Commit Graph

4 Commits

Author SHA1 Message Date
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 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 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