Commit Graph

420 Commits

Author SHA1 Message Date
Tim Allen 4d193d7d94 Update to v096r02 (OS X Preview for Developers) release.
byuu says:

Warning: this is not for the faint of heart. This is a very early,
unpolished, buggy release. But help testing/fixing bugs would be greatly
appreciated for anyone willing.

Requirements:
- Mac OS X 10.7+
- Xcode 7.2+

Installation Commands:

    cd higan
    gmake -j 4
    gmake install
    cd ../icarus
    gmake -j 4
    gmake install

(gmake install is absolutely required, sorry. You'll be missing key
files in key places if you don't run it, and nothing will work.)

(gmake uninstall also exists, or you can just delete the .app bundles
from your Applications folder, and the Dev folder on your desktop.)

If you want to use the GBA emulation, then you need to drop the GBA BIOS
into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom

Usage:
You'll now find higan.app and icarus.app in your Applications folders.
First, run icarus.app, navigate to where you keep your game ROMs. Now
click the settings button at the bottom right, and check "Create
Manifests", and click OK. (You'll need to do this every time you run
icarus because there's some sort of bug on OSX saving the settings.) Now
click "Import", and let it bring in your games into ~/Emulation.

Note: "Create Manifests" is required. I don't yet have a pipe
implementation on OS X for higan to invoke icarus yet. If you don't
check this box, it won't create manifest.bml files, and your games won't
run at all.

Now you can run higan.app. The first thing you'll want to do is go to
higan->Preferences... and assign inputs for your gamepads. At the very
least, do it for the default controller for all the systems you want to
emulate.

Now this is very important ... close the application at this point so
that it writes your config file to disk. There's a serious crashing bug,
and if you trigger it, you'll lose your input bindings.

Now the really annoying part ... go to Library->{System} and pick the
game you want to play. Right now, there's a ~50% chance the application
will bomb. It seems the hiro::pListView object is getting destroyed, yet
somehow the internal Cocoa callbacks are being triggered anyway. I don't
know how this is possible, and my attempts to debug with lldb have been
a failure :(

If you're unlucky, the application will crash. Restart and try again. If
it crashes every single time, then you can try launching your game from
the command-line instead. Example:

    open /Applications/higan.app \
	--args ~/Emulation/Super\ Famicom/Zelda3.sfc/

Help wanted:
I could really, really, really use some help with that crashing on game
loading. There's a lot of rough edges, but they're all cosmetic. This
one thing is pretty much the only major show-stopping issue at the
moment, preventing a wider general audience pre-compiled binary preview.
2016-01-07 19:17:15 +11:00
Tim Allen 47d4bd4d81 Update to v096r01 release.
byuu says:

Changelog:

- restructured the project and removed a whole bunch of old/dead
  directives from higan/GNUmakefile
- huge amounts of work on hiro/cocoa (compiles but ~70% of the
  functionality is commented out)
- fixed a masking error in my ARM CPU disassembler [Lioncash]
- SFC: decided to change board cic=(411,413) back to board
  region=(ntsc,pal) ... the former was too obtuse

If you rename Boolean (it's a problem with an include from ruby, not
from hiro) and disable all the ruby drivers, you can compile an
OS X binary, but obviously it's not going to do anything.

It's a boring WIP, I just wanted to push out the project structure
change now at the start of this WIP cycle.
2015-12-30 17:54:59 +11:00
Tim Allen 27660505c8 Update to v096 release.
byuu says:

Changelog (since v095):

- higan: absolutely massive amounts of coding style updates; probably
  150 hours of work here
- higan: manifest format updated for much greater consistency and
  simplicity
- higan: wrote popen() replacement to suppress console flashing when
  loading games via icarus
- icarus: now includes external database with mapping information for
  all verified games
- icarus: added support for importing Campus Challenge '92 and Powerfest
  '94
- icarus: merged settings.bml with higan; changing library path in one
  affects the other now
- SFC: added MSU1 audio resume support
- SFC: added new expansion port device (eBoot); simulation of SNES-Boot
  hardware
- SFC: expansion port device can now be selected from system menu
- SFC: updated handling of open bus (thanks to Exophase for the design
  idea)
- SFC: "BS-X Satellaview" library folder renamed to "BS Memory"
- GBA: fixed 8-bit SRAM reading/writing
- GBA: PRAM is 16-bits wide
- GBA: VRAM OBJ 8-bit writes are ignored
- GBA: BGnCNT unused bits are writable
- GBA: BG(0,1)CNT can't set d13
- GBA: BLDALPHA is readable (fixes many games including Donkey Kong
  Country)
- GBA: DMA masks &~1/Half, &~3/Word
- GBA: fixed many other I/O register reads; gets perfect score on
  endrift's I/O tests
- GBA: fixed caching of r(d) to pass armwrestler tests (Jonas Quinn)
- GBA: blocked DMA to/from BIOS region (Cydrak)
- GBA: fixed sign-extend and rotate on ldrs instructions (Cydrak)
- tomoko: added "Ignore Manifests" option to advanced settings panel
- tomoko: re-added support for ruby/quark video shaders
- tomoko: improved aspect correction behavior
- tomoko: added new tool, "Manifest Viewer" (mostly useful for
  developers)
- ruby: fixed mouse capture clipping on Windows (Cydrak)
- ruby: won't crash when using OpenGL 3.2 Linux driver with only OpenGL
  2.0 available
- ruby: added Linux fallback OpenGL 2.0 driver (not compiled in by
  default)
- ruby: added preliminary WASAPI driver (not compiled in by default, due
  to bugginess)
- hiro: fixed the appearance of Button and ListView::CheckButton on
  Windows classic
- hiro: added missing return values from several functions (fixes
  crashes with Clang)
2015-12-21 23:21:31 +11:00
Tim Allen 702b657e75 Update to v095r18 release.
byuu says:

Changelog:
- replaced popen() with execvp() / CreateProcess()
- suppressed (hid) controllers with no mappable inputs from the input
  settings panel

This gets rid of the window flashing when loading games with
higan+icarus. And hiding of empty devices should be a huge usability
improvement, especially since "None" was appearing at the top of the
list before for the SNES.
2015-12-21 20:16:47 +11:00
Tim Allen 0253db8685 Update to higan and icarus v095r17 release.
byuu says:

higan supports Event mapping again.

