byuu says:
Changelog:
- nall/vector rewritten from scratch
- higan/audio uses nall/vector instead of raw pointers
- higan/sfc/coprocessor/sdd1 updated with new research information
- ruby/video/glx and ruby/video/glx2: fuck salt glXSwapIntervalEXT!
The big change here is definitely nall/vector. The Windows, OS X and Qt
ports won't compile until you change some first/last strings to
left/right, but GTK will compile.
I'd be really grateful if anyone could stress-test nall/vector. Pretty
much everything I do relies on this class. If we introduce a bug, the
worst case scenario is my entire SFC game dump database gets corrupted,
or the byuu.org server gets compromised. So it's really critical that we
test the hell out of this right now.
The S-DD1 changes mean you need to update your installation of icarus
again. Also, even though the Lunar FMV never really worked on the
accuracy core anyway (it didn't initialize the PPU properly), it really
won't work now that we emulate the hard-limit of 16MiB for S-DD1 games.
byuu says:
Changelog:
- WS: fixed bug when IRQs triggered during a rep string instruction
- WS: added sprite attribute caching (per-scanline); absolutely massive
speed-up
- WS: emulated limit of 32 sprites per scanline
- WS: emulated the extended PPU register bit behavior based on the
DISP_CTRL tile bit-depth setting
- WS: added "Rotate" key binding; can be used to flip the WS display
between horizontal and vertical in real-time
The prefix emulation may not be 100% hardware-accurate, but the edge
cases should be extreme enough to not come up in the WS library. No way
to get the emulation 100% down without intensive hardware testing.
trap15 pointed me at a workflow diagram for it, but that diagram is
impossible without a magic internal stack frame that grows with every
IRQ, and can thus grow infinitely large.
The rotation thing isn't exactly the most friendly set-up, but oh well.
I'll see about adding a default rotation setting to manifests, so that
games like GunPey can start in the correct orientation. After that, if
the LCD orientation icon turns out to be reliable, then I'll start using
that. But if there are cases where it's not reliable, then I'll leave it
to manual button presses.
Speaking of icons, I'll need a set of icons to render on the screen.
Going to put them to the top right on vertical orientation, and on the
bottom left for horizontal orientation. Just outside of the video
output, of course.
Overall, WS is getting pretty far along, but still some major bugs in
various games. I really need sound emulation, though. Nobody's going to
use this at all without that.
byuu says:
Alright, well interrupts are in. At least Vblank is.
I also fixed a bug in vector() indexing, MoDRM mod!=3&®==6 using SS
instead of DS, opcodes a0-a3 allowing segment override, and added the
"irq_disable" stuff to the relevant opcodes to suppress IRQs after
certain instructions.
But unfortunately ... still no go on Riviera. It's not reading any
unmapped ports, and although it enables Vblank IRQs and they set port
$b4's status bit, the game never sets the IE flag, so no interrupts ever
actually fire. The game does indeed appear to be sitting in a rather
huge loop, which is probably dependent upon some RAM variable being set
from the Vblank IRQ, but I don't know how I'm supposed to be triggering
it.
... I'm really quite stumped here >_>
byuu says:
All 256 instructions implemented fully. Fixed a major bug with
instructions that both read and write to ModRM with displacement.
Riviera now runs into an infinite loop ... possibly crashed, possibly
waiting on interrupts or in to return something. Added a bunch of PPU
settings registers, but nothing's actually rendering with them yet.