mirror of https://github.com/bsnes-emu/bsnes.git
53 Commits
Author | SHA1 | Message | Date |
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Tim Allen | 8af3e4a6e2 |
Update to v102r22 release.
byuu says: Changelog: - higan: Emulator::Interface::videoSize() renamed to videoResolution() - higan: Emulator::Interface::rtcsync() renamed to rtcSynchronize() - higan: added video display rotation support to Video - GBA: substantially improved audio mixing - fixed bug with FIFO 50%/100% volume setting - now properly using SOUNDBIAS amplitude to control output frequencies - reduced quantization noise - corrected relative volumes between PSG and FIFO channels - both PSG and FIFO values cached based on amplitude; resulting in cleaner PCM samples - treating PSG volume=3 as 200% volume instead of 0% volume now (unverified: to match mGBA) - GBA: properly initialize ALL CPU state; including the vital prefetch.wait=1 (fixes Classic NES series games) - GBA: added video rotation with automatic key translation support - PCE: reduced output resolution scalar from 285x242 to 285x240 - the extra two scanlines won't be visible on most TVs; and they make all other cores look worse - this is because all other cores output at 240p or less; so they were all receiving black bars in windowed mode - tomoko: added "Rotate Display" hotkey setting - tomoko: changed hotkey multi-key logic to OR instead of AND - left support for flipping it back inside the core; for those so inclined; by uncommenting one line in input.hpp - tomoko: when choosing Settings→Configuration, it will automatically select the currently loaded system - for instance, if you're playing a Game Gear game, it'll take you to the Game Gear input settings - if no games are loaded, it will take you to the hotkeys panel instead - WS(C): merged "Hardware-Vertical", "Hardware-Horizontal" controls into combined "Hardware" - WS(C): converted rotation support from being inside the core to using Emulator::Video - this lets WS(C) video content scale larger now that it's not bounded by a 224x224 square box - WS(C): added automatic key rotation support - WS(C): removed emulator "Rotate" key (use the general hotkey instead; I recommend F8 for this) - nall: added serializer support for nall::Boolean (boolean) types - although I will probably prefer the usage of uint1 in most cases |
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Tim Allen | 04072b278b |
Update to v102r16 release.
byuu says: Changelog: - Emulator::Stream now allows adding low-pass and high-pass filters dynamically - also accepts a pass# count; each pass is a second-order biquad butterworth IIR filter - Emulator::Stream no longer automatically filters out >20KHz frequencies for all streams - FC: added 20Hz high-pass filter; 20KHz low-pass filter - GB: removed simple 'magic constant' high-pass filter of unknown cutoff frequency (missed this one in the last WIP) - GB,SGB,GBC: added 20Hz high-pass filter; 20KHz low-pass filter - MS,GG,MD/PSG: added 20Hz high-pass filter; 20KHz low-pass filter - MD: added save state support (but it's completely broken for now; sorry) - MD/YM2612: fixed Voice#3 per-operator pitch support (fixes sound effects in Streets of Rage, etc) - PCE: added 20Hz high-pass filter; 20KHz low-pass filter - WS,WSC: added 20Hz high-pass filter; 20KHz low-pass filter So, the point of the low-pass filters is to remove frequencies above human hearing. If we don't do this, then resampling will introduce aliasing that results in sounds that are audible to the human ear. Which basically an annoying buzzing sound. You'll definitely hear the improvement from these in games like Mega Man 2 on the NES. Of course, these already existed before, so this WIP won't sound better than previous WIPs. The high-pass filters are a little more complicated. Their main role is to remove DC bias and help to center the audio stream. I don't understand how they do this at all, but ... that's what everyone who knows what they're talking about says, thus ... so be it. I have set all of the high-pass filters to 20Hz, which is below the limit of human hearing. Now this is where it gets really interesting ... technically, some of these systems actually cut off a lot of range. For instance, the GBA should technically use an 800Hz high-pass filter when output is done through the system's speakers. But of course, if you plug in headphones, you can hear the lower frequencies. Now 800Hz ... you definitely can hear. At that level, nearly all of the bass is stripped out and the audio is very tinny. Just like the real system. But for now, I don't want to emulate the audio being crushed that badly. I'm sticking with 20Hz everywhere since it won't negatively affect audio quality. In fact, you should not be able to hear any difference between this WIP and the previous WIP. But theoretically, DC bias should mostly be removed as a result of these new filters. It may be that we need to raise the values on some cores in the future, but I don't want to do that until we know for certain that we have to. What I can say is that compared to even older WIPs than r15 ... the removal of the simple one-pole low-pass and high-pass filters with the newer three-pass, second-order filters should result in much better attenuation (less distortion of audible frequencies.) Probably not enough to be noticeable in a blind test, though. |
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Tim Allen | 0bf2c9d4e1 |
Update to v102r13 release.
byuu says: Changelog: - removed Emulator::Interface::videoFrequency(), audioFrequency()¹ - (MS,GG,MD)/PSG: removed inversion on noise channel LFSR update [mic_] - MD/PSG: lowered volume to match YM2612 volume - MD/YM2612: added Cydrak's emulation of FM channels and LFO² ¹: These were no longer used by the UI. The video frequency is adaptive on many systems. And the audio frequency is meaningless due to Emulator::Audio always outputting a consistent frequency specified by the UI. Plus, take the Genesis where there's two sound chips running at different frequencies. So, these had to go. ²: Due to some lurking bugs, the audio is completely broken unfortunately. Will need to be debugged :( First pass looking for any typos didn't yield any obvious results. |
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Tim Allen | 68f04c3bb8 |
Update to v102r10 release.
byuu says: Changelog: - removed Emulator::Interface::Capabilities¹ - MS: improved the PSG emulation a bit - MS: added cheat code support - MS: added save state support² - MD: emulated the PSG³ ¹: there's really no point to it anymore. I intend to add cheat codes to the GBA core, as well as both cheat codes and save states to the Mega Drive core. I no longer intend to emulate any new systems, so these values will always be true. Further, the GUI doesn't respond to these values to disable those features anymore ever since the hiro rewrite, so they're double useless. ²: right now, the Z80 core is using a pointer for HL-\>(IX,IY) overrides. But I can't reliably serialize pointers, so I need to convert the Z80 core to use an integer here. The save states still appear to work fine, but there's the potential for an instruction to execute incorrectly if you're incredibly unlucky, so this needs to be fixed as soon as possible. Further, I still need a way to serialize array<T, Size> objects, and I should also add nall::Boolean serialization support. ³: I don't have a system in place to share identical sound chips. But this chip is so incredibly simple that it's not really much trouble to duplicate it. Further, I can strip out the stereo sound support code from the Game Gear portion, so it's even tinier. Note that the Mega Drive only just barely uses the PSG. Not at all in Altered Beast, and only for a tiny part of the BGM music on Sonic 1, plus his jump sound effect. |
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Tim Allen | fa6cbac251 |
Update to v102r06 release.
byuu says: Changelog: - added higan/emulator/platform.hpp (moved out Emulator::Platform from emulator/interface.hpp) - moved gmake build paramter to nall/GNUmakefile; both higan and icarus use it now - added build=profile mode - MD: added the region select I/O register - MD: started to add region selection support internally (still no external select or PAL support) - PCE: added cycle stealing when reading/writing to the VDC or VCE; and when using ST# instructions - PCE: cleaned up PSG to match the behavior of Mednafen (doesn't improve sound at all ;_;) - note: need to remove loadWaveSample, loadWavePeriod - HuC6280: ADC/SBC decimal mode consumes an extra cycle; does not set V flag - HuC6280: block transfer instructions were taking one cycle too many - icarus: added code to strip out PC Engine ROM headers - hiro: added options support to BrowserDialog The last one sure ended in failure. The plan was to put a region dropdown directly onto hiro::BrowserDialog, and I had all the code for it working. But I forgot one important detail: the system loads cartridges AFTER powering on, so even though I could technically change the system region post-boot, I'd rather not do so. So that means we have to know what region we want before we even select a game. Shit. |
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Tim Allen | ee7662a8be |
Update to v102r04 release.
