byuu says:
So this turned out to be a rather unproductive ten-hour rabbit hole, but
...
I reworked nall/primitives.hpp a lot. And because the changes are
massive, testing of this WIP for regressions is critically important. I
really can't stress that enough, we're almost certainly going to have
some hidden regressions here ...
We now have a nall/primitives/ subfolder that splits up the classes into
manageable components. The bit-field support is now shared between both
Natural and Integer. All of the assignment operator overloads are now
templated and take references instead of values. Things like the
GSU::Register class are non-copyable on account of the function<>
object inside of it, and previously only operator= would work with
classes like that.
The big change is nall/primitives/operators.hpp, which is a really
elaborate system to compute the minimum number of bits needed for any
operation, and to return a Natural<T> or Integer<T> when one or both of
the arguments are such a type.
Unfortunately, it doesn't really work yet ... Kirby's Dream Land 3
breaks if we include operators.hpp. Zelda 3 runs fine with this, but I
had to make a huge amount of core changes, including introducing a new
ternary(bool, lhs, rhs) function to nall/algorithm to get past
Natural<X> and Natural<Y> not being equivalent (is_integral types get a
special exemption to ternary ?: type equivalence, yet it's impossible to
simulate with our own classes, which is bullshit.) The horrifying part
is that ternary() will evaluate both lhs and rhs, unlike ?:
I converted some of the functions to test ? uint(x) : uint(y), and
others to ternary(test, x, y) ... I don't have a strong preference
either way yet.
But the part where things may have gotten broken is in the changes to
where ternary() was placed. Some cases like in the GBA PPU renderer, it
was rather unclear the order of evaluations, so I may have made a
mistake somewhere.
So again, please please test this if you can. Or even better, look over
the diff.
Longer-term, I'd really like the enable nall/primitives/operators.hpp,
but right now I'm not sure why Kirby's Dream Land 3 is breaking. Help
would be appreciated, but ... it's gonna be really complex and difficult
to debug, so I'm probably gonna be on my own here ... sigh.
byuu says:
I added some useful new functions to nall/primitives:
auto Natural<T>::integer() const -> Integer<T>;
auto Integer<T>::natural() const -> Natural<T>;
These let you cast between signed and unsigned representation without
having to care about the value of T (eg if you take a Natural<T> as a
template parameter.) So for instance when you're given an unsigned type
but it's supposed to be a sign-extended type (example: signed
multiplication), eg Natural<T> → Integer<T>, you can just say:
x = y.integer() * z.integer();
The TLCS900H core gained some more pesky instructions such as DAA, BS1F,
BS1B.
I stole an optimization from RACE for calculating the overflow flag on
addition. Assuming: z = x + y + c;
Before: ~(x ^ y) & (x ^ z) & signBit;
After: (x ^ z) & (y ^ z) & signBit;
Subtraction stays the same. Assuming: z = x - y - c;
Same: (x ^ y) & (x ^ z) & signBit;
However, taking a speed penalty, I've implemented the carry computation
in a way that doesn't require an extra bit.
Adding before:
uint9 z = x + y + c;
c = z & 0x100;
Subtracting before:
uint9 z = x - y - c;
c = z & 0x100;
Adding after:
uint8 z = x + y + c;
c = z < x || z == x && c;
Subtracting after:
uint8 z = x - y - c;
c = z > x || z == x && c;
I haven't been able to code golf the new carry computation to be any
shorter, unless I include an extra bit, eg for adding:
c = z < x + c;
But that defeats the entire point of the change. I want the computation
to work even when T is uintmax_t.
If anyone can come up with a faster method, please let me know.
Anyway ... I also had to split off INC and DEC because they compute
flags differently (word and long modes don't set flags at all, byte mode
doesn't set carry at all.)
I also added division by zero support, although I don't know if it's
actually hardware accurate. It's what other emulators do, though.
byuu says:
So tired ... so much left to do still ... sigh.
If someone's up for some code golf, open to suggestions on how to handle
the INTNEST control register. It's the only pure 16-bit register on the
system, and it breaks my `map`/`load`/`store<uint8,16,32>` abstraction.
Basically what I suspect happens is when you access INTNEST in 32-bit
mode, the upper 16-bits are just undefined (probably zero.) But
`map<uint32>(INTNEST)` must return a uint32& or nothing at all. So for the
time being, I'm just making store(ControlRegister) check if it's the
INTNEST ID, and clearing the upper bits of the written byte in that
case. It's hacky, but ... it's the best I can think of.
I added LDX, which is a 900H-only instruction, and the control register
map is for the 900/H CPU. I found the detailed differences between the
CPUs, and it doesn't look likely that I'm gonna support the 900 or
900/H1 at all. Not that there was a reason to anyway, but it's nice to
support more stuff when possible. Oh well.
The 4-byte instruction fetch queue is going to have to get implemented
inside fetch, or just not implemented at all ... not like I'd be able to
figure out the details of it anyway.
The manual isn't clear on how the MULA flags are calculated, but since
MUL doesn't set any flags, I assume the flags are based on the addition
after the multiplication, eg:
uint32 a = indirect<int16>(XDE) * indirect<int16>(XHL);
uint32 b = reg16; //opcode parameter
uint32 c = a + b; //flags set based on a+b
No idea if it's right or not. It doesn't set carry or half-carry, so
it's not just simply the same as calling algorithmAdd.
