Commit Graph

11 Commits

Author SHA1 Message Date
Tim Allen c2975e6898 Update to v103r25 release.
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.
2017-08-04 23:05:12 +10:00
Tim Allen 3bcf3c24c9 Update to v102r20 release.
byuu says:

Changelog:

  - nall: `#undef OUT` on Windows platform
  - GBA: add missing CPU prefetch state to serialization (this was
    breaking serialization in games using ROM prefetch)
  - GBA: reset all PPU data in the power() function (some things were
    missing before, causing issues on reset)
  - GBA: restored horizontal mosaic emulation to the new pixel-based
    renderer
  - GBA: fixed tilemap background horizontal flipping (Legend of Spyro -
    warning screen)
  - GBA: fixed d8 bits of scroll registers (ATV - Thunder Ridge Racers -
    menu screen)
  - SFC: DRAM refresh ticks the ALU MUL/DIV registers five steps forward
    [reported by kevtris]
  - SFC: merged dmaCounter and autoJoypadCounter into new shared
    clockCounter
      - left stub for old dmaCounter so that I can do some traces to
        ensure the new code's 100% identical

GBA save states would have been broken since whenever I emulated ROM
prefetch. I guess not many people are using the GBA core ...
2017-06-06 11:39:27 +10:00
Tim Allen 2461293ff0 Update to v102r19 release.
byuu says:

Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)

Changelog:

  - GBA: rewrote PPU from a scanline-based renderer to a pixel-based
    renderer
  - ruby: fixed video/gdi bugs

Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.

Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.

The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.

Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.

However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.

What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.

I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 13:16:44 +10:00
Tim Allen 67457fade4 Update to v099r13 release.
byuu says:

Changelog:
- GB core code cleanup completed
- GBA core code cleanup completed
- some more cleanup on missed processor/arm functions/variables
- fixed FC loading icarus bug
- "Load ROM File" icarus functionality restored
- minor code unification efforts all around (not perfect yet)
  - MMIO->IO
  - mmio.cpp->io.cpp
  - read,write->readIO,writeIO

It's been a very long work in progress ... starting all the way back with
v094r09, but the major part of the higan code cleanup is now completed! Of
course, it's very important to note that this is only for the basic style:

- under_score functions and variables are now camelCase
- return-type function-name() are now auto function-name() -> return-type
- Natural<T>/Integer<T> replace (u)intT_n types where possible
- signed/unsigned are now int/uint
- most of the x==true,x==false tests changed to x,!x

A lot of spot improvements to consistency, simplicity and quality have
gone in along the way, of course. But we'll probably never fully finishing
beautifying every last line of code in the entire codebase. Still,
this is a really great start. Going forward, WIP diffs should start
being smaller and of higher quality once again.

I know the joke is, "until my coding style changes again", but ... this
was way too stressful, way too time consuming, and way too risky. I'm
too old and tired now for extreme upheavel like this again. The only
major change I'm slowly mulling over would be renaming the using
Natural<T>/Integer<T> = (u)intT; shorthand to something that isn't as
easily confused with the (u)int_t types ... but we'll see. I'll definitely
continue to change small things all the time, but for the larger picture,
I need to just accept the style I have and live with it.
2016-06-29 21:10:28 +10:00
Tim Allen e2ee6689a0 Update to v098r06 release.
byuu says:

Changelog:
- emulation cores now refresh video from host thread instead of
  cothreads (fix AMD crash)
- SFC: fixed another bug with leap year months in SharpRTC emulation
- SFC: cleaned up camelCase on function names for
  armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes
- GB: added MBC1M emulation (requires manually setting mapper=MBC1M in
  manifest.bml for now, sorry)
- audio: implemented Emulator::Audio mixer and effects processor
- audio: implemented Emulator::Stream interface
  - it is now possible to have more than two audio streams: eg SNES
    + SGB + MSU1 + Voicer-Kun (eventually)
- audio: added reverb delay + reverb level settings; exposed balance
  configuration in UI
- video: reworked palette generation to re-enable saturation, gamma,
  luminance adjustments
- higan/emulator.cpp is gone since there was nothing left in it

I know you guys are going to say the color adjust/balance/reverb stuff
is pointless. And indeed it mostly is. But I like the idea of allowing
some fun special effects and configurability that isn't system-wide.

