Commit Graph

12 Commits

Author SHA1 Message Date
Tim Allen e1223366a7 Update to v103r22 release.
byuu says:

Changelog:

  - ruby: ported all remaining drivers to new API¹
  - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan]
  - gb: emulated most of the TAMA RTC; but RTC state is still volatile²

¹: the new ports are:

  - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao}
  - input/{udev, quartz, carbon}

It's pretty much guaranteed many of them will have compilation errors.
Please paste the error logs and I'll try to fix them up. It may take a
WIP or two to get there.

It's also possible things broke from the updates. If so, I could use
help comparing the old file to the new file, looking for mistakes, since
I can't test on these platforms apart from audio/directsound.

Please report working drivers in this list, so we can mark them off the
list. I'll need both macOS and Linux testers.

audio/directsound.cpp:112:

    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false;

²: once I get this working, I'll add load/save support for the RTC
values. For now, the RTC data will be lost when you close the emulator.

Right now, you can set the date/time in real-time mode, and when you
start the game, the time will be correct, and the time will tick
forward. Note that it runs off emulated time instead of actual real
time, so if you fast-forward to 300%, one minute will be 20 seconds.

The really big limitation right now is that when you exit the game, and
restart it, and resume a new game, the hour spot gets corrupted, and
this seems to instantly kill your pet. Fun. This is crazy because the
commands the game sends to the TAMA interface are identical between
starting a new game and getting in-game versus loading a game.

It's likely going to require disassembling the game's code and seeing
what in the hell it's doing, but I am extremely bad at LR35092 assembly.
Hopefully endrift can help here :|
2017-07-28 21:42:24 +10:00
Tim Allen f87c6b7ecb Update to v103r16 release.
byuu says:

Changelog:

  - emulator/audio: added the ability to change the output frequency at
    run-time without emulator reset
  - tomoko: display video synchronize option again¹
  - tomoko: Settings→Configuration expanded to Settings→{Video,
    Audio, Input, Hotkey, Advanced} Settings²
  - tomoko: fix default population of audio settings tab
  - ruby: Audio::frequency is a double now (to match both
    Emulator::Audio and ASIO)³
  - tomoko: changing the audio device will repopulate the frequency and
    latency lists
  - tomoko: changing the audio frequency can now be done in real-time
  - ruby/audio/asio: added missing device() information, so devices can
    be changed now
  - ruby/audio/openal: ported to new API; added device selection support
  - ruby/audio/wasapi: ported to new API, but did not test yet (it's
    assuredly still broken)⁴

¹: I'm uneasy about this ... but, I guess if people want to disable
audio and just have smooth scrolling video ... so be it. With
Screwtape's documentation, hopefully that'll help people understand that
video synchronization always breaks audio synchronization. I may change
this to a child menu that lets you pick between {no synchronization,
video synchronization, audio synchronization} as a radio selection.

²: given how much more useful the video and audio tabs are now, I
felt that four extra menu items were worth saving a click and going
right to the tab you want. This also matches the behavior of the Tools
menu displaying all tool options and taking you directly to each tab.
This is kind of a hard change to get used to ... but I think it's for
the better.

³: kind of stupid because I've never seen a hardware sound card where
floor(frequency) != frequency, but whatever. Yay consistency.

⁴: I'm going to move it to be event-driven, and try to support 24-bit
sample formats if possible. Who knows which cards that'll fix and which
cards that'll break. I may end up making multiple WASAPI drivers so
people can find one that actually works for them. We'll see.
2017-07-17 20:32:36 +10:00
Tim Allen 4129630d97 Update to v103r15 release.
byuu says:

Changelog:

  - ruby: rewrote the API interfaces for Video, Audio, Input
  - ruby/audio: can now select the number of output channels (not useful
    to higan, sorry)
  - ruby/asio: various improvements
  - tomoko: audio settings panel can now select separate audio devices
    (for ASIO, OSS so far)
  - tomoko: audio settings panel frequency and latency lists are
    dynamically populated now

Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:

  - video: Direct3D, XShm
  - audio: ASIO, OSS
  - input: Windows, SDL, Xlib

It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.

