Commit Graph

46 Commits

Author SHA1 Message Date
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 ed5ec58595 Update to v103r13 release.
byuu says:

Changelog:

  - gb/interface: fix Game Boy Color extension to be "gbc" and not "gb"
    [hex\_usr]
  - ms/interface: move Master System hardware controls below controller
    ports
  - sfc/ppu: improve latching behavior of BGnHOFS registers (not
    hardware verified) [AWJ]
  - tomoko/input: rework port/device mapping to support non-sequential
    ports and devices¹
      - todo: should add move() to inputDevice.mappings.append and
        inputPort.devices.append
      - note: there's a weird GCC 4.9 bug with brace initialization of
        InputEmulator; have to assign each field separately
  - tomoko: all windows sans the main presentation window can be
    dismissed with the escape key
  - icarus: the single file selection dialog ("Load ROM Image...") can
    be dismissed with the escape key
  - tomoko: do not pause emulation when FocusLoss/Pause is set during
    exclusive fullscreen mode
  - hiro/(windows,gtk,qt): implemented Window::setDismissable() function
    (missing from cocoa port, sorry)
  - nall/string: fixed printing of largest possible negative numbers (eg
    `INT_MIN`) [Sintendo]
      - only took eight months! :D

¹: When I tried to move the Master System hardware port below the
controller ports, I ran into a world of pain.

The input settings list expects every item in the
`InputEmulator<InputPort<InputDevice<InputMapping>>>>` arrays to be
populated with valid results. But these would be sparsely populated
based on the port and device IDs from inside higan. And that is done so
that the Interface::inputPoll can have O(1) lookup of ports and devices.
This worked because all the port and device IDs were sequential (they
left no gaps in the maps upon creating the lists.)

Unfortunately by changing the expectation of port ID to how it appears
in the list, inputs would not poll correctly. By leaving them alone and
just moving Hardware to the third position, the Game Gear would be
missing port IDs of 0 and 1 (the controller ports of the Master System).
Even by trying to make separate MasterSystemHardware and
GameGearHardware ports, things still fractured when the devices were no
longer contigious.

I got pretty sick of this and just decided to give up on O(1)
port/device lookup, and moved to O(n) lookup. It only knocked the
framerate down by maybe one frame per second, enough to be in the margin
of error. Inputs aren't polled *that* often for loops that usually
terminate after 1-2 cycles to be too detrimental to performance.

So the new input system now allows non-sequential port and device IDs.

Remember that I killed input IDs a while back. There's never any reason
for those to need IDs ... it was easier to just order the inputs in the
order you want to see them in the user interface. So the input lookup is
still O(1). Only now, everything's safer and I return a
maybe<InputMapping&>, and won't crash out the program trying to use a
mapping that isn't found for some reason.

Errata: the escape key isn't working on the browser/message dialogs on
Windows, because of course nothing can ever just be easy and work for
me. If anyone else wouldn't mind looking into that, I'd greatly
appreciate it.

Having the `WM_KEYDOWN` test inside the main `Application_sharedProc`, it
seems to not respond to the escape key on modal dialogs. If I put the
`WM_KEYDOWN` test in the main window proc, then it doesn't seem to get
called for `VK_ESCAPE` at all, and doesn't get called period for modal
windows. So I'm at a loss and it's past 4AM here >_>
2017-07-12 18:24:27 +10:00
Tim Allen 4c3f9b93e7 Update to v102r12 release.
byuu says:

Changelog:

  - MD/PSG: fixed 68K bus Z80 status read address location
  - MS, GG, MD/PSG: channels post-decrement their counters, not
    pre-decrement [Cydrak]¹
  - MD/VDP: cache screen width registers once per scanline; screen
    height registers once per frame
  - MD/VDP: support 256-width display mode (used in Shining Force, etc)
  - MD/YM2612: implemented timers²
  - MD/YM2612: implemented 8-bit PCM DAC²
  - 68000: TRAP instruction should index the vector location by 32 (eg
    by 128 bytes), fixes Shining Force
  - nall: updated hex(), octal(), binary() functions to take uintmax
    instead of template<typename T> parameter³

¹: this one makes an incredible difference. Sie noticed that lots of
games set a period of 0, which would end up being a really long period
with pre-decrement. By fixing this, noise shows up in many more games,
and sounds way better in games even where it did before. You can hear
extra sound on Lunar - Sanposuru Gakuen's title screen, the noise in
Sonic The Hedgehog (Mega Drive) sounds better, etc.

²: this also really helps sound. The timers allow PSG music to play
back at the correct speed instead of playing back way too quickly. And
the PCM DAC lets you hear a lot of drum effects, as well as the
"Sega!!" sound at the start of Sonic the Hedgehog, and the infamous,
"Rise from your grave!" line from Altered Beast.

Still, most music on the Mega Drive comes from the FM channels, so
there's still not a whole lot to listen to.

I didn't implement Cydrak's $02c test register just yet. Sie wasn't 100%
certain on how the extended DAC bit worked, so I'd like to play it a
little conservative and get sound working, then I'll go back and add a
toggle or something to enable undocumented registers, that way we can
use that to detect any potential problems they might be causing.

³: unfortunately we lose support for using hex() on nall/arithmetic
types. If I have a const Pair& version of the function, then the
compiler gets confused on whether Natural<32> should use uintmax or
const Pair&, because compilers are stupid, and you can't have explicit
arguments in overloaded functions. So even though either function would
work, it just decides to error out instead >_>

This is actually really annoying, because I want hex() to be useful for
printing out nall/crypto keys and hashes directly.

