byuu says:
Changelog:
- emulator: improved aspect correction accuracy by using
floating-point calculations
- emulator: added videoCrop() function, extended videoSize() to take
cropping parameters¹
- tomoko: the overscan masking function will now actually resize the
viewport²
- gba/cpu: fixed two-cycle delay on triggering DMAs; not running DMAs
when the CPU is stopped
- md/vdp: center video when overscan is disabled
- pce/vce: resize video output from 1140x240 to 1120x240
- tomoko: resize window scaling from 326x240 to 320x240
- tomoko: changed save slot naming and status bar messages to indicate
quick states vs managed states
- tomoko: added increment/decrement quick state hotkeys
- tomoko: save/load quick state hotkeys now save to slots 1-5 instead
of always to 0
- tomoko: increased overscan range from 0-16 to 0-24 (in case you want
to mask the Master System to 240x192)
¹: the idea here was to decouple raw pixels from overscan masking.
Overscan was actually horrifically broken before. The Famicom outputs at
256x240, the Super Famicom at 512x480, and the Mega Drive at 1280x480.
Before, a horizontal overscan mask of 8 would not reduce the Super
Famicom or Mega Drive by nearly as much as the Famicom. WIth the new
videoCrop() function, the internals of pixel size distortions can be
handled by each individual core.
²: furthermore, by taking optional cropping information in
videoSize(), games can scale even larger into the viewport window. So
for example, before the Super Famicom could only scale to 1536x1440. But
by cropping the vertical resolution by 6 (228p effectively, still more
than NTSC can even show), I can now scale to 1792x1596. And wiht aspect
correction, that becomes a perfect 8:7 ratio of 2048x1596, giving me
perfectly crisp pixels without linear interpolation being required.
Errata: for some reason, when I save a new managed state with the SFC
core, the default description is being set to a string of what looks to
be hex numbers. I found the cause ... I'll fix this in the next release.
Note: I'd also like to hide the "find codes..." button if cheats.bml
isn't present, as well as update the SMP TEST register comment from
smp/timing.cpp
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
byuu says:
Changelog:
- GB core code cleanup completed
- GBA core code cleanup completed
- some more cleanup on missed processor/arm functions/variables
- fixed FC loading icarus bug
- "Load ROM File" icarus functionality restored
- minor code unification efforts all around (not perfect yet)
- MMIO->IO
- mmio.cpp->io.cpp
- read,write->readIO,writeIO
It's been a very long work in progress ... starting all the way back with
v094r09, but the major part of the higan code cleanup is now completed! Of
course, it's very important to note that this is only for the basic style:
- under_score functions and variables are now camelCase
- return-type function-name() are now auto function-name() -> return-type
- Natural<T>/Integer<T> replace (u)intT_n types where possible
- signed/unsigned are now int/uint
- most of the x==true,x==false tests changed to x,!x
A lot of spot improvements to consistency, simplicity and quality have
gone in along the way, of course. But we'll probably never fully finishing
beautifying every last line of code in the entire codebase. Still,
this is a really great start. Going forward, WIP diffs should start
being smaller and of higher quality once again.
I know the joke is, "until my coding style changes again", but ... this
was way too stressful, way too time consuming, and way too risky. I'm
too old and tired now for extreme upheavel like this again. The only
major change I'm slowly mulling over would be renaming the using
Natural<T>/Integer<T> = (u)intT; shorthand to something that isn't as
easily confused with the (u)int_t types ... but we'll see. I'll definitely
continue to change small things all the time, but for the larger picture,
I need to just accept the style I have and live with it.
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.
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
byuu says:
Changelog:
- restructured the project and removed a whole bunch of old/dead
directives from higan/GNUmakefile
- huge amounts of work on hiro/cocoa (compiles but ~70% of the
functionality is commented out)
- fixed a masking error in my ARM CPU disassembler [Lioncash]
- SFC: decided to change board cic=(411,413) back to board
region=(ntsc,pal) ... the former was too obtuse
If you rename Boolean (it's a problem with an include from ruby, not
from hiro) and disable all the ruby drivers, you can compile an
OS X binary, but obviously it's not going to do anything.
It's a boring WIP, I just wanted to push out the project structure
change now at the start of this WIP cycle.
byuu says:
Changelog:
- added Cocoa target: higan can now be compiled for OS X Lion
[Cydrak, byuu]
- SNES/accuracy profile hires color blending improvements - fixes
Marvelous text [AWJ]
- fixed a slight bug in SNES/SA-1 VBR support caused by a typo
- added support for multi-pass shaders that can load external textures
(requires OpenGL 3.2+)
- added game library path (used by ananke->Import Game) to
Settings->Advanced
- system profiles, shaders and cheats database can be stored in "all
users" shared folders now (eg /usr/share on Linux)
- all configuration files are in BML format now, instead of XML (much
easier to read and edit this way)
- main window supports drag-and-drop of game folders (but not game files
/ ZIP archives)
- audio buffer clears when entering a modal loop on Windows (prevents
audio repetition with DirectSound driver)
- a substantial amount of code clean-up (probably the biggest
refactoring to date)
One highly desired target for this release was to default to the optimal
drivers instead of the safest drivers, but because AMD drivers don't
seem to like my OpenGL 3.2 driver, I've decided to postpone that. AMD
has too big a market share. Hopefully with v093 officially released, we
can get some public input on what AMD doesn't like.
byuu says:
This will be another massive diff from the previous version.
All of higan was updated to use the new foo& bar syntax, and I also
updated switch statements to be consistent as well (but not in the
disassemblers, was starting to get an RSI just from what I already did.)
phoenix/{windows, cocoa, qt} need to be updated to use "string foo"
instead of "const string& foo", and after that, the major diffs should
be finished.
This archive is the first time I'm posting my copy-on-write,
size+capacity nall::string class, so any feedback on that is welcome as
well.
byuu says:
Basically just a project rename, with s/bsnes/higan and the new icon
from lowkee added in.
It won't compile on Windows because I forgot to update the resource.rc
file, and a path transform command isn't working on Windows.
It was really just meant as a starting point, so that v091 WIPs can flow
starting from .00 with the new name (it overshadows bsnes v091, so
publicly speaking this "shouldn't exist" and will probably be deleted
from Google Code when v092 is ready.)