byuu says:
Changelog:
- moved Thread, Scheduler, Cheat functionality into emulator/ for
all cores
- start of actual Mega Drive emulation (two 68K instructions)
I'm going to be rather terse on MD emulation, as it's too early for any
meaningful dialogue here.
byuu says:
Changelog:
- nall::lstring -> nall::string_vector
- added IntegerBitField<type, lo, hi> -- hopefully it works correctly...
- Multitap 1-4 -> Super Multitap 2-5
- fixed SFC PPU CGRAM read regression
- huge amounts of SFC PPU IO register cleanups -- .bits really is lovely
- re-added the read/write(VRAM,OAM,CGRAM) helpers for the SFC PPU
- but they're now optimized to the realities of the PPU (16-bit data
sizes / no address parameter / where appropriate)
- basically used to get the active-display overrides in a unified place;
but also reduces duplicate code in (read,write)IO
byuu says:
Changelog:
- (u)int(max,ptr) abbreviations removed; use _t suffix now [didn't feel
like they were contributing enough to be worth it]
- cleaned up nall::integer,natural,real functionality
- toInteger, toNatural, toReal for parsing strings to numbers
- fromInteger, fromNatural, fromReal for creating strings from numbers
- (string,Markup::Node,SQL-based-classes)::(integer,natural,real)
left unchanged
- template<typename T> numeral(T value, long padding, char padchar)
-> string for print() formatting
- deduces integer,natural,real based on T ... cast the value if you
want to override
- there still exists binary,octal,hex,pointer for explicit print()
formatting
- lstring -> string_vector [but using lstring = string_vector; is
declared]
- would be nice to remove the using lstring eventually ... but that'd
probably require 10,000 lines of changes >_>
- format -> string_format [no using here; format was too ambiguous]
- using integer = Integer<sizeof(int)*8>; and using natural =
Natural<sizeof(uint)*8>; declared
- for consistency with boolean. These three are meant for creating
zero-initialized values implicitly (various uses)
- R65816::io() -> idle() and SPC700::io() -> idle() [more clear; frees
up struct IO {} io; naming]
- SFC CPU, PPU, SMP use struct IO {} io; over struct (Status,Registers) {}
(status,registers); now
- still some CPU::Status status values ... they didn't really fit into
IO functionality ... will have to think about this more
- SFC CPU, PPU, SMP now use step() exclusively instead of addClocks()
calling into step()
- SFC CPU joypad1_bits, joypad2_bits were unused; killed them
- SFC PPU CGRAM moved into PPU::Screen; since nothing else uses it
- SFC PPU OAM moved into PPU::Object; since nothing else uses it
- the raw uint8[544] array is gone. OAM::read() constructs values from
the OAM::Object[512] table now
- this avoids having to determine how we want to sub-divide the two
OAM memory sections
- this also eliminates the OAM::synchronize() functionality
- probably more I'm forgetting
The FPS fluctuations are driving me insane. This WIP went from 128fps to
137fps. Settled on 133.5fps for the final build. But nothing I changed
should have affected performance at all. This level of fluctuation makes
it damn near impossible to know whether I'm speeding things up or slowing
things down with changes.
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:
- fixed FC AxROM / VRC7 regression
- BitField split to BooleanBitField/NaturalBitField (in preparation
for IntegerBitField)
- BitFieldReference removed
- GB CPU cleaned up
- GB Cartridge + Mappers cleaned up
- SFC CGRAM is now emulated as uint15[256] instead of uint[512]
- sfc/ppu/memory.cpp no longer needed; removed
- purged SFC Debugger hooks for now (some of the operator[] calls were
bypassing them anyway)
Unfortunately, for reasons that defy all semblance of logic, the CGRAM
change caused a slight speed hit. As have the last few changes. We're
now down to around 129.5fps compared to 123.fps for v099 and 134.5fps
at our peak (v099r01-r02).
I really like the style I came up with for the Game Boy mappers to settle
the purpose(ROM,RAM) vs (rom,ram)Purpose naming convention. If I ever get
around to redoing the NES mappers, that's likely the approach I'll take.
byuu says:
Changelog:
- NES PPU core updated to use BitFields (absolutely massive improvement
in code readability)
- NES APU core updated to new coding style
- NES cartridge/board and cartridge/chip updated to new coding style
- pushed NES PPU rendering one dot forward (doesn't fix King's Quest V
yet, sadly)
- fixed SNES PPU BG tilemask for 128KiB VRAM mode (doesn't fix Yoshi's
Island, though)
So ... I kind of went overboard with the fc/cartridge changes. This WIP
diff is 185KiB >_>
I didn't realize it was going to be as big a task as it was, but once
I started everything broke in a chain reaction, so I had to do it all
at once.
There's a massive chance we've broken a bunch of NES things. Any typos
in this WIP are going to be absolutely insidious to track down =(
But ... supposing I pulled it off, this means the Famicom core is now
fully converted to the new coding style as well. That leaves only the
GB and GBA cores. Once those are finished, then we'll finally be free
of these gigantic hellspawn diffs.
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.
byuu says:
Changelog:
- Emulator::Interface::Medium::bootable removed
- Emulator::Interface::load(bool required) argument removed
[File::Required makes no sense on a folder]
- Super Famicom.sys now has user-configurable properties (CPU,PPU1,PPU2
version; PPU1 VRAM size, Region override)
- old nall/property removed completely
- volatile flags supported on coprocessor RAM files now (still not in
icarus, though)
- (hopefully) fixed SNES Multitap support (needs testing)
- fixed an OAM tiledata range clipping limit in 128KiB VRAM mode (doesn't
fix Yoshi's Island, sadly)
- (hopefully, again) fixed the input polling bug hex_usr reported
- re-added dialog box for when File::Required files are missing
- really cool: if you're missing a boot ROM, BIOS ROM, or IPL ROM,
it warns you immediately
- you don't have to select a game before seeing the error message
anymore
- fixed cheats.bml load/save location
byuu says:
Changelog:
- nall/vfs work 100% completed; even SGB games load now
- emulation cores now call load() for the base cartridges as well
- updated port/device handling; portmask is gone; device ID bug should
be resolved now
- SNES controller port 1 multitap option was removed
- added support for 128KiB SNES PPU VRAM (for now, edit sfc/ppu/ppu.hpp
VRAM::size=0x10000; to enable)
Overall, nall/vfs was a huge success!! We've substantially reduced
the amount of boilerplate code everywhere, while still allowing (even
easier than before) support for RAM-based game loading/saving. All of
nall/stream is dead and buried.