But ... this change had to be made. Negative signed integers would crash
programs, and that was taking out my 68000 disassembler.
2017-02-27 19:45:51 +11:00
Tim Allen f3e67da937 Update to v101r19 release.
byuu says:

Changelog:

-   added \~130 new PAL games to icarus (courtesy of Smarthuman
    and aquaman)
-   added all three Korean-localized games to icarus
-   sfc: removed SuperDisc emulation (it was going nowhere)
-   sfc: fixed MSU1 regression where the play/repeat flags were not
    being cleared on track select
-   nall: cryptography support added; will be used to sign future
    databases (validation will always be optional)
-   minor shims to fix compilation issues due to nall changes

The real magic is that we now have 25-30% of the PAL SNES library in
icarus!

Signing will be tricky. Obviously if I put the public key inside the
higan archive, then all anyone has to do is change that public key for
their own releases. And if you download from my site (which is now over
HTTPS), then you don't need the signing to verify integrity. I may just
put the public key on my site on my site and leave it at that, we'll
see.
2016-10-28 08:16:58 +11:00
Tim Allen c6fc15f8d2 Update to v101r18 release.
byuu says:

Changelog:

  - added 30 new PAL games to icarus (courtesy of Mikerochip)
  - new version of libco no longer requires mprotect nor W|X permissions
  - nall: default C compiler to -std=c11 instead of -std=c99
  - nall: use `-fno-strict-aliasing` during compilation
  - updated nall/certificates (hopefully for the last time)
  - updated nall/http to newer coding conventions
  - nall: improve handling of range() function

I didn't really work on higan at all, this is mostly just a release
because lots of other things have changed.

The most interesting is `-fno-strict-aliasing` ... basically, it joins
`-fwrapv` as being "stop the GCC developers from doing *really* evil
shit that could lead to security vulnerabilities or instabilities."

For the most part, it's a ~2% speed penalty for higan. Except for the
Sega Genesis, where it's a ~10% speedup. I have no idea how that's
possible, but clearly something's going very wrong with strict aliasing
on the Genesis core.

So ... it is what it is. If you need the performance for the non-Genesis
cores, you can turn it off in your builds. But I'm getting quite sick of
C++'s "surprises" and clever compiler developers, so I'm keeping it on
in all of my software going forward.
2016-09-14 21:55:53 +10:00
Tim Allen 0a57cac70c Update to v101r02 release.
byuu says:

Changelog:

  - Emulator: use `(uintmax)-1 >> 1` for the units of time
  - MD: implemented 13 new 68K instructions (basically all of the
    remaining easy ones); 21 remain
  - nall: replaced `(u)intmax_t` (64-bit) with *actual* `(u)intmax` type
    (128-bit where available)
      - this extends to everything: atoi, string, etc. You can even
        print 128-bit variables if you like

22,552 opcodes still don't exist in the 68K map. Looking like quite a
few entries will be blank once I finish.
2016-08-09 21:07:18 +10:00
Tim Allen f5e5bf1772 Update to v100r16 release.
byuu says:

(Windows users may need to include <sys/time.h> at the top of
nall/chrono.hpp, not sure.)

Unchangelog:
- forgot to add the Scheduler clock=0 fix because I have the memory of
  a goldfish

Changelog:
- new icarus database with nine additional games
- hiro(GTK,Qt) won't constantly write its settings.bml file to disk
  anymore
- added latency simulator for fun (settings.bml => Input/Latency in
  milliseconds)

So the last one ... I wanted to test out nall::chrono, and I was also
thinking that by polling every emulated frame, it's pretty wasteful when
you are using Fast Forward and hitting 200+fps. As I've said before,
calls to ruby::input::poll are not cheap.

So to get around this, I added a limiter so that if you called the
hardware poll function within N milliseconds, it'll return without
doing any actual work. And indeed, that increases my framerate of Zelda
3 uncapped from 133fps to 142fps. Yay. But it's not a "real" speedup,
as it only helps you when you exceed 100% speed (theoretically, you'd
need to crack 300% speed since the game itself will poll at 16ms at 100%
speed, but yet it sped up Zelda 3, so who am I to complain?)

I threw the latency value into the settings file. It should be 16,
but I set it to 5 since that was the lowest before it started negatively
impacting uncapped speeds. You're wasting your time and CPU cycles setting
it lower than 5, but if people like placebo effects it might work. Maybe
I should let it be a signed integer so people can set it to -16 and think
it's actually faster :P (I'm only joking. I took out the 96000hz audio
placebo effect as well. Not really into psychological tricks anymore.)

But yeah seriously, I didn't do this to start this discussion again for
the billionth time. Please don't go there. And please don't tell me this
WIP has higher/lower latency than before. I don't want to hear it.

The only reason I bring it up is for the fun part that is worth
discussing: put up or shut up time on how sensitive you are to
latency! You can set the value above 5 to see how games feel.

I personally can't really tell a difference until about 50. And I can't
be 100% confident it's worse until about 75. But ... when I set it to
150, games become "extra difficult" ... the higher it goes, the worse
it gets :D

For this WIP, I've left no upper limit cap. I'll probably set a cap of
something like 500ms or 1000ms for the official release. Need to balance
user error/trolling with enjoyability. I'll think about it.

[...]

