Commit Graph

173 Commits

Author SHA1 Message Date
Tim Allen 3d34517f3e Update to v106r61 release.
byuu says:

This release adds ikari's Cx4 notes to bsnes. It fixes the MMX2 intro's
boss fight sequence to be frame perfect to real hardware. It's also very
slightly faster than before.

I've also added an option to toggle the CPU↔coprocessor cycle
synchronization to the emulation settings panel, so you don't have to
recompile to get the more accurate SA1 timings. I'm most likely going to
default this to disabled in bsnes, and *maybe* enabled in higan out of
the box.

StaticRAM (wasn't used) and MappedRAM are gone from the Super Famicom
core. Instead, there's now ReadableMemory, WritableMemory, and
ProtectedMemory (WritableMemory with a toggle for write protection.)
Cartridge::loadMap now takes a template Memory object, which bypasses an
extra virtual function call on memory accesses, but it doesn't really
impact speed much. Whatever.
2018-09-04 15:44:35 +10:00
Tim Allen a3e0f6da25 Update to v106r60 release.
byuu says:

I added (imperfect) memory conflict timing to the SA1.

Before:

  - WRAM↔↔ROM ran 7% too fast
  - ROM↔↔ROM ran 100% too fast
  - WRAM↔↔IRAM ran 7% too fast
  - ROM↔↔IRAM ran 7% too fast
  - IRAM↔↔IRAM ran 287% too fast
  - BWRAM↔↔BWRAM ran 100% too fast
  - HDMA ROM↔↔ROM ran 15% too fast
  - HDMA WRAM↔↔ROM ran 15% too fast
  - DMA ROM↔↔ROM ran 100% too fast

After:

  - ROM↔↔ROM runs 14% too fast
  - HDMA WRAM↔↔ROM runs 7% too fast
  - DMA ROM↔↔ROM runs 4% too fast

If you enable this with the fast PPU + DSP, your framerate in SA1 games
will drop by 51%. And even if you disable it, you'll still lose 9% speed
in SA1 games, and 2% speed in non-SA1 games, because of changes needed
to make this support possible.

By default, I'm leaving this off. Compile with `-DACCURATE_SA1` (or
uncomment the line in sfc/sfc.hpp) if you want to try it out.

This'll almost certainly cause some SA1 regressions, so I guess we'll
tackle those as they arise.
2018-09-03 00:06:41 +10:00
Tim Allen bd814f0358 Update to v106r59 release.
byuu says:

Changelog:

  - fixed bug in Emulator::Game::Memory::operator bool()
  - nall: renamed view<string> back to `string_view`
  - nall:: implemented `array_view`
  - Game Boy: split cartridge-specific input mappings (rumble,
    accelerometer) to their own separate ports
  - Game Boy: fixed MBC7 accelerometer x-axis
  - icarus: Game Boy, Super Famicom, Mega Drive cores output internal
    header game titles to heuristics manifests
  - higan, icarus, hiro/gtk: improve viewport geometry configuration;
    fixed higan crashing bug with XShm driver
  - higan: connect Video::poll(),update() functionality
  - hiro, ruby: several compilation / bugfixes, should get the macOS
    port compiling again, hopefully [Sintendo]
  - ruby/video/xshm: fix crashing bug on window resize
      - a bit hacky; it's throwing BadAccess Xlib warnings, but they're
        not fatal, so I am catching and ignoring them
  - bsnes: removed Application::Windows::onModalChange hook that's no
    longer needed [Screwtape]
2018-08-26 16:49:54 +10:00
Tim Allen 93a6a1ce7e Update to v106r57 release.
byuu says:

I've added tool tips to hiro for Windows, GTK, and Qt. I'm unsure how to
add them for Cocoa. I wasted am embarrassing ~14 hours implementing tool
tips from scratch on Windows, because the `TOOLTIPS_CLASS` widget just
absolutely refused to show up, no matter what I tried. As such, they're
not quite 100% native, but I would really appreciate any patch
submissions to help improve my implementation.

I added tool tips to all of the confusing settings in bsnes. And of
course, for those of you who don't like them, there's a configuration
file setting to turn them off globally.

I also improved Mega Drive handling of the Game Genie a bit, and
restructured the way the Settings class works in bsnes.