Further, icarus can now detect Event ROMs and MSU1 games.

Event ROMs must be named "program.rom", "slot-(1,2,3).rom" MSU1 games
must contain "msu1.rom"; and tracks must be named "track-#.pcm"

When importing the CC'92, PF'94 ROMs, the program.rom and
slot-(1,2,3).rom files must be concatenated. The DSP firmware can
optionally be separate, but I'd recommend you go ahead and merge it all
to one file. Especially since that common "higan DSP pack" floating
around on the web left out the DSP1 ROMs (only has DSP1B) for god knows
what reason.

There is no support for loading "game.sfc+game.msu+game-*.pcm", because
I'm not going to support trying to pull in all of those files through
importing. Games will have to be distributed as game folders to use
MSU1. The MSU1 icarus support is simply so your game folders won't
require an unstable manifest.bml file to be played. So once they're in
there, they are good for life.

Note: the Event sizes in icarus' SFC heuristics are wrong for appended
firmware. Change from 0xXX8000 to 0xXX2000 and it works fine. Will be
fixed in r18.

Added Sintendo's flickering fixes. The window one's a big help for
regular controls, but the ListView double buffering does nothing for me
on Windows 7 :( Fairly sure I know why, but too lazy to try and fix that
now.

Also fixes the mMenu thing.
2015-12-20 13:53:40 +11:00
Tim Allen 2a4eb1cfc8 Update to higan and icarus v095r16 release.
byuu says (in the WIP forum):

    Changelog:
    - satellaviewcartridge/SatellaviewCartridge is now bsmemory/BSMemory
    - Emulation/BS-X Satellaview/ is now Emulation/BS Memory/
    - masking is in for MCC's mcu (awful hack in the code, but that's
      temporary)
    - BS Memory types are now "flash" or "mrom"
    - fixed loading Same Game - Tengai Hen
    - icarus fixed up a lot; can load database entries for any supported
      media type now (only the SFC DB exists currently)

    mMenu::remove() fix will be in the next WIP.

byuu says (in the public beta thread):

    Changelog:
    - GBA emulation accuracy improved quite a bit
    - video shaders are supported once again
    - icarus shares settings.bml with higan; changing library path in
      one now affects the other
    - icarus manifest generation now uses my SNES game dumping database
      for perfect mapping of US games
    - major overhaul to manifest file format. As long as you have
      v095-style folders without manifest.bml, you will be fine
      - if not, go to higan->settings->configuration->advanced and check
	"Ignore Manifests" before loading your first game
    - new "Manifest Viewer" tool (not really meant for regular users;
      more of a developer tool)
    - experimental (but disabled in the binary) WASAPI driver. Help
      stabilizing it would be *greatly* appreciated!
    - lots of other stuff
2015-12-19 21:42:18 +11:00
Tim Allen bd628de3cf Update to higan and icarus v095r15 release.
r13 and r14 weren't posted as individual releases, but their changelogs
were posted.

byuu says about r13:

    I'm not going to be posting WIPs for r13 and above for a while.

    The reason is that I'm working on the major manifest overhaul I've
    discussed previously on the icarus subforum.

    I'm recreating my boards database from scratch using the map files
    and the new map analyzer. The only games that will load are ones
    I've created board definitions for, and updated
    sfc/cartridge/markup.cpp to parse. Once I've finished all the
    boards, then I'll update the heuristics.

    Then finally, I'll sync the syntax changes over to the fc, gb, gba
    cores.

    Once that's done, I'll start posting WIPs again, along with a new
    build of icarus.

    But I'll still post changelogs as I work through things.

    Changelog (r13):
    - preservation: created new database-builder tool (merges
      region-specific databases with boards)
    - icarus: support new, external database format
      (~/.config/icarus/Database/(Super Famicom.bml, ...)
    - added 1A3B-(10,11,12); 1A3B-20

byuu says about r14:

    r14 work:

    I successfully created mappings for every board used in the US set.

    I also updated icarus' heuristics to use the new mappings, and
    created ones there for the boards that are only in the JP set.

    Then I patched icarus to support pulling games out of the database
    when it's used on a game folder to generate a manifest file.

    Then I updated a lot of code in higan/sfc to support the new mapping
    syntax. sfc/cartridge/markup.cpp is about half the size it used to
    be with the new mappings, and I was able to kill off both map/id and
    map/select entirely.

    Then I updated all four emulated systems (and both subsystems) to
    use "board" as the root node, and harmonized their syntax (made them
    all more consistent with each other.)

    Then I added a manifest viewer to the tools window+menu. It's kind
    of an advanced user feature, but oh well. No reason to coddle people
    when the feature is very useful for developers. The viewer will show
    all manifests in order when you load multi-cart games as well.

