Commit Graph

4 Commits

Author SHA1 Message Date
Tim Allen d3413db04a Update to v097r27 release.
byuu says:

Absolutely major improvements to the WS/C emulation today.

Changelog: (all WS/C related)
- fixed channel 3 sweep pitch adjustment
- fixed channel 3 sweep value sign extension
- removed errant channel 5 speed setting (not what's really going on)
- fixed sign extension on channel 5 samples
- improved DAC mixing of all five audio channels
- fixed r26 regression with PPU timing loop
- fixed sprite windowing behavior (sprite attribute flag is window mode;
  not window enable)
- added per-scanline register latching to the PPU
- IRQs should terminate HLT even when the IRQ enable register bits are
  clear
- fixed PALMONO reads
- added blur emulation
- added color emulation (based on GBA, so it heavily desaturates colors;
  not entirely correct, but it helps a lot)
- no longer decimating audio to 24KHz; running at full 3.072MHz through
  the windowed sinc filter [1]
- cleaned up PPU portRead / portWrite functions significantly
- emulated a weird quirk as mentioned by trap15 regarding timer
  frequency writes enabling said timers [2]
- emulated LCD_CTRL sleep bit; screen can now be disabled (always draws
  black in this case for now)
- improved OAM caching; but it's still disabled because it causes huge
  amounts of sprite glitches (unsure why)
- fixed rendering of sprites that wrap around the screen edges back to
  the top/left of the display
- emulated keypad interrupts
- icarus: detect orientation bit in game header
- higan: use orientation setting in manifest to set default screen
  rotation

[1] the 24KHz -> 3.072MHz sound change is huge. Sound is substantially
improved over the previous WIPs. It does come at a pretty major speed
penalty, though. This is the highest frequency of any system in higan
running through an incredibly (amazing, yet) demanding sinc resampler.
Frame rate dropped from around 240fps to 150fps with the sinc filter on.
If you choose a different audio filter, you'll get most of that speed
back, but audio will sound worse again.

[2] we aren't sure if this is correct hardware behavior or not. It seems
to very slightly help Magical Drop, but not much.

The blur emulation is brutal. It's absolutely required for Riviera's
translucency simulation of selected menu items, but it causes serious
headaches due to the WS's ~75hz refresh rate running on ~60hz monitors
without vsync. It's probably best to leave it off and just deal with the
awful flickering on Riviera's menu options.

Overall, WS/C emulation is starting to get quite usable indeed. Couple
of major bugs that I'd really like to get fixed before releasing it,
though. But they're getting harder and harder to fix ...

Major Bugs:
- Final Fantasy battle background music is absent. Sound effects still
  work. Very weird.
- Final Fantasy IV scrolling during airship flight opening sequence is
  horribly broken. Scrolls one screen at a time.
- Magical Drop flickers like crazy in-game. Basically unplayable like
  this.
- Star Hearts character names don't appear in the smaller dialog box
  that pops up.

Minor Bugs:
- Occasional flickering during Riviera opening scenes.
- One-frame flicker of Leda's sprite at the start of the first stage.
2016-03-19 18:35:25 +11:00
Tim Allen 810cbdafb4 Update to v097r16 release.
byuu says:

Changelog:
- sfc/ppu/sprite updated to use new .bit(s) functions; masked sizes
  better; added valid flags instead of using magic numbers
- ws/ppu updates to use new .bit(s) functions
- ws/ppu: added line compare interrupt support
- added ws/eeprom; emulation of WS/WSC internal EEPROM and cartridge
  EEPROM (1kbit - 16kbit supported)
- added basic read/write handlers for remaining WS/WSC PPU registers

WS EEPROM emulation is basically a direct copy of trap15's code. Still
some unknown areas in there, but hopefully it's enough to get further
into games that depend on EEPROM support. Note that you'll have to
manually add the eeprom line to the manifest for now, as icarus doesn't
know how to detect EEPROM/sizes yet.

I figured the changes to the SNES PPU sprites would slow it down a tad,
but it actually sped it up. Most of the impact from the integer classes
are gone now.
2016-03-13 11:22:10 +11:00
Tim Allen a8323d0d2b Update to v097r04 release.
byuu says:

Lots of improvements. We're now able to start executing some V30MZ
instructions. 32 of 256 opcodes implemented so far.

I hope this goes without saying, but there's absolutely no point in
loading WS/WSC games right now. You won't see anything until I have the
full CPU and partial PPU implemented.

ROM bank 2 works properly now, the I/O map is 16-bit (address) x 16-bit
(data) as it should be*, and I have a basic disassembler in place
(adding to it as I emulate new opcodes.)

(* I don't know what happens if you access an 8-bit port in 16-bit mode
or vice versa, so for now I'm just treating the handlers as always being
16-bit, and discarding the upper 8-bits when not needed.)
2016-01-28 22:39:49 +11:00
Tim Allen d7998b23ef Update to v097r03 release.
byuu says:

So, this WIP starts work on something new for higan. Obviously, I can't
keep it a secret until it's ready, because I want to continue daily WIP
releases, and of course, solicit feedback as I go along.
2016-01-27 22:31:39 +11:00