byuu says:
Changelog:
- processor/lr35902: completed rewrite
I'd appreciate regression testing of the Game Boy and Game Boy Color
emulation between v103r24 and v103r26 (skip r25) if anyone wouldn't
mind.
I fixed up processor/lr35902-legacy to compile and run, so that trace
logs can be created between the two cores to find errors. I'm going to
kill processor/lr35902-legacy with the next WIP release, as well as make
changes to the trace format (add flags externally from AF; much easier
to read them that way), which will make it more difficult to do these
comparisons in the future, hence r26 may prove important later on if we
miss regressions this time.
As for the speed of the new CPU core, not too much to report ... at
least it's not slower :)
Mega Man II: 212.5 to 214.5fps
Shiro no Sho: 191.5 to 191.5fps
Oracle of Ages: 182.5 to 190.5fps
byuu says:
Changelog:
- gb/cpu: force STAT mode to 0 when LCD is disabled (fixes Pokemon
Pinball, etc)
- gb/ppu: when LCD is disabled, require at least one-frame wait to
re-enable, display white during this time
- todo: should step by a scanline at a time: worst-case is an
extra 99% of a frame to enable again
- gba/ppu: cache tilemap lookups and attribute parsing
- it's more accurate because the GBA wouldn't read this for every
pixel
- but unfortunately, this didn't provide any speedup at all ...
sigh
- ruby/audio/alsa: fixed const issue with free()
- ruby/video/cgl: removed `glDisable(GL_ALPHA_TEST)` [deprecated]
- ruby/video/cgl: removed `glEnable(GL_TEXTURE_2D)` [unnecessary as
we use shaders]
- processor/lr35902: started rewrite¹
¹: so, the Game Boy and Game Boy Color cores will be completely
broken for at least the next two or three WIPs.
The old LR35902 was complete garbage, written in early 2011. So I'm
rewriting it to provide a massive cleanup and consistency with other
processor cores, especially the Z80 core.
I've got about 85% of the main instructions implemented, and then I have
to do the CB instructions. The CB instructions are easier because
they're mostly just a small number of opcodes in many small variations,
but it'll still be tedious.
byuu says:
Changelog:
- processor/gsu: minor code cleanup
- processor/hg51b: renamed reg(Read,Write) to register(Read,Write)
- processor/lr35902: minor code cleanup
- processor/spc700: completed code cleanup (sans disassembler)
- no longer uses internal global state inside instructions
- processor/spc700: will no longer hang the emulator if stuck in a WAI
(SLEEP) or STP (STOP) instruction
- processor/spc700: fixed bug in handling of OR1 and AND1 instructions
- processor/z80: minor code cleanup
- sfc/dsp: revert to initializing registers to 0x00; save for
ENDX=random(), FLG=0xe0 [Jonas Quinn]
Major testing of the SNES game library would be appreciated, now that
its CPU cores have all been revised.
We know the DSP registers read back as randomized data ... mostly, but
there are apparently internal latches, which we can't emulate with the
current DSP design. So until we know which registers have separate
internal state that actually *is* initialized, I'm going to play it safe
and not break more games.
Thanks again to Jonas Quinn for the continued research into this issue.
EDIT: that said ... `MD works if((ENDX&0x30) > 0)` is only a 3:4 chance
that the game will work. That seems pretty unlikely that the odds of it
working are that low, given hardware testing by others in the past :/ I
thought if worked if `PITCH != 0` before, which would have been way more
likely.
The two remaining CPU cores that need major cleanup efforts are the
LR35902 and ARM cores. Both are very large, complicated, annoying cores
that will probably be better off as full rewrites from scratch. I don't
think I want to delay v103 in trying to accomplish that, however.
So I think it'll be best to focus on allowing the Mega Drive core to not
lock when processors are frozen waiting on a response from other
processors during a save state operation. Then we should be good for a
new release.
byuu says:
Changelog:
- SMS: background VDP clips partial tiles on the left (math may not be
right ... it's hard to reason about)
- SMS: fix background VDP scroll locks
- SMS: fix VDP sprite coordinates
- SMS: paint black after the end of the visible display
- todo: shouldn't be a brute force at the end of the main VDP
loop, should happen in each rendering unit
- higan: removed emulator/debugger.hpp
- higan: removed privileged: access specifier
- SFC: removed debugger hooks
- todo: remove sfc/debugger.hpp
- Z80: fixed disassembly of (fd,dd) cb (displacement) (opcode)
instructions
- Z80: fix to prevent interrupts from firing between ix/iy prefixes
and opcodes
- todo: this is a rather hacky fix that could, if exploited, crash
the stack frame
- Z80: fix BIT flags
- Z80: fix ADD hl,reg flags
- Z80: fix CPD, CPI flags
- Z80: fix IND, INI flags
- Z80: fix INDR, INIT loop flag check
- Z80: fix OUTD, OUTI flags
- Z80: fix OTDR, OTIR loop flag check
byuu says:
Changelog:
- fixed Super Game Boy regression from v096r04 with bottom tile row
flickering
- fixed GB STAT IRQ regression from previous WIP
- Altered Space is now playable
- GBVideoPlayer isn't; but nobody seems to know exactly what weird
hardware quirk that one relies on to work
- ~3-4% speed improvement in SuperFX games by eliminating function<>
callback on register assignments
- most noticeable in Doom in-game; least noticeable on Yoshi's Island
title screen (darn)
- finished GSU core and SuperFX coprocessor code cleanups
- did some more work cleaning up the LR35902 core and GB CPU code
Just a fair warning: don't get your hopes up on these GB
fixes. Cliffhanger now hangs completely (har har), and none of the
other bugs are fixed. We pretty much did all this work just for Altered
Space. So, I hope you like playing Altered Space.
byuu says:
Changelog:
- GNUmakefile: reverted $(call unique,) to $(strip)
- processor/r6502: removed templates; reduces object size from 146.5kb
to 107.6kb
- processor/lr35902: removed templates; reduces object size from 386.2kb
to 197.4kb
- processor/spc700: merged op macros for switch table declarations
- sfc/coprocessor/sa1: partial cleanups; flattened directory structure
- sfc/coprocessor/superfx: partial cleanups; flattened directory structure
- sfc/coprocessor/icd2: flattened directory structure
- gb/ppu: changed behavior of STAT IRQs
Major caveat! The GB/GBC STAT IRQ changes has a major bug in it somewhere
that's seriously breaking most games. I'm pushing the WIP anyway, because
I believe the changes to be mostly correct. I'd like to get more people
looking at these changes, and also try more heavy-handed hacking and
diff comparison logging between the previous WIP and this one.
byuu says:
26 hours in, 173 instructions implemented. Although the four segment
prefix opcodes don't actually do anything yet. There's less than 256
actual instructions on the 80186, not sure of the exact count.
Gunpey gets around ~8,200 instructions in before hitting an unsupported
opcode (loop). Riviera goes off the rails on a retf and ends up
executing an endless stream of bad opcodes in RAM =( Both games hammer
the living shit out of the in/out ports pretty much immediately.
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.)