Errata:

  - ASIO needs device(), setDevice()
  - need to call setDevice() at program startup to populate
    frequency/latency settings properly
  - changing the device and/or frequency needs to update the emulator
    resampler rates

The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 15:11:18 +10:00
Tim Allen ffd150735b Update to v101r07 release.
byuu says:

Added VDP sprite rendering. Can't get any games far enough in to see if
it actually works. So in other words, it doesn't work at all and is 100%
completely broken.

Also added 68K exceptions and interrupts. So far only the VDP interrupt
is present. It definitely seems to be firing in commercial games, so
that's promising. But the implementation is almost certainly completely
wrong. There is fuck all of nothing for documentation on how interrupts
actually work. I had to find out the interrupt vector numbers from
reading the comments from the Sonic the Hedgehog disassembly. I have
literally no fucking clue what I0-I2 (3-bit integer priority value in
the status register) is supposed to do. I know that Vblank=6, Hblank=4,
Ext(gamepad)=2. I know that at reset, SR.I=7. I don't know if I'm
supposed to block interrupts when I is >, >=, <, <= to the interrupt
level. I don't know what level CPU exceptions are supposed to be.

Also implemented VDP regular DMA. No idea if it works correctly since
none of the commercial games run far enough to use it. So again, it's
horribly broken for usre.

Also improved VDP fill mode. But I don't understand how it takes
byte-lengths when the bus is 16-bit. The transfer times indicate it's
actually transferring at the same speed as the 68K->VDP copy, strongly
suggesting it's actually doing 16-bit transfers at a time. In which case,
what happens when you set an odd transfer length?

Also, both DMA modes can now target VRAM, VSRAM, CRAM. Supposedly there's
all kinds of weird shit going on when you target VSRAM, CRAM with VDP
fill/copy modes, but whatever. Get to that later.

Also implemented a very lazy preliminary wait mechanism to to stall out
a processor while another processor exerts control over the bus. This
one's going to be a major work in progress. For one, it totally breaks
the model I use to do save states with libco. For another, I don't
know if a 68K->VDP DMA instantly locks the CPU, or if it the CPU could
actually keep running if it was executing out of RAM when it started
the DMA transfer from ROM (eg it's a bus busy stall, not a hard chip
stall.) That'll greatly change how I handle the waiting.

Also, the OSS driver now supports Audio::Latency. Sound should be
even lower latency now. On FreeBSD when set to 0ms, it's absolutely
incredible. Cannot detect latency whatsoever. The Mario jump sound seems
to happen at the very instant I hear my cherry blue keyswitch activate.
2016-08-15 14:56:38 +10:00
Tim Allen 55e507d5df Update to v098r05 release.
byuu says:

Changelog:
- WS/WSC: re-added support for screen rotation (code is inside WS core)
- ruby: changed sample(uint16_t left, uint16_t right) to sample(int16_t
  left, int16_t right);
  - requires casting to uint prior to shifting in each driver, but
    I felt it was misleading to use uint16_t just to avoid that
- ruby: WASAPI is now built in by default; has wareya's improvements,
  and now supports latency adjust
- tomoko: audio settings panel has new "Exclusive Mode" checkbox for
  WASAPI driver only
  - note: although the setting *does* take effect in real-time, I'd
    suggest restarting the emulator after changing it
- tomoko: audio latency can now be set to 0ms (which in reality means
  "the minimum supported by the driver")
- all: increased cothread size from 512KiB to 2MiB to see if it fixes
  bullshit AMD driver crashes
  - this appears to cause a slight speed penalty due to cache locality
    going down between threads, though
2016-04-18 20:49:45 +10:00
Tim Allen 19e1d89f00 Update to v098r01 release.
byuu says:

Changelog:
- SFC: balanced profile removed
- SFC: performance profile removed
- SFC: code for handling non-threaded CPU, SMP, DSP, PPU removed
- SFC: Coprocessor, Controller (and expansion port) shared Thread code
  merged to SFC::Cothread
  - Cothread here just means "Thread with CPU affinity" (couldn't think
    of a better name, sorry)
- SFC: CPU now has vector<Thread*> coprocessors, peripherals;
  - this is the beginning of work to allow expansion port devices to be
    dynamically changed at run-time
- ruby: all audio drivers default to 48000hz instead of 22050hz now if
  no frequency is assigned
  - note: the WASAPI driver can default to whatever the native frequency
    is; doesn't have to be 48000hz
- tomoko: removed the ability to change the frequency from the UI (but
  it will display the frequency used)
- tomoko: removed the timing settings panel
  - the goal is to work toward smooth video via adaptive sync
  - the model is broken by not being in control of the audio frequency
    anyway
  - it's further broken by PAL running at 50hz and WSC running at 75hz
  - it was always broken anyway by SNES interlace timing varying from
    progressive timing
- higan: audio/ stub created (for now, it's just nall/dsp/ moved here
  and included as a header)
- higan: video/ stub created
- higan/GNUmakefile: now includes build rules for essential components
  (libco, emulator, audio, video)

The audio changes are in preparation to merge wareya's awesome WASAPI
work without the need for the nall/dsp resampler.
2016-04-09 13:40:12 +10:00
Tim Allen e0815b55b9 Update to v094r28 release.
byuu says:

This WIP substantially restructures the ruby API for the first time
since that project started.

It is my hope that with this restructuring, destruction of the ruby
objects should now be deterministic, which should fix the crashing on
closing the emulator on Linux. We'll see I guess ... either way, it
removed two layers of wrappers from ruby, so it's a pretty nice code
cleanup.

It won't compile on Windows due to a few issues I didn't see until
uploading the WIP, too lazy to upload another. But I fixed all the
compilation issues locally, so it'll work on Windows again with the next
WIP (unless I break something else.)

(Kind of annoying that Linux defines glActiveTexture but Windows
doesn't.)
2015-06-20 15:44:05 +10:00
Tim Allen 314aee8c5c Update to v094r23 release.
byuu says:

The library window is gone, and replaced with
hiro::BrowserWindow::openFolder(). This gives navigation capabilities to
game loading, and it also completes our slotted cart selection code. As
an added bonus, it's less code this way, too.

I also set the window size to consistent sizes between all emulated
systems, so that switching between SFC and GB don't cause the window
size to keep changing, and so that the scaling size is consistent (eg at
normal scale, GB @ 3x is closer to SNES @ 2x.) This means black borders
in GB/GBA mode, but it doesn't look that bad, and it's not like many
people ever use these modes anyway.

Finally, added the placeholder tabs for video, audio and timing. I don't
intend to add the timing calculator code to v095 (it might be better as
a separate tool), but I'll add the ability to set video/audio rates, at
least.

Glitch 1: despite selecting the first item in the BrowserDialog list, if
you press enter when the window appears, it doesn't activate the item
until you press an arrow key first.

Glitch 2: in Game Boy mode, if you set the 4x window size, it's not
honoring the full requested height because the viewport is smaller than
the window. 8+ years of trying to get GTK+ and Qt to simply set the god
damned window size I ask for, and I still can't get them to do it
reliably.

Remaining issues:
- finish configuration panels (video, audio, timing)
- fix ruby driver compilation on Windows
- add DIP switch selection window (NSS) [I may end up punting this one
  to v096]
2015-06-16 20:29:47 +10:00
Tim Allen 7bf4cff946 Update to v094r22 release.
byuu says:

I fixed the hiro layout enable bug, so when you go to assign joypad
input, the window disables itself so your input doesn't mess with the
controls.

