Commit Graph

126 Commits

Author SHA1 Message Date
byuu 675662e739 v110
Corrections for IOKit joypad driver [Sintendo]
2019-09-21 04:59:29 +09:00
byuu 18d2ab6435 v109.4
Rename hiro::Property to hiro::Attribute
Disable XChaCha20 CSPRNG on Android for now due to compilation issues
Add macOS IOKit joypad support [Sintendo]
2019-09-17 03:37:03 +09:00
byuu c6d90d3ff1 Dyslexia. 2019-09-10 22:35:30 +09:00
byuu 29caf77751 v109.2
Fixed alt-key menu activation on Windows.
Removed 2160p HD mode 7 due to Direct3D limit of 2048x2048 textures.
Reverted to safe ruby drivers when no configuration file is present.
Removed ASIO driver because nobody is interested in improving it.
Added macOS libretro target [rtretiakov]
2019-09-10 22:32:33 +09:00
byuu fa77fc6a8f v109
Typo fix.
2019-09-06 23:54:58 +09:00
byuu 56c9a5195e v109
Keep focus on the panel list when changing settings / tools panels.
Fixed Windows combo box flickering when changing panels.
Suppress Alt+F4 on Windows in fullscreen mode.
2019-09-06 23:19:44 +09:00
byuu 0788627898 Minor cleanups. 2019-09-06 12:30:54 +09:00
byuu 2bb1606552 v108.16
Added compatibility option to disable accurate CPU ALU emulation
Refactored settings panels
Added dialog to choose whether IPS patches are for headered ROMs
Disabled extended SNES header decoding thanks to ROM hacks ignoring them
2019-09-03 12:01:45 +09:00
byuu db1c37c799 v108.12
* fix sprite index mask (Addams Family bugfix)
* fix exclusive mode in Direct3D driver
2019-08-24 08:34:17 +09:00
byuu 95831d3675 v108.11
* added (primary-monitor only) fullscreen support for macOS
* improved settings windows a bit
* correct Program::focused() move from Video::exclusive()->fullScreen()
2019-08-18 03:20:14 +09:00
byuu ab25877af4 macOS fixes. 2019-08-17 23:53:21 +09:00
byuu 5ba538ee39 v108.10
* provide actual display device names in ruby::Video::hasMonitors()
* macOS: fixed LineEdit::onChange (fixes state manager state naming)
* macOS: fixed RadioLabel height to not clip off bottom of radio icons
* macOS: fixed RadioLabel initial check states (fixed input settings
focus mode options)
* macOS: fixed TableViewItem::setSelected (fixes initial selection on
settings/tools windows)
* macOS: fixed TextEdit geometry (fixed manifest viewer)
* macOS: don't allow multiple TableViewItems to be selected in
single-selection mode
** (fixes settings/tools windows selecting multiple items via menubar
options)
2019-08-17 23:41:44 +09:00
byuu 0b088b6b55 v108.9
* multi-monitor support
* improved pause/frame advance support
* added option to disable video dimming when idle
2019-08-16 19:44:16 +09:00
byuu f65b7a8528 v108.1
* added CPU and SA1 overclocking support
* added fast forward speed limiting
* added option to mute during fast forwarding and rewinding
* lowered volume when not muting during FF/rewind
* reformatted settings/tools windows from tabs to lists
* moved focus settings to input settings panel
* redesigned input and hotkey settings panels to be easier to use
* fixed offscreen placement issue with path settings panel
* added hotkey combinational logic option (AND / OR mode setting)
* added search support to file browser dialog
* fixed --fullscreen command-line option
2019-07-31 06:57:31 +09:00
byuu 55799c4230 v107.11
* added cheat code support to Super Game Boy emulation
* added cheat code search support (not for Game Boy, sorry)
* compilation fixes
2019-07-22 01:39:32 +09:00
byuu 0623d6ac2b v107.9
* started removing nall-specific components from the fast PPU renderer
* corrected compilation issues with Super Game Boy support
2019-07-19 00:44:09 +09:00
byuu 903d1e4012 v107.8
* GB: integrated SameBoy v0.12.1 by Lior Halphon
* SFC: added HG51B169 (Cx4) math tables into bsnes binary
2019-07-17 21:11:46 +09:00
Tim Allen d87a0f633d Update to bsnes v107r4 beta release.
byuu says:

  - bsnes: added video filters from bsnes v082
  - bsnes: added ZSNES snow effect option when games paused or unloaded
    (no, I'm not joking)
  - bsnes: added 7-zip support (LZMA 19.00 SDK)

[Recent higan WIPs have also mentioned bsnes changes, although the higan code
no longer includes the bsnes code. These changes include:

  - higan, bsnes: added EXLOROM, EXLOROM-RAM, EXHIROM mappings
  - higan, bsnes: focus the viewport after leaving fullscreen exclusive
    mode
  - bsnes: re-added mightymo's cheat code database
  - bsnes: improved make install rules for the game and cheat code
    databases
  - bsnes: delayed construction of hiro::Window objects to properly show
    bsnes window icons

- Ed.]
2019-07-07 19:44:09 +10:00
Tim Allen 922a0e420c Update to bsnes v107r2 beta release.
byuu says:

Added DerKoun's HD mode 7 (up to 2160p), ~100fps boost for fast forwarding,
configurable latency settings for waveOut (please configure this yourself),
filename case insensitivity, and a few other things.
2019-04-18 17:27:44 +10:00
Tim Allen 4d7bb510f2 Update to bsnes v107.1 release.
byuu says:

Don't let the point release fool you, there are many significant changes in this
release. I will be keeping bsnes releases using a point system until the new
higan release is ready.

Changelog:

  - GUI: added high DPI support
  - GUI: fixed the state manager image preview
  - Windows: added a new waveOut driver with support for dynamic rate control
  - Windows: corrected the XAudio 2.1 dynamic rate control support [BearOso]
  - Windows: corrected the Direct3D 9.0 fullscreen exclusive window centering
  - Windows: fixed XInput controller support on Windows 10
  - SFC: added high-level emulation for the DSP1, DSP2, DSP4, ST010, and Cx4
    coprocessors
  - SFC: fixed a slight rendering glitch in the intro to Megalomania

If the coprocessor firmware is missing, bsnes will fallback on HLE where it is
supported, which is everything other than SD Gundam GX and the two Hayazashi
Nidan Morita Shougi games.

The Windows dynamic rate control works best with Direct3D in fullscreen
exclusive mode. I recommend the waveOut driver over the XAudio 2.1 driver, as it
is not possible to target a single XAudio2 version on all Windows OS releases.
The waveOut driver should work everywhere out of the box.

Note that with DRC, the synchronization source is your monitor, so you will
want to be running at 60hz (NTSC) or 50hz (PAL). If you have an adaptive sync
monitor, you should instead use the WASAPI (exclusive) or ASIO audio driver.
2019-04-09 11:16:30 +10:00
Tim Allen 7786206a4f Update to bsnes v107 release.
[This is specifically a release of bsnes, not the whole higan suite, even though
it contains all the higan source. -Ed.]

byuu says:

Today I am posting the first release of the new bsnes emulator.

bsnes is designed to be a revival of the classic bsnes design, focusing
specifically on performance and ease of use for SNES emulation.

