mirror of https://github.com/bsnes-emu/bsnes.git
10 Commits
Author | SHA1 | Message | Date |
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Tim Allen | 4129630d97 |
Update to v103r15 release.
byuu says: Changelog: - ruby: rewrote the API interfaces for Video, Audio, Input - ruby/audio: can now select the number of output channels (not useful to higan, sorry) - ruby/asio: various improvements - tomoko: audio settings panel can now select separate audio devices (for ASIO, OSS so far) - tomoko: audio settings panel frequency and latency lists are dynamically populated now Note: due to the ruby API rewrite, most drivers will not compile. Right now, the following work: - video: Direct3D, XShm - audio: ASIO, OSS - input: Windows, SDL, Xlib It takes a really long time to rewrite these (six hours to do the above), so it's going to be a while before we're back at 100% functionality again. Errata: - ASIO needs device(), setDevice() - need to call setDevice() at program startup to populate frequency/latency settings properly - changing the device and/or frequency needs to update the emulator resampler rates The really hard part is going to be the last one: the only way to change the emulator frequency is to flush all the audio streams and then recompute all the coefficients for the resamplers. If this is called during emulation, all audio streams will be erased and thus no sound will be output. I'll most likely be forced to simply ignore device/frequency changes until the user loads another game. It is at least possible to toggle the latency dynamically. |
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Tim Allen | 434e303ffb |
Update to v103r12 release.
byuu says: Changelog: - ruby/video: cleaned up Direct3D9 driver and fixed catastrophic memory leak - ruby/video: added fullscreen exclusive mode support to the Direct3D9 driver¹ - ruby/video: minor cosmetic code cleanups to various drivers - tomoko: added support to always allow input when in fullscreen exclusive mode - tomoko: fixed window to not remove resizability flag when exiting fullscreen mode ¹: I am assuming that exclusive mode will try to capture the primary monitor. I don't know what will happen in multi-monitor setups, however, as I don't use such a setup here. Also, I am using `D3DPRESENT_DISCARD` instead of `D3DPRESENT_FLIP`. I'm not sure if this will prove better or worse, but I've heard it will waste less memory, and having a BackBufferCount of 1 should still result in page flipping anyway. The difference is supposedly just that you can't rely on the back buffer being a valid copy of the previous frame like you can with FLIP. Lastly, if you want Vsync, you can edit the configuration file to enable that, and then turn off audio sync. Errata: "pause emulation when focus is lost" is not working with exclusive mode. I need to add a check to never auto-pause when in exclusive mode. Thanks to bun for catching that one. |
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Tim Allen | ee982f098a |
Update to v103r11 release.
byuu says: Changelog: - tomoko: removed "Settings→Video Emulation→Overscan Mask" setting¹ - tomoko: remove a few unnecessary calls to resizeViewport on startup - tomoko: only resize main window from video settings when in adaptive or toggling adaptive mode² - hiro/windows: add `SWP_NOACTIVATE` flag to prevent focus stealing on resizing invisible windows³ - hiro/windows: suppress spurious API-generated `onSize()` callback when calling `setVisible()` ¹: it just seemed like bad design to default to overscan masking being disabled with overscan masks of 8 horizontal, 8 vertical out of the box. Users would adjust the sliders and not see anything happening. Instead, I've set the default masks to zero. If you want to turn off overscan masking, simply slide those to zero again. ²: I figure the only way we're going to be able to fairly evaluate Screwtape's suggestion is to try it both ways. And I will admit, I kind of like the way this works as well ... a lot more so than I thought I would, so I think it was a great suggestion. Still, now's the time if people have strong opinions on this. Be sure to try both r10 and r11 to compare. Barring no other feedback, I'm going to keep it this way. ³: this fixes the blinking of the main window on startup. Screwtape, thanks again for the improvement suggestions. At this point though, I am not using a tiling window manager. If you are able to patch hiro/gtk and/or hiro/qt (I mostly use GTK) to work with tiling window managers better, I wouldn't mind applying said patches, so long as they don't break things on my own Xfce desktop with xfwm4. Also, I noticed one issue with Xfce ... if the window is maximized and I try to call `Window::setSize()`, it's not actually removing the maximize flag. We'll need to look into how to add that to GTK, but I don't think it's a huge issue. A similar glitch happens on windows where the icon still reflects being maximized, but it does actually shrink, it just sticks to the top left corner of the screen. So this isn't really a critical bug, but would be extra polish. |
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Tim Allen | cbbf5ec114 |
Update to v103r10 release.
