byuu says:
I fixed all outstanding bugs that I'm aware of, including all of the
errata I listed yesterday.
And now it's time for lots of regression testing.
After that, I need to add Talarubi's XAudio2 DRC code, and then get a
new public bsnes WIP out for final testing.
New errata: when setting an icon (nall::image) larger than a Canvas on
Windows, it's not centering the image, so you end up seeing the overscan
area in the state manager previews, and the bottom of the image gets cut
off. I also need to forcefully disable the Xlib screensaver disable
support. I think I'll remove the GUI option to bypass it as well, and
just force screensaver disable always on with Windows. I'll improve it
in the future to toggle the effect between emulator pauses.
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.
byuu says:
Changes to hiro will break all but the GTK target. Not that it matters
much given that the only ruby drivers that function are all on BSD
anyway.
But if you are fortunate enough to be able to run this ... you'll find
lots of polishing improvements to the bsnes GUI. I posted some
screenshots on Twitter, if anyone were interested.
byuu says:
I've completed moving all the class objects from `unique_pointer<T>` to
just T. The one exception is the Emulator::Interface instance. I can
absolutely make that a global object, but only in bsnes where there's
just the one emulation core.
I also moved all the SettingsWindow and ToolsWindow panels out to their
own global objects, and fixed a very difficult bug with GTK TabFrame
controls.
The configuration settings panel is now the emulator settings panel. And
I added some spacing between bold label sections on both the emulator
and driver settings panels.
I gave fixing ComboButtonItem my best shot, given I can't reproduce the
crash. Probably won't work, though.
Also made a very slight consistency improvement to ruby and renamed
driverName() to driver().
...
An important change ... as a result of moving bsnes to global objects,
this means that the constructors for all windows run before the
presentation window is displayed. Before this change, only the
presentation window was constructed first berore displaying it, followed
by the construction of the rest of the GUI windows.
The upside to this is that as soon as you see the main window, the GUI
is ready to go without a period where it's unresponsive.
The downside to this is it takes about 1.5 seconds to show the main
window, compared to around 0.75 seconds before.
I've no intention of changing that back. So if the startup time becomes
a problem, then we'll just have to work on optimizing hiro, so that it
can construct all the global Window objects quicker. The main way to do
that would be to not do calls to the Layout::setGeometry functions for
every widget added, and instead wait until the window is displayed. But
I don't have an easy way to do that, because you want the widget
geometry values to be sane even before the window is visible to help
size certain things.
byuu wrote:
Sigh ...
asio.hpp needs #include <nall/windows/registry.hpp>
[Since the last WIP, byuu also posted the following message. -Ed.]
ruby drivers have all been updated (but not tested outside of BSD), and
I redesigned the settings window. The driver functionality all exists on
a new "Drivers" panel, the emulator/hack settings go to a
"Configuration" panel, and the video/audio panels lose driver settings.
As does the settings menu and its synchronize options.
I want to start pushing toward a v107 release. Critically, I will need
DirectSound and ALSA to support dynamic rate control. I'd also like to
eliminate the other system manifest.bml files. I need to update the
cheat code database format, and bundle at least a few quark shaders --
although I still need to default to Direct3D on Windows.
Turbo keys would be nice, if it's not too much effort. Aside from
netplay, it's the last significant feature I'm missing.
I think for v107, higan is going to be a bit rough around the edges
compared to bsnes. And I don't think it's practical to finish the bsnes
localization support.
I'm thinking we probably want another WIP to iron out any critical
issues, but this time there should be a feature freeze with the next
WIP.
byuu says:
I stand corrected, I managed to create and even larger diff than ever.
This one weighs in at 309KiB `>__>`
I'll have to create a changelog later, I'm too tired right now to go
through all of that.
byuu says:
This is probably the largest code-change diff I've done in years.
I spent four days working 10-16 hours a day reworking layouts in hiro
completely.
The result is we now have TableLayout, which will allow for better
horizontal+vertical combined alignment.
Windows, GTK2, and now GTK3 are fully supported.
Windows is getting the initial window geometry wrong by a bit.
GTK2 and GTK3 work perfectly. I basically abandoned trying to detect
resize signals, and instead keep a list of all hiro windows that are
allocated, and every time the main loop runs, it will query all of them
to see if they've been resized. I'm disgusted that I have to do this,
but after fighting with GTK for years, I'm about sick of it. GTK was
doing this crazy thing where it would trigger another size-allocate
inside of a previous size-allocate, and so my layouts would be halfway
through resizing all the widgets, and then the size-allocate would kick
off another one. That would end up leaving the rest of the first layout
loop with bad widget sizes. And if I detected a second re-entry and
blocked it, then the entire window would end up with the older geometry.