Now, what I worry about is stupid people seeing it and thinking it's an
"added latency" setting, as if anyone would intentionally make things
worse by default. This is a limiter. So if 5ms have passed since the
game last polled, and that will be the case 99.9% of the time in games,
the next poll will happen just in time, immediately when the game polls
the inputs. Thus, a value below 1/<framerate>ms is not only pointless,
if you go too low it will ruin your fast forward max speeds.

I did say I didn't want to resort to placebo tricks, but I also don't
want to spark up public discussion on this again either. So it might
be best to default Input/Latency to 0ms, and internally have a max(5,
latency) wrapper around the value.
2016-08-03 22:32:40 +10:00
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.
2016-07-30 13:56:12 +10:00
Tim Allen 13ad9644a2 Update to v099r16 release (public beta).
byuu says:

Changelog:
- hiro: BrowserDialog can navigate up to drive selection on Windows
- nall: (file,path,dir,base,prefix,suffix)name =>
  Location::(file,path,dir,base,prefix,suffix)
- higan/tomoko: rename audio filter label from "Sinc" to "IIR - Biquad"
- higan/tomoko: allow loading files via icarus on the command-line
  once again
- higan/tomoko: (begrudging) quick hack to fix presentation window focus
  on startup
- higan/audio: don't divide output audio volume by number of streams
- processor/r65816: fix a regression in (read,write)DB; fixes Taz-Mania
- fixed compilation regressions on Windows and Linux

I'm happy with where we are at with code cleanups and stability, so I'd
like to release v100. But even though I'm not assigning any special
significance to this version, we should probably test it more thoroughly
first.
2016-07-04 21:53:24 +10:00
Tim Allen 8d5cc0c35e Update to v099r15 release.
byuu says:

Changelog:
- nall::lstring -> nall::string_vector
- added IntegerBitField<type, lo, hi> -- hopefully it works correctly...
- Multitap 1-4 -> Super Multitap 2-5
- fixed SFC PPU CGRAM read regression
- huge amounts of SFC PPU IO register cleanups -- .bits really is lovely
- re-added the read/write(VRAM,OAM,CGRAM) helpers for the SFC PPU
  - but they're now optimized to the realities of the PPU (16-bit data
    sizes / no address parameter / where appropriate)
  - basically used to get the active-display overrides in a unified place;
    but also reduces duplicate code in (read,write)IO
2016-07-04 21:48:17 +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 3ebc77c148 Update to v098r10 release.
byuu says:

Changelog:
- synchronized tomoko, loki, icarus with extensive changes to nall
  (118KiB diff)
2016-05-16 19:51:12 +10:00
Tim Allen 0955295475 Update to v098r08 release.
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.
2016-05-02 19:57:04 +10:00
Tim Allen fc7d5991ce Update to v097r18 release.
byuu says:

Changelog:
- fixed SNES sprite priority regression from r17
- added nall/windows/guard.hpp to guard against global namespace
  pollution (similar to nall/xorg/guard.hpp)
- almost fixed Windows compilation (still accuracy profile only, sorry)
- finished porting all of gba/ppu's registers over to the new .bit,.bits
  format ... all GBA registers.cpp files gone now
- the "processors :=" line in the target-$(ui)/GNUmakefile is no longer
  required
  - processors += added to each emulator core
  - duplicates are removed using the new nall/GNUmakefile's $(unique)
    function
- SFC core can be compiled without the GB core now
  - "-DSFC_SUPERGAMEBOY" is required to build in SGB support now (it's
    set in target-tomoko/GNUmakefile)
- started once again on loki (higan/target-loki/) [as before, loki is
  Linux/BSD only on account of needing hiro::Console]

loki shouldn't be too horrendous ... I hope. I just have the base
skeleton ready for now. But the code from v094r08 should be mostly
copyable over to it. It's just that it's about 50KiB of incredibly
tricky code that has to be just perfect, so it's not going to be quick.
But at least with the skeleton, it'll be a lot easier to pick away at it
as I want.

Windows compilation fix: move hiro/windows/header.hpp line 18 (header
guard) to line 16 instead.
2016-03-13 11:22:14 +11:00
Tim Allen 29be18ce0c Update to v097r17 release.
byuu says:

Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
  false from init instead of crashing
- nall: improved edge case return values for
  (basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
  .bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
  removed registers.cpp from each

Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.

So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...

To compile on Windows:

1. change nall/string/platform.hpp line 47 to

    return slice(result, 0, 3);

2. change ruby/video.wgl.cpp line 72 to

    auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {

3. add this line to the very top of hiro/windows/header.cpp:

    #define boolean FuckYouMicrosoft
2016-03-13 11:22:14 +11:00
Tim Allen 0d0af39b44 Update to v097r14 release.
byuu says:

This is a few days old, but oh well.

This WIP changes nall,hiro,ruby,icarus back to (u)int(8,16,32,64)_t.

I'm slowly pushing for (u)int(8,16,32,64) to use my custom
Integer<Size>/Natural<Size> classes instead. But it's going to be one
hell of a struggle to get that into higan.
2016-02-16 20:11:58 +11:00
Tim Allen f1ebef2ea8 Update to v097r01 release.
byuu says:

A minor WIP to get us started.

