byuu says:
- bsnes: reset all thread clocks on power cycle
- bsnes: use uint64 instead of uint128 for scheduler clocks
- bsnes: use float instead of double for audio resampling
- bsnes: begin work of integrating SameBoy (incomplete; needs
additional features)
byuu says:
- converted (u)int(8,16,32,64) from Natural/Integer<T> to
(u)int(8,16,32,64)_t types
- SFC: mostly rewritten WDC65816 CPU core
- removed 487KiB of code! (unused CPU cores from other higan cores)
byuu says:
- bsnes: allow video filtering even when the emulator is paused
- bsnes: improve overscan masking, especially with HD mode 7
- bsnes: improve snow support, especially with HD mode 7
- bsnes: replace real-time cheat code replace with per-frame replace
(ala Pro Action Replay, Snes9X)
- bsnes: treat the latter step() half of CPU::read() calls as idle
cycles
- bsnes: templatize step() where possible (not always practical)
- bsnes: removed Natural<T> templates from key portions of the fast
PPU renderer
- bsnes: dethreaded peripherals (controllers and expansion port
devices)
- bsnes: above optimizations result in a ~20-25% speedup over v107.4
with no accuracy loss
Note that light guns aren't going to work for now, I'll have to fix them
before we can release v108.
byuu says:
- bsnes: added video filters from bsnes v082
- bsnes: added ZSNES snow effect option when games paused or unloaded
(no, I'm not joking)
- bsnes: added 7-zip support (LZMA 19.00 SDK)
[Recent higan WIPs have also mentioned bsnes changes, although the higan code
no longer includes the bsnes code. These changes include:
- higan, bsnes: added EXLOROM, EXLOROM-RAM, EXHIROM mappings
- higan, bsnes: focus the viewport after leaving fullscreen exclusive
mode
- bsnes: re-added mightymo's cheat code database
- bsnes: improved make install rules for the game and cheat code
databases
- bsnes: delayed construction of hiro::Window objects to properly show
bsnes window icons
- Ed.]
byuu says:
Changes: HD mode 7 supersampling support, HD mode 7 mosaic disable option,
various HD mode 7 bugfixes, default waveOut audio latency to 128 instead of 512,
removed 512x240 hires mode 7 mode.
There's also a small experiment, making this release a beta release as well:
for a large speedup, when in EXTBG mode, I'm bypassing rendering BG1 for a
performance boost. EXTBG is only used as a priority layer, and is overwritten by
BG2 except in one extremely pathological case.
byuu says:
Added DerKoun's HD mode 7 (up to 2160p), ~100fps boost for fast forwarding,
configurable latency settings for waveOut (please configure this yourself),
filename case insensitivity, and a few other things.
byuu says:
Don't let the point release fool you, there are many significant changes in this
release. I will be keeping bsnes releases using a point system until the new
higan release is ready.
Changelog:
- GUI: added high DPI support
- GUI: fixed the state manager image preview
- Windows: added a new waveOut driver with support for dynamic rate control
- Windows: corrected the XAudio 2.1 dynamic rate control support [BearOso]
- Windows: corrected the Direct3D 9.0 fullscreen exclusive window centering
- Windows: fixed XInput controller support on Windows 10
- SFC: added high-level emulation for the DSP1, DSP2, DSP4, ST010, and Cx4
coprocessors
- SFC: fixed a slight rendering glitch in the intro to Megalomania
If the coprocessor firmware is missing, bsnes will fallback on HLE where it is
supported, which is everything other than SD Gundam GX and the two Hayazashi
Nidan Morita Shougi games.
The Windows dynamic rate control works best with Direct3D in fullscreen
exclusive mode. I recommend the waveOut driver over the XAudio 2.1 driver, as it
is not possible to target a single XAudio2 version on all Windows OS releases.
The waveOut driver should work everywhere out of the box.
Note that with DRC, the synchronization source is your monitor, so you will
want to be running at 60hz (NTSC) or 50hz (PAL). If you have an adaptive sync
monitor, you should instead use the WASAPI (exclusive) or ASIO audio driver.
[This is specifically a release of bsnes, not the whole higan suite, even though
it contains all the higan source. -Ed.]
byuu says:
Today I am posting the first release of the new bsnes emulator.
bsnes is designed to be a revival of the classic bsnes design, focusing
specifically on performance and ease of use for SNES emulation.
