Commit Graph

9 Commits

Author SHA1 Message Date
Tim Allen 4344b916b6 Update to v094r40 release.
byuu says:

Changelog:
- updated to newest hiro API
- SFC performance profile builds once again
- hiro: Qt port completed

Errata 1: the hiro/Qt target won't run tomoko just yet. Starts by
crashing inside InputSettings because hiro/Qt isn't forcefully selecting
the first item added to a ComboButton just yet. Even with a monkey patch
to get around that, the UI is incredibly unstable. Lots of geometry
calculation bugs, and a crash when you try and access certain folders in
the browser dialog. Lots of work left to be done there, sadly.

Errata 2: the hiro/Windows port has black backgrounds on all ListView
items. It's because I need to test for unassigned colors and grab the
default Windows brush colors in those cases.

Note: alternating row colors on multi-column ListView widgets is gone
now. Not a bug. May add it back later, but I'm not sure. It doesn't
interact nicely with per-cell background colors.

Things left to do:

First, I have to fix the Windows and Qt target bugs.

Next, I need to go through and revise the hiro API even more (nothing
too major.)

Next, I need to update icarus to use the new hiro API, and add support
for the SFC games database.

Next, I have to rewrite my TSV->BML cheat code tool.

Next, I need to post a final WIP of higan+icarus publicly and wait a few
days.

Next, I need to fix any bugs reported from the final WIP that I can.

Finally, I should be able to release v095.
2015-08-18 20:18:00 +10:00
Tim Allen 0271d6a12b Update to v094r39 release.
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.
2015-08-04 19:02:04 +10:00
Tim Allen 092cac9073 Update to v094r37 release.
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.
2015-07-14 19:32:43 +10:00
Tim Allen ecb35cac33 Update to v094r36 release (open beta).
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
2015-07-02 20:24:56 +10:00
Tim Allen ea02f1e36a Update to v094r31 release.
byuu says:

This WIP scores 448/920 tests passed.

Gave a shot at ROM prefetch that failed miserably (ranged from 409 to
494 tests passed. Nowhere near where it would be if it were implemented
correctly.)

Three remaining issues:
- ROM prefetch
- DMA timing
- timers (I suspect it's a 3-clock delay in starting, not a 3-clock into
  the future affair)

Probably only going to be able to get the timers working without heroic
amounts of effort.

MUL timing is fixed to use idle cycles.
STMIA is fixed to set sequential at the right moments.
DMA priority support is added, so DMA 0 can interrupt DMA 1 mid-transfer.

In other news ...

I'm calling gtk_widget_destroy on the GtkWindow now, so hopefully those
Window_configure issues go away.

I realize I was leaking Display* handles in the X-video driver while
I was looking at it, so I fixed those.

I added DT_NOPREFIX so the Windows ListView will show & characters
correctly now.
2015-06-25 19:52:32 +10:00
Tim Allen 20cc6148cb Update to v094r27 release.
byuu says:

Added AWJ's fixes for alt/cpu (Tetris Attack framelines issue) and
alt/dsp (Thread::clock reset)

Added fix so that the taskbar entry appears when the application first
starts on Windows.

Fixed checkbox toggling inside of list views on Windows.

Updated nall/image to properly protect variables that should not be
written externally.

New Object syntax for hiro is in.

Fixed the backwards-typing on Windows with the state manager.
NOTE: the list view isn't redrawing when you change the description
text. It does so on the cheat editor because of the resizeColumns call;
but that shouldn't be necessary. I'll try and fix this for the next WIP.
2015-06-18 20:48:53 +10:00
Tim Allen bb3c69a30d Update to v094r25 release.
byuu says:

Windows port should run mostly well now, although exiting fullscreen
breaks the application in a really bizarre way. (clicking on the window
makes it sink to background rather than come to the foreground o_O)

I also need to add the doModalChange => audio.clear() thing for the
accursed menu stuttering with DirectSound.

I also finished porting all of the ruby drivers over to the newer API
changes from nall.

Since I can't compile the Linux or OS X drivers, I have no idea if there
are any typos that will result in compilation errors. If so, please let
me know where they're at and I'll try and fix them. If they're simple,
please try and fix them on your end to test further if you can.

I'm hopeful the udev crash will be gone now that nall::string checks for
null char* values passed to its stringify function. Of course, it's
a problem it's getting a null value in the first place, so it may not
work at all.

If you can compile on Linux (or by some miracle, OS X), please test each
video/audio/input driver if you don't mind, to make sure there's no
"compiles okay but still typos exist" bugs.
2015-06-16 20:30:04 +10:00
Tim Allen f0c17ffc0d Update to v094r24 release.
byuu says:

Finally!! Compilation works once again on Windows.

However, it's pretty buggy. Modality isn't really working right, you can
still poke at other windows, but when you select ListView items, they
redraw as empty boxes (need to process WM_DRAWITEM before checking
modality.)

The program crashes when you close it (probably a ruby driver's term()
function, that's what it usually is.)

The Layout::setEnabled(false) call isn't working right, so you get that
annoying chiming sound and cursor movement when mapping keyboard keys to
game inputs.

The column sizing seems off a bit on first display for the Hotkeys tab.

And probably lots more.
2015-06-16 20:30:04 +10:00
Tim Allen a512d14628 Update to v094r09 release.
byuu says:

This will easily be the biggest diff in the history of higan. And not in
a good way.

* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)

For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.

Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.

Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.

My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-28 12:52:53 +11:00