Up to almost 70KB, not even halfway done, don't even have a disassembler
started yet. There's a real chance this could overtake the 68K for the
biggest CPU core in higan, although at this point I'm still thinking the
68K will end up larger.
byuu says:
So I spent the better part of eight hours refactoring the TLCS900H core
to be more flexible in light of new edge cases.
I'm now including the size information inside of the types (eg
Register<Byte>, Memory<Word>) rather than as parameters to the
instruction handlers. This allows me to eg implement RETI without
needing template arguments in all the instructions. pop(SR), pop(PC) can
deduce how much to pop off of the stack. It's still highly templated,
but not unrolling the 3-bit register indexes and instead going through
the switch table to access registers is going to hurt the performance a
good deal.
A benefit of this is that Register{A} != Register{WA} != Register{XWA}
anymore, despite them sharing IDs.
I also renamed read/write to load/store for the CPU core, because
implicit conversions are nasty. They all call the virtual read/write.
I added more instructions, improved the memory addressing mode support,
and some other things.
I got rid of Byte, Word, Long because there's too many alternate sizes
needed: int8, int16, uint24, etc.
Ran into a really annoying C++ case ...
struct TLCS900H {
template<typename T> auto store(Register<T> target, T source) -> void;
};
If you call store(Register<uint32>(x), uint16(y)); it errors out since
the T types don't match. But you can't specialize it:
template<typename T, typename U> auto store(Register<T>, U) -> void;
template<typename U> auto TLCS900H::store<uint32, U>(Register<uint32>, U) -> void;
Because somehow it's 2019 and we still can't do partial template
specialization inside classes ...
So as a result, I had to make T source be type uint32 even for
Register<uint8> and Register<uint16>. Doesn't matter too much, just
annoying.
byuu says:
This probably won't fix the use of register yet (I imagine ruby and hiro
will complain now), but ... oh well, it's a start. We'll get it
compiling again eventually.
I added JP, JR, JRL, LD instructions this time around. I'm also starting
to feel that Byte, Word, Long labels for the TLCS900H aren't really
working. There's cases of needing uint24, int8, int16, ... it may just
be better to name the types instead of trying to be fancy.
At this point, all of the easy instructions are in. Now it's down to a
whole lot of very awkward bit-manipulation and special-use instructions.
Sigh.
byuu says:
For this WIP, I added more TLCS900H instructions. All of the
ADC,ADD,SBB/SBC,SUB,AND,OR,XOR.CP,PUSH,POP instructions are in.
Still an incredible amount of work left to do on this core ... it has all kinds
of novel instructions that aren't on any other processors.
Still no disassembler support yet, so I can't even test what I'm doing. Fun!
byuu says:
I started working on the Toshiba TLCS900H CPU core today.
It's basically, "what if we took the Z80, added in 32-bit support, added
in SPARC register windows, added a ton of additional addressing modes,
added control registers, and added a bunch of additional instructions?"
-- or in other words, it's basically hell for me.
It took several hours just to wrap my head around the way the opcode
decoder needed to function, but I think I have a decent strategy for
implementing it now.
I should have all of the first-byte register/memory address decoding in
place, although I'm sure there's lots of bugs. I don't have anything in
the way of a disassembler yet.
byuu says:
Changelog:
- Interface::displays() -> vector<Display> → Interface::display() -> Display
- <Platform::videoRefresh(display>, ...) → <Platform::videoFrame>(...)
- <Platform::audioSample>(...) → <Platform::audioFrame>(...)
- higan, icarus: use AboutDialog class instead of ad-hoc
implementations
- about dialog is now modal, but now has a clickable website URL
- icarus: reverted if constexpr for now
- MSX: implemented basic CPU, VDP support
I took out the multiple displays support thing because it was never
really implemented fully (Emulator::Video and the GUIs both ignored it)
or used anyway. If it ends up necessary in the future, I'll worry about
it then.
There's enough MSX emulation now to run Mr. Do! without sound or input.
I'm shipping higan with C-BIOS 0.29a, although it likely won't be good
enough in the future (eg it can't do BASIC, floppy disk, or cassette
loading.) I have keyboard and (not working) AY-3-8910 support in a
different branch, so that won't take too long to implement. Main problem
is naming all the darned keyboard keys. I think I need to change
settings.bml's input mapping lines so that the key names are values
instead of node names, so that any characters can appear inside of them.
It turns out my MSX set uses .rom for the file extensions ... gods. So,
icarus can't really import them like this. I may have to re-design
icarus' importer to stop caring about the file extension and instead ask
you what kind of games you are importing. There's no way icarus can
heuristically guess what systems the images belong to, because many
systems don't have any standardized magic bytes.
I'm struggling with where to put SG-1000, SC-3000, ColecoVision, Coleco
Adam stuff. I think they need to be split to two separate higan
subfolders (sg and cv, most likely ...) The MS/GG share a very
customized and extended VDP that the other systems don't have. The Sega
and Coleco older hardware share the same TMS9918 as the MSX, yet have
very different memory maps and peripherals that I don't want to mix
together. Especially if we start getting into the computer-variants
more.
