Commit Graph

7 Commits

Author SHA1 Message Date
Tim Allen 344e63d928 Update to v097r02 release.
byuu says:

Note: balanced/performance profiles still broken, sorry.

Changelog:
- added nall/GNUmakefile unique() function; used on linking phase of
  higan
- added nall/unique_pointer
- target-tomoko and {System}::Video updated to use
  unique_pointer<ClassName> instead of ClassName* [1]
- locate() updated to search multiple paths [2]
- GB: pass gekkio's if_ie_registers and boot_hwio-G test ROMs
- FC, GB, GBA: merge video/ into the PPU cores
- ruby: fixed ~AudioXAudio2() typo

[1] I expected this to cause new crashes on exit due to changing the
order of destruction of objects (and deleting things that weren't
deleted before), but ... so far, so good. I guess we'll see what crops
up, especially on OS X (which is already crashing for unknown reasons on
exit.)

[2] right now, the search paths are: programpath(), {configpath(),
"higan/"}, {localpath(), "higan/"}; but we can add as many more as we
want, and we can also add platform-specific versions.
2016-01-25 22:27:18 +11:00
Tim Allen e0815b55b9 Update to v094r28 release.
byuu says:

This WIP substantially restructures the ruby API for the first time
since that project started.

It is my hope that with this restructuring, destruction of the ruby
objects should now be deterministic, which should fix the crashing on
closing the emulator on Linux. We'll see I guess ... either way, it
removed two layers of wrappers from ruby, so it's a pretty nice code
cleanup.

It won't compile on Windows due to a few issues I didn't see until
uploading the WIP, too lazy to upload another. But I fixed all the
compilation issues locally, so it'll work on Windows again with the next
WIP (unless I break something else.)

(Kind of annoying that Linux defines glActiveTexture but Windows
doesn't.)
2015-06-20 15:44:05 +10:00
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.
2015-06-16 20:30:04 +10:00
Tim Allen 04986d2bf7 Update to v094r01 release.
byuu says:

Changelog:
- port: various compilation fixes for OS X [kode54]
- nall: added programpath() function to return path to process binary
  [todo: need to have ethos use this function]
- ruby: XAudio2 will select default game sound device instead of first
  sound device
- ruby: DirectInput device IDs are no longer ambiguous when VID+PID are
  identical
- ruby: OpenGL won't try and terminate if it hasn't been initialized
- gb: D-pad up+down/left+right not masked in SGB mode
- sfc: rewrote ICD2 video rendering to output in real-time, work with
  cycle-based Game Boy renderer
- sfc: rewrote Bus::reduce(), reduces game loading time by about 500ms
- ethos: store save states in {game}/higan/* instead of {game}/bsnes/*
- loki: added target-loki/ (blank stub for now)
- Makefile: purge out/* on make clean
2014-01-28 21:04:58 +11:00
Tim Allen 4e2eb23835 Update to v093 release.
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.
2013-08-18 13:21:14 +10:00
Tim Allen a59ecb3dd4 Include all the code from the bsnes v068 tarball.
byuu describes the changes since v067:

This release officially introduces the accuracy and performance cores,
alongside the previously-existing compatibility core. The accuracy core
allows the most accurate SNES emulation ever seen, with every last
processor running at the lowest possible clock synchronization level.
The performance core allows slower computers the chance to finally use
bsnes. It is capable of attaining 60fps in standard games even on an
entry-level Intel Atom processor, commonly found in netbooks.

The accuracy core is absolutely not meant for casual gaming at all. It
is meant solely for getting as close to 100% perfection as possible, no
matter the cost to speed. It should only be used for testing,
development or debugging.

The compatibility core is identical to bsnes v067 and earlier, but is
now roughly 10% faster. This is the default and recommended core for
casual gaming.

The performance core contains an entirely new S-CPU core, with
range-tested IRQs; and uses blargg's heavily-optimized S-DSP core
directly. Although there are very minor accuracy tradeoffs to increase
speed, I am confident that the performance core is still more accurate
and compatible than any other SNES emulator. The S-CPU, S-SMP, S-DSP,
SuperFX and SA-1 processors are all clock-based, just as in the accuracy
and compatibility cores; and as always, there are zero game-specific
hacks. Its compatibility is still well above 99%, running even the most
challenging games flawlessly.

If you have held off from using bsnes in the past due to its system
requirements, please give the performance core a try. I think you will
be impressed. I'm also not finished: I believe performance can be
increased even further.

I would also strongly suggest Windows Vista and Windows 7 users to take
advantage of the new XAudio2 driver by OV2. Not only does it give you
a performance boost, it also lowers latency and provides better sound by
way of skipping an API emulation layer.

Changelog:
- Split core into three profiles: accuracy, compatibility and
  performance
- Accuracy core now takes advantage of variable-bitlength integers (eg
  uint24_t)
- Performance core uses a new S-CPU core, written from scratch for speed
- Performance core uses blargg's snes_dsp library for S-DSP emulation
- Binaries are now compiled using GCC 4.5
- Added a workaround in the SA-1 core for a bug in GCC 4.5+
- The clock-based S-PPU renderer has greatly improved OAM emulation;
  fixing Winter Gold and Megalomania rendering issues
- Corrected pseudo-hires color math in the clock-based S-PPU renderer;
  fixing Super Buster Bros backgrounds
- Fixed a clamping bug in the Cx4 16-bit triangle operation [Jonas
  Quinn]; fixing Mega Man X2 "gained weapon" star background effect
- Updated video renderer to properly handle mixed-resolution screens
  with interlace enabled; fixing Air Strike Patrol level briefing screen
- Added mightymo's 2010-08-19 cheat code pack
- Windows port: added XAudio2 output support [OV2]
- Source: major code restructuring; virtual base classes for processor
- cores removed, build system heavily modified, etc.
2010-10-20 22:30:34 +11:00
Tim Allen cda10094da Updated to v067r22 release.
byuu says:

Added OV2's XAudio2 driver (it's better and faster than the DirectSound
one)
Fixed DirectInput keypad number codes
Added launcher to make the profiles work
Profiles now called: Accuracy, Compatibility, Performance (not debating
names anymore)

The launcher isn't going to work on OS X because of the .app folder
bullshit (yes, yes, .sfc folders.)
It also crashes on Windows XP for god only knows what reason. Works fine
on Windows 7 and Linux. So XP users, rename the .dll files to .exe to
test this release. I'll fix it on Monday.
The color highlighting fucks up the radio boxes on the Windows classic
theme, because Nokia can't afford a god damn QA team.
Lastly, I forgot to add launcher to the make archive-all command, so the
source for it will be in the next WIP.
2010-10-20 22:30:33 +11:00