I am considering removing Emulator::Interface::Medium::id and/or
bootable flag. Or at least, doing something different with it. The
values for the non-bootable GB/BS/ST entries duplicate the ID that is
supposed to be unique. They are for GB/GBC and WS/WSC. Maybe I'll use
this as the hardware revision selection ID, and then gut non-bootable
options. There's really no reason for that to be there. I think at one
point I was using it to generate library tabs for non-bootable systems,
but we don't do that anymore anyway.
Emulator::Interface::load() may not need the required flag anymore ... it
doesn't really do anything right now anyway.
I have a few reasons for having the cores load the base cartridge. Most
importantly, it is going to enable a special mode for the WonderSwan /
WonderSwan Color in the future. If we ever get the IPLROMs dumped ... it's
possible to boot these systems with no games inserted to set user profile
information and such. There are also other systems that may accept being
booted without a cartridge. To reach this state, you would load a game and
then cancel the load dialog. Right now, this results in games not loading.
The second reason is this prevents nasty crashes when loading fails. So
if you're missing a required manifest, the emulator won't die a violent
death anymore. It's able to back out at any point.
The third reason is consistency: loading the base cartridge works the
same as the slot cartridges.
The fourth reason is Emulator::Interface::open(uint pathID)
values. Before, the GB, SB, GBC modes were IDs 1,2,3 respectively. This
complicated things because you had to pass the correct ID. But now
instead, Emulator::Interface::load() returns maybe<uint> that is nothing
when no game is selected, and a pathID for a valid game. And now open()
can take this ID to access this game's folder contents.
The downside, which is temporary, is that command-line loading is
currently broken. But I do intend on restoring it. In fact, I want to do
better than before and allow multi-cart booting from the command-line by
specifying the base cartridge and then slot cartridges. The idea should
be pretty simple: keep a queue of pending filenames that we fill from
the command-line and/or drag-and-drop operations on the main window,
and then empty out the queue or prompt for load dialogs from the UI
when booting a system. This also might be a bit more unorthodox compared
to the traditional emulator design of "loadGame(filename)", but ... oh
well. It's easy enough still.
The port/device changes are fun. We simplified things quite a bit. The
portmask stuff is gone entirely. While ports and devices keep IDs,
this is really just sugar-coating so UIs can use for(auto& port :
emulator->ports) and access port.id; rather than having to use for(auto
n : range(emulator->ports)) { auto& port = emulator->ports[n]; ... };
but they should otherwise generally be identical to the order they appear
in their respective ranges. Still, don't rely on that.
Input::id is gone. There was no point since we also got rid of the nasty
Input::order vector. Since I was in here, I went ahead and caved on the
pedantics and renamed Input::guid to Input::userData.
I removed the SNES controller port 1 multitap option. Basically, the only
game that uses this is N-warp Daisakusen and, no offense to d4s, it's
not really a good game anyway. It's just a quick demo to show 8-players
on the SNES. But in the UI, all it does is confuse people into wasting
time mapping a controller they're never going to use, and they're going
to wonder which port to use. If more compelling use cases for 8-players
comes about, we can reconsider this. I left all the code to support this
in place, so all you have to do is uncomment one line to enable it again.
We now have dsnes emulation! :D
If you change PPU::VRAM::size to 0x10000 (words), then you should now
have 128KiB of VRAM. Even better, it serializes the used-VRAM size,
so your save states shouldn't crash on you if you swap between the two
(though if you try this, you're nuts.)
Note that this option does break commercial software. Yoshi's Island in
particular. This game is setting A15 on some PPU register writes, but
not on others. The end result of this is things break horribly in-game.
Also, this option is causing a very tiny speed hit for obvious reasons
with the variable masking value (I'm even using size-1 for now.) Given
how niche this is, I may just leave it a compile-time constant to avoid
the overhead cost. Otherwise, if we keep the option, then it'll go into
Super Famicom.sys/manifest.bml ... I'll flesh that out in the near-future.
----
Finally, some fun for my OCD ... my monitor suddenly cut out on me
in the middle of working on this WIP, about six hours in of non-stop
work. Had to hit a bunch of ctrl+alt+fN commands (among other things)
and trying to log in headless on another TTY to do issue commands,
trying to recover the display. Finally power cycled the monitor and it
came back up. So all my typing ended up going to who knows where.
Usually this sort of thing terrifies me enough that I scrap a WIP and
start over to ensure I didn't screw anything up during the crashed screen
when hitting keys randomly.
Obviously, everything compiles and appears to work fine. And I know
it's extremely paranoid, but OCD isn't logical, so ... I'm going
to go over every line of the 100KiB r07->r08 diff looking for any
corruption/errors/whatever.
