byuu says:
Changelog:
- GBA: lots of emulation improvements
- PPU PRAM is 16-bits wide
- DMA masks &~1/Half, &~3/Word
- VRAM OBJ 8-bit writes are ignored
- OAM 8-bit writes are ignored
- BGnCNT unused bits are writable*
- BG(0,1)CNT can't set the d13
- BLDALPHA is readable (fixes Donkey Kong Country, etc)
- SNES: lots of code cleanups
- sfc/chip => sfc/coprocessor
- UI: save most recent controller selection
GBA test scores: 1552/1552, 37/38, 1020/1260
(* forgot to add the value to the read function, so endrift's I/O tests
for them will fail. Fixed locally.)
Note: SNES is the only system with multiple controller/expansion port
options, and as such is the only one with a "None" option. Because it's
shared by the controller and expansion port, it ends up sorted first in
the list. This means that on your first run, you'll need to go to Super
Famicom->Controller Port 1 and select "Gamepad", otherwise input won't
work.
Also note that changing the expansion port device requires loading a new
cart. Unlike controllers, you aren't meant to hotplug expansion port
devices.
byuu says:
Aspect correction is fixed now. Works way better than in v095 official.
It's still force-enabled in fullscreen mode. The idea of disabling it is
that it looks bad at 2x scale. But when you're fullscreen with a minimum
of 4x scale, there's no reason not to enable it.
It won't turn on at all for GB/C/A anymore. And I dropped the cute
attempt at making the aspect prettier on 2560x1600 monitors, so it'll be
the stock 8:7 across the board now for S/NES.
Also, the aspect correction will affect the window even when a game's
not loaded now, so the size won't bounce around as you change games in
windowed mode between GB/C/A and S/NES.
...
I also enhanced the ruby/glx driver. It won't crash if OpenGL 3.2 isn't
available anymore (fails safely ... had to capture the Xlib error
handler to suppress that), and it defaults to the MESA glXSwapInterval
before the SGI version. Because apparently the MESA version defines the
SGI version, but makes it a no-op. What. The. Fuck. right? But whatever,
reordering the enumerations fixes the ability to toggle Vsync on AMD
GPUs now.
...
Video shaders are back again. If you are using the OpenGL driver, you'll
see a "Video Shaders" menu beneath the "Video Filters" menu (couldn't
merge it with the filters due to hiro now constructing menu ordering
inside the header files. This works fine though.)
You want either "higan.exe" + "Video Shaders/" or "~/.local/bin/tomoko"
+ "~/.local/tomoko/Video Shaders/"
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.
byuu says:
Updated to compile with all of the new hiro changes. My next step is to
write up hiro API documentation, and move the API from alpha (constantly
changing) to beta (rarely changing), in preparation for the first stable
release (backward-compatible changes only.)
Added "--fullscreen" command-line option. I like this over
a configuration file option. Lets you use the emulator in both modes
without having to modify the config file each time.
Also enhanced the command-line game loading. You can now use any of
these methods:
higan /path/to/game-folder.sfc
higan /path/to/game-folder.sfc/
higan /path/to/game-folder.sfc/program.rom
The idea is to support launchers that insist on loading files only.
Technically, the file can be any name (manifest.bml also works); the
only criteria is that the file actually exists and is a file, and not
a directory. This is a requirement to support the first version (a
directory lacking the trailing / identifier), because I don't want my
nall::string class to query the file system to determine if the string
is an actual existing file or directory for its pathname() / dirname()
functions.
Anyway, every game folder I've made so far has program.rom, and that's
very unlikely to change, so this should be fine.
Now, of course, if you drop a regular "game.sfc" file on the emulator,
it won't even try to load it, unless it's in a folder that ends in .fc,
.sfc, etc. In which case, it'll bail out immediately by being unable to
produce a manifest for what is obviously not really a game folder.
byuu says:
I imagine you guys will like this WIP very much.