Starting now, I'm feature-freezing bsnes and higan. From this point
forward:

  - polishing up and fixing bugs caused by the ruby/hiro changes
  - adding DRC to XAudio2, and maybe exclusive mode to WGL
  - correcting FEoEZ (English) to load and work again out of the box

Once that's done, a final beta of bsnes will go out, I'll fix any
reported bugs that I'm able to, and then v107 should be ready. This time
with higan being functional, but marked as v107 beta. v108 will restore
higan to production status again, alongside bsnes.
2018-08-08 18:46:58 +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 5deba5cbc1 Update to 20180729 release.
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.
2018-07-29 23:24:38 +10:00
Tim Allen 876b4be1d2 Update to 20180726 release.
byuu says:

Once again, I wasn't able to complete a full WIP revision.

This WIP-WIP adds very sophisticated emulation of the Sega Genesis
Lock-On and Game Genie cartridges ... essentially, through recursion and
a linked list, higan supports an infinite nesting of cartridges.

Of course, on real hardware, after you stack more than three or four
cartridges, the power draw gets too high and things start glitching out
more and more as you keep stacking. I've heard that someone chained up
to ten Sonic & Knuckles cartridges before it finally became completely
unplayable.

And so of course, higan emulates this limitation as well ^-^. On the
fourth cartridge and beyond, it will become more and more likely that
address and/or data lines "glitch" out randomly, causing various
glitches. It's a completely silly easter egg that requires no speed
impact whatsoever beyond the impact of the new linked list cartridge
system.

I also designed the successor to Emulator::Interface::cap,get,set. Those
were holdovers from the older, since-removed ruby-style accessors.

In its place is the new Emulator::Interface::configuration,configure
API. There's the usual per-property access, and there's also access to
read and write all configurable options at once. In essence, this
enables introspection into core-specific features.

So far, you can control processor version#s, PPU VRAM size, video
settings, and hacks. As such, the .sys/manifest.bml files are no longer
necessary. Instead, it all goes into .sys/configuration.bml, which is
generated by the emulator if it's missing.

higan is going to take this even further and allow each option under
"Systems" to have its own editable configuration file. So if you wanted,
you could have a 1/1/1 SNES menu option, and a 2/1/3 SNES menu option.
Or a Model 1 Genesis option, and a Model 2 Genesis option. Or the
various Game Boy model revisions. Or an "SNES-Fast" and "SNES-Accurate"
option.

I've not fully settled on the syntax of the new configuration API. I
feel it might be useful to provide type information, but I really quite
passionately hate any<T> container objects. For now it's all
string-based, because strings can hold anything in nall.

I might also change the access rules. Right now it's like:
emulator→configure("video/blurEmulation", true); but it might be nicer
as "Video::Blur Emulation", or "Video.BlurEmulation", or something like
that.
2018-07-26 20:36:43 +10:00
Tim Allen 22bd4b9277 Update to v106r52 release.
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.
2018-07-25 22:24:03 +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 0aedb3430c Update to v106r51 release.
byuu says:

Changelog:

  - added `Emulator::Interface::connected(uint port) -> uint device;`
  - higan, bsnes: updated emulators to use the new
    Emulator::Interface::connected() function
  - hiro: fixed Object::cast<T> finally

So, Emulator::Interface::connected() solves two annoying problems at the
same time.

First, on first run of the emulator when the settings file is blank, it
will retrieve the default "sane" device ID, which is usually a gamepad
for a controller port, or nothing for an expansion/extension port.

Second, if you were to select a multi-port device, like the NES Four
Score, the core will set the other port to the Four Score device as
well, and the GUIs query connected() right after any call to connect(),
so it gets updated without needing a system for the emulation core to
send messages alerting the GUI of changes.
2018-07-21 21:49:48 +10:00
Tim Allen 35ff15f83e Update to v106r50 release.
byuu says:

Changelog:

  - emulator/video,audio: various cleanups
  - emulator/audio: removed reverb effect (it breaks very badly on
    high-frequency systems)
  - emulator/audio: the Nyquist anti-aliasing lowpass filter is now
    generated automatically instead of set per-core
      - at 44.1KHz output, it's set to 22KHz; at 48KHz, it's set to
        22KHz; at 96KHz, it's set to 25KHz
      - this filter now takes the bsnes emulation speed setting into
        account
  - all system/video.cpp files removed; inlined in System::power() and
    Interface::set() instead
  - sfc/cpu: pre-compute `HTIME` as `HTIME+1<<2` for faster comparisons of
    HIRQs
  - sfc/cpu: re-add check to block IRQs on the last dot of each frame
    (minor speed hit)
  - hiro/gtk3: fixed headers for Linux compilation finally
  - hiro/gtk,qt: fixed settings.cpp logic so initial values are used
    when no settings.bml file exists
  - hiro/gtk: started a minor experiment to specify theming information
    in settings.bml files
  - nall/dsp: allow the precision type (double) to be overridden (to
    float)
  - nall: add some helpers for generating pre-compiled headers
      - it was a failure to try using them for higan, however ...
  - nall: add some helpers for reading fallback values from empty
    `Markup::Node[search]` statements