----
Review finished.
r08 diff review notes:
- fc/controller/gamepad/gamepad.cpp:
use uint device = ID::Device::Gamepad; not id = ...;
- gb/cartridge/cartridge.hpp:
remove redundant uint _pathID; (in Information::pathID already)
- gb/cartridge/cartridge.hpp:
pull sha256 inside Information
- sfc/cartridge/load/cpp:
add " - Slot (A,B)" to interface->load("Sufami Turbo"); to be more
descriptive
- sfc/controller/gamepad/gamepad.cpp:
use uint device = ID::Device::Gamepad; not id = ...;
- sfc/interface/interface.cpp:
remove n variable from the Multitap device input generation loop
(now unused)
- sfc/interface/interface.hpp:
put struct Port above struct Device like the other classes
- ui-tomoko:
cheats.bml is reading from/writing to mediumPaths(0) [system folder
instead of game folder]
- ui-tomoko:
instead of mediumPaths(1) - call emulator->metadataPathID() or something
like that
byuu says:
Changelog:
- (hopefully) fixed BS Memory and Sufami Turbo slot loading
- ported GB, GBA, WS cores to use nall/vfs
- completely removed loadRequest, saveRequest functionality from
Emulator::Interface and ui-tomoko
- loadRequest(folder) is now load(folder)
- save states now use a shared Emulator::SerializerVersion string
- whenever this is bumped, all older states will break; but this makes
bumping state versions way easier
- also, the version string makes it a lot easier to identify
compatibility windows for save states
- SNES PPU now uses uint16 vram[32768] for memory accesses [hex_usr]
NOTE: Super Game Boy loading is currently broken, and I'm not entirely
sure how to fix it :/
The file loading handoff was -really- complicated, and so I'm kind of
at a loss ... so for now, don't try it.
Everything else should theoretically work, so please report any bugs
you find.
So, this is pretty much it. I'd be very curious to hear feedback from
people who objected to the old nall/stream design, whether they are
happy with the new file loading system or think it could use further
improvements.
The 16-bit VRAM turned out to be a wash on performance (roughly the same
as before. 1fps slower on Zelda 3, 1fps faster on Yoshi's Island.) The
main reason for this was because Yoshi's Island was breaking horribly
until I changed the vramRead, vramWrite functions to take uint15 instead
of uint16.
I suspect the issue is we're using uint16s in some areas now that need
to be uint15, and this game is setting the VRAM address to 0x8000+,
causing us to go out of bounds on memory accesses.
But ... I want to go ahead and do something cute for fun, and just because
we can ... and this new interface is so incredibly perfect for it!! I
want to support an SNES unit with 128KiB of VRAM. Not out of the box,
but as a fun little tweakable thing. The SNES was clearly designed to
support that, they just didn't use big enough VRAM chips, and left one
of the lines disconnected. So ... let's connect it anyway!
In the end, if we design it right, the only code difference should be
one area where we mask by 15-bits instead of by 16-bits.
byuu says:
Changelog:
- Super Famicom core converted to use nall/vfs
- excludes Super Game Boy; since that's invoked from inside the GB core
This was definitely the major obstacle to test nall/vfs'
applicability. Things worked out pretty great in the end.
We went from 22.0KiB (cartridge) + 18.6KiB (interface) to 24.5KiB
(cartridge) + 11.4KiB (interface). Or 40.7KiB to 36.0KiB. This removes
a very large source of indirection. Before it was: "coprocessor <=>
cartridge <=> interface" for loading and saving data, and now it's just
"coprocessor <=> cartridge". And it may make sense to eventually turn
this into just "cartridge -> coprocessor" by making each coprocessor
class handle its own markup parsing.
It's nice to have all the manifest parsing in one location (well, sans
MSU1); but it's also nice for loading/unloading to be handled by each
coprocessor itself. So I'll have to think longer about that one.
I've also started handling Interface::save() differently. Instead of
keeping track of memory IDs and filenames, and iterating through that
vector of objects ... instead I now have a system that mirrors the markup
parsing on loading, but handles saving instead. This was actually the
reason the code size savings weren't more significant, but I like this
style more. As before, it removes an extra level of indirection.
So ... next up, I need to port over the GB, then GBA, then WS
cores. These shouldn't take too long since they're all very simple with
just ROM+RAM(+RTC) right now. Then get the SGB callbacks using vfs. Then
after that, gut all the old stream stuff from nall and higan. Kill the
(load,save)Request stuff, rename the load(Gamepak)Request to something
simpler, and then we should be good.
Anyway ... these are some huge changes.
byuu says:
Changelog:
- lots of code cleanups to processor/r6502 (the switch.cpp file is only
halfway done ...)
- lots of code cleanups to fc/cpu
- removed fc/input
- implemented fc/controller
hex_usr, you may not like this, but I want to keep the controller port
and expansion port interface separate, like I do with the SNES. I realize
the NES' is used more for controllers, and the SNES' more for hardware
expansions, but ... they're not compatible pinouts and you can't really
connect one to the other.
Right now, I've only implemented the controller portion. I'll have to
get to the peripheral portion later.
Also, the gamepad implementation there now may be wrong. It's based off
the Super Famicom version obviously. I'm not sure if the Famicom has
different behavior with latching $4016 writes, or not. But, it works in
Mega Man II, so it's a start.
Everyone, be sure to remap your controls, and then set port 1 -> gamepad
after loading your first Famicom game with the new WIP.
byuu says:
Time for a new release. There are a few important emulation improvements
and a few new features; but for the most part, this release focuses on
major code refactoring, the details of which I will mostly spare you.
The major change is that, as of v099, the SNES balanced and performance
cores have been removed from higan. Basically, in addition to my five
other emulation cores, these were too much of a burden to maintain. And
they've come along as far as I was able to develop them. If you need to
use these cores, please use these two from the v098 release.
I'm very well aware that ~80% of the people using higan for SNES
emulation were using the two removed profiles. But they simply had
to go. Hopefully in the future, we can compensate for their loss by
increasing the performance of the accuracy core.
