byuu says:
Added "unsigned link_run();" which acts as its own thread synchronized
against the S-CPU. Specify the frequency in the configuration file.
I intend to prototype the Cx4 LLE openly using the link module, and that
required timing support, so there we go.
It's very basic, and it synchronizes the CPU to the coprocessors and
vice versa after every call to link_run(). Meaning performance won't be
super exceptional at full 21MHz or higher, but then this is for
prototyping only. I didn't want to expose cothreading, yielding, calls
back into bsnes' core, calls to sync up the S-CPU, etc.
This version adds a "link" SNES coprocessor module, which just loads
a shared library. It was posted outside the v079 WIP thread, in this
thread:
http://board.byuu.org/viewtopic.php?f=16&t=1700
byuu says:
This release includes Nintendo Super System DIP switch emulation and
improved PPU rendering accuracy, among other things.
Changelog:
- added Nintendo Super System DIP switch emulation [requires XML setting
maps]
- emulated Super Game Boy $6001 VRAM offset selection port [ikari_01]
- fixed randomness initialization of S-SMP port registers [fixes
DBZ:Hyper Dimension and Ninja Warriors]
- mosaic V-countdown caches BGOFS registers (fixes Super Turrican
2 effect) [reported by zal16]
- non-mosaic BGOFS registers are always cached at H=60 (fixes NHL '94
and Super Mario World flickering)
- fixed 2xSaI family of renderers on 64-bit systems
- cleaned up SMP source code
- phoenix: fixed a bug when closing bsnes while minimized
Please note that the mosaic BGOFS fix is only for the accuracy profile.
Unfortunately the older scanline-based compatibility renderer's code is
nearly unmaintainable at this point, so I haven't yet been able to
backport the fixes.
Also, I have written a new cycle-accurate SMP core that does not use
libco. The aim is to implement it into Snes9X v1.54. But it would of
course be prudent to test the new core first.
[...then in the next post...]
Decided to keep that Super Mario World part a surprise, so ... surprise!
Realized while working on the Super Turrican 2 mosaic fix, and from
looking at NHL '94 and Dai Kaijuu Monogatari 2's behavior, that BGOFS
registers must be cached between H=0 and H=88 for the entire scanline
... they can't work otherwise, and it'd be stupid for the PPU to re-add
the offset to the position on every pixel anyway. I chose H=60 for now.
Once I am set up with the RGB monitor and the North American cartridge
dumping is completed, I'll set it on getting exact timings for all these
things. It'll probably require a smallish speed hit to allow exact-cycle
timing events for everything in the PPU.
byuu says:
Would appreciate testing on any games with mosaic, especially Mode7
mosaic.I have tested Super Turrican 2, Sim Earth, Contra III and SNES
Test Program.
This only applies to BG modes 0-6, and technically should not affect
Mode7 at all. I am not sure if Mode7 needs the same change made or not,
but given the way it fetches that could prove quite challenging. I also
simplified the background renderer a good bit. See eg the pixel copy
stuff in Background::run().
I've only fixed this in the accuracy renderer. I'm sorry, but the
compatibility renderer is a fucking mess. I haven't really touched it in
four or five years now.
Will probably just revert to the accuracy/SMP in the performance profile
for the next release since it's not being used otherwise. People can
toggle it on if they want to try it out.
byuu says:
This adds ikari_01's emulation of the ICD2 (Super Game Boy) $6001 register.
It basically removes a really ugly hack where I was intercepting the DMA
transfer destination address to determine while Game Boy tile row to
transfer. This should make implementing SGB emulation in other
emulators easier, as said hooks were very emulator-specific.
byuu says:
This WIP adds Nintendo Super System emulation, at least of its DIP
switches. This is done via XML mapping, like so:
<?xml version="1.0" encoding="UTF-8"?>
<cartridge region="NTSC">
<name>ActRaiser</name>
<rom>
<map mode="linear" address="00-7f:8000-ffff"/>
<map mode="linear" address="80-ff:8000-ffff"/>
</rom>
<nss>
<setting name="Difficulty">
<option value="0000" name="Easy"/>
<option value="0001" name="Normal"/>
<option value="0002" name="Hard"/>
<option value="0003" name="Expert"/>
</setting>
<setting name="Lives">
<option value="0000" name="5 lives"/>
<option value="0004" name="4 lives"/>
<option value="0008" name="3 lives"/>
<option value="000c" name="2 lives"/>
</setting>
</nss>
</cartridge>
The value field is a 16-bit value. All selected options are ORed
together to produce the final DIP switch values. The number of options
per setting is unlimited, but there are only sixteen settings allowed
(you can't have more settings than you have switches, that's just
stupid.)
In the example above, d0-d1 controls difficulty, and d2-d3 controls # of
lives. d4-d15 appear to be unused, as far as I can tell.
byuu says:
Changelog:
- file and slot load dialogs should now have perfectly square buttons
that are based on the platform's default button height.
- cleaned up bsnes/Accuracy SMP source code (removed old !! stuff, stage
3 timer is now uint4, memory access switch/case cleaned up,
sSMPTimer->Timer, etc.)
- cleaned up bsnes/Accuracy memory access functions (read/writestack ->
read/writesp, read/writeaddr -> read/write)
- minor optimization to bsnes/Performance SMP core in cycle-mode
byuu says:
I apparently wasted two days writing that SMP core for nothing. I had
a perfectly well-written and well-tested core in bsnes v045. The old
opcode.b files that were a cycle-based markup language.