byuu says: Changelog: - Super Game Boy support is functional once again - new GameBoy::SuperGameBoyInterface class - system.(dmg,cgb,sgb) is now Model::(Super)GameBoy(Color) ala the PC Engine - merged WonderSwanInterface, WonderSwanColorInterface shared functions to WonderSwan::Interface - merged GameBoyInterface, GameBoyColorInterface shared functions to GameBoy::Interface - Interface::unload() now calls Interface::save() for Master System, Game Gear, Mega Drive, PC Engine, SuperGrafx - PCE: emulated PCE-CD backup RAM; stored per-game as save.ram (2KiB file) - this means you can now save your progress in games like Neutopia - the PCE-CD I/O registers like BRAM write protect are not emulated yet - PCE: IRQ sources now hold the IRQ line state, instead of the CPU holding it - this fixes most SuperGrafx games, which were fighting over the VDC IRQ line previously - PCE: CPU I/O $14xx should return the pending IRQ bits even if IRQs are disabled - PCE: VCE and the VDCs now synchronize to each other; fixes pixel widths in all games - PCE: greatly increased the accuracy of the VPC priority selection code (windows may be buggy still) - HuC6280: PLA, PLX, PLY should set Z, N flags; fixes many game bugs [Jonas Quinn] The big thing I wanted to do was enslave the VDC(s) to the VCE. But unfortunately, I forgot about the asynchronous DMA channels that each VDC supports, so this isn't going to be possible I'm afraid. In the most demanding case, Daimakaimura in-game, we're looking at 85fps on my Xeon E3 1276v3. So ... not great, and we don't even have sound connected yet. We are going to have to profile and optimize this code once sound emulation and save states are in. Basically, think of it like this: the VCE, VDC0, and VDC1 all have the same overhead, scheduling wise (which is the bulk of the performance loss) as the dot-renderer for the SNES core. So it's like there's three bsnes-accuracy PPU threads running just for video. ----- Oh, just a fair warning ... the hooks for the SGB are a work in progress. If anyone is working on higan or a fork and want to do something similar to it, don't use it as a template, at least not yet. Right now, higan looks like this: - Emulator::Video handles the platform→videoRefresh calls - Emulator::Audio handles the platform→audioSample calls - each core hard-codes the platform→inputPoll, inputRumble calls - each core hard-codes calls to path, open, load to process files - dipSettings and notify are specialty hacks, neither are even hooked up right now to anything With the SGB, it's an emulation core inside an emulation core, so ideally you want to hook all of those functions. Emulator::Video and Emulator::Audio aren't really abstractions over that, as the GB core calls them and we have to special case not calling them in SGB mode. The path, open, load can be implemented without hooks, thanks to the UI only using one instance of Emulator::Platform for all cores. All we have to do is override the folder path ID for the "Game Boy.sys" folder, so that it picks "Super Game Boy.sfc/" and loads its boot ROM instead. That's just a simple argument to GameBoy::System::load() and we're done. dipSettings, notify and inputRumble don't matter. But we do also have to hook inputPoll as well. The nice idea would be for SuperFamicom::ICD2 to inherit from Emulator::Platform and provide the desired functions that we need to overload. After that, we'd just need the GB core to keep an abstraction over the global Emulator::platform\* handle, to select between the UI version and the SFC::ICD2 version. However ... that doesn't work because of Emulator::Video and Emulator::Audio. They would also have to gain an abstraction over Emulator::platform\*, and even worse ... you'd have to constantly swap between the two so that the SFC core uses the UI, and the GB core uses the ICD2. And so, for right now, I'm checking Model::SuperGameBoy() -> bool everywhere, and choosing between the UI and ICD2 targets that way. And as such, the ICD2 doesn't really need Emulator::Platform inheritance, although it certainly could do that and just use the functions it needs. But the SGB is even weirder, because we need additional new signals beyond just Emulator::Platform, like joypWrite(), etc. I'd also like to work on the Emulator::Stream for the SGB core. I don't see why we can't have the GB core create its own stream, and let the ICD2 just use that instead. We just have to be careful about the ICD2's CPU soft reset function, to make sure the GB core's Stream object remains valid. What I think that needs is a way to release an Emulator::Stream individually, rather than calling Emulator::Audio::reset() to do it. They are shared\_pointer objects, so I think if I added a destructor function to remove it from Emulator::Audio::streams, then that should work. |
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Tim Allen | bdc100e123 |
Update to v102r02 release.
byuu says: Changelog: - I caved on the `samples[] = {0.0}` thing, but I'm very unhappy about it - if it's really invalid C++, then GCC needs to stop accepting it in strict `-std=c++14` mode - Emulator::Interface::Information::resettable is gone - Emulator::Interface::reset() is gone - FC, SFC, MD cores updated to remove soft reset behavior - split GameBoy::Interface into GameBoyInterface, GameBoyColorInterface - split WonderSwan::Interface into WonderSwanInterface, WonderSwanColorInterface - PCE: fixed off-by-one scanline error [hex_usr] - PCE: temporary hack to prevent crashing when VDS is set to < 2 - hiro: Cocoa: removed (u)int(#) constants; converted (u)int(#) types to (u)int_(#)t types - icarus: replaced usage of unique with strip instead (so we don't mess up frameworks on macOS) - libco: added macOS-specific section marker [Ryphecha] So ... the major news this time is the removal of the soft reset behavior. This is a major!! change that results in a 100KiB diff file, and it's very prone to accidental mistakes!! If anyone is up for testing, or even better -- looking over the code changes between v102r01 and v102r02 and looking for any issues, please do so. Ideally we'll want to test every NES mapper type and every SNES coprocessor type by loading said games and power cycling to make sure the games are all cleanly resetting. It's too big of a change for me to cover there not being any issues on my own, but this is truly critical code, so yeah ... please help if you can. We technically lose a bit of hardware documentation here. The soft reset events do all kinds of interesting things in all kinds of different chips -- or at least they do on the SNES. This is obviously not ideal. But in the process of removing these portions of code, I found a few mistakes I had made previously. It simplifies resetting the system state a lot when not trying to have all the power() functions call the reset() functions to share partial functionality. In the future, the goal will be to come up with a way to add back in the soft reset behavior via keyboard binding as with the Master System core. What's going to have to happen is that the key binding will have to send a "reset pulse" to every emulated chip, and those chips are going to have to act independently to power() instead of reusing functionality. We'll get there eventually, but there's many things of vastly greater importance to work on right now, so it'll be a while. The information isn't lost ... we'll just have to pull it out of v102 when we are ready. Note that I left the SNES reset vector simulation code in, even though it's not possible to trigger, for the time being. Also ... the Super Game Boy core is still disconnected. To be honest, it totally slipped my mind when I released v102 that it wasn't connected again yet. This one's going to be pretty tricky to be honest. I'm thinking about making a third GameBoy::Interface class just for SGB, and coming up with some way of bypassing platform-> calls when in this mode. |
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Tim Allen | bf90bdfcc8 |
Update to v101r31 release.
byuu says: Changelog: - converted Emulator::Interface::Bind to Emulator::Platform - temporarily disabled SGB hooks - SMS: emulated Game Gear palette (latching word-write behavior not implemented yet) - SMS: emulated Master System 'Reset' button, Game Gear 'Start' button - SMS: removed reset() functionality, driven by the mappable input now instead - SMS: split interface class in two: one for Master System, one for Game Gear - SMS: emulated Game Gear video cropping to 160x144 - PCE: started on HuC6280 CPU core—so far only registers, NOP instruction has been implemented Errata: - Super Game Boy support is broken and thus disabled - if you switch between Master System and Game Gear without restarting, bad things happen: - SMS→GG, no video output on the GG - GG→SMS, no input on the SMS I'm not sure what's causing the SMS\<-\>GG switch bug, having a hard time debugging it. Help would be very much appreciated, if anyone's up for it. Otherwise I'll keep trying to track it down on my end. |
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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 | 427bac3011 |
Update to v101r06 release.