Changelog (since v098):
SFC: balanced profile removed
SFC: performance profile removed
SFC: expansion port devices can now be changed during gameplay (atlhough
you shouldn't)
SFC: fixed bug in SharpRTC leap year calculations
SFC: emulated new research findings for the S-DD1 coprocessor
SFC: fixed CPU emulation-mode wrapping bug with pei, [dp], [dp]+y
instructions [AWJ]
SFC: fixed Super Game Boy bug that caused the bottom tile-row to flicker
in games
GB: added MBC1M (multi-cart) mapper; icarus can't detect these so manual
manifests are needed for now
GB: corrected return value when HuC3 unmapped RAM is read; fixes Robopon
[endrift]
GB: improved STAT IRQ emulation; fixes Altered Space, etc [endrift,
gekkio]
GB: partial emulation of DMG STAT write IRQ bug; fixes Legend of Zerd,
Road Rash, etc
nall: execute() fix, for some Linux platforms that had trouble detecting
icarus
nall: new BitField class; which allows for simplifying flag/register
emulation in various cores
ruby: added Windows WASAPI audio driver (experimental)
ruby: remove attempts to call glSwapIntervalEXT (fixes crashing on some
Linux systems)
ui: timing settings panel removed
video: restored saturation, gamma, luminance settings
video: added new post-emulation sprite system; light gun cursors are
now higher-resolution
audio: new resampler (6th-order Butterworth biquad IIR); quite a bit
faster than the old one
audio: added optional basic reverb filter (for fun)
higan: refresh video outside cooperative threads (workaround for shoddy
code in AMD graphics drivers)
higan: individual emulation cores no longer have unique names
higan: really substantial code refactoring; 43% reduction in binary size
Off the bat, here are the known bugs:
hiro/Windows: focus stealing bug on startup. Needs to be fixed in hiro,
not with a cheap hack to tomoko.
higan/SFC: some of the coprocessors are saving some volatile memory to
disk. Completely harmless, but still needs to be fixed.
ruby/WASAPI: some sound cards have a lot of issues with the current driver
(eg FitzRoy's). We need to find a clean way to fix this before it
can be made the default driver. Which would be a huge win because
the latency improvements are substantial, and in exclusive mode,
WASAPI allows G-sync to work very well.
[From the v099 WIP thread, here's the changelog since v098r19:
- GB: don't force mode 1 during force-blank; fixes v098r16 regression
with many Game Boy games
- GB: only perform the STAT write IRQ bug during vblank, not hblank
(still not hardware accurate, though)
-Ed.]
byuu says:
Changelog:
- improved attenuation of biquad filter by computing butterworth Q
coefficients correctly (instead of using the same constant)
- adding 1e-25 to each input sample into the biquad filters to try and
prevent denormalization
- updated normalization from [0.0 to 1.0] to [-1.0 to +1.0]; volume/reverb
happen in floating-point mode now
- good amount of work to make the base Emulator::Audio support any number
of output channels
- so that we don't have to do separate work on left/right channels;
and can instead share the code for each channel
- Emulator::Interface::audioSample(int16 left, int16 right); changed to:
- Emulator::Interface::audioSample(double* samples, uint channels);
- samples are normalized [-1.0 to +1.0]
- for now at least, channels will be the value given to
Emulator::Audio::reset()
- fixed GUI crash on startup when audio driver is set to None
I'm probably going to be updating ruby to accept normalized doubles as
well; but I'm not sure if I will try and support anything other 2-channel
audio output. It'll depend on how easy it is to do so; perhaps it'll be
a per-driver setting.
The denormalization thing is fierce. If that happens, it drops the
emulator framerate from 220fps to about 20fps for Game Boy emulation. And
that happens basically whenever audio output is silent. I'm probably
also going to make a nall/denormal.hpp file at some point with
platform-specific functionality to set the CPU state to "denormals as
zero" where applicable. I'll still add the 1e-25 offset (inaudible)
as another fallback.
byuu says:
Changelog:
- fixed nall/path.hpp compilation issue
- fixed ruby/audio/xaudio header declaration compilation issue (again)
- cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the
file was whitespace overkill)
- added null terminator entry to nall/windows/utf8.hpp argc[] array
- nall/windows/guid.hpp uses the Windows API for generating the GUID
- this should stop all the bug reports where two nall users were
generating GUIDs at the exact same second
- fixed hiro/cocoa compilation issue with uint# types
- fixed major higan/sfc Super Game Boy audio latency issue
- fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions
- major cleanups to higan/processor/r65816 core
- merged emulation/native-mode opcodes
- use camel-case naming on memory.hpp functions
- simplify address masking code for memory.hpp functions
- simplify a few opcodes themselves (avoid redundant copies, etc)
- rename regs.* to r.* to match modern convention of other CPU cores
- removed device.order<> concept from Emulator::Interface
- cores will now do the translation to make the job of the UI easier
- fixed plurality naming of arrays in Emulator::Interface
- example: emulator.ports[p].devices[d].inputs[i]
- example: vector<Medium> media
- probably more surprises
Major show-stoppers to the next official release:
- we need to work on GB core improvements: LY=153/0 case, multiple STAT
IRQs case, GBC audio output regs, etc.
- we need to re-add software cursors for light guns (Super Scope,
Justifier)
- after the above, we need to fix the turbo button for the Super Scope
I really have no idea how I want to implement the light guns. Ideally,
we'd want it in higan/video, so we can support the NES Zapper with the
same code. But this isn't going to be easy, because only the SNES knows
when its output is interlaced, and its resolutions can vary as
{256,512}x{224,240,448,480} which requires pixel doubling that was
hard-coded to the SNES-specific behavior, but isn't appropriate to be
exposed in higan/video.
byuu says:
Changelog:
- GB: support modeSelect and RAM for MBC1M (Momotarou Collection)
- audio: implemented native resampling support into Emulator::Stream
- audio: removed nall::DSP completely
Unfortunately, the new resampler didn't turn out quite as fast as I had
hoped. The final hermite resampling added some overhead; and I had to
bump up the kernel count to 500 from 400 to get the buzzing to go away
on my main PC. I think that's due to it running at 48000hz output
instead of 44100hz output, maybe?
Compared to Ryphecha's:
(NES) Mega Man 2: 167fps -> 166fps
(GB) Mega Man II: 224fps -> 200fps
(WSC) Riviera: 143fps -> 151fps
Odd that the WS/WSC ends up faster while the DMG/CGB ends up slower.