So I took that core, and wrote new parsers to generate both opcode-based
(one switch) and cycle-based (two switch) cores. Throw in a
little #define magic around CYCLE_ACCURATE, and it is compile-time
toggleable.
EWJ2's bug was due to not resetting the timer variables, and Bahamut
Lagoon's was due to dividing timer frequencies by 3, but failing to
remove the 0->1 transition phase (should have done the latter and
divided by two.)
Anyway, all fixed up.
byuu says:
New S-SMP core is feature-complete, but still buggy. It's good enough
for perfect audio in Zelda 3 and Super Mario World, but there are plenty
of issues. No audio in Bahamut Lagoon, deadlock in Earthworm Jim 2,
etc.
With this core, bsnes/Performance runs about 3-5% faster than with the
old one. That won't seem like much, because the S-SMP is the least
demanding portion of the SNES. blargg's SMP core netted me a 5-8%
speedup the last time I tried it, so I'm sure there's still room to
speed things up.
The core is opcode-based, but has dummy op_io() calls (they compile to
nothing), so it is trivial to make it cycle-based if desired. I'm not
convinced that is necessary, but we shall see once we get the opcode
bugs ironed out.
byuu says:
Started on a new SMP core for bsnes/Performance. I wanted to start
clean, and only copied over the debugger+disassembler portions from the
existing version. I figured that if I took the existing one and tried
trimming it down, that it'd end up with too much old baggage. But so
far, the opcodes are looking mostly the same anyway, only I'm
using #defines and a switch table in place of the template function
trickery.
I have enough written now that I can run Zelda 3 at least (although it
gets stuck in a loop immediately after.) No real point in comparing
speed yet, because it'll definitely go down as it becomes more complete.
byuu says:
Finally, a new release. I have been very busy finishing up SNES box,
cartridge and PCB scanning plus cataloguing the data, however this
release still has some significant improvements.
Most notably would be randomization on startup. This will help match the
behavior of real hardware and uninitialized memory + registers. It
should help catch homebrew software that forgets to initialize things
properly. Of course, I was not able to test the complete library, so it
is possible that if I've randomized anything that should be constant,
that this could cause a regression. You can disable this randomization
for netplay or to work around any incompatibilities by editing bsnes.cfg
and setting snes.random to false.
The GUI also received some updates. Widget sizes are now computed based
on font sizes, giving it a perfectly native look (because it is native.)
I've also added a hotkey remapping screen to the input settings. Not
only can you remap inputs to controllers now, but those who did not know
the hotkey bindings can now quickly see which ones exist and what they
are mapped to.
Changelog (since v077):
- memory and most registers are now randomly initialized on power-up
- fixed auto joypad polling issue in Super Star Wars
- fixed .nec and .rtc file extensions (they were missing the dot) [krom]
- PPU/accuracy now clears overscan region on any frame when it is
disabled
- PPU/compatibility no longer auto-blends hires pixels (use NTSC filter
for this)
- added hotkey remapping dialog to input settings window
- added a few new hotkeys, including quick-reset
- phoenix API now auto-sizes widgets based on font sizes
- file dialog once again remembers previously selected file when
possible
byuu says:
Changelog:
- fixed .nec and both .rtc file extensions (thanks krom)
- randomized most S-PPU registers, should trip up some broken homebrew
that does not initialize all registers
- randomization is now seeded with time(0) rather than 'byuu'
- SNES::interface.video_refresh() now always receives
{256,512}x{240,480}
- PPU/accuracy scanline 0 does not render the screen back color anymore,
fixes strange coloring look on first scanline in PAL TV mode in
non-overscan games
- disabled hires blending in PPU/compatibility; all three cores act the
same now
byuu says:
Changelog:
- setGeometry is called after append(layout) now. This fixes the window
sizing on Qt.
- removed enum Style {} code, as it's no longer necessary.
- removed Filter, Shader path selection code from the file load dialog,
since that is menu-driven now.
- improved the file load dialog to remember last selected file when mode
doesn't change (had to split a switch statement into two switches.)
- added Hotkeys port onto input settings window, allowing one to
dynamically see and remap GUI shortcuts
- added power cycle / reset shortcuts
Still very minimal with the hotkeys, so I packed them all into one group
for now. A few more I'd like to add, but I don't want to get ridiculous
like with the Qt GUI.
byuu says:
Fixed up the geometry calculation code. There is now minimumGeometry()
[returns minimum size needed to display a layout, treats MaximumSize as
MinimumSize], and minimumLayoutGeometry() [like minimumGeometry(), but
it will return MaximumSize if a single container item has that
attribute. Used mostly internally for layout sizing.]
It looks great on Windows, but it looks visually off on Qt. Not exactly
sure what's up there. When I make a test application, everything looks
great. Going to have to clone a bsnes window that's having a problem (eg
bsnes main debugger checkbox window), and see what's up.
byuu says:
Wouldn't recommend using this, but it has bsnes ported to the new auto-size calculating phoenix API.
Known issues:
- minimumWidth/Height on layouts isn't working right, windows that use
it are usually too small
- Windows gives 0,0 size for empty text string sizes, which messes up
a lot of default sizes for LineEdit controls
byuu says:
Changelog:
- fixed auto joypad polling bug (fixes Super Star Wars start button
input)
- added pseudo-random class; so far it is RAM only [WRAM, APURAM, VRAM,
OAM, CGRAM]
- added new system configuration options to bsnes.cfg
The pseudo-random class is optional. For right now, I am defaulting it
to enabled. bsnes.cfg::snes.random = true.
