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.
byuu says:
Changelog (since the last open beta):
- icarus is now included. icarus is used to import game files/archives
into game paks (folders)
- SNES: mid-scanline BGMODE changes now emulated correctly (used only by
atx2.smc Anthrox Demo)
- GBA: fixed a CPU bug that was causing dozens of games to have
distorted audio
- GBA: fixed default FlashROM ID; should allow much higher compatibility
- GBA: now using Cydrak's new, much improved, GBA color emulation filter
(still a work-in-progress)
- re-added command-line loading support for game paks (not for game
files/archives, sorry!)
- Qt port now compiles and runs again (may be a little buggy;
Windows/GTK+ ports preferred)
- SNES performance profile now compiles and runs again
- much more
byuu says:
Changelog:
- updated to newest hiro API
- SFC performance profile builds once again
- hiro: Qt port completed
Errata 1: the hiro/Qt target won't run tomoko just yet. Starts by
crashing inside InputSettings because hiro/Qt isn't forcefully selecting
the first item added to a ComboButton just yet. Even with a monkey patch
to get around that, the UI is incredibly unstable. Lots of geometry
calculation bugs, and a crash when you try and access certain folders in
the browser dialog. Lots of work left to be done there, sadly.
Errata 2: the hiro/Windows port has black backgrounds on all ListView
items. It's because I need to test for unassigned colors and grab the
default Windows brush colors in those cases.
Note: alternating row colors on multi-column ListView widgets is gone
now. Not a bug. May add it back later, but I'm not sure. It doesn't
interact nicely with per-cell background colors.
Things left to do:
First, I have to fix the Windows and Qt target bugs.
Next, I need to go through and revise the hiro API even more (nothing
too major.)
Next, I need to update icarus to use the new hiro API, and add support
for the SFC games database.
Next, I have to rewrite my TSV->BML cheat code tool.
Next, I need to post a final WIP of higan+icarus publicly and wait a few
days.
Next, I need to fix any bugs reported from the final WIP that I can.
Finally, I should be able to release v095.
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.
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.
byuu says:
Note: for Windows users, please go to nall/intrinsics.hpp line 60 and
correct the typo from "DISPLAY_WINDOW" to "DISPLAY_WINDOWS" before
compiling, otherwise things won't work at all.
This will be a really major WIP for the core SNES emulation, so please
test as thoroughly as possible.
I rewrote the 65816 CPU core's dispatcher from a jump table to a switch
table. This was so that I could pass class variables as parameters to
opcodes without crazy theatrics.
With that, I killed the regs.r[N] stuff, the flag_t operator|=, &=, ^=
stuff, and all of the template versions of opcodes.
I also removed some stupid pointless flag tests in xcn and pflag that
would always be true.
I sure hope that AWJ is happy with this; because this change was so that
my flag assignments and branch tests won't need to build regs.P into
a full 8-bit variable anymore.
It does of course incur a slight performance hit when you pass in
variables by-value to functions, but it should help with binary size
(and thus cache) by reducing a lot of extra functions. (I know I could
have used template parameters for some things even with a switch table,
but chose not to for the aforementioned reasons.)
Overall, it's about a ~1% speedup from the previous build. The CPU core
instructions were never a bottleneck, but I did want to fix the P flag
building stuff because that really was a dumb mistake v_v'
byuu says:
Added AWJ's fixes for alt/cpu (Tetris Attack framelines issue) and
alt/dsp (Thread::clock reset)
Added fix so that the taskbar entry appears when the application first
starts on Windows.
Fixed checkbox toggling inside of list views on Windows.
Updated nall/image to properly protect variables that should not be
written externally.
New Object syntax for hiro is in.
Fixed the backwards-typing on Windows with the state manager.
NOTE: the list view isn't redrawing when you change the description
text. It does so on the cheat editor because of the resizeColumns call;
but that shouldn't be necessary. I'll try and fix this for the next WIP.
byuu says:
Finally!! Compilation works once again on Windows.
However, it's pretty buggy. Modality isn't really working right, you can
still poke at other windows, but when you select ListView items, they
redraw as empty boxes (need to process WM_DRAWITEM before checking
modality.)
The program crashes when you close it (probably a ruby driver's term()
function, that's what it usually is.)
The Layout::setEnabled(false) call isn't working right, so you get that
annoying chiming sound and cursor movement when mapping keyboard keys to
game inputs.
The column sizing seems off a bit on first display for the Hotkeys tab.
And probably lots more.
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)
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
byuu says:
This version polishes up the input dialogue (reset, erase, disable
button when item not focused, split device ID from mapping name), adds
color emulation toggle, and add dummy menu items for remaining features
(to be filled in later.)
Also, it now compiles cleanly on Windows with GTK.
I didn't test with TDM-GCC-32, because for god knows what reason, the
32-bit version ships with headers from Windows 95 OSR2 only. So I built
with TDM-GCC-64 with arch=x86.
And uh, apparently, moving or resizing a window causes a Visual C++
runtime exception in the GTK+ DLLs. This doesn't happen with trance or
renshuu built with TDM-GCC-32. So, yeah, like I said, don't use -m32.
byuu says:
I've hooked up the input subsystem, and the input manager to assign
hotkeys.
So far I only have digital buttons working (keyboard only), and I'm not
planning on supporting input groups again (mapping multiple physical
buttons to one emulated button), but it's progress. As with the rest of
tomoko, the code's a lot more compact. The nice thing about redoing code
so many times is that each time you get a little bit better at it.
The input configuration is saved to ~/.config/tomoko/settings.bml (just
realized that I'm an idiot and need to rename it to input.bml)
Also hooked up game saves and cartridge unloading. Active controller
changing isn't hooked up yet, and I'll probably do it differently.
Oh, and I declared the ruby lines for other platforms.
Still need to add Cydrak's Windows compilation fixes. I am nothing if
not lazy :P
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.