mirror of https://github.com/bsnes-emu/bsnes.git
14 Commits
Author | SHA1 | Message | Date |
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byuu | 903d1e4012 |
v107.8
* GB: integrated SameBoy v0.12.1 by Lior Halphon * SFC: added HG51B169 (Cx4) math tables into bsnes binary |
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Tim Allen | 4d7bb510f2 |
Update to bsnes v107.1 release.
byuu says: Don't let the point release fool you, there are many significant changes in this release. I will be keeping bsnes releases using a point system until the new higan release is ready. Changelog: - GUI: added high DPI support - GUI: fixed the state manager image preview - Windows: added a new waveOut driver with support for dynamic rate control - Windows: corrected the XAudio 2.1 dynamic rate control support [BearOso] - Windows: corrected the Direct3D 9.0 fullscreen exclusive window centering - Windows: fixed XInput controller support on Windows 10 - SFC: added high-level emulation for the DSP1, DSP2, DSP4, ST010, and Cx4 coprocessors - SFC: fixed a slight rendering glitch in the intro to Megalomania If the coprocessor firmware is missing, bsnes will fallback on HLE where it is supported, which is everything other than SD Gundam GX and the two Hayazashi Nidan Morita Shougi games. The Windows dynamic rate control works best with Direct3D in fullscreen exclusive mode. I recommend the waveOut driver over the XAudio 2.1 driver, as it is not possible to target a single XAudio2 version on all Windows OS releases. The waveOut driver should work everywhere out of the box. Note that with DRC, the synchronization source is your monitor, so you will want to be running at 60hz (NTSC) or 50hz (PAL). If you have an adaptive sync monitor, you should instead use the WASAPI (exclusive) or ASIO audio driver. |
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Tim Allen | 93a6a1ce7e |
Update to v106r57 release.
byuu says: I've added tool tips to hiro for Windows, GTK, and Qt. I'm unsure how to add them for Cocoa. I wasted am embarrassing ~14 hours implementing tool tips from scratch on Windows, because the `TOOLTIPS_CLASS` widget just absolutely refused to show up, no matter what I tried. As such, they're not quite 100% native, but I would really appreciate any patch submissions to help improve my implementation. I added tool tips to all of the confusing settings in bsnes. And of course, for those of you who don't like them, there's a configuration file setting to turn them off globally. I also improved Mega Drive handling of the Game Genie a bit, and restructured the way the Settings class works in bsnes. Starting now, I'm feature-freezing bsnes and higan. From this point forward: - polishing up and fixing bugs caused by the ruby/hiro changes - adding DRC to XAudio2, and maybe exclusive mode to WGL - correcting FEoEZ (English) to load and work again out of the box Once that's done, a final beta of bsnes will go out, I'll fix any reported bugs that I'm able to, and then v107 should be ready. This time with higan being functional, but marked as v107 beta. v108 will restore higan to production status again, alongside bsnes. |
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Tim Allen | 5deba5cbc1 |
Update to 20180729 release.
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. |
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Tim Allen | f1a4576ac4 |
Update to 20180724 release.
byuu says: I failed to complete a WIP, have five of eight cores updated with some major changes to Emulator::Interface. I'll just post a quick temporary WIP in the off chance someone wants to look over the new interface and comment on it. Also implemented screen saver suppression into hiro/GTK. I should also add ... a plan of mine is to develop target-bsnes into a more generic user interface, with the general idea being that target-higan is for multiple Emulator::Interface cores at the same time, and target-bsnes is for just one Emulator::Interface core. The idea being that if one were to compile target-bsnes with the GBA core, it'd become bgba, for instance. I don't plan on releasing single-core emulators like this, but ... I don't see any downsides to being more flexible. |
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Tim Allen | 6090c63958 |
Update to v106r47 release.