byuu says: Changelog: - tomoko: video scaling options are now resolutions in the configuration file, eg "640x480", "960x720", "1280x960" - tomoko: main window is now always resizable instead of fixed width (also supports maximizing) - tomoko: added support for non-integral scaling in windowed mode - tomoko: made the quick/managed state messaging more consistent - tomoko: hide "Find Codes ..." button from the cheat editor window if the cheat database is not present - tomoko: per-game cheats.bml file now goes into the higan/ subfolder instead of the root folder So the way the new video system works is you have the following options on the video settings panel: Windowed mode: { Aspect correction, Integral scaling, Adaptive } Fullscreen mode: { Aspect correction, Integral scaling } (and one day, hopefully Exclusive will be added here) Whenever you adjust the overscan masking, or you change any of the windowed or fullscreen mode settings, or you choose a different video scale from the main menu, or you load a new game, or you unload a game, or you rotate the display of an emulated system, the resizeViewport logic will be invoked. This logic will remember the last option you chose for video scale, and base the new window size on that value as an upper limit of the new window size. If you are in windowed mode and have adaptive enabled, it will shrink the window to fit the contents of the emulated system's video output. Otherwise, if you are not in integral scaling mode, it will scale the video as large as possible to fit into the video scaled size you have selected. Otherwise, it will perform an integral scale and center the video inside of the viewport. If you are in fullscreen mode, it's much the same, only there is no adaptive mode. A major problem with Xorg is that it's basically impossible to change the resizability attribute of a window post-creation. You can do it, but all kinds of crazy issues start popping up. Like if you toggle fullscreen, then you'll find that the window won't grow past a certain fairly small size that it's already at, and cannot be shrunk. And the multipliers will stop expanding the window as large as they should. And sometimes the UI elements won't be placed in the correct position, or the video will draw over them. It's a big mess. So I have to keep the main window always resizable. Also, note that this is not a limitation of hiro. It's just totally broken in Xorg itself. No amount of fiddling has ever allowed this to work reliably for me on either GTK+ 2 or Qt 4. So what this means is ... the adaptive mode window is also resizable. What happens here is, whenever you drag the corners of the main window to resize it, or toggle the maximize window button, higan will bypass the video scale resizing code and instead act as though the adaptive scaling mode were disabled. So if integral scaling is checked, it'll begin scaling in integral mode. Otherwise, it'll begin scaling in non-integral mode. And because of this flexibility, it no longer made sense for the video scale menu to be a radio box. I know, it sucks to not see what the active selection is anymore, but ... say you set the scale to small, then you accidentally resized the window a little, but want it snapped back to the proper small resolution dimensions. If it were a radio item, you couldn't reselect the same option again, because it's already active and events don't propagate in said case. By turning them into regular menu options, the video scale menu can be used to restore window sizing. Errata: On Windows, the main window blinks a few times on first load. The fix for that is a safeguard in the video settings code, roughly like so ... but note you'd need to make a few other changes for this to work against v103r10: auto VideoSettings::updateViewport(bool firstRun) -> void { settings["Video/Overscan/Horizontal"].setValue(horizontalMaskSlider.position()); settings["Video/Overscan/Vertical"].setValue(verticalMaskSlider.position()); settings["Video/Windowed/AspectCorrection"].setValue(windowedModeAspectCorrection.checked()); settings["Video/Windowed/IntegralScaling"].setValue(windowedModeIntegralScaling.checked()); settings["Video/Windowed/AdaptiveSizing"].setValue(windowedModeAdaptiveSizing.checked()); settings["Video/Fullscreen/AspectCorrection"].setValue(fullscreenModeAspectCorrection.checked()); settings["Video/Fullscreen/IntegralScaling"].setValue(fullscreenModeIntegralScaling.checked()); horizontalMaskValue.setText({horizontalMaskSlider.position()}); verticalMaskValue.setText({verticalMaskSlider.position()}); if(!firstRun) presentation->resizeViewport(); } That'll get it down to one blink, as with v103 official. Not sure I can eliminate that one extra blink. I forgot to remove the setResizable toggle on fullscreen mode exit. On Windows, the main window will end up unresizable after toggling fullscreen. I missed that one because like I said, toggling resizability is totally broken on Xorg. You can fix that with the below change: auto Presentation::toggleFullScreen() -> void { if(!fullScreen()) { menuBar.setVisible(false); statusBar.setVisible(false); //setResizable(true); setFullScreen(true); if(!input->acquired()) input->acquire(); } else { if(input->acquired()) input->release(); setFullScreen(false); //setResizable(false); menuBar.setVisible(true); statusBar.setVisible(settings["UserInterface/ShowStatusBar"].boolean()); } resizeViewport(); } Windows is stealing focus on calls to resizeViewport(), so we need to deal with that somehow ... I'm not really concerned about the behavior of shrinking the viewport below the smallest multiplier for a given system. It might make sense to snap it to the window size and forego all other scaling, but honestly ... meh. I don't really care. Nobody sane is going to play like that. |