Debian has served us well, but byuu would like to start using C++17 features
which generally requires GCC7. Debian Stable only has GCC6 right now, while
Ubuntu LTS has the required version, so that should get things going again.
byuu says:
The biggest change was improving WonderSwan emulation. With help from
trap15, I tracked down a bug where I was checking the wrong bit for
reverse DMA transfers. Then I also emulated VTOTAL to support variable
refresh rate. Then I improved HyperVoice emulation which should be
unsigned samples in three of four modes. That got Fire Lancer running
great. I also rewrote the disassembler. The old one disassembled many
instructions completely wrong, and deviated too much from any known x86
syntax. I also emulated some of the quirks of the V30 (two-byte POP into
registers fails, SALC is just XLAT mirrored, etc) which probably don't
matter unless someone tries to run code to verify it's a NEC CPU and not
an Intel CPU, but hey, why not?
I also put more work into the MSX skeleton, but it's still just a
skeleton with no real emulation yet.
byuu says:
Changelog:
- nall: converted range, iterator, vector to 64-bit
- added (very poor) ColecoVision emulation (including Coleco Adam
expansion)
- added MSX skeleton
- added Neo Geo Pocket skeleton
- moved audio,video,resource folders into emulator folder
- SFC heuristics: BS-X Town cart is "ZBSJ" [hex_usr]
The nall change is for future work on things like BPA: I need to be able
to handle files larger than 4GB. It is extremely possible that there are
still some truncations to 32-bit lurking around, and even more
disastrously, possibly some -1s lurking that won't sign-extend to
`(uint64_t)0-1`. There's a lot more classes left to do: `string`,
`array_view`, `array_span`, etc.
byuu says:
Changelog:
- added all pre-requisite to make install rule (note: only for higan,
icarus so far)
- added SG-1000 emulation
- added SC-3000 emulation (no keyboard support yet)
- added MS graphics mode 1 emulation (SC-1000)
- added MS graphics mode 2 emulation (F-16 Fighter)
- improve Audio::process() to prevent a possible hang
- higan: repeat monaural audio to both left+right speakers
- icarus: add heuristics for importing MSX games (not emulated in
higan yet in this WIP)
- added DC bias removal filter [jsd1982]
- improved Audio::Stream::reset() [jsd1982]
I was under the impression that the 20hz highpass filter would have
removed DC bias ... if not, then I don't know why I added that filter to
all of the emulation cores that have it. In any case, if anyone is up
for helping me out ... if we could analyze the output with and without
the DC bias filter to see if it's actually helping, then I'll enable it
if it is. To enable it, edit
higan/audio/stream.cpp::addDCRemovalFilter() and remove the return
statement at the top of the function.
At some point, higan moved system metadata from higan/profile to higan/systems.
Also, higan's Super Famicom core added config options of its own, which it now
writes out.
byuu says:
Changelog:
- moved to GCC 8.2 and C++17
- fixed compilation under FreeBSD 12.0
- don't read beyond the file size in
SuperFamicom::Cartridge::loadMemory
- add missing I/O cycle HuC6280::instructionImmediate
- serialize Mega Drive's Game Genie state
- serialize SPC7110::Thread information
- enable 30-bit color depth support under the GLX/OpenGL 2.0 driver
(doesn't work with OpenGL 3.2 yet)
The 30-bit color depth option isn't super useful, but why not? I need to
update ruby to detect that the display is actually capable of it before
exposing an option that can result in the driver failing to initialize,
however.
Changes include:
- The "Library" menu was replaced with the "Systems" menu
- The "Settings" menu was reorganised
- Game Boy rumble is now under the MBC5 "controller" for the cartridge "port",
instead of being presented as a part of the base console
- Import instructions now mention that icarus ships with some firmware files,
and describe the "Firmware" directory that icarus will use for firmware
it needs.
- Apparently the correct name is "MSU1", not "MSU-1"
- v107 changes the way MSU1 data is stored in game folders
- PowerFest '94 import instructions removed, since I can't get it to work
with v107
- Links to the official forum have been replaced with links to the unofficial
forum archive, since the official forum is shutting down
- Links to Mercurial Magic updated to point at qwertymodo's archive, since
hex_usr is no longer developing it
- Links to nSide updated, since hex_usr no longer uses GitHub.
- Windows build instructions now describe a compiler that is actually
maintained, instead of stale TDM64-GCC.
- Linux build instructions now mention higan requires SDL 2.0.
- minor wording changes, typos, broken links fixed, etc.
The latest WIP renames icarus/database and icarus/firmware to
icarus/Database and icarus/Firmware (in title case).
Also, somewhere along the line we stopped building icarus for higan/Linux,
which seems an oversight.
byuu says:
This synchronizes bsnes/higan with many recent internal nall changes.
This will be the last WIP until I am situated in Japan. Apologies for the
bugfixes that didn't get applied yet, I ran out of time.
byuu says:
Changelog:
- sfc: completed BS Memory Cassette emulation (sans bugs, of course --
testing appreciated)
- bsnes: don't strip - on MSU1 track names in game ROM mode
[hex_usr]
I'm going with "metadata.bml" for the flash metadata filename for the
time being, but I'll say that it's subject to change. I'll have to make
a new extension for it to be supported with bsnes.
byuu says:
Changelog:
- gb/mbc7: rewrote the 93LCx6 EEPROM emulation
- sfc/slot/bsmemory: rewrote the flash emulation for Satellaview
cartridges
As of this release, flash-based BS Memory cartridges will be writable.