byuu says: This is probably the largest code-change diff I've done in years. I spent four days working 10-16 hours a day reworking layouts in hiro completely. The result is we now have TableLayout, which will allow for better horizontal+vertical combined alignment. Windows, GTK2, and now GTK3 are fully supported. Windows is getting the initial window geometry wrong by a bit. GTK2 and GTK3 work perfectly. I basically abandoned trying to detect resize signals, and instead keep a list of all hiro windows that are allocated, and every time the main loop runs, it will query all of them to see if they've been resized. I'm disgusted that I have to do this, but after fighting with GTK for years, I'm about sick of it. GTK was doing this crazy thing where it would trigger another size-allocate inside of a previous size-allocate, and so my layouts would be halfway through resizing all the widgets, and then the size-allocate would kick off another one. That would end up leaving the rest of the first layout loop with bad widget sizes. And if I detected a second re-entry and blocked it, then the entire window would end up with the older geometry. I started trying to build a message queue system to allow the second layout resize to occur after the first one completed, but this was just too much madness, so I went with the simpler solution. Qt4 has some geometry problems, and doesn't show tab frame layouts properly yet. Qt5 causes an ICE error and tanks my entire Xorg display server, so ... something is seriously wrong there, and it's not hiro's fault. Creating a dummy Qt5 application without even using hiro, just int main() { TestObject object; } with object performing a dynamic\_cast to a derived type segfaults. Memory is getting corrupted where GCC allocates the vtables for classes, just by linking in Qt. Could be somehow related to the -fPIC requirement that only Qt5 has ... could just be that FreeBSD 10.1 has a buggy implementation of Qt5. I don't know. It's beyond my ability to debug, so this one's going to stay broken. The Cocoa port is busted. I'll fix it up to compile again, but that's about all I'm going to do. Many optimizations mean bsnes and higan open faster. GTK2 and GTK3 both resize windows very quickly now. higan crashes when you load a game, so that's not good. bsnes works though. bsnes also has the start of a localization engine now. Still a long way to go. The makefiles received a rather substantial restructuring. Including the ruby and hiro makefiles will add the necessary compilation rules for you, which also means that moc will run for the qt4 and qt5 targets, and windres will run for the Windows targets. |
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Tim Allen | 0c55796060 |
Update to v106r46 release.
byuu says: Changelog: - bsnes, higan: simplified make output; reordered rules - hiro: added Window::set(Minimum,Maximum)Size() [only implemented in GTK+ so far] - bsnes: only allow the window to be shrunk to the 1x multiplier size - bsnes: refactored Integral Scaling checkbox to {Center, Scale, Stretch} radio selection - nall: call fflush() after nall::print() to stdout or stderr [needed for msys2/bash] - bsnes, higan: program/interface.cpp renamed to program/platform.cpp - bsnes: trim ".shader/" from names in Settings→Shader menu - bsnes: Settings→Shader menu updated on video driver changes - bsnes: remove missing games from recent files list each time it is updated - bsnes: video multiplier menu generated dynamically based on largest monitor size at program startup - bsnes: added shrink window and center window function to video multiplier menu - bsnes: de-minimize presentation window when exiting fullscreen mode or changing video multiplier - bsnes: center the load game dialog against the presentation window (important for multi-monitor setups) - bsnes: screenshots are not immediate instead of delayed one frame - bsnes: added frame advance menu option and hotkey - bsnes: added enable cheats checkbox and hotkey; can be used to quickly enable/disable all active cheats Errata: - hiro/Windows: `SW_MINIMIZED`, `SW_MAXIMIZED `=> `SW_MINIMIZE`, `SW_MAXIMIZE` - hiro/Windows: add pMonitor::workspace() - hiro/Windows: add setMaximized(), setMinimized() in pWindow::construct() - bsnes: call setCentered() after setMaximized(false) |
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Tim Allen | ed5ec58595 |
Update to v103r13 release.
byuu says: Changelog: - gb/interface: fix Game Boy Color extension to be "gbc" and not "gb" [hex\_usr] - ms/interface: move Master System hardware controls below controller ports - sfc/ppu: improve latching behavior of BGnHOFS registers (not hardware verified) [AWJ] - tomoko/input: rework port/device mapping to support non-sequential ports and devices¹ - todo: should add move() to inputDevice.mappings.append and inputPort.devices.append - note: there's a weird GCC 4.9 bug with brace initialization of InputEmulator; have to assign each field separately - tomoko: all windows sans the main presentation window can be dismissed with the escape key - icarus: the single file selection dialog ("Load ROM Image...") can be dismissed with the escape key - tomoko: do not pause emulation when FocusLoss/Pause is set during exclusive fullscreen mode - hiro/(windows,gtk,qt): implemented Window::setDismissable() function (missing from cocoa port, sorry) - nall/string: fixed printing of largest possible negative numbers (eg `INT_MIN`) [Sintendo] - only took eight months! :D ¹: When I tried to move the Master System hardware port below the controller ports, I ran into a world of pain. The input settings list expects every item in the `InputEmulator<InputPort<InputDevice<InputMapping>>>>` arrays to be populated with valid results. But these would be sparsely populated based on the port and device IDs from inside higan. And that is done so that the Interface::inputPoll can have O(1) lookup of ports and devices. This worked because all the port and device IDs were sequential (they left no gaps in the maps upon creating the lists.) Unfortunately by changing the expectation of port ID to how it appears in the list, inputs would not poll correctly. By leaving them alone and just moving Hardware to the third position, the Game Gear would be missing port IDs of 0 and 1 (the controller ports of the Master System). Even by trying to make separate MasterSystemHardware and GameGearHardware ports, things still fractured when