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Tim Allen | 7af270aa59 |
Update to v103r09 release.
byuu says: Changelog: - gba/apu: fixed wave RAM nibble ordering (fixes audio in Castlevania, PocketNES) - emulator: restructured video information to just a single videoResolution() → VideoResolution function - returns "projected size" (between 160x144 and 320x240) - "internal buffer size" (up to 1280x480) - returns aspect correction multiplier that is to be applied to the width field - the value could be < 1.0 to handle systems with taller pixels; although higan doesn't emulate such a system - tomoko: all calculations for scaling and overscan masking are done by the GUI now - tomoko: aspect correction can be enabled in either windowed or fullscreen mode separately; moved to Video settings panel - tomoko: video scaling multipliers (against 320x240) can now me modified from the default (2,3,4) via the configuration file - use this as a really barebones way of supporting high DPI monitors; although the GUI elements won't scale nicely - if you set a value less than two, or greater than your resolution divided by 320x240, it's your own fault when things blow up. I'm not babysitting anyone with advanced config-file only options. - tomoko: added new adaptive windowed mode - when enabled, the window will shrink to eliminate any black borders when loading a game or changing video settings. The window will not reposition itself. - tomoko: added new adaptive fullscreen mode - when enabled, the integral scaling will be disabled for fullscreen mode, forcing the video to fill at least one direction of the video monitor completely. I expect we will be bikeshedding for the next month on how to describe the new video options, where they should appear in the GUI, changes people want, etc ... but suffice to say, I'm happy with the functionality, so I don't intend to make changes to -what- things do, but I will entertain better ways to name things. |
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Tim Allen | 191a71b291 |
Update to v103r08 release.
byuu says: Changelog: - emulator: improved aspect correction accuracy by using floating-point calculations - emulator: added videoCrop() function, extended videoSize() to take cropping parameters¹ - tomoko: the overscan masking function will now actually resize the viewport² - gba/cpu: fixed two-cycle delay on triggering DMAs; not running DMAs when the CPU is stopped - md/vdp: center video when overscan is disabled - pce/vce: resize video output from 1140x240 to 1120x240 - tomoko: resize window scaling from 326x240 to 320x240 - tomoko: changed save slot naming and status bar messages to indicate quick states vs managed states - tomoko: added increment/decrement quick state hotkeys - tomoko: save/load quick state hotkeys now save to slots 1-5 instead of always to 0 - tomoko: increased overscan range from 0-16 to 0-24 (in case you want to mask the Master System to 240x192) ¹: the idea here was to decouple raw pixels from overscan masking. Overscan was actually horrifically broken before. The Famicom outputs at 256x240, the Super Famicom at 512x480, and the Mega Drive at 1280x480. Before, a horizontal overscan mask of 8 would not reduce the Super Famicom or Mega Drive by nearly as much as the Famicom. WIth the new videoCrop() function, the internals of pixel size distortions can be handled by each individual core. ²: furthermore, by taking optional cropping information in videoSize(), games can scale even larger into the viewport window. So for example, before the Super Famicom could only scale to 1536x1440. But by cropping the vertical resolution by 6 (228p effectively, still more than NTSC can even show), I can now scale to 1792x1596. And wiht aspect correction, that becomes a perfect 8:7 ratio of 2048x1596, giving me perfectly crisp pixels without linear interpolation being required. Errata: for some reason, when I save a new managed state with the SFC core, the default description is being set to a string of what looks to be hex numbers. I found the cause ... I'll fix this in the next release. Note: I'd also like to hide the "find codes..." button if cheats.bml isn't present, as well as update the SMP TEST register comment from smp/timing.cpp |
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Tim Allen | e2ee6689a0 |
Update to v098r06 release.
