mirror of https://github.com/bsnes-emu/bsnes.git
11 Commits
Author | SHA1 | Message | Date |
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Tim Allen | a4629e1f64 |
Update to v102r21 release.
byuu says: Changelog: - GBA: fixed WININ2 reads, BG3PB writes [Jonas Quinn] - R65816: added support for yielding/resuming from WAI/STP¹ - SFC: removed status.dmaCounter functionality (also fixes possible TAS desync issue) - tomoko: added support for combinatorial inputs [hex\_usr\]² - nall: fixed missing return value from Arithmetic::operator-- [Hendricks266] Now would be the time to start looking for major regressions with the new GBA PPU renderer, I suppose ... ¹: this doesn't matter for the master thread (SNES CPU), but is important for slave threads (SNES SA1). If you try to save a state and the SA1 is inside of a WAI instruction, it will get stuck there forever. This was causing attempts to create a save state in Super Bomberman - Panic Bomber W to deadlock the emulator and crash it. This is now finally fixed. Note that I still need to implement similar functionality into the Mega Drive 68K and Z80 cores. They still have the possibility of deadlocking. The SNES implementation was more a dry-run test for this new functionality. This possible crashing bug in the Mega Drive core is the major blocking bug for a new official release. ²: many, many thanks to hex\_usr for coming up with a really nice design. I mostly implemented it the exact same way, but with a few tiny differences that don't really matter (display " and ", " or " instead of " & ", " | " in the input settings windows; append → bind; assignmentName changed to displayName.) The actual functionality is identical to the old higan v094 and earlier builds. Emulated digital inputs let you combine multiple possible keys to trigger the buttons. This is OR logic, so you can map to eg keyboard.up OR gamepad.up for instance. Emulated analog inputs always sum together. Emulated rumble outputs will cause all mapped devices to rumble, which is probably not at all useful but whatever. Hotkeys use AND logic, so you have to press every key mapped to trigger them. Useful for eg Ctrl+F to trigger fullscreen. Obviously, there are cases where OR logic would be nice for hotkeys, too. Eg if you want both F11 and your gamepad's guide button to trigger the fullscreen toggle. Unfortunately, this isn't supported, and likely won't ever be in tomoko. Something I might consider is a throw switch in the configuration file to swap between AND or OR logic for hotkeys, but I'm not going to allow construction of mappings like "(Keyboard.Ctrl and Keyboard.F) or Gamepad.Guide", as that's just too complicated to code, and too complicated to make a nice GUI to set up the mappings for. |
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Tim Allen | e39987a3e3 |
Update to v101 release.
byuu says (in the public announcement): Not a large changelog this time, sorry. This release is mostly to fix the SA-1 issue, and to get some real-world testing of the new scheduler model. Most of the work in the past month has gone into writing a 68000 CPU core; yet it's still only about half-way finished. Changelog (since the previous release): - fixed SNES SA-1 IRQ regression (fixes Super Mario RPG level-up screen) - new scheduler for all emulator cores (precision of 2^-127) - icarus database adds nine new SNES games - added Input/Frequency to settings file (allows simulation of latency) byuu says (in the WIP forum): Changelog: - in 32-bit mode, Thread uses uint64\_t with 2^-63 time units (10^-7 precision in the worst case) - nearly ten times the precision of an attosecond - in 64-bit mode, Thread uses uint128\_t with 2^-127 time units (10^-26 precision in the worst case) - far more accurate than yoctoseconds; almost closing in on planck time Note: a quartz crystal is accurate to 10^-4 or 10^-5. A cesium fountain atomic clock is accurate to 10^-15. So ... yeah. 2^-63 was perfectly fine; but there was no speed penalty whatsoever for using uint128\_t in 64-bit mode, so why not? |
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Tim Allen | f5e5bf1772 |
Update to v100r16 release.
