Commit Graph

12 Commits

Author SHA1 Message Date
Tim Allen fdc41611cf Update to v098r14 release.
byuu says:

Changelog:
- improved attenuation of biquad filter by computing butterworth Q
  coefficients correctly (instead of using the same constant)
- adding 1e-25 to each input sample into the biquad filters to try and
  prevent denormalization
- updated normalization from [0.0 to 1.0] to [-1.0 to +1.0]; volume/reverb
  happen in floating-point mode now
- good amount of work to make the base Emulator::Audio support any number
  of output channels
  - so that we don't have to do separate work on left/right channels;
    and can instead share the code for each channel
- Emulator::Interface::audioSample(int16 left, int16 right); changed to:
  - Emulator::Interface::audioSample(double* samples, uint channels);
  - samples are normalized [-1.0 to +1.0]
  - for now at least, channels will be the value given to
    Emulator::Audio::reset()
- fixed GUI crash on startup when audio driver is set to None

I'm probably going to be updating ruby to accept normalized doubles as
well; but I'm not sure if I will try and support anything other 2-channel
audio output. It'll depend on how easy it is to do so; perhaps it'll be
a per-driver setting.

The denormalization thing is fierce. If that happens, it drops the
emulator framerate from 220fps to about 20fps for Game Boy emulation. And
that happens basically whenever audio output is silent. I'm probably
also going to make a nall/denormal.hpp file at some point with
platform-specific functionality to set the CPU state to "denormals as
zero" where applicable. I'll still add the 1e-25 offset (inaudible)
as another fallback.
2016-06-01 21:23:22 +10:00
Tim Allen 7cdae5195a Update to v098r07 release.
byuu says:

Changelog:
- GB: support modeSelect and RAM for MBC1M (Momotarou Collection)
- audio: implemented native resampling support into Emulator::Stream
- audio: removed nall::DSP completely

Unfortunately, the new resampler didn't turn out quite as fast as I had
hoped. The final hermite resampling added some overhead; and I had to
bump up the kernel count to 500 from 400 to get the buzzing to go away
on my main PC. I think that's due to it running at 48000hz output
instead of 44100hz output, maybe?

Compared to Ryphecha's:
(NES) Mega Man 2: 167fps -> 166fps
(GB) Mega Man II: 224fps -> 200fps
(WSC) Riviera: 143fps -> 151fps

Odd that the WS/WSC ends up faster while the DMG/CGB ends up slower.

But this knocks 922 lines down to 146 lines. The only files left in all
of higan not written (or rewritten) by me are ruby/xaudio2.h and
libco/ppc.c
2016-04-23 17:55:59 +10:00
Tim Allen e2ee6689a0 Update to v098r06 release.
byuu says:

Changelog:
- emulation cores now refresh video from host thread instead of
  cothreads (fix AMD crash)
- SFC: fixed another bug with leap year months in SharpRTC emulation
- SFC: cleaned up camelCase on function names for
  armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes
- GB: added MBC1M emulation (requires manually setting mapper=MBC1M in
  manifest.bml for now, sorry)
- audio: implemented Emulator::Audio mixer and effects processor
- audio: implemented Emulator::Stream interface
  - it is now possible to have more than two audio streams: eg SNES
    + SGB + MSU1 + Voicer-Kun (eventually)
- audio: added reverb delay + reverb level settings; exposed balance
  configuration in UI
- video: reworked palette generation to re-enable saturation, gamma,
  luminance adjustments
- higan/emulator.cpp is gone since there was nothing left in it

I know you guys are going to say the color adjust/balance/reverb stuff
is pointless. And indeed it mostly is. But I like the idea of allowing
some fun special effects and configurability that isn't system-wide.

Note: there seems to be some kind of added audio lag in the SGB
emulation now, and I don't really understand why. The code should be
effectively identical to what I had before. The only main thing is that
I'm sampling things to 48000hz instead of 32040hz before mixing. There's
no point where I'm intentionally introducing added latency though. I'm
kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be
much appreciated :/

I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as
well, and that would be very bad.
2016-04-22 23:35:51 +10:00
Tim Allen fc7d5991ce Update to v097r18 release.
byuu says:

Changelog:
- fixed SNES sprite priority regression from r17
- added nall/windows/guard.hpp to guard against global namespace
  pollution (similar to nall/xorg/guard.hpp)
- almost fixed Windows compilation (still accuracy profile only, sorry)
- finished porting all of gba/ppu's registers over to the new .bit,.bits
  format ... all GBA registers.cpp files gone now
- the "processors :=" line in the target-$(ui)/GNUmakefile is no longer
  required
  - processors += added to each emulator core
  - duplicates are removed using the new nall/GNUmakefile's $(unique)
    function
- SFC core can be compiled without the GB core now
  - "-DSFC_SUPERGAMEBOY" is required to build in SGB support now (it's
    set in target-tomoko/GNUmakefile)
- started once again on loki (higan/target-loki/) [as before, loki is
  Linux/BSD only on account of needing hiro::Console]

loki shouldn't be too horrendous ... I hope. I just have the base
skeleton ready for now. But the code from v094r08 should be mostly
copyable over to it. It's just that it's about 50KiB of incredibly
tricky code that has to be just perfect, so it's not going to be quick.
But at least with the skeleton, it'll be a lot easier to pick away at it
as I want.

