Commit Graph

470 Commits

Author SHA1 Message Date
Tim Allen 458775a481 Update to v094r19 release.
byuu says:

The input port menu was hooked up.

Alternate input support was added, although I wasn't able to test rumble
support because SDL doesn't support that, and I don't have XInput or
udev drivers on FreeBSD. This one's going to be tricky. Maybe I can test
via cross-compiling on Windows/GTK.

Added mouse capture hotkey, and auto capture/release on toggling
fullscreen (as a bonus it hides the mouse cursor.)

Added all possible video and input drivers to ruby for BSD systems.

Remaining issues before we can release v095:
- add slotted cart loader (SGB, BSX, ST)
- add DIP switch selection window (NSS)
- add timing configuration (video/audio sync)
- hide inapplicable options from system menu (eg controller ports and
  reset button from handheld systems)
2015-05-23 15:29:18 +10:00
Tim Allen fc8eba133d Update to v094r18 release.
byuu says:

Okay yeah, lots of SNES coprocessor games were horribly broken. They
should be fixed now with the below changes:

Old syntax:

    auto programROM = root["rom[0]/name"].text();
    auto dataROM = root["rom[1]/name"].text();
    load_memory(root["ram[0]"]);

New syntax:

    auto rom = root.find("rom");
    auto ram = root.find("ram");
    auto programROM = rom(0)["name"].text();
    auto dataROM = rom(1)["name"].text();
    load_memory(ram(0));

Since I'm now relying on the XShm driver, which is multi-threaded, I'm
now compiling higan with -fopenmp. On FreeBSD, this requires linking
with -Wl,-rpath=/usr/local/lib -Wl,-rpath=/usr/local/lib/gcc49 to get
the right version of GOMP.

This gives a pretty nice speed boost for XShm, I go from around 101fps
to 111fps at 4x scale on the accuracy profile. The combination of
inlining the accuracy-PPU and parallelizing the XShm renderer about
evenly compensates now for the ~20% CPU overclock I gave up a while ago.

The WIP also has some other niceties from the newer version of nall.
Most noticeably, cheat code database searching is now instantaneous. No
more 3-second stall.
2015-05-16 17:37:13 +10:00
Tim Allen 39ca8a2fab Update to v094r17 release.
byuu says:

This updates higan to use the new Markup::Node changes. This is a really
big change, and one slight typo anywhere could break certain classes of
games from playing.

I don't have ananke hooked up again yet, so I don't have the ability to
test this much. If anyone with some v094 game folders wouldn't mind
testing, I'd help out a great deal.

I'm most concerned about testing one of each SNES special chip game.
Most notably, systems like the SA-1, HitachiDSP and NEC-DSP were using
the fancier lookups, eg node["rom[0]/name"], which I had to convert to
a rather ugly node["rom"].at(0)["name"], which I'm fairly confident
won't work. I'm going to blame that on the fumes from the shelves I just
stained >.> Might work with node.find("rom[0]/name")(0) though ...? But
so ugly ... ugh.

That aside, this WIP adds the accuracy-PPU inlining, so the accuracy
profile should run around 7.5% faster than before.
2015-05-16 17:36:22 +10:00
Tim Allen c335ee9d80 Update to v094r16 release.
byuu says:

Finished the cheat code system, it'll now load and save cheats.bml to
disk.

Also hooked up overscan masking. But for now you can only configure the
amount it clips via the configuration file, since I don't have a video
settings dialog anymore.

And that's the last of the low-hanging fruit. The remaining items are
all going to be a pain in the ass for one reason or another.

Short-term:
- add input port changing support
- add other input types (mouse-based, etc)

Long-term:
- add slotted cart loader (SGB, BSX, ST)
- add DIP switch selection window (NSS)
- 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
2015-04-21 21:58:59 +10:00
Tim Allen 2eb50fd70b Update to v094r15 release.
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
2015-04-21 21:54:07 +10:00
Tim Allen 89d578bc7f Update to v094r14 release.
byuu says:

Man, over five weeks have passed without so much as touching the
codebase ... time is advancing so fast it's positively frightening. Oh
well, little by little, and we'll get there eventually.

Changelog:
- added save state slots (1-5 in the menu)
- added hotkeys settings dialog + mapping system
- added fullscreen toggle (with a cute aspect correction trick)

About three hours of work here.

