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
byuu says:
Changelog:
- higan/video: added support for Emulator::Sprite
- higan/resource: a new system for accessing embedded binary files
inside the emulation cores; holds the sprites
- higan/sfc/superscope,justifier: re-enabled display of crosshairs
- higan/sfc/superscope: fixed turbo toggle (also shows different
crosshair color when in turbo mode)
- higan/sfc/ppu: always outputs at 512x480 resolution now
- causes a slight speed-hit from ~127fps to ~125fps;
- but allows high-resolution 32x32 cursors that look way better;
- also avoids the need to implement sprite scaling logic
Right now, the PPU code to always output at 480-height is a really gross
hack. Don't worry, I'll make that nicer before release.
Also, superscope.cpp and justifier.cpp are built around a 256x240
screen. But since we now have 512x480, we can make the cursor's movement
much smoother by doubling the resolution on both axes. The actual games
won't see any accuracy improvements when firing the light guns, but the
cursors will animate nicer so I think it's still worth it. I'll work on
that before the next release as well.
The current 32x32 cursors are nicer, but we can do better now with full
24-bit color. So feel free to submit alternatives. I'll probably reject
them, but you can always try :D
The sprites don't support alpha blending, just color keying (0x00000000
= transparent; anything else is 0xff......). We can revisit that later
if necessary.
The way I have it designed, the only files that do anything with
Emulator::Sprite at all are the superscope and justifier folders.
I didn't have to add any hooks anywhere else. Rendering the sprite is
a lot cleaner than the old code, too.
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.
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.
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.
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.)