You can of course turn it off if you want. This will break Death Brade
and Unnamed Euro Racer, no questions about it.
So I don't know if I want to leave this on or off by default. Leaving it
on will thwart emulator detection code and help to keep code that relies
on uninitialized memory from working, but leaving it off will increase
compatibility.
byuu says:
Changelog (since v076):
- video filters and shaders now populate inside main menu; no longer
have to select them as files
- fixed 2xSaI, Super 2xSaI and Super Eagle on 32-bit platforms; still
buggy on 64-bit Windows
- fixed linear mirroring issues (fixes Mega Man X dash bug)
- fixed RAM memory mapping bug in Sufami Turbo games
- home folder is now %APPDATA%/bsnes or ~/.config/bsnes
- added paths.cfg file, which will allow you to specify custom paths for
any file types
- save states and cheat files for multi-slot games are based on slot
names instead of BIOS names
- fixed compilation warning on OS X with nall::decimal
- fixed calculation bug in nall::fp
- Makefile now has options variable, example: make options=debugger
- configuration files and cheat database can now reside in the same
folder as the binary itself
- updated to 2011-03-11 release of mightymo's cheat database
byuu says:
Rather than make the libsnes API incompatible with previous versions,
I just implemented path as return { basename, hint };
So you will still use the set basename function already there as before.
So either DSP/MSU1/Serial all go in the ROM folder, or they all go
somewhere else. You can be fancy and detect the gametype and override
the basename as you like, if you really want.
Bumped the API to 1.3, and added const char* snes_library_id(void); it
will return "bsnes v076.07" at the moment. The internal string is
static, but don't try caching it or modifying it anyway. You'll have to
split the name and version yourself if you want them separately. API is
backward-compatible to 1.0 still.
Also improved string::assign and string::append to take a variadic
number of arguments. To make this happen, I had to make to_string return
const char* so that infinite recursion did not happen.
byuu says:
Changelog:
- path code finished for ui/, just need to expose for ui-libsnes/ now
- filters and shaders use radio items now, so you know which is active
- smooth video was placed inside video mode (list is getting too long)
- .bsnes -> .config/bsnes in make install
- pixelshaders -> snesshader, added Makefile with make install target
- snesfilter, added Makefile with make install and make clean targets
- maybe other stuff
byuu says:
Changelog:
- QMenu::setVisible() does nothing, have to use
QMenu::menuAction::setVisible()
- improved path system, especially for ST games (states will be
/path/to/slotA+notdir(slotB).ext, saves are per-game and per-path)
- paths are now valid when you load just the BS-X/ST/SGB BIOSes with no
carts inserted; maybe useful for BS-X I guess
- removed video filter and pixel shader code from video settings dialog
- added Settings->Video Filter and Settings->Video Shader menu lists
- fixed the SaI family of filters in lores-mode only; although I don't
really know how or why the change fixed them, the code is too vague
The menu list for the video filters and shaders are populated from
either base/filters and base/shaders, or user/.config/bsnes/filters and
user/.config/bsnes/shaders. It tries the first, and if it does not find
anything it tries the second, just like the configuration files.
That meant doing away with multiple folders for the shaders, so now the
shaders have a suffix to indicate what driver uses them, eg
"Curvature.OpenGL.shader" and "Sepia.Direct3D.shader" -- probably nicer
to use GLSL/HLSL, but using the driver name lets me sub in the currently
loaded video driver with no special casing. So the filter if you have eg
OpenGL loaded is "*.OpenGL.shader"; and for SDL you get "*.SDL.shader",
which will obviously not be there as the non-GL-based SDL driver doesn't
support shaders.
If there are no filters or no shaders available, the menu options do not
show up. The lists are not radio items with active item ticked states
just yet, but they will be.
byuu says:
Changelog:
- fixed Sufami Turbo ROM and RAM mapping bugs
- more paths work, definitely need to clean up parameter names and enum
typenames now
I had to cheat just a bit on the ST SRAM. For now, I am specifying the
RAM size in the XML file.
The base XML isn't supposed to know about the slots though. What I need
to do is write an ST header parser to get actual RAM sizes, and then
from there generate an ST-specific XML file (like I do for the Game Boy)
to specify this info. Would also be nice for some BS-X info.
Added NECDSP, MSU1 and Serial paths. This eliminates
SNES::Cartridge::basename.
byuu says:
Changelog:
- paths.cfg work completed
- save states/archives and cheat files for multi-slot games are more
intelligent now
For paths.cfg, there are three types of entries. Each have different
special prefixes.
Folder paths: sfc, bs, st, gb, filter, shader
By default, bsnes will remember the last path you loaded a file of said
type from. It will be prefixed with "recent/" in the file. Specify an
explicit hard-coded path to override this.
BIOS paths: satellaviewBios, sufamiTurboBios, superGameBoyBios
Remembers an explicit hard-coded path to the BIOS you selected last.
I was thinking that a nice feature would be for the "Load Special"
windows to pop open the slot A load dialog if a BIOS was selected.
Select a game from this popup and it loads directly, cancel it to get
the regular window to override the BIOS.
Save paths: srm, rtc, bsa, bst, cht, log
Paths to write various files that the emulator generates. Note: srm
groups bsp, bss and sav for now. Was being lazy.
