Commit Graph

9 Commits

Author SHA1 Message Date
Tim Allen 393c2395bb Update to v106r48 release.
byuu says:

The problems with the Windows and Qt4 ports have all been resolved,
although there's a fairly gross hack on a few Qt widgets to not destruct
once Application::quit() is called to avoid a double free crash (I'm
unsure where Qt is destructing the widgets internally.) The Cocoa port
compiles again at least, though it's bound to have endless problems. I
improved the Label painting in the GTK ports, which fixes the background
color on labels inside TabFrame widgets.

I've optimized the Makefile system even further.

I added a "redo state" command to bsnes, which is created whenever you
load the undo state. There are also hotkeys for both now, although I
don't think they're really something you want to map hotkeys to.

I moved the nall::Locale object inside hiro::Application, so that it can
be used to translate the BrowserDialog and MessageDialog window strings.

I improved the Super Game Boy emulation of `MLT_REQ`, fixing Pokemon
Yellow's custom border and probably more stuff.

Lots of other small fixes and improvements. Things are finally stable
once again after the harrowing layout redesign catastrophe.

Errata:

  - ICD::joypID should be set to 3 on reset(). joypWrite() may as well
    take uint1 instead of bool.
  - hiro/Qt: remove pWindow::setMaximumSize() comment; found a
    workaround for it
  - nall/GNUmakefile: don't set object.path if it's already set (allow
    overrides before including the file)
2018-07-16 16:16:26 +10:00
Tim Allen ec960c5172 Update to v106r44 release.
byuu says:

Changelog:

  - hiro/Windows: use `WS_CLIPSIBLINGS` on Label to prevent resize
    drawing issues
  - bsnes: correct viewport resizing
  - bsnes: speed up window resizing a little bit
  - bsnes: fix the cheat editor list enable checkbox
  - bsnes: fix the state manager filename display in game ROM mode
  - bsnes: fix the state manager save/rename/remove functionality in
    game ROM mode
  - bsnes: correct path searching for IPS and BPS patches in game ROM
    mode
  - bsnes: patch BS-X town cartridge to disable play limits
  - bsnes: do not load (program,data,expansion).(rom,flash) from disk in
    game pak mode
      - this is required to support soft-patching and ROM hacks
  - bsnes: added speed mode selection (50%, 75%, 100%, 150%, 200%);
    maintains proper pitch
  - bsnes: added icons to the menubar
      - this is particularly useful to tell game ROMs from game paks in
        the load recent game menu
  - bsnes: added emblem at bottom left of status bar to indicate if a
    game is verified or not
      - verified means it is in the icarus verified game dump database
      - the verified diamond is orange; the unverified diamond is blue
  - bsnes: added an option (which defaults to off) to warn when loading
    unverified games
      - working around a bug in GTK, I have to use the uglier
        MessageWindow instead of MessageDialog
  - bsnes: added (non-functional) link to <https://doc.byuu.org/bsnes/>
    to the help menu
  - bsnes: added GUI setting to toggle memory auto-save feature
  - bsnes: added GUI setting to toggle capturing a backup save state
    when closing the emulator
  - bsnes: made auto-saving states on exit an option
  - bsnes: added an option to auto-load the auto-saved state on load
      - basically, the two combined implements auto-resume
  - bsnes: when firmware is missing, offer to take the user to the
    online help documentation
  - bsnes: added fast PPU option to disable the sprite limit
      - increase from 32 items/line + 34 tiles/line to 128 items/line +
        128 tiles/line
      - technically, 1024 tiles/line are possible with 128 sprites at
        64-width
      - but this is just a waste of cache locality and worst-case
        performance; it'll never happen

Errata:

  - hiro/Windows: fallthrough on Canvas `WM_ERASEBKGND` to prevent
    startup flicker
2018-06-28 16:28:27 +10:00
Tim Allen 5961ea9c03 Update to v106r26 release.
byuu says:

Changelog:

  - nall: added -static-libgcc -static-libstdc++ to Windows/GCC link
    flags
  - bsnes, higan: added program icons to main window when game isn't
    loaded
  - bsnes: improved recent games menu sorting
  - bsnes: fixed multi-game recent game loading on Windows
  - bsnes: completed path override support
  - bsnes, higan: added screensaver suppression on Windows
  - icarus: add 32K volatile RAM to SuperFX boards that report no RAM
    (fixes Starfox)
  - bsnes, higan: added automatic dependency generation [Talarubi]
  - hiro/GTK: appending actions to menus restores enabled() state
  - higan: use board node inside manifest.bml if it exists
  - bsnes: added blur emulation and color emulation options to view menu
  - ruby: upgraded input.sdl to SDL 2.0 (though it makes no functional
    difference sadly)
  - ruby: removed video.sdl (due to deprecating SDL 1.2)
  - nall, ruby: improvements to HID class (generic vendor and product
    IDs)

Errata:

  - bsnes, higan: on Windows, Application::Windows::onScreenSaver needs
    `[&]` lambda capture, not `[]`
      - find it in presentation/presentation.cpp
2018-05-24 12:14:17 +10:00
Tim Allen fbc58c70ae Update to v104r14 release.
byuu says:

Changelog:

