Commit Graph

445 Commits

Author SHA1 Message Date
Tim Allen 810cbdafb4 Update to v097r16 release.
byuu says:

Changelog:
- sfc/ppu/sprite updated to use new .bit(s) functions; masked sizes
  better; added valid flags instead of using magic numbers
- ws/ppu updates to use new .bit(s) functions
- ws/ppu: added line compare interrupt support
- added ws/eeprom; emulation of WS/WSC internal EEPROM and cartridge
  EEPROM (1kbit - 16kbit supported)
- added basic read/write handlers for remaining WS/WSC PPU registers

WS EEPROM emulation is basically a direct copy of trap15's code. Still
some unknown areas in there, but hopefully it's enough to get further
into games that depend on EEPROM support. Note that you'll have to
manually add the eeprom line to the manifest for now, as icarus doesn't
know how to detect EEPROM/sizes yet.

I figured the changes to the SNES PPU sprites would slow it down a tad,
but it actually sped it up. Most of the impact from the integer classes
are gone now.
2016-03-13 11:22:10 +11:00
Tim Allen 4b29f4bad7 Update to v097r15 release.
byuu says:

Changelog:
- higan now uses Natural<Size>/Integer<Size> for its internal types
- Super Famicom emulation now uses uint24 instead of uint for bus
  addresses (it's a 24-bit bus)
- cleaned up gb/apu MMIO writes
- cleaned up sfc/coprocessor/msu1 MMIO writes
- ~3% speed penalty

I've wanted to do that 24-bit bus thing for so long, but have always
been afraid of the speed impact. It's probably going to hurt
balanced/performance once they compile again, but it wasn't significant
enough to harm the accuracy core's frame rate, thankfully. Only lost one
frame per second.

The GBA core handlers are clearly going to take a lot more work. The
bit-ranges will make it substantially easier to handle, though. Lots of
32-bit registers where certain values span multiple bytes, but we have
to be able to read/write at byte-granularity.
2016-02-16 20:32:49 +11:00
Tim Allen ef65bb862a Update to 20160215 release.
byuu says:

Got it. Wow, that didn't hurt nearly as much as I thought it was going
to.

Dropped from 127.5fps to 123.5fps to use Natural/Integer for
(u)int(8,16,32,64).

That's totally worth the cost.
2016-02-16 20:27:55 +11:00
Tim Allen 0d0af39b44 Update to v097r14 release.
byuu says:

This is a few days old, but oh well.

This WIP changes nall,hiro,ruby,icarus back to (u)int(8,16,32,64)_t.

I'm slowly pushing for (u)int(8,16,32,64) to use my custom
Integer<Size>/Natural<Size> classes instead. But it's going to be one
hell of a struggle to get that into higan.
2016-02-16 20:11:58 +11:00
Tim Allen 6c83329cae Update to v097r13 release.
byuu says:

I refactored my schedulers. Added about ten lines to each scheduler, and
removed about 100 lines of calling into internal state in the scheduler
for the FC,SFC cores and about 30-40 lines for the other cores. All of
its state is now private.

Also reworked all of the entry points to static auto Enter() and auto
main(). Where Enter() handles all the synchronization stuff, and main()
doesn't need the while(true); loop forcing another layer of indentation
everywhere.

Took a few hours to do, but totally worth it. I'm surprised I didn't do
this sooner.

Also updated icarus gmake install rule to copy over the database.
2016-02-09 22:51:12 +11:00
Tim Allen 32a95a9761 Update to v097r12 release.
byuu says:

Nothing WS-related this time.

First, I fixed expansion port device mapping. On first load, it was
mapping the expansion port device too late, so it ended up not taking
effect. I had to spin out the logic for that into
Program::connectDevices(). This was proving to be quite annoying while
testing eBoot (SNES-Hook simulation.)

Second, I fixed the audio->set(Frequency, Latency) functions to take
(uint) parameters from the configuration file, so the weird behavior
around changing settings in the audio panel should hopefully be gone
now.

Third, I rewrote the interface->load,unload functions to call into the
(Emulator)::System::load,unload functions. And I have those call out to
Cartridge::load,unload. Before, this was inverted, and Cartridge::load()
was invoking System::load(), which I felt was kind of backward.

The Super Game Boy really didn't like this change, however. And it took
me a few hours to power through it. Before, I had the Game Boy core
dummying out all the interface->(load,save)Request calls, and having the
SNES core make them for it. This is because the folder paths and IDs
will be different between the two cores.

I've redesigned things so that ICD2's Emulator::Interface overloads
loadRequest and saveRequest, and translates the requests into new
requests for the SuperFamicom core. This allows the Game Boy code to do
its own loading for everything without a bunch of Super Game Boy special
casing, and without any awkwardness around powering on with no cartridge
inserted.

This also lets the SNES side of things simply call into higher-level
GameBoy::interface->load,save(id, stream) functions instead of stabbing
at the raw underlying state inside of various Game Boy core emulation
classes. So things are a lot better abstracted now.
2016-02-08 14:17:59 +11:00
Tim Allen a89a3da77a Update to v097r11 release.
byuu says:

Alright, well interrupts are in. At least Vblank is.

I also fixed a bug in vector() indexing, MoDRM mod!=3&&reg==6 using SS
instead of DS, opcodes a0-a3 allowing segment override, and added the
"irq_disable" stuff to the relevant opcodes to suppress IRQs after
certain instructions.

But unfortunately ... still no go on Riviera. It's not reading any
unmapped ports, and although it enables Vblank IRQs and they set port
$b4's status bit, the game never sets the IE flag, so no interrupts ever
actually fire. The game does indeed appear to be sitting in a rather
huge loop, which is probably dependent upon some RAM variable being set
from the Vblank IRQ, but I don't know how I'm supposed to be triggering
it.

