byuu says:
Changelog:
- added 30 new PAL games to icarus (courtesy of Mikerochip)
- new version of libco no longer requires mprotect nor W|X permissions
- nall: default C compiler to -std=c11 instead of -std=c99
- nall: use `-fno-strict-aliasing` during compilation
- updated nall/certificates (hopefully for the last time)
- updated nall/http to newer coding conventions
- nall: improve handling of range() function
I didn't really work on higan at all, this is mostly just a release
because lots of other things have changed.
The most interesting is `-fno-strict-aliasing` ... basically, it joins
`-fwrapv` as being "stop the GCC developers from doing *really* evil
shit that could lead to security vulnerabilities or instabilities."
For the most part, it's a ~2% speed penalty for higan. Except for the
Sega Genesis, where it's a ~10% speedup. I have no idea how that's
possible, but clearly something's going very wrong with strict aliasing
on the Genesis core.
So ... it is what it is. If you need the performance for the non-Genesis
cores, you can turn it off in your builds. But I'm getting quite sick of
C++'s "surprises" and clever compiler developers, so I'm keeping it on
in all of my software going forward.
byuu says:
Changelog:
- Emulator: use `(uintmax)-1 >> 1` for the units of time
- MD: implemented 13 new 68K instructions (basically all of the
remaining easy ones); 21 remain
- nall: replaced `(u)intmax_t` (64-bit) with *actual* `(u)intmax` type
(128-bit where available)
- this extends to everything: atoi, string, etc. You can even
print 128-bit variables if you like
22,552 opcodes still don't exist in the 68K map. Looking like quite a
few entries will be blank once I finish.
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:
Changelog:
- synchronizes lots of nall changes
- changes displayed program title from tomoko to higan(*)
- browser dialog sort is case-insensitive
- .sys folders look at user-selected library path; no longer hard-coded
Tried to get rid of the file modes from the Windows browser dialog, but
it was being a bitch so I left it on for now.
- The storage locations and binary still use tomoko. I'm not really sure
what to do here. The idea is there may be more than one "higan" UI in
the future, but I don't want people to go around calling the entire
program by the UI name. For official Windows releases, I can rename
the binaries to "higan-{profile}.exe", and by putting the config files
with the binary, they won't ever see the tomoko folder. Linux is of
course trickier.
Note: Windows users will need to edit hiro/components.hpp and comment
out these lines:
#define Hiro_Console
#define Hiro_IconView
#define Hiro_SourceView
#define Hiro_TreeView
I forgot to do that, and too lazy to upload another WIP.
byuu says:
Windows port should run mostly well now, although exiting fullscreen
breaks the application in a really bizarre way. (clicking on the window
makes it sink to background rather than come to the foreground o_O)
I also need to add the doModalChange => audio.clear() thing for the
accursed menu stuttering with DirectSound.
I also finished porting all of the ruby drivers over to the newer API
changes from nall.
Since I can't compile the Linux or OS X drivers, I have no idea if there
are any typos that will result in compilation errors. If so, please let
me know where they're at and I'll try and fix them. If they're simple,
please try and fix them on your end to test further if you can.
I'm hopeful the udev crash will be gone now that nall::string checks for
null char* values passed to its stringify function. Of course, it's
a problem it's getting a null value in the first place, so it may not
work at all.
If you can compile on Linux (or by some miracle, OS X), please test each
video/audio/input driver if you don't mind, to make sure there's no
"compiles okay but still typos exist" bugs.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.