mirror of https://github.com/bsnes-emu/bsnes.git
844 Commits
Author | SHA1 | Message | Date |
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Tim Allen | 3e807946b8 |
Update to v099r11 release.
byuu says: Changelog: - NES PPU core updated to use BitFields (absolutely massive improvement in code readability) - NES APU core updated to new coding style - NES cartridge/board and cartridge/chip updated to new coding style - pushed NES PPU rendering one dot forward (doesn't fix King's Quest V yet, sadly) - fixed SNES PPU BG tilemask for 128KiB VRAM mode (doesn't fix Yoshi's Island, though) So ... I kind of went overboard with the fc/cartridge changes. This WIP diff is 185KiB >_> I didn't realize it was going to be as big a task as it was, but once I started everything broke in a chain reaction, so I had to do it all at once. There's a massive chance we've broken a bunch of NES things. Any typos in this WIP are going to be absolutely insidious to track down =( But ... supposing I pulled it off, this means the Famicom core is now fully converted to the new coding style as well. That leaves only the GB and GBA cores. Once those are finished, then we'll finally be free of these gigantic hellspawn diffs. |
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Tim Allen | a816998122 |
Update to v099r10 release.
byuu says: Changelog: - higan/profile/ => higan/systems/ [temporary; unless we can't think of a better base folder name] - god-damn-better-have fixed the input polling bug - re-added command-line and drag-and-drop loading - command-line loading can now load multiple folders at once (SGB+GB game; Sufami Turbo+Slot A+Slot B; etc) - if you load just the base cart, it'll present you with a dialog to optionally load slotted cart(s) - MSU1 now goes through nall/vfs instead of directly accessing the filesystem - Famicom Cartridge, PPU cores updated to newer programming style - there's countless opportunity for BitField and .bits() in the PPU ... but I'm worried about breaking things If anyone has a working MSU1 game and can test the changes out, that'd be appreciated. I still don't have a test ROM on my dev box. I wouldn't worry too much about extensively testing the Famicom PPU changes just yet ... I'm still struggling with what to name the structs inside the classes between all of my emulators, and the BitField/.bits() changes will be much more important to test at a later date. The only use case left for Emulator::Interface::path(uint id) is for 21fx emulation. This peripheral loads a DLL/SO via LoadLibrary/dlopen, which do not have any official ways to open a file in RAM. I'm very hesitant to use the portable trick of writing the memory to a temporary file, loading it, and deleting the temporary file once done ... it's a real waste of disk activity. I might make something like vfs::file::isVirtual->bool,path()->string to get around this. But even once I do, the underlying LoadLibrary/dlopen call is still going to be direct disk access. |
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Tim Allen | 3a9c7c6843 |
Update to v099r09 release.
byuu says: Changelog: - Emulator::Interface::Medium::bootable removed - Emulator::Interface::load(bool required) argument removed [File::Required makes no sense on a folder] - Super Famicom.sys now has user-configurable properties (CPU,PPU1,PPU2 version; PPU1 VRAM size, Region override) - old nall/property removed completely - volatile flags supported on coprocessor RAM files now (still not in icarus, though) - (hopefully) fixed SNES Multitap support (needs testing) - fixed an OAM tiledata range clipping limit in 128KiB VRAM mode (doesn't fix Yoshi's Island, sadly) - (hopefully, again) fixed the input polling bug hex_usr reported - re-added dialog box for when File::Required files are missing - really cool: if you're missing a boot ROM, BIOS ROM, or IPL ROM, it warns you immediately - you don't have to select a game before seeing the error message anymore - fixed cheats.bml load/save location |
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Tim Allen | f48b332c83 |
Update to v099r08 release.
byuu says: Changelog: - nall/vfs work 100% completed; even SGB games load now - emulation cores now call load() for the base cartridges as well - updated port/device handling; portmask is gone; device ID bug should be resolved now - SNES controller port 1 multitap option was removed - added support for 128KiB SNES PPU VRAM (for now, edit sfc/ppu/ppu.hpp VRAM::size=0x10000; to enable) Overall, nall/vfs was a huge success!! We've substantially reduced the amount of boilerplate code everywhere, while still allowing (even easier than before) support for RAM-based game loading/saving. All of nall/stream is dead and buried. I am considering removing Emulator::Interface::Medium::id and/or bootable flag. Or at least, doing something different with it. The values for the non-bootable GB/BS/ST entries duplicate the ID that is supposed to be unique. They are for GB/GBC and WS/WSC. Maybe I'll use this as the hardware revision selection ID, and then gut non-bootable options. There's really no reason for that to be there. I think at one point I was using it to generate library tabs for non-bootable systems, but we don't do that anymore anyway. Emulator::Interface::load() may not need the required flag anymore ... it doesn't really do anything right now anyway. I have a few reasons for having the cores load the base cartridge. Most importantly, it is going to enable a special mode for the WonderSwan / WonderSwan Color in the future. If we ever get the IPLROMs dumped ... it's possible to boot these systems with no games inserted to set user profile information and such. There are also other systems that may accept being booted without a cartridge. To reach this state, you would load a game and then cancel the load dialog. Right now, this results in games not loading. The second reason is this prevents nasty crashes when loading fails. So if you're missing a required manifest, the emulator won't die a violent death anymore. It's able to back out at any point. The third reason is consistency: loading the base cartridge works the same as the slot cartridges. The fourth reason is Emulator::Interface::open(uint pathID) values. Before, the GB, SB, GBC modes were IDs 1,2,3 respectively. This complicated things because you had to pass the correct ID. But now instead, Emulator::Interface::load() returns maybe<uint> that is nothing when no game is selected, and a pathID for a valid game. And now open() can take this ID to access this game's folder contents. The downside, which is temporary, is that command-line loading is currently broken. But I do intend on restoring it. In fact, I want to do better than before and allow multi-cart booting from the command-line by specifying the base cartridge and then slot cartridges. The idea should be pretty simple: keep a queue of pending filenames that we fill from the command-line and/or drag-and-drop operations on the main window, and then empty out the queue or prompt for load dialogs from the UI when booting a system. This also might be a bit more unorthodox compared to the traditional emulator design of "loadGame(filename)", but ... oh well. It's easy enough still. The port/device changes are fun. We simplified things quite a bit. The portmask stuff is gone entirely. While ports and devices keep IDs, this is really just sugar-coating so UIs can use for(auto& port : emulator->ports) and access port.id; rather than having to use for(auto n : range(emulator->ports)) { auto& port = emulator->ports[n]; ... }; but they should otherwise generally be identical to the order they appear in their respective ranges. Still, don't rely on that. Input::id is gone. There was no point since we also got rid of the nasty Input::order vector. Since I was in here, I went ahead and caved on the pedantics and renamed Input::guid to Input::userData. I removed the SNES controller port 1 multitap option. Basically, the only game that uses this is N-warp Daisakusen and, no offense to d4s, it's not really a good game anyway. It's just a quick demo to show 8-players on the SNES. But in the UI, all it does is confuse people into wasting time mapping a controller they're never going to use, and they're going to wonder which port to use. If more compelling use cases for 8-players comes about, we can reconsider this. I left all the code to support this in place, so all you have to do is uncomment one line to enable it again. We now have dsnes emulation! :D If you change PPU::VRAM::size to 0x10000 (words), then you should now have 128KiB of VRAM. Even better, it serializes the used-VRAM size, so your save states shouldn't crash on you if you swap between the two (though if you try this, you're nuts.) Note that this option does break commercial software. Yoshi's Island in particular. This game is setting A15 on some PPU register writes, but not on others. The end result of this is things break horribly in-game. Also, this option is causing a very tiny speed hit for obvious reasons with the variable masking value (I'm even using size-1 for now.) Given how niche this is, I may just leave it a compile-time constant to avoid the overhead cost. Otherwise, if we keep the option, then it'll go into Super Famicom.sys/manifest.bml ... I'll flesh that out in the near-future. ---- Finally, some fun for my OCD ... my monitor suddenly cut out on me in the middle of working on this WIP, about six hours in of non-stop work. Had to hit a bunch of ctrl+alt+fN commands (among other things) and trying to log in headless on another TTY to do issue commands, trying to recover the display. Finally power cycled the monitor and it came back up. So all my typing ended up going to who knows where. Usually this sort of thing terrifies me enough that I scrap a WIP and start over to ensure I didn't screw anything up during the crashed screen when hitting keys randomly. Obviously, everything compiles and appears to work fine. And I know it's extremely paranoid, but OCD isn't logical, so ... I'm going to go over every line of the 100KiB r07->r08 diff looking for any corruption/errors/whatever. ---- Review finished. r08 diff review notes: - fc/controller/gamepad/gamepad.cpp: use uint device = ID::Device::Gamepad; not id = ...; - gb/cartridge/cartridge.hpp: remove redundant uint _pathID; (in Information::pathID already) - gb/cartridge/cartridge.hpp: pull sha256 inside Information - sfc/cartridge/load/cpp: add " - Slot (A,B)" to interface->load("Sufami Turbo"); to be more descriptive - sfc/controller/gamepad/gamepad.cpp: use uint device = ID::Device::Gamepad; not id = ...; - sfc/interface/interface.cpp: remove n variable from the Multitap device input generation loop (now unused) - sfc/interface/interface.hpp: put struct Port above struct Device like the other classes - ui-tomoko: cheats.bml is reading from/writing to mediumPaths(0) [system folder instead of game folder] - ui-tomoko: instead of mediumPaths(1) - call emulator->metadataPathID() or something like that |
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Tim Allen | ccd8878d75 |
Update to v099r07 release.
