Commit Graph

11 Commits

Author SHA1 Message Date
Tim Allen 0b6f1df987 Update to v103r27 release.
byuu says:

Changelog:

  - hiro/windows: set dpiAware=false, fixes icarus window sizes relative
    to higan window sizes
  - higan, icarus, hiro, ruby: add support for high resolution displays
    on macOS [ncbncb]
  - processor/lr35902-legacy: removed
  - processor/arm7tdmi: new processor core started; intended to one day
    be a replacement for processor/arm

It will probably take several WIPs to get the new ARM core up and
running. It's the last processor rewrite. After this, all processor
cores will be up to date with all my current programming conventions.
2017-08-06 23:36:26 +10:00
Tim Allen 571760c747 Update to v103r24 release.
byuu says:

Changelog:

  - gb/mbc6: mapper is now functional, but Net de Get has some text
    corruption¹
  - gb/mbc7: mapper is now functional²
  - gb/cpu: HDMA syncs other components after each byte transfer now
  - gb/ppu: LY,LX forced to zero when LCDC.d7 is lowered (eg disabled),
    not when it's raised (eg enabled)
  - gb/ppu: the LCD does not run at all when LCDC.d7 is clear³
      - fixes graphical corruption between scene transitions in Legend
        of Zelda - Oracle of Ages
      - thanks to Cydrak, Shonumi, gekkio for their input on the cause
        of this issue
  - md/controller: renamed "Gamepad" to "Control Pad" per official
    terminology
  - md/controller: added "Fighting Pad" (6-button controller) emulation
    [hex\_usr]
  - processor/m68k: fixed TAS to set data.d7 when
    EA.mode==DataRegisterDirect; fixes Asterix
  - hiro/windows: removed carriage returns from mouse.cpp and
    desktop.cpp
  - ruby/audio/alsa: added device driver selection [SuperMikeMan]
  - ruby/audio/ao: set format.matrix=nullptr to prevent a crash on some
    systems [SuperMikeMan]
  - ruby/video/cgl: rename term() to terminate() to fix a crash on macOS
    [Sintendo]

¹: The observation that this mapper split $4000-7fff into two banks
came from MAME's implementation. But their implementation was quite
broken and incomplete, so I didn't actually use any of it. The
observation that this mapper split $a000-bfff into two banks came from
Tauwasser, and I did directly use that information, plus the knowledge
that $0400/$0800 are the RAM bank select registers.

The text corruption is due to a race condition with timing. The game is
transferring font letters via HDMA, but the game code ends up setting
the bank# with the font a bit too late after the HDMA has already
occurred. I'm not sure how to fix this ... as a whole, I assumed my Game
Boy timing was pretty good, but apparently it's not that good.

²: The entire design of this mapper comes from endrift's notes.
endrift gets full credit for higan being able to emulate this mapper.
Note that the accelerometer implementation is still not tested, and
probably won't work right until I tweak the sensitivity a lot.

³: So the fun part of this is ... it breaks the strict 60fps rate of
the Game Boy. This was always inevitable: certain timing conditions can
stretch frames, too. But this is pretty much an absolute deal breaker
for something like Vsync timing. This pretty much requires adaptive sync
to run well without audio stuttering during the transition.

There's currently one very important detail missing: when the LCD is
turned off, presumably the image on the screen fades to white. I do not
know how long this process takes, or how to really go about emulating
it. Right now as an incomplete patch, I'm simply leaving the last
displayed image on the screen until the LCD is turned on again. But I
will have to output white, as well as add code to break out of the
emulation loop periodically when the LCD is left off eg indefinitely, or
bad things would happen. I'll work something out and then implement.