the devices were no longer contigious. I got pretty sick of this and just decided to give up on O(1) port/device lookup, and moved to O(n) lookup. It only knocked the framerate down by maybe one frame per second, enough to be in the margin of error. Inputs aren't polled *that* often for loops that usually terminate after 1-2 cycles to be too detrimental to performance. So the new input system now allows non-sequential port and device IDs. Remember that I killed input IDs a while back. There's never any reason for those to need IDs ... it was easier to just order the inputs in the order you want to see them in the user interface. So the input lookup is still O(1). Only now, everything's safer and I return a maybe<InputMapping&>, and won't crash out the program trying to use a mapping that isn't found for some reason. Errata: the escape key isn't working on the browser/message dialogs on Windows, because of course nothing can ever just be easy and work for me. If anyone else wouldn't mind looking into that, I'd greatly appreciate it. Having the `WM_KEYDOWN` test inside the main `Application_sharedProc`, it seems to not respond to the escape key on modal dialogs. If I put the `WM_KEYDOWN` test in the main window proc, then it doesn't seem to get called for `VK_ESCAPE` at all, and doesn't get called period for modal windows. So I'm at a loss and it's past 4AM here >_> |
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Tim Allen | 427bac3011 |
Update to v101r06 release.
byuu says: I reworked the video sizing code. Ended up wasting five fucking hours fighting GTK. When you call `gtk_widget_set_size_request`, it doesn't actually happen then. This is kind of a big deal because when I then go to draw onto the viewport, the actual viewport child window is still the old size, so the image gets distorted. It recovers in a frame or so with emulation, but if we were to put a still image on there, it would stay distorted. The first thought is, `while(gtk_events_pending()) gtk_main_iteration_do(false);` right after the `set_size_request`. But nope, it tells you there's no events pending. So then you think, go deeper, use `XPending()` instead. Same thing, GTK hasn't actually issued the command to Xlib yet. So then you think, if the widget is realized, just call a blocking `gtk_main_iteration`. One call does nothing, two calls results in a deadlock on the second one ... do it before program startup, and the main window will never appear. Great. Oh, and it's not just the viewport. It's also the widget container area of the windows, as well as the window itself, as well as the fullscreen mode toggle effect. They all do this. For the latter three, I couldn't find anything that worked, so I just added 20ms loops of constantly calling `gtk_main_iteration_do(false)` after each one of those things. The downside here is toggling the status bar takes 40ms, so you'll see it and it'll feel a tiny bit sluggish. But I can't have a 20ms wait on each widget resize, that would be catastrophic to performance on windows with lots of widgets. I tried hooking configure-event and size-allocate, but they were very unreliable. So instead I ended up with a loop that waits up to a maximm of 20ms that inspects the `widget->allocation.(width,height)` values directly and waits for them to be what we asked for with `set_size_request`. There was some extreme ugliness in GTK with calling `gtk_main_iteration_do` recursively (`hiro::Widget::setGeometry` is called recursively), so I had to lock it to only happen on the top level widgets (the child ones should get resized while waiting on the top-level ones, so it should be fine in practice), and also only run it on realized widgets. Even still, I'm getting ~3 timeouts when opening the settings dialog in higan, but no other windows. But, this is the best I can do for now. And the reason for all of this pain? Yeah, updated the video code. So the Emulator::Interface now has this: struct VideoSize { uint width, height; }; //or requiem for a tuple auto videoSize() -> VideoSize; auto videoSize(uint width, uint height, bool arc) -> VideoSize; The first function, for now, is just returning the literal surface size. I may remove this ... one thing I want to allow for is cores that send different texture sizes based on interlace/hires/overscan/etc settings. The second function is more interesting. Instead of having the UI trying to figure out sizing, I figure the emulation cores can do a better job and we can customize it per-core now. So it gets the window's width and height, and whether the user asked for aspect correction, and then computes the best width/height ratio possible. For now they're all just doing multiples of a 1x scale to the UI 2x,3x,4x modes. We still need a third function, which will probably be what I repurpose videoSize() for: to return the 'effective' size for pixel shaders, to then feed into ruby, to then feed into quark, to then feed into our shaders. Since shaders use normalized coordinates for pixel fetching, this should work out just fine. The real texture size will be exposed to quark shaders as well, of course. Now for the main window ... it's just hard-coded to be 640x480, 960x720, 1280x960 for now. It works nicely for some cores on some modes, not so much for others. Work in progress I guess. I also took the opportunity to draw the about dialog box logo on the main window. Got a bit fancy and used the old spherical gradient and impose functionality of nall/image on it. Very minor highlight, nothing garish. Just something nicer than a solid black window. If you guys want to mess around with sizes, placements, and gradient styles/colors/shapes ... feel free. If you come up with something nicer, do share. That's what led to all the GTK hell ... the logo wasn't drawing right as you resized the window. But now it is, though I am not at all happy with the hacking I had to do. I also had to improve the video update code as a result of this: - when you unload a game, it blacks out the screen - if you are not quitting the emulator, it'll draw the logo; if you are, it won't - when you load a game, it black out the logo These options prevent any unsightliness from resizing the viewport with image data on it already I need to redraw the logo when toggling fullscreen with no game loaded as well for Windows, it seems. |
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Tim Allen | 0c87bdabed |
Update to v094r43 release.