... I'm really quite stumped here >_>
2016-02-05 08:18:06 +11:00
Tim Allen 7a748e093e Update to v097r10 release.
byuu says:

All 256 instructions implemented fully. Fixed a major bug with
instructions that both read and write to ModRM with displacement.
Riviera now runs into an infinite loop ... possibly crashed, possibly
waiting on interrupts or in to return something. Added a bunch of PPU
settings registers, but nothing's actually rendering with them yet.
2016-02-04 21:29:08 +11:00
Tim Allen d158c8f293 Update to v097r09 release.
244 of 256 opcodes implemented now, although the interrupt triggering
portions are missing from them still. Much better handling of prefixes
now.

I definitely have a newfound hatepreciation for x86 now >_>
2016-02-03 21:24:58 +11:00
Tim Allen 71bda4144a Update to v097r08 release.
byuu says:

Up to 211 opcodes implemented, with the caveat that the four opcodes
that make up group 3 and group 4 don't do anything yet. Both groups seem
to have some "illegal" instructions in them, so that'll be "fun".

I have a new mechanic in place for opcode prefixes, but it could use
some work still. I also only have it working to override ModRM mem
addressing, but of course it does it in a lot of other places like the
string operations.

Making it about 5.5 million instructions into Gunpey now, but of course
that doesn't mean much. Could be going off the rails at any point due to
CPU bugs or unimplemented ports. Riviera's still crashing.
2016-02-03 21:07:50 +11:00
Tim Allen ad51f1478e Update to v097r07 release.
byuu says:

26 hours in, 173 instructions implemented. Although the four segment
prefix opcodes don't actually do anything yet. There's less than 256
actual instructions on the 80186, not sure of the exact count.

Gunpey gets around ~8,200 instructions in before hitting an unsupported
opcode (loop). Riviera goes off the rails on a retf and ends up
executing an endless stream of bad opcodes in RAM =( Both games hammer
the living shit out of the in/out ports pretty much immediately.
2016-02-02 21:51:17 +11:00
Tim Allen d0ddd87e9c Update to v097r06 release.
byuu says:

Man, the 80186 is taking a lot longer to implement than I thought it
would. So far I'm 18 hours into this emulator. Whereas I had Super Mario
Bros fully playable (no sound) in 12 hours for the NES >_>

I refactored all the byte/word variant functions to single functions
that take a size parameter. Cuts the amount of code in half.

Also implemented repz/repnz + movsb/movsw, so Riviera now gets 299
instructions in before dying. Nobody really bothers to explain how the
CPU actually implements these instructions, but I think I have it right:
ignore non-string opcodes that follow rep, invoke the string operations
inside the rep opcodes to prevent interrupts from triggering between the
two (which will be even more fun for segment selector overrides ...)

The next opcode needed is 0xC7, which ... throws ModRM on its head. In
this mode, ModRM is only used to determine the target operand (and it
doesn't use the middle bits for that at all), and the source is an
immediate that follows it. Gonna have to waste a few more hours thinking
about how best to handle that.

Also, disabled HiDPI for higan as well on OS X.
2016-01-31 18:59:44 +11:00
Tim Allen 605a8aa3e9 Update to v097r05 release.
byuu says:

More V30MZ implemented, a lot more to go.

icarus now supports importing WS and WSC games. It expects them to have
the correct file extension, same for GB and GBC.

> Ugh, apparently HiDPI icarus doesn't let you press the check boxes.

I set the flag value in the plist to false for now. Forgot to do it for
higan, but hopefully I won't forget before release.
2016-01-30 17:40:35 +11:00
Tim Allen a8323d0d2b Update to v097r04 release.
byuu says:

Lots of improvements. We're now able to start executing some V30MZ
instructions. 32 of 256 opcodes implemented so far.

I hope this goes without saying, but there's absolutely no point in
loading WS/WSC games right now. You won't see anything until I have the
full CPU and partial PPU implemented.

ROM bank 2 works properly now, the I/O map is 16-bit (address) x 16-bit
(data) as it should be*, and I have a basic disassembler in place
(adding to it as I emulate new opcodes.)

(* I don't know what happens if you access an 8-bit port in 16-bit mode
or vice versa, so for now I'm just treating the handlers as always being
16-bit, and discarding the upper 8-bits when not needed.)
2016-01-28 22:39:49 +11:00
Tim Allen d7998b23ef Update to v097r03 release.
byuu says:

So, this WIP starts work on something new for higan. Obviously, I can't
keep it a secret until it's ready, because I want to continue daily WIP
releases, and of course, solicit feedback as I go along.
2016-01-27 22:31:39 +11:00
Tim Allen 344e63d928 Update to v097r02 release.
byuu says:

Note: balanced/performance profiles still broken, sorry.

Changelog:
- added nall/GNUmakefile unique() function; used on linking phase of
  higan
- added nall/unique_pointer
- target-tomoko and {System}::Video updated to use
  unique_pointer<ClassName> instead of ClassName* [1]
- locate() updated to search multiple paths [2]
- GB: pass gekkio's if_ie_registers and boot_hwio-G test ROMs
- FC, GB, GBA: merge video/ into the PPU cores
- ruby: fixed ~AudioXAudio2() typo

[1] I expected this to cause new crashes on exit due to changing the
order of destruction of objects (and deleting things that weren't
deleted before), but ... so far, so good. I guess we'll see what crops
up, especially on OS X (which is already crashing for unknown reasons on
exit.)

[2] right now, the search paths are: programpath(), {configpath(),
"higan/"}, {localpath(), "higan/"}; but we can add as many more as we
want, and we can also add platform-specific versions.
2016-01-25 22:27:18 +11:00
Tim Allen f1ebef2ea8 Update to v097r01 release.
byuu says:

A minor WIP to get us started.

