mirror of https://github.com/bsnes-emu/bsnes.git
17 Commits
Author | SHA1 | Message | Date |
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Tim Allen | 40802b0b9f |
Update to v103r05 release.
byuu says: Changelog: - fc/controller: added ControllerPort class; removed Peripherals class - md/controller/gamepad: removed X,Y,Z buttons since this isn't a 6-button controller - ms/controller: added ControllerPort class (not used in Game Gear mode); removed Peripherals class - pce/controller: added ControllerPort class; removed Peripherals class - processor/spc700: idle(address) is part of SMP class again, contains flag to detect mov (x)+ edge case - sfc/controller/super-scope,justifier: use CPU frequency instead of hard-coding NTSC frequency - sfc/cpu: move 4x8-bit SMP ports to SMP class - sfc/smp: move APU RAM to DSP class - sfc/smp: improved emulation of TEST registers bits 4-7 [information from nocash] - d4,d5 is RAM wait states (1,2,5,10) - d6,d7 is ROM/IO wait states (1,2,5,10) - sfc/smp: code cleanup to new style (order from lowest to highest bits; use .bit(s) functions) - sfc/smp: $00f8,$00f9 are P4/P5 auxiliary ports; named the registers better |
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Tim Allen | ecc7e899e0 |
Update to v103r01 release.
byuu says: Changelog: - nall/dsp: improve one pole coefficient calculations [Fatbag] - higan/audio: reworked filters to support selection of either one pole (first-order) or biquad (second-order) filters - note: the design is not stable yet; so forks should not put too much effort into synchronizing with this change yet - fc: added first-order filters as per NESdev wiki (90hz lowpass + 440hz lowpass + 14khz highpass) - fc: created separate NTSC-J and NTSC-U regions - NESdev wiki says the Japanese Famicom uses a separate audio filtering strategy, but details are fuzzy - there's also cartridge audio output being disabled on NES units; and differences with controllers - this stuff will be supported in the future, just adding the support for it now - gba: corrected serious bugs in PSG wave channel emulation [Cydrak] - note that if there are still bugs here, it's my fault - md/psg,ym2612: added first-order low-pass 2840hz filter to match VA3-VA6 Mega Drives - md/psg: lowered volume relative to the YM2612 - using 0x1400; multiple people agreed it was the closest to the hardware recordings against a VA6 - ms,md/psg: don't serialize the volume levels array - md/vdp: Hblank bit acts the same during Vblank as outside of it (it isn't always set during Vblank) - md/vdp: return isPAL in bit 0 of control port reads - tomoko: change command-line option separator from : to | - [Editor's note: This change was present in the public v103, but it's in this changelog because it was made after the v103 WIP] - higan/all: change the 20hz high-pass filters from second-order three-pass to first-order one-pass - these filters are meant to remove DC bias, but I honestly can't hear a difference with or without them - so there's really no sense wasting CPU power with an extremely powerful filter here Things I did not do: - change icarus install rule - work on 8-bit Mega Drive SRAM - work on Famicom or Mega Drive region detection heuristics in icarus My long-term dream plan is to devise a special user-configurable filtering system where you can set relative volumes and create your own list of filters (any number of them in any order at any frequency), that way people can make the systems sound however they want. Right now, the sanest place to put this information is inside the $system.sys/manifest.bml files. But that's not very user friendly, and upgrading to new versions will lose these changes if you don't copy them over manually. Of course, cluttering the GUI with a fancy filter editor is probably supreme overkill for 99% of users, so maybe that's fine. |
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Tim Allen | b7006822bf |
Update to v103 WIP release.
byuu says (in the WIP forum): Changelog: - higan: cheat codes accept = and ? separators now - the new preferred code format is: address=value or address=if-match?value - the old code format of address/value and address/if-match/value will continue to work - higan: cheats.bml is no longer included with the base distribution - mightymo stopped updating it in 2015, and it's not source code; it can still be pulled in from older releases - fc: improved PAL mode timing; use PAL APU timing tables; fix PAL noise period table [hex\_usr] - md: support aborting a Z80 bus wait in order to capture save states without freezing - note that this will violate accuracy; but in practice a slight desync is better than an emulator deadlock - sfc: revert DSP ENDX randomization for now (want to research it more before deploying in an official release) - sfc: fix Super Famicom.sys/manifest.bml APU RAM size [hex\_usr] - tomoko: cleaned up make install rules - hiro/cocoa: use ABGR for pixel data [Sintendo] Note: I forgot to change the command-line and drag-and-drop separator from : to | in this WIP. However, it is corrected in the v103 official binary and source published on download.byuu.org. Sorry about that, I know it makes the Git repository history more difficult. I'm not concerned whether the : → | change is part of v103 or v103r01 in the repository, and will leave this to your discretion, Screwtape. I also still need to set the VDP bit to indicate PAL mode in the Mega Drive core. This is what happens when I have 47 things I have to do, given how lousy my memory is. I miss things. |
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Tim Allen | 8476f35153 |
Update to v102r28 release.