Todo:

  - CRITICAL: a lot of my IRQ/NMI/HDMA timing tests are failing with the
    fast PPU ... need to figure out why
  - space between Emulator::video functions and Emulator::audio
    functions in gb/system/system.cpp
  - remove Audio/Reverb/Enable from settings.bml in target-bsnes
2018-07-21 21:06:40 +10:00
Tim Allen 65a3e6c676 Update to v106r49 release.
byuu says:

This is a fairly radical WIP with extreme changes to lots of very
important parts.

The result is a ~7% emulation speedup (with bsnes, unsure how much it
helps higan), but it's quite possible there are regressions. As such, I
would really appreciate testing as many games as possible ... especially
the old finnicky games that had issues with DMA and/or interrupts.

One thing to note is that I removed an edge case test that suppresses
IRQs from firing on the very last dot of every field, which is a
behavior I've verified on real hardware in the past. I feel that the
main interrupt polling function (the hottest portion of the entire
emulator) is not the appropriate place for it, and I should instead
factor it into assignment of NMITIMEN/VTIME/HTIME using the new
io.irqEnable (==virqEnable||hirqEnable) flag. But since I haven't done
that yet ... there's an old IRQ test ROM of mine that'll fail for this
WIP. No commercial games will ever rely on this, so it's fine for
testing.

Changelog:

  - sfc/cpu.smp: inlined the global status functions
  - sfc/cpu: added readRAM, writeRAM to use a function pointer instead
    of a lambda for WRAM access
  - sfc/cpu,smp,ppu/counter: updated reset functionality to new style
    using class inline initializers
  - sfc/cpu: fixed power(false) to invoke the reset vector properly
  - sfc/cpu: completely rewrote DMA handling to have per-channel
    functions
  - sfc/cpu: removed unused joylatch(), io.joypadStrobeLatch
  - sfc/cpu: cleaned up io.cpp handlers
  - sfc/cpu: simplified interrupt polling code using
    nall::boolean::flip(),raise(),lower() functions
  - sfc/ppu/counter: cleaned up the class significantly and also
    optimized things for efficiency
  - sfc/ppu/counter: emulated PAL 1368-clock long scanline when
    interlace=1, field=1, vcounter=311
  - sfc/smp: factored out the I/O and port handlers to io.cpp
2018-07-19 19:01:44 +10:00
Tim Allen 393c2395bb Update to v106r48 release.
byuu says:

The problems with the Windows and Qt4 ports have all been resolved,
although there's a fairly gross hack on a few Qt widgets to not destruct
once Application::quit() is called to avoid a double free crash (I'm
unsure where Qt is destructing the widgets internally.) The Cocoa port
compiles again at least, though it's bound to have endless problems. I
improved the Label painting in the GTK ports, which fixes the background
color on labels inside TabFrame widgets.

I've optimized the Makefile system even further.

I added a "redo state" command to bsnes, which is created whenever you
load the undo state. There are also hotkeys for both now, although I
don't think they're really something you want to map hotkeys to.

I moved the nall::Locale object inside hiro::Application, so that it can
be used to translate the BrowserDialog and MessageDialog window strings.

I improved the Super Game Boy emulation of `MLT_REQ`, fixing Pokemon
Yellow's custom border and probably more stuff.

Lots of other small fixes and improvements. Things are finally stable
once again after the harrowing layout redesign catastrophe.

Errata:

  - ICD::joypID should be set to 3 on reset(). joypWrite() may as well
    take uint1 instead of bool.
  - hiro/Qt: remove pWindow::setMaximumSize() comment; found a
    workaround for it
  - nall/GNUmakefile: don't set object.path if it's already set (allow
    overrides before including the file)
2018-07-16 16:16:26 +10:00
Tim Allen 6090c63958 Update to v106r47 release.
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.
2018-07-14 13:59:29 +10:00
Tim Allen 372e9ef42b Update to v106r45 release.
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.]
2018-07-02 11:57:04 +10:00
Tim Allen ec960c5172 Update to v106r44 release.
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
2018-06-28 16:28:27 +10:00
Tim Allen 5b97fa2415 Update to v106r42 release.
byuu says:

Changelog:

  - emulator: added `Thread::setHandle(cothread_t)`
  - icarus: added special heuristics support for the Tengai Maykou Zero
    fan translation
      - board identifier is: EXSPC7110-RAM-EPSONRTC (match on SPC7110 +
        ROM size=56mbit)
      - board ROM contents are: 8mbit program, 40mbit data, 8mbit
        expansion (sizes are fixed)
  - bsnes: show messages on game load, unload, and reset
  - bsnes: added support for BS Memory and Sufami Turbo games
  - bsnes: added support for region selection (Auto [default], NTSC,
    PAL)
  - bsnes: correct presentation window size from 223/239 to 224/240
  - bsnes: add SA-1 internal RAM on cartridges with BS Memory slot
  - bsnes: fixed recovery state to store inside .bsz archive
  - bsnes: added support for custom manifests in both game pak and game
    ROM modes
  - bsnes: added icarus game database support (manifest → database →
    heuristics)
  - bsnes: added flexible SuperFX overclocking
  - bsnes: added IPS and BPS soft-patching support to all ROM types
    (sfc,smc,gb,gbc,bs,st)
      - can load patches inside of ZIP archives (matches first “.ips” or
        “.bps” file)
  - bsnes/ppu: cache interlace/overscan/vdisp (277 → 291fps with fast
    PPU)
  - hiro/Windows: faster painting of Label widget on expose
  - hiro/Windows: immediately apply LineEdit::setBackgroundColor changes
  - hiro/Qt: inherit Window backgroundColor when one is not assigned to
    Label

Errata:

  - sfc/ppu-fast: remove `renderMode7Hires()` function (the body isn't in
    the codebase)
  - bsnes: advanced note label should probably use a lighter text color
    and/or smaller font size instead of italics

I didn't test the soft-patching at all, as I don't have any patches on
my dev box. If anyone wants to test, that'd be great. The Tengai Makyou
Zero fan translation would be a great test case.
2018-06-26 13:17:26 +10:00
Tim Allen f70a20bc42 Update to v106r41 release.
byuu says:

Changelog:

  - hiro: added Label::set(Background,Foreground)Color (not implemented
    on Cocoa backend)
  - hiro: added (Horizontal,Vertical)Layout::setPadding()
      - setMargin(m) is now an alias to setPadding({m, m, m, m})
  - hiro/Windows: update Label rendering to draw to an offscreen canvas
    to prevent flickering
  - sfc: reverted back to 224/240-line height (from 223/239-line height
    in earlier v106 WIPs)
  - bsnes: new multi-segment status bar added
  - bsnes: exiting fullscreen mode will resize and recenter window
      - this is required; the window geometry gets all scrambled when
        toggling fullscreen mode
  - bsnes: updated to a new logo [Ange Albertini]

Errata:

  - hiro/Windows: try to paint Label backgroundColor quicker to avoid
    startup flicker
      - `WM_ERASEBKGND` fallthrough to `WM_PAINT` seems to work
  - hiro/Qt: use Window backgroundColor for Label when no Label
    backgroundColor set
  - bsnes: update size multipliers in presentation.cpp to 224/240 (main
    window size is off in this WIP)
2018-06-24 14:53:44 +10:00
Tim Allen 5a8c814e25 Update to v106r40 release.
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
2018-06-11 14:50:18 +10:00
Tim Allen 91bb781b73 Update to v106r39 release.
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
2018-06-10 18:07:19 +10:00
Tim Allen ec9729a9e1 Update to v106r36 release.
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)
2018-06-04 12:44:57 +10:00
Tim Allen 77ac5f9e88 Update to v106r35 release.
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)
2018-06-03 23:14:42 +10:00
Tim Allen c67fb2c726 Update to v106r34 release.
byuu says:

Changelog:

  - sfc/ppu-fast:
      - don't use mosaicSize unless mosaicEnable is set
      - fix background tiles that aren't 8x8 in size
      - flush (render) queued lines whenever VRAM or OAM are modified
        mid-frame
      - queue tile outputs to buffer for object rendering final pass
      - fix object window mask indexing
      - disable color bleed when output width is 256 pixels
      - handle reset(bool) events
      - implemented save states
  - icarus: fixed SPC7110-RAM-EPSONRTC mapping typo [hex_usr]
  - bsnes: fixed overscan masking mode when output height is 240

Todo:

  - sfc/ppu-fast: should not have deleted the tilecache freeing in
    ~PPU()
  - ruby/input/carbon: change setPath() call to setPathID()

Errata:

  - Rendering Ranger R2 crashes at startup, seems to be an issue with
    the expansion port device

Bug reports on the new fast SNES PPU are now welcome.
2018-06-02 12:47:37 +10:00
Tim Allen 5d29700fa1 Update to v106r33 release.
byuu says:

Changelog:

  - nall/GNUmakefile: added `openmp=(true,false)` option; can be toggled
    when building higan/bsnes
      - defaults to disabled on macOS, because Xcode doesn't stupidly
        doesn't ship with support for it
  - higan/GNUmakefile: forgot to switch target,profile back from
    bsnes,fast to higan,accurate
      - this is just gonna happen from time to time, sorry
  - sfc/dsp: when using the fast profile, the DSP syncs per sample
    instead of per clock
      - should only negatively impact Koushien 2, but is a fairly
        significant speedup otherwise
  - sfc/ppc,ppu-fast: optimized the code a bit (ppu 130fps to 133fps)
  - sfc/ppu-fast: basic vertical mosaic support (not accurate, but
    should look okay hopefully)
  - sfc/ppu-fast: added missing mode7 hflip support
  - sfc/ppu-fast: added support to render at 256-width and/or 240-height
      - gives a decent speed boost, and also allows all of the older
        quark shaders to work nicely again
      - it does violate the contract of Emulator::Interface, but oh
        well, it works fine in the bsnes GUI
  - sfc/ppu-fast: use cached CGRAM values for mode7 and sprites
  - sfc/ppu-fast: use global range/time over flags in object rendering
      - may not actually work as we intended since it's a race condition
        even if it's only ORing the flags
      - really don't want to have to make those variables atomic if I
        don't have to
  - sfc/ppu-fast: should fully support interlace and overscan modes now
  - hiro/cocoa: updated macOS Gatekeeper disable support to work on
    10.13+
  - ruby: forgot to fix macOS input driver, sorry
  - nall/GNUmakefile: if uname is present, then just default to rm
    instead of del (fixes Msys)

Note: blur emulation option will break pretty badly in 256x240 output
mode. I'll fix it later.
2018-05-31 17:06:55 +10:00
Tim Allen 5e7fdbe2c0 Update to v106r32 release.
byuu says:

Changelog:

  - sfc/ppu-fast: everything other than vertical mosaic and interlace
    support is in

Games are quite playable now, and you're welcome to try things out, but
please don't report bugs yet. It's still too early for that.
2018-05-29 21:26:48 +10:00
Tim Allen 51e3fcd3fa Update to v106r31 release.
byuu says:

Changelog:

  - sfc/ppu-fast: added a barebones background renderer; very incomplete

Right now, the 2bpp Mega Man X2 splash screen is rendering correctly,
but everything else looks really garbled. I'm thinking my tile cache
conversions from 4bpp to bitmap pixels is wrong, but I'm not seeing any
obvious issues.

If anyone wants to take a look at it, I'd appreciate it. The renderer is
mostly modeled after ppu-performance's.
2018-05-28 11:51:38 +10:00
Tim Allen 685cec6583 Update to v106r30 release.
byuu says:

Changelog:

  - nall/GNUmakefile: fixed findstring parameter arguments [Screwtape]
  - nall/Windows: always include -mthreads -lpthread for all
    applications
  - nall/memory: code restructuring

I really wanted to work on the new PPU today, but I thought I'd spend a
few minutes making some minor improvements to nall::memory, that was
five and a half hours ago. Now I have a 67KiB diff of changes. Sigh.
2018-05-28 11:16:27 +10:00
Tim Allen 6882bd98cf Update to v106r29 release.
byuu says:

Changelog:

  - sfc/ppu: collapsed folders to a single directory to match all other
    emulated processors
  - sfc/ppu-fast: implemented I/O registers
2018-05-27 09:04:43 +10:00
Tim Allen 6c8e3c885d Update to v106r28 release.
byuu says:

Changelog:

  - SNES: started on skeleton of the new parallel PPU core

To build the new PPU core, set profile=fast via GNU make. The old core
is profile=accurate.

The names of the profiles, and the name of the folder for the fast PPU
are subject to change.

The new PPU core doesn't do anything but demonstrate the proof of
concept: every scanline, make a copy of all the PPU registers and CGRAM.
Share the VRAM and OAM. Batch render all scanlines at once using OpenMP
at the end of each frame and blit the result.

With no PPU core at all, bsnes runs 91% faster than with the accuracy
PPU (230fps vs 120fps.) That's the absolute theoretical best-case
scenario. With the skeleton in place, we're already around 220fps. It'll
go down more as the PPU line renderer starts to do real work. I don't
know where things will end up yet. I suppose we'll find out in time.