Changelog:
- System::Video merged to PPU::Video
- System::Audio merged to DSP::Audio
- System::Configuration merged to Interface::Settings
- created emulator/emulator.cpp and accompanying object file for shared
  code between all cores

Currently, emulator.cpp just holds a videoColor() function that takes
R16G16B16, performs gamma/saturation/luma adjust, and outputs
(currently) A8R8G8B8. It's basically an internal function call for cores
to use when generating palette entries. This code used to exist inside
ui-tomoko/program/interface.cpp, but we have to move it internal for
software display emulation. But in the future, we could add other useful
cross-core functionality here.
2016-01-23 18:29:34 +11:00
Tim Allen 1fdd0582fc Update to v097 release.
byuu says:

This release features improvements to all emulation cores, but most
substantially for the Game Boy core. All of blargg's test ROMs that pass
in gambatte now either pass in higan, or are off by 1-2 clocks (the
actual behaviors are fully emulated.) I consider the Game Boy core to
now be fairly accurate, but there's still more improvements to be had.

Also, what's sure to be a major feature for some: higan now has full
support for loading and playing ordinary ROM files, whether they have
copier headers, weird extensions, or are inside compressed archives. You
can load these games from the command-line, from the main Library menu
(via Load ROM Image), or via drag-and-drop on the main higan window. Of
course, fans of game folders and the library need not worry: that's
still there as well.

Also new, you can drop the (uncompressed) Game Boy Advance BIOS onto the
higan main window to install it into the correct location with the
correct file name.

Lastly, this release technically restores Mac OS X support. However,
it's still not very stable, so I have decided against releasing binaries
at this time. I'd rather not rush this and leave a bad first impression
for OS X users.

Changelog (since v096):
- higan: project source code hierarchy restructured; icarus directly
  integrated
- higan: added software emulation of color-bleed, LCD-refresh,
  scanlines, interlacing
- icarus: you can now load and import ROM files/archives from the main
  higan menu
- NES: fixed manifest parsing for board mirroring and VRC pinouts
- SNES: fixed manifest for Star Ocean
- SNES: fixed manifest for Rockman X2,X3
- GB: enabling LCD restarts frame
- GB: emulated extra OAM STAT IRQ quirk required for GBVideoPlayer
  (Shonumi)
- GB: VBK, BGPI, OBPI are readable
- GB: OAM DMA happens inside PPU core instead of CPU core
- GB: fixed APU length and sweep operations
- GB: emulated wave RAM quirks when accessing while channel is enabled
- GB: improved timings of several CPU opcodes (gekkio)
- GB: improved timings of OAM DMA refresh (gekkio)
- GB: CPU uses open collector logic; return 0xFF for unmapped memory
  (gekkio)
- GBA: fixed sequencer enable flags; fixes audio in Zelda - Minish Cap
  (Jonas Quinn)
- GBA: fixed disassembler masking error (Lioncash)
- hiro: Cocoa support added; higan can now be compiled on Mac OS X 10.7+
- nall: improved program path detection on Windows
- higan/Windows: moved configuration data from %appdata% to
  %localappdata%
- higan/Linux,BSD: moved configuration data from ~/.config/higan to
  ~/.local/higan
2016-01-17 19:59:25 +11:00
Tim Allen 12df278c5b Update to v096r08 release.
byuu says:

Changelog:
- FC: scanline emulation support added
- SFC: balanced profile compiles again
- SFC: performance profile compiles again
- GB,GBC: more fixes to pass blargg's 07, 08, 11 APU tests
- tomoko: added input loss { pause, allow-input } options
- tomoko: refactored settings video menu options to { Video Scale, Video
  Emulation, Video Shader }
- icarus: connected { About, Preferences, Quit } application menu options
2016-01-15 21:28:51 +11:00
Tim Allen cec33c1d0f Update to v096r07 release.
byuu says:

Changelog:
- configuration files are now stored in localpath() instead of configpath()
- Video gamma/saturation/luminance sliders are gone now, sorry
- added Video Filter->Blur Emulation [1]
- added Video Filter->Scanline Emulation [2]
- improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn]

[1] For the Famicom, this does nothing. For the Super Famicom, this
performs horizontal blending for proper pseudo-hires translucency. For
the Game Boy, Game Boy Color, and Game Boy Advance, this performs
interframe blending (each frame is the average of the current and
previous frame), which is important for things like the GBVideoPlayer.

[2] Right now, this only applies to the Super Famicom, but it'll come to
the Famicom in the future. For the Super Famicom, this option doesn't
just add scanlines, it simulates the phosphor decay that's visible in
interlace mode. If you observe an interlaced game like RPM Racing on
a real SNES, you'll notice that even on perfectly still screens, the
image appears to shake. This option emulates that effect.

Note 1: the buffering right now is a little sub-optimal, so there will
be a slight speed hit with this new support. Since the core is now
generating native ARGB8888 colors, it might as well call out to the
interface to lock/unlock/refresh the video, that way it can render
directly to the screen. Although ... that might not be such a hot idea,
since the GBx interframe blending reads from the target buffer, and that
tends to be a catastrophic option for performance.

Note 2: the balanced and performance profiles for the SNES are
completely busted again. This WIP took 6 1/2 hours, and I'm exhausted.
Very much not looking forward to working on those, since those two have
all kinds of fucked up speedup tricks for non-interlaced and/or
non-hires video modes.

Note 3: if you're on Windows and you saved your system folders somewhere
else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 21:07:57 +11:00
Tim Allen 3414c8c8df Update to v096r06 release.
byuu says:

This WIP finally achieves the vision I've had for icarus.

I also fixed a mapping issue with Cx4 that, oddly enough, only caused
the "2" from the Mega Man X2 title screen to disappear.

[Editor's note - "the vision for icarus" was described in a separate,
public forum post: http://board.byuu.org/phpbb3/viewtopic.php?p=20584
Quoting for posterity:

    icarus is now a full-fledged part of higan, and will be bundled with
    each higan WIP as well. This will ensure that in the future, the
    exact version of icarus you need to run higan will be included right
    along with it. As of this WIP, physical manifest files are now truly
    and entirely optional.

    From now on, you can associate your ROM image files with higan's
    main binary, or drop them directly on top of it, to load and play
    your games.

    Furthermore, there are two new menu options that appear under the
    library menu when icarus is present:

    - "Load ROM File ..." => gives you a single-file selection dialog to
      import (and if possible) run the game
    - "Import ROM Files ..." => gives you a multi-file import dialog
      with checkboxes to pull in multiple games at once

    Finally, as before, icarus can generate manifest.bml files for
    folders that lack them.