byuu says: Updated to compile with all of the new hiro changes. My next step is to write up hiro API documentation, and move the API from alpha (constantly changing) to beta (rarely changing), in preparation for the first stable release (backward-compatible changes only.) Added "--fullscreen" command-line option. I like this over a configuration file option. Lets you use the emulator in both modes without having to modify the config file each time. Also enhanced the command-line game loading. You can now use any of these methods: higan /path/to/game-folder.sfc higan /path/to/game-folder.sfc/ higan /path/to/game-folder.sfc/program.rom The idea is to support launchers that insist on loading files only. Technically, the file can be any name (manifest.bml also works); the only criteria is that the file actually exists and is a file, and not a directory. This is a requirement to support the first version (a directory lacking the trailing / identifier), because I don't want my nall::string class to query the file system to determine if the string is an actual existing file or directory for its pathname() / dirname() functions. Anyway, every game folder I've made so far has program.rom, and that's very unlikely to change, so this should be fine. Now, of course, if you drop a regular "game.sfc" file on the emulator, it won't even try to load it, unless it's in a folder that ends in .fc, .sfc, etc. In which case, it'll bail out immediately by being unable to produce a manifest for what is obviously not really a game folder. |
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Tim Allen | c45633550e |
Update to v094r42 release.
byuu says: I imagine you guys will like this WIP very much. Changelog: - ListView check boxes on Windows - ListView removal of columns on reset (changing input dropdowns) - DirectSound audio duplication on latency change - DirectSound crash on 20ms latency - Fullscreen window sizing in multi-monitor setups - Allow joypad bindings of hotkeys - Allow triggers to be mapped (Xbox 360 / XInput / Windows only) - Support joypad rumble for Game Boy Player - Video scale settings modified from {1x,2x,3x} to {2x,3x,4x} - System menu now renames to active emulation core - Added fast forward hotkey Not changing for v095: - not adding input focus settings yet - not adding shaders yet Not changing at all: - not implementing maximize |
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Tim Allen | f0c17ffc0d |
Update to v094r24 release.
byuu says: Finally!! Compilation works once again on Windows. However, it's pretty buggy. Modality isn't really working right, you can still poke at other windows, but when you select ListView items, they redraw as empty boxes (need to process WM_DRAWITEM before checking modality.) The program crashes when you close it (probably a ruby driver's term() function, that's what it usually is.) The Layout::setEnabled(false) call isn't working right, so you get that annoying chiming sound and cursor movement when mapping keyboard keys to game inputs. The column sizing seems off a bit on first display for the Hotkeys tab. And probably lots more. |
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Tim Allen | 4e0223d590 |
Update to v094r20 release.
byuu says: Main reason for this WIP was because of all the added lines to hiro for selective component disabling. May as well get all the diff-noise apart from code changes. It also merges something I've been talking to Cydrak about ... making nall::string::(integer,decimal) do built-in binary,octal,hex decoding instead of just failing on those. This will have fun little side effects all over the place, like being able to view a topic on my forum via "forum.byuu.org/topic/0b10010110", heh. There are two small changes to higan itself, though. First up, I fixed the resampler ratio when loading non-SNES games. Tested and I can play Game Boy games fine now. Second, I hooked up menu option hiding for reset and controller selection. Right now, this works like higan v094, but I'm thinking I might want to show the "Device -> Controller" even if that's all that's there. It kind of jives nicer with the input settings window to see the labels there, I think. And if we ever do add more stuff, it'll be nice that people already always expect that menu there. Remaining issues: * add slotted cart loader (SGB, BSX, ST) * add DIP switch selection window (NSS) * add timing configuration (video/audio sync) |
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Tim Allen | a512d14628 |
Update to v094r09 release.
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. |