Another detail is I'm not sure how long it takes for the LCD to start
rendering again once enabled. Right now, it's immediate. I've heard it's
as long as 1/60th of a second, but that really seems incredibly
excessive? I'd like to know at least a reasonably well-supported
estimate before I implement that.
2017-08-04 23:05:06 +10:00
Tim Allen 7022d1aa51 Update to v103r23 release.
byuu says:

Changelog:

  - gb: added accelerometer X-axis, Y-Axis inputs¹
  - gb: added rumble input¹
  - gb/mbc5: added rumble support²
  - gb/mbc6: added skeleton driver, but it doesn't boot Net de Get
  - gb/mbc7: added mostly complete driver (only missing EEPROM), but it
    doesn't boot Kirby Tilt 'n' Tumble
  - gb/tama: added leap year assignment
  - tomoko: fixed macOS compilation [MerryMage]
  - hiro/cocoa: fix table cell redrawing on updates and automatic column
    resizing [ncbncb]
  - hiro/cocoa: fix some weird issue with clicking table view checkboxes
    on Retina displays [ncbncb]
  - icarus: enhance Game Boy heuristics³
  - nall: fix three missing return statements [Jonas Quinn]
  - ruby: hopefully fixed all compilation errors reported by Screwtape
    et al⁴

¹: because there's no concept of a controller for cartridge inputs,
I'm attaching to the base platform for now. An idea I had was to make
separate ports for each cartridge type ... but this would duplicate the
rumble input between MBC5 and MBC7. And would also be less discoverable.
But it would be more clean in that users wouldn't think the Game Boy
hardware had this functionality. I'll think about it.

²: it probably won't work yet. Rumble isn't documented anywhere, but
I dug through an emulator named GEST and discovered that it seems to use
bit 3 of the RAM bank select to be rumble. I don't know if it sets the
bit for rumbling, then clears when finished, or if it sets it and then
after a few milliseconds it stops rumbling. I couldn't test on my
FreeBSD box because SDL 1.2 doesn't support rumble, udev doesn't exist
on FreeBSD, and nobody has ever posted any working code for how to use
evdev (or whatever it's called) on FreeBSD.

³: I'm still thinking about specifying the MBC7 RAM as EEPROM, since
it's not really static RAM.

⁴: if possible, please test all drivers if you can. I want to ensure
they're all working. Especially let me know if the following work:
macOS: input.carbon Linux: audio.pulseaudiosimple, audio.ao (libao)

If I can confirm these are working, I'm going to then remove them from
being included with stock higan builds.

I'm also considering dropping SDL video on Linux/BSD. XShm is much
faster and supports blurring. I may also drop SDL input on Linux, since
udev works better. That will free a dependency on SDL 1.2 for building
higan. FreeBSD is still going to need it for joypad support, however.
2017-07-30 23:00:31 +10:00
Tim Allen d5c09c9ab1 Update to v103r20 release.
byuu says:

Changelog:

  - ruby/audio/xaudio2: ported to new ruby API
  - ruby/video/cgl: ported to new ruby API (untested, won't compile)
  - ruby/video/directdraw: ported to new ruby API
  - ruby/video/gdi: ported to new ruby API
  - ruby/video/glx: ported to new ruby API
  - ruby/video/wgl: ported to new ruby API
  - ruby/video/opengl: code cleanups

The macOS CGL driver is sure to have compilation errors. If someone will
post the compilation error log, I can hopefully fix it in one or two
iterations of WIPs.

I am unable to test the Xorg GLX driver, because my FreeBSD desktop
video card drivers do not support OpenGL 3.2. If the driver doesn't
work, I'm going to need help tracking down what broke from the older
releases.

The real fun is still yet to come ... all the Linux-only drivers, where
I don't have a single Linux machine to test with.

Todo:

  - libco/fiber
  - libco/ucontext (I should really just delete this)
  - tomoko: hide main UI window when in exclusive fullscreen mode
2017-07-24 15:23:40 +10:00
Tim Allen 07995c05a5 Update to v100 release.
byuu says:

higan has finally reached v100!

I feel it's important to stress right away that this is not "version
1.00", nor is it a major milestone release. Rather than arbitrary version
numbers, all of my software simply bumps version numbers by one for each
official release. As such, higan v100 is simply higan's 100th release.

