byuu says:
Changelog:
- manifest: memory/battery now resides under type at
memory/type/battery
- genius: volatile option changed to battery; auto-disables when not
RAM or RTC type
- higan: added new Emulator::Game class to parse manifests for all
emulated systems consistently
- Super Famicom: board manifest appended to manifest viewer now
- Super Famicom: cartridge class updated to use Emulator::Game objects
- hiro: improve suppression of userland callbacks once
Application::quit() is called
- this fixes a crash in genius when closing the window with a tree
view item selected
My intention is to remove Emulator::Interface::sha256(), as it's not
really useful. They'll be removed from save states as well. I never
bothered validating the SHA256 within them, because that'd be really
annoying for ROM hackers.
I also intend to rename Emulator::Interface::title() to label() instead.
Most everything is still broken. The SNES still needs all the board
definitions updated, all the other cores need to move to using
Emulator::Game.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
byuu says:
Changelog:
- Super Game Boy: for the 50th time, higan won't segfault if you
cancel the Game Boy cartridge load request
- icarus: moved to new manifest syntax for all remaining systems
- Game Boy: moved to new manifest syntax
Errata:
- Game Boy: save RAM does not appear to be working for some reason
- Famicom: higan won't even start to run this system; it just acts
like a cartridge was never loaded ...
- cores outside of the Super Famicom and Game Boy/Color will not run
due to icarus/higan manifest syntax differences
byuu says:
Changelog:
- hiro: BrowserDialog can navigate up to drive selection on Windows
- nall: (file,path,dir,base,prefix,suffix)name =>
Location::(file,path,dir,base,prefix,suffix)
- higan/tomoko: rename audio filter label from "Sinc" to "IIR - Biquad"
- higan/tomoko: allow loading files via icarus on the command-line
once again
- higan/tomoko: (begrudging) quick hack to fix presentation window focus
on startup
- higan/audio: don't divide output audio volume by number of streams
- processor/r65816: fix a regression in (read,write)DB; fixes Taz-Mania
- fixed compilation regressions on Windows and Linux
I'm happy with where we are at with code cleanups and stability, so I'd
like to release v100. But even though I'm not assigning any special
significance to this version, we should probably test it more thoroughly
first.
byuu says:
Changelog: (all WSC unless otherwise noted)
- fixed LINECMP=0 interrupt case (fixes FF4 world map during airship
sequence)
- improved CPU timing (fixes Magical Drop flickering and FF1 battle
music)
- added per-frame OAM caching (fixes sprite glitchiness in Magical Drop,
Riviera, etc.)
- added RTC emulation (fixes Dicing Knight and Judgement Silversword)
- added save state support
- added cheat code support (untested because I don't know of any cheat
codes that exist for this system)
- icarus: can now detect games with RTC chips
- SFC: bugfix to SharpRTC emulation (Dai Kaijuu Monogatari II)
- ( I was adding the extra leap year day to all 12 months instead of
just February ... >_< )
Note that the RTC emulation is very incomplete. It's not really
documented at all, and the two games I've tried that use it never even
ask you to set the date/time (so they're probably just using it to count
seconds.) I'm not even sure if I've implement the level-sensitive
behavior correctly (actually, now that I think about it, I need to mask
the clear bit in INT_ACK for the level-sensitive interrupts ...)
A bit worried about the RTC alarm, because it seems like it'll fire
continuously for a full minute. Or even if you turn it off after it
fires, then that doesn't seem to be lowering the line until the next
second ticks on the RTC, so that likely needs to happen when changing
the alarm flag.
Also not sure on this RTC's weekday byte. On the SharpRTC, it actually
computes this for you. Because it's not at all an easy thing to
calculate yourself in 65816 or V30MZ assembler. About 40 lines of code
to do it in C. For now, I'm requiring the program to calculate the value
itself.
Also note that there's some gibberish tiles in Judgement Silversword,
sadly. Not sure what's up there, but the game's still fully playable at
least.
Finally, no surprise: Beat-Mania doesn't run :P
byuu says:
Absolutely major improvements to the WS/C emulation today.