I added "reset" to the hotkeys, in case you feel like clearing all of
them at once.

I added device selection support and the ability to disable audio
synchronization (run > 60fps) to the ruby/OSS driver. This is exposed in
tomoko's configuration file.

I added checks to stringify so that assigning null char* strings to
nall::string won't cause crashes anymore (technically the crash was in
strlen(), which doesn't check for null strings, but whatever ... I'll do
the check myself.)

I hooked up BrowserDialog::folderSelect() to loading slotted media for
now. Tested it by loading a Game Boy game successfully through the Super
Game Boy. Definitely want to write a custom window for this though, that
looks more like the library dialog.

Remaining issues:
- finish slotted cart loader (SGB, BSX, ST)
- add DIP switch selection window (NSS) [I may end up punting this one
  to v096]
- add more configuration panels (video, audio, timing)
2015-05-30 21:40:07 +10:00
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
Tim Allen a59ecb3dd4 Include all the code from the bsnes v068 tarball.
byuu describes the changes since v067:

This release officially introduces the accuracy and performance cores,
alongside the previously-existing compatibility core. The accuracy core
allows the most accurate SNES emulation ever seen, with every last
processor running at the lowest possible clock synchronization level.
The performance core allows slower computers the chance to finally use
bsnes. It is capable of attaining 60fps in standard games even on an
entry-level Intel Atom processor, commonly found in netbooks.

The accuracy core is absolutely not meant for casual gaming at all. It
is meant solely for getting as close to 100% perfection as possible, no
matter the cost to speed. It should only be used for testing,
development or debugging.

The compatibility core is identical to bsnes v067 and earlier, but is
now roughly 10% faster. This is the default and recommended core for
casual gaming.

The performance core contains an entirely new S-CPU core, with
range-tested IRQs; and uses blargg's heavily-optimized S-DSP core
directly. Although there are very minor accuracy tradeoffs to increase
speed, I am confident that the performance core is still more accurate
and compatible than any other SNES emulator. The S-CPU, S-SMP, S-DSP,
SuperFX and SA-1 processors are all clock-based, just as in the accuracy
and compatibility cores; and as always, there are zero game-specific
hacks. Its compatibility is still well above 99%, running even the most
challenging games flawlessly.

If you have held off from using bsnes in the past due to its system
requirements, please give the performance core a try. I think you will
be impressed. I'm also not finished: I believe performance can be
increased even further.

I would also strongly suggest Windows Vista and Windows 7 users to take
advantage of the new XAudio2 driver by OV2. Not only does it give you
a performance boost, it also lowers latency and provides better sound by
way of skipping an API emulation layer.

Changelog:
- Split core into three profiles: accuracy, compatibility and
  performance
- Accuracy core now takes advantage of variable-bitlength integers (eg
  uint24_t)
- Performance core uses a new S-CPU core, written from scratch for speed
- Performance core uses blargg's snes_dsp library for S-DSP emulation
- Binaries are now compiled using GCC 4.5
- Added a workaround in the SA-1 core for a bug in GCC 4.5+
- The clock-based S-PPU renderer has greatly improved OAM emulation;
  fixing Winter Gold and Megalomania rendering issues
- Corrected pseudo-hires color math in the clock-based S-PPU renderer;
  fixing Super Buster Bros backgrounds
- Fixed a clamping bug in the Cx4 16-bit triangle operation [Jonas
  Quinn]; fixing Mega Man X2 "gained weapon" star background effect
- Updated video renderer to properly handle mixed-resolution screens
  with interlace enabled; fixing Air Strike Patrol level briefing screen
- Added mightymo's 2010-08-19 cheat code pack
- Windows port: added XAudio2 output support [OV2]
- Source: major code restructuring; virtual base classes for processor
- cores removed, build system heavily modified, etc.
2010-10-20 22:30:34 +11:00
Tim Allen 165f1e74b5 First version split into asnes and bsnes. 2010-08-09 23:28:56 +10:00