In addition to all of the features of higan, bsnes supports the following
features:

  - 300% faster (than higan) scanline-based, multi-threaded graphics renderer
  - option to disable sprite limits in games
  - option to enable hires mode 7 graphics
  - option to enable more accurate pixel-based graphics renderer
  - option to overclock SuperFX games by up to 800%
  - periodic auto-saving of game save RAM
  - save state manager with state screenshots
  - several new save state hotkeys such as increment/decrement slot#
  - option to auto-save states when unloading a game or closing the emulator
  - option to auto-load aforementioned states when loading games
  - save state undo and redo support (with associated hotkeys)
  - speed override modes (50%, 75%, 100%, 150%, 200%)
  - recent games list
  - frame advance mode
  - screenshot hotkey
  - path selection for games, patches, saves, cheats, states, and screenshots
  - dynamic video, audio, input driver changes
  - direct loading and playing of games without the use of the higan library
  - ZIP archive and multiple file extension support for games
  - firmware folder for unappended coprocessor firmware (see documentation for
    more)
  - compatibility with sd2snes and Snes9X MSU1 game file naming
  - compatibility with higan gamepaks (game folders)
  - soft-patching support for both BPS and IPS patches
  - menubar that does not pause emulation when entered
  - video pixel shaders (requires OpenGL 3.2)
  - built-in game database with over 1,200 games to ensure perfect memory
    mapping
  - (Linux, BSD only:) audio dynamic rate control to eliminate stuttering
  - and much more!

The one feature I regret not being able to support in this release is Windows
dynamic rate control. I put in my best attempt, but XAudio2's API is simply not
fine-grained enough, and the WASAPI driver is not mature enough. I hope that DRC
support can be added to the Windows port in the near future, and I would like to
offer a large cash bounty to anyone who can help me make this happen.
2019-02-22 17:48:52 +11:00
Tim Allen 559a6585ef Update to v106r81 release.
byuu says:

First 32 instructions implemented in the TLCS900H disassembler. Only 992
to go!

I removed the use of anonymous namespaces in nall. It was something I
rarely used, because it rarely did what I wanted.

I updated all nested namespaces to use C++17-style namespace Foo::Bar {}
syntax instead of classic C++-style namespace Foo { namespace Bar {}}.

I updated ruby::Video::acquire() to return a struct, so we can use C++17
structured bindings. Long term, I want to get away from all functions
that take references for output only. Even though C++ botched structured
bindings by not allowing you to bind to existing variables, it's even
worse to have function calls that take arguments by reference and then
write to them. From the caller side, you can't tell the value is being
written, nor that the value passed in doesn't matter, which is terrible.
2019-01-16 13:02:24 +11:00
Tim Allen 4c4e79aa0e Update to v106r66 release.
byuu says:

Changelog:

  - moved to GCC 8.2 and C++17
  - fixed compilation under FreeBSD 12.0
  - don't read beyond the file size in
    SuperFamicom::Cartridge::loadMemory
  - add missing I/O cycle HuC6280::instructionImmediate
  - serialize Mega Drive's Game Genie state
  - serialize SPC7110::Thread information
  - enable 30-bit color depth support under the GLX/OpenGL 2.0 driver
    (doesn't work with OpenGL 3.2 yet)

The 30-bit color depth option isn't super useful, but why not? I need to
update ruby to detect that the display is actually capable of it before
exposing an option that can result in the driver failing to initialize,
however.
2018-12-20 11:55:47 +11:00
Tim Allen 03b06257d3 Update to v106r65 release.
byuu says:

This synchronizes bsnes/higan with many recent internal nall changes.

This will be the last WIP until I am situated in Japan. Apologies for the
bugfixes that didn't get applied yet, I ran out of time.
2018-10-04 20:12:11 +10:00
Tim Allen c2d0ed4ca8 Update to v106r62 release.
byuu says:

Changelog:

  - sfc/cx4: added missing instructions [info from Overload]
  - sfc/cx4: added instruction cache emulation [info from ikari]
  - sfc/sa1: don't let CPU access SA1-only I/O registers, and vice versa
  - sfc/sa1: fixed IRQs that were broken from the recent WIP
  - sfc/sa1: significantly improved bus conflict emulation
      - all tests match hardware now, other than HDMA ROM↔ROM, which
        is 0.5 - 0.8% too fast
  - sfc/cpu: fixed a bug with DMA→CPU alignment timing
  - sfc/cpu: removed the DMA pipe; performs writes on the same cycles as
    reads [info from nocash]
  - sfc/memory: fix a crashing bug due to not clearing Memory size field
    [hex_usr]
  - bsnes/gb: use .rtc for real-time clock file extensions on the Game
    Boy [hex_usr]
  - ruby/cgl: compilation fix [Sintendo]