    Still not going to call any syntax 100% done right now, but
    thankfully with the new manifest-free folders, nobody will have to
    do anything to use the new format. Just download the new version and
    go.

    The Super Famicom Event stuff is currently broken (CC92/PF94
    boards). That's gonna be fun to support.

byuu says about r15:

    EDIT: small bug in icarus with heuristics. Edit
    core/super-famicom.cpp line 27:

	if(/*auto*/ markup = cartridge.markup) {

    Gotta remove that "auto" so that it returns valid markup.

    Resolved the final concerns I had with the new manifest format.

    Right now there are two things that are definitely broken: MCC (BS-X
    Town cart) and Event (CC '92 and PF'94).
    And there are a few things that are untested: SPC7110, EpsonRTC,
    SharpRTC, SDD1+RAM, SufamiTurbo, BS-X slotted carts.
2015-12-19 20:02:06 +11:00
Tim Allen 2c53d5fbc0 Update to v095r12 release.
byuu says:

Got it. They broke in r05.

Changelog:
- fixed typo in sfc/cpu/timing.cpp that was breaking coprocessor games
  with clocks
- updated sfc/coprocessor/hitachidsp to not access Bus directly
2015-12-15 20:30:26 +11:00
Tim Allen f2a416aea9 Update to v095r11 release.
byuu says:

Changelog:
- SFC: "uint8 read(uint addr)" -> "uint8 read(uint addr, uint8 data)"
- hiro: mHorizontalLayout::setGeometry() return value
- hiro/GTK: ListView,TreeView::setFocused() does not grab focus of first
  item

Notes:
- nall/windows/utf8.hpp needs using uint = unsigned; at the top to
  compile
- sfc/balanced, sfc/performance won't compile yet

Seems Cx4 games broke a while back. Not from this WIP, either. I'll go
back and find out what's wrong now.
2015-12-14 20:41:06 +11:00
Tim Allen 78d49d3873 Update to v095r10 release.
byuu says:

Changelog:

- int_t<bits> replaced with Integer<bits>
- uint_t<bits> replaced with Natural<bits>
- fixed "Synchronize Audio" menu option that broke recently
- all of sfc/performance ported to "auto function() -> return;" syntax

With this WIP, all of higan is finally ported over to the new function
declaration syntax. Thank the gods.

There's still going to be periodic disruption for diffs from porting
over signed->int, unsigned->uint, and whatever we come up with for the
new Natural<> and Integer<> classes. But the worst of it's behind us
now.
2015-12-07 08:11:41 +11:00
Tim Allen 65a3306ad5 Update to v095r09 release.
byuu says:

Changelog:

- all of fc/ ported to "auto function() -> return;" syntax
  - (includes all of cartridge/board and cartridge/chip as well; even
    though they're all deprecated)
- sfc balanced profile ported to "auto function() -> return;" syntax
- sfc balanced and performance profiles compile again
- Linux always gets -ldl
- removed arch=x86 logic from nall/GNUmakefile, as TDM/GCC64 can't
  produce bug-free 32-bit binaries anyway

The only code that continues to use the old function syntax is the SFC
performance core, obscure parts of nall that higan doesn't use, and the
pieces of code that weren't written by me (blargg's SFC-DSP, Ryphecha's
sinc resampler, and OV2's xaudio2 header file.)

I was too burned out to finish it tonight. The above was about four
hours straight of non-stop typing. Really can't wait to be done with
this once and for all.
2015-12-05 16:44:49 +11:00
Tim Allen a219f9c121 Update to v095r08 release.
byuu says:

Changelog:
- added preliminary WASAPI driver (it's really terrible, though. Patches
  most welcome.)
- all of processor/ updated to auto fn() -> ret syntax
- all of gb/ updated to auto fn() -> ret syntax

If you want to test the WASAPI driver, then edit ui-tomoko/GNUmakefile,
and replace audio.xaudio2 with audio.wasapi Note that the two drivers
are incompatible and cannot co-exist (yet. We can probably make it work
in the future.)

All that's left for the auto fn() -> ret syntax is the NES core and the
balanced/performance SNES components. This is kind of a big deal because
this syntax change causes diffs between WIPs to go crazy. So the sooner
we get this done and out of the way, the better. It's also nice from
a consistency standpoint, of course.
2015-11-21 18:36:48 +11:00
Tim Allen 6adfe71836 Update to icarus 20151117.
byuu says:

This release adds a settings dialog that lets you control the library
path, optionally generate manifest.bml files, and optionally bypass the
internal games database (so far this is only the US SNES set.)

Also, the settings.bml file can exist in the same folder as the binary
now (portable mode). Plus it can share the same config file as
higan/tomoko itself does. This will allow you to change the library
location in either program and have it affect the other program as well.
It's a bit hackish, but it works >_>

Note: don't use this with higan v095.06 or earlier, or bad things will
happen.
2015-11-19 20:27:56 +11:00
Tim Allen 41c478ac4a Update to v095r07 release.
byuu says:

Changelog:
- entire GBA core ported to auto function() -> return; syntax
- fixed GBA BLDY bug that was causing flickering in a few games
- replaced nall/config usage with nall/string/markup/node
  - this merges all configuration files to a unified settings.bml file
- added "Ignore Manifests" option to the advanced setting tab
  - this lets you keep a manifest.bml for an older version of higan; if
    you want to do regression testing

Be sure to remap your controller/hotkey inputs, and for SNES, choose
"Gamepad" from "Controller Port 1" in the system menu. Otherwise you
won't get any input. No need to blow away your old config files, unless
you want to.
2015-11-16 19:38:05 +11:00
Tim Allen 40f4b91000 Update to v095r06 release.
byuu says:

Changelog:
- fixed I/O register reads; perfect score on endrift's I/O tests now
- fixed mouse capture clipping on Windows [Cydrak]
- several hours of code maintenance work done on the SFC core

All higan/sfc files should now use the auto fn() -> ret; syntax. Haven't
converted all unsigned->uint yet. Also, probably won't do sfc/alt as
that's mostly just speed hack stuff.