byuu says: I reworked the video sizing code. Ended up wasting five fucking hours fighting GTK. When you call `gtk_widget_set_size_request`, it doesn't actually happen then. This is kind of a big deal because when I then go to draw onto the viewport, the actual viewport child window is still the old size, so the image gets distorted. It recovers in a frame or so with emulation, but if we were to put a still image on there, it would stay distorted. The first thought is, `while(gtk_events_pending()) gtk_main_iteration_do(false);` right after the `set_size_request`. But nope, it tells you there's no events pending. So then you think, go deeper, use `XPending()` instead. Same thing, GTK hasn't actually issued the command to Xlib yet. So then you think, if the widget is realized, just call a blocking `gtk_main_iteration`. One call does nothing, two calls results in a deadlock on the second one ... do it before program startup, and the main window will never appear. Great. Oh, and it's not just the viewport. It's also the widget container area of the windows, as well as the window itself, as well as the fullscreen mode toggle effect. They all do this. For the latter three, I couldn't find anything that worked, so I just added 20ms loops of constantly calling `gtk_main_iteration_do(false)` after each one of those things. The downside here is toggling the status bar takes 40ms, so you'll see it and it'll feel a tiny bit sluggish. But I can't have a 20ms wait on each widget resize, that would be catastrophic to performance on windows with lots of widgets. I tried hooking configure-event and size-allocate, but they were very unreliable. So instead I ended up with a loop that waits up to a maximm of 20ms that inspects the `widget->allocation.(width,height)` values directly and waits for them to be what we asked for with `set_size_request`. There was some extreme ugliness in GTK with calling `gtk_main_iteration_do` recursively (`hiro::Widget::setGeometry` is called recursively), so I had to lock it to only happen on the top level widgets (the child ones should get resized while waiting on the top-level ones, so it should be fine in practice), and also only run it on realized widgets. Even still, I'm getting ~3 timeouts when opening the settings dialog in higan, but no other windows. But, this is the best I can do for now. And the reason for all of this pain? Yeah, updated the video code. So the Emulator::Interface now has this: struct VideoSize { uint width, height; }; //or requiem for a tuple auto videoSize() -> VideoSize; auto videoSize(uint width, uint height, bool arc) -> VideoSize; The first function, for now, is just returning the literal surface size. I may remove this ... one thing I want to allow for is cores that send different texture sizes based on interlace/hires/overscan/etc settings. The second function is more interesting. Instead of having the UI trying to figure out sizing, I figure the emulation cores can do a better job and we can customize it per-core now. So it gets the window's width and height, and whether the user asked for aspect correction, and then computes the best width/height ratio possible. For now they're all just doing multiples of a 1x scale to the UI 2x,3x,4x modes. We still need a third function, which will probably be what I repurpose videoSize() for: to return the 'effective' size for pixel shaders, to then feed into ruby, to then feed into quark, to then feed into our shaders. Since shaders use normalized coordinates for pixel fetching, this should work out just fine. The real texture size will be exposed to quark shaders as well, of course. Now for the main window ... it's just hard-coded to be 640x480, 960x720, 1280x960 for now. It works nicely for some cores on some modes, not so much for others. Work in progress I guess. I also took the opportunity to draw the about dialog box logo on the main window. Got a bit fancy and used the old spherical gradient and impose functionality of nall/image on it. Very minor highlight, nothing garish. Just something nicer than a solid black window. If you guys want to mess around with sizes, placements, and gradient styles/colors/shapes ... feel free. If you come up with something nicer, do share. That's what led to all the GTK hell ... the logo wasn't drawing right as you resized the window. But now it is, though I am not at all happy with the hacking I had to do. I also had to improve the video update code as a result of this: - when you unload a game, it blacks out the screen - if you are not quitting the emulator, it'll draw the logo; if you are, it won't - when you load a game, it black out the logo These options prevent any unsightliness from resizing the viewport with image data on it already I need to redraw the logo when toggling fullscreen with no game loaded as well for Windows, it seems. |
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Tim Allen | c50723ef61 |
Update to v100r15 release.
byuu wrote: Aforementioned scheduler changes added. Longer explanation of why here: http://hastebin.com/raw/toxedenece Again, we really need to test this as thoroughly as possible for regressions :/ This is a really major change that affects absolutely everything: all emulation cores, all coprocessors, etc. Also added ADDX and SUB to the 68K core, which brings us just barely above 50% of the instruction encoding space completed. [Editor's note: The "aformentioned scheduler changes" were described in a previous forum post: Unfortunately, 64-bits just wasn't enough precision (we were getting misalignments ~230 times a second on 21/24MHz clocks), so I had to move to 128-bit counters. This of course doesn't exist on 32-bit architectures (and probably not on all 64-bit ones either), so for now ... higan's only going to compile on 64-bit machines until we figure something out. Maybe we offer a "lower precision" fallback for machines that lack uint128_t or something. Using the booth algorithm would be way too slow. Anyway, the precision is now 2^-96, which is roughly 10^-29. That puts us far beyond the yoctosecond. Suck it, MAME :P I'm jokingly referring to it as the byuusecond. The other 32-bits of precision allows a 1Hz clock to run up to one full second before all clocks need to be normalized to prevent overflow. I fixed a serious wobbling issue where I was using clock > other.clock for synchronization instead of clock >= other.clock; and also another aliasing issue when two threads share a common frequency, but don't run in lock-step. The latter I don't even fully understand, but I did observe it in testing. nall/serialization.hpp has been extended to support 128-bit integers, but without explicitly naming them (yay generic code), so nall will still compile on 32-bit platforms for all other applications. Speed is basically a wash now. FC's a bit slower, SFC's a bit faster. The "longer explanation" in the linked hastebin is: Okay, so the idea is that we can have an arbitrary number of oscillators. Take the SNES: - CPU/PPU clock = 21477272.727272hz - SMP/DSP clock = 24576000hz - Cartridge DSP1 clock = 8000000hz - Cartridge MSU1 clock = 44100hz - Controller Port 1 modem controller clock = 57600hz - Controller Port 2 barcode battler clock = 115200hz - Expansion Port exercise bike clock = 192000hz Is this a pathological case? Of course it is, but it's possible. The first four do exist in the wild already: see Rockman X2 MSU1 patch. Manifest files with higan let you specify any frequency you want for any component. The old trick higan used was to hold an int64 counter for each thread:thread synchronization, and adjust it like so: - if thread A steps X clocks; then clock += X * threadB.frequency - if clock >= 0; switch to threadB - if thread B steps X clocks; then clock -= X * threadA.frequency - if clock < 0; switch to threadA But there are also system configurations where one processor has to synchronize with more than one other processor. Take the Genesis: - the 68K has to sync with the Z80 and PSG and YM2612 and VDP - the Z80 has to sync with the 68K and PSG and YM2612 - the PSG has to sync with the 68K and Z80 and YM2612 Now I could do this by having an int64 clock value for every association. But these clock values would have to be outside the individual Thread class objects, and we would have to update every relationship's clock value. So the 68K would have to update the Z80, PSG, YM2612 and VDP clocks. That's four expensive 64-bit multiply-adds per clock step event instead of one. As such, we have to account for both possibilities. The only way to do this is with a single time base. We do this like so: - setup: scalar = timeBase / frequency - step: clock += scalar * clocks Once per second, we look at every thread, find the smallest clock value. Then subtract that value from all threads. This prevents the clock counters from overflowing. Unfortunately, these oscillator values are psychotic, unpredictable, and often times repeating fractions. Even with a timeBase of 1,000,000,000,000,000,000 (one attosecond); we get rounding errors every ~16,300 synchronizations. Specifically, this happens with a CPU running at 21477273hz (rounded) and SMP running at 24576000hz. That may be good enough for most emulators, but ... you know how I am. Plus, even at the attosecond level, we're really pushing against the limits of 64-bit integers. Given the reciprocal inverse, a frequency of 1Hz (which does exist in higan!) would have a scalar that consumes 1/18th of the entire range of a uint64 on every single step. Yes, I could raise the frequency, and then step by that amount, I know. But I don't want to have weird gotchas like that in the scheduler core. Until I increase the accuracy to about 100 times greater than a yoctosecond, the rounding errors are too great. And since the only choice above 64-bit values is 128-bit values; we might as well use all the extra headroom. 