There are four special prefixes for these:
"base/" -- gets replaced with the executable path
"user/" -- gets replaced with the same folder where bsnes.cfg goes
(%APPDATA%/bsnes or ~/.config/bsnes) -- good for hiding
files
"./" -- gets replaced with the current ROM path
"../" -- gets replaced with the folder above the current ROM path
If you want to go up two folders or more, then use a hard-coded path. If
that's not good enough, kill yourself because God hates you.
byuu says:
Changelog:
- fixed a crashing bug when you toggle a cheat code and then load a save state
- added paths.cfg
- bsnes now remembers the most recent path per file-type, like bsnes/Qt
used to do
- re-added -s to Linux linker flags
- fixed crash with libsnes/SGB XML parsing
byuu says:
Changelog:
- fixed linear mirroring issue in memory map (fixes dash in Mega Man X)
- home path for Windows is now %APPDATA%/bsnes (not %APPDATA%/.bsnes)
- home path for OS X and Linux is now ~/.config/bsnes (not ~/.bsnes)
- bsnes-geometry.cfg is now geometry.cfg; and it stores width,height
- I do not yet restore width, height; because the GTK+ and Qt APIs treat window
resize as implying setMinimumSize
- added bsnes/ui/path; which I have some significant plans for
- fixed a bug in realpath (specified path is not always a folder, so we should
not always append / as with userpath)
- bsnes.cfg, geometry.cfg and cheats.xml may now optionally exist in the same
folder as the binary itself
- ruby only imports the nall namespace after including system headers (should
fix OS X 'decimal' issue)
- nall::fp now uses atof (fixes nall::fp("0.05"))
- I split the CheatDatabase to a separate cheat-database.cpp file; it was
pretty ugly packed into cheat-editor.cpp
- Makefile now has "options := " line; where you can add "debugger" if you
like, and in the future maybe more options
- also works via command-line: make options=debugger
byuu says:
Most notable in this release is that sound support has been added to my
own Super Game Boy emulation. The GUI toolkit, phoenix, has also
received a complete rewrite; with the most visible change there being
that windows are now resizable.
Changelog (since v075):
* added sound emulation to Game Boy core
* fixed Super Game Boy save state
* support added HexEdit widget to Windows and Qt targets; debugger can
now be compiled on all platforms
* entering fullscreen now auto-hides mouse; and mouse capture is toggled
otherwise by F12 key
* fullscreen command and geometry caching works much better on GTK+ and
Qt targets
* phoenix rewritten from scratch; now supports resizable layout
containers
* phoenix/Windows no longer relies on buggy SetParent API to reparent
widgets
byuu says:
This has my latest API enhancements, but there are some known issues:
- resize on Windows seems to not repaint the buttons properly in rare
cases. I may just need to revert to flickering resize.
- GTK+ reports the wrong menu height, off by two pixels, prior to the
window being realized (made visible)
- this results in the main window moving up two pixels after each run
of bsnes
The menu height bug was actually there previously, it was just that Qt
and GTK+ were computing the frame margins incorrectly (ignoring the menu
bar) before.
On the bright side, ui/settings/input.cpp has been improved by way of
the new multi-layout support. The window is no longer forced to an
awkward 640 pixels wide, as the mouse axes/buttons can overlap now. The
code is also simpler since I am using the Layout::setVisible command to
toggle groups on and off instead of doing it for each and every control.
byuu says (in the thread about rewriting Phoenix):
- added phoenix/reference; a dummy implementation that contains the 22KB
of static boilerplate code needed to start a new target
- OS::setDefaultFont removed; problem is that objects in the global
scope are constructed before you can call that function
- added Window::setWidgetFont, which is applied if your widgets have no
custom font set already upon attaching them to the window with
Window::setLayout, more understandable behavior
- renamed ListBox to ListView
byuu says (in the v075 WIP thread):
Found the source of lag on cartridge load. ListView::modify() was not
locking Qt messages, so it was causing a CheatEditor::refresh (copies
16MB of memory each call) for all 128 cheat items.
Final issue now is that nested submenus (menus inside of menus) are not
applying Window::setMenuFont yet.
byuu says:
phoenix has been completely rewritten from scratch, and bsnes/ui + bsnes/ui-gameboy have been updated to use the new API. Debugger works too. Currently, only phoenix/Qt is completed, and there are two known issues:
1: font sizes of menu items are wrong, I can fix this easily enough
2: there's some sort of multi-second lag when loading games, not sure
what's happening there yet
The new phoenix isn't exactly complete yet, still making some key
changes, and then I'll start on phoenix/Windows and phoenix/GTK+.
The most noticeable difference is that you don't have to give all of the
header paths and PHOENIX_PLATFORM defines when compiling individual GUI
object files. It's only needed for phoenix.cpp itself. The overall
structure of the phoenix source folder is much saner as well for
sync.sh.
I'm really surprised things are working as well as they are for
a two-day power rewrite of an entire phoenix target. The other targets
won't be as bad insofar as the core stuff is completed this time. And
thank god for that, I was about ready to kill myself after writing
dozens of lines like this:
HorizontalSlider::HorizontalSlider() : state(*new State),
base_from_member<pHorizontalSlider&>(*new pHorizontalSlider(*this)),
Widget(base_from_member<pHorizontalSlider&>::value),
p(base_from_member<pHorizontalSlider&>::value) {}
But each platform does have some new, unique problems. phoenix/GTK+ was
acting screwy prior to the rewrite, and will most likely still have
issues. Even more important, one of the major points of this rewrite was
having the new phoenix/core cache widget settings/data, so that I can
destroy and recreate widgets rather than relying on SetParent. This
means that simple copying of the old phoenix/Windows won't work, and
this new method is significantly more involved.
byuu says:
Rewrote the way menus are attached, they act like layouts/widgets now.
