mirror of https://github.com/bsnes-emu/bsnes.git
11 Commits
Author | SHA1 | Message | Date |
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Tim Allen | eaa2c1f6c0 |
Update to v106r13 release.
byuu says: Changelog: - game/memory/category → game/memory/content - game/memory/model → game/memory/architecture - game/memory/identity → game/memory/identifier - Super Famicom: memory/content=Bitmap → memory/content=Save - Super Famicom: memory/architecture=DMG,MGB → memory/architecture=LR35902 The game manifest field names are now officially set in stone. I won't change them again, I'll only add new fields if required. As for the values in the field, I'm still undecided on the manufacturer of the ST018, and I could be talked into different identifiers for the Super Game Boy (SGB1/SGB2, DMG/MGB, or just ICD(2)?) The board manifest format is still in flux, as is the choice of what to name firmware files (it's between manufacturer and architecture, where I'm leaning toward the latter currently.) Board memory to Game memory mappings will require both the manufacturer and architecture fields to match. I'll be updating doc.byuu.org soon with the finalized game manifest format. |
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Tim Allen | 72b824cf1a |
Update to v106r11 release.
byuu says: Changelog: - genius: improve sorting when game name is identical (eg revisions) - icarus, genius: update to finalized manifest syntax |
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Tim Allen | 2dd35f984d |
Update to v106r10 release.
byuu says: Changelog: - manifest: memory/battery now resides under type at memory/type/battery - genius: volatile option changed to battery; auto-disables when not RAM or RTC type - higan: added new Emulator::Game class to parse manifests for all emulated systems consistently - Super Famicom: board manifest appended to manifest viewer now - Super Famicom: cartridge class updated to use Emulator::Game objects - hiro: improve suppression of userland callbacks once Application::quit() is called - this fixes a crash in genius when closing the window with a tree view item selected My intention is to remove Emulator::Interface::sha256(), as it's not really useful. They'll be removed from save states as well. I never bothered validating the SHA256 within them, because that'd be really annoying for ROM hackers. I also intend to rename Emulator::Interface::title() to label() instead. Most everything is still broken. The SNES still needs all the board definitions updated, all the other cores need to move to using Emulator::Game. |
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Tim Allen | e216912ca3 |
Update to v106r09 release.
byuu says: Changelog: - higan, icarus, genius: new manifest syntax (work in progress) Pretty much only LoROM and HiROM SNES games will load right now, and RAM will only work right if the save.ram file already exists to pull its file size from (a temporary cheap hack was used.) Basically, I'm just getting this out there for evaluation. One minor errata is that I switched icarus to using “memory/battery” to indicate battery-backed RAM, whereas genius still uses “memory/volatile” to indicate non-battery-backed RAM. I intend to make it “memory/battery” in genius, and have the field auto-enable when RAM or RTC is selected for type (obviously allowing it to be unchecked for volatile memory.) I need to update all 64 production boards, and 25 of 29 generic boards, to use the new slot syntax; and I also need to update every single core in higan to use the new manifest game syntax. I want to build out a generic manifest game parser that all emulation cores will use. Once I finish this, I'll also need to write a database converter to update all of my licensed game dumps to the new database syntax. I also need to write up something for doc.byuu.org explaining the new manifest game syntax. The manifest board syntax will still be “internal” and subject to revisions, but once v107 is out, the gamepak manifest format will be set in stone sans extensions. |
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Tim Allen | c49d3b2006 |
Update to v106r07 release.
byuu says: Changelog: - Super Game Boy: for the 50th time, higan won't segfault if you cancel the Game Boy cartridge load request - icarus: moved to new manifest syntax for all remaining systems - Game Boy: moved to new manifest syntax Errata: - Game Boy: save RAM does not appear to be working for some reason - Famicom: higan won't even start to run this system; it just acts like a cartridge was never loaded ... - cores outside of the Super Famicom and Game Boy/Color will not run due to icarus/higan manifest syntax differences |
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Tim Allen | d13f1dd9ea |
Update to v104r03 release.