byuu says: Changelog: - emulation cores now refresh video from host thread instead of cothreads (fix AMD crash) - SFC: fixed another bug with leap year months in SharpRTC emulation - SFC: cleaned up camelCase on function names for armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes - GB: added MBC1M emulation (requires manually setting mapper=MBC1M in manifest.bml for now, sorry) - audio: implemented Emulator::Audio mixer and effects processor - audio: implemented Emulator::Stream interface - it is now possible to have more than two audio streams: eg SNES + SGB + MSU1 + Voicer-Kun (eventually) - audio: added reverb delay + reverb level settings; exposed balance configuration in UI - video: reworked palette generation to re-enable saturation, gamma, luminance adjustments - higan/emulator.cpp is gone since there was nothing left in it I know you guys are going to say the color adjust/balance/reverb stuff is pointless. And indeed it mostly is. But I like the idea of allowing some fun special effects and configurability that isn't system-wide. Note: there seems to be some kind of added audio lag in the SGB emulation now, and I don't really understand why. The code should be effectively identical to what I had before. The only main thing is that I'm sampling things to 48000hz instead of 32040hz before mixing. There's no point where I'm intentionally introducing added latency though. I'm kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be much appreciated :/ I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as well, and that would be very bad. |
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Tim Allen | cec33c1d0f |
Update to v096r07 release.
byuu says: Changelog: - configuration files are now stored in localpath() instead of configpath() - Video gamma/saturation/luminance sliders are gone now, sorry - added Video Filter->Blur Emulation [1] - added Video Filter->Scanline Emulation [2] - improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn] [1] For the Famicom, this does nothing. For the Super Famicom, this performs horizontal blending for proper pseudo-hires translucency. For the Game Boy, Game Boy Color, and Game Boy Advance, this performs interframe blending (each frame is the average of the current and previous frame), which is important for things like the GBVideoPlayer. [2] Right now, this only applies to the Super Famicom, but it'll come to the Famicom in the future. For the Super Famicom, this option doesn't just add scanlines, it simulates the phosphor decay that's visible in interlace mode. If you observe an interlaced game like RPM Racing on a real SNES, you'll notice that even on perfectly still screens, the image appears to shake. This option emulates that effect. Note 1: the buffering right now is a little sub-optimal, so there will be a slight speed hit with this new support. Since the core is now generating native ARGB8888 colors, it might as well call out to the interface to lock/unlock/refresh the video, that way it can render directly to the screen. Although ... that might not be such a hot idea, since the GBx interframe blending reads from the target buffer, and that tends to be a catastrophic option for performance. Note 2: the balanced and performance profiles for the SNES are completely busted again. This WIP took 6 1/2 hours, and I'm exhausted. Very much not looking forward to working on those, since those two have all kinds of fucked up speedup tricks for non-interlaced and/or non-hires video modes. Note 3: if you're on Windows and you saved your system folders somewhere else, now'd be a good time to move them to %localappdata%/higan |
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Tim Allen | 0b923489dd |
Update to 20160106 OS X Preview for Developers release.
byuu says: New update. Most of the work today went into eliminating hiro::Image from all objects in all ports, replacing with nall::image. That took an eternity. Changelog: - fixed crashing bug when loading games [thanks endrift!!] - toggling "show status bar" option adjusts window geometry (not supposed to recenter the window, though) - button sizes improved; icon-only button icons no longer being cut off |
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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. |