    For people who like the game folder and library system, nothing's
    changed. Keep using higan as you have been.

    For people who hate it, you can now use higan like your classic
    emulators. Treat the "Library->{System Name}" entries as your
    "favorites" list: the games you actually play. Treat the
    "Library->Load ROM" as your standard open file dialog in other
    emulators. And finally, treat "Advanced->Game Library" as your save
    data path for cheat codes, save states, save RAM, etc.

]
2016-01-15 21:07:37 +11:00
Tim Allen 82ec876302 Update to v096r05 release.
byuu says:

Changelog:
- GB: re-enabling the LCD resets the display to LY=0,LX=0 [1]
- GB: emulated new findings (as of today!) for a DMG quirk that triggers
  an extra OAM STAT IRQ when Vblank STAT IRQs are off
- GB: made VBK, BGPI, OBPI readable
- GB: fixed APU length operations
- GB: fixed APU sweep operations
- NES: fixed cartridge/ -> board/ manifest lookups for mirroring/pinous
- hiro/Cocoa: added endrift's plist keys

Fixed:
- Astro Rabby is fully playable, even the title screen works correctly
- Bomb Jack is fully playable
- Kirby's Dream Land 2 intro scrolling first scanline of Rick is now fixed
- GBVideoPlayer functions correctly [2]
- Shin Megami Tensei: Devichil series regression fixed

[1] doesn't pass oam_bug-2/1-lcd_sync; because it seems to want
LY=0,LX>0, and I can't step the PPU in a register write as it's not
a state machine; the effect is emulated, it just starts the frame a tiny
bit sooner. blargg's testing is brutal, you can't be even one cycle off
or the test will fail.

[2] note that you will need the GBC Display Emulation shader from
hunterk's repository, or it will look like absolute shit. The
inter-frame blending is absolutely critical here.
2016-01-12 22:08:34 +11:00
Tim Allen 72b6a8b32e Update to v096r04 release.
byuu says:

Changelog:
- fixed S-DD1 RAM writes (Star Ocean audio fixed)
- applied all of the DMG test ROM fixes discussed earlier; passes many
  more test ROMs now
- at least until the GBVideoPlayer is working: for debugging purposes,
  CPU/PPU single-step now instead of sync just-in-time (~30% slower)
- fixed OS X crash on NSTextView (hopefully, would be very odd if not)

Unfortunately passing these test ROMs caused my favorite GB/GBC game to
break all of its graphics =(
Shin Megami Tensei - Devichil - Kuro no Sho (Japan) is all garbled now.
I'm really quite bummed by this ... but I guess I'll go through and
revert r04's fixes one at a time until I find what's causing it.

On the plus side, Astro Rabby is playable now. Still acts weird when
pressing B/A on the first screen, but the start button will start the
game.

EDIT: got it. Shin Megami Tensei - Devichil requires FF4F (VBK) to be
readable. Before, it was always returning 0x00. With my return 0xFF
patch, that broke. But it should be returning the VBK value, which also
fixes it. Also need to handle FF68/FF6A reads. Was really hoping that'd
help GBVideoPlayer too, but nope. It doesn't read any of those three
registers.
2016-01-11 21:31:30 +11:00
Tim Allen 653bb378ee Update to v096r03 release.
byuu says:

Changelog:
- fixed icarus to save settings properly
- fixed higan's full screen toggle on OS X
- increased "Add Codes" button width to avoid text clipping
- implemented cocoa/canvas.cpp
- added 1s delay after mapping inputs before re-enabling the window
  (wasn't actually necessary, but already added it)
- fixed setEnabled(false) on Cocoa's ListView and TextEdit widgets
- updated nall::programpath() to use GetModuleFileName on Windows
- GB: system uses open collector logic, so unmapped reads return 0xFF,
  not 0x00 (passes blargg's cpu_instrs again) [gekkio]
2016-01-08 20:23:46 +11:00
Tim Allen 0b923489dd Update to 20160106 OS X Preview for Developers release.
byuu says:

New update. Most of the work today went into eliminating hiro::Image
from all objects in all ports, replacing with nall::image. That took an
eternity.

Changelog:
- fixed crashing bug when loading games [thanks endrift!!]
- toggling "show status bar" option adjusts window geometry (not
  supposed to recenter the window, though)
- button sizes improved; icon-only button icons no longer being cut off
2016-01-07 19:17:15 +11:00
Tim Allen 4d193d7d94 Update to v096r02 (OS X Preview for Developers) release.
byuu says:

Warning: this is not for the faint of heart. This is a very early,
unpolished, buggy release. But help testing/fixing bugs would be greatly
appreciated for anyone willing.

Requirements:
- Mac OS X 10.7+
- Xcode 7.2+

Installation Commands:

    cd higan
    gmake -j 4
    gmake install
    cd ../icarus
    gmake -j 4
    gmake install

(gmake install is absolutely required, sorry. You'll be missing key
files in key places if you don't run it, and nothing will work.)

(gmake uninstall also exists, or you can just delete the .app bundles
from your Applications folder, and the Dev folder on your desktop.)

If you want to use the GBA emulation, then you need to drop the GBA BIOS
into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom

Usage:
You'll now find higan.app and icarus.app in your Applications folders.
First, run icarus.app, navigate to where you keep your game ROMs. Now
click the settings button at the bottom right, and check "Create
Manifests", and click OK. (You'll need to do this every time you run
icarus because there's some sort of bug on OSX saving the settings.) Now
click "Import", and let it bring in your games into ~/Emulation.

Note: "Create Manifests" is required. I don't yet have a pipe
implementation on OS X for higan to invoke icarus yet. If you don't
check this box, it won't create manifest.bml files, and your games won't
run at all.

Now you can run higan.app. The first thing you'll want to do is go to
higan->Preferences... and assign inputs for your gamepads. At the very
least, do it for the default controller for all the systems you want to
emulate.