byuu says: Changelog: - higan: `Emulator::<Platform::load>()` now returns a struct containing both a path ID and a string option - higan: `Emulator::<Platform::load>()` now takes an optional final argument of string options - fc: added PAL emulation (finally, only took six years) - md: added PAL emulation - md: fixed address parameter to `VDP::Sprite::write()`; fixes missing sprites in Super Street Fighter II - md: emulated HIRQ counter; fixes many games - Super Street Fighter II - status bar - Altered Beast - status bar - Sonic the Hedgehog - Labyrinth Zone - water effect - etc. - ms: added PAL emulation - sfc: added the ability to override the default region auto-detection - sfc: removed "system.region" override setting from `Super Famicom.sys` - tomoko: added options list to game folder load dialog window - tomoko: added the ability to specify game folder load options on the command-line So, basically ... Sega forced a change with the way region detection works. You end up with games that can run on multiple regions, and the content changes accordingly. Bare Knuckle in NTSC-J mode will become Streets of Rage in NTSC-U mode. Some games can even run in both NTSC and PAL mode. In my view, there should be a separate ROM for each region a game was released in, even if the ROM content were identical. But unfortunately that's not how things were done by anyone else. So to support this, the higan load dialog now has a drop-down at the bottom-right, where you can choose the region to load games from. On the SNES, it defaults to "Auto", which will pull the region setting from the manifest, or fall back on NTSC. On the Mega Drive ... unfortunately, I can't auto-detect the region from the ROM header. $1f0 is supposed to contain a string like "JUE", but instead you get games like Maui Mallard that put an "A" there, and other such nonsense. Sega was far more lax than Nintendo with the ROM header validity. So for now at least, you have to manually select your region every time you play a Mega Drive game, thus you have "NTSC-J", "NTSC-U", and "PAL". The same goes for the Master System for the same reason, but there's only "NTSC" and "PAL" here. I'm not sure if games have a way to detect domestic vs international consoles. And for now ... the Famicom is the same as well, with no auto-detection. I'd sincerely hope iNES has a header bit for the region, but I didn't bother with updating icarus to support that yet. The way to pass these parameters on the command-line is to prefix the game path with "option:", so for example: higan "PAL:/path/to/Sonic the Hedgehog (USA, Europe).md" If you don't provide a prefix, it uses the default (NTSC-J, NTSC, or Auto.) Obviously, it's not possible to pass parameters with drag-and-drop, so you will always get the default option in said case. |
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Tim Allen | bdc100e123 |
Update to v102r02 release.
byuu says: Changelog: - I caved on the `samples[] = {0.0}` thing, but I'm very unhappy about it - if it's really invalid C++, then GCC needs to stop accepting it in strict `-std=c++14` mode - Emulator::Interface::Information::resettable is gone - Emulator::Interface::reset() is gone - FC, SFC, MD cores updated to remove soft reset behavior - split GameBoy::Interface into GameBoyInterface, GameBoyColorInterface - split WonderSwan::Interface into WonderSwanInterface, WonderSwanColorInterface - PCE: fixed off-by-one scanline error [hex_usr] - PCE: temporary hack to prevent crashing when VDS is set to < 2 - hiro: Cocoa: removed (u)int(#) constants; converted (u)int(#) types to (u)int_(#)t types - icarus: replaced usage of unique with strip instead (so we don't mess up frameworks on macOS) - libco: added macOS-specific section marker [Ryphecha] So ... the major news this time is the removal of the soft reset behavior. This is a major!! change that results in a 100KiB diff file, and it's very prone to accidental mistakes!! If anyone is up for testing, or even better -- looking over the code changes between v102r01 and v102r02 and looking for any issues, please do so. Ideally we'll want to test every NES mapper type and every SNES coprocessor type by loading said games and power cycling to make sure the games are all cleanly resetting. It's too big of a change for me to cover there not being any issues on my own, but this is truly critical code, so yeah ... please help if you can. We technically lose a bit of hardware documentation here. The soft reset events do all kinds of interesting things in all kinds of different chips -- or at least they do on the SNES. This is obviously not ideal. But in the process of removing these portions of code, I found a few mistakes I had made previously. It simplifies resetting the system state a lot when not trying to have all the power() functions call the reset() functions to share partial functionality. In the future, the goal will be to come up with a way to add back in the soft reset behavior via keyboard binding as with the Master System core. What's going to have to happen is that the key binding will have to send a "reset pulse" to every emulated chip, and those chips are going to have to act independently to power() instead of reusing functionality. We'll get there eventually, but there's many things of vastly greater importance to work on right now, so it'll be a while. The information isn't lost ... we'll just have to pull it out of v102 when we are ready. Note that I left the SNES reset vector simulation code in, even though it's not possible to trigger, for the time being. Also ... the Super Game Boy core is still disconnected. To be honest, it totally slipped my mind when I released v102 that it wasn't connected again yet. This one's going to be pretty tricky to be honest. I'm thinking about making a third GameBoy::Interface class just for SGB, and coming up with some way of bypassing platform-> calls when in this mode. |
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Tim Allen | bf90bdfcc8 |
Update to v101r31 release.
