mirror of https://github.com/bsnes-emu/bsnes.git
14 Commits
Author | SHA1 | Message | Date |
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Tim Allen | c2975e6898 |
Update to v103r25 release.
byuu says: Changelog: - gb/cpu: force STAT mode to 0 when LCD is disabled (fixes Pokemon Pinball, etc) - gb/ppu: when LCD is disabled, require at least one-frame wait to re-enable, display white during this time - todo: should step by a scanline at a time: worst-case is an extra 99% of a frame to enable again - gba/ppu: cache tilemap lookups and attribute parsing - it's more accurate because the GBA wouldn't read this for every pixel - but unfortunately, this didn't provide any speedup at all ... sigh - ruby/audio/alsa: fixed const issue with free() - ruby/video/cgl: removed `glDisable(GL_ALPHA_TEST)` [deprecated] - ruby/video/cgl: removed `glEnable(GL_TEXTURE_2D)` [unnecessary as we use shaders] - processor/lr35902: started rewrite¹ ¹: so, the Game Boy and Game Boy Color cores will be completely broken for at least the next two or three WIPs. The old LR35902 was complete garbage, written in early 2011. So I'm rewriting it to provide a massive cleanup and consistency with other processor cores, especially the Z80 core. I've got about 85% of the main instructions implemented, and then I have to do the CB instructions. The CB instructions are easier because they're mostly just a small number of opcodes in many small variations, but it'll still be tedious. |
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Tim Allen | ee7662a8be |
Update to v102r04 release.
byuu says: Changelog: - Super Game Boy support is functional once again - new GameBoy::SuperGameBoyInterface class - system.(dmg,cgb,sgb) is now Model::(Super)GameBoy(Color) ala the PC Engine - merged WonderSwanInterface, WonderSwanColorInterface shared functions to WonderSwan::Interface - merged GameBoyInterface, GameBoyColorInterface shared functions to GameBoy::Interface - Interface::unload() now calls Interface::save() for Master System, Game Gear, Mega Drive, PC Engine, SuperGrafx - PCE: emulated PCE-CD backup RAM; stored per-game as save.ram (2KiB file) - this means you can now save your progress in games like Neutopia - the PCE-CD I/O registers like BRAM write protect are not emulated yet - PCE: IRQ sources now hold the IRQ line state, instead of the CPU holding it - this fixes most SuperGrafx games, which were fighting over the VDC IRQ line previously - PCE: CPU I/O $14xx should return the pending IRQ bits even if IRQs are disabled - PCE: VCE and the VDCs now synchronize to each other; fixes pixel widths in all games - PCE: greatly increased the accuracy of the VPC priority selection code (windows may be buggy still) - HuC6280: PLA, PLX, PLY should set Z, N flags; fixes many game bugs [Jonas Quinn] The big thing I wanted to do was enslave the VDC(s) to the VCE. But unfortunately, I forgot about the asynchronous DMA channels that each VDC supports, so this isn't going to be possible I'm afraid. In the most demanding case, Daimakaimura in-game, we're looking at 85fps on my Xeon E3 1276v3. So ... not great, and we don't even have sound connected yet. We are going to have to profile and optimize this code once sound emulation and save states are in. Basically, think of it like this: the VCE, VDC0, and VDC1 all have the same overhead, scheduling wise (which is the bulk of the performance loss) as the dot-renderer for the SNES core. So it's like there's three bsnes-accuracy PPU threads running just for video. ----- Oh, just a fair warning ... the hooks for the SGB are a work in progress. If anyone is working on higan or a fork and want to do something similar to it, don't use it as a template, at least not yet. Right now, higan looks like this: - Emulator::Video handles the platform→videoRefresh calls - Emulator::Audio handles the platform→audioSample calls - each core hard-codes the platform→inputPoll, inputRumble calls - each core hard-codes calls to path, open, load to process files - dipSettings and notify are specialty hacks, neither are even hooked up right now to anything With the SGB, it's an emulation core inside an emulation core, so ideally you want to hook all of those functions. Emulator::Video and Emulator::Audio aren't really abstractions over that, as the GB core calls them and we have to special case not calling them in SGB mode. The path, open, load can be implemented without hooks, thanks to the UI only using one instance of Emulator::Platform for all cores. All we have to do is override the folder path ID for the "Game Boy.sys" folder, so that it picks "Super Game Boy.sfc/" and loads its boot ROM instead. That's just a simple argument to GameBoy::System::load() and we're done. dipSettings, notify and inputRumble don't matter. But we do also have to hook inputPoll as well. The nice idea would be for SuperFamicom::ICD2 to inherit from Emulator::Platform and provide the desired functions that we need to overload. After that, we'd just need the GB core to keep an abstraction over the global Emulator::platform\* handle, to select between the UI version and the SFC::ICD2 version. However ... that doesn't work because of Emulator::Video and Emulator::Audio. They would also have to gain an abstraction over Emulator::platform\*, and even worse ... you'd have to constantly swap between the two so that the SFC core uses the UI, and the GB core uses the ICD2. And so, for right now, I'm checking Model::SuperGameBoy() -> bool everywhere, and choosing between the UI and ICD2 targets that way. And as such, the ICD2 doesn't really need Emulator::Platform inheritance, although it certainly could do that and just use the functions it needs. But the SGB is even weirder, because we need additional new signals beyond just Emulator::Platform, like joypWrite(), etc. I'd also like to work on the Emulator::Stream for the SGB core. I don't see why we can't have the GB core create its own stream, and let the ICD2 just use that instead. We just have to be careful about the ICD2's CPU soft reset function, to make sure the GB core's Stream object remains valid. What I think that needs is a way to release an Emulator::Stream individually, rather than calling Emulator::Audio::reset() to do it. They are shared\_pointer objects, so I think if I added a destructor function to remove it from Emulator::Audio::streams, then that should work. |
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Tim Allen | ca277cd5e8 |
Update to v100r14 release.