Changelog:
- System::Video merged to PPU::Video
- System::Audio merged to DSP::Audio
- System::Configuration merged to Interface::Settings
- created emulator/emulator.cpp and accompanying object file for shared
  code between all cores

Currently, emulator.cpp just holds a videoColor() function that takes
R16G16B16, performs gamma/saturation/luma adjust, and outputs
(currently) A8R8G8B8. It's basically an internal function call for cores
to use when generating palette entries. This code used to exist inside
ui-tomoko/program/interface.cpp, but we have to move it internal for
software display emulation. But in the future, we could add other useful
cross-core functionality here.
2016-01-23 18:29:34 +11:00
Tim Allen 653bb378ee Update to v096r03 release.
byuu says:

Changelog:
- fixed icarus to save settings properly
- fixed higan's full screen toggle on OS X
- increased "Add Codes" button width to avoid text clipping
- implemented cocoa/canvas.cpp
- added 1s delay after mapping inputs before re-enabling the window
  (wasn't actually necessary, but already added it)
- fixed setEnabled(false) on Cocoa's ListView and TextEdit widgets
- updated nall::programpath() to use GetModuleFileName on Windows
- GB: system uses open collector logic, so unmapped reads return 0xFF,
  not 0x00 (passes blargg's cpu_instrs again) [gekkio]
2016-01-08 20:23:46 +11:00
Tim Allen 0b923489dd Update to 20160106 OS X Preview for Developers release.
byuu says:

New update. Most of the work today went into eliminating hiro::Image
from all objects in all ports, replacing with nall::image. That took an
eternity.

Changelog:
- fixed crashing bug when loading games [thanks endrift!!]
- toggling "show status bar" option adjusts window geometry (not
  supposed to recenter the window, though)
- button sizes improved; icon-only button icons no longer being cut off
2016-01-07 19:17:15 +11:00
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.
2015-12-30 17:54:59 +11:00
Tim Allen 78d49d3873 Update to v095r10 release.
byuu says:

Changelog:

- int_t<bits> replaced with Integer<bits>
- uint_t<bits> replaced with Natural<bits>
- fixed "Synchronize Audio" menu option that broke recently
- all of sfc/performance ported to "auto function() -> return;" syntax

With this WIP, all of higan is finally ported over to the new function
declaration syntax. Thank the gods.

There's still going to be periodic disruption for diffs from porting
over signed->int, unsigned->uint, and whatever we come up with for the
new Natural<> and Integer<> classes. But the worst of it's behind us
now.
2015-12-07 08:11:41 +11:00
Tim Allen 41c478ac4a Update to v095r07 release.
byuu says:

Changelog:
- entire GBA core ported to auto function() -> return; syntax
- fixed GBA BLDY bug that was causing flickering in a few games
- replaced nall/config usage with nall/string/markup/node
  - this merges all configuration files to a unified settings.bml file
- added "Ignore Manifests" option to the advanced setting tab
  - this lets you keep a manifest.bml for an older version of higan; if
    you want to do regression testing

Be sure to remap your controller/hotkey inputs, and for SNES, choose
"Gamepad" from "Controller Port 1" in the system menu. Otherwise you
won't get any input. No need to blow away your old config files, unless
you want to.
2015-11-16 19:38:05 +11:00
Tim Allen 40f4b91000 Update to v095r06 release.
byuu says:

Changelog:
- fixed I/O register reads; perfect score on endrift's I/O tests now
- fixed mouse capture clipping on Windows [Cydrak]
- several hours of code maintenance work done on the SFC core

All higan/sfc files should now use the auto fn() -> ret; syntax. Haven't
converted all unsigned->uint yet. Also, probably won't do sfc/alt as
that's mostly just speed hack stuff.

Errata:
- forgot auto& instead of just auto on SuperFamicom::Video::draw_cursor,
  which makes Super Scope / Justifier crash. Will be fixed in the next
  WIP.
2015-11-14 11:52:51 +11:00
Tim Allen 0fe55e3f5b Update to v095r03 release and icarus 20151107.
byuu says:

Note: you will need the new icarus (and please use the "no manifest"
system) to run GBA games with this WIP.

Changelog:
- fixed caching of r(d) to pass armwrestler tests [Jonas Quinn]
- DMA to/from GBA BIOS should fail [Cydrak]
- fixed sign-extend and rotate on ldrs instructions [Cydrak]
- fixed 8-bit SRAM reading/writing [byuu]
- refactored GBA/cartridge
  - cartridge/rom,ram.type is now cartridge/mrom,sram,eeprom,flash
  - things won't crash horribly if you specify a RAM size larger than
    the largest legal size in the manifest
  - specialized MROM / SRAM classes replace all the shared read/write
    functions that didn't work right anyway
- there's a new ruby/video.glx2 driver, which is not enabled by default
  - use this if you are running Linux/BSD, but don't have OpenGL 3.2 yet
  - I'm not going to support OpenGL2 on Windows/OS X, because these OSes
    don't ship ancient video card drivers
- probably more. What am I, clairvoyant? :P

For endrift's tests, this gets us to 1348/1552 memory and 1016/1260
timing. Overall, this puts us back in second place. Only no$ is ahead
on memory, but bgba is even more ahead on timing.
2015-11-10 22:11:29 +11:00
Tim Allen 483fc81356 Update to v094r44 release.
byuu says:

Changelog:
- return open bus instead of mirroring addresses on the bus (fixes
  Mario&Luigi, Minish Cap, etc) [Jonas Quinn]
- add boolean flag to load requests for slotted game carts (fixes slot
  load prompts)
- rename BS-X Town cart from psram to ram
- icarus: add support for game database