Windows compilation fix: move hiro/windows/header.hpp line 18 (header
guard) to line 16 instead.
2016-03-13 11:22:14 +11:00
Tim Allen 29be18ce0c Update to v097r17 release.
byuu says:

Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
  false from init instead of crashing
- nall: improved edge case return values for
  (basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
  .bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
  removed registers.cpp from each

Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.

So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...

To compile on Windows:

1. change nall/string/platform.hpp line 47 to

    return slice(result, 0, 3);

2. change ruby/video.wgl.cpp line 72 to

    auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {

3. add this line to the very top of hiro/windows/header.cpp:

    #define boolean FuckYouMicrosoft
2016-03-13 11:22:14 +11:00
Tim Allen ef65bb862a Update to 20160215 release.
byuu says:

Got it. Wow, that didn't hurt nearly as much as I thought it was going
to.

Dropped from 127.5fps to 123.5fps to use Natural/Integer for
(u)int(8,16,32,64).

That's totally worth the cost.
2016-02-16 20:27:55 +11:00
Tim Allen 6c83329cae Update to v097r13 release.
byuu says:

I refactored my schedulers. Added about ten lines to each scheduler, and
removed about 100 lines of calling into internal state in the scheduler
for the FC,SFC cores and about 30-40 lines for the other cores. All of
its state is now private.

Also reworked all of the entry points to static auto Enter() and auto
main(). Where Enter() handles all the synchronization stuff, and main()
doesn't need the while(true); loop forcing another layer of indentation
everywhere.

Took a few hours to do, but totally worth it. I'm surprised I didn't do
this sooner.

Also updated icarus gmake install rule to copy over the database.
2016-02-09 22:51:12 +11:00
Tim Allen cec33c1d0f Update to v096r07 release.
byuu says:

Changelog:
- configuration files are now stored in localpath() instead of configpath()
- Video gamma/saturation/luminance sliders are gone now, sorry
- added Video Filter->Blur Emulation [1]
- added Video Filter->Scanline Emulation [2]
- improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn]

[1] For the Famicom, this does nothing. For the Super Famicom, this
performs horizontal blending for proper pseudo-hires translucency. For
the Game Boy, Game Boy Color, and Game Boy Advance, this performs
interframe blending (each frame is the average of the current and
previous frame), which is important for things like the GBVideoPlayer.

[2] Right now, this only applies to the Super Famicom, but it'll come to
the Famicom in the future. For the Super Famicom, this option doesn't
just add scanlines, it simulates the phosphor decay that's visible in
interlace mode. If you observe an interlaced game like RPM Racing on
a real SNES, you'll notice that even on perfectly still screens, the
image appears to shake. This option emulates that effect.

Note 1: the buffering right now is a little sub-optimal, so there will
be a slight speed hit with this new support. Since the core is now
generating native ARGB8888 colors, it might as well call out to the
interface to lock/unlock/refresh the video, that way it can render
directly to the screen. Although ... that might not be such a hot idea,
since the GBx interframe blending reads from the target buffer, and that
tends to be a catastrophic option for performance.

Note 2: the balanced and performance profiles for the SNES are
completely busted again. This WIP took 6 1/2 hours, and I'm exhausted.
Very much not looking forward to working on those, since those two have
all kinds of fucked up speedup tricks for non-interlaced and/or
non-hires video modes.

Note 3: if you're on Windows and you saved your system folders somewhere
else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 21:07:57 +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 4e2eb23835 Update to v093 release.
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.
2013-08-18 13:21:14 +10:00
Tim Allen 29ea5bd599 Update to v092r09 release.
byuu says:

This will be another massive diff from the previous version.

All of higan was updated to use the new foo& bar syntax, and I also
updated switch statements to be consistent as well (but not in the
disassemblers, was starting to get an RSI just from what I already did.)

phoenix/{windows, cocoa, qt} need to be updated to use "string foo"
instead of "const string& foo", and after that, the major diffs should
be finished.

This archive is the first time I'm posting my copy-on-write,
size+capacity nall::string class, so any feedback on that is welcome as
well.
2013-05-05 19:21:30 +10:00
Tim Allen 94b2538af5 Update to higan v091 release.
byuu says:

Basically just a project rename, with s/bsnes/higan and the new icon
from lowkee added in.

It won't compile on Windows because I forgot to update the resource.rc
file, and a path transform command isn't working on Windows.
It was really just meant as a starting point, so that v091 WIPs can flow
starting from .00 with the new name (it overshadows bsnes v091, so
publicly speaking this "shouldn't exist" and will probably be deleted
from Google Code when v092 is ready.)
2012-12-26 17:46:36 +11:00