Now let's see if I can accept being off by ~0.65% on one of twelve SA1
timing tests for the time being and prioritize much more important
things or not.
2018-09-10 12:11:19 +10:00
Tim Allen a3e0f6da25 Update to v106r60 release.
byuu says:

I added (imperfect) memory conflict timing to the SA1.

Before:

  - WRAM↔↔ROM ran 7% too fast
  - ROM↔↔ROM ran 100% too fast
  - WRAM↔↔IRAM ran 7% too fast
  - ROM↔↔IRAM ran 7% too fast
  - IRAM↔↔IRAM ran 287% too fast
  - BWRAM↔↔BWRAM ran 100% too fast
  - HDMA ROM↔↔ROM ran 15% too fast
  - HDMA WRAM↔↔ROM ran 15% too fast
  - DMA ROM↔↔ROM ran 100% too fast

After:

  - ROM↔↔ROM runs 14% too fast
  - HDMA WRAM↔↔ROM runs 7% too fast
  - DMA ROM↔↔ROM runs 4% too fast

If you enable this with the fast PPU + DSP, your framerate in SA1 games
will drop by 51%. And even if you disable it, you'll still lose 9% speed
in SA1 games, and 2% speed in non-SA1 games, because of changes needed
to make this support possible.

By default, I'm leaving this off. Compile with `-DACCURATE_SA1` (or
uncomment the line in sfc/sfc.hpp) if you want to try it out.

This'll almost certainly cause some SA1 regressions, so I guess we'll
tackle those as they arise.
2018-09-03 00:06:41 +10:00
Tim Allen bd814f0358 Update to v106r59 release.
byuu says:

Changelog:

  - fixed bug in Emulator::Game::Memory::operator bool()
  - nall: renamed view<string> back to `string_view`
  - nall:: implemented `array_view`
  - Game Boy: split cartridge-specific input mappings (rumble,
    accelerometer) to their own separate ports
  - Game Boy: fixed MBC7 accelerometer x-axis
  - icarus: Game Boy, Super Famicom, Mega Drive cores output internal
    header game titles to heuristics manifests
  - higan, icarus, hiro/gtk: improve viewport geometry configuration;
    fixed higan crashing bug with XShm driver
  - higan: connect Video::poll(),update() functionality
  - hiro, ruby: several compilation / bugfixes, should get the macOS
    port compiling again, hopefully [Sintendo]
  - ruby/video/xshm: fix crashing bug on window resize
      - a bit hacky; it's throwing BadAccess Xlib warnings, but they're
        not fatal, so I am catching and ignoring them
  - bsnes: removed Application::Windows::onModalChange hook that's no
    longer needed [Screwtape]
2018-08-26 16:49:54 +10:00
Tim Allen f9adb4d2c6 Update to v106r58 release.
byuu says:

The main thing I worked on today was emulating the MBC7 EEPROM.

And... I have many things to say about that, but not here, and not now...

The missing EEPROM support is why the accelerometer was broken. Although
it's not evidently clear that I'm emulating the actual values
incorrectly. I'll think about it and get it fixed, though.

bsnes went from ~308fps to ~328fps, and I don't even know why. Probably
something somewhere in the 140KB of changes to other things made in this
WIP.
2018-08-21 13:17:12 +10:00
Tim Allen 1e4affe5f9 Update to 20180808 release.
byuu says:

This release fixes the XAudio 2.1 and WASAPI drivers on Windows, and
extends XAudio to support device selection (eg headphones, speakers,
monitor, etc.) It also adds DRC to XAudio, however it's not currently
working.