Changelog:
- ListView check boxes on Windows
- ListView removal of columns on reset (changing input dropdowns)
- DirectSound audio duplication on latency change
- DirectSound crash on 20ms latency
- Fullscreen window sizing in multi-monitor setups
- Allow joypad bindings of hotkeys
- Allow triggers to be mapped (Xbox 360 / XInput / Windows only)
- Support joypad rumble for Game Boy Player
- Video scale settings modified from {1x,2x,3x} to {2x,3x,4x}
- System menu now renames to active emulation core
- Added fast forward hotkey
Not changing for v095:
- not adding input focus settings yet
- not adding shaders yet
Not changing at all:
- not implementing maximize
byuu says:
Changelog (since the last open beta):
- icarus is now included. icarus is used to import game files/archives
into game paks (folders)
- SNES: mid-scanline BGMODE changes now emulated correctly (used only by
atx2.smc Anthrox Demo)
- GBA: fixed a CPU bug that was causing dozens of games to have
distorted audio
- GBA: fixed default FlashROM ID; should allow much higher compatibility
- GBA: now using Cydrak's new, much improved, GBA color emulation filter
(still a work-in-progress)
- re-added command-line loading support for game paks (not for game
files/archives, sorry!)
- Qt port now compiles and runs again (may be a little buggy;
Windows/GTK+ ports preferred)
- SNES performance profile now compiles and runs again
- much more
byuu says:
Changelog:
- SNES mid-scanline BGMODE fixes finally merged (can run
atx2.zip{mode7.smc}+mtest(2).sfc properly now)
- Makefile now discards all built-in rules and variables
- switch on bool warning disabled for GCC now as well (was already
disabled for Clang)
- when loading a game, if any required files are missing, display
a warning message box (manifest.bml, program.rom, bios.rom, etc)
- when loading a game (or a game slot), if manifest.bml is missing, it
will invoke icarus to try and generate it
- if that fails (icarus is missing or the folder is bad), you will get
a warning telling you that the manifest can't be loaded
The warning prompt on missing files work for both games and the .sys
folders and their files. For some reason, failing to load the DMG/CGB
BIOS is causing a crash before I can display the modal dialog. I have no
idea why, and the stack frame backtrace is junk.
I also can't seem to abort the failed loading process. If I call
Program::unloadMedia(), I get a nasty segfault. Again with a really
nasty stack trace. So for now, it'll just end up sitting there emulating
an empty ROM (solid black screen.) In time, I'd like to fix that too.
Lastly, I need a better method than popen for Windows. popen is kind of
ugly and flashes a console window for a brief second even if the
application launched is linked with -mwindows. Not sure if there even is
one (I need to read the stdout result, so CreateProcess may not work
unless I do something nasty like "> %tmp%/temp") I'm also using the
regular popen instead of _wpopen, so for this WIP, it won't work if your
game folder has non-English letters in the path.
byuu says:
Changelog:
- synchronizes lots of nall changes
- changes displayed program title from tomoko to higan(*)
- browser dialog sort is case-insensitive
- .sys folders look at user-selected library path; no longer hard-coded
Tried to get rid of the file modes from the Windows browser dialog, but
it was being a bitch so I left it on for now.
- The storage locations and binary still use tomoko. I'm not really sure
what to do here. The idea is there may be more than one "higan" UI in
the future, but I don't want people to go around calling the entire
program by the UI name. For official Windows releases, I can rename
the binaries to "higan-{profile}.exe", and by putting the config files
with the binary, they won't ever see the tomoko folder. Linux is of
course trickier.
Note: Windows users will need to edit hiro/components.hpp and comment
out these lines:
#define Hiro_Console
#define Hiro_IconView
#define Hiro_SourceView
#define Hiro_TreeView
I forgot to do that, and too lazy to upload another WIP.
byuu says:
Changelog:
- GBA emulation accuracy has been substantially improved [Cydrak]
- GBA ldm bug fixed [jchadwick]
- SNES SuperFX timing has been improved [AWJ, ARM9, qwertymodo]
- SNES accuracy profile is now ~8% faster than before
- you no longer need to copy the .sys profile folders to
~/Emulation/System
- you still need to put bios.rom (GBA BIOS) into Game Boy
Advance.sys to use GBA emulation!!
- you no longer need to pre-configure inputs before first use
- loading games / changing window size won't recenter window
- checkboxes in cheat editor update correctly
- can't type into state manager description textbox on an empty slot
- typing in state manager description box works correctly; and updates
list view correctly
- won't show files that match game extensions anymore (only game folders
show up)
- libco Win64 port fixes with FPU^H^H^H XMM registers
- libco ARM port now available; so you too can play at 15fps on an RPi2!