byuu says: Changelog: - (hopefully) fixed BS Memory and Sufami Turbo slot loading - ported GB, GBA, WS cores to use nall/vfs - completely removed loadRequest, saveRequest functionality from Emulator::Interface and ui-tomoko - loadRequest(folder) is now load(folder) - save states now use a shared Emulator::SerializerVersion string - whenever this is bumped, all older states will break; but this makes bumping state versions way easier - also, the version string makes it a lot easier to identify compatibility windows for save states - SNES PPU now uses uint16 vram[32768] for memory accesses [hex_usr] NOTE: Super Game Boy loading is currently broken, and I'm not entirely sure how to fix it :/ The file loading handoff was -really- complicated, and so I'm kind of at a loss ... so for now, don't try it. Everything else should theoretically work, so please report any bugs you find. So, this is pretty much it. I'd be very curious to hear feedback from people who objected to the old nall/stream design, whether they are happy with the new file loading system or think it could use further improvements. The 16-bit VRAM turned out to be a wash on performance (roughly the same as before. 1fps slower on Zelda 3, 1fps faster on Yoshi's Island.) The main reason for this was because Yoshi's Island was breaking horribly until I changed the vramRead, vramWrite functions to take uint15 instead of uint16. I suspect the issue is we're using uint16s in some areas now that need to be uint15, and this game is setting the VRAM address to 0x8000+, causing us to go out of bounds on memory accesses. But ... I want to go ahead and do something cute for fun, and just because we can ... and this new interface is so incredibly perfect for it!! I want to support an SNES unit with 128KiB of VRAM. Not out of the box, but as a fun little tweakable thing. The SNES was clearly designed to support that, they just didn't use big enough VRAM chips, and left one of the lines disconnected. So ... let's connect it anyway! In the end, if we design it right, the only code difference should be one area where we mask by 15-bits instead of by 16-bits. |
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Tim Allen | 875f031182 |
Update to v099r06 release.
byuu says: Changelog: - Super Famicom core converted to use nall/vfs - excludes Super Game Boy; since that's invoked from inside the GB core This was definitely the major obstacle to test nall/vfs' applicability. Things worked out pretty great in the end. We went from 22.0KiB (cartridge) + 18.6KiB (interface) to 24.5KiB (cartridge) + 11.4KiB (interface). Or 40.7KiB to 36.0KiB. This removes a very large source of indirection. Before it was: "coprocessor <=> cartridge <=> interface" for loading and saving data, and now it's just "coprocessor <=> cartridge". And it may make sense to eventually turn this into just "cartridge -> coprocessor" by making each coprocessor class handle its own markup parsing. It's nice to have all the manifest parsing in one location (well, sans MSU1); but it's also nice for loading/unloading to be handled by each coprocessor itself. So I'll have to think longer about that one. I've also started handling Interface::save() differently. Instead of keeping track of memory IDs and filenames, and iterating through that vector of objects ... instead I now have a system that mirrors the markup parsing on loading, but handles saving instead. This was actually the reason the code size savings weren't more significant, but I like this style more. As before, it removes an extra level of indirection. So ... next up, I need to port over the GB, then GBA, then WS cores. These shouldn't take too long since they're all very simple with just ROM+RAM(+RTC) right now. Then get the SGB callbacks using vfs. Then after that, gut all the old stream stuff from nall and higan. Kill the (load,save)Request stuff, rename the load(Gamepak)Request to something simpler, and then we should be good. Anyway ... these are some huge changes. |
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Tim Allen | f04d9d58f5 |
Update to v099r05 release.
byuu says: Changelog: - added nall/vfs - converted Famicom core to use nall/vfs interface instead of nall/stream interface |
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Tim Allen | 40abcfc4a5 |
Update to v099r04 release.
byuu says: Changelog: - lots of code cleanups to processor/r6502 (the switch.cpp file is only halfway done ...) - lots of code cleanups to fc/cpu - removed fc/input - implemented fc/controller hex_usr, you may not like this, but I want to keep the controller port and expansion port interface separate, like I do with the SNES. I realize the NES' is used more for controllers, and the SNES' more for hardware expansions, but ... they're not compatible pinouts and you can't really connect one to the other. Right now, I've only implemented the controller portion. I'll have to get to the peripheral portion later. Also, the gamepad implementation there now may be wrong. It's based off the Super Famicom version obviously. I'm not sure if the Famicom has different behavior with latching $4016 writes, or not. But, it works in Mega Man II, so it's a start. Everyone, be sure to remap your controls, and then set port 1 -> gamepad after loading your first Famicom game with the new WIP. |
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Tim Allen | 44a8c5a2b4 |
Update to v099r03 release.
byuu says: Changelog: - finished cleaning up the SFC core to my new coding conventions - removed sfc/controller/usart (superseded by 21fx) - hid Synchronize Video option from the menu (still in the configuration file) Pretty much the only minor detail left is some variable names in the SA-1 core that really won't look good at all if I move to camelCase, so I'll have to rethink how I handle those. It's probably a good area to attempt using BitFields, to see how it impacts performance. But I'll do that in a test branch first. But for the most part, this should be the end of the gigantic diffs (this one was 174KiB), at least for the SFC/WS cores. Still have the FC/GB/GBA cores to clean up more fully. Assuming we don't spot any new regressions, we should be ~95% out of the woods on code cleanups breaking things. |
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Tim Allen | f1a80075fa |
Update to v099r02 release.
byuu says: Changelog: - renamed sfc/ppu/sprite (OAM oam;) to sfc/ppu/object (Object obj;) [hex_usr] - renamed sfc/ppu's memory {vram, oam, cgram} to just vram, oam, cgram - fixed addr&=~1 regression [hex_usr] - fixed 8bpp tiledata regression [hex_usr] |
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Tim Allen | ae5b4c3bb3 |
Update to v099r01 release.
byuu says: Changelog: - massive cleanups and optimizations on the PPU core - ~9% speedup over v099 official This is pretty much it for the low-hanging fruit of speeding up higan. Any more gains from this point will be extremely hard-fought, unfortunately. |
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Tim Allen | c074c6e064 |
Update to v099 release.