All three phoenix targets once again work with both radio menu items and
radio widgets. Both GTK+ and Qt have built-in group controls right
inside the widgets, so I don't have to keep my own groups around
anymore. They do act screwy at widget creation though, have to jump
through some hoops to get it to work right. All I can say is, definitely
set all child widgets to the parent before trying to check any of them.
My long-term goal for the main window is to honor the fullscreen video
setting as a generic setting, and let the window scale auto-fit the best
possible size that matches your scale preference into the output window,
centered just like fullscreen. For now, I've just set it to a fixed
window size until I finish working on phoenix. The scale X settings will
just be to snap the window to an exact size in case you don't want any
black borders, they won't be radio items and the bsnes-geometry.cfg file
will save width/height information as well.
Simplified the sizing requirements for creating layouts and updated all
bsnes windows to support the new system. Layouts also expose their
minimum width/height values, which I use to create perfectly sized
windows on all three platforms. This will fix cut-off heights on the
last Windows WIP. Qt is being annoying though and forcing a minimum
window size of 300,100 despite me telling it to use a smaller window
size. Always have to fight with Qt, I swear to god.
byuu says:
phoenix/Windows and phoenix/Qt are mostly fully operational now. All
platforms support dynamic layout resizing. I tried WM_GETMINMAXINFO
(thanks, OV2), but it was acting kind of choppy on resize, and it would
get confused and go crazy if you snapped one direction to the minimum
height but not another, so for now I'm leaving it off.
phoenix/GTK+ will be missing some functionality in regards to window
geometry. The other two have a more coherent strategy now: geometry() is
the client area, and setGeometry moves the client area to where you ask
for. This makes truly centering your client area trivial.
frameGeometry() includes the borders, menu and status. There is no
setFrameGeometry(), not sure if I really even want that, but it could be
useful so who knows. All targets also support non-resizable windows.
X11 is of course horrendously poor with frame sizes, Qt and GTK+ don't
even pretend to simulate them, so they say the frame is 0x0 pixels in
size until your widget is fully realized and visible to the end user. So
for now, to get window positioning right, I have to wait until the
window appears and then reposition the window again, causing a slight
jump. My plan is to build some persistent caching support directly into
phoenix. From here, I can just have the window snap the very first time
you run your very first phoenix app. I'll then determine the frame size
information, and use that to create future windows. Once they spawn,
I'll recheck and update the frame size info in case it has changed (eg
user changed themes.) Saving settings into .config/phoenix will allow me
to avoid having to snap the window every time on first startup. If the
config file is missing or unwritable, too bad, happens every time then.
I'm thinking about renaming onResize to onSize, and getting rid of
Window::create(). Rather make it spawn like every other control in its
constructor.
byuu says:
Ported phoenix/Windows and phoenix/GTK+ over to the new system. There
are some problems that need to be addressed:
- Windows ComboBox height setting needs widget creation height to
properly scale itself (make Widget::setGeometry virtual and override
ComboBox::setGeometry)
- Windows Canvas is completely broken
- GTK+ Canvas is slow as shit compared to Qt Canvas, probably nothing
I can do about it, have to do a very costly conversion because GTK+ is
stupid and uses BGR like Nintendo
- GTK+ listboxes are fucking insanely complicated to set up. Currently
I just split the second-half of creation to the setHeaderText call,
but when you don't call that, things explode
- I'm probably going to have to completely destroy and recreate
listboxes when changing the header text / column count
- Qt resize code is still impossible to get right, it's not letting me
size a window > 2/3rds of the screen size (it's in their docs)
- I swear, Qt is the most painful API in the world to move/size
windows with
- now that Window is separate, it really needs geometry() and
frameGeometry() as the two are quite different
- I need a way to toggle window resizability for fixed layouts, Qt is
once again going to be a nightmare as it lacks a way to do this other
than fixed layouts
- GTK+ currently explodes on bsnes, millions of console messages,
wonderful
- plenty more I'm forgetting
One bit of really cool/good news though: I made
Fixed/Horizontal/Vertical layouts external to phoenix itself. The code
is included for all targets so that it's always there and compiled into
one object, but the great news is that you can easily write your own
layout widgets and they'll work on all toolkits instantly.
That resize issue with bsnes was so simple it's annoying: my FixedLayout
container was repositioning on geometry updates. Made it only do it once
at creation like it should.
bsnes now has a fancy resize, grow the window and get black borders,
shrink it and the video shrinks with it. I plan to make it fancier with
constraint settings (center, scale, stretch). Basically I want to turn
the fullscreen setting into a general setting that also applies to
windowed scaling. I will probably turn the video scale X sizes into
regular items instead of radio boxes, so you can easily reset to a fixed
size whenever you want. Update bsnes to remember width,height geometry
as well and it should be quite nice.
byuu says:
Eleven hours of work. Window is now a base type (inherits from Object,
not Widget), same for Layout. FixedLayout still inherits from Layout.
