byuu says:
Changelog:
- SFC: "uint8 read(uint addr)" -> "uint8 read(uint addr, uint8 data)"
- hiro: mHorizontalLayout::setGeometry() return value
- hiro/GTK: ListView,TreeView::setFocused() does not grab focus of first
item
Notes:
- nall/windows/utf8.hpp needs using uint = unsigned; at the top to
compile
- sfc/balanced, sfc/performance won't compile yet
Seems Cx4 games broke a while back. Not from this WIP, either. I'll go
back and find out what's wrong now.
byuu says:
Updated to compile with all of the new hiro changes. My next step is to
write up hiro API documentation, and move the API from alpha (constantly
changing) to beta (rarely changing), in preparation for the first stable
release (backward-compatible changes only.)
Added "--fullscreen" command-line option. I like this over
a configuration file option. Lets you use the emulator in both modes
without having to modify the config file each time.
Also enhanced the command-line game loading. You can now use any of
these methods:
higan /path/to/game-folder.sfc
higan /path/to/game-folder.sfc/
higan /path/to/game-folder.sfc/program.rom
The idea is to support launchers that insist on loading files only.
Technically, the file can be any name (manifest.bml also works); the
only criteria is that the file actually exists and is a file, and not
a directory. This is a requirement to support the first version (a
directory lacking the trailing / identifier), because I don't want my
nall::string class to query the file system to determine if the string
is an actual existing file or directory for its pathname() / dirname()
functions.
Anyway, every game folder I've made so far has program.rom, and that's
very unlikely to change, so this should be fine.
Now, of course, if you drop a regular "game.sfc" file on the emulator,
it won't even try to load it, unless it's in a folder that ends in .fc,
.sfc, etc. In which case, it'll bail out immediately by being unable to
produce a manifest for what is obviously not really a game folder.
byuu says:
Changelog:
- updated to newest hiro API
- SFC performance profile builds once again
- hiro: Qt port completed
Errata 1: the hiro/Qt target won't run tomoko just yet. Starts by
crashing inside InputSettings because hiro/Qt isn't forcefully selecting
the first item added to a ComboButton just yet. Even with a monkey patch
to get around that, the UI is incredibly unstable. Lots of geometry
calculation bugs, and a crash when you try and access certain folders in
the browser dialog. Lots of work left to be done there, sadly.
Errata 2: the hiro/Windows port has black backgrounds on all ListView
items. It's because I need to test for unassigned colors and grab the
default Windows brush colors in those cases.
Note: alternating row colors on multi-column ListView widgets is gone
now. Not a bug. May add it back later, but I'm not sure. It doesn't
interact nicely with per-cell background colors.
Things left to do:
First, I have to fix the Windows and Qt target bugs.
Next, I need to go through and revise the hiro API even more (nothing
too major.)
Next, I need to update icarus to use the new hiro API, and add support
for the SFC games database.
Next, I have to rewrite my TSV->BML cheat code tool.
Next, I need to post a final WIP of higan+icarus publicly and wait a few
days.
Next, I need to fix any bugs reported from the final WIP that I can.
Finally, I should be able to release v095.
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:
I fixed the hiro layout enable bug, so when you go to assign joypad
input, the window disables itself so your input doesn't mess with the
controls.
I added "reset" to the hotkeys, in case you feel like clearing all of
them at once.
I added device selection support and the ability to disable audio
synchronization (run > 60fps) to the ruby/OSS driver. This is exposed in
tomoko's configuration file.
I added checks to stringify so that assigning null char* strings to
nall::string won't cause crashes anymore (technically the crash was in
strlen(), which doesn't check for null strings, but whatever ... I'll do
the check myself.)
I hooked up BrowserDialog::folderSelect() to loading slotted media for
now. Tested it by loading a Game Boy game successfully through the Super
Game Boy. Definitely want to write a custom window for this though, that
looks more like the library dialog.
Remaining issues:
- finish slotted cart loader (SGB, BSX, ST)
- add DIP switch selection window (NSS) [I may end up punting this one
to v096]
- add more configuration panels (video, audio, timing)
byuu says:
Main reason for this WIP was because of all the added lines to hiro for
selective component disabling. May as well get all the diff-noise apart
from code changes.
It also merges something I've been talking to Cydrak about ... making
nall::string::(integer,decimal) do built-in binary,octal,hex decoding
instead of just failing on those. This will have fun little side effects
all over the place, like being able to view a topic on my forum via
"forum.byuu.org/topic/0b10010110", heh.
There are two small changes to higan itself, though. First up, I fixed
the resampler ratio when loading non-SNES games. Tested and I can play
Game Boy games fine now. Second, I hooked up menu option hiding for
reset and controller selection. Right now, this works like higan v094,
but I'm thinking I might want to show the "Device -> Controller" even if
that's all that's there. It kind of jives nicer with the input settings
window to see the labels there, I think. And if we ever do add more
stuff, it'll be nice that people already always expect that menu there.
Remaining issues:
* add slotted cart loader (SGB, BSX, ST)
* add DIP switch selection window (NSS)
* add timing configuration (video/audio sync)
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.