byuu says: Time for a new release. There are a few important emulation improvements and a few new features; but for the most part, this release focuses on major code refactoring, the details of which I will mostly spare you. The major change is that, as of v099, the SNES balanced and performance cores have been removed from higan. Basically, in addition to my five other emulation cores, these were too much of a burden to maintain. And they've come along as far as I was able to develop them. If you need to use these cores, please use these two from the v098 release. I'm very well aware that ~80% of the people using higan for SNES emulation were using the two removed profiles. But they simply had to go. Hopefully in the future, we can compensate for their loss by increasing the performance of the accuracy core. Changelog (since v098): SFC: balanced profile removed SFC: performance profile removed SFC: expansion port devices can now be changed during gameplay (atlhough you shouldn't) SFC: fixed bug in SharpRTC leap year calculations SFC: emulated new research findings for the S-DD1 coprocessor SFC: fixed CPU emulation-mode wrapping bug with pei, [dp], [dp]+y instructions [AWJ] SFC: fixed Super Game Boy bug that caused the bottom tile-row to flicker in games GB: added MBC1M (multi-cart) mapper; icarus can't detect these so manual manifests are needed for now GB: corrected return value when HuC3 unmapped RAM is read; fixes Robopon [endrift] GB: improved STAT IRQ emulation; fixes Altered Space, etc [endrift, gekkio] GB: partial emulation of DMG STAT write IRQ bug; fixes Legend of Zerd, Road Rash, etc nall: execute() fix, for some Linux platforms that had trouble detecting icarus nall: new BitField class; which allows for simplifying flag/register emulation in various cores ruby: added Windows WASAPI audio driver (experimental) ruby: remove attempts to call glSwapIntervalEXT (fixes crashing on some Linux systems) ui: timing settings panel removed video: restored saturation, gamma, luminance settings video: added new post-emulation sprite system; light gun cursors are now higher-resolution audio: new resampler (6th-order Butterworth biquad IIR); quite a bit faster than the old one audio: added optional basic reverb filter (for fun) higan: refresh video outside cooperative threads (workaround for shoddy code in AMD graphics drivers) higan: individual emulation cores no longer have unique names higan: really substantial code refactoring; 43% reduction in binary size Off the bat, here are the known bugs: hiro/Windows: focus stealing bug on startup. Needs to be fixed in hiro, not with a cheap hack to tomoko. higan/SFC: some of the coprocessors are saving some volatile memory to disk. Completely harmless, but still needs to be fixed. ruby/WASAPI: some sound cards have a lot of issues with the current driver (eg FitzRoy's). We need to find a clean way to fix this before it can be made the default driver. Which would be a huge win because the latency improvements are substantial, and in exclusive mode, WASAPI allows G-sync to work very well. [From the v099 WIP thread, here's the changelog since v098r19: - GB: don't force mode 1 during force-blank; fixes v098r16 regression with many Game Boy games - GB: only perform the STAT write IRQ bug during vblank, not hblank (still not hardware accurate, though) -Ed.] |
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Tim Allen | 50420e3dd2 |
Update to v098r19 release.
byuu says: Changelog: - added nall/bit-field.hpp - updated all CPU cores (sans LR35902 due to some complexities) to use BitFields instead of bools - updated as many CPU cores as I could to use BitFields instead of union { struct { uint8_t ... }; }; pairs The speed changes are mostly a wash for this. In some instances, I noticed a ~2-3% speedup (eg SNES emulation), and in others a 2-3% slowdown (eg Famicom emulation.) It's within the margin of error, so it's safe to say it has no impact. This does give us a lot of new useful things, however: - no more manual reconstruction of flag values from lots of left shifts and ORs - no more manual deconstruction of flag values from lots of ANDs - ability to get completely free aliases to flag groups (eg GSU can provide alt2, alt1 and also alt (which is alt2,alt1 combined) - removes the need for the nasty order_lsbN macro hack (eventually will make higan 100% endian independent) - saves us from insane compilers that try and do nasty things with alignment on union-structs - saves us from insane compilers that try to store bit-field bits in reverse order - will allow some really novel new use cases (I'm planning an instant-decode ARM opcode function, for instance.) - reduces code size (we can serialize flag registers in one line instead of one for each flag) However, I probably won't use it for super critical code that's constantly reading out register values (eg PPU MMIO registers.) I think there we would end up with a performance penalty. |
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Tim Allen | b08449215a |
Update to v098r18 release.
byuu says: Changelog: - hiro: fixed the BrowserDialog column resizing when navigating to new folders (prevents clipping of filenames) - note: this is kind of a quick-fix; but I have a good idea how to do the proper fix now - nall: added BitField<T, Lo, Hi> class - note: not yet working on the SFC CPU class; need to go at it with a debugger to find out what's happening - GB: emulated DMG/SGB STAT IRQ bug; fixes Zerd no Densetsu and Road Rash (won't fix anything else; don't get hopes up) |
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Tim Allen | 9b452c9f5f |
Update to v098r17 release.
byuu says: Changelog: - fixed Super Game Boy regression from v096r04 with bottom tile row flickering - fixed GB STAT IRQ regression from previous WIP - Altered Space is now playable - GBVideoPlayer isn't; but nobody seems to know exactly what weird hardware quirk that one relies on to work - ~3-4% speed improvement in SuperFX games by eliminating function<> callback on register assignments - most noticeable in Doom in-game; least noticeable on Yoshi's Island title screen (darn) - finished GSU core and SuperFX coprocessor code cleanups - did some more work cleaning up the LR35902 core and GB CPU code Just a fair warning: don't get your hopes up on these GB fixes. Cliffhanger now hangs completely (har har), and none of the other bugs are fixed. We pretty much did all this work just for Altered Space. So, I hope you like playing Altered Space. |
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Tim Allen | 3681961ca5 |
Update to v098r16 release.
byuu says: Changelog: - GNUmakefile: reverted $(call unique,) to $(strip) - processor/r6502: removed templates; reduces object size from 146.5kb to 107.6kb - processor/lr35902: removed templates; reduces object size from 386.2kb to 197.4kb - processor/spc700: merged op macros for switch table declarations - sfc/coprocessor/sa1: partial cleanups; flattened directory structure - sfc/coprocessor/superfx: partial cleanups; flattened directory structure - sfc/coprocessor/icd2: flattened directory structure - gb/ppu: changed behavior of STAT IRQs Major caveat! The GB/GBC STAT IRQ changes has a major bug in it somewhere that's seriously breaking most games. I'm pushing the WIP anyway, because I believe the changes to be mostly correct. I'd like to get more people looking at these changes, and also try more heavy-handed hacking and diff comparison logging between the previous WIP and this one. |
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Tim Allen | 20ac95ee49 |
Update to v098r15 release.
byuu says: Changelog: - removed template usage from processor/spc700; cleaned up many function names and the switch table - object size: 176.8kb => 127.3kb - source code size: 43.5kb => 37.0kb - fixed processor/r65816 BRK/COP vector regression [hex_usr] - corrected HuC3 unmapped RAM read value; fixes Robopon [endrift] - cosmetic: simplified the butterworth constant calculation [Wolfram|Alpha] The SPC700 core changes took forever, about three hours of work. Only the LR35902 and R6502 still need their template functions removed. The point of this is that it doesn't cause any speed penalty to do so, and it results in smaller binary sizes and faster compilation times. |
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Tim Allen | fdc41611cf |
Update to v098r14 release.
byuu says: Changelog: - improved attenuation of biquad filter by computing butterworth Q coefficients correctly (instead of using the same constant) - adding 1e-25 to each input sample into the biquad filters to try and prevent denormalization - updated normalization from [0.0 to 1.0] to [-1.0 to +1.0]; volume/reverb happen in floating-point mode now - good amount of work to make the base Emulator::Audio support any number of output channels - so that we don't have to do separate work on left/right channels; and can instead share the code for each channel - Emulator::Interface::audioSample(int16 left, int16 right); changed to: - Emulator::Interface::audioSample(double* samples, uint channels); - samples are normalized [-1.0 to +1.0] - for now at least, channels will be the value given to Emulator::Audio::reset() - fixed GUI crash on startup when audio driver is set to None I'm probably going to be updating ruby to accept normalized doubles as well; but I'm not sure if I will try and support anything other 2-channel audio output. It'll depend on how easy it is to do so; perhaps it'll be a per-driver setting. The denormalization thing is fierce. If that happens, it drops the emulator framerate from 220fps to about 20fps for Game Boy emulation. And that happens basically whenever audio output is silent. I'm probably also going to make a nall/denormal.hpp file at some point with platform-specific functionality to set the CPU state to "denormals as zero" where applicable. I'll still add the 1e-25 offset (inaudible) as another fallback. |
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Tim Allen | 839813d0f1 |
Update to v098r13 release.