byuu says: (Windows: compile with -fpermissive to silence an annoying error. I'll fix it in the next WIP.) I completely replaced the time management system in higan and overhauled the scheduler. Before, processor threads would have "int64 clock"; and there would be a 1:1 relationship between two threads. When thread A ran for X cycles, it'd subtract X * B.Frequency from clock; and when thread B ran for Y cycles, it'd add Y * A.Frequency from clock. This worked well and allowed perfect precision; but it doesn't work when you have more complicated relationships: eg the 68K can sync to the Z80 and PSG; the Z80 to the 68K and PSG; so the PSG needs two counters. The new system instead uses a "uint64 clock" variable that represents time in attoseconds. Every time the scheduler exits, it subtracts the smallest clock count from all threads, to prevent an overflow scenario. The only real downside is that rounding errors mean that roughly every 20 minutes, we have a rounding error of one clock cycle (one 20,000,000th of a second.) However, this only applies to systems with multiple oscillators, like the SNES. And when you're in that situation ... there's no such thing as a perfect oscillator anyway. A real SNES will be thousands of times less out of spec than 1hz per 20 minutes. The advantages are pretty immense. First, we obviously can now support more complex relationships between threads. Second, we can build a much more abstracted scheduler. All of libco is now abstracted away completely, which may permit a state-machine / coroutine version of Thread in the future. We've basically gone from this: auto SMP::step(uint clocks) -> void { clock += clocks * (uint64)cpu.frequency; dsp.clock -= clocks; if(dsp.clock < 0 && !scheduler.synchronizing()) co_switch(dsp.thread); if(clock >= 0 && !scheduler.synchronizing()) co_switch(cpu.thread); } To this: auto SMP::step(uint clocks) -> void { Thread::step(clocks); synchronize(dsp); synchronize(cpu); } As you can see, we don't have to do multiple clock adjustments anymore. This is a huge win for the SNES CPU that had to update the SMP, DSP, all peripherals and all coprocessors. Likewise, we don't have to synchronize all coprocessors when one runs, now we can just synchronize the active one to the CPU. Third, when changing the frequencies of threads (think SGB speed setting modes, GBC double-speed mode, etc), it no longer causes the "int64 clock" value to be erroneous. Fourth, this results in a fairly decent speedup, mostly across the board. Aside from the GBA being mostly a wash (for unknown reasons), it's about an 8% - 12% speedup in every other emulation core. Now, all of this said ... this was an unbelievably massive change, so ... you know what that means >_> If anyone can help test all types of SNES coprocessors, and some other system games, it'd be appreciated. ---- Lastly, we have a bitchin' new about screen. It unfortunately adds ~200KiB onto the binary size, because the PNG->C++ header file transformation doesn't compress very well, and I want to keep the original resource files in with the higan archive. I might try some things to work around this file size increase in the future, but for now ... yeah, slightly larger archive sizes, sorry. The logo's a bit busted on Windows (the Label control's background transparency and alignment settings aren't working), but works well on GTK. I'll have to fix Windows before the next official release. For now, look on my Twitter feed if you want to see what it's supposed to look like. ---- EDIT: forgot about ICD2::Enter. It's doing some weird inverse run-to-save thing that I need to implement support for somehow. So, save states on the SGB core probably won't work with this WIP. |
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Tim Allen | 67457fade4 |
Update to v099r13 release.
