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.
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!
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.
byuu says:
Commands can be prefixed with: (cpu|smp|ppu|dsp|apu|vram|oam|cgram)/ to
set their source. Eg "vram/hex 0800" or "smp/breakpoints.append execute
ffc0"; default is cpu.
These overlap a little bit in odd ways, but that's just the way the SNES
works: it's not a very orthogonal system. CPU is both a processor and
the main bus (ROM, RAM, WRAM, etc), APU is the shared memory by the
SMP+DSP (eg use it to catch writes from either chip); PPU probably won't
ever be used since it's broken down into three separate buses (VRAM,
OAM, CGRAM), but DSP could be useful for tracking bugs like we found in
Koushien 2 with the DSP echo buffer corrupting SMP opcodes. Technically
the PPU memory pools are only ever tripped by the CPU poking at them, as
the PPU doesn't ever write.
I now have run.for, run.to, step.for, step.to. The difference is that
run only prints the next instruction after running, whereas step prints
all of the instructions along the way as well. run.to acts the same as
"step over" here. Although it's not quite as nice, since you have to
specify the address of the next instruction.
Logging the Field/Vcounter/Hcounter on instruction listings now, good
for timing information.
Added in the tracer mask, as well as memory export, as well as
VRAM/OAM/CGRAM/SMP read/write/execute breakpoints, as well as an APU
usage map (it tracks DSP reads/writes separately, although I don't
currently have debugger callbacks on DSP accesses just yet.)
Have not hooked up actual SMP debugging just yet, but I plan to soon.
Still thinking about how I want to allow / block interleaving of
instructions (terminal output and tracing.)
So ... remaining tasks at this point:
- full SMP debugging
- CPU+SMP interleave support
- aliases
- hotkeys
- save states (will be kind of tricky ... will have to suppress
breakpoints during synchronization, or abort a save in a break event.)
- keep track of window geometry between runs