Commit Graph

265 Commits

Author SHA1 Message Date
Tim Allen 8bbbc5e737 Update to v106r21 release.
byuu says:

Changelog:

  - higan: target-tomoko has been renamed to target-higan
  - Super Famicom: event has been renamed to
    processor(architecture=uPD78214)
  - Super Famicom: SNES-EVENT supported once more; under board IDs
    EVENT-CC92 and EVENT-PF94
  - Super Famicom: SNES-EVENT preliminarily set up to use DIP switch
    settings ala the Nintendo Super System (incomplete)
  - Super Famicom: MCC PSRAM moved inside the MCU, as it is remappable
  - Super Famicom: MCC emulation rewritten from scratch; it is now
    vastly more accurate than before
  - Super Famicom: added BSC-1A5B9P-01 board definition to database;
    corrected BS-MCC-RAM board definition
  - Super Famicom: moved SHVC-LN3B-01 RAM outside of
    processor(identifier=SDD1)
  - higan: when selecting a default game to load for a new system entry,
    it will change the system option to match the media type
  - higan: the load text box on the system entry window is now editable;
    can be used to erase entries
  - icarus: fixed bug in Famicom importing
  - icarus: importing unappended SNES coprocessor firmware will now
    rename the firmware properly
  - hiro/GTK,Qt: WM_CLASS is now set correctly in `argv[0]`, so
    applications should show “higan”, “icarus” instead of “hiro” now

Note: if you wish to run the BS-X town cartridge, the database currently
lists the download RAM as type “PSRAM”. This needs to be changed to
“RAM” in order to load properly. Otherwise, the emulator will bomb
out on the load window, because BSC-1A5B9P-01 expects PSRAM to always be
present, but it won't find it with the wrong memory type. I'll correct
this in the database in a later release. For now, you can copy the game
portion of the manifest to a new manifest.bml file and drop it into the
gamepak folder until I fix the database.
2018-05-17 13:37:29 +10:00
Tim Allen 210306e661 Update to v106r20 release.
byuu says:
Changelog:

  - Super Famicom: fixed loading of BS Memory and Sufami Turbo
    cartridges
  - Super Famicom: renamed NSS to DIP; as that's really all it is, it's
    not true NSS emulation
  - Super Famicom: slot loading now happens inside of board parsing
    instead of generically in loadCartridge()
  - Super Famicom: BS-X cartridges with flash memory now serialize their
    data and write it out to disk¹
  - icarus: fixed Famicom game importing (hopefully) and set file import
    title to “Load ROM File”

¹: there's no emulation of write commands yet, so the data is never
going to change anyway. This is just in preparation for more advanced
emulation of BS Memory cartridges.
2018-05-15 00:13:30 +10:00
Tim Allen 6847058210 Update to v106r19 release.
byuu says:

Changelog:

  - Super Famicom: everything outside of Nintendo Super System, Campus
    Challenge '92 and Powerfest '94 should play
  - Super Famicom: removed RAM from coprocessor/event (should use global
    RAM)
  - Super Famicom: removed RAM from SDD1 (should use global RAM)
  - icarus: fixed Super Famicom game importing [hex_usr]

Also worth reminding that you'll need to disable database lookup in
order to run the BS-X Town cartridge right now. Plus, Star Ocean's
database entry still has the RAM in the wrong spot. The MSU1 code is not
looking at the right locations for data, so it's not going to work in
this release either.

I need to figure out what to call coprocessor/event and coprocessor/nss,
as neither are slots or processors like everything else.

Outside of those issues, all games for all systems should be playable,
at least to the extent they were in v106.
2018-05-13 23:00:48 +10:00
Tim Allen b69909be8d Update to v106r18 release.
byuu says:

Changelog:

  - major restructuring of board manifests
  - cleanup of generic board names
  - Super Famicom: updates to SA1, SuperFX, Cx4, SPC7110, EpsonRTC,
    SharpRTC load/save code
  - Super Famicom: added experimental SuperFX plot dithering fix
    [qwertymodo]
  - higan, icarus: rename shared folders to lowercase names; put .sys
    folders into new subfolder
      - Video Shaders/ → shaders/

      - Database/ → database/

      - Firmware/ → firmware/

      - \*.sys/ → systems/\*.sys/

So right now, only standard SNES games, SA-1, SuperFX, and Cx4 games
load. I have not tested SPC7110 or RTC support, because icarus import
seems to be completely broken? It's creating blank folders when I try it
now. I'll have to fix that ...

Since we are now up to thirteen systems, I've put the .sys folders into
a subfolder. This should declutter the main higan-windows release folder
a good deal. Linux users will need to re-run make install, or manually
move things into a new systems/ subfolder.

Same goes for icarus: lowercase the database/ and firmware/ folders or
re-run make install.

I don't know if qwertymodo's SuperFX fix is exactly correct or not.
Hopefully it is, but I didn't write a test ROM or anything to be
certain. Since SuperFX games should run, if people could please play
through some of them and look for any regressions, that'd be very much
appreciated.
2018-05-09 12:12:06 +10:00
Tim Allen 8617711ea2 Update to v106r17 release.
byuu says:

Changelog:

  - tomoko: the library menu is now called the systems menu (even in
    code)
  - tomoko: added icons to menus (disambiguates systems menu entries)
  - icarus: added missing .ws, .wsc extensions to scan dialog search
    list
  - higan: added Benesse - Pocket Challenge V2 emulation¹

¹: the Benesse - Pocket Challenge V2 is a WonderSwan (ASWAN) SoC
inside a custom designed shell. Games made for the WonderSwan (mostly)
run on the Pocket Challenge V2 and vice versa. The big difference is
that the Benesse has a different number of input buttons, that are also
named differently. Of course, right now, I don't know what the buttons
are named or where they're mapped on the 16-input keypad matrix I/O
port. It's also possible that the internal EEPROM doesn't exist, it
definitely has a unique (and also undumped) IPLROM, and other things.
The ROMs have their own .pc2 file extension. So it's getting its own
system entry.

What I'm going to do for v107 and above is utilize the new systems
configuration to mark the Benesse as hidden by default from the main
menu. I don't think anyone in the world will actually care or want to
play this, but there was really no reason not to add it.
2018-04-25 19:34:43 +10:00
Tim Allen 8023d9cbe8 Update to v106r15 release.
byuu says:

Changelog:

  - main menu renamed again (Library→System→Systems)
  - the 'Hidden' checkbox on system properties was moved to the main
    list as a 'Show' checkbox instead
  - the move up/move down buttons on the systems panel now function
  - added icons to indicate 'system' versus 'game boot' entries in the
    systems list

I still didn't add ComboEdit to the Windows hiro port, so once again
this will be Linux/BSD only.

I polished the browse button for selecting a boot game. It'll use a list
of all bootable media file extensions, so that if you double-click any
supported game, it'll select it instead of going inside the folder. If
you pick a non-bootable folder, like say a Sufami Turbo cartridge, it
will go inside the folder instead, because it will treat it like any
other regular folder.

Having a checkbox next to text in the same cell doesn't work so well on
lists that have an onActivate action. Say you tried to double-click the
“Name” field on the Systems tab, it would toggle the checkbox twice
before popping open the system properties editor window. So because of
this, I made the show checkbox its own column. And for consistency, I
did the same for the slot# on the cheat editor window.

As a bit of really pedantic polish: if there are no systems enabled,
then the main menu won't show the separator before the “Load ROM Image”
option anymore.

I think something is wrong with the Markup::Node::insert syntax, but I
realized I have Markup::Node::swap, and just used that for the up/down
arrows on the systems panel for now. But we should probably fix insert()
at some point ... sigh.
2018-04-17 19:18:14 +10:00
Tim Allen 0ea17abfea Update to v106r15 release.
byuu says:

Changelog:

  - Super Game Boy: fixed loading of boot ROM
  - hiro: added ComboEdit::setEditable(bool = true);
  - tomoko: added new systems settings panel

Note!!: this release will not compile on Windows or macOS due to the
missing ComboEdit control! I'll try to merge in hex's implementation
for the Windows release here soon. macOS users will probably be out of
luck for a while, sorry.