byuu says: Changelog: - converted Emulator::Interface::Bind to Emulator::Platform - temporarily disabled SGB hooks - SMS: emulated Game Gear palette (latching word-write behavior not implemented yet) - SMS: emulated Master System 'Reset' button, Game Gear 'Start' button - SMS: removed reset() functionality, driven by the mappable input now instead - SMS: split interface class in two: one for Master System, one for Game Gear - SMS: emulated Game Gear video cropping to 160x144 - PCE: started on HuC6280 CPU core—so far only registers, NOP instruction has been implemented Errata: - Super Game Boy support is broken and thus disabled - if you switch between Master System and Game Gear without restarting, bad things happen: - SMS→GG, no video output on the GG - GG→SMS, no input on the SMS I'm not sure what's causing the SMS\<-\>GG switch bug, having a hard time debugging it. Help would be very much appreciated, if anyone's up for it. Otherwise I'll keep trying to track it down on my end. |
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Tim Allen | 76a8ecd32a |
Update to v100r03 release.
byuu says: Changelog: - moved Thread, Scheduler, Cheat functionality into emulator/ for all cores - start of actual Mega Drive emulation (two 68K instructions) I'm going to be rather terse on MD emulation, as it's too early for any meaningful dialogue here. |
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Tim Allen | 3e807946b8 |
Update to v099r11 release.
byuu says: Changelog: - NES PPU core updated to use BitFields (absolutely massive improvement in code readability) - NES APU core updated to new coding style - NES cartridge/board and cartridge/chip updated to new coding style - pushed NES PPU rendering one dot forward (doesn't fix King's Quest V yet, sadly) - fixed SNES PPU BG tilemask for 128KiB VRAM mode (doesn't fix Yoshi's Island, though) So ... I kind of went overboard with the fc/cartridge changes. This WIP diff is 185KiB >_> I didn't realize it was going to be as big a task as it was, but once I started everything broke in a chain reaction, so I had to do it all at once. There's a massive chance we've broken a bunch of NES things. Any typos in this WIP are going to be absolutely insidious to track down =( But ... supposing I pulled it off, this means the Famicom core is now fully converted to the new coding style as well. That leaves only the GB and GBA cores. Once those are finished, then we'll finally be free of these gigantic hellspawn diffs. |
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Tim Allen | f04d9d58f5 |
Update to v099r05 release.
byuu says: Changelog: - added nall/vfs - converted Famicom core to use nall/vfs interface instead of nall/stream interface |
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Tim Allen | 40abcfc4a5 |
Update to v099r04 release.
byuu says: Changelog: - lots of code cleanups to processor/r6502 (the switch.cpp file is only halfway done ...) - lots of code cleanups to fc/cpu - removed fc/input - implemented fc/controller hex_usr, you may not like this, but I want to keep the controller port and expansion port interface separate, like I do with the SNES. I realize the NES' is used more for controllers, and the SNES' more for hardware expansions, but ... they're not compatible pinouts and you can't really connect one to the other. Right now, I've only implemented the controller portion. I'll have to get to the peripheral portion later. Also, the gamepad implementation there now may be wrong. It's based off the Super Famicom version obviously. I'm not sure if the Famicom has different behavior with latching $4016 writes, or not. But, it works in Mega Man II, so it's a start. Everyone, be sure to remap your controls, and then set port 1 -> gamepad after loading your first Famicom game with the new WIP. |
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Tim Allen | e2ee6689a0 |
Update to v098r06 release.
