byuu says:
I've added tool tips to hiro for Windows, GTK, and Qt. I'm unsure how to
add them for Cocoa. I wasted am embarrassing ~14 hours implementing tool
tips from scratch on Windows, because the `TOOLTIPS_CLASS` widget just
absolutely refused to show up, no matter what I tried. As such, they're
not quite 100% native, but I would really appreciate any patch
submissions to help improve my implementation.
I added tool tips to all of the confusing settings in bsnes. And of
course, for those of you who don't like them, there's a configuration
file setting to turn them off globally.
I also improved Mega Drive handling of the Game Genie a bit, and
restructured the way the Settings class works in bsnes.
Starting now, I'm feature-freezing bsnes and higan. From this point
forward:
- polishing up and fixing bugs caused by the ruby/hiro changes
- adding DRC to XAudio2, and maybe exclusive mode to WGL
- correcting FEoEZ (English) to load and work again out of the box
Once that's done, a final beta of bsnes will go out, I'll fix any
reported bugs that I'm able to, and then v107 should be ready. This time
with higan being functional, but marked as v107 beta. v108 will restore
higan to production status again, alongside bsnes.
byuu says:
I fixed all outstanding bugs that I'm aware of, including all of the
errata I listed yesterday.
And now it's time for lots of regression testing.
After that, I need to add Talarubi's XAudio2 DRC code, and then get a
new public bsnes WIP out for final testing.
New errata: when setting an icon (nall::image) larger than a Canvas on
Windows, it's not centering the image, so you end up seeing the overscan
area in the state manager previews, and the bottom of the image gets cut
off. I also need to forcefully disable the Xlib screensaver disable
support. I think I'll remove the GUI option to bypass it as well, and
just force screensaver disable always on with Windows. I'll improve it
in the future to toggle the effect between emulator pauses.
byuu says:
Everything *should* be working again, but of course that won't
actually be the case. Here's where things stand:
- bsnes, higan, icarus, and genius compile and run fine on FreeBSD
with GTK
- ruby video and audio drivers are untested on Windows, macOS, and
Linux
- hiro is untested on macOS
- bsnes' status bar is not showing up properly with hiro/qt
- bsnes and higan's about screen is not showing up properly with
hiro/qt (1x1 window size)
- bsnes on Windows crashes often when saving states, and I'm not sure
why ... it happens inside Encode::RLE
- bsnes on Windows crashes with ruby.input.windows (unsure why)
- bsnes on Windows fails to show the verified emblem on the status bar
properly
- hiro on Windows flickers when changing tabs
To build the Windows bsnes and higan ports, use
ruby="video.gdi audio.directsound"
Compilation error logs for Linux will help me fix the inevitable list of
typos there. I can fix the typos on other platforms, I just haven't
gotten to it yet.
byuu wrote:
Sigh ...
asio.hpp needs #include <nall/windows/registry.hpp>
[Since the last WIP, byuu also posted the following message. -Ed.]
ruby drivers have all been updated (but not tested outside of BSD), and
I redesigned the settings window. The driver functionality all exists on
a new "Drivers" panel, the emulator/hack settings go to a
"Configuration" panel, and the video/audio panels lose driver settings.
As does the settings menu and its synchronize options.
I want to start pushing toward a v107 release. Critically, I will need
DirectSound and ALSA to support dynamic rate control. I'd also like to
eliminate the other system manifest.bml files. I need to update the
cheat code database format, and bundle at least a few quark shaders --
although I still need to default to Direct3D on Windows.
Turbo keys would be nice, if it's not too much effort. Aside from
netplay, it's the last significant feature I'm missing.
I think for v107, higan is going to be a bit rough around the edges
compared to bsnes. And I don't think it's practical to finish the bsnes
localization support.