byuu says: Changelog: - GB core code cleanup completed - GBA core code cleanup completed - some more cleanup on missed processor/arm functions/variables - fixed FC loading icarus bug - "Load ROM File" icarus functionality restored - minor code unification efforts all around (not perfect yet) - MMIO->IO - mmio.cpp->io.cpp - read,write->readIO,writeIO It's been a very long work in progress ... starting all the way back with v094r09, but the major part of the higan code cleanup is now completed! Of course, it's very important to note that this is only for the basic style: - under_score functions and variables are now camelCase - return-type function-name() are now auto function-name() -> return-type - Natural<T>/Integer<T> replace (u)intT_n types where possible - signed/unsigned are now int/uint - most of the x==true,x==false tests changed to x,!x A lot of spot improvements to consistency, simplicity and quality have gone in along the way, of course. But we'll probably never fully finishing beautifying every last line of code in the entire codebase. Still, this is a really great start. Going forward, WIP diffs should start being smaller and of higher quality once again. I know the joke is, "until my coding style changes again", but ... this was way too stressful, way too time consuming, and way too risky. I'm too old and tired now for extreme upheavel like this again. The only major change I'm slowly mulling over would be renaming the using Natural<T>/Integer<T> = (u)intT; shorthand to something that isn't as easily confused with the (u)int_t types ... but we'll see. I'll definitely continue to change small things all the time, but for the larger picture, I need to just accept the style I have and live with it. |
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Tim Allen | 7a68059f78 |
Update to v099r12 release.
byuu says: Changelog: - fixed FC AxROM / VRC7 regression - BitField split to BooleanBitField/NaturalBitField (in preparation for IntegerBitField) - BitFieldReference removed - GB CPU cleaned up - GB Cartridge + Mappers cleaned up - SFC CGRAM is now emulated as uint15[256] instead of uint[512] - sfc/ppu/memory.cpp no longer needed; removed - purged SFC Debugger hooks for now (some of the operator[] calls were bypassing them anyway) Unfortunately, for reasons that defy all semblance of logic, the CGRAM change caused a slight speed hit. As have the last few changes. We're now down to around 129.5fps compared to 123.fps for v099 and 134.5fps at our peak (v099r01-r02). I really like the style I came up with for the Game Boy mappers to settle the purpose(ROM,RAM) vs (rom,ram)Purpose naming convention. If I ever get around to redoing the NES mappers, that's likely the approach I'll take. |
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Tim Allen | 9b452c9f5f |
Update to v098r17 release.
byuu says: Changelog: - fixed Super Game Boy regression from v096r04 with bottom tile row flickering - fixed GB STAT IRQ regression from previous WIP - Altered Space is now playable - GBVideoPlayer isn't; but nobody seems to know exactly what weird hardware quirk that one relies on to work - ~3-4% speed improvement in SuperFX games by eliminating function<> callback on register assignments - most noticeable in Doom in-game; least noticeable on Yoshi's Island title screen (darn) - finished GSU core and SuperFX coprocessor code cleanups - did some more work cleaning up the LR35902 core and GB CPU code Just a fair warning: don't get your hopes up on these GB fixes. Cliffhanger now hangs completely (har har), and none of the other bugs are fixed. We pretty much did all this work just for Altered Space. So, I hope you like playing Altered Space. |
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Tim Allen | 3681961ca5 |
Update to v098r16 release.
byuu says: Changelog: - GNUmakefile: reverted $(call unique,) to $(strip) - processor/r6502: removed templates; reduces object size from 146.5kb to 107.6kb - processor/lr35902: removed templates; reduces object size from 386.2kb to 197.4kb - processor/spc700: merged op macros for switch table declarations - sfc/coprocessor/sa1: partial cleanups; flattened directory structure - sfc/coprocessor/superfx: partial cleanups; flattened directory structure - sfc/coprocessor/icd2: flattened directory structure - gb/ppu: changed behavior of STAT IRQs Major caveat! The GB/GBC STAT IRQ changes has a major bug in it somewhere that's seriously breaking most games. I'm pushing the WIP anyway, because I believe the changes to be mostly correct. I'd like to get more people looking at these changes, and also try more heavy-handed hacking and diff comparison logging between the previous WIP and this one. |
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Tim Allen | 6c83329cae |
Update to v097r13 release.