Short-term:
- add input port changing support
- add other input types (mouse-based, etc)
- add cheat codes
- add timing configuration (video/audio sync)

Long-term:
- add slotted cart loader (SGB, BSX, ST)
- add DIP switch selection window (NSS)
- add cheat code database
- add state manager
- add overscan masking

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
- relocating game library (not hard, just don't feel like it)
- localization support (not enough users)
- window geometry memory
- anything else not in higan v094
2015-04-13 21:16:33 +10:00
Tim Allen b4ba95242f Update to v094r13 release.
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.
2015-03-07 21:21:47 +11:00
Tim Allen a1b2fb0124 Update to v094r12 release.
byuu says:

Changelog:
* added driver selection
* added video scale + aspect correction settings
* added A/V sync + audio mute settings
* added configuration file
* fixed compilation bugs under Windows and Linux
* fixed window sizing
* removed HSU1
* the system menu stays as "System", because "Game Boy Advance" was too
  long a string for the smallest scale size
* some more stuff

You guys probably won't be ecstatic about the video sizing options, but
it's basically your choice of 1x, 2x or 4x scale with optional aspect
correction. 3x was intentionally skipped because it looks horrible on
hires SNES games. The window is resized and recentered upon loading
games. The window doesn't resize otherwise. I never really liked the way
v094 always left you with black screen areas and left you with
off-centered window positions.

I might go ahead and add the pseudo-fullscreen toggle that will jump
into 4x mode (respecting your aspect setting.)

Short-term:
* add input port changing support
* add other input types (mouse-based, etc)
* add save states
* add cheat codes
* add timing configuration (video/audio sync)
* add hotkeys (single state)

We can probably do a new release once the short-term items are
completed.

Long-term:
* add slotted cart loader (SGB, BSX, ST)
* add DIP switch selection window (NSS)
* add cheat code database
* add state manager
* add overscan masking

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
* relocating game library (not hard, just don't feel like it)
* localization support (not enough users)
* window geometry memory
* anything else not in higan v094
2015-03-03 21:26:44 +11:00
Tim Allen 4a069761f9 Update to v094r11 release.
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
2015-03-03 21:26:44 +11:00
Tim Allen 80c1c9c2ef Update to v094r10 release.
byuu says:

This starts the tomoko UI. So far I have basic library loading and
video+audio output. Basically just enough to take the below screenshot.
(aside from Library, the menus are empty stubs.)

The .sys (system) game folders are now going under ~/Emulation/System,
to avoid needing root privileges to stick them into /usr/share. The game
library now shows all bootable media types, and the drop-down subtype is
gone. I'm going to display a separate modal dialog for loading slotted
games this time around. Much cleaner this way, less clutter.

tomoko's starting off a lot cleaner than ethos was, and I'm scaling back
the number of abstracted classes. What was Utility, Interface, etc are
now being merged all into Program. Of course, the real hell is the input
system. That has so many layers of bullshit that there's really no sane
way to write it.
2015-03-03 21:26:44 +11:00
Tim Allen a512d14628 Update to v094r09 release.
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.
2015-02-28 12:52:53 +11:00
Tim Allen 1a7bc6bb87 Update to v094r08 release.
byuu says:

Lots of changes this time around. FreeBSD stability and compilation is
still a work in progress.

FreeBSD 10 + Clang 3.3 = 108fps
FreeBSD 10 + GCC 4.7 = 130fps

Errata 1: I've been fighting that god-damned endian.h header for the
past nine WIPs now. The above WIP isn't building now because FreeBSD
isn't including headers before using certain types, and you end up with
a trillion error messages. So just delete all the endian.h includes from
nall/intrinsics.hpp to build.

Errata 2: I was trying to match g++ and g++47, so I used $(findstring
g++,$(compiler)), which ends up also matching clang++. Oops. Easy fix,
put Clang first and then else if g++ next. Not ideal, but oh well. All
it's doing for now is declaring -fwrapv twice, so you don't have to fix
it just yet. Probably just going to alias g++="g++47" and do exact
matching instead.

Errata 3: both OpenGL::term and VideoGLX::term are causing a core dump
on BSD. No idea why. The resources are initialized and valid, but
releasing them crashes the application.