The code is courtesy of Talarubi, I just botched it somewhere upon
porting it to the newer version of ruby.
2018-08-09 14:16:46 +10:00
Tim Allen 93a6a1ce7e Update to v106r57 release.
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.
2018-08-08 18:46:58 +10:00
Tim Allen 3b4e8b6d75 Update to v106r56 release.
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.
2018-08-06 17:46:00 +10:00
Tim Allen 5da4532771 Update to v106r55 release.
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.
2018-08-05 19:00:15 +10:00
Tim Allen 5d135b556d Update to v106r53 release.
byuu says:

Okay, so the WIPs-within-WIPs thing wasn't achieving its desired effect,
and it ended up causing me to have to redo some work on hiro since my
last local snapshot was of r52. So, heck it. I'll just do mostly
non-functional WIPs for a bit, and worry about the fallout years later
when I'm trying to find an emulation regression and cursing that the
WIPs aren't compiling.

I ported all of the ruby input drivers to the new syntax, as well as the
OpenAL driver. If you patch the ruby drivers for Linux with this in
mind, bsnes should compile and run there again.

Also, the bsnes program icon has returned, now that the new hiro layout
code is mature enough and I can simply add and remove the icon as a
Canvas instead of having to try and render into a viewport. The icon
shows up instantly with the main window.
2018-08-01 19:07:28 +10:00
Tim Allen 2335bb0df8 Update to 20180731 release.
byuu says:

I've completed moving all the class objects from `unique_pointer<T>` to
just T. The one exception is the Emulator::Interface instance. I can
absolutely make that a global object, but only in bsnes where there's
just the one emulation core.

I also moved all the SettingsWindow and ToolsWindow panels out to their
own global objects, and fixed a very difficult bug with GTK TabFrame
controls.

The configuration settings panel is now the emulator settings panel. And
I added some spacing between bold label sections on both the emulator
and driver settings panels.

I gave fixing ComboButtonItem my best shot, given I can't reproduce the
crash. Probably won't work, though.

Also made a very slight consistency improvement to ruby and renamed
driverName() to driver().

...

An important change ... as a result of moving bsnes to global objects,
this means that the constructors for all windows run before the
presentation window is displayed. Before this change, only the
presentation window was constructed first berore displaying it, followed
by the construction of the rest of the GUI windows.

The upside to this is that as soon as you see the main window, the GUI
is ready to go without a period where it's unresponsive.

The downside to this is it takes about 1.5 seconds to show the main
window, compared to around 0.75 seconds before.

I've no intention of changing that back. So if the startup time becomes
a problem, then we'll just have to work on optimizing hiro, so that it
can construct all the global Window objects quicker. The main way to do
that would be to not do calls to the Layout::setGeometry functions for
every widget added, and instead wait until the window is displayed. But
I don't have an easy way to do that, because you want the widget
geometry values to be sane even before the window is visible to help
size certain things.
2018-07-31 20:56:45 +10:00
Tim Allen 212da0a966 Update to 20180730 release.
byuu says:

These WIPs-within-WIPs are getting more and more broken ... this isn't
going the way I wanted.

But ... this time around, I've revamped the entire ruby API again, to
solve a bunch of tough problems that have always made using ruby really
clunky.

But there are *so many* ruby drivers that it's going to take a long
time to work through them all. This WIP is only going to run bsnes, and
only on FreeBSD, and only with some drivers.

hiro's Application::initialize() now calls hiro::initialize(), which you
define inside of your hiro apps. This lets you call
Application::setName(...) before anything else in hiro runs. This is
essential on Xorg to set program icons, for instance.