The new systems panel is an idea I've been meaning to implement for
quite a while, but finally got around to starting on it. It's still
fairly unpolished, but the basic idea is there for Linux/BSD users to
try out now.

So imagine the Super Game Boy, BS-X Satellaview, Sufami Turbo, and the
associated BS Memory Pack-slotted SNES cartridges. To play any of those,
you needed to choose Nintendo→Super Famicom, and then select the
relevant cartridge, and then select any slotted cartridges to play with
it.

This was acceptable-ish, if not ideal. But now imagine in the future if
we wanted to support the Famicom Disk System, which is technically a
cartridge that plugs into the Famicom deck. Or the PC Engine CD, which
has one of three special HuCards that must be inserted (ignoring the
Turbo Duo where it's built-in—I'm going to be emulating the Super CD
as if you're using a stock PCE CD.) Or the Mega CD, where there are
probably a half dozen or more BIOS + hardware revisions that are
region-specific, which connect to an expansion port that is identical to
the cartridge port save for the Mega Drive seeing an I/O register bit
toggled here.

In all of these cases, it's going to be a real pain to have to choose
the 'BIOS' every time you want to play a game for them.

I can't distribute these BIOSes with higan due to copyright
restrictions, and trying to ship dummy folders for every possible
combination would become quite odious, and difficult for people to use
(compare to setting up the Game Boy Advance system BIOS.)

And so I've created the new systems settings panel. Here, you can manage
a list of systems that show up under the higan library menu (now renamed
to “System”), where each entry contains name, boot, and hidden
parameters.

The name parameter is what shows up in the system menu. You can call any
system higan emulates whatever you like here. Don't like “Super
Famicom”? Change it to “SNES”, then.

The boot parameter is a combo edit with a dropdown for all of the
systems higan emulates. If you choose one of these, then the higan
system menu option will work exactly like in previous releases, and
prompt you for a cartridge. But if you choose the browse button next to
the combo edit control, you'll get to pick any gamepak from the higan
library of your choosing.

So you could choose the SGB2 BIOS, and name the menu option “Super Game
Boy 2”, and when you choose the menu option, it will load the SFC core,
load the SGB2 BIOS, and only prompt you for the Game Boy game you wish
to play on it. The same deal goes for the FDS, PCE-CD, Mega CD, Mega
Drive Sonic & Knuckles lock-on cartridge, BS-X Satellaview, SD Gundam
G-Next, etc. Whatever you want to be in the menu, you can put in there
by pointing higan at the appropriate 'BIOS' gamepak to load.

Astute readers have probably already noticed, but you can technically
use this on non-slotted games as well, thus creating instant boot
options for your absolute favorite games, if you so wanted. Point it at
Zelda 3, and you can boot it instantly from the main menu, without any
need for file selection.

The hidden option is a way to hide the system entries from the system
menu. Primarily this would be a fast way for users to disable emulation
cores they never use in higan, without having to remove the options.

The major concession with this change is the collapsing of the
per-manufacturer submenus. What this means is you will now have all
twelve higan emulated systems in the main menu by default. This makes
the list rather long, but ... oh well. I may try to offer some form of
grouping in the future, but the grouping defeats the “list order =
display order” design, and I'm not willing to auto-sort the list. I want
people to be able to control the ordering of the system menu, and have
added (as yet non-functional) sorting arrows for that purpose. I also
don't have a combined tree+table view widget in higan to try to and
group things. But ... we'll see how things go in the future.

Another idea is to add a specialty load option that opens up the user's
Emulation library path, and lets you pick a gamepak for any system,
which would boot the same way as when you drop a gamepak onto the higan
executable or main window. So say you almost never play Wonderswan
games, this would be a way to play them without them cluttering your
system menu list.

The “import ROM files” option has been removed. All it does is launch
icarus directly. I would rather users become familiar with using icarus.
The “load ROM file” option remains.

Anyway, this is all still a work in progress, so please give it time and
don't overload me with too many suggested changes right now, thanks :3
2018-04-16 18:58:13 +10:00
Tim Allen 8f61c267c5 Update to v106r14 release.
byuu says:

Changelog:

  - game/memory/type/battery → game/memory/volatile
  - (manufacturer.)content.type → (architecture.)content.type
  - nall: Markup::find() strips spaces from values in comparisons
  - higan: updated game manifest loading/saving code for all cores
  - GBA: flash memory ID is internally selected based on the
    manufacturer and memory size
  - SFC: ST018 (ARM6) frequency can be modified via game manifest now
  - WS: EEPROM::name removed (not useful)
  - icarus, genius: battery→volatile updates

I did my best to look over the diff between r13 and r14, but it's 84KiB
excluding the game database changes. It's just too much for me. I'd
greatly appreciate if someone could look over it and check for any
errors in this update. But more than likely, I suppose we'll iron out
any issues by determining which games fail to load.

Right now, I know the Super Game Boy support doesn't seem to work. But
all non-SFC cores should work fully, and all normal + NEC DSP SFC games
should work as well. Unsure about the rest.

Also, I'm planning to change the Game Boy “MBC1M” mapper to “MBC1#A” to
indicate it's an alternate wiring configuration of the stock MBC1, and
not a new mapper type.
2018-04-15 15:49:53 +10:00
Tim Allen eaa2c1f6c0 Update to v106r13 release.
byuu says:

Changelog:

  - game/memory/category → game/memory/content
  - game/memory/model → game/memory/architecture
  - game/memory/identity → game/memory/identifier
  - Super Famicom: memory/content=Bitmap → memory/content=Save
  - Super Famicom: memory/architecture=DMG,MGB →
    memory/architecture=LR35902

The game manifest field names are now officially set in stone. I won't
change them again, I'll only add new fields if required.

As for the values in the field, I'm still undecided on the manufacturer
of the ST018, and I could be talked into different identifiers for the
Super Game Boy (SGB1/SGB2, DMG/MGB, or just ICD(2)?)

The board manifest format is still in flux, as is the choice of what to
name firmware files (it's between manufacturer and architecture, where
I'm leaning toward the latter currently.)

Board memory to Game memory mappings will require both the manufacturer
and architecture fields to match.

I'll be updating doc.byuu.org soon with the finalized game manifest
format.
2018-04-09 09:50:42 +10:00
Tim Allen 985610c167 Update to v106r12 release.
byuu says:

Changelog:

  - Emulator: update to final manifest syntax
  - Super Famicom: new board syntax (still experimental)
  - Super Famicom: match (manufacturer.)category.type instead of
    (model.)category.type

Errata:

  - Markup::Node::find() needs to be extended to support multiple
    subtype matches
  - Sufami Turbo ROM/RAM nodes are part of separate gamepaks; need to
    refactor this
2018-04-03 17:40:03 +10:00
Tim Allen 72b824cf1a Update to v106r11 release.
byuu says:

Changelog:

  - genius: improve sorting when game name is identical (eg revisions)
  - icarus, genius: update to finalized manifest syntax
2018-03-14 14:51:35 +11:00
Tim Allen 2dd35f984d Update to v106r10 release.
byuu says:

Changelog:

  - manifest: memory/battery now resides under type at
    memory/type/battery
  - genius: volatile option changed to battery; auto-disables when not
    RAM or RTC type
  - higan: added new Emulator::Game class to parse manifests for all
    emulated systems consistently
  - Super Famicom: board manifest appended to manifest viewer now
  - Super Famicom: cartridge class updated to use Emulator::Game objects
  - hiro: improve suppression of userland callbacks once
    Application::quit() is called
      - this fixes a crash in genius when closing the window with a tree
        view item selected

My intention is to remove Emulator::Interface::sha256(), as it's not
really useful. They'll be removed from save states as well. I never
bothered validating the SHA256 within them, because that'd be really
annoying for ROM hackers.

I also intend to rename Emulator::Interface::title() to label() instead.

Most everything is still broken. The SNES still needs all the board
definitions updated, all the other cores need to move to using
Emulator::Game.
2018-03-06 09:42:10 +11:00
Tim Allen e216912ca3 Update to v106r09 release.
byuu says:

Changelog:

  - higan, icarus, genius: new manifest syntax (work in progress)

Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)

Basically, I'm just getting this out there for evaluation.

One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.

I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)

I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.

Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.