Added HorizontalLayout and VerticalLayout types, that can append each
other to themselves to create box layouts. Layout margins are supported,
spacing is specified inline (I find this a much better way to fine-grain
spacing than Qt's single setSpacing function), and alignment is handled
strictly via padding widgets (insert a zero-sized label and it will
automatically grow to consume all extra space.)
Overall, my box packing model is slightly less powerful than Qt's, but
it is a good deal simpler and and easier to use in 90% of cases. The one
limitation I hit was with my input settings window, I'm not currently
able to embed two different layouts and toggle one on and the other off
to show only either { mouse x-axis, y-axis } or { mouse left, middle,
right }, so they instead just space out differently and I had to grow
the input window width a bit to compensate.
Resizing works great, pretty cool seeing that this is the first time
I've ever written my own resizer. I had to fight with Qt for several
hours to the point of potentially developing an aneurysm, but I finally
got it to properly handle geometry and sizing stuff. Some weird issue
with the bsnes viewport widget, I tell it to resize and for some reason
it doesn't. Cheap hack, I just make it constantly resize every video
refresh and it eventually takes. Wish I knew what was up with that.
All of bsnes now uses dynamic layouts sans the main window, so you can
resize them however you like.
This is still all Qt-only, I'm afraid. The other two ports are
in-progress.
byuu says:
This has the phoenix changes applied. Instead of widgets attaching
directly to windows, you now attach them to layouts, which can then be
attached to windows. Layouts are widgets themselves, so adding layouts
to layouts is trivial. It also allows for multi-widget show/hide, etc.
Right now there is only FixedLayout, but of course the plan is to
support a BoxLayout, that lets you add HorizontalLayout and
VerticalLayout containers to it, thus enabling auto-resize and simpler
form layout.
So far only phoenix/Qt is 100% moved over. phoenix/GTK+ has about 1/3rd
ported, and phoenix/Windows only has one control ported over as
a proof-of-concept.
On the user side, bsnes, bgameboy, snespurify and curse have been moved
to this new layout system. All of bsnes works great with it, as far as
I can tell. Fullscreen, debugger, etc are good.
byuu says:
Removed the floating-point volume adjustments from the wave channel and
the left/right speaker mixers. Also, against my better judgment I'm
backing out of left/right computation when they are both turned off.
This basically makes non-stereo games run faster, but will make stereo
games appear to run slower. I don't like it when end-users experience
mystery slowdowns.
Anyway, it appears that the audio calculation is really fucking
demanding. Knocks FPS from 800 down to 300. I thought it might be libco,
so I took it out and it only went up to 305fps o.O
There is also some sort of problem with bsnes/Super Game Boy audio. The
latency is really great when you first start, but it seems to drift
apart over time until it is well over 500ms, and then it either pops or
fades back to very low, sub-50ms latency again. The way I handle mixing
is that the coprocessor audio samples go into a resampler to the native
SNES rate, and fed to an output buffer. SNES audio samples go there
untouched. When there is a sample in each, I add them together and
average the result (I still don't understand why we divide by two since
these are signed integers), and output it immediately. It's just-in-time
sampling, so as long as DSP v Coprocessor do not drift very far, it
should have very low latency. And I make the CPU sync DSP and
Coprocessor once per scanline, which is something like 15 samples or so.
byuu says:
Added Game Boy sound emulation, all four channels.
It's really, really, really bad. Plenty of bugs, I don't even know what
the fuck a high-pass filter is so that isn't there. Hermite resampling
from 4MHz down to 44KHz. But it's tolerable.
I don't understand what sweep is for at all, and I'm sure I have that
insane recursive reload behavior wrong.
This is pretty much my own design. I referenced blargg's gb snd emu,
blargg's older gb apu ref, Cydrak's APU core, that lousy gbdev wiki
article, the completely and utterly worthless pandocs, and received
nothing but bad and wrong information that just wasted my time from
But I managed to pull it off. It's also painfully slow, like 250fps on
my machine slow. Countless optimizations are possible.
byuu says:
Changelog:
- hooked up everything necessary for Game Boy sound emulation ...
- bgameboy and bsnes/SGB input 4MHz frequency, and output 44.1KHz
frequency (produces soft static for now, to verify it is working)
- rewrote all of gameboy/apu, it now has a 4MHz worker thread, and
separate classes/folders for each channel+master, and serializes
So it's basically all I can do without actual emulation code or
human-readable documentation/example code.
byuu says:
Changelog:
- added full HexEditor widget to phoenix/Qt (has dynamic scrollbar like
phoenix/GTK, but does not yet support page up/down scrolling)
- optimized debugger to look great with either phoenix/GTK or phoenix/Qt
- fixed phoenix/Qt fullscreen mode (had to allow resizing of the layout,
and resize the container)
- fixed phoenix/Qt Window::setBackgroundColor() bug that was making
statusbar invisible
- entering fullscreen now captures mouse, leaving fullscreen releases it
- so by default, no cursor in fullscreen mode now
- F12 key was assigned the task of toggling mouse capture,
Tools->Capture Mouse was removed
- above change allows toggling mouse capture in fullscreen if you like
It wasn't my idea, but toggling the mouse capture in fullscreen also hiding the mouse cursor is what I call genius design. Two birds with one stone, and very intuitive.