byuu says: Changelog: - emulation cores now refresh video from host thread instead of cothreads (fix AMD crash) - SFC: fixed another bug with leap year months in SharpRTC emulation - SFC: cleaned up camelCase on function names for armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes - GB: added MBC1M emulation (requires manually setting mapper=MBC1M in manifest.bml for now, sorry) - audio: implemented Emulator::Audio mixer and effects processor - audio: implemented Emulator::Stream interface - it is now possible to have more than two audio streams: eg SNES + SGB + MSU1 + Voicer-Kun (eventually) - audio: added reverb delay + reverb level settings; exposed balance configuration in UI - video: reworked palette generation to re-enable saturation, gamma, luminance adjustments - higan/emulator.cpp is gone since there was nothing left in it I know you guys are going to say the color adjust/balance/reverb stuff is pointless. And indeed it mostly is. But I like the idea of allowing some fun special effects and configurability that isn't system-wide. Note: there seems to be some kind of added audio lag in the SGB emulation now, and I don't really understand why. The code should be effectively identical to what I had before. The only main thing is that I'm sampling things to 48000hz instead of 32040hz before mixing. There's no point where I'm intentionally introducing added latency though. I'm kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be much appreciated :/ I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as well, and that would be very bad. |
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Tim Allen | a2d3b8ba15 |
Update to v098r04 release.
byuu says: Changelog: - SFC: fixed behavior of 21fx $21fe register when no device is connected (must return zero) - SFC: reduced 21fx buffer size to 1024 bytes in both directions to mirror the FT232H we are using - SFC: eliminated dsp/modulo-array.hpp [1] - higan: implemented higan/video interface and migrated all cores to it [2] [1] the echo history buffer was 8-bytes, so there was no need for it at all here. Not sure what I was thinking. The BRR buffer was 12-bytes, and has very weird behavior ... but there's only a single location in the code where it actually writes to this buffer. It's much easier to just write to the buffer three times there instead of implementing an entire class just to abstract away two lines of code. This change actually boosted the speed from ~124.5fps to around ~127.5fps, but that's within the margin of error for GCC. I doubt it's actually faster this way. The DSP core could really use a ton of work. It comes from a port of blargg's spc_dsp to my coding style, but he was extremely fond of using 32-bit signed integers everywhere. There's a lot of opportunity to remove red tape masking by resizing the variables to their actual state sizes. I really need to find where I put spc_dsp6.sfc from blargg. It's a great test to verify if I've made any mistakes in my implementation that would cause regressions. Don't suppose anyone has it? [2] so again, the idea is that higan/audio and higan/video are going to sit between the emulation cores and the user interfaces. The hope is to output raw encoding data from the emulation cores without having to worry about the video display format (generally 24-bit RGB) of the host display. And also to avoid having to repeat myself with eg three separate implementations of interframe blending, and so on. Furthermore, the idea is that the user interface can configure its side of the settings, and the emulation cores can configure their sides. Thus, neither has to worry about the other end. And now we can spin off new user interfaces much easier without having to mess with all of these things. Right now, I've implemented color emulation, interframe blending and SNES horizontal color bleed. I did not implement scanlines (and interlace effects for them) yet, but I probably will at some point. Further, for right now, the WonderSwan/Color screen rotation is busted and will only show games in the horizontal orientation. Obviously this must be fixed before the next official release, but I'll want to think about how to implement it. Also, the SNES light gun pointers are missing for now. Things are a bit messy right now as I've gone through several revisions of how to handle these things, so a good house cleaning is in order once everything is feature-complete again. I need to sit down and think through how and where I want to handle things like light gun cursors, LCD icons, and maybe even rasterized text messages. And obviously ... higan/audio is still just nall::DSP's headers. I need to revamp that whole interface. I want to make it quite powerful with a true audio mixer so I can handle things like SNES+SGB+MSU1+Voicer-Kun+SNES-CD (five separate audio streams at once.) The video system has the concept of "effects" for things like color bleed and interframe blending. I want to extend on this with useful other effects, such as NTSC simulation, maybe bringing back my mini-HQ2x filter, etc. I'd also like to restore the saturation/gamma/luma adjustment sliders ... I always liked allowing people to compensate for their displays without having to change settings system-wide. Lastly, I've always wanted to see some audio effects. Although I doubt we'll ever get my dream of CoreAudio-style profiles, I'd like to get some basic equalizer settings and echo/reverb effects in there. |
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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. |
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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. |
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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. |
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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. |
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Tim Allen | 94b2538af5 |
Update to higan v091 release.
byuu says: Basically just a project rename, with s/bsnes/higan and the new icon from lowkee added in. It won't compile on Windows because I forgot to update the resource.rc file, and a path transform command isn't working on Windows. It was really just meant as a starting point, so that v091 WIPs can flow starting from .00 with the new name (it overshadows bsnes v091, so publicly speaking this "shouldn't exist" and will probably be deleted from Google Code when v092 is ready.) |