byuu says: Changelog: - md/vdp: added full interlace emulation [byuu, Sik, Eke, Mask of Destiny] - md/vdp: fix an issue with overscan/highlight when setting was disabled [hex\_usr] - md/vdp: serialize field, and all oam/objects state - icarus/md: do not enable RAM unless header 0x1b0-1b1 == "RA" [hex\_usr] I really can't believe how difficult the interlace support was to add. I must have tried a hundred combinations of adjusting Y, Vscroll, tile addressing, heights, etc. Many of the changes were a wash that improved some things, regressed others. In the end I ended up needing input from three different people to implement what should have been trivial. I don't know if the Mega Drive is just that weird, if I've declined that much in skill since the days when I implemented SNES interlace, or if I've just never been that good. But either way, I'm disappointed in myself for not being able to figure either this or shadow/highlight out on my own. Yet I'm extremely grateful to my friends for helping carry me when I get stuck. Since it wasn't ever documented before, I'm going to try and document the changes necessary to implement interlace mode for any future emudevs. |
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Tim Allen | 366e9cebff |
Update to v104r01 release.
byuu says: Changelog: - gba/cpu: synchronize to the PPU, not oneself, when the CPU is stopped - this bug was patched in the official v104 release; but not in the .tar.xz archive - ms/vdp: backdrop color is on the second 16-entry palette, not the first [hex\_usr] - ms/vdp: fix background color 0 priority; fixes Alex Kidd in High Tech World text boxes [hex\_usr] - tomoko: choose first option when loading files via the command-line [hex\_usr] - icarus: lo/hi RAM addressing was backwards; M68K is big endian; fixes save files in Sonic 3 Many thanks to hex\_usr for the Master System / Game Gear VDP fix. That's a tricky system to get good technical information on. The fix should be correct, but please report if you spot any regressions just in case. |
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Tim Allen | ba384a7c48 |
Update to v104 release.
byuu says: Changelog: - emulator/interface: removed unused Region struct - gba/cpu: optimized CPU::step() as much as I could for a slight speedup¹ - gba/cpu: synchronize the APU better during FIFO updates - higan/md, icarus: add automatic region detection; make it the default option [hex\_usr] - picks NTSC-J if there's more than one match ... eventually, this will be a setting - higan/md, icarus: support all three combinations of SRAM (8-bit low, 8-bit high, 16-bit) - processor/arm7tdmi: fix bug when changing to THUMB mode via MSR [MerryMage] - tomoko: redesigned crash detector to only occur once for all three ruby drivers - this will reduce disk thrashing since the configuration file only needs to be written out one extra time - technically, it's twice ... but we should've always been writing one out on first run in case it crashes then - tomoko: defaulted back to the safest ruby drivers, given the optimal drivers have some stability concerns ¹: minor errata: spotted a typo saying `synchronize(cpu)` when the CPU is stopped, instead of `synchronize(ppu)`. This will be fixed in the v104 official 7zip archives. I'm kind of rushing here but, it's really good timing for me to push out a new official release. The blocking issues are resolved or close to it, and we need lots of testing of the new major changes. I'm going to consider this a semi-stable testing release and leave links to v103 just in case. |
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Tim Allen | 82c58527c3 |
Update to v102r17 release.
byuu says: Changelog: - GBA: process audio at 2MHz instead of 32KHz¹ - MD: do not allow the 68K to stop the Z80, unless it has been granted bus access first - MD: do not reset bus requested/granted signals when the 68K resets the Z80 - the above two fix The Lost Vikings - MD: clean up the bus address decoding to be more readable - MD: add support for a13000-a130ff (#TIME) region; pass to cartridge I/O² - MD: emulate SRAM mapping used by >16mbit games; bank mapping used by >32mbit games³ - MD: add 'reset pending' flag so that loading save states won't reload 68K PC, SP registers - this fixes save state support ... mostly⁴ - MD: if DMA is not enabled, do not allow CD5 to be set [Cydrak] - this fixes in-game graphics for Ristar. Title screen still corrupted on first run - MD: detect and break sprite lists that form an infinite loop [Cydrak] - this fixes the emulator from dead-locking on certain games - MD: add DC offset to sign DAC PCM samples [Cydrak] - this improves audio in Sonic 3 - MD: 68K TAS has a hardware bug that prevents writing the result back to RAM - this fixes Gargoyles - MD: 68K TRAP should not change CPU interrupt level - this fixes Shining Force II, Shining in the Darkness, etc - icarus: better SRAM heuristics for Mega Drive games Todo: - need to serialize the new cartridge ramEnable, ramWritable, bank variables ¹: so technically, the GBA has its FIFO queue (raw PCM), plus a GB chipset. The GB audio runs at 2MHz. However, I was being lazy and running the sequencer 64 times in a row, thus decimating the audio to 32KHz. But simply discarding 63 out of every 64 samples resorts in muddier sound with more static in it. However ... increasing the audio thread processing intensity 64-fold, and requiring heavy-duty three-chain lowpass and highpass filters is not cheap. For this bump in sound quality, we're eating a loss of about 