Now this is very important ... close the application at this point so
that it writes your config file to disk. There's a serious crashing bug,
and if you trigger it, you'll lose your input bindings.

Now the really annoying part ... go to Library->{System} and pick the
game you want to play. Right now, there's a ~50% chance the application
will bomb. It seems the hiro::pListView object is getting destroyed, yet
somehow the internal Cocoa callbacks are being triggered anyway. I don't
know how this is possible, and my attempts to debug with lldb have been
a failure :(

If you're unlucky, the application will crash. Restart and try again. If
it crashes every single time, then you can try launching your game from
the command-line instead. Example:

    open /Applications/higan.app \
	--args ~/Emulation/Super\ Famicom/Zelda3.sfc/

Help wanted:
I could really, really, really use some help with that crashing on game
loading. There's a lot of rough edges, but they're all cosmetic. This
one thing is pretty much the only major show-stopping issue at the
moment, preventing a wider general audience pre-compiled binary preview.
2016-01-07 19:17:15 +11:00
Tim Allen 47d4bd4d81 Update to v096r01 release.
byuu says:

Changelog:

- restructured the project and removed a whole bunch of old/dead
  directives from higan/GNUmakefile
- huge amounts of work on hiro/cocoa (compiles but ~70% of the
  functionality is commented out)
- fixed a masking error in my ARM CPU disassembler [Lioncash]
- SFC: decided to change board cic=(411,413) back to board
  region=(ntsc,pal) ... the former was too obtuse

If you rename Boolean (it's a problem with an include from ruby, not
from hiro) and disable all the ruby drivers, you can compile an
OS X binary, but obviously it's not going to do anything.

It's a boring WIP, I just wanted to push out the project structure
change now at the start of this WIP cycle.
2015-12-30 17:54:59 +11:00
Tim Allen 27660505c8 Update to v096 release.
byuu says:

Changelog (since v095):

- higan: absolutely massive amounts of coding style updates; probably
  150 hours of work here
- higan: manifest format updated for much greater consistency and
  simplicity
- higan: wrote popen() replacement to suppress console flashing when
  loading games via icarus
- icarus: now includes external database with mapping information for
  all verified games
- icarus: added support for importing Campus Challenge '92 and Powerfest
  '94
- icarus: merged settings.bml with higan; changing library path in one
  affects the other now
- SFC: added MSU1 audio resume support
- SFC: added new expansion port device (eBoot); simulation of SNES-Boot
  hardware
- SFC: expansion port device can now be selected from system menu
- SFC: updated handling of open bus (thanks to Exophase for the design
  idea)
- SFC: "BS-X Satellaview" library folder renamed to "BS Memory"
- GBA: fixed 8-bit SRAM reading/writing
- GBA: PRAM is 16-bits wide
- GBA: VRAM OBJ 8-bit writes are ignored
- GBA: BGnCNT unused bits are writable
- GBA: BG(0,1)CNT can't set d13
- GBA: BLDALPHA is readable (fixes many games including Donkey Kong
  Country)
- GBA: DMA masks &~1/Half, &~3/Word
- GBA: fixed many other I/O register reads; gets perfect score on
  endrift's I/O tests
- GBA: fixed caching of r(d) to pass armwrestler tests (Jonas Quinn)
- GBA: blocked DMA to/from BIOS region (Cydrak)
- GBA: fixed sign-extend and rotate on ldrs instructions (Cydrak)
- tomoko: added "Ignore Manifests" option to advanced settings panel
- tomoko: re-added support for ruby/quark video shaders
- tomoko: improved aspect correction behavior
- tomoko: added new tool, "Manifest Viewer" (mostly useful for
  developers)
- ruby: fixed mouse capture clipping on Windows (Cydrak)
- ruby: won't crash when using OpenGL 3.2 Linux driver with only OpenGL
  2.0 available
- ruby: added Linux fallback OpenGL 2.0 driver (not compiled in by
  default)
- ruby: added preliminary WASAPI driver (not compiled in by default, due
  to bugginess)
- hiro: fixed the appearance of Button and ListView::CheckButton on
  Windows classic
- hiro: added missing return values from several functions (fixes
  crashes with Clang)
2015-12-21 23:21:31 +11:00
Tim Allen 702b657e75 Update to v095r18 release.
byuu says:

Changelog:
- replaced popen() with execvp() / CreateProcess()
- suppressed (hid) controllers with no mappable inputs from the input
  settings panel

This gets rid of the window flashing when loading games with
higan+icarus. And hiding of empty devices should be a huge usability
improvement, especially since "None" was appearing at the top of the
list before for the SNES.
2015-12-21 20:16:47 +11:00
Tim Allen 0253db8685 Update to higan and icarus v095r17 release.
byuu says:

higan supports Event mapping again.

Further, icarus can now detect Event ROMs and MSU1 games.

Event ROMs must be named "program.rom", "slot-(1,2,3).rom" MSU1 games
must contain "msu1.rom"; and tracks must be named "track-#.pcm"

When importing the CC'92, PF'94 ROMs, the program.rom and
slot-(1,2,3).rom files must be concatenated. The DSP firmware can
optionally be separate, but I'd recommend you go ahead and merge it all
to one file. Especially since that common "higan DSP pack" floating
around on the web left out the DSP1 ROMs (only has DSP1B) for god knows
what reason.

There is no support for loading "game.sfc+game.msu+game-*.pcm", because
I'm not going to support trying to pull in all of those files through
importing. Games will have to be distributed as game folders to use
MSU1. The MSU1 icarus support is simply so your game folders won't
require an unstable manifest.bml file to be played. So once they're in
there, they are good for life.

Note: the Event sizes in icarus' SFC heuristics are wrong for appended
firmware. Change from 0xXX8000 to 0xXX2000 and it works fine. Will be
fixed in r18.

Added Sintendo's flickering fixes. The window one's a big help for
regular controls, but the ListView double buffering does nothing for me
on Windows 7 :( Fairly sure I know why, but too lazy to try and fix that
now.

