byuu says:
Changelog:
- improved attenuation of biquad filter by computing butterworth Q
coefficients correctly (instead of using the same constant)
- adding 1e-25 to each input sample into the biquad filters to try and
prevent denormalization
- updated normalization from [0.0 to 1.0] to [-1.0 to +1.0]; volume/reverb
happen in floating-point mode now
- good amount of work to make the base Emulator::Audio support any number
of output channels
- so that we don't have to do separate work on left/right channels;
and can instead share the code for each channel
- Emulator::Interface::audioSample(int16 left, int16 right); changed to:
- Emulator::Interface::audioSample(double* samples, uint channels);
- samples are normalized [-1.0 to +1.0]
- for now at least, channels will be the value given to
Emulator::Audio::reset()
- fixed GUI crash on startup when audio driver is set to None
I'm probably going to be updating ruby to accept normalized doubles as
well; but I'm not sure if I will try and support anything other 2-channel
audio output. It'll depend on how easy it is to do so; perhaps it'll be
a per-driver setting.
The denormalization thing is fierce. If that happens, it drops the
emulator framerate from 220fps to about 20fps for Game Boy emulation. And
that happens basically whenever audio output is silent. I'm probably
also going to make a nall/denormal.hpp file at some point with
platform-specific functionality to set the CPU state to "denormals as
zero" where applicable. I'll still add the 1e-25 offset (inaudible)
as another fallback.
byuu says:
Changelog:
- emulation cores now refresh video from host thread instead of
cothreads (fix AMD crash)
- SFC: fixed another bug with leap year months in SharpRTC emulation
- SFC: cleaned up camelCase on function names for
armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes
- GB: added MBC1M emulation (requires manually setting mapper=MBC1M in
manifest.bml for now, sorry)
- audio: implemented Emulator::Audio mixer and effects processor
- audio: implemented Emulator::Stream interface
- it is now possible to have more than two audio streams: eg SNES
+ SGB + MSU1 + Voicer-Kun (eventually)
- audio: added reverb delay + reverb level settings; exposed balance
configuration in UI
- video: reworked palette generation to re-enable saturation, gamma,
luminance adjustments
- higan/emulator.cpp is gone since there was nothing left in it
I know you guys are going to say the color adjust/balance/reverb stuff
is pointless. And indeed it mostly is. But I like the idea of allowing
some fun special effects and configurability that isn't system-wide.
Note: there seems to be some kind of added audio lag in the SGB
emulation now, and I don't really understand why. The code should be
effectively identical to what I had before. The only main thing is that
I'm sampling things to 48000hz instead of 32040hz before mixing. There's
no point where I'm intentionally introducing added latency though. I'm
kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be
much appreciated :/
I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as
well, and that would be very bad.
byuu says:
Changelog:
- SFC: fixed behavior of 21fx $21fe register when no device is connected
(must return zero)
- SFC: reduced 21fx buffer size to 1024 bytes in both directions to
mirror the FT232H we are using
- SFC: eliminated dsp/modulo-array.hpp [1]
- higan: implemented higan/video interface and migrated all cores to it
[2]
[1] the echo history buffer was 8-bytes, so there was no need for it at
all here. Not sure what I was thinking. The BRR buffer was 12-bytes, and
has very weird behavior ... but there's only a single location in the
code where it actually writes to this buffer. It's much easier to just
write to the buffer three times there instead of implementing an entire
class just to abstract away two lines of code. This change actually
boosted the speed from ~124.5fps to around ~127.5fps, but that's within
the margin of error for GCC. I doubt it's actually faster this way.
The DSP core could really use a ton of work. It comes from a port of
blargg's spc_dsp to my coding style, but he was extremely fond of using
32-bit signed integers everywhere. There's a lot of opportunity to
remove red tape masking by resizing the variables to their actual state
sizes.
I really need to find where I put spc_dsp6.sfc from blargg. It's a great
test to verify if I've made any mistakes in my implementation that would
cause regressions. Don't suppose anyone has it?
[2] so again, the idea is that higan/audio and higan/video are going to
sit between the emulation cores and the user interfaces. The hope is to
output raw encoding data from the emulation cores without having to
worry about the video display format (generally 24-bit RGB) of the host
display. And also to avoid having to repeat myself with eg three
separate implementations of interframe blending, and so on.
Furthermore, the idea is that the user interface can configure its side
of the settings, and the emulation cores can configure their sides.
Thus, neither has to worry about the other end. And now we can spin off
new user interfaces much easier without having to mess with all of these
things.
Right now, I've implemented color emulation, interframe blending and
SNES horizontal color bleed. I did not implement scanlines (and
interlace effects for them) yet, but I probably will at some point.
Further, for right now, the WonderSwan/Color screen rotation is busted
and will only show games in the horizontal orientation. Obviously this
must be fixed before the next official release, but I'll want to think
about how to implement it.
Also, the SNES light gun pointers are missing for now.
Things are a bit messy right now as I've gone through several revisions
of how to handle these things, so a good house cleaning is in order once
everything is feature-complete again. I need to sit down and think
through how and where I want to handle things like light gun cursors,
LCD icons, and maybe even rasterized text messages.
And obviously ... higan/audio is still just nall::DSP's headers. I need
to revamp that whole interface. I want to make it quite powerful with
a true audio mixer so I can handle things like
SNES+SGB+MSU1+Voicer-Kun+SNES-CD (five separate audio streams at once.)
The video system has the concept of "effects" for things like color
bleed and interframe blending. I want to extend on this with useful
other effects, such as NTSC simulation, maybe bringing back my mini-HQ2x
filter, etc. I'd also like to restore the saturation/gamma/luma
adjustment sliders ... I always liked allowing people to compensate for
their displays without having to change settings system-wide. Lastly,
I've always wanted to see some audio effects. Although I doubt we'll
ever get my dream of CoreAudio-style profiles, I'd like to get some
basic equalizer settings and echo/reverb effects in there.
byuu says:
Changelog:
- WS: fixed sprite window clipping (again)
- WS: don't set IRQ status bits of IRQ enable bits are clear
- SFC: signed/unsigned -> int/uint for DSP core
- SFC: removed eBoot
- SFC: added 21fx (not the same as the old precursor to MSU1; just
reusing the name)
Note: XI Little doesn't seem to be fixed after all ... but the other
three are. So I guess we're at 13 bugs :( And holy shit that music when
you choose a menu option is one of the worst sounds I've ever heard in
my life >_<
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.
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.
byuu says:
Basically just a project rename, with s/bsnes/higan and the new icon
from lowkee added in.
It won't compile on Windows because I forgot to update the resource.rc
file, and a path transform command isn't working on Windows.
It was really just meant as a starting point, so that v091 WIPs can flow
starting from .00 with the new name (it overshadows bsnes v091, so
publicly speaking this "shouldn't exist" and will probably be deleted
from Google Code when v092 is ready.)