Changelog:
- nall/Makefile is more flexible with overriding $(compiler), so you can
  build with GCC or Clang on BSD (defaults to GCC now)
- PLATFORM_X was renamed to PLATFORM_XORG, and it's also declared with
  PLATFORM_LINUX or PLATFORM_BSD
  - PLATFORM_XORG probably isn't the best name ... still thinking about
    what best to call LINUX|BSD|SOLARIS or ^(WINDOWS|MACOSX)
- fixed a few legitimate Clang warning messages in nall
- Compiler::VisualCPP is ugly as hell, renamed to Compiler::CL
- nall/platform includes nall/intrinsics first. Trying to move away from
  testing for _WIN32, etc directly in all files. Work in progress.
- nall turns off Clang warnings that I won't "fix", because they aren't
  broken. It's much less noisy to compile with warnings on now.
- phoenix gains the ability to set background and foreground colors on
  various text container widgets (GTK only for now.)
- rewrote a lot of the MSU1 code to try and simplify it. Really hope
  I didn't break anything ... I don't have any MSU1 test ROMs handy
- SNES coprocessor audio is now mixed as sclamp<16>(system_sample
  + coprocessor_sample) instead of sclamp<16>((sys + cop) / 2)
  - allows for greater chance of aliasing (still low, SNES audio is
    quiet), but doesn't cut base system volume in half anymore
- fixed Super Scope and Justifier cursor colors
- use input.xlib instead of input.x ... allows Xlib input driver to be
  visible on Linux and BSD once again
- make install and make uninstall must be run as root again; no longer
  using install but cp instead for BSD compatibility
- killed $(DESTDIR) ... use make prefix=$DESTDIR$prefix instead
- you can now set text/background colors for the loki console via (eg):
 - settings.terminal.background-color 0x000000
 - settings.terminal.foreground-color 0xffffff
2014-02-24 20:39:09 +11:00
Tim Allen ecc651c88b Update to v094r07 release.
byuu says:

Changelog for loki:
- added command aliases (match with * [sorry, regex lib isn't available
  everywhere yet], replace with {1}+)
- added command hotkeys
- added window geometry saving
- added save state support
- added power/reset commands
- added an input manager, so you can remap keys (limiting it to the
  keyboard for now though)

The combination of aliases and hotkeys really makes things shine. Save
states will temporarily disable your breakpoints (run/step are
technically temporary breakpoints) so as to ensure the state is captured
at a good time. In practice, this should pose about as much of a problem
as higan desyncing and breaking when capturing states ... should be
exceedingly rare to ever even notice this behavior at all, with 99.9% of
state captures happening in half an instruction boundary. But still,
keep it in mind, as you might see the CPU step one instruction ahead.
Tracing and usage map functionality is still enabled during state
synchronization.

So at this point, I have 100% of the essential stuff in. All that's left
now is to add polish / wishlist features like bass and mosaic
integration.
2014-02-09 17:05:58 +11:00
Tim Allen 3016e595f0 Update to v094r06 release.
byuu says:

New terminal is in. Much nicer to use now. Command history makes a major
difference in usability.

The SMP is now fully traceable and debuggable. Basically they act as
separate entities, you can trace both at the same time, but for the most
part running and stepping is performed on the chip you select.

I'm going to put off CPU+SMP interleave support for a while. I don't
actually think it'll be too hard. Will get trickier if/when we support
coprocessor debugging.

Remaining tasks:
- aliases
- hotkeys
- save states
- window geometry

Basically, the debugger's done. Just have to add the UI fluff.

I also removed tracing/memory export from higan. It was always meant to
be temporary until the debugger was remade.
2014-02-09 17:05:58 +11:00
Tim Allen 423a6c6bf8 Update to v094r05 release.
byuu says:

Commands can be prefixed with: (cpu|smp|ppu|dsp|apu|vram|oam|cgram)/ to
set their source. Eg "vram/hex 0800" or "smp/breakpoints.append execute
ffc0"; default is cpu.

These overlap a little bit in odd ways, but that's just the way the SNES
works: it's not a very orthogonal system. CPU is both a processor and
the main bus (ROM, RAM, WRAM, etc), APU is the shared memory by the
SMP+DSP (eg use it to catch writes from either chip); PPU probably won't
ever be used since it's broken down into three separate buses (VRAM,
OAM, CGRAM), but DSP could be useful for tracking bugs like we found in
Koushien 2 with the DSP echo buffer corrupting SMP opcodes. Technically
the PPU memory pools are only ever tripped by the CPU poking at them, as
the PPU doesn't ever write.

I now have run.for, run.to, step.for, step.to. The difference is that
run only prints the next instruction after running, whereas step prints
all of the instructions along the way as well. run.to acts the same as
"step over" here. Although it's not quite as nice, since you have to
specify the address of the next instruction.

Logging the Field/Vcounter/Hcounter on instruction listings now, good
for timing information.

Added in the tracer mask, as well as memory export, as well as
VRAM/OAM/CGRAM/SMP read/write/execute breakpoints, as well as an APU
usage map (it tracks DSP reads/writes separately, although I don't
currently have debugger callbacks on DSP accesses just yet.)

Have not hooked up actual SMP debugging just yet, but I plan to soon.
Still thinking about how I want to allow / block interleaving of
instructions (terminal output and tracing.)

