byuu says:
First 32 instructions implemented in the TLCS900H disassembler. Only 992
to go!
I removed the use of anonymous namespaces in nall. It was something I
rarely used, because it rarely did what I wanted.
I updated all nested namespaces to use C++17-style namespace Foo::Bar {}
syntax instead of classic C++-style namespace Foo { namespace Bar {}}.
I updated ruby::Video::acquire() to return a struct, so we can use C++17
structured bindings. Long term, I want to get away from all functions
that take references for output only. Even though C++ botched structured
bindings by not allowing you to bind to existing variables, it's even
worse to have function calls that take arguments by reference and then
write to them. From the caller side, you can't tell the value is being
written, nor that the value passed in doesn't matter, which is terrible.
byuu says:
This synchronizes bsnes/higan with many recent internal nall changes.
This will be the last WIP until I am situated in Japan. Apologies for the
bugfixes that didn't get applied yet, I ran out of time.
byuu says:
Changelog:
- fixed bug in Emulator::Game::Memory::operator bool()
- nall: renamed view<string> back to `string_view`
- nall:: implemented `array_view`
- Game Boy: split cartridge-specific input mappings (rumble,
accelerometer) to their own separate ports
- Game Boy: fixed MBC7 accelerometer x-axis
- icarus: Game Boy, Super Famicom, Mega Drive cores output internal
header game titles to heuristics manifests
- higan, icarus, hiro/gtk: improve viewport geometry configuration;
fixed higan crashing bug with XShm driver
- higan: connect Video::poll(),update() functionality
- hiro, ruby: several compilation / bugfixes, should get the macOS
port compiling again, hopefully [Sintendo]
- ruby/video/xshm: fix crashing bug on window resize
- a bit hacky; it's throwing BadAccess Xlib warnings, but they're
not fatal, so I am catching and ignoring them
- bsnes: removed Application::Windows::onModalChange hook that's no
longer needed [Screwtape]
byuu wrote:
Sigh ...
asio.hpp needs #include <nall/windows/registry.hpp>
[Since the last WIP, byuu also posted the following message. -Ed.]
ruby drivers have all been updated (but not tested outside of BSD), and
I redesigned the settings window. The driver functionality all exists on
a new "Drivers" panel, the emulator/hack settings go to a
"Configuration" panel, and the video/audio panels lose driver settings.
As does the settings menu and its synchronize options.
I want to start pushing toward a v107 release. Critically, I will need
DirectSound and ALSA to support dynamic rate control. I'd also like to
eliminate the other system manifest.bml files. I need to update the
cheat code database format, and bundle at least a few quark shaders --
although I still need to default to Direct3D on Windows.
Turbo keys would be nice, if it's not too much effort. Aside from
netplay, it's the last significant feature I'm missing.
I think for v107, higan is going to be a bit rough around the edges
compared to bsnes. And I don't think it's practical to finish the bsnes
localization support.
I'm thinking we probably want another WIP to iron out any critical
issues, but this time there should be a feature freeze with the next
WIP.
byuu says:
Changelog:
- added \~130 new PAL games to icarus (courtesy of Smarthuman
and aquaman)
- added all three Korean-localized games to icarus
- sfc: removed SuperDisc emulation (it was going nowhere)
- sfc: fixed MSU1 regression where the play/repeat flags were not
being cleared on track select
- nall: cryptography support added; will be used to sign future
databases (validation will always be optional)
- minor shims to fix compilation issues due to nall changes
The real magic is that we now have 25-30% of the PAL SNES library in
icarus!
Signing will be tricky. Obviously if I put the public key inside the
higan archive, then all anyone has to do is change that public key for
their own releases. And if you download from my site (which is now over
HTTPS), then you don't need the signing to verify integrity. I may just
put the public key on my site on my site and leave it at that, we'll
see.
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
byuu says:
I'll post more detailed changes later, but basically:
- fixed Baldur's Gate bug
- guess if no flash ROM ID present (fixes Magical Vacation, many many
others)
- nall cleanups
- sfc/cartridge major cleanups
- bsxcartridge/"bsx" renamed to mcc/"mcc" after the logic chip it uses
(consistency with SGB/ICD2)
- ... and more!
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.