I'm thinking we probably want another WIP to iron out any critical
issues, but this time there should be a feature freeze with the next
WIP.
byuu says:
Changelog:
- emulator/video,audio: various cleanups
- emulator/audio: removed reverb effect (it breaks very badly on
high-frequency systems)
- emulator/audio: the Nyquist anti-aliasing lowpass filter is now
generated automatically instead of set per-core
- at 44.1KHz output, it's set to 22KHz; at 48KHz, it's set to
22KHz; at 96KHz, it's set to 25KHz
- this filter now takes the bsnes emulation speed setting into
account
- all system/video.cpp files removed; inlined in System::power() and
Interface::set() instead
- sfc/cpu: pre-compute `HTIME` as `HTIME+1<<2` for faster comparisons of
HIRQs
- sfc/cpu: re-add check to block IRQs on the last dot of each frame
(minor speed hit)
- hiro/gtk3: fixed headers for Linux compilation finally
- hiro/gtk,qt: fixed settings.cpp logic so initial values are used
when no settings.bml file exists
- hiro/gtk: started a minor experiment to specify theming information
in settings.bml files
- nall/dsp: allow the precision type (double) to be overridden (to
float)
- nall: add some helpers for generating pre-compiled headers
- it was a failure to try using them for higan, however ...
- nall: add some helpers for reading fallback values from empty
`Markup::Node[search]` statements
Todo:
- CRITICAL: a lot of my IRQ/NMI/HDMA timing tests are failing with the
fast PPU ... need to figure out why
- space between Emulator::video functions and Emulator::audio
functions in gb/system/system.cpp
- remove Audio/Reverb/Enable from settings.bml in target-bsnes
byuu says:
The problems with the Windows and Qt4 ports have all been resolved,
although there's a fairly gross hack on a few Qt widgets to not destruct
once Application::quit() is called to avoid a double free crash (I'm
unsure where Qt is destructing the widgets internally.) The Cocoa port
compiles again at least, though it's bound to have endless problems. I
improved the Label painting in the GTK ports, which fixes the background
color on labels inside TabFrame widgets.
I've optimized the Makefile system even further.
I added a "redo state" command to bsnes, which is created whenever you
load the undo state. There are also hotkeys for both now, although I
don't think they're really something you want to map hotkeys to.
I moved the nall::Locale object inside hiro::Application, so that it can
be used to translate the BrowserDialog and MessageDialog window strings.
I improved the Super Game Boy emulation of `MLT_REQ`, fixing Pokemon
Yellow's custom border and probably more stuff.
Lots of other small fixes and improvements. Things are finally stable
once again after the harrowing layout redesign catastrophe.
Errata:
- ICD::joypID should be set to 3 on reset(). joypWrite() may as well
take uint1 instead of bool.
- hiro/Qt: remove pWindow::setMaximumSize() comment; found a
workaround for it
- nall/GNUmakefile: don't set object.path if it's already set (allow
overrides before including the file)
byuu says:
This is probably the largest code-change diff I've done in years.
I spent four days working 10-16 hours a day reworking layouts in hiro
completely.
The result is we now have TableLayout, which will allow for better
horizontal+vertical combined alignment.
Windows, GTK2, and now GTK3 are fully supported.
Windows is getting the initial window geometry wrong by a bit.
GTK2 and GTK3 work perfectly. I basically abandoned trying to detect
resize signals, and instead keep a list of all hiro windows that are
allocated, and every time the main loop runs, it will query all of them
to see if they've been resized. I'm disgusted that I have to do this,
but after fighting with GTK for years, I'm about sick of it. GTK was
doing this crazy thing where it would trigger another size-allocate
inside of a previous size-allocate, and so my layouts would be halfway
through resizing all the widgets, and then the size-allocate would kick
off another one. That would end up leaving the rest of the first layout
loop with bad widget sizes. And if I detected a second re-entry and
blocked it, then the entire window would end up with the older geometry.
I started trying to build a message queue system to allow the second
layout resize to occur after the first one completed, but this was just
too much madness, so I went with the simpler solution.