  - Emulator::Interface::videoResolution() -\> VideoResolution renamed
    to videoInformation() -\> VideoInformation
  - added double VideoInformation::refreshRate
  - higan: added `binary := (application|library)` — set this to
    `library` to produce a dynamic link library
  - higan: removed `-march=native` for macOS application builds; and for
    all library builds
  - higan: removed `console` build flag; uncomment  `link += -mwindows`
    instead
  - nall/GNUmakefile: `macosx` platform renamed `macos`
      - still need to do this for nall/intrinsics.hpp
  - Game Gear: return region=NTSC as the only option, so that the system
    frequency is always set correctly
  - hiro/cocoa: fixed typo [Sintendo]
  - hiro/Windows: removed GetDpiForMonitor, as it's Windows 8+ only; DPI
    is no longer per-monitor aware
  - icarus: core Icarus class now has virtual functions for
    directory::create, <file::exists>, <file::copy>, <file::write>
  - icarus: Sufami Turbo can import save RAM files now
  - icarus: setting `ICARUS_LIBRARY` define will compile icarus without
    main(), GUI components
  - ruby/video/Direct3D: choose the current monitor instead of top-left
    monitor for fullscreen exclusive [Cydrak]
  - ruby/video/Direct3D: do not set `WS_EX_TOPMOST` on fullscreen
    exclusive window [Cydrak]
      - this isn't necessary for exclusive mode, and it just makes
        getting out of the application more difficult
2017-09-24 11:01:48 +10:00
Tim Allen 1ff315838e Update to v104r13 release.
byuu says:

Changelog:

  - nall/GNUmakefile: build=release changed to -O2, build=optimize is
    now -O3
  - hiro: added Monitor::dpi(uint index) → Position [returns logical
    DPI for x, y]
      - Position is a bad name, but dpi(monitor).(x,y)() make more sense
        than .(width,height)()
  - hiro: Position, Size, Geometry, Font changed from using signed int
    to float
  - hiro: Alignment changed from using double to float
  - hiro: added skeleton (unused) Application::scale(), setScale()
    functions

Errata:

  - hiro/cocoa's Monitor::dpi() is untested. Probably will cause issues
    with macOS' automatic scaling.
  - hiro/gtk lacks a way to get both per-monitor and per-axis (x,y) DPI
    scaling
  - hiro/qt lacks a way to get per-monitor DPI scaling (Qt 5.x has this,
    but I still use Qt 4.x)
      - and just to get global DPI, hiro/qt's DPI retrieval has to use
        undocumented functions ... fun

The goal with this WIP was basically to prepare hiro for potential
automatic scaling. It'll be extremely difficult, but I'm convinced that
it must be possible if macOS can do it.

By moving from signed integers to floats for coordinates, we can now
scale and unscale without losing precision. That of course isn't the
hard part, though. The hard part is where and how to do the scaling. In
the ideal application, hiro/core and hiro/extension will handle 100% of
this, and the per-platform hiro/(cocoa,gtk,qt,windows) will not be aware
of what's going on, but ... to even make that possible, things will need
to change in every per-platform core, eg the per-platform code will have
to call a core function to change geometry, which will know about the
scaling and unscale the values back down again.

Gonna be a lot of work, but ... it's a start.
2017-09-08 16:06:21 +10:00
Tim Allen 0c87bdabed Update to v094r43 release.
byuu says:

Updated to compile with all of the new hiro changes. My next step is to
write up hiro API documentation, and move the API from alpha (constantly
changing) to beta (rarely changing), in preparation for the first stable
release (backward-compatible changes only.)

Added "--fullscreen" command-line option. I like this over
a configuration file option. Lets you use the emulator in both modes
without having to modify the config file each time.

Also enhanced the command-line game loading. You can now use any of
these methods:

    higan /path/to/game-folder.sfc
    higan /path/to/game-folder.sfc/
    higan /path/to/game-folder.sfc/program.rom

The idea is to support launchers that insist on loading files only.

Technically, the file can be any name (manifest.bml also works); the
only criteria is that the file actually exists and is a file, and not
a directory. This is a requirement to support the first version (a
directory lacking the trailing / identifier), because I don't want my
nall::string class to query the file system to determine if the string
is an actual existing file or directory for its pathname() / dirname()
functions.

Anyway, every game folder I've made so far has program.rom, and that's
very unlikely to change, so this should be fine.

Now, of course, if you drop a regular "game.sfc" file on the emulator,
it won't even try to load it, unless it's in a folder that ends in .fc,
.sfc, etc. In which case, it'll bail out immediately by being unable to
produce a manifest for what is obviously not really a game folder.
2015-08-30 12:08:26 +10:00
Tim Allen bb3c69a30d Update to v094r25 release.
byuu says:

Windows port should run mostly well now, although exiting fullscreen
breaks the application in a really bizarre way. (clicking on the window
makes it sink to background rather than come to the foreground o_O)

I also need to add the doModalChange => audio.clear() thing for the
accursed menu stuttering with DirectSound.

I also finished porting all of the ruby drivers over to the newer API
changes from nall.

Since I can't compile the Linux or OS X drivers, I have no idea if there
are any typos that will result in compilation errors. If so, please let
me know where they're at and I'll try and fix them. If they're simple,
please try and fix them on your end to test further if you can.

I'm hopeful the udev crash will be gone now that nall::string checks for
null char* values passed to its stringify function. Of course, it's
a problem it's getting a null value in the first place, so it may not
work at all.

If you can compile on Linux (or by some miracle, OS X), please test each
video/audio/input driver if you don't mind, to make sure there's no
"compiles okay but still typos exist" bugs.
2015-06-16 20:30:04 +10:00
Tim Allen 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 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