Errata:
- forgot auto& instead of just auto on SuperFamicom::Video::draw_cursor,
  which makes Super Scope / Justifier crash. Will be fixed in the next
  WIP.
2015-11-14 11:52:51 +11:00
Tim Allen 6d9f43a37b Update to v095r05 release.
byuu says:

Changelog:
- GBA: lots of emulation improvements
- PPU PRAM is 16-bits wide
- DMA masks &~1/Half, &~3/Word
- VRAM OBJ 8-bit writes are ignored
- OAM 8-bit writes are ignored
- BGnCNT unused bits are writable*
- BG(0,1)CNT can't set the d13
- BLDALPHA is readable (fixes Donkey Kong Country, etc)
- SNES: lots of code cleanups
- sfc/chip => sfc/coprocessor
- UI: save most recent controller selection

GBA test scores: 1552/1552, 37/38, 1020/1260

(* forgot to add the value to the read function, so endrift's I/O tests
for them will fail. Fixed locally.)

Note: SNES is the only system with multiple controller/expansion port
options, and as such is the only one with a "None" option. Because it's
shared by the controller and expansion port, it ends up sorted first in
the list. This means that on your first run, you'll need to go to Super
Famicom->Controller Port 1 and select "Gamepad", otherwise input won't
work.

Also note that changing the expansion port device requires loading a new
cart. Unlike controllers, you aren't meant to hotplug expansion port
devices.
2015-11-12 21:15:03 +11:00
Tim Allen d1ffd59c29 Update to v095r04 release.
Changelog:
- S-SMP core code style updated
- S-SMP loads reset vector from IPLROM ($fffe-ffff)
- sfc/base => sfc/expansion
- system/input => system/device
- added expansion/eBoot (simulation of defparam's SNES-Boot device)
- expansion port device can now be selected from Super Famicom menu
  option
- improved GBA MROM/SRAM reading

endrift's memory test is up to 1388/1552.

Note: I added the expansion port devices to the same group as controller
ports. I also had to move "None" to the top of the list. Before v096,
I am going to have to add caching of port selections to the
configuration file, check the proper default item in the system menu,
and remove the items with no mappings from the input configuration
window. Lots of work >_>
2015-11-10 22:11:29 +11:00
Tim Allen 0fe55e3f5b Update to v095r03 release and icarus 20151107.
byuu says:

Note: you will need the new icarus (and please use the "no manifest"
system) to run GBA games with this WIP.

Changelog:
- fixed caching of r(d) to pass armwrestler tests [Jonas Quinn]
- DMA to/from GBA BIOS should fail [Cydrak]
- fixed sign-extend and rotate on ldrs instructions [Cydrak]
- fixed 8-bit SRAM reading/writing [byuu]
- refactored GBA/cartridge
  - cartridge/rom,ram.type is now cartridge/mrom,sram,eeprom,flash
  - things won't crash horribly if you specify a RAM size larger than
    the largest legal size in the manifest
  - specialized MROM / SRAM classes replace all the shared read/write
    functions that didn't work right anyway
- there's a new ruby/video.glx2 driver, which is not enabled by default
  - use this if you are running Linux/BSD, but don't have OpenGL 3.2 yet
  - I'm not going to support OpenGL2 on Windows/OS X, because these OSes
    don't ship ancient video card drivers
- probably more. What am I, clairvoyant? :P

For endrift's tests, this gets us to 1348/1552 memory and 1016/1260
timing. Overall, this puts us back in second place. Only no$ is ahead
on memory, but bgba is even more ahead on timing.
2015-11-10 22:11:29 +11:00
Tim Allen b42ab2fcb3 Update to v095r02 release.
byuu says:

Aspect correction is fixed now. Works way better than in v095 official.

It's still force-enabled in fullscreen mode. The idea of disabling it is
that it looks bad at 2x scale. But when you're fullscreen with a minimum
of 4x scale, there's no reason not to enable it.

It won't turn on at all for GB/C/A anymore. And I dropped the cute
attempt at making the aspect prettier on 2560x1600 monitors, so it'll be
the stock 8:7 across the board now for S/NES.

Also, the aspect correction will affect the window even when a game's
not loaded now, so the size won't bounce around as you change games in
windowed mode between GB/C/A and S/NES.

...

I also enhanced the ruby/glx driver. It won't crash if OpenGL 3.2 isn't
available anymore (fails safely ... had to capture the Xlib error
handler to suppress that), and it defaults to the MESA glXSwapInterval
before the SGI version. Because apparently the MESA version defines the
SGI version, but makes it a no-op. What. The. Fuck. right? But whatever,
reordering the enumerations fixes the ability to toggle Vsync on AMD
GPUs now.

...

Video shaders are back again. If you are using the OpenGL driver, you'll
see a "Video Shaders" menu beneath the "Video Filters" menu (couldn't
merge it with the filters due to hiro now constructing menu ordering
inside the header files. This works fine though.)