With the ruby rewrite and the change to hiro, I can get away from the
need to make everything in bsnes/higan pointers to objects, and can now
just declare them as regular objects.
2018-07-31 12:23:12 +10:00
Tim Allen 5deba5cbc1 Update to 20180729 release.
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.
2018-07-29 23:24:38 +10:00
Tim Allen 716c95f279 Update to 20180728 release.
byuu says:

Sigh, I seem to be spiraling a bit here ... but the work is very
important. Hopefully I can get a solid WIP together soon. But for now...

I've integrated dynamic rate control into ruby::Audio via
setDynamic(bool) for now. It's very demanding, as you would expect. When
it's not in use, I realized the OSS driver's performance was pretty bad
due to calling write() for every sample for every channel. I implemented
a tiny 256-sample buffer and bsnes went from 290fps to 330fps on my
FreeBSD desktop. It may be possible to do the same buffering with DRC,
but for now, I'm not doing so, and adjusting the audio input frequency
on every sample.

I also added ruby::Video::setFlush(bool), which is available only in the
OpenGL drivers, and this causes glFinish() to be called after swapping
display buffers. I really couldn't think of a good name for this, "hard
GPU sync" sounds kind of silly. In my view, flush is what commits queued
events. Eg fflush(). OpenGL of course treats glFlush differently (I
really don't even know what the point of it is even after reading the
manual ...), and then has glFinish ... meh, whatever. It's
setFlush(bool) until I come up with something better. Also as expected,
this one's a big hit to performance.

To implement the DRC, I started putting helper functions into the ruby
video/audio/input core classes. And then the XVideo driver started
crashing. It took hours and hours and hours to track down the problem:
you have to clear XSetWindowAttributes to zero before calling
XCreateWindow. No amount of `--sync`, `gdb break gdk_x_error`, `-Og`,
etc will make Xlib be even remotely helpful in debugging errors like
this.

The GLX, GLX2, and XVideo drivers basically worked by chance before. If
the stack frame had the right memory cleared, it worked. Otherwise it'd
crash with BadValue, and my changing things broke that condition on the
XVideo driver. So this has been fixed in all three now.

Once XVideo was running again, I realized that non-power of two video
sizes were completely broken for the YUV formats. It took a while, but I
managed to fix all of that as well.

At this point, most of ruby is going to be broken outside of FreeBSD, as
I still need to finish updating all the drivers.
2018-07-28 21:25:42 +10:00
Tim Allen 22bd4b9277 Update to v106r52 release.
byuu says:

I stand corrected, I managed to create and even larger diff than ever.
This one weighs in at 309KiB `>__>`

I'll have to create a changelog later, I'm too tired right now to go
through all of that.
2018-07-25 22:24:03 +10:00
Tim Allen 393c2395bb Update to v106r48 release.
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)
2018-07-16 16:16:26 +10:00
Tim Allen 6090c63958 Update to v106r47 release.
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.
2018-07-14 13:59:29 +10:00
Tim Allen 372e9ef42b Update to v106r45 release.
byuu says:

Changelog:

  - sfc/ppu-fast: added hires mode 7 option (doubles the sampling rate
    of mode 7 pixels to reduce aliasing)
  - sfc/ppu-fast: fixed mode 7 horizontal screen flip [hex_usr]
  - bsnes: added capture screenshot function and path selection
      - for now, it saves as BMP. I need a deflate implementation that
        won't add an external dependency for PNG
      - the output resolution is from the emulator: (256 or 512)x(240 or
        480 minus overscan cropping if enabled)
      - it captures the NEXT output frame, not the current one ... but
        it may be wise to change this behavior
      - it'd be a problem if the core were to exit and an image was
        captured halfway through frame rendering
  - bsnes: recovery state renamed to undo state
  - bsnes: added manifest viewer tool
  - bsnes: mention if game has been verified or not on the status bar
    message at load time
  - bsnes, nall: fixed a few missing function return values
    [SuperMikeMan]
  - bsnes: guard more strongly against failure to load games to avoid
    crashes
  - hiro, ruby: various fixes for macOS [Sintendo]
  - hiro/Windows: paint on `WM_ERASEBKGND` to prevent status bar
    flickering at startup
  - icarus: SPC7110 heuristics fixes [hex_usr]