byuu says: (Windows users may need to include <sys/time.h> at the top of nall/chrono.hpp, not sure.) Unchangelog: - forgot to add the Scheduler clock=0 fix because I have the memory of a goldfish Changelog: - new icarus database with nine additional games - hiro(GTK,Qt) won't constantly write its settings.bml file to disk anymore - added latency simulator for fun (settings.bml => Input/Latency in milliseconds) So the last one ... I wanted to test out nall::chrono, and I was also thinking that by polling every emulated frame, it's pretty wasteful when you are using Fast Forward and hitting 200+fps. As I've said before, calls to ruby::input::poll are not cheap. So to get around this, I added a limiter so that if you called the hardware poll function within N milliseconds, it'll return without doing any actual work. And indeed, that increases my framerate of Zelda 3 uncapped from 133fps to 142fps. Yay. But it's not a "real" speedup, as it only helps you when you exceed 100% speed (theoretically, you'd need to crack 300% speed since the game itself will poll at 16ms at 100% speed, but yet it sped up Zelda 3, so who am I to complain?) I threw the latency value into the settings file. It should be 16, but I set it to 5 since that was the lowest before it started negatively impacting uncapped speeds. You're wasting your time and CPU cycles setting it lower than 5, but if people like placebo effects it might work. Maybe I should let it be a signed integer so people can set it to -16 and think it's actually faster :P (I'm only joking. I took out the 96000hz audio placebo effect as well. Not really into psychological tricks anymore.) But yeah seriously, I didn't do this to start this discussion again for the billionth time. Please don't go there. And please don't tell me this WIP has higher/lower latency than before. I don't want to hear it. The only reason I bring it up is for the fun part that is worth discussing: put up or shut up time on how sensitive you are to latency! You can set the value above 5 to see how games feel. I personally can't really tell a difference until about 50. And I can't be 100% confident it's worse until about 75. But ... when I set it to 150, games become "extra difficult" ... the higher it goes, the worse it gets :D For this WIP, I've left no upper limit cap. I'll probably set a cap of something like 500ms or 1000ms for the official release. Need to balance user error/trolling with enjoyability. I'll think about it. [...] Now, what I worry about is stupid people seeing it and thinking it's an "added latency" setting, as if anyone would intentionally make things worse by default. This is a limiter. So if 5ms have passed since the game last polled, and that will be the case 99.9% of the time in games, the next poll will happen just in time, immediately when the game polls the inputs. Thus, a value below 1/<framerate>ms is not only pointless, if you go too low it will ruin your fast forward max speeds. I did say I didn't want to resort to placebo tricks, but I also don't want to spark up public discussion on this again either. So it might be best to default Input/Latency to 0ms, and internally have a max(5, latency) wrapper around the value. |
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Tim Allen | a816998122 |
Update to v099r10 release.
byuu says: Changelog: - higan/profile/ => higan/systems/ [temporary; unless we can't think of a better base folder name] - god-damn-better-have fixed the input polling bug - re-added command-line and drag-and-drop loading - command-line loading can now load multiple folders at once (SGB+GB game; Sufami Turbo+Slot A+Slot B; etc) - if you load just the base cart, it'll present you with a dialog to optionally load slotted cart(s) - MSU1 now goes through nall/vfs instead of directly accessing the filesystem - Famicom Cartridge, PPU cores updated to newer programming style - there's countless opportunity for BitField and .bits() in the PPU ... but I'm worried about breaking things If anyone has a working MSU1 game and can test the changes out, that'd be appreciated. I still don't have a test ROM on my dev box. I wouldn't worry too much about extensively testing the Famicom PPU changes just yet ... I'm still struggling with what to name the structs inside the classes between all of my emulators, and the BitField/.bits() changes will be much more important to test at a later date. The only use case left for Emulator::Interface::path(uint id) is for 21fx emulation. This peripheral loads a DLL/SO via LoadLibrary/dlopen, which do not have any official ways to open a file in RAM. I'm very hesitant to use the portable trick of writing the memory to a temporary file, loading it, and deleting the temporary file once done ... it's a real waste of disk activity. I might make something like vfs::file::isVirtual->bool,path()->string to get around this. But even once I do, the underlying LoadLibrary/dlopen call is still going to be direct disk access. |
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Tim Allen | 3a9c7c6843 |
Update to v099r09 release.
