byuu says:
This release features improvements to all emulation cores, but most
substantially for the Game Boy core. All of blargg's test ROMs that pass
in gambatte now either pass in higan, or are off by 1-2 clocks (the
actual behaviors are fully emulated.) I consider the Game Boy core to
now be fairly accurate, but there's still more improvements to be had.
Also, what's sure to be a major feature for some: higan now has full
support for loading and playing ordinary ROM files, whether they have
copier headers, weird extensions, or are inside compressed archives. You
can load these games from the command-line, from the main Library menu
(via Load ROM Image), or via drag-and-drop on the main higan window. Of
course, fans of game folders and the library need not worry: that's
still there as well.
Also new, you can drop the (uncompressed) Game Boy Advance BIOS onto the
higan main window to install it into the correct location with the
correct file name.
Lastly, this release technically restores Mac OS X support. However,
it's still not very stable, so I have decided against releasing binaries
at this time. I'd rather not rush this and leave a bad first impression
for OS X users.
Changelog (since v096):
- higan: project source code hierarchy restructured; icarus directly
integrated
- higan: added software emulation of color-bleed, LCD-refresh,
scanlines, interlacing
- icarus: you can now load and import ROM files/archives from the main
higan menu
- NES: fixed manifest parsing for board mirroring and VRC pinouts
- SNES: fixed manifest for Star Ocean
- SNES: fixed manifest for Rockman X2,X3
- GB: enabling LCD restarts frame
- GB: emulated extra OAM STAT IRQ quirk required for GBVideoPlayer
(Shonumi)
- GB: VBK, BGPI, OBPI are readable
- GB: OAM DMA happens inside PPU core instead of CPU core
- GB: fixed APU length and sweep operations
- GB: emulated wave RAM quirks when accessing while channel is enabled
- GB: improved timings of several CPU opcodes (gekkio)
- GB: improved timings of OAM DMA refresh (gekkio)
- GB: CPU uses open collector logic; return 0xFF for unmapped memory
(gekkio)
- GBA: fixed sequencer enable flags; fixes audio in Zelda - Minish Cap
(Jonas Quinn)
- GBA: fixed disassembler masking error (Lioncash)
- hiro: Cocoa support added; higan can now be compiled on Mac OS X 10.7+
- nall: improved program path detection on Windows
- higan/Windows: moved configuration data from %appdata% to
%localappdata%
- higan/Linux,BSD: moved configuration data from ~/.config/higan to
~/.local/higan
byuu says:
Changelog:
- fixed S-DD1 RAM writes (Star Ocean audio fixed)
- applied all of the DMG test ROM fixes discussed earlier; passes many
more test ROMs now
- at least until the GBVideoPlayer is working: for debugging purposes,
CPU/PPU single-step now instead of sync just-in-time (~30% slower)
- fixed OS X crash on NSTextView (hopefully, would be very odd if not)
Unfortunately passing these test ROMs caused my favorite GB/GBC game to
break all of its graphics =(
Shin Megami Tensei - Devichil - Kuro no Sho (Japan) is all garbled now.
I'm really quite bummed by this ... but I guess I'll go through and
revert r04's fixes one at a time until I find what's causing it.
On the plus side, Astro Rabby is playable now. Still acts weird when
pressing B/A on the first screen, but the start button will start the
game.
EDIT: got it. Shin Megami Tensei - Devichil requires FF4F (VBK) to be
readable. Before, it was always returning 0x00. With my return 0xFF
patch, that broke. But it should be returning the VBK value, which also
fixes it. Also need to handle FF68/FF6A reads. Was really hoping that'd
help GBVideoPlayer too, but nope. It doesn't read any of those three
registers.
byuu says:
Changelog:
- fixed icarus to save settings properly
- fixed higan's full screen toggle on OS X
- increased "Add Codes" button width to avoid text clipping
- implemented cocoa/canvas.cpp
- added 1s delay after mapping inputs before re-enabling the window
(wasn't actually necessary, but already added it)
- fixed setEnabled(false) on Cocoa's ListView and TextEdit widgets
- updated nall::programpath() to use GetModuleFileName on Windows
- GB: system uses open collector logic, so unmapped reads return 0xFF,
not 0x00 (passes blargg's cpu_instrs again) [gekkio]
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:
Warning: this is not for the faint of heart. This is a very early,
unpolished, buggy release. But help testing/fixing bugs would be greatly
appreciated for anyone willing.
Requirements:
- Mac OS X 10.7+
- Xcode 7.2+
Installation Commands:
cd higan
gmake -j 4
gmake install
cd ../icarus
gmake -j 4
gmake install
(gmake install is absolutely required, sorry. You'll be missing key
files in key places if you don't run it, and nothing will work.)
(gmake uninstall also exists, or you can just delete the .app bundles
from your Applications folder, and the Dev folder on your desktop.)
If you want to use the GBA emulation, then you need to drop the GBA BIOS
into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom
Usage:
You'll now find higan.app and icarus.app in your Applications folders.
First, run icarus.app, navigate to where you keep your game ROMs. Now
click the settings button at the bottom right, and check "Create
Manifests", and click OK. (You'll need to do this every time you run
icarus because there's some sort of bug on OSX saving the settings.) Now
click "Import", and let it bring in your games into ~/Emulation.
Note: "Create Manifests" is required. I don't yet have a pipe
implementation on OS X for higan to invoke icarus yet. If you don't
check this box, it won't create manifest.bml files, and your games won't
run at all.
Now you can run higan.app. The first thing you'll want to do is go to
higan->Preferences... and assign inputs for your gamepads. At the very
least, do it for the default controller for all the systems you want to
emulate.
Now this is very important ... close the application at this point so
that it writes your config file to disk. There's a serious crashing bug,
and if you trigger it, you'll lose your input bindings.
Now the really annoying part ... go to Library->{System} and pick the
game you want to play. Right now, there's a ~50% chance the application
will bomb. It seems the hiro::pListView object is getting destroyed, yet
somehow the internal Cocoa callbacks are being triggered anyway. I don't
know how this is possible, and my attempts to debug with lldb have been
a failure :(
If you're unlucky, the application will crash. Restart and try again. If
it crashes every single time, then you can try launching your game from
the command-line instead. Example:
open /Applications/higan.app \
--args ~/Emulation/Super\ Famicom/Zelda3.sfc/
Help wanted:
I could really, really, really use some help with that crashing on game
loading. There's a lot of rough edges, but they're all cosmetic. This
one thing is pretty much the only major show-stopping issue at the
moment, preventing a wider general audience pre-compiled binary preview.
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:
- fixed I/O register reads; perfect score on endrift's I/O tests now
- fixed mouse capture clipping on Windows [Cydrak]
- several hours of code maintenance work done on the SFC core
All higan/sfc files should now use the auto fn() -> ret; syntax. Haven't
converted all unsigned->uint yet. Also, probably won't do sfc/alt as
that's mostly just speed hack stuff.
Errata:
- forgot auto& instead of just auto on SuperFamicom::Video::draw_cursor,
which makes Super Scope / Justifier crash. Will be fixed in the next
WIP.
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.