Note: I didn't rename "bsx" to "mcc" in the database for icarus before
uploading that. But I just fixed it locally, so it'll be in the next
WIP. For now, make it create the manifest for you and then rename it
yourself. I did fix the PSRAM size to 256kbit.
2015-10-01 20:00:28 +10:00
Tim Allen 0271d6a12b Update to v094r39 release.
byuu says:

Changelog:
- SNES mid-scanline BGMODE fixes finally merged (can run
  atx2.zip{mode7.smc}+mtest(2).sfc properly now)
- Makefile now discards all built-in rules and variables
- switch on bool warning disabled for GCC now as well (was already
  disabled for Clang)
- when loading a game, if any required files are missing, display
  a warning message box (manifest.bml, program.rom, bios.rom, etc)
- when loading a game (or a game slot), if manifest.bml is missing, it
  will invoke icarus to try and generate it
  - if that fails (icarus is missing or the folder is bad), you will get
    a warning telling you that the manifest can't be loaded

The warning prompt on missing files work for both games and the .sys
folders and their files. For some reason, failing to load the DMG/CGB
BIOS is causing a crash before I can display the modal dialog. I have no
idea why, and the stack frame backtrace is junk.

I also can't seem to abort the failed loading process. If I call
Program::unloadMedia(), I get a nasty segfault. Again with a really
nasty stack trace. So for now, it'll just end up sitting there emulating
an empty ROM (solid black screen.) In time, I'd like to fix that too.

Lastly, I need a better method than popen for Windows. popen is kind of
ugly and flashes a console window for a brief second even if the
application launched is linked with -mwindows. Not sure if there even is
one (I need to read the stdout result, so CreateProcess may not work
unless I do something nasty like "> %tmp%/temp") I'm also using the
regular popen instead of _wpopen, so for this WIP, it won't work if your
game folder has non-English letters in the path.
2015-08-04 19:02:04 +10:00
Tim Allen 1b0b54a690 Update to v094r38 release.
byuu says:

I'll post more detailed changes later, but basically:
- fixed Baldur's Gate bug
- guess if no flash ROM ID present (fixes Magical Vacation, many many
  others)
- nall cleanups
- sfc/cartridge major cleanups
- bsxcartridge/"bsx" renamed to mcc/"mcc" after the logic chip it uses
  (consistency with SGB/ICD2)
- ... and more!
2015-08-04 19:01:59 +10:00
Tim Allen 092cac9073 Update to v094r37 release.
byuu says:

Changelog:
- synchronizes lots of nall changes
- changes displayed program title from tomoko to higan(*)
- browser dialog sort is case-insensitive
- .sys folders look at user-selected library path; no longer hard-coded

Tried to get rid of the file modes from the Windows browser dialog, but
it was being a bitch so I left it on for now.

- The storage locations and binary still use tomoko. I'm not really sure
  what to do here. The idea is there may be more than one "higan" UI in
  the future, but I don't want people to go around calling the entire
  program by the UI name. For official Windows releases, I can rename
  the binaries to "higan-{profile}.exe", and by putting the config files
  with the binary, they won't ever see the tomoko folder. Linux is of
  course trickier.

Note: Windows users will need to edit hiro/components.hpp and comment
out these lines:

 #define Hiro_Console
 #define Hiro_IconView
 #define Hiro_SourceView
 #define Hiro_TreeView

I forgot to do that, and too lazy to upload another WIP.
2015-07-14 19:32:43 +10:00
Tim Allen 7bf4cff946 Update to v094r22 release.
byuu says:

I fixed the hiro layout enable bug, so when you go to assign joypad
input, the window disables itself so your input doesn't mess with the
controls.

I added "reset" to the hotkeys, in case you feel like clearing all of
them at once.

I added device selection support and the ability to disable audio
synchronization (run > 60fps) to the ruby/OSS driver. This is exposed in
tomoko's configuration file.

I added checks to stringify so that assigning null char* strings to
nall::string won't cause crashes anymore (technically the crash was in
strlen(), which doesn't check for null strings, but whatever ... I'll do
the check myself.)

I hooked up BrowserDialog::folderSelect() to loading slotted media for
now. Tested it by loading a Game Boy game successfully through the Super
Game Boy. Definitely want to write a custom window for this though, that
looks more like the library dialog.

Remaining issues:
- finish slotted cart loader (SGB, BSX, ST)
- add DIP switch selection window (NSS) [I may end up punting this one
  to v096]
- add more configuration panels (video, audio, timing)
2015-05-30 21:40:07 +10:00
Tim Allen 4e0223d590 Update to v094r20 release.
byuu says:

Main reason for this WIP was because of all the added lines to hiro for
selective component disabling. May as well get all the diff-noise apart
from code changes.

It also merges something I've been talking to Cydrak about ... making
nall::string::(integer,decimal) do built-in binary,octal,hex decoding
instead of just failing on those. This will have fun little side effects
all over the place, like being able to view a topic on my forum via
"forum.byuu.org/topic/0b10010110", heh.

There are two small changes to higan itself, though. First up, I fixed
the resampler ratio when loading non-SNES games. Tested and I can play
Game Boy games fine now. Second, I hooked up menu option hiding for
reset and controller selection. Right now, this works like higan v094,
but I'm thinking I might want to show the "Device -> Controller" even if
that's all that's there. It kind of jives nicer with the input settings
window to see the labels there, I think. And if we ever do add more
stuff, it'll be nice that people already always expect that menu there.

