byuu says (in the WIP forum):
Changelog:
- satellaviewcartridge/SatellaviewCartridge is now bsmemory/BSMemory
- Emulation/BS-X Satellaview/ is now Emulation/BS Memory/
- masking is in for MCC's mcu (awful hack in the code, but that's
temporary)
- BS Memory types are now "flash" or "mrom"
- fixed loading Same Game - Tengai Hen
- icarus fixed up a lot; can load database entries for any supported
media type now (only the SFC DB exists currently)
mMenu::remove() fix will be in the next WIP.
byuu says (in the public beta thread):
Changelog:
- GBA emulation accuracy improved quite a bit
- video shaders are supported once again
- icarus shares settings.bml with higan; changing library path in
one now affects the other
- icarus manifest generation now uses my SNES game dumping database
for perfect mapping of US games
- major overhaul to manifest file format. As long as you have
v095-style folders without manifest.bml, you will be fine
- if not, go to higan->settings->configuration->advanced and check
"Ignore Manifests" before loading your first game
- new "Manifest Viewer" tool (not really meant for regular users;
more of a developer tool)
- experimental (but disabled in the binary) WASAPI driver. Help
stabilizing it would be *greatly* appreciated!
- lots of other stuff
r13 and r14 weren't posted as individual releases, but their changelogs
were posted.
byuu says about r13:
I'm not going to be posting WIPs for r13 and above for a while.
The reason is that I'm working on the major manifest overhaul I've
discussed previously on the icarus subforum.
I'm recreating my boards database from scratch using the map files
and the new map analyzer. The only games that will load are ones
I've created board definitions for, and updated
sfc/cartridge/markup.cpp to parse. Once I've finished all the
boards, then I'll update the heuristics.
Then finally, I'll sync the syntax changes over to the fc, gb, gba
cores.
Once that's done, I'll start posting WIPs again, along with a new
build of icarus.
But I'll still post changelogs as I work through things.
Changelog (r13):
- preservation: created new database-builder tool (merges
region-specific databases with boards)
- icarus: support new, external database format
(~/.config/icarus/Database/(Super Famicom.bml, ...)
- added 1A3B-(10,11,12); 1A3B-20
byuu says about r14:
r14 work:
I successfully created mappings for every board used in the US set.
I also updated icarus' heuristics to use the new mappings, and
created ones there for the boards that are only in the JP set.
Then I patched icarus to support pulling games out of the database
when it's used on a game folder to generate a manifest file.
Then I updated a lot of code in higan/sfc to support the new mapping
syntax. sfc/cartridge/markup.cpp is about half the size it used to
be with the new mappings, and I was able to kill off both map/id and
map/select entirely.
Then I updated all four emulated systems (and both subsystems) to
use "board" as the root node, and harmonized their syntax (made them
all more consistent with each other.)
Then I added a manifest viewer to the tools window+menu. It's kind
of an advanced user feature, but oh well. No reason to coddle people
when the feature is very useful for developers. The viewer will show
all manifests in order when you load multi-cart games as well.
Still not going to call any syntax 100% done right now, but
thankfully with the new manifest-free folders, nobody will have to
do anything to use the new format. Just download the new version and
go.
The Super Famicom Event stuff is currently broken (CC92/PF94
boards). That's gonna be fun to support.
byuu says about r15:
EDIT: small bug in icarus with heuristics. Edit
core/super-famicom.cpp line 27:
if(/*auto*/ markup = cartridge.markup) {
Gotta remove that "auto" so that it returns valid markup.
Resolved the final concerns I had with the new manifest format.
Right now there are two things that are definitely broken: MCC (BS-X
Town cart) and Event (CC '92 and PF'94).
And there are a few things that are untested: SPC7110, EpsonRTC,
SharpRTC, SDD1+RAM, SufamiTurbo, BS-X slotted carts.
byuu says:
Got it. They broke in r05.
Changelog:
- fixed typo in sfc/cpu/timing.cpp that was breaking coprocessor games
with clocks
- updated sfc/coprocessor/hitachidsp to not access Bus directly
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:
Changelog:
- added preliminary WASAPI driver (it's really terrible, though. Patches
most welcome.)
- all of processor/ updated to auto fn() -> ret syntax
- all of gb/ updated to auto fn() -> ret syntax
If you want to test the WASAPI driver, then edit ui-tomoko/GNUmakefile,
and replace audio.xaudio2 with audio.wasapi Note that the two drivers
are incompatible and cannot co-exist (yet. We can probably make it work
in the future.)
All that's left for the auto fn() -> ret syntax is the NES core and the
balanced/performance SNES components. This is kind of a big deal because
this syntax change causes diffs between WIPs to go crazy. So the sooner
we get this done and out of the way, the better. It's also nice from
a consistency standpoint, of course.
byuu says:
Changelog:
- fixed I/O register reads; perfect score on endrift's I/O tests now
- fixed mouse capture clipping on Windows [Cydrak]
- several hours of code maintenance work done on the SFC core
All higan/sfc files should now use the auto fn() -> ret; syntax. Haven't
converted all unsigned->uint yet. Also, probably won't do sfc/alt as
that's mostly just speed hack stuff.
Errata:
- forgot auto& instead of just auto on SuperFamicom::Video::draw_cursor,
which makes Super Scope / Justifier crash. Will be fixed in the next
WIP.
byuu says:
Changelog:
- GBA: lots of emulation improvements
- PPU PRAM is 16-bits wide
- DMA masks &~1/Half, &~3/Word
- VRAM OBJ 8-bit writes are ignored
- OAM 8-bit writes are ignored
- BGnCNT unused bits are writable*
- BG(0,1)CNT can't set the d13
- BLDALPHA is readable (fixes Donkey Kong Country, etc)
- SNES: lots of code cleanups
- sfc/chip => sfc/coprocessor
- UI: save most recent controller selection
GBA test scores: 1552/1552, 37/38, 1020/1260
(* forgot to add the value to the read function, so endrift's I/O tests
for them will fail. Fixed locally.)
Note: SNES is the only system with multiple controller/expansion port
options, and as such is the only one with a "None" option. Because it's
shared by the controller and expansion port, it ends up sorted first in
the list. This means that on your first run, you'll need to go to Super
Famicom->Controller Port 1 and select "Gamepad", otherwise input won't
work.
Also note that changing the expansion port device requires loading a new
cart. Unlike controllers, you aren't meant to hotplug expansion port
devices.