So ... remaining tasks at this point:
- full SMP debugging
- CPU+SMP interleave support
- aliases
- hotkeys
- save states (will be kind of tricky ... will have to suppress
  breakpoints during synchronization, or abort a save in a break event.)
- keep track of window geometry between runs
2014-02-09 17:05:58 +11:00
Tim Allen 10e2a6d497 Update to v094r04 release.
byuu says:

Changelog:
- target-ethos/ is now target-higan/ (will unfortunately screw up diffs
  pretty badly at this point.)
- had a serious bug in nall::optional<T>::operator=, which is now fixed.
- added tracer (no masking just yet, I need to write a nall::bitvector
  class because I don't want to hard-code those anymore.)
- added usage logging (keep track of RWX/EP states for all bus
  addresses.)
- added read/write to poke at memory (hex also works for reading, but
  this one can poke at MMIO regs and is for one address only.)
- added both run.for (# of instructions) and run.to (program counter
  address.)
- added read/write/execute breakpoints with counters for a given
  address, and with an optional compare byte (for read/write modes.)

About the only major things left now for loki is support for trace
masking, memory export, and VRAM/OAM/CGRAM access.
For phoenix/Console, I really need to add a history to up+down arrows,
and I should support left/right insert-at.
2014-02-09 17:05:58 +11:00
Tim Allen 187ba0eec6 Update to v094r02 release.
byuu says:

Changelog:
- ethos: use nall::programpath() instead of realpath(argv[0]) to get
  executable path
- loki: add presentation window
- loki: add terminal window
- loki: add interface to emulation core
- loki: add ruby
- loki: add enough support to run games and save data on exit
    - load game folders via command-line (or drop folder onto binary),
      use "r" to start, "p" to pause ... temporary command names

I'll probably have to say this several times, but for now, loki is only
available on Linux/GTK+, due to the use of the Console widget. Support
for other platforms can come later easily enough.
2014-02-09 17:05:58 +11:00
Tim Allen c54be74832 Ignore loki binary too. 2014-02-09 17:05:57 +11:00
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 10464b8c54 Update to v094 release.
byuu says:

This release adds support for game libraries, and substantially improves
Game Boy and Game Boy Color emulation with cycle-based renderers. Many
other changes are also present.

It's very important to note that this release now defaults to optimal
drivers rather than safe drivers. This is particularly important if you
do not have strong OpenGL 3.2 drivers. If performance is bad, go to
Settings -> Configuration -> Advanced, change the video driver, and
restart higan. In the rare case that you have trouble opening higan, you
can edit settings.bml directly and change the setting there. The Windows
safe driver is Direct3D, and the Linux safe driver is XShm.

Also note that although display emulation shaders are now supported,
they have not been included in this release as they are not ready yet.
The support has been built-in anyway, so that they can be tested by
everyone. Once refined, future releases of higan will come with built-in
shaders for each emulated system that simulates the unique display
characteristics of each.

Changelog (since v093):
- sfc: added SA-1 MDR support (fixes SD Gundam G-Next bug)
- sfc: remove random/ and config/, merge to system/ with better
  randomization
- gb: improved color emulation palette contrast
- gbc: do not sort sprites by X-priority
- gbc: allow transparency on BG priority pixels
- gbc: VRAM DMA timing and register fixes
- gbc: block invalid VRAM DMA transfer source and target addresses
- gba: added LCD color emulation (without it, colors are grossly
  over-saturated)
- gba: removed internal frame blending (use shaders to simulate motion
  blur if desired)
- gba: added Game Boy Player support (adds joypad rumble support to
  supported games)
- gba: SOUND_CTL_H is readable
- gb/gbc: PPU renderer is now cycle-based (major accuracy improvement)
- gb/gbc: OAM DMA runs in parallel with the CPU
- gb/gbc: only HRAM can be accessed during OAM DMA
- gb/gbc: fixed serialization of games with SRAM
- gb/gbc: disallow up+down or left+right at the same time
- gb/gbc: added weak hipass filter to remove DC bias
- gb/gbc: STAT OAM+Hblank IRQs only trigger during active display
- gb/gbc: fixed underflow in window clamping
- gb/gbc/gba: audio mixes internally at 2MHz now instead of 4MHz (does
  not affect accuracy)
- gb/gbc/gba: audio volume reduced for consistency with other systems
- fc/sfc/gb/gbc/gba: cheat codes are now stored in universal, decrypted
  format
- ethos: replaced file loader with a proper game library
- ethos: added display emulation shader support
- ethos: added color emulation option to video settings
- ethos: program icon upgraded from 48x48 to 512x512
- ethos: settings and tools windows now use tab frames (less wasted
  screen space)
- ethos: default to optimal (video, audio, input) drivers instead of
  safest drivers
- ethos: input mapping system completely rewritten to support
  hotplugging and unique device mappings
- ruby: added fixes for OpenGL 3.2 on AMD graphics cards
- ruby: quark shaders now support user settings inside of manifest
- ruby: quark shaders can use integral textures (allows display
  emulation shaders to work with raw colors)
- ruby: add joypad rumble support
- ruby: XInput (Xbox 360) controllers now support hotplugging
- ruby: added Linux udev joypad driver with hotplug support
- phoenix: fixed a rare null pointer dereference issue on Windows
- port: target -std=c++11 instead of -std=gnu++11 (do not rely on GNU
  C++ extensions)
- port: added out-of-the-box compilation support for BSD/Clang 3.3+
- port: applied a few Debian upstream patches
- cheats: updated to mightymo's 2014-01-02 release; decrypted all Game
  Genie codes
2014-01-20 19:55:17 +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 2b81b630cb Update to v093r12a release.
byuu says:

