Commit Graph

16 Commits

Author SHA1 Message Date
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 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
Tim Allen fbc58c70ae Update to v104r14 release.
byuu says:

Changelog:

  - Emulator::Interface::videoResolution() -\> VideoResolution renamed
    to videoInformation() -\> VideoInformation
  - added double VideoInformation::refreshRate
  - higan: added `binary := (application|library)` — set this to
    `library` to produce a dynamic link library
  - higan: removed `-march=native` for macOS application builds; and for
    all library builds
  - higan: removed `console` build flag; uncomment  `link += -mwindows`
    instead
  - nall/GNUmakefile: `macosx` platform renamed `macos`
      - still need to do this for nall/intrinsics.hpp
  - Game Gear: return region=NTSC as the only option, so that the system
    frequency is always set correctly
  - hiro/cocoa: fixed typo [Sintendo]
  - hiro/Windows: removed GetDpiForMonitor, as it's Windows 8+ only; DPI
    is no longer per-monitor aware
  - icarus: core Icarus class now has virtual functions for
    directory::create, <file::exists>, <file::copy>, <file::write>
  - icarus: Sufami Turbo can import save RAM files now
  - icarus: setting `ICARUS_LIBRARY` define will compile icarus without
    main(), GUI components
  - ruby/video/Direct3D: choose the current monitor instead of top-left
    monitor for fullscreen exclusive [Cydrak]
  - ruby/video/Direct3D: do not set `WS_EX_TOPMOST` on fullscreen
    exclusive window [Cydrak]
      - this isn't necessary for exclusive mode, and it just makes
        getting out of the application more difficult
2017-09-24 11:01:48 +10:00
Tim Allen 9c25f128f9 Update to v104r07 release.
byuu says:

Changelog:

  - md/vdp: added VIP bit to status register; fixes Cliffhanger
  - processor/m68k/disassembler: added modes 7 and 8 to LEA address
    disassembly
  - processor/m68k/disassembler: enhanced ILLEGAL to display LINEA/LINEF
    $xxx variants
  - processor/m68k: ILLEGAL/LINEA/LINEF do not modify the stack
    register; fixes Caeser no Yabou II
  - icarus/sfc: request sgb1.boot.rom and sgb2.boot.rom separately; as
    they are different
  - icarus/sfc: removed support for external firmware when loading ROM
    images

The hack to run Mega Drive Ballz 3D isn't in place, as I don't know if
it's correct, and the graphics were corrupted anyway.

The SGB boot ROM change is going to require updating the icarus database
as well. I will add that in when I start dumping more cartridges here
soon.

Finally ... I explained this already, but I'll do so here as well: I
removed icarus' support for loading SNES coprocessor firmware games with
external firmware files (eg dsp1.program.rom + dsp1.data.rom in the same
path as supermariokart.sfc, for example.)

I realize most are going to see this as an antagonizing/stubborn move
given the recent No-Intro discussion, and I won't deny that said thread
is why this came to the forefront of my mind. But on my word, I honestly
believe this was an ineffective solution for many reasons not related to
our disagreements:

 1. No-Intro distributes SNES coprocessor firmware as a merged file, eg
    "DSP1 (World).zip/DSP1 (World).bin" -- icarus can't possibly know
    about every ROM distribution set's naming conventions for firmware.
    (Right now, it appears GoodSNES and NSRT are mostly dead; but there
    may be more DATs in the future -- including my own.)
 2. Even if the user obtains the firmware and tries to rename it, it
    won't work: icarus parses manifests generated by the heuristics
    module and sees two ROM files: dsp1.program.rom and dsp1.data.rom.
    icarus cannot identify a file named dsp1.rom as containing both
    of these sub-files. Users are going to have to know how to split
    files, which there is no way to do on stock Windows. Merging files,
    however, can be done via `copy /b supermariokart.sfc+dsp1.rom
    supermariokartdsp.sfc`; - and dsp1.rom can be named whatever now.
    I am not saying this will be easy for the average user, but it's
    easier than splitting files.
 3. Separate firmware breaks icarus' database lookup. If you have
    pilotwings.sfc but without firmware, icarus will not find a match
    for it in the database lookup phase. It will then fall back on
    heuristics. The heuristics will pick DSP1B for compatibility with
    Ballz 3D which requires it. And so it will try to pull in the
    wrong firmware, and the game's intro will not work correctly.
    Furthermore, the database information will be unavailable, resulting
    in inaccurate mirroring.

