byuu says:
It took several hours, but I've rebuilt much of the SNES' bus memory
mapping architecture.
The new design unifies the cartridge string-based mapping
("00-3f,80-bf:8000-ffff") and internal bus.map calls. The map() function
now has an accompanying unmap() function, and instead of a fixed 256
callbacks, it'll scan to find the first available slot. unmap() will
free slots up when zero addresses reference a given slot.
The controllers and expansion port are now both entirely dynamic.
Instead of load/unload/power/reset, they only have the constructor
(power/reset/load) and destructor (unload). What this means is you can
now dynamically change even expansion port devices after the system is
loaded.
Note that this is incredibly dangerous and stupid, but ... oh well. The
whole point of this was for 21fx. There's no way to change the expansion
port device prior to loading a game, but if the 21fx isn't active, then
the reset vector hijack won't work. Now you can load a 21fx game, change
the expansion port device, and simply reset the system to active the
device.
The unification of design between controller port devices and expansion
port devices is nice, and overall this results in a reduction of code
(all of the Mapping stuff in Cartridge is gone, replaced with direct bus
mapping.) And there's always the potential to expand this system more in
the future now.
The big missing feature right now is the ability to push/pop mappings.
So if you look at how the 21fx does the reset vector, you might vomit
a little bit. But ... it works.
Also changed exit(0) to _exit(0) in the POSIX version of nall::execute.
[The _exit(0) thing is an attempt to make higan not crash when it tries
to launch icarus and it's not on $PATH. The theory is that higan forks,
then the child tries to exec icarus and fails, so it exits, all the
unique_ptrs clean up their resources and tell the X server to free
things the parent process is still using. Calling _exit() prevents
destructors from running, and seems to prevent the problem. -Ed.]
byuu says:
I refactored my schedulers. Added about ten lines to each scheduler, and
removed about 100 lines of calling into internal state in the scheduler
for the FC,SFC cores and about 30-40 lines for the other cores. All of
its state is now private.
Also reworked all of the entry points to static auto Enter() and auto
main(). Where Enter() handles all the synchronization stuff, and main()
doesn't need the while(true); loop forcing another layer of indentation
everywhere.
Took a few hours to do, but totally worth it. I'm surprised I didn't do
this sooner.
Also updated icarus gmake install rule to copy over the database.
byuu says:
Nothing WS-related this time.
First, I fixed expansion port device mapping. On first load, it was
mapping the expansion port device too late, so it ended up not taking
effect. I had to spin out the logic for that into
Program::connectDevices(). This was proving to be quite annoying while
testing eBoot (SNES-Hook simulation.)
Second, I fixed the audio->set(Frequency, Latency) functions to take
(uint) parameters from the configuration file, so the weird behavior
around changing settings in the audio panel should hopefully be gone
now.
Third, I rewrote the interface->load,unload functions to call into the
(Emulator)::System::load,unload functions. And I have those call out to
Cartridge::load,unload. Before, this was inverted, and Cartridge::load()
was invoking System::load(), which I felt was kind of backward.
The Super Game Boy really didn't like this change, however. And it took
me a few hours to power through it. Before, I had the Game Boy core
dummying out all the interface->(load,save)Request calls, and having the
SNES core make them for it. This is because the folder paths and IDs
will be different between the two cores.
I've redesigned things so that ICD2's Emulator::Interface overloads
loadRequest and saveRequest, and translates the requests into new
requests for the SuperFamicom core. This allows the Game Boy code to do
its own loading for everything without a bunch of Super Game Boy special
casing, and without any awkwardness around powering on with no cartridge
inserted.
This also lets the SNES side of things simply call into higher-level
GameBoy::interface->load,save(id, stream) functions instead of stabbing
at the raw underlying state inside of various Game Boy core emulation
classes. So things are a lot better abstracted now.
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:
This release adds the phoenix/Cocoa port, and rewrites a lot of the
higan user interface to work with all of the new changes (like blocking
in the main run loop and in modal windows.)
It doesn't yet modify the compilation flags to actually build on OS
X yet, and even then, we don't really have ruby drivers, so there'd be
no video, audio or input.
Two months between a single WIP point release ... for the first six
years, I never went more than a month without a full official release.
I guess I should be happy that it's become so refined, but I sure do
miss those halcyon days of exciting progress.
In the release thread, byuu says:
The first official release of higan has been posted. higan is the
new name for bsnes, and it continues with the latter's version
numbering.
Note that as of now, bsnes still exists. It's a module distributed
inside of higan. bsnes is now specific to my SNES emulator.
Due to last minute changes to the emulator interface, and missing
support in ananke, I wasn't able to include Cydrak's Nintendo DS
emulator dasShiny in this build, but I hope to do so in the next
release.
http://code.google.com/p/higan/downloads/list
For both new and experienced users, please read the higan user guide
first:
http://byuu.org/higan/user-guide
In the v091 WIP thread, byuu says:
r15->r16:
- BS-X MaskROM handling (partial ... need to split bsx/flash away
from sfc/chip, restructure code - it requires tagging the base
cart markup for now, but it needs to parse the slotted cart
markup)
- phoenixflags / phoenixlink += -m32
- nall/sort stability
- if(input.poll(scancode[activeScancode]) == false) return;
- MSU1 / USART need to use interface->path(1)
- MSU1 needs to use Markup::Document, not XML::Document
- case-insensitive folder listings
- remove nall/emulation/system.hpp files (move to ananke)
- remove rom/ram id= checks with indexing
X have cores ask for manifest.bml (skipped for v092's release, too
big a change)
- rename compatibility profile to balanced (so people don't assume
it has better compatibility than accuracy)
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.)