byuu says: I refactored my schedulers. Added about ten lines to each scheduler, and removed about 100 lines of calling into internal state in the scheduler for the FC,SFC cores and about 30-40 lines for the other cores. All of its state is now private. Also reworked all of the entry points to static auto Enter() and auto main(). Where Enter() handles all the synchronization stuff, and main() doesn't need the while(true); loop forcing another layer of indentation everywhere. Took a few hours to do, but totally worth it. I'm surprised I didn't do this sooner. Also updated icarus gmake install rule to copy over the database. |
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Tim Allen | 1fdd0582fc |
Update to v097 release.
byuu says: This release features improvements to all emulation cores, but most substantially for the Game Boy core. All of blargg's test ROMs that pass in gambatte now either pass in higan, or are off by 1-2 clocks (the actual behaviors are fully emulated.) I consider the Game Boy core to now be fairly accurate, but there's still more improvements to be had. Also, what's sure to be a major feature for some: higan now has full support for loading and playing ordinary ROM files, whether they have copier headers, weird extensions, or are inside compressed archives. You can load these games from the command-line, from the main Library menu (via Load ROM Image), or via drag-and-drop on the main higan window. Of course, fans of game folders and the library need not worry: that's still there as well. Also new, you can drop the (uncompressed) Game Boy Advance BIOS onto the higan main window to install it into the correct location with the correct file name. Lastly, this release technically restores Mac OS X support. However, it's still not very stable, so I have decided against releasing binaries at this time. I'd rather not rush this and leave a bad first impression for OS X users. Changelog (since v096): - higan: project source code hierarchy restructured; icarus directly integrated - higan: added software emulation of color-bleed, LCD-refresh, scanlines, interlacing - icarus: you can now load and import ROM files/archives from the main higan menu - NES: fixed manifest parsing for board mirroring and VRC pinouts - SNES: fixed manifest for Star Ocean - SNES: fixed manifest for Rockman X2,X3 - GB: enabling LCD restarts frame - GB: emulated extra OAM STAT IRQ quirk required for GBVideoPlayer (Shonumi) - GB: VBK, BGPI, OBPI are readable - GB: OAM DMA happens inside PPU core instead of CPU core - GB: fixed APU length and sweep operations - GB: emulated wave RAM quirks when accessing while channel is enabled - GB: improved timings of several CPU opcodes (gekkio) - GB: improved timings of OAM DMA refresh (gekkio) - GB: CPU uses open collector logic; return 0xFF for unmapped memory (gekkio) - GBA: fixed sequencer enable flags; fixes audio in Zelda - Minish Cap (Jonas Quinn) - GBA: fixed disassembler masking error (Lioncash) - hiro: Cocoa support added; higan can now be compiled on Mac OS X 10.7+ - nall: improved program path detection on Windows - higan/Windows: moved configuration data from %appdata% to %localappdata% - higan/Linux,BSD: moved configuration data from ~/.config/higan to ~/.local/higan |
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Tim Allen | 72b6a8b32e |
Update to v096r04 release.
byuu says: Changelog: - fixed S-DD1 RAM writes (Star Ocean audio fixed) - applied all of the DMG test ROM fixes discussed earlier; passes many more test ROMs now - at least until the GBVideoPlayer is working: for debugging purposes, CPU/PPU single-step now instead of sync just-in-time (~30% slower) - fixed OS X crash on NSTextView (hopefully, would be very odd if not) Unfortunately passing these test ROMs caused my favorite GB/GBC game to break all of its graphics =( Shin Megami Tensei - Devichil - Kuro no Sho (Japan) is all garbled now. I'm really quite bummed by this ... but I guess I'll go through and revert r04's fixes one at a time until I find what's causing it. On the plus side, Astro Rabby is playable now. Still acts weird when pressing B/A on the first screen, but the start button will start the game. EDIT: got it. Shin Megami Tensei - Devichil requires FF4F (VBK) to be readable. Before, it was always returning 0x00. With my return 0xFF patch, that broke. But it should be returning the VBK value, which also fixes it. Also need to handle FF68/FF6A reads. Was really hoping that'd help GBVideoPlayer too, but nope. It doesn't read any of those three registers. |
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Tim Allen | 47d4bd4d81 |
Update to v096r01 release.
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. |
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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. |
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Tim Allen | 29ea5bd599 |
Update to v092r09 release.
byuu says: This will be another massive diff from the previous version. All of higan was updated to use the new foo& bar syntax, and I also updated switch statements to be consistent as well (but not in the disassemblers, was starting to get an RSI just from what I already did.) phoenix/{windows, cocoa, qt} need to be updated to use "string foo" instead of "const string& foo", and after that, the major diffs should be finished. This archive is the first time I'm posting my copy-on-write, size+capacity nall::string class, so any feedback on that is welcome as well. |
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Tim Allen | 94b2538af5 |
Update to higan v091 release.
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.) |