Not an official WIP (a WIP WIP? A meta-WIP?), just throwing in the new
fullscreen code, and I noticed that OpenGL colors in 30-bit mode are all
fucked up now for some strange reason. So I'm just using this snapshot
to debug the issue.
2014-01-05 20:59:17 +11:00
Tim Allen 3ce1d19f7a Update to v093r12 release.
byuu says:

I've completely redone the ethos InputManager and ruby to work on
HID::Device objects instead of one giant scancode pool.

Currently only the udev driver supports the changes to ruby, so only
Linux users will be able to compile and run this WIP build.

The nice thing about the new system is that it's now possible to
uniquely identify controllers, so if you swap out gamepads, you won't
end up with it working but with all the mappings all screwed up. Since
higan lets you map multiple physical inputs to one emulated input, you
can now configure your keyboard and multiple gamepads to the same
emulated input, and then just use whatever controller you want.

Because USB gamepad makers failed to provide unique serial#s with each
controller, we have to limit the mapping to specific USB ports.
Otherwise, we couldn't distinguish two otherwise identical gamepads. So
basically your computer USB ports act like real game console input port
numbers. Which is kind of neat, I guess.

And the really nice thing about the new system is that we now have the
capability to support hotplugging input devices. I haven't yet added
this to any drivers, but I'm definitely going to add it to udev for v094
official.

Finally, with the device ID (vendor ID + product ID) exposed, we gain
one last really cool feature that we may be able to develop more in the
future. Say we created a joypad.bml file to include with higan. In it,
we'd store the Xbox 360 controller, and pre-defined button mappings for
each emulated system. So if higan detects you have an Xbox 360
controller, you can just plug it in and use it. Even better, we can
clearly specify the difference between triggers and analog axes, and
name each individual input. So you'd see "Xbox 360 Gamepad #1: Left
Trigger" instead of higan v093's "JP0::Axis2.Hi"

Note: for right now, ethos' input manager isn't filtering the device IDs
to look pretty. So you're going to see a 64-bit hex value for a device
ID right now instead of something like Joypad#N for now.
2013-12-23 22:43:51 +11:00
Tim Allen 73be2e729c Update to v093r11 release.
byuu says:

Changelog:
- GBA: SOUND_CTL_H is readable, fixes sound effects in Mario&Luigi
  Superstar Saga [Cydrak] (note: game is still unplayable due to other
  bugs)
- phoenix/Windows: workaround for Win32 API ListView bug, fixes slot
  loading behavior
- ruby: added udev driver for Linux with rumble support, and added
  rumble support to existing RawInput driver for XInput and DirectInput
- ethos: added new "Rumble" mapping to GBA input assignment, use it to
  tell higan which controller to rumble (clear it to disable rumble)
- GBA: Game Boy Player rumble is now fully emulated
- core: added new normalized raw-color palette mode for Display
  Emulation shaders

The way rumble was added to ethos was somewhat hackish. The support
doesn't really exist in nall.

I need to redesign the entire input system, but that's not a change
I want to make so close to a release.
2013-12-21 21:45:58 +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 926a39d701 Update to v093r09 release.
byuu says:

Changelog:
- GB/C OAM DMA now runs in parallel with the CPU
- CPU can only access HRAM during OAM DMA
- fixed SGB mode again
- brand new config files will default to the optimal drivers now
  (OpenGL, etc) instead of the safest
- hopefully fixed remaining Windows UI issues
2013-12-14 17:25:12 +11:00
Tim Allen 1361820dd8 Update to v093r08 release.
byuu says:

Changelog:
- Game Boy and Game Boy Color now have a weak hipass filter to remove DC
  bias (or whatever)
- Game Boy and Game Boy Color now have cycle-based PPU renderers instead
  of scanline-based renderers
- improved Game Boy color emulation palette contrast
- fixed GTK+ ListView selection bug
- fixed a typo when saving states (should say "Saved to slot N", not
  "Save to slot N")
2013-12-11 22:19:17 +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 ed4e87f65e Update to v093r05 release.
byuu says:

Library concept has been refined as per the general forum discussion.
2013-12-03 21:01:59 +11:00
Tim Allen b4f18c3b47 Update to v093r04 release.
byuu says:

This version replaces the old folder-browser with a proper game library.
2013-11-28 21:32:53 +11:00
Tim Allen 68eaf53691 Update to v093r03 release.
byuu says:

Updated to support latest phoenix changes.
Converted Settings and Tools to TabFrame views.