[jessedog3, Cydrak]
- controller selection will check the default item in the menu now on
game load
- as usual, a whole lot of other stuff I'm forgetting
Known issues:
- type-ahead find does not work in list views (eg game selection
dialog); I don't know how to fix this
- there's no game file importer yet
- there's no shader support yet
- there's no profiler available for the timing panel, you need to adjust
values manually for now
byuu says:
This WIP substantially restructures the ruby API for the first time
since that project started.
It is my hope that with this restructuring, destruction of the ruby
objects should now be deterministic, which should fix the crashing on
closing the emulator on Linux. We'll see I guess ... either way, it
removed two layers of wrappers from ruby, so it's a pretty nice code
cleanup.
It won't compile on Windows due to a few issues I didn't see until
uploading the WIP, too lazy to upload another. But I fixed all the
compilation issues locally, so it'll work on Windows again with the next
WIP (unless I break something else.)
(Kind of annoying that Linux defines glActiveTexture but Windows
doesn't.)
byuu says:
Obviously, this is a fairly major WIP. It's the first public release in
17 months. The entire UI has been rewritten (for the 74th time), and is
now internally called tomoko. The official releases will be named higan
(both the binaries and title bar.)
Missing features from v094:
- ananke is missing (this means you will need v094 to create game
folders to be loaded)
- key assignments are limited to one physical button = one mapping (no
multi-mapping)
- shader support is missing
- audio/video profiling is missing
- DIP switch window is missing (used by NSS Actraiser with a special
manifest; that's about it)
- alternate paths for game system folders and configuration BML files
There's some new stuff, but not much. This isn't going to be an exciting
WIP in terms of features. It's more about being a brand new release with
the brand new hiro port and its shared memory model. The goal is to get
these WIPs stable, get v095 out, and then finally start improving the
actual emulation again after that.
byuu says:
The library window is gone, and replaced with
hiro::BrowserWindow::openFolder(). This gives navigation capabilities to
game loading, and it also completes our slotted cart selection code. As
an added bonus, it's less code this way, too.
I also set the window size to consistent sizes between all emulated
systems, so that switching between SFC and GB don't cause the window
size to keep changing, and so that the scaling size is consistent (eg at
normal scale, GB @ 3x is closer to SNES @ 2x.) This means black borders
in GB/GBA mode, but it doesn't look that bad, and it's not like many
people ever use these modes anyway.
Finally, added the placeholder tabs for video, audio and timing. I don't
intend to add the timing calculator code to v095 (it might be better as
a separate tool), but I'll add the ability to set video/audio rates, at
least.
Glitch 1: despite selecting the first item in the BrowserDialog list, if
you press enter when the window appears, it doesn't activate the item
until you press an arrow key first.
Glitch 2: in Game Boy mode, if you set the 4x window size, it's not
honoring the full requested height because the viewport is smaller than
the window. 8+ years of trying to get GTK+ and Qt to simply set the god
damned window size I ask for, and I still can't get them to do it
reliably.
Remaining issues:
- finish configuration panels (video, audio, timing)
- fix ruby driver compilation on Windows
- add DIP switch selection window (NSS) [I may end up punting this one
to v096]
byuu says:
I fixed the hiro layout enable bug, so when you go to assign joypad
input, the window disables itself so your input doesn't mess with the
controls.
I added "reset" to the hotkeys, in case you feel like clearing all of
them at once.
I added device selection support and the ability to disable audio
synchronization (run > 60fps) to the ruby/OSS driver. This is exposed in
tomoko's configuration file.
I added checks to stringify so that assigning null char* strings to
nall::string won't cause crashes anymore (technically the crash was in
strlen(), which doesn't check for null strings, but whatever ... I'll do
the check myself.)
I hooked up BrowserDialog::folderSelect() to loading slotted media for
now. Tested it by loading a Game Boy game successfully through the Super
Game Boy. Definitely want to write a custom window for this though, that
looks more like the library dialog.