But this knocks 922 lines down to 146 lines. The only files left in all
of higan not written (or rewritten) by me are ruby/xaudio2.h and
libco/ppc.c
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:
- WS/WSC: re-added support for screen rotation (code is inside WS core)
- ruby: changed sample(uint16_t left, uint16_t right) to sample(int16_t
left, int16_t right);
- requires casting to uint prior to shifting in each driver, but
I felt it was misleading to use uint16_t just to avoid that
- ruby: WASAPI is now built in by default; has wareya's improvements,
and now supports latency adjust
- tomoko: audio settings panel has new "Exclusive Mode" checkbox for
WASAPI driver only
- note: although the setting *does* take effect in real-time, I'd
suggest restarting the emulator after changing it
- tomoko: audio latency can now be set to 0ms (which in reality means
"the minimum supported by the driver")
- all: increased cothread size from 512KiB to 2MiB to see if it fixes
bullshit AMD driver crashes
- this appears to cause a slight speed penalty due to cache locality
going down between threads, though
byuu says:
Changelog:
- SFC: fixed behavior of 21fx $21fe register when no device is connected
(must return zero)
- SFC: reduced 21fx buffer size to 1024 bytes in both directions to
mirror the FT232H we are using
- SFC: eliminated dsp/modulo-array.hpp [1]
- higan: implemented higan/video interface and migrated all cores to it
[2]
[1] the echo history buffer was 8-bytes, so there was no need for it at
all here. Not sure what I was thinking. The BRR buffer was 12-bytes, and
has very weird behavior ... but there's only a single location in the
code where it actually writes to this buffer. It's much easier to just
write to the buffer three times there instead of implementing an entire
class just to abstract away two lines of code. This change actually
boosted the speed from ~124.5fps to around ~127.5fps, but that's within
the margin of error for GCC. I doubt it's actually faster this way.
The DSP core could really use a ton of work. It comes from a port of
blargg's spc_dsp to my coding style, but he was extremely fond of using
32-bit signed integers everywhere. There's a lot of opportunity to
remove red tape masking by resizing the variables to their actual state
sizes.
I really need to find where I put spc_dsp6.sfc from blargg. It's a great
test to verify if I've made any mistakes in my implementation that would
cause regressions. Don't suppose anyone has it?
[2] so again, the idea is that higan/audio and higan/video are going to
sit between the emulation cores and the user interfaces. The hope is to
output raw encoding data from the emulation cores without having to
worry about the video display format (generally 24-bit RGB) of the host
display. And also to avoid having to repeat myself with eg three
separate implementations of interframe blending, and so on.
Furthermore, the idea is that the user interface can configure its side
of the settings, and the emulation cores can configure their sides.
Thus, neither has to worry about the other end. And now we can spin off
new user interfaces much easier without having to mess with all of these
things.
Right now, I've implemented color emulation, interframe blending and
SNES horizontal color bleed. I did not implement scanlines (and
interlace effects for them) yet, but I probably will at some point.
Further, for right now, the WonderSwan/Color screen rotation is busted
and will only show games in the horizontal orientation. Obviously this
must be fixed before the next official release, but I'll want to think
about how to implement it.
Also, the SNES light gun pointers are missing for now.
Things are a bit messy right now as I've gone through several revisions
of how to handle these things, so a good house cleaning is in order once
everything is feature-complete again. I need to sit down and think
through how and where I want to handle things like light gun cursors,
LCD icons, and maybe even rasterized text messages.
And obviously ... higan/audio is still just nall::DSP's headers. I need
to revamp that whole interface. I want to make it quite powerful with
a true audio mixer so I can handle things like
SNES+SGB+MSU1+Voicer-Kun+SNES-CD (five separate audio streams at once.)
The video system has the concept of "effects" for things like color
bleed and interframe blending. I want to extend on this with useful
other effects, such as NTSC simulation, maybe bringing back my mini-HQ2x
filter, etc. I'd also like to restore the saturation/gamma/luma
adjustment sliders ... I always liked allowing people to compensate for
their displays without having to change settings system-wide. Lastly,
I've always wanted to see some audio effects. Although I doubt we'll
ever get my dream of CoreAudio-style profiles, I'd like to get some
basic equalizer settings and echo/reverb effects in there.
byuu says:
Changelog:
- SFC: fixed a regression on auto joypad polling due to missing
parentheses
- SFC: exported new PPU::vdisp() const -> uint; function [1]
- SFC: merged PPU MMIO functions into the read/write handles (as
I previously did for the CPU)
- higan: removed individual emulator core names (bnes, bsnes, bgb, bgba,
bws) [2] Forgot:
- to remove /tomoko from the about dialog
[1] note that technically I was relying on the cached, per-frame
overscan setting when the CPU and light guns were polling the number of
active display scanlines per frame. This was technically incorrect as
you can change this value mid-frame and it'll kick in. I've never seen
any game toggle overscan every frame, we only know about this because
anomie tested this a long time ago. So, nothing should break, but ...
you know how the SNES is. You can't even look at the code without
something breaking, so I figured I'd mention it >_>
[2] I'll probably keep referring to the SNES core as bsnes anyway.
I don't mind if you guys use the b<system> names as shorthand. The
simplification is mostly to make the branding easier.
byuu says:
Changelog:
- fixed nall/windows/guard.hpp
- fixed hiro/(windows,gtk)/header.hpp
- fixed Famicom PPU OAM reads (mask the correct bits when writing)
[hex_usr]
- removed the need for (system := system) lines from higan/GNUmakefile
- added "All" option to filetype dropdown for ROM loading
- allows loading GBC games in SGB mode (and technically non-GB(C)
games, which will obviously fail to do anything)
- loki can load and play game folders now (command-line only) (extremely
unimpressive; don't waste your time :P)
- the input is extremely hacked in as a quick placeholder; not sure
how I'm going to do mapping yet for it
byuu says:
Changelog:
- fixed SNES sprite priority regression from r17
- added nall/windows/guard.hpp to guard against global namespace
pollution (similar to nall/xorg/guard.hpp)
- almost fixed Windows compilation (still accuracy profile only, sorry)
- finished porting all of gba/ppu's registers over to the new .bit,.bits
format ... all GBA registers.cpp files gone now
- the "processors :=" line in the target-$(ui)/GNUmakefile is no longer
required
- processors += added to each emulator core
- duplicates are removed using the new nall/GNUmakefile's $(unique)
function
- SFC core can be compiled without the GB core now
- "-DSFC_SUPERGAMEBOY" is required to build in SGB support now (it's
set in target-tomoko/GNUmakefile)
- started once again on loki (higan/target-loki/) [as before, loki is
Linux/BSD only on account of needing hiro::Console]
loki shouldn't be too horrendous ... I hope. I just have the base
skeleton ready for now. But the code from v094r08 should be mostly
copyable over to it. It's just that it's about 50KiB of incredibly
tricky code that has to be just perfect, so it's not going to be quick.