So for these reasons, I have removed said support. You must now load
SNES coprocessor games into higan in one of two ways: 1) game paks with
split files; or 2) SFC images with merged firmware.

If and when No-Intro deploys a method I can actually use, I give you all
my word I will give it a fair shot and if it's reasonable, I'll support
it in icarus.
2017-08-28 22:46:14 +10:00
Tim Allen 13ad9644a2 Update to v099r16 release (public beta).
byuu says:

Changelog:
- hiro: BrowserDialog can navigate up to drive selection on Windows
- nall: (file,path,dir,base,prefix,suffix)name =>
  Location::(file,path,dir,base,prefix,suffix)
- higan/tomoko: rename audio filter label from "Sinc" to "IIR - Biquad"
- higan/tomoko: allow loading files via icarus on the command-line
  once again
- higan/tomoko: (begrudging) quick hack to fix presentation window focus
  on startup
- higan/audio: don't divide output audio volume by number of streams
- processor/r65816: fix a regression in (read,write)DB; fixes Taz-Mania
- fixed compilation regressions on Windows and Linux

I'm happy with where we are at with code cleanups and stability, so I'd
like to release v100. But even though I'm not assigning any special
significance to this version, we should probably test it more thoroughly
first.
2016-07-04 21:53:24 +10:00
Tim Allen 0d0af39b44 Update to v097r14 release.
byuu says:

This is a few days old, but oh well.

This WIP changes nall,hiro,ruby,icarus back to (u)int(8,16,32,64)_t.

I'm slowly pushing for (u)int(8,16,32,64) to use my custom
Integer<Size>/Natural<Size> classes instead. But it's going to be one
hell of a struggle to get that into higan.
2016-02-16 20:11:58 +11:00
Tim Allen f1ebef2ea8 Update to v097r01 release.
byuu says:

A minor WIP to get us started.

Changelog:
- System::Video merged to PPU::Video
- System::Audio merged to DSP::Audio
- System::Configuration merged to Interface::Settings
- created emulator/emulator.cpp and accompanying object file for shared
  code between all cores

Currently, emulator.cpp just holds a videoColor() function that takes
R16G16B16, performs gamma/saturation/luma adjust, and outputs
(currently) A8R8G8B8. It's basically an internal function call for cores
to use when generating palette entries. This code used to exist inside
ui-tomoko/program/interface.cpp, but we have to move it internal for
software display emulation. But in the future, we could add other useful
cross-core functionality here.
2016-01-23 18:29:34 +11:00
Tim Allen 3414c8c8df Update to v096r06 release.
byuu says:

This WIP finally achieves the vision I've had for icarus.

I also fixed a mapping issue with Cx4 that, oddly enough, only caused
the "2" from the Mega Man X2 title screen to disappear.

[Editor's note - "the vision for icarus" was described in a separate,
public forum post: http://board.byuu.org/phpbb3/viewtopic.php?p=20584
Quoting for posterity:

    icarus is now a full-fledged part of higan, and will be bundled with
    each higan WIP as well. This will ensure that in the future, the
    exact version of icarus you need to run higan will be included right
    along with it. As of this WIP, physical manifest files are now truly
    and entirely optional.

    From now on, you can associate your ROM image files with higan's
    main binary, or drop them directly on top of it, to load and play
    your games.

    Furthermore, there are two new menu options that appear under the
    library menu when icarus is present:

    - "Load ROM File ..." => gives you a single-file selection dialog to
      import (and if possible) run the game
    - "Import ROM Files ..." => gives you a multi-file import dialog
      with checkboxes to pull in multiple games at once

    Finally, as before, icarus can generate manifest.bml files for
    folders that lack them.

    For people who like the game folder and library system, nothing's
    changed. Keep using higan as you have been.