Remaining issues:
* add slotted cart loader (SGB, BSX, ST)
* add DIP switch selection window (NSS)
* add timing configuration (video/audio sync)
2015-05-23 15:37:08 +10:00
Tim Allen fc8eba133d Update to v094r18 release.
byuu says:

Okay yeah, lots of SNES coprocessor games were horribly broken. They
should be fixed now with the below changes:

Old syntax:

    auto programROM = root["rom[0]/name"].text();
    auto dataROM = root["rom[1]/name"].text();
    load_memory(root["ram[0]"]);

New syntax:

    auto rom = root.find("rom");
    auto ram = root.find("ram");
    auto programROM = rom(0)["name"].text();
    auto dataROM = rom(1)["name"].text();
    load_memory(ram(0));

Since I'm now relying on the XShm driver, which is multi-threaded, I'm
now compiling higan with -fopenmp. On FreeBSD, this requires linking
with -Wl,-rpath=/usr/local/lib -Wl,-rpath=/usr/local/lib/gcc49 to get
the right version of GOMP.

This gives a pretty nice speed boost for XShm, I go from around 101fps
to 111fps at 4x scale on the accuracy profile. The combination of
inlining the accuracy-PPU and parallelizing the XShm renderer about
evenly compensates now for the ~20% CPU overclock I gave up a while ago.

The WIP also has some other niceties from the newer version of nall.
Most noticeably, cheat code database searching is now instantaneous. No
more 3-second stall.
2015-05-16 17:37:13 +10:00
Tim Allen 39ca8a2fab Update to v094r17 release.
byuu says:

This updates higan to use the new Markup::Node changes. This is a really
big change, and one slight typo anywhere could break certain classes of
games from playing.

I don't have ananke hooked up again yet, so I don't have the ability to
test this much. If anyone with some v094 game folders wouldn't mind
testing, I'd help out a great deal.

I'm most concerned about testing one of each SNES special chip game.
Most notably, systems like the SA-1, HitachiDSP and NEC-DSP were using
the fancier lookups, eg node["rom[0]/name"], which I had to convert to
a rather ugly node["rom"].at(0)["name"], which I'm fairly confident
won't work. I'm going to blame that on the fumes from the shelves I just
stained >.> Might work with node.find("rom[0]/name")(0) though ...? But
so ugly ... ugh.

That aside, this WIP adds the accuracy-PPU inlining, so the accuracy
profile should run around 7.5% faster than before.
2015-05-16 17:36:22 +10:00
Tim Allen 2eb50fd70b Update to v094r15 release.
byuu says:

Implemented the cheat database dialog, and most of the cheat editor
dialog. I still have to handle loading and saving the cheats.bml file
for each game. I wanted to finish it today, but I burned out. It's a ton
of really annoying work to support cheat codes. There's also some issue
with the width calculation for the "code(s)" column in hiro/GTK.

Short-term:
- add input port changing support
- add other input types (mouse-based, etc)
- finish cheat codes

Long-term:
- add slotted cart loader (SGB, BSX, ST)
- add DIP switch selection window (NSS)
- add overscan masking
- add timing configuration (video/audio sync)

Not planned:
- video color adjustments (will allow emulated color vs raw color; but
  no more sliders)
- pixel shaders
- ananke integration (will need to make a command-line version to get my
  games in)
- fancy audio adjustment controls (resampler, latency, volume)
- input focus settings
- localization support (not enough users)
- window geometry memory
- anything else not in higan v094
2015-04-21 21:54:07 +10:00
Tim Allen 89d578bc7f Update to v094r14 release.
byuu says:

Man, over five weeks have passed without so much as touching the
codebase ... time is advancing so fast it's positively frightening. Oh
well, little by little, and we'll get there eventually.

Changelog:
- added save state slots (1-5 in the menu)
- added hotkeys settings dialog + mapping system
- added fullscreen toggle (with a cute aspect correction trick)

About three hours of work here.

Short-term:
- add input port changing support
- add other input types (mouse-based, etc)
- add cheat codes
- add timing configuration (video/audio sync)

Long-term:
- add slotted cart loader (SGB, BSX, ST)
- add DIP switch selection window (NSS)
- add cheat code database
- add state manager
- add overscan masking

Not planned:
- video color adjustments (will allow emulated color vs raw color; but
  no more sliders)
- pixel shaders
- ananke integration (will need to make a command-line version to get my
  games in)
- fancy audio adjustment controls (resampler, latency, volume)
- input focus settings
- relocating game library (not hard, just don't feel like it)
- localization support (not enough users)
- window geometry memory
- anything else not in higan v094
2015-04-13 21:16:33 +10:00
Tim Allen a512d14628 Update to v094r09 release.
byuu says:

This will easily be the biggest diff in the history of higan. And not in
a good way.

* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)

For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.

Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.

Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.

My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-28 12:52:53 +11:00
Tim Allen 1a7bc6bb87 Update to v094r08 release.
byuu says:

Lots of changes this time around. FreeBSD stability and compilation is
still a work in progress.

FreeBSD 10 + Clang 3.3 = 108fps
FreeBSD 10 + GCC 4.7 = 130fps

Errata 1: I've been fighting that god-damned endian.h header for the
past nine WIPs now. The above WIP isn't building now because FreeBSD
isn't including headers before using certain types, and you end up with
a trillion error messages. So just delete all the endian.h includes from
nall/intrinsics.hpp to build.