Qt4 has some geometry problems, and doesn't show tab frame layouts
properly yet.
Qt5 causes an ICE error and tanks my entire Xorg display server, so ...
something is seriously wrong there, and it's not hiro's fault. Creating
a dummy Qt5 application without even using hiro, just int main() {
TestObject object; } with object performing a dynamic\_cast to a derived
type segfaults. Memory is getting corrupted where GCC allocates the
vtables for classes, just by linking in Qt. Could be somehow related to
the -fPIC requirement that only Qt5 has ... could just be that FreeBSD
10.1 has a buggy implementation of Qt5. I don't know. It's beyond my
ability to debug, so this one's going to stay broken.
The Cocoa port is busted. I'll fix it up to compile again, but that's
about all I'm going to do.
Many optimizations mean bsnes and higan open faster. GTK2 and GTK3 both
resize windows very quickly now.
higan crashes when you load a game, so that's not good. bsnes works
though.
bsnes also has the start of a localization engine now. Still a long way
to go.
The makefiles received a rather substantial restructuring. Including the
ruby and hiro makefiles will add the necessary compilation rules for
you, which also means that moc will run for the qt4 and qt5 targets, and
windres will run for the Windows targets.
byuu says:
Changelog:
- bsnes, higan: simplified make output; reordered rules
- hiro: added Window::set(Minimum,Maximum)Size() [only implemented in
GTK+ so far]
- bsnes: only allow the window to be shrunk to the 1x multiplier size
- bsnes: refactored Integral Scaling checkbox to {Center, Scale,
Stretch} radio selection
- nall: call fflush() after nall::print() to stdout or stderr [needed
for msys2/bash]
- bsnes, higan: program/interface.cpp renamed to program/platform.cpp
- bsnes: trim ".shader/" from names in Settings→Shader menu
- bsnes: Settings→Shader menu updated on video driver changes
- bsnes: remove missing games from recent files list each time it is
updated
- bsnes: video multiplier menu generated dynamically based on largest
monitor size at program startup
- bsnes: added shrink window and center window function to video
multiplier menu
- bsnes: de-minimize presentation window when exiting fullscreen mode
or changing video multiplier
- bsnes: center the load game dialog against the presentation window
(important for multi-monitor setups)
- bsnes: screenshots are not immediate instead of delayed one frame
- bsnes: added frame advance menu option and hotkey
- bsnes: added enable cheats checkbox and hotkey; can be used to
quickly enable/disable all active cheats
Errata:
- hiro/Windows: `SW_MINIMIZED`, `SW_MAXIMIZED `=> `SW_MINIMIZE`,
`SW_MAXIMIZE`
- hiro/Windows: add pMonitor::workspace()
- hiro/Windows: add setMaximized(), setMinimized() in
pWindow::construct()
- bsnes: call setCentered() after setMaximized(false)
byuu says:
Changelog:
- hiro: added Qt5 support
- hiro: added GTK3 support (currently runs very poorly)
- bsnes: number of recent games and quick state slots can be changed
programmatically now
- I may expose this as a configuration file setting, but probably
not within the GUI
- nall: use -Wno-everything when compiling with Clang
- sorry, Clang's meaningless warning messages are just endless ...
byuu says:
Changelog:
- gb/interface: fix Game Boy Color extension to be "gbc" and not "gb"
[hex\_usr]
- ms/interface: move Master System hardware controls below controller
ports
- sfc/ppu: improve latching behavior of BGnHOFS registers (not
hardware verified) [AWJ]
- tomoko/input: rework port/device mapping to support non-sequential
ports and devices¹
- todo: should add move() to inputDevice.mappings.append and
inputPort.devices.append
- note: there's a weird GCC 4.9 bug with brace initialization of
InputEmulator; have to assign each field separately
- tomoko: all windows sans the main presentation window can be
dismissed with the escape key
- icarus: the single file selection dialog ("Load ROM Image...") can
be dismissed with the escape key
- tomoko: do not pause emulation when FocusLoss/Pause is set during
exclusive fullscreen mode
- hiro/(windows,gtk,qt): implemented Window::setDismissable() function
(missing from cocoa port, sorry)
- nall/string: fixed printing of largest possible negative numbers (eg
`INT_MIN`) [Sintendo]
- only took eight months! :D
¹: When I tried to move the Master System hardware port below the
controller ports, I ran into a world of pain.