So without the bsnes patch to disable write limits, some games will lock
out after a few plays.
byuu says:
Changelog:
- sfc/cx4: added missing instructions [info from Overload]
- sfc/cx4: added instruction cache emulation [info from ikari]
- sfc/sa1: don't let CPU access SA1-only I/O registers, and vice versa
- sfc/sa1: fixed IRQs that were broken from the recent WIP
- sfc/sa1: significantly improved bus conflict emulation
- all tests match hardware now, other than HDMA ROM↔ROM, which
is 0.5 - 0.8% too fast
- sfc/cpu: fixed a bug with DMA→CPU alignment timing
- sfc/cpu: removed the DMA pipe; performs writes on the same cycles as
reads [info from nocash]
- sfc/memory: fix a crashing bug due to not clearing Memory size field
[hex_usr]
- bsnes/gb: use .rtc for real-time clock file extensions on the Game
Boy [hex_usr]
- ruby/cgl: compilation fix [Sintendo]
Now let's see if I can accept being off by ~0.65% on one of twelve SA1
timing tests for the time being and prioritize much more important
things or not.
byuu says:
This release adds ikari's Cx4 notes to bsnes. It fixes the MMX2 intro's
boss fight sequence to be frame perfect to real hardware. It's also very
slightly faster than before.
I've also added an option to toggle the CPU↔coprocessor cycle
synchronization to the emulation settings panel, so you don't have to
recompile to get the more accurate SA1 timings. I'm most likely going to
default this to disabled in bsnes, and *maybe* enabled in higan out of
the box.
StaticRAM (wasn't used) and MappedRAM are gone from the Super Famicom
core. Instead, there's now ReadableMemory, WritableMemory, and
ProtectedMemory (WritableMemory with a toggle for write protection.)
Cartridge::loadMap now takes a template Memory object, which bypasses an
extra virtual function call on memory accesses, but it doesn't really
impact speed much. Whatever.
byuu says:
I added (imperfect) memory conflict timing to the SA1.
Before:
- WRAM↔↔ROM ran 7% too fast
- ROM↔↔ROM ran 100% too fast
- WRAM↔↔IRAM ran 7% too fast
- ROM↔↔IRAM ran 7% too fast
- IRAM↔↔IRAM ran 287% too fast
- BWRAM↔↔BWRAM ran 100% too fast
- HDMA ROM↔↔ROM ran 15% too fast
- HDMA WRAM↔↔ROM ran 15% too fast
- DMA ROM↔↔ROM ran 100% too fast
After:
- ROM↔↔ROM runs 14% too fast
- HDMA WRAM↔↔ROM runs 7% too fast
- DMA ROM↔↔ROM runs 4% too fast
If you enable this with the fast PPU + DSP, your framerate in SA1 games
will drop by 51%. And even if you disable it, you'll still lose 9% speed
in SA1 games, and 2% speed in non-SA1 games, because of changes needed
to make this support possible.
By default, I'm leaving this off. Compile with `-DACCURATE_SA1` (or
uncomment the line in sfc/sfc.hpp) if you want to try it out.
This'll almost certainly cause some SA1 regressions, so I guess we'll
tackle those as they arise.
byuu says:
Changelog:
- fixed bug in Emulator::Game::Memory::operator bool()
- nall: renamed view<string> back to `string_view`
- nall:: implemented `array_view`
- Game Boy: split cartridge-specific input mappings (rumble,
accelerometer) to their own separate ports
- Game Boy: fixed MBC7 accelerometer x-axis
- icarus: Game Boy, Super Famicom, Mega Drive cores output internal
header game titles to heuristics manifests
- higan, icarus, hiro/gtk: improve viewport geometry configuration;
fixed higan crashing bug with XShm driver
- higan: connect Video::poll(),update() functionality
- hiro, ruby: several compilation / bugfixes, should get the macOS
port compiling again, hopefully [Sintendo]
- ruby/video/xshm: fix crashing bug on window resize
- a bit hacky; it's throwing BadAccess Xlib warnings, but they're
not fatal, so I am catching and ignoring them
- bsnes: removed Application::Windows::onModalChange hook that's no
longer needed [Screwtape]
byuu says:
The main thing I worked on today was emulating the MBC7 EEPROM.
And... I have many things to say about that, but not here, and not now...
The missing EEPROM support is why the accelerometer was broken. Although
it's not evidently clear that I'm emulating the actual values
incorrectly. I'll think about it and get it fixed, though.
bsnes went from ~308fps to ~328fps, and I don't even know why. Probably
something somewhere in the 140KB of changes to other things made in this
WIP.
byuu says:
The Windows port can now run the emulation while navigating menus,
moving windows, and resizing windows. The main window also doesn't try
so hard to constantly clear itself. This may leave a bit of unwelcome
residue behind in some video drivers during resize, but under most
drivers, it lets you resize without a huge amount of flickering.
On all platforms, I now also run the emulation during MessageWindow
modal events, where I didn't before.
I'm thinking we should probably mute the audio during modal periods,
since it can generate a good deal of distortion.
The tooltip timeout was increased to ten seconds.
On Windows, the enter key can now activate buttons, so you can more
quickly dismiss MessageDialog windows. This part may not actually work
... I'm in the middle of trying to get messages out of the global
`Application_windowProc` hook and into the individual `Widget_windowProc`
hooks, so I need to do some testing.