Errata 2: I was trying to match g++ and g++47, so I used $(findstring
g++,$(compiler)), which ends up also matching clang++. Oops. Easy fix,
put Clang first and then else if g++ next. Not ideal, but oh well. All
it's doing for now is declaring -fwrapv twice, so you don't have to fix
it just yet. Probably just going to alias g++="g++47" and do exact
matching instead.

Errata 3: both OpenGL::term and VideoGLX::term are causing a core dump
on BSD. No idea why. The resources are initialized and valid, but
releasing them crashes the application.

Changelog:
- nall/Makefile is more flexible with overriding $(compiler), so you can
  build with GCC or Clang on BSD (defaults to GCC now)
- PLATFORM_X was renamed to PLATFORM_XORG, and it's also declared with
  PLATFORM_LINUX or PLATFORM_BSD
  - PLATFORM_XORG probably isn't the best name ... still thinking about
    what best to call LINUX|BSD|SOLARIS or ^(WINDOWS|MACOSX)
- fixed a few legitimate Clang warning messages in nall
- Compiler::VisualCPP is ugly as hell, renamed to Compiler::CL
- nall/platform includes nall/intrinsics first. Trying to move away from
  testing for _WIN32, etc directly in all files. Work in progress.
- nall turns off Clang warnings that I won't "fix", because they aren't
  broken. It's much less noisy to compile with warnings on now.
- phoenix gains the ability to set background and foreground colors on
  various text container widgets (GTK only for now.)
- rewrote a lot of the MSU1 code to try and simplify it. Really hope
  I didn't break anything ... I don't have any MSU1 test ROMs handy
- SNES coprocessor audio is now mixed as sclamp<16>(system_sample
  + coprocessor_sample) instead of sclamp<16>((sys + cop) / 2)
  - allows for greater chance of aliasing (still low, SNES audio is
    quiet), but doesn't cut base system volume in half anymore
- fixed Super Scope and Justifier cursor colors
- use input.xlib instead of input.x ... allows Xlib input driver to be
  visible on Linux and BSD once again
- make install and make uninstall must be run as root again; no longer
  using install but cp instead for BSD compatibility
- killed $(DESTDIR) ... use make prefix=$DESTDIR$prefix instead
- you can now set text/background colors for the loki console via (eg):
 - settings.terminal.background-color 0x000000
 - settings.terminal.foreground-color 0xffffff
2014-02-24 20:39:09 +11:00
Tim Allen 3016e595f0 Update to v094r06 release.
byuu says:

New terminal is in. Much nicer to use now. Command history makes a major
difference in usability.

The SMP is now fully traceable and debuggable. Basically they act as
separate entities, you can trace both at the same time, but for the most
part running and stepping is performed on the chip you select.

I'm going to put off CPU+SMP interleave support for a while. I don't
actually think it'll be too hard. Will get trickier if/when we support
coprocessor debugging.

Remaining tasks:
- aliases
- hotkeys
- save states
- window geometry

Basically, the debugger's done. Just have to add the UI fluff.

I also removed tracing/memory export from higan. It was always meant to
be temporary until the debugger was remade.
2014-02-09 17:05:58 +11:00
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 0f78acffd7 Update to v093r07 release.
byuu says:

Changelog:
- importing a game won't show message box on success
- importing a game will select the game that was imported in the list
  - caveat: GTK+ port doesn't seem to be removing focus from item 0 even
    though the selection is on item 2
- Game Boy audio reduced in volume by 50%
- Game Boy Advance audio reduced in volume by 50%
- Game Boy internally mixes audio at 2MHz now
- Game Boy Advance's Game Boy audio hardware internally mixes audio at
  2MHz now
- Game Boy Color doesn't sort sprites by X-coordinate
- Game Boy Color allows transparency on BGpriority pixels
  - caveat: this seems to allow sprites to appear on top of windows
- Game Boy Color VRAM DMA transfers 16 bytes in 8 clocks (or 16 clocks
  in double speed mode)
- Game Boy Color VRAM DMA masks low 4-bits of source and destination
  address
- Game Boy Color VRAM DMA only allows reads from ROM or RAM
- Game Boy Color VRAM DMA only allows writes to VRAM
- fixed a bug in dereferencing a nullptr from pObject::find(), should
  fix crash when pressing enter key on blank windows
- fixed Windows RadioItem selection
- Game Boy Advance color emulation code added
2013-12-10 23:12:54 +11:00
Tim Allen ed4e87f65e Update to v093r05 release.
byuu says:

Library concept has been refined as per the general forum discussion.
2013-12-03 21:01:59 +11:00
Tim Allen 68eaf53691 Update to v093r03 release.
byuu says:

Updated to support latest phoenix changes.
Converted Settings and Tools to TabFrame views.

Errata:
- phoenix/Windows ComboButton wasn't calling parent
  pWidget::setGeometry() [fixed locally]
- TRACKBAR_CLASS draws COLOR_3DFACE for the background even when its
  parent is a WC_TABCONTROL
2013-11-28 21:29:01 +11:00
Tim Allen 8c0b0fa4ad Update to v093r02 release.
byuu says:

Changelog:
- nall: fixed major memory leak in string class
- ruby: video shaders support #define-based settings now
- phoenix/GTK+: support > 256x256 icons for window / task bar / alt-tab
- sfc: remove random/ and config/, merge into system/
- ethos: delete higan.png (48x48), replace with higan512.png (512x512)
  as new higan.png
- ethos: default gamma to 100% (no color adjustment)
- ethos: use "Video Shaders/Display Emulation/" instead of "Video
  Shaders/Emulation/"
- use g++ instead of g++-4.7 (g++ -v must be >= 4.7)
- use -std=c++11 instead of -std=gnu++11
- applied a few patches from Debian upstream to make their packaging job
  easier

So because colors are normalized in GLSL, I won't be able to offer video
shaders absolute color literals. We will have to perform basic color
conversion inside the core.