Also fixes the mMenu thing.
2015-12-20 13:53:40 +11:00
Tim Allen 2a4eb1cfc8 Update to higan and icarus v095r16 release.
byuu says (in the WIP forum):

    Changelog:
    - satellaviewcartridge/SatellaviewCartridge is now bsmemory/BSMemory
    - Emulation/BS-X Satellaview/ is now Emulation/BS Memory/
    - masking is in for MCC's mcu (awful hack in the code, but that's
      temporary)
    - BS Memory types are now "flash" or "mrom"
    - fixed loading Same Game - Tengai Hen
    - icarus fixed up a lot; can load database entries for any supported
      media type now (only the SFC DB exists currently)

    mMenu::remove() fix will be in the next WIP.

byuu says (in the public beta thread):

    Changelog:
    - GBA emulation accuracy improved quite a bit
    - video shaders are supported once again
    - icarus shares settings.bml with higan; changing library path in
      one now affects the other
    - icarus manifest generation now uses my SNES game dumping database
      for perfect mapping of US games
    - major overhaul to manifest file format. As long as you have
      v095-style folders without manifest.bml, you will be fine
      - if not, go to higan->settings->configuration->advanced and check
	"Ignore Manifests" before loading your first game
    - new "Manifest Viewer" tool (not really meant for regular users;
      more of a developer tool)
    - experimental (but disabled in the binary) WASAPI driver. Help
      stabilizing it would be *greatly* appreciated!
    - lots of other stuff
2015-12-19 21:42:18 +11:00
Tim Allen bd628de3cf Update to higan and icarus v095r15 release.
r13 and r14 weren't posted as individual releases, but their changelogs
were posted.

byuu says about r13:

    I'm not going to be posting WIPs for r13 and above for a while.

    The reason is that I'm working on the major manifest overhaul I've
    discussed previously on the icarus subforum.

    I'm recreating my boards database from scratch using the map files
    and the new map analyzer. The only games that will load are ones
    I've created board definitions for, and updated
    sfc/cartridge/markup.cpp to parse. Once I've finished all the
    boards, then I'll update the heuristics.

    Then finally, I'll sync the syntax changes over to the fc, gb, gba
    cores.

    Once that's done, I'll start posting WIPs again, along with a new
    build of icarus.

    But I'll still post changelogs as I work through things.

    Changelog (r13):
    - preservation: created new database-builder tool (merges
      region-specific databases with boards)
    - icarus: support new, external database format
      (~/.config/icarus/Database/(Super Famicom.bml, ...)
    - added 1A3B-(10,11,12); 1A3B-20

byuu says about r14:

    r14 work:

    I successfully created mappings for every board used in the US set.

    I also updated icarus' heuristics to use the new mappings, and
    created ones there for the boards that are only in the JP set.

    Then I patched icarus to support pulling games out of the database
    when it's used on a game folder to generate a manifest file.

    Then I updated a lot of code in higan/sfc to support the new mapping
    syntax. sfc/cartridge/markup.cpp is about half the size it used to
    be with the new mappings, and I was able to kill off both map/id and
    map/select entirely.

    Then I updated all four emulated systems (and both subsystems) to
    use "board" as the root node, and harmonized their syntax (made them
    all more consistent with each other.)

    Then I added a manifest viewer to the tools window+menu. It's kind
    of an advanced user feature, but oh well. No reason to coddle people
    when the feature is very useful for developers. The viewer will show
    all manifests in order when you load multi-cart games as well.

    Still not going to call any syntax 100% done right now, but
    thankfully with the new manifest-free folders, nobody will have to
    do anything to use the new format. Just download the new version and
    go.

    The Super Famicom Event stuff is currently broken (CC92/PF94
    boards). That's gonna be fun to support.

byuu says about r15:

    EDIT: small bug in icarus with heuristics. Edit
    core/super-famicom.cpp line 27:

	if(/*auto*/ markup = cartridge.markup) {

    Gotta remove that "auto" so that it returns valid markup.

    Resolved the final concerns I had with the new manifest format.

    Right now there are two things that are definitely broken: MCC (BS-X
    Town cart) and Event (CC '92 and PF'94).
    And there are a few things that are untested: SPC7110, EpsonRTC,
    SharpRTC, SDD1+RAM, SufamiTurbo, BS-X slotted carts.
2015-12-19 20:02:06 +11:00
Tim Allen 2c53d5fbc0 Update to v095r12 release.
byuu says:

Got it. They broke in r05.

Changelog:
- fixed typo in sfc/cpu/timing.cpp that was breaking coprocessor games
  with clocks
- updated sfc/coprocessor/hitachidsp to not access Bus directly
2015-12-15 20:30:26 +11:00
Tim Allen f2a416aea9 Update to v095r11 release.
byuu says:

Changelog:
- SFC: "uint8 read(uint addr)" -> "uint8 read(uint addr, uint8 data)"
- hiro: mHorizontalLayout::setGeometry() return value
- hiro/GTK: ListView,TreeView::setFocused() does not grab focus of first
  item

Notes:
- nall/windows/utf8.hpp needs using uint = unsigned; at the top to
  compile
- sfc/balanced, sfc/performance won't compile yet

Seems Cx4 games broke a while back. Not from this WIP, either. I'll go
back and find out what's wrong now.
2015-12-14 20:41:06 +11:00
Tim Allen 78d49d3873 Update to v095r10 release.
byuu says:

Changelog:

- int_t<bits> replaced with Integer<bits>
- uint_t<bits> replaced with Natural<bits>
- fixed "Synchronize Audio" menu option that broke recently
- all of sfc/performance ported to "auto function() -> return;" syntax

With this WIP, all of higan is finally ported over to the new function
declaration syntax. Thank the gods.