I fixed a bug where changing the input driver wouldn't immediately
reload the input/hotkey settings lists properly.
I also went from disabling the driver "Change" button when the currently
active driver is selected in the list, to instead setting it to say
"Reload", and I also added a tool tip to the input driver reload button,
advising that if you're using DirectInput or SDL, you can hit "Reload"
to rescan for hotplugged gamepads without needing to restart the
emulator. XInput and udev have auto hotswap support. If we can ever get
that into DirectInput and SDL, then I'll remove the tooltip. But
regardless, the reload functionality is nice to have for all drivers.
I'm not sure what should happen when a user changes their driver
selection while a game is loaded, gets the warning dialog, chooses not
to change it, and then closes the emulator. Currently, it will make the
change happen the next time you start the emulator. This feels a bit
unexpected, but when you change the selection without a game loaded, it
takes immediate effect. So I'm not really sure what's best here.
byuu says:
This release fixes the XAudio 2.1 and WASAPI drivers on Windows, and
extends XAudio to support device selection (eg headphones, speakers,
monitor, etc.) It also adds DRC to XAudio, however it's not currently
working.
The code is courtesy of Talarubi, I just botched it somewhere upon
porting it to the newer version of ruby.
byuu says:
I've added tool tips to hiro for Windows, GTK, and Qt. I'm unsure how to
add them for Cocoa. I wasted am embarrassing ~14 hours implementing tool
tips from scratch on Windows, because the `TOOLTIPS_CLASS` widget just
absolutely refused to show up, no matter what I tried. As such, they're
not quite 100% native, but I would really appreciate any patch
submissions to help improve my implementation.
I added tool tips to all of the confusing settings in bsnes. And of
course, for those of you who don't like them, there's a configuration
file setting to turn them off globally.
I also improved Mega Drive handling of the Game Genie a bit, and
restructured the way the Settings class works in bsnes.
Starting now, I'm feature-freezing bsnes and higan. From this point
forward:
- polishing up and fixing bugs caused by the ruby/hiro changes
- adding DRC to XAudio2, and maybe exclusive mode to WGL
- correcting FEoEZ (English) to load and work again out of the box
Once that's done, a final beta of bsnes will go out, I'll fix any
reported bugs that I'm able to, and then v107 should be ready. This time
with higan being functional, but marked as v107 beta. v108 will restore
higan to production status again, alongside bsnes.
byuu says:
I fixed all outstanding bugs that I'm aware of, including all of the
errata I listed yesterday.
And now it's time for lots of regression testing.
After that, I need to add Talarubi's XAudio2 DRC code, and then get a
new public bsnes WIP out for final testing.
New errata: when setting an icon (nall::image) larger than a Canvas on
Windows, it's not centering the image, so you end up seeing the overscan
area in the state manager previews, and the bottom of the image gets cut
off. I also need to forcefully disable the Xlib screensaver disable
support. I think I'll remove the GUI option to bypass it as well, and
just force screensaver disable always on with Windows. I'll improve it
in the future to toggle the effect between emulator pauses.
byuu says:
Everything *should* be working again, but of course that won't
actually be the case. Here's where things stand:
- bsnes, higan, icarus, and genius compile and run fine on FreeBSD
with GTK
- ruby video and audio drivers are untested on Windows, macOS, and
Linux
- hiro is untested on macOS
- bsnes' status bar is not showing up properly with hiro/qt
- bsnes and higan's about screen is not showing up properly with
hiro/qt (1x1 window size)
- bsnes on Windows crashes often when saving states, and I'm not sure
why ... it happens inside Encode::RLE
- bsnes on Windows crashes with ruby.input.windows (unsure why)
- bsnes on Windows fails to show the verified emblem on the status bar
properly
- hiro on Windows flickers when changing tabs
To build the Windows bsnes and higan ports, use
ruby="video.gdi audio.directsound"
Compilation error logs for Linux will help me fix the inevitable list of
typos there. I can fix the typos on other platforms, I just haven't
gotten to it yet.
The WonderSwan Color came out in 2000 and the GBA in 2001, so technically
they're not "video-game consoles of the 1980s and 1990s". Since there's no
elegant way to talk about the 2000-2009 timespan, let's just not mention
dates at all.
byuu says:
Changes to hiro will break all but the GTK target. Not that it matters
much given that the only ruby drivers that function are all on BSD
anyway.
But if you are fortunate enough to be able to run this ... you'll find
lots of polishing improvements to the bsnes GUI. I posted some
screenshots on Twitter, if anyone were interested.
byuu says:
Okay, so the WIPs-within-WIPs thing wasn't achieving its desired effect,
and it ended up causing me to have to redo some work on hiro since my
last local snapshot was of r52. So, heck it. I'll just do mostly
non-functional WIPs for a bit, and worry about the fallout years later
when I'm trying to find an emulation regression and cursing that the
WIPs aren't compiling.
I ported all of the ruby input drivers to the new syntax, as well as the
OpenAL driver. If you patch the ruby drivers for Linux with this in
mind, bsnes should compile and run there again.