But at least with the skeleton, it'll be a lot easier to pick away at it
as I want.
Windows compilation fix: move hiro/windows/header.hpp line 18 (header
guard) to line 16 instead.
byuu says:
Got it. Wow, that didn't hurt nearly as much as I thought it was going
to.
Dropped from 127.5fps to 123.5fps to use Natural/Integer for
(u)int(8,16,32,64).
That's totally worth the cost.
byuu says:
I refactored my schedulers. Added about ten lines to each scheduler, and
removed about 100 lines of calling into internal state in the scheduler
for the FC,SFC cores and about 30-40 lines for the other cores. All of
its state is now private.
Also reworked all of the entry points to static auto Enter() and auto
main(). Where Enter() handles all the synchronization stuff, and main()
doesn't need the while(true); loop forcing another layer of indentation
everywhere.
Took a few hours to do, but totally worth it. I'm surprised I didn't do
this sooner.
Also updated icarus gmake install rule to copy over the database.
byuu says:
Nothing WS-related this time.
First, I fixed expansion port device mapping. On first load, it was
mapping the expansion port device too late, so it ended up not taking
effect. I had to spin out the logic for that into
Program::connectDevices(). This was proving to be quite annoying while
testing eBoot (SNES-Hook simulation.)
Second, I fixed the audio->set(Frequency, Latency) functions to take
(uint) parameters from the configuration file, so the weird behavior
around changing settings in the audio panel should hopefully be gone
now.
Third, I rewrote the interface->load,unload functions to call into the
(Emulator)::System::load,unload functions. And I have those call out to
Cartridge::load,unload. Before, this was inverted, and Cartridge::load()
was invoking System::load(), which I felt was kind of backward.
The Super Game Boy really didn't like this change, however. And it took
me a few hours to power through it. Before, I had the Game Boy core
dummying out all the interface->(load,save)Request calls, and having the
SNES core make them for it. This is because the folder paths and IDs
will be different between the two cores.
I've redesigned things so that ICD2's Emulator::Interface overloads
loadRequest and saveRequest, and translates the requests into new
requests for the SuperFamicom core. This allows the Game Boy code to do
its own loading for everything without a bunch of Super Game Boy special
casing, and without any awkwardness around powering on with no cartridge
inserted.
This also lets the SNES side of things simply call into higher-level
GameBoy::interface->load,save(id, stream) functions instead of stabbing
at the raw underlying state inside of various Game Boy core emulation
classes. So things are a lot better abstracted now.
byuu says:
More V30MZ implemented, a lot more to go.
icarus now supports importing WS and WSC games. It expects them to have
the correct file extension, same for GB and GBC.
> Ugh, apparently HiDPI icarus doesn't let you press the check boxes.
I set the flag value in the plist to false for now. Forgot to do it for
higan, but hopefully I won't forget before release.
byuu says:
Lots of improvements. We're now able to start executing some V30MZ
instructions. 32 of 256 opcodes implemented so far.
I hope this goes without saying, but there's absolutely no point in
loading WS/WSC games right now. You won't see anything until I have the
full CPU and partial PPU implemented.
ROM bank 2 works properly now, the I/O map is 16-bit (address) x 16-bit
(data) as it should be*, and I have a basic disassembler in place
(adding to it as I emulate new opcodes.)
(* I don't know what happens if you access an 8-bit port in 16-bit mode
or vice versa, so for now I'm just treating the handlers as always being
16-bit, and discarding the upper 8-bits when not needed.)
byuu says:
Note: balanced/performance profiles still broken, sorry.
Changelog:
- added nall/GNUmakefile unique() function; used on linking phase of
higan
- added nall/unique_pointer
- target-tomoko and {System}::Video updated to use
unique_pointer<ClassName> instead of ClassName* [1]
- locate() updated to search multiple paths [2]
- GB: pass gekkio's if_ie_registers and boot_hwio-G test ROMs
- FC, GB, GBA: merge video/ into the PPU cores
- ruby: fixed ~AudioXAudio2() typo
[1] I expected this to cause new crashes on exit due to changing the
order of destruction of objects (and deleting things that weren't
deleted before), but ... so far, so good. I guess we'll see what crops
up, especially on OS X (which is already crashing for unknown reasons on
exit.)
[2] right now, the search paths are: programpath(), {configpath(),
"higan/"}, {localpath(), "higan/"}; but we can add as many more as we
want, and we can also add platform-specific versions.
byuu says:
Changelog:
- configuration files are now stored in localpath() instead of configpath()
- Video gamma/saturation/luminance sliders are gone now, sorry
- added Video Filter->Blur Emulation [1]
- added Video Filter->Scanline Emulation [2]
- improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn]
[1] For the Famicom, this does nothing. For the Super Famicom, this
performs horizontal blending for proper pseudo-hires translucency. For
the Game Boy, Game Boy Color, and Game Boy Advance, this performs
interframe blending (each frame is the average of the current and
previous frame), which is important for things like the GBVideoPlayer.
[2] Right now, this only applies to the Super Famicom, but it'll come to
the Famicom in the future. For the Super Famicom, this option doesn't
just add scanlines, it simulates the phosphor decay that's visible in
interlace mode. If you observe an interlaced game like RPM Racing on
a real SNES, you'll notice that even on perfectly still screens, the
image appears to shake. This option emulates that effect.