Note: there seems to be some kind of added audio lag in the SGB
emulation now, and I don't really understand why. The code should be
effectively identical to what I had before. The only main thing is that
I'm sampling things to 48000hz instead of 32040hz before mixing. There's
no point where I'm intentionally introducing added latency though. I'm
kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be
much appreciated :/

I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as
well, and that would be very bad.
2016-04-22 23:35:51 +10:00
Tim Allen a2d3b8ba15 Update to v098r04 release.
byuu says:

Changelog:
- SFC: fixed behavior of 21fx $21fe register when no device is connected
  (must return zero)
- SFC: reduced 21fx buffer size to 1024 bytes in both directions to
  mirror the FT232H we are using
- SFC: eliminated dsp/modulo-array.hpp [1]
- higan: implemented higan/video interface and migrated all cores to it
  [2]

[1] the echo history buffer was 8-bytes, so there was no need for it at
all here. Not sure what I was thinking. The BRR buffer was 12-bytes, and
has very weird behavior ... but there's only a single location in the
code where it actually writes to this buffer. It's much easier to just
write to the buffer three times there instead of implementing an entire
class just to abstract away two lines of code. This change actually
boosted the speed from ~124.5fps to around ~127.5fps, but that's within
the margin of error for GCC. I doubt it's actually faster this way.

The DSP core could really use a ton of work. It comes from a port of
blargg's spc_dsp to my coding style, but he was extremely fond of using
32-bit signed integers everywhere. There's a lot of opportunity to
remove red tape masking by resizing the variables to their actual state
sizes.

I really need to find where I put spc_dsp6.sfc from blargg. It's a great
test to verify if I've made any mistakes in my implementation that would
cause regressions. Don't suppose anyone has it?

[2] so again, the idea is that higan/audio and higan/video are going to
sit between the emulation cores and the user interfaces. The hope is to
output raw encoding data from the emulation cores without having to
worry about the video display format (generally 24-bit RGB) of the host
display. And also to avoid having to repeat myself with eg three
separate implementations of interframe blending, and so on.

Furthermore, the idea is that the user interface can configure its side
of the settings, and the emulation cores can configure their sides.
Thus, neither has to worry about the other end. And now we can spin off
new user interfaces much easier without having to mess with all of these
things.

Right now, I've implemented color emulation, interframe blending and
SNES horizontal color bleed. I did not implement scanlines (and
interlace effects for them) yet, but I probably will at some point.

Further, for right now, the WonderSwan/Color screen rotation is busted
and will only show games in the horizontal orientation. Obviously this
must be fixed before the next official release, but I'll want to think
about how to implement it.

Also, the SNES light gun pointers are missing for now.

Things are a bit messy right now as I've gone through several revisions
of how to handle these things, so a good house cleaning is in order once
everything is feature-complete again. I need to sit down and think
through how and where I want to handle things like light gun cursors,
LCD icons, and maybe even rasterized text messages.

And obviously ... higan/audio is still just nall::DSP's headers. I need
to revamp that whole interface. I want to make it quite powerful with
a true audio mixer so I can handle things like
SNES+SGB+MSU1+Voicer-Kun+SNES-CD (five separate audio streams at once.)

The video system has the concept of "effects" for things like color
bleed and interframe blending. I want to extend on this with useful
other effects, such as NTSC simulation, maybe bringing back my mini-HQ2x
filter, etc. I'd also like to restore the saturation/gamma/luma
adjustment sliders ... I always liked allowing people to compensate for
their displays without having to change settings system-wide. Lastly,
I've always wanted to see some audio effects. Although I doubt we'll
ever get my dream of CoreAudio-style profiles, I'd like to get some
basic equalizer settings and echo/reverb effects in there.
2016-04-12 07:29:56 +10:00
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 47d4bd4d81 Update to v096r01 release.
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.
2015-12-30 17:54:59 +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 29ea5bd599 Update to v092r09 release.
byuu says:

This will be another massive diff from the previous version.

All of higan was updated to use the new foo& bar syntax, and I also
updated switch statements to be consistent as well (but not in the
disassemblers, was starting to get an RSI just from what I already did.)

phoenix/{windows, cocoa, qt} need to be updated to use "string foo"
instead of "const string& foo", and after that, the major diffs should
be finished.

This archive is the first time I'm posting my copy-on-write,
size+capacity nall::string class, so any feedback on that is welcome as
well.
2013-05-05 19:21:30 +10:00
Tim Allen 94b2538af5 Update to higan v091 release.
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.)
2012-12-26 17:46:36 +11:00