Also, the default GUI on Linux for bsnes and bgameboy is now Qt, instead
of GTK+. I did this because Qt's fullscreen is far more stable, and
I fixed up the remaining bugs anyway.
byuu says:
Changelog:
- added ui-libsnes directory back into source archive; make archive-all
includes it now
- added basic HexEditor widget to phoenix/Windows
byuu says:
Changelog:
- fixed Super Game Boy save state support
- both SNES and GameBoy only initialize serialize size on cartridge load
once now, just like I've already done with memory mapping
- added nall/public_cast.hpp for fun ... don't worry, I'm never actually
going to use it in production code :D
byuu says:
This release brings improved Super Game Boy emulation, the final SHA256
hashes for the DSP-(1,1B,2,3,4) and ST-(0010,0011) coprocessors, user
interface improvements, and major internal code restructuring.
Changelog (since v074):
- completely rewrote memory sub-system to support 1-byte granularity in
XML mapping
- removed Memory inheritance and MMIO class completely, any address can
be mapped to any function now
- SuperFX: removed SuperFXBus : Bus, now implemented manually
- SA-1: removed SA1Bus : Bus, now implemented manually
- entire bus mapping is now static, happens once on cartridge load
- as a result, read/write handlers now handle MMC mapping; slower
average case, far faster worst case
- namespace memory is no more, RAM arrays are stored inside the chips
they are owned by now
- GameBoy: improved CPU HALT emulation, fixes Zelda: Link's Awakening
scrolling
- GameBoy: added serial emulation (cannot connect to another GB yet),
fixes Shin Megami Tensei - Devichil
- GameBoy: improved LCD STAT emulation, fixes Sagaia
- ui: added fullscreen support (F11 key), video settings allows for
three scale settings
- ui: fixed brightness, contrast, gamma, audio volume, input frequency
values on program startup
- ui: since Qt is dead, config file becomes bsnes.cfg once again
- Super Game Boy: you can now load the BIOS without a game inserted to
see a pretty white box
- ui-gameboy: can be built without SNES components now
- libsnes: now a UI target, compile with 'make ui=ui-libsnes'
- libsnes: added WRAM, APURAM, VRAM, OAM, CGRAM access (cheat search,
etc)
- source: removed launcher/, as the Qt port is now gone
- source: Makefile restructuring to better support new ui targets
- source: lots of other internal code cleanup work
byuu says:
Changelog:
- debugger compiles on all three profiles
- libsnes compiles on all three platforms (no API changes to libsnes)
- memory.cpp : namespace memory removed (wram -> cpu, apuram -> smp,
vram, oam, cgram -> ppu)
- sa1.cpp : namespace memory removed (SA-1 specific functions merged
inline to SA1::bus_read,write)
- GameBoy: added serial link support with interrupts and proper 8192hz
timing, but obviously it acts as if no other GB is connected to it
- GameBoy: added STAT OAM interrupt, and better STAT d1,d0 mode values
- UI: since Qt is dead, I've renamed the config files back to bsnes.cfg
and bsnes-geometry.cfg
- SA1: IRAM was not syncing to CPU on SA-1 side
- PPU/Accuracy and PPU/Performance needed Sprite oam renamed to Sprite
sprite; so that I could add uint8 oam[544]
- makes more sense anyway, OAM = object attribute memory, obj or
sprite are better names for Sprite rendering class
- more cleanup
byuu says:
Major WIP, countless changes. I really went to town on cleaning up the
source today with all kinds of new ideas. I'll post the ones I remember,
use diff -ru to get the rest.
What I like the most is my new within template:
template<unsigned lo, unsigned hi>
alwaysinline bool within(unsigned addr) {
static const unsigned mask = ~(hi ^ lo);
return (addr & mask) == lo;
}
Before, you would see code like this:
if((addr & 0xe0e000) == 0x206000) { //$20-3f:6000-7fff
The comment is basically necessary, and you have to trust that the mask
is right, or do the math yourself.
Now, it looks like this:
if(within<0x20, 0x3f, 0x6000, 0x7fff>(addr)) {
That's the same as within<0x206000, 0x3f7fff>, I just made an
SNES-variant to more closely simulate my XML mapping style:
20-3f:6000-7fff.
Now obviously this has limitations, it only works in base-2 and it can't
manage some tricky edge cases like (addr & 0x408000) == 0x008000 for
00-3f|80-bf:8000-ffff. But for the most part, I'll be using this where
I can. The Game Boy is fully ported over to it (via the MBCs), but the
SNES only has the BS-X town cartridge moved over so far. SuperFX and
SA-1 at the very least could benefit.
Next up, since the memory map is now static, there's really no reason to
remap the entire thing at power-on and reset. So it is now set up at
cartridge load and that's it. I moved the CPU/PPU/WRAM mapping out of
memory.cpp and into their respective processors. A bit of duplication
only because there are multiple processor cores for the different
profiles, but I'm not worried about that. This is also going to be
necessary to fix the debugger.
Next, Coprocessor::enable() actually does what I initially intended it
to now: it is called once to turn a chip on after cartridge load. It's
not called on power cycle anymore. This should help fix power-cycle on
my serial simulation code, and was needed to map the bus exactly one
time. Although most stuff is mapped through XML, some chips still need
some manual hooks for monitoring and such (eg S-DD1.)
Next, I've started killing off memory::, it was initially an
over-reaction to the question of where to put APURAM (in the SMP or
DSP?). The idea was to have this namespace that contained all memory for
everything. But it was very annoying and tedious, and various chips
ignored the convention anyway like ST-0011 RAM, which couldn't work
anyway since it is natively uint16 and not uint8. Cx4 will need 24-bit
RAM eventually, too. There's 8->24-bit functions in there now, because
the HLE code is hideous.