There's still going to be periodic disruption for diffs from porting
over signed->int, unsigned->uint, and whatever we come up with for the
new Natural<> and Integer<> classes. But the worst of it's behind us
now.
2015-12-07 08:11:41 +11:00
Tim Allen 65a3306ad5 Update to v095r09 release.
byuu says:

Changelog:

- all of fc/ ported to "auto function() -> return;" syntax
  - (includes all of cartridge/board and cartridge/chip as well; even
    though they're all deprecated)
- sfc balanced profile ported to "auto function() -> return;" syntax
- sfc balanced and performance profiles compile again
- Linux always gets -ldl
- removed arch=x86 logic from nall/GNUmakefile, as TDM/GCC64 can't
  produce bug-free 32-bit binaries anyway

The only code that continues to use the old function syntax is the SFC
performance core, obscure parts of nall that higan doesn't use, and the
pieces of code that weren't written by me (blargg's SFC-DSP, Ryphecha's
sinc resampler, and OV2's xaudio2 header file.)

I was too burned out to finish it tonight. The above was about four
hours straight of non-stop typing. Really can't wait to be done with
this once and for all.
2015-12-05 16:44:49 +11:00
Tim Allen a219f9c121 Update to v095r08 release.
byuu says:

Changelog:
- added preliminary WASAPI driver (it's really terrible, though. Patches
  most welcome.)
- all of processor/ updated to auto fn() -> ret syntax
- all of gb/ updated to auto fn() -> ret syntax

If you want to test the WASAPI driver, then edit ui-tomoko/GNUmakefile,
and replace audio.xaudio2 with audio.wasapi Note that the two drivers
are incompatible and cannot co-exist (yet. We can probably make it work
in the future.)

All that's left for the auto fn() -> ret syntax is the NES core and the
balanced/performance SNES components. This is kind of a big deal because
this syntax change causes diffs between WIPs to go crazy. So the sooner
we get this done and out of the way, the better. It's also nice from
a consistency standpoint, of course.
2015-11-21 18:36:48 +11:00
Tim Allen 6adfe71836 Update to icarus 20151117.
byuu says:

This release adds a settings dialog that lets you control the library
path, optionally generate manifest.bml files, and optionally bypass the
internal games database (so far this is only the US SNES set.)

Also, the settings.bml file can exist in the same folder as the binary
now (portable mode). Plus it can share the same config file as
higan/tomoko itself does. This will allow you to change the library
location in either program and have it affect the other program as well.
It's a bit hackish, but it works >_>

Note: don't use this with higan v095.06 or earlier, or bad things will
happen.
2015-11-19 20:27:56 +11:00
Tim Allen 41c478ac4a Update to v095r07 release.
byuu says:

Changelog:
- entire GBA core ported to auto function() -> return; syntax
- fixed GBA BLDY bug that was causing flickering in a few games
- replaced nall/config usage with nall/string/markup/node
  - this merges all configuration files to a unified settings.bml file
- added "Ignore Manifests" option to the advanced setting tab
  - this lets you keep a manifest.bml for an older version of higan; if
    you want to do regression testing

Be sure to remap your controller/hotkey inputs, and for SNES, choose
"Gamepad" from "Controller Port 1" in the system menu. Otherwise you
won't get any input. No need to blow away your old config files, unless
you want to.
2015-11-16 19:38:05 +11:00
Tim Allen 40f4b91000 Update to v095r06 release.
byuu says:

Changelog:
- fixed I/O register reads; perfect score on endrift's I/O tests now
- fixed mouse capture clipping on Windows [Cydrak]
- several hours of code maintenance work done on the SFC core

All higan/sfc files should now use the auto fn() -> ret; syntax. Haven't
converted all unsigned->uint yet. Also, probably won't do sfc/alt as
that's mostly just speed hack stuff.

Errata:
- forgot auto& instead of just auto on SuperFamicom::Video::draw_cursor,
  which makes Super Scope / Justifier crash. Will be fixed in the next
  WIP.
2015-11-14 11:52:51 +11:00
Tim Allen 6d9f43a37b Update to v095r05 release.
byuu says:

Changelog:
- GBA: lots of emulation improvements
- PPU PRAM is 16-bits wide
- DMA masks &~1/Half, &~3/Word
- VRAM OBJ 8-bit writes are ignored
- OAM 8-bit writes are ignored
- BGnCNT unused bits are writable*
- BG(0,1)CNT can't set the d13
- BLDALPHA is readable (fixes Donkey Kong Country, etc)
- SNES: lots of code cleanups
- sfc/chip => sfc/coprocessor
- UI: save most recent controller selection

GBA test scores: 1552/1552, 37/38, 1020/1260

(* forgot to add the value to the read function, so endrift's I/O tests
for them will fail. Fixed locally.)

Note: SNES is the only system with multiple controller/expansion port
options, and as such is the only one with a "None" option. Because it's
shared by the controller and expansion port, it ends up sorted first in
the list. This means that on your first run, you'll need to go to Super
Famicom->Controller Port 1 and select "Gamepad", otherwise input won't
work.

Also note that changing the expansion port device requires loading a new
cart. Unlike controllers, you aren't meant to hotplug expansion port
devices.
2015-11-12 21:15:03 +11:00
Tim Allen d1ffd59c29 Update to v095r04 release.
Changelog:
- S-SMP core code style updated
- S-SMP loads reset vector from IPLROM ($fffe-ffff)
- sfc/base => sfc/expansion
- system/input => system/device
- added expansion/eBoot (simulation of defparam's SNES-Boot device)
- expansion port device can now be selected from Super Famicom menu
  option
- improved GBA MROM/SRAM reading

endrift's memory test is up to 1388/1552.

Note: I added the expansion port devices to the same group as controller
ports. I also had to move "None" to the top of the list. Before v096,
I am going to have to add caching of port selections to the
configuration file, check the proper default item in the system menu,
and remove the items with no mappings from the input configuration
window. Lots of work >_>
2015-11-10 22:11:29 +11:00
Tim Allen 0fe55e3f5b Update to v095r03 release and icarus 20151107.
byuu says:

Note: you will need the new icarus (and please use the "no manifest"
system) to run GBA games with this WIP.