I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 15:34:07 +11:00
Tim Allen 5c55cc2c94 Update to v106r08 release.
byuu says:

Changelog:

  - Game Boy: fixed RAM/RTC saving¹
  - Super Famicom: ICD2 renamed to ICD (there exists an SGB prototype
    with a functionally identical ICD1)
  - Sufami Turbo: removed short-circuiting when loading an unlinkable
    cartridge into slot A²
  - Super Game Boy: the 20971520hz clock of the SGB2 is now emulated
  - Super Famicom: BSC-1Lxx (SA1) boards now prompt for BS memory
    cartridges; and can make use of them³
  - Super Famicom: fixed a potential for out-of-bounds reads with BS
    Memory flash carts

¹: I'm using a gross hack of replacing `type: ` with `type:` so that
`memory(type=...)` will match without the extra spaces. I need to
think about whether I want the BPath query syntax to strip whitespace or
not. But longer term, I want to finalize game/memory's design, and build
a higan/emulation/manifest parser that produces a nicer interface to
reading manifests for all cores, which will make this irrelevant for
higan anyway.

²: I don't think it's appropriate for higan to enforce this. Nothing
stops you from inserting games that can't be linked into a real Sufami
Turbo. I do short-circuit if you cancel the first load, but I may allow
loading an empty slot A with a populated slot B. I think the BIOS does
something when you do that. Probably just yells at you.

³: I know it's emulated correctly now, but I still don't know what
the heck changes when you load the SD Gundam G Next - Unit & Map
Collection BS Memory cartridge with SD Gundam G Next to actually test
it.
2018-02-21 20:53:49 +11:00
Tim Allen c49d3b2006 Update to v106r07 release.
byuu says:

Changelog:

  - Super Game Boy: for the 50th time, higan won't segfault if you
    cancel the Game Boy cartridge load request
  - icarus: moved to new manifest syntax for all remaining systems
  - Game Boy: moved to new manifest syntax

Errata:

  - Game Boy: save RAM does not appear to be working for some reason
  - Famicom: higan won't even start to run this system; it just acts
    like a cartridge was never loaded ...
  - cores outside of the Super Famicom and Game Boy/Color will not run
    due to icarus/higan manifest syntax differences
2018-02-21 11:12:09 +11:00
Tim Allen 3a175ad2b0 Update to v106r06 release.
byuu says:

Changelog:

  - icarus: new Firmware/ folder, which is used to import external
    firmware when it's missing from the ROM image
  - icarus: improved Super Famicom heuristics; including Shift-JIS to
    UTF-8 encoding of game titles

Errata:

  - if firmware isn't appended, it still cuts out the size from the
    memory/program.rom file
  - boards.bml is still missing the new Japanese production boards
2018-02-16 12:07:49 +11:00
Tim Allen 5e330da4e8 Update to v106r05 release.
byuu says:

Changelog:

  - Super Famicom: added remaining generic board types
  - icarus: improved Super Famicom heuristics
  - icarus: reworked BS Memory heuristics
  - icarus: reworked Sufami Turbo heuristics

Notes: this is really complicated, and is going to take a long time to
work 100% smoothly again.

Starting off, I am trying to get rid of the weird edge case zero-byte
SRAM mapping for the Cx4. It has the RAM region present, but returns
logic low (0x00) instead of open bus, when SRAM isn't present. I started
by making it `map=ram` instead of `ram/map`, which is gross, and then it ended
up detecing the map tag ending in RAM and pulling the Cx4 data RAM into that
slot. Ugh. The preservation board mapping is still as it was before and will
need to be updated once I get the syntax down.

The BS Memory and Sufami Turbo moving to the new `game/memory`
ending means I can't use the SuperFamicom::Cartridge::loadMemory
function that looks at the old-style rom/ram tags. Because I didn't
write more code, the result is those sub-carts won't load now.

The old heuristics were short-circuiting on SA1 before bothering with
BS-X slots, so that's why SD Gundam G-Next wasn't asking for a data
pack. The problem is, I don't know where the BS-X pack maps to on this
cartridge. It's at c0-ef on the other BS-X slotted cartridges, but
that's mapped to the SA1 on regular SA1 cartridges, so ... for now, it's
not actually mapped in.

I'm still struggling with naming conventions on all these boards. I'll
make a public post about that, though.
2018-02-11 08:45:44 +11:00
Tim Allen c38a771f22 Update to v106r04 release.
byuu says:

Changelog:

  - nall: `Markup::Node::operator[]` now uses `find()` instead of `lookup()`
    behind the scenes
  - Super Famicom: RAM memory ordering is now independent of ROM memory
    ordering
  - Super Famicom: added 19 new generic board definitions
  - icarus: improved Super Famicom heuristics generation

Not putting it in the changelog, but the SPC7110 RAM now has write
protection disabled again.

99% of games should now be playable with heuristics. The exceptions
should be:

  - 4MB LoROM games with SRAM (Ys 3, FE: Thracia 776)
  - 2MB DSP LoROM games
  - BS-X Town
  - BS-X slotted games
  - SA1 BSX slotted games
  - SPC7110 games without the RTC (Momotarou Dentetsu Happy, Super Power
    League 4)
  - SPC7110 7MB fan translation (wasn't supported earlier either)
  - ExLoROM games (wasn't supported earlier either)
  - Sufami Turbo
  - Campus Challenge '92 and Powerfest '94
  - ST010 is going to run at 15MHz instead of 11MHz
  - MSU1 (needs to be supported in higan, not icarus)

I'll add support for most of these before the release of v107.
2018-02-08 21:32:46 +11:00
Tim Allen 3d8be92550 Update to v106r3 release.
byuu says:

Changelog:

  - Super Famicom: update to newer board markup syntax
  - Super Famicom: update all mapped ROMs to be write-protected
      - errata: SPC7110 set ram.writeProtect(true), I'll fix it in the
        next WIP
  - icarus: rewrote the Super Famicom heuristics module from scratch

Instead of icarus heuristics generating higan-specific mappings, it now
generates generic board IDs that can be used by any emulator. I had
originally planned to print out real PCB ID codes here, but these board
mappings are meant to be more generic, and I don't want them to look
real. The pseudo-codes are easy to parse, for example: `DSP-LOROM-NVRAM`
for Super Mario Kart, `SUPERFX-RAM` for Doom.

I'm going to make a `Boards (Generic).bml` file that will contain mapping
definitions for every board. Until this is done, any games not in the SNES
preservation database will fail to play because the mapping information is
now missing.
2018-02-05 20:58:02 +11:00
Tim Allen 2f81b5a3e7 Update to v106r2 release.
byuu says:

Changelog:

  - Super Famicom: added support for loading manifests without embedded
    mapping information¹
  - genius: initial commit
  - various Makefile cleanups

¹: so the idea here is to try and aim for a stable manifest format,
and to allow direct transposition of icarus/genius database entries into
manifest files. The exact mechanics of how this is going to work is
currently in flux, but we'll get there.

For right now, `Super Famicom.sys` gains `boards.bml`, which is the raw
database from my board-editor tool, and higan itself tries to load
`boards.bml`, match an entry to game/board from the game's `manifest.bml`
file, and then transform it into the format currently used by higan. It
does this only when the game's `manifest.bml` file lacks a board node.
When such a board node exists, it works as previous versions of higan
did.

The only incompatible change right now is information/title is now
located at game/label. I may transition window title display to just use
the filenames instead.

Longer term, some thought is going to need to go into the format of the
`boards.bml` database itself, and at which point in the process I should
be transforming things.