Errata:

  - sfc/ppu-fast: remove debug hires mode7 force disable comment from
    PPU::power()

[The `WM_ERASEBKGND` fix was already present in the 106r44 public
beta -Ed.]
2018-07-02 11:57:04 +10:00
Tim Allen 91bb781b73 Update to v106r39 release.
byuu says:

Changelog:

  - ruby/video: implement onUpdate() callback to signal when redraws are
    necessary
  - ruby/video/GLX,GLX2,XVideo,XShm: implement onUpdate() support
  - bsnes: implement Video::onUpdate() support to redraw Viewport icon
    as needed
  - bsnes: save RAM before ruby driver changes
  - sfc/sa1: clip signed multiplication to 32-bit [Jonas Quinn]
  - sfc/sa1: handle negative dividends in division [Jonas Quinn]
  - hiro/gtk3: a few improvements
  - bsnes: added empty stub video and audio settings panels
  - bsnes: restructured advanced settings panel
  - bsnes: experiment: input/hotkeys name column bolded and colored for
    increased visual distinction
  - bsnes: added save button to state manager
2018-06-10 18:07:19 +10:00
Tim Allen 15b67922b3 Update to v106r38 release.
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 ...
2018-06-10 18:06:02 +10:00
Tim Allen 77ac5f9e88 Update to v106r35 release.
byuu says:

Changelog:

  - sfc/ppu-fast: fixed overscan crash
  - sfc/ppu-fast: fixed direct color mode
  - sfc: reconnected MSU1 support
      - higan: game.sfc/msu1/data.rom, game.sfc/msu1/track-#.pcm
      - bsnes: game.msu, game-#.pcm
  - bsnes: added cheat code editor
  - bsnes: added cheat code database support
  - sfc/ppu-fast: clear overscan lines when overscan disabled
  - sfc: output 223/239 lines instead of 224/240 lines
  - bsnes: fix aspect correction calculation
  - bsnes: crop line 224 when overscan masking is enabled
  - bsnes: exposed Expansion Port menu; but hid “21fx” from the list of
    devices
  - bsnes: tools menu is hidden until a game is loaded
  - ruby/input/keyboard/quartz: fixed compilation error

So only bsnes the automated overscan cropping option. In higan, you can
crop however many lines you like from the top or bottom of the image.
But for bsnes, it automatically eats sixteen lines. My view right now is
that if bsnes is meant to be the casual gaming emulator, that it should
eat line 224 in this mode. Most games show content here, but because of
the way the SNES PPU works, the very last line ends up on its very own
tile row (line 0 isn't rendered), if the scroll registers don't account
for it. There's a small number of games that will draw junk data to the
very last scanline of the frame as a result of this. So I chose, at
least for now, to hide it. Users can obviously disable overscan cropping
to see this scanline. I'm open to being convinced not to do this, if
someone has a compelling reason.

We're pretty much screwed one way or the other with no overscan masking.
If we output 239 lines, then most games will render 7 blank lines + 224
drawn lines + 8 blank lines, and the black top and bottom aren't
centered. But if we output 240 lines to get 8 + 224 + 8, then games that
do use overscan will have a blank line at the very bottom of the window.

I'm also trying out a modified cheat code file format. It's been forever
since I bothered to look at it, and the “cartridge” parent node doesn't
match what I'm doing with trying to rename “cartridge” to “game” in
manifests. And indeed, the idea of requiring a root node is rather
superfluous for a cheat code file. Current format looks like this:

    cheat
      description: foo
      code: 7e2000=20+7e2001=30?40
      enabled

    cheat
      description: bar
      code: 7e4000=80

Open to discussing this, and I'd like to sync up with Snes9X before they
push out a new release, and I'll agree to finalize and never change this
format again.