byuu says: Changelog: - nall/dsp returns with new iir/biquad.hpp and resampler/cubic.hpp files - nall/queue.hpp added (simple ring buffer ... nall/vector wouldn't cause too many moves with FIFO) - audio streams now only buffer 20ms; so even if multiple audio streams desync, latency can never exceed 20ms - replaced blackman windwed sinc FIR hermite audio filter with transposed direct form II biquadratic sixth-order IIR butterworth filter (better attenuation of frequencies above 20KHz, faster, no need for decimation, less code) - put in experimental eight-tap echo filter (a lot better than what I had before, but still rather weak) - substantial cleanups to the SuperFX GSU processor core (slightly faster, 479KB->100KB object file, 42.7KB->33.4KB source code size, way less code duplication) We'll definitely want to test the whole SuperFX library (not many games) just to make sure there's no regressions caused by this one. Not sure what I want to do with audio processing effects yet. I've always really wanted lots of fun controls to customize audio, and now finally with this new biquad filter, I can finally start implementing real effects. For instance, an equalizer wouldn't be too complicated anymore. The new reverb effect is still a poor man's version. I need to find human readable source for implementing a comb-filter properly. I'm pretty sure I can already treat nall::queue as an all-pass filter since all that does is phase shift (fancy audio term for "delay audio"). What's really going to be hard is figuring out how to expose user-friendly settings for controlling it. It looks like you need a bunch of coprime coefficients, and I don't think casual users are going to be able to hand-enter coprime values to get the echo effect they want. I uh ... don't even know how to calculate coprime values dynamically right now >_> But we're going to have to, as they are correlated to the output sampling rate. We'll definitely want to make some audio profiles so that users can quickly select pre-configured themes that sound nice, but expose the underlying coefficients so that they can tweak stuff to their liking. This isn't just about higan, this is about me trying to learn digital signal processing, so please don't be too upset about feature creep or anything on this. Anyway ... I'm having some difficulties with my audio right now. When the reverb effect is enabled, there's a bunch of static on system reset for just a moment. But this should not be possible. nall::queue is initializing all previous reverb sample elements to 0.0. I don't understand where static is coming in from. Further, we have the same issue with both the windowed sinc and the biquad filters ... a bit of a popping sound when starting a game. Any help tracking this down would be appreciated. There's also one really annoying issue ... I can't seem to do reverb or volume adjustments with normalized samples. If I say "volume *= 0.5" in higan/audio/audio.cpp line 68, it doesn't just halve the volume, it adds a whole bunch of distortion. This makes absolutely zero sense to me. The sample values are between 0.0 (mute) and 1.0 (full volume) here, so multiplying a double by 0.5 shouldn't cause distortion. So right now, I'm doing these adjustments with less precision after denormalizing back to int16. Anyone ever see something like that? :/ |
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Tim Allen | 7f3cfa17b9 |
Update to v098r12 release.
byuu says: Changelog: - higan/video: added support for Emulator::Sprite - higan/resource: a new system for accessing embedded binary files inside the emulation cores; holds the sprites - higan/sfc/superscope,justifier: re-enabled display of crosshairs - higan/sfc/superscope: fixed turbo toggle (also shows different crosshair color when in turbo mode) - higan/sfc/ppu: always outputs at 512x480 resolution now - causes a slight speed-hit from ~127fps to ~125fps; - but allows high-resolution 32x32 cursors that look way better; - also avoids the need to implement sprite scaling logic Right now, the PPU code to always output at 480-height is a really gross hack. Don't worry, I'll make that nicer before release. Also, superscope.cpp and justifier.cpp are built around a 256x240 screen. But since we now have 512x480, we can make the cursor's movement much smoother by doubling the resolution on both axes. The actual games won't see any accuracy improvements when firing the light guns, but the cursors will animate nicer so I think it's still worth it. I'll work on that before the next release as well. The current 32x32 cursors are nicer, but we can do better now with full 24-bit color. So feel free to submit alternatives. I'll probably reject them, but you can always try :D The sprites don't support alpha blending, just color keying (0x00000000 = transparent; anything else is 0xff......). We can revisit that later if necessary. The way I have it designed, the only files that do anything with Emulator::Sprite at all are the superscope and justifier folders. I didn't have to add any hooks anywhere else. Rendering the sprite is a lot cleaner than the old code, too. |
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Tim Allen | ae5d380d06 |
Update to v098r11 release.
byuu says: Changelog: - fixed nall/path.hpp compilation issue - fixed ruby/audio/xaudio header declaration compilation issue (again) - cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the file was whitespace overkill) - added null terminator entry to nall/windows/utf8.hpp argc[] array - nall/windows/guid.hpp uses the Windows API for generating the GUID - this should stop all the bug reports where two nall users were generating GUIDs at the exact same second - fixed hiro/cocoa compilation issue with uint# types - fixed major higan/sfc Super Game Boy audio latency issue - fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions - major cleanups to higan/processor/r65816 core - merged emulation/native-mode opcodes - use camel-case naming on memory.hpp functions - simplify address masking code for memory.hpp functions - simplify a few opcodes themselves (avoid redundant copies, etc) - rename regs.* to r.* to match modern convention of other CPU cores - removed device.order<> concept from Emulator::Interface - cores will now do the translation to make the job of the UI easier - fixed plurality naming of arrays in Emulator::Interface - example: emulator.ports[p].devices[d].inputs[i] - example: vector<Medium> media - probably more surprises Major show-stoppers to the next official release: - we need to work on GB core improvements: LY=153/0 case, multiple STAT IRQs case, GBC audio output regs, etc. - we need to re-add software cursors for light guns (Super Scope, Justifier) - after the above, we need to fix the turbo button for the Super Scope I really have no idea how I want to implement the light guns. Ideally, we'd want it in higan/video, so we can support the NES Zapper with the same code. But this isn't going to be easy, because only the SNES knows when its output is interlaced, and its resolutions can vary as {256,512}x{224,240,448,480} which requires pixel doubling that was hard-coded to the SNES-specific behavior, but isn't appropriate to be exposed in higan/video. |
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Tim Allen | 3ebc77c148 |
Update to v098r10 release.
byuu says: Changelog: - synchronized tomoko, loki, icarus with extensive changes to nall (118KiB diff) |
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Tim Allen | 6ae0abe3d3 |
Update to v098r09 release.
byuu says: Changelog: - fixed major nall/vector/prepend bug - renamed hiro/ListView to hiro/TableView - added new hiro/ListView control which is a simplified abstraction of hiro/TableView - updated higan's cheat database window and icarus' scan dialog to use the new ListView control - compilation works once again on all platforms (Windows, Cocoa, GTK, Qt) - the loki skeleton compiles once again (removed nall/DSP references; updated port/device ID names) Small catch: need to capture layout resize events internally in Windows to call resizeColumns. For now, just resize the icarus window to get it to use the full window width for list view items. |
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Tim Allen | 0955295475 |
Update to v098r08 release.
byuu says: Changelog: - nall/vector rewritten from scratch - higan/audio uses nall/vector instead of raw pointers - higan/sfc/coprocessor/sdd1 updated with new research information - ruby/video/glx and ruby/video/glx2: fuck salt glXSwapIntervalEXT! The big change here is definitely nall/vector. The Windows, OS X and Qt ports won't compile until you change some first/last strings to left/right, but GTK will compile. I'd be really grateful if anyone could stress-test nall/vector. Pretty much everything I do relies on this class. If we introduce a bug, the worst case scenario is my entire SFC game dump database gets corrupted, or the byuu.org server gets compromised. So it's really critical that we test the hell out of this right now. The S-DD1 changes mean you need to update your installation of icarus again. Also, even though the Lunar FMV never really worked on the accuracy core anyway (it didn't initialize the PPU properly), it really won't work now that we emulate the hard-limit of 16MiB for S-DD1 games. |
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Tim Allen | 7cdae5195a |
Update to v098r07 release.
