Commit Graph

7 Commits

Author SHA1 Message Date
Tim Allen 03b06257d3 Update to v106r65 release.
byuu says:

This synchronizes bsnes/higan with many recent internal nall changes.

This will be the last WIP until I am situated in Japan. Apologies for the
bugfixes that didn't get applied yet, I ran out of time.
2018-10-04 20:12:11 +10:00
Tim Allen b69909be8d Update to v106r18 release.
byuu says:

Changelog:

  - major restructuring of board manifests
  - cleanup of generic board names
  - Super Famicom: updates to SA1, SuperFX, Cx4, SPC7110, EpsonRTC,
    SharpRTC load/save code
  - Super Famicom: added experimental SuperFX plot dithering fix
    [qwertymodo]
  - higan, icarus: rename shared folders to lowercase names; put .sys
    folders into new subfolder
      - Video Shaders/ → shaders/

      - Database/ → database/

      - Firmware/ → firmware/

      - \*.sys/ → systems/\*.sys/

So right now, only standard SNES games, SA-1, SuperFX, and Cx4 games
load. I have not tested SPC7110 or RTC support, because icarus import
seems to be completely broken? It's creating blank folders when I try it
now. I'll have to fix that ...

Since we are now up to thirteen systems, I've put the .sys folders into
a subfolder. This should declutter the main higan-windows release folder
a good deal. Linux users will need to re-run make install, or manually
move things into a new systems/ subfolder.

Same goes for icarus: lowercase the database/ and firmware/ folders or
re-run make install.

I don't know if qwertymodo's SuperFX fix is exactly correct or not.
Hopefully it is, but I didn't write a test ROM or anything to be
certain. Since SuperFX games should run, if people could please play
through some of them and look for any regressions, that'd be very much
appreciated.
2018-05-09 12:12:06 +10:00
Tim Allen 8f61c267c5 Update to v106r14 release.
byuu says:

Changelog:

  - game/memory/type/battery → game/memory/volatile
  - (manufacturer.)content.type → (architecture.)content.type
  - nall: Markup::find() strips spaces from values in comparisons
  - higan: updated game manifest loading/saving code for all cores
  - GBA: flash memory ID is internally selected based on the
    manufacturer and memory size
  - SFC: ST018 (ARM6) frequency can be modified via game manifest now
  - WS: EEPROM::name removed (not useful)
  - icarus, genius: battery→volatile updates

I did my best to look over the diff between r13 and r14, but it's 84KiB
excluding the game database changes. It's just too much for me. I'd
greatly appreciate if someone could look over it and check for any
errors in this update. But more than likely, I suppose we'll iron out
any issues by determining which games fail to load.

Right now, I know the Super Game Boy support doesn't seem to work. But
all non-SFC cores should work fully, and all normal + NEC DSP SFC games
should work as well. Unsure about the rest.

Also, I'm planning to change the Game Boy “MBC1M” mapper to “MBC1#A” to
indicate it's an alternate wiring configuration of the stock MBC1, and
not a new mapper type.
2018-04-15 15:49:53 +10:00
Tim Allen 72b824cf1a Update to v106r11 release.
byuu says:

Changelog:

  - genius: improve sorting when game name is identical (eg revisions)
  - icarus, genius: update to finalized manifest syntax
2018-03-14 14:51:35 +11:00
Tim Allen e216912ca3 Update to v106r09 release.
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.
2018-03-05 15:34:07 +11:00
Tim Allen c49d3b2006 Update to v106r07 release.
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
2018-02-21 11:12:09 +11:00
Tim Allen 3a175ad2b0 Update to v106r06 release.
byuu says:

Changelog:

  - icarus: new Firmware/ folder, which is used to import external
    firmware when it's missing from the ROM image
  - icarus: improved Super Famicom heuristics; including Shift-JIS to
    UTF-8 encoding of game titles

Errata:

  - if firmware isn't appended, it still cuts out the size from the
    memory/program.rom file
  - boards.bml is still missing the new Japanese production boards
2018-02-16 12:07:49 +11:00