    For people who hate it, you can now use higan like your classic
    emulators. Treat the "Library->{System Name}" entries as your
    "favorites" list: the games you actually play. Treat the
    "Library->Load ROM" as your standard open file dialog in other
    emulators. And finally, treat "Advanced->Game Library" as your save
    data path for cheat codes, save states, save RAM, etc.

]
2016-01-15 21:07:37 +11:00
Tim Allen 0253db8685 Update to higan and icarus v095r17 release.
byuu says:

higan supports Event mapping again.

Further, icarus can now detect Event ROMs and MSU1 games.

Event ROMs must be named "program.rom", "slot-(1,2,3).rom" MSU1 games
must contain "msu1.rom"; and tracks must be named "track-#.pcm"

When importing the CC'92, PF'94 ROMs, the program.rom and
slot-(1,2,3).rom files must be concatenated. The DSP firmware can
optionally be separate, but I'd recommend you go ahead and merge it all
to one file. Especially since that common "higan DSP pack" floating
around on the web left out the DSP1 ROMs (only has DSP1B) for god knows
what reason.

There is no support for loading "game.sfc+game.msu+game-*.pcm", because
I'm not going to support trying to pull in all of those files through
importing. Games will have to be distributed as game folders to use
MSU1. The MSU1 icarus support is simply so your game folders won't
require an unstable manifest.bml file to be played. So once they're in
there, they are good for life.

Note: the Event sizes in icarus' SFC heuristics are wrong for appended
firmware. Change from 0xXX8000 to 0xXX2000 and it works fine. Will be
fixed in r18.

Added Sintendo's flickering fixes. The window one's a big help for
regular controls, but the ListView double buffering does nothing for me
on Windows 7 :( Fairly sure I know why, but too lazy to try and fix that
now.

Also fixes the mMenu thing.
2015-12-20 13:53:40 +11:00
Tim Allen 2a4eb1cfc8 Update to higan and icarus v095r16 release.
byuu says (in the WIP forum):

    Changelog:
    - satellaviewcartridge/SatellaviewCartridge is now bsmemory/BSMemory
    - Emulation/BS-X Satellaview/ is now Emulation/BS Memory/
    - masking is in for MCC's mcu (awful hack in the code, but that's
      temporary)
    - BS Memory types are now "flash" or "mrom"
    - fixed loading Same Game - Tengai Hen
    - icarus fixed up a lot; can load database entries for any supported
      media type now (only the SFC DB exists currently)

    mMenu::remove() fix will be in the next WIP.

byuu says (in the public beta thread):

    Changelog:
    - GBA emulation accuracy improved quite a bit
    - video shaders are supported once again
    - icarus shares settings.bml with higan; changing library path in
      one now affects the other
    - icarus manifest generation now uses my SNES game dumping database
      for perfect mapping of US games
    - major overhaul to manifest file format. As long as you have
      v095-style folders without manifest.bml, you will be fine
      - if not, go to higan->settings->configuration->advanced and check
	"Ignore Manifests" before loading your first game
    - new "Manifest Viewer" tool (not really meant for regular users;
      more of a developer tool)
    - experimental (but disabled in the binary) WASAPI driver. Help
      stabilizing it would be *greatly* appreciated!
    - lots of other stuff
2015-12-19 21:42:18 +11:00
Tim Allen bd628de3cf Update to higan and icarus v095r15 release.
r13 and r14 weren't posted as individual releases, but their changelogs
were posted.

byuu says about r13:

    I'm not going to be posting WIPs for r13 and above for a while.

    The reason is that I'm working on the major manifest overhaul I've
    discussed previously on the icarus subforum.

    I'm recreating my boards database from scratch using the map files
    and the new map analyzer. The only games that will load are ones
    I've created board definitions for, and updated
    sfc/cartridge/markup.cpp to parse. Once I've finished all the
    boards, then I'll update the heuristics.

    Then finally, I'll sync the syntax changes over to the fc, gb, gba
    cores.

    Once that's done, I'll start posting WIPs again, along with a new
    build of icarus.

    But I'll still post changelogs as I work through things.