I chose to use .cht for the extension when using game files (eg
gamename.cht)
2018-06-03 23:14:42 +10:00
Tim Allen 685cec6583 Update to v106r30 release.
byuu says:

Changelog:

  - nall/GNUmakefile: fixed findstring parameter arguments [Screwtape]
  - nall/Windows: always include -mthreads -lpthread for all
    applications
  - nall/memory: code restructuring

I really wanted to work on the new PPU today, but I thought I'd spend a
few minutes making some minor improvements to nall::memory, that was
five and a half hours ago. Now I have a 67KiB diff of changes. Sigh.
2018-05-28 11:16:27 +10:00
Tim Allen 2b8df2e70e Update to v106r27 release.
byuu says:

Changelog:

  - nall: merged Path::config() and Path::local() to Path::userData()
      - ~/.local/share or %appdata or ~/Library/ApplicationSupport
  - higan, bsnes: render main window icon onto viewport instead of
    canvas
      - should hopefully fix a brief flickering glitch that appears on
        Windows
  - icarus: improved Super Famicom heuristics for Starfox / Starwing RAM
  - ruby/Direct3D: handle viewport size changes in lock() instead of
    output()
      - fixes icon disappearing when resizing main window
  - hiro/Windows: remove WS_DISABLED from StatusBar to fix window
    resize grip
      - this is experimental: I initially used WS_DISABLED to work
        around a focus bug
      - yet trying things now, said bug seems(?) to have gone away at
        some point ...
  - bsnes: added advanced settings panel with real-time driver change
    support

I'd like feedback on the real-time driver change, for possible
consideration into adding this to higan as well.

Some drivers just crash, it's a fact of life. The ASIO driver in
particular likes to crash inside the driver itself, without any error
messages ever returned to try and catch.

When you try to change a driver with a game loaded, it gives you a scary
warning, asking if you want to proceed.

When you change a driver, it sets a crash flag, and if the driver
crashes while initializing, then restarting bsnes will disable the
errant driver. If it fails in a recoverable way, then it sets the driver
to “None” and warns you that the driver cannot be used.

What I'm thinking of further adding is to call emulator→save() to
write out the save RAM contents beforehand (although the periodic
auto-saving RAM will handle this anyway when it's enabled), and possibly
it might be wise to capture an emulator save state, although those can't
be taken without advancing the emulator to the next frame, so that might
not be a good idea.

I'm also thinking we should show some kind of message somewhere when a
driver is set to “None”. The status bar can be hidden, so perhaps on the
title bar? Or maybe just a warning on startup that a driver is set to
“None”.
2018-05-25 18:02:38 +10:00
Tim Allen 5961ea9c03 Update to v106r26 release.
byuu says:

Changelog:

  - nall: added -static-libgcc -static-libstdc++ to Windows/GCC link
    flags
  - bsnes, higan: added program icons to main window when game isn't
    loaded
  - bsnes: improved recent games menu sorting
  - bsnes: fixed multi-game recent game loading on Windows
  - bsnes: completed path override support
  - bsnes, higan: added screensaver suppression on Windows
  - icarus: add 32K volatile RAM to SuperFX boards that report no RAM
    (fixes Starfox)
  - bsnes, higan: added automatic dependency generation [Talarubi]
  - hiro/GTK: appending actions to menus restores enabled() state
  - higan: use board node inside manifest.bml if it exists
  - bsnes: added blur emulation and color emulation options to view menu
  - ruby: upgraded input.sdl to SDL 2.0 (though it makes no functional
    difference sadly)
  - ruby: removed video.sdl (due to deprecating SDL 1.2)
  - nall, ruby: improvements to HID class (generic vendor and product
    IDs)

Errata:

  - bsnes, higan: on Windows, Application::Windows::onScreenSaver needs
    `[&]` lambda capture, not `[]`
      - find it in presentation/presentation.cpp
2018-05-24 12:14:17 +10:00
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 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 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