Also, the bsnes program icon has returned, now that the new hiro layout
code is mature enough and I can simply add and remove the icon as a
Canvas instead of having to try and render into a viewport. The icon
shows up instantly with the main window.
byuu says:
I've completed moving all the class objects from `unique_pointer<T>` to
just T. The one exception is the Emulator::Interface instance. I can
absolutely make that a global object, but only in bsnes where there's
just the one emulation core.
I also moved all the SettingsWindow and ToolsWindow panels out to their
own global objects, and fixed a very difficult bug with GTK TabFrame
controls.
The configuration settings panel is now the emulator settings panel. And
I added some spacing between bold label sections on both the emulator
and driver settings panels.
I gave fixing ComboButtonItem my best shot, given I can't reproduce the
crash. Probably won't work, though.
Also made a very slight consistency improvement to ruby and renamed
driverName() to driver().
...
An important change ... as a result of moving bsnes to global objects,
this means that the constructors for all windows run before the
presentation window is displayed. Before this change, only the
presentation window was constructed first berore displaying it, followed
by the construction of the rest of the GUI windows.
The upside to this is that as soon as you see the main window, the GUI
is ready to go without a period where it's unresponsive.
The downside to this is it takes about 1.5 seconds to show the main
window, compared to around 0.75 seconds before.
I've no intention of changing that back. So if the startup time becomes
a problem, then we'll just have to work on optimizing hiro, so that it
can construct all the global Window objects quicker. The main way to do
that would be to not do calls to the Layout::setGeometry functions for
every widget added, and instead wait until the window is displayed. But
I don't have an easy way to do that, because you want the widget
geometry values to be sane even before the window is visible to help
size certain things.
byuu says:
These WIPs-within-WIPs are getting more and more broken ... this isn't
going the way I wanted.
But ... this time around, I've revamped the entire ruby API again, to
solve a bunch of tough problems that have always made using ruby really
clunky.
But there are *so many* ruby drivers that it's going to take a long
time to work through them all. This WIP is only going to run bsnes, and
only on FreeBSD, and only with some drivers.
hiro's Application::initialize() now calls hiro::initialize(), which you
define inside of your hiro apps. This lets you call
Application::setName(...) before anything else in hiro runs. This is
essential on Xorg to set program icons, for instance.
With the ruby rewrite and the change to hiro, I can get away from the
need to make everything in bsnes/higan pointers to objects, and can now
just declare them as regular objects.
byuu wrote:
Sigh ...
asio.hpp needs #include <nall/windows/registry.hpp>
[Since the last WIP, byuu also posted the following message. -Ed.]
ruby drivers have all been updated (but not tested outside of BSD), and
I redesigned the settings window. The driver functionality all exists on
a new "Drivers" panel, the emulator/hack settings go to a
"Configuration" panel, and the video/audio panels lose driver settings.
As does the settings menu and its synchronize options.
I want to start pushing toward a v107 release. Critically, I will need
DirectSound and ALSA to support dynamic rate control. I'd also like to
eliminate the other system manifest.bml files. I need to update the
cheat code database format, and bundle at least a few quark shaders --
although I still need to default to Direct3D on Windows.
Turbo keys would be nice, if it's not too much effort. Aside from
netplay, it's the last significant feature I'm missing.
I think for v107, higan is going to be a bit rough around the edges
compared to bsnes. And I don't think it's practical to finish the bsnes
localization support.
I'm thinking we probably want another WIP to iron out any critical
issues, but this time there should be a feature freeze with the next
WIP.
byuu says:
Sigh, I seem to be spiraling a bit here ... but the work is very
important. Hopefully I can get a solid WIP together soon. But for now...
I've integrated dynamic rate control into ruby::Audio via
setDynamic(bool) for now. It's very demanding, as you would expect. When
it's not in use, I realized the OSS driver's performance was pretty bad
due to calling write() for every sample for every channel. I implemented
a tiny 256-sample buffer and bsnes went from 290fps to 330fps on my
FreeBSD desktop. It may be possible to do the same buffering with DRC,
but for now, I'm not doing so, and adjusting the audio input frequency
on every sample.
I also added ruby::Video::setFlush(bool), which is available only in the
OpenGL drivers, and this causes glFinish() to be called after swapping
display buffers. I really couldn't think of a good name for this, "hard
GPU sync" sounds kind of silly. In my view, flush is what commits queued
events. Eg fflush(). OpenGL of course treats glFlush differently (I
really don't even know what the point of it is even after reading the
manual ...), and then has glFinish ... meh, whatever. It's
setFlush(bool) until I come up with something better. Also as expected,
this one's a big hit to performance.
To implement the DRC, I started putting helper functions into the ruby
video/audio/input core classes. And then the XVideo driver started
crashing. It took hours and hours and hours to track down the problem:
you have to clear XSetWindowAttributes to zero before calling
XCreateWindow. No amount of `--sync`, `gdb break gdk_x_error`, `-Og`,
etc will make Xlib be even remotely helpful in debugging errors like
this.
The GLX, GLX2, and XVideo drivers basically worked by chance before. If
the stack frame had the right memory cleared, it worked. Otherwise it'd
crash with BadValue, and my changing things broke that condition on the
XVideo driver. So this has been fixed in all three now.
Once XVideo was running again, I realized that non-power of two video
sizes were completely broken for the YUV formats. It took a while, but I
managed to fix all of that as well.