    Changelog (r13):
    - preservation: created new database-builder tool (merges
      region-specific databases with boards)
    - icarus: support new, external database format
      (~/.config/icarus/Database/(Super Famicom.bml, ...)
    - added 1A3B-(10,11,12); 1A3B-20

byuu says about r14:

    r14 work:

    I successfully created mappings for every board used in the US set.

    I also updated icarus' heuristics to use the new mappings, and
    created ones there for the boards that are only in the JP set.

    Then I patched icarus to support pulling games out of the database
    when it's used on a game folder to generate a manifest file.

    Then I updated a lot of code in higan/sfc to support the new mapping
    syntax. sfc/cartridge/markup.cpp is about half the size it used to
    be with the new mappings, and I was able to kill off both map/id and
    map/select entirely.

    Then I updated all four emulated systems (and both subsystems) to
    use "board" as the root node, and harmonized their syntax (made them
    all more consistent with each other.)

    Then I added a manifest viewer to the tools window+menu. It's kind
    of an advanced user feature, but oh well. No reason to coddle people
    when the feature is very useful for developers. The viewer will show
    all manifests in order when you load multi-cart games as well.

    Still not going to call any syntax 100% done right now, but
    thankfully with the new manifest-free folders, nobody will have to
    do anything to use the new format. Just download the new version and
    go.

    The Super Famicom Event stuff is currently broken (CC92/PF94
    boards). That's gonna be fun to support.

byuu says about r15:

    EDIT: small bug in icarus with heuristics. Edit
    core/super-famicom.cpp line 27:

	if(/*auto*/ markup = cartridge.markup) {

    Gotta remove that "auto" so that it returns valid markup.

    Resolved the final concerns I had with the new manifest format.

    Right now there are two things that are definitely broken: MCC (BS-X
    Town cart) and Event (CC '92 and PF'94).
    And there are a few things that are untested: SPC7110, EpsonRTC,
    SharpRTC, SDD1+RAM, SufamiTurbo, BS-X slotted carts.
2015-12-19 20:02:06 +11:00
Tim Allen 6adfe71836 Update to icarus 20151117.
byuu says:

This release adds a settings dialog that lets you control the library
path, optionally generate manifest.bml files, and optionally bypass the
internal games database (so far this is only the US SNES set.)

Also, the settings.bml file can exist in the same folder as the binary
now (portable mode). Plus it can share the same config file as
higan/tomoko itself does. This will allow you to change the library
location in either program and have it affect the other program as well.
It's a bit hackish, but it works >_>

Note: don't use this with higan v095.06 or earlier, or bad things will
happen.
2015-11-19 20:27:56 +11:00
Tim Allen bc5ad4a1cd Update to icarus_20151002.
byuu says:

- fixes checkboxes (-again- again [*again*])
- won't check folders with select all / unselect all
- won't crash anymore if the SNES ROM image is too small (Saturday Night
  Slam Masters was crashing it before due to DB size error)
- corrected heuristics for Sufami Turbo base cart (mirrors the
  absurdities of the real cart precisely, since it's one of a kind)
- corrected a few DB issues (BS-X name + PSRAM (again [*again*]), SNSM,
  LAH) (_again_)
  - these are temporary. Monkey patched in the generated .hpp source
    rather than the actual DB
  - not going to fix the SFT sizes because I want to verify what
    happened there first
2015-10-03 16:25:39 +10:00
Tim Allen 483fc81356 Update to v094r44 release.
byuu says:

Changelog:
- return open bus instead of mirroring addresses on the bus (fixes
  Mario&Luigi, Minish Cap, etc) [Jonas Quinn]
- add boolean flag to load requests for slotted game carts (fixes slot
  load prompts)
- rename BS-X Town cart from psram to ram
- icarus: add support for game database

Note: I didn't rename "bsx" to "mcc" in the database for icarus before
uploading that. But I just fixed it locally, so it'll be in the next
WIP. For now, make it create the manifest for you and then rename it
yourself. I did fix the PSRAM size to 256kbit.
2015-10-01 20:00:28 +10:00
Tim Allen 7081f46e45 Added icarus 20150821. 2015-08-21 21:29:53 +10:00