The input settings list expects every item in the
`InputEmulator<InputPort<InputDevice<InputMapping>>>>` arrays to be
populated with valid results. But these would be sparsely populated
based on the port and device IDs from inside higan. And that is done so
that the Interface::inputPoll can have O(1) lookup of ports and devices.
This worked because all the port and device IDs were sequential (they
left no gaps in the maps upon creating the lists.)
Unfortunately by changing the expectation of port ID to how it appears
in the list, inputs would not poll correctly. By leaving them alone and
just moving Hardware to the third position, the Game Gear would be
missing port IDs of 0 and 1 (the controller ports of the Master System).
Even by trying to make separate MasterSystemHardware and
GameGearHardware ports, things still fractured when the devices were no
longer contigious.
I got pretty sick of this and just decided to give up on O(1)
port/device lookup, and moved to O(n) lookup. It only knocked the
framerate down by maybe one frame per second, enough to be in the margin
of error. Inputs aren't polled *that* often for loops that usually
terminate after 1-2 cycles to be too detrimental to performance.
So the new input system now allows non-sequential port and device IDs.
Remember that I killed input IDs a while back. There's never any reason
for those to need IDs ... it was easier to just order the inputs in the
order you want to see them in the user interface. So the input lookup is
still O(1). Only now, everything's safer and I return a
maybe<InputMapping&>, and won't crash out the program trying to use a
mapping that isn't found for some reason.
Errata: the escape key isn't working on the browser/message dialogs on
Windows, because of course nothing can ever just be easy and work for
me. If anyone else wouldn't mind looking into that, I'd greatly
appreciate it.
Having the `WM_KEYDOWN` test inside the main `Application_sharedProc`, it
seems to not respond to the escape key on modal dialogs. If I put the
`WM_KEYDOWN` test in the main window proc, then it doesn't seem to get
called for `VK_ESCAPE` at all, and doesn't get called period for modal
windows. So I'm at a loss and it's past 4AM here >_>
byuu says:
(Windows users may need to include <sys/time.h> at the top of
nall/chrono.hpp, not sure.)
Unchangelog:
- forgot to add the Scheduler clock=0 fix because I have the memory of
a goldfish
Changelog:
- new icarus database with nine additional games
- hiro(GTK,Qt) won't constantly write its settings.bml file to disk
anymore
- added latency simulator for fun (settings.bml => Input/Latency in
milliseconds)
So the last one ... I wanted to test out nall::chrono, and I was also
thinking that by polling every emulated frame, it's pretty wasteful when
you are using Fast Forward and hitting 200+fps. As I've said before,
calls to ruby::input::poll are not cheap.
So to get around this, I added a limiter so that if you called the
hardware poll function within N milliseconds, it'll return without
doing any actual work. And indeed, that increases my framerate of Zelda
3 uncapped from 133fps to 142fps. Yay. But it's not a "real" speedup,
as it only helps you when you exceed 100% speed (theoretically, you'd
need to crack 300% speed since the game itself will poll at 16ms at 100%
speed, but yet it sped up Zelda 3, so who am I to complain?)
I threw the latency value into the settings file. It should be 16,
but I set it to 5 since that was the lowest before it started negatively
impacting uncapped speeds. You're wasting your time and CPU cycles setting
it lower than 5, but if people like placebo effects it might work. Maybe
I should let it be a signed integer so people can set it to -16 and think
it's actually faster :P (I'm only joking. I took out the 96000hz audio
placebo effect as well. Not really into psychological tricks anymore.)