2^-96 as a timebase gives me the ability to have both a 1Hz and 4GHz clock; and run them both for a full second; before an overflow event would occur. Another hastebin includes demonstration code: #include <libco/libco.h> #include <nall/nall.hpp> using namespace nall; // cothread_t mainThread = nullptr; const uint iterations = 100'000'000; const uint cpuFreq = 21477272.727272 + 0.5; const uint smpFreq = 24576000.000000 + 0.5; const uint cpuStep = 4; const uint smpStep = 5; // struct ThreadA { cothread_t handle = nullptr; uint64 frequency = 0; int64 clock = 0; auto create(auto (*entrypoint)() -> void, uint frequency) { this->handle = co_create(65536, entrypoint); this->frequency = frequency; this->clock = 0; } }; struct CPUA : ThreadA { static auto Enter() -> void; auto main() -> void; CPUA() { create(&CPUA::Enter, cpuFreq); } } cpuA; struct SMPA : ThreadA { static auto Enter() -> void; auto main() -> void; SMPA() { create(&SMPA::Enter, smpFreq); } } smpA; uint8 queueA[iterations]; uint offsetA; cothread_t resumeA = cpuA.handle; auto EnterA() -> void { offsetA = 0; co_switch(resumeA); } auto QueueA(uint value) -> void { queueA[offsetA++] = value; if(offsetA >= iterations) { resumeA = co_active(); co_switch(mainThread); } } auto CPUA::Enter() -> void { while(true) cpuA.main(); } auto CPUA::main() -> void { QueueA(1); smpA.clock -= cpuStep * smpA.frequency; if(smpA.clock < 0) co_switch(smpA.handle); } auto SMPA::Enter() -> void { while(true) smpA.main(); } auto SMPA::main() -> void { QueueA(2); smpA.clock += smpStep * cpuA.frequency; if(smpA.clock >= 0) co_switch(cpuA.handle); } // struct ThreadB { cothread_t handle = nullptr; uint128_t scalar = 0; uint128_t clock = 0; auto print128(uint128_t value) { string s; while(value) { s.append((char)('0' + value % 10)); value /= 10; } s.reverse(); print(s, "\n"); } //femtosecond (10^15) = 16306 //attosecond (10^18) = 688838 //zeptosecond (10^21) = 13712691 //yoctosecond (10^24) = 13712691 (hitting a dead-end on a rounding error causing a wobble) //byuusecond? ( 2^96) = (perfect? 79,228 times more precise than a yoctosecond) auto create(auto (*entrypoint)() -> void, uint128_t frequency) { this->handle = co_create(65536, entrypoint); uint128_t unitOfTime = 1; //for(uint n : range(29)) unitOfTime *= 10; unitOfTime <<= 96; //2^96 time units ... this->scalar = unitOfTime / frequency; print128(this->scalar); this->clock = 0; } auto step(uint128_t clocks) -> void { clock += clocks * scalar; } auto synchronize(ThreadB& thread) -> void { if(clock >= thread.clock) co_switch(thread.handle); } }; struct CPUB : ThreadB { static auto Enter() -> void; auto main() -> void; CPUB() { create(&CPUB::Enter, cpuFreq); } } cpuB; struct SMPB : ThreadB { static auto Enter() -> void; auto main() -> void; SMPB() { create(&SMPB::Enter, smpFreq); clock = 1; } } smpB; auto correct() -> void { auto minimum = min(cpuB.clock, smpB.clock); cpuB.clock -= minimum; smpB.clock -= minimum; } uint8 queueB[iterations]; uint offsetB; cothread_t resumeB = cpuB.handle; auto EnterB() -> void { correct(); offsetB = 0; co_switch(resumeB); } auto QueueB(uint value) -> void { queueB[offsetB++] = value; if(offsetB >= iterations) { resumeB = co_active(); co_switch(mainThread); } } auto CPUB::Enter() -> void { while(true) cpuB.main(); } auto CPUB::main() -> void { QueueB(1); step(cpuStep); synchronize(smpB); } auto SMPB::Enter() -> void { while(true) smpB.main(); } auto SMPB::main() -> void { QueueB(2); step(smpStep); synchronize(cpuB); } // #include <nall/main.hpp> auto nall::main(string_vector) -> void { mainThread = co_active(); uint masterCounter = 0; while(true) { print(masterCounter++, " ...\n"); auto A = clock(); EnterA(); auto B = clock(); print((double)(B - A) / CLOCKS_PER_SEC, "s\n"); auto C = clock(); EnterB(); auto D = clock(); print((double)(D - C) / CLOCKS_PER_SEC, "s\n"); for(uint n : range(iterations)) { if(queueA[n] != queueB[n]) return print("fail at ", n, "\n"); } } } ...and that's everything.] |
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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 | 76a8ecd32a |
Update to v100r03 release.
byuu says: Changelog: - moved Thread, Scheduler, Cheat functionality into emulator/ for all cores - start of actual Mega Drive emulation (two 68K instructions) I'm going to be rather terse on MD emulation, as it's too early for any meaningful dialogue here. |
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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 | 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 | 3a9c7c6843 |
Update to v099r09 release.
byuu says: Changelog: - Emulator::Interface::Medium::bootable removed - Emulator::Interface::load(bool required) argument removed [File::Required makes no sense on a folder] - Super Famicom.sys now has user-configurable properties (CPU,PPU1,PPU2 version; PPU1 VRAM size, Region override) - old nall/property removed completely - volatile flags supported on coprocessor RAM files now (still not in icarus, though) - (hopefully) fixed SNES Multitap support (needs testing) - fixed an OAM tiledata range clipping limit in 128KiB VRAM mode (doesn't fix Yoshi's Island, sadly) - (hopefully, again) fixed the input polling bug hex_usr reported - re-added dialog box for when File::Required files are missing - really cool: if you're missing a boot ROM, BIOS ROM, or IPL ROM, it warns you immediately - you don't have to select a game before seeing the error message anymore - fixed cheats.bml load/save location |
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Tim Allen | f48b332c83 |
Update to v099r08 release.
byuu says: Changelog: - nall/vfs work 100% completed; even SGB games load now - emulation cores now call load() for the base cartridges as well - updated port/device handling; portmask is gone; device ID bug should be resolved now - SNES controller port 1 multitap option was removed - added support for 128KiB SNES PPU VRAM (for now, edit sfc/ppu/ppu.hpp VRAM::size=0x10000; to enable) Overall, nall/vfs was a huge success!! We've substantially reduced the amount of boilerplate code everywhere, while still allowing (even easier than before) support for RAM-based game loading/saving. All of nall/stream is dead and buried. I am considering removing Emulator::Interface::Medium::id and/or bootable flag. Or at least, doing something different with it. The values for the non-bootable GB/BS/ST entries duplicate the ID that is supposed to be unique. They are for GB/GBC and WS/WSC. Maybe I'll use this as the hardware revision selection ID, and then gut non-bootable options. There's really no reason for that to be there. I think at one point I was using it to generate library tabs for non-bootable systems, but we don't do that anymore anyway. Emulator::Interface::load() may not need the required flag anymore ... it doesn't really do anything right now anyway. I have a few reasons for having the cores load the base cartridge. Most importantly, it is going to enable a special mode for the WonderSwan / WonderSwan Color in the future. If we ever get the IPLROMs dumped ... it's possible to boot these systems with no games inserted to set user profile information and such. There are also other systems that may accept being booted without a cartridge. To reach this state, you would load a game and then cancel the load dialog. Right now, this results in games not loading. The second reason is this prevents nasty crashes when loading fails. So if you're missing a required manifest, the emulator won't die a violent death anymore. It's able to back out at any point. The third reason is consistency: loading the base cartridge works the same as the slot cartridges. The fourth reason is Emulator::Interface::open(uint pathID) values. Before, the GB, SB, GBC modes were IDs 1,2,3 respectively. This complicated things because you had to pass the correct ID. But now instead, Emulator::Interface::load() returns maybe<uint> that is nothing when no game is selected, and a pathID for a valid game. And now open() can take this ID to access this game's folder contents. The downside, which is temporary, is that command-line loading is currently broken. But I do intend on restoring it. In fact, I want to do better than before and allow multi-cart booting from the command-line by specifying the base cartridge and then slot cartridges. The idea should be pretty simple: keep a queue of pending filenames that we fill from the command-line and/or drag-and-drop operations on the main window, and then empty out the queue or prompt for load dialogs from the UI when booting a system. This also might be a bit more unorthodox compared to the traditional emulator design of "loadGame(filename)", but ... oh well. It's easy enough still. The port/device changes are fun. We simplified things quite a bit. The portmask stuff is gone entirely. While ports and devices keep IDs, this is really just sugar-coating so UIs can use for(auto& port : emulator->ports) and access port.id; rather than having to use for(auto n : range(emulator->ports)) { auto& port = emulator->ports[n]; ... }; but they should otherwise generally be identical to the order they appear in their respective ranges. Still, don't rely on that. Input::id is gone. There was no point since we also got rid of the nasty Input::order vector. Since I was in here, I went ahead and caved on the pedantics and renamed Input::guid to Input::userData. I removed the SNES controller port 1 multitap option. Basically, the only game that uses this is N-warp Daisakusen and, no offense to d4s, it's not really a good game anyway. It's just a quick demo to show 8-players on the SNES. But in the UI, all it does is confuse people into wasting time mapping a controller they're never going to use, and they're going to wonder which port to use. If more compelling use cases for 8-players comes about, we can reconsider this. I left all the code to support this in place, so all you have to do is uncomment one line to enable it again. We now have dsnes emulation! :D If you change PPU::VRAM::size to 0x10000 (words), then you should now have 128KiB of VRAM. Even better, it serializes the used-VRAM size, so your save states shouldn't crash on you if you swap between the two (though if you try this, you're nuts.) Note that this option does break commercial software. Yoshi's Island in particular. This game is setting A15 on some PPU register writes, but not on others. The end result of this is things break horribly in-game. Also, this option is causing a very tiny speed hit for obvious reasons with the variable masking value (I'm even using size-1 for now.) Given how niche this is, I may just leave it a compile-time constant to avoid the overhead cost. Otherwise, if we keep the option, then it'll go into Super Famicom.sys/manifest.bml ... I'll flesh that out in the near-future. ---- Finally, some fun for my OCD ... my monitor suddenly cut out on me in the middle of working on this WIP, about six hours in of non-stop work. Had to hit a bunch of ctrl+alt+fN commands (among other things) and trying to log in headless on another TTY to do issue commands, trying to recover the display. Finally power cycled the monitor and it came back up. So all my typing ended up going to who knows where. Usually this sort of thing terrifies me enough that I scrap a WIP and start over to ensure I didn't screw anything up during the crashed screen when hitting keys randomly. Obviously, everything compiles and appears to work fine. And I know it's extremely paranoid, but OCD isn't logical, so ... I'm going to go over every line of the 100KiB r07->r08 diff looking for any corruption/errors/whatever. ---- Review finished. r08 diff review notes: - fc/controller/gamepad/gamepad.cpp: use uint device = ID::Device::Gamepad; not id = ...; - gb/cartridge/cartridge.hpp: remove redundant uint _pathID; (in Information::pathID already) - gb/cartridge/cartridge.hpp: pull sha256 inside Information - sfc/cartridge/load/cpp: add " - Slot (A,B)" to interface->load("Sufami Turbo"); to be more descriptive - sfc/controller/gamepad/gamepad.cpp: use uint device = ID::Device::Gamepad; not id = ...; - sfc/interface/interface.cpp: remove n variable from the Multitap device input generation loop (now unused) - sfc/interface/interface.hpp: put struct Port above struct Device like the other classes - ui-tomoko: cheats.bml is reading from/writing to mediumPaths(0) [system folder instead of game folder] - ui-tomoko: instead of mediumPaths(1) - call emulator->metadataPathID() or something like that |
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Tim Allen | ccd8878d75 |
Update to v099r07 release.
byuu says: Changelog: - (hopefully) fixed BS Memory and Sufami Turbo slot loading - ported GB, GBA, WS cores to use nall/vfs - completely removed loadRequest, saveRequest functionality from Emulator::Interface and ui-tomoko - loadRequest(folder) is now load(folder) - save states now use a shared Emulator::SerializerVersion string - whenever this is bumped, all older states will break; but this makes bumping state versions way easier - also, the version string makes it a lot easier to identify compatibility windows for save states - SNES PPU now uses uint16 vram[32768] for memory accesses [hex_usr] NOTE: Super Game Boy loading is currently broken, and I'm not entirely sure how to fix it :/ The file loading handoff was -really- complicated, and so I'm kind of at a loss ... so for now, don't try it. Everything else should theoretically work, so please report any bugs you find. So, this is pretty much it. I'd be very curious to hear feedback from people who objected to the old nall/stream design, whether they are happy with the new file loading system or think it could use further improvements. The 16-bit VRAM turned out to be a wash on performance (roughly the same as before. 1fps slower on Zelda 3, 1fps faster on Yoshi's Island.) The main reason for this was because Yoshi's Island was breaking horribly until I changed the vramRead, vramWrite functions to take uint15 instead of uint16. I suspect the issue is we're using uint16s in some areas now that need to be uint15, and this game is setting the VRAM address to 0x8000+, causing us to go out of bounds on memory accesses. But ... I want to go ahead and do something cute for fun, and just because we can ... and this new interface is so incredibly perfect for it!! I want to support an SNES unit with 128KiB of VRAM. Not out of the box, but as a fun little tweakable thing. The SNES was clearly designed to support that, they just didn't use big enough VRAM chips, and left one of the lines disconnected. So ... let's connect it anyway! In the end, if we design it right, the only code difference should be one area where we mask by 15-bits instead of by 16-bits. |
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Tim Allen | c074c6e064 |
Update to v099 release.
byuu says: Time for a new release. There are a few important emulation improvements and a few new features; but for the most part, this release focuses on major code refactoring, the details of which I will mostly spare you. The major change is that, as of v099, the SNES balanced and performance cores have been removed from higan. Basically, in addition to my five other emulation cores, these were too much of a burden to maintain. And they've come along as far as I was able to develop them. If you need to use these cores, please use these two from the v098 release. I'm very well aware that ~80% of the people using higan for SNES emulation were using the two removed profiles. But they simply had to go. Hopefully in the future, we can compensate for their loss by increasing the performance of the accuracy core. Changelog (since v098): SFC: balanced profile removed SFC: performance profile removed SFC: expansion port devices can now be changed during gameplay (atlhough you shouldn't) SFC: fixed bug in SharpRTC leap year calculations SFC: emulated new research findings for the S-DD1 coprocessor SFC: fixed CPU emulation-mode wrapping bug with pei, [dp], [dp]+y instructions [AWJ] SFC: fixed Super Game Boy bug that caused the bottom tile-row to flicker in games GB: added MBC1M (multi-cart) mapper; icarus can't detect these so manual manifests are needed for now GB: corrected return value when HuC3 unmapped RAM is read; fixes Robopon [endrift] GB: improved STAT IRQ emulation; fixes Altered Space, etc [endrift, gekkio] GB: partial emulation of DMG STAT write IRQ bug; fixes Legend of Zerd, Road Rash, etc nall: execute() fix, for some Linux platforms that had trouble detecting icarus nall: new BitField class; which allows for simplifying flag/register emulation in various cores ruby: added Windows WASAPI audio driver (experimental) ruby: remove attempts to call glSwapIntervalEXT (fixes crashing on some Linux systems) ui: timing settings panel removed video: restored saturation, gamma, luminance settings video: added new post-emulation sprite system; light gun cursors are now higher-resolution audio: new resampler (6th-order Butterworth biquad IIR); quite a bit faster than the old one audio: added optional basic reverb filter (for fun) higan: refresh video outside cooperative threads (workaround for shoddy code in AMD graphics drivers) higan: individual emulation cores no longer have unique names higan: really substantial code refactoring; 43% reduction in binary size Off the bat, here are the known bugs: hiro/Windows: focus stealing bug on startup. Needs to be fixed in hiro, not with a cheap hack to tomoko. higan/SFC: some of the coprocessors are saving some volatile memory to disk. Completely harmless, but still needs to be fixed. ruby/WASAPI: some sound cards have a lot of issues with the current driver (eg FitzRoy's). We need to find a clean way to fix this before it can be made the default driver. Which would be a huge win because the latency improvements are substantial, and in exclusive mode, WASAPI allows G-sync to work very well. [From the v099 WIP thread, here's the changelog since v098r19: - GB: don't force mode 1 during force-blank; fixes v098r16 regression with many Game Boy games - GB: only perform the STAT write IRQ bug during vblank, not hblank (still not hardware accurate, though) -Ed.] |
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Tim Allen | fdc41611cf |
Update to v098r14 release.