byuu says: Changelog: - Emulator::Interface::Medium::bootable removed - Emulator::Interface::load(bool required) argument removed [File::Required makes no sense on a folder] - Super Famicom.sys now has user-configurable properties (CPU,PPU1,PPU2 version; PPU1 VRAM size, Region override) - old nall/property removed completely - volatile flags supported on coprocessor RAM files now (still not in icarus, though) - (hopefully) fixed SNES Multitap support (needs testing) - fixed an OAM tiledata range clipping limit in 128KiB VRAM mode (doesn't fix Yoshi's Island, sadly) - (hopefully, again) fixed the input polling bug hex_usr reported - re-added dialog box for when File::Required files are missing - really cool: if you're missing a boot ROM, BIOS ROM, or IPL ROM, it warns you immediately - you don't have to select a game before seeing the error message anymore - fixed cheats.bml load/save location |
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Tim Allen | f48b332c83 |
Update to v099r08 release.
byuu says: Changelog: - nall/vfs work 100% completed; even SGB games load now - emulation cores now call load() for the base cartridges as well - updated port/device handling; portmask is gone; device ID bug should be resolved now - SNES controller port 1 multitap option was removed - added support for 128KiB SNES PPU VRAM (for now, edit sfc/ppu/ppu.hpp VRAM::size=0x10000; to enable) Overall, nall/vfs was a huge success!! We've substantially reduced the amount of boilerplate code everywhere, while still allowing (even easier than before) support for RAM-based game loading/saving. All of nall/stream is dead and buried. I am considering removing Emulator::Interface::Medium::id and/or bootable flag. Or at least, doing something different with it. The values for the non-bootable GB/BS/ST entries duplicate the ID that is supposed to be unique. They are for GB/GBC and WS/WSC. Maybe I'll use this as the hardware revision selection ID, and then gut non-bootable options. There's really no reason for that to be there. I think at one point I was using it to generate library tabs for non-bootable systems, but we don't do that anymore anyway. Emulator::Interface::load() may not need the required flag anymore ... it doesn't really do anything right now anyway. I have a few reasons for having the cores load the base cartridge. Most importantly, it is going to enable a special mode for the WonderSwan / WonderSwan Color in the future. If we ever get the IPLROMs dumped ... it's possible to boot these systems with no games inserted to set user profile information and such. There are also other systems that may accept being booted without a cartridge. To reach this state, you would load a game and then cancel the load dialog. Right now, this results in games not loading. The second reason is this prevents nasty crashes when loading fails. So if you're missing a required manifest, the emulator won't die a violent death anymore. It's able to back out at any point. The third reason is consistency: loading the base cartridge works the same as the slot cartridges. The fourth reason is Emulator::Interface::open(uint pathID) values. Before, the GB, SB, GBC modes were IDs 1,2,3 respectively. This complicated things because you had to pass the correct ID. But now instead, Emulator::Interface::load() returns maybe<uint> that is nothing when no game is selected, and a pathID for a valid game. And now open() can take this ID to access this game's folder contents. The downside, which is temporary, is that command-line loading is currently broken. But I do intend on restoring it. In fact, I want to do better than before and allow multi-cart booting from the command-line by specifying the base cartridge and then slot cartridges. The idea should be pretty simple: keep a queue of pending filenames that we fill from the command-line and/or drag-and-drop operations on the main window, and then empty out the queue or prompt for load dialogs from the UI when booting a system. This also might be a bit more