byuu says:
Changelog:
- all of fc/ ported to "auto function() -> return;" syntax
- (includes all of cartridge/board and cartridge/chip as well; even
though they're all deprecated)
- sfc balanced profile ported to "auto function() -> return;" syntax
- sfc balanced and performance profiles compile again
- Linux always gets -ldl
- removed arch=x86 logic from nall/GNUmakefile, as TDM/GCC64 can't
produce bug-free 32-bit binaries anyway
The only code that continues to use the old function syntax is the SFC
performance core, obscure parts of nall that higan doesn't use, and the
pieces of code that weren't written by me (blargg's SFC-DSP, Ryphecha's
sinc resampler, and OV2's xaudio2 header file.)
I was too burned out to finish it tonight. The above was about four
hours straight of non-stop typing. Really can't wait to be done with
this once and for all.
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:
- SNES mid-scanline BGMODE fixes finally merged (can run
atx2.zip{mode7.smc}+mtest(2).sfc properly now)
- Makefile now discards all built-in rules and variables
- switch on bool warning disabled for GCC now as well (was already
disabled for Clang)
- when loading a game, if any required files are missing, display
a warning message box (manifest.bml, program.rom, bios.rom, etc)
- when loading a game (or a game slot), if manifest.bml is missing, it
will invoke icarus to try and generate it
- if that fails (icarus is missing or the folder is bad), you will get
a warning telling you that the manifest can't be loaded
The warning prompt on missing files work for both games and the .sys
folders and their files. For some reason, failing to load the DMG/CGB
BIOS is causing a crash before I can display the modal dialog. I have no
idea why, and the stack frame backtrace is junk.
I also can't seem to abort the failed loading process. If I call
Program::unloadMedia(), I get a nasty segfault. Again with a really
nasty stack trace. So for now, it'll just end up sitting there emulating
an empty ROM (solid black screen.) In time, I'd like to fix that too.
Lastly, I need a better method than popen for Windows. popen is kind of
ugly and flashes a console window for a brief second even if the
application launched is linked with -mwindows. Not sure if there even is
one (I need to read the stdout result, so CreateProcess may not work
unless I do something nasty like "> %tmp%/temp") I'm also using the
regular popen instead of _wpopen, so for this WIP, it won't work if your
game folder has non-English letters in the path.
byuu says:
Okay yeah, lots of SNES coprocessor games were horribly broken. They
should be fixed now with the below changes:
Old syntax:
auto programROM = root["rom[0]/name"].text();
auto dataROM = root["rom[1]/name"].text();
load_memory(root["ram[0]"]);
New syntax:
auto rom = root.find("rom");
auto ram = root.find("ram");
auto programROM = rom(0)["name"].text();
auto dataROM = rom(1)["name"].text();
load_memory(ram(0));
Since I'm now relying on the XShm driver, which is multi-threaded, I'm
now compiling higan with -fopenmp. On FreeBSD, this requires linking
with -Wl,-rpath=/usr/local/lib -Wl,-rpath=/usr/local/lib/gcc49 to get
the right version of GOMP.
This gives a pretty nice speed boost for XShm, I go from around 101fps
to 111fps at 4x scale on the accuracy profile. The combination of
inlining the accuracy-PPU and parallelizing the XShm renderer about
evenly compensates now for the ~20% CPU overclock I gave up a while ago.
The WIP also has some other niceties from the newer version of nall.
Most noticeably, cheat code database searching is now instantaneous. No
more 3-second stall.
byuu says:
This updates higan to use the new Markup::Node changes. This is a really
big change, and one slight typo anywhere could break certain classes of
games from playing.
I don't have ananke hooked up again yet, so I don't have the ability to
test this much. If anyone with some v094 game folders wouldn't mind
testing, I'd help out a great deal.
I'm most concerned about testing one of each SNES special chip game.
Most notably, systems like the SA-1, HitachiDSP and NEC-DSP were using
the fancier lookups, eg node["rom[0]/name"], which I had to convert to
a rather ugly node["rom"].at(0)["name"], which I'm fairly confident
won't work. I'm going to blame that on the fumes from the shelves I just
stained >.> Might work with node.find("rom[0]/name")(0) though ...? But
so ugly ... ugh.
That aside, this WIP adds the accuracy-PPU inlining, so the accuracy
profile should run around 7.5% faster than before.
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.