My own copy of TDM/GCC can't use OpenMP on Windows, so ... it won't
parallelize if you build with that. I'm going to have to switch to a
different MinGW distribution once this is complete, I suppose.
2018-05-26 13:29:14 +10:00
Tim Allen 5961ea9c03 Update to v106r26 release.
byuu says:

Changelog:

  - nall: added -static-libgcc -static-libstdc++ to Windows/GCC link
    flags
  - bsnes, higan: added program icons to main window when game isn't
    loaded
  - bsnes: improved recent games menu sorting
  - bsnes: fixed multi-game recent game loading on Windows
  - bsnes: completed path override support
  - bsnes, higan: added screensaver suppression on Windows
  - icarus: add 32K volatile RAM to SuperFX boards that report no RAM
    (fixes Starfox)
  - bsnes, higan: added automatic dependency generation [Talarubi]
  - hiro/GTK: appending actions to menus restores enabled() state
  - higan: use board node inside manifest.bml if it exists
  - bsnes: added blur emulation and color emulation options to view menu
  - ruby: upgraded input.sdl to SDL 2.0 (though it makes no functional
    difference sadly)
  - ruby: removed video.sdl (due to deprecating SDL 1.2)
  - nall, ruby: improvements to HID class (generic vendor and product
    IDs)

Errata:

  - bsnes, higan: on Windows, Application::Windows::onScreenSaver needs
    `[&]` lambda capture, not `[]`
      - find it in presentation/presentation.cpp
2018-05-24 12:14:17 +10:00
Tim Allen a73a94f331 Update to v106r24 release.
byuu says:

Changelog:
* yes.

But seriously, a list of changes on a pre-alpha GUI is going to get annoying.

Basically, work on embedding stuff in the binary, firmware loading (both
appended to the ROM and in a firmware/ subfolder) added, SGB games can be
loaded, config file holds more values for driver settings, added ruby drivers to
other platforms, etc.
2018-05-20 14:39:29 +10:00
Tim Allen 6078cdacbb Update to v106r22 release.
byuu says:

Changelog:

  - created new bsnes target (it currently does nothing)
  - Super Famicom: fixed BS Memory pack support in the MCC emulation
  - icarus: fixed manifest-free support for BS Memory flash-based
    cartridges
  - icarus: database improvements
2018-05-18 15:21:22 +10:00
Tim Allen 8bbbc5e737 Update to v106r21 release.
byuu says:

Changelog:

  - higan: target-tomoko has been renamed to target-higan
  - Super Famicom: event has been renamed to
    processor(architecture=uPD78214)
  - Super Famicom: SNES-EVENT supported once more; under board IDs
    EVENT-CC92 and EVENT-PF94
  - Super Famicom: SNES-EVENT preliminarily set up to use DIP switch
    settings ala the Nintendo Super System (incomplete)
  - Super Famicom: MCC PSRAM moved inside the MCU, as it is remappable
  - Super Famicom: MCC emulation rewritten from scratch; it is now
    vastly more accurate than before
  - Super Famicom: added BSC-1A5B9P-01 board definition to database;
    corrected BS-MCC-RAM board definition
  - Super Famicom: moved SHVC-LN3B-01 RAM outside of
    processor(identifier=SDD1)
  - higan: when selecting a default game to load for a new system entry,
    it will change the system option to match the media type
  - higan: the load text box on the system entry window is now editable;
    can be used to erase entries
  - icarus: fixed bug in Famicom importing
  - icarus: importing unappended SNES coprocessor firmware will now
    rename the firmware properly
  - hiro/GTK,Qt: WM_CLASS is now set correctly in `argv[0]`, so
    applications should show “higan”, “icarus” instead of “hiro” now

Note: if you wish to run the BS-X town cartridge, the database currently
lists the download RAM as type “PSRAM”. This needs to be changed to
“RAM” in order to load properly. Otherwise, the emulator will bomb
out on the load window, because BSC-1A5B9P-01 expects PSRAM to always be
present, but it won't find it with the wrong memory type. I'll correct
this in the database in a later release. For now, you can copy the game
portion of the manifest to a new manifest.bml file and drop it into the
gamepak folder until I fix the database.
2018-05-17 13:37:29 +10:00
Tim Allen 210306e661 Update to v106r20 release.
byuu says:
Changelog:

  - Super Famicom: fixed loading of BS Memory and Sufami Turbo
    cartridges
  - Super Famicom: renamed NSS to DIP; as that's really all it is, it's
    not true NSS emulation
  - Super Famicom: slot loading now happens inside of board parsing
    instead of generically in loadCartridge()
  - Super Famicom: BS-X cartridges with flash memory now serialize their
    data and write it out to disk¹
  - icarus: fixed Famicom game importing (hopefully) and set file import
    title to “Load ROM File”

¹: there's no emulation of write commands yet, so the data is never
going to change anyway. This is just in preparation for more advanced
emulation of BS Memory cartridges.
2018-05-15 00:13:30 +10:00
Tim Allen 6847058210 Update to v106r19 release.
byuu says:

Changelog:

  - Super Famicom: everything outside of Nintendo Super System, Campus
    Challenge '92 and Powerfest '94 should play
  - Super Famicom: removed RAM from coprocessor/event (should use global
    RAM)
  - Super Famicom: removed RAM from SDD1 (should use global RAM)
  - icarus: fixed Super Famicom game importing [hex_usr]

Also worth reminding that you'll need to disable database lookup in
order to run the BS-X Town cartridge right now. Plus, Star Ocean's
database entry still has the RAM in the wrong spot. The MSU1 code is not
looking at the right locations for data, so it's not going to work in
this release either.

I need to figure out what to call coprocessor/event and coprocessor/nss,
as neither are slots or processors like everything else.

Outside of those issues, all games for all systems should be playable,
at least to the extent they were in v106.
2018-05-13 23:00:48 +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 985610c167 Update to v106r12 release.
byuu says:

Changelog:

  - Emulator: update to final manifest syntax
  - Super Famicom: new board syntax (still experimental)
  - Super Famicom: match (manufacturer.)category.type instead of
    (model.)category.type

Errata:

  - Markup::Node::find() needs to be extended to support multiple
    subtype matches
  - Sufami Turbo ROM/RAM nodes are part of separate gamepaks; need to
    refactor this
2018-04-03 17:40:03 +10:00
Tim Allen 2dd35f984d Update to v106r10 release.
byuu says:

Changelog:

  - manifest: memory/battery now resides under type at
    memory/type/battery
  - genius: volatile option changed to battery; auto-disables when not
    RAM or RTC type
  - higan: added new Emulator::Game class to parse manifests for all
    emulated systems consistently
  - Super Famicom: board manifest appended to manifest viewer now
  - Super Famicom: cartridge class updated to use Emulator::Game objects
  - hiro: improve suppression of userland callbacks once
    Application::quit() is called
      - this fixes a crash in genius when closing the window with a tree
        view item selected

My intention is to remove Emulator::Interface::sha256(), as it's not
really useful. They'll be removed from save states as well. I never
bothered validating the SHA256 within them, because that'd be really
annoying for ROM hackers.

I also intend to rename Emulator::Interface::title() to label() instead.

Most everything is still broken. The SNES still needs all the board
definitions updated, all the other cores need to move to using
Emulator::Game.
2018-03-06 09:42:10 +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 5c55cc2c94 Update to v106r08 release.
byuu says:

Changelog:

  - Game Boy: fixed RAM/RTC saving¹
  - Super Famicom: ICD2 renamed to ICD (there exists an SGB prototype
    with a functionally identical ICD1)
  - Sufami Turbo: removed short-circuiting when loading an unlinkable
    cartridge into slot A²
  - Super Game Boy: the 20971520hz clock of the SGB2 is now emulated
  - Super Famicom: BSC-1Lxx (SA1) boards now prompt for BS memory
    cartridges; and can make use of them³
  - Super Famicom: fixed a potential for out-of-bounds reads with BS
    Memory flash carts

¹: I'm using a gross hack of replacing `type: ` with `type:` so that
`memory(type=...)` will match without the extra spaces. I need to
think about whether I want the BPath query syntax to strip whitespace or
not. But longer term, I want to finalize game/memory's design, and build
a higan/emulation/manifest parser that produces a nicer interface to
reading manifests for all cores, which will make this irrelevant for
higan anyway.

²: I don't think it's appropriate for higan to enforce this. Nothing
stops you from inserting games that can't be linked into a real Sufami
Turbo. I do short-circuit if you cancel the first load, but I may allow
loading an empty slot A with a populated slot B. I think the BIOS does
something when you do that. Probably just yells at you.