unorthodox compared to the traditional emulator design of "loadGame(filename)", but ... oh well. It's easy enough still. The port/device changes are fun. We simplified things quite a bit. The portmask stuff is gone entirely. While ports and devices keep IDs, this is really just sugar-coating so UIs can use for(auto& port : emulator->ports) and access port.id; rather than having to use for(auto n : range(emulator->ports)) { auto& port = emulator->ports[n]; ... }; but they should otherwise generally be identical to the order they appear in their respective ranges. Still, don't rely on that. Input::id is gone. There was no point since we also got rid of the nasty Input::order vector. Since I was in here, I went ahead and caved on the pedantics and renamed Input::guid to Input::userData. I removed the SNES controller port 1 multitap option. Basically, the only game that uses this is N-warp Daisakusen and, no offense to d4s, it's not really a good game anyway. It's just a quick demo to show 8-players on the SNES. But in the UI, all it does is confuse people into wasting time mapping a controller they're never going to use, and they're going to wonder which port to use. If more compelling use cases for 8-players comes about, we can reconsider this. I left all the code to support this in place, so all you have to do is uncomment one line to enable it again. We now have dsnes emulation! :D If you change PPU::VRAM::size to 0x10000 (words), then you should now have 128KiB of VRAM. Even better, it serializes the used-VRAM size, so your save states shouldn't crash on you if you swap between the two (though if you try this, you're nuts.) Note that this option does break commercial software. Yoshi's Island in particular. This game is setting A15 on some PPU register writes, but not on others. The end result of this is things break horribly in-game. Also, this option is causing a very tiny speed hit for obvious reasons with the variable masking value (I'm even using size-1 for now.) Given how niche this is, I may just leave it a compile-time constant to avoid the overhead cost. Otherwise, if we keep the option, then it'll go into Super Famicom.sys/manifest.bml ... I'll flesh that out in the near-future. ---- Finally, some fun for my OCD ... my monitor suddenly cut out on me in the middle of working on this WIP, about six hours in of non-stop work. Had to hit a bunch of ctrl+alt+fN commands (among other things) and trying to log in headless on another TTY to do issue commands, trying to recover the display. Finally power cycled the monitor and it came back up. So all my typing ended up going to who knows where. Usually this sort of thing terrifies me enough that I scrap a WIP and start over to ensure I didn't screw anything up during the crashed screen when hitting keys randomly. Obviously, everything compiles and appears to work fine. And I know it's extremely paranoid, but OCD isn't logical, so ... I'm going to go over every line of the 100KiB r07->r08 diff looking for any corruption/errors/whatever. ---- Review finished. r08 diff review notes: - fc/controller/gamepad/gamepad.cpp: use uint device = ID::Device::Gamepad; not id = ...; - gb/cartridge/cartridge.hpp: remove redundant uint _pathID; (in Information::pathID already) - gb/cartridge/cartridge.hpp: pull sha256 inside Information - sfc/cartridge/load/cpp: add " - Slot (A,B)" to interface->load("Sufami Turbo"); to be more descriptive - sfc/controller/gamepad/gamepad.cpp: use uint device = ID::Device::Gamepad; not id = ...; - sfc/interface/interface.cpp: remove n variable from the Multitap device input generation loop (now unused) - sfc/interface/interface.hpp: put struct Port above struct Device like the other classes - ui-tomoko: cheats.bml is reading from/writing to mediumPaths(0) [system folder instead of game folder] - ui-tomoko: instead of mediumPaths(1) - call emulator->metadataPathID() or something like that |
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Tim Allen | ae5d380d06 |
Update to v098r11 release.