byuu says: Changelog: - GB: support modeSelect and RAM for MBC1M (Momotarou Collection) - audio: implemented native resampling support into Emulator::Stream - audio: removed nall::DSP completely Unfortunately, the new resampler didn't turn out quite as fast as I had hoped. The final hermite resampling added some overhead; and I had to bump up the kernel count to 500 from 400 to get the buzzing to go away on my main PC. I think that's due to it running at 48000hz output instead of 44100hz output, maybe? Compared to Ryphecha's: (NES) Mega Man 2: 167fps -> 166fps (GB) Mega Man II: 224fps -> 200fps (WSC) Riviera: 143fps -> 151fps Odd that the WS/WSC ends up faster while the DMG/CGB ends up slower. But this knocks 922 lines down to 146 lines. The only files left in all of higan not written (or rewritten) by me are ruby/xaudio2.h and libco/ppc.c |
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Tim Allen | e2ee6689a0 |
Update to v098r06 release.
byuu says: Changelog: - emulation cores now refresh video from host thread instead of cothreads (fix AMD crash) - SFC: fixed another bug with leap year months in SharpRTC emulation - SFC: cleaned up camelCase on function names for armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes - GB: added MBC1M emulation (requires manually setting mapper=MBC1M in manifest.bml for now, sorry) - audio: implemented Emulator::Audio mixer and effects processor - audio: implemented Emulator::Stream interface - it is now possible to have more than two audio streams: eg SNES + SGB + MSU1 + Voicer-Kun (eventually) - audio: added reverb delay + reverb level settings; exposed balance configuration in UI - video: reworked palette generation to re-enable saturation, gamma, luminance adjustments - higan/emulator.cpp is gone since there was nothing left in it I know you guys are going to say the color adjust/balance/reverb stuff is pointless. And indeed it mostly is. But I like the idea of allowing some fun special effects and configurability that isn't system-wide. Note: there seems to be some kind of added audio lag in the SGB emulation now, and I don't really understand why. The code should be effectively identical to what I had before. The only main thing is that I'm sampling things to 48000hz instead of 32040hz before mixing. There's no point where I'm intentionally introducing added latency though. I'm kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be much appreciated :/ I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as well, and that would be very bad. |
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Tim Allen | 55e507d5df |
Update to v098r05 release.
byuu says: Changelog: - WS/WSC: re-added support for screen rotation (code is inside WS core) - ruby: changed sample(uint16_t left, uint16_t right) to sample(int16_t left, int16_t right); - requires casting to uint prior to shifting in each driver, but I felt it was misleading to use uint16_t just to avoid that - ruby: WASAPI is now built in by default; has wareya's improvements, and now supports latency adjust - tomoko: audio settings panel has new "Exclusive Mode" checkbox for WASAPI driver only - note: although the setting *does* take effect in real-time, I'd suggest restarting the emulator after changing it - tomoko: audio latency can now be set to 0ms (which in reality means "the minimum supported by the driver") - all: increased cothread size from 512KiB to 2MiB to see if it fixes bullshit AMD driver crashes - this appears to cause a slight speed penalty due to cache locality going down between threads, though |
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Tim Allen | a2d3b8ba15 |
Update to v098r04 release.
byuu says: Changelog: - SFC: fixed behavior of 21fx $21fe register when no device is connected (must return zero) - SFC: reduced 21fx buffer size to 1024 bytes in both directions to mirror the FT232H we are using - SFC: eliminated dsp/modulo-array.hpp [1] - higan: implemented higan/video interface and migrated all cores to it [2] [1] the echo history buffer was 8-bytes, so there was no need for it at all here. Not sure what I was thinking. The BRR buffer was 12-bytes, and has very weird behavior ... but there's only a single location in the code where it actually writes to this buffer. It's much easier to just write to the buffer three times there instead of implementing an entire class just to abstract away two lines of code. This change actually boosted the speed from ~124.5fps to around ~127.5fps, but that's within the margin of error for GCC. I doubt it's actually faster this way. The DSP core could really use a ton of work. It comes from a port of blargg's spc_dsp to my coding style, but he was extremely fond of using 32-bit signed integers everywhere. There's a lot of opportunity to remove red tape masking by resizing the variables to their actual state sizes. I really need to find where I put spc_dsp6.sfc from blargg. It's a great test to verify if I've made any mistakes in my implementation that would cause regressions. Don't suppose anyone has it? [2] so again, the idea is that higan/audio and higan/video are going to sit between the emulation cores and the user interfaces. The hope is to output raw encoding data from the emulation cores without having to worry about the video display format (generally 24-bit RGB) of the host display. And also to avoid having to repeat myself with eg three separate implementations of interframe blending, and so on. Furthermore, the idea is that the user interface can configure its side of the settings, and the emulation cores can configure their sides. Thus, neither has to worry about the other end. And now we can spin off new user interfaces much easier without having to mess with all of these things. Right now, I've implemented color emulation, interframe blending and SNES horizontal color bleed. I did not implement scanlines (and interlace effects for them) yet, but I probably will at some point. Further, for right now, the WonderSwan/Color screen rotation is busted and will only show games in the horizontal orientation. Obviously this must be fixed before the next official release, but I'll want to think about how to implement it. Also, the SNES light gun pointers are missing for now. Things are a bit messy right now as I've gone through several revisions of how to handle these things, so a good house cleaning is in order once everything is feature-complete again. I need to sit down and think through how and where I want to handle things like light gun cursors, LCD icons, and maybe even rasterized text messages. And obviously ... higan/audio is still just nall::DSP's headers. I need to revamp that whole interface. I want to make it quite powerful with a true audio mixer so I can handle things like SNES+SGB+MSU1+Voicer-Kun+SNES-CD (five separate audio streams at once.) The video system has the concept of "effects" for things like color bleed and interframe blending. I want to extend on this with useful other effects, such as NTSC simulation, maybe bringing back my mini-HQ2x filter, etc. I'd also like to restore the saturation/gamma/luma adjustment sliders ... I always liked allowing people to compensate for their displays without having to change settings system-wide. Lastly, I've always wanted to see some audio effects. Although I doubt we'll ever get my dream of CoreAudio-style profiles, I'd like to get some basic equalizer settings and echo/reverb effects in there. |
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Tim Allen | 1929ad47d2 |
Update to v098r03 release.
byuu says: It took several hours, but I've rebuilt much of the SNES' bus memory mapping architecture. The new design unifies the cartridge string-based mapping ("00-3f,80-bf:8000-ffff") and internal bus.map calls. The map() function now has an accompanying unmap() function, and instead of a fixed 256 callbacks, it'll scan to find the first available slot. unmap() will free slots up when zero addresses reference a given slot. The controllers and expansion port are now both entirely dynamic. Instead of load/unload/power/reset, they only have the constructor (power/reset/load) and destructor (unload). What this means is you can now dynamically change even expansion port devices after the system is loaded. Note that this is incredibly dangerous and stupid, but ... oh well. The whole point of this was for 21fx. There's no way to change the expansion port device prior to loading a game, but if the 21fx isn't active, then the reset vector hijack won't work. Now you can load a 21fx game, change the expansion port device, and simply reset the system to active the device. The unification of design between controller port devices and expansion port devices is nice, and overall this results in a reduction of code (all of the Mapping stuff in Cartridge is gone, replaced with direct bus mapping.) And there's always the potential to expand this system more in the future now. The big missing feature right now is the ability to push/pop mappings. So if you look at how the 21fx does the reset vector, you might vomit a little bit. But ... it works. Also changed exit(0) to _exit(0) in the POSIX version of nall::execute. [The _exit(0) thing is an attempt to make higan not crash when it tries to launch icarus and it's not on $PATH. The theory is that higan forks, then the child tries to exec icarus and fails, so it exits, all the unique_ptrs clean up their resources and tell the X server to free things the parent process is still using. Calling _exit() prevents destructors from running, and seems to prevent the problem. -Ed.] |
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Tim Allen | 7403e69307 |
Update to v098r02 release.
