byuu says:
Changelog:
- processor/arm7tdmi: completed implemented
- gba/cpu, sfc/coprocessor/armdsp: use arm7tdmi instead of arm
- sfc/cpu: experimental fix for newly discovered HDMA emulation issue
Notes:
The ARM7TDMI core crashes pretty quickly when trying to run GBA games,
and I'm certain the same will be the case with the ST018. It was never
all that likely I could rewrite 70KiB of code in 20 hours and have it
work perfectly on the first try. So, now it's time for lots and lots of
debugging. Any help would *really* be appreciated, if anyone were up for
comparing the two implementations for regressions =^-^= I often have a
really hard time spotting simple typos that I make.
Also, the SNES HDMA fix is temporary. I would like it if testers could
run through a bunch of games that are known for being tricky with HDMA
(or if these aren't known to said tester, any games are fine then.) If
we can confirm regressions, then we'll know the fix is either incorrect
or incomplete. But if we don't find any, then it's a good sign that
we're on the right path.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
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.)