You want either "higan.exe" + "Video Shaders/" or "~/.local/bin/tomoko"
+ "~/.local/tomoko/Video Shaders/"
2015-11-10 22:07:34 +11:00
Tim Allen 8476a12deb Update to v095r01 release (open beta).
byuu says:

Changelog:
- added MSU1 resume support
- updated sfc/dsp, sfc/controller to match my coding style
- fixed hiro/Windows Button and ListView::CheckButton in Windows Classic
  mode
2015-10-10 13:16:12 +11:00
Tim Allen b0e862613b Update to v095 release.
byuu says:

After 20 months of development, higan v095 is released at long last!

The most notable feature is vastly improved Game Boy Advance emulation.
With many thanks to endrift, Cydrak, Jonas Quinn and jchadwick, this
release contains substantially improved CPU timings and many bugfixes.
Being one of only two GBA emulators to offer ROM prefetch emulation,
higan is very near mGBA in terms of accuracy, and far ahead of all
others. As a result of these fixes, compatibility is also much higher
than in v094.

There are also several improvements to SNES emulation. Most
significantly is support for mid-scanline changes to the background mode
in the accuracy profile.

Due to substantial changes to the user interface library used by higan,
this release features yet again a brand-new UI. With the exception of
video shaders and NSS DIP switch selection, it is at feature-parity with
the previous UI. It also offers some new features that v094 lacked.

The cheat code database has also been updated to the latest version by
mightymo.
2015-10-08 22:04:42 +11:00
Tim Allen b113ecb5a3 Deleting ananke and shaders.
ananke has been superseded by icarus.

The new tomoko UI does not support shaders, and if it ever does it will
probably use another format, so not much point keeping the old files
around.
2015-10-08 22:02:22 +11:00
Tim Allen bc5ad4a1cd Update to icarus_20151002.
byuu says:

- fixes checkboxes (-again- again [*again*])
- won't check folders with select all / unselect all
- won't crash anymore if the SNES ROM image is too small (Saturday Night
  Slam Masters was crashing it before due to DB size error)
- corrected heuristics for Sufami Turbo base cart (mirrors the
  absurdities of the real cart precisely, since it's one of a kind)
- corrected a few DB issues (BS-X name + PSRAM (again [*again*]), SNSM,
  LAH) (_again_)
  - these are temporary. Monkey patched in the generated .hpp source
    rather than the actual DB
  - not going to fix the SFT sizes because I want to verify what
    happened there first
2015-10-03 16:25:39 +10:00
Tim Allen 1a90e206e0 Update to v094r44b release (open beta).
byuu says:

With any luck, this will be the final WIP before v095. If all looks
good, this will be identical to v095. But if we hit some major issues,
I'll try and fix those first.

The most notable part of this release is probably Jonas Quinn's fix for
the unmapped regions of the GBA memory map. This allows games like Mario
& Luigi and Zelda: Minish Cap to (hopefully) be fully playable now.

icarus now supports my game database, so all games I've dumped will be
emulated with bit-perfect memory maps and native-language game titles.
2015-10-01 20:04:30 +10:00
Tim Allen 483fc81356 Update to v094r44 release.
byuu says:

Changelog:
- return open bus instead of mirroring addresses on the bus (fixes
  Mario&Luigi, Minish Cap, etc) [Jonas Quinn]
- add boolean flag to load requests for slotted game carts (fixes slot
  load prompts)
- rename BS-X Town cart from psram to ram
- icarus: add support for game database

Note: I didn't rename "bsx" to "mcc" in the database for icarus before
uploading that. But I just fixed it locally, so it'll be in the next
WIP. For now, make it create the manifest for you and then rename it
yourself. I did fix the PSRAM size to 256kbit.
2015-10-01 20:00:28 +10:00
Tim Allen 0c87bdabed Update to v094r43 release.
byuu says:

Updated to compile with all of the new hiro changes. My next step is to
write up hiro API documentation, and move the API from alpha (constantly
changing) to beta (rarely changing), in preparation for the first stable
release (backward-compatible changes only.)

Added "--fullscreen" command-line option. I like this over
a configuration file option. Lets you use the emulator in both modes
without having to modify the config file each time.

Also enhanced the command-line game loading. You can now use any of
these methods:

    higan /path/to/game-folder.sfc
    higan /path/to/game-folder.sfc/
    higan /path/to/game-folder.sfc/program.rom

The idea is to support launchers that insist on loading files only.

Technically, the file can be any name (manifest.bml also works); the
only criteria is that the file actually exists and is a file, and not
a directory. This is a requirement to support the first version (a
directory lacking the trailing / identifier), because I don't want my
nall::string class to query the file system to determine if the string
is an actual existing file or directory for its pathname() / dirname()
functions.

Anyway, every game folder I've made so far has program.rom, and that's
very unlikely to change, so this should be fine.

Now, of course, if you drop a regular "game.sfc" file on the emulator,
it won't even try to load it, unless it's in a folder that ends in .fc,
.sfc, etc. In which case, it'll bail out immediately by being unable to
produce a manifest for what is obviously not really a game folder.
2015-08-30 12:08:26 +10:00
Tim Allen c45633550e Update to v094r42 release.
byuu says:

I imagine you guys will like this WIP very much.