byuu says: Changelog: - SFC: fixed a regression on auto joypad polling due to missing parentheses - SFC: exported new PPU::vdisp() const -> uint; function [1] - SFC: merged PPU MMIO functions into the read/write handles (as I previously did for the CPU) - higan: removed individual emulator core names (bnes, bsnes, bgb, bgba, bws) [2] Forgot: - to remove /tomoko from the about dialog [1] note that technically I was relying on the cached, per-frame overscan setting when the CPU and light guns were polling the number of active display scanlines per frame. This was technically incorrect as you can change this value mid-frame and it'll kick in. I've never seen any game toggle overscan every frame, we only know about this because anomie tested this a long time ago. So, nothing should break, but ... you know how the SNES is. You can't even look at the code without something breaking, so I figured I'd mention it >_> [2] I'll probably keep referring to the SNES core as bsnes anyway. I don't mind if you guys use the b<system> names as shorthand. The simplification is mostly to make the branding easier. |
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Tim Allen | 19e1d89f00 |
Update to v098r01 release.
byuu says: Changelog: - SFC: balanced profile removed - SFC: performance profile removed - SFC: code for handling non-threaded CPU, SMP, DSP, PPU removed - SFC: Coprocessor, Controller (and expansion port) shared Thread code merged to SFC::Cothread - Cothread here just means "Thread with CPU affinity" (couldn't think of a better name, sorry) - SFC: CPU now has vector<Thread*> coprocessors, peripherals; - this is the beginning of work to allow expansion port devices to be dynamically changed at run-time - ruby: all audio drivers default to 48000hz instead of 22050hz now if no frequency is assigned - note: the WASAPI driver can default to whatever the native frequency is; doesn't have to be 48000hz - tomoko: removed the ability to change the frequency from the UI (but it will display the frequency used) - tomoko: removed the timing settings panel - the goal is to work toward smooth video via adaptive sync - the model is broken by not being in control of the audio frequency anyway - it's further broken by PAL running at 50hz and WSC running at 75hz - it was always broken anyway by SNES interlace timing varying from progressive timing - higan: audio/ stub created (for now, it's just nall/dsp/ moved here and included as a header) - higan: video/ stub created - higan/GNUmakefile: now includes build rules for essential components (libco, emulator, audio, video) The audio changes are in preparation to merge wareya's awesome WASAPI work without the need for the nall/dsp resampler. |
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Tim Allen | aff00506c5 |
Update to v098 hotfix release.
byuu says: There was a minor SNES input regression spotted very shortly after release. |
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Tim Allen | e846c83d47 |
Update to v098 release.
byuu says: This release most notably adds WonderSwan and WonderSwan Color emulation. It is also the final release that will include the balanced and performance profiles for bsnes. Changelog (since v097): - higan: added WonderSwan and WonderSwan Color emulation - higan: simplified the coooperative-thread schedulers for all emulation cores - higan: moved from native (u)int[8,16,32,64]_t types to Natural<T>/Integer<T> classes - higan: major cleanups to the Makefiles; including auto-selection of processor cores - loki: very barebones skeleton in place now; does absolutely nothing - these allow the removal of huge amounts of manual bit-twiddling with more readable alternatives - FC: fixed PPU OAM reads (mask the correct bits when writing) [hex_usr] - SFC: fixed expansion port device mapping on game load - SFC: reworked the way SGB games were loaded -* SFC core can now be compiled without GB core (and thus without SGB support) - SFC: added Super Disc expansion port device (although it's just a non-functional skeleton so far) - SFC: bugfix to SharpRTC emulation regarding leap year extra day counts (Dai Kaijuu Monogatari II) - SFC: major code cleanups to the CPU core and the R65816 processor base class - SFC: added 21fx emulation (not the old 21fx that became MSu1; reusing the name for a new idea) - basic idea is to move the serial USART to the expansion port along with a reset vector hijack - SFC: emulate reset vector pushing PC onto the stack on system soft reset - GB: pass gekkio's if_ie_registers and boot_hwio-G test ROMs - GBA: reworked all handling of MMIO functions: removed the get/set class functions - nall: improved edge case return values for (basename,pathname,dirname,...) - ruby: fixed ~AudioXAudio2() typo (now calls destructor on exit) - ruby: if DirectSoundCreate fails (no sound device present), return false from init instead of crashing - tomoko: added "All" option to filetype dropdown for ROM loading - allows loading GBC games in SGB mode - tomoko: locate() updated to search multiple paths [2] - tomoko: fixed some oddities when changing the audio frequency/latency settings - icarus: can now work with WonderSwan and WonderSwan Color games Note 1: 90% of the changelog for this release was related to the WonderSwan emulation being in development. Doesn't make a lot of sense to post about fixes since the code didn't exist publicly prior to this release. |
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Tim Allen | 06d44b4878 |
Update to v097r32 release.
byuu says: Changelog: - bsnes-accuracy emulates reset vector properly[1] - bsnes-balanced compiles once more - bsnes-performance compiles once more The balanced and performance profiles are fixed for the last time. They will be removed for v098r01. Please test this WIP as much as you can. I intend to release v098 soon. I know save states are a little unstable for the WS/WSC, but they work well enough for a release. If I can't figure it out soon, I'm going to post v098 anyway. [1] this one's been a really long time coming, but ... one of the bugs I found when I translated Tekkaman Blade was that my translation patch would crash every now and again when you hit the reset button on a real SNES, but it always worked upon power on. Turns out that while power-on initializes the stack register to $01ff, reset does things a little bit differently. Reset actually triggers the reset interrupt vector after putting the CPU into emulation mode, but it doesn't initialize the stack pointer. The net effect is that the stack high byte is set to $01, and the low byte is left as it was. And then the reset vector runs, which pushes the low 16-bits of the program counter, plus the processor flags, onto the stack frame. So you can actually tell where the game was at when the system was reset ... sort of. It's a really weird behavior to be sure. But here's the catch: say you're hacking a game, and so you hook the reset vector with jsl showMyTranslationCreditsSplashScreen, and inside this new subroutine, you then perform whatever bytes you hijacked, and then initialize the stack frame to go about your business drawing the screen, and when you're done, you return via rtl. Generally, this works fine. But if S={0100, 0101, or 0102}, then the stack will wrap due to being in emulation mode at reset. So it will write to {0100, 01ff, 01fe}. But now in your subroutine, you enable native mode. So when you return from your subroutine hijack, it reads the return address from {01ff, 0200, 0201} instead of the expected {01ff, 0100, 0101}. Thus, you get an invalid address back, and you "return" to the wrong location, and your program dies. The odds of this happening depend on how the game handles S, but generally speaking, it's a ~1:85 chance. By emulating this behavior, I'll likely expose this bug in many ROM hacks that do splash screen hooks like this, including my own Tekkaman Blade translation. And it's also very possible that there are commercial games that screw this up as well. But, it's what the real system does. So if any crashes start happening as of this WIP upon resetting the game, well ... it'd happen on real hardware, too. |
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Tim Allen | 25eaaa82f4 |
Update to v097r31 release.
byuu says: Changelog: - WS: fixed sprite window clipping (again) - WS: don't set IRQ status bits of IRQ enable bits are clear - SFC: signed/unsigned -> int/uint for DSP core - SFC: removed eBoot - SFC: added 21fx (not the same as the old precursor to MSU1; just reusing the name) Note: XI Little doesn't seem to be fixed after all ... but the other three are. So I guess we're at 13 bugs :( And holy shit that music when you choose a menu option is one of the worst sounds I've ever heard in my life >_< |
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Tim Allen | 2d83300235 |
Update to v097r30 release.
byuu says: Changelog: - fixed sprite window attribute bit (Final Fantasy, Tekken Card Challenge, etc) - rewrote renderer to support 2bpp color mode (Dark Eyes, Dokodemo Hamster, Flash Koibito-kun, etc) |
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Tim Allen | 680d16561e |
Update to v097r29 release.
