mirror of https://github.com/bsnes-emu/bsnes.git
9 Commits
Author | SHA1 | Message | Date |
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Tim Allen | ed5ec58595 |
Update to v103r13 release.
byuu says: Changelog: - gb/interface: fix Game Boy Color extension to be "gbc" and not "gb" [hex\_usr] - ms/interface: move Master System hardware controls below controller ports - sfc/ppu: improve latching behavior of BGnHOFS registers (not hardware verified) [AWJ] - tomoko/input: rework port/device mapping to support non-sequential ports and devices¹ - todo: should add move() to inputDevice.mappings.append and inputPort.devices.append - note: there's a weird GCC 4.9 bug with brace initialization of InputEmulator; have to assign each field separately - tomoko: all windows sans the main presentation window can be dismissed with the escape key - icarus: the single file selection dialog ("Load ROM Image...") can be dismissed with the escape key - tomoko: do not pause emulation when FocusLoss/Pause is set during exclusive fullscreen mode - hiro/(windows,gtk,qt): implemented Window::setDismissable() function (missing from cocoa port, sorry) - nall/string: fixed printing of largest possible negative numbers (eg `INT_MIN`) [Sintendo] - only took eight months! :D ¹: When I tried to move the Master System hardware port below the controller ports, I ran into a world of pain. The input settings list expects every item in the `InputEmulator<InputPort<InputDevice<InputMapping>>>>` arrays to be populated with valid results. But these would be sparsely populated based on the port and device IDs from inside higan. And that is done so that the Interface::inputPoll can have O(1) lookup of ports and devices. This worked because all the port and device IDs were sequential (they left no gaps in the maps upon creating the lists.) Unfortunately by changing the expectation of port ID to how it appears in the list, inputs would not poll correctly. By leaving them alone and just moving Hardware to the third position, the Game Gear would be missing port IDs of 0 and 1 (the controller ports of the Master System). Even by trying to make separate MasterSystemHardware and GameGearHardware ports, things still fractured when the devices were no longer contigious. I got pretty sick of this and just decided to give up on O(1) port/device lookup, and moved to O(n) lookup. It only knocked the framerate down by maybe one frame per second, enough to be in the margin of error. Inputs aren't polled *that* often for loops that usually terminate after 1-2 cycles to be too detrimental to performance. So the new input system now allows non-sequential port and device IDs. Remember that I killed input IDs a while back. There's never any reason for those to need IDs ... it was easier to just order the inputs in the order you want to see them in the user interface. So the input lookup is still O(1). Only now, everything's safer and I return a maybe<InputMapping&>, and won't crash out the program trying to use a mapping that isn't found for some reason. Errata: the escape key isn't working on the browser/message dialogs on Windows, because of course nothing can ever just be easy and work for me. If anyone else wouldn't mind looking into that, I'd greatly appreciate it. Having the `WM_KEYDOWN` test inside the main `Application_sharedProc`, it seems to not respond to the escape key on modal dialogs. If I put the `WM_KEYDOWN` test in the main window proc, then it doesn't seem to get called for `VK_ESCAPE` at all, and doesn't get called period for modal windows. So I'm at a loss and it's past 4AM here >_> |
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Tim Allen | ff3750de4f |
Update to v103r04 release.
byuu says: Changelog: - fc/apu: $4003,$4007 writes initialize duty counter to 0 instead of 7 - fc/apu: corrected duty table entries for use with decrementing duty counter - processor/spc700: emulated the behavior of cycle 3 of (x)+ instructions to not read I/O registers - specifically, this prevents reads from $fd-ff from resetting the timers, as observed on real hardware - sfc/controller: added ControllerPort class to match Mega Drive design - sfc/expansion: added ExpansionPort class to match Mega Drive design - sfc/system: removed Peripherals class - sfc/system: changed `colorburst()` to `cpuFrequency()`; added `apuFrequency()` - sfc: replaced calls to `system.region == System::Region::*` with `Region::*()` - sfc/expansion: remove thread from scheduler when device is destroyed - sfc/smp: `{read,write}Port` now use a separate 4x8-bit buffer instead of underlying APU RAM [hex\_usr] |
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Tim Allen | 79c83ade70 |
Update to v101r29 release.
