byuu says:
Changelog:
- massive cleanups and optimizations on the PPU core
- ~9% speedup over v099 official
This is pretty much it for the low-hanging fruit of speeding up higan. Any
more gains from this point will be extremely hard-fought, unfortunately.
byuu says:
Changelog:
- fixed nall/path.hpp compilation issue
- fixed ruby/audio/xaudio header declaration compilation issue (again)
- cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the
file was whitespace overkill)
- added null terminator entry to nall/windows/utf8.hpp argc[] array
- nall/windows/guid.hpp uses the Windows API for generating the GUID
- this should stop all the bug reports where two nall users were
generating GUIDs at the exact same second
- fixed hiro/cocoa compilation issue with uint# types
- fixed major higan/sfc Super Game Boy audio latency issue
- fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions
- major cleanups to higan/processor/r65816 core
- merged emulation/native-mode opcodes
- use camel-case naming on memory.hpp functions
- simplify address masking code for memory.hpp functions
- simplify a few opcodes themselves (avoid redundant copies, etc)
- rename regs.* to r.* to match modern convention of other CPU cores
- removed device.order<> concept from Emulator::Interface
- cores will now do the translation to make the job of the UI easier
- fixed plurality naming of arrays in Emulator::Interface
- example: emulator.ports[p].devices[d].inputs[i]
- example: vector<Medium> media
- probably more surprises
Major show-stoppers to the next official release:
- we need to work on GB core improvements: LY=153/0 case, multiple STAT
IRQs case, GBC audio output regs, etc.
- we need to re-add software cursors for light guns (Super Scope,
Justifier)
- after the above, we need to fix the turbo button for the Super Scope
I really have no idea how I want to implement the light guns. Ideally,
we'd want it in higan/video, so we can support the NES Zapper with the
same code. But this isn't going to be easy, because only the SNES knows
when its output is interlaced, and its resolutions can vary as
{256,512}x{224,240,448,480} which requires pixel doubling that was
hard-coded to the SNES-specific behavior, but isn't appropriate to be
exposed in higan/video.
byuu says:
Changelog:
- SFC: fixed a regression on auto joypad polling due to missing
parentheses
- SFC: exported new PPU::vdisp() const -> uint; function [1]
- SFC: merged PPU MMIO functions into the read/write handles (as
I previously did for the CPU)
- higan: removed individual emulator core names (bnes, bsnes, bgb, bgba,
bws) [2] Forgot:
- to remove /tomoko from the about dialog
[1] note that technically I was relying on the cached, per-frame
overscan setting when the CPU and light guns were polling the number of
active display scanlines per frame. This was technically incorrect as
you can change this value mid-frame and it'll kick in. I've never seen
any game toggle overscan every frame, we only know about this because
anomie tested this a long time ago. So, nothing should break, but ...
you know how the SNES is. You can't even look at the code without
something breaking, so I figured I'd mention it >_>
[2] I'll probably keep referring to the SNES core as bsnes anyway.
I don't mind if you guys use the b<system> names as shorthand. The
simplification is mostly to make the branding easier.