byuu says: Changelog: - fixed DAS instruction (Judgment Silversword score) - fixed [VH]TMR_FREQ writes (Judgement Silversword audio after area 20) - fixed initialization of SP (fixes seven games that were hanging on startup) - added SER_STATUS and SER_DATA stubs (fixes four games that were hanging on startup) - initialized IEEP data (fixes Super Robot Taisen Compact 2 series) - note: you'll need to delete your internal.com in WonderSwan (Color).sys folders - fixed CMPS and SCAS termination condition (fixes serious bugs in four games) - set read/writeCompleted flags for EEPROM status (fixes Tetsujin 28 Gou) - major code cleanups to SFC/R65816 and SFC/CPU - mostly refactored disassembler to output strings instead of using char* buffer - unrolled all the subfolders on sfc/cpu to a single directory - corrected casing for all of sfc/cpu and a large portion of processor/r65816 I kind of went overboard on the code cleanup with this WIP. Hopefully nothing broke. Any testing one can do with the SFC accuracy core would be greatly appreciated. There's still an absolutely huge amount of work left to go, but I do want to eventually refresh the entire codebase to my current coding style, which is extremely different from stuff that's been in higan mostly untouched since ~2006 or so. It's dangerous and fickle work, but if I don't do it, then the code will be a jumbled mess of several different styles. |
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Tim Allen | 379ab6991f |
Update to v097r28 release.
byuu says: Changelog: (all WSC unless otherwise noted) - fixed LINECMP=0 interrupt case (fixes FF4 world map during airship sequence) - improved CPU timing (fixes Magical Drop flickering and FF1 battle music) - added per-frame OAM caching (fixes sprite glitchiness in Magical Drop, Riviera, etc.) - added RTC emulation (fixes Dicing Knight and Judgement Silversword) - added save state support - added cheat code support (untested because I don't know of any cheat codes that exist for this system) - icarus: can now detect games with RTC chips - SFC: bugfix to SharpRTC emulation (Dai Kaijuu Monogatari II) - ( I was adding the extra leap year day to all 12 months instead of just February ... >_< ) Note that the RTC emulation is very incomplete. It's not really documented at all, and the two games I've tried that use it never even ask you to set the date/time (so they're probably just using it to count seconds.) I'm not even sure if I've implement the level-sensitive behavior correctly (actually, now that I think about it, I need to mask the clear bit in INT_ACK for the level-sensitive interrupts ...) A bit worried about the RTC alarm, because it seems like it'll fire continuously for a full minute. Or even if you turn it off after it fires, then that doesn't seem to be lowering the line until the next second ticks on the RTC, so that likely needs to happen when changing the alarm flag. Also not sure on this RTC's weekday byte. On the SharpRTC, it actually computes this for you. Because it's not at all an easy thing to calculate yourself in 65816 or V30MZ assembler. About 40 lines of code to do it in C. For now, I'm requiring the program to calculate the value itself. Also note that there's some gibberish tiles in Judgement Silversword, sadly. Not sure what's up there, but the game's still fully playable at least. Finally, no surprise: Beat-Mania doesn't run :P |
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Tim Allen | d3413db04a |
Update to v097r27 release.
byuu says: Absolutely major improvements to the WS/C emulation today. Changelog: (all WS/C related) - fixed channel 3 sweep pitch adjustment - fixed channel 3 sweep value sign extension - removed errant channel 5 speed setting (not what's really going on) - fixed sign extension on channel 5 samples - improved DAC mixing of all five audio channels - fixed r26 regression with PPU timing loop - fixed sprite windowing behavior (sprite attribute flag is window mode; not window enable) - added per-scanline register latching to the PPU - IRQs should terminate HLT even when the IRQ enable register bits are clear - fixed PALMONO reads - added blur emulation - added color emulation (based on GBA, so it heavily desaturates colors; not entirely correct, but it helps a lot) - no longer decimating audio to 24KHz; running at full 3.072MHz through the windowed sinc filter [1] - cleaned up PPU portRead / portWrite functions significantly - emulated a weird quirk as mentioned by trap15 regarding timer frequency writes enabling said timers [2] - emulated LCD_CTRL sleep bit; screen can now be disabled (always draws black in this case for now) - improved OAM caching; but it's still disabled because it causes huge amounts of sprite glitches (unsure why) - fixed rendering of sprites that wrap around the screen edges back to the top/left of the display - emulated keypad interrupts - icarus: detect orientation bit in game header - higan: use orientation setting in manifest to set default screen rotation [1] the 24KHz -> 3.072MHz sound change is huge. Sound is substantially improved over the previous WIPs. It does come at a pretty major speed penalty, though. This is the highest frequency of any system in higan running through an incredibly (amazing, yet) demanding sinc resampler. Frame rate dropped from around 240fps to 150fps with the sinc filter on. If you choose a different audio filter, you'll get most of that speed back, but audio will sound worse again. [2] we aren't sure if this is correct hardware behavior or not. It seems to very slightly help Magical Drop, but not much. The blur emulation is brutal. It's absolutely required for Riviera's translucency simulation of selected menu items, but it causes serious headaches due to the WS's ~75hz refresh rate running on ~60hz monitors without vsync. It's probably best to leave it off and just deal with the awful flickering on Riviera's menu options. Overall, WS/C emulation is starting to get quite usable indeed. Couple of major bugs that I'd really like to get fixed before releasing it, though. But they're getting harder and harder to fix ... Major Bugs: - Final Fantasy battle background music is absent. Sound effects still work. Very weird. - Final Fantasy IV scrolling during airship flight opening sequence is horribly broken. Scrolls one screen at a time. - Magical Drop flickers like crazy in-game. Basically unplayable like this. - Star Hearts character names don't appear in the smaller dialog box that pops up. Minor Bugs: - Occasional flickering during Riviera opening scenes. - One-frame flicker of Leda's sprite at the start of the first stage. |
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Tim Allen | a7f7985581 |
Update to v097r26 release.
byuu says: Changelog: - WS: fixed 8-bit sign-extended imul (fixes Star Hearts completely, Final Fantasy world map) - WS: fixed rcl/rcr carry shifting (fixes Crazy Climber, others) - WS: added sound DMA emulation (Star Hearts rain sound for one example) - WS: added OAM caching, but it's forced every line for now because otherwise there are too many sprite glitches - WS: use headphoneEnable bit instead of speakerEnable bit (fixes muted audio in games) - WS: various code cleanups (I/O mapping, audio channel naming, etc) The hypervoice channel doesn't sound all that great just yet. But I'm not sure how it's supposed to sound. I need a better example of some more complex music. What's left are some unknown register status bits (especially in the sound area), keypad interrupts, RTC emulation, CPU prefetch emulation. And then it's all just bugs. Lots and lots of bugs that need to be fixed. EDIT: oops, bad typo in the code. ws/ppu/ppu.cpp line 20: change range(256) to range(224). Also, delete the r.speed stuff from channel5.cpp to make the rain sound a lot better in Star Hearts. Apparently that's outdated and not what the bits really do. |
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Tim Allen | b586471562 |
Update to v097r25 release.
byuu says: Changelog: - WS: added HblankTimer and VblankTimer IRQs; although they don't appear to have any effect on any games that use them :/ - WS: added sound emulation; works perfectly in some games (eg Riviera); is completely silent in most games (eg GunPey) The sound emulation only partially supports the hypervoice (headphone only) channel. I need to implement the SDMA before it'll actually do anything useful. I'm a bit confused about how exactly things work. It looks like the speaker volume shift and clamp only applies to speaker mode and not headphone mode, which is very weird. Then there's the software possibility of muting the headphones and/or the speaker. Preferably, I want to leave the emulator always in headphone mode for the extra audio channel. If there are games that force-mute the headphones, but not speakers, then I may need to force headphones back on but with the hypervoice channel disabled. I guess we'll see how things go. Rough guess is probably that the channels default to enabled after the IPLROM, and games aren't bothering to manually enable them or something. |
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Tim Allen | c33065fbd1 |
Update to v097r24 release.