byuu says: Changelog: - improved attenuation of biquad filter by computing butterworth Q coefficients correctly (instead of using the same constant) - adding 1e-25 to each input sample into the biquad filters to try and prevent denormalization - updated normalization from [0.0 to 1.0] to [-1.0 to +1.0]; volume/reverb happen in floating-point mode now - good amount of work to make the base Emulator::Audio support any number of output channels - so that we don't have to do separate work on left/right channels; and can instead share the code for each channel - Emulator::Interface::audioSample(int16 left, int16 right); changed to: - Emulator::Interface::audioSample(double* samples, uint channels); - samples are normalized [-1.0 to +1.0] - for now at least, channels will be the value given to Emulator::Audio::reset() - fixed GUI crash on startup when audio driver is set to None I'm probably going to be updating ruby to accept normalized doubles as well; but I'm not sure if I will try and support anything other 2-channel audio output. It'll depend on how easy it is to do so; perhaps it'll be a per-driver setting. The denormalization thing is fierce. If that happens, it drops the emulator framerate from 220fps to about 20fps for Game Boy emulation. And that happens basically whenever audio output is silent. I'm probably also going to make a nall/denormal.hpp file at some point with platform-specific functionality to set the CPU state to "denormals as zero" where applicable. I'll still add the 1e-25 offset (inaudible) as another fallback. |
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Tim Allen | ae5d380d06 |
Update to v098r11 release.
byuu says: Changelog: - fixed nall/path.hpp compilation issue - fixed ruby/audio/xaudio header declaration compilation issue (again) - cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the file was whitespace overkill) - added null terminator entry to nall/windows/utf8.hpp argc[] array - nall/windows/guid.hpp uses the Windows API for generating the GUID - this should stop all the bug reports where two nall users were generating GUIDs at the exact same second - fixed hiro/cocoa compilation issue with uint# types - fixed major higan/sfc Super Game Boy audio latency issue - fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions - major cleanups to higan/processor/r65816 core - merged emulation/native-mode opcodes - use camel-case naming on memory.hpp functions - simplify address masking code for memory.hpp functions - simplify a few opcodes themselves (avoid redundant copies, etc) - rename regs.* to r.* to match modern convention of other CPU cores - removed device.order<> concept from Emulator::Interface - cores will now do the translation to make the job of the UI easier - fixed plurality naming of arrays in Emulator::Interface - example: emulator.ports[p].devices[d].inputs[i] - example: vector<Medium> media - probably more surprises Major show-stoppers to the next official release: - we need to work on GB core improvements: LY=153/0 case, multiple STAT IRQs case, GBC audio output regs, etc. - we need to re-add software cursors for light guns (Super Scope, Justifier) - after the above, we need to fix the turbo button for the Super Scope I really have no idea how I want to implement the light guns. Ideally, we'd want it in higan/video, so we can support the NES Zapper with the same code. But this isn't going to be easy, because only the SNES knows when its output is interlaced, and its resolutions can vary as {256,512}x{224,240,448,480} which requires pixel doubling that was hard-coded to the SNES-specific behavior, but isn't appropriate to be exposed in higan/video. |
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Tim Allen | 7cdae5195a |
Update to v098r07 release.
byuu says: Changelog: - GB: support modeSelect and RAM for MBC1M (Momotarou Collection) - audio: implemented native resampling support into Emulator::Stream - audio: removed nall::DSP completely Unfortunately, the new resampler didn't turn out quite as fast as I had hoped. The final hermite resampling added some overhead; and I had to bump up the kernel count to 500 from 400 to get the buzzing to go away on my main PC. I think that's due to it running at 48000hz output instead of 44100hz output, maybe? Compared to Ryphecha's: (NES) Mega Man 2: 167fps -> 166fps (GB) Mega Man II: 224fps -> 200fps (WSC) Riviera: 143fps -> 151fps Odd that the WS/WSC ends up faster while the DMG/CGB ends up slower. But this knocks 922 lines down to 146 lines. The only files left in all of higan not written (or rewritten) by me are ruby/xaudio2.h and libco/ppc.c |
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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. |
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Tim Allen | 55e507d5df |
Update to v098r05 release.
byuu says: Changelog: - WS/WSC: re-added support for screen rotation (code is inside WS core) - ruby: changed sample(uint16_t left, uint16_t right) to sample(int16_t left, int16_t right); - requires casting to uint prior to shifting in each driver, but I felt it was misleading to use uint16_t just to avoid that - ruby: WASAPI is now built in by default; has wareya's improvements, and now supports latency adjust - tomoko: audio settings panel has new "Exclusive Mode" checkbox for WASAPI driver only - note: although the setting *does* take effect in real-time, I'd suggest restarting the emulator after changing it - tomoko: audio latency can now be set to 0ms (which in reality means "the minimum supported by the driver") - all: increased cothread size from 512KiB to 2MiB to see if it fixes bullshit AMD driver crashes - this appears to cause a slight speed penalty due to cache locality going down between threads, though |
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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. |
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Tim Allen | 7403e69307 |
Update to v098r02 release.
byuu says: Changelog: - SFC: fixed a regression on auto joypad polling due to missing parentheses - SFC: exported new PPU::vdisp() const -> uint; function [1] - SFC: merged PPU MMIO functions into the read/write handles (as I previously did for the CPU) - higan: removed individual emulator core names (bnes, bsnes, bgb, bgba, bws) [2] Forgot: - to remove /tomoko from the about dialog [1] note that technically I was relying on the cached, per-frame overscan setting when the CPU and light guns were polling the number of active display scanlines per frame. This was technically incorrect as you can change this value mid-frame and it'll kick in. I've never seen any game toggle overscan every frame, we only know about this because anomie tested this a long time ago. So, nothing should break, but ... you know how the SNES is. You can't even look at the code without something breaking, so I figured I'd mention it >_> [2] I'll probably keep referring to the SNES core as bsnes anyway. I don't mind if you guys use the b<system> names as shorthand. The simplification is mostly to make the branding easier. |
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Tim Allen | 25eaaa82f4 |
Update to v097r31 release.
byuu says: Changelog: - WS: fixed sprite window clipping (again) - WS: don't set IRQ status bits of IRQ enable bits are clear - SFC: signed/unsigned -> int/uint for DSP core - SFC: removed eBoot - SFC: added 21fx (not the same as the old precursor to MSU1; just reusing the name) Note: XI Little doesn't seem to be fixed after all ... but the other three are. So I guess we're at 13 bugs :( And holy shit that music when you choose a menu option is one of the worst sounds I've ever heard in my life >_< |
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Tim Allen | 2d83300235 |
Update to v097r30 release.
byuu says: Changelog: - fixed sprite window attribute bit (Final Fantasy, Tekken Card Challenge, etc) - rewrote renderer to support 2bpp color mode (Dark Eyes, Dokodemo Hamster, Flash Koibito-kun, etc) |
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Tim Allen | 680d16561e |
Update to v097r29 release.
byuu says: Changelog: - fixed DAS instruction (Judgment Silversword score) - fixed [VH]TMR_FREQ writes (Judgement Silversword audio after area 20) - fixed initialization of SP (fixes seven games that were hanging on startup) - added SER_STATUS and SER_DATA stubs (fixes four games that were hanging on startup) - initialized IEEP data (fixes Super Robot Taisen Compact 2 series) - note: you'll need to delete your internal.com in WonderSwan (Color).sys folders - fixed CMPS and SCAS termination condition (fixes serious bugs in four games) - set read/writeCompleted flags for EEPROM status (fixes Tetsujin 28 Gou) - major code cleanups to SFC/R65816 and SFC/CPU - mostly refactored disassembler to output strings instead of using char* buffer - unrolled all the subfolders on sfc/cpu to a single directory - corrected casing for all of sfc/cpu and a large portion of processor/r65816 I kind of went overboard on the code cleanup with this WIP. Hopefully nothing broke. Any testing one can do with the SFC accuracy core would be greatly appreciated. There's still an absolutely huge amount of work left to go, but I do want to eventually refresh the entire codebase to my current coding style, which is extremely different from stuff that's been in higan mostly untouched since ~2006 or so. It's dangerous and fickle work, but if I don't do it, then the code will be a jumbled mess of several different styles. |
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Tim Allen | 379ab6991f |
Update to v097r28 release.