But yeah seriously, I didn't do this to start this discussion again for
the billionth time. Please don't go there. And please don't tell me this
WIP has higher/lower latency than before. I don't want to hear it.
The only reason I bring it up is for the fun part that is worth
discussing: put up or shut up time on how sensitive you are to
latency! You can set the value above 5 to see how games feel.
I personally can't really tell a difference until about 50. And I can't
be 100% confident it's worse until about 75. But ... when I set it to
150, games become "extra difficult" ... the higher it goes, the worse
it gets :D
For this WIP, I've left no upper limit cap. I'll probably set a cap of
something like 500ms or 1000ms for the official release. Need to balance
user error/trolling with enjoyability. I'll think about it.
[...]
Now, what I worry about is stupid people seeing it and thinking it's an
"added latency" setting, as if anyone would intentionally make things
worse by default. This is a limiter. So if 5ms have passed since the
game last polled, and that will be the case 99.9% of the time in games,
the next poll will happen just in time, immediately when the game polls
the inputs. Thus, a value below 1/<framerate>ms is not only pointless,
if you go too low it will ruin your fast forward max speeds.
I did say I didn't want to resort to placebo tricks, but I also don't
want to spark up public discussion on this again either. So it might
be best to default Input/Latency to 0ms, and internally have a max(5,
latency) wrapper around the value.
byuu says:
Changelog:
- return open bus instead of mirroring addresses on the bus (fixes
Mario&Luigi, Minish Cap, etc) [Jonas Quinn]
- add boolean flag to load requests for slotted game carts (fixes slot
load prompts)
- rename BS-X Town cart from psram to ram
- icarus: add support for game database
Note: I didn't rename "bsx" to "mcc" in the database for icarus before
uploading that. But I just fixed it locally, so it'll be in the next
WIP. For now, make it create the manifest for you and then rename it
yourself. I did fix the PSRAM size to 256kbit.
byuu says:
I imagine you guys will like this WIP very much.
Changelog:
- ListView check boxes on Windows
- ListView removal of columns on reset (changing input dropdowns)
- DirectSound audio duplication on latency change
- DirectSound crash on 20ms latency
- Fullscreen window sizing in multi-monitor setups
- Allow joypad bindings of hotkeys
- Allow triggers to be mapped (Xbox 360 / XInput / Windows only)
- Support joypad rumble for Game Boy Player
- Video scale settings modified from {1x,2x,3x} to {2x,3x,4x}
- System menu now renames to active emulation core
- Added fast forward hotkey
Not changing for v095:
- not adding input focus settings yet
- not adding shaders yet
Not changing at all:
- not implementing maximize
byuu says:
Changelog:
- updated to newest hiro API
- SFC performance profile builds once again
- hiro: Qt port completed
Errata 1: the hiro/Qt target won't run tomoko just yet. Starts by
crashing inside InputSettings because hiro/Qt isn't forcefully selecting
the first item added to a ComboButton just yet. Even with a monkey patch
to get around that, the UI is incredibly unstable. Lots of geometry
calculation bugs, and a crash when you try and access certain folders in
the browser dialog. Lots of work left to be done there, sadly.
Errata 2: the hiro/Windows port has black backgrounds on all ListView
items. It's because I need to test for unassigned colors and grab the
default Windows brush colors in those cases.
Note: alternating row colors on multi-column ListView widgets is gone
now. Not a bug. May add it back later, but I'm not sure. It doesn't
interact nicely with per-cell background colors.
Things left to do:
First, I have to fix the Windows and Qt target bugs.
Next, I need to go through and revise the hiro API even more (nothing
too major.)
Next, I need to update icarus to use the new hiro API, and add support
for the SFC games database.
Next, I have to rewrite my TSV->BML cheat code tool.
Next, I need to post a final WIP of higan+icarus publicly and wait a few
days.
Next, I need to fix any bugs reported from the final WIP that I can.
Finally, I should be able to release v095.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.