I started trying to build a message queue system to allow the second
layout resize to occur after the first one completed, but this was just
too much madness, so I went with the simpler solution.
Qt4 has some geometry problems, and doesn't show tab frame layouts
properly yet.
Qt5 causes an ICE error and tanks my entire Xorg display server, so ...
something is seriously wrong there, and it's not hiro's fault. Creating
a dummy Qt5 application without even using hiro, just int main() {
TestObject object; } with object performing a dynamic\_cast to a derived
type segfaults. Memory is getting corrupted where GCC allocates the
vtables for classes, just by linking in Qt. Could be somehow related to
the -fPIC requirement that only Qt5 has ... could just be that FreeBSD
10.1 has a buggy implementation of Qt5. I don't know. It's beyond my
ability to debug, so this one's going to stay broken.
The Cocoa port is busted. I'll fix it up to compile again, but that's
about all I'm going to do.
Many optimizations mean bsnes and higan open faster. GTK2 and GTK3 both
resize windows very quickly now.
higan crashes when you load a game, so that's not good. bsnes works
though.
bsnes also has the start of a localization engine now. Still a long way
to go.
The makefiles received a rather substantial restructuring. Including the
ruby and hiro makefiles will add the necessary compilation rules for
you, which also means that moc will run for the qt4 and qt5 targets, and
windres will run for the Windows targets.
byuu says:
Changelog:
- bsnes, higan: simplified make output; reordered rules
- hiro: added Window::set(Minimum,Maximum)Size() [only implemented in
GTK+ so far]
- bsnes: only allow the window to be shrunk to the 1x multiplier size
- bsnes: refactored Integral Scaling checkbox to {Center, Scale,
Stretch} radio selection
- nall: call fflush() after nall::print() to stdout or stderr [needed
for msys2/bash]
- bsnes, higan: program/interface.cpp renamed to program/platform.cpp
- bsnes: trim ".shader/" from names in Settings→Shader menu
- bsnes: Settings→Shader menu updated on video driver changes
- bsnes: remove missing games from recent files list each time it is
updated
- bsnes: video multiplier menu generated dynamically based on largest
monitor size at program startup
- bsnes: added shrink window and center window function to video
multiplier menu
- bsnes: de-minimize presentation window when exiting fullscreen mode
or changing video multiplier
- bsnes: center the load game dialog against the presentation window
(important for multi-monitor setups)
- bsnes: screenshots are not immediate instead of delayed one frame
- bsnes: added frame advance menu option and hotkey
- bsnes: added enable cheats checkbox and hotkey; can be used to
quickly enable/disable all active cheats
Errata:
- hiro/Windows: `SW_MINIMIZED`, `SW_MAXIMIZED `=> `SW_MINIMIZE`,
`SW_MAXIMIZE`
- hiro/Windows: add pMonitor::workspace()
- hiro/Windows: add setMaximized(), setMinimized() in
pWindow::construct()
- bsnes: call setCentered() after setMaximized(false)
byuu says:
Changelog:
- sfc/ppu-fast: added hires mode 7 option (doubles the sampling rate
of mode 7 pixels to reduce aliasing)
- sfc/ppu-fast: fixed mode 7 horizontal screen flip [hex_usr]
- bsnes: added capture screenshot function and path selection
- for now, it saves as BMP. I need a deflate implementation that
won't add an external dependency for PNG
- the output resolution is from the emulator: (256 or 512)x(240 or
480 minus overscan cropping if enabled)
- it captures the NEXT output frame, not the current one ... but
it may be wise to change this behavior
- it'd be a problem if the core were to exit and an image was
captured halfway through frame rendering
- bsnes: recovery state renamed to undo state
- bsnes: added manifest viewer tool
- bsnes: mention if game has been verified or not on the status bar
message at load time
- bsnes, nall: fixed a few missing function return values
[SuperMikeMan]
- bsnes: guard more strongly against failure to load games to avoid
crashes
- hiro, ruby: various fixes for macOS [Sintendo]
- hiro/Windows: paint on `WM_ERASEBKGND` to prevent status bar
flickering at startup
- icarus: SPC7110 heuristics fixes [hex_usr]
Errata:
- sfc/ppu-fast: remove debug hires mode7 force disable comment from
PPU::power()
[The `WM_ERASEBKGND` fix was already present in the 106r44 public
beta -Ed.]