Give it time, we'll refine this into something nicer.
2018-02-01 19:20:37 +11:00
Tim Allen aef8d5e962 Update to v106r1 release.
byuu says:

Changelog:

  - Z80: infinite DD/FD prefixes will no longer cause an emulator crash;
    but will still deadlock savestates
  - Z80: emulated R incrementing on M1 cycles
  - Z80: `LD a, [ir]` should update flags [hex_usr]
  - Z80: minor code cleanups
  - tomoko: added “Pause Emulation” toggle to Tools menu
      - you can still use the hotkey to pause emulation before starting
        a game if you really want to
      - this will be useful if and when I re-add trace logging to
        capture instructions from power-on
  - icarus: more PAL games added to the SNES database

I hope I've implemented R correctly. It should only increment twice on
DD,FD CB xx instructions. LDI/LDD/LDIR/LDDR should work as expected as
well. It increments once when interrupts are executed (and not maksed.)
The top bit is ignored in increments.
2017-12-27 08:11:03 +11:00
Tim Allen b55783c322 Update to v106 release.
byuu says:

Changelog (since v105tr1):

Changelog:

  - added Emulation/AutoSaveMemory/Interval setting to specify number of
    seconds between auto-saves
  - added Game Notes tool
  - added 64 new SNES PAL games to the icarus preservation database

The Games Notes tool is a new feature that gives you a blank text box to
enter notes about a game that you're playing: so you can write down
things like level select codes for games with save RAM, combo moves, or
whatever other information you'd like quick and easy access to.

This is kind of an experiment. Ideally, we'd wanna allow more
personalized information, drawings, etc. But hey, let's try it out and
see what people think.
2017-11-19 23:05:02 +11:00
Tim Allen e9d2d56df9 Update to v105r1 release.
byuu says:

Changelog:

  - higan: readded support for soft-reset to Famicom, Super Famicom,
    Mega Drive cores (work in progress)
      - handhelds lack soft reset obviously
      - the PC Engine also lacks a physical reset button
      - the Master System's reset button acts like a gamepad button, so
        can't show up in the menu
  - Mega Drive: power cycle wasn't initializing CPU (M68K) or APU (Z80)
    RAM
  - Super Famicom: fix SPC700 opcode 0x3b regression; fixes Majuu Ou
    [Jonas Quinn]
  - Super Famicom: fix SharpRTC save regression; fixes Dai Kaijuu
    Monogatari II's real-time clock [Talarubi]
  - Super Famicom: fix EpsonRTC save regression; fixes Tengai Makyou
    Zero's real-time clock [Talarubi]
  - Super Famicom: removed `*::init()` functions, as they were never used
  - Super Famicom: removed all but two `*::load()` functions, as they
    were not used
  - higan: added option to auto-save backup RAM every five seconds
    (enabled by default)
      - this is in case the emulator crashes, or there's a power outage;
        turn it off under advanced settings if you want
  - libco: updated license from public domain to ISC, for consistency
    with nall, ruby, hiro
  - nall: Linux compiler defaults to g++; override with g++-version if
    g++ is <= 4.8
      - FreeBSD compiler default is going to remain g++49 until my dev
        box OS ships with g++ >= 4.9

Errata: I have weird RAM initialization constants, thanks to hex_usr
and onethirdxcubed for both finding this:
http://wiki.nesdev.com/w/index.php?title=CPU_power_up_state&diff=11711&oldid=11184

I'll remove this in the next WIP.
2017-11-07 09:05:54 +11:00
Talarubi 9e06857e4d Update version and license
Added LICENSE.txt and GPLv3.txt. Also updated libco documentation.

After discussion with byuu, libco gets a more specific ISC license
to match nall, ruby and hiro. higan, as clarified in LICENSE.txt,
continues to be GPL version 3 only (no "or later" clause).
2017-10-24 23:37:22 -04:00
Talarubi e28aa32324 Fixed: Typo in SPC700 instruction table
https://board.byuu.org/viewtopic.php?p=48325#p48325

Per Screwtape and Jonas Quinn, this fixes 魔獣王 (Majuu Ou)
hanging at the title.
2017-10-24 23:37:21 -04:00
Talarubi a9571ff5b8 Fixed: Restore SPC7110 and S-RTC time properly
Loading and unloading the RTC is a little odd, since it's normally
always powered in the first place. What we want, and what the load()
functions really do, is to resync using the saved timestamps or
reset it. unload() proper doesn't do anything.

However, an interface refactoring after v098 reordered the above
operations, and this (along with a typo, shh!) was causing the already
synced time to be cleared.

I've added checks so that whenever rtc.ram can't be found, load() gets
called with empty arguments to initialise the defaults (like putting
in a fresh battery).
2017-10-24 23:16:22 -04:00
Tim Allen f8e71b50d0 Update to v105 release.
byuu says:

This release provides several major improvements to Mega Drive emulation
which enhances compatibility a good deal. It also includes important
Super Famicom mosaic emulation improvements, plus a much-needed SuperFX
save state issue fix.

Changelog (since v104):

  - higan: many improvements to Emulator::Interface to support
    forks/frontends
  - higan: refreshed program icon
  - icarus: new program icon
  - Game Boy Advance: slight emulation speedup over v104
  - Game Boy Advance: synchronize APU FIFO updates better
  - Mega Drive: added automatic region detection [hex_usr]
  - Mega Drive: support 8-bit SRAM
  - Game Boy Advance: fixed bug when changing to THUMB mode via MSR
    [MerryMage]
  - Master System: fix bug in backdrop color and background 0 priority
    [hex_usr]
  - Mega Drive: backgrounds always update output priority bit [Cydrak]
  - Mega Drive: emulated interlaced video output
  - Mega Drive: emulated shadow/highlight mode [Cydrak]
  - Super Famicom: auto joypad polling clears the shift register when
    starting
  - Super Famicom: added new low-entropy RAM initialization mode to more
    closely match hardware
  - Game Boy Advance: rumble will now time out after being left on for
    500ms
  - ruby: improved rumble support in udev input driver [ma_rysia]
  - M68K: `move.b (a7)[+/-]` adjust a7 by two
  - M68K: illegal/lineA/lineF opcodes do not modify the stack register
  - Mega Drive: emulate VIP status bit
  - uPD7725: improved emulation of OV1/S1 flags [byuu, AWJ, Lord
    Nightmare]
  - uPD7725: improved handling of DP, RP updates [Jonas Quinn]
  - Super Famicom: improved emulation of mosaic effects in hires,
    interlace, and offset-per-tile modes [byuu, Cydrak]
  - ruby: improved Direct3D exclusive mode monitor selection [Cydrak]
  - Super Famicom: fixed save state bug affecting SuperFX games
    [Cydrak]
  - Mega Drive: added workaround for Clang compiler bug; allowing this
    core to work on macOS [Cydrak, Sintendo]
  - higan: hotkeys now also trigger when the main window lacks focus yet
    higan is set to allow input on focus loss
  - higan: fixed an edge case where `int16_t` ↔ `double` audio
    conversion could possibly result in overflows
  - higan: fixed a crash on macOS when choosing quit from the
    application menu [ncbncb]

Changelog (since the previous WIP):

  - higan: restored `make console=true`
  - tomoko: if you allow input when main window focus is lost, hotkeys
    can now be triggered without focus as well
  - hiro/cocoa: fix crash on exit from menu [ncbncb]
  - ruby: smarter `double` → `int16_t` conversion to prevent
    underflow/overflow
2017-10-07 19:49:07 +11:00
Tim Allen 9a13863adb Update to v104r17 release.
byuu says:

Changelog:

  - processor/m68k: fix error in disassembler [Sintendo]
  - processor/m68k: work around Clang compiler bug [Cydrak, Sintendo]

This is one of the shortest WIPs I've done, but I'm trying not to change
anything before v105.
2017-10-05 17:13:03 +11:00
Tim Allen 5dbaec85a7 Update to v104r16 release.
byuu says:

Changelog:

  - processor/upd96050: always potentially update S1 on ALU ops, sans NOP
      - theory by Lord Nightmare. I'm impartial on this one, but may as
        well match his design
  - sfc: fixed save state hang [reported by FitzRoy; fixed by Cydrak]
  - icarus: do not save settings.bml file when in library mode
2017-10-02 19:04:28 +11:00
Tim Allen 6524a7181d Update to v104r15 release.
byuu says:

Changelog:

  - processor/huc6280,mos6502,wdc65816: replaced abbreviated opcode
    names with descriptive names
  - nall: replaced `PLATFORM_MACOSX` define with `PLATFORM_MACOS`
  - icarus: added `Icarus::missing() -> string_vector` to list missing
    appended firmware files by name
  - ruby, hiro: fix macosx→macos references

The processor instruction renaming was really about consistency with the
other processor cores. I may still need to do this for one or two more
processors.