byuu says: Changelog: (all WSC unless otherwise noted) - fixed LINECMP=0 interrupt case (fixes FF4 world map during airship sequence) - improved CPU timing (fixes Magical Drop flickering and FF1 battle music) - added per-frame OAM caching (fixes sprite glitchiness in Magical Drop, Riviera, etc.) - added RTC emulation (fixes Dicing Knight and Judgement Silversword) - added save state support - added cheat code support (untested because I don't know of any cheat codes that exist for this system) - icarus: can now detect games with RTC chips - SFC: bugfix to SharpRTC emulation (Dai Kaijuu Monogatari II) - ( I was adding the extra leap year day to all 12 months instead of just February ... >_< ) Note that the RTC emulation is very incomplete. It's not really documented at all, and the two games I've tried that use it never even ask you to set the date/time (so they're probably just using it to count seconds.) I'm not even sure if I've implement the level-sensitive behavior correctly (actually, now that I think about it, I need to mask the clear bit in INT_ACK for the level-sensitive interrupts ...) A bit worried about the RTC alarm, because it seems like it'll fire continuously for a full minute. Or even if you turn it off after it fires, then that doesn't seem to be lowering the line until the next second ticks on the RTC, so that likely needs to happen when changing the alarm flag. Also not sure on this RTC's weekday byte. On the SharpRTC, it actually computes this for you. Because it's not at all an easy thing to calculate yourself in 65816 or V30MZ assembler. About 40 lines of code to do it in C. For now, I'm requiring the program to calculate the value itself. Also note that there's some gibberish tiles in Judgement Silversword, sadly. Not sure what's up there, but the game's still fully playable at least. Finally, no surprise: Beat-Mania doesn't run :P |
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Tim Allen | d3413db04a |
Update to v097r27 release.
byuu says: Absolutely major improvements to the WS/C emulation today. Changelog: (all WS/C related) - fixed channel 3 sweep pitch adjustment - fixed channel 3 sweep value sign extension - removed errant channel 5 speed setting (not what's really going on) - fixed sign extension on channel 5 samples - improved DAC mixing of all five audio channels - fixed r26 regression with PPU timing loop - fixed sprite windowing behavior (sprite attribute flag is window mode; not window enable) - added per-scanline register latching to the PPU - IRQs should terminate HLT even when the IRQ enable register bits are clear - fixed PALMONO reads - added blur emulation - added color emulation (based on GBA, so it heavily desaturates colors; not entirely correct, but it helps a lot) - no longer decimating audio to 24KHz; running at full 3.072MHz through the windowed sinc filter [1] - cleaned up PPU portRead / portWrite functions significantly - emulated a weird quirk as mentioned by trap15 regarding timer frequency writes enabling said timers [2] - emulated LCD_CTRL sleep bit; screen can now be disabled (always draws black in this case for now) - improved OAM caching; but it's still disabled because it causes huge amounts of sprite glitches (unsure why) - fixed rendering of sprites that wrap around the screen edges back to the top/left of the display - emulated keypad interrupts - icarus: detect orientation bit in game header - higan: use orientation setting in manifest to set default screen rotation [1] the 24KHz -> 3.072MHz sound change is huge. Sound is substantially improved over the previous WIPs. It does come at a pretty major speed penalty, though. This is the highest frequency of any system in higan running through an incredibly (amazing, yet) demanding sinc resampler. Frame rate dropped from around 240fps to 150fps with the sinc filter on. If you choose a different audio filter, you'll get most of that speed back, but audio will sound worse again. [2] we aren't sure if this is correct hardware behavior or not. It seems to very slightly help Magical Drop, but not much. The blur emulation is brutal. It's absolutely required for Riviera's translucency simulation of selected menu items, but it causes serious headaches due to the WS's ~75hz refresh rate running on ~60hz monitors without vsync. It's probably best to leave it off and just deal with the awful flickering on Riviera's menu options. Overall, WS/C emulation is starting to get quite usable indeed. Couple of major bugs that I'd really like to get fixed before releasing it, though. But they're getting harder and harder to fix ... Major Bugs: - Final Fantasy battle background music is absent. Sound effects still work. Very weird. - Final Fantasy IV scrolling during airship flight opening sequence is horribly broken. Scrolls one screen at a time. - Magical Drop flickers like crazy in-game. Basically unplayable like this. - Star Hearts character names don't appear in the smaller dialog box that pops up. Minor Bugs: - Occasional flickering during Riviera opening scenes. - One-frame flicker of Leda's sprite at the start of the first stage. |
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Tim Allen | a7f7985581 |
Update to v097r26 release.
byuu says: Changelog: - WS: fixed 8-bit sign-extended imul (fixes Star Hearts completely, Final Fantasy world map) - WS: fixed rcl/rcr carry shifting (fixes Crazy Climber, others) - WS: added sound DMA emulation (Star Hearts rain sound for one example) - WS: added OAM caching, but it's forced every line for now because otherwise there are too many sprite glitches - WS: use headphoneEnable bit instead of speakerEnable bit (fixes muted audio in games) - WS: various code cleanups (I/O mapping, audio channel naming, etc) The hypervoice channel doesn't sound all that great just yet. But I'm not sure how it's supposed to sound. I need a better example of some more complex music. What's left are some unknown register status bits (especially in the sound area), keypad interrupts, RTC emulation, CPU prefetch emulation. And then it's all just bugs. Lots and lots of bugs that need to be fixed. EDIT: oops, bad typo in the code. ws/ppu/ppu.cpp line 20: change range(256) to range(224). Also, delete the r.speed stuff from channel5.cpp to make the rain sound a lot better in Star Hearts. Apparently that's outdated and not what the bits really do. |
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Tim Allen | b586471562 |
Update to v097r25 release.
byuu says: Changelog: - WS: added HblankTimer and VblankTimer IRQs; although they don't appear to have any effect on any games that use them :/ - WS: added sound emulation; works perfectly in some games (eg Riviera); is completely silent in most games (eg GunPey) The sound emulation only partially supports the hypervoice (headphone only) channel. I need to implement the SDMA before it'll actually do anything useful. I'm a bit confused about how exactly things work. It looks like the speaker volume shift and clamp only applies to speaker mode and not headphone mode, which is very weird. Then there's the software possibility of muting the headphones and/or the speaker. Preferably, I want to leave the emulator always in headphone mode for the extra audio channel. If there are games that force-mute the headphones, but not speakers, then I may need to force headphones back on but with the hypervoice channel disabled. I guess we'll see how things go. Rough guess is probably that the channels default to enabled after the IPLROM, and games aren't bothering to manually enable them or something. |
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Tim Allen | c33065fbd1 |
Update to v097r24 release.
byuu says: Changelog: - WS: fixed bug when IRQs triggered during a rep string instruction - WS: added sprite attribute caching (per-scanline); absolutely massive speed-up - WS: emulated limit of 32 sprites per scanline - WS: emulated the extended PPU register bit behavior based on the DISP_CTRL tile bit-depth setting - WS: added "Rotate" key binding; can be used to flip the WS display between horizontal and vertical in real-time The prefix emulation may not be 100% hardware-accurate, but the edge cases should be extreme enough to not come up in the WS library. No way to get the emulation 100% down without intensive hardware testing. trap15 pointed me at a workflow diagram for it, but that diagram is impossible without a magic internal stack frame that grows with every IRQ, and can thus grow infinitely large. The rotation thing isn't exactly the most friendly set-up, but oh well. I'll see about adding a default rotation setting to manifests, so that games like GunPey can start in the correct orientation. After that, if the LCD orientation icon turns out to be reliable, then I'll start using that. But if there are cases where it's not reliable, then I'll leave it to manual button presses. Speaking of icons, I'll need a set of icons to render on the screen. Going to put them to the top right on vertical orientation, and on the bottom left for horizontal orientation. Just outside of the video output, of course. Overall, WS is getting pretty far along, but still some major bugs in various games. I really need sound emulation, though. Nobody's going to use this at all without that. |
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Tim Allen | 79e7e6ab9e |
Update to v097r23 release.
byuu says: Changelog: - emulated SuperDisc $21e1 basic interface (NEC 4-bit MCU); all hardware tests pass now (but they don't test much) - WS/V30MZ: fixed inc/dec reg flag calculation - WS/V30MZ: fixed lds/les instructions WS/C compatibility should be way up now. SuperDisc BIOS passes all tests now (but they only test for the presence of the interface, nothing more.) |
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Tim Allen | 3d3ac8c1db |
Update to v097r22 release.