³: I know it's emulated correctly now, but I still don't know what
the heck changes when you load the SD Gundam G Next - Unit & Map
Collection BS Memory cartridge with SD Gundam G Next to actually test
it.
2018-02-21 20:53:49 +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 5e330da4e8 Update to v106r05 release.
byuu says:

Changelog:

  - Super Famicom: added remaining generic board types
  - icarus: improved Super Famicom heuristics
  - icarus: reworked BS Memory heuristics
  - icarus: reworked Sufami Turbo heuristics

Notes: this is really complicated, and is going to take a long time to
work 100% smoothly again.

Starting off, I am trying to get rid of the weird edge case zero-byte
SRAM mapping for the Cx4. It has the RAM region present, but returns
logic low (0x00) instead of open bus, when SRAM isn't present. I started
by making it `map=ram` instead of `ram/map`, which is gross, and then it ended
up detecing the map tag ending in RAM and pulling the Cx4 data RAM into that
slot. Ugh. The preservation board mapping is still as it was before and will
need to be updated once I get the syntax down.

The BS Memory and Sufami Turbo moving to the new `game/memory`
ending means I can't use the SuperFamicom::Cartridge::loadMemory
function that looks at the old-style rom/ram tags. Because I didn't
write more code, the result is those sub-carts won't load now.

The old heuristics were short-circuiting on SA1 before bothering with
BS-X slots, so that's why SD Gundam G-Next wasn't asking for a data
pack. The problem is, I don't know where the BS-X pack maps to on this
cartridge. It's at c0-ef on the other BS-X slotted cartridges, but
that's mapped to the SA1 on regular SA1 cartridges, so ... for now, it's
not actually mapped in.

I'm still struggling with naming conventions on all these boards. I'll
make a public post about that, though.
2018-02-11 08:45:44 +11:00
Tim Allen c38a771f22 Update to v106r04 release.
byuu says:

Changelog:

  - nall: `Markup::Node::operator[]` now uses `find()` instead of `lookup()`
    behind the scenes
  - Super Famicom: RAM memory ordering is now independent of ROM memory
    ordering
  - Super Famicom: added 19 new generic board definitions
  - icarus: improved Super Famicom heuristics generation

Not putting it in the changelog, but the SPC7110 RAM now has write
protection disabled again.

99% of games should now be playable with heuristics. The exceptions
should be:

  - 4MB LoROM games with SRAM (Ys 3, FE: Thracia 776)
  - 2MB DSP LoROM games
  - BS-X Town
  - BS-X slotted games
  - SA1 BSX slotted games
  - SPC7110 games without the RTC (Momotarou Dentetsu Happy, Super Power
    League 4)
  - SPC7110 7MB fan translation (wasn't supported earlier either)
  - ExLoROM games (wasn't supported earlier either)
  - Sufami Turbo
  - Campus Challenge '92 and Powerfest '94
  - ST010 is going to run at 15MHz instead of 11MHz
  - MSU1 (needs to be supported in higan, not icarus)

I'll add support for most of these before the release of v107.
2018-02-08 21:32:46 +11:00
Tim Allen 3d8be92550 Update to v106r3 release.
byuu says:

Changelog:

  - Super Famicom: update to newer board markup syntax
  - Super Famicom: update all mapped ROMs to be write-protected
      - errata: SPC7110 set ram.writeProtect(true), I'll fix it in the
        next WIP
  - icarus: rewrote the Super Famicom heuristics module from scratch

Instead of icarus heuristics generating higan-specific mappings, it now
generates generic board IDs that can be used by any emulator. I had
originally planned to print out real PCB ID codes here, but these board
mappings are meant to be more generic, and I don't want them to look
real. The pseudo-codes are easy to parse, for example: `DSP-LOROM-NVRAM`
for Super Mario Kart, `SUPERFX-RAM` for Doom.

I'm going to make a `Boards (Generic).bml` file that will contain mapping
definitions for every board. Until this is done, any games not in the SNES
preservation database will fail to play because the mapping information is
now missing.
2018-02-05 20:58:02 +11:00
Tim Allen 2f81b5a3e7 Update to v106r2 release.
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.
2018-02-01 19:20:37 +11:00
Tim Allen e9d2d56df9 Update to v105r1 release.
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.
2017-11-07 09:05:54 +11:00
Talarubi a9571ff5b8 Fixed: Restore SPC7110 and S-RTC time properly
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).
2017-10-24 23:16:22 -04:00
Tim Allen 5dbaec85a7 Update to v104r16 release.
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
2017-10-02 19:04:28 +11:00
Tim Allen 6524a7181d Update to v104r15 release.
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.
2017-09-29 20:36:35 +10:00