byuu says:
Changelog:
- emulator: added `Thread::setHandle(cothread_t)`
- icarus: added special heuristics support for the Tengai Maykou Zero
fan translation
- board identifier is: EXSPC7110-RAM-EPSONRTC (match on SPC7110 +
ROM size=56mbit)
- board ROM contents are: 8mbit program, 40mbit data, 8mbit
expansion (sizes are fixed)
- bsnes: show messages on game load, unload, and reset
- bsnes: added support for BS Memory and Sufami Turbo games
- bsnes: added support for region selection (Auto [default], NTSC,
PAL)
- bsnes: correct presentation window size from 223/239 to 224/240
- bsnes: add SA-1 internal RAM on cartridges with BS Memory slot
- bsnes: fixed recovery state to store inside .bsz archive
- bsnes: added support for custom manifests in both game pak and game
ROM modes
- bsnes: added icarus game database support (manifest → database →
heuristics)
- bsnes: added flexible SuperFX overclocking
- bsnes: added IPS and BPS soft-patching support to all ROM types
(sfc,smc,gb,gbc,bs,st)
- can load patches inside of ZIP archives (matches first “.ips” or
“.bps” file)
- bsnes/ppu: cache interlace/overscan/vdisp (277 → 291fps with fast
PPU)
- hiro/Windows: faster painting of Label widget on expose
- hiro/Windows: immediately apply LineEdit::setBackgroundColor changes
- hiro/Qt: inherit Window backgroundColor when one is not assigned to
Label
Errata:
- sfc/ppu-fast: remove `renderMode7Hires()` function (the body isn't in
the codebase)
- bsnes: advanced note label should probably use a lighter text color
and/or smaller font size instead of italics
I didn't test the soft-patching at all, as I don't have any patches on
my dev box. If anyone wants to test, that'd be great. The Tengai Makyou
Zero fan translation would be a great test case.
byuu says:
Changelog:
- nall: renamed array to adaptive_array; marked it as deprecated
- nall: created new array class; which is properly static (ala
std::array) with optional bounds-checking
- sfc/ppu-fast: converted unmanaged arrays to use nall/array (no speed
penalty)
- bsnes: rewrote the cheat code editor to a new design
- nall: string class can stringify pointer types directly now, so
pointer() was removed
- nall: added array_view and pointer types (still unsure if/how I'll
use pointer)
byuu says:
Changelog:
- sfc/ppu-fast:
- don't use mosaicSize unless mosaicEnable is set
- fix background tiles that aren't 8x8 in size
- flush (render) queued lines whenever VRAM or OAM are modified
mid-frame
- queue tile outputs to buffer for object rendering final pass
- fix object window mask indexing
- disable color bleed when output width is 256 pixels
- handle reset(bool) events
- implemented save states
- icarus: fixed SPC7110-RAM-EPSONRTC mapping typo [hex_usr]
- bsnes: fixed overscan masking mode when output height is 240
Todo:
- sfc/ppu-fast: should not have deleted the tilecache freeing in
~PPU()
- ruby/input/carbon: change setPath() call to setPathID()
Errata:
- Rendering Ranger R2 crashes at startup, seems to be an issue with
the expansion port device
Bug reports on the new fast SNES PPU are now welcome.
byuu says:
Changelog:
- sfc/ppu-fast: everything other than vertical mosaic and interlace
support is in
Games are quite playable now, and you're welcome to try things out, but
please don't report bugs yet. It's still too early for that.
byuu says:
Changelog:
- sfc/ppu-fast: added a barebones background renderer; very incomplete
Right now, the 2bpp Mega Man X2 splash screen is rendering correctly,
but everything else looks really garbled. I'm thinking my tile cache
conversions from 4bpp to bitmap pixels is wrong, but I'm not seeing any
obvious issues.
If anyone wants to take a look at it, I'd appreciate it. The renderer is
mostly modeled after ppu-performance's.
byuu says:
Changelog:
- sfc/ppu: collapsed folders to a single directory to match all other
emulated processors
- sfc/ppu-fast: implemented I/O registers
byuu says:
Changelog:
- SNES: started on skeleton of the new parallel PPU core
To build the new PPU core, set profile=fast via GNU make. The old core
is profile=accurate.
The names of the profiles, and the name of the folder for the fast PPU
are subject to change.
The new PPU core doesn't do anything but demonstrate the proof of
concept: every scanline, make a copy of all the PPU registers and CGRAM.
Share the VRAM and OAM. Batch render all scanlines at once using OpenMP
at the end of each frame and blit the result.
With no PPU core at all, bsnes runs 91% faster than with the accuracy
PPU (230fps vs 120fps.) That's the absolute theoretical best-case
scenario. With the skeleton in place, we're already around 220fps. It'll
go down more as the PPU line renderer starts to do real work. I don't
know where things will end up yet. I suppose we'll find out in time.
My own copy of TDM/GCC can't use OpenMP on Windows, so ... it won't
parallelize if you build with that. I'm going to have to switch to a
different MinGW distribution once this is complete, I suppose.