So far, all the cartridge.cpp memory:: types have been destroyed.
memory::cartrom, memory::cartram become cartridge.rom and cartridge.ram.
memory::cartrtc was moved into the SRTC and SPC7110 classes directly.
memory::bsxflash was moved into BSXFlash. memory::bsxram and
memory::bsxpram were moved into BSXCartridge (the town cartridge).
memory::st[AB](rom|ram) were moved into a new area,
snes/chip/sufamiturbo. The snes/chip moniker really doesn't work so
well, since it also has base units, and the serial communications stuff
which is through the controller port, but oh well, now it also has the
base structure for the Sufami Turbo cartridge too. So now we have
sufamiturbo.slotA.rom, sufamiturbo.slotB.ram, etc.
Next, the ST-0010/ST-0011 actually save the data RAM to disk. This
wasn't at all compatible with my old system, and I didn't want to keep
adding memory types to check inside the main UI cartridge RAM loading
and saving routines.
So I built a NonVolatileRAM vector inside SNES::Cartridge, and any chip
that has memory it wants to save and load from disk can append onto it
: data, size, id ("srm", "rtc", "nec", etc) and slot (0 = cartridge,
1 = slot A, 2 = slot B)
To load and save memory, we just do a simple: foreach(memory,
SNES::cartridge.nvram) load/saveMemory(memory).
As a result, you can now keep your save games in F1 Race of Champions II
and Hayazashi Nidan Morita Shougi. Technically I think Metal Combat
should work this way as well, having the RAM being part of the chip
itself, but for now that chip just writes directly into cartridge.ram,
so it also technically saves to disk for now.
To avoid a potential conflict with a manipulated memory map, BS-X SRAM
and PSRAM are now .bss and .bsp, and not .srm and .psr. Honestly I don't
like .srm as an extension either, but it doesn't bother me enough to
break save RAM compatibility with other emulators, so don't worry about
that changing.
I finally killed off MappedRAM initializing size to ~0 (-1U). A size of
zero means there is no memory there just the same. This was an old
holdover for handling MMIO mapping, if I recall correctly. Something
about a size of zero on MMIO-Memory objects causing it to wrap the
address, so ~0 would let it map direct addresses ... or something.
Whatever, that's not needed at all anymore.
BSXBase becomes BSXSatellaview, and I've defaulted the device to being
attached since it won't affect non-BSX games anyway. Eventually the GUI
needs to make that an option. BSXCart becomes BSXCartridge. BSXFlash
remains unchanged.
I probably need to make Coprocessor::disable() functions now to free up
memory on unload, but it shouldn't hurt anything the way it is.
libsnes is most definitely broken to all hell and back now, and the
debugger is still shot. I suppose we'll need some tricky code to work
with the old ID system, and we'll need to add some more IDs for the new
memory types.
byuu says:
This WIP fixes up the last bit from the old memory mapping system, the
BS-X Satellaview town cartridge now has a static memory mapper that is
dynamically decoded based on register settings. Tested with BS Town + BS
Zelda, and I can get in-game just fine. The mapping code is actually
a lot more readable this way, too.
byuu says:
The nall::function binding for the memory map apparently breaks when the
debugger is enabled, as PPU:: becomes PPUdebugger::, etc; and C++ isn't
smart enough to upconvert for us.
Not sure how I am going to work around that yet ...
Changelog:
- improved GameBoy::CPU::Halt emulation, fixes Legend of Zelda intro
water+world-map scrolling at the same time
- added GameBoy::APU skeleton, and hooked up MMIO read/write for all
registers
- modified nall integer->string functions
byuu says:
Fullscreen works on all ports, but Qt is in general pretty wonky at the
moment. Don't really care right now.
F11 toggles fullscreen, there is no menu or status in fullscreen, and it
auto-scales to the highest even multiple that it can.
It copies all other settings (filter, shader, aspect correction, video
region, vsync, async) from your windowed mode settings.
You cannot enable the menu or status bars, because those are a major
pain in the ass to support with both GTK+ and Qt returning nonsense
geometries.
Combine with each platform treating whether or not to handle menus
and/or statuses as part of the geometry or not, and it's a recipe for
pain.
It is pseudo-fullscreen for now, but if we have some spiffy code in the
future to set a true fullscreen that works on Linux (and hopefully OS
X), I'll add a true-FS option to ruby later.
byuu says:
This WIP uses the 16MB+64MB memory tables for 1:1 mapping of the S-CPU
bus.
Minimum RAM requirement goes up to 128MB, dare I be bold here and
recommend you have 256MB.
I also hooked up the basic bindings for making pseudo-fullscreen windows
in phoenix/Windows and phoenix/GTK+, but both have some serious issues.
- GTK+ won't resize my form container, even though it's the same code
I used successfully in bsnes v039 and prior with hiro
- Windows scale selection breaks the faux-fullscreen effects
- I am intending to write off the menu/status bars and just auto-size
the video to fill the screen, nice and simple
byuu says:
Oh good, that turned out to be a lot easier than I expected.
Almost all of the work was already done yesterday in porting the SA-1
over to a static map.
byuu says:
SuperFXBus was inheriting from Bus, in other words using a copy of the
same memory mapping subsystem.
I've removed that and made it a simple mask, since only ROM+RAM are
mapped there.