byuu says: Changelog: - fixed nall/path.hpp compilation issue - fixed ruby/audio/xaudio header declaration compilation issue (again) - cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the file was whitespace overkill) - added null terminator entry to nall/windows/utf8.hpp argc[] array - nall/windows/guid.hpp uses the Windows API for generating the GUID - this should stop all the bug reports where two nall users were generating GUIDs at the exact same second - fixed hiro/cocoa compilation issue with uint# types - fixed major higan/sfc Super Game Boy audio latency issue - fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions - major cleanups to higan/processor/r65816 core - merged emulation/native-mode opcodes - use camel-case naming on memory.hpp functions - simplify address masking code for memory.hpp functions - simplify a few opcodes themselves (avoid redundant copies, etc) - rename regs.* to r.* to match modern convention of other CPU cores - removed device.order<> concept from Emulator::Interface - cores will now do the translation to make the job of the UI easier - fixed plurality naming of arrays in Emulator::Interface - example: emulator.ports[p].devices[d].inputs[i] - example: vector<Medium> media - probably more surprises Major show-stoppers to the next official release: - we need to work on GB core improvements: LY=153/0 case, multiple STAT IRQs case, GBC audio output regs, etc. - we need to re-add software cursors for light guns (Super Scope, Justifier) - after the above, we need to fix the turbo button for the Super Scope I really have no idea how I want to implement the light guns. Ideally, we'd want it in higan/video, so we can support the NES Zapper with the same code. But this isn't going to be easy, because only the SNES knows when its output is interlaced, and its resolutions can vary as {256,512}x{224,240,448,480} which requires pixel doubling that was hard-coded to the SNES-specific behavior, but isn't appropriate to be exposed in higan/video. |
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Tim Allen | 0955295475 |
Update to v098r08 release.
byuu says: Changelog: - nall/vector rewritten from scratch - higan/audio uses nall/vector instead of raw pointers - higan/sfc/coprocessor/sdd1 updated with new research information - ruby/video/glx and ruby/video/glx2: fuck salt glXSwapIntervalEXT! The big change here is definitely nall/vector. The Windows, OS X and Qt ports won't compile until you change some first/last strings to left/right, but GTK will compile. I'd be really grateful if anyone could stress-test nall/vector. Pretty much everything I do relies on this class. If we introduce a bug, the worst case scenario is my entire SFC game dump database gets corrupted, or the byuu.org server gets compromised. So it's really critical that we test the hell out of this right now. The S-DD1 changes mean you need to update your installation of icarus again. Also, even though the Lunar FMV never really worked on the accuracy core anyway (it didn't initialize the PPU properly), it really won't work now that we emulate the hard-limit of 16MiB for S-DD1 games. |
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Tim Allen | 0d0af39b44 |
Update to v097r14 release.
byuu says: This is a few days old, but oh well. This WIP changes nall,hiro,ruby,icarus back to (u)int(8,16,32,64)_t. I'm slowly pushing for (u)int(8,16,32,64) to use my custom Integer<Size>/Natural<Size> classes instead. But it's going to be one hell of a struggle to get that into higan. |
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Tim Allen | 344e63d928 |
Update to v097r02 release.
byuu says: Note: balanced/performance profiles still broken, sorry. Changelog: - added nall/GNUmakefile unique() function; used on linking phase of higan - added nall/unique_pointer - target-tomoko and {System}::Video updated to use unique_pointer<ClassName> instead of ClassName* [1] - locate() updated to search multiple paths [2] - GB: pass gekkio's if_ie_registers and boot_hwio-G test ROMs - FC, GB, GBA: merge video/ into the PPU cores - ruby: fixed ~AudioXAudio2() typo [1] I expected this to cause new crashes on exit due to changing the order of destruction of objects (and deleting things that weren't deleted before), but ... so far, so good. I guess we'll see what crops up, especially on OS X (which is already crashing for unknown reasons on exit.) [2] right now, the search paths are: programpath(), {configpath(), "higan/"}, {localpath(), "higan/"}; but we can add as many more as we want, and we can also add platform-specific versions. |
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Tim Allen | 47d4bd4d81 |
Update to v096r01 release.
byuu says: Changelog: - restructured the project and removed a whole bunch of old/dead directives from higan/GNUmakefile - huge amounts of work on hiro/cocoa (compiles but ~70% of the functionality is commented out) - fixed a masking error in my ARM CPU disassembler [Lioncash] - SFC: decided to change board cic=(411,413) back to board region=(ntsc,pal) ... the former was too obtuse If you rename Boolean (it's a problem with an include from ruby, not from hiro) and disable all the ruby drivers, you can compile an OS X binary, but obviously it's not going to do anything. It's a boring WIP, I just wanted to push out the project structure change now at the start of this WIP cycle. |