Commit Graph

4 Commits

Author SHA1 Message Date
Tim Allen 77ac5f9e88 Update to v106r35 release.
byuu says:

Changelog:

  - sfc/ppu-fast: fixed overscan crash
  - sfc/ppu-fast: fixed direct color mode
  - sfc: reconnected MSU1 support
      - higan: game.sfc/msu1/data.rom, game.sfc/msu1/track-#.pcm
      - bsnes: game.msu, game-#.pcm
  - bsnes: added cheat code editor
  - bsnes: added cheat code database support
  - sfc/ppu-fast: clear overscan lines when overscan disabled
  - sfc: output 223/239 lines instead of 224/240 lines
  - bsnes: fix aspect correction calculation
  - bsnes: crop line 224 when overscan masking is enabled
  - bsnes: exposed Expansion Port menu; but hid “21fx” from the list of
    devices
  - bsnes: tools menu is hidden until a game is loaded
  - ruby/input/keyboard/quartz: fixed compilation error

So only bsnes the automated overscan cropping option. In higan, you can
crop however many lines you like from the top or bottom of the image.
But for bsnes, it automatically eats sixteen lines. My view right now is
that if bsnes is meant to be the casual gaming emulator, that it should
eat line 224 in this mode. Most games show content here, but because of
the way the SNES PPU works, the very last line ends up on its very own
tile row (line 0 isn't rendered), if the scroll registers don't account
for it. There's a small number of games that will draw junk data to the
very last scanline of the frame as a result of this. So I chose, at
least for now, to hide it. Users can obviously disable overscan cropping
to see this scanline. I'm open to being convinced not to do this, if
someone has a compelling reason.

We're pretty much screwed one way or the other with no overscan masking.
If we output 239 lines, then most games will render 7 blank lines + 224
drawn lines + 8 blank lines, and the black top and bottom aren't
centered. But if we output 240 lines to get 8 + 224 + 8, then games that
do use overscan will have a blank line at the very bottom of the window.

I'm also trying out a modified cheat code file format. It's been forever
since I bothered to look at it, and the “cartridge” parent node doesn't
match what I'm doing with trying to rename “cartridge” to “game” in
manifests. And indeed, the idea of requiring a root node is rather
superfluous for a cheat code file. Current format looks like this:

    cheat
      description: foo
      code: 7e2000=20+7e2001=30?40
      enabled

    cheat
      description: bar
      code: 7e4000=80

Open to discussing this, and I'd like to sync up with Snes9X before they
push out a new release, and I'll agree to finalize and never change this
format again.

I chose to use .cht for the extension when using game files (eg
gamename.cht)
2018-06-03 23:14:42 +10:00
Tim Allen 07995c05a5 Update to v100 release.
byuu says:

higan has finally reached v100!

I feel it's important to stress right away that this is not "version
1.00", nor is it a major milestone release. Rather than arbitrary version
numbers, all of my software simply bumps version numbers by one for each
official release. As such, higan v100 is simply higan's 100th release.

That said, the primary focus of this release has been code
clean-ups. These are always somewhat dangerous in that regressions are
possible. We've tested through sixteen WIP revisions, one of which was
open to the public, to try and minimize any regressions. But all the same,
please report any regressions if you discover any.

Changelog (since v099):
FC: render during pixels 1-256 instead of 0-255 [hex_usr]
FC: rewrote controller emulation code
SFC: 8% speedup over the previous release thanks to PPU optimizations
SFC: fixed nasty DB address wrapping regression from v099
SFC: USART developer controller removed; superseded by 21fx
SFC: Super Multitap option removed from controller port 1; ports
    renamed 2-5
SFC: hidden option to experiment with 128KB VRAM (strictly for novelty)
higan: audio volume no longer divided by number of audio streams
higan: updated controller polling code to fix possible future mapping
    issues
higan: replaced nall/stream with nall/vfs for file-loading subsystem
tomoko: can now load multi-slotted games via command-line
tomoko: synchronize video removed from UI; still available in the
    settings file
tomoko, icarus: can navigate to root drive selection on Windows
all: major code cleanups and refactoring (~1MB diff against v099)

Note 1: the audio volume change means that SGB and MSU1 games won't
lose half the volume on the SNES sounds anymore. However, if one goes
overboard and drives the sound all the way to max volume with the MSU1,
clamping may occur. The obvious solution is not to drive volume that high
(it will vastly overpower the SNES audio, which usually never exceeds
25% volume.) Another option is to lower the volume in the audio settings
panel to 50%. In general, neither is likely to ever be necessary.

Note 2: the synchronize video option was hidden from the UI because it
is no longer useful. With the advent of compositors, the loss of the
complicated timing settings panel, support for the WonderSwan and its
75hz display, the need to emulate variable refresh rate behaviors in the
Game Boy, the unfortunate latency spike and audio distortion caused by
long Vsync pauses, and the arrival of adaptive sync technology ... it
no longer makes sense to present this option. However, as stated, you
can edit settings.bml to enable this option anyway if you insist and
understand the aforementioned risks.

Changelog (since v099r16 open beta):

- fixed MSU1 audio sign extension
- fixed compilation with SGB support disabled
- icarus can now navigate to root directory
- fixed compilation issues with OS X port
- (hopefully) fixed label height issue with hiro that affected icarus
  import dialog
- (mostly) fixed BS Memory, Sufami Turbo slot loading

Errata:

- forgot to remove the " - Slot A", " - Slot B" suffixes for Sufami
  Turbo slot loading
  - this means you have to navigate up one folder and then into Sufami
    Turbo/ to load games for this system
- moving WonderSwan orientation controls to the device slot is causing
  some nastiness
  - can now select orientation from the main menu, but it doesn't rotate
    the display
2016-07-08 22:04:59 +10:00
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.
2016-06-26 18:54:12 +10:00
Tim Allen 47d4bd4d81 Update to v096r01 release.
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.
2015-12-30 17:54:59 +11:00