30% of previous performance. Also note that the GB audio emulation in the GBA core still lacks many of the improvements made to the GB core. I was hoping to complete the GB enhancements, but it seems like I'm never going to pass blargg's psychotic edge case tests. So, first I want to clean up the GB audio to my current coding standards, and then I'll port that over to the GBA, which should further increase sound quality. At that point, it sound exceed mGBA's audio quality (due to the ridiculously high sampling rate and strong-attenuation audio filtering.) ²: word writes are probably not handled correctly ... but games are only supposed to do byte writes here. ³: the SRAM mapping is used by games like "Story of Thor" and "Phantasy Star IV." Unfortunately, the former wasn't released in the US and is region protected. So you'll need to change the NTSU to NTSCJ in md/system/system.cpp in order to boot it. But it does work nicely now. The write protection bit is cleared in the game, and then it fails to write to SRAM (soooooooo many games with SRAM write protection do this), so for now I've had to disable checking that bit. Phantasy Star IV has a US release, but sadly the game doesn't boot yet. Hitting some other bug. The bank mapping is pretty much just for the 40mbit Super Street Fighter game. It shows the Sega and Capcom logos now, but is hitting yet another bug and deadlocking. For now, I emulate the SRAM/bank mapping registers on all cartridges, and set sane defaults. So long as games don't write to $a130XX, they should all continue to work. But obviously, we need to get to a point where higan/icarus can selectively enable these registers on a per-game basis. ⁴: so, the Mega Drive has various ways to lock a chip until another chip releases it. The VDP can lock the 68K, the 68K can lock the Z80, etc. If this happens when you save a state, it'll dead-lock the emulator. So that's obviously a problem that needs to be fixed. The fix will be nasty ... basically, bypassing the dead-lock, creating a miniature, one-instruction-long race condition. Extremely unlikely to cause any issues in practice (it's only a little worse than the SNES CPU/SMP desync), but ... there's nothing I can do about it. So you'll have to take it or leave it. But yeah, for now, save states may lock up the emulator. I need to add code to break the loops when in the process of creating a save state still. |
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Tim Allen | 1cab2dfeb8 |
Update to v102r11 release.
byuu says: Changelog: - MD: connected 32KB cartridge RAM up to every Genesis game under 2MB loaded¹ - MS, GG, MD: improved PSG noise channel emulation, hopefully² - MS, GG, MD: lowered PSG volume so that the lowpass doesn't clamp samples³ - MD: added read/write handlers for VRAM, VSRAM, CRAM - MD: block VRAM copy when CD4 is clear⁴ - MD: rewrote VRAM fill, VRAM copy to be byte-based⁵ - MD: VRAM fill byte set should fall through to regular data port write handler⁶ ¹: the header parsing for backup RAM is really weird. It's spaces when not used, and seems to be 0x02000001-0x02003fff for the Shining games. I don't understand why it starts at 0x02000001 instead of 0x02000000. So I'm just forcing every game to have 32KB of RAM for now. There's also special handling for ROMs > 2MB that also have RAM (Phantasy Star IV, etc) where there's a toggle to switch between ROM and RAM. For now, that's not emulated. I was hoping the Shining games would run after this, but they're still dead-locking on me :( ²: Cydrak pointed out some flaws in my attempt to implement what he had. I was having trouble understanding what he meant, so I went back and read the docs on the sound chip and tried implementing the counter the way the docs describe. Hopefully I have this right, but I don't know of any good test ROMs to make sure my noise emulation is correct. The docs say the shifted-out value goes to the output instead of the low bit of the LFSR, so I made that change as well. I think I hear the noise I'm supposed to in Sonic Marble Zone now, but it seems like it's not correct in Green Hill Zone, adding a bit of an annoying buzz to the background music. Maybe it sounds better with the YM2612, but more likely, I still screwed something up :/ ³: it's set to 50% range for both cores right now. For the MD, it will need to be 25% once YM2612 emulation is in. ⁴: technically, this deadlocks the VDP until a hard reset. I could emulate this, but for now I just don't do the VRAM copy in this case. ⁵: VSRAM fill and CRAM fill not supported in this new mode. They're technically undocumented, and I don't have good notes on how they work. I've been seeing conflicting notes on whether the VRAM fill buffer is 8-bits or 16-bits (I chose 8-bits), and on whether you write the low byte and then high byte of each words, or the high byte and then low byte (I chose the latter.) The VRAM copy improvements fix the opening text in Langrisser II, so that's great. ⁶: Langrisser II sets the transfer length to one less than needed to fill the background letter tile on the scenario overview screen. After moving to byte-sized transfers, a black pixel was getting stuck there. So effectively, VRAM fill length becomes DMA length + 1, and the first byte uses the data port so it writes a word value instead of just a byte value. Hopefully this is all correct, although it probably gets way more complicated with the VDP FIFO. |
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Tim Allen | 3dd1aa9c1b |
Update to v100r02 release.