byuu says: Changelog: - SMS: background VDP clips partial tiles on the left (math may not be right ... it's hard to reason about) - SMS: fix background VDP scroll locks - SMS: fix VDP sprite coordinates - SMS: paint black after the end of the visible display - todo: shouldn't be a brute force at the end of the main VDP loop, should happen in each rendering unit - higan: removed emulator/debugger.hpp - higan: removed privileged: access specifier - SFC: removed debugger hooks - todo: remove sfc/debugger.hpp - Z80: fixed disassembly of (fd,dd) cb (displacement) (opcode) instructions - Z80: fix to prevent interrupts from firing between ix/iy prefixes and opcodes - todo: this is a rather hacky fix that could, if exploited, crash the stack frame - Z80: fix BIT flags - Z80: fix ADD hl,reg flags - Z80: fix CPD, CPI flags - Z80: fix IND, INI flags - Z80: fix INDR, INIT loop flag check - Z80: fix OUTD, OUTI flags - Z80: fix OTDR, OTIR loop flag check |
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Tim Allen | ca277cd5e8 |
Update to v100r14 release.
byuu says: (Windows: compile with -fpermissive to silence an annoying error. I'll fix it in the next WIP.) I completely replaced the time management system in higan and overhauled the scheduler. Before, processor threads would have "int64 clock"; and there would be a 1:1 relationship between two threads. When thread A ran for X cycles, it'd subtract X * B.Frequency from clock; and when thread B ran for Y cycles, it'd add Y * A.Frequency from clock. This worked well and allowed perfect precision; but it doesn't work when you have more complicated relationships: eg the 68K can sync to the Z80 and PSG; the Z80 to the 68K and PSG; so the PSG needs two counters. The new system instead uses a "uint64 clock" variable that represents time in attoseconds. Every time the scheduler exits, it subtracts the smallest clock count from all threads, to prevent an overflow scenario. The only real downside is that rounding errors mean that roughly every 20 minutes, we have a rounding error of one clock cycle (one 20,000,000th of a second.) However, this only applies to systems with multiple oscillators, like the SNES. And when you're in that situation ... there's no such thing as a perfect oscillator anyway. A real SNES will be thousands of times less out of spec than 1hz per 20 minutes. The advantages are pretty immense. First, we obviously can now support more complex relationships between threads. Second, we can build a much more abstracted scheduler. All of libco is now abstracted away completely, which may permit a state-machine / coroutine version of Thread in the future. We've basically gone from this: auto SMP::step(uint clocks) -> void { clock += clocks * (uint64)cpu.frequency; dsp.clock -= clocks; if(dsp.clock < 0 && !scheduler.synchronizing()) co_switch(dsp.thread); if(clock >= 0 && !scheduler.synchronizing()) co_switch(cpu.thread); } To this: auto SMP::step(uint clocks) -> void { Thread::step(clocks); synchronize(dsp); synchronize(cpu); } As you can see, we don't have to do multiple clock adjustments anymore. This is a huge win for the SNES CPU that had to update the SMP, DSP, all peripherals and all coprocessors. Likewise, we don't have to synchronize all coprocessors when one runs, now we can just synchronize the active one to the CPU. Third, when changing the frequencies of threads (think SGB speed setting modes, GBC double-speed mode, etc), it no longer causes the "int64 clock" value to be erroneous. Fourth, this results in a fairly decent speedup, mostly across the board. Aside from the GBA being mostly a wash (for unknown reasons), it's about an 8% - 12% speedup in every other emulation core. Now, all of this said ... this was an unbelievably massive change, so ... you know what that means >_> If anyone can help test all types of SNES coprocessors, and some other system games, it'd be appreciated. ---- Lastly, we have a bitchin' new about screen. It unfortunately adds ~200KiB onto the binary size, because the PNG->C++ header file transformation doesn't compress very well, and I want to keep the original resource files in with the higan archive. I might try some things to work around this file size increase in the future, but for now ... yeah, slightly larger archive sizes, sorry. The logo's a bit busted on Windows (the Label control's background transparency and alignment settings aren't working), but works well on GTK. I'll have to fix Windows before the next official release. For now, look on my Twitter feed if you want to see what it's supposed to look like. ---- EDIT: forgot about ICD2::Enter. It's doing some weird inverse run-to-save thing that I need to implement support for somehow. So, save states on the SGB core probably won't work with this WIP. |
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Tim Allen | 88c79e56a0 |
Update to v100r01 release.