Errata:
- phoenix/Windows ComboButton wasn't calling parent
  pWidget::setGeometry() [fixed locally]
- TRACKBAR_CLASS draws COLOR_3DFACE for the background even when its
  parent is a WC_TABCONTROL
2013-11-28 21:29:01 +11:00
Tim Allen 8c0b0fa4ad Update to v093r02 release.
byuu says:

Changelog:
- nall: fixed major memory leak in string class
- ruby: video shaders support #define-based settings now
- phoenix/GTK+: support > 256x256 icons for window / task bar / alt-tab
- sfc: remove random/ and config/, merge into system/
- ethos: delete higan.png (48x48), replace with higan512.png (512x512)
  as new higan.png
- ethos: default gamma to 100% (no color adjustment)
- ethos: use "Video Shaders/Display Emulation/" instead of "Video
  Shaders/Emulation/"
- use g++ instead of g++-4.7 (g++ -v must be >= 4.7)
- use -std=c++11 instead of -std=gnu++11
- applied a few patches from Debian upstream to make their packaging job
  easier

So because colors are normalized in GLSL, I won't be able to offer video
shaders absolute color literals. We will have to perform basic color
conversion inside the core.

As such, the current plan is to create some sort of Emulator::Settings
interface. With that, I'll connect an option for color correction, which
will be on by default. For FC/SFC, that will mean gamma correction
(darker / stronger colors), and for GB/GBC/GBA, it will mean simulating
the weird brightness levels of the displays. I am undecided on whether
to use pea soup green for the GB or not. By not doing so, it'll be
easier for the display emulation shader to do it.
2013-11-09 22:45:54 +11:00
Tim Allen 66f136718e Update to v093r01 release.
byuu says:

Changelog:
- added SA-1 MDR; fixes bug in SD Gundam G-Next where the main
  battleship was unable to fire
- added out-of-the-box support for any BSD running Clang 3.3+ (FreeBSD
  10+, notably)
- added new video shader, "Display Emulation", which changes the shader
  based on the emulated system
- fixed the home button to go to your default library path
- phoenix: Windows port won't send onActivate unless an item is selected
  (prevents crashing on pressing enter in file dialog)
- ruby: removed vec4 position from out Vertex {} (helps AMD cards)
- shaders: updated all shaders to use texture() instead of texture2D()
  (helps AMD cards)

The "Display Emulation" option works like this: when selected, it tries
to load "<path>/Video Shaders/Emulation/<systemName>.shader/"; otherwise
it falls back to the blur shader. <path> is the usual (next to binary,
then in <config>/higan, then in /usr/share/higan, etc); and <systemName>
is "Famicom", "Super Famicom", "Game Boy", "Game Boy Color", "Game Boy
Advance"

To support BSD, I had to modify the $(platform) variable to
differentiate between Linux and BSD.
As such, the new $(platform) values are:
win -> windows
osx -> macosx
x -> linux or bsd

I am also checking uname -s instead of uname -a now. No reason to
potentially match the hostname to the wrong OS type.
2013-10-21 22:45:39 +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
Tim Allen c74865e171 Update to v092r10 release.
byuu says:

Changelog:
- you can now drop game folders (not game files, sorry) onto higan's
  main window to load them
- audio buffer will clear on Windows when entering modal loop (entering
  menu, moving or resizing window)
  - this prevents DirectSound driver's audio repetition
- ruby defaults to the optimal driver for each platform, rather than the
  safest driver, now
- added Cydrak's gl_Position.zw change to ruby
- added fixes for all the changes to nall, ruby, phoenix over the past
  three months
2013-07-29 19:42:45 +10:00
Tim Allen 29ea5bd599 Update to v092r09 release.
byuu says:

This will be another massive diff from the previous version.

All of higan was updated to use the new foo& bar syntax, and I also
updated switch statements to be consistent as well (but not in the
disassemblers, was starting to get an RSI just from what I already did.)

phoenix/{windows, cocoa, qt} need to be updated to use "string foo"
instead of "const string& foo", and after that, the major diffs should
be finished.