At this point, most of ruby is going to be broken outside of FreeBSD, as
I still need to finish updating all the drivers.
byuu says:
Once again, I wasn't able to complete a full WIP revision.
This WIP-WIP adds very sophisticated emulation of the Sega Genesis
Lock-On and Game Genie cartridges ... essentially, through recursion and
a linked list, higan supports an infinite nesting of cartridges.
Of course, on real hardware, after you stack more than three or four
cartridges, the power draw gets too high and things start glitching out
more and more as you keep stacking. I've heard that someone chained up
to ten Sonic & Knuckles cartridges before it finally became completely
unplayable.
And so of course, higan emulates this limitation as well ^-^. On the
fourth cartridge and beyond, it will become more and more likely that
address and/or data lines "glitch" out randomly, causing various
glitches. It's a completely silly easter egg that requires no speed
impact whatsoever beyond the impact of the new linked list cartridge
system.
I also designed the successor to Emulator::Interface::cap,get,set. Those
were holdovers from the older, since-removed ruby-style accessors.
In its place is the new Emulator::Interface::configuration,configure
API. There's the usual per-property access, and there's also access to
read and write all configurable options at once. In essence, this
enables introspection into core-specific features.
So far, you can control processor version#s, PPU VRAM size, video
settings, and hacks. As such, the .sys/manifest.bml files are no longer
necessary. Instead, it all goes into .sys/configuration.bml, which is
generated by the emulator if it's missing.
higan is going to take this even further and allow each option under
"Systems" to have its own editable configuration file. So if you wanted,
you could have a 1/1/1 SNES menu option, and a 2/1/3 SNES menu option.
Or a Model 1 Genesis option, and a Model 2 Genesis option. Or the
various Game Boy model revisions. Or an "SNES-Fast" and "SNES-Accurate"
option.
I've not fully settled on the syntax of the new configuration API. I
feel it might be useful to provide type information, but I really quite
passionately hate any<T> container objects. For now it's all
string-based, because strings can hold anything in nall.
I might also change the access rules. Right now it's like:
emulator→configure("video/blurEmulation", true); but it might be nicer
as "Video::Blur Emulation", or "Video.BlurEmulation", or something like
that.
byuu says:
I stand corrected, I managed to create and even larger diff than ever.
This one weighs in at 309KiB `>__>`
I'll have to create a changelog later, I'm too tired right now to go
through all of that.
byuu says:
I failed to complete a WIP, have five of eight cores updated with some
major changes to Emulator::Interface. I'll just post a quick temporary
WIP in the off chance someone wants to look over the new interface and
comment on it.
Also implemented screen saver suppression into hiro/GTK.
I should also add ... a plan of mine is to develop target-bsnes into a
more generic user interface, with the general idea being that
target-higan is for multiple Emulator::Interface cores at the same time,
and target-bsnes is for just one Emulator::Interface core.
The idea being that if one were to compile target-bsnes with the GBA
core, it'd become bgba, for instance.
I don't plan on releasing single-core emulators like this, but ... I don't see any downsides to being more flexible.
byuu says:
Changelog:
- added `Emulator::Interface::connected(uint port) -> uint device;`
- higan, bsnes: updated emulators to use the new
Emulator::Interface::connected() function
- hiro: fixed Object::cast<T> finally
So, Emulator::Interface::connected() solves two annoying problems at the
same time.
First, on first run of the emulator when the settings file is blank, it
will retrieve the default "sane" device ID, which is usually a gamepad
for a controller port, or nothing for an expansion/extension port.
Second, if you were to select a multi-port device, like the NES Four
Score, the core will set the other port to the Four Score device as
well, and the GUIs query connected() right after any call to connect(),
so it gets updated without needing a system for the emulation core to
send messages alerting the GUI of changes.
byuu says:
Changelog:
- emulator/video,audio: various cleanups
- emulator/audio: removed reverb effect (it breaks very badly on
high-frequency systems)
- emulator/audio: the Nyquist anti-aliasing lowpass filter is now
generated automatically instead of set per-core
- at 44.1KHz output, it's set to 22KHz; at 48KHz, it's set to
22KHz; at 96KHz, it's set to 25KHz
- this filter now takes the bsnes emulation speed setting into
account
- all system/video.cpp files removed; inlined in System::power() and
Interface::set() instead
- sfc/cpu: pre-compute `HTIME` as `HTIME+1<<2` for faster comparisons of
HIRQs
- sfc/cpu: re-add check to block IRQs on the last dot of each frame
(minor speed hit)
- hiro/gtk3: fixed headers for Linux compilation finally
- hiro/gtk,qt: fixed settings.cpp logic so initial values are used
when no settings.bml file exists
- hiro/gtk: started a minor experiment to specify theming information
in settings.bml files
- nall/dsp: allow the precision type (double) to be overridden (to
float)
- nall: add some helpers for generating pre-compiled headers
- it was a failure to try using them for higan, however ...
- nall: add some helpers for reading fallback values from empty
`Markup::Node[search]` statements
Todo:
- CRITICAL: a lot of my IRQ/NMI/HDMA timing tests are failing with the
fast PPU ... need to figure out why
- space between Emulator::video functions and Emulator::audio
functions in gb/system/system.cpp
- remove Audio/Reverb/Enable from settings.bml in target-bsnes
byuu says:
This is a fairly radical WIP with extreme changes to lots of very
important parts.