byuu says:
Changelog:
- hiro/Windows: use `WS_CLIPSIBLINGS` on Label to prevent resize
drawing issues
- bsnes: correct viewport resizing
- bsnes: speed up window resizing a little bit
- bsnes: fix the cheat editor list enable checkbox
- bsnes: fix the state manager filename display in game ROM mode
- bsnes: fix the state manager save/rename/remove functionality in
game ROM mode
- bsnes: correct path searching for IPS and BPS patches in game ROM
mode
- bsnes: patch BS-X town cartridge to disable play limits
- bsnes: do not load (program,data,expansion).(rom,flash) from disk in
game pak mode
- this is required to support soft-patching and ROM hacks
- bsnes: added speed mode selection (50%, 75%, 100%, 150%, 200%);
maintains proper pitch
- bsnes: added icons to the menubar
- this is particularly useful to tell game ROMs from game paks in
the load recent game menu
- bsnes: added emblem at bottom left of status bar to indicate if a
game is verified or not
- verified means it is in the icarus verified game dump database
- the verified diamond is orange; the unverified diamond is blue
- bsnes: added an option (which defaults to off) to warn when loading
unverified games
- working around a bug in GTK, I have to use the uglier
MessageWindow instead of MessageDialog
- bsnes: added (non-functional) link to <https://doc.byuu.org/bsnes/>
to the help menu
- bsnes: added GUI setting to toggle memory auto-save feature
- bsnes: added GUI setting to toggle capturing a backup save state
when closing the emulator
- bsnes: made auto-saving states on exit an option
- bsnes: added an option to auto-load the auto-saved state on load
- basically, the two combined implements auto-resume
- bsnes: when firmware is missing, offer to take the user to the
online help documentation
- bsnes: added fast PPU option to disable the sprite limit
- increase from 32 items/line + 34 tiles/line to 128 items/line +
128 tiles/line
- technically, 1024 tiles/line are possible with 128 sprites at
64-width
- but this is just a waste of cache locality and worst-case
performance; it'll never happen
Errata:
- hiro/Windows: fallthrough on Canvas `WM_ERASEBKGND` to prevent
startup flicker
byuu says:
Changelog:
- bsnes: added video settings panel
- bsnes: added audio settings panel
- bsnes: disable assign/clear buttons at startup for hotkeys panel
- bsnes: program initialization restructured: drivers initialize last
- this lets me reinitialize the settings panel values on driver
changes
- so eg things like input/hotkey remappings should work after
input driver changes now
- ... but I had to disable the window icon for this ... it takes
too long to show up this way
- bsnes: added synchronize video/audio options to settings menu
- bsnes: added audio skew slider for video/audio synchronization
- bsnes: state manager edit/remove works on game ROM .bsz archives now
- bsnes: removed View→Color Emulation; default to 150% gamma instead
(it's a touch brighter but similar)
At this point, I'm pretty much ready to make an initial beta release for
wider testing.
Please use this WIP to indicate any must-fix issues before I do so.
