
Converted Settings and Tools to TabFrame views.
Errata:
- phoenix/Windows ComboButton wasn't calling parent
pWidget::setGeometry() [fixed locally]
- TRACKBAR_CLASS draws COLOR_3DFACE for the background even when its
parent is a WC_TABCONTROL
byuu says:
Changelog:
- nall: fixed major memory leak in string class
- ruby: video shaders support #define-based settings now
- phoenix/GTK+: support > 256x256 icons for window / task bar / alt-tab
- sfc: remove random/ and config/, merge into system/
- ethos: delete higan.png (48x48), replace with higan512.png (512x512)
as new higan.png
- ethos: default gamma to 100% (no color adjustment)
- ethos: use "Video Shaders/Display Emulation/" instead of "Video
Shaders/Emulation/"
- use g++ instead of g++-4.7 (g++ -v must be >= 4.7)
- use -std=c++11 instead of -std=gnu++11
- applied a few patches from Debian upstream to make their packaging job
easier
So because colors are normalized in GLSL, I won't be able to offer video
shaders absolute color literals. We will have to perform basic color
conversion inside the core.
As such, the current plan is to create some sort of Emulator::Settings
interface. With that, I'll connect an option for color correction, which
will be on by default. For FC/SFC, that will mean gamma correction
(darker / stronger colors), and for GB/GBC/GBA, it will mean simulating
the weird brightness levels of the displays. I am undecided on whether
to use pea soup green for the GB or not. By not doing so, it'll be
easier for the display emulation shader to do it.
byuu says:
Changelog:
- added Cocoa target: higan can now be compiled for OS X Lion
[Cydrak, byuu]
- SNES/accuracy profile hires color blending improvements - fixes
Marvelous text [AWJ]
- fixed a slight bug in SNES/SA-1 VBR support caused by a typo
- added support for multi-pass shaders that can load external textures
(requires OpenGL 3.2+)
- added game library path (used by ananke->Import Game) to
Settings->Advanced
- system profiles, shaders and cheats database can be stored in "all
users" shared folders now (eg /usr/share on Linux)
- all configuration files are in BML format now, instead of XML (much
easier to read and edit this way)
- main window supports drag-and-drop of game folders (but not game files
/ ZIP archives)
- audio buffer clears when entering a modal loop on Windows (prevents
audio repetition with DirectSound driver)
- a substantial amount of code clean-up (probably the biggest
refactoring to date)
One highly desired target for this release was to default to the optimal
drivers instead of the safest drivers, but because AMD drivers don't
seem to like my OpenGL 3.2 driver, I've decided to postpone that. AMD
has too big a market share. Hopefully with v093 officially released, we
can get some public input on what AMD doesn't like.
byuu describes the changes since v067:
This release officially introduces the accuracy and performance cores,
alongside the previously-existing compatibility core. The accuracy core
allows the most accurate SNES emulation ever seen, with every last
processor running at the lowest possible clock synchronization level.
The performance core allows slower computers the chance to finally use
bsnes. It is capable of attaining 60fps in standard games even on an
entry-level Intel Atom processor, commonly found in netbooks.
The accuracy core is absolutely not meant for casual gaming at all. It
is meant solely for getting as close to 100% perfection as possible, no
matter the cost to speed. It should only be used for testing,
development or debugging.
The compatibility core is identical to bsnes v067 and earlier, but is
now roughly 10% faster. This is the default and recommended core for
casual gaming.
The performance core contains an entirely new S-CPU core, with
range-tested IRQs; and uses blargg's heavily-optimized S-DSP core
directly. Although there are very minor accuracy tradeoffs to increase
speed, I am confident that the performance core is still more accurate
and compatible than any other SNES emulator. The S-CPU, S-SMP, S-DSP,
SuperFX and SA-1 processors are all clock-based, just as in the accuracy
and compatibility cores; and as always, there are zero game-specific
hacks. Its compatibility is still well above 99%, running even the most
challenging games flawlessly.
If you have held off from using bsnes in the past due to its system
requirements, please give the performance core a try. I think you will
be impressed. I'm also not finished: I believe performance can be
increased even further.
I would also strongly suggest Windows Vista and Windows 7 users to take
advantage of the new XAudio2 driver by OV2. Not only does it give you
a performance boost, it also lowers latency and provides better sound by
way of skipping an API emulation layer.
Changelog:
- Split core into three profiles: accuracy, compatibility and
performance
- Accuracy core now takes advantage of variable-bitlength integers (eg
uint24_t)
- Performance core uses a new S-CPU core, written from scratch for speed
- Performance core uses blargg's snes_dsp library for S-DSP emulation
- Binaries are now compiled using GCC 4.5
- Added a workaround in the SA-1 core for a bug in GCC 4.5+
- The clock-based S-PPU renderer has greatly improved OAM emulation;
fixing Winter Gold and Megalomania rendering issues
- Corrected pseudo-hires color math in the clock-based S-PPU renderer;
fixing Super Buster Bros backgrounds
- Fixed a clamping bug in the Cx4 16-bit triangle operation [Jonas
Quinn]; fixing Mega Man X2 "gained weapon" star background effect
- Updated video renderer to properly handle mixed-resolution screens
with interlace enabled; fixing Air Strike Patrol level briefing screen
- Added mightymo's 2010-08-19 cheat code pack
- Windows port: added XAudio2 output support [OV2]
- Source: major code restructuring; virtual base classes for processor
- cores removed, build system heavily modified, etc.