byuu says: Changelog: - WS: fixed lods, scas instructions - WS: implemented missing GRP4 instructions - WS: fixed transparency for screen one - WSC: added color-mode PPU rendering - WS+WSC: added packed pixel mode support - WS+WSC: added dummy sound register reads/writes - SFC: added threading to SuperDisc (it's hanging for right now; need to clear IRQ on $21e2 writes) SuperDisc Timer and Sound Check were failing before due to not turning off IRQs on $21e4 clear, so I'm happy that's fixed now. Riviera starts now, and displays the first intro screen before crashing. Huge, huge amounts of corrupted graphics, though. This game's really making me work for it :( No color games seem fully playable yet, but a lot of monochrome and color games are now at least showing more intro screen graphics before dying. This build defaults to horizontal orientation, but I left the inputs bound to vertical orientation. Whoops. I still need to implement a screen flip key binding. |
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Tim Allen | b0d2f5033e |
Update to v097r21 release.
byuu says: Changelog: - icarus: WS/C detects RAM type/size heuristically now - icarus: WS/C uses ram type=$type instead of $type - WS: use back color instead of white for backdrop - WS: fixed sprite count limit; removes all the garbled sprites from GunPey - WS: hopefully fixed sprite priority with screen 2 - WS: implemented keypad polling; GunPey is now fully playable - SNES: added Super Disc expansion port device (doesn't do anything, just for testing) Note: WS is hard-coded to vertical orientation right now. But there's basic code in there for all the horizontal stuff. |
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Tim Allen | 570eb9c5f5 |
Update to v097r20 release.
byuu says: Changelog: - WS: fixed a major CPU bug where I was using the wrong bits for ModR/M's memory mode - WS: added grayscale PPU emulation (exceptionally buggy) GunPey now runs, as long as you add: eeprom name=save.ram size=0x800 to the manifest after importing with icarus. Right now, you can't control the game due to missing keypad polling. There's also a lot of glitchiness with the sprites. Seems like they're not getting properly cleared sometimes or something. Also, the PPU emulation is totally unrealistic bullshit. I decode and evaluate every single tile and sprite on every single pixel of output. No way in hell the hardware could ever come close to that. The speed's around 500fps without the insane sprite evaluations, and around 90fps with it. Obviously, I'll fix this in time. Nothing else seems to run that I've tried. Not even far enough to display any output whatsoever. Tried Langrisser Millenium, Rockman & Forte and Riviera. I really need to update icarus to try and encode eeprom/sram sizes, because that's going to break a lot of stuff if it's missing. |
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Tim Allen | 7dc62e3a69 |
Update to v097r19 release.
byuu says: Changelog: - fixed nall/windows/guard.hpp - fixed hiro/(windows,gtk)/header.hpp - fixed Famicom PPU OAM reads (mask the correct bits when writing) [hex_usr] - removed the need for (system := system) lines from higan/GNUmakefile - added "All" option to filetype dropdown for ROM loading - allows loading GBC games in SGB mode (and technically non-GB(C) games, which will obviously fail to do anything) - loki can load and play game folders now (command-line only) (extremely unimpressive; don't waste your time :P) - the input is extremely hacked in as a quick placeholder; not sure how I'm going to do mapping yet for it |
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Tim Allen | fc7d5991ce |
Update to v097r18 release.
byuu says: Changelog: - fixed SNES sprite priority regression from r17 - added nall/windows/guard.hpp to guard against global namespace pollution (similar to nall/xorg/guard.hpp) - almost fixed Windows compilation (still accuracy profile only, sorry) - finished porting all of gba/ppu's registers over to the new .bit,.bits format ... all GBA registers.cpp files gone now - the "processors :=" line in the target-$(ui)/GNUmakefile is no longer required - processors += added to each emulator core - duplicates are removed using the new nall/GNUmakefile's $(unique) function - SFC core can be compiled without the GB core now - "-DSFC_SUPERGAMEBOY" is required to build in SGB support now (it's set in target-tomoko/GNUmakefile) - started once again on loki (higan/target-loki/) [as before, loki is Linux/BSD only on account of needing hiro::Console] loki shouldn't be too horrendous ... I hope. I just have the base skeleton ready for now. But the code from v094r08 should be mostly copyable over to it. It's just that it's about 50KiB of incredibly tricky code that has to be just perfect, so it's not going to be quick. But at least with the skeleton, it'll be a lot easier to pick away at it as I want. Windows compilation fix: move hiro/windows/header.hpp line 18 (header guard) to line 16 instead. |
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Tim Allen | 810cbdafb4 |
Update to v097r16 release.
byuu says: Changelog: - sfc/ppu/sprite updated to use new .bit(s) functions; masked sizes better; added valid flags instead of using magic numbers - ws/ppu updates to use new .bit(s) functions - ws/ppu: added line compare interrupt support - added ws/eeprom; emulation of WS/WSC internal EEPROM and cartridge EEPROM (1kbit - 16kbit supported) - added basic read/write handlers for remaining WS/WSC PPU registers WS EEPROM emulation is basically a direct copy of trap15's code. Still some unknown areas in there, but hopefully it's enough to get further into games that depend on EEPROM support. Note that you'll have to manually add the eeprom line to the manifest for now, as icarus doesn't know how to detect EEPROM/sizes yet. I figured the changes to the SNES PPU sprites would slow it down a tad, but it actually sped it up. Most of the impact from the integer classes are gone now. |
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Tim Allen | 4b29f4bad7 |
Update to v097r15 release.
byuu says: Changelog: - higan now uses Natural<Size>/Integer<Size> for its internal types - Super Famicom emulation now uses uint24 instead of uint for bus addresses (it's a 24-bit bus) - cleaned up gb/apu MMIO writes - cleaned up sfc/coprocessor/msu1 MMIO writes - ~3% speed penalty I've wanted to do that 24-bit bus thing for so long, but have always been afraid of the speed impact. It's probably going to hurt balanced/performance once they compile again, but it wasn't significant enough to harm the accuracy core's frame rate, thankfully. Only lost one frame per second. The GBA core handlers are clearly going to take a lot more work. The bit-ranges will make it substantially easier to handle, though. Lots of 32-bit registers where certain values span multiple bytes, but we have to be able to read/write at byte-granularity. |
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Tim Allen | ef65bb862a |
Update to 20160215 release.
byuu says: Got it. Wow, that didn't hurt nearly as much as I thought it was going to. Dropped from 127.5fps to 123.5fps to use Natural/Integer for (u)int(8,16,32,64). That's totally worth the cost. |
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Tim Allen | 0d0af39b44 |
Update to v097r14 release.
byuu says: This is a few days old, but oh well. This WIP changes nall,hiro,ruby,icarus back to (u)int(8,16,32,64)_t. I'm slowly pushing for (u)int(8,16,32,64) to use my custom Integer<Size>/Natural<Size> classes instead. But it's going to be one hell of a struggle to get that into higan. |
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Tim Allen | 6c83329cae |
Update to v097r13 release.
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. |
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Tim Allen | 32a95a9761 |
Update to v097r12 release.
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. |
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Tim Allen | a89a3da77a |
Update to v097r11 release.
byuu says: Alright, well interrupts are in. At least Vblank is. I also fixed a bug in vector() indexing, MoDRM mod!=3&®==6 using SS instead of DS, opcodes a0-a3 allowing segment override, and added the "irq_disable" stuff to the relevant opcodes to suppress IRQs after certain instructions. But unfortunately ... still no go on Riviera. It's not reading any unmapped ports, and although it enables Vblank IRQs and they set port $b4's status bit, the game never sets the IE flag, so no interrupts ever actually fire. The game does indeed appear to be sitting in a rather huge loop, which is probably dependent upon some RAM variable being set from the Vblank IRQ, but I don't know how I'm supposed to be triggering it. ... I'm really quite stumped here >_> |
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Tim Allen | 7a748e093e |
Update to v097r10 release.
byuu says: All 256 instructions implemented fully. Fixed a major bug with instructions that both read and write to ModRM with displacement. Riviera now runs into an infinite loop ... possibly crashed, possibly waiting on interrupts or in to return something. Added a bunch of PPU settings registers, but nothing's actually rendering with them yet. |
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Tim Allen | 71bda4144a |
Update to v097r08 release.
byuu says: Up to 211 opcodes implemented, with the caveat that the four opcodes that make up group 3 and group 4 don't do anything yet. Both groups seem to have some "illegal" instructions in them, so that'll be "fun". I have a new mechanic in place for opcode prefixes, but it could use some work still. I also only have it working to override ModRM mem addressing, but of course it does it in a lot of other places like the string operations. Making it about 5.5 million instructions into Gunpey now, but of course that doesn't mean much. Could be going off the rails at any point due to CPU bugs or unimplemented ports. Riviera's still crashing. |