byuu says: Changelog: - WS: fixed bug when IRQs triggered during a rep string instruction - WS: added sprite attribute caching (per-scanline); absolutely massive speed-up - WS: emulated limit of 32 sprites per scanline - WS: emulated the extended PPU register bit behavior based on the DISP_CTRL tile bit-depth setting - WS: added "Rotate" key binding; can be used to flip the WS display between horizontal and vertical in real-time The prefix emulation may not be 100% hardware-accurate, but the edge cases should be extreme enough to not come up in the WS library. No way to get the emulation 100% down without intensive hardware testing. trap15 pointed me at a workflow diagram for it, but that diagram is impossible without a magic internal stack frame that grows with every IRQ, and can thus grow infinitely large. The rotation thing isn't exactly the most friendly set-up, but oh well. I'll see about adding a default rotation setting to manifests, so that games like GunPey can start in the correct orientation. After that, if the LCD orientation icon turns out to be reliable, then I'll start using that. But if there are cases where it's not reliable, then I'll leave it to manual button presses. Speaking of icons, I'll need a set of icons to render on the screen. Going to put them to the top right on vertical orientation, and on the bottom left for horizontal orientation. Just outside of the video output, of course. Overall, WS is getting pretty far along, but still some major bugs in various games. I really need sound emulation, though. Nobody's going to use this at all without that. |
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Tim Allen | 79e7e6ab9e |
Update to v097r23 release.
byuu says: Changelog: - emulated SuperDisc $21e1 basic interface (NEC 4-bit MCU); all hardware tests pass now (but they don't test much) - WS/V30MZ: fixed inc/dec reg flag calculation - WS/V30MZ: fixed lds/les instructions WS/C compatibility should be way up now. SuperDisc BIOS passes all tests now (but they only test for the presence of the interface, nothing more.) |
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Tim Allen | 3d3ac8c1db |
Update to v097r22 release.
byuu says: Changelog: - WS: fixed lods, scas instructions - WS: implemented missing GRP4 instructions - WS: fixed transparency for screen one - WSC: added color-mode PPU rendering - WS+WSC: added packed pixel mode support - WS+WSC: added dummy sound register reads/writes - SFC: added threading to SuperDisc (it's hanging for right now; need to clear IRQ on $21e2 writes) SuperDisc Timer and Sound Check were failing before due to not turning off IRQs on $21e4 clear, so I'm happy that's fixed now. Riviera starts now, and displays the first intro screen before crashing. Huge, huge amounts of corrupted graphics, though. This game's really making me work for it :( No color games seem fully playable yet, but a lot of monochrome and color games are now at least showing more intro screen graphics before dying. This build defaults to horizontal orientation, but I left the inputs bound to vertical orientation. Whoops. I still need to implement a screen flip key binding. |
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Tim Allen | b0d2f5033e |
Update to v097r21 release.
byuu says: Changelog: - icarus: WS/C detects RAM type/size heuristically now - icarus: WS/C uses ram type=$type instead of $type - WS: use back color instead of white for backdrop - WS: fixed sprite count limit; removes all the garbled sprites from GunPey - WS: hopefully fixed sprite priority with screen 2 - WS: implemented keypad polling; GunPey is now fully playable - SNES: added Super Disc expansion port device (doesn't do anything, just for testing) Note: WS is hard-coded to vertical orientation right now. But there's basic code in there for all the horizontal stuff. |
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Tim Allen | 570eb9c5f5 |
Update to v097r20 release.
byuu says: Changelog: - WS: fixed a major CPU bug where I was using the wrong bits for ModR/M's memory mode - WS: added grayscale PPU emulation (exceptionally buggy) GunPey now runs, as long as you add: eeprom name=save.ram size=0x800 to the manifest after importing with icarus. Right now, you can't control the game due to missing keypad polling. There's also a lot of glitchiness with the sprites. Seems like they're not getting properly cleared sometimes or something. Also, the PPU emulation is totally unrealistic bullshit. I decode and evaluate every single tile and sprite on every single pixel of output. No way in hell the hardware could ever come close to that. The speed's around 500fps without the insane sprite evaluations, and around 90fps with it. Obviously, I'll fix this in time. Nothing else seems to run that I've tried. Not even far enough to display any output whatsoever. Tried Langrisser Millenium, Rockman & Forte and Riviera. I really need to update icarus to try and encode eeprom/sram sizes, because that's going to break a lot of stuff if it's missing. |
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Tim Allen | 7dc62e3a69 |
Update to v097r19 release.
byuu says: Changelog: - fixed nall/windows/guard.hpp - fixed hiro/(windows,gtk)/header.hpp - fixed Famicom PPU OAM reads (mask the correct bits when writing) [hex_usr] - removed the need for (system := system) lines from higan/GNUmakefile - added "All" option to filetype dropdown for ROM loading - allows loading GBC games in SGB mode (and technically non-GB(C) games, which will obviously fail to do anything) - loki can load and play game folders now (command-line only) (extremely unimpressive; don't waste your time :P) - the input is extremely hacked in as a quick placeholder; not sure how I'm going to do mapping yet for it |
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Tim Allen | fc7d5991ce |
Update to v097r18 release.
byuu says: Changelog: - fixed SNES sprite priority regression from r17 - added nall/windows/guard.hpp to guard against global namespace pollution (similar to nall/xorg/guard.hpp) - almost fixed Windows compilation (still accuracy profile only, sorry) - finished porting all of gba/ppu's registers over to the new .bit,.bits format ... all GBA registers.cpp files gone now - the "processors :=" line in the target-$(ui)/GNUmakefile is no longer required - processors += added to each emulator core - duplicates are removed using the new nall/GNUmakefile's $(unique) function - SFC core can be compiled without the GB core now - "-DSFC_SUPERGAMEBOY" is required to build in SGB support now (it's set in target-tomoko/GNUmakefile) - started once again on loki (higan/target-loki/) [as before, loki is Linux/BSD only on account of needing hiro::Console] loki shouldn't be too horrendous ... I hope. I just have the base skeleton ready for now. But the code from v094r08 should be mostly copyable over to it. It's just that it's about 50KiB of incredibly tricky code that has to be just perfect, so it's not going to be quick. But at least with the skeleton, it'll be a lot easier to pick away at it as I want. Windows compilation fix: move hiro/windows/header.hpp line 18 (header guard) to line 16 instead. |
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Tim Allen | 29be18ce0c |
Update to v097r17 release.
byuu says: Changelog: - ruby: if DirectSoundCreate fails (no sound device present), return false from init instead of crashing - nall: improved edge case return values for (basename,pathname,dirname,...) - nall: renamed file_system_object class to inode - nall: varuint_t replaced with VariadicNatural; which contains .bit,.bits,.byte ala Natural/Integer - nall: fixed boolean compilation error on Windows - WS: popa should not restore SP - GBA: rewrote the CPU/APU cores to use the .bit,.bits functions; removed registers.cpp from each Note that the GBA changes are extremely major. This is about five hours worth of extremely delicate work. Any slight errors could break emulation in extremely bad ways. Let's hold off on extensive testing until the next WIP, after I do the same to the PPU. So far ... endrift's SOUNDCNT_X I/O test is failing, although that code didn't change, so clearly I messed up SOUNDCNT_H somehow ... To compile on Windows: 1. change nall/string/platform.hpp line 47 to return slice(result, 0, 3); 2. change ruby/video.wgl.cpp line 72 to auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool { 3. add this line to the very top of hiro/windows/header.cpp: #define boolean FuckYouMicrosoft |
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Tim Allen | 810cbdafb4 |
Update to v097r16 release.
byuu says: Changelog: - sfc/ppu/sprite updated to use new .bit(s) functions; masked sizes better; added valid flags instead of using magic numbers - ws/ppu updates to use new .bit(s) functions - ws/ppu: added line compare interrupt support - added ws/eeprom; emulation of WS/WSC internal EEPROM and cartridge EEPROM (1kbit - 16kbit supported) - added basic read/write handlers for remaining WS/WSC PPU registers WS EEPROM emulation is basically a direct copy of trap15's code. Still some unknown areas in there, but hopefully it's enough to get further into games that depend on EEPROM support. Note that you'll have to manually add the eeprom line to the manifest for now, as icarus doesn't know how to detect EEPROM/sizes yet. I figured the changes to the SNES PPU sprites would slow it down a tad, but it actually sped it up. Most of the impact from the integer classes are gone now. |