Changelog:
- fixed caching of r(d) to pass armwrestler tests [Jonas Quinn]
- DMA to/from GBA BIOS should fail [Cydrak]
- fixed sign-extend and rotate on ldrs instructions [Cydrak]
- fixed 8-bit SRAM reading/writing [byuu]
- refactored GBA/cartridge
  - cartridge/rom,ram.type is now cartridge/mrom,sram,eeprom,flash
  - things won't crash horribly if you specify a RAM size larger than
    the largest legal size in the manifest
  - specialized MROM / SRAM classes replace all the shared read/write
    functions that didn't work right anyway
- there's a new ruby/video.glx2 driver, which is not enabled by default
  - use this if you are running Linux/BSD, but don't have OpenGL 3.2 yet
  - I'm not going to support OpenGL2 on Windows/OS X, because these OSes
    don't ship ancient video card drivers
- probably more. What am I, clairvoyant? :P

For endrift's tests, this gets us to 1348/1552 memory and 1016/1260
timing. Overall, this puts us back in second place. Only no$ is ahead
on memory, but bgba is even more ahead on timing.
2015-11-10 22:11:29 +11:00
Tim Allen b42ab2fcb3 Update to v095r02 release.
byuu says:

Aspect correction is fixed now. Works way better than in v095 official.

It's still force-enabled in fullscreen mode. The idea of disabling it is
that it looks bad at 2x scale. But when you're fullscreen with a minimum
of 4x scale, there's no reason not to enable it.

It won't turn on at all for GB/C/A anymore. And I dropped the cute
attempt at making the aspect prettier on 2560x1600 monitors, so it'll be
the stock 8:7 across the board now for S/NES.

Also, the aspect correction will affect the window even when a game's
not loaded now, so the size won't bounce around as you change games in
windowed mode between GB/C/A and S/NES.

...

I also enhanced the ruby/glx driver. It won't crash if OpenGL 3.2 isn't
available anymore (fails safely ... had to capture the Xlib error
handler to suppress that), and it defaults to the MESA glXSwapInterval
before the SGI version. Because apparently the MESA version defines the
SGI version, but makes it a no-op. What. The. Fuck. right? But whatever,
reordering the enumerations fixes the ability to toggle Vsync on AMD
GPUs now.

...

Video shaders are back again. If you are using the OpenGL driver, you'll
see a "Video Shaders" menu beneath the "Video Filters" menu (couldn't
merge it with the filters due to hiro now constructing menu ordering
inside the header files. This works fine though.)

You want either "higan.exe" + "Video Shaders/" or "~/.local/bin/tomoko"
+ "~/.local/tomoko/Video Shaders/"
2015-11-10 22:07:34 +11:00
Tim Allen 8476a12deb Update to v095r01 release (open beta).
byuu says:

Changelog:
- added MSU1 resume support
- updated sfc/dsp, sfc/controller to match my coding style
- fixed hiro/Windows Button and ListView::CheckButton in Windows Classic
  mode
2015-10-10 13:16:12 +11:00
Tim Allen b0e862613b Update to v095 release.
byuu says:

After 20 months of development, higan v095 is released at long last!

The most notable feature is vastly improved Game Boy Advance emulation.
With many thanks to endrift, Cydrak, Jonas Quinn and jchadwick, this
release contains substantially improved CPU timings and many bugfixes.
Being one of only two GBA emulators to offer ROM prefetch emulation,
higan is very near mGBA in terms of accuracy, and far ahead of all
others. As a result of these fixes, compatibility is also much higher
than in v094.

There are also several improvements to SNES emulation. Most
significantly is support for mid-scanline changes to the background mode
in the accuracy profile.

Due to substantial changes to the user interface library used by higan,
this release features yet again a brand-new UI. With the exception of
video shaders and NSS DIP switch selection, it is at feature-parity with
the previous UI. It also offers some new features that v094 lacked.

The cheat code database has also been updated to the latest version by
mightymo.
2015-10-08 22:04:42 +11:00
Tim Allen b113ecb5a3 Deleting ananke and shaders.
ananke has been superseded by icarus.

The new tomoko UI does not support shaders, and if it ever does it will
probably use another format, so not much point keeping the old files
around.
2015-10-08 22:02:22 +11:00
Tim Allen bc5ad4a1cd Update to icarus_20151002.
byuu says:

- fixes checkboxes (-again- again [*again*])
- won't check folders with select all / unselect all
- won't crash anymore if the SNES ROM image is too small (Saturday Night
  Slam Masters was crashing it before due to DB size error)
- corrected heuristics for Sufami Turbo base cart (mirrors the
  absurdities of the real cart precisely, since it's one of a kind)
- corrected a few DB issues (BS-X name + PSRAM (again [*again*]), SNSM,
  LAH) (_again_)
  - these are temporary. Monkey patched in the generated .hpp source
    rather than the actual DB
  - not going to fix the SFT sizes because I want to verify what
    happened there first
2015-10-03 16:25:39 +10:00
Tim Allen 1a90e206e0 Update to v094r44b release (open beta).
byuu says:

With any luck, this will be the final WIP before v095. If all looks
good, this will be identical to v095. But if we hit some major issues,
I'll try and fix those first.

The most notable part of this release is probably Jonas Quinn's fix for
the unmapped regions of the GBA memory map. This allows games like Mario
& Luigi and Zelda: Minish Cap to (hopefully) be fully playable now.

icarus now supports my game database, so all games I've dumped will be
emulated with bit-perfect memory maps and native-language game titles.
2015-10-01 20:04:30 +10:00
Tim Allen 483fc81356 Update to v094r44 release.
byuu says:

Changelog:
- return open bus instead of mirroring addresses on the bus (fixes
  Mario&Luigi, Minish Cap, etc) [Jonas Quinn]
- add boolean flag to load requests for slotted game carts (fixes slot
  load prompts)
- rename BS-X Town cart from psram to ram
- icarus: add support for game database

Note: I didn't rename "bsx" to "mcc" in the database for icarus before
uploading that. But I just fixed it locally, so it'll be in the next
WIP. For now, make it create the manifest for you and then rename it
yourself. I did fix the PSRAM size to 256kbit.
2015-10-01 20:00:28 +10:00