That said, the primary focus of this release has been code
clean-ups. These are always somewhat dangerous in that regressions are
possible. We've tested through sixteen WIP revisions, one of which was
open to the public, to try and minimize any regressions. But all the same,
please report any regressions if you discover any.

Changelog (since v099):
FC: render during pixels 1-256 instead of 0-255 [hex_usr]
FC: rewrote controller emulation code
SFC: 8% speedup over the previous release thanks to PPU optimizations
SFC: fixed nasty DB address wrapping regression from v099
SFC: USART developer controller removed; superseded by 21fx
SFC: Super Multitap option removed from controller port 1; ports
    renamed 2-5
SFC: hidden option to experiment with 128KB VRAM (strictly for novelty)
higan: audio volume no longer divided by number of audio streams
higan: updated controller polling code to fix possible future mapping
    issues
higan: replaced nall/stream with nall/vfs for file-loading subsystem
tomoko: can now load multi-slotted games via command-line
tomoko: synchronize video removed from UI; still available in the
    settings file
tomoko, icarus: can navigate to root drive selection on Windows
all: major code cleanups and refactoring (~1MB diff against v099)

Note 1: the audio volume change means that SGB and MSU1 games won't
lose half the volume on the SNES sounds anymore. However, if one goes
overboard and drives the sound all the way to max volume with the MSU1,
clamping may occur. The obvious solution is not to drive volume that high
(it will vastly overpower the SNES audio, which usually never exceeds
25% volume.) Another option is to lower the volume in the audio settings
panel to 50%. In general, neither is likely to ever be necessary.

Note 2: the synchronize video option was hidden from the UI because it
is no longer useful. With the advent of compositors, the loss of the
complicated timing settings panel, support for the WonderSwan and its
75hz display, the need to emulate variable refresh rate behaviors in the
Game Boy, the unfortunate latency spike and audio distortion caused by
long Vsync pauses, and the arrival of adaptive sync technology ... it
no longer makes sense to present this option. However, as stated, you
can edit settings.bml to enable this option anyway if you insist and
understand the aforementioned risks.

Changelog (since v099r16 open beta):

- fixed MSU1 audio sign extension
- fixed compilation with SGB support disabled
- icarus can now navigate to root directory
- fixed compilation issues with OS X port
- (hopefully) fixed label height issue with hiro that affected icarus
  import dialog
- (mostly) fixed BS Memory, Sufami Turbo slot loading

Errata:

- forgot to remove the " - Slot A", " - Slot B" suffixes for Sufami
  Turbo slot loading
  - this means you have to navigate up one folder and then into Sufami
    Turbo/ to load games for this system
- moving WonderSwan orientation controls to the device slot is causing
  some nastiness
  - can now select orientation from the main menu, but it doesn't rotate
    the display
2016-07-08 22:04:59 +10:00
Tim Allen 82293c95ae Update to v099r14 release.
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.
2016-07-01 21:50:32 +10:00
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 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 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 04986d2bf7 Update to v094r01 release.
byuu says:

Changelog:
- port: various compilation fixes for OS X [kode54]
- nall: added programpath() function to return path to process binary
  [todo: need to have ethos use this function]
- ruby: XAudio2 will select default game sound device instead of first
  sound device
- ruby: DirectInput device IDs are no longer ambiguous when VID+PID are
  identical
- ruby: OpenGL won't try and terminate if it hasn't been initialized
- gb: D-pad up+down/left+right not masked in SGB mode
- sfc: rewrote ICD2 video rendering to output in real-time, work with
  cycle-based Game Boy renderer
- sfc: rewrote Bus::reduce(), reduces game loading time by about 500ms
- ethos: store save states in {game}/higan/* instead of {game}/bsnes/*
- loki: added target-loki/ (blank stub for now)
- Makefile: purge out/* on make clean
2014-01-28 21:04:58 +11:00
Tim Allen 4e2eb23835 Update to v093 release.
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.
2013-08-18 13:21:14 +10:00