byuu says:
Changelog:
- Super Famicom: added support for loading manifests without embedded
mapping information¹
- genius: initial commit
- various Makefile cleanups
¹: so the idea here is to try and aim for a stable manifest format,
and to allow direct transposition of icarus/genius database entries into
manifest files. The exact mechanics of how this is going to work is
currently in flux, but we'll get there.
For right now, `Super Famicom.sys` gains `boards.bml`, which is the raw
database from my board-editor tool, and higan itself tries to load
`boards.bml`, match an entry to game/board from the game's `manifest.bml`
file, and then transform it into the format currently used by higan. It
does this only when the game's `manifest.bml` file lacks a board node.
When such a board node exists, it works as previous versions of higan
did.
The only incompatible change right now is information/title is now
located at game/label. I may transition window title display to just use
the filenames instead.
Longer term, some thought is going to need to go into the format of the
`boards.bml` database itself, and at which point in the process I should
be transforming things.
Give it time, we'll refine this into something nicer.
byuu says:
Changelog:
- Z80: infinite DD/FD prefixes will no longer cause an emulator crash;
but will still deadlock savestates
- Z80: emulated R incrementing on M1 cycles
- Z80: `LD a, [ir]` should update flags [hex_usr]
- Z80: minor code cleanups
- tomoko: added “Pause Emulation” toggle to Tools menu
- you can still use the hotkey to pause emulation before starting
a game if you really want to
- this will be useful if and when I re-add trace logging to
capture instructions from power-on
- icarus: more PAL games added to the SNES database
I hope I've implemented R correctly. It should only increment twice on
DD,FD CB xx instructions. LDI/LDD/LDIR/LDDR should work as expected as
well. It increments once when interrupts are executed (and not maksed.)
The top bit is ignored in increments.
byuu says:
Changelog (since v105tr1):
Changelog:
- added Emulation/AutoSaveMemory/Interval setting to specify number of
seconds between auto-saves
- added Game Notes tool
- added 64 new SNES PAL games to the icarus preservation database
The Games Notes tool is a new feature that gives you a blank text box to
enter notes about a game that you're playing: so you can write down
things like level select codes for games with save RAM, combo moves, or
whatever other information you'd like quick and easy access to.
This is kind of an experiment. Ideally, we'd wanna allow more
personalized information, drawings, etc. But hey, let's try it out and
see what people think.
It seems on Windows, `compiler` has defaulted to `g++` for a while now,
so we didn't need to override it in the `make` invocation.
Since v105r01, `compiler` defaults to `g++` on Linux too, so we don't
need to override it there either.
By default, mkdocs uses "highlight.js" to apply syntax-highlighting
to code blocks. Left to its own devices, highlight.js will guess the
language being used in the code block, apply the "hljs" CSS class
(so the code block will be given a nice border, a sensible font-size,
etc.) and apply the appropriate formatting markup. If it guesses wrongly,
you can give a language hint on the opening line of the block.
If you use a language that highlight.js does not recognise, or
the special name "nohighlight", highlight.js will leave the block
alone. Unfortunately, in mkdocs' default theme, that means it will be
formatted like *inline* code, with a border and background that wraps
behind each line of the block.
In order to make a code-block that looks like a code-block, you have
to carefully pick a language that highlight.js has heard of, but whose
syntax is sufficiently different from whatever's in the block that no
unwanted highlighting will occur.
This seems to be fixed in the readthedocs theme that comes with mkdocs
0.16.1, but ReadTheDocs doesn't actually seem to be using that version. :/
byuu says:
Changelog:
- higan: readded support for soft-reset to Famicom, Super Famicom,
Mega Drive cores (work in progress)
- handhelds lack soft reset obviously
- the PC Engine also lacks a physical reset button
- the Master System's reset button acts like a gamepad button, so
can't show up in the menu
- Mega Drive: power cycle wasn't initializing CPU (M68K) or APU (Z80)
RAM
- Super Famicom: fix SPC700 opcode 0x3b regression; fixes Majuu Ou
[Jonas Quinn]
- Super Famicom: fix SharpRTC save regression; fixes Dai Kaijuu
Monogatari II's real-time clock [Talarubi]
- Super Famicom: fix EpsonRTC save regression; fixes Tengai Makyou
Zero's real-time clock [Talarubi]
- Super Famicom: removed `*::init()` functions, as they were never used
- Super Famicom: removed all but two `*::load()` functions, as they
were not used
- higan: added option to auto-save backup RAM every five seconds
(enabled by default)
- this is in case the emulator crashes, or there's a power outage;
turn it off under advanced settings if you want
- libco: updated license from public domain to ISC, for consistency
with nall, ruby, hiro
- nall: Linux compiler defaults to g++; override with g++-version if
g++ is <= 4.8
- FreeBSD compiler default is going to remain g++49 until my dev
box OS ships with g++ >= 4.9
Errata: I have weird RAM initialization constants, thanks to hex_usr
and onethirdxcubed for both finding this:
http://wiki.nesdev.com/w/index.php?title=CPU_power_up_state&diff=11711&oldid=11184
I'll remove this in the next WIP.