Changelog:
- ListView check boxes on Windows
- ListView removal of columns on reset (changing input dropdowns)
- DirectSound audio duplication on latency change
- DirectSound crash on 20ms latency
- Fullscreen window sizing in multi-monitor setups
- Allow joypad bindings of hotkeys
- Allow triggers to be mapped (Xbox 360 / XInput / Windows only)
- Support joypad rumble for Game Boy Player
- Video scale settings modified from {1x,2x,3x} to {2x,3x,4x}
- System menu now renames to active emulation core
- Added fast forward hotkey

Not changing for v095:
- not adding input focus settings yet
- not adding shaders yet

Not changing at all:
- not implementing maximize
2015-08-24 19:42:11 +10:00
Tim Allen 7081f46e45 Added icarus 20150821. 2015-08-21 21:29:53 +10:00
Tim Allen 213879771e Update to v094r41 release (open beta).
byuu says:

Changelog (since the last open beta):
- icarus is now included. icarus is used to import game files/archives
  into game paks (folders)
- SNES: mid-scanline BGMODE changes now emulated correctly (used only by
  atx2.smc Anthrox Demo)
- GBA: fixed a CPU bug that was causing dozens of games to have
  distorted audio
- GBA: fixed default FlashROM ID; should allow much higher compatibility
- GBA: now using Cydrak's new, much improved, GBA color emulation filter
  (still a work-in-progress)
- re-added command-line loading support for game paks (not for game
  files/archives, sorry!)
- Qt port now compiles and runs again (may be a little buggy;
  Windows/GTK+ ports preferred)
- SNES performance profile now compiles and runs again
- much more
2015-08-21 20:57:03 +10:00
Tim Allen 4344b916b6 Update to v094r40 release.
byuu says:

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

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

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

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

Things left to do:

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

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

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

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

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

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

Finally, I should be able to release v095.
2015-08-18 20:18:00 +10:00
Tim Allen 0271d6a12b Update to v094r39 release.
byuu says:

Changelog:
- SNES mid-scanline BGMODE fixes finally merged (can run
  atx2.zip{mode7.smc}+mtest(2).sfc properly now)
- Makefile now discards all built-in rules and variables
- switch on bool warning disabled for GCC now as well (was already
  disabled for Clang)
- when loading a game, if any required files are missing, display
  a warning message box (manifest.bml, program.rom, bios.rom, etc)
- when loading a game (or a game slot), if manifest.bml is missing, it
  will invoke icarus to try and generate it
  - if that fails (icarus is missing or the folder is bad), you will get
    a warning telling you that the manifest can't be loaded

The warning prompt on missing files work for both games and the .sys
folders and their files. For some reason, failing to load the DMG/CGB
BIOS is causing a crash before I can display the modal dialog. I have no
idea why, and the stack frame backtrace is junk.

I also can't seem to abort the failed loading process. If I call
Program::unloadMedia(), I get a nasty segfault. Again with a really
nasty stack trace. So for now, it'll just end up sitting there emulating
an empty ROM (solid black screen.) In time, I'd like to fix that too.

Lastly, I need a better method than popen for Windows. popen is kind of
ugly and flashes a console window for a brief second even if the
application launched is linked with -mwindows. Not sure if there even is
one (I need to read the stdout result, so CreateProcess may not work
unless I do something nasty like "> %tmp%/temp") I'm also using the
regular popen instead of _wpopen, so for this WIP, it won't work if your
game folder has non-English letters in the path.
2015-08-04 19:02:04 +10:00
Tim Allen 1b0b54a690 Update to v094r38 release.
byuu says:

I'll post more detailed changes later, but basically:
- fixed Baldur's Gate bug
- guess if no flash ROM ID present (fixes Magical Vacation, many many
  others)
- nall cleanups
- sfc/cartridge major cleanups
- bsxcartridge/"bsx" renamed to mcc/"mcc" after the logic chip it uses
  (consistency with SGB/ICD2)
- ... and more!
2015-08-04 19:01:59 +10:00
Tim Allen 092cac9073 Update to v094r37 release.
byuu says:

Changelog:
- synchronizes lots of nall changes
- changes displayed program title from tomoko to higan(*)
- browser dialog sort is case-insensitive
- .sys folders look at user-selected library path; no longer hard-coded

Tried to get rid of the file modes from the Windows browser dialog, but
it was being a bitch so I left it on for now.

- The storage locations and binary still use tomoko. I'm not really sure
  what to do here. The idea is there may be more than one "higan" UI in
  the future, but I don't want people to go around calling the entire
  program by the UI name. For official Windows releases, I can rename
  the binaries to "higan-{profile}.exe", and by putting the config files
  with the binary, they won't ever see the tomoko folder. Linux is of
  course trickier.

Note: Windows users will need to edit hiro/components.hpp and comment
out these lines:

 #define Hiro_Console
 #define Hiro_IconView
 #define Hiro_SourceView
 #define Hiro_TreeView

I forgot to do that, and too lazy to upload another WIP.
2015-07-14 19:32:43 +10:00
Tim Allen ecb35cac33 Update to v094r36 release (open beta).
byuu says:

Changelog:
- GBA emulation accuracy has been substantially improved [Cydrak]
- GBA ldm bug fixed [jchadwick]
- SNES SuperFX timing has been improved [AWJ, ARM9, qwertymodo]
- SNES accuracy profile is now ~8% faster than before
- you no longer need to copy the .sys profile folders to
  ~/Emulation/System
    - you still need to put bios.rom (GBA BIOS) into Game Boy
      Advance.sys to use GBA emulation!!
- you no longer need to pre-configure inputs before first use
- loading games / changing window size won't recenter window
- checkboxes in cheat editor update correctly
- can't type into state manager description textbox on an empty slot
- typing in state manager description box works correctly; and updates
  list view correctly
- won't show files that match game extensions anymore (only game folders
  show up)
- libco Win64 port fixes with FPU^H^H^H XMM registers
- libco ARM port now available; so you too can play at 15fps on an RPi2!
  [jessedog3, Cydrak]
- controller selection will check the default item in the menu now on
  game load
- as usual, a whole lot of other stuff I'm forgetting