The result is a ~7% emulation speedup (with bsnes, unsure how much it
helps higan), but it's quite possible there are regressions. As such, I
would really appreciate testing as many games as possible ... especially
the old finnicky games that had issues with DMA and/or interrupts.
One thing to note is that I removed an edge case test that suppresses
IRQs from firing on the very last dot of every field, which is a
behavior I've verified on real hardware in the past. I feel that the
main interrupt polling function (the hottest portion of the entire
emulator) is not the appropriate place for it, and I should instead
factor it into assignment of NMITIMEN/VTIME/HTIME using the new
io.irqEnable (==virqEnable||hirqEnable) flag. But since I haven't done
that yet ... there's an old IRQ test ROM of mine that'll fail for this
WIP. No commercial games will ever rely on this, so it's fine for
testing.
Changelog:
- sfc/cpu.smp: inlined the global status functions
- sfc/cpu: added readRAM, writeRAM to use a function pointer instead
of a lambda for WRAM access
- sfc/cpu,smp,ppu/counter: updated reset functionality to new style
using class inline initializers
- sfc/cpu: fixed power(false) to invoke the reset vector properly
- sfc/cpu: completely rewrote DMA handling to have per-channel
functions
- sfc/cpu: removed unused joylatch(), io.joypadStrobeLatch
- sfc/cpu: cleaned up io.cpp handlers
- sfc/cpu: simplified interrupt polling code using
nall::boolean::flip(),raise(),lower() functions
- sfc/ppu/counter: cleaned up the class significantly and also
optimized things for efficiency
- sfc/ppu/counter: emulated PAL 1368-clock long scanline when
interlace=1, field=1, vcounter=311
- sfc/smp: factored out the I/O and port handlers to io.cpp
byuu says:
The problems with the Windows and Qt4 ports have all been resolved,
although there's a fairly gross hack on a few Qt widgets to not destruct
once Application::quit() is called to avoid a double free crash (I'm
unsure where Qt is destructing the widgets internally.) The Cocoa port
compiles again at least, though it's bound to have endless problems. I
improved the Label painting in the GTK ports, which fixes the background
color on labels inside TabFrame widgets.
I've optimized the Makefile system even further.
I added a "redo state" command to bsnes, which is created whenever you
load the undo state. There are also hotkeys for both now, although I
don't think they're really something you want to map hotkeys to.
I moved the nall::Locale object inside hiro::Application, so that it can
be used to translate the BrowserDialog and MessageDialog window strings.
I improved the Super Game Boy emulation of `MLT_REQ`, fixing Pokemon
Yellow's custom border and probably more stuff.
Lots of other small fixes and improvements. Things are finally stable
once again after the harrowing layout redesign catastrophe.
Errata:
- ICD::joypID should be set to 3 on reset(). joypWrite() may as well
take uint1 instead of bool.
- hiro/Qt: remove pWindow::setMaximumSize() comment; found a
workaround for it
- nall/GNUmakefile: don't set object.path if it's already set (allow
overrides before including the file)
byuu says:
This is probably the largest code-change diff I've done in years.
I spent four days working 10-16 hours a day reworking layouts in hiro
completely.
The result is we now have TableLayout, which will allow for better
horizontal+vertical combined alignment.
Windows, GTK2, and now GTK3 are fully supported.
Windows is getting the initial window geometry wrong by a bit.
GTK2 and GTK3 work perfectly. I basically abandoned trying to detect
resize signals, and instead keep a list of all hiro windows that are
allocated, and every time the main loop runs, it will query all of them
to see if they've been resized. I'm disgusted that I have to do this,
but after fighting with GTK for years, I'm about sick of it. GTK was
doing this crazy thing where it would trigger another size-allocate
inside of a previous size-allocate, and so my layouts would be halfway
through resizing all the widgets, and then the size-allocate would kick
off another one. That would end up leaving the rest of the first layout
loop with bad widget sizes. And if I detected a second re-entry and
blocked it, then the entire window would end up with the older geometry.
I started trying to build a message queue system to allow the second
layout resize to occur after the first one completed, but this was just
too much madness, so I went with the simpler solution.
Qt4 has some geometry problems, and doesn't show tab frame layouts
properly yet.
Qt5 causes an ICE error and tanks my entire Xorg display server, so ...
something is seriously wrong there, and it's not hiro's fault. Creating
a dummy Qt5 application without even using hiro, just int main() {
TestObject object; } with object performing a dynamic\_cast to a derived
type segfaults. Memory is getting corrupted where GCC allocates the
vtables for classes, just by linking in Qt. Could be somehow related to
the -fPIC requirement that only Qt5 has ... could just be that FreeBSD
10.1 has a buggy implementation of Qt5. I don't know. It's beyond my
ability to debug, so this one's going to stay broken.
The Cocoa port is busted. I'll fix it up to compile again, but that's
about all I'm going to do.
Many optimizations mean bsnes and higan open faster. GTK2 and GTK3 both
resize windows very quickly now.
higan crashes when you load a game, so that's not good. bsnes works
though.
bsnes also has the start of a localization engine now. Still a long way
to go.
The makefiles received a rather substantial restructuring. Including the
ruby and hiro makefiles will add the necessary compilation rules for
you, which also means that moc will run for the qt4 and qt5 targets, and
windres will run for the Windows targets.