Changelog: (all WS/C related)
- fixed channel 3 sweep pitch adjustment
- fixed channel 3 sweep value sign extension
- removed errant channel 5 speed setting (not what's really going on)
- fixed sign extension on channel 5 samples
- improved DAC mixing of all five audio channels
- fixed r26 regression with PPU timing loop
- fixed sprite windowing behavior (sprite attribute flag is window mode;
not window enable)
- added per-scanline register latching to the PPU
- IRQs should terminate HLT even when the IRQ enable register bits are
clear
- fixed PALMONO reads
- added blur emulation
- added color emulation (based on GBA, so it heavily desaturates colors;
not entirely correct, but it helps a lot)
- no longer decimating audio to 24KHz; running at full 3.072MHz through
the windowed sinc filter [1]
- cleaned up PPU portRead / portWrite functions significantly
- emulated a weird quirk as mentioned by trap15 regarding timer
frequency writes enabling said timers [2]
- emulated LCD_CTRL sleep bit; screen can now be disabled (always draws
black in this case for now)
- improved OAM caching; but it's still disabled because it causes huge
amounts of sprite glitches (unsure why)
- fixed rendering of sprites that wrap around the screen edges back to
the top/left of the display
- emulated keypad interrupts
- icarus: detect orientation bit in game header
- higan: use orientation setting in manifest to set default screen
rotation
[1] the 24KHz -> 3.072MHz sound change is huge. Sound is substantially
improved over the previous WIPs. It does come at a pretty major speed
penalty, though. This is the highest frequency of any system in higan
running through an incredibly (amazing, yet) demanding sinc resampler.
Frame rate dropped from around 240fps to 150fps with the sinc filter on.
If you choose a different audio filter, you'll get most of that speed
back, but audio will sound worse again.
[2] we aren't sure if this is correct hardware behavior or not. It seems
to very slightly help Magical Drop, but not much.
The blur emulation is brutal. It's absolutely required for Riviera's
translucency simulation of selected menu items, but it causes serious
headaches due to the WS's ~75hz refresh rate running on ~60hz monitors
without vsync. It's probably best to leave it off and just deal with the
awful flickering on Riviera's menu options.
Overall, WS/C emulation is starting to get quite usable indeed. Couple
of major bugs that I'd really like to get fixed before releasing it,
though. But they're getting harder and harder to fix ...
Major Bugs:
- Final Fantasy battle background music is absent. Sound effects still
work. Very weird.
- Final Fantasy IV scrolling during airship flight opening sequence is
horribly broken. Scrolls one screen at a time.
- Magical Drop flickers like crazy in-game. Basically unplayable like
this.
- Star Hearts character names don't appear in the smaller dialog box
that pops up.
Minor Bugs:
- Occasional flickering during Riviera opening scenes.
- One-frame flicker of Leda's sprite at the start of the first stage.
byuu says:
Changelog:
- icarus: WS/C detects RAM type/size heuristically now
- icarus: WS/C uses ram type=$type instead of $type
- WS: use back color instead of white for backdrop
- WS: fixed sprite count limit; removes all the garbled sprites from
GunPey
- WS: hopefully fixed sprite priority with screen 2
- WS: implemented keypad polling; GunPey is now fully playable
- SNES: added Super Disc expansion port device (doesn't do anything,
just for testing)
Note: WS is hard-coded to vertical orientation right now. But there's
basic code in there for all the horizontal stuff.
byuu says:
This is a few days old, but oh well.
This WIP changes nall,hiro,ruby,icarus back to (u)int(8,16,32,64)_t.
I'm slowly pushing for (u)int(8,16,32,64) to use my custom
Integer<Size>/Natural<Size> classes instead. But it's going to be one
hell of a struggle to get that into higan.
byuu says:
More V30MZ implemented, a lot more to go.
icarus now supports importing WS and WSC games. It expects them to have
the correct file extension, same for GB and GBC.
> Ugh, apparently HiDPI icarus doesn't let you press the check boxes.
I set the flag value in the plist to false for now. Forgot to do it for
higan, but hopefully I won't forget before release.