The icarus change should allow a future release of the icarus
application to import games with external SNES coprocessor firmware once
again. It will also allow this to be possible when used in library mode.
2017-09-29 20:36:35 +10:00
Tim Allen fbc58c70ae Update to v104r14 release.
byuu says:

Changelog:

  - Emulator::Interface::videoResolution() -\> VideoResolution renamed
    to videoInformation() -\> VideoInformation
  - added double VideoInformation::refreshRate
  - higan: added `binary := (application|library)` — set this to
    `library` to produce a dynamic link library
  - higan: removed `-march=native` for macOS application builds; and for
    all library builds
  - higan: removed `console` build flag; uncomment  `link += -mwindows`
    instead
  - nall/GNUmakefile: `macosx` platform renamed `macos`
      - still need to do this for nall/intrinsics.hpp
  - Game Gear: return region=NTSC as the only option, so that the system
    frequency is always set correctly
  - hiro/cocoa: fixed typo [Sintendo]
  - hiro/Windows: removed GetDpiForMonitor, as it's Windows 8+ only; DPI
    is no longer per-monitor aware
  - icarus: core Icarus class now has virtual functions for
    directory::create, <file::exists>, <file::copy>, <file::write>
  - icarus: Sufami Turbo can import save RAM files now
  - icarus: setting `ICARUS_LIBRARY` define will compile icarus without
    main(), GUI components
  - ruby/video/Direct3D: choose the current monitor instead of top-left
    monitor for fullscreen exclusive [Cydrak]
  - ruby/video/Direct3D: do not set `WS_EX_TOPMOST` on fullscreen
    exclusive window [Cydrak]
      - this isn't necessary for exclusive mode, and it just makes
        getting out of the application more difficult
2017-09-24 11:01:48 +10:00
Tim Allen 1ff315838e Update to v104r13 release.
byuu says:

Changelog:

  - nall/GNUmakefile: build=release changed to -O2, build=optimize is
    now -O3
  - hiro: added Monitor::dpi(uint index) → Position [returns logical
    DPI for x, y]
      - Position is a bad name, but dpi(monitor).(x,y)() make more sense
        than .(width,height)()
  - hiro: Position, Size, Geometry, Font changed from using signed int
    to float
  - hiro: Alignment changed from using double to float
  - hiro: added skeleton (unused) Application::scale(), setScale()
    functions

Errata:

  - hiro/cocoa's Monitor::dpi() is untested. Probably will cause issues
    with macOS' automatic scaling.
  - hiro/gtk lacks a way to get both per-monitor and per-axis (x,y) DPI
    scaling
  - hiro/qt lacks a way to get per-monitor DPI scaling (Qt 5.x has this,
    but I still use Qt 4.x)
      - and just to get global DPI, hiro/qt's DPI retrieval has to use
        undocumented functions ... fun

The goal with this WIP was basically to prepare hiro for potential
automatic scaling. It'll be extremely difficult, but I'm convinced that
it must be possible if macOS can do it.

By moving from signed integers to floats for coordinates, we can now
scale and unscale without losing precision. That of course isn't the
hard part, though. The hard part is where and how to do the scaling. In
the ideal application, hiro/core and hiro/extension will handle 100% of
this, and the per-platform hiro/(cocoa,gtk,qt,windows) will not be aware
of what's going on, but ... to even make that possible, things will need
to change in every per-platform core, eg the per-platform code will have
to call a core function to change geometry, which will know about the
scaling and unscale the values back down again.

Gonna be a lot of work, but ... it's a start.
2017-09-08 16:06:21 +10:00
Tim Allen 4fb8ce2821 Update to v104r12 release.
byuu says:

Changelog:

  - higan: URLs updated to HTTPS
  - sfc/ppu/background: use hires/interlace/mosaic-adjusted X/Y
    coordinates for offset-per-tile mode
  - sfc/ppu/background: hires mosaic seems to advance pixel counter on
    subscreen pixels
  - tomoko: added “Help→Credits” menu option (currently the page does
    not exist; should before v105)
  - tomoko: reduced volume slider from {0% - 500%} to {0% - 200%}.
    Distortion is too intense above 200%.
      - technically, I've encountered distortion at 200% as well in
        Prince of Persia for the SNES
  - nall/run/invoke: use program path for working directory
      - allows you to choose “Library→Import ROMs” from a different
        directory on the command-line

I don't know how to assign credit for the mosaic stuff. It's been a
work-in-progress with me, Cydrak, and hex_usr.

The current design should be correct, but very unpleasant. The code
desperately needs to be refactored, but my recent attempt at doing so
ended in spectacular failure.
2017-09-06 12:38:00 +10:00
Tim Allen 3dce3aa3c8 Update to v104r11 release.
byuu says:

Changelog:

  - sfc/ppu/background: minor code cleanup and simplification
  - sfc/ppu/background: $2106 MOSAIC register was implemented
    incorrectly
  - sfc/ppu/background: fixed mosaic effects in hires mode (temporary
    fix)
  - sfc/ppu/background: fixed mosaic effects in interlace mode [Cydrak]

Errata:

  - sfc/ppu/background/background.cpp:48: should be
    `if(!mosaic.enable) {`

Turns out there is only one mosaic size, and the other four bits are
per-BG mosaic enable. This matters a lot for hires/interlace, as
mosaicSize=0 (2x2) is not the same thing as mosaicEnable=false (1x1).

Although I've now implemented this, I really don't like how my mosaic
implementation works right now. I tried to redesign the entire system,
and completely failed. So I started over from v104r10 again and instead
went with a more evolutionary improvement for now. I'll keep trying.

Also, the combination of mosaic + offset-per-tile is still sketchy, as
is mode 6 offset-per-tile. I'll get to those in the future as well.
2017-09-05 10:56:52 +10:00
Tim Allen 28060d3a69 Update to v104r10 release.
byuu says:

Changelog:

  - processor/upd96050: per manual errata note, SGN always uses SA1;
    never SB1 [fixes v104r09 regression]
  - processor/upd96050: new OV1/S1 calculation that doesn't require OV0
    history buffer [AWJ]
  - processor/upd96050: do not update DP in OP if DST=4 [Jonas Quinn]
  - processor/upd96050: do not update RP in OP if DST=5 [Jonas Quinn]
  - resource: recreated higan+icarus icons, higan logo as 32-bit PNGs

So higan v104r08 and earlier were 930KiB for the source tarball. After
creating new higan and icarus icons, the size jumped to 1090KiB, which
was insane for only adding one additional icon.

After digging into why, I discovered that ImageMagick defaults to
64-bit!! (16-bits per channel) PNG images when converting from SVG.
You know, for all those 16-bit per channel monitors that don't exist.
Sigh. Amazingly, nobody ever noticed this.

The logo went from 78.8KiB to 24.5KiB, which in turn also means the
generated resource.cpp shrank dramatically.

The old higan icon was 32-bit PNG, because it was created before I
installed FreeBSD and switched to ImageMagick. But the new higan icon,
plus the new icarus icon, were both 64-bit as well. And they're now
32-bit.

So the new tarball size, thanks to the logo optimization, dropped to
830KiB.