As such, the current plan is to create some sort of Emulator::Settings
interface. With that, I'll connect an option for color correction, which
will be on by default. For FC/SFC, that will mean gamma correction
(darker / stronger colors), and for GB/GBC/GBA, it will mean simulating
the weird brightness levels of the displays. I am undecided on whether
to use pea soup green for the GB or not. By not doing so, it'll be
easier for the display emulation shader to do it.
2013-11-09 22:45:54 +11:00
Tim Allen 66f136718e Update to v093r01 release.
byuu says:

Changelog:
- added SA-1 MDR; fixes bug in SD Gundam G-Next where the main
  battleship was unable to fire
- added out-of-the-box support for any BSD running Clang 3.3+ (FreeBSD
  10+, notably)
- added new video shader, "Display Emulation", which changes the shader
  based on the emulated system
- fixed the home button to go to your default library path
- phoenix: Windows port won't send onActivate unless an item is selected
  (prevents crashing on pressing enter in file dialog)
- ruby: removed vec4 position from out Vertex {} (helps AMD cards)
- shaders: updated all shaders to use texture() instead of texture2D()
  (helps AMD cards)

The "Display Emulation" option works like this: when selected, it tries
to load "<path>/Video Shaders/Emulation/<systemName>.shader/"; otherwise
it falls back to the blur shader. <path> is the usual (next to binary,
then in <config>/higan, then in /usr/share/higan, etc); and <systemName>
is "Famicom", "Super Famicom", "Game Boy", "Game Boy Color", "Game Boy
Advance"

To support BSD, I had to modify the $(platform) variable to
differentiate between Linux and BSD.
As such, the new $(platform) values are:
win -> windows
osx -> macosx
x -> linux or bsd

I am also checking uname -s instead of uname -a now. No reason to
potentially match the hostname to the wrong OS type.
2013-10-21 22:45:39 +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
Tim Allen a59ecb3dd4 Include all the code from the bsnes v068 tarball.
byuu describes the changes since v067:

This release officially introduces the accuracy and performance cores,
alongside the previously-existing compatibility core. The accuracy core
allows the most accurate SNES emulation ever seen, with every last
processor running at the lowest possible clock synchronization level.
The performance core allows slower computers the chance to finally use
bsnes. It is capable of attaining 60fps in standard games even on an
entry-level Intel Atom processor, commonly found in netbooks.

The accuracy core is absolutely not meant for casual gaming at all. It
is meant solely for getting as close to 100% perfection as possible, no
matter the cost to speed. It should only be used for testing,
development or debugging.

The compatibility core is identical to bsnes v067 and earlier, but is
now roughly 10% faster. This is the default and recommended core for
casual gaming.

The performance core contains an entirely new S-CPU core, with
range-tested IRQs; and uses blargg's heavily-optimized S-DSP core
directly. Although there are very minor accuracy tradeoffs to increase
speed, I am confident that the performance core is still more accurate
and compatible than any other SNES emulator. The S-CPU, S-SMP, S-DSP,
SuperFX and SA-1 processors are all clock-based, just as in the accuracy
and compatibility cores; and as always, there are zero game-specific
hacks. Its compatibility is still well above 99%, running even the most
challenging games flawlessly.

If you have held off from using bsnes in the past due to its system
requirements, please give the performance core a try. I think you will
be impressed. I'm also not finished: I believe performance can be
increased even further.

I would also strongly suggest Windows Vista and Windows 7 users to take
advantage of the new XAudio2 driver by OV2. Not only does it give you
a performance boost, it also lowers latency and provides better sound by
way of skipping an API emulation layer.

Changelog:
- Split core into three profiles: accuracy, compatibility and
  performance
- Accuracy core now takes advantage of variable-bitlength integers (eg
  uint24_t)
- Performance core uses a new S-CPU core, written from scratch for speed
- Performance core uses blargg's snes_dsp library for S-DSP emulation
- Binaries are now compiled using GCC 4.5
- Added a workaround in the SA-1 core for a bug in GCC 4.5+
- The clock-based S-PPU renderer has greatly improved OAM emulation;
  fixing Winter Gold and Megalomania rendering issues
- Corrected pseudo-hires color math in the clock-based S-PPU renderer;
  fixing Super Buster Bros backgrounds
- Fixed a clamping bug in the Cx4 16-bit triangle operation [Jonas
  Quinn]; fixing Mega Man X2 "gained weapon" star background effect
- Updated video renderer to properly handle mixed-resolution screens
  with interlace enabled; fixing Air Strike Patrol level briefing screen
- Added mightymo's 2010-08-19 cheat code pack
- Windows port: added XAudio2 output support [OV2]
- Source: major code restructuring; virtual base classes for processor
- cores removed, build system heavily modified, etc.
2010-10-20 22:30:34 +11:00
Tim Allen 165f1e74b5 First version split into asnes and bsnes. 2010-08-09 23:28:56 +10:00