Added LICENSE.txt and GPLv3.txt. Also updated libco documentation.
After discussion with byuu, libco gets a more specific ISC license
to match nall, ruby and hiro. higan, as clarified in LICENSE.txt,
continues to be GPL version 3 only (no "or later" clause).
Loading and unloading the RTC is a little odd, since it's normally
always powered in the first place. What we want, and what the load()
functions really do, is to resync using the saved timestamps or
reset it. unload() proper doesn't do anything.
However, an interface refactoring after v098 reordered the above
operations, and this (along with a typo, shh!) was causing the already
synced time to be cleared.
I've added checks so that whenever rtc.ram can't be found, load() gets
called with empty arguments to initialise the defaults (like putting
in a fresh battery).
git requires a name and email to be configured before it can commit a change. We're not going to push the merge result anywhere, so we don't strictly speaking need it to commit.
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
byuu says:
Changelog:
- processor/m68k: fix error in disassembler [Sintendo]
- processor/m68k: work around Clang compiler bug [Cydrak, Sintendo]
This is one of the shortest WIPs I've done, but I'm trying not to change
anything before v105.
byuu says:
Changelog:
- processor/upd96050: always potentially update S1 on ALU ops, sans NOP
- theory by Lord Nightmare. I'm impartial on this one, but may as
well match his design
- sfc: fixed save state hang [reported by FitzRoy; fixed by Cydrak]
- icarus: do not save settings.bml file when in library mode
byuu says:
Changelog:
- processor/huc6280,mos6502,wdc65816: replaced abbreviated opcode
names with descriptive names
- nall: replaced `PLATFORM_MACOSX` define with `PLATFORM_MACOS`
- icarus: added `Icarus::missing() -> string_vector` to list missing
appended firmware files by name
- ruby, hiro: fix macosx→macos references
The processor instruction renaming was really about consistency with the
other processor cores. I may still need to do this for one or two more
processors.
The icarus change should allow a future release of the icarus
application to import games with external SNES coprocessor firmware once
again. It will also allow this to be possible when used in library mode.
byuu says:
Changelog:
- Emulator::Interface::videoResolution() -\> VideoResolution renamed
to videoInformation() -\> VideoInformation
- added double VideoInformation::refreshRate
- higan: added `binary := (application|library)` — set this to
`library` to produce a dynamic link library
- higan: removed `-march=native` for macOS application builds; and for
all library builds
- higan: removed `console` build flag; uncomment `link += -mwindows`
instead
- nall/GNUmakefile: `macosx` platform renamed `macos`
- still need to do this for nall/intrinsics.hpp
- Game Gear: return region=NTSC as the only option, so that the system
frequency is always set correctly
- hiro/cocoa: fixed typo [Sintendo]
- hiro/Windows: removed GetDpiForMonitor, as it's Windows 8+ only; DPI
is no longer per-monitor aware
- icarus: core Icarus class now has virtual functions for
directory::create, <file::exists>, <file::copy>, <file::write>
- icarus: Sufami Turbo can import save RAM files now
- icarus: setting `ICARUS_LIBRARY` define will compile icarus without
main(), GUI components
- ruby/video/Direct3D: choose the current monitor instead of top-left
monitor for fullscreen exclusive [Cydrak]
- ruby/video/Direct3D: do not set `WS_EX_TOPMOST` on fullscreen
exclusive window [Cydrak]
- this isn't necessary for exclusive mode, and it just makes
getting out of the application more difficult
byuu says:
Changelog:
- nall/GNUmakefile: build=release changed to -O2, build=optimize is
now -O3
- hiro: added Monitor::dpi(uint index) → Position [returns logical
DPI for x, y]
- Position is a bad name, but dpi(monitor).(x,y)() make more sense
than .(width,height)()
- hiro: Position, Size, Geometry, Font changed from using signed int
to float
- hiro: Alignment changed from using double to float
- hiro: added skeleton (unused) Application::scale(), setScale()
functions
Errata:
- hiro/cocoa's Monitor::dpi() is untested. Probably will cause issues
with macOS' automatic scaling.
- hiro/gtk lacks a way to get both per-monitor and per-axis (x,y) DPI
scaling
- hiro/qt lacks a way to get per-monitor DPI scaling (Qt 5.x has this,
but I still use Qt 4.x)
- and just to get global DPI, hiro/qt's DPI retrieval has to use
undocumented functions ... fun
The goal with this WIP was basically to prepare hiro for potential
automatic scaling. It'll be extremely difficult, but I'm convinced that
it must be possible if macOS can do it.