Note 1: the buffering right now is a little sub-optimal, so there will
be a slight speed hit with this new support. Since the core is now
generating native ARGB8888 colors, it might as well call out to the
interface to lock/unlock/refresh the video, that way it can render
directly to the screen. Although ... that might not be such a hot idea,
since the GBx interframe blending reads from the target buffer, and that
tends to be a catastrophic option for performance.
Note 2: the balanced and performance profiles for the SNES are
completely busted again. This WIP took 6 1/2 hours, and I'm exhausted.
Very much not looking forward to working on those, since those two have
all kinds of fucked up speedup tricks for non-interlaced and/or
non-hires video modes.
Note 3: if you're on Windows and you saved your system folders somewhere
else, now'd be a good time to move them to %localappdata%/higan
byuu says:
Changelog:
- GB: re-enabling the LCD resets the display to LY=0,LX=0 [1]
- GB: emulated new findings (as of today!) for a DMG quirk that triggers
an extra OAM STAT IRQ when Vblank STAT IRQs are off
- GB: made VBK, BGPI, OBPI readable
- GB: fixed APU length operations
- GB: fixed APU sweep operations
- NES: fixed cartridge/ -> board/ manifest lookups for mirroring/pinous
- hiro/Cocoa: added endrift's plist keys
Fixed:
- Astro Rabby is fully playable, even the title screen works correctly
- Bomb Jack is fully playable
- Kirby's Dream Land 2 intro scrolling first scanline of Rick is now fixed
- GBVideoPlayer functions correctly [2]
- Shin Megami Tensei: Devichil series regression fixed
[1] doesn't pass oam_bug-2/1-lcd_sync; because it seems to want
LY=0,LX>0, and I can't step the PPU in a register write as it's not
a state machine; the effect is emulated, it just starts the frame a tiny
bit sooner. blargg's testing is brutal, you can't be even one cycle off
or the test will fail.
[2] note that you will need the GBC Display Emulation shader from
hunterk's repository, or it will look like absolute shit. The
inter-frame blending is absolutely critical here.
byuu says:
Changelog:
- fixed S-DD1 RAM writes (Star Ocean audio fixed)
- applied all of the DMG test ROM fixes discussed earlier; passes many
more test ROMs now
- at least until the GBVideoPlayer is working: for debugging purposes,
CPU/PPU single-step now instead of sync just-in-time (~30% slower)
- fixed OS X crash on NSTextView (hopefully, would be very odd if not)
Unfortunately passing these test ROMs caused my favorite GB/GBC game to
break all of its graphics =(
Shin Megami Tensei - Devichil - Kuro no Sho (Japan) is all garbled now.
I'm really quite bummed by this ... but I guess I'll go through and
revert r04's fixes one at a time until I find what's causing it.
On the plus side, Astro Rabby is playable now. Still acts weird when
pressing B/A on the first screen, but the start button will start the
game.
EDIT: got it. Shin Megami Tensei - Devichil requires FF4F (VBK) to be
readable. Before, it was always returning 0x00. With my return 0xFF
patch, that broke. But it should be returning the VBK value, which also
fixes it. Also need to handle FF68/FF6A reads. Was really hoping that'd
help GBVideoPlayer too, but nope. It doesn't read any of those three
registers.
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:
Changelog:
- you can now drop game folders (not game files, sorry) onto higan's
main window to load them
- audio buffer will clear on Windows when entering modal loop (entering
menu, moving or resizing window)
- this prevents DirectSound driver's audio repetition
- ruby defaults to the optimal driver for each platform, rather than the
safest driver, now
- added Cydrak's gl_Position.zw change to ruby
- added fixes for all the changes to nall, ruby, phoenix over the past
three months
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:
Changelog:
- fixed cartridge load window focus on Windows
- lots of updates to nall, ruby and phoenix
- ethos and Emulator::Interface updated from "foo &bar" to "foo& bar"
syntax (work-in-progress)
Before I had mixed the two ways to declare variables/arguments all over
the place, so the goal is to unify them all for consistency. So the
changelog for this release will be massive (750KB >.>) due to the syntax
change. Yeah, that's what I spent the last three days working on ...
byuu says:
This is the first release with full support for OS X, although it's
certainly still very buggy.
Known issues:
- window status bars are still unsupported (they just don't show up)
- you get the bad keypress chime when you use the keyboard
- window geometry and font metrics aren't perfect (bit of clipping here
and there)
- list view headers that aren't auto-sized are sometimes too short (file
browser)
- input assignment is really rough (assigning a key also moves around in
the list or beeps at you)
Custom OS X integration support so far:
- 512x512 ICNS application icon: will look razor-sharp even on a retina
display
- basic Info.plist added to application bundle
- program menu about, preferences, quit all connected
- Settings->Configuration removed (use higan->Preferences instead)
- global menubar
To compile and use this, you'll need:
- Xz Utils (to extract .tar.xz)
- Xcode 4.6
- Lion 10.7.4 or newer
mkdir higan_v092r04
tar -xJf higan_v092r04.tar.xz -C higan_v092r04
cd higan_v092r04
make -j 2
ananke is missing, and I haven't updated purify yet, so you'll have to
move game folders from Windows or Linux over, or make them by hand (a
not so enjoyable experience, to say the least.)
byuu says:
higan changelog:
- compiler is set to g++-4.7, subst(cc,++) rule is gone, C files compile
with $(compiler) -x c
- make throws an error when you specify an invalid profile or compile on
an unsupported platform (instead of hanging forever)
- added unverified.png to resources (causes too big of a speed hit to
actually check for folder/unverified file ... so disabled for now)
- fixed default browser paths for Game Boy, Sufami Turbo and BS-X
Satellaview (have to delete paths.cfg to see this)
- browser home button seeks to configpath()/higan/library.cfg
- settings->driver is now settings->advanced, and it adds game library
path setting and profile information
- emulation cores now load manifest files internally, manifest.bml is
not required for a game folder to be recognized by higan as such
- BS-X Satellaview and Sufami Turbo slot cartridge handling moved out of
sfc/chip and into sfc/slot
- Video::StartFullScreen only sets fullscreen when a game is specified
on the command-line
purify and ananke changelog:
- library output path shown in purify window
- added button to change library path
- squelch firmware warning windows to prevent multi-threading crash, but
only via purify (they show up in higan still)
In the release thread, byuu says:
The first official release of higan has been posted. higan is the
new name for bsnes, and it continues with the latter's version
numbering.