Cydrak had some really interesting results in converting higan's
resources to 8-bit palletized PNGs with the tRNS extension for alpha
transparency. It reduces the file sizes even more without much visual
fidelity loss. Eg the higan logo uses 778 colors currently, and 256
represents nearly all of it very well to the human eye. It's based off
of only two colors, the rest are all anti-aliasing. Unfortunately,
nall/image doesn't support this yet, and I didn't want to flatten the
higan logo to not have transparency, in case I ever want to change the
about screen background color.
2017-09-01 21:21:06 +10:00
Tim Allen 5352c5ab27 Update to v104r09 release.
byuu says:

Changelog:

  - processor/upd96050: SGN should select between (A,B).S1 flag using
    ASL opcode bit
  - processor/upd96050: use a temporary to cache new S1, then compute
    OV1 using old S1, then assign new S1
  - processor/upd96050: add SR.(siack,soack) and connect to relevant
    jump instructions (serial not implemented)
  - processor/upd96050: initialize SR properly in power() [r08
    regression]
  - icarus: improve Makefile rules [Screwtape]
  - higan: new program icon
  - icarus: new program icon
2017-08-31 23:58:54 +10:00
Tim Allen 25bda4f159 Update to v104r08 release.
byuu says:

Changelog:

  - processor/upd96050: code cleanups
  - processor/upd96050: improved emulation of S1/OV1 flags [thanks to
    Cydrak, Lord Nightmare]
  - tomoko/settings/audio: reduced the size of the frequency/latency
    combo boxes to show longer device driver names

Errata: I need to clear regs.sr in uPD96050::power()

Note: the S1/OV1 emulation is likely not 100% correct yet, but it's a
step in the right direction. No SNES games actually use S1/OV1, so this
shouldn't result in any issues, I'd just like to have this part of the
chip emulated correctly.
2017-08-30 13:44:51 +10:00
Tim Allen 9c25f128f9 Update to v104r07 release.
byuu says:

Changelog:

  - md/vdp: added VIP bit to status register; fixes Cliffhanger
  - processor/m68k/disassembler: added modes 7 and 8 to LEA address
    disassembly
  - processor/m68k/disassembler: enhanced ILLEGAL to display LINEA/LINEF
    $xxx variants
  - processor/m68k: ILLEGAL/LINEA/LINEF do not modify the stack
    register; fixes Caeser no Yabou II
  - icarus/sfc: request sgb1.boot.rom and sgb2.boot.rom separately; as
    they are different
  - icarus/sfc: removed support for external firmware when loading ROM
    images

The hack to run Mega Drive Ballz 3D isn't in place, as I don't know if
it's correct, and the graphics were corrupted anyway.

The SGB boot ROM change is going to require updating the icarus database
as well. I will add that in when I start dumping more cartridges here
soon.

Finally ... I explained this already, but I'll do so here as well: I
removed icarus' support for loading SNES coprocessor firmware games with
external firmware files (eg dsp1.program.rom + dsp1.data.rom in the same
path as supermariokart.sfc, for example.)

I realize most are going to see this as an antagonizing/stubborn move
given the recent No-Intro discussion, and I won't deny that said thread
is why this came to the forefront of my mind. But on my word, I honestly
believe this was an ineffective solution for many reasons not related to
our disagreements:

 1. No-Intro distributes SNES coprocessor firmware as a merged file, eg
    "DSP1 (World).zip/DSP1 (World).bin" -- icarus can't possibly know
    about every ROM distribution set's naming conventions for firmware.
    (Right now, it appears GoodSNES and NSRT are mostly dead; but there
    may be more DATs in the future -- including my own.)
 2. Even if the user obtains the firmware and tries to rename it, it
    won't work: icarus parses manifests generated by the heuristics
    module and sees two ROM files: dsp1.program.rom and dsp1.data.rom.
    icarus cannot identify a file named dsp1.rom as containing both
    of these sub-files. Users are going to have to know how to split
    files, which there is no way to do on stock Windows. Merging files,
    however, can be done via `copy /b supermariokart.sfc+dsp1.rom
    supermariokartdsp.sfc`; - and dsp1.rom can be named whatever now.
    I am not saying this will be easy for the average user, but it's
    easier than splitting files.
 3. Separate firmware breaks icarus' database lookup. If you have
    pilotwings.sfc but without firmware, icarus will not find a match
    for it in the database lookup phase. It will then fall back on
    heuristics. The heuristics will pick DSP1B for compatibility with
    Ballz 3D which requires it. And so it will try to pull in the
    wrong firmware, and the game's intro will not work correctly.
    Furthermore, the database information will be unavailable, resulting
    in inaccurate mirroring.

So for these reasons, I have removed said support. You must now load
SNES coprocessor games into higan in one of two ways: 1) game paks with
split files; or 2) SFC images with merged firmware.

If and when No-Intro deploys a method I can actually use, I give you all
my word I will give it a fair shot and if it's reasonable, I'll support
it in icarus.
2017-08-28 22:46:14 +10:00
Tim Allen afa8ea61c5 Update to v104r06 release.
byuu says:

Changelog:

  - gba,ws: removed Thread::step() override¹
  - processor/m68k: move.b (a7)+ and move.b (a7)- adjust a7 by two, not
    by one²
  - tomoko: created new initialize(Video,Audio,Input)Driver() functions³
  - ruby/audio: split Audio::information into
    Audio::available(Devices,Frequencies,Latencies,Channels)³
  - ws: added Model::(WonderSwan,WonderSwanColor,SwanCrystal)()
    functions for consistency with other cores

¹: this should hopefully fix GBA Pokemon Pinball. Thanks to
SuperMikeMan for pointing out the underlying cause.

²: this fixes A Ressaha de Ikou, Mega Bomberman, and probably more
games.

³: this is the big change: so there was a problem with WASAPI where
you might change your device under the audio settings panel. And your
new device may not support the frequency that your old device used. This
would end up not updating the frequency, and the pitch would be
distorted.

The old Audio::information() couldn't tell you what frequencies,
latencies, or channels were available for all devices simultaneously, so
I had to split them up. The new initializeAudioDriver() function
validates you have a correct driver, or it defaults to none. Then it
validates a correct device name, or it defaults to the first entry in
the list. Then it validates a correct frequency, or defaults to the
first in the list. Then finally it validates a correct latency, or
defaults to the first in the list.

In this way ... we have a clear path now with no API changes required to
select default devices, frequencies, latencies, channel counts: they
need to be the first items in their respective lists.

So, what we need to do now is go through and for every audio driver that
enumerates devices, we need to make sure the default device gets added
to the top of the list. I'm ... not really sure how to do this with most
drivers, so this is definitely going to take some time.

Also, when you change a device, initializeAudioDriver() is called again,
so if it's a bad device, it will disable the audio driver instead of
continuing to send samples at it and hoping that the driver blocked
those API calls when it failed to initialize properly.

Now then ... since it was a decently-sized API change, it's possible
I've broken compilation of the Linux drivers, so please report any
compilation errors so that I can fix them.
2017-08-26 11:15:49 +10:00
Tim Allen b38a657192 Update to v104r05 release.
byuu says:

Changelog:

  - emulator/random: new array function with more realistic RAM
    initializations
  - emulator/random: both low and high entropy register initializations
    now use PCG
  - gba/player: rumble will time out and disable after being left on for
    500ms; fixes Pokemon Pinball issue
  - ruby/input/udev: fixed rumble effects [ma\_rysia]
  - sfc/system: default to low-entropy randomization of memory

The low-entropy memory randomization is modeled after one of my SHVC
2/1/3 systems. It generates striped patterns in memory, using random
inputs (biased to 0x00/0xff), and has a random chance of corrupting 1-2
bits of random values in the pool of memory (to prevent easy emulator
detection and to match observed results on hardware.)

The reasoning for using PCG on register initializations, is that I don't
believe they're going to have repeating patterns like RAM does anyway.
And register initializations are way more vital.

I want to have the new low-entropy RAM mode tested, so at least for the
next few WIPs, I've set the SNES randomization over to low-entropy.
We'll have to have a long discussion and decide whether we want official
releases to use high-entropy or low-entropy.

Also, I figured out the cause of the Prince of Persia distortion ... I
had the volume under the audio settings tab set to 200%. I didn't
realize there were SNES games that clipped so easily, given how
incredibly weak SNES audio is compared to every other sound source on my
PC. So with no entropy or low-entropy, indeed the game now sounds just
fine.

I can't actually test the udev fixes, so I guess we'll see how that goes
for Screwtape and ma\_rysia.
2017-08-25 00:24:34 +10:00
Tim Allen d621136d69 Update to v104r04 release.
byuu says:

Changelog:

  - higan/emulator: added new Random class with three entropy settings:
    none, low, and high
  - md/vdp: corrected Vcounter readout in interlace mode [MoD]
  - sfc: updated core to use the new Random class; defaults to high
    entropy

No entropy essentially returns 0, unless the random.bias(n) function is
called, in which case, it returns n. In this case, n is meant to be the
"logical/ideal" default value that maximizes compatibility with games.

Low entropy is a very simple entropy modeled after RAM initialization
striping patterns (eg 32 0x00s, followed by 32 0xFFs, repeating
throughout.) It doesn't "glitch" like real hardware does on rare
occasions (parts of the pattern being broken from time to time.) It also
only really returns 0 or ~0. So the entropy is indeed extremely low, and
not very useful at all for detecting bugs. Over time, we can try to
improve this, of course.