[This version, with the internal version number changed back to "v100", replaced the original v100 source archive on byuu.org soon after v100's release, because it fixes important bugs in that version. --Ed] byuu says: Changelog: - fixed default paths for Sufami Turbo slotted games - moved WonderSwan orientation controls to the port rather than the device - I do like hex_usr's idea here; but that'll need more consideration; so this is a temporary fix - added new debugger interface (see the public topic for more on that) |
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Tim Allen | 13ad9644a2 |
Update to v099r16 release (public beta).
byuu says: Changelog: - hiro: BrowserDialog can navigate up to drive selection on Windows - nall: (file,path,dir,base,prefix,suffix)name => Location::(file,path,dir,base,prefix,suffix) - higan/tomoko: rename audio filter label from "Sinc" to "IIR - Biquad" - higan/tomoko: allow loading files via icarus on the command-line once again - higan/tomoko: (begrudging) quick hack to fix presentation window focus on startup - higan/audio: don't divide output audio volume by number of streams - processor/r65816: fix a regression in (read,write)DB; fixes Taz-Mania - fixed compilation regressions on Windows and Linux I'm happy with where we are at with code cleanups and stability, so I'd like to release v100. But even though I'm not assigning any special significance to this version, we should probably test it more thoroughly first. |
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Tim Allen | 8d5cc0c35e |
Update to v099r15 release.
byuu says: Changelog: - nall::lstring -> nall::string_vector - added IntegerBitField<type, lo, hi> -- hopefully it works correctly... - Multitap 1-4 -> Super Multitap 2-5 - fixed SFC PPU CGRAM read regression - huge amounts of SFC PPU IO register cleanups -- .bits really is lovely - re-added the read/write(VRAM,OAM,CGRAM) helpers for the SFC PPU - but they're now optimized to the realities of the PPU (16-bit data sizes / no address parameter / where appropriate) - basically used to get the active-display overrides in a unified place; but also reduces duplicate code in (read,write)IO |
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Tim Allen | 82293c95ae |
Update to v099r14 release.
byuu says: Changelog: - (u)int(max,ptr) abbreviations removed; use _t suffix now [didn't feel like they were contributing enough to be worth it] - cleaned up nall::integer,natural,real functionality - toInteger, toNatural, toReal for parsing strings to numbers - fromInteger, fromNatural, fromReal for creating strings from numbers - (string,Markup::Node,SQL-based-classes)::(integer,natural,real) left unchanged - template<typename T> numeral(T value, long padding, char padchar) -> string for print() formatting - deduces integer,natural,real based on T ... cast the value if you want to override - there still exists binary,octal,hex,pointer for explicit print() formatting - lstring -> string_vector [but using lstring = string_vector; is declared] - would be nice to remove the using lstring eventually ... but that'd probably require 10,000 lines of changes >_> - format -> string_format [no using here; format was too ambiguous] - using integer = Integer<sizeof(int)*8>; and using natural = Natural<sizeof(uint)*8>; declared - for consistency with boolean. These three are meant for creating zero-initialized values implicitly (various uses) - R65816::io() -> idle() and SPC700::io() -> idle() [more clear; frees up struct IO {} io; naming] - SFC CPU, PPU, SMP use struct IO {} io; over struct (Status,Registers) {} (status,registers); now - still some CPU::Status status values ... they didn't really fit into IO functionality ... will have to think about this more - SFC CPU, PPU, SMP now use step() exclusively instead of addClocks() calling into step() - SFC CPU joypad1_bits, joypad2_bits were unused; killed them - SFC PPU CGRAM moved into PPU::Screen; since nothing else uses it - SFC PPU OAM moved into PPU::Object; since nothing else uses it - the raw uint8[544] array is gone. OAM::read() constructs values from the OAM::Object[512] table now - this avoids having to determine how we want to sub-divide the two OAM memory sections - this also eliminates the OAM::synchronize() functionality - probably more I'm forgetting The FPS fluctuations are driving me insane. This WIP went from 128fps to 137fps. Settled on 133.5fps for the final build. But nothing I changed should have affected performance at all. This level of fluctuation makes it damn near impossible to know whether I'm speeding things up or slowing things down with changes. |
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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. |