Remaining issues:
- finish slotted cart loader (SGB, BSX, ST)
- add DIP switch selection window (NSS) [I may end up punting this one
to v096]
- add more configuration panels (video, audio, timing)
byuu says:
Main reason for this WIP was because of all the added lines to hiro for
selective component disabling. May as well get all the diff-noise apart
from code changes.
It also merges something I've been talking to Cydrak about ... making
nall::string::(integer,decimal) do built-in binary,octal,hex decoding
instead of just failing on those. This will have fun little side effects
all over the place, like being able to view a topic on my forum via
"forum.byuu.org/topic/0b10010110", heh.
There are two small changes to higan itself, though. First up, I fixed
the resampler ratio when loading non-SNES games. Tested and I can play
Game Boy games fine now. Second, I hooked up menu option hiding for
reset and controller selection. Right now, this works like higan v094,
but I'm thinking I might want to show the "Device -> Controller" even if
that's all that's there. It kind of jives nicer with the input settings
window to see the labels there, I think. And if we ever do add more
stuff, it'll be nice that people already always expect that menu there.
Remaining issues:
* add slotted cart loader (SGB, BSX, ST)
* add DIP switch selection window (NSS)
* add timing configuration (video/audio sync)
byuu says:
The input port menu was hooked up.
Alternate input support was added, although I wasn't able to test rumble
support because SDL doesn't support that, and I don't have XInput or
udev drivers on FreeBSD. This one's going to be tricky. Maybe I can test
via cross-compiling on Windows/GTK.
Added mouse capture hotkey, and auto capture/release on toggling
fullscreen (as a bonus it hides the mouse cursor.)
Added all possible video and input drivers to ruby for BSD systems.
Remaining issues before we can release v095:
- add slotted cart loader (SGB, BSX, ST)
- add DIP switch selection window (NSS)
- add timing configuration (video/audio sync)
- hide inapplicable options from system menu (eg controller ports and
reset button from handheld systems)
byuu says:
Finished the cheat code system, it'll now load and save cheats.bml to
disk.
Also hooked up overscan masking. But for now you can only configure the
amount it clips via the configuration file, since I don't have a video
settings dialog anymore.
And that's the last of the low-hanging fruit. The remaining items are
all going to be a pain in the ass for one reason or another.
Short-term:
- add input port changing support
- add other input types (mouse-based, etc)
Long-term:
- add slotted cart loader (SGB, BSX, ST)
- add DIP switch selection window (NSS)
- add timing configuration (video/audio sync)
Not planned:
- video color adjustments (will allow emulated color vs raw color; but
no more sliders)
- pixel shaders
- ananke integration (will need to make a command-line version to get my
games in)
- fancy audio adjustment controls (resampler, latency, volume)
- input focus settings
- localization support (not enough users)
- window geometry memory
- anything else not in higan v094
byuu says:
Implemented the cheat database dialog, and most of the cheat editor
dialog. I still have to handle loading and saving the cheats.bml file
for each game. I wanted to finish it today, but I burned out. It's a ton
of really annoying work to support cheat codes. There's also some issue
with the width calculation for the "code(s)" column in hiro/GTK.
Short-term:
- add input port changing support
- add other input types (mouse-based, etc)
- finish cheat codes
Long-term:
- add slotted cart loader (SGB, BSX, ST)
- add DIP switch selection window (NSS)
- add overscan masking
- add timing configuration (video/audio sync)
Not planned:
- video color adjustments (will allow emulated color vs raw color; but
no more sliders)
- pixel shaders
- ananke integration (will need to make a command-line version to get my
games in)
- fancy audio adjustment controls (resampler, latency, volume)
- input focus settings
- localization support (not enough users)
- window geometry memory
- anything else not in higan v094
byuu says:
Man, over five weeks have passed without so much as touching the
codebase ... time is advancing so fast it's positively frightening. Oh
well, little by little, and we'll get there eventually.
Changelog:
- added save state slots (1-5 in the menu)
- added hotkeys settings dialog + mapping system
- added fullscreen toggle (with a cute aspect correction trick)
About three hours of work here.
