Commit Graph

7 Commits

Author SHA1 Message Date
Tim Allen 9a6ae6dacb Update to 20180809 release.
byuu says:

The Windows port can now run the emulation while navigating menus,
moving windows, and resizing windows. The main window also doesn't try
so hard to constantly clear itself. This may leave a bit of unwelcome
residue behind in some video drivers during resize, but under most
drivers, it lets you resize without a huge amount of flickering.

On all platforms, I now also run the emulation during MessageWindow
modal events, where I didn't before.

I'm thinking we should probably mute the audio during modal periods,
since it can generate a good deal of distortion.

The tooltip timeout was increased to ten seconds.

On Windows, the enter key can now activate buttons, so you can more
quickly dismiss MessageDialog windows. This part may not actually work
... I'm in the middle of trying to get messages out of the global
`Application_windowProc` hook and into the individual `Widget_windowProc`
hooks, so I need to do some testing.

I fixed a bug where changing the input driver wouldn't immediately
reload the input/hotkey settings lists properly.

I also went from disabling the driver "Change" button when the currently
active driver is selected in the list, to instead setting it to say
"Reload", and I also added a tool tip to the input driver reload button,
advising that if you're using DirectInput or SDL, you can hit "Reload"
to rescan for hotplugged gamepads without needing to restart the
emulator. XInput and udev have auto hotswap support. If we can ever get
that into DirectInput and SDL, then I'll remove the tooltip. But
regardless, the reload functionality is nice to have for all drivers.

I'm not sure what should happen when a user changes their driver
selection while a game is loaded, gets the warning dialog, chooses not
to change it, and then closes the emulator. Currently, it will make the
change happen the next time you start the emulator. This feels a bit
unexpected, but when you change the selection without a game loaded, it
takes immediate effect. So I'm not really sure what's best here.
2018-08-10 15:02:59 +10:00
Tim Allen 5da4532771 Update to v106r55 release.
byuu says:

Everything *should* be working again, but of course that won't
actually be the case. Here's where things stand:

  - bsnes, higan, icarus, and genius compile and run fine on FreeBSD
    with GTK
  - ruby video and audio drivers are untested on Windows, macOS, and
    Linux
  - hiro is untested on macOS
  - bsnes' status bar is not showing up properly with hiro/qt
  - bsnes and higan's about screen is not showing up properly with
    hiro/qt (1x1 window size)
  - bsnes on Windows crashes often when saving states, and I'm not sure
    why ... it happens inside Encode::RLE
  - bsnes on Windows crashes with ruby.input.windows (unsure why)
  - bsnes on Windows fails to show the verified emblem on the status bar
    properly
  - hiro on Windows flickers when changing tabs

To build the Windows bsnes and higan ports, use

    ruby="video.gdi audio.directsound"

Compilation error logs for Linux will help me fix the inevitable list of
typos there. I can fix the typos on other platforms, I just haven't
gotten to it yet.
2018-08-05 19:00:15 +10:00
Tim Allen f1a4576ac4 Update to 20180724 release.
byuu says:

I failed to complete a WIP, have five of eight cores updated with some
major changes to Emulator::Interface. I'll just post a quick temporary
WIP in the off chance someone wants to look over the new interface and
comment on it.

Also implemented screen saver suppression into hiro/GTK.

I should also add ... a plan of mine is to develop target-bsnes into a
more generic user interface, with the general idea being that
target-higan is for multiple Emulator::Interface cores at the same time,
and target-bsnes is for just one Emulator::Interface core.

The idea being that if one were to compile target-bsnes with the GBA
core, it'd become bgba, for instance.
I don't plan on releasing single-core emulators like this, but ... I don't see any downsides to being more flexible.
2018-07-24 23:41:41 +10:00
Tim Allen f8e71b50d0 Update to v105 release.
byuu says:

This release provides several major improvements to Mega Drive emulation
which enhances compatibility a good deal. It also includes important
Super Famicom mosaic emulation improvements, plus a much-needed SuperFX
save state issue fix.