Known issues:
- type-ahead find does not work in list views (eg game selection
  dialog); I don't know how to fix this
- there's no game file importer yet
- there's no shader support yet
- there's no profiler available for the timing panel, you need to adjust
  values manually for now
2015-07-02 20:24:56 +10:00
Tim Allen 28a14198cb Update to v094r35 release.
byuu says:

GBA timings are *almost* perfect now. Off by 1-3 cycles on each test,
sans a few DMA ones that seem to not run at all according to the numbers
(crazy.)
2015-07-01 20:58:42 +10:00
Tim Allen 7ff7f64482 Update to v094r34 release.
byuu says:

Fixes SuperFX fmult, lmult timings; rambr, bramr and clsr assignment
masking. Implements true GBA ROM prefetch (buggy, lower test score, but
runs Mario & Luigi without crashing on battles anymore.)
2015-06-28 18:44:56 +10:00
Tim Allen 4c9266d18f Update to v094r33 release.
byuu says:

Small WIP, just fixes the timings for GSU multiply.

However, the actual product may still be wrong when CLSR and MS0 are
both set. Since I wasn't 'corrupting' the value in said case before,
then this behavior can only be better than before.

Turned the (cache,memory)_access_timing into functions that compute the
values; and pulled "clockspeed" into GSU.

Also, I'm thinking it might be kind of pointless to have clockspeed at
all. Supposedly even the Mario Chip can run at 21.48MHz anyway.
Enforcing 10.74MHz mode seems kind of silly. If we change it to just be
a "default value for CLSR", then we can just inline the memory access
tests without the need for the access_timing functions (literally just
clsr?2:1 then)

Slight compilation bug: go to processor/gsu/registers.hpp:33 and add

    reg16_t() = default;

I missed it due to a partial recompile. Too lazy to upload another WIP
just for that.

Probably not worth doing much SuperFX testing just yet, as it looks like
they're doing some other tests at the moment on NESdev.
2015-06-27 12:38:47 +10:00
Tim Allen 169e400437 Update to v094r32 release.
byuu says:

Lots more timing improvements to GBA emulation. We're now ahead of
everything but mGBA.

Mario & Luigi is still hanging in battles, so I guess my prefetch
simulation isn't as good as Cydrak's previous attempt, no surprise.
2015-06-27 12:38:08 +10:00
Tim Allen ea02f1e36a Update to v094r31 release.
byuu says:

This WIP scores 448/920 tests passed.

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

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

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

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

In other news ...

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

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

I added DT_NOPREFIX so the Windows ListView will show & characters
correctly now.
2015-06-25 19:52:32 +10:00
Tim Allen 310ff4fa3b Update to v094r30 release.
byuu says:

This WIP does substantially better on endrift's GBA timing tests. Still
not perfect, though. But hopefully enough to get me out of dead last
place. I also finally fixed the THUMB-mode ldmia bug that jchadwick
reported.

So, GBA emulation should be improved quite a bit, hopefully.
2015-06-24 23:21:24 +10:00
Tim Allen 83f684c66c Update to v094r29 release.
byuu says:

Note: for Windows users, please go to nall/intrinsics.hpp line 60 and
correct the typo from "DISPLAY_WINDOW" to "DISPLAY_WINDOWS" before
compiling, otherwise things won't work at all.

This will be a really major WIP for the core SNES emulation, so please
test as thoroughly as possible.

I rewrote the 65816 CPU core's dispatcher from a jump table to a switch
table. This was so that I could pass class variables as parameters to
opcodes without crazy theatrics.

With that, I killed the regs.r[N] stuff, the flag_t operator|=, &=, ^=
stuff, and all of the template versions of opcodes.

I also removed some stupid pointless flag tests in xcn and pflag that
would always be true.

I sure hope that AWJ is happy with this; because this change was so that
my flag assignments and branch tests won't need to build regs.P into
a full 8-bit variable anymore.

It does of course incur a slight performance hit when you pass in
variables by-value to functions, but it should help with binary size
(and thus cache) by reducing a lot of extra functions. (I know I could
have used template parameters for some things even with a switch table,
but chose not to for the aforementioned reasons.)

Overall, it's about a ~1% speedup from the previous build. The CPU core
instructions were never a bottleneck, but I did want to fix the P flag
building stuff because that really was a dumb mistake v_v'
2015-06-22 23:31:49 +10:00
Tim Allen e0815b55b9 Update to v094r28 release.
byuu says:

This WIP substantially restructures the ruby API for the first time
since that project started.

It is my hope that with this restructuring, destruction of the ruby
objects should now be deterministic, which should fix the crashing on
closing the emulator on Linux. We'll see I guess ... either way, it
removed two layers of wrappers from ruby, so it's a pretty nice code
cleanup.

It won't compile on Windows due to a few issues I didn't see until
uploading the WIP, too lazy to upload another. But I fixed all the
compilation issues locally, so it'll work on Windows again with the next
WIP (unless I break something else.)

(Kind of annoying that Linux defines glActiveTexture but Windows
doesn't.)
2015-06-20 15:44:05 +10:00
Tim Allen 20cc6148cb Update to v094r27 release.
byuu says:

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

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

Fixed checkbox toggling inside of list views on Windows.

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

New Object syntax for hiro is in.