In addition to all of the features of higan, bsnes supports the following
features:
- 300% faster (than higan) scanline-based, multi-threaded graphics renderer
- option to disable sprite limits in games
- option to enable hires mode 7 graphics
- option to enable more accurate pixel-based graphics renderer
- option to overclock SuperFX games by up to 800%
- periodic auto-saving of game save RAM
- save state manager with state screenshots
- several new save state hotkeys such as increment/decrement slot#
- option to auto-save states when unloading a game or closing the emulator
- option to auto-load aforementioned states when loading games
- save state undo and redo support (with associated hotkeys)
- speed override modes (50%, 75%, 100%, 150%, 200%)
- recent games list
- frame advance mode
- screenshot hotkey
- path selection for games, patches, saves, cheats, states, and screenshots
- dynamic video, audio, input driver changes
- direct loading and playing of games without the use of the higan library
- ZIP archive and multiple file extension support for games
- firmware folder for unappended coprocessor firmware (see documentation for
more)
- compatibility with sd2snes and Snes9X MSU1 game file naming
- compatibility with higan gamepaks (game folders)
- soft-patching support for both BPS and IPS patches
- menubar that does not pause emulation when entered
- video pixel shaders (requires OpenGL 3.2)
- built-in game database with over 1,200 games to ensure perfect memory
mapping
- (Linux, BSD only:) audio dynamic rate control to eliminate stuttering
- and much more!
The one feature I regret not being able to support in this release is Windows
dynamic rate control. I put in my best attempt, but XAudio2's API is simply not
fine-grained enough, and the WASAPI driver is not mature enough. I hope that DRC
support can be added to the Windows port in the near future, and I would like to
offer a large cash bounty to anyone who can help me make this happen.
byuu says:
The bad instruction was due to the instruction before it fetching one
too many bytes. Didn't notice right away as the disassembler got it
right.
The register map was incorrect on the active 16-bit flags.
I fixed and improved some other things along those lines. Hooked up some
basic KnGE (VPU) timings, made it print out VRAM and some of the WRAM
onto the screen each frame, tried to drive Vblank and Hblank IRQs, but
... I don't know for sure what vector addresses they belong to.
MAME says "INT4" for Vblank, and says nothing for Hblank. I am wildly
guessing INT4==SWI 4==0xffff10, but ... I have no idea. I'm also not
emulating the interrupts properly based on line levels, I'm just firing
on the 0→1 transitions. Sounds like Vblank is more nuanced too, but I
guess we'll see.
Emulation is running further along now, even to the point of it
successfully enabling the KnGE IRQs, but VRAM doesn't appear to get much
useful stuff written into it yet.
I reverted the nall/primitive changes, so request for testing is I guess
rescinded, for whatever it was worth.
byuu says:
Changelog:
- fixed a few TLCS900H CPU and disassembler bugs
- hooked up a basic Neo Geo Pocket emulator skeleton and memory map;
can run a few instructions from the BIOS
- emulated the flash memory used by Neo Geo Pocket games
- added sourcery to the higan source archives
- fixed ternary expressions in sfc/ppu-fast [hex_usr]
byuu says:
Changelog:
- reverted nall/inline-if.hpp usage for now, since the
nall/primitives.hpp math operators still cast to (u)int64_t
- improved nall/primitives.hpp more; integer8 x = -128; print(-x) will
now print 128 (unary operator+ and - cast to (u)int64_t)
- renamed processor/lr35902 to processor/sm83; after the Sharp SM83
CPU core [gekkio discovered the name]
- a few bugfixes to the TLCS900H CPU core
- completed the disassembler for the TLCS900H core
As a result of reverting most of the inline if stuff, I guess the
testing priority has been reduced. Which is probably a good thing,
considering I seem to have a smaller pool of testers these days.
Indeed, the TLCS900H core has ended up at 131KiB compared to the M68000
core at 128KiB. So it's now the largest CPU core in all of higan. It's
even more ridiculous because the M68000 core would ordinarily be quite a
bit smaller, had I not gone overboard with the extreme templating to
reduce instruction decoding overhead (you kind of have to do this for
RISC CPUs, and the inverted design of the TLCS900H kind of makes it
infeasible to do the same there.)
This CPU core is bound to have dozens of extremely difficult CPU bugs,
and there's no easy way for me to test them. I would greatly appreciate
any help in looking over the core for bugs. A fresh pair of eyes to spot
a mistake could save me up to several days of tedious debugging work.
The core still isn't ready to actually be tested: I have to hook up
cartridge loading, a memory bus, interrupts, timers, and the micro DMA
controller before it's likely that anything happens at all.
byuu says:
Half of the disassembler is implemented now. Well, the decoding half
anyway. I'm splitting the decoding and string building into separate
components this time around, on account of the instruction encoding
being in reverse order. The string building portion hasn't been written
yet, either.
We're up to 112KiB now, compared to 128KiB for the 68K.
byuu says:
First 32 instructions implemented in the TLCS900H disassembler. Only 992
to go!
I removed the use of anonymous namespaces in nall. It was something I
rarely used, because it rarely did what I wanted.
I updated all nested namespaces to use C++17-style namespace Foo::Bar {}
syntax instead of classic C++-style namespace Foo { namespace Bar {}}.
I updated ruby::Video::acquire() to return a struct, so we can use C++17
structured bindings. Long term, I want to get away from all functions
that take references for output only. Even though C++ botched structured
bindings by not allowing you to bind to existing variables, it's even
worse to have function calls that take arguments by reference and then
write to them. From the caller side, you can't tell the value is being
written, nor that the value passed in doesn't matter, which is terrible.