byuu says:
Changelog:
- hiro: added BrowserDialog::openObject() [match file *or* folder
by filters]
- hiro: BrowserDialog accept button is now disabled when it would
otherwise do nothing
- eg openFile without a folder to enter or file to open selected
- eg saveFile without a file name or with a file name that matches
a folder name
- bsnes: added support for gamepaks (game folders)
- bsnes: store all save states inside per-game .bsz (ZIP) archives
instead of .bst/ folders
- this reduces the number of state files from 10+ to 1; without
having folders sort before files
- hiro: both gtk2 and gtk3 now use cairo to render Canvas; supports
sx,sy [BearOso]
- higan, bsnes: fast PPU/DSP are now run-time options instead of
compile-time options
- bsnes: disable fast PPU when loading Air Strike Patrol / Desert
Fighter
- bsnes: disable fast DSP when loading Koushien 2
- bsnes: added options to advanced panel to disable fast PPU and/or
fast DSP
byuu says:
Changelog:
- ruby/video: implement onUpdate() callback to signal when redraws are
necessary
- ruby/video/GLX,GLX2,XVideo,XShm: implement onUpdate() support
- bsnes: implement Video::onUpdate() support to redraw Viewport icon
as needed
- bsnes: save RAM before ruby driver changes
- sfc/sa1: clip signed multiplication to 32-bit [Jonas Quinn]
- sfc/sa1: handle negative dividends in division [Jonas Quinn]
- hiro/gtk3: a few improvements
- bsnes: added empty stub video and audio settings panels
- bsnes: restructured advanced settings panel
- bsnes: experiment: input/hotkeys name column bolded and colored for
increased visual distinction
- bsnes: added save button to state manager
byuu says:
Changelog:
- bsnes: cheat code “enabled” option changed to “enable”
- bsnes: connected “Cancel” action on add/edit cheat code window
- hiro: improved BrowserDialog::selectFolder() behavior
- can choose “Select” inside of a target folder when no items are
selected
- bsnes: implemented state manager
- bsnes: save a recovery state before loading a state, quitting, or
changing drivers
- bsnes: input settings, hotkey settings, cheat editor, state manager
entries are now batchable
- this allows bulk clearing/deleting of entries
- bsnes: cheat code list now auto-sorts alphabetically instead of
using up/down move arrows
I know most people will probably prefer to order cheat codes the way
they want, but the issue is that the state manager can't really work
this way. Each state is a file on disk. So yes, we could store a
states-manifest.bml to track the order of the states, or try to insert
numbers into the filenames and do bulk filesystem rename operations on
sorting, but then we would run into oddities when users delete state
files manually. And really, manual sorting is just clumsy. If you really
want a specific ordering, you can prefix cheats/states with numeric
indices instead.
byuu says:
Changelog:
- nall: renamed array to adaptive_array; marked it as deprecated
- nall: created new array class; which is properly static (ala
std::array) with optional bounds-checking
- sfc/ppu-fast: converted unmanaged arrays to use nall/array (no speed
penalty)
- bsnes: rewrote the cheat code editor to a new design
- nall: string class can stringify pointer types directly now, so
pointer() was removed
- nall: added array_view and pointer types (still unsure if/how I'll
use pointer)
byuu says:
Changelog:
- sfc/ppu-fast: fixed overscan crash
- sfc/ppu-fast: fixed direct color mode
- sfc: reconnected MSU1 support
- higan: game.sfc/msu1/data.rom, game.sfc/msu1/track-#.pcm
- bsnes: game.msu, game-#.pcm
- bsnes: added cheat code editor
- bsnes: added cheat code database support
- sfc/ppu-fast: clear overscan lines when overscan disabled
- sfc: output 223/239 lines instead of 224/240 lines
- bsnes: fix aspect correction calculation
- bsnes: crop line 224 when overscan masking is enabled
- bsnes: exposed Expansion Port menu; but hid “21fx” from the list of
devices
- bsnes: tools menu is hidden until a game is loaded
- ruby/input/keyboard/quartz: fixed compilation error
So only bsnes the automated overscan cropping option. In higan, you can
crop however many lines you like from the top or bottom of the image.
But for bsnes, it automatically eats sixteen lines. My view right now is
that if bsnes is meant to be the casual gaming emulator, that it should
eat line 224 in this mode. Most games show content here, but because of
the way the SNES PPU works, the very last line ends up on its very own
tile row (line 0 isn't rendered), if the scroll registers don't account
for it. There's a small number of games that will draw junk data to the
very last scanline of the frame as a result of this. So I chose, at
least for now, to hide it. Users can obviously disable overscan cropping
to see this scanline. I'm open to being convinced not to do this, if
someone has a compelling reason.
We're pretty much screwed one way or the other with no overscan masking.
If we output 239 lines, then most games will render 7 blank lines + 224
drawn lines + 8 blank lines, and the black top and bottom aren't
centered. But if we output 240 lines to get 8 + 224 + 8, then games that
do use overscan will have a blank line at the very bottom of the window.
I'm also trying out a modified cheat code file format. It's been forever
since I bothered to look at it, and the “cartridge” parent node doesn't
match what I'm doing with trying to rename “cartridge” to “game” in
manifests. And indeed, the idea of requiring a root node is rather
superfluous for a cheat code file. Current format looks like this:
cheat
description: foo
code: 7e2000=20+7e2001=30?40
enabled
cheat
description: bar
code: 7e4000=80
Open to discussing this, and I'd like to sync up with Snes9X before they
push out a new release, and I'll agree to finalize and never change this
format again.
I chose to use .cht for the extension when using game files (eg
gamename.cht)