By moving from signed integers to floats for coordinates, we can now
scale and unscale without losing precision. That of course isn't the
hard part, though. The hard part is where and how to do the scaling. In
the ideal application, hiro/core and hiro/extension will handle 100% of
this, and the per-platform hiro/(cocoa,gtk,qt,windows) will not be aware
of what's going on, but ... to even make that possible, things will need
to change in every per-platform core, eg the per-platform code will have
to call a core function to change geometry, which will know about the
scaling and unscale the values back down again.
Gonna be a lot of work, but ... it's a start.
byuu says:
Changelog:
- higan: URLs updated to HTTPS
- sfc/ppu/background: use hires/interlace/mosaic-adjusted X/Y
coordinates for offset-per-tile mode
- sfc/ppu/background: hires mosaic seems to advance pixel counter on
subscreen pixels
- tomoko: added “Help→Credits” menu option (currently the page does
not exist; should before v105)
- tomoko: reduced volume slider from {0% - 500%} to {0% - 200%}.
Distortion is too intense above 200%.
- technically, I've encountered distortion at 200% as well in
Prince of Persia for the SNES
- nall/run/invoke: use program path for working directory
- allows you to choose “Library→Import ROMs” from a different
directory on the command-line
I don't know how to assign credit for the mosaic stuff. It's been a
work-in-progress with me, Cydrak, and hex_usr.
The current design should be correct, but very unpleasant. The code
desperately needs to be refactored, but my recent attempt at doing so
ended in spectacular failure.
byuu says:
Changelog:
- sfc/ppu/background: minor code cleanup and simplification
- sfc/ppu/background: $2106 MOSAIC register was implemented
incorrectly
- sfc/ppu/background: fixed mosaic effects in hires mode (temporary
fix)
- sfc/ppu/background: fixed mosaic effects in interlace mode [Cydrak]
Errata:
- sfc/ppu/background/background.cpp:48: should be
`if(!mosaic.enable) {`
Turns out there is only one mosaic size, and the other four bits are
per-BG mosaic enable. This matters a lot for hires/interlace, as
mosaicSize=0 (2x2) is not the same thing as mosaicEnable=false (1x1).
Although I've now implemented this, I really don't like how my mosaic
implementation works right now. I tried to redesign the entire system,
and completely failed. So I started over from v104r10 again and instead
went with a more evolutionary improvement for now. I'll keep trying.
Also, the combination of mosaic + offset-per-tile is still sketchy, as
is mode 6 offset-per-tile. I'll get to those in the future as well.
byuu says:
Changelog:
- processor/upd96050: per manual errata note, SGN always uses SA1;
never SB1 [fixes v104r09 regression]
- processor/upd96050: new OV1/S1 calculation that doesn't require OV0
history buffer [AWJ]
- processor/upd96050: do not update DP in OP if DST=4 [Jonas Quinn]
- processor/upd96050: do not update RP in OP if DST=5 [Jonas Quinn]
- resource: recreated higan+icarus icons, higan logo as 32-bit PNGs
So higan v104r08 and earlier were 930KiB for the source tarball. After
creating new higan and icarus icons, the size jumped to 1090KiB, which
was insane for only adding one additional icon.
After digging into why, I discovered that ImageMagick defaults to
64-bit!! (16-bits per channel) PNG images when converting from SVG.
You know, for all those 16-bit per channel monitors that don't exist.
Sigh. Amazingly, nobody ever noticed this.
The logo went from 78.8KiB to 24.5KiB, which in turn also means the
generated resource.cpp shrank dramatically.
The old higan icon was 32-bit PNG, because it was created before I
installed FreeBSD and switched to ImageMagick. But the new higan icon,
plus the new icarus icon, were both 64-bit as well. And they're now
32-bit.
So the new tarball size, thanks to the logo optimization, dropped to
830KiB.
Cydrak had some really interesting results in converting higan's
resources to 8-bit palletized PNGs with the tRNS extension for alpha
transparency. It reduces the file sizes even more without much visual
fidelity loss. Eg the higan logo uses 778 colors currently, and 256
represents nearly all of it very well to the human eye. It's based off
of only two colors, the rest are all anti-aliasing. Unfortunately,
nall/image doesn't support this yet, and I didn't want to flatten the
higan logo to not have transparency, in case I ever want to change the
about screen background color.
byuu says:
Changelog:
- processor/upd96050: SGN should select between (A,B).S1 flag using
ASL opcode bit
- processor/upd96050: use a temporary to cache new S1, then compute
OV1 using old S1, then assign new S1
- processor/upd96050: add SR.(siack,soack) and connect to relevant
jump instructions (serial not implemented)
- processor/upd96050: initialize SR properly in power() [r08
regression]
- icarus: improve Makefile rules [Screwtape]
- higan: new program icon
- icarus: new program icon
I've generally tried to keep to en_AU spellings rather than en_US spellings
for the sake of my own sanity, but it's difficult when documenting a program
that exclusively uses en_US spellings since I'm quoting the text on
menu-items and in config files.
Strictly speaking, there's no dependency between them, but higan's
install target happens to create the destination bin directory if it
doesn't already exist, so we want to run that install script first.