Fixed the backwards-typing on Windows with the state manager.
NOTE: the list view isn't redrawing when you change the description
text. It does so on the cheat editor because of the resizeColumns call;
but that shouldn't be necessary. I'll try and fix this for the next WIP.
2015-06-18 20:48:53 +10:00
Tim Allen a21ff570ee Update to v094r26 release (open beta).
byuu says:

Obviously, this is a fairly major WIP. It's the first public release in
17 months. The entire UI has been rewritten (for the 74th time), and is
now internally called tomoko. The official releases will be named higan
(both the binaries and title bar.)

Missing features from v094:

- ananke is missing (this means you will need v094 to create game
  folders to be loaded)
- key assignments are limited to one physical button = one mapping (no
  multi-mapping)
- shader support is missing
- audio/video profiling is missing
- DIP switch window is missing (used by NSS Actraiser with a special
  manifest; that's about it)
- alternate paths for game system folders and configuration BML files

There's some new stuff, but not much. This isn't going to be an exciting
WIP in terms of features. It's more about being a brand new release with
the brand new hiro port and its shared memory model. The goal is to get
these WIPs stable, get v095 out, and then finally start improving the
actual emulation again after that.
2015-06-16 20:30:04 +10:00
Tim Allen bb3c69a30d Update to v094r25 release.
byuu says:

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

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

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

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

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

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

Finally!! Compilation works once again on Windows.

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

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

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

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

And probably lots more.
2015-06-16 20:30:04 +10:00
Tim Allen 314aee8c5c Update to v094r23 release.
byuu says:

The library window is gone, and replaced with
hiro::BrowserWindow::openFolder(). This gives navigation capabilities to
game loading, and it also completes our slotted cart selection code. As
an added bonus, it's less code this way, too.

I also set the window size to consistent sizes between all emulated
systems, so that switching between SFC and GB don't cause the window
size to keep changing, and so that the scaling size is consistent (eg at
normal scale, GB @ 3x is closer to SNES @ 2x.) This means black borders
in GB/GBA mode, but it doesn't look that bad, and it's not like many
people ever use these modes anyway.

Finally, added the placeholder tabs for video, audio and timing. I don't
intend to add the timing calculator code to v095 (it might be better as
a separate tool), but I'll add the ability to set video/audio rates, at
least.

Glitch 1: despite selecting the first item in the BrowserDialog list, if
you press enter when the window appears, it doesn't activate the item
until you press an arrow key first.

Glitch 2: in Game Boy mode, if you set the 4x window size, it's not
honoring the full requested height because the viewport is smaller than
the window. 8+ years of trying to get GTK+ and Qt to simply set the god
damned window size I ask for, and I still can't get them to do it
reliably.

Remaining issues:
- finish configuration panels (video, audio, timing)
- fix ruby driver compilation on Windows
- add DIP switch selection window (NSS) [I may end up punting this one
  to v096]
2015-06-16 20:29:47 +10:00
Tim Allen 7bf4cff946 Update to v094r22 release.
byuu says:

I fixed the hiro layout enable bug, so when you go to assign joypad
input, the window disables itself so your input doesn't mess with the
controls.

I added "reset" to the hotkeys, in case you feel like clearing all of
them at once.

I added device selection support and the ability to disable audio
synchronization (run > 60fps) to the ruby/OSS driver. This is exposed in
tomoko's configuration file.

I added checks to stringify so that assigning null char* strings to
nall::string won't cause crashes anymore (technically the crash was in
strlen(), which doesn't check for null strings, but whatever ... I'll do
the check myself.)

I hooked up BrowserDialog::folderSelect() to loading slotted media for
now. Tested it by loading a Game Boy game successfully through the Super
Game Boy. Definitely want to write a custom window for this though, that
looks more like the library dialog.

Remaining issues:
- finish slotted cart loader (SGB, BSX, ST)
- add DIP switch selection window (NSS) [I may end up punting this one
  to v096]
- add more configuration panels (video, audio, timing)
2015-05-30 21:40:07 +10:00
Tim Allen 99b2b4b57c Update to v094r21 release.
byuu says:

This updates ruby to return shared_pointer<HID::Device> objects instead
of HID::Device* objects. It also fixes an ID bug where joypads were
starting at ID# 2+, but mice were also set to ID# 2. I also revised
nall/hid a lot, with getters and setters instead of stabbing at internal
state. I didn't yet patch nall::string to safely consume nullptr const
char* values, though.
2015-05-24 19:44:28 +10:00
Tim Allen 4e0223d590 Update to v094r20 release.
byuu says:

Main reason for this WIP was because of all the added lines to hiro for
selective component disabling. May as well get all the diff-noise apart
from code changes.

It also merges something I've been talking to Cydrak about ... making
nall::string::(integer,decimal) do built-in binary,octal,hex decoding
instead of just failing on those. This will have fun little side effects
all over the place, like being able to view a topic on my forum via
"forum.byuu.org/topic/0b10010110", heh.

There are two small changes to higan itself, though. First up, I fixed
the resampler ratio when loading non-SNES games. Tested and I can play
Game Boy games fine now. Second, I hooked up menu option hiding for
reset and controller selection. Right now, this works like higan v094,
but I'm thinking I might want to show the "Device -> Controller" even if
that's all that's there. It kind of jives nicer with the input settings
window to see the labels there, I think. And if we ever do add more
stuff, it'll be nice that people already always expect that menu there.

Remaining issues:
* add slotted cart loader (SGB, BSX, ST)
* add DIP switch selection window (NSS)
* add timing configuration (video/audio sync)
2015-05-23 15:37:08 +10:00