Commit Graph

7 Commits

Author SHA1 Message Date
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 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 fe85679321 Update to v093r13 release.
byuu says:

This WIP removes nall/input.hpp entirely, and implements the new
universal cheat format for FC/SFC/GB/GBC/SGB.

GBA is going to be tricky since there's some consternation around
byte/word/dword overrides.

It's also not immediately obvious to me how to implement the code search
in logarithmic time, due to the optional compare value.

Lastly, the cheat values inside cheats.bml seem to be broken for the
SFC. Likely there's a bug somewhere in the conversion process. Obviously
I'll have to fix that before v094.

I received no feedback on the universal cheat format. If nobody adds
anything before v094, then I don't want to hear any complaining about
the formatting :P
2014-01-13 20:35:46 +11:00
Tim Allen 84fab07756 Update to v093r10 release.
byuu says:

Changelog:
- Game Boy (Color): STAT OAM+HBlank IRQs only trigger during LY=0-143
  with display enabled
  - fixes backgrounds and text in Wacky Races
- Game Boy (Color): fixed underflow in window clamping
  - fixes Wacky Races, Prehistorik Man, Alleyway, etc
- Game Boy (Color): LCD OAM DMA was running too slow
  - fixes Shin Megami Tensei - Devichil - Kuro no Sho
- Game Boy Advance: removed built-in frame blending; display emulation
  shaders will handle this going forward
- Game Boy Advance: added Game Boy Player emulation
  - currently the screen is tinted red during rumble, no actual gamepad
    rumble support yet
  - this is going to be slow, as we have to hash the frame to detect the
    GBP logo, it'll be optional later on
- Emulator::Interface::Palette can now output a raw palette (for Display
  Emulation shaders only)
  - color channels are not yet split up, it's just the raw packed value
2013-12-20 22:40:39 +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 35f1605829 Update to v093r06 release.
byuu says:

Changelog:
- Windows port should compile out-of-the-box
- InputManager::scancode[] initialized at startup
- Library menu shows item for each bootable media type (notably Game Boy
  Color)
- Display Emulation menu selection fix
- LibraryManager load button works now
- Added hotkey to show library manager (defaults to L)
- Added color emulation to video settings (missing on GBA for now)
- SFC loading SGB without GB cartridge no longer segfaults
- GB/GBC system.load() after cartridge.load()
- GB/GBC BG-over-OAM fix
- GB/GBC disallow up+down and left+right
2013-12-07 20:12:37 +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