Short-term:
- add input port changing support
- add other input types (mouse-based, etc)
- add cheat codes
- add timing configuration (video/audio sync)
Long-term:
- add slotted cart loader (SGB, BSX, ST)
- add DIP switch selection window (NSS)
- add cheat code database
- add state manager
- add overscan masking
Not planned:
- video color adjustments (will allow emulated color vs raw color; but
no more sliders)
- pixel shaders
- ananke integration (will need to make a command-line version to get my
games in)
- fancy audio adjustment controls (resampler, latency, volume)
- input focus settings
- relocating game library (not hard, just don't feel like it)
- localization support (not enough users)
- window geometry memory
- anything else not in higan v094
byuu says:
This version polishes up the input dialogue (reset, erase, disable
button when item not focused, split device ID from mapping name), adds
color emulation toggle, and add dummy menu items for remaining features
(to be filled in later.)
Also, it now compiles cleanly on Windows with GTK.
I didn't test with TDM-GCC-32, because for god knows what reason, the
32-bit version ships with headers from Windows 95 OSR2 only. So I built
with TDM-GCC-64 with arch=x86.
And uh, apparently, moving or resizing a window causes a Visual C++
runtime exception in the GTK+ DLLs. This doesn't happen with trance or
renshuu built with TDM-GCC-32. So, yeah, like I said, don't use -m32.
byuu says:
Changelog:
* added driver selection
* added video scale + aspect correction settings
* added A/V sync + audio mute settings
* added configuration file
* fixed compilation bugs under Windows and Linux
* fixed window sizing
* removed HSU1
* the system menu stays as "System", because "Game Boy Advance" was too
long a string for the smallest scale size
* some more stuff
You guys probably won't be ecstatic about the video sizing options, but
it's basically your choice of 1x, 2x or 4x scale with optional aspect
correction. 3x was intentionally skipped because it looks horrible on
hires SNES games. The window is resized and recentered upon loading
games. The window doesn't resize otherwise. I never really liked the way
v094 always left you with black screen areas and left you with
off-centered window positions.
I might go ahead and add the pseudo-fullscreen toggle that will jump
into 4x mode (respecting your aspect setting.)
Short-term:
* add input port changing support
* add other input types (mouse-based, etc)
* add save states
* add cheat codes
* add timing configuration (video/audio sync)
* add hotkeys (single state)
We can probably do a new release once the short-term items are
completed.
Long-term:
* add slotted cart loader (SGB, BSX, ST)
* add DIP switch selection window (NSS)
* add cheat code database
* add state manager
* add overscan masking
Not planned:
* video color adjustments (will allow emulated color vs raw color; but
no more sliders)
* pixel shaders
* ananke integration (will need to make a command-line version to get my
games in)
* fancy audio adjustment controls (resampler, latency, volume)
* input focus settings
* relocating game library (not hard, just don't feel like it)
* localization support (not enough users)
* window geometry memory
* anything else not in higan v094
byuu says:
I've hooked up the input subsystem, and the input manager to assign
hotkeys.
So far I only have digital buttons working (keyboard only), and I'm not
planning on supporting input groups again (mapping multiple physical
buttons to one emulated button), but it's progress. As with the rest of
tomoko, the code's a lot more compact. The nice thing about redoing code
so many times is that each time you get a little bit better at it.
The input configuration is saved to ~/.config/tomoko/settings.bml (just
realized that I'm an idiot and need to rename it to input.bml)
Also hooked up game saves and cartridge unloading. Active controller
changing isn't hooked up yet, and I'll probably do it differently.
Oh, and I declared the ruby lines for other platforms.
Still need to add Cydrak's Windows compilation fixes. I am nothing if
not lazy :P
byuu says:
This starts the tomoko UI. So far I have basic library loading and
video+audio output. Basically just enough to take the below screenshot.
(aside from Library, the menus are empty stubs.)
The .sys (system) game folders are now going under ~/Emulation/System,
to avoid needing root privileges to stick them into /usr/share. The game
library now shows all bootable media types, and the drop-down subtype is
gone. I'm going to display a separate modal dialog for loading slotted
games this time around. Much cleaner this way, less clutter.
tomoko's starting off a lot cleaner than ethos was, and I'm scaling back
the number of abstracted classes. What was Utility, Interface, etc are
now being merged all into Program. Of course, the real hell is the input
system. That has so many layers of bullshit that there's really no sane
way to write it.