byuu says: Sigh ... I'm really not a good person. I'm inherently selfish. My responsibility and obligation right now is to work on loki, and then on the Tengai Makyou Zero translation, and then on improving the Famicom emulation. And yet ... it's not what I really want to do. That shouldn't matter; I should work on my responsibilities first. Instead, I'm going to be a greedy, self-centered asshole, and work on what I really want to instead. I'm really sorry, guys. I'm sure this will make a few people happy, and probably upset even more people. I'm also making zero guarantees that this ever gets finished. As always, I wish I could keep these things secret, so if I fail / give up, I could just drop it with no shame. But I would have to cut everyone out of the WIP process completely to make it happen. So, here goes ... This WIP adds the initial skeleton for Sega Mega Drive / Genesis emulation. God help us. (minor note: apparently the new extension for Mega Drive games is .md, neat. That's what I chose for the folders too. I thought it was .smd, so that'll be fixed in icarus for the next WIP.) (aside: this is why I wanted to get v100 out. I didn't want this code in a skeleton state in v100's source. Nor did I want really broken emulation, which the first release is sure to be, tarring said release.) ... So, basically, I've been ruminating on the legacy I want to leave behind with higan. 3D systems are just plain out. I'm never going to support them. They're too complex for my abilities, and they would run too slowly with my design style. I'm not willing to compromise my design ideals. And I would never want to play a 3D game system at native 240p/480i resolution ... but 1080p+ upscaling is not accurate, so that's a conflict I want to avoid entirely. It's also never going to emulate computer systems (X68K, PC-98, FM-Towns, etc) because holy shit that would completely destroy me. It's also never going emulate arcade machines. So I think of higan as a collection of 2D emulators for consoles and handhelds. I've gone over every major 2D gaming system there is, looking for ones with games I actually care about and enjoy. And I basically have five of those systems supported already. Looking at the remaining list, I see only three systems left that I have any interest in whatsoever: PC-Engine, Master System, Mega Drive. Again, I'm not in any way committing to emulating any of these, but ... if I had all of those in higan, I think I'd be content to really, truly, finally stop writing more emulators for the rest of my life. And so I decided to tackle the most difficult system first. If I'm successful, the Z80 core should cover a lot of the work on the SMS. And the HuC6280 should land somewhere between the NES and SNES in terms of difficulty ... closer to the NES. The systems that just don't appeal to me at all, which I will never touch, include, but are not limited to: * Atari 2600/5200/7800 * Lynx * Jaguar * Vectrex * Colecovision * Commodore 64 * Neo-Geo * Neo-Geo Pocket / Color * Virtual Boy * Super A'can * 32X * CD-i * etc, etc, etc. And really, even if something were mildly interesting in there ... we have to stop. I can't scale infinitely. I'm already way past my limit, but I'm doing this anyway. Too many cores bloats everything and kills quality on everything. I don't want higan to become MESS v2. I don't know what I'll do about the Famicom Disk System, PC-Engine CD, and Mega CD. I don't think I'll be able to achieve 60fps emulating the Mega CD, even if I tried to. I don't know what's going to happen here with even the Mega Drive. Maybe I'll get driven crazy with the documentation and quit. Maybe it'll end up being too complicated and I'll quit. Maybe the emulation will end up way too slow and I'll give up. Maybe it'll take me seven years to get any games playable at all. Maybe Steve Snake, AamirM and Mike Pavone will pool money to hire a hitman to come after me. Who knows. But this is what I want to do, so ... here goes nothing. |