Changelog (since v104):

  - higan: many improvements to Emulator::Interface to support
    forks/frontends
  - higan: refreshed program icon
  - icarus: new program icon
  - Game Boy Advance: slight emulation speedup over v104
  - Game Boy Advance: synchronize APU FIFO updates better
  - Mega Drive: added automatic region detection [hex_usr]
  - Mega Drive: support 8-bit SRAM
  - Game Boy Advance: fixed bug when changing to THUMB mode via MSR
    [MerryMage]
  - Master System: fix bug in backdrop color and background 0 priority
    [hex_usr]
  - Mega Drive: backgrounds always update output priority bit [Cydrak]
  - Mega Drive: emulated interlaced video output
  - Mega Drive: emulated shadow/highlight mode [Cydrak]
  - Super Famicom: auto joypad polling clears the shift register when
    starting
  - Super Famicom: added new low-entropy RAM initialization mode to more
    closely match hardware
  - Game Boy Advance: rumble will now time out after being left on for
    500ms
  - ruby: improved rumble support in udev input driver [ma_rysia]
  - M68K: `move.b (a7)[+/-]` adjust a7 by two
  - M68K: illegal/lineA/lineF opcodes do not modify the stack register
  - Mega Drive: emulate VIP status bit
  - uPD7725: improved emulation of OV1/S1 flags [byuu, AWJ, Lord
    Nightmare]
  - uPD7725: improved handling of DP, RP updates [Jonas Quinn]
  - Super Famicom: improved emulation of mosaic effects in hires,
    interlace, and offset-per-tile modes [byuu, Cydrak]
  - ruby: improved Direct3D exclusive mode monitor selection [Cydrak]
  - Super Famicom: fixed save state bug affecting SuperFX games
    [Cydrak]
  - Mega Drive: added workaround for Clang compiler bug; allowing this
    core to work on macOS [Cydrak, Sintendo]
  - higan: hotkeys now also trigger when the main window lacks focus yet
    higan is set to allow input on focus loss
  - higan: fixed an edge case where `int16_t` ↔ `double` audio
    conversion could possibly result in overflows
  - higan: fixed a crash on macOS when choosing quit from the
    application menu [ncbncb]

Changelog (since the previous WIP):

  - higan: restored `make console=true`
  - tomoko: if you allow input when main window focus is lost, hotkeys
    can now be triggered without focus as well
  - hiro/cocoa: fix crash on exit from menu [ncbncb]
  - ruby: smarter `double` → `int16_t` conversion to prevent
    underflow/overflow
2017-10-07 19:49:07 +11:00
Tim Allen 653bb378ee Update to v096r03 release.
byuu says:

Changelog:
- fixed icarus to save settings properly
- fixed higan's full screen toggle on OS X
- increased "Add Codes" button width to avoid text clipping
- implemented cocoa/canvas.cpp
- added 1s delay after mapping inputs before re-enabling the window
  (wasn't actually necessary, but already added it)
- fixed setEnabled(false) on Cocoa's ListView and TextEdit widgets
- updated nall::programpath() to use GetModuleFileName on Windows
- GB: system uses open collector logic, so unmapped reads return 0xFF,
  not 0x00 (passes blargg's cpu_instrs again) [gekkio]
2016-01-08 20:23:46 +11:00
Tim Allen 47d4bd4d81 Update to v096r01 release.
byuu says:

Changelog:

- restructured the project and removed a whole bunch of old/dead
  directives from higan/GNUmakefile
- huge amounts of work on hiro/cocoa (compiles but ~70% of the
  functionality is commented out)
- fixed a masking error in my ARM CPU disassembler [Lioncash]
- SFC: decided to change board cic=(411,413) back to board
  region=(ntsc,pal) ... the former was too obtuse

If you rename Boolean (it's a problem with an include from ruby, not
from hiro) and disable all the ruby drivers, you can compile an
OS X binary, but obviously it's not going to do anything.

It's a boring WIP, I just wanted to push out the project structure
change now at the start of this WIP cycle.
2015-12-30 17:54:59 +11:00
Tim Allen a512d14628 Update to v094r09 release.
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.
2015-02-28 12:52:53 +11:00