This archive is the first time I'm posting my copy-on-write,
size+capacity nall::string class, so any feedback on that is welcome as
well.
2013-05-05 19:21:30 +10:00
Tim Allen 75dab443b4 Update to v092r08 release.
byuu says:

Changelog:
- fixed cartridge load window focus on Windows
- lots of updates to nall, ruby and phoenix
- ethos and Emulator::Interface updated from "foo &bar" to "foo& bar"
  syntax (work-in-progress)

Before I had mixed the two ways to declare variables/arguments all over
the place, so the goal is to unify them all for consistency. So the
changelog for this release will be massive (750KB >.>) due to the syntax
change. Yeah, that's what I spent the last three days working on ...
2013-05-02 21:25:45 +10:00
Tim Allen 177e222ca7 Update to v092r07 release.
byuu says:

- OpenGL should work on OS X now; it uses VAOs and VBOs, and is fully
  OpenGL 3.2 core compliant
- all configuration files are now stored in BML format, instead of CFG
  format (half the size, much more readable)
- some old nall libraries that were never used have been removed
- make install works with or without root now (copies core files to
  /usr/share/higan [non-configurable])
- make install also works on OS X (copies to /Library/Application
  Support/higan)
2013-04-14 18:52:47 +10:00
Tim Allen 0d75524791 Update to v092r06 release.
byuu says:

Changelog:
- added support for ruby shader folders (place in "Video Shaders/")
- higan now also looks in your shared folder for configuration files and
  system media folders
- added CFBundleExecutable key to OS X Info.plist

Shared folder locations:
- Windows XP: C:\Documents and Settings\All Users\Application Data\higan
- Windows 7: C:\ProgramData\higan
- OS X: /Library/Application Support/higan
- Linux: /etc/higan

Evaluation order:
- look for item in binary folder: if found, use this folder
- look for item in user folder: if found, use this folder
- look for item in shared folder: if found, use this folder
- create item in user folder

For people repackaging higan for other distros: you should chmod 777
/etc/higan. Failure to do so could result in higan breaking. No, I will
not copy the files from the shared path to the user path.
2013-04-09 23:31:46 +10:00
Tim Allen 5b4bbf5045 Update to v092r05 release.
byuu says:

This release should be polished enough for a general release.

This release should be polished enough for a general release.

Anyone with a real, clean Mac up for posting compiled binaries?
Preferably compile with "make profile=balanced" In fact, I'd like it if
someone were willing to host a "higan for Mac" page, with binaries of
each of the latest releases. Only really needed for major official
releases, but it'd be preferable to have the builds updated as soon as
possible after I post new builds.

Changelog:
- no more keyboard chimes when pressing keys
- status bar added, fully functional
- Label::minimumSize() takes frame into account (but note a few places
  hard-code raw Font::size(), so a few text labels are still clipped)
- resizing the main window looks smooth regardless of whether a game is
  running or not
  - currently, resizing the window pauses the emulation. Allowing it to
    run the main loop was lagging out the window resize process too much
    to be worth it

Additional OS X integration enhancements:
- closing the main window unloads the current game, but does not quit
  the application (quit via the main menu or the dock menu)
- clicking the icon in the dock will (re)display the main menu
2013-03-21 23:59:01 +11:00
Tim Allen fdd3ea490e Update to v092r04 release.
byuu says:

This is the first release with full support for OS X, although it's
certainly still very buggy.

Known issues:
- window status bars are still unsupported (they just don't show up)
- you get the bad keypress chime when you use the keyboard
- window geometry and font metrics aren't perfect (bit of clipping here
  and there)
- list view headers that aren't auto-sized are sometimes too short (file
  browser)
- input assignment is really rough (assigning a key also moves around in
  the list or beeps at you)

Custom OS X integration support so far:
- 512x512 ICNS application icon: will look razor-sharp even on a retina
  display
- basic Info.plist added to application bundle
- program menu about, preferences, quit all connected
- Settings->Configuration removed (use higan->Preferences instead)
- global menubar

To compile and use this, you'll need:
- Xz Utils (to extract .tar.xz)
- Xcode 4.6
- Lion 10.7.4 or newer

    mkdir higan_v092r04
    tar -xJf higan_v092r04.tar.xz -C higan_v092r04
    cd higan_v092r04
    make -j 2

ananke is missing, and I haven't updated purify yet, so you'll have to
move game folders from Windows or Linux over, or make them by hand (a
not so enjoyable experience, to say the least.)
2013-03-19 19:48:50 +11:00
Tim Allen b7c212de7e Update to v092r03 release.
byuu says:

This release adds the phoenix/Cocoa port, and rewrites a lot of the
higan user interface to work with all of the new changes (like blocking
in the main run loop and in modal windows.)

It doesn't yet modify the compilation flags to actually build on OS
X yet, and even then, we don't really have ruby drivers, so there'd be
no video, audio or input.