High entropy is PCG. This replaces the older, lower-entropy and more
predictable, LFSR. PCG should be more than enough for emulator
randomness, while still being quite fast.

Unfortunately, the bad news ... both no entropy and low entropy fix the
Konami logo popping sound in Prince of Persia, but all three entropy
settings still cause the distortion in-game, especially evident at the
title screen. So ... this may be a more serious bug than first
suspected.
2017-08-24 12:45:24 +10:00
Tim Allen d13f1dd9ea Update to v104r03 release.
byuu says:

Changelog:

  - md/vdp: added full interlace emulation [byuu, Sik, Eke, Mask of
    Destiny]
  - md/vdp: fix an issue with overscan/highlight when setting was
    disabled [hex\_usr]
  - md/vdp: serialize field, and all oam/objects state
  - icarus/md: do not enable RAM unless header 0x1b0-1b1 == "RA"
    [hex\_usr]

I really can't believe how difficult the interlace support was to add. I
must have tried a hundred combinations of adjusting Y, Vscroll, tile
addressing, heights, etc. Many of the changes were a wash that improved
some things, regressed others.

In the end I ended up needing input from three different people to
implement what should have been trivial. I don't know if the Mega Drive
is just that weird, if I've declined that much in skill since the days
when I implemented SNES interlace, or if I've just never been that good.

But either way, I'm disappointed in myself for not being able to figure
either this or shadow/highlight out on my own. Yet I'm extremely
grateful to my friends for helping carry me when I get stuck.

Since it wasn't ever documented before, I'm going to try and document
the changes necessary to implement interlace mode for any future
emudevs.
2017-08-22 19:11:43 +10:00
Tim Allen 11357169a5 Update to v104r02 release.
byuu says:

Changelog:

  - md/vdp: backgrounds always update priority bit output [Cydrak]
  - md/vdp: vcounter.d0 becomes vcounter.d8 in interlace mode 3
  - md/vdp: return field number in interlace modes from status register
  - md/vdp: rework scanline/frame counting in main loop so first frame
    won't clock to field 1 instead of field 0
  - md/vdp: add support for shadow/highlight mode; optimize to minimal
    code [Cydrak]
  - md/vdp: update outputPixel() to support interlace modes
  - sfc/cpu: auto joypad polling start should clear the shift registers;
    fixes Nuke (PD)
      - thanks to BMF54123 for this bug report
  - tomoko: if an invalid video/audio/input driver is found in the
    configuration file, it's reset to "None"
      - prevents showing the wrong driver under advanced settings; no
        longer requires possibly two reboots to fix

Note: the Mega Drive interlace mode 1 should be working fully, but I
don't know any games that use it. Interlace mode 3 (Sonic 2's two-player
mode) does not work at all yet, but this is a good start.
2017-08-22 11:09:07 +10:00
Tim Allen 366e9cebff Update to v104r01 release.
byuu says:

Changelog:

  - gba/cpu: synchronize to the PPU, not oneself, when the CPU is
    stopped
      - this bug was patched in the official v104 release; but not in
        the .tar.xz archive
  - ms/vdp: backdrop color is on the second 16-entry palette, not the
    first [hex\_usr]
  - ms/vdp: fix background color 0 priority; fixes Alex Kidd in High
    Tech World text boxes [hex\_usr]
  - tomoko: choose first option when loading files via the command-line
    [hex\_usr]
  - icarus: lo/hi RAM addressing was backwards; M68K is big endian;
    fixes save files in Sonic 3

Many thanks to hex\_usr for the Master System / Game Gear VDP fix.
That's a tricky system to get good technical information on. The fix
should be correct, but please report if you spot any regressions just in
case.
2017-08-18 22:48:29 +10:00
Tim Allen 0034adab3b Update to v104 public release.
[As mentioned in the v104 internal release notes, byuu fixed a small typo in
the GBA core. -Ed.]

byuu says:

There are lots of improvements in this new release, both to core
emulation and to the user interface. However, some of these changes are
quite substantial, so regressions are a possibility. Please report any
regressions from v103 on the forums if found.

Note that Mega Drive save RAM files will not be compatible with v103,
but will now be compatible with save RAM files from all other Mega Drive
emulators, and the format will be stable going forward.

Also!! Thanks to the tireless work of Screwtape, the
Help->Documentation link in higan now takes you to a very comprehensive
user guide. Please be sure to consult this if you have any questions
about using higan.

Lastly, I've added a link to my Patreon page (https://patreon.com/byuu/)
to the higan downloads page. The money will go exclusively toward
purchasing SNES games for preservation, hardware and flash carts for
reverse engineering, equipment such as backup drives, etc. Donating is
entirely optional and comes with no rewards, but would of course be
greatly appreciated! ^^;

Changelog (since v103):

  - nall/dsp: improved first-order IIR filtering
  - Famicom: improved audio filtering (90hz lowpass + 440hz lowpass +
    14khz highpass)
  - Game Boy Advance: corrected bug in PSG wave channel emulation
    [Cydrak]
  - Mega Drive: added first-order 2.84KHz low-pass filter to match VA6
    model hardware
  - Mega Drive: lowered PSG volume relative to YM2612 to match VA6 model
    hardware
  - Mega Drive: Hblank flag is not always set during Vblank
  - Mega Drive: fix PAL mode reporting from control port reads
  - Famicom: improved phase duty cycle emulation (mode 3 is 25% phase
    inverted; counter decrements)
  - Mega Drive: reset does not cancel 68K bus requests
  - Mega Drive: 68K is not granted bus access on Z80 reset
  - Mega Drive: CTRL port is now read-write, maintains value across
    controller changes
  - Z80: IX, IY override mode can now be serialized in save states
  - 68K: fixed calculations for ABCD, NBCD, SBCD [hex\_usr,
    SuperMikeMan]
  - SPC700: improved all cycle timings to match results observed by
    Overload with a logic anaylzer
  - Super Famicom: SMP uses a separate 4x8-bit buffer for $f4-f7; not
    APU RAM [hex\_usr]
  - Super Famicom: SMP TEST register is now finally 100% fully emulated
    [byuu, AWJ]
  - Game Boy Advance: DMA can run between CPU instruction cycles
  - Game Boy Advance: added 2-cycle delay between DMA activation and
    transfers
  - higan: improved aspect ratio correction accuracy at higher video
    scaling sizes
  - higan: overscan masking will now actually crop the underlying video
    instead of just blanking it
  - Mega Drive: center video when overscan is disabled
  - higan: added increment/decrement quick save slot hotkeys
  - Game Boy Advance: fixed wave RAM nibble ordering (fixes audio in
    Castlevania, Pocket NES)
  - higan: added new adaptive windowed mode: resizes the window to the
    current emulated system's size
  - higan: added new integral scaling mode: resizes the window to fill
    as much of the screen as possible
  - higan: main window is now resizable and will automatically scale
    contents based on user settings
  - higan: fixed one-time blinking of the main window on startup caused
    by focus stealing bug
  - ruby: fixed major memory leak in Direct3D driver
  - ruby: added fullscreen exclusive mode to Direct3D driver
  - Super Famicom: corrected latching behavior of BGnHOFS PPU registers
  - higan: all windows sans the main viewport can be dismissed with the
    escape key now
  - ruby: complete API rewrite; many audio drivers now support device
    selection
  - higan: output frequency can now be modified
  - higan: configuration settings split to individual menu options for
    faster access to individual pages
  - ruby: improved WASAPI driver to event-driven model; more compatible
    in exclusive mode now
  - libco: fix compilation of sjlj and fiber targets [Screwtape]
  - ruby: added YV12 and I420 support to X-Video driver
  - Game Boy: added TAMA emulation (RTC emulation is not working yet)
    [thanks to endrift for notes]
  - Game Boy: correct data ordering of MMM01 ROMs (MMM01 ROMs will need
    to be re-imported into higan)
  - Game Boy: store MBC2 save RAM as 256-bytes instead of 512-bytes (RAM
    is 4-bit; not 8-bit with padding)
  - Game Boy: fixed a bug with RAM serialization in games without a
    battery
  - Mega Drive: fix CRAM reads (fixes Sonic Spinball) [hex\_usr]
  - Game Boy: added rumble support to MBC5 games such as Pokemon Pinball
  - Game Boy: added MBC7 emulation (accelerometer X-axis, EEPROM not
    working yet) [thanks to endrift for notes]
  - hiro: macOS compilation fixes and UI improvements [MerryMage,
    ncbncb]
  - Game Boy: added MBC6 emulation (no phone link or flash support;
    timing bugs in game still)
  - Game Boy: HDMA syncs to other components after each byte transfer
    now
  - Game Boy: disabling the LCD completely halts the PPU (fixes onscreen
    graphical corruption in some games)
  - Mega Drive: added 6-button Fighting Pad emulation [hex\_usr]
  - 68K: TAS sets d7 when EA mode is a direct register (fixes Asterix
    graphical corruption)
  - Game Boy: STAT mode is forced to zero when LCD is disabled (fixes
    Pokemon Pinball)
  - LR35902: complete rewrite
  - icarus: high-DPI is not supported on Windows yet; remove setting for
    consistency with higan window sizes
  - hiro: added full support for high-DPI displays on macOS [ncbncb]
  - ARM7TDMI: complete rewrite
  - Super Famicom: disabled channels during HDMA initialization appear
    to set DoTransfer flag
  - V30MZ: code cleanup
  - Mega Drive: added optional TMSS emulation; disabled by default
    [hex\_usr]
  - ARM7TDMI: pipeline decode stage caches CPSR.T [MerryMage]
  - ARM7TDMI: fixed timing of THUMB stack multiple instruction
    [Cydrak]
  - higan: detect when ruby drivers crash; disable drivers on next
    startup to prevent crash loop
  - Mega Drive: added automatic region detection (favors NTSC-J >
    NTSC-U > PAL) [hex\_usr]
  - Mega Drive: support 8-bit SRAM
  - ARM7TDMI: PC should be incremented by 2 when setting CPSR.T via MSR
    instruction [MerryMage]
  - ruby: add Windows ASIO driver support (does not work on some systems
    due to buggy vendor drivers)
  - higan: default to safe drivers on a new install; due to instability
    with some optimal drivers
2017-08-12 22:40:54 +10:00
Tim Allen ba384a7c48 Update to v104 release.
byuu says:

Changelog:

  - emulator/interface: removed unused Region struct
  - gba/cpu: optimized CPU::step() as much as I could for a slight
    speedup¹
  - gba/cpu: synchronize the APU better during FIFO updates
  - higan/md, icarus: add automatic region detection; make it the
    default option [hex\_usr]
      - picks NTSC-J if there's more than one match ... eventually, this
        will be a setting
  - higan/md, icarus: support all three combinations of SRAM (8-bit low,
    8-bit high, 16-bit)
  - processor/arm7tdmi: fix bug when changing to THUMB mode via MSR
    [MerryMage]
  - tomoko: redesigned crash detector to only occur once for all three
    ruby drivers
      - this will reduce disk thrashing since the configuration file
        only needs to be written out one extra time
      - technically, it's twice ... but we should've always been writing
        one out on first run in case it crashes then
  - tomoko: defaulted back to the safest ruby drivers, given the optimal
    drivers have some stability concerns

¹: minor errata: spotted a typo saying `synchronize(cpu)` when the CPU
is stopped, instead of `synchronize(ppu)`. This will be fixed in the v104
official 7zip archives.

I'm kind of rushing here but, it's really good timing for me to push out
a new official release. The blocking issues are resolved or close to it,
and we need lots of testing of the new major changes.

I'm going to consider this a semi-stable testing release and leave links
to v103 just in case.
2017-08-12 20:53:13 +10:00
Tim Allen 55f19c3e0d Update to v103r32 release.
byuu says:

Changelog:

  - Master System: merged Bus into CPU
  - Mega Drive: merged BusCPU into CPU; BusAPU into AU
  - Mega Drive: added TMSS emulation; disabled by default [hex\_usr]
      - VDP lockout not yet emulated
  - processor/arm7tdmi: renamed interrupt() to exception()
  - processor/arm7tdmi: CPSR.F (FIQ disable) flag is set on reset
  - processor/arm7tdmi: pipeline decode stage caches CPSR.T (THUMB mode)
    [MerryMage]
      - fixes `msr_tests.gba` test F
  - processor/arm7tdmi/disassembler: add PC address to left of currently
    executing instruction
  - processor/arm7tdmi: stop forcing CPSR.M (mode flags) bit 4 high (I
    don't know what really happens here)
  - processor/arm7tdmi: undefined instructions now generate Undefined
    0x4 exception
  - processor/arm7tdmi: thumbInstructionAddRegister masks PC by &~3
    instead of &~2
      - hopefully this is correct; &~2 felt very wrong
  - processor/arm7tdmi: thumbInstructionStackMultiple can use sequential
    timing for PC/LR PUSH/POP [Cydrak]
  - systems/Mega Drive.sys: added tmss.rom; enable with cpu version=1
  - tomoko: detect when a ruby video/audio/input driver crashes higan;
    disable it on next program startup

v104 blockers:

  - Mega Drive: support 8-bit SRAM (even if we don't support 16-bit;
    don't force 8-bit to 16-bit)
  - Mega Drive: add region detection support to icarus
  - ruby: add default audio device information so certain drivers won't
    default to silence out of the box
2017-08-12 02:02:09 +10:00
Tim Allen 406b6a61a5 Update to v103r31 release.
byuu says:

Changelog:

  - gba/cpu: slight speedup to CPU::step()
  - processor/arm7tdmi: fixed about ten bugs, ST018 and GBA games are
    now playable once again
  - processor/arm: removed core from codebase
  - processor/v30mz: code cleanup (renamed functions; updated
    instruction() for consistency with other cores)

It turns out on my much faster system, the new ARM7TDMI core is very
slightly slower than the old one (by about 2% or so FPS.) But the
CPU::step() improvement basically made it a wash.

So yeah, I'm in really serious trouble with how slow my GBA core is now.
Sigh.

As for higan/processor ... this concludes the first phase of major
cleanups and rewrites.

There will always be work to do, and I have two more phases in mind.

One is that a lot of the instruction disassemblers are very old. One
even uses sprintf still. I'd like to modernize them all. Also, the
ARM7TDMI core (and the ARM core before it) can't really disassemble
because the PC address used for instruction execution is not known prior
to calling instruction(), due to pipeline reload fetches that may occur
inside of said function. I had a nasty hack for debugging the new core,
but I'd like to come up with a clean way to allow tracing the new
ARM7TDMI core.

Another is that I'd still like to rename a lot of instruction function
names in various cores to be more descriptive. I really liked how the
LR35902 core came out there, and would like to get that level of detail
in with the other cores as well.
2017-08-10 21:26:02 +10:00
Tim Allen 1067566834 Update to v103r30 release.
byuu says:

Changelog:

  - processor/arm7tdmi: completed implemented
  - gba/cpu, sfc/coprocessor/armdsp: use arm7tdmi instead of arm
  - sfc/cpu: experimental fix for newly discovered HDMA emulation issue

Notes:

The ARM7TDMI core crashes pretty quickly when trying to run GBA games,
and I'm certain the same will be the case with the ST018. It was never
all that likely I could rewrite 70KiB of code in 20 hours and have it
work perfectly on the first try. So, now it's time for lots and lots of
debugging. Any help would *really* be appreciated, if anyone were up for
comparing the two implementations for regressions =^-^= I often have a
really hard time spotting simple typos that I make.

Also, the SNES HDMA fix is temporary. I would like it if testers could
run through a bunch of games that are known for being tricky with HDMA
(or if these aren't known to said tester, any games are fine then.) If
we can confirm regressions, then we'll know the fix is either incorrect
or incomplete. But if we don't find any, then it's a good sign that
we're on the right path.
2017-08-09 21:11:59 +10:00
Tim Allen 559eeccc89 Update to v103r29 release.
byuu says:

Changelog:

  - processor/arm7tdmi: implementation all nine remaining ARM
    instructions
  - processor/arm7tdmi: implemented five more THUMB instructions
    (sixteen remain)
2017-08-08 21:51:41 +10:00