Note that as of now, bsnes still exists. It's a module distributed
inside of higan. bsnes is now specific to my SNES emulator.
Due to last minute changes to the emulator interface, and missing
support in ananke, I wasn't able to include Cydrak's Nintendo DS
emulator dasShiny in this build, but I hope to do so in the next
release.
http://code.google.com/p/higan/downloads/list
For both new and experienced users, please read the higan user guide
first:
http://byuu.org/higan/user-guide
In the v091 WIP thread, byuu says:
r15->r16:
- BS-X MaskROM handling (partial ... need to split bsx/flash away
from sfc/chip, restructure code - it requires tagging the base
cart markup for now, but it needs to parse the slotted cart
markup)
- phoenixflags / phoenixlink += -m32
- nall/sort stability
- if(input.poll(scancode[activeScancode]) == false) return;
- MSU1 / USART need to use interface->path(1)
- MSU1 needs to use Markup::Document, not XML::Document
- case-insensitive folder listings
- remove nall/emulation/system.hpp files (move to ananke)
- remove rom/ram id= checks with indexing
X have cores ask for manifest.bml (skipped for v092's release, too
big a change)
- rename compatibility profile to balanced (so people don't assume
it has better compatibility than accuracy)
byuu says:
higan changelog:
- generates title displayed in emulator window by asking the core
- core builds title solely from "information/title" ... if it's not
there, you don't get a title at all
- sub-system load menu is gone ... since there are multiple revisions of
the SGB, this never really worked well anyway
- to load an SGB, BS-X or ST cartridge, load the base cartridge first
- "File->Load Game" moved to "Load->Import Game" ... may cause a bit of
confusion to new users, but I don't like having a single-item menu,
we'll just have to explain it to new users
- browser window redone to look like ananke
- home button here goes to ~/Emulation rather than just ~ like ananke,
since this is the home of game folders
- game folder icon is now the executable icon for the Tango theme
(orange diamond), meant to represent a complete game rather than
a game file or archive
ananke changelog:
- outputs GBC games to "Game Boy Color/" instead of "Game Boy/"
- adds the file basename to "information/title"
Known issues:
- using ananke to load a GB game trips the Super Famicom SGB mode and
fails (need to make the full-path auto-detection ignore non-bootable
systems)
- need to dump and test some BS-X media before releasing
- ananke lacks BS-X Satellaview cartridge support
- v092 isn't going to let you retarget the ananke/higan game folder path
of ~/Emulation, you will have to wait for a future version if that
bothers you so greatly
[Later, after the v092 release, byuu posted this additional changelog:
- kill laevateinn
- add title()
- add bootable, remove load
- combine file, library
- combine [][][] paths
- fix SFC subtype handling XML->BML
- update file browser to use buttons
- update file browser keyboard handling
- update system XML->BML
- fix sufami turbo hashing
- remove Cartridge::manifest
]
[r07 and r08 were not posted to the WIP thread. -Ed.]
byuu says:
I'd appreciate it if you guys wouldn't mind testing out the database
functionality.
Save this file as database.bml (remove the date) inside
~/.config/higan/Super Famicom.sfc/ or %APPDATA%/higan/Super Famicom.sfc/
http://byuu.org/snes/database/database_2012-10-21.bml
Now load any of the 20 games in the database from the file dialog. They
need to be named *.sfc, have no copier header, and have firmware
appended (for Mario Kart only so far.)
If anyone actually does test it, please let me know how it goes for you
and what you think. Note that future versions of higan will have the
database.bml file included with the release.
[No prior releases were posted to the WIP thread. -Ed.]
byuu says:
Super Famicom mapping system has been reworked as discussed with the
mask= changes. offset becomes base, mode is gone. Also added support for
comma-separated fields in the address fields, to reduce the number of
map lines needed.
<?xml version="1.0" encoding="UTF-8"?>
<cartridge region="NTSC">
<superfx revision="2">
<rom name="program.rom" size="0x200000"/>
<ram name="save.rwm" size="0x8000"/>
<map id="io" address="00-3f,80-bf:3000-32ff"/>
<map id="rom" address="00-3f:8000-ffff" mask="0x8000"/>
<map id="rom" address="40-5f:0000-ffff"/>
<map id="ram" address="00-3f,80-bf:6000-7fff" size="0x2000"/>
<map id="ram" address="70-71:0000-ffff"/>
</superfx>
</cartridge>
Or in BML:
cartridge region=NTSC
superfx revision=2
rom name=program.rom size=0x200000
ram name=save.rwm size=0x8000
map id=io address=00-3f,80-bf:3000-32ff
map id=rom address=00-3f:8000-ffff mask=0x8000
map id=rom address=40-5f:0000-ffff
map id=ram address=00-3f,80-bf:6000-7fff size=0x2000
map id=ram address=70-71:0000-ffff
As a result of the changes, old mappings will no longer work. The above
XML example will run Super Mario World 2: Yoshi's Island. Otherwise,
you'll have to write your own.
All that's left now is to work some sort of database mapping system in,
so I can start dumping carts en masse.
The NES changes that FitzRoy asked for are mostly in as well.
Also, part of the reason I haven't released a WIP ... but fuck it, I'm
not going to wait forever to post a new WIP.
I've added a skeleton driver to emulate Campus Challenge '92 and
Powerfest '94. There's no actual emulation, except for the stuff I can
glean from looking at the pictures of the board. It has a DSP-1 (so
SR/DR registers), four ROMs that map in and out, RAM, etc.
I've also added preliminary mapping to upload high scores to a website,
but obviously I need the ROMs first.
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.)