Two months between a single WIP point release ... for the first six
years, I never went more than a month without a full official release.
I guess I should be happy that it's become so refined, but I sure do
miss those halcyon days of exciting progress.
2013-03-16 00:11:33 +11:00
Tim Allen d9400084c2 Update to v092r02 release.
byuu says:

Changelog:
- merged AWJ's hires color blending improvements (most notably: fixes
  Marvelous' text)
- created sfc/base/ to store base unit (expansion port device) emulation
- synchronized the markup of Satellaview and Sufami Turbo cartridge
  slots in the board markup
- fixed "Initializing ..." typo in timing settings

If at all possible, I'd really like to have heavy testing of games that
use hires graphics to check for any regressions.
I trust AWJ's code, and all of the test ROMs I have thrown at it all
appear to work great. But better safe than sorry. Same deal for any core
changes, it's a lot better to catch it now than after v093 is released.
2013-01-23 19:28:35 +11:00
Tim Allen bbc33fe05f Update to higan v092r01, ananke v02r01 and purify v03r01 releases.
byuu says:

higan changelog:
- compiler is set to g++-4.7, subst(cc,++) rule is gone, C files compile
  with $(compiler) -x c
- make throws an error when you specify an invalid profile or compile on
  an unsupported platform (instead of hanging forever)
- added unverified.png to resources (causes too big of a speed hit to
  actually check for folder/unverified file ... so disabled for now)
- fixed default browser paths for Game Boy, Sufami Turbo and BS-X
  Satellaview (have to delete paths.cfg to see this)
- browser home button seeks to configpath()/higan/library.cfg
- settings->driver is now settings->advanced, and it adds game library
  path setting and profile information
- emulation cores now load manifest files internally, manifest.bml is
  not required for a game folder to be recognized by higan as such
- BS-X Satellaview and Sufami Turbo slot cartridge handling moved out of
  sfc/chip and into sfc/slot
- Video::StartFullScreen only sets fullscreen when a game is specified
  on the command-line

purify and ananke changelog:
- library output path shown in purify window
- added button to change library path
- squelch firmware warning windows to prevent multi-threading crash, but
  only via purify (they show up in higan still)
2013-01-21 23:27:15 +11:00
Tim Allen 65c4011bec Update to purify v03 release.
byuu says:

This release has an updated version of ananke. If you replace the higan
v092 ananke.dll with this new one, it will fix the SGB+TG3000+ToP+DKJM2
loading issues.
2013-01-21 19:57:04 +11:00
Tim Allen a7c35a65b4 Update to ananke v01r01 release.
This version fixes a problem where ananke would leave out the
'information' section (that is, the game name) when converting a game to
a game folder, resulting in a folder named " (!)".

It also includes the latest version of nall.
2013-01-19 22:23:42 +11:00
Tim Allen ba660600ad Update to purify v02r01 release.
Because byuu's Win32 compiler does not yet support the C++11 std::thread
API, he wrote his own portable wrapper library, so now the new purify
works on Windows too.
2013-01-19 22:20:25 +11:00
Tim Allen b6575ca02a Update to purify v02 release.
byuu says:

purify has been rewritten. It now resembles the older snespurify, and
lets you import multiple game files+archives and regenerate manifests
for multiple game folders. It is also recursive.

So you can now import all of your games for all systems at once, or you
can update all of your bsnes v091 game folders to the new higan v092
format at once.

Caveats:

First, I am now using std::thread, so that the GUI doesn't freeze.
Instead, you get a nice progress bar. Unfortunately, I was mislead and
TDM/GCC 4.7 still does not have std::thread support. So ... sorry, but
I can't compile purify for Windows. I am sick and tired of not being
able to write multi-threaded code, so fuck it. If anyone can get it to
build on Windows, whether that be by using Windows threads, hacking in
std::thread support, skipping threading all together, whatever ...
that'll be great. Otherwise, sorry, purify is Linux only until MinGW can
get its god damned shit together and offers threading support.

Second, there's no way to regenerate Famicom (NES) manifests, because we
discard the iNES header. We are going to need a database for that. So,
all I can suggest is that if you use bsnes/higan, keep all your iNES
images around to re-import as new releases come out.

Third, when you purify game folders, it will back up the ROM and RAM
files only. Your save states, cheat codes, debug logs, etc will be wiped
out. There's a whole lot of reasons for this, the most pertinent is that
it's meant to clean up the folder to a pristine state. It also fixes the
game folder name, etc. So ... sorry, but this is how it works. New
releases rarely if ever allow old save states to work anyway.

Lastly, I am not going to have purify contain infinite backward
compatibility for updating manifests. You will want to keep up with
purifying the collection, otherwise you'll have to grab older purify
copies and convert your way along. Although hopefully the format won't
be so volatile and this won't be necessary very often.
2013-01-17 22:21:00 +11:00
Tim Allen 8d88337e28 Update to ananke v01 release.
byuu says:

This updated anake fixes all of the reported game issues thus far.
2013-01-17 22:20:53 +11:00